Blackdice Évaluation et création de règles de jeux de rôles. |
| | Help with dungeon creation ideas | |
| | Auteur | Message |
---|
Syd Admin
Nombre de messages : 1263 Age : 38 Date d'inscription : 18/06/2007
| Sujet: Help with dungeon creation ideas Mar 27 Mar - 13:51 | |
| Here are some basics. To make an interesting section of the dungeon, vary one or some of these features in that section. But try to keep everything else a standard. The early parts of the dungeon should be standard, with later parts varying more based on how far away they are.
Surfaces: (Standard: Cut blocks, cool, damp) Rough hewn stone / smooth polished stone / carved / mine-tunnel (hewn stone with wooden supports) Freezing / Cold / Warm / Hot / Searing Dessicated / Dry / Moist / Dripping
Foliage: (Standard: Slight slime) Nothing / slimey / mossy / mushrooms and fungus / small leafy plants / phosphorescence
Temperature: (Standard: Cool) Freezing / Cold / Warm / Hot / Searing
Noises: (Standard: Echoing) Magical silence / Silent / Faint tapping / moaning / dripping / running water
Smells: (Standard: Musty) Smokey / rotting flesh / rotting plants / sulphurous / acrid / sewer
Light Level: (Standard: Dark) Torch sconces (lit/unlit) / melted candles / creepy glow / floating lights / everything glows / magically deep darkness
Air: (Standard: Stale) Poisonous / bad-tasting / fresh breeze from surface / breeze from below / misty / ozone / explosive gasses
Ceiling height: (Standard: 10') Crawlspace (small creatures crouch, medium crawl, no larger), short (5', large creatures crouch), very high (20'), cavernous (30')
Hall Width: (Standard: 10') Very narrow (small creatures or smaller), cramped (5'), broad (20')
Moisture: (Standard: Damp) Flooded to ceiling / neck-height / hip-height / knee-height / ankle-height
There are probably more features you can identify to vary. | |
| | | Syd Admin
Nombre de messages : 1263 Age : 38 Date d'inscription : 18/06/2007
| Sujet: Re: Help with dungeon creation ideas Mar 27 Mar - 13:51 | |
| Now you can add in things like secret doors, locked and/or Wizard Locked doors, traps, puzzles, tricks. Really go out there, including things like elevator rooms that travel between floor without people noticing, or rotating rooms that reveal different hallway exits depending on their position. Large water-traps.
Place monster lairs all around, in places where you think monsters would like to lair. Then put those monsters on a random encounter list along with entries for strange happenings (like a gust of wind coming through that extingushes all torches). Have one entry on your random encounter table for a creature from one level above (from outside, if you're on Level 1) and one entry for a roll on the table for the level below.
Remember that as a mystical and strange Underworld, the doors will open for resident creatures but not for PCs. The monsters probably also know about some of the secret doors, and will use those that they know of. There can also be connections between rooms that the PCs can't use (say, passages full of life-draining blackness, which Undead can use but PCs won't want to, or tiny tunnels that the Giant Rats can use but PCs are too large for).
Place large groups of monsters in large rooms, and individual monsters in small areas. This puts them at the utmost tactical advantage, which they would likely choose for their lairs. Make sure the lair has a way to get out to the dungeon exits up and down without running across a trap - unless it's a trap that those creatures set (such as kobolds with tripwires or spiders with webbing).
Concentrate the loot in the lairs, but leave some scattered around elsewhere. The goal of the adventurers is to get the loot, which means outsmarting or sneaking past or defeating the lair's guardians. You should also put treasure behind trapped areas or under puzzles, as these are unlikely to have ever been opened by the residents.
Make sure you use elevation in your dungeon. Have rooms that plunge down an entire level (without an exit into that level) and the PCs must negotiate their way across somehow or else find another way around. Have ledges higher up, or pits, with interesting things in them. Creatures with missile attacks will favor such places, as they can fire downward with impunity upon creatures who have no missile attacks. | |
| | | Syd Admin
Nombre de messages : 1263 Age : 38 Date d'inscription : 18/06/2007
| Sujet: Re: Help with dungeon creation ideas Mar 27 Mar - 13:52 | |
| Draw your map for a level, making sure you have a couple ways in and a couple ways down to the next level. You can have a passage down skip a level, so it goes from Level 1 straight to Level 3 for example. It's also fine to have many passages be hidden behind secret doors or debris or something.
Mix up the treasure. Don't just have coins and magic items. Consider rolling a percentile die, and that is the percentage of any coinage treasure that is instead in some other form. That non-coin treasure could be in gems and jewelry, salt or other spices, fine oils, incense or perfume, fine clothes or whole cloth, books, toys, nonmagical armor and weapons, useful adventuring gear. Also consider changing certain coin treasure hoards into some other denomination that is less or more useful. For example, a treasure of 200 CP and 300 SP could be turned into 200 Bronze Agols and 300 Silver Smerduks. The value is equivalent, if they bring them to the moneychanger, but they need to pay a 20% fee on it. Or perhaps small bars of metal, carefully wrapped as if the owner intended to return for them someday ...
You can draw out maps ahead of time, partial maps of a level that show the exporations of some long-ago adventuring group. These can be given away to the players as treasure, for is not knowledge about the dungeon a treasure? The maps can occasionally show some symbol the players must figure out, or show a secret door they may not have found. The maps might also be outright wrong!
This is a difficult thing, but try to think of ways to include encounters where the players don't have to fight. That is, if they are bloodthirsty, they will try to kill everything regardless. But if they are clever, they could get more out of the encounter by talking and thinking than by destroying it.
Include areas of each level that are beyond the abilities of the PCs to breach. For example, a Wizard Locked door on Level 1. They can easily return to it later, but the first time they encounter it they may not be able to open it. The barrier could be a special lock or spell ward, or perhaps a very tough monster that doesn't move around much (golems are great for this, Undead too). And if they figure out some way to get in, that's fine. | |
| | | Contenu sponsorisé
| Sujet: Re: Help with dungeon creation ideas | |
| |
| | | | Help with dungeon creation ideas | |
|
Sujets similaires | |
|
| Permission de ce forum: | Vous ne pouvez pas répondre aux sujets dans ce forum
| |
| |
| |
|