Another note this level is only partially keyed. I am afraid I graduated from college before this level was much explored and the group I hooked up with after starting my new job in a different state were into these new fangled scenarios that Judges Guild and TSR were begining to produce. Another issue the way we played once the party hit about fifth or sixth level the adventures started moving out into the wilderness, so dungeon levels below third more often lurked as dark dreams rather than being explored. Except in the case of my character "Boris the not too bright" who decided that Wizard Mountain would be the perfect place for his castle if he could just get that nasty basement cleaned out. The Dungeon Master folded the campaign rather than face drawing another level for me to bash through. The demise of the dragon guarding the back door to fourth is a legend in its own right, but that is a story for another day.
Saturday, July 31, 2010
Most notable feature is the teleport maze in the south east corner. Also the full complement of sloping passages, spinning rooms, and rooms on an angled grid. Of course there is the infamous staircase that appears to go up but actually goes down. This staircase was very useful for lining up the levels. Those who have been following along may notice it does not appear in the same place on the map. The theory is that it is always in the same place and the dungeon levels themselves rather than being one atop another are offset. I laid out a top down overveiew of how the levels line up. If I can figure out how to scan the two 11x17 sheets I used for it, I may post that diagram some time.
Saturday, July 24, 2010
Level 3 the River. I refer to it as the river because the big river is the largest feature on the map. Notice how ever that there are very few places on the map where adventures can actually see the map. Key features of this map are (1) the staircase which appears to go up but actually goes down (2) The bridge with an inivisable section (3) The rotating dungeon section with a staircase: positioned in one of four positions when the party enters it is rotated to another position randomly and (8) a secret chamber only enterable by an under water passage.
This level highlight one of the interesting features of old school dungeoneering. Since the play pogressed by drawing maps on graph paper, DMs would often through things in to make mapping hard, hence the rotating dungeons sections and slanted rooms. Being a fledging rocket sciencist not only did I solve my friends rotating dungeon section but took mine up a notch by putting a staircase in it.Note that because the slanted rooms where done with glue this map is a bit yellower than the others.
Saturday, July 17, 2010
Here it is level two. My Plan is to release a level a week. The sloping passage to the south due to its proximaty to the stairway which appears to go up but actually goes down was notorious for getting adventurers in over their head. D is the Temple of Crystal Cats. Six foot tall statues of clear adamantium crystal, stomachs filled with jewels, Only access a narrow passage from the throat. They are designed to work like the gourd and rice ball monkey trap. Monkey reaches in; grabs the rice; discovers his hand is now too big to pull out; but refused to let go...
Saturday, July 10, 2010
Here's level 1 of the Monster Pit I ran my first campaign in. Unfortunately faded pencil is not the best mediun for scannning so the lines are a little light in spots. I have used Paint Shop Pro to fix it up a bit. My favorite features (marked by numbers in circles) of this level include 1) the stairway which apears to go up but actually goes down 2) The double doors leading to the main dungeon with a bar on the entrance side 7) the Balcony overlooking second level 8) the hidden secret double doors to the staricase to second level and the rat tunnels under the floor (denoted by matching pairs of numbers).