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Showing posts from December, 2023

Dungeon 23: October-December

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 Floor 13, October: A return to the more random nature of the early levels, with a circular floor controlled by a lich.  Also just a giant eyeball if you look closely enough. Floor 14, November: Even more ink.  A strange example of a level which is not nearly as dangerous as the earliest levels, even for being so deep into the dungeon. Floor 15, December: All the ink.  A prime example of how I went about making this megadungeon, at least in terms of the timing.  This floor was actually completed a week or two ago, even though by the strictures of the Dungeon 23 experiment I should only have this complete by the end of the month.   The hellhounds look a little funky, like giant rats rather giant dogs. Either way, its done, and I've learned a fair bit on how to actually go about making a proper megadungeon, which I have already started, and might take more than a year to finish.

Dungeon 23: July-September

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      Floor 10, July: Ink! The chasms from the previous floor drop down to areas 4, 5, 6, and 19, and the source of the dwarves' madness is found in areas 20-25.  The second hobgoblin outpost is found here, and is spread across this and the next two floors.  Giant tunnels have been carved out by a purple worm, which the dragon in area 76 may enlist the characters to defeat.     Floor 11, August: Magma and more crosshatch patterns on this one.  Giant Igneous Rock Lobsters live in the south-west caves, and an artifact of great power can be found in the north-west caves.       Floor 12, September: The first floor to be all ink, and with more weird rooms, but this time with a reason: an insane wizard resides in area 7.  As well, the Hobgoblins, allied under the order of the Seax, have constructed a giant map of the over-world in room 17, plotting on how best to go about conquering the realms of the Prime.  A fair few mons...

Dungeon 23: April-June

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     Picking up from the last post, the next floor is an Intermediary one, with some examples of my index card dungeons (I 2/3 and 3/3) as well as a two-room construction (I 1/3).  This floor is essentially just three separate mini-levels, though I think [I 3/3] is the best designed part of this megadungeon so far, not in terms of theming, but certainly better than the monster-onslaught of level 1. Next is floor 7, made in April, supposedly.  I forget when it started, but at a certain point I stopped doing one room/day and just did several rooms every once in a while.  Several of the rooms are extremely wonky, though the floor is overall less dangerous, in terms of monsters at least, than previous floors. Floor 8, June: New crosshatch! though it looks like I missed a spot... As with most of this megadungeon, there is no rhyme nor reason for most anything concerning either the layout of the rooms nor what they contain, which will change somewhat on the next ...

Dungeon 23: January-March

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    I caught wind of the dungeon 23 idea from The Questing Beast over on Youtube, and while I know he isn't the originator (that would be Sean McCoy), I first found it through his video on it. In summary: A Megadungeon with 12 floors, 365 rooms total, one room for each day, one floor per month. And I'm here to show my work, as it were, and, frankly, show the abundance of mistakes in the dungeons which I constructed.  Most of these mistakes stem from the fact that I did not know what a megadungeon really was, and though it could be defined as a really big dungeon, which is exactly what I made, I think a better definition would be a dungeon which is capable of being the central focus of an entire campaign. Anyways, the first floor: Immediately I must interrupt with details: On the back side, this level is marked as "4 JAN," this is because I had cobbled together some of my previous flashcard dungeons into three prior levels, which I have decided to rework, so until th...