Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Dungeon Design
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="cbwjm" data-source="post: 8728817" data-attributes="member: 6788732"><p>I like to think about why it's there, sometimes it's as easy as a series of natural caverns, other time it's an old dwarven mine.</p><p></p><p>I might think about why the current inhabitants moved in, but it can often be as simple as the dwarves abandoned the mine and later some orcs moved in.</p><p></p><p>If it's a large dungeon, I like a couple entrances at least. Some might be more accessible than others.</p><p></p><p>Traps and puzzles. I'll consider these but it should be noted that I don't really put many in if it is a living area with regular movement going in and out. The orcs likely won't have many traps, if any, but an ancient tomb of a necromancer king is likely to have many and likely to have some necromantic magic involved rather than just some pit traps.</p><p></p><p>I have a large floating earth node in my world which is home to elementals of the 4 prime elements, as well as a number of mephits. It was placed there by primordials as an engine to create genasi followers from the humans in their domain to serve as soldiers in a great war. </p><p></p><p>The elementals still inhabit this dungeon as guardians of the keys which must all come together to unlock the chamber to imbue new soldiers.</p><p></p><p>At the top of this earth node is an entrance leading into the air elemental portion, the main entrance is in the centre and leads to a central point with entrances to all four elemental areas. Finally, perhaps more deadly than others, is an outlet near the bottom where liquid fire pours into a lake below.</p><p></p><p>There are some traps and puzzles for the unwary, essentially, you need to be or need to think like an elemental to get through unscathed. One room in the water elemental section looks like a dead end, but if you stop and think that you crossed a bridge over a body of water then maybe there is another way that you should be going.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 8728817, member: 6788732"] I like to think about why it's there, sometimes it's as easy as a series of natural caverns, other time it's an old dwarven mine. I might think about why the current inhabitants moved in, but it can often be as simple as the dwarves abandoned the mine and later some orcs moved in. If it's a large dungeon, I like a couple entrances at least. Some might be more accessible than others. Traps and puzzles. I'll consider these but it should be noted that I don't really put many in if it is a living area with regular movement going in and out. The orcs likely won't have many traps, if any, but an ancient tomb of a necromancer king is likely to have many and likely to have some necromantic magic involved rather than just some pit traps. I have a large floating earth node in my world which is home to elementals of the 4 prime elements, as well as a number of mephits. It was placed there by primordials as an engine to create genasi followers from the humans in their domain to serve as soldiers in a great war. The elementals still inhabit this dungeon as guardians of the keys which must all come together to unlock the chamber to imbue new soldiers. At the top of this earth node is an entrance leading into the air elemental portion, the main entrance is in the centre and leads to a central point with entrances to all four elemental areas. Finally, perhaps more deadly than others, is an outlet near the bottom where liquid fire pours into a lake below. There are some traps and puzzles for the unwary, essentially, you need to be or need to think like an elemental to get through unscathed. One room in the water elemental section looks like a dead end, but if you stop and think that you crossed a bridge over a body of water then maybe there is another way that you should be going. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Dungeon Design
Top