D&D General #Dungeon23

Still here, barely! Mostly I find I don't have the creative energy to pick up my dungeon23 notebook if I'm tired, which ends up being most weekdays. Even though the idea is that it shouldn't require a ton of energy!

Anyway, continuing on with my urban Mausritter idea. The residents of this flat have been evicted, and a rat gang called The Crystal Demons have taken over. Here they trade in Sweetex, a powerful narcotic (and an artificial sweetener apparently available in the UK). Addicted mouse sweetex-fiends line up, pips in hand, to purchase a packet of the drug. Meanwhile, the rat gang also keeps their stash of pips hidden away in an upper cabinet, and their boss, Cassandra, schemes from her lair in the wall. The wall is also home to some opportunistic fleas.

I would have added more to this adventure, like magic items and special abilities for the enemies, but I ran out of space!

The Crystal Demons.jpg
 

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Hriston

Dungeon Master of Middle-earth
Getting caught up.

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4. Giant Scorpion Lair: This 20’ x 30’ room is inhabited by a giant scorpion.

9. This 20’ x 30’ room is empty.

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T4. The difficulty of finding this secret door is very hard. On a failure, a 10’ pit opens. The difficulty for each character to save themselves from falling in is medium.

5. Troll Lair: This 30’ x 30’ room is inhabited by a troll: Vinji. Among her belongings are 857 cp, 571 gp, a gem worth 100 gp, and a piece of jewelry worth 900 gp.

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6. This 20’ x 40’ room is empty.

7. This 30’ x 40’ room is empty.

10. This 10’ x 10’ room is empty.

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8. This 10’ x 10’ room is empty.
 



Eyes of Nine

Everything's Fine
Week 10 - The Ghost Hex
There is a bunch of stuff going on here - first off, it’s the first one that’s a hex within a hex. The inner hex is a tundra with weekly blizzards. In the center of it is a 1.5x1.5x1.5 mile white cube filled with an huge number of cryogenically (or magically) sleeping Githyanki (like, 40,000 plus of them). Nearby is the upgate, guarded by a Death Tyrant nicknamed "Giggles" and 30-ish undead minions.

The outer hex is a vacuum, that’s filled with equipment and mostly unmoving golems - mostly of some sort of metal or stone. Frankly, it’s hella creepy. However, in the southeast corner there’s a the Commune of Iron, a community of awakened golems who are self-aware and sentient. They are in deep hiding - even the Tower overseers don’t know about them

At the other side of the outer hex in the northwest is a downgate inbound (Bridgepoint) and downgate outbound (Downspout). There are small communities built up around each - although in a vacuum, they can only get so big. Downspout is actually enclosed in some sort of air bubble. There are a bunch of warehouses, and it’s operated by a rakshasha who looks like a wood elf named Abraxis

Finally, finally! this is the first level that has a branch going off the tower. It can be accessed by a hidden maintenance tunnel; but there is also a gate. I forgot to put in the gate on this level - maybe that gate is broken and the only way to get to this branch is via the maintenance tunnel. The next X levels will have anywhere between 1 and 6 branches going off, with anywhere between 1 and 3 environments in each branch. I’m going to leave the last 6 levels as the final top levels of this tower. So from week 11 to week 46 will be trunk and branch “hexes” (Note, each branch will be done in an entire week)

Questions I had about this level:
  1. What is up with the githyanki army? What event will awaken them, if any?
  2. Will the Commune of Iron ever make themselves known? Why?
  3. What is the relationship between Bridgepoint and Downspout?

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M_Natas

Hero
Still here, barely! Mostly I find I don't have the creative energy to pick up my dungeon23 notebook if I'm tired, which ends up being most weekdays. Even though the idea is that it shouldn't require a ton of energy!

Anyway, continuing on with my urban Mausritter idea. The residents of this flat have been evicted, and a rat gang called The Crystal Demons have taken over. Here they trade in Sweetex, a powerful narcotic (and an artificial sweetener apparently available in the UK). Addicted mouse sweetex-fiends line up, pips in hand, to purchase a packet of the drug. Meanwhile, the rat gang also keeps their stash of pips hidden away in an upper cabinet, and their boss, Cassandra, schemes from her lair in the wall. The wall is also home to some opportunistic fleas.

I would have added more to this adventure, like magic items and special abilities for the enemies, but I ran out of space!

View attachment 277979
This looks gorgeous. Like if you would put it like that directly in a book, I would buy it.
 



gorice

Hero
One more week. This one was a bit of a drag (will this Winter ever end?), and I had to catch up a bit today.

Second Section: Qanat

8: Qanat
  • A long, broad tunnel with a very slight incline down to the East. The stone floor is a little damp.
  • (?) Smell of must and guano from the direction of the qanat station.

9: Qanat Station
  • Carved stone handholds descend 20’ from the covered wellhouse to the qanat below. Smell of musk and guano from inside the tunnel.
  • (!) Lair of land bats. By night they pace the desert in search of game.
  • (?) Dead stone shells of old farmhouses cluster around the wellhouse. We are in the desert outside the city, now.


Third section: Molerat Hive.
Air is damp and musky. Oxygen is low; mild hypoxia will eventually set in. Molerats are generally placid, but will take easily subdued intruders to the larder. Tunnels are low enough that humans must crawl or duck, but the rooms are quite large.

10: Replete Hall
  • A broad hall, lined with something waxy and organic in shades of olive, pink and brown. A row of bulbous, pale, hairless mammalian creatures sleeps against the wall.
  • (?) Tapping a repletes face causes it to vomit a little sweet liquid – this serves as both food and water.
  • (?) Occasionally, a worker will trot by to deliver food or take nectar.

11: Foraging Tunnels
  • Winding, nearly identical tunnels.
  • (!) Navigation checks to avoid getting lost. Don’t forget the oxygen track.

12: Midden
  • Filled with various gnawed bones, including human ones.

13: Larder
  • A captive man sleeps here, apparently insensate. Various vegetable roots are piled around him.
  • (?) The man, Skiff, is drugged and suffering from hypoxia. He was captured on the surface after getting lost in the desert and brought down here, along with a friend, who was eaten.

14: Ventilator
  • A molerat with enormous webbed hands fans the air listlessly.
 


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