YOUR BACKPACK IS A SECONDARY OBJECTIVE: Don't Let Monsters Steal Them

 

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There was a discussion in a Discord forum I inhabited about how realistic the encumbrance of ration is in BX D&D. That doesn't interest me. What interests me is what the PCs chose to do with those rations.

But related interest is what do you do with the pack on your back?

I was a Boy Scout back in the day and the summer before high school, I participated in Philmont. This consisted of doing a roughly 10-day hike over 120 miles with everything I needed in a frame pack on my back. You can't really fight in such a thing. Even a loaded school backpack is going to encumber you or throw you off balance when you are swinging a weapon. But how can this be gamified?

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A dungeon delve is a raid not a camping trip.
Let the hirelings carry stuff, you're there to delve...

✤ If you drop your pack or are not carrying one at all, you are limited to 4 encumbrance slots +2 for hands, but you gain a +1 on all d20 rolls. 

✤ However, if the PCs dropped packs are marked on the battle map and become a target for monsters. If monsters reach this marker, they destroy or take a random items.

✤ If monsters take an action at this backpack marker, they now own a whole pack of items.

SIX HEX CRAWL: A Mini-Setting Proposal For A Megadungeon

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More than enough!

I wanted to post a little bit about the starting area surrounding a campaign megadungeonThis is sorta a riff off the "Just Three Hexes" post from Chicagowiz's Games. 

A key facet to me is that if the area around the megadungeon is too interesting, or more specifically, generates a quicker reaction to player actions than the dungeon itself, then naturally, attention will turn outward. This is one of my enduring (positive) criticisms about Anomalous Subsurface Environment: the setting is just as interesting and exciting as the dungeon itself, creating distraction.

Instead, I believe a DM should make the hexes surrounding the megadungeon like mirror so they reflect the dungeon itself causing attention to turn toward the focus of the campaign- the dungeon. This does not mean make them boring or unimportant or uninteresting. Rather, let us make the region immediately around the megadungeon provide two things: (1) extra resources to delve the central dungeon (2) require resources found in the dungeon. This way we are broading the loop of "dungeon-town, repeat" to "dungeon-town-region, repeat".

So, how big an area should we start with? 

I think one 6-mile "Wilderness Hex" under the influence of a stronghold. In brief, when a player wants to build a stronghold, they need to clear a 6-mile hex to build it on and clear six surrounding 6-mile hexes of monsters (the brown hexes below). It is also reasonable to assume that the stronghold can control the next ring of hexes outside the initial 7. Therefore, a stronghold can control the one 30-mile world hex it is in (the orange hex below).

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AD&D hex recommendations.
The blue strip is NYC's Manhattan Island
in 1-mile hexes (~13miles long x 2 miles wide)

Also, I like to consider megadungeons in these wilderness hexes to be the fantasy equivalent of a micro-nation crossed with a "US Super Fund Site"- which is a designation "given to the environmental program established to address abandoned hazardous waste sites". This is because megadungeons are dangerous, and most rational human rulers do not really want to be responsible for them. So they tend to end up as micro-nations under minor nobility or former adventurers. 

Even two opposing armies don't want to march through or clash in a region with a megadungeon. No one wants to be the reason Korg and the Army of Winged Blood Drinkers once dorment now have risen because so much blood from battle soaked into the ground. Nor do you want to have your nighttime camp ruined when the dead from the Fields of Haunting Horrors arise. Or even just have your 3 great generals lured away by the Crystal Voices from the Frozen Lake Keep.

What might you want beyond a starting "dungeon town"? And how does it contribute to PCs lower than level 4?

Let's further concern ourselves with just a piece of the 6-mile stronghold hex (above in green) and write just seven 1-mile hexes which, as I said above, focus attention back on the megadungeon itself. With 1-mile hexes a PC could travel to every hex in about 1 day. Great, should make the bookkeeping easier. 

This also explains how the stronghold at the center of this region might be able to project it power and explains how if bad things happen at the megadungeon, word will get out fast. Prompting ramifications with the lawAlso, if NPC at location A needs something from location B then the PCs can actually accomplish this in a 2-4 hour game session.


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0201- The megadungeon & the "Dungeon Town": All the basics at inflated prices! The town is run by a faimed former adventurer. Farming is done by a small group and again, prices are high. Blacksmith and Innkeeper also have a little higher prestige. The thieves' guild runs all of the trade. A DM might also have a toll set up to even enter/exit the dungeon to pay for an extra garrison at the dungeon. Everyone here is a weirdo and has a personality that sits at the extremes because they've been affected by something, are running from something, or don't fit anywhere else. This place is "chaotic" and really doesn't want your "law".

Purpose: Provide the very basics for dungeoneering as in d6 weapons, light armor & shields, and tools, while also providing hooks & history about the dungeon. Also dubious hirelings. If the players want better gear they need to scavenge it from the dungeon OR travel south, pay more money, and be nice. However, this down is willing to deal in the dangerous items that might be found in the dungeon.

Painted-Fellows Fence: A "dangerous" dungeon item can be sold with a maximum placed on either speed, value, or descression. Pick one. Speed means money will be had next session. Value means the item will be sold for 1.5x-2.0x. Descression removes the chance that the Crown, Church, or other parties will take an interest. If you have a thief, the fence might cut their take out of professional courtesy.

0301- The Ruined Temple: Maybe the god was forgotten, the temple abandoned, or the ground desecrated. There is more than one story surrounding this location but like the Old Tower, people stay away from it. Well unless you need to pray for something bad to happen...

Purpose: A place for a petty god or gods who will provide divine intervention on a local level. Resources that don't require gold but might require devotion or a geas, so similar to the Witch's Hut, but without the immediate exchange, but might also discriminate. Can be improved with offerings from the dungeon.

0202- The Witch's Hut: A humble cottage that is bigger on the inside and never really in the same place twice, but somehow the truely desperate always seem to find it. The heavy black cauldron in the garden is sometimes empty, sometimes not, and sometimes at a foaming roil. The witch who lives here deals in cures for disease, lost limbs, and tutors magic-users.

Purpose: When you are out of coin, other forms of payment are accepted here- monster organs, favors, loss of voice, noses, or teeth. New spells are found here. Replacement for limbs. And potions.

0302- Mysterious Glade: Hard to find in the daytime, but very easy to find at night, there is a chance that some "locals" are present. Is a nexus between light and dark, the fay relams, and maybe those beyond. If rare mushrooms or flowers are going to exist, then they are going here, but they are only going to appear under certain conditions

Purpose: To provide a place for ad hoc magic rituals or non-dungeon magic components. Want to commune with a spirit? The Mysterious Glade, with its standing stones is the place to do it. Gonna reincarnate someone killed in the dungeon? Done right here. You'll need that special book from the dungeon and some organs.

0402- The Old Tower: A crumbling location that has a connection to the local history. Maybe haunted, maybe not. But it's unoccupied and looking for brave or stupid new owners- locals won't touch it.

Purpose: To provide an alternative dungeon entrance into lower levels, but at a price as something could occupy it at anytime. Alternative camp for the PCs if they get thrown out of town or need to hide. Could have timed events.

0203- Crown Bridge: The local ruler knows (mostly) what sorta trade goes on at the dungeon and so is looking to take their cut of the goods that move back and forth.

Purpose: A projection of the Crown's power in the region, but not so close to the "Dungeon Town". It is away to drain money from the PCs who are trying to buy stuff at the "Other Town" and also explains why most normal merchants don't cross the river-- it just doesn't pay

0303- Lake Town or "The Other Town" This town is far more respectable and law-abiding than the Dungeon Town. Prices are fair, and they get more rare items normally found in a city, but on an irregular basis. You can also find better armor here. The Church also has more say here, but is willing to cure status effects for money. There are also more individuals connected to the Crown and other nobility

Purpose: To provide a wider variety of goods at better prices if "common" and to provide a way to get rarer non-dungeon items, but still at "inflated" prices.  Getting there requires a whole downtime action, being 3-4 miles away. More respectable hirelings here with good skills and less likely to be a mimic, possess, or just murder you and take your stuff.

That's it! I dunno if I've quite nailed what I was going for when I started this post, but all the more reason to just hit "publish".

SKELETON: A BX Class With A Bone To Pick

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Ha ha! Burn!

Preamble: For reasons, I realized I might need to allow players to be Skeleton PCs. I've seen undead classes before that march from skeleton (1HD) to vampire (8-9HD), but I thought it might be good just to have the PC remain skeleton-oriented, hence ending this in the level title of death knight. But this class could be good for botched resurrections, cursed items, or angry gods. And no, everyone can't dual-class as a skeleton just because they have one.

The Skeleton

Requirement: CON and CHA of 8 or less or PC has risen from the grave
Prime Requisite: STR
Hit Dice: d6
Maximum Level: 8
Weapons & Armor: All
Alignment: Chaotic
Languages: As those in life
To-hit & Save: as BX Fighter

  • 1st: +0 & 12/13/14/15/16
  • 4th: +2 & 10/11/12/13/14
  • 8th: +5 & 8/9/10/11/12

Level:

  1. Skeleton 1d6 +1 0xp

  2. Fossil Footman 2d6 2,200xp

  3. Grave Guard 3d6 4,400xp

  4. Skeleton Warrior 4d6 +2 8,800xp

  5. Crypt Keeper 5d6 17,000xp

  6. Ossuary Outrider 6d6 35,000xp

  7. Cadaver Calviler 7d6 70,000xp

  8. Death Knight 8d6 +4 140,000xp


Starting Equipment:
  • Burial Shroud (AC 10), Death Mask, Dried Roses, Hourglass, Shield (AC +1), 1d6 dmg Weapon

Special Abilities:
  • Undead: Infravision, Move silently until the first attack, Treat as “asterisk undead” for spells and effects (i.e. turn undead, poison, sleep ect)
  • Fear of the Grave: At 4th level, -1 to enemy morale; At 8th level, cast fear 3x/day
  • Memento mori: Cannot be resurrected nor healed by magic; all reaction rolls are 1d6; cannot hire mortal hirelings, henchmen, mercenaries, or retainers

Stronghold:

At anytime a skeleton wishes (and they have a magic weapon), they may take over the dungeon they were killed in or rose from, claiming it as a stronghold after defeating all inhabitants. A stronghold attracts:

  • Stronghold Lieutenants (roll 1d6): 1-3. Chaotic fighter (level 4+1d4) 4-6. 1d6 Chaotic clerics (level 2 +1d4 each)
  • Stronghold Guard: 3d6 x10 1HD soldiers (75% skeletons and 25% will be chaotic clerics)
  • If there are 3+ levels, Stronghold Residents (roll 1d6, assume number as lair of monster type): 1. Werewolves 2. Ghoul Salon (2d8+5) 3. Nightmares 4. Mummies 5. Spectres 6. Vampires

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Being so enamored with the very cool class titles I got as part of Secret Santicorn 2025, I thought I would try a few here.

Meat On Them Bones: Optional Titles for Skeleton Class

Minor Relequary Saint
  • Demonstrate a notable act of piety to the Church
  • Recover an important religious relic
  • Observe all taboos of a religion to shift alignment to lawful
Gelatin Skeleton
  • Coat yourself in a potion of invulnerability
  • Be engulfed by a gelatinous cube
  • Make an EGO check to overpower the cube (gaining a geletin coating)
The Yellow King
  • Obtain a 500gp crown (or equivalent in grave goods), mask, & costume
  • Be colonized by yellow mould
  • Kill everyone at a costume ball or party
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CRYPTS OF DOLMENWOOD: Using The Timeline to Determine Motifs of Tombs, Dungeons, And Undead


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I am currently trying to key Dyson's Winter Tombs as a Dolmenwood-by-the-numbers dungeon. As I was pondering the question of dungeon history, I realized Dolmenwood has a pretty laid out timeline of the past. And it hit me that I can use that timeline to better place dungeons in the history of Dolemenwood, which could also help determine prominent motifs.

TABLE OF BURIAL SITE/CRYPT/DUNGEON MOTIFS in DOLMENWOOD

Roll 1d12 and add the dungeon level or number of hexes from a human town/keep/castle. 

Alternatively, pick a date, and each dungeon-level deeper represents a 100-year change, but motifs only change when you hit a noteworthy period.

NB: Last thing, in order for a burial site to survive 100s or even 1000s of years, it must be well constructed. So, when I list burial sites below its implied "of surviving/identifiable sites."

  1. 100y Fall of Abbey, decline of Church
    • Church burial sites add this fall motif but smaller to demphsize
    • Human & Breggle burial sites increase heraldic symbols of House
  2. 350y Staint Clewyd dies slaying the Atacorn
    • Church burial sites add fall motif as predominant
    • Nag-Lord allies will have the Nag-Lord as a motif if allied with the cult
  3. 400y Nag-Lord arrival; as #4 with Triple Compact burial sites
    • Triple Compact motifs are more downplayed
    • Nag-Lord motifs are small and emerging if burial site is part of the cult
  4. 600-850y Triple Compact Banishes Cold Prince; human and breggle burial sites predominate
    • Drune, Church, and Crown motifs play up the Triple Compact
    • Breggle are a mix of house and Triple Compact
  5. 900y Cold Prince's Wrath, unnatural winter befalls Domenwood for 150 years; burial sites have 
    • All burial sites winter/snow/death motifs, also war/battle motifs between human and fay
  6. 1,000-1,100y Brackwold settles and builds out; breggles and humans co-rule ; deep in the forest, 
    • Burial sites are human & breggle; sometimes feature alliance motifs
    • Drune burial sites can be found remotely
  7. 1,200y Arrival of Brackenwolders as a second wave of human population 
    • Human burial sites motifs will feature different symbology than the previous woodcutter/Green Man motifs
    • New human motifs will also feature the Pluritine Church; 
    • Drune sites become obscure
  8. 1,500y Drune-Breggel war; Longhorn nobility begins as descendants of Hraigl
    • Drune depicts Hraigl's work as betrayal
    • Breggel motifs show Hraigl as a savior and mother figure to all breggels
  9. 1,700y Drune powerful and Breggles serve them, so burial places are drune with breggles in secondary positions
    • Drune burials feature motifs of power/domination with breggles in servitude
    • Breggle burials feature desires for salvation OR acts of Drune service
    • Human burials are "woodsman" motifs and might depicts the Drune/Breggles as hostile
  10. 1,800y Non-Drune human wood cutters who venerate the wood god arrive; burial sites are human but feature wood god/green man-type motifs
    • Human burial are "woodsman" motifs and feature forgest gods/Green Man motifs
  11. 1,900y Drune begin activity, and so have a burial presence 
    • As #12, but burial sites will now contain Drune
  12. 2000-2,500y Burial places mostly breggle, but rarely human- cold prince iconography might be featured prominently or at least snow/winter motifs
    • Burial places mostly breggle with few human
    • Cold Prince is a predominant, almost god-like figure at all burial sites
    • Snow & winter motifs also predominate
EXAMPLE CRYPT

In the dungeon I am keying right now, one sarcophagus is described as follows:
The Forgotten King (room empty): A finely carved granite stone work table of an age past forms the head of this hall; all four sarcophagus feature a relief of their occupant; the stone table in front features a crown, serpent, and sword with life-like fidelity

This is fine, but it doesn't really ground this burial site into anything connected to Dolmenwood. King of what? When? Is there any motifs linked to anything? What do the crown, serpent, and sword (I like the ring of that triplet) represent in history?

I dunno! So let's use the table above- [grabs 1d12, rolls]- a 5!

5. 900y Cold Prince's Wrath, unnatural winter befalls Domenwood for 150 years; burial sites have winter/snow/death motifs also war/battle motifs

Okay, so now this tomb, which is a part of the larger complex, was built in the years of the Cold Prince's Wrath. We can add some detail to the tomb now:

The Forgotten King of the Long Winter (room empty): A finely carved granite stone work table sits at the head of the room and inlaid with pale mother-of-pearl snowflakes; all four sarcophagi feature a relief of their occupant- all extremities, lips, and noses painted black as if frostbitten; the stone table in front features a crown covered in icecicles, a sword fashions like cold-iron, and a serpent with a snowflake pattern.

Great, so now there is a little bit more character to this empty room (1) its more than just "empty", but (2) it grounds it in some era. As a DM, I'd let the PC puzzle out if this king was for or against the Cold Prince. Maybe it could be an adventure hook carried forward.

Okay, let me wrap this up by presenting how this could inform undead (monsters) and traps, which are other stocking instances that could come up around crypts and burial sites. This is nothing astounding, but helpful in a pinch:

  • Undead: If this room did contain skeletons, zombies, or wights, we could use the table above to help decide the aesthetic and concerns of the dead. So for #5, I might say the king and his family were against the Cold Prince, but their undead hate all fay and attack them on sight while ignoring the humans. They might constantly question the intent of would-be intruders, perhaps even offering up cold-iron if the PCs can convince them they are against the Winter Wyrd.
  • Traps: Same trick as with monsters, we can theme the traps. Let's say the king was an alley with the Cold Prince; now the traps could be winter-themed. Howling winds that flow out fire. Ice that drops from the ceiling or grows as sudden crystals out of winter motifs. Maybe anyone human who touches snowflaked items suffers "Winter's Bite"- 1d4 damage and numbing pain.


In summary, I think this helps turn a couple of pages of history from mere "lore" into more influential and actionable traits.



I CAST LIGHT ON 2025: Reflections on the Year Behind & Ahead

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OLD BUSINESS

How did I do on my 2025 goals? Well, let's see:

  • Post more "good enough" adventures 😃
  • Finish Serpent Psalms to complement Serpent Song Hymnal 😐
  • Run another "family & friends game" 😐
  • Run Daisy Chainsaw 😐
  • Learn to paint miniatures & play more wargames 😃

Hmmm... 2/5 is not very good but it's a hobby so who cares! Let me talk about what I did do.

Post More "Good Enough" Adventures & Appendix N Jam

The "Wine Dungeon": In 2024, I talked about running 10 sessions of  "Wine Dungeon", well I've been sitting on that thing for one more year. Mainly because I really like it and want to improve it. I shouldn't do this. While not perfect, the dungeon is good enough for a blog post and as I used to say in my academic days, "The impact factor of the hard drive is 0."

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Tabaldak's Geas: However, I DID participate in the Appendix N Jam 2025 and got an entry out there that I was pretty happy with: Tabaldak's Geas, which is a 23-room dungeon, tersely keyed, a nice list of beasts, and includes a beholder and a Deck of Many Things. Check it out here!

Learn To Paint Miniatures & Play More Wargames

This year, I made significant headway in creating an environment to paint and wargame with more serious intent. Why this interest in wargaming above and beyond that which exists for anyone who plays a fantasy adventure game like Dungeons & Dragons

The "INQ28" movement has really given me a jolt of creative energy in a way that reminds me of the early OSR scene. This scene is composed of games like Mordheim and Necromunda, which place an emphasis on small skirmish-sized bands fighting it out over ruined landscapes. This aesthetics of ruin share a lot of similarity with the old-school scene. And it even has a Mork Borg varient called Forbidden Psalms 28. Check out on the preminer (free) 'zines of the scene 28 and a really cool creator in the space The Gardens of Hecate.

More specifically, I completed two goals here:

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Honestly, the zenithal priming looks pretty rad on its own

Painted Villagers: For the Nightwick Abbey con games I ran this year, they set up was each player had two villagers they were trying to use to escape the abbey. I notice grey plastic wasn't helping the players differentiate, so I worked do get a bunch painted up. 

This had the knock-on effect of forcing me to set up a nice painting area with a paint stand, good chair, and a good light. This had been fantastic for allowing me to take advantage of a spare hour to really practice the techniques I have picked up from cons. 

I've worked on a paint scheme from Stay Frosty and got some really cool models for it. And I've worked on another paint scheme from Gardens of Hecate for specters.

Its really relaxing and I get a really grounding sense of accomplishment when I have finished a model. Far better than when I play video games online.

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Church of the Immaculate Eraserhead Baby

Mordheim Terrain & Kitbashing: This was completed in the last ~2 weeks. So, if I'm gonna get into narrative wargaming I need some boards to battle over. Sure I could just throw some stuff on the table, but I thought I could put a little effort toward building my own stuff. So I found this great video on $7 terrain from Summon Lesser Maker

Its been awesome! I was able to easily put together something cool with literal cardboard, popsicle sticks, and hotglue in about 3 total hours, but also can see how I can cut time down now that I have a better idea how to do it.

How To Kill A Party In 30 Rooms Or Less

The surprise of this year was working on Designing Dungeons with the creator of His Majesty the Worm Josh McCrowell. It was nice to work on a project to help advance the scene in terms of help maintain dungeons at the center of fantasy adventure gaming bit via a d20 or "d78".

The project was kicked off by recognizing that while there were many different resources on being a game master, few of them really dung into what makes dungeons work. Furthermore, there were really 0 resources that were easy to access (free) that help people understand how to make a playable dungeon in just a few steps. A lot of this information is spread across many different blog posts. Easy to find if you know the scene, much harder if you are just starting out. Many kudos to Josh who was the engine behind this!

A related surprise was being asked to be on the Direct Sun podcast featuring Puzzle Dungeons! Also a really cool experience and wonderful to get an opportunity to rep the Dungeon Design course as well as hopefully provide a useful perspective to designing getting their own creation out into the world. Its a nice series to check out!

The Horrid Halls of Nightwick Abbey

Of course, I won't close a review of 2025 without reflecting on the fantastic experience that is Miranda's Nightwick Abbey. As a player, I have now delved this devil-besotted place 137 times. As a DM, I have run it for 43 sessions. Still one of the best megadungeons out there, and if this blog piques your interest in this hell-haunted place, then get thee to the Patreon!

NEW BUSINESS

So how do I frame 2026?

  • Finish keying Dyson's eastern third of Winter Tombs as a Dolmenwood-themed dungeon
    • Run it as a "Friday Night" Family & Friends D&D game
    • Post it here on the blog as an example of "playable but not perfect."
  • Complete a full 2 X 2 wargame board; that's four 1x1 boards
  • Paint a skirmish band (5 dudes + 1 "dog")
  • Play a game of Forbidden Psalms 28 mixed with Mordheim
  • Run a game of Daisy Chainsaw
  • Run a game of Stay Frosty
  • Post 52 times in 2026, which is at least 1/week
  • Get the "wine dungeon" published in some form
Cheers! 🥂

PUZZLE PIECES: What Makes A Puzzle Dungeon?

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Link the picture


I had the good fortune of sitting down with DirectSun to discuss putting all the pieces together for a good puzzle dungeon.

We chat about Nightwick Abbey, goblins that sell noses, toes, & teeth, spiders with top hats, thematic alignment of dungeon elements, and how I think the puzzle should either be dungeon navigation or a single "thing."

This series has been really good with videos featuring the likes of Arnold K, Gus L, Nick LS Whelen, and my Designing Dungeons co-creator Josh McCrowell

2025 SECRET SANTICORN: Fourth Level Titles & How To Get Them

 

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Merry Christmas and Happy Holidays! In my last post, I blogged about what I gave for the 2025 Secret Santicorn. On this day of gift-giving, I wanted to post what I received.

My ask was for: Specific level titles for 4th level, and the requirements to earn them. I think you'll agree my secret santicorn delivered!

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Thank you again Anon!