The Dungeon So Far

“Step 3 involves the decision aspect already mentioned and the actual work of sitting down and drawing dungeon levels. This is very difficult and time consuming.” (Gary Gygax, Europa, April 1975, 19)

To what “decision aspect” Gygax refers I know not, but I am intimately familiar with the “actual work” next mentioned. I sat down, for more than a hundred days, to draw dungeon rooms. Difficult? Maybe. Time consuming? Definitely. Enjoyable? I love it!

And then other obligations distracted me, and for more than a hundred days since, I have not been so diligent. Progress on Deep Dungeon Doom halted at the bottom of Fury’s Deep, level 4. I intend to get back to it, but we’ll see if I conquer that dragon. Meanwhile, I continue here with Gygax’s step 3: “The location of the dungeon where most adventures will take place.”

“In beginning a dungeon it is advisable to construct at least three levels at once, noting where stairs, trap doors (and chimneys) and slanting passages come out on lower levels, as well as the mouths of chutes and teleportation terminals” (The Underworld & Wilderness Adventures, 4).

Although the mapping pace is one room per day, I take this advice and seek opportunities to slip in ways to get to lower levels. In area 1 Cave Entrance (the first day), I placed a secret door (1a) and a deep pool (1b). Both, I imagined at the time would lead to another level.

Once drawn, a chute marked “to level unknown” hangs in the air until the cartographer advances to the logical terminus. Eventually, the secret door at the Cave Entrance opens into a network of secret tunnels (39) that riddle Lyceum Arcanum. More recently, the deep pool turns out to be the upper end of a watery passage through two areas that begins on level 4 (92 Force Field). An exciting part of #Dungeon23 is realizing that a stairway or chute from an upper level, placed weeks or months before, should come out in the room you are going to map tomorrow.

“Each level should have a central theme and some distinguishing feature, i.e. a level with large open areas swarming with goblins, one where the basic pattern of corridors seems to repeat endlessly, one inhabited by nothing but fire-dwelling or fire-using monsters, etc.”1 (Europa).

Here, Gygax lays out an important aspect of dungeon design long overlooked by my younger self. Early in my dungeon-drawing career, I got the idea that a dungeon was all about what treasures were guarded by what big mean monster in its lair. Certain, monsters and treasures are an integral part of a dungeon. But a compelling theme helps to capture the players’ imaginations, gets them into the dungeon, and holds their interest long after the monster is vanquished, its treasure removed, and the lair restocked. The difference between a collection of rooms and an interesting delve environment is theme.

Cross-section map showing surface locations, a tall tower in ruins, and subterranean strata.
Early Rendition of Dungeon Plan

I summarize Deep Dungeon Doom’s levels as completed, before outlining a few ideas for deeper levels.2 The ideas are mined from the dungeon’s time line (see “Using How to Host a Dungeon for #Dungeon23”). Plans, if executed, may change.

Completed Levels

Lyceum Arcanum [Level 1]

A magic school built during the reign of the Lore Kings and destroyed in the Time of Vengence, it is still haunted by magic-users, living and dead.

Ningalgaur [Levels 2, 3]

Within this area of natural caves, the Illmind first constructed a holding area where they stored brain vessels (any sentient beings) prior to harvest. Only a few wall carvings hint at the purpose. Later, demons converted the structure into charnel pits, carving horrid faces in wall reliefs. To block a deep chasm, dwarves built a fortified drinking hall on the edge of the “Abyss.” The hall is now defended by the Doommaker Cult.

Fury’s Deep [Level 4]

A sinkhole descends over 400 feet to a bottomless pit. Between the surface and infinite depths, a precipitous path winds by access points to several dungeon levels, including a faerie cascade through which is a one-way portal to other worlds and an ancient dwarf-built subterranean road.

Future Levels

Old Dwarf Road [Levels 4, 5, 6]

During their civilization, the dwarves connected their subterranean realm to neighboring dungeons. The sinkhole that makes Fury’s Deep opened access to a still-intact portion of the ancient highway. It runs through a former dwarf dormitory that was re-purposed as laboratories by the Lore Kings and now serves a wyvern as lair. The highway continues down a gentle slope to a bridge across a wide chasm. A river flows below. On the opposite side, a wizard’s tower overlooks the chasm.

Giant Stronghold [Level 7]

The subterranean river flows toward the Abyss (Ningalgaur, above). Along it, a treacherous path leads to an oversize castle built into the rock wall of a high cavern, where the river falls into the Abyss. This was the principle stronghold of the giant empire. A few giants still occupy the place, along with dragons, trolls, and wraiths among others. A clan of ogre magi pretends to sovereignty.

“Garden of Eden” [Level 8]

To increase the quality of the harvest, the Illmind created favorable living conditions for the brain carriers captured on the surface. A nearby magma chamber provides heat. A central orb radiates magical light and darkness in a daily cycle. Fresh water flows through canals. The area became—and yet remains—a lush subterranean forest. Heaven in earth? More like hell, because its inhabitants were aware of their fate.

Sealed Empire [Level 9]

Thanks to a platinum vein, adamantine deposits, and their metalsmithing craftsmanship, the dwarves built an empire wealthy beyond imagination. But they got too curious about the workings of the mysterious device in a deeper level. When the gate opened, a demon horde poured through it. Many dwarves were slaughtered in a great carnage. Survivors fled to the imperial throne room and sealed themselves inside. Though they could not enter, the demons did not retreat for many long years. The location of the sealed door is now lost. Should someone find it and break the seal, an empire’s riches await.

Arena Arcane [Level 10]

The Cyclopes, primordial creatures enslaved by the Illmind, quarried granite from this region. From the space, deep elves later carved an arena. During the giant empire, it served as a slum, before the Lore Kings restored the arena.

Deep Elf City Ruins [Level 11]

The pits and sanctums of an ancient deep elf city are in ruins. The once-magnificent opera house is more or less intact. While they have not lived here in millennia, deep elves frequent the place, seeking lost treasures and forgotten lore.

Infernal Sanctum and Demon Gate [Level 12]

The Illmind constructed the gate to the demons’ home plane. Before departing, they opened the gate to call forth the horde that would destroy any of their remaining works. The dearth of remains from the Illmind civilization testifies to the project’s success. The adjacent sanctum is a cyclopean complex wherein the demons held their infernal revelries.

Deeper

“Before the rules for D&D were published ‘Old Greyhawk Castle’ was 13 levels deep” (Europa).

Ours is to be twelve levels by years end. From the start, I imagined Deep Dungeon Doom to comprise 24 levels at least: 12 beneath the surface, 12 more rising up through the tall tower, called a “donjon,” of the Greater Ones. There are, however, ideas and space for many more levels.

Godthrone [Level 13]

The Illmind built a thing atop the donjon. No one is certain of its purpose. It resembles nothing more than an enormous chair. Hence, it’s common name: Godthrone. The location has been used on and off throughout the millennia as a place of worship.


1 Gygax’s dungeon-level theme examples may seem uninspired to modern adventurers and dungeon makers. In his defense to posterity, the co-creator points out: “The first level was a simple maze of rooms and corridors, for none of the participants had ever played such a game before.” I for one would trade my jade spectacles for a seat at that table.

2 Here, at the crossroads of #Dungeon23 and #Gygax75, I am neglecting McCoy’s precept “Don’t make a grand plan” (“#Dungeon23,” Win Conditions). Rather, the instigator advises: “Just sit down each day and focus on writing a good dungeon room.” Time to get back in the dungeon…

In Deep Dungeon Doom, I follow #Gygax75 and #Dungeon23 to create a D&D dungeon campaign in a few minutes per day for one year. I intend to post irregular updates here. To get the daily rooms, follow me on Mastodon.

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