I'm going to try using Dungeon 25 as a productivity tool this year.
The first few minutes when I get to my desk are crucial. Will I get to work? Or will I open youtube, reddit, and a thousand other procrastinating tabs? Maybe it's time to invest in some new expensive hobby... Instead, this year, I'm going to work on a better system. Put on some music, and write a room key. I don't want to get too hung up on dungeon ecosystems and realism, so the theme for the year is "inside the archwizard's bag of holding," or Pocket Sphere.
I think this can be a good exercise in restraint. I have a tendency to spend a lot of time messing around with fonts, endlessly editing, and moving into my layout software very early in the writing process. I'm going to try to keep this one in Obsidian as long as possible, and get the ideas out ASAP.
I'd like to include illustrations, I'm considering shifting from room–key–per–day to five room keys per week, leaving two days to illustrate a map and do one spot illustration.
See you soon with updates, and happy new year from the Gravy household!
The primary entryway to the Wizard's realm, for invited guests. Adventurers should use the mudroom to enter.
1. Mudroom
A normal looking set of doors open into a small room. Benches line the left and right walls, a set of glass paned french doors on the opposite wall. The room is piled with muddy shoes of every possible type—left behind by previous adventurers.
2. Great Room
Heavy main doors open into a towering entryway. Polished hardwood floors and wainscoting below intricate wallpaper. Dozens of life size portraits feature a diverse cast of eccentrics. Twin staircases curl upwards towards a second floor high overhead. An obsequious doorman stands just inside the door.
3. Reading Room
Luxuriously appointed reading library. Library ladders roll on well-oiled tracks, climbing dozens of enormous bookshelves. Student style desks with lifting lids contain ridiculous plumed quills, and pungent inks with remarkable colors.
4. Smoking Room
Leather recliners flanked by walnut tables, kept stocked with cigars and cocktails by the house staff. Walls decorated with weapons too ornate to be practical, grainy photographs of alien landscapes, and the taxidermy heads of unrecognizable beasts.
5. Dining Room
Massive chamber lined with dark wood panelling. An offensively long table is set for dozens of guests. At all times, a handful of servers stand silently in the room's margins. In the evening, guests arrive at the front door for the dinner service, always enough to exactly fill the table. A place for the wizard is kept empty for the wizard. They come to dinner only for Solstice.
6. Kitchen
Behind a swinging pair of french doors, an unbearably hot, pristine kitchen. Shouts of "service," "behind," and "hot!". A brigade of cooks in spotless whites work day and night: making and reducing stocks and sauces, slowly roasting choice cuts of meat, dry-aging fish and beef, fermenting and pickling exotic greens and roots. The chef insists—there is no food waste in the wizard's kitchen—everything is saved and used.
7. Servant's Quarters
Cavernous dormitory. Metal bunks stacked seven high. Lockers for personal belongings. At any time, around a third of the bunks are occupied with peacefully sleeping staff. A magic hush permeates the space, speaking above a whisper is impossible.
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