DUNGEON\static elements: six rooms, in pairs.
This is a method of guided brainstorming to come up with sets of rooms.
0.
For the last two modules I wrote, Sepulchre of the Solar Sultan and Tower of the Telluric Goblin1, I combined two methods I've come across recently.
This yielded nice medium-size dungeons: small enough to fit a one-shot, but big enough for exploration, interconnectedness and potential missed opportunity.
1.
The first half of the framework is Marcia's Bite-sized, 6-room Dungeon, where:
- 1 monster room has treasure.
- 1 monster room has no treasure.
- 1 unoccupied room has treasure.
- 3 “empty” rooms.
This is a great template. Marcia has discussed how the 6-room distribution is modular by nature: you can expand the dungeon or the level by adding a 6-room package.
2.
However, there is a different approach that duplicates the number of rooms, adds value by increasing interconectedness, and doesn't require major prep.
So, the second half of the framework is Sean's idea of writing rooms in pairs. The idea is straightforward: take one of the rooms you've written (A), and write a new room conceptually linked to the first (B). A prequel or a sequel2.
Setups and punch lines.
3.
Let's try this.
| A Room | B Room | |
|---|---|---|
| 1. | Red Dragon admiring its hoard. | Cultists cooking a feast for the Red Dragon. |
| 2. | Gaurk (cult leader) initiating novices. | Supply room (cult robes & masks). |
| 3. | Gaurk's chambers (treasure: 100gp, potion of dragon-breath) | Altar to the Drake-God |
| 4. | Fire trap (flames erupt if a door is forced). | Valves & gauges (control the gas required for the fire trap) |
| 5. | Prison → Captured knight who was looking for the princess. | Luxurious prison cell where the princess is held captive. |
| 6. | Derelict banquet hall. | Wrecked statue of a Dragon Knight. |
It took me less than 15 minutes to come up with that. Of course, it needs fleshing out - a lot. But I see it as a nice first step because there's a lot implied in those rooms:
- A princess has been captured - could there be a reward if brought back? (Way less gold than the hoard, but it comes with honor; and it's easier than fighting a dragon!).
- Novices are lured into the cult. Perhaps Gaurk or an emissary is sent to town to recruit.
- The unused banquet hall and vandalised statue indicate there used to be an order of dragon-knights here. Was Gaurk one of them? Or did he cause their demise by whispering into the Red Dragon's ear?
I also know what to develop next:
- Refine the
rooms; - Arrange the layout;
- Add
gears.