Dungeons Dilemmas Digital Zine v1.0
Dungeons Dilemmas Digital Zine v1.0
Dilemmas
Images
Public Domain:
  > Dunkle Geschichten aus Oesterreich—Moritz Bermann
  > Lady Macbeth, Macbeth and the Murder of Duncan (Shakespeare,
     Macbeth, Act II, Scene II)—Charles Rolls, Henry Corbould
  > Carceri. Folder 7—Giovanni Battista Piranesi
  > Illustration From The Raven—Gustave Dore
  > Der Alte Matrose—Gustave Dore
  > Changing into Serpents—Gustave Dore
  > Forest of Suicides—Gustave Dore
Used with Permission:
  > Until My Last Breath—Jessica Allain
Introduction
   It is commonly said that the typical fantasy adventure game is about
“killing things and taking their stuff” — so much so that the player characters
are often referred to as “murder hobos.” The deepest critiques of this form
point out the harmful colonialist narratives underlying the idea of going
into the homes of “savage,” “inherently evil” and “lesser” races to kill them
indiscriminately.
Dungeons & Dilemmas presents a process for building dungeon scenarios
that are more emotionally engaging and morally complex while retaining
a focus on exploration, action and adventure. Context matters. A richer
context can make even the most basic trap or combat encounter raise
compelling questions for the players.
This process is not meant to reduce or eliminate violence as a viable solution
to problems in your adventures. It is intended to give violence greater
meaning and ground it in real stakes. Sometimes the best solution to a
problem is to punch it in the face, even if we recognize that might be a
tragedy.
This adventure creation process will be examined in three layers of detail:
  > Backstory — How to craft a compelling dungeon history.
  > Structure — How to view the dungeon’s layout as a narrative flow.
  > Details — How to infuse individual encounters with emotional weight.
The outcome of this process is an adventure that will take on personal
meaning for the players. It’s not just a place to be explored; it is a place to be
understood and judged. Fantasy adventurers often wield incredible power,
and a location boiling over with unresolved passion challenges them to use
that power wisely.
The second section of Dungeons & Dilemmas is a small campaign toolkit
designed to help scale your ideas. It explains how to go from a singular
dungeon to a world full of meaningful adventure. It details how to make
every expedition a significant choice, and how to mold every town into a
little ethical puzzle in its own right. It’s about making the world a hydra
of expanding and escalating problems that force the players to prioritize a
seemingly unending set of crises.
The final section explores some topics common to many fantasy adventure
games, however, some may or may not be relevant to your game of choice
or play style. Consider it a collection of thoughts for your reference on how
certain mechanics can be used to greater effect in the framework provided.
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The following is a process for building a dungeon that has an engaging back-
story and an active conflict that the players can uncover and interact with
as they explore it. This process is presented as a series of steps. Each step is
layered over the previous one, the same way you might construct a painting.
However, you don’t need to do all the steps. You can stop at any time in
sequence or pick and choose which layers are appropriate to your specific
dungeon. The more steps you use, the more emotionally engaging and
morally challenging the adventure becomes.
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    Table 1: Feelings
     d6   Emotion       Example
     1.   Fear          A place to lock away or hide from the source of fear.
     2.   Love          A place to house everything related to the focus of love.
     3.   Curiosity     A place to learn and gain a deeper understanding of a
                        problem or object.
     4.   Devotion      A place to spread knowledge and gain followers of an idea
                        or person.
     5.   Greed         A place to stockpile a grand collection focused on a specific
                        theme.
     6.   Sorrow        A place to memorialize or soothe the pain of a great loss.
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to feel strong emotions. Such a cult might build a library to hide away all
the tomes and manuals that inspire passion in the hearts of those who read
them. These dangerous texts would be placed under heavy guard.
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Example: The Silver Mine of the Sorrowful Siren. A bandit king falls in love
with a mermaid and kidnaps her from her people. He constructs a water tank
on wheels for her to live in and takes her and his gang into an abandoned
silver mine that is rumored to be haunted. Surely, no one will think to look
for a mermaid in a silver mine?
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Example: The Keep of the Blood Countess. Wealthy merchant families are
found drained of all their blood. Their homes have been stripped of all
valuables, seemingly overnight. The local magistrate offers a bounty to
anyone willing to explore the bricked up keep rumored to be home to a
vampire.
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T      he Dungeon as a
       Narrative Structure
“Story” and “Narrative” are problematic words when it comes to RPGs. They
mean very different things to different people. For now, put aside familiar
media like books, comics, movies, and television shows. We are going to
break apart the dungeon as its own form of structure, looking at it on its
 own terms, with its own unique form.
In many games, exact distances are important and for those games, detailed
maps giving the exact size and shape of each area within the dungeon are
important. But before laying out that level of detail, you can think of a
dungeon like a graph which consists of a collection of nodes connected by
edges. From a narrative perspective, the exact size of each node and the
length of each edge doesn’t really matter. A node could be a giant dining hall
or a tiny bedroom. An edge could simply be a connecting door or a lengthy
hallway.
This more abstract view of the dungeon allows you to more easily identify
the flow of the adventure. In this regard, it is not dissimilar to a pick-a-path
style narrative where each node is a discreet experience that offers branches
to other experiences depending on how the players choose to explore.
Entrances
Entrance nodes can be thought of as beginnings. Think about what
information or choices you want the players to experience up front. Is this
a node that starts to reveal what came before? Or is it a node that right up
front shows the players what’s wrong right now?
In the first diagram below, Nodes 1, 11, and 10 make interesting choices for
entrances. Node 1 seems to present choices that would branch into either
of two distinct halves of the dungeon. Nodes 11 and 10 would be direct
entrances into those distinct clusters.
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 You could choose one, or use all three. Having multiple entrances is like
 having multiple beginnings. Depending on where the players choose to enter
 the dungeon is drastically going to color their first impression of the place.
Diagram 1: Entrances
 Clusters
 This abstract view of the dungeon also allows you to visually identify node
 clusters. Clusters are groupings of nodes that are all interconnected by
 multiple edges. You can then assign topics to these groups. One group might
 be more about the tragedy of the past while another group might be more
 about the current active threat.
Diagram 2: Clusters
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In diagram 2, two distinct clusters are clear. If each of these two sections are
themed differently, you can see how entering from Node 11 versus Node 10
would present radically different points of view on the dungeon.
Critical Paths
Another thing to look for in these dungeon diagrams are the shortest paths
you can take from the entrance to any interior node. In particular, you
can take note of the longest possible shortest path. The end of these paths
is a good choice of placement for your most critical NPCs and toughest
encounters. These can be thought of as climaxes to the narrative experience.
The players enter these climatic encounters with all the knowledge and
consequences of decisions from the previous nodes. By finding the longest
of these paths you can guarantee a minimal set of experiences the players
will have from entrance to climax. These are the critical paths through your
dungeon.
You can place the most need-to-know information and encounters directly
along these critical paths. Sometimes there are multiple such critical
paths. Like clusters, these can be themed differently to present different
experiences going into the climatic situation.
Let’s consider the diagram again, only from the perspective of an entrance
at Node 10. The longest-shortest path is seven nodes from Node 10 to Node
2 and there are three variations:
  > 10 -> 8 -> 4 -> 3 -> 6 -> 9 -> 2
  > 10 -> 8 -> 1 -> 3 -> 6 -> 9 -> 2
  > 10 -> 8 -> 1 -> 12 -> 6 -> 9 -> 2
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 You’ll notice that Nodes 10, 8, 6, 9 and 2 appear on ALL of them. There is no
 way for the players to reach Node 2 without passing through those nodes.
 Anything that is critical to the players’ experience of the dungeon should be
 placed in those rooms.
 Node 8 offers a significant branching point. Consider making the contents
 of Node 4 significantly different from the contents of Node 1 and 12. Node
 3 is particularly interesting because it represents a potential merging of
 the branches. An interesting idea would be to put the elements of the two
 branching themes into conflict in this room.
 Outliers
 One more feature of interest are the nodes located the furthest off the
 critical path(s). These outlier nodes are good places to put the most useful
 information or treasures. If the critical path reveals to the players the most
 surface level understanding, then the side paths should provide a deeper and
 richer understanding. They reward thorough exploration by empowering
 players to make more informed decisions when they encounter the real
 active problems of the dungeon.
 Building off the previous graph, we can see that Node 5 and Node 11 lie
 furthest from the critical paths between Node 10 and Node 2. Interestingly,
 that’s one in each of the identified clusters. These are the best nodes to place
 encounters that express the deepest and most nuanced expressions of the
 themes for their respective clusters.
Diagram 4: Outliers
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Structure Revisited
While there is no fixed narrative to exploring a dungeon, it does not mean
there is no structure at all. Starting with an abstract graph allows you
to more easily see these structures and sub-structures. Beginnings and
endings are clear. Critical paths and encounter dependencies are more easily
identified. It becomes possible to assign meaning and emotional value to
these components. In short:
  > Entrances are like beginnings
  > Clusters are thematic groups
  > Critical Paths are the core experience of exploration
  > Outliers provide nuanced understanding.
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E motional Encounters
Now that you have a map that shows you the overall shape and flow of the
adventure, you can start taking a close look at each individual encounter.
At this level, it’s important to consider that every encounter presents some
combination of information, choices, and consequences. Note that not all
three must be present in every encounter.
It is also important to evaluate encounters for potential rather than absolute
fixed ideas. The game is a live, active experience. Players make unexpected
choices which may lead to unexpected consequences. They may even draw
unexpected conclusions from otherwise static information. The point is to
make sure your dungeon is primed with emotional and narrative energy.
During play, the players are the catalyst that discharges that energy as a
result of their decisions and actions.
Let’s take a look at various common encounter types. We’re going to look at
each one as a potential source of narrative energy.
Empty Rooms
Empty rooms are never just cubes of featureless walls. All rooms of the
dungeon once had purpose and may have been recently adapted to new
purposes. They reflect the location’s history, both old and recent. Events
happened in them, and the detritus of those events are still lying around.
Empty rooms act as a form of exposition. They convey information to the
players through objects and evidence of activity. If this is the room where
a murder happend, perhaps an ancient bloodstain is still spread across the
floor; perhaps a dust covered dagger is casually tossed aside or maybe a
hanging portrait of the victim or aggressor is marred in some way.
The things in the room should raise questions. Why is this here? Who built
this place? Is this recent or old? What future dangers does this portend?
An evocative empty room should invoke speculative table chatter. Even if
the players haven’t seen a single monster, trap or treasure, they will be
emotionally engaged with curiosity, wonder and dread.
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 Empty rooms also act as a way to build passive tension—each one provides
 only partial information and it’s up to the players to make sense of it. So
 long as the picture is incomplete in the players’ minds, unease and suspense
 will hang over the whole adventure.
 In play, there’s no need to rush through an empty room. Let the players poke,
 prod, and question it. The players don’t know there isn’t a trap, monster,
 or treasure lurking in the darkened corners. This is a great opportunity
 to improvise additional details to deepen and clarify the information and
 feeling the room is meant to convey. Once the players have turned everything
 over to their satisfaction, they may leave the room wondering if they missed
 something. This only further adds to the tension building purpose of the
 encounter.
 Magic Items
 Frequently, magic items act as mechanical boosts or give the player
 additional firepower. Functionally, this makes many magic items a kind
 of technology; a simple piece of tactical gear. Magic items, however, can
 be a lot more when you think about how their effects can fundamentally
 transform a situation and what the costs of doing so might be.
 Consider a magic item that grants limited but specific mind control powers
 or one that brings forth or constructs a terrible monster. Imagine an item
 that can utterly destroy something normally indestructible such as an idea
 or a feeling, or causes any other drastic and permanent alterations to the
 status quo.
 Additionally, think about adding transgressive costs associated with using
 the item. Who or what must come to harm for the item to function? Perhaps
 a necromantic lab capable of raising the dead needs a living sacrifice or
 maybe an orb that spawns an army of monsters requires the suffering of
 children by locking their minds into endless nightmares. The effects of a
 magic item can be quite dramatic if the actions required to use it are equally
 dramatic.
 This turns a magic item from a simple tool into an ethical dilemma. When
 and why do they use it, if at all? This can be deepened further if the history
 and effects of the item are linked to the backstory of the dungeon. The
 magic item becomes a temptation to repeat the tragedies of the past and it
 offers this moral challenge to the players: Can you do better than those who
 brought ruin to this place or those currently using its power?
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Traps
There is a temptation with traps to be clever, to try to anticipate and outwit
how the players will approach them. The desire to earn a satisfying “gotcha”
moment is great. Ignore it. Do not fall prey to the tyranny of clever.
Traps are built for a purpose. Common purposes would include to kill, to
capture, to frighten, and to warn. Less common purposes might include to
humiliate, to mock, or to delay. These are by no means the only purposes.
The idea is that when you place a trap you should give some thought to its
motive. What is it trying to accomplish?
Traps also reflect the personalities and priorities of their maker. Think about
who built the trap and how that trap reflects them. A necromancer might
build life-draining arcane traps while a bandit is more likely to construct
workman-like traps out of basic materials.
Trap builders also place traps to guard the things they value most. Note that
these things may not be items that are commonly valued by anyone else. A
scholar might build a trap to guard a portion of the library that contains
sensitive research and a priest might want to heavily ward a chamber
containing a benign artifact that is viewed as heretical.
Putting these ideas together means that traps can serve as a powerful form
of foreshadowing. They show the players parts of major characters both
past and present before they meet them. A trap might hint at its builder’s
capabilities or reveal and raise questions about their values and motives.
Even an unusual trap guarding something of seemingly little value is
engaging beyond just its immediate threat.
Monsters
Monsters are the result of decay. Sometimes that decay is expressed literally,
like when giant spiders move into the belfry or rats dwell in the larder or a
carnivorous fungus spreads wildly across the cellar floor. As buildings fall to
ruins, creatures both natural and unnatural assert themselves.
More interesting monsters are the byproduct of moral decay. In a fantastic
world, monsters allow the players to confront the personified remnants of
injustice, both past and present. The following are ways a monster can be
carrying on a legacy of injustice.
A monster can be perpetuating a past injustice directly.
Consider a woman who preys on young children to ritualistically maintain
her youth. After her trial and execution, she rises as a vampire to continue
preying on the young.
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 Villains
 Other than monsters, villains are what give a ruined location dynamic
 life in the present moment. Dramatically engaging villains have two key
 components. First, they have an ideological point and second, they have a
 plan that will work if no one intervenes. Let’s take a closer look at each of
 these.
 While some villains are motivated by personal greed and the pursuit of
 power, more interesting villains are likely trying to address a social problem
 or seeking restitution for an injustice they have suffered. However, their
 methods are misguided, extreme, and to the detriment of those around
 them. Good villains are justified sinners. Their causes are righteous, but
 their methods are questionable.
 Once you understand what the villain wants, you can think about how
 they’re going to go about achieving it. Think about the concrete mechanisms
 of the villain’s progress. Understanding these details helps with preparing
 other aspects of the dungeon.
 What monsters now serve the villain or what new monsters have the villain’s
 actions spawned? What traps has the villain constructed and what are they
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 that only happens after dark. You can think of all kinds of environmental or
 social damage being wrought by the activities in the nearby dungeons. Even
 better, you can functionally add a Step 7 to the process.
 Rumors
 One of the classic ways of letting players know that problems in the world
 exist is through rumors. People talk about the things they’ve heard, seen
 or experienced. Rumors, however, are never just facts. They are filtered
 through the emotional biases of the speaker.
 A rumor might be a plea for help, even indirectly.
 When people suffer injury they tend to complain about it to anyone who will
 listen, even if they don’t initially expect that person to do anything about it.
 And these stories usually center the speaker’s personal pain even if there’s
 a bigger story to be told.
 A rumor can also be spun from the speaker’s personal assumptions.
 Consider a cult making sacrifices to a spider god. Bodies might be found
 drained of blood and someone with a particular background might jump to
 the conclusion that there are vampires around and begin seeking undead
 hunters even though they are wrong.
 A rumor can be spun from a place of fear.
 Someone might witness something benign, but because of their personal
 beliefs, report the activity as malignant. Consider someone witnessing a
 friendly water spirit helping a child cross the river. Someone might report
 this event as a demon trying to drown local children.
 Biased rumors are a great way to play around with the characterization
 of the local populace. Are they particularly religious or superstitious? Are
 they suffering great harm frequently? Is there some phenomenon they have
 vastly misinterpreted? Who are these people and what are their priorities?
 How they choose to describe their problems to the PCs reveals much about
 their culture.
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The Timeline
So, how much do you throw at the players at once? You don’t want them
to be overwhelmed right away. In fact, getting them started with just one
problem and a concrete source of that problem is a good way to open a
campaign.
You can think of the region as a hydra of problems; just as the players are
about to wrap up one problem, introduce two or more problems through
either direct encounter or rumor. They will then have to choose which
problem to address next. Then, just as they are about to wrap up that
problem, again, introduce two or more new ones. Repeat this until the
entire region of problems is revealed. It’s simple to keep a campaign rolling
this way because you can always use the six step process to quickly outline
new adventures.
Dungeon Escalation
Consider how the problems of a dungeon worsen over time if the PCs do
nothing. Since you only need to worry about fleshing out the dungeon when
the players commit to exploring it, it becomes easy to revise the concept of
a dungeon without needing to redraw or rekey maps.
When the players commit to exploring a dungeon, look at all the ones they
are choosing NOT to address. Think about how the contents of steps four
through seven get deeper, more complex, and more threatening to the
region while the PCs are off on another adventure. If the world is falling into
ruin around the players, it puts pressure on them to choose their adventures
wisely.
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This brings us to the existential crux of the matter. There is a real world
phenomenon known as Compassion Fatigue. It has the following defini-
tion according to the Oxford English Dictionary: Indifference to charitable
appeals on behalf of those who are suffering, experienced as a result of the
frequency or number of such appeals.
With the world laying so much at the PC’s feet, it is possible that the
characters (and perhaps even the players) will become jaded within the
context of play. This brings us to what is perhaps the ultimate dilemma:
When can the hero rest? When can the warrior put down the sword? How
many good deeds is enough? How much pain can you witness, and violence
can you engage in, before you say, “No more.”
There is the GM dream of the epic campaign that builds to some final
climactic confrontation against a big bad. You can certainly do that with
the process and ideas discussed here. Simply limit how many adventures
you roll out, and order them to build on each other in some meaningful way.
However, I’d like to offer an alternative option: Start small, stay small.
There is no mastermind or ultimate evil. There are only innumerable
haunted houses of human tragedy leaking suffering into the world and
every time one is plugged, a new leak springs somewhere else. The world
is just an unending sandbox of sorrow. You can’t fix it entirely. You can’t
solve humanity with blade, book, and blessing. So when do you stop? Let
the players decide.
Eschew climaxes in favor of respite. Let them build their keeps, and towers
and temples. Let them hang up their swords and shelve their spellbooks. Let
them choose when to rest and perhaps their successors will be able to pick
up where they left off. A hero only has so much to give.
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A       dvanced Dungeons
         & Dilemmas
This final section contains additional, optional ideas that may or may not be
relevant to your game of choice or preferred style of play.
The Journey
Sometimes the characters have to take long trips to get from their current
base of safety to an adventure site. Encounters along the way are a good
time to introduce those “tips of the iceberg” problems discussed in the
previous section. Let them encounter dangers that are spilling out from a
nearby dungeon they don’t know about. Or have them encounter victims of
such attacks or people fleeing from bad situations further away.
Towns
You can think of every town and village along a journey as an opportunity
for a little dramatic encounter. Here’s a short process for quickly generating
these types of micro-narratives.
  1. Pick a person, place, or thing that two or more NPCs have conflicting
     stakes in.
  2. Decide what material harm the NPCs involved have already caused to
     either each other, the thing at stake, or the greater community.
  3. Figure out how a monster is involved. Good options include:
     a. As one of the NPCs with a stake in the conflict.
     b. As a servitor of the NPCs involved.
     c. As a side-effect of the material harm that has already happened.
     d. As someone who feeds on or profits from the conflict indirectly.
  4. Think of the weirdest way to signal to the players that something is
     wrong in the town.
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 You can also tie these things to the problems created by nearby dungeons.
 Once one of these local problems has been tackled by the PCs, you can
 use the fallout to repeat this process for the next time they come through.
 Like dungeons, if the PCs don’t address the problem, you can think about
 how the problem gets worse, and reveal to them the consequences of their
 negligence upon their return.
 Example: The Winter Hag
     1. Three brothers are fighting over the family farm after their father dies
        without a will.
     2. On a hunting trip in the mountain one of the brothers attacks and
        mortally wounds the other two, leaving them for dead.
     3. One of the dying brothers bargains with a mountain hag for vengeance.
     4. The hag keeps the entire town buried in a snow blizzard so that nothing
        grows on anyone’s farm.
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Monstrous Nature
This category includes everything from giant forms of normal animals, to
carnivorous plants and fungi, to oozes, to downright strange creatures of
myth. Any creature that is primarily driven by the baser instincts of food
and shelter and not much else fits here. These creatures are best used to
accent the ruin that has befallen a location. When humanity moves out,
these creatures move in. Additionally, they may be cultivated as guardians
or servitors of a villain.
The Fey
The fey are tricky because they ride the line between humanoid species and
the mystic other. Generally, I try to divide them into two categories. If they
have culture and society then then I treat them like people, just like any
other humanoid species.
If they are solitary, or come in small groups that only seem to serve one
purpose, like a single-minded embodiment of the divine wild, then I treat
them more like nature-aspected demons. They are ripe for causing trouble
by making deals with foolish mortals, or enacting vengeance for human
crimes.
Dragons
Dragons present a unique moral problem. They have too much agency to
be considered monstrous nature and are too monstrous to really work as
people. Therefore, I leave it as an exercise to the reader to decide how they
best serve the narrative goals of the dungeon.
Random Encounters
Some games use random encounter charts. A useful metaphor is to think of
the charts as a “color palette” for the dungeon or area. Only put things on
the chart that reinforce the themes you are building. For dungeons, these
are things related to the dungeon’s past, the things that linger, and servants
of any active villains. For wilderness areas, these are “tip of the iceberg”
encounters that hint at the conflicts within nearby locations.
Try to embellish random encounters and build them up into little active
situations rather than just wandering creatures. What are they up to? What
activity might they be engaged in that serves some agenda, such as a villain’s
plan? What goals do these entities have besides simply attacking the PCs?
A useful trick is to roll on the encounter chart twice and then consider how
these two groups might interact. This is very useful for demonstrating the
bad interaction step of dungeon creation or to show how the problems of
two different nearby locations are clashing, or amplifying each other to
cause even larger problems.
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 Skills
 Some games provide methods for handling PC knowledge, perception,
 intuition, and social skills that the players themselves may not have.
 Dungeons & Dilemmas is predicated on generously giving the players
 information so they can make interesting decisions about what to do. This
 section contains advice on when, and when not to make these kinds of rolls.
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Leverage
 No leverage                      No roll, auto failure
 Perfect leverage                 No roll, auto success
 Imperfect, but tempting,         Make the roll (maybe with
 leverage                         modifiers)
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                                                For the Love of Life and Death
Background
Deep in the woods near the village of Gred lies a monastery built by the
Order of St. Beatrix. The Order believed a plant’s ability to live on soil, water
and sun alone was the secret to ending humanity’s endless conflicts over
resources. They sought methods for humanity to become one with plants.
Many decades ago, one of The Order’s members, Giovanni Baglioni, succeeded
in cultivating a human-plant hybrid “daughter” named Cobamina. Due to
the nature of her creation, Cobamina was bound to the central garden of the
monastery's west wing. She would wither and die should she walk on any
ground other than the special soil created by Giovanni.
Encouraged by his success, Giovanni was quick in trying to imbue the other
members of the Order with Cobamina's plant-like qualities. He fermented
her blood into wine and offered it to his fellows. One by one, the Order
members became enthralled to Cobamina because the drink linked their
consciences to hers. Through them, she could see and feel as they did.
Cobamina exploited her control and sent them out into the world so she
could experience it through their senses.
Desperate to see more and more of the world beyond the monastery walls,
Cobamina urged her "father" to make more of this wine. He agreed and soon
all the members of The Order had been sent out to live the life Cobamina
would never have.
Alone in the silent halls, Giovanni continued to experiment on himself,
slowly turning his flesh into tangles of moss and vines until little that
was human remained. Ashamed at the shambling horror he had become,
Giovanni turned away from his “daughter” and crawled into the darkness of
the monastery catacombs, hoping for death’s sweet release.
Soon, Cobamina's thralls began to die. One by one, they succumbed to the
world and with them Cobamina’s window into it slowly closed. When the
last living member of the Order met his final end, Cobamina found herself
trapped in the empty monastery garden, forever alone.
                             ô         ô         ô
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 Recently, the abandoned and ruined monastery came to the attention of the
 Mortis Amorea, a cult that believes the dead are lonely in their graves and in
 need of love. They seek out burial sites, use necromantic rituals to reanimate
 the interred, then care for them as if they were their own family members.
 Valentina Sephtis, the cult’s matriarch, eager to expand her “family,” led her
 followers deep into the monastery ruins and began cataloging the dead in
 the forgotten catacombs below.
 Among the dust of the old winery, intact bottles of Cobamina’s blood-wine
 were found. As the unsuspecting cultists consumed it, Cobamina instantly
 gained awareness of their presence. Perceiving them as a threat to her home,
 she used these new thralls to assault Valentina and the rest of the Mortis
 Amorea, forcing Valentina to strike down the sudden traitors in shock.
 Instead of burying their dead, Mortis Amorea normally enacts their dark
 rituals of unlife to return them to the family. However, when Valentina and
 her followers attempted this on the recently slain thralls, flowers bloomed
 from their lifeless eyes and vines crawled from their open mouths and
 wounds.
 These flowering corpses gave off an intoxicating pollen that created a
 deeper feeling of love between them and their living “family”. Stunned by
 this development, Valentina was convinced this was a blessing from her god
 and immediately began to investigate the cause so that she could replicate
 this effect in other corpses.
 Valentina is not aware of Cobamina’s presence in the monastery, nor does
 Valentina realize or understand that Cobamina still has control over these
 floral undead. However, Cobamina has discovered that the spores these
 creatures spawn allow her to walk on ground that has been sufficiently
 soaked in them, providing her a path to freedom.
 At night, unbeknownst to Valentina, Cobamina has been sending her
 undead thralls out into the world. Using their entrancing pollen, they lure
 living people back to the monastery where they are coaxed into drinking
 Cobamina’s blood-wine and then led to be slaughtered by the Mortis Amorea
 who, in turn, raise them as more flowering undead. Valentina does not
 realize she and her followers are being used by Cobamina to slowly build an
 army she desperately needs to gain her freedom.
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                                            For the Love of Life and Death
Dramatis Personae
Giovanni Baglioni
  Description: Giovanni is sadly still alive and remains as a vaguely
  humanoid shaped pile of vines and moss. He can crawl around by
  undulating his body. He is capable of speech but it has a watery, gargling
  quality to it.
  Drive: Deep down, Giovanni has a personal death wish but he also still
  cares for his “daughter”. Although he spends all his time wallowing in his
  own tomb, he would come to his daughter's aid or avenge any harm that
  comes to her.
  Abilities: He is capable of using his plant-like body to grab, engulf and
  smother enemies.
Cobamina
  Description: Despite being many decades old, Cobamina appears to be a
  relatively young woman. She has olive-colored skin with visible, green
  veins underneath. She has white hair with a light green sheen and her
  eyes are amber in color.
  Drive: Cobamina desperately wants to leave her garden. She needs
  Valentina to animate more corpses that have consumed her blood (or the
  wine made from it). These creatures give off a pollen that makes the
  ground safe for Cobamina to walk on. However, it requires a lot of pollen
  and so she needs as many undead as she can trick Valentina into making.
  Abilities:
  > She can burrow down into the earth of her garden.
  > Her touch is poisonous and causes an itchy, painful rash.
  > She can exhale a blinding pollen.
  > She withers and dies if her feet leave untreated ground for more than
    a few minutes.
  > The GM should feel free to give her any other plant-like powers they
    feel are appropriate.
Valentina Sephtis
  Description: Valentina is a pale woman with dark hair and even darker
  eyes. She dresses in a black robe adorned with red trim with a silver cord
  around her waist that serves as a holster for her ceremonial dagger. She
  wears the holy symbol of the Mortis Amorea around her neck: a skeletal
  hand holding a human heart.
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     Drive: Valentina wishes to liberate the dead beneath the monastery from
     their lonely existence. This requires research as she needs to put names
     and life stories together with bodies as well as evaluate the physical
     integrity of the corpses. She will not animate partial corpses or anyone
     she does not believe lived a worthy life. She does not wish to be discovered
     and will fight to maintain the secrecy of her cult. However, she is not an
     unreasonable woman and is unaware that Cobamina is the architect of
     the recurring “assaults” on her cult.
     Abilities: Valentina is a powerful necromantic sorcerer.
     > She can animate corpses (She does not do this lightly. Those she
       animates are family).
     > She can cause flesh to rot with a touch.
     > She can heal her own wounds through drinking blood.
     > She can pull a person’s soul out of their body by locking eyes with them.
     > The GM should feel free to give her any other powers consistent with
       necromancy.
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                                            For the Love of Life and Death
Entrances
  > Into Area 1: Up a short set of steps lies the double wooden doors into
     the main entrance. These doors are barred from the inside.
  > Into Hallway d: The east end of this hallway has crumbled away and is
     wide open to the ruined foundation of the eastern wing.
  > Into  Area 9: Behind the monastery is a small garden. The garden is
     enclosed by a short wooden fence and the gate can easily be unlatched
     and opened.
Diagram 5: Monastery
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 1. Main Entrance
     Description: The floor is bare dirt and the walls are lined with planters
     that overflow with long dead vines. Dry fonts sit on either side of the
     front doors. Two floor-to-ceiling stained glass panels are on either side
     of the southern doors. Light shines through them suggesting that the
     interior room has a source of illumination. The panels depict a man and
     woman being sensually cradled in vines.
     > Exits
       · To the north are a pair of plain wooden doors that are barred from
         the inside. These are the exterior doors and lead outside.
       · To the south are a pair of wooden doors ornately carved with vinework
         and flowers beyond which is Area 4.
       · To the west is a simple, closed but unlocked wooden door that leads
         into Hallway c.
       · The simple wooden door that once occupied the east wall has fallen
         off its hinges. Through the now open archway lies Hallway d.
 2. Giovanni’s Workshop
     Description: There are many potted, but dead, plants in this room. All
     of them have disturbingly human features, such as leaves that look like
     hands, faces in the bark, and eyes where flowers would be. There are a few
     workbenches and cabinets stocked with lab equipment and dusty books.
     > Trap
       · One of the cabinets is locked and if opened will release a toxic gas
         distilled from poisonous plants. The gas will cause frightening and
         psychically painful hallucinations.
     > Treasure
       · The locked cabinet contains books describing Giovanni’s attempts at
         making human-plant hybrids. These books cover everything from
         Cobamina’s creation and the wine experiments to Giovanni’s ill-fated
         final experiments on himself.
       · A skilled herbalist or alchemist could use the notes in this room to
         create doses of Giovani’s Elixir. It takes about a week of work to
         make a single dose.
       · There is a single dose of Giovani’s Elixir in a cork sealed bottle. The
         liquid itself is dark green in color.
     > Exits
       · To the south, a pair of glass paneled doors sit closed but unlocked.
         They lead out into the courtyard of Area 6.
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                                               For the Love of Life and Death
    · A simple, closed and locked wooden door on the east wall connects
      with Hallway b.
    · Another simple, closed and locked wooden door on the west wall
      connects with Hallway a.
3. Dining Hall
  Description: The floors of this room are planks of wood lightly covered in
  sawdust and straw. There are several long wooden tables with benches
  on either side of them. A likeness of St. Beatrix’s face woven from vines
  and branches hangs above a large stone hearth set into the west wall.
  > Encounter
    · If it is day, a few Mortis Amorea Cultists are here, having a meal
      (about 2 to 3 per PC). At night, the cultists convert this room into
      barracks and there will be many more (about 4 or 5 per PC) with their
      undead family members keeping watch (about 1 or 2 per PC and 1 or
      2 of those will be flowering corpses). The cultists will initially view
      the PCs as outside invaders and will be concerned about maintaining
      their presence a secret. If the players manage to talk them down or
      get them to surrender, a cultist named Amara Kalavan, will speak for
      the group during the day. At night, Valentina herself is likely to be here.
  > Exits:
    · A simple, closed but unlocked wooden door on the north wall leads
      into Hallway d.
    · A swinging, hinged wooden door in the middle of the south wall leads
      into Area 7.
    · A simple, closed and unlocked door at the southern end of the west
      wall leads into Hallway e.
4. Main Chapel
  Description: This long hall has bare dirt floors and is humid like a
  greenhouse. The roof is mostly made of glass that is cracked and broken
  in a few places. Stained glass windows depicting a man and a woman
  embraced by vines are on either side of the doors at the north end.
  Running down the hall are trees spaced out at even intervals. Circular
  patches of grass grow around the base of each tree and collectively their
  branches form a tunnel. At the southern end of the tunnel lies a rock
  outlined ritual circle around the largest tree whose trunk has been carved
  into the image of Saint Beatrix.
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     > Encounter
       · The hall has several flowering corpses wandering around (about 3
         per PC). At night there is a 2 in 6 chance that there will be about one
         third less of these creatures because Cobamina has sent them out to
         lure another villager to the monastery. Cobamina will try to use the
         flowering corpses in this room to lead the PCs through the secret
         door in the east wall and into the kitchen. There, they will attempt
         to entice them to drink the wine. If the PCs refuse, the flowering
         corpses will attempt to force the PCs to drink. If the PCs fight the
         creatures in the chapel during the day, the cultists in Area 5 will
         come to investigate. If the PCs fight the creatures in the kitchen at
         any time the cultists in Area 3 will come to investigate.
     > Exits:
       · To the north are a pair of wooden doors ornately carved with vine-
         work and flowers. Beyond them is Area 1.
       · Just below the middle of the east wall is a secret door that can be
         easily opened by pushing on the stone. Beyond the door is Hallway e.
       · Two simple wooden doors that are both closed but unlocked are in
         the east and west corners of the southern wall. Both lead into Area 5.
 5. The Library
     Description: This wood paneled room is lined with shelves filled with
     books and scrolls on various forms of plant life. The middle of the room
     is filled with scribing desks. On a couple of the desks are dusty, dirty logs
     that stand out from the other tomes. These are death records that have
     been brought up from the catacombs.
     > Encounter
       · During the day, Valentina is here with a few other cultists (about
         one per PC), and a couple of their undead “family” (about half as
         many PCs). At night, there is a 2 in 6 chance that Valentina is alone
         here, working late. Valentina will assume the PCs are more intruders
         and will fight to preserve the secrecy of her presence. She is not
         unreasonable and can be talked down especially if the PCs present
         evidence of either Cobamina’s existence or that the flowering corpses
         are not entirely what they seem.
     > Treasure:
       · Valentina carries the key to Area 8.
       · Many of the documents in this room would be valuable to herbalists
         and apothecaries.
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                                                For the Love of Life and Death
  > Exits:
    · Two simple wooden doors that are both closed but unlocked lie at the
      east and west ends of the north wall. Both lead into Area 4.
    · A heavy wooden door that is barred on this side opens onto a short
      set of stairs down into the open air of Area 9.
    · At the northern end of the eastern wall a simple wooden but unlocked
      door leads into Hallway e.
6. Cobamina’s Courtyard
  Description: This central courtyard is open to the sky and the dirt feels
  like spongy flesh. The trees and plants that grow here have odd human-
  like features. The foliage is interspersed with simple stone benches. In the
  southern alcove is a stained glass window depicting a woman blooming
  out of a flower.
  > Encounter
    · Cobamina spends most of her time resting beneath the soil of this
      courtyard. Her primary goal is to be able to leave her courtyard
      and live her life. She currently sees no other way of accomplishing
      that other than amassing enough flowering corpses to pollinate a
      significant area. If attacked, she will call any surviving flowering
      corpses from Area 4 to her aid.
  > Exits:
    · Set into the northern wall, a pair of glass paneled doors are closed
      but unlocked. They lead into Area 2.
    · An open archway to the southeast leads into Area 10.
    · In the southwest corner lies a heavy wooden door that is closed and
      locked barring the way to Area 8.
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 Dungeons & Dilemmas
     > Exits
       · A swinging, hinged wooden door in the middle of the north wall
         leads into Area 3.
       · In the middle of the west wall, a simple closed and unlocked door
         opens into Hallway e.
       · In the middle of the south wall is a simple, closed and unlocked
         wooden door that opens onto a short set of stairs down into the open
         air of Area 9.
 8. Catacomb Stairs
     Description: This room has no exterior windows making it very cold and
     dark. There are sconces for torches but none of them are lit. A creaky
     wooden staircase descends into the earth. If it is daytime, a faint flickering
     light can be seen down below.
     > Trap
       · The staircase is lined with headless skeleton torsos with arms intact.
         When someone not wearing a Mortis Amorae holy symbol attempts
         to descend the stairs, the skeletons grab the person and attempt to
         strangle them.
     > Exits
       · On the north wall is a closed and locked door made of dark wood
         beyond which lies Hallway a.
       · In the northeast corner lies a heavy wooden door that is closed and
         locked baring the way to Area 6.
       · The creaky wooden staircase leads down to Area 3 of the Catacombs.
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                                             For the Love of Life and Death
Hallways
a. West Wing Western Hallway
  Description: This hallway runs primarily north-south with an eastern turn
  at its northern end. Windows to the outside run along its western wall.
  > Exits
    · At the southern end is a closed and locked dark wooden door beyond
      which lies Area 8.
    · At the end of the eastern turn is another closed and locked wooden
      door that leads into Area 2.
 e. Interior Hallway
     Description: This north-south interior corridor is dark and narrow.
     > Exits
       · A simple, closed and unlocked door at the northern end of the east
         wall leads into Area 3.
       · About half way down on the east wall is a simple, closed and unlocked
         door beyond which lies Area 7.
       · About half way down the west wall is the backside of a secret door
         into Area 4. On this side of the wall, the door stands out as a hinged
         section of stone.
       · At the southern end of the west wall is a closed but unlocked simple
         wooden door, beyond which lies Area 5.
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                                                For the Love of Life and Death
The Catacombs
The catacombs beneath the monastery are where the Order of Saint Beatrix
buried their dead. The dead were interred either directly in the earth of the
walls or in lidless, planter-like stone sarcophagi filled with dirt. In all cases
some part of the body, usually a hand, but sometimes a leg or even the head
were left exposed like a budding plant.
Entrances
     · The only way down is via the stairs that connect Area 8 on the main
       floor with Area 3 in the catacombs.
     · Technically, there is a crack in the ceiling of Area 2 which admits
       sunlight from the outside above, but it would take dedicated searching
       of the grounds above to find it followed by a great deal of work to
       crack it open wide enough to allow admittance.
Diagram 6: Catacombs
1. Catacombs North
   Description: The dirt walls of this chamber have been filled with dead
   members of The Order of St. Beatrix. However, Mortis Amorea cultists
   have been excavating the dead and laying them on the ground. Near each
   body are scrolls with notes attempting to identify each corpse.
   > Encounter
     · The removal of the bodies has attracted the attention of giant grave
       worms (about one per PC) and some bodies have already been
       damaged by them. The worms, however, are more than happy to
       have access to fresher meat.
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     > Treasure
       · Some cultists have also left small valuables as gifts to these potential
         new “family” members. These are mostly in the form of bracelets,
         necklaces, and rings.
     > Exits
       · A dark, dirt passage trails off to the southwest and eventually
         connects with Area 4.
       · Another long, dark, dirt passage heading to the south eventually
         connects with Area 5.
 2. Giovani’s Tomb
     Description: From a crack in the ceiling, a beam of sunlight (or moonlight)
     falls upon an open sarcophagus filled with dirt. A plaque on one side
     of it reads, “Giovani Baglioni.” Draped across the sarcophagus is a pile
     of vines and moss that is vaguely humanoid in shape. It appears to be
     thriving but is straining to reach the light.
     > Encounter
       · The plant is all that is left of Giovani. It is capable of speech and
         ultimately has a death-wish. However, it still cares about Cobamina
         and will do anything to help, defend, or avenge her.
     > Exits
       · A long dirt tunnel to the west connects this chamber with Area 5.
 3. Catacomb Entrance
     Description: The walls are lined with shelves stocked with musty scrolls
     and tomes. These are the original death records of the monastery kept
     by the Order of Saint Beatrix. Lanterns have been strung up by ropes
     along the edges of the ceiling. While the majority of the walls are dirt, the
     eastern wall is made of stone.
     > Encounter
       · During the day, the lanterns are lit and a single Mortis Amorea cultist
         named Mabuz Achlys is here going over the records. Regardless of
         the time of day, this room is also guarded by two animated skeletons
         armed with axes.
     > Treasure
       · Mabuz Achlys carries the key to the iron door in this room.
     > Exits
       · A rickety wooden staircase leads up to Area 8 of the Main Floor.
       · A locked iron door is set in the eastern wall. Beyond it lies Area 4.
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                                             For the Love of Life and Death
4. Catacomb Vestibule
  Description: Along the north wall of this chamber is a workbench stocked
  with tools for preparing a body for interment. Above the workbench
  is a shelf lined with jars filled with mold and fungus. In the middle of
  the room is an open, empty sarcophagus about halfway filled with dirt.
  Unlike the rest of the room, the western wall is made of stone.
  > Trap
    · The passage to the south is lined with large mushrooms that emit
      poisonous spores when stepped on or near. The members of The
      Order of Saint Beatrix knew how to safely navigate this passage.
  > Exits
    · In the middle of the stone wall to the west is a locked iron door that
      leads to Area 3.
    · A dark, dirt passage trails off to the northeast and eventually connects
      with Area 1.
    · Another dark, dirt passage leads off to the southeast and connects
      with Area 5.
    · A slightly shorter passage lies to the south and connects with Area 6.
5. Catacombs South
  Description: The dirt walls of this chamber have been filled with dead
  members of The Order of St. Beatrix. At regular intervals, a hand, foot, or
  occasional head protrudes from the walls.
  > Exits
    · A dark, dirt passage trails off to the northwest and eventually
      connects with Area 4.
    · Another long, dark, dirt passage heading to the north eventually
      connects with Area 1.
    · A dirt tunnel to the east connects with Area 2.
     > Exits
       · To the north, a dark, dirt passage connects with Area 4.
 Flowering Corpse
     Description: Animated corpses wrapped in vines that spill from their
     mouths (and any open wounds) and flowers blooming in their eye sockets.
     Drive: When not being directly controlled by Cobamina, the corpses can
     be coaxed by Mortis Amorea cultists into doing simple tasks.
     Abilities: In addition to simple grabbing, punching and biting, these
     corpses give off an intoxicating pollen that is calming, alluring, and
     euphoric. It takes about a day’s worth of pollen from a single corpse to
     make a ten foot area safe for Cobamina to walk on.
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                                                  For the Love of Life and Death
Lamentable Libations
Giovani’s Elixir
Each dose of the elixir grants the current benefit, drawback and physical
transformation listed for 24 hours. However, the previous dose’s effects
recur and become permanent. The exception is the fourth and final dose.
Its effects are immediate and permanent, along with all other prior effects.
Cobamina’s Blood-Wine
Drinking any amount of this wine forms an instant psychic bond with
Cobamina. She sees and feels everything the imbiber does. It is difficult
(though not impossible) for the drinker to distinguish between Cobamina’s
thoughts and their own. Emotionally, it is hard for the drinker to regard
Cobamina as anything other than an extremely close and valued family
member. If Cobamina dies, anyone sharing a psychic bond with her
experiences immense, nearly fatal pain.
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 Appendix: Maps
 Main Floor, Monastery of St Beatrix   Scale: 1 sq. = 10 ft.
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                                     For the Love of Life and Death
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 Dungeons & Dilemmas
 Inspiration
 Books
     >   The Works of Ann Radcliffe (A Sicilian Romance, The Romance of the Forest, The
         Mysteries of Udolpho, The Italian): There is more dungeon crawling in old Gothic
         romances than in most fantasy stories.
 Games
     >   Dogs in the Vineyard by Vincent Baker: The dungeon creation process was heavily
         influenced by the Town Creation rules in this game.
     > Trollbabe  by Ron Edwards: The town encounter process was inspired by the
         adventure creation technique in this game.
     >   Bluebeard’s Bride by Whitney “Strix” Beltran, Marrisa Kelly, and Sarah Richardson:
         Every play session of this game produces a location completely in line with
         Dungeons & Dilemmas. I highly recommend it.
54
You are exploring a tomb in search of a mirror fabled to foretell the
future. You discover the tomb is inhabited by an undead queen and
her spectral knights. In your exploration you have learned that she
was murdered by the patriarchal structures of her own holy order.
The method of her execution has denied her eternal rest.
She plans murderous vengeance against the living but offers mercy
under two conditions. First, help install her as an eternal monarch
upon the religious throne. Second, eradicate the bloodline of those
who betrayed her.
ô ô ô