Preface
About
This blog is about a Dungeons and Dragons 5e Dungeon titled The Darrowdelf: Aerie. I began design of this dungeon in 1995. Shortly after beginning, I moved from Penscola, FL to Birmingham AL and simply forgot about it.

Recently, two of my children have shown interest in playing Dungeons and Dragons, so I thought I would finish the dungeon and present hand-bound copies of the dungeon book to them for Christmas 2025.
About Dungeons and Dragons
The Game
Dungeons & Dragons (commonly abbreviated as D&D or DnD) is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules (TSR). It has been published by Wizards of the Coast, later a subsidiary of Hasbro, since 1997. The game was derived from miniature wargames, with a variation of the 1971 game Chainmail serving as the initial rule system. D&D’s publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry, which also deeply influenced video games, especially the role-playing video game genre.
Dungeons
The Dungeons & Dragons experience can be broken down into three core pillars of gameplay: combat encounters, social interactions, and exploration (which often includes puzzle solving). Viewing the game this way gives you useful building blocks when writing your campaign. But while combat and social encounters often take center stage, exploration can often be a vague and overwhelming aspect of the game.
For this dungeon I have included extensive expoloration and problem solving, including a dramatic climax wherein , if everything goes to plan, complex magic and a sacrifice lead to the succession of a young girl to Crown Princess of the Darrow.
Dungeon-based design is an approach to designing engaging exploration that is, unsurprisingly, inspired by the design of dungeons. Your classic D&D dungeon is an excellent example of a node map for players to explore.
The Dungeon Master
In the Dungeons & Dragons role-playing game, the Dungeon Master is the game organizer and participant in charge of creating the details and challenges of a given adventure, while maintaining a realistic continuity of events.
At its heart, the role of the dungeon master is of a story teller. Generally, the Dungeon Master must imbue the world of the dungeon using the power of the spoken word. Props and images may be used along the way, but it is the dungeon master that places these artifacts into a believable and enjoyable context for the players.
Players
A Dungeons & Dragons player is a person who creates and controls a unique character, called a Player Character (PC), to embark on adventures within a fictional world described by the Dungeon Master (Dungeon Master). Players roleplay as their characters, make decisions for them, and use their character’s skills and abilities to navigate challenges, which include social interactions, solving puzzles, and combat.
Planning
Notes
The Darrowdelf Story
Introduction
“Darrow” is the self-assigned name of the Darrow tribe. “Delf” means “home.” An aerie is the large nest of a large bird. Hence, the name of the dungeon: The Darrowdelf: Aerie.

The Darrow maintained a long-enduring and thriving civilization dedicated to their gods, loving of their environment, and holding ultimate respect for the bird they believed embodies their ideals: the crow. Though forced underground many years ago, they maintain themselves as wood elves and dress appropriately.

There had been whispers of a grudge, of an enmity so strong it longed for the desecration of the Darrow.

The prince thought it prudent to hope for the best but plan for the worst. He fabricated powerful artifacts for the preservation of his people and placed them where he thought best. The question is, were those thoughts his best thoughts.

And then, one day, it happened. No one was exactly sure what happened, even though something clearly had. The Darrow were all missing. Their homes, businesses, restaurants, and other venues were all but abandoned.

The Darrow live in a region of the Darrow Mountains in a widespread underground collection of villages, towns, and cities. These civil entities are connected by a vast web of tunnels. Where the Darrow have access to the outside, which they love, they farm in valleys over which they have full authority. They also farm on the mountainsides, where possible.

The women of the Darrow are rarely seen but are known to be as active in their communities as are the men. They are also fierce warriors and, as a last resort, issue into combat to avert dire threats. The Darrow, as a result of abiding underground for centuries, are very pale-skinned with large, clear, blue, green, or hazel eyes. As elves, they tend toward the thin side.

Religion
The Darrow religion is animist. That is, they believe that souls reside in the bodies of both humanoids and animals. Further, they especially believe that crows are the reincarnation of former Darrow. Their society emulates what they see in crow behavior. They work together as a flock, but are not overly helpful to others, feeling free to scavenge (some call it stealing) from them as opportunities arise, much as a carrion crow feeds from carrion as it is able. In this respect, the Darrow are very much like gypsies, except they live in fixed locations and do not travel about.

The Prisms
The apothecary created a set of artifacts (6 prism slices, a prism holder, and a prism projector) as a safeguard against attack from an enemy he became aware of in a vision. These artifacts figure very prominently in this adventure. They were, originally, given to 6 different people, each aware of all the others. The “event” left only two people around who know the recipients. Neither one nor the other knows all of them. These are the apothecary and Rifarín, the prince’s niece.

Eventually, when the prisms are combined and should be projected onto someone’s chest, it is important to note that the volunteer will die when the projection happens. Ossorg Osan’s plan is to have the prince volunteer and die, thus avenging the deaths of his villagers years ago.

When the Darrow People were translated into a different dimension, various monsters and/or people were translated to the Aerie as impediments to any quest to restore the Darrow. They will be encountered as the company attempts to find a solution to The Event.
Dungeon Beginning
When play starts, all of the Darrow have disappeared. Homme Outil was hired by Prince Nifardín to compose a team of adventurers to investigate the Darrowdelf Aerie and, if possible, rectify the situation. Their first efforts must, necessarily, revolve around finding out what happened.
Characters
Prince Nifardín
Nifardín, or “The Prince,” is the Crown Prince of The Darrow. As a result, he resides in the traditional estate of The Darrowdelf Aerie, an inaccessible plateau in The Darrow Mountains, shaped, by great labor of old, into the shape of a crow.
At the time of the event, Nifardín was the epitome of a refined, generous, diplomatic, and chivalrous prince, with great compassion for people. In his youth, he was not so. During a tenure in a human village, then, he fell in love with a young human woman. When he resolved to return to his people, she resolved to stay in her village, not wanting to forsake her family and friends. He beat her rather severely, causing her death. The villagers rose in anger, intending to hang the prince. Naso Grosso, the village’s apothecary, just happened to return to town at that moment. Fearing a war with the Darrow, he hastily cast too strong a spell, killing many of his village’s people. For saving him, the prince took Naso as his apothecary.
Afterward, guilt influenced the prince to live a life of more gravitas. He set aside arrogance, preferring to administer to family, friends, and the Darrow people with less selfish motivations.
The end game for the Darrow’s enemy is the sacrifice of the prince to save his people. Ossorg Osan expects both the prince's guilt and Rifarín’s anger to motivate him to volunteer for the sacrifice. This will not come to pass if his granddaughter does not bless the reconstituted Prism to release its power. The truth of the prince's relationship with her grandmother and her grandmother’s death at Nifardín hands will be made known to her ere the prism is projected onto the chest of a volunteer. Of course, she is a kind, peace-loving child, so she is reluctant to allow the Darrow people to remain in limbo simply to spite her “uncle”—even though she is well aware leaving them in limbo is a powerful way to harm the prince.
Rifarín
Rifarín is a small, elvish girl with a small nose and big blue eyes. She looks completely elvish but is only one-quarter elf. She was staying at her uncle’s (the Prince) for the summer because of tensions over her “tainted” heritage. When almost everyone disappeared, she was left behind. She knows that her uncle spent much time with various people before the event but is very shy and must be coaxed to give up that or any other information. In fact, she does not know all the people to whom her uncle spoke. In the plan, being the only elf of royal extraction remaining, she must bless the prism before its use.
Rifarín is the granddaughter of the prince from a relationship the prince had with a human in a village when he was young. Nifardín killed her grandmother, forcing the apothecary of that village to save the prince from a lynch mob. The apothecary, because he was shunned for the way he saved the prince, became the prince's apothecary and moved to The Darrowdelf. When his granddaughter was abandoned to the elves, the prince arranged for her care.
The human woman with whom Nifardín had a relationship was pregnant when he beat her. She gave birth after the assault. The child lived. She did not. Much later, she would have a daughter who would, in turn, have a daughter. Rifarín. Despite her mother living among humans her entire life, Rifarín was abandoned by her human village because of its fear of elves. She was taken to the border between human settlements and the Darrow and left there. The prince, hearing of the little girl’s travail, had a family of royal descent adopt her. She knows the prince as an “uncle,” which, of course, is what she calls him.
When the situation comes to a head in The Darrowdelf Aerie, Rifarín will be made aware of her history. Her anger will be such that she will not place a blessing upon the Prism to activate its power. All will hang in the balance of a little elf girl’s handling of the revelations about her grandmother.
Nifardín is not married and has no recognized children. The end of the adventure, if everything goes according to Ossorg Osan’s plan, will find the prince dead and Rifarín Crown Princess in his stead.
Naso Grosso
Big nose in Italian. Naso Grosso is the apothecary for the prince. He was once the apothecary for a small human village, though his abilities could have easily earned him a position at any royal court. The prince, sowing his wild oats, as it were, resided in the village for a time while he dated a young human woman. When he was ready to return to his people, she would not agree to join him, so he beat her severely. She died, though the prince and her as yet unborn child did not. The village arose in protest, intending to lynch the prince.
Naso Grosso, having been out of town, found himself returning just as these events were unfolding. Fearing a war with the Darrow, he panicked and cast too strong a spell. Many of the villagers died. Knowing they could not defeat him, the people of his village chose to banish him instead.
The prince, in fear for his life, took Naso Grosso as his apothecary. Naso, finding himself homeless, moved to the plateau of the Darrowdelf Aerie, remaining with the Prince from that time forward.
Captain Piedblessé
Shot foot in French. The captain has been the leader of the guard contingent on the Darrowdelf Aerie for many years. He has long, gray hair kept in a ponytail. Rather than wearing tokens of rank or position, he dresses as a typical Darrow soldier in woodland clothes of dark green and leather. He carries a bow and fighting knives. He is not Legolas.
His love of The prince is very deep and abiding. Because of this love, it is not possible, therefore, to draw the prince to a place without also drawing the Captain.
At the end of the adventure, when the prince is drawn back to the Hall of Supplication, the Captain is also drawn back. He will have a role to play in the final scene, though what that might be is left to the Dungeon Master. If Nifardín dies, the captain will immediately take Rifarín into his protection.
Chaton
Kitten in French. Chaton is a cat. And, as such, he does not really care about anyone except himself. He will follow outsiders around, frequently meowing vociferously when it might be the least advantageous to those whom he is following.
There is a d20 >= 11 (55%) chance that Chaton will meow when the adventurers enter an area where an attack might be imminent.
Rofer
A play off of “rover.” Rofer is The Prince’s dog. He is a pleasant, obedient, and friendly sort of animal. His only weakness is Chaton, whom he despises. He is given to attacking the cat at any time he feels he can get hold of him. Except he cannot. The cat is always too swift, avoiding injury by quick reflexes and an instinctive sense of which way to jump and when.
When approaching an area of possible attack, there is a 25% chance that Rofer will attack Chaton, thus alerting any monsters of their approach.
Ossorg Osan
Homme Outil
Tool Man in French. Homme Outil is a human agent in the human-populated Crow’s Perch village hired by the Prince to arrange a team of adventurers who, whether for fame, or fortune, or charity, might help The Darrow. He is employed at the Crow Stables, a local housing for 10 ’crows used as taxis both to and from Crow’s Perch to The Darrowdelf Aerie.
Homme was, in no way, shape, or form, informed of the nature of the potential threat to The Darrow. Nor was he informed of the Prism, its slices, or their use. He is simply an honest man in whom the prince placed his trust to find a team to address The Darrow’s needs in the event of an emergency.
He may join the adventurers. It is up to them. Homme has no experience either with The Darrow or with pursuing quests. He is simply keen to find out what caused the event.
Pixie
The pixie lives in the Hall of Supplication, where Rifarín discovered her shortly after she arrived to visit her ‘uncle.’ Like most pixies, she is good-natured but loves to play tricks and pranks on others. In fact, she is more good-natured than most pixies.
The plight of the Darrow has upset Pixie to such an extent that, in the final scene of the dungeon, the pixie will try to influence Rifarín to kill her uncle, despite Rifarín’s ambivalence about hurting him.
Will she succeed? Time, and, perhaps, a roll of the dice will tell! d20 > 20 (100%)
Binding the Game Book
Binding
There are many options for binding, including mechanical process such as spiral binding, comb binding, and wire-O binding. I will utilize a manual process called stitch binding, which involves stitching groups of sheets together into sections and binding the sections into a book. Added to the complexity is the need to arrange the printed pages in such a way that they print out in book order (see Stitch Binding below).
This process is more involved, of course, requiring time for punching holes in the sections, stitching the sections, pressing/stitching the sections together, and applying a cover. I will be manufacturing 4 such books for friends and family this Christmas.
Stitch Binding
When binding books by stitching, the book is first divided up into groups of pages called sections. Of course, it is also required to arrange for printing of the pages to occur in section order.
For example, if a section has 5 sheets, sheet one has pages 1, 2, 19, and 20 it. Meanwhile, sheet two has pages 3, 4, 17, and 18. And so forth. The middle sheets, 10 and 11, meet, well, in the middle. Below, we have an illustration of a 5 sheet section and the appropriate page numbers for each sheet.
When sheet one goes through the printer, either pages 1 and 20 or pages 2 and 19 will br printed. When the page is fed through the printer again, or duplxed if your printer supports that, the pages printed will be either 2 and 19 or 1 and 20 depending on which side was printed first.
Special care must be taken with a couple of things. First, Page 1 must start on an odd page called the verso page.
Page 1 in a book is always an odd number because it starts on the recto, which is the right-hand side of a book’s open pages. By convention, all odd-numbered pages appear on the right (recto) and all even-numbered pages are on the left (verso). This is true even for books with Roman numerals for the front matter, as Arabic numbering typically begins with page 1 on the first right-hand page of the main text.
The application that produces the book for TDA has been configured to prepare pages both for single-page printing or stitch-binding printing.
Prepping Sections for Stitching
For a long while I have used small paper templates to prepare sections for stitch binding. I would place a group of sheets on a towel over a self-reparing cut mat and puncture stitch holes using the template. On some occasions, a misalignment would occur, causing the stitching to go arwy.
I had a tiny intuition, one day, that someone may have provided a solution for that problem, and that I might be able to find that solution at amazon.com.
Long story short, I purchased one. It works beautifully, except the hole at the 15th centimeter has an unusually deep hole, causing it to make a larger hole than the others in the section. I cannot imaging why the manufacturer would give that location extra depth when the entire point of the jig is to make uniform-sized holes uniform distances apart.
The nearby image illustrates how a stitched section looks before it is combined with its other sections. Notice the thread running from hole to hole. When the sheets are folded on that line, they will form one part of the spine of the book.

If you click on the image to enlarge it, the stitching will become much clearer.
The Bound Tests
The final test of the binding process found me tweaking the width of the spine and the attachment of the cover to the first and last pages of the book. I increased the number of pages until content can be found on almost all pages except for the first and last pages.

I am quite satisfied with the front and back covers. Now all I need is a new inkjet printer. I have requsted one as my one and only Christmas present this year. It is the latest model of the printer that died on me about a month ago. This model duplexes, a process I have been duplicating manually for each printing. With any luck, the next printing of the book will be both faster and with less manual labor.
After 5 rotations through the binding process I settled on the entire gamut of binding from the printing to the covering. Below we have all of the tests.

If the covers look a little dirty, it is because my 24-year-old laser printer is a lot worse for wear. The toner does not stick to anything properly except for acetate.
Artifacts
Definition
An object (such as a tool or ornament) showing human workmanship or modification as distinguished from a natural object.
As of this writing there are two artifacts prepared for the Darrowdelf dungeon, a prism projector and some parchment-looking paper.
The Prism Projector
For the Prism Project, the first thing I did was load Corel Draw and more or less visualize all parts the design.
I made a small projector using a 3” tube of PVC, a 3” to 4” PVC adapter, a 4” lens, a flashlight, and a 3” transluscent print of the Prism design.

The design, below, illustrates the basic plan for the construction.
Here we have the lens and lens housing for the projector. The housing is a PVC pipe stepdown from a diameter of 4” to one of 3”.
Finally, a few drilled holes, some bolts, and a little elbow grease found me with the lens mounted to the PVC stepdown. I did not take a picture before I made a finaly change to the lens housing. The bolts holding the lens in place were cut down to only the length required. No more extra boltage sticking out of the housing.
At the other end of the PVC tube from the Projector Lens will be the Projector Light Source. It consists of the lid for a 3” diameter paper tube and a 300 lumen MAGLITE flashlight. Refer to the diagram, above, for an idea as to where the light source will figure in the constructed projector.
The Prism
The “Prism” is designed to be placed into the tube at the correct distance from the lens to project it the desired distance. In the diagram, above, the prism is represented by an oval held in place by magnets.
The Apothecary’s Letter
Before the ‘event,’ the Apothecary received a letter from an anonymous sender. I believe game play is augmented by props that bring a certain physicality the players’ experiences. The letter is a case in point.
The first step in the creation of this artifact was to produce the text on a sheet of linen paper using an Open Type Font (OTF) font. OTF fonts are able to provide variations in the shapes of their letters, creating output that does not seem as mechanical as output created from True Type Fonts (TTF).
Once the page was printed, I brewed some tea. I placed both the letter and the tea in a shallow container and let the tea stain the paper for about an hour. Once the page was removed and dried it had the appearance shown in the nearby image.
For the letter’s envelope fauz parchment was again used to color and texture the paper.
For the back of the letter’s envelope I sealed the letter with wax to lend it an days-of-yore appearance. This will also lend a bit of authenticity to the role play when the letter is given to the players, delivered to the apothecary, and opened.
The Web Pages and Map
Part 1: The Darrowdelf: Aerie
The Darrowdelf dungeon series will occur in three parts. This web page details information about the first, Aerie, which can be found here
The Map
Legal Stuffs
Copyright
It’s official, people…
Keyed Words
Dungeon Master, Corel Draw