
Showing posts with label Traps. Show all posts
Showing posts with label Traps. Show all posts
Tuesday, November 9, 2010
Stones Battle Map
I used my 27"x34" gridded flip chart paper and colored pencils to draw a huge pile of boulders from a crashed earth mote. Starting at 30' high and rising to over a 100'. Sprinkled with some monsters that push people off ledges. Of course my players sneaky gits that they are bypassed it with fly spells and teleports.


Saturday, July 31, 2010
Old School Dungeon the Maze
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.


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.
Labels:
Dungeon Design,
Maps,
Old school,
Old School Dungeon,
Traps
Saturday, July 24, 2010
Old School Dungeon Level 3 the river
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.
Labels:
Dungeon Design,
Maps,
Old school,
Old School Dungeon,
Traps
Saturday, July 17, 2010
Old School Dungeon Level 2
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...


Labels:
Dungeon Design,
Maps,
Old school,
Old School Dungeon,
Traps
Monday, November 30, 2009
Dragon Army 6 Cadololian Part 2
After starting blankly at the giant trees and mumbling about "where's the city?" The lightbulb starts to come on. Elven City? Giant Trees? Hey! Maybe the trees ARE the city? A quick thump on the trunk of a 30' diameter tree reveals it to be hollow. A quick search for secret doors finds one in the trunk. Opening the secret door reveals a 15' x20' chamber whoose walls are lined with a wooden stair case leading upwards. After about three complete turns around the staircase (taking them 90' above the floor) they arrive at a chamber with a roll-top desk sitting in the corner. A short 10' flight of stairs takes them to a 20'x25' with three sides lined with bookshelves and a doorway on the fourth. A quick check for secret doors (after all it's my dungeon right?) reveals a pivoting bookcase behind which lie another set of stairs. Up these stairs another 10' is a bedchamber with a chest at the foot of a bed and another bookcase. Jimmying open the desk reveals three small journals. Persuing the book cases of the library reveal many books on practical arts in many languges. The bookcase in the bedroom holds a set of wizards spellbooks with spells up to 5th level. Openning the chest reveals wizards robes of finest silk. Reading the the jorunals (written in elven of course) reveal that this is indeed the redisence of the loremaster of Candololian as well as the history of the long struggle against the green and white dragon armies as well as the fall of two other elven cities. There is also indirect references to a fourth secret journal which may contain the location of the Valley of Ferns. A search for secret panels reveal one on the back of the scroll top desk and a false bottom in the chest. A detect magic reveals something rod shaped in the false bottom and a couple slips of paper with magic writing gluing both the false bottom and compartment shut. At this point the party's ranger launches into a long soliquiy about whether or not this is really the parties stuff to take in the first place and convinces the party not to open either panel. As a consequence both the fourth journal and a nifty magic item go undiscovered. 500 miles of wanton smash and grab but time to grow consience when a 1/4" of oak separates you from your goal it's enough to make a DM cry or tear his hair out (perhaps it is because small slips of magical paper tend to say " By the time you have finished reading this I will already have expl...."). More of Candololian next time
Subscribe to:
Posts (Atom)