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Dungeon Crawls - How much is too much?
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<blockquote data-quote="seasong" data-source="post: 583996" data-attributes="member: 5137"><p>You can also introduce variety in the setting. If you make the setting <em>matter</em>, the players will notice and care about it.</p><p></p><p>For example, you could break the dungeon up into:</p><p>1) Dry, upper areas</p><p>2) Rooms filled with standing water (1-3 feet deep)</p><p>3) A few rooms below the water table, completely submerged.</p><p></p><p>And into:</p><p>A) Shaped stone dungeon</p><p>B) Natural cavern.</p><p></p><p>Put in a bunch of swamp creatures that can hide beneath the surface of the water, and a few fast swimming, dangerous things in the depths, and you've made the water table matter. Have the natural caves be harder to navigate, but important... perhaps the big bad guy or his most powerful minion dwell at the end of a crawlspace-only shaft, and use teleport to get where they need to be. Or perhaps the natural caves provide a shortcut, but are more dangerous.</p><p></p><p>This works better if you break it up somewhat, also. For example, the ghost (from my example earlier) could be in the natural caverns, near an unmarked grave, and near the surface. The key could be a bit further down in the dungeons, but to get to it, you have to go through two rooms of standing water, swim through one submerged hallway (breath checks!), and then climb up a trapdoor into a dry room where it is guarded by something nasty. Past each of those is more dry rooms before coming to a series of standing water rooms... and the big bad guy (an aboleth, perhaps?) awaits at the bottom of a submerged well that has been enlarged at the bottom.</p></blockquote><p></p>
[QUOTE="seasong, post: 583996, member: 5137"] You can also introduce variety in the setting. If you make the setting [i]matter[/i], the players will notice and care about it. For example, you could break the dungeon up into: 1) Dry, upper areas 2) Rooms filled with standing water (1-3 feet deep) 3) A few rooms below the water table, completely submerged. And into: A) Shaped stone dungeon B) Natural cavern. Put in a bunch of swamp creatures that can hide beneath the surface of the water, and a few fast swimming, dangerous things in the depths, and you've made the water table matter. Have the natural caves be harder to navigate, but important... perhaps the big bad guy or his most powerful minion dwell at the end of a crawlspace-only shaft, and use teleport to get where they need to be. Or perhaps the natural caves provide a shortcut, but are more dangerous. This works better if you break it up somewhat, also. For example, the ghost (from my example earlier) could be in the natural caverns, near an unmarked grave, and near the surface. The key could be a bit further down in the dungeons, but to get to it, you have to go through two rooms of standing water, swim through one submerged hallway (breath checks!), and then climb up a trapdoor into a dry room where it is guarded by something nasty. Past each of those is more dry rooms before coming to a series of standing water rooms... and the big bad guy (an aboleth, perhaps?) awaits at the bottom of a submerged well that has been enlarged at the bottom. [/QUOTE]
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