Sunday, November 22, 2015
Jackson Pollock Style Adventure Design Or: Using 1st Edition AD&D Dungeon Master's Guide Random Dungeon Generation
Greetings, Maze Dwellers.
In this post and a few more to come I'm going to be discussing random dungeon generation.
One reason I am trying it this way is to take some work and pressure off of myself as a DM.
In this vein, I sat down one night this past week and after being very chore focused for three days I relaxed with a bottle of wine, my dice and the DMG and tried my first random dungeon generation.
If you are unfamiliar with the 1st Ed. DMG, there are appendices containing page after page of dicing tables to map out, stock, populate and "dress" a dungeon. The tables contain lists of monster denizens separated by level, hall and passage lengths and directions, chamber sizes and contents, treasures and magic items, furnishings of rooms and the list goes on.
I had intended to randomly generate the dungeon map itself but I found that this is pretty time consuming, so in my typical A.D.D. fashion I quickly scribbled a map with a black pen and a sheet of typing paper. I don't know about you but anymore it bores me to tears to draw detailed graph maps. It was fun when I was sitting in my junior high classes and designing dungeons instead of learning (: /) but I don't like it anymore and now I have weird ways of making maps like photographing strange patterns and designs I see in a piece of wood or rusted metal surface and turning them into complexes. This time I just sketched a bunch of random squiggles and lines that weren't even connected and then kind of linked them together.
Anyway, having got my map, I just started dicing on then tables without the slightest restrictions or any attempt to have a rational and well planned dungeon ecology...I decided that instead, I would get the dungeon stocked and populated and then construct a narrative for it and add rhyme and reason after the fact.
It was very enjoyable and I got much further than I would have if I had used my usual approach. I ended with the entire dungeon being mapped, numbered, and keyed, the key consisting of simple numbered notes in sequence like "1. 1000 Copper Pieces....2. Spear Trap. 3 spears, non poison....3. 2000 Copper Pieces. Giant Rats, 19.....4.Pool, nonmagical."
I have already began to add more details but they are finishing touches and I have something to work with already. For example, the spear trap is the greeting to the dungeon for intruders and is activated if anyone steps off of the stairs without turning the torch sconce on the wall above the bottom step. Once turned, the dungeons occupants can pass safely across the room and pull a lever which returns the sconce to it's usual position in the stair and resets the trap.
After I finished keying in the dungeon I meditated upon some of the denizens I had rolled and began to formulate a premise for the dungeon, it's purpose and nature. I deviated from the tables once and chose a human character from the monster lists for one room--I then diced for it, thinking to make it a fellow adventurer. But when a cleric came up and I used the NPC random generation tables in the front of the DMG to write him up, I rolled an evil alignment. So I decided then and there that he (or she, haven't decided yet) will be the overseer of the complex and it is religious in nature.
I even randomly determined the cleric's deity and it came to Inanna from the Sumerian mythos in the Deities and Demigods book. This also determined that the adventure would take place in a distant land like Sumer and that the architecture of the dungeon would be Sumerian. Architecture is important in my dungeons because I work it into puzzles, traps, secret doors and magical effects.
I decided that the players would be sent upon a quest by the devotees of the other Sumerian gods, who, while certainly not wanting to anger or dishonor the goddess of love, sex and war, also do not want her priestesses to gain ascendancy or political hegemony in that civilization, so the players will be equipped and aided by the other priests and gain healing potions, retainers and possibly even NPC assistance. And they will not desire the death of any of the devotees of Inanna in the dungeon, if at all avoidable...
I added a simple wandering monster list:
I have yet to work out why Gnolls and Trolodytes are on peaceful terms with a priest or priestess of Inanna--there are some natural caves in the dungeon and these are the lair of the trogs. If I am unable to come up with a logical reason they are a part of the complex, I will decree that they are under enchantment!
I did place fountains throughout the dungeon when designing my map so an afterthought is that if any characters drink from them, they may fall under the influence of Inanna's sphere temporarily, either becoming amorous or suddenly wishing to fight....
I did do a few moving around tricks to the random elements I had generated because if you use the random generation tables, you will come up with quite a few empty rooms, and in fact you will probably have to ignore that result frequently since it comes up on a roll of 1-12 on the 20 sided dice.
I will also add up all experience points for monsters and treasures to see if I have a good total to see the players well on their way to 2nd level and also to make sure I did not provide too many XP. I usually do this with all my dungeons. Also, I will roll hit points and note AC and abilities of any monsters to speed play.
Finally, I will also review the magic items in the dungeon and make sure they will be fitting for the party I end up with as players.
All told, I spent two hours at this, and I could run the dungeon as is, so aside from being an enjoyable unwinding, it was productive for my coming game and as anal retentive as I get sometimes about dungeon design it takes me me anywhere from a week to three weeks to design an adventure and I just don't have that kind of time anymore.
I highly recommend you try it, as it proved fun and surprising.
I did not finish the bottle of wine, however.
Tuesday, November 17, 2015
Continuing work on Down in the Dungeon...
I am really enjoying doing this though it kept me up til 2 AM the other night...I realize my limitations and lack of color savvy but I do like the overall vibe, especially happy with the Reaper's robes.
For some reason this piece reminds me of some of Ronnie James Dio's verses:
"The world is full of kings and queens who blind your mind and steal your dreams, they tell you black is really white, and the moon is just the sun at night, and if you walk in golden halls, you get to keep the gold that falls, it's heaven and hell. Fool, fool, look for the answers." (Black Sabbath, Heaven and Hell on the album of the same title).
You know, I don't think he intended one ounce of metaphor in that line...
May he rest in peace.
Monday, November 16, 2015
Thursday, November 5, 2015
I finally own a scanner/printer again after almost a year of not having one.
This means I will get to upload some of my maps and some more free dungeon
I have plans for the Caves of Quarl. I originally wanted to call them the Caves of
Quarn but discovered that some one else already thought of that name for a
video game level...
With the caves of Quarl, quite simply, I don't want it to be laborious and so after
setting a few guidelines for the design, I will be almost completely using the
random monsters, traps and treasure generation tables to populate and stock
I will then write the Dungeon Key and somehow reconcile all of the elements in
When I run this for players, I intend to introduce some sort of teleportation
artifact to the party which will allow them to come and go from the Dungeon at
will, though I will place limitations upon it. Times of day it may be used, charges,
too complex to be used in the middle of combat, etc.
This is because Quarl's vastness is such that making forays in and out without
such a device is not really tenable--once you are down there, you are down
there. It would take days to make the journey out from the lower reaches, and
wandering monsters are common in Quarl.
The other map I am going to upload and will have ready before Quarl is a
double level map of the Sunken Temple.
The Sunken Temple is not an aquatic adventure...it is the remains of a Temple of
Poseidon that was built before the seas diminished, leaving the Temple ruin
inland. In course of time, earthquakes and tectonic activity have consigned the
old sea temple to the subterranean realm. Humans were driven out of the region
by the Erlking, Lord of Goblinkind.
The lost Temple of Poseidon now rests under the Goblin City.
In the original campaign where I first ran this dungeon, the players discovered
it after being taken prisoner in the Goblin City, being thrown into an arena
where they were beset by giant beetles for the entertainment of the Goblin folk,
and winding up going down a Beetle hole to try to survive the onslaught.
They dead ended at an ancient underground wall--just as the Beetles were about
to eat them, a secret door opened--the players had no choice and rushed in.
The door closed behind them, and they found a strange underground ruin.
It was well lit by maintained torches and after descending several long stone
stairs and crossing a few bridges, they came into a little underground town
where a human cleric played father to hosts of orc, hobgoblin and goblin
children and teenagers. Some of the clan were adults by now, as well, but all
were friendly. The confused players learned that a mysterious power emananting
from the Sunken Temple had assisted the cleric in bringing up relatively
benevolent humanoids--most were orphans and street urchins from the city
of the Erlking.
The cleric told them the way to a great cavernous shaft that led to the old
temple, and told them that a wondrous relic lay within the Temple..however, it
was also guarded by a Demon who was set there by the Chaos gods to ensure
that no one ever retrieve the relic or restore the altars of the Sunken Temple...
I will be uploading the Sunken Temple map and Dungeon key shortly!
Wednesday, November 4, 2015
Here are some shots of the beginning of an art project I am working on called...for now at least...Down in the Dungeon.
What you see above is not what it will be...the final paint coat will be key to making this what I want it to be.
I am a big fan of collage art and make quite a bit of that.
Most of my collage art is not fantasy themed, though, so I don't share it on the Mazes... Down in the Dungeon, however, is meant to evoke an old school D&D vibe.
The pieces so far are all found/bought/scavenged toys and game pieces.
The death's head is from a bottle of cologne I had, some of the dungeon heroes are either plastic knights from a dollar store toy rack or salvaged board game pieces. The robes on Death are paper towels soaked in glue and water.
Obviously the maze structures are all Styrofoam but I brushed them with acetone to pit and age them. I will prime them black and then drybrush them to look like stone.
The frame and the fabric art in it were bought at a thrift store for ten bucks. Of course the fabric will disappear when I start the paper mache. And I still need some 3D pieces for the maze chambers. Pieces that are too round for setting on a flat canvas are sanded down flat on one side.
The chess pieces are added to emphasize the game element and the fact that we can be any piece on the board we want to be...
I have not completely decided the colours that will be used in the piece, whether realistically painted or otherwise, I don't yet know.Part of me wants to add something mechanical to it, like a clock or do something with either glow in the dark or fluorescent blacklight paints.
I'd also kind of like to obtain or make some of those images that present the illusion of movement due to the wavy line placements. We shall see. I have an old cut up D&D 1st ed. Monster Manual that I may cannibalize for some Trampier or Sutherland images in the "rooms"--since I'm not going to be selling the piece I don't have any qualms about that. But they aren't really big enough. Instead I'd like to find some more cheap toys or old odds and ends cause I'd really like even more relief in it but I don't want King Death overshadowed, for he is in fact the Dungeon Master here.
I will be adding many other pieces...currently keeping an eye out for a small hourglass, for example. Also, a skeleton key. And I'll be throwing in some symbolism and riddles to reward the patient observer. I will not reveal these in the blog but I will give one away: the chess piece above Death's head was not placed accidentally...
Why throw sh* away? I will post photos of the evolving art piece.
Tuesday, October 27, 2015
So here is the first draft of a map of an underworld I am playing with, the Caves
Quarl shall be a place of limitless caverns and underground lakes and rivers...
The DMG shall assist me in populating it's expanses with monsters...as to the
ancient subterranean race that was (and is) master of Quarl, and the
peculiarities of their culture and architecure, I am still deciding but it shall be a
traditional 1st ed. Race from the Monster Manuals or Fiend Folio, but that is
yet to be determined...
Friday, October 16, 2015
So the other day I took the Seat of Repose... and while on my way to the Chamber of Repose, I grabbed the first book I could conveniently reach in passing from the book shelf...which happened to be the AD&D 1st Edition FIEND FOLIO...
Whilst turning the FOLIO's pages under my careless fingers I happened, serendipitously,upon that entry of the tome which had always been one of my favourites...that of the Revenant.
I relate my re-discovery of that Undead monster.
The Revenant is an interesting AD&D monster...because it is not inherently evil, Clerics will be unsettled to realize that Turn Undead does not work upon a Revenant.
The Revenant seems to be based upon the ancient British "Barrow Wight", which in legend, although an undead spirit, was not always a force of evil or doom but one of warning or vengeance.
Although Barrow Wights were usually understood to be the undead guardians of the treasures which of old had been laid in those Barrows which gave them their name, they were also sometimes reputed to be spirits who would appear to kin to warn them of impending doom or danger.
The most interesting fact about a Revenant in the F.F. is that any player character in an AD&D or D&D game who dies a violent death which comes about from the will of another sentient being may potentially return as a Revenant...
The requisite for returning from the grave as a Revenant is that the character must have an intelliegence or wisdom greater than 16 and a Constitution of 18.
All attributes must also come to a sum of 90 or more and if all of the above criteria are satisfied, there is a 5% chance of a character becoming a Revenant after death.
In addition to being immune to Turn Undead, they are also immune to any spells which affect or control the mind and niether holy water nor holy/inholy symbols can affect it.
The sole motivation of a Revenant is revenge upon the agent of its death by any means necessary, and they can travel by day or by night. Their only intelligence is the ghastly will which drives them onward every day and night towards the object of their vengeance...
The above image is an original work and is copyrighted. It may not be used for commercial purposes without permission of J.E. Becker.