Necrozius
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- Apr 25, 2017
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As I’m reading Old School Essentials, I’m getting inspired to plan a “Mythic Underworld” campaign for the next inevitable D&D experience.
The concept, to me, is simple. Taking a cue from House of Leaves (wiki) I could see a multi-levelled dungeon as a surrealistic nightmare realm fuelled by an antagonistic intelligence.
It could evoke bizarre video game logic (“why would a hidden chest so deep underground contain fresh roasted chickens and spare torches?”) and be structured in ways that evoke Dante’s Inferno (the dungeon is made up of layers of increasing danger and magic).
The core exploration rules have ideas that follow a dream logic (fleeing around a corner can instantly discourage monstrous pursuit) and random encounter tables that make no sense (a dragon sitting on a pile of treasure deep in an underground maze with halls far too small for its bulk).
I think I’d set it up inside of a relatively normal town where a strange doorway is discovered in some cellar. This mysterious but otherwise mundane portal leads to the before mentioned nightmare world that defies logic and physics.
The PCs are the first to explore it. They can make maps and backtrack, of course, but this becomes less and less feasible the further down that they go.
I may use this thread to capture my plans, but I eagerly invite anyone to discuss the concept of the old school mythic underworld; your own interpretations and experiences. Are there any particularly good examples of this already published? Or are All old school dungeons fitting this concept already?
The concept, to me, is simple. Taking a cue from House of Leaves (wiki) I could see a multi-levelled dungeon as a surrealistic nightmare realm fuelled by an antagonistic intelligence.
It could evoke bizarre video game logic (“why would a hidden chest so deep underground contain fresh roasted chickens and spare torches?”) and be structured in ways that evoke Dante’s Inferno (the dungeon is made up of layers of increasing danger and magic).
The core exploration rules have ideas that follow a dream logic (fleeing around a corner can instantly discourage monstrous pursuit) and random encounter tables that make no sense (a dragon sitting on a pile of treasure deep in an underground maze with halls far too small for its bulk).
I think I’d set it up inside of a relatively normal town where a strange doorway is discovered in some cellar. This mysterious but otherwise mundane portal leads to the before mentioned nightmare world that defies logic and physics.
The PCs are the first to explore it. They can make maps and backtrack, of course, but this becomes less and less feasible the further down that they go.
I may use this thread to capture my plans, but I eagerly invite anyone to discuss the concept of the old school mythic underworld; your own interpretations and experiences. Are there any particularly good examples of this already published? Or are All old school dungeons fitting this concept already?