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What is the best dungeon for long term exploration?
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<blockquote data-quote="jgsugden" data-source="post: 8651498" data-attributes="member: 2629"><p>Rappan Athuk is my suggestion for a campaign. A number of the suggestions here, while good adventures, are not entire campaigns meant to span the levels.</p><p></p><p>IMHO, the best Megadungeon Dungeon Crawl has the following layout:</p><p></p><p>Levels 1 to 4: <strong>PCs go on a typical adventure in which they gather lore and background that will set up the megadungeon. </strong> I use my version of Sunless Citadel and Forge of Fury with some extra lore drops and tweaks added. </p><p></p><p>Levels 5 to 10:<strong> PCs enter the megadungeon. </strong>My best megadungeon is not actually that big overall, but it pulls on a trope from video games: Specially, you have to go to twisted versions of it. To navigate it and reach the goals of the dungeon, you need to move between the Prime Material Plane, Shadowfell (which includes a small Ravenloft Domain), Feywild and Ethereal Plane. This gives it a fourth dimensional feel, as I call it.</p><p>Levels 11 to 17: <strong>The PCs travel to a <em>new</em> megadungeon with Planar influences that has some strong historical significance.</strong> For PCs of this level, there should be a feeling that they're involved in something major, so there should be a real significance to the place they enter. It should not feel like a tourist trap (Dunegon of the Mad Mage - I'm looking at you) - it should feel like a place with real weight. </p><p>My megadungeon described above has to be navigated in order to reach the Prison of the Gods, which PCs should reach around level 11. This is a place where the Gods imprison Archfiends, Demon Lords, Cthulian Horrors, and Demigods. In my adventure, the PCs are trying to get there because someone is trying to break a Demon Lord out of prison. When they arrive, they discover that the breakout already took place, and the Prioners are running the prison now, but outside the one Demon Lord that escaped, the rest of the prisoners can't leave the facility, yet, although they have free run of it and have twisted it to their needs. The PCs, as well, begin trapped athough they can acquire ways to leave and return - but not until after they have an incentive to return the prisoners to their cells.</p><p></p><p>Levels 17 to 20: <strong>The PCs have to deal with the plots and machinations of the escaped threat, </strong>in my case a Demon Lord and his servants before we does the thing that would be - as we say - really bad. In my case, this requires the PCs to either kill the Demon Lord, in Hell, which is hard, or retrap it back in the prison, which by then they should understand how to do, but they have to figure out how to get the right tools and aid to do it.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8651498, member: 2629"] Rappan Athuk is my suggestion for a campaign. A number of the suggestions here, while good adventures, are not entire campaigns meant to span the levels. IMHO, the best Megadungeon Dungeon Crawl has the following layout: Levels 1 to 4: [B]PCs go on a typical adventure in which they gather lore and background that will set up the megadungeon. [/B] I use my version of Sunless Citadel and Forge of Fury with some extra lore drops and tweaks added. Levels 5 to 10:[B] PCs enter the megadungeon. [/B]My best megadungeon is not actually that big overall, but it pulls on a trope from video games: Specially, you have to go to twisted versions of it. To navigate it and reach the goals of the dungeon, you need to move between the Prime Material Plane, Shadowfell (which includes a small Ravenloft Domain), Feywild and Ethereal Plane. This gives it a fourth dimensional feel, as I call it. Levels 11 to 17: [B]The PCs travel to a [I]new[/I] megadungeon with Planar influences that has some strong historical significance.[/B] For PCs of this level, there should be a feeling that they're involved in something major, so there should be a real significance to the place they enter. It should not feel like a tourist trap (Dunegon of the Mad Mage - I'm looking at you) - it should feel like a place with real weight. My megadungeon described above has to be navigated in order to reach the Prison of the Gods, which PCs should reach around level 11. This is a place where the Gods imprison Archfiends, Demon Lords, Cthulian Horrors, and Demigods. In my adventure, the PCs are trying to get there because someone is trying to break a Demon Lord out of prison. When they arrive, they discover that the breakout already took place, and the Prioners are running the prison now, but outside the one Demon Lord that escaped, the rest of the prisoners can't leave the facility, yet, although they have free run of it and have twisted it to their needs. The PCs, as well, begin trapped athough they can acquire ways to leave and return - but not until after they have an incentive to return the prisoners to their cells. Levels 17 to 20: [B]The PCs have to deal with the plots and machinations of the escaped threat, [/B]in my case a Demon Lord and his servants before we does the thing that would be - as we say - really bad. In my case, this requires the PCs to either kill the Demon Lord, in Hell, which is hard, or retrap it back in the prison, which by then they should understand how to do, but they have to figure out how to get the right tools and aid to do it. [/QUOTE]
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