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Post by Finarvyn on Jun 22, 2007 19:29:06 GMT -6
I notice on page 10 of The Underworld and Wilderness Adventures that the dungeon "wandering monster" tables run all the way to level 13+ beneath the surface.
I made a 20-level dungeon once but many of the later levels were done in a hurry and were really tiny compared to the big levels at the top, so technically I could have used the entire table but not too often.
How deep a dungeon has anyone else made?
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Post by Deleted on Jun 23, 2007 18:02:34 GMT -6
Me and my buds once ran through a dungeon that was maybe 30 levels deep. At the end we fought a bunch of demons and finally killed the devil. It took a party of about a dozen of us and I dont remember our character levels. Maybe 20 each?
Anyways it was a classic slug-fest that lasted for weeks, and the final battle took about 4 hours to play out!
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Post by grodog on Jun 24, 2007 13:12:37 GMT -6
Dungeon-depth-wise, my version of Greyhawk Castle is 17 levels deep.
Interestingly, I noticed in Rob Kuntz's Bottle City manuscript (which is going to press this coming week) that there were 13th and 15th level monsters indicated. I'll have to go back to OD&D to do some comparisons, but in AD&D monster levels stopped at 10th (in my home campaigns I designated uniques like demon princes, etc. at Level XI).
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Post by evreaux on Jun 24, 2007 15:25:50 GMT -6
My Dungeon of Grimharrow is 15 levels deep. That should theoretically support PCs in the range of levels 12-14, which is about as high as I want to go.
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Post by Finarvyn on Jun 24, 2007 19:37:31 GMT -6
The Blackmoor dungeon from "First Fantasy Campaign" is 10 levels deep and the d20 remake is 20 levels deep.
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Post by grodog on Jun 24, 2007 21:21:10 GMT -6
And the unfortunately the d20 remake is total crap, too
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Post by crimhthanthegreat on Jun 24, 2007 21:47:52 GMT -6
The largest dungeon IMC is of unknown depth, but nearly 300 years of game time into the campaign with many generations of characters, the deepest penetration into this dungeon reveals 43 levels. For all levels deeper than 27, this has been revealed by many different means, included brief visits due to unknown mechanisms in the dungeon from which a few were lucky to survive and return from. Each level covers several square miles, and is part of a massive ruin that appears above ground as a very rugged terrain semi-flat top mountain. No level has been fully explored and contributing to this is that the floor plan occasionally undergoes random changes that can be small or large in nature.
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Post by Finarvyn on Jun 25, 2007 7:34:39 GMT -6
The largest dungeon IMC is of unknown depth... Um, unknown to you or your players. Back in "the day" one of my friends created a somewhat large dungeon on graph paper, then put a huge area of larger-square graph paper covering a ping-pong table in his basement. Rather than us mapping the dungeon, as we entered rooms he drew it on the large-square map. (This was way before HeroQuest!) This was neat because we could see where places had been skipped and could go back to search for hidden doors, etc. Slowly, we mapped out the entire complex. It was very visual and a pretty neat experience.
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Post by crimhthanthegreat on Jun 26, 2007 21:53:36 GMT -6
Unknown to my players and somewhat unknown to me in that I don't intend for anyone to ever locate a definitive final level.
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serendipity
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Post by serendipity on Jul 6, 2007 6:39:46 GMT -6
I don't think I've ever been more than about three or four levels in a dungeon. We often enter castles and keeps, but rarely true dungeons. Maybe that's just nomenclature, since one keep went down about eight levels, though there were only half a dozen rooms in each level.
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Post by murquhart72 on Jul 8, 2007 17:13:49 GMT -6
I have notes for a 13+ level dungeon, but rarely do I actually design one more than 3 levels or so. At least so far...
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Post by tgamemaster1975 on Jul 8, 2007 17:43:07 GMT -6
The deepest that I have designed (to some extent or other) is 35 levels, but there has been no significant exploration below about the 20th level.
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serendipity
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Post by serendipity on Jul 8, 2007 19:34:30 GMT -6
Does it ever bother anyone that someone would have had to build that dungeon by carving out chunks of rock and hauling it above ground or that such a deep dungeon would collapse under the weight of the stuff above it? Not to mention how hard it must be to keep a good sanitation engineer servicing one of those things. One can only pray that, unlike our electrical service, the magical service never suffers a power outage.
Er, and now back to your regularly scheduled discussion. (covering head and slinking hastily away)
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Post by foster1941 on Jul 8, 2007 19:39:11 GMT -6
Does it ever bother anyone that someone would have had to build that dungeon by carving out chunks of rock and hauling it above ground or that such a deep dungeon would collapse under the weight of the stuff above it? Not to mention how hard it must be to keep a good sanitation engineer servicing one of those things. One can only pray that, unlike our electrical service, the magical service never suffers a power outage. Boo! Hiss! Blanket handwave explanation for all that stuff: "it's magic!"
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Post by crimhthanthegreat on Jul 9, 2007 5:50:20 GMT -6
As for the structural stability of the dungeon, if you consider it as solid rock, just consider that coal mines and other types of mines go pretty deep and the problem with them collapsing is that they are not solid rock and seams of coal or whatever, but they are actually just subsoil and rock mixed. If you are digging into a bedrock with the expert help of dwarves or one of the other appropriate races structural stablity should not be a problem. As for sanitation what do you think all of those deep bottomless wells and lava pits are for.
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Post by meepo on Jul 9, 2007 6:58:56 GMT -6
Sadly I've yet to really participate, from either side of the table, in a mega dungeon
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WSmith
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Post by WSmith on Jul 12, 2007 6:41:17 GMT -6
Does it ever bother anyone that someone would have had to build that dungeon by carving out chunks of rock and hauling it above ground or that such a deep dungeon would collapse under the weight of the stuff above it? Not to mention how hard it must be to keep a good sanitation engineer servicing one of those things. Forget all that. Players generally don't care about such stuff. Are we really 100% sure how Stonehenge or the Pyramids of Giza or the statues on Easter Island were made? Nah! Should I care how a huge dragon got into a 10x10 room? Nope, cause all I want to do is subdue it or kill it and take its stuff.
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serendipity
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Post by serendipity on Jul 19, 2007 6:26:45 GMT -6
Should I care how a huge dragon got into a 10x10 room? Nope, cause all I want to do is subdue it or kill it and take its stuff. lol. Can't.....breathe.....
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Post by evreaux on Jul 21, 2007 21:57:35 GMT -6
My Dungeon of Grimharrow is 15 levels deep. That should theoretically support PCs in the range of levels 12-14, which is about as high as I want to go. Thought I would qualify this answer: while I do have 15 main levels mapped out, I only have about 50-75% of my first 7 levels keyed (and, not surprisingly, the keying somewhat mirrors the route my group took through the dungeon, plus a surrounding "buffer" that I kept prepped around wherever they decided to delve). So, my deeper levels are entirely theoretical, although I hope to start back up our campaign after a short DMing break.
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Post by Mordorandor on Oct 16, 2022 16:04:43 GMT -6
I always seem to have questions that many threads have already answered, so I thought I'd go back and start reading many of the older threads.
This thread got me thinking not just how many dungeon levels do referees use in their campaign, but about how many chambers and rooms do you use each level?
I gather two people who both have 13th-level dungeons might differ wildly on just how many chambers and rooms that equates to.
(And, yes, this being my first resurrect thread spell, I fully expect some existing thread has already answered my question.)
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Post by tkdco2 on Oct 20, 2022 18:22:24 GMT -6
I usually don't design dungeons too deep because my games rarely get to that point. Two or three levels are usually the norm.
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Post by Mordorandor on Oct 20, 2022 20:20:04 GMT -6
I usually don't design dungeons too deep because my games rarely get to that point. Two or three levels are usually the norm. 4 rooms per level? 44 rooms per level?
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Post by tkdco2 on Oct 21, 2022 12:40:37 GMT -6
I usually don't design dungeons too deep because my games rarely get to that point. Two or three levels are usually the norm. 4 rooms per level? 44 rooms per level? About a dozen rooms per level, average. Nowadays I run one-shot games since we play so rarely. The sessions just last a few hours, so I'd rather we complete the adventure before suppertime. I hate it when the rest of the group gets food coma after the meal and won't play anymore.
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Post by doublejig2 on Oct 21, 2022 13:44:43 GMT -6
4 rooms per level? 44 rooms per level? About a dozen rooms per level, average. Nowadays I run one-shot games since we play so rarely. The sessions just last a few hours, so I'd rather we complete the adventure before suppertime. I hate it when the rest of the group gets food coma after the meal and won't play anymore. Going low? Food coma? Drop a green slime on the biggest one, I say, and only then retire for victuals.
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Post by Mordorandor on Nov 4, 2022 19:54:18 GMT -6
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