Dungeon Overview
- The Dungeon Background can go here
- What was the original purpose of this Dungeon?
- How has that purpose changed over time?
- Why is this place now dangerous?
Dungeon Thesis
What narrative or information will the players be able to piece together while traversing this dungeon? This likely won’t get its own section in your final draft, but it’s important to note now. Examples from my dungeons:
- **The Workshop Watches:** The dungeon is sentient, and it killed its creators. But it’s also just a little guy.
- **The City Lost to Dream:** Ab created a dangerous and powerful monster and destroyed the community he was responsible for in the process.
- **Permanent Collection:** Giltred believes the music box is rightfully hers, the final piece in her haunted museum enshrining her family’s hubris.
Dungeon Gimmick
Is there something about this dungeon that makes it special or unique? Something the GM should keep in mind throughout play.
- The Workshop Watches: S.A.M. is watching the characters and learning their spells. It can comment on and question their actions.
- The City Lost to Dream: The locked doors all require a different magical damage type to open: red doors need fire, blue doors need cold, etc.
- Permanent Collection: When characters touch the exhibits, crawling claws emerge from the exhibit to sound the alarm, summoning zombie security guards.
Dungeon Features
Things that are true for every room! You can find great examples of Dungeon Feature sections across dungeon-heavy games.
- Lighting
- Dimensions
- Guard/Enemy Presence