The mega-dungeon is called "The Forbidden Halls of Marovech. It is an abandoned goblin stronghold in the Andellan Mountains of my Iskandar campaign setting. #dungeon23
I'm no cartographer so I'll use watabou to randomly generate maps. Here is level 1: #dungeon23
To populate the rooms, I'll use the procedural dungeon generator from Perilous Wilds and the DMG appendix A tables. Monsters will come from Tome of Beasts (1-3) and the Monstrous Menagerie. #dungeon23
I'll post up the rooms in this thread with the #dungeon23 hashtag. Hope you enjoy!
Some more details... rolling on the Perilous Wilds tables, I learn that the original stronghold came to ruin through War/Invasion. I'll keep that in mind as I create, and hopefully an interesting backstory will start to emerge #dungeon23
Perilous Wilds also suggests you have multiple themes for a dungeon of this size, and I'm a big believer in the importance of theming. For the overall megadungeon, I roll up the themes of "decay, chaos, agony".
"Decay" suggests that this stronghold is very, very old and was abandoned a long time ago. Good.
"Chaos" suggests an answer to "who invaded?" What about a group of chaos mages? I'll have to add them into the history of Iskandar somehow.
Not sure about "agony" yet
I'm also going to have at least one separate theme for each level, representing it's original purpose. The theme for level 1 is "war," and it was originally the home of Marovech's armed forces.
For those interested, I'm going to record the rooms in google sheets and keep the map in google jamboard.
By using a procedural dungeon generator (ie random tables), it gamifies the creation experience for #dungeon23 and makes it more likely I'll keep this up. It's also the only way I could possibly come up with 365 rooms without constantly repeating myself
One further thing. A minor point, but goblins in my World of Iskandar are just another race, and not implacably at war with humans. They are a bit of a mix of dwarves and gnomes, in my conception, though resembling traditional D&D goblins
I’m treating this as a writing exercise, a game (with dice!), but also a chance to dissect and understand the megadungeon format. So I’ll be interspersing the thread with relevant commentary
• • •
Missing some Tweet in this thread? You can try to
force a refresh
Alright, here's a more plausible looking wordcount for Von Richten's Guide.
Disclaimer - this is derived from D&D Beyond and a word counter plugin.
It does look a bit closer to what you'd expect in a 250-page book with lots of art and maps, though. #dnd
It might seem a strange thing to be concerned about, but in ongoing conversations about creator pay, it's good to see what the market leader is producing. How much content, what retail price, and so on.
I also find these are helpful benchmarks when writing. It's handy to know that a 4,000-word Domain of Dread has been well received, for example. It says a little about market expectations.
Another way to increase the usability of your D&D adventure is to improve the information architecture of your encounters. #dnd#ttrpg
Now, "information architecture" is a fairly new term with multiple proposed definitions (most related to digital content). The definition I prefer here is "The conceptual framework surrounding information, providing context, awareness of location and sustainable structure."
Information architecture is relevant to the whole adventure, of course, but it really comes to the fore when we are writing up our encounters. For a long time, many adventures have taken an architectural approach we might call the "wall of text."
Our adventure locations should be interactive. The locations themselves should contain things that you want to pick up and touch, with strange results. This is a big part of the exploration pillar of play, and I think it is neglected. Thread. #dnd#ttrpg
This encompasses what the Dungeon Master’s Guide calls tricks. Pick up the diary and it grows legs. Touch the holy orb in the chapel and a glass knight steps out of the window. The treasury looks empty but actually has an invisible treasure chest.
2/x
Pools, fountains, statues, altars, tapestries, paintings, obelisks, shrines, and thrones are all wonderful for turning your dungeon into a toy, though you can do it with more mundane objects as well. The trick table in Appendix A of the DMG has some good suggestions.
3/x
The very earliest D&D dungeon designs (the stuff Gygax and Arneson were doing in the early 70s) were mazes that made little architectural sense. They were designed to confuse the players and get them lost.
In the same way, encounters within the dungeon were decidedly "gonzo". The emphasis was on the weird and wild, rather than creating a cohesive ecosystem. Imagination was king and verisimilitude was not really in the design dictionary.
Someone asked me to list some of the #dnd design tools I use. There are lots of them! I'll share a few of my favorites below.
First and foremost is the Dungeon Masters Guide. We all have this, but I suspect a lot of people aren't really taking advantage of the treasures therein. The dungeon stocking tables are gold.
This is a hard book to use, but the tables are incredibly comprehensive. One of the few tool books I've bothered to get in hardback. drivethrurpg.com/product/97423/…