Beneath the Abbey of Iron: Designing my Dungeon
I've been in a bit of a creative
rut lately.
My home game is running through the
Keep on the Borderlands, using Shadowdark RPG. I'm adding to it based on
some of my favorite supplemental content from the web, but it's not quite
scratching my itch to make something cool and dark and fucked up.
So, I opened up my various notebooks and found this:
This was a small dungeon that I
cribbed together over the course of a few hours to add some context to a Curse
of Strahd game I was running a year or two ago. The crux of it all was
that in an ossuary behind a waterfall, the party found thousands of skulls and
murals telling the bloody history of Barovia.
I LOVED this dungeon. It was
probably my second favorite thing that came out of my reworking of Strahd (my
favorite being the way that I ran the church encounter in the village of Barovia,
but that's work for another day).
Anywho, I decided to take the basis of
this dungeon and expand on it, Jacquays the map, and add more grim, evil flavor
(including adding in an impromptu addition I made while running it). And
then, while fiddling with the new map, I thought "hey, why not do a quick
blog series as I work on it? Surely SOMEONE cares what you have to say
about things!" (Spoilers: No. No one cares what I have to
say. But my ego is *just* big enough to still think someone might)
So, in that spirit, I present to you:
Beneath the Abbey of Iron
I'm going to publish this as a
pay-what-you-want product on Itch once it's done (with a fully paid version
that has art and other cool stuff available when I get around to it), so I'm
not gonna waste a ton of time here with my writing process. Instead, I'll
summarize the backstory of the adventure:
The party receives an invitation to
the Abbey of St Eberhardt the Unyielding, a saint in the Imperial Pantheon (my
homebrew religion based loosely on Warhammer Fantasy). The Abbot, Abbot
Bertholf, informs the party that five of his initiates have gone missing --
they went down into the catacombs beneath the Abbey and never returned.
The Abbot has long suspected that the Abbey was built above an ancient ruin,
and he believes that his initiates discovered a way into it. The
Catacombs are strictly off limits to all, but young men are often impetuous.
The Abbot (and all the monks) are
actually Chaos Cultists, who are seeking a powerful relic that they believe
to be housed beneath the abbey. They
killed the monks that lived here and hid their bodies in wine barrels and in
sarcophaguses in the catacombs. Their
compatriots went into the ruins and have not returned, and the Abbot plans to
use the adventurers to clear out the dungeon and then backstab them at the end.
The party, drawn maybe by the desire to do good or maybe by the
lure of the treasures of ancient ruins, head down into the catacombs:
B1. The Abbey Basement
Dank, musty.
Barrels of wine and grain. East
Door: Heavy Iron, ornately carved w/ religious images, unlocked.
2. Store Rooms
Dank, slightly metallic odor.
Wine Barrels (if opened, find pickled bodies of Monks! Evidence of violent deaths.)
3. Catacomb
Musk, dust, decay. Lit by torch sconces. Walls lined with carved out hollows
for bodies (linen wrapped, skeletal).
Some bodies replaced with murdered monks (1/6 chance to discover if
examining bodies). Secret Passageway
(Rm 7) behind one body (1/12 chance to discover if examining bodies).
4. Sarcaphogus Room
Stone Sarcophagi (carved w/ edifices of knights), large
hole smashed through ground (Torch can see 30’ of broken stone down, dark
beyond). Leads to Rm 5 of B2 –
60ft down to next level).
5/6 Antechamber/Stairs Down
(In retrospect, I’m going to make this one room. There’s no reason for it to be separate)
5. Catacomb Chapel
Heavy air, faint odor of incense.
Statue of St Eberhardt w/ altar.
Walls covered in hollows for bodies. South Wall broken stone, revealing
cavern passage leading down. Excavating
tools laying off to the side.
7. Secret Treasury
Behind a body, through a crouched passageway. Two treasure chests, one has gold candle
sticks (2, 25 gp/ea), silver plates (set of 6, 5gp each), a gold holy symbol
w/ rubies (50gp). The other contains
coin tithes (27gp, 45sp, 118cp).
Notes:
So with the first floor of the dungeon, I wanted to start
establishing some of the themes – namely that this dungeon will focus heavily
on the dead and religion. I’ve also got
some hidden information in here about the true nature of the enemies in this
adventure (and astute gamers will recognize that the pattern is going to be for
the Abbot to be the final boss at the end, because of COURSE he would be). Personally, I don’t have a problem with cliché,
per se, I have a problem with cliché used badly. Tropes exist in fantasy and adventure design
for a reason – it’s good shorthand to convey the information that the GM and
players will need quickly. I’d be any
amount of money that if all I tell you is “the villain is a cultist pretending
to be an abbot” that you’ve already got an image in your head of how you’d play
that character.
This also gives us a chance to talk about my prose philosophy when
it comes to writing adventures. I’ve
tried doing the old TSR style box text descriptions, and I honestly find it WAY
too constricting. So instead, for this
adventure, I figure I’ll try out writing up my room descriptions more in tune
with the way that I write my notes when I prep a session. As you can see from the pic from my notebook,
each room is one to three sentences, with all the pertinent info clear and
easy, so I can elaborate at the table if I need to.
I’m also playing around with using DiY & Dragons Landmark,
Hidden, Secret style of design (https://diyanddragons.blogspot.com/2019/10/landmark-hidden-secret.html). In essence, the Landmark info is stuff the character
see without needing to do anything, the Hidden is the stuff they find after
exerting some small measure of effort, and the Secret is the stuff they have to
really work at uncovering. I’m still fiddling
with exactly HOW to incorporate that into my design, but It’s a great way to
structure my thoughts.
The other thing that I’m noticing, just as I write this blog post
up, is that I’m finding it WAY easier for my own personal work flow to design
in this more “stream-of-consciousness” style, without worrying about format or
outlining or anything like that. So I’ll
keep working through the dungeon using this as my primary working document, and
then when it’s time to format it up I’ll go back and do some polishing (and also
once I get a chance to playtest it with my players. Lord knows that always opens up some new
things to change!).
We’ll leave it here for today then. Next step, we head down into the depths, and
enter the Ossuary of Morigan.
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