Filling Your Dungeon with More than Monsters
Last month I spoke about dungeons and dungeon crawls, and how they should remain an
important part of Dungeons & Dragons and Pathfinder. One of the major
complaints about dungeons – which includes crypts, ruins, caves systems, and
other contained, linked areas – is that they are little more than a gauntlet of
seemingly unrelated monsters. To help get away from that, it is important to
fill a dungeon with more than just room after room of creatures and clever
traps, but with objects important to the people who built the places the
characters will be exploring.
Two of the most common
places we use as dungeons are ruins of ancient civilizations and crypts that
house the dead. Ruins are places that at one point people lived or worked and
these places would contain artifacts of the people who left them behind, if
they haven’t been overly raided already. Tombs and crypts of ancient
civilization often have the objects people loved in life buried with them, and
in some cases depictions of those people in art or books about their lives.
The first thing you have
to decide is the purpose that room in the dungeon served. Many times GMs just
throw together a few random rooms without a care to their original purpose.
They then fill these rooms with monsters making the entire place a meat
grinder. This is what gives dungeons the reputation as being little more than a
vehicle for hack and slash. Was this a research facility? If so what kinds of
rooms would be there? Is this a notable person’s tomb? Many times the rooms
here represent the things they most loved, so what did they do in life?
I’ve been running Paizo’s Shattered Star campaign over the past year. Honestly without the extra
stuff I’ve added it’s little more than pushing through a giant dungeon in every
book looking for pieces of a MacGuffin. And these dungeons could very well be
bland if they weren’t given such life. Every floor of the first dungeon serves
a purpose, each room is outlined for the purpose it served. In just about every
room objects for that purpose can be discovered; some destroyed, some mostly
intact, and some magically preserved. Each object found gives not only a clue
to the inhabitants lives, but when you look back a few books in you realize
many of them were also clues.
Some of my favorite
pieces of dungeon window dressings are art. Frescoes, tiled mosaics,
tapestries, and carved pillars show glimpses into the past. You can use these
to foreshadow the future as well. Your big bad is an ancient evil rising from
the past, or maybe a cult of an elder deity long since forgotten. These pieces
of art can give clues into how to defeat the creature. An ancient weapon may be
depicted in mural on the wall of an ancient temple. A poem written around the
edges of a tapestry might hold the beginning of an ancient dismissal ritual.
My second favorite find
in a dungeon is books. Old libraries, scientific or magical notebooks in
research areas, and personal journals buried with the deceased; all of these
can help the PCs learn about the history of your world, or the life of your bad
guys. An undead creature has risen and is seeking revenge, maybe the journal in
his old tomb will give you clues to defeat him. Your adversary has been sending
creatures the likes of which you’ve never seen, The ancient library has a book
with an entry about them, but where did he learn of their existence if they are
this old?
I also like to add empty
rooms that just have objects geared toward the room’s purpose. This can tell
you much about the people who lived here. You might find many sleeping chambers
each with a prayer mat in them, maybe these were a very religious group of
people. You come across floors of cells and torture chambers with creative
tools in them, perhaps this was a sadistic civilization that reveled in pain
and control.
Monsters are all well and
good, and what would a dungeon be without at least a handful of encounters? In
truth though, if you want to make your world a much more robust place, then the
people within – especially the ancient people – should have had real lives, and
real lives leave artifacts. The more detail you put into your dungeon the
richer the experience your players will have.
Are your dungeons more
than just a string of monster filled rooms? What kind of objects do you litter
your tombs and crypts with? Does every room in your structures have a purpose?
Share your experiences in the comments.
Like an ancient tome in a
lost library, the CRB seeks to aid you in your quest for knowledge. But at some
point that library needed to be built, so consider contributing to my Patreon and check out a video message from me when you go. The CRB has also
exploded into the realm of social media. Twitter, Tumblr, and Facebook all have
a CRB presence. Come join the expanding family of GMs, players, and all around
creative people. If you have questions one of these arenas is the best place to
talk to me about them.
No comments:
Post a Comment