Rival Adventuring Party #1: Send in the NPCs!

February is here, and I've missed the 2024 Character Creation Challenge. My preferred method probably isn't in the spirit of that particular event anyway, but I do have a present need for groups of low-level NPC adventurers. Let me explain.

For well over a year, I've referreed a game with some local lads delving an adaptation of a well-known OSR megadungeon (using my B/X-derived ruleset). They've suffered only one PC fatality in that time, thanks in part to their commendably cautious style of play. It's also taking a long time for their characters to level up.

Some of this is due to the nature of megadungeons in general. Inspired by 3d6DTL's Feats of Exploration, I made some adjustments to the XP procedure to compensate for this apparently common issue. However, I also feel the need to light a fire under their collective codpieces in an effort to spur them on to greater acts of derring-do. And you know what that means, right?

Oh yeah. Rival adventuring parties, baby!

The usual suspects

The players' characters have made a number of semi-successful forays into the megadungeon and (mostly) lived to tell the tale. Their good fortune has emboldened others to try their hand at exploring the forbidden depths in search of loot.

Fresh off the party generator spreadsheet, please welcome our first set of contenders.

In the front rank, we have Antonino (Anton for short), an alchemist, and Lóegaire (Leary for short), a ferryman. The second rank consists of Valerio (Val when he isn't being yelled at), Antonino's apprentice, and Hajnalka (Hajni to her friends), a goldsmith. Bringing up the rear is Lyonors, a herbalist, and Yuuki, a former (?) gang member. Quite a mixed bag, but they'll do.

Their group movement rate (MV) is 2 due to Hajni's chainmail. I shuffled around some of their gear and removed/replaced a couple of redundant items, but that's all.

I'll track the state of Rival Adventuring Party #1 (hereafter RAP#1) in this spreadsheet.

What's the score?

In case it isn't obvious, this is a solo activity, though I'm doing it to facilitate group play. As usual, I'll use die rolls to determine what the NPCs do (unless it's obvious). My goals are as follows.

  1. Give the players a healthy sense of competition.
  2. Provide "real" in-game stories of other adventurers that may serve as a natural source of rumours, clues, and adventure hooks with which the players can engage in future sessions.
  3. Document some of the changes I've made relative to the source material.
  4. Test iterative refinements to the dB/dX ruleset.
  5. Make the megadungeon somewhat more dynamic.
  6. Make prep a little more interesting.

Sally forth!

RAP#1 set off in the early hours of an unseasonably mild mid-winter morning. They travel W (and a little N) to the foothills along an old military road, briefly skirting a fen en route and gradually climbing toward a craggy mountain range.

This being the third watch of the day, I draw two dice (both green) from a bag and set them aside, and then draw one more: it's red, and the roll [1d6=1] indicates an encounter. I'll use the Level 0A Daylight Hours encounter table for simplicity: they face [1d6=5] a mountain lion!

It's nigh impossible for six humans, some wearing armour, to surprise a moutain lion in its natural habitat. On the other hand, it's likely to get the drop on them. I'll roll for surprise at disadvantage but ignore a Yes result. [2d6kl1=(6,3)=3] They spot it casually observing them from a safe-ish ("Far") distance—it has probably been watching them for some time.

It won't attack unless they panic and try to flee, but I should think that anyone living in these parts would know to avoid doing that. Do they stand their ground? [2d6kh1={6,1}=6] Yes, and their behaviour makes it clear that they won't be easy prey. The mountain lion soon becomes bored and wanders off.

The road continues past increasingly rocky hills, the mountains looming ever closer, and ends abruptly at a cliff face split by a gorge at least 50 paces wide. An ancient guardhouse and partly tumble-down wall spans the mouth of the gorge. It's nearing midday.

RAP#1 have a choice: do they (1-3) clamber over the crumbled remains of the wall at either side of the gorge, or do they (4-6) go through the gatehouse? [1d6=6] Cautiously, they approach the gatehouse entrance.

Through the "Gates of Hell"

Wary of the arrow slits 25 ft above them, RAP#1 approach from the SE and sidle along the bottom of the wall. The rough grey stone is pockmarked and weather-worn, but various scrawlings are visible beneath the patina of guano and lichen. Do they pay them any heed? [1d6=6] Yes, and something interesting catches their eye!

They can only make out [1d4=2] a couple of words: something about [1d12=11] a ruby and a serpent. Do they spend more time trying to decipher the writing? Probably. [2d6kh1={1,2}=2] No, apparently not. Perhaps they feel they've lingered too long here already.

The gatehouse doors lie decaying on the ground before the entrance. Anton glances around the corner into the passageway, noting the rusted, gap-toothed remains of an ancient portcullis and the light of the exit at the far end. Can he see anything else? [1d6=2] No, they'll need time for their eyes to adjust to the gloom.

Do they venture in? As they've already come this far, it seems likely. [2d6kh1={4,6}=6] Yes, and they waste no more time loitering at the entrance. Steeling themselves, the group quickly squeeze through the gaps between the bars and hurry down the passage.

The notes for this area suggest that they are unlikely to be accosted during daylight hours. Do they see or hear anything as they go? Four out of six wear helmets, making it even more unlikely they'll hear anything. [3d6kl1={1,3,5}=1] No, and they barely even notice the arrow slits in the walls either side as they rush past.

Parks and wildlife

Emerging from the gatehouse, RAP#1 take a moment to survey their surroundings. The midday sun reveals an alpine meadow, dotted with sparse stands of trees and hemmed in by towering walls of limestone.

The crumbled ruins of several small buildings lie scattered about—one to the NW is in comparitively good condition, with walls and support arches still standing. A number of cave openings are visible in the limestone either side. The sounds of falling water reach their ears, and in the distance, at the far W end of the canyon, they can just make out the gaping maw of the dungeon entrance.

Do RAP#1 (1) explore the gatehouse further, (2) investigate the nearby ruins, (3) examine the canyon walls, or (4) head directly for the dungeon entrance? [1d4=2] They're attracted to the ruins. Do they go (1-3) NW or (4-6) SW? [1d6=4] They head SW.

All that remains are crumbling stone walls, overgrown with weeds. Do they take the time to poke about? [1d6=4] Yes, but only briefly. Scuffing aside the drifts of leaves and other detritus reveals only a few ancient, rotted timbers.

I think it's time for a hazard die roll. [1d6=5] Spoor—of what? [1d6=4] Only deer or elk droppings. There may be a herd grazing somewhere nearby.

Do RAP#1 (1) investigate one of the other ruins, (2) continue on toward the dungeon entrance, (3) examine the canyon walls, or (4) head back to the gatehouse—the E doorways are clearly visible from here. [1d4=1] They head for one of the other ruined buildings. Which one? (1-2) N, (3-4) W, or (5-6) NW? [1d6=2] They head N and find pretty much the same thing as before—crumbled walls, weeds, and decaying timbers.

Have they had enough of the ruins? It seems likely. [2d6kh1={6,1}=6] Yes, and the meadow doesn't hold their interest any longer, either. Time to get on with the business at hand: they make a beeline for the dungeon entrance.

Marching straight down the middle of the canyon, RAP#1 pass the better-preserved building on their right, spying some sort of statue within. As established, they're not bothered about such things just now.

Next is a large copse of elm and oaks on their left and a waterfall feeding a sizeable pool on their right. Do either tempt them to deviate from their path? Unlikely. [2d6kl1={3,4}=3] No, but they do slow down a little to look at the pool, teeming as it is with lush vegetation even in midwinter.

[1d6=1] Unbeknownst to the adventurers, [2d4=5] five Brigands lurk in the copse, silently observing the adventurers. It's very unlikely they'll attack—do they? [3d6kl1={5,2,2}=2] No, they'll introduce themselves to RAP#1 as they leave the dungeon (i.e., when they're more likely to be carrying loot).

Passing another ruined building and a smaller copse of trees, they come at last to an archway carved directly into the living rock at the W terminus of the canyon. Do they (1-3) pause here or (4-6) plunge headfirst into the unknown? [1d6=6] Onward!

Into darkness

"Light, boy!" Anton hisses to his erstwhile apprentice as they cross the threshold into the entrance hall. The air within is chill and slightly damp.

"Yes, master…" Val responds, kneeling to retreive his tinderbox and a torch from his pack. Deftly striking a spark from the flint and steel, he kindles an ember in the hemp fibres, from which to ignite the torch.

Guttering firelight illuminates graffiti-covered walls rising to a high-arched ceiling. The smooth stone floor dips slightly to a wide, circular hole: a spiral staircase descending into blackness.

"Are… are we sure this is a good idea?" Hajni asks, a slight tremour in her voice.

"We've come this far," Leary observes. "No point turning back now."

"Quite so," Lyonors agrees. "Let's proceed."

"After you," Yuuki says, nocking an arrow.

Weapons at the ready, RAP#1 descend the worn stairs to the night-haunted halls below

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