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DUNGEON 23: Week 2 The Slumbering Field

The area around 0109A is supposed to be a moat

Click here to see this evolving #dungeon23

NESTED ENCOUNTER TABLE

  • I have added a fuller encounter table. I am trying a nested format because I want to increase the likelihood of PCs encountering factions then powerful monsters. So, the four results are more "vermin", the next four are factions, and the final four are big monsters. I'll start with a d4 and for every geomorph the PCs cross, I'll increase the die one step to a d8 then again with a d12.
WHAT DID I LEARN WITH WEEK 2
  • Each morph still needs a bit stronger focus or visual element. I think I need to make them a little more stunning. Either in terms of the lawns there or have some interesting statue/water feature/ monument there.
  • Factions: I finally settled on factions that will be encountered in the garden I think I want their "home bases" to be found on deeper levels and leave this garden space as a sorta battleground/food gathering place.
  • Worried I've not started with a strong enough theme or push, but the good thing about morphs is they are easy to combine and adjust.
DO I LIKE MY WEEK'S EFFORTS?
  • Like the fuller random encounter table
  • Stronger theme to it than the entrance does, but still don't know if the players will get a sense of what this dungeon is building to. Of course, a megadungeon doesn't have to build to anything its a sprawling mythic underworld.
  • Different environments here, something funny (coffee machine), and something to try and figure out- how to get in the tower.

Closing Thought: Most likely by the end of dungeon23, no matter the quality of my dungeon, I will probably know far more about dungeon design than when I started dungeon23. That itself makes it a valuable endevour.

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