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Populating a dungeon
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<blockquote data-quote="Coroc" data-source="post: 7810614" data-attributes="member: 6895991"><p>I got one player who does require that dungeons make sense, e.g. a trap is there for a purpose to guard something, protect someone. Also the dungeon should not be overtly big with every room containing a bunch of mobs that never move around. (The later works only well if you got undead, outsiders or molds or other mobs who do not require food and drink as denizens).</p><p></p><p>Some of the best dungeons are made from structures which were something else in the past. Eg. a toppled tower, a sunken palace, attn. cliché :a former mine <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Dungeon walls can be made of plants in a jungle or walls of fire or force or it can be a pipe structure, maybe even filled with water.</p><p></p><p>If you design a city sewer dungeon for yourself, then try not to meet the trope of the vastly overdimensional sewer. If you got a medieval style city, even in the most dense building style most tenements will probably have no more than 3-5 stories.Eventually large areas are 1 to 2 story huts and houses. You will not have a cemented brickwalled walkable sewer for every subbranche of the canalization for such a city. Most housesare eventually connected with tubes where a rat fits in. Maybe along the main streets there are 2-3 walkable segments and maybe for the outlet into the river / sea there is some section where you can go by boat for a while but that is about it.</p><p></p><p>Population for the sewer should include rats, slimes molds maybe a few minor undead, maybe othyoughs or so. And then there is the secret entrance to the thieves guild / forbidden cultist shrine / uppermost level of the monster lair / underdark etc.</p></blockquote><p></p>
[QUOTE="Coroc, post: 7810614, member: 6895991"] I got one player who does require that dungeons make sense, e.g. a trap is there for a purpose to guard something, protect someone. Also the dungeon should not be overtly big with every room containing a bunch of mobs that never move around. (The later works only well if you got undead, outsiders or molds or other mobs who do not require food and drink as denizens). Some of the best dungeons are made from structures which were something else in the past. Eg. a toppled tower, a sunken palace, attn. cliché :a former mine :). Dungeon walls can be made of plants in a jungle or walls of fire or force or it can be a pipe structure, maybe even filled with water. If you design a city sewer dungeon for yourself, then try not to meet the trope of the vastly overdimensional sewer. If you got a medieval style city, even in the most dense building style most tenements will probably have no more than 3-5 stories.Eventually large areas are 1 to 2 story huts and houses. You will not have a cemented brickwalled walkable sewer for every subbranche of the canalization for such a city. Most housesare eventually connected with tubes where a rat fits in. Maybe along the main streets there are 2-3 walkable segments and maybe for the outlet into the river / sea there is some section where you can go by boat for a while but that is about it. Population for the sewer should include rats, slimes molds maybe a few minor undead, maybe othyoughs or so. And then there is the secret entrance to the thieves guild / forbidden cultist shrine / uppermost level of the monster lair / underdark etc. [/QUOTE]
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