“We are not the first
here and I do not mean the previous expeditions. Scouts did find some supplies from previous
drafts of prisoners, and a few graves – some worryingly lacking the marks of
the Light, but they also discovered a village of sorts. Abandoned, twisting up the Northern wall of
the shaft, we are encamped in the ruins of what may have been a mill or a
factor at the foot of the long stairs that make the cliff hanging villages
gates. The stairs are flanked by galleries for spear men and archers, and beyond
a squat crenelated fortress looms. The
apostate are exploring the ruins, and while some vermin have been chased off or
slain no real creatures of darkness rise up to redeem their souls. The pueblo
is abandoned, and there are only vague signs.
The lowest reaches of the pueblo’s fortress, and the mill are cracked
and scarred by fire, but beyond there is no sign of violence except bones,
covered in rust colored moss and laying in drifts in low spots. Despite these omens, the village is well
protected, and the pale cougars which proved such a menace on are initial
arrival are easy to keep at bay with the old fortresses’ narrow stairs and
battered walls. A broken arch, has been
recently discovered, leading to a grand building barely visible in the gloom,
tomorrow a group of prisoners seeks to cross with a rope apparatus, and I fear
that we will learn secrets there that will bring many to the Light of
redemption. ”
-
3rd
and last dispatch of Brother Martyr Benediction Truth from beneath fortress
White Coulair
The Underdark will be split into nodes on a larger map, with
geomorphs and randomly generated content to fill in the spaces between these
nodes as necessary. This is an old method, the one used in the Descent series
back in the 1970’s, but it seems functional for a strange ½ dungeon, ½ wilderness
like the Underdark. I both like and have
some misgivings about procedurally generated Table Top adventure locales, but I
think in an exploration game, with a basic map of key locations (mapped as
dungeons or individual locales) and factions in place it’ll be effective. Certainly HMS Apollyon has taught me the
virtue of vague nodes scattered around a larger map with ‘highways’ between
them. One cannot map the whole of the
Underdark, it is not a megadungeon.
The map above is for the initial Node, ‘The Dusklight Quay’. The Dusklight Quay is a huge chimney that terminates thousands of feet above in with the monumental grate in Fortress White's courtyard. Prisoners are lowered into The Dusklight Quay by means of long, rusted chains, either individually shackled to the chain or in rough cages of brittle wood. Note that it contains several locales requiring small maps of their own. These important areas are keyed. With brief descriptions below.
The map above is for the initial Node, ‘The Dusklight Quay’. The Dusklight Quay is a huge chimney that terminates thousands of feet above in with the monumental grate in Fortress White's courtyard. Prisoners are lowered into The Dusklight Quay by means of long, rusted chains, either individually shackled to the chain or in rough cages of brittle wood. Note that it contains several locales requiring small maps of their own. These important areas are keyed. With brief descriptions below.
1 – The Dusklight
Quay – A square dock like structure of local reddish stone rock in the
midst of the faint shaft of light shining from the surface. This appears to have once been a mercantile
concern of some sort, likely for trade with the surface, though any evidence of
who used it and what they traded is lacking.
The central dock structure has arcades and storerooms beneath it that
are tainted with a musty, greasy animal smell.
The rock plain beyond seems covered in lichens and to contain many small
swift lizards and rodents.
2 – The Shattered
Mill – Once a factor, mill or arsenal, this building was smashed with siege
weapons and the interior burnt. Well made
from local stone, the exterior is solid and protected by a small blockhouse,
decorated with worked iron pillars. A
broken, rusted iron waterwheel rests against the mill’s Western side, half
submerged in the pool at the base of the cataract above.
3 – Northern cleft
– A dark 40’ cleft in the rock leading to a wide passage that slopes downward
and away. It seems dry and no footprints, not even
those of cave vermin, mar the dust leading away from the Dusklight Quay.
4 – The Crooked
Sponge – A mess of crumbled spongy rock riddled with small twisting
passages leading South, luminescent lichens and insects seem prevalent here, but
the passages are confusing and absurdly broken up.
5 – The River Way
– the cataract of Pueblo Gloomlight winds through a series of large caverns,
evidence that this river was once used for trade can be found in the stone dock
near the mill and a cobbled track with mile posts leading Southwest along the
river.
6 – Fortress Gloomlight
– A small keep protected by many crooked stairways and a crenelated
barbican. The rooms are burnt and
smashed and the entire fortress shows signs of combat. The final gate upward is still barred
however.
7- Pueblo Gloomlight
– A small town, built of rock blocks and hammered iron sheets as decorative
roofing. The largest building appears to
have once been a marketplace. No one
lives in the Pueblo, and the only evidence of its former resident are piles of
lichen covered bones in the pueblo’s cellars.
8 – Gloomlight Cataract
– a 150’ cataract of cold clean water emerges from a large twisting cleft
choked with strange fungi. Narrow stone and
iron catwalks surround the cataract and lead to a hanging tower built into the
cavern wall to the West. The pool below
the cataract is empty of life as is the river or stream winding South in a
tiled channel towards the River Way.
9 – Broken Span - Once a glorious flying arch of worked stone, leaping 80' through the pillar of diffuse and fading light from the surface, this archway is smashed leaving a 40' gap, The stones near the bridge near the gap is wobbly and seems ready to crumble at any moment.
10 – Gloom Hall –
Jutting into the shaft of light filtering from above, this magnificent building
of simple stone and decorative iron roofs can only be reached by crossing the
Broken Span. It appears to be a colonnaded hall or temple and has its own
gatehouse tower.
This sounds phenomenal, Gus. I really hope I have a chance to play in this game. And if not, I hope at least I can read some play reports.
ReplyDeleteBrilliant, especially that map.
ReplyDeleteI really dig that map.
ReplyDeleteThis is all good stuff.
ReplyDelete