Posts Tagged ‘dungeons’


A simple dungeon

March 22, 2021

We’ve started playing Perilous and I ran a very simple dungeon (using the Dungeons for Stories principles)since I know half my group has never done dungeoncrawls before, and I wanted something that would hit some basic ideas without being a massive commitment. I wanted to go ahead and use it as an example of ideas in play, not necessarily “perfectly designed” or anything like that.

A last minute dungeon

I jammed this whole dungeon together in an hour, because work has been hell lately and I didn’t have a lot of prep time. I started with an idea, scribbled out the map (with a vague of idea of a couple of the rooms) then typed up the rest before the game. Because Perilous is very mechanically light, all I need to do was make sure I had the ideas ready to go.

If the notes seem spare and incomplete? Well, remember, you only need as much notes for yourself to run the dungeon, not for everyone else, as you would with a published product.

That said, 1 hour of rushed prep got 6 hours of play, so it worked fine.

Layout Choices

So, there’s two needs happening at the same time for this layout. (entries are at the bottom of this post)

First, it was once a functional place – and with that in mind, I thought about a small religious palace – the left side (2 and 7) has a room for vistors and then a shrine. The central rooms (1, 5) were greeting halls, leading to the throne room (8), and much later, the magical meteor room was added (10). The right hand side is all practicality – an apothecary and storage room (3 & 4), a ritual room (6) and the hall of the dead to work with the necromancy (9)

Second is all game needs. I wanted minimal choice, but still choice. So, there are two entrances, the front door (1) and the hole in the roof in the ritual room (6). The available paths are fundamentally a ring with side rooms – but until you explore it, it is unclear how much this will branch off, which was a useful bit of misdirection for the players who were familiar with dungeon crawls – they’re not sure how big this place can get, or how many monsters, so until they loop around, there’s a bit of tension.

Storywise, there’s two things going on. One is the little boy Manyo who fell into the dungeon during the roof collapse. There’s the problem of getting him to safety and his family looking for him (the town points to the dungeon). Second, the monsters are all guardians and the rooms have environmental stuff to foreshadow the truth of what happened. Some of the things aren’t going to be solveable by the party without help from the town (the dungeon points to the town).

Monster Choices

There’s basically 4 encounters set up for this dungeon. The clay Guardians outside the doors, crawling forth from the mud are numerous, but the party has the option to retreat and the monsters are not smart. The Clacking Chimera is a wandering patroller of the “pouncing predator” variety – about as smart as an animal and something they might encounter in any room. The Beetle Guardian and the Dead Guardian Skeletons both are inactive until you enter the room, but the difference is that the Beetle will not pursue you far, while the skeletons will not stop.

There’s not a lot of mechanical differentiation in Perilous, but there is a lot of fictional considerations – if you declare a monster has a ghostly immaterial body, you better have a way the heroes can fight it, while at the same time, acknowledging not EVERYTHING can work against it. So in this way, one trait is as mathmatically weighty as the next, but it is clear some traits are much more versatile or difficult to overcome.

Plans for future dungeons?

Well, now that we got the intro dungeon for the players future dungeons will be a bit bigger (I can’t imagine more than twice the locations, though, maybe 24 rooms, tops), more navigation hazards, more dungeon NPCS and people outside/near the dungeon, and monsters + treasure. At a larger size, stuff like 1 way routes or loopbacks become more viable.

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