Alternate paths into the mountain

II am currently running multiple groups into the dungeon.  I am looking for ideas on where and how to creat alternate paths into the various levels of the dungeon.  Has anyone 'Jacquayed Dwimmermount' to create alternate direct routes to various levels?

The first level has been pretty much 'tamed' as the orcs kobolds, and spiders have been wiped out.  A group of goblins moved in and have tunneled an alternate way into the 1st level and level 2A.  The Crimson Band hold the front door area and one of the PC parties hold the back door area.  

ANy other ideas?

 

 

When I first read the Dwimmermount early release draft, one of the things that struck me as unusual was the number of magical gates. You can leverage this (and I did) to have an entrance from just about anywhere to just about anywhere. (I envisioned Dwimmermount as a sort of Grand Central Station, in its heyday. Now, the gates may be closed, open or malfunctioning (!), and this may or may not be related to the alignment of the stars, etc.)

I created “fragments” of Dwimmermount, small dungeons distant from Dwimmermount that somewhere within them contained a gate or gates to Dwimmermount. The Alchemist’s Door and Terminus is an example you might copy or modify.

By the way, I don’t know what ‘Jacquayed Dwimmermount’ means.

[quote="CharlesDM"] By the way, I don't know what 'Jacquayed Dwimmermount' means. [/quote]

First use here, I believe, but drawing on another poster linked.  Meaning having multiple routes through it, rather than one linear progression concealed by twists and turns.

[quote="the Alexandrian"] I believe that dungeons should always be heavily jaquayed. [/quote]

[quote="CharlesDM"] I created "fragments" of Dwimmermount, small dungeons distant from Dwimmermount that somewhere within them contained a gate or gates to Dwimmermount. The Alchemist's Door and Terminus is an example you might copy or modify. By the way, I don't know what 'Jacquayed Dwimmermount' means. [/quote]

The name comes from Paul Jacquays (now known as Jennell Jacquays), one of the early OD&D authors and dungeon designers.  He is known for the Judges Guild dungeons such as the Caverns of Thracia, which has several sub levels, hidden areas, etc.  A more modern example is Barrowmaze.  Dwimmermount does it, however all entry is limited to the 1st level. 

I like the idea of mini dungeons with portals.  If I start a 3rd group, I'll start them with a map to somewhere that links direcly into unexplored areas of level 2b or 2a .  I later want direct access to lvl 5 and both 3rd levels.  I think the idea of a door at the base ruins (like the alchemists door) opening as a result of the Termaxians fiddling with stuff makes sense.  

[quote="CharlesDM"] I created "fragments" of Dwimmermount, small dungeons distant from Dwimmermount that somewhere within them contained a gate or gates to Dwimmermount. The Alchemist's Door and Terminus is an example you might copy or modify. By the way, I don't know what 'Jacquayed Dwimmermount' means. [/quote]

The name comes from Paul Jacquays (now known as Jennell Jacquays), one of the early OD&D authors and dungeon designers.  He is known for the Judges Guild dungeons such as the Caverns of Thracia, which has several sub levels, hidden areas, etc.  A more modern example is Barrowmaze.  Dwimmermount does it, however all entry is limited to the 1st level. 

I like the idea of mini dungeons with portals.  If I start a 3rd group, I'll start them with a map to somewhere that links direcly into unexplored areas of level 2b or 2a .  I later want direct access to lvl 5 and both 3rd levels.  I think the idea of a door at the base ruins (like the alchemists door) opening as a result of the Termaxians fiddling with stuff makes sense.  

There are a number of entrances in the Deep Hollows, as well, that connect to unspecified subterranean locactions which could easily themselves have surface entrances.