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(+) What Should Go in a D&D Book About Dungeons?
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<blockquote data-quote="jgsugden" data-source="post: 8862236" data-attributes="member: 2629"><p>Chapter 1: What are Dungeons?</p><p>Chapter 2: How to weave a dungeon into a good storyline.</p><p>Chapter 3: Dungeons that make sense - how to make your dungeon seem realistic instead of just a series of random rooms.</p><p>Chapter 4: Traps and Features - Ideas on ways to make different areas of a dungeon interesting</p><p>Chapter 5: Dungeon Access - How to allow PCs to access the deeper parts of the dungeon without walking through it over and over and over and over ...</p><p>Chapter 6: Dungeon Ecology - How to populate your dungeon in a way that explains how creatures survive there.</p><p>Chapter 7: Dungeroneering Spells and Magic Items</p><p>Chapter 8: Henchmen - hiring NPCs to support your dungeon exploration</p><p>Chapter 9: Sample dungeon - An abandoned Dwarven Settlement with surface and subterranean areas. The PCs will find gates to the Feywild, the Shadowfell (a Raveloft domain) and the Ethereal Plane - all of which feature alternative versions of the location that need to be explored to solve the mystery of the place. The Shadowfell Ravenloft Domain constantly relives the fall of the Settlement providing historical clues, the Feywild features beings that have taken much of the older artifacts of the place, and the Ethereal houses many threats that are trying to make their way back to the Prime Material Plane again - all overlapping the original monster filled dungeon.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8862236, member: 2629"] Chapter 1: What are Dungeons? Chapter 2: How to weave a dungeon into a good storyline. Chapter 3: Dungeons that make sense - how to make your dungeon seem realistic instead of just a series of random rooms. Chapter 4: Traps and Features - Ideas on ways to make different areas of a dungeon interesting Chapter 5: Dungeon Access - How to allow PCs to access the deeper parts of the dungeon without walking through it over and over and over and over ... Chapter 6: Dungeon Ecology - How to populate your dungeon in a way that explains how creatures survive there. Chapter 7: Dungeroneering Spells and Magic Items Chapter 8: Henchmen - hiring NPCs to support your dungeon exploration Chapter 9: Sample dungeon - An abandoned Dwarven Settlement with surface and subterranean areas. The PCs will find gates to the Feywild, the Shadowfell (a Raveloft domain) and the Ethereal Plane - all of which feature alternative versions of the location that need to be explored to solve the mystery of the place. The Shadowfell Ravenloft Domain constantly relives the fall of the Settlement providing historical clues, the Feywild features beings that have taken much of the older artifacts of the place, and the Ethereal houses many threats that are trying to make their way back to the Prime Material Plane again - all overlapping the original monster filled dungeon. [/QUOTE]
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