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<p>
The concept of a “dungeon” is a common trope in any type of RPG, tabletop and
digital alike. Generally, a dungeon is frequently — but not always! — a
labyrinthine environment, inhabited by hostile creatures... and often
concealing valuable treasures and powerful magical items, or acting as an evil
antagonist's lair.
</p>
<p>
In Fabula Ultima, the term “dungeon” is used to indicate a somewhat complex
location that is worthy of being explored. It could be an abandoned mill
turned into a brigand hideout, a witchs castle, or a network of waterways
guarded by ancient golems.
</p>
<p>
Most of the time, the dungeon itself wont be that important: why the heroes
are there and what can be found within it is what really matters. Other times,
a dungeon can be a powerful way to tell a story about those who inhabited it —
and maybe hint at some obscure truths or provide an answer to some of the game
world's mysteries.
</p>
<h2>EXPLORING DUNGEONS</h2>
<p>
Depending on the size and importance of the dungeon in question, the Game
Master may adopt any of the following methods:
</p>
<ul>
<li>
<strong>Dungeon scenes.</strong> The exploration is run as a succession of
key moments rather than an inch-by-inch search of the dungeon. This works
best when the layout of the dungeon is mostly irrelevant and all that
matters is what lies in its depths. This approach is identical to default
gameplay: the heroes discuss their actions and describe what they do, the
Game Master describes what goes on around them, and Checks and conflicts
take place as normal.
</li>
<li>
<strong>Detailed exploration.</strong> The entire dungeon can be explored in
its every nook and cranny. This approach can be quite time-consuming and
should only be used if the structure and details of the place tell an
important story. For this method to work, the GM should carefully prepare
the layout of the dungeon beforehand — reserve it for locations that you're
sure the PCs will explore.
</li>
<li>
<strong>Interlude.</strong> The exploration is narrated as an interlude
scene, with maybe a single Group Check establishing whether the Player
Characters encounter any obstacles or dangers before they reach the depths
of the dungeon. Use this approach if you are short on time and if the
dungeon isn't particularly important — the typical occasion would be a minor
location discovered while traveling.
</li>
</ul>
<p>
Additional advice on how the Game Master should prepare material for dungeons
can be found starting on <a href="/books/core/#page-258">page 258</a>.
</p>
<hr />
<p>DUNGEONS</p>