- The Belly of Gargantuel (mini-dungeon inside the rotting carcass of a sea monster)
- The Chaldean Archives (30 minute dungeon, set in Assyrian ruins)
- The Golem Master's Workshop (30 minute dungeon, fun "haunted house")
- Temple of the Berserkers (minimalist OD&D fantasy adventure!)
- Outpost of Stone & Silver (OD&D/Delving Deeper science fantasy adventure!)
- Maze of Amazement & Death (minimalist OD&D/Delving Deeper dungeon, 61 rooms!)
- Bloodsoaked Gem Caverns (system-agnostic OSR dungeon, set in an abandoned mine!)
- Cave of Trials (a prehistoric initiatory dungeon for OSR games!)
- Nest of the Circuit Roaches (small system-agnostic OSR sci-fi horror dungeon!)
- Parallel Dungeons (a dimension-shifting OSR adventure, three dungeons in one!)
- Temple of the Forgotten God (16-room OSR dungeon, written as a 1-hour exercise)
- The Bleak Corridors (15-room OSR factory dungeon with a steampunk/victoriana vibe)
- Oracle of the Laughing Prophet (small 6-room lair)
- Delver's Delight (ongoing megadungeon thing, currently 3 levels completed)
- The Red Bastion (15-room OSR dungeon, the map from my GIMP mapping tutorial keyed)
- Hole of the Goblin King (hand-written one-page dungeon, OSR)
- The Dark Keep in the Snow (snowed-in yeti monastery, OSR dungeon)
- Secret Hide-Out of GLAXORZIS, that Sorcerous CREEP! (minimalist 3-level OSR dungeon that fits in a pocketmod)
- Underground Station, Long Abandoned (OSR science fantasy, post-apoc, abandoned subway hub station)
- Wreck Worship (a sea & salt themed cult dungeon, OSR)
- A Single Tomb, Unplundered... (Egyptian-style tomb adventure, for OSRIC)
Monday, March 16, 2026
Twenty-one eldritch dungeons...
Thursday, February 12, 2026
[Dungeon] Wreck Worship - a sea & salt themed cult dungeon
- I picked 8 monsters that fit thematically, put them on the wandering encounters list, and also used that list to stock the monster rooms.
- I rolled up the basic structure and contents from the Atelier Clandestin Sandbox Generator (pretty sweet book!)
- I re-rolled results that didn't quite fit (like overlong corridors) and then modified everything on the go to make it fit better with the theme
Wednesday, February 4, 2026
What do I love in dungeons?
A classic element or two... Idols with gems for eyes. Secret passage behind a waterfall. Statues coming alive. Torch sconce that opens a secret door. Eyes of a portrait that follow you – animate art object or peepholes for a hidden observer? Okay, so most classic elements are about EYES and SECRETS and STATUES. Crystals, too. Crystals, fungi, tentacles. Classic archetypical dungeon stuff that gives you a buzz when it shows up. We don't get to play often. So don't skimp on the classics.
Variety and
reveals. A big change in the dungeon is always cool. Two thirds of the dungeon
might be dwarven-engineered corridors. But then you suddenly transition into a
large natural cave area. Or maybe a section is flooded. Somehow a flooded area
is the biggest fear or many players – it is a gamechanger, your lights and
movement are not as you are used to.
ROPE PLAY.
A good dungeon always provides opportunity for rope play. And masks! Uh... I
mean. Yeah, the dungeon must have places where players can satisfy their urges
to fix ropes to each other. Grappling hooks, basic mountaineering.
Verticality.
This ties in with the rope play aspect, but not only. I love balconies,
overhands, BRIDGES, esp. rope bridges, stairs, ramps. When the way forward is
also above or below. And the opportunity to spy a place before reaching it.
Which also
leads to cool architecture. You don’t have to make every room special, but
rectangular boxes become boring quickly. A couple of pillars, niches,
platforms. Think about the ceiling, is it flat, domed, vaulted? Are all doors
rectangular slabs of wood? Vault doors. Airlocks. Arched passageways. Dunno,
horizontal slits for all those slithering creatures.
Anyway, I
just wanted to put this in writing quickly.
Obligatory
links to the OSR’s classic posts, Goblin Punch’s Dungeon Checklist and
Grognardia’s Old School Dungeon Design.
don’t
forget,
ROLE PLAY
IS ROPE PLAY
and the
game is the door game
Sunday, November 16, 2025
Two of my dungeons in action
"Its really quite funny how two simple dungeons have led to nearly 10 sessions worth of play so far. Our next session will see an Undead Army of Berserkers (controlled by the PC’s, or so they think) going toe-to-toe with a small army of Gnolls."
So, let us all wish luck to the party on their path to becoming the baddies as leaders of an undead army!
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| "Comus" by Arthur Rackham |
Tuesday, September 24, 2024
[Dungeon] Hole of the Goblin King
Tuesday, April 16, 2024
Medieval Cappadocian dungeon design!
Room 2
At the
south side of the east wall of Room 1 a small rectangular opening leads into
Room 2, a narrow rectangular room with a bench along west, east and south
walls. The room is roughly barrel-vaulted at its north end and has a flat
ceiling at the south end, carried above a cornice. West, east and south walls
at this end of the room have a decoration of arched blind niches; those on the
west and east walls taper off at their north sides. The niche of the south wall
contains a large rectangular window, overlooking the valley.
Room 8
The porch,
like the church, was plastered, but most of the plaster has fallen away. Fragments
remain on the east wall, around the church entrance, and on the easternmost
edges of north and south walls. Just below the cornice on each side is a
painted inscription of seven lines on the north side and three lines on the
south. The lines of the inscription appear to be complete and since they occupy
the whole width of the plastered area of the porch it is possible that the
plaster did not extend right across the porch wall, but was confined to a
narrow vertical band the width of the inscription. Unlikely though this may
seem, the alternative is to assume that by chance the area of plaster with the
inscription has been preserved while the rest is lost. The text, a
dodecasyllabic poem, is as follows:
‘Let no one
be misled by the desire for wealth for the love of money has destroyed many. For
this flesh is earth, clay and...’
The poem
appears to refer to the tomb chamber below it, but clearly does not supply any
information on the inhabitants of the chamber.
Room 12
A secondary
opening in the west wall of Room 12 leads into Room 13, described below. The
only original opening is the rectangular entrance from Area 10, described above,
which opens into the south wall of Room 12. In the southeast corner of the room
a chimney has been cut through the ceiling, and the room is much blackened by
smoke.
Room 18
There are
two openings in the south wall of the east gallery: to the west, the entrance
to another elbow-shaped passage leading to the east end of the south gallery
(18c) and to the east an opening into the long tunnel (b) which links the east
wall of Room 18 with Room 13.
Room 28
This is a small barrel-vaulted room with cornices, a transverse arch and wall arches, like so many others of the monastery. One lunette is decorated with a relief carving of a horned animal. The location of the stable suggests that the tunnel was once the only entrance to the monastery, and that horses and pack animals had to be left at the foot of the hill and the tunnel entered on foot. The room with the horned animal may conceivably have been a gatehouse of sorts.
Saturday, January 20, 2024
[Dungeon] "The Arnesonium" - a Blackmoorian exercise
Sunday, October 22, 2023
[Dungeon] The Red Bastion - old-school adventure
Last week, I wrote about my process of drawing dungeon maps. Now I stocked the "tutorial map" and turned it into a proper little adventure location!
The Red Bastion - the prison of a dwarf ghost princess... A 15-room dungeon for levels 2-3.
Tuesday, October 17, 2023
How do I make dungeon maps? A tutorial...
I learned the basis of my approach from this video: https://www.youtube.com/watch?v=_agst3lSQ7A&ab_channel=P3RPLEX3D
I use custom brushes for dungeon symbols. I downloaded a set from a blog many years ago, and cannot find it :( The file was shared openly, so I feel mildly comfortable including it here.
Then I add everything else on top… Here’s my process:
- I put on some music (“Hejira” by Joni Mitchell today)
- I sketch out the map on paper. This is not the final version, but it’s good to have the general layout from the start
- I open GIMP
- I already have a blank map file, so that I don’t have to go through basic setup every time. This blank has several layers:
a. Background
b. Dungeon wall outline
c. Dungeon grid
d. Symbols
e. A group of text labels
f. Optional layers to contain stuff like water, overlays, or cover-ups for secrets and traps if I want to create a players’ map - I set the editor’s grid to 70 x 70. This is the standard scale for Roll20 digital maps, but you can use any scale you want
- I draw all the walls
a. Brush size for walls is 8 pixels
b. For built architecture, I switch on “snap to grid”. Sometimes you have to adjust the grid to 35 x 35 etc., as needed. For natural cave areas, I switch “snap to grid” off - I leave gaps for doors and similar features
- Fill up the dungeon with the grid pattern (see the video tutorial above)
Draw the rest of the fckin owlAdd in symbols for doors, secret doors, traps, main room features like statues and coffins- Add “indoor” cliffs, bodies of water – these all go on extra layers. The slider for layer opacity helps a LOT!
- Add labels and room numbers on top. I always number the rooms on my paper sketch first, and only after that add the digital labels. I use Jost, font size 54 for room numbers, 40 for smaller notes
And so on. There’s a lot of trial-and-error, janky additions and overlays,
Sunday, October 15, 2023
[Dungeon] Delver's Delight - "lost world" level complete!
Another update to my dungeon, Delver's Delight! This time I added a large "lost world" style level, called Land of Dusk. It has a stronger overarching theme than the previous dungeony dungeon levels. Weird dino jungle & lake in a hollow earth cavity!
This is Level 3A.
Level 3B is also in the works, it's a dungeon/fortress area that connects up with the Land of Dusk.
Sunday, October 8, 2023
[Dungeon] Delver's Delight, a very dungeony dungeon, now with a second level!
Wednesday, October 4, 2023
[Dungeon] Delver's Delight, Level 1 - a very dungeony dungeon adventure!
I made a dungeon module. It's very "dungeony", it doesn't have much logic or reason behind it, but it has fun rooms, traps, treasure and monsterrrrs. Stocked with OSRIC/AD&D.
Update, Oct. 8, 2023: NOW WITH TWO LEVELS!
Have fun!Friday, August 18, 2023
[Dungeon] Oracle of the Laughing Prophet - a small OSR location
Sunday, July 16, 2023
[Dungeon] The Bleak Corridors - an OSR adventure
I made a dungeon today, in about 90 minutes. The Bleak Corridors: a 15-room factory complex with a dark Victorian/steampunk vibe.
Download here!
It includes a 2-page PDF with the room descriptions, the DM's map, and a players' map with the secrets and traps hidden for use in VTTs (the grid size is 70 px, the standard for Roll20).
There are stairs leading down to a deeper level - just erase those or use something else... Like the Bloodsoaked Gem Caverns!
Let me know what you think!
Friday, January 27, 2023
[Dungeon] Temple of the Forgotten God
Download as PDF here!
Thursday, December 8, 2022
Making a dungeon in 5 minutes?! (Enter the House of Metal...)
I saw a title today - "5-Minute Dungeon (and some D&D reflections)", it's an interesting post about a boardgame with that title, go and read it!
But of course my mind went in a different direction before actually reading the post. "So, is this a dungeon you can play in 5 minutes? Or a dungeon made in 5 minutes? Can you prep a dungeon in 5 minutes?"
So I tried to make a dungeon in 5 minutes. As you might imagine, it didn't work out too well, but it wasn't a complete disaster either.
As my timer, I picked a track that's exactly 5 minutes long: "House of Metal" by Chelsea Wolfe, turned it up, took its title as the dungeon's name, and sketched a castle and wrote down everything that came to my head.
HOUSE OF METAL
Gigantic blue metal castle
Wandering monsters:
1. Blue metal golems
2. Sneaky goblins
3. Lost scientist, disoriented
1. Hall with iron guard dogs
2. Lever opens door to #3
3. Giant magnet attracts all metal except blue special metal
4.
5. 1000 sp
6.
7.
8. Courtyard
9.
10. Tower of floating coins.
You be the judge...
I think on a better day, when I'm not so overworked, I could do something better and more focused. But it was a fun little challenge nonetheless. Thanks, Chelsea!
Tuesday, April 5, 2022
The best adventures from Footprints --- seven free old-school modules!
After going through all 25 issues of the old-school zine Footprints, I am in a good position to say that
a.) it's a treasure trove of gaming materials and a real community effort, and
b.) it has a bunch of GREAT adventure modules.
*drumroll*
Behold... The Magnificent Seven!
- "Gilded Dream of the Incandescent Queen", by H.D.A. (levels 3-6), Footprints #25. A floating double-tetrahedron, with lots of weirdness and psychedelic vibes!
- "The Emperor's Lost Army", by John A. Turcotte (levels 5-7), Footprints #9. Sandbox exploration adventure set in an overgrown ruined city; lost world, A. Merritt vibes.
- "The Secret of the Wood of Dark Boughs", by R.N. Bailey (levels 3-5), Footprints #20. Mystery/investigation module with many moving parts, set in a rural area, with folk horror vibes.
- "The Tenebristic Orb", by Malrex (levels 4-7), Footprints #25. Weird dungeon enclosed in an orb! Strong light/shadow/darkness theming.
- "The Haunted Inn of the Little Bear: Revenant’s Revenge", by Brian Wells (low levels), Footprints #15. Mystery adventure with a Solomon Kane vibe.
- "The Mired Cathedral", by C. Wesley Clough (levels 4-6), Footprints #18. A small but solid location-based adventure.
- "Death From Above", by Michael Haskell (levels 6-9), Footprints #10. Flying cloud giant fortress.
Monday, November 22, 2021
Fifty more 21-word dungeon rooms!
I wrote fifty more short dungeon room descriptions (see the original ten here)!
All 60 rooms in a single PDF!
11. Mush-Room
Cavemen lurk behind row of giant mushrooms that split the
room in two areas. Enemies shake fungi to release hallucinogenic spores.
12. Arena of the Phoenix-Spider
Great oval hall, knee-deep layer of ashes. Gold banners from
100’ tall ceiling. Arachnid monstrosity rises to challenge all two-eyed
creatures.
13. Oozey Oozeborne’s
Bedroom
Small and cluttered, rare alchemic manuals and implements
everywhere. Domesticated ooze lives under bed, obeys simple verbal orders
(“fetch!”, “engulf!”, “sit!”…).
14. Tidal Chamber
Long, narrow room, floods/empties every 6 hours. Blueprints
of experimental submersible vessel engraved into granite walls. Sluice leads to
underground sea.
15. Spider Theatre
Contrast between total darkness all around and cone of light projected at smiling mask on pedestal. Giant spiders drop from ceiling.
Sunday, November 14, 2021
Ten dungeon rooms, 21 words each
There's a contest in an AD&D group on Facebook, everybody is to write a 21-word description of a dungeon room. It's a pretty fun challenge, so I entered two into the contest (#1-2) and wrote eight more. Could make good minor "Specials" for random dungeon stocking on the fly as well, I guess?
1. Library of Dark Wisdom
Gloomy hall, ceiling 40', labyrinth of 30' tall shelves,
extra exits on top. Loud sounds trigger Silence spell. Undead librarians
wander.
2. Shrine of the False Serpent God
Columns carved with intertwined snakes. Gigantic statue of god,
hollow on the inside (priests fake miracles). Sacrificial dagger on blood-caked
altar.
3. Trick Crypt
Eight stone sarcophagi (filled with harmless black sludge),
arranged in star-shape. North-east one has false bottom, leads to secret
underground passage.
4. Machine Room Orphan
Narrow space, cogs & gears, bursts of hissing steam.
Lost child cowers in corner, amulet of the Witch King around neck.
5. Underground Cathedral of the Monster Hunter
Backlit stained-glass windows in alcoves depict famed
monsters; if broken, glass shards animate, but can be used to create monster-slaying
weapons.
6. Rainbow Room
Seven doors, each painted one color of the rainbow. Illumination
cycles through spectrum, only the door with the current color openable.
7. Impractical Garage
Ornate chariot; entrances to narrow for it to pass. Pair of invisible
horses neigh. Gilded weapons & tools hung on walls.
8. Draconic Gauntlet
Like a dog agility course, but for young dragons (tunnel,
seesaw, hurdles…). Training manuals on shelves. Torn dragon harness on ground.
9. Creepy Anatomical Theatre
Horseshoe-shaped auditorium. Semi-dissected body on slab
looks just like player character, but with animal features. Mad teaching
assistant armed with scalpels.
10. False Chasm
Rickety rope bridge over chasm. Actual depth only 30’ – masked
by illusion of void, tunnel to treasure vault at the bottom.
Monday, July 5, 2021
[Dungeon] Bloodsoaked Gem Caverns, OSR adventure
Wrote a small adventure today! It's set in an old mine, which is sort of a classic trope, but there are also a couple of interesting rooms and twists and whatnot. And the group might end up with a potentially lucrative mining operation (rules for running the business included). For low-level characters (2-3-ish). Stats are generic "OSR-isms", so you can basically use it with any system that has hit dice. 8 pages, 16 rooms...
I used Michael Raston's wonderful "Generic Room Stocker" tables for the title, one of the monsters and to get started with some of the rooms, then the rest really just wrote itself. It was fun.
In hindsight, I should have made the dungeon map less dense, space out the chambers a bit more, give them some breathing room... but then, at least it fits on the page nicely :)




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