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Wyvern

Wyvern

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Wyvern
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  • Community Atlas: Dendorlig Hall - A Sort-Of D23 Dungeon for Nibirum

    Today's update is partly a minor way to revisit the original premise behind the whole D23 concept, creating a dungeon room a day through the year. While it was never my intention to aim at trying that, because of the way I've developed the Dendorlig Hall map and description so far, as mentioned, areas 1 to 49 are effectively separate to the rest of the map, as being the reoccupied "Village" area closer to the cavern entrance. As today is day 49 of 2023, an update on how these first 49 places have developed seemed apt. The image below shows the current state of this part of the Hall complex:

    There've been a few changes since the previous update, including increasing the label text sizes (and having to move one here off the actual labelled area itself), along with setting up a different label colouring for those parts of the Hall that have yet to be reinvestigated by the incoming Gnomes. Note that those black labels have not yet been repositioned after their sizes were amended.

    And to complete the process to this point, here's the PDF covering just those first 49 areas for those interested. Be aware though that this is a draft version of the typed notes only at this stage, so may yet - like the map - be subject to further changes. It does though give a comprehensive view of how my thinking has progressed regarding amending the random notes from the Wizardawn system, in combination with how I felt this part of the dungeon would operate.

    Where we go from here is a little less straightforward, or rather when might be appropriate to post about it here, following the same "timing" theme as today, since the explored areas outside this Village section don't comprise a simple straight run of numbered places (as noted before, these are areas 50-66, 93-110 and 143-146). In the final PDF and text notes for the Atlas, these will be collected together for detailing ahead of the rest of the unexplored complex, a process which has already begun, in fact, as getting the notes typed-up has so far progressed to area 104 of these three segments, while my handwritten notes cover through to area 140 right now. Only another 220 areas to go!

    It has been fascinating, as it often is, to adapt the random information from Wizardawn into something that works better here, though I still feel I've been adding a few too many of the coin treasures at times (the classic D&D treasure type going right back to the original system, for those less familiar). Of course, those using the Atlas are naturally free to ignore or amend whatever they wish from these notes, so I've not been too concerned at this. It has been entertaining though to sometimes find the random system has come up with something perfectly suited to a given area, along with occasionally needing to resolve the equivalent to the old joke of finding "40 kobolds in a broom closet". That's what being inspired by random design systems will do for you, though!

    LoopysueJimPRicko Hasche
  • Commercial use of maps

    Yep, I think many of us have learnt far more than we wanted to about the murkiness of copyright and IP laws in different parts of the world in recent months, thanks to events elsewhere in the RPG world.

    Bottom line is it's probably safer to create your own new maps from scratch, than try copying anything someone else has done, however varied, especially when you're intending to make money from doing so.

    JimPScottAjmabbott
  • City locations

    Might want to tweak the angle of the seating a little for the rows nearest the outer walls; otherwise, patron complaints about stiff necks can be expected!

    Will there be upper levels too?

    LoopysueJimP
  • Community Atlas: Dendorlig Hall - A Sort-Of D23 Dungeon for Nibirum

    Well, my original intention was to provide a progress update here during January. And then before the end of January. And here we are in February, so you can see how well that went...

    However, progress HAS been made despite that, even if a lot of it's less easy to show here as yet. That's mainly because I've been preparing handwritten notes on the various itemised areas within this dungeon, which in turn has led to a few alterations in the look of the map. As I've reached area 100 of the 360 this way, things in that respect aren't going too badly. Typing-up my handwritten scrawlings is not moving at the same speed though, and that's still a LONG way behind.

    As I mentioned briefly before, from the initial map, it was clear that the parts nearest the entrance cave (areas 1-49) formed a separate region within the overall dungeon, as all being linked to one another, with just a single access-route to the remainder. Looking at the Atlas notes regarding Malajuri, in conjunction with the relatively small sizes of the rooms, led me to the idea that this had originally been a Gnome subterranean complex. For obscure/now long-forgotten reasons, the Gnomes had had to leave it for long enough that its whereabouts had been lost, until the Gnomes under King Dendorlig XXX had managed to find it again, and start to reoccupy, renovate and explore it in more recent years.

    As also noted, the description of what's where within the complex has been drawing heavily on the random details generated by the Wizardawn system, albeit amended or adapted in places, particularly in this first Gnome-reoccupied zone, where random monsters are not going to be lurking! Instead, things like that have been reimagined as alternative features, such as wall-paintings or sculptures, and rather more has been added to have the whole make sense, since there's now a village (in cavern 22) and a military compound covering access to the rest of the dungeon (where dangers DO still lurk), around and off the muster courtyard 39. Along the way, a powerful maybe-deity nature spirit of the mountain has been inserted, Dendorla, at the great Water Temple (17), since water is a) naturally vital for living things, and b) the Gnomes long had elements such as piped water supplies and flushing toilets. I've mentioned before how making sense of random descriptions and area layouts helps me better visualise what may have been happening/is still occurring in such places. There's even a serious danger I may yet have to devise a small area map for the Gnome and Halfling farmlands in the hidden Dendorlig Vale area just beyond the underground complex here (food, after all!). Yes, Halflings too, taking on-board the Tolkienian idea of Halflings being natural farmers and gardeners. Plus as there are almost no Halflings in the area of Alarius I've been mapping, I thought this would give a chance to explore something a little different this way.

    Since other parts of the map are still subject to change, I've not tried to present the whole again currently, so this is a view of just the reoccupied "Village" area and a small part of the adjacent areas, from the top right corner of the original map:

    As is rather obvious, the top edge of the map has grown, to better illustrate the full extent of cavern 1 (and yes, the number for that needs moving on this shot still!), and there have been other changes too. The "red-S" doors are no longer secret doors, but sliding ones, operated by magical card-keys only, to better restrict access to various places, such as the Royal Apartments (12-16), the Keep (3), and the route to the remainder of Dendorlig Hall (between 39 and 50).

    While not illustrated again here, as I'm still compiling notes and map amendments for the latter stages, I've set areas 50-66, 93-110 and 143-146 on the original plan as those areas the reoccupying Gnomes have currently explored, at least cursorily. The other areas - so most of the map - have yet to be looked over by them, and this is where things can get especially interesting. Even if that "cursorily" proviso means even the explored regions might not be quite so "safe" as expected. That stout, well-secured, red-S door between areas 50 and 39 isn't merely for show!

    All being well, further updates to follow (not saying they'll be any more frequent/regular though...).

    JimPMonsenLoopysueGeorge[Deleted User]jmabbottLauti
  • Community Atlas: Dendorlig Hall - A Sort-Of D23 Dungeon for Nibirum

    Those of you who follow the RPG world online will be aware already that all kinds of hell have been breaking loose in recent days, regarding the curious acronym "OGL" and its current and future uses. Those unaware of, or disinterested in, the RPG world - you're very fortunate; DO NOT get involved in this morass!

    Consequently, a distraction was obviously in order. So I distracted myself away from my latest Errynor map (not sure that was intentional, however!), and was thinking about another recent suggestion from the online RPG world, with the equally curious acronym "D23". Essentially, the original idea behind this, which I think loosely expands to mean "Dungeon 2023", was to set a personal challenge for anyone interested to design a dungeon room a day throughout 2023, to end up with a 365-room megadungeon for those lasting the course.

    As you may imagine, people have approached this with varying degrees of optimism, since trying to persist with this for an entire year is quite an undertaking, particularly given how unpredictable the broader events affecting everyone have been in recent years. Quite a number of folks seem to be giving it a trial-run during January, followed by a "we'll see..." beyond that.

    Being no stranger to long-term projects, unfortunately, I learnt about this only on Dec 31st last year, which was a bit late to start planning anything! Several ideas have been mulled over since then though, a couple of which might be of interest to some people here looking for a less challenging way to participate in this project - maybe a small dungeon level a month, say, perhaps using one of the free online random dungeon designer systems to generate suitable base maps, or possibly one or more dungeons containing each a dozen rooms. These could be for contribution to the Community Atlas during the year, though some might need an outdoor area map preparing as well, depending on exactly where they'd be located. I'm sure some of our more active area mappers like Quenten and JimP could suggest some potential locations, for instance, if you can't find somewhere satisfactory yourself.

    While this list won't be complete, these are the random dungeon generators I've become familiar with in recent times. I'm sure others here can suggest alternatives:

    https://dungen.app/dungen/

    https://donjon.bin.sh/d20/dungeon/

    https://watabou.itch.io/one-page-dungeon

    https://www.d20srd.org/d20/dungeon/

    https://osricrpg.com/tools/index.php

    This latter site, also known as the "Robe of Useful Items", includes the old Wizardawn content as part of it. Wizardawn, as I've mentioned on the Forum before, is no longer available live online. Instead the OSRIC RPG site has a link letting you download an HTML version of the complete old site, which still works in a browser under Win 10 (at least - not sure about Win 11), though it is a little clunky to set-up. It contains a vast treasury of "Old School" style RPG features and random generators created by various people over many years, however.

    So, what have I done? (Or should that be clasping-head-style, "On no; what have I DONE?!") Well, thus far, I decided a sort-of D23 dungeon for Nibirum wouldn't have 365 rooms, but 360, because of course Nibirum's year is 360 days long. So I generated a suitably-sized random dungeon using the Wizardawn system. This creates the map from a large series of old hand-drawn dungeon geomorphs, so comes out a little rough-and-ready, with the sort of imprecisions you might expect. Which I then traced into CC3+, along the way deciding I wasn't going to remove all those imprecisions, so not all the walls are quite straight, or always parallel to the one opposite, or wholly symmetrical, and so forth.

    On that "Old School" basis - although personally, I still can't get away from the idea the style's quite new-fangled really (I come from still further away in time with RPGs, after all!) - I went with the Old School Blue Dungeon style from Cartographer's Annual 12. This is a very forgiving drawing style, and uses no effects, so despite the 700-foot-square size of the random dungeon, it only took a few days to put together, a bit at a time:

    This is still work-in-progress, as even at this blurry scale, I'm sure you can spot some elements that need adjusting. I know I can! And if not, I've uploaded a larger version to my Gallery! Plus, I may want to add or amend details in places subsequently, once the content description is finalised. A symbol key will need adding as well, I suspect. Luckily, the Wizardawn set-up generates a vast amount of text data as well as random maps - albeit the description only has the same number of labelled rooms, and isn't fitted to whatever the random dungeon design plan looks like, so it takes some work to knock that into a shape that makes sense. Which may be where the "2023" facet comes in here!

    That's all to come, but for now, it would be helpful if someone could point me towards a place on Nibirum where such a substantial dungeon might be situated. I'd thought about adding it to the existing Community Atlas megadungeon there, but as it's a megadungeon in itself already, that seemed counterproductive. Ideally, I'd like to place it somewhere that already has a suitable overland map at a small enough scale to show where a dungeon entrance could be, and while it's not firmly fixed, the original was chosen for "Mountains" as the nearby outdoor terrain during generation. It would be nice too to set it on a continent/landmass on Nibirum I've not mapped in before - so EXCLUDING Alarius, Kentoria, Ezrute and Peredur ideally (this is not a hard-and-fast rule, however).

    There is an exterior entrance in a large cave towards the top right of the map (area 1), which has a heavily-walled military keep-like structure (3), and an external wall with a double door (the north wall of 2), and while I'd imagine the entire structure is no longer used by the people who originally constructed it, or not for the purpose it was first intended, at least, that may be something to bear in mind when looking for suitable sites on Nibirum for this to go.

    More details to follow, if all goes to plan.

    MonsenLoopysueJulianDracosJimPRalfScottAjmabbottRicko HascheLautipablo gonzalezand 1 other.