Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Wednesday, January 29, 2020

Gallery of Dungeon Magazine Covers

After posting the Gallery of Dragon Magazine Covers and then a Gallery of White Dwarf Magazine Covers I thought I was done!  But gentle reader Ancalagon_TB inquired about same for Dungeon Magazine. And being the slave of vanity that I am, I could not deny such a request.

This right here, opening a door and seeing this is why I D&D.

I'm missing several covers. Annoyingly issues #1 and #100.  I could maybe fix.  But I don't have the nostalgia for Dungeon like I do for Dragon. And pretty quickly the covers devolve into being splattered with "huge shocking text" and other attention whoring graphic design.  Making it look like those trash celeb rags in the checkout line. Which saps my motivation. But here's most of Dungeon Magazine Covers Issues #2 to #150.

I remember this circus, bunch of assassins or something.

And here is an index, not created by me, to the Adventures in Dungeon Magazine.

Wednesday, February 7, 2018

The sounds of dungeon exploration

Wear headphones to appreciate the Left / Right ear locational awareness.  Close your eyes and imagine you're holding a torch and shield or clutching a holy symbol. Exploring a long forgotten tomb for plunder.




Saturday, March 30, 2013

2013 One Page Dungeon Contest

In my Gold & Glory campaign I've placed dozens upon dozens of past One Page Dungeons  to fill out wilderness, under The City, stuffed in megadungeons as sub levels, as "events" to spice up the doldrums,  everywhere.  Really an amazing resource.  Great shout out to Alex Schroeder for keeping it going.


I judged one year, it was a blast if a bit overwhelming. Maybe if I get not lazy I'll put together a submission deadline is April 30

The particulars copied from 1PDC page:


Submissions: Here’s how to submit your entry.
  • Create a One Page Dungeon.
  • Submitting a dungeon to the contest releases it under the Creative Common Attribution-Share Alike 3.0 Unported license with credit to the contest participant.
  • The submission must have a name, an author, and a link to the license (http://creativecommons.org/licenses/by-sa/3.0/).
  • The judges and readers play a variety of systems. Don’t waste valuable space with a lot of system-specific stats.
  • A link to extra material on your blog such as wandering monsters, random events, adventure background, introduction, descriptions of tricks or traps are welcome for readers but will not be considered part of your submission.
  • One entry per participant. Participants may revise/replace their entries up until the end of contest, with the last revision counting as their official entry.
  • If your font size is too small to read, you will most probably not win.
  • Many people will print your submission as a black and white document. Adding colors is no problem as long as the black and white printed copy is still good enough.
  • Help us keep file size in check. A single page should not take more than an image with 3000x2000 pixels (1-2MB is cool, 5MB still works, 10MB is too much).
  • Submission must be mailed in PDF format to Alex Schroeder → kensanata@gmail.com. Usually we can help you convert your Open Office and Microsoft Word documents to PDF.
  • If you have a blog article talking about your submission, send us the link. We’d love to link to it from the One Page Dungeon Contest page.
Judges: Alex Schroeder, Erik Jensen, Brett Slocum, Clinton Dreisbach, Thom Wilson, Brennan O’Brien.

Process: Here’s how we’ll determine the winners.
  • Every judge nominates their favorite entries and proposes a category for each.
  • We try to make sure that every judge has at least three of their nominations in the final list. The idea is to not only reflect popular opinion but to also capture some of the more eclectic entries out there. We’ll make sure that every judge is well represented with three entries each.
  • Based on the categories proposed in the first step, we try to assign a category to each entry on the list.
  • Judges gets to check whether their favorites are still on the list.
  • We fix omissions and rename categories until we’re happy.
  • We publish our list of winners!
  • We will ask each winner for three items they’d prefer to win and any items they prefer not to win. Then we try to do a best match, giving precedence to those winners that got more nominations in the first step.
  • All the entries and a special PDF with all the winners will be available for download at no cost.

Tuesday, September 4, 2012

Dungeon Plane

Long ago, in my 3.5 campaign, the party found itself on the "Dungeon Plane".  All I knew about that plane at the time was; it was "old school" (so only spells and powers/feats from base (DMG, PHB) books worked) and it needed to be randomly generated endless "mega dungeon".  Wanting to avoid distraction of rolling up during game but wanting the dungeon to be unknown even to me I wrote this little DMG Appx A Dungeon Generator program to automate things.

Here's what it looks like running.  It's text mode prompting "Adventure awaits:" which I either respond with to generate another "roll" on charts or respond with various commands that roll on specific sub-tables.
Random Dungeon Delve.
Based off of 1st edition AD&D Dungeon Master's Guide. A tool for DM's to use while generating random dungeons.

? for help.
 to explore!

Adventure awaits: 
Pit 10' deep with crushing sides. Check again after 30'.

Adventure awaits: onward
Straight ahead. Check again after 60'.

Adventure awaits: onward
Straight ahead. Check again after 60'.

Adventure awaits: onward
20'x20' chamber with a chance of (1-5 secret door, 6-10 one-way door, 11-20 nothing) per 10' abutting previously explored areas. 
  It contains: Oh no a monster! 250 gold/level in bags secret compartment. 750 electrum/level in sacks with gas strength +1d6 str. 
Check again after leaving for 30'.

Adventure awaits: opendoor
5' wide passage straight ahead.

Adventure awaits: trick_or_trap
20'x20' elevator room descends 2-5 levels plus 1 level per unsuccessful door opening attempt and will not ascend for 60 turns.

Adventure awaits: 
Dead end. Chance of a (1-5 secret door, 6-10 one-way door, 11-20 nothing) per 10' abutting previously explored areas.

Adventure awaits: 
Passage turns left 90 deg. Check again after 30'.

Adventure awaits: onward
Trap door down 1 level to a Door right leading to a 10' wide passage straight ahead. Check again after 30'. 
Passage continues check again after 30'.

Adventure awaits: chamber
40'x40' chamber with 1 exit: 
  In opposite wall a door. 
  It contains a Oh no a monster!

Adventure awaits: flee
Till next time...

Monday, May 10, 2010

One Page Dungeon Contest Winners

Man I'm late posting this but here is a download of The 2010 One Page Dungeon Contest winners (24 MB). And All One Page Dungeon Contest 2010 Submissions (74 MB). w00t, w00t!


The Winning Entries 

Adam Thornton – Central New Jersey After the “Big Whoops” Best Post Apocalyptic Goodness
Antti Hulkkonen – Den of Villainy Best Pirates
Chris Gonzales – The Tunnels of Turrack the Terrible Best Sound Effects
Clarabelle Chong – Time for Tea Best Victorian Sci-Fi
Corwin Riddle – City of Traitors Best Lost City
Craig Brasco – The Vault of Zerduzan Best Evil Cultist Hangout
Heron Prior – Trolls will be Trolls Best Lair
Herwin Wielink – The Crypt of Luân Phiên Best Architectural Design
Jimm Johnson and Jeff Lynk – The Contemptible Cube of Quazar Craziest Map Award
Lord Kilgore – Heart of Darkness Best Mini Campaign
Paul Siegel – Four Corners Best Fitness Center
Peter A. Mullen – Laboratory of the Asmodean Techno-Mage Snazziest Way to Push the Envelope
Rob Antonishen – Mine! Not Yours?Best Mine Crawl
Shane Mangus – Raid on Black Goat Wood Best Cthulhu
Simon Bull – The Ruination Of Tenamen Best Monsters
Stuart Robertson – Dungeon From A Distant Star Best Mixing of Genres
Tim Shorts – Where is Margesh Blackblood Most Hideouts for the Head Bad Guy
Tom Holmes – The Bone Harvest Horror Best Cartography


Congratulations everyone, prizes are on the way, enjoy.  I sure enjoyed reading all the entries.  When I have some more time I hope to highlight a few of my favorite entries.  

More info and links to 2009 contest on the 2010 One Page Dungeon Contest Page.

Monday, April 26, 2010

The Geomorph Dungeon Cube Project Continues

[Other Geomorph Dungeon Cube posts]

I went to thrift store today. Didn't find any Scrabble.  But, I did find some 1.5" square blocks. Ten for $.99. Enough for a 2x2 cube.  And when I find more blocks I can reuse those as the corners of a 3x3 cube.



I can use the cubes as is. 2x2 seems to stay together fairly well and it's easy to rotate four blocks.  I'd like to drill holes and add magnets to the inner faces so they stuck together.  Think that would be needed for a 3x3.  Wonder if I have the skill, I certainly lack the drill press/router that would make it easy. [Note: on my skill. Middle school shop class, I picked the very most easiest project.  A box, to hold magazines (Dragon's actually).  When I set it down on teachers desk to be graded it split at the seems and fell apart.]

Your dungeons will be assimilated! 

This is an interesting project.  Due to nature of 2x2 Rubik's Cubes three maps will always be adjacent and it's worth some consideration in choosing the maps and alignments. For instance I put all the natural cave tiles on two cubes.


Next up, besides shellac, is the keyed Dungeon of Geometric Doom and rules on when/why cube rotates!

Thursday, April 22, 2010

Geomorph Cube Dungeon

[Follow up to my Dungeon Geomorph Cube and Slidy Puzzles post.]

I created a little proof of concept for a 2x2 Geomorph Cube Dungeon. Rubik's cubes are more complex than I originally thought.  It still lacks some tile rotations, [actually it's kind of screwed up].  I don't think I have enough SAN to code a 3x3 cube.  You can download the code and geomorphs to run it locally and/or mess with it.

It's sort of a pain to mentally translate the cross projection to a cube and I don't DM with computer.  So, I'm less inclined to finish/prettify the above proof of concept, I think... Would like to find large Rubik's cube and actually build one! Cause that would be rad and something I could actually use in game and totally flippin awesome to laugh maniacally as I rotated it.  But, the largest cube I've found has approx 1" faces, which is damn small for these geomorphs.  I have no idea how to build my own Rubik's or working facsimile.  Or rather, I know how, just not how to limited by my poor mechanical / shop skills.


Thanks to Risus Monkey for letting me use their geomorphs. And thanks to mthomas768 for remembering what movie, The Cube, I was thinking of.  And Huge Thanks to Grim and their blog Postapocapost for coming up with this awesome idea to begin with.

Tuesday, April 20, 2010

Dungeon Geomorph Cube and Slidy Puzzles.

If you've only made one post so far this year make it a quality one!

Idea is to make a mini dungeon using geomorphs placed on the faces of a Rubik's Cube.  When characters think they know where they're at or are about to make it out you spin the Rubik's cube and screw'm (or if you're a wuss DM you could make it a fair and logical large scale puzzle).  Like that bad Sci-Fi channel movie I saw once and don't want to remember name of.

Or, less ambitious make the geomorphs into a slidy puzzle.  Just print out 8, 15, 24, ... arrange in cube.  Maybe with bluetac or magnets and slide them around. 


Rubik's Cube: 9 geomorphs, 6 sides to a cube that is 54 geomorphs.  Hmmmm, where oh where can I get 54 square, smallish geomorphs. If only someone had a Geomorph Mapping Project and had produced like a bazillion awesome hand drawn geomorphs.

At first I was gonna do six screen grabs of Rob Lang's map generator, but it hasn't been updated and only has the first 30 geomorphs. If I go to trouble of doing this might as well do it up right!

Speaking of which I should physically make this, like in RL 3d.  I need a Giant Rubik's Cube.  Er, that's too giant how about Large Rubik's Cube, google be failing me!!  Did you know Rubik sells DIY Rubik Cube with Lube? I didn't, but it too small.  Come on, Internet, wtf?  Ah, found some 10cm cubes on ebay... would make maps about 1" sq.  Flippin tiny, but maybe usable.  Gonna hold off on RL 3d, maybe my wonderful readers will find something better, hint, hint ;)

Downloading 54 maps latter...  TBC

Monday, March 22, 2010

One Page Dungeon Contest Winners

One Page Dungeon Contest winners won't be announced until April 18, 0:00 GMT. But that doesn't mean you have to wait until then for to indulge in one page dungeon goodness.

A smörgåsbord of talent and creativity from One Page Dungeon Contest 2010:
Or a bandwidth busting 74MB zip file containing all the entries.


So, who has run a one page dungeon (they didn't write) from either this year's or last year's contest? How'd it go?

Friday, March 19, 2010

Judging the One Page Dungeon Contest

Thanks to everyone who submitted an One Page Dungeon Contest entry.  I've really enjoyed reading them. Although some weren't my style, I can't recall one I'd consider "bad".  Some made me laugh, others inspired my creativity, more than a few made me jealous of author's artistic, writing, and adventure crafting skills.  But, in reading them I feel I've "leveled" up those skills.  Which was my hope when I volunteered to be a judge. Thanks.


The first step in selecting who gets all this fabulous One Page Dungeon Contest Loot is for each judge to nominate 20 entries as "best" in 20 categories.  It was very hard to trim down to only 20 entries.  Much easier to come up with categories, I had about 27.  I'm holding off on revealing my twenty 1PD picks until the contest is over.  Here's my list of twenty categories.
  1. Fit Into the Most Categories
  2. Place I Most Want to Visit
  3. Most Accomplished In Under 100k File Size
  4. Wildest Wilderness
  5. Coolest Cityness
  6. Sexiest Sci-fi
  7. Best Non-Fantasy
  8. Best Non-Dungeon
  9. Tastiest Treasure
  10. Best Back Story
  11. Most Makes me Want to Listen to Very Loud Heavy Metal
  12. Best Cartography/Art
  13. Best Map
  14. Pulpiest
  15. Flavorfullest
  16. Cthuluest
  17. Left me Wanting More
  18. Most Ready/Inspiring for Expansion
  19. One I Most Want to Run
  20. Most likely to be Really Cool if I Understood it Better

I'm fairly open minded about what constitutes a One Page Dungeon.  Pretty much anything.  But, I draw the line at stuffing in more than crap loads of text by using a tiny ass "6pt" font.  Sorry, the couple of entries like that I barely skimmed before tossing into the ain't gettin nominated by me pile.  It was just too hard to read them, the fun plummeted to zero. If it's no fun to read your entry it has failed in my book.
I am saddened by the relative dearth of Sword & Planet, Mutagenic Future, and Carcossan/Algolian/Fomalhautesque Sword & Lasers styled entries.  On the other hand there were several entries that stretched the 1PD concept, which I'm all sorts of in favor of.  Deane Beman's "Escape from the Dragon's Lair" is an entire game. "Laboratory of the Asmodean Techno-Mage" is a page full of awesome Peter Mullen Art. Michael Hutchinson created a location with "Zombies Maties" that works across multiple genere.  Couple "Victorian/Horror", few sci-fi, few defying easy categorization the entries were heavily "fantasy" focus.  BTW you can view all the 1PDC entries on the One Page Dungeon Contest Page.


Even sadder, no one notices/acted on the obvious monkey clue in my original one page dungeon contest post. Their loss, could've had easy guranteed #1 spot, jk, kind of.  ;)

Tuesday, February 9, 2010

A Dragon's Hoard Worth of Prizes

The One Page Dungeon Contest has been sponsored by a huge number of generous persons and companies. Wow! Thanks!

This stuff could be yours! Create a One Page Dungeon now and submit it by the March 1st deadline.


A US$50 voucher by ProFantasy Software

A full year Ascendant membership to Obsidian Portal by Obsidian Portal for first place
A 6 month Ascendant membership to Obsidian Portal by Obsidian Portal for second place
A 3 month Ascendant membership to Obsidian Portal by Obsidian Portal for third place


A perfect bound copy of Swords & Wizardry: WhiteBox by Brave Halfling Publishing




A copy of the Martial Flavor ebook by Chaotic Shiny Productions for each of the winners




A softcover copy of War of the Burning Sky #1: The Scouring of Gate Pass by EN World for D&D 3.5 or D&D 4 – winner’s choice




Issues #1-#8 in PDF by Fight On! magazine




Winner’s choice of either a physical copy of Labyrinth Lord or the Advanced Edition Companion by Goblinoid Games




A copy of The Dungeon Alphabet by Goodman Games




A copy of Random Esoteric Creature Generator by Goodman Games




A copy of Points of Light by Goodman Games




A set of The Grinding Gear, No Dignity in Death: The Three Brides, and People of Pembrooktonshire by Lamentations of the Flame Princess




A print copy of Stonehell Dungeon by Michael Curtis from the author himself




A one-year PDF subscription to Kobold Quarterly by Open Design





A $50 voucher for the winner by Otherworld Miniatures
A $30 voucher for second place by Otherworld Miniatures
A $15 voucher for third place by Otherworld Miniatures
A $15 voucher for fourth place by Otherworld Miniatures



A first print copy of RC2 The Screaming Temple by Pacesetter Games & Simulations
A first print copy of RC3 Eruptor’s Vengeance by Pacesetter Games & Simulations




A copy of the Treasure Awaits! boxed set by Precis Intermedia





A copy of the Fantastic Maps: The Dragon's Lair PDF by Rite Publishing
A copy of the Feats 101 PDF by Rite Publishing
A copy of the Restless Souls PDF by Rite Publishing






Dang! I sort of wish I wasn't a judge and had the opportunity to win some of those great prizes. Thanks again to the sponsors, you rock!

Thursday, January 28, 2010

Return of the Grand Contest: One Page Dungeon, 2010 Edition

Sweet Bejesus I'm Internet micro niche famous! Selected to judge this year's One Page Dungeon Contest, w00tloops! Now I don't have to come up with an excuse for being so lazy and not submitting and entry, I would like to take this opportunity to welcome my fellow judges and say that I look forward to crushing them beneath my boots and hearing the lamentations of their women. What? I won't be fighting the other judges, wait, what *did* I volunteer for... oh my!


Remember the One Page Dungeon Contest 2009? Yeah, it's like that +1

The full details can be found on the One Page Dungeon Contest 2010 page.

Tweet it #1pdc

One Page Dungeon?

Font of SorrowsTraditionally, a dungeon is the map of a connected series of rooms full of monsters, traps, tricks, and treasure. People proposed expanding it to include random dungeon generators. These had no map, but instructions on how to create a map. Then people started saying that a wilderness, a village, or a big building could also be treated as a dungeon. Agreeing on a single definition of dungeon seems unlikely and would possibly limit the creativity of submissions.

Thus, in the spirit of “I know it when I see it” it'll be up to the judges to decide.

Whatever it is, it has to fit on one page. Letter format or A4 is the limit. It has to printable and readable on one page, too. If the font ends up being too small, or if it requires hyperlinks to read, then it won’t do.

If you're still stumped as what a One Page Dungeon is have a look at Last Years Submissions.


Yeah Whatever, How do I Enter

Step 1 Create a one page dungeon.

Step 2 Email, message, teleport submission by the March 1, 0:00 GMT deadline.

Step 3 Profit! Er, no it's Wait impatiently until April 18 for the winners to be announced.

For more accuracy and detail you probably should go read the One Page Dungeon Contest 2010 details.


Loot

There will be fabulous prizes! What's more, the prizes themselves will be fabulous!!! Fabulous like Martial Flavor.

Do you want to get in on this fabulousness? Sponsors Info.


Final words

I have one and only one final word and it is monkey.

Oh and welcome my esteemed fellow judges:



And lastly a Great Shout of thanks to Alex Schröder who is organizing this beast. You know not what you have unleashed. Pray we survive with some of our sanity intact.

Tuesday, October 27, 2009

Failed Save vs Getting in Internet Argument

[Edited (to be more general and less direct rebuttal) version of my way long comment at Greyhawk Grognard]

[btw this should be understood, but doesn't hurt to mention now and then. It's easy to misinterpret online and spiral out of control, RPGBN ahhem. Even though I'm snarky and sarcastic at times I mean/imply nothing insulting, derogatory, or cruel. I respect and value the words and opinions of my readers and fellow bloggers. Even when they're totally freakin wrong! ;) ]

Temple of Elemental Evil


It's not quite big enough to be a mega megadungeon. It's close and what megadungeon starts out fully formed? Most posts about megadungeons I've read say they must be broad brush strokes, a starting point for DM's to make their own. They recommend creating first few levels and growing it from there. My definition of megadungeon also includes "requires, encourages tweaks & customization." ToEE is ready for growth. It gives you the first four levels (and several sublevels, as well as the surface neigboorhood). Up to you to take it off to the elemental nodes, into the Demon Webs, into forgotten levels, into the Underdark, etc.


Git'r'Done

Some deride ToEE for being plot driven and the "storypath" main event of the campaign [my paraphrase]. Rather than a nice sandbox within a sandbox that a megadungeon should be. ToEE is only the focus of a campaign if DM / players make it. I see nothing in the published module that implies it must or even should be the sole event. In fact there's a page on Other Adventures. Where it says "you may -- and should -- design and develop other adventures in the area."

Megadungeons are not static. They are dynamic, with conflicting factions, wars, and plots. Reactionary to the characters intrusions. That describes ToEE to a 'T'. There are numerous factions & plots and room for DM created ones in ToEE. The stop "re-ascension of Temple" is just the hook TSR puts into every module. It is totally ignorable.
Old Codger croaks "Temple was sealed up pretty good, not perfect. Why we don't go round there. But, I heard all the treasure was locked up with the critters. Laying there, just waiting for someone brave enough to claim it!"
Works just as well with no plot other than let's explore and loot. As the players explore ToEE they may or may not stumble upon / deduce the various plots and subplots. They may ignore them. They may pack up and move to the other side of the planet. That setup sounds not dissimilar to every megadungeon that I've heard described.

Alternate plots and goals were explored in the computer adaptation (one reason it's a great game). Each party alignment had different reasons and goals for entering the dungeon (9 or so e.g. recover holy avenger and kill goody-2-shoes knight guy, trap Fungus Girl, free Fungus Girl, ransack the place for whatever loot we can and not get killed). Even those were ignorable. It was a total sandbox, do whatever you want. And that was a freaking pre-written, static computer game. A human DM would (and I did) rock that house!


What's Next?

It's been argued that ToEE runs out of bad guys and/or can be "finished".

ToEE has several sources of bad guy replenishment. 1) elemental nodes. 2) Elemental Chaos attracting creatures from all over. 3) insane demigod(s) there are at least three of those in play. 4) in my ToEE there were connections to D1-2 and the "Underdark" It's even implied that more baddies will come to fill the ranks (the rise of Elemental Evil is attracting creatures. There are several examples of that in the moathouse and elsewhere). Experienced DM's don't need to be told how a restock a dungeon. But, ToEE is a training tool for teaching that to newbies.

In the backstory of ToEE the temple had already been "finished" once. There's a published return to ToEE after it has been "finished" a second time. Both of which conflict with idea ToEE can be finished. Zuggtmoy and her followers are not the only power faction in the dungeon, far from it. End (or release) her it's not over (unless you want it to be), just changed. Zuggtmoy can even be a red herring perpetuated to keep the forces of chaos fighting amongst themselves and weak. Again "ending" ToEE is purely a decision of the DM/players. It is not built into the dungeon.


But, ya know, YMMV!

I think peoples recollections are clouded by past experiences. And possibly by a desire to pigeon hole ToEE so as to not conflict with their current beliefs. In similar vein I may be under-appreciating the interpretations and alterations I've made to ToEE. I may also still not understand what others mean by megadungeon which is complicated by people having various secular and religious views on what megadungeon means.

ToEE wasn't published as a megadungeon. It was a proto-megadungeon which TSR grafted some "module" facade onto. Those moduley bits are easily scraped off. It's definitely a product you can hand someone "Here are the first levels of a megadungeon. Go read mythic underworld, these posts and forum threads on running a megadungeon and make it your own!" And, if that doesn't qualify a published something for megadungeonhood then nothing does.

Monday, October 26, 2009

The Dungeons of Castle Blackmoor - First and only Impressions

The thing getting RPG Bloggers' panties in a twist this week has been megadungeons. Whether they can be published or not, and blah blah blah.

Before all this online angst I was at my FLGS looking for Shard (Which still isn't available dammit!). Since I am unable to leave a game store without buying something I picked up a $40.00 tome by Zeitgeist Games. "The Dungeons of Castle Blackmoor". One of D&D's elder gods' PUBLISHED Megadungeon. Something several say can not exist. This book supports their claim. It is not a megadungeon (rather just a large module. If you don't understand the difference you'll have to go drink Grognardia's and Philotomy's kool-aide) Still, you might brush that aside as semantics. What's more important is that I feel "The Dungeons of Castle Blackmoor" to be a waste of $40.

To be fair I'm prejudging as I've not played with it and only skimmed it (there's not that much to read, more than half the text is statblocks and ability descriptions). From what I've seen I don't want to give it a more complete reading. It's probably a good d20 all stat blocks, difficulty checks, combat, kill, kill product but it pretends to be something else and I'm bitter that I fell for the bait and switch.

The first level is straight out of the Great Sweeney's description of Castle Blackmoor's basement. There are call out boxes "Arneson Speaks!", cool bits of history and advice. These end after the first few pages. There are three or four in total. There is also an overview of the level. Level One is pretty boring, but I read Level Two's with it's warring factions. Cool just the sort of megadungeony thing I expect. Level Three is the last level with an overview.

So, reading the first few chapters (as I did in the store) you come away thinking, "This could be a pretty cool old-schoolish product". Only to get it home and realize the rest of the book is just boring level appropriate combat encounters. Mostly static (although there's a single page describing the scripted raging battle occurring on levels 12-14). A telling fact, from my point of view, is there are no less than three persons credited for "Game Mechanics". I have no idea if this is actually Arneson's dungeon or how much he influenced it. He's listed as "Lead Designer" not as one of the writers. I can see him describing this or that encounter/room/trap he rememberd and the Game Mechanics reitepreting that through a d20 lens. There're touches of creativity here and there. But, not enough to save this product. I get the feeling it was slapped together to exploit the Blackmoor license.

I found one thing to like! Rooms mostly have cool evocative names like "Trial of the Adepts", "Goblins Galore", "Crushed", and "Crush, Crush, Crush". Also, every level has it's own wandering monster table.

And I will say it has a lot of features to help make d20 play less burdensome. Each level has a Encounter Index listing area, page, type, EL, and numbers of monsters. "Wasting" all that space on repeating stat blocks and listing out all the rules for critters' special abilities really helps during play. Freeing DM from thumbing through several books just to figure out what a monster does. This is probably what Zietgiest spent much of their effort on and they have done well. Unfortunately, I'm so over soul/mind crushing rules and that level of complexity.

300 pages (about 3/4 of which are stat blocks and d20 special ability descriptions/rules). No index, No appendix, One new monster (a pretty cool one), Ah, there are a few more boring ones buried in the chapters. No new magic items (unless they're hidden within room descriptions). 20 levels too many, esp if you roughly line them up with character levels. Should be 7-9 levels with several sublevels, planer nodes, etc. None of the level maps look particularly inspiring. And mostly go at 45deg angle which is annoying, not clever.

I'm sure there are some salavagable cool bits, looks to be a few clever puzzles/traps. This could be a megadungeon, with a lot of work (writting level overviews, deleting crap, adding interesting monsters/magic). It could have been about 60 pages - 1 map, 1 page overview/tables, 1 page of one-line room descriptions, 3 pages per level. As written it is a boring hack/slug fest to get to the BEG on the bottom level. Just not worth $40. (unless you're the least creative sort of d20 hack and slasher)


[BTW A proper megadungeon (or at least a mini-megadungeon) has been published, It's called "T1-4 The Temple of Elemental Evil". Great video game based off it too.

Tuesday, October 6, 2009

Megadungeon.net

I just found Megadungeon.net and it's so cool I had to post about it. Oh hey, it's by Grognardia Dude, I think. Awesome! But probably means everyone knew about it besides me. Oh well, I'm still posting.

Look at this Shrine.

Or the Fungus Forest.

I like The Caves. Not enough people do multi-level caves in the side of a hill (so multiple entrances at different levels) ala Caves of Chaos.

And nice, like all proper megadungeons there is an elevation (sideview)!

Wednesday, July 1, 2009

One Page Dungeon Contest Winners

As if you didn't already know, the One Page Dungeon Contest Winners have been posted! At work so no time to discuss any detail. Cept to say I love the One Page concept and am planning my next campaign around it.

Just want to reiterate my thanks to The Judges and Sponsors for making this happen. This is exactly the kind of community event/content that is the future of RPGs.

Sunday, December 28, 2008

DMG Based Dungeon Generator

In my current 3.5 campaign the players will be shortly chasing after the Keys of Time, which are spread all over various alternate dimensions. Since I totally got bit with the old-school bug I've decided one of the keys will be found in an old-style Dungeon Crawl Dimension. The characters will start in a 10'x10' dark room(hope they have someway to make light). In the corner will be a 10' pole, a lantern, bundle of torches and a backpack filled with 3 flasks of oil, 10 spikes, a hammer, 50' rope, flint&steel, 1 wk iron rations, and a potion of healing. In each wall will be a wooden door, stuck of course. From there I planned to use the random dungeon generation tables from the DMG. But they turned out to be too unwieldy for use during game. So, I whipped up this simple program to do all the rolls and table lookups for me.

After doing a couple of test runs, I'm a little disappointed with appendix A. Not enough stuff (monsters/treatures/traps), too many freaking wide passages. Too many levels up/down (for my purposes).

For v2 I'll change passages widths to 50% 5', 30% 10', 20% other. Make Traps/Treasures/Monsters more common. Add in room types and dungeon dressings from the other appendixes. Maybe simplified tables to generate magic items, wandering monsters.

There's probably a million of these, this one is mine. Python source dmg_dungeon_generator.py

Python is keen, by far my favorite programming language. It's a bit like modern rules lite RPG's, there's very little syntax and "rules" to it and what there is has a consistency. Makes it easier to tinker with. For instance the ability to redefine how objects are converted to strings, __str__, lets me define random tables that "roll" themselves when printed. Like so
Door = table_d20(
  ( 6, "Door left leading to a", Beyond_Door, ),
  (12, "Door right leading to a", Beyond_Door, ),
  (20, "Door ahead leading to a", Beyond_Door, ),
  )
Beyond_Door = table_d20(
  ( 4, Passage_Width, "parallel passage extending 30' in both directions. Or 10'x10'.", ),
  ( 8, Passage_Width, "passage straight ahead.", ),
  ( 9, Passage_Width, "passage ahead/behind 45deg.", ),
  (10, Passage_Width, "passage behind/ahead 45deg.", ),
  (18, Room, Contents, ),
  (20, Chamber, Contents, ),
  )
The simple python statement print Door will randomly roll a d20, say 11, look up matching row in Door table print "Door right leading to a ". Then roll another d20 this time on Beyond_Door table, which leads to other tables and text and so on.

Those are interpreted (along with a few helper classes/functions) by this relatively short class. Not stupendous but I like how simple/clean/flexible the table definitions are.
class Table(object):
  """Object that when evaluated into string will return random result from table"""
  def __init__(self, dice, *table):
      """@param dice: callable that returns something comparable to x.
      @param *table: list of tuples (x,foo1,foo2,fooN) where x is comparable to return value of dice and foo? are evaluatable into strings.
      """
      self.dice = dice
      self.table = table
  def __str__(self):
      """@return: foo1,foo2,fooN stringified and space separated, from row in table where x >= return value of dice.
      """
      return " ".join(str(s) for s in self.get_result())
  def get_result(self):
      roll = self.dice()
      for row in self.table:
          if row[0] >= roll:
              return row[1:]
      return self.table[-1][1:]

def table_d20(*table):
  return Table(lambda: random.randint(1, 20), *table)
The table_d20 is a helper function to return a Table object preset to use d20 for its dice rolls. It takes a list of arguments, *table, which in our case are the rows of the table. It passes those along with a lambda function that returns a number between 1 and 20 (our d20 die). We need to wrap the random.randint in a lambda so it's callable, since we want a new random number every time we "roll" on the table.

The Table classes __init__ is nothing special. And the __str__ function just applies the str builtin to each item in the list that self.get_result() returns. It then compiles them all into one string, added a space between each one. If you did now know __str__ gets called whenever the object is converted to a string. e.g str(obj) is basically obj.__str__()

The get_result has all the action. It "rolls the dice" then iterates over the table rows looking at the first item until it finds a match. It then returns all but the first of that row's items. There's a fail safe, if no matching row is found it returns items from the last row.

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