All dungeons have
rooms, and most have corridors. While most corridors simply connect
rooms, sometimes they can be encounter areas in their own right because of
traps, guard patrols, and wandering monsters out on the hunt.
Corridor Traps: Because passageways in dungeons tend to be narrow, offering few
movement options, dungeon builders like to place
traps in them. In a cramped passageway, there's no way for intruders to move around concealed pits,
falling stones, arrow
traps, tilting
floors, and sliding or rolling rocks that fill the entire passage. For the same reason,
magic traps such as
glyphs of warding are effective in hallways as well.
Mazes: Usually, passages connect chambers in the simplest and straightest manner possible. Some dungeon builders, however, design a
maze or a labyrinth within the dungeon. This sort of construction is difficult to navigate (or at least to navigate quickly) and, when filled with monsters or
traps, can be an effective barrier.
A
maze can be used to cut off one area of the dungeon, deflecting intruders away from a protected
spot. Generally, though, the far side of a
maze holds an important crypt or vault-someplace that the dungeon's regular inhabitants rarely need to get to.
Find topic in: Basics, Magic, Monsters, Rules of the Game |
|
3.5 Weather, SRD Dungeon srd d20 d20 roleplaying Wilderness, d20 dungeons Corridors dnd d&d wizards dragons rpg Dungeon SRD 3.5 roleplaying Weather, srd rpg Corridors Basics 3.5 dnd rpg dragons rpg d&d 3.5 & d&d srd srd Basics Dungeon Wilderness, Dungeon |