Wednesday, September 2, 2015

Twenty-Eight Adventures, Part 20: Thornkeep

Welcome back! My apologies for the interruption in my regular blog postings over the last few months. Between July and August, I took a vacation, ran a Kickstarter, went to GenCon, rewrote a novel, and chased down a hundred small details pertinent to our upcoming edition of Primeval Thule 5e. For most of the summer, I’ve been frankly swamped, and I had to focus on some other things. But today I think I can spare an hour to continue my retrospective on adventures I’ve created, so I’m back—this week, at least.

Before I get to Thornkeep, let me tell you our Glacier story. This year for the family road trip, we decided to go to Glacier National Park, someplace we’d never been. I carefully plotted out our route, picked out a week when the wife and kids could get away from their summer activities, and made a reservation to stay at a condo in downtown Whitefish, Montana. We started out on Monday, July 20th. On the first day we drove to Palouse Falls (fascinating terrain, it’s in the heart of the Washington scablands) and then stayed in Colfax. On Tuesday the 21st, we drove from Colfax to Whitefish—quite a haul, but the scenery in Idaho and Montana is really just breathtaking.

After driving all day, when we were just 15 miles from Whitefish, Glacier National Park burst into flames. A huge wildfire broke out in the eastern half of the park, closing most of the Going to the Sun Road—which, as I had previously determined from my research and prep on GNP, is THE THING YOU DO when you go to Glacier. The park burned for like two weeks; we were in Whitefish for three days. As it turned out, we did get to see the western half of the Going to the Sun Road, but we missed Logan Pass, and a bunch of neat stuff around St. Mary’s Lake. Instead, we took a very long drive around the southern border of the park and saw the Two Medicine area. That was quite spectacular too . . . but I have unfinished business with Glacier National Park now, damn it.

Okay, on to Thornkeep and the Accursed Halls.

#25: The Accursed Halls
In December of 2011 my long association with TSR/Wizards of the Coast came to an end, and for the first time in a very long time I found myself a free agent. At WotC we had a draconian non-compete policy which meant that I couldn’t even consider writing for any other companies on the side, but that of course came to an end when they decided they could no longer afford to retain my services. A couple of months later, in the winter of 2012, I received a call from Ryan Dancey, a former colleague of mine at WotC who is perhaps best known as the D&D brand manager who led the effort to create the Open Game License back in 2000. Ryan was laying the groundwork for Pathfinder Online, and he needed a writer/designer to help deliver on the initial tech demo Kickstarter—specifically, a sourcebook on the town of Thornkeep in Golarion’s River Kingdoms. I was only passing familiar with Golarion, but Pathfinder I certainly knew pretty well, and I had some free time, so I was in.

I joined Ryan and some other Goblinworks principals at Lisa Stevens’ house on a snowy day in early spring to learn everything I could about Thornkeep and Pathfinder Online. My mission was pretty straightforward: Create a well-rounded town that could serve as “a hive of scum and villainy” and perhaps grow into a “starter zone” for the MMO that would be moving ahead. That sort of source material is second nature for me, so no problem there. I also was asked to create a short dungeon representing an old set of ruined chambers hidden below the town, and thus the Accursed Halls came into being.

The most unusual design challenge of the Accursed Halls was that we had some ambition of matching the tabletop map and adventure to the dungeon map you’d actually experience if you visited Thornkeep in the MMO and went exploring. That was a tough order, because in the spring of 2012 the MMO only existed as a set of design documents and possibilities. One of those was a game engine and sample dungeon that looked like a potential fit for Pathfinder Online, so I actually had a map to work from. The problem: a reasonable tabletop map and a reasonable MMO dungeon experience are two very different things. The map of the Accursed Halls therefore represents my best interpretation of an asset that, at the time, looked like it might very well be incorporated into the MMO.

Naturally, the creation of a MMO involves many, many false starts and design explorations that end up leading nowhere. The initial opportunity on which I based my map of the Accursed Halls didn’t pan out (although it made for a perfectly fine dungeon map for the Thornkeep sourcebook, and a fun little adventure). As it turns out, I wound up signing on with Ryan and Goblinworks at the end of 2012, and stayed there until October of 2013 working on Pathfinder Online (and Emerald Spire, which I’ll get to in another post or two). Perhaps the most interesting part of the project is the fact that some of the source material I created for Thornkeep—the town map, the key personalities and factions, and nearby features—is, of course, featured in the MMO. Over the next few years, a lot of players will brush up against some names and places I made up, and that’s kind of cool.

Next Time: My second D&D Encounters adventure, The Search for the Diamond Staff!
   


Wednesday, August 5, 2015

Twenty-Eight Adventures, Part 19: Dark Legacy of Evard

Welcome back! My apologies for the interrupted blog posts; the last three weeks have been very busy for me. First my partners and I at Sasquatch Game Studio launched our Primeval Thule 5e Kickstarter, then I headed out for a family vacation at Glacier National Park, then I came home just in time to head out to GenCon. Time for blogging has been in short supply lately!

I’ll talk a bit about Glacier and GenCon in future posts, but this week I wanted to revisit our 5e Thule Kickstarter campaign and provide a bit of an update. We are over 200 percent funded, topping $30k with just about two weeks to go! Naturally, we’re using that support to make Primeval Thule 5e the biggest and best product we can. Right now someone who pledges in at a level that includes digital rewards will receive not only the Primeval Thule Campaign Setting book, but also PDF adventures by Rob Schwalb and Steve Winter, along with a Thule 5e Gamemaster’s Companion that will include new Thulean monsters and additional adventure sites and hooks. And, if the campaign continues to go well, we’ll soon be adding a Player’s Companion to provide additional spells, narratives, and other character-creation info for Thulean PCs. If you’re looking for great new 5e content, this is a good place to start. Here’s the link:


OK, on to my next adventure retrospective!

#24: Dark Legacy of Evard
In late 2010 I was assigned to work on D&D Encounters Season 5. The Encounters program was a sort of “outreach” content plan designed to provide D&D players with a weekly D&D game at their friendly local gaming store. Basically, you show up and play for an hour or two one night a week, and over the course of three or four months, you’ll play through the adventure currently being shared by all other people participating in the current Encounters season. It was a very successful program for Wizards of the Coast and brought many thousands of gamers out every week. My job as the designer assigned to the next Encounters season was to create a fun, episodic adventure that would keep ‘em coming back for another 13 sessions.

While I came up with the storyline, some of the big elements had already been settled on before I began work on the adventure. So, I was given the marching orders to create an Encounters season that was more of a ghost story than a dungeon crawl, something that revolved on the story of Evard. Evard, like Mordenkainen or Otto or Bigby, was a name that had been around in D&D since 1st Edition. However, while those other mages had actually been characters played by real people participating in the earliest D&D campaigns, Evard was mostly just a name associated with a spooky spell or two. Toward the end of 3rd Edition, the character had emerged a bit more in the lore that was developed around the school of shadow magic, and Evard finally showed up as something more than just a name—the creator of the school of shadow magic, a dark, sardonic personality who dabbled with sinister magic and mocked those who disapproved of his studies.

Thinking about the idea of spooky magic, a dark wizard, and an adventure intended to showcase overtones of horror in D&D, I hit upon a simple question: Who’s buried in Evard’s Tomb? (Yeah, it’s a version of the old New York joke about Grant’s Tomb.) And when I realized the answer was not the obvious one, the story of Evard’s old rival Vontarin, the town of Duponde, the reckless young mage Nathaire, and Evard’s terrible curse all fell into place. I borrowed a bit here and there from Clark Ashton Smith’s excellent fantasy horror stories about the haunted province of Averoigne to polish up the “feel” of the setting and story. (In fact, the name Nathaire is from one of the characters in “The Colossus of Ylourgne.”)

The Encounters format was very tough to work in, because you couldn’t assume that the DM running your adventure would have the same players at his table every week. Likewise, you couldn’t allow for the adventure to be tackled out of order—people would be talking about their experiences in Week X, so if some table played out X+3 on that week, they could spoil the story for other tables. That was tough for me, since my design taste runs a lot more toward sandbox-style adventures where people can engage whatever story thread they find and follow it as long as they want. For Dark Legacy of Evard, I had to embrace a much more rigid storyline—I couldn’t let the players make a decision in Week 3 that would make the Week 5-6-7 content irrelevant. So, I decided to make it the most flavorful and suspenseful linear narrative I could manage. If you can’t give players the chance to make a lot of big choices, you can make sure you deliver a riveting story instead.

Going by what I saw of people writing up their Encounters season responses, my approach seemed to work well enough. Dark Legacy of Evard was well received, and people seemed to really groove on the spooky setting and the old story of Evard and Vontarin. Based on the number of people participating in the Encounters program, Dark Legacy was probably the most widely-played of my adventures since Forge of Fury. You can still find it on DriveThruRPG.com if you’re curious (it’s for 4th Edition D&D).

Next Week: Thornkeep, my first non-WotC adventure!




Thursday, July 16, 2015

Change of Topic: 5e Thule!

Hi, folks –
With your permission, I’m going to take a short break from my adventure retrospectives. I’m heading into the busiest three weeks of my summer, and I just don’t have the bandwidth to give ‘em the attention they deserve. I’ll try to pick things up again after GenCon.

In the meantime, let me engage in a little shameless self-promotion. Today, my partners and I at Sasquatch Game Studio launched a new Kickstarter for a 5e version of our Primeval Thule Campaign Setting. If you’re a fan of 5e, or you know someone who is, I encourage you to visit the link and check it out.

https://www.kickstarter.com/projects/809579963/primeval-thule-5e?ref=nav_search

Feel free to spread the word to all your gamer friends! Just getting the word out is quite a challenge, and we can use all the attention we can get.

Something interesting we’re doing with this Kickstarter: We’re running it across GenCon. Kickstarter campaigns often have a quiet period in the middle weeks (the “doldrums”), so we figured we might as well set up the timing so that GenCon fell in the middle of the campaign. Plus, it’ll give us something to talk about at the show. (We’ll be in Booth 674, and we’d love it if you stopped by and said hi!) We started the campaign a little early to make sure people had a good chance to see it before heading off to Indy, and we’re continuing well into August so that folks have time to recover after the show and notice it again before we’re up against the finish line.

We think that 5e is a great fit for Primeval Thule. Thule’s narratives are basically backgrounds on steroids, we already had new Cosmic and Serpent domains for our Pathfinder version, and of course monster stats are pretty straightforward adaptations. There are a few things we can bring to 5e that folks are perhaps a little hungry for, such as monsters with slightly more flavorful powers, a few more cleric spells, and backgrounds with cool, distinctive abilities. Plus, Thule will be the first complete campaign setting available for the new system!

Finally, we’re also taking advantage of this opportunity to reorganize the book and bring the narrative mechanics from the previous versions’ Appendix up into Chapter 2, right next to the narrative descriptions. This lets us optimize the space a bit, providing us with the ability to add a few pages of all-new content to the 5e version. You might have noticed mysterious references to Thulean Great Old Ones that didn’t appear in the previous book, such as Yga-Ygo and Lorthnu’un. We’ve got Lorthnu’un all statted up, illustrated, and ready to go in the new version of the book. It’s cool stuff!

Tuesday, July 7, 2015

Twenty-Eight Adventures, Part 18: Gamma World

Hello! I can’t believe that July is already upon us. That means GenCon is less than a month away! I will be at the show, spending most of my day around the Sasquatch Game Studio booth. We’ll have copies of Primeval Thule available in all three game systems currently published, plus a few special offerings you can’t find in your FLGS: Posters of the Thule cover art signed by artist Todd Lockwood, Thule GM Screen packs, and a few premium leatherbound copies while supplies last (signed by the Sasquatches, naturally). We will also be offering demos of our upcoming Ultimate Scheme boardgame. Oh, and we’re thinking of hosting a Friday evening Sasquatch meet-up for anyone who wants to socialize a bit, more details to follow.

Drop by and check out our booth if you’re at GenCon—we’d love to meet you and talk games!

#23: Gamma World, Legion of Gold
One fine day in 2009, Bruce Cordell and I were called into Bill Slavicsek’s office. I wondered if I’d done anything that might merit a chewing-out. To my surprise, Bill informed the two of us that, as of immediately, we were now working on a special project: A new edition of the Gamma World game. Bill went on to describe some of his initial thoughts about the project and some of the unusual requirements—for example, designing the game to include a collectible card component, and making sure it was a true stand-alone game, no other purchase needed. Bill also emphasized that he wanted to see a game that lived up to its zany, kitschy roots. He was looking for something more like Paranoia or Ghostbusters, and wanted to make sure that Bruce and I were up to the task of writing for humor. We both agreed, and away we went.

I was pretty stoked about the idea of working on Gamma World. I got the first edition box way back in 1978, and played it alongside old 1e D&D collection. But as Bruce and I sat down to begin brainstorming, I told him I had a confession. “I know it’s supposed to be zany,” I said, “but when I was a kid, I took Gamma World seriously. I played it straight, not for gags.”

“Me too!” Bruce admitted. So, here we were, with marching orders to go build a humor RPG based on a world we took (probably way too) seriously when we were kids.

A brief digression: Writing humor is tougher than you might think. I figured out years ago that there was really no way to judge which gag, wisecrack, or wry observation of mine was funny, and which wasn’t. About 25% of any humor I write is honestly funny and appeals to anybody who reads it. About 50% is situational, and funny to some folks but not others. And 25% is funny *only to me.* Unfortunately, I can’t easily tell which category a gag I write falls into.

Anyway, off we went to create the 5th, 6th, or 7th Edition of Gamma World, depending on how you count ‘em. Bruce and I decided that we needed a new take on how Terra Gamma came to be, preferably one that could easily accommodate your mutant riding around in a ’57 Chevy armed with a fusion rifle. So, like the Alternity version of the game, we assumed that the “base” timeframe of the setting was pretty much our own modern day. Bruce is a big science geek, so he suggested we might use some of the worst-case fears about particle accelerator experiments as a mechanism for destroying the world. That seemed pretty awesome to me, and thus our idea for the Big Mistake was born. And I got to nuke Peshtigo, for no particular reason.

In terms of the Gamma World system, I’m actually really proud of the way the Origins work. Basically, your character powers and stats are determined by two random rolls: For example, you might be half-Yeti, half-Radioactive. In an early playtest, I rolled up a character that was Hawkoid/Seismic, and I spent the whole session trying to work it out in my head as to how my character could be a flying rock. An hour in, it hit me: My dude was a gargoyle! That was when I realized we had something really fun with the Origins. It occurred to me you could do a fun, light version of D&D using the same mechanism that mixed up classes, races, or even signature magic items. We also went on to explore the notion a bit for a potential superhero RPG, but that didn’t go anywhere (too bad).

The Alpha mutations and Omega tech cards weren’t necessarily something that Bruce or I were enthusiastic about including, but our business team really wanted to explore the territory of mixing in a collectible card component with a RPG. We had several competing objectives for the cards: They needed to be integrated into core game play, but we couldn’t assume players would use them. They needed to be good enough that players would want to buy them, but not so good that players could break the game just by spending money. (I suppose it’s better to experiment with different business models in a sideshow product like Gamma World than to try them out with the flagship line.) In retrospect, I wish we’d pushed harder to build a true card-based char gen system. Given the randomness of the dual-origin character creation, there’s no reason that couldn’t have been covered by drawing from a deck.

So far, I’ve been talking about system and components here, not adventures. I actually didn’t have anything to do with the adventure that came in the 2010 box: All my writing was in the rules and overview portion of the boxed set, while Bruce wrote “Steading of the Iron King.” I wasn’t involved in Famine at Far-Go, the follow-up box by Bruce and Rob Schwalb. Instead, I finally got to write a Gamma World adventure in the Legion of Gold box, the third in the release arc. Legion of Gold was my favorite old Gamma World module from back in the day, and I was really looking forward to revisiting it with our new engine. Bruce was again my co-writer for the box, but this time I took the adventure content, while he took on the crunchy stuff.

The really tricky part about the adventure design was that I had to make sure that battle maps existed for each encounter, but I could only ask for two new posters in Legion of Gold. So, I had to create sites and encounters that relied heavily on maps from the Gamma World box and Famine at Far-Go (we figured that most GMs would pick up all three sets). I also wanted to create an adventure that was strongly influenced by the original from thirty years back, but did something new. So, I hit upon the wacky idea of taking the adventure to Gamma Terra’s moon. Bruce was amenable to the suggestion, and that’s how Moon Zone 9 and space eels and all the rest came to be a part of the adventure. It’s like a 1950s SF version of what the moon might be like before people figured out that it was an airless rock.

I’m pretty happy with how Legion of Gold (heck, the whole Gamma World product arc) turned out. The format was a little tough, since tying ourselves down to “all fights on a poster map” and the standard tactical encounter format made it tough to stay away from railroad-ish narratives or cover lots of different approaches to a situation. But you really shouldn’t be playing Gamma World for deep narratives or challenging decision points. You should be playing to blow things up.

Next Week: Dark Legacy of Evard!


Tuesday, June 30, 2015

Twenty-Eight Adventures, Part 17: Reavers of Harkenwold

Welcome! I hope you’re enjoying the summer. We’ve finalized our vacation plans for July, settling on Glacier National Park as our main destination. We’ve been to Yellowstone a couple of times, but Glacier will be new for us. I hear great things about it—if you have any “can’t-miss” suggestions about enjoying the park or the area nearby, please let me know! I think we’ll work in a half-day at Palouse Falls along the way out, and maybe look for another good stop on the way back. My wife and I are big fans of the wine country around Yakima!

On  to my next stop in looking back at adventures: Reavers of Harkenwold!

#22: D&D Essentials Dungeon Master’s Kit
After my work on P1 (King of the Trollhaunt Warrens), I was assigned to work on the first adventure in a new H-P-E adventure series. Our working identifier for the new adventure was simply HH1. Because we were a good long ways ahead of the game, I wasn’t tied down by an existing title or concept—I had carte blanche to think up the beginning of the next D&D adventure series and do whatever I wanted with it.

As I have noted once or twice in this series, my first impulse when I get the marching order to do what I want is to ask myself what I haven’t seen published for the game in a while. The answer I came up with this time was basically, “When was the last time we saw a good Robin Hood adventure for D&D?” I’d worked on a couple of adventures that were close to that concept: Red Hand of Doom and Shadowdale: The Weave Unwinding. But Red Hand of Doom was really more of a “cast of thousands” battle against an invading horde, while Shadowdale was a high-level scenario tied into the current Realms storyline. Nothing was out there for a group of low-level characters to fight the Sherriff of Nottingham or stage a Scouring of the Shire, so that’s what I settled on.

While I had a lot of room to come up with the adventure I wanted to write, I did have one important requirement: It needed to fit into the Nentir Vale, the default setting in the 4e DMG. (Nentir Vale, by the way, was a very late addition to the 4e DMG. We had that book pretty much done, and at the last minute the brand team and the R&D management team decided that we ought to provide something for novice DMs to use as a starting point. So, I was called in to create a county-sized “sample” world to serve as a chapter in the DMG. Nentir Vale is what I came up with.) I studied the Nentir Vale pretty carefully, and decided that Harkenwold was the best place for the kind of adventure I wanted to write. Thus the title Reavers of Harkenwold was born.

Around the same time, we were also developing the idea that we might spin out the new H-P-E series into a tighter story arc than the first group of adventures. I participated in a small committee with the other designers to cook up a suitable story arc, which led to an idea for a strong devil theme across the new series. That gave me a great hook for the bad guys who would serve as the unwelcome oppressors in bucolic Harkenwold: The Iron Circle. Awesome! I spent the next few weeks in March of 2009 knocking out the adventure, using the same two-booklet and slipcase format we’d been using for the previous 4e adventures.

Then we decided not to do a new adventure series. No HH1, no Reavers of Harkenwold.

Well, I was a little saddened by that, since I felt I had a decent adventure on the table. Unfortunately, part of being a pro game designer is watching things you worked on get canceled. It’s kind of the way you get to join the club. Fortunately, my disappointment did not last long. As we reconsidered our plans for 2010 products, the D&D Essentials concept came into being. Chris Perkins, head of the design team at that time, immediately recognized that Reavers of Harkenwold could be re-purposed to serve as the adventure for the D&D Essentials Dungeon Master’s Kit. He took the adventure I’d written for the 96-page 4e adventure format, and boiled it down to its new size and purpose so deftly that I hardly noticed a difference. So, my adventure survived, and wound up being a well-received introductory adventure for our “4.5 Edition.”

I’m rather proud of the tar devils (new monsters introduced in the adventure). Classic D&D devils ought to have strong observable characteristics that create an identity for the monster: for example, spined devils, barbed devils, beard devils, bone devils, etc. The idea of a tar devil feels infernal, and has that same sort of visual identity or theming that existing devils possess; it’s a good fit for the flavor. Mechanically, the tar devil guards have an excellent “stay near me” aura to lock down PCs, and the harriers have a nice signature attack with their hot tar balls. Monster roles and monster powers in 4e work really well, and the more I worked on 4e-era monsters, the more I came to appreciate how poorly monsters often worked in other editions. Unfortunately, I doubt tar devils will ever be seen again in the game. It’s surprisingly hard to introduce new demons or devils into the D&D game, since players are so heavily invested in the existing hierarchy of fiends. (I also whiffed on storm devils from the 4e Manual of the Planes; oh, well.)

The castle map is good—DMs collecting poster maps from 3e and 4e products rarely got usable depictions of castles, and that would seem to be one of the things you can never have enough of in a D&D game. I wish I could have mapped the whole thing, but there’s only so much you can do with one poster map and a sandboxy adventure that might or might not use different pieces of it. I’m also really happy with the way the “infiltrate the castle” challenges worked out. D&D adventures in the 3e or 4e era very rarely made use of any kind of “sneak past the monsters” material, since the combination of better-balanced encounters and awards-by-encounter made it difficult to get players to buy into the idea that some battles shouldn’t be fought. But we’ve all seen a hundred action movies where the brave rebels come up with a plan to get into the villain’s stronghold, so I did my best to provide the DM with ways to adjudicate the player’s use of clever ploys or audacious imagination—and make sure the adventure rewarded the PCs for thinking like heroes.

I wonder if Reavers is perhaps a little too hard for a true novice DM to handle, which might make its inclusion in the Dungeon Master’s Kit a little problematic. But in my defense I’ll point out that I didn’t design it for newbies, that’s just where it ended up. Most people seemed to like it well enough, as far as I can tell.


Next Week: Gamma World!

Tuesday, June 23, 2015

Twenty-Eight Adventures, Part 16: King of the Trollhaunt

Hello! A strangely quiet week here at the Baker household—both of my daughters are off on a mission trip, so it’s just Kim and I holding down the fort (with our big baby of a Lab). Last night we snuck out to catch a Mariners game. I found a nice ticket-resale site and came across a pair of really good tickets that someone had to dump at the last minute, so we sat 8 rows from the field and only paid $15 apiece for the seats. Of course, the beer still costs $10 at Safeco, but you’re allowed to bring food into the park, so Kim and I enjoyed Jimmy John subs while watching the Mariners get thrashed by the Royals. At least we didn’t pay $50 a seat for the privilege.

#21: P1, King of the Trollhaunt Warrens
Ah, King of the Trollhaunt Warrens. My contribution to the adventure was the Trollhaunt and the Great Warren, including Skalmad and his magic eye. I also came up with the backstory of the sad fate of Prince Etheran. My co-writer, Logan Bonner, covered the town of Moonstair, the troll attack, and the Feywild material that forms the conclusion of the adventure. As in Thunderspire Labyrinth, I didn’t have any input in the adventure title or the “catalog copy”—it was my job (and Logan’s) to write an adventure that matched the title we had in hand.

Trollhaunt was my second adventure for D&D 4e, and the first adventure Wizards published for paragon-tier play. I worked on it immediately after Thunderspire Labyrinth, and had a better handle on skill challenges at that point. The “find your way to the dungeon” challenge at the beginning of the adventure is actually pretty interesting. I also came up with a challenge for negotiating with a dragon, and Logan included a couple in his section of the adventure. 

For some reason, when I thought about the idea of “the Trollhaunt” and what sort of environment might be overrun with trolls, I kept thinking about the old Star Trek episode The Galileo Seven. So, when you read or play through the Trollhaunt trek, just imagine thick mists hiding big giant dudes who occasionally throw fifteen-foot spears at you.

One little goal I gave myself in the design of Trollhaunt: I wanted the players to get to know Skalmad, the troll king, and face him several times in the course of the adventure. All too often adventures that feature an interesting bad guy have exactly ONE meeting of heroes and villain—the climactic battle scene. I wanted to see if we could think up a way for the PCs to fight Skalmad multiple times. That notion led to the Eye of Moran and the Stone Cauldron. If you play through Trollhaunt, you will come to hate Skalmad, and that’s good.

The map of the Great Warren was challenging, because we had hard rules in place about making sure that any area map we created for an adventure had to be re-usable as the insert maps in the tactical encounter spreads. So, I had to map out this sprawling maze in 5-foot squares. I took two full pages to make the biggest spread possible. One interesting feature: If you don’t mind getting wet, the stream tunnels provide a whole different path to explore the complex, and make this a very non-linear map. However, it has always been my experience that PCs hate getting wet (they’re like cats), and I wonder how many groups out there realized how valuable this alternate pathway could be.

Funny story about the art order: Check out the spot illo on page 4 of Adventure Book One. I had a hell of a time getting that through our art approval process. Chris Perkins thought I was absolutely nuts to ask for an ominous-looking sack, but I just knew it had to be there. When the trolls of the Trollhaunt inform the people of Moonstair that the noble Prince Etheran is not welcome in their realm, they do so by throwing his head over the wall in a bloody sack. The PCs later recover a letter from the town mayor to the lord, in which the mayor diplomatically says that, “a troll warrior delivered a token proving your son is dead,” which I thought was a masterful bit of understatement. Anyway, it turns out that making a sack look threatening is tough, and I had to fight for that little bit of gallows humor in the adventure. Sorry, but the bloody sack is just funny to me for some reason.

One other thing I’m proud of in Trollhaunt is the will-o’-wisp. Working early in 4e, we only had one Monster Manual to pull from, and I was bummed that the will-o’-wisp hadn’t made the cut for the first monster book. So, I got to design the first 4e appearance of this iconic D&D monster. It turns out that a monster like the will-o’-wisp works so much better with 4e’s idiosyncratic monster powers and templating of actions than it does in earlier editions of the game. In 1e, you’d see lights in a swamp, and there was nothing to make the characters actually follow them into danger. Plus, the idea of lurker monsters that join other fights is perfect for the making the will-o’-wisp an interesting encounter. IMO the 4e wisp finally delivers on what the monster was trying to do since 1978. I think 5e could benefit from incorporating a little more of 4e’s monster design tech.

So, overall, I like P1, and I’ve used it (or pieces of it) a number of times in my own games. It seems to have been well received, with a good mix of story, colorful demi-Celtic trappings, and memorable fight scenes. I ought to update it for 5e sometime.


Next Week: Reavers of Harkenwold, the adventure from the D&D Essentials Dungeon Master’s Kit.

Tuesday, June 16, 2015

Twenty-Eight Adventures, Part 15: Thunderspire Labyrinth

Hi, there, welcome back! I’m continuing with my retrospective on the various adventures/scenarios I’ve written for RPGs over the years—most of them in various editions of the D&D game, of course.

In other news, wow, the Mariners are unpredictable this year. I thought they would break out of the gate fast and be a top-flight team throughout the season, but clearly I was wrong about that! However, I’m going to make an insanely bold prediction: I think the M’s are going to heat up and put together a very significant winning streak. There is a ton of talent on this club, and I think they won’t be kept down forever. In fact, I think they’re going to be fighting for a playoff spot in the last couple of games of the season. Whether they can claw their way in or not, I couldn’t say—it’s unfortunately true that wins in September don’t count any more than losses in April. But I think we have not yet seen the measure of this team.

Okay, on to the D&D stuff!

 #20: H2, Thunderspire Labyrinth
My first adventure for 4e Dungeons & Dragons was H2, Thunderspire Labyrinth. Over the years TSR and Wizards had waffled over the question of whether the “letter+number” designator on an adventure module really helped the consumer at all; in this case, the H stands for “heroic tier,” meaning it’s an adventure designed for characters under 10th level.

My co-writer was Mike Mearls. I did the sections on the Seven-Pillared Hall, the Chamber of Eyes, and the Horned Hold, as well as some of the upfront presentation. Mike’s contribution was the awesome Well of Demons section, and the Tower of Mysteries. As it turned out, we didn’t really collaborate all that closely—the adventure’s sections are very episodic, and don’t lean too much on each other. That’s okay by me, because I viewed the ruined city of Saruun Khel as a gigantic sandbox and wanted to make sure the players could engage the adventure just by wandering around if they wanted to.

Thunderspire Labyrinth offered some tricky presentation and philosophy questions right up front, simply because it came so early in the 4e product run. (Yes, Keep on the Shadowfell was released earlier, but we had to start on H2 before H1 was completely done.) Not being entirely sure how to present a good 4e adventure, I erred on the side of caution at first, and shot for a middle-of-the-fairway dungeon crawl experience in my sections. (Mike, of course, was a little more ambitious.) If you’ve been reading the blog, you might recall that I felt the same sort of trepidation about Forge of Fury, and adopted a similar approach. For the same reason, I shied away from some excellent opportunities to create skill challenges in the adventure—the subsystem for navigating the giant ruined city really should have been set up that way, but when I was writing H2 I just didn’t know enough about skill challenges to feel comfortable placing much reliance on that system.

I didn’t pick out the name of the adventure: This was one of those assignments where I had to write to suit a title that had been created months before I started work. Chris Perkins also gave me the basic premise of “underground market city, where the surface races and Underdark races can deal with each other.” So the Casablanca-like vibe of the Seven-Pillared Hall really originates in the initial catalog blurb that Chris and Bill Slavicsek came up with; all I did is execute on their concept.

One strange thing about Thunderspire Labyrinth: I wound up featuring duergar (gray dwarves) in the Horned Hold, which marked their debut in 4th Edition. Ironically, I’d done the same thing in Forge of Fury at the beginning of 3e. So, in two consecutive editions, I rolled out the duergar for the edition. One of the things about 4e is that we stepped back and considered the question of whether monster stories/context ought to undergo development in the same way their mechanics were being updated. At the time we felt that the "just like <good guys> but EVIL" races weren't necessarily holding up after you got past the drow, so we gave the duergar a very devilish new twist. In retrospect, we learned that folks are way more touchy about the story elements of the D&D universe than we'd imagined, and many of our "new takes" actively angered our fans. 

People with a sharp eye for detail have noticed that the scale of the map depicting the Nentir Vale in the 4e Dungeon Master’s Guide conflicts somewhat with the description of the Old Hills given in H2. That was not my fault—I knew perfectly well that the range of hills shown in the Nentir Vale wasn’t all that big and hardly constituted a mountain range that could hold a place like Thunderspire, since I wrote up the Nentir Vale chapter in the DMG. However, the decision was made to make sure that H2 was located right smack in the middle of the Nentir Vale. Sorry if that bugged you, I didn’t do it!

Looking back at H2 now, I am pretty proud of the Seven-Pillared Hall and the super-flavorful setting of a whole ruined city to roam around in. The dungeon is infinitely expandable, and the Mages of Saruun are scary and ambiguous villains for a low-level party. The Horned Hold is an evocative setting, but it’s pretty static—working under the constraints of the tactical encounter format and my own caution in balancing fights for the new edition, I deliberately kept things simple in my sections. Fortunately Mike Mearls dialed it up to 11 in his part of the adventure! As I grew more familiar with 4e, I felt more comfortable in writing more ambitious material.

Next Week: P1, King of the Trollhaunt Warrens!