Thursday, July 16, 2026

Sample Dungeon - Design

I made a (an unfinished) dungeon.
This is by no means a finished product. It is an example. And this is a lesson about what you need, and what you don't!

First, scale. What is the scale? Scale means how big it is. I don't have a grid, and that's fine. In its absences, we can say the smaller rooms are about 30 ft x 20 ft and the bigger rooms are about 60 ft x 40 ft. Don't like those dimensions? Change them. Precision is extraneous. Keep it simple. This is economic prep and GMing.

Second, cardinal directions. I have no compass rose. Which way is north? You're the GM. You pick.

Third, what's the name and story of this dungeon (the context)? Call it a fill in the blank dungeon. It looks like a cave network right. Or maybe it's an old mine. Doesn't need to be special. Write a short list of three to five things about it. Who, what, when, where, why, how. It's your setting - you know best.

Context
Now that the obvious questions about the map are answered, and I assume not everyone is happy, we can talk about why scale, markings, and deep lore aren't important. Ahem. Your players don't care. OK, they might care. Nerds. The context, why they're here and why this place is or was important, is helpful. Let's brainstorm three explanations.
  1. This is an old coal mine. Because of the plague, all the minors got sick and many died. While it was vacant and inactive, monsters moved in and now they're interfering with the mine restarting.
  2. A small, private silver mine. The deed holder died of old age, and the heirs are fighting over how to split it. One of them wants to hire diggers and continue to operate it, one of them wants to sell it to a noble and earn some favor. A gang of bandits have arrived to sabotage it for one of the parties.
  3. This iron mine operated during the war, was stripped of all the iron deposits, and has been boarded up to prevent outlaws and wild animals from moving in. Someone dangerous opened it up and is hiding out.
Nothing special, right. Simple, one to two sentence backgrounds. There's room for you to improv, speculate, extrapolate, and embellish on, but there's not an overwhelming amount of information for you to learn. It's not limiting, restrictive or cumbersome.

Design
This is where I tell you what makes a good dungeon, obviously.

Room key
The rooms are keyed, but keys are always flexible and subject to change. Note how simple they are. It does not need to be paragraphs. Don't have read aloud text. Use bullet points and keep it to a small list of essentials. Monsters and their stats should be one line. Treasure should be one line.

Exploration
Exploration means that there are choices to make and things to discover or miss. The fun of exploration is discovery, so learn from Starfield by Bethesda and put monsters, traps, hazards, and treasure, and notice that there are optional paths! In fact, there is an optional entrance that plops the PCs in room 8a near room 11 where the 5-room dungeon begins.

5-Room Dungeon
Believe it or not, rooms 11 through 15 are a 5-room dungeon. You've heard about these right? Each room resembles a significant beat in three-act story structure. There's an intro, a minor obstacle, a major obstacle, a climax, and a reward. It's not perfect, whatever. The point is that it's in the back of the dungeon. This means you have a structured, linear ending after a dungeon with choices.

Multiple Entrances 
The dungeon has two entrances (room 1 and 8a). The reason being is because this means that the PCs have something to discover, and they have a choice about how to access the dungeon. Room 1 is the main entrance, but room 8a goes up. Maybe it was a natural opening that was used an old emergency exit or, maybe above it they build a separate structure and used it for worker housing or for a depo. There are multiple factions in this dungeon, and each gets their own entrance.

Annotated Maps
The edges of this drawing are filled in and the rooms are small. Were I to use the entire piece of paper, I would put notes and symbols all over the map. Anything to simplify the map and make it more intuitive is helpful.

Loops
I've got loops in my map. Loops make it interesting and each loop can be treated as its own zone.

Volume
15 to 24 rooms sounds like a perfectly good size dungeon to me. I have rooms numbered 1 to 15, plus 8a.

Flow Charts
Maps are overrated. Flow charts are simpler. Use a flow chart like this one instead. It's the same as the map above. The shapes of the rooms are all pretty square, but their shapes here are not intended to be literal. 

Map Key
1. Main Entrance. The entrance to the mind shaft has a sign bearing the name of the mine and the notifies trespassers "private property". Roll a 1d6; There is a 1-2 chance of encountering 1d6 bandits on watch for potential trespassers.
2. Rubble path. Recently collapsed, but narrow paths have been haphazardly cleared by its new temporary occupants.
3. Mine and pit. The outer perimeter ramps down into a pit in the center. This is where most of the mining was done.
4. Tool storage. Only old, worn, damaged tools left.
5. Bandit leader's room. His treasure is hidden here in a locked box. A bound prisoner is kept here.
6. Bandit's common room / barracks. They are occupying the mine. Bedrolls, food and drinks, and some possessions are stored here. They keep one watch dog here to protect against traffic coming from the direction of room 7 and beyond.
7. Empty room. 
8. Trap - The trip wire spans the hall, and goes up to a concealed bottle of alchemist fire and is suspended from the ceiling. If kicked or stepped on, the bottle is yanked and falls to the ground. Poof!
8a. Broken Ladder 15 ft up and out of dungeon through a hole among tall grass! It is prone to break under the weight of a human-sized creature (roll 1-2 on a d6). Two people on the ladder at the same time means the ladder automatically breaks. Anyone who falls, or who has someone fall on them, takes 1d6 damage.
9. Seemingly empty. Stash of silver ore hidden by one of the bandits.
10. Three large watchdogs are placed here by bandits who occupy rooms 5 + 6. They are roped in place to a stake in the ground, but each has 50 ft of slack.
11. Stick topped with severed human head. Goblin foot tracks below. Improv ropes has been made from strips of cloth (old shirts) and suspended from the ceiling like a curtain. Bones have been tied in them. They clatter when you pass through them. This is an alarm.
12. Goblin guard post. 1-3 goblins are on watch at any time.
13. Goblin barracks. 4 to 6 goblins, either resting or rough housing.
14. Goblin common room (12 to 18 goblins resting)
15. Goblin chief's room + his 3 goblin concubines and their treasure hoard - a pile of two-hundred forty (240) impure silver nuggets worth about 24 gp.

Wandering Encounters
Yes, you need these. They make your dungeon feel like a living, believable place, and they encourage PCs to treat the dungeon that way. Each round of exploration or movement, roll a 1d6. On a roll of a 1, roll for an encounter based on the room (see below). If you roll an encounter, place it logically. The NPCs do not simply appear without logic. They are either in the room before the PCs arrived, or they are approaching this room from another room.

The NPCs are aware that they share the dungeon with another faction, but they are relatively familiar with their presence, and they tentatively respect each other's boundaries. They are suspicious and untrusting of the other faction, thought they don't tend to engage in violence or theft. Therefore, both factions are generally cautious when wandering the dungeon. If the PCs have not encountered the NPCs, then the NPCs are cautious but not alert; otherwise, the NPCs are cautious of possible intruders and are actively keeping an eye out for them. 

  • Rooms 1-6, and 10, encounter 1d6 wandering bandits. They are either on their way to mine, or they're checking on the dogs, or they're going to relieve guards at room 1, or they're preparing to leave the mine to commit various crimes on the road or in town.
  • Rooms 11-15, encounter 1d6 goblins.
  • Rooms 7-9, you may encounter either 1d6 bandits (1-3 chance) or 1d6 goblins (4-6 chance). The goblins use room 8a to leave the dungeon to raid farms for livestock, pets, or small children.
Annotated Map (Flow Chart)
You can add more notes, but I got lazy. The contents of the room could be added. This is the apex of the dungeon map. Honestly, I don't know why maps aren't done more like this.


Monday, July 13, 2026

Alignment and Morality in TTRPGs

Moral grayness sucks and it needs to go. This post is about the rejection of moral grayness in fantasy and fiction by instructing you on the meanings of the associated ideas. I'm going to reference Avatar the Last Air Bender (AtLAB) because that's where the idea for this post began, then I retrofitted it to D&D and TTRPGs.

Spirits in AtLAB are humanized characters because they're nuanced and complex, but they do not have a mystery morality or some exotic morality. Somehow, audiences think they have some complex, otherworldly morality. This is a mistake; you simply don't fully understand the individual spirits because their thinking isn't fully explained; They have not been demystified. Similarly, there is no alignment to neutrality or evil as these are nonsensical ideas. TL;DR, you're either moral or you're lacking morality. Let me break it down.

Objective morality describes beliefs and values that are either more beneficial (or helpful) than they are detrimental (or harmful) to us, or more detrimental then beneficial, and we call these morally good (moral) or morally bad (immoral). We call morality righteous and we call immorality evil.

Amorality means without morality or lacking morality. Babies and puppies, and people and creatures who don't understand the difference between right and wrong, are amoral because they are not moral agents. A moral agent is someone who understands the difference between right and wrong and can make choices to act in ways that are right and wrong. Amorality does not necessarily mean, imply or suggest moral relativism or that one is a moral relavitist.

Immorality and amorality are not their own ideas separate and apart from objective morality. What they mean is a lack of morality.

Moral variety describes different moral values held by different people in different times and places that are still either more beneficial than detrimental or vice versa. Perspectives can change and vary, but the morality of actions can still be measured. You can argue moral relavitism, but the problem is anything can be justified if there is no objective right and wrong.

There is no category of morality that is separate from this (i.e. human morality vs spirit morality or some exotic mystery morality). You either recognize actions as being more beneficial than they are detrimental, or you don't.

Just so we're clear, I'm not arguing that one belief is true in real life and the other is false. I'm also not arguing that one belief is superior to live by in real life. I'm arguing that the belief of moral relativism sucks in fiction.

As an intentionally very simple argument, I would argue that unaliving innocent puppies is morally bad (immoral), but saving puppies is morally good (moral). Being indifferent to the unaliving of puppies could be amoral, but it's also lacking morality.

The spirits in AtLAB are depicted as being somewhere on the spectrum of good and bad, moral and immoral. Wan Shi Tong the owl library spirit for instance, demonstrates an indifference to the suffering of mankind due to a lack of interest or understanding in the human world. In our previous puppies example, this makes him lacking morality. It doesn't matter how you explain his reasoning or justify his point of view, he is lacking morality and his choice of actions and inactions would lead to outcomes that are more detrimental than beneficial. Screw Wan Shi Tong. He's a git and a prat. If Wan Shi Tong chose to unalive puppies by buring then in sand and refused to allow you to save them, you should not sit in awe of his exotic otherworldly morality. You should rightly think he's a git and a prat.

Morally gray characters are genrally (but not always) unlikable. Don't sit there and argue that your neutrally aligned D&D character is morally grey or amoral, and that somehow means he's not immoral. The moral complexity of every situation is not like the Trolly Cart Dilemma. Sometimes you're playing a character who is making choices that we would describe as more harmful than helpful (bad choices), and the reasoning for your choice may be sympathetic, but we can still say your character is lacking morality. Another neutral character who is concerned with the balance of good and bad (which is nonsensical but a valid alignment in D&D - bleh) is someone who sometimes helps evil triumph over good, and that means they occasionally make choices that are more detrimental than beneficial. Evil is not a force you're aligned to, that's also nonsensical. Evil people are moral agents who actively make choices that are more harmful than helpful (such as murder) and are significantly lacking morality. People like this should be opposed by anyone, not just those who are moral.

Moral grayness makes for unsatisfying character arcs. How does a morally gray a-hole change and still be morally gray? What do they change into, a slightly more likeable morally gray a-hole? That suggests traits or qualities that are consistent with universally likeable characteristics which would support an argument for moral objectivity. What are they going to defeat, a less likeable morally gray a-hole? You realize that if morality is relative, then its equally valid for the audience to root for the antagonist if the audience agrees with the antagonist more, right? What themes are there for morally gray a-holes? Always be yourself? I guess you could have a morally gray a-hole learn the value of being an A type morally gray a-hole after struggling with pretending to be a B type morally gray a-hole. Do I need to explain why that's linear and not growth, and also not fulfilling to sit through? It could work in a comedy. Even mean old bad old Dr. Greggory House of the series House has a heart of gold and a standard of trying to save lives.

For some supplemental material, please see this amusing 5 minute video "From my point of view the Jedi are Evil! [Legends] [Remastered]" by Seals are Good.

Sunday, July 12, 2026

TTRPG Foes - Stats, Lore, Design

Design
Monster stat blocks are too complicated! You only need to know three numbers: HP, Defense (or AC), and Damage. That's it! Maybe some notes about something special about it or the way it acts. Reader, you might be asking "what about this or that stat?" Sure. A to-hit bonus for example. Let me then rephrase my previous statement. You only need three numbers to describe an individual statistic.

I'm going to give you a game design tip from classic D&D. In classic D&D, every monster's stats were based on their number of hit dice. A monster with 3 hit dice had a +3 to hit and had the same saving throws as a level 3 fighter. That's very slick. It gets better! Monsters tended to appear with other monsters with the same number of hit dice. In fact, a dungeon would be several floors deep and the monster's number of hit die tended to match the floor number! Therefore, the saving throws and to-hit bonuses could easily be written on the map! What does that describe? A global statistic; in other words, a number representing the average statistic of an NPC in an area, room, or scene with a set difficulty.

So, consider treating each enemy as having individual stats like HP and what kind of damage it does, and treat each enemy has global stats that are dependent on the difficulty that the game's designer (the GM) set for the room. This simplifies prepping and running the game! Imagine determining that all the monsters in the room have a +4 to hit? Why should it vary? Really, what difference does a +1 or +2 make?

This is a supplement to a 2d6 game I wrote about here. Note that NPCs are not designed with the same logic as a PC! Here is a breakdown of statistics to use for NPCs:
  • Hit Points (HP): How much points of damage an NPC can take. NPCs typically die at 0 HP. The game assumes generally low hit point values.
    • HP values given are average for that variety of NPC.
    • Small, weak enemies (ex: goblins) typically have 2-3 HP. They typically die in one hit.
    • Human combatants typically have 5 HP and can typically survive one hit.
    • Many enemies have 10 or so HP to reflect that they are comparable to a PC.
    • Enemies that are larger than humans, lions, bears, or ogres, have 15+ HP.
    • Giants and dragon tend to have 20 to 30 or more HP.
  • Defense (Def): How hard the monster is to hit.
    • 9 is the basic number a player needs to roll to succeed in the 2d6 game; however, individual monsters can have their own defense.
    • Defense could easily be tied to the global difficulty.
  • Damage (Dmg): It's attacks (claw, bite or weapon for example) and the number of damage dice it rolls for all of its attacks!
    • Often, the damage will be based on the weapon it swings or its size class! A human-sized monster will do damage comparable to humans, a monster that is double the size of a human, like a lion, bear, or ogre, will do 2d6. Giants and dragons can be assumed to do 3d6.
    • When "by weapon" is given for damage, this means you refer to typical weapon damage and even typical barehanded damage. 
  • To-Hit Bonus (Hit): The bonus added to a monster's 2d6 toll to hit.
    • This number is typically not written and is left up to the global difficulty.
  • Damage Reduction (DR): This number is subtracted from damage received representing the amount of protection provided by the armor worn by the NPC, or sometimes a natural armor provided by a natural armor or armored body.
    • If this number is not given, treat as 0. Most NPCs are considered unarmored and so they reasonably have a 0 DR.
    • 1 DR is comparable to light armor.
    • 3 DR is comparable to heavy or metal armor.
  • Saving Throw (Save): Some attacks force a PC or NPC to make a roll to reduce the harm or to avoid some effect. The save represents how well a character is able to successfully avoid or resist an attack.
    • This number is typically not given and is left up to the global difficulty.
    • Classically there are different kinds of saves for different kinds of attacks. They usually break down to dodging an effect that can be dodged, or to resist an attack that cannot be dodged with either physical toughness or mental resilience.
    • An NPC can be considered good or poor at a particular save as it suits them. A flying enemy may be considered good at dodging while airborne, etc. A warrior may be good at resisting fatigue. A wizard may be good at resisting mind control. Use your judgement. If an NPC is considered poor at a particular save, simply do not let them use the Save bonus offered by the global difficulty!
  • Movement (Move): How far a character can move per turn. If move is not given, assume the typical movement for this NPC.
    • If using grid and mini play, Move is typically six inches or one pencil length.
    • If using theater of the mind, assume approximately 30 ft as typical.
    • If using zones, one zone is typical.
    • For simplicity, consider there are only three speeds: Slow (half a pencil length), normal (one pencil length), and fast (one and a half pencil lengths). If any move penalties are applied, assume that the character's move is lessened by one (ex: from fast to normal or normal to slow).
  • Notes: Special notes are given under the stats about what characters can do and how. The stats and these notes both imply lore without describing it.

MONSTERS LIST
I believe that your monster list ought to be curated meaning you don't include everything! Your setting is not a kitchen sink. Below I have provided a curated list of stat blocks that might be found in a low fantasy setting. Some of the more fantastic things would occur rarely.

Alligator / Crocodile
HP 10 Def 9 Bite 1d6+2 DR 1
If bitten, you are automatically grappled
If grappled, the alligator can deathroll for 2d6 damage

Alligator / Crocodile, Giant
HP 18 Def 9 Bite 2d6+2 DR 3
If bitten, you are automatically grappled
If grappled, the alligator can deathroll for 2d6 damage

Bear (Grizzly or otherwise)
HP 18 Def 9 Bite or Claws 2d

Beastman (aka Hnoll, spotted, furry body resembles a man, head like a hyena)
HP 12 Def 10 Dmg by weapon or 1d6 bite
Blood Frenzy: Beastmen prioritize bloodied opponents

Bogyman (AKA Troll)
HP 15 Def 9 Dmg based on weapon
Regeneration: If slain, recovers in 24 hours with +1 to max HP and damage unless burned and beheaded.

Bugaboo (AKA Goblin)
HP 2-3 Def 9 Dmg based on weapon

Bullman (AKA Minotaur)
HP 20 Def 9 Hoof, Horns or Weapon 2d6
Gore - If gored, make a brawling check to avoid being grappled

Chimera (AKA Amalgam)
HP 25 Def 10 Claw, bite, Ram, etc. 2d6
Fire breath (15' Stream) 2d6
Tail can bite and inflict poison

(The) Damned (AKA)
HP 10 Def 9 Dmg by weapon
Weak to silver and magic

Deerman
HP 20 Def 9 Hoof, Atlers, or Weapon 2d6

Doll (AKA Golem)
HP 12 Def 9 Dmg based on weapon
*Immune to charm, sleep, paralysis, poison
Cannot fail morale checks

Dragon
HP 30 Def 13+ Claw, bite, etc. 3d6 DR 3
Fire breath (either 15' cone or 25' line) 3d6
PCs save vs fear or difficulty +1

Eaterman Bush
HP 10 Def 9 Dmg 1d6-1 (minimum 1)

Elemental, Major (Earth, Water, Air, or Fire)
HP 15 Def 9 Dmg 1d6+1
Not harmed by mundane weapons

Elemental, Minor (Earth, Water, Air, or Fire)
HP 8 Def 9 Dmg 1d6-1 (minimum 1)
Not harmed by mundane weapons

Elf
HP 10 Def 10 Dmg by weapon
Magical Bloodline: Bonus to Saves vs Magic
Affinity to Woods: Bonus to track and hide in forests

Fiend, Major (AKA demon or devil)
HP 15 Def 9 Dmg 1d6+1
Not harmed by mundane weapons

Fiend, Minor (AKA demon or devil)
HP 8 Def 9 Dmg 1d6-1 (minimum 1)
Not harmed by mundane weapons

Ghost
HP 10 Def 9* Touch 1d6 (max HP)
Life drain: damage is applied to max HP
Not harmed by mundane weapons
Levitates
Intangible

Griffon
HP 20 Def 10 Dmg 2d6
Flies
Big and strong enough to carry a human

Hangman's Tree
HP 30 Def 9 Strike 2d6 DR 1
Strike with branches and throw or pin, or ensnare to grapple!

Homunculus (Plural Homunculi, AKA artificial human, a product of alchemy)
HP 5 Def 9 Strike 1d6
Defect: The creation process is too precise. No two homunculi come out the same. All have a defect; if not physical, then mental.

Hybrid (any non-typical creature with features of two or more creatures, typically a product of alchemy)
HP 10 Def 9 Dmg by weapon

Leech (AKA Vampire)
HP 20 Def 10 Dmg 2d6 DR by armor

Liger
HP 30 Def 9 Bite 2d6
Makes charge attacks - jaws first and pins the target.

Lizardman
HP 5 Def 9 Dmg by weapon 1d6-1 (min 1)
Vulnerable to cold

Manticore
HP 20 Def 9 Claw or Tail 2d6
Tail has a 10 ft reach
Spike 30'

Nymph (Including siren, dryad, Ice Maiden, Venus)
HP 5 Def 9 By weapon
Charming Appearance (nymph): Upon sight, men save vs charm
Charming Gaze (dryads) or Song (sirens): when in seeing or hearing range, save vs mind control

Ogre
HP 18 Def 9 Dmg 1d6+2
+4 to Brawling
If hit, save vs being knocked prone!

Ratdog (a rat-doberman mix)
HP 8 Def 9 Bite 1d6-1 (min 1), Save vs Disease
If bitten, Ratdog can choose to grapple with its jaws

Ratkin (creatures resembling rat men about two feet tall)
HP 2-3 Def 9 Bite 1d3 + Save vs Disease

Reaper (reaper is a class; each reaper is an individual fulling the role of a reaper uniquely)
HP 20 Def 10 Dmg by Weapon
Green Flame: Cast a projectile of green flame (1d6); if hit, you are ignited
Eerie Lantern: When lit, this light stuns the living with fear. Roll to save.
Dirge: Sings a song that quells hostile undead
Passage: Create a passage to the afterlife.

Revenant
HP 10 Def 9 Dmg based on weapon
Undead, but retains their personality although twisted with a need for vengeance
Immune to charm, paralysis, sleep, poison
Does not heal
Cannot fail morale checks

Scare Crow (enchanted object)
HP 5 Def 8 Dmg 1d3
Call Swarm (of crows) up to 3 swarms. Swarm has 10 HP, Def 9, and does 1d6 damage
Command Swarm (of crows) attack for 1d6 damage

Skeleton
HP 5 Def 8 Dmg 1d6 Move Slow

Slime (a product of alchemy, rarely occurring in nature)
HP 5 Def 8 Dmg 1d6
Acidic; -1 to equipment on contact
Not harmed by mundane attacks

Snake Bearer (AKA Ophiuchus) 
HP 5 Def 9 Dmg by weapon
Its left arm ends with the head of a venomous snake! On a hit, save vs Poison.

Snakeman
HP 5 Def 10 Dmg by weapon
Its left arm ends with the head of a venomous snake! On a hit, save vs Poison.

Snatcher (AKA Harpy)
HP 8 Def 10 Dmg 1d6
Flight, fast speed

Spider, Giant (a 3ft tall spider)
HP 10 Def 9 Dmg 1d6-1, min 1, save vs Poison
Web, save vs Grappled!

Titan Snake (Aka Goliath)
HP 40 Def 9 Bite or Constrict 3d6

Snake (ex: Viper)
HP 2-3 Def 9    Bite save vs deadly poison

Wil-o-wisp
HP 2-3 Def 9    Dmg none
Not harmed by mundane attacks
Flies and sheds light like a torch
Hypnosis upon sight: Save or follow it, possibly until you die of starvation

Witch (AKA Hag, Crone)
HP 10 Def 9 Damage by spell
Sleep (AOW up to three within 15 ft)
Deep Mist: Creates an area of concealing, chilly fog. To-hit -2!
Poisonous Touch vs 1 within 5 ft. Save vs poison.
Curse Word vs 1 within 30 ft, save vs disease, mute, or blindness
Illusionary Foe within 60 ft: Conjure an illusionary foe to district and chase one PC.
Conjure Demon or Elemental within 20 ft.
Enchant Object: Create an NPC such as a scare crow from one large object or many smaller objects
Petrifying Spit (10 ft) vs 1: Save or become stone!
Either Fly or Port - a witch can fly for the duration of the encounter, or teleport as a movement for the duration of the encounter. Her normal movement is doubled.
Frost Bolt (1d6): Cast a ray of chilly air and ice at one Character! On a hit, the creature's move is reduced to half their normal move.
Scry: Remotely view a scene in a reflective object, usually a crystal ball or the surface of water.
Create Zombie or Golem (requires one workday): The witch can create a revenant or zombie from a corpse, neither of which is obedient, or a golem from a mixture of human ashes mixed with clay. 

Werewolf
HP 10 Def 10 Claw or Bite 1d6
On a hit, save vs curse of the werewolf (lycanthropy)
Requires silver weapons or magic to harm.

Wolf
HP 5 Def 10 Bite 1d6-1 (min 1)
If bitten, wolf can choose to grapple

Zombie
HP 10 Def 9 Dmg based on weapon Move Slow
Grapples first, then bites
Immune to charm, paralysis, sleep, poison
Rots and stinks
Cannot fail morale checks