Dungeon Room Index: Great Halls
(Last time we did Libraries)
I really like a big room, don't I? There are the reasons I already gave, but maybe it's that I find bigger rooms easier to diversify as well; I guess we'll find out what happens when I seriously attempt something smaller.
Anyways, here are the rooms, with notes to follow:
Halls, that are Great
When I say "Great Hall", I'm using this as somewhat of a blanket term for a variety of large, open spaces: ballrooms, banquet halls, hallways (that are really big and grand; it's in the name!). Basically any space that is best served by a large, open area, especially one with high, vaulted ceilings. (And remember, if the ceilings aren't vaulted, they are quite liable to collapse! Better get some pillars in there...)
With a room like this, I find myself a little at a loss at first to come up with new aesthetic flourishes; mostly it's all about the layout. However, there are a few things I find fit well in rooms like this:
- Fireplaces/braziers/firepits. Whether for heat, light, a place to cook, or all of the above.
- Balconies. Remember how much I like verticality? These are an easy fit for a Great Hall. I imagine uppercrust types wanting to stand up where they can look down on everyone.
- Tables. Long ones. If it's a feast hall, there should be places for people to sit! And again, they make for nice dynamic set pieces, whatever form they take.
- Statues. You can never have too many in my opinion; useful as a focal point or just decoration. I think big statues are especially welcome in a room like this.
- Fountains/pools. Just depends on the vibe you're going for, but these are on the "fancy" end.
- Pillars. Get used to them, they're not going away.
A note on usage
- No mans land. Multiple factions are in this dungeon, and the great hall at it's center is where they clash or parley. Lookouts are always stationed at either end.
- Makeshift village. A group has settled down here with tents and bonfires. It's the only (sort of safe) place where they can all gather in one place.
- Beast's lair. A creature has made it's nest here, either because other rooms are too small to be comfortable, or because it's easier to keep a lookout for potential thieves. Or, because it's a great place to catch unwary passersby.
- Burial mound. Just a huge pile of dead bodies, burned or left to rot; this is where all casualties of inter-faction conflicts end up.
- Scrap heap. Similar to the burial mound, this is just where dungeon denizens pile up their leftovers and broken stuff.
- Training ground. A faction has set up here for target practice and other martial needs.
- Mushroom farming. Hey, you gotta stretch your brain sometimes. Plus it's funny. You emerge from dark, cramped halls, to an open pillared chamber full of... mushrooms. And slugs. Big slugs being herded like livestock.
Room Notes
Elevated areas A minimal elevated area; a stair-to-balcony over a large doorway. This room is incredibly simple, yet that fixture alone could make this space an interesting space for springing a trap on something lured through the north doorway. A room like this may be simple in concept, but a blank canvas can be a great place for some evocative imagery even so.
When playing with multiple levels, it's always interesting to expose levels to eachother without actually connecting them. In this room, elevated walkways on either side look down on a wide room. Getting to those walkways either means climbing in some way, or finding another way up. I love these kinds of visual hints. Now, if you want to make a way up, that's easy: just crumble part of one of those walkways to make a natural rubble-stair. It's functional and evocative!
Leaning into bigger, more opulent spaces, a large room has a raised balcony at each corner; I imagine this like a ballroom where those looking for a quieter conversation would park up on these raised areas. The statue is a nice focal point and decoration.
Firepits and similar A simple, asymmetric hall. A lower ceilinged area on the left is wrapped in pillars, and the main hall terminates in a fireplace. Some windows here would be nice if the dungeon setting allows it!
A little more dramatic, a little bigger. This room has a much larger fireplace, dramatically set at the end of a reflection pool. Seeing that fire reflected across the water is appropriately dramatic, and that fireplace flanked in statues practically begs for a secret room hidden behind it.
Pillars separate fires or braziers from long tables. I imagine some gathering around the flames for conversation or cooking while others sit at the tables for feasting, etc.
A large firepit is the focal point of this rounded hall. Even though a room of this sort will likely be found long abandoned in a dungeon context, it's still a fun idea to find a group of goblins or other dungeon dwellers dancing around a huge bonfire.
Make them Great It's very satisfying to just make a Great Hall biiig. This space is probably just a transition between more purpose-built rooms, but it's pillars towering up into the darkness evoke a mood all their own. Moreso with a few pillars collapsed and splayed across the floor. A useful barricade or hiding place.
Comments
Post a Comment