A Way Better Random Hamlet Name Chart

Posted in Dungeons & Dragons with tags , , , , , on July 25, 2014 by Kullervo

Jeff Rients came up with a pretty good chart for Random Hamlet Names, but I thought I could do better, so here it is:

d20 Name
1 Barnardo
2 Claudius
3 Cornelius
4 Fortinbras
5 Francisco
6 Gertrude
7 Ghost
8 Guildenstern
9 Hamlet
10 Horatio
11 Laertes
12 Lucianus
13 Marcellus
14 Ophelia
15 Osric
16 Polonius
17 Reynaldo
18 Rosencrantz
19 Voltemand
20 Yorick

Megadungeon Level One

Posted in Uncategorized with tags , , , , , , , , , , , , , , , , on May 21, 2014 by Kullervo

Unkeyed:

Level 1 Unkeyed

And keyed:

Level 1 Keyed

This is the replacement dungeon level I drew after being dissatisfied with my first attempt. you’ll notice that is it bigger, but that the entrance (D1) and the exits (D8 and D19) are in the same relative places. This is because I’ve already planned out where the different connections between levels are relative to each other; one of the big ideas in this dungeon is that each level connects to many other levels (no level connects to fewer than two other levels, and some connect to as many as six).

In this level, the exits to levels two and three are easy to find–this is another characteristic of the dungeon: it will never be hard to find the pathway to go through the levels sequentially. The dungeon was originally meant to be used, after all. On the other hand, many of the out-of-order level connections or connections to sublevels may be hidden.

Quick rundown of the different areas:

The D areas are just generic dungeon. Not much treasure ebcause they’ve basically been picked clean, but also not much in the way of really challenging monsters. Maybe a scavenger or a wandering monster or two. The big exception is D20-D26, which was once the lair of a tribe of kobolds, before they were driven out by the goblins in the G areas. Not much is left in terms of loot, but the whole area is still booby trapped like crazy. D16 is a large cistern/reservoir, with underwater tunnels leading to the S areas. Watch out for the water rats.

The B areas were originally barracks (you can see the fighting pit in B7). There’s a mess hall (B11), a drill floor (B2), offices and quarters for officers (B3-B6), an armory (B8), a smithy (B9), and a kitchen at B10 with a secret passage into the larders. These areas are mostly inhabited at present by a gang of brigands, with their loot.

The L areas are the larders, which are now completely infested with dog-sized bloodthirsty carnivorous chickens. They are mean, and extremely territorial, and that’s just the hens. The rooster is the size of a horse and pure evil. The whole area is basically buried in chicken shit, and the level’s other inhabitants avoid it. That said, the larders were not only stocked with foodstuffs–the whole area is riddled with secret rooms where there are still valuables left for the taking.

The S areas are full of grates to water tunnels below and weird machinery. They are difficult to get to, and used as the lair of a bunch of really big giant water rats. There’s also some decent treasure in there though, so it’s worth trying to find.

The K areas were once kennels. The hounds are all dead, and the area is haunted by a gray ooze, that can slip through the locked and rusty bars.

The G areas have long been used as the lair of a goblin tribe, led by a self-styled king, with a decent haul of treasure. It’s not clear what the rooms were originally used for.

The X areas are mostly abandoned, because an extremely dangerous predator lairs at X4. The only other inhabitants are a mixed group of human and goblin outcasts, hiding out at X8 and planning revenge.

Notable Treasures and Relics

Posted in Dungeons & Dragons with tags , , , , on May 13, 2014 by Kullervo

The Nautilus Shell
The Coral Flute of Sebiddu
The Master Brewer’s Golden Ale
St. Osric’s Fingerbones
The Twelfth Toe
The Dark Orrery
THe Gown of Dust
The Bottomless Chalice
The Death-Shroud of the Rat King
The Mummy of Del Rabeen
The Wet Knife
The Merman’s Head
The Ogre King’s Iron Crown
The Ghoul King’s Sceptre
The Purple Mask of Bhool
The Oil of Heom
The Trinket of Quish Flaad
The Yellow Eye

Free Hand-Drawn Dungeon Map for You

Posted in Dungeons & Dragons with tags , , , , , , , on May 13, 2014 by Kullervo

I drew this a few days ago and decided I wasn’t actually going to use it after all, so feel free. I had 10′ squares in mind. The map was intended to be the first level of a twelve-level dungeon. The entrance is through a shaft in the roof of the lozenge/diamond-shaped room in the bottom right corner. Exits to levels 2 and 3 are by stairways in the bottom right and top left. There should be no choke points, and a lot of different ways to loop through the dungeon.

Spare Map

This is pretty representative of my current mapping style. The downside is, not that many cool features or really unusual rooms, which I used to do better at.

Three Blind Mice

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , on February 18, 2014 by Kullervo

The secret passage opens into a roughly 40′ by 60′ cavern room, with a ceiling that is 80′ high (and thus out of sight). A faraway sounding voice seems to be singing. Upon closer listening, it is a child’s voice singing “Three Blind Mice.” The walls can be climbed without climbing gear, although there are some slick patches (1 in 10 chance of falling per turn; thieves do not need to roll). Carved into the rock walls at irregular intervals beginning at approximately 50′ from the floor are three large (5′ across) faces of mice. There is no other exit.

Dance of the Dead

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , , , , on February 17, 2014 by Kullervo

This long room has two exits. Along one wall is a tapestry depicting a dance of the dead. When PCs approach within 30′ of the tapestry (which is necessary to move from either of the exits to the other), an eerie music strikes up, and 13 skeletons emerge from the tapestry, stand in a line and wait for one combat round. If any PCs begin dancing within that combat round, the skeletons will join the PC in a dance for 13 combat rounds, then bow, and return to the tapestry. Any PCs who do not dance will be attacked by the (normal) skeletons.

The Training Room

Posted in Dungeons & Dragons with tags , , , , , , , , , , , , , , , on February 17, 2014 by Kullervo

This 30′ by 60′ room has a large wooden door at either end. Against the walls are obvious combat dummies, well-battered and worn, and a rack of still-usable assorted polearms.

In the center of the room is a hulking ogre wth a black helmet covering its face and a huge blade. It stands still, breathing, as if waiting between rounds of combat. It is an illusion that has long ceased to function properly, and will not react to the players in any way.

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