WAM #2: Connecting the Dots
Last time we blazed through Chapters 3 through 5 of the Dungeon Master’s Guide to generate a bunch of random elements for our module. This time, after letting the flavors marry in the fridge for a bit, we’re going to take that heap of stuff and connect the dots, changing it up or throwing stuff out as we see fit. After all, this is our story and the table results from the DMG are just for spurring our imaginations, which ought to be in full swing by now.
Perspective
In my mind, looking through OSR glasses, a location-based adventure is just that — an interesting location to explore. There’s usually no attached plot or at least no preconceived notion of an overarching story or sequence of events — maybe a few good hooks, maybe none at all. Oftentimes, there’s not even a “villain” or a quest-giving patron. That’s not to say there can’t be a story, even a compelling story — but it’s going to be the story that the players write as they explore and interact with the place and its inhabitants or factions. The choices they make and the consequences of those choices — for good or ill — that is the story.
So, the results from the DMG tables feel very plot -heavy to me. I won’t go so far as to say railroad-y, but the tables are focused on a plot structure and NPCs, with the location hardly factoring in. Yes, I did skip over a lot of Chapter 5, simply rolling on the availabile tables and skimming the other sections, and even deferred details to a later time and use of Appendix A. Perhaps I shouldn’t be so quick to judge.
Quick Recap
An “artistic event”, a toothless cultist, a dead body, a map, a missing person. Somehow leading us into an abandoned dwarven mine beneath a ruined castle. Seems rather disparate, but we’re adventure writers and we can make it work. These dots can be connected.
The random results have given me plenty to think on and I believe I have a fairly good idea of how I’d like to proceed. Let’s keep with our DMG process and frame the random results in the context of a beginning, middle, and end. We’ll alter, we’ll embellish, we’ll toss bits out if needed. Then we’ll take our 3-part story and slap it onto the location.
The Story
Beginning
The party is attending a bardic performance at an outdoor amphitheater. The minstrel slowly strums his lute, his velvety voice carrying a somber lyric. The crowd — enraptured, enchanted by the haunting dirge — sit on the edges of their seats, hanging on every word, every bittersweet note.
Suddenly, screams. The music stops. A shadowy figure flees. A spectator stands, blood foaming at his mouth, grasping at his punctured chest. And then he falls, tumbling down the amphitheater steps. His still, lifeless hand clutches a roll of parchment — a map. His son — where is he? Taken?!
Enter the munificent patron: a local religious leader, his shaven head contrasting starkly with his long, dark beard. The dead man was from his congregation. A righteous man! His son was a good boy! Something must be done! Who will step forth?! The map, a clue? The shadowy figure, it went that way…
Middle
Turns out the munificent patron and his religion are at odds with another, less scrupulous bunch, or so he says. Could they have something to do with this?
The bard — this isn’t the first incident at one of his shows. Coincidence, you think?
An ally emerges — a respectable looking fellow, well dressed but strangely missing a few fingers. An old war injury, of course. He saw the figure flee. He’s an experienced tracker. He’ll help the party, he says.
The shadowy figure, it went this way …
The ruined castle. The abandoned mines. The cultist and his pals. Their “hostage”? Sure, it’s a great hideout. Perhaps it brings them closer to their god. But …. perhaps that’s not all that dwells down there…
End
A moral quandary? Every coin has two sides. The patron maybe is not so righteous as he would seem. The “cultist”, only misunderstood? And the supposed ally, does he seek to help or to hinder — and how did he really lose those fingers. What has the bard got to do with all this — if anything? Is this map really worth killing for? Why would they kidnap the man’s son.
These sound like some good, dramatic questions the party might be interested in answering and conflicts to potentially ignite — two warring religious groups, a mysterious map, a traveling (swindling?) minstel and his accomplice (the supposed ally, or perhaps the kidnapped son?), and of course, “what lies beneath” the ruined castle in the mines. All tied together by greed and a potential love triangle.
Great Story, but … Location??
This seems like quite a lot of plot for a location-based adventure, as I expected. I like the connections we’ve made, though. Perhaps that’s what it takes to get the players interested, and then we can shift the focus to the location.
We’ll turn our attention there, next, and our subconscious will continue to edit this evolving story and answer the dangling questions as we progress.