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.
Continue reading “Dungeon 23 – Week 10”
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…
Continue reading “Dungeon 23 – Week 9”