Obstacles

One highly neglected part of designing a dungeon is the use of obstacles. In Advanced Dungeons and Dragons 1st Edition we spend a great deal of time during character creation on determining skills, purchasing equipment and weapons and picking starting spells. And then we tend to forget about most of those skills and most of that equipment that the delvers are carrying. What is it for? What are they intended to do with it? And what good does that 17 Strength do other than adding +1 to hit and to damage?

At lower levels basic obstacles can be as much of a threat to adventurers as monsters and traps. At higher levels, however, the adventurers may use magical means to avoid most obstacles. With spells they can fly over them, passwall through them or teleport by them when needed. 

Some basic obstacles that can be used to create problems for your low level adventurers to solve might include:

  • Fallen walls
  • Collapsed stairs
  • An entrance that is merely a deep hole in the ground and must be entered by climbing a rope
  • A rusty old portcullis
  • A broken drawbridge over a moat
  • A raging stream
  • A molten pit of lava
  • A locked and barred door
  • An open and obvious pit with spikes that must be crossed
  • A nest of poisonous vipers

Obstacles are good for low level adventures. They give the delvers problems to solve that their skills should give them a chance to succeed with while still giving them an element of risk

A quick look at the strength tables on PHB page 9 shows how important this trait can be. In addition to the combat bonuses there are also bonuses to encumbrance, improvement of ability to open stuck doors and a percentage chance to bend bars and lift gates. A look at the intelligence tables on page 10 of the PHB shows that improved intellect gives additional languages known. This might allow the adventurers to translate inscriptions, riddles or other writings that might impart necessary clues. A look at the charisma table gives us the potential reactions of people and creatures met on the road, in the city or in the dungeon. All of these are important skills that often get overlooked in the rush to present delvers monsters and traps to encounter.

A quick look at the equipment tables on pages 35-36 of the PHB gives us other information that is often not well used. Herbs such as belladona, garlic and wolvesbane are often for sale in the market. How often do these things get used in your games? Flasks of oil and lanterns often get used and occasionally some intrepid player will use the all important ten foot pole. But how often do your players use their metal spikes for anything other than feeding rust monsters?

Iron spikes can be used for climbing, for wedging doors shut or for stringing up a rope to climb over lava rivers or poison vipers. Ten foot poles can be used for detecting pit traps, rigging a means to cross such a pit trap, for detecting many other sorts of traps or hazards or for many other creative purposes. And rope itself has uses beyond just climbing.

Putting in obstacles at low levels is like creating a puzzle or riddle for your players to solve. And it adds so much to the role play. Who is going to take charge in the group? Who has an idea on how cross that burning river of oil while the goblins are firing arrows at the adventurers? I highly recommend that you consider these obstacles and hazards when designing your next adventure. There is nothing quite so satisfying as seeing a young explorer plunge into a pit of angry wolves when his hands slip off the rope he was climbing……

Malcon Smiling at You

Free Dungeon Master Resources

Dungeon Master image from the web
listed as free to use or modify

This thing that you non Zanzians call the internet is a wonderful thing indeed. There are tons of free dungeon master resources on the web for dungeon masters who are interested in producing their own dungeons, tombs and catacombs. There are, of course, tons of blogs such as this one. But there are also many valuable tools that can make your job easier. Some examples include:

Riddles – I love riddles. They have lots of uses in the dungeon. But I am not so much a fan of creating them myself. So I steal them from any source that I can. And this link is from Thieve’s Guild so they should understand completely. 

En World Fantasy Library Generator – Libraries are important to us Lich. I mean, when you are around for hundreds or even thousands of years, reading is about the only entertainment we get other than killing the occasional trespasser in our tombs. This generator creates book titles and authors for you to put in your libraries that the delvers wander into.

Fantasy Name Generator – Why spend time thinking of a name for that giant king or evil wizard for your adventure. This tool will give you a list of suggestions. It will even make gender specific suggestions.

Dragonsfoot.org – This is one of the oldest and best places to meet others to talk to about classic role playing games. And there are tons of free modules and resource materials there for the would be dungeon master. Be warned though…. it is primarily old school material. You will not find much 5E material there. 

Character Generator for 5E – Gives you an automated way to create NPCs with stats.

Orc Pub Character Generator for 5E – Another fine tool for generating 5E characters and npcs.

Dragonsfoot Advanced Dungeons and Dragons Character Generator – A tool for you old school guys to make npcs and characters quickly

AD&D Treasure Generator – For those of you too lazy to roll the dice or select your own! Or for those who have not yet read my Tome of Treasure!

AD&D NPC Generator – Another fine tool from Scruffy Grognards

Town Generator – Could be used by any edition 

Another Town Generator – Also suggests shops and details about the population

A really nice City/Town Generator – Some nice maps come from this one

An image of me before I became a Lich

Dungeon Maps

A dungeon map I pulled off of the Wikapedia Commons which was labeled free to use or modify

Dungeon maps. These are a chore that every dungeon master must complete in order that his delvers can enjoy slaying innocent dungeon dwellers and stealing their treasures. Above is an example of a dungeon map image called Warrek’s Nest. I have no idea who or what Warrek is but the map is nicely done. But, of course, it could be improved. 

Numbered Encounter Areas

I always number my encounter areas. Perhaps this artist has not yet done so. Perhaps he has no intention of doing so. But I find that it is useful to do so. If one area has several points of interest I will use letters to indicate these sub areas of the same major chamber. This is so that I can identify those other inhabitants of that general area that might be curious at the sounds of battle nearby and go investigate. Big areas often have multiple interesting features that might be best identified on your dungeon master key map. This is so that you, in the heat of the moment, do not neglect to mention critical pieces of information that the delvers might want to know about before they charge off in any direction.

Traps

I always note important traps on my maps. It is useful to have this information at your fingertips as the delvers are travelling down dark hallways and in dangerous rooms.

Dead End Hallways

I like to put some dead end hallways in my dungeons. Dead ends make the adventurers go crazy. They expect to find a trap or a secret door in each of these places. But when they do not…..they will not believe their findings. And they will spend even more time looking for them here. It drives them nuts. And I love it.

Trapped Dead End Hallways

And of course…you should trap some of these. A long dead end hallway with a rolling boulder trap at the end of it is a nice touch.

Mapping Resources

There are some good tools for map making on this black magic that you people call the internet. Some of these tools are even free.  Some of these include:

Donjon – a nice free random dungeon map generator

Donjon 5E – this one makes dungeons specifically for 5E

Gozzys – another fine random dungeon generator

Wizards of the Coast – a dungeon generator from the people who bring you D &D 5E

D20 Random Dungeon Generator – a nice generator that even gives your dungeon a suggested name

At some point in the near future I am going to talk a little more about mapping tools. Specifically I am going to tell you about some wonderful software for creating maps of your own. Unfortunately those products are not free. But they are still nice to look at.

Torture Devices

How can you have a good dungeon without torture devices? I find it amusing when I read of dungeons that have no pain and misery being inflicted on any of the inhabitants. What would be the point of such a place? As an ancient Lich I take offense to such nonsense.  Dungeons are painful places for those who are brought there against their will. Yet such devices tend to get ignored.  

I had to do a little research on this thing you call the internet. Such magic does not exist in Zanzia. Not yet at least. I will have to work on  it. But I scrounged up a few images of some important devices and techniques that I believe should be included in your dungeons in the event that some of your delvers are foolish enough to be captured alive!

Iron Maiden

One of my favorite torture devices is called the iron maiden. This wonderful device has so many uses…. But anyway it is an inexpensive tool for inflicting pain and agony. So you should get one….or perhaps two…you cannot be too careful.

The iron maiden picture above is a fine example. Check out the look on that guys face as he is being put into the box. Priceless! Below is another image. Unfortunately….it is unoccupied. That will change soon I am sure. 

The Rack

I had a little more trouble finding good free images for this excellent tool for the extraction of information. To be honest, Iron Maidens, rarely extract much information. Usually once the person is put in the box they are not talking very much. But the rack is different. You have much more time to talk while you are stretching the person.

Dismemberment

Dismemberment is also a valuable technique. While it is not torture per se it is good entertainment. And it can be torture if done properly and with loving care.

Dismemberment

Burning Alive

And lastly…..for those of you too cheap to buy good tools….. there is always fire.

Whatever torture devices that you choose be sure to include some or all of these techniques and tools in your next dungeon. You will not regret it. 

Which Guests to Invite: Monsters

Guests in your dungeon are so important. Just having mindless minions provides little entertainment. If you really want to hear screams from your delvers you need a better class of monsters.

Dungeons and Dragons has existed now for about five decades. Your players probably already know what to expect from monsters that exist in your games. It is time to dig deeper. Much deeper. There are many great sources for monsters outside of the core books for Advanced Dungeons and Dragons or even for Dungeons and Dragons 5E. That is what this post is about. 

There is a very good source of books called the Tome of Horrors from Necromancer Games. Each of these thick books is filled with glorious new friends that could populate your catacombs, temples and tombs. I, myself, prefer undead. Of course….I am undead. So that is kind of expected. But these four books have a lot more than just undead in them. They have monsters to fit just about any occasion. 

These books are not written specifically for Advanced Dungeons and Dragons 1E. In fact, each of these books, is written for a different game system. But all are basically D20 systems are and fairly similar. In any event it is not difficult by any means to modify these monsters for use in your game system. And it is definitely worth it. I guarantee that nerdy rules lawyer sitting to the left of your dungeon master screen will not have memorized all of the details of these babies. They will not know what just hit them when you unleash these creatures into your games. And that is when the real fun begins.

 

If you want to look at these books or purchase any of them you can find them on Drive Thru RPG using the following links:

Tome of Horrors

Tome of Horrors II

Tome of Horrors III

Tome of Horrors IV – Not available on Drive Thru RPG

Bringing the right guests to the party makes things more enjoyable for everyone. Well, everyone but your delvers, right? But who cares about them anyway. If you really want to paint the tomb walls red then bring these new friends to the game for proper introductions……

Speaking of Traps……

Now that we have brought up the subject of traps it might be wise to discuss their use a bit. In my mind….and of course… I am always right….. there are only a few appropriate ways to use a trap:

  • Confinement
  • Channeling
  • Injuring
  • Killing

Confinement

Some traps should be used to catch your prey. This is useful if you intend to torture your delvers later at your leisure either to get valuable information or just because you enjoy it like I do. Either reason is perfectly acceptable. Cages, portcullis, falling blocks and falling walls do well for this sort of thing.

Channeling

Channeling traps are wonderful ways to feed your minions. Dropping iron walls, iron portcullis, stone blocks, rolling boulders are all good methods for forcing players to go places they might otherwise not choose to go. Sometimes I like to invite some particularly nasty friends to occupy certain quarters of my dungeons and then offer them free meals by forcing delvers to come visit them. It is a win-win situation if you ask me. My friends usually think so too.

Injuring

Injuring traps are useful on occasion. Sometimes it is just not prudent to slay everyone who wanders into the dungeon looking for treasure. Sometimes you want to question them before you put them to the sword. Arrow traps, pit traps, dart traps are useful for this kind of thing.

Killing

And these traps are of course…the really fun ones. Crushing rooms, flooding chambers, poison gasses, poisoned darts and arrows, crushing stone blocks and poisoned spike pits. These are absolute treasures. There is just nothing as exciting for a member of the undead as to see a freshly killed humanoid with surprise still on their face. It is a beautiful thing I assure you. 

Malcon with his hood off

What is a dungeon without traps?

A dungeon without traps is like an invitation for delvers to come steal all of your personal belongings and kill all of your house guests. Let’s face it. No matter how much you threaten your minions…. they have to sleep sometime. Unless, of course, your minions are undead like mine. But sometimes even my undead minions are not all that observant. It pays to have deadly traps to guard entrances that you would prefer to go unused, to guard treasures that you wish to hold on to, to guard tombs that you would prefer unopened and to just plain kill anyone stupid enough to mess with you. 

And while I am the foremost expert on all things Zanzian as well as all magic….. Even I have to call in an expert once in a while. My go to expert for traps? Grimtooth the Troll of course. He has written a number of detailed books on the subject. Granted…many of these wonderful tomes were not written specifically for 1st Edition Advanced Dungeons and Dragons. But they are easily adapted to this purpose. And if you are playing later editions they will fit perfectly into your games right now.

These blurry images were taken from Joe Mohr’s kitchen table. I think the camera man was shaking in fear while taking them. Wise. Very wise indeed. For these tomes as well as the other fine products from my good friend Grimmy are dangerous in the wrong hands. Fortunately my hands are the wrong hands. And so could be yours. Check them out at these links:

Grimtooth’s Traps Too

Grimtooth’s Traps Bazaar

Grimtooth’s Traps Lite

The Wurst of Grimtooth’s Traps

Grimtooth’s Traps

Grimtooth’s Traps Fore

Grimtooth’s Ultimate Traps Collection

Grimtooth’s Traps Ate

Grimmy has a few other books available but these ones are filled with wonderful devices to confound, torment and ultimately destroy your adventurers. And that is the point isn’t it? Total destruction? I mean.. why settle for anything less. I wouldn’t.

Malcon the Firebringer column

Hello, my name is Malcon the Firebringer. I am widely considered the most powerful Lich in Zanzia. I was invited here by Joe Mohr to give tips to would be dungeon masters on how to baffle, confuse, torment and ultimately destroy the adventurers that plague us both. These delvers are exceedingly irritating. They kill my guests, they set off my traps (or worse….they disarm them) and they steal my treasures. I have been enduring this sort of behavior for well over a hundred years now. Ever since the time that I first tried to steal the throne of Zanzia….but I digress…. 

Typing on this keyboard is very difficult, by the way, for someone with bones for fingers. So excuse me if I get right to the point of the matter. Killing delvers is my passion. Total party kills especially please me. This column is here to give you advice on how exactly to bring this about in an efficient and pleasing manner. 

In the coming installments of this column I am going to focus on some useful tools that you as a dungeon master will find useful in your quest to destroy those vermin that invade our dungeons and catacombs. I will also be discussing other subjects as they come into my mind that may help you cause mayhem and chaos in the lives of your delvers. I hope that you shall find this activity as amusing and entertaining as I do.