I’ve previously written loads of articles about good dungeon design. However, I haven’t thus far listed the things you absolutely should not include in your dungeons.
April is megadungeon month at the RPG Carnival Blog! Megadungeons are part of the hobby’s DNA. Is there a more awesome adventuring locale?
Several years ago, in my Borderland of Adventure campaign, our band of heroes explored a fragment of the upper level of The Forge of Fury. Sadly, their exploration was cut short when their foray alerted a tribe of orcs in the upper level. In the ensuing battle, the party were forced to flee—and only escaped because of the heroic sacrifice of one of their number.
It’s a sad fact of life, but most commercially available dungeons only seem to have one—or at the most two—entrances.
A couple of years ago, I wrote the Shadowed Keep on the Borderlands as a homage to the Moathouse from T1 The Village of Hommlet (perhaps a perfect low-level adventure). Before I started, I sat down and worked out what I wanted to achieve with the adventure and how I planned to achieve it. These four posts layout my evil scheme:
Dungeon delving is a jolly dangerous business. Some adventurers are lucky. Others are stupid while many are unprepared. Thus, the bones of countless adventurers lie mouldering far from the warmth of the sun.
I’ve posted a lot about dungeon design and I’ve even posted some of my own first megadungeon maps. I realised today, though, that I’ve never shared my favourite dungeon map.
Very few adventures can be played in any edition of D&D and still be awesome. The Moathouse, from T1 The Village of Hommlet, is one of those dungeons.