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Showing posts with label Dreadrock. Show all posts
Showing posts with label Dreadrock. Show all posts

Monday, August 29, 2011

Thoughts on the Megadungeon

Since James' open Friday post raised some thoughts on megadungeon design, etc., I thought I'd chime in with some of my own thoughts of the subject, considering I am currently working on building one myself (albeit slowly.)
 
First of all, any DM considering actually running a megadungeon game, needs to be aware what it encompasses.  In my hardcore playing days, I went through 2 different published megadungeons in what were essentially campaigns in both Undermountain and Night Below.  They were fun, and exciting, and at times, tedious and boring.  Before starting up a megadungeon game, you as the DM need to ensure that this is something your players want to do.  You don't want to spend a month building a complex megadungeon only for them to explore in one 4 hour session and leave never to return.  The megadungeon campaign takes a committment from both players and the DM.  What are the motives of the players?  Do they want their characters to become well known and famous adventurers involved in major political conflicts and intrigue?  If so, the megadungeon is the last place you want to stick them.  The megadungeon is kind of like Las Vegas: whatever happens there tends to stay there.  Back when we ran through Night Below, the running joke for our party was "we saved the world...and no one ever knew about it."  Why?  Because we were stuck underground exploring areas relatively unknown to surface civizlation for months at a time.
 
That is not to say there can't be story elements incorporated into the megadungeon campaign.  There most certainly should be those elements present, it's just that the players may never directly achieve any surface fame for their heroics.  It's possible to work around this, certainly, but for the most part, megadungeon exploration is just that: exploring dangerous and huge areas in an effort to gather riches and wealth.  Along the way, you as the DM, will want to make this as interesting as possible for them.  Fighting rooms full of monsters for no reason is fun for a couple of hours, but eventually, it wears off.  This leads to my next point.
 
There is a myth the seems to float around that the megadungeon must somehow "make sense."  Like, how can you walk into one room, and fight 5 orcs, then a few minutes later discover some kind of weird reverse gravity trap?  The orcs didn't put that trap there, obviously, so how does it make sense that it's there?  The answer is, who cares why it's there?  The megadungeon is more than just a set of rooms linked together.  It's a huge world unto itself with as rich and detailed a history as the surface, but that doesn't mean EVERYTHING has to have some sort of reasonable answer.  Megadungeons can be hundreds of years old, and used by a variety of entities for a variety of purposes over decades at a time.  So, where did that reverse gravity trap come from?  Perhaps at one time, it was put in place by a mad wizard who occupied the dungoen, but fell at the hands of an unsuspecting attack by a grell.  Or maybe the wizard was taken hostage by a group of drow, and subjugated never to be heard from again.  Does it really matter why?  Maybe it does, if you want to incorporate the trap into a larger history, but if you just want to throw in an interesting reverse gravity trap for fun, who says you couldn't, or shouldn't, even if it seems out of place?  That's what the megadungeon is for; throwing encounters and interesting situations at the players that you might not necessarily be able to get away with in a published module, or mini-dungeon site.  Plus, it keeps things interesting for the PCs and keeps them on their toes.  Sure there could be kobolds on the other side of that door, or there could be a lethal gas chamber.
 
It does seem that there should be a "why" to answer how this place came into being in the first place.  In Dread Rock, the answer is, it is an old dwarven civilization that mysteriously disappeared centuries ago.  During that time, all kinds of things have happened in that place, and not all of them can, or should be, reasonably explained.  They just are.  Having a history of the place does help create interesting situations for your players, though.  For example, in quadrant 1-2 in Dread Rock there will be a point where the PCs can discover an altar with three keyholes with symbols on top.  The keys are hidden in various locations throughout the quadrant, and once they find them, and place them in the altar, it opens a secret room where a lot of treasure is stored.  Another example being in quadrant 1-3. where the PCs will discover the dwarven throne in the main hall, still encrusted with brilliant gems.  How is this possible?  Because touching it or attempting to pry the gems out, will put a geas on that player requiring him/her to seek out the lost dwarven lord's battleaxe, hidden somewhere else in the dungeon, to return it to the wall in its proper place in the hall behind the throne.  Now, how many other adventurers or creatures may be affected presently by this quest?  How many may have died trying to accomplish it?  Who knows?
 
The DM also has to accept the fact that not all parts, or mysteries of the megadungeon will be discovered.  It should be a large sprawling complex with areas that may never be explored by the party.  Most of the rooms should remain relatively empty, in fact.  This heightens the suspense and makes encounters more meaningful and dangerous.  The "not knowing" what's lurking down the hall is what makes the exploration fun.  That said, the DM has the responsibility to keep the place interesting, and it can be a difficult balance, as going for hours traipsing through rooms that have nothing of value in them can get tiresome.  In these moments, random encounters, or odd things in the dungeon can get things moving again.  I created a d30 table for these very situations called the dungeon oddities table, which helps bring the place to life.  Walking through a hall and seeing a skeletal hand poking out from a wall (the result of a botched teleport spell) helps give the place a life of its own rather than just empty and boring corridor and room after another.
 
In sum, the megadungeon is a campaign setting.  It should be noted up front in agreement between players and GMs.  This is not to railroad the players, but rather a respectful way of a) the players saying "we want to commit to doing this thing" and b) the GM saying "I will commit to creating and/or prepping this thing."  It should be huge, gonzo at times, dangerous, and interesting.  Why things are there isn't as important as the fact that they're simply there for the players to deal with.  There shouldn't be one sole purpose or villain in the dungeon, but several things going on simultaneously.  Factions, good and bad, vying for survival in a harsh and dangerous world bring the place to life, and that is ultimately what you want to do for your players.

Thursday, August 11, 2011

Dread Rock Playtest Session 2 Recap

Cast of Characters
 
Sharaka - Fighter, 1st level, half-orc
Garik Bloodshield - Cleric, 1st level, Dwarf
Dolan the Red - Fighter, 1st level, human
Denthor - Mage, 1st level, human
 
We picked up right where we left off in session 1, using Skype and Gametable as our online virtual table top app.  Gametable really helps expedite gameplay as you can save maps and easily go back in, load the map, and you're ready to play in a few moments.  The group got a great deal of exploration out of the way in this session.  Garik's player really took the lead and did a great job.  I have mentioned him before in my Cormyr Campaign session recaps.  He is the player who tends to wander off on his own at times, however this is usually whenever we play anywhere other than a dungeon.  In the dungeon environment, he thrives as a player. 
 
Sharaka took the lead with his telescopic 10 foot pole, plugging along slowly pushing at flagstones on the floor and testing for traps.  If you've looked on the map for Dreadrock level 1-1, you may recall there is a scythe blade trap leading into the makeshift orc tavern.  Sharaka discovered this loose flagstone on the ground with his pole, and Garik investigated.  Being a dwarf, in 1e rules, he has a 50% check to detect traps in stonework.  I made the roll for him, which he passed.  He could tell by the narrow slits in either wall, coupled with the loose stone, that this was some sort of trap.  He inquired about how high the slits were from the floor, to which I replied, about waist level to a normal human.  He layed down flat on top of the stone, engaging the trap while the others stood back.  The scythes sweeped in from either side of the wall, flying back and forth as a pendulum over Garik's body as he lay on the stone, eventually coming to a stop and hanging in the middle of the hall.  I thought this was a fairly clever way to disarm the trap.
 
They pressed on, taking out the orcs in the makeshift tavern thanks to the aid of a few Molotov cocktail/oil flasks.  They continued along through the area, taking out a few more rooms with orcs, until they found a place to hold up for a few hours so Denthor could rest and re-memorize a spell.  They secured the room and prepared a watch for about 4 hours.  After rolling on the random encounter charts, the first I rolled was a human slave.  As the PCs were in a room, secured and locked, I simply had the slave come to the door and pull on its handle.  Garik replied back in orc, changing his voice.  He heard the pitter-pat of feet run away, and that was that.  The main mission the party was hired to take on in Dread Rock was the rescue of a human female who had taken up to adventuring and ran away from her wealthy father.  The wealthy father hired the group to track her down and bring evidence of her death, or either return her to Dread Rock Bluff alive.  They did not realize it, of course, but had they opened the door, they would have discovered this was indeed the girl, in rags, now a slave to the orcs.  Since Garik replied in orcish, she never spoke and simply ran from the door.  They didn't investigate any further on the matter.
 
One more roll on the random encounter table brought another pull on a door handle from outside the room.  This time, they decided to listen, to which they heard the sound of creatures speaking in kobold.  Garik and Sharaka carefully opened the door, and to their surprise, stood a group of 7 kobolds, in rags and chains, and unarmed.  The leader quickly appealed to the party to let them in, promising they were merely slaves trying to escape, and meant no ill-will to the group.  Garik decided to let them in so he could secure the door quickly.  The kobolds explained they were slaves to the orcs, who had them digging a tunnel to the surface in order to raid Dread Rock Bluff, and the road coming in.  They offered to aid the party in clearing out the orcs, if they would arm them, and set their remaining kin free.  Garik inquired about the slaves, to which the kobolds informed him there were also humans.  The party agreed to arm the kobolds with some spears from the orcs they had previously dispatched in this same room.  Garik mimicked a chant, and told the kobolds he had cast a spell which would result in their instant deaths were they to betray the party.  The kobolds, not knowing any better, believed him (or at least appeared to anyway.)
 
Once the party was ready to proceed, they decided to investigate this tunnel the kobold slaves were digging.  They had the kobolds go ahead to lead the way, and departed the room after resting.  After a few moments, the party, walking in the rear behind the kobolds, heard a click and saw the first 2 kobolds drop.  Sharaka moved ahead to look, and noticed a snapped fish line on the floor, and 2 darts coated with a liquid lying on the ground.  The two kobolds had been pierced by two more darts and died as a result.  Sharaka instructed the kobolds to be more careful and to use their spears to poke ahead on the floor.
 
The party moved on and discovered another door in the corridor.  The kobolds warned the party that the room was an orc barracks chamber, and the party decided to take the orcs out.  They opened the door, which wasn't locked, and managed to surprise the orcs.  Denthor stood in the doorway and cast a sleep spell on 3 of the orcs, then quickly ducked out of the way.  The party stood at the doorway as the remaining orcs pushed forward.  The party managed to funnel orcs out one at a time, using the threshold as a point of advantage.  After taking out 5 of them, the bodies were piled to high for any orcs to proceed.  The remaining orcs in the room turned to flee.  The party then had to spend a round moving bodies out of the way to pursue.  By the time they entered the chamber, the remaining orcs had fled, in an unknown direction.  The party decided to secure the barracks room, and rest for a full 8 hours. 
 
We called the session at this point.  This was the first time any of the orcs had managed to escape the party.  Now knowing of their presence, the orcs have called for reinforcements and are staged with shortbows and nets outside either entrance into the room.  The party will have a rude awakening when we pick back up on Sunday.
 
Post-Session Thoughts:
 
I thought the session went rather well.  So far, the party has only managed to find rooms containing orcs, and have yet to discover a few of the more interesting rooms on the level.  Now, the orcs know of their presence, and things are going to get more difficult for them to proceed.  They really liked the kobold slave twist, and I get the sense they are starting to feel the dungeon environment coming alive.  Looking at the method I used to stock it, I can see I really didn't put in nearly enough orcs.  These are veteran players, and know how to use tactics to their advantage for combat, but with only 4 party members, thus far they have had little problem getting through the combats and traps.  Of course, now that the orcs know they are there in the dungeon, the party has lost the element of surprise.  No more hopping from room to room and surprising orcs.  In fact, it's highly possible the orcs bring out the heavy on this one (that being the ogre prisoner they have for just such an occasion.)  All said, they had fun and I had fun running the session.  We're planning on playing again Sunday night with hopefully another session report soon thereafter here on the blog.

Friday, August 5, 2011

Dreadrock Level 1-2 is Coming...Soon

I've been pretty busy the past couple of weeks, but I have not forgotten about Dreadrock. I have sections 1-2 and 1-3 mapped out already. I am currently working on keying 1-2, which is taking a bit because of the density of the rooms. There must be 50 rooms in this one, many of which are simply empty, but the map is big, so it's taking me a little longer to get it done.

This quadrant will be a bit more gonzo than 1-1, and will feature a scavenger hunt of sorts including finding a dead dwarven adventurer, a demonic looking stone golem, and a hobgoblin king. Oh yeah, there are Carrion Crawlers too...or whatever the OSRIC term for them is...carcass creepers I believe. But it is coming, and very soon. Probably within the next week. I'm currently prepping for my monthly table top Cormyr AD&D 2e campaign, which I'm running tomorrow night. But for those curious, no I haven't forgotten Dreadrock, it's just taking a little longer than I'd hoped. Soon though...very soon.

Monday, August 1, 2011

Skype Gametable Dread Rock Game Recap

About a week ago I asked a few of the players in my group if they'd be interested in running a skype game using some type of virtual table top system, to which they expressed a lot of interest.  After testing out a few different free virtual table top programs, I eventually settled on Gametable.  I simply found it had the lowest learning curve, and was the easiest to use to me.  Last night was our first session.  I told the players I would like to use OSRIC for the game, to which most of them reacted positively.  One of my players, who had stated he would play earlier, decided to drop out once the notion of 1e AD&D came up.  He's an old school gamer, but is more interested in running newer stuff like Pathfinder.  He barely tolerates 2e in our regular table top game, and only does so because it gives us all a means to socialize, so when it came to going further back for a skype game, he simply wasn't interested.
 

My group is only mostly vaguely familiar with 1e.  We only played it for a brief time nearly 20 years ago before switching over to 2e.  I sent them the PDF of OSRIC, and we spent some time working on character creation, and then installed gametable with some added tiles and pogs, and we were off and running.  The party consisted of a human fighter, a half-orc fighter, a dwarf cleric, and a human magic user (which I was running as a NPC) all 1st level.  I was a bit concerned going into Dread Rock with only 4 characters, coupled with the fact that they didn't want to spend the time or money to get hirelings.  They are veteran players, however, and so they are mostly capable of making the right decisions in the dungeon environment in order to stay alive. 
 

It took a bit of time doing pre-game stuff combined with the fact that for some odd reason, gametable did not save the map I drew up of the part of the dungeon they were starting in, which was about 3 hours of pre-game work out the window.  Luckily the practice of laying out the environments and playing with the pogs wasn't a complete waste, as it allowed me to recreate the dungeon as they explored without too much delay.
 

As to the game itself, it didn't last long, as we got a late start before actually delving into the dungeon.  For those who may be familiar from downloading the first quadrant, the starting area in the dungeon is relatively empty and quiet.  This sort of fits to set the mood as further exploration results in more encounters and more danger.  They managed to get through a few empty rooms, before squaring off with a group of orcs in areas 3 and 4.  They also discovered a dead kobold on a torture rack in one of the rooms, so they know there are kobolds in the dungeon, but they don't know what their role in the ecology is just yet.  After slaying the 6 orcs, and looting them, they went into the hall where we stopped the session.  The next one will open up with a roll for a random encounter.
 

I liked a lot of what gametable had to offer.  I told them up front they'd need to map the dungeon out because as they moved from room to room, I was going to "fog" out the areas they'd been in previously and make them unviewable.  After a bit of exploring, it's easy to get lost in Dread Rock if you don't map it out well enough.  Laying out the area was quick and simple for the most part, and the players soon saw after moving around a few cooridors, how easy it could be to lose your frame of reference with the other areas being "fogged" back out. 
 

The program has some built in dice macros, but you have to make some of them up, which is easy enough.  I trust this group well enough to allow them to simply roll real dice at their computers and tell me their rolls.  Besides, we all like to roll real dice anyway right?  Gametable has some nice looking pogs built in for characters and monsters, but I made some custom pogs to add.  Installation is simple.  You just copy the image file into the pogs folder on Gametable in program files and you're good to go.
 

Overall we had a good time, and the group was really getting into exploring the dungeon and trying to discover its secrets.  I had a lot of fun running it as well.  I'm anxious to see how the group reacts to some of the more challenging sections of the dungeon specifically if they decide to free the kobolds who will aid them in overthrowing the orc tribe.  The plan right now is to play every two weeks on Sunday nights for a couple of hours, as that is when our schedules fit together best.  They are excited about playing again, and I'm even more excited about running the game.

Wednesday, July 27, 2011

Running Dread Rock Dungeon

Yesterday I posted about possibly getting a skype game going with a few guys from my old gaming group.  Most of these guys are in my table top Cormyr game, but one of them, who happens to be my best friend, lives a few hours away from us.  I'm planning on running them through the first quadrant of Dread Rock to begin.  It'll be a good way for me to really playtest it out with a good group of veteran old school players.  We created characters late last night on skype. 
 

One of my players is running a dwarf with an 18 CON, which in 2e means at 1st level he has ridiculous bonuses to his saves vs poison, staves, rods, wands, and spells.  On top of it all he's playing a multi-class thief with a high find/remove traps and open locks.  And of course, his high CON means he has a huge bonus to his hit points.  I told him his nickname was going to be Seagal (a reference to the film Hard to Kill).  This player was pretty legendary for us back in the day when we went through two underdark crawls back to back in Undermountain and Night Below.  He really shines in the dungeon environment as a player, despite his often reckless behavior in them.  Usually the results are pretty hilarious when he's involved in a dungeon crawl.
 

My best friend is running a specialist mage (necromancer) who happens to hate the undead.  He's making it his mission to hunt down and destroy undead and those who would defile the dead by raising/animating them.  An interesting choice to play considering necromancers can't cast spells from enchantment/charm and illusion schools, which means no Sleep spell at 1st level, which we know is usually the saving grace of any low level mage.  Keeping him alive for a while is going to be difficult.
 

I have one more player that will be joining us, but we're not sure what he'll be playing at this point.  I'm going to run a Fighter NPC with the party, and of course, I'm sure they'll opt to shop around for some hirelings.  I'm pretty anxious to give Dread Rock a spin in actual play.  I understand quite a few people have downloaded the first quadrant to run in their games.  If you've been running Dread Rock at all, I'd love to hear your thoughts on it, so feel free to drop me a line at robertchandler AT gmail DOT com, or just comment here on the blog somewhere.

Friday, July 22, 2011

Preview: Dreadrock Dungeon Level 1-2

click to enlarge

Here's a quick preview of level 1-2 of the Dreadrock megadungeon project.  I still have to clean it up, and key it.  This one will feature a higher empty room vs monster ratio than level 1-1, as this quadrant's population isn't as dense.  I'm hoping to have it keyed up and compiled into a PDF by this weekend.  That large octagonal "room" is actually the ruins of the ancient dwarven proving grounds arena.  That large cavernous looking area is actually a chasm which drops down several levels with a stone bridge stretching across, which the dwarves used for mining and moving ores and precious metals to the top level for working in the forge.

Wednesday, July 13, 2011

Updated More User Friendly Dreadrock Dungon Level 1-1 PDF

It came to my attention, that the version of level 1-1 of Dreadrock wasn't exactly user friendly. I went in and adjusted the image, along with the room numbers on the map (as my hand writing scanned in is difficult to read). I also added some notes about the dungeon as well. I think you'll find this version MUCH easier to read, print, and work with in your game. Lesson learned.

Updated download for Dreadrock Dungeon Level 1-1 PDF

Tuesday, July 12, 2011

Dreadrock Dungeon Level 1-1 Download

As promised, here is the first PDF download for Dreadrock Dungeon Level 1-1. This is the first of four planned quadrants that make up the whole of level 1 of the megadungeon. Included in this is a small preview map for easy cross referencing, a dungeon key with all 45 rooms keyed, a wandering monster table, restock table, trap legend, and a high resolution map for printing.

In the future I plan on releasing a full PDF collection on the dungeon, its inhabitants, and some background on the dungeon itself, some of which I've already posted here on the blog. I hope you enjoy the first taste of Dreadrock.

Dreadrock Dungeon Level 1-1 PDF Download

Sunday, July 10, 2011

Dreadrock Dungeon - A Preview of Level 1-1

Click map to enlarge to high-res image

Here's a quick sneak peek into the first quadrant of Level 1 of Dreadrock. I am in the process of finishing up the key and putting it into a nice little PDF for download here, which I hope to have complete by the middle of the week.

This area is where adventurers will start out in the dungeon. This quadrant is the current home of the orc tribe I described in my previous entry, the Rakshir Orcs. As such, the density of monsters vs empty rooms will be a bit higher for this section. Of course, feel free to use this current map and key it however you like.

Area 1 is the entry point, via a dimension door from the tavern in Dreadrock Bluff. Naturally, you could replace the dimension door with a stairwell from a ruined keep, or a cave, whatever your preference.

**edit**

Note: This is only the first of 4 planned sections that make up the entirety of level 1 of the dungeon.  There will be multiple entrances into the dungeon in the other sections as well as multiple entrances to level 2 in those subsequent quadrants when I map them out.

Friday, July 8, 2011

Dreadrock Dungeon: The Rakshir Orcs

The Rakshir Orc tribe first appeared in the halls of Dreadrock some ten years ago.  They migrated from the deeper levels connecting into the vast of the underdark and slowly made their way to the oldtown area (located in level 1-1 of the dungeon) of the ruins.  The oldtown area was once home to the common dwarven citizens of Karzamir before the fall of the civilization.  Presently, the Rakshirs have managed to fortify this area of oldtown, and it has become their permanent tribal home.  The area is heavily fortified with armed orc soldiers and crude traps constructed throughout the dungeon.  The tribe itself consists of approximately 100-120 orcs, mostly males.  Their chieftain is an Orc named Ghorash who has a guard of 10 orc warriors and at least 1 orc shaman with him at all times.  The Rakshir orcs remain in a constant struggle with the Warghash Goblin tribe, and the two sides are often battling over supplies and control of their areas.  The two sides constantly raid the others's areas scavenging and stealing supplies.  In addition to the Warghash, the Rakshir are constantly working to stave off curious adventurers who frequently make their way into the dungeon, which has proven to be a drastically difficult task.  Recently the humans in Dreadrock Bluff sealed off the main entrance from the mountain in order to secure a more stable entrance they can control (via a dimension door) which is situated near their tribal holdings in the dungeon.
 
The Rakshirs have managed to accumulate a small amount of slaves (mostly kobolds, but some humans as well).  The Rakshirs use these slaves primarily to work on digging out a tunnel which will lead to the surface, allowing them to make raids into Dreadrock Bluff, and the merchants and travelers coming into the town.  The people of Dreadrock Bluff are currently unaware of this activity. 
 
The members of the Rakshir tribe have an interesting method of disposing of captured enemies and prisoners.  Located in a sub-level near their tribal quarters, is a small cavern.  Orcs will often deliver enemies, goblins, kobold slaves, and captured adventurers to this cavern where they must face the wrath of the creature they call Stone-eye.  Stone-eye is a basilisk, and the orcs manage to keep him contained by offering him the carcasses of their enemies to feast upon, as well as the remains of their own dead.  This tactic has worked thus far in keeping Stone-eye in his own lair.
 
 
GM Notes: If any PC's encounter kobolds in the dungeons, they will always be with at least 1 orc warrior (the slave master), and the kobolds will always be unarmed.  If any PC's manage to communicate with kobold slaves, they will offer to help the PC's clear out the orc tribe if they promise them their freedom afterwards.  The PC's would have to raid the orc weapon cache in the dungeon, or find some way to arm the kobolds, before they will agree to fight with the party. 

Thursday, July 7, 2011

Dreadrock Dungeon: An Introduction

Dreadrock Dungeon is a massive labyrinth of tunnels with various levels situated under, what has come to be called, Dreadrock Mountain.  The dungeon was first discovered merely 3 decades ago by chance by a party of adventurers who were fleeing a band of mercenaries in the valley.  They stumbled upon the sealed entrance, and seeking to flee and hide from their pursuers, they managed to open the passage into, what they would soon discover to be the ruins of an ancient dwarven civilization.  A millenia ago, the dwarven city of Karzamir was one of the largest dwarven civilazations in the realm.  For reasons still undetermined, the city was virtually wiped out, and the tunnels leading into the city were sealed shut.  Eventually as time passed, Karzamir was forgotten and knowledge of its existence faded in the realms.  A few historians and sages knew of the place, but after centuries it became nothing more than a place of myth and legend.
 
After the discovery of the dungeon by The Company of the Black Rose, who spent quite a few years exploring its depths and exploiting the hidden riches within, word began to spread about the newly found ruins.  People of all races, especially dwarves, came to the mountain looking for opportunities of their own.  Eventually the members of The Company of the Black Rose retired from adventuring, now rich beyond measure.  A few went back to their own homelands, while a few stayed behind, erecting a small settlement near the entrance to the dungeon.  Soon, others followed suit settling in the town now known as Dreadrock Bluff, situated along the side of the mountain.  Dreadrock Bluff is now a small town with approximately 10,000 citizens, most of which make their living by catering to the adventurers who flock to explore the riches of Dreadrock.  There are various inns and taverns in the town, most charge exorbitant prices in comparison to other towns, because of the convenience of location to the dungeon.  Various sundry shops, weapon and armor shops, smiths, sages, and temples can be found within Dreadrock Bluff's walls, all willing to help the curious adventurer, for a price of course.
 
Dreadrock Dungeon is not without its dangers of course, and many adventurers who decide to explore its depths never return.  The locals in the area simply call it "The Rock."
 
Note: Dreadrock Dungeon is a site based dungeon which can easily be incorporated into any campaign setting or world.

Wednesday, July 6, 2011

New Project: Megadungeon - Dreadrock Dungeon

"Woe to ye who delve into the halls of that forsaken place. Abandon your Gods for even they dare not enter The Rock"

I'm officially announcing my new project here; Dreadrock Dungeon. So what exactly will this entail? A large scale megadungeon spanning at least 3 levels which will keep those greedy players of yours adventuring for months and months.

I'm planning on releasing the megadungeons here on the blog divided into quadrants in PDF form complete with room and area descriptions, random encounter tables, treasure, and of course the ever important monsters, tricks, and traps, along with a brief synopsis on each area, its denizens, and possible adventure hooks. Once the project is complete, which I don't anticipate for quite a while, I would like to collect them all together into one POD book possibly through Lulu.

Over the next few weeks I'll be posting entries here and there with tidbits on the design process, the various factions within the dungeon, etc. I have already mapped out the first quadrant, and plan on keying it up and putting it in an easy to review PDF within the next week or so.

This megadungeon will be compatible with most older editions of AD&D, as well as OSRIC and will be released under the terms of the OGL.