Tag Archives: dungeonmorph

Creature Cards

Back in March, Joe Wetzel announced that I am working on some of the system neutral background cards. It has been a charming process, and I’m pleased with the results so far. These creature and encounter cards are going to be pretty awesome.

My game table does not do much in the way of “pick-up dungeons” (and when we do, we go to Simon Forster’s excellent Lottery Dungeon.) I still have an ongoing design goal of getting to the point where geomorphs are easy to use and I can quickly stock and play a dungeon in minutes.

Also, for over a year I’ve been working on the Fictive Hack geomorph stocker, and when it is done it will be an amazing innovation that may change the way people do dungeons. But I digress.

When working on innovative design, it is clever to see what other people are doing, and incorporate your favorite parts. I look forward to getting these decks, whipping out some lairs and monsters, and getting stuck in.

It is tragic that Fictive Hack is not popular enough for me to even consider submitting it for one of the systems to be included on the back of the cards–that would be super-neat. Still, I look forward to getting these, and I plan to use them in various ways for my encounter designs.

Man. Joe Wetzel does good work.

Eight Hex Locations

Joe Wetzel does good work. (I’m still a big fan of the Dungeomorph Dice he produced.) Over at Inkwell Ideas,  he has an exchange available; eight hex locations, in exchange for access to Hexographer. Today is the deadline! (If he doesn’t already have enough submissions.) So, check it out, try it out, etc.

Here are the descriptions I came up with.

Badlands. Gashed Throat Gully. Wind erosion hollowed a corridor of rippling stone walls and worn sand, rising from the hardpan baked rock up to the tumbled maze several hundred feet higher. The only gap in the jagged cliffs is up the Gashed Throat Gully. Armies have camped on both ends. From shoulder height down, the gully is stained rusty red, and the gully has a metallic stink to it. The dead are uneasy here. The only water in the area is a deep well at the top of the Gully. Carved into the rock behind the well is the phrase “Only One Drink Quells All Thirst.”

Desert. Nomad Ribridge of Thelaxi. Some vast carnivorous beast died here ages ago, in the center of the desert. The Thelaxi are a small tribe of nomads who have fixed skins to the towering ancient bones of the ribcage, living in the sacred space within. In a place where sandstorms can dig through flesh to bone in a matter of minutes, the Ribridge is a known landmark to travelers; the Thelaxi trade shelter and water for stories. If travelers have no stories, and cannot make up stories, the Thelaxi will accept pain and blood instead. No one knows where the Thelaxi get enough water to not only survive but share with travelers. Were that secret to be known, merchants would pay dearly to gain the secrets of water in the desert, in the shade of an ancient corpse.

Farmland. The Brisket Basin of Braggatch. Hundreds of farms take advantage of the strangely rich soil of the Braggatch valley. While it is true cattle thrive there in small numbers, the name of the valley comes from its description as a tender tasty prize for whatever ruler can seize and hold it without ruining it with lots of fighting on the farmland. The only legal weapons in the area are daggers, staves, and slings, but that’s more than enough to protect the crops, flocks, and herds of the cheerful farmers. When they are threatened, the people grow quiet and watchful, and a monster rises from somewhere in the hills and targets the interlopers. When they are gone, the people are cheerful again. No one knows what the monster is, or how it is summoned, but most are just as happy not thinking about it overmuch.

Grassland. The Ticklish Fields of Drunasil. Somewhere in the waving grass is the sunken bowl of earth that used to be Drunasil, stronghold of the horse lords. The grim nickname for the area comes from an ancient legend that Drunasil was assaulted by a necromancer lord and his armies, and after a hard fight the horse lords lost out. Impressed and infuriated by their resistance, the necromancer cursed them to always defend their patch of earth, but then the necromancer had to retreat; the Drunasi had bought time for their allies to gather and march in defense of the area. Legend suggests that you will know if you find the lost ruin of Drunasil because the horse lords and their steeds will find your footsteps ticklish. They will scratch you. You will join them. Best just to stay out of those highlands.

Forest. Losval’s Forgotten Army. The revolution was over, and Losval ran from the bloody blades of the victors. He took his army deep into the woods, and shaped them into trees. When he blew his mighty horn, they would take on their human shape once more, and charge to his rescue. But he did not blow the horn, nor did his son, or any of his line. That was a thousand years ago, or more. No one has a reason to go back into the woods, the deep woods, off the beaten path; still, some curious few have. They comment, if plied with beer and kindness, on the almost-human knots and twists on the tortured ancient trees. And on the almost cruel serenity of the younger trees, which are still ancient. And on the malicious whispers and titters of the younger trees, which are still terribly old by modern standards. If Losval’s horn were to be found, it would probably be best if no one sounded it.

Hills. Womb of the Dark Breath. Streams trying to escape the jealous mountains carved through the bodies of their foothills, riddling the rocky earth and lower forests with caves and channels. The very ground whispers always, chuckling and muttering to itself. Somewhere in the deeps there is rumored to be a cavern close to the pulse of the throbbing earth’s heart, where the water is cooked into the air, and light never reaches. This place is called the womb because it is where all the fungus began, before it was carried through the darkness and spread all underneath the hills. Life down there feeds on the fungus, thrives and grows large and strange. But… still, however strange, that fungus gives life. Even to the dead.

Jungle. The Broken Face of Khal Madacht. The jungle swallowed the shattered rock of this shelf of land. Legend suggests that the soil of the jungle came from the droppings and corpses of the demon army of Khal, which was slain by five mighty heroes before time really began. This legend was likely started by people who did not like being in the food chain; parasites, insects, predators large and small, and defensive plant life have created a savage circle of life in the jungle here. Roads go around this area. Every attack invites counterattack; even cutting through brush is a dangerous exercise.

Mountains. Ghost Tunnel Pass. The pass is not haunted; it is a ghost itself. Sometimes you can find it, sometimes you have to go around. The guides for the area accept this as fact, and no longer find it remarkable. Scholars have suggested it is an ancient dimensional tunnel crafted by ancient magics, or it is a physical manifestation of a ley line through the mountains, or it is a gift of the gods. There are many stories of people who have gone into the Ghost Tunnel Pass and come out decades later, or before, or never come out at all. Also groups have entered the Ghost Tunnel Pass from some other time or place, and emerged bewildered at the foot of the mountains. Exorcist, the town at the base of the trail, has many strange inhabitants indeed.

Dungeonmorph Blocks!

Dungeonmorph Dice are an inch across. The mind may not immediately translate that into a kinesthetic that connects with the physical objects. When I got them I could not help but notice they are about the size of blocks.

I am not the only one who noticed.

This is my son. He can fit up to 4 blocks in each tiny pudgy hand. He knows what games you can play with these dice; pull them out of the bag, put them back in the bag, stack them, knock them down–so many different games you can play with the same d6s!

Around my house, that’s how we roll.

For additional game master training cred, please note he already has his own world to play with, lower right corner. And yes, he will get to try out a sandbox campaign in the future, when it gets warmer.

Note: This is a closely supervised activity. I am sitting directly off camera in easy arm’s reach. Please no freaking out about sitting on a table, playing with dice at the age of 15 months, etc. Thank you.

Maptacular Monday: Geomorph Utility

My dungeonmorph dice are in the mail on their way to me! Very exciting. That spurred me to figure out how best to use them–a problem I’ve been steadily working on since I first got involved with geomorphs.

EDIT: They arrived today! Hurrah!

I can place these in a grid that is A-F down the side and 1-4 across the top. So far so good. But how to populate them? Well, I feel really good about my geomorph stocker for Old School Hack that’s currently under construction (with both monsters and treasure, in an innovative format), but then putting together a room key remains problematic, especially on the fly; with the dungeonmorph dice (or really any geom0rphs) how do you assign locations?

Matt Jackson does a brilliant job with adding letters on the geomorphs. That’s good as far as it goes, but these don’t have letters. I have finally solved it!

Imagine each one in a 9 square grid, 3 to a side. Number them, 1-3 across the top, 4-6 across the middle, 7-9 across the bottom. Eyeball it–it need not be precise.

So then to do a room key, to point out an important location you can say “B3-7″ and consistently know which geomorph, and that you’re looking at the lower left corner of the geomorph. If more specific locations are needed, note it in the description itself.

This is even better with the Dungeonmorph project, because it has a font, and I can type up the overall map and change the darkness of each area (different grays with the font color), and also have a table with that geomorph identified and the 9 box grid idea in place for extra detail. (To see what it looks like, you can check out the Lopelia Alchemal Fortress Ruin scenario I posted experimentally.)

Frankly, I like the cards even better than the dice; every option is in play, you are not limited to 1 of 6 options per die. If you are going to get anything from this project, as ironic as it is, I recommend the cards and font over the tititular dice; they are a curiosity, the font and cards are intensely practical.

My priority right now is to finish up “Fictive’s Talents and Templates 2″ before the end of the year. While my geomorph stocker is not ready to share with the world yet, it may serve me well enough; when I get my Dungeonmorph Dice, I’ll give it a whirl.

Crawl-d6

I was inspired by the Dungeonmorph Dice claim that they would have one or more games to play with the cool geomorph dungeon dice. So I made this game! Crawl-d6.

You can play with up to 4 people in about 5-10 minutes using about 12 d6, 4 different coins (or dice types), and up to 3 other different-looking dice or glass drops. It is ideal for getting into the mood of dungeon crawling before a session starts. Or on your lunch break. During commercials. Whenever.

I offer this for free because I am thankful for the hard work that went into creating the dice and geomorphs that inspired the game in the first place. If you play the game, I’d love to hear how it went for you.

There are two versions, both on one sheet. One is the landscape .pdf, the other is a pocket mod format. With the pocket mod format, with some printers you may need to trim an edge for the folding to work.

There are 4 columns on the first section, so you can use the same page for multiple games. I really hope you enjoy this game as much as I have. Tell your friends!

Landscape .pdf.  Crawld6

PocketMod .pdf.crawld6-layout

My thanks to Joe Wetzel of Inkwell Ideas, and also to those he credits as working on the geomorphs:

Tim Ballew “Risus Monkey“; M. S. Jackson “Lapsus Calumni“; Shane Knysh “Fictitious Entry“; Dyson Logos “A Character for Every Game“; David Millar “Dave’s Mapper“; Brutus Motor “This is Dice Country“; AJ Stone “Stonewerks

Dungeonmorph Dice are coming!

Dungeonmorph dice are going to arrive by the end of August, hopefully. In the meantime, I’ve got the awesome font, and I’ve been tinkering with typing up a dungeon. Because that’s six slices of awesome, cross-hatched and slightly melted to perfection.

In the meantime, I’ve been working on a possible back story that would allow for bite-sized dungeon adventures. Here’s the back story so far.

Back Story

The Seers of Gorbias have a crystal ball that allows them to see into Chaelmaar the Unconquered. When the rulers of Chaelmaar were threatened by Dracolithic invasion two thousand years ago, they beseeched Zomok to render them safe from the Dracolithic Empire for all time. The city was snatched from Prime and tossed into the aether where the mightiest wizards of the Dracolithic Empire could not follow.

Over time, the lost city became legend, until the Seers of Gorbias found it with the Sphere of Destiny, a giant crystal that six seers surround, focusing their energies into its visions. Unwilling to tempt fate, they will not allow Dracs or the Empire to make a move against the City Adrift. However, they allow scholars to hire teams to investigate the ancient and ethereal ruin.

The Seers are able to project a portal into the city that will last for 2d10 hours or until closed. Only those with a gate token can move through the gate. Because the city is in a weird spin through time and space and aether, it is unlikely (if possible at all) to put a gate back where one was previously, so those left behind have a minimal chance of rescue.

The dangers are many, but for those willing to face them, the scholars pay handsomely for whatever trinkets, lore, and mapping the adventurers can produce upon returning.

[So you can have gates open at the behest of scholars, who pay for time open, and then adventurers go through and try to break even or get ahead with knowledge, precious materials, mapping, and so on.]

Dungeonmorph Disappointment

Well, I made a little dice game to share with the Dungeonmorph Dice project that basically uses d6 to simulate a dungeon crawl. I thought it was pretty elegant and clever and entertaining, with a bit of strategy but not so much you had to master the game.

I found out today that they don’t want to use the dice game because it does not specifically require specific dungeonmorph dice. The down side, for them, is that you can play it with ANY handful of d6, not only their special ones.

Given that criteria, I can’t WAIT to see what they will come up with that has sufficient complexity to take the special dice and facings into account, but is still easy enough to learn and play with the amount of effort you’d expect to put  into a dice game.

I’ll adjust my game and put it up here.  I can’t help but think connecting to Dungeonmorph Dice would have brought more people to this site, and proven a great connection to put up more variants with time.

Still, when you offer people gifts for free, it is important to not get so invested that you are really disappointed when those gifts are not accepted. Recieving is a gift also, and not one you are entitled to when you give.

The dice/.pdfs/fonts/battlemats/tile cards are really cool. They inspired me, and I’m still coming up with ways to use them. Check it out here.