In Deep Dungeon Doom, I follow #Gygax75 and #Dungeon23 to create a D&D dungeon campaign in a few minutes a day for a year’s worth of days. Working at my own rhythm, I am more than a year behind. To get details on each room as it is created, follow me on Mastodon.
Should we venture into Fury’s Deep as far down as the exposed archway, we find ourselves on paving stones laid in a mosaic pattern 10 feet wide. Straight rows of square stones border the road on either side under a ceiling 30 feet above. The road stretches into still darkness. This is an ancient subterranean highway. Built ages ago by dwarves who once inhabited these now-quiet corridors, it once traversed their extensive realm.
A couple hundred feet farther on, the highway curves through an open square (110). Two columns flank the thoroughfare to support a high irregular vault.
To the southeast, two levels (upper level not shown) of former dwarven barracks were at sometime converted into laboratories by the Lore Kings. Now, a band of hobgoblin warriors occupies these rooms. The hobgoblins work for a wizard, who may be found deeper in the dungeon. Posted here to guard the entrance, the hobgoblins fell under the charm of a spirit naga, who lairs in the southeast chamber (115). A wyvern lurks amid the columns in the northwest chamber (128).
At the curve, the road turns south. There begins a gentle descent (133), noted only by dwarves, that leads down to the Dwarf King’s Palace on the dungeon’s 5th level.
“…the participants can then be allowed to make their first descent into the dungeons beneath the ‘huge ruined pile, a vast castle built by generations of mad wizards and insane geniuses.’”—Gygax and Arneson, DUNGEONS & DRAGONS: Men & Magic
Some say Ludwig II was a genius. For others, the king was mad. The vast castle he built is yet far from ruined. Though when the time comes, the pile will be huge.
“And the dungeons beneath?” a friend asked after I posted yet another photo like the one above on social media. Since I left the Isle of Myth a year and a half ago, base town is across the river from Bavaria’s most famous castle. In reply I recited a local legend:
An old man lives outside the village in the castle’s shadow. He is blind and frail, so doesn’t often leave his hovel. But if you bring him a bottle of single malt and tell him stories of daring adventures of youth, he’ll tell you to go, on a winter’s day, to the bridge behind the castle. Bouncing planks take you high above a gorge. Cool mist rises from a laughing cascade below. It brings an odor of pine and earth. The sun at its zenith reaches deep between two central towers. There, dazzling rays reveal to the keen observer a cavernous portal of unknown depth, into which few have ventured and from which none have returned.
“Step 3 involves the decision aspect already mentioned and the actual work of sitting down and drawing dungeon levels. This is very difficult and time consuming.” (Gary Gygax, Europa, April 1975, 19)
To what “decision aspect” Gygax refers I know not, but I am intimately familiar with the “actual work” next mentioned. I sat down, for more than a hundred days, to draw dungeon rooms. Difficult? Maybe. Time consuming? Definitely. Enjoyable? I love it!
And then other obligations distracted me, and for more than a hundred days since, I have not been so diligent. Progress on Deep Dungeon Doom halted at the bottom of Fury’s Deep, level 4. I intend to get back to it, but we’ll see if I conquer that dragon. Meanwhile, I continue here with Gygax’s step 3: “The location of the dungeon where most adventures will take place.”
“In beginning a dungeon it is advisable to construct at least three levels at once, noting where stairs, trap doors (and chimneys) and slanting passages come out on lower levels, as well as the mouths of chutes and teleportation terminals” (The Underworld & Wilderness Adventures, 4).
Although the mapping pace is one room per day, I take this advice and seek opportunities to slip in ways to get to lower levels. In area 1 Cave Entrance (the first day), I placed a secret door (1a) and a deep pool (1b). Both, I imagined at the time would lead to another level.
Once drawn, a chute marked “to level unknown” hangs in the air until the cartographer advances to the logical terminus. Eventually, the secret door at the Cave Entrance opens into a network of secret tunnels (39) that riddle Lyceum Arcanum. More recently, the deep pool turns out to be the upper end of a watery passage through two areas that begins on level 4 (92 Force Field). An exciting part of #Dungeon23 is realizing that a stairway or chute from an upper level, placed weeks or months before, should come out in the room you are going to map tomorrow.
“Each level should have a central theme and some distinguishing feature, i.e. a level with large open areas swarming with goblins, one where the basic pattern of corridors seems to repeat endlessly, one inhabited by nothing but fire-dwelling or fire-using monsters, etc.”1 (Europa).
Here, Gygax lays out an important aspect of dungeon design long overlooked by my younger self. Early in my dungeon-drawing career, I got the idea that a dungeon was all about what treasures were guarded by what big mean monster in its lair. Certain, monsters and treasures are an integral part of a dungeon. But a compelling theme helps to capture the players’ imaginations, gets them into the dungeon, and holds their interest long after the monster is vanquished, its treasure removed, and the lair restocked. The difference between a collection of rooms and an interesting delve environment is theme.
I summarize Deep Dungeon Doom’s levels as completed, before outlining a few ideas for deeper levels.2 The ideas are mined from the dungeon’s time line (see “Using How to Host a Dungeon for #Dungeon23”). Plans, if executed, may change.
Within this area of natural caves, the Illmind first constructed a holding area where they stored brain vessels (any sentient beings) prior to harvest. Only a few wall carvings hint at the purpose. Later, demons converted the structure into charnel pits, carving horrid faces in wall reliefs. To block a deep chasm, dwarves built a fortified drinking hall on the edge of the “Abyss.” The hall is now defended by the Doommaker Cult.
A sinkhole descends over 400 feet to a bottomless pit. Between the surface and infinite depths, a precipitous path winds by access points to several dungeon levels, including a faerie cascade through which is a one-way portal to other worlds and an ancient dwarf-built subterranean road.
Future Levels
Old Dwarf Road [Levels 4, 5, 6]
During their civilization, the dwarves connected their subterranean realm to neighboring dungeons. The sinkhole that makes Fury’s Deep opened access to a still-intact portion of the ancient highway. It runs through a former dwarf dormitory that was re-purposed as laboratories by the Lore Kings and now serves a wyvern as lair. The highway continues down a gentle slope to a bridge across a wide chasm. A river flows below. On the opposite side, a wizard’s tower overlooks the chasm.
Giant Stronghold [Level 7]
The subterranean river flows toward the Abyss (Ningalgaur, above). Along it, a treacherous path leads to an oversize castle built into the rock wall of a high cavern, where the river falls into the Abyss. This was the principle stronghold of the giant empire. A few giants still occupy the place, along with dragons, trolls, and wraiths among others. A clan of ogre magi pretends to sovereignty.
“Garden of Eden” [Level 8]
To increase the quality of the harvest, the Illmind created favorable living conditions for the brain carriers captured on the surface. A nearby magma chamber provides heat. A central orb radiates magical light and darkness in a daily cycle. Fresh water flows through canals. The area became—and yet remains—a lush subterranean forest. Heaven in earth? More like hell, because its inhabitants were aware of their fate.
Sealed Empire [Level 9]
Thanks to a platinum vein, adamantine deposits, and their metalsmithing craftsmanship, the dwarves built an empire wealthy beyond imagination. But they got too curious about the workings of the mysterious device in a deeper level. When the gate opened, a demon horde poured through it. Many dwarves were slaughtered in a great carnage. Survivors fled to the imperial throne room and sealed themselves inside. Though they could not enter, the demons did not retreat for many long years. The location of the sealed door is now lost. Should someone find it and break the seal, an empire’s riches await.
Arena Arcane [Level 10]
The Cyclopes, primordial creatures enslaved by the Illmind, quarried granite from this region. From the space, deep elves later carved an arena. During the giant empire, it served as a slum, before the Lore Kings restored the arena.
Deep Elf City Ruins [Level 11]
The pits and sanctums of an ancient deep elf city are in ruins. The once-magnificent opera house is more or less intact. While they have not lived here in millennia, deep elves frequent the place, seeking lost treasures and forgotten lore.
Infernal Sanctum and Demon Gate [Level 12]
The Illmind constructed the gate to the demons’ home plane. Before departing, they opened the gate to call forth the horde that would destroy any of their remaining works. The dearth of remains from the Illmind civilization testifies to the project’s success. The adjacent sanctum is a cyclopean complex wherein the demons held their infernal revelries.
Deeper
“Before the rules for D&D were published ‘Old Greyhawk Castle’ was 13 levels deep” (Europa).
Ours is to be twelve levels by years end. From the start, I imagined Deep Dungeon Doom to comprise 24 levels at least: 12 beneath the surface, 12 more rising up through the tall tower, called a “donjon,” of the Greater Ones. There are, however, ideas and space for many more levels.
Godthrone [Level 13]
The Illmind built a thing atop the donjon. No one is certain of its purpose. It resembles nothing more than an enormous chair. Hence, it’s common name: Godthrone. The location has been used on and off throughout the millennia as a place of worship.
1 Gygax’s dungeon-level theme examples may seem uninspired to modern adventurers and dungeon makers. In his defense to posterity, the co-creator points out: “The first level was a simple maze of rooms and corridors, for none of the participants had ever played such a game before.” I for one would trade my jade spectacles for a seat at that table.
2 Here, at the crossroads of #Dungeon23 and #Gygax75, I am neglecting McCoy’s precept “Don’t make a grand plan” (“#Dungeon23,” Win Conditions). Rather, the instigator advises: “Just sit down each day and focus on writing a good dungeon room.” Time to get back in the dungeon…
In Deep Dungeon Doom, I follow #Gygax75 and #Dungeon23 to create a D&D dungeon campaign in a few minutes per day for one year. I intend to post irregular updates here. To get the daily rooms, follow me on Mastodon.
In the middle of a dark night, the ground shook, the earth groaned. Startled from shadowy dreams, the folk of Domesday lay still, wondering throughout the night what new doom had befallen their accursed town.
The sinkhole was soon discovered by goatherds in search of strays in the steep, rocky hills outside town. All was quiet, at first, in its dark depths. Before a year was out, though, shadows could be seen deep down, and after unquiet nights, strange tracks appeared in the narrow gorge that led to the rim.
The townsfolk built a watchhouse to block the only easy access to and from the pit. The post was manned in the day, but none would stay the night after the first such attempt. Avery Dain was a man of 27 years when he came to be called “Oldave,” for he aged a lifetime in that one night.1
Even the daylight shift proved too hazardous. One stormy afternoon the next year, a fury of flames blew from the depths and ravaged the watchhouse and the hills around.
That was a hundred years ago. Now called Fury’s Deep, no one goes there these days save the foolhardy… Save the foolhardy.
Description
A tear in the landscape, Fury’s Deep stretches 110 feet from Rock Point (map 96, northeast) across to Deep’s Dark Defile (104, southwest) and 180 feet from Faerie Falls (102, southeast) to the Carver’s Sand Cliffs (105, northwest). A pit (106) in the western crevasse, over 400 feet down, is said to be bottomless.
An upper floor once joined the two rooms of the Old Watchhouse (95) that straddle the only safe path into the Deep, which is otherwise surrounded by steep granite hills. Steps carved into a rocky cliff once led up to a door, but the wooden upper structure is burned away.
Slipping by the ogres, who lair under a log shelter within the watchhouse, we proceed to a rocky outcrop, called by the locals Witches’ Finger (97), from which we survey our path.
Natural stairs take us to the first precipice (98), down which we must climb or rappel. A hundred feet below, a steep, winding path of rocky dirt leads through Unicorn Grove (99), under the Dryad’s Tree (100), to an Enchanted Lake (101). We then follow the river west, passing Hive Rock (103) and Deep’s Dark Defile (104), before descending farther into the Deep in the northwest at the Carver’s Sand Cliffs (105). A second precipice drops 60 feet onto a slope that slips under an archway of pitted granite stone blocks (107). The archway is about 400 feet below the rim. We avoid the Bottomless Pit (106) to the south.
In Deep Dungeon Doom, I follow #Gygax75 and #Dungeon23 to create a D&D dungeon campaign in a few minutes per day for one year. I post irregular updates here. To get the daily rooms, follow me on Mastodon.
Nexus
Fury’s Deep is a nexus, connecting to diverse dungeon levels and other worlds. Except the Old Dwarf Road (107), further development of the following areas are left to the DM.
98 Cave of the Unknown: They say no one has ever come out of this cave alive, and it’s true. But no one has ever gone into it, either.
101 Enchanted Lake: Nixies live in a complex of submerged caves 80 feet below the surface. The caves may lead to another dungeon level or to an underwater realm beneath the surface of some distant sea.
102 Faerie Falls: The 200-foot waterfall hides two passages:
First, from where it emerges from the cliff, 50 feet below the rim, we can follow the river upstream to the Subterranean Lake (33) in Kubra Kowthar’s Realm (Lyceum Arcanum). Who knows what lies between here and there.
Second, through a grotto beyond the cascade, we enter the realm of Faerie or that of Grimshade, depending on some unknown factor. Both realms are dangerous for mortal beings. From neither does one easily return.
104 Deep’s Dark Defile: Here the river drops into unnatural darkness. I don’t yet know how far down it goes or through what dangerous paths. Eventually, it enters a lower level (probably 8 or deeper) of the dungeon.
105 Carver’s Sand Cliffs: These three sandstone cliff faces seem to be carved by a giant hand. Behind this bizarre facade, a nest—or multiple nests—of giant ants riddles the earth. Foraging tunnels may lead to other dungeon levels.
106 Bottomless Pit: Descending to a magical void on a lower level, the hole is truly without end. Perhaps the void takes hapless characters to the world’s underside.
107 Old Dwarf Road: Beneath the archway, we enter a wide thoroughfare built during the dwarven civilization. We now follow this road farther down into Deep Dungeon Doom.
1 I have the idea that Oldave, despite his apparent advanced years, went on to enjoy a long and successful adventuring career. On retirement, he bought a tavern in Domesday. He became its keeper and occupies the post to this day—for he yet lives, going on his 14th decade and in perfect health!
In preliminary form, this pencil sketch serves as the local area map for initial adventures in the Wyrmwyrd campaign. At lower character levels, most of our adventures will be in the dungeons. I save feature names, color, and maybe ink for future work.
As the campaign progresses, I will further elaborate the following text. I expect to borrow from Viggo Eskilsson, who must be writing a geography to accompany his Histories.1 For now I note only key points necessary to get the campaign started.
The scale being one mile to the hex, I use the large icons for map terrain (X62). The pencil’s lightness and my drawing skill render some icons difficult to differentiate. As a guide, the only city is Valormr, the only towns Troelsvollr and Odenwoad. Villages I mark with two dots in the hex. Smaller hamlets and thorps, only one. Castles and ruins are more heavily outlined.
The Valormr-Odenwoad road is shown, as is the road to the Citadel and Mine Head, which is in disrepair. Not shown are cart tracks between villages.
Dungeon Below
Right-angle markers (right and below center) frame a rectangle corresponding to the area above the Throrgrmir dungeon. See the Level 1: Surface map in “Dungeon Overhead by Strata”.
Valormr, Free City
Population 12,000.
Governed by a council of Lords, which elects each year one of their number to serve as Lord Mayor.
Principle holdings include Odenwoad (west) and Fyrir (north).
The domain of Valormr serves as a borderland between the Grand Duchy (off map) to the east and the fearsome lands of Darkmeer beyond the Western Mountains.
The city trades up and down the river and with the Grand Duchy.
Abrandyr River
Navigable south to Arvohne (city, off map).
Empties into the Great North Sea at Skullhaven (former pirate hold, off map).
River Travel
From Valormr, riverboats travel upstream to Arvohne in three days and downstream to Skullhaven at the river’s mouth in two days. From Skullhaven east along the coast and up another river to the capital and major trade port of the Grand Duchy, four more days are required. Aboard a mercantile vessel, the journey takes from two to three times longer, allowing for stops at trading ports.
A frequent trading stop—often a destination—for law-abiding merchants and for those who can temporarily abide the law. Since the Red Ogre opened a tunnel from the dungeon below, monstrous races frequent the bazaar. A special detachment of the Valormr Guard patrols the stands, booths, and tents in force.
Odenwoad
Small town, population 4,000.
The High Castle of Odenwoad overlooks the town and river.
From the High Castle, the Lord of Odenwoad governs the town and surrounding villages.
Patrols range from the Shire Hollows to the Western Mountains,2 from Elding Wood to Upper Vale.2
Fyrir
This fortress guards the domain against pirates.
Also patrols north of the Shire Hollows and, across the river, north of Ellriendi.
Shire Hollows
Total population two thousand halflings.3
Numerous streams flow from rolling hills, through farms and woodlands.
Divided into three shires: Arbenshire (also called North Shire), Black Pine Shire (east), and Gold Hollow (or South Shire).
PC Origins
As the campaign begins in the remote area northwest of Odenwoad, player characters of human classes hail from villages in that region. Demihumans come from one of their respective communities: halflings from the Shire Hollows, dwarves from Nyr Golthur or Forn Fjallaheim, and elves from Ellriendi.
Ellriendi Groennendr
Elven population unknown.
The elves defend the forest at all costs.
Orcs from the mountains are a frequent threat.
Only elves and elf friends are allowed to enter their territory.
The forest today is a fraction of its size in ancient days.
Deep within the forest, the elves guard a secret.
Players, Characters, and the Secret of Ellriendi
While an elven character may know Ellriendi’s secret, the player does not. Bound to silence, the character will not talk about it or answer any questions concerning the secret. The player, though ignorant, may run the elf as evasive, aloof, and enigmatic as desired.
Forn Fjallaheim
During Throrgrmir’s decline, four dwarven clans migrated from the dungeon, each on separate occasions.
Two clans returned to Fjallaheim, their mountain home.
A third clan resettled elsewhere to an as-yet-undetermined location on the map.4
From the fourth clan, we have no word since their departure southward.
Nyr Golthur
At the fall of the Throrgrmir civilization, the five remaining clans emigrated to the mountains up the Abrandyr.
They mine silver and dispute the river valley with giants.
Refer to themselves still as Throrgrmir dwarves.
Pale Moor
Between the Western Mountains and the Great North Sea, these lowlands are shrouded in mist and legend.
Wise folk don’t go there. The foolhardy don’t return.
Notes
1 A geography in the style of Strabo’s Geographica but constrained to the local area.
2 The Western Mountains and Upper Vale are parenthetical names. That is, they are often referred to as such, but they also have proper names I haven’t learned yet.
3 I calculate 2 to 5 villages per shire (average 3.5) times three shires, which makes 10.5 villages. Per village, populations range from 30 to 300 (average 165). I round up from 1,732 (10.5 x 165) to 2,000.
4 We allow campaign events to determine the third dwarven clan’s present location.
Who says B/X’s 40th anniversary says Chainmail’s 50th. Before there was “the game that started it all,” there was the game that started that. Initiated by wargamer Jeff Perren and further elaborated by Gary Gygax, iterations of the rules for medieval miniatures wargames were published in zines as early as 1970.
Just prior to its 1971 publication by Guidon Games, Gygax added 14 pages of rules inspired by fantasy fiction. The “Fantasy Supplement” opened the gates on tabletop battles with wizards and heroes, elves, trolls, giants, and other fantastic and mythical creatures, including dragons. Chainmail was the steel with which Dave Arneson struck Wesely’s Braunstein flint. The spark was Blackmoor, and it ignited the flame that became DUNGEONS & DRAGONS.
“Valormr: val (war or slain) + ormr (wyrm), pronounced Val-ORM-r. During the Throrgrmir Renaissance, when the new-hatched wyrmlings prowled the dungeon, already dragons came to hasten the prophesied Age of Dragons. The dwarves called to their neighbors, who responded in force. Dragons recruited forces of Chaos to oppose them.”
For the history of D&D, see Playing at the World (Jon Peterson, San Diego: Unreason, 2012) and Designers & Dragons: The ’70s (Shannon Appelcline, Silver Springs, MD: Evil Hat, 2013).
“Though not more than a thousand feet deep, Throrgrmir is a vast underground realm. Its eight major levels split into numerous sub-levels and spread across an area of at least five hundred square miles.1 Civilizations have dawned and died within its depths; empires built and crumbled over the long ages of its existence.”
Transitioning from How to Host a Dungeon to D&D, strata become dungeon levels and rooms become areas, which are collections of natural caves or dungeon chambers. I placed each area on separate overhead maps by level. The rectangles show the general location of each area, color coded as per the cross-section maps.
Connecting Corridors
At two miles per inch, each level map covers an area 15 by 23 miles. Even areas in close proximity to each other are separated by a third of a mile or nearly 600 yards. If we allow travel along connecting corridors at the wilderness rate (where movement is measured in yards), metal-armored adventurers traverse the distance in ten turns, which, with rests, is two hours.
Not rare, though, are areas separated by a mile or four. No mere jaunt, a delve into the Throrgrmir dungeon is an expedition.
I’ve never been much for dungeon adventures lasting more than a single day. That adventurers might hunker down in a cold, damp, dangerous place—no matter how empty the room—and get several hours’ sleep to regain spells strains plausibility. That they might “do nothing but rest” (B19) for 24 hours straight to restore hit points even more so.
On the other hand, “Throrgrmir is a vast underground realm,” as Eskilsson writes. Civilizations and empires have spent countless cozy nights within its confines. With a little thought, we ought to be able to accommodate explorers on long underground forays. Furthermore, the constraint may serve to further develop the setting. Following are a few considerations.
Wandering Monsters
The long corridors may be patrolled by local denizens or imperial troops. But, as a general rule, fewer monsters wander in the connecting corridors. We might check for wandering monsters once per hour.2
Movement
Mentioned above, a party may move along connecting corridors at the wilderness rate. Generally straight passages, with few turns and hardly an intersection, give little reason to tarry. Apart from lurkers and well-hidden predators, most encounters will be met from the rear, if some creature overtakes the party, or, more likely, from the front.
Again, infrequent wanderers is a general rule. Particular corridors may break it. A party may chose to move at dungeon or wilderness speed, switching between as deemed necessary.
Dungeon Marks
The dwarf builders carved distance3 and destination in corner stones at the entrances to connecting corridors. Some of these stone blocks have been defaced. Other builders, denizens, and explorers left similar information, sometimes carved in blocks, sometimes with less durable means. Faded chalk marks are not uncommon. Whatever the media, these signs are called “dungeon marks.” Sometimes the information is correct.
Burden of Treasure
If spells and hit points are husbanded, a party may well become loaded with treasure within a score of turns.
“If the DM permits it, mules may be taken into dungeons” (B39).
A pack animal permits the acquisition of 4000 additional coins.
Trading Outposts
Traders (B43) often set up outposts near first level entrances to the lower levels. Treat an outpost as a trader lair. Traders may be accompanied by mules in the dungeon as in the wilderness. In addition to goods needed by dungeon denizens, traders deal in weapons, armor, and adventuring equipment. Outposts are established on high-traffic routes in defensible positions and are appropriately guarded.
Overnight in the Dungeon
Way Stations
Dwarf-built stretches of the connecting corridors are often punctuated with bypasses, alcoves, or the odd room or two. In some of these, the Sadhakarani nomads established way stations. Since the nomads’ recent eradication by the Red Ogre, it remains to be seen whether the stations will be maintained.
“Wandering Monsters… should not be frequent if the party spends a long time in one out-of-the-way place (if they stop in a room for the night, for example)” (B53).
Let’s say, one check per night or three checks per day (one every eight hours) while so resting at a way station or other such place, including in a remote room of a dungeon area.
Throrgrmir Enclave
Dwarves maintain an enclave in an old dormitory on the second level. From this base, they explore the dungeon, searching for Throrgrmir relics. Law-abiding persons are welcome to stay, for a price, in a boarding house, provided they make no trouble and stay out of the dwarves’ way and their business. Here, a party may rest to regain spells and recover hit points with little chance for interruption.
Sixth Cairn Protectorate
The Red Ogre recently established a “protectorate” in the former drinking hall below Troelsvollr. Governed by a Lord Protector and guarded by imperial troops, it aspires to become a city.
Notes
1 Eskilsson overestimates. The dungeon’s footprint covers 345 square miles. On the other hand, if we multiply by eight levels and assume one-fifth of the area is explorable dungeon (as opposed to solid rock), we arrive at a figure not far from the historian’s mark.
2 Within dungeon areas, normal chances for wandering monsters apply.
3 Throrgrmir dwarves measure distance in the length of their standard stone block. A dwarven “standard” is roughly equal to five feet.
The Wyrm Dawn campaign produced a base map in the Primordial Age plus six transparent overlays in subsequent Ages. I compiled these chronological maps into a composite. In order to clear the clutter, I divided the final cross-section into middle, fore-, and background maps.
Color Code
Each room is colored to indicate its builder or initial occupant and any group which may have modified it as well as its current occupant. Following are the groups having significant impact on the dungeon’s history.
Blue Wizard
Faerunduine
Gullhringr
Kobolds
Legendary Throrgardr
Magnate
Murtax
Red Ogre
Stardark
Stone Giants
Throrgrmir Dwarves
The territory claimed by the Red Ogre is outlined in red. Imperial troops patrol these areas.
A Conundrum of Scale
When thinking of a dungeon—even a “mega-dungeon” in new school parlance—we generally consider a sheet or two of graph paper per level. At 10 or 20 feet per square, the widest dungeon level might be a couple thousand feet in width. Although the levels may be staggered—not stacked one atop another, the entire footprint fits under a surface ruin or a city.
In How to Host a Dungeon, though, you might have one or two cities among many other surface features stretched above the dungeon’s width. Looking at Wyrm Dawn’s middle ground cross-section, for example, we have two cities, Valormr and Troelsvollr, in addition to a tower and stronghold, mausoleum, shrine, the School of Mines, and the Cynosure, which was the Magnate’s capital, with a river running through it all. In my mind’s eye, the surface map spans at least a couple dozen miles. Such a scale makes the dungeon below likewise lengthy and its lowest level sixteen miles deep.
One might solve the conundrum in a number of ways. I choose to keep the horizontal scale and reduce the vertical. Keep in mind that the rooms shown on the cross-section maps serve as icons to mark a general location.
Horizontal Scale
At two miles to the inch, it’s four miles from Valormr to the ruins of Troelsvollr, in which the Old City Bazaar is set up. The nearest known entrance to the dungeon is also in Troelsvollr. Four miles is a fair morning’s travel for merchants by horse-drawn wagon as well as for adventurers on foot.
Vertical Scale
Scaling the East Tower to the cross-section of the Haunted Keep (B58), we find a scale of 100 feet to the inch in Moldvay’s dungeon example. The first dungeon level is 65 feet, the second 120, and the third 280 feet deep.
In the D&D campaign, Wyrm Dawn’s strata become dungeon levels, of which there are eight. This corresponds to the B/X Wandering Monster tables. Surface level ruins, cellars, and basements are considered as the first dungeon level.
Applying 100 feet per inch, our dungeon levels are separated by an average of 100 feet. Though longer flights often separate levels, there may be short flights of stairs up and stairs down within a given dungeon level. So, stairs down don’t always mean tougher monsters. Clever adventurers keep track of their depth to know what level they are on. When in doubt, they might also note, in natural caverns or wherever the geology is exposed, the type and color of the rock. Comparing this information to known strata indicates depth.
The cover fell off last year. Forty years old in January, the rusty staples slipped through the worn crease. The problem is not uncommon.
I thought to just lay the detached cover flat face down, stretch a strip of Scotch tape along the spine, and re-staple it to the interior pages. Some advice from fellow B/X D&D fans warned me about a couple pitfalls.
First, use acid-free book tape. This advice came from a librarian, and I’m embarrassed to admit I hadn’t though of it myself. The usual invisible tape won’t last long. It will dry, crack, and fall apart. It also contains acid, which eats the cover over time, turning it yellow to start.
Second, wrap the strip of tape around the spine with the cover closed on the book. Applied flat, the tape won’t stretch around the book when it’s closed. It will rather tend to flip open.
3M also makes a Scotch brand book tape. I couldn’t find it at any of the few local stores that were open. I had to order it from the States. It arrived four months later.
I applied the tape, half on the front cover, while the back cover was folded in the closed position, then wrapped the other half around.
Tricky enough. But then I realized that, because the sticky side was exposed through the punched holes and the torn crease, I would have to cover it with another strip of tape on the inside.
Furthermore, it became obvious that any staples would need reinforcement, or they would tear right through the two layers of tape.
For this, I cut two rectangles from an index card. I may have shortened the life of the repair with the card as it was not acid-free.
I cut a length of tape and laid it sticky-side up on a table, holding the ends with stones from a dismantled dwarven city terrain model. To align the rectangles to the staple locations, I laid the interior booklet next to the strip and stuck on each pre-folded rectangle. Then it was just a matter of applying the tape to the inside cover and clipping the tape ends flush to the cover with a blade.
Now to staple the cover. I was happy to discover a local print shop which had a saddle stapler. They didn’t have one the width of the original staples, which wasn’t a problem. But the staples weren’t as long either. Through the interior pages, they bent over the inside only about one millimeter.
This wouldn’t have been such a problem if, rather than two staples at the original locations, I had thought to leave the original staples in place, and use three staples, one at each end and in the middle.
After only two weeks of use, the first folio already slipped out. I’m on a quest for long staples.
Repair Tips
Should you encounter a similar problem:
Use book tape (acid-free).
Tape the cover folded around the interior pages.
Reinforce the staple area (also acid-free).
Leave the original staples if serviceable.
Thanks to Jamie Blackman, Jerry Eblin, and other members of the Dungeons & Dragons B/X Facebook group for their advice.
“Viggo Eskilsson, sage of Valormr, does here record the many histories of the underground realm known as Throrgrmir from its primordial origin to its age of dragons so prophesied.”
—Viggo’s Histories
Eskilsson came from the wild northern peninsula, tracking down legends of Throrgrmir’s wyrms and the Wyrm Prophecy. His previous works include Merfolk of the Cimbrian Sea, The Origin of Prophecy, and the four-volume Treatise On The Fabrication and Use of Metallic Alloys Natural and Artificial.
Now supported by the Lords of Valormr, Eskilsson resides in comfortable quarters within the city walls, where he researches his latest work. He gives the title as Histories of Throrgrmir From Great Wyrm to Age of Dragons. Locals call it “Viggo’s Histories.”
The historian divides Throrgrmir’s history to the present into nine ages, I to IX. He speculates that the next will be the prophesied Age of Dragons.