Sunday, November 22, 2015

Dungeon Floors

1d100 Dungeon Floors for your Megadungeons. Roll by the Level or suite of adjacent rooms to keep things from being a little too wildly random from place to place.

1d100

The Floor is
1
Packed Earth
2
Wood Planks
3
Rotting Wood Planks
4
Loose Wood Planks
5
Flagstones
6
Flagstones over Wood Planks
7
Flagstones over rotten wood planks
8
Cut stone
9
Rough Stone
10
Tiles
11
Tile Mosaic
12
Tiles Over Wood Planks
13
Tiles Over Rotten Wood Planks
14
Tile Mosaic Over Wood Planks
15
Tile Mosaic Over Rotten Wood Planks
16
Loose Tiles 
17
Loose Tiles Over Wood Planks
18
Loose Tiles Over Rotten Wood Planks
19
Fairly Fresh Straw Rushes cover floor
20
Rotten Straw Rushes Cover floor
21
Jumble of stones
22
Gravel Floor
23
Covered in Loose Shards of Rock
24
Sandy Floor
25
Muddy Floor
26
Metal Panels
27
Bog Carpet over Quagmire
28
Bog Carpet over Water
29
Quagmire 
30
Wood Planks over Quagmire
31
Wood Planks over Water
32
Rotting Wood Planks over Sewage
33
Rotting Wood Planks over Slime
34
Loose Wood Planks over Mercury
35
Metal Grating over open space
36
Metal Grating over Water
37
Metal Grating over Quagmire
38
Metal Grating over Sewage
39
Metal Grating over Lava
40
Metal Grating over Blood/Pus
41
Metal Grating over Slime
42
Metal Grating over Acid
43
Metal Grating over Mercury
44
Rough Stone Slick with Water
45
Rough Stone Slick with Slime
46
Ice 
47
Ice over Water
48
Glass
49
Glass over open space
50
Glass over Water.   Could be a pool.
51
Crust over Lava
52
Crust of Filth over sewage
53
Crust of dry slime over liquid slime
54
Crust of salts over toxic waste
55
Uneven Jumble of Crystals
56
Floor is ankle deep in Water
57
Floor is ankle deep in Sewage
58
Floor is ankle deep in Blood/Pus flowing from unearthly realm or titanic remains
59
Floor is ankle deep in Slime
60
Floor is ankle deep in Tar
61
Floor is ank;e deep in Acid
62
Floor is waist deep in  Water
63
Floor is waist deep in Sewage
64
Floor is waist deep in Guano
65
Floor is waist deep in blood/pus flowing from unearthly realm or titanic remains
66
Floor is waist deep in Tar
67
Floor is was it deep in Acid
68
Floor is Papery build up over Insect Nest
69
Crumbling Dungeon Coral
70
Live Dungeon Coral
71
Covered in Trash
72
Covered in Manure
73
Covered in Bones
74
Covered in Writhing Worms
75
Covered in Snakes
76
Covered in Crawling Insects
77
Covered in Roots. More Roots here.
78
79
Covered in Moss
80
Covered in Soiled Carpet(s)
81
Covered in Fairly Clean Carpet(s)
82
Covered in Flammable Oil
83
Covered in Discarded Chitinous Shells
84
Scabby Crust over Blood
85
Organic Membrane over Water
86
Organic Membrane over Blood
87
Organic Membrane over Pus
88
Organic Membrane over Titanic Organs
89
Furry Growth over Cryptic Flesh
90
Skin over Cryptic Flesh
91
Chitin over Cryptic Flesh
92
Solidified Shadow/Darkness
93
Writhing Skin of Nightmare Horrors
94
Covered in jumble of Tormented Souls
95
Solidified Light
96
Force-field over Open Space
97
Force-field over Toxic Waste
98
Force-field over rending gears of cryptic machine
99
Force-field over over Astral Expanse
100
Force-field over Black Hole/Ragging Vortex


A few of the results certainty ask for a re-roll for what's under the initial result, if you want to keep that fairly normal roll 1d20 or 1d50.

Mercury likely gives off toxic fumes, don't fall in lava and falling in acid is probably a bad idea for dungeon explorers as well.  Blood, Pus, and Sewage will likely spread diseases. Cryptic Flesh and Titanic Organ can be infested with parasites or of couse be attached to somethign no one wants to wake up.

Any water could be a magical pool.




Thursday, November 19, 2015

Putting more on the Dungoen Map

Classical dungeon maps are insanely boring and only marginally useful in play, more can go on there.
Sure yuo can have fancy illustrated floor plans but they are often little more than colored-up flowcharts. Let's get more on those maps.

Graffiti: humans have likely been scrawling on other folks property for a darn long time, dungeons should have ample "dungeon graffiti". These can be scribble din the margins of a map and traced to their location (more on this in future post).

Bones and Fossils:  there's a lot of room to show where the bodies are buried or have been buried for a good long time, I've seen a few maps with skulls and bones as decorations and the presence and location of actual remains to go along with the dungeon dressing opens up whole new reasons to adventure and for the dungeon itself to be there. What self respecting necromancer overlord wouldn't go digging for the remains of dragons and giants to animate  them and put to his horrible use? Put them on the map.

Buried Treasure and Minerals: Lot's of room to indicate buried treasure and mineral deposits on dungoen maps. One age-old reason given for dungeons is mining, why not include notation of where the goodies are that have not yet been found.   As for buried treasure a drawn in treasure chest is a heck of a lot more interesting than note buried in documentation.

Spoor and Stains: animals leave their mark in the wilds monsters should too. We don't have to litter the maps with the retched refuse of monsters but some of it indicated here and there leads to foreshadowing and sets the mood for the dungeon. Puttign an icon on a map is a lot more noticeabel to a dm runnign the game than is a bit of text buried in notes.

There's room to put more on those dungoen maps to make them a useful game-tool for a DM beyond the traditonal elaborate flowchart.


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notes to readers:  Still here, been in a funk lately and it multiple busy contracts has cut into my fun creativity and game posting. Have not tuned my back on the blog or the hobby, more to come for years to come.