Node-Based Megadungeon Design, A Bit of Math

Thanks for the shout out at Intwischa, Charlie.  I’m glad you like what you’ve seen so far. In my comments at Charlie’s page, I did a little bit of math.  I decided to expand on it here. How Much Time So Far? So far, I have spent perhaps eight hours …

Node-Based Megadungeon: Clockwork Hell

Clockwork Hell Scenario Role Contains most of the recoverable secrets of the wizard who owned the Abandoned Tower.  Largely puzzle-based encounters; while there are defensive automata, they will largely ignore you if you don’t cause trouble. Theme Mechanical madhouse, with lots of inexplicable machinery (and servitor automatons to protect and …

Node-Based Megadungeon: The Abandoned Tower

Greetings, readers-of-roleplayingtips! I see I’ve been mentioned again in one of Johnn’s notes, I’m happy to see you. I just thought I’d let you know that while this was the page linked, Node-Based Megadungeon provides a much better view of the megadungeon as a whole, along with links to all …

Node-Based Megadungeon Design

A better landing page for this series, including links to related materials on other blogs, can be found at KJD-IMC: Node-Based Megadungeon. — kjd I’ve spoken before about scenario design that focuses on the relationships between various elements of the scenario before the physical layout.  These techniques can be used to manage …

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