Category: Inspiration/Ideas
Throwing out the dungeon corridor
I grew up old school with AD&D. Scrawling out huge dungeons on graph paper was always an entertaining pastime, even if many of the lairs I drew never saw the game table. It was just a fun creative exercise to line up rooms and try to interconnect them all. This is something I have clung to over the years. Then of course I see some gorgeous freeform maps from Fearless DM and after picking my jaw up off the floor, come to the realization that trying to get something like this mapped out in its entirety would likely be an insurmountable task.
Something dawns on me, why bother mapping out the interconnecting bits? Why etch out on paper that you’ve got a hallway that goes 30’ and then branches into a T, heading east and west, each going another 40’ ending in at a set of doors? Why mess with all that detail?
Instead, just concentrate on mapping the rooms. The stuff with monsters in it. Where all the action is taking place. That is the meat and potatoes for just about any dungeon jaunt. Why bother trying to accurately get a layout for the entire network of corridors and hallways that interconnect everything? Why not just stick to getting the details set for where the players will be actively adventuring.
With that mindset, maps like these become more manageable and something easier to work with. In the past I occasionally would just handwave the layout of a dungeon. Now I’ve been doing it exclusively. I try to keep a framework of room connections through lines and intersections with a few notes, but it is all a rough sketch. I save the actual mapping for where encounters will be.
I’ve been liking this as it’s been making my adventure planning more modular and dynamic. So the group has been through a series of monster encounters. At the descriptive intersection they head left towards another combat, where heading right would lead them to a trapped room. I’m able to switch out the rooms and give my players something else to tackle aside from another hack and slash fight. Best of all, I don’t have to muddle around with trying to keep every interconnecting hallway accurately mapped out.

It gives me some options to make encounters more interesting also. Now I can throw monsters coming in from two directions when the party stumbles into a room (including from behind). Keeping the rooms networked together with a narrative description gives me some wiggle room. If I keep things general and tell the group they’ve gone through a series of corridors which head into a large chamber, that allows me to plop in monster reinforcements right in the direction they entered the room from. It helps keep the players from being complacent and too overconfident of their tactical situation in an encounter.
I’ve been liking this so much I’ve thrown out the idea of mapping out hallways. Just leaving things as a rough networked sketch has been great. It’s made it mentally easier for me to keep rooms dynamic and eased the ability of switching things around on the fly. Even better, when I see inspiring stuff like the maps here I’m more likely to use it and not worry about keeping in the corridors.
( Sadly, Fearless DM wrapped up his blog (where I snatched up these wonderful maps), but you can usually find him still dispensing RPG gems via twitter: @pseckler )
Away to a far off cities…
… well somewhat. Definitely will be out of the county again for a bit. For now enjoy a few inspirational city images while I’m about. The pictures here are from some very cool art by Urban Melon. See you folks in a few weeks.
Off to far away lands…
…which sounds far more exciting than what it’ll really be like (in meetings throughout my travel time).
I do travel a bit with my work. It seems over the next few months my international travel will be absolutely nuts. Expect posts to be very infrequent. I’ve got some posts in the pipe so the blog will likely be on automatic pilot for a few. Please forgive me if it takes forever to respond to comments. Very likely stuff is getting thrown up on a schedule while I won’t have reliable internet access in real life.
Until then while I’m off visiting another city, enjoy one of fancy from Geistig. They have some neat pieces on their deviant art page, including some cool fantasy adventure images.
The 15 minute paint day
Floating about has been this idea of tackling creative projects in chunks of time. You think of all that time needed to write that story in your head and you’ll never get started. A workaround is to take it in small bits of time along the lines of 15 minutes. If you have more time and get in a groove, go with it. However if your ideas are puttering out, hammer away for just 15 minutes. Given the busy schedules we all have you can still easily find at least 15 minutes free. Keep at it for a month and you have progress on your project. No clue how this works with writing, but I’ve adopted it for my paint bench.
I do what some folks do with their minis, the figures sit around collecting dust for a while and then I get hit with the paint bug. BAM! One month of solid painting and I crank out a ton of figs. At that point I look over at that pile of bare metal and decide to hold off on painting for a while. That thought of having the time to sit down for an hour and get through my models impedes my desire for painting. I’m too busy. I have too many other things going on and just can’t justify the time to sit at the paint bench.
So I adopted a 15 minute paint day. Every day I set aside 15 minutes to work on my models. I count time once I’ve gotten my figures, paints, and water situated (less than two minutes). Set my timer up on my phone and paint. Once time is up, I wash my brushes and clean up my bench.
Face it, you’ve got 15 minutes every day. It’s a small section of time that folks can fit in their schedules. It just takes that gumption to stick with it. To be frank it’s not easy. I still fall behind this work ethic, but have been able to get in at least 5 days a week. When I have more time on the weekends and work an hour or so, I still just count that as 15 minutes (no carrying it over to count for other days).
Those 15 minutes add up. I can say that I’ve gotten in over an hour painting each week. More importantly, you are making continual progress on those painting projects. I never get that sagging feeling of guilt when I accumulate more unpainted figs to the pile, as I am slowly chipping away at that stack converting bare metal into painted minis.
Best of all, on a Sunday morning I’ve got my coffee and zero pressure to stay at the bench. If I feel like painting more I do it. If not, I put in my 15 minutes, stop, and do something else. I never feel like I have to squeeze some time in during a month to paint up that unit of troops that’s been sitting there. I just stick to 15 minutes a day and realize eventually they will get painted.
So if you paint in spurts, and have that long lag time between sessions at the paint bench, consider just trying to sit down every day for 15 minutes. Just a small part of the day, allowing you to work on your models and enjoy the process of painting them up. Just 15 minutes. You’ll be amazed at your productivity at the paint bench.
Nerd Poker – a fun D&D podcast
Just a short post today. A while back I stumbled across Nerd Poker, a D&D actual play podcast that I’ve been really enjoying. Hosted by the comedian/actor/writer, Brian Posehn, we get to sit in on sessions of a 4E game he plays with fellow D&D folks. There is a real chemistry in the group with a fun banter of friends that is enjoyable to listen to. Getting to hear some laugh out loud comments and remarks from the crew is a bonus.
The setting is outlandish and definitely does not start with your typical, ‘You all are sitting in a tavern…’ One particular thing I love about the show is that the DM gleefully throws rules out the window and let’s fun take over the wheel. It’s refreshing to hear a group play D&D less focused on adhering to the rule book, and more about making fun (or at times agonizing) decisions on the fly.
So be sure to drop in and hear about the exploits of the goliath barbarian, Amarth Amon, and his companions. A fair warning the podcast encroaches on NSFW language at times. Give it a listen though. It’s a hoot and an enjoyable departure from most typical D&D session podcasts.
Free MMO soundtracks for your game
I never really was into having music in the background while I play RPGs. However it’s something I’ve begun to dabble in. I don’t go for making a specific playlist. Rather I started using soundtracks. I can typically just put it on a loop without having to worry about the music being a hindrance to play.
MMO soundtracks are pretty good sources for background music, and one of my favorites of late has been the Age of Conan Soundtrack. It just fits my Savage Worlds hack of Dark Sun very well. Just the right touch to give the session a little ambiance and not be too distracting.
Massively is a MMO news site that recently posted a gold mine of links for free MMO soundtracks. It’s a bit of a pain to go through as many are individual tracks. However I think you can easily have a ton of tunes to mix and match for your game. The links likely cover a pretty wide spread of ‘sci-fi’ themed stuff to your typical fantasy music. Hope folks find this useful for their games.
Off for a city adventure…
…likely meaning I’ll be stuck in meetings all day.
Traveling out of the country again for a bit. I’ve put my SW/Traveller game on hold as some of my players are taking an extended holiday, but I’ve been hankering to jump back into a sci-fi campaign for a while. Think I am a tad burned out with running another D&D game. Although I’m certain in a few months I’ll get the itch again.
Till then, I’ve been pilfering images to show to my players different planets in the systems they’ll be roaming in. This deviant art pic from dacheatha is quite inspiring for a overcrowded cityscape.
Joerden Leigh also has some stuff I like, particularly his urban environments. This is a neat skyline that is more sprawling than one of high buildings.
Expeditions of Amazing Adventure: The lone, obliterated tower of Ulaam of the One Eye
Few sorcerers of legend carry a name that both inspires awe and incites dread than that of Ulaam of the One Eye. The human spell practitioner is claimed to have hailed from the icy north, an outcast of the nomad tribes. Not much is known of his past. Some claim that he was a medicine man of prominence with his people, but vied for power and attempted to wrest it from the warrior chieftains of his tribe. Others state that his power and insight into the magics of the world set him at odds with the simple nomad warriors that revered the power of muscle and steel. Fewer still state that his lust for power caused him to look to gods of other beings. That it was his dabbling in the powers of Gruumsh which resulted in the loss of his eye, and his resulting banishment from his lands.
Rumors of his calling towards the darker arcane arts had always haunted Ulaam of the One Eye. His manner was always recorded as detached, distant, and sought little in the company of others. Even the more benevolent acts he had committed ridding strange beasts and vile monsters from the civilized lands were marred with whispers of him obtaining odd trophies from the slain creatures. His most revered act of defeating the evil wizard, Al’Khameed, still to this day have some claiming it was primarily jealousy and a desire of obtaining similar dark powers that drove Ulaam to battle him.
In his last years, Ulaam of the One Eye became more reclusive. He constructed a simple tower and created a force of golems to protect him and act as servants. He refused all that sought his counsel, and took to having his powerful golems ever patrol the fields that surrounded the tower to ward off visitors.
Some claim that these last years were when the sorcerer delved deeper into the mysteries of the black magics. Fewer even speak that powerful artifacts of the god, Vecna, were in his possession, that his final efforts were to decipher the arcane powers within these vile instruments of the evil god in an attempt to prolong his life. Such claims are supported by the rumors of cemeteries from neighboring villages being raided by golems of flesh and earth.
None really knew the direction of his arcane research, save that one black night under the new moon a tremendous explosion was heard. The lone tower where the reclusive sorcerer resided burst into a bright green configuration. Flaming chunks of stone and mortar were seen hurtling through the night sky in high, trailing arcs of embers and smoke.
The next day, a handful of brave souls had travelled to the remote tower to see what had happened. In the distance, they could see the sundered tower. The top shorn off and one side completely missing, with the remaining stonework a gutted, blackened, scaffold of the structure. Some wanted to inspect further, however the lumbering creatures Ulaam had created to secure his isolation were still seen patrolling the grounds, seemingly oblivious to what had become of their master.
The tower to this day draws adventurers. Many rival wizards have financed large companies of sellswords to breach the defenses of automatons and seek what became of Ulaam of the One Eye. Despite efforts to destroy the arcane constructs, their forms seemingly reassemble the following day, and begin their tireless duty walking around the tower.
The few that have managed to investigate the tower found nothing within the destroyed remains. Although some claim that beneath the tower’s foundations, some secret chambers are still intact. Within might be some powerful artifacts acting as a source of magical energy that seems to continually restore the golem guards. To obtain such a power, and study its secrets, is something that many spellcasters covet deeply.
But there are still greater mysteries of the tower. What happened that night long ago? What great calamity befell Ulaam? And what happened to the remains of the great sorcerer? Questions to this day remain unanswered, and what some scholars claim are key to unlocking the great mystery of the magics that remain in play around the tower ruins.
Off to the jungle…
… well not quite but I’ll be travelling south and out of the country for a bit. Expecting hot and humid weather, not to mention consuming vast quantities of 333. Be back in about a week.
While part of a different canon, I always dug the Slann from Warhammer Fantasy. With a combination of brutes, dart shooting skirmishers, along with huge battle triceratops, and ancient psionic Old Ones, I might need to craft an adventure or two regarding them. They’ve got this combination of primal fury and potential of the far beyond that makes for some cool ideas. Toodles for now!
Expeditions of Amazing Adventure: the esoteric monasteries of the Etholician Monks
This religious order is a prominent player in the political structure of Etholita, and their various temples scatter the densely wooded region. The order comprises of followers of Sehanine and is known for their generosity. The Etholician monks open many of their grounds to the weary and needy, offering protection against the elements and their expertise in the medicinal arts if needed.
Their openness and willingness to offer aid has raised ire with some the ruling nobility of Etholita. The country has always had a strained relationship with its neighbors, especially the Kormerrian barbarian tribes that lead frequent raids. The order has offered aid to the wounded of both warring sides if asked, and many times have been requested by foreign parties to act as arbitrators in political disputes with Etholita. The monks are known for their fairness and impartiality, and at times have even ruled against the very state that houses their monasteries in legal disputes.
The monks themselves avoid bloodshed whenever possible. However, they do train with simple weapons favoring the club and staff. Their martial prowess in unarmed combat is renowned, and much of a monk’s daily routine is designed to focus their minds and bodies into formidable weapons.
The constant accompaniment of dogs is another characteristic of their order. The common presence of large mastiffs can be observed as these dogs appear to have free reign within the monastery grounds. These are not spoiled beasts however, despite the occasional frolicking of young pups among the common halls. The dogs are well disciplined and follow their master’s command with resolute obedience. It is rumored that brigands or humanoids foolhardy enough to raid the order have not only met the martial might of the monks but also the savage fury of their beast companions.
From their deeds to their effective command of the martial arts, the monks have established themselves as a major player in the politics of Etholita. This brings some worry with the land’s nobles, while a few would even admit to desiring the order be abolished completely (such talk however is a topic of secret council).
It is such tension with the order that has likely lead to some of the more astounding rumors regarding the monks. Some claim that the order is cursed. Their oldest members are afflicted with a horrible disease that transforms them into beasts. The reverence of the moon is a secret admission of their affinity with lycanthropy.
It is immensely uncommon to come across werebeasts in Etholita, however it does not keep the circulation of such rumors falling among commoners. Some will swear the many dogs that are devout companions to the order are actually monks themselves which have succumbed to the long standing curse. The monks in their benevolence open their hearts and temples to these animals in hopes to bring them peace.
The Etholician monks respond to these rumors with much mirth and deny any truth to such astounding tales. Yet some nobles would clearly find such evidence immensely valuable to strengthening their position in Etholita. The order, while committing many charitable acts, would find their supporters wary of the practice of such magics, and likely erode the standing of their order from the very commoners they aid.







