Spoiler Alert: The dungeon map for Bad Myrmidon is further down in this post. If you don’t want to see it, just go buy a copy of Bad Myrmidon in Print or PDF and stop reading this post. You have been warned.
I promoted the heck out of this on G+, but I realized that I didn’t do the same on my blog.
A few weeks ago I was contacted by the awesome Rafael Chandler to see if we could work together on an adventure to be used as a fundraiser for Mandy Morbid’s medical expenses. The two of us have been passing stuff back and forth for a while with regards to a zillion different things, and throwing together a quick map for an old school adventure he was writing was a no-brainer.
The end result was Bad Myrmidon. While I expected something fairly contained as I sent over what I thought was an 11-room map, the end result is an awesome 52-page hexcrawl by Chandler (with one hex written by James Raggi of Lamentations of the Flame Princess) and artwork by Genifer Bone and Wayne Snyder. It is unstoppably awesome and available both in Pay What You Want PDF through RPGnow and a $9.99 print edition through Lulu.
For those interested, the system behind Bad Myrmidon is the Labyrinth Lord system so it works perfectly alongside B/X D&D and Lamentations of the Flame Princess, and with basically NO work it also works with S&W, AD&D, OSRIC, Adventurer Conqueror King, and just about any of the D&D-styled retroclones.
When we talked about the dungeon, we talked about an 11 room piece, maybe 12. The goal was a large final room and some wobbly paths to get to said final room, with a bunch of other room earlier along the wobbly paths. The final result was the 11-room dungeon below, which in the hands of the inestimable Rafael Chandler turned into a 26-area set piece in the hexcrawl that Bad Myrmidon became.
Below is the map of the dungeon from Bad Myrmidon, without the room key.