Centuries ago the dwarfhold of Brightfort Harrow was lost to the Nightqueens of Kos and their allies. Now legends of lost treasure and a stirring wyrm bring warriors, fools and other delvers to the Ruins of Brightfort Harrow...
Dungeon Building as Solo Play
There's a mantra in solo rpgs that "everything is play", from character creation to shopping to adventuring, drawing your adventures and spending an hour considering the results of a perplexing oracle.
Another possible part of this is building adventures from your own solo play. Part world-building, part adventure creation.
Here taking the map and journals from a Delve Map-Drawing game, which saw the end of a dwarfhold as they delved too deep. There's a paragraph in the Delve introduction
After you've finished a game of DELVE, I find that the hold you have at the end makes for an excellent pre-prepared dungeon for any fantasy RPG. This is especially true for ruined holds, so don't go tossing them in the bin!
What follows is a little work to convert the map and journal of Brightfort Harrow into something to use for further adventures, using an rpg such as Shadowdark, Old School Essentials or Knave 2E.
Dungeon-building Basics
I've been playing solo through Stonehell and have also listened to two different podcasts delve Arden Vul (3d6 Down the Line and Arden Vulgaris). So dungeons and dungeon design have been on my mind.
A few quick principles for larger dungeons are...
- Multiple Entrances / Exits. Although there might only be one obvious entrance, there should be multiple ways into the dungeon. Some might be secret, risky, controlled by factions or have other complications. This opens up options and rewards research and exploration.
- Multiple routes between sections and levels. As above but applying to levels or areas of the dungeon site. A vault or other area with only one entrance could be a memorable exception.
- Different Environments. An interesting dungeon will have multiple environments, not just cramped dungeon rooms and corridors. Expansive halls, caves, tombs, fungal gardens, a settlement or underground lake can all give a different delving experience.
- Factions. A dungeon populated only by orcs or disparate monsters can get repetitive quickly. But when you've got multiple factions to fight, ally with, trick, betray or negotiate with the dungeon play is more interesting and the dungeon as a whole becomes more alive. Arden Vul even has a relationship table showing how the major 14 or so factions feel about each other. These can be factions within one "group". So our mostly orcs dungeon could have the chieftain and their warriors, with a second power block around a rising rival looking after beasts and capture monsters of the clan, and a third group around orcish priests who inhabit/ control a holy site or mine or other source or resources.
A few extra design points I like are
- People / Creatures to Hate. Enemies that the Characters are probably going to be hostile to, such as the Cult of Set in Arden Vul or the Hobgoblins in Stonehell.
- Neutral Ground. A place where different factions can meet and engage. Examples would be the Kobold Market and Casino in Stonehell, the Goblin Market in Arden Vul or Skullport in Undermountain.
- Set Piece Locations. Memorable locations that stand out and may become central parts of adventure shenanigans. Locations such as the Inn of the Broken Head and debouchment area in Arden Vul, or the Hexperiment rooms and Vrilya outpost of Stonehell.
Beginning the Dungeon-Building
With my notes from the solo play of Delve and a set of dungeon building basics to consider, it's time to consider the project of the Ruins of Brightfort Harrow.
What I want to Create
I'm after a dungeon I can delve using a system-neutral rpg. I'll want an idea of the themes of the dungeon, the factions, monsters and layout. The entrances, what makes it unique and the rumours that might be heard by an adventuring party.
My plan is to
- See what ideas and themes come to mind on first look
- Go through the dungeon building basics and see how they look
- Go through the Delve map to get a rough map of the first few levels
- Create an overview of sections and factions and a d10 random table of rumours.
Initial Ideas
Looking at the journal and map from the beginning and ending of Brightfort Harrow, a few things form the basis of some ideas
- Three Sleeping Dragons. There were three sleeping dragons found in the depths, and none were disturbed. One was near the surface so it being active in the presence day would certainly attract attention of adventurers...
- Strong Theme of Crystals. Three separate crystal caves were found in the delves. Plus ancient lore stored in crystals, wizards studying them and ghosts tied to them. A source of wealth and magic.
- Older Civilisation. Several stores of knowledge were found here, so there is an older history that goes well beyond the ruined dwarf hold.
- The Roots are Central. One of the biomes was roots, that went from below the entrance to deep into the depths. As well as a source of magic and wealth, they are an unusual dungeon element, have their own ecosystem and provide a way from the surface to deeper into the dungeon.
- Some Dwarves Survived. Many dwarves were unaccounted for in the final battle, as it was over fairly swiftly and they were too far from the entrance. These could reappear as undead, survivors coming to reclaim things or even as a lost faction...
A Few Initial Maps
I took the final Delve Maps of Brightfort Harrow and used them to do some rough high-level floorplans of the dungeon.
Dungeon Level 1

It's got the initial entrance, a treasury, a dragon lair by the surface, heated barracks and several ways down, including a barrier that leads to the roots. And some crosshatching I started before going onto the other levels.
Dungeon Level 2

Some caves including a fungal forest, a way out to the swamp and worked out crystal caves. Plus an ancient inn, kennels and an old shrine. Plus the roots that go deep down into the hold.
Dungeon Level 3

Level 3 splits out a bit, with caves disconnected (currently) from the rest, untouched dragon lair and golem forge, caves where clockwork spiders were originally found and the library which housed the mages and a portal with an underground stream running through it!
Dungeon Level 4

More high-powered rooms here, with a cavern housing an (undisturbed) earth elemental (spanning 2 levels), a volcanic shaft going down deep, a shrine of defence, a strong barrier and more libraries.
Dungeon Level 5

The most interesting elements of level 5 are the trapmaster room, the mycelium network and inventors lab.
Dungeon Level 6 (Partial)

Unfinished and not showing the most important parts of level 6. This is where the first of the Lava Caverns are found, as well as an enchanter's workshop, wizard's study and hall of dwarf spirits...
Levels 7 and below
The levels below are unmapped, but include lava caverns, a lavafall (into the volcanic shaft), large lime-green barracks, golems, crystal caves, another wyrm lair, an underground lake, lava kraken and giant lizard guardian in the roots...Plus the other end of the portal which a river flows out of.
Certainly a good basis for some dungeon crawling.
The Features of the Harrow
Simplifying the name to simply the Harrow (at least for the moment), I'm summarising the dungeon using the list of good dungeon basic from above.
- Multiple Dungeon Entrances. The main entrance will have roots growing through it, maybe a tree has grown up out of it (these are magic roots). There's an entrance via the swamp, another to the upper dragon lair and a portal going into the depths. There might be other entrances into the caves, cracks via more roots and a river entering into the roots system.
- Routes Between Levels. There's a good number of stairs and other passages between levels. Between levels there's the roots system that extends down several levels, and from level 4 a volcanic shaft going all the way down.
- Varied Environments. As well as the dwarf ruins, there are caves, crystal caves, dragon lairs, the roots, lava caverns. Some areas are by a swamp, others will be heated by proximity to lava caverns / falls. And there's a fungal forest that's sure to have grown in the couple of centuries since the dwarfhold fell.
- Factions. I think there will be a group of undead dwarves, a Cult of the Nightqueens (who destroyed the dwarfhold), some fire creatures, the wyrms (with some connection between them), the trapmaster (based in the trapmaster room on level 5) with golems and other servitors. Plus a couple of factions recently arrived or from the surface such as elves interested in the roots, dwarves reclaiming / looting the old hold and/or a powerful mage with servants interested in the lore of the hold.
- People / Creatures to Hate. Obvious foes for adventurers would include the wyrms, undead dwarves and the servants of the Nightqueens of Kos.
- Neutral Ground. A few possibilities include one of the old shrines, one of the Wyrm caves, a library (watched over by dwarf spirits), a place in the Roots. This will depend on what the factions end up as where they might be.
- Set Piece Locations. There are a few locations already standing out. A place to climb down into the Roots, the lavafalls in the volcanic shaft, enchanted workshop, library of crystals watched by spirits, the lime green barracks, large heated barracks on level 1, the lumbermill, and portal with a stream going through it....
Developing the Harrow
My idea is that two centuries have gone by since the game of Delve and fall of the dwarfhold.
The overall structure of the dungeon can remain in place, but there's ample time for other powers to rise or take an interest in the ruins of Brightfort Harrow.
Monsters
From the initial game there are earth elementals, clockwork spiders, dwarf ghosts, giant lizards and other beasts in the root system, wyrms, root golems, wizards and helpful healing spirits.
These can be joined by fire elementals, servants of the Nightqueens of Kos, dwarf spirits, constructs serving the Trapmaster, swamp creatures, mages, crystal creatures, a kraken of fire and all manner of fungi.
It's a dungeon so any monster that fits can be brought in, but it's nice to have a few themes.
Treasures
As to why delvers would seek to explore the Harrow...
There are the lost treasures of the dwarfhold, at least three powerful items mentioned in the Delve game (Chisel of Life and Death, the Tome of Fortune and a magic crossbow), all manner of crystals, lore from the various libraries, potentially hoards of three dragons and probably older treasures left undisturbed...
Rumours
Finally there's a d10 table of possible truths / untruths for the dungeon, as I consider what might await any adventures seeking to delve into the Harrow.
| 1d10 | Rumours of the Harrow |
|---|---|
| 1 | A dwarf has a map passed down to them, of a secret cache of crystals in the Harrow, not too far from the entrance. |
| 2 | A library of crystals lies deep in the Harrow, each containing ancient lore that can be unlocked by the right gifts to the guardian spirits. |
| 3 | A dragon lairs in the upper parts of the Harrow, but there is a dwarf with a map of a secret entrance to their hoard. |
| 4 | A tribe of frog-creatures from the a swamp near the Harrow can guide delvers into a secret entrance, bypassing the usual guardians. |
| 5 | An old dwarf claims to be a survivor from Brightfort Harrow and seeks companions to help them retrieve a magical chisel that is a family heirloom. |
| 6 | There are falls where lava descend into the depths of the world. Any who can pass under the falls can ask a favour of the fire spirits there. |
| 7 | The Nightqueens of Kos have been seen again in the ruins of the Harrow, raising forces to threaten the bordering civilisation. |
| 8 | Unique enchanted woods are available in the Harrow, made in a workshop from the ancient roots at its heart. |
| 9 | An ancient dwarf dwells in the Harrow, perfecting the craft of trapmaking but looking for someone to pass their knowledge onto. |
| 10 | Aspiring mages sometimes dream of a creature of fiery tentacles, promising them great power if they free it from its confines below the Harrow |
Finishing Up
That's quite a lot for the moment, and enough background to run a solo game or at least prepare some tables for it!
I'm planning on returning to the Harrow in another actual play in season 4, using a game such as Shadowdark or Knave 2E.