Showing posts with label megadungeon. Show all posts
Showing posts with label megadungeon. Show all posts

Tuesday, July 6, 2021

New B/X Megadungeon Campaign

Got the itch.

Starting new OSE (B/X) roll20.com campaign centered on a published megadungeon (being cagey about which cause, I don't know, surprise?).   Tired of hex crawls that either 1) never start cause I'm still "prepping", 2) that never get to one of the megadungeons as there's so much other stuff 3) that stutter and stall because players are paralyzed with choice. Even more tentpolish than tentpole campaign.

So, similar to Ford Model T color options, the players can go on any adventure as long as it's The Megadungeon . And there is nothing to do in overworld other than recover and prepare for next delve into megadungeon. This hobby started with game like that (more or less (a lot less than some would believe, but it fits my narrative, so going with the myth)) and megadungeon is large and varied enough to actually provide plenty of choice.  Probably branch out eventually. When the players are stuck, or need a break from crawling, it's good to have small palette cleanser "side quests".

The Overworld

Who can guess the megadungeon from the map clues; it is in box canyon and there is nearby swamp?

Worcestershire county of "The Kingdom". 


Overworld play is handled in abstract "downtime turns".  Nominally one week long. Travel time is subsumed in those turns. Being mounted will let you evade slower encounters, not "move" faster. Carts and wagons will let you carry more loot but unable to evade just about anything. Towns have a fixed "menu" of choices players may pick from during downtime turn. All are pretty similar; Salisbury has Wizard "patron" and Wellington has Cleric one, Hamburg is Dwarven outpost.  The City has more advanced options, magical research, sages, finding better prices for unique piece of dungeon loot, and the like. 

Wilderness encounter checks are made when travelling in the direction indicated. So, no encounter check going to The Dungeon from human towns of Salisbury or Wellington. This is because it's annoying to get all prepped and set for delve only to have random encounter wipe half party resources and require going back to town. And if you push your luck and just barely make it out of dungeon, you're risking a lot with that return encounter check. I made Hamburg the opposite to provide players choice / agency. But Hamburg is less convenient. For instance almost no hirelings are available for hire there.

Travel around the overworld, to city, going back and forth between towns, has the cost and the discouragement of wilderness counter checks. Which tend to be both deadly and non-profitable in terms of treasure.  In addition the more turns spent in overworld the more times DM rolls on dungeon restocking tables. There is no adventure in the overworld, no fun to be had It exists only to recuperate, resupply, and prepare for another delve into


The Megadungeon



Oh yeah, if you're interested in playing Fridays 6pm Central Time, email me njharman@gmail.com or I might notice if you DM me on https://www.reddit.com/user/njharman/

Friday, September 23, 2016

Barrowmaze For 5th Edition


I've bought the original Barrowmaze, Barrowmaze II, Barrowmaze Complete and loved every single one.  The concept is original and executed brilliantly. Maps are huge, beautiful and interestingly complex in the non-linear, fun to explore way. The art is great and complements the story, descriptions, encounters and details of the dungeon which is dripping with evocative detail.

I've only be able to run a dozen or so sessions of players through the Barrowmaze.  Mostly because the pool of face-to-face old school gamers is fairly limited. I'm stoked about a version for the hoards of 5ed players that crowd several FLGS couple nights a week in my area. And while I could convert it myself, or on the fly, I'd rather spend that energy in running the thing, consternating and delighting my players. Plus Stan Shin was one of if not the first to post 5ed conversion notes/system (which I've used and approve of). I have confidence Barrowmaze 5th ed conversion will be done well.

The Megadungeon 

The core of Barrow is a vast megadungeon. The content is broken up into sections so you can dive into the adventure without having to read the entire book first. The megadungeon content includes:

Over 600+ dungeon rooms
  • 36 lavishly illustrated player handouts (each referenced in the text of the megadungeon itself) 
  • A dedicated monster section each with individual illustrations 
  • New magic items and spells 
  • Random Encounters 
  • Patron Generator 
  • Random tables for Dungeon Dressing, Graffiti, Runic Tablet Results, Dungeon Restocking, Sarcophagus Contents and more! 
  • Random Crypt Generator to create your own Barrows 
  • Enough old-school content for literally years of gaming!

Wednesday, February 5, 2014

How Barrowmaze is Awesome

Barrowmaze Complete Indiegogo Project deserves your support. I have run Barrowmaze I and II (the basis of Barrowmaze Complete) in my home campaign. It was some of the most DM fun I've had. Here are some of the reasons Barrowmaze is great fun, great inspiration and a great purchase.




WARNING: Although, I tried to be vague there are still slight spoilers below. Nothing more than hitting locals up for a rumor or two would provide.

Barrowmaze Complete includes custom minis!

Unique Creatures

I guess pretty much every module / product has it's own selection of unique monsters. I really liked several. The Barrow Harpies, The Flagstone, Gemstone and esp Runic Golem (who leave behind runic tablets which may bestow boon or bane on those brave enough to read them), and the special servants / creations of the two human factions of Orcus and Set. All well suited for and reinforcing the flavor of Barrowmaze.

Great Stories

Some of Barrowmaze's numerous tombs are unmarked and semi-generic. But, most have a backstory and many are whole interelated tomb complexes. From the simple, mummy stuck guarding treasure he doesn't really care about, or husband and wife being buried together. To the primeval hunter / hero where PC's are pitted against his famous "hunts" or the epic elemental tomb complex or chosen special resting place.

Some "stories" are fleshed out. Others are just hinted at. Allowing a creative DM to work his ideas into Barrowmaze. Also simplifying or even inspiring links to the greater campaign world. This is the type of flavor that immerses players and makes the dungeon seem like an ancient, living, "real" place.

Get Rich or Die Tryin!
Little Rule Systems

Barrowmaze has several of what I call little rule systems. A few paragraphs, probably a table, that detail some aspect of exploring the dungeon. From excavating barrow mounds and bashing up bricked up walls. To converting canopitic jars into healing salves or searching for grave goods. And the several page "create a barrowmound" appendix.

All add flavor and provide guidance to a DM on how to run Barrowmaze. Individually, they are fun chrome. Taken together they develop the atmosphere of the mounds through play. (rather than the pages and pages of exposition by "your guide" that got common with modern, i.e. 2ed and on, products. I bought an adventure not a freaking novella!)  Gotta dig up the entrance? Mounds are old! Knock down wall? Mounds are large, with separate areas and did whoever lay these bricks want to keep something out or something in? These little touches have inspired me to create similar systems for other dungeons and my campaign locations such as the "Big City".

Dynamic Factions

The differences between potentially boring hack & slash dungeon crawl and a proper mega-dungeon are two. 1) history and depth, covered above. 2) Factions. And not just orcs here and things that fight orcs over there. Factions with needs, goals, allies, enemies, story hooks, and most important; potential for player and referee exploitation. Based on the shenanigans that during actual play I can attest that Barrowmaze's factions are done right.

They are fleshed out just enough to be dynamic and inspirations. Not weighed down with complicated, easy to forget during play, structure or histories. Or worse, written up with a pre-determined plot that your players will never follow. To be sure Barrowmaze factions are meant to be taken and wielded by the DM. The fit this purpose well.

Compelling End Bosses

The "sub-bosses", leaders of factions, from what I remember have unique personalities. Although, I can't say much without spoilers about the big bad(s)? And my players haven't gotten there yet. They are a unique. Seem that they would be challenging for the players as well as for the DM (in a good way). 

Bring More Clerics!

In the end,

what makes Barrowmaze a great product is that it oozes with flavor and fun. Reading it you want to run it. You might think, "Oh, just another undead infested dungeon crawl". Until I psychically slap you upside the head, "You mean the best undead themed mega-dungeon of awesome". Really. 

I retconned a place to put Barrowmaze into my campaign and shamelessly encouraged players to go explore it. Because after reading through it I was that excited. It seems old, done concept; "undead and dungeons", oh my! But, somehow everything in it fresh and exciting.

Go get your copy now

Wednesday, January 22, 2014

Barrowmaze Complete


Booyah! 

Dean of the Dead, King of Chaos, Megadungeon Maestro, Greg Gillespie has created an Indiegogo for Barrowmaze Complete. Includes Barrowmaze I (awesome), Barrowmaze II (more awesome), new content (village of Helix, mo barrow mounds, and more), new art (including Erol Otus color cover), professional layout (I've had no complaints with BMI or BMII, but I always dig sidebars "commentary by me in the outside margins to help facilitate play for referees").


So, totally rad right? But wait, there's more! Custom Barrowmaze Other World Miniatures! Box set


Boxset Baby!
 2 Tomb Robbers
 2 Sapphire Skeletons
 2 Fossil Skeletons
 2 Juju Zombies
 2 Sons of Gaxx
 1 Ravenous Zombie
 1 Crypt Thing
 1 Crypt Knight
 1 Mummy Lord
 1 Barrow Harpy
 1 Barrow Guardian

With more added as stretch goals.


Barrowmaze Complete & Otherworld Miniatures

I've personally run Barrowmaze I&II as part of my Gold and Glory campaign. It is extremely cool. Full of flavor and interesting mechanics. The whole layout of mounds and "horizontal" megadungeon is refreshing and well executed. The dungeon's "story", big-bad(s) and factions are all compelling and get me excited for players to discover them. It's written for Labyrinth Lord (Basic D&D) but I had no trouble running it under Swords & Wizardry (OD&D).

If you only buy one megadungeon this spring, get Barrowmaze Complete!

I survived BM and all my Referee gave me was this +0 shield

Sunday, March 31, 2013

Dwimmermount Drama

Man, why does the Dwimmermount Kickstarter generate so much drama?

Long ago it was empty rooms and rounded treasure values, wtf?

Now days, it's getting bent out of shape cause Autarch / Tavis is doing a fucking fabulous job at dealing with an extremely difficult situation.

Meh.  Maybe because I suffer depression (have lost girlfriends, one job, and jacked up many lessor things due to it) I just can't muster any ill will towards anyone involved.  I'm also probably much more patient than most.  

Dwimmermount project is going well considering what it has dealt with.  Projects without any of the same impediments have burned to the ground less graciously than Dwimmermount's "failure" has been handled.

Too many people expect Kickstarter projects to be something they are not.  They are not purchases.  They have the risks of an investment without the upside potential.  They are closest to a donation with defined perks.  You should not contribute money to a Kickstarter you can't afford to loose.

Yes, there's been lots of changes, reverses, etc.  It doesn't matter, chill already.  It's plainly obvious that people running things are absolutely not trying to screw anyone.  That they are bending over backwards attempting to appease a diverse group of participants.  Too many of which are whiny bitches. 

Yes, it's long time in coming (except that we got all the maps and good enough draft). I guess if you're a collector, wetting yourself over chance at rare hardback, I don't have sympathy.  I have friends that are collectors, nothing personal, but this is a hobby of players. Collecting gets the same treatment as half-brother mutant, we keep locked up under the stairs.

Dwimmermount is one of several mega-dungeons in my 1.5/weekly Gold & Glory campaign.  Two groups adventure in it regularly.  People enjoying themselves around a table.  There is no higher level of success than that.

Tuesday, November 20, 2012

Anomalous Subsurface Environment 2-3, sighted, acquired!

Henchman Abuse, Patrick Wetmore, just released levels 2-3 of his Anomalous Subsurface Environment dungeon. The mutagenically delicious megadungeon I first became fascinated with from reading play reports on Dungeon of Signs (which has excellent ASE material).  I picked up the ASE1 hardcopy at NTRPGcon and the PDF just now.

Now that there's more than just the first level, I believe ASE will be the "Molybdenum Mines" that the Brothers Radicals will soon mention to the characters in my home campaign.

LULU Coupon Code: NOVBOOKS12

Monday, October 29, 2012

Barrowmaze is Excellent

Reading about people receiving their Barrowmaze Indiegogo loots made me curious (jealous). So, I got the PDFs for Barrowmaze I & II. I (for no particular reason I can recall atm) had been more or less ignoring Barrowmaze. Maybe cause my current campaign already has too many megadungeons. In retrospect that was bad choice. After partial read through I declare Barrowmaze to be excellent.

Similar to ASE (another semi-recent purchase) Barrowmaze is a refreshing take on the megadungeon.  Something familiar wrapped up with originality. A small deviation, but enough to get me excited to run it. Instead of levels going down, Barrowmaze is series of barrow mounds (and underground "dungeons") going away from "starting point".  Which, with minor flavor tweaks, fits into my campaigns history and geography. Coincidence or strength of dungeon's versatility.  Also, same as ASE, Barrowmaze has strong theme (undead/tombs).

I mostly read the introduction and preperation materials. History, factions, special rules (for breaking open tombs, bricked up walls, digging), restocking, new treasures (death masks, scarabs), gimmicks (runic tablets), and the "plot". All very well written and imagined. A welcomed summary of "how is Barrowmaze interesting" and "what DM needs to know to run/wing this thing". Author's please don't bury this critical info in the room descriptions. 

That front matter sealed my opinion that Barrowmaze is excellent. Based on it's quality and interestingness I'm confident the body of room descriptions is sprinkled with drops of dungeon deliciousness. [Read more and in fact it is.]

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