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Dungeon Room Format

The rooms and encounters of Dungeonaday.com have their own unique presentation.

Every dungeon level is divided into encounters. Most encounters are a single room of the dungeon, but a few comprise multiple rooms in close proximity. Additional rooms beyond the main room, or special areas in the room requiring more detail, are labeled with a letter code. Thus, area 11 has 11A, 11B, and so on as a part of its write-up.

The following sections are present in standard Dungeonaday.com encounters: 

Summary: A very brief description of the encounter so that you don't have to read the whole thing just to get the point of it. This is very handy if you're skimming through many encounters.

Sights and Sounds: Generally, this entry relates details of illumination and noise that the PCs might hear as they approach or enter the area. Sometimes, smells are also mentioned. Following this is an italicized paragraph or two designed to be read aloud to the players providing a cursory description of the room (or, in the case of multi-room encounters, the main room-the one marked 11, not 11A, for example). The italicized text often doesn't include the inhabitants of the chamber, since that can change, but sometimes it does. If it doesn't, it makes the most sense to share that information with the players after the encounter with any creatures or other immediate threats occur.

Occasionally, there is an italicized paragraph elsewhere, describing the features of some specific aspect of the room. Generally, this text is meant to be read aloud only when that feature or portion of the room is examined.

Background: Dragon's Delve has a long and storied history, and sometimes a room has a story of its own to tell. The details of the room (or its inhabitants) might be described here. It's broken into its own section because often these details usually only serve the DM's understanding of the context of the dungeon. Only PCs that really focus on trying to learn these details (through careful examination, research, or spellcasting) ever will. 

Inhabitants: This section describes the creatures that live in the area, if any. Statistics for common monsters (generally those found in the System Reference Document) are not provided--just hit points and a quick note to any changes, such as an additional feat or a special weapon.

Tactics: Many of the creatures in the dungeon have specialized or unique tactics to make the encounter more interesting.

Development: In a dynamic dungeon setting, things can change. This section deals with how the encounter area can change--this often involves the inhabitants moving to another area (if they hear sounds of combat or an alarm) or inhabitants of another area coming here. Occasionally, it involves PC actions that involve other areas, such as when the PCs bring the idol found in area 32 to area 28, releasing the trapped spirit therein.

Dungeon Feature: This section is never called "dungeon feature." Instead, since it details something specific, it's always named for the specific feature like "secret door," "altar," or "trap." The goal here is to break out the details of what you need for easy reference.

Upping the Ante: Sometimes you need to make things a bit tougher and so this section provides suggestions for beefing up an encounter or even adding an additional encounter to really challenge the PCs.

Revisit

Sometimes, when the PCs return to an area a second time, it will be very different. This section is created so that it may have any of the above elements in it. For example, there may be new inhabitants, new features, or even new sights and sounds.

New Game Feature

Often, an encounter will include a new magic item, spell, monster, or other feature. This will often be detailed in the encounter write up.

Connections: At the end of every room entry are links to all the rooms that the player characters could go to next. There's also always a link to the map of that level.


Copyright 2006-2010 Monte J. Cook; Copyright 2010-2011 Super Genius Games