Tricks, Traps and Oddities in a Megadungeon

the Jester

Legend
Okay, so I'm playtesting my homebrewed D&D variant, and I'm making a megadungeon to do so. (Also because I love the megadungeon.)

The basic gist of the dungeon is that it was made long ago by the troll king Vard (referenced in King of the Trollhaunt Warrens, which my 4e group is going through- thus, it ties in) and dedicated to Torog. However, Vard's kingdom fell upon his death and the dungeon quickly became less a troll-run affair and more a, well, typical megadungeon.

Each level so far consists of at least 4 sheets of 8.5x11 graph paper (8 squares/inch). I've got a lot of empty space, some cool factions on levels 2 and 3 (and a cool bar run by a trio of goblins with an ogre bouncer where orcs and dwarves hang out and glower at each other). Ice caves, temples, etc. Oh, and the Torog thing makes the dungeon almost alive in a mythic underworld sense- in classic OD&D style, the doors stick for pcs but open just fine for monsters. The dungeon itself grows and changes over time. Etc.

Anyway, I thought I'd look here for cool ideas for tricks, traps and oddities. I've already got a decent number of such things, from collapsing floors that drop you a level (and deal falling damage!) to a river flowing through one level to a couple "go find the missing stuff" type puzzles (tough in a place this size). But I'll run out of tricks before I run out of megadungeon, at least if I have my way!

So give me ideas!
 

log in or register to remove this ad

One of my favorite Megadungeon oddities was the Laughing Kettle from Wizardry 5.

It was a giant animate kettle filled with gold that would sing and dance around and would give various hints, tips and necessary information if you put the appropriate amounts of gold into it. The fun part came when some greedy character tried to kill it or steal its gold; the Kettle was one of the more powerful creatures in the game and could easily kill low level characters who got greedy.
 
Last edited:

the party hears some laughing coming down the hall. next thing they notice is a skull rolling down the hallway toward them. If they do nothing it continues down the hall laughing. If they try to distroy it, it screams attracting any wandering monster near by. If someone decides to keep it then evey round the party has a 20 % chance of atracting a wandering monster. some things are best left alone
 
Last edited:



Remove ads

Top