Dungeon Builder's Guidebook - Bruce R. Cordell
Dungeon Builder's Guidebook - Bruce R. Cordell
1 1 ) I I
D U
Dedication
Intnx€uction .................... ~
Table of Conknts
I
P
IOU are probably wondering, Is t
Dungeon Builder's Guidebook assem ied-and-true dungeon buildkg advice,
approaches, and tactics gathered over many years and from many game tables.
Moreover, the suggestions and samples in this guidebook are an invaluableE
-
resource for initiating and f l e s h 0 nut the
your own imagination.
t What if I already design all my own dun thani you v e r
pros, this guidebook offers a quick and easy stepping stone in d
The advice and tips in Part One: Dungeon Building Lore may be a d news b
you, long ago implemented into your designs; however, even tl-
Dungeon Master (DM) is sometimes strapped for time and/or inspiration. The
Dungeon Builder's Guidebook is perfect for generating the dungec
at a moment's notice, the goblin warren the player characters (PCs) accidenta
stumble upon, or the pocket dimension you did not get a chance to detail!
Whether novice or veteran, you can use this guidebook as an
Many dungeon designers excel in the art of adapting interesting and applicable
ideas from many sources and plugging them into their own creations. The Dun-
geon Builder's Guidebook is specifically designed as an idea grab bag; the tables
and geomorphs can easily function as menus and generic floor plans, to 1
in whole or in part. If you do not want to trust dungeon creation to the whim o b sri,
the Autodungeon Engine in Part Six, disregard it as an interesbtin@curiosi
use only those parts of the book that suit your specific needs.8' --
What is a "Dungeon?"
Historically, a dungeon consisted of underground chambers for the confine-
ment of prisoners. In this guidebook, and as a convention used liberally throu
out the A D & P game, "dungeon" means any bounded setting within which
interact with each other, nonplayer characters (NPCs), traps, puzzles, monst
and/or other challenging situations. Thus, this term applies to everything from
7
subterraneanmines andburial chambers to castles, ci&, and extraplan
abodes.
That said, the Dungeon Builder's Guidebook assumes you
DUNGEON MASTER@ Guide and the Player's Handbook. Becau
the entries in the encounter tables do not include combat
STROUS MANUAL^^ tome would also be extremely handy.
In addition pencils, pens, erasers, and graph paper (or a p
Introduction ' -
Part One: Dungeon Building L
Part One contains several atmosphere enhancements, philosophies, and techniques
of dungeon creationthat can prove useful in constructing any dungeon setting. If you
are not creating a completely new dungeon, a perusal of W e points may bring to
light some interestingpossibilitiesfor already existent settin Advice for applying
these formulae to actual dungeon creation appears in Part TEee: DungeonTypes.
Philosc "-Y)
A philosophy is a basic theory or viewpoint held by an [Link]
you make while creating a dungeon therefore operate as plzilosophies of dungeon
building. For example, mqny people swear that an approach (described in Part
Applied Dungeon Conception) is necessary to mate a dungeon, but other
builders may have different primary philosophies.
Though a philosophy generally focuses on a specific component of dung& buIl
ing, it is possible to simultaneouslyaccept several complementary philosophies.
However, sometimes a philosophy of dungeon b u i l d q is gib basic to &e dungeon
conception that it competes with other philosophies. In these cases, orre of the two'
varying concepts must become subordinate to the [Link] course, varying your pri-
:I
in dungeons.
In a fantasy setting, however, you can have subterraneanplants, molds, and
h g j subsist solely upon nutrients in the soil, radiation from "telluric currents"
running through the earth, or other esoteric sources of energy. Once a basic pop
lation of vegetation colonizes a dungeon, a small population of herbivores can
I I l l
~ 4 part One: Dungeon Building L o b
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support themselvesu p n the growth, and an even small- Chsic Design
er popdation of civnivores (monsters) can feed on these In the early years of fantasy roleplaying, dungeons
gdazers. RealistLcally speaking, tlre carnivore population incorporatedincredible size and [Link] un
than 1Q%of ground complexes often included more than
Erample: The sealed Cellar o tinct levels, each one boasting several sublevels
' for narrow air vents to the surface anyway) contains a hundreds of rooms. This classic design worries
rampant growth of bioluminescentfungi. The fungi realism and more about providing a site suitabl
not only provide light, but also support a healthy pop- of constant exploration,fun,and looting by th
ulation of worms, rats, and bats. Keeping %e numbers "Fun vs. Realism" below). Accordingly, as the
of grazers in check, a tribe of gnmlocks garners their delve deeper, the monsters become nastier and the
daily nutritional requirements from both the grazers SUES larger. This setup presents the PCs with
and-the challenges to match their own increasing pow
also gives you the luxury of designing deeper
c9dmkeB PCs progress.
Example: Aknon's Labyrinth exists just outside the
frontier town of Lethur. The town sprouted after the
discovery of the nearby dungeon, much as a boom-
town appears in the wake of a gold rush. This
labyrinth consists of a massive underground complex
stsr types. Monstersthat might n o d y attack each other that dates back to the time of the Cleansing Wars,
c d d be dtarmed or ozhenvise mmtally manipulated, when the evil sorcerer Aknon made an almost succes
ful bid for regional dominance from the safety of his
m @ h gthem get ialangwith each &her and work toward a subterranean fortress. In the end, the surrounding
catmmm&. M m p s e n t 011 a "work for hire" races managed to defeat Aknon, raze the foundations
b-out tity-may not work of his surface stronghold, and clear the upper levels &f
scplco~y his underground complex The lower levels were then
sealed off to fester in darkness. In the years following
Aknon's fall, bandits and orcs have infested the upper
halls. Further, legends still speak of powerful artifacts
and ylntested arcane engines of destruction lost in the
sealeld lower levels, guarded by terrible traps and the
vengeful memory of Aknon himself. . . .
ontheotherhandthe
Fun vs. Realism
There are times when slavish insistence on realistic
environbents, the laws of physics, and believable
tions fod the antagonist can get in
Sure, it would be cool if fall
the acce eration of gravity, but at
appropI/iate second-per-second-squa
soon grdw cumbersome to calculate.
would prove too deadly even for
e
Exumule: The PCs come uvon a erou~of three tunnel ,
wor& in a large cave. d e PCsktefligentlydetermin
the eFact number of their foes in the open area before-
fuftha avepues of exploraticm and fun. hand, and they manage to eliminate the threat easiIy.
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Suddenly two more worms spring out at thembecause Didtheplay~[Link]'sranmndAD&Dtreasure?Of
the DM feels the battle was far too [Link] of "Hey
where'd they come from? I said I had my eyespeeled!" do
not deter the [Link] suspensionof disbelief is broken.
Thm, the playershave less fun and, in fact, are less likely to
suspenddisbelief for the sake of the game in futureencom- rare magical item,dseirqpmz&mof treasureand magic p w s
ters.
Whendesigning
payoff.
Rt?%W&VS.E$ikt
Example: After months of game time, the PCs track a
CXten,DMspikup~mtheirdungeonsinaneffort group of marauding wereratsthrough ever-increasing
pleasetheplay=. Mme often ttrennot,however, thism d y dangers to their labyrinthinelair. The heroes finally best
leadsto further dissatisfactionIf you go way overboard in the last wererat after a titanic struggle in which several of
handmguutthegaodies,the~charaderssoOneburdened the characters die. With bated breath,the survivors reveal
withapMoraofcash&magic,emdmgtheplayexs'intemt the wererat hoard:351 cp,42 sp, 16 gp, and a crystal gob-
in the campaign. Itisjustb o easy! The term "Monty Had"was let worth a measly 50gp. And that's it. There is no magic
bngagotodescrjbecampaignsguiltyofsuchlargess. to reward eager heroes, and insufficient treasure to even
cover the cost of tracking down and confronting the
Example: The PCs trail a group of wemats back to the sew- lycanthropes.
ers below the city The characters easily overmatchthese
creatures, putting an end to the lycanthropic curse plaguing The fowgoingexamplemay seem unlikely,but it
the city Uncovering the wererats' hoard hidden under filth how penny-pinchingDMs an ruin their play& fun f i t a~
and bones, the PCs' eyesboggle at the sight of several much as the Monty [Link] hemes should receive a
10,OOO gp gems, a rod oflordly might, and a staffof the mgi. reward when they win out mer in&%le oddsf spend
m n b mapping a maze, or otherwise successfdycomplete a
scenario. If magic or cold cash is exceedinglyrare in your cam-
paign, award the players with an experience point bonus
appropriate to the situation. Playem need to see tangble bene
fits as a result of their effdrts or their h m t wanes.
7EnkingMomters
It is fast and easy to stock a dungeonusing theMONSTROUS
MANUALtome, dropping&ly monstersinto their moms to
wait for unwary K s . Sometimes,speed is crucial in m t i n ga
dungeon for immediate play However,if you have m w time,
you can generate a lot of fun and inteestby pttmg pml€ in
the claws of the monster:If I wew a goblin eking out my living
in thiscatacomb, how would I use thistm - to my best
defensive advantage?
For startersfany monster with m a sense thana toadstocyl
eventually realizesthat the wanti ofmgk &iks and sword 4
wounding in its hoard are adually much more valuable if adu-
[Link]~%tuces;
they do not just pile them up fot pc&ntial looters. In this way
the goblin king becomes a formidablefoe, wearing bracers of
akjme AC 2 and brandishinga bmad szmd +3, not to mention
the potion ofsuperheroism and potion ofgiant stmgth it just
downed.
Along the same lines, physidy weak ma- are not nec-
essarilymentallyweak In fact, frailerbemgs must often act
more insidiousthanmahues that can get by on brute f o m
alone. Such m tumare likely to make the absolute best use of
Approaches
Within a fantasy setting, a dungeon is often built for reasons other than provic
ing an adventuring party a locale to explore and loot. The purpose behind creat-
ing a dungeon is its approach. Looking at a dungeon from the point of view of its
"real" builder, a few questions spring to mind, such as:
Choosing the approach for your dungeon is an importafit decision. Since the
4&A approach guides-or at least influences-the overall aspect of the dungeon, you
should be sure to pick one that offers possibilities of enjoyment for your players
and, even more importantly, is a concept about which you feel enthusiastic.
However, if inspiration fails to strike or you are interested in generating an
approach randomly, you can roll on Table 1: Dungeon Approaches. If you an
I not happy with the result, disregard it and roll again. If desired, rolling for two or
more defining approaches simultaneously can add additional lavers of complexi-
of each entry follows the table.
b@
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Part Two: Applied Dangeon Conception
larger creatures (dragons, for example) lair alone.
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does not have to be present, it is almost always included
somewhere in the construction of a dungeon.
Detailed descriptions of the keyed locations in the
focus geomorphs appear in Chapter Two.
t L L
Table 3a: Aerial Emounters
Libraryofthewinds 1-
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destroyed outpost
I Fortress of a Demigod A grand s t r u m rises upward,
its reinforced arches and climbing towers obviouslythe
in (corrosive!) result of supernaturallyinspired aonstruction. This fortress
has the potential to be an entire dwngeon in its own right,
Conduit or color pool (on Astral containing as it does the priests, pilgrims, and lesser and
18-20 Corpse of an unhhowed god (on h x1) greater servitors to the demigod-not to the mention the
21-27 Demonic or devilish infestation demigod itself.
- -28-32 Distance distortion Morph Field This is distance distortion taken to
3-35 Entry onto the Infinite Staircase extremes! Distances do not just seam distorted; they are. In
fact, physical objects-including flesh-somethes twist
and distort, causing great pain (and at least ld6 points of
damage) to living creatures.
Music of the Spheres: Heavenly chords resound
through the area from unseen v0ice-r are they instru-
ments? Or, is it the celestial sound of planar spheres as
they shift and collide in their infinite majesty?
Outpost Inhabited by Primes: Stalwart humans from
the Prime Material Plane have colonized this extraplanar
85-89 Prime-material wizard's seeiet citadel ' space. They could be hiding from persecution, mining
90-92 Root or bran strange minerals, seeking peace, m using the area for
extraplanar research.
Planejammer:What is that in the distance?It looks like a
galleon, but it is floating free in extraplanar space, moving
1
through the dimensions as if they were seas. Legends tell of
to an Oukr h e :
ld4 on Table 6a for encounter checks
old, brown/russet/vello
er is haunted by a tricp
&ose buried here. Some of the messages could read "Let Well: This well is long dry, but a ladder carved mto its
me out," "The Band of The Hand Made it This Far," e connects thislevel to levels many hundreds of feet
"Beware the Third Deep and the Drums," or "My teeth low, where strange creatures roam.
crave the sweet meats hidden in bony skulls."
~~
would ffail to corporealize some going keep the players' interest for too long.
Mamoleum: The An air-breather needs technologicalor magical aid that
Sn this m m are sealed can be relied upon for an extended period of time in ordei
burials. Plates engrave to survive underwater. Examples af such items in the star
lies of high status ad dard AD&D campaign include a potion of water breathing
Great wealth is prob (needed in huge amounts if they ipre the sole source of SUI
stone walls, which cod vival underwater!), a ring of surimrning, a ring of water beat
brm of traps and unde ing, an apparatus of Kwalish, a cloak of the manta ray, a helm L
l
ent (sharp rise in local saIipty) I
i
e, qclic (possiblydangerous)
r ~ ~
ld4 Pemnutaiion
1 Influaced
2 Invasion/new ownership
1 Abandoned
2 Bandits/privateers
1
s PartF~Pemutathw
ot remember the location of the dungeon
t
This de cribes the translocationof a standard dungeon
into an ali n environment. You can either use a unique loca-
tion or encihanted environmentfrom your established sce-
nario, or roll for suggestions in this category.
Buried The standard dungeon is buried; thus, this per-
their agents could include demonic tanq'ri, devilish mutation applies when a structurebuilt above ground finds
baateu, or various other infernal crea*. In contrast, it is itself unddr the earth. A gigantic ship submerged in the sand
not beyond the realm of possibility that higher planar pow- or an ancibnt tower buried beneath the earth both present a
ers, such as devas and aasimar, could habe moved in to pur- satisfying bir of mystery to the players when they begin to
sue some angelic mission. Wtities with bore neutral wonder h w such a thing could have occurred.
leanjngs might s m o n b&gs from thd planes of conflict
or &en the Inner Planes; of (pou~se,evil iQnd good are equal-
t
Chrono ogically Misplaced This could involve a dun-
geon that has jumped from the far past or far future into the
ly served by &,earth, air, ahd water elementab. Use Table current westream, or having the characterstravel to the
5a: Bblterdimensional Enco$~tem and Tbble 5 b Interdi- temporal Uocationof the site itself. A dungeon ripped away
menlsional Properties in aadEtion to the normally asso- from its normal time and brought to the PCs' present could
aated with the particular du,hgeon introduce kxtinct creaturesor races that have not yet
GoblinoidalHumanoids:Rather thanbeing controlled by evolved, ahcient or technological artifacts, knowledge of for-
hunians, this dungeon is under the control of o m ,goblins, gotten history or glimpses of future events, or even beings of
o m , hobgoblins, or some Other gobhqid/humanoid race legendary power.
of your choice. It is possible hat the m#uresin charge Dungeons from another time allow you to keep a tight
delwed the dungeon themselves, seized qontrol of it from reign on pBradox, whereas PCs traveling into the future or
sow earlier force, or found it empty an$ colonized it for past to visit dungeons could potentiallycause problems in
theirownuses. the existing campaign. It not only brings into play all the
Wvd Power: A rival p q p whose a w d a conflicts with above posbibilities, but it could also allow the PCs to leave
thatlof the original buildershas aggressively assimilated the area of the dungeon and enter into the society of that
the $tructu~,either killing the previous inhabitants, time perid. If the PCs never retum to their own time, then
i m m g them, or coexisting with *em in an uneasy this does qot present a challenge. However, if PCs retum
[Link] objectivesof the original btuilders are now from a pagt where their actions caused major historical
subverted to the goals of the new owneks. changes, their present might look radically different. If their
wrceqc A spell, enchanthent, or c q e has been cast current meline has changed drastically enough, the players
up* the dungeon from a fdiendly indifferent, or enemy may even wish to retum to the past in order to rectdy earlier
source. The sorcery could cause a varieky of effects, includ- mistakes.
ing (but not limited to) the sollowing: The residents were Extrapl@ar/Extraplanetary: Some dungeons are found on
ovecome by an enchanted slumber; the residents have alternate dimensions or in specially prepared extraterrestrial
b- transformed into animals or some sort of strange abodes. Such places are built (or "seeded") through the
creatures; the residents age quickly; thq true nature of the efforts of powerful entity desiring a secret and hard-to-
resieents is hidden by an illbsion; residents can never reach locale, or more naturally by individualsor beings
leaye; newcomers can neve* leave; newcomers are auto- native to the plane in question. In either case, access to trans-
madcally converted to the purpose of the residents; or dimensiofial locales or off-planet destinations is usudy
Part [Link]
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ters and Table fRx Underw I Properties in auaz
tables normally associated with thiparticular dungeon type
the consequences o
you are using.
UWable: The unstable dungeon canbe a normal dun-
geoq that has begun to dissolve chaotically through fantastic
circumstances,or a dungeon that began in the grip of
entmpic breakdowns (such as most structures on the Plane
of Limbo).
,
1
EISthe Turret of Chaos. Adventurers continually attempt
passage into the storm in order to retrieve a relic of
11 iXreat healing power lost in the structure, even though
t h y must brave continually dissolving floors and walls,
1 temporary creatures of chaos, twisted spell effects,
~
threats to their own physical coherence, and even
lrreakdowns in the physical laws of reality.
; Orientation
This indicates the trans1ocation of an ordinary setting
into dn altered orientation from that which it was originally
built (or a structure originally built without the constraint
of standard design assumptions). Use any change in orien-
tatim that appeals to you, or roll for suggestions in this
category.
Bnoken: Access between various portion of the dungeon
has peen obstructed in some way, either through ceiling
colla,pse or flooding, or through portions of the dungeon
be- physically picked up and moved around to new
locations by catastrophe or magic. In the latter case, vari-
ous wtions of the dungeon have probably suffered differ-
ent amounts of damage. Thus, one section may be
the next upside down. In
dungeon sections’ contents such that all the floors slo
d, while other sections may
ddition, the cataclysmic
of the dungeon might also
have not been accessi-
23
24
I Catwalk 73 Pit I .,.
28 chest 78 Rug
29 I Chute 79 SheKinset
41 Escalator* 91 Tunnelmouth
42
4t
47
48
....
I Touldbeeithermagicalormechmid. #fl
Part Five: Trapp
32 Part Five: Traps
Part Five: Traps
. . . , . , , .i'
1
4 Part Six: Autodungeon Engine
1 1
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heated.
woving On:Once you’ve detemhed and mapped the
duqgeon origin, move to Table l l b Primary Path.
,sQ6JSLctim
3-6 RoU on Tabk lle and map result as dungeon Mig
” ‘1 Roll on Table 2 to determine dungeon type; map
random (ld12, or ld6 for interdimensional) lettered
ing table.
ge origin)with which you can attach the new geomorph.
O erythe you map a freshgeommph, returntothis
!E
tab+ and d lagain, the new result to the last geo-
mo h you mapped. You continue thisprocess until yau
1 1 Table llc: Geomorph Orientation
Roll
rea$ the focus geommph. In this way, you ”chart” a pri-
+-XI path throu&the dungeon fKnn the start area to the
durlgeon‘send. For now, ignore the other unused connect-
your series of geomqhs.
of the number of tines you roll on this table
by Qountingthe number of geomqhs added along the pri-
I
&c* Phth stairs indica6ed,dld6. On 1-2 the
After you have chained together a dungeon from its ori- own o n 3 4 the stairs lead up, and o n 5 4 the s
gin to its focus, you should take care of all the other
unused connection points. Table l l d gives you concrete
dimctiom on how to do this. R ~ lon l this table and take
the action indicated for each empty connection point,
including doors, hallways, openareas, or stairs.
Once you have c m k d rooms and corridors with this
table, you have also probably created additional possible
co-n points (such as doors and stairs). "herdore, in
order to k p your dungeon from growing too "bushy,"
you should increase the die bias by one step for every 20
feet that the connection point on your secondary path
ranges fromthe geomrph to which it is attached.
For example, the
doors, one ofthem more
ad 10' to a four-wav intersection
new passage as a connicting point.
Ahead 10' to a fork in passage, treat eaclt ILK
3J1):Ist-anCmalfr&tdship, bless,
body is ph7rsicaIlv
Elite pbarkl Warrk UdQkAC 3; hflv 9, Fl18 (C); HD
3+1; hpi 27 ea& ”HAC0 16; #AT 3/2; Ihng ld8 (long
swod)JS A W (ld3/1d2; entangles enemies’ limbs; it
m u d and a s u d Strength check to break
M ML champion (15); Int exceptional (16);
of Perception is a circula
‘ a
/
I@ Ibut-klasrrrt
poaition on top.
1. I
A surroundingheavy wooken fence of sharp-pointed stakes surrounds th caajiae to
wi@ the castle cornpund E
pqvent surprise attacks by d ying the advance of assailants. This gives so 'ers
to both resist and prepare a counterattack.l w ral
patrol the exterior of'them i
can .
2. tila
'be lists(sometimes called wards) are strips of land that e n d e the
the barbican. The lists serve ajs roads in time of peace and as traps in
Orrce within the barbican, forcesare in range of
cade walls. In peacetime, serve as an exerrise ground
o&asionally as tournament (described in area 3 below).
5 (chainmail); Mv 12; :Retinue of ldlO 0-level retainers
g sword or light cross-
steady (12); Int avg (10);
ge region of permanently
was born the Semblance.
hterdjmensionaZ Gmmoph C
Thisplanartreeisgarganw
interstitialspace (or the Elemental
thereal, Astral, etc.).
so it is possible to ”fall’”from the [Link]
pUanar hdes open on the tree,making it a crmsrod ofsorts.
flowever, it is entidy possible that entities (either &eve
l h t or benign) have set up ai gennanent base here in order to
either take advantage of thei crosc;-planar traffic by setting up
+aAe m engage in simple bmditry
the paraelementalplans; rather, they are k~.a
wd’ produced by the closeness of fhe parent Elema
IJntdimensionuZ GeornorphE
structure falleninto
nbin,it d d have been taken over by other entities, or it
a
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Part Nine: Interdimensional ~ 4!
e surrounding lands.
a
true t ar'ri and bv
Fro
Grub$
the writhing
01 descend the
cloudkill, comprehend
wormflow of the
ran i w e : inremimensiunai
I I
ural Cavern ~
[Link]-i?;rms
dwarf.
are always at least 2d8 dwarf minersworkh, -_
and ld4 dwarf engineers overseeing the jab.(kefer
to are 1 for miner and engkeer eta
t
delvers must f
9. Sb&
Dark elf vigilame !as netted 8 over-curiaus dwarf
minem who are mw in this open pien sur-
h t e s s , E7m8 (ld3): AC 2; MY
T$!IACil8 (mace+2X; #AT 3/2; Dtng ld6+2
vs. spells; sw light;
(14); Int ?xi& (14); AL CE;
add suggestion. Adark elf can be surprised only on a roll of 1on ld10.
Dmw in bright light d e r a -2 penalty to Dexterity scores, saving
attack rob. Those who stand in bright light while being
by drav gain a +2 bonus to saving throws, while the drow
are at a cumulative-1 penalty to attack rolls.
SpeUs (3/3/3m: lst-cure light waunds (~3);bd-uupry,
charm verm or m m l .hold m m : 3rd-animate &ad. con-
I
B
Bugbear (6):AC 5; MV
18; I-ID 8+8;hp 56,50; THACO 11;
ld8/ld8/ld10 (claw/claw/bite);
(11); Int avg (8);AL NE; XP 975 ea
4. Guard Post
Y
This lieinforced chamber obviously once guarded
yry important, judging by the thickness of
are three feet thick). A massive iron alloy door
assage into this chamber, and it is
P
ora,e trappingmechanism once further
es. As the goblin's luck would have it,
@mb raider long ago managed to penetrate this vault
take whatever treasures once lay here.
Currently, Ahra keeps her treasure of copper ana
(in amounts appropriate to your scenario) in this
althou& the main door stands rusted open and useless
While rio one guards this room, she has installed
'gged to fan upon any that investigatethe messy pi14 nf
*
Eleven: Kuinl'lomb
I..
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d (Revenant): AC 10;MV
rt Twelzre: Underwater
wounds, command,
modera& magical items
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:
"-
vi,
I
t i.i q
&.g Interdimensional Geomrarph B
ity
Interdimensional Geomorph D
Portal Maze
(Tops of “Null” Magic Pillars) I
Aerial Geomorph D
1 [Sq] = 5 feet i
Ae ial Geomorph E
fSq} = 5 feet
Castie Geomurph A Castle Geornorph B
1 ISq} = 5 feet 1 E S d = 5 feet
Castle Geomorph E
1 [Sq] = 5 fee1
Aerial Geomorph D
l~
Aerial Geomorph E@'*?
1 {Sql = 5 feet
/Tomb Geomorph A RuidTomb Geornorph B
I:‘ 3
’* {Sq1= 5 feet
RuidTomb Geomorph E
1 {Sq} = 5 feet
I
{Sql= 5 feet
Interdimpnsional ~~
Planar Tme
1 rSq} = 20 feet
nterdimensional Cieomorph D
Portal h e
1 fSql= 5 feet
c I
Mine/Nai
F
E
. .
I
Underwater Geomorph I nderwater Geomorph T
Cross Section
MineLNatural Cavern -morph A
1 {sq]= 5 feet
Feet
1
9556XXX1401 Pamission is grantedto photocopy these map8 for personnlusc. Copyright@ 1998TSR,Inc.
Interdimensional Founding Geomorph
1 rc-1 - i n L-+
I ISBN 0-7869-1207-3
Integrating geomorphs enhances a dungeon's adaptability by allowing for rapid restructuring and expansion, reacting fluidly to player decisions and narrative developments. They enable dungeon masters to introduce unexpected twists and complexity without extensive re-mapping, providing a varied and dynamic gameplay experience. This adaptability ensures replayability, as repeated configurations offer new challenges and storytelling opportunities designed around player actions .
Geomorphs play a crucial role in dungeon creation by providing pre-designed structural elements that can be rearranged and customized to build a variety of dungeons. They offer flexibility, allowing creators to add them without extensive modification, and can serve as a foundation for more complex designs. Geomorphs enable the integration of different thematic elements, ensuring consistency and coherence in dungeon layouts .
The Autodungeon Engine provides random dungeon generation, offering benefits such as spontaneity and uniqueness in dungeon encounters. It can introduce unexpected elements, enriching the storytelling experience with unanticipated challenges. However, relying on the engine might restrain a dungeon master’s creative freedom and result in non-cohesive design elements that might not align with a player’s campaign narrative. It balances convenience against the potential loss of tailored, thematic detailing .
Geomorphs act as modular units that can be combined in various configurations to easily expand or alter a dungeon layout. They eliminate the need for detailed mapping by offering predefined segments that fit together, allowing a dungeon master to quickly modify layouts for different scenarios or player actions. This system provides versatility while maintaining cohesiveness across different parts of the dungeon .
Geographical constraints significantly affect the construction of an underground stronghold by dictating material availability, structural integrity, and defense strategies. The necessity for durability against natural pressures leads to fortified designs utilizing the earth's innate properties. Magical excavation can ease construction challenges, allowing builders to exploit the terrain for strategic defense. Constraints also inspire creative use of space for functionality and protection .
The physical environment directly influences the ecology of a dungeon by dictating the types of flora and fauna that can thrive there. Subterranean settings may support unique plant species nourished by soil nutrients and telluric currents, supporting herbivores adapted to low-light conditions. The geographic and climatic conditions of the dungeon determine the survival strategies and social structures of its inhabitants, integrating them organically into the setting .
The philosophy of dungeon building underpins the theoretical approach guiding the structure and purpose of the dungeon. It can determine the narrative focus, types of inhabitations, and challenges. A strong philosophy ensures coherence in environment design, aligns inhabitants with the setting, and provides rationale behind the architectural and thematic choices. It allows for multiple complementary philosophies but requires prioritization to maintain consistency .
Primary and secondary paths are essential for structuring exploration within a dungeon. The primary path is the main route that players are expected to follow, which often leads to key objectives or climax encounters. Secondary paths offer alternatives, detours, or shortcuts that enhance exploration, introduce additional challenges, or reward players with unique items or lore. Together, they contribute to varied pacing and strategic depth in gameplay .
Narrative purposes and builder needs fundamentally shape a dungeon's conception by aligning the environment’s design with its lore and functional use. These elements influence the spatial configuration, room contents, and thematic elements to support storytelling and game mechanics. A well-conceived dungeon reflects the history and goals of its creators, making exploration meaningful and engaging for players, prompting them to uncover secrets and histories interwoven within .
Varying primary philosophies during dungeon creation can lead to conflicts between thematic elements and game mechanics. A master might struggle to maintain consistency if different philosophies propose contradictory objectives or atmospheres. Balancing realism against fantastical elements can also present challenges, as it might disrupt player immersion. Managing these variations requires careful integration to ensure that departures from the primary philosophy enhance, rather than detract from, the overall experience .









