Showing posts with label megadungeon. Show all posts
Showing posts with label megadungeon. Show all posts

Tuesday, April 3, 2012

Castle Verge: Dungeon Level 3

I finally found the time to draw dungeon level 3.
This level is the first of two cave levels, consisting (mostly) of natural caves and caverns. I wanted this to be a big, sprawling level, with some interesting encounter areas in the south, far away from where the characters would normally enter.
Areas #75 to #84 aren’t connected to the main level proper, but characters taking the stairs to level 4 can climb up the hole in #49 to this level.

Monday, March 19, 2012

Castle Verge: Dungeon Level 2

Here’s level 2:


The south of this level was part of the original castle dungeons. In the north it connects to natural caves leading outside. There is an elevator at #70, which can take PCs to levels 3 and 4 (mostly natural caves) and level 5, the Locked Level.

The cave at #37 is a Chaos temple. It contains a sem-sentient idol whispering evil secrets to those present in the northern rooms (#2 - 26), driving them insane. The Temple was inaccessible due to the cave-in at #2, but the kobolds excavated it from the east, with the help of charmed
pig slaves. The death knight's evil priest henchman practices his fool rites there.

Areas #102 to #105 can only be reached from level 3 below.

Sunday, March 11, 2012

Castle Verge: dungeon level 1


I tried to build this level around circular routes, and to provide easy access to deeper levels of the dungeon. The stairs in #1, #5, #6 behind #11 are entrances leading up to the surface. The stairs in room #87, hidden behind several secret doors, leads to a smaller sublevel. The chasm is a large vertical sublevel in itself, and PCs can take the stairs at #13 to reach the lower levels of the dungeon, as well as some very, very dangerous treasure vaults. All other stairs lead to levels 2 or 3.

The well on the surface level connects to #29. The cliff/waterfall at #36 leads to level 2, but is also connected to a smaller cave complex leading to the surface and inhabited by morlocks. It could be used as another entrance to level 1, if the PCs enter the caves and climb up to #36.

The whole area east of #12 was built by the original inhabitants to control access into and out of the dungeon. Now it's occupied by kobolds, and I'm kind of hoping players will find the entrance south of #9 first, and approach the bridge at #12 from the east. Kobolds behind the arrow slits at #11 will prove interesting, I think.
Except for the kobolds, I really don’t know anything about the monsters on this level. The southern part exists of catacombs and tombs, but filling the area with undead seems a bit boring...

Thursday, March 8, 2012

Castle Verge

I started work on my mega-dungeon “Castle Verge” about 2 years ago, when I was completely bored by the 4th edition campaign I was running at the time. Inspired by James Maliszewski’s megadungeon.net, Castle Verge was built by a mystical order of knights in a place where Chaos leaks into the world. The order was betrayed from within by a knight secretly working for an insane chaos mage, who wanted to use the dungeons beneath the castle for his own purposes.
Originally, I planned to place an abandoned dwarven kingdom beneath the castle, but right now I’m revising it for use in a world without dwarves.  Luckily, I was able to reuse parts of already completed maps in my new map of dungeon level 1.

The Castle: The castle itself consists of 4 levels. Often the above-ground levels of a mega-dungeon are smaller or less detailed than the underground dungeon levels, but I wanted to make the castle itself worthy of exploration, to give low level character more options. The southwest tower will be a sublevel for higher level characters, but I’m not sure what to put there yet.
The castle levels are occupied by a tribe of ratlings (re-flavored kobolds) working for a death knight, the undead form of the same knight that betrayed the knightly order.