Tuesday, May 26, 2026

Below Gwarnath – Level 1 Map Progress

I've finished mapping zones L, M, and N, and am finishing up zone O. I've been documenting the actual process of generating the random dungeon, recording my rolls and accounting for my creative decisions. I thought I would write a step-by-step tutorial for using the system, and I'm taking plenty of screenshots to show how the dungeon map evolves with the rolls.

I'm really impressed at how much interesting architecture you can create with just 24 short tables, and I'm sorry I didn't figure out how to use them earlier in my DMing career. The tutorial is already pretty long, so I'll probably break it into several smaller entries, which I'll start posting soon. As with my earlier progress posts, the map is too big for blogger, so this is a lower-res image. A full-size (7200 x 7200 px) image can be found here.


The basic concept I'm developing for this campaign is that the dungeon levels beneath the ruined city are not built to be a deliberate maze, but are simply the basements and sub-basements of Gwarnath which have been compressed under eons of construction layers, and broken by tremors and shifting earth, forming a disjointed, labyrinthine complex.

There have ended up being lots of circular rooms and chambers on this level, which I imagine are the bases of the city's once-soaring towers. For this level, all the stairs and shafts that "go up one level" on the table emerge into the ruins. Once this level map is complete, I'll use those routes and some of the other interesting features to anchor a map of the city ruins above, which I'll draw next. 

My immediate goal is to have the city level and at least 2 dungeon levels completed by Fall, when I will likely be ready to start the campaign. I still haven't decided if this will be for my Roll20 guys or my tabletop girls (or maybe both on different nights...it might be fun to have competing parties).

Friday, May 15, 2026

The Heart of St. Althus for OSRIC Is Now Available at DriveThruRPG

My latest adventure is now live on Drive-Thru RPG. I discussed the background and development of this one in an earlier post, so here's the cover and a few sample pages to check out.

 




Monday, May 11, 2026

Below Gwarnath – Level 1 Latest Progress

The Heart of St. Althus has been uploaded to Drive-Thru RPG, so while I'm waiting for it to be approved for sale, I turned attention back to developing my next campaign's mega-dungeon. Since my last post, I've filled in zones C, D, H, and I (including some creep back into neighboring zones that still had room to squeeze in some more dungeon).

Other than the four initial zones, I haven't rolled out any of the contents of the keyed areas yet, as I'm still developing customized tables for this campaign. I intend to stock each zone individually and post about the results when I get to that point. Below is a look at the map thus far, and here's a link to a higher-res (7500 x 7500 px) version.

To this point, I've been using the OSRIC tables to generate everything, but the more comfortable I get with these tables and the ones in the DMG, I'm liking the DMG version more. One of my main complaints about OSRIC's tables over the DMG's is one little result on one table. When following the course of a dungeon passage, you make a roll at the end of each corridor length to determine what's next. It's called "Table 18: General" in OSRIC, while in the DMG it's called "Table I.: Periodic Check."

They largely mirror each other, with the main differences being the placement and percentages for the same line items (for example, OSRIC provides for a 25% chance to come across a door, compared to the DMG's 15% chance). I'm dissatisfied with the OSRIC table due to the absence of the "Trick/Trap" result from the DMG. I've read that many of the little math differences in OSRIC come down to not wanting to emulate AD&D too closely, so perhaps that's the reason it wasn't included in this table, but I'm missing the presence of the occasional hallway trap.

I don't like the Wandering Monster result in both tables, either. I think it's there to facilitate solo play, but that's a different procedure than generating a dungeon, one that's already accounted for elsewhere in the rules. Is a solo player ALSO rolling an encounter check every proscribed period? In any case, I don't get it. So, as a compromise, I've decided to continue using the OSRIC tables, but treating all "Wandering Monster" results as a "Trick/Trap" instead. Same percentage chance as in the DMG, too.

I'm well into mapping zone L, and now that I've completed my latest publishing project, I may start properly keying the map soon as a test run for my new encounter tables. 

In addition to working on this, I've begun work on my next adventure for publication, an update to/adaptation of an older adventure entitled "Bugspittle's Hive." I'll have more to say on it in the near future, but it's a magical fairy mound full of insect ickyness. I've often referred to it as a "spiritual sequel" to "Etta Capp's Cottage."

Friday, May 8, 2026

The Heart of St. Althus – Finished Cover

Cover illustration is done, and the manuscript is complete and formatted. I'm giving it one final review and then I'll upload the file to Drive-Thru this weekend. Should be available sometime next week.



Below Gwarnath – Level 1 Map Progress

I've finished mapping zones L, M, and N, and am finishing up zone O. I've been documenting the actual process of generating the rand...