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.
Showing posts with label Dungeon Building. Show all posts
Showing posts with label Dungeon Building. Show all posts
Friday, August 5, 2011
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.
Tuesday, July 19, 2011
Quick Mini-Dungeon Generator Tables
We've all been in the DM chair when we're put into a spot we haven't quite planned out. It could be a random encounter, or a part of a dungeon we haven't yet mapped out. I created this basic mini-dungeon generator system to make a small dungeon with 3-8 rooms on the fly. It takes about 5 minutes to roll one up. I've tested it out a few times and it works fine for me.
First just grab a scratch piece of paper. You're just going to be sketching the layout quickly. After all, this is on the fly, and you don't want to hold the game up for 30 minutes drawing out a dungeon map. Odds are, you already have an idea of what may be in the dungeon (i.e you rolled for Orcs in a random encounter, etc.) for stocking purposes. For this generator you'll need a d4, d6, and a d8. Here's how it works.
Roll 1d6+2 for the number of rooms in the dungeon
Traps are equal to 1d3+ 1/2 number of total rooms rounded up (example: roll a 1 on a d3 with a dungeon with 5 rooms total. 1+3=4 total traps)
Tricks are equal to 1 + 1/4 number of total rooms rounded up (example: 1 base trick in a dungeon with 6 rooms total. 1 + 1 for rooms = 2 tricks total)
Secret/concealed doors/passages are equal to 1/3 number of total rooms rounded up (6 rooms = 2 secret doors/passages)
If using a secret passage roll 2d* where * is the die most appropriate to the number of rooms (i.e. d4, d6, d8.) The numbers on each die are the rooms connected by the passage. If 2 of same number are rolled, re-roll 1d* for the other room.
Roll 1d4 for dungeon type (if you don't already know...most of the time you'll know this, but if not...)
1. ruin
2. tomb
3. cavernous
4. arcane - built for a mysterious purpose. Perhaps by a long dead wizard to store his sundries, or a mad lord for his own brutal entertainment
Roll 1d6 to determine room type for each room
1. T-shaped
2. Circular
3. Square
4. Rectangle
5. Octagonal
6. Re-roll twice and combine results. Re-roll any further 6s
2. Circular
3. Square
4. Rectangle
5. Octagonal
6. Re-roll twice and combine results. Re-roll any further 6s
Roll 1d6 to determine how each room connects to the other starting with 1 to 2, 2 to 3, etc.
1. Straight passage north/south
2. L-shaped passage north/south
3. Straight passage east/west
4. L-shaped passage east/west
5. Stairs going up/down
6. Connects directly to next room
Roll 1d6 to determine if Entrance/Exit to room/passage is:
1. Door unlocked
2. Door locked
3. Open
4. Archway
5. Door locked and trapped
6. Door unlocked and trapped
Once the base linear dungeon is created, connect some of the rooms together in some fashion so you're not railroading. Once you have the layout sketched, you'll see this is easily accomplished most of the time. Next, I'll be coming up with a random trap/trick table you can use quickly to place those in the dungeon, but on the fly, you can use simple ones like pit, dart, skythe traps, etc. This system should give you a quick and usable dungeon in just about 5 minutes.
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
Updated download for Dreadrock Dungeon Level 1-1 PDF
Tuesday, July 12, 2011
Got my d30; Also a Random d30 Dungeon Oddity Table
A while back I ordered a first edition MERP boxed set, as I always wanted to play/run it, but never had the opportunity back in the day. After thumbing through the rules again for the first time in many years, I noticed that the game itself calls for a set of twenty-sided d10's. Most of you old schoolers out there are likely familiar with these dice, but I have not seen one anywhere in a number of years. The boxed set I bought second-hand came with 2 standard d20s. I presume the previous owner did not understand the games' use of the proper twenty-sided d10's and just threw in some old d20's he had laying around. An easy mistake to make. And yes, I know that MERP could easily be played by substituting other dice in lieu of the twenty-sided d10's, but call me anal. I wanted the dice the game was supposed to use.
In searching for some twenty-sided d10's I stumbled upon a site familiar to most I'm sure; http://www.gmdice.com/. They had the twenty-sided d10's available for a very low price (something like 25 cents, or maybe 50 cents each). Well, I thought this would be just as good a time as any to throw in some d30's into the order as well, since they had them available for only $1.50 each. I couldn't tell whether I was more excited to finally get myself a d30 or to get the twenty-siders I wanted!
My dice finally arrived in the mail yesterday, and I thought it would only be appropriate to make up a d30 table to celebrate the occasion.
Some folks say that the measure of "evilness" of a DM is how many save vs deaths his player has to make in a campaign, but I disagree. To me, there is nothing more thrilling than throwing out red herrings into a campaign and watching the PC's go crazy over nothing. That's where my table comes in. These are 29 random oddities that may appear in a dungeon, but have little to no impact on the PC's. Of course, you could easily use some of these to spark an adventure hook and make them actually mean something in the dungeon crawl, but if not, just roll occasionally on the table, and watch the players go nuts.
Another thought I had in making the table is the fact that often we know as DM's that dungeons are looted, restocked, looted again, and the process repeats itself, not only by the party in the campaign, but likely by many other adventurers over the years. In many entries in the table, you'll find the results of previous adventuring experiences by other adventuring parties along the way. Some examples include the soot covered hallway, which is the result of a fireball spell from a mage, or the hand hanging out of the wall as a result of a bad teleport attempt. I think these sort of oddities bring a dungeon crawl to life. So, enough rambling by me. Check out the table and enjoy.
d30 Random Dungeon Oddities Table
01. A sudden gust of wind whisks through the hall/room with a noticeablely foul odor
02. A ghostly image of a beautiful maiden passes through the walls and disappears
03. A loud, mad cackling echoes through the hall/room.
04. All torches the party are carrying flicker in and out like a strobe light for 10 seconds
05. Faint whispers echo through the hall/room
06. Shadows of 4 large humanoids appear on the walls approaching the party, but there is nothing there
07. Screams of a young woman can be heard echoing through the dungeon
08. A blue glowing orb appears in front of the party illuminating the hall/room then disappears
09. Small obsidian statue of creature with tentacled head and wings perched on a globe lies on the floor
10. The skeletal remains of an adventurer clinging to a necklace and a note which reads "For Aveyah"
11. Cultish symbol drawn in blood on the wall
12. Ritual dagger on the ground with fresh blood which never seems to dry. Even after the blood is wiped off it will reappear in minutes still wet
13. Uncovered pit trap with the remains of two adventurers imapled on its spikes
14. A group of giant rats scurries in front of the party with one carrying a gold bracelet around its neck
15. A strange fungus growing on the wall. When a PC walks near it one of its spores explodes creating a yellow gas cloud 3x3 feet. Save vs Poison or laugh hysterically for 1d6 rounds
16. A broken torture rack covered in cobwebs with the remains of a humanoid attached
17. A loose flagstone in the floor of which underneath is a small hole containing a music box
18. A messaged carved into the wall which says "Beware he who cannot be seen"
19. The remains of several giant rats scattered about all with their heads removed
20. A decayed human arm sticking out of a wall, the result of a botched teleport spell
21. A goblet with a clear liquid within resting on a table. If the liquid is consumed it makes the PC queasy, but nothing more
22. The skeletal remains of an adventurer impaled against the wall by a spear
23. The sound of a group chanting in an ancient indiscernible language echoes through the halls
24. A basilisk that has been turned to stone, probably from a reflection of his own gaze
25. Soot covers the walls, ceiling, and floor, along with the ashen remains of some humanoids
26. An open wooden chest with a leather-bound tome. If the tome is taken it will vanish and reappear in the chest
27. A broken, blood-stained altar now covered with the holy symbol of a good aligned god
28. A green slime consuming several giant rats. The slime can be easily maneuvered around by the PC's
29. One of the PC's hears a click sound as he steps on a loose flagstone, but nothing happens
30. Reroll twice and combine results
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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
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
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| 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.
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Friday, July 8, 2011
Dagger Keep Dungeon Map
This is kind of random, but I was sitting around with my sketchbook tonight and just whipped this up while I was bored. Thought I'd share with you all. Feel free to use as you like, if you like. I call it Dagger Keep Dungeon. As you can see, it starts with a ruined keep with a secret trap door which leads to the dungeons underneath the keep itself. If you're looking for an easy way to key it up for a quick adventure, I'd suggest using the AD&D/OSRIC Dungeon Creator tool over at Djeryv's Graveyard. The dungeon itself has 14 rooms.
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.
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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.
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.
Thursday, February 10, 2011
Thursday Links from the OSRsphere - Feb. 10th, 2011
Time again for some links from around the OSR blogosphere. Enjoy.
Tenkar's Tavern - Spotlight - Sacrosanct Games $1 Old School Adventures 4 OSR adventure modules on sale for $1 each.
Risus Monkey - Monkey Maps Vol. 1 A PDF file collection of RM's first 100 dungeon geomorphs.
A Character for Every Game - d12 Pages of Awesome – Dyson’s Dodecahedron Issue 2! A great little PDF zine created by Dyson Logos. Great stuff.
The Caffeinated Symposium - My Short-Lived Conan Campaign A great essay on crafting and running a sandbox city based campaign. While focusing on the d20 Conan RPG as the platform, the guidance can be applied to any RPG system.
Swords Against the Outer Dark - The Science is the Dice We all know Gamescience dice are the de facto dice for old schoolery. Find out why here.
Gothridge Manor - Creating an NPC Tim discusses how he goes about designing an NPC, getting them involved with the party, and developing adventure hooks around them.
Tenkar's Tavern - Spotlight - Sacrosanct Games $1 Old School Adventures 4 OSR adventure modules on sale for $1 each.
Risus Monkey - Monkey Maps Vol. 1 A PDF file collection of RM's first 100 dungeon geomorphs.
A Character for Every Game - d12 Pages of Awesome – Dyson’s Dodecahedron Issue 2! A great little PDF zine created by Dyson Logos. Great stuff.
The Caffeinated Symposium - My Short-Lived Conan Campaign A great essay on crafting and running a sandbox city based campaign. While focusing on the d20 Conan RPG as the platform, the guidance can be applied to any RPG system.
Swords Against the Outer Dark - The Science is the Dice We all know Gamescience dice are the de facto dice for old schoolery. Find out why here.
Gothridge Manor - Creating an NPC Tim discusses how he goes about designing an NPC, getting them involved with the party, and developing adventure hooks around them.
Monday, February 7, 2011
Tenevar's Traps: The Trapping Mirror
Tenevar the gnome made a name for himself throughout the realms as an innovator of death and dismemberment. His mechanical and magical traps were the envy of kingdoms far and wide. High lords and monarchs called upon his services to design complex and ornate trappings and tricks to ensure that grave robbers and looters would meet a nasty end should they attempt to raid their tombs. The following trap comes from within the tome containing his journals and notes on design.
The Trapping Mirror
When the party enters the room, at the very rear of the chamber they see an ornate and beautifully designed statue holding a mirror at eye level so they may see their reflection as they approach. Once any party members gets within 30 feet of the mirror, and sees his/her reflection, the party member must make a save vs. spells, or disappear into the mirror. The party will have no idea what happened to their friend(s), or where they went. They will simply have vanished. The mirror is a Mirror of Life Trapping. In order to free the party member(s) from the mirror, it must be broken, which can be done by any conventional means. The problem, however, is getting to the mirror. Five feet directly in front of the mirror is an invisible Wall of Force cutting off the party from the mirror, which cannot be penetrated (treat as the wizard spell of the same name). It cannot be dispelled with dispel magic. Only a Disintegrate spell, or a wish can destroy it. It is possible, however, to teleport on the other side of the wall in order to break the mirror. If the mirror is broken, all creatures trapped within are released (some of them could include nasty monsters).
This trap is designed using the AD&D 2e rules, however can easily be incorporated into any RPG system.
The Trapping Mirror
When the party enters the room, at the very rear of the chamber they see an ornate and beautifully designed statue holding a mirror at eye level so they may see their reflection as they approach. Once any party members gets within 30 feet of the mirror, and sees his/her reflection, the party member must make a save vs. spells, or disappear into the mirror. The party will have no idea what happened to their friend(s), or where they went. They will simply have vanished. The mirror is a Mirror of Life Trapping. In order to free the party member(s) from the mirror, it must be broken, which can be done by any conventional means. The problem, however, is getting to the mirror. Five feet directly in front of the mirror is an invisible Wall of Force cutting off the party from the mirror, which cannot be penetrated (treat as the wizard spell of the same name). It cannot be dispelled with dispel magic. Only a Disintegrate spell, or a wish can destroy it. It is possible, however, to teleport on the other side of the wall in order to break the mirror. If the mirror is broken, all creatures trapped within are released (some of them could include nasty monsters).
This trap is designed using the AD&D 2e rules, however can easily be incorporated into any RPG system.
Saturday, January 29, 2011
Download: Crypts of Aezoul Vhezian Level 1
Well, I've managed to key the first level and clean the map up a bit. I've put it all in a handy 5 page PDF for you to download for free and use.
Crypts of Aezoul Vhezian - Level 1 PDF
Here's a low-res version of the finished map. A special thanks to Dyson Logos and Risus Monkey for inspiring me with their awesome dungeon mapping skills.
Crypts of Aezoul Vhezian - Level 1 PDF
Here's a low-res version of the finished map. A special thanks to Dyson Logos and Risus Monkey for inspiring me with their awesome dungeon mapping skills.
Wednesday, January 26, 2011
Crypts of Aezoul Vhezian Level 1
As I mentioned earlier today, I am preparing to run my friends through an old school mega-dungeon crawl in March at our semi-annual camping trip. The dungeon is an ancient crypt buried beneath a ruined tower (originally I was going to go with a city, but have since changed my mind). The crypts hold the tombs of Aezoul Vhezian, a legendary warrior from long ago, as well as his family members and banner men. The crypts themselves will run a few levels with various monsters, traps, tricks, etc. and will eventually lead into underdark caverns far below the surface. The first level of the dungeon will be the smallest. Last night I drew a very quick sketch of that level and scanned it in to share. Now, I've got to key it and prepare some random encounters. I'm really looking forward to diving into this.
Considering this is the first dungeon I've drawn in about a decade, I didn't think it turned out too bad.
Considering this is the first dungeon I've drawn in about a decade, I didn't think it turned out too bad.
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