raging_swan (raging_swan) wrote,
raging_swan
raging_swan

GM Advice: A Dungeon’s Purpose

A dungeon needs to be so much more than a hole in the ground stuffed full of monsters and treasures. A dungeon without a purpose is a poor dungeon indeed.

image

(Art: William McAusland [Outland Arts])

In almost all cases, someone at some point made the decision to build the dungeon. An undertaking of such magnitude is unlikely to be done on a whim. Whoever built the dungeon did so for a specific purpose. That purpose shapes the layout and feel of the place. There are several types of dungeon:


  • Fortress or Refuge: Built as a place to withstand a natural disaster or one's enemies the dungeon is heavily fortified. Entry is difficult and likely individual levels, sub-levels or places of importance will feature additional defensive points.

  • Lair or Home: Some villains feel safer underground and live there with their minions. Such a location will have everything the villains needs for long-term living. A villain's personal quarters will be the most defensible location.

  • Mine: Built to find minerals, metals or gems a mine is likely a long, rambling affair. It lacks many of the features of a normal dungeon and may or may not be still active.

  • Temple: Built to venerate a deity (or possibly a whole pantheon) a dungeon designed as a temple was likely built to worship a power of darkness or death. Alternatively, a temple dedicated to a good deity may have been built to ward approaches to an entry to the Ebon Realm or other place of fell aspect.

  • Tomb, Crypt or Sepulchre: Built to house the earthly remains of some great personage, a tomb, crypt or sepulchre is likely to have undead within. It is also likely to have many shrines. It could house one body, or thousands.

  • Cellar: Originally built as a cellar to an above ground building such as a castle or church, the dungeon has survived the destruction of the above structure.

  • Sewer: Built to carry waste away from a settlement, a sewer is a filthy, loathsome place.

  • Colony or Community: Some communities choose to live underground. Such locations are often extensive and ramble over several levels. They contain everything needed for underground life.

It's also important to remember a dungeon might not still serve its original purpose. New inhabitants may use it for their own purposes. If this is the case, the new inhabitants will modify the dungeon to suit their own needs.

Does a dungeon in your campaign have a different original purpose? Share what it is in the comments below and remember you can download this – and every other advice article – for free at ragingswan.com/articles.

Tags: advice articles, gm advice, raging swan press
Subscribe

  • Player Advice: How to Design Your PC’s Background

    A PC is so much more than a set of stats and some equipment. A decent background is a fundamental part of any well developed character... (Art:…

  • Weeknote 26/5

    It’s going to a short week this week! We’ve just had a public holiday here in the UK and for the next four days global HQ will be…

  • Player Advice: Looming Disaster

    TPKs rarely just happen. Normally, the party gets at least several rounds warning going things go horribly wrong. What should they do? (Art:…

  • Post a new comment

    Error

    default userpic

    Your reply will be screened

    Your IP address will be recorded 

    When you submit the form an invisible reCAPTCHA check will be performed.
    You must follow the Privacy Policy and Google Terms of use.
  • 3 comments