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<blockquote data-quote="Helldritch" data-source="post: 8246002" data-attributes="member: 6855114"><p>Reasons may vary. Underground magical research facility is but one possibility. They extended the facilities but at some point the Empire crumbled. Then new owners discovered it took custody of the place and they too got killed by invaders. Repeat the process as much as you want. Each owner adding traps of their own. What you have to make sure, is that the dungeon is not linear with many points of entrance and exit. </p><p>Level 2 might lead to level 3 and 6 for example. A pit trap might once has been an elevator going from level 6 to 8. The elevator might also lead to level 7 but since it is now a pit trap, allow a falling character to notice that it is also an access to level 7 (mid fall of course ) might trigger some questioning about that unusually long descent to level 5... Players might wonder if they are truly on level 5 or 6... Did they missed a whole level?</p><p></p><p>Also, I make sure that some parts of a level are accessible from an other level. For example, the level 4 might be split into 3 areas. Two are connected via a secret passage but the third one might be accessible from a unhidden stair case in level 5. Just searching that weird empty spot on their map will drive players crazy...</p><p></p><p>Also a level might be sprawled over two sheets and might not perfectly align with the others. Another level might be smaller. Vary caves and constructed areas. Some areas might have been cut off from the others through some cave in. The goal of a dungeon is not always to make sense but to surprise players. Also, you might not have a "logic" behind your dungeons, but strangely, your players will guide you to one. So far, it has always happened this way in mine. And guess what? Their own theories are often better than mine! You don't have to be in town or in wilderness to improvise encounters. A dungeon is even better as it will force you to think how did this creature came into that room? Crypt things were a good explanation back in the days.</p><p></p><p>Dungeons are often a case of SUIM. "Shut Up! It's Magic!"</p><p></p><p>How long would it take to create a three level dungeon for a wizard of 14th level? With a charmed Umber hulk, less than 2 days for the basic layout. Then using a priest to shape stones into stairwells, slides and slopes and whatever not that long. Clearing rumbles with disintegrate or a charmed purple worm can also work. Elementals can also do trick. With magic, imagination is the limit. Not the money.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8246002, member: 6855114"] Reasons may vary. Underground magical research facility is but one possibility. They extended the facilities but at some point the Empire crumbled. Then new owners discovered it took custody of the place and they too got killed by invaders. Repeat the process as much as you want. Each owner adding traps of their own. What you have to make sure, is that the dungeon is not linear with many points of entrance and exit. Level 2 might lead to level 3 and 6 for example. A pit trap might once has been an elevator going from level 6 to 8. The elevator might also lead to level 7 but since it is now a pit trap, allow a falling character to notice that it is also an access to level 7 (mid fall of course ) might trigger some questioning about that unusually long descent to level 5... Players might wonder if they are truly on level 5 or 6... Did they missed a whole level? Also, I make sure that some parts of a level are accessible from an other level. For example, the level 4 might be split into 3 areas. Two are connected via a secret passage but the third one might be accessible from a unhidden stair case in level 5. Just searching that weird empty spot on their map will drive players crazy... Also a level might be sprawled over two sheets and might not perfectly align with the others. Another level might be smaller. Vary caves and constructed areas. Some areas might have been cut off from the others through some cave in. The goal of a dungeon is not always to make sense but to surprise players. Also, you might not have a "logic" behind your dungeons, but strangely, your players will guide you to one. So far, it has always happened this way in mine. And guess what? Their own theories are often better than mine! You don't have to be in town or in wilderness to improvise encounters. A dungeon is even better as it will force you to think how did this creature came into that room? Crypt things were a good explanation back in the days. Dungeons are often a case of SUIM. "Shut Up! It's Magic!" How long would it take to create a three level dungeon for a wizard of 14th level? With a charmed Umber hulk, less than 2 days for the basic layout. Then using a priest to shape stones into stairwells, slides and slopes and whatever not that long. Clearing rumbles with disintegrate or a charmed purple worm can also work. Elementals can also do trick. With magic, imagination is the limit. Not the money. [/QUOTE]
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