Showing posts with label CAG. Show all posts
Showing posts with label CAG. Show all posts

Thursday, December 18, 2025

The Hurricane Dungeon – The Curséd Caverns (Level 9)

With this map, the eighth of nine, we come to the finale of the Hurricane Dungeon. Out of all the levels, I fiddled with the content on this one the most as I wanted to both wrap up the threads that developed while writing, and come to some sort of conclusion at the bottom. This doesn't preclude expanding the levels and restocking the plundered areas, and there's a whole 'nother, even-higher level adventure to be designed for the Ivory Tower in the palace ruins, but the party can also call it a day if they conquer this level.

The original penultimate map is a more well-defined "location." I mean to say, it has a presence and implied function just by looking at it. It screams "evil temple" and seemed perfect for a conclusion-type area.

I like underground rivers, but even more than that, I love underground lakes. Gary really captured my imagination for natural underground spaces with the D-series of modules (and Tsojcanth, to a lesser extent). "The Sunless Sea" is just such an evocative name, and if the drow hadn't been co-opted by Forgotten Realms' "Underdreck" and turned into lame edgelords, I could have easily seen myself adapting Gary's source material into a full-on underground campaign.  I also relished accounts of the Black Reservoir level in Castle Greyhawk, so this level map is kind of my homage to all that.

A big lake in a cavern projects fear, creates a sense of vulnerability, implies unseen threats and alien danger... and, more importantly, suggests hidden treasure. Who knows what might be trapped in this cave beneath the black water? That scene in The Two Towers (the film) in which Gandalf fights the Balrog as they plummet down a chasm, then emerge into a vast space with their fires glimmering across the black water as they fall... I think it's my favorite scene in the entire trilogy. 

My first thought was to make this a drow temple-outpost, but as I said, I kind of hate the modern drow and wasn't sure I had a decent spin on the classic version, so in the course of writing the upper levels, I decided to make the inhabitants of the lowest level a mere cult of demon-worshipers. I made the decision earlier in the writing process, though I don't remember at which point (maybe as I was figuring out who the NPCs were for the Level 5 stocking roll), but the idea developed into a lot more than that by the time I got to writing the key for Level 9. Certainly, the decision gave me a generic creative goal to work toward that I (hopefully) make pay off at the end.

This level had a few more rooms than the previous two cave levels, and I added a few more just to provide extra living space for the cultists. I also added the new access from Level 8, plus some doors and other details like ledges and columns, and cleaned up a few incongruities and flaws in the map that were bugging me. After adding the title, scale, and shading, along with level key numbers, the map turned out like this:

I made my content stocking rolls for the original 26-room dungeon level and came up with the following initial results:

Empty: 9 (34.5% / 35%)
Monster:  8 (31% / 20%)
Monster + Treasure: 6 (23% / 25%)
Stairs: 0 (0% / 5%)
Trick/Trap: 0 (0% / 5%)
Treasure: 3 (11.5% / 5%)

The first % number is the percentage of the actual content rolls; the second % number is the typical expected percentage spread (per OSRIC guidelines). After adding 5 more keyed areas to the map, bringing the total to 31, I counted them all as "Empties," knowing I would have to fudge the final number in order to house the extra cultist encounters I intended to add to the temple. So, out of the now-31 rooms, the numbers looked like this:

 –Empty: 14 (45% / 35%)
Monster:  8 (26% / 20%)
Monster + Treasure: 6 (19% / 25%)
Stairs: 0 (0% / 5%)
Trick/Trap: 0 (0% / 5%)
Treasure: 3 (10% / 5%)

As I filled out the key, added new enemies (and removed some), these percentages changed again, but I'll get into that further below.

Tuesday, December 2, 2025

The Hurricane Dungeon – The Curséd Caverns (Level 8)

Continuing down into the depths of the Hurricane Dungeon, Level 8's map was drawn on the fifth night without power. Like the previous cavern map for Level 7, there are only 21 encounter areas here, so about half the number as the "finished" levels.

I like underground rivers, so this map has a big one winding right through, with many side caves and tunnels filling out the level. A pair of waterfalls, various ledges, and a series of rapids provide some nice natural obstacles as well. There are no ways off the level other than the river channel, so I needed to add a few; specifically, the three tunnel connections from Level 8.

As for connecting this level down to Level 9, one major thing complicated the situation: Level 9 is not directly below Level 8. Rather, it is down one level but shifted completely to the right. On that map, the river channel enters the level in the top-left corner, directly connecting to the river outlet on this map. This means that the likeliest routes down to Level 9 would be in the upper-right portion of the Level 8 map.

I also rolled one "Stairs" results on the dungeon stocking rolls, so I added a single tunnel down to Level 9. This provides for only two routes off the level (including the river channel) which results in a bit of a bottleneck to further progress. The party will have to either master the river channel somehow, or locate the cave with the statue where the new tunnel leads down. Usually, you don't want bottlenecks like this in your dungeon, but it's not so bad in this case.

That's because the layout of this level makes it clear that the dungeon "rooms" lie along the river's descending path, so it should seem logical to the players to investigate the downstream area where the river leaves the map. If they do, they will find that the river dumps via waterfall into a huge cavernous reservoir overlooked by a ziggurat temple carved into the wall. At the top of the falls, another cave entrance leads into other areas of Level 9. How they reach this area is up to the players and their resources, but it will at least be obvious that more dungeon lies in this direction. Even if they can't manage to get further downstream here, the knowledge of this area should motivate them to search the E side of the level for another route in this direction, in which case they will quickly find the new tunnel in the cave with the statue.

For some reason, I labeled many of the natural features by writing on the original map, which I didn't do on the others. I took the opportunity to remove the extra words and clean up a few things while adding river fords in two obvious spots. One of the "Trick/Traps" I rolled was a collapsing bridge, so I drew a span over the river. I also drew a connecting tunnel between two previously-isolated caves to give the level a little more flow. After adding a key and shading, the map turned out like this:

My content stocking rolls (for a 21-room dungeon level) came up with the following results:

Empty: 9 (43% / 35%)
Monster: 6 (29% / 20%)
Monster + Treasure: 3 (14% / 25%)
Stairs: 1 (5% / 5%)
Trick/Trap: 2 (10% / 5%)
Treasure: 0 (0% / 5%)

The first % number is the percentage of the actual content rolls; the second % number is the typical expected percentage spread (per OSRIC guidelines). Another high-empty, low-treasure level unfortunately, but I'll have to make due.

Monday, November 24, 2025

The Hurricane Dungeon – The Curséd Caverns (Level 7)

With this level, we move into the lower third of the Hurricane Dungeon, a series of natural caves and tunnels I titled "The Curséd Caverns." (Yes, it's not a very original name, but that's sort of the point with this throwback adventure.) This was actually the map I drew on our fourth night without power, but I moved some of the maps out of creation order to put similar-looking maps together. I enjoy drawing natural cave networks and I was happy with how all three cavernous maps turned out.

This one is interesting because three tunnels lead off the map , enabling it to link it up with additional levels. It has plenty of loopy-doopiness which is essential for a good cave level, although the southern-most portion of the map is bottlenecked by a single passage.

A major negative issue with this level is the fact that it only has ~20 distinct "rooms," which is slightly less than half the average number of the other levels. I could have increased this number by treating some of the larger caverns as multiple spaces, but I didn't want to get into issues of dungeon logic. Having too many creatures and things crammed into directly adjacent spaces starts to strain believability (despite the fact that the format has pretty low thresholds already).

I seriously considered this option up until the time of writing, but once I started keying the level, I felt it ended up with the right density of encounters. I didn't design these maps with any purpose or even end-use in mind. Were I to create maps specifically for a megadungeon (rather than the reverse happening here), I would make sure that each level had a proper number of rooms (minimum of 30) and enough accessways between the levels.

Speaking of which, I had three staircases and three chutes from the upper levels to connect to this level. I also rolled one result of "Stairs Down 1 Level" in the stocking rolls, and I already had the three existing accessways leading off the map. In addition, one of the stairs from Level 6 continues down to Level 8. I built the various stairs from pieces of the other maps, and added a few extra details from the key like ledges, a bricked-up wall, a set of double doors, a pile of guano, and a pool of magic water. I also created a new tunnel to connect areas 14 and 19, just so that end of the dungeon didn't feel so isolated and linear. When completed, the map came out like this: 

My content stocking rolls (for a 20-room dungeon level) came up with the following results:

Empty: 9 (45% / 35%)
Monster: 4 (20% / 20%)
Monster + Treasure: 4 (20% / 25%)
Stairs: 1 (5% / 5%)
Trick/Trap: 2 (10% / 5%)
Treasure: 0 (0% / 5%)

The first % number is the percentage of the actual content rolls; the second % number is the typical expected percentage spread (per OSRIC guidelines). I was disappointed in the high number of empty spaces and low amounts of treasure on this level, but kept the results as rolled. 

Thursday, November 13, 2025

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, which came on the next afternoon). This is also the last of the "finished" levels in which there is stonework, excavated rooms and corridors, and features like doors and such. The remaining three levels are caves and caverns (with the exception of a finished temple area on Level 9).

I recall designing this map specifically as a maze with chambers, rather than a functional "place." With a few exceptions, the rooms are 30x30 with doors at one or more cardinal points, and most corridors are 50' or less in length. It's a tight, circuitous space without obvious purpose. It reminds me of an architectural circuit board, which perhaps has some sacred geometric significance for the empress's arcane machinations.

 

Compared to other levels, there are fewer secret doors, but all the larger rooms are hidden behind them. I don't recall making that deliberate creative choice, but it's an interesting one from a design point of view. It will also create these tantalizing blank spaces on the party's map, obvious secret locations with difficult to locate entrances far removed from the actual area. I see this level as a place where the empress hid important things inside a baffling maze. (She's insane, so who knows what she's thinking?)

There are also four staircases to other levels, one ascending and three descending. I was able to incorporate the ascending stair into the map for Level 5, and I had two additional staircases down from Level 5 that I needed to add to this map. Finally, I rolled four access routes on the stocking rolls for this level: A chute down one level, a stair down 2 levels, a stair down 3 levels,  and a chimney down 2 levels. Finally-finally, the original map has two teleporting hallways which could be interconnected, or they could lead to other areas/levels.

In the end, trying to add more multi-level stairs into the cavern levels below proved too tricky to resolve in a way that was satisfying, so I kept the chute and the chimney routes, and counted the two teleporting hallways as the stocked stairs, one of which goes to Level 8 and the other to Level 9 (as a backdoor into the evil temple). Doing so also provided me with a rationale for the fire giant who lives on this level. With shading, titles, and all the incidental features added, the map ended up like this:

 My content stocking rolls (for a 44-room dungeon level) came up with the following results:

Empty: 16 (36% / 35%)
Monster: 8 (18% / 20%)
Monster + Treasure: 10 (23% / 25%)
Stairs: 4 (9% / 5%)
Trick/Trap: 3 (7% / 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).

Monday, November 3, 2025

Ophidian Temple (2025 Adventure Site Contest Submission)

Taking a brief break from writing up level 6 of The Hurricane Dungeon to talk about this year's Adventure Site Contest hosted by Coldlight Press. I'm not judging this year (I may have "overstayed my welcome" with such long and in-depth breakdowns of each submission), but I am definitely entering. My submission for the first contest, Etta Capp's Cottage, won a spot in the final publication. Last year's entry, Owlbear Hill, was a bit too ambitious and failed to make the cut.

I just turned in my submission for the third annual contest, though I actually finished it back in August (the contest didn't open until November 1). I've titled this one Ophidian Temple (not great, but precise... I just couldn't land on a better title that didn't sound dumb or trite). It's written for AD&D and intended for 4–6 player characters of 5th to 7th level. The elevator pitch for the adventure reads:

Drums in the jungle herald the return of the snake-men to their evil temple.
Blood sacrifices to their demon-god begin anew.
Who will stand against their evil plans?

The site began as a sketch map I doodled in one of my notebooks many years ago (probably early-2000s). Over the summer, I pulled my box of old, hand-written/drawn game materials out of the attic and scanned everything in: Unfinished adventures, house rules ideas, character sheets and sketches, etc. Forty years worth (sheesh!). This map was in that lot. It's pretty simple and has no liner notes or indications of what it was intended to be. I doubt it was anything more than a random scribble while I was working on something else. It had a pleasing shape though, so I decided to put it to use after many years. I love it that an idea from the past has found a home in the future.

The original map had a few problems I needed to address to make it an adventure worthy of a Classic Adventure Gaming title. For one, it's pretty linear despite the side branches; not very suitable for CAG-style exploration. The layout also creates several bottlenecks for both player characters and enemies that had the potential to make dungeon combat a series of hallway fights between opposing sides of 2–3 combatants. That happens frequently in D&D, and smart players know how to use bottlenecks to funnel large numbers of opponents into a manageable front line, but I wanted to open this one up a bit.

The layout and details I drew suggested a tomb structure of some kind, nestled in the back of a canyon or maybe a deep cave. There's also a throne room, which isn't necessarily out of place. Tombs are a bit limited in terms of monster selection, though, mostly undead, vermin, constructs like living statues and such. As I thought about what I would want to say with yet another tomb dungeon, I came up blank. More accurately, I couldn't find anything interesting to do with it that I (and others) haven't done a million times.

In my Keep on the Badlands sandbox campaign, I had a whole adventure area populated by yuan-ti: A hidden valley filled with crumbling temples, dinosaurs, a giant ape, and terraced gardens subsumed into the rain forest. Unfortunately, my players never quite got to the yuan-ti area and their temple went largely undeveloped (the players gave up two-thirds of the way into the valley).

The idea of the yuan-ti temple stuck with me, though. Yes, it's still trope-y as hell, but I've never done much with this type of setting other than when I ran my version of Dwellers of the Forbidden City back in the 80s. This, despite my love of Tarzan novels, movies about jungle exploration and lost cities, and tales of dinosaurs and other monstrous versions of real-world creatures. A formative influence was watching Land of the Lost on Saturday mornings as a kid. The world-building in that show is incredible and would make for a banging campaign area.

 

With a yuan-ti temple in mind, I dropped the original map scan into Photoshop, added a grid, and then sketched out the contours of the dungeon, fixing some of the issues to make the site more interesting. I also dropped in a few notes about the dungeon contents.

 

This is almost identical to the final version I used.


As I started reading through the monster descriptions to sort out how I would place and use each encounter, I really fell out of love with the yuan-ti for this site. I never much liked them to begin with; they're not terrible, but they have a high degree of specificity and a fair amount of complexity, which is not something you want in an adventure site with a hard page limit. I planned on using the ophidians from Monster Manual II as minions of the yuan-ti, but then I realized they work perfectly fine as the primary antagonists.

I never paid ophidians much attention before now. My previous 20+ year campaign was firmly rooted in a classic, Northern European/Scandinavian-style fantasy setting, so snake-men were far from my typical antagonists. My 5e Badlands campaign was set in a Southwestern US/Meso-American-style desert region with adjacent jungles, which was perfect for using monsters I'd never really employed before. Even then, I overlooked the ophidians.

I think this has a lot to do with two things: One, the MMII is not very good. There are some standout creatures for sure (though the best of these were introduced in earlier modules), but most are either meh or borderline stupid, or just variations on another monster (the Fiend Folio is full of this as well). The second problem is the artwork. It's boring.

There are four artists listed: Jim Holloway, Harry Quinn, Dave Sutherland, and Larry Elmore (who did the awful cover). I honestly don't like Elmore's art style, and the way that ogrish-looking creature wields his halberd is completely backward. I attribute Elmore's art with the decline of AD&D (contemporaneously, not causally) and so it triggers a certain revulsion in me, perhaps unfairly. Same with Harry Quinn. His stuff is just ugly and uninspiring. I didn't care much for DCS's art back in the day, although I pored over every inch of his illustrations, but now I have a great deal of respect for his giant-sized contribution to the look of the game (and modern fantasy, for that matter). His work in the MMII is not his best, however.

Jim Holloway accounts for maybe half of the illustrations. I love his character stuff and he has a great eye for setting up a (usually comedic) scene that still looks like classic D&D, ridiculous situations that you could see happening to player characters. His creature designs, on the other hand, leave a lot to be desired. They're not bad, per se; just bland and static, lacking any of the dyamism or creativity in his character illustrations. Behold: The Ophidian. *Yawn.*

He looks like he just got out of bed. Yeah, it's a snake with arms, big deal. It's so dull, your eyes sort of wander over it and then move on. He should be coiled upright, weapon and shield raised, baring his fangs dripping with poison, setting his beady, soulless eyes on his prey. Instead, we get this and it sucks. I imagine these guys were rushed by the production deadline, underpaid (or not paid), and just DGAF because the company was falling apart around them. Still, what might have been otherwise remains a tantalizing dream.

In any case, the ophidian! It's not bad at all. They're natural minions with 3–4 hit dice, so in the same upper class as creatures like jackalweres, wererats, and ogres. They have natural armor the equivalent of mail, and can use weapons and shields to boost their combat numbers. Their bite attack isn't that great, but an extra 1–3 damage attack is nothing to dismiss, either. Their venom inflicts a lycanthropy-type disease that slowly turns the victim into an ophidian over the course of 2–3 weeks. (It was this mutability that gave me the idea for the big boss: A snake-ape hybrid demon.) The disease is easily curable though, so unless it goes untreated, it's not too big a long-term threat (and a non-existent one if the adventure is played only as a one-shot). Still, it's a neat idea that could spin into all sorts of complications for the party in a long-form campaign.

That's basically it: Snakes with weapons. Perfectly simple for what I want to do here. Moving on, when I think of jungles, I always think of giant ants, so they're in as well. D&D giant ants are no joke. I talk about this in another blog post for the Hurricane Dungeon. The 3 HD giant soldier ants have a poison sting that is poorly written in the Monster Manual and completely mistranslated in OSRIC, but even the 2 HD workers can be nasty in numbers. An unfortunate wandering encounter of just two worker ants chewed through a 1st- and 2nd-level party in my Sinister Secret of Zenopus' Tower campaign, resulting in a near-TPK.

I also wanted a plant monster of some kind that wasn't a yellow musk creeper or shambling mound (both of which are present in the Hurricane Dungeon levels). There are the weird flowers and the wolf-in-sheep's-clothing from S3 in the MMII, but I remembered there being a couple of other plant creatures as well. While flipping through the book, I came across the mandragora (which I am committed to using somewhere as it's kinda neat) and the mantrap just below it, which turned out to be precisely what I wanted.

Using plant creatures in subterranean settings is always challenging for a designer without resorting to a hand-wavey magical solution. In this case, I created a collapse in the ceiling through which the jungle has entered the complex, allowing for an organic (and logical) scenario to unfold. Another recurring problem with plant monsters is their lack of mobility, making them easy targets for missile fire and spell casting, so I threw in a few giant boring beetles to make this encounter harder, tactically. Boring beetles are most certainly not boring, however; they are jaw-droppingly deadly with 5 HD, plate armor carapace, and a mandible attack that does frikkin 5–20 damage. One of these nearly demolished our party of 4th-to-6th-level characters in Prince's campaign.

They are also an anomaly. Of all the giant beetle species, they are the only ones that include any treasure type at all, and theirs is a doozy! A combined C, R, S, T on the treasure tables is comparable to a low-grade dragon's hoard, with mid-range chances for lots of gold, platinum, gems, jewelry, potions, and scrolls, and modest chances for copper, silver, and electrum coins and a couple of magic items to boot. Our group in Prince's campaign stumbled across a beetle in its lair and made out like bandits. The beetle's description doesn't say why this is, though it mentions a communal intelligence in some cases. My theory is that this is a misplaced treasure type, a publishing error that belongs somewhere else. The only creature with a similar type is the triton (C, R, S, T, X).

I picked two other monsters to reinforce the serpentine theme of the place. The necrophidius, or "death worm," is an interesting creature. It looks like a human skull with fangs on top of a skeletal snake's body, but it's not an undead; it's a golem-like construct created to serve as either assassins or guardians. I've used them on several occasions and, while they might not be that tough physically, they are quite deadly. They have a hypnotizing effect that renders victims who fail their save helpless. On top of that, their venomous bite paralyzes, which also renders victims helpless. It doesn't say this in the monster's text description, but I added a reminder in the adventure key that their bite against a helpless victim, according to the rules, would be equivalent to an assassination check on the assassin's table. This creature is perfectly capable of one-shot killing any of its victims. That's nasty.

The other choice was a couatl. I've always enjoyed putting little places within an adventure in which the party can get some sort of boost or helpful aid. I hid the couatl in a secret treasure vault and trapped it inside a "good" version of an iron flask. That seems like the sort of prisoner an evil snake-man cult would keep. If the party frees her, she can cast some healing/recovery spells for them. I left open the possibility that a Lawful Good character could persuade her to help their fight, but they would have to be of the Lawfully-goodest type and their current situation would need to be dire for me (the couatl) to intervene like that.

Finally, I created the main antagonists: A snake-man priestess, who is mostly just a human cleric with snake-like features including scaly skin (natural AC) and poison fangs, and the snake-ape demon "god" who isn't present unless the party dicks around and allows the priestess to complete her summoning ritual.

Speaking of that, I included several environmental effects in the temple as well. One of these is the ever-present sound of frantic drumming and droning chants by the cultists as they work to bring forth their demonic master. While the party is present, the pace and intensity of the drumming/chanting increases, signalling to the PCs that they better get a move on. The players won't know it exactly, but they have 24 turns (4 hours) to put an end to this or the snake-ape demon arrives in the main temple and will add to the difficulty of the final fight.

Another effect is that the temple is filled with clouds of herbal incense being burned in copious amounts in the summoning areas. It smells unpleasant but isn't harmful in the outer areas. As the party gets closer to the central chamber, however, the smoke's narcotic effects can overcome them after just ten minutes. This will require the party to either figure out a way to remove the smoke, or beat down the cultists in less than 10 rounds. Otherwise, poison saves to avoid falling unconscious are on the menu. Anyone who stays unconscious in the smoke will eventually die of an overdose. The smoke stimulates the snake-men but is not toxic to them.

A third effect is the pollen of the mantrap plant. It is so fragrant and pleasing that it nullifies the smell of incense in the chamber, and has a hypnotizing effect as well. Victims who fail their saves are compelled to approach the main plant, which then envelops and digests them in its leafy fronds. Lovely.

I placed several traps also: A spear trap in a central hallway and paralyzing darts from the walls in another chamber. Both traps are triggered by stepping on certain floor tiles, and the snake-men know which ones to avoid. The third trap is in the necrophidius' lair, and its a simple tripwire that closes and locks the entrance door, to split the party and allow the necrophidius to more easily kill its isolated prey.

I don't recall how I selected the treasure. After so many random stocking rolls made for the Hurricane Dungeon, it all kind of blends together. I'm certain I chose the Staff of the Python to reinforce the snake theme, and maybe gave the priestess the Cloak of Protection, but the others feel randomly rolled. Who knows? I was very generous with the money, however, though much of it is hidden and/or tricky to obtain.

Players who defeat all the monsters and find all the treasure can expect to net about 175–250,000 xp, depending on how much magic treasure they keep or sell. This is around 35–50k each for a party of 5 PCs, which is enough to go from 4th to 5th level, or 5th to 6th level, and a fair chunk of the way from 6th to 7th.

You can download the PDF here.

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.

Thursday, September 18, 2025

The Hurricane Dungeon – The Upper Works (Level 3)

Level 3 was the third map I drew during the power outage. The direct correlation between creation date and level number ends with this one, however. The level has a few unique features to the other maps I'd drawn so far. For one: It has an entrance portico and an exterior area (bottom); two: It contains no routes (stairs, etc.) to other levels; and three: It has a teleporting passage similar to Level 1, but its destination is "off-screen."

Again, these maps were just unrelated doodles at the time I drew them so I wasn't concerned with logical structure or access points. This particular map's weird features (at least the first two) created some design challenges as I developed these maps into the mega-dungeon.

The problem posed by the front entrance/exterior comes when lining up the maps. I didn't want to "shift" any of the maps if I didn't have to. In this case, if you lay the first three maps on top of each other, the exterior cliff wall drawn on level 3 intersects with a few areas on levels 1 and 2 above it. It's a discrepancy that's fairly easy to hand-wave if you're not nitpickey. But I am, so I accounted for the exterior space in the key, describing it as a recessed area carved into the cliffside. This kinda deal: >>>

Not the greatest solution, but it works. Especially because shifting the dungeon would have complicated some of the level connections that I still needed to add to the map. There were already two stairs and an elevator to be added from Level 2, and my stocking rolls added another two stairs down to Level 4. Counting the main entrance and teleporting passage as additional routes, Level 3 has seven points of access – not bad at all. (I added an eighth access point in the stirges' room, and the dungeon's ventilation system adds even more, unquantified access points, but both require miniaturization of some sort so I'm not counting them in the total.)

After placing all the new stairs and marking the destination point of the elevator, and then adding a title and key, wall shading, and some incidental details (such as blockages and a pit trap), the map came out like this:

 My content stocking rolls (for a 37-room dungeon level) came up with the following results:

Empty: 16 (43% / 35%)
Monster: 3 (8% / 20%)
Monster + Treasure: 14 (38% / 25%)
Stairs: 2 (5% / 5%)
Trick/Trap: 0 (0% / 5%)
Treasure: 2 (5% / 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, September 6, 2025

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 second night without power. Note that I did connect this map with the first map, via the stairway in the center-west portion of the map. I included only one other exit from the level to the east-southeast, hidden behind a secret door. 

There was also the nearby circular room with two levers and a floor circle, which I recall thinking of as some sort of elevator platform/shaft while drawing; but it, too, was concealed behind secret doors. Getting off this level would be a challenge, as providing those inter-level connections wasn't an objective at the time I was just doodling a map. I also wish I had drawn passages leading off the map, to expand the level horizontally. I mean, I still can with some Photoshop trickery, but I wish I'd thought to.

In designing Level 1 for this megadungeon, I added two stairs down to level 2, so I knew I had to add those connections to this map as well. My stocking rolls came up with two additional "Stair" results: one "Stair down 1 level" and one "Stair down 2 levels." The descending stair on the original map (near the "elevator" room) was proving difficult to sync up with the map for level 3, so I made that stair the one that went down two levels (to Level 4) and made both newly-rolled stairs a single-level drop to Level 3. The elevator platform ended up also descending one level to Level 3. 

After adding the new points of egress, keyed room numbers, a title, and shading, the map looked like this:


 My content stocking rolls (for a 40-room dungeon level) came up with the following results:

Empty: 11 (27.5% / 35%)
Monster: 10 (25% / 20%)
Monster + Treasure: 13 (32.5% / 25%)
Stairs: 2 (5% / 5%)
Trick/Trap: 2 (5% / 5%)
Treasure: 2 (5% / 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, 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, July 24, 2025

NEW PROJECT: The Hurricane Dungeon

My corner of the world got smacked by Hurricane Helene last September. While we were not hit as badly as some neighboring areas, the storm still did a tremendous amount of damage here. We lost power for nine days and internet service for nearly two weeks. Everywhere was trashed by high winds, fallen trees flattened many houses. It felt post-apocalyptic, but everyone stayed cool and we rode everything out as a community. I live in a decent-sized city experiencing rapid growth with lots of outsiders moving in,  but we didn't descend into Mad Max-style pillaging or fortified compound-building. That was reassuring, given my appetite for post-apoc/dystopian sci-fi. While walking through the debris-filled streets to scrounge up some food, I wondered how long that cooperation would last if we all weren't certain things would improve (and could see progress of it every day).

It put me in a D&D frame of mind. It's a given that the first editions of Dungeons & Dragons represented a post-apocalyptic fantasy world. Not Earth, but like Earth; enough that the same sorts of cultures, technologies, and gods had developed along nearly identical lines. The vague setting implied in the rules, and also suggested in Gary's tales of his own campaign, involved disparate feudal states clawing their civilizations back from the ruins of previous, more advanced societies. The players took on the roles of explorers setting out into the wild to recover incredible riches, lost knowledge, and forbidden arcane secrets from the ruins. All while the forces of darkness press ever inward on their fragile and isolated kingdoms. Great stuff, ripe for adventure! 

Fortunately, I'd just purchased a physical copy of the three AD&D hardcovers to replace the ones I stupidly sold back when I thought I was done with D&D forever. So, since I had no electricity and little to do at night but read by candlelight, I dove back into the 1e DMG for the first time in 30-ish years. I'd been reading a lot of online discussion about using the random tables to stock dungeons, and I was intrigued by descriptions of how the early dungeons were designed and played. I saw this as a great relearning experience.

My frame of reference for the game was minimal when I began playing Basic D&D in 1981. I'd seen some tantalizing advertisements for it in a few military modeling magazines, but there were no gameplay discussions or other players to teach me. It was just me and my buddy teaching ourselves how to play the game, and swapping DM/player roles to run entire parties through a few of the published adventures (B2, L1, X1, X2). 

When I started playing AD&D with a group of players in 1983, my DM's older brother and his friends had started with OD&D/Judges Guild/Arduin in the mid-late 70s. My DM learned to play at their tables and they passed down to him whatever Ur-knowledge of the game they possessed. I know some of those guys were early in the scene, and went to conventions and knew/had talked to many of the original players and TSR guys, including Gary, so I'm fairly confident they got the game's intent right. The mish-mash of house-rules and variant options they handed off to my DM and which we used, however, makes me certain that I never played "book-accurate" AD&D. The game I'm relearning now is very different from what we played back then.

Darconea's negative 7th level... very dangerous!

In any case, my DM had a mega-dungeon called Darconea, which was created and ruled over by an insane magic-user called The Wizard of Darconea (or WOD as we came to refer to him). It was a 20-level dungeon, with 10 "positive" layers up into Mount Darconea, and 10 "negative" layers below it. The maps were from the Dungeon Geomorph sets, hand-scrawled to modify the layout where needed. The dungeon rooms were keyed on single notecards and filed in multiple card boxes by dungeon level. Each room had something in it (monster, treasure, puzzle, trap, etc.), populated by the random DMG tables. When we cleared a room, he moved the card to the "Used" box and eventually created a new card to restock the room. 

Monsters were drawn from the Monster Manual but also from Chaosium's glorious All the World's Monsters books. Chamber walls, ceilings, and floors were painted with bright colors (rolled from the table in Appendix K), and there was a dungeon mini-game in which WOD awarded prizes to parties who could match colors in a single foray. The more matches, the better the prize. 

The dungeon was maintained by a crew of magical creatures called the Gnomes of Yipuuri (from All the World's Monsters - Vol III), who would appear post-combat, popping out of a hatch and lobbing canisters of scrubbing bubble monsters (also from ATWM) into the room to clean all the viscera and damage. You had to high-tail it out of the area or get scrubbed to death. There was an adventurer's town down on the negative 4th level with a magic item shoppe, and the negative 10th was said to contain a portal to Hell.

Who knows how many real-life hours we spent down in that dungeon, but it was a place we returned to time and again, all well-spent. It was a remarkable place that felt alive and active, dangerous but exhilarating, and oh-so tempting to keep pressing on. "Just a little further," we would cajole each other. So many fun memories and epic battle stories came out of it... stories we still laugh about 40 years later.

At the time, I was aware of all the dungeon tables in the DMG, but never once made actual use of them. As I read them now with fresh eyes (by candlelight, no less), I felt inspired to try my hand at creating a randomly-generated dungeon. Since I can rarely get to sleep before 1 AM, I had nothing else to do in the dark so I got a pencil and graph paper and started rolling some dice. After a few unsatisfactory attempts with the layout tables, I just started sketching free-hand, creating a series of nine maps—one per night—over the power outage period. I was pleased with how they turned out and now wanted to use the random stocking tables to populate the levels.

Once the power came back on, I got busy cleaning up debris and getting things back in order. Then the holidays came and went, and the maps and my intention to do something with them slid to the back burner. I kept thinking about them though, and I've finally decided to do work them up into a proper 9-level dungeon. 

My goal is to hew as closely as possible to the dungeon stocking tables, but not be a slave to them. The tables were only ever meant as guidelines to spur creativity. Gary wanted DMs to use the results as a springboard to riff their own stuff. The challenge I'm setting for myself is to roll on the tables, accept the results as rolled, and then try to fit all the incongruous pieces into some sort of "dungeon logic" that not only feels fantastical and thematic, but also "realistic" (by D&D standards). I want the end product to make sense as an adventuring locale. Forced limitations like these tend to stimulate my creativity in entirely different ways than when I'm just conceptualizing a dungeon theme and populating it accordingly. It's why I enjoy participating in projects like the annual Adventure Site Contest or Dungeon 23.

As of this writing, I have the first 5 levels completely rolled out, plus an exterior area above the dungeon which I added recently. I've written finished keys for the exterior and first 3 levels as well. I've really enjoyed this exercise so far and can't wait to see what the rolls come up with next. Level 4 gets batshit crazy.  I plan to post each of the nine levels (10 counting the exterior) to discuss how the tables rolled out and then drove my creative decisions. I'll also provide share links to download the maps and keys.

Methodology

For my purposes, I'm using the OSRIC tables to determine room contents because I like OSRIC's statistical spread a little more than the DMG's (for example, 60% of AD&D rooms are "Empty," whereas only 35% of OSRIC rooms have nothing in them). I want to use only official AD&D monsters, but from all three monster books, so I created a d12 table to determine which tables I would roll on for each creature: 1–6 = DMG (i.e., Monster Manual); 7–9 = Fiend Folio; 10–12 = Monster Manual II. For determining treasures, I roll 50/50 between OSRIC and DMG (often decided by which book I have open at the moment). OSRIC's tables are great for rolling up traps, tricks, and jewelry items, but I lean on the DMG for gem types and base values. 

As for whether treasures are hidden and/or "guarded" (i.e., trapped), I tweaked the guidance here. Both systems identify these features as optional, but the DMG explicitly makes it an either/or proposition with a single d20 roll: on 1–8, it's "guarded;" on 9–12, it's "hidden." Thus, AD&D treasure would not be both guarded and hidden using just the tables.

OSRIC provides for a 50% chance, but then instructs the DM to consult two tables to determine a treasure's guarding device (trap) AND its method of concealment. This "and" could be interpreted as an "or" in light of the optional nature of both tables. It's also possible to infer that OSRIC means a 50% chance on each table, which would allow for a treasure to be both hidden and trapped as well.

In either case, these features are only meant to be used "if desired" by the DM. I wanted to surrender that decision to a die roll so I simply determined that there was a 50% chance that a treasure was guarded and a 50% chance that it was hidden. This gives me four results: not guarded or hidden; guarded only; hidden only; or both guarded and hidden. It has resulted in a large number of traps which has me wondering about the original nature of dungeon traps versus treasure traps. The random tables only provide a 5% chance for a dungeon location to contain a trick or trap (independent of any treasure), indicating that they are meant to be rare and could even be non-existent on a dungeon level. I may dial the chances for traps or concealment down to 30% each to reduce the total number. (I don't want my players to get overly paranoid about everything being trapped... or do I?)

Same kind of situation with regard to magical treasures. Using OSRIC's spreads, there is a 35% chance for a room to contain a treasure. Of these, only about 6–7% will be magic items. Overwhelmingly, treasure will be items with gold piece value (i.e., experience points). That makes sense and is desirable, but I like doling out magic items, too—especially consumables like potions, scrolls, and wands. My initial rolls turned up very few items, and no magic weapons, even as the monster stocking tables were beginning to produce monsters requiring magic weapons to hit. Level 3 had no magic items on it at all. It felt paltry and disappointing, so I made an executive decision to add magic treasures to each level: three item rolls per dungeon level (so, six extra items on level 2, nine on level 3, etc.) Many of these items will be potions and scrolls, statistically, but I will likely cap this number going deeper, as a few of the extra items I've rolled thus far are pretty choice (especially for low levels).

I let the die results stand in most cases, only re-rolling a few results that made no sense (like a string of piercer results in a finished dungeon room), or that were too similar to another roll (like when I rolled 3 different tween rooms on the same level...I'm sorry, that's too many tweens). Some of those results have been wildly swingy (for example, the +4 Leather Armor on level 2), but I'm okay with that. Let's see what happens if the players manage to find it.

>>The Surface Ruins (Level 0) 

Saturday, November 30, 2024

Adventure Site Contest II – Deadline for Submissions is One Month Away

With a month left to go, I turned in my submission for Coldlight Press' second annual Adventure Site Contest. I've titled it Owlbear Hill and I'm quite pleased with how it turned out, thematically.

I've estimated it as appropriate for a party of 4–7 characters from 5th to 7th level. I was hoping to get it playtested before turning it in, but corralling a group of family men in their 40s to 60s is challenging in the best of times, much less over the winter holidays. I ran some solo fights using pre-gens and they were sufficiently tough without being easy TPKs. Much will depend on the characters' levels and capabilities (though that is always the case). 

If I've designed it accurately, a party of all 5th level PCs is going to have a hard time, while a party of all 7th levels is likely to come out on top without serious risk unless someone screws up. There's almost 95,000 xp in monsters and treasure (and much more if the players sell the magic items). For a party of five adventurers, that's about 19,000 xp each—enough to take a 5th level fighter to 6th, or a little more than halfway from 6th to 7th. Getting all of it is another story, but even if they only collect one-third, it's still 6-7k; not a bad haul.

Like Etta Capp's Cottage—my submission for last year's contest—this one started out as a simple adaptation of a previously-created monster lair. I have a folder filled with dozens of these things I've written over the years. In this case, it was an owlbear lair I first built for my Cold March campaign (my campaign world's "Viking region"). The original was designed between game sessions as an adventure site for 5e, after the party encountered some owlbears during one of their overland journeys and decided to track them back to their den. I later repurposed the site as a "lurid lair" in my 5e Gloomy Forest campaign (from which Etta Capp's Cottage also emerged).

The lair was a bit rough around the edges because I only had a short time to put it together, but I liked some of what I came up with, particularly the idea of using owlbear feathers as "treasure" and the hidden tomb with a doomed party of adventurers who died while trying to plunder it. As I began to convert it to AD&D, however, it seemed too "basic" for a contest in which some really talented designers are participating. It lacked punch and wow... fine for a quick session with my regular players, but unsatisfying for a global audience of discerning DMs.

I'd already decided to expand on the lair, but tacking on a whole tomb seemed the obvious and boring route. I wanted something different. While reading the owlbear's description in the Monster Manual, I took note of the opening sentence: "The horrible owlbear is probably the result of genetic experimentation by some insane wizard."

I'm sure I'm not the first person to have this idea, but suddenly I had my adventure site's elevator-pitch: This will be the lair/laboratory of a crazed magic-user who is producing an army of owlbears to unleash on the nearby town. As I continued flipping through the MM, however, I noticed how many other creatures are either known or said to have been created by some variation of "insane wizard's experimentation." This continued into the Fiend Folio, with lots of other ideas from the Monster Manual 2 as well. The adventure site spun out from there.

One of the fun things about contests like this are the submission guidelines establishing a hard page count and reader usability standards. They force you to boil everything down to its essence, trim off the fat, and parse your copy down to fit as much evocative content as possible within the limited space and layout restrictions. Some people keep it light and simple, with plenty of white space in the manuscript...all perfectly fine and admirable. I'm kind of the opposite...I try to include as much copy as I possibly can, clawing for every scrap of page space within the limits.

And though I'm obsessive about my own map-making, there is no creative pressure to create a work of art. The charm of a hand-drawn map takes me back to the early 80s when buying a pad of blank graph paper released a flood of imagination and adventure. Making maps was what really hooked me on D&D, and I figure out so much about the dungeon and what's going on within it by simply sketching, drawing, then fine-tuning the map. For me, it's as much a part of the content creation process as the writing of it.

On the flip side of the creation process, it can be frustrating to have to slice off chunks you really like due to the space constraints. In the original version of Etta Capp's Cottage, for example, there's an underlying story concerning her origin, the identities of the bodies in her lair, and the existence of a mysterious suitor who sends her gifts. Losing all of that was tough, but the condensed version still keeps much of the mystery while being vague enough (by necessity) that any DM can now put their own stamp on it.

With Owlbear Hill, I had a whole "slime lab" section in which the insane magic-user was crossbreeding various oozes and jellies with a gelatinous cube "starter," pumping out miniature transparent cubes with different slime effects, but I had to lose it. A couple pieces of the slime lab remain in the final version, and I'll repurpose the rest for something else. (Maybe do a sequel for ASC III??)

Once the reviews and voting are done (probably sometime in February/March), I'll publish the full details of the adventure site in a future post, whether it gets chosen for the final publication or not. As a preview, here's the introduction and site map.

"There’s a spot back in the woods they call Ol’ Bare Hill. Used to be a Chaos temple on top way back when, but then the Law came and knocked it down. We don’t go there…ever. These troubles that are going on…it’s that hill, I’m telling you."

I'm also a judge in this year's contest, though I'm a little nervous about my review/critique skills. Still, I've read, written, and run hundreds of adventures over the years, so I have some experience to bring to the table. Looking forward to the challenge.

EDIT: I participated in an episode about the contest over on the Classic Adventure Gaming podcast.

Saturday, September 14, 2024

Adventure Site Contest II

Starting October 1, Ben Gibson at Coldlight Press is taking submissions for his second annual Adventure Site Contest, with a January 1 deadline for entries. You can read all about the contest guidelines here.

Last year's contest was a lot of fun and my submission, Etta Capp's Cottage, found a spot among the winning entries. These were published in a handy compilation available to all for FREE! It was even reviewed by the esteemed Prince of Nothing over at the Age of Dusk blog.

I've been asked to be a judge for this year's contest, so I'll be posting my reviews of the submissions as they come in. My own submission for the second contest is already in the preliminary stages, and I plan to post some of the developmental work here as well. I also have about a dozen unfinished drafts in my posting queue that I need to finish up. Looking forward to all of that, as I have let this blog languish due to other projects/real-life demands.

Ben's contest is part of an effort to foster a return to the "Classic Adventure Gaming" mode of play that is distinct from the OSR community, which has become fragmented and beset by opportunistic content creators shilling for a fast buck. The creators in this contest are old-school veterans and dedicated students of the original versions of the game (OD&D/BX/AD&D), who actually understand good design and know what they're doing. 

These adventures can actually be played at the table right out of the can, without having to parse through AI-generated walls of text, artsy-fartsy nonsense, and a designer's incomplete knowledge of what the game is about.

Image by the incomparable Erol Otus.
The goal is to keep this style of play alive by providing a much-needed infusion of good creative energy into the D&D hobby, which has devolved into a weird and cliquish form of social interaction that has little to do with slinging dice. 

It's been a thrill finding like-minded fans of the early game, and after converting my own tabletop campaign from 5e to an LL/OSRIC hybrid, I even began playing in an honest-to-goodness AD&D campaign recently, my first since (roughly) 1988-ish.

Aethelberd's Tomb for OSRIC Is Now Available at DriveThruRPG

My latest adventure is now live on DriveThru RPG . This started out as an adventure for my first 5e campaign, but the players failed to bite...