twelve angry rooms (redux)
A simple dungeon1 can be constructed using three thematic areas, each containing four rooms with unique central features. I distinguish three themes for classic dungeon exploration:
- Surface: newest and least dangerous elements of the dungeons. The treasure is also limited, as most of it has already been looted.
- Descent: trespassers may glimpse of the riches trapped below. As the danger increases, the treasure-hunters are compelled to continue their delve to cover the cost of spent resources.
- Deep: the oldest and most dangerous elements of the dungeon. Clever and lucky survivors will be rewarded.
Every room should have something the players can interact with: things that are dangerous, valuable or useful. The central feature is the main interactive element in a room:
- Hazardous (natural danger): rot and ruin of nature that poses a challenge to the players. Extreme plant growth, flooded tunnels, ash and smoke. This is a great opportunity to attack and deplete your players’ equipment. Scary fauna (like piranhas or spiders) can also fit in this category.
- Trapped (unnatural danger): a mechanism built to target and get rid of treasure hunters. Think of the dungeon’s creators, their technology and mindset. More recent inhabitants place traps to protect their dwellings. Rival bands will drop simple and hastily made devices.
- Treasure: an especially valuable object: magic items, or items valuable to certain factions. Something that has more than just a price tag and can be used in interesting ways, usually hidden or guarded.
- Guarded: a creature or character that wants to stop trespassers from going deeper into the dungeon, not necessarily violent. Treasure-hunters can charm, trick or defeat the guard to find new options for exploring the dungeon (alternate paths, reduced hostilities with a faction, special equipment).
Blend the rooms, have aspect of one room bleed into the other, combine rooms. Detach rooms from their intended location and place them somewhere else. Think of the effects it would have on the surrounding rooms. Add secondary interactive elements to each room (treasure, danger, or perhaps a puzzle).
When mapping, keep rooms interconnected, with several loops. Use secret, hidden and forbidden passages. Place at least two exits.
As you progress in a campaign:
- Combine multiple twelve-room sections to create a larger dungeon that is even more dangerous and enticing to explore.
- Create factions that rule the dungeon or nearby areas. Shift the balance of powers every time the dungeon is explored anew.
- Spread vibrant rumours about the dangers and riches of the dungeon, some that are impossible, some that are unlikely, and some that are very true.
a castle in ruins
A castle lies long abandoned. The old keep is surrounded by crumbling walls. Endless rotting farmlands stretch beyond the horizon.
Surface | Descent | Deep | |
---|---|---|---|
Hazardous | Abandoned crops are crawling with insects, waiting to cling onto fresh rations. | Curious birds nest in the wall’s cervices. They try to swipe away anything shiny. | Keep’s stairwell draws in high winds, blowing out torches instantly. |
Trapped | A deep well, golden coins glimmer at the bottom. Bandits have placed spikes on the walls. | Lowered drawbridge with a hidden trapdoor. Victim falls into the moat below. | Grand hall with an ornamental chandelier, rigged to drop on trespassers. |
Treasure | An old cannon, able to destroy a castle wall. If only there was gunpowder somewhere. | A wizard’s staff, lodged between rocks, hanging over a sudden drop. | The dethroned monarch’s crown, lost in the fighting and chaos, haunted. |
Guarded | Farmers warning trespassers of the castle’s dangers, but they know a secret path in. | Rogue kingsguard camp. Firing antique rifles to scare off intruders. | An old serpent, seduces pray with promises of gold and power, then consumes them. |
Combining farmers and the old cannon:
- Perhaps the farmers know where to find gunpowder for the cannon, where the wall’s weak spot is located. Are they old soldiers who have vowed to never cause destruction again?