The Snowflake Dungeon Part 14

If you’ve missed the previous posts about a snowflake dungeon, you can find them here.

The further I go along with the snowflake method of writing a novel, the less it pertains to creating a dungeon. After six steps, the adventure is really as developed as it needs to be. At this point, it’s just bringing it all together and cleaning it up.

 

Thus, moving forward, I’m going to be completely diverging from that original snowflake method. Everything has worked really well so far and I do think I’d use this as a template to make future adventures.

 

In any case, this brings us to step 7. This is going to involve collecting all of my little room/ hex blurbs and hammering them into proper keying format. At the moment, they’re kinda the equivalent of scribblings on napkins. It was important when I was creating them to have freedom to just figure them out. Now it’s time to make them proper.

 

I started by divvying them up into their individual sections. Doing this has led to some practical concerns, but that’s a tomorrow problem. Though I’m not making a map yet, this step does have me thinking about what they can look like, and just how many there will be.

 

The tree major areas I have are Overland, the Monastery, and the Ruined Temple. The Ruined Temple is further divided into The Temple Proper, The Bell Tower, and the Below.

 

Now that I’ve divided them all up, I know how many locations will be in each area.

  • Overland – 9*

  • The Monastery – 6

  • The Ruined Temple – 21

    • The Temple Proper – 10

    • The Bell Tower – 3

    • The Below – 8

 

I’m pretty satisfied with that spread (other than what I’ll talk about tomorrow). The dungeon is supposed to be the star of this adventure, so it should have more locations than anywhere else. Twenty one rooms seems decent enough for a few sessions of play, which is about the size I wanted from this.

 

Though they will all be connected, I do think each section in the ruined temple will have to have it’s own map. I’m thinking one spread will have an artistic representation of the whole Ruined Temple with it’s major area’s labeled. The individual maps will then label the connecting passages.

 

Layout wise (which you don’t have to think about if you’re not publishing it), it does leave me questions of how much info will end up fitting in a spread. I’ll have to present the maps as a whole somewhere – but do I include section maps on the spreads? Does each entry also just include the room and connecting passages? This I’m not sure on. I’ll try and keep rooms in close proximity on the map in close proximity in the layout as well.

 

I thought this step would require less thinking than it has. 🤣 But as I look forward to future steps, I’m trying not to shoot myself in the foot. Of importance to me right now is a good distribution of locations amongst the different areas, visualizing what the map will look like, and knowing how the players will interact with them (i.e. the overland is a hex crawl, the monastery is a dungeon crawl, etc.)

 

*The Overland is where I’m having my issue with both distribution and knowing how the players will interact with it. This will be the focus of tomorrow’s post. 

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Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.