Tuesday, July 20, 2010
Megadungeon Level 1 - Lessons Learned
So now you've seen it, hopefully had a chance to really look it over. A few of you have even given some feedback. (Thank you!) I'm already well on my way to getting the second level done, and I'm running into some themes.
Gems and even jewelry seem to be way more common than I expected them to be. This leads me to think that somewhere deep down in the dungeon there is a mine, or maybe even multiple mines where all these gems are coming from.
Magic seems to be pretty rare, at least in forms that are generally usable to an adventurer. I'm averaging 1 magic treasure per map (a few have multiple items). On the other hand, the magic that they find will be pretty powerful (the +3 warhammer that you've already seen for example). One thing that I'm considering along those lines is that there are several spell casters and chieftains in the second level who may have their own items. At the very least the arcane spell casters will have spell books, though rarely will a monster's spell book look like a human or elven spell book.
In response to some of the comments:
The first level ended up being a single page... I'm not sure why. As I was drawing it, it just seemed to wrap itself up that way. The second level, by comparison, is currently at 5 pages. I'm counting the area past the giant rift as a lower level... Anyway, since the first level ended up being only a single page I kinda figure it'll be a bit of a bottleneck, keeping the baddies down below. Plus it seems like it's just enough to get the players ready for the larger 2nd level.
Secret doors... yeah, adding more of them would probably be a good idea, otherwise they'll give up looking for them.
The friendly/neutral NPCs in this level are going to be the kobolds. They're under assault from the ghouls and the wererats for control of the level, and happy for any assistance. In looking things over I realize I didn't make that at all clear. I'll have to revise this to make it more clear. I do have some ideas for NPCs on the second level... but that's for later.
Large rooms. I have never been particularly attached to large rooms, in part because I never know what to put in them. I'll think about it though. What do you put in your big rooms?
Gems and even jewelry seem to be way more common than I expected them to be. This leads me to think that somewhere deep down in the dungeon there is a mine, or maybe even multiple mines where all these gems are coming from.
Magic seems to be pretty rare, at least in forms that are generally usable to an adventurer. I'm averaging 1 magic treasure per map (a few have multiple items). On the other hand, the magic that they find will be pretty powerful (the +3 warhammer that you've already seen for example). One thing that I'm considering along those lines is that there are several spell casters and chieftains in the second level who may have their own items. At the very least the arcane spell casters will have spell books, though rarely will a monster's spell book look like a human or elven spell book.
In response to some of the comments:
The first level ended up being a single page... I'm not sure why. As I was drawing it, it just seemed to wrap itself up that way. The second level, by comparison, is currently at 5 pages. I'm counting the area past the giant rift as a lower level... Anyway, since the first level ended up being only a single page I kinda figure it'll be a bit of a bottleneck, keeping the baddies down below. Plus it seems like it's just enough to get the players ready for the larger 2nd level.
Secret doors... yeah, adding more of them would probably be a good idea, otherwise they'll give up looking for them.
The friendly/neutral NPCs in this level are going to be the kobolds. They're under assault from the ghouls and the wererats for control of the level, and happy for any assistance. In looking things over I realize I didn't make that at all clear. I'll have to revise this to make it more clear. I do have some ideas for NPCs on the second level... but that's for later.
Large rooms. I have never been particularly attached to large rooms, in part because I never know what to put in them. I'll think about it though. What do you put in your big rooms?
Sunday, July 18, 2010
Megadungeon thoughts?
On Friday I posted the... well, probably not final draft, but a working draft of the first section of my megadungeon.
CLick here to go to the post.
Anyone have any thoughts?
Thanks!
CLick here to go to the post.
Anyone have any thoughts?
Thanks!
Saturday, July 17, 2010
The power of imagination
I found this picture, and thought I would share, because isn't this really what it's all about?
I hope you all have a great weekend!
I hope you all have a great weekend!
Friday, July 16, 2010
Megadungeon Level 1 Complete!
You dealt with the wandering monsters, heard the philosophy, looked upon the treasure, and found the monsters lairs. Now it's time to put it all together. In my last post you saw basically where everything goes, but there were still gaps. What were the traps and special things? Where would the treasure be found? Where do those stairs go?
Lets start with the traps. Rooms 6, 9, 12, 13, 15, 18, 20, 24, and 32 have traps. I'm going to try to avoid duplicating traps in any section of the dungeon. I decided to start with a fun magical trap that always makes me smile when they use it in Order of the Stick: Explosive Runes. Now there isn't any reason it has to do as much damage as it does in 3e, so this is a lesser version doing 1d6 points of damage. I stuck that in a moldy library.
A spear trap is another common trap, and perfectly suitable for my dungeon. I'll stick one of those in there. Pit traps are also synonymous with dungeons.
Not all traps are deadly, or even harmful. Some merely misdirect. An illusionary wall will make a hallway look like a closet.
A sleeping gas trap at the top of the stairs could lead to some very memorable results. So can greased stairs.
Traps can also... well... trap those that set it off. A dropping portcullis turns a room into a cage.
How about a poison water fountain? The poison can be neutralized by silver!
Now for the special items. These are always more difficult for me, because they are supposed to be special. I try to be at least a little original in the things that I give to my players to interact with. Rooms 26, 31, and 35 are my special rooms. Now I'm going to try 3 different specials: a weird, a helpful, and one that will directly interact with the players and may be harmful or helpful. A rain forest fungus room, a stuck door which will grant a strength bonus if opened, and a green devil face that likes to talk and eat gems.
I think that covers just about everything. To see it all together you can download the first level of the megadungeon by clicking the link below.
Download the Megadungeon Level 1 here (if you have a Google account)! Or here you don't (mediafire)!
I hope you've enjoyed seeing it all come together, and if you have any comments and/or suggestions please let me know.
Lets start with the traps. Rooms 6, 9, 12, 13, 15, 18, 20, 24, and 32 have traps. I'm going to try to avoid duplicating traps in any section of the dungeon. I decided to start with a fun magical trap that always makes me smile when they use it in Order of the Stick: Explosive Runes. Now there isn't any reason it has to do as much damage as it does in 3e, so this is a lesser version doing 1d6 points of damage. I stuck that in a moldy library.
A spear trap is another common trap, and perfectly suitable for my dungeon. I'll stick one of those in there. Pit traps are also synonymous with dungeons.
Not all traps are deadly, or even harmful. Some merely misdirect. An illusionary wall will make a hallway look like a closet.
A sleeping gas trap at the top of the stairs could lead to some very memorable results. So can greased stairs.
Traps can also... well... trap those that set it off. A dropping portcullis turns a room into a cage.
How about a poison water fountain? The poison can be neutralized by silver!
Now for the special items. These are always more difficult for me, because they are supposed to be special. I try to be at least a little original in the things that I give to my players to interact with. Rooms 26, 31, and 35 are my special rooms. Now I'm going to try 3 different specials: a weird, a helpful, and one that will directly interact with the players and may be harmful or helpful. A rain forest fungus room, a stuck door which will grant a strength bonus if opened, and a green devil face that likes to talk and eat gems.
I think that covers just about everything. To see it all together you can download the first level of the megadungeon by clicking the link below.
Download the Megadungeon Level 1 here (if you have a Google account)! Or here you don't (mediafire)!
I hope you've enjoyed seeing it all come together, and if you have any comments and/or suggestions please let me know.
Thursday, July 15, 2010
Stocking the Megadungeon - 1st level - monsters
This is the third in my series about stocking the first level of my megadungeon. This post deals with the monsters of the first level and the placement of the monsters in the dungeon itself. As I said before I decided to use my wandering monster chart to help determine who actually lives in my dungeon. For reference, here is the level 1 wandering monster chart.
Level 1
1 Bandit 1d6
2 Beetle, Fire 1d6
3 Centipede, Giant 1d6
4 Centipede, Giant 1d6
5 Darkmantle 1
6 Ghoul 1
7 Goblin 1d6
8 Green Slime 1
9 Gremlin 1d8
10 Kobold 2d6
11 Kobold 2d6
12 Lemure (devil) 1
13 NPC Party 1
14 Rats, Giant 1d3
15 Skeleton 1d10
16 Spider, Crab 1d2
17 Stirge 1d8
18 Wererat 1d2
19 Zombie 1d3
20 Zombie 1d3
Like I said last post, when I rolled a monster on the room contents chart I rolled on this chart to see what monster it would be. It ended up like this:
Crab spider x4
Darkmantle
Fire beetle x7
Ghouls x6
Green slime
Green slime
Gremlin
Kobolds x11
Lemure
Skeleton x6
Skeleton x8
Stirge x1
Stirge x4
Stirge x8
Wererat x2
Wererat x6
I also rolled 6 Traps, 3 traps with treasure, 4 unguarded treasures, and 4 special results. What to make of this? The stirges work best when they have access to the outdoors, so they'll go close to the entrance. The spiders, beetles, darkmantle, and green slimes can all be used anywhere in the dungeon as they're all unintelligent creatures/pests/vermin. The gremlin and the lemure are wildcards, weird things that can really mess with a party. That leaves me with the intelligent creatures - the ghouls, kobolds, and wererats. As an interesting note, the ghouls have a warhammer +3, the first and only magic item in the level!
Obviously the skeletons will hang out with the ghouls in their own corner of the dungeon. The wererats and the kobolds are both sneaky, and both probably afraid of the ghouls, which helps explain the traps. Aside from that I'm guessing that the kobolds and the wererats have come to an uneasy peace, with the kobolds highly on the defensive, lacking the ability to seriously hurt the wererats. I'm thinking that the vast majority of the kobold traps will involve fire or acid because of that, and that all of the traps with treasure were set by the kobolds to try to lure the wererats to their death.
Now that I have all that figured out, it's time to fill in the dungeon itself. Sorry for the formatting, but as you can see the first column is the room, the second was the roll it was associated with, and the last one is the room contents. You can see the map here.
Room Roll Contents
1 25 stirge x1
2 5 Skeletons x6
3 24 green slime 8,000cp, 3,000sp, 500gp, 4 gems
4 30 Ghoul x6 1,000cp, 4,000sp, warhammer +3
5 28 skeletons x8
6 6 Trap
7 9 Lemure
8 10 empty
9 11 trap
10 41 wererat x2 8,000cp, 4 gems
11 14 Wererat x6 2,000sp
12 12 trap
13 22 Trap
14 16 empty
15 15 treasure & trap 100sp, 20gp
16 18 empty
17 20 fire beetle x7
18 23 treasure & trap 200sp
19 19 empty
20 36 trap
21 7 Kobolds x11 4,000cp
22 37 stirge x4
23 34 treasure 400sp, 40gp
24 26 trap
25 27 stirge x8 4 gems
26 2 Special
27 8 empty
28 17 crab spider x4
29 4 empty
30 21 green slime 1,000sp, 1,000gp, 6 gems
31 35 Special
32 38 treasure 200sp, 5 gems
33 44 gremlin x1
34 43 empty
35 29 special
36 13 Darkmantle - 100sp, 50gp
Not used 40 Treasure 600sp, 40gp
Not used 1 Treasure 300sp, 10gp
Not used 3 Treasure 200sp, 60gp, 3 gems
Not used 32 Treasure & Trap 100sp, 50gp
Not used 31 special
Not used 33 empty
Not used 39 empty
Not used 42 empty
As you can see, I opted not to use 3 of the unguarded treasures, one of the specials, and one treasure trap combo.
I am a little worried about my results, as the wererats are invulnerable to normal weapons, and ghouls are very deadly. If they aren't careful it could easily end in a TPK.
There's still some more work to do on the dungeon, check back tomorrow to read about traps, special rooms, and to see the "finished" PDF!
Level 1
1 Bandit 1d6
2 Beetle, Fire 1d6
3 Centipede, Giant 1d6
4 Centipede, Giant 1d6
5 Darkmantle 1
6 Ghoul 1
7 Goblin 1d6
8 Green Slime 1
9 Gremlin 1d8
10 Kobold 2d6
11 Kobold 2d6
12 Lemure (devil) 1
13 NPC Party 1
14 Rats, Giant 1d3
15 Skeleton 1d10
16 Spider, Crab 1d2
17 Stirge 1d8
18 Wererat 1d2
19 Zombie 1d3
20 Zombie 1d3
Like I said last post, when I rolled a monster on the room contents chart I rolled on this chart to see what monster it would be. It ended up like this:
Crab spider x4
Darkmantle
Fire beetle x7
Ghouls x6
Green slime
Green slime
Gremlin
Kobolds x11
Lemure
Skeleton x6
Skeleton x8
Stirge x1
Stirge x4
Stirge x8
Wererat x2
Wererat x6
I also rolled 6 Traps, 3 traps with treasure, 4 unguarded treasures, and 4 special results. What to make of this? The stirges work best when they have access to the outdoors, so they'll go close to the entrance. The spiders, beetles, darkmantle, and green slimes can all be used anywhere in the dungeon as they're all unintelligent creatures/pests/vermin. The gremlin and the lemure are wildcards, weird things that can really mess with a party. That leaves me with the intelligent creatures - the ghouls, kobolds, and wererats. As an interesting note, the ghouls have a warhammer +3, the first and only magic item in the level!
Obviously the skeletons will hang out with the ghouls in their own corner of the dungeon. The wererats and the kobolds are both sneaky, and both probably afraid of the ghouls, which helps explain the traps. Aside from that I'm guessing that the kobolds and the wererats have come to an uneasy peace, with the kobolds highly on the defensive, lacking the ability to seriously hurt the wererats. I'm thinking that the vast majority of the kobold traps will involve fire or acid because of that, and that all of the traps with treasure were set by the kobolds to try to lure the wererats to their death.
Now that I have all that figured out, it's time to fill in the dungeon itself. Sorry for the formatting, but as you can see the first column is the room, the second was the roll it was associated with, and the last one is the room contents. You can see the map here.
Room Roll Contents
1 25 stirge x1
2 5 Skeletons x6
3 24 green slime 8,000cp, 3,000sp, 500gp, 4 gems
4 30 Ghoul x6 1,000cp, 4,000sp, warhammer +3
5 28 skeletons x8
6 6 Trap
7 9 Lemure
8 10 empty
9 11 trap
10 41 wererat x2 8,000cp, 4 gems
11 14 Wererat x6 2,000sp
12 12 trap
13 22 Trap
14 16 empty
15 15 treasure & trap 100sp, 20gp
16 18 empty
17 20 fire beetle x7
18 23 treasure & trap 200sp
19 19 empty
20 36 trap
21 7 Kobolds x11 4,000cp
22 37 stirge x4
23 34 treasure 400sp, 40gp
24 26 trap
25 27 stirge x8 4 gems
26 2 Special
27 8 empty
28 17 crab spider x4
29 4 empty
30 21 green slime 1,000sp, 1,000gp, 6 gems
31 35 Special
32 38 treasure 200sp, 5 gems
33 44 gremlin x1
34 43 empty
35 29 special
36 13 Darkmantle - 100sp, 50gp
Not used 40 Treasure 600sp, 40gp
Not used 1 Treasure 300sp, 10gp
Not used 3 Treasure 200sp, 60gp, 3 gems
Not used 32 Treasure & Trap 100sp, 50gp
Not used 31 special
Not used 33 empty
Not used 39 empty
Not used 42 empty
As you can see, I opted not to use 3 of the unguarded treasures, one of the specials, and one treasure trap combo.
I am a little worried about my results, as the wererats are invulnerable to normal weapons, and ghouls are very deadly. If they aren't careful it could easily end in a TPK.
There's still some more work to do on the dungeon, check back tomorrow to read about traps, special rooms, and to see the "finished" PDF!
Wednesday, July 14, 2010
Stocking the Megadungeon - 1st level treasure
This is the second post detailing how I stocked the first level of my dungeon. The first post detailed my philosophy. This post deals with rolling up the rooms and their treasure. The third post will deal with the monsters and assigning them in the various rooms.
I decided to use my wandering monster charts to stock the monster of the dungeon, figuring that if they're wandering around, then they probably live there. To determine what was actually in a room I used the dungeon stocking chart from the Rules Cyclopedia. I made a total of 44 rolls before I remembered that my first level only has 36 rooms. If the roll indicated a monster, I rolled on my wandering monster chart. Had I rolled an NPC Party I had planned to roll on the level 2 chart, but it never came up.
When I initially rolled it I just rolled to see what was in the room generally. Does it have a monster? Treasure? A trap? And I noted that down on my paper. Then I went and rolled the treasures that weren't attached to the monsters. Then I rolled the monsters, and their treasurers. Finally I started looking at the totals, and I realized that I had rolled 32 gems for the level. That's 32 individual gems that I need to roll for.
So I did, using the chart from page 226 of the RC.
The first column is the gem number, the second the percentile roll, and the last column the gp value per the Rules Cyclopedia.
1 1 10
2 1 10
3 1 10
4 5 50
5 5 50
6 11 100
7 15 100
8 19 100
9 25 100
10 26 500
11 26 500
12 37 500
13 38 500
14 39 500
15 43 500
16 44 500
17 47 1,000
18 52 1,000
19 54 1,000
20 58 1,000
21 58 1,000
22 58 1,000
23 60 1,000
24 69 1,000
25 70 1,000
26 72 5,000
27 74 5,000
28 81 5,000
29 81 5,000
30 82 5,000
31 82 5,000
32 83 5,000
For those of you keeping track at home that's 48,030gp worth of gems.
Clearly that is WAY too much wealth for a level 1 dungeon. What's a DM to do? There were a couple of options. I could just drop the gems, or I could adjust their value or their placement. I decuided that I liked the idea of lots of gems, and so I opted to adjust the gem values! This is the same chart as above, but an additional column has been added showing the adjusted values.
1 1 10 10
2 1 10 10
3 1 10 10
4 5 50 50
5 5 50 50
6 11 100 50
7 15 100 50
8 19 100 50
9 25 100 50
10 26 500 100
11 26 500 100
12 37 500 100
13 38 500 100
14 39 500 100
15 43 500 100
16 44 500 100
17 47 1,000 250
18 52 1,000 250
19 54 1,000 250
20 58 1,000 250
21 58 1,000 250
22 58 1,000 250
23 60 1,000 250
24 69 1,000 250
25 70 1,000 250
26 72 5,000 500
27 74 5,000 500
28 81 5,000 500
29 81 5,000 500
30 82 5,000
31 82 5,000
32 83 5,000
Now since I'm not using all 44 of the rooms I rolled, and one of the rooms I'm not using had 3 gems, I can lop 3 gems off the bottom of the list! Then I just hacked at the values till they resembled what I was looking for. This total comes to 5,280gp, which is significantly more reasonable.
Has anyone else run into situations like this? How did you handle it? If you haven't, how would you in the future?
I decided to use my wandering monster charts to stock the monster of the dungeon, figuring that if they're wandering around, then they probably live there. To determine what was actually in a room I used the dungeon stocking chart from the Rules Cyclopedia. I made a total of 44 rolls before I remembered that my first level only has 36 rooms. If the roll indicated a monster, I rolled on my wandering monster chart. Had I rolled an NPC Party I had planned to roll on the level 2 chart, but it never came up.
When I initially rolled it I just rolled to see what was in the room generally. Does it have a monster? Treasure? A trap? And I noted that down on my paper. Then I went and rolled the treasures that weren't attached to the monsters. Then I rolled the monsters, and their treasurers. Finally I started looking at the totals, and I realized that I had rolled 32 gems for the level. That's 32 individual gems that I need to roll for.
So I did, using the chart from page 226 of the RC.
The first column is the gem number, the second the percentile roll, and the last column the gp value per the Rules Cyclopedia.
1 1 10
2 1 10
3 1 10
4 5 50
5 5 50
6 11 100
7 15 100
8 19 100
9 25 100
10 26 500
11 26 500
12 37 500
13 38 500
14 39 500
15 43 500
16 44 500
17 47 1,000
18 52 1,000
19 54 1,000
20 58 1,000
21 58 1,000
22 58 1,000
23 60 1,000
24 69 1,000
25 70 1,000
26 72 5,000
27 74 5,000
28 81 5,000
29 81 5,000
30 82 5,000
31 82 5,000
32 83 5,000
For those of you keeping track at home that's 48,030gp worth of gems.
Clearly that is WAY too much wealth for a level 1 dungeon. What's a DM to do? There were a couple of options. I could just drop the gems, or I could adjust their value or their placement. I decuided that I liked the idea of lots of gems, and so I opted to adjust the gem values! This is the same chart as above, but an additional column has been added showing the adjusted values.
1 1 10 10
2 1 10 10
3 1 10 10
4 5 50 50
5 5 50 50
6 11 100 50
7 15 100 50
8 19 100 50
9 25 100 50
10 26 500 100
11 26 500 100
12 37 500 100
13 38 500 100
14 39 500 100
15 43 500 100
16 44 500 100
17 47 1,000 250
18 52 1,000 250
19 54 1,000 250
20 58 1,000 250
21 58 1,000 250
22 58 1,000 250
23 60 1,000 250
24 69 1,000 250
25 70 1,000 250
26 72 5,000 500
27 74 5,000 500
28 81 5,000 500
29 81 5,000 500
30 82 5,000
31 82 5,000
32 83 5,000
Now since I'm not using all 44 of the rooms I rolled, and one of the rooms I'm not using had 3 gems, I can lop 3 gems off the bottom of the list! Then I just hacked at the values till they resembled what I was looking for. This total comes to 5,280gp, which is significantly more reasonable.
Has anyone else run into situations like this? How did you handle it? If you haven't, how would you in the future?
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