The voting has closed on the
Lethal Lairs contest over at Kobold Press! While I did not take first place, I did manage to get second! (If only just barely. But let's not talk about that.) Since I don't have anywhere near 43 friends, I'd like to thank the people that voted for me but will probably never read this. You guys are awesome.
In the spirit of competition, I'd like to give the entries the RPGSS treatment and go through each on the pros and cons. Starting with our winner:
James Haeck's
Monument to the Thunderer
Right off the bat, this one hits one of the most important notes: a compelling name. Without reading or knowing anything, this already sounds like a cool place. The map hits all the essentials: key, compass, and scale. It could probably use the map's name somewhere on it, but that's not a make or break detail.
Getting into the meat of it... there's a lot to like. The layout feels a little cramped, but the fight across the water and then up the monument makes for some really cool visuals. In fact, my only real problem with this encounter is there's so much distilling the coolness away from the wyvern riders. There's a bunch of mooks and a death dog. A trollkin that isn't particularly fond of his job. A half-dragon mage tossing spells. Environmental hazards. Clambering up the side of the mountain. And don't get me wrong--these are all good things. But I feel like the real selling point here is wyvern riders on a wyvern monument throwing people over a waterfall. The rest are just... I don't know. Maybe it's just too much in such a small area. It feels more like the assortment of cool things you'd find across a dungeon (or, dare I say, a
lair?) rather than in a single encounter write up.
Andrew Harshman's
The Matter of the Oasis
This name is... less exciting. I want to know what the matter is, but I'm not really sold. Likewise, the map is missing the critical components: no key, no scale, no compass. Yes, I don't really
need any of those to interpret this map, but those are pretty industry standard. Creatures are also positioned on the map, which is generally a big no-no for anything that might decide to stand up and take a leak five feet to the right of where it's marked.
And while I'm on the bad news, the map in general doesn't really excite. It's a valley with some wet stuff in the middle and no really compelling reason to stand in it (fast healing 5 isn't worth the risk of breaking it!) If the PCs manage to move the oasis early, it just gets replaced with equally boring difficult terrain. The side passages are narrow caves that we've all seen and done before. The most exciting part of the map is the high plateau around the little valley thing--which is only really called attention to in the ways PCs might enter and doesn't do anything cool anywhere else.
Okay, enough abuse, I promise! I really like the layout of this entry. It's got the whole gamut covered. Background. Hook. Plot before and after the PCs get here. Options to diplomance your way. Options to sneaky snake your way in. Options to muck up everything and get screwed out of your pay. It's got intrigue to follow up, and strange rituals to investigate. (Though one has to wonder who the archmage capable of moving an oasis is that then leaves it in the 'capable' hands of his low level mooks.) This actually feels like a great set piece you can pick up and dump into any desert-themed adventure without any other work needed. There's a
lot to be said for that adaptability. Conversely--and devil's advocatey--that means that a lot of your 'cool' isn't actually showcased in this entry, but stuff to come.
Zac Corbin's
The Red Cliff of Akhal
Another pretty exciting name. I don't know who Akhal is or why he has a red cliff, but when I see the side view of this thing I'm already hype. The map is solid, but again misses the key and compass. Also, my first reaction was 'wow, these are some small rooms.' Then I realized that this was
much bigger than the suggested size for the encounter map. This place is huge!
Which, I think, hurts the entry more than helps it. With so much text dedicated to explaining the place and plot, you're left with half the space to explain each room and each encounter within. This has gone well beyond a single encounter and gone straight to the lair! There's a crapload of dudes in this place, and they're not even
all here! That all feels like a shame, because I really like the map. It's got a good layout and a nice spiraly structure that isn't super repetitive and the use of disadvantage in the cramped stairways is a clever little tidbit.
Unfortunately, I don't think that really does enough to make it stand out. There's the yuan-ti, but everything else just feels kind of standard. Gnolls in the desert. Bandits in a bandit-themed adventure. Rooms in a lair that (while nicely laid out) don't really feel very exciting. Again, I feel like that's more a problem with the fact this went for too much in too little space. If each of these rooms could have a few hundred words dedicated to them, I'd probably like this a lot more! Also, this earns props for not using water. Water was, apparently, the easy way out this time around.
Charlie Brooks'
Ambush at the Oasis
Another half-sell on the name. Okay, so we're being ambushed and there's water but it's
desert water. The map hits all marks: key, scale, compass. Small enough not to require numbers to name rooms, which I feel is a big part of making an encounter map for these things. I guess part of the issue is semantics when talking about encounter maps. Are we doing encounter scale (that is, scaled to 5-foot squares) or an actual encounter (being one single fight with whatever)? Regardless, I digress.
This is a pretty cool location with a pretty cool story. Unfortunately, the encounter itself feels sort of bland. The big ticket item here is the fact there's a lamia involved, but its grand strategy is to bring them to the water's edge. To do what? Drown them in a puddle? The water doesn't have any particular negative effect other than being wet, as far as I can tell. I guess drowning sucks, but who's going to stick their face in the water just because some holy woman asked really nicely? There's a lot of cool terrain features (The skeleton! Use the
skeleton!!) but they don't amount to anything interesting.
There's also a lot of random mooks that will take a single hit to dispatch but pose really no threat to a group tackling a CR 9 encounter. The only thing anyone will fear here is the lamia and the barbarian. I
do like the creature choice, and the use of jackalwere allies creeping about and looking totally innocuous is a smart addition of well-placed mooks. I also like the inclusion of a 'just in case' conclusion. I don't feel like enough things include that (though, really, we don't ever plan to fail) and too many times losing just equals death. Death is boring. I think this one also suffers from 'save my cool for later' with the dragon skeleton. It's such a cool setpiece that it is the whole reason the place exists. But for this encounter it does nothing more than 'bone colored fence.' That's pretty disappointing.
My own
Rustrock Spring
I'd like to do a follow-up post on my own entry, evaluating what I did right and wrong and all that, and this is already a pretty long post (as I am apt to do). I'll keep this brief.
My name is bland. I'm not very good at naming things. For characters, a lot of times I just write random letters until I get something that sounds cool and then tweak it to look like an actual name. Bonus points for apostrophes and things. I do the same for places. "Well, the rocks are rusty and there's a spring. Done."
This is, by far, one of my better maps. I make it no secret that I cannot draw maps for shit. This looks almost passable, and hits the mapping essentials. I'm actually proud of this one, even if it still isn't great.
This feels like less of a lair than some of the other entries. I wasn't entirely sure making a lair was the point of the contest so much as the goal for winning the contest (that whole encounter semantics again) and went with what I knew with RPGSS--a single encounter with a set of dudes. I still really like my encounter, fuck the haters, because kobolds are awesome crafty little bastards and I wanted to showcase that in a desert rather than a cave.
More detailed self-critique (self-criticism?) to come in a day or two!