Forgetting where you are

Y’all just running around underground, killing mushroom men and avoiding wizard traps like it’s normal?

But for real, I think there is something about the normalization of a lot of the tropes in DnD that significantly softens the impact of them.

Let’s do a little exercise. Close your eyes for a moment.

Wait, shit. Then you can’t read. Okay, scratch that.

I just want you to imagine the following – you go into an actual cave. The passageway stretches downward for yards and yards and yards. It’s dark – there has NEVER been natural light down here. There is no breeze, just a stillness, and as eerie as that stillness is, you hope to hell it doesn’t end. That would mean you’re no longer alone.

That is a wild thought! Or even think of the first folks who went into the pyramids, ages after their construction. The darkness and unknowns of the tomb…

And if I had to fight an actual skeleton in real life? I would likely shit my pants.

So anyway, I had an idea. I don’t know that I’ll ever do it.

I make a dungeon. It’s underground. Every room description starts off with a bit of flavor text to remind you just how ominous of a place you are in.

  • Underneath five tons of dirt and stone

  • Three football fields under the earth.

  • As this place experiences light for the very first time.

  • If you were to die here, no one would find your body for all eternity.

Each one would just have a foreboding af snippet like that.

Here’s a fun game – what descriptions like this can you come up with? The goal is for them not to be that specific – they just need to instil a sense of reality about how desolate and isolated the place is.

Post them in the comments below. Let’s play.

 

-James

TAGS: Game Theory, GM Tips, Dungeons

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The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.