Tuesday, December 18, 2018

Advanced Molecular Dungeon Mapping

Now that we've covered the basics of molecular dungeon mapping, let's move on to some more advanced methods.

Aromatic and Hydrogen Bonds

A common feature in a lot of complex organic molecules are Aromatic and Hydrogen Bonds.

Aromatic Bonds
You'll see this Benzene structure a lot in the following pictures (with Hydrogen not shown). For complicated reasons, I can't tell you how this is different from a handful of carbon with alternating double and single bonds. You'll just need to trust me. Because it's so common in big organic molecules, I recommend treating this as a different route category than double or single bonds.

I recommend, if you're drawing it out, to use the bottom format,
to distinguish it from double bonds on the map.

I treat this "hexagon with three internal double bonds" as Dungeon Highway - well traversed area. Double wandering encounter checks.


Hydrogen Bonds
Hydrogen bonds, almost always between Hydrogen and either Oxygen or Nitrogen, are usually displayed as dashed or dotted lines. Because they're always connecting Hidden rooms with something else, I use these to represent Secret Passages.

Let's look at these two in Indigo Dye below:

"Two Ships Docking"
Indigo Dye
Common Rooms (Carbon): 16
Entrances (Oxygen): 2
Special Rooms (Nitrogen): 2
Hidden Rooms (Hydrogen): 2
High Traffic Areas (Aromatic Groups): 2
Movement Hazards (Double Bonds): 3

We have two entrances (O), two Hidden Rooms (H) connected to the entrances by Secret Tunnels (Dashed Line) and Not Common rooms (N). Two high traffic areas to the west and east (those hexagons on either end). There's an Inconvenient Movement Hazard (Double Line in the middle) bridging the two halves.

Not, perhaps, the most well-designed or imagined dungeon layout. Having Dungeon Highways on the ends is weird. But it's serviceable. Maybe we're looking at two locked ships, or the Lair of the Binary Wizard.

Elevation Changes

"Bugbear Ambush"

The dashed line connections represent that the molecules are oriented in a direction away from the viewer (if they are solid black triangles, they'd represent going towards the viewer). We can treat these as stairs or elevation changes. So, if we pretend this entire dungeon is a flat plane, with us looking down on it from the sky, we have one Hidden Room on a lower elevation, and one Common Room on a higher elevation.

This molecule actually seems quite functional! I can see a cave complex here. Just needs some material to populate it and you're good to go.

Functional Groups

This guy right here.

What ho!
What about phosphate groups?! (Said exactly one person)
You'll find them in nucleotide-phosphates and DNA/RNA. Those are the things with a P surrounded by four O's.

I'd treat them as a single unit  PO4, so just a Pit (see previous post rules), 'cause four entrances around a pit is a bit redundant (or not, maybe, if we're talking about an open-air pit), and it's rare to find Phosphorus in an organic molecule without oxygen around it.

Metals and Ions

When it comes to organic molecules and metal ions, you tend to get two scenarios.
You get floaters like this guy here:
Sodium Acetate
Let's say that this represents a Unique Entrance. A portal opening, a guarded gatehouse, a big talking demon head on the side of a mountain - that sorta stuff.

2) Or big entrapped structures like here:

Let's say entrapped metals are Treasure Rooms if surrounded by Not Common rooms, or Massive Caverns if surrounded by Openings.


Proteins and Nucleic Acids
"Periodic Pits of the Acid Prince"

Common Rooms: 38
Entrances (O): 8
Special Rooms (N): 15
Hidden Rooms (H): 3
High Traffic Areas: 1 (in the Adenine)
Pits (P, surrounded by O's): 6
Movement Hazards: 11
Hidden Passages: 5

Whoo-ee! This dungeon is complicated. You've got Pits, tons of Special Rooms, and lots of Movement Hazards all around. Might be easier to split this up into four mini-dungeons, one for each nucleoside. Possibility exists that you could just chain these things forever (extending them along the squiggly lines) into a DNA-megadungeon.

"Riches in the Pools"
The active site of T7 DNA Polymerase.


Heed my jargon, I'm going to talk about some problems and limitations with this mapping system.

Someone out there who took O-Chem in college is going to note some flaws in the room coding system. For one, Halogens rarely exist outside of single bonds to one atom in organic molecules, so you'll nearly always get F, Cl, and Br on the end of a branch, instead of the middle.

Similarly, metal ions will never be covalently bonded, so all passages to treasure rooms will be hidden passages. They'll nearly always be surrounded by Oxygen or Nitrogen, and while the later is fine, the former is rather silly for layout (do you really want your treasure rooms right next to a handful of entrances?).

My suggestion to fix these problems is: re-label elements to mean whatever you want them to be. Go nuts! Use the molecules as a template rather than gospel and work that imagination. Ask yourself: what kind of dungeon does this molecule remind me of?

The Gallery
(Drugs Make the Best Dungeons)

"Porous Cliffside"

"Back Broken Cathedral"
"Castle Funnel"
Selumetinib, a cancer drug.
"Triple Cathedral"
Dabrafenib, another cancer drug.

"World Snake"
Quizartinib, I'm digging that secret entrance in the middle.
"Rooster Colossus"
Meropenem. Antibiotics work great, too!

"Modest Library"
Ampicillin, another antibiotic.
"Fight Club"
Escitalopram, an antidepressant.
The Alexa dyes.

You basically have an infinite source of dungeon layouts with this method.

If someone makes a table (it won't be me) for random rooms for each atom type, you've got a procedural dungeon generator.

Hey, would this also work for city street generation?

Anyway, enjoy!

Sunday, December 16, 2018

Mapping Dungeons to Organic Molecules


I had a very silly idea the other day when I was re-reading Melan's Dungeon Layout Article. Dungeons with loops are great. Y'know what has lots of loops? Big organic molecules, of course!

So, because I apparently need to up my dork levels, here's a system for making a dungeon layout with organic chemistry.


Let's take a look at the Basic Forms depiction in Melan's article.

Individual rooms are obscured, but through-lines through the dungeon come into clear focus. Y'know what looks similar to this? Skeletal Structures in organic chemistry.

Not too different, right?

So now let's take every atom in the above molecule and convert it into the layout of a dungeon.

If you are interested in the whole picture of drawing skeletal structures and their meaning, you can find a resource here: How to draw Skeletal Formulae of Organic Molecules.

TL;DR: A Quick Guide to Chemical Skeletal Structures
1. Each letter in the structure represents an atom. 
2. This letter matches the symbol on the Periodic Table of Elements.
3. Hydrogen atoms and their bonds are not shown unless it is important to show it. 
(There are many in the molecule above, but they aren't displayed because it would clutter up the image.)
4. Carbon atoms, being the second most common, are not typically displayed as letters.
5. Carbon atoms are instead displayed as junctions or ends of line segments where a letter does not exist. 
This molecule has 2 Carbon atoms
This has 3 Carbon atoms

This has 2 Carbon atoms and 1 Oxygen atom
This has 3 Carbon atoms. Parallel lines represent a double bond.
This has 3 Carbon atoms and 1 Oxygen atom.

This has 7 Carbon atoms and 1 Chlorine atom.
This has 6 Carbon atoms.
! Also, see below for Aromtic Bonds
This has 6 Carbon atoms.
Those parallel lines in the middle are a triple bond.

Mapping Rules

Periodic Group
Dungeon Room
Room Example
Carbon *
Cave, Hall, Basement, Cellar
Not Common
Fountain, Kitchen, Trap, Forge
Hydrogen #
Hidden Room
Panic Room, Secret Study
Cave Entrance, Gate
Secret Opening
Hidden Entrance, Secret Door
Dragon Lair, Dungeon Boss
Shrine, Chapel, Alter, Monastery
Goblin Camp, Fungal Colony, Guard Barracks
Phosphorous !
Abyss, Pool, Precipice, Well
Metals !
Na, Mg, Fe, Ni
Treasure Room
Treasure Hoard, Magical Item
* Any unlabeled junction or end of line segments is a carbon atom.
# Only when shown on the map.

Bond Type
Dungeon Route
Single Bond
Hallway, Spacious Tunnel
Double Bond
Inconvenient Hazard
Half Speed
Crawl, Climb, Detritus
Triple Bond
Deadly Hazard
Sump, Poison Gas
Aromatic Bond !
High Traffic Areas
Double Encounter Chance
Dungeon Highway, Battlefront
Hydrogen Bond !
Secret Passage
Secret Tunnel, Escape Route
Ionic Bond !
Planar Portal
! We shall cover this in Advanced Molecular Dungeon Mapping

With functional groups {such as Hydroxyl (OH) or Carboxyl (COO)} use only the element most right then down on the Periodic Table (hence the most interesting ones).

So the priority is:
Br > Cl > F > S > O > P > N > C > H

OH = Ignore the H, it's an entrance.
COO = Ignore the C and first O, it's an entrance.
SO3- = Ignore the O, it's a secret entrance.

So, let's try this out with a simple molecule: Pentanol

What we see here is a linear dungeon, comprised of five rooms and an entrance (we ignore the H, because it's attached to an O). This dungeon would match the "Linear" format of Melan's layouts.

Let's do something more complicated.


What do we have here?

2 entrances (O), one of them hazardous (Double Bond), connected to a Pit (P).
1 Pit connected to 2 Not Common (N) rooms. 1 entrance is on the closed loop with the Pit.
2 Clerical rooms (Cl).
7 Common rooms (Unlabeled).

Okay okay, it's still just a small dungeon with just one loop and two branches. Nothing close to Caverns of Thracia yet. But that's the thing with molecules, right? You can get 'em big and small. In the following post I guarantee they'll get more complicated.


Last Rule: Ignore the Rules

Seriously, this method works better for inspiration than for a rules-as-written mapping method. You want to add a Hidden Room somewhere? Do it. Want to change a functional group? Do it. Want to change each room's coding? Do it. This isn't even close to a perfect method, so make it your own.

I'll discuss more of the problems and alterations with this method in the next blog post: Advanced Molecular Mapping.

Monday, December 10, 2018

Cowpie Mushrooms

I wrote a low fantasy adventure that isn't about crazy wizards!

For low level characters!

Inspired by real life events!*

About mushrooms that grow on cow shit!

It has cows and doggos in it!

Find it HERE

Public domain art, found here: (https://images.nga.gov/en/page/openaccess.html)

There are no maps. I got lazy and didn't need them when I ran it for my home group on a rainy day. Hopefully you know what a dairy farm looks like.

I shall consider this, along with Goldsoul Mines, to be candidates for attempting some layout work on. But that shall have to wait until I'm done scrambling to write stuff before I need to run it over the holidays.

*The old guy who told me this story was quite high on mushrooms at the time. I'm not sure if this enhances or diminishes the credibility of his tale.