Monday, November 13, 2017

Dungeon types

The Guild of Defenestration does their best to categorize and classify dungeons because there is some sort of a pattern there - some insight that can be gained.

1. Gorehaven
Violence, torture, blood, and gore are the hallmarks of this type of dungeon. Heads on spikes and pools of boiling pus decorate chambers where the pit traps also crush your legs so you can't escape the flood of salt ants that roll over your body.

2. Gardens
Ruins of other places overrun by nature, often nature with a dark malice.  Sentient plants, poison, and aggressive spores are common. One also must watch out for the humidity and fungal diseases that are common. The ruins vary in type, but many have echoes of the Machine Core or the Temples.

3. Temples
These places have a feel of grand ancient places dedicated to strange and often terrible gods. There are often cultists or adherents of some sort; temple guardians constructs or summoned beasts holy to the gods are common as well.  Temple hearts tend to be abstract ideas rather than things.

4. Tombs
Akin to temples, the tombs are just that - the resting place of something or somethings. While undead are fairly common within the underworld, tombs tend to have a profusion of the damned things. They also tend to have more loot in the form of burial gifts.  Entering without a Templar is ill advised.

5. Underdark
Caves, caverns, and natural formations that are shadows or links to a vast network that which lives below the earth of Eradu. Creatures that do not need light hunt for survival, cruel cultures exist that despise the light, and sleeping titans are all things to be aware of in these dungeons.

6. Machine Core
There is a place where machines are everywhere - machines and technology beyond our understanding. Huge gears with levers, pipes that belch forth corrosive steam, and things more fragile made of magic and copper wire. There is a will, an intelligence, a presence that watches over it all.

7. Voidstructs
The esoterics Martin Caldwell Eascher and Schroeder Bhore describe these places as beyond reason as we can understand it. They are thought to be rare glimpses directly into the deep reaches Underworld; gravity, time, and space mean nothing here - at least to our senses.  The creatures here are often "n-dimensional" and particularly dangerous.

8. Otherworld
Some dungeons are clearly alien worlds or utterly alternate dimensions. These places are the most terrifying, and the things that live here, if they are alive, are known to induce madness wit their mere presence.  Dungeoneers should be overly cautious in these realms.


What is What [GM Stuff]
When creating a new dungeon or even dungeon level, roll to see what the base type is:
1d100Dungeon
1 - 20Gorehaven
 21 - 40 Garden
41 - 60Temple
61 - 76Tombs
77 - 88Underdark
89 - 94 Machine Core 
95 - 98Voidstruct
99 - 00Otherworld



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