Example of a dungeon:

Let's try to build our own dungeon. We'll build a standard "dwarven outpost under the mountain" dungeon, then we'll fill it with some goblin highwaymen.

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First, let's build the dungeon from the dwarves' point of view (remember?). The dwarves, after locating the general area to build their outpost in, found a cliff about 30 feet high with a small river running out of it. This is what it looked like:

This is a general map of the area, with a relativly straight cliff running from west to east and a river running through the mountain towards the eastern side.

In this case, we've just given the dwarves a suitable piece of geography to build their outpost in. They have to take care of the rest themselves (i.e. we didn't make the area to suit the dungeon. At this time, we don't know what the dungeon is going to look like.)

Now the dwarven constructors (i.e. us) begin to discuss what elements they will need in their outpost. This outpost is supposed to be capable of housing a troop of 12 dwarves, with the possibility of surviving a small siege. The dwarves come up with the following elements: (note that nothing is drawn on the map yet!)

A sleeping space:
Theoretically, a total of 6 beds should be sufficient, with something like a private chest for each of the soldiers. However, 12 beds would mean greater expandability, should the outpost need to house visitors. The sleeping space should also contain the following:
The commander's room
This room will be somewhat more comfortable than the soldiers' place (some tapestry, a desk etc.).
A mess hall:
This would include a big table, several chairs, and probably a fireplace. Torches or candlesticks should also be included, as well as easy access to the kitchen.
A kitchen:
Here we'll put a stove, another fireplace and a table for food preparation. This room should also somehow be connected to a well of some sorts. Hmm, that nearby underground river should be useful... The kitchen should also contain or have access to a storage area.
An armoury of sorts:
Here we'll stack all the arms and armour an outpost simply would not be complete without. For strategic reasons, we'll put this behind the commander's room or - let's just say we can trust the loyalty of our soldiers - behind the sleeping space. It would be fatal to place this next to the entrance since one well-placed surprise attack could cut off the soldiers from their tools of trade!
An outhouse:
We could use the same river again IF we remember to get the water for the kitchen first!

Because the river leaves the cliff at about ground level, we should build a stairway from the entrance to the main hall. As for defendability, the stairway should help to hold off intruders. The dwarves would also try to disguise the entrance, with plants or illusions. Since the well and outhouse can be accessed through the river (the water is not too deep, and does not go all the way to the top) the dwarves decide to put a lockable lid on the well (to allow for a bucket), and to install bars in the outhouse (imagine trying to unlock the outhouse in a hurry! The bars would probably need rinsing every once and a while, though.)

On the map, this should look something like this:

This is a picture of the finished dwarven outpost.
  1. Entrance
  2. Stairs
  3. Entrance hall
  4. Sleeping space
  5. Armoury
  6. Mess hall
  7. Kitchen
  8. Commander's office
  9. Commander's bedroom
  10. Hallway
  11. Outhouse

This is the outpost as the dwarves built it. Sadly, however, the dwarven empire collapses, and the outpost is deserted. The dwarven soldiers took along their food, their weapons, their personal belongings etc. Only the furniture, the lights and a lot of spiders remain.

This is the situation some goblins stumble on while travelling to new "hunting grounds". Their leader quickly decides that this is an ideal setting for their new home. After snooping around a bit, they decide to do the following with the rooms:

The goblins themselves can mostly be found in the mess hall, of course, with maybe the odd goblin on guard duty or lying drunk in bed. They probably will not be easily surprised by anyone coming through the main entrance.

Of course, this is what our goblins would do. Your leader may be more paranoid, or may demand a seperate room, or your goblins may fear fire. The thing to remember is "What would I do if I were a goblin and came to such a place**?".

The adventure, of couse, is (or includes) entering the outpost and "neutralizing" the goblins. However, you should not, repeat not waste the entire setting by allowing the players to simply enter and fight the goblins one on one in the large, clear sleeping room until one side (most probably the goblins) are dead. Rather, consider the following points:

  1. Make the goblin defenses work. This means that it should be very hard for the players to enter by the main entrance, by using tripwires, uneven footing / hard going on the stairs and effective guards who quickly call the others to begin firing at the players. The players should really know that it's almost impossible to enter by the front entrance. Hmm, there's still the low tunnel created by the river...
  2. Play the goblins like real living beings. They would probably taunt the players on their struggle up the stairway, and laugh at them when they turn to flee. When surprised, they should rush around aimlessly for a while, then probably group around their leader. They would probably also consider surrendering when the going gets tough.
  3. Describe the goblins life realistically. Should the players enter the outpost without alerting the goblins, describe a wild party in the mess hall, which can be heard from the dimly lit kitchen or sleeping hall. Should the players enter the outpost when the goblins are asleep or away (most probably leaving a guard, though), play that out as well. (Loud homecoming while the players wait in ambush, or a disorganized struggle to get up when the players storm the sleeping hall.) You should also be prepared to desribe the goblins actions if the players scout the outpost by magical means, or by invisibility etc.
  4. Remember to make the goblins react to the players actions. If the players atempt an unsuccessful raid, the goblins would probably be on guard, and wouldn't leave the outpost for a while, or would dispatch scouts to find the players camp and ambush them in their sleep (Har har).

Well, that was that. Have fun playing with this! Or you can check out our other resources. Enjoy!