Tuesday 31 January 2023

Dungeon Build Along - SEASON 2 - complete!


I've refrained from posting weekly updates about this year's build along project (i.e. a project where I show how to build all the terrain and handouts for a little dungeon level - one room/encounter at a time) for fear of it getting mixed up with the #dungeon23 project (as they're both similar in nature - but very much different dungeons).

So, while today saw my last #dungeon23 entry for a while, yesterday also saw the completion of this year's 'build along' (so yeah, it's been a busy month).

Anyway, since I haven't been talking much about this years project here on the blog, I thought I would do a quick post today that features all of January's videos - just to get caught up... so here goes!





So yeah, that's another level of the 'build along' dungeon done - and if you've been making it yourself, then feel free to post your progress over on the Facebook community page or Discord server if you like.

Furthermore, I've been keeping track of the encounters in THIS google doc if you're interested in printing out a written copy of the dungeon (though be warned - it's very rough :) ).

Anyway, if you have been following along, I hope you've enjoyed it - and if not - well... next month I'll be getting back to my normal kind of videos ;)

#dungeon23 - January - Area 31

 NOTE: the write-up for this entire level can be found HERE.


31. SEAT OF ELEMENTAL EARTH

  • Like the passage leading into it, the floor here is made of packed earth – but it is uneven and cracked.

  • Opposite the entrance, and near to the far wall, is a simple throne that appears to have been carved from a solid block of stone.

  • Slumped upon the throne is the skeletal figure of a large warrior (with scraps of rusted armour still strapped to it in places, and a notched blade resting upon its lap).

ENCOUNTER: Anyone approaching the throne will cause the skeleton to sit upright and initiate combat (treat it as a normal skeleton with twice as many HP, and an additional +1 to hit and to damage). Furthermore, at the beginning of each round roll a d6 and consult the table below:

  1. Nothing happens
  2. Nothing happens
  3. The ground trembles as the broken earth rises up in places and slopes down in others. Choose one PC at random and have them make a suitable saving throw to avoid falling prone.
  4. The ground trembles as the broken earth rises up in places and slopes down in others. Choose two PCs at random and have them make a suitable saving throw to avoid falling prone.
  5. 1 skeleton claws its way out from underneath one of the slabs in area 30 (it cannot act properly until the next combat round – though it can still defend itself).*
  6. 2 skeletons claw their way out from underneath some of the slabs in area 30 (they cannot act properly until the next combat round – though they can still defend themselves).* 

 *note that once all 5 ‘graves’ have been exhausted, roll a d4 instead.

REVELATION: Upon the finger of the skeleton warrior is the ring of elemental earth (a golden ring bearing the shield-like emblem pictured below). Anyone wearing this ring may invoke its power (once per day) and gain a +1 bonus to AC for one hour (due to their skin taking on a stone-like quality).

 - emblem depicted on the elemental ring of earth -
 




END OF LEVEL NOTES

And that’s it for the first level of the dungeon!

And while it’s been a (mostly) fun exercise, I do think that I’m going to take a break from the whole #dungeon23 thing for a while – and maybe come back to it later in the year. 

The main reason for this is largely time related. I have so much stuff that I want to do this year, that taking on another project is a bit unwise – plus, I have to admit that the whole OGL drama that’s been happening this month has sucked a bit of fun out of the hobby (for me at least). 

But yeah, on the whole I’m pretty happy with my progress - and while the dungeon isn’t anything particularly original, I do think that it wouldn’t be a terrible experience to play through it sometime :)

Plus, it’s also given me a couple of ideas for some new terrain for the YouTube channel (as I’m kinda tempted to make a couple of obelisks now – one that looks kinda ‘good’ and the other that’s more sinister in appearance). 

Anyway, I’ll end this post by saying thank you for following along, and here’s a little gif that I’ve put together that tracks each day’s progress. Enjoy… 


Monday 30 January 2023

MINIATURES REVIEW – Boxers (Wargames Atlantic)

As some of you might know, last year, Wargames Atlantic sent me a couple of sets of their miniatures to check out...

 (the three boxes that I received) 

...and, if you missed my previous review, you can see some of the ‘bulldogs’ at the end of THIS video (and a follow up review HERE on the blog).

However, being mainly a sci-fi and fantasy gamer, I wasn’t quite sure how I could use a set of historical figures from the late 1800s/early 1900s in my games (i.e. the ‘boxers’) – though doubtlessly, if that is a time period that you are interested in, then these mini’s might be exactly the kind of thing that you’re looking for!

(there are 6 sprues in the box – for a total of 30 miniatures)

That being said, seeing as how a lot of fantasy settings can be fairly anachronistic at times, I thought that if I only used the spears and swords (i.e. if I ignore all of the rifles) – then they’d work perfectly well in the kind of games that I normally like to run.

As such, here’s a ‘monk’ miniature that I’ve assembled and painted up… and I have to say that I’m pretty pleased with how he’s turned out.

I mean, he went together easily enough (I used Humbrol poly cement), and there’s plenty of details for washes to do their thing – while at the same time, not being overburdened with too many of the bits and bobs that sometimes plague ‘fantasy’ models.

Furthermore, I also needed to make some spirit models and some statures for an adventure I’ve been writing (it’s the one featured in season two of the dungeon BUILD ALONG series) – and these seemed like the perfect models for that.

Mainly because, as I say, that’s something I needed to get painted up for the adventure – but also, to show what these models look like with the most basic of paint jobs (which you can see in the following pic’s).

 

And, I hope you’ll agree, they’ll do the job nicely.  The only drawback I can see is that, like all of the other sets, you’re expected to supply your own bases.

Now, for me, that’s not really an issue – as I like to use various size (2mm thick) mdf bases for most of my models – just to maintain a consistent look. But I can see how that might be slightly annoying for some folks.

But yeah, one the whole, they’re another nice set of models – doubly so if the boxer rebellion conflict is something that you are interested in. But like I’ve (hopefully) shown in this article, they can just as easily be put to use in our fantasy games – and they’ve definitely been a good way of adding some more variety to my own model collection.

(a group shot – including another statue that I put together)









#dungeon23 - January - Area 30

 


30. CURVED PASSAGE

  • The floor here is made of packed earth for the most part – save for six burial slabs (roughly 5ft. square) running down the centre of the passage.

  • Each of these slabs bears a line or two of text in a long forgotten tongue.

REVELATION: Should any of the stones be lifted up, and the ground beneath them excavated, a single skeletal figure will be found – buried a few inches down, and curled up in a fetal position. Buried alongside each of them is a rusty blade and a tattered shield.

Sunday 29 January 2023

#dungeon23 - January - Area 29

 


29. FORGE OF ELEMENTAL FIRE

  • The floor of this chamber is made from obsidian, and against the far wall is a large forge with its fire lit.

  • In each corner of the room is a small niche – inside of which is set a burning brazier.

REVELATION: None of the flames in this room give off any heat (they are simply a realistic version of a continual flame spell). However, further investigation of the braziers will reveal that, not only has a golden ring been set in the heart of the flames, but there are also a series of numbers inscribed upon the floor in front of each. These are as follows (i.e. the first five number sequence is at the base of the Northwest brazier, the second four number sequence is in the Northeast, and so on):

To solve this puzzle a player/character need only replace each of the numbers with the corresponding letter of the alphabet (i.e. 1=A, 2=B, 3=C, and so on) – and that will reveal that sequence 6·9·18·5 spells out the word FIRE. As such, picking up that ring has no adverse effect – however, each time an incorrect ring is removed, a serpentine gout of flame issues from the forge and attacks (treat as a Fire Snake).

(note that the correct ring allows the wearer to cast ‘light’ once per day, whereas an incorrect ring has no special power, and will be slightly too small to fit upon the finger of the statue in room 23)

 - emblem depicted on the elemental ring of fire -

 

 

Saturday 28 January 2023

#dungeon23 - January - Area 28

 


28. TWISTING PASSAGE

  • The walls of this passage are filled with small burial niches – each of them holding a single cremation urn (some intact, others less so).

  • A flickering light is visible around the corner (coming from area 29).

REVELATION: There are a total of 42 niches in this passage – though around half of the urns are broken. Most of the remaining urns contain little more than ashes and small bone fragments – though a thorough search (with a successful roll) uncovers 2 golden teeth at the bottom of one, and a small toy soldier (carved from ivory and worth around 50gp) tucked behind another.

Friday 27 January 2023

#dungeon23 - January - Area 27

 


27. CHAMBER OF ELEMENTAL AIR

  • The door opens into a small room with a marble plinth standing against the far wall.

  • The air here smells fresh and wholesome.

ENCOUNTER: Just breathing the air in this chamber is a curative for many ills. As such, anyone that spends more than one minute in this area is cured of a single disease or poison that it might be suffering from.

REVELATION: Resting upon the plinth is a golden ring with a shield-like design that displays the emblem depicted below. The ring also functions as a ring of feather fall (once per day).

- emblem depicted on the elemental ring of air -


Thursday 26 January 2023

#dungeon23 - January - Area 26

 


26. SPIKED WIND TUNNEL

  • This passage seems almost identical to area 25 – complete with a similar looking alcove and ‘face’ decoration to the north.

  • However, to the south, the wall is filled with old rusty spikes from floor to ceiling – looking very much like some kind of cruel torture device.

ENCOUNTER: This passage is trapped in the exact same way as the previous one – except that this time the damage is increased to 1d4 for each 5ft square the victim is blown back (due to the spikes).

REVELATION: Much like the previous alcove, this one also features the bass relief of an eagle’s head – and functions in much the same way.

Wednesday 25 January 2023

#dungeon23 - January - Area 25

 


25. WIND TUNNEL

  • Beyond a decorative archway at the far end of this passage (i.e. 25a) the wall is filled with the bass relief of a large angry face (with an open mouth and bulging cheeks – i.e. the face of someone blowing or whistling maybe).

  • Closer at hand is a shallow alcove, and between this alcove and the face is another passage leading west.

ENCOUNTER: This passage is magically trapped, and once anyone enters the triggering area (marked with a ‘T’) a continuous gust of wind issues from the open mouth of the face decoration at the end of the passage. A character will then need to make a suitable test/save to advance down each 5ft square of the passage – with a failure resulting in them being blown back and hitting the southern wall (which causes 1HP of damage for every 5ft square blown back).

REVELATION: Upon the wall of the small alcove is another bass relief – this time that of a small eagle head. In place of eyes, there are two small sockets – and if two of the gemstones from area 24 are inserted into these holes, the ‘wind’ will cease (otherwise the trap resets after 1d4 hours).

 

(note that I'm compiling all of the entries in THIS google doc)

Tuesday 24 January 2023

#dungeon23 - January - Area 24

 


24. STATUED HALLWAY

  • There are large marble statues of giant eagles set into niches near the western end of this passage – one depicted in flight, the other perched atop a craggy stone.

  • At the eastern end is another entrance to the ‘ghoul tunnels’ – though this one appears to be larger than the rest (around five feet high and six or seven feet wide).

REVELATION: A tiny amethyst acts as a highlight to the corner of each of the eyes of the eagle statues (worth around 30gp each). Removing one takes around 5 minutes of careful work.

Monday 23 January 2023

#dungeon23 - January - Area 23

 


23. THE HALL OF ELEMENTS

  • This grand chamber is the largest so far – with a huge statue of a 4-armed, regal-looking woman standing at the northern end (each of her hands are outstretched with the palm facing forwards).

  • As well as the main (double door) entrance to the south, there are 4 more doors – each of them decorated with a bronze plaque bearing a triangular sigil.

REVELATIONS: The sigil on each of the doors is pictured below (with each one depicting one of the elemental symbols). Similarly, if a character examines the statue, they will find that, in the palm of each hand is carved another (different style of) elemental sigil (also pictured below).

Furthermore, each hand has also been fashioned so that the index finger is separate from the rest of the fingers – as shown below (this is so that the corresponding ‘elemental’ ring can be slid upon it).

  - an example of one of the hands -

And should all four rings (found in areas 21, ??, ??, and ??) be fitted onto the correct finger (for example, the elemental ring of air should be slid onto the finger of the hand with the ‘air’ sigil - pictured above), the whole statue slides forward to reveal a spiral stairway leading down to the next level.

However, should the rings be placed upon the wrong fingers – the stature will animate and attack the intruders the moment the last ring is slid into place (gaining any relevant benefits from each of the rings that are in the wrong position). Treat this statue as a gargoyle (but with four bludgeoning attacks, and 60HP), and once it has been reduced to half of its starting hit points, it will disengage and return to its starting position – appearing like a statue once more.

Sunday 22 January 2023

#dungeon23 - January - Area 22

 


22. TOMBS OF THE DROWN ONES (FULL)

  • There are three (lidless) sarcophagi set into the walls of this passage – each of them filled to the brim with dark oily-water.

  • Beneath the water of each sarcophagus lies a bloated corpse – it’s milky eyes staring back at anyone that looks inside.

ENCOUNTER: If any of the corpses are disturbed by a living creature, they will all rise as bloated zombies – which should be treated as normal zombies except that they constantly drip and vomit oily water all about them (i.e. if they are allowed to rise out of their tombs, the immediate area around them is treated in a similar way to the grease spell – though they themselves are not affected).

REVELATION: Each sarcophagus contains a few (worthless) burial goods, though one of the corpses has a +1 dagger dangling from its belt (which it does not use).

Saturday 21 January 2023

#dungeon23 - January - Area 21 (and weekly round-up)

 

21. POOL OF ELEMENTAL WATER
  • A large (but shallow) pool dominates this domed chamber.
  • The sides are raised up around 2ft. from the floor, and the crystal clear water inside is around 1ft. deep.
  • Laying upon the bottom of the pool are a multitude of coins and a few small trinkets.


ENCOUNTER: Should the water of the pool be disturbed, a water weird rises to defend the chamber from the intruders. However, it will cease being hostile should anyone retrieve the elemental ring of water from the pool.

REVELATION: At the bottom of the pool can be found all of the items listed below, plus 222gp worth of miscellaneous coins (all of which can be recovered if the water weird is defeated). On the other hand, if any of the characters attempt to loot the pool while the creature is still active (perhaps some party members are attempting to keep it occupied while others are rooting around in the pool) then have them roll on the table below to see what they can recover in one combat round.

  1. 3d6 gp worth of miscellaneous coins. 
  2. 1d6 gp worth of misc. coins and a plain silver ring worth around 5gp. 
  3. 2d6 gp worth of misc. coins and a small gemstone worth around 10gp. 
  4. A silver brooch set with an obsidian gem (15gp). 
  5. A small golden bracelet (20gp). 
  6. A gold ring – similar to a signet ring but with a shield-like design that displays the sigil depicted below. The ring also bestows the wearer with the ability to breathe underwater (for a single 5 minute duration – once per day). 

Note that each result can only be obtained once – if the same number is rolled again, simply read down the list (looping back around to the top if necessary) and take the next available result. Alternatively, if a character makes a particularly good test to spot specific items of interest, then simply allow them to pick from the list.

  - emblem depicted on the elemental ring of water -


WEEK 3 ROUND-UP 

As I mentioned in last week’s round-up, I’ve continued to plan ahead a little (at least with regard to the room positions) – as the latest idea is to try and have the map fit on a single sheet of paper. 

And if I count each room AND passage as a new area – that should result in 31 areas in total (which might be cheating a bit – but I’m not too worried about it ;) ). 

Furthermore, I’m still on track for having four separate themed areas (each of which represents some kind of ‘elemental’ monster/challenge) as per the original plan – so the room directly above 21 will probably be the ‘fire’ room, and the other areas leading off the large chamber will be ‘earth’ and ‘air’ (but I’ll cross those bridges when I come to them). 

So yeah, I’m still pretty happy with my progress – though it is taking up more time than I envisaged (but that was always going to be the case with me… as I do tend to get a bit carried away at times). 

 

Note: I'm compiling all of these entries in THIS google doc.

Friday 20 January 2023

#dungeon23 - January - Area 20

 


20. TOMBS OF THE DROWN ONES (EMPTY)

  • Three stone sarcophagi are set into the walls of this passage – each of them open – with no visible lid.

  • Upon the floor lies a bloated corpse with most of it’s flesh chewed off below the waist.

ENCOUNTER: If the PC’s arrive in this room from the north, they will first hear, and then see two ghouls trying to force their way through the door to area 19 (which the goblins are holding against them).

REVELATION: Each sarcophagus is full of dark oily-water and little else save for a few (mostly) worthless trinkets. These include a broken hand mirror, a bone comb with several teeth missing, and an old leather scabbard (the scabbard is useless – but it has decorative silver fittings worth around 50gp).


Note to self: Have a similar (full) passage to the NE of here.


Additional note: As you can see, I’ve tried to plan out the rest of this level so that its proportions will be similar to that of a sheet of paper. The sizes and shapes will likely vary a little – but the idea is to have each of the doors in the large room lead to some kind of elemental feature/encounter (i.e. fire, water, earth, air).

Thursday 19 January 2023

#dungeon23 - January - Area 19

 


19. GOBLIN BARRICADE

  • Aside from the hole in the southern wall (and the encounter detailed below), this room is little more than a plain square chamber.

ENCOUNTER: If the PC’s first arrive in this area from the south or east they will see a dead goblin lying upon the floor, and a further two goblins struggling to brace the door against something that is trying to force its way through from the other side (i.e. the two ghouls in area 20?).

REVELATION: The goblins have already lost one of their number to the stirges (in room 2), and another to the ghouls (i.e. the one lying on the floor here). They themselves are new to the dungeon – and are simply looking to get their hands on some ‘good loot’ (and if saved from the ghouls, they may be negotiated with – even if they can’t be fully trusted to keep up their end of any bargain that is struck).

Wednesday 18 January 2023

#dungeon23 - January - Area 18

 

18. FRESCOED HALL

  • Decorative columns line the wall of this chamber.

  • Opposite the entrance, inside a semicircular niche, is a faded fresco of hooded figures ascending a stairway (coming out of the darkness and into the light).

REVELATION: The fresco detects as magic – as there will be areas in lower levels of the dungeon that will teleport creatures to (and possibly from) this spot.


Note to self: maybe include additional frescoes to impart lore upon the players, and/or to hint at what’s to come in deeper levels of the dungeon.

Tuesday 17 January 2023

#dungeon23 - January - Area 17

 

17. OBELISK ROOM

  • A 20ft tall obelisk stands from floor to (vaulted) ceiling of this octagonal chamber.

  • Upon each of its sides strange runes and sigils have been carved.

  • Open archways lead east, west and south, and to the north is a set of sturdy wooden doors (bound with iron).

ENCOUNTER: If the PCs have not been in area XXX yet, there will be a sound of commotion from that direction (banging and panicked goblin voices).

REVELATION: The inscriptions on the obelisk are written in a forgotten tongue – but if translated each side will be seen to be dedicated (almost religiously) to one of the elemental spheres (i.e. air, earth, fire, and water). Each side also features a number of sigils that corresponds to the element in question

 

- THE SIGILS -


 

Notes to self: Passage ‘XXX’ is to the west. Furthermore, the above sigils will also be used in some kind of puzzle (for example, a character might need a key with a flame decoration to open a lock inscribed with the bottom left 'fire' triangle).

Monday 16 January 2023

#dungeon23 - January - Day 16

 


16. NORTH PASSAGE

  • Empty.

ENCOUNTER: Due to there being a tunnel dug beneath this passage, there is a 5% chance that the floor will give way (depositing the victim(s) in the ghoul tunnels beneath) each time someone/something weighing more than 100lbs traverses it.

Sunday 15 January 2023

#dungeon23 - January - Area 15

 

15. GHOUL ENTRANCE/EXIT

  • This tunnel twists and turns until finally reaching a concealed exit/entrance to the dungeon.

Saturday 14 January 2023

#dungeon23 - January - Area 14 (and week 2 roundup)

 

14. WEST GHOUL TUNNELS

  • Most of this cavern-like area is more than 7ft high – with several smaller tunnels (little more than crawl spaces) leading off from it.

  • The sickly smell of rot is strong here.

ENCOUNTER: If the PCs have not been in area XX* yet, there will be a sound of commotion from that direction (banging and panicked goblin voices). If the party lingers in this area, they might also find that they are assailed by two ghouls** coming from the east (who are attempting to outflank the aforementioned goblins in area XX).

REVELATION: A perceptive character might notice a slight breeze from the west passage (area 15).


Notes to self:

* area ‘XX’ is the room to the north.

**they are heading down from area 12 and through 13, before reaching 14.

 

ROUNDUP NOTES

So, that's two weeks done, and I still think it's going OK.

However, as you can see, I am starting to plan ahead a bit more (with regard to the layout of the dungeon), and I'm trying to have some of the encounters be less static... if that makes sense.

So yeah, I'm not really having to go back a revise stuff yet - but I do expect that will happen as I delve deeper into the dungeon - but so far, so good!

Note that I'm compiling all of these room entries in THIS google doc.

Friday 13 January 2023

#dungeon23 - January - Area 13

 


13. EAST GHOUL TUNNELS

  • This part of the tunnel is high enough for most people to stand up straight.

  • To the south a small alcove has been carved out (where the stench of death is stronger) – upon the floor of which are scattered a few splintered bones.

REVELATION: Buried in a small hole beneath the bones is a golden ring (worth 150gp) that one of the ghouls cherishes – even though they have long since forgotten why.

See previous note.

Thursday 12 January 2023

#dungeon23 - January - Area 12

 


12. NORTH GHOUL TUNNEL

  • This tunnel is roughly 4ft. high (and narrows to a similar width in places), and looks to have been dug out by some kind of burrowing creature perhaps.

  • The whole place has a faint smell of decay and rot.

ENCOUNTER: Any ghoul encountered within this dungeon will likely use this (and the other tunnels) to flee from, or ambush the party (should the opportunity arise).

Note to self: In another room, goblins will be attempting to hold back a couple of ghouls – while one or two other ghouls use these tunnels to outflank them (possibly running into the PCs along the way).

ADDITIONAL NOTE: As you can see, I'm starting to flesh out a bit more of the dungeon map as I go along - just to get a clearer picture of where I (might) want to go with this.

Wednesday 11 January 2023

#dungeon23 - January - Area 11

 

11. RUINOUS HALL (STIRGE NEST)

  • The south-east corner of this room has collapsed and is partially flooded (water trickles down the rubble and gathers on the floor before seeping out into smaller cracks).

  • A large crack in the north wall (around 3 to 4 ft. high/wide) seems to be traversable.

  • Near the ceiling, amidst the rubble, is a huge insect nest of sorts (belonging to a small colony of 6 stirges).

ENCOUNTER: If the players have not already encountered the stirges while ‘stuck’ in area 6, then they will be encountered here (note that stealthy PCs may attempt to sneak by without disturbing them).

REVELATION: The ‘crack’ is large enough for medium or smaller characters to walk/crawl through.

Tuesday 10 January 2023

#dungeon23 - January - Area 10

 


10. SMALL ROOM

  • This small room has fragments of broken furniture scattered here and there, and a stone fireplace on the far wall.

ENCOUNTER: The fireplace’s chimney is currently blocked with a thin sheet of spider webbing - several strands of which lead out to the well in area 8 (if tampered with it will alert the giant spider).

REVELATION: If the chimney is cleared out, a nimble character could possibly climb up the inside (which is angled slightly) and find that it leads to a hole in the side of the mountain (where an iron grate might have once been).


Monday 9 January 2023

#dungeon23 - January - Area 9

 


9. COLLAPSING CHAMBER

  • The corner of this room has fallen into ruin – destroying whatever might have once stood there (a bookcase maybe – judging by the bits of splintered wood and the few mouldy books that poke out from under the rubble).

  • The whole place is covered in a thick layer of dust and debris.

ENCOUNTER: Trying to pull one of the tattered books free will likely (on a roll of 1-5 on a d6) result in the book tearing or crumbling to dust. However, on the roll of a 6, the act of trying to dislodge it will cause the room to collapse further (causing minor damage to those standing nearby, and burying the books forever).

REVELATION: If a few pages of a book can be recovered, they’ll be so old and damaged (faded, mouldy, waterlogged, etc.) that little can be discerned – save for the fact that they might be concerned with elemental magic or gods. With an especially good search/roll, a character may also find a single (random) 1st level spell scroll.

Sunday 8 January 2023

#dungeon23 - January - Area 8

 


8. SLOPING PASSAGE

  • This 10ft wide passage slopes up ever so slightly, and is covered in thick webs.

  • Hanging in the webs are several (dead) stirges.

  • At the end of the passage is an old well – the remnants of its winding mechanism rotten and broken, and tossed to one side.

ENCOUNTER(S): The well is currently the home of a giant spider that has been feasting on the stirges in area 11. As well as spinning sticky webs, it also acts like a trapdoor spider – launching itself out of the well, and pulling its victims back inside.

 

Note to self: the well might lead to a lower level.

 

Saturday 7 January 2023

#dungeon23 - January - Area 7 (and week 1 roundup)

 


7. CRUMBLING PASSAGE

  • The walls and ceiling of this passage are in poor repair – with great chunks of masonry lying on the floor where it has partially collapsed.

  • The floor itself is coated in a strange, sticky goo (which also drips down the broken walls in places) that makes traversing it problematic (treat as the entangle spell).

ENCOUNTER(S): If the players are not particularly stealthy when traversing this passage, they will likely disturb the stirges that have made area (XX) their nest.

Note to self: Room ‘XX’ will be directly to the east.

 

* * * * *


So, that’s the first week of #dungeon23 done, and I think it’s going OK.

Keeping track of the whole thing in a google doc is working out well – as it means that I can add notes for upcoming rooms as I go along, and then go back and change an entry (and delete said notes) if I need to.

However, even though I have a rough sketch that I’m working to, I’m probably going to start drawing out a few rooms at a time from now on (at least their basic shape and location) – as I think that will help with the overall layout (and prevent me from writing/drawing myself into too many corners – if that makes sense).

Anyway, that’s one week down, three more to go… and that should be level 1 complete :)


 

 

 


Friday 6 January 2023

#dungeon23 - January - Area 6

 


6. HIDDEN CHAMBER

  • Beyond the secret door is a small dusty chamber that’s yet to be plundered. It contains:

  1. Weapon racks and armour stands – mostly full – but their contents are so rotten and rusted so as to be of no use at all.

  2. Several water-damaged crates that have collapsed in on themselves – and whatever they contained has long since rotted away.

  3. A locked chest (the lock is so corroded that it will need to be broken open – an easy task). Inside there are 731 ancient silver coins, and 159 gold coins.


Thursday 5 January 2023

#dungeon23 - January - Area 5


 5. SECRET STORAGE

  • Broken crates and chests, along with torn and tattered sacks (and other junk) can be found in these four storage rooms.

  • In the westernmost chamber is a lever to activate/deactivate the trap in area 3.

REVELATION: A secret door can be found on the southern wall.

Wednesday 4 January 2023

#dungeon23 - January - Area 4

 


4. PLUNDERED CHAMBER

  • It’s unclear what this room was once used for – but it is littered with bits of mouldy wood and other detritus.

  • On the far wall is an old wooden door resting crookedly on rusty hinges.

ENCOUNTER: The door on the far wall appears to be stuck and will require a suitable roll to open (inwards). However, the passage beyond has collapsed, and opening the door will cause rubble to fall into the room – dealing minor damage to anyone standing in the doorway (unless they make a suitable saving throw).

REVELATION: There is clearly something strange about the southern wall – as a perfectly straight crack is visible (from floor to ceiling) where a secret door has been left ajar (i.e. no roll is required to find it).

Tuesday 3 January 2023

#dungeon23 - January - Area 3


3. OLD TRAPPED PASSAGE

  • Relief work in the form of leering faces decorates the walls of this passage (most of them at chest height).

  • Upon the floor lie the desiccated corpses of two former explorers – complete with rusted and tattered gear.

  • The passage itself seems to lead into another large chamber.

ENCOUNTER: This passage used to be trapped. Several pressure plates can be discovered in the indicated area – though the (poison dart) trap itself is spent (there is just a clicking sound from behind the mouth of each 'face decoration' when triggered).

REVELATIONS: A multitude of old rusted darts can be found scattered about the floor and lodged in both of the corpses. 3D6gp worth of assorted coins can be recovered from the bodies.

Monday 2 January 2023

Dungeon Build Along - SEASON 2

So, as well as starting the year off with the #dungeon23 challenge, I'm also revisiting the Dungeon Build Along project from last January - and I'll be crafting level 2 of that dungeon throughout this month as well.

However, if you're not familiar with the previous 'build along' - it was basically a series of short videos that folks could follow - one that would get them started with the print & paste terrain AND provide them with a basic adventure to run alongside it (basically, if you've been thinking of giving the print & paste stuff a try - but didn't know where to get started - then this would be a good place to begin).

And if you're interested, here's a picture of how SEASON 1 ended up looking (and HERE is a very basic adventure write-up):


Anyway, as I say, this year I'm going to be doing something similar again - and (since 'level 1' ended with the stereotypical set of stairs leading down to the next level) I'm going to have a go at making level 2 of the same dungeon... possibly making this a yearly project each January from now on :)

So, if you're interested in crafting along with me, you can find the (pay-what-you-want) pdf file over on DriveThruRPG, and I've posted the first video down below:

Note that the plan is to release a new video every Monday - and by the end of the month we should have level two fully built... and a simple to run adventure to go along with it.

I hope that sounds like fun :)



#dungeon23 - January - Area 2

 

2. ENTRANCE HALL

  • The passage opens into a crudely carved chamber (roughly circular in shape) - with three rusty iron gates set into the walls.

  • An exsanguinated goblin corpse lies in one corner – its body covered in small wounds.

  • Beyond each gate lies a dusty passage – the walls of which are lined with worked stone.

  • The air here is cold and damp.

ENCOUNTER: There is a 50% chance that a mundane creature might be found here – munching on what’s left of the goblin.

REVELATIONS: The north gate is still functional but creaks loudly when opened. The west gate is rusted closed and will need to be forced open. The east gate also appears to be stuck, but any attempt to force it will cause the hinges to come free, and the whole thing to fall to the floor with a clatter.

 

Notes to self: Stirges to the east and/or west? Goblins to the north?

Sunday 1 January 2023

#dungeon23 - January - Area 1

 

1. ENTRANCE PASSAGE

  • A natural looking cave opening leads to a 10ft wide rough hewn passage.

  • Carved into the walls are several small shelves or niches – each less than 1ft. in size.

REVELATION: Fragments of old pottery (possibly from something that was roughly tear-shaped) can be found in a couple of the niches (these are fragments of ancient oil lamps/burners).