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Dungeon Master's Guide

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after door and killing whatever lies beyond. But the<br />

ebb and flow of power between groups in a dungeon<br />

provides plenty of opportunities for more subtle<br />

interaction. <strong>Dungeon</strong> denizens are used to striking<br />

unlikely alliances, and adventurers are a wild card that<br />

canny monsters seek to exploit.<br />

Intelligent creatures in a dungeon have goals, whether<br />

as simple as short-term survival or as ambitious<br />

as claiming the entire dungeon as the first step in<br />

founding an empire. Such creatures might approach<br />

adventurers with an offer of alliance, hoping to prevent<br />

the characters from laying waste to their lair and to<br />

secure aid against their enemies. Bring the NPC leaders<br />

of such groups to life as described in chapter 4, fleshing<br />

out their personalities, goals, and ideals. Then use<br />

those elements to shape a response to the arrival of<br />

adventurers in their territory.<br />

DUNGEON ECOLOGY<br />

An inhabited dungeon has its own ecosystem. The<br />

creatures that live there need to eat, drink, breathe, and<br />

sleep, just as creatures in the wilderness do. Predators<br />

need to be able to seek prey, and intelligent creatures<br />

search for lairs offering the best combination of air,<br />

food, water, and security. Keep these factors in mind<br />

when designing a dungeon you want the players to<br />

believe in. If a dungeon doesn't have some internal logic<br />

to it, adventurers will find it difficult to make reasonable<br />

decisions within that environment.<br />

For example, characters who find a pool of fresh water<br />

in a dungeon might make the logical assumption that<br />

many of the creatures inhabiting the dungeon come to<br />

that spot to drink. The adventurers might set an ambush<br />

at the pool. Likewise, locked doors- or even doors that<br />

require hands to open-can restrict the movement of<br />

some creatures. If all the doors in a dungeon are closed,<br />

the players might wonder how the carrion crawlers or<br />

stirges they repeatedly encounter manage to survive.<br />

ENCOUNTER DIFFICULTY<br />

You might be inclined to increase the encounter<br />

difficulty as the adventurers descend deeper into the<br />

dungeon, as a way to keep the dungeon challenging as<br />

the characters gain levels or to ratchet up the tension.<br />

However, this approach can turn the dungeon into a<br />

grind. A better approach is to include encountets of<br />

varying difficulty throughout. The contrast between easy<br />

and hard encounters, as well as simple and complex<br />

encounters, encourages characters to vary their tactics<br />

and keeps the encounters from seeming too similar.<br />

MAPPING A DUNGEON<br />

Every dungeon needs a map showing its layout.<br />

The dungeon's location, creator, purpose, history,<br />

and inhabitants should give you a starting point for<br />

designing your dungeon map. If you need further<br />

inspiration, you can find maps that have been made<br />

freely available for use on the Internet, or even use a<br />

map of a real-world location. Alternatively, you can<br />

borrow a map from a published adventure or randomly<br />

generate a dungeon complex using the tables presented<br />

in appendix A.<br />

A dungeon can range in size from a few chambers<br />

in a ruined temple to a huge complex of rooms and<br />

passages extending hundreds of feet in all directions.<br />

The adventurers' goal often lies as far from the dungeon<br />

entrance as possible, forcing characters to delve<br />

deeper underground or push farther into the heart of<br />

the complex.<br />

A dungeon is most easily mapped on graph paper,<br />

with each square on the paper representing an area of<br />

10 feet by 10 feet. (If you play with miniatures on a grid,<br />

you might prefer a scale where each square represents 5<br />

feet, or you can subdivide your 10-foot grid into a 5-foot<br />

grid when you draw your maps for combat.) When you<br />

draw your map, keep the following points in mind:<br />

Asymmetrical rooms and map layouts make a<br />

dungeon less predictable.<br />

Think in three dimensions. Stairs, ramps, platforms,<br />

ledges, balconies, pits, and other changes of elevation<br />

make a dungeon more interesting and make combat<br />

encounters in those areas more challenging.<br />

• Give the dungeon some wear and tear. Unless you<br />

want to stress that the dungeon's builders were<br />

extraordinarily skillful, collapsed passages can be<br />

commonplace, cutting off formerly connected sections<br />

of the dungeon from each other. Past earthquakes<br />

might have opened chasms within a dungeon, splitting<br />

rooms and corridors to make interesting obstacles.<br />

Incorporate natural features into even a constructed<br />

dungeon. An underground stream might run through<br />

the middle of a dwarven stronghold, causing variation<br />

in the shapes and sizes of rooms and necessitating<br />

features such as bridges and drains.<br />

• Add multiple entrances and exits. Nothing gives the<br />

players a stronger sense of making real decisions than<br />

having multiple ways to enter a dungeon.<br />

Add secret doors and secret rooms to reward players<br />

who take.the time to search for them.<br />

If you need help creating a dungeon map from scratch,<br />

see appendix A.<br />

DUNGEON FEATURES<br />

The atmosphere and physical characteristics of<br />

dungeons vary as widely as their origins. An old crypt<br />

might have stone walls and loose wooden doors, an odor<br />

of decay, and no light other than what adventurers bring<br />

with them. A volcanic lair might have smooth stone<br />

walls hollowed out by past eruptions, doors of magically<br />

reinforced brass, a smell of sulfur, and light provided by<br />

jets of flame in every hall and room.<br />

WALLS<br />

Some dungeons have walls of masonry. Others have<br />

walls of solid rock, hewn with tools to give them a<br />

rough, chiseled look, or worn smooth by the passage of<br />

water or lava. An aboveground dungeon might be made<br />

of wood or composite materials.<br />

Walls are sometimes adorned with murals, frescoes,<br />

bas-reliefs, and lighting fixtures such as sconces or<br />

torch brackets. A few even have secret doors built<br />

into them.<br />

102<br />

CHAPTER 5 I ADVENTURE ENVlRONMENTS

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