Dungeon23 Prepping in 13 | World Anvil

Dungeon23 Prepping

What is Dungeon23?

  It is Sean McCoy's idea, so you may prefer to read his explanation, but here are the basics:
  • You write a dungeon room a day
  • Each month it's a new level
  • At the end of the year, you got yourself a megadungeon
  •  

    My plan & experience

    I have some experience doing year-long "challenges", although a very different kind. Namely, #365papers and #230papers. Both are challenges to read one scientific article per day (the second one accounts for holidays, weekends and the like, for a healthy work-life balance).   Based on this experience, I don't expect to do "365 rooms". I just know that life will get in the way some days. It just happens (particularly if you don't "allow" yourself to recover lost days). So I'm gonna go with an optimistic but realistic attitude of doing something for this project almost every day. If I end up doing every day: even better!

    Ideas

     

    Main idea

    I've always wanted to make a megadungeon for my world based on an old idea: a place where the gods put all the bad stuff (or the stuff that was too bad to let run wild in the world). Some of the funkier gods also enjoy tailoring certain areas to test the fools that go in (so not quite a funhouse dungeon, but some areas may contain a bit of that).  

    Levels Ideas

  • First "level" is actually a hexcrawl of the island
  • If needed: smaller islands around, such as the pirate island (Bermuda triangle?)
  • Second "level" is where the person guarding the place currently lives
  • The dungeon entrance is guarded by someone working for second level person
  • Third level, the actual megadungeon begins!
  • Random ideas

  • Add a random character in each dungeon level; this is a pregen that you can use if your character dies in this level
  • Eight rooms in the shape of the eight phases of the moon, contain a puzzle themed around the moon
  • Room where you peer into a pool/mirror/etc and can roll a 1d100, you get to see what's going on into the room number you rolled on
  • Safe area where everyone died of the plague, humanoid monsters in the area avoid it, afraid they'll get the disease (provides refuge if cleaned & source of corpses for necromancers)
  • Gnolls only exist on this island, LE group tasked by the gods to protect the area
  • Gnoll lighthouse keepers, use lighthouses to misdirect travellers and cause them to wreck; just once in a while will direct people properly, and then ambush them
  • Safe room in a forgotten corner of the dungeon, a lone person plots their escape
  • Tornado shaft? (shaft/cave-in that creates a tornado when traversed
  • Pirates work both to keep people out and keep monsters in
  • Carnivorous garden
  • Dream room (lovely dreams, will save or want to return here to rest each day, bad effects as nights go on)
  • Door with giant keyhole. A souled creature going through becomes a key able to open all doors that have keyholes.
  • Wants

  • Use many random tables as catalizers
  • Create random tables for my world to use (inspo on wandering table creation)
  • Start using stuff from my WA notebook
  • Explore one-page format with sectors / areas
  • Use factions a bunch (eg: gnolls vs goblins vs?)
  •  

    Thoughts based on resources

     

    Planning a Megadungeon based on XP per level

    I'm not a fan of The Angry GM. I got no time to read all the rambling. But skimming through often points towards some interesting insights. Im his Megadungeon Intro, The Angry GM builds an "XP Roadmap". And that's very appealing to me, for two reasons:
    1. I always imagined the megadungeon starting at level 5. Why? Because this is meant to be a "hard" place to reach and deal with. You gotta deal with sailing, pirates, and shit before you get there. This megadungeon was built by the gods in a remote area for a reason! No newbies welcomed.
    2. Having a detailed idea/plan (from which I can later deviate from) of the level I want the dungeon to start with, and the level I want to end with, and use that to build a roadmap of the sort of challenges to put in the dungeon is quite appealing to me. At my table we use XP, and so far, the system works well for us.
      In calculating the table, I also discovered that the math for Pathfinder's levelling medium chart, is apparently, based on 20 encounters of average difficulty.  
    Level XP XP to Level XP per Encounter (Total/Party) Encounters Needed
    5 15,000 8.000 1,600/400 20
    6 23,000 12.000 2,400/600 20
    7 35,000 16.000 3,200/800 20
    8 51,000 24.000 4,800/1.200 20
    9 75,000 30.000 6,400/1.600 19
    10 105,000 50.000 9,600/2.400 21
    11 155,000 65.000 12,800/3.200 20
    12 220,000 95.000 19,200/4.800 20
    13 315,000 130.000 25,600/6.400 20
     

    Interesting Questions to Think for the Megadungeon

    Although intended for collaborative play, I will just answer these as I have no idea who will be my players for this megadungeon.   What terrible thing keeps out all but the most daring adventurers?
    Secrecy about what this place is, confusing marine currents (bermuda triangle inspo?), and pirates make this area hard to reach, and even harder to survive.
      Who or what in the dungeon dares to oppose that terrible thing?
    The gnolls mostly; they have a "divine" task of keeping everyone on the island (to the dismay of goblins, who love trying to escape.
      What wondrous treasure awaits intrepid explorers at the lower levels?
    Divine blessings? Boons or feats? A chance to speak to a god directly and ask questions about the universe?
      Who else sought the wondrous treasure? How did they die in the dungeon?
    The necromancer and their party had a good run of the dungeon. Eventually, one by one they died, and the gnolls considered the last survivor: the necromancer, a good leader. For a while. When the necromancer got sick, and his zombies and skeletons went wild, the gnolls killed the necromancer and went back to using human slaves for the farms on the island.
      What is the dungeon’s most frequently accessed entrance?
    The fort's basement, closely followed by the goblin's rift.
      What other rumors about the dungeon have you heard?
  • There is an island equidistant to all three continents in the middle of the ocean brimming with adventure and treasure (False, the gods wouldn't be so stupid to place it somewhere so easy to find)
  • The pirates guard a big secret somewhere in the ocean (True, although most people assume it is their collective treasure)
  • The pirates take slaves (False, it is the gnolls that do)
  • Siman the necromancer has died, he wanted his body to be used for necromancy, his family has put a bounty to those who can find his remains (True, his family lives in Friac'seoue)
  • A message in a bottle contained a plea for help; someone claims to have been pressed into service by some hyena men (True, the message can be found in Tiel)
  • Kaillum the Cartographer made a secret map that explains how to reach some unknown treasure island (False, Kaillum never found the island; however, some gripplis inspired by his adventures did, the map is currently in Swamp Hand, Oceasile)


  • Cover image: by Lone Archivist (CC BY 4.0)

    Comments

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    Dec 23, 2022 14:59 by Chris L

    This sounds really interesting! Cool challenge/contest!


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