Last Call at the South Keep


The South Keep was originally completed in May 2023, as part of #dungeon23. The combined area has now been added to the PDF, along with an accompanying set of 20 random happenings. 

This is also the first time in months that I’ve revisited editing of the mega-dungeon as a whole, rather than focusing on daily room keys. As part of that, I’m adding overlapping prompts and encounters to hook players from one major area to the next. This is a lot easier now that each room is complete and I know the bounds of the entire mega-dungeon. 

I’ve also played with the formatting a bit, added a few quality of life changes to the layout. Fixed lots of embarrassing typos, and undoubtedly added new ones that will be even more embarrassing! I have a bad habit of adding and removing nouns and adjectives that result in an “an” somewhere that should be an “a”, or vice-versa. All that to say: Edits continue. 

For areas that do not yet exist in the PDF, or pages that may shift, I’ve left placeholders, referenced as “##”. These will be filled in as new areas are added. I’m not sure if it’s more preferable to get updates monthly, or if people would rather get areas in larger batches, two or three at a time? Either way, I’m working towards having all 12 areas compiled, edited and added to the PDF by the end of the summer in 2024.

Back to the South Keep. This post will include some behind-the-scenes thoughts that will make more sense if you’ve read through the area at least once, but I’ll try to include some context regardless.

The layout of the South Keep is probably the least interesting to me, it ended up pretty boxy, the “pages” really stick out here. But the encounters ended up being some of the most bizarre and entertaining keys I’ve written, so that redeems it for me. Some of the mega-dungeon’s narrative gets fleshed out here, too. There’s a lot going on. 

This segment of the adventure is a bit of a refuge for adventurers, a place to take a breather. Not to say the South Keep is a cakewalk, but my focus was to lean into weird encounters, rather than fatal combat scenarios. As a matter of pacing, the Gatehouse and Factory that surround the South Keep are much more dangerous, and it’s likely players have just passed through one of those areas to get here. 

From the south entrance, the narrative builds on how The King has been dethroned. In the entry hall, there is a statue of the monarch with their head missing. This continues the theme presented earlier in the Gatehouse garden, where it’s shown that members of the royal court had turned on The King.

From the west entrance, things are a little more random. There’s a “disturbed” spot on the floor. At the very least, it shows how the keep is decaying, where a sinkhole might appear. This place is old. Another more interesting option establishes the presence of a Clerical Beast who roams the South Keep. This creature was inspired by the administrative offices, found further in, and may show up as a random happening. This area may also be the first sighting of Nanomachines, which play a larger role later in the mega-dungeon. 

The concept of the players spending a lifetime as a nano-proxy was a riff on the old Star Trek TNG episode “The Inner Light”, where Picard is rendered unconscious for a few minutes, but experiences an entire lifetime on an alien world. Or maybe that “Hard Time” episode of Deep Space Nine, where O’Brian is falsely convicted for a crime, and as punishment he is implanted with memories of being imprisoned for several years. Some kind of mash-up along those lines. I resisted adding a flute or a sympathetic doctor.

The major factions in this area are the Office Automatons and the staff and patrons of Dillo’s Bar. There’s a chance that neither of these groups ever interact, but I’ve set up a lot of dominoes here. Add the players to the mix and something is going to topple. 

The Office Automatons as non-player characters don’t garner a lot of sympathy, but do flesh out the administrative nature of mega-dungeon. I think it’s more likely that players will gravitate to Dillo’s side of the keep where they can take on quests to delve deeper into the dungeon.

The ultimate showdown between the Office Automatons and Dillo’s Bar is if the second “Order of Business” event is triggered. This is where The Spire’s Administration has decided to send in guards to shut down Dillo’s by force, creating a standoff for the players to get wrapped up in.

An aside: Speaking of random things, I don’t know why nested random tables appeal to me so much, but I love writing them. Burying elaborate events behind improbable chance just feels good. A 1-in-100 chance of a good time makes it a great time. It’s probably near the same part of the brain where rolling a crit lives.

And then there’s the theater. The main stage area sets up more of the narrative for the dungeon itself. Establishing the undead Queen who will show up later in the Monastery, establishing how the Tetric Necromancer thinks highly of himself, as the rightful ruler of The Spire. More King bashing. Elements of propaganda through technology, etc. That all fits fine. 

What didn’t fit in the theater was the addition of Guilfoyle’s Ghost. But I ain’t mad. I sort of fell in love with the concept as I was writing it, a thespian ghost whose play is slowly eating the real world. Then I ran out of space to really do it justice (trying to keep each area contained on one page). I hope it’s a concept that a game group can take and expand on. It’s a bad situation that’s easy to stumble on, and could easily end a run if players are unable to resolve things. I especially liked it because it’s high-stakes but doesn’t inherently involve fighting. It’s more like a trap you can reason with. And that’s pretty cool. A concept worth exploring further in the future.

Before I wrote the theater, I wrote the gallery. I basically wanted a “weird event” generator. The paintings on the walls come alive and create a situation for the players to navigate. Resolving the situation grants them some kind of item as a reward. A bit of a slot machine, I suppose. A lot of the painting descriptions are based off of dreams I’ve had, visuals that have stuck with me over the years. Have fun with them.

I don’t have a lot to say about the Recess of Finance. Depressed bank machines just seemed amusing to me. 

And lastly, the Morning room, a chill place to rest. I think it would be nice to end a session there, have the party sleep, and when they wake up their wounds are mended. With the side effect of being covered in geometric tattoos, caused by the magical healing properties of the stained glass windows.

I’m going to sleep now, too. See you in the next area!

Files

The Electric Triptych of the Tetric Necromancer.pdf 29 MB
Jan 30, 2024

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