For over a thousand years the things that lurk beneath the waters, skulk in the darkness and lie hungrily in dank crypts have been patient, while all around them men and monsters bicker amongst themselves, bold enough to traverse the dark caverns' depths, but afraid or perhaps wise enough to leave the forgotten vaults and hidden passages alone.
And still, they wait, undisturbed. They are waiting for you!
We will use 1400, James Lennox-Gordon's Lo-Fi Hi-Fantasy hack of Jason Tocci's Lo-fi Sci-fi RPG 2400, to play through Jennell Jaquay's iconic 1979 Judge's Guild mega(ish) dungeon The Caverns of Thracia.
This is a detailed and interrelated old-school sandbox dungeon with some ancient Greek vibes that potentially includes politics between different groups, quite disparate power levels between sections, and fantasy monsters of a low-grade horror sort. We'll do lines and veils at the start and use an X-card and the open door policy.
7000 years ago, when the world was not the same as it is now, there lived a mighty people, as skilled in machine as they were in magic. The Axiomites as they were called built wondrous halls and filled them with riches and artifacts such as the world had never seen, and would never see again. They distilled the light of the sun, reflected it and refracted it a thousand times over and created a cavernous hall of light and life, that they named the Home of the Sun.
Eventually, great Axiom was abandoned, and its people fled the world. Some say they became beings of pure light, departing the mortal sphere for the light of the stars. Soon after them came the ancient Dwarves, no less advanced, and curious about their precursors, they delved the mighty cities of Axiom, and found the Home of the Sun. Whatever they found there, it was unsettling, for many dwarves perished and their records report a terror came from that place to consume their race.
Soon, the dwarves too were gone. Millenia passed and kingdoms rose and fell, and mighty Axiom became a legend. But now the world has come to find the secret of metal and steam again. Magic mixes with modern, and the world is shaped by coal and gunpowder, and the Halls of the Sun call out to adventure once more…
The nearby empire of Caelon has sent one of its own, a noble by the name of Heron Kashmere, to bring order to the frontier town that has sprung up in the upper levels of the Sun Halls, providing a home for the plunderers, looters, archaeologists and other pirates who seek to make it big on the treasures hidden within its depths. Lord Kashmere, as newly appointed governor, has put out a call to any adventurer wishing to delve the lower levels, and has asked that any news be brought to the surface of habitable rooms, useful artifacts or danger. For glory or for gain, you have answered the call…
About the Game:
Welcome to the Home of the Sun! This is a traditional dungeon crawl, with traps and monsters and treasure galore! It is run using the Pathfinder first edition system, a kind of evolution of Dungeons and Dragons 3.5. D20s will be rolled, and rocks shall fall, though hopefully not everyone will die.
So what’s special about this dungeon? Well for starters, I don’t know what it looks like! We’ll be building the dungeon together as we play, and it will begin to take shape the further you delve. The rooms, monsters, traps and treasure are (mostly) randomised, so not even I know what you could face!
I’ve designed the game to be as friendly as possible to people of all skill levels. While I recommend that players have some experience of roleplaying and of DnD in general, the characters available have been categorised by the skill level required to play, with an even mix of beginner friendly and more advanced builds. The goal is to have as much fun as possible, and to see some whacky situations crop up from my patented Dungeon-o-matic 3000!
'A is for Adventurers'.
You have woken up, surrounded by your scattered possessions. There are others there, in this keep, and they seem just as confused as you. The only clue to why you are here is written on the wall, in a fine, almost scientific script. Your quest lies beyond that door with the strange lock...
Acquire an absolutely absurd accessory array, attack astonishing and arcane adversaries, and ascend above... an alphabestiary.
Come explore a dynamically-generated dungeon using Dungeon Delvers, a simple d6 system with 4 classes, 3 races, spells, healing, conditions, and monsters.
Dungeon Crawl is a LARP in which you take on the role of a classic D&D class--Bard, Cleric, Fighter, Paladin, Ranger, Thief, Wizard--or play an NPC monster, the opposition to the heroes. The combat system is complete with five foot steps, grids, and turn orders.
The game requires a little bit of costuming (it can be as elaborate or simple as you like), and does include some very light combat. If possible, bring LARP-safe weapons.
There is space for up to six adventurers (PCs) and three monsters (NPCs).
Adventurers! Enter the Lair of the Dark God Gloom! Gloom intends to blight the Sunshine Kingdom with a plague of darkness and despair and there is no way to stop him unless you destroy the dark alter in the lowest levels of Gloom's lair, known to all as the Depths of Despair. Enter the dungeon, slay the monsters, defeat an ancient evil, and, of course, loot the treasure!
Monsters! The Dark God Gloom gives you sustenance and power! You are devoted utterly to Gloom! You must protect the dark alter and ensure that the plague of darkness and despair washes over the Sunshine Kingdoms so that you can march above ground and take the kingdom for yourself! Of course, you sometimes question Gloom's insistence on having you wait in separate rooms to attack the adventurers in small groups, but you know Gloom has your best interests at heart...
By Håken Lid and Ole Peder Giæver
In a world of perilous adventure and dark dungeons filled with precious riches, one group of aspiring adventurers are having their first day in a new job, and it’s not quite working out as planned. The Hirelings is a role playing game in which you play out the preparations and the aftermath of a failed dungeon crawl.
The Hirelings draws heavily upon cliches from fantasy role playing games such as Dungeons & Dragons, video games, comics and fantasy literature. The characters in the game are all novice adventurers, who are preparing to head out on their first real quest.
The game is divided into five parts: A pre-game workshop, three acts describing the preparations, the implementation and the aftermath of a dungeon crawl, and finally an epilogue and allotment of experience points. The game mixes LARPing with narrative storytelling techniques
This game is from the "Larps From The Factory" book by the Oslo and Trondheim Laivfabrikken.