Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Wednesday, July 6, 2016

Glass Caves of Carcosa

This is me fucking around with layers and stuff, trying to refine a concept I was playing with a while ago (that Patrick "Maze of the Blue Medusa" "Deep Carbon Observatory" "Fire on the Velvet Horizon" Stuart riffed off of riffed off of on his blog; odds are good that you've already read that post if you're here. if you haven't you should cause it's way better than anything I would have thought of). I wasn't planning on sharing the map originally, so I didn't give the colors much thought as I was drawing it, but now it looks like it belongs under some weird sword & planet setting like Carcosa.


I might extend it in the four cardinal directions in the next few weeks. There's a slight chance I'll get ambitious about it and start illustrating individual chambers. I might never get to any of it. WHO FUCKIN KNOWS NOT ME




Saturday, October 31, 2015

Halloween Dungeon: Candle Cove

This link leads to Candle Cove by Kris Straub, read it if you haven't before, then come right back. It's short, it won't take more than a few minutes. 
I think that story is pretty cool so I based a one page dungeon on it. No monster stats or anything, you can figure those out yourself. I may or may not have ruined the original story, depending on how you look at it. Kris Straub would probably say I fucked it up by explaining too much. To be honest, trying to come up with a motivation for Horace's behavior may have been a step too far. I won't be sad if you to cross that part out.

Sunday, February 22, 2015

Brinewald 1631

Hey Jens I ripped you off again. I made a mini-sandbox, probably good for about 3-4 sessions, in the pocket-mod format (follow the link if you can't figure out how to fold it). The layout's a little cramped but there's a lot there and I'm done fucking with it (for now at least).
Click to biggerize or download the pdf here
I wrote this to use as a sort of prologue for Better Than Any Man, but I think it could easily kick off pretty much any campaign. Just change the last rumor and get rid of the journal and you're good to go.

Sunday, February 8, 2015

Go Big or Get Bent

I decided to redesign my map of the Kellerlabyrinth. The actual thing goes five levels deep in places, but the first time I drew out the dungeon, I left it at three levels because that was already looking pretty complicated.

It took me a couple tries to simplify the deeper version to the point where it’s legible as a one page dungeon, but I think I did alright with it in the end.


There’s a problem though, and if you look at the map a certain way, it’s obvious. Check out this version with most of the outline layers turned off:



The levels are fucking tiny! I do not want tiny levels. My original map had about thirty rooms across three levels, and I only managed to get in about forty on the newer one. The actual Kellerlabyrinth has at least 500 rooms in it.

This problem is also an opportunity to address something else that’s been bothering me. Most of those 500 rooms haven’t been excavated yet. Cave-ins were common, and many rooms and tunnels were sealed off intentionally, but I haven’t accounted for that on the map, which feels like a wasted opportunity. First step is to add a bunch of dead ends caused by collapsing tunnels, but I also want to address what’s beyond them.

My solution is to abandon my initial goal of fitting it on a single page, and stretch it out over five pages, one per level. Like the one above, these still show the colors for the whole dungeon (probably faded way back though, now that I look at it again), but only the outline for one level each. These “highlighted” maps have plenty of extra space for adding rooms with a marker once they're discovered.


I’m thinking about how a procedural system for uncovering new areas and placing them on the map could work, but let’s save that for another post. Obviously, any rules that are intended to generate content on the spot need to extremely streamlined, and that’s gonna take me some time to get right.

Friday, January 2, 2015

I wanna be a Jaguar Knight

I'm trying to do this more often this year. That's not exactly a promise but I resolved to quit smoking like six 12/31's ago and that's still going so let's see how this works out.

Must have been at least eight years ago, I picked up WOTC’s Map Folio II for some reason. It’s a series of maps that (apparently) originally appeared on their website, and depict a city in the Mesoamerican-based Maztica kingdom. I’ve never used it.

Map Folio II. I loaned it out without taking pictures first.
I showed it to my friend Grant the other day, and he wants to stock it and run it. I told him I’d post some stuff I thought he could use. There’s already these two posts if he hasn’t read them yet, and a lot of really detailed articles at Saurondor.

Grant told me that he’s thinking of this city as a thriving metropolis, which makes stocking it a fundamentally different exercise than if we were talking about a decrepit ruin. The first part of the job, as I see it, is to look closely at what the maps can tell us about the people living there, and the second part is to figure out what the hell to do with that. This is probably going to have to stretch across a few posts. I don’t have the map set in front of me since my friend’s borrowing it, but I’ll see what I can come up with from memory.

The city is a highly planned settlement that looks as if it would probably have been built pretty much all at once, in the shape of a vast amphitheater. The individual maps include a watchtower, a temple, an observatory, a forge or smelter, and a palace, as well as examples of upper, middle,* and lower class neighborhoods. Right off the bat, the forge tells us that this civilization is using technology that real-life Aztecs and Maya didn’t have access to when they were building cities. Similarly, the lower class apartments imply that society has been restructured around this technology. That statement might require some explanation.

Not from the Map Folio.
Look at the Aztec capital of Tenochtitlan. The elite, which consisted of warriors, priests, and royalty, was centrally located, while the rest of the poor schmucks were spread out in blocks of floating gardens that fed the city. In contrast, the city in the map pack has replaced this agrarian economy with an at least semi-industrialized one. Poor folks aren’t spread out and living on the small farms where they work, they’re living in small, tightly packed apartments, presumably because they all work at the same place — the forge.

One way to explain all this is with a brief alternate history exercise. In this version, when European murderhobos like Cortez and Columbus got to the continent, the native kingdoms recognized the apocalyptic danger they were in, and united against them. In real history, Cortez probably would have gotten his heart cut out and thrown onto the sacrificial fire, if he hadn’t formed alliances with the surrounding kingdoms to bolster his tiny and poorly disciplined** invasion force.

If the Spanish conquest fails, then Aztec influence spreads (due to the alliances that kept them alive) and Montezuma II orders that the secrets of steel and black powder are mastered before the next wave of white devils hits the New World, whether by analyzing the equipment of dead conquistadors, interrogating the shit out of the many European captives they’d have taken, or a combination of both. This city was built after that, and is likely the youngest city-state in the empire. It’s most likely to be located at or near a major iron deposit. If that iron deposit was caused by a massive meteorite falling to Earth millions of years ago, then the impact crater explains the shape of the city as a whole.***

So that’s the boring stuff out of the way. This is going to have to be a series. Later posts will be about setting-specific factions and monsters, interesting treasures, and a super-narrow discussion of Mesoamerican religion. Plus anything else I think of.

*This living space also includes shops in front of the apartments, like the tabernae in Trajan’s Market. The general layout of the city was probably pretty closely based on that ancient shopping mall. Do anthropologists know more about how Romans lived than Aztecs, or was there some other reason for the artist to mix the cultures?

Trajan's Market
**The incident that sparked war between the Aztecs and the Spanish (in real history) occurred when Cortez had to leave some of his men in Tenochtitlan under orders to play it fucking cool. As soon as they saw their first human sacrifice, they went totally apeshit and started shooting and stabbing. Also, there was also at least one of his followers (Cristobal de Olid) who, when entrusted with his own command position, went all Colonel Kurtz and tried to set himself up as a king. Cortez himself went to put down the rebellion, but Olid's own men had already done the job.

***Mesoamerican city builders (or at least the Aztecs, Maya, and Inca) were all about reflecting the landscape surrounding a city in its architecture, and allowing the natural and the man-made to coexist harmoniously. I wonder if that’s where Frank Lloyd Wright got the idea. Anyway, many of the Roman-influenced aspects of the city’s plan make more sense if you think of it as being sort of built onto the slopes of a gigantic impact crater.


OH SHIT WHAT ABOUT THE JOESKY TAX

Here's a map of a cenote cave system. If you don't know what that means you really should google it. Maybe I'll decide what's in it tomorrow.



Friday, November 7, 2014

History is just really old rumors

There is a wide, hexagonal altar of some kind in the center of this room, with six outer panels, and one upwards-facing middle panel. One panel has a slot on the left side that looks like it's the right size to insert one of those shiny discs you found elsewhere in the ruins.

Once you insert a disc, the middle panel of the altar lights up as the rest of the room seems to go dark. Moving images that look as solid as the altar itself appear in the air above the panel, and you hear a voice with an unfamiliar accent in your head. With accompanying imagery, the voice tells you three things before the altar breaks apart in a flash of sparks and a cloud of smoke.

1) The beings that designed this place referred to themselves as the ascended. They grew servitors in thick glass vats, in the image of their own primitive ancestry.

2) The Ascended Age followed the Heroic Age, which began with the Time War that ended a thousand years of darkness and enslavement to beings from another world.

3) The ascended created a worldwide awareness dampening system, which hides the entrances to their underground structures from the notice of most non-ascended humanoids. Consequentially, no record of them exists on the surface, and only a few secretive explorers have even heard of the species.

4) Hybrid animals of every description were created both to perform specialized tasks and for the ascended's amusement. Many have special abilities, and most are at least as intelligent as a human child.

5) The worm is another creation of the ascended, who once used it for instant worldwide communication. It's still capable of this, even though it hasn't been activated in centuries.

6) The worm has been here since the beginning. It guided the initial evolution of early humans and has been monitoring divergent and convergent cultural patterns since then. As a result, the worm knows about pretty much everything that's ever occurred on the planet. 

7) The history of the modern world parallels that of the Innocent Era, before the Dark Millennium. This is the result of interference by the ascended and/or the worm, and humanity can only be made free through the destruction of its secret puppeteers.

8) The Future Gods, heroes of the Time War, were the greatest champions that humanity has ever seen. Unfortunately, they were feared tyrants in the peace that followed. They were slain and entombed at the center of the Earth, reflecting both the honor and the terror that they inspired.

9) The beginning of the Ascended Age was marked by the development of the Lazarus Serum, which granted immortality to those deemed worthy by the creators of the serum. The ascended migrated underground, while those deemed useless were left to struggle on the surface. These eventually evolved into the various humanoid species known today.

10) The "Lazarus Serum" was a genome that was introduced to the entire human race. Unlimited lifespans allowed great thinkers to discover entirely new fields of science, while pushing development in existing fields to the point of convergence. The personal libraries of ascended researchers contain esoteric knowledge centuries beyond that of modern humans.

11) The worldwide Servitor Rebellion was the end of ascended civilization. The surviving ascended formed secretive island enclaves and are now known as high elves.

12) All of the ascended are long dead and all humanoid races are the descendants of the servitors.

13) Humanoids evolved from servitors while the ascended fled underground to escape the rebellion. They are waiting until their population recovers to reclaim the surface world.

14) Many devices of impressive power first appeared during the Heroic Age. Rings that grant their bearers unimaginable speed or control over light made solid, suits of armor that made humans into flying juggernauts, and weapons with powers as varied as their physical forms.

15) Although there is evidence that some forms of primitive shamanic magic was practiced during the Innocent Era, magic's essential nature was not seriously studied or understood until the Ascended Age. That primitive magic often resulted in demonic entities that probably still exist deep underground.

16) The Space Gods that enslaved humanity during the Dark Millennium were unaware of the existence of worlds other than their own until it was discovered by human explorers. The vessel used by these explorers was launched from a secret underground base that the Space Gods never learned of.

17) The Space Gods were aware of human development throughout the Innocent Era, while they watched and waited for their ancient prison to deteriorate. No one knows who or what built their prison, but their magic and/or technology must have been impressive indeed.

18) The supply of the elements used to create the Lazarus Serum was extremely limited. Another war broke out when those deemed less than worthy attempted to take it by force. This conflict made the planet's surface uninhabitable by humans and ascended alike for centuries, though severely mutated versions of many species were able to adapt and survive.

19) During the Dark Millennium, the Space Gods maintained strict control over human reproduction, and harvested energy from human bodies for sustenance. Some of the factories where this occurred are believed to still exist deep underground.

20) The Dark Millennium saw the construction of hundreds of temples and artifacts by human slaves, for the purpose of eventually summoning the beings that were worshipped by humanity's Space God masters.

Sunday, October 26, 2014

Kellerlabyrinth Keyed (basically)

Decided to partially stock my Kellerlabyrinth segment. "Partially" because this is one of those partly-ruined/partly-still-in-use dungeons where it makes sense to try and get across a largely abandoned feeling.

First, some history to give this stuff some context. According to the adventure background in Better Than Any Man, it takes place in October 1631. Wurzburg falls to the Swedish on October 15.

Before the war started, Oppenheim was under the jurisdiction of the (protestant) Count Palatine. The Spanish Hapsburgs (in an alliance with the Austrian Hapsburgs a.k.a. the Holy Roman Empire) took the city in 1620. The (protestant) Swedish army took Oppenheim on November 7 on its way from Wurzburg to Mainz; 23 days after the Bishop of Wurzburg surrendered.

While the Spanish had control of the city, they were using it to store weapons and ammo, and for access to an important bridge, which in turn gave them access to the entire Palatinate. In the image below, the six-pointed star shape next to the river is the wall surrounding Oppenheim. Those blocky shapes to the left of it are probably Swedish mixed unit formations of musketeers and pikeman (the taller, lighter blocks are pikes being held at shoulder arms). Don't ask me where the bridge is; it might be too small to see in the distance if it's right by the city but I really couldn't say for sure.
Artist: Matthaus the Elder Marien
So, to summarize from the DM's point of view: the campaign begins with BTAM at the beginning of October 1631. Wurzburg falls on October 15. The trip to Oppenheim* takes between a day and a half and a week, depending on how much crap the PCs are lugging around and whether or not they've managed to steal some horses. Assuming they arrive by November 7, the (catholic) Spanish are in control of the city until then. Some of the occupiers will be preparing to offer token resistance, while others will be taking their troops and heading north to Mainz, where the real siege is gonna go down.

After November 7, the (protestant) Swedes are in charge. The changes that matter to PCs will mostly be cosmetic (government officials have Swedish or German names instead of Spanish ones), but protestant civilians will be likely to start treating them like heroes if they helped liberate the city in a significant way.

*Yeah okay this part is totally railroading the game if you aren't prepared to improvise a little, so here's the obvious disclaimer: The PCs are of course free to keep fucking around near Wurzburg and Karlstadt or go wander around Germany or whatever, but tell the players that there's cool stuff under Oppenheim and maybe they won't be lame about it. If they do get distracted or something, there's nothing wrong with taking elements of this and putting them elsewhere; I'm assuming you've done this before if you are going to try and run this adventure location, so you probably know what to do.

I haven't assigned these encounters to any particular spot on the map so just number the rooms however you want. Assume that any humans without hit dice or levels listed are untrained peasants.


1) Munitions Storage
Door: Medium quality lock on a wrought iron gate. 2 3HD Spanish Soldiers are posted outside, wearing morions and breastplates, armed with pikes and flintlock pistols.
Contents: Full of weapons. If you want pistols, muskets, pikes, swords, shot, or gunpowder, this is the place to get it. I'm not worried about how much stuff there is to take away because I generally keep track of time and encumbrance; even if they make multiple trips, the PCs won't run out of stuff to cart off before the next guard shift shows up. Let's say there's enough in here to arm one unit (regiment I think? I'm not up to speed on 17th century military jargon) each of musketmen, pikemen, and cavalry.

2) The Meeting Place
Door: Medium quality lock. If there is a meeting underway,
Occupants: If there's no meeting happening, there's no one here. Assuming the meeting is in progress, there are 6 Mysterious Figures in the room, wearing identical hooded cloaks that hide all identifying features. They know the Swedes are on their way, and have developed a plan to blow up several Hapsburg weapon caches, but lack the skills to pull it off. One or two are wealthy merchants that can afford to pay the PCs pretty well. If the PCs don't accept this mission, the resistance finds someone else, so the Swedish attack is still successful. If the PCs kill the resistance members, there's no good reason there wouldn't be more spies the PCs don't know about.

3) Jaspar's Treasure Cache
Door: Heavy oak door, high quality lock, poison needle trap triggered by attempting to pick the lock. Attempting to force the door has a 1/4 chance of causing the tunnel to collapse (in addition to the usual wandering monster check). There are two keys to this door; one belongs to an officer named Jaspar Hardtman and the other belongs to his manservant, Symon Dreyer.
Contents: 6 chests containing 230 gp, 1250 sp, and assorted gems and jewelry worth 150 sp.

4) Cursed Statue
Door: Heavy oak door, high quality lock, poison needle trap triggered by attempting to pick the lock. Attempting to force the door has a 1/4 chance of causing the tunnel to collapse (in addition to the usual wandering monster check). The key belongs to someone but I'm not saying who.
Contents: A fine layer of dust over everything, an old desk with a leather-bound journal describing a merchant's expeditions to the Indian Subcontinent and a map showing the location of Petra (stumbled upon while fleeing Bedouin raiders on a return trip), a painted ebony statue of Kali the Destroyer that comes to life and fucks you right the fuck up if you enter without using the key. Not bothering with stats here; let's just say I don't expect the party to live if they try to fight. If they do beat it, the statue crumbles; the resulting pile of debris takes up 10 inventory slots and is worth around 80 sp.

5) Kruper's Hideout
Occupants: Velten Kruper, a level 4 mage, armed with a flail. Erbrechen (translation: the act of vomiting), Kruper's disgusting little homunculus familiar, unarmed but his bite causes (on a failed save) uncontrollable nausea that lasts 1d4 rounds AND it does 1 point of temporary CON damage that heals when the victim eats a meal and rests. Kruper is either asleep or tinkering with his equipment or spellbook, which contains 4 level one spells and 3 level two spells, in addition to one custom spell:
Crawling Eye (Level 1): At the end of the incantation, the caster pops out one of his or her eyeballs, along with several inches of optic nerve, and tosses it to the ground. The optic nerve splits into three legs and becomes mobile. The eye is controlled (and transmits information) through direct psychic contact, which doesn't distract the magic user from whatever else he's trying to do (although anything involving depth perception should be rolled at a disadvantage). The eye can move as quickly as an unencumbered human, is extremely sneaky and hard to hit due to its size, and has one hit point. If your eye is destroyed, you don't get it back (One-Eyed Velten has a nice ring to it now that I think about it). If you lose both eyes you basically have to invent and translate your spellbook into braille if you want to ever use it again.

Contents: Bed, foot locker with a change of clothes and some rations, table & chair, alchemy equipment, box of candles, silver candelabra worth 50 sp, leather purse containing 80 sp.

6) Refugee Camp
Occupants: 1d6+4 Peasants, 1d4 of whom are children. The refugees are shaken down for what little they can scrape together on a weekly basis by Bardthold's gang.
Contents: Straw mats, sacks containing basic goods, a couple farming implements that could be used as weapons in a pinch, torches in holders.

7) Bardthold's Hideout
Occupants: Barthold Vischer, level 5 fighter with a scarred left cheek, wields a 10' long hooked chain that can be used to attack, trip, disarm, or grapple, ring mail armor, iron key, wineskin. 2 2HD Bodyguards, leather armor, pike, 1d30 sp each, no morale failure. 3d6 1HD Thugs, club or dagger, 1d12 cp each.
Contents: two dozen straw mats and blankets, locked chest containing 3500 cp, 350 sp, and a silver locket with a broken chain, containing the portrait of a young officer, worth 20 sp to a merchant or 300 sp to his mistress, torches in holders.

8) Guarded Cache
Occupants: 1 2HD Veteran and  2 1HD Guards, leather armor, shortswords, shields, writ of employment, 1d12 sp each. 2 2HD Wardogs.
Contents: Three straw mats, two iron-bound chests with very high quality locks. One is trapped with a glass vial of poison gas that expands to fill the room, and the other contains 650 sp and 320 gp.

9) Rat's Nest
Occupants: 1d4+2 1HD Giant Rats, Rat Swarm.
Contents: rat feces, broken and rotted crates full of spoiled goods, a weird orange mold that the rats have been eating.

10) Locked Storeroom
Door: Average quality lock, reinforced with wrought iron bands. The key belongs either to Olga Bruns in room 15, or to one of the surface innkeepers.
Contents: 6 kegs of beer, 3 casks of wine, crates full of pickled vegetables and salted meats wrapped in wax paper.

11) Forgotten Storeroom
Door: Old, faded wood, high quality lock, rusted and brittle hinges.
Contents: Thick layer of dust over everything. A bunch of old, broken junk, and a child-sized skeleton locked in a cage in the corner. The skull has a third eye socket in the middle of its forehead.

12) Shrine to The Four Holy Marshals
Contents: Wooden altar, wooden statues of four saints (one against each wall), with the name of the subject conveniently carved into each base. All five objects have been down here in the damp air for around a hundred years and are partially covered in grey moss (useful for healing potions).

13) Plague Quarantine
Occupants: 1d4+7 plague victims. Sister Anneke Everding is tending them, which she sees as a holy sacrifice as she is sure to become infected soon.

14) Opium Den
Occupants: Zheng Wulian, the face of the operation, level 3 rogue, extremely gifted with languages, armed with two flintlock pistols and a sword, wearing a large emerald ring4 3HD Guards, barechested and scarred veterans that came here from China with Zheng, each armed with two maces and a dagger. 1d8 Semi-Conscious Peasants. 1/4 chance of a Usual Suspect.**
Contents: A dozen cheap, straw-stuffed mattresses, 4 long-stemmed ivory pipes carved like oriental dragons, a locked wooden chest containing 2000 cp and 500 sp, a large brass urn containing let's say a pound of opium, 4 large brass lamps in the arabic style.

15) Drinking Hall
Occupants: Olga Bruns, runs the place. 1d8 Peasants1d2+1 1HD Thugs1d4-1 Usual Suspects.**
Contents: Puddle of vomit, tables, benches, tin mugs, 4 large kegs of beer and 2 large casks of wine in an alcove, iron chandelier, box of candles, chest containing 450 cp and 80 sp.

Okay so the map I drew has about twice as many rooms as I've detailed here. You can stock the rest with the following table, using the details in similar rooms that I've already described as a guide:
1) Refugee Camp
2) Waste Room (full of filth and garbage, will eventually be sealed off)
3) Locked Storeroom
4) Munitions Storage
5) Looted Storeroom
6) Looted Storeroom
7) Forgotten Storeroom
8) Forgotten Storeroom

Random Encounters
1) Rat Swarm, 1/4 chance that they are plague carriers.
2) A Black Cat, that is almost certainly a transformed witch, crosses your path.
3) 1d6+1 Wild Dogs, if there are three or less present then they have rabies.
4) 1d4+2 1HP Giant Centipedes, about a foot long, paralytic bite.
5) 1d6+2 Thugs, clubs and knives, 1d12 cp each.
6) Velten Kruper's Crawling Eye.
7) A Usual Suspect.**
8) Plague Victim, has gone mad and escaped the quarantine.
9) Ghost of St. Quirin
10) Ghost of St. Hubert
11) Ghost of St. Cornelius
12) Ghost of St. Antony
All four of the ghosts have the power to bless or curse PCs (maybe I'll do the specific effects in a later post but this is already way longer than I thought it would be). They are all-knowing within the confines of the Kellerlabyrinth, and decide what to do with you based on your actions on what they see as their turf.

**Usual Suspects 
1) Hernando Perez, inquisitor, level 3 fighter, suspects everyone including PCs of witchcraft, will pay handsomely for magic users or information leading to their capture, armed with a flintlock pistol, a rapier, and a stiletto.
2) Sly Ludolf, hustler, level 4 rogue,  prefers three card monte so get practicing, DM. Or if you are an irretrievable klutz, he uses loaded dice (before the game, pick a couple and melt them VERY slightly in your oven with the number you want most often facing up). A leather purse contains 2d30 cp. Carries a rusted shortsword.
3) Hermann Clump, ratcatcher, talks to them, is friends with them, is defensive of them, can summon a swarm of them to protect him in combat, eats them (they don't mind because they have tiny easily manipulated rat brains). Keeps a couple rats hidden in his clothing when in public areas. They tend to run around in there, which is inconvenient, because Hermann is a bit ticklish. Armed with a big-ass meat cleaver that counts as a battle axe. Treasure: cheese, moldy cheese that makes you either hallucinate or completely understand the universe (it's impossible to tell which for sure).
4) Ilsabei Muller, super protective mother, never seen without her 8 year old son, Erich. The second time you meet this pair, Erich's eyes have grown noticeably darker, and his voice and mannerisms have changed in an ominous sort of way. Ilsabei hasn't noticed, and even if you point it out to her, she's likely to chalk it up to puberty. If you point out that Erich is probably a bit young for that, she'll claim this is due to his "exceptional qualities." There will be no reasoning. They're both unarmed but who the hell knows what Erich's capable of.
5) Maren Domeier, musician, carries a mandolin, only plays her own songs. These are somewhat nonsensical ditties about life in the tunnels, which occasionally yield useful information to any careful listeners in the audience.
6) Masked Woman, no one else seems to be taking any notice of her, but she's staring at you and she hasn't blinked once. Her sword and cloak look just as expensive as her ceramic mask, which is shaped like a stylized owl.

Thursday, October 23, 2014

Dungeon map: Kellerlabyrinth

The Kellerlabyrinth is a maze of tunnels under the streets of Oppenheim, Germany. They were constructed according to need (as opposed to following some overall architectural scheme) over the course of at least six hundred years. I first read about it in this blog post.

I was working on a 30 Years War sandbox around that time, which made me even more excited than I should have been about Better Than Any Man when it came out a couple months later. The story's main town of Karlstadt is fictional, but another location on the map isn't: Wurzburg, which, by LotFP rules, is only a three days' walk (unencumbered) from Oppenheim. So this would actually make a pretty good follow up if any of my players ever manage to live through BTAM (seriously none of them even know about the Insect Cult).



This map doesn't even come close to depicting the entire tunnel system, which apparently could have more than 600 rooms in it. Most haven't been discovered yet because tunnels have collapsed or been intentionally blocked off, so you can think of this as one of the undiscovered sections. Some areas go five or six levels deep, but I think this is just enough visual complexity to not be overwhelming.

The side bar on the right is just general guidelines to use when stocking it, but I ran out of space. There also would have been plenty of grafitti (most people were at least literate enough to sign their own names by this point), and probably drinking halls like this modern one set up:
How many historical attractions have bars built right in? (okay probably a lot actually but shut up)
I wouldn't be at all surprised to find a few fingers of the worm hiding in the bottom level. The worm could even be intentionally fueling the madness of the 30 Years War, the witch hunts, or even the whole worldwide General Crisis (a.k.a. the reason LotFP is set in the seventeenth century by default).