Recently, I wanted to create a low-prep, dungeon-focused, easy-to-grok campaign to run online with my friends and family who've been asking to play some D&D. The first post is here explains how I ran the Gygax 75 Challenge, 75 minutes each day instead of using a whole week each time. Below is the completed effort with each "minutes" section.
150 Minutes: The Surrounding Area
The goal here was to create an overworld map and then an associated random encounter table for overworld.
Galleon City (D13): The giant ship that first brought the Citrinic Queen to the shores of the island was quickly broken down to make up the various quarters of the city. Metal armaments can be bought there at high prices. While in the streets the priesthood of the All-Family speak against the children of AZLN. Justice is handled by the Queen's honor guard and provides fuel for the game in the Arena (E12).
The First Ruins (E12): This site is often mined for the pearlecent rock that comprises most of Galleon's structures. Through this clearing, several entrances to various Atlanean domeciles were discovered and the secrets within brought to light. This is often the first place people go to strike it rich in the world- which was easy at one time. Its gotten more dangerous since.
The Coral Woods (B11, C10-12): More a reef than a forest and contains many of the same hazards, but the substance the trees are made of can be quite durable. There is also a type of giant crab that live in these woods whose shell can be fashioned into a type of plate armor. Difficult to acquire and hard to shape but formidable. And if the crabs don't kill you, the walking waves will drown you.
Pearl Keep (G10): A protective settlement of established pearl diving families that affords them great wealth, pearls being a major currency, and semi-autonomy from Galleon. They are constantly stalked by a particularly loathsome benthic beast and haunted by rumors of consorting with The Deep. The law is provided by minor gladiator house whose mercenary contract seems to have stretched indefinitely.
225 Minutes: The (Starting) Dungeon
The goal here was to outline three levels of a dungeon, identify monsters, traps, treasures, and wonderous items.
Level 1- Surface Ruins: Atlantean architecture, overtaken by Circe’s influence or repurposed ruled over by bandits, press-gangs, sun-mad zealots, and various amphibious creatures, as well as those that ride the wind. If the ruins are formerly Circe’s then they often have a singular powerful guardian. If the ruins are repurposed, they are usually attempting to be claimed by a faction. Special Feature: Circe’s scrying mirror
- Monsters: Slumber Harpies, Gorget Humminbirds, Pearl Sand Statues, Walking Lionfish, Sun-mad Zealots, Press-gang Pirates, Escaped Pirates, Scholar from Zien
- Traps: Pit, empty, Pit, urchin-lined (+1d6 dmg), Pit, churning sea (drowning), Fish Net with bells (alert), Fish Net with rocks, Hell's fire anemone, Spear, improvised, Magic rune, polymorph
- Treasure (common): Buried treasure chest, Scraps of Circe’s notes, Potions, Marble bust, Sack of pearls, Mosaic gemstone tiles, Equipment 1-4 weapons 5-6
Level 2- Atlanean Ruins: These structures were true Atlantean buildings. Environment is damp, dark, and deep, allowing more sea-based creatures to inhabit the location. Rooms are devoted to seemingly labs, research, experimentation, summoning, and astrology and currents; strong emphasis on sea and moon here. Cultists of the Black Pearl are attempting to figure out the secrets of the Atlantean people to strengthen their position on the island; Special Feature: Cuneiform Wall of Wave-calling, Distillation Sponges
- Monsters: Cerulean crab, Cloud jellyfish, Howling sea lice, Green Slime, Living Statue, Cystal, Black Pearl Cultist, Lapis mummy, Iychthos Wailer
- Traps: Pit, churning sea (drowning), Living Wave, trapped, Gas Spore Jellies, Magic rune, gaseous form, Magic rune, sleep, Pike Worm
- Treasures: Scrolls, Potions, Amphorea 1-4 wine, 5-6 coin, Clames containing pearls, Ornate silverware & instruments, Coral jewelry
Level 3- Benthic Zone: A dark landscape that renders its Atlanean base unrecognizable. Statues, columns, and stonework afflicted with barnacles. The floor is covered in undulating sand. Roaring tides can be heard. Each room can be something like a tide pool. The damp environment extinguishes torches more quickly and attracts other creatures more quickly. Creatures are an amalgam of mollusk, arthropod, insect, and fish, including the icythian faction that resides here. Special Feature: Restoration Sarcophagous of Nimo, The Bloody Oracle of Arguments, Bubble Helm Forge
- Monsters: Cerulean crab, Iychthos Hunting Party (as bugbear), Iychthos Monstrocity (Fighter 3), Iychthos Wave Caller (MU 2), Lost Atlantean souls (as Shadows), Lost Atlantean noble (as Wight), Atlantean drowned (as Lemure), Iycthian Embro (as Imp)
- Traps: Pit, vent (+1d6 heat dmg), Pit, whirlpool, Fisher-of-Men, Pit, anemone-lined, Entrapping bubble, Ray, freezing, Ray, salt rime, Hex, polymorph appendage
- Treasures: Weapons +1, Pearlized objects, Spell book, Scrolls, Potions, Gold objects, Lost gold, Wreaked ship hulls
Wonderous items:
- Swallowtail (+1 battleaxe): 3/day can transform into a reptillian bird, lifting the welder to any place in a 50’ radius.
- The Locks of Lydia (Rope of Climbing): A famous thief who never failed to scale the highest towers was finally chased out by their 7 spurred lovers, all named Lydia, whose hair was stolen by said thief to make this rope; it must be brushed in downtime to function properly
- Pandarous’ Psalms for a Peaceful Place: Hold Portal, Protection from Chaos, Sleep; as long as the scroll is intact (non-transcribed), the bearer gains protection against Fear, Curse, takes one slot
300 Minutes: The Town Galleon
The goal in this section was a city map, notable locations, inns, and religious centers and then 5 NPCs. The town is a formerly large wrecked ship inspired by the Syracusia “which was designed by Archimedes and built around 240 BC by Archias of Corinth on the orders of Hieron II of Syracuse. The historian Moschion of Phaselis said that Syracusia could carry a cargo of some 1600 to 1800 tons and capacity of 1,942 passengers. She reputedly bore more than 200 soldiers, as well as a catapult.” If we use the dimensions of the Nemia ship from Caligula, those were about 1.3 times larger, netting us, 2524 people and 260 soldiers.
LOCATIONS IN THE CITY OF GALLEON
Political Factions: The monastery of AZLN is at odds with the Abbetess of CERICE in the Silent City. The current, Cetrinic Queen, a follower of ALL-FAMILY is trying to keep the peace between the two.
The Arena a place to lose money: A colosseum to the north of the city of GALLEON. It hosts several gladitorial games for which the city is currently famous for and it also a location to dispute differences.
- Almost everyone knows how to play Ship, Captain, Crew
- There are four major stables and four minor stables that makes the gladiatoral training grounds
The Titan Heads are a place to speak your mind: In the palace square are two large stone heads laying on their sides. It is an invitation by royalty for citizens to speak their mind on a variety of issues so it is to be heard by the Queen herself
- Rumor is that both heads are statues of the sorcerer Circe and if you whisper your desires on a moonless night, the witch-queen will hear your wishes…and grant them
Secret Societies: There are four known “secret” societies operating in the city: The Pearl Divers guild, the Society of Foreign Scholars (collection of Atlantean enthusiasts), the Sun-Lion Brotherhood, & The Philosopher’s Club (a press gang guild)
Best/Worst Place to Drink: The Golden Fleece is the best place for food and drink, while the Silver Eel is the worst but best place for true rumors about the city; The Amphorea is where most of the religious and scholor types drink recovered wine
Religious centers: The temple to Ishtar was a part of the original vessel that shipwrecked here and is concerned with required tithe and omage as it was Ishtar that brought prosperity to the town. A smaller temple to Azln has been constructed from island ruins, but notably, two intact winged lions are the center of its alter, since it was a priest of AZLN who slew the Scallya that threatened the ship.
The Titan Oceana: A large statue, not built by Galleon peoples, collects rain water in a large basin in its hand, feeding into aquiducts repurposed to extend to the city. These dot the island in other places with similar aqueducts but learned people are divided on their purpose. “Oceana,” as it's known, feeds several monster-headed fountains in the city
FIVE LOCAL NPCS (Distinguishing Trait, Need Most, Agenda)
- Alkiphron (Owner of the Golden Fleece)
- Theomestor (Head priest of temple of AZLN)
- Philoxenos (Local orator & storyteller)
- Antheia (Representative of the Silent City)
- Pythias (Pretend Scholar but Black Pearl member)
- Lyra (Owner of a minor gladiator school inherited from her dead husband)
HIRELING TABLE (roll 1d6)
- Gardener, Borus, has killed the Queen’s favorite tide pool; 0-level human; singing voice, silver coin
- Crane worker, Phanes, wants quick money to pay off a gambling debt; 0-level; muscular; silver
- Pirate, Crisa, killed a first mate, laying low for a while; 1-level thief; scout/lock pick; missing ear; paid in pearls
- Youth, Alcandre, long white braid, skilless but eye hold promis; 0-level, each delve end 1:6 class gain
- “Sorceror”, Doto, claims to know several mysteries; slight of hand, knows 1 spell; demands pearl
- Gladiator, Electra,Fighter level 1, paid in pearls; seek domination
375 Minutes: The World
The goal with this final section was to provide more world areas, a pantheon, a calendar, more NPCs, more wonderous items, and maybe a band of adventuring NPCs as rivals. All too much to do in an hour, but I expanded the world and provided sketches for a few things.
THE WORLD
Additional places to add to those above:
Silent City (D06): The Muse, a crystal statue of Circe, rules this city and claims to be the real woman. Here, the Sisters teach arcane arts to those who want to rule. Its Bizarre hosts many strange stalls selling magic components, scrolls, and talismans. It is also said that a person can learn their fate in the Silent City. But a man who visits must be careful as they are forbidden to speak outside the walls of tea houses, which is harder to do when the cutpurses, The School of Clownfish, are all children who poke strangers with sharp coral prods in the public square.
Far Keep (B03): Or "The Golden City" was a once miles-long Atlanean capital that collapsed into the sea. The Society of Foreign Scholars has attempted to penetrate its areas with little success due to the wildlife around the Keep and reports of a winged, lion-bodied being with the face of a human that refers to itself as "the last angel of God". Its lion shape and monotheistic leanings has threatened the followers of AZLN with schism.
The Children of Circe (F17): The stronghold of humanoid swine who claim to be men turned to monsters by the former sorceress. They view themselves as the true heirs of the island and resent all others. Galleon gladiators try to capture them for the arena and often let them keep their leather armor of human skin studded with lionfish quills.
The Golden Grove (E04): Rumors say the barrier between this world and the afterlife has merged here, giving way to a vast grove of white trees with gold leaves. At the center is said to be a fruit tree that grants immortality, guarded by a large serpent. The few that make the trip here often want to speak with lost loves and missed family. It is said most then join them.
Note: I most likely should create a submap of the hex that Galleon is currently in as each hex represents, I think, about 2 miles, which allows enough land for food production and keeps the island on the smaller side. I might increase each hex to 3 miles.
THE PANTHEON
While Clash of the Titans is an inspiration, I've always wanted to try and use the Titans as the god of the world. I dunno if that will really change things up, but maybe it will make the gods a bit more primal and distant versus the Greeks gods who were close and personal. We'll see.
- Cronus – The ruler of the Titans and god of time and fate.
- Rhea – The Titaness of motherhood and fertility, she protected her children from Cronus
- Oceanus – The god of the great, encircling river that was believed to surround the world
- Hyperion – The Titan of light and celestial cycles, associated with the movement of the sun
- Mnemosyne – The Titaness of memory and the mother of the Muses
- Prometheus – A cunning Titan who defied the gods by stealing fire and giving it to humanity
- Atlas – Endurance and strength, punished to bear the weight of the heavens on his shoulders
- Themis – The Titaness of divine law, justice, and order.
- Iapetus – A Titan associated with mortality and human suffering. He is the father of Prometheus, Epimetheus, Atlas, and Menoetius, who all played roles in shaping mankind’s fate
- Tethys – The Titaness of fresh water and the nourishing rivers of the world
- Theia – The Titaness of sight and divine radiance, associated with precious metals and gems
- Phoebe – A Titaness of intellect and prophecy, closely linked to Delphi and oracular wisdom
- Crius – The Titan of constellations and celestial navigation; stars as guideing fate
HIGH-LEVEL PCs & VILLIANS
For these NPCs, I used the Cairn 2e NPC generator and a fantasy Greek name generator.
The Citrine Queen: 9-level fighter, queen of Galleon, concerned with defense & purification, judicious but greedy
Mother Kassandra: 9-level magic-user, matron of Silent City, concerned with expansion & preservation, discreet but cynical
Hippias: 6-level cleric, head of the pearl divers guild, concerned with defense & wealth, intelligent, but selfish
Zenodoros: 6 HD Lacedon (ghoul), concerned with justice & wealth (former Galleon king), intelligent but mercruial (in the golden palace)
OTHER PLANES
Throne room of Oceanus
The Moon (Theiamos)
Dagon (as a place)
Closing
So that’s it! I liked doing everything in 75-minute bursts of activity instead of stretching it out over weeks. Continuing on a theme of “just-good-enough-to-run”, I think its easy to overexhaust oneself on new campaigns before PCs are even rolled, and it shouldn’t be like that. Especially when I am aiming for an OD&D-fueled, “lo-fi” adventure game. I’m confident in my abilities to just pull a dungeon together that will be fun enough for a 2-3 hour friends & family game. No need to overthink it and instead pour energy into the running, not the design, of it.