Showing posts with label Fallin' Down. Show all posts
Showing posts with label Fallin' Down. Show all posts

Tuesday, July 27, 2021

Fallin' Down Music Part 3

The Fallin' Down game has fallen down. According to Conscience, the players have hit a wall on level 5/6, with the Mind Flayers now controlling the entire floor, blocking access to the rest of the dungeon. 

Old, semi-related artwork by me

The most powerful characters died in a full-floor brawl with the squids, taking all their earned experience with them and leaving the survivors underleveled, with few opportunities to advance to the power level they need to get through (Conscience is using the 5E system, but with treasure as XP).

(One of the dead characters was basically the Robilar of the group, pulling in vast amounts of loot on solo adventures in timeslots where the rest of the group couldn't make it. It's cool to see a 5E game replicate the first D&D campaign ever run)

The remaining players are looking for a way forward that lets them skip the Illithids entirely, or somehow even the odds of success in combat.

I expected this to happen on Floor 2, with the hundreds of ghouls blocking the players and ripping them to shreds. Instead, the opposite happened. Floor 2 (and to a lesser extent Floor 3) has been a continued source of XP for the group, as they unlock hidden rooms filled with additional monsters and treasure.

Conscience suggested the following tracks
I introduced a new track for the illithid encounter, since Lakebed Temple didn't feel right - it has kind of become the ghost theme at this point (https://www.youtube.com/watch?v=-r6Jv53y1Dw)
You might also mention this as a track I've been using as theme for the sphinx: (https://www.youtube.com/watch?v=wzi7RAUnLBI)
It's funny though, I started out using this for her: (https://www.youtube.com/watch?v=yKLfvt6CZCY)

zomner (author of the floor below the Illithid meatgrinder, which the players haven't reached yet) suggested the following
For the elf village (https://youtu.be/wjmkpUJljQI)
For the mill gnome (https://youtu.be/zq6KnILABy4
For trolls or other creepy magic (https://youtu.be/l8O9BNTl004)

Wednesday, June 9, 2021

Fallin' Down - Music - Submitter's Choice

After writing up the music post for Fallin' Down, I put a call out to the submitters of each floor, to see if they had music tracks in mind for their dungeon levels. I also asked Conscience what he'd been using so far.

A rune wizard amends signage in the Stone Town, courtesy of one of Conscience's players

I received the following replies:

Conscience (Dungeon Master)
General Combat Relaxed: Drumbeat of the Dunmer (https://youtu.be/Yookfajt3lg)
General Combat Intense: Stormclouds on the Horizom (https://youtu.be/QdKgNP0ygMw)

Stone Town Day: Journey's End (https://youtu.be/cph3BSQq1e0)
Stone Town Journey/Event: Wind Guide You (https://youtu.be/qBBwdOGDIKk)
Stone Town Dark: Masser (https://youtu.be/Va9GQkjrnII)

Broken Venus: Mirkwood Theme (https://www.youtube.com/watch?v=lhZMk7ZCOyw)

Ghouls Exploration: Flat of the Blade Instrumental (https://youtu.be/WfIP4DWGG28)
Ghouls at Work: Pray for Rain Instrumental (https://youtu.be/XdaJi0tdAwI)
Ghouls Attack: Babel Instrumental (https://youtu.be/rNWXDiqw-cc)

tophat (Floor 3)
"I'd put Machinarium's The Prison down for specifically visiting The Blood Pool"

Monday, June 7, 2021

Fallin' Down - Music

Friend of the blog Conscience is running Fallin' Down for his open table. He hasn't written a full play report or review yet, but he's been posting updates to the disky and it sounds amazing.

Screenshot from his roll20 of the abandoned inn in the Stone Town

So I decided to score all the Fallin' Down floors. Similar to what I did with Esoteric Enterprises. Here's the music I'd use for each area:

Wednesday, April 21, 2021

Fallin' Down, or: The Nine Floor Goodbye

Logo by Mechristopheles

Fallin' Down is a dungeon jam that I started on the Night at the Opera server, about a year ago. Users signed up to design floors of a dungeon, which would then be stacked atop one another to form one big map.

Submitters had to conform to some basic rules. All floors were 50 by 50 five foot squares, for a total size of 250 by 250 feet, or 62,500 feet squared. Entrances and exits were randomly rolled, with each downward passage corresponding to an upward passage on the floor below. They were also given an entry and exit point for a stream flowing through the dungeon. Each floor had one upward passage, one downward passage, a stream entrance and a stream exit, for a total of four predetermined points.

Beyond that, participants had broad latitude to design their dungeon how they pleased, as long as it was possible for the players to reach all four points by moving through the dungeon. Submitters were given basic directions on keying rooms, assigning treasure, and formatting their writeups.

Users were instructed to make their dungeons "system agnostic". Participants were likewise instructed to roughly "balance" their floor according the depth from the surface, with hazards and treasure appropriate to the depth.

We had nine participants, including myself. Eight participants eventually submitted their assigned floors (with considerable hectoring from me.) One participant had to drop out, requiring me to pinch-hit the fourth floor myself.

You can view all nine floors here, or go level by level. You can get the high resolution versions of the maps by looking in the respective folders.

Let's see how everyone did.