Friday, August 21, 2015

the Purple Planet for [5e]

Saving Throws
Fortitude becomes Constitution (or Strength, if applicable)
Will becomes Wisdom (or Intelligence, if applicable)
Reflex becomes Dexterity
Anything that doesn't have an immediate correlation just use Charisma and if the players question it just wave your hands in the air, adopt a spooky Scooby-Doo villain voice, and say "it's weeeeird man!"
Increase all DCs for Purple Planet mushrooms, plants, and poisons by +5

Double their Hit Points, but leave the stats the same. Kith are worth 200 xp.

Death orm
They make four attacks per round with their paddles and no longer make a bite attack. Increase the paddle's damage to 1d8+3. Anyone struck by a Death Orm's paddle must make a Strength save vs DC 17 or be swallowed whole. Death Orm are worth 900 xp.

Non-native characters take one level of Exhaustion for every day of exertion under the dying sun. One level of Exhaustion can be healed by taking a Long Rest in a well-shaded and hydrated area. If a Short rest is not completed in the shade than the character receives another level of Exhaustion at the end of the rest. Dehydration rules should be followed strictly. Long and short rests follow my normal 5e house rules

Moon-milk of the Tiger Mushroom
Drinking one pint of moon-milk heals all Exhaustion levels lost to the werdling sun, and grants a temporary +2 to Strength and Dexterity (until the next Short Rest).
Partaking of multiple pints of moon-milk grants multiple bonuses, but risks toxicity. Each additional pint after the first grants an additional +2 to Strength and Dexterity but the PC must make a Constitution save vs DC 10 or take 1d12 damage and be rendered unconscious for 1d4+1 hours, for each additional pint the save DC increases by +5 and the damage increases by +1d12.

Greenstone shards
One greenstone shard can impart 1d10 charges to a lesser relic, or a wizard can use a greenstone to power his spellcasting (grants advantage to a spellcasting roll). Either use burns out the greenstone shard and reduces it to ash.
Casting mending on greenstone shards acts the same as described in Peril on the Purple Planet.

True Greenstone
Melon-sized crystals of dark green, a single greenstone can be broken into 5d20+50 shards. Using a greenstone to power a spell automatically turns a spellcasting check into a natural 20 roll, but it burns out the entire greenstone and the wizard must make a Wisdom save vs DC 30 or suffer 1d3 corruptions.

Because corruption doesn't normally exist in a 5e game, while on the purple planet any spellcaster is subject to possible corruption. If a spellcasting check is made and a natural roll of 1 occurs, or if a saving throw is rolled against the caster's spell and results in a natural 20, then the spellcaster suffers 1 corruption. Spending inspiration cannot prevent this. The roll is 1d10 minus the spell's slot level plus the caster's Charisma modifier. The level of the spell slot used determines the level of corruption: 1-3 = minor, 4-6 = major, 7+ = greater
Having an active familiar will still negate half of the corruption effect

maybe I'll add more later, but that's all I've got for now

Tuesday, August 18, 2015

Support me by buying games

For the last year I've been a part of the affiliate program on DriveThruRPG (or RPGnow) which means that when I provide a link to a product on dtRPG the link includes my affiliate number in the web address, and if somebody purchases a product after following that link then I get a little bit of store credit to use at dtRPG. I've managed to gather about $55 in store credit which averages out to about $2.25 a month and that is really cool considering each click nets about 15 to 30 cents of store credit. I would have been surprised to even accrue $10 total. I don't have a large need for store credit but I do like reading new books. I have a pretty nice sum sitting there for buying a few pdfs right now but I've spent most of that store credit already.

My Pledge to YOU
I can promise you that I will NEVER start a Patreon or put a donation button or a gofundme link on this blog. Everything I publish here will always be free to use and abuse. I don't like handouts and I certainly don't like asking for handouts, but if you buy gaming books from DriveThruRPG or RPGnow then please consider using my affiliate links to go to the site since it costs you nothing extra.
The store credit I accumulate will always be posted publicly here and I will always blog about the items I purchase with the store credit you provided to me. You will always know what I'm doing with your assistance. This post will also always be linked in my upper banner and I will update this post every month to show how much store credit I have and what I've been spending it on. And with that out of the way, here is the hard data

Total sum generated $82.59
Current unused credit $39.35
Last updated August 16, 2016

Products purchased
White Star: White Box SF Roleplaying ($6)
1st edition Players Handbook ($10)
Greyhawk Ruins (2e) ($5)
Planarch Codex: Wintry Plane ($5)
Deep Carbon Observatory ($4)
(my review)
Bootleggers ($5)
Guidebook to the City of Dolmvay ($2)
E-Z DUNGEONS: Basic Set ($6)

Thursday, August 13, 2015

return to the dungeon
[5e Dwimmermount]

Queen Ilona had spent some time with her horngoblins cleaning out parts of Dwimmermount while the rest of the party were absent. She took several horngoblins down to the cloning chamber and left one of them there as a guard, to insure the cloning chamber would not be used. Surveying the equipment she learned that the power was drained and it may take several days for the machinery to be powered up for another cloning experiment. As she returned to the elevator, her group encountered two minotaurs in the corridor and brief fight and chase ensued down the passageway. There were more minotaurs near their dead king's throne room, and soon only one was left standing. Ilona demanded for it to bend the knee and he did, on the condition that she allow him to clone himself and live on this level. The minotaur, Mangarak Vigileye, told a story of a room that had a stairwell down but it was being blocked by a pool of flesh and muscley sinew, he offered to show Ilona the room but cautioned that her view would have to be quick.

For the minotaur negotiation I googled, and was not entirely surprised to find, a minotaur name generator. It worked pretty good actually!
Because Ilona was by herself, I gave index cards to the other players with stats for the horngoblins. Everybody had fun using the horngoblins' racial abilities during the fight, but in straight one-on-one fights they were clearly outmatched against the minotaurs.

Ilona spent the rest of her time delineating work to the horngoblins. She sent a squad to scout the level the orcs were on and they quickly returned with reports that the passage was blocked, trapped, and set with an ambush. More horngoblins reported seeing dwarves running to the eastern stairwell, and a single kobold had been captured and locked into an unused storage room. Ilona questioned the kobold, Folly, and learned that the dead dwarf, Guran, was a custodian to Dwimmermount, and there are more dwarves living in the lower levels.

She made successful Persuasion checks to get the information out of him, otherwise he would have spat on her.

Days passed and her advisors finally returned. Ilona allowed Mangarak Vigileye to describe the fleshy object blocking the stairwell to Sulla and he immediately noted that the creature sounded like a Psychoplasm, though he wouldn't know what variety of disease had spawned it (atavistic, chaotic or retributive) unless he saw it for himself. They took the elevator down to the level with the cloning chamber and Sulla insisted they stop at the door where the woman Melissia had been trapped. Her voice could be heard inside and he opened the doors with his newly learned Knock spell.

Inside they saw a fairly spartan circular chamber with a beautiful redheaded woman sitting in the center of a summoning circle. She stood up and pleaded that they break the seal of the circle so that she could leave. When questioned about how she had gotten here and why she was trapped in the circle she decided to be honest with them and explain that she was a demon, summoned 200 years ago by a wizard who fled during the fighting of the Typhon Rebellion against Turms Termax, she wanted to find the descendants of this wizard and torture them to death before returning to her home in the Abyss. Horatius didn't have a problem with that and he cut a line in the circle, but this made Sulla and Levity immediately do everything in their power to prevent her from leaving. Melissia charmed Ilona in order to assist her escape but in the end she simply could not get away, and was cut down by Levity and Sulla's magic. As she died Ilona realized she had been charmed and congratulated them on killing her before she could escape.

They finally ventured to the object of their search and prepared themselves to enter the room holding the Psychoplasm.

That's where we ended. It seems like it was a short session, but only because most of it was filled with fighting.

Wednesday, August 12, 2015

the Alchemist
[a Rogue Archetype for 5e]

Rogues who study alchemy are adventurous botanists and chemists, always searching for unusual or strange flora in exotic or distant environments. They obsess over the natural world as much as they do their laboratories. Many alchemists spend their time making potions to heal but are often the first people to turn to for an adequate poison. In the magical world, an alchemist is an ideal person to turn to for specialized knowledge. They have a tendency to be homebodies, with endless projects and experiments that can keep them busy for weeks or months. But there are occasional alchemists who take an active role in exploring the wild world around them, and these explorers are the true pioneers of alchemy.

Starting at 3rd level, if you don't already have them, you gain proficiency with Alchemist's supplies and Poisoner's kit.

When you choose this archetype at 3rd level, you gain the ability to mix alchemical formula using Alchemist's supplies at half the cost. The process by which alchemical formula is created is magical but the finished products are not always magical.
Additionally, an Alchemist can use their Alchemist's supplies to Identify (as per the ritual spell) any liquid or potion.

At 9th level, you can attempt to create a missing rare ingredient for a special formula (such as Wyvern venom for a poison) using Alchemist's supplies. Assume it takes at least eight hours and supplies worth 2d6 x 50 gold pieces to adequately create a substitute ingredient.

By 13th level, you have the ability to create your own potions using Alchemist's supplies and in half the time as described in the DMG. You can make any potion that you have ever used, Identified, or come into physical contact with, but cannot brew your own creations.

When you reach 17th level, you can produce Alkahest. It costs 10,000 gp and requires 200 days to craft a single vial using Alchemist's supplies. Alkahest is a powerful disintegration solvent and does not count as a poison or a magical potion. The spell purify food and drink will immediately neutralize the acid if the Alkahest is within range.
If thrown or poured onto a single object or creature, Alkahest immediately deals 4d8 points of damage, and another 4d8 points of damage each round thereafter until it is neutralized. Magical objects have damage resistance against the Alkahest, but assume they will be destroyed just like a regular object of their type once their hit points are reduced to zero (page 246, DMG). A creature which is reduced to 0 hit points by Alkahest is reduced to black residue, and cannot be raised or resurrected. Preventing damage can be done by either submerging the subject in water or wiping it off with clothing, rags, or something similar (both methods will reduce damage by 1 die each round of submersion/activity, but in the latter case the objects used to wipe it off take 1d8 damage each round they are used or until destroyed).
A creature which drinks Alkahest must make an immediate Constitution saving throw versus DC 30. If the saving throw fails, the creature dies immediately as its tongue, jaw, and esophagus melt away. If the saving throw succeeds, the creature takes 25d4 corrosive damage to their internal organs, any damage is interpreted as viscera melting out of the body. In either case, the result is not pretty.

Tuesday, August 11, 2015

Alchemical Formula

(anyone with proficiency in Alchemist's Supplies can craft these)

Chattercap. After drinking this mixture, the user can throw their voice to any location within 60 feet, which need not be seen but must be known to the user. The voice cannot be thrown through a barricading object, such as a door or wall. Their voice is as quiet as a whisper or as loud as a shout and seems to emanate from the location specified. This effect only lasts for 1 round. (25 gp, weight is negligible)

Fateful Elixir. The drinker of this elixir receives Advantage to the very next ability or proficiency check they make, provided it happens within the next minute. Traveling vendors and mysterious tinkers have been known to give this elixir away for free to veteran mercenaries down on their luck. (25 gp, weight is negligible)

Fire Bottle. Upon breaking the seal of this bottle, the liquid inside ignites but not explosively. The flame produced from the liquid's exposure to air is very dim, it will illuminate a 5-foot radius around the bottle (considered bright light) and extend dim light for another 5 feet. The flame is incredibly hot and can be used to ignite anything even remotely flammable. A few minutes after mixing this potion if the alchemist hasn't sealed the bottle right away then the mixture's effects take hold. (25 gp, weighs 1 lb.)

Golden Philtre. This golden beverage has a cloyingly salty flavor. Upon consumption, the user can add +1 to any attack rolls they make for the next minute. (25 gp, weight is negligible)

Healing Brew. This lightly flavored, dry, and alcoholic beverage warms the body and calms the nerves. It effectively heals 1d4 Hit Points after being imbibed, but also neutralizes any poisons that are affecting the consumer. Drink three and you'll be buzzed, drink six and you're drunk, drink any more and you'll likely vomit, losing all of the effects. (costs 5 gp, weight is negligible)

Kryn's Salve. This ointment is the consistency of watery oatmeal and dark green in color. When applied to a plant its effects are immediate, seed pods will sprout, flowers blossom, or buds bloom. The plant also will not need watering or sunlight for several days as it thrives from the nutrients of the potion. (30 gp, weighs 1 lb.)

Luminescent Water. To get the best use out of luminescent water it should be placed within a glass vial. When shaken vigorously, the water begins to glow brightly and sheds light as a torch would. It has the added benefit of lasting for four hours; after two hours the bright light becomes dim, and after another two hours the dim light fades entirely. (costs 1 gp, weighs 1 lb.)

Universal Glue. This thick mixture begins to flow slowly as soon as it is exposed to the air. If the mixture is touched to an object it leaves a quickly hardening patch of glue, and if a second object is fixed to this glue then the two objects become bonded together semipermanently. The bond sets within 1 round, but the thick fluid won't bond properly if the two objects are being moved (gluing a grappled creature to an object, or another creature, requires that you exceed their Strength check by 5). The only things that can separate two objects that have been bonded with universal glue are a solvent brewed by an alchemist (of equal worth in gp) or by damaging the bond either with heat or a metal instrument (30 hit points worth) which is likely to damage one or both of the objects. (50 gp, weighs 1 lb.)

Vigorous Respite. This foul concoction is a brackish, thick gruel and most find it difficult to swallow, but its effects are potent and last for several hours. For three hours after being ingested, if the imbiber ever falls to 0 hit points for any reason then they immediately stabilize without the need for rolling death saving throws. (25 gp, weight is negligible)

Sunday, August 9, 2015

threats [Kosranon]

the Corpsefiend
These creatures are demons who have possessed the resurrected remains of people who died through great violence. The demons are always knowledgeable and resourceful, and the bodies they possess become supernaturally stronger and more resilient. Every Corpsefiend is driven by an implacable lust to kill. Corpsefiends recognize each other instinctively and always work together when they encounter one another. If many Corpsefiends congregate in one place they will begin to use the resources at their disposal to create great engines and machinery of violence and destruction. It is commonly known that the only reason gunpowder exists is because the Corpsefiends were the first ones to make it.

the Tin Golem
The tin golem is a simple construct from some earlier era. Most have been ravaged by rust and mechanical failures, but those that are still active are observed as behaving in a simplistic manner. The tin golem is often found analyzing a structure, plant, or animal and it always speaks an ancient language. Anybody able to decipher the language hears the tin golem declaring a plethora of facts about the object it is examining. Whether these facts are being recorded somewhere inside the tin golem, or it expects others to listen to what it has to say, is not known. When it is done reciting the facts then it goes about dissecting or destroying the object of it's examination.

Flying Cities
There are flying cities from the old world. Nobody knows who built them or why they are still floating in the skies, following courses that must have been plotted by their extinct pilots, but their presence causes many people to seek out ways of catching up to and climbing aboard these ancient relics of a former age. Those who chase after the flying cities are known collectively as City Stalkers. Those who hunt the flying cities with dreams of catching up to them and climbing up to them are spurred on by tales who have succeeded. There is a flying city, Greenspire, which many City Stalkers have managed to climb aboard but few have managed to bring anything of value back from. Those who return from greenspire are often changed into reptilian scavengers. Because City Stalkers are so brutally competitive, successfully getting aboard Greenspire and making your way back down without becoming mutated in the process is often treated as a right of passage. You're not a true Stalker of the ancient metropolii until you've climbed Greenspire.

These City Stalkers once climbed Greenspire and returned alttered and different. They still crave the thrill of hunting down and catching the flying cities, but now they also seek to kill any who would compete with or challenge their claim to a flying city. There is always a danger when running into a Greenstalker that they won't believe you if you claim not to be interested in the flying cities, and there is always a danger that they just want to kill you and eat you anyway.

Cannibal Bugs
They're out there, they're smarter then you'd expect, and they're hungry. So hungry!

Saturday, August 8, 2015

three races for [5e Dwimmermount]

(modified Hobgoblins from Dwimmermount, a playable race for 5e)

One of the later experiments of the Thulian Empire, horngoblins were created from goblin stock and had their genetic markers mixed with rhinoceros, but also a multitude of other odd-toed ungulate mammals. Horngoblins were designed to act as guards for forts, blockades, and throne rooms. They were not kept as slaves, but like most of the beastial races that came before them they were never treated as equals by their Thulian rulers.

Horngoblins have immense bodies and large heads, short necks, and broad chests. The center of their head is dominated by a single horn that protrudes upward and protects the skull. All horngoblins have thick, protective skin, and tend to subsist off of vegetarian diets. Horngoblins had a strong affinity for the Great Church and many worshiped Typhon and Mavors openly, those that didn't still held a strong sense of duty to their birthplace, wherever that may be.

When the Termaxian Coup occurred many horngoblins were turned into slaves or forced to fight each other as entertainment. After two hundred years of servitude, many horngoblins were being held in stasis when the Typhon Rebellion destroyed Termaxian control over the Empire. There are still said to be horngoblins serving old remnants of the Empire far to the south, but those that lived near their birthplace have either died off or displaced to farther lands and warmer climates.

Male Names: Araus, Arorir, Char, Chud, Diedel, Dieth, Druf, Durge, Gerid, Gred, Poach, Peafyuch, Prefet, Pred, Prieth, Pulip, Rogaud, Rukru, Setho, Sodau, Suled, Thaud, Trauche
Female Names: Augib, Bab, Bafib, Bitha, Brelib, Brib, Brisor, Chauthis, Grilea, Libut, Lobel, Lolath, Pechief, Relib, Rigob, Rorib, Rupa, Sitheb, Sopib, Teaf, Tebu, Thaugib, Thiep

Ability Score Increase: Your Strength score increases by 2 and your Intelligence score increases by 1.
Age: Horngoblins grow to maturity by their early teens and usually die of old age before they're half a century old.
Size: Horngoblin are taller and more muscular than most humans but are still considered Medium sized.
Speed: Horngoblins have a walking speed of 30.
Bellowing Challenge: As a bonus action you can yell a battlecry at one humanoid creature that you can see and that can hear you. They must make a Wisdom saving throw (against 8 + your Proficiency bonus + Charisma modifier) to avoid confronting you directly. On a failed save, the creature is drawn to you and if it does not spend it's next action attacking you then it suffers disadvantage on it's next attack roll. If it succeeds on the save, it can readily ignore you without consequence.
Horn Slam: In combat, you can use a Dash action to slam into another creature with your horn. Make an attack roll (you are considered proficient with this ability) and if you hit you cause 1d10 + Strength modifier in damage and your target is knocked Prone to the ground until the beginning of your next turn. The creature must be within your Reach and your Dash ends when you make your attack roll. If you miss the attack roll, you will either fall Prone yourself (from misjudging the distance then slipping and falling) or the DM can call for you to be Stunned (if your target was standing in front of a stone wall or similar obstruction) until the beginning of your next turn.
Intestinal Fortitude: You gain advantage on any rolls to resist poison.
Thick Skin: When you are not wearing armor, you have a natural Armor Class of 12 before applying a Dexterity modifier. You can use a Shield on top of this and it doesn't decrease your natural AC.
Languages: You can speak both Common and Beastial.

Base Height: 6'
Height Modifier: +2d6
Base Weight: 140 lb.
Weight Modifier: x (5d6) lb.

(modified Bullywugs, a playable race for 5e)

Human and frog hybrids born out of the early Azoth experiments of the Thulian Empire. Possibly created in order to clean and maintain the vast plumbing architecture of Dwimmermount, the ranine now live as scavengers often fleeing from larger threats. They militantly worship the demon lord Tsoth-Dagon.

Male Names: Bez, Gax, Groak, Mona
Female Names: Bulk, Plup, Pop, Puck, Puh

Ability Score Increase: Your Constitution, and Wisdom scores both increase by 1.
Age: Ranine grow to maturity very quickly and live exceedingly short lives, a Ranine who lives for two decades is venerable
Size: Ranine are short, sometimes not exceeding five feet in height. You are considered Small sized.
Speed: Ranine have a walking speed of 25.
Malleable Bones: You can use your Move action to travel through a small space that would otherwise not accommodate your Size. You are considered Tiny when moving through this space, and you can continue this movement for as long as you are able. If you are still in the small space at the end of your Move then you lose any Action or Bonus Action you might take until you have freed yourself from the space (you can still use Reactions).
Amphibious: You can breathe both air and water.
Strong Leaping: You can long jump an additional 20 feet and high jump an additional 10 feet, with or without a running start.
Languages: You can speak Beastial.

Base Height: 3'2"
Height Modifier: +2d6
Base Weight: 100 lb.
Weight Modifier: x (2d4) lb.

(spider-people, a playable race for 5e)

The Thorgrim are a unique beastial race because they are the only magically created race that were not designed and developed by the Ancient Thulians on purpose. A infused mixture of Goblin and spider, the Thorgrim have developed their own rudimentary culture of thievery and scrounging far below the surface of the world. Because they have existed on their own in the bowels of the earth, they have come to worship the demon lord Arach-Nacha who adopted them as his chosen people.

Male Names: Feckle, Klayqus, Kook, Zzarch
Female Names: Aran, Carna, Szizi, Tlatla

Ability Score Increase: Your Dexterity and Wisdom scores both increase by 1.
Age: Thorgrim grow to maturity very quickly. Their bodies reach adult development within 5 years, though their brains are slow to mature and sometimes Thorgrim are not fully realized personalities until their tenth year. Thorgrim age in maturity considerably slowly in comparison and can live as long as 120 years.
Size: Thorgrim are short, averaging about 3 feet tall, and weigh very little, usually around 50 or 60 pounds. Your size is considered Small.
Speed: Thorgrim have a base walking speed of 25.
Iron stomach: You only eat half as much, and when you do eat it doesn't matter if food is spoiled or rotten because it will still sustain you. You also get advantage on disease saving throws and poison saving throws when they are ingested.
Spider climbing: You are proficient with Athletics and get advantage when making checks related to climbing.
Inscrutable: Your emotions and mannerisms are not easily understood by others. You always have advantage when using Deception against humans or other surface-dwelling races, but you also have disadvantage when using Persuasion with same.
Languages: You can speak Beastial.

Base Height: 2'7"
Height Modifier: +2d4
Base Weight: 45 lb.
Weight Modifier: x 1d4 lb.

Thursday, August 6, 2015

a city adventure
[5e Dwimmermount]

Skull.18 10:45pm, the party - consisting of Tsetsig the cleric of Typhon, Gaius Marius the dragon sorcerer, Brughat the dwarf, and Sulla the necromancer - makes the long trek back to Muntburg from Dwimmermount, in their company are the 25 surviving members of the ratkin clan

Skull.19, the party arrives in Muntburg, they negotiate safe passage for the ratkin without issues then wait for the general store and the gemcrafter's to open their shops

having exhausted everything that Muntburg can supply Sulla announces that he must head for Adamas, the rest of the party in Muntburg agrees to join him on the road, Tsetsig magically messages Horatius and tells him to leave Dwimmermount and accompany them to the city-state of Adamas, they begin preparing to leave Muntburg for the city

Tsetsig, Gaius Marius, Brughat, Sulla, Horatius and the ratkin all leave Muntburg, headed for Adamas

Skull.20, the party arrives in Smerdlap's Crossing, they take a short rest for 8 hours then travel by boat to Adamas, the ratkin stay in Smerdlap's Crossing

the party arrives in Adamas and begins shopping, they're mostly going to the same stores so they do not split up, Sulla has bought inks and spends the remainder of the day transcribing new spells into his spellbook

Tsetsig purchases a book for 20 gold entitled "History of Kinship of the Dead Plane" by Viscount Vidath Donafroth, afterward Tsetsig is confronted on the street by a former cellmate he was imprisoned with and stole from, Tsetsig pays him back the money he stole from him and apologizes the only way he knows how

Gaius Marius visits with the city's guard captain and successfully bribes him to erase Tsetsig and Brughat's wanted bounties

Tsetsig and Brughat visit Baron Jagor Futhab├Čn - the noble who had Tsetsig thrown into prison, Tsetsig tries to makes amends with the Baron but the noble simply wants him to leave and Tsetsig eventually leaves but promises he'll be back, Tsetsig also spends half of his time restraining Brughat from killing the Baron

Brughat returns with Horatius and Gaius, they see that some city guards have been called and Gaius successfully bribes one of them to leave the house, Brughat kills Baron Jagor Futhab├Čn (and his butler) then they loot the Baron's library and bring the books back to Tsetsig (a lot of titles concern demon-worshiping cults) after setting fire to the Baron's home

Skull.21, the party leaves Adamas early in the morning, they spend the remainder of the day in Smerdlap's Crossing

Skull.22, they arrive back at Dwimmermount at midnight

Sunday, August 2, 2015

I can't draw circles

I finally sat down and committed a level of my megadungeon to ink, scanned it into the computer, and now am sharing it with you. This is only one level. It's not the entrance, but it is meant to be encountered early.

The big circular area is meant to be an auditorium, the giant quarter-circles are a sloping series of pews facing the center stage at the bottom, the ceiling above a spherical dome. I drew and redrew this, trying to make the circles perfect. I even scanned in a simple pencil copy missing the circle and tried to put a circle onto the map using GIMP and it just didn't line up correctly. I've been stressing out about this map for weeks now. It wasn't until I started drawing the pews for this final map that I realized I should have started with the circle and built the rest of the level around it. I understand why there are few circular areas in old modules now, they're a bitch to draw!

I'm not going to redraw it. At least, not until after I playtest it. For now, I'm going to finish drawing the entrance.