A Hub as applied here is a general focus for the use/purpose of a dungeon area. Generating the dungeon at this level of abstraction requires determination of the general state of the hub itself as it will filter down into more specific details later. Even at this level of abstraction figuring out what to do with a Hub and it's State gets my DM juices flowing.
Dungeon Hub Type and General State
Die Roll
|
Dungeon Hub
|
General State of Hub
|
||||
2-3
|
4-6
|
7-9
|
10-11
|
12
|
||
1-7
|
Wilderness
|
Abandoned
|
Breeding Ground
|
Beast
|
Vermin
|
Faction
|
8-14
|
Catacombs/Tombs
|
Abandoned
|
Active
|
Looted
|
Faction
|
Sealed
|
15-21
|
Temple
|
Abandoned
|
Faction
|
Active
|
Looted
|
Sealed
|
22-28
|
Mine
|
Sealed
|
Active
|
Abandoned
|
Faction
|
Breeding Ground
|
29-35
|
Fortress
|
Abandoned
|
Faction
|
Faction
|
Active
|
Beast
|
36-41
|
Prison
|
Abandoned
|
Faction
|
Active
|
Active
|
Sealed
|
42-47
|
Sewers
|
Abandoned
|
Active
|
Active
|
Breeding G.
|
Faction
|
48-53
|
Cache
|
Active
|
Abandoned
|
Looted
|
Faction
|
Sealed
|
54-59
|
Settlement
|
Abandoned
|
Active
|
Active
|
Faction
|
Vermin
|
60-65
|
Monastery
|
Abandoned
|
Active
|
Faction
|
Sealed
|
Beast
|
66-71
|
Factory/Forge
|
Looted
|
Abandoned
|
Active
|
Sealed
|
Vermin
|
72-76
|
Garden/Farm
|
Beast
|
Active
|
Abandoned
|
Breeding G.
|
Faction
|
77-80
|
Bazaar
|
Abandoned
|
Active
|
Active
|
Faction
|
Abandoned
|
81-83
|
Museum/menagerie
|
Looted
|
Active
|
Abandoned
|
Faction
|
Sealed
|
84-86
|
Asylum/Hospital
|
Sealed
|
Active
|
Abandoned
|
Faction
|
Beast
|
87-89
|
Maze
|
Sealed
|
Beast
|
Abandoned
|
Abandoned
|
Active
|
90-92
|
Palace
|
Abandoned
|
Looted
|
Faction
|
Active
|
Beast
|
93-95
|
Hideout
|
Sealed
|
Faction
|
Faction
|
Abandoned
|
Vermin
|
96-98
|
Occult
|
Abandoned
|
Faction
|
Active
|
Beast
|
Sealed
|
99-100
|
Nexus
|
Abandoned
|
Faction
|
Sealed
|
Beast
|
Breeding Ground
|
Hub Types:
Wilderness- Grotto, caverns, subterranean waterways
Catacombs/Tombs- burial grouns, crypts,tombs, etc…
Temple- a holy place for observation, practice and rites of a faith
Mine- may or may not still be producing.
Fortress- a stronghold run by a race, nationality, or faction Prison- a confinement facility usually for criminals and undesirables
Sewers- canals and waster removal
Cache- vaults, storerooms, and warehouses
Settlement- a town or colony
Monastery- a retreat/sanctuary/school run by and for a religious group
Factory/Forge- industry
Garden/Farm- dark garden, fungus garden, factory-farm, glow garden
Bazaar- a marketplace, trading post, goblin market
Museum/menagerie- historical museum, mortuary museum, art gallery, or zoo
Asylum/Hospital- a medical facility, vacation spot, or sanctuary
Maze- a labyrinth, a warren, insect colony tunnels, root hedge
Palace- a residence for a noble, royal, or one posing to such importance
Hideout- thieves den, adventurers camp, smugglers den, bandit camp
Occult – Magical Conclave, Wizard’s Manse, Wizard’s School
Nexus- elemental Intrusion, dimensional vortex, gateway to hell
Description of States:
Active- currently in use (most likely for intended purpose) no one faction dominates the hub. Lots of traffic.
Faction- currently in use (may be repurposed) one faction controls the hub. Traffic will be monitored and controlled by the faction.
Abandoned- no longer being used for original purpose. Traps may remain. Traffic is low.
Sealed- Secured against trespass. Traps likely.
Vermin- overrun and environment corrupted by presence of vermin, Few active traps, traffic moderate (except for vermin).
Beast- Hub is dominated by a large and powerful beast/monster/demon (or a notable population). Few traps present unless the beast somehow makes use of them. Traffic will be low if presence of beast(s)is known.
Looted- The area has been over run and looted in the past. Mostly abandoned. Construction damaged. Few traps remain set. Traffic will be low.
Breeding Ground- This area is dominated by a very large population of beast/vermin/monsters of a one type or a couple inter-dependent populations. Traffic may be high but of course dominated by resident population breeding here. Few traps will be present unless used by intelligent types trying to control or prey upon the breeding population.
On a future post I'll cover a basic idea for the next level of detail: Dungeon Suites.
I like how this is shaping up. The Hub/State descriptors feel very sci-fi to me, rather than fantasy, but that's just me.
ReplyDeleteI wrestled with alternatives for a while but Hub stuck because it relates to organization and importance of relative location.
DeleteA sci-fi dungeon is also not outside the realm of possibility for me either even if i'm writing to a more generic fantasy campaign here.