Showing posts with label prep. Show all posts
Showing posts with label prep. Show all posts

HOW I PREP: A Weekly-ish Megadungeon Campaign

 


Context For How I Prep

Jumping in on the "How I Prep" series started at Roll to Doubt by describing how I prep for my megadungeon campaign using Miranda Elkin's Nightwick Abbey (of which the first three levels, plus a lot more, is available at the Patreon). 

Let me start by providing some context for the megadungeon campaign. My Nightwick game is played roughly two to four times a month, lasting 2 to 2.5 hours, with 3-5 players. After 31 sessions, each player as a PC level 3 or 4. The "area" I am trying to cover in the world is a loop between two 6-mile hexes consisting of the Abbey and the titular village.

Like many who have recently posted, my goal is to have prep take a short amount of time, demonstrate the impact of player choices, and make the world move independently of the players (factions, events, ect.). To that end, I keep a Google doc of campaign notes, employ a one-page tool that helps me prep, and I restock according to Nigthwick Abbey's prescribed methods.

Campaign Documents




It is a collection of both session notes and session one-pagers (which I'll talk about below). Collections of other elements that I want to incorporate into the game or to modify to be more Nightwick-flavored or specific, like the carousing table and the overloaded encounter die. 

I have also thought of other geomorphs that might be good substitutes should I want to expand areas of the megadungeon itself or replace pre-existing 'morphs due to player actions. I will often doodle these or think of themes, so instead of letting them be idle thoughts, I write them down! Why let good ideas go to waste?

The last little bit labeled "articles" are more long-form thoughts about how I think about elements of the megadungeon. Again, after being a player in ~100 sessions and a DM for ~30 sessions, I have ideas about how run the dungeon, so putting them down helps me remember and keeps me consistent. I also, for a little bit was conferring with another DM who ran 50 sessions of Nightwick, so we traded notes.

Session One-Pager (the Actual Prep)

Here are the sections for my prep sheet which I try to keep somewhat digetic by framing it as if the characters are having a drink at Nightwick Village's best/only inn:

  • AS THE WORLD TURNS
  • IN YOUR IDLE TIME 
  • WHAT IS THE CHATTER FROM THE BADDERS' BOYS
  • AFTER DRAINING YOUR CUPS, FIGURES APPROACH
AS THE WORLD TURNS: Here is where I am reviewing the yearly, monthly, and weekly events that shape the world and the current attitudes of Nightwick Village. I try to place faction movements (if the party were aware of them) here as well as random events.

  • I also try to tie yearly & monthly effects to an increase/decrease of resources, especially those that the players might need to use in the dungeon. And/or have the event impact their downtime abilities. I think this is one of the best ways to make these events feel real. For example, a recent monthly famine removed rations from the store. The woodsman PC had to hunt in downtime for rations, of which only about 1d4+1 were ever hunted. 
  • For weekly events, I try to make them a potential problem to be solved before or in lieu of going to the dungeon. The PCs don't have to pursue it, but it might have an impact depending on the action they do or don't take.

IN YOUR IDLE TIME: The is just time for me to run down a list of what actions and effects downtime choices had on the PCs. This is also a time we check in on the progress of various crafting efforts and with those who have been gravely injured. This is also the place where I think about how the PCs actions might have affected NPCs that they want stuff from.

WHAT IS THE CHATTER FROM THE BADDERS' BOYS: The goal of this section is to show how last week's session might have impacted the village. Its also an opportunity to hold up a mirror to the PCs actions from the point of view of the NPCs and in particular, the "law" of the land represented by the Badders' Boys. So they talk smack, in loud whispers, about the PCs: "Funny how that lot always drags 2-3 poor peasants into that abbey, but only they seem to come back alive...yeah....real funny..."

AFTER DRAINING YOUR CUPS, FIGURES APPROACH: And just when everyone is about to leave the inn, they are approached by hirelings (if any) looking for employment. I generate the number of hirelings, the type, quirks, and try to tie each hireling to one of the 7 deadly sins for added fun in the Abbey.

Dungeon (Re)Stocking

Miranda has a nice method of restocking Nightwick that is based on a decreasing die size with each real-life week that passes between sessions. I usually also review the random encounter table here to make sure it best reflects the current state of the dungeon and the level of agitation the dungeon might have toward the PCs. This is also a time for me to upgrade villains that have continued to plague the PCs. The final thing I might do is try to alter parts of the dungeon if the yearly or monthly events warrant it. 

And that is it! 

WHERE HELL COMES TO PREY: Running Nightwick Abbey 02

I have just completed DMing my fifth session of Nightwick Abbey, an OSE megadungeon authored by Miranda Elkins and illustrated by Chris Huth. These posts will be a continuing effort to document this campaign I dubbed Where Hell Comes To Prey. I might try to keep the subsequent summaries to just highlights instead of following my usual pattern of room-to-room player reports.

WHERE HELL COMES TO PREY

Our Sunday Congregation:
Miriam M1
Adum F1
Froggie Fr1
Callus C1
Asterion F1

Session 5 FEB 18 Highlights: 
  • Evil Still Prowls: In Nightwick Village, graves continue to be upturned and woodsmen killed; two hirelings are taken on by the party; off to the Abbey

  • YOU ARE PREY!Discussions with amalgams of animal and human are held; PC attempt to build sympathy and trust but instead are betrayed and led to a pit-trap; one hireling dies and Miriam is grievously wounded; a fight ensues and Froggie is mortally wounded but quick action to bind wounds save him from death; several pieces of jewelry are collected

  • Holy Water, Holy $*%^&!: After dropping Froggy off at the church, the party returns with a new magician, an astrologer, and student of Saffory’s Principles of Arcane Dueling; they decide to drop into the pit to explore some hallways; their exploration leads them to a room full of dead all bowed in silent prayer– broken by the cleric’s attempt to turn them; at failure, the dead swordmen’s draw their weapons and charge; holy water, baptizing fire, and some mighty hammer swings; however the Abbey takes its due with a vicious sword through the gut of one of the fighters (DM note: Nat 20 for 6 damage)
POST-MORTEM

Communing With The Abbey: It was around session 03 that I finally was able to dial in the feel that I wanted out of Nightwick. For example in Session 03, I had restocked the West Tower Entrance with 9 Blind Dead since the room also has a statue, I had the players open a door to some sorta of ceremony interrupted. I gave the players a space to negotiate and they bluffed their way into one character being possessed. This encounter contains the eeriness and danger that as a player I've always felt the Abbey has- a lot of high-risk possibilities that drive tense action.

Perfect Timing (With Adjustments): And speaking of tense action, I think the 100 minutes continues to be a good format. It plays quick and I don't feel overly exhausted at the end of it. I do think however, I might need to start caping players out at a table of 4-6 players. Because I am trying to keep to a brisk 100-minute period, it does help to go more times around the table, more rooms are explored, and more encounters can be had. When the table is 7,8, or 9 players, you can't squeeze as much decision-making in the same time-period.

Session Worksheet: I hope to post a little later, but I do have a session worksheet that I have figured out works to keep me on track. The front is devoted to the following
  • Downtime- list the downtime options available
  • Village Happenings- how gossip about the PCs and about factions moving in the background
  • Hirelings- a few hirelings that are available
  • Any additional item
On the back, I write the players' names and just use it to take notes as the session progresses, including jotting down enemy HP totals and treasure gained. I am thinking about adapting Gus L's Tomb Robbers of the Crystal Frontier Expedition Sheet which includes a marching order tracker, turn tracker, and treasure gained.

Downtime in Zyan:  Sticking to the motto of using what I already own, I leafed through this 'zine to understand what I could employ when a player wanted to invest in Rupert vanToad's trading company. I decided to treat as a sorta institution:
  • Tier 1: A greater number of basic goods
  • Tier 2: +1 additional suits of armor
  • Tier 3: Can be treated as a "city" in terms of types of weapons/armor/equipment found there

Nightwick is still a fantastic dungeon to run and I can't wait to get to it! If you are interested, Miranda is running her new Vance-meets-Dunsany crawl Cuccanga over on Start Playing



WHERE HELL COMES TO PREY: Running Nightwick Abbey 01

 

ill: Fernando FJL

Ill-met and hell-wrecked are these haunted halls of Nightwick Abbey. And now after years of wandering its menagerie of hubris, I too sit in one of its many seats of power and govern the machinations of the denizens and dead within.

In other words, with Miranda's blessing, I've started DM-ing Nightwick Abbey now that Levels 1-3 are out on Patreon and I have sufficiently delved into those levels enough that I won't spoil anything for myself.

To differentiate these posts from the Weeknights in Nightwick, I am going to try to concentrate a little on the prep of Nightwick. Try to provide insight on how I run a megadungeon campaign and more specifically how I am going to do that 100 minutes at a time at my local FLAGS.

Also, I have decided to dub this campaign Where Hell Comes To Prey in a similar vein to different runs of Spiderman or how anime series have different offshoots.

CAMPAIGN PREP

Campaign Binder: The first thing I did was prepare a 3-ring bind split into three sections: character generation, The Dark Country, Nightwick Abbey, and a separate denizens section. I threw in a copy of my DMing pamphlet to help with the running of the game- which I will hopefully markup in response to the particular needs of this campaign.

Campaign Format:  It is typical to think of a D&D campaign as being an 8-hour per-game affair that demands/requires everyone to show up for every game. This doesn't have to be the case. I think megadungeons in particular lend themselves to open-table games and I want to show that off.  In particular Nightwick Abbey, unlike Arden Vul and even well-known dungeons like Barrowmaze and Forbidden Caverns of Archia, is written and laid out with high DM-utility in mind. 

So I settled on running a "100-minute game"- really 120 minutes because of two 10-minute breaks. My aspirational goal is to make a regular habit of showing up at my game store on Sundays at 2:00 PM and run if 3 players will participate. Furthermore using BX D&D will help reduce some of the overhead.

Pre-generated Characters: Since I will be running a more brisk game, I wanted to get to the playing of D&D ASAP and to do that I turned to pre-generated characters. What is interesting about this is that its actually a bit of advice from OD&D: 
"Prior to the character selection by players it is necessary for the referee to roll three six-sided dice in order to rate each as to various abilities, and thus aid them
in selecting a role." 

Miranda has some pretty great classes in the Nightwick Abbey package. Notable to me are froglings and changlings which are this setting's "elves" but are humans stolen at birth by the fay. Miranda also has given the fighter some enhancements like cleave and ODDs two attacks with ranged weapons if the fighter has not moved. A couple of classes also have "half-class" extras if you roll properly.

So here were my starting 8 PCs: Graverobber, Magician, Fighter x2, Frogling, Cleric, Changling (Fair), and a Rogue.

What I Should Have Prepped: Jumping ahead. Okay given that I have been playing for two years now in the Miranda's Nightwick game and I thought I had a lot of the lore down, but I felt like when I ran the game I didn't quite give the start the "oomph" it required. But we were down in the Abbey soon enough.

WHERE HELL COMES TO PREY

Our Sunday Congregation: 
Steve, Graverobber
Colin, Cleric +follower
JP, Rogue

Down in the Abbey: Through the Fogbound Forest, the party treks deeper and deeper until the trees close in and the light wains further. Each Bogdani they pass instantly knows the direction they are heading and makes a small sign of protection.

BEHOLD! Nightwick Abbey!: When the treeline breaks, the party is confronted by an expanse of erry purple vine blanketing the ground around two ruined towers- the only visible portion of the dread abbey's ruined upper works.

West Tower then East Tower: After investigating the two towers, the party flips a coin and attempts entry through the West Tower trap door. Stuck. After a couple of futile attempts, they break their shovel off wedging the West trap door shut. East door it is!

The Toll of the Great Goblin Kingdom: The party turns southeast and after creeping through the dark hallway are hailed by two sets of luminous eyes in the dark: "50 silver to pass this way!" The party, having about 30 silver between them, is reluctant to empty their pockets. Negotiations end with the party promising to return with the proper and amount and creatures requiring an additional 10%.

(DM NOTE: The barracde is actually somewhere else and I transposed it here, but no worries with little slip ups like this because by its fictional nature, the Abbey can shift)

Sweet Leaf Room: The party doubles back and enters a northwestern door into a ransacked, sour-smelling room: Sweet Leaf was smoked here. The party turns north.

Hunting Wolves: In the flicking torchlight, this columned hall appears to show riders on horseback hunting women who run screaming in the woods. The party moves east and as they draw close hear piercing cries of what sound like deer. The party's graverobber and thief slip up on either side of the archway. The cleric and follower take cover behind two columns and call out a challenge to the accursed creatures. With the snort 3 deermen charge into the room! 

ill: Huth

With nice planning the PCs are able to backstab two deermen and the cleric + follower take down the third! Their effort is answered with arrows fired from the dark, one striking the cleric deep in his side. The players decide to beat a hasty retreat south with a deerman head.

Sweet Leaf Room: Back in the musty room, the party turns east and enters a room burned beyond recognition with two charred corpses lying in the middle of the floor. As the party steps close, the corpses jerk up as if pulled by marionette strings, and burned lips emit a wet cackle!

ill: Huth

The party is almost caught off guard, but the cleric is quick to brandish the holy symbol of the God of Law... to no avail! The floating corpses laugh in mockery. Swords and knives gain no purchase either given the unnatural movements of the foul foes. In response, one corpse lashes out at the cleric with preternatural speed and removes the poor soul's throat! (DM NOTE: Nat 20 & 6 for damage vs 4 HP). Horror turns to resolve as the devout follower follows up with a smiting blow of her own and the combined efforts of the rogue and graverobber bring down the other mockery of life. 

For their efforts, the party finds a mysterious vial of power and a jade rosary with lurid iconography.

Hasty Retreat & Return: Having survived two encounters, the party decides to retreat from this cursed place. The body of the cleric is left behind...

They figure Halfdan the Black would be interested in the two items and is rewarded with 300sp for their efforts. 

POST-MORTEM

Nightwick Abbey is a pleasure to run. As Nova pointed out in this nice review, what one might lose in description is made up for in high utility. Especially in a dungeon that is made to shift. And with 3 levels at my disposal I know (through experience) it will be enough to keep going.

Love the Cause of Death Stamp

Total exploration was 6-7 rooms and 3 encounters which included 2 combats. One character died out of 3 which matches the death rate of the Abbey overall. Two of the players were folks I have gamed with before, but 1 individual was someone who just looked over at what we were doing and decided to join-- no prior experience with BX D&D but they easily slide right into the game.

The pre-gens really helped and I'm gonna stick with that. It allows me to ensure folks are starting with viable characters and into play quickly. I like to think this was also aided by a half-page character sheet I designed to reduce the feeling this is going to be a complicated experience. Honestly, if I could reduce a character to a monster-style stateline I think that would be ideal for an online generator.

The 100-minute format worked too. Now on the whole 2 hours might be short. It does require people to be focused as you can go stretches without finding treasure. But the exchange is that its a time that works for me and I (hope) will encourage more spontaneous sit-downs and returns. Well see.

If these horrid halls of Nightwick Abbey call to you, then please join Miranda Elkins' Patreon!