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Post by waysoftheearth on Nov 13, 2014 5:16:33 GMT -6
Secrets of the Old City is an urban dungeon scenario designed to challenge low level players (aka "Normal" types). It is suitable for use with all 0e games with no friggin' around. Download here. Enjoy
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Post by Stormcrow on Nov 13, 2014 7:55:40 GMT -6
Looks like room 16 will be having twins.
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Post by aesdana on Nov 14, 2014 1:41:26 GMT -6
Haven't read it yet but the map looks right for an ancient city : very nice work.
Thanks for sharing and your astounding work on OD&D !
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Nov 14, 2014 9:30:12 GMT -6
Looks like room 16 will be having twins. That's not how twin's work . . . But this is a cool little scenario! Thanks!
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joseph
Level 4 Theurgist
Posts: 142
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Post by joseph on Nov 14, 2014 9:34:02 GMT -6
I just read through the adventure and must say that it is very usable. Lots of opportunities for expansion via additional areas and great role play options with the factions. The random encounters are especially nice - most of them allowing for up to three variations. This ingenious design injects plenty of opportunities to enhance story and adds a little surprise for the referee. Final point - the "Old City" might be placed under any existing town in any existing campaign setting. Nicely done! I'll definitely be using this one!
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Post by makofan on Nov 14, 2014 9:52:30 GMT -6
Interesting. I just compared it to the ONEPAGE entry. I think I like the original better, as it sparks my creativity more, but this one can be run right out of the box without having to determine stats and treasure.
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idrahil
Level 6 Magician
The Lighter The Rules, The Better The Game!
Posts: 398
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Post by idrahil on Nov 14, 2014 14:32:14 GMT -6
Thanks for this Ways. I've been a bit overwhelmed with my return to college but this was a nice thing to see on the forums.
If I may, would you mind "narrating" the center area of your wonderful map? I'm learning that the players don't need to have their map match mine but still, I can't help feel that my descriptions are somewhat lacking for illustrating what the characters see.
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Post by waysoftheearth on Nov 14, 2014 16:42:35 GMT -6
I think I like the original better, as it sparks my creativity more That's an interesting observation, thanks I'll always like the original for its completely open and "rough and ready" feel, but on the other hand the revised version has some different things going for it... . It's more polished in terms of proofing, editing, and production, . It works right out of the box for 0e games with zero prep work/in game "figuring" to do, . With its larger typeface and arrangement it's a whole lot friendlier to the aging eyes! Either way, I hope the folks here enjoy both versions
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Post by Merctime on Nov 14, 2014 19:35:30 GMT -6
This one's pretty neat! I downloaded it and loved it! Printed it out at work, too But when Mako brought up the one-page version, I had to go find that one, too. Printed that out at work also
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Post by waysoftheearth on Nov 15, 2014 4:18:54 GMT -6
would you mind "narrating" the center area of your wonderful map? I'm learning that the players don't need to have their map match mine but still, I can't help feel that my descriptions are somewhat lacking for illustrating what the characters see. Do you mean: How would I describe area #9 to the players? If yes, then it depends partly on how the player approach the area--the basic idea is that if the players have tripped any of the traps marked #11, then the thieves at #9 will know they're coming and will be out of sight/prepared. If the players manage to come upon the thieves unawares, then they might find the majority of them squabbling, drinking, gambling, or whatever else in one of the rooms. That aside area #9 is... A subsided island of adjoined buildings with interior illumination cast out several doorways into the surrounding streets; dog-legged, cobbled alleys littered with rocks and rubbish. The buildings might be a condemned flop-house; the doors are open breaches, there's rubble lying about, as well as scant furniture comprising a shabby hodgepodge of castaway trash. The whole of it squats under a low-hanging cavern ceiling which leans crushingly upon the building roofs. FWIW, I've played the thieves as cowardly burglar/pick-pockets rather than hard thugs but you can do whatever--perhaps based on an initial reaction roll? Either way remember the thieves should conceal their true numbers (across the several adjoining rooms of area #9), and above all they're out to trick/rob the players!
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monk
Level 5 Thaumaturgist
Posts: 237
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Post by monk on Nov 15, 2014 10:47:59 GMT -6
Played the 1 page version of this adventure a few years ago and it was a blast. It's cool to see your fleshed out version of it!
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Post by tkdco2 on Nov 16, 2014 18:00:57 GMT -6
Cool! Thanks for sharing.
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Post by Sean Michael Kelly on Nov 16, 2014 23:01:33 GMT -6
Played the 1 page version of this adventure... Simon, where's this one-page posted? I'm loving this new scenario. Looking forward to booklet printing, reading, and hopefully getting a group together for some 0e/DD fun time. Our group has recently picked up the 5e rules and have been enjoying it more than previous versions, but I'm aching to get back to the pure simplistic thrill of DD/0e!
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Post by Sean Michael Kelly on Nov 16, 2014 23:31:22 GMT -6
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Post by derv on Jan 3, 2015 21:38:05 GMT -6
Partial write up of todays game with many trappings of old school goodness-
The three men and dwarf traveled along the dusty road for weeks. Occasionally they would run into other pilgrims and caravans traveling along this same ancient path, either returning to their home lands or making their way to the city of Belgreve. Some would spend a moment or two to share stories about the city, it’s history and it’s splendor. It only made the four more anxious to get back to civilization. What they didn’t hear along the way was the rumors of what lay below the Old City.
Belgreve came into view and Laman, Haskar, Soodmeh, and Farglo hastened their steps to once more eat and drink something more satisfying then hard rations and water. Meandering their way through the Beggars Quarters, they noticed the abandoned and boarded buildings, but didn’t think much of it on this side of the city. Like lost tourists they wound their way around the stone buildings and maze-like streets. Every once in a while they noticed a grate that drained all the effluents into some unknown waterway below. Nothing out of the ordinary for a large municipality. Finding their way to the center of the city, they passed Lord Larnok Istvan’s mansion with it’s finely trimmed hedges and 8 foot palisade. The two armed guards were quick to lower their spears menacingly while saying, “move along you common rabble”. That they did, as they recognized it was getting late in the day and they still needed to find a place to stay. Luckily, further up the street was the market with it’s line of shops. Much of anything could be procured by those who had coin, something the four were lacking in much quantity. But they took a chance by entering Malazich’s Excellent Rod & Staff. On the oaken door was a brass knocker with the face of a griffon. As they reached out to knock, the door glided open as if all on it’s own accord. A thin mist hovered perpetually along the floor of the shop. From within they heard a voice say, “Come in most discerning gentlemen”. After Deraks Malazich’s unsuccessful attempt at interesting Soodmeh, the parties only Magic-User, in the purchase of a finely crafted staff to enhance his abilities, he kindly directed them to the source of their interests. “Continue down the main street and turn right where it branches left, there sit’s the Black Fisher Inn, a proper place to find food, drink and friendship. The proprietor is a joyful man by the name of Gelpas Ballantyne“.
Gelpas was quick to make the four feel right at home. His barmaid, Myla, cleared a table for them and took their orders for the evening meal. The place was packed with every caste from the city. A large table in a private back room was retained by some of the aristocrats, while soldiers, shop keeper’s, and workers crowded the tables amongst the main dining area. At the bar sat the local drunks and bar flies. The noise and aromas were somewhat of an assault on the ears and nose of those who have been absent from civilization for so long. Still, their stomachs won over as their prevailing impulse and they ordered wine, ale, roasted pheasant and venison sausage to slate their tastes. Before finishing their meal, Gelpas saddled up to their table and said, “I know what brings you here. You’ve heard the rumors about the city”. With that he winked at the four, rose and while walking back to the bar said over his shoulder, “Let me know if you’ll be needing a room. Otherwise, Captain Calley Echols is the man for you to speak with. He’ll grant you the way with the proper persuasion.” Not knowing exactly what Gelpas was talking about, Haskar asked the barmaid where this Captain Echols might be found. She pointed across the room to another table where five town guards were seated who were gruffly enjoying their time off duty with a few drinks. As the four debated what to do next, they knew they needed more information before approaching the Captain. Farglo, the Dwarf, insisted the others hand him 5 silver coins so that he could bring the matter to light. This they did as he walked over to the bar and conversed with one of the local drunks. Old Zander Prusko told him all. Little did these strangers to Belgreve know, the story wasn’t really a secret. Belgreve was built on the ruins of an older city whose streets now serve as the causeways for all the sewage and run off. It’s said there is still ancient treasures to be found down below, but with it there is danger too. People go missing from time to time. Because of this and the strict enforcement of a curfew, access to the passageways below is limited to city workers and guards alone. But the city guard is well known to be easily convinced to look the other way if asked in the right manner. One bottle of expensive brandy and a number of gold coins later, arrangements were made for midnight. The doors will be left unlocked to the main entrance below the city. Laman, Haskar, Soodmeh, and Farglo reserved two rooms for the night at the Black Fisher, just in case things didn‘t turn out as planned.
To be continued….
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Post by derv on Jan 4, 2015 11:40:20 GMT -6
The church bell strikes midnight as the small band make their way to the spiraling stairwell that was ascertained to be open as agreed with Captain Echols. At the bottom stood a wooden door with a sign reading “Keep Out”. With Haskra in the lead, the door pushes open into a narrow dimly lit corridor that eventually joins a larger passage. Down to the left can be heard the muffled talk and movement of the guards on duty. Haskra, Soodmeh and the others wisely choose to go right in order to avoid any confrontations, since these men may not be aware of their arrangement with the Captain. Coming to another intersection, they can hear the faint sound of running and dripping water. The fetid odor of sewage permeates the air, yet they decide to turn away from the apparent sound and continue around the stone lined walls, lighting a torch to illumine the way. Slowly they explore these strange passages. But they fail to properly map their progress. A mistake they will regret later. All, save Soodmeh, wear platemail. So, stealth does not come easy and their naivety to hidden danger becomes apparent in this long corridor. Suddenly, Farglo trips forward as a pile of stone work falls onto the party. The noise made by the trap is apparent to all as the dust clears. Lamar grumbles, “keep your arms at hand, all will know we are here now”.
Once beyond the trap, they become more cautious. The 10 foot pole comes to hand as they actively scan for more. Then before them, they see the still standing ruins of the Old City. The cavernous ceiling weighing heavily at an angle on the structure. Litter and debris is strewn about the old streets. A door to one of the buildings is apparent, but Laman and Haskra suggest they come back later. The group decides to instead turn away from these ruins and continue down an adjacent passage. With foolish luck, they trip over another trap that again deposit’s a great mound of debris onto them. This time both Soodmeh and Farglo are mildly injured. Dusting themselves off, they continue down the passage until they find themselves standing on a ledge before the main causeway where the cities filth runs down to the right of them. Prodding the murkiness before them, they find it not very deep and step down to explore it’s destination. Before they can agree on the direction to take, they see movement within the flow. Two Giant Leeches, made aware of the party, slither toward them thinking a nourishing meal awaits. Soodmeh backs away as the others dispatch the unwelcome guests. It crosses Soodmeh’s mind that maybe they should avoid walking within the flow of the causeway and instead safely travel along the 2 foot ledge. This they attempt for a time, but it proves too slick and unsteady. So, they resolve themselves to splashing along further down the causeway. At least it seems to give them steady footing. Sixty feet further down the old stone streets they come to a crossing. Continue down the causeway, turn right, or turn left into one of these dark irregular tunnels? They step up out of the filth and go right.
Before them is a very sound structure of heavy stone work. An old watch tower. They would sorely like to find a way in, but it does not take them long to realize they lack the means and ingenuity to access the window 14 feet above. Instead, they press on further down the passage. Possibly a turn of fate reveals to Haskra the trip wire that stretches across the hall. This time, they easily side step the hazard. Out into a larger passage, they recognize that they once again are among the cluster of ruins from the Old City that still stands. Before them is an oaken door that they feel is worth trying. The door proves stubborn and will not open easily. Most likely it swelled from the continual dampness and settling that has occurred over the years. Numerous attempts are made until the combined efforts of Farglo and Laman force it open. The first building proves to be empty except for more trash and rubble. Soodmeh expresses his thought that they may have wasted their time with undue risk coming to this place. Farglo grimaces at the wizards apparent cowardess, while Haskra and Laman assure Soodmeh that if the rumors are true it will be worth it in the end. To their surprise, a flickering light shines into the room from an adjacent doorway. A man wearing a gambeson steps into the room. He’s followed by six more rough looking thugs. “What be your business here, you clumsy buffoons!” Haskra and the others slowly back away in the direction they came. “Sorry for the intrusion. We will be on our way now. No harm, no foul”, Haskra got out in a nervous voice. The gang of bandits stared in amusement. Their leader called out with a threat, “Watch your backs strangers!” , as the party quickly run back to the causeway in the direction they came.
Crossing over, they ignore the doors to some of the ruins that still stand on this side of the causeway. With fresh torches they plod straight ahead into a large 30 foot cavern where an ambush awaited them. The surprise of the onslaught of goblins left them speechless. All they could do was lash out with fury in order to save their necks. In the end, it was a bitter sweet victory. Soodmeh and Laman lay among the 10 battered dead goblins. Not much could be done for them now, Haskra and Farglo reasoned. We must carry on. They stripped all of any valuables without any further search of the area. Injured themselves, they now wanted to find a quick way out of this nightmare. They took a large passage that curved around back to the causeway. On the platform, they could see the flicker of moon light cascading in from a storm grate 20 feet above. They also noticed that the effluents within the causeway seemed to be running a little swifter from where they stood. Stepping down, they followed it to it’s apparent destination. A thirty foot drop hole lay before them. Knowing that this did not seem to be an exit, they turned back they way they came. They did not want to take any risks in navigating around the spillage to travel along into the unknown. It also occurred to Farglo that they should have further explored the room where they battled the goblins. Trudging back, they thought there would be little to worry about in these areas they had already passed.
Returning to the large cavern, they were shocked to find swarms of rats scavenging and tearing the meat from the dead corpses. Once the rats became aware of Haskra and Farglo, the wretched swarm spread out to encompass the two fresh targets. Fortunately, the fighters platemail made it rather difficult for the rats to penetrate. The hairy nuisances scrambled up onto the fighters clothes as they lashed out with sharpened steel and smashed the bastards beneath their feet. A few rats were successful in reaching Haskra’s face where they chewed and latched on to hang from a piece of his flesh. Haskra and Farglo would prevail though, and what was left of the swarm scurried back into the crevices of rock they called home.
Weary, the two adventurers headed down a new corridor. They were anxious to find an exit quickly. When they peered into a room half submerged in a still murky pool, they hug the walls anticipating trouble. Half way across, their intuition rang true as a Giant Toad emerged from the depth. Haskra let out, “Run for it!” In an attempt to evade the threat, they both turned their backs to the toad and ran for the opposite doorway. Just as Haskra made it through, he turned to see the tongue of the toad lash out and wrap itself around his friends throat. With a sudden shocking force the dwarf was yanked back into the swampy abode and swallowed whole (*I actually rolled a natural 20 here). Haskra saw the futility in attempting to rescue his friend and continued to run.
Awash with shame at the apparent failure of this adventure and the lost of his friends, Haskra found himself in a vast area cleared of all rubble. Tools and other equipment were neatly stacked or leaning against the walls. He got a hold of himself once more as it became clear this area did not present any immediate threat. Two lit torches hung from both sides of the room and he could see the causeway once more, it’s current traveling to the left. Not certain exactly where he was, Haskra decided to press on up the causeway and against the current. He would again see the moon light glimmering down through another grate high above him. He resisted the urge to yell for help and continued on his way. It would not be long before he accidentally stumbled back down the passage where the adventure had started many hours earlier.
Haskra limped his way back to The Black Fisher Inn in the dark. As he entered, he saw Gelpas at the bar wiping down silverware. Gelpas looked at him with concern, “Where be your comrades my friend?” Without answering, Haskra stumbled up to his room to collapse into his bunk. Meanwhile, Gelpas Ballantyne ran for a physician at this odd hour in the morning.
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Post by waysoftheearth on Jan 4, 2015 16:04:12 GMT -6
Great story Derv, thanks for the write up. I sure hope Haskra managed to hold onto a few pieces of goblin gold
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Post by derv on Jan 4, 2015 19:45:11 GMT -6
Yeah, he managed to walk away with a little gold and I threw in a small gem fragment to make it interesting.
Who knows, maybe he'll use that gold and try to hire a few retainers to give it another go once he heals up. There's still a lot left unexplored. I think the poor guy deserves some redemption.
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Post by derv on Jan 17, 2015 12:51:05 GMT -6
A week of bed rest at the Black Fisher Inn has left Haskra refreshed yet anxious. Upon the Physicians orders, after his final bloodletting, he is to take a short, week long trip in the open outdoor air. There is to be no dangerous journey’s into the damp underground. Five men-at-arms and a pack mule have been assigned to his care for this trip. The mounting debt is starting to build. So, not expressed openly, lost treasure is on Haskra’s mind. The deeper Secrets of the Old City must remain hidden for the time being. [Opening up our game to Delving Deeper’s Vol. 2 pages 20-32]
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