Creative Dungeon Elements


log in or register to remove this ad

Last edited:

One idea is to go as far from D&D game design principles as possible and only afterwards attempt to stat up the work.

How do we include searching for a lost love? This is more than save the princess, but playing out the relationship, the loss, and reuniting. The key is not to script the event, but aim the design so their is a likelihood of future events to occur in this direction. A love-seeking young man or woman of well developed personality and in a situation the players can learn and engage with if they enter into a relationship, the start of which is the hook. (Maybe they like the adventuring type and seek out famous ones?) The larger situation is the love is attempted to be kidnaped once a deep relationship has formed - whatever the reason. Perhaps control over a fortune would be lost, if they were to wed? And search and rescue by the PCs or NPCs is a common enough design.​

Another idea is to head right at D&D rules and exploit them as the basis of adventures.

Design the dungeon with constant loud noise, so sleep deprivation sets in if PCs attempt to rest there. (No rest, difficulty verbally communicating, short term deafness if stays are prolonged, and so on).

Dark dungeons are a classic for those afraid of grues. All to many PCs can see in the dark now, but that distance is usually radically small. Use blinded creatures like bats (or bat-men) to take advantage.

Deserts already have many standard resource difficulties. Heat can bake the PCs. Dehydration can shrivel them. Lack of food can starve them. Lack of landmarks and mirages can get them lost and confused. Poisonous non-combatants become environmental threats which must be guarded against (scorpions). Territorial ownership is often left unguarded and unmarked, so the joy of discovering a water-filled well later leads to being hunted by its nomadic owners.

Memory is a fun one when players don't map or remember what occurred before. A staple of course is an underground dungeon with shifting walls, but any high court intrigue requires players to know who's who, who wants what, and what the supposed alliances and hostilities are. Being well regarded, famous, rich, and even titled & landed (with local power) are less safeguards against the game playing of reputations in courts across the land, than they make one a target.

Alignment is default basis for all of this, but if the PCs are going to have friendships, even be well regarded among family, they need to pay attention to how they treat others. That means if they are aided without cost by allies they won't be well regarded if those same allies come under threat and the PCs do nothing. Associates drop off, henchman leave in the night, hirelings renegotiate, sellers charger higher prices, and fewer individuals with power and authority are as likely ally themselves as readily or significantly as otherwise.​
 

Has anyone tried dungeon design from using an interesting Melan diagram as a starting blueprint? I see lots of examples of existing dungeons deconstructed into Melan diagrams, but not the reverse. I think I'll give that a try this week.
 

Hi folks,

I'm slowly putting together a new D&D campaign, and I am looking to go a bit old school and focus on dungeon delving (at least at first). I'm tired of using premade adventures, and I want to try my hand at improvising more, so I'm looking for ideas for creative dungeon design elements ~ interesting terrain, traps, puzzles, furnishings, creatures, extraplanar intrusions, whatever.

I briefly got back into Diablo 3 recently, and I was inspired by many of the more fantastical locations in the game. Places like the Skeleton King's crypt, with its massive, crumbling architecture that drops away into the murky depths, as well as Zoltun Kulle's archives that seem to float in an otherworldly nothingness. I seem to recall there being a similar crypt surrounded by nothingness in the original Neverwinter Nights game too.

I'm also inspired by things like the pillars that pop up in Zoltun Kulle's archives and keep zapping in crystalline spiders until you destroy the pillars (there are various other summoning "stations" in D3, with summoning circles that bring in demons and columns that bring skeletons and so on). All sorts of fun could be had with things like that.

I also liked an idea that I read on the Table Titans site, wherein a group of PCs came to a room that had a bunch of false doors and a well. The well was the only exit, but it took them a while to figure that out because they were afraid they'd fall to their deaths (as it turned out, there was magic in the well that caused them to float down gently; and the DM had left a sort of "clue" by placing a bunch of healing potions in a basket above the well).

This is the sort of stuff I'm looking for. If you've got any suggestions, please send them my way!

Thanks,
Jonathan

You might enjoy/get a lot out of Benoist's Guide to Building a Megadungeon.
 




So anyone else got any ideas? How about some creative dungeon features you've used in one of your own games? Some specifics would be nice. Cheers!
 

I built a tesseract dungeon which was based on a 60x60x60 unfolded cube.
It had 6 rooms and the gravity changed on entering each room, the doors were found in the middle of the walls or placed circling one wall as if it was a floor, although gravity rarely was based on the same "Floor". just getting 30-60' up to reach a desired exit was an important part of each room.
- the most fun was a room with floating cubes, each face provided its own gravity, ramps led from the floor to some, others required jumping.

I have always been fond of garden rooms, some plants hostile, some helpful and others obscure (Basil gives +3 to sv petrification-thanks nutty middle agers) the garden with basil had a cockatrice or 2 of course.
Or a spongy. rubbery giant mushroom growing nearly flay on the ground that allows free movement due to bouncing,
 
Last edited:

Remove ads

Top