krichaiushii
First Post
Multiple ways in and out - not necessarily all leading to the surface. Some intentional (ramps), some accidental (sinkholes). This prevents one party camping at the entrance and waylaying all others.
Multiple ways to and from each level. Some ramps/staircases skip a level. Others run to otherwise blocked off areas.
Put some of the stairs behind doors - after all, in a barracks, stairs would have been gaurded.
Be sure to keep track of which adventurers die where and to what. After all, thier gear now becomes useful (or not) to whatever vanquished them.
Lots of scavengers would be around, attracted to the blood and carrion. Ghouls, ghasts, carrion crawlers, and lots of rats.
Evidence of earlier battles and pillaging. Broken furniture, scorch marks, blood stains, craters, collapsed ceilings/walls.
Evidence of natural processes - cave-ins being the most likely culprit. But this allows for natural traps like unstable floors/ceilings.
Some parts should be submerged, either intentionally (barracks cistern/sewer) or accidentally (earthquake changed a river's flow - right into the lower levels).
Multilevel rooms. Arenas, large meeting areas, things of that nature. This way you can work fliers and larger than normal creatures into the mix.
Interesting magical architecture from the Stronghold Builders Guidebook.
Enjoy.
Multiple ways to and from each level. Some ramps/staircases skip a level. Others run to otherwise blocked off areas.
Put some of the stairs behind doors - after all, in a barracks, stairs would have been gaurded.
Be sure to keep track of which adventurers die where and to what. After all, thier gear now becomes useful (or not) to whatever vanquished them.
Lots of scavengers would be around, attracted to the blood and carrion. Ghouls, ghasts, carrion crawlers, and lots of rats.
Evidence of earlier battles and pillaging. Broken furniture, scorch marks, blood stains, craters, collapsed ceilings/walls.
Evidence of natural processes - cave-ins being the most likely culprit. But this allows for natural traps like unstable floors/ceilings.
Some parts should be submerged, either intentionally (barracks cistern/sewer) or accidentally (earthquake changed a river's flow - right into the lower levels).
Multilevel rooms. Arenas, large meeting areas, things of that nature. This way you can work fliers and larger than normal creatures into the mix.
Interesting magical architecture from the Stronghold Builders Guidebook.
Enjoy.