Megadungeon 23: Week 19 & 20

Welcome back to Megadungeon 23, a concept developed by Sean McCoy over on his blog here.

It is a project that I have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

So, I’m still playing catch up on these posts, but they are slowly getting done. I am trying to get as many done as I can to catch up, but we may well be playing this game for the rest of the year. But mark my words – it shall be done! Enjoy this addition to the megadungeon!

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Lost Mines of Phandelver: Redesigning the Starter Set to fit my world

The Lost Mines of Madril – Basic Map, Key and Context

As part of my Summer break, I am taking the time to redesign the Dungeons and Dragons Starter Set Adventure – The Lost Mines of Phandelver. I have begun running the adventure for one of the groups I DM for and after reading ahead, quickly realised that I wanted to change so much to not only improve on the adventure as written, but also to increase the level of realism and better fit it into my world. Now, I know that the Wave Echo Cave/Lost Mines are quite far off in the adventure for my group, but I was inspired by the map made by Hituro here, and decided to take it further and develop my own. This post will serve to just introduce my map and give it context in my world, before I later develop a full map legend including room descriptions, encounter designs and loot. That should hopefully follow.

TL,DR – Feel free to skip past my In world Lore and go to the section labelled Map Key for exactly that – A key to my maps.

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Megadungeon 23: Week 17 & 18

Welcome back to Megadungeon 23, a concept developed by Sean McCoy over on his blog here.

It is a project that I have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

I am well aware that my blog posts have fallen massively behind over the last 3 months, especially my Megadungeon project. However, I have managed to keep my sections and scrawls up to date, I simply haven’t had the time to upload them onto here. Now that I am on my summer break, I intend to try and catch up on my uploads, so prepare for a lot of blog blasts posting the last few weeks worth of Dungeon updates as I try to get up to date!

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Mini Map: The Hinterland Caves

Welcome back to Wittering of a Worldbuilder! In today’s blog post I am sharing with you a recent dungeon I ran in a 1:1 game with a friend. He has been playing in a region in my world called The Barren Wolds and although I have had these caves pinned on my hexmap since day 1, he only learned of them and sought them out last session.

The map itself was originally taken from the Mudworldblog and I have added to it and tried to Jaquay it a little so that it can fit the ideas I had for it in this region of my world. So, here I give you: The Hinterland Caves!

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Megadungeon 23: Week 15 & 16

Welcome back to Megadungeon 23, a concept developed by Sean McCoy over on his blog here.

It is a project that I have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

These weeks were by far the hardest yet! I really hit a creative low and started to very much run out of ideas for some sections. However, I am determined to not go longer than two weeks without catching up on the Megadungeon, so I have recovered my pace once again. Although I am not hugely happy with either of these weeks, I will likely just go back and rewrite/add to them when I come to playing the dungeon next year. So, I present to you here, Weeks 15 & 16 – Two more areas of the Dwarven City.

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Megadungeon 23: Week 14

Welcome back to Megadungeon 23, a concept developed by Sean McCoy over on his blog here.

It is a project that I have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

Here is Week 14 – The Dwarven Palace. This is the ruling seat of the Stonehand Dwarven City forming this level of the Megadungeon. The palace complex includes the Royal apartments and the halls from which the City Council met and governed. However, 200 years ago, the City was abandoned due to a mysterious sickness known as ‘Gold Sickness’ that drove the leaders and many of their subjects mad over time. The Palace was locked up and sealed off from the rest of the city by revolting peasantry and turncoat guards, but sadly, this was not enough to stem the flow of sickness throughout the population.

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Megadungeon 23: Week 13

Welcome back to Megadungeon 23, a concept developed by Sean McCoy over on his blog here.

It is a project that I have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

Here is Week 13 – The Halls of the Timekeepers. This is a section of an ancient Stonehand Dwarf settlement where the Dwarves would keep their sacred ‘Tally’ on the passage of time and mark the hours of the ‘Day’ from a bell tower that once rang out across the settlement. The Timekeepers recorded time, kept history and in some cases predicted future events from these halls, whilst others of their sect tinkered and experimented with smaller timekeeping devices.

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Megadungeon 23: Week 11 & 12

Welcome back to Megadungeon 23, a concept developed by Sean McCoy over on his blog here.

It is a project that I have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

These last two weeks have been extremely hectic in real life and as a result I have not had any time to publish my work or keep on top of it all on a daily basis – Hence the lack of post last week. This time of year is a bit of a pinch point in the teaching profession and the combination of work stress, exam marking, life admin and other busy events has taken me away from this project. Nevertheless, I have managed to recover my pace and complete the last two weeks and so today, you have a double post to read!#Here are Weeks 11 & 12 – Two more sections of the Wildercave Complexes!

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Megadungeon 23: Week 10

Welcome back to Megadungeon 23, a concept developed by Sean McCoy over on his blog here.

It is a project that I have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

Here is Week 10 – The Old Mines. This area was dug out by the prospectors of Dingeport above after a vein of iron ore was discovered. Mining down revealed a large open crevasse, named ‘the Red Maw’ which was crimson with exposed ore. The miners set up a pretty good network of vertical and horizontal shafts and had a fairly efficient and well-supplied mining complex, until they accidentally struck the Wildercaves, unleashing their murky denizens.

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Megadungeon 23: Week 9

Welcome back to Megadungeon 23, a concept developed by Sean McCoy over on his blog here.

It is a project that I have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

Here is Week 9 – The first section of the Wildercaves, a wild level of the underground world, where civilised creatures have tried and failed to colonise. This area is particularly plentiful in life, surviving on the evolving food chain established by geothermal processes and the water supply provided by the world above. Nowadays, many adventurers brave the Wildercaves to explore and forage the depths of the world for riches to return to the surface world.

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