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What was your mega-dungeon like?
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<blockquote data-quote="Jack7" data-source="post: 4874721" data-attributes="member: 54707"><p>I like that idea. Recently I've been thinking about developing three new ones in my current setting.</p><p></p><p>A huge Colossus that the giants built called the Titan. Sorta similar to your idea. Except it is partially buried in stone, not mobile.</p><p></p><p>The other involves the multi-layered partially buried different levels of the <strong><a href="http://www.enworld.org/forum/general-rpg-discussion/245660-adventure-ideas-2.html#post4871054" target="_blank">city of Kwåhąlk.</a></strong></p><p></p><p>The third is <strong><a href="http://www.enworld.org/forum/general-rpg-discussion/254946-dreaming-dm.html#post4871062" target="_blank">this one</a></strong>.</p><p></p><p>My first real megadungeon was the ruined city of Pesh. It had been destroyed by a meteorite shower, along with the entire nation of Pesh, in my first world setting. There were a lot of outlying ruins before you got there, and some few of the tops of certain buildings were still visible but the rest was buried underground. It required partial excavation to get at some of the buried sections. A lot of relics and artifacts of the Elves, like the parts of the <em>Rod of Seven Parts</em> were buried there. The whole campaign involving it took a couple of years playing time, all told, but led to the resurrection of Pesh and the retirement of the original party.</p><p></p><p>Another I did a couple of years back moved through time and constantly changed. It wasn't huge but it kept changing in size, design, and content depending on how one was <strong><a href="http://www.enworld.org/forum/blogs/jack7/1120-time-riddles.html" target="_blank">displaced through time</a></strong>.</p><p></p><p></p><p></p><p></p><p>I think that is a good design principle for large and mega dungeons. Loose association in some cases, but all roughly connected.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4874721, member: 54707"] I like that idea. Recently I've been thinking about developing three new ones in my current setting. A huge Colossus that the giants built called the Titan. Sorta similar to your idea. Except it is partially buried in stone, not mobile. The other involves the multi-layered partially buried different levels of the [B][URL="http://www.enworld.org/forum/general-rpg-discussion/245660-adventure-ideas-2.html#post4871054"]city of Kwåhąlk.[/URL][/B] The third is [B][URL="http://www.enworld.org/forum/general-rpg-discussion/254946-dreaming-dm.html#post4871062"]this one[/URL][/B]. My first real megadungeon was the ruined city of Pesh. It had been destroyed by a meteorite shower, along with the entire nation of Pesh, in my first world setting. There were a lot of outlying ruins before you got there, and some few of the tops of certain buildings were still visible but the rest was buried underground. It required partial excavation to get at some of the buried sections. A lot of relics and artifacts of the Elves, like the parts of the [I]Rod of Seven Parts[/I] were buried there. The whole campaign involving it took a couple of years playing time, all told, but led to the resurrection of Pesh and the retirement of the original party. Another I did a couple of years back moved through time and constantly changed. It wasn't huge but it kept changing in size, design, and content depending on how one was [B][URL="http://www.enworld.org/forum/blogs/jack7/1120-time-riddles.html"]displaced through time[/URL][/B]. I think that is a good design principle for large and mega dungeons. Loose association in some cases, but all roughly connected. [/QUOTE]
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