I can't remember if I've mentioned this or not, but I have a six-year old nephew. Recently I ran a short game of D&D for him, using the 1981 Moldvay rules. It was fun for me, but I got the feeling that my nephew could have enjoyed it more.
I'm thinking of emphasizing the visual aspect, using minatures and a grid, maybe even during exploration. We were using legos, and he seemed to respond well to that, but it proved difficult to construct each area quickly as he arrived.
He seemed to enjoy combat most, though I stressed that there were other ways to solve problems. I think that I will provide more opportunities for combat, while still making sure he knows combat is not his only course of action.
I took the scenario from the original 3rd edition starter set, wherein you must rescue a unicorn from goblins. However I wrote pretty much the whole dungeon from scratch, utilizing the five room dungeon concept, but making the goblin lair part of a larger complex. He, of course, ended up going the "wrong" way, slipping by a patch of green slime to explore the rest of the dungeon. Hopefully I can run it for him again and he can track down those goblins and save the unicorn. But it's not a big deal if he goes "off the rails".
I'm still planning to run Monster Hill. I had a session almost lined up, but unfortunately circumstances forced me to cancel it. Hopefully I will be able to run it soon, however.
Wednesday, November 02, 2011
Sunday, April 24, 2011
Thursday, February 10, 2011
Monster Hill Update
Tomorrow, if all goes well, I will begin running Monster Hill. I've got the first level all stocked, however I am thinking of a few tweaks. For one I'm reducing the size of the giant spiders in an area close to the main entrance and adding one more. Then I'll place giant spiders of medium size elsewhere on the first level. I like giant spiders. I'm also snatching a creature from the Legend of Zelda games- Aquamentus the boss monster in the first dungeon of the first game, and putting it in the dungeon, placing the cloaker I randomly rolled elsewhere. There probably won't be a report of the adventure for a while, since pbp games take a while.
Friday, February 04, 2011
My New Megadungeon: Monster Hill
I have been working on a new megadungeon, Monster Hill. It is the name given by locals to a hill of ill reputation that spews out terrible monsters and is a haven for goblins and bandits and other neer-do-wells. It has in the past been know as a home to demon worshipers, who are supposed to have constructed the complex long ago. Rumors state that there are portals to the infernal realms in the depths.
I'm running this so that many groups can enter and leave they're mark on the complex. Theoretically I could play it for years for many different groups, and any changes the PCs make would remain. Also I'm going to be going with an approach similar to what James Maliszewski, at Grognardia is using for his Dwimmermount campaign, not creating too much of the setting at any one time, instead creating it through play.
If you're interested I will be starting a play-by-post game on this site.
I'm running this so that many groups can enter and leave they're mark on the complex. Theoretically I could play it for years for many different groups, and any changes the PCs make would remain. Also I'm going to be going with an approach similar to what James Maliszewski, at Grognardia is using for his Dwimmermount campaign, not creating too much of the setting at any one time, instead creating it through play.
If you're interested I will be starting a play-by-post game on this site.
Saturday, January 08, 2011
Valarn's Vault: the Reboot
Well you may remember from earlier posts my players in my previous campaign having explored a dungeon called "Valarn's Vault". Well I've decided to revisit this dungeon, applying the lessons I've learned about dungeon creation since then. So I'll rewrite the dungeon, pretty much from scratch. I will be using Pathfinder and am thinking of setting it in some undetailed part of Oerth outside the Flanaess, or a world of my own creation.
The Vault is a fortress that belongs to a powerful necromancer on an island not far of shore from a small fishing village in the tropics. The upper works contain a large garrison of various kinds of undead, however there is a back entrance to the far less dangerous storage area. The upper works are basically a "lair"-type environment, so aren't really suitable for low-level adventurers, but the storage area and lower levels are a more normal dungeon environment, so adventures here are not going to bring the wrath of every creature in the area on they're heads. Below the storage area is a series of catacombs that contain many undead of various kinds. I'll have fun utilizing all the various obscure kinds of undead in my monster manuals populating this area. The third level I'm thinking will probably be a series of laboratories, filled with all kinds of weird monsters, including templated monsters of various kinds. However, I'm thinking I might want to save that theme for a lower level, since I'd want to include more dangerous creatures like golems. The lair of Valarn himself will either be on the twelfth or lower level or a sub-level attached to it. Perhaps his lair will be a demiplane connected to the dungeon by portal. As for other levels, at the moment I'm focusing on the first three as Gary Gygax suggests in Volume 3 of OD&D, "The Underworld and Wilderness Adventures".
As for difficulty I am not going to be adhering strictly to the rules in Pathfinder. Like in old school games it will be somewhat challenging. It would in fact be likely to encounter ten goblins in a single encounter on the first level of the dungeon. However the PCs would be well equipped to handle such encounters, as Pathfinder characters are fairly powerful and it will be assumed that they will bring along non-player character hirelings to help them, including warriors.
The Vault is a fortress that belongs to a powerful necromancer on an island not far of shore from a small fishing village in the tropics. The upper works contain a large garrison of various kinds of undead, however there is a back entrance to the far less dangerous storage area. The upper works are basically a "lair"-type environment, so aren't really suitable for low-level adventurers, but the storage area and lower levels are a more normal dungeon environment, so adventures here are not going to bring the wrath of every creature in the area on they're heads. Below the storage area is a series of catacombs that contain many undead of various kinds. I'll have fun utilizing all the various obscure kinds of undead in my monster manuals populating this area. The third level I'm thinking will probably be a series of laboratories, filled with all kinds of weird monsters, including templated monsters of various kinds. However, I'm thinking I might want to save that theme for a lower level, since I'd want to include more dangerous creatures like golems. The lair of Valarn himself will either be on the twelfth or lower level or a sub-level attached to it. Perhaps his lair will be a demiplane connected to the dungeon by portal. As for other levels, at the moment I'm focusing on the first three as Gary Gygax suggests in Volume 3 of OD&D, "The Underworld and Wilderness Adventures".
As for difficulty I am not going to be adhering strictly to the rules in Pathfinder. Like in old school games it will be somewhat challenging. It would in fact be likely to encounter ten goblins in a single encounter on the first level of the dungeon. However the PCs would be well equipped to handle such encounters, as Pathfinder characters are fairly powerful and it will be assumed that they will bring along non-player character hirelings to help them, including warriors.
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