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B2 Return to the Keep 4e
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<blockquote data-quote="alleynbard" data-source="post: 4756080" data-attributes="member: 16220"><p>I sympathize with your task. I am expanding Thunderspire Labyrinth into a megadungeon location that I expect to satisfy our needs until late paragon at least. Not only am I exploring the minotaur city in more depth but I am also developing other locations that predate the city.</p><p></p><p>Everything that has been mentioned so far is really good. It sounds like most of your action will be taking place in the mysterious Cave of the Unknown. You might want to take a look at B1, In Search of the Unknown, for some inspiration. I know a number of people have placed that module within the Cave of the Unknown. I am not sure how much you will get out of it, but it should be worth a quick read. If you don't already know, that module required the DM to develop all the encounters, but it did provide some unique adventuring sites that you might find helpful.</p><p></p><p>Might I also suggest having at least a few excursions to the original Caves of Chaos? Tie them back in somehow. Perhaps the PCs need to go there to uncover information on the cleric. There might even be an undiscovered artifact that will help the PCs defeat their nemesis. Whatever the case, a trip back, even if it is a short one, will do much to help bring the adventure together.</p><p></p><p>Many of the classic megadungeons had huge areas filled with empty rooms. I am not sure how you feel about empty space, but it does provide a good "down time" for your PCs and provides them with places to "hole up" if they need to take an extended rest in the dungeon.</p><p></p><p>Make sure you develop a random encounter table. At the very least, use it when the PCs are resting or traveling through empty areas. Not all random encounters have to be combat oriented. Some of them can provide color and vibrancy to your dungeon.</p><p></p><p>I would also develop a random "dressing" table as well. List a number of odd happenings, decorative elements, and other unique traits on the table and roll every so often. Some of these might be elements of a haunting (creepy moans or the sound of heavy footfalls) or they might reflect change in an area the PCs have already passed through (a chair is overturned or a door has been broken down). I am planning on using a rather complex table with many sub-tables to fulfill this need in my Thunderspire megadungeon. I can give my further thoughts on it if you would like.</p><p></p><p>Finally, leave room for expansion. That might sound odd, but do yourself a favor and give your dungeon some room to grow. You might think the delve will be quite linear but you never know when the situation might change and you wished you had a secret room, or set of rooms, on the third floor. This also helps accommodate Hussar's excellent prisoner suggestion. That prisoner/future character could be hiding/imprisioned in a secret set of chambers. Leaving space to grow costs you nothing and provides a chance to expand if you need, for whatever reason. You can even scale the encounters in the expanded area to match the PC's current levels.</p><p></p><p>I know I had some other things in mind but they might have slipped away as I typed this response. If I think of anything else, I will be back.</p></blockquote><p></p>
[QUOTE="alleynbard, post: 4756080, member: 16220"] I sympathize with your task. I am expanding Thunderspire Labyrinth into a megadungeon location that I expect to satisfy our needs until late paragon at least. Not only am I exploring the minotaur city in more depth but I am also developing other locations that predate the city. Everything that has been mentioned so far is really good. It sounds like most of your action will be taking place in the mysterious Cave of the Unknown. You might want to take a look at B1, In Search of the Unknown, for some inspiration. I know a number of people have placed that module within the Cave of the Unknown. I am not sure how much you will get out of it, but it should be worth a quick read. If you don't already know, that module required the DM to develop all the encounters, but it did provide some unique adventuring sites that you might find helpful. Might I also suggest having at least a few excursions to the original Caves of Chaos? Tie them back in somehow. Perhaps the PCs need to go there to uncover information on the cleric. There might even be an undiscovered artifact that will help the PCs defeat their nemesis. Whatever the case, a trip back, even if it is a short one, will do much to help bring the adventure together. Many of the classic megadungeons had huge areas filled with empty rooms. I am not sure how you feel about empty space, but it does provide a good "down time" for your PCs and provides them with places to "hole up" if they need to take an extended rest in the dungeon. Make sure you develop a random encounter table. At the very least, use it when the PCs are resting or traveling through empty areas. Not all random encounters have to be combat oriented. Some of them can provide color and vibrancy to your dungeon. I would also develop a random "dressing" table as well. List a number of odd happenings, decorative elements, and other unique traits on the table and roll every so often. Some of these might be elements of a haunting (creepy moans or the sound of heavy footfalls) or they might reflect change in an area the PCs have already passed through (a chair is overturned or a door has been broken down). I am planning on using a rather complex table with many sub-tables to fulfill this need in my Thunderspire megadungeon. I can give my further thoughts on it if you would like. Finally, leave room for expansion. That might sound odd, but do yourself a favor and give your dungeon some room to grow. You might think the delve will be quite linear but you never know when the situation might change and you wished you had a secret room, or set of rooms, on the third floor. This also helps accommodate Hussar's excellent prisoner suggestion. That prisoner/future character could be hiding/imprisioned in a secret set of chambers. Leaving space to grow costs you nothing and provides a chance to expand if you need, for whatever reason. You can even scale the encounters in the expanded area to match the PC's current levels. I know I had some other things in mind but they might have slipped away as I typed this response. If I think of anything else, I will be back. [/QUOTE]
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