Mentzer’s Dungeon

Frank Mentzer’s dungeon, remixed by Dyson Logos.

Sean McCoy recently posted an old perhaps reddit post by Frank Mentzer, talking about how he always improvises the same dungeon. Along with it, Sly Flourish wrote about the concept here. I think Sly Flourish missed the most interesting part though: Mentzer has sketched themes out roughly for the entire dungeon:

So it looked like this:

You wouldn’t call it a five-room dungeon, but you can definitely call it a five-theme dungeon. The key is that the themes are linked to the dungeon layout: We have a long hallway with off-shoots and a room for sharpshooters at its far end in the west, a looping, secretly-connected lair in the east. A deceptive pair of rooms ahead, filled with misinformation about what lies ahead, and if we take the long route we reach a temple or meeting room, with hidden treasure rooms and a locked exit to the north leading who knows where? And finally, our entry filled with graffiti hiding clues about what lies ahead. I like this. How can I simplify it? What are our five themes and what are their key nodes?

Circles are room sets, stars are secret room sets, dotted lines are connections, zig-zags are secret connections.

This betrays some of the complexity of the original dungeon map (~25 rooms and some Jacquaysing), but is sufficient for the analysis. For this structure to work:

  • There is an exit and entry room, each with one connection to one room set.
  • There are five overt room sets, each with two or three overt connections to other room sets.
  • For three of these overt room sets, one of these overt connections is a secret connections.
  • There are three secret rooms, each secretly connected to an overt room sets.
  • One or two connections link with each other, rather than to room sets.

So, let’s transmute this analysis into a procedure:

  1. Mark five room sets.
  2. Connect three of them with secret connections.
  3. Connect all of them two or three total times; connections can be with other connections.
  4. Add three secret rooms and connect them anywhere.
  5. Add an exit and entry room, with a connection to a single room set each.

And then, for each room set, roll once or twice on the theme table (honestly just came up with these without much thought, they could be better, or longer, or more detailed), and describe the set of rooms:

  1. Trap
  2. Home
  3. Worship
  4. Burial
  5. Flooded
  6. Worship
  7. Haunted
  8. Anger
  9. Library
  10. Burning
  11. Prison
  12. Rubbish
  13. Armoury
  14. Pain
  15. Joy
  16. Mundane
  17. Play
  18. Preparation
  19. Hidden
  20. Seeking

Now we have a dungeon creation procedure for quick pick-up dungeon creation! Shall we give it a spin? Having put no thought into the layout at all, here’s the map:

And generating up the 10 room set themes we get (once again, I’m not editing here) anger-trash, haunted-library, mundane-armoury, anger-burial, worship-prison, burning-haunted, mundane-joy, hidden-preparation, plus for the entry and exit, burning and trap:

  1. One of two braziers burns with an otherworldly flame, on either side of an etching of a door. Scratched on the rough, white stone wall in charcoal are notes scrawled desperately. …doors must shock…books are alive…Sherman was here…wear a dark cloak! …no weapons…Fireproof clothes! …disturb the bones.
  2. These interlinked rooms are full of the scattered bones of various beasts and people are piled among food scraps, green waste, and rusted metalwork of unclear source. The bones if disturbed will arise into shambling bone-things, raging that they were torn apart and from their resting places.
  3. Deep and spiralling catacombs are stripped here, formed into a makeshift library. Each of the books here are possessed of a spirit, which can communicate via its pages.
  4. A mausoleum, the catacomb is poorly stripped, but stored here are the most ancient texts and the rarest magic. The skeletons of those who brought them here are slumped by the door. One ancient warrior, buried sans skull, rages at any who disturb it, caring not for the books, but rather for its rest.
  5. Fearful weapons, arcane explosives, magic cloaks in large and giant sizes, stored here in case the hulking family needs escape. They are plundered from the catacombs and should be used only in fleeing them, for the spirits of the dead are angry and will pursue those who they find in their belongings.
  6. Worshippers mundane clothing, armour and weaponry is kept in this cloakroom, as the caged darkness does not receive armed visitors well.
  7. The catacombs here feature stone doors, all leading to an amphitheatre gazing down upon a massive copper bird-cage. At the base of the cage is deep, black water. Do not open the cage; it shocks to touch. The seats are full of unarmed worshippers of the caged darkness. Small rooms look down on the amphitheatre, dangerous if the worshippers reach their weapons.
  8. The sound of play and laughter. Draped with curtains, warmed with flames behind grates, and comfortable, a family of hulking creatures dwells here, with rooms for all their needs.
  9. Long, wide, columned halls are illuminated with living flames. They speak and reach out for you. They are not angry, only lonely; the last of those buried to imprison the caged darkness. Alcoves line the walls, yielding refuge and secret walkways.
  10. Giant copper doors shine and offer escape. They are shocking to touch.

That’s not a bad little dungeon, for 20 minutes work. I think I’d include the entry and exit in the initial connections in retrospect, because there are an excess of overt connections, and potentially add another secret connection to make up for it. But, for a first attempt, this is a lot of fun.

Idle Cartulary,

27th June 2022



One response to “Mentzer’s Dungeon”

Leave a comment

Want to support Playful Void or Bathtub Reviews? Donate to or join my Ko-fi!


I use affiliate links where I can, to keep reviewing sustainable! Please click them if you’re considering buying something I’ve reviewed! Want to know more?


Have a module, adventure or supplement you’d like me to review? Read my review policy here, and then email me at idle dot cartulary at gmail dot com, or direct message me on Discord!


Recent Posts


Threshold of Evil Dungeon Regular

Dungeon Regular is a show about modules, adventures and dungeons. I’m Nova, also known as Idle Cartulary and I’m reading through Dungeon magazine, one module at a time, picking a few favourite things in that adventure module, and talking about them. On this episode I talk about Threshold of Evil, in Issue #10, March 1988! You can find my famous Bathtub Reviews at my blog, https://playfulvoid.game.blog/, you can buy my supplements for elfgames and Mothership at https://idlecartulary.itch.io/, check out my game Advanced Fantasy Dungeons at https://idlecartulary.itch.io/advanced-fantasy-dungeons and you can support Dungeon Regular on Ko-fi at https://ko-fi.com/idlecartulary.
  1. Threshold of Evil
  2. Secrets of the Towers
  3. Monsterquest
  4. They Also Serve
  5. The Artisan’s Tomb

Categories


Archives

June 2022
M T W T F S S
 12345
6789101112
13141516171819
20212223242526
27282930  

Recent Posts