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Wednesday, 6 January 2021

Dungeon Ecology

Hard on the heels of the Dungeon Parties post, comes this one about Dungeon Ecologies. This one was not intended to be as long as the previous one, as a lot of what was to be said in this one has been said in that one, but as with all things gaming I tend to ramble on forever and find new things to add as I am writing.

The previous article was more along the lines of what is an adventuring party. This one is more about the effects an adventuring party has on the local environs and the actual dungeon itself. To represent this post, I have trawled the net to find one of my favourite pictures from the original AD&D 1st edition Monster Manual (?) - an ankheg bursting from the ground to startle a farmer. This is kind of apt, as this colourised version of the artwork has the farmer looking very similarly dressed as one of the farmers from my Frostgrave party - I may use this as a Frostgrave scenario idea...

Like with all the images on my blog that are not my own copyright, please tell me to take it down if you are the owner and object to me using it without permission.

When I started to play AD&D again at my local club several years back, I wanted my campaign world to be believable (in as far as a fantasy setting can be). I still put most of the emphasis on playability but world coherency was also a significant part of my thought process. As mentioned in yesterday's post, "I built a little consistency and randomness into it too, to show that life was carrying on at that place even if the adventurers weren't around to see it happening".

When building the campaign world of Doggerland, I had to work out a back story for the region - accomplished by playing a few play-by-email games to build a solid timeline, then adding in a few historical characters and creating a point in time to then work from. I then added to the timeline and the current power-plays of the local area; who were the main pro/antagonists and what was likely to still be around in the environs even after the area had settled down after the last PBeM game completed. So I asked myself a few questions and worked out a few stats before putting pen to paper and making the scenarios fit the world...

Who built the dungeon and why? - Each scenario, whether hand-written or taken and adapted from a published magazine article or offical supplement, had to fit with what was going on in the main narrative. For example, at the start of the camapign, the weather in the Loidis region was in turmoil; hazardous weather limited travel, destroyed crops and basically hindered any progress for anything but the second coming of the demoness. I had a table written up linked to the phases of the moon and a random factor that stated what the weather would be like each day. Once the adventurers had solved the riddle and got the authorities in to destroy the power orb that controlled the weather, then normal patterns began to emerge again. This was a long-winded way to say that the broch in which the Cthonic druid resided had a history - it was an ancient, vitrified tower from the age of the first PBeM game and was tied to the history of the land. When the demoness was first encountered in Doggerland (I based this on details from the Temple of Elemental Evil history set out in that supplement) she was defeated, but her legacy lived on through her worshippers who still inhabited the abandoned places in the landscape awaiting her return.

Wandering Monsters had to fit in with what is in the dungeon - I made up small randomly rollable tables for encounters in and around the dungeon settings (based on the random encounter tables given in the supplements, or made up to only include monsters from the adventures I made up to keep them coherent. In other words, if a dungeon was full of, say, orcs, goblins and the like, then only those creatures plus a few standard trope wandering monsters (gelatinous cubes and the like) would be encountered there - no chance of a red dragon, for instance, as that would change the entire feel and objectives of the scenario. I also tried to fit the wandering monsters into the narrative of what was actually happening in the area around the dungeon. So, if a patrol of bandits was encountered and wiped out by the party then they had to have come from somewhere. If the scenario stated that some of the bandits at encounter location X put out patrols, then if I rolled bandits, they would be from that location and the results of the random encounter would mean that location explanation would be amended. A prime example of this was when the party had half-cleared the moathouse dungeon in the boglands near Staneford - the resident bad guy decided the heat was too much and he high-tailed it out of there with most of his followers before the party got to him.

Treasure and why monsters hoard it rather than spend it - Where do they get it from? Where do they spend it? These are questions that have always puzzled me, and to be honest I do not really have any hard and fast answers. In my campaign, the humans encountered would have earned it in some way. That said, most encounters with humans (unless boss types) resulted in poor treasure hauls; a small pouch with a few coins or the occasional magic item. Monsters, on the other hand, would be the ones that held onto magical trinkets and caskets of precious metals and gems. This doesn't really make sense to me, but as players want their characters to grow and become rich to enable them to do more in the imagined world they inhabit, I guess this strange treasure placement becomes part of the reward structure (along with gaining levels due to experience). I kind of explained this away by making it that these treasures were tribute from their lackeys, or items purloined from other adventurers who had tried to defeat them in the not so distant past. As to where the monsters could spend it, I have no idea, except maybe to pay their henchmen or bribe other bands of adventurers to let them go if they are on the point of defeat?

Re-populating a dungeon after a party has plundered it - This ruling really put my players off their stroke. After half-clearing an encounter location they would often return to civilisation to divvy-up treasure, re-equip themselves and heal in safety. Upon returning to the previous location they found that some of the rooms that they had cleared were now re-inhabited by new denizens - they were so used to playing in games where they literally just carried on from where they left off. I saw this re-population as the natural way in which societies and the natural world would re-align itself to a new situation; nature, as it is said, abhors a vacuum. If there is an ecological niche that becomes empty, then something will come along and fill it. Again, these rooms and caverns would be filled from either the nearest inhabitants expanding their demesne (possibly with new recruits) or by a wandering monster using the newly vacated area as a new home (and a new source of food in some cases).

Effects on the local human population when adventurers hit the town (or village) - This is also another item that is very rarely covered in the rulebooks. A band of adventurers rock up in a small village after plundering a dungeon, loaded down with coinage, gems, looted weaponry, and boastful stories. Where can they spend their ill-gotten gains? A small village would hardly be able to provide what the adventurers require - there is no Ye Olde Shoppe of Magicke like in the main cities (not that I use those in my camapigns anyway). So, they may be able to spend some treasure on finer lodgings, gambling and getting outrageously drunk on alcohol and satiated on fine food. However, villages can really only offer a brief respite from the harsh realities of the adventuring world and a means of re-stocking basic requirements; weapon and armour repairs, bows and arrows, lower class armours, food supplies, beasts of burden, maybe a riding horse or cart and local hirelings, as well as the usual R&R services.

Towns would only be a marginal step up but there would still not be enough on which the adventurers could spend their coins. So, what to do? There was one occasion during my last campaign that a fighter set up a fortification within the remains of the moat house in the fens. This cost a lot to do, so was a good way of spending his money, but it was a rare event albeit in keeping with 9th level fighters establishing a fortress according to the rulebooks.

Next step up are the cities; these allowed for at leaset one extra thing to be accomplished - training. Provided there was an NPC of the same class and a couple of levels higher than what the PC required, gold could be spent on a one-for-one swap for XP.

So, in reality, there is not a lot a band of adventurers can spend their gains on except a re-stock of arms and armour, rest and recuperation, maybe a bit of training, and having fun, with the local denizens trying to find ways of relieving the party of their cash and trinkets where they can.

But, the effect on the local economy can be catastrophic after the adventurers leave. All that excess gold and silver in the economy would artificially hike prices so that the local populace can no longer afford basic supplies and amenities. All the items that the party purchase would leave the town or village short of certain goods that may not be replaceable, and if there are any deaths due to hirelings being killed whilst away on an adventure, or in bar-room brawls then there will be a lot of widows and orphans. Who will look after them?


Again, this tended towards a longer than expected post, but, like all of my posts, they are written off the cuff and tend to ramble to wherever my thoughts take me. There is a kind of an idea in my head of what I want to cover but it never comes out how I envision it. I hope it makes sense and is coherent enough for you to get something from it.

2 comments:

  1. That was a good read, with some very interesting thoughts on treasure in particular. You make a great point about why monsters would have piles of cash lying around. It's something I'm planning to avoid for the most part in my megadungeon game - so that most loot will be in the form of artefacts: idols, fetishes, head-dresses and so on. I think early-medieval monasteries might provide an analogue here: the monks weren't rich in coin, but they tended to have a fair bit of treasure in the form of crucifixes, chalices and the like - hence all those Viking raids!

    Of course, there are plenty of reasons why monsters might hoard coins: perhaps there are goblin markets to spend it in, or perhaps they plan to melt their gold pieces down to make adornments or artefacts. They could have the gold-greed that afflicted Fafnir and Smaug. Or perhaps they simply like it because it's shiny!

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  2. Thanks JC, your comments are appreciated and more food for thought. I like your idea of monster treasure being idols etc. It makes a lot more sense than a bag of gold pieces.

    In my world, which is very human centric, there are no goblin markets, but that would be a great idea for DMs who have massive multi-cultural environs. In addition, I really do like your mentioning of gold-greed - that makes perfect sense and can lead to all manner of adventure scenario ideas! Thanks for your great input.

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