Dungeon 23: January-March

    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 that is done, this shall remain as the "entrance" level of the dungeon.

As well,  you will notice that there are 9 missing rooms, this is also because of the now missing levels, as I considered at the time that those levels counted towards the January room limit.

The general observations, looking back on this floor, are that the notation on the back of various elements is not consistent with the later notation, and that the design is very random, relying heavily on the OSRIC dungeon generator tables.

The running theme, IIRC, from the early levels was that of high quantities of both monsters and treasure.  Speaking of which:


Here there is the introduction of wandering monsters, an intermittent feature, and another floor which is essentially combat or bust for the characters.  Another detail which should be mentioned is the lack of description of some dungeon features such as "fruit forcefield" with no elaboration on what that entails.  This exists as an aspect that is open for interpretation.  Also the first pieces of extraneous art.

Finally:



The first, and I think only, fully cavern complex of the dungeon, with an extra room to boot!  Still a high density of monsters, though traversing the river can completely skip this level.  

Notes:

• The first eye

• Deadliness is present for no good reason

• The text on the back is illegible (this will not change)

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