Tabletop Meditations #5: On Vancian Magic

When it comes to magic in tabletop role-playing games my opinion is a bit conventional in the sense that I dislike Vancian Magic, a system of RPG magic inspired by the Dying Earth series of books and stories authored by Jack Vance. I do acknowledge its importance in not that it was essentially the first codified system but that it is vital to the formation of the tools and ideas in turning magic towards tabletop gaming from whence most current RPG magic systems spring, the magic system I authored included. I don’t particularly care for it because it tends to be trite in my opinion and restrictive as well as losing the mystery or ‘fluffy’ aspects of magic.

It treats spells as pre-packaged single purpose weapons which the wizard “fires & forgets”. The ‘spells as ammunition’ mindset probably owes its inception in the roots of tabletop RPG’s, namely War-Gaming. Aside from justifications for the in-game impact of a Vancian magic system such as the Surgeon Metaphor and the Alzheimer’s comparison, I think it’s also generally not great for mystery or atmosphere and definitely more afforded to war and video-gaming. Though to be fair the descriptions of magic used in the Dying Earth, from whence it is inspired, are definitely apart from the gaming adaptations of Gygax & Arneson. It is more conducive to the fiction of Jack Vance (of course) than role-playing a mage character and more-so in a setting much less like Vance’s Dying Earth.

‘Vancian’ magic is too artificial and strict for my taste but provides a stepping stone when it comes to game design. It does, as is one of the popular arguments against this strain of gaming magic, turns spell-casters into field pieces to be pointed at the enemy as mystic artillery. Don’t get me wrong sometimes I like this aspect of the good ‘ole fire-ball slinging type wizard.

My preference for magic includes a healthy dose of mystery and risk involved as when I play a mage I like to experiment with my abilities even if I might get burned in the end, or blown up which has happened. Game magic does need its well-defined or ‘hard’ aspects to be playable. If magic is too ‘fluffy’ or ill-defined it makes the in-game use of it too esoteric though if it is weighed down by too many rules and calculations then the learning curve for players becomes a bit too steep.

A Game-Master should keep the player characters questioning exactly what an enemy mage may be doing or what they may be pursuing due to the softer aspects of magic and know that it can’t be good or have at least a rough idea motivating them to take action against their enemy as the ‘hard’ aspects will be known to them at least in a ‘meta’ sense and these if overly defined may give the game away in the knowing.

The ‘hard’ aspects of an RPG are the bits of the game defined either in broad terms or in very quantified ‘Hard’ terms creating elements that can be manipulated in game terms allowing players and thus their characters to work with that game aspect, in this case magic, easily due to its consisting primarily of either clear cut rules and/or numeric values. They are also a necessary and operative part of the system and cannot be removed without breaking the system.

Another frequently used name for these ‘hard’ bits is ‘crunch’ but that is also applied to refer to additional more optional bits as well so I will be using the former term throughout this article. In contrast a ‘fluffy’ aspect refers to a soft/fuzzy aspect or something not solidly defined in game terms but may be covered by a broad rule requiring the GM and/or players to interpret it in respect to game-play if it becomes necessary but which still has some sort of impact on game play. Basically anything not solidly or explicitly defined by the game system but still operative in-game which is not outside of the game system.

The workability of magic or what makes something ‘workable’ for a game are the ‘hard’ aspects defined within the game system allowing the participants (Players and Game-Master) not only to understand the general overall concept behind them but also how to use them while still being able to play with the ‘soft’ parts lending some demi-officiated “wriggle room”.

The ‘hard’ gaming aspects of magic allow the participants to grab a hold of the concept like handles and manipulate it as if it were a system of dials, switches, and levers. Now this is exactly how Vancian systems operate but the condemnation, I believe, belongs to the sorry fact that it’s also how most Vancian-based magic systems feel especially if they’re not steeped in the proper atmosphere. They feel very mechanical.

“[M]agic, when present, can do anything, but obeys certain rules according to its nature. Generally ideas as to its nature are left undefined. Attempts to write a system or define the rules […] can produce shallow and simplistic fantasies.” [Clute & Grant. 1997. The Encyclopedia of Fantasy. New York, St. Martin’s Press. Magic]

This core problem with Vancian magic can be traced back to Vance himself and his possible attitude towards the idea of magic if this can be extrapolated from his highly influential work.

“Magic is a practical science, or, more properly, a craft, since emphasis is placed primarily upon utility, rather than basic understanding.” [Vance, Jack. 1998. The Compleat Dying Earth. SFBC edition. pg. 582]

The Vancian Magic system originally appeared in Dungeons & Dragons and packages magic into strictly defined “spells” with mostly inflexible game applicable stats along with a description of effects. It is a rules-based magic system which is reliant on and mainly composed of functional rules. The spell-caster using Vancian magic must “memorize” their spells which allows them to cast a certain number of spells per day, this number being based on their caster experience level and the spell list from which they are allowed to memorize spells. The casting often involves certain “components” such as hand gestures and chants etc. and after the casting the memorized spell is essentially forgotten.

“When subsequently cast – by speaking or some other means – the words or gestures, or whatever triggered the magical force of the spell, leaving a blank place in the brain where the previously memorized spell had been held.” [Gygax, Gary. 2001. Jack Vance & the D&D Game. The Excellent Prismatic Spray Vol.1, No.1. Pelgrane Press Ltd.]

Which leads us to a major complaint about this system of magic is that of the memorization of spells and the ability to memorize multiple instances of the same spell which after casting are then forgotten which is often compared, unjustifiably, to a form of Alzheimer’s Disease. The Alzheimer’s complaint being that spell-casters after casting a spell completely forget it as if it were never in their heads similar in effect to an Alzheimer’s patient but only in a very selective (and superficial) manner which is not quite equivalent to the real-life disease.

This manner expending of spell magic can be explained within the game system in several different ways but the cognitive dissonance that it can inspire takes some out of the game, me included. It is readily evident even during play that it is completely artificial, designed to work within a game.

“To my way of thinking, the concept of a spell itself being magical, that its written form carried energy, seemed a perfect way to balance the mage against other types of characters in the game.” [Gygax. 2001. Emphasis mine.]

Not to say that deliberately designing a magic system to function as a part of a game is inherently a bad thing; it just shouldn’t be too evident.

Like the rest of tabletop roleplaying the Vancian Magic System has its primordial origins in the world of war-gaming and was directly inspired by Jack Vance’s the Dying Earth, being adapted by Gary Gygax to Dungeons & Dragons.

“Just what portions of these works, the subsequent AD&D game, stemmed from inspiration related to the writing of Jack Vance? Several elements, the unquestioned foremost being the magic system used in these games.” [Gygax. 2001]

Essentially the current idea of the magic-user began with Dave Arneson’s seminal Blackmoor campaign which evolved from his miniature war-gaming sessions. Magic as a feature of war-gaming entered into the scene as a means to reenact fantasy battles found in fiction in particular those found in Tolkien’s Lord of the Rings and the desire to add in new features, most likely out of boredom, to war-games and move beyond just reenacting historical battles but it was not until the fantasy supplement added to the back of the first edition of the Chainmail miniature rules in 1971 by Gary Gygax and Jeff Perren that the course of RPG Magic was set.

“Magic spells are the purview of the “Wizard” type in Chainmail. Although unexceptional as melee fighters, Wizards have two ranged attacks they can employ: a “fire ball” and a “lightning bolt”. The former explodes like a thrown bomb, creating a circle of carnage,…, while the latter extends in a straight line from the Wizard, annihilating those in its path.” [Peterson, John. 2012. Playing at the World. Unreason Press LLC. pg.42]

A second edition quickly followed in 1972 due to the first edition being a hit.

Chainmail in its second edition thus set a precedent, a foundational one for the future Magic-user class, that Wizards may have inferior or superior levels of power relative to other Wizards, and that some powerful spells may not be cast by Wizards of lesser ability.” [Peterson. 163]

Around the same time Dave Arneson began to apply the fantasy rules to his war-gaming sessions which soon mutated into the Blackmoor campaign setting.

“By the time he brought his Blackmoor campaign to Gygax’s attention, Arneson had introduced a number of innovations in the Chainmail magic system, not all of which would ultimately become a part of Dungeons & Dragons.  Notably, Blackmoor wizards were ranked by numerical level rather than by hierarchical titles [.] … In addition to levels of Wizards, spells themselves were sorted into ranks representing difficulty or power [.]” [Peterson. 165]

The first edition of Dungeons & Dragons later followed this in 1974 with its own integrated magic system. Ultimately though, it was gamers that gave it the name which persists today.

“Because I explained this often, attributing its inspiration to Jack Vance, the D&D magic system of memorized then forgotten spells was dubbed by gamers “the Vancian magic system”.” [Gygax. 2001]

Vancian magic has a few readily evident strengths. Packaging spells into easily digestible bites rendering them infinitely useable in-game making that aspect of magic supremely ‘workable’ though limited in its mutability is absolutely one. Predictability is another easy to discern strong point in that it makes the GM’s job easier allowing them to have some fore knowledge of what’s at the players’ disposable at any given time. Its primary contribution to RPG magic is something that I myself have a penchant for, modularity though in a limited sense. It excels at the ‘hard’ bits of a roleplaying system due mainly to its creation in the war-gaming arena where wizards (and druids) were field pieces.

Another bonus of a purely Vancian system is the forcing of players to think strategically when playing mages memorizing only the spells they think may need later.

“Then he sat down and from a journal chose the spells he would take with him. What dangers he might meet he could not know, so he selected three spells of general application: the Excellent Prismatic Spray, Phandaal’s Mantle of Stealth, and the Spell of the Slow Hour.” [Vance. 1998. 5]

Bad choices however, can lead to a Vancian wizard to become near useless left with nothing to do but either get killed or try to hide in an encounter especially in an unforeseen/unaccounted for one.

There are some fundamental weaknesses. The first is also one of its strengths the nifty packaging of spells which makes them easy to use also makes them fairly inflexible without some special caveats being added into the game (the Feat mechanic being an example). Another inherent in such a mechanical system of magic is that it is unrealistic (so-to-speak) being based on strange logic used in and more appropriate to Jack Vance’s fiction where it is a narrative device as it naturally would-be and was meant to be in the first place; narrative in a work of fiction and that in an RPG being very different.

It’s over-definition not just disallowing for in-game flexibility but it also restricts subtle variation. In fact, variation requires that brand new spells be authored. This ‘rules based’ form of magic also seems to lack in consequences even for the “over-use” of magic leading to a few in-game questions such as the question of technology and wide-spread utilitarian use of magic but those will not be addressed here.

Jack Vance’s Dying Earth fiction is peculiarly suitable for adaptation into the realm of gaming due to its belonging to a certain strain of fantasy fiction known as Rationalized Fantasy. In Rationalized Fantasy “stock fantasy elements are given a rationale that provides them with internal consistency and coherence. In such works the laws of MAGIC may be carefully codified, often through elaborate systems of mysticism[.]” [Clute. 801] Basically it’s where something fantastical is explicable in mundane terms. Jack Vance definitely quantified spell-casting and sorcery in this work.

“Mazirian, by dint of stringent exercise, could encompass four of the most formidable, or six of the lesser spells.” [Vance. 19]

He even seemed to invent the idea of naming spells in effect packing them and their effects into solid armaments equivalent, but much more powerful than, a standard weapon such as a sword rendering libraries as potent as armories.

“Mazirian made a selection from his books and with great effort forced five spells upon his brain: Phandaal’s Gyrator, Felojun’s Second Hypnotic Spell, The Excellent Prismatic Spray, The Charm of Untiring Nourishment, and the Spell of the Omnipotent Sphere.” [Vance. 23]

This is not to say the wizards and magicians found in his fictions could not wield swords and daggers in fact, they routinely did; a decided difference between Vance’s fiction and the “Vancian” system of magic.

In effect with Rationalized Fantasy, the atmosphere of mysticism and mystery which I feel should surround magic in an RPG can be diminished by overly technical game terminology or mundane in-game explanations and too complex a construction of game-mechanics. RPG magic systems should try to maintain atmosphere as well as provide some easy to use and understand ‘hard’ aspects not to mention provide some flexibility.

The main points which are important to an RPG magic system are a sense of ‘workability’, an element of risk to the caster in addition to those on the receiving end, flexibility in its in-game use, and details helping along the atmosphere which should hang over magic and spell-casters like a pall. RPG magic requires definition but that shouldn’t absolutely define its every edge. Magic requires certain ‘hard’ meta-game aspects required to be made use of in-game these should be kept to only the necessities for ease of use and on top of that, a certain measure of risk to the caster and their companions.

Hard aspects should be spare but allow ‘workability’ in a meta-sense more than in-game as that can be explained with mythology or a character-eye view of the game world adding even more color to the game. Risk is essential and provides a sort of ‘internal questing’ the mage character can do providing a thrill with just the casting of a spell as well as all the other potential arcane and enigmatic risks when on the search for or even just perusing certain esoterica.

Magic should also have a sense of its own volition. The artifice shouldn’t be inside of the magic present in a game but should be a structure on top of it through which the magic-user conducts their craft mostly consisting, within the game, the belief system from which they pull their explanations for it. Magic itself should be a nearly autonomous, amorphous mass writhing just underneath the surface of in-game reality.

Is the Vancian system of magic a fair equivocation to magic as presented in Jack Vance’s work? A little, it is somewhat starkly defined in the Dying Earth books but is not as sharply defined as it is within the Vancian system adapted from his work. It is from his work that libraries and moldy old tomes have become synonymous with the RPG magic-user not to diminish the influence of Gandalf the Grey.

“The tomes which held Turjan’s sorcery lay on a long table of black steel or were thrust helter-skelter into shelves. These were volumes compiled by many wizards of the past, untidy folios collected by the Sage, leather-bound librams setting forth the syllables of a hundred powerful spells, so cogent that Turjan’s brain could know but four at a time.” [Vance. 4]

In most Vancian systems magic grimoires, the spell books of wizards, are nigh useless to non-mage characters, unless they know whom to sell them to that is, but in the Dying Earth non-mages could make use of the magic though  not to the extent as a dedicated spell-caster. The Vance character Cugel the Clever, from which certain aspects of the D&D thief class were taken aside from Fritz Leiber’s the Gray Mouser, and whose specialties are self-absorption and being picaresque rather than anything akin to Vance’s disciplined craft but in a pinch he too can cram a few spells in his skull.

“Cugel opened and read; finding an appropriate spell, he held the fire-ball close the better to encompass the activating syllables. There were four lines of words, thirty-one syllables in all. Cugel forced them into his brain, where they lay like stones.” [Vance.271]

In his fiction unlike in games that make use of a Vancian system books of spells are useful to anyone who can read, very similar to such items found in lore and more in line with the popular idea of the wizard.

“In the popular imagination, magicians always had books, or libraries of books, containing all their magical secrets. These books were jealously guarded, for if the knowledge they contained fell into the hands of the unwise or the unworthy, anything might happen.” [Cohen, Daniel. 1985. The Encyclopedia of the Strange. New York. Dorset Press. pg.216]

The Dying Earth stories do indeed keep to this idea better than the “Vancian” magic system model. This brings us to another complaint about Vancian systems which did not originate from Vance’s fiction, the ability of mages to memorize more than one instance of the same spell. In the Dying Earth, Mazirian the magician after casting a spell at a homunculus which he was extracting from his vats but to no effect and quickly found himself within its grip. “The mesmeric spell had been expended, and he had none other in his brain.” [Vance. 1998. 20]

In fact, none of his mages “encompass” (memorize) more than a single copy of any individual spell in any of the stories. Of course as stated before, the narrative of fiction and that of an RPG game are very different animals.

RPG magic should have flexibility. Modularity in this respect is probably the best way to go from a design standpoint allowing the participants to make use of whatever parts of the system they require at that moment. Modularity also encourages mixing and matching. Game-magic should encourage PC-mages to explore in-game magic not just in its casting but in the formulating of new spells, altering old spells, and hunting down legends, mythical spells and items as well as hard to find components. Players and thus their mage characters should feel as if they’re penetrating the deep mysteries of the (game) universe encouraging exploration.

Also, do not count out the consequences of magic as well not just to counter any perceived in-game over-reliance on it but the effects of magic accruing over-time within the setting as well, where spell-casters may be responsible for some of the supernatural woes found in the game setting shaping non-casters’ opinions about mages and magic. The side-effects of spells, the warping of the world and dimensions, magical residue and even magical contamination are other such approaches to the consequence angle.

Details add flavor and lend to the atmosphere tied to magic and can help make ‘fluffy’ bits of the system to be a little more coherent and help to steer players towards certain decisions when dealing with the softer aspects of a system. Atmosphere is built from not only the GM’s words at the table but also added to by certain details such as specified components and description of ceremony etc. and use of the ‘fluffy’ bits. Keep in mind strange and mostly non-functional details that can evince reactions from players and/or their characters are very important.

Players may know how their mages work their magic in-game from a mechanics standpoint but certain details especially those that accumulate over time from an array of game components within the magic system not all or any of them need be functional in-play either. However, over-use of this tactic may diminish the impact of this strategy and so it should be used sparingly but not so sparingly that it can be ignored. These details can seem, in the minds of players and perhaps even GM’s, to amount to a puzzle to which no one has all of the pieces or a riddle with no answer hinting at something stranger just beyond understanding.

Though RPG magic essentially came from war gaming and evolved into quantified Vancian Magic then began to be adapted into various systems of game magic with varying ‘fluffy’ and ‘hard’ aspects/quantities it does not mean that RPG magic should always be strictly defined in its execution all the time. Vancian magic was necessary that it gave a baseline for what was necessary to make magic a ‘workable’ aspect in RPGs by quantifying it in game terms.

The original purpose of the spell-slinger was to serve as mystic field artillery on the field of battle in war-games later becoming the “swiss army knife” characters of OD&D. I find Vancian magic too clear-cut and inflexible, I desire a magic system that allows for flexibility and variation; magic that can serve as its own quest maybe even its own self-contained world within the world of the game.

Spells should be more than ammunition, magic can be a quest unto itself all wrapped in an air of mystery providing yet another avenue of adventure besides Dungeon Crawls, MacGuffin Quests, Bug-Hunts, and Monster-Slaying. RPG magic should be ‘workable’, should carry risk in the practice if not by its mere presence, should have flexibility, and should carry a certain air or atmosphere. When I run a mage I want the arcane power and knowledge that they wield to be something extraordinary and supernatural invoking wonder and trepidation in those not so inclined (or talented). Magic however does need to be ‘workable’ in-game and not just by the GM but also by the players so it may be fully explored, its mysteries penetrated, and the unfathomable risks experienced.

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Tabletop Meditations #4: Dungeons

Skulking carefully through a web-choked and shadow-drowned passage, a thick grey sheet of dust over the flagstone floor and the scattered bones probably those of other adventurers hopefully of a lesser skill, watching where you step and hoping the next is not your last propelled onward by the dream of snatching the promised treasure and escaping with your life.

This should be familiar to any avid role-player even those who’ve only had a cursory experience with the hobby as a description of the prototypical Dungeon Crawl. In these games mazes are crawling with strange and often bizarre beasties for the players to battle and treacherous with traps and pitfalls to impede their progress as well as studded with treasures to tempt them. These mazes are most often constructed of various chambers linked by a confusing network of passageways and corridors not to mention stairwells.

Dungeons, ever present in roleplaying games and sometimes the sole focus of a game, imprison their inmates within a complex or maze of rooms often peppered with an assortment of puzzles/riddles, traps, hazards, treasures, and monsters. In my gaming experience dungeons are always, even if not by intention, a confusing conglomeration of chambers meant to serve as a playing field where characters test their mettle and the players test their cunning against that of the Game-Master or the author of the dungeon.

The well-designed fantasy dungeon demands players work as a team, cause characters to take on the roles to which they’re best suited, and pit the Game Master directly against the players though allowing some distance between responsibility and any lethal results within the game. The modern conception of the roleplaying dungeon is not just the fantasy of fulfilling greedy impulses and living out dreams of glory but the path of its evolution and its pedigree down through history makes the fantasy dungeon much more. It is however, a modern invention inspired and informed by certain historical facts, myth, and ideas presented in fiction.

‘Dungeon’ is a colorful word that delivers certain images, sensory information, and can carry certain connotations by its mere mention. It brings to mind not only the medieval justice system but conjures into the imagination skulking enemies, deep and dark chambers dripping with slime and moisture, and such iconic objects as chains & torture collars and hidden treasures. The word itself begs for at least a brief exploration of its etymology.

The English dungeon has an etymology that rises from the French donjon (which translates to keep or great tower) but is more akin in usage and meaning to the French oubliette which means literally “forgotten place”. It is probable that since an often small and high chamber in the keep was used to house a prisoner that dungeon became, eventually, synonymous with ‘prison’. Fiction and horror movies would later alloy the imagery of the torture chamber to ‘dungeon’ also adding to its connotations and power of imagery further making it inevitable that the word and the ideas/images that it carried would find its way into fantasy roleplaying games not to mention the use of the word as an indictment of a cramped and/or damp isolated room in which many tabletop gamers would be accused of incessantly playing their games in.

Dungeons in roleplaying games seem to encompass three central ideas which are essential to their composition. These basic ideas are imprisonment, puzzlement (like a physical riddle, a travel puzzle), and exploration (what’s around the next corner). These three ideas also relate very closely to the idea of the maze or labyrinth. Whereas dungeons contemporaneous with tabletop RPG’s are a very new idea the concept of the maze/labyrinth dates back thousands of years into antiquity and definitely has contributed to the modern concept of the dungeon.

Mazes themselves do adhere very closely to the three core ideas of dungeons and it is no surprise that many modern dungeons resemble them. The maze as a symbol lends some of its meaning to dungeons and that is the circuitous route of a human life represented in its twisted corridors with dead-ends aptly named.

Inspiration for the titular roleplaying dungeon can be found throughout history and in ancient myth but cannot be pinpointed to any singular instance or structure though several instances carry very obvious components of the modern dungeon. The roleplaying dungeon has its roots in the Egyptian tombs, the European and English hedge-mazes, the myth of the Cretan labyrinth, and the medieval bottle-prison, the oubliette.

The Egyptian influence especially where it comes to traps and maze-like tombs is nearly self-evident. The ancient Egyptians employed false rooms, secret doors, and simple traps such as concealed pits, hematite powder (if inhaled it shredded the lungs causing the tomb-raider to drown in their own blood), and used huge granite blocks to secure tomb entrances occasionally inscribed with a death-curse, mostly for effect. The Egyptian tombs fit perfectly in with the idea of Exploration and add a sense of danger and risk to the idea of the fantasy dungeon due to the traps laid for and the cyclopean security measures as proof against tomb-raiders. Not to mention such history-based stories as the Curse of Tutankhamen in modern myth contributing an air of mysticism and mystery to the sense of danger.

As Egyptian tombs carry the idea of exploration, hedge-mazes bear the idea of puzzlement, and the medieval Oubliette carries the core idea of Imprisonment. In the Black Tower of castle Roumeli Hissar, built probably by Alexios Comnenus about 1100 A.D. – “[a] dark passage near the head of the stairway leads to the crown of a deep circular oubliette, which is constructed in the thickness of the wall and has no window or any other entrance than this passage. [A] prisoner impelled along the passage and pushed through the opening would fall in utter darkness to the bottom of the chamber 13 ft. below. This is probably one of the earliest examples of a true oubliette, of which there are very few.” [Toy, Sidney. 1939. Castles: Their Construction and History, 1984 Reprint. New York, Dover Publications Inc. pg.83, Emphasis Mine.]

These rather infamous “bottle-prisons” so named due to the bottle-shape of their interiors were probably historically used more for storage than serving as imprisonment as most medieval justice involved execution or fines rather than prison sentences.

“Important prisoners, such as members of the nobility, were sometimes held for ransom […] in a castle’s dungeon.” [Cantor, Norman F., ed. 1999. The Encyclopedia of the Middle Ages. Penguin Putnam Inc. Prisons and Punishment]

As a prison these could serve as pretty inescapable cells though they were dirt floored and situated at the base and in the foundations of castle towers making tunneling somewhat impractical.

Hedge-mazes, a particular example being that which figures in the English myth of Fair Rosamond, which existed in Europe and England for hundreds of years, also figure into the evolution of the idea of the modern fantasy dungeon. Though most archetypal RPG dungeons are subterranean and built of stone the maze that was used to keep King Henry VI’s indiscretions with Rosamond hidden from his jealous queen is considered (probably mistakenly) as a maze of evergreens but the fair treasure, often symbolized by a rose, at the center is a key idea which has carried over into the modern concept.

The hedge-maze brings with it the puzzle aspect, a puzzle that must be solved and the established goal reached. That English maze concealed not only a prize as it were but also served to keep a secret only available to those who were either cunning or treacherous enough to solve it. Of course, Henry’s queen, Eleanor of Aquitaine, did eventually solve it using a spool of thread to the doom of his young and beautiful mistress very much like Theseus in the maze of the Minotaur but there it was the triumph of the hero and the death of the beast.

The Cretan labyrinth, that which contained the Minotaur, probably served as the core inspiration and model of the English myth as it like King Henry’s maze was cleverly built by a master builder, Daedalus but who unlike Louis of Bourbourg, the architect of the English maze, was later forced to escape from a tower prison with his unfortunate son, Icarus. These labyrinth-myths bring to the modern concept the idea of a central prize and that of an occupying monster.

Inspired by history the roleplaying dungeon has been equipped with the imprisonment capability (and escape fantasy) of an oubliette, the complexity of the Cretan maze, and the deliberate dangers of an Egyptian tomb with the puzzle and the game aspect of the hedge-maze. However, it is apparent with a little investigation that the current concept of a roleplaying dungeon is inspired by history but historically a ‘dungeon’ was not existent in its current form even as a prison cell and most probably originated in the Italian Renaissance becoming synonymous with torture chambers and being shaped into the archetypical medieval prison in the gothic novels of the nineteenth century. It seems a modern idea which evolved within the context of the roleplaying game, at least the idea of the treasure-trap laden monster haunted gauntlet certainly is.

The fantasy RPG dungeon’s history can be followed and is somewhat well-documented. The idea itself evolving with the early years of roleplaying games emerging at around the same time as fantasy gaming from the War-Gaming hobby where an opposing army would mine its way under the fortifications of the castle they are sieging into unexpected lower chambers and storerooms which then developed shortly into deliberately constructed gauntlets for heroes to traverse.

At about the time of the evolution of roleplaying games from the primordial soup of war-gaming the idea for dungeons began and one of the major influences of course was popular literature especially that authored by J.R.R. Tolkien, namely Moria the Black Chasm.

“Some spoke of Moria: the mighty works of our fathers that are called in our own tongue Khazad-dum…too deep we delved there, and woke the nameless fear. Long have its vast mansions lain empty since the children of Durin fled.” [Tolkien, J.R.R., 1994 (1966 ed.), The Lord of the Rings. Houghton Mifflin Company, SFBC edition. pg.234]

No doubt mines have become a type of dungeon within the modern incarnation of roleplaying games among others but they definitely, at least in my mind, are an early inspiration in the development of dungeons in roleplaying.  Of course, that comes with the popular knowledge that Tolkien’s shadow looms large over the early roleplaying games not exclusively involving dungeons and the trend in fantasy fiction of that time (the early to mid-1970’s) so it should be no surprise that the mines of Moria could have added to the concept at its earliest stages.

“[T]he creators of D&D [Dungeons & Dragons] were inspired by the empirically detailed fantasy texts of Robert E. Howard, H.P. Lovecraft, Fritz Lieber and others[.]” [Saler, Michael. 2012. As If: Modern Enchantment and the Literary Prehistory of Virtual Reality. Oxford University Press. pg.101]

“One of the peculiar developments in the past few decades has been the rise of the “Dungeons & Dragons” and “Magic” industries. These role-playing games are derived directly from epic fantasy. They owe everything to the original writers like [Robert E.] Howard and Tolkien.” [Moorcock, Michael. 2004. Wizardry & Wild Romance: A Study of Epic Fantasy. MonkeyBrain Books. pgs.146-147]

The evolution of the roleplaying dungeon can be marked as beginning within the game of Blackmoor written by Dave Arneson.

“Arneson…shifted the game from the battlefield of traditional war games into large indoor settings such as castles, caverns, and mines. In one of Arneson’s most successful games, the characters were sent to infiltrate Blackmoor Castle through its sewer to open the gates. … To reach the gate, the character had to traverse the castle’s dungeons, which were full of various guards and monsters. … Similar scenarios became standard for fantasy roleplaying games. The indoor environments of the games were known as “dungeons” regardless of the actual nature or purpose of the space. In 1972, Arneson attended Gen Con in Lake Geneva and ran his Castle Blackmoor scenario for convention goers.” [Laycock, Joseph P. 2015. Dangerous Games. University of California Press. pg.41]

Soon after its debut Dave Arneson would refine and expand his design.

“The second issue of the [Blackmoor] Gazette [and Rumormonger], which details events of the late spring of 1972, provides the first mention of the counterintuitive but seminal notion that the “dungeons” beneath Castle Blackmoor were a place where “heroes went looking for adventure and treasure.” By this point, [Dave] Arneson had mapped, on a pad of graph paper, a dungeon six levels deep beneath the castle, with each level containing progressively more formidable adversaries.” [Peterson, Jon. 2012. Playing at the World. Unreason Press LLC. 2012. pg.68]

Not soon after a participant in a Blackmoor game would take the idea of the RPG dungeon and run with it.

“[A] Minneapolis local named Louis Fallert attended one of the University of Minnesota Military History Club meetings and there joined a Blackmoor dungeon expedition. […] After playing in Blackmoor, Fallert felt an irresistible urge to adapt and reinvent it for his own use[.]” (Peterson. 460) Mike Wood, who attended the meetings where Fallert unveiled the Castle Keep game writing a commentary of the foray he witnessed: “[He] was directing […] a couple [of] people in a game he’d just put together, sort of a simulation of intrepid heroes wandering around in a dungeon seeking to find treasure and avoiding death at the hands of trolls, orcs and other perils.” [Peterson. 460-461]

Again the idea would course down to other players within the gaming community and begin to spread as rules were codified and roleplaying games began to roll out. Craig van Grasstek was one of the three original players that Louis Fallert let into his Castle Keep in 1974 in Minneapolis. Grasstek decided to write down a set of rules, his Rules to the Game of Dungeon (1974).

“The problem seems to have been one of standardization: “since there are so many different mazes, run by so many […], there are bound to be many discrepancies and idiosyncrasies among them,” Grasstek writes in his foreword.” [Peterson. 485]

Not long after the standardization of the roleplaying dungeon was a fixed play space within the imagination of gamers everywhere. The idea also began to expand into other game realms which were themselves in their infancy. The precursor to all computer adventure games, Adventure, merged spelunking with the maze and elements already codified in the early roleplaying dungeons alloying the meaning of the word in most gamers if not people’s minds. It was developed in 1975 and 1976 by Will Crowther for the enjoyment of “non-computer people”. He created it as a fantasy recreation of his caving; he was an accomplished caver, mostly as a game for his daughters. It was influenced by “some aspects” of the game Dungeons & Dragons which he had been playing. [Montfort, Nick. 2003. Twisty Little Passages. The MIT Press. pg. 10]

“[I]t requires the exploration of a secret dungeon (which most likely would force most players to take up cartography to navigate) where one defeats adversaries and escapes with treasures.” [Peterson, Jon. 2012. Playing at the World. Unreason Press LLC. 2012. pg.620]

Will Crowther was however heavily inspired by a roleplaying game titled Mirkwood Tales as told by Barry Gold in an article entitled “Computers and Fantasy Gaming” for Alarums #30 in January 1978 [Peterson.616]. The Mirkwood Tales roleplaying game was a Tolkien themed variant of Dungeons & Dragons authored by Eric S. Roberts around 1977 set in the world of Middle-Earth and adapting the races found in the Lord of the Rings as Player Races: elves, dwarves, and hobbits though “Tolkien is relegated to the second credit” in the Acknowledgments section of the game manuscript.

“It moreover relies on underworld exploration, combat and treasure to drive an engaging narrative.” [Peterson. 617]

Of course with the codification of the modern idea of the dungeon it wasn’t long before those that were too well designed or deliberately made to be unfair to players became common enough to garner the moniker ‘Dungeons of Death’. A Dungeon of Death being a “dungeon that is considered extremely difficult, in which few characters survive.” [Fine, Gary Alan. 1983. Shared Fantasy: Role-Playing Games as Social Worlds. University of Chicago Press. pg.29]

Even with these bumps in the road dungeons infiltrated and soaked into fantasy roleplaying becoming ubiquitous even in fiction. They could be found everywhere with any kind of subterranean environment becoming a dungeon.

“Dungeons are the first thing to be built when anyone is planning a large BUILDING. Even Town Halls tend to have them. The Rules state that Dungeons are damp and small and a long way underground. […] If the Dungeon is a pit of the type called an oubliette, on the other hand, you are justified in slight melancholy.” [Jones, Diana Wynne. 2006. The Tough Guide to Fantasyland. Revised and Updated Edition. Dungeons]

Roleplaying groups are often wont to find and discover dungeons to explore sometimes exclusively setting out to crawl through such constructs in a style of play referred to as “delving” or as “delves” as in dungeon-delving or more commonly engaged in what is called a Dungeon Crawl.

A ‘crawl’ can refer to anything from breaking into a tricksy guild-house (esp. thieves’ or assassins’ guilds), a mages’ tower, invading a dragon’s lair, or wandering through a cave system. It presents the players and their characters with a challenge which begs to be met as well as granting them bragging rights after meeting that challenge and (hopefully) conquering it. Within the context of a roleplaying game a dungeon serves a couple of major purposes.

The first is to provide a pretty straight forward thrill-packed section of a game campaign. The other major purpose of a dungeon is to provide a stretch in the game which can endure anywhere from one to many sessions where the Game Master just has to rely on the material (hopefully) already written giving them a little break other than running the game itself and having to deal with off-the-cuff bits which dungeons accomplish, mostly, by limiting the wandering scope of the player characters.

“Arneson explained: A dungeon is nice and self-contained. Players can’t go romping over the countryside, and you can control the situation.” [Laycock. 41]

While the running of a dungeon has certain advantages when it comes to the GM’s role they also come with some caveats on the GM’s part as well.

The designing of dungeons demands a particular set of skills and an eye for detail. The Dungeon-Master must know the players that will be entering the dungeon (their ‘delvers’), be familiar with the design of mazes, and a penchant for engaging the delvers within the dungeon. The design of a dungeon requires a certain level of cruelty, ingenuity, and the ability to come up with or adopt details and puzzles that are appropriate to the player group.

The minimum components required to qualify as a ‘dungeon’, at least in my opinion, are a few passages twisted about at least a single room with a minimum of one tricky door, a single trap, and a single monster with maybe a puzzle or riddle thrown in for good measure. Note also a well-designed dungeon should have a balance, but not a particularly predictable, scattering of traps, hazards, obstacles, treasures, monsters, and puzzles which are hopefully not beyond the ability of both the players and their characters.

There are plenty of pre-generated dungeons out there in the ether for purchase or free, known as “Dungeon Modules” taking the hassle and fairly involved work of designing and generating a dungeon off of the GM save for the minor alteration usually needed to work the module into the current campaign and maybe even some modifications to fit it into the game system that the GM may be using at the time especially with those modules written for specific systems. Of course there are a lot pre-gen modules that are “system neutral”. Actual dungeon design is a time consuming endeavor with map-making only the tip of the ice burg though I find that it works better to begin with the map.

Initially you should probably decide on a rough number of rooms to work with and try to keep the number well within that you are confident you can spend the amount of time needed on the design (and decoration) of each depending on the level of detail required per individual chamber. It can get pretty boring when the players are wandering around from empty room filled with detritus to empty room with a pile of rubble or trash strewn over the chamber floor.

Not diminish the use of empty rooms especially when the players have become justifiably paranoid and finally happen upon an empty chamber then take painstaking measures to be careful while making their way through it not to mention the expressions on their faces after they’ve gotten through and have realized it was indeed just an empty room. After deciding on how many chambers you’re going to use you should also know already if the chamber for any reason will require a specific shape or modifications on the map especially when it comes to areas or other rooms outside of that chamber.

This is very necessary when dealing with Trap-Rooms, rooms that are designed as giant traps which are often elaborate and should be used sparingly as these can be particularly deadly. Other map considerations are the support systems and architecture required for certain features such as pools of various types of liquids which would require a source and a drain along with some valves somewhere that can be opened or closed as well as pipes/piping but an inlet and a drain are the most necessary in this particular situation also when dealing with flooding chambers or passageways which also require the addition of an air vent for the escaping air.

Also do not discount mechanical and gear-box areas on the map that may be located above, below or adjacent to a trap/trap-room as well. There are also other considerations that could come into play such as air-vents, sky-light type openings, the floor which can be stone, covered in tiles or flagstones, or be compacted soil etc. Support pillars are a minor consideration but can be useful when there are enemies adding in nice places for cover and to use for ambush and should be placed where it’s obvious that they may be needed for structure but when it comes to a fantasy dungeon the latter use is preferable as you don’t need to be an architect to draw a dungeon map unless the details start to knock on the delvers’ suspension of disbelief.

The second step in this process would be to draw the map and arrange the rooms in a way that serves your purpose maybe even making use of labyrinth or maze logic when it comes to the passageways connecting the individual chambers. You should after or just before this stage figure out the obstacles you’re going to throw in the way of the player characters especially doors, collapsed areas, and large bits of detritus, and simple traps which should be mapped. Of course simple traps and doors could be placed in afterwards if they don’t require complex mechanics or support structures that influence the area on the map around them.

Doors can be simple roadblocks, such as a locked iron door or a barred wooden one, or be somewhat complex with special traps and devices built into them. Another thing to keep in mind even while drawing or building the map are the monsters/enemies found wandering within the dungeon and/or occupying certain chambers. Unless there are special circumstances (namely magic, special devices, or super-science) they will need living quarters and the necessary amenities: food, water, etc.

Probably why most dungeons, even those that are not tombs, have a lot of undead and golem type monsters wandering about them as well as the seemingly ever-present rodent and insect-based creatures whom can be relied upon to provide for themselves in the filth of the place also don’t overlook monstrous fungi which may be feeding off of certain bits of the structure of the dungeon itself not to mention the remains of its victims.

After your map is done you can place the smaller components doors, traps, monsters and then come up with the individual matter (writing for the narration) for the chambers which should be a short couple of sentences setting the general atmosphere of the room (scent, sight, and temperature) along with the play components/features within the chamber. Each of those may have a brief description attached to them as well as the general physical description of any readily apparent enemy within as well. Combined together this matter is what composes the entirety of the room description.

A room description is what the GM will narrate to the players when their characters either look into the chamber or when they enter it all based of course on what the characters can logically see at the time based on their positions and point of view. Voila! You have a functional dungeon. The basic steps in designing a dungeon are: Decide on the number of rooms, decide what extra support features will need to be mapped, draw the map, come up with and place the smaller features such as traps/doors, come up with and place enemies keeping in mind the amenities they will need to survive (also known as Dungeon Ecology), and then come up with the details/descriptions needed for each chamber not discounting those for the smaller components as well as enemies. Note also that a well-designed dungeon should have a balanced, but not particularly predictable, scattering of traps, hazards, obstacles, treasures, monsters, and puzzles which is hopefully not beyond the ability of both players and their characters.

Dungeons are a common and even archetypical dare I say cliché scenario found in contemporary roleplaying games and is a mode of play that may also dominate the type of play in which certain ‘dungeoneering’ groups will participate. In roleplaying the term is associated with scenarios involving a map which can be simple or complex with chambers and passages populated with traps, hazards, enemies, and treasures to be had applying to anything from the under-passages of a castle or city sewer to a cave complex, dragon’s lair, or even the interior of a wizard’s tower. Dungeons never quite existed historically in the form the word is now associated with though it still carries some of the historic weight and imagery associated with the word given it by history and literature.

The modern dungeon was inspired and influenced not just by history especially due to the evolution of RPG’s from historical war-gaming but by popular fiction, possibly more so, especially J.R.R. Tolkien and the mines of Moria featured in his Lord of the Rings trilogy. The mythological/historical inspirations range from the hazardous tombs of ancient Egypt to the decorated hedge-mazes of 16th and 18th century Europe and Britain not to mention the raging-bull in the room of the Cretan Labyrinth.

In some ways dungeons are directly linked to such ideas as mazes/labyrinths and make use of other ideas with equally as long lineages such as riddles, magic, and monsters. It was developed at the birth of roleplaying games not solely invented by a single person but evolved by the contributions of early roleplayers and their ‘referees’ one of the central figures being a prime contributor to the birth of roleplaying, Dave Arneson.

His Blackmoor campaign is of central interest where concerning dungeons and the refinement and spreading of the dungeon scenario by such individuals as Louis Fallert, Craig van Grasstek, and Will Crowther. Within the context of a roleplaying game session a dungeon can help the GM maintain control by limiting the scope of the game into a finite self-contained space and limit the range of the player characters whose imperative it is to wander. It also adds in some action and thrills to a campaign with little effort due to the nature of such scenarios. For these two reasons the dungeon has become a central part of the roleplaying experience not to mention they can also be fun to design and populate. Designing a dungeon can be as fun as delving and is definitely an exercise in creativity but it can be rather time-intensive. Fortunately there are dungeon-modules galore that can be had for free or purchased via multiple outlets.

A dungeon presents the puzzlement and symbolism of the maze, the potential to trap and imprison like the oubliette, the thrill of exploration as the tombs of ancient Egypt, and the power of mytho-historic imagery and the clichés presented by fantasy fiction stirred into the pot. With it a dungeon drags the connotations of reward and danger as well as the test of cunning to escape and bypass the traps, the strength to overcome resident foes, and the intelligence to solve its puzzles. Even the word ‘dungeon’ itself has the weight of history and color of imagery associated with it that which transcends the gaming table and adds a certain power to any maze-like challenge dubbed as such. Due to the ease of acquirement as well as the ease of design of dungeons along with the fun to be had while delving should leave no questions as to why dungeons are so popular in the current state of roleplaying games.

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Tabletop Meditations #3: Mazes

What comes to mind when either of the words ‘maze’ and ‘labyrinth’ are uttered anytime in a roleplaying session, at least to me, is the moist stench of mist haunted corridors carrying the promise of treasure at the goal, the danger of hidden traps along the way, and the ever-present threat of monsters lurking in musty shadowy depths. The idea of the maze or labyrinth has been around since what seems like the beginning of history.

“Patterns for mazes are very ancient and have been found incised on rocks or tablets in many prehistoric cultures around the world, from Ireland to Greece.” [McGovern, Una. ed., 2007. Chambers Dictionary of the Unexplained. Chambers Harrap Publishers Ltd. Mazes]

The basic ideas which they connote can be found in virtually every roleplaying game ever played especially in the form of the ever ubiquitous ‘dungeon’ but seem to not be particularly common outside of the dungeon context in my experience and often not utilized to their full potential when they are. Apparently they’re seen as simple puzzles, a minor obstruction to the players’ progress through an adventure often solved with a single die roll.

Puzzles that are often droll and take too long to figure out for those wandering aimlessly through them or too easy for those with a handful of time-tested tricks at their disposal. When mazes and labyrinths are implemented in a roleplaying game it’s typically as a design choice when dealing with dungeons; complexes of chambers studded with traps, treasures, and monsters, commonly subterranean. Mazes in roleplaying games do serve as a challenge to be overcome, a complex puzzle to be solved, a set-piece which can carry some symbolic weight. They carry an air of strange fascination and a certain mythical richness which a clever game-master can turn to the advantage of their game. The first place to start would be the inherent vagueness of the terminology namely the difference between a maze and a labyrinth.

The usage of the words ‘maze’ and ‘labyrinth’ for the most part are interchangeable but have been, and will be in this article, defined by the branching or singularity of their path(s).

“Technically, a maze contains many pathways, only one of which leads to the center (multicursal), while a labyrinth has only a single path that always leads to the center (unicursal). Ancient labyrinths and mazes were devised as symbolic traps for malevolent spirits, while medieval ones represented symbolic pilgrimages.” [Wilkinson, Kathryn ed., 2008. Signs & Symbols. First American Edition. Dorling Kindersley Ltd. pg.290]

Basically mazes and labyrinths can be said to “be roughly divided into two types as regards the principle of their design, namely, into unicursal and multicursal types, or, as some say, into “non-puzzle” and “puzzle” types respectively.” [Matthews, W.H., c.1922. Mazes and Labyrinths: Their History and Development. Kessinger Legacy Reprints ed., Kessinger Publishing LLC. pg.184]

But to be fair “Neither the etymology nor the origin of the labyrinth has been fully explained.” [Grafton, Most, & Settis. 2010. The Classical Tradition. Cambridge, Massachusetts and London, England, The Belknap Press of Harvard University Press. pg.505]

I will however for the sake of both brevity and clarity refer to ‘labyrinths’ as those with a single meditative path and ‘mazes’ as labyrinths that are more puzzle-like “where the path is determined by the choices made at intersections[.]”(Grafton. Labyrinth.)

As symbols mazes and labyrinths carry some mythic potency that has captivated the human imagination through the ages aside from them being simple distractions. The spiral on which the first labyrinths were undoubtedly based was a symbol of significant meaning representing both the path of life and encompassing the entire world within it.

“[The spiral] is an ancient symbol of energy (which was thought to flow in spirals) and of life’s rhythm.” [Wilkinson. 285]

The meander which came from the spiral became the symbolic circuitous route of the human lifetime and from these ritual walkways the labyrinth and then ultimately the maze evolved.

“[T]he archetypical maze was a pattern, usually cut in turf, to be traversed in a religious or magical ceremony, while the archetypical – though not the first – labyrinth was that built by DAEDALUS to hold the MINOTAUR. Usage has blurred the distinction, but mazes tend to be submitted to voluntarily as a GAME or RITUAL[.]” [Clute & Grant. 1997. The Encyclopedia of Fantasy. New York, St. Martin’s Press. Labyrinths]

The pagan roots of the symbolic maze inevitably became obscured and the maze found its way into medieval Christianity to be set into the polished floors of cathedrals and churches.

“Medieval culture Christianized the symbol [-] the path that leads via turnings and detours to the center represents the circumambulations of human existence in a world of sin[.]” [Grafton. 505]

The concept of the maze/labyrinth dates back thousands of years deep into antiquity arising from the mists of history at first with symbolic and pseudo-magical importance gaining religious significance later then as they became secularized they evolved into a form of entertainment taking on the puzzle aspect.

“Spirals and meanders, precursors to the labyrinth, have been found among the cave paintings of prehistoric peoples[.]” [Ronnberg, Amy ed., 2010. The Book of Symbols: Reflections on Archetypal Images. Cologne, Germany. TASCHEN]

Later examples of the labyrinth concept can also be found on Mycenaean clay tablets from Pylos dated as early as 1200 BCE [Grafton] illustrating the immense length of time the labyrinth has occupied the mind of humanity but the most ancient designs are hardly those that come to mind when the words labyrinth or maze are mentioned the precursors of the modern concept being more akin to the spiral as they were unicursal.

When thinking back on the history of the concept however what comes to mind and what draws more interest especially that of gamers if I don’t say so myself, are Egyptian tombs, the maze of the Minotaur, among a few other examples.

The chief labyrinths of antiquity, those which may fit more with the current fantasy concept, were that of Egypt (1800 CE built by Petesuchis or Tithoes near Lake Moeris; it had 3,000 apartments, half of which were underground), the Cretan Labyrinth (1st Century BC, built by Daedalus to imprison the minotaur), the Cretan Conduit (had 1,000 branches or turnings), that of the Lemnians (built by Smilis, Rholus, and Theodorus, it had 150 columns so finely adjusted a child could turn them; vestiges of it were still in existence in the time of Pliny around the 1st century AD), the Labyrinth of Clusium (built by Lars Porsena, king of Etruria for his tomb), that of the Samians (540 BC built by Theodorus, its mentioned by Pliny, Herodotus, and Strabo among others), and the Labyrinth at Woodstock, Oxfordshire (built by Henry II to protect the fair Rosamond). [Rockwood, Camilla ed., 2009. Brewer’s Dictionary of Phrase & Fable. 18th ed. Hopetoun Crescent, Edinburgh. Chamber Harrap Publishers Ltd.]

The Cretan Labyrinth also known as the Maze of the Minotaur being the most famous of the aforementioned and probably the single most influential when it comes to the inspiration of the modern-day fantasy maze. In Greek myth it was said to have been constructed by Daedalus to contain the monstrous offspring of the Minoan Queen Pasiphae (conceived between her and the Cretan Bull after a love spell/curse put on her by the god Poseidon) built by the command of Minos the Cretan king.

This maze over the other mytho-historical examples is singularly vital to the concept of current fantasy dungeons as, like the fantastical dungeons of today, it contained a monster, the bull-headed Minotaur, and was solved by the hero, Theseus, after slaying the monster. Even Theseus’ solution, a ball of magic twine given to him by the Minoan Princess Ariadne, has become the go to archetypical solution the very first thing most dungeon delvers think of when they enter any labyrinthine complex suspected of being a maze. It’s also telling that the name of the path of a labyrinth/maze, the meander, found its etymology in Daedalus’ inspiration for the Cretan maze.

“Daedalus is said to have taken his inspiration for the Cretan labyrinth from the Menderes, a winding river of Phrygia.” [Rockwood. Meander]

Another well-known maze probably loosely based on the Cretan myth brings us to Britain circa the 1100’s.

“In Britain, mazes were carved into turf as long ago as pre-Roman times and many of great antiquity have survived.” [McGovern. Mazes]

Rosamond’s maze, the name probably originated from the Latin phrase rosa mundi meaning the ‘rose of the world’, was built as a strangely ostentatious method of concealing an English king’s illicit affair. The central part of the story, a prominent story in English historical lore mentioned briefly by Charles Dickens in his Child’s History of England, concerns Rosamond de Clifford as the mistress of English king Henry II whom had the maze built as a measure to conceal his indiscretions with the fair lady in his park at Woodstock in Oxfordshire.

Eventually of course the queen, Eleanor of Aquitaine, heard of the affair, penetrated the maze by following a thread [Rockwood], found and forced poor Rosamond a choice between a dagger and a bowl of poison to end her life and “she drained the latter and became forthwith defunct”. [Matthews. 164]. This story does involve historical figures but is on its face just a myth as its core story elements are parallel to those of the Cretan myth; it was built by royal command, the story involved the imprisonment/concealment of a secret a result of the fidelity of the royal couple, and the presence of a fiendishly clever architect.

The architect of this tale being “a certain workman named Louis of Bourbourg, with a skill in woodwork very little different from that of Daedalus, was employed in building the house and made there a nearly inextricable labyrinth, containing recess within recess, room within room, turning within turning”. [Matthews. 111]

Popular belief portrays this maze as a hedge or garden maze though the famous ‘bower’ (house) of the myth was described as being of stone and timber.

“It would appear…that the “bower” was a labyrinth of an architectural kind…not, as popularly believed, a maze of evergreens”. [Matthews. 165]

For a significant length of time outdoor hedge-mazes dominated the popular imagination starting around the 1600’s the zeitgeist probably coloring the myth of the Lady of the Bower. The other major influence besides the type of labyrinth present in the previous myths and probably the second if not the first image to spring to mind when mentioning labyrinths or mazes are the turf labyrinths of Britain and the hedge-mazes of Victorian Europe.

“Hundreds of topiary & hedge mazes were realized for amusement in the gardens of Europe in the 16th through the 18th centuries.” [Grafton. 606]

These open air mazes with walls of living foliage served as game-like distractions for nearly 300 years, and some continue to this day, evolving from the Knot Gardens of Renaissance Europe themselves probably modeled after the turf spirals that can be found throughout Europe and Britain dating back to the iron and possibly stone ages. Knot gardens, or parterre, are very formal square-framed gardens planted with a variety of aromatic plants and culinary herbs laid out in an intricate design and serve to illustrate the human mastery of nature.

“The square enclosure represents stability and the Earth; the pattern and chosen plants may symbolize love or religion.” [Wilkinson. 245]

The paths between these gardens were laid with fine gravel as were often the meanders between the hedges of mazes. It’s not unfathomable that as a spiral could give birth to the knot design thus the knot garden could change into the contemplative labyrinth and then the game-like maze. The boundaries and passages of these hedge-mazes were of course composed from hedges of aromatic herbs then aromatic shrubs with later and current mazes using boxwood.

“In some cases limes or hornbeams were “plashed,” i.e., their branches were so trained and intertwined as to form a continuous wall of verdure.” [Matthews. 117]

Labyrinths had moved from having a mystical or religious connotation to a secular form of entertainment.

“The more secular image of Daedalus as the personification of human skill and of the genius of the architect gained momentum with the Renaissance.” [Grafton. 505]

Hedge mazes had gained a playful atmosphere by this time with undoubtedly at least a few souls probably still traipsing along the meanders as a contemplative exercise subconsciously harkening back to the early turf labyrinths. The playful airs may have also had some romantic possibilities for couples out on a late night stroll as well; at least one would like to think. Of course, hedge mazes have a few practical considerations such as upkeep and the obvious weakness that walls of verdure imply.

“The hedges require very frequent trimming, and sometimes partial renewal, the latter especially in those cases where unscrupulous visitors are not prevented, by barbed wire or other means, from short-circuiting the convolutions.” [Matthews. 145]

Hedge mazes became a sort of fad throughout this period and continued to evolve with those with the means to have these sorts of gardens planned and planted adding in decorations and statuary to the green with the best specimen of these highly refined hedge mazes to be found in 17th-century France.

“In practically all types of maze it became the fashion to relieve the monotony of the walks by placing statues, vases, seats, fountains, and other ornaments at various points. This kind of thing reached a climax of extravagance in the latter part of the seventeenth century, when J.Hardouin-Mansart constructed for Louis XIV the famous labyrinth in the smaller park at Versailles.” [Matthews. 117]

The hedge maze at Versailles had water fountains and statuary based on Aesop’s Fables with portions of poetry on plaques by each statue. Of course eventually the upkeep, the requirement on the horticultural skill of the groundkeepers, and the waning of the trend saw the end of the hedge maze as common public feature.

“Towards the end of the eighteenth century the taste for mazes in private gardens had to some extent declined, but as an adjunct to places of public amusement the topiary labyrinth was still in great demand.” [Matthews. 137]

It’s these latter types of hedge mazes that are no doubt the primary inspirations (especially that of Versailles unfortunately destroyed in 1778 when it was replaced by an arboretum by Louis XVI) for the roleplaying dungeon-maze which benefited from the mythical complexity of the Cretan maze and the extravagance and game-feel of a hedge-maze.

Mazes had progressed from mystical symbols with magical powers to imprison spirits to contemplative exercises of religion into a pastime, a game.

“By the time maze-makers in Britain began using hedges instead of patterns cut into turf the original motivations may have been lost, leaving an amusing pastime in the place of meaningful ritual.” [McGovern. Mazes]

Essentially in the context of roleplaying games a maze is a tour puzzle (a puzzle where the player takes a trip around the game-zone from beginning to end retrieving certain objects along the way). A maze is a puzzle that must be solved by finding the exit (or goal) after entering meaning the player must accept the challenge by entering into the labyrinth essentially trapping themselves within; only victory or death awaits at the end.

These mazes are most often constructed of various chambers linked by a confusing network of passageways and corridors. Traditionally constructed mazes, those consisting of only corridors and twisty passages, are rarely played through in a roleplaying game session usually relegated to a single “intelligence check” representing a specific amount of in-game time per singular check in which the player characters can solve the maze-puzzle  (in my experience typically 1 day).

This is due to the shear monotony of traversing only passageways even those sprinkled with monsters, traps, and hazards. Labyrinths on the other hand are more frequent in the form of ruins, caves, and the lairs of villains usually consisting of various chambers and corridors which have a roundabout, primarily single path of travel allowing both the occupants and the player characters to move freely through them, the aim usually being to confront the villains and monsters on their own turf.

Labyrinths really only lengthen the time the players spend working their way towards their ultimate goal, a duel with the ‘big bad’ serving more in the capacity of a gauntlet rather than a contemplative trip though GM’s shouldn’t discount this aspect if there is a twist when it comes to the final villain. When it comes to the puzzle-like mazes however, if the players are aware of what they’re about to enter they will usually take some precautions which are frankly, ages old but nonetheless effective, mostly.

Answering these tricks of the trade is always the responsibility of the master of the maze. These titular tricks being – the ball of twine, leaving a trail of crumbs or pebbles, making marks with chalk or charcoal, and following either the left or right hand wall. The ball of twine (Ariadne’s golden thread) as employed by Theseus is utilized by attaching it to an anchor at the entrance and then as the meanderer walks away they let the string unspool and thus leaving behind an easy to follow trail.

This can be just as easily defeated by creating a lack of anchor points, using string snipping doors, fiber-chewing pests that infest the maze, or cleverly placed flames. Dropping a trail of crumbs/pebbles (the old Hansel and Gretel trick) is just as easily defeated by having pests or other such creatures following the trail and either eating it up or sweeping it away also chasms and flowing water can stop this strategy dead creating a cut-off point for the trail.

Using chalk or charcoal markings at certain intervals typically on a wall (a strategy taken from spelunking) can be defeated with moist or slick walls, mark erasing pests, and even some sort of mischief involving duplicating or moving the marks around via some sort of enchantment or by resident spirits/faeries or sliding/flipping panels. It is also wise not to ignore the possibility of moving or rotating walls as well. The only real way to defeat the following of a single wall is to have the start or finish of the maze at the center which is surrounded by a looping passageway possibly employing a few other design tactics to lead the cheater(s) astray. In order to make a maze that is more difficult to solve a Game Master (GM) has a few options to work with.

The GM can limit the number of solutions (a single solution being the hardest), the longer the solution path is the more difficult the maze or at least the longer someone has to spend within it giving more time for them to get lost, and adding in irregular features to the maze can increase its difficulty greatly. Adding loops can throw off meanderers (those not on the solution path being the most effective) as well as subtle curves and odd angles which can discombobulate the players’ spatial sense especially if you use certain magical features such as extra-dimensional spaces.

Multi-level mazes can definitely confuse things where the solution path travels through multiple floors. Roundabout passages that lead meanderers to a destination other than expected are also in the maze-master’s toolbox. These passages should appear that they go in one direction but are designed in such a way, typically a spiral, so that they go in another. Landmark features can also be manipulated in order to fool those trying to use landmarks and memorization to mark their way. Adding in statuary or frescoes that are duplicated elsewhere in the maze will always confuse those attempting this most basic but usually fairly effective method. Of course, the standard GM toolbox suffices especially when it comes to enticements in the form of sparkly treasures and gems in order to lure adventurers off of the true path and into a trap or interesting encounter.

The maze with its long legacy, its mytho-symbolic power, and the fun of a puzzle is infinitely useful to game-masters and to roleplaying in general. In either its unicursal or multicursal guise mazes are a common staple of the fantasy adventure (maybe the fantasy genre in Toto) and functions in a dual capacity first as an action set-piece and then serving the story at a symbolic level adding a little literary dimension to a campaign. Essentially a maze in a roleplaying game is attached to three basic ideas: imprisonment (like the titular dungeon), puzzlement (like a physical riddle, a travel puzzle), and exploration (what’s around the next corner).

It’s the Game Master functioning as the Maze-Master whose responsibility it is to add an air of mystery to the dungeon-mazes that are to be explored by the players as well as making them challenging (but not impossibly hard, use your best judgment based on the individuals in your group and their level of teamwork) and add in the fantastic elements. The maze, an element of mythology, history, and fantasy known and recognizable by virtually everyone is a useful element likewise, in fantasy roleplaying games. Mazes and labyrinths lend themselves to the roleplaying hobby in a few potent respects; they can serve as more than simple puzzles or obstacles, bringing with them a certain symbolic significance which can surface regardless of the level of subtlety or crudeness with which they are presented in-game. “The twists and turns of a maze represent life’s pathway. Entering it is equated with death, while emerging is rebirth.” (Wilkinson. 245 – emphasis mine)

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The Dragonslayers III Pt. 30: The Slayers Have Arrived

It took just about two days to backtrack and find the old rowboat that they

Guild Mark of the Black Wings Hirok-Nor Chapter
Guild Mark of the Black Wings Hirok-Nor Chapter

had abandoned upon surmounting the White Heath. Vorwulf used his jeweled gold closed helm and enchanted the craft with the Mysterial Chariot spell. In an hour and a half they were at the gates of the Hill-lander town of Aáhké. The gate guards’ shields were all now painted with the arms of the town: a gold chalice before a split field of white and red with a golden mace and sword crossing behind the chalice. As the slayers plus Xanto the Wasp approached the captain of the guard asked Vorwulf, “Wha’ happened ta’ ya’a fellas?” Vorwulf proceeded to go into full-on brag mode. Before the triumphant ranger/dragon-slayer could finish his self-aggrandizing speech the captain waved them through and as soon as they were through the gates the group split up almost immediately. Though they had been victorious and were reveling in the afterglow they appeared haggard, covered in road dirt, covered in scabs, and were still exhausted.

Vor was already sitting down to a table at the Red Ram Tavern with a full tankard of ale and a bottle of whiskey before he realized that he had forgotten to officially arrest the Wasp and detain him as was his duty. He just shrugged and began to put one on. Meanwhile Grom the shaman had kept his head about him and followed the Wasp as soon as the group split going in all different directions. He lost sight of him for a second and the Wasp was gone. He had lost him. Magiia the dragon-blood-warrior was already headed to her room at the inn intent on spending her time refining more dragon-blood potions. Grom joined Vor and later they both spent the night in Maggi’s room.

Come morning before even Vor could wake, the shaman had already tracked down the Wasp and about an hour after sunrise had guided the group to a make-shift tavern consisting of a canvas tent and a covered wagon next to the Aáhdrahké distillery in the West Quarter along King’s Walk. When the slayers arrived they saw Aáhdrahké clansmen everywhere and what appeared to be a caravan queuing next to a small courtyard. From a carriage bearing the mark of the Aáhdrahké, a blue bull with white horns before a solid green field, painted on it stepped the Xanto. He was in native finery with a cape of black silk with the embroidered clan mark on display, a pair of soft felt shoes with jeweled buckles, and a fine silver capped walking stick.

Vorwulf (played by Cris): “You! Wasp! Get over here! You’re under arrest by the authority of the Blackwings Dragonslayers Guild of Hirok-Nor!”

Xanto immediately jaunted over to the slayers filled with nervous energy: “Friends! Friends! What a surprise! Hehe. Um, can’t we work something out make a deal. C’mon we’re friends right? C’mon! I saved your @$$es up there in case you were not aware! Guys?”

Grom and Maggi kept a stoney gaze with hard expressions directed at jittery and smiling Wasp-mage.

Vorwulf (gesturing to the clansmen): “This man here, Xanto the Wasp has a PRICE on his head! The Blackwings guild will pay any man here who manages to bring him in.”

This started Xanto to start raising himself up and down on his ankles trying to shush the irritated alderman. “Wait! Wait. Hold on friend for just a second.” The skinny mage turned and spotting what appeared to be a noble or at least someone of importance wearing a similar outfit but with a tartan across his chest who was exiting the main building. He ran up to this man, a full-blood faun, and it appeared for the next minute or so that they were arguing but soon enough the noble gestured his men and they brought forth an iron chest from the strong-carriage in the caravan line.

Magiia (played by Jenn): “Oh no. What’s this guy up to NOW?”

Grom (played by Gil): “Don’t worry guys I got ‘em. Maybe I can turn ‘em all into chickens.”

The strongbox was opened and the noble paid out the 10,000 gp bounty on the Wasp’s head in gold talons to the slayers which they happily accepted.

Gil: “Hey. Why are they protecting this guy?”

Cris: “It’s whatever he took from the mushroom; you KNOW he took a piece of it or something.”

Vorwulf (looking the Wasp right in the eye): “If you ever step foot in Merdna or we catch you anywhere near Hirok we’re gonna arrest you and ship you to Chago!”

The Wasp (with s#*t-eating grin): “Don’t worry it’ll all get squared away! Are we not on good terms again? Besides I’m headed south. Maybe we’ll share a drink together!”

He took his leave at about the same time the slayers took theirs them being eager to get back home.

They soon picked up some supplies (mostly bottles of whiskey) and headed south back to Hirok-Nor and their adopted hometown of Merdna. While coasting down Barbarian’s Tread the surpassed the Aáhdrahké caravan noticing it too was going south.

Grom: “Man! Is he gonna make us arrest him?”

Jenn: “Heh. You really like him don’t you?”

Gil just grinned and shrugged.

After a couple of days and a battle with some Night-Trolls and a Formorian they arrived back in Merdna. The workman were assembled and digging ditches for the foundations of their guild house and dismantling the West Gate and setting a temporary palisade around the construction site. They arrived at the Hopping Rat and could see that Bers’ memorial statue had been finished and was standing in their courtyard. As soon as they entered Og and Trasknor (Grom’s & Vorwulf’s protégés respectively) whom were tending the place got them up to date on happenings round town leaving Ebor the bartender to man the board. Kyrahma had been spotted by them both transformed back into an amazon on the night of the green moon smashing the place up before she ran away, they haven’t seen her since. The framing for the guild house will be up by next summer; the foundation excavations are proceeding. Street crime even with the tat-eyes on the street is getting bad as more and more of former Black Soldiery are filtering in the cheap black paint cleaned off for the most part. Vezik the druid had sent a leather wrapped parcel for them in the back that had arrived a few days before. So the slayers went into the back past the tat-eye ratlings, no doubt agents of their criminal “guild” keeping an eye on the place, to see what it was. The slayers took the rest of the day off and on the following day spent it wrapping up business.

They had gotten the deed for Raven’s Eyrie in Grom’s name instead of the guilds from Lord Vorahd and Vorwulf sent off a magical pigeon to the Chago Blackwings. Vorwulf also used the 150 star-metal ingots from the group treasury to commission some breast plates, and axe & spear heads for the gate guards. As a celebration that evening Vorwulf opened the carved stone bottle he had purchased from Ole’ Twist back in Aáhké (see the Dragonslayers III Pt.20) in the rear storeroom of the Rat. They proceeded to ‘battle’ the whiskey elemental that exploded from it. Grom attempted to tackle the thing but belly-flopped onto the table and had his head engulfed in whiskey, he soon passed out due to extreme inebriation. All the while Vor and Maggi were scooping bits of the unfortunate creature up in their gold chalice and fine drinking horn. It was Maggi that drank the last gulp as Vorwulf passed out cold after his fourth or fifth chalice-full. The ferenoi stumbled out into the tap-room and “hung out there” until dawn.

Next afternoon, about the time all three had finally sobered up, they were given a letter from Xanto which he had left with Ebor. The Aáhdrahké caravan had passed through town the previous night and the Wasp had dropped in for a drink. The message ran as thus:

 

Too bad we couldn’t have a last drink together but I’ve gone South to a place called Skullhead to see some friends, brothers by the name of Dracorian. I’m sure you’re unfamiliar. Anyway.

Ciao!

P.S. – The wand I used to transfer that one book to the other is behind the seal.

 

They sat around thinking about it for a while until near the end of the day when it struck Magiia. She checked the area for the seal that had been stamped on some of the oldest bottles in the cellar and found a stone above the hearth bearing it. She reached up to the gryphon seal above the hearth and found it opened having a hollow behind it. Within the hollow they found a golden rod and a scroll describing its use. They could finally transfer the Tome of Dragonslaying from the troll-tome back to its rightful binding.

 

****

 

Grom the Shaman took up residence in Raven’s Eyrie where he began his research into things arcane. Magiia spent the rest of her life on constant dragon-hunts alternating between that and bouts of heavy drinking in the Hopping Rat. Vorwulf was eventually officially named guild-master of the Hirok-Nor chapter of the Blackwings Dragonslayers’ Guild, and spent the rest of his life funding repeated expeditions into eastern Cleft-Rills in search of the ultra-rare Brown-Spine Dragon he’s sure was there but to no avail so it may still be there somewhere. The Tat-Eye Ratlings kept up their end of the contract with the Blackwings and rose to a level of power equal to that formerly enjoyed by the Crossed-Staffs had been dominating the region and frequenting the Hopping Rat which has a massive mural along one side of the outside walls portraying Magiia slaying the red dragonlord with the other two standing behind her, commissioned by Maggi of course, and the statues memorializing Dead-Eye and Bers stand in the courtyard of the Hopping Rat marking their graves the urns containing their ashes being buried at the statues’ feet. After the erection of the guild house, the Blackwings became the biggest name in dragon-slaying in the pan Norusk/Hirok-Nor/Cleft-Rills region.

The End of the Third Dragon-Slayers Campaign (played between February and September 2015).

Finis.

The Dragonslayers III Pt. 29: Dueling the Dragon Lord

The Courtyard - 'X' marks the mushroom!
The Courtyard – ‘X’ marks the mushroom!

The great red dragon was at least 50 ft. in length not counting its powerful tail and extra-long neck. Its head was crowned with several spear-long ivory horns which ran along the spine in a ridge of spikes on its back to the end of and studding the tail. Its dark red scales resembled dark red shields battle-worn each but all still true. Three skulls of adult dragons, species unknown, hung clunking about its neck on a necklace alongside a shield-sized golden medallion covered in dragon-scratch. On a single claw was a carved jade ring like the one taken from the steel-helmed juggernaut which Vorwulf wore as an arm torque.

Vorwulf shot a dragon-bone arrow from his longbow which shattered harmlessly on the magic shield that appeared around the monster, its gold medallion glowing brightly. He activated an item gaining a magic shield of his own. Grom as soon as he caught sight of the legendary beast, the one which had wiped out his tribe leaving only him and his protégé, froze in his tracks a victim of his own panic. The dragon’s throat inflated with a hideous sucking sound, its jaws gaped and a white hot blast of fire shot out as it swept the entire area its back to the burgeoning millennium mushroom. Vorwulf took shelter behind the large stones under the ruined archway avoiding all the damage, Grom the shaman and Magiia however took the blast surprised that half of the damage bypassed their protection from fire dealing quite a bit of damage. Mags stopped her charge and drank down a healing potion. The first drake swooped over the rocks near the entrance to the courtyard and snapped at Vorwulf whom parried easily with his superior quality bronze buckler. The third and fourth of the three fire drakes swooped down at Maggi with their claws and caught her off guard as she ran towards the “big one” intent on “tasting his blood”. The flames of battle rose to a rage very quickly, three of the Drakes lashed out at Vorwulf as he tried to keep rounding the edges of the battle field using his bow more on them than on his main target as intended and the other Drake continued to pester Maggi. Grom fought top overcome his fear but eventually had to resort to casting Dispel Fear on himself. The dragon cast Hold Person on Maggi stopping her before she could get a blow in; she fortunately was still able to activate the Shield ability on her Bronze Helm. The dragon then turned and gupled the Ferenoi down following a massively powerful bite. Grom rushed forward eager to join the fray.

Maggi’s shield beginning to waver in the volcanic acid-bath of the dragon-lord’s stomach, Maggi was able to shake off the dragon-magic with a Natural 20 (the ONLY way she could’ve done so). Two of the Fire Drakes continued their assault against Vorwulf who was able to deflect their claws with his buckler. He quick-drew his swords and struck back concentrating his blades on the first of the two dealing some damage to the beast. Grom ran forward towards the dragon-lord and drew his morning star of Supernatural Might. The dragon glanced back keeping an evil green eye on the mushroom. Then as Maggi used all her might to slash with axe into the walls of the monster’s stomach it vomited her up. The Drake that remained near the dragon lunged at the shaman. The other drakes continued after the ranger, he continued to hack and slash at them. Maggi stood up and struck at the dragon-lord causing the second charge of his shield to be knocked down. The dragon stomped on her a great blast of dust mixed with the swirling coal smoke. Mags was able to work her way form under the dragon’s gigantic claw the way greased by the dragon-vomit which she was covered in as well as her own blood which flowed freely from her mouth and nose. The two Drakes fighting Vorwulf finally dropped their black blood spreading over the white ground where they fell. Maggi pulled herself up desperately trying to stay conscious (she made a Recovery check versus the stomp).

Jenn (Magiia’s player): “I’m on K-O points here!”

Grom dropped from the sky to her side with the third Fire Drake on his tail.

Vorwulf knocked an arrow and shot at the dragon-lord finally dispelling the monster’s magic shield for the final time that day. Grom tried his morning-star against the dragon’s hide; he found he was quite ineffective barely scratching a single scale (he did three points of actual damage to it). Maggi activated her shield and let loose a power-attack at the dragon who easily batted the whistling blow to the side. The last drake snapped at the shaman wounding him. The dragon struck at Maggi dispelling her shield with a single blow. Grom again tried his weapon against the dragon-lord (this time dealing about six points of actual damage). Maggi wound her body up and smashed her axe into the last drake felling it in a gory spray of blood and organs. Vorwulf was launching dragon-bone arrow after dragon-bone arrow at the red monster. He activated his boots of Fleet of Foot and the Eyes and Ears of the Dragon ability on his coif. Nearly all his shots at the dragon missed so he shot an acid-arrow at the monster which had little to no effect. In the ensuing struggle Maggi was forced into another recovery check to avoid losing consciousness and Grom used the Heal ability on his mithral open helm to being the Ferenoi back up to almost full health. She was able to counter a claw strike but dealt very little real damage with that blow. Then all of the slayers let loose a united frustrated groan as the red dragon-lord with a wave of its nasty claw summoned four more fire drakes. Its tail swept at both Maggi and Grom, the Dragon-Blood Warrior was able to get out of the way but the shaman took a great deal of bludgeoning damage and was forced into a recovery check to remain standing.

Jenn: “Well at least its shields are down.”

Vorwulf shot an arrow deep into the first newly summoned fire drake. Maggi hacked into the third, the nearest to her, hurting it. The dragon unleashed its horrific breath weapon for a second time sweeping the area forcing Grom to dodge into a nearby pit to avoid it and imminent death, Mags was barely able to absorb the damage she couldn’t avoid. Her life was now hanging by a thread though the bleeding was cauterized. Vorwulf had been just out of the area of effect. The drake on Maggi struck and she countered wounding it blood gushing. The first and second flew after Vorwulf; he was able to avoid their claws and teeth. The third leapt into the pit after the shaman. Grom in mid-fall was able against the odds, to quicken Bestial Might on himself magically morphing into his bizarre winged and furry form. He set himself down on the uneven ground below realizing he was in a high ceilinged vault which was choked with fallen stones and ruin. Up ahead he could see a strange glimmering light where the tunnel intersected with another; he briefly considered trying to seek out the Wasp whom they all believed to be down here somewhere. He ducked behind an amorphous pile of spider-webs, stones, and broken wood as he could hear the snarling of the incoming drake. Above ground the dragon snapped its jaws at Maggi who avoiding the blow lashed out and nailed it dealing it some decent damage. Vorwulf pulled out his great axe, he had run out of dragon-bone arrows, and engaged the drakes that were attacking him. Maggi dueled the dragon and drake while underground the shaman drank down a potion of Barkskin while trying to keep hidden as he could hear the drake trying to sniff him out. Before he stepped out he activated the Mage Armor ability on his necklace and made a run for it running past the beast and leaping into the air while it gave chase. No sooner had Maggi backed off and drank down a healing potion than she felt the claws of the drake raking her ribs (she rolled a Natural 1 versus the blow). The shaman burst out of the pit and swept over Maggi’s position. The drake on his tail was blur as it zoomed out of the pit and attempted a dive attack on him but floundered unexpectedly and smashed face first into the ground (it had rolled a Natural 1) at full speed killing itself.

Vorwulf closed with the dragon-lord, two drakes following him, Maggi struck at the drake still on her wounding it badly, and Grom also let loose a power-attack with his morning star on the same target dealing some damage. The dragon turned towards the mushroom which was now much taller and glowing with a strong and very pronounced eerie white light. The drakes continued their assault. Grom flew up 100 ft. above the dragon. The dragon swept its tail at Mags and she deflected the blow with her axe and countered it burying her axe in its hide. Vorwulf concentrated his attacks against the drakes using the magical speed granted by his boots to deliver a series of power-attacks felling two of the remaining three. The dragon unleashed a Swarm of Magic Missiles to little effect and then a claw at Maggi forcing her to recover. She was again in dire straits. Vorwulf, after dropping the two drakes, drank down yet another potion of healing.

Vorwulf then redoubled his efforts on the remaining drake dropping the already blood-ragged beast before it even had a chance to act. Maggi chopped into the dragon again. The dragon turned itself around to face the slayers and moved forward trampling Maggi then turned its face up unleashing a blast of its lethal breath at the flying shaman who was just able to get out of the way. Grom flew over near the tail end of the dragon struck at it; his weapon glanced harmlessly off of its armored hide. Vorwulf stepped back and exchanged his great axe for his cutlass and the Dragon Bane Longsword with the large rock-crystal pommel stone. The runes on the blade read, “Suck the Breath & Drink Deep the Dragon’s Blood”. Maggi power-attacked the dragon again wounding it and both Vor and the shaman focused their efforts towards cutting the monster to ribbons. It unleashed a Hold Person spell on Vor but he was able to resist, barely. They continued fighting it slowly making headway as its wounds began to multiply, Grom buzzed around striking and moving. The dragon-lord struck out at the flying shaman but missed only due to the constant Displacement spell emanating from the magic robes he wore. Using his magical speed Vorwulf continued to subject the great monster to a death by a thousand cuts.

All three of the slayers battled on for the next two rounds with their greatest enemy, all taking their share of wounds, their armor getting torn and dented. Maggi took the brunt of the dragon’s rage spending much of that time surviving by recovery-check and the shaman expending all of his healing touches per day. Grom found himself underfoot and was nearly crushed to death but fought his way out after struggling for two turns. At the beginning of the ninth round all including the dragon were badly wounded, bleeding, and filthy. All but the dragon were nearly out of breath nearing their threshold for exhaustion. Some of the dragon’s wounds closed and any bleeding stopped.

Cris (Vorwulf’s player): “S#*t! This is the last round and my boots are done. My armor’s nearly gone too.”

Jenn: “I’m out of potions! My girl’s bad, real bad right now!”

Gil (Grom’s player): “Yeah I’m hurt. My helmet’s out of Heal but I got some healing spells left.”

Cris: “Save ‘em. If we survive we’ll need ‘em.”

Grom swooped by the dragon doing a flyby attack dealing only a handful of actual damage. Vorwulf pulled a potion of Healing from his dragon-hide bandolier and downed it. Mags rushed forward again and let loose a powerful blow into the monster opening a deep and bloody gash. The dragon blasted its breath at Grom again and he dodged. Vorwulf moved over to Maggi and she surged forward again laying her axe into the dragon’s side. It reared and rushed forward trampling both Vor and Mags laying them out and leaving them bloodied and struggling to get to their feet in a cloud of choking dust. Grom did another flyby gliding down towards Maggi’s twitching figure. Realizing that it was nighttime Vorwulf activated the Cape of Bat Flight and shot straight up into the weird green night and drank down his last potion of Heal. Grom dumped his last potion of Heal down Maggi’s throat saving her life. The dragon lunged at Vorwulf striking out with its claws and tore into the airborne ranger wounding him badly. Its tail whacked Grom wounding him. Vorwulf, desperate, flew at full speed to the dragon and as he flew above its neck he canceled the cape’s effect and in midair went into a leap attack with both weapons.

Me (the GM): “Um, dude. you’re gonna wind up right next to him and he has an attack left.”

Cris: “S#*t. Damn. I uh…, Yup, he’s gonna kill. Ah..uh..Oh SCREW it, screw it.”

He threw himself towards its long and vulnerable neck with both weapons and as it turned it left itself open to his attack stretching its throat out for the Dragon Bane weapon in the ranger/dragon-slayer’s right hand (it rolled a Natural 1 to auto-parry). The first cutlass struck and laid open the hide to the muscle and the longsword sliced a bared artery, letting loose a virtual rain of steaming red-hot blood. He thumped to the ground on his feet and he, Grom, and the newly risen Magiia all had to dodge the dragon’s corpse as it convulsed in its death throes and fell with a crash. It was then that they saw that the mushroom which huge by then, it was starting to convulse madly jerking to and fro then suddenly it seemed to collapse in on its self, shrinking and shriveling into a nasty black mass then to nothing.

Cris: “Whatever the Wasp’s doing he’s doing it.” The others nodded in agreement.

There was a crack as of thunder and the energy of the leyline which the millennial thing had tied up and was sapping was suddenly freed exploded back into activity. All three of the slayers were injured by the explosion of magical energy. The strange green glow which had flooded the sky began to subside as the green moon began shrink away back into the darkness. The slayers looked about them and then to each other. They were all horribly wounded, completely battle-worn and utterly exhausted. Now all they had to do was travel back to town.

 

To Be Concluded…

The Dragonslayers III Pt. 28: Follow that Wasp!

The slayers had gathered together the booty they looted from the corpses of the Sons of the Dragon including the unfortunate Archer. After Vor shot a few arrows to dispel the shield around the enemy bowman Grom had flown in above the half-dragon and cut his throat. Before the coup-de-grace they had agonized for a while over that decision. Vorwulf checked the juggernaut’s corpse, Maggi was searching the charred remains of Nose Bone, and Grom stripped the gear from the dead archer and flew it down to his companions. Their take comprised of a black lacquered composite shortbow probably with the True Strike ability on it, a large jade bracelet from the juggernaut which Vor was determined to wear as an arm torque, a superior quality spear that was magic but what it did they didn’t know, 4 superior quality throwing glaives which were also magical, a mithral arrow with red fletching definitely magical, 2 potions of Heal, a gold ring with a large emerald, and a pearl ring. They knew the massive mace that the juggernaut had wielded had the Thunderblast ability on it since it dealt quite a bit of damage to Maggs but that they left. They also left the gold medallions bearing the mark of the dragon that each of their enemies had also worn. They didn’t care about the bits of armor and none seemed to be holding any money or jewels. They packed their near gear away and readied to get back on the move.

Grom cast Restoration II on Magiia, she had been hit by one of the Draconian’s envenomed glaives. The shaman also decided to take the time to cast Impervious to Elements (Fire) on both himself and Vorwulf as it had served Maggi well in the battle. They took a look around mainly trying to locate Xanto the Wasp if he was anywhere near. He jumped out from behind a crumbling archway enwrapped in very dry vines.

The Wasp: “Guys! Hey! Over HERE! Let’s go its opening! It’s opening!”

He gestured to the darkening evening sky they could see the green moon was filling the sky with strange, green light and they now noticed that everything had a sickly green pallor cast over it. The Wasp extracted a small crystal sphere with a gold bee trapped at its center. He mumbled a quick spell over the orb and it disappeared with a pop leaving behind the gold be which immediately began to buzz and flew swiftly ahead the Wasp burst after it with his own blurring buzzing wings.

“C’mon Fellas!”

The Blackwings jaunted after the mischievous mage. Vorwulf took the opportunity to down his brand new Heal potion restoring himself to near full health. They proceeded through the weed & vine choked twists and turns of the maze-like ruins at a brisk pace leaping over sudden piles of dirt and stone and jerked to dodge unexpected obstructions and large fallen lichen patched blocks. All the while they were moving towards the pillars of black smoke which were all the more visible and appeared as hideous black pillars against the weird shimmering green sky that crackled with the blue-white bolts of magic energy from the active leyline which ran through the dead-center of the ancient city. They noticed the red-orange glow which began to bow over the shattered battlements more and more, tell-tale dragon-sign or at least the obvious light of a very large fire or fires.

The Wasp rounded a corner through a narrow but very tall archway and suddenly dodged to the side buzzing crookedly through barely avoiding the blade of a fairly large bipennis axe. He had nearly been cut in two by the surprise blow (at least in his retelling of it). Before the slayers stood near identical creature to the juggernaut but more lithe and wearing a polished steel helmet with a red-dyed horsetail tassel at its crown with large deer antlers mounted on either temple. The only differences besides the scant difference in build form the first juggernaut this one also had a jade bracelet on his left wrist and was wielding a long superior quality double-ended heavy bipennis axe. He ignored the Wasp whose buzzing was barely audible and was out of sight and turned towards the 3 slayers and took a fighting stance.

Cris (Vorwulf’s Player): “Ahh! I wondered where this guy was. Let’s do this.”

Gil (Grom’s Player): “Oh yeah, the guy the hunter told me about.”

Magiia charged and power-attacked with her axe but her blow was batted to the side with an unnatural ease and she suffered the very effective counter-attack wounding her badly in the very first exchange of the fight. Vorwulf lunged in simultaneously drawing his paired weapons and struck, the big-guy kicked a blast of dirt into his face but to no effect and he landed his double blows dispelling the magic shield, the half-dragon’s medallion burst with a golden glow. Grom stayed back and used his Rod of Magic Missiles which again hit the medallion’s shield. The half-dragon took a step back and slung one-end of his double-ended weapon at Maggi’s ankle trying to trip her nearly succeeding but ultimately failing to throw her on her back. He struck out with the other end at Vorwulf hacking into his armor and dealing a fair blow to the ranger/dragon-slayer.

Maggi struck out again but was again easily parried. Vorwulf followed with his paired swords and hit wounding the 10 ft.-tall brute and Grom sent another blast of magic missiles dealing no damage. The dragon-son swung at Maggi again but this she successfully parried the end aimed at her and struck back with a counter-attack smashing he axe into him unleashing a gout of red-hot dragon blood. With a roar the monster lashed the other end of his weapon at Vorwulf hitting him again. Maggi struck again wounding her enemy mortally but he was still on his feet. Vor followed up a second later dropping the half-dragon in a shower of gore. They made a quick check for the Wasp but he was nowhere to be seen. What they couldn’t know was that he was heedlessly buzzing along urging on companions who had ceased to follow quite some time ago.

They quickly looted the half-dragon’s corpse with Vorwulf putting on the jade bracelet as an arm-torque. They followed the path they though the Wasp had taken and soon could see his yellow and black striped form buzzing under an archway into a large high-walled courtyard where the ominous columns of black smoke were visible floating above the disintegrating battlements. It was fully dark now save for the weird lights of the green moon and the crackling leyline. The Wasp motioned for them to follow and he buzzed through the arch into the courtyard.

Cris: “Damned Wasp!”

Vorwulf: “HEY! WAIT UP!”

Vorwulf with the other two in tow moved swiftly to follow the Wasp through the tall archway between two half-ruined square towers. The group found themselves in a large triangular courtyard blocked on one side by a high hill of rubble and bush where several ruined buildings were scattered about. There were a few large gaping holes where the ground had fallen in and up ahead the group could see another archway between a pair of capped towers a large but badly defaced statue of white stone stood in front of each representing, possibly, wizard-like figures. Through that arch lay a larger courtyard where the dragon obviously lay as the red glow was shedding a bloody light over the triangular courtyard and a steady rain of fine black soot was raining down. The path under the arch was choked with two very large pieces of pale stone blocks.

The Wasp suddenly turned sharply to the east and buzzed through a large breach in the larger courtyard’s wall. Vorwulf sighed probably tinged with exhaustion more than frustration. He decided to try stealthily creep through the archway into the large courtyard hoping in vain to gain any kind of advantage. He moved around the last block in the path and saw before him a mostly barren courtyard bounded by mostly ruined 20 ft. battlemented walls. There several massive piles of burning coals and wood burning hotly placed at three corners around the place and several large cave-in holes in the ground and between all these at the center lay the dragon with its face peering at a small pale object that had a blinding crackling aura about it. It was the mushroom which seemed to increase in size as he looked on. He shot his eyes ot the east trying to spot for the Wasp. He caught sight of a yellow and black blur through the smoke of a smoldering coal field shooting across a short span of the courtyard and down into a nearby hole.

Vorwulf [more mumbling than anything else]: “Damned Wasp.”

He looked back as the rest of the group caught up with him being only a step behind. Suddenly the bone-white stalk of the millennial mushroom shot up and grew to at least 10 ft. in height in a second and its aura burst with white energy and the crackling energy of the leyline suddenly collapsed in on itself falling into the mushroom and disappearing all the while all sound seemed to just stop and everything seemed to freeze dead still for just a moment. The sky was a uniform dull green dominated now solely by the light of the weird green moon with only the pinholes of stars with which to share the night sky. The gigantic red dragon turned its horn-crowned head, the 3 dragon skulls slung around its neck clunking with strange music, its evil green eyes meeting those of Vorwulf. This was an ancient dragon.

It was also a dragonlord and a hybrid, its blood a mix of a Great Horned and a Chromatic Red dragon. Just as he realized this he heard Maggi’s war-cry echo out from behind him the frantic beating of her feet against the ground as she charged followed. The dragon, which still looked uninterested in them as it believed them no threat, waved a claw casually. Three large Red Drakes appeared near it and with a single beat of their wings they were roaring at the slayers through the air.

Vorwulf knocked a dragonbone arrow.

To Be Continued…

The Dragonslayers III Pt. 27: The Sons of the Dragon

Just in time Grom cast Protection from Elements (fire) on the Ferenoi before she was out of his reach. Magiia dashed between the ruined gate towers and leapt behind one of the large boulders to the side of the now revealed pit trap that had almost claimed Vorwulf. She peaked around and spotted a 10 ft. tall half-dragon partially concealed by a boulder about 45 ft. straight ahead in the cleft that lead via a slightly twisted path to the inner gate. The large guy behind the boulder was a human with vaguely draconic features with patches of bright red scales over most of his visible skin. He was wearing a scale mail shirt with a steel pectoral plate held by a cross-harness over that, a pair of spiked bronze bracers on each arm with bronze greaves on his legs, and a polished bronze open helm on his head which was decorated with a pair of nine-point deer antlers and red horsetail tassel streaming from the peak of the helmets crown. From his neck dangled a large gold medallion bearing the mark of the dragon. He was armed with a superior quality heavy two-handed spiked great mace. She couldn’t wait to sink her axe into him.

Magiia: “My axe is thirsty! THIRSTAAY!”

Grom the shaman stopped and tried to take as much cover as possible where he stood still between the decaying gate towers and by chance caught sight of the hidden archer whom was squatting camouflaged in a large clump of shrubs 10 ft. up on a ledge at the start of the cut-path at the base of a still intact crenulated wall. The archer was another human half-dragon with red scales and equipped with a steel pectoral plate, a wolfskin mantle, spiked bronze bracers on his ropey forearms, and a pair of bronze greaves protecting his legs. He had a gold medallion bearing the mark of the dragon around his neck, a red hip-bag, and a full hip-quiver filled with excellent and a few evil looking arrows. He was currently armed with a composite short-bow which was training on the shaman. Grom shouted and pointed the archer out to Vorwulf.

Vorwulf spotted another ducking behind a clump of woody shrubs just about 10 ft. across from the larger half-dragon, this one appeared to be a human dragon-shaman equipped with a red gambeson, a studded wide red leather belt with a red hip-sack, and a bishop’s mantle. He also bore similar spiked bronze bracers on his arms and bronze greaves on his legs. He was armed with a superior quality longspear with a pair of throwing glaives dangling from his belt. His skin was covered in a layer of red scales and his nose was pierced with a polished half-moon of boar’s tusk. The ranger could see the glitter of gems off of the rings on his fingers and from the gold medallion bearing the dragon’s mark around his neck.

Cris (Vorwulf’s Player): “Oh yeah of course! Of course they do!”

Jenn (Magiia’s Player): “Oh great! Are we gonna be able to hit these guys?” Referring to the cannibalistic barbarian’s they had faced several days previously (see The Dragonslayers III Pt.24: The Mark of the Dragon).

Vorwulf shot an arrow at the Nose-Bone dragon-shaman. The medallion glittered with a magical light and the arrow immediately turned and shot back at Vorwulf who barely parried his own arrow with his magical buckler. The half-dragon juggernaut from behind the boulder surged forward towards Vorwulf’s position. Vor caught sight of a dark feathered shape flapping its wings and slipping from the battlements at the top of a nearby tower atop a 10 ft. bluff to the west. It disappeared from sight as soon as it was clear of the shadows. He could hear something set down lightly on the boulder just behind the one behind which Maggi currently took cover. Nose-Bone stepped from behind the bushes and attempted to cast a spell but failed. The hidden archer took a pot shot at Vorwulf but the black arrow shattered on the ranger’s buckler.

Maggi pushed away from the boulder and charged the juggernaut, her obsession with killing dragons ultimately taking over, with a mighty battle-cry as soon as she reached the half-dragon juggernaut the ground before him exploded in a blast of fire but she was protected from the flames by Grom’s spell; undoubtedly a trap-spell cast by Nose-Bone. She swung but was easily parried. Grom cast mass bull’s strength granting his comrades and himself a badly needed bonus to their strength attributes. Vorwulf shot in the hidden archer’s direction (he missed the arrow zipped uselessly into the thicket) and moved away from the boulder on top of which he knew there was something he couldn’t see. The juggernaut nailed Maggi with his mace wounding her. Nose-Bone moved further back nearing the boulder from behind which Juggs had charged. A glaive flew unexpectedly at Grom whom dodged (barely). It had come from the top of the boulder on which Vor had heard something land. Now however, it was visible having made an attack dispersing the spell that had kept it invisible until now. On top of the rock was squatting a draconian with red-brown scales and with black feathers over its head and its black wings appeared as those of a large black raven. The creature was wearing a bright red gambeson over which was a steel pectoral plate held in place by a cross harness and spiked bronze bracers on its wrists and bronze greaves on its legs. It was armed with a superior quality quarterstaff and from its belt dangled a single superior quality throwing glaive.

Another black arrow with bright blue feathering shot from the thicket at Vor and exploded in a seismic blast which Vorwulf, thanks to his Improved Evasion feat, was able to completely evade. The blast was fortunately far enough out of the way not to catch anyone else in the area of effect. Maggi undaunted swung again at Juggs this time connecting with and dispersing the invisible magic shield that surrounded him his medallion burst with gold light. Vorwulf still armed with his longbow turned and shot at the top of the boulder striking a shield surrounding the feathered draconian. The juggernaut smacked Maggi with a Natural 20 and could’ve killed her in a single blow had she not previously activated the shield ability on her helmet. The draconian replied to Vorwulf’s arrow with his last glaive which Vorwulf masterfully parried with his buckler. Nose-Bone retreated behind the boulder out of sight. Another black shaft shot from the bushes and nailed Vor dealing some damage. Maggi replied the juggernaut’s devastating blow with one of her own which smashed away his final shield of the day signaled by the glow from his medallion suddenly going out with a pop. Grom slung a spell at the thicket in which the archer hid causing it to squirm to life and completely entangling and immobilizing him. Vorwulf tried to get another shot at the feathered draconian but fumbled burying the arrow in the dirt. Meanwhile the juggernaut smashed into Maggi this time as she hadn’t had a chance to re-activate her magic shield and blood gushed. Again Vorwulf shot at the draconian and again struck a magic shield but the light from his medallion also went out with a pop. Juggs hit Maggi again wounding her fairly badly this time.

Magiia leveled a power attack at the juggernaut burying her axe-blade deep in his flesh. Vorwulf buried and arrow with a Natural 20 in the feathered draconian who shrieked in pain. The juggernaut answered Maggi’s powerful hit with his own which only by the breadth of a hair she was able to deflect. Grom moved to the rear of the Ferenoi Maggi and used his healing touch to keep her standing. The draconian flapped its black wings and flew roaring at Vorwulf in an attempt to catch the ranger in its powerful and venomous jaws. Vorwulf dropped his bow, quick-drew his scimitar and cut into the monster with a simultaneous attack killing it. The strange corpse petrified into stone while still in the air and crashed to the ground. Maggi activated the Shield ability on her helmet and let loose with another power attack at Juggs opening another wound. Vorwulf stuck his swords in the dirt and grabbing his longbow back up knocked an arrow let off a wild shot at Nose-Bone pinioning him with an arrow wounding him badly. The juggernaut again tried to finish Maggi with another insanely powerful blow but only managed to smash away the shield spell surrounding her. Grom cast a Heal Other spell on Maggi trying to assure her survival. Nose-Bone peeked around his boulder and cast Fire Bane at Maggi. The Protection from Fire spell that Grom had cast over her protected her fully however Grom forgot to cast it on himself forcing him to make a Recovery Roll to keep standing. Vorwulf put away his bow, snatched up his swords and went for the juggernaut but his single blow was easily swatted away. Maggi leveled another axe-blow at Juggs taking another chunk out of him. Vorwulf now side-by-side with Magiia struck at and hit the juggernaut dealing very little damage. The half-dragon replied with his spiked mace but the blow was deflected far too easily off of Vorwulf’s buckler. Nose-Bone activated one of his rings and a Swarm of Magic Missiles, 5 each, struck the three slayers. Grom called down the lightning from the sky blasting the dragon shaman with the nose bone into a smoking ruin barely recognizable as a corpse. Vorwulf again struck at Juggs but was again swatted away.

Finally with the upper hand, the slayers began hammering away at the juggernaut even Grom after pulling his morning star of supernatural might and tightened ranks with his two companions. It was another full round of bashing, chopping, and slashing before the impossibly tough villain was finally dead. The only one of the slayers not on the verge of death was Vorwulf who was still very wounded.

Cris: “Yeah, I’m about half-way.”

They began swilling potions as the shaman wanted to preserve some of his spells for the dragon. It was then that they turned their attention to the still entangled archer.

Grom (sort of downcast): “I’ll do it.”

Grom cast bestial might on himself and flew up above the head of the half-dragon archer and pulled out his dagger.

 

To Be Continued…

GM Copy of the battle-map
GM Copy of the battle-map

The Dragonslayers III Pt. 26: A Flight of Graylings

It took a couple of hours for the slayers to clear the debris field of the ruined city and emerging from the piles of pale rubble that used to be a city gate they were confronted with a bleak, limestone desert broken sparsely by clumps of woody shrubs. The sun beat down with unrelenting heat but the air and occasional breeze was icy cold. They continued northward for an hour. Vorwulf’s compass proved itself useless as the needle began to spin around its face faster and faster the farther they got from the dead city. After about another hour of travel Vor stopped the group, he was lost and unable to get his bearings back. The landscape was white and flat. Grom the shaman cast Commune with Nature and was able to point the way, they were a lot farther to the east than they should have been. The spell seemed to speed his senses over a vast area. He realized the leyline was expanding the area of effect of the magic allowing him to detect their goal about 2 miles off and an uncountable number of supernatural creatures all around. They started again this time in the right direction.

They broke out their rations on the move, Vor pulled some steaming fresh-baked bread, ripe cheese, and juicy meat from the Bag of Meals. Just after finishing, after about an hour, Vor spotted something moving just at the edge of his vision. By chance (a natural 20) he made out the camouflaged shapes of seven manticores in a ring surrounding the group. He shouted his warning as he pulled his swords.

In less than 30 seconds they had killed all seven only Grom took any damage from their claws and Magiia was sporting claw furrows in her armor. The wasp was nowhere to be seen until the last monster dropped. He buzzed back among the slayers and touched down; he had been hovering about 100 ft. above the fighting.

The Wasp (kicking a dead manticore): “ALRIGHT! YEAH!”

Jenn (Maggi’s Player)[to Gil after hearing him giggle at the Wasp’s antics]: “You really like him don’t you?”

Gil (Grom’s Player)[at the level of a whisper almost dismissively]: “Well, uh, yeah…yeah.”

Grom chopped off all of the manticores’ scorpion tails and stuffed them into his Bag of Holding.

Maggi: “What are you doing!?”

Grom: “They might be magic. Right? They’re different colors. Might be able to use ‘em.”

Each manticore was of a different and brilliant color (red, green, yellow, blue, orange, purple, and black).

They continued on with Grom in the lead and as evening began to fall on the white plain they could see the eerie wall of blue-white energy crackling in the distance yet somewhat too near for comfort. All of their magic items, each was heavily equipped with all sorts of magic stuff, was vibrating. Grom and Maggi felt euphoric from the rush of magical energy flowing through their bodies. They got as close as they dared (within 100 ft. of the line) and tried to sleep, Maggi didn’t feel the need to rest at all so she volunteered to keep watch all night long. Vor would join her for the third however. Before going to sleep Grom decided to try to commune with nature again and got a very strong bead on the true Sons of the Dragon, those that the trapper had told him about (see The Dragonslayers III Pt.21). They were planning on following the leyline north-west until they would come to the city, or so said Grom anyway.

The night passed peacefully under the strange blue glow of the leyline until third watch when Vorwulf was able to spot five adult graylings swooping in at the camp. The battle was another brief skirmish with Grom coming out the worst. The slayers had managed to kill 2 of the dragons; the other 3 were wounded and had flown off. Vorwulf had spent a couple of his precious and dwindling number of dragon-bone arrows. During the battle Grom had cast Bestial Might on himself and whipped out his Morning Star of Supernatural Might and being frustrated that the dragons were strafing them with somewhat effective flyby attacks flown straight at them very quickly finding himself surrounded, realizing his mistake almost too late he flew back to his allies. He had to use a daily charge on his helmet of Heal fully restoring his health.

Maggi immediately fell onto the corpses cutting arteries and filling the empty potion bottles. The dragon-blood was burning hot to the touch. Vorwulf cut out some teeth and claws for trophies.

Vorwulf (Played by Cris): “Damn. Too bad we don’t have time to skin ‘em.”

They ate breakfast and let the shaman warpaint them. Xanto the wasp refused (savages). They got on the move shortly thereafter with Vor in the lead again heading due west along the leyline. At noon a bright green flash in the sky painted everything with a pale green pall for an instant.

The Wasp: “The Green Moon! The Green Moon!” Excited, he immediately picked up his pace and began to buzz far ahead of the slayers.

By evening they reached the ruins which jutted up like broken bones piercing the pale landscape. These were much more intact and the walls and battlements high. Large thickets of pale green bushes and patches of tall golden grass huddled about the fallen stones and broken arches of the city. They could see a cobblestone walkway, an old road, leading right into the overgrown mouth of the city gates a partially intact grand archway between two skeletal towers. Grom cast Impervious to Fire over the entire group (save for the Wasp) and they proceeded cautiously. Vor looked over to the Wasp.

Vorwulf: “Okay Xanto. You want to be here so go ahead!”

Xanto the Wasp: “Um, naw that’s fine lead the way you’re the leader!” He was quaking with excitement obviously anxious to get in there.

Vorwulf (shrugging): “Fine then.”

Vor moved as quiet as a cat through the high broken archway into the overgrown outer courtyard immediately he had to dodge to the side as he had nearly stumbled into a pit trap just 15 ft. past the gate towers. An arrow shot from somewhere up ahead of the ranger aimed at Grom but due to his ring of greater displacement it missed a direct hit but as it thudded into the ground it exploded in a seismic blast visible shockwaves rippled through the air and the earth dealing some damage to Grom though he was able to cast a healing spell on Maggi to bring her back to full health. Maggi was unaffected by the spell, her armor was only slightly dinged by the shockwave. She roared as she charged and Vorwulf knocked an arrow yelling for the Wasp whom didn’t answer back.

 

To Be Continued…

Character Codex IV RELEASED!

Cover Art by Brian Brinlee
Cover Art by Brian Brinlee

The Character Codex IV: Book of Unconventional Character Classes is now available in pdf format via RPGNOW.com and DriveThruRPG.com!

A new Character Codex containing specialist fantasy character classes that are strange and unconventional adding new flair to any Dice & Glory campaign! This book is a great resource for both Players and Game Masters wishing to introduce some eastern flavor into their game! Among those classes that can be found within the new Character Codex’s pages are the Dragon-Blood Warrior, the Leatherneck, the Leopard-man, Skull-Cleavers, Bookworms, High Sages, and Zombie Creepers!

Requires the Dice & Glory Core Rulebook

This book contains:

  • Over 76 Fantasy Specialist Classes with full descriptions of class abilities and level progression tables!
  • Of these, there are 5 Brick classes, 12 Fighter classes, 11 Adventurer classes, 6 Rogue classes, 9 Psychic classes, 22 mage classes, 6 Clergy classes and 11 NPC classes!
  • NPC tables which can be applied to NPC’s to easily apply specialist class levels!
  • 6 forms of stylized Martial Arts forms!
  • …Plus information on Specialist Class Variants along with 15 variants.

Tabletop Meditations #2: Riddles

Riddles seem to be underutilized in roleplaying games, at least the ones I’ve been present for as both a player and Game Master. The Riddle of the Sphinx to Oedipus, Samson’s Riddle to the Philistines (Judges 14:14 – 14:18), puzzles and word-games upon which the life of a hero balanced and the doom of the Philistines was set.

Riddles need not be just the pun-ridden games of the Victorian nursery; ancient ciphers and cunning supernatural riddlers populate the yellowed pages of fantasy tales and legendry showing that great adventures are not just about exploration and action but also about solving riddles which can be adventures in and of themselves. Thus roleplaying sessions can be greatly enriched by the strategic use and shrewd construction of riddles by the Game Master. Riddles are a poetic mode of language of great antiquity not only meant to present a puzzle but also communicate a transformative perspective and carry a deeper meaning. A good riddle should be clear, fair, present a challenge to its audience, and have somewhat of an aesthetic appeal as well as having an element of engagement that draws its listeners in like moths to a flame.

A riddle is a short composition posing a question where the object of the riddle is to obfuscate the question itself forcing the listener (the riddlee) to decipher the question and in the deciphering the answer is reached through the clues discovered within the riddle.

“The riddle is a short lyric poem that poses a question, the answer to which lies hidden in hints.” [Turco, Luis. 1986. The New Book of Forms: A Handbook of Poetics. Expanded ed. Hanover, NH: New England University Press. pg.134]

Apart from any strict structural definition of a riddle it’s the context that makes an expression with descriptive elements, whether written or verbal, into the question part of the riddle. A riddle presents its clues in a roundabout way or with an altered perspective and poses its question. These few and simple parts allow riddles to take on a wide variety of structures from lyrical poetry, songs, simple rhymes, short stories, as well as seemingly straight forward questions in non-poetic language. It is the context in which the riddle asks its question which is of importance. The clues set up in the riddle can imply the answer or yet another clue depending on their juxtaposition to the question part of the riddle.

The riddle can be thought to exist in its own world constructed by the riddler and explored by the riddle – very applicable to fantasy roleplaying indeed. The use of language in a different or unfamiliar way within the riddle itself can alter the initial impressions not just muddying the clarity of the statement or question but providing a completely bizarre and alien picture that appears to be something entirely different until its mysteries are penetrated and the machinery of the riddle is exposed. The Riddlee’s task is to turn the unfamiliar world of the riddle into the familiar.

“The way in which the riddlee arrives at the riddle’s answer involves understanding the relationship of the parts of the riddle and grasping a new ordering of things, and along with it the meaning of the riddle.” [Montfort, Nick. 2003. Twisty Little Passages: An Approach to Interactive Fiction. The MIT Press. pg.50]

Merely stating the answer to the riddle is not enough for the solution. The riddlee that has truly reached the solution must be able to completely explain the riddle-question and how each of the clues operates. To be fully solved the Riddlee must solve the riddle announcing the solution, and explain the riddler’s intent with reference to the clues. As it is the riddlee’s role to solve the riddle it is the riddler’s role to construct their riddle fairly and present it with clarity.

A riddle must express itself clearly enough to be solved, obliquely enough to be challenging, and beautifully enough to be compelling (Montfort). A riddle presents something familiar in a transformative and unfamiliar way, if the riddle concerns something that is unknown to the riddlee then it becomes unsolvable. A riddle communicates the known and is ineffective in carrying information about the unknown to the uninitiated.

Take the Sphinx’s riddle for example which asks (what follows is a popular modern version, there are several different versions of this riddle), “What is the creature that walks on four legs in the morning, two legs at noon, and three in the evening?” The answer given by Oedipus was “Man”. The question the monster posed was itself obscured by substituting the major phases of a human life (infancy, adulthood, and advanced-age) with another unit of time often poetically associated with those phases (morning, noon, and night) but still allowing them to serve as clues leading to the answer for one who can figure out how to look at the riddle when an infant one crawls (walking on four legs in the morning), when an adult one walks on two legs, and the third leg in old age would be a cane.

This last clue changing the number of legs to three pulls double duty not only performing as a clue but also narrowing the potential answer as well probably confusing the unfortunates which the Sphinx strangled and ate. Though difficult the Sphinx’s riddle is a fair riddle, the hardest part of composing a riddle is making sure that it’s fair. Good riddles rely on description and metaphor with absolute clarity of meaning being reserved only for the solution and the presentation of the language of the riddle.

The easier it is for the riddlee to understand the language of the riddle the more they can be assured that the riddle is fair. Of course, such aspects of the riddle as required prior knowledge, the more the riddle is a logic puzzle the less the riddler has to rely on the riddlees’ knowledge but the riddle may become overly genericized as a result, and difficulty should be taken into account. The riddler must construct their riddle fairly that is fair in the metaphorical clues provided within the riddle itself in relation to the riddlee. A riddle without clues or with those insufficient to lead to the answer is unfair even if its language is easily understood.

To pass into the city of Thebes, Oedipus had to answer the Sphinx’s riddle which presented an obstacle in the narrative for the hero to overcome but with cunning rather than shear brawn. In that mode the Sphinx rather than presenting itself as a classic sword & sorcery monster, takes up the position of what is known as a Guardian of the Threshold.

“Generally, any GUARDIAN OF THE THRESHOLD is likely to require the answer to a riddle.” [Clute & Grant. 1997. The Encyclopedia of Fantasy. New York, St. Martin’s Press. Riddles]

Samson’s riddle to the Philistines, however, is a great example of a bad riddle specifically an unfair one. His riddle, “Out of the eater, something to eat; out of the strong, something sweet”, has clues within it but the greatest clue the one required by the riddlee, in this case the Philistines, to know in order to solve it is not present in the riddle itself. It’s unfair to those lacking Samson’s life perspective basically it’s unfair to everyone except Samson himself (and the reader of the tale). The answer is the honey he had taken from the honey-combs that he found in the body of a lion that he had slain (Judges 14:6) after he had passed back by its corpse later. He never let anyone else know from where he had obtained the honey. His riddle is contextually unfair.

Of course, within the context of the tale the purpose of the riddle was more of a pretense for other events, it’s more of a literary device in service of the tale its quality is not of any actual importance within the narrative. Another well-known and very unfair riddle of almost an identical nature is that of Rumpelstiltskin’s which is meant to be unsolvable by the story’s heroine, giving her three days to guess his name. Another example of an unfair riddle is the Mad Hatter’s riddle asked of Alice, “when is a raven like a writing desk”, he admittedly didn’t know the answer to his own riddle. Of course, all three of these examples of the unfair riddle served other purposes within the narratives of which they are a part. The riddle of the Sphinx is a fair riddle but is also a part of a greater narrative relating to the previous unfair three to which the riddlee displayed his cunning by presenting the answer and the explanation of the question. In a roleplaying session riddles NEED to be fair to the players; of course if the player characters are posing a riddle then of course it will not carry that requirement.

When it comes to the roleplaying tabletop, riddles can add to the RP element of a game engaging the players and encouraging teamwork when attempting to solve it. Riddles can help to add an air of mystery to a game session as well as deepening the world setting.

The riddle itself should have reason to exist and take elements from the setting in which it and the characters exist firmly embedding it in the game world. The riddle should be crafted to avoid modern/real-world knowledge that is not present in the game world. Essentially what works for a newspaper puzzle is probably not going to work within the game world. A riddle posed by the GM should be incorporated into the adventure in a manner that emphasizes its importance such as needing to answer a riddle to open a riddle-door behind which a serious goal is hidden, pass a Threshold Guardian that the players can’t otherwise just beat-down, or occur at a critical point in the communal narrative of the campaign.

Any puzzle, not just riddles, needs to feel like an important part of an adventure, not a simple barrier that can prevent the players from enjoying the game. Not every riddle needs to be a work of poetry or even entirely original when used within the context of a roleplaying session but the Game Master as the riddler must keep fairness and clarity in mind as well as figuring out how to engage the players. The riddle itself needs to be engaging and hold the players’ (and thus the characters’) attentions.

The riddle needs a reason to exist and a purpose there should also be a reason that the players actually want to solve it. Giving players at least an implied benefit and/or penalty if they do or don’t solve the riddle even if it’s just to propel an important plot point or trigger and event helps to engage them.  They should have some sort of an idea of the consequences of either success or failure perhaps both and if they have a choice the implications of accepting the challenge.

Riddles can be constructed rather quickly by GM’s in their basest form in a few simple steps. First, think of an object (the answer), think about how to describe that object (specifically the vocabulary involved which will both obfuscate and carry the clues), and once you finish that you need to think of ways to tell your players this in a less obvious but more interesting way (this is where phrasing and any literary devices can be applied), then try to put together the riddle in such a way that’s interesting but also clear in that the riddlees will be able to understand the riddle itself keeping the clues in mind. Working backward from the answer makes sure that your riddle has a definite answer.

Also check to make sure that the riddle is fair, the players should have the knowledge that will allow them to not only find the clues but also to process them to formulate the answer. When dealing with groups, then the tidbits of required knowledge can be distributed among the individual players forcing them to work as a group to solve the riddle. Note also the use of riddles should also be minded by the GM based not only on the nature of the group and what they may enjoy about the roleplaying experience but also the commonality of a riddle and its importance to the game.

Not just a reward behind a riddle-door or the attainment of access from the Guardian of the Threshold but as a device that can add to the depth of the fantasy world and have consequences in the answering. Rarity is also a factor; if riddles are fairly common then they become less valuable as a roleplaying device the use of riddles as simple obstructions in a dungeon cheapens them likening them to the typical traps found in such a place.

The ancient art of riddling can add a certain mysterious depth to a roleplaying setting as well as adding a little cerebral fun to a game session lending a little diversity to the exploration, action, and strategic aspects of the game while also encompassing all of those ideas at the same time.

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