D&D General #Dungeon23

Cadence

Legend
Supporter
Shouldn't the central (currently blank) room have three levels, one below the main floor, and one above, for it to be a proper tesseract?

I just unfolded a six sided die. Now I need to go hit Google about it when I get time later!

That room does have something above its ceiling though too.
 
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Bill Zebub

“It’s probably Matt Mercer’s fault.”
I just unfolded a six sided die. Now I need to go hit Google about it when I get time later!

Yes. That's a 3D cube unfolded into a 6 2D squares, which you are then extruding into 3D rooms. A true tesseract is a 4D "cube" ("quad"? "quart"?) that unfolds into a 8 3D cubes.

1200px-Tesseract_net.svg.png


(I mean, it's your dungeon you can do it however you like. I'm just geeking out here.)
 

Cadence

Legend
Supporter
Yes. That's a 3D cube unfolded into a 6 2D squares, which you are then extruding into 3D rooms. A true tesseract is a 4D "cube" ("quad"? "quart"?) that unfolds into a 8 3D cubes.

1200px-Tesseract_net.svg.png


(I mean, it's your dungeon you can do it however you like. I'm just geeking out here.)

Thanks!

I apparently only saw the former at some point in a D&D context and not the latter. Trying to look it up, it looks like Dragon 17 had the unfolded d6 (and 27 had it for Traveller) and Dragon 38 had the hypercube - but I didn't see either of those.

I woud have seen the mention in the Baba Yaga's hut in 83 (but that's spliced with teleporters) but I thought I saw the simpler one somewhere...

Anyway, now I have something to try next time... :)
 

M_Natas

Hero
Day 33 - the river mouth

At the end of a sandy shoreline lies the gaping maw of a raging river. The only remnants of a bridge that once spanned its churning waters are a few crumbling pillars and moss-covered stones. Will our daring adventurers brave the currents and attempt a crossing, or retreat back into the jungle in search of a safer passage? The choice is theirs, and the consequences, well, those belong to the river.
IMG_20230202_221859_017.jpg
 

Reynard

Legend
0X.02: Hunting Grounds

Form: A complex of rough natural caverns connected by twisting tunnels.

Illumination: Utter darkness except for the hint of bioluminescence at the southern entrance from area 0X.01.

At First Glance: The area consists of at least a dozen cavern chambers -- all tight and unhewn -- connected by narrow, twisting tunnels. They are all devoid of any life. Not even lichen or luminous fungus grow on the walls or ceiling.

On Closer Inspection: Examination reveals that the caverns are scored by what appears to be acid, explaining why nothing grows or lives here.

Secrets: This region is the hunting grounds of an insatiable deep mollux, a surprisingly stealthy and fast moving slug like monstrosity. It begins to stalk the characters as soon as they enter and will ambush any stragglers, first spitting paralytic acid at them then swallowing them whole. The mollux will not leave its hunting grounds.

Treasure: If the mollux is killed and dissected, a suit of magical mermaid scale armor is found in its gut, undigested.

Connections: A tunnel south leads to 0X.01 and a branching cavern leads north east (0X.05) and north west (0X.06).
 

Cadence

Legend
Supporter
Room 57 - The Hall of Doubt

The door to this 15'x15' room has a spear carved into the center of it with a raven on each side. The carving is of good amateur quality.

The door is unlocked, but none of the nearby residents would dare enter Berghildr the Valkyrja's abode. Sucked into the vault during one of the its appearances (see room to be named), she is blocked from leaving the vault or contacting the outside by the wards that Kiven Valpus maintains. The ensuing decades of separation from Valhalla, Odin, and her sisters has slowly sapped her divine vitality and she tries not to think about encroaching mortality or where death in this place might send her. She still palpably radiates invincibility, but it is tinged with despair.

Her room has a comfortable bed with a chamber pot beneath it, a large circular rug, her personal supply of a week's food, and a large sledge with greased skis leaning up against the wall (if she is not out using it). On the first day of each week she ventures to the front gate and gathers several sledge-fulls of food and supplies that she distributes to the rooms in the upper portions and heaves down to the lower ones. It isn’t serving in Valhalla, but what else cuts the boredom? Sometimes she can't stand her routine (or cowardice?) and answers a challenge when she is dumping a delivery to the lower levels, or bathes in the great pool (room # coming) daring anything to interrupt her ablutions. Otherwise, she meditates or practices in her room, or sometimes in the infinite tunnel (room 58).

It could be possible to convince her to aid the party, but she would not be the one to bring it up and would need to believe that lifting the Archon's ban was imminent (so, if the party is going after Khesh Morag's final piece). She can feel the pull of the thing across from Grandma's but knows it is only one of several and so not for her to challenge yet. The idea of Grandma gives her a (rare) smile. She knows what Myrsina and everyone on Shirazz’s floor is but doesn't particularly care. She believes she could defeat the thing in the picture, but it is trapped here too... and what would that solve?

View attachment 274419


Berghildr (CR 11, Medium Celestial) is as a Valkyrja, but 2 less in each of Str, Dex, and Con, and 4 less in Chr. This lowers her HP to 187; the corresponding saves by 1 or 2, the damage and to-hit on long sword and spear by 1; and the save on blinding light by 2. Her Righteous smite to-hit and damage are reduced by 2. She has lost Divine Awareness, her Martial Advantage bonus is reduced to 11 (2d10), she can longer raise dead, and the rejuvenate is only 36hp (8d8). Her legendary actions are spellcasting and parry . The base Valkyrja stats can be found in Izegrim Creations's "Twilight Fables". See D&D 5E - Twilight Fables Now Publicly Available! or contact @Sacrosanct to get a copy.

With thanks to Nordic Names for naming help.

Room 56 - Good Room for a Large Party

This 15’x15’ room has a sign that says “Open for Boarders. Knock on the Rose Door” (not in the same handwriting as in the South Fae Hall). It is unlocked but has a bar (DC 14 to break through) on the inside if wanted. For sleeping the room contains two beds, two bunk-beds, a bench to sit on, and two chamber pots under it.

A very injured or weak party may be in actual danger from Myrsina (room 60), and everyone could find themselves victims of pranks by Ruadhan (room 58) or the pixies (room 65). Myrsina prefers to trade for room and board but will settle for 1sp per person per night (children are free).

1675384837591.png


Next room created (#55) is at post #490 D&D General - #Dungeon23 .
 
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Cadence

Legend
Supporter
Room 56 - Good Room for a Large Party

This 15’x15’ room has a sign that says “Open for Boarders. Knock on the Rose Door” (not in the same handwriting as in the South Fae Hall). It is unlocked but has a bar (DC 14 to break through) on the inside if wanted. For sleeping the room contains two beds, two bunk-beds, a bench to sit on, and two chamber pots under it.

A very injured or weak party may be in actual danger from Myrsina (room 60), and everyone could find themselves victims of pranks by Ruadhan (room 58) or the pixies (room 65). Myrsina prefers to trade for room and board but will settle for 1sp per person per night (children are free).

View attachment 274510

Room 55 - The Three Dwarves

This 15'x15' room is usually locked (DC 15 to pick or break open). The three dwarven residents (Gostraen, Hjuldohr, and Thulgrami) are commonly off to the west trying to mine during the day. They breakfast and dinner with Myrsina (usually breakfast with her in #60 and dinner here) and spend the evening playing cards after she leaves, although they sometimes either try to bargain for alcohol or throw rocks in the Tunnel (room #58). They have no suspicions of what Myrsina really is and will protect her to the utmost - even in the face of an otherwise reasonable amount of evidence against her. They will, for example, almost surely believe that a party lured her to them and attacked her, instead of her actually having snuck in to murder the party.

The room has three beds - each with a chamber pot and chest with extra clothes and boots underneath and weapons rack at the end, a table with four stools and a pack of cards, and a workbench with tools. An oil lantern hangs on a hook near the table, and a second sits on the workbench. Each dwarf currently has around 50gp worth of coins and gems on them as well.

1675476117793.png


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The description of Three Dwarves below is an adaptation of material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at Systems Reference Document | Dungeons & Dragons. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at Creative Commons — Attribution 4.0 International — CC BY 4.0 .


Each of the Three Dwarves' base stats are:

AC 14 (Chain Shirt)
Hit Points 34 (5d8+12)
Speed 25 feet

Str 14 (+2), Dex 12 (+1), Con 16 (+3), Int 10 (+0), Wis 8 (-1), Chr 9 (-1)

Skills: Athletics +1, Intimidation +1, Survival +2
Damage Resistance: Poison
Senses: Darkvision 60'
Languages: Common, Dwarvish, Giant.
Challenge 1 (200xp)

Pack Tactics - The Three Dwarves have advantage on an attack roll against a creature if at least one other of the Three Dwarves is within 5 feet of the creature and that Dwarf is not incapacitated.


Actions

Multiattack: Each of the Three Dwarves can make two melee attacks.

Warhammer: Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 6 (d8+2) bludgeoning damage or 7 (d10+2) bludgeoning damage if used with tow hands to make a melee attack.

Crossbow, heavy: Ranged weapon attack: +3 to hit, range 100/400, one target. Hit 6 (d10+1) piercing damage.

Note that:

Gostraen has black hair and beard, 18 Con, a +1 Chain Shirt, and a Potion of Healing (Uncommon). (So HP 39, AC 15).

Hjuldhor has red hair and beard, 14 Dex, a +1 Crossbow, and a Feather Token. (So AC 15 and an additional +2 to hit and damage with the crossbow).

Thulgrami has brown hair and beard, 16 Str, a +1 Warhammer, and a Potion of Climbing. (So an additional +2 to hit and damage with the warhammer).

Dwarf names courtesy of https://www.fantasynamegenerators.com/dwarf-names.php .

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The next room created (#38) is in post #498 D&D General - #Dungeon23 .
 
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