Dungeon23 – Week 12

Laboratories are a great place for horror. So are hospitals, anywhere that’s clean and white and sterile makes for a great contrast with whatever gore you want to paint on the walls.

That is the basis of Layer 3 in the megadungeon. A pristine living area, whose residents constantly fight back against the growths that fill the neighbouring laboratories.

So last week I finally got to invent and draw the icky part of this two-tone dungeon layer.

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Dungeon23 – Week 11

If it wasn’t for the ever-present danger, the rooms I’ve been making this week would be rather cosy.

In direct defiance of the idea that every room in an adventure should be a threat, I’ve gone completely the other way and made the first half of layer 3 entirely habitable. Sure, if the adventurers again the residence it could quickly become a bloodbath, but if they play their cards right, the heroes will have a rather nice spot to rest.

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Dungeon 23 – Week 10

Beginning the third layer of my dungeon, I wondered whether the people living here should be evil. I’ve had two layers where you can be friends with those living there, but it’s a challenge… and whether or not it’s worth it is debateable.

I pulled back on having the next group be monstrous, because I wanted them to cooperate with those above. They have their own quirks, dangerous if treated the wrong way, but there’s common sense in them.

In the end, that has led to the general feel of this layer. It’s a world of two halves. In the north, the scientist crew lives in ordered, gleaming, clean rooms, dedicated to keeping the otherworldly growths constantly spewing from the overgrown laboratories in the south.

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Dungeon 23 – Week 9

Boss battles are not necessary for a good adventure, but they sure can ensure a great one. Having a big enemy every not and then to contend with raises the stakes, and also boosts the feeling that you are making great progress.

Layer one of my megadungeon doesn’t really have a major boss. The leader of the Principles is slightly stronger, but not by a great margin. The leader of the Tungsten Line is very much Boss material.

So far in this dungeon, negotiating with the clans within can prove fruitful. Whilst the rest of the Tungsten Line are semi-rational creatures, ‘The Tungsten Supervisor’ is not going to let any unauthorised personnel wander ‘his domain’. When the party have to contend with this strange creature, the rest of the clan will be more than happy to look the other way; they aren’t fans of their Supervisor either…

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Dungeon 23 – Week 8

Let’s make some robots!

I’ve not made too many creatures for my Megadungeon yet, because I haven’t landed on what game I want to run it in yet. I default to 5th Edition D&D, but I’ve also been introduced to Old School Essentials recently, and in the recent issues with WOTC, I’ve been giving Pathfinder the side-eye.

Having said that, building monsters is fun. To me anyway, and I’ve been looking at the robotic, colour-coded ‘Sentries’ in my notes and wondering what they would look like.

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Dungeon 23 – Week 7

Nobody poops in a Table Top RPG. Our characters eat and drink – in some games that’s how you heal – and we need to pay some attention to where the next meal is coming from. We have to think about what we’re wearing, at least in terms of armour. But we never need to care about where and when we poop.

Of course, we don’t really need to roleplay our bathroom breaks. I just found it odd the other day, when I was adding bathrooms to my mega dungeon, that I don’t remember the last time I saw a toilet on a battle map.

It’s not how I expected to break ground with my map making. But it does help to make the ‘dungeon’ feel like the clans can live and survive here, as well as allowing the party to have a toilet break without trekking all the way back to a bush outside…

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Dungeon 23 – Week 6

365 rooms feels like a lot. That’s where the challenge lies, after all. Part of my logic in filling in all 28-31 rooms of each floor is by deciding that my Mega Dungeon is very much ‘lived-in’. It’s a structure designed for people to live and work in, so you need all the spaces that requires. Bedrooms, office rooms, work stations, amenities. All these things tick off a room or two.

The layer for February is a production facility. It was established to build technology en masse. The engineers and workers here were working around the clock to construct a way past a world altering event. So as well as some big factory rooms, each space is either dedicated to managing this huge project, or giving the staff their living quarters.

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Dungeon23 – Week 5

We’re going deeper underground.

The end of January means the completion of the first layer of the Megadungeon, and the beginning of the next. So I needed to make sure that the first was rounded off at 31 rooms, and I needed to think ahead to what the next layer should be.

What I’ve found curious about this self-imposed project is how the ideas flow steadily. I came up with an overall idea for the whole megadungeon from the start, but I didn’t really know how I wanted the whole of Layer 1 to look until it was half-formed. As I started on Layer 2, I had even less of an idea of how it should look. Nevertheless, day by day, the mental image is developing. I don’t think I would have created the same dungeon if I’d sat down to build it in one go.

A new layer in my mega dungeon means a new time period, a new Prophecy leading to its creation, a new clan living within its halls, and new threats for the party to face.

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Dungeon23 – Week 4

One of the aspects that intrigues me about a Megadungeon is how they can feel so ‘lived in’. A standard dungeon might be completely barren of life – just ancient traps and treasures left behind – or it might still be occupied by a big bad monster or evil villain. If you greatly expand the limits of the rooms and landscape within, suddenly theirs room to add whole ecosystems, small pockets of civilisation, clans, potential allies and enemies.

I have an overall idea that several of the layers of my Dungeon23 creation will have humanoid groups living within. Remnants of a bygone age, or people seeking refuge from the calamities outside. As outlined in earlier blog posts, this ‘dungeon’ was a high-tech complex trying to save the world. Whilst it failed, and has since given way to the chaos, collapse and corruption, some pockets of the dungeon still support life.

If nothing else, offering a party potential companions/nemesis that are just trying to survive amongst the aging machinery and monstrous abominations, has the potential to create interesting scenarios and problems for the players to overcome. Unless they blast through human and monster alike without a second thought… that’s okay too.

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Dungeon23 – Week 3

I knew, going into the creation of my ‘megadungeon’, that the first layer would have areas that were sealed off. I didn’t actually know why they were cordoned off, but I had a vague image of a clan living in the rear of the dungeon, cut off from several rooms because of prior events. This was because ‘Cut’ was my week 1 prompt, and I liked the idea of a dungeon clan that could be befriended if these areas were cleared of their dangers.

Last week, I built up one sealed off area based around the ‘idol’ prompt and the residential sector rend asunder by the former android guards. This week, I knew I wanted to make a laboratory sector, with the ‘mask’ prompt, but I couldn’t decide what was the cause of the abandonment of this zone. So I asked the lovely people on Mastodon to help me decide:

So this week starts out with a lab containing a monster grown from a failed experiment, with ‘mask’ as the key word. The week ended with me moving on to the rooms where the party can first interact with the clan that lives in the rooms not currently infested with monstrous plants.

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