Nothing fancy today, just a list of dungeon descriptors, helpfully listed in d100 format. Oftentimes I find myself wanting to make a new dungeon or area and am short on ideas. This list is useful for inspiration, kickstarting design with an idea or two about which ideas can be formed. Alternately, you can pick one or two as overarching themes and then flavor smaller areas with another selection. Of course you may need to get creative if you end up with conflicting descriptors that make no sense together, but if it’s too bizarre you can always ignore the one you like least and/or roll again.
Here’s an example: We’ll go with an area with two random descriptors and three sub areas each with an additional descriptor of it’s own. Our rolls* are 9, 53 , 51, 14, 90. That gives us main traits of Icy and Rectangular rooms. So we have a start of an idea. Rectangular rooms is pretty standard dungeon stuff. Icy implies cold or ice creatures and a certain environment. Maybe this is high in the mountains, deep underground, a magical cold, or far to the north/south. We’ll decide later. Our three sub zones are Large scale, Geothermal, and Non-euclidean. Giant is easy. So we have a giants’ castle in the high mountains covered in frost and ice. Under the castle we’ve got a series of geothermally active caverns. We could go fire elemental here, but I like making the geothermal energy a power source for the giant’s castle better. So the castle has steam driven gates and other cool steam type devices, as well as few “ice giant engineers”, although no steam heat. In the caverns themselves, there are a few ice giant taskmasters (nearly naked because of the heat) and a bunch of slaves that maintain the steam pipes. Beyond the castle, carved into the mountain, is a series of rooms with odd magical geometry. Let’s combine that with the ice to have sliding traps and block puzzles that rely on the non-euclidean nature of the space, placed to protect some appropriate artifact. On advice of my test audience, we’ll also add some man sized blind penguins and ice-template gibbering mouthers to this area. That even gives us three adventure hooks: against the giants, free the slaves, capture the relic.
- Wet: Moldy – damp, and mold grows everywhere
- Wet: Flooded – ankle to waist deep water everywhere
- Wet: Underwater – entire place is underwater
- Wet: Rotten – sodden, and everything is ruined, turning into mush
- Dry: Crumbling – dry rot, crumbling stone
- Dry: Dusty – a layer of dust and grit cover everything
- Dry: Parched – dry air that makes you thirsty and uncomfortable
- Dry: Dehydrating – moving air that pulls moisture away, full of mummified husks of small creatures, etc.
- Cold:Â Icy – covered with a layer of ice, formations on walls and ceiling
- Cold: Clammy – cold and damp air, works through your clothes
- Cold:Â Glacial – biting cold, walls of ice
- Cold: Crisp – cool but invigorating
- Hot: Smoldering – piles of still warm ash, may have low oxygen levels
- Hot: Steamy – geothermal vents, geysers, etc.
- Hot: Magma – flows of magma (1500k about 3 times as hot as a campfire, 500k) in large rooms, heat may dissipate enough to approach, in small rooms maybe not
- Hot: Warm – general warmer temperature
- Live: Positive aura – depending on the strength, area may be covered in growth or items may animate or burst into frantic activity
- Live: Swarming – filled with large swarms of vermin
- Live: Live rock – dripping mineral water creates slow growing formations
- Live: Genius loci – a spirit caretaker oversees the area
- Dead: Bodies – corpses litter the area
- Dead: Negative aura – may cause a feeling of illness or unease, bolster undead or even damage the living
- Dead: Ruined – once worked the area is falling apart
- Dead: Eerie – feelings of being watched, prickling of the skin, etc.
- Vegetation: Overgrown/roots – plant growth and hanging roots block passages and cluster about the ground
- Vegetation: Flowering – strange cave flowers grow or sprout from bushes or vines
- Vegetation: Fungus/mold – large fungi or molds grow throughout the area
- Vegetation: Gardens – carefully tended (once?) gardens dot the area
- Natural: Solution caves – caves formed by minerals dissolving, often wet
- Natural: Lava tubes – formed by magma flowing out of a space, stone is hard, rooms are tunnel like
- Natural: Fracture caves – full of debris, layers of rock collapse to form caves
- Natural: Erosion caves – made by action of wind or water wearing down rock, may have strong winds or high tide
- Manufactured: Hewn – crudely carved out of rock, surface still shows tool marks
- Manufactured: Supported – soft stone supported by columns or beams
- Manufactured: Rough Brick – simple stone bricks carved from rock shore up and finish walls
- Manufactured: Advanced Brick – smaller, fancier, or simply better made stone bricks
- Sounds: Whistling – sound of wind forced through tight passages or over odd formations
- Sounds: Rumbling – perhaps an indication this area is unstable or of seismic activity
- Sounds: Battle noises – inhabitants often get in noisy conflict
- Sounds: Moaning – the wind? or something more sinister?
- Smells: Decay – death, decomposition, mold
- Smells: Dirt – the smell of earth and dirt
- Smells: Chemicals – strange acrid brews, sickly sweet tangs, some kind of strange chemicals are on the air
- Smells: Metal – the distinct smell and taste of metal, is this a metallurgists, a mine, or just an ore rich area?
- Denizens: Beast – area is populated with animals, predators, scavengers etc.
- Denizens: Lowlives – slimes, fungus monsters and insects
- Denizens: Magical – elementals, undead, constructs and other unnatural things
- Denizens: Humanoids – primitive or advanced humanoid tool users
- Scale: Tight – small rooms, tight passages, crawling and squeezing through tunnels
- Scale: Standard – normal room and passage scale
- Scale: Large – larger passways, huge rooms, perhaps natural or built by giants
- Scale: Mixed – a mix of scales, often natural but also a characteristic of an area inhabited by different sizes of creature
- Shapes: Rectangles – standard square and rectangular rooms
- Shapes: Ellipse – circles and ellipses
- Shapes: Angled – angled rooms other than squares and rectangles, triangles, hexagons, unusual shapes…
- Shapes: Natural – caves and natural passages
- Maintenance:Â Maintained – the area is being maintained, passably clean and repairs are made
- Maintenance: Expanding – the area is maintained and new areas are being built on the edges
- Maintenance: Abandoned – no one is doing maintenance, most things still work but some don’t and wear is obvious
- Maintenance: Collapsing – no one has done maintenance for a long time, few things work, most are broken, missing, or destroyed
- Airy: Strong winds – winds howl through the rooms and halls, light items are blown away, doors may be flung open or characters pushed down
- Airy: Cavernous – huge open caverns with vaulted ceilings
- Airy: Chasms – deep chasms voids and pits
- Airy: Open – one monstrous cavern with discrete areas within, sneak a little overland into your dungeon
- Architecture: Monolithic – huge construction from large slabs of rock
- Architecture: Sparse – clean unadorned construction
- Architecture: Embellished – covered with engravings, runes, patterns, etc.
- Architecture: Stylistic – an unusual or alien style
- Obscured: Foggy – mists, steam or fog blanket the area
- Obscured: Screened – webs, vines or other obstructions shroud the area
- Obscured: Magic darkness – rooms or the entire area is covered in magical darkness
- Obscured: Twisty – no special obstruction, just very few straight passages so vision only extends to the next bend
- Size: Small – your classic 5 room dungeon
- Size: Medium – larger complex, 5-15 rooms
- Size: Large – larger yet, 20-50 rooms
- Size: Extra large -Â sprawling multi-“zone” area
- Unique: Architecture – contains a unique piece of architecture, statuary, or other landmark
- Unique: Foe – contains a unique monster, NPC or the like
- Unique: Magic effect – contains a special magic effect, either an aura over the whole area or a specific feature like a magical portal or pool
- Unique: Treasure – has a special one of a kind treasure that may have its own backstory or associated quest
- Danger: Hazards – venomous critters, naturally occurring rockfalls, pits or fire gouts
- Danger: Traps – area is/was home to a trap builders and has many traps
- Danger: Monsters – area full of deadly monsters
- Danger: Curses – area holds curses or other magical dangers
- Treasure: Coin and items – standard treasures
- Treasure: Raw ore/gems – area has been or can be mined for raw ore and gems
- Treasure: Art – area has art objects that can be looted as treasure
- Treasure: Goods – not much in the way of treasure, but area has trade good that can be sold
- Magic: Changing – shifting walls, moving rooms and other tricks
- Magic: Non-euclidean – the area has a definite arrangement but its full of portals, bends in reality or other weirdness that make it difficult to map
- Magic: Wild – magic in this area acts unpredictable
- Magic: Null – magic in this area is suppressed or nullified
- Crystal: Studded – walls are studded with raw crystal
- Crystal: Monsters – monsters in this area are weird crystal versions or crystal themed monsters
- Crystal: Walls – this area is carved from a massive crystal deposit, glass or obsidian
- Crystal: Items – furniture, decorative items, tools, and weapons in this area are all made of crystals
- Technology: Stone – denizens of this area use stone age technology
- Technology: Bronze – foes in this area use bronze or another soft metal
- Technology: Steel – this area has steel or another hard metal technology
- Technology: Steam – this area features early steam tech
*Using my Polyhero Wizard dice, because they’re what I have on hand. Now I can use the old “mad wizard” excuse when players look at me funny.