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Worlds of Design: Making Megadungeons Make Sense
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<blockquote data-quote="Shiroiken" data-source="post: 8053522" data-attributes="member: 6775477"><p>When I first started back in 1E, we mostly did adventures, not just dungeons. We had a specific mission we were attempting to complete, and most were from the published modules. We had a mega-dungeon near the Caves of Chaos from B2, which we used for interesting one-off sessions to break things up. Those were randomly generated using the appendix from the DMG, but everything was a surprise to everyone, including the DM (of course nothing in it made any sense at all). That one went down about 20-some odd levels, but we limited the width to 3x3 graph paper sheets.</p><p></p><p>During our early college years, I did create a semi-mega-dungeon for my players (we were using a hybrid of 1E and 2E at the time, but that's not really important). Mad, Mad, Murray's Magical Mazes was an entertainment spot for people to go and spend coin to go through one of his various mazes. They were all mostly harmless, but he did have one that was dangerous... and came with a prize if you succeeded (and death if you didn't). It cost 5,000 gp to enter, but if you returned, you got 25,000 gp and a powerful magic item. You had to go through the maze to find a mcguffin (I don't remember what it was), and return. However, once you got the mcguffin, the walls moved, changing the entire layout. It wasn't an overly large dungeon, but having to do it twice put it just short of mega-dungeon level (yes my players survived... barely).</p><p></p><p>In 5E I made a mega-dungeon concept, but my players just weren't interested in exploring it. It was an ancient dwarven stronghold. The above ground area was for use in dealing with surface dwellers (humans mostly), and that was completely destroyed. The first level of the dungeon was originally rooms for diplomatic, which was overrun by various beast (spiders, rats, bats, etc) that were used as food by each other and the lower denizens. It also contained a lot of traps, because there was a room that triggered the fortress's defense, but the party never found it. A sub-level was originally barracks, that had been taken over by kobolds. The next level was going to be a maze used to confuse invaders that had goblin living within it, who'd use the maze to hide from the more powerful monsters on level 3 (which I never got around to detailing). The lower levels were going to be a dwarven city, now occupied by various underground monsters, with underground gardening methods (whatever dwarves normally use) to allow the creatures to self-sustain. Below all of this was a mine, which was the domain of a red dragon (who could polymorph into something smaller to use a well to leave the dungeon freely). There was a mystery about who this dwarven clan was, and what happened to them, with various clues dropped within each level. I was kinda excited about it, but my players feel mega-dungeons are passe. I'll probably keep it for use again at some point (I'd detail it and put it on DMGuild, but I'm far too lazy and unskilled for that).</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 8053522, member: 6775477"] When I first started back in 1E, we mostly did adventures, not just dungeons. We had a specific mission we were attempting to complete, and most were from the published modules. We had a mega-dungeon near the Caves of Chaos from B2, which we used for interesting one-off sessions to break things up. Those were randomly generated using the appendix from the DMG, but everything was a surprise to everyone, including the DM (of course nothing in it made any sense at all). That one went down about 20-some odd levels, but we limited the width to 3x3 graph paper sheets. During our early college years, I did create a semi-mega-dungeon for my players (we were using a hybrid of 1E and 2E at the time, but that's not really important). Mad, Mad, Murray's Magical Mazes was an entertainment spot for people to go and spend coin to go through one of his various mazes. They were all mostly harmless, but he did have one that was dangerous... and came with a prize if you succeeded (and death if you didn't). It cost 5,000 gp to enter, but if you returned, you got 25,000 gp and a powerful magic item. You had to go through the maze to find a mcguffin (I don't remember what it was), and return. However, once you got the mcguffin, the walls moved, changing the entire layout. It wasn't an overly large dungeon, but having to do it twice put it just short of mega-dungeon level (yes my players survived... barely). In 5E I made a mega-dungeon concept, but my players just weren't interested in exploring it. It was an ancient dwarven stronghold. The above ground area was for use in dealing with surface dwellers (humans mostly), and that was completely destroyed. The first level of the dungeon was originally rooms for diplomatic, which was overrun by various beast (spiders, rats, bats, etc) that were used as food by each other and the lower denizens. It also contained a lot of traps, because there was a room that triggered the fortress's defense, but the party never found it. A sub-level was originally barracks, that had been taken over by kobolds. The next level was going to be a maze used to confuse invaders that had goblin living within it, who'd use the maze to hide from the more powerful monsters on level 3 (which I never got around to detailing). The lower levels were going to be a dwarven city, now occupied by various underground monsters, with underground gardening methods (whatever dwarves normally use) to allow the creatures to self-sustain. Below all of this was a mine, which was the domain of a red dragon (who could polymorph into something smaller to use a well to leave the dungeon freely). There was a mystery about who this dwarven clan was, and what happened to them, with various clues dropped within each level. I was kinda excited about it, but my players feel mega-dungeons are passe. I'll probably keep it for use again at some point (I'd detail it and put it on DMGuild, but I'm far too lazy and unskilled for that). [/QUOTE]
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