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WHEN DESIGNING A DUNGEON; before you begin
madly
scattering chutes, monsters, and secret
doors, take a moment to figure
out what it’s all for. If you are postulating
a world with any sort of
“realizm” at all, you must appreciate that
a dungeon doesn’t just come
into being for the hell of it. To the peoples
of your world, digging a
dungeon out of solid rock is a tremendous
task, one not to be undertaken
lightly.
With some rare exceptions, the dungeons
which a player
encounters have been abandoned by organized
society. However, it
required an organized society to build
them in the 1st place. You, as
the designer, must think like the builders
when you design a dungeon,
and allow for all of the necessary functions
of the dungeon.
Don’t be concerned that the players entering
your organized
dungeon will have too few difficulties
in traversing it. Any D&D player
quickly develops the suspicious
mind and almost paranoiac attitude
necessary for survival. His fears, coupled
with his general lack of information
about your dungeon, will make your dungeon
far more
mysterious than you would ever believe.
If organization and detail seem like too
much extra work for you,
then relax. It won’t take you any longer
to create a dungeon this way,
and in fact it will probably be faster,
due to the benefits of being
organized, knowing exactly what each area
is for and why it is there.
The time you spend in initial planning
is cancelled out when you set up
the individual levels, because you don’t
spend 10 or 15 idle
moments wondering what to do with the next
level. You already know!
Using the basic ideas I’m about to describe,
I have created a 10 level
cave-dungeon complex, complete with maps,
monsters, treasures, and
legends in only 7 hours time.
Before you do anything with a dungeon, you
should have specified
where it will be located, what the surface
area looks like, and what, in
capsule form, its history is. The 2 chief
items of the history are its
age and who built it. Age is important,
expecially time elapsed since it
was last in regular use, because it determines
the condition of any
perishable items found within, and for
some worlds, what sort of artifacts
could be present. The builder, that is,
the being who caused the
castle dungeon to be built, is the single
most important factor to develop
before actually working on the dungeons.
The builder’s occupation, social
standing, alignment, and personality
will decree a great number of levels just
for his own personal use.
These are levels with specific functions
which are unique to his type of
character. Give the builder’s character
a few personal tendencies, such
as being sneaky, grandiose, austere, or
a hater of straight lines, and you
have a blueprint
of what to put in your levels and, better still, a pattern
on how they should look.
Again I say relax! Players entering your
dungeon will not soon, if
ever, perceive this pattern. 1st of all,
players usually are prone to not
seeing the forest for the trees, and secondly
the rooms are no longer
used for what they were intended. Here’s
an example of what I mean:
take a walk down a street which still has
a number of store buildings
standing which antedate 1910. Look at them
closely. Then without asking
anyone or looking it up somewhere, figure
out what each of them
was for. How many did you get right? Now
try it in pitch darkness by
torchlight, with monsters around, and without
any little tell-tale signs
like railroad tracks, truck sized doors,or
distinctive shape on something
4 centuries old instead of a mere 3 generations
. . . They’ll
never guess, either.
On a smaller scale, hero Dancing Bear and
his motley crew come
across a rotting wood door reposing on
the floor in front of an empty
doorway. Through the doorway they see a
10’ x 10’ room with small
bits of rotting wood, intermixed with glass
and Metal, on the floor to
the left, a rusted iron ring on the back
wall, and a larger pile of rotting
wood on the floor to the right. In the
far right corner is a dark stain on
WALLS and
floor, except for a lighter patch on part of the floor. Much
dust and small skeletons.
What was this room used for? You don’t
know!!! (Heh, heh)
You, as the builder, know perfectly well.
The ring on the wall is a
doorhandle, leading to several cells beyond.
The junk to the left is the
remains of a few flails of the cat-of-nine-tails
variety, which had wood
handles and leather flail straps, in which
were imbedded jagged bits of
Metal and broken glass. The metal and glass
remain, the wood is rotting
away, the leather straps were gnawed away
by rodents, and the
cloth bags tacked on the wall which held
them are long since dust. The
debris on the right was once the desk and
chair of grizzled old Sergeant
Lumbago, the warden of this cell block,
whose habit of spitting tobacco
juice at his battered and long lost cuspidor
(it was buried with him as
an act of sanitation) has forever marked
the corner where it sat, now
marked only by a lighter area amid the
constant storm of his expectoration.
Either you or old Lumbago could have told
the esteemed Dancing
Bear that there was nothing behind the
semi-secret door but skeletons
and perhaps the undead, but he will just
have to find out for himself.
Keep it simple and stick to a plan! They
won’t know what you’ve
done! What looks so obvious to you on paper
is the deepest of forbidden
mysteries to everyone else. Dungeons take
time enough to create,
so don’t overdo them. Make it easy on yourself.
Now let us consider the planning of the
actual dungeon. I am
postulating a castle on a small hill, deep
within a forest. About 1000 years ago,
a local tribe erected crude stone fortifications here
for their women and children. The site
was in use for a few centuries
and then abandoned. About 400 years ago,
a young, energetic
wizard named Nappo claimed the site. He
brought in a few hundred
orcs and built
the present castle on the old foundations, expanding outward
and downward. The orcs were put to work
creating a dungeon
complex, which project continued of and
on until Nappo’s death.
Assisted by magic, Nappo lived there for
120 years. In the 275 years
since Nappo died, his orcs have continued
to inhabit the place, greatly
hindered by the various monsters on which
Nappo loved to experiment.
Their numbers are much reduced, and the
castle is now a backwater
area.
Now for the drawing board. The builder,
Nappo, was a Wizard, so
at least 1 level is needed for labs, libraries,
and storage of related
equipment. Nappo experimented on monsters,
so space is needed for
further laboratories, cages of all sizes,
food storage for the beasts, and
all relevant sundry items. (Always allow
for storage rooms in your
levels, it was a long hike to the surface!)
The upper levels should have living space
for several hundred orcs,
with attendant storage, kitchens, perhaps
temple space, and maybe
even sewers or some system for waste removal.
Rotten food and excrement
might have been simply heaved down some
convenient underground
crevasse, which some unlucky player might
fall into. These
levels would be connected by fairly wide
ramps, as defense dictates that
the orc soldiers must be able to reach
the surface quickly.
Here also would be the main armory, with
its own guardroom or
other security precautions, plus fairly
easy access to drinking water.
Leading off in a separate series of levels
would be Nappo’s part of
the dungeons. 1st, a number of levels devoted
to guardrooms, mazes,
and traps
to snare intruders. THEN would come Nappo’s
underground
quarters, from which one would gain access
to labs, animal |or| monster
pens, and Nappo’s treasury. This entire
series would be interconnected
by narrow stairways, as it is unlikely
that anything bulky would ever be
carried in here. Remember that dungeon
excavation is very laborious,
and where it was unnecessary it was not
done.
The entire dungeon complex would probably
not have more than
15 separate levels, plus a few stray corridors
leading nowhere, intended
for further levels which were not completed
due to Nappo’s
death.
None of the levels would be more than 8 levels below the surface.
So, Now we have a general purpose for each
and every level and we
haven’t marked up a single sheet of graph
paper! All this was ac-complished
with only a few basic assumptions carried
to their most basic
conclusions. We are now ready to do some
sketching.
The next step is to draw up 2 views of the
dungeons as a whole,
1 a vertical cutaway and the other a horizontal
overlay. This gives
you the continuity between levels, and
with a little simple geometry you
can even measure the length of a sloping
passage with precision. The individual
levels on these drawings should be represented
by rectangles
showing their extreme boundaries, and both
drawings must, of course,
be to scale. I would recommend 200 feet
to the inch, or whatever scale
allows you to fit everything on 1 sheet
of paper. Now fill in all of
your connecting halls, stairs, and so forth,
and finish up these 2
drawings by writing in the main purpose
of theme of each level within
the corresponding rectangle. Viola! Instant
dungeon!
You have now completed all the necessary
preforations for
creating your dungeon. You have already
determined the size of each
level, the general contents of each level,
and the location of all exits and
entrances to every one. Now all you have
to do is find room for everything
that needs to be in each particular level
and just fill in the dots, as
deviously, as you wish!
So much for the basics. Nappo’s dig was
rather elementary, as it
was merely an illustration. He was only
given 3 personality facets;
being an MU, being fond of animal experimentation,
and needing
space for his orcs.
These alone generated 15 levels, and assumed
him to be both celibate and a recluse.
The more a builder is developed,
the more rich and varied his dungeons.
Many traits of character can find expression
in additional dungeon
levels. Did he have frequent visitors?
Add guest rooms with corridors,
plus secret passages for the builder to
spy on them. Also add another
water source. Did his visitors travel alone?
Not likely, unless the visitor
was Gandalf. You’ll need space for their
retinues.
Was the builder a temporal ruler? Add throne
room, conference
rooms, guard
rooms, more secret passages, and perhaps a regalia room
where Count von Bombast donned his robes
of state. Also rooms for
visiting dignitaries and their retinues,
secret passages for von Bombast’s
spies and
assassins, secret rooms in which von
Bombast conferred
with his spies, and a chamber or 2 for
the dignitaries to cool their
heels in, while von Bombast gets settled
in his gilded chair.
A gourmet requires extensive kitchens and
pantries, along with a
host of attendant small rooms.
Kitchens are fun. They can possess any
number of mysterious sights, sounds, and
smells, not to mention
hungry
beasts. For one thing, ovens must be vented to the surface to
avoide baking the cooks. The vents can
let in water, light,
and above
all, air. The vents will act like an empty
pop bottle does when you blow
across the top. Depending on the wind
outside, the vents will produce
an all-pervading sound from a low hum that
will make your bones
vibrate to a continuous piercing shriek
that numbs mind and ears.
Spilled spices may smell like the burning
of priestly incense, while
simultaneously the wind noice from the
vent may resemble a Gregorian
chant. Your poor, misguided adventurer
may think he is on the verge
of disturbing the summoning of Demogorgon,
when in fact someone
threw a lit torch
down the vent where it landed in a sack o<f> oregano,
while on the surface a moderate breeze
has sprung up. How prosaic,
but how utterly terrifying to the few swordsmen
underground, alone
with their fears.
One of the more common traits among people
of power has always
been a predilection for a varied sex life.
In European history, ruling
men created
comfortable nests for their lovers, which were as lavish as
the men pleased or could afford. European
women, such as Catherine
the Great or Lucretia Borgia, did not have
the same options, but they
could appoint their lovers to their personal
guard. The lovers would
thus gain enough money
and prestige to make themselves quite comfortable.
Doubtless Cleopatra had other means at
her disposal, but information
is regrettably scarce. Use your IMAGINATION.
A D&D world does
not have to be similar to Europe, as Dr.
Barker has shown us so well.
As a final thought, if you want a really
well-fleshed dungeon,
throw in the religious element. In the
entire history of mankind, only
shelter has caused more construction
than religion. Also, religious
organizations tend to be well-heeled enough
to build with impunity
A main temple can
easily be a level by itself. You can have separate
rooms for rituals, artifacts, treasuries,
vestments, confessionals, sacrifices,
meditation,
scrivening, instruction, administration, punishment,
smaller chapels, and chapels for the worship
of each god in a whole
pantheon. There can be special rooms for
memorials, christenings,
burials, marriages,
exorcism, penitence, fasting, and
so on ad
infinitum. Libraries
full of scrolls! Secure rooms for summoning! Just
the living quarters can be endless!
These are just a few ideas to help you put
together a dungeon, and
they are intended to take out some of the
more fatiguing side effects of
design. I know that creating dungeons had
become a tedious task for
me until I hit upon this systematic approach.
I am certainly not saying
that every dungeon should be full planned
out. A builder might be completely
mad
or might delight in total disorganization, in which case a
systematic approach is inappropriate. The
idea is that it should be FUN
to design a dungeon, not a chore. Try a
more organized approach, and
enjoy yourself!