Showing posts with label One Page Dungeon. Show all posts
Showing posts with label One Page Dungeon. Show all posts

Thursday, May 5, 2011

Megadungeon Madness, Template Done

It took me quite a while to familiarize myself with InDesign, find the right fonts, the right dungeon look, but I'm quite finished and ready to start with Level 1A. Again, thanks to Logan for solving my little font problem! (See previous post.)



As you can see, I've chosen a two facing-pages layout, so as to have enough space for all the information needed, yet still no pages to turn during the game (unless the characters move to another quadrant, of course.) What you can't see, is that I've applied a three column layout. This is a "space saving" decision, since OPD entries tend to be quite short, and wrapping on the whole page is an unacceptable waste of space. The copyright section is still missing.

Sunday, May 1, 2011

Is it May Already?

May is going to be the first One Page Megadungeon Madness Month here on The Yaqqothl Grimoire: I'm writing/publishing a one page dungeon each week, for the next four weeks, and let's see how it goes. If it works, then I'll try to continue this way for some time, and see how big my megadungeon gets. I still have to work out a couple of things about the layout, and to pick a ruleset. All in all, I think I'll go with Labyrinth Lord for a couple of reasons:
  1. It's free;
  2. It's great;
  3. No really it's amazing;
  4. It's perfect for one shot games.
Quite awhile ago I read about the Megadungeon Binder on How to Start a Revolution in 21 Days or Less, and the idea just made my head explode. Why not combine it with the crazy Jeff's One Issue Campaign? In the space? No, wait.

Wednesday, April 27, 2011

30x30 Squares Dungeons for Improvised In-game Reference

People out there spend a lot of time on geomorphs. I'm not saying geomorphs are not cool – they are, for sure! But think about it. Say you're running a sandbox game with your fellow players; suddenly, the usual wandering monsters check loudly tells you "MONSTER LAIR!" and you're like "What the hell I have no such thing as a fucking monster lair dungeon in my notes noooo!!" and now you have three choices: pull out your geomorphs and build them up as randomly as you can, pull out your DMG and find Appendix A as fast as you can, or just decide not to follow the dice, and roll another encounter. Well, what about if, instead, you pulled out the Majestic Book of Random Mini-Dungeons? Only maps, of course, with some room to write on them what is in any given area. All in all, 99% of monster lair dungeons need nothing more than one encounter – the monster himself.

I'm not saying I'm doing this (too much stuff already on the go and definitely not enough time), but if you're trying to find a good idea for a fast and remunerative product, here you are. Seriously, I'd buy that, and so would probably many other DMs...

Tuesday, April 26, 2011

One Page Dungeon a Week?

Perhaps not exactly the kind of Dungeon we're all used to

This morning I had this weird idea: what about building a mega-dungeon by working on a one page dungeon a week? Considering a 20/25 rooms average per 1PD, that means roughly a dungeon level a month, provided a certain "constant" in writing it. In a year, I could make a respectable 12-level megadungeon.

I've spent part of my easter vacancy trying to work the hell out of Adobe InDesign and Illustrator, and although I still haven't reached any "notable" progress, I think these are terrific tools for campaign design. Illustrator looks like a way to significantly speed up and greatly improve dungeon/wilderness design, while InDesign is just so amazing that I think it could be used to significantly improve the original One Page Dungeon Layout by ChicagoWiz, at least from a lamer eye-candy point of view.

Designing a megadungeon could also be the perfect excuse to finally use all the iconic monsters that I've always loved, and was never be able to use at the table! My list includes:
  • Mind-flyers
  • Dragons (!!)
  • Balrogs
  • Vampires
  • Remoraz
  • Hydras
  • Giants
  • Flail Snails
  • Gelatinous Cubes
  • And that's all I think.
I have to consider the whole thing...

Friday, April 22, 2011

Beneath Castle Bélial - Encounter Keys

Dungeon Level
Suitable for 3-6 characters levels 1-2

Wandering Monsters (1d20, 1/3 turns)
1-10. No Encounter
11-14. Skeletons (1-6)
15. Green Slime
16-17. Giant Rats (2-6)
18-20. Sinister happening

Sinister Happenings (1d6)
If not otherwise specified, the perceived direction is determined on a d8: 1 N, 2 NW, 3 W, 4 SW, 5 S, 6 SE, 7 E, 8 NE.
1. Loud shattered rock sound
2. Sudden female scream
3. Rustling
4. Chill air current (extinguish torches on 1-2 in 12)
5. Green goo on the walls
6. Strong putrefaction smell

Legend
1 square = 10'
'x' = shattered grave

Standard Features
Walls are made of rough stone blocks, floor is tiled, and the ceiling is carved out stone in rooms, vaulted in corridors. Rooms are about 10-15' high, corridors are 10' feet high. Doors are made of rusty iron reinforced heavy wood, and are all closed unless otherwise specified. Doors of the tombs are made of stone, and require a Strength check with a -1 penalty to open. The entire level is dusty, air is damp and stale, bringing a faint smell of putrefaction. Dense cobwebs cover everything.

Background
The adventurers who built the moat house dug the crypts to bury their henchmen and fallen companions with their treasures. One of them, a good magic-user named Lòkhr, was buried with a cursed artifact: The Eye of Decay, which he had stolen from a powerful necromancer. The corrupting power of The Eye quickly lead the party to an inevitable doom, and the moat house was abandoned. One of the long term effects of the power of The Eye was to awaken the dead buried in the tomb, who eventually returned as skeletons. All except the good magic-user, whose spirit returned as a presence. His mind twisted, the magic-user acquired control over the skeletons, and commanded them to kidnap a young girl in order to possess her body and return to life.

Encounter Keys
1. Entry Room: The statues of a mighty warrior and a hooded sorcerer guard the crypt's entry. The warrior is tall and bearded, and holds a great sword and an incredible shield. The sorcerer holds a big, tattered book and a strange sphere.
2. Falling Ceiling: This room is empty, dust shows signs of frequent passage. There are some spots of fresh human blood here, leading to the east. As the northern door automatically closes (thanks to a spring mechanism) both the doors gets automatically stuck, and the ceiling starts to descend (1' per round). Characters have 1 turn to get out of the room or die in it.
3. Tomb of Àlshol: A human thief, named Àlshol, was buried here. Àlshol is inside a stone coffin, he returned as a wight and is sinisterly scratching on the grave's lid which he can't open. If the characters open the grave and defeat Àlshol, they can get the treasure buried with him: 1.200 gp, a big gemstone (worth 200 gp), a short silver sword and studded leather armor +2.
4. Burial Chamber: This is the place where the dead were prepared for burial. The southern door is made of stone, and it's partially open. The fresh blood spots from Room 2 lead there. 5 skeletons are guarding this room, guarding the magic-user who is attempting to go ahead with the ritual in Room 20. From the start of the fight, the magic-user needs 1 turn to complete the ritual.
5. Arrows from the Walls: This room is empty, dust shows signs of frequent passage. There are holes in the walls, at a distance of 5'. As the characters enter the room, the arrow trap triggers. 1-3 arrows attack every character, hitting as a 5th level fighter. Save vs. Breath to halve damage.
6. Burial Furnishings: In this room are a pile of rotted torches (some may still work), sealed jars filled with aromatic oils, a pile of candles and a chest containing linen bandages.
7. Passage Room: This room is empty, dust shows no signs of recent passage. A sliding wall (marked as S on the map) leads to the secret tombs of two of the members of the party.
8. Tomb of Sigfyrd: Sigfyrd was a legendary archer, and the husband of Nyhanil. In his stone grave he was buried with his padded armor (of magnificent manufacture), and his elven composite bow +3 (to hit). His quiver contains 10 arrows +1 (+2 vs. trolls, also prevent regeneration.) The grave is protected by a gas trap: as the characters open it, they have to Save or Die vs. Poison.
9. Fake Tomb: The cover of this grave is magnificently carved, showing a mighty warrior holding a two-handed sword with magical inscriptions on it. The lid opens easily (no roll required), and the tomb is full of gold beetles. Within a round, the beetles come to life and attack the party as a swarm (as Summon Swarm spell cast by a 10th level wizard, and if they hit with an 18-20 they penetrate under the living flesh, dealing 3 hp of damage every round – have you seen The Mummy?)
10. Tomb of Nyhanil: Nyhanil was a incredible elf girl, a powerful warrior and the wife of Sigfyrd. She was buried here with her Elven Chain Mail, her Dragonslayer Sword +2 and a wonderful necklace, a Talisman of Health. The grave is protected by a gas trap: as the characters open it, they have to Save or Die vs. Poison.
11. Passage Room: This room is empty, dust shows no sign of recent passage.
12. Lòkhr's Puzzle: This used to be the tomb of Lòkhr. There are roman numerals above all the doors: a VII on the southern one, a XVII on the center one, and a XIII on the northern one. The only number that makes sense is the XVII, whose anagram is VIXI ("I lived", in latin.) Thus, that number indicates the tomb of Lòkhr.
13. Ka-boom: The XIII sign on this door is a magical glyph. As a character opens the door, the door itself explodes as a Fire Ball cast by a 5th level magic-user. The room is completely empty.
14. Tomb of Lòkhr: Here was buried Lòkhr the magic-user with the Eye of Decay and his voluminous spellbook. If the Eye of Decay is destroyed, all the undead immediately turn into ashes, and Lòkhr is finally free. If the girl has been possessed by Lòkhr, she falls faint and forgets everything from the day she was kidnapped.
15. ZAP: As the characters open the door, they get "zapped" by lightning originating from a hole in the opposite wall (THAC0 18, 2-8 dmg, always hits characters wearing metal armor.)
16. Burial Chamber: This is the place where the dead were prepared for burial. Four zombies are confined here.
17. Empty Tomb: This is an empty chamber, probably an unused crypt. Characters may rest here, since the stone door is good enough to protect them against the perils of the dungeon.
18. Burial Furnishings: In this room are a pile of rotted torches (some may still work), sealed jars filled with aromatic oils, a pile of candles and a chest containing linen bandages. Two giant rats are in this room, trying to open the jars. They are hungry, and will attack characters on sight.
19. Lower Crypts Entry: The statue of a kneeling priest guards the entry to the lower crypts, where the henchmen were buried.
20. The Final Match: Lòkhr is trying to possess the young girl as explained in Room 5. Characters have only two possibilities to stop the ritual: destroy The Eye of Decay or use it to awaken the mighty warrior Edlebert, who was buried in this small temple. If Edlebert defeats Lòkhr, he will also show gratitude to the characters and resuscitate their fellows who met their maker in the crypts. Then, he will destroy The Eye of Decay. If Lòkhr manages to go ahead with the ritual, the possessed girl immediately becomes a 9th level magic-user, able to cast all the spells in Lòkhr book. She only has 5 hit points, anyway, and if the characters kill her Lòkhr will flee away, commanding his undead slaves to find another girl. The characters can still try to awake Edlebert to defeat Lòkhr.
21. Lower Crypts: Here were buried the henchmen. The chambers marked with an 'x' contain shattered graves, and the bars of their doors have been torn open. 2-12 skeletons dwell in the darkness.
22. Empty Tomb: This is an empty chamber, probably an unused crypt. Characters may rest here, since the stone door is good enough to protect them against the perils of the dungeon.
23. Treasure Room: This room contains most of the adventurer's treasure. Room a contains A Type treasure, room b contains B Type treasure, and so on.

The Eye of Decay: The Eye of Decay is a transparent glass sphere of the same size as a human eye. It feeds on people's misery. It was created by a powerful necromancer to awaken an army of undead, and needed his power to transform misery into a controlled force. Alone, the artifact needs a very long a time to actually do that. The Eye of Decay is very fragile, and can be broken just by throwing it to the ground. In defense, the artifact casts Charm Person on anyone who takes it. If destroyed, the crypt will collapse, all the awakened dead will turn back to dust, and the party will have to run out as fast as hell not to die into the collapsing crypt. On the other hand, the moat house will finally be free, and wonderful flowers will grow everywhere (even if it's winter.) The Eye of Decay turns blue near a buried corpse, and immediately awakens it if the owner feels strongly enough.

I'm still not that happy with The Eye of Decay, so if you have suggestions I'd be glad to use them!

Beneath Castle Bélial Azure Edition

As asked for by many of you, here the "blue" edition of the one page dungeon map I posted yesterday. I don't really like the canonic azure, nor do I like grey for dungeon maps, thus I've chosen a grey-ish azure similar to the one used by Yesmar for his awesome Interesting Places (like this.) I'll post the complete OPD later today in the form of a post, and will turn it into a pdf as soon as austrodavicus grammar-checks it (you know who to thank if this blog is readable!)


On a side note, I've just discovered that color replacement in photoshop is easier than I ever thought.

Thursday, April 21, 2011

Beneath Castle Bélial One Page Dungeon Map

I made this in photoshop for the new-going campaign. It's, of course, a 30x30 squares map, following ChicagoWiz's One Page Dungeon Template.


Does this makes for a good dungeon?
 

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