Conquered dungeons also often feature haunts or unquiet dead, especially if the former inhabitants were slaughtered during the invasion. The remains of a town or castle can become a perilous dungeon with alarming swiftness, especially if the new denizens fortify the place with deathtraps and guardian monsters. Many dungeons fall into one or more of the following categories.Ĭonquered Dungeons: In a conquered dungeon, invaders have taken over and despoiled a once-civilized place. In truth, there are many types of dungeons out there, each with different horrible ways to reward or kill adventurers. This definition may sound too simple, and that’s because it is. Ready your sword, take up your 10-foot pole, and seek your fortune! Types of DungeonsĪ simplistic definition of a dungeon is a place where danger and reward are intertwined in stone. The lure of treasure has led many adventurers to violent and untimely deaths in dungeons, but so too has it made other adventurers rich beyond reckoning.Īnything could be waiting on the other side of that door. With all these horrors, why brave dungeons? There are many reasons, but one is paramount: Dungeons have treasure! A lucky adventurer might find gold, jewels, and magical relics amid the burial goods of long-dead kings or the stolen booty of orc raiders. They know the cramped confines of their lairs, with all those traps and secret passages, far better than adventurers do, and they generally offer no quarter to those who dare to intrude. Worse, dungeon denizens are fighting in their home territory. ![]() An adventurer must brave the brutish monsters and nightmarish ecologies of the underworld to survive in these places. From orcs and goblins to slimes and even stranger horrors, all manner of living beings flock to dungeons. A dungeon’s original purpose often defines the kinds of perils one might face inside it, and understanding the reason for a dungeon’s existence can help a wise adventurer navigate its dark corridors-and uncover hidden secrets.ĭungeons Have Monsters: Dungeons may be abandoned, but they are rarely, if ever, uninhabited. Instead, most dungeons were originally something else, such as massive tombs, elaborate shrines, or labyrinthine factories. Only lunatics and monsters set out to build a dungeon for the sole purpose of luring in adventurers and butchering them alive. The dangers may differ from one dungeon to the next-a cave network might be home to vicious orcs, a tomb could be crammed with poisonous traps and blood-drinking ghosts, and a wizard’s tower may be enchanted with magical symbols of death and suffering-but they are always present, always waiting for their next victim.ĭungeons Have History: Dungeons are, for the most part, fallen places. It’s a place of danger and terror, where every flagstone and doorway may conceal a lethal trap. ![]() Those who are strong, clever, and lucky enough climb out of the hole victorious, laden with gold and drenched in the blood of unfathomable beasts.ĭungeons Have Dangers: First and foremost, a dungeon is a deathtrap. Dungeons-be they dank crypts or forgotten temples-beckon to brave adventurers, who descend into the dungeon in order to claim lost wealth, defeat monsters, and achieve glory. ![]() There is perhaps nothing more iconic in fantasy gaming than a perilous expedition into the dark and unknown. As a hint though, see the products linked to in the right sidebar of this page from Raging Swan Press. We’ll indicate below (as soon as we’re done shuffling in the new stuff) what came from where. If you prefer the original text please reference the Paizo PRD or the Core Rulebook. Note: In our continuing bid to bring you the very best Open Game Content for your games we’ve merged in some content from some 3rd Party sources on this page.
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