Mythic Dungeons


 Allow me to introduce MYTHIC DUNGEONS, my new free hack for Mythic Bastionland. It includes 15 pages with:

  • A full guide for building your own dungeons in the Mythic Bastionland style.
  • Rules for handling dungeon-crawling in the Mythic Bastionland ruleset, allowing you to run a full megadungeon campaign. 
  • 6 new dungeon-focused Myths.
    • The Myths in this hack have RELATIONSHIPS with the other myths in your dungeon, allowing them to dynamically interact with each other in a system that's incredibly simple to run as the GM.
  • Rules to help your players to use Glory to get more and better equipment for dungeon-crawling.
  • Simple restocking rules to mix and change up the dungeon as much as you need to keep it fresh over time.
  • Two pages of ways to SPICE UP COMBAT to keep your encounters dynamic and interesting.




Here's an example dungeon I wrote on a notecard:


This is a hack: it requires Mythic Bastionland to play. Go check out the Quickstart for free or buy the book. Huge thanks to Chris McDowall for his incredible game.



Here's a breakdown of some of the bits I'm most proud of:

Creating a Dungeon


It should be a super simple and fun process. The system creates a dungeon that's a lot more packed with landmarks than a classic realm in Bastionland - but most of them will be secret. The guidelines are for a standard dungeon - feel free to bend and break them in making your own. 6x6 seems right for a normal dungeon and 9x8 would be good for a full megadungeon.

If you want differently sized dungeons, the general rule is: 

For every 6 rooms:
  • Draw 8 paths
  • Make 2 of them blocked.
  • Make 1 unblocked path secret
  • Make 2 paths of any type vertical
Entrances:
  • Add 1 obvious entrance
  • Add 1 secret entrance for every 12 rooms
Landmarks:
  • Add 1 of each type for every 12 rooms
Myths:
  • This one's more rough but go for 4 for a normal dungeon, up to 6 for the megadungeon. About 1 every 12 rooms.

Myth Relationships:


When you choose the myths for your dungeon, you give each one 2 relationships. So for example:


You would write 2 other myths from your dungeon in here - say, The Kobold and The Thief. When you get an omen that mentions A or B:


You go to the Cast list for that Myth and bring in the characters mentioned there. Use the lowest on the cast list by default. In this case, for The Kobold:


So the Doomed Miners are placing an offering in the mushroom ring.

This gives you a really simple way to make dungeon factions that dynamically interact with each other, steal from each other, ally with each other, etc - while you as the GM do barely anything. The Omens will naturally do it themselves as you roll them.

Tips to Spice Up Combat:



These two pages should be useful for any game. Objectives to give PC's interesting choices and stop combat from being just a slug-fest, Features to make the environment interesting, Escalations to change things up when the combat is at risk of dragging on, and General Advice to reward your players for using the environment in interesting ways.

This advice in particular I think is pretty good:



Treasure:



Super simple and clean treasure and encumberance rules. If you find a treasure, it represents a vast hoard of gems, coins, precious artefacts, not just some bags of coin but an enourmous wealth of riches. Glory awaits should you retrieve it, but you'll be incredibly vulnerable on the way back. 

Alright, that's it. Let me know what you think! If you like it, I'd love to hear from you.





1 comment:

  1. Lovely! And you're right that the objectives, features, escalations and general advice are great for any game. Kudos!

    ReplyDelete