Dungeons are deep, dark pits filled with subterranean horrors and lost, ancient treasures. Dungeons are labyrinths where evil villains and carnivorous beasts hide from the light, waiting for a time to strike out into the sunlit lands of good. Dungeons contain pits of seething acid and magic traps that blast intruders with fire, as well as dragons guarding their hoards and magic artifacts waiting to be discovered.
In short, dungeons mean adventure.
The term “dungeon” is a loose one. A dungeon is usually underground, but an above-ground site can be a dungeon as well. Some DMs apply the term to virtually any adventure site. For this discussion, a dungeon is an enclosed, defined space made up of encounter areas connected in some fashion.
The most common form of dungeon is an underground complex built by intelligent creatures for some purpose. Physically, such a place has rooms joined by corridors, stairs connecting it with the surface, and doors and traps to keep out intruders. The archetypal dungeon is abandoned, with creatures other than the builders now occupying areas within it. Adventurers explore such places with the hope of finding treasure either left behind by the original inhabitants or in the hoards of such squatters.
The four basic dungeon types are defined by their current status. Many dungeons are variations on these basic types or combinations of more than one of them. Sometimes old dungeons are used again and again by different inhabitants for different purposes.
Ruined Structure: Once occupied, this place is now abandoned (completely or in part) by its original creator or creators, and other creatures have wandered in. Many subterranean creatures look for abandoned underground constructions in which to make their lairs. Any traps that might exist have probably been set off, but wandering beasts might very well be common.
Areas within the ruined structure usually contain clues to their original intended use. What is now the lair of a family of rust monsters might once have been an old barracks, the rotting remains of the beds and other furnishings now arranged to make nests for the creatures. An ancient throne room, adorned with the tatters of once-beautiful tapestries, might be empty and quiet — the ancient curse that struck down the queen still hanging in the air before the verdigris-encrusted bronze throne.
A ruined structure dungeon is a place that cries out to be explored. Adventurers might hear tales of treasure still lingering in the abandoned labyrinth, leading them to brave the dangers to uncover it. This is the simplest and most straightforward of the dungeon types, and it usually balances danger (the inhabitants) with reward (the treasure). The creatures dwelling in a ruined structure aren’t necessarily organized, so PCs can usually come and go as they please, making it easy to start and stop an adventure.
Occupied Structure: This type of dungeon is still in use. Creatures (usually intelligent) live there, although they may not be the dungeon’s creators. An occupied structure might be a home, a fortress, a temple, an active mine, a prison or a headquarters. This type of dungeon is less likely to have traps or wandering beasts, and more likely to have organized guards — both on watch and on patrol. Traps or wandering beasts that might be encountered are usually under the control of the occupants. Occupied structures have furnishings to suit the inhabitants, as well as decorations, supplies, and the ability for occupants to move around (doors they can open, hallways large enough for them to pass through, and so on). The inhabitants might have a communication system, and they almost certainly control an access to the outside.
Some dungeons are partially occupied and partially empty or in ruins. In such cases, the occupants are typically not the original builders but instead a group of intelligent creatures that have set up their base, lair or fortification within an abandoned dungeon.
Use an occupied structure dungeon for the lair of a goblin tribe, a secret underground fortress or an occupied castle. This is one of the most challenging types of dungeons for adventurers to enter and explore, if the occupants are hostile. The challenge comes from the organized nature of the inhabitants. It’s always harder to fight a foe on his own terms in an area he knows well and is prepared to defend.
Safe Storage: When people want to protect something, they might bury it underground. Whether the item they want to protect is a fabulous treasure, a forbidden artifact, or the dead body of an important figure, these valuable objects are placed within a dungeon and surrounded by barriers, traps and guardians.
The safe storage type of dungeon is the most likely to have traps but the least likely to have wandering beasts. The crypt of an ancient lich may be filled with all manner of magic traps and guardians, but it’s unlikely that any subterranean monsters have moved in and made a part of the dungeon their lair — the traps and guardians will have held them at bay. This type of dungeon normally is built for function rather than appearance, but sometimes it has ornamentation in the form of statuary or painted walls. This is particularly true of the tombs of important people.
Sometimes, however, a vault or a crypt is constructed in such a way as to house living guardians. The problem with this strategy is that something must be done to keep the creatures alive between intrusion attempts. Magic is usually the best solution to provide food and water for these creatures.
Even if there’s no way anything living can survive in a safe storage dungeon, certain monsters can still serve as guardians. Builders of vaults or tombs often place undead creatures or constructs, both of which have no need for sustenance or rest, to guard their dungeons. Magic traps can attack intruders by summoning monsters into the dungeon. These guardians also need no sustenance, since they appear only when they’re needed and disappear when their task is done.
Natural Cavern Complex: Underground caves provide homes for all sorts of subterranean monsters. Created naturally and connected by a labyrinthine tunnel system, these caverns lack any sort of pattern, order or decoration. With no intelligent force behind its construction, this type of dungeon is the least likely to have traps or even doors.
Fungi of all sorts thrive in caves, sometimes growing in huge forests of mushrooms and puffballs. Subterranean predators prowl these forests, looking for those feeding upon the fungi. Some varieties of fungus give off a phosphorescent glow, providing a natural cavern complex with its own limited light source. In other areas, a daylight spell or similar magical effect can provide enough light for green plants to grow.
Often, a natural cavern complex connects with other types of dungeons, the caves having been discovered when the manufactured dungeon was delved. A cavern complex can connect two otherwise unrelated dungeons, sometimes creating a strange mixed environment. A natural cavern complex joined with another dungeon often provides a route by which subterranean creatures find their way into a manufactured dungeon and populate it. Rumours in some places speak of the Underdark, a subterranean world that is one enormous natural cavern complex running under the surface of entire continents.
Natural cavern complexes can be quite beautiful, with stalactites, stalagmites, flowstone, columns and other limestone formations. However, from an adventuring point of view they have a serious shortcoming; less treasure. Since the dungeon was not created for a specific purpose, there’s little chance of happening upon a secret room filled with gold left behind by the previous occupants.
Practically all dungeons have walls, floors, doors and other kinds of common features. Adventurers quickly learn what the common features of a dungeon are — and you can use this fact to your advantage. Common features create consistency (which helps suspend disbelief) and allow you to create interesting surprises by changing the features — sometimes only slightly. When the PCs enter a dungeon, it’s often useful to establish some conventions so that misunderstandings don’t crop up later.
Convention #1 — Default Elements: Tell your players what the floor is like, what the walls are made of, and how high the ceilings are. Say that you’ll let them know if any of these default elements change. That helps them imagine the dungeon, and it keeps you from having to repeat yourself. If most of the doors or tombs in your dungeon are identical, you can describe the first one in detail and add “Unless I say otherwise, they’re all like this one.”
Convention #2 — On the Grid, Each Square Has One Feature: When you draw something such as a pool of shallow water on your map grid, any square that’s more than half-covered by the pool is considered to have water in it, but squares that just have water in a small fraction of their area are considered dry. Using this convention means you don’t have to create straight-edged, unnatural-looking terrain features by forcing them to conform to a square grid that doesn’t exist in the game world.
Convention #3 — Establish Standard Procedures: Once the characters fall into a predictable pattern when confronted with some recurring kind of challenge such as a closed door, it’s okay to assume that the characters do that every time. For example, if the rogue always searches a door for traps, then makes a Listen check to hear what’s on the other side, then tries to pick the lock, you can establish that as the standard procedure. This convention saves time because you don’t have to wait for players to declare their characters’ actions before calling for the checks, and it helps the players because they won’t accidentally overlook a step in their standard procedure.
Sometimes, masonry walls — stones piled on top of each other (usually but not always held in place with mortar) — divide dungeons into corridors and chambers. Dungeon walls can also be hewn from solid rock, leaving them with a rough, chiseled look. Or, dungeon walls can be the smooth, unblemished stone of a naturally occurring cave. Dungeon walls are difficult to break down or through, but they’re generally easy to climb.
| Wall Type | Typical Thickness | Break DC | Hardness | Hit Points1 | Climb DC |
|---|---|---|---|---|---|
| Masonry | 1 ft. | 35 | 8 | 90 hp | 20 |
| Superior masonry | 1 ft. | 35 | 8 | 90 hp | 25 |
| Reinforced masonry | 1 ft. | 45 | 8 | 180 hp | 15 |
| Hewn stone | 3 ft. | 50 | 8 | 540 hp | 25 |
| Unworked stone | 5 ft. | 65 | 8 | 900 hp | 15 |
| Iron | 3 in. | 30 | 10 | 90 hp | 25 |
| Paper | Paper-thin | 1 | — | 1 hp | 30 |
| Wood | 6 in. | 20 | 5 | 60 hp | 21 |
| Magically treated2 | — | +20 | ×2 | ×23 | — |
1 Per 10-foot-by-10-foot section.
2 These modifiers can be applied to any of the other wall types.
3 Or an additional 50 hit points, whichever is greater.
Masonry Walls: The most common kind of dungeon wall, masonry walls are usually at least 1 foot thick. Often these ancient walls sport cracks and crevices, and sometimes dangerous slimes or small monsters live in these areas and wait for prey. Masonry walls stop all but the loudest noises. It takes a DC 20 Climb check to travel along a masonry wall.
Superior Masonry Walls: Sometimes masonry walls are better built (smoother, with tighter-fitting stones and less cracking), and occasionally these superior walls are covered with plaster or stucco. Covered walls often bear paintings, carved reliefs, or other decoration. Superior masonry walls are no more difficult to destroy than regular masonry walls but are more difficult to climb (DC 25).
Hewn Stone Walls: Such walls usually result when a chamber or passage is tunneled out from solid rock. The rough surface of a hewn wall frequently provides minuscule ledges where fungus grows and fissures where vermin, bats, and subterranean snakes live. When such a wall has an “other side” (it separates two chambers in the dungeon), the wall is usually at least 3 feet thick; anything thinner risks collapsing from the weight of all the stone overhead. It takes a DC 25 Climb check to climb a hewn stone wall.
Unworked Stone Walls: These surfaces are uneven and rarely flat. They are smooth to the touch but filled with tiny holes, hidden alcoves, and ledges at various heights. They’re also usually wet or at least damp, since it’s water that most frequently creates natural caves. When such a wall has an “other side”, the wall is usually at least 5 feet thick. It takes a DC 15 Climb check to move along an unworked stone wall.
Special Walls: Sometimes you can place special walls in a dungeon. Expect players to react with curiosity and suspicion when their characters encounter these unusual walls.
Reinforced Walls: These are masonry walls with iron bars on one or both sides of the wall, or placed within the wall to strengthen it. The hardness of a reinforced wall remains the same, but its hit points are doubled and the Strength check DC to break through it is increased by 10.
Iron Walls: These walls are placed within dungeons around important places such as vaults.
Paper Walls: Paper walls are the opposite of iron walls, placed as screens to block line of sight but nothing more.
Wooden Walls: Wooden walls often exist as recent additions to older dungeons, used to create animal pens, storage bins, or just to make a number of smaller rooms out of a larger one.
Magically Treated Walls: These walls are stronger than average, with a greater hardness, more hit points, and a higher break DC. Magic can usually double the hardness and hit points and can add up to 20 to the break DC. A magically treated wall also gains a saving throw against spells that could affect it, with the save bonus equaling 2 + one-half the caster level of the magic reinforcing the wall. Creating a magic wall requires the Craft Wondrous Item feat and the expenditure of 1,500 gp for each 10 foot-by-10-foot wall section.
Walls with Arrow Slits: Walls with arrow slits can be made of any durable material but are most commonly masonry, hewn stone or wood. Such a wall allows defenders to fire arrows or crossbow bolts at intruders from behind the safety of the wall. Archers behind arrow slits have improved cover that gives them a +8 bonus to Armour Class, a +4 bonus on Reflex saves, and the benefits of the improved evasion class feature.
As with walls, dungeon floors come in many types.
Flagstone: Like masonry walls, flagstone floors are made of fitted stones. They are usually cracked and only somewhat level. Slime and mould grows in these cracks. Sometimes water runs in rivulets between the stones or sits in stagnant puddles. Flagstone is the most common dungeon floor.
Uneven Flagstone: Over time, some floors can become so uneven that a DC 10 Balance check is required to run or charge across the surface. Failure means the character can’t move in this round. Floors as treacherous as this should be the exception, not the rule.
Hewn Stone Floors: Rough and uneven, hewn floors are usually covered with loose stones, gravel, dirt, or other debris. A DC 10 Balance check is required to run or charge across such a floor. Failure means the character can still act, but can’t run or charge in this round.
Light Rubble: Small chunks of debris litter the ground. Light rubble adds 2 to the DC of Balance and Tumble checks.
Dense Rubble: The ground is covered with debris of all sizes. It costs 2 squares of movement to enter a square with dense rubble. Dense rubble adds 5 to the DC of Balance and Tumble checks, and it adds 2 to the DC of Move Silently checks.
Smooth Stone Floors: Finished and sometimes even polished, smooth floors are found only in dungeons with capable and careful builders. (They are a hallmark of dwarf-delved dungeons.) Sometimes mosaics are set in the floor, some depicting interesting images and others just smooth marble.
Natural Stone Floors: The floor of a natural cave is as uneven as the walls. Caves rarely have flat surfaces of any great size. Rather, their floors have many levels. Some adjacent floor surfaces might vary in elevation by only a foot, so that moving from one to the other is no more difficult than negotiating a stair step, but in other places the floor might suddenly drop off or rise up several feet or more, requiring Climb checks to get from one surface to the other. Unless a path has been worn and well marked in the floor of a natural cave, it takes 2 squares of movement to enter a square with a natural stone floor, and the DC of Balance and Tumble checks increases by 5. Running and charging are impossible, except along paths.
Special Floors: A number of strange floorings and floor features exist to make a dungeon more interesting.
Slippery: Water, ice, slime, or blood can make any of the dungeon floors described in this section more treacherous. Slippery floors increase the DC of Balance and Tumble checks by 5.
Grate: A grate often covers a pit or an area lower than the main floor. Grates are usually made from iron, but large ones can also be made from iron-bound timbers. Many grates have hinges to allow access to what lies below (such grates can be locked like any door), while others are permanent and designed not to move. A typical 1-inch-thick iron grate has 25 hit points, hardness 10, and a DC of 27 for Strength checks to break through it or tear it loose.
Ledge: Ledges allow creatures to walk above some lower area. They often circle around pits, run along underground streams, form balconies around large rooms, or provide a place for archers to stand while firing upon enemies below. Narrow ledges (12 inches wide or less) require those moving along them to make Balance checks. Failure results in the moving character falling off the ledge.
Ledges sometimes have railings. In such a case, characters gain a +5 circumstance bonus on Balance checks to move along the ledge. A character who is next to a railing gains a +2 circumstance bonus on his or her opposed Strength check to avoid being bull rushed off the edge.
Ledges can also have low walls 2 to 3 feet high along their edges. Such walls provide cover against attackers within 30 feet on the other side of the wall, as long as the target is closer to the low wall than the attacker is.
Transparent Floor: Transparent floors, made of reinforced glass or magic materials (even a wall of force), allow a dangerous setting to be viewed safely from above. Transparent floors are sometimes placed over lava pools, arenas, monster dens and torture chambers. They can be used by defenders to watch key areas for intruders.
Sliding Floors: A sliding floor is a type of trapdoor, designed to be moved and thus reveal something that lies beneath it. A typical sliding floor moves so slowly that anyone standing on one can avoid falling into the gap it creates, assuming there’s somewhere else to go. If such a floor slides quickly enough that there’s a chance of a character falling into whatever lies beneath — a spiked pit, a vat of burning oil or a pool filled with sharks — then it’s a trap.
Trap Floors: Some floors are designed to become suddenly dangerous. With the application of just the right amount of weight, or the pull of a lever somewhere nearby, spikes protrude from the floor, gouts of steam or flame shoot up from hidden holes or the entire floor tilts. These strange floors are sometimes found in an arena, designed to make combats more exciting and deadly. Construct these floors as you would any other trap.
Doors in dungeons are much more than mere entrances and exits. Often they can be encounters all by themselves. After all, anything that can trigger a nasty trap, offer you a clue, zap you with a spell, or simply block your way deserves attention from the dungeon explorer. The doorways that doors are set in may be plain arches and lintels, or may be festooned with carvings — often gargoyles or leering faces but sometimes carved words that might reveal a clue to what lies beyond. Dungeon doors come in three basic types: wooden, stone and iron.
| Door Type | Typical Thickness | Hardness | Hit Points | Break DC (Stuck) | Break DC (Locked) |
|---|---|---|---|---|---|
| Simple wooden | 1 in. | 5 | 10 hp | 13 | 15 |
| Good wooden | 1½ in. | 5 | 15 hp | 16 | 18 |
| Strong wooden | 2 in. | 5 | 20 hp | 23 | 25 |
| Stone | 4 in. | 8 | 60 hp | 28 | 28 |
| Iron | 2 in. | 10 | 60 hp | 28 | 28 |
| Portcullis, wooden | 3 in | 5 | 30 hp | 251 | 251 |
| Portcullis, iron | 2 in. | 10 | 60 hp | 251 | 251 |
| Lock | — | 15 | 30 hp | ||
| Hinge | — | 10 | 30 hp |
1 DC to lift. Use appropriate door figure for breaking.
Wooden Doors: Constructed of thick planks nailed together, sometimes bound with iron for strength (and to reduce swelling from dungeon dampness), wooden doors are the most common type. Wooden doors come in varying strengths: simple, good and strong doors. Simple doors (break DC 13) are not meant to keep out motivated attackers. Good doors (break DC 16), while sturdy and long-lasting, are still not meant to take much punishment. Strong doors (break DC 23) are bound in iron and are a sturdy barrier to those attempting to get past them.
Iron hinges fasten the door to its frame, and typically a circular pull-ring in the centre is there to help open it. Sometimes, instead of a pull-ring, a door has an iron pull-bar on one or both sides of the door to serve as a handle. In inhabited dungeons, these doors are usually well maintained (not stuck) and unlocked, although important areas are locked up if possible.
Stone: Carved from solid blocks of stone, these heavy, unwieldy doors are often built so that they pivot when opened, although dwarves and other skilled craftsfolk are able to fashion hinges strong enough to hold up a stone door. Secret doors concealed within a stone wall are usually stone doors. Otherwise, such doors stand as tough barriers protecting something important beyond. Thus, they are often locked or barred.
Iron: Rusted but sturdy, iron doors in a dungeon are hinged like wooden doors. These doors are the toughest form of non-magical door. They are usually locked or barred.
Locks, Bars and Seals: Dungeon doors may be locked, trapped, reinforced, barred, magically sealed or sometimes just stuck. All but the weakest characters can eventually knock down a door with a heavy tool such as a sledge-hammer, and a number of spells and magic items give characters an easy way around a locked door.
Attempts to literally chop a door down with a slashing or bludgeoning weapon use the hardness and hit points given in Table: Doors. Often the easiest way to overcome a recalcitrant door is not by demolishing it but by breaking its lock, bar or hinges. When assigning a DC to an attempt to knock a door down, use the following as guidelines:
Locks: Dungeon doors are often locked, and thus the Open Lock skill comes in very handy. Locks are usually built into the door, either on the edge opposite the hinges or right in the middle of the door. Builtin locks either control an iron bar that juts out of the door and into the wall of its frame, or else a sliding iron bar or heavy wooden bar that rests behind the entire door. By contrast, padlocks are not built-in but usually run through two rings, one on the door and the other on the wall. More complex locks, such as combination locks and puzzle locks, are usually built into the door itself. Because such keyless locks are larger and more complex, they are typically only found in sturdy doors (strong wooden, stone or iron doors).
The Open Lock DC to pick a lock often falls into the range of 20 to 30, although locks with lower or higher DCs can exist. A door can have more than one lock, each of which must be unlocked separately. Locks are often trapped, usually with poison needles that extend out to prick a rogue’s finger.
Breaking a lock is sometimes quicker than breaking the whole door. If a PC wants to whack at a lock with a weapon, treat the typical lock as having hardness 15 and 30 hit points. A lock can only be broken if it can be attacked separately from the door, which means that a built-in lock is immune to this sort of treatment.
Keep in mind that in an occupied dungeon, every locked door should have a key somewhere. If the adventurers are unable to pick a lock or break down the door, finding whoever has the key and getting it away from its possessor can be an interesting part of the adventure.
A special door (see below for examples) might have a lock with no key, instead requiring that the right combination of nearby levers must be manipulated or the right symbols must be pressed on a keypad in the correct sequence to open the door. You’re perfectly justified in ruling that some puzzle doors must be solved by the characters rather than being bypassed with an Open Lock check — for example, if a door only unlocks when the riddle carved on it is correctly answered, then it’s up to the characters to solve the riddle.
Stuck Doors: Dungeons are often damp, and sometimes doors get stuck, particularly wooden doors. Assume that about 10% of wooden doors and 5% of non-wooden doors are stuck. These numbers can be doubled (to 20% and 10%, respectively) for long-abandoned or neglected dungeons.
Barred Doors: When characters try to bash down a barred door, it’s the quality of the bar that matters, not the material the door is made of. It takes a DC 25 Strength check to break through a door with a wooden bar, and a DC 30 Strength check if the bar is made of iron. Characters can attack the door and destroy it instead, leaving the bar hanging in the now-open doorway.
Magic Seals: In addition to magic traps spells such as arcane lock can discourage passage through a door. A door with an arcane lock spell on it is considered locked even if it doesn’t have a physical lock. It takes a knock spell, a dispel magic spell, or a successful Strength check to get through such a door.
Hinges: Most doors have hinges. Obviously, sliding doors do not. (They usually have tracks or grooves instead, allowing them to slide easily to one side.)
Standard Hinges: These hinges are metal, joining one edge of the door to the doorframe or wall. Remember that the door swings open towards the side with the hinges. (So, if the hinges are on the PCs’ side, the door opens toward them; otherwise it opens away from them.) Adventurers can take the hinges apart one at a time with successful Disable Device checks (assuming the hinges are on their side of the door, of course). Such a task has a DC of 20 because most hinges are rusted or stuck. Breaking a hinge is difficult. Most have hardness 10 and 30 hit points. The break DC for a hinge is the same as for breaking down the door.
Nested Hinges: These hinges are much more complex than ordinary hinges, and are found only in areas of excellent construction, such as an underground dwarven citadel. These hinges are built into the wall and allow the door to swing open in either direction. PCs can’t get at the hinges to fool with them unless they break through the doorframe or wall. Nested hinges are typically found on stone doors but sometimes on wooden or iron doors as well.
Pivots: Pivots aren’t really hinges at all, but simple knobs jutting from the top and bottom of the door that fit into holes in the doorframe, allowing the door to spin. The advantages of pivots is that they can’t be dismantled like hinges and they’re simple to make. The disadvantage is that since the door pivots on its centre of gravity (typically in the middle), nothing larger than half the door’s width can fit through. Doors with pivots are usually stone and are often quite wide to overcome this disadvantage. Another solution is to place the pivot toward one side and have the door be thicker at that end and thinner towards the other end so that it opens more like a normal door. Secret doors in walls often turn on pivots, since the lack of hinges makes it easier to hide the door’s presence. Pivots also allow objects such as bookcases to be used as secret doors.
Special Doors: An interesting facet of a dungeon might be a sealed door too strong to break down. Such a door might be opened only by operating secret switches, or hidden (and distant) levers. Crafty builders make using the switches or levers more difficult by requiring that they be used in a special way. For example, a particular door might only open if a series of four levers is moved into a specific configuration — two pushed up and two pushed down. If a lever in the series is put in the wrong position, a trap is sprung. Now imagine how much more difficult it would be if there were a dozen or more levers, with multiple settings, spread out through the entire dungeon. Finding the method to open a special door (perhaps leading into the vault, the vampire’s lair, or the dragon’s secret temple) can be an adventure in itself.
Sometimes a door is special because of its construction. A lead-lined door, for example, provides a barrier against many detection spells. A heavy iron door might be built in a circular design, rolling to one side on a track once it is opened. A mechanical door linked with levers or winches might not open unless the proper mechanism is activated. Such doors often sink into the floor, rise up into the ceiling, lower like a drawbridge, or slide into the wall rather than merely swinging open like a normal door.
Secret Doors: Disguised as a bare patch of wall (or floor, or ceiling), a bookcase, a fireplace or a fountain, a secret door leads to a secret passage or room. Someone examining the area finds a secret door, if one exists, on a successful Search check (DC 20 for a typical secret door to DC 30 for a well-hidden secret door). Remember that elves have a chance to detect a secret door just by casually looking at an area.
Many secret doors require a special method of opening, such as a hidden button or pressure plate. Secret doors can open like normal doors, or they may pivot, slide, sink, rise, or even lower like a drawbridge to permit access. Builders might put a secret door down low near the floor or high up in a wall, making it difficult to find or reach. Wizards and Sorcerers have a spell, phase door, that allows them to create a magic secret door that only they can use.
Magic Doors: Enchanted by the original builders, a door might speak to explorers, warning them away. It might be protected from harm, increasing its hardness or giving it more hit points as well as an improved saving throw bonus against disintegrate and other similar spells. A magic door might not lead into the space revealed beyond, but instead it might be a portal to a faraway place or even another plane of existence. Other magic doors might require passwords or special keys (ranging from the tail feather of an evil eagle, to a note played upon a lute, to a certain frame of mind) to open them. Effectively, the range and variety of magic doors is limited only by your imagination.
Door Traps: More often than just about any other facet of a dungeon, doors are protected by traps. The reason is pretty obvious — an opened door means an intruder. A mechanical trap can be connected to a door by wires or springs so that it activates when the door is opened — firing an arrow, releasing a cloud of gas, opening a trapdoor, letting loose a monster, dropping a heavy block on intruders or whatever. Magic traps such as glyphs of warding typically are cast directly on the door, blasting intruders with flame or some other magical attack.
Portcullises: These special doors consist of iron or thick, iron-bound, wooden shafts that descend from a recess in the ceiling above an archway. Sometimes a portcullis has crossbars that create a grid, sometimes not. Typically raised by means of a winch or a capstan, a portcullis can be dropped quickly, and the shafts end in spikes to discourage anyone from standing underneath (or from attempting to dive under it as it drops). Once it is dropped, a portcullis locks, unless it is so large that no normal person could lift it anyway. In any event, lifting a typical portcullis requires a DC 25 Strength check.
Stone walls, iron walls and iron doors are usually thick enough to block most detect spells, such as detect thoughts. Wooden walls, wooden doors and stone doors are usually not thick enough to do so. However, a secret stone door built into a wall and as thick as the wall itself (at least 1 foot) does block most detect spells.
Rooms in dungeons vary in shape and size. Although many are simple in construction and appearance, particularly interesting rooms have multiple levels joined by stairs, ramps or ladders, as well as statuary, altars, pits, chasms, bridges and more.
Keep three things in mind when designing a dungeon room; decoration, ceiling support and exits.
Most kinds of intelligent creatures have a tendency to decorate their lairs. It should be fairly commonplace to find carvings or paintings on the walls of dungeon rooms. Exploring adventurers also often encounter statues and bas reliefs, as well as scrawled messages, marks and maps left behind by others who have come this way before. Some of these marks amount to little more than graffiti (“Robilar was here”), while others may be useful to adventurers who examine them closely.
Underground chambers are prone to collapse, so many rooms — particularly large ones — have arched ceilings or pillars to support the weight of the rock overhead.
Pay close attention to the exits. Creatures that can’t open doors can’t make a lair in a sealed room without some sort of external assistance. Strong creatures without the ability to open doors smash them down if necessary. Burrowing creatures might dig their own exits.
In general, both the PCs and the monsters should be able to move around a room without too much difficulty. Fighting a battle in particularly tight quarters can make for an interesting change of pace, however.
Common dungeon rooms fall into the following broad categories. Use them as a springboard for your own creations, not as a limited list.
Guard Post: Intelligent, social denizens of the dungeon will generally have a series of adjacent rooms they consider “theirs”, and they’ll guard the entrances to that common area. A guard post may just be a room with a table where bored gnolls play a dice game. Or it might be a pair of iron golems backed up by two fireball-casting drow wizards hiding in balconies overhead. When you design a guard post, decide how many guards are on duty, note their Listen and Spot modifiers, and decide what they do when they notice intruders. Some will rush headlong into a fight, while others will negotiate, sound an alarm or retreat to get help.
Living Quarters: All but the most nomadic creatures have a lair where they can rest, eat and store their treasure. Living quarters commonly include beds (if the creature sleeps), possessions (both valuable and mundane), and some sort of food preparation area (anything from a well-stocked kitchen to a fire pit to a hunk of rotting venison). Non-combatant creatures such as juveniles and the elderly are often found here.
Work Area: The bugbear fletcher has an alcove where she makes new arrows for the tribe. The mind flayers have a grisly torture chamber where they bring their stunned victims for brain extraction. Most intelligent creatures do more than just guard, eat and sleep, and many devote rooms to magic laboratories, workshops for weapons and armour, or studios for more esoteric tasks.
Shrine: The ogre in the cave keeps a candle lit next to the skull of her child, which was killed by human hunters. The kuo-toas have a series of underwater altars dedicated to their dread god Blibdoolpoolp. Any creature that is particularly religious may have some place dedicated to worship, and others may venerate something of great historical or personal value. Depending on the creature’s resources and piety, a shrine can be humble or extensive. A shrine is where PCs will likely encounter NPC Clerics, and it’s common for wounded monsters to flee to a shrine friendly to them when they seek healing.
Vault: Well protected, often by a locked iron door, a vault is a special room that contains treasure. There’s usually only one entrance — an appropriate place for a trap.
Crypt: Although sometimes constructed like a vault, a crypt can also be a series of individual rooms, each with its own sarcophagus, or a long hall with recesses on either side — shelves to hold coffins or bodies. Wise adventurers expect to encounter undead in a crypt, but are often willing to risk it to look for the treasure that’s often buried with the dead. Crypts of most cultures are well appointed and highly decorated, since the fact that the crypt was created at all shows great reverence for the dead entombed within.
Those who are worried about undead rising from the grave take the precaution of locking and trapping a crypt from the outside — making the crypt easy to get into but difficult to leave. Those worried about tomb robbers make their crypts difficult to get into. Some builders do both, just to be on the safe side.
Stretching into the darkness, a mysterious, cobweb-filled passage deeper into the dungeon can be intriguing and a little frightening. All dungeons have rooms, and most have corridors. While most corridors simply connect rooms, sometimes they can be encounter areas in their own right because of traps, guard patrols and wandering monsters out on the hunt.
When designing a dungeon, make sure the corridors are large enough for the dungeon residents to use. (For example, a dragon needs a pretty big tunnel to get in and out of its lair.) Wealthy, powerful or talented dungeon builders may favour wide corridors to give a grand appearance to their residences. Otherwise, passages are no larger than they need to be. (Tunneling is expensive, back-breaking and time-consuming work.) Corridors narrower than 10 feet can make it difficult for all the members of the PC party to get involved in any fights that occur, so make them the exception rather than the rule.
Corridor Traps: Because passageways in dungeons tend to be narrow, offering few movement options, dungeon builders like to place traps in them. In a cramped passageway, there’s no way for intruders to move around concealed pits, falling stones, arrow traps, tilting floors, and sliding or rolling rocks that fill the entire passage. For the same reason, magic traps such as glyphs of warding are effective in hallways as well.
Mazes: Usually, passages connect chambers in the simplest and straightest manner possible. Some dungeon builders, however, design a maze or a labyrinth within the dungeon. This sort of construction is difficult to navigate (or at least to navigate quickly) and, when filled with monsters or traps, can be an effective barrier. A maze can be used to cut off one area of the dungeon, deflecting intruders away from a protected spot. Generally, though, the far side of a maze holds an important crypt or vault — someplace that the dungeon’s regular inhabitants rarely need to get to.
Any dungeon is made more interesting by the inclusion of some or all of the following features.
Stairs: The usual way to connect different levels of a dungeon is with stairs. Straight stairways, spiral staircases or stairwells with multiple landings between flights of stairs are all common in dungeons, as are ramps (sometimes with an incline so slight that it can be difficult to notice; Spot DC 15). Stairs are important accessways, and are sometimes guarded or trapped. Traps on stairs often cause intruders to slide or fall down to the bottom, where a pit, spikes, a pool of acid or some other danger awaits.
Gradual Stairs: Stairs that rise less than 5 feet for every 5 feet of horizontal distance they cover don’t affect movement, but characters who attack a foe below them gain a +1 bonus on attack rolls from being on higher ground. Most stairs in dungeons are gradual, except for spiral stairs (see below).
Steep Stairs: Characters moving up steep stairs (which rise at a 45-degree angle or steeper) must spend 2 squares of movement to enter each square of stairs. Characters running or charging down steep stairs must succeed on a DC 10 Balance check upon entering the first steep stairs square. Characters who fail, stumble and must end their movement 1d2×5 feet later. Characters who fail by 5 or more take 1d6 points of damage and fall prone in the square where they end their movement.
Steep stairs increase the DC of Tumble checks by 5.
Spiral Stairs: This form of steep stairs is designed to make defending a fortress easier. Characters gain cover against foes below them on spiral stairs because they can easily duck around the staircase’s central support.
Railings and Low Walls: Stairs that are open to large rooms often have railings or low walls. They function as described for ledges.
Bridge: A bridge connects two higher areas separated by a lower area, stretching across a chasm, over a river, or above a pit. A simple bridge might be a single wooden plank, while an elaborate one could be made of mortared stone with iron supports and side rails.
Narrow Bridge: If a bridge is particularly narrow, such as a series of planks laid over lava fissures, treat it as a ledge. It requires a Balance check (DC dependent on width) to cross such a bridge.
Rope Bridge: Constructed of wooden planks suspended from ropes, a rope bridge is convenient because it’s portable and can be easily removed. It takes two full-round actions to untie one end of a rope bridge, but a DC 15 Use Rope check reduces the time to a move action. If only one of the two supporting ropes is attached, everyone on the bridge must succeed on a DC 15 Reflex save to avoid falling off, and thereafter must make DC 15 Climb checks to move along the remnants of the bridge.
Rope bridges are usually 5 feet wide. The two ropes that support them have 8 hit points each.
Drawbridge: Some bridges have mechanisms that allow them to be extended or retracted from the gap they cross. Typically, the winch mechanism exists on only one side of the bridge. It takes a move action to lower a drawbridge, but the bridge doesn’t come down until the beginning of the lowering character’s next turn. It takes a full-round action to raise a drawbridge; the drawbridge is up at the end of the action.
Particularly long or wide drawbridges may take more time to raise and lower, and some may require Strength checks to rotate the winch.
Railings and Low Walls: Some bridges have railings or low walls along the sides. If a bridge does, the railing or low walls affect Balance checks and bull rush attempts as described for ledges. Low walls likewise provide cover to bridge occupants.
Chutes and Chimneys: Stairs aren’t the only way to move up and down in a dungeon. Sometimes a vertical shaft connects levels of a dungeon or links a dungeon with the surface. Chutes are usually traps that dump characters into a lower area — often a place featuring some dangerous situation with which they must contend.
Pillar: A common sight in any dungeon, pillars and columns give support to ceilings. The larger the room, the more likely it has pillars. As a rule of thumb, the deeper in the dungeon a room is, the thicker the pillars need to be to support the overhead weight. Pillars tend to be polished and often have carvings, paintings or inscriptions upon them.
Slender Pillar: These pillars are only a foot or two across, so they don’t occupy a whole square. A creature standing in the same square as a slender pillar gains a +2 cover bonus to Armour Class and a +1 cover bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a slender pillar does not otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the pillar to its advantage when it can. A typical slender pillar has AC 4, hardness 8, and 250 hit points.
Wide Pillar: These pillars take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 8, and 900 hit points.
A DC 20 Climb check is sufficient to climb most pillars; the DC increases to 25 for polished or unusually slick ones.
Stalagmite/Stalactite: These tapering natural rock columns extend from the floor (stalagmite) or the ceiling (stalactite). Stalagmites and stalactites function as slender pillars, although it is rumoured that deep in the Underdark, some wide stalagmites and stalactites exist.
Statue: Reflections of bygone days, statues found in dungeons can be realistic depictions of persons, creatures or scenes, or they can be less life-like in their imagery. Statues often serve as commemorative representations of people from the past as well as idols of gods. Statues may be either painted or left bare. Some have inscriptions. Adventurers wisely distrust statues in dungeons for fear that they may animate and attack, as a stone golem can do. Statues in a dungeon could also be a sign indicating the presence of a monster with a petrifying power (such as a medusa or a cockatrice). Feel free to utilize both of these ideas, but don’t forget that sometimes a statue is just a statue.
Most statues function as wide pillars, taking up a square and providing cover. Some statues are smaller and act as slender pillars. A DC 15 Climb check allows a character to climb a statue.
Tapestry: Elaborately embroidered patterns or scenes on cloth, tapestries hang from the walls of well-appointed dungeon rooms or corridors. They not only make chambers more comfortable as a residence but can add a ceremonial touch to shrines and throne rooms. Crafty builders take advantage of tapestries to place alcoves, concealed doors or secret switches behind them. Sometimes the images in a tapestry contain clues to the nature of the builders, the inhabitants, or the dungeon itself.
Tapestries provide total concealment (50% miss chance) to characters behind them if they’re hanging from the ceiling, or concealment (20% miss chance) if they’re flush with the wall.
Climbing a big tapestry isn’t particularly difficult, requiring a DC 15 Climb check (or DC 10 if a wall is within reach).
Pedestal: Anything important on display in a dungeon, from a fabulous treasure to a coffin, tends to rest atop a pedestal or a dais. Raising the object off the floor focuses attention on it (and, in practical terms, keeps it safe from any water or other substance that might seep onto the floor). A pedestal is often trapped to protect whatever sits atop it. It can conceal a secret trapdoor beneath itself or provide a way to reach a door in the ceiling above itself. Only the largest pedestals take up an entire square; most provide no cover.
Pool: Pools of water collect naturally in low spots in dungeons (a dry dungeon is rare). Pools can also be wells or natural underground springs, or they can be intentionally created basins, cisterns, and fountains. In any event, water is fairly common in dungeons, harbouring sightless fish and sometimes aquatic monsters. Pools provide water for dungeon denizens, and thus are as important an area for a predator to control as a watering hole above-ground in the wild.
Shallow Pool: If a square contains a shallow pool, it has roughly 1 foot of standing water. It costs 2 squares of movement to move into a square with a shallow pool, and the DC of Tumble checks in such squares increases by 2.
Deep Pool: These squares have at least 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep pool, or characters can swim if they wish. Small or smaller creatures must swim to move through a square containing a deep pool. Tumbling is impossible in a deep pool.
The water in a deep pool provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t also underwater.
Deep pool squares are usually clustered together and surrounded by a ring of shallow pool squares.
Both shallow pools and deep pools impose a -2 circumstance penalty on Move Silently checks.
Special Pools: Through accident or design, a pool can become magically enhanced. Rarely, a pool or a fountain may be found that has the ability to bestow beneficial magic on those who drink from it — healing, ability score modification, transmutation magic, or even something as amazing as a wish spell. However, magic pools are just as likely to curse the drinker, causing a loss of health, an unwanted polymorphing, or some even greater affliction. Typically, water from a magic pool loses its potency if removed from the pool for more than an hour or so.
Some pools have fountains. Occasionally these are merely decorative, but they often serve as the focus of a trap or the source of a pool’s magic.
Most pools are made of water, but anything’s possible in a dungeon. Pools can hold unsavory substances such as blood, poison, oil or magma. And even if a pool holds water, it can be holy water, saltwater or water tainted with disease.
Elevator: In place of or in addition to stairs, an elevator (essentially an oversized dumbwaiter) can take inhabitants from one dungeon level to the next. Such an elevator may be mechanical (using gears, pulleys and winches) or magical (such as a levitate spell cast on a movable flat surface). A mechanical elevator might be as small as a platform that holds one character at a time, or as large as an entire room that raises and lowers. A clever builder might design an elevator room that moves up or down without the occupants’ knowledge to catch them in a trap, or one that appears to have moved when it actually remained still.
A typical elevator ascends or descends 10 feet per round at the beginning of the operator’s turn (or on initiative count 0 if it functions without regard to whether creatures are on it. Elevators can be enclosed, can have railings or low walls, or may simply be treacherous floating platforms.
Ladders: Whether free-standing or rungs set into a wall, a ladder requires a DC 0 Climb check to ascend or descend.
Shifting Stone or Wall: These features can cut off access to a passage or room, trapping adventurers in a dead end or preventing escape out of the dungeon. Shifting walls can force explorers to go down a dangerous path or prevent them from entering a special area. Not all shifting walls need be traps. For example, stones controlled by pressure plates, counterweights or a secret lever can shift out of a wall to become a staircase leading to a hidden upper room or secret ledge.
Shifting stones and walls are generally constructed as traps with triggers and Search and Disable Device DCs. However they don’t have Challenge Ratings because they’re inconveniences, not deadly in and of themselves.
Teleporters: Sometimes useful, sometimes devious, places in a dungeon rigged with a teleportation effect (such as a teleportation circle) transport characters to some other location in the dungeon or someplace far away. They can be traps, teleporting the unwary into dangerous situations, or they can be an easy mode of transport for those who built or live in the dungeon, good for bypassing barriers and traps or simply to get around more quickly. Devious dungeon designers might place a teleporter in a room that transports characters to another seemingly identical room so that they don’t even know they’ve been teleported. A detect magic spell will provide a clue to the presence of a teleporter, but direct experimentation or other research is the only way to discover where the teleporter leads.
Altars: Temples — particularly to dark gods — often exist underground. Usually taking the form of a stone block, an altar is the main fixture and central focus of such a temple. Sometimes all the other trappings of the temple are long gone, lost to theft, age and decay, but the altar survives. Some altars have traps or powerful magic within them. Most take up one or two squares on the grid and provide cover to creatures behind them.
Cave-ins and collapsing tunnels are extremely dangerous. Not only do dungeon explorers face the danger of being crushed by tons of falling rock, even if they survive they may be buried beneath a pile of rubble or cut off from the only known exit. A cave-in buries anyone in the middle of the collapsing area, and then sliding debris damages anyone in the periphery of the collapse. A typical corridor subject to a cave-in might have a bury zone with a 15-foot radius and a 10-foot-radius slide zone extending beyond the bury zone.
A weakened ceiling can be spotted with a DC 20 Knowledge (architecture and engineering) or DC 20 Craft (stonemasonry) check. Remember that Craft checks can be made untrained as Intelligence checks. A dwarf can make such a check if he simply passes within 10 feet of a weakened ceiling.
A weakened ceiling may collapse when subjected to a major impact or concussion. A character can cause a cave-in by destroying half the pillars holding the ceiling up. If you want to create a room where a collapse is a real possibility, include a number of pillars that have already toppled before the PCs arrive. (The presence of broken pillars is an obvious clue to a weakened ceiling, even for characters with no particular knowledge.)
Characters in the bury zone of a cave-in take 8d6 points of damage, or half that amount if they make a DC 15 Reflex save. They are subsequently buried. Characters in the slide zone take 3d6 points of damage, or no damage at all if they make a DC 15 Reflex save. Characters in the slide zone who fail their saves are buried.
Characters take 1d6 points of non-lethal damage per minute while buried. If such a character falls unconscious, he must make a DC 15 Constitution check. If it fails, he takes 1d6 points of lethal damage each minute thereafter until freed or dead.
Characters who aren’t buried can dig out their friends. In 1 minute, using only her hands, a character can clear rocks and debris equal to five times her heavy load limit. The amount of loose stone that fills a 5-foot-by-5-foot area weighs one ton (2,000 pounds). Therefore, the average adventurer (Str 10, heavy load limit 100 lb.) takes 4 minutes to clear a 5-foot cube filled with stone (100 lb. × 5 = 500 lb.; 500 lb. × 4 = 2,000 lb.). A half-orc with 20 Strength (heavy load limit 400 lb.) can accomplish the same feat in 1 minute (400 lb. × 5 = 2,000 lb.).Armed with an appropriate tool, such as a pick, crowbar or shovel, a digger can clear loose stone twice as quickly as by hand. You may allow a buried character to free himself with a DC 25 Strength check.
Some dungeons are well-lit, while others are as dark as pitch. The illumination in a dungeon you create should depend on two factors; the monsters that inhabit it and your preference as a DM.
Obviously, monsters without any way to see in the dark will carry light with them or keep the areas they frequent illuminated. On the opposite end of the spectrum, creatures with blindsight and tremorsense can often do without light. In general, smart monsters will keep the lights off if they’re worried about attacks from humans and other creatures that can’t see in the dark. And less intelligent monsters may live in the dark simply because they haven’t mastered the crafts of magic or making fire.
Creatures with 60-foot darkvision fall somewhere between the two extremes. They have an advantage against creatures without darkvision if they fight in the dark. On the other hand, few intelligent creatures will willingly live their day-to-day lives in black and white when a simple torch or 0-level spell would let them see colours. Many underground civilizations keep “safe” areas lit, but douse their lanterns if they’re warned of intruders from the surface world.
Another aspect of darkvision to consider is its limited range. Creatures who live in a vast underground cavern might have torches to light the entrance, which otherwise they couldn’t see because it’s more than 60 feet away from much of the cavern. Because regular vision extends until it’s blocked, their guards can see without being seen — a major tactical advantage.
You may want to have combat in the dark sparingly because it can be frustrating for the players, who spend much of their time guessing which squares their foes are in. A fight in the darkness is also harder for you to keep track of, because you have to know where every unseen foe is. It may be easier for you and the players to simply establish the convention that in this dungeon, torches are set in sconces every 40 feet along the walls. But done sparingly and well, a fight in the darkness can turn into an exciting cat-and-mouse game, in which characters with good Listen scores really have a chance to shine.
Source: Dungeon Master’s Guide (Page 57)