Right.
Ok, so basically the dungeon idea that I had was a “classical” one that would fit many themes.
First of all, the 160x80 Dungeon fits perfectly under the other Diorama I had, the Necropolis.
[rimg]https://img162.imageshack.us/img162/9257 ... o1b.th.jpg[/rimg]
In this image, you see really 2 Dioramas.
From the bottom up you have “Cemetery+Church” (the Necropolis Diorama), and then the “Ruined Castle” (another Diorama).
So, the Necropolis Diorama is 160x80cm.
Same measurements as the Dungeon.
The Church (which isn’t small) in this Diorama can be taken out (lifted), allowing the spectator to look under it. There is indeed a “hole” that will allow the spectator, then, to see the “Dungeon” room under the church.
The Dungeon room that I’m speaking about you can see it on the map I posted.
It’s on the LOWER map, near the center (the room with the staircase and some tombs).
So this first (center) room is supposed to be some sort of catacombs, with old cleric tombs, quite dusty-like. (since it connects to the Church upstairs)
The general idea of the dungeon, then, is to make it look like a “den of evil”, but not everywhere.
My point is that the dungeon became the home of a Lich (and was modified to fit the theme), but that in the past, it was something else. This is why some rooms can look different. Also, if a room looks totally different, it can have a justification too, since the Lich could try to lure adventurers into thinking they are safe / the room is full of treasure / etc. while it is actually just a trap.
Bottom line: the feel of the dungeon should be fantasy, but besides that, we can do whatever we like much.
LOWER MAP
To explain some rooms I already created:
From the “center room / staircase”):
- there are doors that go south, into another room full of tombs. This room is more “important-looking”, with braziers, maybe a better clean look, and you see some “windows” on the side walls (glass colored panels).
- there are doors that go west, into a big corridor. This corridor reaches the side of the diorama, and is that big to allow a spectator to see the room under the church from the “entrance” (on the left/west side). The “yellow” area on the far left of the corridor is just some kind of floor decoration, to be invented.
- on the right/east wall, there is a secret door that reaches into the Library (wooden one).
On this “lower map”, the other rooms I have already invented are the bottom ones.
We have a big room with water:
This room has little stone platforms allowing adventurers to jump from one another, to reach a bigger platform (the doors of said platform, actually), which is prison-looking due to the fact that it hasn’t walls, but iron bars.
Inside this “prison room”, I was thinking of putting undead (skeleton archers

), who are also in the room farther north where you can see also a “dotted-line square”, which should represent a “teleport diagram” (that is, I plan to make a pentacle/symbol on the floor there to justify the fact that evil Lich can teleport there, and “unleash” the skeletons/undead against adventurers.
On the left, there is a door that leads to a small room where there are 2 tables and a small library. This is a small dissection lab of the lich (to create particular undeads).
Now, you’ll probably see that the whole area that includes the water, the undeads, and the pentacle room seems to be limited by some different wall colors. (2 lines, one violet, the other grey/brown)
This is because of the following facts:
- all the dungeon is built on a layer of material thick maybe 2 cm. To create the water, that will be on a lower level than the ground, we can’t do it on such a slim 2cm thickness, so what we’re doing is putting another layer of thickness here (another 2cm) so that we can then put the floor at 4cm, and the water at 2cm. So the whole area represents the area that is 4cm high (for the floor) and 2cm for the water.
You can see indeed that there are stairs leading to the area, which proves what I’m saying.
- the walls, in all the dungeon, are supposed to be 8cm high. Here, of course, due to the fact that the floor isn’t 2cm high, but 4cm, the walls will be 6cm. The walls modules that we will be using are also more “simple”, and will be plain stone walls (like typical dungeon walls) and not walls with arches, niches, etc.
UPPER MAP:
This part can change, room-wise.
As of now, you can see that there is a big center room, that fits the “church” theme.
I decided to make such a room to have also a “bigger” room that is cool for bigger scale combat, and lets spectators see also how a big room might look (instead of just small rooms).
There are 4 statues there, and many columns.
On the right/bottom side of the room, you see a prison. The walls are “simple”, as you may see.
On the left/bottom side of the room, you see a throne room. I didn’t plan for a king to be there, but a throne room always look cool, I guess, and Manorhouse has the “sculpt” for it.
What you see dividing the throne room from the rest of the room, to the left, isn’t an “odd-shaped wall”, but “arches”. So actually this line of “wall symbols” always represent a wall that can be walked through .
The rooms on the left/right center are yet to be invented.
The upper part of the map, with the water, is a little bit more clear in my head.
We have on the left a little stair leading to a stone platform which goes over the underground water/river, defended by 2 statues. On the other side, a room which I took from NeverWinter Nights (the PC game): basically someone who enters the room from the stairs, to the right, will have the irons bars close, sealing him inside this small prison, while monsters will shoot arrows from the outside.
The other rooms are to be invented.
EDIT:
to give more answers to the general theme:
Like I said, it should be a classical dungeon, to be used by a Lich.
However, the dungeon won't only serve this purpose (else it'd be pretty limited in scope and versatility).
I'll be using the Dungeon also in RPG tournaments.
The concept of the tournament is to have 2 teams of 2 players playing on half the dungeon (LOWER or UPPER image).
Example:
- on the LOWER map, the first team enters on the lower-left corner, while the second team enters on the lower-right corner.
The teams will then explore the dungeon, finding monsters / treasures, while the goal is to kill each other.
- on the UPPER map, same thing (yet to decide where to make the teams start)