bug: Pages numbered correctly in books/core

This commit is contained in:
2026-06-06 22:44:37 +00:00
parent 75c6ab9975
commit 1de1377033
296 changed files with 8156 additions and 8192 deletions

View File

@@ -1,22 +1,22 @@
<link rel="stylesheet" href="/css/book-page.css">
<link rel="stylesheet" href="/css/book-page.css">
<h1>Preparing a Dungeon</h1>
<h1>THE DUNGEON ARCHIVE</h1>
<p>If you and your group are particularly fond of detailed dungeon exploration, and if your schedule allows for it, you might want to prepare your own dungeon archive.</p>
<p>This is straightforward: whenever you have some time, jot down a few notes about potential dungeons — a notebook is fine, but you might also choose to keep them on your device or inside the cloud storage. Then, whenever you need to "improvise" a dungeon, you can instead grab one from your archive. You'll probably need to make a few adjustments on the fly, but it's easier than having to come up with everything on the spot.</p>
<p>When preparing dungeons for your archive, keep the following in mind:</p>
<ul>
<li><strong>Flexibility.</strong> Make sure your prepared dungeons can fit a variety of situations and environments. This will largely depend on your group's campaign world, but each dungeon should be appropriate for at least two or three areas in your world map.</li>
<li><strong>Internet is your friend.</strong> Download, print or save a variety of dungeon maps from videogames and other tabletop games (but make sure you only do so for your personal use).</li>
</ul>
<p>You can of course draw your own dungeon layouts: an activity some find very relaxing, but one that can prove quite time-consuming as well. Be mindful about how you spend your effort!</p>
<ul>
<li><strong>Connections.</strong> One of the advantages when preparing several dungeons ahead of time is that you can tie some or all of them together in many ways. You could design a set of four temples, each tied to a natural element, and place them all over the map; or you could have one dungeon contain clues to the position of another.</li>
</ul>
<p>The biggest risk when relying on the dungeon archive is to "shoehorn" a dungeon you prepared into a location, or to refrain from an otherwise cool and unique improvised design just because it feels safer to use a prepared dungeon instead.</p>
<p>As the Game Master, it is your responsibility to find a balance between prepared and improvised dungeons — both have their pros and cons.</p>
<p>If you have time to prepare a dungeon and know that the Player Characters will explore it, the following process generally works well:</p>
<ol>
<li><strong>Think about the general look and mood of the dungeon:</strong> Is it a spooky ruin, a lavish castle, or perhaps a network of ancient tunnels?</li>
<li><strong>Sketch a rough map of the dungeon:</strong> This doesn't need to be pretty, but does need to be functional. You're the only person that will use it, so make sure your notes are clear (especially if you plan on using the dungeon weeks or even months from now). If you're short on ideas, the internet is filled with awesome dungeon designs — there's nothing wrong with drawing inspiration from them.</li>
<li><strong>Place rewards</strong> (see page 264) in your dungeon: These may be magic items, currency, or even Inventory Points. Try to avoid placing most of the rewards in the same room (you should encourage exploration).</li>
<li><strong>Place obstacles and threats</strong> (traps, puzzles, hostile creatures) in your dungeon, preferably so that they guard or prevent access to rewards.
<ul>
<li>When you prepare an obstacle or threat, do not determine in advance how the Player Characters might approach it. That's for them to decide.</li>
<li>Avoid swarming the heroes with a large number of weak enemies; instead, focus on two or three challenging encounters (see page 292 for more).</li>
<li>If the reward is an item, the creature guarding it might use it in battle.</li>
</ul>
</li>
<li><strong>Think about one or two Danger Clocks</strong> appropriate for your dungeon, their size and what will happen if they are filled — will the heroes be ambushed? Is there a magical surveillance system? Will the tunnels be flooded by lava?</li>
<li><strong>Determine the focal point of your dungeon</strong> (an antagonist, a precious artifact, a vital piece of information) and choose its location. Most of the time you will want to place this element far away from the entrance, but you might also make it relatively easy to reach (in this case, the rest of the dungeon will feature "optional content").</li>
</ol>
<p><small>Philip Forlenza (Order #)</small></p>
<h2>DUNGEON GENERATION TABLES</h2>
<p>If you're in need of inspiration when creating a dungeon (whether improvising or preparing it in advance), you may roll d20s or choose options from the tables on the following pages!</p>
<h3>Example Entry</h3>
<p>A millenary presence ensures the dead buried within the Necropolis of Basitrale rest undisturbed.</p>
<p class="signature">Philip Forlenza (Order #)</p>