I've been working on a game for awhile now and want to incorporate a classic dungeon crawl into the story. It'll be a swampland cave/ruin inhabited by bullywugs and I need some help with what rooms to have. I got a couple but I'm working with a good sized map and hand draw most of it so I need some ideas for extra rooms.
Can't go wrong with slimes, oozes, Shambling Mounds. Perhaps the bullywugs are farming oozes and slimes for poisons, and Shambling Mounds just kinda took residence in part of the dungeon cause it was convenient for them?
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Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
I like to follow the rule of 3 with dungeon building - 3 levels, each with 3 areas, each with 3 rooms. This keeps it manageable but still makes it seem large in scale.
The easiest way to design a dungeon is to think about what purpose the location serves. The most common example is a jail. It will need cell blocks, a common area, a kitchen, a guard post, etc. This also applies to the monster inhabitants. A well concepted dungeon can almost design itself. In your specific case, a partially submerged living area, a pen for captured animals/slaves, an armory, a “throne room” for the leader, a tadpole pond for their young, etc. I like the ooze tie in above as well. Remember not every room needs to have a lot of detail. A hallway or adjoining room still adds scale. And some of the locations I described could be an entire area.
I've been working on a game for awhile now and want to incorporate a classic dungeon crawl into the story. It'll be a swampland cave/ruin inhabited by bullywugs and I need some help with what rooms to have. I got a couple but I'm working with a good sized map and hand draw most of it so I need some ideas for extra rooms.
Can't go wrong with slimes, oozes, Shambling Mounds. Perhaps the bullywugs are farming oozes and slimes for poisons, and Shambling Mounds just kinda took residence in part of the dungeon cause it was convenient for them?
Formerly Devan Avalon.
Trying to get your physical content on Beyond is like going to Microsoft and saying "I have a physical Playstation disk, give me a digital Xbox version!"
I like to follow the rule of 3 with dungeon building - 3 levels, each with 3 areas, each with 3 rooms. This keeps it manageable but still makes it seem large in scale.
The easiest way to design a dungeon is to think about what purpose the location serves. The most common example is a jail. It will need cell blocks, a common area, a kitchen, a guard post, etc. This also applies to the monster inhabitants. A well concepted dungeon can almost design itself. In your specific case, a partially submerged living area, a pen for captured animals/slaves, an armory, a “throne room” for the leader, a tadpole pond for their young, etc. I like the ooze tie in above as well. Remember not every room needs to have a lot of detail. A hallway or adjoining room still adds scale. And some of the locations I described could be an entire area.