Thursday, January 12, 2023

dungeon23 supplemental: The town(?) of Silverlion

Originally I was going to make multiple posts about the town of Silverlion as opposed to the Castle Silverlion above the dungeons, but that was far too much effort. I think that if I were to run what I have right now, I'd use a combination of Hommlet and The B2 Keep. 

The Castellan would either be Lord Silverlion himself or a subordinate. 

The chaotic (evil) ne'er-do-wells of the village would just be part of a specific demon cult rather than ToEE employees.

I like the religious tension in Hommlet but I think I'd try to work in something more reflective of the Scottish/English religious tensions - the Old Church with its rustic presbyterian structure vs the Royal or Proper Church with an appointed episcopacy. One would be in the village (probably the newcomers) and the other in the keep (the old guard). The druidics would be the major third wheel. 

I imagine tension between Lord Silverlion and village leaders, as well as with the wizard/fighter duo of T1.

Lots of potential for political intrigue.


Wednesday, January 11, 2023

dungeon23: "weeks" 3-4

 I have completed January's goal for my dishonest subversion of this dungeon23 thing.



A number of sprawling passages are optionally choked with rubble as avenues for future expansion.

 

15. Hint room

In the middle of the floor (where the "15" is) is an a message in chalk: An arrow pointing to the northeast corner and "THIS WAY"

 

16. Dusty room

This room has a thick layer of dust upon the floor.

 

17. Chamber of passages

Empty, but see 20

 

18. The rat nest

13 very angry giant rats (HD 1/2, 2 hp each, MV 12//6, AC 7, Al N; Att: bite 1d3+ 5% chance of disease )have made a nest here using bits fur, cloth, wood, and dead adventurers. They are territorial and attack on sight.

 

19. Room of Ruses

A magic mouth on the ceiling activates when the door is opened: "WELCOME ADVENTURERS! TWO DOORS LIE BEFORE YOU, ONE GUARDS WEALTH AND THE OTHER GUARDS DEATH! CHOOSE WISELY!"

The two "doors" are immobile, solid iron facsimiles with thin wooden paneling

Has a thick layer of dust upon the floor.

 

20. High traffic area

Due to its proximity to the only accessible passage from level 1 to level 3, there's a 50% of wandering monsters at this location.

 

21. Spiral Staircase Room

The spiral staircase here descends to room 2.1 and from there to 3.1

 

22. Trap door and stairs

Beneath this wooden trap door are 5-ft wide stairs that descend to level 2

 

23. Rats' hoard?

1000 sp lay in a neat pile at the location of the "23," covered in rat droppings and corpses

 

24. Rats' neighbor

Empty save for some old blood stains

 

25. Octagonal chamber

Empty

 

26. Horizontal Rectangle Room

Empty, has a thick layer of dust upon the floor.

 

27. Vertical Rectangle Room

Empty, has a thick layer of dust upon the floor.

 

28. Pit Trap!

Most of this corridor is dominated by a 10' deep pit, 3-in-6 chance to fail unless actively looking

 

29. Gas Pocket

A cloud of opaque but harmless gas blocks all vision through and in the area of the  "29"

 

30. Hexagonal Chamber

Empty

 

31. Secret Room

Empty with a thick layer of dust upon the floor., but because of its remoteness acts as a safe place to rest in the dungeon.

Sunday, January 8, 2023

Are we in the midst of an Old School Reformation?

Although some still hold out hope (or cope) that OGL 1.1 will not render OGL 1.0a unusable, it's already causing a stir in the OSR scene. There's talk of abandoning the SRD and OGL entirely and moving to Creative Commons, because, as James Mishler says on his blog, "Even if they don't follow through now, there is no knowing if they might try to follow through later."

Chris Gonnerman, author of Basic Fantasy RPG, has announced his intention to remove SRD text from the game and work has already started.

Tenkar likewise announced his intent to de-SRD Continual Light.

James Mishler is bowing out the OGL business but hinted at Daniel Proctor looking at non-OGL avenues

As for myself, I'm finishing up a shoddy but playable product that been moldering on my hard drive for a couple of years. My OGL products until WOTC decides to C&D me or a viable system suitable for conversion presents itself. Regardless, I think we're in the midst of a watershed moment for the OSR.

Thursday, January 5, 2023

The Doom That Came To OGL, or The Dagger At The Throat Of OSR

I'd read about the new leaked Open Game License 1.1 from WOTC for D&DOne on Bat in the Attic but the discussion surrounding it has recently exploded as non-publishers and the legally-inclined start to notice it.

Is the OGL 1.0 getting revoked?

We have no idea until WOTC tells us. It should be noted that there was a change in OGL from 3rd edition to 3.5 edition that added in more product identity and tightened the legalese (that's why you can find beholder or mind flayers in very early OGL stuff); after the update, such content was "grandfathered in" but there was no option to continue use the older license. It should be noted that the first OGL was issued as a "test model" and an olive branch to creators burned by interactions with Lorraine Williams' T$R. When WOTC introduced the GSL for 4e, they did not attempt to revoke or alter the OGL. With 5e and the Dungeon Master's Guild, WOTC began a big push to devalue the OGL. Thus, at the moment, if WOTC were to revoke the license, all current content would be "grandfathered in" but no new content could be made under OGL 1.0

How does this affect publishers?

An added notice that the license can be revoked for badwrongthink has its most obvious bullseyes in James Desborough, Venger, Raggi, and the Skrotched 'Urf studio, but consider this: If there's a female slave or noncombatant in a module, is that misogyny? If a tomboyish lass or sensitive lad are ostracized from the village for their ways but are otherwise presented as potentially helpful NPCs, is that transphobic? Some of the most vocal anti-discrimination advocates argue that showing discrimination empowers and supports it, a position that got noted liberal writer and artist Howard Chaykin into hot water a few years ago. Semantics are a game with few winners.

There's another clause about how if you make $X in a year you must pay your tithes to WOTC, which I doubt affects the OSR publishers much but is a tremendous deterrent to anyone in 5e publishing at the moment. Most retroclones are free, with their profits in 1st party splats or POD products. This can be potentially disastrous to print-at-cost retroclones like BFRPG if POD is classifed as revenue by WOTC.

How does this affect others?

Production of new OGL content will exhibit unusual and variable waves, as publishers either panic and try to rush out anything almost complete to make $ before the hammer drops or slow down and wait for things to shake out. A glut of shit and a drought of quality.

Publishing without the OGL

I refuse to count Lamentations of The Flame Princess as OSR because of its mechanical and tonal breaks from TSR D&D, but it's the canary in the coal mine for me because:

1. it has "problematic content"

2. the grindhouse version was published under OGL but the current version isn't

3. it's very obviously B/X -derived

4. it's a "brand name" 

5. it is/was profitable

If WOTC doesn't sue Raggi then I'd wager the door is open for non-OGL retroclone. The caveat here is that LotFP doesn't have a bestiary, which is where WOTC claims most of its product identity. Sine Nomine also has a slew of profitable B/X-based games.

What should I do?

Download or buy all OGL content you've had wishlisted. Pirate or buy secondhand TSR D&D (WOTC doesn't deserve your money). Finish that content that's almost done or put it in the freezer. And wait. And fight on! 

Wednesday, January 4, 2023

dungeon23 "week 2"

I continue to make a mockery of this thing by going against the spirit of it. I can't tell if this is bad or speaks to naviete of those behind it. Perhaps it's more about motivation than action?

7 rooms have been added to represent the days of 1/8-1/14. As I suspected, the dungeon generator from The Strategic Review definitely seems to favor clusters of rooms more akin to B2 that the DMG's mazes of corridors. As Gygax himself advised, liberties were taken with some room shapes.


1 square = 10 feet

Doors are presumed to be 5 feet wide, made of wood banded with metal, and opened according to normal rules

Ceilings are 10 feet high

No light sources unless otherwise stated


8. Room of doors

Each of the doors has an iron plaque with a word engraved on it, reminiscent of the pillars in room 1.

The east door (most likely the party's egress) has POWER; north has WILL; west has CHANCE; and south has DESIRE.


9. Crooked room

In the southwest corner in front of the door is a person-shaped pile of mold on the floor and upon the door itself is a crude carving that says LIBERA TE TUTEMET EX INFERIS


10. Lonely room

Empty


11. Spear trap

This masterwork of a trap is easy to avoid activating but hard to figure out. An entire 10-ft square of the passage acts as the pressure plate, with the spear in the middle. Those moving faster or slower than the normal movement rates can trigger the trap but not be struck by the spear, while those moving at normal rates risk a random spear strike. Once deployed, it takes a full round for the trap to withdraw and another to reset to readiness. Those struck are damage as though hit by a spear (no save).

 

12. Triangle room

Empty


13. Squished room

Empty


14. Bas-relief room

This room contains eight reliefs that tell a story. It starts on the south wall to the left of the door and proceeds clockwise. The scenes are as follows:

1. A younger man and an older man stand near a castle on a hill that overlooks a town. The younger man looks to the west.

2. The young man, now armed and armored along other soldiers with ankhs on their livery fight knights bearing eyes, severed hands, and/or fiery serpents on their livery

3. The young man, new disheveled, in a dungeon or torture chamber with banners of fiery serpents hanging from the wall. Fellow prisoners are depicted being sacrificed or cannibalized

4. The young man stands over the bodies of fiery serpent knights, holding a bloody sword and apparently eating

5. The man, no longer young, returns to the castle on the hill. The old man is older, bent and supported by cane, but greets him joyfully.

6. The man stands before a tombstone. The castle looms in the background.

7. The man is in a dungeon or torture chamber. Men with whips direct labor gangs of both men and monsters, some digging, some building.

8. The man kneels in a temple or church. Upon the altar is a black triangle.

Tuesday, January 3, 2023

dungeon23 supplemental: A brief sketch of Castle Silverlion and its sordid history

As mentioned in my first d23 post, the entrance to the dungeon leads to the lower works of Castle Silverlion. The Castle has been a vague notion I've had for a while, as Gygax exhorts (or mayhaps implores?) the DM in the DMG Appendix A to generate the upper works above the dungeon, something he often didn't do and which his successors have largely abandoned.

Castle Silverlion is the former ancestral abode of the Silverlion family, petty nobility whom claim varying authority and rights from the Free City of Silverlion. It stands on a hill overlooking the city. 

The Upper Works have fallen into ruin and rot one is hard-pressed to argue have any natural cause, overgrown with moss and often strangely fog-choked even on clear days. There is no real treasure here, and despite some overgrown vermin, the main threat is some groups of greedy villagers, bandits, and/or brigands waiting to jump exiting adventurers.

The Lower Works are in much better shape than above, and there are more vermin and less knaves. It is also long-since looted and quite mundane, with typical storage, bunk, and gaol/jail rooms. Toward the far north end is trap door, a mighty square of black iron the feels cool on hot days and warm on cold days, with two handle-rings. It requires a combined strength of 20 to lift up fully from above or push up from below and leads to room 1 of the dungeon.

There is another entrance, a shaft on the hill below the Castle called "Matilde's Folly" that leads to a lower level (3?) and at least one other rumored secret entrance.

Brief history of Castle Silverlion and Silverlion Family

~250 years ago: Henri Elf-blood is created Lord of the Manor by King Njall III for his service on the borderlands. He adopts a silver lion passant on a blue field as his coat of arms, and a town of uncertain name is rechristened "Silverlion's Town"

~230 years ago: Castle Silverlion's Upper and Lower Works are completed and remain largely unchanged for almost a century.

~180 years ago: Rivalry between brothers sees Claude Silverlion abandon the Castle and town (by now simply called "Silverlion"), leaving his brother Pierre Silverlion as the unquestioned authority of the locale

~130 years ago: Sole heir Luc Silverlion answers the call by many churches for a Lawful crusade into the Chaotic realms of the west.

~125 years ago: Luc returns home, his quiet and thoughtful demeanor turned aloof and cold. Pierre, already in bad health, dies a few month later.

~124-120 years ago: Luc becomes withdrawn. Slaves, both human and other, are brought in to perform mysterious labor in the castle. The villagers are worried but otherwise hands off, as Luc requests very little labor from them and channels much of his tax rights back into food and raw materials. Most family servants leave or are dismissed

~119-118 years ago: After two years without sight or sound of Luc or any of his remianing servants, the mayor and other local grandees reach out to Claude's branch of the family.

~117 years ago: Jean-Claude Silverlion, a man of staunch piety and healthy superstition, arrives with his wife and child. He assembles a posse to investigate the abandoned Castle, and upon venturing beneath the black iron trapdoor and seeing the pillars below, tells his men to grab all valuables they can carry and flee to town. He warns the village that there is something Evil beneath the Castle and to avoid it. He and his family relocate to a manor in town.

~100 years ago: The Castle begins to rapidly, and almost supernaturally, fall into disrepair. An unexplainable fog often shrouds it.

~50 years ago: Headstrong and independently wealthy from past expeditions in the borderlands, Matilde Silverlion and various mercenaries begin excavating a shaft on the side of the hill for not-understood reasons. After local miners refused to continue due to strange illness, foreign laborers and slaves were brought in. She and her party spoke of  discovering a structure beneath and mounted an expedition but never returned.


Sunday, January 1, 2023

dungeon23 week 1: Nothing good will come of this

I'm jumping on the dungeon23 bandwagon, although it is doubtful I'll stay on it long. I feel the format will lead to a lot of overdone setpiece funhouses.

Tools:

"Solo Dungeon Adventures" from The Strategic Review - a prototype of the 1e DMG Appendix A. So far seems to generate room clusters as opposed to 1e's corridor webs

Monster Tables from Fiend Folio - to add a bit of weirdness to the vanilla

Advanced Dungeons & Dragons 1st Edition Dungeon Master's Guide

Dice

Pencil

Notebooks (2)

Imagination

2 hours (not counting the time writing this post)


1 square = 10 feet

Doors are presumed to be 5 feet wide, made of wood banded with metal, and opened according to normal rules

Ceilings are 10 feet high

No light sources unless otherwise stated

 

1. Entrance

Stairs lead up to the lower works of Castle Silverlion. The black stone pillars have vertical script on each of them:

D                               P                         C                          W  

E faces south            O faces east        H faces west        I faces north

S                               W                         A                          L

I                                E                          N                          L

R                              R                          C

E                                                           E

The pillars detect as evil but have no other special features.

 

2. Room of Secret Doors

Otherwise empty.


3. Piles and Parasite

There's a messy pile of 1000 sp in the center of the room, along with a (probably) human skeleton. Closer examination: The skeleton's skull has scratches/gouges on top and its fingers are dulled/cracked/split. Hidden within the pile is a Cerebral Parasite if the party has psionics or a Vital Parasite otherwise. It will take four people a full turn to gather all the SP and there is a cumulative 10% chance per round that a random person gathering the coinage will be infected.

Cerebral Parasites drain psionic power points when the host uses psionic powers and can only be removed via Cure Disease. cf.  Monster Manual 1e p 14

Vital Parasites are similar but drain vital energy, reducing all healing by 1. This means that a host using RAW recovery rules regains no hp. A Cure Disease destroys the parasite.


4. Empty

Unidentifiable scraps of fabric and some bones.


5. Empty

But cramped.


6. Secretary Room
The remains of a brittle skeleton with a rusted manacle shackled to totally rotted and collapsed desk/table

-edit-

7. Hidden Hexagonal Room

This room is filled with various (harmless fungi) but there is a Shrieker (HD 3, 8hp, MV 1, AC 7, Al N; light with 30' or movement within 10' causes shrieking, 50% chance of additional encounter per turn) in a clump of foot-tall fungi at the approximate spot of the "7"