Megadungeon 23: Week 8

Welcome back to Megadungeon 23, a concept developed by Sean McCoy over on his blog here.

It is a project that I have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

Here is Week 8 – Dingeport – A Goblyn trading town on the edge of a deep chasm, where folk from all areas of the world below congregate to trade in their dark arts and dangerous wares.

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Megadungeon 23: Week 7

Welcome back to Megadungeon 23, a concept developed by Sean McCoy over on his blog here.

It is a project that I have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

Here is Week 7 – Lakeside Terrace – A small Goblyn hamlet on the side of the underground lake.

Continue reading “Megadungeon 23: Week 7”

Megadungeon23: Week 6

Welcome back to Megadungeon 23, a concept developed by Sean McCoy over on his blog here.

It is a project that I have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

Here is Week 6 – The Goblyn Industry

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Megadungeon 23 Bonus Content: Section 1 Encounter Table

As part of my Megadungeon project, I thought I’d experiment with creating some encounter ideas. I conducted lots of research on the creation of random encounter tables and finally decided on a design I liked that incorporated a full mix of what I wanted from my table. This included a mix of NPCs, Faction encounters, Combat encounters and Environmental encounters, as well as the potential of just missing encounters through ideas taken from the old Wandering Monster tables of older editions. I further wanted a table that could be used for the entire first level of my Megadungeon and so incorporated smaller nested tables within it for different sections of the level. However, if I want true randomness, I can still use it as a d20 table.

Level 1 of the Megadungeon

Using MS Paint I crudely cut together the 4 sections of Level 1 into the below map.

Continue reading “Megadungeon 23 Bonus Content: Section 1 Encounter Table”

Megadungeon 23: Week 5

This new project, referred to as Megadungeon 23 is a concept developed by Sean McCoy over on his blog here.

It is a project that I too have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

Here is Week 5, the first section of Level 2 – The Final Tomb

Continue reading “Megadungeon 23: Week 5”

Megadungeon 23: Week 3 & 4

This new project, referred to as Megadungeon 23 is a concept developed by Sean McCoy over on his blog here.

It is a project that I too have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

Unfortunately, I was unable to post Week 3 last week, so this will be a double post for both weeks!

Here are Weeks 3 & 4 – The Sunken Caves and the Main Tomb

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Megadungeon 23: Week 2

This new project, referred to as Megadungeon 23 is a concept developed by Sean McCoy over on his blog here.

It is a project that I too have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

Here is Week 2 – The Beginnings of the Tomb Complex

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Megadungeon 23: Week 1

This new project, referred to as Megadungeon 23 is a concept developed by Sean McCoy over on his blog here.

It is a project that I too have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

Here is Week 1 – The Ancient Temple Complex

Continue reading “Megadungeon 23: Week 1”

Megadungeon 23: An Introduction

This new project, referred to as Megadungeon 23 is a concept developed by Sean McCoy over on his blog here.

It is a project that I too have decided to embark upon this year as a non-labour intensive side project to help develop a cool megadungeon for my world. The idea is simple in premise: draw a dungeon room a day, everyday; for the whole year. 365 dungeon rooms, drawn in 7 room sections. Each month will represent one layer of the megadungeon, resulting in a 12 layer dungeon by the end of the year.

Continue reading “Megadungeon 23: An Introduction”

Mini Map #2: The Classic Tomb

Welcome back to Mini Maps! In these posts I share a small dungeon map from my world that is designed for use in tabletop roleplaying games. Today I present the Classic Tomb!

This map was created in Microsoft Paint using a simple gridded base and drawing the room shapes on top. I used interesting plans and images of real life catacombs and tombs to inspire this design and wanted to make the tomb realistic in nature as a common design for a relatively wealthy tomb. I have also tried to adhere to the classic 5-room dungeon design which is laid out below. This should hopefully allow anyone to cut and paste this tomb design into their own games.

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