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On an Isle of Dungeon Masters

The fundamental insight of my 30's is that people are genuinely, actually, different.

The question is: what helps you run a game?

That question is a multifaceted gem: the reasons one is not running or playing a game are truly and fundamentally different.

For one person, they may be waiting to be inspired. Another may not wish to do the grunt-work to run a campaign in the manner that meets their high expectations. A third may need some limits to allow themselves to be creative.

To assume however that the way you view a project is the only metric of a projects useability is an insight that could be produced by meth-heads hanging out on corners.

Not that I find fault with bombastic rodomontade. I say more power to you Pundit. After all, the quotes from the book sell themselves.

I sat with my styrofoam cup filled with rapidly warming red bull that I refer to as 'coffee'; a proper noun xeroxed into redefinition as a universal morning liquid caffeine dose, scrolling through the review on my fruit-branded homopape and thinking that it was filled with an awful lot of dissonance for someone who hasn't finished their sugared fizzy coffee.

The article rants; a word used with no offense intended, simply as a descriptor; juxtaposed with elegant blocks of text talking about bizarre and interesting horrors, creative and strange wonders, waiting to be explored.

He says:

"So there's no rhyme or reason to it at all; no tribes, no reason for the monsters to be there, nothing.  Its a menagerie of crap, and I'm sure its meant to be "weird fantasy" but I'd put it closer to "stupid fantasy".  The monsters serve no purpose, make no sense, in many cases what they do isn't even predictable (nor unpredictable in a good way; they just do things you wouldn't ever be able to expect for no reason at all)."

Which I find equivalent to an artist complaining about their canvas just sitting there, having a surface upon which to throw paint, with no art already completed!

But that is what many people want, a completed painting that they and their group can experience together. Others maybe don't want to build the canvas themselves so buying a high-quality one seems like a fine idea.

A More Nuanced Issue

This however is not a pass for any hastily thrown together piece of randomly generated crap to pay for your meth habit.

Such a canvas has to bring something, though that thing is not connections between hexes, non-player character names, and an explicit explanation of all fantastic elements.

That something is wonder and creativity. This is why rats guarding even numbers of copper pieces inspire universal rage, and yet "Tulips of variegated colors bloom in profusion in a meadow roughly 300' in diameter.  When any human walks in the meadow, the stalks of the flowers bend toward the person, and a musical humming almost too soft to be heard emanates from the tulips." inspire a generally positive reception.

When something is put into your game, it exists and is real as anything once experienced is. It has to be dealt with as a real thing. The difference is, the work of explaining why there are exactly 3,000 copper pieces guarded by rats is much harder then thinking up a creative explanation for a field of tulips that softly hum musical aubades to living creatures they strain to reach.

What's more, is that if left unexplained one leaves you with a sense of wonder: "We never did figure out what was up with those flowers, Frank." "Yeah, Bob, you're right." And the other eliminates your suspension of disbelief: "3000 copper pieces exactly? WTF, Frank?" "I dunno, that's what it says right here!"

It's certainly possible to come up with very good explanations as to why rats are guarding exactly 3000 coppers and I doubt any megadungeon worth its salt going forward will ever lack a room with rats and 3000 copper pieces again. But turning something plain and mundane into an engaging mystery is more difficult then taking something already interesting and creative and working it into the painting you are making on the canvas.

What I find even more entertaining is not some explicit explanation of what everything means. After all, I am an adult and long past the age where I require some sort of concrete explanation for things. The world and my experience of it is personal, variable, and most importantly ambiguous. I find great pleasure when things that seem random and disconnected actually have much deeper and more meaningful connections then perceptible at first glance.

I'm sure there's a lesson in there somewhere, but it might take me 40 or 50 sessions to figure it out. It's a good thing I have a book like Isle of the Unknown to help me get excited about it.


Hack & Slash 
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On Old Posts, Dungeon Entrances Revisited

A fantastic landscape by Elderscroller
I've gotten a lot of followers since the early days, so I'm going back through my back catalog, updating and drawing some attention to older overlooked posts. The following is my second post, made on August 4, 2010, at 9:57 PM. I'm expanding this entry to 100 options.

Just a quick introduction. I'm currently running a 'hex-crawl' or wilderness mega-dungeon. This was inspired by the 'west marches' over at ars ludi. It would be a west marches game, but my player base is small and consistent, so it ends up just being a sandbox.

One of the challenges of an environment like this is that you need a bunch of places for dungeons to be. So here's a list of where you might find dungeon entrances.

1 - Down a well
2 - Down a sink hole
3 - At the bottom of a cesspit
4 - Beneath a logan (a stone that pivots)
5 - In a vaulted crypt
6 - Down a staircase (any staircase, say perhaps in their own castle)
7 - Beneath a trapdoor in the floor (PC's could fall through)
8 - Through a magic portal (This can be a magic Gate, Arch, or Door)
9 - Teleport
10 - Beneath a sewer grate
11 - Behind a secret door in a cellar
12 - An underwater grotto
13 - A storm/sewer outlet
14 - Beyond a cave mouth
15 - Through a mine entrance
16 - Under a coffin in a grave (or underneath a graveyard, possibly leading to a necropolis)
17 - Down or up a tight chimney shaft
18 - Concealed by a statue
19 - Under a throne
20 - Behind huge doors
21 - Quicksand hides the entrance into the dungeon.
22 - Inside a giant monster shell (or inside a monster)
23 - Entrance revealed in certain conditions (light of the moon) or a natural arch (trees, weathered stone, etc) that  becomes a portal only at a certain time or only when the light of the moon or a certain star shines through it,
24 - Behind a waterfall
25 - Across a magic river
26 - A strange building that is not what it appears.
27 - At the top of a mountain
28 - Behind a revolving bookshelf
29 - A pole that leads underground
30 - A ladder standing in the middle of a field going seemingly nowhere, till it is used
31 - A magical painting (there could be a whole gallery)
32 - A small hatch in the ground (differing from a trap door, by the fact that it's probably raised like most hatches)
33 - A ship (marooned on shore, or perhaps in a place far removed from the water)
34 - Inside a hollowed out tree, entrance through hollow knot in a massive tree or perhaps by climbing down the roots
35 - Pitfall in an ornamental labyrinth
36 - A rent in the ground
37 - A magical portal in a field (differing from magic gates and arches by virtue of it being found in an unexpected place)
38 - A sarcophagus (it has a hidden stairwell instead of a body)
39 - A cave entrance underneath an overhanging cliff by the sea
40 - A perfectly round tunnel that has suddenly appeared.
41 - A large stone door that is protected by two massive golem-creatures attached to either side.
42 - A wall with 13 doors, only one of which leads inside the dungeon. Opening a door causes a curse or a trap
43 - Inside a cloud or fog or mist
44 - The door is made of several sigils scattered throughout various places. Once all sigils are collected they can be placed on the wall where the door will appear once every sigil is in it's right spot
45 - Hidden beneath an arena
46 - A normal looking cellar entrance
47 - A path underneath arched vegetation leads underground
48 - An incongruous bronze door in an otherwise ancient, ruined, supposedly haunted city
49 - A magic key, when used in conjunction with any normal door, leads to the dungeon
50 - A book (when read causes the dungeon to appear around the players)
51 - A skylight in a cathedral (either entering from the top or bottom)
51 - A hobo's box
52 - A slide, perhaps with an activation phrase (Such as 'Whee!')
53 - The skull of an ancient giant creature
54 - A puzzle that when completed becomes the entrance
55 - A cave that is only revealed when the tide is out
56 - A building that is partially buried underground, causing you to enter through the ceiling
57 - In a wine barrel
58 - The inside of a forge, kiln or oven
59 - A river that flows into the ground
60 - A mirror
61 - Inside of a safe
62 - An object that when exposed to an element (water, air, fire) creates an entrance.
63 - A ray of light or energy that creates a path into a dungeon
64 - Inside a menagerie or zoo.
65 - A cave in the shape of a skull, or dragon, or dinosaur
66 - A rocky path leading from the shore out into the ocean
67 - Inside a painting
68 - A giant beanstalk (David Brawley)
69 - An alchemical solution that when splashed on a flat surface opens the barrier between this world and the dungeon (David Brawley)
70 - Magic Mushrooms (David Brawley)
71 - A perfectly normal front door to a perfectly normal house (Chris Tregenza)
72 - Inside a bag of holding (Chris Tregenza)
73 - The mouth or anus of a massive creature (Chris Tregenza)
74 - Jumping from the correct window in a tower (Jose Carlos Domínguez)
75 - Across a bridge of moonlight/starlight/sunlight (Luka Rejec)
76 - Through a brass/copper/bone bottle filled with a magical potion (Luka Rejec)
77 - Up a glimmering stairway that rises from an ancient shrine when a virgin orc is sacrificed (Luka Rejec)
78 - A ship that sails along the straight road to the mountains of the dark moon. (Luka Rejec)
79 - A magical feather taken from the tail of the Hawk of Winds opens the gate (Luka Rejec)
80 - A silver ship or chariot ascends into the sky (Luka Rejec)
81 - A dream caused by eating a rare lotus (Luka Rejec)
82 - Through a fiery gate that appears when all seventy-six pages wrapped around the body of Makhteg the Mummified are read in order, while he is helpless, the gate consumes the body and remains open for 76 hours. (Luka Rejec)
83 - Behind a wall of solid rock, accessible via a 'Rock to Mud' spell (James Stuart)
84 - In the mind's eye (James Stuart)
85 - Over the rainbow in a cauldron of copper and electrum(James Stuart)
86 - An entrance drawn with magical chalk (James Stuart)
87 - Through a mouse hole (James Stuart)
88 - Via tornado (James Stuart)
89 - At the bottom of a whirlpool (James Stuart)
90 - Crossing a bridge of crows  (Jose Carlos Domínguez)
91 - A doorframe broken into 1d20 parts  (Jose Carlos Domínguez)
92 - Through any door after being cursed by the hag mother  (James Stuart)
93 - Killing yourself with the Runedagger of the Wandering Heart (Luka Rejec)
94 - By following the accursed wanderer for seven full moons (Luka Rejec)
95 - Through the gears of an ancient machine, long disused (Luka Rejec)
96 - Through the back of a gypsy wagon or tent (Dan Quilty)
97 - When two contentious statues join hands, a portal opens between them (Dan Quilty)
98 - After eating herbs, ritual cleansing and hours of meditation; you awaken near a fountain near the dungeon (Dan Quilty)
99 - Accessible only after a navigator consumes a mystical substance and folds space  (James Stuart)
100 - Inside a Djinn Bottle (Sasha Bilton)

Leave it to the internet to take things a step too far towards awesome. Here are even more entrances.

1 - Transported by being buried in a coffin (Sasha Bilton)
2 - At the base of a glacier (Sasha Bilton)
3 - Through the maw of a petrified worm (Sasha Bilton)
4 - A rope that hangs from magical darkness (Sasha Bilton)
5 - A tower that appears to have burrowed in the ground (Sasha Bilton)
6 - Requires drinking a potion of gaseous form (Sasha Bilton)
7 - At the base of a giant mushroom. (Sasha Bilton)
8 - Through a giant beavers nest (Sasha Bilton)
9 - At the end of a covered bridge (Sasha Bilton)
10 - Through the eye of a giants needle (Sasha Bilton)
11 - Underneath the roots of a tree (Scrap Princess)
12 - Through the face of a clock tower (Scrap Princess)
13 - A magic tattoo of a door on a madman's back (Scrap Princess)
14 - Being cooked and eaten by the eternal shaman (Luka Rejec)
15 - On an island that can only be found by those that have been there  (Jose Carlos Domínguez)
16 - A confusing experience or montage my find yourself at the entrance (Richard G)
17 - Flung by a catapult (Richard G)
18 - At a moment of extremis, with the outcome of the dungeon determining the outcome of the event (Richard G)
19 - In an anthill underneath a fig leaf (Richard G)
20 - Stepping outside of a building will lead you in the dungeon (Richard G)
21 - In the clouds (Richard G)
22 - In a trash gyre in the ocean (Richard G)
23 - Through the back of an Iron Maiden (Carmon Clemons)
24 - Underneath a Church Altar (Carmon Clemons)
25 - False door in a bordello closet (Ash Law)
26 - False bottom in a treasure chest  (Ash Law)
27 - Through a portal in the bottom of a tankard  (Ash Law)
28 - Giant unused nautilus shell (Scrap Princess)
29 - A green upright pipe (Scrap Princess)
30 - A bleeding wound in the side of a hill (Scrap Princess)
31 - Secret door concealed inside a painting (Scrap Princess)
32 - In the shadow of a mute orphan (Scrap Princess)
33 - In the shadow of a statue of a ruler of a ruined city (Scrap Princess)
34 - In the shadow of an obscene sculpture (Scrap Princess)
35 - A patch of ground illuminated by a cursed light house (Scrap Princess)
36 - A fairy circle  (David Brawley)
37 - Under a troll bridge, inhabited by a troll  (David Brawley)
38 - Taking a magic red pill
39 - Committing six acts and taking a lock of hair from each partner, mixing it with the blood of a unicorn and anointing a magical statue. The statue then comes to life and has its way with her, and the orgasm of the character opens a portal to the dungeon.  (Luka Rejec)

Just. . . what is that? I don't even. . .

40 - Inside a snow globe (Stefan Poag)
41 - A comfortable chair or bed that you fall asleep in and wake somewhere else (Stefan Poag)
42 - In the bottom of a barrel (Stefan Poag)
43 - In the inside of an ant burrow (Stefan Poag)
44 - Inside the walls of a giant's house (Stefan Poag)
45 - Jump into the silver flames that engulf the ghost of a tragic zepplin as it crashes burning into the ground. It repeats every year on the anniversary of the disaster. (Patrick Stuart)
46 - Beat a deadly creature in single combat. Flay it. Tattoo a door on its skin. The hit dice of the creature are the number of people that may enter the dungeon (Patrick Stuart)
47 - Grow a maze of golden grain. At the height of summer, go to the center, set fire to the grain. If you can escape the labyrinth without burning to death, then you escape into the dungeon. (Patrick Stuart)
48 - Go back in time to find the artist of a famous painting which shows adventurers about to enter a fictional dungeon. Persuade him to use you as the models. Return to your own time. The first time you lock eyes with your representation in the painting you are transported inside and must beat the dungeon to escape. (Patrick Stuart)
49 - The dungeon is the city, but when you wear a badge you are no longer acknowledged by anyone and have to navigate between the unspace between the parts of an familiar town.  (Patrick Stuart)
50 - Inside a magical monster cage. (Richard G)


On the Hexbraken

In the Old School Gaming community, the games consist of two separate, yet equally important groups. The characters who investigate hexes, and the hexes they investigate. This is one of their stories.

Hex 1014

Partial Entry: A geomancer (via Bloated Blowfish) sits by the side of the road, depressed over fighting with his wife. His wife is a Naga paladin. There is a hobgoblin witch nearby that creates twig demons to disrupt their relationship.


Aldin Spiro, Male Geomancer (Cha 13) is in his early 40's. He wears formal attire and is missing his leg below the knee. His speech is sophisticated, but maudlin as he is depressed.

Although he and his wife Boadicea Luigsech are formally still married it has been some time since they have been close. He says "I wuv my leettle prickly flower. To turn her face from a frown ennto a smile, dere is nothink' better."




Boadicea Luigsech, Guardian Naga Female (Mv 50', AC 3, HD 12, D 1-6/2-8, SA Poison Spit ML 11) is an honorable brass scaled naga. She wears  immaculate clothing and jewelry. Her hair is long and voluminous, running at least the length of her body. She is of an unpleasant disposition, unruly and inexorable in her desire. Sober she has the temperament of a drunk, becoming more hostile with each drink she does not take. She is a teetotaler making her presence an exercise in piety.

As with all nagas of her type, she has a poisonous spit attack with a range of 30' She is obsessed with her crusade to destroy the Mistress of All Perils statue in 1017. She is having little success in her endeavors, so has concocted a plan to disguise herself as a knight, using a makeshift suit of armor and a horse. This disguise is not very good and can be seen through fairly easily.

She is very angry at her husband and there is littler interaction between them, though this is due to the interference of Grusha Yelizaveta and not any malfeasance on her husbands part.

Grusha Yelizaveta, Hobgoblin Witch (Int 13, Con 13) is a decrepit obese monster, plagued by the demons of boredom and ennui. She dresses elaborately, using skulls and stones and gems to create impractical outfits. Her plans are often poorly thought out and overly complex. She is a witty conversationalist and decries the fact that she is sadistic, deriving more pleasure then she feels is healthy from the suffering of others.

She can make twig blights, and has figured out how to glamour them so that they are able to take the form and voice of people residing in the psyche of the victim. She sets these out, to cause disruption and enjoys hearing the tales of woe reported back to her by the blights.

On a Hexmap, Illustrated

I get bigger!
This is a map from my Deathless Gods campaign. On this map you will see the Seamoor community in the lower left, a house on a moat, an alchemist's house, and a temple. Also there is a mysterious forest with a witch's hut.

I used various modules and inserted them in this six-mile hex.

As a working artist, I'd have rates if anyone would like one of these for their campaign or a product.