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Showing posts with label Vorndrang. Show all posts
Showing posts with label Vorndrang. Show all posts

July 30, 2012

Proofreaders Call

Because, you know, English is not my native language. By the way, I look for 1-3 proofreaders for my latest (Mega)Dungeon project. This is how it works: you tell me your e-mail, I submit the file*, you read it and send corrections back (both for grammar and syntax), I apply corrections and send you the file back so you can keep it and use it (if you want). By stepping in, you agree on the following:
  • You will not redistribute any received file in any form, unless I give you explicit permission.
  • You will not be paid. (This may change if I ever get to make money out of this, just don't hold your breath.)
It's a matter of trust so I don't think any of the above will ever comes out. You will of course be credited as Proofreaders if I ever get to publish this in some form, and if you play with any of the things I send to you and write a report back, you'll also be credited as Playtesters among with your party of players. The sole requirement to jump in is to be a native English speaker.

Thanks!

*Most files will be One Page Dungeons, although occasionally I can send you a map or some notes (setting, new monsters, new magic, etc.)

July 28, 2012

One Page Dungeon Constraints

Castle Vorndrang Level 1A

I was mapping Vorndrang standard style, and eventually after a while I got straight back to the One Page Dungeon template. The fact is mapping smaller sections is easier, and it lets alternate mapping and keying so that I never get tired of either. Given my little previous efforts with OPD, I knew when I started working again that I needed a higher room count: the Dungeon Of Doom was stocked using the DMG tables, and looked just fine, but this time I'm going with the 3LBBs and I need more room for empty space. I also knew that I needed another map style, specifically something faster, so I resumed the old paramecium habit (with Khunmar style doors). Also, for some more eye-candy, a nice compass and some grey shade.

About the map itself, the major tweaking involve the use of non-standard angles (that is, 90° and 45°) in lieu of some more weird and unusual ones (30° and 60°) for a more dwarven architecture look. Also, the problem with OPD is the natural constraints this kind of map making carries: while the four quadrant concept is cool for circular dungeons, I don't want all the levels to look the same in shape. You will notice that the stairs that lead to Level 1D (bottom-center) are not justified with the quadrant. I hope to find the way to make this a recurring feature, with some levels sparse rather than aligned (the mines level will be a good example of this I hope).

All for now, I'm getting back on stocking. Hope you'll enjoy the map. Cheerz, yo.

July 23, 2012

Castle Vorndrang Bits

Just had a couple of good ideas for Castle Vorndrang this morning and feel the urge of writing them down somewhere I'll be able to find them later when in need of new ideas. Actually, this might even become some kind of regular column.

Dragons of Vorndrang: I quite love the idea of Dragons bound up to special places as outlined in Terry Pratchett's The Colors Of Magic. If you're not familiar with the book, here is an excerpt from this article at Wikipedia:
"Noble Dragons are the large, graceful fire-breathing creatures of legend. Probably evolved from Draco vulgaris, these dragons use magic to combat the physical laws that would normally kill a flapping-winged creature weighing several tons and spitting burning substances. Because this requires more magic than the Discworld can in normal circumstances provide, Draco nobilis now exist mostly in a parasite universe closely connected to the human imagination. They can be briefly released from this universe by a sufficient expenditure of magic, or summoned on a more permanent basis in areas of high background magic. Examples of this can be found in The Colour of Magic and Guards! Guards!"

Mines Level: Two of them, maybe three. A complex network of tunnels and train tracks, probably on a scale much wider than usual (1sq = 50' or thereabout), with mini dungeons scattered all the way around (most likely OPDs). One of them is haunted by undead dwarfs awakened by a powerful necromancer.

Fatal Misapprehension: Do you remember the incipit of John Carpenter's The Thing? With the poor crying dog and the misapprehension that made The Thing itself survive and start haunting again? Well, I plan to do the same, only using some tough monsters hunting a seemingly harmless bunny (this is because I recently watched Monty Python's Holy Grail and had a blast).

Reworking Goblins: As Gremlins. How cool is that?

July 18, 2012

Castle Vorndrang Introduction and House Rules

As I was working on section 1D (which is ready from a week but I'm waiting to publish) I decided it was time to write up some kind of introduction for the Dungeon of Doom, and to decide on the rules to use once and for all. Since I want this dungeon to be used in the widest possible range of situation and for the widest possible range of players (from the reckless noob to the experienced grognard), I think that straight By The Book Whitebox OD&D is the way to go. After all, I can definitely see me using its rules as a base to easily convert the game to other systems (like B/X, Second Edition AD&D or even Pathfinder). Thus, here is the short introduction and some of the House Rules I'm planning to use. Enjoy!
"In ages past Castle Vorndrang has been one of the most prominent bastions of the Dwarfkin in the wild north. Ruled by the Clan Vorndrang it prospered for a thousand years, enduring the raids of the dire Goblins and the uncountable perils of the Underworld. Then, a couple of centuries ago, it fell under mysterious forces. It is not clear if the doom of the Dwarfs came from their own greediness, or if the Witchking of the nearby Realm of Zarhad helped in some measure. What is certain is that the Gates of Vorndrang were firmly closed, not to be reopened again. Until now. Careless of whatever eldritch power lies behind this inexplicable event, hordes of reckless adventurers have rushed in the nearby town of Hazen Hollow, attracted by the legendary hoards that presumably await in the deep dungeons beneath the keep. The few who returned from Castle Vorndrang alive carried immeasurable treasures and tales of horrors beyond the human comprehension. It is now your turn to descend into the unknown, and meet your fortune (or your fate) down in the bowels of Castle Vorndrang."
HOUSE RULES
Character Creation
  • Determine Abilities rolling 3d6 straight down the line, modifiers work as per the 3LBBs with the following exceptions and modifications:
    • STR > 14 is +1 To Hit and Damage for all;
    • WIS > 12 is 1st level spell for Clerics;
    • DEX > 14 is +1 To Hit (missiles) and +1 AC for all;
  • Class Fighting-man, Magic-user or Cleric, Race Human, Elf, Dwarf or Hobbit. Elves can be Fighting-men OR Magic-users, Dwarfs can be Fighting-men or Clerics, Hobbits must be Fighting-men.
  • Every character begins with 2d6x10 gp (Clerics must return unspent moneys to their church).
Skills
Roll 5+ on a 6-sided die to succeed in a skill-check. Racial modifiers, as well as heavy armor penalties apply according to the following table. Note that “armor penalty” only applies to regular armor, as magical ones are considered to be lighter and smoother.

Skill
Racial Modifier
Armor Penalty
Break doors/Lift bars
None
No
Climb rope
None
Yes
Find secret doors
Elves +2
No
Find traps*
Dwarves +2
No
Foraging and hunting
Elves +1
Yes
Hide
Halflings +2
Yes
Listen at doors
Humans -1
Yes**
Move silently/Surprise
Halflings +1
Negates
Read maps
None
No
Swim
None
Yes
*This include locating slanting passages, new constructions underground, pits, etc.
**”No” if the helmet is removed.
Note that this skill system works more or less as the one detailed in Volume III, if a bit modified. With regard to armor penalty medium metal (chainmail) is -1, heavy metal (plate) is -2. I didn't take ability modifiers to skill checks for a more 0e feel (if you know what I mean).
Combat
Works as detailed in the 3LBBs with the following exceptions:
  • Maximum hp at 1st level. You can re-roll all of your HD at the start of every expedition.
  • Initiative is either à la 3rd Edition (without Dexterity modifier, players have the possibility to re-roll after having declared their action every round) or B/X, according to the pool of players.
  • If using d6 weapons, two-handed roll twice and go for the best but always act last no matter what initiative is rolled.
  • Fight with shield is +1 to AC, Fighting-men can fight with two weapons with +1 To Hit and Damage.
  • Knocked out at 0 hp, characters can go as negative as Level-1 before death. Magic-users and Clerics must roll against Intelligence/Wisdom if knocked out not to forget their spells.
  • Bind 1-4 wounds after each combat, or stabilize a fellow at 1 hp. Potions of healing restore from 0 hp (i.e. a character at -3 who drinks a Potion of Healing and rolls 4 on the die awaken with 5 hp).
  • Molotov cocktail: roll to hit, if miss roll d8 for random direction and d6x5' for random distance from the intended target, if critical miss (1 in 20) it blows up your face. d6 damage to target and d4 damage to anyone within 5'. Throw your lantern for d8/d6 damage.
As always, if you find anything wrong with my English just ask.