Friday, August 29, 2025

The Hurricane Dungeon – The Upper Works (Level 1)

The first level of the megadungeon is, in fact, the first hurricane map I drew on the night of September 29. The storm rolled in around 3–4 in the morning, but when I'd gone to bed a few hours earlier, my area wasn't really expected to get much beyond some heavy rains and high winds. The hurricane took a big swing to the northwest and passed right over us on its way to some Biblical-level destruction less than 100 miles north. That area is still badly messed up 11 months later.

I woke up on my office couch around 4 AM because I could hear the roof creaking (never a good sign). You could feel the shifting air pressure. I got up and looked outside, but noped back inside when I realized how intense things had gotten. I'm originally from South Florida and went through many hurricanes as a kid, so I knew this was a big storm. I got in bed in my shorts and t-shirt, with my heavy boots in easy reach, and just lay there listening to the winds howling and the sheets of rain lashing the house.

I'd heard some trees going down at some distance away, and we lost our power around 5, but at 6 AM I heard the first tree(s) come down in my yard. A neighbor's mimosa fell across my backyard, taking a second tree (and part of his fence) with it. That was it! I got out of bed and started a vigil. I live in an older section of my city (my house was built in 1929) and have several hundred-year oaks within crushing distance (not to mention a few dozen smaller, but still-dangerous trees). 

So far, just the two trees had come down near me, but as I stood at my back door and watched, another 12 trees in my yard came down between 6 and 8 AM. My house sits on a moderate hill slope, and after the the torrential rains soaked the ground, the hurricane winds came up the slope, "against the grain" of the tree roots, and just toppled them, one after the other. Luckily, none of the oaks fell, but my neighborhood was now officially a disaster zone. My girlfriend slept through the whole thing. A crazy time and hard to believe it has already (only?) been a year.

The hand-drawn map came about while reading the DMG by candlelight that first night. I got tired of reading but felt some creative energy, so I just started doodling on a graphing pad. I began by rolling on the random dungeon design tables, but got bored with that so I started over drawing on my own, letting the rooms and corridors flow out of the pencil without any real design concept. I love creating maps and it usually doesn't take me long to start sorting out a good, logical floorplan. I ended up with this map:

Since this was only a drawing exercise I wasn't worrying about connections or routes between levels. As drawn, there is a staircase from "a" level above in the upper-left-center of the map that serves as the level "entrance." A second staircase to the left of that descends to "another" level below. There's also some teleporting halls with 4 entry/exit points, though there is an error, with only three letters (A–C) represented instead of four (A–D).

As I began developing this map into a connected dungeon complex, I realized I would need to create additional routes between the levels. I did not want to mark up the original hand-drawn maps (call me sentimental), so I used Photoshop to add some details to the digital image. Some of these details are copied from fragments of the existing map and repurposed elsewhere. Other details were hand-drawn on paper, scanned in, and converted into .pngs which I dropped into the map image.

I also created fonts for numbers and upper- and lower-case letters from my own handwriting, with the same pens I used to draw the map. After dropping in the room key numbers and a level title, fixing the issue with the mislabeled teleporting hall, placing a new grid, and adding shading to the solid walls of the dungeon, I ended up with this map:

Next, I settled on a methodology for stocking the dungeon, relying mostly on the AD&D/OSRIC tables to flesh out the level contents. My first set of rolls (over a total of 42 dungeon locations) came up with the following results:

Empty: 19 (45% / 35%)
Monster: 8 (19% / 20%)
Monster + Treasure: 10 (24% / 25%)
Stairs: 2 (5% / 5%)
Trick/Trap: 0 (0% / 5%)
Treasure: 3 (7% / 5%)

The first % number is the percentage of the actual content rolls; the second % number is the typical expected percentage spread (per OSRIC guidelines).

Saturday, August 23, 2025

The Hurricane Dungeon – Surface Ruins (Level 0)

This post begins a series that will examine the process of turning my Hurricane Maps into a proper megadungeon, using the guidelines provided in the stocking tables found in the AD&D Dungeon Masters Guide and recreated in OSRIC. The methodology I'm using to create the dungeon levels sticks pretty close to these two sources, with a few modifications based on personal preference and a desire to expand the source of monsters across the three original books (favoring OSRIC stats over AD&D stats where the monster exists in both sources).

By the time I finished rolling up contents and writing keys for levels 1–3, I had built enough background connections into the material to warrant adding a surface ruin, to not only serve as an entrance area into the dungeon, but also provide a few clues as to what lies beneath. As a result, I'm starting this series with what is technically the fourth level I rolled out and keyed: The surface (level 0) of the dungeon.

Most of the interior dungeon levels have 35–45 chambers or obvious locations, so I was calculating the surface level as having half that many, or 20 potential areas. The surface ruins will have already been picked over, meaning little of obvious value should remain except natural lairs and a few secrets.

Since I intended the exterior space to have a larger map scale, I first placed the dimensions of the dungeon-scale (10' sq.) graph paper sheet in the (approximate) center of the larger-scale (20' sq.) graph paper sheet, then sketched out the map in pencil. Thus, each dungeon level map fits inside the boundary of the outer palace walls.

After a few corrections and retakes, I drew over the finished sketch with a Sharpie ultra fine-point and added more detail with an even finer-point Pilot Precise V5.

I finished off the map in Photoshop, adding shading and a key (this step was performed after making the content rolls and figuring out their locations). I considered drawing separate (10' scale) maps for the outer ruins and palace interior, but decided against it. I like the flexibility of uncertainty that makes it easier to add stuff later. Any interior encounter areas will be easy enough to sketch out on the battlemat, ad hoc.


I made all the content stocking rolls using the methodology I established. My results for the 20 estimated surface locations were:

Empty: 9 (45% / 35%)
Monster: 3 (15% / 20%)
Monster + Treasure: 5 (25% / 25%)
Stairs: 1 (5% / 5%)
Trick/Trap: 1 (5% / 5%)
Treasure: 1 (5% / 5%)

The first % number is the percentage of the actual content rolls; the second % number is the typical expected percentage spread (per OSRIC). They came out fairly close to the statistical percentages, leaving me with 11 locations to key (since I won't bother identifying or keying this level's empty spaces).

Thursday, August 21, 2025

D&D Timeline

I started playing D&D sometime during 1981, but I've never been sure exactly when. I knew it was on or near my friend Kenny's birthday, because his mom gave him the Holmes Basic set (with B2) as a present.

I'm pretty sure it was the day of, because I was there when he opened it and we were both blown away to finally have our paws on the game we'd been hearing about. We spent that entire weekend sitting on his bedroom floor, diving into the rules and playing B2 like a violent version of Monopoly.

I lost contact with Kenny over the years but reconnected with him on social media. We don't live near each other and have unfortunately failed to catch up online. A few days ago, I happened to see that it was his birthday in my notifications and the light bulb went off. I now have an approximate date (mid-August) and perhaps even an exact date (August 18) for the start of my long journey into this hobby. Great memories!

Saturday, August 16, 2025

The Sinister Secret of Zenopus' Tower –The Adventure

I recently formatted all my notes into a PDF format suitable for use at your table. This is 100% a fan-made conversion of existing work with bits of my own creation sprinkled throughout. I make no copyright claims to any of the source material. I worked it all up for my home campaign, but the originals remain popular adventures to this day. If someone wants to use my work as inspiration for their own versions, feel free.

A special shout-out to Zach Howard at Zenopus Archives. His enthusiasm for the Sample Dungeon in Holmes Basic, and his own homebrew expansion of it, inspired me to develop this adventure location for my players and include it in this adaptation. Be sure to visit his site to see the Forgotten Smugglers' Cave in its original glory.

>>The Sinister Secret of Zenopus' Tower for Labyrinth Lord

>>The Sinister Secret of Zenopus' Tower for OSRIC/AD&D

>>The Adventure Maps

>>Things to Do in Town Handout 

_____ 

Thus far in my campaign, the players have mostly cleared the manor house and explored much of the estate grounds. They fought pirates in the manor basement and discovered the fate of the missing alchemist. After a tragic expedition into the naga's lair below the bluff, they delved for a bit on the dungeon level (via the garden entrance).

Most recently, they found a boat pilot willing to take them into one of the sea caves. There, they battled a giant octopus, fought some more pirates, freed Lemunda the Lovely from captivity, and found a tunnel entrance into the bluff. They also noted a flooded tunnel to the east, accessible via a shallow shelf at low tide. At first, they thought to go north, further into the sea cave level where they assumed pirates would be waiting. Instead, they decided to take the opportunity of low tide to venture east.

They soon entered a side cavern divided in halves by a rushing river of fresh water that emptied into the sea cave nearby. The cave was protected by a giant crab, hidden beneath the sand, which got the drop on the party but failed to hit with its pincers. Upon defeating the crab, the party found a long stairway leading up to the dungeon level, where they entered a room with a sundial, a strange bronze mask, and a riddle. Figuring out the riddle, they caused the mask to speak and offer an answer to a single question. They asked about the "Philosopher's Stone" they found in the alchemist's secret cellar chamber in the manor, but the mask made no reference to the party's stone, speaking only of what the "legends" say about such an item.

Leaving this room, they next came into a crypt chamber with a dirt floor and smashed-open coffins. Within, a pair of ghouls dressed in finery feasted on the bloody entrails of one of the thaumaturgist's unfortunate goons. Horrified, the party attacked, but within moments two of their party had succumbed to the undead's paralyzing touch. Things looked grim for a moment, but after a flurry of well-placed blows, both ghouls lay dead.

Searching the various coffins and burial niches turned up a small fortune in gems, jewelry, and old coins. In one of the niches, the party found a tunnel that had been clawed to the surface, the exit of which the party had already discovered previously while exploring the garden cemetery. Dragging their paralyzed comrades out of the hole, the group returned to town, but from their discussions it sounds like they want to keep exploring the dungeon level and will return via the cemetery (they have more questions for the mask).

The Hurricane Dungeon – The Upper Works (Level 2)

With the Level 1 key under my belt, writing the key for Level 2 was simply a matter of refining the format using the map I drew on our seco...