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Assume that you have assembled
a group of players. Each has created a
character, determined his
or her race and profession, and spent some time
carefully equipping these
neophyte adventurers with everything that the
limited funds available
could purchase. Your participants are now eagerly
awaiting instructions from
you as to how to find the place they are to seek
their fortunes in. You inform
them that there is a rumor in the village that
something strange and terrible
lurks in the abandoned monastery not far
from the place. In fact,
one of the braver villagers will serve as guide if
they wish to explore the
ruins! (This seemingly innocent guide might be
nothing more than he seems,
or possibly an agent of some good or evil
power, or a thief
in disguise, or just about anything else. In this case,
however, let it be a thief,
for reasons you will discover soon.)
The party readily agrees,
and so the adventure begins.
You inform them that after
about a 2 mile trek along a seldom-used
road, they come to the edge
of a fen. A narrow causeway leads out to a
low mound upon which stand
the walls and buildings of the deserted
monastery. One of the players
inquires if the mound appears to be
travelled, and you inform
the party that only a very faint path is discernible
-- as if any traffic is
light and infrequent. Somewhat reassured, another
player asks if anything
else is apparent. You describe the general bleakness
of the bog, with little
to relieve the view save a few clumps of brush
and tamarack sprouting here
and there (probably on bits of higher
ground) and a fairly dense
cluster of the same type of growth approximately
a half mile beyond the abandoned
place. Thus, the party has
only 1 place to go along
the causeway -- if they wish to adventure.
The leading member of the
group (whether appointed or self-elected, it
makes no difference) orders
that the party should proceed along the
raised pathway to the monastery,
and the real adventure begins.
The so-called guide, the
Cutpurse
(T3), is a 3rd level NPC. You
placed him in the village
and gave the reason for his being there as a
desire for a
huge fire opal which the abbot of the place is said
to have
hidden when the monastery
was under siege. The fellow died, according
to legend, before revealing
it to anyone, sa somewhere within the ruins
lies a fortune. But this
particular thief lacks courage, so he has been living
frugally in the village
while seeking some means of obtaining the gem
without undue risk to himself.
Now, he has the party to serve as his means.
If they invite him along,
then he will go -- with seeming reluctance, of
course. If they do not,
he will lurk near the entrance hoping to obtain any
loot they will have gleaned
from the adventure when they return, doing so
either by stealth or by
force if the party is sufficiently weakened from the
perils they have faced.
Before you are three maps:
a large-scale map which shows the village and
the surrounding territory,
including the fen and monastery, the secret entrance/
exit from the place, and
lairs of any monsters who happen to dwell
in the area; at hand also
is a small-scale (1 square to 10 ’ might be in order)
map of the ruined monastery
which shows building interiors, insets for
upper levels, and a numbered
key for descriptions and encounters; lastly,
you have the small scale
map of the storage chambers and crypts beneath
the upper works of the place
(refer to the section, THE CAMPAIGN[/A SAMPLE
DUNGEON]), <>
likewise keyed by numbers
for descriptions and encounters. So no matter
what action the party decides
upon, you have the wherewithal to handle
the situation. When they
come to the area shown on the second map, the
one depicting the monastery
complex, you set aside map one, and begin a
more detailed narrative
of what they “see”, possibly referring to the
number key from time to
time as they explore the place.
Movement within buildings
is actually the same as in an underground
setting. Each square represents
an area of 10 ’ per side, and movement is
very slow as observation
and map making and SEARCHING takes considerable
time. Base
movement rate translates to 1 square per 1 factor in a
turn
(10 minute period). In like manner, examination and mapping of a
room
or chamber will require about a 10 minute period.
Thorough
SEARCHING of contents and
examination of walls, floor, and possibly the
ceiling as well is also
a lengthy process. How are doors and secret doors
opened? and what about locks
and fastenings? It is vital that the DM know
such details thoroughly,
so that the mundane processes of dungeon adventuring
can be carried aut rapidly,
clearly, and in a fashion which will
be interesting and exciting.
You must make some arbitrary
decisions
regarding the time
expended in activities which are not strictly movement.
Travelling along a corridor and mapping its length takes 1 turn per 90', assuming a base move of 9”.
How long does it take to
move along but a short section of passage, open a door,
enter the room beyond, and SEARCH it?
Such variables as passage
length, condition of the portal (locked, stuck,
or normal), size of the
room beyond, and thoroughness of the SEARCH make
an absolute determination
of time nearly impossible. There are many
variations of PC activity
-- looking far signs of USE of the
corridor, listening for
noise, looking for traps, inspection of walls for secret
doors, etc. -- all of which
compound the need for an arbitrary handling of
time. If a few fixed references
are used, the task becomes a good deal
easier, however. Therefore,
the following suggestions are offered:
DOOR | search for traps: | 1 round |
DOOR | listening for noise: | 1 round |
ROOM | mapping, and casually examining a 20’ x 20’ AREA | 1 turn |
ROOM | thoroughly searching after intial examination*: | 1 turn |
SECRET DOOR | checking for by simple tapping of floor or wall, by 10' X 10' area: | 1 round |
SECRET DOOR | thorough examination for means to open, by 10' x 10' area: | 1 turn |
This assumes that, in fact,
the AREA has items which can be checked for
traps, examined, contents
searched, compartments
looked for,
and so on. If there are
many containers and much furniture in the
AREA,
the time might actually
be double that shown. If the place has nothing
but some odds and ends,
then a casual examination will discover all
there is to know about the
place (short of a check for secret doors) and a
thorough SEARCH is contra-indicated.
Detection
Of Unusual Circumstances, Traps, And Hearing Noise:
Regardless of the means,
it takes effort and concentration
to perform any of these activities.
A gnome,
for instance, must remain relatively quiet and concentrate for a TURN to
detect facts about an underground setting.
Likewise, a dwarf must work
at it.
An elf doesn't detect secret
doors 162/3% of the time by merely
passing them unless he or she is actually concentrating on the act.
A character with a sword
must have it out and be thinking about its power in order for the weapon
to communicate anything to him or her.
To sum it all up, DON'T
GIVE PLAYERS A FREE LUNCH!
Tell them what they "see",
allow them to draw their
own conclusions and initiate whatever activity they desire.
You are the source of their
input, a time keeper, and the motivator of all not connected with them.
That is sufficient to keep
you busy, rest assured.
Assume that your players
are continually wasting time (thus making the
so-called adventure drag
out into a boring session of dice rolling and
delay) if they are checking
endlessly for traps and listening at every door.
If this persists, despite
the obvious displeasure you express, the requirement
that helmets be doffed and
mail coifs removed to listen at a door,
and then be carefully replaced,
the warnings about ear seekers, and
frequent checking for wandering
monsters <(q.v.: DMG, FF,
MM2)>,
then you will have to
take more direct part in
things. Mocking their over-cautious behavior as
near cowardice, rolling
huge handfuls of dice and then telling them the
results are negative, and
statements to the effect that: "You detect
nothing, and nothing has
detected YOU so far -- ", might suffice. If the
problem should continue,
then rooms full with silent monsters will turn the
tide, but that is the stuff
of later adventures.
Elkoremarr (UA: Vampire) (Death
Master)
As a rule of thumb, all doors
are hard to open and hard to keep <cf. THE CHANGELING EARTH>
closed or open for PCs,
while inhabitants of the dungeon
find
little difficulty in these
regards. Regardless of how a door opens, it is usual
that its weight &&
condition require that force be used to swiftly operate
it. This is represented
by the roll of d6 for each person involved in pushing,
pulling, lifting, sliding,
or whatever. A roll of 1 or 2 typically indicates
success, anything above
indicates the door still remains unopened.
(Cf. PH,
Character
Abilities, STR, [Table
2].)
Most doors are about 8' wide,
and this allows up to three characters to attempt opening.
A door of 3' or less width
allows but a single character to make an attempt.
If wooden doors (always
metal bound, naturally) are broken down by axes and the like,
it will take some time --
a full turn is usual --
and require ot least 3 checks
<(1 in 6: OSRIC)> to
see if nearby and/or wandering monsters are attracted by the noise.
Doors can also be blasted
away by fireballs and other spells, for
example.
This will not be likely
to draw monsters to the vicinity immediately.
Any such {destruction} will,
however, attract the attention of all passing creatures and possibly cause
future problems.
Intelligent dungeon inhabitants
will certainly make efforts to repair damage if it is in their interest
to do so.
Finally, metal
doors (usually locked) will be very difficult to open, requiring a
knock
spell or similar means most of the time.
Doors | Cost in G.P. | Defensive Point Value
<HP.M><finish><check these> |
Door, iron, 4' w., 7' h. | 100 | 10 |
Door, secret, 2' w., 4' h. | 50 | <?> |
Door, trap, 2' w., 3' l. | 2 | <?> |
Door, wooden, 4' w., 7' h. | 10 | W1 |
Door, wooden, reinforced, 4' w., 7' h. | 25 | 3 |
<Doors, double reinforced = Gate> | <?> | 8-12 |
Q: What does a one-way
door look
like when viewed from the
wrong
side?
A: This is up the
DM. In many campaigns,
the "wrong" side of a one-way
door looks
like a normal door. In other
campaigns,
they can?t be detected at
all. In still others,
they can?t been seen, but
they can be
located by touch or tapping.
(142.71)
<BASH>
<Note: In T1-4, there
at least a few examples of a door requiring 50 HP of damage to break down.>
<T1-4.47: The door breaks
only after 50 points of damage are applied. Attackers may make two hits
per round; consider the door as Large size. The noise of such an attack
draws all the occupants from area 115 in the next round.>
<T1-4.52: A barred door,
sheathed
in bronze, takes 200 points to break down.>
<T1-4.54: BRONZE
DOOR: The door is solid, and takes
300 points of damage before breaking open. However, any non-magical weapon
used in such an attack may (1 in 6 chance, check per hit) break upon striking
it.>
<compress this>
Concealed
Doors: These are doors which are hidden in some way --
behind a curtain, covered
with plaster, a trap door under a rug, etc. They
differ from a secret
door in that once their concealment is uncovered they
are obviously doors.
Q: What's the difference between a secret and a concealed door?
A: Secret doors are
constructed so that their function as a portal is
not immediately obvious;
false backs on fireplaces, revolving
bookcases, and sliding sections
of stonework are examples of
this. Concealed doors are
just doors hidden by an intervening
object, like a tapestry,
a stack of boxes, a door covered over with
plaster, and so forth.
(76.64)
Secret
Doors: These are portals which are made to appear to be a normal
part of the surface they
are in. They can possibly be sensed or detected by
characters who are actively
concentrating on such activity,
or their possible location
may be discovered by tapping (though the hollow place could be
another passage or room
beyond which has no portal in the hollow-sounding surface).
Discovery does not
mean that access to the door mechanism has been discovered, however.
Checking requires a very
thorough examination of the possible secret door AREA.
You may use either of two
methods to allow discovery of the mechanism which operates the
portal:
1. You
may designate probability by a linear curve, typically with a d6.
Thus,
a secret door is discovered 1 in 6 by any non-elf, 2 in 6 by elven
or
half-elven
characters, each character being allowed to roll each turn in
checking
a 10' x 10' area. This also allows you to have some secret
doors
more difficult to discover, the linear curve being a d8 or d10.
2. You
may have the discovery of the existence of the secret door enable
PCs to
attempt to operate it by actual manipulation, i.e.
the players
concerned give instructions as to how they will have their
characters
attempt to make it function: "Turn the wall sconce.", "Slide
it left.",
"Press the small protrusion, and see if it pivots.", "Pull the
chain."
-
It is quite acceptable to
have a mixture of methods of discovering the
operation of secret door.
With these basic points in
mind, let us return to the action of the first dungeon adventure.
Assuming that the abandoned
monastery is merely a burned-out shell,
with nothing but rubble
and ruin within, the players spend only a few minutes of real time "looking
around" before they
discover a refuse-strewn
flight of steep and worn stone stairs leading downword.
"Ahah!", exclaims the leader
of the group, "This must be the
entrance to the dungeons.
We'll find what we are looking for there." The
other players voice agreement,
and so the real adventure begins. What is
said by the DM will be prefaced
by the letters DM, while the
party of player characters
will be prefaced by either LC (for leader), or OC
(for any of the other player
characters speaking).
DM: "What are you going to do now?"
LC: "Light our torches, and go down the steps!"
DM: "Fine,
but I'll need the 'marching order'
you will be in." (At this point
the players
either write down the names of chorocters with each in its
respective
rank, or place their painted miniature figures in octuol formation.
As minimum
width is about 31/2' per character:
a 5' wide
corridor
requires single file, a 10' wide passage means up to 3 may
be abreast,
and up to 6 abreast can move down a 20' wide
passageway.)
"Please note what formation you will take in a 5' wide
passage,
and what your marching order will be in a 20' wide area, also."
LC: (After
a brief discussion with the other players:) "Here is the
information
on this sheet of note paper. We'll change it only if one of
us is
wounded, lost, or killed."
DM: "Why
are the gnome and the halfling in the front rank, the magic-
user
in the middle, and the human fighter and cleric in the rear?"
LC: "That
way all 5 of us can act when we encounter an enemy! The
magic-user
can cost spells over the heads of the short characters in
front,
and the pair in the back rank can do likewise, or fire missiles,
or whatever
is needed, including a quick move to the front!"
DM: (Nodding agreement) "You remember that the torches will spoil the
infravisual
capabilities of the gnome and the halfling, don't you?"
"Certainly,
but the humans must be able to see! We will go down the
stairs
now, with weapons drawn and ready."
DM: "You descend southward, possibly 30' laterally, and at the end of the stairway you see an open space."
LC: "Enter the area and look around."
DM: "You
are in a chamber about 30' across to the south and 30' wide east and west.
There
are 10' wide passages to left and right and ahead, each in the center of
the respective walls.
The stairway
you descended likewise enters the chamber in the center of the north wall.
LC: "What else do we see?"
DM: ”The
floor is damp and rough. There are arches supporting the
ceiling,
starting from a spot about 8' above the floor and meeting
about
20’ height in the central dome of the place -- it is difficult to
tell,
because the whole ceiling area is covered with webs . . . . Possibly
old cobwebs.
Oh yes. There are some mouldering sacks in the
southwest
corner, and some rubbish iumbled in the center of the
floor
-- which appears to be dirt, old leather, rotting cloth, and
possibly
sticks or bones or something similar.”
LC: (A
confused babble breaks out at this point, with players suggesting
all sorts
of different actions. The leader cautions them and tries for a
careful,
reasoned, methodical approach.) “The gnome and the
halfling
will hand their torches to the fighter (me) and the cleric.
They
will then look down the east and west passages, while I check
the one
straight ahead to the south. The cleric will check the sacks,
and the
magic-user will examine the pile of refuse in the center of
the chamber.
Everyone agree?”
OC: ”Sure!”
says the player with the cleric character,
”I’m moving over to
the sacks
now, sticking close to the lefthand wall.”
DM: ”What
are the rest of you doing? As indicated? Tell me how you are
doing
it, please.” (If miniature figures and a floor plan are being
used,
each player can simply move his or her figurine to show route
of movement
and final position. Otherwise, each player must describe
actions
iust as the cleric character player did above.)
LC: ”They are now in position, what is seen and what happens?”
DM: ”Just
as the three are about in position to look down the passages,
and while
the cleric is heading for the rotting bags, the magic-user
cries
out, and you see something black and nasty looking upon her
shoulder!”
LC: “EVERYBODY,
QUICK! SEE WHAT’S ATTACKED HER!” Then turning to
the referee:
“We rush over to help kill whatever has attacked her!
What
do we see?”
DM: ”A
large spider has surprised her. As she went to examine the refuse
it dropped
from its web. It landed on her back and bit her. Before you
can take
any action, she must make a saving throw with +2 on her
die,
of course, and then she and the spider must dice for initiotive
and fight
a round of combat. After that the rest can try to do something.”
OC: (The
magic-user.) “A 16, did I make it?!” (This said as she rolls the
die to
make the required saving throw against the spider’s poison.)
DM: ”Yes.
Easily, so you take only 1 hit point of damage. While you mark
it down,
I’ll roll for the spider’s initiative -- beat a 3.”
OC: (Again
the magic-user.) ”A 5. If that means I can act before the
spider
does, I’ll grab it and throw it on the floor and stamp on it with my boot!”
DM: ”Roll
a d20, and we’ll see if you hit.” The die score indicates that the
magic-user
would hit an opponent of the armor class of the large
spider,
so the DM states: ”You grab the spider, but as you do so, you
are now
allowing the monster to attack you, even though you had
the initiative,
and it bites at your hand as you hurl it to the floor!”
(Amidst
groans of horrified anticipation from the players, the DM
rolls
a d20, but the low number which results indicates a clean miss
by the
arachnid.) “Yug! The nasty thing misses you, and i t is now
scuttling
along the floor where you tossed it!”
LC: ”Who is nearest to the spider? Whomever it is will smash it with a weapon!”
DM: “It
was hurled down to the southwest, and it is now heading for the
wall
there to climb back into its web overhead. The cleric is nearest to it.”
OC: (The
cleric, of course.) ”1 squash the nasty thing with my mace!” and
here
the player, having already gained savoir faire, rolls a d20 to see
if his
strike is successful. A 20, and a beaming player shouts: ”I got it!”
DM: ”You‘re
right, and you do . . . (with these words the DM rolls a d6 to
determine
the amount of damage) SIX POINTS! That’s heavy --
heavy
enough to kill it, in fact. It is smashed to pieces. What now?”
LC: ”Everybody
will do what we set out to do in the first place. If nothing
valuable
or interesting is in the sacks, the cleric will then help the
magic-user
search the refuse and burn the webs overhead in case
there
are any more spiders hiding up there.”
DM: “The
sacks hold rotten grain, so the cleric will go and help the magic-user
as ordered.
They find the refuse consists of castings, some husks
of small
victims of the spider, hide, bones, a small humanoid skull,
and 19
silver pieces. Do you now fire the webs overhead?”
LC: ”Examine the skull first. What kind of humanoid was it? Can we tell?”
DM: ”Possibly
a goblin. When you are looking at i t more closely, you see
that
there is a small gem inside -- a garnet.”
LC: That’s
more like it! Put it safely in your pouch, along with the silver
pieces,
Good Cleric, and light the spiderweb.“
DM: ”The
strands burn quickly, flame running along each and lighting
others
touched. You see several young spiders crisped as the mass of
webs
near the top of the chamber catches fire.”
LC: “That’s that. What is seen down the three corridors leading out of the place?”
DM: “The
east passage appears to turn north after about 30’ or so, the
south
tunnel runs straight as far as can be seen, and the west corridor
ends
in a door at about 20’.”
LC: ”Come
on, fellow adventurers, let‘s head west and see what lurks
beyond
the door!” The other players concur, so marching order is reestablished,
and the
gnome and halfling lead the way.
DM: “Okay,
you are marching west: 10‘, 20’, and the passage ends in a
door
to the west. It is a great, heavy thing, bound in corroded bronze.
There
is a huge ring in the center.”
LC: “Magic-user,
step forward and listen at the door. Gnome and
halfling,
see which way it opens, and get ready to do so.”
DM: (Rolling
a d6 behind a screen so that the players cannot see the result
which
would normally indicate if noise were detected or not, if
applicable,
when a character listens. In this case the DM knows what
will
be heard, but pretends otherwise.) ”There is a foint moaning
sound
-- you can’t really tell what it is -- which rises and then fades
away.
The door pulls inwards towards you, the hinges on the left.”
LC: ”We
all get ready, I’ll nock an arrow, and the magic-user will ready
her magic
missile spell. As soon as we are set the cleric and the
gnome
will pull the door open, the cleric closest to the hinged side.
Ready?
GO!”
DM: ”Each
of you who are opening the door roll a d6 for me to see if you
succeed.
I see from your character sheets that the gnome has a
normal
strength, so he’ll need a 1 or 2, the cleric has 17 strength, so
he’ll
do it, on a 1, 2, or 3.” (Eager hands roll the dice, and each succeeds
in rolling
a score low enough to indicate success.) Smiling, the
DM continues:
”The door groans inward, and a blast of cold, damp
air gusts
into the passage where you are, blowing out both torches!”
<(Here,
as about 3 turns have elapsed, the DM rolls a d6 to see if o
’wandering
monster’ appears; the resulting 5 indicates none.)>
LC: (Thinking
quickly.) “Halfling and gnome, what do you see with your
infravision!?
Should we slam the door?”
DM: ”It takes a few seconds for their eyes to adjust to the darkness, and
then
they tell you that they can detect no creatures -- everything
appears
to be the same temperature, cold.”
LC: “Cleric,
it i s time to use your light spell, for we’ll never get torches lit
in this
wind. Cast it on your 10 ’ pole.” (There is a delay while the
cleric
complies, and then:) “We are now poking the bright end of the
pole
into the place and looking; tell us what we see.”
DM: The
space behind the door is only rough-hewn and irregular. It
appears
to be a natural cave of some sort which was worked to make
it larger
in places. It is about 25' across and goes 40' south. A small
stream
-- about 15' wide at one place, but only 6' or 7' wide elsewhere
-- runs
south along the far wall. There are 3 buckets ond
several
barrels in the place, but nothing else."
LC: "Check
the ceiling and the floor. No more nasty surprises for us! If
we note
nothing unusual, we will check out the buckets and barrels
quickly."
(Aside to the others:) "This was probably the water supply
room
for the monastery, so I doubt if we'll find anything worthwhile here."
OC: "Where
exactly is the wide spot in the stream? I think that I'll check
out that
pool." (The DM tells the player where it is, so he heads over
to the
place.) "Now, I'm looking into the water with the bright end of
my staff
actually thrust into the liquid, what happens?"
DM: "First,
the others checking the containers find that they held nothing
but water,
or are totally empty, and that the wood is rotten to boot.
You see
a few white, eyeless fish and various stone formations in a
pool
of water about 4' to 6' deep and about 10 ' long. That's all. Do
you wish
to leave the place now?"
LC: "Yes, let's get out of here and go someplace where we can find something interesting."
OC: "Wait!
If those fish are iust blind cave types, ignore them, but what
about
the stone formations? Are any of them notable? If so, I think
we should
check them out."
DM: "Okay.
The fish are fish, but there is one group of minerals in the
deepest
part of the pool which appears to resemble a skeleton, but it
simply
-- "
OC: "If
the pole will reach, I'll use the end to prod the formotion and see
if it
is actually a skeleton covered with mineral deposits from the
water!
I know the Shakespearean bit about a 'sea change'!"
DM: "You
manage to reach the place and prodding it breaks off a rib-like
piece.
You see bone beneath the minerals. As you prod, however, a
piece
of the formation is caught by the current -- a cylindrical piece
about
a foot long -- and it rolls downstream."
LC: "Run
as fast as I can to get ahead of it, jump in, and grab it! Quick!
Some
of you get ready to pull me out if the water is over my head!"
DM: "You
manage to get ahead of the piece, jump into water about 4'
deep,
and grab at it, but you must roll a d20 'to hit' to see if you can
manage
to grasp the obiect before it is swept past you and goes
downstream
into the pipe-like tunnel which the stream flows out
through."
(The player rolls and scores high enough to have hit armor
class
4, the value the DM has decided is appropriate to the chance of
grasping,
so the DM continues:) "You are in luck this adventure! You
have
the object, and it seems to be an ivory or bone tube with a
waterproof
cap."
LC: "As
soon as my fellows help me out of the stream, we'll examine it
carefully,
and if all appears okay, we'll dry it off thoroughly and
open
it very gently."
DM: "There
is nothing difficult involved, so after drying it off on the
gnome's
cape, you break the seal and pull out the stopper. Inside is a
roll
of vellum."
LC: "Let's
get out of here now, shut the door, get some torches going
again,
and then read whatever is on the scroll." (The others agree,
and in
a few moments, the actions have been taken care of.) "Now,
carefully
remove the scroll and see what is on it."
DM: "The
tube must have allowed a bit of water to seep in slowly, for
there
are parts of the scroll that are smudged and obliterated, but
you can
see it is a map of the passages under the monastery. You
recognize
the stairs down and the water supply room. It looks as if
the eastern
portion is smeared beyond recognition, but you see that
the south
passage runs to a blurred area, and beyond that you see a
large
area with coffin-like shapes drawn along the perimeter. That's
all you
can determine."
LC: "We
go back east 20'. which tokes us back to the entry chamber, and
then
we'll head south down the long corridor there. We will look
carefully
at the map we found to see if i t shows any traps or monsters
along
our route."
DM: "You
are at the mouth of the passageway south in the center of the
south
wall of the entry chomber. The map doesn't indicate any traps
or monsters,
so you go south down the passage -- 10', 20', 30', 40',
50',
60, 70', 80', 90'. The passageway is unremarkable, being of
stone
blocks and natural stone, with an arched ceiling about 15'
high.
At 90' you come into the northern portion of a 50' x 50'
chamber.
It is bare and empty. There are no exits apparent.
It seems
to be a dead end place." (Here the DM makes a check to see if any
'wandering
monsters' come, but the result is a 2 on d6, so there are
none.)
"What are you going to do?"
LC: "We'll look at our map again. Does this look as if it were the room with the coffin-shapes?"
DM: "Certainly
not. The place seems to be about where the blotched area
is, but
there are no passageways out of it."
LC: "Let's
tap along that south wall, especially in the center 30' to see if i t
sounds
hollow. The cleric, gnome, and halfling will do the tapping,
while
the magic-user and I watch back the way we come."
DM: (Rolling
a few dice behind the screen several times, knowing thot
tapping
won't show anything, as the secret door is 10' above the
floor:)
"The entire wall sounds VERY solid. You spend a full 10
minutes
thoroughly checking, even to the far east and west, and all 3
are convinced
it is not hollow beyond. However, the gnome, who
you placed
in the middle, noted some strange holes in the wall.
These
were square places cut into the natural stone, each about half
a foot
per side and a bit deeper. There were 2 at the 20' and 2 ot the
30' line,
1 above the other, the lower at about 3', and the higher at
about
6'. He found some small splinters of wood in one."
OC: "Does
the smudged area give us any clue as to what the holes could
be for?
Let's feel around inside them to see if there are levers or
catches
or something . . ."
LC: "Yes.
look at the map, and carefully check those holes with daggers
first
-- we don't want to lose fingers or hands!" (When all that comes
to naught:)
"Can anyone think of why there would be wood splinters
in the
holes? That must be some sort of a clue!"
OC: "The
only thing I can think of is that the holes are sockets for some
sort
of wooden construction --"
LC: "Sure! How about a ramp or stairs? How high is the ceiling in this place?"
DM: "Oh, it must be at least 25' or more."
LC: "Let's
form a human pyramid and see if there's a secret door higher up on the
wall --
right
here in the center where the passage seems to go on southwards.
I'll
form the base, and the rest of you help the gnome and the halfling up,
and hold them there (use the pole!),
while
they tap. What do they discover?"
DM: "The
halfling at the top of the stack has a 1 in 6 chance of slipping
and bringing
you all down." (A roll of 4 follows, so:) "But it doesn't
happen,
and both the gnome and the halfling manage a few taps,
and even
that feeble work seems to indicate some sort of space
beyond."
LC: "Let's
change the plan a bit. The cleric and I will hoist the gnome up
and hold
his legs firmly while he checks around for some way to
open
the secret door. Meanwhile, the halfling and the magic-user
will
guard the entrance so that we won't be attacked by surprise by
some
monster while thus engoged."
DM: "You
accomplish
the shuffle, and let's see if anything comes -- " (A
d6 roll
for wandering monsters again gives a negative result.) "The
guards
see nothing, and what is the gnome doing now?"
OC: (The gnome:) "I'll scan the stone first to see if there are marks or some operating device evident."
DM: "Some stone projections seem rather smooth, as if worn by use. That's all you are able to note."
OC: "Then
I'll see if I can move any of the stone knobs and see if they
operate
a secret door! I'll push, pull, twist, turn, slide, or otherwise
attempt
to trigger the thing if possible."
DM: "The
fist-sized projection moves inwards and there is a grinding
sound,
and a 10' x 10' section of the wall, 10' above the floor in the
center
part, swings inwards to the right."
OC: (The
gnome:) "I'l pull myself up into the passage revealed, and
then
I'll see if I can drive in a spike and secure my rope to it, so I can
throw
the free end down to the others."
DM: "You
get up all right, and there is a crack where you can pound in a
spike.
As you're doing it, you might be in for a nasty surprise, so I'll
let you
roll a six-sider for me to see your status -- make the roll!
(Groans
as a 1 comes up indicating surprise. The DM then rolls 3
attacks
for the ghoul that grabbed at the busy gnome, and one claw
attack
does 2 hit points of damage and paralyzes the hapless character,
whereupon
the DM judges that the other 3 would rend him to bits.
However,
the DM does NOT tell the players what has happened,
despite
impassioned pleas and urgent demands. He simply relates:)
"You
see a sickly gray arm strike the gnome as he's working on the
spike,
the gnome utters a muffled cry, and then a shadowy form
drags
him out of sight. What are you others going to do?"
OC: "Ready
weapons and missiles, the magic-user her magic-missile
spell,
and watch the opening."
DM: "You
hear some nasty rending noises and gobbling sounds, but they
end quickly.
Now you see a group of gray-colored human-like creatures
with
long, dirt- and blood-encrusted nails, and teeth bloodied
and bared,
coming to the opening. As they come to the edge you
detect
a charnel smell coming from them -- 4 of them, in fact."
What will the party do? Will
the cleric realize that they are ghouls and
attempt to turn them? Will
he succeed? If not, there may well be no survivors.
If so, what treasure lies
beyond? Possibly the great gem . . . but the
thief still awaits the party's
return. Well, that is the stuff from which adventures
are spun, and now you know
how to spin your own.
chrisspiller wrote:
Heh, and this
was imported into the DMG example of play
for everyone else's benefit, too
Pax,
Chris
Just so!
I felt is was beneficial to share as much of that sort of knowledge, that gained from experience, as possible with those of my fellows who were running D&D game campaigns.
Happy New Year,
Gary
James
M: 3. Gary Gygax thanks you by name for your contributions to the AD&D
Dungeon Masters Guide. Do you recall what you contributed to this book?
Lawrence Schick: When I started work at TSR in January of 1979 Gygax handed me this huge, sprawling, unorganized manuscript and said, “Here’s the Dungeon Masters Guide – edit this.” So I did. There were a few things he wanted to include that he didn’t particularly want to write; for those parts he told me what he wanted, and I wrote them. Unfortunately I don’t have a copy of the original DMG at hand – I lost all my D&D stuff in my recent divorce – but I recall writing the Example of Play, some of the advice for Dungeon Masters, and a number of other bits here and there. But it was all under Gary’s direction, and he certainly deserves all the credit.
- Grognardia
(Interview: Lawrence
Schick)