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(+) What Should Go in a D&D Book About Dungeons?
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<blockquote data-quote="CreamCloud0" data-source="post: 8860480" data-attributes="member: 7034710"><p><strong>Fitting in places:</strong> interesting locations and themes for your dungeon that are more than just 'dank underground temple' and advice on how to make a dungeon not stick out like a sore thumb, if your 'dungeon' is going to be in the middle of a major city make it be a giant library or the backalleys or a castle rather than an indiana jones-esc ancient crumbling temple.</p><p><strong>A coherent whole:</strong> advice on how to build the lore and/or quest of a dungeon with what you inside it and where it is, <em>'uh oh! turns out that city library's new book was actually a tome of necromancy and has started summoning spirits all over the place'</em> if this is the case don't fill the hallways with kobolds and mimics because that doesn't match up.<strong></strong></p><p><strong>The Structure: </strong>this is a long section full of advice on how to build your dungeon and building blocks to do so, what different layouts there are and how to best use each: a tower with many small floors, a mansion with lots of individual rooms, a giant tree with both confined passages inside and precarious branch walkways outside and more! trap and puzzle components: natural hazards, riddles, trapdoors, magic runes, wall spikes, hidden keys and more! DCs for how strong to make a door or how easy it is to climb a wall, what makes a good place to put a secret room and how do you even open it in the first place? perception check to notice the seam in the brickwork? walk through an illusory wall? teleported in by a magic key? how to make things your players do in one part of the dungeon affect things in the rest of it.<strong></strong></p><p><strong>The Contents: </strong>what monsters might be found together, what treasure is apropriate, dungeon resident NPCs,</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 8860480, member: 7034710"] [B]Fitting in places:[/B] interesting locations and themes for your dungeon that are more than just 'dank underground temple' and advice on how to make a dungeon not stick out like a sore thumb, if your 'dungeon' is going to be in the middle of a major city make it be a giant library or the backalleys or a castle rather than an indiana jones-esc ancient crumbling temple. [B]A coherent whole:[/B] advice on how to build the lore and/or quest of a dungeon with what you[B] [/B]inside it and where it is, [I]'uh oh! turns out that city library's new book was actually a tome of necromancy[B] [/B]and has started summoning spirits all over the place'[/I] if this is the case don't fill the hallways with kobolds and mimics because that doesn't match up.[B] The Structure: [/B]this is a long section full of advice on how to build your dungeon and building blocks[B] [/B]to do so, what different layouts there are and how to best use each: a tower with many small floors, a mansion with lots of individual rooms, a giant tree with both confined passages inside and precarious branch walkways outside and more! trap and puzzle components: natural hazards, riddles, trapdoors, magic runes, wall spikes, hidden keys and more! DCs for how strong to make a door or how easy it is to climb a wall, what makes a good place to put a secret room and how do you even open it in the first place? perception check to notice the seam in the brickwork? walk through an illusory wall? teleported in by a magic key? how to make things your players do in one part of the dungeon affect things in the rest of it.[B] The Contents: [/B]what monsters might be found together, what treasure is apropriate, dungeon resident NPCs, [/QUOTE]
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