Sunday, December 5, 2010

Dungeon Planning Graphics

One part of building the BigDungeon has been wrestling with the whole thing (or at least large chunks of it). Keeping track of one level at a time conceals interactions and just how big a dungeon can be. I worked up a few illustrations to experiment with different ways to work on the BigDungeon.
I worked up a set of colored levels in Adobe illustrator, here they are one over the other in 2-D:

(click to get the full size image)

Here's the same place in a 3D-ish view:

(click to get the full size image)

I'm very visual and prone to do "studies" on a subject to see if I'm taking the right approach. The overall advantage of the two maps as presented is pretty minor but it did show me sticking to the same representation for the entire development of a large and complex space like the BigDungeon is not the way to go. Having more then one way to see the place is key.

Thursday, December 2, 2010

December already?

Been a while since I posted here. I've been doing a fair bit of hand wringing and false starts getting things ready for this site. Presenting a megadungeon in a format that others can use is a pretty daunting task. Fiddling with this site and a commercial product I have in the works made it all to obvious how tough a task it is. Makes sense to me now why most published adventures are relatively tiny.

The BigDungeon entrances and a few levels should be seeing their way to being posted online in the next couple months. I'm going to take a more relaxed and less formal approach than I have been girding myself to and flailing about to find.

BigDungeon isn't dead it's sitting in the shadows and growing.

Wednesday, September 1, 2010

Style fixed

After far too much experimentation and artistic anguish I've finally got a mapping style set for the
BigDungeon. Here's a section with grid and walls only that demonstrates the basic look.




The amount of fiddling I've done is pretty major for me. I usually don't worry too much about how things look for other people but as this is public, here you go.

I'm cheating on wall thickness and angles with a custom grid that marks quick wall placement to go along with a standard grid and an over-layed grid turned 45 degrees.
Here's a section of the grid for the curious:




I can draw up levels digitally and on paper with this grid and it makes turning things easy as heck. The grid lines in both orientations don't line up except for in the center (and a few lucky spots) because I wanted the squares on the angled sections to measure accurately and not be distorted. Players will likely go nuts trying to get a tape measure accurate map of the BigDungeon and that's appropriate in my opinion.

Tuesday, July 20, 2010

Entry points to the BigDungeon (overview)

There is more then one way into the BigDungeon and each has it's own obstacles and dangers to deal with.

The Grand Entrance
Once ages past a dwarven stronghold dominated the area of the Big Dungeon. The original guardians are long dead and factions battle for control of the grand entrance all the time. Force, cunning or negations may guide a party past the gate to the BigDungeon.

Sewer Entrance
the ruined city that once sat outside the BigDungeon is mostly leveled but there still exists the subterranean edifices of the old city. Among a number of basements and cellars one can find the ancient sewers. Exploration of the sewers of the old city may eventually lead one to discover the underground canal that fed the cisterns and sewers of the old city. Following that underground canal to it;'s source will lead one into the BigDungeon.

Grotto Entrance
Partway up the mountains the BigDungoen lays buried beneath one will find a grotto sometimes used as shelter and temporary pens of the goat-herders that dwell in the region. In the back of a small cave one can clearly see a great stone wheel door and behind that the BigDungeon.

Waterfall
Several streams pour down from the mountains above the BigDungeon. Sheltered beneath the cascading waters of a waterfall one can find entrance to the BigDungeon. One must only be able to discover which path leads to the proper watercourse to find entrance to the underworld beyond.

The Shrine
Not too far from the BigDungeon one can find an ancient shrine guarding a magical portal that leads to the BigDungeon. One must only learn the command words and deal with those that dwell in the area to gain access.

Ventilation Shafts
Here and there high above the BigDungeon one can find secreted shafts leading deep into the depth of the earth that allow those that dare the climb access to the BigDungeon.

The Tower
An ancient tower may be spied high up along the slopes over the BigDungeon. Some rumor a wizard once dwelled in the isolated tower, surely there may be an entrance into the tunnels beneath if one dared to build a tower there.

The Cliffside Tombs
The ancestors of the goat-herders buried their folk high up in cliff side tombs. It is said some of these tombs lead deep into the cliff face and mystics once preformed unknown acts far beyond the eyes of men. Mayhaps these tombs can lead into the BigDungeon?

There are other possible entrances rumored to be scattered about the region old prospectors mines, well shafts, sinkholes and caves known to only a few.

Thursday, July 8, 2010

The Humanoid Roster (part 2)

Gnolles- Tall monstrous hairy humanoids. They have bestial maws and steely claws but not truly a hyena or dog like head despite rumors and folk tradition. In daylight gnolles are difficult to see appearing as fuzzy shadowy images, luckily they have difficulty seeing others in such conditions as well and are usually revealed by their sniffing out victims before they close in for the kill.

Elf-Dokkar- Unseelie elves who enjoy the company of goblins, goblinmen, trolls and wicked fairies. They use glammers to conceal their true appearance is gaunt, oddly drawn out and wizened compared to other elves and their large white eyes have a pupil but lack a colored iris.

Ghouls- thinking undead predators that trap and scheme to gain the flesh of the living and recently living. Older and well fed ghouls are able to work shapechanging and illusionary magics in the endeavor to fill their larders. Only poorly fed and recently inflicted ghouls exhibit the unbridled ravenous predation of popular myth. Some families of ghouls are rumored to secretly dwell among men secretly feeding on them and the remains of their kin.

Men, Cultists- worshipers and the priests who lead them can be found in the oddest of places trying to curry the favor and follow the commands of unspeakable deities and demons.

Troglodytes- degenerate subterranean dwelling reptilians. They once had a proud and advanced civilization but this was destroyed by unknown forces and they now ape mostly forgotten traditions and appeal to a host of (in their often flawed opinion) powerful beings in the hopes of returning to their former glory.

Skullmen- cruel humanoids that have large heads with the visage of wickedly fanged skulls. Some claim they are undead others that they are living few find out the truth. They will sometimes be found in the service of other dark folk but seldom turn to the aid of others in completing their own goals.

Thrag- living crossbreeds of troll, goblin and ghoul ? They are fierce predators and cunning tool users but not much for construction. They can be found in the company of other dark folk as mercenaries but are often distrusted. From time to time disparate bands of thrags unite under a king and attempt to dominate and conquer all around them enslaving the fit and feasting on the weak and wounded.

Bugbears- large hairy goblins. They are uncannily stealthful and able to hid in place one would suspect such a large being could hide, if a kobold or gnome could hide somewhere so can a bugbear. They use their hiding and stealth to wicked advantage when startling victims or when laying an ambush. These boogie men can also scale walls with surprising ease.

Ogres- large brutes with taste for the flesh of other thinking men. Young ogres can often seem to be common men and are only revealed by their wicked teeth as they age their malice is revealed on their brutish frames. Ogres claim to retain some of the knowledge of each vicitm they devour and this may be true as ancient misshapen ogres are said to work magics by some.

Spidrons- arachnid beings able to rear up on four legs and grasp weapons in their forward limbs. They are generally inimical to all and only the most ancient of web clusters are known to tolerate bargaining with other speaking folk.

Bugganes- Large powerful and furred boogie men of ogreish stature. They have tusks and fangs and burrow beneath the earth. They will feast upon those who disturb them and are sometimes employed to commit acts of ruin and murder by unseelie faeries and a host of other dark folk.

Gumps- murderous ogre-kin that can be found dwelling near other dark folk and possibly in the employ of said folk but this can be dangerous as their stomachs govern most of their behavior. They take pleasure in dwelling among the leavings and domiciles of those they have consumed and will remain in such places until they have truly fouled the former dwellings of their victims.

Trolls- Fierce brutes that dwell on the surface and deep within the earth. They are well known for their generous dietary range and their wicked physical abilities. Some trolls can be found with many limbs and multiple heads and seemingly as they gain more heads they learn little snippets of lore which can prove to be valuable or dangerous to others.

Wednesday, July 7, 2010

The Humanoid Roster (part 1)

So who's claiming space, guarding 10' x 10' rooms with a treasure chest, wandering by at all the wrong times and generally providing opposition and occasional ally down in the big dungeon?

Kobolds- everyone's standby whipping boys. Gotta love-em even if they've been played to death.
I'm going with little para-mammal "dog headed" men for appearance and general cannon fodder and nuisance over the tuckerized trapmasters that some love to spring on PC's. They're part of the bad boy culture but for biological and cultural reasons they are a little bit apart from the host of other evil humanoids.

Goblins- keeping these little buggers but I'm going to magic them up a bit and make them the clever brewers, concotionists and even alchemists. The average goblin will be classical cannon fodder but a lot of goblins are also not all that common.

Men, Brigands/Bandits- Bad men who want to kill you and take your stuff, or just simply take your stuff if poking you in the guts and running off with your loot before you die will work out.
They aren't going to go too deep into the BigDungeon but they'll sure be a nuisance near the entrances.

Gnomes- Cute little guys. Hoe could they be a problem in the BigDungeon. A possible source of help, allies and misdirection.

Orcs-Everyone's favorite green bad asses, except of course they aren't green in the BigDungeon. Their skin tones are similar to those of men but somehow darker and more corrupt. White orcs are ashen faced albinos, black orcs are the color of sooty coal, brown orcs are the color of unhealthy mud and so on. They are not the hulking orcs of video game fame but the wiry goblinmen of evil and bestial visage.

Men, Berserkers- These bear-shirts are demented battle craving cultists. Their crazed and debauched rituals drive them into a frenzy that sends them out to seek battle and blood to glorify The Beardog.

Hobgoblins- strong-arm militant cousins of the more diminutive goblins. Hobgoblins don't have the knack for brewing that their cousins do but are known to imbibe great quantities whenever possible. Hobgoblins have a penchant for dancing in great circles and riotous mobs that look like a fight to outsiders.

Dwarf- Dvarg- nasty, greedy magical miners and crafters, not the scottish-norse stereotypes of popular dwarfdom. Friends to few but a possible source of magics and advice if the price can be paid and one can avoid being enslaved to work in their mines.

Bogles- skinny hyperactive cousins of goblins and bugbears. They enjoy pranking and thieving a bit more then murder. Bogles can move between spaces and can seemingly pop out of nowhere with a grimace and screech that can startle even doughty warriors.

Nekbet (Vulture Folk) nasty avian men that dwell in deep crags and vast caverns. They are privy to ancient magical secrets.

Morlocks - seemingly degenerate race of subterranean dwelling men with a surprising knowledge and aptitude with mechanical devices. They can sometimes be found among orcs or seeking the wares of goblins and will employ others when their diet permits.

Wrong Turn In Development

As the growth of BigDungeon is part of what this blog is going to be all about I had to share this.
Early work on BigDungeon took a wrong turn in development. I was enamored with making the map look different and whipped up an alternate style from the typical square grid dungeon- the big hex dungeon. It was a cool idea but strayed a bit too far from tradition for my tastes after dealing with it for a while.

A portion of one map is below for the curious to get a glimpse at what will never be and some of what I was spent dungeon development time on.