Megadungeon Book Club 7: Castle Triskelion 4
I'm taking part in Studio 315b's Megadungeon Book Club! We're looking at Castle Triskelion by Tim Stypinski for the next couple weeks. It's a much longer megadungeon than the last few so we're reading it in chunks, this week is the top of the Outer Ward, specifically the tower tops. Next week will be the beginning of the Inner Ward. Studio is compiling the rest of the dungeon text on their blog, give it a look at the link above!
Check out last week's post here.
Outer Ward, Towers
The towers are separate complexes each at the same height. All 4 of them are inhabited, much more so than the abandoned expanses below. The towers are all encapsulated mini-dungeons by themselves, they're easily the parts of Triskelion that would be easiest to remove and put anywhere else.
In fact, they're so easy to move because they don't really seem to interact much with the rest of the Outer Ward. There's some NPCs that relate in (the captured adventuring party that has been split across many different prisons so far, the Triskelions themselves), but if the towers just didn't exist not a lot would be missing. It would be very cool if the NPCs in each of the towers moved or interacted on the other floors as they went in and out of their living quarters, but this is an exercise left up to the GM.
The towers are fine, they do their job. Individual rooms are written with the same actual-mansion-with-people-living-in-it aesthetic but in the completely-separated-from-anywhere-else classic dungeon style. I'm not especially excited about anything in the towers, but I do think that they would make a cool location for a player safehouse / Outpost within the dungeon. They overlook the bridge and secret entrances to the Inner Ward, they're accessible via flying airship / griffon / magic carpet, and they're pretty easy to defend at the roving-bands-of-goblins level.