This ancient arch of crumbling stone is the sole remaining artifact of a lost city, its simple form rising over a dessicated wasteland of sand and dust with only an occasional block of carved stone breaking up the monotonous landscape. The Arch could pass as an architectural oddity were it not for the sonorous, insect-like buzzing noise that surrounds it. Should the site be examined for magical properties, Legendary extra-dimensional magic will be discovered. The aura of a living extra-dimensional being may also be detected, buried beneath the Arch. A secondary source of Epic divination magic lies buried in the sand and stone near one side of the Arch.
The Arch is a portal through time, space and dimension. The secondary source of magical energy is a controlling device which allows communication with the time elemental snared within the Arch's matrix. Any living creature passing through its aperture is instantly whisked away to a new locale. Passing through the opening without first attuning it sends the individual to a random destination, with multiple individuals passing through the arch at the same time reaching the same destination. Operating the tuning device is a significant challenge, requiring sufficient knowledge of the desired destination and a potent will to focus this knowledge into a coherent mental image the empowering elemental can use to stabilize the portal's destination. It is at least a Great test of locale lore to form the appropriate mental image, and a Superb test of will to maintain this image for the three rounds required to establish a more stable connection. Once a connection has formed it will remain attuned so long as the user maintains concentration, and for three rounds after they cease. This allows any number of living beings, including the user, to pass through the Arch to a single destination.
With a nod to The City on the Edge of Forever.
Photo: Jackie Skeate via Stockvault
Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts
Monday, May 3, 2010
Sunday, April 18, 2010
One Page Dungeon Contest 2010 - Winners!
They've been announced here. The PDF is also available.
I wonder if they'll post up an archive of all the entries?
Edit: Full archive is now available on Alex's site here. I've also made both files available here, along with last year's archives and the original One Page Templates.
I wonder if they'll post up an archive of all the entries?
Edit: Full archive is now available on Alex's site here. I've also made both files available here, along with last year's archives and the original One Page Templates.
Monday, February 15, 2010
Terrain is the Monster
A while back Neitherworld Stories posted up an article entitled Monsters as Terrain. As I commented then I've been thinking about the opposite situation, terrain as the monster. What follows isn't directly related to the Neitherworld article, which is a very interesting read. This post has been primarily influenced by my recent Moria game, so I'm mostly talking about a dungeon crawl environment, but the ideas should apply elsewhere as well. Of course the most obvious form of terrain monster is the trap, but I'm going to talk more about natural features than constructed obstacles.
In game terms monster usually means an opponent that must be overcome by guile, negotiation, or force. Terrain can fill this role admirably, though negotiating with it may be difficult. Monsters also serve to regulate access to other areas, and often guard treasure, again, things terrain can handle. Terrain's biggest weakness, when considered as a monster, is that it doesn't really move, so initial placement is more important than with a typical monster. Similarly, pursuit situations are unlikely to result from a terrain encounter, though using monstrous terrain to affect the outcome of a pursuit is certainly an option. Here are a few guidelines when placing terrain as monsters:
Define the Threat - As GM you should have a clear understanding of what danger the terrain represents. A monster that represents no threat at all is not really a monster. Some of the typical threats posed by terrain include:
Sketch the Solutions - I'm not proposing you come up with one true way to defeat the terrain, but think about reasonable approaches to resolving the encounter. You should reward your players for creative thinking in this regard so don't get too hidebound by whatever solutions you come up with. As part of this process it's also worth considering the long term ramifications of whatever solution the players use to defeat the terrain, they may well affect the local balance of power, particularly if the terrain presented a formidable obstacle.
Make it Worthwhile - Defeating the terrain monster should offer some reward to your players, otherwise they may see it as a grand waste of time. Treasure is one possibility, perhaps a less fortunate adventurer didn't quite make it across that chasm or pool. Access to a new area is another potential reward. Crossing that river of lava might open an entire area of the dungeon to exploration. Alternate routes are a third reward. Perhaps the underground river provides a means to bypass a particularly dangerous foe.
Weaknesses
Terrain as the monster does have a few weaknesses.
Examples
Here are a few of the terrain encounters I used in my Moria game, along with the solutions implemented by the players:
The Spiral Descent - This is a large conical chamber with a single narrow ledge winding from top to bottom. One entrance is located near the narrow top, with two other exits near the bottom, which is littered with large, jagged boulders. The threat here is falling damage, and as the party discovered, a pack of annoying little Jermalaine occupying a network of tiny crevices and caves in the cavern walls. After demonstrating they could kill the Jermalaine if they could see them, the party began throwing food into the creature's den before beginning their descent, which negated the creature threat. This allowed them to easily defeat the falling threat using the relatively safe ledge (safe assuming they weren't trying to defeat Jermalaine traps along the way). The reward here (at least as far as the characters know), was access to the deeper caverns.
The Mud Pit - Several springs feed down sloping passages into this chamber, which is filled with thick viscous mud up to ten feet deep. The threat here is division and damage, with drowning in mud a real possibility for armored characters. Careful testing revealed a shallower path through the pit, and eventually one of the characters noticed someone had scratched directions in the ceiling of the cavern. With this information the room is fairly easy to navigate, and the party now has a hint that someone passes this way often enough to create the path through the room.
The Maelstrom - An underground river feeds a waterfall that splashes down into a lake-like chamber, then pours down a second passage into a broad swirling pool of water. A vast whirlpool sucks anything swept into the pool down and out of sight. The primary threat here is division and drowning (luckily no one fell into the pool). Unfortunately for the party, the stream bed provides the primary access route into the depths. The party overcame this obstacle by affixing a rope to one side of the swift running stream, allowing the them to traverse it with minimal risk. They got the idea (and a reward for defeating the Maelstrom) because someone had left behind a similar arrangement using a length of magical Elven Rope.
So there you have it, some thoughts on using terrain as the foe. Hopefully I've inspired you to give the rocks another chance. If this article was interesting, you may want to take a look at something I wrote last year entitled Approaching the Vertical, which also talks about elevation changes and terrain as features of the dungeon. Until next time, keep your ten foot poles handy and bring some extra spikes and rope!
In game terms monster usually means an opponent that must be overcome by guile, negotiation, or force. Terrain can fill this role admirably, though negotiating with it may be difficult. Monsters also serve to regulate access to other areas, and often guard treasure, again, things terrain can handle. Terrain's biggest weakness, when considered as a monster, is that it doesn't really move, so initial placement is more important than with a typical monster. Similarly, pursuit situations are unlikely to result from a terrain encounter, though using monstrous terrain to affect the outcome of a pursuit is certainly an option. Here are a few guidelines when placing terrain as monsters:
Define the Threat - As GM you should have a clear understanding of what danger the terrain represents. A monster that represents no threat at all is not really a monster. Some of the typical threats posed by terrain include:
- Blockade - the terrain presents a real obstacle to travel. Part of the typical dungeon game is exploration and blocking terrain reduces opportunity for discovery unless overcome. Blocking terrain can also provide a tactical advantage for other monsters with a mode of travel unaffected by the terrain. Flying creatures often have an advantage when dealing with this sort of terrain.
- Division - the party is split by the actions of terrain, be it a swift flowing river, a deep chasm with a limited crossing, or maze-like passages presenting multiple confusing choices.
- Damage - falling damage is a favorite attack form for terrain-based monsters. Drowning (rivers and lakes) or burning (lava) are two other popular options.
Sketch the Solutions - I'm not proposing you come up with one true way to defeat the terrain, but think about reasonable approaches to resolving the encounter. You should reward your players for creative thinking in this regard so don't get too hidebound by whatever solutions you come up with. As part of this process it's also worth considering the long term ramifications of whatever solution the players use to defeat the terrain, they may well affect the local balance of power, particularly if the terrain presented a formidable obstacle.
Make it Worthwhile - Defeating the terrain monster should offer some reward to your players, otherwise they may see it as a grand waste of time. Treasure is one possibility, perhaps a less fortunate adventurer didn't quite make it across that chasm or pool. Access to a new area is another potential reward. Crossing that river of lava might open an entire area of the dungeon to exploration. Alternate routes are a third reward. Perhaps the underground river provides a means to bypass a particularly dangerous foe.
Weaknesses
Terrain as the monster does have a few weaknesses.
- Static - Terrain generally doesn't move, so the decision to engage the encounter is totally up to the players. It's difficult as GM to 'play' the monster so leveraging a terrain encounter requires active interest by the players. Hints or clues that lead through monstrous terrain are a good way to encourage player interest.
- Magic - At higher levels of play, terrain can easily become trivial, especially if the party has access to magical flight or other transportation spells. Using monstrous terrain as a lair for a creature unaffected by the conditions is one potential solution to this problem.
- Eternal - Terrain usually lasts forever, so consider carefully before you place it. Defeating a terrain encounter once is interesting. Doing it every time the party goes by, less so.
Examples
Here are a few of the terrain encounters I used in my Moria game, along with the solutions implemented by the players:
The Spiral Descent - This is a large conical chamber with a single narrow ledge winding from top to bottom. One entrance is located near the narrow top, with two other exits near the bottom, which is littered with large, jagged boulders. The threat here is falling damage, and as the party discovered, a pack of annoying little Jermalaine occupying a network of tiny crevices and caves in the cavern walls. After demonstrating they could kill the Jermalaine if they could see them, the party began throwing food into the creature's den before beginning their descent, which negated the creature threat. This allowed them to easily defeat the falling threat using the relatively safe ledge (safe assuming they weren't trying to defeat Jermalaine traps along the way). The reward here (at least as far as the characters know), was access to the deeper caverns.
The Mud Pit - Several springs feed down sloping passages into this chamber, which is filled with thick viscous mud up to ten feet deep. The threat here is division and damage, with drowning in mud a real possibility for armored characters. Careful testing revealed a shallower path through the pit, and eventually one of the characters noticed someone had scratched directions in the ceiling of the cavern. With this information the room is fairly easy to navigate, and the party now has a hint that someone passes this way often enough to create the path through the room.
The Maelstrom - An underground river feeds a waterfall that splashes down into a lake-like chamber, then pours down a second passage into a broad swirling pool of water. A vast whirlpool sucks anything swept into the pool down and out of sight. The primary threat here is division and drowning (luckily no one fell into the pool). Unfortunately for the party, the stream bed provides the primary access route into the depths. The party overcame this obstacle by affixing a rope to one side of the swift running stream, allowing the them to traverse it with minimal risk. They got the idea (and a reward for defeating the Maelstrom) because someone had left behind a similar arrangement using a length of magical Elven Rope.
So there you have it, some thoughts on using terrain as the foe. Hopefully I've inspired you to give the rocks another chance. If this article was interesting, you may want to take a look at something I wrote last year entitled Approaching the Vertical, which also talks about elevation changes and terrain as features of the dungeon. Until next time, keep your ten foot poles handy and bring some extra spikes and rope!
Saturday, February 6, 2010
Return to Moria: Player Maps
It's Saturday, and I usually don't write a regular post on the weekends, but I thought I'd throw up links to the player maps from the first session. These were done on easel-board sized paper, then photographed, so the quality isn't the best.
First Map
This map depicts the exterior entrance (top), the cavern complex (left) and the goblin fort (right). Most of this area was explored Friday night.
Second Map
This map depicts the goblin fort (top) and the passages beyond the "Big Evil" in the pool. This area is only partially explored. Most of this was explored Sunday morning.
Third Map
This map depicts the area beyond the north gate leading from the goblin fort (right). The big area in the center is the huge arena the party crossed several times during Saturday's play. Left is the switchback that lead to a miles long passage, while the bottom of the map represents the orc fort and ant colony.
First Map
This map depicts the exterior entrance (top), the cavern complex (left) and the goblin fort (right). Most of this area was explored Friday night.
Second Map
This map depicts the goblin fort (top) and the passages beyond the "Big Evil" in the pool. This area is only partially explored. Most of this was explored Sunday morning.
Third Map
This map depicts the area beyond the north gate leading from the goblin fort (right). The big area in the center is the huge arena the party crossed several times during Saturday's play. Left is the switchback that lead to a miles long passage, while the bottom of the map represents the orc fort and ant colony.
Friday, January 8, 2010
Return to Moria: Lost in the Maze
It's been a while since I've posted anything about my Moria game, so I thought an update was in order.
Characters
The holidays threw a wrench into my schedule so there was a lull in my side of the process. Most of my players had some time off over the holidays, so everyone has finalized their characters. We've also done a bit of preparation via email, so everyone knows a bit about the locale. The group has discussed their clues and potential entrances to Moria, and have determined they're going to follow the map the trio of orphans from up north received from their uncle. From my perspective, the character side of things is pretty well done, a good thing, since there's a lot left for me to do elsewhere.
Maps
I've finished off all the broad scale maps of Moria. These reflect each level of the mines in broad strokes and provide a framework of connectivity and general layout. I posted up a sample of this style of map here. My mapping work is now focused on two separate tasks:
Area Descriptions and Encounters
This is where my activities are really focused now. With a firm commitment from the players on their entry point, I've been able to buckle down and start creating content. After a bit of flailing about with some standard templates for TiddlyWiki I've finally started making progress. I've mapped out the three 'levels' surrounding the party's chosen entrance in preparation for their arrival, and I plan on expanding this coverage over the next couple of weeks.
The problem I'm facing now is with sprawl. There are four additional levels connected to the area I've already mapped, and each of those levels leads to four or five other levels. I'm planning on taking an organic approach and expanding the coverage in all directions as the mood strikes. If the players choose to fully explore the area I've already mapped I have plenty of material for the first weekend session, but players never do what you want. I'm sure they'll go haring off into undefined areas within a couple hours of play.
Speaking of sessions, readers might be thinking this is an awful lot of prep work for a single session game. I should probably explain. The group I'm running this for consists of people I've gamed with for many years (in some cases 30+ years). We're now scattered from Indiana to Maryland, so we only get to game together a couple times a year, and the sessions are weekend-long affairs lasting from Friday afternoon til mid-day Sunday. We probably pack in 6-7 'normal' sessions during these games. Even with a minimalist approach to prep there's a substantial amount of stuff to get ready, and I'm not really a minimalist on the preparation front.
Yeah, I'm sweating a bit.
Characters
The holidays threw a wrench into my schedule so there was a lull in my side of the process. Most of my players had some time off over the holidays, so everyone has finalized their characters. We've also done a bit of preparation via email, so everyone knows a bit about the locale. The group has discussed their clues and potential entrances to Moria, and have determined they're going to follow the map the trio of orphans from up north received from their uncle. From my perspective, the character side of things is pretty well done, a good thing, since there's a lot left for me to do elsewhere.
Maps
I've finished off all the broad scale maps of Moria. These reflect each level of the mines in broad strokes and provide a framework of connectivity and general layout. I posted up a sample of this style of map here. My mapping work is now focused on two separate tasks:
- Geomorphs - I've been sketching out general purpose mini-maps for use and reuse throughout the session. These maps include stuff like variations on clan halls, defensive works, mines and tunnels, and similar common features.
- Singular maps - These are maps of one shot areas, unique locations that need a map to clarify the layout. I'm trying to minimize these as Moria is huge. Doing unique maps of every area is a near impossible task.
Area Descriptions and Encounters
This is where my activities are really focused now. With a firm commitment from the players on their entry point, I've been able to buckle down and start creating content. After a bit of flailing about with some standard templates for TiddlyWiki I've finally started making progress. I've mapped out the three 'levels' surrounding the party's chosen entrance in preparation for their arrival, and I plan on expanding this coverage over the next couple of weeks.
The problem I'm facing now is with sprawl. There are four additional levels connected to the area I've already mapped, and each of those levels leads to four or five other levels. I'm planning on taking an organic approach and expanding the coverage in all directions as the mood strikes. If the players choose to fully explore the area I've already mapped I have plenty of material for the first weekend session, but players never do what you want. I'm sure they'll go haring off into undefined areas within a couple hours of play.
Speaking of sessions, readers might be thinking this is an awful lot of prep work for a single session game. I should probably explain. The group I'm running this for consists of people I've gamed with for many years (in some cases 30+ years). We're now scattered from Indiana to Maryland, so we only get to game together a couple times a year, and the sessions are weekend-long affairs lasting from Friday afternoon til mid-day Sunday. We probably pack in 6-7 'normal' sessions during these games. Even with a minimalist approach to prep there's a substantial amount of stuff to get ready, and I'm not really a minimalist on the preparation front.
Yeah, I'm sweating a bit.
Wednesday, December 2, 2009
Return to Moria: Status Report
In my last post about my upcoming Moria-based campaign I talked about the three main tasks I was pursuing at the time, character creation, mapping, and encounters. The last two weeks have seen some good progress on all three fronts (my players keep out).
Characters
All my players have now created their characters. Yes, characters, plural. Since the first session of this game is going to be a full weekend of gaming (my gaming group is 4 states away), we're setting things up to insure a couple of character deaths don't lead to excessive downtime for the players. Here's the full list of characters:
A trio from Gondor:
Mapping
I now have a near complete set of level maps for the entire dungeon. After doing rough drafts of each major level by hand I switched to using Open Office's Impress, which is theoretically presentation software, but does a very nice job of creating flow-chart style maps. Compare my lame rough draft with this close to final version.
Using Impress I've been able to color code a ton of information into the basic map. I can also jump between levels with the application's interactive features, which link slide navigation to mouse-clicks on objects.
I'm still working on naming and tweaking the level maps. I'm also adding at least two more layers of connectivity between the levels: sewers and natural waterways. Other potential links include natural unmapped caves and volcanic vents.
Next steps for mapping include descriptions of the blocked out areas of each level map. I'll be starting this process with the levels most likely to be visited, then work inward from there. The party has a few clues about various entrances into the Mines, so I'll be focusing my efforts on those levels. As I do this I'll also be sketching in sewer lines and waterways, and drawing up unique maps as needed.
Encounters
I've continued sketching out the various groups that currently inhabit the depths of Moria. I now have 20 major groups inhabiting the depths. My biggest challenge now is placing them all in some sort of reasonable fashion. There's a lot of connectivity between the Mine levels and I'm trying to lay out groups so there's some rhyme or reason to it. Some of the recent additions to the bestiary include:
All in all I'm pleased with how Moria is developing, though I find myself spending way too much time thinking about it. I've also discovered I can waste hours tweaking map layouts, something I have to put a stop to if I want to keep moving forward. There's still a ton of work to do, but I love world building, so it's all good!
Characters
All my players have now created their characters. Yes, characters, plural. Since the first session of this game is going to be a full weekend of gaming (my gaming group is 4 states away), we're setting things up to insure a couple of character deaths don't lead to excessive downtime for the players. Here's the full list of characters:
A trio from Gondor:
- 2nd paladin Man of Gondor
- 1st cleric Iron Hills Dwarf
- 1st fighter/magic-user Elf of Lothlorien
- 1st fighter Man of the North
- 2nd cleric Man of Rohan
- 1st thief Man of the North
- 2nd cleric Man of Gondor
- 1st paladin Man of Gondor
- 1st/1st fighter/thief Western Dwarf
- Man of Gondor, Ranger, 2nd Lvl
- Hobbit, Thief, 1st Lvl
- Iron Hills Dwarf, Cleric, 1st Lvl
- Man of the North 2nd level magic user
- Iron Hills Dwarf 1st level cleric
- Elf of Lothlorien - 1st level fighter/magic user
- Iron Hills Dwarf fighter, 2nd level
- Iron Hills Dwarf cleric, 1st level
- Man of the North magic user, 1st level
Mapping
I now have a near complete set of level maps for the entire dungeon. After doing rough drafts of each major level by hand I switched to using Open Office's Impress, which is theoretically presentation software, but does a very nice job of creating flow-chart style maps. Compare my lame rough draft with this close to final version.
Using Impress I've been able to color code a ton of information into the basic map. I can also jump between levels with the application's interactive features, which link slide navigation to mouse-clicks on objects.
I'm still working on naming and tweaking the level maps. I'm also adding at least two more layers of connectivity between the levels: sewers and natural waterways. Other potential links include natural unmapped caves and volcanic vents.
Next steps for mapping include descriptions of the blocked out areas of each level map. I'll be starting this process with the levels most likely to be visited, then work inward from there. The party has a few clues about various entrances into the Mines, so I'll be focusing my efforts on those levels. As I do this I'll also be sketching in sewer lines and waterways, and drawing up unique maps as needed.
Encounters
I've continued sketching out the various groups that currently inhabit the depths of Moria. I now have 20 major groups inhabiting the depths. My biggest challenge now is placing them all in some sort of reasonable fashion. There's a lot of connectivity between the Mine levels and I'm trying to lay out groups so there's some rhyme or reason to it. Some of the recent additions to the bestiary include:
- A cult of curiously twisted Dwarves who worship at a strange stone altar dedicated to a previously unknown God.
- The reptilian Grimmve, primitive tribal creatures who use living weapons in combat.
- The Ettercap, my own take on the original, half-spider / half-human cross-breeds that serve one of the other groups in Moria.
All in all I'm pleased with how Moria is developing, though I find myself spending way too much time thinking about it. I've also discovered I can waste hours tweaking map layouts, something I have to put a stop to if I want to keep moving forward. There's still a ton of work to do, but I love world building, so it's all good!
Monday, November 16, 2009
Return to Moria: First Victi... err Characters
I thought I'd give a brief update on the status of this campaign setting. I took a few days off after my last significant post on the subject, primarily to let things stew in my head for a while. Since then things have moved forward a bit.
Characters
After I tweaked the available characters and racial level limits a bit, I opened up character creation to the players. Since the group that's going to be playing this is scattered over three states, we do all character creation via email. There are three methods of attribute generation available:
[My players, stop reading!]
Bestiary
I've spent a fair bit of time laying out stat blocks for the various creatures and races inhabiting Moria. When populating a dungeon like this I try to come up with at least three variants of each major inhabitant, and for important races, five or six. I've also laid out the named NPCs found in the dungeon. Using Goblins, as an example, I have the following information:
Dungeon Layout
I've finally settled on how I'm going to map out Moria. The sheer size of the dungeon is rather daunting and I spent some time spinning my wheels as I contemplated how to map the beast. I finally decided to use three detail levels to lay things out.
Hollin
The other thing I've been pushing on is fleshing out the NPCs in Hollin, the starting town outside Moria. I have a pretty good handle on the main NPCs now, and have most of the locals at least sketched out. I used the NPC trait generator from the 1st edition AD&D DMG to fill in some of the blank characters in the NPC list. I've based Hollin's cast on a popular TV series from the recent past so I have a clear picture of how things work in the town. I'll be curious to see if any of my players pick up on the relationship.
Next Steps
That's about where things stand for now. This week I'm planning on finishing out the level maps for Moria, polishing off the last NPCs in Hollin, and starting on some detailed dungeon maps. Stay tuned.
Characters
After I tweaked the available characters and racial level limits a bit, I opened up character creation to the players. Since the group that's going to be playing this is scattered over three states, we do all character creation via email. There are three methods of attribute generation available:
- Pick from a pre-generated list.
- Roll using a 4d6 drop lowest, in order method.
- Roll using a 3d6 best of twelve, choose order method.
- A pair of Iron Hills Dwarves, fighter (2nd) and cleric
- A Man of the North magic-user
- A paladin of Gondor (2nd)
- An Iron Hills Dwarf cleric
- A human cleric (race TBD) (2nd)
- A paladin of Gondor (squire of the other paladin)
- A Western Dwarf fighter/thief with extremely low HP
- A ranger of Gondor (2nd)
- A Hobbit thief
- A lame Dwarf cleric (the only character rolled randomly)
[My players, stop reading!]
Bestiary
I've spent a fair bit of time laying out stat blocks for the various creatures and races inhabiting Moria. When populating a dungeon like this I try to come up with at least three variants of each major inhabitant, and for important races, five or six. I've also laid out the named NPCs found in the dungeon. Using Goblins, as an example, I have the following information:
- Three main tribes, each with three or four important named NPCs.
- Seven variants of basic Goblins (including sneaky, tough, very tough, spell using, and leader types).
- Three creatures that associate with or are used by Goblins.
- Relationships between the Goblin tribes and the various other groups in Moria.
Dungeon Layout
I've finally settled on how I'm going to map out Moria. The sheer size of the dungeon is rather daunting and I spent some time spinning my wheels as I contemplated how to map the beast. I finally decided to use three detail levels to lay things out.
- A top level map. This corresponds to a standard "level layout" map, showing each major area as a simple block diagram. I've altered the maps in the linked post a bit, but they're a good approximation of the top level maps I'm using.
- Level maps. These are block diagrams that show the overall structure of each level in Moria. There's no real detail beyond general connectivity and a note or two for each main area.
- Detail maps. These will be traditional dungeon maps, showing actual corridors, walls, tunnels and features. I plan on doing unique maps for some areas and using generic maps for others.
Hollin
The other thing I've been pushing on is fleshing out the NPCs in Hollin, the starting town outside Moria. I have a pretty good handle on the main NPCs now, and have most of the locals at least sketched out. I used the NPC trait generator from the 1st edition AD&D DMG to fill in some of the blank characters in the NPC list. I've based Hollin's cast on a popular TV series from the recent past so I have a clear picture of how things work in the town. I'll be curious to see if any of my players pick up on the relationship.
Next Steps
That's about where things stand for now. This week I'm planning on finishing out the level maps for Moria, polishing off the last NPCs in Hollin, and starting on some detailed dungeon maps. Stay tuned.
Wednesday, November 11, 2009
Return to Moria: Mushrooms in the Depths
The natural caves and caverns beneath Moria are home to a variety of fungi and mushrooms. Along with the naturally occurring species there are several varieties cultivated by the Dwarves. Some of these fungi are useful, some deadly. Here are a few I'll be using in the campaign:
- Blackspire - These slender, fifteen foot tall, smooth-capped mushrooms have a tough central stalk that the Dwarves used as a construction material. The stalk can be split into long, board-like segments.
- Drowseballs - Thumb-sized, globular puff-balls with a delicate yellow skin and filled with a jelly-like substance. When eaten they instantly cause a deep, uninterpretable sleep that lasts one hour. At the end of the hour the consumer awakens, fully rested and alert as if they had just had a full night's rest.
- Balrog's Flail - This fungus grows from damp stone in clumps of thread-like red-tipped tendrils. It is highly toxic if consumed, but if ground to a paste and combined with alcohol it makes a powerful solvent capable of dissolving iron-based metal.
- Slaver Domes - Tiny pale green mushrooms with a delicious and nutritious sweet flesh, Slaver Domes make anyone that consumes them extremely vulnerable to suggestion or charm effects for four hours (two rank penalty to any resistance checks).
- Red Tongue - This nondescript gray fungus grows on the stems of other fungi, forming broad rounded shelves. It is a nutritious food source, but dyes the tongue of anyone that eats it bright red for hours.
- Clamshell Fungus - A gleaming yellow fungus shaped like a half-shell clam, this growth is poisonous if eaten, but if boiled for an extended period it creates a broth that can neutralize toxins and poisons if consumed. The broth loses potency within a day of its creation.
Saturday, November 7, 2009
Return to Moria: Millstone Doors
These are one of the defensive constructs that will be appearing in Moria:
Defensive doors consisting of a great circle of granite designed to roll in front of a narrow tunnel entrance. The entry is sunken so the stone is held vertically in a trough. It overlaps the frame of the door and can be wedged in place, making it nearly impossible to roll aside from the outside. From the interior it is quite easy to move.
A variant of this door features a narrow hole bored through the center of the stone, allowing a steel rod to be pushed through. One end of the rod features a "T" that unfolds flat against the stone's surface, the other end is held in place with a metal pin. This allows a bar to be fastened across the stone, held in place by the rod and the walls of the tunnel.
The locking version of this door is often used to create cul-de-sac style traps. The enemy is led into a large chamber with multiple looping corridors leading back to the entry area. The pursued party loops through the corridors, exits and seals the door, trapping the pursuers within. Water or poison gas can be used to kill the enemy, or they can simply be left to starve.
Defensive doors consisting of a great circle of granite designed to roll in front of a narrow tunnel entrance. The entry is sunken so the stone is held vertically in a trough. It overlaps the frame of the door and can be wedged in place, making it nearly impossible to roll aside from the outside. From the interior it is quite easy to move.
A variant of this door features a narrow hole bored through the center of the stone, allowing a steel rod to be pushed through. One end of the rod features a "T" that unfolds flat against the stone's surface, the other end is held in place with a metal pin. This allows a bar to be fastened across the stone, held in place by the rod and the walls of the tunnel.
The locking version of this door is often used to create cul-de-sac style traps. The enemy is led into a large chamber with multiple looping corridors leading back to the entry area. The pursued party loops through the corridors, exits and seals the door, trapping the pursuers within. Water or poison gas can be used to kill the enemy, or they can simply be left to starve.
Thursday, November 5, 2009
Return to Moria: Next Steps
In the last article on my Return to Moria campaign, I closed with the intent of focusing this article on setting up the main inhabitants of Moria for the campaign. I quickly discovered that wasn't the only thing I was doing however, so rather than stick to plan, I'm going to write a bit about what I'm really working on (My players keep out!).
At the close of the previous article I had enough in the way of notes and ideas that I needed to get them organized. My go to method of organizing campaign notes these days is Tiddlywiki, a single file wiki implementation that requires no hosting, runs in a browser, and is very easy to use. I use it to write articles for this blog, to maintain a personal to do list, and for campaign notes. If you haven't tried tried Tiddlywiki, I'd urge you to check it out. A couple key features I like:
Once I was organized, I spent some time working on a really rough map of Moria. Moria is gigantic and I've realized I can't map every square inch, so I'm going to be using a mix of graph-style maps that show linkages, geomorph-style maps that I can use to piece together secondary areas, and traditional dungeon maps. With this mix I think I can quickly lay out a reasonable map for any section of the Mines that the players choose to explore.
I also spent some time thinking about how Moria is laid out, and drew a few conclusions based on that. I already talked a bit about the major areas within Moria in the sandbox article, but a few more details emerged:
Organization
At the close of the previous article I had enough in the way of notes and ideas that I needed to get them organized. My go to method of organizing campaign notes these days is Tiddlywiki, a single file wiki implementation that requires no hosting, runs in a browser, and is very easy to use. I use it to write articles for this blog, to maintain a personal to do list, and for campaign notes. If you haven't tried tried Tiddlywiki, I'd urge you to check it out. A couple key features I like:
- Tagging - Any tiddler (Tiddlywiki's term for 'article') can be tagged with one or more terms that serve as categories, making it easy to find things by topic. I have regional (Moria, Hollin, Eregion) tags, category (item, bestiary, location) tags, purpose (encounter, lore, overview), and status (incomplete, published) tags, about 30 in total.
- Inclusion - Any tiddler can be included within another with a one line command. This is extremely useful for encounters as you can include the stat block tiddlers (always written up separately) for all participants in each encounter tiddler without rewriting a bunch of stuff.
- Navigation - You can customize the main navigation bar to reflect your content easily, as the navigation bar is just another tiddler. Moria currently lists the home page article for each major region, plus links to my player site, and a few other external resource sites.
Moria Expanded
Once I was organized, I spent some time working on a really rough map of Moria. Moria is gigantic and I've realized I can't map every square inch, so I'm going to be using a mix of graph-style maps that show linkages, geomorph-style maps that I can use to piece together secondary areas, and traditional dungeon maps. With this mix I think I can quickly lay out a reasonable map for any section of the Mines that the players choose to explore.
I also spent some time thinking about how Moria is laid out, and drew a few conclusions based on that. I already talked a bit about the major areas within Moria in the sandbox article, but a few more details emerged:
- Moria was a city, so there must be places to live and work. I made the decision that Dwarves live in clan halls that house many multi-generational families. This decision allows me to design a few clan hall layouts geomorph style and get a lot of mileage out of them. Similarly, workshops and smithies are clan focused so a similar approach can work there.
- Dwarves are defensive and isolationist. Moria is riddled with defensive fortifications and stonework tricks and traps. Each Hall and Deep can be locked down and isolated from the others and secret tunnels and doors allow flanking maneuvers and troop movements without enemy interference. A combination of geomorph and unique maps will cover these features.
- The Lower Caves are cold and wet. Gandalf hints at this a few times in LotR. I'm going to run with it. The Lower Caves contain vast lakes and rivers of chill black water. With little lore concerning this area, I will take quite a few liberties with the depths.
Occupants
I spent quite a bit of time over the past week sketching out a bestiary for Moria. I've been working in broad strokes, from the known to the unknown. I ended up doing three passes, beginning with what was known about Moria. The first pass gave me the following list:- Goblins, Orcs, Trolls - These are very much evident in LotR and other historic references to Moria so they'll definitely be included. They also make great fodder for more powerful groups, allowing me to set up some internal politics in the Mines.
- Dwarves - By canon, the Dwarves were driven from Moria long ago, but there's no reason to assume they all left. I've sketched out four general groups of Dwarves that remain in Moria:
- Slaves - Some Dwarves were captured and enslaved by Goblins, Orcs or other inhabitants. Their descendants labor on in the dark.
- Survivors - Isolated groups that remained independent or colonies of escaped slaves.
- Turned Dwarves - Cultists, power-mad or overly greedy, these Dwarves aligned themselves to the dark powers found within the depths, becoming hated outcasts.
- Returnees - Dwarves that have returned to reclaim Moria for the Dwarves.
- The Balrog - To my reading it's pretty clear that Gandalf utterly defeated the Balrog, but I'm listing it here just in case I change my mind.
- Watcher in the Water - Gandalf believes this creature was driven from the waters beneath Moria. I'll run with that. There is no longer a lake outside Hollin gate and the Watcher has returned to the depths, but it is not alone.
- Spiders - Shelob is one of my favorite villains in LotR, and spiders appear elsewhere in Tolkien's works, so it seems natural that a lesser daughter of Shelob and some of her spawn will find their way into Moria.
- The Corrupt of Angmar - The realm of the Witch King was defeated long ago, but some of the most powerful and corrupt sorcerers of that evil empire escaped into the deep tunnels and passages beneath the Misty Mountains, eventually finding their way to Moria.
- The Nameless - Gandalf said "Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he. Now I have walked there, but I will bring no report to darken the light of day." Yeah, gotta use that.
- Khazad-azun - Dwarf cultists who worship The Nameless as Gods, a faith shared by...
- The Deep Ones - Foul aquatic beings of the Lower Caves, minions of The Nameless. With the fall of the Balrog they are free to expand their realm.
- Herders - As the Ents watch over the great forests of Middle-earth so do the Herders watch over the fungal woods and their inhabitants in the depths.
- Minions of the Corrupt - The dark magic of Angmar perverts flesh and mind to its purpose. Bestial Weres, demonic Imps, stony Gargoyles and spidery Ettercaps serve the sorcerers of the dead Witch King.
- Golems - Some of the automatons of the Dwarves remain active in the Halls and Deeps of Moria, forever executing their last commands to work or protect the Mines.
- The Aquatics - The Nameless and the Deep Ones are not the only creatures inhabiting the Lower Caves, the Beingreip and Grimmve, hard-shelled and scaly, also lurk in the depths.
Tuesday, September 22, 2009
The Plunging Room
The Plunging Room is a 20 foot diameter circular room with stone floors, ceilings and walls. A series of iron pillars are spaced at four foot intervals around the outer edge of the room, and a circular arrangement of five similar pillars are arranged in a 10 foot diameter ring around the center of the room. In the center of the chamber a two foot diameter well is cut into the floor. There are two doors into the room, one opposite the other.
The entire room is suspended in a vertical shaft, held in place by massive counterweights. Anyone entering the central ring of pillars will trigger a release mechanism, allowing the entire room, floor, walls and ceiling a single unit, to slide down the iron pillars, cutting off retreat through the doors after a single round.
There are several possible variants of this room:
Once the room has dropped its full distance anyone left behind can cross the roof of the room to gain access to the door originally on the far side of the chamber.
Depending on the variant(s) chosen, the mechanism to raise the room could be a simple timed device or a mechanism hidden away elsewhere within the complex.
The entire room is suspended in a vertical shaft, held in place by massive counterweights. Anyone entering the central ring of pillars will trigger a release mechanism, allowing the entire room, floor, walls and ceiling a single unit, to slide down the iron pillars, cutting off retreat through the doors after a single round.
There are several possible variants of this room:
- It could be a simple elevator-style trap, splitting up the adventuring party unless they can find a means to raise the room back to the main level.
- Once lowered the room could provide access to additional doors out of the chamber, revealed by the gaps in the walls.
- The entire room could be suspended over a pool of water or oil, which rushes into the room through the central well when the room drops. Those within the room must find a means to escape before they drown or accidentally start a fire.
- The central well could actually be a means of egress, but only if the room is lowered, its weight opening a trap door beneath the well.
- The well could provide access to a creature or creatures that lurk below the room, waiting for the mechanism to deliver them fresh prey.
Once the room has dropped its full distance anyone left behind can cross the roof of the room to gain access to the door originally on the far side of the chamber.
Depending on the variant(s) chosen, the mechanism to raise the room could be a simple timed device or a mechanism hidden away elsewhere within the complex.
Tuesday, May 26, 2009
Back, with a One Page Dungeon
Well the break was a bit longer than a week, but the long holiday weekend and nice weather was just too tempting. Nevertheless, I'm back and slowly getting back into the swing of daily writing.
I'm starting off with an easy one. The One Page Dungeon Contest has been quite successful, despite a minor fumble roll on the deadline. I'll start things off by sharing my entry, Serpent Temple - Lost Tombs. I actually finished this off in a couple days, then spent two weeks twiddling details to make it fit the format. Hope you enjoy it, wish me luck!
I'm starting off with an easy one. The One Page Dungeon Contest has been quite successful, despite a minor fumble roll on the deadline. I'll start things off by sharing my entry, Serpent Temple - Lost Tombs. I actually finished this off in a couple days, then spent two weeks twiddling details to make it fit the format. Hope you enjoy it, wish me luck!
Saturday, April 4, 2009
Approaching the Vertical
Earlier this week Jeff's Gameblog posted up some thoughts on the 2D-ness of many dungeons, along with some really great examples of maps that bucked the trend. I had mixed reactions to the article. Jeff certainly has a point when he says "Even many incredibly awesome dungeons suffer from a basic problem in that we, the dungeon designers, allow the graph paper to do some of the thinking for us."
But wait a minute.
Take a look at the world around us and the spaces we live and work in every day. Most of them are... flat. Sure there are exceptions, but humans (and in the fantasy world humanoids) are generally upright ground-pounders. There's a good reason things are flat. Flat is usable and efficient! Even a lowly kobold would rather use a corridor instead of stairs if he could. And who wants to carve all those steps when a straight passage will do? We're all inherently lazy creatures. Be honest now, would you rather have the office water cooler just down the hall or up two floors with no elevators?
Nooooo! Flat is boring and lame! I can hear the protests now.
I agree. My point is forcing vertical features just to have an interesting map or present a movement challenge isn't enough. One should also think about why the vertical feature is there and what impact it has on the dungeon as a whole. The kobolds aren't going to make use of a big vertical cave, except perhaps as a dumping ground. A giant spider, on the other hand, could make such a cave a perfect home. Here are a few ideas for non-flat spaces and how they might be used in the dungeon environment.
Connections - Stairs, ramps, lifts, and ladders. Someone took the time to build or carve a passage between two elevations. The connection should reflect the builder's size and movement characteristics. Stairs or ladders created by kobolds would be uncomfortable for humans, while stairs carved by giants might be an obstacle. Anyone that goes to the trouble of creating connections is probably going to use them with some frequency. Wandering monster checks are a must. Lastly connections serve as good defensive barricades. A well designed stair can give defenders a positional advantage, and a well placed pot of boiling oil can ruin any group's day in the confined space of a spiral staircase.
Defenses - Even underground a well-placed wall is a significant barrier. Fortifications that work outdoors work just as well, perhaps better, indoors. Imagine the pictured tower or a moat-protected, curtain wall, complete with drawbridge in the middle of a huge cavern. The defenders can use their elevated position on the wall to rain death on any attacker, while the waters of the moat hold who knows what horrors? Even a basic pit trap can be something more than a simple hole in the ground. Who's to say it doesn't lead to a chamber in a lower level?
Grand Displays - The big temple, the theater, the throne room. Places like this naturally lend themselves to galleries, balconies and other vertical spaces. They are often a focus of activity in an underground community, and as such are usually occupied and/or guarded. Access should suit the purposes of the space, and an area like this could serve as a hub, connecting several different areas of the community.
Natural Caves - If you want random vertical spaces, natural caves are your friend. Just take a look at these maps of Crystal Cave and Soldier's Cave in Sequoia and King's Canyon National Park. They provide a glimpse of how 3D caves can be. Natural caves are chaotic, difficult to traverse places. Fallen rock, stalagmites and narrow passages are enough to drive a cautious party insane. Many caves are created by water flow, and we all know water flows downhill. Natural caves should reflect this, featuring sloping floors and vertical drops along with underground streams, waterfalls, and pools. Passages shouldn't stop at the water's surface either. All that water has to go somewhere... Underground dwellers will be quick to make use of natural caves, saving themselves the work of laboriously digging tunnels and passages. Of course finding all the entrances and exits to such a labyrinth is difficult, so cautious inhabitants might simply wall off whole sections of a natural cave system, creating natural divisions in what would normally be a vast connected network.
In conclusion, use vertical space, but use it wisely. There are plenty of places vertical space can be used to challenge players without breaking their suspension of disbelief. On the other hand, don't take logic too far, after all (to play back to Jeff's original Star Trek theme), as Spock said: "Logic is a little tweeting bird, chirping in a meadow. Logic is a wreath of pretty flowers which smell bad."
But wait a minute.
Take a look at the world around us and the spaces we live and work in every day. Most of them are... flat. Sure there are exceptions, but humans (and in the fantasy world humanoids) are generally upright ground-pounders. There's a good reason things are flat. Flat is usable and efficient! Even a lowly kobold would rather use a corridor instead of stairs if he could. And who wants to carve all those steps when a straight passage will do? We're all inherently lazy creatures. Be honest now, would you rather have the office water cooler just down the hall or up two floors with no elevators?
Nooooo! Flat is boring and lame! I can hear the protests now.
I agree. My point is forcing vertical features just to have an interesting map or present a movement challenge isn't enough. One should also think about why the vertical feature is there and what impact it has on the dungeon as a whole. The kobolds aren't going to make use of a big vertical cave, except perhaps as a dumping ground. A giant spider, on the other hand, could make such a cave a perfect home. Here are a few ideas for non-flat spaces and how they might be used in the dungeon environment.
Connections - Stairs, ramps, lifts, and ladders. Someone took the time to build or carve a passage between two elevations. The connection should reflect the builder's size and movement characteristics. Stairs or ladders created by kobolds would be uncomfortable for humans, while stairs carved by giants might be an obstacle. Anyone that goes to the trouble of creating connections is probably going to use them with some frequency. Wandering monster checks are a must. Lastly connections serve as good defensive barricades. A well designed stair can give defenders a positional advantage, and a well placed pot of boiling oil can ruin any group's day in the confined space of a spiral staircase.
Defenses - Even underground a well-placed wall is a significant barrier. Fortifications that work outdoors work just as well, perhaps better, indoors. Imagine the pictured tower or a moat-protected, curtain wall, complete with drawbridge in the middle of a huge cavern. The defenders can use their elevated position on the wall to rain death on any attacker, while the waters of the moat hold who knows what horrors? Even a basic pit trap can be something more than a simple hole in the ground. Who's to say it doesn't lead to a chamber in a lower level?
Grand Displays - The big temple, the theater, the throne room. Places like this naturally lend themselves to galleries, balconies and other vertical spaces. They are often a focus of activity in an underground community, and as such are usually occupied and/or guarded. Access should suit the purposes of the space, and an area like this could serve as a hub, connecting several different areas of the community.
Natural Caves - If you want random vertical spaces, natural caves are your friend. Just take a look at these maps of Crystal Cave and Soldier's Cave in Sequoia and King's Canyon National Park. They provide a glimpse of how 3D caves can be. Natural caves are chaotic, difficult to traverse places. Fallen rock, stalagmites and narrow passages are enough to drive a cautious party insane. Many caves are created by water flow, and we all know water flows downhill. Natural caves should reflect this, featuring sloping floors and vertical drops along with underground streams, waterfalls, and pools. Passages shouldn't stop at the water's surface either. All that water has to go somewhere... Underground dwellers will be quick to make use of natural caves, saving themselves the work of laboriously digging tunnels and passages. Of course finding all the entrances and exits to such a labyrinth is difficult, so cautious inhabitants might simply wall off whole sections of a natural cave system, creating natural divisions in what would normally be a vast connected network.
In conclusion, use vertical space, but use it wisely. There are plenty of places vertical space can be used to challenge players without breaking their suspension of disbelief. On the other hand, don't take logic too far, after all (to play back to Jeff's original Star Trek theme), as Spock said: "Logic is a little tweeting bird, chirping in a meadow. Logic is a wreath of pretty flowers which smell bad."
Saturday, March 7, 2009
Did Someone Say Mega-dungeon?
The Grognardia article on Dungeonaday stirred up some pretty interesting comments about an RPG blogger mega-dungeon project (thanks to The Society of Torch, Pole and Rope for pointing those comments out). "What a great idea" I thought, "but what a monster to organize."
After sleeping on it (or rather not sleeping on it, since I kept waking up with thoughts of mega-dungeons floating in my head), here are a few random thoughts on how such a thing might be coordinated.
(Edit: Looks like Grognardia took the bull by the horns here)
I'd define a level as the unit of contribution, using something like Chgowiz's one page dunegon template as the map space each level uses. I'd also define the vertical thickness each level takes up so there's some sort of geometric sense to the whole thing. Once I had a level defined I'd define a layer as a grid of M x N levels and apply labels to each axis, then I'd stack up a whole bunch of layers to form the structure of the entire mega-dungeon. The whole mass ends up being a giant cube of one page dungeon levels. Pick axis labels that match well with a spreadsheet program and it becomes pretty easy to track level ownership using a multi-sheet spreadsheet. Even a fairly small layer size creates a huge level count, ten 10x10 layers is 1000 levels!.
The top layers need some special attention since they provide the entrances from the outside world (assuming a standard sort of top-down dungeon crawl). It's probably worth defining some levels here as empty, representing areas on or above the surface. Others might be allocated as 'open air' dungeons, ruins, tombs and the like that are above ground.
Once there's a structure to hang levels on builders can start planning. Since there are many people involved, I'd implement some minimum requirements for each level being built. Builders would need to know the connectivity (in all directions), theme, construction (caves, dwarven mines, etc.) and primary inhabitants of neighboring levels. I'd set some minimum connection count to insure adventurers can traverse the whole mass. I'd also think some sort of bleed-over wandering monster list would be a good thing.
Of course there are many other elements that have to go into this, creativity and teamwork being two big ones. It may be worth laying out some very broad themes for portions of the mega-dungeon (the north half of layer three is primarily catacombs). Individuals might want to stake claim to connected groups of levels to implement grander plans than those allowed by the base level plan. A central bestiary and treasure list might be a good idea for ease of reference.
In closing, man what a great idea! I'd love to help.
After sleeping on it (or rather not sleeping on it, since I kept waking up with thoughts of mega-dungeons floating in my head), here are a few random thoughts on how such a thing might be coordinated.
(Edit: Looks like Grognardia took the bull by the horns here)
I'd define a level as the unit of contribution, using something like Chgowiz's one page dunegon template as the map space each level uses. I'd also define the vertical thickness each level takes up so there's some sort of geometric sense to the whole thing. Once I had a level defined I'd define a layer as a grid of M x N levels and apply labels to each axis, then I'd stack up a whole bunch of layers to form the structure of the entire mega-dungeon. The whole mass ends up being a giant cube of one page dungeon levels. Pick axis labels that match well with a spreadsheet program and it becomes pretty easy to track level ownership using a multi-sheet spreadsheet. Even a fairly small layer size creates a huge level count, ten 10x10 layers is 1000 levels!.
The top layers need some special attention since they provide the entrances from the outside world (assuming a standard sort of top-down dungeon crawl). It's probably worth defining some levels here as empty, representing areas on or above the surface. Others might be allocated as 'open air' dungeons, ruins, tombs and the like that are above ground.
Once there's a structure to hang levels on builders can start planning. Since there are many people involved, I'd implement some minimum requirements for each level being built. Builders would need to know the connectivity (in all directions), theme, construction (caves, dwarven mines, etc.) and primary inhabitants of neighboring levels. I'd set some minimum connection count to insure adventurers can traverse the whole mass. I'd also think some sort of bleed-over wandering monster list would be a good thing.
Of course there are many other elements that have to go into this, creativity and teamwork being two big ones. It may be worth laying out some very broad themes for portions of the mega-dungeon (the north half of layer three is primarily catacombs). Individuals might want to stake claim to connected groups of levels to implement grander plans than those allowed by the base level plan. A central bestiary and treasure list might be a good idea for ease of reference.
In closing, man what a great idea! I'd love to help.
Monday, January 12, 2009
Old School Dungeon Traps
A list of simple tricks and traps for an old school dungeon. I dug this list out of some really old notebooks I have sitting on my shelves. It probably dates from the late 70s, so very old school.
- Pits: hidden, visible, or spiked filled with alligators, fire, acid, lava or water
- Doors with swinging blades, crossbow traps, trip wires, ear seekers, poison needles, magical seals, exploding locks, contact poison, intelligent locks, dropping portcullises, acid jets
- Rooms or corridors that fill with water, sand, or various gasses (poison, laughing, sleeping)
- Stairs or floors that move, slide, or collapse
- Projectile traps featuring crossbow bolts, poison darts, magic missiles, spikes, spears, or boulders
- Teleportation panels
- Life trapping mirrors
- Moving panels and walls that seal corridors
- Sliding and turning rooms
- Trip cords and strangle wires
- Poisonous food and drink
- Dead end tunnels
- Slides to creature dens
- Reverse gravity areas
- Crushing walls
- Magic reversing fields
- Blinding lights and impenetrable darkness
- Geas rooms
- Living furniture and fixtures
- Slippery floors and stairs
- Hypnotic rooms
- Illusionary walls, floors, stairs or corridors
- Pivoting walls that lock in place
- Intelligent doors or chests that cast spells, ask riddles or seek bribes
- Doors that randomly lead to different locations
- Areas of blinding light, complete darkness, fog, terrible smells, or strange noises
- Collapsing ceilings
- Fake doors
- Magical traps spraying webs, grease, poison or glue
- Alarm traps drawing foes
- Hidden or secret doors well above ground level
- Magic negation areas
- Triggered constructs
- Tiny tunnels and passages with tiny inhabitants
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