D&D General #Dungeon23


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Whizbang Dustyboots

Gnometown Hero
There are demon apes in the Temple Run mobile game that I've always thought deserved to be part of an RPG.

The original version of the game had a pack of them chasing the hero. Now I think it's just one super-sized gorilla. Either way, skull-faced man-eating demon apes!
 
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Eyes of Nine

Everything's Fine
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Reynard

Legend
01.15: Greater Dining Hall

Access: The greater dining hall is accessible through a locked and warded door in the south leading to the Welcome Chamber (01.12). There is also a door in the north wall leading to the grounds, a door in the west wall leading to the sitting room (01.11) and a door in the east wall leading to xxxxx (01.17). A hallway exits from the east wall as well, leading to the servant’s mess (01.16) or to the grounds near the kitchen (01.06).

Description: This room is exquisitely decorated, or at least was a century ago. Holes in the roof and the chimney have let the elements and pests in. Lacquered wood, polished silver, beautiful ceramics and lovely tapestries and paintings are all scoured by the decades. The main dining table is massive, surrounded by high backed chairs. Stools and small chairs surround the fire, apparently meant for minstrels or storytellers. There are cabinets here as well, holding spare dishes and tableware.

Feast of the Damned: If the PCs are present in the room upon the witching hour (3 AM) they will witness a most unsetting pantomime. First, the fireplace bursts into blue, heatless flame. Then the sounds of a low dirge played on untuned instruments can be heard as if off in the distance, soon followed by the clattering of forks and knives against china. After a moment, ghostly figures slowly coalesce: a troupe of musicians by the fire, a servant girl in the corner and figures at the great dining table. The man at the head of the table is the same man whose bust graces the door to this room, and his expression is a sour one. The others around the table are indistinct and shifting, perhaps representing different people through the ages. The patriarch seems to be castigating them -- his words cannot be understood but boom through the room nonetheless -- while stabbing and cutting at his plate. If anyone approaches to see what is on his plate, they see that same figure’s own head. The display goes on for a half an hour before the images, sounds and fire fade (in that order).

Treasure: As with the lesser dining room, the silverware here is strange but still worth its weight.
 

Hriston

Dungeon Master of Middle-earth
I revised my approach today and decided to write some slightly more detailed room descriptions (so I started a typed draft). Here's the result:

Dungeon of the Erased Quarters

Upper level: The dungeon is located under a hill called The Wyncouche Height where a small tower once stood. If a wandering monster encounter is indicated in this area, it will be with “The Ragged Stalkers”, 14 weretigers belonging to a loose collection of weretiger packs that claims the hill for its territory.

Level One

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1. Entrance: A 10’ wide stairway leads down 30’ into the hillside and opens onto a square 20’ x 20’ room with no visible exit. For every ten minutes spent searching a ten foot section of wall for secret doors there is a very hard chance of finding one. On a success, there is a 50% chance that a wandering monster comes in through the door from the other side. A secret passage leads to room 2 (See Level 1 map).

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2. The secret passage from room 1 leads into this 10’ x 10’ room, inhabited by 4 orcs: Gurak, Gomoku, Opaugh, and Wurgoth.

3. This 10’ x 10’ room is empty.

4. This 20’ x 20’ room is empty.

5. This 30’ x 40’ room is inhabited by a giant toad and has no visible exit. For every ten minutes spent searching a ten foot section of wall for secret doors there is a very hard chance of finding one. On a success, there is a 50% chance that a wandering monster comes in through the door from the other side. The secret door leads to room 7 (See Level 1A map).
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6. This 30’ x 30’ room is empty.

8. This 10’ x 20’ room is empty.

9. This 30’ x 40’ room is empty with no visible exit. For every ten minutes spent searching a ten foot section of wall for secret doors there is a very hard chance of finding one. On a success, there is a 50% chance that a wandering monster comes in through the door from the other side. The secret door leads to Level 1B (See map).
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10. This 20’ x 30’ room is empty with no visible exit. For every ten minutes spent searching a ten foot section of wall for secret doors there is a very hardchance of finding one. On a success, there is a 50% chance that a wandering monster comes in through the door from the other side. The secret door leads to Level 1C (See map).
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11. This 30’ x 30’ room is empty.

13. This 85’ x 80’ room is inhabited by 9 orcs: Ulumpha, Snak, Teldgulg, Sharn, Bolar, Yonkathu, Sharog, Ghorza, and Ugghra. The orcs have 55 gp and a gem worth 55 gp.

14. This 20’ x 20’ room is empty.

E (Elevator room): Once the party has entered this 20’ x 20’ room, the room descends to Level 2 and will not ascend for 5 hours.

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7. This 20’ x 20’ room is empty.

12. This 20’ x 20’ room is inhabited by a giant toad.

15.
This 20’ x 20’ room is empty with two visible exits. There is also a secret door on the fourth wall which, if searched for, has a very hard difficulty to find. On a failure, a 10’ pit opens with a medium difficulty to avoid falling in.
 

1/12 — Elemental Vortex (use Snow Day map)

Description: As one enters this portion of the cave, the cold remains sharp and the wind seems to suck down the wide passage. Faint flickering light emanates from around the corner to the north. The northern portion of the cave is about 15×20 yards. Snow fills the air and forms a bowl-shaped depression on the floor—deeper at the edges of the cave and descending toward the center. Bluish-white flashes of light emanate from beneath the snow at the center of the depression. If a PC spends some time examining the room, a successful Observation or Perception roll (at the current vision penalty) will reveal that the snow on the floor is slowly rotating and shifting, as if it is falling into a hole (see Zone of Attraction, below).
Vision: -6 (total darkness); max -3 with illumination (due to blowing snow)
Hearing: -3 (wind)
Exits: The entrance passage and an elemental portal (see Portal, below).

Hazards
Portal:
The flashing lights come from an elemental portal beneath the snow. Anyone who touches it is transported to the elemental plane of ice (sometimes known by other names, such as Frostfell or Niflheim). Whether one can easily return is left up to the GM, though it will certainly be challenging to escape the zone of attraction.

Zone of Attraction: The planar interface has created a zone of attraction around the portal that pulls matter toward it. The pull weakens with distance from the portal. In the hex with the portal, the zone pulls with ST 20. Its strength diminished by 1 for each hex (yard) away from it. Thus the attraction can barely be felt from 20 yards away but is difficult to resist as one gets closer to the center. Creatures can resist the pull with a Quick Contest of ST every second. Don’t bother rolling until the pull is at least half the character’s ST.

Example: Grükuk has ST 14. She can safely approach within 14 yards of the portal. If she approaches further, to 13 yards, she will roll a Quick Contest of ST every second between her ST 14 and the portal’s effective ST 7. With each additional yard that she approaches, the portal’s ST will go up by one and she will need to roll again.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
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1.14 Library/Study
  • Destroyed. Furniture splintered, books torn asunder.
  • (Skill check) This room has been searched for loot, long after it was wrecked and abandoned.
  • (Skill check) Journal. Details experiments on some kind of summoned beast held in a cell.
1.15 Alchemical Lab
  • Also destroyed and searched.
  • (Skill check) Herbalist or Alchemist can find useful ingredients.
 


Cadence

Legend
Supporter
AFK tomorrow.

Rooms 48 and 50 - Connecting Hallways

Rooms 48 and 50 are 10' wide x 20' long hallways with 15' ceilings (unlike most of the rooms on the floor that have 10' ceilings. They connect this residential area to the lest friendly area to the west, as well as to the kitchen (on the south of 48), the common room (in the middle), and the "treasury" (to the north of 50). Each set of double doors has the right door (as you approach) marked with an upward arrow and the left door marked with an X. They open in the direction of the side with the X.

The west doors in both 48 and 50 are barred from inside (STR 20 check to open) with an alarm spell cast on them and a trap (a magic missile spell with five missiles goes off if someone tries to force them from the west - one spell per each pair of doors). The north door in 50 are locked by a key lock (STR 16 to open; 18 to pick locks). The east doors to 50 are typically propped open (the north door on the inside of the room, the south door on the outside). The south doors in room 48 also has a lock (same as north in 50), but isn't locked.


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Room 71 - The Entryway to Madness

A 15' x 15' room with a trapdoor in the center of the floor, a grate in the center of the ceiling, and doors in the center of each wall. Only the north door is locked.

The sewer grate in the ceiling leads to the floor grate in room 76.
The trap door in the floor leads through the ceiling in room 70.
The west door leads to south door in 72.
The locked north door leads to south door in 74.
The east door leads to south door in 71.
The south door leads to north door in 76.

The Gibbering Mouther in 76 can see the party through the floor grate in its room and will gibber as soon as either the trap door in the floor is shut or four people are in the room.

The two Invisible Guardians in the room (one in NE corner and one in SW corner) will wait until the gibbering (to which they are immune) starts to attack. As Invisible Stalkers except HP are 30 each, to hit bonus are +5, damage are 7 (2d6), and their purpose is to attack things in the room.


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The next room created (#76) is in post #298 D&D General - #Dungeon23
 
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Hriston

Dungeon Master of Middle-earth
Day 16:
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16. This 10’ x 10’ room is empty with no visible exit. For every ten minutes spent searching a ten foot section of wall for secret doors there is a very hard chance of finding one. On a success, there is a 50% chance that a wandering monster comes in through the door from the other side.
 


Week 2
Got behind schedule last week, and so last night I filled out the remaining rooms somewhat hurriedly. This week we have another metro station, this time the lair of a faction called the Claws. The Claws are a menance to the upper levels of the undercity, and they also fence items and other things (drugs?) that they get from the lower parts of the undercity. They have trains that they use to travel around the abandoned metro tunnels. I wanted to detail these vehicles more and outline all the weapons and features they have, but did not have time or space.

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Whizbang Dustyboots

Gnometown Hero
So, I've been backfilling this past weekend, as work has been a beast. But here's today's (current) entry, just to give you an idea of what a happy-go-lucky mega-dungeon we're operating here. (This month is the above-ground level.)

1-3-2: Mass grave. Someone has buried dozens of villagers here in one spot, with some limbs still visible. The corpses are slowly animating, and digging up any corpse has a chance that it will animate as a zombie.
 

Xamnam

Loves Your Favorite Game
Week 2: DEATH
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8. The Forgotten Battlefield - Defensive fortifications line either side of this large cavern. What was once an opening to the west has been intentionally destroyed.
9. Combatants' Cache - A small stockpile of supplies left behind, meant to bolster the frontlines. Several small potions have rolled into a niche.
10. Rat Jaw - A narrow tunnel rise filled with switchbacks and traps.
11. The Ossuary - Skeletal trophies of past victories line the hall. Rotted tapestries seem to depict their origin.
12. Explosive Ordnance Depository - Once a storeroom, now a disaster after accidental detonation of the contents. The floor is wracked with cracks, and may give way with with enough weight.
13. The Armored Crossroads - Only one route through this room does not trigger the defensive enchanted armors.
14. The Dragon's Maw - An elaborate facsimile of a dragon skull dominates this room, with a hallway leading down its throat. Attempting to walk directly along the path releases a flock of undead cockatrices as the teeth close behind you.
 
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14. The Dragon's Maw - An elaborate facsimile of a dragon skull dominates this room, with a hallway leading down its throat. Attempting to walk directly along the path releases a flock of undead cockatrices as the teeth close behind you.
I assume room 14 is at the top right (with the big skull), but I don't see a number on the map.
 


Cadence

Legend
Supporter
Room 71 - The Entryway to Madness

A 15' x 15' room with a trapdoor in the center of the floor, a grate in the center of the ceiling, and doors in the center of each wall. Only the north door is locked.

The sewer grate in the ceiling leads to the floor grate in room 76.
The trap door in the floor leads through the ceiling in room 70.
The west door leads to south door in 72.
The locked north door leads to south door in 74.
The east door leads to south door in 71.
The south door leads to north door in 76.

The Gibbering Mouther in 76 can see the party through the floor grate in its room and will gibber as soon as either the trap door in the floor is shut or four people are in the room.

The two Invisible Guardians in the room (one in NE corner and one in SW corner) will wait until the gibbering (to which they are immune) starts to attack. As Invisible Stalkers except HP are 30 each, to hit bonus are +5, damage are 7 (2d6), and their purpose is to attack things in the room.


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Room 76 - Home of the Gibber-Jabber

A 15' x 15' room with a grate in the center of the floor and doors in the center of each wall. Only the south door is locked.

The sewer grate in the floor leads to the ceiling grate in room 71.
The west door leads to north door in 72.
The north door leads to south door in 73.
The east door leads to north door in 75.
The locked south door leads to north door in 74.

The Gibbering Mouther in this room can see through the floor grating into the ceiling of room 71 below, but finds the metal it is made of uncomfortable and won't stand on it or pass through unless very motivated. It can't fit its eyeballs or teeth through the space under the doors, and so it is usually in this room.

If room 71 below has anyone in it with the trap door shut, or has at least four people in it, it will begin gibbering. If the Invisible Guardians in 71are slain, it will spit and then move through the grate. It will stop going through and pull back up if the party appears to be leaving the room before it gets down. Once down, it can't get back up (without someone to lead it through the doors.

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The next room created (#70) is in post #324 D&D General - #Dungeon23
 
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Eyes of Nine

Everything's Fine
I'll be honest, most of the journals here I would pay money for

One thing that came to me today is while I would not put this specific Tower project up for sale, instead what I might consider doing is creating some sort of campaign book with a ton of random tables to help guide the GM who wants to create a similar Tower or Well World or the like
 

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