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Post by joatmoniac on Jun 19, 2017 6:11:02 GMT
Life hasn't been kind lately, but like a phoenix wing one wing I slowly and awkwardly spiral up from the ashes! I will let that imagery sink in for a second ... ok! Enough of that, we move on to making things and stuff that are awesome because that's what we do. This one ties back to the episode that Mike Mearls was on dungeonmasterblock.podbean.com/e/119-mega-mega-dungeons-feat-mike-mearls/ and the discussion surrounded mega mega dungeons. Essentially the whole campaign can exist in there. I figure there is no way Dayeimbe doesn't have one of those in it, right!? Of course it does! Check out the poll above to select the name of this mega mega dungeon. Next up. It's time to go nuts! Its kitchen sink time really. 1. Think about a single encounter, an entire level, a monster, some piece of amazing treasure. 2. Think of how a group of players would learn of the thing you create to toss into the dungeon. 3. What quest could be tied to the two pieces above? 4. How does it tie to something else that has been posted? If at all. 5. Quite literally anything, this is again the place to go crazy with your ideas, and hopefully we can get Mike Mearls back on to talk about them! Thanks for the understanding and can't wait to jump back into the gym with everyone and get some mental gains!
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Post by DM Exitium on Jun 19, 2017 11:38:44 GMT
1. Think about a single encounter, an entire level, a monster, some piece of amazing treasure. Duergar and other (evil) dwarves have filled a series of caves full of booby traps and alarm systems (mechanical and magical). These dwarves are rumored to possess dragon eggs and know how to hatch them. 2. Think of how a group of players would learn of the thing you create to toss into the dungeon. Perhaps sent to retrieve a stolen egg for a (good) dragon, or rumors that (evil) dwarves are raising dragons to ride and forge stronger metals. Perhaps the PC's come across one of these new dragonforged dwarven weapons. Their lair is large enough to host a maze of traps and dead ends to intruders and their deeper chambers are large enough for young adult dragons to fly around casually. These dwarves are also master monster egg-nabbers and have raised a variety of other monsters to defend their keep aside from dragons. 3. What quest could be tied to the two pieces above? Retrieve the dragon-eggs of Korthternesj the Arsenic dragon that have been stolen. These dwarves are rumored to be the clan of the dwarf that had poisoned her! 4. How does it tie to something else that has been posted? If at all. Tying this back to the rivalry between Korthternesj and Vanithessia from dungeonmasterblock.freeforums.net/thread/1562/dm-nastics-dragons-draconic-boogaloo. The dwarves are stealing eggs from all dragon types that they can, but primarily they have Manganese dragon eggs stolen from Vanithessia and arsenic dragon eggs stolen from Korthternesj as well as a smattering of all other metallic and chromatic types. 5. Quite literally anything, this is again the place to go crazy with your ideas, and hopefully we can get Mike Mearls back on to talk about them! Perhaps after successfully navigating this dungeon and trying to get out, the players are confronted with Vanithessia as she somehow smashed in the cave ceiling or roof of the structure, allowing a way out of the mega-dungeon but they must slay the mad Manganese dragon to get free. They could choose to run and hide from Vanithessia but that means going back into the maze/dungeon and trying to find your way out the original entrance.
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Post by meribson on Jun 19, 2017 15:08:11 GMT
1. Think about a single encounter, an entire level, a monster, some piece of amazing treasure. 2. Think of how a group of players would learn of the thing you create to toss into the dungeon. ... 5. Quite literally anything, this is again the place to go crazy with your ideas, and hopefully we can get Mike Mearls back on to talk about them! (vague location) After a hard day of killing goblins in the swamp, you collect your pay and head off to the Dick and Pickle Pub to relax and unwind. Music drifts into your ears as the local minstrels do their best to outperform the other, the aroma of honeyed ale and pipe smoke fill your lungs as you push open the old oak door, one section black from countless hands pushing it open decade after decade. Heading to the bar, you pass humans, dwarves, halflings, and the occasional dragonborn, nursing their drinks and talking with friends. As you take seats and place your order, you hear an old tiefling, hair white as freshly fallen snow and one horn broken at the base, tell a group of children a story. "Deep in the bowels of the ancient dungeon to the far north, it is whispered that there is a level so large, all of the kingdom could fit inside of it. This level is home to creatures not seen since the dragons were young. I told you last week of beholders, this level has no beholders, for the creatures ate them all. "I told you the week before of Bastovexgariiv, the red dragon that has seen two millennia come and go, one of these creatures could fight and possibly kill the old dragon. Though without flight, these creatures are covered in hard armor like the shell of a crab. They scuttle back and forth on eight legs the size of trees, and have pincers the size of your house. Worst of all, are the tails. Eight long, powerful tails. Each curls up, over its back, and ends with a stinger so large, I would not be surprised if it is bigger than this pub. "These stingers do not have poison, for why would it need poison? No, these stinger are far worse. The stingers shoot rays of magical energy, some turn those that they kit into dust, others suck any trace of vigor and energy from the body, and some can drain the very life from you until nothing remains but a husk. "For all their power, these creatures are not alone. No, they command untold armies of living dead. Whenever a corpse is found in their territory, it is brought before them and turned into a monster far more powerful than their counterparts raised by the would-be necromancers you hear in the tales. The only thing preventing these creatures and their undead hordes from overwhelming Dayeimbe and beginning an Age of Death, is that they are too busy moving and acting against each other." One of the children, an elf boy, asks the old tiefling, "What are the creatures called? He says one word, the weight of which, causes a cold pit to form in your chest, "Sh'kyr."
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Post by lasersniper on Jun 20, 2017 1:53:01 GMT
1. Think about a single encounter, an entire level, a monster, some piece of amazing treasure.
There is a group of small drider like automaton which traverse the dungeon via hidden, obscured, and small passageways. Their endless job is to traverse the dungeon, catalog everything they see, retrieve any "foreign" objects brought into the dungeon, and deposit them inside the security vault. These automaton will also return any items or treasures fallen adventurers may have taken from other parts of the dungeon as well. Returning them to their "proper locations. They are not violent inherently and will wait for creatures to sleep or be killed by the dangers of the vault to confiscate their "foreign" objects. They are called by other denizens of the dungeon the Catalogers and have real way to attack. However if aggressively impeded, captured, or attacked and they have no way to escape, they will self-destruct. Obliterating themselves, and causing major harm and/or death to beings close by.
2. Think of how a group of players would learn of the thing you create to toss into the dungeon.
Sometimes, if no one has ventured into the Dungeon for a long while, some of the Catalogers will grow bored and venture a short ways outside the dungeon to find new things to bring into the dungeon. While traversing the dungeon, you probably will find little in the way of loot from the bodies of fallen adventurers, as their bodies would be picked clean by the Catalogers.
3. What quest could be tied to the two pieces above?
With time, the stories of the immense dungeon have faded to stuff of folklore and rumor. Few people are aware of its location anymore and adventurers and dungeon delvers into its depths have become scarce. Because of this, the Catalogers have been venturing further and further out to find treasures. Stealing goods from passing caravans and travelers in the night. They have even gotten so bold as to travel to a local town and steal things from peoples houses in the night. Perhaps you are tasked by the locals of this town to find out what is going on with this sudden influx of theft. Or Maybe you are hired to find out where a lost shipment has gone. Either way, following one of these mechanical creatures back to its lair sure is to provide one hell of an adventure.
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Post by meribson on Jun 21, 2017 17:32:52 GMT
1. Think about a single encounter, an entire level, a monster, some piece of amazing treasure.
As you approach the metal doorway, the last door on the lowest level of the dungeon, the warriors stand guard while the infiltrator works on the lock and the wizard investigates the strange writing upon the door. Unable to read the apparently ancient writings, the wizard casts a spell to understanding of any language, written or spoken. Reading aloud, the wizard's voice becomes shaky and filled with horror as they read on:
This place is a message...and part of a system of messages...pay attention to it! Sending it was important to us. We considered ourselves a powerful culture.
This place is not a place of honor...no highly esteemed deed is commemorated here...nothing valued is here.
What is here is dangerous, terrifying, and repulsive to us. This message is a warning about danger.
The danger is in a particular location...it increases towards the center...the center of the danger is here...of a particular size and shape, and below us.
The danger is still present, in your time, as it was in ours.
The danger is to the body, and it can kill.
The form of the danger is an emanation of energy.
The danger is unleashed only if you substantially disturb this place physically. This place is best shunned left uninhabited.
5. Quite literally anything, this is again the place to go crazy with your ideas, and hopefully we can get Mike Mearls back on to talk about them!
My homebrew setting has an isolated "dungeon" that when I get a chance I'm going to run at a game store my cousin's soon-to-be-husband is trying to start. A continent that you can't sail away from, endless currents and whirlpools prevent ships from leaving; you can't fly over it, the never ending lightning storm prevents anything leaving by air; you can't teleport away, no outward planar travel works. Once you're there, you are trapped. Of course the nations of the world saw this and thought, "Let's turn it into a prison!"
The campaign in its early stages would focus on survival and crafting weapons, clothes, everything from the surrounding environment. Mid-game would be kingbuilder/politics while the late game would be learning about the mystery of the continent and why the gods isolated it.
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you never saw that coming
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Post by you never saw that coming on Jun 23, 2017 18:05:20 GMT
So, sorry for jumping on so late, and I don't know if this is the most recent one but here goes. I've just started recently listening and I'm fairly obsessed. I've stolen a lot of ideas from here for my own campaign, sorry. Thought I'd finally throw my hat in the ring to maybe make it even. Sorry it got long, didn't mean it to.
1. Think about a single encounter, an entire level, a monster, some piece of amazing treasure. a. I came up with this idea as a joke but now that I think about it, it could be a fun idea to implement. What I was thinking of was that this Mega Dungeon could have separate levels and you could go up the stair into an entirely new challenge, but each floor has a theme (if you will). It works off of the idea of the original Mario games in the fact that there are multiple levels and each has a theme associated with it and there are sub-levels under that. For example, in Super Mario World, there are different “worlds” going from Yoshi’s world to the star world and special world, in each “world” there are different challenges that change like in Vanilla Dome you must worry about ghosts and in Chocolate island you have to worry about dinosaurs (if I’m wrong on that I am sorry, I am too young to actually know, this just accentuates my point). Each “world” has five or six levels. So my idea is to substitute “worlds” for a level of this dungeon and the “levels” of video game play for rooms in your dungeon. So for each set of stairs comes a new set of challenges. One level can have all elemental creatures. One level can have the party wading through water. One level can have only mind puzzles and games. The idea is that the players finally learn how to deal with whatever they are faced with, whether it be a certain type of monster, a type of terrain, or type of puzzle or challenge and then get them to switch up course when they climb the stairs to the next level. (BTW your players will most likely learn to hate stairs by the end of that. ) {wow that got long} 2. Think of how a group of players would learn of the thing you create to toss into the dungeon. a. If I were to go off my original idea I think the characters should wake up in the lowest part of the dungeon and work their way up. 3. What quest could be tied to the pieces above? a. I think it might be a fun thing to try that the Players create their character sheets, but the DM creates backstories for each of them. So the characters wake up with amnesia, and as they go through the DM takes opportunities to say, “you see a crude painting of a dragon on the wall left long ago and you remember the times your mother gave you the brush and let you paint on her works to make them ‘better’.” Or other such things. These can either be just random tidbits to have an interesting twist or these can be tiny hints into what the players must do to overcome the challenges ahead. So, the overarching plot would be for A. the players to remember who they are and B. figure out why they were teleported into this dungeon to figure out. There might be a dragon stuck in the mouth of the cave and the only way to help them get out is to help him from behind. Or maybe the Dungeon is in a labyrinth and the elders of the town asked the players to retrieve something from the center. A god (insert whatever one you want here) who is helping them on their quest puts them in the center of the labyrinth so they only need to fight their way out instead of having to go in and come back out. Unfortunately, in sending them their they lose a part of their minds trying to comprehend it and to save them from going insane she erases all of their memories. (just an idea I guess).
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Post by rorrik on Jun 23, 2017 18:09:18 GMT
1. Think about a single encounter, an entire level, a monster, some piece of amazing treasure. A large space ship crashed long ago into the upper NorthEast edges of the dungeon. As the crater filled over millennia the ship was buried, but since that time a race of primitive cave dwelling semi-intelligent apes have discovered a console of the ship. They found that pressing the one button available to them caused the thing standing on the nearby dais to vanish. So fantastic was the first occurrence of this magic that the apes now worship the console and use the dais to offer victims for sacrifice to the console.
Those who are vanished by the console are not killed, but transported to a prison in the ship where they are fed and well kept, but not allowed to leave their small, metal, individual cell. Security robots are on call to restrain any life form detected in the halls of the cell block and return them to their registered cell. The less humanoid the creature offered, the more likely they will be sent to the zoo section of the ship rather than a prison. While still restrained in an individual cage, the security is much lower in this part of the ship. Escape may grant access to the rest of the ship, including the control panels enabled to release prisoners.
2. Think of how a group of players would learn of the thing you create to toss into the dungeon. Someone the players are following or a member of their party could be taken by the apes for sacrifice.
3. What quest could be tied to the two pieces above? Finding the apes have sacrificed their quarry/colleague, the party ascertains that things sacrificed are not destroyed, only transported, they allow themselves to be "sacrificed" only to find the party scattered and a great need to escape.
4. How does it tie to something else that has been posted? If at all. The Catalogers come from this space ship. They've now adopted the whole dungeon and the space beyond as their realm due to a bug in their programming, but they used to be maintenance and custodial machines on the ship. Somewhere in the ship there is a console from which the Catalogers can be reprogrammed (though no one in the party probably is intelligent enough to manage that without training) or at least reset to factory defaults, causing them to constrain their custodial behavior to the ship itself again.
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Post by lasersniper on Jun 23, 2017 20:31:16 GMT
A 3-way tie for the name guys really? xD That is kinda funny.
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Post by rorrik on Jun 23, 2017 21:42:46 GMT
A 3-way tie for the name guys really? xD That is kinda funny. I voted to bump it to a 3-way tie, rather than break the existing tie, out of malice. I didn't expect the current 4-way tie.
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Post by joatmoniac on Jun 25, 2017 7:02:24 GMT
Well, I have to leave it open now, haha. It is getting to the point where if I can get Mike Mearls back on, he might have to be the tie breaker, haha. So many good ideas in here, would love to dump them all into a single dungeon.
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Post by rorrik on Jun 25, 2017 21:21:41 GMT
Had a couple more: 5. Quite literally anything, this is again the place to go crazy with your ideas...
Creeping Sun-A vine-like entity that grows using geothermal energy and stone consumption instead of solar energy and water that eats out large caverns and lights them with an eerie multicolored glow from thousands of light emitting nodes. The color of these nodes depends on the variety of rock being consumed near the node. This strong light supports enough photosynthesis for small biomes of dark flora and fauna to develop in the caves so created.
The Stone Choirs-Certain caverns are occupied by rows and rows of stone shapes that sing as a choir songs taught to them by the ancient beings that carved them.
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Post by dmcaleb on Jun 26, 2017 22:45:11 GMT
"Let me be perfectly clear, the dwarves of the adamant cavern were scared of nothing. They stole the gold and eggs of dragons, created self sustaining terrariums for their choice pets, and were able to craft such things out of ore that the gods were envious.
So it struck me as a bit odd when I found this surveyor's map with a section crossed out and 'Abandoned' written next to it in red.
According to his journal; the surveyor was following an emerald vein through granite when he heard clicking in the darkness.
Per standard procedure, he summoned security. These guys wore enchanted breastplates and wielded adamantium blades. So they didn't have a lot to fear, and were ready to exterminate the clicking thing.
The surveyor didn't have to wait long before the screams began. He gazed as far as his dark vision could stretch, and the last thing he saw of the guards was a naked dwarf crawling just within sight before screaming and then shriveling like the bagged beverages that come with his daily rations.
He then blew the shaft and abandoned the emerald prospects. Deeming whatever it was too dangerous a threat for emeralds."
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1. Think about a single encounter, an entire level, a monster, some piece of amazing treasure.
The monster is a 'Dire Rust Monster' that can eat magic, adamantium, and even drain the iron out of your blood.
They have a far reaching echolocation (the clicking) and can smell anything made of ore within 200ft.
They do have culinary preferences and will devour everything in this order if at all possible.
Magical metal items > adamantium/mithril > steel and alloys > gold/silver > ores> blood (iron)
(I know it's strong, but I hope the players will overthink the foreshadowing journal entry. If too strong for you allow items a 'death save' or simply ignore the magic or addy eating)
2. Think of how a group of players would learn of the thing you create to toss into the dungeon.
Seveyor map and or journals. Prospect logs with emerald veins marked as untapped
3. What quest could be tied to the two pieces above?
A) The amount of emeralds would be substantial and would help restart the dying economy of a neighboring village.
B) a dwarf lost his grandfather to the beast in the vein. He died as one of the guards, and now his grandson wants answers.
4. How does it tie to something else that has been posted? If at all.
I dig DM Exitium's dwarves. This is a side haunt to the dungeon's overall feel.
5. Quite literally anything, this is again the place to go crazy with your ideas, and hopefully we can get Mike Mearls back on to talk about them!
The emeralds are Dire Rust Monster eggs. Technically more valuable than emeralds, but if you don't realize what they are...
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Post by blakeryan on Jul 5, 2017 10:41:53 GMT
1. Think about a single encounter, an entire level, a monster, some piece of amazing treasure. #Level - limestone caverns, 2-4ft deep in sea water.
2. Think of how a group of players would learn of the thing you create to toss into the dungeon. #Fall through a chute from level above, sucked into a whirlpool in the ocean, wake up in a coffin in one room.
3. What quest could be tied to the two pieces above? #Seeking a pearl of wisdom, lets people know the moment of their greatest triumph or death (which is made up by 2nd player to the GM's left)
4. How does it tie to something else that has been posted? If at all. #Heroes are given a letter by family member of 2nd player to the GM's right. Letter tells of a swamp hag that can take them to the dungeon in return for a pint of blood.
5. Quite literally anything, this is again the place to go crazy with your ideas, and hopefully we can get Mike Mearls back on to talk about them! #Kuo-toa are there. Some will try to sacrifice the pcs to Bilbopoop, some will challenge them to a dance off, the last group will make them a 20ft paper mache beaver.
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Post by Mariok Soresal Hillick on Jul 12, 2017 12:32:54 GMT
1. There is a level that is filled of orcs who believe that a crystal in the middle of the dungeon is a material form of a god called "Dorlack". The orcs haven't seen the outside world for a long time, and don't really know of anyone else but themselves and enemies at the fringes of their level in the dungeon. The orcs found themselves in the caverns when they were pushed by a different orc tribe and almost slaughtered: this orc tribe went into the dungeon for refuge. When the orcs found the crystal, they were dumb enough to think that the crystal was some form of a god, and started sacrificing to it. When sacrificed to the crystal, the people disappear: no blood, just a disappearance. And that leads onto my next answer.
4. (Tying back to Rorrick's post) The crystal is another part of the space ship that fell away into another place in the dungeon, and the crystal somehow teleports the sacrificed adventurers into the space ship, though the dumb orcs do not know this. Also, if the orcs and primitive apes ever meet each other, we could assume they'd probably attack each other because of their different beliefs... And tying back to lasersniper's post, the orcs are very afraid of the catalogers, and will often bend under their will, and often also sacrifice items they find to the catalogers freely. Tying back to the last post by blakeryan the orcs are a special type of orc that have evolved to breath underwater, and the whole level is underwater and is blakeryan's level. Finally, tying back to the post before that by dmcaleb, the orcs have captured one of the Dire Rust Monsters, and are now trying to use it to protect themselves against the catalogers.
2 (and sort of 3). The players would learn about the orcs by finding a stray crippled dark elf slave to the orcs (and she is very upset about this turn of events since the orcs should be her slaves, not the opposite! This is what she thinks, her name is Velna), and she asks the party to destroy the whole lot of the orcs, and'll lead the party to the orcs' level. The players could also maybe figure out about the orcs by some people in the space ship that were sacrificed by the orcs instead of the apes, and talk about the orcs and the crystal.
5. The crystal is about three miles across and three miles deep, and is in a wide and tall cavern. The crystal also sort of makes its own, mini-dungeon inside with with undead of aliens that used to be in the space ship, but are now zombies and dead. A sci-fi version of a wizard that was on the space ship became a sci-fi version of a lich and is animating the dead. The lich is also making the sacrificed people to the crystal, go to the rest of the space ship. The lich doesn't know how to get out of the crystal though, but is working on it. The crystal has some magical barrier that is in the space ship, and was protecting the lich when she was alive and in the space ship. She was of a race that couldn't be out in space, even if in an enclosed area in space, so they needed to keep them in the diamond. But they didn't give the lich and the undead whilst they were alive the key to get out of the diamond.
I hope this is good enough and I hope I didn't mess anything up!
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Post by ibplunderin on Jul 19, 2017 17:27:17 GMT
Hi! I am super late, and didn't follow directions well at all. However below is the link to the megadungeon The Caverns of Adamant Death. It is most likely rife with grammatical and spelling errors as well as not having everything that I wanted to have in it (such as more items/build your own monstrosity graph/maps) but I feel like this is good for now. My personal goal with this was to take the months of great DMnastics twitter prompts that I have missed, and then smoosh that all together into one megadungeon. Speaking of which if you all have not been doing Daily DMnastics, they are all great inspiration! Since this has a lot of disparate pictures and creations it can feel a bit disjointed at times, but I feel like the overall adventure seems fine, and since it isn't finished it has room to make the mega dungeon larger or smaller depending on how long you want the players to be involved with it, and a map can be made pretty easily randomly generated and then have the main places placed in key locations. I hope you all enjoy or have feedback and as always, "beware the gifts of the Traveler". Here is the Homebrewery Link- homebrewery.naturalcrit.com/share/r1HdCGu4WAnd a link to the PDF- drive.google.com/open?id=0BxK97xO8jFRDd0dsTUx1M2VvaE0
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