Page 101 - Dungeon Master's Guide
P. 101

The Dungeon History table notes key events that
           NPC CLASS
                                                            can transform a site from its original purpose into a
             d20   Class             d20   Class
                                                            dungeon for adventurers to explore. Particularly old
                  Barbarian           9    Paladin          dungeons can have a history that consists of multiple
              2   Bard                10   Ranger           events, each of which transformed the site in some way.
             3-4   Cleric           11-14   Rogue
              5    Druid              15   Sorcerer          DUNGEON  HISTORY
             6-7   Fighter            16   Warlock             d20   Key  Event
              8    Monk             17-20   Wizard
                                                               1- 3   Abandoned by creators
                                                                4   Abandoned due to  plague
           DUNGEON PURPOSE
                                                               5-8   Conquered by invaders
           Except in the case of a natural cavern, a dungeon
                                                              9-10   Creators destroyed by attacking raiders
           ·  crafted and inhabited for a specific purpose that
                                                               11    Creators destroyed by discovery made within the
           influences its design and features. You can choose a
           purpose from the Dungeon Purpose table, roll one at       site
           ;--andom, or use your own ideas.                    12    Creators destroyed by internal conflict
                                                               13    Creators destroyed  by magical catastrophe
           DUNGEON  PURPOSE                                   14-15   Creators destroyed by  natural disaster
             d20   Purpose           d20   Purpose             16    Location cursed by the gods and shunned
                                                              17,-18   Original creator still  in  control
                   Death trap        11-14   Stronghold
                                                               19    Overrun  by  planar creatures
             2-5   Lair              15-17   Temple or shrine
                                                               20    Site of a great miracle
              6    Maze              18-19   Tomb
             7-9   Mine               20   Treasure vault
                                                             DUNGEON INHABITANTS
              10   Planar gate
                                                             After a dungeon's creators depart, anyone or anything
            Death Trap. This dungeon is built to eliminate any   might move in. Intelligent monsters, mindless dungeon
           creature that dares to enter it. A death trap might guard   scavengers, predators and prey alike can be drawn
           the treasure of an insane wizard, or it might be designed   to dungeons.
           o lure adventurers to their demise for some nefarious   The monsters in a dungeon are more than a
           purpose, such as to feed souls to a lich's phylactery.   collection of random creatures that happen to live
            Lair. A lair is a place where monsters live. Typical   near one another. Fungi, vermin, scavengers, and
           airs include ruins and caves.                     predators can coexist in a complex ecology, alongside
            Maze. A maze is intended to deceive oi- confuse   intelligent creatures who share living space through
           those who enter it. Some mazes are elaborate obstacles   elaborate combinations of domination, negotiation, and
           that protect treasure, while others are gauntlets for   bloodshed.
           prisoners banished there to be hunted and devoured by   Characters might be able to sneak into a dungeon,
           the monsters within.                              ally with one faction, or play factions against each other
            Mine. An abandoned mine can quickly become       to reduce the threat of the more powerful monsters.
           infested with monsters, while miners who delve too   For example, in a dungeon inhabited by mind !layers
           deep can break through into the Underdark.        and their goblinoid thralls, the adventurers might try
            Planar Gate. Dungeons built around planar portals   to incite the goblins, hobgoblins, and bugbears to revolt
           are often transformed by the planar energy seeping out   against their illithid masters.
           through those portals.
             Stronghold. A stronghold dungeon provides a secure   DUNGEON FACTIONS
           base of operations for villains and monsters. It is   A dungeon is sometimes dominated by a single group
             ually ruled by a powerful individual, such as a wizard,   of intelligent humanoids, whether a tribe of orcs
           ·:ampire, or dragon, and it is larger and more complex   that have taken over a cavern complex or a gang of
           ilian a simple lair.                              trolls inhabiting an aboveground ruin. Other times,
             Temple or Shrine. This dungeon is consecrated to   particularly in larger dungeons, multiple groups of
           a deity or other planar entity. The entity's worshipers   creatures share space and compete for resources.
           control the dungeon and conduct their rites there.   For example, orcs that dwell  in the mines of a ruined
             Tomb. Tombs are magnets for treasure hunters, as   dwarf citadel might skirmish constantly against the
           well as monsters that hunger for the bones of the dead.   hobgoblins that hold the citadel's upper tiers. Mind
             Treasure Vault. Built to protect powerful magic items   !layers that have established a colony in the lowest
           and great material wealth, treasure vault dungeons are   levels of the mines could manipulate and dominate key
           : eavily guarded by monsters and traps.           hobgoblins in an attempt to wipe out the orcs. And all
                                                             the while, a hidden cell of drow scouts watches and
           HISTORY                                           plots to slay the mind !layers, then enslave whatever
            n most cases, the original architects of a dungeon are   creatures are left.
            ong gone, and the question of what happened to them   It's easy to think of a dungeon as a collection of
           can help shape the dungeon's current state.       encounters, with the adventurers kicking down door


                                                                          CHAPTER  5  I ADVENTURE  ENVTRONMENTS
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