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Dungeon Room Index: Lairs

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Places where powerful monsters make their home, keep their treasure, or fall back to for safety. Here are the rooms, (but the notes are a little more important than usual for this one): The Lair of the Beast This entry is a little different; it's not too hard to talk about " Libraries " and make a bunch of rooms with really thematically consistent elements, but Lairs require a different approach because the only way you can understand how to build a Lair is by understanding what kind of creature's Lair it  is . So, for these rooms, I took a look at the  Cairn Bestiary  and chose one or two monsters from each category. From there, my process is pretty easy to replicate: consider what a monster's Lair is  for ;   it's not just a place that this thing sleeps; it's also a place of  safety . That means that a monster's Lair should be a place that the creature has chosen--or created--to  amplify their strength s, and to  mitigate their weaknesses. ...

Dungeon Room Index: Mines

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Mines As always, here are the rooms: "And they call it a mine!" When I think of mines in the context of fantasy adventure games, two very different pictures come to mind. First, there is the simple, literal sense of a "mine"--more or less a human made cave chasing gold or whatever. Second, is the classic dwarven mine--part mine and part underground empire. Needless to say, the two images don't actually have a ton in common. Additionally, the second sense of the word also functions a lot like our entry on Sewers : it's not that you think up endless "mine" rooms so much as you embed other kinds of rooms in and around a kind of dwarven-mine-aesthetic. (Or, whatever other mine-empire-creating civilization you've cooked up.) Anyways, I've tried to do a little of both for this one. As such, some of these rooms were conceived by first considering a previous room category in the context of a fantastic...