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geoffrey
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 Re: Megadungeon Project?
« Reply #45 on May 19, 2008, 12:25pm »


May 17, 2008, 6:54am, calithena wrote:
Geoffrey should do something too. Geoffrey, with all your gamma world love, maybe you'd like to do Level 14, the City of the Ancients?


Oh, so it's THAT kind of Ancients. You're on. I'll do it. :)
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 Re: Megadungeon Project?
« Reply #46 on May 19, 2008, 1:31pm »

Hey Sham, Have you made any decisions on the Crabmen? I'm planning on having a couple that wandered up to level 1? I'm planning on having a couple of trogs as well, with 1+1 HD.
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 Re: Megadungeon Project?
« Reply #47 on May 19, 2008, 3:21pm »

I have a very basic stat block worked out, but the much longer descriptive piece is not done yet.

I'll send you a PM, since there's more than enough to add them as Wandering Monsters.

<edit> oh, and I am in the process of writing up Troglodytes, and their lizard 'pets' right now. I'll post that here when done in case anyone wants to edit it or take on level 2, since they're not my babies, just visitors.

<edit> I made a new thread in the Workshop so people can chime in on the Trogs:

http://odd74.proboards76.com/index.cgi?board=workshop&action=display&thread=928

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 Re: Megadungeon Project?
« Reply #48 on May 23, 2008, 12:09am »

While this is not my ultimate plan for Level 3, I've been kicking around the idea of a truly open ended, old school approach to one of the levels.

I think it might be fun to design a level, perhaps not one of the titled levels, but maybe a sub-level, that is essentially a fill in exercise for the end user.

It would be very basic. Perhaps a level that consisted of 40 or so rooms, but only 'filled' and detailed 10 of those rooms. The rest would be left empty.

A guide would be given for referees to dice randomly for the remaining 30 or so rooms.

It would be a playable example of how to effectively use the Vol. III guide for stocking a dungeon. The tables could be tailored for this specific module, and it would include a custom Wandering Monster table as well.

Essentailly, the prospective referee would have a fancy map and a bunch of tables to go along with the major rooms.

It would likely take up very little room in Fight On!

Do you think that this sort of open-ended 'module' might work? If so, I'll begin to consider this approach after SGotC is finished.
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 Re: Megadungeon Project?
« Reply #49 on May 23, 2008, 7:49am »

Amazingly, Hackman has already sent Ig a draft of level 1. I need to lean on him to check it out though... Good work!

I think the open-ended level approach might work for level 5 or 8. Maybe level 5, we could put Longspear's Halfway Inn on there with a few NPCs, a wandering monster chart, maybe two oppositional 'leaders' for the level, and set it up that way - the ol' "Red Nails" approach if you follow my meaning. (EGG used this all the time, for those who had eyes to see it, and so did Jaquays of course.) So, that's a great idea if you want to rock out on that next, Sham.
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 Re: Megadungeon Project?
« Reply #50 on May 23, 2008, 8:12am »


May 23, 2008, 7:49am, calithena wrote:
Amazingly, Hackman has already sent Ig a draft of level 1. I need to lean on him to check it out though... Good work!

I think the open-ended level approach might work for level 5 or 8. Maybe level 5, we could put Longspear's Halfway Inn on there with a few NPCs, a wandering monster chart, maybe two oppositional 'leaders' for the level, and set it up that way - the ol' "Red Nails" approach if you follow my meaning. (EGG used this all the time, for those who had eyes to see it, and so did Jaquays of course.) So, that's a great idea if you want to rock out on that next, Sham.


Wow, Hackman! Seems I'm a bit behind the curve here. No worries, I have off for the next nine days ;D

Once I've got SGotC done, I'll come back to this idea. Level 5 sounds pretty cool, and I'd be looking to include other authors/contributors in the design process.
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 Re: Megadungeon Project?
« Reply #51 on May 23, 2008, 10:56am »

d**n, I'm behind then! I planned on sending in my first draft after this weekend.
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 Re: Megadungeon Project?
« Reply #52 on May 23, 2008, 1:18pm »

Thanks for the praise Calithena. I would not sweat it guys. The first level is somewhat vanilla in nature, though I attempted to put some oddities here and there. Also, I was not sure how much was really wanted, so I sent Calithena a pretty rough draft and I stuck to about the number of areas that I saw in Figh on 1's dungeon/encounter areas.
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 Re: Megadungeon Project?
« Reply #53 on May 23, 2008, 3:05pm »

Calithena

Can you expand just a bit more on your vision for levels 11, 13 and 15?
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 Re: Megadungeon Project?
« Reply #54 on May 23, 2008, 4:25pm »

11 - fungus forest and mold falls - haven't really thought this one through too much, but I imagined it sort of super-dangerous alice-in-wonderlandy, with a few possible allies and lots of enemies and everything being different

13 - like levels 12 and 15, this one contains a lot of horrible slimes and at least one god/demon lord level foe - if you ever thought you could do Juiblex one better for slime demons this is your level. Shoggoths wouldn't be out of place here either.

15 - Um, if someone wants to take this, we'll talk privately. It's not a big level size-wise, but it has some very unique supernatural entities.

I could probably think of more but no-one's ever gone down this leg, I'll go riff around in my notes and see what I come up with...
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 Re: Megadungeon Project?
« Reply #55 on May 23, 2008, 5:16pm »

I have an idea or two for level 11, I'll think about it over the weekend
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 Re: Megadungeon Project?
« Reply #56 on May 23, 2008, 8:15pm »

Level 11 is a high-level dungeon, so it can be deadly. Deadly spores and molds, and a completely alien ecology would be de rigeur

Objects have color by absorbing and reflecting different wavelengths of light (itself a narrow band of the electro-magnetic spectrum). Some of the fungus/creatures have adapted to the dark and mutated from radiation and only reflect wavelengths of energy in the infra-red or ultra-violet spectrum. The infra-red reflectors would be effectively invisible unless a PC has heat vision of some sort. The ultra-violet monsters might be visible to elves or people who can see like a cat. Since these are naturally invisible, they don't turn visible when they attack.

I can envision an environment where the normal five senses function poorly, and in fact mislead the party.
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
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 Re: Megadungeon Project?
« Reply #57 on May 24, 2008, 10:15am »

Sweet. Maybe even some general color puzzles that players need to solve (spells/items to correct?) to get through (or get through more easily). I like that.
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 Re: Megadungeon Project?
« Reply #58 on May 24, 2008, 11:31am »

Intelligent mold, communicating telepathically, with psionic-type attacks.
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
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 Re: Megadungeon Project?
« Reply #59 on May 24, 2008, 11:33am »

Sluggish slime carpeted with various molds, meandering slowly like a swampy river through the fungus forest, over cliffs and creating the Mold falls for which it is reknowned
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HIT POINTS
Kelmult 15/22, William 12/20, Patronus 11/16, Jariel 14/14, Flandil 15/15, Asta 5/6, Einarr 5/5, Zaleeg 4/4

HIRED HELP
Highdly 7/7, Sean 2/8, Jorman 7/7, Garfund 10/10, Kris 1/4, Petr 4/4
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