
Ghostpuncher5 |
My initial thoughts were to start mapping a single side of a cube as a dungeon layout, adding in a good amount of pitfalls, some with trap doors and shom without. The trap doors, if noticed, will appear to be just doors do though knobs, but can easily be opened. This will be the "top". Then map out the right side, using the grid locations of the pit falls to properly place hallways. Repeat this for all 4 "sides" of the dungeon keeping in mode proper placement for hallways/pits. Then the bottom will be more or less fill in the blanks. From there I can decide if I want to add more smaller floors going down/center of the cube. But I feel more floors will make the hallways shifting into pitfalls significantly less dangerous, and the entire dungeon highly confusing.
I'll track each side as a map designator, like a1 or something. To keep track of everything I'll have a copy of the map for my self to look at at all time. This will also help keep track of when traps that were on the wall switch to being on the floor or ceiling.
The idea of hallways on a hinge will defiantly be added. Forcing the Pc's to find and use a few rooms that offer a rotation of the dungeon in a predetermined direction. To make things simple I'll only add 3 or 4, so the combination will be 3214 or the like.
I've had a few ideas how To spice it up. Adding a room half filled with liquid, the room is longer than it is wide. So the dungeon being in the wrong orientation will have the room be impassable if it's acid when coming from above or below. This will deter pc's from just flying or climbing there way to complete victory.