So, as I said over in the Khromarium Campaign Journal, I plan to resurrect my Khromarium game later this summer. Unlike the last one, in which the players mostly explored a series of lairs in and around the city, this iteration will be focused in a huge, classic campaign dungeon set below one of the city's mysterious spiral towers of black gneiss. We may still do modules from time to time, but I think my investing in a very large play environment up front will keep the game going longer. I won't be as jammed up to create a "new adventure" every few weeks.
So, toward that end, I started working on the first level yesterday over two porters, two stouts and two jager shots. I plan to add several more sheets (at least four) before the level's complete (aiming for at least 100 rooms per level), then add a similarly sized level two (4-6 sheets) and level three (4-6 sheets). I'm still brainstorming some very simple overarching themes for each level, but I'll populate them randomly, contrive some connections and key it in terse OD&D-style. Also, once I can see the whole level at the same time, I'll probably go back and change things make it "flow" better (bottlenecks, hard to find areas, etc). After I'm finished I'll post it all online in case it's of use to anyone. Until then, I'll post some pics of the levels as I build them out.
The megadungeon setup will be very simple: During the Festival of Plutonia (Nightfall, Year 13), the impenetrable doors of a spiral tower creaked open, admitting anyone brave enough to descend into its dark depths. Many have entered, but few have returned - some with wealth overflowing, others simply mad, drooling and babbling.