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Dungeon Obstacles
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<blockquote data-quote="ExploderWizard" data-source="post: 6673593" data-attributes="member: 66434"><p>The nature of obstacles can depend on the setting in which they are found, unless truly random anything goes is what you are looking for. </p><p></p><p>So in the example rooms you provided, it would appear that this dungeon was once a fortress, or stronghold of some type. Knowing the nature of a dungeon location, and a bit of its history as to how it came to be in its current state, can help in designing features of the dungeon. </p><p></p><p>For the sake of example, lets say that this dungeon was once a mighty dwarven fortress. Sometime, long ago, this fortress was overrun by humanoids. Dwarves are master craftsmen and skilled in cunning stonework, so they probably had several traps designed to contain or kill invaders. Several of these traps were sprung during the onslaught, but were not enough to stop the overwhelming numbers of enemies. These sprung traps of the past can serve well as obstacles of the present. </p><p></p><p>- A corridor blocked by collapsed blocks. They are large and heavy to move. As added color, the skeletal remains of the humanoids are mixed and jumbled in the rocks. </p><p></p><p>- an antechamber triggered trap has left the floor of the chamber sunken 10' to 15' below the entrance level. The pit is still half full of acid. Portcullis gates block the entrance and exit of the chamber. </p><p></p><p>- A barracks chamber is blocked by a large pile of furniture nailed and bound together, a desperate last stand attempt by the stronghold defenders. Over time the pile has grown unstable, and moving any of it could bring the whole pile crashing down. </p><p></p><p>- A triggered trap in the kitchen has left the entrance blocked by an enormous upended iron pot. The reset mechanism for this trap is inside the chamber. There is a secret tunnel into the kitchen but it is only a small crawlspace. The reset mechanism is old and not very reliable. </p><p></p><p>- A tremor that occurred long after the fortress was taken has collapsed the floor of the armory. The floor is steep incline sliding down toward a jumble of very sharp and pointy objects. There is another exit across the room secured by a locked iron bound door, which sits about 20 feet above the down tilted floor on that side littered with sharp rusty objects. </p><p></p><p></p><p>Once you sketch out a rough history and purpose for a dungeon or other location, ideas will suggest themselves.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6673593, member: 66434"] The nature of obstacles can depend on the setting in which they are found, unless truly random anything goes is what you are looking for. So in the example rooms you provided, it would appear that this dungeon was once a fortress, or stronghold of some type. Knowing the nature of a dungeon location, and a bit of its history as to how it came to be in its current state, can help in designing features of the dungeon. For the sake of example, lets say that this dungeon was once a mighty dwarven fortress. Sometime, long ago, this fortress was overrun by humanoids. Dwarves are master craftsmen and skilled in cunning stonework, so they probably had several traps designed to contain or kill invaders. Several of these traps were sprung during the onslaught, but were not enough to stop the overwhelming numbers of enemies. These sprung traps of the past can serve well as obstacles of the present. - A corridor blocked by collapsed blocks. They are large and heavy to move. As added color, the skeletal remains of the humanoids are mixed and jumbled in the rocks. - an antechamber triggered trap has left the floor of the chamber sunken 10' to 15' below the entrance level. The pit is still half full of acid. Portcullis gates block the entrance and exit of the chamber. - A barracks chamber is blocked by a large pile of furniture nailed and bound together, a desperate last stand attempt by the stronghold defenders. Over time the pile has grown unstable, and moving any of it could bring the whole pile crashing down. - A triggered trap in the kitchen has left the entrance blocked by an enormous upended iron pot. The reset mechanism for this trap is inside the chamber. There is a secret tunnel into the kitchen but it is only a small crawlspace. The reset mechanism is old and not very reliable. - A tremor that occurred long after the fortress was taken has collapsed the floor of the armory. The floor is steep incline sliding down toward a jumble of very sharp and pointy objects. There is another exit across the room secured by a locked iron bound door, which sits about 20 feet above the down tilted floor on that side littered with sharp rusty objects. Once you sketch out a rough history and purpose for a dungeon or other location, ideas will suggest themselves. [/QUOTE]
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