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I need a replacement dungeon.

Three recommendations (unfortunately all 3.5, not PF - but gets you most of the way there):

1. Castle Whiterock. Each level (and sub-level) is basically a stand-alone adventure.

2. Maure Castle. Sure, it's high level, and pretty crazy layout - but fun.

3. Expedition to the Ruins of Castle Greyhawk. Better (IMO) when fleshed out with the maps from the 2e Greyhawk Ruins module.

And if you just need maps, there are always the Ruins of Undermountain (1 and 2) boxed sets.
 

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You should play the dungeon Mark CMG suggested. It suits everything you listed and ironically enough I my self started DMing it in a pathfinder / 3.5 mix this week. The only problem with it is that my charecters are level 4 and theyve not even fully explored lvl 1 and 2 so i may suggest toneing down the experiance. You would be amazed at how easy its prooven to convert the NPC's as the module is very detailed and all the more common monsters are easily found in the MM.

More important than its easy convertion is the simple fact that is probably one of the most amazing modules i have ever played. It has somthing for everyone and i am really loving the riddles and watching my players forget the way back to the exit and which way it is they turned at the last crossroads!

So far i have had nothing but positive feedback from the players about it, including from our first time player who joined us only this week but that could have somthing to do with the fact that he never rolls under a 17 ^.^ but thats a story for another thread :D
 

This is my response to a mega-dungeons thread over on RPG.net, so it may offer some other suggestions, Reynard: all of them will require conversion of one form or another, though.

Also: if you're looking for premade maps, there are many you can use, too:

- 0one's Dungeons Under the Mountain
- Rob Kuntz's and Ramsey Dow's Dungeon Sets
- Ramsey Dow's Sickly Purple Death Ray blog
- the various posters sharing levels in threads on Dragonsfoot and Knights & Knaves Alehouse

===

For folks not interested in reading the thread @ rpg.net, I posted this reply there, with a summary of mega-dungeon products currently available, published in the past, or interesting ones forthcoming soon-ish. I was really surprised at the sheer volume of mega-dungeon material published to date (the list took a half-hour to compile or so, so it wasn't quite the quick reply I was planning to write...):

For 0e/1e, I recommend folks check out the following mega-dungeons, in roughly this order:

  • Castle Greyhawk, in various incarnations (going backward from newest to oldest): Castle Zagyg from TLG*; Expedition to Ruins of Greyhawk from WotC; Greyhawk Ruins from TSR; WG7 Castle Greyhawk from TSR [generally ignored]; extracted levels from the original castle of Gygax and Kuntz, including EX1 Dungeonland (1983), EX2 Land Beyond the Magic Mirror (1983), and WG6 Isle of the Ape (1985) by EGG---and three by RJK: Garden of the PlantMaster (1987, 2003), “The Living Room” (2007) and Bottle City (2008); Black Blade will publish Kuntz's Machine Level from the original castle when Rob completes it
  • Maure Castle and Castle El Raja Key (by Rob Kuntz, in Dungeon magazines 112, 124, 139, and with free levels published in The Oerth Journal and on the now-discontinued Pied Piper Publishing site; TSR module 1e WG5 Mordenkainen's Fantastic Adventure also ties into Maure Castle)
  • Caverns of Thracia (Judges Guild and Necromancer Games for d20 expanded version): Paul Jaquays' original from Judges Guild was expanded upon by NG, and both are worth digging up if you're interested in running it; Caverns of Thracia is probably still the single best mega-dungeon that's been published as a final/finished product
  • Tomb of Abysthor (Necromancer Games d20): this is the best module Necromcaner ever published, and is comparable to Caverns of Thracai in size/scope)
  • Phil Barker's Jakállan Underworld (Empire of the Petal Throne/Tekumel mega-dungeon; forthcoming)
  • Dungeons of Castle Blackmoor (JG First Fantasy Campaign): I'd ignore the 20 level version from Zeigteist Games---Dungeons of Castle Blackmoor (2006)---since the last 10 levels are clearly added filler, and are completely out of style with the first 10 that Arneson actually designed
  • Ruins of Undermountain (Ed Greenwood's Forgotten Realms mega-dungeon): 2 boxed sets, 3 separate modules, and some Dungeon adventures too; the first boxed set is the meat in this offering, but much like Castle Greyhawk, you get a better sense and flavor of the original version from reading Greenwood's articles in The Dragon, prior to the publication of the FR boxed set in 1987
  • Rappan Athuk (Necromancer Games d20): you'll have to re-convert the content back to 1e, and while in general RA's levels are too small to constitute a real mega-dungeon, they are useful as sub-levels or just for general inspiration/ripping off good encounters

Several OSR publishers/writers/bloggers are working up mega-dungeons, too (in alphabetical order; I'm probably forgetting some others already published/available, and if so, do chime in with them!):

  • Anomalous Subsurface Environment (Patrick Wetmore's the first level of his science-fantasy mega-dungeon)
  • Castle of the Mad Archmage (Joe Bloch's mega-dungeon, steeped in the traditions and inspirations of Castle Greyhawk; available at his Greyhawk Grognard blog, and forthcoming from Black Blade)
  • Dwimmermount (forthcoming from James Maliszewski, of Grognardia fame)
  • Fight On! magazine's in-house megadungeon, The Darkness Beneath (published serially in FO!)
  • The Rogue Games Dojo (seemingly on hiatus, but it was a freely available mega-dungeon with OSR fan submissions as well as some encounters/levels by James Maliszewski and other OSR notables)
  • Stonehell by Michael Curtis, of The Society of the Torch, Pole and Rope fame (Volume 1 covers levels 1-6, with Volume 2 in the works)

Other titles you may find worthwhile, but which I don't have any experience with (also listed in alphabetical order):

  • Castle Whiterock (Goodman Games, d20)
  • DungeonADay.com (Monte Cook's project, seemingly just getting over some DNS issues/technical hosting difficulties)
  • Rod of Seven Parts (TSR, 2e; the dwarven citadel maps were also extracted by WotC and published as a Map a Week project sometime in the 3.0 era)
  • World's Largest Dungeon (I really can't stomach this product at all, but several folks have commented that it's worth getting for the maps)

* I wrote a long review of Castle Zagyg, which touches on many aspects of good mega-dungeon design as part of the analysis of that product; if you're curious, it's @ http://www.greyhawkonline.com/grodog/gh_grodog_castle_zagyg_review_final.pdf
 

grodog mentioned the Tomb of Abysthor which I would recommend.

Another adventure with a dungeon and story that I like is Aerie of the Crow God by Goodman Games. The outside portion of course might need to be changed or skipped, since you have to make your way up to the lighthouse, but the inside I remember as fun. It isn't mega, but could probably lead to another dungeon deeper underneath or maybe an aquatic "dungeon" or cave if you are looking for some variety.
 

I really miss Monte running the show there
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Another adventure with a dungeon and story that I like is Aerie of the Crow God by Goodman Games. The outside portion of course might need to be changed or skipped, since you have to make your way up to the lighthouse, but the inside I remember as fun. It isn't mega, but could probably lead to another dungeon deeper underneath or maybe an aquatic "dungeon" or cave if you are looking for some variety.


I've played that module, and it's quite good!
 




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