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Anyone up for dungeon design fun?
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<blockquote data-quote="Gilladian" data-source="post: 6323203" data-attributes="member: 2093"><p>I'm brain dead! I need help creating a fun dungeon for some 2-3rd level PCs.</p><p></p><p>I'll be using this map: <a href="http://imgur.com/a/61sdv#11" target="_blank">http://imgur.com/a/61sdv#11</a></p><p></p><p>Centuries ago, this was the dungeon under an active castle. It was a primary hub of transit for the military of the day, as I'll indicate. But what has happened since then? I've no idea. Above ground, a fey witch has hidden the castle ruins and dwells there secretly. So there's no coming and going into the dungeon from the surface, except maybe if something living in the dungeon could have a relationship with the fey witch (think half-dryad, half human sorceress). </p><p></p><p>The entrance is the long straight tunnel at the bottom, entering the room with 4 doors. 5' squares. To the right, that whole complex of rooms was dorms, mess hall and kitchen for soldiers. The furthest right room has a well shaft leading down. I suppose it could connect to other places and be a source of ingress for some creatures.</p><p></p><p>To the left of the entrance, the four chambers were officer's quarters. Directly to the north of the entry hall/chamber, the three rooms form the core purpose of the dungeon. There's a teleportation gate in the north wall of the t shaped room, and the side rooms are guard posts. There are arrow slits into the t room, and I think probably secret doors from the small guard rooms back into the entry room. The doors into the small rooms are one-way from the inside. The key to the teleportation gate is currently lost - this is a common feature in my campaign world that my players will recognize from previous campaigns. I have uses planned for it in the future! But for now, nothing can be using the gate from THIS side, though something could have come through in the past.</p><p></p><p>But the rest of the dungeon - I don't know what it was used for in the past, and I have NO idea what is living in it now. 600 years ago, the most significant leader of the castle died at the hands of an assassin - the PCs are here searching for a medallion that opens the doors of his tomb. 400 years ago, the castle was abandoned - maybe sacked, history doesn't say - during the fall of the 2nd Miraborian Empire.</p><p></p><p>Anyone interested in suggesting anything? or designing a room or three? The only restrictions are:</p><p></p><p>1) for low-level PCs (on the whole)</p><p>2) 3.5 edition (E6 actually, so no effects from magic over 4th level)</p><p>3) lower magic campaign, though the old empire did HAVE more powerful stuff</p><p>4) dungeon has little/no connection to the surface. NOTE: in my campaign world I espouse the concept of "abiogenesis" for vermin and such; they CAN and WILL spontaneously exist wherever conditions warrant.</p></blockquote><p></p>
[QUOTE="Gilladian, post: 6323203, member: 2093"] I'm brain dead! I need help creating a fun dungeon for some 2-3rd level PCs. I'll be using this map: [url]http://imgur.com/a/61sdv#11[/url] Centuries ago, this was the dungeon under an active castle. It was a primary hub of transit for the military of the day, as I'll indicate. But what has happened since then? I've no idea. Above ground, a fey witch has hidden the castle ruins and dwells there secretly. So there's no coming and going into the dungeon from the surface, except maybe if something living in the dungeon could have a relationship with the fey witch (think half-dryad, half human sorceress). The entrance is the long straight tunnel at the bottom, entering the room with 4 doors. 5' squares. To the right, that whole complex of rooms was dorms, mess hall and kitchen for soldiers. The furthest right room has a well shaft leading down. I suppose it could connect to other places and be a source of ingress for some creatures. To the left of the entrance, the four chambers were officer's quarters. Directly to the north of the entry hall/chamber, the three rooms form the core purpose of the dungeon. There's a teleportation gate in the north wall of the t shaped room, and the side rooms are guard posts. There are arrow slits into the t room, and I think probably secret doors from the small guard rooms back into the entry room. The doors into the small rooms are one-way from the inside. The key to the teleportation gate is currently lost - this is a common feature in my campaign world that my players will recognize from previous campaigns. I have uses planned for it in the future! But for now, nothing can be using the gate from THIS side, though something could have come through in the past. But the rest of the dungeon - I don't know what it was used for in the past, and I have NO idea what is living in it now. 600 years ago, the most significant leader of the castle died at the hands of an assassin - the PCs are here searching for a medallion that opens the doors of his tomb. 400 years ago, the castle was abandoned - maybe sacked, history doesn't say - during the fall of the 2nd Miraborian Empire. Anyone interested in suggesting anything? or designing a room or three? The only restrictions are: 1) for low-level PCs (on the whole) 2) 3.5 edition (E6 actually, so no effects from magic over 4th level) 3) lower magic campaign, though the old empire did HAVE more powerful stuff 4) dungeon has little/no connection to the surface. NOTE: in my campaign world I espouse the concept of "abiogenesis" for vermin and such; they CAN and WILL spontaneously exist wherever conditions warrant. [/QUOTE]
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