Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Non Linear Mega Dungeon
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="kitsune9" data-source="post: 4880355" data-attributes="member: 18507"><p>One poster from some other thread indicated that he had special areas that would be behind some kind of unbreakable or magic-locked door. Thinking on this, if you have areas that you don't want the players to go, then you can do the following:</p><p></p><p>1. Design the mega-dungeon "forbidden" part so that the entrance(s) are not easy to find aka super secret doors that can be found with 20's and maxed out Spot checks. </p><p></p><p>2. Have the forbidden areas "wandering". For example, when the characters are high enough level to reach the special part of the dungeon, then it "shows up", maybe even behind a door that the PC's have been through. I think Raven Crowking (a poster here) has a mega-dungeon with a wandering library concept. </p><p></p><p>3. Design the area with only one entrance or one exit and then plant clues to the PC's that if they go down the "looooong corridor" they will have reached the Tomb of X and will surely meet their deaths because they've done their homework and know that a lich lives there. Given that they are only 3rd level, they know to avoid it for now unless they are feeling suicidal or think you're bluffing.</p><p></p><p>4. Leave reliable clues that the PC's will believe. Every dungeon is called the Chamber of Horrors, the Tomb of Death, the Delve of Unfanthomable Evil and that dozens if not hundreds of adventurers before the current party have thrown away their lives. Yeah, whatever, so why is my 1st level fighter here and not taking up farming instead? In order to really get the point across, the let the PC's find an NPC survivor who can describe in detail what (un)lives over in certain part of the dungeon. </p><p></p><p>5. Make it really hard to get to, but eventually worth the effort. The "forbidden" area is beyond a chasm that PC's will need fly spells to cross. Don't have fly? Well, wait until you're higher level then. Or the tunnel has collapsed. Unless the PC's are willing to invest in 1 month and 1,500 gp later in hired manpower and resources to excavate, they'll have to find some other way. Some chambers can only be accessed via a blind teleport or a scry spell and then teleport. Obviously stuff that is higher level than the current party level, so the PC's have to wait.</p><p></p><p>Now to let player's move in a free form way throughout the megadungeon without having to go the "color-coded" zone look, you'll probably need to design encounters with multiple possible monster combinations based on the level of the party.</p><p></p><p>For example, your room description can be like this:</p><p></p><p>1. Chamber of the Abyssal Goblinoids</p><p></p><p>Description and box text.</p><p></p><p>Monsters--</p><p>Levels 1-2: Fiendish Goblins</p><p>Levels 3-4: Fiendish Gnolls</p><p>Levels 5-6: Fiendish Gnolls with Fighter levels</p><p>Levels 7-8: Fiendish Ogres</p><p>Levels 9-10: Fiendish Hill Giant</p><p>...and so on.</p><p></p><p>This would be more prep for you, but every room prepared like this would then be scalable to the level of the party no matter what level they are.</p></blockquote><p></p>
[QUOTE="kitsune9, post: 4880355, member: 18507"] One poster from some other thread indicated that he had special areas that would be behind some kind of unbreakable or magic-locked door. Thinking on this, if you have areas that you don't want the players to go, then you can do the following: 1. Design the mega-dungeon "forbidden" part so that the entrance(s) are not easy to find aka super secret doors that can be found with 20's and maxed out Spot checks. 2. Have the forbidden areas "wandering". For example, when the characters are high enough level to reach the special part of the dungeon, then it "shows up", maybe even behind a door that the PC's have been through. I think Raven Crowking (a poster here) has a mega-dungeon with a wandering library concept. 3. Design the area with only one entrance or one exit and then plant clues to the PC's that if they go down the "looooong corridor" they will have reached the Tomb of X and will surely meet their deaths because they've done their homework and know that a lich lives there. Given that they are only 3rd level, they know to avoid it for now unless they are feeling suicidal or think you're bluffing. 4. Leave reliable clues that the PC's will believe. Every dungeon is called the Chamber of Horrors, the Tomb of Death, the Delve of Unfanthomable Evil and that dozens if not hundreds of adventurers before the current party have thrown away their lives. Yeah, whatever, so why is my 1st level fighter here and not taking up farming instead? In order to really get the point across, the let the PC's find an NPC survivor who can describe in detail what (un)lives over in certain part of the dungeon. 5. Make it really hard to get to, but eventually worth the effort. The "forbidden" area is beyond a chasm that PC's will need fly spells to cross. Don't have fly? Well, wait until you're higher level then. Or the tunnel has collapsed. Unless the PC's are willing to invest in 1 month and 1,500 gp later in hired manpower and resources to excavate, they'll have to find some other way. Some chambers can only be accessed via a blind teleport or a scry spell and then teleport. Obviously stuff that is higher level than the current party level, so the PC's have to wait. Now to let player's move in a free form way throughout the megadungeon without having to go the "color-coded" zone look, you'll probably need to design encounters with multiple possible monster combinations based on the level of the party. For example, your room description can be like this: 1. Chamber of the Abyssal Goblinoids Description and box text. Monsters-- Levels 1-2: Fiendish Goblins Levels 3-4: Fiendish Gnolls Levels 5-6: Fiendish Gnolls with Fighter levels Levels 7-8: Fiendish Ogres Levels 9-10: Fiendish Hill Giant ...and so on. This would be more prep for you, but every room prepared like this would then be scalable to the level of the party no matter what level they are. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Non Linear Mega Dungeon
Top