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Dungeonomicon (3.5e Sourcebook)/Constructanomicon

4 bytes added, 16:29, 18 September 2010
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Dungeons: By the Gods, Why?
Alright, we know that you love dungeons. We love them too, despite the fact that we’re pretty sure there is no good reason for the silly things. The average D&D game world is frankly incapable of the technology or manpower needed to build vast underground complexes. I mean, look at our own world history: aside from a single underground city in Turkey and a couple of pyramids and tombs, the ancient world took a pass on underground life. Even the old excuse of "Wizards can magic it up and they do it because its defensible" is a bit lame considering that we are talking about a world with ''[[SRD:Teleport|teleport]]'' and burrowing and ethereal travel; being underground is actually a liability since its harder to escape and people can drop the roof onto you, not to mention the incredible costs involved in doing it even if magic is available.
So here is what we suggest: dungeons have an actual magical purpose. By putting anything behind at least 40’ of solid, continuous material (like solid walls of dirt, stone, ice, or whatever, but not a forest of trees or rooms of furniture) the area is immune to unlimited-range or "longer than Long Range" spells like ''[[SRD:ScryScrying|scry]]'' and transportation magic like ''[[SRD:Teleport|teleport]]'', ''[[SRD:Greater Teleport|greater teleport]]'', the travel version of ''[[SRD:Gate|gate]]'', and other effects. You can use these magics inside a dungeon, but you also stopped by a 40’ solid, continuous material in a Line of Effect; this means you can use these effects inside a dungeon to bypass doors and walls, but entering and leaving the dungeon is a problem, and parts of the dungeon that have more than 30’ of material in the way between your position and the target of your effect will be effectively isolated from your position.
In summary, in a best-case scenario you can transport yourself to a dungeon, then bust in the entrance and enter the dungeon, then transport yourself to the place you want to be inside the dungeon. In a worse-case scenario, the dungeon designer will have built the dungeon in such a way that only someone aware of the layout can take full advantage of unlimited range or transportation spells like ''teleports'' and ''scry'', or even that most or all areas if the dungeon are inaccessible to these effects.
The sky is the limit for this kind of thing, and we encourage you to "go nuts" as it creates flavorful dungeons that you will remember years later. I’m certain people are more likely to remember a dungeon built as a giant hive with hexagonal rooms, honeycombed passages, and undead bees than they are going to remember a standard temple of Orcus.
 
== Castles and Manors: Taking the Dungeon out of the Dungeon ==

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