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On Reader Mail, Megadungeon Restocking

Sándor writes:
How do you guys handle areas already explored in your #megadungeons (or just large dungeons that take multiple sessions to go through)?
Do you pick up where you left of last time ("Okay, so you go through a bunch of rooms and corridors, and end up at that shrine of Orcus you slew those cultists. What do you do now?") or have the players navigate through each room again (even if the players just want to go on from that shrine)?
How about describing the environs and random encounters? Do you still describe everything visible and noticeable on concentrate on the new and unseen things? How do you incorporate random encounters ("Okay, so you go through a bunch of rooms and corridors... rolls some dice ... and, remember that magical smithy? As you go past the door leading there, half a dozen skeletal dwarves with unreasonably large axes rush out towards you.") - if at all? Also, traps that may be triggered again?
Hey, and thanks for asking.

I'll tell you how I handle it. Poorly.

Here is what I actually do in play. This is because I'm not running a megadungeon, I'm playtesting one, which makes a big difference.

  • The players start each week in town
  • The game ends when the leave the megadungeon (this means if they go back to town an hour after we start, that ends the game for the week.)
  • If they don't leave the megadungeon by the end of play, I roll on this horrible table
  • I do no restocking or refilling of explored areas. (If I were running (vs. playtesting) a megadungeon I would)
  • If there characters want to go somewhere and they have only been there once, I make them go there room by corridor by room. If they have made it there with no errors successfully twice, I essentially allow them to return with only wandering monster checks.
I think for a lot of Dungeon Masters there is an idea that there's a "proper way" to do this. Maybe after a game you sit down and simulate what happens to those empty spaces inside the dungeon. I think that a lot of people feel that if they aren't doing this, that they are doing it incorrectly. Those people are wrong of course. There isn't any incorrectly.

I don't think anything really has to be done. A lot of the work falls on the wandering monster tables. Going back down to level 3 and run into some orcs on the way? Guess who's making an incursion into level 2. This can be made even more entertaining for the players by perhaps coming up with a 12 entry weirdness table or spending the week thinking of one thing that might be different on their way down into the dungeon. 

And that quick and dirty way seems to be a common method a lot of Dungeon Masters used (based on the original private thread this discussion came up in.) Using a Barrowmaze style restocking method is quick (1-4 nothing, 5 monster, 6 monster and treasure) and a good way to handle quickly filling uncleared rooms. 

You should know, for Dungeon Masters running long term games—the reality is, most of the time we just decide something interesting has happened because we thought of something interesting or because we forgot to do any sort of restocking at all. 

Hack & Slash 
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On Megadungeon Art

Megadungeons aren't just dungeons. They are paths we follow. There are many ways we can go, but the choices we make and the areas we explore make up the substance of our lives.

They are a literal fictional representation of a journey through life. That is part of their appeal.

Lo Kyung-me gets this. She's a young Korean illustrator living in New York City who works with blank ink on silk and paper. Take a look.

A Long Divorce
Sada
Her Tumblr can be found at Sunflower Cat
Here she talks about some of her work

"My first drawing ‘A Long Divorce’ was unplanned  –meaning no thumbnail drawing or mapped structure. Over a period of three months, I drew whatever came to mind that day. In a way, the piece serves as a diary from that time. I was very anxious during that time.  I think it comes out in the drawing."

A Megadungeon is our journey.

On Early Tropes, the Sub-Level

The Sublevel is a very early trope of Dungeons & Dragons.

Last week I talked about megadungeons being focused exclusively on maximizing the time you actually spend playing at the table. Zak recently had a post titled All Mouths Lead to One Stomach  about how all dungeons are connected.

The truth is, in an abstract philosophical sense, every place that you create for your players to explore is really part of the same dungeon - the dungeon of their experience of playing with you. All content is your content. You are the environment they explore.

Portals (such as those in the Incunabulum of the Uncanny Gates) were a convenient tool to provide a varied play experience. Some of the only real, detailed, professionally published information about what the original Castle Greyhawk was like come from modules like EX1: Dungeonland, which outline specific sub-levels in the ancient Castle.

This sub-level structure was a clear way to get all the advantages of Megadungeon play, while still allowing some more traditional advantages of an above ground hexcrawl, providing a variety of play experiences. This design aesthetic of the 'sub-level' is carried over into more traditional modules like the T1-4: The Temple of Elemental Evil and C2: Ghost Tower of Inverness, both of which use elemental sub-levels to break up the adventure.
Miss Minn

What is a sub-level?

They are typically smaller than traditional levels. They are usually remote and somewhat difficult to access. They rarely lead to new sections of the dungeon, sometimes being labeled with a number indicating their depth, and a letter indicating that they are a sub-level (e.g. Level 2b). They are generally more difficult challenges than the surrounding environment, and often have much better treasure as well, but the challenges are often unique (e.g. environments made of elements, anti-gravity, anti-magic, etc.)

The general conceit is that it departs from the progression of the dungeon. The divide between a sub-level and level is, of course, ultimately arbitrary.

On the Self-defeating Impulse

People hate megadungeons.

They think they sound boring, or constrain their freedom, or all feel too much the same.

I can say this. We have now played 13 sessions of Numenhalla.

Zero of those sessions have been spent doing book-keeping or upkeep.

Zero of those sessions have been impacted based on how many or who showed up.

The players have been betrayed by a witch, bargained with rat-men, killed one dragon, been chased by another, lost a player with a skull mask and flame tongue to ghouls, who now leads the ghouls underground, drank from a Ogdoad god's bowl of shadows, tricked a sphinx into falling off a bridge to get stung to death (?) by bees, robbed the vault of a god, and been nearly murdered by a demon lord. That's what I can recall off the top of my head.

You can, if you like, follow +Numenhalla here.

However, the next time someone presents a Megadungeon campaign, what they are really saying is, "I would like to spend all the time we are together to play, actually engaged in play." That may not be for everyone, but it is too large a benefit to be overlooked.

On Old Posts, Dungeon Entrances Revisited

A fantastic landscape by Elderscroller
I've gotten a lot of followers since the early days, so I'm going back through my back catalog, updating and drawing some attention to older overlooked posts. The following is my second post, made on August 4, 2010, at 9:57 PM. I'm expanding this entry to 100 options.

Just a quick introduction. I'm currently running a 'hex-crawl' or wilderness mega-dungeon. This was inspired by the 'west marches' over at ars ludi. It would be a west marches game, but my player base is small and consistent, so it ends up just being a sandbox.

One of the challenges of an environment like this is that you need a bunch of places for dungeons to be. So here's a list of where you might find dungeon entrances.

1 - Down a well
2 - Down a sink hole
3 - At the bottom of a cesspit
4 - Beneath a logan (a stone that pivots)
5 - In a vaulted crypt
6 - Down a staircase (any staircase, say perhaps in their own castle)
7 - Beneath a trapdoor in the floor (PC's could fall through)
8 - Through a magic portal (This can be a magic Gate, Arch, or Door)
9 - Teleport
10 - Beneath a sewer grate
11 - Behind a secret door in a cellar
12 - An underwater grotto
13 - A storm/sewer outlet
14 - Beyond a cave mouth
15 - Through a mine entrance
16 - Under a coffin in a grave (or underneath a graveyard, possibly leading to a necropolis)
17 - Down or up a tight chimney shaft
18 - Concealed by a statue
19 - Under a throne
20 - Behind huge doors
21 - Quicksand hides the entrance into the dungeon.
22 - Inside a giant monster shell (or inside a monster)
23 - Entrance revealed in certain conditions (light of the moon) or a natural arch (trees, weathered stone, etc) that  becomes a portal only at a certain time or only when the light of the moon or a certain star shines through it,
24 - Behind a waterfall
25 - Across a magic river
26 - A strange building that is not what it appears.
27 - At the top of a mountain
28 - Behind a revolving bookshelf
29 - A pole that leads underground
30 - A ladder standing in the middle of a field going seemingly nowhere, till it is used
31 - A magical painting (there could be a whole gallery)
32 - A small hatch in the ground (differing from a trap door, by the fact that it's probably raised like most hatches)
33 - A ship (marooned on shore, or perhaps in a place far removed from the water)
34 - Inside a hollowed out tree, entrance through hollow knot in a massive tree or perhaps by climbing down the roots
35 - Pitfall in an ornamental labyrinth
36 - A rent in the ground
37 - A magical portal in a field (differing from magic gates and arches by virtue of it being found in an unexpected place)
38 - A sarcophagus (it has a hidden stairwell instead of a body)
39 - A cave entrance underneath an overhanging cliff by the sea
40 - A perfectly round tunnel that has suddenly appeared.
41 - A large stone door that is protected by two massive golem-creatures attached to either side.
42 - A wall with 13 doors, only one of which leads inside the dungeon. Opening a door causes a curse or a trap
43 - Inside a cloud or fog or mist
44 - The door is made of several sigils scattered throughout various places. Once all sigils are collected they can be placed on the wall where the door will appear once every sigil is in it's right spot
45 - Hidden beneath an arena
46 - A normal looking cellar entrance
47 - A path underneath arched vegetation leads underground
48 - An incongruous bronze door in an otherwise ancient, ruined, supposedly haunted city
49 - A magic key, when used in conjunction with any normal door, leads to the dungeon
50 - A book (when read causes the dungeon to appear around the players)
51 - A skylight in a cathedral (either entering from the top or bottom)
51 - A hobo's box
52 - A slide, perhaps with an activation phrase (Such as 'Whee!')
53 - The skull of an ancient giant creature
54 - A puzzle that when completed becomes the entrance
55 - A cave that is only revealed when the tide is out
56 - A building that is partially buried underground, causing you to enter through the ceiling
57 - In a wine barrel
58 - The inside of a forge, kiln or oven
59 - A river that flows into the ground
60 - A mirror
61 - Inside of a safe
62 - An object that when exposed to an element (water, air, fire) creates an entrance.
63 - A ray of light or energy that creates a path into a dungeon
64 - Inside a menagerie or zoo.
65 - A cave in the shape of a skull, or dragon, or dinosaur
66 - A rocky path leading from the shore out into the ocean
67 - Inside a painting
68 - A giant beanstalk (David Brawley)
69 - An alchemical solution that when splashed on a flat surface opens the barrier between this world and the dungeon (David Brawley)
70 - Magic Mushrooms (David Brawley)
71 - A perfectly normal front door to a perfectly normal house (Chris Tregenza)
72 - Inside a bag of holding (Chris Tregenza)
73 - The mouth or anus of a massive creature (Chris Tregenza)
74 - Jumping from the correct window in a tower (Jose Carlos Domínguez)
75 - Across a bridge of moonlight/starlight/sunlight (Luka Rejec)
76 - Through a brass/copper/bone bottle filled with a magical potion (Luka Rejec)
77 - Up a glimmering stairway that rises from an ancient shrine when a virgin orc is sacrificed (Luka Rejec)
78 - A ship that sails along the straight road to the mountains of the dark moon. (Luka Rejec)
79 - A magical feather taken from the tail of the Hawk of Winds opens the gate (Luka Rejec)
80 - A silver ship or chariot ascends into the sky (Luka Rejec)
81 - A dream caused by eating a rare lotus (Luka Rejec)
82 - Through a fiery gate that appears when all seventy-six pages wrapped around the body of Makhteg the Mummified are read in order, while he is helpless, the gate consumes the body and remains open for 76 hours. (Luka Rejec)
83 - Behind a wall of solid rock, accessible via a 'Rock to Mud' spell (James Stuart)
84 - In the mind's eye (James Stuart)
85 - Over the rainbow in a cauldron of copper and electrum(James Stuart)
86 - An entrance drawn with magical chalk (James Stuart)
87 - Through a mouse hole (James Stuart)
88 - Via tornado (James Stuart)
89 - At the bottom of a whirlpool (James Stuart)
90 - Crossing a bridge of crows  (Jose Carlos Domínguez)
91 - A doorframe broken into 1d20 parts  (Jose Carlos Domínguez)
92 - Through any door after being cursed by the hag mother  (James Stuart)
93 - Killing yourself with the Runedagger of the Wandering Heart (Luka Rejec)
94 - By following the accursed wanderer for seven full moons (Luka Rejec)
95 - Through the gears of an ancient machine, long disused (Luka Rejec)
96 - Through the back of a gypsy wagon or tent (Dan Quilty)
97 - When two contentious statues join hands, a portal opens between them (Dan Quilty)
98 - After eating herbs, ritual cleansing and hours of meditation; you awaken near a fountain near the dungeon (Dan Quilty)
99 - Accessible only after a navigator consumes a mystical substance and folds space  (James Stuart)
100 - Inside a Djinn Bottle (Sasha Bilton)

Leave it to the internet to take things a step too far towards awesome. Here are even more entrances.

1 - Transported by being buried in a coffin (Sasha Bilton)
2 - At the base of a glacier (Sasha Bilton)
3 - Through the maw of a petrified worm (Sasha Bilton)
4 - A rope that hangs from magical darkness (Sasha Bilton)
5 - A tower that appears to have burrowed in the ground (Sasha Bilton)
6 - Requires drinking a potion of gaseous form (Sasha Bilton)
7 - At the base of a giant mushroom. (Sasha Bilton)
8 - Through a giant beavers nest (Sasha Bilton)
9 - At the end of a covered bridge (Sasha Bilton)
10 - Through the eye of a giants needle (Sasha Bilton)
11 - Underneath the roots of a tree (Scrap Princess)
12 - Through the face of a clock tower (Scrap Princess)
13 - A magic tattoo of a door on a madman's back (Scrap Princess)
14 - Being cooked and eaten by the eternal shaman (Luka Rejec)
15 - On an island that can only be found by those that have been there  (Jose Carlos Domínguez)
16 - A confusing experience or montage my find yourself at the entrance (Richard G)
17 - Flung by a catapult (Richard G)
18 - At a moment of extremis, with the outcome of the dungeon determining the outcome of the event (Richard G)
19 - In an anthill underneath a fig leaf (Richard G)
20 - Stepping outside of a building will lead you in the dungeon (Richard G)
21 - In the clouds (Richard G)
22 - In a trash gyre in the ocean (Richard G)
23 - Through the back of an Iron Maiden (Carmon Clemons)
24 - Underneath a Church Altar (Carmon Clemons)
25 - False door in a bordello closet (Ash Law)
26 - False bottom in a treasure chest  (Ash Law)
27 - Through a portal in the bottom of a tankard  (Ash Law)
28 - Giant unused nautilus shell (Scrap Princess)
29 - A green upright pipe (Scrap Princess)
30 - A bleeding wound in the side of a hill (Scrap Princess)
31 - Secret door concealed inside a painting (Scrap Princess)
32 - In the shadow of a mute orphan (Scrap Princess)
33 - In the shadow of a statue of a ruler of a ruined city (Scrap Princess)
34 - In the shadow of an obscene sculpture (Scrap Princess)
35 - A patch of ground illuminated by a cursed light house (Scrap Princess)
36 - A fairy circle  (David Brawley)
37 - Under a troll bridge, inhabited by a troll  (David Brawley)
38 - Taking a magic red pill
39 - Committing six acts and taking a lock of hair from each partner, mixing it with the blood of a unicorn and anointing a magical statue. The statue then comes to life and has its way with her, and the orgasm of the character opens a portal to the dungeon.  (Luka Rejec)

Just. . . what is that? I don't even. . .

40 - Inside a snow globe (Stefan Poag)
41 - A comfortable chair or bed that you fall asleep in and wake somewhere else (Stefan Poag)
42 - In the bottom of a barrel (Stefan Poag)
43 - In the inside of an ant burrow (Stefan Poag)
44 - Inside the walls of a giant's house (Stefan Poag)
45 - Jump into the silver flames that engulf the ghost of a tragic zepplin as it crashes burning into the ground. It repeats every year on the anniversary of the disaster. (Patrick Stuart)
46 - Beat a deadly creature in single combat. Flay it. Tattoo a door on its skin. The hit dice of the creature are the number of people that may enter the dungeon (Patrick Stuart)
47 - Grow a maze of golden grain. At the height of summer, go to the center, set fire to the grain. If you can escape the labyrinth without burning to death, then you escape into the dungeon. (Patrick Stuart)
48 - Go back in time to find the artist of a famous painting which shows adventurers about to enter a fictional dungeon. Persuade him to use you as the models. Return to your own time. The first time you lock eyes with your representation in the painting you are transported inside and must beat the dungeon to escape. (Patrick Stuart)
49 - The dungeon is the city, but when you wear a badge you are no longer acknowledged by anyone and have to navigate between the unspace between the parts of an familiar town.  (Patrick Stuart)
50 - Inside a magical monster cage. (Richard G)


On the Top Ten Dungeon Resources

Well, you've got a dungeon. And you've got all these factions. And apparently they all live in total harmony because they don't really have anything to fight over.

That doesn't sound like an environment ripe for adventure.

The top 10 scarce dungeon resources that monsters fight over!


  1. Water: Everybody's got to drink! Except those damn vampires on level 4. And they can go to hell! Oh? Yeah, that's through level 14. Why would you want to go to hell though?
  2. Mines: What are we here for? Gold! When do we want it? Now! Who's going to get it? Kobolds! That's right! Now go enslave some kobolds!
  3. Ley lines/magical components: No, the nexus point is over there in those corridors. What? I don't care if the gnolls live there. Take care of it!
  4. Access: I'll repeat it again more slowly for you. We-Are-The-Tax-Dwarves. That will be 10 gold pieces to delve.
  5. Magic pools: What do you mean "A snake made out of water lives there now?"! 
  6. Gatehouses: Well, I guess it would be a lot safer here if we could keep people from coming in at some sort of chokepoint.
  7. Stairways: Oh, the 10 gold? It's not for using the stairway. It's for paying us to ungrease it and disarm the traps.
  8. Food: Peoples got to eat! It's a good thing you are so tasty!
  9. Slaves: Yeah, nobody is getting my slaves. I need them. For my projects.
  10. Special power/Fuel source: Arcanite stones!?! A hidden engine of ultimate power! I'm sure we don't keep anything like that around here.

On Gameplay in the Megadungeon

It's different than you might expect.

There are three primary activities that take place within the megadungeon.

Exploration: This is the process of moving within the environment. The key factors in this are moving from area to area, examining things and searching for secrets, avoiding traps, and mapping.

Decisions made while engaged in this activity result in several things. Your choices struggle to conserve resources. Your approach determines your preparedness for battle. And gaining knowledge about your environment allows discoveries of hidden chambers and the ability to flee.

  • Are you scouting ahead? Or will you be surprised by monsters?
  • Will you discover secret rooms using your map?
  • Will you avoid the traps and the relevant reduction in resources?
  • Have you made good choices to maximize your distance moved per turn to minimize your chance of a wandering encounter?
Encounters: This occurs when you interact with other denizens. The key factors in this are surviving the encounter, extracting information from the denizen, and managing your faction relationships. 

When you encounter non-monstrous denizens (which should be the majority of encounters you will have in a mega-dungeon) your choices determine how they feel about you, what requests they are likely to make, and what information they are likely to tell you.

  • Are you playing the factions against each other?
  • What can you gain from the encounter, versus what you have to lose? Information? A quest? Fighting and losing hit points?
  • If you do encounter a monster denizen, can you lure it away? avoid it? make sure you have the advantage when you kill it?
Extraction: This occurs when you have found treasure. Treasure is heavy and a substantial part of game-play is attempting to remove treasure from the dungeon.

When you encounter treasure, you are inundated with choices. What is most valuable? How slowly are we willing to move (i.e. how many random encounters are we willing to expose ourselves to) bringing this treasure out of the dungeon?

  • Did you bring a cart? a mule? Are you willing to take the extra risk of encounters by bringing a tasty mule?
  • Do you have a method of determining which treasure is most valuable? 

Megadungeon activities

In my experience, the idea of what people believe is in a mega-dungeon is far removed from the actual reality of what is occurring in play.

Megadungeon play is not fast, slay all the monsters, and throw the treasure in a bag, type play. It's a slow, methodical, game, where every decision is one of degrees of badness, the tension mounting and mounting as you move further away from safety. When you discover a treasure hoard, there is no possibility you will be able to remove the whole thing, so you must pick and choose, knowing the more you take, the more vulnerable it makes you to death. When you become friendly with one faction, several others dislike you. Every choice is one between what you believe is the least worst option. And when action finally occurs, with the fire and the yelling and screaming and dying, you know you've already failed.

On the Misrepresentation of Facts Part I

Something has got my burr up.

I would hope my loyal readers would be smarter than the average bear.

I bet if you owned a railroad, you would be pretty bitter business isn't as good as it was in 1880, right? I mean we're much worse off now, aren't we? Doesn't it take longer to ship goods and cross the country?

What an Aquamaroon!

Blogs are sources of information and news. The natural tendency is to notice one or two things and extrapolate general trends. This is foolish.

Here are today's "MYTHS OF THE BLOGOSPHERE" dispelled.

Megadungeons are old hat/No fun/Out of vogue

So there was an article and a meme about 2000 copper and some rats. There was also some discussion about how a single session of Dwimmermount didn't go well for a single group. The Era of the Megadungeon Must be Over! 

Uh, whatever. 

In the year 2000 there were just a handful published mega-dungeons, Temple of Elemental Evil, Teagle Manor and Undermountain. Castle Greyhawk was a myth.

Today, in addition to Dwimmermount of the 2000 copper meme, there is Barrowmaze, Stonehell, Castle of the Mad Archmage, Rappan Athuk, Anomalous Subsurface EnvironmentNumenhalla, and Worlds Largest Dungeon (Don't bother so much with that last one), as well as several others in development on G+, Blogs, and Forums, (Most notably by Benoist Poire)

Oh, you say, but those aren't very popular or good.
  1. Rappan Athuk kickstarted 246,541$
  2. Barrowmaze II kickstarted 12,702$ For an OSR project.
  3. Barrowmaze reviews: "Wow." "Instant Classic" "Worth getting for the joy of reading alone".
  4. The most popular game ever on G+ was a megadungeon not listed above!
Oh, you say, but these aren't very original.
  1. Here is Keith Davies Multi-part theory series about Mega-Dungeon Node Design.
  2. Here is the new, great Megadungeons.com website, covering all megadungeon news!
  3. Here is an obscene amount of work collected at the first of this year.
Put that in your pipe and smoke it. The era of the megadungeon lives!


On Large Dungeons and the Merits Thereof

James M's Dwimmermount
Is the Megadungeon dead?

See, now that you've been hooked by the trite fearmongering, I can give you the real article.

Asking questions about if something is dead or alive is navelgazing that appeals to base human instincts to watch the successful fail or the underdog win.

Feel free to engage in that if you wish for entertainment or esteem purposes if you wish. It is not a productive use of time.

The truth is that what determines the goodness of something is it's quality. I mean, you can push a shitty product and do well. Once. Your total market success can be influenced by luck or what is in vogue (talk to White Wolf). But it is the quality of your work along with luck that determine its value in human endeavors.

So, is what you are doing of the highest quality? Then continue assured of your success.

As far as Megadungeons? I've finished Alchemy and am already thinking on Numenhalla.

It is a dungeon in the classic style done in a way that I have never seen, so it should be of some interest to the general population. Being assured that it is the quality of implementation that determines the success and not the idea; I share the following about the ways it is different:

  • Deliberate Design: As talked about in the Demon series, rooms are keyed in such a way to highlight objects relevant to the players.
  • Player engagement: Each section is specifically engaging to the players -- treasure maps, rumors, bounties and inhabitant quests all engage the player in the megadungeon. This focuses the play on what mega-dungeons do well (provide a living dynamic underworld environment) versus what they don't (exploring every last room)
  • Modular: Being that mega-dungeons are rarely useful (you will only play maybe 10 or 12 full campaigns in your life, how many megadungeons do you need?) the sections will specifically be designed as modular. They can fit in the Numenhalla framework or you can drop them in a hex or use them where you see fit.
  • Focused: Megadungeon play is designed for low levels. This is not something designed to take your characters from 1st to 20th level (tm) -- it's focused on something closer to B/X, where players can continue to be challenged deep into the dungeon.
  • Agency Directed Advice: So, you know, your players can actually do what they are interested when they play.
  • Evocative: Classic does not mean generic. Modules are designed to be interesting, subtle, creative, and interesting. Not random. It's trivial to randomly fill a big place. It's less trivial to do so in a way that engages players.
  • Visual: I am an artist, so not only will it be illustrated, but each illustration will be given with assistance to help make it useful in play. 
  • Cool: It will not be boring. I use empty rooms in the way they are designed, to increase tension or provide room for the DM to add their own additions to the dungeon.
So if that sounds like something you're interested in, stay tuned loyal readers. I'll be talking more about these things soon!

On New Megadungeons on the Internet

Sometimes things disappear.

We may no longer have megadungeon.net (not linked, because now it's a club promotion site), but now we may have something better.

I've been getting a number of hits from http://www.megadungeons.com/, a site that:

"Hope to create a reasonably exhaustive list of megadungeon resources, categorized in a way that I at least find useful as I work. In addition to the Resources page, I’ll be blogging about my learning-by-doing experience of Knightley Keep, any resources I create myself, and anything else that goes down in the wide world of megadungeon creation."
He links several of my resources, which are great for megadungeon design, but strangely doesn't mention my own megadungeon, Numenhalla.

Even though the site is new, the resource page is robust. There's a single forum for mapping requiring a wordpress log in. It's worth dropping by and saying hello!