I’m quite enjoying #dungeon23 so far. Having 1/3 empty rooms is a fantastic safety valve, allowing me to bank the fire of inspiration for days when I’m feeling it.
Although it’s now day 40, level 1 of the Black Furnace is “only” 35 rooms — because this dungeon has five entrances, and I wrote those up first.
Notes about level 1
Here’s a stitched-together photo of level 1, with wing A on the left and wing B on the right. Wing A is the home of the cult of Hürak Mol, which performs some vital dungeon functions whenever the Black Furnace is in the mortal world — and, by keeping the faith, and even more vital function: keeping long-forgotten Hürak Mol from being entirely forgotten, and thereby still alive. Another faction, the bone automatons, claims part of this wing and is often at odds with the cult.
Level 1 of the Black Furnace (February 9, 2023 draft)
Wing B is largely in disrepair, but is home to two warring factions: the corpse-drivers, fungal beings who hollow out fresh corpses and pilot them like little “flesh-mecha,” and the lichenate, a hive mind moss-entity that worships a moss god on a lower level (who I haven’t written up yet). This wing is also full of malfunctioning and dangerous creations of Hürak Mol, which is another reason why the cult from wing A doesn’t spend much time here.
You can see my love of interconnectivity on this map. There are two ways down to level 1: the main entrance (S1), which offers an immediate choice of wing A or wing B, and the chimney (S3). Wings A and B have one sub-surface connection point (the long corridor to the north). Both wings connect to level 2, and the S3 chimney also leads straight down to level 4.
I’m also trying to pack in lots of the other stuff I love about a good megadungeon: factions, weird and gonzo elements, a nod to practicality (especially where it pertains to giving players information that lets them figure out what a level/wing is all about), an emphasis on new monsters, temptingly dangerous objects, and a mix of stuff that looks worse than it is and stuff that’s much worse than it looks, among others. Some bits I had a lot of fun with: the prison (9), a mirror that duplicates whatever you put in front of it in an internal pocket dimension (7), a magic oven (15), an abomination that extracts hearts (18), a waterfall that whispers portents (26), and a long hallway full of incredibly suspicious-looking clay statues that mostly just want to help new arrivals (27).
As this is a draft, I’ve left some work for Future Martin — random encounter tables, stat blocks, random item and magic item tables, and the like. Those feel like roadblocks in the moment, and the last thing I need is roadblocks. This is already the largest dungeon I’ve ever written up, and I don’t want anything sapping my momentum.
I also know from publishing my first Godsbarrow book, The Unlucky Isles [affiliate link], last year that I’ll be revising this dungeon if I ever take it further than a notebook full of maps and a spreadsheet. My approach is to get the raw ideas down, have fun with it, and tidy it up later.
On that front, the Black Furnace is definitely consuming almost all of my Godsbarrow processor cycles — or at least, it is for now. But while that’s slowing down my work on Godsbarrow Guide 2: The Gilded Lands, neither project is an obligation so I’m not treating them as obligations. I still work on them both every day, and there will come a time when the balance will swing back towards the next book.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Today I finished the draft of the first area in my #dungeon23 project, the Black Furnace.
The Black Furnace’s servants’ quarters
Level 1-A is the servants’ quarters, home to the cult of Hürak Mol. It’s accessible from one of the Black Furnace’s five entrances, and connects to level 2 and level 1-B.
I can’t remember the last time I drew a proper dungeon map, and I don’t think I’ve ever written up a dungeon this size before. I’m enjoying sitting down each day with no clear idea of what’s next, and just having fun with it.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
I’m not sure all my notes (many rolled in Tome of Adventure Design [affiliate link]) will survive the next steps, but I’m off to the races with #dungeon23. Weep at my terrible handwriting!
Sketching out the surface level of the Black Furnace: five entrances, with notes
I like megadungeons with multiple entrances and verticality, so the Black Furnace has a main entrance, two chimneys (which can be used as dangerous entrances), an observatory side entrance, and a collapsed garden/cave that also allows ingress.
Today’s room was S1, the main entrance: a huge black kiln with three ways down to level 1 (one of which also leads to level 2).
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
I’ve juggled things around a bit since my initial #dungeon23 post. With less than 24 hours to go until my first room, it’s time to lay the last bits of ground work for the Black Furnace.
The thing I’ve changed up is mapping: I bought a graph paper notebook (4 squares/inch) and a Jujutsu Kaisen pencil mat, and I’m going to do some — or maybe all — of the mapping myself.
My #dungeon23 mapping notebook all stickered up and ready to go
I still might use some of Dyson Logos’ gorgeous maps later on, but for the entrances I need to blaze my own trail. I have an idea of what the dungeon looks like on the surface, and how many entrances it has, and I want a significant vertical element available early on; all of that points to mapping out the first level myself.
Origins of the Black Furnace
When I open the book for a published dungeon, there are few things I like to see less than pages and pages of backstory. That’s usually enough for me to put it down and/or never run it.
But ya gotta have some backstory, or at least I do, to hang your hat on. I don’t need a meticulous ecology that makes logical sense, but I want to know why the dungeon exists, or why the first bit of it was created, if that’s more applicable; and I want to know its themes and key ingredients.
Here’s what I already know about the Black Furnace, which appears as an adventure site in The Unlucky Isles [affiliate link]:
Rises from the earth during times of great strife
Sprawling subterranean maze
Realm of a long-forgotten god
Maw which releases ancient monstrosities into the world
Reappearance bodes ill for Brundir
That’s the grist for my mill, and those are my touchstones to keep me reasonably focused. But I need to flesh that list out a bit before I write my first dungeon room/location or I’m going to wind up rambling in eight directions, none of them productive.
The larch
All it took to get my creative juices flowing was a few rolls on the Religions table in one of my favorite random-creation tools, the Tome of Adventure Design [affiliate link]. I rolled the name Her + ak + Mol and instantly knew I had the heart of the Black Furnace: the god who created it.
I put a bit of English on that name, started writing…and the rest of it flowed out of my half-formed notions, the notes I’ve taken over the past month, and the raw creative flow born from knowing this god’s name.
Why does it exist?
In Godsbarrow’s earliest days, the gods warred openly against one another. Their need for new and ever more powerful weapons was insatiable, so the deity Hürak Mol (they/them, pronounced “HOO-rak mawl”) built a great kiln, and a furnace beneath it, and began forging, shaping, and birthing artifacts, monsters, and engines of war. This fell place was known as the Black Furnace.
With every creation, Hürak Mol gained power through the other gods’ reliance on them. Where most gods grew strong because of the number of their mortal worshipers, Hürak Mol thrived on the needs of Dormiir’s many gods.
Which meant that as the world stabilized, and the gods withdrew from the mortal realm, preferring to bask in their power or fight each other through proxies, Hürak Mol was no longer needed.
Their power diminished until Hürak Mol became little more than a small god, half-remembered and largely ignored by the other gods. Before they could fade away entirely, Hürak Mol infused the Black Furnace with their deific power and caused their great kiln and subterranean complex of forges, fires, and chimneys, as well as their servitors, raw materials, and small cult of devout worshipers, to sink beneath the earth.
The Black Furnace was not seen in Godsbarrow for many centuries. Hürak Mol was entirely forgotten by the people of Dormiir.
Where has it been?
The Cult of Mol the Timeless has survived within the tunnels of the Black Furnace for untold centuries. Generation upon generation of worshipers have tended the Black Furnace, banked its fires, and — most importantly — remained fervent in their devotion to Hürak Mol, ensuring that they do not fade away entirely.
Hürak Mol, for their part, slumbers in god-sleep in the depths of the Black Furnace, their ancient, war-filled dreams forming part of the Wraithsea.
The Black Furnace is a god-realm, not subject to the laws of physics nor entirely bound by notions of time or reality. It somehow sustains the life within it, and time passes much more slowly inside its tunnels — until it returns to Dormiir. Infused with Hürak Mol’s power, the dungeon itself can sense when there might be enough strife in the world to return Hürak Mol to their former glory.
When this happens, the cult seeks to wake up Hürak Mol. Cultists work the forges and kilns, birthing monstrosities into the world and forging dark artifacts. They attempt to recruit new members. They spread a gospel of war and chaos — the fertile ground Hürak Mol needs to awaken from torpor.
It has appeared in different places throughout Godsbarrow’s history, and done so often enough to become the subject of legends throughout the world. Thus far, the Black Furnace has always remained in Godsbarrow for a time and then, responding to the ancient dictates of its creation, sunk back beneath the earth to await the next moment when Hürak Mol’s return might be realized.
Fuck yeah
That’s what I needed to feel confident heading into day one of #dungeon23!
I’ve got some evocative, partially-formed notions of what the Black Furnace looks like (or parts of it, at least). I’ve got reasons for just about anything to be part of it, as it has been accessible to the denizens of Dormiir many times over many centuries. Hell, there’s room for gonzo science-fantasy stuff, too.
I have at least one faction in mind, the cult, and it’s likely to be a fractious one. (Who could possibly agree on how to stay devoted to a sleeping god for untold centuries without becoming divided over the specifics?) It’s accessible via the Wraithsea, which is a whole other avenue of ingress and egress (sort of). That means the Arkestran Dominion likely has a presence here, or has at some point.
It also has agency, because the second it appears — which it already has — the weirdoes who live there starting making fucked-up monsters and shit, fanning out across the countryside, and spreading the gospel of Hürak Mol. Hell, they want people to find the dungeon; they’ll tempt anyone they think could be useful with promises of unimaginable power (and be telling the truth about it, although the trade-off isn’t going to appeal to everyone).
The dungeon and its core inhabitants have a direct connection to the PCs’ actions, too: Wiping out the cult would kill Hürak Mol. Aiding the cult would wake up Hürak Mol. If they survive long enough to reach the lowest levels, the PCs will encounter a god. The longer the dungeon stays in Godsbarrow, the more messed-up shit is going to leak into Brundir.
I love it when a dungeon has potentially world-shaking implications, yet can be accessible to 1st level D&D characters. That’s what I wanted out of the Black Furnace when I came up with it, and having jotted all this stuff down I like how it’s coming together.
I’m stoked to explore the Black Furnace this year and see what comes of it!
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
2022 has thrown the Ralyas a couple pretty hard curveballs, but so far we’re doing [whatever you’re supposed to do in baseball when someone pitches you a curveball] and managing pretty well. I usually focus on hobby stuff here on Yore, though, so I figured it was time for a little 2022 wrap-up — all highlights, no lowlights, and a few surprises.
I work on Godsbarrow every single day — sometimes just a word or sentence or two, sometimes much more — and have been doing so since March 16, 2021. I’m often hard on my own work, so I’m honestly still a bit surprised I still love this setting as much as I do. (Hell, I’m more jazzed about it now than I was when I started out.)
I’m proud of doing as much of the work on The Unlucky Isles as possible myself, which was one of my goals; I did everything but the artwork. That includes some stuff I’ve notably never done in a professional capacity, like layout and cartography.
And I’m not sitting still: I’m about 25% done with the manuscript for Godsbarrow Guidebook 2: The Gilded Lands. It’s a little while away yet, but it’s coming!
Two Godsbarrow campaigns
Hobby-wise, the only thing that tops publishing a Godsbarrow book for me is running two campaigns set in Dormiir. This is one of those quintessential GMing experiences — designing your own world and then running games there — that I’ve just never had until now. I’ve run games in homebrewed settings before, but those worlds were never more than a sketchy map and some rough concepts; Godsbarrow is much more fleshed-out.
Both of these games are ongoing, and I’m having a blast with both of them. The first Godsbarrow campaign started up in July: a Dungeon World [affiliate link] hexcrawl set on the island of Bal Acar, which I’m running for two of my best friends, Rustin and Greg — the first explorers of Godsbarrow. This game feels like all the best parts of exuberant high school D&D — just weird-ass exploration and shenanigans, all signal and no noise.
Our Google Jamboard map from the first couple sessions
It’s impossible to overstate how cool it is to be gaming regularly with Lark. We’ve previously played a couple of sessions, but nothing ongoing; I never wanted to push this hobby on Lark. We’re having an absolute blast — and, again, I can’t overstate how much that means to me. (This is also another of those quintessential gaming experiences that I’m just chuffed about.)
Wargaming
Lark and I have also been playing Car Wars 6th Edition — Lark’s first proper wargame — and having a great time with it. I pitched CW because we’ve played tons of board games together over the years, and I thought the minis and zaniness of Car Wars would interest Lark. Sixth Edition is superb, and just the right rules weight for us.
That’s led me to delve back into my wargaming roots, which stretch all the way back to having huge naval battles with my dad, all spread out on my bedroom carpet, when I was maybe 10-12 years old. I re-acquired Renegade Legion: Centurion, which was one of the first full-fat wargames I played (circa age 12-14), because it seems like one Lark might enjoy.
And then, to my complete surprise, I stumbled across an RPG.net thread about BattleTech just the other day and learned that 1) there’s now a fast-playing alternate version of the rules, Alpha Strike, and 2) there’s also a huge range of plastic ‘Mechs available. After a bit of research I pitched that one to Lark, got an enthusiastic yes, and ordered the core AS box.
My old BattleTech minis from the 1990s and 2000s
This hasn’t been a banner year for miniature painting, which is understandable given my focus on Godsbarrow and real-life stuff. With 40k (and Kill Team), my motivation has been sapped by not wanting to play with strangers during the pandemic, so I’ve done tons of painting and never gotten to use the fun toys I’ve painted. Even the return of my beloved space dwarves, which were my intro to Warhammer 40k many years ago, hasn’t shaken me out of my painting doldrums.
I’m hoping that some comparatively easy-to-paint BattleMechs, which — and this is key! — I’ll immediately be able to use in a game, are just the shot in the arm my painting hobby needs at the moment.
Ranma 1/2
No segue, but I can’t do a wrap-up post without noting that this was the year I finished Ranma 1/2, one of my all-time favorite manga series — which I started in 1992. I’ve read a shit-ton of manga this year, which has been a lot of fun.
Revisiting the Star Wars prequel trilogy
I decided it was time to revisit and reevaluate the prequel trilogy, all of which I previously rated ½ (which I think marks the first time I’ve voluntarily rewatched any ½ films), for three reasons.
One, I was surprised how much I enjoyed the first couple episodes of Obi-Wan Kenobi, and I wanted to see if I might like the prequels now, decades later. (Andor had the same effect, but for Rogue One.)
Two, I’ve based some of my identity as a Star Wars fan on hating the prequels. I wanted to try to appreciate them on their own terms rather than, when they clash with my expectations, simply assuming my expectations are perfect and therefore the films are the problem.
And three, 20+ years later I’m a different person, I love the Star Wars universe even more than I did back when these films came out, and my appreciation for the Old Republic, Galactic Republic, and Clone Wars Eras has grown. I’ve spent dozens of hours playing Star Wars: The Old Republic and engaging with prequel content in other media, and I’ve enjoyed it.
I wound up liking or loving all three prequel films. Reviews/comments, with spoilers, are on Letterboxd: Episode I, Episode II, Episode III.
Mastodon
I said earlier in the year that Mastodon felt the most like Google+ of any G+ replacement I’ve tried, but it wasn’t until the first Twitter exodus that it really took off. My feed is full, it lacks virtually all of the toxicity of Twitter, I’m having fun gaming conversations and learning about cool stuff there — the whole nine yards. It feels like it’s going to stick for enough folks to provide a real hobby haven, too.
#dungeon23
The #dungeon23 challenge doesn’t kick off until January 1, 2023, but it was — thankfully! — announced much earlier, giving me time to noodle about it, decide to do it, and come up with a framework I think will help me succeed.
I’m going to write Godsbarrow’s first dungeon, the Black Furnace. I’ve got my ducks in a row and I’m excited to get rolling!
Yore’s 10th anniversary
This blog turned 10 years old back in August, making it my the longest-running ongoing thing I’ve ever done online. My quiet approach, erratic non-schedule for posting, and eclectic mix of hobby stuff haven’t done wonders for attracting an audience — but I write Yore primarily because I want to write it, so that’s okay by me.
At the same time, I’m thrilled whenever anyone mentions enjoying Yore, comments on a post, or uses what I’ve shared here. If that’s you, reading this, thank you! Knowing Yore is useful to other folks is a big part of why I keep at it.
Here’s to a 2023 with more hobby milestones, and maybe — hopefully! — with fewer curveballs. Happy holidays!
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Sean McCoy‘s #dungeon23 challenge has been making the rounds on Mastodon: Every day in 2023, write one room of an old-school fantasy megadungeon (or whatever similar project tickles your fancy). I’ve been intrigued, but felt like I didn’t really need another project next year — until this morning, when the puzzle pieces fell into place.
These days I do best with long-term projects that I can 1) work on every single day, no exceptions, and 2) just “check the box” if I don’t have the energy today. That means projects with lots of variety in their components, and which can survive banking the fires — basically only working on them in the most technical sense, like a dab of paint or writing a single name — while I recharge my creative juices or deal with life’s curveballs.
This is how Godsbarrow got created, and how I’ve worked on it daily since March 2021. It’s how I wrote and published The Unlucky Isles [affiliate link]. It’s how I work on my 40k miniatures. It prioritizes continuation, completion, and realistic expectations — and it’s baked right into #dungeon23. There’s tons of variety (365 rooms!), and writing “Empty room” is a 100% valid and necessary component of any megadungeon.
Sean’s longer write-up makes that explicit, and it’s what really sealed the deal for me. After many past false starts, I’m going to take a run at creating my first megadungeon: the Black Furnace, my favorite dungeon that I’ve mentioned in my Godsbarrow material.
My WIP simple spreadsheet, as of December 10, 2022
My approach
I get the appeal of working on #dungeon23 in a physical notebook with hand-drawn maps; that will produce a lovely artifact at the end of the year, and it hearkens back to the origins of the hobby. But my handwriting is terrible, I won’t always have that notebook handy, I know drawing dungeon maps is a roadblock for me (I always get too deep in the weeds and then abandon the project), and ultimately whatever I produce is likely to be something I want to publish — so why make more work for myself by doing it by hand?
Once I knew that, the rest of my path became pretty clear. Here it is in rough form, as it stands now:
Google Sheets: I’ll be creating my megadungeon in Google Sheets. Easily updateable and editable, always available, and already digital.
OSE: Old School Essentials is my old-school system of choice, and the game I’d most likely use to run a megadungeon, so that’s sorted. And OSE has a third-party license for published products that looks entirely reasonable, so I’m covered there as well.
Dungeon stocking: That also means I can use the OSE rules for random dungeon stocking, which I quite like. That breaks down to 1/3 empty rooms, 1/3 monster, 1/6 special, and 1/6 trap.
I might also use the method from AD&D 1e, which comes up in Courtney’s PDF (the next bullet).
Random generators: I love random generators, and with 365 rooms to write (even if 122 of them are empty!) I’m going to need plenty of inspiration. There are a billion tools for this, but I’ll start with two.
A snazzy logo: Lone Archivist created a free #dungeon23 logo pack (as well as one for sci-fi projects) with a CC BY 4.0 license.
That’s the how, but what about the what?
The Black Furnace
I created the Black Furnace when I was designing the Unlucky Isles, and I like how it turned out. Even though it’s only a region-level sketch, that’s plenty to get me rolling on room-by-room creation (which is one of the things I love about region-level sketches!):
This black stone kiln the size of a large house, its soot-covered iron door always warm to the touch, rises from the earth during times of great strife. It was thought to have receded from the world centuries ago, but in recent days trappers and woodcutters who work the Hulawe Hills claim to have seen this fell edifice, and those who have gone to look for it have not returned. Folk tales say that it’s the entrance to a sprawling subterranean maze, or to the realm of a long-forgotten god, or a maw which releases ancient monstrosities into the world. In truth, the Black Furnace is all three of those things, and its reappearance bodes ill for Brundir.
That’s got all the bones I need for #dungeon23: A sprawling subterranean maze: check. The realm of a long-forgotten god, which hearkens back to one of my favorite modules, Tomb of the Iron God [affiliate link]: check. A maw that spews monsters, which is already giving me all sorts of ideas: check. And potential region-level, world-shaking implications, which I love in a dungeon: check.
Many thanks to Sean McCoy for kicking this off, and for posting about it well in advance of the start date! I needed that time to get my ducks in a row and think things over, and now I’m excited to get rolling in January.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Lesserton and Mor(paid link), written by Joel and Jeff Sparks of Faster Monkey Games, is a product that I don’t think has received its due. It’s a fantastic, unique, flavorful, and versatile sourcebook for a premade city and its neighboring open-air megadungeon, and it’s incredibly cool. (Update:And it’s now free in PDF!)
For starters, just look at this glorious Peter Mullen cover:
The late, great Steve Zieser did all of the interior art, and his style — like Mullen’s — matches up beautifully with L&M’s “dirty British fantasy” aesthetic.
The hook
L&M has an awesome premise: The ancient city of Mor, “mankind’s proudest achievement,” was sacked by barbarians, and then destroyed in a mysterious cataclysm. The refugees of Mor made their new home next door, and grew that ragged settlement into the city of Lesserton — “the adventurer’s paradise,” a home base for those brave and foolhardy enough to venture into Mor to claim its riches.
Lesserton is fully described in L&M, from districts to buildings to personalities to laws. But Mor is not — Mor, you make yourself. It’s even possible to roll it up as you play, creating new hexes and populating them as the PCs venture into unexplored territory (along the lines of my own Hexmancer).
What’s inside
L&M is a shrinkwrapped bundle, old-school style: a wraparound cardstock cover, unattached to the three booklets inside. The loose cover doubles as a map of Mor, intended to be filled in as you go. Inside are three books: a ref’s guide to Lesserton, a thinner players’ guide to Lesserton, and a guide to rolling up your own Mor.
Lesserton reminds me of WFRP’s Middenheim(paid link) and Terry Pratchett‘s Ankh-Morpork — two of my favorite fantasy cities — but it’s also its own animal. It’s populated by a ragtag mix of people, including many part-ork (“orkin”) folk descended from the original invaders of Mor, and home to all manner of gambling houses, pubs, and brothels. (“Fantasy Mos Eisley” would also be decent shorthand.)
The Referee’s Guide to Lesserton plumbs its depths rather well, and packs a lot of stuff into 68 pages. It’s not chaff, either — it’s stuff you’ll actually use at the table (like another of my favorite city books, Fever-Dreaming Marlinko [paid link], which I’ve written about on Yore).
There are regular pit fights, places to rob, weird shops where you can buy weird shit, normal shops that will sell you adventuring gear, and on and on. There’s a whole section on carousing, which I now realize I missed in my look at carousing in D&D from 1977 to present, and it’s great.
I loathe homework in RPGs, but I love players’ guides to settings; for me to be happy, players’ guides need to be extremely well done, or they’re just homework. The Player’s Guide to Lesserton is extremely well done. For starters, it’s 16 pages long.
What’s the city like? One page, boom. Where is X? There’s a map on the back cover. “I want to get shitfaced.” Covered. “I got too shitfaced, where do they take drunks here?” Covered. “Where do I gamble/drink/fuck?” Covered.
Also covered are lots of things that feel very Lesserton to me. For example, Brinkley’s Assurity Trust will, for 100gp, sell you a bumblebee pin that signals to the orkin tribes who live in Mor that there’s a ransom for your safe return. That’s brilliant! L&M is full of touches like that; it’s designed for play, not just reading (or worse, endless, droning setting-wankery), and it shows.
Finally, there’s the Referee’s Guide to Mor, plus its companion map. This booklet (28 pages, also a great length for what it needs to do) opens with useful background on Mor — what was where, what sort of city it was, and the like. That gives you a good foundation for improvisation during play.
The balance of the book is a framework for generating your own version of Mor, hex by hex, either in advance or on the spot. Random terrain, random buildings, random encounters, special areas (caches, dead magic zones, excavations, etc.) — pure hexcrawl goodness. It even covers generating the orkin clans who call Mor home.
Awesome possum
Put it all together, and L&M is a hell of a toolbox. To stretch the toolbox analogy a bit, it’s like a toolbox that contains some top-notch tools you’re likely to need, as well as the parts to make the ones it’d be more fun to create yourself, and an owner’s manual to help you make the most of both.
I rarely hear anyone talk about Lesserton and Mor (paid link), which is a shame — it’s a true gem of a setting. I rate it a 10/10, and heartily recommend it.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
I just started reading William Hope Hodgson‘s 1912 weird fiction work The Night Land (paid link ; also available as a free ebook). I’m interested in it in large part because the setting sounds fabulous — and rather well-suited to gaming.
I say “sounds” because I’m not that far into the book yet. It’s a strange animal: It’s almost 600 pages long, there’s no dialogue (and, based on reading about the book, there won’t be any later on, either), and the prose isn’t conducive to quick reading.
What piqued my interest was the snippets on Wikipedia, and tell me this doesn’t seem like it’d make a great setting:
The Sun has gone out and the Earth is lit only by the glow of residual vulcanism. The last few millions of the human race are gathered together in a gigantic metal pyramid, nearly eight miles high – the Last Redoubt, under siege from unknown forces and Powers outside in the dark. These are held back by a shield known as the “air clog”, powered from a subterranean energy source called the “Earth Current”. For millennia, vast living shapes—the Watchers—have waited in the darkness near the pyramid. It is thought they are waiting for the inevitable time when the Circle’s power finally weakens and dies. Other living things have been seen in the darkness beyond, some of unknown origins, and others that may once have been human.
Something about this reminds me of James MacGeorge’s Black Sun Deathcrawl, which is part of what made me want to dig deeper.
The Redoubt is basically a city-dungeon (composed of over 1,300 individual cities), or a Shadowrun arcology on a grand scale — eight miles tall, and five miles wide at the base. I have no idea how feasible it would be to try to model the whole Redoubt as a dungeon in-game, but I’d love to see it done.
As for the Watchers, check out this gallery of Stephen Fabian‘s Night Lands artwork. It’s great imagination-fuel, even if you ignore the Night Lands aspect entirely.
I don’t know if I’ll finish The Night Land, as it’s competing with a million less-dense things I could be reading, but I’m looking forward to getting to the weird bits.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
Bryce Lynch turned me onto WMLP with his review of issues 3 and 4. Bryce is a brutally frank reviewer, and our tastes in old-school gaming books are pretty similar, so when he gushes about something I generally buy it.
Here’s one of Bryce’s highlights:
The encounters here are exactly what you would expect from an OD&D adventure. A little goofball, a little weird, a lot of THE FANTASTIC. It is the type of feel I equate with OD&D and exactly what I’m looking for. A world where everything seems fresh and new again and the players get to experience something similar to the very first time they met a gelatinous cube or a fell in a bit [sic]. It’s the world of Whimsy and Wonder.
The artwork is wonderfully OD&D-esque, too. Here’s the cover of issue 2, by “Dr. Brainus Mangenius, Psy D.”
Beneath the Ruins: Kihago Megadungeon
The highlight of issues 1-6 is also the anchor of each issue: the levels of the Kihago megadungeon, by Alex Fotinakes, collectively titled “Beneath the Ruins.” If that title sounds familiar, it’s because the first level of Kihago is also offered in Beneath the Ruins (paid link), the first volume of the Psychedelic Fantasies series of modules.
Lately I’ve been reading OD&D and really digging it, so the idea of an OD&D megadungeon is right up my apple cart. The presentation is sparse, without read-aloud text, and short on background — basically my favorite approach across the board. More than enough to run with, but not so much that your creativity is stifled.
Some of my favorite bits from Kihago (spoilers abound, though I’ve tried to keep them fairly mild):
The Eye of the Immortal, a TV that occasionally plays episodes of Three’s Company. It’s held in high regard by one of the factions on the first level, the Luminites.
Yeast puddles which can infect careless PCs, turning them into yeast zombies if the infection isn’t dealt with.
A cloning chamber. You know what rules you need for a cloning chamber? Pretty much none, in my book, and that’s how it’s presented here. In one paragraph, you’ve got a dungeon- and campaign-changing room.
Nosferoggu (vampire frogs), flamingodiles (guess!), the drunk ghost of a psionic ninja — Kihago is packed with monsters like these. That kind of gonzo can be hard to pull off (try too hard and it feels forced, phone it in and it feels lifeless), but Kihago nails it.
Level four, a vast, wide-open cavern (with some distinct areas), is going to be a playground of interesting stuff by the time the PCs reach it. Kihago has factions and intelligent denizens, and a big, open area is rife with opportunities for luring tougher foes to their deaths, playing factions against each other, etc.
And oh, the factions! Level five has bidepal fly-people covered in shit vs. feral cat people. Level four features a savage tribe led by Mike Mickelson, KTLA sports anchor, who found himself (and his control room, which of course you can find) transported to Kihago and decided to make the best of it. And on and on — inventive, amusing, whimsical, but also meaty and rich with inspiration.
The wraiths on level 5 who want the head of the summoner on level 3, and will share a valuable secret if it’s delivered to them. Call-backs and intra-dungeon goals are awesome, and I love this one.
A closet which hides an energy nexus capable of recharging magic items. It’s hidden, but not impossibly so — a great balance for encouraging exploration.
I could go on — and on! — but hopefully you get the idea. Kihago is a fantastic megadungeon, and one I’d love to run as written. Grab the LBBs and go. (Or another flavor of D&D, but that’s the flavor that seems to dovetail best with how I see Kihago.)
Other highlights
Looking only at Kihago would be doing WMLP a disservice, because it’s not the only gold in them thar hills. Here are a few more highlights:
There’s the animator class (issue #1), who can draw stuff and then animate it; after a couple levels, that includes tattoos. The animator’s spell list is all stuff, like doors and animals and so forth. It’s a clever class.
“Creating a Chimera,” from issue #5, is a page of tables for making patchwork hybrids. Like so: body of an anteater, two zebra heads, two pairs of lobster arms, the legs of a sloth, and it has a wasp stinger. Toss that into a random encounter and see what happens.
Need a weird character background? “Something rad!!!!!!!“[2] (issue #6) delivers: You’re a prolific sperm donor. Or maybe a refugee from the Peanut Butter Wars, or a slave to Lady Jessica. It does settings, too: This place is like medieval Persia, but with sixguns and wagons, and it’s got regicidal vampires.
Because I own it as a book, I look at WMLP as a book. That book, for me, is mainly about its stellar megadungeon — but like delicious gravy, I also get some other fun stuff alongside it. Wizards Mutants Laser Pistols is a great zine, and the compilation of issues 1-6 is easy to recommend.
[1] Confusingly, it’s sometimes referred to as “Wizards Mutants Lazer Pistols.”
[2] Yes, I counted the exclamation points. Such is my dedication to science!
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.
I love megadungeons. I’ve often thought it’d be fun to design one, but balked because I’m not sure I have the chops and because of the sheer size of the undertaking. The solution to the first part of that problem is to just try it, but what about the second, the fact that it’s a big project?
That’s 17 traps, and 17 specials. That’s where all the real work lies. Sticking a bunch of monsters in a room is easy, it’s the creative bits with traps and specials that’s hard.
And bam, just like that I realized I could design a megadungeon. I read that post yesterday, and I started designing one last night.
It’s that last part, about focusing on just a third of the rooms — the special, weird rooms — that clicked for me. Seeing the whole chart from the B/X Expert Set (paid link; my favorite version of D&D) broken out into rooms in need of keying helped, too. It’s a classic “eating the whole elephant” situation, and I’d never thought of it that way.
Out now: The Unlucky Isles
The Unlucky Isles [affiliate link], the first system-neutral guidebook for my Godsbarrow fantasy campaign setting, is now on DriveThruRPG.