Tuesday, February 3, 2026

Running a Megadungeon Campaign in D&D 5E

A post on the 3d6 Down the Line Discord expressed skepticism that the Arden Vul megadungeon could be run in D&D 5E. 




And I get it. D&D 5E would not be my first choice for a megadungeon either. 

But I have run a lot of 5E with an OSR mindset, and I believe I could run a megadungeon in 5E with (relatively) modest house rules and campaign assumptions, if for some reason I decided to do so.

All points below are in the context of the 2014 5E rules. I do not own the new 5E books, but understand they do not deviate far from the 2014 rules, so I expect this approach would broadly work there as well. I also anticipate that most of the same ideas would apply to the 5E-compatible systems that have come out since 5E was released into the Creative Commons.

Below are the four issues that the post identified, addressed in turn.

Everybody Has Darkvision

I agree that darkvision is over-prescribed in 5E, and that darkvision can undermine old-school exploration by removing the question of visibility. But a serious part of the problem is that a lot of players and DMs don’t even follow 5E’s rules as written, and assume that darkvision is a more potent ability than it actually is.

D&D 5E’s rules allow creatures with darkvision to see in darkness as if it were dim light. That means disadvantage on Wisdom (perception) checks and an inability to see colors. Darkvision is better than nothing, but it is no substitute for a proper light source, particularly when checking for traps or keeping an eye out for secrets and treasure. I also remind players that whenever they are within the area of a source of light – whether from an ally, the environment, or an NPC or monster – that light prevents the use of their darkvision until they move out of the light. When I explain all of this to 5E players, they often choose to use light, even if they don’t “need” to, treating darkvision as more of a plan B, or an option for stealthing apart from the group.

Monsters face the same limitation. Whether an intelligent monster decides to rely on darkvision or use light typically reflects its level of confidence in its place in the dungeon hierarchy. Those confident in their control of the space use light. Those fearful of discovery favor the darkness.

Of course, an intelligent monster with 120’ darkvision will rely on the darkness more often than a creature possessing typical 60' darkvision, because it expects that it will have an edge. Creatures with tremorsense, blindsight, and similar abilities actually can functionally “see” in darkness as well as they can in light, so they do work in the way that many players think darkvision works. Creatures with those senses actually will completely skip light, for the most part. This makes them significantly scarier opponents in their native environment than creatures with mere darkvision.

If I was going to go further in houseruling this issue, I would take darkvision away from elves, and leave it to just the gnomes, dwarves, and tieflings. But even without altering the ancestry rules, darkvision can be brought into check simply by following the rules as written strictly.

It’s Impossible to Die in 5E

Let’s start with two easy caveats. First, simply removing 5E’s playculture presumption of level-appropriate encounters solves part of this problem. Even the most optimally constructed low-level 5E characters are not going to last long if they arrive at Arden Vul and beeline for the lair of Craastonistorex, the old and powerful green dragon. Once the players realize that difficulty is dictated by where they go and what they do – not what is appropriate for their current level – they will act more prudently.

Second, at very low levels, the problem isn’t really that pronounced anyway. Low-level PCs in 5E are much tougher than B/X or OSE characters, but they can still go down after just a few hits. The death saves system usually gives them a few chances to survive, but a deadly dungeon can kill many PCs outright through massive damage from falls and traps. In combat, monsters can also opportunistically focus on downed characters and quickly finish them off. Remember that any source of damage to a character on death's door equals a failed death save. Lowly goblins or kobolds become much scarier when they drag a downed PC away into the darkness, rather than “fighting fair” and engaging the PCs who are still standing.

But beyond those two caveats, I acknowledge the issue OP raises. At about level 5, 5E PCs get a lot stronger, and they don’t slow down from there. PCs in 5E at middle to high levels create a series of interrelated issues for DMs who want to run a megadungeon game that cares about exploration, time, and resources. I believe there are at least four interrelated issues that cause problems here:

  • 5E PCs have massive amounts of HP
  • 5E PCs have a lot of resources to replenish HP
  • Both play culture and player powers make it unlikely that PCs will get lost, captured, or otherwise separated from safe locations where they can rest and recover 
  • Modern play culture presumes little or no time pressure, so choosing to rest does not come with an inherent cost

A few different adjudication techniques and house rules can solve a lot of these problems. We'll cover those next week.

Next week: Death, Magic, and Cats

Tuesday, January 27, 2026

Pantheon Prompts: Questions for Fantasy Deities

Deities are too dull in too many RPGs. We can do better by randomizing inputs, but sometimes we need to study use other solutions. 

Browse these two Wikipedia entries: Janus, the ancient Roman god and a typical RPG fantasy god, like Azuth from the Forgotten Realms. They are radically different. And I mean beyond the obvious difference, in the sense that one article is summarizing mythology while the other was created as gameable content. The differences prompt a number of questions that can make fantasy deities more interesting.

What are the deity’s spheres of influence, and which of those have nothing to do with dungeons? At least half of a deity’s spheres of influence or domains should have no direct connection to adventuring. A good worldbuilding tool is to consider how much the supernatural and divine is applied to mundane, real-world problems, as I discussed when writing about trade magic.

What is named in this deity’s honor? The real world is flush with honorary words. Months, days of the week, cities, and people are easy ones, but the influence can be less direct. Think about how morphine comes from Morpheus, or how the atlas is literally named after Atlas.

What rituals do their followers observe? This is a big one that TTRPGs tend to ignore. But rituals are central to religions both historical and contemporary, and it is a missed opportunity to leave them out of worldbuilding.

What are the aesthetics and purposes of their temples? Places of worship should not be abstracted or generic. Structures and civilizations are integral to the worship of the gods. The god of lightning’s shrine is atop the tallest tower in the city, covered in a tangle of conductive copper aerials. The god of disease’s temple is within a decommissioned sewage treatment plant. You get the idea.

In what secret places are they worshipped? Public worship and cult worship should tell us something about both the religion in question and the society surrounding it. Remember that cults are a function of how society understands that religion, not just an internal moral quality associated with the deity itself.


A black and white public domain image of a chamber within an abbey featuring a vaulted ceiling


What are their relationships with other gods? I don’t mean the usual “the life god and the death god hate each other” RPG stuff. That’s fine, for what it is, but it is not going to make these deities seem alive. Classical pantheons often featured siblings, spouses, and children among the gods. The Greek and Norse pantheons keep reappearing in new fiction because those remain compelling relationships, even as more complex (but also abstracted) fantasy pantheons blur into the background. 

What is their priesthood like? Do they even have one? If yes, are the practitioners locals? Do they choose to become priests when they reach adulthood, or were they raised expecting this to be their purpose? Are they assigned by some distant authority, or elevated by the local community? You don’t have to answer every question, but answering at least a few will make them much more real.

Where does the deity reside? Again, think through this. “The fire god lives on the fire plane” is intuitive, and we don’t want to subvert expectations just for the sake of doing it. But “the fire god lives in the Slagmouth, the fourth incarnation in this world of the ever-erupting world-heart, born astride the corpse of the titan Jokulos, who legends say claimed the first burning fire from deep within the earth…” OK, that’s a little purple, but the players are probably awake and looking at you with curious/worried expressions, right?

What beliefs about this deity are contested? This is a big one. TTRPG rulebooks give players the impression that every god is a known quantity to everyone in that world, with their purpose and ethos conveniently compressed in table format. Even in a world where gods are demonstrably real, there would still be a great deal of ambiguity and disagreement about a particular god’s priorities, desires, and goals. Most fantasy worlds presume that deities still must communicate their liturgy through priests, and even spellcasting clerics only have the broadest and loosest ways to divine the divine’s will, at least at low levels. As I’ve said before, D&D’s cleric spell list actually does a great job of illustrating how cleric’s very gradually get more and more insight into their deity as they level up, from a crude thumbs up / thumbs down for Augury, all the way up through the ability to Gate to the deity’s plane of existence and ask them questions directly. This ambiguity about divine intent should be expressed in the books and come through in-session more often. 

What is the etymology of their name? Not every game needs this, but it can be fun. Consistent use of language is going to show that a lot of thought went into the worldbuilding. You don’t need to create an entire constructed language or etymological tree. Use shortcuts, like using Latin-derived words for all the lawful religions, and German-derived words for all the chaotic religions.  

Tuesday, January 20, 2026

Rolling for Shoes and Quantum Gaming

I greatly enjoy "quantum" game mechanics. In this context, all that means is some aspect of the game that would typically be predefined is left undefined until its definition is specifically required by the events of the game. Various games use quantum mechanics without naming them, but one of my favorite articulations is this one by Luka Rejec

In a pinch, I would probably use Roll For Shoes by Ben Wray, or freeD6 down the line by Liche’s Libram for a quantum chassis. I particularly like the idea that basically anything can be a character skill (allowing for quantum character construction and a negotiated understanding of the game scenario), but that the randomness of the dice ensures that characters have choices and risk/reward calculations; they can’t just add skills indiscriminately, or they’ll end up with low ones that the GM can force them to test. These games also require nomic negotiation between the players to decide how to interrupt unclear overlaps and edge cases.

I do want to try running Roll For Shoes as-is, but I have also put some thought into a slight variation on it that makes it less of a d6 die pool system and lets it tack closer to D&D abilities and d20 resolution. All you need are 3d6 and 2d20, as well as a way to take notes. So you can run this game entirely from your phone, if needed. The game requires at least one GM and at least one player, although it could be played solo with an "oracle" replacing the GM.

An animated gif demonstrating quantum fluctuations.

The procedure is as follows:

  1. The group chooses a genre. The GM should be at least as familiar with the genre as the player or players are. 
  2. Choose a goal. It should be very general, but within the confines of the genre. Don’t think too much about who the characters are yet. A goal could be “defeat the evil overlord” or “win the reality TV show” or “steal the huge diamond from the gallery.”
  3. Each player chooses a very minimal character concept. This should be as bare-bones as possible. It could be an occupation, a background, or something else. Basically a one-sentence premise, just enough to explain why this person is present in the opening scene.
  4. The GM begins the game. Play starts with an opening scene, usually something that will bring the characters together (if there is more than one) and either establish how they know each other or allow them to meet for the first time.
  5. When a PC has to do something uncertain, they roll 3d6. This becomes their permanent ability stat (or skill, or whatever term you prefer) for that action.
  6. Whenever a player needs to test that stat (including immediately after that first 3d6 roll), they roll d20. A result equal to or lower than their stat is a success. The GM may give them advantage or disadvantage on the roll.
  7. If a player rolls something really low on 3d6, they can choose not to test it and can try to approach the situation in a different way. But the result of that 3d6 roll stays on their character sheet.
  8. Failed d20 rolls create new antagonists, hazards, obstacles, complications, or other threats. This could be anything in the story that the GM can use to trip up the players. The GM writes it down, along with the number that the player rolled that resulted in the failure. So if the player has an Argue stat of 13, and then rolls a 16 on a test when trying to convince the studio boss to greenlight their movie, the GM notes “Studio Boss: 16.” 
  9. Whenever a number associated with a threat is rolled by anyone, that threat can reappear. It doesn’t matter if a different player rolls the number, or if the PC whose failure led to the creation of the threat is present or not, or even if the roll in this instance was a success (because it is rolling against a higher stat). If the GM thinks it makes sense for the threat to appear, it can happen.
  10. The story ends whenever everyone thinks it has reached a natural ending. Or…
  11. Alternately, the story can end when the game reaches a predetermined number of one or more of the following criteria:
    1. Successes. X successful checks against stats are enough to complete the goal.
    2. Failures. X failed rolls on stats are enough for the goal to fail.
    3. Threats. X threats created are enough to ensure the PCs will fail to complete the goal.
    4. Stats. Each character can have only X stats, maximum. Once they’ve reached this maximum, their next failure will knock them out of the story in some fashion or another. If all the PCs are knocked out, they fail to complete the goal.
I'm keeping this in my back pocket in case I need a quick, improvised RPG. If I have an opportunity to try this, I will report back.

Tuesday, January 13, 2026

Using Boring Meetings to Design Dungeons

The modern world is filled with a certain number of boring, pointless meetings. Maybe the meeting itself is pointless. Or maybe you are simply an ancillary attendee who should have been left off the invitation. For whatever reason, you are stuck here until the meeting ends. With nothing else to keep it busy, your mind wanders back to the dungeon. 

Every time a new participant in the boring meeting talks, try to write down the first remotely interesting word you hear them say that is either a noun, an adjective, or a verb. If they’re talking fast, you might only catch one or two of those words. That’s OK. These are loose guidelines, not strict rules. Keep writing down words until you have at least one verb, one noun, and one adjective. Cluster these in groups until you have a handful of them.

Nouns Are Rooms

Each noun defines the purpose or status of a room in the dungeon that you are creating. Sometimes this will be very literal, like the word “store” suggesting a storehouse. Other times the room you create will only have the vaguest trace of the origin word. Some words will not work at all, but try doing some free association before you give up on a noun that doesn’t have any dungeon energy. You may find it takes you to some unexpected places.

Adjectives Are Contents

Adjectives elaborate on what is in the room. This can take many forms, but the following are good places to start.

Aesthetics: What does the room look like? Smell like? Sound like? 

Purpose: The noun may imply what the room is for, but an adjective that pushes back against that implication may suggest a change in purpose. Integral to many classic dungeons is the idea that a room’s purpose has changed over time.

Occupants: Adjectives can strongly suggest who or what uses a room or has been there recently.

Verbs Are Current Events 

Verbs can suggest monsters, NPCs, and other dungeon activity. They can also suggest hazards, environmental effects, and weather. The random encounters table is a good place to start thinking about verbs. What is happening right now? What happened recently? What will happen soon? If the room is not an empty room, the verb may be the best clue toward what a monster is doing, how a trap threatens interlopers, or how a trick or special feature presents itself to the explorer.


A screenshot from the 1994 film The Hudsucker Proxy. Old men sit on both ends of a long meeting table, looking away from the camera and toward a man standing on the table, poised to begin moving.


An Example: The Questioning Device

I listened and wrote down the noun "question," the adjective "technological," and the verb "counting."

“Question” could mean many things, from a scrying pool to a riddle. I will make our “question” room an interrogation room. This is a pretty literal interpretation and gives us a grounded place to start.

“Technological” could go in a few directions. The torture machine from The Princess Bride, for example. Perhaps there is a techno-magical machine in this space. Whatever its original purpose, the current dungeon occupants use it to interrogate prisoners.

“Counting” is a great verb because it suggests both subject and object – someone is counting and someone or something is being counted. Perhaps one of a number of prisoners has escaped? A headcount is happening, or has just happened, and the captors have discovered that someone ins missing. They are now using the Questioning Device to try to force the remaining prisoners to tell them where the escapee went.

And so we have a fully formed room. 

Pay Attention, Class

Am I suggesting you be lazy? Rude? Disrespectful to the organizer of your boring meeting? Well, yes and no.

Yes, it is true that I am suggesting you slack off a bit. But I did preface it by saying I was talking about meetings that were unimportant, unnecessary, or overly broad in terms of invitees.

And for what it’s worth, I think this game is a way of genuinely paying attention. The worst sort of inattention is the full-on daydream, where you are thinking about a dungeon that has nothing to do with the meeting. At least in this model, you are paying a minimum level of attention in order to catch those prompt words. Your brain may subconsciously catch more detail than you expect, just because you have given it an ulterior (and more interesting) reason to care.

Tuesday, January 6, 2026

Asking for Directions in an RPG

"Five Turns Sixwards of Five’ is a pretty simple instruction for someone around Saint Five; just turn ‘Sixwards’ (people nearby will probably have a good general idea of which direction ‘Five’ is), and then take five major turns in that direction." 

This from a post regarding Patrick Stuart's upcoming book, Queen Mab's Palace. I’m looking forward to reading it, as his Deep Carbon Observatory was one of the very first OSR products I ever read, and Patrick’s work continues to be appointment reading.

The above excerpt reminded me of an interesting question to consider when running RPG sessions; how do people give directions in the fictional world? This is worthwhile to think about both in the sense of NPCs giving PCs literal directions, and in the sense of how the DM describes imagined spaces to the PCs so they can visualize them accurately. So what are some options?

Locally relative. Until recently in human history, most people did not have GPS, compasses, or even detailed maps. Most directions would be given based on a simple view of the sun and some dead reckoning using local landmarks. This is a good baseline assumption for low-tech worlds like most fantasy milieus. Simple questions of elevation and sight lines would greatly affect how well the local area is "known" to inhabitants. 

Map-level view. The opposite is people who primarily have a “map-level” view, rather than an egocentric sense of direction. This is generally better for PCs trying to ask for directions, as the players themselves are to some degree viewing the action “top-down” (literally or figuratively) when trying to get from place to place. So an NPC who can tell them to go west is probably more helpful than one who gives locally relative directions. 

But it can get tricky for the PCs in other circumstances. If a PC deep in a dungeon asks an NPC “which door should I use, the one on the right or the one on the left?” and the answer they get is “the westernmost one,” that PC may wish they had those locally relative directions. 


An animated gif of a classic 80s or 90s PC adventure game, from a first-person view. It shows a forest and says "LOST AGAIN, WHAT NOW?" With choices below that include turn east, turn west, go back, or drink cognac.


Intuitive directions. The direction-giver knows how they would get there, using subtle clues from the weather, the disposition of local flora and fauna, or even something like the planet’s magnetic field. But that can’t be relayed in a way the PCs will realistically understand. This is a good way to prompt the PCs to hire a guide who can navigate for them. And to stress that they need to keep that guide alive. 

Different units of measurement. The locals know how far it is to where you want to go, but they don’t use the same units of measurement and don’t know how to convert to units the PCs understand. This can create a bit of a puzzle, where the PCs are rewarded for figuring out something that must have been a challenge for real-world explorers as well.

Different or differently emphasized sensory organs. What happens when a PC uses Speak with Animals to ask a bat about the interior of a cave? The bat knows the cave in great detail, but not in the way a person would know it. Imagine the poor bat trying to explain how echolocation feels to someone who cannot echolocate. 

Weird environment. If PCs are exploring a strange space like the astral sea, and they meet a resident of that place, how does that creature explain how to get where they want to go? Light? Gravity? Something else?

Be Kind to Your Players

It is fun to bake your crazy ideas into your game, but please keep in mind that TTRPGs are a matter of mediating a highly fluid and unstable imagined environment through mostly just... words. Be careful when throwing in advanced concepts like tricky or hard-to-understand directions. Err in favor of the players when they’re struggling with confusion that is more about the distance between player and character than any intentionally crafted game challenge.

Tuesday, December 30, 2025

The Rival Taxonomies of D&D Magic

D&D’s origins were full of contradictions. The game was defined by strict rules, but open to liberal interpretation. Top-down design versus a strong DIY ethos; high fantasy versus science fantasy; Appendix N versus Hammer horror. It shows up in so many aspects of the game. 

Consider for example how spells are named in D&D. They can be grouped into two broad categories. 

Detect Magic, Locate Object, Comprehend Languages, and similar spell names have a technical nomenclature. The spell names quite literally explain what the spells do, in plain language. This is magic as technology. This is one of the two taxonomies of the game that goes all the way back to the beginning, appearing in the context of magic items as well

Now consider names like Hellish Rebuke, Crown of Madness, Eyebite, and almost all of the spells that include proper names, like Tasha's Hideous Laughter. These have a mythic nomenclature. The name still relates to what the spell does, but in a much more evocative, figurative, or culturally mediated way.


An animated gif of a scene from the television show Adventure Time. Finn the Human is wearing the Ice King's crown, and saying "I am the end and the beginning. I am the hand of madness."


Now imagine that these rival naming conventions aren’t just an oddity of the game’s development. What if we infer there is an in-universe reason behind this distinction? Perhaps the technical nomenclature came from magic-as-science aliens, while the mythic nomenclature descended from primordial progenitors at the dawn of the world.

You could even group the spells accordingly and associate them with a new alignment axis, to replace the good-evil axis. Is your character lawful-technical, neutral-technical, chaotic technical, lawful-neutral, true neutral, chaotic neutral, lawful-mythic, neutral-mythic, or chaotic-mythic? Replacing good-evil with a different alignment axis to complement law-chaos can make for a much interesting milieu. 

Want to go even further? You live in a world of rationalist wizards and faithful priests. Wizards get all the technical language spells. Priests get all the mythic ones. That’s right, Regenerate and Remove Curse are technical names. Those are wizard spells now. Burning Hands and Cloudkill go in the other direction. These more embellished or ornate names are now cleric spells.

Tuesday, December 23, 2025

An Even Closer Look at the Medusa: Seven More Variant Gorgons

Several years ago I wrote a post with variant versions of the classic gorgon. As noted in that post, we’re talking gorgons as in "people who have serpentine features and can turn things to stone by looking at them," not gorgons as in "big metal bulls that fart petrifying gas." 

Calling gorgons “medusas” is like if aliens made first contact with a human named Glen, then insisted on calling all other humans “glens.”

Although... now the idea of aliens who call humans "glens" is growing on me.

Anyway, gorgon variants. Here we go.

The Deep Time Enthusiast

Medusa was not a vain fool. She was not jealous of her immortal sisters because they would be forever young and beautiful. She was jealous of them because they would live long enough to see the world transformed in ways that even the gods couldn’t predict. Medusa was a deep time enthusiast, and immortality was a path to seeing the future.

Immortality allowed Medusa to study changes in the world, from the rise and fall of kingdoms to the evolution of species to the geologic development of the world itself. The petrifying gaze, nominally a “curse” associated with the condition, also proved useful in her studies. Petrifying a living thing ensured a level of preservation that archeologists can only dream of. 

Building wealth is trivially easy for the immortal, who can rely on compounding passive gains over long periods. Medusa invested her wealth broadly, and used the proceeds to build the world’s greatest museum and biological storehouse. Because petrification can be (relatively) easily reversed, it is an ideal way of preserving organic life.

Random table: What long-gone creatures has Medusa stored in stone in her archive of deep time?

  1. Ravenous meglopedes. Nearly wiped out by humans because of their ruinous consumption of crops. A petrified weapon of mass destruction that fits in your hand.
  2. Party of neanderthal adventurers. Recognizably a fighter, wizard, cleric, and thief, but with exaggerated caveman aesthetics. 
  3. Polonium elemental. Inert in stone form, but highly radioactive if de-petrified. 
  4. Corewurm. Massive interstellar wurm that seeks volcanically active planets, burrows to their core, and consumes them, destroying the planet in the process. Sticky note reading “do NOT reanimate” attached to its stone snout.
  5. Genesis Seed. A single seed, turned to stone. If revitalized and planted, it will produce a rampant explosion of new life, evolving at a greatly intensified speed; and likely displacing existing life.
  6. Doppleooze. Protoplasmic ooze that takes on the form of what it touches. Petrified before its kind drove themselves to extinction via excessively successful doppling. If de-stoned, will turn into the first living thing it can touch.

Credit to Epochrypha by Skerples for inspiration.

The Graft Surgeon

There are various options available to adventurers who have lost limbs, ranging from simple prosthetics up through the powerful Regenerate spell. Somewhere in between those extremes is the exotic procedure known as petrigrafting.

The gorgon known as the graft surgeon practices a craft somewhere between doctor and sculptor (the distinction is… not fixed among gorgonkind). After carefully examining a patient who has lost a limb and taking various measurements, they will search through their storehouse of statuary, looking for a limb that is as close as possible to the missing one. They’ll then petrify the (willing) patient.

The next step is most critical. They must carefully chisel both the patient’s stump and the donor limb so they fit together as exactly as possible. The stump and then limb must then be bonded with adhesive made entirely from organic components. The closer the ingredients are to human physiology, the better.

Finally, the surgeon applies restorative magic to reverse the petrification. As with any graft, there is no guarantee that the body will accept the new addition. Sometimes, the graft fails, and the surgeon will need to re-petrfiy and remove the failed graft. 

But in many cases, the process is a success, and the patient walks out of the operating theater with a newly functional limb. The arm is always conspicuously different; the surgeon cares little for aesthetics, and skin color, musculature, and even biological origin may vary.

The surgeon is always seeking donations for their statuary collection. A common way of defraying the surgeon's bill is for a patient to agree to donate their body after death, so that their limbs may one day be donated to others. For patients fortunate enough to die of natural causes, the graft surgeon is often the last to visit them at their bedside, to call in that debt from years before. 

Random table: What ingredient does the surgeon need you to find in order to create a stone-to-flesh graft adhesive?

  1. Basilisk tears.
  2. The heart of a galeb-duhr.
  3. Saliva from a mimic that has feasted on human flesh.
  4. A branch from a tree in a petrified forest. 
  5. A flagstone from the hall of the king of Urgos, located deep within the elemental plane of earth.
  6. A fang from the snake-hair of a gorgon (no, the surgeon is not interested in donating one of his).

The Stonework Stablemaster

Nomenclature mixups aside, gorgons (the petrifying people) are sometimes found in the company of “gorgons” (the metal bulls). The bull-like creature that many humans call a “gorgon” is actually a close cousin of the catoblepas; a more correct taxonomic name would be petroblepas. Both the former’s stench and the latter’s petrifying gas comes from their specialized stomachs; like cows, they are ruminants.

In isolated areas, gorgons are known to raise basilisks and petroblepases. While gorgons are not immune to their petrifaction, they do understand its dangers better than most creatures, and have some inherent resistance to it. 

Gorgon stablemasters can provide a stable supply of food in the form of petrified stone, which allows them to domesticate both of these petrified flesh-eating creatures. Basilisks are useful because gorgons know how to use the oil from their digestive system to create the alchemical combination that cures petrification, which is very helpful for any gorgon that wishes to maintain peaceful relations with their neighbors.

Random table: What useful things are available for sale or trade at the gorgon’s farm?

  1. Cockatrice egg-grenade. Reproduces the effect of the cockatrice’s bite, in grenade form. Fragile.
  2. Cockatrice-feather cloak. AC as scale, at half the weight. Stylish. 
  3. Basilisk oil. A single vial can restore one petrified creature.
  4. Basilisk kidney. Filters out trace rare metals in stone that the basilisk can’t digest. Highly sought after by alchemists.
  5. Basilisk cornea. Expertly removed intact and preserved in oil. Can be placed over the wearer’s eye like a contact lens. Allows a one-time use of the basilisk's petrification gaze.
  6. Petroblepas oil. The oil that naturally lubricates their armored plating. Functions as oil of slipperiness. Can also be used to restore even seriously rusted metal.
  7. Petroblepas haggis. Pudding made from the organs. Eating it causes petrification, but only gradually over a period of about 48 hours, as most creatures can only digest it very slowly.
  8. Petroblepas armor. AC as full plate, but half again heavier. Advantage on saves versus petrification.

The Climax by Aubrey Beardsley, depicting a woman holding the severed head of Medusa


The Surveillance Assassin

The idea of meeting a gorgon’s gaze is terrifying, but most people can take comfort in the knowledge that gorgons usually dwell in remote ruins and dungeons. Surely, here in the world’s greatest city, there is no reason to fear that a gorgon's glance could turn one into stone.

Don’t be so sure. With the proper application of spells like Scrying and Project Image, a gorgon with magical powers can instantiate its petrifying visage far from its own lair. This method of remote petrification is particularly useful for targeting wizards, as their crystal balls and scrying pools can be magically hacked by the gorgon. 

Adventure hook: Just one more thing… The PCs are investigating the mysterious fate of an aristocratic leader who was turned to stone. No one is fessing up to hiring the gorgon who conducted the remote-stoning, but someone certainly bought up all the basilisk oil in the region over the past few years to prevent an easy cure. If the PCs can figure out who, they will have a strong lead on the responsible party. 

The Mirror-Maze Prisoner

Gorgons are famously vulnerable to their own gaze. Many gorgons end their immortal lives amidst their own statue gardens, after letting their guard down for just a moment. And for some, the double-edged danger of that gaze becomes a prison.

King Calviano's pursuit of immortality may have driven him half-mad, but he found it. The forbidden magics that transformed him into a gorgon ensured he would live forever. Queen Calviano recognized the danger he presented to the people of the land, but could not bring herself to kill him. Instead, she trapped him in a prison of unbreakable mirrors.

The maze is not so difficult to navigate for someone with normal vision. Ordinary techniques for escaping a mirrored carnival funhouse will work, including looking at the ceiling and floor, or finding smudges and marks that give away the glass. 

The maze is more difficult for someone who cannot risk looking at their reflection. The glass is unusually tough so that the king cannot easily break it. And the maze includes loops and gaps that make it difficult to navigate by touch alone. Doors include strange handles and locks that are relatively easy to open when looking at them, but impossible to manage blind. While the king has tried to escape by blindly wandering the halls, the maze’s construction has been enough to keep him trapped at the heart of the maze. 

Adventure hook: Not a place of honor. That all happened over a thousand years ago, and despite the queen’s best efforts to ward intruders away from the mirror maze, people have forgotten the place’s purpose. Adventurers have recently begun to enter it in search of treasure. The king stirs, sensing an opportunity to escape and return to the outside world.

Stone-Cold Counsel 

It’s a quandary that many mortal rulers face. They’ve accomplished great things in their life. But time comes for everyone, and the leader of a hereditary monarchy must ask: can the next generation be relied on to rule effectively? Well, maybe. If only there was a better way.

There is! In stately palanquin, surrounded by lead-lined screens, the gorgon Gravieska travels from court to court, offering aged rulers a tempting bargain; meet her gaze and become a statue. Their heir will receive a dose of petrification-reversing basilisk oil as part of the deal. The statue and oil are passed down from generation to generation. At times of great danger or opportunity, when the wise ancestor's counsel would be most valuable, the current ruler can de-petrify them to seek their aid.

Adventure hook: Succession crisis. The emperor, diagnosed with an incurable disease, was thought to only have a few weeks of life left to them. They underwent the petrification process so that they could save those precious weeks to provide advice to future generations. Several decades later, a cure has been found for the disease. The new emperor’s reign has been controversial, reversing many of the previous emperor’s signature accomplishments. Amidst the old guard in the imperial court, there is more and more talk of bringing back the old emperor; not to provide counsel to the current emperor, but to overthrow their own heir and rule once again.

The Mother of Flesh and Stone

In the beginning, the world was nothing but a writhing mass of organic matter. 

Life, microscopic and thoughtless, was caught in a constant cycle of mad consumption and thoughtless reproduction. This went on for a really long time. 

Into this primordial chaos came the first gorgon. Was it an alien? A monster? A god? There was no observer there to make such distinctions. But it was able to transform the other denizens of this world into non-organic material. For the first time, there was stone. The core of a world. 

Gorgons gradually transformed more and more life into stone, and that stone provided a stable core for the life of this world. For the first time, living things were not in constant contact with other living things. There was room for water to settle, habitats to form, and creatures to specialize. 

Random table: What weird creatures flourished in this gorgon-influenced world? 

  1. Giant shipworms. Kinda like nautical purple worms. Harbormasters will lay stone pilings well outside the harbor, laced with tasty minerals, to keep these creatures away from the piers.
  2. Mage-bane lichen. Lichen colonies that specifically grow on sapient creatures that have been petrified. Acidically eroding this particular type of stone seems to supercharge their growth. The lichen is a serious threat to any gorgons (like the Deep Time Enthusiast) who use petrification to preserve samples of living things. 
  3. Piddock-folk. These molluskular creatures bore into soft rock in search of locations to form new colonies. They appear to be intelligent, but are incapable of verbal communication, or just very rude (scholars disagree).
  4. Dire parrotfish. Particularly common around colonies of coral gorgons. As they scrape statues, they can sometimes ingest intelligence or magic from petrified persons. 

Running a Megadungeon Campaign in D&D 5E

A post on the 3d6 Down the Line Discord expressed skepticism that the Arden Vul megadungeon could be run in D&D 5E.  And I get it. D...