Pathfinder and the Megadungeon


Pathfinder First Edition General Discussion

Liberty's Edge

A megadungeon is one of the hallmarks of old school play. It is a massive, non-linear multi-dimensional dengon complex, and underground sandbox environment built for exploration. Ultimately, the megadungeon was the gensis of the hobby.

The question, then, is this: does Pathfinder supprt a megadungeon campaign? Is it feasible? What sort of changes/liits/houserules would be required to successfully run such a campaign? Is there any interest for a megadungeon Adventure Path or product? Are there any published megadungeons for Pathfinder.

Most importantly: have you run or played in a megadungeon using Pathfinder? Did it work? Was it fun?

I am considering building a "living" megadungeon for use with pathfinder, to be run at game stores and conventions and such. But it may be too much work, especially when compared to doing so with a game more well suited to it, like Labyrinth Lord.


It was 3.5 not pathfinder, but a few years back I made some conversion notes for the first couple of levels of my Erylin's Dungeon 1e/2e megadungeon and ran it for a couple of one shots, it seemed to work out okay.

Liberty's Edge

cwslyclgh wrote:
It was 3.5 not pathfinder, but a few years back I made some conversion notes for the first couple of levels of my Erylin's Dungeon 1e/2e megadungeon and ran it for a couple of one shots, it seemed to work out okay.

I realize this is probably harder to answer as it was one shots, but how did the change in motivation (treasure acquisition versus defeating challenges) alter play? How about time? Exploration was slow in earlier editions, but spells also lasted longer. In 3.5 and pathfinder, combats can take a lot longer, so I imagine a lot less got done in the same amount of table time?


I ran a group through the Worlds Largest Dungeon, using PF rules. At the time, only the first Bestiary was out, so I spent a little time (not a lot) converting some monsters, but other than that, it worked fine.


For me, Pathfinder's megadungeon will always be Kaer Maga's undercity.

Beyond that, I don't think the game needs any revisions. Part of the charm of a megadungeon is that it is tailored to the game rules in such a way as to enable its own existence. They usually function as weird alternate ecosystems, with occasional safe spots and windfalls that keep the PCs going.


There is a continuing allure to megadungeons, be it from nostalgia or just the fact they can be really fun and challenging.

I haven't done one in PF yet, but I think it is only a matter of time before either Paizo or a 3PP puts a good one out. And I'll probably buy it. Some of my best gaming memories are from Temple of Elemental Evil, Tomb of Horrors, Castle Greyhawk and Undermountain in the FR


WotC released an Undermountain book for 3.5, I found it complete garbage. However I own all the old Undermountain Material and would Love to run a party through it using Pathfinder.

I am running my Family through Keep on the Borderlands and Im using very little conversion and some DM fudgeing, but thats Old school to me any way.

So far my family has had to return twice to the keep to heal up and resupply and that was only in the Kobold A section of the Caves of Chaos.

Yes It might be argued that the Keep is not a Megadungeon but its a experiment I decided to do with my family since they will be far more forgiving than a standard group of players.

So far the Keep has required me to adjust for skills and some of the encounters have been very difficult with 1 near TPK in the first room the party came into.

The group consists of a Fighter, Witch and a Druid, the Party is in the process of haggling with the Halfling Theif in the Keep to help out.

Eric

Scarab Sages

Brian Bachman wrote:
I haven't done one in PF yet, but I think it is only a matter of time before either Paizo or a 3PP puts a good one out. And I'll probably buy it.

You can get in on the ground floor!

Shadow Lodge

Brian Bachman wrote:

There is a continuing allure to megadungeons, be it from nostalgia or just the fact they can be really fun and challenging.

I haven't done one in PF yet, but I think it is only a matter of time before either Paizo or a 3PP puts a good one out. And I'll probably buy it. Some of my best gaming memories are from Temple of Elemental Evil, Tomb of Horrors, Castle Greyhawk and Undermountain in the FR

I wouldn't count the Tomb of Horrors as a mega-dungeon...it's actually on the smaller size of medium. Deadly as hell, yes. Mega-dungeon....no.

Dark Archive

Other than Kaer Maga there's the Spire of Nex (plus the other siege castles dotted around the Cairnlands.


Kthulhu wrote:
Brian Bachman wrote:

There is a continuing allure to megadungeons, be it from nostalgia or just the fact they can be really fun and challenging.

I haven't done one in PF yet, but I think it is only a matter of time before either Paizo or a 3PP puts a good one out. And I'll probably buy it. Some of my best gaming memories are from Temple of Elemental Evil, Tomb of Horrors, Castle Greyhawk and Undermountain in the FR

I wouldn't count the Tomb of Horrors as a mega-dungeon...it's actually on the smaller size of medium. Deadly as hell, yes. Mega-dungeon....no.

True, but it is still a complete dungeon crawl adventure quite a bit larger than anything in your typical adventure path. I guess I was evoking style more than size.


An AP that consisted of a new level of the dungeon each book!

...

...Nah, maybe not.

-The Gneech

Liberty's Edge

Wicht wrote:
Brian Bachman wrote:
I haven't done one in PF yet, but I think it is only a matter of time before either Paizo or a 3PP puts a good one out. And I'll probably buy it.
You can get in on the ground floor!

$2.99 per encounter/room? For a megadungeon, that's going to be costly.

Liberty's Edge

John Robey wrote:

An AP that consisted of a new level of the dungeon each book!

...

...Nah, maybe not.

-The Gneech

An AP would be a great ay to do a megadungeon, presuming that it covered a couple levels plus sublevels per installment. What's more, the non-adventure material could be a lot of dungeon focused PF material, something there isn't a lot of.

Megadungeon campaigns are not the only way to play, but they are a great way to play and they get short shrift from the big boys.

Scarab Sages

Reynard wrote:
Wicht wrote:
Brian Bachman wrote:
I haven't done one in PF yet, but I think it is only a matter of time before either Paizo or a 3PP puts a good one out. And I'll probably buy it.
You can get in on the ground floor!
$2.99 per encounter/room? For a megadungeon, that's going to be costly.

The rooms themselves will be free once the ransom is paid for each room. If you go to the Rite website you can get the first room now for no cost.


Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

Dungeon A Day is a great Mega Dungeon. While it is primarily written for 3.5, the Super Genius crew is working on updating existing rooms to include Pathfinder stats. Also, all new room are getting dual 3.5/Pathfinder stats. It reaches 15th level already and new rooms are added every weekday. Not to mention all of the extra encounters and blogs and stuff.

It's also all hyper-linked, so it is really easy to run from a laptop. I'm a charter subscriber and I highly recommend it.

Shadow Lodge

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I'd like to see a mega-dungeon AP. Maybe 3 or 4 levels of the dungeon per volume, for a full 20 level mega-dungeon experience. Lots of monsters, lots of traps, lots of fun.


Adventure Path Charter Subscriber
Kthulhu wrote:
I'd like to see a mega-dungeon AP. Maybe 3 or 4 levels of the dungeon per volume, for a full 20 level mega-dungeon experience. Lots of monsters, lots of traps, lots of fun.

+1!!!


Pathfinder Lost Omens Subscriber

First off, my gaming group's preferred adventure type is the dungeon crawl. We're really hoping for a dungeon crawl heavy AP in 2012.

Second, for those who are looking for what is, in my opinion, the ultimate dungeon crawl experience, check out Rappan Athuk Reloaded from Necromancer Games. I can unequivocally state that this raised the bar for us on dungeon crawls, after we had assumed that Temple of Elemental Evil would forever remain the champion in this area.

Its not cheap, nor is it easy to find anymore (I don't think), but Rappan Athuk Reloaded has no equal (imo) in the dungeon crawl category.

Good gaming to all,

DJF

Grand Lodge

Dr. Johnny Fever wrote:

First off, my gaming group's preferred adventure type is the dungeon crawl. We're really hoping for a dungeon crawl heavy AP in 2012.

Second, for those who are looking for what is, in my opinion, the ultimate dungeon crawl experience, check out Rappan Athuk Reloaded from Necromancer Games. I can unequivocally state that this raised the bar for us on dungeon crawls, after we had assumed that Temple of Elemental Evil would forever remain the champion in this area.

Its not cheap, nor is it easy to find anymore (I don't think), but Rappan Athuk Reloaded has no equal (imo) in the dungeon crawl category.

Good gaming to all,

DJF

Here's a new copy up for auction by a German seller on eBay:

eBay Auction.

Bidding starts at only $222.00! Wow!

Yorgi

Dark Archive

I think ToEE or Undermountain would work well with Pathfinder rules -- the key thing is that a megadungeon should include either "safe" areas where the party can rest or portals through which they can travel to safe locations.

I'm running a revised version of 'Haunted Halls of Eveningstar' for my group, and it's been really fun!

Liberty's Edge

Asgetrion wrote:

I think ToEE or Undermountain would work well with Pathfinder rules -- the key thing is that a megadungeon should include either "safe" areas where the party can rest or portals through which they can travel to safe locations.

I'm running a revised version of 'Haunted Halls of Eveningstar' for my group, and it's been really fun!

Not to be pedantic, but ToEE isn't a megadungeon. It is an expansive lair, and very cool to boot. Undermountain and Castle Greyhawk are megadungeons.


Running an ongoing, public sign-up dungeon campaign is an interesting idea, and something that I've been exploring as well. There are a few public or semi-private venues locally that support public sign-up games. Previously, LFR was very popular, but its now withering on the vine, and there's room for alternatives.

I am looking right now at dungeonaday.com. Which I only just subbed this past weekend, but so far looks pretty well done. The Dragon's Delve megadungeon is explicitly designed to be run as a vertical dungeon campaign, with only just enough surrounding setting to support ongoing delving.

I'm somewhat impressed with how the design attempts to keep interest in near continuous delving by using lots of hooks and recurring themes. The dungeon site has an elaborate backstory, which is revealed in drips and drabs to observant delvers. There are at least a few escalating threats that evolve depending on the actions of the players.

Frex...:
The mooks guarding the 1st level entrance were sent there by a distant, powerful BBEG, who will keep sending increasingly powerful reinforcements as the PCs keep slaughtering his minions. The PCs should be happy to eventually find an alternative entrance, but if they keep messing with his doormen, eventually the BBEG will show up in person with an army to trash the town and kill the PCs. Fun stuff.

However, I've only read the first third or so of the so-far existing 15 levels (plus change). I'm still slightly concerned with deepest levels and Monte remaining active in the product (he's farmed out the daily work on the site to a 3rd party).

I'm also concerned that regular players may tire of the dungeoneering. There are a few encounters provided in the nearby wilderness, but not much. I'm thinking of including a modest hex-crawl option for the nearby wilderness, cribbing the highlights of the Kingmaker AP, recasting the Stolen Lands as the "Lost Duchy" setting used for Dragon's Delve. So most player's will have the choice of hex-or-dungeon-crawl on a session by session basis.

Regarding the PF/3.5 rules, I'm highly tempted to experiment a bit with some campaign table-rules. A public game should probably be run as close to RAW as possible, but I think there are things that can be done from the DM's end.

I'm highly tempted, for example, to only give out XP by treasure and exploration. This could be done by GP-derived value of treasure taken, old-school, supplemented with 'quest' XP for achieving objectives within the dungeon (such as discover bits of dungeon history, defeating specific choke-points, secret rooms, etc).

Living campaigns often hand out story-awards at the end a session, depending on how the party did. The same idea could be used to persist achievements within the campaign, and provide a substitute for the usual combat XP. I haven't tried doing the math on this yet, but I have hopes that this could spin the gameplay a bit, if the players buy-in.


deinol wrote:

Dungeon A Day is a great Mega Dungeon. While it is primarily written for 3.5, the Super Genius crew is working on updating existing rooms to include Pathfinder stats. Also, all new room are getting dual 3.5/Pathfinder stats. It reaches 15th level already and new rooms are added every weekday. Not to mention all of the extra encounters and blogs and stuff.

It's also all hyper-linked, so it is really easy to run from a laptop. I'm a charter subscriber and I highly recommend it.

I've been a charter subscriber from the beginning, too. I really like it. Can't wait til the secrets of the Prince of Dragons are revealed along with those of the Court of the Coil.

http://www.dungeonaday.com/categories/Howdoesthiswork

The site has gone through a transition as the Super Genius Games folks have begun writing for DungeonaDay.com. Also, SGG is dual statting everything in 3.5 and Pathfinder (as already mentioned).

There's so much going on the Dragon's Delve (the megadungeon of dungeonaday.com). More than anyone could describe in a single post.


Dr. Johnny Fever wrote:

First off, my gaming group's preferred adventure type is the dungeon crawl. We're really hoping for a dungeon crawl heavy AP in 2012.

Second, for those who are looking for what is, in my opinion, the ultimate dungeon crawl experience, check out Rappan Athuk Reloaded from Necromancer Games. I can unequivocally state that this raised the bar for us on dungeon crawls, after we had assumed that Temple of Elemental Evil would forever remain the champion in this area.

Its not cheap, nor is it easy to find anymore (I don't think), but Rappan Athuk Reloaded has no equal (imo) in the dungeon crawl category.

Good gaming to all,

DJF

+1

Rappan Athuk Reloaded is amazing. A dead tree copy is going to cost, but the PDF is available and relatively cheap.

Contributor

Not to be too big of a shill for our own products ... but back in September, Super Genius Games took over production of daily content for Dungeonaday.com (the mega-dungeon created by Monte Cook that has been being revealed one encounter per day for more than two years now). There were already Pathfinder conversions for many of the lower levels, and as of December we began including Pathfinder stats to all the new entries. Now we're just working on filling in the middle bit.

Dragon's Delve is about as "mega" as a dungeon gets ... and when it finishes (which should be sometime around the middle of this year) there will be 20 levels of dungeon plus another 4 or 5 related smaller sites ... PLUS a slew of bonus encounters.

The even BETTER news is that we're currently at work planning out what the site will feature AFTER Dragon's Delve is done. I can't say much about it yet, but I CAN say that it will be a Pathfinder-focused project that will suit your purposes even closer.

Right now, we're getting ready to start Level 16 ... so there's still time to jump on and see Dragon's Delve through to its epic conclusion ... and then be there on the ground floor of an all new, Pathfinder-specific mega-dungeon.

Sorry again for the blatant plug, but if I didn't tell you, who would?

Liberty's Edge

I appreciate the references to Dungeon A Day. It has been a while since i looked at the site and it seems to have really shaped up. Should finances clear up, I may subscribe.

In the meantime, I'd like to discuss some of the specifics regarding mega-dungeons and Pathfinder (as opposed to the Original Edition which spawned -- or was spawned by? -- the mega-dungeon).

Once concern is lengths of combat. I am concerned that having to dedicate so much more time to combat (relative to earlier editions*) it will make a mega-dungeon an insufferable slog. On the other hand, it may provide that extra push necessary to remind players they don't necessarily want to get in every fight they come across. Another potential solution, of course, is to greatly reduce the number of potential combats in a PF mega-dungeon, emphasizing the exploration and trick/trap/puzzle elements.

* Is it bad that I consider Pathfinder an edition of D&D?


There was annother thread about this here. James Jacobs has some comments.

Dark Archive

Reynard wrote:
Asgetrion wrote:

I think ToEE or Undermountain would work well with Pathfinder rules -- the key thing is that a megadungeon should include either "safe" areas where the party can rest or portals through which they can travel to safe locations.

I'm running a revised version of 'Haunted Halls of Eveningstar' for my group, and it's been really fun!

Not to be pedantic, but ToEE isn't a megadungeon. It is an expansive lair, and very cool to boot. Undermountain and Castle Greyhawk are megadungeons.

I'd hardly call it an "expansive lair", because the original ToEE is a megadungeon by my standards -- if I recall correctly, it has eight underground levels plus several extradimensional ones.


T1-4 The Temple of Elemental Evil has 4 underground levels (the first three fairly large and the fourth on the small side of medium) and 4 extraplanar elemental nodes (none of which were that huge) (not counting the moathouse and the small dungeon under it which is not part of the temple complex, and the above ground level of the temple itself which is basically just a large empty room).

It is not a mega-dungeon when compared to Undermountian or Castle Greyhawk... but it is certainly far larger than most 'modern' dungeon designs, and could probably fit the definition of a mega-dungeon at the smaller end of the scale.


I do a megadungeon on occasion, typically some evil magic user or magical critters lair. I like putting the my PCs in situations where there are 20+ encounters to complete without rest. Cleaver planning and trapsetting by the PCs. Keep in mind at 20+ encounters they are not all CR (PC level) encounters. But I still make it a stretch.

Ah I miss the days when it was 4 to 8 adventures to level instead of 4 to 8 encounters <grin evilly>. Okay not all the time, I do like being able to play more than 1 PC a year.


Sorry, but something with only twenty encounters or a little more than that does not in any way qualify as a megadungeon. A megadungeon should have something like twelve levels or so, which probably have a minimum or twenty encounters each and sometimes many more.

i don't think Temple of Elemental Evil counts as a megadungeon. Really it's an expansive lair. It's home to an organized group of monsters that control the place {albeit divided into four factions), which doesn't happen in proper dungeons. Groups may control part of a dungeon, but not the whole thing. Furthermore, it's pretty self-contained. When you defeat Zuggtmoy that's pretty much it. A DM could theoretically expand on it,but... A megadungeon is designed so it can always be expanded onto with new sections, levels and sublevels. Furthermore, it pretty much can be cleared, albeit with a lot of work, a big no no for a megadungeon. Furthermore it's too small, a megadungeon requires somewhere like twelve levels downward at least.


Just before Pathfinder came out, I was running a 3.5 dungeon crawl so old school I actually was using one of those dice with stairs and doors and corridors marked out on it, to decide where the map would go.

It just went on and on and on...

I think a megadungeon can be had with any version of the game, really. Because the level of old school in these sorts of things is not something that relies on game mechanics.

Rather, it relies on how much of the mechanic you are willing to set aside or flub, and how much realism, or total lack of it, you are prepared to handle.

The best, most old school of these feature portals that allow you in and out without any explanation of what spells were used to create them, traps and features that are totally random and appear even as non-sequitors, and creatures with no relationship to one-another, that just happen to seem like fun to fight at the moment.

Not much of the mechanic involved in any of that.


Kaer Maga definitely fits the bill here. The overview map on page 52 of City of Strangers has a dozen marked areas that each should contain a 20+ encounters...

Getting tougher as you go deeper.

With the stipulation that this map has only the "known" regions.

In the thread that got linked upthread, Mr. Jacobs seems intrigued by the notion of a Megadungeon AP. I would like to vote that if it should ever be done, Kaer Maga's the place to do it. Moreso than the other potential candidates, the citizens of Kaer Maga know they live over a megadungeon that constantly threatens to spill into their streets.

Dark Archive

lordzack wrote:

Sorry, but something with only twenty encounters or a little more than that does not in any way qualify as a megadungeon. A megadungeon should have something like twelve levels or so, which probably have a minimum or twenty encounters each and sometimes many more.

i don't think Temple of Elemental Evil counts as a megadungeon. Really it's an expansive lair. It's home to an organized group of monsters that control the place {albeit divided into four factions), which doesn't happen in proper dungeons. Groups may control part of a dungeon, but not the whole thing. Furthermore, it's pretty self-contained. When you defeat Zuggtmoy that's pretty much it. A DM could theoretically expand on it,but... A megadungeon is designed so it can always be expanded onto with new sections, levels and sublevels. Furthermore, it pretty much can be cleared, albeit with a lot of work, a big no no for a megadungeon. Furthermore it's too small, a megadungeon requires somewhere like twelve levels downward at least.

Er, twenty encounters? We surely hacked through a lot more critters than that; if I recall correctly, it was definitely something like a 100+ encounters at least, and wandering monsters on top of that. Besides, a DM can easily expand on it by adding new levels/sublevels, or more portals. That is exactly what I've done with Haunted Halls, which is more or less a pretty standard and self-contained dungeon if you're running it "by the book".

Where does is say that a "proper" megadungeon cannot be controlled by a single organization or ruler? Or that it must have 12 levels? Although it mentions other levels, the original Undermountain boxed set has maps only of three, and levels 2 and 3 are pretty sparsely populated.

One more thing; we never had any impression that we could clear the whole complex in ToEE. The DM running the module used wandering monsters and NPC parties pretty often, plus he repopulated areas with new planned encounters. For example, a room filled with corpses might lure carrion crawlers, or a group of wererat bandits might have followed us from town to see if they could settle in one of the "cleared" areas, and so on.

Dark Archive

cwslyclgh wrote:

T1-4 The Temple of Elemental Evil has 4 underground levels (the first three fairly large and the fourth on the small side of medium) and 4 extraplanar elemental nodes (none of which were that huge) (not counting the moathouse and the small dungeon under it which is not part of the temple complex, and the above ground level of the temple itself which is basically just a large empty room).

It is not a mega-dungeon when compared to Undermountian or Castle Greyhawk... but it is certainly far larger than most 'modern' dungeon designs, and could probably fit the definition of a mega-dungeon at the smaller end of the scale.

Yeah, thanks for correcting me; it's been a while (20 years, or even more?) since we played that module. :)

As I said in my reply to lordzack, Undermountain had maps and written encounters for three levels, plus Yawning Portal and those miniadventures; those levels were pretty large on the map, but consisted mostly of empty rooms (once we spent a whole day without finding or fighting anything). And here's the thing: I'd categorize any campaign that is mainly based on events happening in and around a large dungeon complex as a megadungeon; however, ToEE -- just as Undermountain -- was meant to be expanded on by the DM.


The first part of my post wasn't responding to you, it was responding to Arnwolf's post.

As for Undermountain, hell yeah that's a megadungeon. However, the original source for the Megadungeon is "Dungeons and Dragons Volume 3 The Underworld & Wilderness Adventures". It declares "a good dungeon will have no less than twelve levels down, with offshoot levels in addition, and new levels under construction so that players will never grow tired of it." That's not the Temple of Elemental Evil. The temple has but four levels and four sublevels (the elemental nodes). It also has a clear cut off point. Zuggtmoy is imprisoned on the final level and the goal is to defeat her. After that there's not really any point. You could expand it, but it's meant to have an end point.

Liberty's Edge

lordzack wrote:

The first part of my post wasn't responding to you, it was responding to Arnwolf's post.

As for Undermountain, hell yeah that's a megadungeon. However, the original source for the Megadungeon is "Dungeons and Dragons Volume 3 The Underworld & Wilderness Adventures". It declares "a good dungeon will have no less than twelve levels down, with offshoot levels in addition, and new levels under construction so that players will never grow tired of it." That's not the Temple of Elemental Evil. The temple has but four levels and four sublevels (the elemental nodes). It also has a clear cut off point. Zuggtmoy is imprisoned on the final level and the goal is to defeat her. After that there's not really any point. You could expand it, but it's meant to have an end point.

The most important distinction, i think, is that a mega-dungeon is supposed to be a campaign setting in micro-cosm. Characters can spend the vast majority of their careers exploring the mega-dungeon, having various adventures and engaging various enemies and plots and such. There's no singular "quest" to the mge-dungeon. It isn't "an adventure" or even a camapign -- it is, as stated, a campaign setting.

If Paizo were to do a mega-dungeon AP, I'd hope they would keep this in mind. they wouldn't be simply making an AP all in the same dungeon, but using the AP to present a true mega-dungeon, with lots of potential plots and interesting encounters a la Kingmaker.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Ugh, not really. I'd like even less dungeons in Pathfinder ( hey, the title of the game isn't even anymore "Dungeons and Dragons"! ^^ ).

The upcoming Tiang Xia AP, which apparently has much more NPC interactions than normal ones, is more to my liking. Roleplaying over rollplaying!

Liberty's Edge

magnuskn wrote:
Roleplaying over rollplaying!

This bit ^^^ here? It's dismissive and combative and unnecessary. There's nothing inherently superior about one playstyle over another, and what's more a "dungeon centric" campaign doesn't necessarily have any less "NPC interaction" than any other kind of campaign.


In fact, my players tend to roleplay MORE in a dungeon situation, because they know their actions may kill their characters!

Liberty's Edge

I chimed in my thoughts above about dungeon-a-day but one of the above posters reminded me of two blog posts there that I thought would be helpful to anyone interested in a megadungeon, not just dungeon a day.

Assumptions of Dungeon Design An excellent read giving some insight into Monte(and most megadungeon's authors) expectations on what is common among this type of campaign.

Dungeon as a campaign Talks about using the dungeon as a full campaign, how to incorporate everything into more or less a single linked location and the benefits, drawbacks and things to be wary of associated with it.

Grand Lodge

Gaming Paper Adventures

This thing is printed on 100 sheets of printer paper, double sided. So, really 200 sheets of printer paper.

This drive is already fully funded and finished, BUT, it should be out on shelves and available to buy within a couple months, I believe. Those who pledged should be getting it by next month, possibly along with up to 4 adventures to go with it.

Also, if your interested, Christopher West is the artist for the map.

Also, apparently they are thinking about doing more of these.

Liberty's Edge

Interesting development: after looking around Dungeon-A-Day and then having a separate, unrelated conversation with my FLGS owner about things like D&D Encounters, it looks like I am going to be running an open ended bi-weekly exploration campaign of The Dragon's Delve.

I think I am going to have an NPC henchman who is the constant. Whoever shows up to play will use one gridded notebook for maps, notes, etc.... That way, I am never losing game time because Player X couldn't make it.


Tarlane wrote:
Dungeon as a campaign Talks about using the dungeon as a full campaign, how to incorporate everything into more or less a single linked location and the benefits, drawbacks and things to be wary of associated with it.

+1.

This is how I see the megadungeon: a single complex around which an entire campaign can be run. Many expeditions are required to plumb its depths. Full of mystery and wonder, and a "focal point" for all the story and role-playing stuff that normally goes into the fantasy RPG.


Reynard wrote:
Interesting development: after looking around Dungeon-A-Day and then having a separate, unrelated conversation with my FLGS owner about things like D&D Encounters, it looks like I am going to be running an open ended bi-weekly exploration campaign of The Dragon's Delve...

Awesomeness! Have you thought about doing a little campaign journaling on Obsidian Portal/microblog/etc? I'd be interested in hearing of your experience with this project.

Liberty's Edge

Awesomeness! Have you thought about doing a little campaign journaling on Obsidian Portal/microblog/etc? I'd be interested in hearing of your experience with this project.

I am putting together a blog of my own for general geekiness and part of it will be play-reports from this experiment.


Major__Tom wrote:
I ran a group through the Worlds Largest Dungeon, using PF rules. At the time, only the first Bestiary was out, so I spent a little time (not a lot) converting some monsters, but other than that, it worked fine.

I ran a group through WLD using 3.5 rules a few years ago, and now I'm running them through several XCrawl crawls converted to PF. Given both WLD and XCrawl are based on the 3.5 SRD, I don't think that there'd be a significant difference in converting them.

Given that, I think running a pathfinder WLD would work perfectly well as a PF megadungeon. Assuming you're willing to put up with all of WLD's massive number of editing errors, I say go for it. I certainly had fun running it.


Reynard wrote:

A megadungeon is one of the hallmarks of old school play. It is a massive, non-linear multi-dimensional dengon complex, and underground sandbox environment built for exploration. Ultimately, the megadungeon was the gensis of the hobby.

The question, then, is this: does Pathfinder supprt a megadungeon campaign? Is it feasible? What sort of changes/liits/houserules would be required to successfully run such a campaign? Is there any interest for a megadungeon Adventure Path or product? Are there any published megadungeons for Pathfinder.

Most importantly: have you run or played in a megadungeon using Pathfinder? Did it work? Was it fun?

I am considering building a "living" megadungeon for use with pathfinder, to be run at game stores and conventions and such. But it may be too much work, especially when compared to doing so with a game more well suited to it, like Labyrinth Lord.

Pathfinder could indead support a mega dungeon.

however out side of Golarion's city of strangers in VArisia(??) and maybe the dread dungeon in Galt, not to many dungeons to qualify without home brewing one

my idea of a decent mega dungeon, would have to have 50 chambers to 100 chambers.

to really freak players out, have one with 3 to 4 entrances in different parts of the world or open up in different parts of the time stream..

Shadow Lodge

Rappan Athuk!

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