Showing posts with label megadungeon. Show all posts
Showing posts with label megadungeon. Show all posts

2014-02-11

Liquid Loot

Just another trap in the 4th level.  It's an example of my favorite style, the kind the players willingly set off.

8. Liquid Loot
Floating in the center of this room are three rings of blue superconducting metal.  They are nested within each other, and rotate slowly in three dimensions around a 1’ wide sphere of gold. Anyone approaching will feel the heat coming off the rings and the sphere – and in fact the sphere is molten, although that will not be obvious.

Jamming a sword, 10’ pole, or other object into the rings will merely cause them to stop spinning – they will resume once the obstruction is removed. Note that they are powerful magnets, and a successful “force doors” check is required to remove any metal stuck to them.  Further, the heat from the rings will soften most metal and burn wood – each round an item is jammed into the rings, there is a 40% chance it will be ruined.

Approaching the rings with a magnet will cause them to fly apart, doing 1d6 damage to everyone in the room as they ricochet about.

In either case, once the rings stop rotating, the molten gold within will fall to the floor, splashing all within a 10’ radius for 4d6 points of damage (save vs. paralyzation for half damage).

Once outside the rings, the gold will solidify in 1 round, and be cool enough to handle in 2 turns. It will take an additional 2 turns to pry the gold from the floor, if it has splashed all over the room. The total value of the gold present is 6,000 gp.

When nested together, the rings will resist being moved, and will heat any metal in the center to 2000° F.  Apart, they are simply strong magnets. The rings are worth 10 gp apiece if sold separately, and 100 gp if sold together.

2013-02-06

Level 4 in CC2

This one was done iteratively, I'd draw on graph paper, scan & put it on the computer, print it and draw by hand, and so on.  So there's no good original to scan and show.

I haven't numbered the level yet, and I'll probably monkey with it a bit more.

There's two stairways heading up to the 3rd level, a "regular" stairway and a spiral staircase heading down, a well heading down (in that 30' wide corridor up at the top of the map), and a wide hole in a cavern heading down.  I like my players to have to rig up contraptions, so I've always got a few level interconnects where you need climbing gear.

The Basalt Ziggurat of the Hinge-Headed occupies the central cavern.  Vast hordes of Hinge-Headed and their Neanderthal slaves are constantly milling about.  In the surrounding dungeon, there will be plenty of things that players can utilize to mess with the Hinge-Headed should they choose to do an all-out assault on the Ziggurat.

There's a couple of bricked-up walls that didn't really survive the loss of resolution when I uploaded them to Photobucket (an idea I liked from Barrowmaze, although I've gone all sci-fi and they'll require special solvent to dissolve the epoxy mortaring the carbon-fibre bricks together), and a cave-wall just about excavated through by a team of Neanderthal slaves.  So no, I didn't forget to add doors in those places :)

Here's the whole level (click this link to embiggen):


Here's the map turned on inside, and split into two images (click this link and this link to embiggen):


2012-12-11

Down to level 4

When my group hit the fourth level, I had nothing but a blank sheet of paper waiting for them. So, the dice got rolled, and it was... werewolves. They killed the one werewolf and then fearfully retreated back to the third level.

So ASE2-3 is done, which means I've got all this free time. Oh wait, the players are heading ever downwards... no rest for me.  So let's hash this out.

Fourth level:  we've got Hinge-Headed and their Basalt Ziggurat, in a big ol' cave.  The Deep Tower runs through it as well, but it's only got some observation windows - no real interaction there.  There are Neanderthal slave-quarters arranged in neat rows around the Ziggurat, and palm tree-lined avenues.

The Dark Smokers need some representation too, so I'll have to chuck in those weirdos somewhere.  Medusas are 4 HD, and I've left their remains on the 2nd and 3rd levels - well, Medusas are "in".  And, Werewolves, as determined by dice.

So interesting factions will be:

a. Hinge-Headed.  Their section of the dungeon is largely inside the Ziggurat

b. Neanderthals.  Mostly slaves. They are busy excavating more dungeon for the Hinge-Headed - and are just about to break through into a cavern containing a Monolith.  Because caveman need monoliths.  There is a small group of escapees lurking about as potential allies for the players (or maybe the players will rat them out to the Hinge-Headed in an attempt to curry favor)

c. Medusas. This isn't really a faction, just a nest of them.  There will need to be rumors of big Medusa treasure, because otherwise no sane player would go after them.  They'll need to get spruced up a bit too, standard Medusae are booooring - they'll be the Gorgona sisters, who constantly eject their stone-gazed daughters to wander the dungeon.  They'll have some extra abilities and weirdness above their normal Medusa children.

d. Werewolves. They occupy the area around the secret tomb of the King, and are headquartered in the Jungle Room.  They are led by their chief, Warren, and their hair is perfect.  There is large chunk of moon rock hanging in an exhibit room - illuminating it with Klieg lights generates enough lunar radiance to turn them into wolfmen. Control of this room is critical to them

e. Dark Smokers. They will have a barter-town sub-level. It will have heavy representation from the lower levels. Dracula's minions (Renfield et al) will be there, among others

f. Rust Monster Lab.  HAHAHAHAHAHAHAHA.  I'm laughing just thinking about this one

g. Viscous pit-bulls, crawling from the slime pits uncovered by unwise Hinge-Headed excavations (thanks Gusty for the awesome typo)

I need another major faction - the only major forces are Hinge-Headed and Werewolves right now, the Medusas and Dark Smokers are just sideshows.

2012-08-24

Harlequin Effigy

As far as cursed items go, there's nothing quite as boring as a "sword -1".  Here's the great treasure of the Painted Men, which bears a much more interesting curse.  If sold at the Bazaar Incomparable, much like the Malicious Mirror, its new owner will be seeking the party out - so it's an adventure hook as well.

Harlequin Effigy
The effigy is a 1’ tall statuette of a clown, carved from ivory with jade inlaid in a checkerboard pattern. The statue is worth 700 gp to a collector of fine art, assuming said collector is unaware of its curse.

Anyone possessing the statuette for more than a few hours will begin hearing circus music in the distance. Over the next week, the music will come closer and closer, until it sounds like it is in the next room – at this time, the harlequin spirit will appear.

The spirit appears as a faceless clown, and is visible only to the owner of the effigy. The spirit will torment the viewer day and night, even appearing in the owner’s dreams.

During the second week since the statuette was acquired, the spirit will stay on the periphery of its victim’s vision, sneaking around, rifling through his belongings, and so forth.

During the third week it will appear with knives, cleavers, and instruments of torture, getting ever closer and making threatening gestures at both the victim and his associates.

Beginning in the fourth week, the victim’s associates will be murdered in bizarre circumstances. Oversized bloody shoe-prints will be found at the crime scenes, and swatches of bloody green-and-white motley may be found clutched in the corpses’ hands. If held by a party member, other player characters should never be murdered this way - henchmen, innkeepers, and other NPC's are all fair game, however.

If the curse has not been lifted after the fourth week, the spirit will kill its victim.

Prior to the spirit appearing, transferring the effigy to someone else is sufficient to end the curse. Once the spirit has appeared, however, disposing of the statuette is no longer sufficient – the harlequin visions will continue on their murderous course until the curse is broken or the victim is dead.

The sacrifice of a clown (or painted man) before the effigy will sate the harlequin spirit’s need for blood.  The effigy’s cycle of bloodshed and murder will be effectively “reset”, and in a week’s time will begin anew with circus music being heard again by its owner.

Remove curse will not dissuade the spirit - only the death of a clown is sufficient.

2012-07-12

Stone of Retaliation

Had to come up with a prize for solving a puzzle in the 3rd level - here's my magic item of the day.  I like this one, because it encourages players to charge suicidally into combat once they've used identify to figure out what it does.


Stone of Retaliation
This artifact appears to be a twenty-sided die carved of softly glowing pink crystal. If a comrade is slain, and the possessor of this stone hurls it at the corpse within the next three rounds, it will both bring his comrade back to life and cause his killer to die instead. The stone may only be used once, and will explode in a burst of bright pink light as its power is expended.

Undead, constructs, robots, and others technically not “alive” will also be destroyed by the stone.

2012-04-02

Lying Wires

It will be interesting to see how this trap plays out.  If some poor chump (probably a henchman, knowing my players) gets caught in the wires, the rest of the party are likely to get the victim killed while they run off on some fool's errand.
 
90. Lying Wires
Dangling from the ceiling between the two doors on the eastern wall is a thick cluster of wires, 2’ in diameter.  The wires hang to within a few inches of the surface of the water in this room.

If the doors are approached, the wires will stab into the nearest character unless a save vs. magic is made, causing 1d4 points of damage and taking control of the character’s body.  The victim’s body will stand rigidly straight as it intones in a hollow voice, “If you attempt to remove the wires, this fleshy creature will perish.  Perform a task for me, and I shall release the organism.”

Roll on the table below for the task to be performed. The tasks are pointless busy-work, and the entity communicating through the wires will not release the body under any circumstances.  It will instead demand that yet another task be completed.

The wires may be pulled from a victim without causing any harm. The true danger is in leaving a victim behind – wandering monsters and/or dehydration will likely kill the character, as the wires will not defend a controlled body in any way, or otherwise try to keep it healthy.

Pointless Tasks
Roll 1d8 to determine the pointless task the wire-controlled body demands.
1.    Fetch me the mind of a hinge-headed. They shall know me, and I shall know them!
2.    Eliminate the goblins who infest this level. They have annoyed me for the last time!
3.    Retrieve one ounce of unprocessed nuclear fuel. You know this as “sick rock.”
4.    Return with an artifact from the Gray Void. I must know the nature of this dimension.
5.    Deliver this message to Trimexis of the Deep Tower: “Eight times eight is the number you shall aspire to.”
6.    Carve my likeness in the Hall of the Underlords. All who gaze upon me shall know despair!
7.    Fashion a suit of armor from the scales of the water serpent, and present it to me here.
8.    The gill-men have offended me one time too many.  Bring me a dozen of their heads, and your companion shall be returned unto you.

2012-03-17

Proximity-Sensing Taunt Recorder

What's up with ASE2-3?  Well, I write at the pace my players explore, because I'm incredibly lazy, and they are firmly focused on the 2nd level right now.  So it's still a work in progress.  I expect them to go deeper any session now, so I'm ramping up efforts on level 3 - plus I need to get a draft to Brian so he can finish up the art.  If I actually focus on writing, there's not too much work left to be done, but you know, lazy.  So very lazy.

I've also joined Trey's online Weird Adventures game.  Google+ is very buggy, but it was a good time anyways - Trey is a good DM.  My guy is Creskin the turban-wearing wizard.  Instead of being sensible and loading up on adventuring gear, I got a tuxedo with his starting money.  Gotta have priorities!

Anyhow here's room #1 from level 3.  This was inspired by the magic mouth illustration in the Player's Handbook.

1. Automated Taunting Machine
Mounted to the southwest wall of this room is a proximity-sensing taunt recorder. If the party has not yet had run-ins with competing adventuring parties, the recording will be of a hinge-headed, reciting “I claim this worthless stretch of dungeon in the name of Lord Pimifus and the Basalt Ziggurat!”

On the other hand, if rival parties of NPC’s have made an appearance, the message will consist of taunts, boasts, and displays of valuable loot the NPC’s have recovered (preferably referencing areas the party has previously passed up or puzzles they were unable to solve).

Proximity-Sensing Taunt Recorder
These devices have a superficial resemblance to God’s Eyes.  They are triangular black plastic screens, 4’ across, with stainless-steel frames.  Protruding from the frame under the screen is a single red button.

Anyone coming within 15’ of a recorder will trigger its pre-recorded video message. These usually involve taunts of some kind or, more rarely, loud noises to alert nearby guards.

Pressing the red button will cause the screen to go black, with the word “RECORDING” displayed in red in the middle of the screen.  While the button is depressed, it will record video and audio, for up to five minutes. This new recording will completely erase the previous message.

These machines are firmly attached to dungeon walls with strong adhesives, and prying them off will almost always damage them. Their power is supplied through bundles of low-voltage wiring, that will be torn out with the recorder should it be removed.

2012-02-18

Level 3 in CC2

Wow, this one took a while, but the level 3 map has been converted into CC2.  I need to do a bit more with the underground lake-cavern, maybe drop some islands or a few more side caves in - it's pretty bland right now.  Other than that, though, it's pretty much good to go.

The map is too big to print to a single page, so I'll have to split it into pieces in the printed module.  Photobucket can't deal with the high res image, so it's a bit illegible, but click to embiggen anyways:






And here's some detail on the tunnel section to the west:





And here's the entrance from the outside:





And here's the underground lake:

2012-02-16

Here There Be Gill-Men

Factions on the third level:

a. Moktars!  They hold the entrance to the third level of the dungeon, and are in a bitter conflict with...

b. Gill-Men!  These fish-men have been distracted by their Moktar-fight, which takes some pressure off the...

c. Hinge-Headed!  They hold the main stairs leading down to the 4th level and their Basalt Ziggurat.  They're making a deal with the...

d. Hive-Mind!  Acting through its mind-dominated goblins, it manipulates the gill-men and hinge-headed for its own mysterious ends

This level will also introduce wights.  Probably soggy, waterlogged wights, haven't decided yet.  But I do want some level-draining goodness here, just to hear the anguished cries from my doomed players as their precious levels are absorbed.

Anyhow, here's some stats for the Gill-Men:

Gill-Man
No. Enc: 1d6 (4d12)
Alignment: Chaotic
Movement: 90’ (30’)
  Swim: 120’ (40’)
Armor Class: 4
Hit Dice: 3
Attacks: 2
Damage: 1d6/1d6
Save: F3
Morale: 8
Hoard Class: XIX
XP: 65

Gill-men are the product of de-evolution – humans regaining fishy attributes as their DNA regresses to a more primitive state. While impossible according to 21st century evolutionary science, gill-men are a reality in the subterranean realm of the Anomalous Subsurface Environment.

These humanoids are covered with green fishy scales, and have webbed and clawed hands and feet. They can breathe air, but they must periodically (once per hour) moisten the large gills on the sides of their heads or suffer -2 on attack rolls due to dehydration. This sensitivity to dryness also causes them to take double damage from fire-based attacks.

In combat, gill-men attack with vicious swipes of their clawed hands.

2012-01-11

Hinge-Headed of the Basalt Ziggurat

The fourth level holds the Basalt Ziggurat, home of the Hinge-Headed and their armies of Neanderthal slaves. That's a ways off, but an ambassador may be found on the second level, on a diplomatic mission to the necromantic midgets. I look forward to the players grabbing its mind-crystal, thinking it to be valuable treasure, and then having it shout out "Over here! Save me, fellow dungeon citizens!" at inopportune moments.

Hinge-Headed
No. Enc: 1d4 (6d10)
Alignment: Chaotic
Movement: 120’ (40’)
Armor Class: 4
Hit Dice: 4
Attacks: 1
Damage: 1d10
Save: T4
Morale: 8
Hoard Class: XVIII
XP: 190

The hinge-headed appear to be incredibly strong human men, with cylindrical bronze helmets entirely covering their heads. These cylinders have no openings whatsoever, and are attached to bronze collars bolted to the necks of the men. The cylinders are hinged in the back, and may be pried open to reveal the contents – a glowing crystal, clutched in a hand protruding from the neck (where a head would normally be).

These crystals are the intelligences controlling the hinge-headed bodies. They may be of any color imaginable, and are uncomfortably warm to the touch. The crystals are able to hear, speak, and perceive their surroundings within 30’.

The crystal will typically survive the death of its hinge-headed body. If one of these crystals is captured and its fellows become aware of it, they will go to great lengths to free their comrade. Ransoms of up to 1,000 gp may be paid per captured crystal, but the kidnappers will also earn the undying enmity of the hinge-headed.

The hinge-headed have developed the ability to dominate the weaker minds of Neanderthals, and use these creatures as their slaves. Any Neanderthal within 30’ of a hinge-headed must successfully save vs. spell every round or become dominated. The cavemen constantly resist their crystal masters, however, and upon a failed morale check they will briefly regain their will and run for freedom.

A hinge-headed typically wears a sleeveless robe over a bronze chain mail vest, and carries a two-handed sword strapped to its back.

2012-01-09

Golden Pendulum

Another trap of the "you're going to trigger this purposely to get the loot" variety.  Treasure-hungry adventurers should figure out a way to get this down.  It's not very dangerous, unless the players do something insane - and they usually do. As I've mentioned in other posts, I like this style of trap - make it obvious, but make the bait compelling.

114. Golden Pendulum
In the center of this room is a 3’ square wooden platform, six inches high, supported by a series of dowels. The wood is incredibly old and fragile, and it will break easily if disturbed. Carved into the top of the platform are the words “Warning: Pressure plate beneath. Do not disturb.”

There is indeed a pressure plate beneath the platform, easily spotted now that players know to look for it. Moving the platform will cause it to start snapping – players will need to take care to prevent it from triggering the trap.

Any pressure on the plate will cause a blade at the end of a long bronze chain to swing down from the ceiling, causing 3d6 points of damage (save vs. petrification for half damage) to anyone standing in its path (running from southeast to northwest through the center of the room). The blade has a second chain connected to it, running from the southeast end of the slot, that will immediately start pulling the chain and blade back into the slot after the trap has swung once.

The blade is cast from solid gold, and is worth 400 gp. Close inspection will reveal the blade’s edge is a thin length of razor-sharp carbide steel embedded into the gold body.

The slot that the chain and pendulum rest in (and just a tiny glint of gold) can be seen should players think to examine the ceiling, 10’ above.

2011-11-07

Hitler Must Die

I don't have enough stupid in the dungeon yet.

a. Subsurface Circus
b. Miami
c. Dracula

So... here's something for the ninth level.  Near the 9th level entrance, past the cave kraken that's been chewing on all those poor soldiers of the Unyielding Fist, there's a hangar, containing a single Avro Lancaster bomber.  Everything is in perfect condition - all the rubber parts are pliable, the fuel is fresh, etc.  There is also a manila envelope marked TOP SECRET, containing orders for the missing crew - to destroy the Nazi Time Ray before it can be used to modify history.  Location:  Hitler's Bunker.

If the plane is wheeled out of the dungeon and the airstrip outside the 9th level entrance cleared, it can be flown off - where it will instantly pass through a time portal back to 1943, over Berlin, and presumably be shot down.  The Nazis will be unsure of the effects of their Time Ray since the plane only disappeared for a moment, and will send a bunch of SS thugs to capture and interrogate the crew.  From there, the players must fight their way back to the Time Ray and defeat Hitler to return home.  Or whatever else they want to do.  Maybe find Glenn Miller and join the band?  Who knows...

The circus is going over very well - I was wondering if the players would rebel at the sheer ridiculousness of an underground carnival.  They're actually quite enthusiastic, and paranoid about the massive numbers of Painted Men turning on them unexpectedly, so it's working out exactly as I had hoped.  Given that success, it's full steam ahead on my other stupid ideas.

2011-09-05

Head Exchanger

65. Head Exchanger
Along the north wall of this room is a leather chair with stainless steel straps at the neck, wrist, and ankle locations.  Above the chair, a metal armature sticks out of the wall, terminating in an array of drills, saws, and pincers. Next to this contraption is a locked stainless steel cabinet, 8’ tall. The cabinet is fastened securely to the wall and floor, and will not move.

There is a dial on the side of the cabinet, with several settings:  the numbers one through ten, and the word “Off.” It is currently set to “Off”.  There is also a light above the dial.  While set to “Off,” the light is unlit.  If the dial is set to a number corresponding to a head in the cabinet, it will glow green.  If it is set to a position in the cabinet with no head, it will glow red.

Should anyone sit on the chair (or be forced into it), and the dial is set to a number (as opposed to “Off”), the straps will clamp down firmly, holding the subject in place.  The metal armature will then swing down, blades will spin and messily cut off the top of the subject’s head, pincers will remove the brain, and a pair of shears will snip off the remainder of the head at the neck.  The pieces of the head will roll into the subject’s lap, while a second set of pincers reach into the cabinet from the top.

If the dial is set to a spot in the cabinet with a head, the pincers will remove a new head, dripping with preservative fluids, the light changing from green to red as the second head is lifted away.  The new head will be sawn open, the brain dropped in its new home, and then head and brain will be reattached to the subject’s body.  The entire procedure will be complete in under five seconds, and the subject, although enduring excruciating pain, will not suffer any loss of hit points. A hideous scar with thick black stitching is left around the subject’s neck where the new head has been attached.

If the dial was set to an empty spot, the second set of pincers will come back empty.  The brain will be placed on the subject’s neck and re-attached, but without any head.  While alive, the subject is blind, deaf, and mute, and will suffer seizures and hallucinations if the brain is touched.  If water and pre-chewed food are poured down the esophagus, the subject can live indefinitely in this horrible state.

The top of the cabinet has a small sliding hatch that will automatically open and close to allow the armature access to the heads. Other than that, the key is required to open the cabinet doors.  If opened, ten head-jars full of preservative fluid will be revealed.  New heads may be placed in the jars and attached to subjects, if desired, once the cabinet is open. The heads of prior subjects of head-transplantation are ruined, however, as the skull tops have been cut off, and the machine will not stitch them back together.

The following table lists the heads initially present in the cabinet:

Heads and Their Effects
1.Incredibly handsome human male headSubject’s charisma increased by 1d4 points, if male (not to exceed 18)
2.Giant fly headSubject now unable to speak
3.Troglodyte headSubject’s charisma decreased by 1 point due to nasty odor
4.Oversized fat human headIf subject isn’t already fat, charisma decreased by 1 point
5.Empty 
6.Medusa’s headSubject’s gaze turns people to stone
7.Screechman headSubject has to scream constantly to see clearly via echo-location.  -2 to hit if not screaming.
8.Empty 
9.Gill-man headSubject can breathe water
10.Incredibly beautiful human female headSubject’s charisma increased by 1d4 points, if female (not to exceed 18)

Note that dwarves and elves who have their heads exchanged will lose their wide-spectrum vision, unless the new head is dwarven or elven.

The key to the cabinet is inside the desk of Dr. Giggles, in room 89.  Should players unlock the cabinet (or break it open), and the medusa’s head is still present, they will need to save vs. petrification or be turned to stone.

2011-06-20

Temple of Sorrow

121.b.  Temple of Sorrow

Covered with crawling blue fungus-vines is an ancient marble temple.  The windowless building has a single entrance on the southern wall.  Within, the roof is supported by two rows of Doric columns.  This is the Temple of Sorrow, and is the home of an Eater of Woe.

Those who enter and are suitably sorrowful (a companion PC or henchman has died in the last 3 days) will see an apparition of the deceased.  This apparition is a product of the Eater of Woe’s feeding upon their sorrow.  Their hearts will lighten as their grief is digested, granting a +1 on all “to hit” rolls and saving throws for the next 24 hours.  Those affected will definitely note that their joy is unnatural in origin.  After a few minutes, the apparition will begin to decay and crumble in upon itself.  The agony upon the apparition’s face as it corrodes does nothing to reduce the supernatural joy of its former friends and colleagues.

If no one in the party is sorrowful, the Eater of Woe will manifest itself as a telepathic command to “GO FORTH AND BRING ME YOUR SORROW!”  The famished Eater’s urgent order causes nose bleeds, quivering, and 1 hp of damage per round to those within the Temple, until either they depart or someone dies, causing a fresh source of sorrow.  Such a victim must, of course, be actually missed by the survivors.

2011-06-15

ASE1 Map Pack - free download

One unfortunate problem with on-demand printing is that the printers don't do anything "fancy," like separate maps that you can pull out from the book and look at.  This makes running the module a little tricky, since you have to flip around a lot.

So to help with that problem, I put together a PDF of all the maps in the ASE1 module and have made it available for download.  It's in the "Download" section to the right (below the shameless money-grab section), or you can get it here:  ASE Map Pack

2011-06-04

Vice

I just watched a marathon of the greatest television show ever made - Miami Vice.  Just a few episodes, so it wasn't a marathon for me personally, but the taste is sweet all the same.

So naturally I'm going to have to figure out how to translate Miami Vice into a dungeon.  Flavoring the dungeon dressing is easy - art deco & pastels.  The hard part is the characters - how does a pair of too-cool detectives translate into the dungeon?  And Lt. Castillo.  Can't leave him out.  I'm thinking they'll be the cloning facility's crime division.  So somewhere on the fourth level.

Of course such a ridiculous idea has to be treated with absolute seriousness.  Playing stupid ideas for laughs really cheapens the experience - it's only when really bad ideas are presented earnestly that they truly blossom.

2010-12-14

Third Level theme

The third level of the ASE will be water-themed.  That river in the cavern in the second level flows down into a cataract, which spills into a 500' by 500' lake.  The lake has, in turn, overflowed into large portions of the dungeon level.

This level is going to have a lot of those 30' wide corridor with the round ends.  I like the look of them, so I'm dumping in a bunch of them.  It should feel very, very, very big when wandering around.  Lots of gigantic empty spaces.  It makes my players panicky, and that's good entertainment.  For me, at least.  Side corridors off these big halls will lead to more cramped little dungeon rooms full of treasure and death.

There will also be one of the big, lit-up entrances to the outside world on the third level.  What's interesting about the entrances is that the higher up the mountain they are, the less deep the dungeon is.  So the easiest entrances to get to for the Unyielding Fist, various wizards, and other adventuresome types are into the most deadly levels.

Up this high on the mountain, the Moks will have made a foray.  Their presence will be fairly feeble and battered, as watery dungeon monsters find Moks to be absolutely delicious.

Not sure what other creatures will live in the third level.  Maybe some sort of gill-men, a la Creature from the Black Lagoon?  Possibly too overdone.

I'll have a small Hive Mind and his goblin servants for sure.  It's time to introduce those brains-in-jars.

I think I'll stick a pyramid in there somewhere, too.  Who doesn't like pyramids?  If you're the guy who doesn't, I don't want to hear from you, so don't answer.

2010-11-29

Mysteries of the ASE

Now that I've got the first level done, I've got a short list of mysteries.  There are two categories of mysteries, mysteries about the Unnamed Megacorp that explored the dungeon 3,000 years ago, and mysteries about the megadungeon itself.

Megacorp Mysteries
1. Why was the dungeon locked down?
2. What happened to the people left behind?
3. What happened to the Shining Trapezohedron?

Megadungeon Mysteries
1. What's with the silver skeletons?
2. Where is the Lazarus Room on the 2nd level?
3. Where is the Fountain on the 3rd level?
4. Where are the colored crystal skulls, and what do they do?
5. Where did the undead come from?

That's a lot of mysteries right there.  I don't expect my players will find the clues about all these, but if they are diligent, they'll stumble across at least a few hints about these oddities.  They still don't have a real good idea of the depth of this place, and these are supposed to lure them down further.

I've partially done with the second level map, and currently focusing on the lair of the Painted Men.  I can draw maps two ways:  just draw an interesting map, and throw stuff in later - or draw to a pre-set purpose.  Right now I'm drawing to a pre-set purpose, which means some areas are more structured in an attempt to "make sense" (particularly, the former family quarters of the scientists), and others are drawn to accommodate set-piece encounters (such as the room with the giant geodesic-dome "big top" and the carnival midway).

Other major areas of the second level:

1. Fungus Gardens.  I'm conceding a little to "dungeon realism" here, all these humanoids have to go somewhere to eat and get water.  So some truly massive caves full of fungus.  It's a pretty common dungeon element, though, so I'll mix it up a bit and try to make it a little more interesting.

2. The Tower.  There's a tower.  Built in a cave.  Underground.  It goes up to a visible peak.  It also goes down.  How far down, I don't know yet.  Who lives in it, I don't know yet.

3. The Painted Men.  Mentioned above.  They should be interesting.  They'll be Chaotic, because they're clowns, and all clowns are inherently evil.  But they're also desperately yearning for a new audience, so they'll want to put on a show for the PCs, before killing and eating them.  I'm thinking a big top, ferris wheel, carousel, log flume, sideshow freaks, rigged carnival games.  Maybe a little clown car, that you stuff more people into by putting them through a wood chipper first.  Maybe a roller coaster.  They'll definitely have a carnival barker.

4. The Troglodytes. The manual says they're hateful and nasty.  Sounds good to me!  I like my lizard men to be aromatic.

5. Midget necromancers.  Somebody had to make those undead wandering around the first level.  It certainly wasn't the morlocks or screechmen, they eat the dead.  They're midgets, because that guy from Twin Peaks freaked me out.  I want all my garmonbozia!

6. The Lazarus Chamber.  Once they hit the second level, I'll toss the players a bone and give them a way to raise the dead once or twice.

7. The Metal Tomb. I'm thinking a gigantic chromed statue of Lemmy, and appropriate tricks and traps, so that only the most worthy of players can enter the Metal Tomb and claim the prize within.

8. More clues about mysteries even deeper.  Hints about the massive gold deposits that were found below, hints about the location of more crystal skulls of various colors.  More goofy super-science machinery, this time partially operational

9. The Teaching Library.  A hologram projector with many partially-playable lessons.  Stuff about the accelerated evolution that occurs in the ASE, more hints on anomalies down below, some warnings about the horrors in the lower depths, that sort of thing.

10. I really ought to come up with a good name for the Megacorp.  This will be a goal of the second level.

It should be a lot of fun to write up this level.  I've been on hiatus over the Thanksgiving weekend, time to get back to work!

2010-10-31

Get Your Cold Dead Clown Hands Off Me

I've been very lazy the past 2 weeks, I only keyed up a half-dozen rooms or so.  I've got about a dozen more to go.  I'll see if I can finish it up tomorrow night and add a bit of polish to some rooms that I'm not quite satisfied with.

For tonight, though, I've got an idea for the second level.  The second level is the primary hunting ground of the morlocks, so it's going to have fat-n-juicy vermin.  It will also have a troglodyte tribe, and I might toss in a minor hive mind & his goblin minions.  Most fearsome of all, though, will be the horrible Painted Men.

As the not-yet-named megacorporation delved further into the Anomalous Subsurface Environment, and solidified their hold on the upper levels, they converted the rooms to their own use.  Conference rooms, labs, dining, kitchens, and labs are all present on the first level.  The second level was also pretty well conquered by the megacorp, and turned over to its use.  A large chunk of this level was used for living quarters and day care, for the families of the scientists and explorers sequestered in this dark pit.

When the ASE was sealed off 3,000 years ago, the humans within were left to fend for themselves in the dark.  Some evolved into screechmen and morlocks (or were these always there, waiting to be born into this sunless pit?).  On the second level, family values ruled over all other considerations.  The trapped families there turned their attention to amusing their children, and their children's children, and so on, attempting to push back the darkness with hope and love.

It didn't work, of course.  Their chambers contain the decrepit remains of funhouses, carousels, and other carnival rides and games.  The things that live their now have been twisted by the passing of millenia within the megadungeon, and are now the Painted Men.

Yes, clowns.  I fear clowns.  Their unchanging expressions hide their true emotions and intents.  All clowns hold murder in their hearts.

There are tons of opportunities for goofy "special" encounters and random magical effects in a carnival.  So I'll stick one underground, and fill it with malicious clowns.  This may end up being more of a sub-level, as troglodytes wouldn't put up with roaming around the fairgrounds.  Plus, I'm pretty sure my players would kill me if I filled 100 rooms with clowns.

Whatever other humanoids reside on the second level, they will have learned to fear the Painted Men and their fearsome blend of butchery, cannibalism, and slapstick hilarity.

2010-10-28

Horror of Dracula

I just watched Horror of Dracula.  It's a fun movie, but a bit slow, and it could use a lot more Christopher Lee and less rambling monologues by Peter Cushing.

As I watched, I was impressed by a few things.  His castle was very nice and tidy, and he even had pineapple available for Harker on his arrival.  Dracula is definitely up for a Good Cryptkeeping award.  He's got a pretty nice travel-coffin as well.  This Dracula likes luxury.  He's also got a barely contained fury under his veneer of civilization.  His fight with his "bride" early in the movie is my favorite part.  There's nothing civilized there - just two killing machines facing off over Harker's oh-so-delicious blood.

So, naturally, my thoughts turn to the megadungeon.  What place is there for a vampire in the Anomalous Subsurface Environment?  The answer is easy - the lower levels.  They've got too many hit dice for level 1.  Duh.

I don't plan to just have any old wanna-be vampires in my dungeon though.  If I'm going to place an iconic monster like that, I'll stick to the best.  Dracula himself!  Specifically, the savage blood-drinking hell-beast who wears a thin veneer of civilization, but casts it aside whenever it is mildly inconvenient.  Unbridled rage is his natural state.  He'll of course have his three brides with him, and maybe a "Lost Boys" contingent of recently turned adventurers.

Detailing his lair isn't really necessary right now, that's many many levels down.  He'll have been interred for several thousand years at this point, and bored out of his undead mind.  Oh, the fun he'll have as rumors of surface-folk invading the dungeon trickle down to his lair.  He'll also have fresh pineapple waiting.  Not sure how yet, but he's an excellent host when he's not tearing your throat out.  He'll find a way.

I like using iconic creatures like Dracula because they don't require a lot of definition to communicate mood to the players.  "Count Toothula", or any other vampire I came up with myself, wouldn't carry nearly the same emotional and intellectual freight as Dracula.  Name drop that guy, and the party is going into full paranoia mode, and presumably doing their best to never accidentally stumble across his lair.

That's the same reason I drop in things like the Church of Starry Wisdom.  The players (some of them, at least) are going to know what that means, and it saves me work on building mood and suspense.  It would be an absolute cheap trick in a literary work, but this is a game, not literature.  Anything that makes the dungeon more fun is fair play.