Thursday, November 27, 2025

Mythic Musings 5: Megadungeons and Other Places you Probably Shouldn't Visit

Back by popular demand (no one demanded this), here is the internationally acclaimed Wizard Dad (I am only known for one article) here to refresh one of the most classic forms of Role Playing, the Mega Dungeon Delve.

You will need a few things to get this underway. Naturally you will need the Mythic GM Emulator (which is why this is a Mythic Musings article). You also will needs some version of  The Adventure Crafter, or better yet access to the Mythic Magazine article, "Random Dungeon Crawl Generation”, MM Vol. 3, pg. 12 (also found in  MM Compilation 1). You will also want to get your mitts on “Handling Long Journeys In Solo Play”, MM Vol. 25, pg. 10 (also found in MM Compilation 5). 

With these tools, and a wee bit of prep, you will be able to have fun, startling, dangerous dungeons, with virtually no foreknowledge of what you are getting into. 

(I highly suggest you skim both articles now. I will wait.)

Ok, now let’s get onto a quick explanation of how this works. What you are developing is a large area, that is made up of smaller areas. I am using dungeons as the example but it could be the exploration of a jungle rumored to have a lost city, the ruins of an ancient lost city (perhaps in a jungle), a section of the local underworld (maybe found in a lost city, that maybe in a jungle), or even a massive abandoned space construct, (that you were teleported to from a random event, while exploring a mysterious portion of the local underworld). The possibilities are literally endless. 

The vastness of the "dungeon" is reflected by two types of areas. Nodes (generated by Location Crafter rules) where interesting things happen, and Spaces (controlled by the Long Journey rules), which are theoretically unoccupied zones between Nodes (where interesting things may happen).

The first step to your mega dungeon crawl experience, and honestly the only really "homework" portion of this technique, is to use the procedure laid out in the article to generate a list of locations, encounters, and objects, until you hit the Complete result. Do this for all the Nodes you want to explore. You may be tempted to use the "Large Dungeons" column, but I suggest you use small or medium dungeons, because these will be your nodes and a mega dungeon is a series of linked nodes, each with their own unique qualities.

Here is where we are going to start to break away from the article as written. Instead of making lists of completed rooms, you will instead make 3 separate lists of Locations, Encounters, and Objects. Known Elements (Locations, Objects, and Encounters) match up to your expectations of the dungeon.  Random and Special elements (Locations, Objects, and Encounters) are the curve balls of the Dungeon. You will have a number of such rooms, so go ahead and roll for your word pairs for these dungeon features on the appropriate charts, but don't pin down what those mean until such time as you encounter them.

After you have these lists, number the components separately, and use either a random number generator (Chromes has if you ask nicely) or just grab the die that has the closest total to the number of elements you have and knock off or pump up your lists a little to match the die size. If your dungeon has set piece Encounters, Objects, or Locations (usually defined by your context before you enter the dungeon), you will mark them off the list as you encounter them and change the space on the list to Expected. The rest of the objects on your lists represent the typical minions, traps, treasures, and spectacles that you would expect in a dungeon of the type you are exploring. When you hit a Complete result (assuming it doesn't happen too early, in which case just roll again, or conversely if feel like you will never hit Complete, skip to it) you have come to the end of that Node, and will be moving into Spaces, where we will jump to the second article.

"Handling Long Journeys in Solo Play" comes into play when you are traversing (theoretically)  empty stretches of dungeon between nodes. The basic procedure in the article is to pick a number of expected empty Space segments (or roll randomly if you like). These can cosmetically be whatever fits into the context of your dungeon. It may be just a few cobweb filled rooms on the way to the next node, a long segments of the Underworld which could take days to progress, or even segments of astral void you need to float through before you come to the next Node. As with most things Mythic context is king. 

For each segment of Space decide what the chances of a Random Event are and simply ask the Mythic GME whether you have a Random event whilst traversing the Space. If the answer is "No", just tick off the food and lighting you consumed and head to the next segment. If you the answer is "Yes" generate a Random Event as per usual with Mythic using the current context so that it makes sense within the Mega Dungeon (I suggest a custom list of NPC and Threads that fit the context of being cut off from the outside world, unless your game is very gonzo). Once you have traversed all of the determined Space segments you come to the next Node. At that Node you roll on your list of Locations, Encounters, and Object, for that Node, apply the appropriate context, and keep playing. (I suggest for a real old school feel of exploration, randomize which Node comes up next, and increase the danger level, probably through an increase in Chaos Factor, the deeper you go.)

Don’t be afraid to add factors like chasms, bottomless pits, or difficult looking forks to your narrative. These will provide either an immediate reward in the form diversifying your map, or they will be fodder for future adventures.

A note on mapping. I suggest using a simple line drawing with nodes marked as circles and discoveries (like that seemingly bottomless pit you don’t have the rope for) as triangles. You don’t need a detailed map to play a megadungeon. Just a little visual reference that explains where you went and what you found, and possible more importantly, where you didn’t explore.

All good things come to an end, and so does your dungeon (unless it is an Underworld exploration, which usually end in brutal death or running low on supplies, take your pick). After you have exhausted your prepared Nodes, had a climatic encounter, or are just tired, draw the dungeon to a conclusion. I suggest using a Fate chart check to query whether you have any encounters on the way out, but feel free to set the odds as low as you like. It is never as fun to trod the ground you have already covered than it is to make a new discoveries. I usually just make one roll at average odds and be done with it.

Don't feel just because you delved to an end of a Mega dungeon, the fun must be over. There are probably other Nodes waiting down passages you skipped, shafts you avoided, or secret doors you couldn't open, and who knows what dark forces will fill the power vacuum you leave behind. Mega dungeons can be endless adventures on their own, but maybe you will be satisfied with all the gold you can stuff in your bag of holding and head off for greener pastures. Either way adventure awaits. 

 (If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)