Filling in the Dungeon: Purpose
- thirdkingdomgames
- 9 hours ago
- 4 min read
Dungeon Purpose

This is going to be a series of articles on random dungeon generation. This post will examine determining a dungeon’s purpose. It is designed to be modular: the rules here can be used to determine the purpose of a dungeon, level, room, etc. It can also be used to determine the original purpose as well as the current purpose.
The dungeon is the entire, self-contained complex, a level is a distinct area of the dungeon, usually stacked vertically, with limited access points, a sector is a large portion of a level united by a singular theme, whether architectural, functional, or factional. A cluster is a group of rooms united in the same fashion as a sector, while a room is just that, a single, self-contained chamber or area.
A great example of this sort of dungeon design is Stonehell, by Michael Curtis. Each level is divided into four quadrants, each with its own theme, usually a combination of factional control, appearance and construction, and purpose. Within each quadrant are occasional clusters of rooms that are united by theme, as well: a collection of small chambers that were originally built as prison cells, for instance, but are now used as residence for a faction. Within that discrete collection of locations, there may be an overarching function, with one or two areas varying to one degree or another.
Example. A cluster of 12 rooms is used as residence; in this case, for an order of monastic clerics who once inhabited this dungeon. Ten of the twelve rooms are sleeping cells, the eleventh is used for storage, and the twelfth is a shared small prayer room the monks would use when the need for absolution was overwhelming.
When designing a dungeon, the general principle is that each level is designed for a character level range, typically starting at lower levels towards the top or main entrance and increasing in challenge (i.e. Challenge Rating) as one transitions to lower levels. Most of the time, this transition should be obvious, the physical passage through an obvious boundary, such as stairs, a grand set of doors, etc. Good Referees should always provide hints of this transition; perhaps previous adventurers have left graffiti on the walls indicating a great danger or deadly monster, a locked door that requires skill and ingenuity to bypass, etc.
As a general rules, though, while you are telegraphing the difficult to the players, they should be free to explore as desired. If there are greater risks on a lower level there are also greater rewards, and it should be made clear that retreat is always an option.
For right now, though, we’re going to start by determining the dungeon’s purpose. The following table will see a lot of use when designing a dungeon. This table can be used to determine the original and/or current purpose of the dungeon, a level, a sector, or even an individual room. It can be used to spark ideas for previous or current residents of the dungeon; perhaps a level of the dungeon that was once used as a gladiatorial arena is now inhabited by the descendants of the various beasts, or even the gladiators, that once fought in the pits. Maybe the current residents have resurrected the practice, and are scouring the dungeon for monsters and careless adventurers to capture and force to fight for their amusement.
Roll on Table xx to determine the purpose. This can be used at the macro level – to determine why a dungeon was built – and on the micro level – to determine why part of the dungeon was built. It can also be used to determine the dungeon’s original purpose as well as its current purpose. The table is flexible.
Table xx – Dungeon Purpose | |
Purpose | 1d20 |
Administrative | 1 |
Barracks | 2 |
City/residence | 3 |
Education | 4 |
Entertainment | 5 |
Food | 6 |
Manufacturing | 7 |
Ossuary | 8 |
Outpost/Guard | 9 |
Prison | 10 |
Research | 11 |
Resource | 12 |
Stables | 13 |
Storage | 14 |
Temple/worship | 15 |
Trade | 16 |
Trash/Sanitation | 17 |
Travel | 18 |
Wild | 19 |
Zoo/garden | 20 |
Administrative. The complex was used for bureaucratic purposes to oversee and administer organizations, whether it be a large guild, domain, or even something temporary like overseeing the logistical concerns of an army. It can also have been the seat of power for a region.
Barracks. The location was used to house and train troops, as well as all of their needed accoutrements.
City/residence. The location was either a city or a residence for a population of creatures.
Education. The primary purpose of the location was education, teaching a skill, art, or craft.
Entertainment. The location was used as a setting to provide entertainment; perhaps gladiatorial fights, or chariot races, or musical theater.
Food. The location was used to grow, prepare, or store food.
Manufacturing. Something(s) were made in this location.
Ossuary. The dead were interred in this location.
Outpost/guard. The primary function of this location was to serve as an outpost, keep, or other bulwark against outside forces.
Prison. The location was used to imprison individuals, or perhaps was built to keep some great force or entity contained.
Research. This location was used to conduct experiments or to collate and synthesize information. It could be laboratories for dissecting prisoners or a wizard’s library used for studying arcane arts.
Resource. The location was used primarily to extract a nearby resource.
Stables. The location was used as a place where animals, mounts, or other beasts of burdens were kept and cared for.
Storage. The location was used to store goods or treasure in.
Temple/worship. The location was used as a temple or place of worship.
Trade. The location was used for trading or other mercantile ventures.
Trash/sanitation. The location was used for the disposal, storage, or transportation of waste of any kind.
Travel. The location was built to facilitate travel, either by magical or mundane means.
Wild. The location is naturally occurring, or perhaps shaped by random means (such as the tunnels left behind by a purple worm, or the death of some massive being).
Zoo/garden. The location served as a habitat for animals or plants, or a collection of said animals and plants.
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