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Showing posts with label caves. Show all posts
Showing posts with label caves. Show all posts

Wednesday, June 15, 2016

Deformation in Subterranea: the Gnomus

There will be landscapes like this one, from here.

I was preparing for a game I ran last year when I learned about the Gnomus. I wanted to have some kind of familiar mythical being in the adventure I was writing up, but I wanted to reimagine it and take it in a different direction so might be a surprise instead of just another whatever it usually was. For some reason or another I thought about looking into Gnomes, and after some research was very happily surprised by what I learned about them. The original ideas behind them were delightfully insane.

What were eventually called “Gnomes” were first called “Gnomus” when first described by the great and learned philosopher, physician, and occultist Philippus Aureolus Theophrastus Bombastus von Hohenheim, also called Paracelsus, in the 16th century. He described a number of other beings that existed analogously to humans throughout the world. The Gnomus lived in the earth, but there were also the Undina, Sylvestris, and Vulcanus in the other various elements as well. He described what they all looked like, their usual personalities, and even a bit of their social structures, and what they sometimes sought from mankind, and thought of them as well.

So I created something from those ideas of Paracelsus, and I made a dark underground place to put it in. I threw in some other historical figures and a grim situation to round things out as well. Unfortunately the game fell apart, and I never got to use all of my materials. This old post about cave passages was actually a part of that, but there’s a whole lot more I never got around to presenting. I’ve been polishing it up now for quite a while though, since I couldn’t get it out of my head, and it’s now growing into something.


It’s called “Deformation in Subterranea” (DIS, for short). It’s an adventure set in England, around the time of the dissolution of the monasteries, or even after that. There will be ways to be suddenly transformed in the dark by unknowable and unseen forces, a number of possible encounters with the mysterious Gnomus, and even hostile centipedes which will surely interfere with the pursuit of all the earthly treasures found within.

Once it’s ready I’ll be putting it out into the world as a complete product (and before then I'll be play testing it), but until then I’ll be sharing pieces of it. Here’s something about the Gnomus, to give you a bit of an idea of what they’ll be like.

The Gnomus lives in the same world as humans do, but they live in it differently. Earth stops or slows human movement, but it is as “chaos” for the Gnomus, and they pass through it like we do the air, which is our chaos. The form the water takes for them is as the earth, which provides food for them as the earth does for us as it also stops their movement. What we’ve felt as fire is their water, with the vast burning underworld being like oceans for them. Air is their fire, which gives them a light that is visible through any minerals, as the sun is seen through any air for us. Through the transparency of the earth around them the world is lit with the glow of thin air through the fissures and cracks of the earth, and they swim through underground infernos and walk through stone to seek out flavorful pools water. Vast underground aquifers form for them what would be like fertile hills and valleys for us, then. They know of Humans, but Humans are seen by them only when they enter the earth for mining, or when they live inside caves. Gnomus could not tolerate the overwhelming brightness of the atmosphere beyond that, nor for them the roaring heat of the atmosphere. Humans to their eyes are a miraculous blend of both earth and water, we are seen carrying thirst-quenching vessels of fire through glowing stalks of brightness. The craft of mining to the Gnomus would seem like us gathering pieces of the sky, like carving up a breeze and carrying it away.
Humans know of them also, but the human mind sees humanity wherever it goes, as when it sees faces in trees, and so our image of the Gnomus is perhaps a great distortion. They are seen by us as kinds of tiny almost-men which are only two hands tall,  near-transparent and so only barely visible when they peek out from the stones, and gaze at us in the hot fog of oxygen with their small faces wrinkled with awe, wonder, and envy.

Their envy is because humans are known by them as the things which carry an eternal spark of life, a soul. This theory has been proposed by Gnomic scholars, based upon the observation that while single humans do not last for long (or are gone when the air comes down on them in mine collapses) they are always replaced by others, while Gnomus have always been as they are, and no new Gnomus have appeared (unlike the humans, who have multiplied). It is proposed that Gnomus might not exist forever as well, and although the notion confuses them and causes great dread many Gnomus feel it to be true.


It is rumored among the Gnomus that one might find a way to live forever, as the humans do, if the proper union could be achieved with one. This is only a folktale for them, so only the most courageous or mad of Gnomus might approach humans and seek to speak with them about this, but it does indeed occur. It is also true that a union between man and Gnomus can in fact be achieved, in very certain circumstances.

Tuesday, December 8, 2015

Cave Passages

For gaming purposes perfectly emulating mundane cave exploration would be unrewarding; An “adventure” cave needs somewhat larger chambers that are a bit more common than most of what nature provides, for example. The passages don’t have to be very different though, and they shouldn’t be. Navigation through a cave should not be a simple matter of walking through tunnels in the typical fashion. The whole appeal of using a cave instead of a castle is that it is dark, difficult, and confusing place.

In a cave the passages from chamber to chamber are not designed by any mind, and human needs are not considered by the processes that do create them. The ceiling can be quite low, and the portals between chambers may be horribly narrow and small. If a hallway is even roughly emulated it’s a lucky event, but most of them are lengthy and uncomfortable if they are even navigable at all.

This system makes the following assumptions:

  1. The rate of exploration is being tracked.
  2. The passage of time is being tracked.
  3. Encumbrance is being tracked, using the LotFP system (if you’re using any kind of “encumbrance levels” this will be adaptable)
  4. The Players navigation is up to them. They can’t merely say “we go back the way we came”. They are making a map, or taking notes about which way to go where.
  5. Marching order and position are important for encounters. (you're using a battle map of some kind)

If none of these things are true this method will not be very useful. If time and distance are not tracked in some way it doesn’t really matter if it takes longer to stoop instead of walk, and if there’s no encumbrance system in play the provided method for determining who gets stuck is also not of much consequence. If there are no time-based random encounters there isn’t a compelling reason to care about time, and if resources aren’t tracked the primary difficulties of exploring a cave are nonexistent. If the Players can merely state “we go back” none of this is very interesting because they won’t need to make choices about which passages to take, and so on. 

The numbers used are based on the LotFP movement rates.

This method does not attend to the three-dimensional features of caves (like passages into the floor or through the ceiling), or the various other features you find in cave chambers, or generating cave chambers at all. At least, not yet. We'll get to that later.

Anyways, with all that in mind, here is a method for describing cave passages.

Roll 1d12, 1d4, and 1d6

1d12: This passage has the following characteristics, and can be navigated as follows with the following effects:

1-4 The ceiling is high enough to allow for walking, each Player moves at the usual exploration rate.

5-7 The ceiling is lower than head-height, and the Players must stoop. Each Player moves with +1 Encumbrance. Melee attacks cannot be made with Large Weapons.

8-10 The ceiling is so low that Players must crawl on hands and knees. Each Player moves with +2 Encumbrance. Melee attacks can only be made with Small Weapons.

11 This passage is so small that Players may only navigate it by crawling while lying flat. Each Player moves with +3 Encumbrance. Melee attacks cannot be made.

12 This passage may only be squeezed though with effort due to its’ minute size. Ignore the rolled 1d6, Players may only pass through in single file. Each player moves with +3 Encumbrance. In addition, each player must roll 1d6 for every 30 feet they pass through. On a roll of a 1 (+1 for each level of encumbrance), the Player has become stuck. To become unstuck they may attempt a roll for Open Doors once per turn to attempt to free themselves. Melee attacks cannot be made.

(Ex: A player who has one point of encumbrance becomes stuck on a roll of 1 or 2)

The approximate distance for calculating travel time through this passage is equal to 1d4 x 30 feet.

D6: The passage is wide enough for
1-3 One
4-5 Two
6 Three
Players to pass through side by side


The Referee should never state a length for any passage before it is passed through, especially a difficult one such as a crawl. The party is not doing anything resembling precise measurement and has at best bad visibility; they will only have an approximate idea (one suitable enough for mapmaking on graph paper) once they have gone through, not before.

Examples:

d4: 1, d6: 3, d12: 8
This passage is about 30 feet long, must traveled single file, and must be crawled through on hands and knees. It adds +2 Encumbrance for calculating movement speed, meaning that only those who are Lightly Encumbered or Unencumbered may pass through at all. Attacks could only be made with Small Weapons.

d4: 2, d6: 4, d12: 6
A 60 foot passage that must be stooped in, with room for two to travel side-by-side. +1 Encumbrance for movement, meaning only those who are Heavily Encumbered or less may pass through. Large Weapons cannot be used.

d4: 4, d6: 6. d12: 12

A 120 foot passage that must be squeezed through. The d6 is ignored, it may only be traveled through single file. Only Players who are Unencumbered may pass through, and must roll 1d6 four times to determine if they have become stuck before they successfully navigate it.

d4: 2, d6 1, d12: 1

A 60 foot passage that is high enough to be walked through. There is only enough room to walk single-file.