|5 foot squares|
Adding details as I generate the rooms
Tuesday, May 11, 2021
Monday, May 10, 2021
Doorway behind stage - when I looked at my drawing, I changed it to the rear left corner of the stage - a player's entrance. ToAD Tables 3-27 through 3-29 - archway is painted in a repeating pattern. The theme of the dungeon gave me the inspiration for the pattern, Doorway is painted with red and white tragedy/comedy masks. Door itself is plain. Room 2 is a 30x40 Rectangle. I used ToAD Table 3-39, think I'll just use the DMG in the future for room sizes, more variety. Contains monster only. DMG Table V-F. Undead, incorporeal, semi-intelligent, does not create more monsters. ToAD Tables 2-1 Monster Type and 2-64 Undead. I then went through the incorporeal undead from the Monster Manual and settled on Shadow. This differs from the the ToAD result as Shadows can reproduce by creating other Shadows.
Area 1 Room 2
Shadow of the Prop Master
Room 2 is accessed by the doorway off of the rear left corner of the stage. The door posts are painted with a pattern crimson masks of comedy and tragedy running down them, the door itself is unadorned. Try as you might you discover no indication of a trap. The door is not locked, nor is it stuck.
Quick Look - shadows predominate in this room. Your light striking tables and chairs, rolls of canvas stacked haphazardly and racks of clothing decaying into gossamer spider webs, casts them on the far walls and between piles. The room is about 30 feet across and extends to the right into the gloom past what your light illuminates
Detailed Examination - the room is 30x40 and piled with theater props. Bards will recognize this immediately, as will anyone with any skill or experience in acting. For the others, the clothing looks expensive, but the cloth is cheap. Armor is knitted chain mail and tin plate. The rolls of canvas, if unrolled, are painted scenery. Of more interest, to the pecuniary minded adventurers, are the unlocked chests on the far wall. They will prove to contain wood discs painted gold, obviously fake, and costume jewelry. If the party has determined this is a prop room, give them a +4 on any appraisal check to determine the gems and jewelry are fake. Otherwise they can carry them out and pay to learn they are fake. Under a jumble of canvas rolls is a skeleton.
Monster - the room is haunted by the Shadow of the Property Master. This being will use the shadows to hide and reach out to steal life from random characters. The only way to avoid the shadows would be to push all the props up against the walls. To banish the Prop Master, the skull from the skeleton must be taken on stage and a play performed with the skull playing the lead role.
Shadow (14 HP), AC 7, 3+3 HD, One attack for 1d4+1 Damage + Strength Drain (1 pt/hit). Shadows are 90% undetectable and require a +1 weapon or better to hit. Strength loss returns in 2d4 turns. Characters reduced to 0 Hit Points or Strength are turned into Shadows themselves.
|5 foot squares|
Updating the layout as I generate the rooms
Getting a sense of how to combine Tome of Adventure Design with the DMG.
The Unfinished Domain of Scarlet Prince
Sunday, May 9, 2021
In which I determine what the Tome of Adventure Design isn't and start detailing the rooms in Area 1.
ToAD is not a dungeon generation system, which isn't obvious at first look, although I had my suspicions by the third look. Great tables for coming up with creative features, but no guidance on how often such features should crop up. This isn't an issue for anyone with access to the DMG, it's really a matter of choosing when to move between the two.
I really like ToAD's area design, so starting with that, as I said in the previous post, I know Area 1 Room 1 will be of unusual size. Table 3-40 gives me a room nominally 50x80, with far end a ziggurat like stepped triangle with a 20' point.
OK, what about the door into the room from the chasm? Have to jump around, but Tables 3-27 and 3-28 treat Archways. ToAD defines an Archway as where ever a tunnel or corridor leads out of the room. Leading into one is the same thing, so I have a Trap! We'll leave that for a minute while I get more information. Table 3-29 Normal Doors; Basic Description of - comes to the rescue saying the door while otherwise normal is painted an unusual color. Table 3-30 tells me it's painted a red and white checkerboard.
Traps, there's a whole chapter in ToAD with tables for randomly generating a trap. And none of my random rolls gave me anything I liked. Finally I started reading the table entries and after eight pages came across a magical trap effect "Floating image of person, monster or animal." That, with the door pattern, gave me an idea.
Other than that, ToAD has lots of random room content tables, but as I said no room content distribution table, so back to the DMG Table V-F Chamber or Room Contents. If I roll a Special I'll jump back to ToAD. And I roll an eleven, it's empty.
Area 1 Room 1
Theater of the Crimson Mime.
Crossing the grating, the ledge on the other side is differs only in minor details. The wall on the far side contains a gaily painted door in a red and white harlequin pattern. Successfully detecting traps will find a spring compressed at the top of the door. The trap may be disabled. Detect Magic will detect a a strong illusion dweomer.
Opening the Door- if the trap has been disabled, nothing happens. If it was not disabled, the crimson figure of human wearing a jesters cap and bells appears to have opened the door, it mimes pulling a stout rope (seemingly connected to the party) towards itself, bows and vanishes. Behind it, there is darkness as your feeble light doesn't illuminate the far wall.
Quick Search - the room is 80 feet long and 50 feet wide, the final fifteen feet decrease to a twenty foot width as shown. The last twenty feet of the room, including the reduced width, are raised approximately five feet higher than the floor, forming a stage. There are three doors in the other walls (to be subsequently placed and detailed when I create the rooms.)
Detailed Examination - nothing new.
|Area 1 Room 1 |
5 foot square
The Prop Room is accessed by the doorway off of the rear left corner of the stage. The door posts are painted with a pattern crimson masks of comedy and tragedy running down them, the door itself is unadorned. Try as you might you discover no indication of a trap. The door is not locked, nor is it stuck.
Sunday, May 2, 2021
So a recent conversation with my gaming group is leading to the possibility of my running a campaign, which - if I do - will be set in my version of the Feudal Wilderlands.
On a related note, since 19 - frikkin' -78!, I have been entranced by a line in the old Chivalry & Sorcery Redbook - "In the designers own wargaming group, an elaborate set of tables was designed by a member which can locate a character literally within miles of a particular town in France..." Never gotten to that level of detail, never played in a campaign with that level of detail, but... I realized how close last years efforts put me to that goal.
I'd already pulled the urban (town and village) population from Rob Conley's Wilderlands version into a spreadsheet. I'd worked out, using Chivalry & Sorcery, the highest nobles and their immediate vassals. All I needed to do was some quick population subtotals in Excel and roll up the holdings of all of the sub-vassals, which would give me the rural population. I excluded all non-human settlements, and the totals only include the 'civilized' residents on the fiefs, so bandits, exiles and barbarians are extra.