The Weekly Delve
I'm making a big-ass megadungeon for Old School Roleplaying Games and documenting the process here. Updates every Friday.
Thursday, September 19, 2024
Emergency Hiatus
Friday, September 13, 2024
SKELGAMOG! Update 128: Room roundup 4
Here's the previews from this week's work. Kinda slow going this time.
- 3 Snake-men guard the numerous urns that’re neatly stacked against the W wall.
- Snake-man: HD:2, AC:16, ATK: Claw/Weapon (1d6), SAVE:13, MOVE:12 (40 ft.), XP:20
-Snake-men are humanoid snakes. Strips of shed snake-skin hang from their bodies. They wield primitive weapons.
- If searched, the strange urns contain ashes, bone fragments, and a total of 900 CP in loose coinage.
Friday, September 6, 2024
SKELGAMOG! Update 127: Room roundup 3
Here's this week's room previews. So far these have been from the very first area (an abandoned mine), but I'm gonna start jumping around to try and avoid getting burnt out too fast.
- The door to this chamber is stuck closed, as directly behind it are numerous supports from a hasty attempt at shoring up the ceiling.
- Treat this like a trap. A Thief can detect why the door is stuck and can remove the door entirely with a successful disarm attempt.
-Forcing the door open causes the supports to fail and the ceiling to partially cave in, flooding the room with swamp water. The initial torrent snuffs torches, soaks equipment, and deals 1d6 damage to anyone in the S corridor.
-The water eventually stops within 24 hours, leaving the following rooms flooded with knee-deep swamp water: 1, 2, 3, 4, 5, 6, 11, 12, 34, 35, 36, 37, and 38.
Friday, August 30, 2024
SKELGAMOG! Update 126: Room roundup 2
Got another set of room previews here. Kinda slow this week. Turns out writing is kinda hard.
- Numerous buckets filled with ball bearings hang from the ceiling, attached to some delicate support beams. Left alone, they’ll stay put. But any fiddling or attempts to disarm the trap will cause all the buckets to fall, scattering ball bearings along the floor and making enough racket to attract a wandering monster.
- Moving across the ball bearings at any pace faster than ½ a character’s combat movement rate requires a successful save per round to avoid falling. Running characters and monsters automatically fall. A successful DEX roll is needed to stand up again.
Friday, August 23, 2024
SKELGAMOG! Update 125: Room Roundup 1
Here's the first batch of room previews. Use them for inspiration, steal wholesale, whatever. I don't give a shit.
- Someone has strung bells, chimes, and bits of metal all around this room. If disturbed, the noise attracts the attention of a wandering monster, as well as the monsters in Room 2 (if not already dealt with).
- A successful DEX roll is needed to navigate the room without touching any of the bells.
Friday, August 16, 2024
SKELGAMOG! Update 124: Room format
Okay, I think I've settled on a good format for room descriptions. The room number's gonna be in bold, followed by a few keywords so you can get an at-a-glance feel or reminder of what's in there. After that there'll be some bullet points for descriptions, stat blocks, treasure, and other stuff. So, for example...
Room 27: gambling orcs x6, 56 SP
- 6 orcs squat in the NW corner of this room, muttering as they roll dice. They have 56 SP between them.
- Orc: HD:1 AC:14 ATK:Club(1d6) SAVE:17 MOVE:12 Carrying: Club & Leather Armor
For future blog updates, I'm gonna post three rooms picked at random from the week's work. The deadline's probably good to actually keep me working.
And to the couple of you who actually read this thing, thanks for sticking with me this far. I know it's not the most exciting thing, so I appreciate it.
Friday, August 9, 2024
SKELGAMOG! Update 123: Monsters are finished
Got the last few areas done, so that's it for stocking. That means it's on to the next phase of the project; actually writing this thing. Gotta work out how I'm actually gonna format room entries, but that shouldn't be too hard.