Grimstaff
Explorer
I'm wondering if 4E will support a return (see next paragraph) to "Megadungeon" adventuring with its simpler statblocks, minion rules, etc. As an "old-school" gamer, I miss the Megadungeon experience, and am toying with the idea of just such a campaign, where the dungeon is not so much an objective to overcome but a backdrop for the whole campaign, a part of the environment.
Now, d20 had its share of great published Megadungeons: Rappan Athuk, World's Largest Dungeon, and Castle Whiterock spring to mind first. But designing and running your own Megadungeons? Rare indeed, as far as I ever noticed.
So I'm curious to see if 4E can support the same type of "homebrew" megadungeon design of older editions.
A lot of folks like to argue the "ecology" or purpose of big dungeon environments. For my homebrew megadungeon idea, the purpose behind it will be part of the mystery, and I'll be offering clues at various points of the dungeon.
Anyway, here's the flavor text player's intro for my possible homebrew PoL setting and its nearby Megadungeon:
Stormwall
"On the west coast of the cold, grey Sea of Carool, the city of Jakaar squats like a bloated, black spider, its uppermost towers and turrets lost in the endless columns of low clouds that march in from the sea like the ghostly ranks of some long-dead army of the Fallen Kingdoms. To the south of the city, high chalk cliffs overlook bleak, windswept beaches dotted with refuse thrown up by the bitter waters. To the west, the dark forests of Ildruun crowd against the narrow threads of cultivated lands like covetous fingers, ever-grasping for warmth. To the north of the city climb the rocky hills of Borwe, like the slate stairs of a giant, until they crash up against the high walls of the great mountain Neen the Red.
"The city of Jakaar is a crowded collection of twisting streets cast in perpetual shadow by the precariously leaning buildings and towers, mostly relics of civilizations and empires long gone, for the city is ancient. The city’s harbor is deep and black and cold, sheltered from the sea’s ravages by a great wall built ages ago by a mad king, and the harbor front is moldering mass of rotting piers, wharves, and salt-bleached taverns and warehouses. In the center of town is the infamous Night Garden, a maze of brothels, alehouses, and drug dens, where the city’s rich and indolent may rub shoulders with lowliest of peasants and sailors in the pursuit of vice. Centered on the intersection of Harbor Street and the Avenue of the Mad King is the City of Gods, a collection of temples and shrines dedicated to all manner of deities, spirits, and demons. Salvation and damnation are available here in equal shares for the right price.
"On the northern end of town is the Gorgosh Heights, where you may find the Coral Palace, the seat of power for Baron Gelwijj, and the lavish villas of the wealthiest citizens. Here also may be found the Park of Dreaming Statues, with its winding paths and deep pools, at the heart of which lies the infamous Kraken Tree, said to be a portal to the dark and fey Twilight Lands. Across the Park and opposite the Coral Palace lies the foreboding Corsclave, a twisted and surreal mansion, the doors of which open on their own whim, onto chambers and halls which wander from time to time into the Shadow Realms. Here also is the Collegium of Majicka, home and training grounds for the dour and inscrutable magi who form the true power base in Jakaar, at constant odds with the Baron and the third power of Jakaar, the Mercantile Trading Guilde, the tendrils of which extend far beyond Jakaar’s immediate territories.
"Nearby, on the flanks of Neen the Red sprawl the ruins of Fortress Peshlore, guarded now by the private mercenary army of the Collegium for reasons they will not reveal, standing watch over the magi’s excavations. And further down the rocky slopes are the caves and crevasses leading into the infamous Pits of Aramogh, an endless warren of tunnels, dungeons, and caverns created by unknown hands for unknown purposes untold centuries ago. Yet still these dark halls are populated by fell beasts and entities and many guard ancient treasures, both mundane and sorcerous. Many adventurers seek their fortune in these winding passages and doom-filled vaults, and few return to tell the tale. Yet some do manage to make it back, and after enough drink may whisper rumors of locations within the Pits, such as the Halls of Rust, the Shrine of the Stone Maiden, the Lake of Shadow, and the infamous Black Gates. And, most notorious of all, the Throne of Fire, said to lie deepmost in those hoary depths.
"Whether braving the mean alleys of the harbor front or plumbing the depths of Aramogh, the lands of Stormwall offer great danger, great adventure, and for those lucky enough or blessed by the gods, great fame and fortune."
Now, d20 had its share of great published Megadungeons: Rappan Athuk, World's Largest Dungeon, and Castle Whiterock spring to mind first. But designing and running your own Megadungeons? Rare indeed, as far as I ever noticed.
So I'm curious to see if 4E can support the same type of "homebrew" megadungeon design of older editions.
A lot of folks like to argue the "ecology" or purpose of big dungeon environments. For my homebrew megadungeon idea, the purpose behind it will be part of the mystery, and I'll be offering clues at various points of the dungeon.
Anyway, here's the flavor text player's intro for my possible homebrew PoL setting and its nearby Megadungeon:
Stormwall
"On the west coast of the cold, grey Sea of Carool, the city of Jakaar squats like a bloated, black spider, its uppermost towers and turrets lost in the endless columns of low clouds that march in from the sea like the ghostly ranks of some long-dead army of the Fallen Kingdoms. To the south of the city, high chalk cliffs overlook bleak, windswept beaches dotted with refuse thrown up by the bitter waters. To the west, the dark forests of Ildruun crowd against the narrow threads of cultivated lands like covetous fingers, ever-grasping for warmth. To the north of the city climb the rocky hills of Borwe, like the slate stairs of a giant, until they crash up against the high walls of the great mountain Neen the Red.
"The city of Jakaar is a crowded collection of twisting streets cast in perpetual shadow by the precariously leaning buildings and towers, mostly relics of civilizations and empires long gone, for the city is ancient. The city’s harbor is deep and black and cold, sheltered from the sea’s ravages by a great wall built ages ago by a mad king, and the harbor front is moldering mass of rotting piers, wharves, and salt-bleached taverns and warehouses. In the center of town is the infamous Night Garden, a maze of brothels, alehouses, and drug dens, where the city’s rich and indolent may rub shoulders with lowliest of peasants and sailors in the pursuit of vice. Centered on the intersection of Harbor Street and the Avenue of the Mad King is the City of Gods, a collection of temples and shrines dedicated to all manner of deities, spirits, and demons. Salvation and damnation are available here in equal shares for the right price.
"On the northern end of town is the Gorgosh Heights, where you may find the Coral Palace, the seat of power for Baron Gelwijj, and the lavish villas of the wealthiest citizens. Here also may be found the Park of Dreaming Statues, with its winding paths and deep pools, at the heart of which lies the infamous Kraken Tree, said to be a portal to the dark and fey Twilight Lands. Across the Park and opposite the Coral Palace lies the foreboding Corsclave, a twisted and surreal mansion, the doors of which open on their own whim, onto chambers and halls which wander from time to time into the Shadow Realms. Here also is the Collegium of Majicka, home and training grounds for the dour and inscrutable magi who form the true power base in Jakaar, at constant odds with the Baron and the third power of Jakaar, the Mercantile Trading Guilde, the tendrils of which extend far beyond Jakaar’s immediate territories.
"Nearby, on the flanks of Neen the Red sprawl the ruins of Fortress Peshlore, guarded now by the private mercenary army of the Collegium for reasons they will not reveal, standing watch over the magi’s excavations. And further down the rocky slopes are the caves and crevasses leading into the infamous Pits of Aramogh, an endless warren of tunnels, dungeons, and caverns created by unknown hands for unknown purposes untold centuries ago. Yet still these dark halls are populated by fell beasts and entities and many guard ancient treasures, both mundane and sorcerous. Many adventurers seek their fortune in these winding passages and doom-filled vaults, and few return to tell the tale. Yet some do manage to make it back, and after enough drink may whisper rumors of locations within the Pits, such as the Halls of Rust, the Shrine of the Stone Maiden, the Lake of Shadow, and the infamous Black Gates. And, most notorious of all, the Throne of Fire, said to lie deepmost in those hoary depths.
"Whether braving the mean alleys of the harbor front or plumbing the depths of Aramogh, the lands of Stormwall offer great danger, great adventure, and for those lucky enough or blessed by the gods, great fame and fortune."