| Mummy, Expert Set, p. 36 |
However, as luck would have it, as I watched a random video about Mystara, I scrolled down a little through the comments.
| Mummy, Expert Set, p. 36 |
Version 1.0. Session 1, Feb. 10, 2024
Session 1 was ran impromptu for an open table on the OSR Pick-Up Games Discord server. After calling for players, I generated a map on donjon, but generated the dungeon's content live by rolling on the Dungeon Stocking Table on page 52 of the 1981 edition of the Dungeons & Dragons Basic Set.
Room 1 was rolled as "Special, Treasure," so I pulled out my trusty ol' "water weird in a fountain with coins" encounter. I blacked out the door in the top left and bottom left of the Enchanted Fountain room, so that strange downward dead-end passage right after the entrance stairs has always had a secret door there.
The area below it, the Statuary was "Special, No Treasure," and I put a bugbear "assassin" in it that hid on the ceiling and waited for players to pass by before pouncing on the back rank. Players were quick to examine all the statues, but never mentioned looking up. It's the second room of a beginner dungeon, so it's a good time to get this kind of procedural conduct out of the way. It's just a normal bugbear surprise roll if players don't say "I look up." It's good to establish how the table handles these common situations like crab spiders crawling on the ceiling.
The area with the sarcophagus on the dais and the burial niches in the walls would later become the Pyramid. I rolled "Monster, Treasure" on the stocking table and then rolled 12 skeletons. Players rolled their own treasure (Type D) live for the last area of the night—and they rolled a stunning, spectacular 11,800 gp total, a Sword +1, a Scroll of Light and Hold Portal, and a Potion of Healing!!!
Before the game, I made one of the skeletons a wight able to cast Darkness. Not knowing how awesome the player's live treasure roll was going to be, I gave it a Staff of Snakes and a healing potion. I called it a Spellwight.
Version 2.0. Session 2, Feb. 20
Sessions 2-7 used what's now the odd duck of the map versions. That area with the 70'-wide round pit at the top with the floating platforms was going to be a vertical battle map. Still an idea I want to use. The octagonal room in the center was what it is today—a lever/door puzzle—but for some reason I didn't use gate/portcullis doors. Session 3 used map version 2.1, and it had gates.
Players during these early open-table sessions were much more investigative and experimental. They would always try diplomacy first, or to look for a way to circumvent dangerous encounters. Players of the group that formed from the open-table sessions are much more aggressive.
Version 3.0. Session 8, April 2
Version 3.1
Version 3.9. Session 26, Sept. 24
Version 3 was a real workhorse for the first half of the campaign. I was never happy with that awkward space on the bottom-right (Area 20/23)—never did figure out exactly how I wanted to use it. It was where I debuted my Pitslither monsters: Sarlacc-like maw-pits with lamprey teeth and a tentacle for a tongue. Players never went back after that, so it never did really matter.
Through 26 sessions of play-testing, it was clear what areas were the most popular, and some of those areas needed more room—a lot more room in the case of the Arcane Library (Area 4) and the so-called "Orc Prison" (Area 29).
I knew I needed more room, so I increased the size of the map from 390' × 390' to 500' × 500' for Version 4.0 . . .
Version 4.0. Session 27, Oct. 1
Treasure Map I is found in the Arcane Library, just to the west of the Pentagram Dome on Level 1, The Sorcerer's Labyrinth.
I've play-tested the dungeon's first level all the way through, but as I'm running an open-table game, I've had multiple groups go through parts of it three, if not four times.
The Arcane Library has what's very likely the first "big score" of treasure players will find in the dungeon.
So, it's of note that this map is given to players very early in the game—most likely the first session.
For the first level, I wanted to increase player agency for when they choose their directions at intersections between blind passages—a common occurrence.
In order to make informed decisions—to have agency—players who enter a new, large, labyrinthian dungeon like The Sorcerer's Labyrinth will need at least some sort of information at nearly every turn. Otherwise, it's just "Left or right? Who cares. Flip a coin." Or, "Left for loot!"
As intended, this is a very maze-like dungeon, and there's only so many "Left or right?" hallways you can add distant torchlight, wall graffiti, foot prints, whispers, chitters, glowing eyes, blood spatters, spider webs, broken daggers, orc dung, etc.
Giving a map straightaway increases player agency giving them points of interest rather like town rumors, a win-win in my book!

The OSR is a tiny parasol held aloft by a giant elephant; it's too small of an umbrella term to cover everything. That's been obvious for a long time.
Members of the OSR are divided between those who most enjoy fantasy role-playing games and those who best like fantasy adventure games—or "classic" adventure games (CAGs) to avoid an unfortunate acronym.
Whenever a B/X player asks the difference between an RPG and a CAG, I always say the same thing:
It is better experienced than explained; better shown than told.
I could spend months waxing and waning about all the subtle nuances contrasting the play-styles, but the reader's time would be better spent playing and running games. (Here's a perfect Discord server to do just that: OSR Pick-Up Games.)
That said, there are differences in the play-styles beyond a preference for a rules-light B/X or the more complete rules set of AD&D.
While the Eight Mantras of OSR Gaming apply to role-playing games, not adventure games, the fourth mantra remains true:
4. The OSR is a mindset, not a rules set.
The mindset of those at the table is perhaps the most noticeable difference between the RPG and CAG styles.
More specifically, CAG games are of a mindset where "rulings not rules" isn't safe to assume, and I think that's a core difference any member of the OSR who enjoys RPGs will appreciate knowing ahead of time when playing CAGs.
Both are fun, interesting, and challenging mindsets, so rather than write about games, I prefer to run and play them. However, for more discussion on the topic, try the Classic Adventure Game server: https://discord.gg/xakPP2V8yB
Incubation lasts a year and one day, the same to reach full maturity. Infant medusas are called "nagas" because they resemble a tiny human head on a serpentine body. Their face and skull is covered in scales.
They grow rapidly into "newts," sprouting arms from a human torso at two weeks. Buds form all over the newt's scalp and quickly grow into writhing snake tails. These tails grow eyes and develop the snake heads during as they mature into adolescence.
An adolescent medusa is called a "snipe." It's important to note that medusas don't develop their petrifying gaze until adulthood, though a snipe's gaze can stun. The last thing it develops before its petrifying vision is the menacing rattle at the end of its tail. Until the medusa becomes an adult, it must feed its ravenous hunger by constantly hunting for fresh meat—which explains a medusa's penchant for archery. Unlike adults, adolescents must sleep.
To "hunt snipe" means to search for an adolescent medusa's den. A dangerous quarry, snipe are cunning and alert. They often set traps and defenses around their lair. With a lethal aim, they attack with envenomed arrows from the shadows. This is origin of the word "sniper"—one who shoots victims from a great distance.