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D&D General #Dungeon23

M_Natas

Hero
Added a personal easter egg to my area map... :p

I went to the Avery Point campus of UCONN for a few semesters, which is located on the grounds of a 19th-century manor house called Branford Manor built out near the end of the small Point. (The house's back yard ends at Long Island Sound.)
I used to sit out on the rocks writing poetry instead of going to class, and one of my favorite spots to sit was a small bit of shoreline (with an eight-foot drop to the water below) that when viewed from above sort of looked like the sweeping wings and shoulders of a dragon, with erosion having caused the center section that jutted out into the water to sag, looking like the lowered neck and head of the dragon - there was even a crumbled slab of pavement and a round rock stuck in the side of it that looked like the eye and mouth.
It looked sort of like this:

View attachment 284946

I wrote a trilogy of poems about the place while I was there - in my mind, it had become a port town called Dragon Head, so-called because it sat in the lee of a high cliff that protected it from the harsher weather of the sea... A sea-eroded cliff that looked almost like someone had long ago intentionally chiseled it into the extremely rough shape of a dragon.
In my mind, local lore held that it really was an ancient dragon asleep for centuries as it guarded the town.

I've just added it to my area map, forty or fifty miles north of the city of Windward.

So now I have, I think, something like four or five personal references added to my world (including a number of former characters), half a dozen npcs based on Reaper miniatures, a vague nod to Game of Thrones, at least one Princess Bride reference, a gender-and-race-swapped nod to a Celtic god, and a wildly different riff on a Disney princess...

I am definitely keeping myself amused, lol.
That is great. Erster eggs and inside jokes are a great idea for such a project. Tomorrow I'm trying to think what I can do to incorporate Mother's Day.
 

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M_Natas

Hero
Day 133 - sewers - hidden house
20230513_213128.jpg


As you continue to navigate through the flooded sewers, you step cautiously on the damp wooden planks beneath your feet. Ahead of you, you notice a peculiar wooden wall nestled in a recess of the tunnel. As you approach, you realize that it is a small, stilted house perched above the water's surface. The sound of dripping water echoes through the chamber, and you can't help but wonder who or what could be living in such a desolate place.

Workflow:
20230513_213538.gif
 

M_Natas

Hero
Day 133 - sewers - hidden house
View attachment 284956

As you continue to navigate through the flooded sewers, you step cautiously on the damp wooden planks beneath your feet. Ahead of you, you notice a peculiar wooden wall nestled in a recess of the tunnel. As you approach, you realize that it is a small, stilted house perched above the water's surface. The sound of dripping water echoes through the chamber, and you can't help but wonder who or what could be living in such a desolate place.

Workflow:
View attachment 284957
Day 134 - Happy Mothers day!
20230514_211734.jpg

As you make your way through the flooded sewers, you come across a small shrine perched on wooden stilts. The shrine is dedicated to the goddess Nurtura, the divine protector of mothers and children. The statue of Nurtura stands partially submerged in the murky water, her serene face gazing outwards. A wooden plank juts out from the stilts in front of the statue, serving as an altar for offerings and sacrifices. A soft glow emanates from the statue, giving the entire shrine an otherworldly feel. It seems that even in the depths of the sewer, the power of motherhood endures.
20230514_211945.gif
 

M_Natas

Hero
Day 134 - Happy Mothers day!
View attachment 285019
As you make your way through the flooded sewers, you come across a small shrine perched on wooden stilts. The shrine is dedicated to the goddess Nurtura, the divine protector of mothers and children. The statue of Nurtura stands partially submerged in the murky water, her serene face gazing outwards. A wooden plank juts out from the stilts in front of the statue, serving as an altar for offerings and sacrifices. A soft glow emanates from the statue, giving the entire shrine an otherworldly feel. It seems that even in the depths of the sewer, the power of motherhood endures.
View attachment 285020
Day 135 - sewers - hideout
20230515_223131.jpg
 




gorice

Hero
According to legend, Doom was initially inspired by a tabletop campaign. I mention this because it seems I'm going full circle and referencing a lot of 'boomer shooters' in this floor of grimy halls and coloured doors and shuffling grotesques.

Anyway, I'm slowly catching up.

8: Cool Rooms: Wolf Door
  • A stone door carved in the shape of a snarling, wolf-like face bars the way.
  • (?) Door is locked.
  • (?) There is an iron handle within the jaws that can be grasped by reaching in. It can be twisted to the left or right, making an audible click with each rotation.
  • (!) One full rotation left, followed by one rotation right, unlocks the door. Two full rotations in either direction cause a blade to drop onto the wrist of whoever is grasping the handle.

9: Cool Rooms: Storage
  • These stone rooms are oddly cold and smell like blood. Visibility is poor.
  • A frigid maze of shelves piled with pottery, meathooks holding dubious sides of meat, and creeping mist. Illuminated by glass wall fixtures that glow dim and cool but give off no heat.
  • (?) Sour wine; old grains; pickled meats.

10: Cool Rooms: Butcher’s Lair
  • (!) Lair of the butcher, an ogre-demon with meathook and cleaver, mouth stained with viscera. The butcher demands fresh meat, and isn’t picky about where it comes from.
  • A bloody work table, piles of knives, and an awful sleeping pallet. There is also a grimy trough with a tap.
  • (?) The tap works and the water is clean.
  • (??) A metal grate in the floor bars the way to the cloaca.

11: Ghoul Refectory
  • (!) 2d6 ghouls gnawing on bones in a scene of carnage. Their helmets and weapons are piled against one wall.

12: Midden Chute
  • Lit by tiny high windows. Smells like burnt hair.
  • A room smeared with old blood and detritus – fragments of bone and pottery and glass and hair. A blackened, square hole in the floor, 2’ across, shoots almost straight down into darkness.
  • (!) This chute ends up in the hall of leavings in the midden.

13: Armoury: Brass Door
  • A thick door of solid brass, cast with the shape of a grinning skull in relief.
  • (?) Keyhole in the nasal hole.
  • (!) Difficult to pick. Failed attempts trigger a hail of adder-venom needles from tiny holes in the door.
  • (??) Pin-sized holes all over the door’s surface.

14: Armoury: Weapons
  • Rows and rows of weapons and helmets in various states of repair.
  • (??) Any common weapon you’re looking for is probably here.
 



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