So after going back and forth a bit, I've started working on a major dungeon crawl. I started my first map, and have since sorta sat down and planned out the whole thing, although I've added a few extra parts here and there. The basic gist came from the first map, which was actually a test for crosshatching in gimp. On paper I drew out where the maps all lead, so for example from the original caverns map, there are 3 exits, 1 of which winds it way to a dragon, one goes to a dwarfen settlement, and eventually some dark elves, and the last exist ends up at a old forgotten temple.
As i was drawing it out, lots of things came to me, little ideas and tibbits. The premise of the whole dungeon crawl is a Wizard looking for ingredients for potions.
Tuesday, May 21, 2013
Thursday, May 16, 2013
Random Wilderness Encounter Table
1 Deer Carcass
2 Unmarked grave
3 Slaughtered kobolds
4 Abandoned farm
5 Old shrine to a god covered in moss
6 Chicken Eggs
7 Cow
8 Old scabbard for dagger (no dagger)
9 Old wooden chest (a few sp’s)
10 A few arrows in a tree
11 Pool of fresh water
12 Dead hill giant
13 Letter from a lover
14 Broken lute
15 Broken wagon (nothing inside)
16 Iron ore
17 Treasure map (DM’s choice)
18 Wandering beggar
19 Merchant caravan
20 Priest
21 Adventuring party
22 Farmer
23 Fruit tree
24 Remains of a camp fire
25 Broken wand remnants
26 Alchemical ingredients in satchel
27 Rusted axe in stump
28 Farm equipment
29 Small sack
30 15 feet of rope
31 Page torn from a book
32 Empty waterskin
33 Vial of acid
34 Pouch of pipe weed
35 Ruined painting
36 D4 wooden stakes
37 Pair of boots
38 Fishing rod and line
39 Cask of brandy
40 Small drum
41 2 candles
42 Magic ring
43 Wild deer (alive)
44 Sword (good quality)
45 Straw broom
46 Small bear cave
47 Spell book with 2 first level spells
48 Dead adventurer (with chain mail) some coins
49 A small bag of uncut semi-precious
stones
50 Scroll of sheet Music
51 Dice
52 Bloody rags and blood trail
53 Wooden mallet
54 Wandering beggar
55 Merchant caravan
56 Priest
57 Adventuring party
58 Farmer
59 Old shrine to a god
60 Unmarked grave
61 Slaughtered kobolds
62 Abandoned farm
63 Remains of a camp fire
64 Backpack with nothing in it
65 Horse tied to tree
66 Pouch of pipe weed
67 Battle axe stuck in wood
68 Bones of animal
69 Cattle
70 Innkeepers daughter lost
71 Elf party
72 Carriage with slaughter humans
73 Mass grave
74 Haystack
75 Bear
76 Giant fly carcass
77 Old book
78 Stack of playing cards
79 Quiver with 1d6 arrows
80 1d4 torches
81 Orca raiding party in burning pile
82 Small Halfling village
83 Dwarf miners
84 Magical creature (leprechaun? fairy)
85 Broken spear
86 Large snake skin
87 Bag full of deer pelts
88 Band of NPCs (maybe join them?)
89 Bandits attacking a merchant caravan
90 Weather gets really bad!
91 Stray cat that follows group
92 Dead adventurer doppelganger wearing same clothes as
PC no head
93 Pit trap
94 Wandering beggar
95 Merchant caravan
96 Priest
97 Adventuring party
98 Farmer
99 Treasure map (DM’s choice)
100
Bear
Thursday, May 9, 2013
Adventure Seed
Introduction
Long ago lived a race of
extremely intelligent dwarfs; they toiled in their mines, creating inventions
never before seen on the face of the world. Although Dwarfs still live among the races of man, they
differ greatly from the Ancient Dwarfs “The Ackna-mar”. The Ackna-mar were very rarely seen
upon the surface of the world, as they were able to support themselves. They had acquired special magic’s that allowed
them to live longer than average dwarfs, they were not war monger’s, instead
spent years in search of the knowledge of the unknown. All this information was acquired from
an old tome, written by a elder elven sage, who had meetings with the
Ackna-mar.
Adventure Seed
You have received a letter
on your doorstep from a young wizard by the name of Eron Azizah, within the
letter details a strange account that Eron had while searching for
ingredients. Along with the letter
was a accompanying map.
“Dear Sirs,
I have heard of your
adventuring exploits from afar, your renown as heroes has increased ten fold
from when you first graced this land.
I ask you to hear my story, and I hope that it may intrigue you as much
as it did me. First I must preface
this letter by giving you a bit of background that I have recently found
out. Along time ago a ancient race
of Dwarf’s named the “Ackna-mar” lived within our borders. More importantly they lived under our
borders. They were a highly
intelligent race, and spent much of their time creating new wondrous inventions
& tinkering with magic and steel alike. They Ackna-mar were rarely seen upon the surface world, but
they did happen stroll upon its great land when in need of supplies, trading
with the Elves mostly. It has been
1000 years since one of these dark dwarfs has strode upon the surface. I acquired this knowledge from a old
crusty tome I found in a ruin.
This mystery of course perplexed me, what happened to them?
Further, while out
hunting for rare magical ingredients I stumbled upon a very interesting
site. An old ruined keep, set against
the wall of the mountain. Within
the keep I quickly realized that this was a lost city of the Ackna-mar, I found
writings and booklets detailing the history of the Ackna-mar. The most interesting site that I found
however was not a book or an old glyph, but a dwarf himself! Frozen in
time. I tried my best to wake him,
but failed miserably. The ruins
have been overrun with monsters and creatures, it became extremely dangerous
for me to stay and try to wake the Dwarf.
I ask you, to travel to
this ruin, to try and find out what happened to this ancient race. Maybe you will have better luck than I
did. I offer you no reward, but a chance to write history, and maybe find a few
treasures along the way.
Sincerely
Eron Azizah
Mage
Tuesday, May 7, 2013
Couple Of Maps
I hand drew one map last night, which is a possible idea for a Dwarfen Mine Delve. The second map is a GIMP map I tried to create using some tile downloads from dragonsfoot.org I attempted to make it very OSR, I think I succeeded.
Wednesday, April 24, 2013
What Kind Of D&D Character Am I!
I Am A: Lawful Good Halfling Paladin/Sorcerer (3rd/2nd Level)
Ability Scores:
Strength-11
Dexterity-13
Constitution-14
Intelligence-12
Wisdom-13
Charisma-13
Alignment:
Lawful Good A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race:
Halflings are clever, capable and resourceful survivors. They are notoriously curious and show a daring that many larger people can't match. They can be lured by wealth but tend to spend rather than hoard. They prefer practical clothing and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall and commonly live to see 150.
Primary Class:
Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.
Secondary Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Saturday, April 20, 2013
Finding Inspiration everywhere - Star Wars
Just finished up watching "a new hope". The whole time Luke, Han, and Leia were in the death star I'm thinking this is a DUNGEON waiting to happen! The bridge you have to swing over, the room with the walls that close in. The bad guys shooting at you from above and below. Trying to get to the Millennium falcon (or whatever other escape route). What about when the X wing fighters are trying to blow up the death star and they have vader and other pilots breathing down there neck. How about a Dragon flight? Air warfare. There is so much there you could incorporate. I'm actually thinking about trying to use as many of these references into one adventure, and see how long it takes the players to catch it. nudge nudge wink wink.
Thursday, April 18, 2013
Just an idea to come back to.
I nabbed this from http://rpg-directory.com/threads/another-sandbox-fantasy-idea.40921/
Terror has gripped Durandal like never before. For the past year, the land has changed from a relatively normal place to a land filled with magical and dangerous creatures. The lands of Durandel have been swarmed by all manners of creatures that prey on citizens of all nations. Creatures like the Gorgos, Imps, Harpies, Succubi and Incubi, the undead, and many more move about the country side killing and ravaging everything in their wake. The entire known world is caught under the terror of the tales of these creatures. There seems to be no ending to the stream of these new beings causing the rich and poor to be caught in fear.
There is no known source of the apparition of these creatures, only rumors exist. They are numerous, from the end of the world to even new lands being found and people shipping these creatures here. A rumor that seems to stand out is one of a rogue wizard trying to create new life through magic. It is said that these creatures are his failed experiments he wrought upon the land. One of his creations that stand out in the tales is the Black Dogs. Giant undead dogs with red eyes the size of a cow. Whenever the dog appears, someone is taken to never be seen again.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Terror has gripped Durandal like never before. For the past year, the land has changed from a relatively normal place to a land filled with magical and dangerous creatures. The lands of Durandel have been swarmed by all manners of creatures that prey on citizens of all nations. Creatures like the Gorgos, Imps, Harpies, Succubi and Incubi, the undead, and many more move about the country side killing and ravaging everything in their wake. The entire known world is caught under the terror of the tales of these creatures. There seems to be no ending to the stream of these new beings causing the rich and poor to be caught in fear.
There is no known source of the apparition of these creatures, only rumors exist. They are numerous, from the end of the world to even new lands being found and people shipping these creatures here. A rumor that seems to stand out is one of a rogue wizard trying to create new life through magic. It is said that these creatures are his failed experiments he wrought upon the land. One of his creations that stand out in the tales is the Black Dogs. Giant undead dogs with red eyes the size of a cow. Whenever the dog appears, someone is taken to never be seen again.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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