A couple months ago, I ran a session of ANGUISHEDWIRES, a dungeon I created while doing a FATAL and Friends readthrough of How to Host a Dungeon. Dungeon is a solo game by Tony Dowler. ANGUISHEDWIRES was an experiment, to see how much work it took to convert a map from that game into something playable in an RPG. The answer was “a lot!”
I used
my own system for the playtest. It’s my attempt to preserve the stuff I like about old school dungeon crawling, while stripping out the parts I find tedious. In addition to playtesting the dungeon, this was also an opportunity to playtest the rules.
The playtest game had three players
- Thomas Fatherd the Mercenary
- Monty the Loveable Thief
- Kamilla the Witch
The setting was the colony city of Brazenkragg, on the frontier of the Commonwealth.
The job was simple:
Sam Sump, one of the Trade Wardens of Brazenkragg, meets you on the balcony of his cafe in the upper shambles. Sam is an old school criminal, utterly ruthless but honest. He is considered a safe person to take jobs from, provided you plan on completing them.
“Look, it’s simple. Some people went digging on the West side of the river, by the old tower. Southwest of the logger camp. Then a couple days later I get a courier with a shopping list and a down payment on some items. So I need you to take the stuff back across the river and deliver it to them, then bring back the rest of the payment. Delivery goes in, 1,000 silver pieces come out. Then I give you 100 of those pieces and we’re square. Maybe more work waiting when you come back.”
I elided the journey through the wilderness, other than telling the players a little about the route they took (a ferry to the logger camp, then a two hour hike through the forest to the tower). The game began as they reached the adventurer camp by the base of the tower.
The camp was abandoned. All the valuables were gone, but the tents were still up, and there weren’t any signs of violence. The biggest tent had a six foot diameter hole in the ground, perfectly circular, which descended into a smooth tunnel. Monty and Kamilla recognized this as the work of a shamir - a magic worm that burrowed on command. The adventurers had obviously dug this. With no other prospect of finding their meal ticket, the players descended into the dungeon.