Showing posts with label verticality. Show all posts
Showing posts with label verticality. Show all posts

09 March 2026

grodog's Approach to Designing Mega-Dungeons - Part 2: the Function of Size

 ...or, a Meditation and Reflection on What grodog Likes Best about Playing in AD&D Mega-Dungeons


Boromir on the futility of mapping all of Castle Greyhawk
Sean Bean on the futility of finishing
Castle Greyhawk


If you've not read it, you may want to visit part one in this series first:  grodog's Approach to Designing Mega-Dungeons - Part 1: the Maps.   If you already read it, I revised it a bit while writing this article, since I'd left a sentence fragment dangling in the middle of discussing the "Best Presentation in Print" and "Pulls It All Together" criterial for my favorite mega-dungeons.

Drafting this follow-up post has taken me two weeks rather than one since life's remained pretty busy of late.  That will probably continue through the remainder of March, so follow-up posts may also appear a bit more slowly than I'd originally thought (surprise, surprise ;) ).  

Size Matters

In Part 1: The Maps, I wrote a bit about designing maps for mega-dungeons, with the explicit assertion that mega-dungeons and their levels should be large, and by large I mean a few different things:

  1. Size as Coolness
  2. Size as Options
  3. Size as Really Freaking Huge
Let's tackle them one at a time.

Size as Coolness

The classic mega-dungeons have immense gravitas, so here size helps to deliver on the potential, the rumor, and the legend of Castle Greyhawk---Undermountain, or Caverns of Thracia, or Maure Castle, or [insert your favorite mega-dungeon name instead].  Bringing that legend to life at the table may be challenging, but the rest of the attributes I call out below help to support that mythic sense of awe---hopefully!

Implicit is my assertion that a mega-dungeon is cooler when it's bigger, which definitely (and coincidentally ;) ) aligns with my aesthetic preferences, but here are some thoughts on how larger levels actually make for cooler game play, using one of my designs as an example.

grodog's Recessive Gallery Level


grodog's Recessive Gallery Level


Recently reprinted in Fight On! Magazine #15 (Spring 2024), I'd forgotten that I'd previously shared this map on my grodog's Castle Greyhawk page, too---I had thought it was a "newly revealed" level when I offered it to Iggy to include in the zine.  So much for exclusivity, and my memory....  The full-sized version is at https://www.greyhawkonline.com/grodog/gh_castle_grodog_level_07-filled.jpg if you're curious.  

The map is unfinished, and incomplete:  many encounter areas drawn don't currently allow ingress, save by digging, passwall, or etherealness; there's not much added for intra-level stairways yet; ramps, trapdoors, and stairs up/down to adjacent levels aren't much present yet either (although placeholder spaces for these are present); pits are mostly unmarked (although the central double-T trap at the corner of the 30' wide cooridor where it turns N from E is a pit that opens into a holding/monster chamber below); etc.  That's pretty normal for how I work my maps up---some areas that are currently shown as inaccessible rooms may be filled in during the final version, or may have standard or secret doors added.  Or may remain inaccessible, and require digging or magic to enter---although I tend not to do that a whole lot, overall.  

This level is drawn on an 8.5x11" sheet of graph paper, gridded at 8 spi, making it pretty big:  64 squares N-S (~640') x 88 squares E-W (~840').  In this level, I placed several large chambers, intended in part as lairs for competing dragons.  When I redraw this to finish it, I'll likely use two of our Black Blade 11x17" sheets, for 17x22" dimensions drawn on the 6 spi side, so that'll allow 102 squares x 132 squares, which will let me fill out the rest of the level's edges that currently run off the sheet---I did this with the "Iounic Caverns" level maps, as well as my original Level 1 map too (if you click on the images in that blog post, they'll still load, but they don't display in the blog post due to Cloudflare).  The level will likely enlarge a bit further, similar to my process on Level 1, with some additional sub-level areas being added (or perhaps being relocated.  I may also connect the large southern chamber to one on my "Diamonds in the Rough" level, which has a very similar vibe with draconic presences; to do that, however, just might require a third sheet....).   

The larger encounter areas include, starting at top-right and moving clockwise:
  • overlapping encounter areas at different elevations along the 3- to 5-o'clock arcs
  • temple chamber in the southern 6-o'clock area, via the skull/lightbulb shaped room and the multi-level complex to it's immediate NE
  • large off-edge chamber at the south 7-o'clock, possibly a dragon lair; this is accessed via a Gygaxian room maze of octagons joined by squares that likely has teleports protecting the lair
  • upside-down coffin-shaped hexagonal chamber at the confluence of several large and/or long corridors, at the 10- to 11-o'clock positions in the NW corner; I think this is the primary dragon on the level
  • top N at 12-o'clock is another room maze of regular hexagons
  • central N at 12-o'clock to 12:30-o'clock is where the titular Recessed Gallery resides
The use of different sized sheets and grid-sizes for the levels in a mega-dungeon help to hide the edges of each level, so that the players won't automatically be able to find an edge and then circumnavigate the level's periphery:  it makes exploration less predictable, and each level more distinctly unique, and keeps the players guessing "just how large is this level?" which is definitely a good thing!  Both room mazes and the long corridors along the left/W similarly blur that edge, breaking it in the case of the room mazes and the 7-o'clock S large chamber.  The ragged right-hand E edge similarly leaves gaps, which should suggest searching for some of the secreat areas too.

The large size of the level helps to support these kinds of larger, cyclopean (to HPL for a moment) corridors and chambers, which increase that sense of awe and immensity that I want players to experience have when they're exploring Castle Greyhawk.  Large spaces and long corridors that extend well-beyond the range of visible light sources, including continual light at 6"radius and bullseye lanterns at 8" range, increase player paranoid and build that sense of scope, or vastness, in particular when that extends above (and sometimes below!) your current walking surface---PCs are moving through an ocean of darkness, in their tiny island bubble of illumination.  Peter Fitzpatrick's cover art for Knockspell #4 amply illustrates this concept nicely:


Knockspell #4 cover art by Peter Fitzpatrick
Knockspell #4 cover art
by Peter Fitzpatrick


The scenes of Thorin's company marching through Erebor while Smaug is "not at home" also convey this sense of cyclopean immensity too:


Erebor, The Lonely Mountain from The Battle of Five Armies (2014)
The dwarves exploring Erebor, The Lonely Mountain,
from "The Battle of Five Armies" (2014)


Very large levels also provide additional options during game play, as I detail next.

Size as Options

In many ways, the mega-dungeon offers the most concentrated essentials available for playing AD&D---AD&D in its most "pure" form, if you will.  Within its boundary walls, the mega-dungeon encapsulates the essence of AD&D play, and challenges the players in all aspects of the game:  all classes, monsters, spells, magic items, encounters, and treasures are on the table.  All PC classes have equal opportunity to rise in glory, or to die trying in the agony of defeat.  All DM encounters may be mowed down in the player pursuit of XP, or may mature into recurring villains like Obmi or Eclavdra.  

Showcasing the breadth of possibility for the whole of AD&D does not mean that simple and  "anything goes" funhouse environs are the required format for mega-dungeons---whether built by Zagig Yragerne, Halaster Blackcloak, or the scions of Uncle from Maure Castle---but that in gaming there, all tools are available to the players and the DM.  All PC classes should have equal opportunity to shine, including druids, assassins, barbarians, and bards, among all the remaining PC and NPC classes (well, maybe not cavaliers.... ;) ).  All PC races should be able to flex their detection muscles too---dwarves finding stonework traps and elevators, gnomes determining sloping passages and direction of travel, elves and half-elves finding secret doors, and half-orcs acting as intermediaries with humanoids, and gnomes and hobbits entering small spaces.  

A related aspect that larger mega-dungeon levels support is expandable capacity:  the mega-dungeon keeps inspiration and creativity flowing by offering plenty of room for sub-levels, side levels, split levels, demi-planes, and other pet projects.  This keeps the players and the DM creatively intrigued and engaged, since formerly-explored areas can be enriched with new encounter areas, perhaps even via variable features, and allows the creation of distinctly unique challenges and areas to support less-common and non-standard classes, monsters, and encounter types.  

I group these two together under their own heading since I see them both as closely-related but different approaches to supporting options.  The breadth of possibility focuses on the wide expanse of core rules and their supplemental additions and expansions, while expandable capacity focuses on the actual dungeon level, its architecture, and environs, rather than the rules that govern what encounters occur within the level.  

Size as Really Freaking Huge

These attributes drill down into the above two, but still stand-out in my mind as important criteria that merit their own focus and discussion.

Verticality as Large and Open Spaces:  Large monsters like dragons and rocs, elementals and purple worms need wide and spacious areas to operate within, so dungeon level designs need to provide room for such creatures , and to accommodate the tactical selection of encounter terrain being brought to bear in combat and flight by both mega-dungeon inhabitants and invaders.  

This is where the the 20' to 50' wide corridors from the DMG's Appendix A come into play, along with the chambers and rooms of unusual shape and size (CaRoUSSs, perhaps ;) ).  However, long or wide corridors that connect to central plazas, squares, or parade grounds can serve similar functions, too, as can numbers of 10' wide corridors converging into hubs, with their long lines of sight.

Verticality as Depth Within and Between Levels:  Verticality is highly-valued in the mega-dungeon design ethos, and is generally credited to Jennell Jaquays' Caverns of Thracia and Dark Tower, which feature movement up and down within levels, across and between levels, and vertical features spanning multiple levels like chasms and wells, balconies and overlooks, and interconnected cavern systems.

Verticality within a level is, in my mind, nearly as important as verticality between levels, but both are essential to good mega-dungeon play.  The levels need room to breathe, to provide the space required for those large encounter areas, and that means that they probably need 50 to 100 feet of depth per level (those pits that don't fall through into a new level below need to fit within the level's depth, along with the headroom for those 30 to 50' ceilings.  

To give room for those spaces, the depth between levels should likely be 50 or more feet.  That also allows room for smaller clusters of rooms at landings, or off of stairs.  It also helps to keep players guessing about the depth that they're going down between levels---if each level is only 10 feet down from the previous one, they'll have an easier time guessing where their PCs are, and the challenges that their PCs will face.  


Multi-Level Dungeon Features, from The Dungeon Architect Part 2
Multi-Level Dungeon Features
from Roger Musson's "The Dungeon Architect, Part 2"
Artwork by Iain McCaig


Verticality as Total Depth:  As the space within and between levels increases, the mega-dungeon grows downward, deeper into the depths.  First DM'd at GaryCon II and North Texas RPGCon #2, my "Escape from Level 14" scenario thrust the PCs from the level 10 dungeon challenge they were expecting and dumped them lost into level 14.  They needed to find their way up and out, if possible.  

For that scenario, built using my old Castle Greyhawk elevations, they were ~4200 feet below the surface, which is about 8/10th of a mile.  Earth's deepest mines are ~2 1/2 miles down, so as I build my new elevation maps, I'll allocate the necessary room for each level's footprint (as a placeholder I only used 50 feet per level, for the most part, in the original versions), which will increase the depths for the lower dungeon levels even further.  That should also enable connections to the drowic underworld for some of the deepest levels, perhaps.

Big and complex enough that players and their PCs can get lost:  For reasons to get the PCs lost in the first place, see Roger Musson's "Dungeon Architect" articles, referenced in the first article of this series.    

Getting lost is a design function of the mega-dungeon's size, interconnectedness within and across levels, and its external connections to other environments ("extraconnectedness" perhaps?).  Teleporters---with or without similarly-designed areas of levels---are not the main reasons that PCs get lost in mega-dungeons.  Flight from encounters is why PCs get lost.  Players can't map while fleeing at , and if they end up going up/down a level, fall into a pit or a chute to another level, wander down a sloping passage, etc., then they're well and truly lost, and the entire tenor of the evening changes to finding a path back to familiar ground.  

When PCs are lost, strange actions may be taken, like:  
  • players desperately consulting the mappers, trying to guesstimate distances and turn counts travelled 
  • gnome, dwarf, and stout halfling PCs being consulted for GPS coordinates
  • characters asking for directions, or bribing (or charming) dungeon denizens for the same
  • divination spells suddenly being memorized
...to say nothing about the possibility of the party running into other encounters as they flee blindly hither and yon ;)

Sufficiently vast in scope that the players and their characters will never completely explore the largest levels, much less the entirety of the mega-dungeon itself.  Always will some monsters  remain undiscovered and undefeated, traps unsprung, enigmas unsolved, and treasures unlooted.


Boromir on the futility of mapping all of Castle Greyhawk
Sean Bean on the futility of finishing
Castle Greyhawk


As Boromir asserts, one does not beat Castle Greyhawk by exploring its every nook and cranny, and then move onto the next checkbox in the AD&D gaming experience ;)

Next Up?

For part three, I will examine how I key mega-dungeon levels, including the types of paper/sheets I use, and some volume-based keying strategies, unless I tangentialize on other topics first---such as traps, a dungeon encounter type that I hold great love for.   We'll see! 

Thanks for reading and your comments!

Allan.

28 February 2018

The Twisting Stair #3 (Spring 2018)

*** UPDATE 20 March 2019:  TTS#3 has been reprinted, and is now available for mail order again ***

*** UPDATE 2 March 2019:  TTS#3 has been reprinted, but will not be available for mail order until 13 March 2019, after we return from GaryCon ***

*** UPDATE 6 Feburary 2019: TTS#3 is now out-of-print, and unavailable until after our return from GaryCon ***

After a longer delay than planned, Tony Rosten and I are happy to announce that the Spring 2018 third issue of The Twisting Stair is going to press this week, and will debut at GaryCon next week (8-11 March 2018, in Lake Geneva, Wisconsin)!

The Twisting Stair, issues 1-3






Like TTS#2, The Twisting Stair #3 is 20 pages long, is priced at $5, and is available in print format only.  

TTS#3 Contents

Here's the TOC for The Twisting Stair #3 (Spring 2018):

  • From Kuroth’s Quill by Allan -- "Mega-Dungeon Mapping Strategies for Players" (in which Allan attempts to make mapping fun!)
    • Mapping the Problem: An Introduction
    • The Main Functions of a Map - Why to Map
    • grodog's Three Mapping Modes - How to Map
      • Replicated Maps - aka, the Ernie Gygax Method
      • Descriptive Maps - The Captain's Log
      • Trailing Maps - A Hybrid Approach
    • grodog's Mapping Tips and Tricks
      • Playing Mapping Tactics
      • In-Character Mapping Tactics
  • Critters and Glitters
    • New monster - Fire Weird by Allan (a firey variation on Ernie Gygax's classic monster)
    • New magic items - Ying’s Fantastic Fireworks by Tony (a collection of ten new one-shot magical devices)
  • The Centerfold Mega-Dungeon Map by Tony and Allan -- The third 11"x17" level of The Twisting Stair dungeon
  • Wandering Pairings by Tony -- Third-level wandering monsters
  • Down the Twisting Stair by Tony -- Vertical Design in the Mega-Dungeon
    • The Ups and Downs of Vertical Encounter Design
    • Encounter:  "Will you climb into my Parlour?" said the Great Red Spider to the Fly
    • Vertical Design Involving Multiple Encounters
    • Encounter:  The Upside-Down Water Lock
    • Vertical Design that Spans Multiple Dungeon Levels
  • Stackable Geomorphs Add Verticality to Your Mega-Dungeon by Tony and Allan -- A new type of geomorph designed to increase vertical space in dungeon design
    • 3 stackable base geomorphs
    • 6 stackable geomorphs
    • 3 blank stackable geomorphs

Ordering and Shipping Process, New Paypal Account

New orders can be placed by sending $4 for TTS#1 and $5 for TTS#2 or TTS#3 and using the above postage guidelines to calculate postage due.  You can submit payment via our new TTS Paypal account:  [email protected]

If you would like to buy more than 2 copies an issue of The Twisting Stair, please request a postage quote by emailing [email protected], then Tony or Allan will get back to you.

FYI, if you're ordering just copies of TTS, Allan will ship those orders; if you're ordering copies of TTS as well as other Black Blade Publishing books, then Jon is happy to combine shipping for those orders, and you'll place the order and remit payment via his Black Blade email address [email protected].  



USA DOMESTIC Shipping & Handling

  • Envelope Only
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    • 2 copies @ 5.2 oz.:  1st class large envelope @ $2.50, Priority Flat Rate Envelope @ $8.00 
    • 3 copies @ 7.0 oz.:  1st class large envelope @ $3.50, Priority Flat Rate Envelope @ $8.00
  • Envelope + Cardboard Backing
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    • 2 copies w/cardboard @ 7.3 oz.:  1st class parcel @ $5.25, Priority Flat Rate Envelope @ $8.00 
    • 3 copies w/cardboard @ 9.2 oz.:  1st class parcel @ $6.00, Priority Flat Rate Envelope @ $8.00  

INTERNATIONAL Shipping & Handling

  • Envelope Only
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    • 2 copies @ 5.2 oz.:  1st class international large envelope @ $4.50 to CANADA, @ $8.00 to AUSTRALIA, GERMANY, HUNGARY, and the UK 
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  • Envelope + Cardboard Backing
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    • 2 copies w/cardboard @ 7.3 oz.:  1st class international parcel @ $13.00 to CANADA, @ $17.00 to AUSTRALIA, GERMANY, HUNGARY, and the UK
    • 3 copies @ 9.2 oz.:  1st class international parcel @ $18.00 to CANADA, @ $25.00 to AUSTRALIA, GERMANY, HUNGARY, and the UK 

Combined Shipping:  We're happy to combine shipping of copies of TTS#1 and #2, of course, as well as with existing Black Blade Publishing stock when possible. 

The Fine Print on Postage:  All prices are in United States Dollars (USD), and we may need to change them with issue #4 (which may be larger than the 20 pages in issue #3), or if I go to the post office and find that our due diligence didn't quite pan out for some reason.




Back Issues Availability, Subscriptions, Submissions, PDFs, and Other Questions

Copies of The Twisting Stair #1 (Spring 2017; $4) and The Twisting Stair #2 (Summer 2017; $5).  

At this time, we are not offering subscriptions to The Twisting Stair, but we are in the process of setting up freelance submissions.  If you are interested in contributing to TTS as a freelance author, cartographer, or artist, please email us at [email protected]We also only offer TTS in print at this time, no PDFs.  Those statuses may-well change in the future, but since The Twisting Stair is a new venture for both Tony and Allan, we're trying to keep things manageable while we get our sea legs. 

If you have any questions, suggestions, or comments, please post them here, or via The Twisting Stair Google+ community or The Twisting Stair Facebook Page or email us at [email protected].
Thanks!

Allan.  

04 May 2017

Dungeon Strangitude: Variations on Dungeon Dressing and Setting the Tone

Dungeons are the antithesis of the “real” world in D&D—the world of plowing crops and brewing beer, where cattle and horses are valuable commodities.  Once the PCs enter the dungeon, they walk willingly into the Unknown, into Otherness—into another world that is out to get them, and from which they may never return.

Dungeon dressing sets the tone for the dungeon overall, but also plays to variations within sections of levels and sub-levels, and helps each to define and retain its own unique flavor in play.  Consider Dave Cook’s A1 Slave Pits of the Undercity, with its reeking sewers level and the orcish water-dripping drum beats resonating as PCs slosh through foul waters, desperately trying to be quiet.  Contrast that with Lawrence Schick’s A4 In the Dungeons of the Slave Lords, where inbred kobolds and stranger creatures stalk the crumbling caverns, and players must be ingenious to create light, to find arms,  and to escape before the earthquakes and burgeoning volcanic eruption claim their lives.  Each differs strongly from the other, and these nuanced differences can be reinforced by a Dungeon Master who employs dungeon dressing to good effect. 

Dungeon dressing breathes life into the empty rooms and hallways that occupy roughly 60% of any given dungeon level’s space.  Dungeon dressing punctuates the otherwise drab 10’ x 10’ x 10’ cube with hints of something mundane or mysterious, of the magical, or the odd, or the out-of-place.  Something that will, hopefully, pique the players’ curiosity, whet their appetite, and fire their imagination with possibilities:  will the old boots in the corner be mismatched and rat-gnawed, or contain gems in a secret compartment in the sole; be riddled with rot grubs, or be boots of elvenkind? 

Like the use of verticality in the dungeon environment in general, dungeon dressing should not always be placed at floor level:  the aforementioned boots could be hanging from a peg on the wall or sit on a shelf 18’ up, and dungeon graffiti may be scrawled on the ceiling or floor, as well as the walls, or even hang magically in mid-air (in which case, it may reveal a different message if read from the back instead of the front!).  Driving vertical challenges to the players at the local level of a room or a wall or a hallway, in addition to the verticality of large-scale features, helps to ground players in the need for climbers, multiple lengths of 50’ rope, 10’ poles, iron spikes, pitons, hammers, and the quotidian utility of movement and exploration spells like feather fall, jump, levitation, rope trick, and spider climb.

Similarly, the style, frequency, and types of dungeon dressing should vary depending upon the tone that the level sets.  Through taunting riddles, strange portals, the sheer busyness of its elaborate frescoes and bas-reliefs—and hideous death traps, of course—S1 Tomb of Horrors builds an overwhelming feeling of dread in PCs (and players, perhaps!), and of ancient, undisturbed secrets best left unsought.  In S1, there is no surety—of return at all, of return via the same path trod entering, of exiting with any possessions at all, of being the same sex/race/alignment/class upon exit.  Dungeons like S1 change adventurers, one way or the other.  In some cases, such changes are obvious (change of sex or race), others are more-subtle, but regardless none who enter the Tomb of Horrors and similar environs, who partake of its dark feasts and then return to tell their tales in taverns—none are the same, ever again.  In S4 Lost Caverns of Tsojcanth the details of battling Drelnza within her opulent and spherical lair—and desperately trying to kill her without destroying the treasures she guards—stand in stark contrast to the odious and oppressive depths of Greater Caverns, and their myriad of strange portals and warped inhabitants.  The siren call of such dungeons lure explorers into change from which they will only truly escape in death, and their dungeon dressing acts as the foci around which the mood of the dungeons condense in slow, rippling evil. 

Some mysteries of dungeon dressing are not meant to be solved immediately, if ever—otherwise they’re not mysteries, right?  The whys, wherefores, and whens of who created a shelf 18’ up the wall are best left unsolved for some time, especially if players grow paranoid about flying creatures, giants, wall-crawlers, and such in the meanwhile!  That admonition applies to both sides of the screen:  DMs can and should seed hints that raise player curiosity, that can blossom into future encounters—or not—based on player activity in response, and leads that are not followed-up on are sometimes more interesting than ones that the players latch onto, as well….  When the players imbue minor elements of dungeon dressing with greater significance as a result of their attention, they are driving the game forward in the direction they desire, which makes the game easier to manage and run, bridges the gap between encounters, and makes D&D more fun for all of the participants.  

Levels of Player Engagement with Encounters


In my campaign dungeons, encounter types typically span four “levels” of player engagement (I used to use five levels, but combined two levels of dungeon dressing into one after feedback):
  1. Nothing: literally nothing to see here—search for secret doors and move along; I try to insure that that a number of seemingly-empty rooms are, in fact, empty, to help dungeon dressing stand out further
  2. Dungeon dressing: spot color to maintain the game’s flow, provide distraction, and avoid player boredom; some dressing will be simple spot color, while some will be “special” dungeon dressing---dressing with inspirational potential that could build into a something of significance, and perhaps even a true encounter, depending upon the players’ actions in response (i.e., when I'm winging it); in general, dungeon dressing should also highlight the unique aspects of a level in the small, details that make A1 differ from A4 (I dislike the term “special” so if you think of a better adjective, please let me know!)
  3. Encounters: the usual mix of monsters, treasures, traps, hazards, riddles, puzzles, tricks, enigmas, and other dungeon features that wreak havoc upon PCs
  4. Centerpiece encounters: the unique and distinctive encounters that resonate with players across the years of a campaign, like the Black Reservoir and Great Stone Face of Castle Greyhawk, and the Unopenable Doors and Terrible Iron Golem of Maure Castle
Special dungeon dressing offers players spot color that contains an order-of-magnitude-more potential than standard dungeon dressing.  Dungeon strangitude is when the dungeon background foregrounds, and intrudes into the PCs’ reality — lacing it with mystery and madness, marvels and mayhem.  Dungeon strangitude defines Zagig’s whimsy and Halaster’s cruelty—where the surreal and the anachronistic are living, breathing laws of the land. 

When I use standard dungeon dressing, it’s mostly scenery, with some interesting bits thrown in for variety.  With dungeon strangitude, the monsters and environment often play dirty.  For example, the PCs discover staked corpses set before the dungeon entrance, to warn away potential invaders (or deeper within, at a hallway eventually leading to the lair of an intelligent and puissant foe).  The corpses span local PC and monstrous races:  an elf, dwarf, and human, side-by-side with a kobold, bugbear, gnoll, and ogre.  Any creature who cares sufficiently about their own kind to remove the corpses from their stakes to provide a proper burial, may—in the minds of those issuing the warning—also be a credible threat.  So they infested the corpses with rot grubs or yellow mold, covered them with contact poison, or turned them into buboed incubators for disease.  The noble few who not only ignore the warning but act against with compassion can hopefully be slain with little to no risk.  That said, special dungeon dressing must not become a “Special” detector:  for special dungeon dressing to be unique and interesting, dungeon dressing should usually remain mundane:  most of the time, corpses are just dead bodies rather than trap-laden warnings.  When special dungeon dressing appears too frequently and is overdone—as with any element in a dungeon’s environment—it spoils the encounter, ruins the mood, and detracts from the tone of the entire level. 

Example of Dungeon Dressing:  Doors


Consult this table when you want to insert some colorful doors into your dungeon; the table mixes together what I consider levels 2-4 of encounter types:

d100                Result
01-08               Door is wizard locked at level (roll 2d6): 
                                    2:         Dungeon level – 2d4 (minimum, level 3)
                                    3-4:      Dungeon level – 1d4 (minimum, level 3)
                                    5-6:      Dungeon level (minimum, level 3)
                                    7-9:      Dungeon level + 1d6 (minimum, level 3)
                                    10-11:  Dungeon level + 2d6
                                    12:       Dungeon level + 4d4
09                    Door is held (hold portal; roll 1d10 on the table above for wizard lock to
determine level of the caster, and wing the remaining duration; given the
short duration on hold portal, the caster is either nearby, or likely already
in flight….)
10-11               Door is variable (see “One-Way Doors, Variable Stairs, and the Accessibility of Sub-Levels” from Knockspell #1)
12-15               Door is one-way
16-22               Door is locked
23-27               Door is barred (roll 1d6:  1-3 singly, 4-5 doubly, 6 triply)
28-30               Door frame is present, but the door and its hinges and hinge pins have
been removed
31-40                         Door is trapped (DM to provide details)
41-47                         Door is of special construction (roll 2d6):
2:         Door is metal, air tight, and looks and functions like a
submarine hatch
3-4:      Door is a Dutch door (split in half horizontally; each half
opens and locks independently)
5-6:      Door is equipped with a covered aperture (which may
or may not have a grille on the other side of the cover to prevent passage of objects through the aperture when open)
7-9:      Door is equipped with a peep hole (that may be obvious or
hidden, one-way or usable from either side)
                                    10-11:  Door is created from an interesting but non-valuable
substance:  steel bars, stone, blood, mercury, magma,
moonlight, flesh, etc.
                                    12:       Door is a composite, whether a mosaic, jigsaw puzzle, or
simply created from multiple substances, and may or may
not be complete, and may open once complete (or when
made incomplete)
48-50               Door only opens to (roll 2d6):
                                    2:         Creatures from its home plane (not the dungeon’s plane)
                                    3-4:      Monsters only
                                    5-6:      Creatures of a particular class
                                    7-9:      Creatures of a particular alignment (could be an particular
alignment like LE or a general ethos like “any Neutral”)
                                    10-11:  Creatures of a particular sex
                                    12:       Creatures of a minimum level or HD
51                    Door is intelligent; DM will have to create its personality and
motivations, which will influence whether it allows PCs to pass, as well
as whether and how it can defend itself
52-53               Roll 1d6:  1-3 Door is a teleporter, 4-5 Door is a gate, 6 Door is a teleporter or
gate and functions only after 2-5 characters pass through the door
54-57               Door is monstrous, or has a monster bound within it or nearby (roll
1d12):
                                    1:         Demon/devil/guardian daemon/deva or other outer-
planar monster
                                    2-3:      Undead (shadow, wraith, spectre, etc.; the infamous
                                                “Dread Portal” from Undermountain)
                                    5-6:      Mimic (roll 1d6:  1-4:  intelligent mimic, 5-6:  killer mimic)
                                    7-9:      Ear seekers have infested the door
                                    10-11:  Yellow or brown mold has infested the door
                                    12:       Door is a golem, and will animate to attack PCs
58                    Door is made from a precious metal, gemstone, or some other valuable
substance, and is worth a fortune; it presumably cannot be removed for
some reason, or else it would probably be gone already
59-63               Door is written upon (roll 2d6):
                                    2:         Nonsense verses (I recommend Lear or Carroll)
                                    3-4:      Dungeon graffiti in a PC language
                                    5-6:      A palimpsest of overlaying graffiti, much of which has
been rendered illegible over time
                                    7-9:      Dungeon graffiti in a monster language
                                    10-11: Door depicts some scene or map, whether drawn,
painted, gouged, carved, etc.
                                    12:       Magical writing (explosive runes, sepia snake sigil,  confuse
languages, symbol, glyph of warding, wizard mark, etc.), or
other effects (magic mouth, secret page, maze, sanctuary, etc.)
64                    Door only opens upon the proper answer to a riddle, or when told a
story or sung to, or when kissed by a virgin, or when fed, etc.
65-72               Door is concealed
73-82               Door is a secret door
83-86               Door is a false door (roll 1d6:  1-3 Door is false, 4-5 False door is trapped,
                        6 False door conceals a secret door)
87                    Door can only be opened (or unlocked) from a remote location
88-92               Door is scarred by (roll 2d6):
                                    2:         Acid
                                    3-4:      Scored by monstrous claws, hacked by axes, pitted, etc.
                                    5-9:      Fire
                                    10-11:  Water (water marked and swollen, rotten wood, etc.)
                                    12:       Door has been warped (if wood) or stone shaped in some
manner, to enable passage in (or out)
93-94               Door is features bas-relief or is sculpted to resemble some creature, scene,
object, person, etc.
95                    Door is invisible, ethereal, out of phase, a shadow door, or otherwise not-quite-
there (and may be periodic, in the manner of variable features)
96-97               Door is open (roll 1d6:  1-4 Door works normally, 5-6 Door won’t remain
closed unless spiked)
98-99               Roll twice
100                  Roll three times

Enjoy!

Allan.

"Dungeon Strangitude:  Variations on Dungeon Dressing and Setting the Tone" first appeared in Knockspell Magazine #2 (Spring 2009). This version of the article includes the errata published in FKQ#3 that fixed the entries for 31-40 and 41-47, which were dropped from table when originally published.  I've also collapsed the original five levels of encounter engagement down to four after feedback from readers.