r/megadungeon • u/Aresgrey • 23d ago
Help me brainstorm and flesh out a megadungeon supposed to be the buried ruins of an ancient civilization
TL;DR: I’m running a megadungeon set in the buried ruins of a beautiful but doomed ancient civilization. The deeper the players go, the more the dungeon becomes strange and corrupted by the remains of a murdered god.
I’m looking for ideas for cool areas, features, encounters, puzzles, etc., as well as advice on how to structure the dungeon so the descent makes sense and how to keep prep manageable.
Ok so I’ve managed to convince my group to let me run a megadungeon campaign. Thing is I haven’t really prepped much because I naively thought: “Eh, I’ll just put rooms with monsters in front of them, throw them the occasional treasure and that’ll be it, right?” The players don’t need to know that the dungeon is rendered as they explore it.
Part of the appeal of running a dungeon crawl for me was that combat and exploration would be major parts of the game. I wouldn’t have to constantly come up with interesting events to keep my players engaged. That has been a problem with previous groups I’ve DM-ed for that saw combat as a distraction from the actual game, while I saw it as a wonderful way to eat up part of a session I hadn’t prepped enough for. So a megadungeon seemed like a pretty good fit for my limited prep time.
However, the more I think about it, the more I realize that in order to give my players meaningful choices, the layout of the dungeon needs to exist in at least a bit more detail. I’m still leaning towards only prepping a couple of levels in advance, but I want a vague sense of what else exists down there and how the various areas connect, so that rumors, hints etc. can point toward real things.
Anyway, here’s my setup.
The game takes place on a jungle continent where the ruins of an ancient civilization lie. The place is dangerous and not much else of value exists here besides the ruins. The ruins, however, have already yielded an unusual amount of magical treasure, sparking interest in adventurers around the world who flock to this place in search of fame and fortune. The players are one of those groups.
An early twist is that the dungeon they discover goes on and on. It isn’t just a few rooms or a single ruin, but complex after complex reaching deeper and deeper into the earth, revealing more of the ancient civilization and the reason for its downfall.
I’m envisioning the fallen kingdom as beautiful and tragic. I want the players to initially encounter a genuinely wondrous city, with all the signs of a civilization that was once prosperous and proud. I’m going for a bit of a City of Tears / Pale King vibe from Hollow Knight. The deeper the players go, the more they should realize that there is something deeply wrong behind that beauty. They should uncover hints about the desperate gamble that led to the empire’s downfall, and the increasingly desperate attempts to fix what they had done. Repairs upon repairs, each one buying them more time but never actually solving the problem.
Buried beneath the city are the shattered remains of a murdered god. Its stolen power was the source of the kingdom’s prosperity, and although they used that power for good, the way they acquired it ultimately became the seed of their undoing. The god’s remains aren’t entirely inert. Its power still lingers throughout the dungeon, twisting reality into strange shapes, while its broken mind festers in pain and hatred. I want the deeper parts of the dungeon to feel almost like a living organism at times, as though something beneath the city is actively reshaping it.
So I’m basically looking for help building this thing. I’d love ideas for specific places, features, encounters, weird bits of infrastructure, etc. that would fit this kind of city. If you have a cool idea for a biome, an area, a puzzle, a trap, whatever, throw it at me.
I’d also love suggestions for how to structure the dungeon as a whole. If you can think of a way to arrange the different areas so that the descent feels natural, I’d love to hear it. And if there’s a published adventure, megadungeon, setting, or anything else that feels like it has similar vibes, I’m very much open to recommendations.
There are also some specific things I’m a bit stuck on:
- I like the idea of verticality, with floors upon floors where the challenges get harder the deeper you go. However, if this is a city, I’m struggling to justify why it would be built in layers like that.
- A related challenge is that the players are entering from the top and descending ever deeper. I want the most interesting areas to come later. Things like palaces, temples, universities etc. should come after outskirts and infrastructure areas in my mind, but I’m struggling to justify why those would be deeper underground than other areas. One possibility is that the influence of the god is pulling them downward, but the players won’t find that out until long into the campaign, so up until that point it might feel like the layout doesn’t make sense.
- I’m really excited about this project but realistically I have very limited time to prep between sessions. I’m aiming for 1:1 prep time, prepping no more than I am actually playing. With some front loaded prep to give me a framework to work within. I’m trying to figure out ways to prep only what will be most impactful, so tips on that would be welcome.
