Tag Archives: Hinterlandet

Sound and Noise in RPGs – When magic and monsters can hear you

Sometimes they hear you. Then they come for you.

This is an article on how sound and noise can play a role in your game. Below are presented three magic items, that one way or another encourages players to talk or stay silent. Likewise are below three phenomena or techniques that are tied to the words and the sound the players use. These ideas are based on materials from the Hinterlands Adventures (which you can find at RPG Drivethru and at DMs Guild). The descriptions below are kept somewhat D&D agnostic, so that you can easily use them in your D&D 5th, Labyrinth Lord or AD&D game.

Magic Items

  • Potion of Roaring Strength
  • Powder of Silent Wandering
  • Whispering Skull

Potion of Roaring Strength

The potion comes in an iron flask with a depiction of a roaring lion. The liquid is golden, sweet and strong, and it gives of a musky smell.

This potion grants the imbiber +4 bonus to strength tests, +2 to melee attack and damage rolls, and doubles the changes of opening doors, lifting gates etc.

While under the influence of the potion the imbiber cannot whisper, and the imbiber must speak yell, when speaking, otherwise the effects of the potion disappears immediately. The player must speak loudly, when speaking for his or her character, or the effects of the potion ends. Otherwise the effects of the potion lasts 2 hours.

The potion can be found in The Flooded Temple.

Powder of Silent Invisibility

This fine, glittering white powder usually comes in a cloth bag containing 1d3 potions. When thrown in the air it turns all creatures in 10ft diameter circle invisible for as long, as they are silent, or until they attack. Once turned invisible the creatures do not need to stay together to remain invisible.

Any creature who speaks, immediately become visible, and this applies to the players too! Any player who does not merely neutrally describe their character’s actions will see their character turn visible again (in some instances you might even want to have the players write down their actions, as they may difficulty coordinating their actions, when unable to speak).

The Powder appears in the adventure Tomb of the Dragon’s Heart.

The Whispering Skull

Wondrous Item, rare

A gold plated human skull with a cruel smile. Imbedded in gold plating are tiny swirls hiding enchanted symbols, that any arcane spellcaster can identify as arcane symbols related to arcane spells.

If you listen to the skull, you can hear it whisper secrets. If you attune to this item, you can use its two powers.

The secret of wizards: Each whispering skull recites one particular arcane spell, and if you spent 15 minutes listening to the skull, when preparing spells, a wizard can memorize the spell from the skull as if the wizard was studying his or her own spellbook. The skull’s spell cannot be transcribed.

The spell the skull recites is 70% of the time anecromancy spell of level 4-9, and the remainder 30% a divination spell.

The secret of adventurers: If you listen to the skull for 15 minutes before entering a dungeon, the skull will tell you a secret about the dungeon – but only if you whisper a valuable secret to the skull, that you have not told it before.

DM rolls hidden on the table:

1-25 The skull reveals the whereabouts of a treasure in the dungeon
26-70 The skull tells about a mystical danger or a hidden trap in the dungeon
71-85 The skull reveals the whereabouts of a hidden treasure in the dungeon
86-00 The skull lies

The Whispering Skull appears in the adventure Tower of the Star Watcher.

Techniques and Mechanics

  • Wandering Monsters
  • Song Lock
  • Curse of the Faeries

Be silent – or the troll comes for you

Whenever the players are noisy, they risk attracting monsters that may attack their characters. If they do not act and play quietly as their characters would do when moving through caves and grottoes, they will allow the GM to use wandering monsters against them.

Place a cup or glass on the table and have a collection of counters, dice or crystals ready.

Tell the players that their noises are reflective of the noise their characters make.

Whenever a player is noisy or makes a noisy activity (dice clattering, a chair creaking, a bag of chips rustles), you grab one of the counters and put it into the cup. Make sure the PCs see it. Allow the players to whisper loudly without being penalized (unless they overdo it), so that you still can hear them, when they are planning things or talking to you.

Whenever a certain number of objects are in the cup, a roll on the Wandering Monster table is triggered. Then empty the cup and begin collecting again. A fitting amount might for at start be 5 counters, and then you can increase or reduce the amount as needed.

Certain actions are pure and simply noisy. Combat with weapons and armor banging against each other, people yell in anger and fear, and magic roars through the area. Whenever combat begins, just add a single counter to the cup and allow the players to speak freely.

Sing Friend and Enter

The magical stone door is hardened through enchantments to resist most attempts to break it or force it open, and yet, there is a simple way to open the door, that may confound most adventurers. It is known as a Song Lock.

Etched into the surface with silver runes is an ancient song, and merely singing the text is what is needed to open the door, however the players must sing the text. For each being wanting to pass through the door, it must sing the text written on the door. Give the players a simple text to sing, and have them sing it together to open the door. Until it is sung, the door does not open.

A variant of the Song Lock appears in the adventure Tomb of the Dragon’s Heart.

Faerie Curse: Bound Tongue

The Knights of the Flower are champions of the faeries, and they master both the art of combat and magic. Their task is to challenge mortals, and to do that, they must master many different arenas, not merely combat using sword and lance, but also riddles, puzzles and magic.

The Knights of the Flower are encountered in the Hinterlandet woodland adventures – to be translated and published later – and among their abilities is the curse Bound Tongue, they often use when they challenge mortals to solve riddles.

The curse is tied to a specific word, and every time the player uses this word, their character suffers a bloody slash on their tongue, as if an invisible knife had cut it in punishment. The DM keeps an eye out for the words, the player uses, and every time the player speaks the chosen word (which might be ‘sword’, ‘initiative’, ‘but’ etc.), the character suffers 1 point of damage or 1d4 points (dependent on which version of D&D, you are playing. Up to AD&D 2nd edition it is suitable with 1 point of damage, and from 3rd edition 1d4 points of damage is typically suitable).

The curse is lifted, once the puzzle is solved, or if the Knight of the Flower is satisfied with the adventurers’ actions.

Hinterlandet (The Hinterlands) adventures contains more of these meta-play elements using sounds and voices, and more examples will appear in later adventures.

It calls from The Tomb of the Dragon’s Heart

Scouts report, that they have seen a hill standing on burning pillars. What lies behind this mystery, why is an army of kobolds on the march, and what strange force is calling you from the dark depths of its forgotten tomb?

Welcome to the fifth adventure translated from Danish to English in the line of Hinterlandet (The Hinterlands) adventures. This time the module has been adapted to Labyrinth Lord, and is thus compatible with D&D becmi and various retro clones as well. It is oldschool adventure rich with opportunities for roleplaying.

The adventure is part of the Seven Swords of the Dwarves storyline, and it is the adventure that sparked the storyline for the next two years, where the players in Hinterlandet Living Campaign fought against The Dragon and its cult while searching for weapons to defeat the Dragon with. This is an adventure, that allows you to set loose a great villain on your campaign and let the players be in the center of it all, as they are the ones to (accidentally) unleash the foe. The adventure is followed by the adventure, The Flooded Temple, as it is from the first storyline about the Dragon – The Dragon Awakens – where the adventurers go searching for weapons against the Dragon, and the Cult of the Dragon is trying to stop them.

A large part of the fun with this adventure was seeing the players interact with the residents of the dungeon, especially when they discover, they are under siege, and hostile humanoids wants to enter the ruins. Another great moment was when the players figured out how the tomb worked (no spoilers here), and that this moment allowed a player to let her character become a central villain in the Living Campaign as she became a Herald of the Dragon.

You can find The Tomb of the Dragon’s Heart at RPG Drivethru: The Tomb of the Dragon’s Heart.

Waiting for Death’s Herald at The Flooded Temple

It is an ancient and forgotten temple hidden at the bottom of canyon only accessible by boat. Here wait’s death for curious travelers, but also an ancient relic and several factions struggling to claim the ruin as theirs. Meanwhile the kobolds just wait for Death to carry them away, and careless explorers may find, that they too will be carried off.

This is the fourth Hinterlandet adventure to be translated into English, and where the previous three were converted to D&D 5th edition (Palace of Sweet Dreams, One Night Amongst the Necromancers, Tower of the Star Watcher), this one was kept system agnostic or perhaps more precisely D&D agnostic. It is a sandbox dungeon, that invites the players to explore the caves from several different angles, and encourages roleplaying and problem solving over outright fights, and combat will mainly be at the instigation of the players.

The adventure is a part of The Dragon Awakens storyline – The Hinterlandet Living Campaign – where adventurers are seeking out the Grave of the Dragon Slayer in order to find a mighty sword to battle The Dragon with (this was a consequence of the “Seven Swords of the Dwarves” storyline, where other adventurers accidentally woke the Dragon). This means that a recurring foe, The Cult of the Dragon, appears in the adventure and intrudes in the dungeon, while the PCs are exploring the place (when adapting the adventure for your campaign, you can either use the cult or replace it with a recurring foe of your own campaign).

A part of the fun with the adventure was seeing the players deal with the different factions of the temple, and many found the kobolds to be the saddest humanoids ever encountered, and their beliefs strange and unsettling. The factions, the many paths through the adventure and the open structure is all part of the design principles of a Hinterlandet dungeon.

Recently The Flooded Temple received a positive review, which I wrote about here.

You can find The Flooded Temple at Drivethru here: The Flooded Temple.

I got reviewed: The Flooded Temple

The Flooded Temple is the fourth adventure in the Hinterlandet (The Hinterland) series to be translated, and it is one of my favorites. Recently I was notified, that it had been reviewed at RPG Geek by Bryce Lynch, who wrote a solid critique, and it contains some good pointers, that I need to take into consideration (mainly that I need to spend more time on the language, but English is my second language, and it does not flow as easily as Danish does, especially when it comes to eloquence and evocative language).

However, a lot of nice things were written as well.

Bryce writes:

This is a seventeen page adventure in a three level abandoned temple with about 25 rooms. There are multiple factions, puzzle-like things, weird monsters, an evocative environment, a moderately interesting map and MOSTLY terse text, at least for the DM notes. This is a good adventure. As I told The Pretty Girl yesterday: if all adventures were at least this good then I probably wouldn’t be reviewing adventures.

and also

The faction monsters all allow for roleplay … that can then potentially end in combat, usually with the party instigating for some reason. In addition they all have a little detail, tersely communicated, and then some extra bits which are GREAT. It’s not just kobolds. They are dying/near death. And not just near death but from from plague. And not just plague but with bubos full of pus. Likewise the bugbears. Who are are on a adulthood rite. Who have ritually painted faces described. Who tell ghost stories at night around their fire. It’s just an extra sentence but it add SO much to the adventure. It’s what I’m referring to when I say things lie “plant an evocative seed in the DM’s head.” That’s the sort of content I want to pay for. Not reams and reams of text. Not railroady or dictatorial. One extra sentence that brings the adventure alive.

This is the kind of reviewing, that makes an adventure designer happy. I strived to create these things in the adventure, and Bryce caught up on it. It also inspires one to write more. I think I will do that.

You can read the whole review here: The Flooded Temple at RPG Geek.

The adventure can be found at Drivethru: The Flooded Temple.

More adventures can be found at DMs Guild.

Death at The Palace of Sweet Dreams

The sweet scents of the lotus flowers spells death and madness for the carefree adventurer, and trolls eat people even statues of trolls. Welcome to the Palace of Sweet Dreams.

This is the third of the Hinterlandet adventures translated to English and converted to D&D 5th edition. The two previous adventures lead the protagonists to an abandoned tower and into the hidey hole of a lich king’s disciples, but this time the adventurers are lead to the ruins of a palace, and here they will lose their mind. You can find it here at DMs Guild: Palace of Sweet Dreams.

This module is from the story line “Seven Swords of the Dwarves”, which was about bands of adventurers looking for the legendary swords of the dwarves, and during the adventures some players succeeded in accidentally awakening the sleeping Dragon introducing the Dragon-story lines, which Tower of the Star Watcher was a part of. In its converted version, the story line about dwarves and swords have been removed. But there is still plenty to explore, as the palace is home to a group of mad people acting strange, and unwary PCs will end up among them, while they are fighting to survive flesh-eating plants and monstrous spiders (and for spoilery reasons I am being vague here, but the cause of madness finds its root in old sword & sorcery tropes).

We had a lot of fun with this module at the convention, where it was originally played, as the adventure does strange things to the adventurers’ sense of time and place. For the lucky players, great treasures await them. The adapted version has maintained most of the original material but added new hooks and a few other details, but it is now setting agnostic and maintains its use of non-balanced encounters. You can read more on the design principles behind Hinterlands adventures in this post.

One Night amongst the Necromancers

Billede06.jpgThe Disciples of the Lich King are gathering – and you are not invited!

The adventurers are drawn into a haunted dungeon home of necromancers and their allies. This is the premise for this OSR-style D&D 5th edition adventure. It has been uploaded to DMs Guild – you can find it here: One Night amongst the Necromancers – and it is a tricky adventure with many moving parts. It is not an adventure, where the PCs are supposed to kill their way from room to room. Rather there are a lot of NPCs to interact with, and many have their own plans.

Originally this adventure was from the Viking-Con (a Danish RPG con) story line “Return to …”, where a series of older Hinterlandet adventures were visited again a few years later giving experienced players the joy of seeing a dungeon, they had visited years before. The original adventure was from The Lich King Returns story line. A fun part of this adventure was seeing the players interact with the remnants of the Lich King’s cult after the Lich King had been defeated. There are several approaches to the adventure, and it invites the players to infiltrate the dungeon, though without dictating how they should go about it.

The adventure has now been adapted to D&D 5th edition and made setting agnostic. It plays out in an ancient Roman-style empire, but can easily be placed in your local fantasy-campaign. As part of the original OSR-inspired style the encounters are formed without respect to balance, but instead allows the PCs to sneak around and taking the different encounters in various orders, and the DM is invited to play along with plenty of suggestions as to situations, that may occur. The Hinterlands strives to follow design-principles like these, instead of doing balanced set pieces.

The adventure contains a bunch of new monsters and NPCs and strange magical items to challenge the players. Magical items in Hinterlandet are generally unique (not counting minor items such as potions), and following this tradition, new weapons and items can be won. A personal favorite for me is The Whispering Skull, which is a skull that whispers spells for wizards to memorize.

Design Principles for a Hinterlands Dungeon

photo (87)There are many guides and posts on building an exciting encounter or creating a three-act structure or five room dungeon of combats, but when we began designing adventures for OSR-clone Hinterlandet (The Hinterlands) different principles were being used.

  • Many ways and none is the right one
  • There are bosses, but no boss fights
  • Balance is not the issue, avoiding combat is
  • There will be death

These are some of the key-elements, and now that I have begun translating the adventures into English from their Danish originals, and adapting them for D&D 5th edition, it might be the right time to have a look at the principles behind the adventures.

Many ways and none is the right one

The dungeon must have more than one way to go. It cannot be linear, and ideally it has multiple entrances, and it allows the players to choose directly or indirectly between the entrances. A great part of the fun is to see the players choose, and when running a living campaign with multiple groups running through the same dungeon, the different choices are interesting. Many dungeons emphasize the multiple paths by giving the characters the option of breaking down walls, falling through floors to other areas or scaling the walls to gain quick access to other parts, i.e. in Tower of the Star Watcher the PCs can scale most walls and enter different areas in almost any order.

There are bosses, but no boss fights

It follows that when the PCs can choose multiple paths, there will rarely be a boss monster exactly at the end of the dungeon, and it helps bring the world to live, when the players know, that monsters in the dungeon do not behave according to computer game logic. I.e. in One Night amongst the Necromancers the ‘boss’ is moving around in errands, and stealthy PCs can easily find their way to him without working their way through all the rooms. In other adventures, such as Grave of the Alchemist, one of the worst monsters resides just inside of the dungeon and to gain access, it must be defeated in some manner.

Balance is not the issue, avoiding combat is

The encounters in Hinterlandet are not really balanced, and this feature is carried over into their D&D 5th edition adaptions. However, many encounters include creatures that can be avoided or snuck by, or they begin with parlay – some monsters are hungry and can be bribed, some are sleeping or distracted, others are mistaking the PCs for other residents or guests, and yet others are suspicious but not hostile. Rarely does a monster attack, when the PCs enter. Instead the players are invited to interact with the monster, and this results in many great moments.

There will be death

Even though it may sound easy to avoid the nasty encounters and the tough fights, it is not so. Character death is common, and one cause is traps and magical dangers. Each dungeon usually contains one trap or phenomenon, that will kill or remove a PC from the game. Often there is some warning sign, and usually the PCs can simply choose to stay clear of it, but it will challenge their curiosity, and it will tempt their greed. For instance, in Palace of Sweet Dreams drinking too much of the ghost wine will trap a character in the realm of the dead, and merely visiting the ruins of the palace might result in a character forever lost in its madness.

These are some of the main governing principles for the adventures of Hinterlandet / The Hinterlands. The adventures have all been part of the OSR Living Campaign at Danish roleplaying conventions and have been run for multiple groups. Some characters survive, some don’t, but we always end up with great stories of adventurers’ daring do.

Tower of the Star Watcher

Bygning 2aA strange tower awaits the heroes. It lies deep in the forest.

That is the premise for the first D&D 5th edition adventure, I have presented at DMs Guild – you can find it here: Tower of the Star Watcher – and it is not your average adventure. It is small open air dungeon, that originally is part of The Dragon Awakens storyline fra Hinterlandet Living Campaign at the Danish RPG-con Fastaval. In this storyline all the adventuring parties are entering The Vale of the Dragon in order to find weapons against the dragon and find it in order to defeat it.

A fun part of the Tower of the Star Watcher is that it is an open-air dungeon. The ruins lie in a forest under an open sky, and the PCs can enter through one of multiple entrances, but there is nothing hindering the PCs in scaling the walls and entering any part of the dungeon as they please. However, most groups don’t. The players tend to follow the walls and the doors, and part of the fun for the DM is when the PCs discover, that they can approach the ruin in many ways, and that there multiple ways through the area, and none is really the correct manner. Of course a lot of the fun also comes from the encounters, as there several strange ones, and many invite the players to use different approaches rather than charge in at any given time. Ghost children, whistling stone heads and sarcastic skulls are among the encounters.

The adventure has now been adapted to D&D 5th edition and made setting agnostic, but has maintained traces of the original setting, and a lot of the original style, which includes a focus on non-balanced encounters. Talking, bluffing, sneaking, running are all valid strategies and important, when you want to stay alive. Oh, and it also contains a bunch of new monsters, just to keep the players on their toes.

#RPGaDay2015 – Day 23: Perfect Game for You

rpg-a-day-2015Joining in on #RPGaDay2015 in the last moments of the project, where people daily cover a specific subject regarding our hobby, I too will share my thoughts on these subjects.

(and use it as an excuse to write in English again, before my writing skills entirely wither away).

Day 23 – Perfect Game for you

Today we are asked about which game is the perfect one for us.

For me there is not a single perfect game, just as there is not the single perfect movie, book, board game or graphic novel. So choosing the easy way out, I am tempted to say, that the perfect game for me is the one, that is tailored specifically to what I am playing.

I don’t want to play with a system, where I have to house rule away flaws in the game engine, and I don’t want to play with a system, where you ignore its presence or play against what the rules are intended to do.

So when I run campaigns, I tailor the system to do, what I want it to do.

When we play dungeon exploration RPGs, we play with my D&D clone Hinterlandet (The Hinterlands), that rewards the players not for killing the monsters but for each room explored, and structures the encounters with monsters, so that the players can more easily choose between negotations, trickery, retreat and combat, and when I ran a Delta Green campaign, we wanted to emphasize how the missions of the agents slowly alienated them from their surroundings by having the system focus on both their family lives and their black op missions for Delta Green.

To me some rule systems makes this easier than others. Shadows of Yesterday was great for running our Transhuman Space campaign, rather than using GURPS, and we mostly just reskinned it. Delta Green Hoarfrost Dragon campaign used a heavily modified Call of Cthulhu and Unknown Armies engine, as the Basic Rulesystem is very easy to work with, and I sometimes default to some very basic d20 engines, that I then start modifying. Polaris, My Life with Master and In a Wicked Age along with Lady Blackbird are also favorites, since they are very focused on telling specific stories.