Megadungeon Random Level Connections

Croco posted this on the Discord but I thought it would be better served here, where we’ve got more robust text formatting. Here’s their original post:

A probably terrible, strange way to plan a megadungeon (especially for the players):

For each level, roll 1d6 for number of connections and for each connection roll the corresponding level. Then for each connection roll the type of connection.

This means a level can connect to any other level (have fun on level 20 at level 1 :V) or connect to itself (I interpret this to mean a sublevel). It could also happen that some levels are not accessible (they might open up later, or have to be dug to => hints).

Extra effort can be put into creating random encounter lists that include chances for monsters from connecting levels, balanced (or not) as one wants them to be.

For extra difficulty/stupidity, you can make the connections rolled for each level one-way. So two levels can only be freely traversed between if they each rolled the other as connection. Hope the players like keeping track of level connections :V

Once all the connections are made, you can connect them as makes sense. For example, you can have all the levels connected via caves be part of a cave network.

d6 Level Connection Type
1 Natural
2 Constructed
3 Elevator/Lift
4 Sublevel
5 Teleporter
6 Weird
d4 Natural Connection Type
1 Cave
2 Cliff
3 River
4 Underwater
d4 Constructed Connection Type
1 Stairs
2 Slope
3 Pit
4 Waterway
d4 Elevator/Lift Connection Type
1-2 Mechanical
3 -4 Magical
d4 Sublevel
1-2 Connection leads to sublevel[1]
3-4 Connect leads through plane to level[2]
d4 Teleporter Type
1 Portal (open or closed)
2 Circle (open or locked)
3 Item
4 NPC (via payment or quest)
d4 Weird
??? Make something strange up, e.g. a break in reality, plane shift, shrink and enter a mouse hole, summon demons to bring you to the level through the ethereal plane, etc.
d6 Level Connection Accessability (if applicable)
1 Freely accessible
2 Hidden (Secret Door, Trapdoor, Pit, etc.)
3 One-way only
4 Needs to be unlocked first
5 Guarded by Trap
6 Guarded by Monster

  1. Check Level Connection Accessability of sublevel to actual level ↩︎

  2. Need appropriate precautions/gear to make the journey (E.g. Plane of Fire/Water/Air/Earth, Hell, Heaven, Demiplane, Space, etc.) ↩︎

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Here’s my first take. I think that I’d organize it just a bit differently.

What type of connection is it?

First, let’s determine the type of connection that we’re generating.

d6 Connection Type
1-2 Natural
3-4 Constructed
5-6 Supernatural

How deep does it go?

Next, let’s figure out how deep the connection goes.

d6 Connection Depth
1-3 Shallow (1d6-3)[1]
4-5 Moderate (1d6+3)
6 Deep (1d6+9)

How does it connect?

How does this connection link the two levels together?

d6 Connection Method
1-3 Sheer drop[2]
4-5 Gradual decent[3]
6 Vehicle

Example so far: (rolled three dice: 4, 6, 2) constructed connection, deep (to level 10), via a sheer drop; so a carved pit or shaft?

Is there a mechanism? If so, what sort?

Does this connection utilize a mechanism of some sort to transport across levels?

d6 Connection Mechanism
1-3 None
4-5 Mechanical
6 Mystical

Is there a complication?

What might complicate use of this connection?

d6 Connection Complication
1-3 None
4-5 Elemental
6 Supernatural

Elemental complications

d6 Elemental Complication
1-2 Earth
3-4 Water
5 Air
6 Fire

Supernatural complications

d6 Supernatural Complication
1-2 Magical
3 Divine
4 Infernal
5 Extraplanar
6 Negative Energy

Example so far: (rolled three dice: 4, 6, 2) constructed connection, deep (to level 10), via a sheer drop; so a carved pit or shaft?
…continued (rolled three dice: 5, 5, 2) mechanical mechanism, elemental (earth) complication; an elevator runs up and down the shaft but is stuck due to a rock-fall or partial collapse of the shaft.

Is there an obstacle preventing use?

Does anything forbid use of the connection until solved?

d6 Connection Obstacle
1-2 None
3-4 Non-Functional
5-6 Locked

Locks

d6 Type of Lock
1-2 Key required
3-4 Hidden entrance
5 NPC
6 Cryptic mechanism

Keys

d6 Keys
1-2 Item
3-4 Activation via another area
5-6 Performance

Example so far: (rolled three dice: 4, 6, 2) constructed connection, deep (to level 10), via a sheer drop; so a carved pit or shaft?
…continued (rolled three dice: 5, 5, 2) mechanical mechanism, elemental (earth) complication; an elevator runs up and down the shaft but is stuck due to a rock-fall or partial collapse of the shaft.
…continued (rolled three dice: 5, 2, 4) locked, key required, activation via another area; the elevator will not operate unless a generator is activated in an engineering area.

Final Example: an elevator descends from the first to the tenth level of the dungeon; it must first be activated by engaging the generator in the engineering area before it can be called up; there is a blockage part way down the shaft that must be cleared for the elevator to descend completely.


  1. If less than zero: -2, connects to a sublevel; -1, connects to a different dungeon area at the same depth; 0, connects to another part of this level. ↩︎

  2. in the case of moving to the same level, a sheer drop indicates a sub-level connects the two dungeon areas. ↩︎

  3. in the case of moving to the same level, a gradual descent indicates a flat, horizontal connection. ↩︎

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Another example, for kicks:

(rolled 10 dice: 5, 6, 5, 2, 6, 5, 3, 1, 4, 2) supernatural connection, deep (level 13), gradual decent, no mechanism, supernatural complication (extraplanar), non-functional; an extra-planar gateway leads from level one to level thirteen; however, the level 13 access point is no-longer functional; it must be fixed, on that level, before the end-point of the connection can be used.

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Very nice, I will look it over and see if I can add anything new.

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Nothing to add for now. I’ll expand on the 20 level dungeon I rolled and see if anything there comes up. Time for Dungeon 2025 1/2 I guess :slight_smile:

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I’ll take that to mean that my version is perfect and warrants no revisions! :rofl:

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I’ll try to see if there’s an easy way to bundle connections of the same type together. For example if two levels both connect to the same level via Connection Type Natural, you could say they are both part of the same cave network. The only problem is that you then have a connection between those two levels as well (though I guess they are indirectly connected anyway if they connect to the same level).

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It could be an alternate way of generating a sub-level.

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I wonder if this methodology, or something like it, could be used for any dungeon connections, including the dungeon entrance. Just use the levels for the depth and difficulty of the connected space.

Just for kicks, if we wanted to randomize the size of the dungeon levels:

1d6 Level size
1-3 Small (2d6 rooms, 1d3 connections)
4-5 Medium (12 + 2d6) rooms, 2d3 connections)
6 Vast (24 + 2d6 rooms, 2d6 connections)

The room numbers I just spitballed. I have no idea what average room densities og dungeon levels are but these would work for me, more or less.

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I’ll give it a spin when I rough out my dungeon.

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Slowly I’m morphing this into more of a generic dungeon generator. :laughing:

d6 Small Medium Vast
1-3 1 zone 1d3 zones 2d6 zones
4-5 2 zones 1d6 zones 3d6 zones
6 3 zones 1d6+3 zones 4d6 zones
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Zones are equivalent to levels, or do they include sublevels too?
(Also, having like 10 c0nnections per level sure is a lot of work :sweat_smile:)

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Not levels, areas or themes or whatever that represent different parts of a single level, such as the necropolis, the temple, the dormitory, the warrens, the laboratory, etc.

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I reworked the tables a bit, I think Gradual descent should be more common, since that includes stairs. And I added hidden to obstacles, since it fits there more. Also added monsters and traps again, though you could argue those belong to the room content.

d6 Connection Depth
1-3 Shallow (1d6-3)*
4-5 Moderate (1d6+3)
6 Deep (1d6+9)

*If less than zero: -2, connects to a sublevel; -1, connects to a different (isloated) dungeon area at the same depth; 0, connects to another part of this level.

d6 Connection Type
1-2 Natural
3-4 Constructed
5-6 Supernatural
d6 Connection Method
1-2 Sheer drop*
3-5 Gradual descent**
6 Vehicle

*in the case of moving to the same level, a sheer drop indicates a sub-level connects the two dungeon areas.
** in the case of moving to the same level, a gradual descent indicates a flat, horizontal connection.

d6 Connection Mechanism
1-3 None
4-5 Mechanical
6 Mystical
d6 Connection Complication
1-3 None
4-5 Elemental
6 Supernatural
d6 Elemental Complication
1-2 Earth
3-4 Water
5 Air
6 Fire
d6 Supernatural Complication
1-2 Magical
3 Divine
4 Infernal
5 Extraplanar
6 Negative Energy
d6 Connection Obstacle
1 None
2 Hidden entrance
3 Locked
4 Non-Functional
5 Trap
6 Monster
d6 Type of Lock
1-2 Key required
3-4 NPC
5-6 Cryptic mechanism
d6 Keys
1-2 Item
3-4 Activation via another area
5-6 Performance
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Finished determining all the connections and level themes for my example dungeon.
Now I have 20 Levels (4 of those in 2 parts), 9 Sub-Levels and ~70 Connections to detail. :upside_down_face:
Way too much to be an example, so I guess I’ll make it its own thing. Dungeon 2025 (1/2), here I go.

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Care to post the overview?

I will, once I have worked out the connection details (will do that first), then I can post a comparison of before and after. That should serve somewhat as an example.

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Part 1

Finished roughly detailing the connections, so here is the overview. Still needs to be fleshed out more later and some stuff is just notes for me basically. Levels are mostly conceptual still, but good for context. For the first 10 levels I used my first draft, for the next 5 levels I used @Todd’s overhaul, then my rework of that for the last 5 levels.

Dungeon Overview:

  • Level 1: Undercity (basically a somewhat open area under the city)
  • Sublevel 1: Ruined Temple
  • Level 2: Sewer Labyrinth (a classic sewer level/area, as found in imsim games)
  • Level 2A: Tunnel Network
  • Level 2B: Lower Pools
  • Sublevel 2: Dungeon Level (classic dungeon fair, except it goes down)
  • Level 3: Machine Complex (primitive machines galore, very open as well)
  • Level 4: Temple of Filth (well, it’s a temple, but there’s filth)
  • Sublevel 4: Desecrated Grotto
  • Level 5: Dead City (large city to explore)
  • Level 6: Ancient Catacombs (guess what, undead :v)
  • Level 7: Forgotten Mine (long winding shafts and tunnels)
  • Level 7A: Upper Mines
  • Level 7B: Forbidden Zone (lots of natural dangers like gas, cave-ins, etc.)
  • Level 8: Caverns of the Deep (caves, caverns, and so on)
  • Level 9: The Crystal Way (crystal caves, strange caves, all the caves)
  • Level 9A: Crystal Caves
  • Level 9B: Lava Sea Forge
  • Sublevel 9: Dreamscape (sleep to enter, sleep to leave, rather strange place)
  • Level 10: Deathtrap Fortress (whoever lives there likes making elaborate (and less so) traps, kinda like the Tomb of Horrors, but more overtly deadly)
  • Sublevel 10: The Laboratory
  • From here on out the levels get exceedingly strange and dangerous, mythic underworld style (the system I’m using caps players at level 10 for the most part)
  • Level 11: Hidden Vale (hexcrawl of a valley area with smaller dungeons)
  • Sublevel 11: Mountain Pass
  • Level 12: Elemental Nexus (classic four elements aligned on a circle, with temples for each)
  • Level 12A: Four Elemental Nodes
  • Level 12B: Castle floating above the middle “mixing point”
  • Sublevel 12: Elemental Chaos (not a great place to be)
  • Level 13: Verdant Hell (very nasty jungle/swamp crawl, in the vein of Isle of the Ape)
  • Level 14: Artifical Galaxy (system of small planets to explore, “space” travel)
  • Level 15: The House (huge, strange mansion in a strange swamp-like area)
  • Sublevel 15: Sheltered Retreat (smaller structure on a plateau overlooking the area)
  • Level 16: The Pit (gigantic pit with side areas on its sides and in it)
  • Level 17: Constructed Paradise (an idyllic (?) paradise ruled by a titan living in a cloud castle)
  • Sublevel 17: The Endless Halls (everchanging, so unless you know the way, you’ll get lost)
  • Level 18: Lair of Cruelty (grand halls of warped and nonsensical construction, vibe of silent films from 1890s - 1920s)
  • Level 19: Shadowpass (shadow church, shadow town, a whole lot of shadows)
  • Level 20: The Tower (a wizard’s tower, floating in a plane nothingness)

Connections Overview:

The second row of the description is the detailed version of the connection. Duplicated connections (i.e. 1-2 2-1) are simply repeated.

Level 1 Connections

Connection to Description
2A Sublevel (2) - Hidden Connection to level - One-way only
Door under dirty sludge reservoir, drained via levers in hidden chamber, very slippery and steep, so very hard to get back up, leads leads through dungeon level to main sewer channel on level 2A
4 Constructed - Stairs - Freely accessible
Spiral staircase around a pit leading down trash heap on level 4
16 Constructed - Slope - Guarded by Trap
Slide leads down to level 16, anyone not stopping in time plunges down the Pit, floor around the slide is broken and crumbles easily (easy to spot) => danger of falling in
17 Sublevel (1) - Travel through Plane - Guarded by Monster
In the ruined temple is a chamber with a gate leading through a heavenly plane, guarded by an angle-thing that only lets the worthy pass, leads to a similar chamber on level 17
20 Natural - Cave - Guarded by Monster
A gigantic cave opening that is the lair of a huge dangerous beast (death dragon), leads to a extremely complicated and dangerous cave system that goes down to level 20, opens somewhere above the tower and then has to be flown to or reached otherwise, danger of nothingness beasts before reaching the tower

Level 2 Connections

Connection to Description
1 (A) Sublevel (2) - Hidden Connection to level - One-way only
Door under dirty sludge reservoir, drained via levers in hidden chamber, very slippery and steep, so very hard to get back up, leads through dungeon level to main sewer channel on level 2A
2 (A-B) Constructed - Slope - Needs to be unlocked first
Drainage Gate that needs to be opened to drain a pool and reveal a slope down => chance to be reset per expedition
4 (B) Natural - Cliff - One-way only
Steep rock wall (overhang from below) leads to temple yard (large area with pools of filth) on level 4
6 (B) Constructed - Waterway - One-way only
Aqueduct filled with strong rushing water that leads to a central power mechanism for the necropoli on level 6
6 (B) Natural - Cave - Needs to be unlocked first
Collapsed sewer channel that leads through a cave filled with corpses to a mass grave on level 6
8 (A) Natural - Underwater - Guarded by Monster
Flooded cave (lots of pipes exit into it) in which a monster (hydra) lairs that leads to an underwater cave on level 8 through a water-filled tunnel
9B (B) Constructed - Stairs - Needs to be unlocked first
Large hall filled with broken metal stuff, conveyer belt leads down to a loading area of the forge on level 9, but must be activated from there first
9A (B) Constructed - Waterway - Freely accessible
Cleaning reservoir, which feeds into the natural river that connects 9A and 9B
10 (A) Sublevel (2) - Travel through Sublevel - One-way only
Large pipe leads into dungeon level and from there into through a series of gates that can only be opened from level 10, where it leads to tower-complex

Level 3 Connections

Connection to Description
6 Teleporter - Portal - One-way only
Material transporter in a large factory leading to a crypt on level 6
12A Elevator - Magical - Needs to be unlocked first
Large furnace that connects to the fire node of level 12A, currently closed until reignited on level 12
15 Elevator - Magical - Hidden
Platform that transports to a balcony near the roof of the mansion on level 15, hidden behind a wall that can be opened with a nearby switch
15 Elevator - Mechanical - Guarded by Monster
An actual elevator in the temple area that leads to an entryhall in the mansion on level 15, guarded by drone swarm (small machines infused with magic, shielded, can cast magic missile, fireball, etc.)
19 Teleporter - Portal (Open) - One-way only
A giant hole on a wall in a chamber overlooked from a control room, shadows leaking out of it, leads to the shadowed church
20 Teleporter - Teleport Circle (Need Password) - Guarded by Trap
Inactive teleport circle in the retreat of the machine priest, activated by a password only known to the machine priest (written in tome somewhere) and the wizard on level 20, the room is filled with laser rays that cut anything touching them to pieces

Level 4 Connections

Connection to Description
1 Constructed - Stairs - Freely accessible
Spiral staircase around a pit leading down to trash heap on level 4
2B Natural - Cliff - One-way only
Steep rock wall (overhang from below) leads to temple yard (large area with pools of filth) on level 4
10 Natural - Cave - Needs to be unlocked first
Collapsed room which covers entrance to a cave network that leads to the roof of the gigantic cavern around level 10, need a rope or fly to get down safely
11 Sublevel (4) - Travel through Plane - Hidden
Pond in a hidden garden that connects to lake on level 11 by travelling through planar water
12B Supernatural - Sheer drop - Supernatural - Extraplanar - Non-Functional
Roof of temple, ship that transports to the Castle of Level 12B, but the thing that makes it fly is missing, using the ship runs the risk of attracting extraplanar creatures/fly into them => table
14 Constructed - Slope - Guarded by Monster
A long chute in a room filled with trash leads into the zero gravity area of level 14 with floating trash, guarded by a nest filth monsters (otyughs)
19 Weird - Freely accessible
Hallway with walls, floor and ceiling covered in shadows which aren’t affected by light, stepping onto them makes one fall through the floor into a hallway on level 19

Level 5 Connections

Connection to Description
6 Natural - Cave - Guarded by Monster
Caved-in temple that leads to one of the necropoli on level 6, guarded by mummy priests
10 Constructed - Stairs - Freely accessible
Mansion that has a large stair case leading down to a chamber adjoining a throne room on level 10
14 Teleporter - Teleport Circle - One-way only
Overgrown tower, teleport circle at the top, which leads to a similar tower on one of the planets on level 14, but that tower’s circle doesn’t work
15 Teleporter - Teleport Circle - Freely accessible
Barricaded clone of the mansion on level 15, but way smaller, has a teleport circle in the basement that leads to the same room on level 15
19 Teleporter - Portal - Guarded by Monster
Town square has a giant hole that spews out shadows onto the surrounding area, jumping in brings one to the shadowed town one level 19, guarded by an utter mass of shadows and there’s a chance a shadow leviathan pops out
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Part 2

Level 6 Connections

Connection to Description
2B Constructed - Waterway - One-way only
Aqueduct filled with strong rushing water that leads to a central power mechanism for the necropoli on level 6
2B Natural - Cave - Needs to be unlocked first
Collapsed sewer channel that leads through a cave filled with corpses to a mass grave on level 6
3 Teleporter - Portal - One-way only
Material transporter in a large factory leading to a crypt on level 6
5 Natural - Cave - Guarded by Monster
Caved-in temple that leads to one of the necropoli on level 6, guarded by mummy priests
10 Sublevel (10) - Travel through Plane - Freely accessible
Coffin in a crypt that leads through an abyssal plane to a chamber filled with coffins in the laboratory on level 10
12A Constructed - Vehicle - Elemental - Earth - Locked - NPC
Chamber in one of the necropoli, elevator to the earth temple on level 12A, guarded by earth elementals, needs the key from the earth priest on level 12A
12B Supernatural - Sheer drop
Chamber in same necropolis as above, teleporter to a tower of the castle on level 12B
13 Natural - River - One-way only
Water-filled area under the necropoli leads to an underground river that flows down to a lake on level 13
13 Elevator - Magical - Hidden
Secret lower level of plant necropoli, overgrown with roots and branches, contains a portal opening into the branches of the large tree-thing on level 13, branches and roots grow out of it, can be climbed down
19 Constructed - Sheer drop - Mechanical - Locked
Shadowed ziggurat that has a hole at the top, with a locked lift to a chapel of the shadow church of level 19, lift is locked by Lich on this level

Level 7 Connections

Connection to Description
7 (A-B) Constructed - Stairs - Freely accessible
Mine shaft that ends in stairs hewn into the side of a cliff, leads down to a gas filled chamber on 7B
8 (A) Elevator - Mechanical - Hidden
Hidden part of the miners complex, an elevator leads down to a smaller complex on level 8
12A (A) Weird - Freely accessible
A large pool through which the chamber of the water temple on level 12A can be seen, can only be reached by drinking the water and swimming through it, drinking the water turns the drinker into a water elemental (still in control and can end the effect at will)

Level 8 Connections

Connection to Description
2A Natural - Underwater - Guarded by Monster
Flooded cave (lots of pipes exit into it) in which a monster (hydra) lairs that leads to an underwater cave on level 8 through a water-filled tunnel
7A Elevator - Mechanical - Hidden
Hidden part of the miners complex, an elevator leads down to a smaller complex on level 8
9A Natural - Cave - Hidden
Hidden opening above a gigantic crystal formation, needs to be climbed to find, leads through a crystal studded cave to a large crystal cave on level 9A
11 Supernatural - Sublevel (11) - Sheer drop - Non-Functional
Naturally formed cavern that looks almost purposefully created, a faded spell circle on the floor that leads to a cave on the mountainpass of level 11, needs to be redrawn there first
14 Weird - Hidden
Hidden cave system with strange gravity phenomena, caused by a floating large stone sphere that replicates one of the planets of level 14, landing on it teleports one to the planet, which has a similar cave system that leads back to the one on level 8
15 Constructed - Sheer drop - Non-Functional
A chute that drops straight down into a water reservoir above a waterfall on level 15, covered by a large iron plate which has rusted shut
17 Natural - Sheer drop - Monster
An opening with lots of roots and natural handholds in a peaceful cave with grass, tress and bioluminescense, leads to similar cave on level 17, guarded on both ends by a warrior-shepard of a wolf pack
18 Elevator - Magical - One-way only
An elevator-looking chamber in a house of strange proportions in a large cave, rooms are unnatural, strange and devoid of life (but still furnished), leads to a grand hall with many pillars, the elevator is one of them
19 Elevator - Mechanical - Guarded by Monster
A demonice edifice in which demons lair, one of the rooms has controls to move the whole complex down to level 19 (or back up), if the building moves, any demons in it check the control room

Level 9 Connections

Connection to Description
2B (B) Constructed - Stairs - Needs to be unlocked first
Large hall filled with broken metal stuff, conveyer belt leads down to a loading area of the forge on level 9, but must be activated from there first
2B (A) Constructed - Waterway - Freely accessible
Cleaning reservoir, which feeds into the natural river that connects 9A and 9B
8 (A) Natural - Cave - Hidden
Hidden opening above a gigantic crystal formation, needs to be climbed to find, leads through a crystal studded cave to a large crystal cave on level 9A
9 (A-B) Natural - River - Guarded by Monster
River flows through most of the crystal caverns and connects to the forge as coolant, large river dragons inhabit it
11 (A) Sublevel (9) - Travel through Plane - Guarded by Monster
Cave with a shimmering crystal, can be walked through to enter the Dreamscape, near the village, sleeping in a house with a village seen from a mirror teleports one to level 11, house is lair of a ghost-like dream monster
13 (B) Natural - Underwater - Freely accessible
Cistern of the forge leads through an underground river to a huge waterfall spilling into a lake on level 13
16 (B) Natural - Cliff - Guarded by Monster
Cliff leads through lave lakes and lava falls into a fortified cave inhabited by salamanders and fire elementals
19 (B) Elevator - Mechanical - One-way only
Locked up, lightless room forged of dark metal, warning of no return, contains an elevator from which darkness spills, that leads to a small castle near the shadowed town on level 19

Level 10 Connections

Connection to Description
2A Sublevel (2) - Travel through Sublevel - One-way only
Large pipe leads into dungeon level and from there into through a series of gates that can only be opened from level 10, where it leads to tower-complex
4 Natural - Cave - Needs to be unlocked first
Collapsed room which covers entrance to a cave network that leads to the roof of the gigantic cavern around level 10, need a rope or fly to get down safely
5 Constructed - Stairs - Freely accessible
Mansion that has a large stair case leading down to a chamber adjoining a throne room on level 10
6 Sublevel (10) - Travel through Plane - Freely accessible
Coffin in a crypt that leads through an abyssal plane to a chamber filled with coffins in the laboratory on level 10
15 Constructed - Sublevel (15) - Gradual descent - Locked - Hidden entrance
Elevator hidden behind a complex mechanism, leads to the basement of the hidden retreat on level 15
15 Natural - Underwater - Guarded by Trap
Water reservoir that leads to level 15 through an underground river, the mechanism to open the flood gate is rigged to crush anyone operating it without the proper key

Level 11 Connections

Connection to Description
4 Sublevel (4) - Travel through Plane - Hidden
Pond in a hidden garden that connects to lake on level 11 by travelling through planar water
8 Supernatural - Sublevel (11) - Sheer drop - Non-Functional
Naturally formed cavern that looks almost purposefully created, a faded spell circle on the floor that leads to a cave on the mountainpass of level 11, needs to be redrawn there first
9A Sublevel (9) - Travel through Plane - Guarded by Monster
Cave with a shimmering crystal, can be walked through to enter the Dreamscape, near the village, sleeping in a house with a village seen from a mirror teleports one to level 11, house is lair of a ghost-like dream monster
17 Constructed - Sheer drop - Elemental - Water
Village well drops into a swirling vortex which connects to a lake on level 17

Level 12 Connections

Connection to Description
3 (A) Elevator - Magical - Needs to be unlocked first
Large furnace that connects to the fire node of level 12A, currently closed until reignited on level 12
4 (B) Supernatural - Sheer drop - Supernatural - Extraplanar - Non-Functional
Roof of temple, Ship that transports to the Castle of Level 12B, but the thing that makes it fly is missing, using the ship runs the risk of attracting extraplanar creatures/fly into them => table
6 (A) Constructed - Vehicle - Elemental - Earth - Locked - NPC
Chamber in one of the necropoli, elevator to the earth temple on level 12A, guarded by earth elementals, needs the key from the earth priest on level 12A
6 (B) Supernatural - Sheer drop
Chamber in same necropolis as above, teleporter to a tower of the castle on level 12B
7A (A) Weird - Freely accessible
A large pool through which the chamber of the water temple on level 12A can be reached and swam through, drinking the water turns the drinker into a water elemental (still in control and can end the effect at will)
12 (A-B) Natural - Sheer drop (Sublevel) - Elemental - Air
The castle floats above the elemental chaos and can only be reached by traversing the raging elements => protections against all elements are necessary or using the sublevel
13 (A) Constructed - Sheer drop - Mystical - Elemental - Air
Swirling funnel of air (like a tornado) in the air temple that sends anyone jumping flying into the sky above level 13, there’s a mystical structure in the jungle that produces a similar effect but upward
16 (A) Natural - Sublevel (12) - Gradual decent - Mechanical
Travel via the Elemental Chaos platform
17 (A) Constructed - Sheer drop - Mechanical - Elemental - Fire
Artifical volcano, in the middle is a metal, glowing hot staircase going down, anyone not protected against fire dies quickly, leads to the tower of flame on level 17
20 (A) Supernatural - Sheer drop - Mechanical - Supernatural - Magical
In each temple is a portal ripped into space that opens to a small platform near the tower on level 20 (1 for each temple), with another platform for transporting to and from the tower, a portal can only be used by “shutting down” the temple it is in, but doing so also shuts off all other ways of reaching level 12 via that temple

Level 13 Connections

Connection to Description
6 Natural - River - One-way only
Water-filled area under the necropoli leads to an underground river that flows down to a lake on level 13
6 Elevator - Magical - Hidden
Secret lower level of plant necropoli, overgrown with roots and branches, contains a portal opening into the branches of the large tree-thing on level 13, branches and roots grow out of it, can be climbed down
9B Natural - Underwater - Freely accessible
Cistern of the forge leads through an underground river to a huge waterfall spilling into a lake on level 13
12A Constructed - Sheer drop - Mystical - Elemental - Air
Swirling funnel of air (like a tornado) in the air temple that sends anyone jumping flying into the sky above level 13, there’s a mystical structure in the jungle that produces a similar effect but upward
15 Supernatural - Sheer drop - Elemental - Water - Locked - Hidden entrance
A misty lake hidden underneath the roots of the giant tree has a shadow of the mansion from level 15 visible at the far away shore, traversing the lake allows one to emerge at a misty pond near the mansion, strange beasts (giant versions of common pond creatures?) lurk in the waters of the lake, making travel difficult
16 Natural - Gradual decent - Mystical - Elemental - Water - Non-Functional
The main river flowing through the level flows through a cave system to level 16, where it drops down into nothingness, travel is only possible via the assistance of friendly water creatures that are currently indisposed due to evil machinations by something/someone (giant tree thing?)
17 Supernatural - Sheer drop - Mechanical - Elemental - Water - Locked - Hidden entrance
Deep in the jungle is a peaceful clearing (can only be found if clues in the environment are followed) through which a river runs, on the river is a boat moored to a pier, the boat is operated by an angelic figure (attacking it is a bad idea) that can take passengers to the river of level 17

Level 14 Connections

Connection to Description
4 Constructed - Slope - Guarded by Monster
A long chute in a room filled with trash leads into the zero gravity area of level 14 with floating trash, guarded by a nest filth monsters (otyughs)
5 Teleporter - Teleport Circle - One-way only
Overgrown tower, teleport circle at the top, which leads to a similar tower on one of the planets on level 14, but that tower’s circle doesn’t work
8 Weird - Hidden
Hidden cave system with strange gravity phenomena, caused by a floating large stone sphere that replicates one of the planets of level 14, landing on it teleports one to the planet, which has a similar cave system that leads back to the one on level 8
17 Constructed - Sheer drop - Mystical - Locked - Key required - Activation via another area
One of the planets is metallic sphere, inside is a gas planet which leads to the cloud castle of the titan on level 17, the sphere can only be opened with a mystical living rune held in the castle

Level 15 Connections

Connection to Description
3 Elevator - Magical - Hidden
Platform that transports to a balcony near the roof of the mansion on level 15, hidden behind a wall that can be opened with a nearby switch
3 Elevator - Mechanical - Guarded by Monster
An actual elevator in the temple area that leads to an entryhall in the mansion on level 15, guarded by drone swarm (small machines infused with magic, shielded, can cast magic missile, fireball, etc.)
5 Teleporter - Teleport Circle - Freely accessible
Barricaded clone of the mansion on level 15, but way smaller, has a teleport circle in the basement that leads to the same room on level 15
8 Constructed - Sheer drop - Non-Functional
A chute that drops straight down into a water reservoir above a waterfall on level 15, covered by a large iron plate which has rusted shut
10 Constructed - Sublevel (15) - Gradual descent - Locked - Hidden entrance
Elevator hidden behind a complex mechanism, leads to the basement of the hidden retreat on level 15
10 Natural - Underwater - Guarded by Trap
Water reservoir that leads to level 15 through an underground river, the mechanism to open the flood gate is rigged to crush anyone operating it without the proper key
13 Supernatural - Sheer drop - Elemental - Water - Locked - Hidden entrance
A misty lake hidden underneath the roots of the giant tree has a shadow of the mansion from level 15 visible at the far away shore, traversing the lake allows one to emerge at a misty pond near the mansion, strange beasts (giant versions of common pond creatures?) lurk in the waters of the lake, making travel difficult

Level 16 Connections

Connection to Description
1 Constructed - Slope - Guarded by Trap
Slide leads down to level 16, anyone not stopping in time plunges down the Pit, floor around the slide is broken and crumbles easily (easy to spot) => danger of falling in
9B Natural - Cliff - Guarded by Monster
Cliff leads through lave lakes and lava falls into a fortified cave inhabited by salamanders and fire elementals
12A Natural - Sublevel (12) - Gradual decent - Mechanical
Travel via the Elemental Chaos platform
13 Natural - Gradual decent - Mystical - Elemental - Water - Non-Functional
The main river flowing through the level flows through a cave system to level 16, where it drops down into nothingness, travel is only possible via the assistance of friendly water creatures that are currently indisposed due to evil machinations by something/someone (giant tree thing?)
17 Natural - Sublevel (17) - Gradual descent - Mystical - Hidden entrance
Complex of many pillared halls, passing between two pillars teleports to different parts of the complex, two giant pillars teleport into The Endless Halls and a guide leads through them to level 17, arriving at a temple
19 Natural - Sheer drop - Mechanical
An abandoned, half-finished mega structure eating into the side of the pit, in one room is a dark chute, a rope hanging into it from the ceiling, leads to the basement of the church on level 19
19 Constructed - Vehicle - Elemental - Earth
A rickety construction of wooden planks slowly worming downward, from which only darkness can be seen outside, strange creatures live inside, leads to a dead glade near the town on level 19
20 Natural - Sheer drop - Supernatural - Magical
Dropping into the pit eventually leads anyone falling near the tower, but only those capable of controlling their fall can reach it, anyone doing so breaches a magic barrier and should hurry inside or be devoured by the beasts of nothingness that were alerted by the breach

Level 17 Connections

Connection to Description
1 Sublevel (1) - Travel through Plane - Guarded by Monster
In the ruined temple is a chamber with a gate leading through a heavenly plane, guarded by an angle-thing that only lets the worthy pass, leads to a similar chamber on level 17
8 Natural - Sheer drop - Monster
A hole with lots of roots and natural handholds to climb down in a peaceful cave with grass, tress and bioluminescense, leads to similar cave on level 17, guarded on both ends by a warrior-shepard of a wolf pack
11 Constructed - Sheer drop - Elemental - Water
Village well drops into a swirling vortex which connects to a lake on level 17
12A Constructed - Sheer drop - Mechanical - Elemental - Fire
Artifical volcano, in the middle is a metal, glowing hot staircase going down, anyone not protected against fire dies quickly, leads to the tower of flame on level 17
13 Supernatural - Sheer drop - Mechanical - Elemental - Water - Locked - Hidden entrance
Deep in the jungle is a peaceful clearing (can only be found if clues in the environment are followed) through which a river runs, on the river is a boat moored to a pier, the boat is operated by an angelic figure (attacking it is a bad idea) that can take passengers to the river of level 17
14 Constructed - Sheer drop - Mystical - Locked - Key required - Activation via another area
One of the planets is metallic sphere, inside is a gas planet which leads to the cloud castle of the titan on level 17, the sphere can only be opened with a mystical living rune held in the castle
16 Natural - Sublevel (17) - Gradual descent - Mystical - Hidden entrance
Complex of many pillared halls, passing between two pillars teleports to different parts of the complex, two giant pillars teleport into The Endless Halls and a guide leads through them to level 17, arriving at a temple
18 Supernatural - Sublevel (17) - Vehicle - Elemental - Earth
One of the chambers in the castle opens into the The Endless Halls, only those possessing the guiding compass can reach level 18, arriving in one of the inner halls
20 Constructed - Gradual descent - Monster
Under the village is a dungeon, accessible via the village hall and locked by the titan, an eldritch creature prowls the dungeon and should be avoided as it cannot be killed or reasoned with, there’s a long stair case leading down, eventually ending in a chamber of the tower on level 20

Level 18 Connections

Connection to Description
8 Elevator - Magical - One-way only
An elevator-looking chamber in a house of strange proportions in a large cave, rooms are unnatural, strange and devoid of life (but still furnished), leads to a grand hall with many pillars, the elevator is one of them
17 Supernatural - Sublevel (17) - Vehicle - Elemental - Earth
One of the chambers in the castle opens into the The Endless Halls, only those possessing the guiding compass can reach level 18, arriving in one of the inner halls
19 Constructed - Sheer drop - Supernatural - Divine - Trap
Staircase heavy in darkness behind a gate, leads down to the church of level 19, there are obvious runes on the gate, and if opened, divine/planar servants of whatever the shadow church worships appear to harry the party during the descent (hit and run the whole way)
20 Constructed - Sheer drop - Elemental - Earth - Trap
Hallways suddenly go downward, an obvious magical barrier protects the descending halls (and a not obvious one later on), if the second barrier is breached, the hallways start collapsing from the top, faster than can be climbed normally, so either risky jumps/falls or flight are necessary, otherwise anyone caught is crushed to death

Level 19 Connections

Connection to Description
3 Teleporter - Portal (Open) - One-way only
A giant hole on a wall in a chamber overlooked from a control room, shadows leaking out of it, leads to the shadowed church
4 Weird - Freely accessible
Hallway with walls, floor and ceiling covered in shadows which aren’t affected by light, stepping onto them makes one fall through the floor into a hallway on level 19
5 Teleporter - Portal - Guarded by Monster
Town square has a giant hole that spews out shadows onto the surrounding area, jumping in brings one to the shadowed town one level 19, guarded by an utter mass of shadows and there’s a chance a shadow leviathan pops out
6 Constructed - Sheer drop - Mechanical - Locked
Shadowed ziggurat that has a hole at the top, with a locked lift to a chapel of the shadow church of level 19, lift is locked by Lich on this level
8 Elevator - Mechanical - Guarded by Monster
A demonice edifice in which demons lair, one of the rooms has controls to move the whole complex down to level 19 (or back up), if the building moves, any demons in it check the control room
9B Elevator - Mechanical - One-way only
Locked up, lightless room forged of dark metal, warning of no return, contains an elevator from which darkness spills, that leads to a small castle near the shadowed town on level 19
16 Natural - Sheer drop - Mechanical
An abandoned, half-finished mega structure eating into the side of the pit, in one room is a dark chute, a rope hanging into it from the ceiling, leads to the basement of the church on level 19
16 Constructed - Vehicle - Elemental - Earth
A rickety construction of wooden planks slowly worming downward, from which only darkness can be seen outside, strange creatures live inside, leads to a dead glade near the town on level 19
18 Constructed - Sheer drop - Supernatural - Divine - Trap
Staircase heavy in darkness behind a gate, leads down to the church of level 19, there are obvious runes on the gate, and if opened, divine/planar servants of whatever the shadow church worships appear to harry the party during the descent (hit and run the whole way)
20 Supernatural - Gradual descent - Mechanical - Elemental - Earth
In the dungeon below the church is a dug pit that ends in small holes leading down, next to the pit shines a bright candle (the only one on the level), touching it turns one into a spark of flame that then flies through the earthen holes to emerge in a chamber of the tower on level 20, travelling this way consumes HP

Level 20 Connections

Connection to Description
1 Natural - Cave - Guarded by Monster
A gigantic cave opening that is the lair of a huge dangerous beast (dragon), leads to a extremely complicated and dangerous cave system that goes down to level 20, opens somewhere above the tower and then has to be flown to or reached otherwise, danger of nothingness beasts before reaching the tower
3 Teleporter - Teleport Circle (Need Password) - Guarded by Trap
Inactive teleport circle in the retreat of the machine priest, activated by a password only known to the machine priest (written in tome somewhere) and the wizard on level 20, the room is filled with laser rays that cut anything touching them to pieces
12A Supernatural - Sheer drop - Mechanical - Supernatural - Magical
In each temple is a portal ripped into space that opens to a small platform near the tower on level 20 (1 for each temple), with another platform for transporting to and from the tower, a portal can only be used by “shutting down” the temple it is in, but doing so also shuts off all other ways of reaching level 12 via that temple
16 Natural - Sheer drop - Supernatural - Magical
Dropping into the pit eventually leads anyone falling near the tower, but only those capable of controlling their fall can reach it, anyone doing so breaches a magic barrier and should hurry inside or be devoured by the beasts of nothingness that were alerted by the breach
17 Constructed - Gradual descent - Monster
Under the village is a dungeon, accessible via the village hall and locked by the titan, an eldritch creature prowls the dungeon and should be avoided as it cannot be killed or reasoned with, there’s a long stair case leading down, eventually ending in a chamber of the tower on level 20
18 Constructed - Sheer drop - Elemental - Earth - Trap
Hallways suddenly go downward, an obvious magical barrier protects the descending halls (and a not obvious one later on), if the second barrier is breached, the hallways start collapsing from the top, faster than can be climbed normally, so either risky jumps/falls or flight are necessary, otherwise anyone caught is crushed to death
19 Supernatural - Gradual descent - Mechanical - Elemental - Earth
In the dungeon below the church is a dug pit that ends in small holes leading down, next to the pit shines a bright candle (the only one on the level), touching it turns one into a spark of flame that then flies through the earthen holes to emerge in a chamber of the tower on level 20, travelling this way consumes HP
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