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Clever dungeon architecture


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Real world - stairs that exposed the right side of climbers to archers.

Gutters - to catch water and channel it away.

Maintenance tubes - More for cities but hallways that allowed workers easy access to different levels. Hard to see, hard to open, with starts in public places but great way to bypass traps or populated areas.
 



For me 'clever' dungeon means to _not_ have any kind of (annoying) mazes or mechanical traps.

Instead the layout is a compromise between 'making sense' and being as convenient as possible (from the viewpoint of the dungeon-building species) and being easy to describe/map and provide interesting terrain for the inevitable combat encounters.
 


I did include one, but not a run of the mill one. It was waaaay souped up, with additional powers appropriate to the campaign.
 

Into the Woods

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