Shadowed Keep on the Borderlands Zoning Case Study

Last time, I talked a little bit about the how I set my design goals for Shadowed Keep on the Borderlands before I started any actual design. Today, I’m going to share how I started to flesh out the basic details of the place.

By Marc Radle
By Marc Radle

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Shadowed Keep on the Borderlands: Design Principles Case Study

The Moathouse from T1-4 The Temple of Elemental Evil is one of my all-time favourite modules. I think it’s a great example of genius dungeon design and I’ve always wanted to design a similar location.

The Shadowed Keep on the Borderland By Marc Radle

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Dungeon Design: Alternate Dungeons

The iconic view of a dungeon is of a constructed underground complex stuffed full of monsters and loot. There are other kinds of dungeon, though, ripe for adventure.

By William McAusland (Outland Arts)
By William McAusland (Outland Arts)

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Dungeon Design: Dungeon Physicality

A good dungeon forces explorers to interact with its terrain features. Dungeons with nothing but smooth floors, featureless walls and plain ceilings realise only a fraction of their potential.

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