Saturday, February 22, 2025
Slowly Delving my Megadungeon
Sunday, February 9, 2025
Flippin' the Script
Sunday, July 23, 2023
Cupcake Scouts Revised?
Tuesday, July 18, 2023
Megadungeon Usefulness
I put together the start of a color key to the level, showing it by conceptual sections. These are either the vibe of a place, or sections that are controlled by factions. I have a few things still to be determined, and I think that the Circle of the Serpent has a stronghold here as well, so they might end up getting one of the bigger unclaimed areas. I'm still not sure how this looks as a 'product', but I'm posting it all online for now so you can keep up at home. See the links to the left for the megadungeon, which is a very messy work in progress.
Heck It All To Heck - Megadungeon Edition
Friday, July 14, 2023
Entry Point: The Burning Tower of Calidar
Sunday, July 9, 2023
Streamlining My Megadungeon Design
I like to have things simple and precise. A megadungeon would seem to defy that, but I'm going to try anyway. Here are some things I'm thinking as I pound out a draft of the place.
I'm not going to describe each door. For most doors, I'm going to leave it to the GM to determine the nature of the door. I'm thinking that the beginning of the book could have 6 or 12 options for doors you could encounter. For example:
(1-2) Door is wide open. It looks like someone else secured the door with stakes to keep it from shutting; (3-5) The door is shut, but is otherwise unremarkable; (6-7) the door is shut and swollen, requiring a might check to open; (8-9) the door is shut and locked, requiring a might or thievery check to open; (10-11) the door is locked and trapped; (12) the door is magically sealed.
Any time you encounter a door, either roll or pick one. Or, use likelihoods starting from the beginning of the list and moving down. If it indicates that it is trapped, then roll for the type of trap present (and this could be a magical trap); if it is magically sealed, the GM can decide whether it needs a key, a password, or a dispel to open it. It could be a key that he's already given the party (they started with a magic key that opens several special doors) or it could be a whole side quest the GM adds. I want there to be flexibility for GMs to personalize the dungeon without asking them to do much prep work. It should be a zero-prep experience - you can improvise how and why it works using imagination, the rules for likelihoods, and your own personal goals for the dungeon experience.
This still leaves open the possibility of special doors throughout. I could decide that a door is a monster in disguise, works using a series of intricate mathematical locking mechanisms, or can only be opened when the statue on the other side of the room has been turned to look away from it. The presence of the random options doesn't prohibit other inventive doors, but it keeps me from having to write descriptive text for every relatively common type of door one might encounter. The same is true for traps, pools, statues... there can be statues that do common things, and special statues once in a while that do special things.
In terms of encounter areas, I like the number ten (although maybe twelve works better because of the game...). If each area has a fixed number of encounters, I leave room for open spaces and for the GM to be creative. In looking around, I found a thread with this advice by Gary Gygax from the Dungeon Geomorphs:
Roughly one third of the rooms should remain empty. One-third should contain monsters with or without treasure (possibly selected randomly using the Dungeons & Dragons Monster & Treasure Assortment), one-sixth traps and/or tricks, and the remaining one-sixth should be specially designed areas with monsters and treasures selected by the DM (rather than randomly determined). Slides, teleport areas, and sloping passages should be added sparingly.
This seems to align pretty well with my basic idea, which is to create maps that have 12-15 or so areas, stock ten of them, and have two or three of those be 'special' in some way, providing unique challenges or unusual encounters. I will try to make it more than 'you open the door and find five goblins', but sometimes five goblins are in a room eating, sleeping, playing cards, or on guard duty. However, not every room can have five goblins in the middle of trying to solve a trap with moving floor panels as a statue overhead casts disintegrate on those who fail to move a floor tile appropriately. The mundane encounters are needed to help keep the special encounters special, and a few 'empty' rooms give places for the GM to add to the dungeon, or to give characters places to rest.
A megadungeon has to be a little bit of a grind to feel like a megadungeon. If you get through a level in ten minutes, it's not a megadungeon. You should have to spend a good deal of time exploring, fighting, and thinking your way through it.
Saturday, July 8, 2023
Module Dungeons and Gaming vs. Worldbuilding
Tuesday, July 4, 2023
More Thoughts on my Megadungeon - Philosophy Time!
The metaphor of Moridis being a spider and the dungeon being her web is sticking with me, and it's helping me to provide the place with an overriding philosophy.
I think the tendency with a megadungeon (or my tendency at least) is to see it as 1) a stronghold where a powerful creature is holed up (hence it would be designed by nature to be defensive and resist intrusion); 2) a prison where something is trapped (and therefore is actively trying to get out of); 3) a warehouse where something has put its cool stuff.
These all provide context for the dungeon, but also some inherent problems with why things are the way they are. None of these provide a good reason for questions like why puzzles? Why tricks? Why strange statues and magical pools? What purpose do these have in a prison? Some might be defensive, but others seem horribly inefficient as a means of defense. If this is a storage facility, then building a maze in the middle seems kind of dumb.
Insanity seems to be the default answer. Oh, the gnome inventor went insane, so now the dungeon is filled with his strange creations. Okay, that kind of works. But, it doesn't give him a purpose. It's still random. Insanity is (sorry) a rather lazy way to explain randomness. 'It's random because of crazy people.' There. Now I have an excuse to include lots of random stuff.
But for Moridis, the purpose is to play with her food before eating it. She doesn't want to get out, because she built this for the purpose of luring stuff in and bringing it to her. She wants adventurers to come exploring. In short, she's a game master.
And, like a game master, she needs to fill it with treasure so that people keep showing up. "I have a deadly pit filled with things that can kill you" is not very attractive, but add some gold and magic to the mix, and suddenly you'e got idiots lining up to get in. She's got lots of cool stuff. Furthermore, she gets excited when a powerful hero brings a new item in that she hasn't seen before - she's going to get to eat that paladin and keep his holy sword! Or, she can turn him into an undead death lord, and force him to spend eternity in torment at his failure. Fun. Then, she can use the sword (and its legend) to draw in even more people.
And, like the casino, she needs people to win sometimes. If nobody leaves with money, then people figure things out quick. The casino only stays in business if people think they have a chance to win big. The bugs stop flying by if that light isn't shining. So, she allows some adventurers to successfully delve her depths, grabbing a few things and collecting some coins, so they can go out and show off to the rest of the world, and more people will pick up a ten foot pole and walk through the front door.
It's also possible that, in some cases, fate (or other gods) have told her to keep her hands off certain visitors. She can't openly defy the fates, so if a mortal has some larger purpose and just happens to swing by her dungeon, well, she can afford to lose some gold and those monsters can always be replaced. The sooner that mortal who has been chosen by fate moves on, the better.
Furthermore, I think that she's really, really persuasive. I like the idea that she is a shadow that whispers. For one of the first enounter areas, I think that there's a goblin leader who has gone over the deep end with his devotion to her; she keeps whispering in his ear, and he keeps doing everything he can to please her. He's got a small garrison of goblins, has captured a tree growing through the stone that has a dryad inside, and he keeps drinking the magical sap and it's doing all sorts of nonsense to him. She just keeps whispering and whispering and whispering.
One other real gaming benefit her in terms of world building. Moridis doesn't have some larger plans. She's not seeking world domination. She's not pulling the strings in far away places. The High Marshal is building an army to conquer large chunks of land. The last thing he wants to do is waste valuable resources with a massive military campaign on her vaults, when it could easily cost far more than he gains. She poses no threat to his aims. She poses no threat to anyone, really, so nobody has a reason to mount a significant campaign against her personally. However, the High Marshal could hear rumor of an item that could increase his power or give him particular influence, and hiring a group of mercenaries to scur her dungeons for that item is not beyond the pale. There are lots of different reasons why lots of different people could be here, and there are lots of strange ways to get in and out.
If the spider web is far enough out of my way, I tend to just let it be. Why knock down a spider web when it's not making any problems for me?
When a bug is stuck in a web, the spider doesn't have to rush over and poison it. The spider can sit there and watch the bug exhaust itself trying to break free from the web, which is a fruitless endeavor, and then casually saunter over and deliver the fatal bite when that spider is good and ready.
Moridis has lots of time. And she likes watching the bugs struggle.
What Is With Me and Megadungeons?
“Moridis? Oh yes, dear. She’s an ancient evil. Quite terrible. More tea?” Mrs. Kunnelbreck didn’t wait for an answer, pouring boiling water into your cup for the third time.
Mr. Landiford wasn’t much different, “You might need this.” He offered forth a 10’ pole, “for trap findin’. I hear tell Moridis loves trappin’ all y’all.”
“Moridis is a spider, and her labyrinth is the web,” warned the Lady Eldritch. That wasn’t her real name. Rumor was that she was a Huffenfeffer, but they had disowned her and seemed quite relieved that she had taken on a stage name.
For his part, Yrzek the High Priest stared into the decanter, “Ah. Moridis is pleased. She awaits your visitation.”
***
Moridis is an ancient evil of the first world. She was consigned to the depths, trapped and hedged in. She has become one with the stone itself, creating a vast labyrinth that she has filled with treasures and torments beyond measure. Her form is a mortal woman, a dragon, or a voice in shadows. She can be defeated, but will re-emerge within 1d12 days, assuming physical form again. The village ‘worships’ her, offering regular sacrifice. It submits an animal sacrifice once a week (typically a cow) but a human sacrifice once a year (it’s usually some bandit they catch). Other than the occasional human sacrifice and worship of a foul entity of shadow, they are a decent enough folk.
***
The locals refer to Daggerford as quaint.
Objectively, it is a village that is almost a small town that squats where the midlands break up at the base of the Palisades. Here, the potatoes grow large, the corn grows tall, and people know never to look East.
Ever.
The far borders of their village touch the edge of her lands. They have a symbiotic relationship; the town folk get along quite well, and Moridis generally lets them be. Since the primary entrance to her halls is 8 leagues north of the Dwarven fortress of Stonehold, the dwarves have been known to send raiding parties to keep her at bay and recover what wealth they can.
And, when a new, fresh-faced group of adventurers sets out from the Blind Basilisk along the eastern road, townsfolk meet and cheer, and often exchange bets, as these fools attempt to delve the lair of the mighty Moridis.
Most are never seen again.








