Tuesday, September 24, 2013

Place of Skulls: Area 8



8. The Drawing Room

Door: North: Stone x 2. both are immensely heavy (6d6 STR check, up to three characters may add in their strength to the effort/check) to shift each one.

South: Locked.

Smell: Nothing remarkable

Light: Warm lamplight emanating from overhead chandelier.

Inhabitants: hostile furniture.1 Settee; 2 chairs; 1 coffee table; 2 bookshelves.

Furniture all has the same combat stats.

AC: 4(15) HD 2 HP 10 Attack 1d6* Morale: 12


*bookshelves attacks by hurling books. Each shelf hurls 2/round and has a total "magazine" of 20.


Aside from the strange looking and remarkably well preserved furniture (seeming value 1000gp total) the room has two paintings, one on the west wall and another on the east. The former depicts a sinister looking black galleon upon a rough sea beneath a slate grey sky; the latter shows the interior of a torture chamber, as seen, perhaps, through the blood smeared vision of one of its unhappy occupants: foreboding shapes loom over humanoids of indistinct aspect. Both paintings seem almost to move and breath with life. Looking at either engenders an unease.


The furniture will attack when the south door is attempted or if someone molests either of the paintings. Unless someone is watching it specifically, the furniture will have surprise. Once the room is vacated it automatically reassembles itself.


Friday, September 20, 2013

Beyond the Leaning City part?

I still haven't fixed the tags, and I'm sick so it's not happening today.



Mouths to feed


Meafle food was disgusting.

Kal ate as he walked, spitting out half of what he put in his mouth. Some kind of seafood, or a vegetable; whatever it was it tasted nasty. Is it rotten, or do meafles like to eat crap?

The deck he was crossing was crusted with ice and very slippery. The ice formed odd formations: spikes and pillars, glistening fins and thin walls. Kal paused and examined the unnatural seeming arrangements. What could cause such shapes? It's almost as if there's some kind of aesthetic...

He continued to walk, eyeing the effulgent walls and nodes of ice. He ran his fingers along the surface of one; some of it melted onto his fingertip; greasy and sticky, it was definitely not frozen water.

Kal stopped in his tracks. He heard a clicking noise. It cut out abruptly.

He turned around and began walking briskly the way he had come. He took ten steps and walked into a thin wall of ice made invisible by the failing light.

Something slid across the air above him.

Kal whirled around, and looked up; he caught a slight glimpse of something white and furry. He dug around in his pocket and was happy to find his rubber glove. He put it on and cranked up the static caster.

He made another attempt to return in the direction he had come, but it soon became apparent that the way had changed; there were walls of ice now that had not existed before, and he quickly became turned around.

He heard the clicking noise again, and something moved at the edge of his vision. A writhing, white shape dropped from above; Kal rolled out from underneath the falling thing, and flipped the static caster's toggle. Light arched in the corridor of ice; its brightness refracted in planes and angles all around him, defining the labyrinth of frost he'd wandered into.

A white and round-bodied creature, about the size of a large melon, stood before him for an instant, pinned by the caster's bolt. A clenching, spiny cone of flesh protruded from its back, and a wattle of greasy looking skin hung from its underside.

It exploded. The caster bolt winked out of existence.

Before the light vanished Kal saw ten or twelve more of the creatures headed directly for him. Icenids, he had read about them in Kleema's Codified Natural Index.

Clikclickclikclikclcikck. They came over and through the ice.

Losing no time, Kal, turned about and ran, banging and bouncing off invisible walls. Another of the loathsome things barred his way; slashing wildly his knife; he pinned it to the deck, and won free of the swarm for a moment.

He breathed and tried to think; one thing was for certain: If he attempted to find his way out of this maze the Icenids would run him down.


They were coming again, from every direction. Kal cranked up the caster and fired at the deck; a small and smoldering gap formed in the planking. Kal knifed another icenid, and cranked the caster again; and once more; his third shot left the hole large enough. He jumped.

He fell into cold darkness. Several heartbeats in the air and-

He splashed into water, plunging deep. Cold.

He pulled himself up to the surface. Cold and soaked.

He had escaped; he laughed and looked up; round, falling silhouettes came between himself and the light.

"Bowels," he said and started to swim. A patch of dim light shone to his left; he splashed and floundered towards it. He came the source of the illumination: a breach in the hull, and pulled himself onto its ragged lip.

A wide spar poked through the break- had perhaps been the original cause of it- Kal shimmied up it and through the jagged opening and came out into the misted night. He heard splashing in the darkness behind him.

The moons were up, and the fog was less copious than usual, snow fell in large, slow flakes. The spar led Kal out over a wide patch of open water; he could see the shadowed outline of the Boneyard's continued presence bordering the lagoon like expanse he was climbing over.

The spar came to an end; he hung inches above the frosty water.


Kal pushed himself up on his hands and swiveled around. Icenids clambered down the pole: ten or more. Facing them, he dropped into a crouch and balanced on the beam, drew his knife. Clickclikcclikcclik they swarmed towards him.

The air shifted, and there was a great noise off to the left, in the center of the 'lagoon'. Everything else stopped: Kal turned his head.

A huge black shape exploded up out of the sea; runnels and streams of night dark water coursed down its flanks; over its scales. It opened a mouth large enough to have swallowed The Siren in one neat bite; teeth lined back in rows, disappearing into a black gullet.

It roared and pushed across the water. The Icenids clacked and scurried back through the breach.

Laughing, Kal raised his knife and held it up between himself and the onrushing leviathan.


Place of Skulls, area 7

7. Dragon Skull

Door: All locked.

Smell: Dust.

Light: Dull red glow, emanating from the dragon skull


The center of this room is dominated by a 20' long dragon skull. The snout of the skull points east. It gives off a bit of heat and is warm to the touch.

A large chair made out of humanoid seeming bones resides within the skull, a seated figure looks out through the eye sockets. If a character sits in the chair they will heal all damage, and gain a permanent +1 to all their attributes- even if it mans pushing them above 18. If this occurs the skull will instantly cease to glow and no one else sitting in the chair will gain any benefit at all.


Monday, September 16, 2013

The Wide World Gazetteer

A slightly revised version of very old post, presented by request.
This is for the world of the dwarf thing. I did not key everything, and likely I fucked some stuff up, but I'll be putting in a bit more time on this at the close of the project. For the sake of convenience I have reposted the map.

The Wide World:

The region known (to the dwarfs at least) as The Wide World lies just north of the Imperial Sea. Once, long ago, the area existed as province of the Grall (or Unified) Empire, but in the present, the region is contested territory with many groups fighting for control and survival. Locals look back on the ill-remembered Grall past as a sort of golden age in the same way they look back on the more recently departed Dwarf Empire as a the absolute worst of times. Neither is accurate, but that has little bearing on the day-to-day lives of most. This is not the case, however, for every one; adventurers spend their lives delving into the ruins of the Grall, the Dwarfs and the civilization that existed between the two, seeking glory, riches, or perhaps the power granted by forgotten relics of these lost ages. Dwarfs bear the further burden of the pervasive persecution, which,,aside from the gnolls, is the most enduring legacy of Hex-King Wound's Necro Empire.

The Black Spire is a massive and fortified tower, built of black basalt. One of only a few intact Grall era fortifications in the region, the original purpose of the Black spire is unknown; although it is thought that it may have been a temple. Currently it is controlled by the evil human sorcerer, Rictus, who styles himself as Witch King. lthoigh he is clearly less powerful than King Wound, he has managed to gather about him a huge army of gnolls.

Blyx is situated at the eastern edge of Olde Dragon Swamp. Populated by men and dwarves for the most part Blyx conducts trade with everyone from the lizard men of the swamp to the white apes of the Crags. A council of human wizards known as the Silent Society runs Blyx. The city’s trade is prosperous and the Silent Society uses the wealth generated thus to influence affairs far and wide. Blyxian spies are said to infest every city, church and court throughout the land.

Centarus: A wide open grassland, inhabited by megafauna and controlled by the 12 savage centaur nations.

The Crags, a broken, rocky badlands, represent the sad remains of an ancient mountain chain, worn away by time, and shattered by earthly upheaval. Although oases hide among the rocks in a few places, most of the Area is barren and merciless. Outlaws and savage bands of white apes fight over what little there is.

Glistendome. Built long ago by the Grall, Castle Glistendome resides on the Green Isle in The Witch’s Water and is a mighty fortress city. The city has been held by the elves for thousands of years. When they took ownership of the city, the elves assumed stewardship of the Bird of Omens, the Wood Wall and the Wyrd tree. Like many imperial constructions the castle and the city below are riddled with secret passages and hidden chambers. The Old Road, an ancient imperial thoroughfare, runs west from Castle Glistendome to the shattered gates of ruined Moon Keep.

The Gloomy Mountains: Ancient basaltic mountain range. The average peak is about 12,000 feet high at the summit, although Mt. Thorn and several others a much loftier. The extent of the range is unknown and no records exist of anyone visiting the western slope. In the southern expanse of the range some of the deeper valleys contain microclimatic pockets of jungle. Major settlements in the mountains include Urux, located in the Vale of Sorrow, and the Gnollic stronghold at the Black Spire.

The Witch Wood: Ancient home of the elves, the wood continues to the north and east of what is shown on the map. All manner of beasts inhabit the forest. Although there are many elves living at Castle Glistendome, many more live throughout the forest. The elves trade the products of their magical orchards, and handmade treasures of many sorts, with the men of Blyx and the Dwarves of Kurg.

Jungle of Nar: situated at sea level the Jungle of Nar has a much warmer wetter climate than most of the province. Gargantuan, ancient creatures found nowhere else in the province reside in this storybook rain forest. Mysterious ruins of unknown but obviously ancient origin, perhaps predating even the Forgotten Empire, are strewn through out the depths of the forest. The city of Kurg, a dwarfish whaling town resides at the edge of the primeval forest, along the southern coast of the province. It is perhaps one of the only places in the Wide World where the dwarfs live as something other than second class citizens.

Kurg: At the the close of the Second Summer, the dwarves who fled the horror unleashed at Urux (then called Bal-Rindurr) settled far to the south of the catastrophe and took up the hunting of whales and other giant beasts of the sea. Since this initial settlement, the folk of Kurg have prospered, and the settlement has changed but a little. Following long tradition the city minds its own affairs, taking its living from the jungle and the sea.

The Lurch: As a name, “The Lurch” refers both to the large dormant volcano just south of the Screeching Stones and the stunted malformed woodland that surrounds its swollen eminence. The Serpent People made a city here once, deep in pre-imperial times. Over the epochs, successive volcanic events buried and sealed away several iterations of the great city. Each time the volcano erupted the serpent people would return and create another layer. These cities exist now, one piled atop the other, all entombed beneath the flank of the great mountain.

The strange and twisted woodland, which surrounds the volcano, is famous for its carrion stench and populations of giant insects.

The Moon Hills: Fog shrouded, lycanthrope infested and wizard haunted highland region. There are many minor imperial ruins in this region. Warring clans of Halflings reside in cold, ramshackle castles separated from one another by leagues, brought together by hatred and an endless cycle of blood feud.

Moon Keep: Ruined Grall site. An intact funerary complex is situated beneath the remains of main structure.

Stargleam’s Wall: Perhaps the signature relic of the Second Summer. The elvish king Stargleam had this wall built in order to hold back the forces of the first Witch-King, Wound, but something went very wrong. Stargleam’s chief advisor and Wizard, Althon betrayed him by secretly defiling the Wall with forbidden rituals. As a result a presence entered the spaces between the walls within the great wall. Things fell apart. At first, the wall crumbled and resisted repair. Later, over the course of a single night remembered now as the Grief the soldiers manning the great wall went insane and slew one another- down to the last. Mores elves died in that one night then during the entirety of the Summer War up until that point. The elves were effectively undone, the few who remained fled to Camirill. With the elves defeated, the Summer War entered its final phase. Althon raised the thousands of dead soldiers along the wall as mindless revenants of savage aspect. He set them upon the forces of Wound- only to have the Hex-King wrest control away and add the revenants to his already vast armies.

Old Dragon Swamp: roughly 100 years after the Grief, a dragon came down upon the elvish countries. His wrath devastated the land and transformed it. where once there had been a lake now there was a stinking smoking fen. Although, he is rarely seen these days, it is commonly believed that Igor still resides in the swamp. Igor is the most powerful single entity in the province. Many worship him as a god. His agents move in every walk of life, throughout the province.

Urux: At the end of the second summer, the dwarfs who worked and lived at Bal- Rindurr had advanced the arts of mining and metallurgy to new heights. The dwarfs, however, unknowingly crowned a murderous necromancer. The ruinous legacy of this act still lies heavy across the land. (But is covered in more detail elsewhere)

The Witch Wood: ancient haunted forest, long believed to be cursed. The elvish court and people were driven to the witch wood after Igor destroyed Camarill. In exchange for a place within the wood, the forest god Mogu, made the elves bind themselves to the forest through a magical ritual. The ritual made the elves the stewards of the forest. Mogu has remained silent since the time of the great ritual, but it is rumored that he will return if he grows dissatisfied with his chosen stewards.

The Witch Water is a haunted lake which contains Glistendome and the island upon which it was built. At night, shimmering spectral shapes slide to and fro beneath the waves and when the moon is full the ghostly ruins of cities long forgotten can be seen aglow upon the lake floor.

Place of Skulls, Area 6

6. Pit of Hands (trap)

Trigger: Weight on the floor.

Disarm: Cannot be disarmed, but can be avoided

Save: None for the lead character(s) in the marching order. All others: 5d6 DEX check.


The floor either side of the pit collapses downward, transforming into a slide. Characters that fail to save tumble into the pit and suffer 1d3 damage from the fall.

Each round after the trap is activated, 1d6 smoldering. ruin graven black arms sprout from the wall. Claw like hands strike and grasp at the pit's unfortunate new occupants. If one hand hits a character he is held back, and must destroy the hand, or break free from its grasp (4d6 STR check). Only one hand will grasp a character at a time. The remaining hands will attack, punching and clawing. A character must reman free for an entire round n order to climb out of the pit. Free PC's that choose to sacrifice their attack may actively dodge and thereby receive a +2 bonus to AC.


Sunday, September 15, 2013

Place of Skulls: Area 5

Presented without stats, because lazy.

5. Treasure Cave

Doors: North Door: secret; south door, partially blocked by rubble, but accessible.

Smell: Fresh air, water.

Light: Adequate and aesthetically pleasing, natural illumination enters the chamber from the surface through small breaks in the ceiling, during daylight hours. Evenings are lightless.

Inhabitants/Encounter: 2 Sea Monkeys live in the pond, along with any number of fish. Various rodents and other small woodland animals have nests within the cave, and/or use the fish as a resource. Dozens, if not hundreds of common bats sleep on the ceiling during the day, exiting through the fore mentioned breaks in the cavern ceiling. One giant, intelligent, talking bat lives among them. This fellow styles himself King Giles. King Giles seems nice enough, but in actuality, he is an asshole. Given the opportunity, he will descend from the ceiling and speak with the players. He will offer to sell them information for morsel of food. And tell them about the treasure chest on the lake bottom. As he approaches, Giles will shout at the players and assure them he means no harm. In fact, however, he is in collusion with the sea monkeys, who wait, buried in the mud of the lake bottom, on either side of the chest.


If the players attempt to remove the trunk from the bottom of the lake, they will find that a trick of the light has distorted the perceived depth of the water, which is much deeper than it initially appears. The trunk is firmly lodged in the lake bed, and it will come free 1d3 rounds after one or two characters beat a 5d6 STR check. The arrival of the PC's on the lake bottom will kick up a cloud of silt, unless they specify caution to avoid doing so. 2d6 Dex save.


However, the sea monkeys will attack once the players are engaged in the act of raising the trunk. They will gain surprise by swimming through the cloud of silt. If there are PC's on the shore or on the water (in the boat from room 4, perhaps, they will be able to see that something is going on but unable to tell exactly what. At any rate King Giles, and 1d12 of his bat minions will attack any characters on the surface.


The trunk is locked, but there is no trap. When the trunk is opened the screaming wight trapped inside it will leap out and attack the nearest character. Otheriwise, the trunkis empty. Lol.


Saturday, September 14, 2013

Place of Skulls: Area 4



4. The Salon

Door: Stone x 2. both are immensely heavy (6d6 STR check, up to three characters may add in their strength to the effort/check) to shift each one.

Smell: Reptile, brimstone, a hint of water.

Light: None- zero visibility.

Inhabitant: Ruinsnake

AC: 4(15) HD:3 HP 15 Morale 12 Attack bite/squeeze 1d6/1d4. Bite: save vs. spell, fail results in contraction of the Ruin Curse. I don't know what that is yet.


This high ceilinged (5m) room contains: a small canoe made from a mysterious black wood (dire wood- if there is an elf in the party INT check with 3d6 to ID) resting on a stand, suitable for three occupants or two and and some baggage; three amphora of wine (100 GP value each) decorated in Grall script and pictograms; one dust and tarnish covered drinking couch (if the couch is cleaned, four 200 GP gems will be revealed, two mounted in either arm); the crumbled remains of a chariot. Water seeps into the room and lies in a puddle in the NE corner.


The ruinsnake resides on the floor, behinds the amphora. It will wait to strike until someone draws near. Unless the characters are very cautious it should have surprise.


Friday, September 13, 2013

Beyond the Leaning City: Part...hurrr... something

Note: having just gone through the earlier posts, in attempt to link them all here I realize that at least three separate entries have been labeled as part 4, and the tags are either non existent or screwed. Don't do drugs or pursue a higher degree kids; it will fuck you up. Anyway, I'll fix it sll sometime today. I just wanted to get this chapter up first, because I have my daily writing on the current novel in progress to get to before I can screw with the 'technical' side of the blog. Priorities: mine are all fucked up- and my brain is only partially functional. This text will be replaced with the proper links later today and I will fix the tags.

My hypothetically sincere apologies go out to all hypothetical new readers for the hypothetical inconvenience.


Sursha alone


The green humanoids surged forward. Thront grabbed Sursha with one huge hand. "Do what you can for me." He jerked his massive arm back and hurled her up into the air. She flew rump first for a moment, and managed one last glance at Thront as the attackers swarmed over him, and then mist gusted between them and she was turning, trying to guide her flight.

Sursha sailed upward in a tremendous arc; She spread her arms out, and her ascent began to slow; then she was angling downward. She had no idea how high up she was; the fog blocked her vision. It was like falling through an endless cloud, only it wasn't endless; it would be coming to an end any second: a frigid, wet end- or a smashing, solid one. It occurred to Sursha that she wasn't entirely happy with Thront. She hadn't asked to be hurled into space.

She saw a shadow, thin, and narrow; she lunged out for it; she missed. She hit an icy, flat and sharply canted surface with tooth jarring impact and bounced back into space. She tumbled through the air, past a mast; she caught it for an instant with her tail, damping her velocity a bit; a flock of vibrals that had been roosting on it cooed and twitched into the air.

She flew through a tangle of blue vines; she grappled at them with her entire body. She caught a vine with her tail and another with her hands. She came to a stop. The blue creepers were burning cold against her skin.

She hung motionless, but only for an instant. The vines discorperated, melting. The one holding most of her weight came apart, and she began her second descent, slower and jerkier than the first. She was able to control her fall through the vines. Shaky legged and out of breath Sursha came to a rest on the tilted deck of a wooden barge.

She sat and wheezed until her chest loosened; when she felt better, she tried to backtrack, but could not find the place where she and Thront had met the greenskins.

Frustrated she broke off her search to find shelter for the night. She slept in a half collapsed deckhouse; her small camp stove burned beside her, emitting heat but no light. She sat up well into the darkness and listened to the rhythmic and liquid, creaking noise of the Boneyard.



In the morning Sursha walked aimlessly for several hours; she moved in an expanding circle, looking all the while for tracks or other signs of her friends.

She climbed from deck to deck; it grew colder as she walked, and the mist seemed to be made up of tiny ice particles. The air was salt sharp and fresh though, and there was a peaceful silence that seemed to exist in spite of the presence of noise.

She saw several of the scuttling, white furred sphere creatures; they seemed to nest in the ice. She stopped to watch a small troop; they did indeed have circular mouths on their backs, not really on their backs though- their legs seemed to be double jointed and they flipped over at will; some moved with the sack-like organ up, others scurried about with it dragging underneath them; they all flipped back and forth; it was rather disturbing to watch; but hardly their most unsettling aspect. She watched a group of them swarm down a spar to the waters edge. Their mouths: tooth lined clenching funnels- ugly enough to begin with- popped out; that is, went from being an interior funnel to an exterior cone; a cone of contracting flesh; bristling with needles. The creatures leaned into the water whipping their inside-out mouths back and forth. One came up with a tooth-impaled fish, releasing a belching sucking noise as it drew its mouth and meal both into its body.

Sursha writhed with displeasure and walked quickly away from the rail.

Snow commenced to fall in the late afternoon; she came upon the tracks not long after. The marks in the snow trailed perpendicular her own course. They were Kal's; she was sure of it.

They seemed fresh; she ran along their length, leaping from ship to ship. She used any means possible to speed her progress, improvising as she went, her only concern was following the tracks.

She was almost on top of the two norts before she saw them.

They whirled to face her. For an instant the three of them stood like a triangle.

"Nact female," said Barin.

"Disgusting." Thane moved in closer. "Do not move, she-nact, we wish to speak to you." His snout flexed and his star shape mouth opened and closed, he spread his arms wide; and clacked his sharp, armored fingers together.

Sursha screamed.


Place of Skulls, Area 3

3. The Screaming Dead

Door: Locked

Smell: Death

Light: A sickly, pulsating green light, emanating from sarcophagus' imperfect seal.

Inhabitant: 1 Screaming Wight

AC 4 (15) HD 3 HP 15 Attack 1d8 strangle/ 1d6 claw MV 120 Morale 12

As the door opens the wight will explode (screaming) out from sarcophagus and attack the closest PC. Its preferred tactic is strangulation. If it achieves a hit, the wight will latch on to the target's neck, doing an immediate 1d8 damage, and leaving deep black scars that will never fade. A 4d6 STR check is required to break free. Up to two other characters can assist.


Scream kills momentum -1 to all attacks. If escalation die house rule is being used: the escalation die is negated as long as the wight is up and screaming. Further effects: weapons dropped on a roll of 1-3; save vs spell or fall to the floor with hands over ears. Character can attempt to save again every round. Once made no further save is necessary. Wight dressed in suit of human sized black chain mail. Mundane tulwar sheathed at hip, slightly rusted, dull -1 damage until sharpened. Gems in hilt worth 1200 GP.


Thursday, September 12, 2013

Place of Skulls: Area 2

2. Ransacked Tomb

Door: Jammed.

Light: None

Smell: Moldy with a hint of Reptile

A broken stone sarcophagus lies in shattered fragments on the floor along with a rusted spear and short sword. The latter items, obviously of gnollic manufacture, have little value as treasure, but could be repaired and made useful. Careful inspection of the room will result in the discovery of a small coffer, at the rear of the chamber, behind the remains of the sarcophagus base. Seemingly carved to look like a humanoid heart, the coffer contains five otherworldly black gems, with obvious magical properties. Each will grant the bearer +1 bonus to all saving throws, however, bearers of the gem will test positive if scrutinized with a detect evil spell; carrying more than one gem will not grant any further bonus.


Wednesday, September 11, 2013

Place of Skulls map, intro, area 1

First, stuff nobody needs to know: I'm going to try to post a room/area a day until all the open maps for the dwarf project are done. The valley and the under-vale and the Wide World are all mostly keyed- however i have eschewed numbered hexes on the former and just keyed the important and interesting places. I will build some detailed encounter tables rather than placing static encounters over the entire map. The two smaller dungeons (Zimon's Gate and the Place of Skulls) are about half done. The megaleval at Urux remains untouched and is my nightmare right now. Also I will recommence posting Beyond the Leaning City this Friday. I'm not sure why I stopped.

The Place of Skulls (#4 on the VoS key) lies deep within the shadows of the Burning Forest in the south eastern section of the Vale of Sorrow. Interred within are the remains of several Grall (the common use name for the pre-sundering folk). There are several Skulls of power, a magic boat and a not inconsiderable amount of coin. Further, there is a series of hieroglyphs that explain the workings of the Moon Stair.


1. Entranceway
Door: On the surface; blocked by rubble. 2 full turns will be required to clear away the debris.
Stair: Down. Ancient, crumbled. The first character to descend the stair must make a DEX/INT check (whichever is higher); failure results in a misstep and and a short fall down the stairs for 1d3 points of damage.
Smell: Dust and Mildew.
Sound: Drip, drip, drip...
The stair lets out onto a chamber supported by featureless basalt pillars and lined with graven sandstone slabs. Water drips from the cracked limestone ceiling and lies in small scum covered puddles on the floor. Three lightless archways lead off the room.

Note: The Moon Stair is a flight of steps that manifests only on nights of the full moon. It is the only way to reach The castle level of Urux situated near the top of Mt. Thorn.

Note 2: Building a better bandwagon: won't you join me? Draw, borrow or steal a map (that Logos fellow from whom I appropriated my mapping style wholesale has a shit ton of awesome ones on his blog, or you could use a geomorph mapper thingy, or even take one of the maps on the left here, or use the piece of shit at the top of the post. Who gives a fuck?) and key it one room at a time. It beats answering 30 boring ass questions, but, of course, that is just my opinion, and I am a well known jackass. Hee Haw.

Sunday, September 8, 2013

[map] Beneath Urux

Beneath Urux, level one.

This is the first level of the dungeon below the fortress. I think it is all I am going to do with the site, leaving the rest for the individual referee. I think I am going to make it for 4-6 level characters, because who needs another 1st level dungeon?

Larger version

I need to redraw the fill. It sucks.