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Featured image for Dungeon Design pt 4: Multi-Cluster Dungeons
•11 min read

Dungeon Design pt 4: Multi-Cluster Dungeons

Put a single passage between two dungeon districts and suddenly the party has ground to hold, borders to cross, and an escape route somebody else can take away. Multi-cluster dungeons make faction territory and desperate retreats emerge from the map itself. They're also one blocked door away from a stalled session. Here's how to draw my favorite layout of the four, and keep its chokepoints from becoming chores.

Featured image for Better Dungeon Design Part 3: Clustered Complex
•10 min read

Better Dungeon Design Part 3: Clustered Complex

Split a dungeon level into two close clusters of rooms and something odd happens: players start naming the sides, clearing turns into territory, and "let's finish the east side and camp" shows up without a word in the key. Here's why the clustered complex is the most underrated layout of the four, what it hands the GM for free, and the chokepoint it promises but never delivers.