A cavern complex can connect two otherwise unrelated dungeons, sometimes creating a strange mixed environment. Natural cavern complexes often connect with other types of dungeons, the caves having been discovered when the manufactured dungeons were delved. In other areas, a daylight spell or similar magical effect can provide enough light for green plants to grow. Some varieties of fungus give off a phosphorescent glow, providing a natural cavern complex with its own limited light source. Subterranean predators prowl these forests, looking for weaker creatures feeding upon the fungi. With no intelligent force behind its construction, this type of dungeon is the least likely to have traps or even doors.įungi of all sorts thrive in caves, sometimes growing in huge forests of mushrooms and puffballs. Created naturally and connected by labyrinthine tunnel systems, these caverns lack any sort of pattern, order, or decoration. Natural Cavern Complex: Underground caves provide homes for all sorts of subterranean monsters. Magic traps can attack intruders by summoning monsters into the dungeon that disappear when their task is done. Builders of vaults or tombs often use undead creatures or constructs, both of which have no need for sustenance or rest, to guard their dungeons. Magic is usually the best solution to provide food and water for these creatures. The problem with this strategy is that something must be done to keep the creatures alive between intrusion attempts. Sometimes, however, a vault or a crypt is constructed in such a way as to house living guardians. This is particularly true of the tombs of important people. This type of dungeon is normally built for function rather than appearance, but sometimes it has ornamentation in the form of statuary or painted walls. The safe storage dungeon is the most likely to have traps but the least likely to have wandering beasts. Whether the item they want to protect is a fabulous treasure, a forbidden artifact, or the dead body of an important figure, these valuable objects are placed within a dungeon and surrounded by barriers, traps, and guardians. Safe Storage: When people want to protect something, they sometimes bury it underground. In such cases, the occupants are typically not the original builders, but instead a group of intelligent creatures that have set up their base, lair, or fortification within an abandoned dungeon. Some dungeons are partially occupied and partially empty or in ruins. The inhabitants might have a communication system, and they almost certainly control an exit to the outside. Occupied structures have furnishings to suit the inhabitants, as well as decorations, supplies, and the ability for occupants to move around. Traps or wandering beasts that might be encountered are usually under the control of the occupants. This type of dungeon is less likely to have traps or wandering beasts, and more likely to have organized guards-both on watch and on patrol. An occupied structure might be a home, a fortress, a temple, an active mine, a prison, or a headquarters. Creatures (usually intelligent) live there, although they might not be the dungeon's creators. Occupied Structure: This type of dungeon is still in use. Any traps that might exist have probably been set off, but wandering beasts might very well be common. Many subterranean creatures look for abandoned underground constructions in which to make their lairs. Ruined Structure: Once occupied, this place is now abandoned (completely or in part) by its original creator or creators, and other creatures have wandered in. Sometimes old dungeons are used again and again by different inhabitants for different purposes. Many dungeons are variations on these basic types or combinations of more than one of them. The four basic dungeon types are defined by their current status. These rules can apply to dungeons of any type, from the wreck of a sunken ship to a vast cave complex. These labyrinths, full of deadly traps, hungry monsters, and priceless treasure, test every skill a character possesses. Of all the strange places that an adventurer might explore, none is deadlier than the dungeon.
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