Rise Up Comus makes an excellent point in Unblocking Yourself: Dungeonize your Home look to draw inspiration for your hexes and dungeon rooms from what you see about you. They made the point in particular reference to dungeon rooms by looking at what is about your own house. I think that is an excellent idea; I have gotten good mileage out of a variation - finding inspiration for sites in newspaper property sections: "d30 dwellings and sites"
Normally these would be going straight into recycling but they are often great sources of quirky dwellings that you can get some nice ideas for odd features.
Property sections give inspiration for dungeon rooms or for me more often for hex locations or just general encounters.
The photography of these places give a great sense of how to treat the whole site - things like this persons sculpture garden attached to their house. Is it the lair of a Medusa? Is it living statues? Is it some kind of stone giant sacred space?
Elaborate gardens would be really difficult terrain to have to advance stealthily over or could be stuffed full of killer plants or traps. Interiors that serve exactly as in Dungeonize your Home but with the clutter of hundreds of strangers.
Often the interiors of our dungeons or structures end up quite sparse so it can be good to look at some of these places and consider "what would it be like if you had to get across this room?" Maybe there is only a narrow path between the piles of books between the chair and the door. Maybe it would be quicker to just trot across all the shin-high coffee tables and take the risk of them breaking. There can be some good ideas for shaking things up a bit.
The inspiration can be whatever you like and it also serves to use these property sections somehow instead of sending them straight into recycling.
=== Joesky Tax ===
d12 more dwellings and sites
1. Crooked paths tree - giant old moss covered tree of sprawling branches, home to a group of local woodlands folk who cheerfully abide it being the local easy access to the canopy above and a range of other fey destinations
2. Hags slab - somewhat unkindly named mid-lake foundation of an ancient structure. When not being used by local coven, often used for fisherfolk and a good source of local news
3. Ogres sauna - once a dwarven forge, now sealed over with crude daub-and-straw where an ogre is often found sweating or traipsing between it and a local pool
4. House of Mirrors - a cottage amid a garden festooned with broken mirror shards, home to an enchantress and their faithful minions, and filled within with mirrors from all corners of the world. Every magic mirror type is in here somewhere.
5. The strange interior shutters of this battered little cottage is the shell of the colossal centipede currently asleep within.
6. This clearing is festooned with battered but impressive furniture around a firepit. A trail through the forest leads up a hill to a smashed open wizards tower, still smouldering.
7. A line of collapsed trees bridge a ravine and provide a lively highway for local critters. A significant shortcut but very noisy to take.
8. The perfectly sheared away tower of a flying castle is slowly sinking into this wetland.
9. A ruin sits within perfectly tended gardens. Thirty feet from the walls the grass has been nibbled down by the sheep and geese that live here. Within skeletons continue to tidy and neaten what remains of the crumbling structure.
10. A fantastically arched structure, glassy domes of mystical construction, within a garden of plants from a much hotter clime and a small group of natives from a land far away.
11. Walls of ice make an otherwise normal local structure, inhabited by bundled-up halflings running a tavern in a tent in the garden.
12. A magnificent manor sits within a dell, its gardens a cornucopia of psychotropic plants. Grimly unsmiling, armed staff will sweep up any visitors/intruders to meet the master and be subjected to their interminable lectures about the liberating powers of vast quantities of their home-brewed psychadelics.
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