Thursday, October 29, 2020

About The Crypt of Doom

The Crypt of Doom is a Savage Worlds Adventure Edition dungeon adventure for 3-5 Novice characters, written by me.

The evil count has kidnapped lady Marianne, and it's up to you to rescue her!

This simple premise gets you right into the adventure, a fantasy/horror scenario which can easily be dropped into your regular campaign, or be played as an easygoing one-shot.

So what's cool about it? Several things, actually!

  • It's FREE. Click the link and there you are.
  • It's got LOTS OF RANDOM! Every time you play, things are always different.
  • It's easy to use for solo or GMLess play. Just make your character(s) and follow the instructions on the page.
  • It's got a simple back story that can be literally explained in four words (go rescue Lady Marianne), meaning it's perfect for games that focus on learning the rules, or just want a couple hours of fun bashing monsters in a gothic dungeon.
  • It's a testament to the trappings concept when applied to creatures, with several monsters being simple reskin of stat blocks found in the core Savage Worlds book.

It is a horror/fantasy rescue mission with a strong Castlevania vibe, including several items that you can find which change how you interact with some of the monsters and traps.

It can be used with the full Gold & Glory book, or just with the core Savage Worlds rules.

At a personal level, I'm very happy with this little project because I was able to code a bit of html (with close to no experience before this!), and translate the random generation mechanics of Gold & Glory into an electronic thing.

This "translation" was not "literal". The electronic random generation lacks all the subtle intricacies of using a deck of cards like the tabletop version... because I wasn't able to code those, of course. When using the actual Gold & Glory dungeon deck system, you can't get the same result twice in the same room, for example, nor can you encounter the same hazard two times before consuming the whole deck and shuffling it again.

But what is lacking in subtlety is made up for in variety: I was able to put way more hazards, treasures and features than what I could usually fit into a regular pen and paper G&G dungeon: a huge amount of horrors and wonders, and several chained events and McGuffins that interact with each other.

So if you're curious, check it out!

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