Wednesday, December 26, 2012
A Hirst Arts Christmas
Still, these images represent some amazing Hirst Arts dungeon porn. Full disclosure, i`m not responsible for the following dungeon pieces, nor the accompanying embellishments.
You can find the embellishments here, at Scibor Miniatures, and the forum thread at the Hirst Arts site, both of which you will find quite inspiring, if only from a Hirst Arts construction standpoint.
Thursday, October 25, 2012
Barrowmaze 2 Arrives
I arrived home late tonight -- a long day at the office, and then dinner with clients -- but this delivery really capped things off, in a good way: Barrowmaze 2, along with two Tomb-of-Horrors style illustration books, and the mega-map, arrived in the mail.
Greg Gillespie did a terrific job with Barrowmaze. The room descriptions are just long enough to be evocative without burdening the DM with endless walls of text. In addition to the artwork in the illustration books, the Barrowmaze adventure book itself is crammed with illustrations.
My only quibble is the hard-cover book binding. We in the OSR need to find a better way to package these old-school adventures, that allows the DM to keep the adventure books open and flat on the table, rather than using traditional book binding which results in the pages flipping unless you break the bookspine or place weighs on the page-edges to keep the book open.
Fantastic product. I feel bad for those of you who missed out on this megadungeon crowdfunding project.
Tuesday, June 12, 2012
The Dwellers Under The Tombs
The final page of Jonas Kiles' journal:
"I wonder how Jacob Kiles discovered these subterranean ways? He did not construct them.They were carved out of dim caverns and solid rock by the hands of forgotten men -- how long ago I dare not venture a conjecture.
While hiding here, waiting for the time to be ripe, I have amused myself by exploring them. I have found they are far more extensive than I had suspected. The hills must be honeycombed with them, and they sink into the earth at an incredible depth, tier below tier, like the stories of a building, each tier connected with the one below by a single stairway.
Old Jacob Kiles must have used these tunnels, at least those of the upper tiers, for the storing of plunder and contraband. He built the entrance tomb to mask his real activities, and of course cut the secret entrance, a stone door hung on a pivot. He must have discovered the burrows by means of the hidden entrance at Smuggler's Point. The concealed door he constructed there was a mess of rotting splinters and rusting metal when I found it. As no one ever discovered it after him, it is not likely anyone will find the new door which I built with my own hands, to replace the old one.
I have wondered much as to the identity of the race which must have once inhabited these labyrinths. I have found no bones or skulls, though I have discovered, in the upper tiers, curiously hardened copper implements. On the next few tiers I have found stone implements, down to the tenth tier, where they disappeared.
Also, on the topmost tiers, I found portions of walls decorated with paintings, faded but evidencing great skill. The picture paintings on lower tiers were cruder than those of the tiers above, until the last paintings were but meaningless daubs, such as an ape might make with a paintbrush. One gets a fantastic impression of an imprisoned race, burrowing deeper and deeper into the black earth, century by century, and losing more of their human attributes as they sank to each new level.
The fifteenth tier is without rhyme or reason, the tunnels running aimlessly, without apparent plan -- so striking a contrast to the top-most tiers, a triumph of ancient architecture, that it is difficult to believe them to have been constructed by the same race. Many centuries must have elapsed during the building of the tiers, and the builders must have become greatly degraded.
But the fifteenth tier is not the end of these mysterious burrows. The doorway opening on the single stairway at the lowest tier was blocked by stones. Prompted by curiosity, I cleared away the debris, in spite of the tax it was on my strength, and opened a hole, this very day, although I did not have time to explore what lay beneath. Indeed I doubt I could do so, for my light showed me not the usual series of stone steps, but a steep smooth shaft leading down into the blackness.
Into what unthinkable pits it leads I do not care to even guess. For some reason, the realization that the fifteenth tier descent is not a stepped shaft gives me a strange creepy feeling, and led me to fantastic conjectures regarding the ultimate fate of the race that once inhabited these hills. I had supposed that the diggers, sinking lower and lower in the scale of life, had become extinct in the lower tiers, although I have found no remains to justify my theories.
Tonight I leave this infernal retreat forever. Nor will I be sorry, for the eternal darkness and silence are beginning to shake even my iron nerves. I am becoming imaginative: even as I write, I seem to hear stealthy sounds, as of things creeping up from below."
-- Robert E. Howard, "The Dwellers Under The Tombs"
Tuesday, May 22, 2012
More Megadungeon Inspiration
Hill Cantons has another inspirational post about real-life subterranea. I find this information endlessly fascinating, and am linking to it here, for later reference.
Monday, April 9, 2012
Dungeon Module D2: Shrine of the Kuo-Toa
It's easy to find examples of "bad" Dungeons and Dragons artwork. One has only to look at the D-series of modules to find it. Of course, when I say bad, with quotations, I don't really mean bad. Primitive, yes. Amateurish? Fine. But it is also entirely appropriate, in keeping with the requirements for Dungeons and Dragons art, as separate from Fantasy Art.
Incidentally, some people, big fans of Elmore, Easley and Parkinson, uncritically consider fantasy art (particularly by those three artists) and DnD art to be the same thing. I will return to why they are not in a separate post.
Having reached the end of module D1, Descent into the Depths of the Earth, and avoided or defeated the troglodytes, bugbears, trolls, dark elves, and assorted other adversaries that dwell in a large subterranean cavern, the party pushes on towards the fabled city of the Drow. The party continues to encounter Drow patrols and merchant caravans, along with quintessential DnD monsters like the Rust Monster pictured above.
Several other new (for 1977) monsters appeared in Shrine of the Kuo-Toa. The above Umber Hulk makes his first appearance here in this DnD module.
Above we discover a trio of Ropers, one being put to the torch while another Roper pulls a hapless party-member to his doom. It's interesting to view these illustrations, and in so doing compare them to the artwork that will come in the mid-80's and beyond. It's typical of these early illustrations that the party's survival is often in doubt.
Other than some standard subterranean corridors, we are provided with very few encounter areas in D2. One such encounter area is a river crossing, populated by a single insane Kuo-Toa ferryman. It is possible that this will be the first of several encounters with this Lovecraftian adversary, prior to reaching the Shrine.
It should be obvious that the above artwork is by Trampier, even without his signature appearing upside down at the top of the illustration. It features Tramp's not-atypical conceit of framing the illustration from the persective of the monster, rather than that of the adventuring party. It catches the action at the precise moment of decision and danger, for the madness of the insane Kuo-Toa will be revealed in the manner in which the party reacts to his hail.
Another secondary encounter area features deep gnome miners, foes of the Kuo-Toa, whose reaction and sympathetic gestures towards the party may affect the success of their visit to the Shrine. The deep gnomes have been scouting the Shrine of the Kuo-Toa, and have had several military encounters with these fish-men. The deep gnomes are potentially powerful allies, if the party reacts to them in a fashion appropriate to their motivations.
Finally, we reach the Shrine of the Kuo-Toa. Like the central subterranean cavern adventure location in D1, there is no requirement that the Shrine be cleared of foes. In fact, you could, potentially, bypass this encounter location without participating in a single combat. That is because there is significant underworld traffic through this area, including the traffic of drow patrols and merchant caravans. Although the Drow and the Kuo-Toa hate each other, they have come to an uneasy accommodation, with rare breaches of that truce. Other underworld denizens travel to and past the Shrine, so it is not unusual to find over-worlders in the vicinity.
However, there are clues to be gathered at the Shrine, regarding the intentions of the dark elves, and opportunities for other intelligence-gathering and preparation for what lies beyond, not to mention ample treasure and combat for those who wish to partake in those activities. A smart party will take advantage of their friendship with the deep gnomes, or use subterfuge and cleverness to gain information and treasure here.
Thursday, March 29, 2012
Dungeon Module D1: Descent Into the Depths of the Earth
Monday, November 28, 2011
Endless Night: A Megadungeon Hook
Imagine a fantasy world in which two events happen simultaneously. One, a total solar eclipse that never ceases. Two, an earthquake and rend in the earth near the city centre, providing access and passage to the endless stair. What is the cause? What do both events portend? Will you brave the endless stair to discover the answers to these questions?
Friday, November 25, 2011
The Death Frost Doom Map That Never Was
Still getting my head around a different kind of megadungeon design for the endless stair; something that appeals to my naturalistic adventure design aesthetic.This is a map of St. Paul's catacombs in Rabat, Malta. That catacomb map would have made for an inspirational reference for Death Frost Doom, a James Raggi adventure full of menace and horror but lacking in evocative cartography.
I continue to be attracted to maps and images like this one of St. Paul's catacombs. As an adventure designer, there is an honesty in using real world subterranea for the basis of one's own maps, if only for the designer's own moral fortification.
The user of the adventure may not appreciate that the environment does, and therefore can, exist. But from the creator's point of view, there is a certain amount of satisfaction in knowing that the environment makes sense.
What's most challenging for me is attempting to visualize these catacombs. There are a handful of images on the internet, but I think it would take actual exploration of an environment like St. Paul's catacombs to truly appreciate the depicted map. The next challenge would be to communicate what you have seen to the end-user of the adventure in a way that is not burdensome.
Monday, October 3, 2011
The Endless Stair: Dungeon Inspiration

My disenchantment with the traditional graph-paper-constrained dungeon maps continues to grow, as I pore over the myriad underground systems mapped by cavers.

The deeper I fall down this rabbit hole, the more tempted I am to dispense with graph-paper altogether, in favour of a scale legend and dimension map-notes.
Thursday, April 28, 2011
TFT: The Land Beyond The Mountains
All this talk of sandboxes has me thinking of Metagaming's still-born foray into the mega-campaign sandbox marketplace, a product that was designed for use with its The Fantasy Trip role-playing game.Entitled The Land Beyond The Mountains, and published in 1982, shortly before the demise of Metagaming, that mega-campaign sandbox setting is comprised of two published adventure supplements, The Warrior-Lords of Darok and The Forest-Lords Of Dihad. Two additional adventure supplements were announced, for the provinces of Muipoco and Soukor, but never saw the light of day.
In this sandbox setting, all four provinces (Darok, Muipoco, Dihad and Soukor) are bounded by impassable hills, mountains and wastelands to the west, north and east. To the south is the sea. Each of the provinces are at odds with each other, and the overall setting is post-apocalyptic, with scattered ruins, mysteries, monsters and artifacts left behind by a vanished and technologically and magically advanced culture.The adventure supplements for Darok and Dihad are slim: 32 pages each. An interesting innovation of this series is a fold-out 11x17 hex-map of the featured province, attached to the supplement cover. Other than the roads, rivers, settlements, mountains and sea hexes, the map is open for the gamemaster to add her own hex-crawl elements.
The first three pages of each supplement are identical. They briefly cover the history and legends of the overall mega-campaign region, and explain some of the shorthand and symbols employed throughout the supplements. The bulk of each supplement is filled with significant personalities, treatises on the culture of that province, along with sample towns, encounters and scenarios, and supported by several random tables.

The Land Beyond The Mountains is billed as a perfect vehicle for sandbox play: "Here lie rich deposits of gems and ore, and the buried relics of a forgotten golden age. Here are wizards and warriors aplenty, scheming to seize new territories for their liege lords or striving to keep the major trade roads safe and free for all. On these pages you will meet spies and scholars, raiders and traders, and many wondrous and dangerous beasts. In short, a myriad of opportunities for players to make and lose their fortunes, or attain positions of great political influence within a fast-changing, often unpredictable environment."
Even considering the thin-ness of the adventure supplements, I don't think the above statement is entirely over-reaching. After all, the benefit of supplement slimness is that it gives the gamemaster greater latitude and opportunities for sandbox play, beyond the adventure-as-written.Monday, April 4, 2011
The Endless Stair And Player Choice
Keep On The Borderlands is one of the better TSR modules. Not because it has well-developed NPCs (it doesn't). Nor because of its' exceptional artwork (serviceable, but not mind-blowing). Not even because of it has a sophisticated plot (at best, the DM may tease something out about the Temple of Chaos organizing the scattered humanoids into a raiding force).What is great about Keep On The Borderlands is that it allows players to select the level of challenge they are willing to face.
Among the rumors provided in Keep On The Borderlands is that the deeper you go within the Caves of Chaos box canyon, the more dangerous the denizens. A cave mouth closer to the canyon entrance is less dangerous, while those at the end of the box canyon are likely filled with fearsome opponents, and fabulous treasures. The players can play-it-safe, and explore the nearer cave-mouths, or take a chance at the deeper ones. The DM can adjudicate the results of that player choice, free of any hint of bias, since it is the players themselves that pick the easier or harder road.
It is well-understood by all experienced D&D players, that the deeper within a dungeon you delve, the more dangerous the traps and monsters. Yet one of the design principles, regularly applied to dungeon creation, is that the stairs to the next-deeper level are difficult to discover. Call that what you like: I call it railroading.
Rather than hiding stairs to the deeper levels, i'm of a mind to have one staircase -- The Endless Stair -- that traverses the entire depth of the dungeon. Not a staircase that goes directly down mind you, but one that meanders, splits, crosses chasms, follows underground rivers, backtracks on itself, and reveals varying architectural styles at different points in its' descent.
As the stairs decend, there are dungeon levels hiving off in different directions, sometimes blocked by hastily-completed walls, or locked and barred doors, offering danger, mystery and treasure. There may be collapsed stair sections along the way, requiring magical or mechanic means of bypass, and portcullises on the staircase preventing immediate entry to lower levels for those lacking creativity, but there will be no question where those stairs are.
The only question ... for the players ... is whether they are feeling lucky today, and want to take a chance exploring lower dungeon levels in exchange for potentially higher rewards.
Thursday, February 10, 2011
Dungeon Entrance To Die For
Among the fantasy tropes used to begin a megadungeon campaign is the abandoned monastery.Legends tell of an abandoned monastery that was founded by an ancient order of warrior monks, who were tasked with the responsibility of containing some evil presence found beneath the site of the monastery. Over time, the monks either became complacent and abandoned their posts, or were corrupted by the evil they were charged to contain.
Now -- years, decades, or centuries later -- the evil beneath the abandoned monastery has grown to proportions significant enough to come to the attention of the players or their benefactors.
The players travel to the site to determine the threat posed by said evil presence and, if necessary, eliminate it.
The above illustration would be a neat hand-out, to present to the players as an illustration of what they see as the approach the abandoned monastery. But why use a black and white illustration, when you can hand them a photo of the actual freaking chapel!
This is the Saint-Michel d’Aiguilhe Chapel in Le Puy-en-Velay, France and was built some time around 962 A.D.The entrance can be reached by climbing up 268 foot-high steps, carved on the exterior of the basalt extrusion that forms the mountain beneath the chapel.
Imagine having to climb that mountain every time you intended to begin your dungeon delve.
I would love to get the floorplans for this Chapel, and use it for an entrance to a megadungeon, with the dungeon proper following some endless staircase driving deep into the basalt extrusion and far beyond.
You could make the "endless staircase" the centerpiece of the dungeon architecture, with various levels hiving off, spoke-like, around a central staircase, complete with bottomless pit at its centre.
Tuesday, November 23, 2010
Megadungeons In Four Dimensions

I've been giving a great deal of thought, lately, to the design of a megadungeon. One of the purported features of a megadungeon is that it is a "living" dungeon: it is constantly changing, both in its inhabitants and construction. Adventurers come and go, and as they do, killed monsters are replaced by new ones, and conflict between the denizens continues. In addition, new areas are opened up, either through new construction, magic, or perhaps primal forces at work, warping the environment.


I have not yet arrived at a satisfactory solution to my mapping problem. Perhaps different wall colors on my map, or modifying the fill behind the walls to signify different construction? However, I am leaning towards using different Hirst Arts floor and wall tiles to signify different construction areas to the players.

Sunday, November 21, 2010
Medieval Castles As Adventure Locations

What I also like is when the layout appears to have been added to over time, giving the map a labyrinthine feel. This tends to give me an opportunity to have several areas that are more difficult to access. If the map has secret passages, staircases and the like, so much the better.Thursday, November 11, 2010
The Name Of The Rose: Three Dimensional Labyrinths
If you have never seen this movie, or have not seen it in some time, you are strongly encouraged to do so. As inspiration for a murder-mystery adventure for fantasy role-playing, this movie has few peers. There is little in the way of combat, but if you like atmosphere, fantastic sets and elaborate puzzles, this is sure to appeal to you.
One of the set-pieces of this film: a labyrinthine library, filled with octagonal rooms and rising and decending staircases. The two principles become separated and lost within the library, and use their wits to locate each other, retrace their steps and eventually find egress. It's commonly held that dungeon labyrinths are a bore, when it comes to rpg adventuring. I'm sympathetic to that view. Imagine your typical dungeon labyrinth, but now in three dimensions. Doesn't seem that appealing, does it? But, instead of being a labyrinth, what if that many-staired and chambered space was rather a nexus-point, a convergence of stairs and passages, going up, down and across, and giving the players a plethora of adventuring alternatives?
That has been on my mind the last couple of days, as I search for a way to design and develop a dungeon environment which provides maximum latitude to the players to strike out and pursue their own dungeon-delving interests. One of the constraints on the full enjoyment of a campaign by role players is the suspicion that they are being railroaded. What could be more freeing, for both the DM and the players, than that the mega-dungeon have a nexus-point, leading to a myriad potential adventures, with easy access to the surface and the dungeon-locales which most interest the players?
Sunday, February 7, 2010
Hubris, Terror and Despair In Dungeons and Dragons
I admit I can be as low-brow, crass and ribald as the next D&D player, but when I comes to "adult" themes for Dungeons and Dragons, concepts like hubris, terror and despair are the ones I find most interesting to explore. Those are the ones that truly get emotions running high at the gaming table, and the ones that are talked about for days and months following.
Being unable to save a dying character or watching them get dragged down into hell. Having the chickens come home to roost on an earlier decision of the party. The 'long defeat' in Lord of the Rings. Disasters wrought as a result of the inaction of the party. I find those to be far more interesting than themes revolving around the libidinous or avaricious.
The problem is how to arrive at the confluence of circumstances necessary to achieve that, without railroading the players? Several months ago, while DMing a D&D session, the party was overwhelmed by some Yuan-ti. One of the characters was poisoned, and none of the others reached him before he succumbed. Not just the player, but the whole party went into a funk. Several sessions later, players were still talking about it, chiding themselves for not having prepared sufficiently, or having failed to act sooner: there were (at least not to my knowledge) no suggestions that I had constructed the death. To my credit, the players were previously warned about the poison, and several characters had made earlier saving throws.
I think hubris, terror and despair are the sorts of themes that players enjoy exploring as well. Particularly if they are coupled with themes of heroism and redemption. One of the features that I intend on adding to any megadungeon I create is a "Well Of Souls", a pit into the very depths of hell, teeming with horrors to cause even the bravest to faint, a location where the party must go, and -- at great personal risk to themselves -- recover a lost party-member.




























