Page 102 - Dungeon Master's Guide
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after door and killing whatever lies beyond. But the   A dungeon can range in size from a few chambers
            ebb and flow of power between groups in a dungeon   in a ruined temple to a huge complex of rooms and
            provides plenty of opportunities for more subtle   passages extending hundreds of feet in all directions.
            interaction. Dungeon denizens are used to striking   The adventurers' goal often lies as far from the dungeon
            unlikely alliances, and adventurers are a wild card that   entrance as possible, forcing characters to delve
            canny monsters seek to exploit.                   deeper underground or push farther into the heart of
             Intelligent creatures in a dungeon have goals, whether   the complex.
            as simple as short-term survival or as ambitious   A dungeon is most easily mapped on graph paper,
            as claiming the entire dungeon as the first step in   with each square on the paper representing an area of
            founding an empire. Such creatures might approach   10 feet by 10 feet. (If you play with miniatures on a grid,
            adventurers with an offer of alliance, hoping to prevent   you might prefer a scale where each square represents 5
            the characters from laying waste to their lair and to   feet, or you can subdivide your 10-foot grid into a 5-foot
            secure aid against their enemies. Bring the NPC leaders   grid when you draw your maps for combat.) When you
            of such groups to life as described in chapter 4, fleshing   draw your map, keep the following points in mind:
            out their personalities, goals, and ideals. Then use   Asymmetrical rooms and map layouts make a
            those elements to shape a response to the arrival of   dungeon less predictable.
            adventurers in their territory.
                                                               Think in three dimensions. Stairs, ramps, platforms,
                                                               ledges, balconies, pits, and other changes of elevation
            DUNGEON ECOLOGY
                                                               make a dungeon more interesting and make combat
            An inhabited dungeon has its own ecosystem. The
                                                               encounters in those areas more challenging.
            creatures that live there need to eat, drink, breathe, and
                                                              •  Give the dungeon some wear and tear. Unless you
            sleep, just as creatures in the wilderness do. Predators
                                                               want to stress that the dungeon's builders were
            need to be able to seek prey, and intelligent creatures
                                                               extraordinarily skillful, collapsed passages can be
            search for lairs offering the best combination of air,
                                                               commonplace, cutting off formerly connected sections
            food, water, and security. Keep these factors in mind
                                                               of the dungeon from each other. Past earthquakes
            when designing a dungeon you want the players to
                                                               might have opened chasms within a dungeon, splitting
            believe in. If a dungeon doesn't have some internal logic
                                                               rooms and corridors to make interesting obstacles.
            to it, adventurers will find it difficult to make reasonable
                                                               Incorporate natural features into even a constructed
            decisions within that environment.
                                                               dungeon. An underground stream might run through
             For example, characters who find a pool of fresh water
                                                               the middle of a dwarven stronghold, causing variation
            in a dungeon might make the logical assumption that
                                                               in the shapes and sizes of rooms and necessitating
            many of the creatures inhabiting the dungeon come to
                                                               features such as bridges and drains.
            that spot to drink. The adventurers might set an ambush
                                                              •  Add multiple entrances and exits. Nothing gives the
            at the pool. Likewise, locked doors- or even doors that
                                                               players a stronger sense of making real decisions than
            require hands to open-can restrict the movement of
                                                               having multiple ways to enter a dungeon.
            some creatures. If all the doors in a dungeon are closed,
                                                               Add secret doors and secret rooms to reward players
            the players might wonder how the carrion crawlers or
                                                               who take.the time to search for them.
            stirges they repeatedly encounter manage to survive.
                                                               If you need help creating a dungeon map from scratch,
            ENCOUNTER DIFFICULTY                              see appendix A.
            You might be inclined to increase the encounter
            difficulty as the adventurers descend deeper into the   DUNGEON FEATURES
            dungeon, as a way to keep the dungeon challenging as
                                                              The atmosphere and physical characteristics of
            the characters gain levels or to ratchet up the tension.
                                                              dungeons vary as widely as their origins. An old crypt
            However, this approach can turn the dungeon into a
                                                              might have stone walls and loose wooden doors, an odor
            grind. A better approach is to include encountets of
                                                              of decay, and no light other than what adventurers bring
            varying difficulty throughout. The contrast between easy
                                                              with them. A volcanic lair might have smooth stone
            and hard encounters, as well as simple and complex
                                                              walls hollowed out by past eruptions, doors of magically
            encounters, encourages characters to vary their tactics
                                                              reinforced brass, a smell of sulfur, and light provided by
            and keeps the encounters from seeming too similar.
                                                              jets of flame in every hall and room.
            MAPPING A  DUNGEON                                WALLS
            Every dungeon needs a map showing its layout.     Some dungeons have walls of masonry. Others have
            The dungeon's location, creator, purpose, history,   walls of solid rock, hewn with tools to give them a
            and inhabitants should give you a starting point for   rough, chiseled look, or worn smooth by the passage of
            designing your dungeon map. If you need further   water or lava. An aboveground dungeon might be made
            inspiration, you can find maps that have been made   of wood or composite materials.
            freely available for use on the Internet, or even use a   Walls are sometimes adorned with murals, frescoes,
            map of a real-world location. Alternatively, you can   bas-reliefs, and lighting fixtures such as sconces or
            borrow a map from a published adventure or randomly   torch brackets. A few even have secret doors built
            generate a dungeon complex using the tables presented   into them.
            in appendix A.
            CHAPTER 5  I ADVENTURE  ENVlRONMENTS
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