Monday, October 20, 2025

The Hurricane Dungeon – The Chambers of Woe (Level 5)

Continuing my series on creating this megadungeon, this is the seventh map I drew during the power outage, which became Level 5. Again, this is because I wanted to keep the "finished" levels and the cavern levels together (with the caves being the lowest levels). The original map feels a little uninspired compared to the others, though it is probably a more "classic" dungeon layout.


There are a few interesting features on closer look. Large rooms and long corridors, lots of loopey-doopiness, many secret doors and passageways, false doors marked with a 'T' for "traps," and hey, look at that...stairs to the levels above and below! It's not too bad, actually. The central, cross-shaped feature, includes directional arrows and four movement options. That's cool. (I was certain I cribbed this idea from somewhere, and sure enough, a similar feature is in the OD&D Sample Dungeon.) So, I felt pretty good about what I had to work with as I started fleshing out this level, even if it's a little Plain Jane.

I had already connected the staircase up to Level 4, and I lined up the stairs down to an area on the map I was using for Level 6. That map for Level 6 also contained a staircase up in a different location, so I had to figure out that connection as well. The stocking rolls for Level 4 had also indicated two stairs, a pit shaft, and a trap door and ladder leading to this level, but I had already placed those by the time I began work on Level 5. Finally, my stocking rolls for Level 5 included an additional two staircases and a chimney exiting down from here. Once I added those access routes, along with the room key numbers, a title, and shading, the level looks like this:

 My content stocking rolls (for a 35-room dungeon level) came up with the following results:

Empty: 11 (31% / 35%)
Monster: 4 (11.5% / 20%)
Monster + Treasure: 11 (31% / 25%)
Stairs: 3 (9% / 5%)
Trick/Trap: 5 (14% / 5%)
Treasure: 1 (3% / 5%)

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

Friday, October 3, 2025

The Hurricane Dungeon – The Chambers of Woe (Level 4)

The fourth level uses the sixth map I drew, this one on October 2, 2024. Maps 4 and 5 were both cave networks, but I wanted to keep all six "finished" dungeon levels together, with the three cavern levels being at the bottom so I moved the order around. This particular level had some interesting features: Large rooms, a chamber with a huge pool of some sort, and a massive central chamber with an altar and four columned wings projecting out from it. A few secret areas, lots of statues, and a second pool of water provided additional inspiration but, like the previous level map, this one included no access points, neither stairs nor passages leading off-map.

I knew from keying Level 3 that I had added three stair locations down to this level, and there was a fourth stair down from Level 2 as well. I also knew that the next map I was going to use for Level 5 had an access stair drawn on the original, so I would have to place that stairway down on this map. Finally, my stocking rolls came up with five (!) access points, more than twice the average statistical percentage for a level this size. I didn't end up using all of the stocking access points as rolled, which I'll get into further below. After adding all the access points, title, and location numbers, the map looks like this:

My content stocking rolls (for a 41-room dungeon level) came up with the following results:

–Empty: 11 (32% / 35%)
–Monster: 7 (14.5% / 20%)
–Monster + Treasure: 13 (29% / 25%)
–Stairs: 5 (12% / 5%)
–Trick/Trap: 2 (5% / 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). Pretty close, statistically, with the "Stairs" result being the only real deviation.

The Hurricane Dungeon – The Chambers of Woe (Level 6)

The Level 6 map is actually the last of the series, the ninth map I drew post-hurricane (and, mercifully, our final night without power, whi...