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Are there any megadungeon modules you would recommend?

Any system is welcome.
>>
If there aren't any, I for one think we should make one. It's been a while since we got shit done, like the old days.
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>>43070357
>I think we should make one
>doesn't actually contribute anything

Modern /tg/, ladies and gentlemen. I'm sure someone else will take care of it.
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>>43069369
Use that hypercube thing.
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http://www.amazon.com/Largest-Dungeon-Dragons-Fantasy-Roleplaying/dp/1594720290
>>
>>43070417
>>43070417
>make a suggestion
>get jumped on
Modern shiteaters, ladies and gentlemen.
>>
World's Largest Dungeon, yeah. It's a level 1 to 20 campaign that is a megadungeon.

Of course you shouldn't pay hundreds of dollars on the hardcover, snag the PDF somewhere.
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>>43070357
>>43070417
I got nothing to do today. I might as well make one. Lets make some decisions first.


What level should the dungeon start at, and which level should it end? The system I know best for fantasy are 3.PF and 5e, so I'll make it in that.

Also lets pick some general themes and overall plotting for the dungeons. I always like dungeons that evolve from one to another. I'm thinking possibly this:

Mercenary Company Hide Out -> Mining Operation -> Ancient Ruins -> Underground Forest - > Underground Village on Shores of Lake -> Fortress in Center of Underground Lake -> Dungeons Beneath the Fortress -> Caves Dug Out By Something -> Bottomless Pit Filled With Spider Webs -> Putrid Expanse With Rope Bridge Village At Bottom

Anything to add? Take away? Other themes?
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>>43070417
My apologies, that was a little hurried, and I thought it would be bad form to say 'Hey, let's build a dungeon, look at this dungeon I built!'

But hey.

> Ancient Emperor decides to build a pyramid to live out his undeath
> Hires amazing necromancers to make him eternal/lich/whatever
> He locks a few with him in servitude
> Thousands of skeleton slaves
> Secretly also a demon?

Plot Threads
> Someone's been replenishing their servant supply
> So much necromantic energy created a rip into the underworld
> New bunch of clerics trying to drum up support with a holy war

Fire away
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>>43070937
Pathfinder
>Start at level 6
>Ends at level 20.

Also add
>Breahing old dwarven temple
>dwarven town filled with wights
>A holes to the top of he under dark
>Various under dark areas
>A hole at the bottom of the under dark
>It leads to a place filled with dinosaurs (center of the earth)
>>
>>43070937
You posted this as I was writing my long-winded thing. I love that whole evolution thing, and I would prefer to stick to 3.PF. Scrap that pyramid thing: we can work with an evolving design. Here are my initial thoughts on adding a story to that template.

> Huge mine commissioned, finds lots of mithril, then the vein dries up, but a new owner buys it
> Secretly keeps digging to find an ancient temple
> Demons pour out and wreck the mine
> The ancient temple has a single bottomless pit that goes on forever
> Mine closes, is forgotten
> Mercenaries have built a new den on the opening to the mine, secretly plundering downwards
> One of them is violently possessed and starts getting the others to be evil.
>>
Ok cool. Everyone take a section then. We want each area to be large enough for 1 level.

The first area will be Mercenaries/Mine, the next Ancient Ruins, and the next Underground Forest. Till will bring players from level 1 to 4. Everyone choose a section and get started. This is what is expected of your:
>Map
>Encounter Details
>NPC details (if any)
>Loot Details
>Descriptions of Areas

We assume any Lore that is pertaining to the outside world, and not directly contradictory, is true.

Now we must agree to NPCs that are included throughout the entire thing so we have a common thread. I'm thinking maybe these:
>Troglodyte follower
>Mercenary Company Survivor and/or Prisoner
>Elven Scholar investigating the Ruins

Thoughts?
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>>43070868
Great post, very useful, much original content.
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>>43071204

There are a few things we should agree on first. What tone are we going for? What difficulty? What trap:monster:interaction ratio? And so on

For me, devious puzzles but no traps; moderate strategic difficulty; cryptic/scary tone

NPCs:
> Second 2 you suggested
> A mad ghost who doesn't attack, just rambles clues
> Shapeshifter/wizard (green hag/demon?) who is from much deeper, who really wants the adventurers to get further down
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>>43071312
Tone? I say fairly close to meat grinder, but not insurmountable difficulty. Give the players chances to plan and be strategic, punish them for not being so.

I say the rations trap:monster:interaction should be 1:2:2

So for total, light on traps, heavy on monsters and interactions, high difficulty, dark and bleak tone.
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Ok cool. I'm gonna get started with the bandits/mine. I know a fair amount about mines are structured so that's probably gonna help.
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>>43071359
So we're talking lots of NPCs? And how are you factoring puzzles into there? Also, I'm gonna make a titanpad just to keep track of everything we have so far. I'll keep it updated from the forum, I guess, just have it as a reference.

https://titanpad.com/thatonetimeontg
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>>43071497
Lots of NPCs? No.

Lots of interactions? Yes.

Not every interactions is an NPC, you can find odd objects, various not strictly combat loot, etc.
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>>43071516
Ah, I see what you mean, so you're classing puzzles as part of interaction?
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>>43071576
Yes.
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>>43071597

Questions, questions, question:

>How linear should this be? How big should the distinct/extralinear bits be? I think we want quite of small-ish optional areas, but nothing big.
>How overarching/connected should the plot be? I always prefer large interconnected narratives
>How do new characters join the quest? Do we need multiple 'checkpoints'?
>Because of the lethality and strategic nature, do we assume multiple chars per player / about 10 chars instead of 4?
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>>43071652
NPCs should have a goal in a dungeon, points where they enter and then leave the party after their goal is accomplished. As for lethality, no, assume everyone has one character because fuck mid-dungeon rerolling. If they lose they start at the front.

As for linearity. I say a "all roads lead to rome" style. Different paths, one destination.
>>
What kind of loot are we looking into?
Will an item obtained in one portion of the dungeon be required to pass into another part?
Will there be an opportunity to 'return to town'?
Is there a time limit, or are they trapped in the megadungeon?
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>>43071753
>Will there be an opportunity to 'return to town'?
Town inside the dungeon, dungeon merchants yo.

>Will an item obtained in one portion of the dungeon be required to pass into another part?
Not macguffin style, it would force backtracking if players missed it.
>>
I'm gonna take a punt at a story, because we need something to keep this all going/together, and nobody has vocally objected. I'll have it ready soon.
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>>43071960
As stupid as this sounds, does /tg/ want waifu NPCs?
Because as soon as we have a story I have two characters I've been meaning to put in an adventure path but I've ever had the skill to write one wholecloth.
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>>43072095
No, fuck Waifus. God damn I hate waifu NPCs. Sure there can be female ones, but ones specifically crafted to be romantic interests.
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>>43072142
Eh, I thought that might make the pitch easier, but I guess you're right.
Not the sort of women who lust after the PCs, but under the right circumstances might ask to contact them at a later time or become allies to be called upon at a different time?
They're a paladin and a bard, respectively, and sisters.
No, incest is not wincest.
>>
Guys, you are thinking way too small on this.

>Wizard works toward becomming a god
>Fucks the ritual up, turns insane and twists the entire plane
>massively stretched out plane, twisted into and folded upon itself
>borders covered in manifestation of the god-wizard
>excess of all kinds of magic everywhere, twisting landscape and living beings
>plane tearing itself apart and drawing in bits and pieces of other worlds
>rifts to the dungeon opening in all kinds of places
>monsters flooding out or adventures going in
>plane will keep consuming other worlds as long as the wizard is alive

Think fantasy Blame!. For something that size you're probably better of creating random tables and have only key locations be fixed.

>>43072095
I'd rather not. Having single characters or players faffing around with their love interest is annoying, and with some people it becomes pathetic.
>>
Behold, writefaggotry:

>An ancient demon was defeated by some powerful celestials/demons/whatever, and sealed into its own demiplane.
>The only way in or out was a hypercube, and the entrance from there to the demiplane was protected by a huge golden lock.
>Or maybe a tarrasque.
>From inside, the demon tried to get out by just radiating masses of evil energy, but that didn't damage the seal at all.
>However, the diamond cube began to radiate about a mile of pure evil, so it was buried far below the earth
>Other demons gnawed away at the rock and formed a huge cavern, bolstered by the evil.
>One smart demon figured that the seal could only be broken by absurdly powerful heroes or something.
>The ancient demon began to plot, and found a handy underdark colony far above, and formed a cult.
>They worshiped it, and established a temple directly above the rock, and began to burrow down.
>Whatever sealed the ancient demon found out, and destroyed the temple, but the pit was already miles deep.
>Then it bound the other demon although not as well.
>Time passes...
>A mine is established far above by a greedy capitalist profiteer trying to mine mithril.
>The town the drow were from is still thriving, but the temple is forgotten.
>Raiders occupy the temple, trying to unlock the evil secrets, and summon a bunch of demons.
>The deep pit is suffused with evil, and the original diamond's purpose is forgotten by most/all.
>The mine runs out of mithril and is closed down.
>There's a neat forest somewhere along the way.
>Time passes...
(1/2)
>>
Continuing...
(2/2)
>The mine is bought up by a new man, who sends masses of miners to dig deeper.
>They find the network that leads to the temple, then demons come out and they all die.
>The mine is closed down, and forgotten.
>Nearby, some mercenaries set up shop.
>The head merc slowly becomes evil, and starts digging a pit in his room under his rug.
>He starts casting evil spells, and sends his mercs to do evulz
>Today...
>The adventurers come to stop the merc
>They find the secret tunnel to the abandoned tunnel
>They find the mine
>They find the underground town
>Etc.
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>>43072383
That's cool as shit, too, but I like >>43072401
>>43072423.
Maybe the 'demon' was the wizard who tried to grab godlike power?
>I'd rather not.
Yeah, the more I think about it the worse it becomes.
I'll probably withdraw that contribution, put it somewhere more fitting.
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>>43070357
>If there aren't any, I for one think we should make one.
Just get one and use markov chain
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>>43072454
>Demon was a wizard
Sure, fits perfectly.

>>43072456
How do they apply in this context? Do you just mean arbitrarily large chains of rooms with random monsters? Or something more?

Also, for the floor,
>Name for the quest?
>Specific encounters/bosses/puzzles?
>>
I can do the Underground Forest, if you all want., at least in terms of basic info and challenges.
I can make encounters, but I'm not so good at balancing them, however.
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>>43072423
>>43072401

I like it, except for the excess use of the word "evil". I prefer the players/characters not knowing what is going on, to slowly build a feel of dread and wrongness.

The description of the place also reminds me a bit of Bitterblack Island from Dragon's Dogma. The Chalice Dungeons from Bloodborne could also make a great inspiration, with the place being closely connected to the history of the area/nation.
>>
>>43072664
The world 'Evil' shall be amended. Especially if we remove demons and replace them with wizards, there'll be less fundamental evil and more morally vague powerful magic.
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>>43072799
>implying there are non-evil wizards
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>>43072865
Anyway, can we get some sort of idea of who's working on what, what progress we can expect to be made, and what's happening where? Also, for those who won't read 37 comments,

https://titanpad.com/thatonetimeontg
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>>43071225
just like yours
>>
Bump, I wanna watch this idea grow
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Well, this is slightly declining, but people seem to be off working on their own little sections, so I'll probably put up another thread in a few days to keep going. Otherwise, I must go. Feel free to update the titanpad.
>>
Thinking about an NPC village, that seems a little strange for even a huge dungeon; instead perhaps there are major expeditions (that set up semi-permanent camps) to explore the dungeon.
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>>43073573
Probably.
I'm thinking some people got trapped, so they're stuck because they don't have the resources to leave, but have enough to sustain themselves where they are.
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Perhaps the right way to look at it would be similar to dark souls. The entirety of dark souls is a dungeon yet it manages to have puzzles, NPCs, and stories. The design style they have would be rather well suited to this idea.
>>
I'll make up a fantasy mega dungeon thing for you guys. I got nothing better to do for a few hours.

My old "Campaign" that had several mega dungeons called vaults. Each had an underlying theme and would get you to epic levels quickly so that way the epic portion of the capmaign outside the dungeons would still be relevant.
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>>43073689
We could have some malevolent forgotten god leave a big statue out for them that feeds them - the god forces them to worship it if they want to survive, but they all hate it and want to leave.
>>
Posted some Underground Forest stuff on the Titanpad.
Anyone writing notes should put them there.
>>43073791
Cool beans. We have some notes already- mind picking a part and running with it?
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>>43073735
I think the atmosphere of the Souls series makes great dungeons. I think the method of story telling and the mythical style are great for dungeons in general.

I'll probably compile some old and new ideas over the next few days and drop them whenever the next thread goes up.
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>>43073828
I have a dungeon module set up so you guys wouldn't have to. It is a bit harder than your average hypercube dungeon and has 729 rooms that randomly switch every 2 D10 1D4 hours.

Does that sound mega dungeon enough? I have an mpossible variant that makes it 531441 in size.
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>>43074908
I also have a middle ground one that is 19,863 I can explain the dungeon and how works and what is behind it and how it works.
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>>43070357
/tg/ has never gotten anything done, that's a stupid myth.
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>>43075436
It is a stupid myth, because /tg/ does get stuff done. Nothing mythical about it.
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>>43075436
>>43076018

It's probably more accurate to say that /tg/ rarely finishes anything.
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>>43075436
Mythbusted: Examples of /tg/ getting shit done include Chapter Master, The Undead Computer Deep Rot, And several stupid big dungeons and a few one shot rpgs.

>>43075042
Let me explain the dungeon works.

It's a two square kilometer cube. Half of it is under ground.

The "Vault" was discovered by explorers that saw it in the middle of the swamp. The only dry part in the swamp was the vault, covered in moss.

The Vault's Shell was nigh indestructable. Miners and wizards have for ages tried to get the mystious dark metal, and for ages failed. Only one adventurerer ever managed to get the metal for herself and she mined a whole damn chunk of it off the damn thing, weapons made of the material are highly sought after because the only person who knew how to mine the crap is dead and gone.

The entrance is actually a mini dungeon that connects to the main vault. The mini entrance dungeon is 27 rooms of equal size. And to get the people in the campaign acquainted o how he dungon works.

The Dungeon is compromised of 27 sectors each one of them with X amount of rooms depending on the dungeon size. The Sectors are in nine seperate divisions. NW, NC, NE, CW, CC, CE, SW, SC and SE. These rotate and switch positions based on a rotation determined by 3 D3. This is done Three times per rotation. This occurs once every 2 D10 and 1 D4 hours at random.

The Rooms of the Dungeon are One of four types. Resting, Monster, Trap, Dual. Each room is randomly determined by rolling a D8. Monster 1-3, Trap 4-5, Dual 6-7, Resting 8. Once a rooms type is determined it stays that way for good.

In order to populate the rooms they were randomly determined via charts. There were various themes for each room and would be populated according to each theme.

Due to the way the rooms are rotated in a way that can only be considered a Rubicks cube- the furniture would sometimes be on the wrong room surface. So much of the furniture is bolted to the floor.
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>>43073287
he didn't make a thread and contribute nothing. man youre clearly in the wrong, stop getting buttfrustrated.
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>>43070871
I still have a hardcover.

There's lots of inconsistent stuff when it comes to dungeon section Plot, but easy for any decent DM to fix up.
You can pretty much turn any section into a dungeon on its own, and the undead section kicks all sorts of ass.
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>>43069369
Caverns of Thracia by Paul Jacquays is pretty well regarded as one of the tightest megadungeons. It's actually not all that "mega" - it's only about 4 or 5 levels, IIRC? But one of the key things that sets it apart is that it has a layout that both makes sense but also allows for multiple entrances in and out and various ways for the party to stumble across it. It's a very well contextualized dungeon and a good example of how to provide different methods of entry.

In terms of published entries, there's Dwimmermount, originally started as an OSR's blogger's homebrew which he turned to publishing. It's probably about as recent as you can get in terms of megadungeon publishing, and it's a beast of a book - good for ideas, if nothing else.

Finally, there's also Karak Azgal, WHFRP2e's sole megadungeon module. It's rather amusing in that, true to WHFRP fashion, it's not a typical murderhobo wizard's maze megadungeon - rather, Karak Azgal is a set of ancient dwarven ruins that run deep below the surface. Any delves in are technically "archaeological expeditions" that require a hefty license fee and permit and any discovered magical items or artifacts must be turned over to the Dwarven authorities. It's a rather amusing twist on the typical megadungeon but can be an approach you can easily fit into most fantasy games.

The last megadungeon twist I'd also take a look at is Shadowrun's classic megadungeon - the Renraku Arcology. It provides ideas for how to set up a megadungeon in a sci-fi/near-future type of setting.

Overall I'd still say the best megadungeon is one you build for your players in actual play - I recommend taking the best ideas out of the above and remixing them.
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>>43076488
A bit more.

The dungeon doesn't need fuck huge files or maps, when the dungeon is basically one randomized room at a time through the magic of charts and grpahs.

The best way through the vault is a bag of holding and a really fucking huge ball of yarn.

The dungon if done right will get a person through multiple levels quickly.

Sectors can be reduced in amount to create boss rooms etc.

The way the dungone mechanics work just about any fluff can be thrown in.

The players do not have to go through the entire dungeon and can go straight through to the center fairly quickly, so long as they can get through the room faster than the rotations.

You don't have to follow my fomula you can make it rotate in minutes instead of hours and you can have it rotate every time a room is cleared- granted that makes it a random crap shoot.
>>
>>43070417
Seeing if there's an interest is a pretty common approach to group efforts.



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