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<blockquote data-quote="M_Natas" data-source="post: 8933360" data-attributes="member: 7025918"><p>And that's only the first two levels <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p><p>I actually have a plan.</p><p>Level 1: Hometown/Basecamp and Hexcrawl to the Grave of an old wizard which contains the key to the Lost City of Kyrthar Tahlketh. So a lot of random locations for the Hexcrawl trough the jungle of the Island/Continent of Noland (working title).</p><p>Level 2: getting back to town, stocking up and planning and doing the expedition to the lost City. So more "random" locations on the island for more Hexcrawling. And at the End of level 2, they find the entrance to the lost City which they can open with the Key found in the Graveyard.</p><p></p><p>The 60ish rooms/locations of Levels 1 and 2 can also be used for island/tropical/wildness/island hopping exploration adventures.</p><p></p><p>I also use the time gained by doodling random locations for the first two months to figure out how to actually design my Megadungeon. I have a very rough outline of what is contained inside the city (you can read the backstory on my blog: <a href="https://wp.abfuning.de/2023/01/31/dungeon23-level-1-completed-whats-next/" target="_blank">Dungeon23 – Level 1 completed – what’s next? – A.B. Funings Blog</a> ) but the gust is: The lost City of Kyrthar Tahlketh was the capital of the Kyrtharian Empire, a magically advanced society, who's wars, blasphemy and arrogance angered the gods, so they open portals to hell, so demons could invade the city. A powerful wizard sealed the city to contain the invasion and save the rest of the empire. The sealing part worked. The inhabitants and devils and demons were now trapped inside the city and couldn't get out ... a cruel fate for All survivors of the initial demon attack ...</p><p>And the empire crumbled anyway because if you take away the capital of a very centralised country it's quite bad. The horrors unleashed by the war roamed the countryside and the rest of the inhabitants fled and after 1000 years the wildness has reclaimed the lands with only little dots of civilization remaining, like the former pirate city of Freehaven (formerly known as Butcher's haven).</p><p></p><p>The governor of Freehaven wants to reform the city in order to not get destroyed by other nations ...</p><p></p><p>So imagine Freehaven as a Terry Pratchett-like Discworld City where you have a governor who wants to reform a city full of pirates, smugglers and criminals and all this criminal scum now has to pretend to be somewhat legitimate and not just a bunch of bandits to attract investors and convince other nations that they didn't just capture another merchant's vessel ...</p><p></p><p>So, now while creating sidequests and the hexcrawl to the lost City I'm planning the actual megadungeon Lost City and figuring out what design principles to use in order to end up with something playable, which I also just put up a blog article about: <a href="https://wp.abfuning.de/2023/02/09/creating-a-structurally-playable-dungeon-dungeon-design-part-1/" target="_blank">Creating a Structurally Playable Dungeon – Dungeon Design Part 1 – A.B. Funings Blog</a></p></blockquote><p></p>
[QUOTE="M_Natas, post: 8933360, member: 7025918"] And that's only the first two levels :). I actually have a plan. Level 1: Hometown/Basecamp and Hexcrawl to the Grave of an old wizard which contains the key to the Lost City of Kyrthar Tahlketh. So a lot of random locations for the Hexcrawl trough the jungle of the Island/Continent of Noland (working title). Level 2: getting back to town, stocking up and planning and doing the expedition to the lost City. So more "random" locations on the island for more Hexcrawling. And at the End of level 2, they find the entrance to the lost City which they can open with the Key found in the Graveyard. The 60ish rooms/locations of Levels 1 and 2 can also be used for island/tropical/wildness/island hopping exploration adventures. I also use the time gained by doodling random locations for the first two months to figure out how to actually design my Megadungeon. I have a very rough outline of what is contained inside the city (you can read the backstory on my blog: [URL='https://wp.abfuning.de/2023/01/31/dungeon23-level-1-completed-whats-next/']Dungeon23 – Level 1 completed – what’s next? – A.B. Funings Blog[/URL] ) but the gust is: The lost City of Kyrthar Tahlketh was the capital of the Kyrtharian Empire, a magically advanced society, who's wars, blasphemy and arrogance angered the gods, so they open portals to hell, so demons could invade the city. A powerful wizard sealed the city to contain the invasion and save the rest of the empire. The sealing part worked. The inhabitants and devils and demons were now trapped inside the city and couldn't get out ... a cruel fate for All survivors of the initial demon attack ... And the empire crumbled anyway because if you take away the capital of a very centralised country it's quite bad. The horrors unleashed by the war roamed the countryside and the rest of the inhabitants fled and after 1000 years the wildness has reclaimed the lands with only little dots of civilization remaining, like the former pirate city of Freehaven (formerly known as Butcher's haven). The governor of Freehaven wants to reform the city in order to not get destroyed by other nations ... So imagine Freehaven as a Terry Pratchett-like Discworld City where you have a governor who wants to reform a city full of pirates, smugglers and criminals and all this criminal scum now has to pretend to be somewhat legitimate and not just a bunch of bandits to attract investors and convince other nations that they didn't just capture another merchant's vessel ... So, now while creating sidequests and the hexcrawl to the lost City I'm planning the actual megadungeon Lost City and figuring out what design principles to use in order to end up with something playable, which I also just put up a blog article about: [URL='https://wp.abfuning.de/2023/02/09/creating-a-structurally-playable-dungeon-dungeon-design-part-1/']Creating a Structurally Playable Dungeon – Dungeon Design Part 1 – A.B. Funings Blog[/URL] [/QUOTE]
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