Page 110 provides guidelines on how to manage dungeon exploration while playing — but what about preparing those dungeons? How much information will you need? Should you have a map of the location ready?
To make sure this is clear from the beginning: dungeons aren't necessarily a thing in Fabula Ultima, and you might run an entire campaign without the Player Characters ever entering one.
If a dungeon isn't doing any of these, you probably shouldn't have it in your game: "dungeons for the sake of dungeons" is never a good idea.
The first distinction we should make is between prepared dungeons (the ones you thought about before the session started) and improvised dungeons (the ones that were introduced as part of the current session).
While prepared dungeons can be more complex, the ones you have to improvise on the spot will necessarily be simpler — but simple doesn't mean boring.
Note that this distinction has nothing to do with the importance of the dungeon: a key strategic location might be unexpectedly introduced halfway through a session, and you might know about a minor ruin along the road with no plot relevance weeks before you play through its exploration. Don't worry, we'll deal with this too.
Philip Forlenza (Order #)