In my review of The Shattered Obelisk, I mentioned — among a plethora of other problems — that the book was notable because some of the dungeons and dungeon levels it features aren’t actually keyed. Instead, unnumbered maps of the dungeons are presented, accompanied by a text that describes the various rooms of the dungeon in rambling paragraphs instead of well-organized room keys.
In particular, I pointed out an example from the end of Zorzula’s Rest, where the PCs enter a new level or section of the dungeon called the Indigo Sanctum.
Several people have contacted me to say that I was mistaken. Others have publicly accused me of being a lying liar who lies.
So let’s talk about this a little bit.
People who are wrong on the internet, of course, are a dime a dozen. I don’t have time to respond to everyone who doesn’t know what they’re talking about. But I think this is actually a really important issue — for both adventure designers and Dungeon Masters — and I’d hate to see anyone dismissing it due to a misunderstanding: The fact that D&D no longer teaches DMs how to create and run location-crawls has resulted in a lot of DMs struggling to create and run adventures that should actually be really easy for them. That really sucks for those DMs.
Seeing this atrophying of basic adventure design skills crop up in third-party adventures is also bad. And the fact that we’re now seeing the same failures from Wizards of the Coast’s own designers is really worrisome: If the publishers of D&D lose the institutional knowledge for how to design the most basic adventures, this trend will accelerate and be even more difficult to course correct.
Some people tell me this isn’t a big deal because D&D still makes money. Which… yeah, I can’t even really fathom the logic there.
Some people tell me that this isn’t a big deal because D&D isn’t about dungeons any more. And if that was true, sure. I don’t expect Technoir to teach me how to make dungeons, because that’s not what the game is about. If dungeons aren’t relevant to you, go find the scenario structures that are! But you know who does think D&D is still about dungeons? Wizards of the Coast. The Shattered Obelisk features 25+ dungeons.
Some people tell me that I’m just angry that D&D doesn’t feature “old school dungeons” any more. There’s a lot of false assumptions to unpack there, but I think we can boil it down to a simple reality: If you think “put numbers on a map and write a competent room key” is what defines an “old school dungeon,” then you’re really just proving my point that basic adventure design skills are missing in action.
So if we can all accept that “dungeons don’t exist any more, so it’s okay that this dungeon is bad” is both a paradox and a fallacy, maybe we can take a look at what’s actually going on in The Shattered Obelisk.
THE INDIGO SANCTUM
The Indigo Sanctum, as I mentioned is one of three levels in Zorzula’s Rest. You can see the map of the Indigo Sanctum, as it appears on p. 98 of The Shattered Obelisk, above.
And if we were to properly key this map, it would look like this:
Now, the reason I’m supposedly a lying liar who lies is because this isn’t fair: Those aren’t three separate rooms! The Indigo Sanctum is just one big room!
This, however, is exactly why I chose the Indigo Sanctum as my example from the book. It’s not the only dungeon like this in The Shattered Obelisk, but if I showed you the Hardyhammer Mine:
You might say to me, “Well… c’mon, Justin. That’s only two rooms. Do you really need to key them properly?”
Or maybe I show you Marthungrim’s Home:
Sure, now there are four rooms. “But,” you protest, “only two of them are actually described in the text. So are they even really separate rooms?”
And then maybe we’d argue about what actually counts as a “room.” Or maybe you’d want to debate how large a location needs to be before it counts as a “dungeon.” Just all kinds of delightfully irrelevant semantics.
The thing about Zorzula’s Rest, though, is that none of that matters. You can’t tell me it’s a dungeon that shouldn’t be keyed for some reason, because the rest of the dungeon is keyed.
“Ah, ha!” you say. “But we can still argue about whether those are separate rooms!”
Well, if you want. But it’s not an argument you’ll be having with me. It’s an argument you’ll be having with the book. Because you know who else thinks those are separate rooms?
The designer of the adventure.
The Shattered Obelisk explicitly describes Area 2 and Area 3 on my map above as the “Hostage Room” and the “War Room,” respectively. They’re even given inline headings laden with a bunch of relevant details, meaning that it would have take only the slightest amount of effort to excise them from the middle of the big, rambling description of the dungeon level and properly key them instead.
…
This is the bit where I drop the mic.
DUNGEON HOW-TO
The failure to properly execute the dungeons in The Shattered Obelisk, as I said in the original review and as we’ve seen here, is not just some weird confusion over the final level of Zorzula’s Rest. It is a pervasive problem that occurs multiple times throughout the campaign.
Is it a problem that’s going to persist at Wizards of the Coast? Will this become a trend in future adventures, until perhaps we see official products in which no dungeons are properly keyed?
I hope not.
But it’s possible. We’ve already seen this happen in third-party supplements. It seems impossible; but to a gamer in the mid-‘80s it would have seemed equally unbelievable that hex maps would vanish for a generation… and then they did.
What I actually hope is that the 2024 Dungeon Master’s Guide will be a massive course correction, and we’ll see a full chapter dedicated to teaching new Dungeon Masters how to create and run dungeons. (At this point, I’d even settle for a minor course correction so that the book at least contains an example of a keyed dungeon map.)
Properly keying and running a dungeon is very easy, and that makes it really tempting to dismiss the idea that they’re skills that need to be taught. But the reality is that those are often the most important skills you can teach, because they end up being the foundation on which all the other skills are built.
So let’s keep our fingers crossed that the new Dungeon Master’s Guide is better than the old one; that The Shattered Obelisk is the last time we see Wizards’ designers fail to key their dungeon maps; and that we all get a better foundation on which to build our adventures in the future.
But if not, there’s always So You Want To Be a Game Master.