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Showing posts with label megadungeon. Show all posts
Showing posts with label megadungeon. Show all posts

Monday, October 19, 2020

Lets just call it a dungeon : level 2 WIP


 

Level 2

24 rooms

2 big bads :  red dragon, Shrieker (or something similar) 

Level 4 monsters 


  1. Monster no treasure owlbear Neither light nor darkvision can penetrate the gloom in this chamber. An unnatural shade fills it, and the room's farthest reaches are barely visible. Near the room's center, you can just barely perceive a lump about the size of a human lying on the floor.

  2. special , monster - illusionary stairs, werewolf Rusting spikes line the walls and ceiling of this chamber. The dusty floor shows no sign that the walls move over it, but you can see the skeleton of some humanoid impaled on some wall spikes nearby.

  3. Trap, treasure, monster:  arrow trap 1-3, 1 in 20 posioned, yellow mold

  4. Monster, huge spider

  5. Monster, trap:  magic user ring of insect control, 

  6. Trap, monster , trap and empty  shoot to level 3.  Boring beattles, This chamber is clearly a prison. Small barred cells line the walls, leaving a 15-foot-wide pathway for a guard to walk. Channels run down either side of the path next to the cages, probably to allow the prisoners' waste to flow through the grates on the other side of the room. The cells appear empty but your vantage point doesn't allow you to see the full extent of them all.

  7. Monster - no treasure or traps .  gargoyle

  8. Trap, no treasure - 10 foot pit trap You open the door to confront a room of odd pillars. Water rushes down from several holes in the ceiling, and each hole is roughly a foot wide. The water pours in columns that fall through similar holes in the floor, flowing down to some unknown depth. Each of the eight pillars of water drops as much liquid as a stream in winter thaw. The floor is damp and looks slippery.

  9. trap , monster and trap : pit trap, large spider A dim bluish light suffuses this chamber, its source obvious at a glance. Blue-glowing lichen and violet-glowing moss cling to the ceiling and spread across the floor. It even creeps down and up each wall, as if the colonies on the floor and ceiling are growing to meet each other. Their source seems to be a glowing, narrow crack in the ceiling, the extent of which you cannot gauge from your position. The air in the room smells fresh and damp.

  10. Monster, fighter:  

  11. Trap magical pool : transporter 1 -2 up to level 1, 3-4 level 3, 5-6 outside back in town. The room is mostly bare, except for small sliver of fir and a small pile of stones near the room’s northwest corner. The air here is still, but noticeably cold. A pool of what smells like fresh blood, near the room’s northwest corner, causes the room to reek.


  1. Monster Beetle boring The room is mostly bare, except for a bit of hair from a wolf and pottery shards on the floor near the room’s North wall. A strong, constant air current causes a howling sound here.

  2. Special:  wall sliders to close one of the 2 doors. Or door.  Room fills  with gas obsuces vision. 

  3. Special:  

  4. Trap:  anti magic room This chamber holds an odd contraption of metal and wood. It's a 20-foot-diameter circular platform that is tilted heavily to one side. Beneath it you can discern mechanisms that seem to attach to a large crank not far away. Above the platform hang metal weights on thin chains, which in turn are attached to discs and belts that are attached to other winches. It seems as though turning the winches turns and tilts the platform and sets the weights to moving.

  5. Empty A glow escapes this room through its open doorways. The masonry between every stone emanates an unnatural orange radiance. Glancing quickly about the room, you note that each stone bears the carving of someone's name

  6. Monster  bug bear The floor is covered in bits of rock and rubble, as well as a torn banner near the room’s southwest corner. The air here is still, but noticeably cold. A pile of what probably is entrails and gore, crawling with maggots and buzzing with flies, near the room’s southwest corner, fills the room with its stench. Spots of black mold dot the room.

  7. Trap chute down to level 3 Several exits lead from this room, but only one is within the mouth of a man. The door opposite you stands within an intricate stone carving of a man's wide-open mouth. The man's nose and eyes loom over the door while his sculpted hair splays out across the wall on either side.

  8. Empty

  9. Monster blink dog The floor is covered in bits of rock and rubble, as well as a ripped wineskin on the floor near the room’s North wall, dry leaves and twigs near the room’s northeast corner and mold on the ceiling near the room’s North side. Enough of a downdraught flows here that it could be considered slightly windy. Spots of whitish mold dot the room.

  10. Special

  11. Special 

  12. Monster werewolf 

  13. Empty:  The room is mostly bare, except for claw marks in the dirt. There is nothing special about the air here. Slime molds seem to be growing near the room’s northwest corner.

Wednesday, September 30, 2020

MEGA DUNGEON LEVEL 1 - WIP

 So I read this the other day:  https://www.paperspencils.com/two-week-megadungeon/

and thought "Fuck now I have to write a mega dungeon".  Here's the WIP for level 1.


Dungeon Description & Origin

The dungeon was previously an old city.  During a time of great cataclysm, the old city was buried in sand.  Recently an entrance to the city was discovered.  The original city was built in and around a large crevasse, the upper levels were those of the merchants having easy access to the outside world & trade routes.  The middle levels were that of middle class dwellings.  Deep within the lower levels were the rich, living in extravagant underground mansions.  


Nearby the ruins of the city is a small village, where the PCs make their homebase.  Many adventurer’s have looked long and hard for the entrance to the old city, many have never found it, and many have died, never bringing back tales of the city.  



Level 1 


24 rooms.  Monsters include Assasins hiding out in the dungeons, and a group of Bakula’s (Beatle humanoids), The BBEG is a medusa, Something similar to orcs. 

*Theme is an old city, warehouses for mechants, destroyed square with wagons, etc. 


1. Monster:  There are a pile of broken wooden wagons, small merchant tents, refuse.  The square is littered with skeletons in states of decay.  A few of the wagons contain CPs, decent goods, rope, etc.  There’s a large pool of dark tar occupying most of the room, its a about 8 inches deep in the centre.  The area is home to a small group of dwarven miners & excavators who have travelled here from their homeland in search of gold.  Among them are members of an assassins guild. These could be great additions to the adventuring party as hirelings.  A few of the dwarves have setup shop selling wares to adventurer’s and some of the denizens of the first level.  The alliances between the dwarves and the Bakula’s are shaky to the say the least. 


2. Monster:  Turquoise slime.  This is the remains of a tavern.  The slime is on the ceiling of the tavern.  The bar contains 4 giant kegs.  Behind the bar is 300 GPs under the floor boards.  On the walls are ancient paintings worth 50 SP each.  


3. Monster:  Fire Ticks (like beetle).  A former dwelling with furniture, beds, hearth etc.  The remains of a giant creature (actual giant humanoid) are on the floor.  Bites have been taken off of all the limbs.  A family of fire ticks occupy this area.  The giant had a warhammer of smiting +3, can only be carried by someone of 15 strength or higher.  On a 19-20 it does double damage.  It’s inlaid with runes that appear to be made of ice.  


4. Empty:  This was likely a brothel or bathhouse at somepoint.  The entire area is filled with skeletons wearing next to nothing for clothes.  Some of the skeletons are still in their evening wear, while relaxing in the pool.  The water in the pool is potable.   


5. Special:  An ancient temple, statues.  To gods that have long been forgotten.  Praying here will grant bonus clerical spells once per day.   


6. Monster:  Cobra snake, 


7. Trap:  sliding staircase that dumps the players into the second level..  ROOM #  


8. Trap:  illusion left here by a group of assassins to kill off the bakulas.  It appears to be a giant bee hive filled with honey, the honey is dripping all over the floor.  


9. Special:  This room holds the remains of a dragon.  Inside are the zombies of the men that killed it.  There are 20 fucking zombies in here.  There’s also a lot of fuckign treasure.  So whatever.  Go for it.  


10. Monster:  Bakula lair guards, guard eels? Sure eels that somehow can move onland, and wildly innarporiate.  Like they will kill people but also think they are in fine physical shape and comment out there behinds.  Honestly I’m just writing at this point, so it doesn’t really matter, but I feel like this might be fucking hillarious.  Alright next bit. Note the whole idea behind this is to write, and not actually edit shit.   Just goto town, and then deal with the consequences at some other point.  Okay next thing. 


11. Monster:  Bakula lair kitchens and stuff


12. Monster:  Bakula lair + the leaders area.  


13. Empty:  


14. Empty:  A small medical centre that held areas to help the infected, inflicted, etc  


15. Trap:  Spear trap near a door, if the door is opened with out checking, 4 spears will penetrate from the ground and the ceiling, impaling whoever is in the doorway.  Here is some treasure of the bakulas.  


16. Monster:  Medusa lair.  The room has 12 statues that only go from teh torso down, in some cases only feet.  The medusa has been thwarted a few times from this room and is no longer here.  THe statues were originally full length, but over time and battles have been destroyed. 


17. Monster:  Gnome trader, who is working with both the bakula’s and the dwarves 


18. Trap:  this trap has been set by some of the dwarven miners to stop monsters getting too close, there is a large treasure chest filled with actual gold.  On every side of the chest is a pit trap which is triggered by the floor.  The only way to actually get at the gold is to come cfrom above? Nope that sucks.  


19. Trap


20. Monster


21. Trap 


22. Trap  





Monday, February 26, 2018

Not your David Bowie

In the back of my brain I've been slowly prepping a mega dungeon.  I finally decided on a system, after talking with my wife.  I said to her "do you want to play fifth edition or old school".  Her response "I like old school less adding!". Done.

So I think I'm going to use Swords & Wizardry Whitebox with the crit tables from the free rpg day DCC.  This gives me a basis to start work.  Alright mechanics aside.

I've long been a fan of the movie Labyrinth.  It's a master piece as far as I'm concerned.  I think playing DnD in a maze would be super fun.  The essential plan is to have a rotating table of characters, so basically whoever can make it gets to play, and the story moves forward. 

Enter The Goblin King.  And this isn't your 80's Goblin King.  He's a cross breed of The Goblin King from the movie & Freddy Krueger.

The premise:

All of the PC's walk up from a terrible dream.  They are all older, they have wives/husbands and they have children.  The dream is very vivid.  In the dream all of their children are taken by the goblin king, because of reasons (I'm working on it).  When they wake up, they are not their younger selves, they are trapped in a dream world, older & wiser (and let's say fifth level).  Sitting on their night stand is a letter and a large hourglass.  The letter details the location to the Labyrinth. Which coincidentally is right thru the door from their bedroom. 

I've obviously have to work on the premise a little bit.  Instead of one of the significant others wishing their kid away to the goblin king, maybe he knows that these children will complete a prophecy allowing him to return to the real world? 

My hope is to have this whole place filled with interesting tricks, traps and treasures and of course a few monsters for good measure.  The goblin king will have the ability to fuck with the players in their dreams.  Making them believe that things are really happening when they are not, and vice versa.  He is obviously the big bad at the end.

Obviously this also a wonderful premise for lotfp, so I may change the system we will see.

I'll leave you with this wonderful song.