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description= Converting the Temple of Elemental Evil to Dungeon Fantasy while maintaining that old-school flavor;
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bove but it too has its problems primarily the opposites of option 1 rooms stop looking like simple shapes and start looking like simple shape but s plus there s the fact that having doors on the sides of corridors is hard to accomodate though looking at the map above room 56 in particular i see an elegant solution option 3 has its attractions this is meant to be a fun game about monsters dungeons and treasure not an archaeological hobby horse if it s keeping me from mapping forget the problem and just put things on graph paper that said i can t quite bring myself to do this completely it s good advice up to a point but having governing rules for the architecture of your dungeon can be helpful too in getting you past that stage of infinite possibility when presented with a blank section and in helping you as a dm to understand this place you ve just drawn and therefore present it in a more cohesive enjoyable way as an example of what i mean even thinking about this problem in the first place brings up the question of the thickness of any given wall segment this in turn has led to me contemplating how the players will move through the dungeon if a section of wall is 10 thick then it s effectively impassible without high level magicks yes you could set a team of men at it with pickaxes and shovels and be through in a few hours but really you re just wasting time and effort however if a section of wall is only about a foot thick then suddenly it opens up tactical options you can maybe hear into the next room you can even maybe enter through the thin spot with some preparation though it probably won t be quiet you re more likely to find secret doors or passages or features there because it takes less architectural faffing about to put something useful in more difficult than you might think to find the proper place for in your dungeon posted by unknown at 5 34 am 3 comments email this blogthis share to x share to facebook share to pinterest labels maps thursday december 29 2016 a bit of housekeeping happy new year i m going to use the fact that time is arbitrarily though conveniently marked in the gregorian calendar in such a way that this time appears special to noodle on about this blog for a bit i seem to have continued writing decently regularly much to my surprise i think part of the reason is the start of grad school despite having significantly less time to think about these kinds of things now i m also on a schedule and exposed to new people gaming is a social activity after all so meeting new people could easily get the gaming juices flowing maybe it also has something to do with the tuesday thursday schedule that evolved from my class schedule which is much more manageable than the absurdly over ambitious daily or semi daily thing i first tried for when i started this blog i m hopeful that my regular posting will still continue into the new year after all i still have a lot of work to do on the desolate north and for gaming in general i want to come up with a framework for figuring out the resources for settlements of various sizes including how the pcs interact with them i m thinking changing the markets by spending money their militaries how easy it is to find what kinds of items and a domain level view of what kinds of resources they possess and exploit all without needed to turn this in to spreadsheets secretaries something a little like aer but lighter weight and in some places less abstract i have a whole bunch of hex contents ideas i want to flesh out on this here blog i m still writing that megadungeon and i want to post what i can about how it s shaping up without revealing enough to spoil surprises for the players and at some point soon hopefully there will be some play reports coming in as i get a group together all that said i re iterate that this blog is not a commitment for me posting might drop off again with no notice whatsoever due to life changes or a lack of interest take all this as a good sign but not a promise posted by unknown at 5 56 pm no comments email this blogthis share to x share to facebook share to pinterest labels ramblings tuesday december 27 2016 bisociation as dungeon device let me share something with you i committed to building a megadungeon for the desolate north a while ago quite a while ago the first thing i started with was an idea of what kind of place i wanted and a tie in to the campaign i decided on an old dwarven fortress abandoned for centuries i promptly made a side view map pretty cool too and pretty detailed if i may say so myself and then got swept up in real life this was back before my recent spate of posting mind when i came back to it i had this great side view map and some of the entrance to level 1 mapped out and it sat there i knew i should work on it but it sat there why i just wasn t enthused about the idea first there was the setting idea oh great another dwarven fortress dungeon just like other classic dwarven fortress dungeons how original and wonderfully evocative and then there was the fact that even if i liked the setting idea i didn t want to play with it for a whole megadungeon s worth of space and effort it sat there until talking it over with my wife one day i came upon the solution see i still like the idea of an old dwarven fortress it fits in very nicely with the desolate north as the first clue that this is actually an area of ancient history instead of virgin territory but i didn t want to stick with it for the whole dungeon so what to do bisociate the dungeon is two different things at the same time in the same place hat tip to kenneth hite suppressed transmission is a big part of my gaming bildungsroman so at the same time as the dungeon is indeed an ancestral homeland for a civlization of dwarves that was never supposed to be here and is only in the crackpot theories of some discredited sage it is also so much more weirdly layered over it and shining through it and competing with it which set of myths is true what exactly is the dungeon is it inside out this has a bunch of benefits firstly i feel less like i m leading the players on by the nose if i shove in discoverable bits about the lore after all through the bisociation they can come to their own conclusions about the history of the dungeon and the desolate north and i can t even say that they re wrong further it allows me to throw in a bunch of stuff that s interesting and weird and cultish and oh so appropriate to what gets my creative juices flowing without feeling tied to the dusty and tired theme of underground mountain fortress for short people that s just by itself missing that je ne sais quoi what this isn t is an excuse for the dungeon to not make sense or go gonzo i could use it that way but i don t want to ase is all well and good but i don t want to play it besides mr wetmore is better at it than me by miles despite sharing a first name but it does feel freeing i can draw rooms without worrying overly about whether or not they fit with the dwarven theme or especially on lower levels even if it exactly made sense for someone to build them this way i can include whole other themes if i want without breaking stride so long as i can tie them all together into the larger bisociative picture ultimately though it passes the best test of all i m actually drawing it i have the first of four sections of level 1 nearly completed on graph paper not keyed despite the fact that my only time to work on it is in snatches and starts mostly in the morning while waiting for my professor to come to class and i m excited about the place about drawing it and keying it and putting it all together and letting pcs loose to wreck it ask my wife i won t shut up about it that s nice for you but what can i do with it that s a valid question after all you re here reading for ideas about your own gaming here s the thing you can do it too let s say you have an idea for a dungeon for the sake of an example we ll go with ancient greek with animal men in the tradition of jacquays that s a good theme but if you want or if you re struggling you can bisociate the italics are traditional the dungeon has another theme not a complementary one a completely new one that s sufficient unto itself going with our example you can also have original touch down spot and temple to the elder things how does this work that s up to you and how far you want to take it maybe different levels are on different planes or places and interpenetrate maybe the dungeon changes from visit to visit making restocking potentially very interesting if a lot of work maybe if you re on drugs you see things differently not more or less true just differently maybe if you go right at the fork you find one thing but if you go left you find another maybe there are different groups of monsters in your factions that only make sense in one of the idioms but not the other the possibilities are endless try it out posted by unknown at 5 45 pm 1 comment email this blogthis share to x share to facebook share to pinterest labels cool ideas ramblings sunday december 25 2016 merry christmas merry christmas to one and all may your holiday be filled with cheer and possibly even gaming i need to think up some kind of christmas ish holiday for the desolate north perhaps a wild hunt posted by unknown at 1 04 pm no comments email this blogthis share to x share to facebook share to pinterest thursday december 22 2016 caravans whew that last post was a doozy let s go with something easier it needs to get done anyway as part of a previous post about real life adventurers i mentioned that they practically always go on caravans how can we encourage that in gaming one thing about dungeon and hex crawling is that it s all about the management of resources caravans are an abstraction of resources here s how it works you pay an up front cost for your caravan in some place with a caravanserai it becomes the dm s responsibility to figure out where a caravanserai might be i suggest any city unless it s completely isolated and to a limited extent any town that up front cost probably costs a bit more than it would if you just went through the equipment list putting together stuff for an expedition note also that caravan costs assume you buy mounts at the starting point but sell them again when the expedition s over if you decide to keep them or lose them pay full price however if you do buy a caravan you re completely covered for all normal common items as long as you re with the caravan for some period of time rope food water lights arrows mapping supplies they re all part of the caravan gifts for the natives too if you need something specific that s not an extremely common item but you nevertheless might have like a white horse or a five man tent you roll to see if you have it all this comes with a number of servants and animals appropriate to the size if the animals can t graze where you re going it halves your number of supplies caravans travel slowly assume the speed of a heavily laden walking man for a standard pace follow roads also caravans can generally resupply on some stocks not gifts but yes to food and water other stuff at the dm s discretion in any villages settlements tribal homelands they come across prices are at the dm s discretion as well but stuff is cheap out in the bush i recommend starting at around 1 10th the caravan price for resupply caravans can also set up base camps a base camp is a safe place not that it can t get attacked if the dm decides that s reasonable but it s a lightly fortified location with guards mostly just caravan servants and food and supplies if you go into the dungeon when you come out again you can rest and resupply at the base camp as well as dumping off your excess loot you can t spend it though guards cost extra paying for guards you get standard men at arms with variations appropriate to the area that s enough talking let s give some examples small caravan cost 500gp unusual item roll 5 or less on 2d6 five pack animals and ten servants plus riding animals for the party supplies for one month gifts for four introductions pay 100gp extra for guards medium caravan cost 1000gp unusual item roll 7 or less on 2d6 ten pack animals and fifteen servants plus riding animals for the party supplies for three months gifts for eight introductions pay 200gp extra for guards large caravan cost 2000gp unusual item roll 9 or less on 2d6 twenty pack animals and thirty servants plus riding animals for the party supplies for six months gifts for sixteen introductions pay 400gp extra for guards meeting the natives posted by unknown at 1 01 pm no comments email this blogthis share to x share to facebook share to pinterest labels rules system agnostic tuesday december 20 2016 necromancers are pansies necromancer requirements wis 12 or below prime requisite con hit dice 1d4 maximum level 9 alignment chaotic necromancers are reviled the world over with the exception of the qynarate where they fulfill the role of both priests and slaves forced by the undying empress to channel their grotesque craft toward the unholy task of keeping the state running for all but the highest it s perhaps a worse existence than everywhere else where you ll just be hunted down by the locals and lynched or by the church and burnt further necromancers are limited by their focus on thanatologies they haven t the breadth of magic users and the day to day existence of a necromancer is often unpleasant grave robbing and corpses rotting flesh and malevolent life hating intelligences so why do people turn to necromancy simple it s easy and it s fast necromancers gain power amazingly quickly and all you have to sacrifice is your humanity necromancers are restricted in arms and armor as magic users they also gain and cast spells like magic users but are restricted to the necromancer spell list in addition to their spellbooks at 2nd level necromancers must make a pact with some malevolent intelligence non exhaustive examples include a powerful undead a demon or another necromancer as part of this pact a necromancer learns 1 new spell whenever he gains a new level but must complete some task for his patron and may be required to do so between levels as well if he wishes to keep the patronage further a necromancer may cast bonus spells per day in order to do so a necromancer must sacrifice a living sentient creature a necromancer gains bonus spellss equal in level to the number of hit dice of the sacrificed creature s distributed as he chooses a necromancer may never have more than one bonus spell of any given level bonus spells are kept until cast example the necromancer catches and sacrifices a 5th level fighter he may now memorize an extra fifth level spell a fourth and a first level spell a third and a second level spell or so on reaching 9th level upon reaching 9th level a necromancer may create a stronghold often a tower he will attract a number 1d6 of intelligent undead wi...
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