Rory’s Pocket Guide to D&D – Make an Encounter in 5 Minutes

February 16th, 2011

In the spirit of the subject matter, I am going to write this article in about 5 minutes!

Did your Players force an encounter on you out of the blue? Or are you just feeling exceptionally lazy? Then it looks like you need to throw a D&D encounter together in 5 minutes or so! Here’s how:

  1. Choose an EL for the encounter. For something so quick I’d say either go for EL +0 for a throwaway encounter or EL +3 for a somewhat challenging encounter.
  2. Count the number of players you have. That’s how many monsters you are going to use.
  3. Choose a monster manual. Look up monsters based on the EL you choose. So if it’s a level 5 party with 3 players and an EL +3 encounter, you will be selecting 3 level 8 monsters to throw at the players.
  4. Choose SOME mix of monsters. Probably a few soldiers or brutes with a controller, skirmisher, or artillery is a good bet. Since you have virtually no prep time you want no more than 2-3 different types of monsters. If you have some theme in mind, it’s okay if the monsters are a level or two off from the EL you had in mind, though maybe drop a monster if it looks like the fight is getting too hard.
  5. If you want, throw in some minions to spice things up. 4-8 minions are easy to kill and can make the fight more epic with virtually no effort on your part to run!
  6. If your comfortable with it, have some other player be making a map while you do all this, as per your general instructions. If not, throw together a map quickly. Focus mainly on blocking terrain and difficult terrain since that is easy to put down. Fit in ONE piece of special terrain somewhere prominent. This can be as simple as a 10 foot pit or a river of lava that does 10 fire damage whenever someone enters it or starts their turn there.
  7. On your first round or two, spend a little more time than normal looking over the powers and abilities of your monsters to make sure you didn’t miss anything. It sucks to miss an aura that would make the battle more challenging and fun!
  8. YOU’RE DONE. GOOD JOB!

trading with legitimate businessmen

February 15th, 2011

A common trope is the sea captain who’s half a merchant, half a pirate, as occasion demands.

Such a captain might be a “fun” NPC to confound high level PCs (name level or paragon level, depending on edition).

A ship sails up to the PCs’ stronghold. The captain wants to trade.

The captain is amusing, urbane, and honest about his dishonesty. He admits he’s half a pirate (or more): and the spoils of his piracy are at the PCs’ disposal. The captain has rare magic items for sale: a few fine items that the PCs can’t easily acquire otherwise. His prices are fair. After a shared meal and a trading session, the trading ship sails off.

The ship returns irregularly, usually with interesting goods to sell. The captain will even do the PCs the occasional favor (give the PCs a ride somewhere, or attack an enemy). However, if the ship ever happens to visit while the PCs are away, and the PCs’ stronghold is weakly defended, the seafarers will sack the stronghold.

Next time the PCs encounter the captain, he will be deeply apologetic. “Just business,” he says. He’ll even offer to sell back the PCs’ stolen goods at a slightly discounted price.

The PCs might decide to fight the captain and his crew then and there, or to let him go in hopes of further profitable business. Either way, they should have strong feelings about this PC.

mazes and monsters playtest concludes

February 14th, 2011

Last week, our playtest heroes fought their way through the Crypt of the Twin Kings (one good, one evil), overcoming skeletons, traps, and a sealed room where they’d have to listen to Led Zeppelin… forever.

Now they stood before a magnificently carved ivory door that bore engravings of the Twin Kings fighting monsters! This was undoubtedly the end of the maze, the treasury of the Twin Kings themselves! Next to the door was a decrepit side-passage that terminated in a dead end. On the wall of the dead end were, carved into the stone, words in a strange, unknown language.

Our Holy Man, Sansange, was elated! She had been waiting for a chance to cast her new power, “Read Strange Languages.” There was just one problem: the spell cost 20 spell points. Sansange had 20 spell points at maximum, but had already spent 10 on casting an Instant Heal after a battle with skeletons.

Sansange convinced everyone that the words must be of paramount importance, and everyone should camp out and regain their spell points, and then next morning, Sansange could translate the words.

Here we hit, and fixed, a few rules problems. My initial rules had it that resting overnight restored 1 HP and 1 spell point per character level. We agreed that it might be fine for HP to regenerate at this rate, but that a full night’s sleep should restore all spell points.

We also adjusted the cost of Instant Heal. Initially, all level 1 spells cost 10 Spell Points, so that, for instance, a level 1 Holy Man could cast “Instant Heal” twice per day.

Instant Heal cured 30 points of damage: however, since everyone had 2d12 or 3d12 HP, no one had anything near 30 HP. Sansange felt bad about spending 10 points to cure a minor injury.

We decided that, since Instant Healing was the bread and butter of the Holy Man class, we’d give it a nonstandard Spell Point price. It could now cost any number of Spell Points: it cured that many points of damage. You could use it like D&D’s Lay On Hands to efficiently fix minor injuries. At higher levels, with bigger wounds, it became less efficient, but new healing spells would become available then anyway.

Rules issues resolved, the heroes made camp. Since there were no fatigue rules, Sir Robert, who had spent neither HP nor Spell Points, stayed up all night to guard the camp. And it’s a good thing he did! The camp was attacked by Mystic Skeletons!

Mystic Skeletons were much like the other skeletons the group had fought, except that, instead of attacking, they could try to Maze a player. A Mazed player would see everyone as a skeleton, and wouldn’t know who to attack.

This fight was more grueling for the party than the previous one, with several characters becoming Mazed and attacking their friends. Walmart Jr, hurling daggers at the Sansange the Holy Man, posed the greatest threat. She only stopped when someone gave her a chance to break the Maze by reminding her that “your father threw himself to his death in a pit! If I was really a skeleton, how would I know that?”

When the battle was won, the party got its reward: the chance to finish their sleep and refresh their Spell Points. Sansange cast her spell and read the words written on the wall, which said:
Read the rest of this entry »

solving puzzles with steel (not that way)

February 11th, 2011

Turning to the force field device, I inserted the blade of my sword into the beam emanating from both sides of the green-colored box.

-Warlord of Ghandor

The Earthling hero of Warlord of Ghandor (who, by the way, never seems to lead any armies; he seems to be about as much of a war leader as is the 4e Warlord class), who has found himself on an iron-poor planet, comes upon a force field generator. It can only be deactivated by putting a piece of that ultra-rare metal, “iron”, on both sides of it. The hero has one of the iron keys; lacking the other one, he uses his steel sword he brought from Earth!

Turning this into a D&D puzzle: a macguffin can only be activated (or deactivated) by placing objects of some rare metal in two places. Whatever the metal is, the players should have exactly one item of that type, preferably in use as a PC’s main weapon; for instance, if someone has a Cold Iron sword, then cold iron is required. (The item isn’t used up, by the way.)

The players need to find a second piece of cold iron – which may lead to some player-directed questing, giving the DM the opportunity to dangle a few adventure hooks with other pieces of cold iron as bait.

Or, if the PC’s think of it; if they don’t mind giving up a valuable resource; and if there is some urgency to the macguffin-activation, the cold-iron-armed PC can snap his sword in half and use the two pieces to complete the ritual.

I like this incident, culled from what is, on the whole, a fairly ordinary sword-and-planet novel. It’s a mini-puzzle, adventure hook generator, and resource management decision all rolled into one.

I’ve come up with four blog posts from this one book, so you might get the idea that Warlord of Ghandor is worth reading. Let me dispel that idea by quoting the following paragraph:

Mauve in color, the creature was a frightening sight!

Mazes and Monsters playtest: combat!

February 10th, 2011

Last week, we left our heroes down a player, thanks to Wal-Mart the Frenetic’s spectacularly poorly-timed suicide, and outnumbered by skeletons, facing long odds in a totally untested combat system. It was looking dire.

I quickly explained the combat system, which was fairly simple. No initiative, we just take turns clockwise. Tell the Maze Controller what you want to do, and he’ll roll all the dice.

The Cavalry Arrives

By the time I was finished with the explanation, the adventurers were joined by a new hero, Walmart Jr. the Frenetic! Son of Walmart I, and with suspiciously similar gear, Walmart Jr. had been rolled up in less than a minute, and, announced the player, was here to “take revenge.” Revenge on who? On the pit into which Walmart I had jumped? On his dead father, for throwing away a promising life?

We broke out the d12s and ran the first combat. A theme emerged that would characterize the entire session: a statistically improbable number of 11’s (critical fumbles) and 12’s (critical successes) were rolled. An 11 means that you subtract 10 and roll again; a 12 means that you add 10 and roll again. Frequently, people would roll an 11, roll again, and get a 12, putting them right back where they started. Once, someone actually rolled 11, 12, 11, 12, the odds against which are high – one in more than 20,000 – and the results of which are boring – a net of 0.

It’s too early to tell whether this was merely a freak of the dice, or whether some statistical principle of which I am not aware means that d12s always roll high when Tom Hanks is in the picture.

Despite having no particular dice advantage, Sir Robert the Fighter handily destroyed the skeletons, while the frenetics were quite ineffective throwing their mind-controlling fairy dust. This introduced another theme, which would continue throughout the night: Sir Robert was an unstoppable combat behemoth who could do no wrong, while the other characters missed more than they hit. This especially amused everyone because Sir Robert’s player is generally the most combat-optimized character in any RPG system. Even his extraordinarily simple Mazes and Monsters was dominant – entirely, I believe, through a psychic connection with his dice.

Combat against the skeletons was pretty simple, and felt a lot like D&D combat except with d12s. You needed to roll better than 6 on a d12 to hit, and then you rolled damage. Skeletons were resistant to pointy weapons, like thrown daggers, which meant that the damage d12s were rolled twice and the worst roll was taken. The frenetics were armed with daggers and bows, which meant their weapon attacks where fairly futile. Sir Robert soon put away his spear in exchange for a mace from a fallen skeleton. (Over the course of the game, he collected weapons from each fallen foe, until he ended up with one of everything.)

The skeletons had 10 HP each: on average, each took about two hits, so it didn’t take too long before the players were victorious. The frenetics and the Holy Man had taken a few points of damage. Brave Sir Robert, of course, was entirely untouched.

Traps and Treasure

After the combat, the players rappelled into the pit to look for treasure. I warned them, “You see what looks like the glittering of gold. It could be treasure – but it could be a trap.” They hesitated, but the lure of treasure overpowered them. They reached for the treasure, and —-

IT WASN’T A TRAP.

The players collected a sackful of Pieces of Twelve, and also found a magical glove. Cautious examination revealed that it was a magic power, “Read Strange Languages!”

Our Holy Man had seen a list of the Holy Man powers, and had been talking up the 2nd level spell, “Read Strange Languages,” all night. The word “strange” struck her as particularly funny. She was elated to discover that this glove was the trinket that let her cast this very spell! From this point on, she would be constantly asking if there were any strange languages in sight.

The party continued on. The came to a four-way intersection, with a lazy-susan floor plate that spun people randomly when they stepped on it. Each branch of the intersection (except the one from which they had come) led to a door.

I warned the players that the doors might lead to treasure, but “could be a trap.” They devised a complicated system for opening the doors that involved tying a rope to a door handle, spinning on the lazy susan, running up a perpendicular corridor, and then tugging the rope. It’s a good thing they did, because the first door they opened fired a spear down the hallway! The players’ paranoid precautions kept everyone safe.

The other two doors revealed a fight with some skeletons, which yielded a key, and a locked door, which opened to the key.

Music Maze

The next room contained my first test of the Maze and Monsters Issues system. According to my dungeon key, when the players entered, a drama mask on the wall would zap a random player with black lightning, and — something would happen. I would play it by ear, but it would involve the Issue that that player had written down on their character sheet.

The black lightning hit Lothar the dwarven frenetic. He confessed his Issue to the group: “Just the other day, I was wishing that, one day, a Led Zeppelin song would come on the radio, and my wife would say, ‘This is a good song! Who is this by?’. She just doesn’t like Led Zeppelin that much.”

Here was a meaty issue that could bear no end of psychological prodding! I just hoped I was up to the task.

I had a giant black dog appear in the room. It put its paw on Lothar’s shoulder and said, “As a boon, I will allow you and your friends to hear the greatest of music — forever.” Walmart Jr.’s lute burst forth into spontaneous electified rock music. At the same time, all the doors swung ponderously shut.

Lothar’s player, who really is quite a Led Zeppelin fan, had “Black Dog” on his iPhone, which he generously played for us… on repeat… for the rest of the scene.

As well as a test of Issues, this was the first test of the Maze system. Lothar was Mazed, which meant he was content to stay in the locked room listening to Led Zeppelin forever. (As was his player, I believe.) The other players had to snap him out of it: but each avenue of aid could only be used once.

Sir Robert had a Trait that allowed him to use a bonus Trait die when “convincing others of his good intentions”, so he gave a speech to the effect that he didn’t want Lothar to deny himself the full range of musical experience by fixating on one – admittedly perfect – song. Sir Robert rolled very well, getting a critical success (as was his wont), and this was really good enough to snap Lothar out of it and continue the adventure. The players, though, really wanted to get into the issue. They continued to discuss it for at least the length of “Black Dog”. Finally, everyone came to the (possibly false) conclusion that, as there is no light without darkness, you couldn’t appreciate a song unless there were people who DIDN’T appreciate that song.

As Maze Controller, I suppressed my belief that this conclusion was logically indefensible, and, in fact, made a mockery of the study of logic itself. The important thing was that Lothar, and his player, had met an issue in the maze, and had defeated it. And along the way, he had probably cleared up some engrams or whatever.

The doors unlocked, and the black dog gravely shook hands with everyone, except Wal-Mart Jr., who insisted on doing a fist-bump.

Next time: The playtest concludes with a bang! Or maybe more like a snap, followed by a prolonged scream.

cheating yourself is fun

February 8th, 2011

Some friends and I were playing a game that uses mana counters. We didn’t have any with us, so we each used a d20 as a counter.

When my friend Larry got his first point of damage, he started tumbling his d20 through his fingers. “I can’t find the 1. My d20 has no 1!”

As everyone knows, you can’t prove a negative,, so maybe that die had a 1 tucked away on some obscure corner somewhere, but when I looked at the die, what I did discover was that it had two 20s.

Larry’s girlfriend said that she had bought the die because she liked the color: neither of them had ever noticed that it was a trick die. Larry has probably played some D&D sessions with this cheater’s die, and – in all likelihood – he probably rolled some crits where he should have rolled fumbles. It probably added a little – say 5% – to the fun of the session.

It’s kind of sad that we discovered the trick die. Larry is an honest person, so he’ll never use that die again. That means that, from now on, his average d20 roll will be a tiny bit worse. He’s lost his edge.

Cheating can be fun – as long as you don’t know you’re cheating. And that’s really what D&D is based on. Especially in 4e, encounters are designed to seem like you’re on a thin knife edge of doom, a single roll away from death, when in fact you have a 95% chance of winning the encounter. 4e is great at making every session feel like another against-the-odds success, so you don’t need a trick die to cheat death.

I still wish we hadn’t outed that d20 though.

Mazes and monsters playtest!

February 7th, 2011

Now that I have most of the Mazes and Monsters rules in some stage of completion, I decided it was time for a rules playtest.

The players assembled on a snowy Monday, ready to have their malleable minds molded or marred by the horrors of the Maze.

We watched a scene from Mazes and Monsters to get everyone psyched. Everyone seemed thrilled to be paying homage to this important film. Some of the players misunderstood and actually LAUGHED at it, like it was a comedy or something. Just a tribute to Tom Hanks’ irrepressible comic timing! He’s funny even when he’s not trying to be funny. That’s what made Philadelphia such a laugh riot.

One oversight we immediately noticed is that I didn’t bring the MOST IMPORTANT INGREDIENT, one thousand candles! We had to use stupid old light bulbs for illumination. I’ll have to remember to put a note to the Maze Controller somewhere prominent, like the back cover: “Maze Controller: Remember to bring candles!”

Character Creation

We ended up with a Fighter, a Holy Man, and two Frenetics. The lack of a rogue class was lamented. I know, right? If only there was some movie evidence of a rogue!

Based on the fact that Jay Jay’s frenetic was “the cleverest of all sprites”, the group decided that they could assign themselves fantasy races.

Character creation was very quick: after Hit Points were rolled, people just needed to roll for their Trait and Issue. One of the Frenetics rolled an 11 (a critical fumble) during Trait selection and got a negative trait: Bad Luck. The Good Luck trait lets you add a Trait die (essentially giving you a reroll) to one die roll per session. It wasn’t entirely clear what the opposite of that was, so I decided that it meant that once a session, the Maze Controller could demand a reroll of one of the player’s rolls and take the WORST of the two rolls. This led to an important rules doctrine for rolling a bad trait: “If it’s not clear what the opposite of a good trait is, the Maze Controller is encouraged to come up with the most annoying interpretation.”

Characters rolled Issues secretly, and jotted down their privatemost secrets on their character sheet, right under Hit Points.

Shopping worked pretty well. I had a list of gear and spells for sale, and people coordinated with each other to make sure the party had at least one rope, axe, awl, chisel, and basically one of everything that was for sale.

Introductions

As in the movie, the players each introduced their character in the most deadpan monotone possible. I’ll recreate the introductions as well as I can remember:

“I am Lothar the Frenetic. I am the toughest of all dwarves. My main power is a magical bag of fairy dust, which I may use to control my enemies and make them kill each other.”

“I am Wal-mart the Orcish Frenetic. I am very impulsive, and my bad luck will be my downfall.”

“I am Sansange, a Holy Man with excellent dental hygiene. I have many spells and powers by which I maintain that hygiene in myself and others for the glory of Marcia and Neville.”

“I am Sir Robert the Fighter. I wander the earth righting wrongs. I am irked by people who exhibit bad manners.”

Shall ye enter?

I described the maze as follows:

“You stand before the Tomb of the Twin Kings. It is said that the Twin Kings, one good, one evil, stand guard over a royal treasure. It is also rumored that mystical skeletons patrol the tomb’s winding passageways. Thus warned, shall ye enter?”

With one voice, the players cried, “AYE!” — which was a relief, let me tell you, because I didn’t have a backup plan for the evening.

The first room in the maze contained nothing but a book on a lectern.

I had explained to the players that, in Mazes and Monsters, traps were extraordinarily deadly, but the Maze Controller was required to note that any trap “could be a trap”. In other words, if you’re not warned that something is a trap, it isn’t a trap. The players, though, were taking no chances. They turned pages with the tips of their swords and finally pushed the book into a sack via a carefully-described remote-control Rube Goldberg maneuver. Clearly, 1st edition D&D had scarred my players’ psyches. They were in luck, because shit was about to get PSYCHODRAMATIC.

After ascertaining that the book was not trapped, the players wanted to know what it said. It turned out that every page had a single nonsense sentence, in the form
A man holds two doves
A goat jumps two valleys
A Holy Man blesses two beggars
A candle holds two flames.

Etc.

Etc. was not actually enough for the players, though. They kept turning pages and asking me what else they read. I came up with

A trap takes two lives
A wolf eats two sheep
A coin has two sides

all the while hoping they would not keep on turning pages and come up with HUNDREDS MORE SENTENCES, which it looked like they were planning to do. Luckily they finally ran out of interest before they finished the whole book.

The player running the Holy Man reported that she had sort of forgotten I had to make up all these sentences; she thought she was reading a real book. The lines of fantasy and reality? Successfully crossed! The rest of this playtest would be spent in the liminal realm between sanity and madness.

The next room had three doors, each opened by a pressure plate on a mysterious altar. The players correctly decided, based on the ample evidence provided by the book, that the number 2 was important in this dungeon, and chose to open Door Number 2. This was too bad, because I had cool stuff behind the other doors, including mind mazes and deadly traps that were sure to have wiped out several players!

In the next room, things got really weird – and it wasn’t entirely the game’s fault.

The room contained a vast pit spanned by a bridge. Walmart the Frenetic, whose player was in despair over rolling a negative Trait, HURLED HER CHARACTER TO CERTAIN DEATH in the pit.

Because Walmart’s characteristic was bad luck, everybody decided that Walmart should roll to see if her bad luck prevented her from ending her life. I rolled two dice for her Jump roll and took the least favorable. Fortunately for Walmart’s player (and unfortunately for Walmart) she succeeded, and fell to her death! Walmart the frenetic… was dead!

Death, Dying, and Skeletons

I explained the death and dying rules: When you died, you immediately started rolling up a new first-level character, and as soon as you were finished you could rejoin the others. The player of Walmart the Frenetic quickly started work on her new character, Walmart Jr.

The rest of the heroes had other problems. Attracted by the meaty thump of an orcish frenetic falling to her death, emaciated shapes began shuffling across the bridge. Skeletons — four of them! Just enough to give the combat system its first shakedown in a fair fight against four heroes!

Against three heroes, though, who knows what could happen!

Next week: The rest of the playtest!

The Warlord of Ghandor is stuck in a tree!

February 4th, 2011

Warlord of Ghandor

I was going around in circles inside the tree kingdom! Perhaps this structure in the trees was not empty of life after all. I began to feel that I was being deliberately led from one blindfall to another by someone opening and then closing off behind me one passageway after another.

This is the kind of old-school dungeoncrawling trick that a Gygax-style DM would use.

One reason it’s hard to pull off in recent-edition D&D is that it works best when PCs are mapping. Otherwise it’s harder to get that dawning realization that the PCs are being shepherded forward; you just come to a point when the PCs say, “We return the way we came,” and the DM says “You can’t.”

I’m in favor of the occasional mapping-based dungeon, although a little goes a long way. It does allow for a different suite of DM tricks.

Opening and closing doors in response to PC movement is one of the few ways monsters can frustrate PCs without getting themselves killed. Good for a mastermind-type villain. Be fair to the PCs though: at worst, the PCs should be shepherded into exciting danger, not trapped in a boring dead-end.

Why Ridiculously High Skills Ranks are Awesome

February 3rd, 2011

Dude, having super high skill values is super fun in D&D! Here’s why:

  1. It’s great for skill challenges: Having an abnormally high skill value or two is awesome for skill challenges, where you will make a hard DC every time. Some skills, like Perception and Diplomacy, are used frequently in skill challenges making for tons of guaranteed or near guaranteed successes. However, even if a skill isn’t often a primary skill, you can still often find creative ways to work it in.
  2. It’s surprisingly easy: With a good combination of background, race, and primary ability score, you can easily squeeze an extra +4 above an already high skill rank! For example, my level 16 bard is a half elf and took the artisan background to pump his diplomacy from an already high 20 to an awesome 24! With the bard encounter power that adds 5 to diplomacy once per encounter, that shoots up to a 29! And that’s without any item bonuses, which are readily available for a few thousand gold. Read the rest of this entry »

squintspiration

February 1st, 2011

I have an old-style CRT TV, like the Pilgrims used. The lack of high definition is not an obstacle to my normal TV pursuits, streaming Top Gear on Netflix and playing Final Fantasy 1. The only time it’s a problem is when I’m playing modern video games. Nowadays, video game text is optimized for HD, and, I’m convinced, not even tested on a CRT.

The game I’ve had the most trouble with is Dragon Age. Not that its fonts are any larger than, say, Assassin’s Creed: but Dragon Age has so much text. (In Assassin’s Creed, if you can’t read the subtitles, it’s no big deal: you’re like, “Oh no, now I’ll never know what ‘Molto Bene’ means.”)

Not being able to read in a backstory- and stat-heavy game like Dragon Age means that you occasionally equip the dagger that gives +3 to accuracy, thinking it says +8; and you occasionally get some weird ideas about the backstory.

I was startled by one passage in my quest log which declared that “a monumental table stands before you.” That seemed like a bold statement, since I could see that I was in a room containing zero monumental tables. It was like my Quest Log was playing D&D with me, or maybe interactive fiction. Imagine a game where half the gameworld was described in text: you might be fighting three onscreen goblins, and there’s a text caption that says “By the way, there are three more goblins.”

Of course, I had misread the text on the screen, which really set a monumental task before me. A monumental table is more interesting though. ‘Monumental’ suggests an inhuman scale, quite surprising for a piece of furniture. How big is this table anyway? Is it as big as, say, the Washington, DC reflecting pool (2000 feet long)? What would be the possible use of such a table? Maybe there’s some spell that gives a combat bonus to everyone who eats at the same table together, and this table was constructed so that an entire army could share the bonus. (BTW, Hero’s Feast is not a 4e spell yet. Time to introduce it?)

I also misread one of the monster names, “Warden skeleton”, as “wooden skeleton”. Since skeletons are undead creatures, an animate wooden skeleton is an intriguing enemy. Did someone carve a wooden skeleton and then animate it? or did someone’s skeleton turn to wood, and if so, was it before or after they died? Or is it an undead wood nymph?

OK, here’s a strange encounter for you, courtesy of my illegible CRT TV.

A monumental table stands before you, perhaps half a mile long, made of a single slab of marble. The table is surrounded by two or three thousand chairs. In each chair, there sits a slumped skeleton. The skeletons don’t appear to be made of bone; they look like they’re made of… wood?

As you enter the room, thousands of wooden skulls swivel to stare at you.