The dungeon's name and background

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Re: The dungeon's name and background

Postby Arthnek » Mon Feb 02, 2009 9:49 pm

All cool stuff.

Going to go work for a few hours, check in one more time before bed.
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Re: The dungeon's name and background

Postby Algolei » Mon Feb 02, 2009 10:05 pm

Mythmere wrote:Sidetracking just for a moment:

Stuff to put in a dungeon:
A pocket demiplane
A small jungle
Lake and river
Lava
Pathway to another planet like Barsoom
Deep-sand "desert" level (never seen that)
Horror from ancient times


You forgot giant fighting robots! (AKA iron golems.)
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Re: The dungeon's name and background

Postby Mythmere » Tue Feb 03, 2009 7:25 am

Grim wrote:
Mythmere wrote:More name ideas:
Gravendeep
Oldengard


Since it's by water, maybe Fathom or Fathoms Deep?


Great name ... I was thinking to avoid too much reference to water, since anyone who wants to place this in the mountains is already having to create a lake with ships in it (if we use Arthnek's ship graveyard). Also, I don't want to make the impression that it's all about water. Maybe the "Dungeons of Fathom Castle'? Whoa, that really sucks, let's not use that. I'll keep in mind the water angle while I'm ruminating on this, though. It's a good angle.
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Re: The dungeon's name and background

Postby Mythmere » Tue Feb 03, 2009 7:47 am

Thinking about it as a whole, here' my proposed name and background for consideration.

First, the name ought to be something that draws the players - so I propose referencing treasure in the name:
The Dungeons of Sapphire Keep, The Dungeons of Silverwater Keep, The Dungeons of Silverkeep.

The Keep is in a remote area, either a lake in the hills or a coastal region surrounded by forests (we'll give a few alternatives for the ref to choose, so there's good modularity). In the dungeons beneath the Keep, there are a couple of levels where mining has discovered rich troves of gems (in one level) and silver (in another level). The joy of silver, of course, is that a good treasure means you're bringing it out by the ton, and your mission needs to bring in significant carrying power, either dungeon carts, mules, or spells. These would be middle and lower levels (perhaps there's one on level 10, for example). These levels are indeed pretty rich pickings for adventurers (although they play out in game terms after a nice treasure is recovered).

Several lords, both feudal and renegade, have held the castle and tried, sometimes successfully, to attain the riches beneath the castle. However, the castle has always eventually fallen back into an abandoned state, or into the hands of monsters. One of the reasons for this is that the area under the castle contains several statues (or other such things) that are terribly evil (maybe they hold demigods trapped in them, or have a chaotic influence for some reason).

At one point also, a mad mage held possession of the castle, affected by the statues, and built lots of traps and new levels. The fairly recent demise of the mage might be the hook that makes the castle look really good to the adventurers - it hasn't been stripped yet. This would also allow the top levels to have been recently occupied, so there can be barrels of liquids and interesting stuff that hasn't all dried up or rotted. The mage's cool magic-user stuff could be found on a lower level as a good trove to attract adventurers, too.
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Re: The dungeon's name and background

Postby Grim » Tue Feb 03, 2009 8:29 am

Mythmere wrote:Thinking about it as a whole, here' my proposed name and background for consideration.

First, the name ought to be something that draws the players - so I propose referencing treasure in the name:
The Dungeons of Sapphire Keep, The Dungeons of Silverwater Keep, The Dungeons of Silverkeep.

The Keep is in a remote area, either a lake in the hills or a coastal region surrounded by forests (we'll give a few alternatives for the ref to choose, so there's good modularity). In the dungeons beneath the Keep, there are a couple of levels where mining has discovered rich troves of gems (in one level) and silver (in another level). The joy of silver, of course, is that a good treasure means you're bringing it out by the ton, and your mission needs to bring in significant carrying power, either dungeon carts, mules, or spells. These would be middle and lower levels (perhaps there's one on level 10, for example). These levels are indeed pretty rich pickings for adventurers (although they play out in game terms after a nice treasure is recovered).

Several lords, both feudal and renegade, have held the castle and tried, sometimes successfully, to attain the riches beneath the castle. However, the castle has always eventually fallen back into an abandoned state, or into the hands of monsters. One of the reasons for this is that the area under the castle contains several statues (or other such things) that are terribly evil (maybe they hold demigods trapped in them, or have a chaotic influence for some reason).

At one point also, a mad mage held possession of the castle, affected by the statues, and built lots of traps and new levels. The fairly recent demise of the mage might be the hook that makes the castle look really good to the adventurers - it hasn't been stripped yet. This would also allow the top levels to have been recently occupied, so there can be barrels of liquids and interesting stuff that hasn't all dried up or rotted. The mage's cool magic-user stuff could be found on a lower level as a good trove to attract adventurers, too.



My proposed teleporter level is a perfect place for these evil statues to reside. I posted it in the Maps for Use thread.
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Re: The dungeon's name and background

Postby Mythmere » Tue Feb 03, 2009 8:33 am

True, Grim. Also, I think a couple of them scattered throughout would be good, too.
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Re: The dungeon's name and background

Postby Grim » Tue Feb 03, 2009 8:35 am

Mythmere wrote:True, Grim. Also, I think a couple of them scattered throughout would be good, too.


The keys to awakening the demigods in the teleporter level will have to be hidden throughout the rest of the dungeon or campaign world.
These could be any number of things.
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Re: The dungeon's name and background

Postby Mythmere » Tue Feb 03, 2009 10:23 am

In order to match up with Arthnek's cross section, there should be a level 2A where there's an entrance/exit into the water. So level 2A might be an area where water is getting in and causing either water channels, flooding, or swampy areas. The water exit matches up well with the idea that the "A" levels are a combination sally port and retreat pathway to connect the Gatehouse and the Keep, whereas the primary levels are regular dungeon, a mix of cellars, residences, and mining operations.

I'm also thinking that Arthnek's Dragon Temple should be on level 19, the last obstacle between the dungeon's finale (longevity pool and some sort of demigod situation) and the levels above.
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Re: The dungeon's name and background

Postby Grim » Tue Feb 03, 2009 10:26 am

Mythmere wrote:In order to match up with Arthnek's cross section, there should be a level 2A where there's an entrance/exit into the water. So level 2A might be an area where water is getting in and causing either water channels, flooding, or swampy areas. The water exit matches up well with the idea that the "A" levels are a combination sally port and retreat pathway to connect the Gatehouse and the Keep, whereas the primary levels are regular dungeon, a mix of cellars, residences, and mining operations.

I'm also thinking that Arthnek's Dragon Temple should be on level 19, the last obstacle between the dungeon's finale (longevity pool and some sort of demigod situation) and the levels above.


Should I move level 18? I intended it to be your demigods/demiplane/wierdness sort of level. Its not a finale but its definitely set piece and should be hard to find (not for the feint of heart).
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Re: The dungeon's name and background

Postby Mythmere » Tue Feb 03, 2009 11:06 am

Grim wrote:
Mythmere wrote:In order to match up with Arthnek's cross section, there should be a level 2A where there's an entrance/exit into the water. So level 2A might be an area where water is getting in and causing either water channels, flooding, or swampy areas. The water exit matches up well with the idea that the "A" levels are a combination sally port and retreat pathway to connect the Gatehouse and the Keep, whereas the primary levels are regular dungeon, a mix of cellars, residences, and mining operations.

I'm also thinking that Arthnek's Dragon Temple should be on level 19, the last obstacle between the dungeon's finale (longevity pool and some sort of demigod situation) and the levels above.


Should I move level 18? I intended it to be your demigods/demiplane/wierdness sort of level. Its not a finale but its definitely set piece and should be hard to find (not for the feint of heart).


Yes. let's not put the demigod situation at a higher level than the dragon temple.
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