Friday, February 20, 2026

Urheim

Some of you may recall that, shortly after I resumed blogging in the late Summer of 2020, I began a public project – the Urheim megadungeon. Though the posts relating to it were well received, I eventually lost interest in continuing it, largely because I wasn't running Urheim. Instead, it was a purely theoretical pursuit, an attempt to do what I had hoped to do with Dwimmermount. Because I was doing it without any intention of making use of it, I didn't feel a connection to the megadungeon and abandoned it.

Recently, though, an opportunity to correct this has arisen. The Metamorphosis Alpha campaign I began last year is on hold, owing to the departure of a couple of players for several months. That led to some discussions with the remaining players, who felt it might be worthwhile to play something else until the absent players returned. When one of them admitted that he had never played a megadungeon-based campaign, the conclusion was obvious: I should referee one for him and, rather than returning to Dwimmermount, I would pick up Urheim where I left off.

For this campaign, I'll be using Old-School Essentials as its base, modified with some house rules I've assembled over the years. The house rules bring it closer to OD&D + Supplements – what I have, in the past, referred to as D&D 0.75 – which is my preferred version of the game. It's closer to the simplicity of pure LBB-only OD&D while also possessing more of the flavor of AD&D that I think a lot of people have as the default frame for conceiving of Dungeons & Dragons. Also included in my house rules are some unique races like the Gargantuas and unique classes like the beggar.

Of course, what really excites me about this is the opportunity to continue my development of Urheim in the context of actual play. While I don't think it's absolutely necessary that every piece of game writing must arise out of regular campaign play, I do think that writing that does is generally better and more vital. This is, I think, especially so in the case of megadungeons, which are generally so large that the only way to build them is a couple of steps ahead of the player characters – or so I have come to believe (perhaps I'll write about that in another post).

It's been a while since I last regularly refereed a megadungeon, so this will be a good experience for me as well. As the campaign develops (assuming it lasts for any length of time), I'll no doubt have thoughts to share, including additional details about the Telluria setting in which Urheim exists.

16 comments:

  1. ...i believe several publishers are collaborating to celebrate megadungeon month in april; might present a timely occasion to share your progress on urheim in an ongoing series...

    ...how far off is your conception of dungeons + dragons 0.75 from swords & wizardry complete with all its options?..

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    1. I haven't looked at S&W Complete, so I can't say with certainty, but I suspect fairly close, since I understand what I can 0.75 is more or less what it presents.

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  2. I'd be interested to pick through those house rules of yours. A quick googling didn't produce a hit on this blog, except for some OD&D house rules you admitted were largely unused.
    I got into D&D through those Baldur's Gate video games, so a large part of my mental schema of D&D is constructed out of AD&D-isms. So much so, I find it really hard to understand playing B/X without them.

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    1. I'm in the midst of putting all the house rules together in a big document. Once it's done, I'll make it available in some form.

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  3. Oh man. Just out of curiosity, how difficult would it be to incorporate Urheim onto a megasector of the Warden? Logistically and via rules compatibility?

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    1. I suspect it'd be difficult, since the frame is thoroughly "fantastic medieval" in nature. The megadungeon lies beneath a ruined monastery founded to contain the Chaos found within it.

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    2. But...might not a handful of the primitive denizens of the "natural" world develop a cult of monks entrusted to form a bulwark against the true Chaos discovered in its lower levels? A Dwimmermount-esque Iron God, but of Chaos, one with serpents of steel, tendrils and alchemical automa ensuring that the chaos of Warden control?

      I'm sure it doesn't fit, but that's what I immediately thought of when you mentioned MA and Urheim in the same post.

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    3. Cheers, Daniel ..that is a brilliant idea! .. Perhaps with a computational Gate (per 'The Laundry Files' by Charles Stross*) opening into Urheim? .. With Gratitude, Matthew.

      [*see also 'The Laundry' RPG by Cubicle 7 .. there is a new version (2025/26), but I prefer the art and mechanics of the original (2010).]

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  4. From Goblinoid Games' Advanced Edition Companion:

    Something most gamers can agree upon, whether inclined toward "old-school" or "new-school", is that the advanced first edition of the world's most popular fantasy role-playing game had a unique feel and flavor. In fact, advertising rhetoric for later editions attempted to sell the idea that the feel had been maintained in 3rd edition and beyond. There was just something about all those monsters, classes, magic items, spells, and attitude toward dungeon delving that added a unique depth to the game. The flavorful demons and devils were undiluted, and foes to be reckoned with. The system, although eclectic by "modern" standards, had those little extra details that lent a certain life to the implied world.

    Some of my best gaming has been with the first edition rules, but when I think about the way my friends and I had always played the advanced rules it was essentially like the original classic game (i.e. Labyrinth Lord) with the added monsters, treasures, classes, and some other rules from first edition. So the goal in writing the Advanced Edition Companion (AEC) was to create an expansion of Labyrinth Lord that is a natural evolution (with compatibility) of advanced first edition but keeping the slick original game engine. I think you'll agree that I've succeeded. If you play using AEC you will be playing advanced first edition rules as most people played them."

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    1. ...the game all my friends played in the early eighties was essentially a hybrid of holmes/moldvay (whichever set our parents bought) with AD+D options tacked on; not too far off the same notion...

      ...probably a product of personal income coming as we grew old-enough to work, that first boxed set was invariably a birthday or christmas gift followed by supplemental books bought with our own money; the original LBBs were the purview of older brothers or cousins with their own discretionary income to spend in seedy hobby shops where parents dare not tread...

      ...distribution of basic boxed sets into general retail channels really transformed the demographics of the hobby...

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  5. you know, every so often, you hear some middle aged woman admit she is jealous of some other woman for having family+kids instead of career, and now, I feel I have gotten as close to that as I can. I would love to play or run a megadungeon. and have regular players who want to.

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    1. One of the really great things I loved when I first started The Game were the access limitations I had: Armed with only Basic rules (level 1-3) and The Lost City, I learned that every dungeon could be a mega dungeon. I had to be able to DM The Lost City, for multiple parties and three different playing groups for, I would guess, the first several months of newbie gaming (until I finally got to play an actual PC with an experienced DM). The factions and author-guided "blank spaces" were perfect. Because - at least in our beginning - we were religious Mappers (our survival depended upon being able to get out of the dungeon), I didn't even have to design the rooms: I'd just make up the next room off the top of my head (because that's what I thought I was supposed to do) and then copy (by hand of course) the player map in between sessions! Between the players and the "natural" movements of the different cult factions, I hardly had to design a thing.

      IIRC, it went something like this:

      Me: "Okay you enter a big rectangular room."

      The Mapper: "How big?"

      Me: "Uh, 50 x 50."

      The Mapper: "That's not a rectangle."

      Me: "Sorry. 50 x 80. 50 North-South. 80 East-West"

      The Mapper: "Exits?"

      Me: "None."

      Another player: "Oh! SEARCH FOR SECRET DOORS SEARCH FOR SECRET DOORS."

      The Mapper: "Wait a minute! What is in this room first?"

      Me: "Uh rotten blue tapestries on the wall. And a fountain. There's no water in it. It has carved gargoyle heads on it with open mouths for the water to fall out of if it had any."

      The other player: "SEARCH FOR SECRET DOORS"

      Me:

      Yet another player: "No wait! Search for traps."

      Me to myself: Ohh. Good idea!

      Me to the party: "Too late. You find a secret door. It is one of the gargoyle heads that turns with a click and you see a panel behind the fountain open, but also a gurgling noise comes from inside the gargoyle's mouths. Then, instead of water, blood pours out, filling the fountain. It is steaming, and smells terrible..."

      The Lost City was so foundational to me that I think it is that module, not the rules or the house rules, that provides the primary lens through which I view The Game.

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    2. Oh that blank Me: above got htmled out. It should have said:

      Me: (rolls dice. successful, so they "find" a secret door, so I decide there's a secret door!)

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    3. just keep updating your notes lol

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  6. More of a "Basic Advanced" type myself, I settled on Advanced Labyrinth Lord, but I can definitely see the charm of going White Box Plus.
    Glad to see Urnheim getting some love again.

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