Dungeon Crate made an epic team-up this month.
The boys at Nerdarchy curated August’s crate, and it is
fantastic. The crate contains all kinds of nods to Dave, Tom and Nate. But the
biggest is “Whiskers in the Dark,” an adventure in which you save a trio of
strangely familiar dwarves from a dark and mysterious fate.
The dwarves are, of course, modeled after our friends at
Nerdarchy. Our own Floyd Cocklin whipped up the devious adventure, and we
talked to him about how he came up with the story, how Nerdarchy had its stamp
on the adventure and how he designed a rather cunning trap.
Dungeon Crate: The
adventure revolves around saving some dwarves, which are modeled after the
fellas from Nerdarchy. How did you work Nerdarchy into the adventure?
Floyd Cocklin: When I was
trying to come up with ideas for the adventure, there were three dwarves and a
couple of other creatures to work with. I certainly didn't want to make the
dwarves the antagonists in the adventure but also didn't want them to be
completely on the sidelines. I figured a rescue adventure would give the
players a chance to free some helpers for the last encounter and help turn the
tide of that battle.
DC: The gelatinous cube
trap is completely devious. How did you come up with that one?
FC: This is a
favorite I've used a couple times over the many, many years I've played
D&D, and it never ceases to surprise the players. I had one player who
always played thieves and was always sort of cocky about it. They would do
these dungeon crawls and always find the traps and bypass them, often by
rolling to detect traps across every stretch of corridor in the whole complex.
I figured a little misdirection was warranted, so I put an
easy-to-find pit trap in the last corridor before the treasure vault of a dungeon
I designed. They were on the last of about six sessions in this dungeon and had
figured out all the puzzles and traps up to that point. The rogue found the pit
trap and didn't think to do a spot check *beyond* that trap. He did an
acrobatic elven leap over it and slammed face-first into the cube, tumbling
unceremoniously into the pit. He only took the 1d6 falling damage and thought
he had run into a Wall of Force or something like that. Then they all heard the
scraping sound . . . .
They managed to get him out from under the cube but it added a
fun bit of tension to the end of a very long adventure where they could finally
see the finish line.
DC: I also like the
"coin of fate" mechanic. How did you come up with that one?
FC: I've always
enjoyed the idea of magic items that didn't necessarily always have a boon to
bestow — the quintessential D&D example being the Deck of Many Things. I
wanted to put something luck-related into the adventure that may or may not
help a character in a tight situation. They rolled a 14 on their attack or
saving throw and so they're thinking "is that high enough?" So, they
have to make a decision on the margin about it. Unlike using Inspiration, where
they always take the higher of two rolls, this seemed like it would be
appealing to players who like a little bit of risk but wasn't game-breaking.
DC: This is more a
thinking adventure than a fighting adventure (for the most part). Do you like
those kinds of adventures?
FC: Several years
ago, with the coming of virtual tabletops, I got to play with my old high
school friends again. I put together a massive dungeon crawl as a sort of
"reunion tour" from not having played together for 15 years. And the
players fell right into their old roles and habits from back in the day, which
meant they could mow through traditional encounters like a well-oiled machine.
Back in the day we only did "theater of the mind"
using 2nd Edition rules but the games were always heavy on action. With the
tactical aspects available in 5th Edition and the ease of designing battlemaps
on a virtual tabletop, I started thinking about encounter design in a more
tactical sense. I think this adventure has plenty of fighting but it's not
designed to be something the player-characters just mow through. All the best
stories we have are about encounters with elements other than just smacking the
BBEG until they drop. This adventure has a time sensitivity to discourage
exploiting rests and puts pressure on the player's resources, like with the
rust monsters milling about right from the start. Since most of the encounters
feature a singular foe against the whole party, I wanted to put in elements
that forced the characters to use actions for things other than just swinging
the sword or lobbing the magic missile. This adventure is very much in the
spirit of how I run my games.
DC: I like the
open-ended nature of the adventure. Any plans to expand upon it?
FC: When I came up
with the concept, I wanted it to be something in the spirit of the “Side Treks”
adventures from the old Dungeon Magazines I had in high school. The players are
between adventures and something pops up right in front of them. In this sense,
the DM can drop it in as-written and have a nice side quest that they can run
as a break from the regular campaign.
At the same time, I also wanted to leave it open-ended. I wanted
to be able to integrate this adventure with some of the bigger adventures we
have in the Dungeon Crate pipeline so that it fits seamlessly into the setting.
For the October crate, I have some plans on how to expand it past the
Mindbender's lair and delve into the yawning depths below.
DC: What else is down in
those depths?
FC: The Kron
Mountains have had a lot of uncharacteristic seismic activity lately. To the
dwarves of Banduhr, this means the possibility of finding some adamant
deposits. But there are things down there that have their own designs that will
put a real kink in their plans.
DC: Vhulk'hys and his
companions seem like nasty dudes. What are their aims?
FC: I've always
been a fan of aberrations, Lovecraftian-style horror and grimdark games, so
these guys are obviously lifted from that. Their minds and their motives are
alien to the rest of the mortals and they are being driven closer and closer to
civilization by whatever else is deep in the heart of the mountains. A city of
dwarves seems like an abundant food supply for both themselves and whatever
else hungers below. But their goals are beyond just mere sustenance, grander
designs also await. Stay tuned!
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