Hey all, here’s another battlemat-ready map for your game! The scale is 5′ per square and the caverns are lit by torches. Feel free to insert your own enemies and traps as you like!
I’ve been coming up with new spells for both clerics and magic-users for use in the City of Nightmares. The dungeon is based on a jailed god, the Waking Dreamer, and a cult of necromancers trying to gain control of the subterranean complex. Clerics gain spells dealing with the realm of sleep, while magic-users can begin the study of necromancy. Two samples:
Cleric, Level 1, Touch
The target of the Dream-Lock must Save -2 or be knocked unconscious. The target will be trapped in a labyrinthine dream for as long as the cleric maintains contact.
Magic-User, Level 2
A magic-user who desires to study necromancy should begin with the ability to Summon Imp. For one hour, the Imp will serve the at the MU’s beck and call, but if the MU does not take three minutes to undo the summoning before the end of the hour, the imp will turn on his master.
I know I’ve been gone for a while, but I’ve been working on a BIG project, that’s actually coming along nicely. The City of Nightmares is going to be a cross between old-school style megadungeoning (although with out quite the epic scale. I think the City will weigh in at about 250 rooms total) with a bit of a new-school influence. Hopefully it will eventually make its way into PDF book form, but for now, here’s a sample of the rough draft of one of the maps.
The finished project will include tons of quests, original enemies and magic items, a semi-detailed description of the city above (with plenty of room for referee improv), and approximately 5 floors.
Over at Gothridge Manor there’s an excellent post on valuing gems. In a comment, I replied with my own (admittedly simplistic) version of gem valuing for S&W. If you’re interested:
Whenever a player tries to value an art or treasure piece, I secretly roll a d10. For every number BELOW 5, they undervalue it by 10%. For every number ABOVE 6, they overvalue the object by 10% (this can make for some regretful discards when they players are trying to decide what to load onto their mule). A 5 or 6 means they get the real value.
Tim adds the character’s INT bonuses and many social factors (style, etc.) into the equation, but I simply am not a fast enough thinker on my DM-feet to do this (plus, we play S&W, so there’s no INT bonuses). If a player has 15+ INT, I will adjust the d10 roll one closer to the 5-6 sweet spot (I do not tell my players this rule).
When the players go to sell in town, they will receive the price they ask if they are undervaluing the object (I don’t allow haggling in my game unless the players are buying or selling something story-related or epic in value, such as a warship or keep). If they overvalue the object, the shopkeeper refuses and will only give them the correct value of the object.
If players suspect that the object is undervalued, they can pay an appraiser 10-15 gp to analyze an object in any town with at least 1,000 people in it.