Monday, October 7, 2013

Quick Dungeon

A good dungeon adventure usually seems to have a semblance of direction and a coherent theme, while also being somewhat improvised.  Here’s some direction that might help you knock out an adventure quickly when you’re pressed for time.

-Dungeon map: Randomly draw one, or use a repurposed older map, or a map created by a random generator 
-Monster stats: Just use general stats from a book.  Only spend time on the Master.  Bulk up with max hp and maybe some magic or a magic weapon or an exotic guard animal.
-Mission: Pick one, something that will only involve one level.
-Dungeon level Master-the main opposition to the mission.  Why is the master there and what are their goals?  See below.
-Main encounter: Mark on the map the most important encounter and any other interesting encounters.  Don’t try to fill the map.
-Determine other monsters that are in the complex: Opposition or allies of the Master, vermin, and possible wandering creatures.  Also any traps or tricks if needed.
-Purpose of the dungeon: To set the dressing, determine what the complex was built for, or what it was originally built for and what it is used for now.
-Allow the characters an easy entry into the dungeon: Either unguarded, lightly guarded, start off inside, a secret back entrance, or some special means of entry past heavy guard.


Lists to fill out the Dungeon
-Master
Single Creature, Single Species, Multiple Creatures, Multiple Species, None Dominant, Free For All

-Status of Single Master
Absolute Control, Mindless, Insane, Indifferent, Suppressing Internal Rebellion, Fighting Another Faction

-Master Motive
Expansion, Extermination, Revenge, Pawn of Another Master, Scholar (Mundane or Arcane), Religious, Paranoid, Greedy Robber

-Status of Multiple Masters
Allied, Warring, Neutral/Treaty

-Subjects
Weaker Creatures, Subservient Species, Multiple Unrelated Species

-Vermin/Squatters/Random
None, Nest or Lair, Wandering or Hunting, Hiding

-Traps
Random-Set or Temporary, Protecting Area, Magical or Natural Phenomenon

-Corridors
Patrolled, Important Areas Guarded, Trapped and Alarmed, Empty

-Treasure
Scattered, Vaults, Hoard Room, Hidden Stash

-Centerpiece Encounter
Main Temple, Main Treasure Vault, Control Room, Throne Room/Royal Chambers, Royal Crypt

Dungeon Rooms
Armory, Audience Chamber, Aviary
Ballroom, Banquet Hall, Barracks, Bath, Bedroom, Bestiary
Catacombs, Cell, Chapel, Charnel House, Cistern, Classroom, Closet, Crematorium, Crypt
Divination Room, Dormitory, Dressing Room
Gallery, Game Room, Garden, Great Hall, Guardroom
Harem, Interrogation Room
Kennel, Kitchen
Laboratory, Library, Lounge
Mass Grave, Mausoleum, Meditation Chamber, Mess Hall, Monument, Morgue,
Museum
Observatory, Office, Ossuary, Oubliette
Pantry, Pen, Prison, Refractory
Salon, Secret Room, Shrine, Smithy, Stable, Statuary, Storage, Studio, Study
Theater, Throne Room, Torture Chamber, Training, Trophy Room
Vault, Water Closet, Well, Workroom, Workshop, Zoo

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