TIP 1 – use a colored marker on your dungeon map to indicate what the player characters might smell, hear and see
TIP 2 – on the bottom of each page of your notebook, write some character names so that when your players ask what an NPC’s name is, you don’t have to come up with something on the spot. Also on the back page of your book keep a list of voices you can do. Be prepared!
TIP 3 – get some small cards and on each one write some miscellaneous personal effects that a downed enemy might have, or might be found when searching a room. Let the players pick a card randomly for added flavor and fun!
“With each brave deed you grow more worthy” – Dungeon Master
This is part 2 of Adapting the D&D cartoon into a campaign. For the basics and part 1 “In Search of Dungeon Master” see my blog post:
Episode 7 features a pretty straightforward plot and some fun encounters. I’ll post the video link down below. This adaptation is edition agnostic, no stats are provided.
Here is an overall map of the area and encounters, with great thanks to Andrew Bator
Scene 1: Mist-Enshrouded Mountains
The party is lost in a sort of misty wasteland. The episode script reads “these are old mountains, not unlike the Appalachians, except the trees on the slopes grow in contorted, vaguely demonic shapes” and “we hear the distant sounds of hammers pounding rocks, and baleful moaning.” Dungeon Master pays them a visit and provides the first clue/riddle: “When the dragon’s heart is in the right place, it may show you the way home” and then DM disappears. The fog gets so thick they can’t see where they’re going and they fall down over a ledge into….
Scene 2: The Vale of Mists.
The valley (more like a big crater, which the script describes as “reminiscent of the Devil’s Punchbowl in the Mojave”) harbors an (inexplicably *not* foggy) gnome village. There are two immense stone warrior statues poised like sentries, and the walls of the crater are filled with “Mystic Gems.” The gnomes are all busy on various scaffolding, mining gems from the rock under the watchful eye of their slavemasters, the orcs. In the center of the village is a large stone statue of a dragon with a hand-sized hole in the center of its chest — where it’s heart would be. One of the pitiful gnomes falls off a scaffolding. He is tired and hurt! A merciless, evil orc comes to whip him – this is the heroes’ cue to come to the gnomes defense. This is our first combat encounter.
This is not a terribly challenging fight for the heroes. Once it’s over, the gnome (he isn’t given a name in the show, let’s call him Orson) explains that his people cannot leave the valley because of Venger’s spell. In the script it says “the gnomes cannot leave unless summoned by Venger — or else they die!” Orson explains “only our wizard Lukyon might break the spell. His magic protected our valley for centuries” and “No one can find Lukyon. When he refused to tell Venger the secret of the dragon’s heart, Venger imprisoned him in the Swamp of Sorrows.” Orson also tells them that the swamp is South, beyond the forest.
Scene 3: The Swamp of Sorrows
Any battle map will do for this encounter – here’s a nice one from DiceGrimorium
The heroes slosh knee-deep through the dismal swamp, overgrown with vines. Sunlight barely penetrates, and insects are everywhere.
Dungeon Master appears and provides the second clue/riddle: Lukyon dwells in a prison without walls.
Immediately after DM vanishes, the heroes are attacked by violet fungi. In the middle of the fight, a shambling mound appears. It frees them (rather violently) from the grip of the fungi, and then it lurches menacingly towards the heroes – Eric gets stuck in the creature and is seemingly almost sucked inside it. After taking a few hits from the heroes, the monster retreats back into the foliage.
Swamp Part 2.
The heroes continue searching in the swamp, being eaten alive by mosquitos. Dungeon Master appears and give them another clue: “You will know Lukyon by what he says without speaking” He adds “find him quickly, young ones. Tomorrow, during the crossing of the four suns, is the only time Lukyon can help you.”
Scene 4: The Cursed Dwelling
The kids come across a rotting house. The script describes it as “the ruins of a dwelling on a small patch of moist, grassy land. The roof is rotting. The walls are partially caved-in. Drippy, slimy gobs of moss hang like curtains from the rotting timber supports” However, a more welcoming description would invite the PCs to use this location to rest – perhaps this is the only solid ground they’ve come across for hours of wandering in the dark. You also might describe the dwelling with some or all of the walls missing, as if this might be the “prison without walls.”
This encounter must happen in the evening or at night, after some time has passed since Dungeon Master reminded them that the crossing of the four suns happens the next day. For a battle map, try searching “swamp hut shack battle map” on your search engine of choice.
There’s a bed on the porch. When the kids enter the shack they are attacked by zombies who are very possessive of their house and start grappling with the party. The party is overwhelmed! But, the shambling mound returns, scares off the zombies, and demolishes the house with a tree trunk.
The kids realize that the monster is Lukyon because it’s saved them twice.
Scene 5: Breaking the Spell
Lukyon brings the heroes to a tree where the cursed gnome has stashed his magic items, as well as the Dragon heart – a large violet gem about 5 or 6 inches across that pulsates – like the beat of a heart!
Lukyon shows Presto (more or less) how to break Venger’s spell by using Lukyon’s spellbook and magic wand, and Lukyon reverts to the form of an elderly gnome wizard. There’s a brief chitchat, and then…
Scene 6: Climactic Wizard Battle
With a wave of Lukyon’s wand, the group is teleported back to the Veil of Mists and the gnome village where, just in time for the four suns to converge, he puts the dragon’s heart back into the dragon (using the Mage Hand spell, no doubt). The entire crater lights up with glowing gems, with a lattice of glimmering lasers pointing between them. Lukyon explains that each point of light is a gateway to another world. Just at that moment, Venger appears on his nightmare, releases the orcs and activates/animates the two giant statues which start crushing the gnome houses with their tremendous feet, and attack the PCs (as do the orcs).
The kids defeat the colossi while Venger and Lukyon have a battle of magic. Venger keeps far overhead out of range of the kids. During the battle, one of Venger’s energy blasts ricochets and destroys an area of the gem cliffs, specifically the portal back to Earth. Venger is ‘banished’ by Lukyon. The kids are cheated out of their way home and must adventure on.
Of course, there are countless gateways to other worlds through the gems while the solar conjunction is happening, should the group and DM want to explore that option. Otherwise, the conjunction ends and the gateways close. On to the next adventure!
DM challenges
As usual, there are a few decisions the kids in the cartoon make that allow this adventure to play out the way it does, which could be a challenge for the Dungeon Master if their players make different decisions.
In the Vale of Mists, the entire group falls down into the crater because of the fog. This means in game terms that every single group fails their saving throw and falls several feet. Probably the best way to handle this is through narration, avoiding any dice rolls.
Clever players may try to avoid falling by using a pole or something as a cane to check the ground as they move through the fog. Feel free to simply have the ledge crumble and bring the kids down. Whether or not you require saving throws or dexterity checks to avoid taking a small amount of damage from the fall is up to you. I personally would avoid damage but might have a character stunned from the fall and more easily grabbed by an orc.
Antediluvian miniatures
The scene with the gnome getting whipped by the orc is a good one for story, flavor and characterization if you can keep it in. Combat with the orcs is likely even if the PCs don’t go charging in – you can simply have an orc spot them and sound the alarm. The orcs should not be an overwhelming challenge for the PCs – play them dumb and with low morale, and arm them only with swords and whips, with leather armor at best. Quick to run away, but they will return in greater numbers later, after Orson gives the PCs the vital directions for where to look for Lukyon. The interior of the cave is not detailed here, but it can be a simple barracks for the orc slavemaster and soldiers, should the PCs want to investigate.
The shambling mound/Lukyon is more tricky. In the cartoon, Lukyon is initially viewed a threat by the kids because he is scary, bumbling, and dangerous simply due to his size and the composition of his body. If your players realize that he is the gnome “in the prison without walls” during this encounter then the second swamp encounter with the zombie house will likely be skipped.
In the zombie house, you might add a “boss zombie” to make things more interesting.
Otherworld Miniatures
Using Presto to break Venger’s enchantment on Lukyon is a very particular character/plot device that might prove difficult to adapt, depending on the classes and abilities of the player characters. If all that is needed is for a character to wave Lukyon’s wand over his spellbook and read aloud some magic words, that’s great. But if it relies on a skill or class ability, and that fails, then the plot grinds to a halt. Take a look at your player characters and see how you might be able to handle this conundrum.
Once Lukyon is restored, make sure you give the PCs time to rest and heal before the final encounter, where they will be dealing with the stone titans and a contingent of orc warriors. You can easily say that there are a full 8 hours before the conjunction of the four suns.
Crocodile Games
The giant statues in the Vale are described as stone golems in the script, but the rules have stone golems as size Large. These statues are what I would call colossal or gargantuan. You might base your monster on the Walking Statue of Waterdeep, but prepare to play it fast and loose with the numbers, because two of those could wipe out the party quickly and easily. If a golem hits, rather than do massive damage, have it grab the victim and hold them fast in its hand. Make them slow and nigh-invulnerable so that the PCs will have to think of some ingenious way to disable them, such as the marbles that Presto used.
In the episode, we the audience see Shadow Demon. You might permit the PCs to make some kind of perception check to detect his presence, it could add an interesting element to the story, even just seeing him skulk away.
Season 17, 1979, 4 parts, Fourth Doctor (Tom Baker)
Romana regenerates, despite being in perfect health, and she chooses various forms before settling on a doppelganger of Princess Astra (see previous episode). The TARDIS lands on Skaro, home of the daleks, but untold years since last we saw them, and their battle computer is in a stalemate with the battle computer of the robotic Movellans. The daleks last hope is to drill down to find and excavate the body of Davros, creator of the Daleks, who was believed to be dead. Naturally the daleks are using humans as slave labor. The Doctor and Roman run about and get separated multiple times, and The Doctor blinds a dalek by throwing his hat on its ocular extender. Meanhile the Movellans are likewise made inert by removing a very obvious and exposed item from their belt, which causes them to do a weird falling down dance.
Not a particularly fun or interesting episode, sadly. The only remarkable aspect is the interesting look of the Movellans, who are cast largely by non-white actors.
Note: I’m not going to refer to procedurally generated images as “AI art” because by definition, art is “the expression or application of human creative skill and imagination.” I will instead refer to it as PGIs.
1. It’s threatening their livelihood. Artists also have bills to pay.
2. Every piece of art a human artist makes is copyright (mostly owned by the artist and sometimes a publisher that made a contract with the artist to acquire that copyright).
The AI corporations used those artworks without compensating or acquiring permission from the copyright holders (again, usually the artists). This is unethical and probably illegal (we’re figuring that out presently).
A group of researchers created a first-generation AI worm that can steal data, spread malware, spam others via an email client, and spread through multiple systems. This worm was developed and successfully functions in test environments using popular LLMs.
Elephant Mountain on the East side of Taipei in the Xinyi district, is easily accessible and not too difficult a hike, although there are a lot of stairs at the onset.
Xianghan, one of the Sishou Hills was named for the elephant because of its long-nose shape, is a small mountain with a rich ecology and amazing views of Taipei.
Finding the entrance…
a cute little domicile near the base of the mountain
The starting point. There’s a lot of steps at the beginning! Bring water!
What you’re in for…
Where are we right now?
My god, the foliage!!!
We’re 10 minutes in (really)? and we’ve arrived at the observation deck!
I’M HUGE! The first viewing platform
Culture.
Hope this helps
educational!
I think it means “watch out for snakes”
Now we’re getting somewhere? Where, I don’t know.
Climb the stairway of destiny….
Now where am I?
We have arrived at 北星寶宮 – A small temple with a road on the mountain!
17 minutes according to google…not sure about that!
One day I received this message from a Facebook friend:
To which I agreed, except it wouldn’t be a campaign, it would be a ‘one-shot.’ Primarily because I don’t have time to game regularly and with a group of strangers I didn’t want to make a commitment beyond the ‘test run.’ You know, in case it goes horribly wrong (spoiler alert: it wen’t terribly right)! They would also have to supply the venue since I lack gaming space of my own. (And no, DMing for novices is not annoying.)
“I WOULD NEVER CHARGE TO PLAY D&D. I DO IT FOR FUN”
I play music for fun, I can also get paid for it. I draw for fun, I can also get paid for it. And of course when I DM for my friends and regular gaming group, I don’t charge money. But what was asked of me is a very different context. And context is king.
We decided a rate – $80 for 4 hours. They didn’t ask my bona fides, but I’ll put them here in case it makes a difference to you:
I’ve been GMing since 1985. I co-wrote an award-winning RPG (Spaceship Zero). I’ve organized game conventions. I’ve run tournaments (at my day job) for about 20 different groups – each a mix of experience and novice players.
WHAT DOES A PROFESSIONAL DM PROVIDE, EXACTLY?
The players (3 of them in total) mainly worked out the characters themselves, which I checked and tweaked. In addition to the adventure itself, I provided dice, battle maps, dungeon tiles, player handouts (clues etc), miniatures for the Player Characters and monsters and Non-Player Characters.
BUT PAID DMS ARE RUINING THE OH-SO-PURE HOBBY!
What if I told you DMs have been receiving compensation for decades? Conventions and game shops have been recruiting people to run games for years. Sometimes that compensation is free attendance to the event, or store credit, but sometimes also cold hard cash or a combination of those things.
At your home game, do your players not bring any contributions? Do they not bring snacks or beverages for you to enjoy? Do they not chip in for any new books or peripherals (dice towers, minis, your D&D Beyond subscription)? I mean sure, this probably counts as ‘gifts’ rather than ‘payment’ – but all these things have value, and to my mind the DM does a lot of work for the players. There is a – perhaps unspoken – transaction happening in many (but not all) cases.
THE PERKS OF PAID DMING
One of the banes of group games like D&D is player cancellations can really upend an otherwise perfectly planned game night. Everything I’ve heard from professional DMs is that when the players have put up money, they actually show up and are fully present, rather than showing up 45 minutes late and dicking around on their phone.
For my own experience, when the first session had to be cancelled, they offered to pay me anyway for all the prep time I did. I told them not to worry about it, we’ll just reschedule.
ISN’T BEING A PAID DM LIKE PROSTITUTION?
This is actually a take that I read someone post on a Facebook group. Come on, dude. Somebody wanted to hire me and I accepted. Also, there’s nothing inherently wrong with sex work.
Raiders are terrorizing the wasteland, mainly on motorcycles with spikey bits. A hardened and independent Harmony (Deborah Rennard) flees a victimized town and meets Anderson, a reformed raider recovering from a wound. He convinces her they should travel together to find a hidden paradise, but all they find are cannibals, plague victims, and a man with a puppy who speaks like a Ren Fair employee (Orland). The two are captured by the raiders but before the lisping mask-wearing maniac leader can dispatch them, Orland and his flamethrower sew chaos allowing them all to escape. The raiders are defeated but paradise is neither found nor mentioned.
This movie makes me angry. It’s not the acting or the production value, or even the rote direction. This is the kind of movie where the characters act in direct conflict to their interests and statements, and nothing makes sense. Harmony states she doesn’t want a crippled companion slowing her down, then she continues to travel with Anderson despite him slowing her down and his constant leading them into life-threatening situations. She reacts with extreme violence to the slightest innocent touch from a history of assault and rape, then moments later doesn’t blink at being touched. Harmony is cold and bloodthirsty, while Anderson touts empathy and altruism, but when they see a settlers being massacred Anderson stops Harmony from helping. Not to mention they both have range weapons but do all their fighting with knives and fisticuffs.
Tropes: bad guys have spikes; man shoots a snake to save a lady; cannibals, things explode for no reason; bickering during a car (bike) chase; little people in robes (jawas)
1000 years after the Neutron Wars, nomadic ranger guide manly Kas Oshay and sexy blonde Deneer hang out in the wasteland riding horses, until captured by riders on their Death Machines (AKA dirt bikes with spacey-looking consoles) and brought back to the walled city of Helix. Tortured by the mad and dying Lord Zirpolo, and forced to partake in Deathsport (AKA a dirt bike track), they somehow break free and escape back into the wasteland, with former ranger guide and Zirpola lieutenant Ankar Moor in hot pursuit. After a brief encounter with cannibalistic cave mutants Kas and Ankar have a duel with clear plastic swords.
Apparently a sort-of sequel to Death Race 2000, this movie is a lot of riding around on bikes with obnoxious sound effects while explosions happen close by, punctuated with some T&A courtesy of playmate Claudia Jennings. The only cast member with any charisma is Richard Lynch. Oh yeah there’s a kid that is thankfully relegated to the beginning and end of the film.
TROPES: vehicles explode for no reason; futuristic jargon; lights flash when torture is happening; exposition about what’s happening on screen; blowing on a gun; mutants only grunt
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