If somebody asked me “what video game today best represents old school D&D,” Legend of Grimrock comes to mind, but ultimately I think Dark Souls would be a more interesting and equally qualified answer. Given the raft of actual D&D games, branded with D&D on the box and everything, why on Earth would I think this? Hopefully I’m convincing.
Dark Souls very much takes place in a megadungeon, and a well-made one at that. If you strip away the visual properties and various idiosyncrasies of the game and focus only on the fundamental design tropes of megadungeons you’ll find this to be the case.
Branching, Looping, Linear Pathways
Megadungeons consist of corridors with walls, meaning you are generally on a linear pathway. Sometimes these are broken into larger areas (rooms) filled with content, but the rooms only have a low number of exits (usually no more than 4 and often as few as 1 or 2). Dark Souls, perhaps simply because games are limited in this way but also probably due to design intention, is similarly made up of linear pathways punctuated by expansive “rooms” or, more video-game-appropriately, “arenas”, in the parlance of the Half Life 2 developers at Valve.
At the same time, though, these linear pathways tend to branch and loop. For more analysis of the types of exploratory pathways in games you can see this post on ENWorld. Further writing on the merits of designing good layouts of linear pathways is this piece by The Alexandrian. These are together probably two of the best examples of analyses on how to design combinations of arenas and linear pathways as far as it concerns roleplaying games, so they make good reading and say basically everything I ever could regarding background.
In summary, Dark Souls doesn’t offer an open world like Skyrim – you don’t have 360 degrees of motion between most locations – but it does offer multiple paths, shortcuts, secret passages, and the like. In Dark Souls, like in most good megadungeons, arenas are connected to each other in multiple discrete linear ways, and those connecting paths themselves are often interconnected.
Re-Stocking Enemies and Re-Treading Terrain
Megadungeons do it every time you leave (or in some cases even when you roll a random encounter, to some extent), while Dark Souls does it every time you rest at a bonfire (or die). While Dark Souls’ enemies don’t change the way a megadungeon’s might, they do still come back, and that means that just like a D&D megadungeon the megadungeon of Dark Souls is designed to not be permanently “clearable”. In Dark Souls, just like in megadungeons like the labyrinth under Castle Greyhawk, you also unlock shortcuts between areas (mentioned above) meaning what begins as re-treading dangerous ground over and over eventually becomes a much more streamlined adventure, much like higher level PCs skip straight to the lower levels of a megadungeon via some shortcut or direct access they have found, thereby reducing the amount of time the players spend re-treading familiar terrain and dealing with re-stocking enemies. Additionally, in both cases, as you level up you will find re-treading the same ground to be much easier than it originally was, but also providing much less reward. These two factors combine to encourage you to push forward outside of any story motivation – mechanically you are drawn to areas that are of appropriate difficulty, since these areas will provide reward commensurate with your out-of-game skill and in-game power level.
There are a few ways that narrative happens in a megadungeon, and most of them aren’t what we think of when we think about exposition in modern RPGs. In a D&D megadungeon you can only reliably get information in a few ways. You can ask NPCs (most creatures wouldn’t be willing to help, though) if you manage to find any (or rarely you can ask NPCs outside of the megadungeon, but their chances of possessing significant knowledge is much less), you can look around for messages, writings, maps, and that sort of thing left behind by some precursor to yourself, you can learn by personal experience (you walk in the room and there are orcs? You know there are orcs in the room now, congratulations), or you can learn by some method of divination of non-language artifacts (either literally by using magic or more like an archaeologist by piecing together what you find laying around into a coherent story).
Dark Souls does all of these things in a very similar framework. You learn about the lore of the Dark Souls world in a few ways –
- A short introductory cut-scene.
- Rare, stilted, dialog with non-hostile NPCs.
- Messages left by other players that fit a purposefully limited format (“[thing] ahead”, or “beware of trap”, for instance).
- Non-contextual item descriptions of loot you find (you’ll get the story of the item in a few sentences, but no explanation of how it fits into the larger picture).
- Seeing something for yourself (“oh, shit, there’s a hydra in the lake!”)
All of these are distinctly limited and present to you sufficiently less than the whole picture (and, often, aren’t even entirely accurate, as in the case of player messages). They’re generally lacking in overall context, and have a direct 1 for 1 with how you learn things in a traditional D&D megadungeon. Messages on walls, messages attached to items, observation of the environment… all of these are regular elements of what modern D&D designers term the “exploratory pillar” of D&D – finding out new stuff without it all being dumped on you at once by McLecturePants the Plot-Giving Elf.
People have eventually compiled histories of Dark Souls’ lore, just like players can eventually piece together the history of a megadungeon, but it took significant effort and there are still gaps that need the interpretation of these game-world historians, just as in a megadungeon environment.
A Land Where Stuff Is Weird
As one would be informed by the entry under W in The Dungeon Alphabet, megadungeons are all about being weird. They often (though not always) represent a mythic underworld (see page 22), where things have a sort of internal sense that defies complete scientific classification no matter how hard you try. It’s a brutal landscape for no apparent reason. In OD&D monsters can pass through doors without a care in the world but those same doors are stuck for the players a full third of the time, and even if the players get them open they have a habit of closing themselves and becoming stuck again unless spiked. In OD&D monsters can see in pitch black, unless they’re in the PCs’ service, and then they miraculously lose this method of vision. It’s designed to make the game challenging, sure, but the realistic repercussions of these game design decisions is that the world is seriously weird and seriously hostile in the narrative as well.
Dark Souls is no exception here, either. It’s designed to be difficult compared to most modern games. This game design decision (difficulty) needs justification in the world’s fiction, however, and so by playing as an undead monstrosity yourself you can’t truly die permanently no matter how many times you get sent back to the last checkpoint. The brilliance of this associated mechanic that explains “restart at checkpoint” in game-world terms aside, when’s the last time you played as an undead monster in a game? Probably never if you’re most people. When’s the last time you fought a huge wolf with a sword in its mouth or a giant magic butterfly or a flaming spider-centaur with a pyromancer witch as the torso? This kind of unique strangeness, generated partially by strictly game-centric design decisions being reflected in the narrative, is paramount to enhancing the feeling of exploration made possible by the previous section.
Level & Sublevel Theming
A common thing to find in most megadungeons are highly thematic “sub-levels” (smaller areas bound within a close proximity), or slightly less thematic (but still differently themed) whole levels. Put at its simplest, Dark Souls does the same, and is even kind enough to label them for you (Valley of Drakes, Blight Town, Sen’s Fortress, Anor Londo, and so on and so forth). At its most basic, this is just about creating differently themed “zones” so that things don’t become monotonous.
Under a Big Tent
The concept of the “big tent” campaign comes from the very early days of D&D with Gygax at the helm. Since he knew many people interested in playing games of this sort, they invariably all hounded him to run them – and the games grew truly to unwieldy proportions. Perhaps some 20-odd players inhabited his home campaign, even sometimes sitting at the same table! But, more generally, they drifted in and out as the mood suited them, and the more prolific players whose characters’ names live on in infamy were just the ones who played more often and were thus more successful.
This drifting in and out of players, and the discussions the players would’ve had about what they found in the dungeons beneath Castle Greyhawk, mimics the multiplayer aspect of Dark Souls (or perhaps I should say Dark Souls mimics it, chronologically speaking) almost perfectly. The fact that Dark Souls encourages you to come together to solve the problems of a shared environment (via cooperative summoning or messages, or in the meta aspect by simply talking to other people who play the game on regular internet message boards or otherwise) is extraordinarily similar in concept to how a giant rotating cast D&D game worked back then. Some days some people went into the dungeon, other days different people went in, and sometimes they compared notes, and mixed and matched companionship of their characters as the situation warranted.
This sort of individual shared experience (you were never guaranteed to play with the same people consistently, but you all played in the same world) is a quirky similarity, but one nonetheless.
A Land Where Danger is Everywhere
The final point here is that megadungeons are not amusement park rides with fake scares and cheap thrills – they’re designed in large part to be a game and therefore a test of skill. Not only this, but their early-D&D rulesets were pretty unforgiving of mistakes or even of bad luck. Dark Souls is no exception here, either: it is to most games what gutter bowling is to bumper bowling – in some cases literally, as bottomless pits with no safety rail will regularly attest; it’s a fair, but punishing, alternative. It embraces the war-game-like feel of early megadungeon play, where the trick is for the players to outsmart the environment and progress towards a distant point of actual distinct victory (name level and making a fortress in the wilderness, enabled by their earlier successes in the megadungeon).
As I’ve demonstrated here, Dark Souls is simply the video game that gets megadungeons, and by getting megadungeons it is probably the best representation of “old school” D&D that I can think of in video game format. It has some other elements that it shares with D&D, like leveling up and weapons and armor with plusses on them, but those aren’t what makes it like D&D; they’re just superficial similarities. It has things like PvP combat, too, and that makes it no less D&D all the same. The trappings – the PvP additions of Dark Souls or the weapons with plusses – aren’t what makes the games what they are. I think that reasoning belongs to the framework of play itself: the environment.
If you care about seeing and experiencing a representation of the design aesthetics all those OSR(Old School Renaissance)-types are constantly going on about, therefore, Dark Souls is probably just about the best and clearest alternate version of that experience (complete with moving pictures and sound effects) available in a box, period.
Until Next Time,
The Hydra DM
Let’s face it, guys; when you’re fighting undead, sooner or later you’re going to want to run away screaming like a little girl. Well, alright, maybe “want” is the wrong word – “must” is perhaps more fitting. For a long time in D&D there hasn’t been anything approaching a robust system of fight or flight – only fight. No more! I present to you now, officially, my Spirit of the Century Chase Hack for D&D 4th edition.
What makes a chase good?
Foot chases, especially, all have some very common themes:
- They don’t last long in the game. A terror-induced sprint can only last for a short while, especially when you’re burdened by adventuring gear, armor, and weapons. Beyond this timer, generally the terrain and actions of the chaser and chasee result in one side catching or losing the other in short order.
- They shouldn’t last long at the table. A chase is fast, and it should therefore be mechanically simple so that you can keep up excitement at the table. There’s not a LOT of strategy here compared to something like a fight, but there is a lot of involvement.
- Speed helps, but it isn’t the MOST important thing. Relying on speed alone might simply make you run into the cart of cabbages the heroes flipped behind them.
- Innovation is key. A good chase scene is driven by actions besides “I run some more”, like parkouring over rooftops, throwing down caltrops, or swinging across a chasm on a rope.
So, what mechanics can we use?
As mentioned, these mechanics are lifted as closely as possible from Spirit of the Century, since they got chase scenes (admittedly for vehicles) pretty much correct from the get-go. Adapting it to the generally-on-foot nature of dungeoneers is surprisingly not very difficult. Here are the rules of the chase scene in handy bullet point format.
- Select a Trailblazer for both the PCs and their enemies (in the case of the PCs, let them choose their own). The Trailblazer of team monster will probably change over the course of the chase, but so far I haven’t had much luck with re-arranging who gets to lead on team PC (once you select a PC Trailblazer for a given chase scene you should probably just keep them unless you know the terrain is going to change drastically). Those of you shooting for irony can ask for a Pathfinder instead, but be warned that players generally react aversely to bad puns.
- The Trailblazer for the team being chased selects a primary skill. A common choice is athletics, but alternatives that also often come up are acrobatics and endurance, or sometimes even stealth. It is possible to switch primary skills between exchanges, but I haven’t seen it come up very often. Remember that skill rolls in a chase scene are predicated on good roleplaying of what the skill roll entails from a character perspective. The roleplaying drives the mechanics of the chase scene and vice versa – neither functions without the other.
- The party of the Trailblazer on the side of the PCs (the monsters do not do this, they’re not heroic enough and since they’re all played by you anyway there’s no need to enforce teamwork) can select one of their members besides the Trailblazer, who will be able to designate another skill as the secondary skill. The Trailblazer cannot be aided by the same person two exchanges in a row. They will, same as the primary skill, give a snippet of roleplaying for why this skill applies to the situation and how their character is using it.
At this point the rules diverge slightly based on whom is being chased and who is doing the chasing. If the PCs are being chased –
- The Trailblazer sets a single DC that applies to both skill rolls, then both he and the party member contributing the secondary skill roll make their skill checks. Remember, if they describe great success and the rolls come up as flubs, the opposition was just that much better and your description should match that fact. If either of these checks beats the DC then the PCs experience success, otherwise they experience failure (described below). Remember to apply any miscellaneous modifiers (described below).
- The monster Trailblazer (generally the monster with the highest bonus to the skill still in the chase since most monsters have low bonuses to most skills and will provide little challenge otherwise) attempts to roll against the DC using the primary skill. Remember this isn’t a one way street – you have to give a description, too! Again, below the DC results in some degree of failure, while above the DC results in some degree of success.
If the PCs are the ones chasing –
- The monster Trailblazer sets a DC and selects a primary skill. Again, remember that your skill check requires a description to work. Make a check against this DC, with matching or above being some degree of success, and below being some degree of failure.
- The Trailblazer and the secondary skill contributing member of the PC team will make checks, with the Trailblazer using the primary skill as designated by the monster team and the aiding PC using a secondary skill designated by himself (again, this needs a good description – don’t be afraid to say “that makes no sense”). The usual successes and failures apply.
These are some recommended values and methods for handling successes and failures. To wit I have used these in my West Marches sandbox campaign, which features generally only one or two combat encounters per session (if that), which means the penalties are a bit harsh in order to have a challenging game. If you want a longer chase scene, or you want to adjust it so that the penalties to the PCs aren’t as bad so they don’t need to take an extended rest as soon afterwards, you can easily do that by simply adjusting the number values.
- If the PCs are being chased and equal or exceed the DC they set with at least one of their two checks they take no immediate penalty and (probably, see getting caught below) continue to flee at top speed. Top speed is assumed to be five times overland speed (speed 6 characters would be running at slightly over 15 miles an hour – something that I think is suitable for heroes at a dead sprint with gear, but you can adjust this to suit your own personal preferences), and a single exchange takes one minute. If you are in a small area and are afraid the chase might go outside of the area, you can reduce the amount of time an exchange takes to a matter of seconds rather than the full game minute, or alternatively you can reduce the movement rate due to it being a confined space.
- If the PCs are being chased and both checks are below the DC, the higher check result is used. All PCs in the group lose a number of healing surges equal to the difference divided by 2 rounded down to a minimum of 1 surge. Adjusting this divisor to be higher can make chases less punishing on PCs, or lower can make them more punishing.
- If the PCs are being chased and the monsters equal or exceed the DC with their one check, PCs each lose healing surges equal to the difference divided by 2 rounded down to a minimum of 1 surge. Again, adjusting this divisor to be higher can make chases less punishing on PCs.
- If the PCs are being chased and the monsters do not equal or exceed the DC, they will take damage on their stress track (see The Stress Track below) equal to the difference divided by 4 rounded down to a minimum of 1. Adjusting this divisor can make monsters easier to catch or escape as you please, and will have much the same effect as changing the divisor on lost healing surges.
- If the PCs are chasing, and the monsters equal or exceed their own DC, the monsters will continue to flee at top speed (probably, see getting caught below) where top speed is determined the same way it is for the PCs.
- If the PCs are chasing, and they equal or exceed the DC with either or both checks, the monsters take damage to their stress track equal to the difference of the larger result and the DC divided by 4 rounded down to a minimum of 1.
- If the PCs are chasing, and both of their checks do not equal or exceed the DC, the PCs will lose healing surges equal to the difference of the larger result and the DC divided by 2 rounded down to a minimum of 1.
- If the PCs are chasing, and the monsters do not equal or exceed their own DC, the monsters will take on their stress track equal to the difference between the result and the DC divided by 4 rounded down to a minimum of 1.
The Stress Track
Monsters, unfortunately, do not REALLY have healing surges. I mean they technically have one per tier, but that’s a pretty lousy amount of surges to use as a progress bar. Therefore I have lifted the concept of the Stress Track directly from Spirit of the Century. Each 4 minions contributes one box, each standard monster contributes one box, each elite monster contributes two boxes, and each solo monster contributes five boxes. Each box is sequentially numbered left to right starting with 1. When a monster team takes damage to a stress box, that number box is filled in. If the box is already filled in, the empty box with the next highest number is filled in. When the “box” above the highest actual box on the track is “filled in” the monster team is defeated (see below). As an example, if they take damage to the 1 box, the leftmost box is filled in. If they take damage to the 1 box again, the leftmost EMPTY box (2 box) is filled in. If they take damage to the five box, but their stress track is only four boxes long, the monsters are considered defeated. Additionally, if all of the boxes are filled in the monsters are considered defeated (since each box correlates to a remaining monster, with no boxes left there should be no monsters left). If you want to be really involved mechanically you can have monsters give fewer boxes if they’re injured, but I’ve never found that to be necessary.
The PC team is considered “caught” if any of their members takes at least surge value HP damage from losing surges with no healing surges remaining (contrary to normal surge loss, losing surges in a chase will eventually result in losing surge value hit points if you have no surges to lose). Running yourself ragged like this is obviously a measure of desperation, and it is often advisable, if it looks like you will be caught, to simply end the chase as a PC. You can stop fleeing at any time, and begin to fight. Whenever you are caught or choose to stop and fight, you must complete a full round of combat before deciding to attempt to flee again. Aside from this stipulation of a necessary round of combat, the PCs may choose to flee at ANY TIME it is a PC’s turn (and so the same for monsters respectively). You may flee at zero surges remaining, but if you take surge value or more damage from losing surges with none remaining you are once again caught. Monsters are considered completely caught when their stress track overflows or is full (as described in the last section). It is recommended that for inconsequential monsters (i.e. not solo monsters, or named villains) that when their contributing stress box is filled they are overtaken and defeated in a manner you allow the PCs to describe to you, or, if the monsters are chasing rather than being chased, that they fall too far behind or otherwise give up or are taken out. If powerful monsters or named villains are overtaken it is advisable that you use personal discretion in figuring out a reasonable impairment to their combat ability, similar to how PCs would need to engage in combat with fewer or no healing surges remaining. Spending their “big punch” powers such as recharges, encounters, or dailies and having those unavailable, or else having them take automatic damage (like bloodied value as an example) or suffer some other disabling condition like weakened or dazed (until short rest) is what I’d recommend, but really it’s up to you and your best judgment for what would make the best dramatic conclusion to the chase scene in such a case.
It is highly recommended that you include some miscellaneous modifiers in your chase scenes. If the minimum speed of one group exceeds that of the other, the faster group should get a +1 to all checks for each unit of speed they are faster. A speed 7 group entirely made of elves, therefore, against a speed 5 group made of plate armored fighters would give the elves a +2 to all checks. Alternatively, you can match the average speed of the groups together instead of the minimum speeds, although I find minimum speeds to be easier. If you want speed to be more of a factor, such as in open terrain like a field, you can increase the potency of speed, but I wouldn’t put it above +5 per unit no matter what the terrain is like. Speed is important in a chase scene, but not the MOST important. Heroes escape guard dogs all the time, after all, and dogs are pretty fast compared to humans!
Other modifiers include the familiarity with terrain type, and perhaps even plusses or minuses depending on the primary skill selected and how well it suits the terrain. Miscellaneous modifiers is your way to adjust the basic framework presented here to fit whatever situation it’s placed into.
Using the Spirit of the Century modifiers for group size (2-3 = +1, 4-6 = +2, 7-9 = +3, 10-12 = +4, etc.) for the monsters seems to work well, too, since monsters are usually only trained in one or two skills and tend to have lower modifiers than the PCs at that. In the event of solo or elite monsters you could consider giving them modifiers based on number of boxes contributed to the group (so an elite counts as two for purposes of group size, or a solo as five). Whether minions grant bonuses for size based on the individual number of them or based on the amount of standards they are worth/boxes they contribute is up to you, but I generally base it on the amount of standard monsters they should be worth, same as elites/solos.
I recommend, further, that the spending of a daily power should allow the person expending it to make a check of a skill related to that power even if it doesn’t make a lot of sense in the chase scene. A good example would be a wizard who wants to use Arcane Whirlwind, his level 1 daily power, to roll an arcana check as a secondary skill check. Consider giving better modifiers, such as +1 per level of the power, for higher level expenditures. I also considered allowing encounter powers for this, but there were simply too many encounter powers versus the length of the chase so I wouldn’t recommend it unless you want your players to go hog-wild with checks that don’t make a lot of sense.
Chases using Mounts or Vehicles
These will function in an identical manner to the above framework, although the skills used will probably be different, or at least the roleplayed descriptions. Athletics can be used to adjust the main mast, acrobatics to avoid falling off the rigging as you climb to the crow’s nest to get a better view, or nature to coax your horse into jumping across a pit.
Example of Play
Eravan the Eladrin Wizard, Rhovan the Human Warlock, and Lilac Sear the Human Blackguard are adventuring together when they’re set upon by a handful (3) of Maydeath Ghouls. Knowing that they are unable to combat such terrible foes without the divine protection of a Cleric or Paladin they immediately turn and flee the cliffside temple they had been exploring.
Eravan: Oh, hell.
Lilac: Right, we run away. I’ll be Trailblazer.
(The DM doesn’t have much of a choice here since all of the ghouls are the same; he selects one at random to be the Trailblazer for the monsters).
Rhovan: I’ve got a killer Arcana check, I’m going to shoot my Flame of Phlegethos daily power at the Ghouls to help cover our retreat.
Lilac: Alright, well, since this is a caldera I’m just going to say that we run as fast as we can across the overgrown garden and back to the entrance hallway, where we can start climbing back down the ropes we left from the ascent. DC 21.
DM: Go ahead and roll, guys.
Lilac and Rhovan (simultaneously): I got a 23!
DM: Haha, alright, the Ghouls come after you with their supernatural speed hungering for your flesh! (Knowing the Ghouls are speed 6 and Lilac’s armor slows her down to speed 5, the Ghouls get a +1 bonus to their check, and since they are a group size of three they get another +1 bonus). 16! Ah, looks like the Ghouls take a hit to the (21-17=4/4=1) 1 box. (This DM is being transparent about the mechanics, you don’t need to announce which box is struck if you don’t want to). The flames of Phlegethos carve into one of the Ghouls and it’s too busy being on fire to chase any further, but the other two are right behind you! Your minute long sprint takes you across the garden and back into the entrance tunnel full of graffiti – you can see the door out to the cliffside from here. (If the Trailblazer was the one that was removed from the chase, the DM will need to select a new one).
End of First Exchange, beginning of Second Exchange
Lilac: Hm, well, we’re going to have to climb down the ropes; athletics is generally the skill used for climbing and I’m not good at much else that will be useful so I say that we’ll descend the ropes as fast as we can, hoping that the Ghouls don’t know how to climb. DC 22.
Eravan: Is there any way I could maybe use Perception to find the quickest way down? (Eravan has a very high modifier to perception and wants to try to use it in a reasonable way).
DM: No, the ropes are anchored where you left them – you’ll have to just use them as they are unless you fancy a free-climb down the cliff-face.
Eravan: Well, that is definitely not something I fancy. Hrm. Alright, I’d like to use Nature to try to figure out if Ghouls can climb after us so we’re ready to jam when we hit the bottom if they can?
DM: That seems reasonable to me. Roll ’em guys.
Lilac: 21, drat!
Eravan: 20, not really any better.
DM: Alright, you guys each lose 1 healing surge (22-21=1/2=.5, minimum 1). When you reach the bottom of the cliff, however, it seems as though the Ghouls aren’t interested in pursuing you outside of their lair (they decided to stop chasing, which they can do at any time just like the PCs). You’ve escaped… for now, at least.
I find that the above framework tends to work very well, and so do my players. It’s very fast since it only involves a small handful of rolls, it’s roleplaying rich since roleplaying is required to make a check, and unlike a skill challenge there is no contrived “X before Y” designated ending point with the heroes instead in full control of how much effort they want to devote to running or chasing. Speed is a factor, but not the most important one, with innovation (roleplaying your checks) being at the forefront. The chases don’t last too long at the table (generally only about ten minutes in my experience), and they get everyone involved due to secondary skills. They let the dumb muscle character get his chance to shine – a fighter only gets three trained skills, but chances are two of them are Athletics and Endurance, which are both perfectly suited for a chase scene and use either his primary ability score or a secondary one. What’s more, the use of secondary skills allows the PCs to not just follow the villain’s footsteps, but to employ their smarts to cut him off at the pass using a different skill. And, not only that, but the seemingly useless monster skills are finally relevant! Hooray! Finally, they don’t penalize characters who are naturally bad at running, like a wizard, since the wizard doesn’t need to be the one rolling Athletics as Trailblazer.
That’s it from me, but I’d love to hear how people use and adapt this framework to their own games when chases occur. I had to use it about a half dozen times to narrow in on the divisor values that worked for me in terms of Stress Track and Surges lost, though, so I’d recommend the first time you use the system you keep in mind that you may need to step in as the DM and say “alright, these values aren’t correct, I’m just going to narratively end this chase scene and we’ll adjust them after the session to something we like better.”
This post is part of the May of the Dead Blog Carnival. For more great content regarding Halloween in May, head over there ASAP!
May your undead have the PCs flee in terror,
The Hydra DM