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Primal/Within Chronicles: The Font of Sorrow, Part 1

JaielThis is a report of my newest D&D 4e campaign set in the home-brewed Primal Dungeon/City Within campaign.

I could see that my players were anticipating the game as emails about PC backstories multiplied like wildfire! All players showed up (s0me had to spend several brownie points to make it) and we got around to staring playing at around 6h30 PM last Friday night.

Before we get into the gist of things, here’s the party (all level 7 characters)

Dramatis Persona:

Jaiel : Female Deva Avenger.  Divine Agent of the Patron goddess of the City, Erathis.  Key player in fighting the Dungeon’s growth.  Described here. Played by campaign co-designer Yan. (See image for a pretty accurate representation)

Usul: Elven Invoker.  The direct instrument of Kord, god of Battle and Storms.  Came to the City Within at the behest of the world’s gods.  Also described here.  Played by Mike.

Korg (name change pending): Dwarven Bear Shaman.  Sent by the bear spirit of his Dwarven settlement to help save the World Serpent from being slain by the growth of both the Dungeon and the City.  Also described here.

Rocco la Muerte: Halfling Rogue.  Hero of the surface world.  He was summoned by the Builders faction to help the city with his legendary skills of making problems vanish.  Also, half-cousin of Corwin.  The only original PC from the last 2 campaigns.

Corwin: Halfling Sorcerer of Chaos.  Born in the village of Moon Vale, on the first day of the Year of the Moon.  Corwin bears a shifting birthmark and has adventured all over the world. He has a knack to get himself and anyone near him into ‘interesting’ situations (in the Chinese Curse sense of the word).  He found himself in the City after a disastrous foray in the dungeon.  Jaiel has taken him under his wing, much to his delight… “The tall chick? Yeah, she’s with me.”  Played by Math.

Fangs: Longtooth Shifter Warden.  Fangs was found unconscious and dying in the Dungeon.  He was brought to the City Within, not remembering anything of his past.  He teamed up with Jaiel who swore to him that he had an important role to play in saving the World. Played by Eric who was short of ideas for his character.  Amnesia is always a useful character trope.

Once again, no humans in the party and almost everyone with a Players Handbook 2 character (showing how ‘early adopters’ or “WotC whales” were are as a gamer demographic).

They call him Mr. Rice.

We kept the intro to the City Within limited.  Most of the players had played or read the prequel game and were sufficiently acquainted with the concept to go along with a pair of somewhat raildoady quests.

I explained to the players that a Burgomaster of one of the Lower boroughs of the City had pulled several favours to get a party of Builder-certified adventurers to meet with him and help him with a problem.

Before we played that scene, I told Math that when Corwin was going to met up with Jaiel, he was nearly run over by a panicked wizard who dropped a scroll.

Math “Dude, what the hell’s a land shark?”

Yan : “Something big and mean!”

We then proceeded to the scene with Kelian Dawnchaser, Burgomaster of The City’s Lower Delve #7, more colloquially known as Riceburg.  Kelian was this big albino human (most humans in The City Within are Albinos, go figure) who sported a thick mane of long braided hair and beard… dyed jet black!!!

Kelian is that kind of suburban politician that’s harping all the time about how unfair the central powers are and how his borough never gets the attention or resources it requires and Blah, blah, blah…

Long story short, Kelian asked to meet with the PCs because he thinks that someone or something is poisoning the his borough’s water supply (which represents a third of the city’s freshwater).  He showed how his rice crop was starting to mutate and mentioned that the number of sick children and elderly was on the rise.

Following some questions and answers, the party learned that a single river came into Riceburg and that 3 Dam-Fortresses were set up further upstream to monitor water quality to prevent dungeon denizens from trying to get to the water supply.

They also learned that several dungeon tunnels opened into either side of the River’s cave, all of them barred with magical gates.

Kelian asked the players to find the source of whatever was mutating the rice crop and making his people sick.  He didn’t miss an occasion to remind just how crucial his burg’s food production was to the survival of the whole city.

Up the creek with plenty of paddles

The PCs then set out with a barge and several empty vials and started the journey upriver, taking samples every so often to bring back to the City for magical and analytical analysis.  It’s interesting to mention that the players naturally suggested to go check the river, th whole investigation phase of the adventure felt really natural to me, which is usually a good sign.

When they got to the 1st Dam, they met with a lazy, fat functionary that dismissed any claims that the water was tainted.  Of course, the PCs became somewhat belligerent and the incompetent monitor  sheepishly revealed that the Control Orb, the magical device monitoring the water’s quality, had been non-functioning for some time and he hadn’t gotten around to changing it yet.

The PCs understandably blew a collective gasket and had the imbecile change the device, which promptly started glowing red, indicating some form of taint in the water.

The PCs then continued upriver and soon found a tunnel from which water was spewing into the river.  According to the info they had gathered, this waterfall was new and probably the source of the tainted water.  They took a sample, returned to the Dam and poured some on the ‘detector’.  It glowed red all right!

The returned to the City and gave the sample to Kelian.

The Elementalists

Soon after dropping the samples, I had a group of Wizards (not the adventuring type, more the College of Magic type) come to the PCs, inquiring about the water they brought back.  They told the PC that the water was Primal Water, coming straight from the plane of Elemental Chaos.  They were sure that the water came from a abandoned Water temple very near where the PCs spotted the waterfall.  They had found the temple long ago but none of them were ever able to breach its sealed door.

They  asked the PC to try to enter that temple and recover any information about its history and any trace of ancient elemental rituals.   Finding the way to stopping the water that was pouring out of it would likely require exploring the temple.

They gave the party a map to reach the temple somewhere in the dungeon.

And so our heroes set fourth for thier second foray into the Dungeon.

Up next: Those damn Mist Wraiths!

Image:  Julia Strzyga

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Critical Bits for the week ending 2009-04-18

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Chatty's megadungeon: Meet Spurt and his Wayward Master!

buletteTonight is the first official session of our Primal/Within campaign.

Set in the Font of Sorrows, our adventurers will have to trace the source of something contaminating part of the City Within’s water supply.

I’ve said it a few times, I enjoy a bit of silliness in my games. So while I was writing the adventures’ quest I got this bit:

The Panicked Wizard:

A Wizard runs up the street and bumps in Corwin (Halfling Chaos Sorcerer PC, the group’s weirdness magnet), all wild eyed and stuttering. He looks the PC over and screams desperately  ‘You can’t help me!!!!  I’m doomed!” .

He runs away, dropping a badly stained scroll.

The scroll shows repeated attempts to explain how a gentle, inoffensive “experiment” of his broke out of his laboratory in the the lower Delves at the edge of the lower City.

“It’s a completely domesticated Land Shark that responds to the name of Spurt.  Last seen in the dungeon about 5 km from Riceburg’s lower Fungus Caverns.  Please capture and return to me”

There you have it, insta-quest!

As for Spurt?  Here it is in all its glory!

Spurt, the Silvered Bulette Level 9 Solo Skirmisher
Large Natural Beast XP 2,000
Initiative +7 Senses Perception +5; darkvision, tremorsense 20
HP 408; Bloodied 204
AC 27; Fortitude 26, Reflex 21, Will 21
Speed 8, burrow 8
Action Points 2
M Bite (Standard; at-will)
Before it bites, the silvered bulette can make a standing long jump (as a free action) without provoking opportunity attacks; +14 vs Armor Class; 2d6+7 damage, or 4d6+7 damage against a prone target.
m Frenzied Chomping (Standard; at-will)
The Silvered Bulette makes two claw attacks , +13 vs Armor Class; 2d6+7 damage, or 4d6+7 damage against a prone target.
c Rising Burst (Standard; at-will)
Close burst 2; the silvered bulette sprays rock and dirt into the air when it rises out of the ground; +13 vs Armor Class; 1d6+7 damage.
c Breath Weapon (Standard; recharge 56) ? Thunder
Close blast 5; +10 vs Reflex; 4d6+6 thunder damage, and the target is dazed (save ends).
m Earth Furrow (Move; at-will)
The silvered bulette moves up to its burrow speed just below the surface of the ground, avoiding opportunity attacks as it passes underneath other creatures squares. As it burrows beneath the space of a Medium or smaller creature on the ground, the silvered bulette makes an attack against the creature: +8 vs. Fortitude; on a hit, the target is knocked prone.
Ground Eruption
The squares into which a silvered bulette surfaces and the squares it leaves when it burrows underground become difficult terrain.
Hasted Second Wind (Minor; encounter)
The Silvered bulette spends a healing surge and regains 70 hit points. The bulette gains a +2 bonus to all defenses until the start of its next turn.
Alignment Unaligned Languages
Skills Athletics +16, Endurance +15
Str 24 (+11) Dex 13 (+5) Wis 9 (+3)
Con 22 (+10) Int 4 (+1) Cha 8 (+3)

Spurt is an Arcane enhanced Bulette, covered in silver runes.  It was ‘awoken’ by the Dungeon who pushed it to escape and led it to the abandoned Font of Sorrows.  There, it “met” some of the guardians and reactivated the Font… the water of the font is what’s tainting the City’s water supply.

And that’s only one of the Surprises I have in store for my players.

Stay tuned for the game report!

Credits :  Matt Cavotta (Wizards of the Coast) for image.  Dave Chalker for the Silver Bullet pun.

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Review: The Darkness that Comes Before

darkness_that_comes_beforeBackground: I bought R. Scott Bakker’s first book purely based on its appearance on ‘top fantasy’ lists and its comparisons to the ‘realistic’ fantasy authors of Steven Erikson and George R..R. Martin.  Bakker comes from an English critique and Philosophy background and it shows.  His prose is often quite moving: either beautiful in its poetry or sickening in its brutality.  His characters, setting, and background all teem with philosophical underpinnings.  Set in a world mirroring Europe and the Middle East during the First Crusade the book is schizophrenic in its soaring heights and puzzling lows.

Setting: The characters all have odd names (quasi-Germanic?)- more so than typical fantasy, so much so that I have trouble remembering the characters by name (which is a problem).  The world of oddly named characters has already been destroyed by one Apocalypse.  Another is sure to follow, at least according to the Quixotic order of Sorcerers, The Mandate.  Cursed with dreams detailing the recollections of their founder’s experience during the first apocalypse, they know with certainty that the Apocalypse is real, but after years of vague warnings the Great Factions of the world ignore them.  The world’s great religion has experienced a renaissance under a new pope-equivalent and a Holy War is imminent.  Great Factions jockey for position amidst alliances of heathen sorcerers and scheming religious orders.  In the midst of this volatile setting, an outlander monk emerges with powerful, unique knowledge that is sure to change the course of history.  Overall, the setting is one of the book’s greatest strengths.  The depth and richness of the book is engrossing and thought-provoking.  When I wasn’t reading it, I often found myself considering the world and the story, which is high praise indeed.

Story: The plot and the characters are fascinating and maddening in equal turns.  First, my qualms: The titular “Prince of Nothing” is a do-it-all to the worst degree.  Bred for intellect, practitioner of the “Logos” philosophy, superb combatant, able to read people’s thoughts through their facial twitches, and crafter of perfect statements for nearly every situation, the character is maddening in his perfection.  Although his “gee whiz” powers are adequately explained, the idolatry, worship, and praise heaped upon him in his (so far) limited screen time is tiresome.  Secondly, all the female characters of note are highly sexualized and often brutalized. Now, I’m OK with characters being raped, beaten, and treated like shit: those types make for better stories than those living idyllic lives. However, the absence of a single female character that isn’t defined by her sexuality is troublesome.

That being said, there’s a lot to love in the book.  The main character, a wizard/spy with low self-esteem, is likeable and relatable for his failings.  He’s a great stand-in for every person that’s been forced to give up what they love for their career.  The scheming royal family is delightful in their paranoia and arrogance.  The typical barbarian archetype gets nicely twisted and featured.  The book definitely feels like “Book 1” as it’s more meant to set the stage than really go into depth.  The climax is adequate, but leaves the reader with more questions than answers.

Overall: B. Ultimately, the book’s glaring issues detracts from a story that I read in record time.  I believe that the female characters will manage to stop being whores (literally in one case) and develop, but I’m concerned that the sequels will focus too much on the Jesus stand-in/Canon Sue to the point where I’ll grow annoyed (see Sword of Truth for this type of decay).  Despite its flaws, it’s a visceral kick in the face of a fantasy novel that endeavors to tackle philosophy, religion, and politics.

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My 2009 Gathering of Friends Picks

I’m back from the 2009 Gathering of Friends, the 10 day long boardgaming con. I’m also (mostly) recovered.

This year, I focused more on relaxing, hanging out with fellow designers, and playing prototypes moreso than playing every new board game that came out. (Also, I made the final table of both the Loopin’ Louie and Hold ‘Em tournaments).

That said, there were 3 stand out games that I played that were “must buys” for me. 

Space_Alert_box_viko_ENG+CZ.indd

Space Alert

From the same designer and publisher as Galaxy Trucker, this is the kind of game I always wanted to invent but never did. It’s a co-operative game, set on a space ship. Unfortunately, space creatures start to attack the ship both from the outside and within, and you have 10 minutes (in real time) to try and deal with them. Basically, you work with your fellow crew members to plan ahead your moves, firing laser cannons, powering up the shields, and managing the power. (And making sure the ship’s screen saver doesn’t come on by wiggling the mouse occasionally- seriously!) You have 10 minutes to plan your moves, and a CD plays and tells you when new threats will arrive, as well as throwing in additional complications like the communications system going down and losing the ability to talk to your shipmates. Then once the 10 minutes are up, you run out your moves and see if the space ship completes its mission and then jumps away… or gets torn apart by space squid. [Read the rest of this article]

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Afterschool Trope Special: The Dungeon Crawl, Part 1

tomb-of-horrorsThis is Post # 600 on Musing of the Chatty DM!  To celebrate this and my Dungeon theme week, I decided to write an article in the style that has made me known as a RPG blogger: a Trope post!  You are new to the blog and don’t yet know about Tropes?  Here’s a handy link to get your started.

In order to celebrate Dungeon Week at Musings of the Chatty DM, and to get your gears going for our little contest, I thought we could explore one of the two foundation Tropes of our favorite Fantasy Roleplaying game:

Dungeon Crawling

Dungeon Crawling is the act of exploring a dungeon (or other dangerous area) while looking for treasure or some other important object. The characters must battle enemies (usually monsters) and use their skills and equipment to negotiate obstacles (usually traps.) Usually, but not always, there is a Boss Battle at some point, and a Mac Guffin or Plot Coupon at the end.

(Snip)… it is actually Older Than Dirt, since even old myths feature it (heroes like Orpheus voyaging into the Underworld, for example). However, it was the Cliff Hanger film serials of the early 20th century that defined the trope, and the Indiana Jones movies that made it popular again later.

Dungeon Crawling.  The word implies slow progress through damp corridors of an underground complex, carefully checking every square inch for potential death traps.  For decades, adventurers have prodded the depths of countless published and home-brewed dungeons, equipped with such classic staples as 10 foot poles (to trigger the traps), Iron Spikes (to stuck doors shut or prevent sliding doors from closing)  and a mule-drawn cart to transport treasures.

Of course, experienced players of old school dungeon crawls have found much more creative uses for such staples and anything else that they could their hands on.

Dungeon Crawling can be defined many ways, as each era of Dungeons and Dragons found new ways of staging adventures around the concept of exploring a (relatively) fixed site where PCs discover various challenges and reap whatever material rewards they can find.  Hot debates are sparked daily in RPG blogs and forums about Old school gaming and how it differs from the game styles encouraged by later editions of D&D.

My goal is not define what dungeon craweling is, nor to add to the debate.  Rather, I’d like to explore dungeon crawling through the lens of game’s history to explore applications of the trope.

The Dungeon as the Campaign Setting

Many early campaigns (and several current ones based on retro-clones of older editions of D&D) were based upon the exploration of large, multi-levels underground structures.  Later renamed Megadungeons, these sites were where most of adventures would occur.  Partys of adventurers, drawn from gaming groups that could sometimes be counted in the dozens, got together and explored the dungeon, clearing large swats of a given levels before exploring deeper.

One of the core assumptions of such campaigns was that the deeper PCs explored, the harder the challenges were and the higher were the potential rewards.  Another assumption was that cleared levels of the dungeon would eventually be repopulated, forcing returning adventurers to deal with new occupants or find alternate, less crowded paths to the deeper parts of the dungeon.

Creating a Dungeon-based campaign

Starting such a campaign is relatively simple, you need to set your dungeon in an area of your favorite game world (or you may create your own world to host it).  You don’t need to flesh out the outside world too much.  You can usually place your dungeon under ruins of some sort.  Popular choices are:

  • A ruined monastery, See here for a very recent example.
  • Under a Mountain, usually within and under the ruins of some sort of underground city
  • Under a City, like Forgotten Realms Undermountain found under Waterdeep or Monte Cook’s Ptolus
  • Under a Castle, like the classic Blackmoor and Greyhawk campaigns from the co-creators of D&D

But you can also break out of the classic approach and build your megadungeon in other ways:

  • Inside a crashed Spaceship (like the classic Expedition to the Barrier Peaks module which could be grown bigger by adding more floor decks)
  • Inside the cone of a volcano (making your dungeon doughnut shaped) like Return to the Temple of Elemental Evil
  • Across worlds/planes of existence (by placing portals that transport PCs from one world to the next)
  • Outside! By making the dungeon stand on the various ‘levels’ of a stripped mine or on the side of a mountains with gigantic ‘steps’ carved on its surface.

Its usually a good idea to find a reason for your dungeon to exist.  This will help you define the type of encounters found within it, acting like a baseline theme on which to build upon.  If you build your dungeon in a desert, you might want to borrow from Egyptian myth to give your campaign an exotic flavor.  In a similar manner, if you want to place your dungeon under the ruins of a lost Jungle temple, than you can borrow from Indiana Jones or a plethora of classic pulp era adventure and Sword and Sorcery stories.

Once you have chosen the site of your dungeon you need to chart the closest point of civilization (City, town, village, Frontier Keep, etc) to the dungeon. The further away your dungeon is from civilization, the longer the transit time between forays and resupplying expeditions, allowing more restocking of the dungeon. Large distances may also explain why the dungeon hasn’t been touched by other adventurers before and may play a role in your choices if you are the type of DM that likes to have such questions answered.

Finally, a dungeon far from civilization often makes it more likely to remain the sole focus of the campaign as there is little or no ‘distraction’ to deter PCs from exploring deeper and deeper.

Dungeons that sit closer to civilization are more likely to be plundered faster, with shorter resupplying interludes between forays.  It could also make it more likely to have been partly cleared by prior adventuring parties or being explored by ‘competitors.  Such NPC adventurers may interact with the party, acting as friendly but competitive  support or antagonistic cut-throat jerks.

In my own Primal/Within campaign, I made the City so close, it’s actually inside the dungeon itself!

Once you’ve established your dungeon and the closest point of Civilization, you are free to start mapping your dungeon. The one-page dungeon template is an excellent tool for that!

Such campaigns often don’t have an overarching plot line, the story is the one that the PCs forge through their exploration.  In such cases, story arises from the players actions in and out of the dungeon.  Planning future forays with other PCs, forging alliances with dungeon factions, buying real estate outside of the dungeon and developing lasting relationships with hirelings are all ways that roleplaying occurred and stories progressed in such campaigns.

DM creating such dungeons can therefore focus more on story hooks than developed storylines.  By creating various opposing factions within the dungeon you create opportunities for PCs to discover and exploit the possibilities of such opposition.

Example:

The Orcs of the 4 fingered-Claws have recently invaded the Kobold Warrens of the 1st level of the Great Abyss, a semi-open megadungeon set on a mile-high cliff overlooking the cursed Dagonite Ocean.  Many kobolds are now enslaved to the Orcs, the remaining kobolds have retreated to the cliff side network of ledges and tunnels.  Hating the orcs above all, they will willingly let adventurers safe passage through their new found lair so they can get to the orcs faster.

The Brotherhood of troll-magi, a group of highly intelligent trolls trained in the arcane arts have subdued a Dragon and taken control of its sizable horde, scattering the dragon’s minions to other, less ‘comfortable’ parts of the dungeon.  As the PCs explore the dungeon, looking for the horde, they catch hints that something happened to the dragon and need to prepare to face something mightier what they initially planned.

If you are interesting in capturing the tropes of classic dungeon-based campaigns, here’s an excellent list of assumptions to run an Old School dungeon (mega or otherwise).

Do you have ideas and concepts for dungeon-based campaigns you’d like to share?

Part 2 will be about… I don’t know yet, but definitively about more dungeon goodness!

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YouTube Tuesday: Spin Kick vs. Repulsor Edition

Just a quick, well done stop motion video of Bruce Lee fighting Iron Man.

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Announcing the One Page Dungeon Contest

You could win tons of dungeon-related prizes just by coming up with a one page dungeon. Interested? I’ve attached the press release by the contest organizers with all the details.

I should also mention that I’m one of the judges, helping to represent the “new school” side of things. So start buttering me up now and get to work on an awesome dungeon.

A few months ago, a three headed monster was born in the depths of Sham’s Grog ‘n Blog, Chgowiz’s Old Guy RPG Blog and Mike’s Society of the Torch, Pole and Rope. We had put our collective DM-evilness together and come up with a neat template to help people create dungeons quickly and effectively, by concentrating on the meat and allowing the user of the dungeon to add in the flavor, fluff and setting.

A few weeks later, that little creation was “discovered” outside of our little niche of a niche by Philippe-Antoine (Chatty DM) Menard who runs a blog called Musings of the Chatty DM. Tapping into the awesome power of a Chatty DM and mixing it with the Dark and Sinister creation of the Three, a Big and Crazy was born – a collaboration between those of the newer editions and those of the original editions… a collaboration full of Prizes and Fun! The One Page Dungeon Creation Contest! [Read the rest of this article]

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New Grand Contest: The One-Page Dungeon!

font-of-sorrowsA few weeks ago while mulling the jumble of ideas that was to become my new Primal/Within D&D campaign, I made the discovery of the One Page Dungeon template.  I was blown away at the sheer brilliance and simplicity of the concept and I’ve already used it a few times, including for my next game session on Friday.

While I was playing with it I had one of my insidious explosive ideas:

How could I spread the word about this awesome design tool?

Then I thought

How ’bout I make a contest?

So I contacted Chgowiz, one of the 3 co-creators of the template and I pitched him the idea.  We hit it off rapidly and our  contest rapidly took shape.  We pulled in the template’s other two creators (Amityville Mike and Sham) and I got a few of my friends on board to help us judge the contest.

Then Chgowiz and I hit many publishers for prizes, hoping that a few would accept to provide us with  few goodies…

…Turns out that an overwhelming number of them accepted, offering us a TON of prizes!

So without further delay I present you with:

The One Page Dungeon Creation Contest!

The idea of the contest is to ask readers to create one dungeon level in an edition-less format (ex: you can name monsters but you don’t provide stats for them) using the template and submit it for the contest. We’d judge the entries based on criteria such as ‘most evocative setting’, ‘Funniest entry’, ‘Most creative use of a Trap” and so on. Once we’ve named winners, we’ll be compiling a FREE PDF of the winners/runner-ups and releasing it to the community at large.

The contest starts today, April 14th and ends on May 14th at midnight. Once the contest is done, 6 judges will scratch their heads and figure out just who stands above the rest. Categories include (but not limited to):

  • Best All Around (Contest Grand Prize)
  • Grand Prize Runner-Up: Old School Dungeon Design
  • Grand Prize Runner-Up: New Edition Dungeon Design
  • Alternative prize categories: Most Creative Trap, Funniest, Most Gonzo, etc.

The judges will no doubt have other categories in their minds, as we have a ton of prizes lined up!

We have several well known RPG bloggers who will be judging, in addition to us:

ContestRules:

1. Participants create a one page dungeon using the template found here. For a contest entry example see here.

2. The dungeon must have the following features:

  • Name of Dungeon
  • Map
  • Dungeon Key (in an edition-neutral form: Description of monsters, Treasure, Traps, etc… No game stats)

OPTIONAL (If you can fit them on one page…)

  • Wandering Monster or Random Event tables or a list of scripted “events” that can occur over the adventure
  • Background
  • Additional descriptions that add to the dungeon, such as detailed description of trap or trick or unique feature.

3. Only one entry per participant. Participants may revise/replace their entries up till the end of contest, with the last revision counting as their official entry. Entry may win grand prize or one of the runner up prizes, plus any number of alternative prize categories.

4. Participants are allowed to modify the template, provided it remains a one-page entry.

5. Submission must be emailed in PDF, Word or Open Office format at the following address: onepage@chattydm.net

6. Submitting a dungeon to the contest releases it under the Creative Common Share-alike license (US 2008) with credit to the contest participant.

7. Contest closes on May 14th 2009 at Midnight.

The prizes (oh yes, the prizes!)

Grand Prize

  • Patron membership of Wolfgang Baur’s Open Design
  • Quarterly membership to Monte Cook’s Dungeon a Day
  • A full Licence for Smitework’s Fantasy Grounds II
  • 1 year membership to Obsidian Portal
  • 50$ Gift Certificate from One-Bookshelf
  • 4 Badges to Neoncon 2009

Grand Prize Runner-Up: Old School Dungeon Design

  • Bundle of Goblinoid Games product
  • Bundle of Brave Halfling Production products
  • Otherworld Miniatures Demon Idol Miniature
  • Bundles of Fight On and Knockspell issues
  • Bits of Darkness Bundle from Tabletop Adventures
  • 6 month membership Obsidian Portal
  • 2 Badges to Neoncon 2009

Grand Prize Runner-Up: New Edition Dungeon Design

  • D&D 4e Dungeon Delve & Adventurer’s Vault
  • Fantasy Grounds II License
  • 6 month membership Obsidian Portal
  • 2 Badges to Neoncon 2009

To divide among other Categories

  • Open Design’s Kobold’s Guide to Game Design
  • Quarterly membership to Monte Cook’s Dungeon-a-Day
  • Bundle of Necromancer Games products
  • Bundle of Brave Halfling Production PDF products
  • Bundle of Knockspell and City Encounter PDFs
  • Bundle of Fight On Magazine (issues 1-4 PDFs)
  • Tabletop Adventure’s Bits of Darkness Bundle
  • Tabletop Adventures’ Deck O’Names Set
  • A few D&D 4e Adventures and Hardcovers
  • Otherworld Miniatures – Pig Faced Orcs (Or Box of Minis)
  • Goodman Games – Random Esoteric Creature Generator
  • Badges to Neoncon 2009

Our sponsors!
These prizes have been generously donated by our sponsors – they really are excited about this contest and we hope you are just as excited about their support. Please be sure to show them your support as well.

So what are you waiting for? Sharpen those pencils, get out those dungeon mapping tools, grab some graph paper and your favorite beverage and show us what you can do… on ONE PAGE!

If you have any questions about the contest, please feel free to contact either of us: Phil (Chattydm@chattydm.net) and/or Michael (chgowiz@gmail.com)

Good luck… if YOU DARE!

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Inq. of the Week: Roleplaying with Minis?

dnd_davesgameDave’s back in town, but swamped with work, so I’m filling in for the Inquisition this week.  Kicking off spring the best way we know how, last week we looked ahead at the coming summer movie season to find out which movies are the most anticipated and the most people are excited to go see!  I’m actually quite surprised that the new Star Trek movie came out at #1 with 66% of the voters wanting to see it.  Even more surprised to me is X-Men Origins: Wolverine in a close second place with 63%, especially considering it was recently leaked digitally.  Third place goes to the upcoming Harry Potter movie with 47%, followed by Terminator Salvation and Transformers 2 tied in fourth with 44% which are probably the two movies I’m most excited to see!  The bottom was rounded led by G.I.Joe, followed by Pixar’s Up, with Inglorious Basterds and Public Enemies as the lowest.

Since Dave was gone for a week at The Gathering, he told me he usually posts about boardgames immediately afterward.  As I mulled over some topics on boardgames, my mind was still wandering back to the D&D game I ran on Saturday, so today we have a topic that spans between D&D and boardgames!

Do you use miniatures when you play D&D?

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In an effort to keep the poll simple, I didn’t include anything about which edition of D&D you play, so feel free to share in the comments.  I’m probably most interested to find out if many of you play 4th Edition without miniatures, something that we’ve proven can be done but haven’t really tried regularly yet!

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