Tuesday, March 10, 2026

Below Gwarnath

It's funny how inspiration works. A few years ago, I was running two different 5e campaigns. One campaign, for my tabletop group of noob players, was a forest hexcrawl in a pretty classic, vanilla-fantasy setting. The other, for my online group of long-time players (35 years or so), was another hexcrawl, a re-imagining of B2 through the prism of the American Southwest. Both campaigns occurred in the same world, at the same time, but in different regions.

The former campaign ended successfully, and we moved on to playing Labyrinth Lord, then transitioned into AD&D/OSRIC where we are now. The latter campaign ended poorly, and I dissolved it with a bad taste in my mouth that sort of soured me on that campaign world. 

When I shifted my tabletop group to LL, I developed a kilodungeon based on a mashup of U1 The Sinister Secret of Saltmarsh and the Sample Dungeon from Holmes Basic. We used the Advanced LL rules, which was a good bridge from 5e. When they got to 3rd level or so, I began using OSRIC and they didn't really notice most of the rule changes. Technically, this kilodungeon exists in my 5e campaign world, and the girls are still gaming in it. I haven't returned to online play (as a DM).

Since rediscovering the simpler joys of the legacy rules, however, I've been considering a new campaign setting that better embodies classic adventure gaming. I want something less vanilla with more pulp elements. I want to inject some sci-fi and weirdness (but not gonzo-weird). And I want the players' activity to be mostly centered around a single megadungeon.

I've flirted with this concept over the years, and have accumulated multiple folders filled with various notes and ideas about what I could do. From my old King's Realm campaign from the 90s and 00s, I had the Lost City of Cwm Cannadr, a never-visited megadungeon within an ancient city that was swallowed by the mountains. From my 5e world, I had the Catacombs of Remedios, a magical, ever-changing labyrinth beneath the capital city, and Cragmoor, the multilevel, mountainside lair of an ancient red dragon. I have my abandoned Dungeon23 attempt: Tunnels Beneath the Earth, and its spiritual cousin in the unfinished Deep Vaults material. Most recently, I completed the 10-level Hurricane Dungeon, which I'll return to below. This is a lot of solid design work just sitting there, unused.

Though these dungeons are all different in background and scope, they share the same author (obviously), and certain stylistic and creative threads are all there as connective tissue. I just haven't hit on the right idea to tie everything together. The things I've come up with just haven't inspired or energized me to dive in to the work and start sewing the pieces into shape. I certainly don't mind tropes (in fact, I love them), but I just want the unifying creative idea to be a solid one.

So, last week, one of my long-time players from my 5e Badlands campaign expressed interest in learning about 1e. I agreed to walk him through the character creation process, and then run him through a little scenario (sometime in the near future; this hasn't happened yet). I'm finalizing two adventures to publish in the next few weeks or so, and I am at the stage of editing and layout that is boring and convenient to procrastinate on.

Needing a creative palate cleanser, I decided to work on the scenario for the playtest session. I had a blast developing the Hurricane Dungeon using the stocking tables, but I never used the random dungeon generation part for the map layout. This seemed like a fun excuse to try out those tools. Using the OSRIC tables, I drew the map in Roll20 as I rolled it out, with the default R20 grid size of 25x25 squares. At a 10' scale, this amounts to 62,500 sq. ft. of dungeon... a nice, contained little area to bang around in that wouldn't require a ton of work on my part. This is how the map ended up in Roll20...

Its a pretty low-res screenshot, but the basics are all there. I drew Room 1 and the stairs up as the entrance, then everything else was rolled out straight on the tables, including the stairs down. Unfortunately, there were no "Trick/Trap" results (bummer). I had to modify a few of the room dimensions and passage directions to fit the space, but that's to be expected. I also did the initial stocking rolls to determine the room contents, which you can see in small print (e.g., 'E' = Empty, "M+T" = Monster and Treasure, etc.) 

I rolled contents as soon as I completed drawing each room, which is different from how I handled the Hurricane Dungeon stocking. For that, I rolled a list of contents and then decided which rooms to place each piece of content in on the pre-existing maps. Here, once I knew the base contents of each room, I went back and rolled out the individual monsters and treasures. One thing I kept forgetting to do was roll passage width, which is why most hallways are only 10' wide, but in a limited space like this, I was fine with it.

I then took my monster and treasure lists and began outlining the dungeon key. That's when inspiration struck. At the top of my outline, I wrote the following stream-of-consciousness elevator pitch for the dungeon:

"The ancient city of Gwarnath lies in ruins atop the Plateau of Jjin. Hidden among the wreckage, numerous darkened portals, shafts, and broken stairs descend into its subterranean vaults. Tales of great riches and fabulous treasures abound, but the ruins are infested with monsters from the old world."

Not particularly original or groundbreaking, but something in those dashed-off lines sparked my imagination. Suddenly, I had a campaign concept that ties together all of my unused material in an unusual yet still-familiar setting. This "throw-away" adventure for a one-shot playtest will now form the cornerstone of the development of a megadungeon campaign that uses the previously-created material, stitched together by dungeon sections generated using the random tables and some of the custom methodology I used for the Hurricane Dungeon (a process which I've come to really enjoy... making creative sense out of random die rolling is a fun challenge).

I took the Roll20 map and applied my house style to come up with a new map, now with some branches leading off this 25x25 section into adjoining sections, to create a bigger level (eventually).


New ideas are flying, thoughts are being collected, and plans are developing, but this is the energy and motivation I've been missing for my home game. And its a setting I can use for both my tabletop group and online. I'll discuss the development of the outline and key in a near-future post.

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Below Gwarnath

It's funny how inspiration works. A few years ago, I was running two different 5e campaigns. One campaign, for my tabletop group of noob...