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[MegaDelve] Lost River Cave (West)

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We return to the MegaDelve and the “Vietnamese Cavern” node from the original node map for the Delve with the second of three small-scale maps of the Lost River Cave.

Dyson MegaDelve

MegaDelve Node Map

Unlike the eastern map of the Lost River Cave, this map shows distinct signs of sentient, social life.

Lost River Cave (West) (with Grid)

Lost River Cave (West) (with Grid)

The most obvious sign is the stepped temple , the six pillars out front, and the eternal obsidian pyre that burns quietly through the sunless days down here. There are also smoothed out slopes that have been built up from stone blocks that span the various levels making traveling through this area simpler. A group of silent, fully-robed and face-covered humanoid monks tend to the obsidian pyre and the temple structure. They never interfere in anything that occurs in the area except to quietly gather the bodies of the dead and bring them back to their temple.

If approached peacefully by injured sentient creatures, the monks will escort them into the back of the main level of their temple (shown on this map – the lower temple areas will be posted next week) and silently consecrate the small fountain there then collect the waters into a small silver chalice and present said to the wounded. The consecrated waters are treated as a level four curative spell (cure serious wounds or the equivalent).

If the waters are drunk in any other manner, they are a horrible and slow poison, if a save against the poison is failed, it deals 1d12 damage every ten minutes until the victim receives an appropriate curative magic to end the effect.

The monks will prevent people from descending to the lower levels of their temple and can determine who is a rightful monk and who is not on sight. They will fight if they are attacked or they cannot prevent someone from descending otherwise. The monks are all ghouls, with a few ghasts in the lower temple.

The buildings on the north edge of the map are the furthest south structures of the faction that inhabit the tunnels north of the cave (whom I haven’t detailed yet).

And here’s a copy of the map without the grid:

Lost River Cave (West) (no grid)

Lost River Cave (West) (no grid)



[MegaDelve] Lost River Cave (South)

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While the Lost River continues on much deeper into the Mega Delve, this is the last small scale map in the Lost River Cave complex. There are still two standard scale maps to go (linked to Tuesday’s western map of the Lost River Cave) for this node of the MegaDelve, but this will be the last small scale (20′ / square) map until I get around to the Necropolis node.

Lost River Cave (South) (grid)

Lost River Cave (South) (grid)

Linking to the north with the Lost River Cave (West) map posted on Tuesday, this smaller cave shows the various paths the Lost River has taken over the centuries through the bedrock in this area. Two old riverbeds remain bare now as the river runs through a tight passage without airspace until it rejoins its old riverbed and departs off the southern side of the map. One of the old riverbed tunnels has been added to, with a small structure built into the cave walls. Further south a second similar structure has been expanded from the old cave formations but concealed from general access because it is about 18 feet above the cavern floor.

Religious outcasts from the caves north of the Lost River Cave have settled into these areas, eking out a living on the mushrooms that grow near the Lost River as well as the occasional scraps collected from raids into other portions of the Mega Delve and handouts from a few sympathizers to the north.

And here’s a version of the map without the gridlines:

Lost River Cave (South) (no grid)

Lost River Cave (South) (no grid)

Thanks go out again to the awesome patrons who keep the Dodecahedron going and are essentially paying me to keep working on this insane megadelve through my Patreon Campaign!


The MegaDelve overview (8-map update)

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I’m now 8 maps into the Dyson Mega Delve and I thought it was about time to take a second look at the node map I used to originally lay out the place:

Dyson MegaDelve

MegaDelve Node Map

Now, many of the nodes are made up of multiple maps, so I started redrawing the whole node map using a chart-building program to come up with this revised version that shows all eight currently complete maps and what maps I expect to see when the project is done, as well as how they all link.

Mega Delve Node Map (8 complete)

Mega Delve Node Map (8 complete)

The map doesn’t come out all that clearly at blog resolution, so if you click on it you’ll get to see it blown up to it’s native resolution.

8 Maps into the process and we’ve got two nodes complete and a third nearly complete (the old Vietnamese Cavern node will be complete at the end of this coming week with the last two maps drawn for it). The only node that has a chance of being nearly as big as the “Vietnamese Cavern” in number of maps is the Dwarven City. Currently I have it listed as three maps, but I expect that in the end it will end up being somewhere between 5 and 8 maps.

If I actually stick to the number of maps shown on the node map above, then I should have the whole thing done in 17 maps – or 8 1/2 weeks from now. That’s a lot longer than I had originally anticipated for this project, but that’s what happens when you go MEGA I guess!


[MegaDelve] Under the Lost River Temple

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Last Tuesday’s map of the Lost River Cave (East) included a temple run by a religious order of ghouls and ghasts. Today’s map is of the region underneath their temple, where they don’t permit interlopers, adventurers or anyone not of their faith and race.

Under the Lost River Temple (grid)

Under the Lost River Temple (grid)

The immediately noticeable point is that the two stairwells down from the temple above lead into separate sections down here that are not linked.

Secret passages lead to a chamber set directly below the everburning funeral pyre. Entering into this chamber requires a saving throw to avoid being transformed into a ghoul over the next 2d6 hours. The walls of the chamber are made of massive golden ribs – the ribcage of an ancient gold dragon long ago interred here and slowly fossilized into pure necromantic gold.

The skull of the dragon now sits in the centre of the chamber, and in its jaws is a massive ruby wreathed in magical flames. If the ruby is removed in any manner it immediately disintegrates, and the everburning pyre above goes out. Another gem placed here will change the colour of the flames above, but will also be destroyed should it be removed.

Other points of interest include the chamber of the heguman of the temple to the northwest (notably secured from the rest of the temple because the heguman is a potent and unpleasant undead bastard who awakens at most every 13 years, eats a few of his followers, switches out the gem in the dragon head, and then returns to his studies and eventually falls back into his undead slumber), the depression full of bones (mostly humanoid) to the east, and the “Black Well” full of rotted blood just beyond it.

Finally, in the largest chamber on the west side and in the room of the “Black Well” there are a matching pair of 6′ tall obsidian mirrors. While they don’t reflect all that well, they do act as a portal between the two rooms.

A frightening collection of ghouls and ghasts live within this complex as monks, requiring little living space as they either “sleep”, meditate, or pray most of the time. The ghasts never climb to the surface, and generally keep to the eastern complex where their smell mixes in with the rot of the “Black Well” and the pit full of bones.

Under the Lost River Temple

Under the Lost River Temple (no grid)


Hatching and Detailing Video

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I made this video while talking about my crosshatching style on google plus. It’s a progress shot of the map I’ll be posting tomorrow – the Morlock Lairs north of the Lost River Cave. I wish I could say this was some of my better work, but it was my first time trying to handle a camera in one hand while drawing with another, so the lines are a bit shaky at times and not always exactly where I wanted them.

Regardless, it does show some of the key tricks in my work

- angling the ends of the lines so the next set have an obvious crossing point
– changing the number of lines (3, 4, 5, 2) per set
– differing lengths of lines

and finally

Just run with it and get it over with, and in time you’ll get better at it. I’ve been crosshatching nearly every day for almost 6 years now.


[MegaDelve] The Morlock Retreat

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North of the Lost River Cave (West) are a pair of tunnels that were once river beds lead into the tunnels and constructions of a war party of morlocks.

And then, just as I was writing this, I realized that I don’t remember morlocks in the classic B/X rules, but use them all the time since I got Labyrinth Lord as my standard reference document. Sure enough, Morlocks don’t turn up in the B/X rules, and seem closest in concept to the Grimlocks from the Fiend Folio (but statistically are very different).

But anyways, Morlocks are a race of devolved subhumans (in my campaign they are actually the natural form of half elves – the few half elves in society are exceptions to this standard) who have become carnivores who prefer the taste of human and humanoid flesh.

Morlock Retreat

Morlock Retreat

The morlocks in this area number around 50 individuals and their lair has been carved from the limestone here in a poor attempt to recreate the style and architecture of ancient elven empires.

Restricted from access into the deeper areas of the delve by the ghoul acolytes (whom the morlocks have occasionally attacked and are thus attacked in turn by the otherwise very peaceful ghouls), the morlocks us a concealed passage and ladder at the very northern end of the caves to reach the surface and raid local wildlife.

Morlock Retreat (no grid)

Morlock Retreat (no grid)


Another “mapping procedure” video

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Here’s another short video of me drawing a map. Again, it’s not all that great as it was done holding the camera phone in one hand while drawing with the other. I’m looking into picking up a small tripod-thingy that will hold the phone over the mapping area and maybe make a time lapse of the process from beginning to end.


[MegaDelve] The Ogre Base

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A new node in the MegaDelve! And unlike the last few, this node is only a single map. Here it is in red on the node map – the Ogre Base (click to enbiggen):

megadelve-nodes-december15

While labeled as the Ogre Base, this is also the primary entrance to the Dwarven City since the collapse of the upper access to the city (which will be detailed when I draw up the map for Level 1 of the Dwarven City). As is evident by the name, this area has been taken over by a tribe of Ogres – base and crude creatures, but ones clever enough to avoid the city and it’s hazards. Instead the ogres farm the mushroom cave and occasionally launch raids against the goblins and as far north as the Lost River Cave.

Ogre Base (with grid)

Ogre Base (with grid)

There are several entrances and exits from this map. The passage on the right side leads back to the Mushroom Cavern. The cavern at the top of the page leads to a secret passage in the Ratfolk Tunnels. In the middle of the page we have two sets of stairs that lead down to level 2 of the Dwarven City, and the natural chimney at the bottom of the cave also leads there.

Both passages that lead over the natural cavern are actually bridges that span the narrow but deep cavern that was dug out of the mountain by a small river untold years ago. The north bridge is 20 feet above the cavern floor, while the southern bridge is 40 feet above the floor.

Because of the way air flows through these areas, the ogres keep the doors to the great hall (lower right side of the page) closed – when any door is open, an eerie and echoing deep whistling noise can be heard throughout the area as the wind blows through special pipes build into the pillars and some of the wall architecture. Because ogres travel through here, the noise will be ignored for the first turn, but if it continues after that some ogres will investigate from neighbouring areas in order to close the offending door and to beat whoever was responsible for leaving the door open in the first place.

Ogre Base (no grid)

Ogre Base (no grid)



[MegaDelve] The Marble Hall (Dwarven City Level 2)

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As I feared, the Dwarven City is going to be more than 3 maps. Probably a LOT more than three maps. At least three maps just for level 2. But that just means more Mega Delve for everyone!

Marble Hall (with grid)

Marble Hall (with grid)

I’m enjoying the fact that the MegaDelve has had a lot of large spaces so far, and felt that it would be awesome for the PCs to first encounter the Dwarven City in a way that would be immediately visually striking. The typical entry to the city would be via the Mushroom Cave, through the Ogre Base, and then down either of the two staircases… Into a massive underground chamber nearly 150 feet tall with a facade of dwarven architecture facing them as they climb down the spiraling staircases.

This is the Marble Hall – not intended to be a primary entrance into the city, but it has become the easiest way into the city since the destruction of the great gates on level 1 of the city (we’ll get there, honest!).

Most of this area is typically abandoned, unclaimed by any of the factions and groups within the delve. It is instead home to stirges that nest near the top of the natural chamber and giant spiders that climb up from the depths beneath. The halls themselves feel desolate and haunted, with oversized marble reliefs of dwarven warriors, engineers and priests looking down upon those who trespass within.

There are a lot of access points in and out of this map -

  • the left-hand exits proceed further into the dwarven city (and the Hall of Bronze)
  • the stairs lead up to the Ogre Base
  • the circular chamber in the massive stone pillar is 50′ tall, and near the peak is the chimney that leads up to the cavern in the Ogre Base
  • stairs lead down around the pillar through the spider lairs to the Hall of Venom (in level 3 of the dwarven city)
  • across the destroyed bridge, a cave leads to the crypts of several noble dwarven families

And here’s a version of the map without grid:

Marble Hall (no grid)

Marble Hall (no grid)


[MegaDelve] The Hall of Bronze

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The various sections of the Dwarven City in the MegaDelve are named after the large halls that they are centred about. While the last map was the Marble Hall which is the main entrance into the abandoned city, today’s is its neighbour – the Hall of Bronze – named after the massive bronze statues of dwarven champions that decorate the great hall.

The Hall of Bronze

The Hall of Bronze (with grid)

This is the most dense and honestly the least interesting map so far in the MegaDelve – focused primarily around dwarven living quarters, the Hall of Bronze and The Descent. The Descent is the large circular chamber over 80 feet across on the left side of the map. This chamber spans all three levels of the city, with stairs leading up and down to levels 1 and 3.

Now’s when I also have to admit that I haven’t figured out what faction controls this part of the delve. The entire content of the dwarven city remains in that state in my mind – I’m not sure what or who is living here currently, except that it’s not the obvious LotR goblin hordes…

What would you have living here?

Hall of Bronze (no grid)

Hall of Bronze (no grid)


[MegaDelve] Dead Dwarf Storage!

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No, no, no, no, let me ask you a question. When you came pulling in here, did you notice a sign out from of this cave that said “Dead Dwarf Storage”?

Oh, never mind, my bad.

Dwarven Crypts (with grid)

Dwarven Crypts (with grid)

The Dwarven Crypts are the last map of level of the Dwarven City in the Mega Delve. This map is linked to the Marble Hall map and is found on the far side of the collapsed bridge. Once a small mithril mine, these tunnels were later converted into crypts for several dwarven clan and families from the city.

There are three types of crypts in here – in decreasing order of importance they are Tombs (with sarcophagi and typically with doors), Vaults (with doors), and Crypts (open-air niches where the dead are placed).

The entrance to the dwarven crypts is home to several massive spiders who took up residence here to avoid the over-crowded environs of the Venomous Hall below. Further into the crypts and we enter the domain of rot grubs, ear-seekers, and everything except for the expected undead. The dwarves buried here left this world content, entombed within their family city, in the very mines that they worked. They are not restless in any way.

However, a long sinuous beast does live here, occasionally snacking on a giant spider, otherwise subsisting off the treasures of the dwarves buried here. This foul dragon is treated as a black dragon in all respects, but is very long and thin and thus able to squirm through even the narrowest of openings.

Dwarven Crypts (no grid)

Dwarven Crypts (no grid)

I figure that instead of random tables to determine what’s in each crypt, I’ll go with a die-drop table and the number / size of dice dropped are based on what kind of crypt you are investigating (1d12 for a simple crypt, 1d10 & 1d12 for vault and 1d10, 1d12 & 1d20 for a sarcophagus). Maybe I’ll get a chance to work on them over the next few days…


[Tuesday Map] The Watch Tower of Lord Isometric the Second

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For Christmas my lovely girlfriend picked up some pads of isometric drawing paper from Lee Valley Tools (three letter-sized pads and one ledger-sized). So I started poking around with it this weekend and thus we are taking a one-day break from the Mega Delve so I can show off this somewhat awkward tower map:

The Iso Tower

The Iso Tower

I’m not really happy with this finished product, but am excited by a lot of the stuff that went into it (including just drawing on a commercial iso paper pad… I have such a ridiculous fetish for stationary products that I can’t help but be excited by this stuff.

It took a lot of tries just to get this together, even with the existing flaws. I definitely need more practice to get the hang of this stuff.

 


Drop Table 1-1: The Mushroom Cavern Wandering Monsters

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I had this crazy idea that it would be way more fun to have die drop tables instead of traditional wandering monster tables for the Mega Delve. So I slapped together one to test the concept out.

I’m not ashamed to say that it turned out a bajillion times better than I expected it would. No, seriously,  this excites me at a totally inappropriate level. Something about the design has me fucking GIDDY WITH JOY.

I mean, check it out (click the image to get the PDF version):

Drop Table - Mushroom Cavern

Drop Table – Mushroom Cavern (click for PDF)

This drop table uses a d8 and d6 – the location of the d8 provides the encounter, the number on the d8 determines the number encountered, the number on the d6 determines the circumstances, and sometimes the location of the d6 provides information also.

encounter1Here’s some samples of it in action:

In this test, the d8 is a 6 on the goblins result, and the d6 is a 5 on the crab spiders.

This gives us 7 Goblins equipped with Javelins & Handaxes out on Guard Patrol. A fairly typical wandering monster encounter for a level 1 zone.

I rolled another five sample encounters which were:

1 Ogre with 300gp out Collecting Mushrooms (no matter how much they would like to, it’s hard to keep the pots stocked with humans and goblins for dinner)

encounter23 Goblins armed with Short Bows & Short Swords, Hiding from the Dark Green Slime.

3 Subhumans returning home (they live in the secret area beneath this map)

And the photo on the right has the d8 (facing 8 up) on the humans and the d6 (6 up) on the fire beetles.

This gives us 10 Humans (6 with pole arms) carrying 14sp, fighting 5 Fire Beetles with weird green glowing fire glands (that cause strange hallucinations if you use them for long).

Oh yeah, I almost forgot. The Mushroom King entry over on the left side of the drop table? That’s this awesome guy – an illustration by Jim Magnusson that I received as a postcard in the mail the other day who ended up inspiring me to draw and write up this whole monster encounter table.

Court of the Mushroom King by Jim Magnusson

Court of the Mushroom King by Jim Magnusson

You can see his awesome stuff at his blog. And you can support him on Patreon too!


[MegaDelve] The Venomous Hall

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Once the Hall of Song where the local dwarves celebrated their family ties and recorded their lineage, this hall is now home to monstrous spiders of foul intellect and ancient hunger.

The Venomous Hall is the first map of level 3 of the still nameless dwarven city that is the centrepoint of the Mega Delve. This map sits directly below the Marble Hall map and can be reached either using the stairs down into the ravine from the Marble Hall, through the hallway from the Hall of Iron (on the right side of the map) or via the stairs from the mines below (hidden by a massive secret door that wasn’t really intended to be a secret by the dwarves who made it, but they ended up making it so ornate that it appears to be a relief carving of dwarves at work that spans two walls of the room it is in.

The Venomous Hall (with grid)

The Venomous Hall (with grid)

The chasm that wraps around this part of the delve is filled with a heavy fog of presumably magical origin that never seems to burn away. Crawling through this fog and in and out of the massive windows of the Hall of Song and the Planner’s Hall just above and beside it are the foul spiders who have made this their home.

This hall can also be the target for a quest given to explorers, for within the Hall of Song the dwarves kept their genealogical information and this could be of vital importance to a young dwarf scion seeking land or noble rights among his kin.

Venomous Hall (no grid)

Venomous Hall (no grid)

I’ve also been talking to a bunch of people about how to put together the whole Mega Delve when it is done. I’ll talk about the various options later this week.


[MegaDelve] The Iron Halls

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On the same level as the Venomous Hall (or the Hall of Song to the dwarves who lived here) and sitting below the Hall of Bronze, the Iron Halls served as the forge and foundry for the dwarves here until they climbed back into their great Earthships and left our world to attempt to return to their own.

Iron Halls (with grid)

Iron Halls (with grid)

While the forges have not been relit yet, it is likely only a matter of time before the brotherhood who have started working the mines again bring fire and life back to these halls. The brotherhood are strangely near-identical hairless humans who are exploring these chambers seeking whatever the dwarves left behind that can be of use to their mining endeavours deep beneath this area.

Iron Halls in Progress

Iron Halls in Progress

The brotherhood accesses the Iron Halls via the stairs on the lower right of the map that lead down to the mines. They have not yet used the dwarven elevator room that leads from the mines to this level and to the Hall of Bronze above (although they are aware of it). Occasional spiders venture here from the Venomous Hall along the wide passage that exits to the right of the page. The Descent also ends on this level, the 90′ wide circular chamber with stairs leading up to the Hall of Bronze and even further to the collapsed gates of the city.

Iron Halls (no grid)

Iron Halls (no grid)



[MegaDelve] Node & Production Update

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mega-delve-promo-slice

I’ve been talking to various parties over on Google+ about where we go with this monstrosity once it is done.

My goal is to have 30+ one-page maps, each with a full-page drop table for wandering monsters. Instead of fully detailing each map, I’m going to write up the major factions on each, a few of their major characters, some cool treasures, and a few locations of interest that help establish the feel of the area. For most of the maps in question this will take up two letter-sized pages also. But with a setup like that, each DM will need to take notes on what they’ve added to each map to make it their own, and to record what’s been done by various groups of PCs during their explorations, and what the various other factions have done between delves. So a nice 2 pages for DM notes for each map will probably be in order.

Originally I was thinking of going with a nice boxed set with each map and drop table being printed on its own parchment-esque page (like the tables from the original edition of Arms Law or Spell Law), with the Key and DM books being inside the box also. But this would require a fairly significant outlay of cash to produce, which in turn would require funding (via a kickstarter most likely). And I’ll be brutally honest with you AND I, I don’t think I’m trustworthy enough with your money to get the whole thing done after the kickstarter completes.

So, that lead to an alternate version that I could release as Print on Demand – a set of three spiral-bound books. Each level would have a 2-page spread in each book. In the first book each level would have a drop table on the left for wandering monsters and the map of the level on the right. In the second book each level would have a 2-page spread detailing the stuff that I’ve written up for the level in question. The third (optional) book would have a spread for each level of plain old blank lined paper where you could add your own notes.

I’m still not settled on the format… we’ll see as the work progresses.

Mega Delve Node Map

Mega Delve Node Map

Meanwhile, the Dyson Mega Delve continues to grow. With Friday’s map we are over half-way done mapping out the structure of the upper levels of the delve (assuming that I don’t split any of the remaining nodes into multiple maps we have 16 nodes done and 14 nodes to go).

But that’s probably a bad assumption. I bet we’ll have a few more maps show up before this is done. My mental estimate of the size of this beast for the last while has been just under 40 maps total – and the current node map has us at 30, so I expect that I’ll be adding 2-6 more maps before the delve is done.

And if this works well… there’s always more to explore beneath the dwarven mines.


[MegaDelve] The Gates of the City

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When the dwarves left this world in their Earthships, they sealed this city by bringing down the front gates and burying the cisterns that provided water to the multiple levels of the city. Other access points remain (for they had built the city with more than one way in and out), but without the water, it could never again thrive.

The Gates (with grid)

The Gates (with grid)

Directly above the Hall of Bronze, and connected to it via the Descent (the large cylindrical chamber that links the Gates, the Hall of Bronze and the Iron Hall), The Gates were a much larger area prior to the departure of the dwarves. (I’m thinking I might draw a quick map of the original Gates that can be used as a player handout – something the local thieves’ guild had done up prior to the dwarven exodus).

Once these great halls were lit by sun and hundreds of massive bronze lanterns, and were home to parades and pageantry. Today the gates are a place of somber dust and debris, lit only by trickles of sunlight that reflect down along with feathers and other detritus from the harpies’ domain above.

The lower right corner of the great hall has a collapsed stairwell leading up to “The Tall Watch”, a tower carved into the mountain above. That tower has been taken over by foul harpies who occasionally travel this level and have even been known to fly down the shaft of the descent seeking victims and adventure.

The Gates (no grid)

The Gates (no grid)


On Slumbering Ursine Dunes

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slumbering-ursine-dunes-cover

Chris Kutalik of the Hill Cantons blog has been running a lot of online games in the Old School Ruckus since I started hanging out in the OSR virtual space. His games are cool, his blog is cool, and when he decided to put a Kickstarter together to launch a module made out of one of the settings of his games, I bought in because of the cool factor.

Little did I know that he wrote the adventure specifically for my campaign setting.

No, really.

This is an adventure exactly the way I want them. Not only is it a lovely “exploration” environment with multiple factions that you can work with and against, but it slots so PERFECTLY into my own games that I feel it was written for me. But, at the same time, this adventure is nearly the polar opposite of my current favourite starting adventure module – A Thousand Dead Babies. While Dead Babies is set in a dark Lamentations of the Flame Princess European setting, Dunes is in a mystical dream wilderlands worthy of a Moorcock short story.

At heart, one of the big weirdnesses of this adventure comes from the Eld / Eldar / Melniboneans. They are called the Eld, but are distinctly Melnibonean in texture (credited in the monster description also as such), with a bit of cross-over with the various other strange races of the Eternal Champion series. They are elves who travel interdimensionally, fuck shit up, and are generally hostile to everything we like.

Which makes them a perfect match for the Kale Elves in my own campaigns – while the Kale were defeated in my campaign setting, the background is that they were a multiverse spanning empire, so there are almost certainly a few worlds where the Kale are still ascendant and still have their strange magical technologies… and the Eld of this adventure slot in perfectly as such.

So – buying points:

  • Basically a lovely little wilderness game but done as a pointcrawl instead of a hexcrawl (easier to manage, bless you!)
  • Written for my favourite easy-to-use OSR rule set – Labyrinth Lord (aka B/X Dungeons & Dragons)
  • 4 major factions that you can play with / against
  • Lots of funky places to explore & discover with enemies ranging from 2 to 8 HD averaging around 4 HD
  • Two major locations to explore with multiple factions involved in said
  • Lovely writing
  • Things get weirder as the game progresses – potentially to “seriously weird as hell” territory
  • Melnibonean Elves man… Melnibonean Elves.

It also has a bunch of new monsters as well as two “unlockable” PC Classes for Labyrinth Lord play (races that you encounter during the adventure that can be used for NPCs, or even for new PCs if needed). Heck, you could add in my own Centaur class as a third class to the set, since the same faction that brings us the other two races also has many centaurs among it’s ranks.

We are talking 66 pages of totally cherry-pickable awesome… but there’s no need to cherry-pick when the whole thing fits into my game so well.

Pick up a copy of Slumbering Ursine Dunes for yourself from RPGnow – it’s totally worth the money.

slumbering-ursine-dunes


[MegaDelve] The Mithril Hall

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Once home to 10 mithril statues of the elders of the clans who founded this city, the Mithril hall now appears barren and empty, showing the damage from the destruction of the city gates and cisterns.

Mithril Hall (with grid)

Mithril Hall (with grid)

At two places along the 35 foot tall mithril hall stone bridges cross over at a height of 20 feet. The first of these collapsed during a battle here between scavenging groups shortly after the demolition of the gates, but the second remains intact. More importantly one of the great cisterns of the city is reachable through these passages and is only partially collapsed. A trickle of water permeates the old stone here, and the floor of the cistern has been overtaken by a forest of giant fungi.

But the fungi here are different than those in the Mushroom Caves in the distance, for strange intelligence has grown here, and fungal hunters stalk these halls – deadly and poisonous creatures of the dark.

Mithril Hall (no grid)

Mithril Hall (no grid)

Both exits from this map lead to the City Gates map. But several other exits can be added to both this map and the City Gates map to expand the dwarven city (typically on later visits into the dungeon when you want to spice things up). I would place a secret magical entrance in the floor of the far end of the Mithril Hall itself that opens to stairs down into many living quarters or lost workshops of the dwarves. And there are definitely larger living areas to the north of the City Gates map that have been cut off by the collapsing of the gates that could be dug out by other forces between visits.

These kinds of changes to the maps as the game progresses is something that I feel is important to a “mega dungeon” experience – not only are the factions within the dungeon not static, but the map itself evolves over time, producing it’s own challenges and secrets.


The Loot Table!

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I woke up this morning to an amazing die drop loot table from the awesome Kelvin Green. However, the way it was formatted meant that a lot of the dice I threw at it bounced off the table proper. So, with his blessing, I reformatted the table:

Loot-Table-In-ActionI’m a generous sort, and the whole “reroll dice that fall off the table if you are generous” meant I was rerolling a bunch of dice when I used the table as drawn up. So I resized it so the dice action takes up the whole page. But this means the instructions are missing… so I moved them to the back of the page. Not ideal, but after a few uses of the table you won’t be needing the instructions anymore anyways.

For the record, this photo of the chart in action is for a 7HD monster who’s treasure is:

  • 90 gp of weapons (a dagger with an ornate golden hilt)
  • 120 gp of small gems
  • 90 gp in gold
  • 600 sp
  • 150 gp of foodstuffs (that’s going to be a pain in the ass to cash in on… a whole pile of Tu’ung fruit just on the verge of perfect ripeness)
  • 180 ep in a coffer
  • a single 750 gp emerald.

You can download my “Extended 10 Inch DJ Remix” of his table here.

You can get the beautiful originals (PDF and JPG) from Kelvin’s blog here.

I would probably throw in a few funky dice when dealing with major bad guys. Throw in a d30 and a d24 when killing a dragon, for instance…


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