Showing posts with label dismal depths. Show all posts
Showing posts with label dismal depths. Show all posts

Wednesday, March 23, 2011

Random Monster Determination

Yesterday's post elicited a comment which inspired me to finally comb through my custom bestiary and make a proper OD&D style random Monster level determination procedure. Such a dice rolling convention is used not only for Wandering Monsters, but more importantly for randomly determined initial fills and restocking steps. In case you aren't familiar with the guide in Vol. III of the LBB, here's a scan of pages 10 and 11:

And here is a scan of the two-page custom guide I have fashioned for my new megadungeon. I suppose I am letting the cat out of the bag a bit early, but yes The Bleak Beyond, my current project, is a new megadungeon. It is the bastard child of the Dismal Depths and Ulin-Uthor, the Dim Expanse. Here's the custom version scanned:


The above guide uses my custom bestiary, itself an updated version of the Dismal Depths Bestiary. For those keeping track, there are 11 new entries and some name changes; specifically Moorlocks = Phlemoks, Boglings = Bogloids, Mole Men = Mol-Min, Sleestaks = Saristaks, Blue Gunky = Bloo-Goo, Alfar = Aelfar. There were some other minor edits as well.

The new Bleak Beyond Bestiary is now available for download, along with a printable copy of the above scanned Random Monster Determination file, both situated atop the mediafire links section to the right under SHAM'S OD&D STUFF.

In the near future there will be more information concerning the Bleak Beyond.

~Sham

Wednesday, March 2, 2011

Buried Treasure!

(First the old buried treasure) After several requests (well, a few anyway...is 2 a few?) for your viewing pleasure I have added links to my pdf's hosted at mediafire of those little buggers that got that whole OSR One-Page craze cooking a couple years back. Primitive in hindsight, The Dismal Depths original four-pack is now nothing more than an OSR historical footnote of sorts. After all, two years in the blogosphere is downright ancient at this point. Links are on the right under SHAM'S OD&D STUFF. Kudos to ChicagoWiz for crafting that template for me! I also added the old Dismal Depths Traps tables link. Use at your own risk.

(And the new buried treasure), There's another file added now, something new for your megadungeons titled Dungeon Treasure Maps.

What are Dungeon Treasure Maps? Let me explain. Some time back I rambled on about the possibilities of the Maps category of items included in the Treasure Types section of Vol. II. While these were intended more for wilderness adventure, the idea always tickled my fancy. I finally sat down and bashed out a system of similar maps for underworld adventures, called Dungeon Treasure Maps.

It includes some columns and tables so won't copy over well to blogger, but here are a few bits from the single-page file in case you are curious.

"Dungeon Treasure Maps are a special type of item. When the characters decipher such a map, through use of a Read Languages spell if needed, the Ref rolls on the appropriate tables and places the heretofore undiscovered secret location of the treasure trove. It is impossible to find this secret trove before the map in question is deciphered."

"How Trove is Hidden
d00
01-20: Buried: Need Picks and Shovels
21-36: Under Loose Stones: Need Pry-bars
37-50: Behind Wall: Need Sledge Hammer
51-64: Behind Locked Panel: Need Key or Lock-picker
65-73: Sealed Door: Need Hammer and Pry-bars
74-82: Sealed Door (G): Need Hammer and Pry-bars
83-91: Locked Stairwell: Need Key or Lock-picker
92-00: Locked Stairwell (G): Need Key or Lock-picker
(G): Guardians - typically Undead, Golems or other such Monsters able to lie dormant."

"Notes: Tracking down lost or buried treasure should be an exciting endeavor for the players and their characters. There's always a chance they will hit the proverbial mother-lode. Special preparations might be in order for recovering these troves, and keep in mind the noise created from all of the excavating is sure to attract the hungry and/or curious."

So there you have the buried treasure, something old and something new.

~Sham

Monday, February 28, 2011

Spicing Up Stairways

It's been a while. Today is the unofficial blog birthday here at Ye Auld Grog and Blog so something needs to be posted today.

Here's a table I put together to allow you to add some tension to your next megadungeon sessions. Most games I've seen treat stairways as just so much dungeon-dressing. Use this to keep your players on their collective toes. Just don't use this for every single stairway unless you're a true sadist. Maybe a 2in6 chance but you be the judge.

Shrunk the text a bit to keep it all single line in blogger.

Spicing Up Stairways

01-03: Pit, All Pits (d6) 1-3: 10', 4,5: 20', 6: 30' in depth. These things never grow old.
04: Spiked Pit, roll 1d6 for extra damage. On a 6 roll again and add (result -1) to 6.
05: Poison-spiked Pit, as above then save or die. Someone really wants these intruders dead.
06: Flooded Pit, last time I checked armor still doesn't float. At all.
07: Crusher Pit, prepare to become dungeon graffiti.
08: Holding Pit, snaps shut and can't be opened normally. Somewhere a dinner bell rings.
09: Bottomless Pit, depth as above but use 6d6. Or more. How bottomless do you want it?
10: Double Pits, there's another pit waiting to be sprung. Maybe these things do grow old.
11-12: Sleep Gas, All Gas is invisible, slow-acting vapor. Canaries are immune to the stuff.
13-14: Poison Gas, shoulda rolled up a Canary.
15-16: Rotting Gas, lose one hit per hour until face falls off.
17-18: Delirium Gas, adventurers become acid-tripping hippies.
19-20: Maddening Gas, acute paranoia, violence, that bastard Hobbit is out to get you!
21-23: Darts, All Dart volleys cause 3d3 damage in a wide cone. Unarmored victims take +3.
24-25: Poison Darts, adding insult to injury since 1974.
26: Acid Darts, deals 4d3 instead. Armored victims start rolling item saves.
27: Capturing/Crushing Ceiling, adventurers become trapped and prepare for pain.
28: Capturing/Crushing Walls, as above but ever so slightly more forgiving. Or not.
29: Capturing/Crushing Ceiling w/ Spikes, a masterpiece of dungeon engineering.
30: Capturing/Crushing Walls w/ Spikes, are all the pointy things really necessary here?
31: Capturing/Flooding, there's a drain/fill valve hidden somewhere...right?
32: Capturing/Feeding, in 1d6 turns something big and hungry shows up. Or slithers in.
33-35: Alarm, the arrival of the party to the next level is loudly announced.
36-37: Flaming Oil, jets of slippery oil, ignited in a fireball, thick smoke, roasted intruders.
38: Spider-Blower, large fan sends clouds of upset black widows right at the poor delvers.
39: Snake-Ejector, with a click hidden panels open and drop one angry asp on each character.
40: Scorpion-Bomb, down the steps rolls a sphere with a lit fuse. Boom! Scorpion surprise!
41-43: Slide, All Slides incorporate steps that rotate into a slippery ramp. Quite ingenious.
44: Slide to Pit Below, if the buggers won't trip my trap I'll send them into it! Pick a Pit.
45: Slide and Hollywood Trap, yep – a boulder is rolling down the slide behind ya.
46: Slide to Monster, some enterprising young Monster has set up shop at the bottom.
47-48: Greased, tarnation! some fool done greased this stairway with pig-fat.
49-50: Chute, All Chutes deposit intruders deeper into the dungeon. 1d3+1 levels works.
51: Chute to Holding Cell, maybe something will come check soon. Maybe not.
52: Chute to Pool, for fun toss in piranhas or crocodiles.
53: Chute to Trap, usually a Capturing/Crushing room but there's a secret door. Possibly.
54: Chute to Monster, maybe it's sleeping. Either way the key to get out is around its neck.
55: Web-choked, annoying as all get out.
56: Smoke-filled, some wiseacre lit a bag of Monster-crap down there. It acts like Tear Gas.
57: Fungus-caked, the Clean-up Crew missed this. You might contract Dungeon-Rot here.
58: Bone-scattered, something's been tossing left-overs in here. Haunted by Undead? Yes!
59-60: Partially Caved-in, great care required. Possible collapse. A Dwarf would help.
61-62: Caved-in, pretty much just a dead end. Feel free to excavate it. Takes 200 man-hours.
63-64: Flooded, some moron filled this stairwell with water. A drain/fill valve is at the bottom.
65-67: False w/ Secret Door, to exit-less room. Fill as desired. Real steps hidden in stairwell.
68-70: Trapped w/ Secret Door, as above. Past the Secret Door is a trap and dead end. Hah!
71-72: Sentry, these blokes won't pursue, they will however defend the stairway to the end.
73-74: Toll, some way too powerful Monster extorts gold from delvers here.
75-76: Barricade, blocked by piles of Dungeon Junk. Is something besides junk in there?
77-78: Dead People, whatever killed them didn't bother to eat them. Just took their gear.
79: Lost Adventurer, the little blighter has lost his way. Might he be responsible for 77-78?
80: Madman, raving mad. The Monsters like to poke him with a stick. He collects iron spikes.
81: Portcullis, Well crud! There's a locked Portcullis blocking the way.
82: Locked Doors, heavy double-doors prevent passage. Something nearby has the key I bet.
83: Teleport to New Stairway, old tricks are often the best. No chance the dorks notice.
84: Teleport to Lonely Prison, an extremely accurately named location the Lonely Prison.
85: Teleport to Random Level, chances are 93.7% that it will be to a deeper level of course!
86-88: Random Monster from Level Below, just roll on a table.
89-91: Random Monster from Level Above, just pick from a table.
92-94: Ambushing Monster from Level Below, just pick from a fanzine.
95-97: Ambushing Monster from Level Above, just make something up already.
98-00: Clean-up Crew Member Cleaning, it's going to be upset you tracked dirt in here.



~Sham

Friday, January 22, 2010

Gold: Lifeblood of the Underworld

Why Adventurers seek it, Dragons hoard it and Goblins idolize it.

Gold is woven into the very fabric of the fantasy role-playing campaign, often being the catalyst for adventure. Characters pursue gold because it is a means to an end for their goals, providing experience and wealth in order to realize greater power within the framework of the campaign world. Gold is, after all, power.

Adventuring characters gain experience through the wealth they extract from the underworld. As detailed in The First Fantasy Campaign by Dave Arneson, adventurers in the initial version of what was to become D&D were required to spend their plundered gold pursuing certain motivations in order to gain experience from it.

Gold allows experienced adventurers to bring order to the wilderness on the surface through the construction of strongholds. The forces of Law desire the plundering of gold from the clutches of Chaos in the underworld that they might spread the will of man across the land.

To further their own cause and maintain their grasp in the fantasy campaign, Chaos must oppose these efforts. He who has the gold makes the rules in a manner of speaking.

The underworld itself relies on gold, its presence attracts and emboldens monsters while luring adventurers into the unexplored reaches below. The absence of gold can lead to a dungeon's dormancy or perhaps eventual abandonment. Gold is the lifeblood of the underworld.

With the assumption that gold is more then mere currency, allow certain monsters in the fantasy campaign to become more powerful based on the amount of gold they are able to amass or otherwise keep hidden within the underworld. The underworld will often reward their efforts much in the manner that adventurers are rewarded for capturing and spending gold.

Goblin Hordes: Keeping the Lifeblood flowing

At the far end of the gold/underworld spectrum are the lowly Goblins. Being an abomination of fae-blood and spawned from the very Chaos of the underworld, Goblins find themselves attuned to gold in a manner not shared by most beings. It is their duty to keep this lifeblood of the underworld flowing, and they do so in a number of ways. Goblins place gold above all other motivations because it is one of the surest means of survival in the dark pits they call home.

Nocturnal surface raids, kidnappings and general Goblin mayhem assure that gold is always entering their world from the surface, robbing the forces of Law even if in but a small manner. Following this flow of gold are adventurers who seek to reclaim that which the Goblins have absconded with from above. The forces below value the activities of the Goblins in luring over-dwellers to their demise, and appreciate the fealty often paid to them by these dungeon underlings.

Goblins garner the benefits of gold as a collective, not individually. A typical Goblin community, or tribe for lack of a better word, consists of 40-400 Goblins as well as a King with 5-30 Guards. The King and Guards form the unit which gains a rudimentary type of experience, while the standard Goblins enjoy greater numbers and more powerful leadership.

Goblins do not earn any benefits from simply hoarding gold; removing it from circulation is how they are able to benefit from gold. Here are some possible methods through which Goblins may gain experience from plundered gold:

Goblin Gold Disposal Methods
Bury/Hide: The intent was to use it later but it is forgotten. Map optional.
Sacrifice: In pagan worship, dropped into a mindless monstrosity's lair or deep hole.
Recast: Typically into pagan idols, sometimes into nose-cleaners and the like.
Distribute: As long as the gold goes deeper into the dungeon, either as fealty, payment or tribute, and falls into the clutches of something more capable of guarding it.

Goblin tribes do not begin to gain experience until they have established a lair, with King and Guards, and subsequently disposed of 8,000 gold. At that time the King and Guards will continue to accrue experience. Individual Goblin Kings and Guards will be replaced if they perish, with no penalty, but if the entire royal court is slain the tribe loses all of its accumulated experience.

Goblin Hordes increase in membership while the King and Guards become more powerful based upon an accumulation of experience earned through gold disposal. These scores are tracked in increments called Goblin Horde Ranks, detailed below.

Goblin Horde Ranks
I – 8K: +25 Goblins, +1 Guard, K&G: AC 5, HD 1+1, SA: Max hits.
II – 16K: +50 Goblins, +2 Guard, K&G: AC 5, HD 2, SA: RT Saves.
III – 32K: +75 Goblins, +3 Guards, K&G: AC 4, HD 2+1, SA: RT To Hit.
IV – 64K: +100 Goblins, +4 Guards, K&G: AC 4, HD 3, SA: RT Damage.
V – 128K: +125 Goblins, +5 Guards, K&G: AC 3, HD 3+1, SA: Lucky.
VI – 256K+: +150 Goblins, +6 Guards, K&G: AC 3, HD 4, SA: Two Lives.

K&G: Stats for the King and Guards. King and Guards all possess Move 9 and +1 Morale, regardless of Rank. The Special Ability (SA) is only learned by the King himself, and all six are cumulative.

King Special Abilities: RT (Roll Twice, using the higher result), Lucky (King can Save vs Death to avoid a killing blow), Two Lives (King will spring from the dead once, fully healed).

Gains in tribe members are cumulative across the periods of growth. For example, a tribe at Horde Size IV would have gained 250 Goblins and 10 Guards, its King and Guards would fight with an increased level of expertise (AC 4 and HD 3).

Keep in mind that the King and Guards will often make use of any magic items found or captured if at all possible. Optionally, if gold disposal is focused in the methods of Sacrifice and Recasting into pagan idols a tribe might also realize members with shamanistic or anti-cleric abilities. These Shamans can replace Guards, or complement them.

Dragon Hoards: Establishing Hearts of Adventure

While Goblins keep the Lifeblood flowing, Dragons and potentially other powerful underworld denizens benefit from the hoards of gold they are able to establish and protect. These hoards create hubs of power, or hearts of adventure. Fed by the flow of gold above and around them, these hearts increase in size through a steady influx of wealth.

Dragons long ago learned the importance of gold, the mythical element. By hoarding wealth Dragons were able to realize greater power while preventing the growth of Law. While Dragons may take a stance of Chaos or Neutrality, and even Law in the case of Gold Dragons, they are normally opposed to the spread of civilized man as his influence sweeps across their ancestral lands. Given the ferocity and cunning of many dragons it is only natural that they are often able to collect vast amounts of gold. This then is the motivation for Dragons, by hoarding gold they gain a limited form of experience which impacts their existence in the fantasy campaign.

Dragons establish a proper Hoard much in the way characters build a stronghold; by gaining experience and using wealth. In the case of the Dragon, experience of this sort is a measure of surviving to the very old age of 100 years. The Dragon may have been accumulating wealth in its younger days, but the proper establishment of a Hoard requires a suitable lair, boasting 70,000 gold or more, and the aforementioned age requirement. Once the proper Hoard is established and cultivated the Dragon will begin to acquire greater power while attracting followers.

Dragon Hoard Ranks use a total gold equivalent value which includes copper, silver, gold, gems and jewels. The collection and massing of this wealth is measured in the increments detailed below:

Dragon Hoard Ranks
I – 70K: Followers: 30 HD. Growth: Maximum HD if not already very large.
II - 140K: Followers: 60 HD. Toughness: 7 hp/HD.
III - 210K: Followers: 120 HD. Prowess: Bite deals double damage.
IV - 280K: Followers: 180 HD. Resilience: +2 on all saves.
V - 350K: Followers: 240 HD. Fearsome Breath: penalizes saves by 3.
VI - 420K+: Followers: 300 HD. Long-winded: able to breathe 4 times per day.

Dragons surviving the loss of their Hoard will not lose their special abilities immediately but may stand a chance to watch their followers abandon them. Hoard-less Dragons so pilfered of their wealth will do everything within their power to reclaim their gold and riches. Such Hoard-less Dragons will begin to watch their experience-earned power wane over time. Subdued Dragons on the other hand will lose their special abilities once their wealth is captured and they are removed from the underworld.

* * *

The above Horde and Hoard benefits are just basic ideas; there's certainly much more that can be dreamed up to flesh out this concept of the gold/underworld system and the advantages earned by the monsters propagating it.

Just a little something I've been bashing about and I thought I'd share for your enjoyment on a rainy Friday.

~Sham, Quixotic Referee

Friday, December 4, 2009

w/o WALLS

As 2009 begins to wind down I am easing back into the blogosphere and once again finding myself amazed at how our community continues to expand. When I cranked this thing up here at Ye Olde Grog n' Blog twas but a few of us, now we are many. So many in fact that I KNOW I've missed some good new authors rolling out their first posts and opinions on the olden ways. Somehow I missed Havard's Blackmoor Blog, but it is now dutifully linked in my list (which by the way is in need of some housekeeping).

So I ask: please drop me some links to gaming blogs I should be in tune with. It's been three months since I updated here, and nearly four since I posted anything game related. Fall is always an extremely busy time for yours truly, but enough with lame blog-excuses, it's best to just post and not offer reasons for one's back-sliding. I'll make up for my absence with an extremely long post now. The quick-hitters and casual fans can move along.

During my hiatus I played around with a few pet projects and began toying with decks of cards. You know, the old fashioned 52-card types. I devised a few D&D related uses for that venerable game tool, including dice-less play and chargen rules using cards sans dice. But you know I love dice so it was, for the most part, just a futile foray into numbers crunching and card-flipping. One item did spring forth from my musings, and I wish to share with you a little something I've been fine-tuning these past weeks called w/o Walls.

I'll link up a few PDFs later if you care to dl them (and I can remember my mediafire account info), but in the meantime here is a copy/paste of the basics along with my own example using the template.

w/o WALLS
A card based dungeon system for your favorite RPG. w/o WALLS was originally designed for fast-play dungeon adventures. The goal was to allow an individual Ref the opportunity to exercise his or her creative freedom and ad-lib skills to improvise while entertaining players during a session of role-playing. The system may also be used for Ref-less gaming in a solo or cooperative set-up. The end result is a flexible, unique style of dungeon exploration.

w/o WALLS demands that participants accept the illogical lay-out of the fantastic underworld into which their characters have departed; as you shall see there is no method to return the way one has traveled, and there is no actual map. Turns are taken by the players drawing and revealing a single card at a time. The card drawn will determine what the adventuring group has found in the dungeon.

If you are planning on a traditional approach to dungeon crawling with you as the Ref, then prior to play, in as basic or involved a fashion as you desire, you will need to design the following items for your w/o WALLS dungeon level (or just wing it and ad-lib with zero prep):

[Card]: Item (Qty)

[2]: Single-target Traps (4)

[3]: Area of Effect Traps (4)

[4]: Tricks (4)

[5,6 of S,C,H]: Wandering Monsters (7)

[6 of D]: Fellow Delver(s) (1)

[7]: Empty Room (4)

[8,9 of S,C]: Rooms w/ Monsters (6)

[9 of H,D,10]: Rooms w/ Monsters & Treasure (6)

[J]: Level Exits (4)

[Q]: Secret Chambers (4)

[K]: Hidden Stashes (4)


How to play:
1. Shuffle one 52-card deck and place it face down. Designate an area near the deck for a discard pile.

2. Play begins on Dungeon Level One (or any level from which a returning character has taken a Magic Portal to Town in a previous expedition).

3. Take a Turn by drawing the top card and revealing it. Resolve that card before discarding it and drawing another.

4. Set drawn Aces aside. Aces may be used by players at a later time to escape/trump the last card drawn.

5. Once the drawn card has been resolved or trumped, discard it and any Ace used as a trump.

6. When and if the entire deck has been revealed, the characters must return to town and regroup while the dungeon replenishes itself.

7. If at any time the party ascends or descends to another dungeon level, or returns to town, shuffle all cards back into the deck.

Suggestions:
Tricks: One or more should lead to a lower level.

Empty Rooms: Or whatever you prefer. I allow limited hit point recuperation in these areas only.

Level Exits: Include Up, Down and Magic Portals to Town.

Secret Chambers: If the secret door is not found, treat as an Empty Room. Hide things like Fountains, Statues, Pools and Magic Portals to Town here.

Hidden Stashes: If the secreted treasure is not discovered treat as an Empty Room.

Suit Theme: In general, Spades are the worst and Diamonds the best for their respective categories.

Game Prep: Keep your notes simple, and create three or four levels at a time.

As a creative exercise, try to detail a full level of 48 cards in 30 minutes using the w/o WALLS Fill-in Template.


This latest version is simplified quite a bit, but fits onto one page. The previous version was two pages long and discussed the various play styles and possibilities. The original versions were just way too involved for something designed to be fueled by user input. I have play tested w/o Walls solo, with one player, and in a two player cooperative style. It works fairly well, and imho is more satisfactory that any of the random dice-driven auto dungeons I have seen in the past.

I would like some feedback and input from those who take the time to digest all of this.

The blank template is included as a PDF, as well as my initial example, which I'll copy/paste below:


w/o WALLS Fill-in Template

Dungeon: ECHO DARK
Level: ONE

Single target Traps
[2S]: Covered Pit. 10' deep. Slippery mud walls, bottom is quick-sand like mud.
[2C]: Trap-door Pit. 15' deep. Zombie waiting below.
[2H]: Transmogrification Beam. Turns target into a Giant Rabbit.
[2D]: Jabbing Spear Trap. Deals 1d6+1. A save of 1 equates to a lost eye.
Party Traps
[3S]: Deadly Fumes. Lose 1 CON each round over the next turn. Those under 1 CON perish.
[3C]: Spiked Gate Trap. Slams from wall for 2d6+2, save for 1d6.
[3H]: Volley of Mini-Darts. Struck by 1d6, save to 1. Each deals 1d2 damage.
[3D]: Evil-Eye Trap. Curses party members to fail their next three attacks or saves.
Tricks
[4S]: Utter-Dark Passage. Party lost. Reshuffle all cards back into deck and commence play.
[4C]: Swiveling Hallway. Deposits group one level down and resets. Deals 1d6 damage.
[4H]: Screw-Elevator. Forces group up one level and resets.
[4D]: Dimensional Hall. Returns group to Town. Does NOT count as a Magic Portal.
Wandering Monsters
[5S]: Anti-Cleric and Thugs (5). Here on business. Will pose as good guys.
[5C]: Evil Elf and Bandits (6). Here to recruit, extort or rob adventurers.
[5H]: Clean-up Crew. Grey Ooze (1) on the move quietly going about its duty.
[5D]: Zombies (5) rounding a corner, dragging a corpse back to their master.
[6S]: Skeletons (6) on patrol. Two w/ maces, two w/ spears, two w/ swords.
[6C]: Goblins (8) looking for a lost sack of door knockers. Armed with clubs and daggers.
[6H]: Giant Rats (7) searching for an easy meal. Will follow until forced away or they find food.
Wandering Monsters (Ally)
[6D]: Friendly Berserker (1). Leather armor, Sword and Spear. Looking to slay Goblins.
Empty Rooms
[7S]: Columned Empty Room. Graffiti scrawled in common: “Go seven, then four. Stop”.
[7C]: Cob-web choked Empty Room. A few old pieces of ruined and useless gear are in a corner.
[7H]: Ransacked Empty Room. Splintered bench conceals a sack filled with crude door knockers.
[7D]: A very Empty Room. Footprints of massive proportion seem to walk through the walls here.
Rooms w/ Monsters
[8S]: Granite Span. Manned by 12 Phalanx-Skeletons and a Wight Commander.
[8C]: Circular Catwalk. Skulking Man-eating Apes (3) attempt to attack with surprise.
[8H]: Shallow Pool. Grey Ooze (1) resting spot. Two empty chests rest in pool's center.
[8D]: Stepping Stones. Goblin Javelin-throwers (7) take pot shots at intruders and demand gold.
[9S]: Filthy Mess. Slime-covered Zombies (8) picking through the rubbish looking for brains.
[9C]: Collapsed Chamber. Giant Rat Nest (13). Each round 1d6-3 more arrive.
Rooms w/ Monsters & Treasure
[9H]: Black Shrine. The Zombie-Lord, his Acolytes (5) and Zombie slaves (9). 2,400 GP, 3 Magic.
[9D]: Smoke-filled Hall. Evil Elf Conspirators (4) plot the overthrow of Man. 1,800 GP, 2 Magic.
[10S]: Putrid Cave. Harpies (3) torturing caged captives on ledge above. 370 GP, 1 Magic.
[10C]: Smoldering Pit. Gargoyle (1) rises from mists. 220 Gold, 1 Magic.
[10H]: Flophouse. Drunken Zombie Pirates (12) guard casks of rum and a sea chest. 590 Gold.
[10D]: Stacked Barrels. Giant Cockroach (1) looking for a mate. 120 Gold.
Level Exits
[JS]: Steps Up and out of dungeon, or continue on this level.
[JC]: Steps Down to 2nd level, or continue on this level.
[JH]: Steps Down to 3rd level, or continue on this level.
[JD]: Shimmering Magic Portal to Town operated by Adventurers Guild, or continue on this level.
Secret Chambers
[QS]: The Fickle Fountain. Cures the sick, poisons the healthy.
[QC]: The Scholarly Statue. Asks questions, punishes those who do not answer.
[QH]: The Whispering Pool. Decipher to become fully healed.
[QD]: The Musty Tapestry. Unlock to form Magic Portal to Town.
Hidden Stashes
[KS]: Great heap of rubbish. Conceals sack: 190 GP.
[KC]: Fungus-filled dead end. Conceals panel: 320 GP.
[KH]: False Stairwell. Conceals cubbyhole: 380 GP, 1 Magic.
[KD]: Crumbling stucco. Loose floor stone hides sack: 490 GP, 2 Magic.

For example purposes I've added headers for the various card categories. These are not included in the template nor in the example PDF.

So there you have it. w/o Walls is, at the very least, fun to fill in using the template to see how quickly you can make a dungeon level. I went over my suggested 30 minutes because I was doing a lot of copy and paste while editing various items, but I think with a bit of practice and familiarity one could really crank out dungeon levels at blinding speed.

After I finished the example, I realized I'd truly enjoy making a map out of my ECHO DARK ONE example, but that is not the point of this project. Nevertheless I find that while I'm a huge fan of well-made, handcrafted maps, w/o Walls triggers something within me as a Referee that I find challenging and satisfying.

How's that for a return from absence update? Oh, by the way I am busy working on the updated Dismal Depths project from a new angle. Never fear it is one I am certain will cater to the expectations of those who have been asking for more updates and information on the Dismal Depths this past year. Here's to hoping I'll update again before the New Year.

~Sham, Quixotic Referee

Wednesday, August 5, 2009

Time in the Game

Yesterday's post, Too Much Time, was a stream of thoughts and notions likely too lengthy for most sphere dabblers to digest. Today I emphasize the end result of the treatment; the Time in the Game PDF linked under Sham's OD&D Stuff over on the right, listed as "Game Time".

But Why? I'm fairly convinced that most referees have no idea how tracking time in OD&D actually works. Time in the Game presents an organized method that replicates the orignal system while removing references to minutes, and pushes combat into an easy to fathom game turn which gives no regard to the oft ridiculed one minute D&D combat round.

Maybe I'm in the minority that finds great value in distilling such elements down to the game essentials, but I am presenting this with the assumption that it might "turn the light bulb on" for other fans of OD&D.

After all, I am the Dungeonista. I dig this sort of stuff.

~Sham, Quixotic Referee

Tuesday, August 4, 2009

Too Much Time

The biggest abstraction in D&D is Time. One of the first complaints leveled at 0e combat is the one-minute round. Many assume that the single Roll to Hit (RTH) and the single damage roll after a successful RTH are an abstraction representing how masterfully the combatant performed in that time, and that the hits dealt represent various attacks and blows in those 60 seconds. This depends upon how you interpret the guides. Look no further than the ruling used for magic shields which spells out the chance to block a single successful blow (attack). Others assume in that round that the combatant has exercised all of his experience and know-how in positioning, parrying, exchanging harmless blows, side-stepping, and generally Errol Flynn-ing it up in order to arrive at the single important RTH representative of that one meaningful attack. Maybe so. If you subscribe to that theory it's hard to justify tactical positional modifiers in your game. In reading the OD&D rules over and over, I've come to the conclusion that there was only ever one attempt to strike the opponent per round. Take into account Missile fire. In one minute a skilled Archer could loose half a dozen arrows quite effectively, and probably empty his entire quiver with non-stop launching. Again, I maintain that OD&D melee assumes but a single attack per round. I know this flies in the face of the standard oe acceptance of abstract combat. The issue is not truly one of combat, but rather the time associated with it.

For another example of the abstract treatment of the passage of time in D&D, look no further than Movement rates. The D&D Turn is defined as two moves in the Underworld. Characters take two moves per 10 minutes, ranging in distance from 60 to 120 feet. That's a rate of 120 to 240 feet in 10 minutes. Those rates may be doubled when the characters actually run in a panic situation. Hardly realistic at all.

Outdoors in the Wilderness (defined as unexplored areas, cities and castles; basically anything not in the Underworld itself) these numbers are tripled; a slightly more palatable 120 yards to 240 yards in 10 minutes. Not quite realistic either, although once in the light of day on the surface play normally becomes what is now known as hex-crawling; each Move constitutes one Turn which is equal to a single Day. But you get the idea. Don't let anyone tell you that glossing over Wilderness travel isn't old school. It was designed with the notion of rapid simulation in order to bring the player characters to their destination.

Take the rules for Surprise as another example of this abstraction of time. Surprise awards a free move segment or action, which can be taken to attack if the surprised foes are within range, and then a round of uncontested attack. If close enough the non-surprised combatant can use its free move segment to attack, followed by its free melee turn; that's two free attacks before melee proper begins. That's well over 60 seconds of attacks prior to a response by the surprised side.

Turns in 0e are so ingrained in the war gaming philosophy which gave birth to D&D that the original scheme was readily accepted, as it should continue to be. The fact is that time in D&D is all relative. It is based on Turns which begin at the high end outdoors in the Wilderness representing one Day, continue to the Underworld representing 10 minutes of movement or other non-combat activities, and end at the oft ridiculed one minute exchange of combat.

Does it really matter that a round (melee turn) is one minute long? Does it really matter that it takes 10 minutes to search a small 10 ft. section of dungeon wall? I think not. If you disagree feel free to adjust combat rounds to six seconds and Move Turns to two minutes, or whatever floats your boat. The simple Day-10 Minutes-Minute system is hard to resist for its ease of tracking. Yes the Move Turn could be changed to five minutes I suppose, but the abstract method first devised works very well if you employ it as written. When you keep it at 10 minute Turns, the characters are allowed five Turns before rest, thats 10 Moves followed by one Turn of rest, or one Hour. The Wandering Monster check is easy to track as well; in 0e it is made each Turn, or every 10 minutes.

The length of the melee turn is almost irrelevant. Whether an encounter takes 2 rounds or 8 rounds, referees will simply restart the clock post melee in most cases. So does it matter that 12 seconds or two minutes have passed? Downtime after the encounter normally rounds out the start of the next Move Turn. In my games combat normally represents 10 minutes. With 0e you almost get the feel that combat pauses the Underworld clock and moves to an abstract measurement of time in which sides simply take turns whacking at one another until the encounter is over and everyone has licked their wounds before restarting the clock once again. It's a fairly tight and simple system if you can accept the fact that it is nothing more than an abstraction and that the varied-duration game turns are all relative.

To recap, that's 10 Moves in 5 Turns, with 5 Wandering Monster checks, followed by one Turn of rest and a final Wandering Monster check. One Hour has passed. It is a simple and easy to remember system for tracking time in the Underworld. Each encounter will expend another Move Turn for every 10 exchanges of combat, or portion thereof. A typical Underworld expedition will embody up to 10 hours which includes all time spent underground and the return trek to the surface. Adventurers not resting as required, or surpassing the standard 10 hour allotment will become taxed or even exhausted.

Now we can stop talking even further about time with a few tweaks. Hours become Full Turns, and 10 Full Turns in the Underworld constitutes one Day. Other than the Day itself, all other references to time in the way of hours and minutes has been carefully removed. Suddenly we are returning to the table-top feel where time is all relative, or almost irrelevant. The true concern is using Turns wisely and effectively in the game Day.

To seal the deal consider this: All encounters which result in Combat expend one Move Turn; the first action being the melee itself, the second being rest and regrouping. Now Combat is merely the exchange of blows, each side taking turns until the outcome is determined.

I've whipped up a new PDF which considers the above information. It is now embedded in my OD&D links section to the right and is entitled Game Time.

EDIT: 3:00 PM EST: I made the changes necessary to the Time in the Game PDF. As a note, it does indeed replicate the OD&D rules with one exception; that all melee is considered to occur within the span of one Move (or roughtly five minutes for those keeping track).

I hope you find it of use. If nothing else it should help fellow fans gain a better understanding of the original system and its wargame underpinnings.

~Sham, Quixotic Referee

Tuesday, July 28, 2009

Out of the Frying Pan

Well, actually off of the Back Burner:

I'll be covering some of my future plans and projects over at Three-Headed Monster Games. Some of the tidbits discussed there will be linked here now that I have a new sharing account after the Orbitfiles debacle. Thanks for the various suggestions, but I've settled on MediaFire for the time being.

In the meantime I'll clutter my bandwith here at Ye Auld Grog & Blog with the scans I made. Apologies for the smudges in certain areas; my printer didn't want to cooperate with the way too think paper I was forced to use, but the images get the idea across effectively. There is one Open Office file and a pair of PDF's I've shared on MediaFire. The first of the files is Sham's OPD Template, seen below:


Using the "Check Method" will require the Open Office file entitled Treasure Tables. Once you grok the Check Method the small table on both the example and template will make sense. It's not nearly as complicated as it might at first seem; you'll grasp the idea quickly and find that it's simple as can be.

Finally I made a quick PDF of an Example OPD, borrowing old info from the Dismal Depths, level 1B; The Chambers of Zod. There's an error I just spotted on the map (forgot to change the 1A bit), but I'm sharing it just to give an example of the new template version, as seen below:


Feel free to dl the template, change the tables, add to it, whatever. More information can be found in my post over at the THM Lair (AKA the Head Shed).

~Sham, Quixotic Referee

Sunday, June 14, 2009

Hidden Chests


Nick of Castle Dragonscar recently shared a nifty little OD&D dungeon he made using the Distribution of Monsters and Treasure guide from Vol. III, The Underworld and Wilderness Adventures. I enjoy using that guide for both random fills and restocking, as well as determining the contents of random treaure troves.

Longtime readers will remember how I made a single roll table with odds derived from those guides, one which changed slightly and has now morphed into Version 3.

Version 1:

Restock (1d6)
1 - Monster
2 - Monster & Treasure
3 to 6 - Empty (1in6 chance of hidden treasure)

Version 2 (below) succeeded in requiring less dice rolling while maintaining the same odds for hidden treasure.

Restock (1d6)
1 - Monster
2 - Monster & Treasure
3 to 5 - Empty
6 - Empty (4in6 chance of hidden treasure)

While considering how to streamline this process further, I realized I could do away with that last step in Version 2 altogether by introducing a new standard to the Dismal Depths, Hidden Chests.

Version 3:

Distribution & Restock (1d6)
1 - Monster
2 - Monster & Treasure
3 to 5 - Empty
6 - Empty (Hidden Chest)

Every dungeon has Traps and Secret Doors as well as suggestions on how to allow characters to sense or find them. Adding a third item to this concealed feature set seemed plausible and logical.

The Elf, in OD&D, has a 2in6 chance to sense the presence of a Secret Door, and double (4in6) the odds of locating one while searching in the proper area.

The Dwarf has the racial ability to note traps underground. As I've shared in the past, I use the Elf - Secret Door example as a precedent for judging this vague ability, allowing the Dwarf a 2in6 chance to sense the presence of a Trap, and double (4in6) chance to locate a Trap while searching in the proper area.

It only seems natural for me to handle this new, third standard in much the same fashion. Pick your campaign's burglar/robber/scalawag type (even if he's no more than a Fighting Man class-wise), be it the Hobbit, 'obbit, Halfling, Hobling, or Hoblit, and make that greedy little blighter the Hidden Chest expert. Again, using the Elf precedent:

The Hobbit has a 2in6 chance to sense the presence of a Hidden Chest, and double the odds (4in6) of locating one while searching in the proper area.

My concerns with the notion of Hidden Chests as a new standard include the fact that Traps and Secret Doors are found outside of rooms or chambers just as often as within, and that neither Traps nor Secret Doors are included on random tables like my latest Distribution & Restock Table. Well, not to worry, Hidden Chests can also be placed on the map with a symbol and legend description, just like Secret Doors. Nothing revolutionary here, but then I realized...why aren't there any random Traps on such a Distribution table? Hidden Chests takes care of that as well now.

But wait Sham, there's still no Traps on that there table! Ah, that's where I realized that the new standard would work well for my dungeons. The 1 out of 6 randomly filled rooms in your dungeon that end up with a Hidden Chest result can be, as always, filled manually, or one can roll on the subtable below:

Hidden Chest Table (All Locked)
1. Empty
2. Trap, Empty
3-4. Treasure
5-6. Trap & Treasure

And viola! I have Traps in my latest Restock table. Oh, and yes, there will be an optional Chest Traps Table for a half-dozen Trap examples. I'm still trying to decide how that will mesh with the Dismal Depths Trap Guide.

For those keeping score at home, this new version still maintains the original ratios. One third of the rooms have Monsters, of those one half have treasure. Two thirds of the rooms are empty, of those 1 in 6 have hidden treasure. Overall rounded percentages, for the original guide as well as all three single table versions, look like this:

Monsters 33.3%
No Monsters 66.7%
Treasure 27.7%
No Treasure 72.3%

Version 3 Features:
Hidden Chest 16.7%
Trap 8.4%

The notion of Hidden Chests might introduce a new Magic Item for the Dismal Depths as well, single use Magic Keys which disappear after opening a Hidden Chest. This depends upon whether or not there are any ne'er-do-well rapscallion types included in the campaign or not.

~Sham, Quixotic Referee

Friday, May 15, 2009

One Page Dungeons

When I first put together the concept of the One Page Dungeon, I was pursuing a few different angles. First and foremost I wanted to pursue an economy of words in my adventure writing. I am prone to verbosity and triviality when I allow myself to sit behind the keyboard and plunk away without a care. Such an approach might produce a dungeon which is more interesting for the reader, full of colorful descriptions and answers to various what-ifs which might arise during play. That which is interesting to the Referee does not necessarily add to the adventure nor to the enjoyment of the players involved.

I’ve found after decades of writing that my adventures were becoming more and more bloated, to the point that reading a room description in the middle of a game session was interrupting the natural flow of play. If the passage was for a room I had recently devised, the details were still fresh in my memory, so I didn’t need to actually stop and quietly read what I had written. Given the sheer amount of rooms in many of my dungeons, I found that my memory was failing me when the players entered an area that I had written months or sometimes years before. It was during these moments that I didn’t need all of the extraneous information. I needed the important bits, and I needed them quickly. With this consideration in mind, I began to frown on flavorful entries and the ramifications of possible actions which the players might not even consider. I wanted to stop writing to myself, which is what I realized I often did when I was in my creative mode. Essentially I was looking for nothing more than the facts, distilled down to their most concise form. I needed to cut off the fat and get to the meat.

I assumed that if I forcibly limited the amount of text I would allow myself for a given area of a dungeon, I could devise an interesting exercise in economy of words. Somewhere along the way I read a thread over at the OD&D Discussion forums in which Dwayanu mentioned that he likes to draw maps in a 30x30 square area of the graph paper, thus leaving room for a key. This idea helped me formulate the One Page Dungeon concept. I realized that if I attempted to fill a 30x30 section in my normal mapping method, I’d end up with 20-25 numbered areas, and that restricting myself to that single page, I’d force myself to keep to nothing more than the essentials. Furthermore, the end result would be something which anyone could pick up and run with virtually no preparation time.

Now this opened up other notions. In an effort to create a drop dead simple dungeon format, I’d want to include a few tables on the page as well. Tables which would be at the Referee’s fingertips in order to keep play moving quickly, dispensing with the need to leaf through notes or books. Thus I added Wandering Monsters, Restocking, Random Treasure, and a Legend for the map itself.

The one-page layout I designed originally is found in this thread, and is the exact blueprint which Chgowiz was kind enough to duplicate and turn into a user friendly document for me to continue my project. Were it not for Chgowiz, I doubt I would’ve continued with the concept because my first Word experiments proved to be more trouble than they were worth.

I was surprised by the amount of feedback I got in regard to what I considered to be a simple concept. A concept that in fact, unbeknownst to me at the time, has been done before in slightly different forms by other gamers, including this one by Alex Schroeder. In retrospect, I think what made my concept work was the modular format, the inclusion of tables, and of course Chgowiz’s easy to use version of my template.

One of the best D&D web log authors to enter the fray in the past year, Amityville Mike, took to the concept almost immediately. Mike’s Stonehell, shared through his excellent blog The Society of the Torch, Pole and Rope, is the finest example of the concept to be found on the internet, the Dismal Depths included. Granted, Mike realized the limitations of the One Page right away when he began using the concept for his megadungeon. Stonehell is One Page in spirit, and Mike found that allowing for both sides of the page afforded him the space to describe his rooms and ideas with a bit more clarity, and to include even more tables. Nonetheless, Stonehell is still a One Page Dungeon, even though it uses front and back. The design theory is embraced and Mike has made the most of the template I envisioned.

There is good and bad with the concept. The One Page Dungeon approach challenges the author to convey the essentials while still creating an interesting, viable adventure. The very economy of words, the main driving force behind the concept, is also it’s most limiting factor. This is, as I mentioned in my Dismal Depths Guide, an intentional feature of the approach, not a flaw. The adventure is not going to take the Referee by the hand and guide him or her through the dungeon. There are no suggestions or explanations. There is no boxed text to be read aloud to the players. Trappings and mundane features are kept to a minimum. Theme, plot, back story, hooks, rumors and the why of it all are left to the Referee’s own imagination. The area descriptions themselves intentionally allow for creative input on behalf of the Referee. Nay, they demand it. This is what I refer to when I say the concept is not for the timid, nor the inexperienced. This is not Dungeons for Dummies. The challenge is not merely limited to drawing up a One Page Dungeon. The end result must translate into good gaming, and the Referee must be able to bring this out during play while working with limited resources.

Amongst all of my projects since identifying the Empty Room Principle I have found that this One Page Dungeon concept exemplifies it the best. It is one thing to preach, but another to practice what I preach. One of the greatest strengths of the design theory, one which might be lost upon some, is the minimalistic nature therein, this Empty Room Principal. Much like the original D&D rules I've grown to appreciate more and more, the One Page Dungeon engages the Referee's imagination and offers limitless opportunities for personal input. The descriptions are not restrictive, they do not force your hand, and they do not tell you there is only one way to do things. The text is restricted to a few lines for each area, which should be just enough to encourage and inspire.

Although circumstances have delayed much of the design effort I planned to undertake with the megadungeon which kicked this entire theme off, the Dismal Depths, I have been forming ideas and inventing novelties for that project. I hope to able to return to it seriously in the near future. I’m happy with what I’ve created for it thus far, including the Dismal Depths Bestiary and the Dismal Depths Trap Tables. I’d ask that those who have been looking for new Dismal Depths information keep the faith. There is more to come, have no fear. I don’t want to force anything as the dungeon needs to write itself, otherwise it might lose some luster.

Perhaps this article is something I should have written prior to the One Page Dungeon Contest hosted by Chatty DM and Chgowiz. The contest ended last night, and I have printed all 70 entries. If I had been in charge of submissions, I might have placed more limitations on the design theory. I may have had some notion of “This is my idea, and this is how you do it.” For this reason it is probably best that I had nothing to do with setting up and running the contest. I may have enforced certain criteria or insisted upon inclusion of features important to me. In looking over these entries, I can see that restricting anyone’s creativity is a bad thing, and would’ve been contradictory to the very spirit of the concept. The simplest notion is what made this a good contest. Write an actual, usable adventure on a single page, with a map, and be creative. That was all that was needed to design a good entry.

I’m proud that this innocent little concept has been embraced by those beyond the limited reach of my blog here, just as I am satisfied that the idea is not restricted by my personal design theories. It’s quite clear that many of the contestants had a lot of fun with the idea. Some of the One Page Dungeons don’t look anything like the rudimentary lay out I drew up, for that matter, some don’t look like anything I’ve ever seen before. I am left wondering if one of the entries is trying to get a Punk Rock vote from this judge, but I don’t want to leak any more information just yet.

Suffice to say that I am going to be up to my eyeballs in One Page Dungeons for the foreseeable future as I work toward judging these 70 entries. It’s particularly satisfying to see all of these versions of the concept from people who have probably never even heard of me nor read any of my ramblings here.

With that said, I’m signing off for a while for back to back out of town trips in which I’ll be reading and considering these dungeons during downtimes. I should be back to foist more drivel upon the unsuspecting after Memorial Day.

~Sham, Quixotic Referee

EDIT: Due to unexpected circumstances, the contest has been extended! Word is that we are up to 90 entries now! Quote from an update by Chgowiz:

"To that effect, we are re-instating all entries that we've rejected in the last 30 hours and will accept new entries until May 21st at 8h00 AM."

So, if you thought you missed the deadline, you haven't! Get to work and make your own One Page Dungeon. Just remember to ignore most of what I wrote above and create your own vision of the ODP format!

Tuesday, April 14, 2009

One Page Dungeon Contest

Seems my little One Page Dungeon idea refuses to lose momentum. I'm happy to see that the concept transcends schools and is both useful and sensible to various GMs of differing styles. And to think I almost gave up on the idea since I couldn't get the template to work. Chgowiz stepped up, laid it out exactly as I described and off we went. Amityville Mike has been using the concept to great success with his growing megadungeon, Stonehell. I have more plans in the works for the idea, once I get caught up with family and work matters.

In the meantime, I'm happy to announce that I will be helping to judge the first ever One Page Dungeon Contest. I'm looking forward to seeing what other creative GMs do with my concept and template. I'm certain that many of you will surprise me so do your best to knock it out of the park.

The Chatty DM has compiled an impressive collection of sponsors and prizes! And to think it all began with this post a few months back.

Here's a copy and paste of the announcement. I'll throw in a few links at the bottom in order that you might read properly written announcements from guys who aren't training the rookie at work again today!

Announcing the One Page Dungeon Contest

A few months ago, a three headed monster was born in the dark depths of Sham's Grog 'n Blog, Chgowiz's Old Guy RPG Blog and Mike's Society of the Torch, Pole and Rope. We had put our heads together and come up with a neat template to help people create dungeons quickly and effectively, by concentrating on the meat and allowing the user of the dungeon to add in the flavor, fluff and setting.

A few weeks later, that little creation was "discovered" outside of the dark niche by Philippe-Antoine (Chatty DM) Menard who runs a blog called Musings of the Chatty DM. Tapping into the awesome power of a Chatty DM and mixing it with the dark and dangerous creation of the three, something Big and Crazy was born. A Dark and Sinister collaboration was taking place between those of the newer editions and those of the original editions... a collaboration full of Prizes and Fun! The One Page Dungeon Creation Contest!

The idea of the contest is to ask readers to create one dungeon level in an edition-less format (ex: you can name monsters but you don't provide stats for them) using the template and submit it for the contest. We'd judge the entries based on criteria such as 'most evocative setting', 'Funniest entry', 'Most creative use of a Trap" and so on. Once we've named winners, we'll be compiling a FREE PDF of the winners/runner-ups and releasing it to the community at large.

The contest starts today, April 14th and ends on May 14th at midnight. Once the contest is done, 6 judges will scratch their heads and figure out just who stands above the rest. Categories include (but not limited to):

Best All Around (Contest Grand Prize)
Grand Prize Runner-Up: Old School Dungeon Design

Grand Prize Runner-Up: New Edition Dungeon Design
Alternative prize categories: Most Creative Trap, Funniest, Most Gonzo, for example.The judges will no doubt have other categories in their minds, as we have a ton of prizes lined up!

We have several well known RPG bloggers who will be judging, in addition to us:

Sham from Sham's Grog n Blog (http://shamsgrog.blogspot.com/)
Amityville Mike from Society of Torch, Pole and Rope(http://poleandrope.blogspot.com/)
Graham from Critical Ankle Bites (http://criticalanklebites.com/)
Dave from Critical-Hits.com (http://www.critical-hits.com/)

Contest Rules
1. Participants create a one page dungeon using the template found here. For a contest entry example see here.

2. The dungeon must have the following features:

Name of Dungeon
Map
Dungeon Key (in an edition-neutral form: Description of monsters, Treasure, Traps, etc... No game stats)
OPTIONAL (If you can fit them on one page...)

Wandering Monster or Random Event tables or a list of scripted "events" that can occur over the adventure
Background

Additional descriptions that add to the dungeon, such as detailed description of trap or trick or unique feature.
3. Only one entry per participant. Entry may win grand prize or one of the runner up prizes, plus any number of alternative prize categories.

4. Participants are allowed to modify the template, provided it remains a one-page entry.

5. Submission must be emailed in PDF, Word or Open Office format at the following address: onepage@chattydm.net

6. Submitting a dungeon to the contest releases it under the Creative Common Share-alike license (US 2008) with credit to the contest participant.

7. Contest closes on May 14th 2009 at Midnight.

The prizes (oh yes, the prizes!)

Grand Prize
Patron membership of Open Design
Quarterly membership of Dungeon a Day
Fantasy Grounds II Licence
1 year membership to Obsidian Portal
50$ Gift Certificate for PDFs

Grand Prize Runner-Up: Old School Dungeon Design
Bundle of Necromancer games product
Bundle of Brave Halfling Production products
Otherworld Miniatures Demon Idol Miniature
Bundles of Fight On and Knockspell issues
Bits of Darkness Bundle
6 month membership Obsidian Portal

Grand Prize Runner-Up: New Edition Dungeon Design
WotC's Dungeon Delve
Fantasy Grounds II License
Quarterly membership to DungeonADay
6 month membership Obsidian Portal

To divide among other Categories
Kobold's Guide to Game Design
Bundle of Brave Halfling Production products
Bundle of Knockspell and City Encounter PDFs
Bundle of Fight On Magazine (issues 1-4)
Bits of Darkness Bundle
Deck O'Names Set
WotC's Adventures
Otherworld Miniatures - Pig Faced Orcs (Or Box of Minis)
Goodman Games Random Esoteric Creature Generator

Our sponsors!
These prizes have been generously donated by our sponsors - they really are excited about this contest and we hope you are just as excited about their support. Please be sure to show them your support as well.

Brave Halfing Publishings
Fight On Magazine
Goodman Games
Malhavoc Press
Mythmere Games
Necromancer Games
Obsidian Portal
Open Designs
Otherworld Miniatures
Smiteworks
Tabletop Adventure

So what are you waiting for? Sharpen those pencils, get out those dungeon mapping tools, grab some graph paper and your favorite beverage and show us what you can do... on ONE PAGE!

If you have any questions about the contest, please feel free to contact either of us: Phil (phil.a.menard@gmail.com) and/or Michael (chgowiz@gmail.com)

Good luck... if YOU DARE!


Amityville Mike's Announcement
Chgowiz's Announcement
Chatty's Announcement

Thursday, March 5, 2009

The Dismal Depths: Treasure Maps and Other Ideas

Work continues on The Dismal Depths One-Page Dungeon series. I've been adding information to the dungeon between room ideas and maps, to the point that Level 2 is still in the "done but needs to be mapped" stage. It's close, and I hope to make the make Levels 2A-2D available all at once, and do the same with Levels 3A-3D. Those will comprise The Upper Levels, and then I will get serious about finishing all four three-level sections. The Dark Domain, originally slated to be simply Levels 10A-10D has been extended down to Level 12 in my notes and sketches.

As you can see I work rather slowly and normally like to create in large chunks. Unfortunately with the many projects I have going at once, this means I often set things aside and they gather dust a little bit longer than expected. Well, good news, I dove back into The Dismal Depths yesterday.

In addition to the entirely homebrewed Bestiary, I am currently putting together an entirely homebrewed Dismal Depths Treasury. I am planning on dozens of new magic items. Rather than dispose of the OD&D magic item base, the Treasury will work as a supplement. I'll likely alter the standard OD&D Magic Items table to include a Dismal Magic result and accompanying table. While I plan to manually place one instance of each of the new items, and no more, referees might enjoy seeing them on such a table as well.

I am also including a handful of homebrewed Artifact type items in the Treasury. They will most certainly be in the clutches of the more nefarious denizens of The Dark Domain, and not found on any random tables. There will also be a dozen or so Tech Devices described in the Treasury, but seperate from the magic items. Laser Swords, Dart Guns, Acid Grenades, that sort of thing. Nothing that would upset the game balance, more or less simply magic items turned into an alternate form.

Along the way I am adding new rules for these magic items. For example, all magic Weapons, including Swords, throw two dice for damage, using the highest. All magic Armor ignores any damage roll of "1". All magic Shields have a deflect chance of Xin12. That sort of thing.

One of my ideas which greatly appeals to my design sensibilities embraces the observation of OD&D maps I made in one of the Cover to Cover posts, that is: It’s as if the deciphering of a treasure map generates the treasure listed, along with its guardian.

Over a year ago I had an idea to create a series of mini-dungeons called Ixmorin's Ill-fated. There are five such mini-dungeons. Each is a series of rooms designed to protect an Artifact, the five magical pieces that make up Ixmorin's Ill-fated Set. The idea is that each small collection of rooms could be placed anywhere in the campaign world. My original idea was that within each mini-dungeon was a clue to the location of the next.

I've also been kicking around ideas for special sublevels within The Dismal Depths, so far these are simply names of places such as Gavagan's Bar, The Glittering Sands, The Snow Globe, The Donjon, Franken Labs and The Dome of Perpetual Indulgence.

Here's where the ideas all collide. I'll be making a guide for how to utilize maps in the Treasury, and including special, specific Sublevel Maps on the table. When a map is determined to be in a treasure trove, there is a chance that it will be Ixmorin's Ill-fated Map #3, for example. This will allow the player characters to then cast Read Languages on the map, once discovered, and decipher the location. The referee would then decide where the as to until then secret entrance to Ixmorin's Dungeon #3 is located. Using the One-Page for that mini-dungeon and dropping it anywhere in The Dismal Depths for the characters to go to and enter that secret "bonus" sublevel.

Anyway, just taking a break from dungeon design to float a few ideas for the project here at the blog.

~Sham, Quixotic Referee

Thursday, February 26, 2009

The Morkevagten Dim Troldes

The notes from my hard drive which inspired the homebrew treatment of Trolls posted yesterday is copied below. As mentioned, this is a collection of ideas intended to flesh out Calithena's Dark Trolls in the FO! group megadungeon project. I renamed them from Dark Troll to Dim Trolde when I realized I had let the information get a bit out of control. Eventually this Trolde tribe will find a home in a future dungeon. As you can see, some of the planned areas for the level are in italics, such as the Endless Mines, Smelting Pits, Grand Smithy, Fungus Farms, Central Brewery, Muumilaakso, and Raptor Holes. The dungeon is half-way written just from these notes.









Morkevagten Dim Troldes

The Uklartrolde (Dim Trolde) of Ulin-Uthor are an expansive, extended subterranean tribe. Their kind clawed their way to dominance within these ancient tunnels and caves before mankind ever set foot upon the barren lands above. This tribe, called the Morkevagten, has, through the ages, developed a somewhat advanced, in underworld terms, societal structure. The Morkevagten have developed the crafts of mining and smelting, bronze working, masonry and architecture, rat and raptor husbandry, currency, fungus brewing and distilling, and, perhaps most importantly, slavery and extortion.

Most of the Morkevagten labor is performed by slaves, and much of their continued income is derived from extortion. The Dim Troldes demand gold from the various intelligent inhabitants of Ulin-Uthor, in return for protection. Those that do not pay are thrown into slavery, or eaten. The Morkevagten also have agents who perform these same duties on the surface world; rounding up potential slaves, and extorting local businesses, in exchange for various rewards. These agents range from all manner of goblin kin to evil men threatening to ‘bring down the wrath of the Troldes’ upon their intimidated victims. These are not always hollow threats, as the Dim Troldes do from time to time raid the surface to gather slaves, and pillage nearby areas. These raids are more or less a show of strength in order to maintain their stature in and around Ulin-Uthor. The Morkevagten are still, despite the civilized trappings, an evil, corrupt and selfish lot, prone to theft, betrayal and murder within their very tribe. Station in the Morkevagten is not through birthright, but through wealth and power. The Dim Troldes spend more time dealing with threats from their own kin than those from the world around them. It is hard to dispute the fact that the Morkevagten have risen to power in spite of themselves, but their kind is certainly not to be taken lightly.

Mining, Smelting and Bronze working:
Ginkul: Copper, Rikaa: Tin, Vaett: Bronze.
Chalcocite, cassiterite and native copper minerals are mined by Scourge driven Slaves, in a complex, haphazard series of vertical shafts and galleries in the Endless Mines. The shafts follow the ores far below, as deep as 75 feet in some cases. Ore crushing is performed in the galleries with heavy stones, then hauled up to storage pits before being transported to the furnaces. Raptor-stomach bellows are used to stoke the charcoal fueled, clay lined, sandstone furnaces in the Smelting Pits to allow the Slags to produce ingots of copper (ginkul) and tin (rikaa), which are then combined again to produce bronze (vaett). The bronze is poured into molds then worked with hammer, tongs and anvil by a Sapper in the Grand Smithy.

Arms and Armor:
All Trolde Arms & Armor are forged in Bronze.
Lamellar: Hauberks of interlinking bronze scales, equal to AC 5.
Plate Armor: Hammered bronze chest pieces equal to AC 3.
Embossed Morelwood Shield: Round shields with hammered bronze facing.
Weaponry: includes Daggers, Swords, Maces, Axes and Spears, the Spear being more or less a light lance used from a mounted position, never as a missile. Dim Troldes might also employ heavy weighted Throwing Nets and Bolas; both of sinew and bronze weights, serving as the only actual missile weapons of the Morkevagten.

Currency:
Saard Rod (SR): Recast gold coins formed in the Smelting Pits into small rod shaped ingots. Each is worth 10 GP. Wt. ½ lb.
Ginkul Ingot (GI): Flat copper ingots from the Smelting Pits. Often used as currency, each is worth 200 CP’s or 1 GP. Wt. 10 lbs.
Rikaa Ingot (RI): Flat tin ingots from the Smelting Pits, as the Ginkul but worth 5 GP. Wt. 10 lbs.

Brewing/Distillation:
Vast sublevel Fungus Farms are cultivated and harvested by Scourge overseen Slaves. The fungi is collected and brought to the Central Brewery for use by the Swillers in their various concoctions and compounds. Fermentation tanks, copper distilleries, morelwood casks and barrels for aging, charcoal kilns, and various fire pits are all used to produce the masterfully crafted fungus byproducts.

Fungus Byproducts:
Lichen Brew: Pungent, bitter beer. Low alcohol content. For PC’s drinking: Upchuck chance (2in6). Heals 1d6 damage if ingested.
Toadstool Tonic: Intense, aged smoky liquor. High alcohol content. For PC’s drinking: Upchuck chance (3in6). Neutralizes poison if ingested.
Moss Wine: Super dry black wine. Medium alcohol content. For PC’s drinking: Upchuck chance (1in6). Cures or halts mental or physical maladies.
Mold Mix: Mortar for masonry.
Morelwood: Unique aged stone-morel, properties of very hard wood. Primarily used to create charcoal for fueling the smelting furnaces. Burns hotter, longer and cleaner than standard wood charcoal.
Capper: Poison. Used as an ingested Sleeping Powder on Troldes. Outright kills men in 1d6 rounds of hallucination and convulsions when used as a weapon coating.
Simmer: Cauterizes flesh, bubbles and froths when used. Allows Troldes to cleanse then sever burnt or acid blasted wounds to promote regeneration again. Causes a severe open wound to men.

Rat Husbandry:
Dim Troldes have perfected the art of Rat Husbandry. A particularly delectable strain of Rats, called Muumi, has been cultivated for centuries through stockbreeding, producing a plump, round, furry white rat, with a large snout and unusually large, almost quizzical eyes. They are tended by the ratherding Sloggers, overseen by the Great Tove in the heavily guarded Muumilaakso. In addition to the Muumi, the Great Tove oversees to the tending of sundry Rat strains which are raised for the less discerning palate. To non-Troldes, it all just tastes like Rat.

Food:
Muumi: (Rat): Served Stewed, Roasted, Broiled, Baked, Fried, Minced, Blackened, Spiced, Sautéed, Poached, Boiled, Pickled, Grilled, Fricasseed, in a Ball, on a Stick or the standard Rat Tartare.
Catch of the Day: Self-explanatory.

Raptor Husbandry:
Much in the way the Morkevagten have used stockbreeding through the ages to control Rat strains, they have been perfecting the crossbreeding of various subterranean bird-like theropod dinosaurs (Dromaeosauridae). Their ultimate achievement has been the Cave Raptor, a large strain bred to serve as a fighting mount for the Dim Trolde Seekers and Sentinels. An ongoing, difficult to master project for the Swagjags has been the Feathered Raptor. The Feathered Raptor’s purpose is to guard the Raptor Holes and their priceless eggs, but the little predators are prone to roving the upper areas of the caves seeking out prey. The Feathered Raptors will not attack Troldes, nor anyone in the presence of one, but have created much havoc over the years with their relentless bloodthirsty hunting tactics. The Swagjags might never learn to control the small man-eaters, but they seem to enjoy watching the fruits of their labor pitted against one another in Pit Fights, or shredding apart an intruder. Raptor Pit Fighting is an enjoyable spectator sport and gambling event for the Morkevagten.

Raptors:
Cave Raptor (Utahraptor): AC: 4, Move: 12, HD: 10, Damage 2d6. 10 feet long (20 with tail), 7 feet tall, and weighing about 1,500 lbs. Covered in dark brown feathers, with massive jaws, long tails and bird-like feet topped by a single massive curved hind-claw. Cave Raptors are trained to bite rather than use their formidable dagger like claws so as to not unsaddle their riders. These huge dinosaurs can trample opponents if able to charge into melee, causing 2d6 to all in a 5’ wide by 20’ long path. Save vs. Paralyze to avoid being bowled over and spending one round gaining footing.

Feathered Raptor (Velociraptor): AC: 2/7, Move: 18, HD: 2, Damage 1d3+special. 3 feet long (7 with tail), 2 feet high at the hip, and weighing about 35 lbs. Covered in grey and black feathers, with strong razor fang filled jaws, long thin tails and bird-like feet topped with a single sharp, curved hind-claw. Feathered Raptors are the ultimate hunters; fast moving, silent, sly, cunning and always hungry. They hunt in large packs, and work in unison to flush prey into ambushes, or simply overwhelm larger, slower moving targets with their vicious bites. The sharp hind-claws are normally used to puncture a target, pinning them in place, or allowing the Raptor to cling to the target as they lock their jaws down for the kill. Once a Feathered Raptor has hit a target, it will cling to it and deal 3 damage per round thereafter. Up to four of these murderous little predators can attack a man each round. Feathered Raptors are lightning quick, as reflected in their superior AC, which is reduced to 7 after they have locked their jaw in for a kill. Slain Raptors will have to be carefully removed from their prey by prying open those deadly jaws.

Trolde Titles:
7+3 HD variety
Sapper: Bronze workers
Slag: Metallurgists
Shylock: Sharks, Extortionists
Slaver: Slave Merchants
Slogger: Ratherders
Swiller: Fungus Farmers
Sketcher: Planners

8+3 HD variety
Scourge: Taskmasters
Stomper: Muscle
Swagjag: Raptorherders

9+3 HD variety
Seeker: Rangers
Sentinel: Heavy Knights
Scaggle: Crime Bosses
Svaerost: King of the Morkevagten

Non-Troldes:
Dagendreng (Agents): virtually any double-dealing, greedy, devious NPC can apply.


Feel free to borrow, copy, paste what have you. I think a damned fun dungeon level will spring forth from this information eventually.

~Sham, Quixotic Referee

Wednesday, February 25, 2009

The Trolde

Last year, when I was kicking around ideas for the FO! dungeon The Darkness Beneath, I began to tinker around with ideas for one of the important denizens in Calithena's megadungeon, the Dark Trolls. One thing led to another, and I ended up with a few pages of notes on these monsters and their world beneath the surface. Afterwards I decided it was time I gave the venerable Troll a treatment of homebrew, so I went back and redefined the entire species. Admittedly, there is a very strong and intentional Gygax 1st Edition flavor given to these OD&D versions, but their primary heritage is Scandinavian mythology and folklore. With the renaming of many of the standard monsters in my growing Solstice/Dismal Depths work, Trolls became Troldes. I recently edited this piece and although I have no actual home for this information at this point, I thought it might be of interest here. Essentially, these are actually Trolls, but using the alternate spelling does serve to differentiate the Trolde from the standard TSR Troll.

Tomorrow I will copy the notes which were originally intended to be the Dark Trolls, and became the Morkevagten Dim Troldes. The Morkevagten are destined to have a major chunk of real estate in Ulin-Uthor, or perhaps some areas of The Dismal Depths.


Troldes

Troldes, also known as Throlls or Trolls, are repulsive abominations created from the essence of the earth by a long forgotten power of chaos and night. There are numerous types of these vile, preternatural monsters, including but not limited to the ones described here. Troldes share some common characteristics, most notably that males of their kind are best described as large, brutish, ugly humanoids with great strength, elongated ears, big noses, knuckle-dragging arms and thick earth tone hides. Amongst individual male Troldes one might find many other beastly peculiarities, including such things as tusks, scraggly or quill-like hair, cyclopic eyes, and splotchy hides with crags, bumps and warts.

Female Troldes are certainly the fairer members of the race, appearing as seductive women with normally hidden cow tails. Female Troldes come and go between the world of man and that of Troldedom. Often described as erotic seductresses, legends exist of female Troldes that have actually married men and become mortal, successfully hiding their true nature for the rest of their days. The more notorious female Troldes seduce men and take their seed back to Troldedom. Others abduct infants from mankind and likewise return them to the world of the Troldes. What becomes of these young humans is not known, but many societies of the land blame deviant behavior on Trolde upbringings. Troldespawn is an unflattering term used to describe the worst sorts of men. Female Troldes are rarely encountered alongside their male counterparts, being altogether elusive and virtually undetectable within Troldedom. Little is known of them and it is assumed that they are one with the earth, emerging only to reproduce or mingle with mankind.

Male Troldes will return to their natural state if bathed long enough in the light of day, turning to stone and losing their magical life-giving essence. The spirit of the now inanimate Trolde will return from whence it came, dead and gone forever. For this reason, male Troldes are either nocturnal or subterranean. As long as a Trolde is in contact with earth, be it soil, dirt, sand, rock or stone, its form will regenerate wounds at an astounding rate. Certain types of damage may not be thusly healed, such as wounds from acid, fire or lightning. Troldes are immune to damage from cold, whether it is natural or magical, but take extra damage from lightning. Wounds upon a Trolde dealt by stone, wood, bronze or even silver weapons will inflict reduced damage in all cases. Iron is the only metal which will cause a Trolde full damage, whether it is magical or mundane. Furthermore, Troldes despise iron, and are loathe to touch it.

Troldes have their own language, called Trolsprog, with a wide range of words which hold meaning only to their kind, owing partially to their acute olfactory senses. Trolsprog is noted for long S’s and hisses. Troldes can see naturally in the dark, and are only surprised on a roll of 1in12. Given the right circumstances, a Trolde can track down non-natives while in its own environs.

While Troldes are an unnatural union of earth, chaos and night, their kind consists of both young and old. The larger Mountain and Forest Troldes tend to be solitary, longer lived, and far less reproductive than the Mound and Dim Troldes. Mound and Dim Troldes exist in varying levels of clan based groups. Male Troldes are stooped and hunched. Their effective height is normally equal to their HD minus one in feet. A HD 7+3 Mound Trolde would be about 6 feet tall, a HD 10+3 Forest Trolde would be about 9 feet tall, both would be considerably taller if actually upright and vertical.

Haugtrolde (Mound Trolde): Chaotic, # Appearing: 3-12, AC: 6, Move: 12, HD: 6+3 to 8+3, Damage by weapon +1, Avg Int: 8. Troldes that tend to roam quite often, establishing new mound and tunnel homes, or returning to older ones as they continually expand their hunting grounds

Bjergtrolde (Mountain Trolde): Neutral, # Appearing: 1, AC: 3, Move: 9, HD: 9+3 to 11+3, Damage 2d6+2, Avg Int: 10. The largest of all Troldes, given to extended periods of hibernation in vast cavernous regions beneath and within mountains.

Skovtrolde (Forest Trolde): Neutral, # Appearing: 1, AC: 4, Move: 9, HD: 8+3 to 10+3, Damage 2d6+1, Avg Int: 9. Larger than their Mound and Dim cousins, these Troldes forge homes in deep, thick forests, and are prone to seasonal periods of hibernation

Uklartrolde (Dim Trolde): Chaotic, # Appearing: 2-12+, AC: varies, Move: 9, HD: 7+3 to 9+3, Damage by weapon +2, Avg Int: 11. Dim Troldes have a base AC 6, but most wear bronze lamellar or plate armor resulting in AC 5, 4 or even 3 if using a shield. These Troldes continually work toward carving out a permanent home deep in the underworld, to varying degrees of success.

Turn to Stone: Troldes will turn to stone and perish after 1 turn in full day light. After 5 rounds movement is reduced to one-half.
Immune to Cold: All forms cause 0 damage.
Non-iron weapons: Deal one-half damage to Troldes.
Iron weapons: Cause +1 damage when striking Troldes.
Attacks upon iron-armored targets: Troldes have a -1 penalty to hit such targets.
Lightning Damage: Causes +2 points per die against Troldes, and may not be regenerated.
Fire/Acid Damage: May not be regenerated.
Trolde Regeneration: Troldes begin to regenerate damage at a rate of 3/round at the beginning of the third round after damage has been sustained (for example, if a Trolde takes damage in round 2, it will start to regenerate as round 5 begins). Only acid, fire or lightning damage may not be regenerated. Trolde Regeneration continues unabated even if the monster is hacked to pieces. Unless the entire Trolde is burnt or exposed to acid, it will eventually rise up at full health. The various limbs and remains of a slain Trolde will either crawl back together and regenerate, or form a new body from the largest remaining piece. Severed parts seem to possess a will of their own, and will continue to grab, claw, bite or scuttle about independently during a conflict. Dim Troldes in particular are known to have devised methods for ensuring that their fallen are able to regenerate in a safe location.


Tomorrow watch for the Morkevagten Dim Troldes intended for a vast, as yet unmapped dungeon level in an upcoming adventure.

~Sham, Quixotic Referee