Tuesday, 22 February 2022

Dungeons as Infestations

source


Lots of dungeons are old, at least within their game world. Among published modules B1: Into the Unknown and  B4: The Lost City deal with old ruins that have not been civilized for a while. In my own development of Mystara I have also added Tarrag Duun and the Tombs of Allaktos, both of which have substantial histories. And outside of Mystara there are other classic dungeons with long histories such as Castle Greyhawk and Undermountain. There are others which were civilised but have been recently taken over by the forces of Chaos, such as B3: The Palace of the Silver Princess and X2: Castle Amber. 

Finally there are those that have been created recently specifically by the forces of Chaos as strongholds and footholds in the lands of humanity and their demihuman allies. These dungeons can be viewed as infestations. Although it is not specifically described as such, I believe that the Caves of Chaos in B2: The Keep on the Borderlands is a good example - the caves are a base for the encroaching forces of Chaos where humanoids such as goblins, orcs and gnolls can gather and prepare for attacks. And like other infestations, it needs to be dealt with otherwise it will spread - first the dungeon at that location will expand, with more areas being excavated and more creatures moving in, and possibly more levels being added. Secondly once the dungeon starts getting crowded, creatures will split off and find new locations to establish new lairs. 

As the dungeon and its population grows, resources are needed, particularly food and weapons. Although a few dungeons may be self-sufficient in that regard (particularly if they have a vein of metallic ore within the dungeon, or a fungal grotto that can be farmed for food), the dungeon inhabitants are more likely to raid villages and caravans for these and other materials. Besides, it is not in the nature of chaotic monsters to work for a living if they can take what they want from human villagers. 

Just as an aside, I've started wondering what the Caves of Chaos would look like if the humanoids kept digging and multiplying? The DM would probably need multiple maps for different levels as cave complexes are dug over the top and underneath each other (in the original B2 map, the cave complexes may be at different elevations but they are not directly above or below each other). In the original, the humanoid forces may be sufficient to threaten impertinent adventurers, but not enough to threaten the keep. If the gathering forces are not dealt with, they may become strong enough to shift that balance of power.   

The Twisted Summoner class I presented earlier is ideal for setting up these sorts of "infestation" dungeons. The kobolds that are the first chaotic minions to be summoned are capable of dungeon excavation, construction, trap-setting and other labour. As the twisted summoner becomes more powerful, more monsters are summoned and more rooms and levels can be added. The twisted summoner may attract apprentices who can then add their own minions to the dungeon population. And once an apprentice twisted summoner is ready (or perhaps flees the dungeon for his life) he can move elsewhere and set up his own dungeon stronghold, and thus the infestation spreads to another area. An example of this is my own Scenario #4 which is low level but still illustrates a twisted summoner setting up his own dungeon, with kobold labourers, hobgoblin troops and the potential to expand as the twisted summoner becomes more powerful. 

Other chaotic humans may move in, such as chaotic clerics and chaos warriors. The twisted summoner may not be setting up the dungeon on his own initiative but on orders from powerful leaders of the Cult of Chaos to provide a stronghold from which cult members may operate against civilization and the forces of Law. 

An alternative to twisted summoners would be the Deepspawn from the Forgotten Realms. These horrible creatures can spawn other biological monsters of different species once they have "sampled" (i.e. devoured) one of that species. I have come up with  system where deepspawn can be scaled by HD and size which also gives limits to the size and power of the creatures it can spawn - a 4HD deepswawn is medium sized and can only spawn small creatures of up to 2HD, while a 20HD deepspawn is gargantuan in size and can spawn huge creatures up to 10HD. At their largest size (24HD, gargantuan) the deepspawn can spawn huge creatures of up to 12HD, which includes 12-headed hydra, fire giants and small red dragons. Fortunately they are restricted to living things, so undead, elementals, outsiders and constructs cannot be spawned. Deepspawn still need the raw organic materials to produce their spawn, and are voracious omnivores, sending out their existing spawn to bring back all sorts of food. 

Deepspawn (by Baxa)

The one major thing that this concept does not involve is treasure. That is not to say that treasure cannot exist in these infestation dungeons but merely that there is no requirement that it must exist. But for the sake of player expectations I would include treasure as plunder from the gathering expeditions launched from the dungeon - as well as bringing back food, metal and timber the raiders from the dungeon may bring back coins, tradeable goods and the occasional magic item. 

Example of a growing dungeon

Stage 1 is really just a hideout for Julgor the apprentice, with just 3 chambers. He has fled here after a band of self-righteous adventurers slew his master in their previous lair, and he only survived by pretending to be a captive villager. 

  1. The Atrium: 3 human bandits + 2 kobolds. The kobolds are under the control of Julgor, while the 3 bandits have simply joined Julgor as he can provide a hideout. 
  2. 5 kobolds. This room also has 8 small (kobold-sized) straw mattresses. The kobolds are all armed with daggers (1d4 damage) and 2 of them also have slings + 10 stones each. In a corner is a large box with tools including small pick axes, shovels and buckets. 
  3. Julgor the abandoned apprentice, 2nd level twisted summoner. This room also has Julgor's bed and a chest of belongings including his treasure and spellbook. 

Stage 2 sees Julgor and his kobolds expand the dungeon. The spoil heaps outside demonstrate the work the kobolds have done. 

  1. The Atrium is now a guard post with 2 human bandits and 1 orc on duty. 
  2. 4 bandits are settled in this new room with 4 crude straw mattresses and a small fire in the centre of the room, and a sack of loot. If the alarm goes up they will rush out and help their mates in area 1. As previously, the bandits are here out of mutual agreement rather than magical control. 
  3. 1 orc boss and 2 wolves are here. The orc boss (stats as gnoll) controls the wolves and can get them to stay or to attack. The orc boss is under the twisted summoner's control but the wolves are not. 
  4. What was formerly Julgor's quarters has now become the orcs' den. In here are 2 orcs, with 4 straw mattresses. There is a dead sheep that is due to be butchered for food. 
  5. Julgor's new quarters. Julgor the Summoner is now a 4th level Twisted Summoner. He has moved his furnishings in here and has also picked up a rather nice bronze statue which he uses as a coat and hat stand. He has got the kobolds to fit his chest of belongings with a poison dart trap. 
  6. The kobold quarters have moved here. There are now just 5 kobolds but one of them has survived long enough in Julgor's service to become quite skilled and tough (1HD).  There are 6 kobold-sized straw mattresses here.
  7. Supplies room. In here are boxes of food, tools, weapons and the like, as well as several barrels of nice wine looted from an inn that was sacked a few weeks ago, and 3 dead sheep (the bandits attacked a shepherd and his flock). 

Stage 3 continues in a similar vein, with more rooms added and Julgor now reaching 6th level. Some of the inhabitants are magically controlled, others are here by other arrangements. He still keeps a contingent of kobold labourers and has plans on making moves on a local village. The traps and alarms are becoming more sophisticated but a mercenary ogre is proving difficult to control - Julgor thinks it may have been a mistake to hire him, and is considering fireballing the brute. 



No comments:

Post a Comment