Friday, August 28, 2020

Massive Dungeons

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.

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