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Tuesday, December 16, 2014

Teaser!

Here is a little teaser for the upcoming MEGA dungeon. "The Enormity Project".

MAP A


A1.  The mouth to the cave, has small foot prints leading into it.  There is a small overhang the casts the entrance in shadows.  On the inside of the cave are crude drawings & writings (in kobold- “Beware! Keep Out Algurg’s Lair”).


A2. The door is locked.  Inside the room are 2 kobolds asleep at a table.  There are crude playing cards and a few cooper pieces on the table.  A candle burns low.  Against the north wall are 2 crudely made cells in one is what appears to be a corpse of a human, the other has a malnourished looking dwarf chained to a wall.


2 Kobolds AC 7, HD 1D4, hp 4, 2, MV 60’ (20’), #AT 1, D 1D4-1, Save 0 Level Human, ML 6, AL Chaotic, XP 5 *One of the Kobolds has a key to the cells.  


Gwimble Hornslager - STR 13 INT 11 WIS 12 DEX 13 CON 15 CHA 12.  AC 6 HP 8. 2nd Level Dwarf Fighter.  Needs a weapon. HD 2D8, Current HP’s 2.  The dwarf will help the adventurers if he is freed and will lead them to the Makeshift City  Map E.  


A3.  It appears you have stumbled into a religious service in full swing.  There are 4 kobolds sitting facing a poorly made altar.  A larger yellowish kobold occupies a wooden chair, the chair is pushed against one wall, he is clearly overseeing this matter.  In front of the altar is a Kobold wearing a weird hat made from the remains of a unfortunate soul.  He holds a staff that glows blue and he is speaking in kobold.  (If anyone understands kobold, he is asking for help in defeating their enemies and more luck finding wealth in the tunnels).  


4 Kobolds AC 7, HD 1D4, hp 2,1,3,2  MV 60’ (20’), #AT 1, D 1D4-1, Save 0 Level Human, ML 6, AL Chaotic, XP 5

Algurg - Kobold King  AC 5, HD 1D8, hp 7, MV 60’ (20’), #AT 1, D 1D8+1, Save F1, ML 6, AL Chaotic, XP 15.  Algurg is large for a Kobold and has seen many battles, he attacks with a Short Sword and adds +1 for his unatural strength.


Kobold Shaman (1st Level Wizard) AC 9, HD 1D4, hp 2 MV 60’ (20’), #AT 1, D 1D4-1, Save 0 Level Human, ML 6, AL Chaotic, XP 5 Spells - Charm Person, Shield, Magic Missile.  Scroll Of Dispel Magic


*SECRET DOOR - Secret door below altar, in a small  barrel there is 32 GP, 1 Potion of Healing, Kobold Art (worth 3 GP’s), Bottle Of Wine, Hacksaw.  Inside the barrel is the Kobold’s pet snake, a Spitting Cobra.  

Spitting Cobra AC 7, HD 1, hp 7, MV 90’ (30’), #AT 1 (bite or spit) D 1D3, poison*, Save F1, ML 7, AL Neutral, XP 13.

*If Poisoned Save VS Poison or become blinded.  1d4 days and the PC will die from poison.  They can be cured by the spell “Cure Blindness”.  



A4.  This cavern is empty.  


A5.  A large empty cavern, there are 3 exits to the north, north west and one to the east.  This room appears to be a mine, there are a few pickaxes leaning against one wall.  On the ground is a basket with some ore in it (2 pieces of anthracite worth 10 GP each).  


A6.  The tunnel opens up to a large cliff there is a 50 foot drop to the bottom.   At the bottom of the landing is a fast flowing river.  A little off to the north east is a stone wall and beyond that the roofs of small wooden houses.  30 feet across from the landing is solid rock.

If the PC’s are with Gwimble the dwarf he will show them a secret door on the side of the landing to stairs that lead down.  The stairs go under the landing to the river, there is a small boat docked there.  If a PC casts a detect magic, they will see the secret door, as well if anyone searches they have a 2 in 6 chance of finding it (Roll 1D6).  The secret door is not trapped.  


A7.  The cavern widens into a small beach, there is a stone bridge across a underground river to the north.  The bridge is about 40 feet long and 10 feet wide.  It is covered in ornate runes (none of which are readable by PC’s it is an ancient language).  It is about 15 feet down the bank to the water’s edge, the ledge is rocky and hard to manage.   


The bridge is a trap, it needs a circular crystal key to stay open, if not as the PC’s walk across it will collapse dumping them into the river.  1D6 falling damage.  The current is very quick and it travels eastwards towards the dwarven city.  There is a 35% chance that a crocodile will be lurking in the waters.    


Crocodile  AC 5, HD 2, hp 10, MV 90’ (30’) , #AT 1, D 1D8, Save F1, ML 7, AL Neutral, XP 20.

A buccaneer has made his home on the north side of the beach.  He is partially insane and will attack the PC’s if they come near him.  There is a tent on the north side of the river.  He is old and withered and has seen better days.  He appears lost in thought staring at the giant door from a distance and mumbling to himself.  


1 Partially Insane  Buccaneer  AC 7, HD 1, hp 4 MV 120’ (40’), #AT 1, D Dagger 1d4, Save F1, ML 6, AL Chaotic.  XP 10.  3 GP, Some provisions (2 days).



Ancient Ruins Door - SEE MAP B  On the other side of the beach stands a huge set of stone doors.  They are about 15 feet high, and are against a large wall.  Upon them is written something in old elvish.  There are three holes in the centre of the door… a square, triangle, and a X.  

If any PC can read Elvish, or there are any Elves in the party, the writing on the door is readable.  It reads “This is the land of the Thaylians, Seekers of great knowledge, keepers of lost secrets”.  There is no way for the PC’s to enter this door without the 3 cylinder keys.  The keys are found within the megadungeon.  No magic, or alternative measures will open these doors.


A8.  The tunnel exits to the west see MAP D - D9.


A9.  The river exits to the west see MAP D - D27.

A10.  The river exits to the east see MAP E - E18.


Map A.png

Monday, December 15, 2014

Sandbox Idea

When I first got into all this awesome OSR stuff, I download a CRAP ton of all the basic fantasy modules.  Okay, I lied.  I downloaded them all.  After reading thru all of them, I love bits of some things, thought other bits were cool but wasn't sure about them, etc.  I ended up drawing out a pretty interesting sandbox.  Here is the idea.

I took the main map from the chaotic caves as the focus of the campaign although I planned to covert the whole thing to a hexmap.  Rather than use the provided village, I used the fort from Morgansfort as it was just more my speed and I had waves of "god damn it I like the kotb, this will work facking awesome".  The actual chaotic caves I left out, but I used all the rest of the triggers from the map provided.

I took the few dungeon encounters from morgansfort and popped them in there as well.

Then I took the premise from the adventure with Fonkin - DC1 Tales from the laughing dragon as the starting point for the whole thing!

Viola, campaign.  just fill in the details.

And now my brain is really working! What might be cool is to somehow implement Allansia & Blacksand in there.  Huh......

Basic Fantasy

It seems that Basic Fantasy has been getting quite a lot of press on Google + and the blogsphere as of late.  This is awesome!  I for one am going to blame Tenkar's Tavern for posting about the decent prices on amazon!  All joking aside its a awesome, quick to run system.  It has that nice old school flavor that we enjoy with the added bonus of ascending ac so we don't have to do too much math.  A little while ago I did a brief review on the Field Guide which has been available for awhile on the basic fantasy site.  If you haven't checked it out yet, you owe yourself a quick read thru at the very least.



Wednesday, December 10, 2014

Baglins - New Monster For Labyrinth Lord

Baglin
Armour Class: 6
Hit Dice 1+1
Move 60' (20')
Attacks: 1 Bite
Damage: 1D4
No Appearing: 1 - 6
Save As: Fighter: 2
Morale: 6
Hoard Class: XX
Alignment: Chaotic
XP: 15


Baglin's resemble a large bag, sack or in some cases a backpack. Inside the the sack are a set of large teeth. Baglins cannot see but have small ears, they use sonic vibrations to track prey. They can fly for brief periods of time. They will normally lay dormant on the ground near their previous victims. They will usually attack by surprise gaining a +2 to their first attack roll. Any treasure found will be nearby the Baglin, they only ever eat their prey, and spit out what is inedible. 

Another Awesome Review!

A short, satisfying, no-nonsense "dungeon". While most of the encounters are what I would call "standard", The Lizardmen of Illzathatch has a certain naive or simplistic charm. 

This would probably be a good introductory adventure for basic D&D and similar OSR roleplaying games. However, I wish it had something else going on... a twist or totally unexpected monster, magic item, NPC, or environment to really set it apart from its brethren.

Rating: 
 
[4 of 5 Stars!]


GET IT HERE

Yet another mega dungeon progess report

I have one more map to finish editing, which makes 13 in total.  Part of me is saying "That is quite enough Shane!", and another part of me is saying "Draw a couple more".  I have realized that I may need atleast 2 more, there is one area under a city, that should be fleshed out more, and a dungeon section that could use one more map.  One thing I did while prepping for the mega dungeon is to setup individual doc files for each map.  Which breaks up the writing a bit.  "I gotta get thru 21 rooms" not "247 rooms".  BTW That's the estimate of room count at this point (247).  Like a silly person, I went and counted all the individual files and came up with that.  So its now rolling around in the back of my head.

While doing some research on mega dungeons I've come across a bunch of interesting blog posts and resources.  Some of which have given be quite a lot to think about.  In this post by the Greyhawk Gronard http://greyhawkgrognard.blogspot.it/2008/12/old-school-campaign-tent-poles.html he points out the following:

I happen to agree whole-heartedly, but it's important to remember (as James has) that just because a campaign has a central megadungeon as its focus, it is by no means the exclusive province of the campaign. Adventurers are free to delve into its mouldy depths if they choose, but they're just as free to poke around in the local town or city, hie off into the wilderness, or explore smaller dungeons that the DM should properly have waiting for those eager for a change of pace.
Which leads me to believe, that I may just go ahead and combine the mega dungeon with a little campaign setting I was working on.  Which of course will mean quite a lot more writing, which I'm fine with.


Sunday, December 7, 2014

Progress

I am making really good progress editing the maps, I have 6 more to go.  It appears there is going to be 13 maps in total.  Which is more than enough!  As I work on these, the gears in my head have started grinding and I am getting a few more ideas here & there.  I've started working on a few new monsters, and possibly races.  Which should be interesting.

So it's coming along.  I've labelled all the maps alphabetically, and have opened up individual doc files for each map.  I then went in and labelled each doc with all of the room numbers.  This way I don't miss anything.  Also this is going to make the whole writing process that much easier.  Instead of having to write 120 rooms.  I just need to write 20 - 25 entries for each, save the file move on.