A RPG adventure can take place just about anywhere you can think of. They can be social affairs, spanning the streets and back alleys of a metropolis. They can be sea-fairing escapades, rooted on the deck of a pirate’s ship. They can even cross the planes of existence, taking place in the depths of the abyss or in the realm of dreams. But the most common path adventurers take is probably though dungeons. Catacombs or caverns or underground labyrinths, dungeons are a frequent sight in RPGs. They didn’t name the game “Socializing and Dragons,” after all.
There a times when the standard dungeons, stone and gates and so on, just doesn’t cut it. It grows dull. Repetitive. Dare I say it, cliche? So every so often, you may want an adventure location to go beyond the dank and dingy underground.
Let’s look at some options for unusual dungeons, starting with…
The Great Tree
This massive landmark, centuries old, is more than 30 feet across at it’s base and stands some two- or three-hundred feet tall. It’s canopy spreads wide and thick enough that, standing beneath it, it seems as dark as night. Some say it was the world’s first tree. Some say it marked the spot where an ancient god, long forgotten, died. Still other’s say it was born of a rift between the very elemental planes, connecting this world to another.
The Great Tree has an ecology as unique as it is. Itself a living thing, it’s roots crawling through the land for acres, the Tree supports life around and within it. Burrowing insects leave tunnels through it’s core big enough for a man to walk through. Fey, and other spirits of nature, inhabit its wood. Its crown supports the nest of giant owls, who hunt anything, animal or man, fool enough to walk beneath the tree’s shadow at night.
Adventuring through a tree creates some unique areas for player exploration. Maybe the tunnels left by the bugs work as a series of caves (just hope the creatures that made them aren’t hungry). Maybe the branches are thick and tangled enough to create platforms players can walk across (but watch your step – it’s a long way down). How can players climb the tree to reach their goal at the top? Or maybe their problem is the opposite; stranded in the nest of a great bird of prey, how can they descend the tree before the bird’s chicks wake hungry?
Even if things like bug tunnels and animal bolt-holes end up being treated the same as underground tunnels and caverns, exploring a giant tree can allow for unique flavour and experiences. Consider the risk of weather-worn branches, or the amount of sticky sap a tree that size might produce. What happens when leaves or acorns begin falling? What sort of problems or opportunities does being entirely surrounded by wood and living matter create for players used to impassible walls of stone?
I’d be amiss not to point out that, if you’d rather, you don’t need to make a tree particularly large to achieve this kind of “dungeon.” You could always make your players very small. Small enough, perhaps, that the mice that live among the roots of the tree, the wasps that have a nest in its branches, become far more dangerous than the usual pests.
And that’s The Great Tree as dungeon idea. What do you guys think? If you like the idea of me posting the occasional notion for unusual dungeons, let me know. Of course, if you’d like me to focus more on either the story of these dungeons or more mechanical ideas and aspects, let me know that, too, and I’ll focus more in that direction in the future. The comments are always open for any thoughts you might like to share.