M.C.
Sunday, May 8, 2022
Trying my hand at some OSR Spells.
M.C.
Monday, May 2, 2022
The Wizards Cave: A mini setting/Planer travel
Travel between one setting to another has been a longstanding trope of D&D and much of the literature that inspired it. Throughout the editions of D&D there have been many methods, from portals or gateways to magical sailing ships. However it seems that many people associate Planer travel with high level play or expressly high magic settings, after reading through some Swords and Sorcery stories on the Appendix N list I have come see this as untrue. In fact I would argue that Planer travel is a style of play that can offer a large amount of variety both for players and DM's.
But how would low level PC's travel from one world to another? they don't have access yet to casting higher level magics that allow for such travel, this limits them largely to natural gateways or those made by higher level casters. The Wizards Caves are one such creation, inspired by the cave of Ningauble of the seven eyes from the Fafhrd and the Grey Mouser series, it is a labyrinthine cave system that can be accessed and provide access to multiple worlds throughout the multiverse. This provides an excuse for players to change settings from adventure to adventure or stay in one for awhile if they are invested, the Wizard himself may act as a patron of the party sending them to strange and outlandish worlds to acquire certain artefacts or complete special tasks for him.
So that's the what out the way now we must more to the how. What sort of system could simulate travel through this cave system? well there could be a dungeon crawl if the caves contain dangers though this encourages mapping and layout of an area that may not be consistent, so we need somthing a bit more abstract. Though i think it shouldn't entirely be random some manor of semi random generation may be necessary for such a level of abstraction, repurposing some of the overland travel rules such as chance to get lost or navigation may be a solid idea, the chance being lower or non existent on common pathways through the wizards domain much in the same way a road would work in overland travel.
So lets say they have a 30% chance to get lost as a base, this can be increased based on the players actions such as choosing an unlit and path +10%(+20% if they themselves don't have a light source), choosing a more natural looking cavern +30% etc. upon getting lost roll on a table to determine what sort of room they encounter:
Here is an example table with some ideas. d6
1. the players find themselves in on a clear path again and the chance to get lost is reset to 30%,
2. servants quarters, filled with what ever imps, homunculi or masked henchmen the wizard employs.
3. the players enter one of the Cavens inner sanctum (cumulative 15% chance to encounter the Wizard, the 7th time is guaranteed to encounter him) the cavern is filled with cryptic scrolls, alchemical fungi, piles of rusted armour, torn banners or other esoteric miscellanea
4. natural cavern filled with cave vermin like cave crickets or bats etc
5. dead end, return to last cross roads and reroll lost chance
6. A exit, possibly to another plane of existence, has a 10% chance for it to be the exit originally searched for by the players (if any)
This obviously needs more work and mechanical design, but i think functions as a basic concept.
let me know what you think, I will try to revisit this at some point with another post to expand this idea more but this post has been sat on my desk for about a week and I need to post somthing to get back in the habit so sorry if this isn't enough for you.
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