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Worlds of Design: Making Megadungeons Make Sense
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<blockquote data-quote="aco175" data-source="post: 8052265" data-attributes="member: 27385"><p>My dungeons tend to smaller with only 5-15 rooms and have only a few encounter areas. Most are tombs or natural caves where smaller rooms make for one encounter and monsters join combat each round as they pour out of more rooms. I like to have a set dungeon that I them modify to age them. I recall somewhere where a fissure opened in one of the DM help articles some years ago and I have included that trick a few times. Some others may be an ooze lair having holes in the ceiling/floor to another level where you could bypass the planned stairs. If I needed a massive dungeon I would buy one of the Undermountain or Rappum Amuk (sp) and modify it.</p></blockquote><p></p>
[QUOTE="aco175, post: 8052265, member: 27385"] My dungeons tend to smaller with only 5-15 rooms and have only a few encounter areas. Most are tombs or natural caves where smaller rooms make for one encounter and monsters join combat each round as they pour out of more rooms. I like to have a set dungeon that I them modify to age them. I recall somewhere where a fissure opened in one of the DM help articles some years ago and I have included that trick a few times. Some others may be an ooze lair having holes in the ceiling/floor to another level where you could bypass the planned stairs. If I needed a massive dungeon I would buy one of the Undermountain or Rappum Amuk (sp) and modify it. [/QUOTE]
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Worlds of Design: Making Megadungeons Make Sense
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