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filler@godaddy.com
Signed in as:
filler@godaddy.com
DUNGEON BUILDER
(Focused on Dragon Defense & Monster Lairs)
Dragons are intelligent, territorial, and paranoid. Their lairs should feel like defensive fortresses rather than random caves.
A dragon dungeon has five layers of defense.
1. TERRITORY DEFENSE
This is the outer region around the lair.
Purpose:
Possible features:
Feature
Examples
Scouts
kobolds, goblins, cultists
Environmental hazards
cliffs, lava fields
Beasts
wolves, wyverns
Observation points
towers, cliffs
Magical alarms
wards, runes
Example encounter:
2. APPROACH DEFENSE
The route to the lair is deliberately dangerous.
Design principles:
Examples:
Defense
Description
Narrow tunnels
prevent large forces
Murder holes
archers fire safely
Spike pits
injure intruders
Lava vents
area hazards
Falling rocks
crushing damage
These interact well with your crushing damage tables.
3. MINION DEFENSE
Dragons rarely live alone.
Minions protect the lair.
Examples:
Dragon Type
Minions
Red Dragon
fire cultists, salamanders
Green Dragon
poison creatures
Black Dragon
swamp monsters
White Dragon
ice beasts
Blue Dragon
desert raiders
Minions serve purposes:
4. INNER LAIR DEFENSE
This section contains the dragon's core territory.
Typical rooms:
Room
Purpose
Treasure vault
hoard
Guard nests
minions
Egg chamber
dragon offspring
Feeding chamber
prey remains
Ritual chamber
magical defenses
Possible hazards:
5. DRAGON CHAMBER
The final chamber is designed for the dragon’s advantage.
Important design features:
Feature
Purpose
Vertical space
flying combat
Lava pools
area denial
Pillars
cover
Treasure mound
terrain
Escape tunnel
survival
Dragons should always have escape routes.
DRAGON DEFENSE TRAITS
Dragons may alter their lair.
Examples:
Trait
Effect
Volcanic vents
fire hazards
Acid pools
corrosive damage
Lightning pillars
electrical hazards
Ice spikes
piercing hazards
Poison fog
morale penalties
LAIR ACTIONS
While in its lair, the dragon may trigger effects.
Examples:
DUNGEON GENERATOR TABLE
Roll 1d10.
d10
Feature
1
ancient ruins
2
natural cavern
3
volcanic chamber
4
underground lake
5
collapsed mine
6
buried temple
7
fortress ruins
8
crystal cavern
9
giant skeleton
10
magical anomaly
CAMPAIGN BUILDER SYSTEM
Your campaign system should support player-driven stories and long arcs.
A campaign is built from five layers.
1. THE WORLD CONCEPT
Define the campaign tone.
Examples:
Tone
Example
heroic fantasy
saving kingdoms
dark fantasy
survival horror
exploration
unknown lands
political
faction intrigue
monster hunting
dangerous wilderness
2. FACTIONS
Factions drive story.
Each faction has:
Example factions:
3. CENTRAL CONFLICT
This is the main story problem.
Examples:
4. STORY ARCS
Campaigns are divided into arcs.
Typical arc structure:
Stage
Description
Introduction
world and players
Rising threat
enemies grow stronger
Crisis
major disaster
Climax
decisive battle
Aftermath
consequences
5. QUEST TYPES
Use varied quest structures.
Examples:
Quest Type
Description
Exploration
discover new location
Hunt
kill monster
Escort
protect caravan
Investigation
solve mystery
Diplomacy
negotiate alliance
War
large battle
QUEST GENERATOR
Roll 1d10.
d10
Quest
1
monster hunt
2
missing caravan
3
haunted ruins
4
stolen artifact
5
political intrigue
6
dragon sighting
7
cursed village
8
lost expedition
9
cult ritual
10
ancient dungeon