While
the theme of this month’s edition is All About Ruins, this ruin is the largest
“dungeon” site we’ve ever created. But
is it a dungeon? Not to fight over words
and definitions, but we do want to show how Ballogfar is a dungeon in the
classic setting sense of the term.
So, what
does a dungeon need? Well, it needs a maze-like
structure with a roof that forces adventurers to go down certain paths and
restricts them from simply wandering anywhere.
While we think that the maktara spaces are more of an underground
setting, the palace of Ballogfar is a dungeon.
It is not open to the sky. It is
maze-like, especially due to the collapsed parts. It is filled with tricks and traps. It is filled with monsters.
OK, but
what kind of monsters? Well, the ground
floor serves as the residence of several bands of ogres. Many of the internal areas are still infested
with undead. Throughout the structure
are the “monsters” we term as vermin:
snakes, rats, the tercicontas vultures, and the tobgophforo beetles to
name a few. The top level has the hearrsmon trying to keep
control of the structure long enough that they can loot it. So, yeah, it feels like it is filled with
monsters.
It also
has treasures, some of them are pretty incredible too! Magical items can be found. Gold and jewels can be found. And in certain hiding spots tomes of unknown
or lost magic and other knowledge are waiting to be found.
So,
enemies, traps and loot. Sounds like
we’ve hit everything a dungeon needs.
Heck there’s even a dragon flying around (outside). Lots of folks expect a dragon to be at the
end of any dungeon.
If there
is something that makes this less dungeon like, it is the multiple
entrances. Now we’ve always felt that
massive dungeons needed multiple entrances.
You’ve probably experienced this in your own adventuring parties, but
sometimes, you just need to get out of there and find somewhere to stash your
loot. You can’t get into more fights
while you’re weighed down by all that gold and silver! Multiple entrances allow a group to escape
from the dungeon for a while and then pick up where they left off.
But the
whole of the ruined city is also a dungeon.
It too has tricks and traps, enemies to fight, and treasures to
loot. It is less maze-like, so if you
need to call it a wilderness adventure, you can go right ahead! Probably most important - Ballogfar has
rivals. Other adventurers are here
too. If you take too long or let anyone
learn about the secret entrances and exits you found, they’re likely to go in
and loot the next couple of rooms before you get there. We love that part, because it really does add
that extra level of challenge and paranoia to the campaign.
This post was written as part of The Lost City of
Ballogfar Part I aka All About Ruins, the latest in our Small Bites
editions. Each Small Bites book looks deeply at one subject, a
character archetype, a race/monster, a style of questing, or some other
role-playing/world building subject.
This one is showcasing fantasy ruins.
We hope we’re getting you
interested. If you want to see the World Walker edition for FREE!!
click the link
here. If we’ve hooked you and you
want to get the full 99 pages of content in the Game Masters’ edition, click
here.