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Big Dungeons - An unrequited love?
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<blockquote data-quote="Templetroll" data-source="post: 2811819" data-attributes="member: 2201"><p>One campaign I played in that had great dungeons was one where each dungeon had its own 'personality'.  We could decide where to go if we wanted a dungeon jaunt or just avoid them altogether.</p><p></p><p>Trap dungeon - Lots of traps, obviously, and as we set them off they usually stayed set off with the the attendant bloodstains, scorch marks, etc.   We later found that it had been created by Good beings to entrap Evil beings and that was why so many odd creatures were in rooms connect by normal corridors their size would have precluded their passing through.</p><p></p><p>Elevator Dungeon - It had an elevator platform supended over a pit that went down through all ten levels of the dungeon.  There were no railings and fights that had creatures chasing the PCs to the platform often had someone topple off it.  </p><p></p><p>Ramp dungeon - it was inside a mountain, the two doors were 80 feet high, 25 feet wide each and there were large highways and ramps inside.  The campaign world used the DMs Traveller campaign as the ancient history of his D&D campaign.  I think this place was used to move ICBMs around.</p><p></p><p>Glowing desert dungeon - As a result of some ancient war this desert glowed in the dark, and often caused mutations to creatures passing through the desert.  This was an <em>interesting </em> campaign to say the least.  The best part about this dungeon is we could follow a path of destruction through walls and down stairs to a known safe room on the twelth level of the dungeon.  It was great being able to have a base of operations to explore from.</p></blockquote><p></p>
[QUOTE="Templetroll, post: 2811819, member: 2201"] One campaign I played in that had great dungeons was one where each dungeon had its own 'personality'. We could decide where to go if we wanted a dungeon jaunt or just avoid them altogether. Trap dungeon - Lots of traps, obviously, and as we set them off they usually stayed set off with the the attendant bloodstains, scorch marks, etc. We later found that it had been created by Good beings to entrap Evil beings and that was why so many odd creatures were in rooms connect by normal corridors their size would have precluded their passing through. Elevator Dungeon - It had an elevator platform supended over a pit that went down through all ten levels of the dungeon. There were no railings and fights that had creatures chasing the PCs to the platform often had someone topple off it. Ramp dungeon - it was inside a mountain, the two doors were 80 feet high, 25 feet wide each and there were large highways and ramps inside. The campaign world used the DMs Traveller campaign as the ancient history of his D&D campaign. I think this place was used to move ICBMs around. Glowing desert dungeon - As a result of some ancient war this desert glowed in the dark, and often caused mutations to creatures passing through the desert. This was an [I]interesting [/I] campaign to say the least. The best part about this dungeon is we could follow a path of destruction through walls and down stairs to a known safe room on the twelth level of the dungeon. It was great being able to have a base of operations to explore from. [/QUOTE]
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