D&D General #Dungeon23

M_Natas

Adventurer
IMG_20230122_123238_564.jpg

Day 22
As you follow the grooves down the right passage, you come across a cave where the ceiling has collapsed, and the jungle has grown in. The air is thick with the smell of moss, and the sound of dripping water echoes through the cave. Sunlight filters through the jungle, casting an eerie green light on the cave. It looks as if the cave has been abandoned for centuries, and it's clear that the jungle has taken over. You can see some roots and vines growing through the rocks, and also some small animals scurrying around. The cave seems to be a very humid and warm place, quite different from the rest of the cave you've been exploring so far. The collapsed ceiling allows fresh air and sunlight to enter, creating a microhabitat where some exotic plants are thriving. The cave is a natural wonder, a hidden jungle sanctuary in the middle of the cave. As you move deeper in the cave, you can see another exit, rhat seems to lead to an underground river.
 

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1/17 — Antechamber (map)

Description: The main corridor leads into an empty cave with a 9 foot ceiling. The floor is strewn with bits of crushed stone, a few torch stumps, and other minor debris. To the west, the ceiling slopes down until it is about 4 feet above the floor. The light gray color on the map indicates the lower ceiling. There are soot marks and scrapes along the ceiling heading down the passage. An Observation or Tracking roll reveals giant rat prints and droppings amongst the detritus on the floor. A faint odor (carrion? animal waste?) emanates from the west passage.
Vision: -10 (total darkness)
Hearing: Normal
Exits: South: 1 yard wide passage further into the complex; West: 4 yard wide passage with a low (4 foot) ceiling to 1/18 — Dauðagrip Front Porch

Hazards
Low clearance:
Characters standing more than 4 feet tall will need to crouch or crawl to pass through the lower area. Crouching characters have a −2 penalty to their attack rolls and +1/2 movement point per hex (2/3 regular Move); defenses are normal. Crawling characters have −4 to attacks (and can only attack with reach C melee attacks), −3 to defenses, and +2 movement points per hex (1/3 Move).

Drop Ceiling Clean.png
 
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1/18 — Dauðagrip Front Porch (map)

Description: The ceiling in this low cave barely rises to 4 feet. The central part of the chamber is roughly 13×13 yards with low tunnels leading southeast and northeast. The ceiling in the northwestern portion of the cave drops even lower, barely a foot above the rough, stony floor. Shining a light into the shadows reveals a narrow opening about seven yards back leading into deeper darkness. With a decent light source, an Observation roll at −2 reveals some scrapes along the floor leading back to the opening. Observation at −5 reveals a knife stuck in the ceiling a few yards into the crawl space.
Vision: -10 (total darkness)
Hearing: Normal
Exits: The southeast passage leads to 1/17 — Antechamber. The northeast passage leads to areas 1/20 — Dauðagrip Back Stoop and 1/21 — Glowing Chamber. The northwest crawl space leads through a narrow opening to 1/19 — Dauðagrip Lair. A character who wants to squeeze through this passage must roll against Escape (see Squeezing, Exploits, p. 21).

Hazards
Low clearance:
See 1/17 — Antechamber for the effects of a 4 foot ceiling.
Crawl space: The crawl space is so low (1 foot) that a human-sized character needs to be fully prone to enter it. This causes −4 to attacks, −3 to defenses, and a maximum movement of 1 yard per turn.
Dauðagrip: A roper-like creature known as a dauðagrip (Norðlondr Óvinabókin, p. 56) dwells in 1/19 — Dauðagrip Lair. Its 8 tentacles can reach as far as the dashed red outline on the map. With its subsonic hearing ability, it can detect anyone walking (or crawling) on the ground. This ability is ineffective against aerial characters or those using the Light Tread spell or Light Walk skill. It can attack with up to 4 tentacles per turn, attempting to grapple and drag PCs into its lair.

Treasure
  • Fine large knife enchanted with Penetrating Weapon (2). The grip is wrapped in strips of troll hide. [$5160, 1 lb.] The knife was forged and enchanted by a Dvergr smith about 90 years ago (and still has her worn mark on the pommel). More recently, it fell into the hands of a stóralf who strayed too far into this cave.
Drop Ceiling Clean.png
 
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1/19 — Dauðagrip Lair (map)

Description: The ceiling in this cramped cave is only a foot above the ground. The place reeks of old meat and filth. The remains of former meals litter the floor around the edges of the cave. The cave is dominated by a large rock, almost like a natural pillar, with ridges extending from it across the floor. This is a large dauðagrip. It squeezed in here some years ago and grew too large to exit. This suits it well enough as the odor from its former meals attracts new meals. It mostly feasts on giant rats and other local vermin supplemented by occasional larger prey.
Vision: -10 (total darkness)
Hearing: Normal
Exits: A narrow (1-foot-wide) passage exits to the south, leading to 1/18 — Dauðagrip Front Porch. A web of old rockworm burrows connects the northeast side of this room with 1/20 — Dauðagrip Back Stoop. Unfortunately, the dauðagrip isn’t able to drag larger prey through these tunnels.

Hazards
Crawl space:
See 1/18 — Dauðagrip Front Porch for the effects of a 1 foot ceiling.
Dauðagrip: This dauðagrip has eight tentacles and is SM +1 (Norðlondr Óvinabókin, p. 56).

Treasure
Searching the cave is a disgusting process, but there is a fair amount of loot here from former victims.
  • 1 empty, slightly rusty iron vial with silver inlay [$45, 0.50 lbs.]
  • 1 very large silver bracelet roughly engraved with reptilian faces [$1,035, 0.75 lbs.]
  • 7 ozs. of Sealing Wax [$8.75, 0.70 lbs.]
  • 3 glow vials [$30, 0.5 lb. each]
  • 1 scroll case, bone and metal [$75, 1 lb. (empty weight)] containing:
    • 1 universal charged tattooed leather scroll of Strengthen Will 3 (3 FP, 1 minute duration) [$300, 0.15 lbs.]
    • 1 universal charged tattooed leather scroll of Wither Plant (12 FP) [$1,200, 0.15 lbs.]
    • 1 universal charged tattooed leather scroll of Repel Spirits (5 hex radius, 2 hours, 20 seconds to read) [$3,000, 0.15 lbs.]
  • 1 plate breastplate, dwarf sized, DR 6 [$1,313, 10.5 lbs.]
  • 21 billon coins [$210, 0.42 lbs.]
  • 139 copper coins [$139, 2.78 lbs.]
  • 18 silver coins [$360, 0.36 lbs.]
  • 7 tumbaga coins [$420, 0.14 lbs.]
Drop Ceiling Clean.png
 
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1/20 — Dauðagrip Back Stoop (map)

Description: This cave has a 4-foot ceiling. There are signs of a recent encampment along the eastern wall, including the remains of a small fire. The west nook has four small (~10 inch) holes in the wall. The remains of the body of a goblin lies beneath one of the holes.
Vision: -10 (total darkness)
Hearing: Normal
Exits: Tunnel leading south to area 1/21 — Glowing Chamber and 1/18 — Dauðagrip Front Porch; four small tunnels heading west to 1/19 — Dauðagrip Lair (the tunnels are just under a foot wide at their mouths, but they narrow to about 6 inches at points).

Hazards
Low clearance:
See 1/17 — Antechamber for the effects of a 4 foot ceiling.
Dauðagrip: The dauðagrip in 1/19 — Dauðagrip Lair catches prey here (within the red dashed line), but can’t pull large victims through the rockworm tunnels.

Drop Ceiling Clean.png
 


1/21 — Glowing Chamber (map)

Description: This area continues to require most delvers to stoop beneath a 4-foot ceiling. The southeast end of the central column has pinkish striations that glow dimly in the darkness. (These are actually a type of tiny fungus rather than a mineral.)
Vision: -7 (dimly glowing striations)
Hearing: Normal
Exits: Tunnel northeast to 1/20 — Dauðagrip Back Stoop; tunnel west to 1/18 — Dauðagrip Front Porch; tunnel east (9-foot ceiling) leading further into the caves.

Hazards
Low clearance:
See 1/17 — Antechamber for the effects of a 4 foot ceiling.

Drop Ceiling Clean.png
 

Eyes of Nine

Everything's Fine
Oh man, I just created my hex for week 4; and I've already got ideas for 4 or 5 of my 7 days worth of locations. It's a hex devastated by a proxy war between Tieflings and Duergar fighting on the side of Mammon, Zariel, and Duerra; and High Elves fighting on behalf of Corellon and the demigods of Arvador. Meanwhile, 500 feet up, is a smallish community of gecko and chamelon people and their town can only be accessed by flyers and those who can walk on walls. They also control a force of dragonnettes and wyverns that have severely hampered the elves AND infernal forces' air strikes. The ground is covered in a maze of trenches and pools of acid...
 

hedgeknight

Explorer
Oh man, I just created my hex for week 4; and I've already got ideas for 4 or 5 of my 7 days worth of locations. It's a hex devastated by a proxy war between Tieflings and Duergar fighting on the side of Mammon, Zariel, and Duerra; and High Elves fighting on behalf of Corellon and the demigods of Arvador. Meanwhile, 500 feet up, is a smallish community of gecko and chamelon people and their town can only be accessed by flyers and those who can walk on walls. They also control a force of dragonnettes and wyverns that have severely hampered the elves AND infernal forces' air strikes. The ground is covered in a maze of trenches and pools of acid...
Holy $#!+balls! I can't wait to see how you draw that up!
 

Cadence

Legend
Supporter
1/21 — Glowing Chamber (map)

Description: This area continues to require most delvers to stoop beneath a 4-foot ceiling. The southeast end of the central column has pinkish striations that glow dimly in the darkness. (These are actually a type of tiny fungus rather than a mineral.)
Vision: -7 (dimly glowing striations)
Hearing: Normal
Exits: Tunnel northeast to 1/20 — Dauðagrip Back Stoop; tunnel west to 1/18 — Dauðagrip Front Porch; tunnel east (9-foot ceiling) leading further into the caves.

Hazards
Low clearance:
See 1/17 — Antechamber for the effects of a 4 foot ceiling.

View attachment 273423

I love that map for this set of rooms!
 


I love that map for this set of rooms!

Thanks. It's fun how these things come together. Initially it was a randomly generated map. Then I wanted to play around with the idea of low ceilings so I added some shading. I liked the idea of a monster dragging characters into a crack with less than a foot of clearance. Added the thoqqua tunnels to make that more interesting on the north side. A fun area to design.

This week I'll be largely off-line. Unsure how I'll proceed, though I do have a notebook.

(Has anyone here ever gone through the "spider cave" at Yosemite? It's an unbelievably cramped cave of jumbled stones. You generally go through it with no lights as a team building experience. You need to feel your way through, crawling and shimmying up and over rocks and through cracks, helping your partner behind you. Terrifying and amazing at the same time. It's called the spider cave because you have to act like a spider, not because it is filled with spiders... though I was nervous sticking my fingers into unknown crevices. I think of it often when I design dungeons.)
 

Reynard

Legend
01.22: Kinder Lounge

Access: An unlocked door connects the kinder lounge to the hallway and privy (01.21).

Description: This chamber was once the parlor reserved for the young adult members of the Alastairn family (the kinder). Shelves of books, sets of cards and board games, along with a well stocked liquor cabinet, dominate this room. Chairs and stools offer comfortable -- if cozy -- seating for 8 people. Like the rest of the house, moisture, weather and pests have ruined most of the contents and furnishings.

Window to the Void: Among the most popular games with the Alastairn kinder was Window to the Void. It involves a simple picture frame holding a silver plate instead of a painting. To play, a black film is applied to the silver plate and allowed to dry. Then the players take turns holding a sharp stencil. They close their eyes and whisper a question to the void and scratch away at the film. Each “player” in turn does this, asking a follow-up question, until all the players have gone. Once they have finished, they open their eyes and interpret the image revealed by the scratching as the answer. Using the frame in this manner increases the chance of accurate divination magic two fold, but triples the chance of a spirit mishap for such castings.

Lurker in Ash: The fireplace in this room has become the lair of an arboreal hunter, drawn by the regular passage of birds and other pests down the chimney. Anyone searching the fireplace is likely to be attacked by the creature, which uses its poison tentacles and beak against the “intruder.”

Treasure: Besides the Window of the Void game, there are double the usual number of artifacts/baubles in this chamber.
 

Cadence

Legend
Supporter
Room 114 - Links Squad

The first of Shirazz's squads is made of two long timers and two recent additions. They have developed a solid sense of teamwork - and maybe even comaraderie. They are not necessarily fond of the mayor's spartan lifestyle, but appreciate that they are well rewarded and treated, and that they get to exercise their talents and have entirely bought into his vision.

The squad leader Menkek is an excellent tactician (stats as Hobgoblin Captain but INT 14 and WIS 12). Potions of Healing (x2), Climbing, and Giant Strength (21). +1 Great Sword. Gems worth 50gp.

Ravrok has been with Mekek from the start (Hobgoblin 14 STR, DEX, and CON, 32hp, +4 to hit, 6 (d8+2) with sword or bow). Potions of Healing (x2). Two +1 arrows. Gems worth 35 gp.

Shardol the Mask (Hobgoblin Iron Shadow) has come to value slumming with the more brute force types. Potion of Healing, Potion of Invisibility, and Feather token whip. Gems worth 40 gp.

Lorborz Smush (Half-Ogre) is correct when he thinks that his fellows (at least in this squad) actually accept him. 24 gp, gems worth 5gp.

If they're off the floor, their 20'x20' room will be unlocked, with nothing of particular value in it. The chests underneath the comfortably made beds have extra sets of clothes and a few replacement supplies. There is a lidded chamber pot under each bed. Each has their own weapons rack, and the table can be moved between the beds to clean a space for training. If they're elsewhere on the floor (perhaps eating) then much of their gear will be here.

Name help from https://www.fantasynamegenerators.com/ .

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Room 69 - Broom Closet

A sign on this unlocked door says "Broom Closet" in the same fine handwriting as the sign and label in room 70 just to the north. The 5'x5' closet is unlit. It contains a bucket, mop, broom, dustpan, 10 lbs. bag of sand, and a wooden box with a thin metal lining that has what you would expect from sweeping the floor for a few months.

Anyone looking up with in the room will notice the ceiling is a few feet shorter than in the other rooms. Anyone mapping who has been in 67 or 70 will notice that there is space between that room and the closet. Merely opening the door without poking one's head in gives a DC 17 perception check to get the feeling something feels off about the architecture - probing more will reveal the room's dimension issues.

Anyone tapping on the thick wooden walls may notice that it sounds like there is empty space behind all three of them (DC 12). Anyone physically exploring the ceiling (either by hand or by pole or broom; DC 10) will find that the ceiling slides to the side revealing a small space above (leading to room 68). There is nothing to find by merely looking at the walls or ceiling.

The construction of the closet walls, trap door, broom and mop handles, and the wooden dust bin are all exquisite. The creator's job of disguising that there is space beyond the room is sad.

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The next room created (#68) is in post #387 D&D General - #Dungeon23 .
 
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Bill Zebub

“It’s probably Matt Mercer’s fault.”
New description format today.

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1.22 Teleportation Chamber
  • First Look:
    • Perfectly round room, even the door. Smooth walls.
    • Disk set in floor. Inlaid platinum triangle. Inscribed with runes.
  • Closer Look:
    • Three oddly shaped recesses set into walls, evenly spaced.
    • Set into the floor, outside the disk, is a much smaller iron disk with a square recess (needs a drawing).
    • (Difficult skill check) Deciphering the runes will reveal the room's purpose, if not the destinations.
  • Secrets:
    • Scattered elsewhere in the dungeon are three "keys" that need to be set into the wall recesses
    • The small disk with a recess is a socket. The crank handle is in area 1.21. Turning it makes the large disk rotate.
    • When the 3 keys are socketed, and the corners of the triangle align with the keys, a two-way gate to other parts of the dungeon open. Three possible settings/destinations.
    • The platinum can be gouged out of the disk (25 coins worth) but that destroys the magic.
 

M_Natas

Adventurer
Day 23 of Dungeon23!
As you approach the exit leading to the underground river, the sound of rushing water grows louder. The air becomes damp and cool, a refreshing change from the humid jungle cave. The walls are slick with moisture and the ground is uneven, the river carving its way through the rock over time. The water is dark and swift, the current strong enough to be dangerous. You can see fish and other aquatic creatures swimming in the depths, and the occasional bat flitting overhead. The cave stretches on into the distance, the path along the river winding and treacherous. As you venture further in, you come across a small waterfall, the water cascading down into a deep pool. The cave is alive with the sound of water, a constant reminder of the power of nature. It's a beautiful but dangerous place, and it's up to you to navigate it safely. As you move along the river, you'll notice a statue of a long-forgotten water god, standing tall and proud. The statue is broken, its head missing and its arms cracked. It's a haunting reminder of the power of time and the forgotten gods that once ruled these caves.

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Whizbang Dustyboots

100% that gnome
So pedantic formatting question that probably only I care about:

There are 12 months in the year and, for many #dungeon23 plans, 12 levels. But there are 52 weeks in a year, with weeks that include days from a different month in them. How are you handling this?

I had originally had 48 sub-levels planned out across 12 levels, but now I'm wondering where the rooms for Jan. 29 through Jan. 31 and then Feb. 1 through Feb. 4 will go.

Will these be bonus rooms on a previous level for your dungeon? Orphaned micro-levels off to the side? A bye week?
 

Cadence

Legend
Supporter
So pedantic formatting question that probably only I care about:

There are 12 months in the year and, for many #dungeon23 plans, 12 levels. But there are 52 weeks in a year, with weeks that include days from a different month in them. How are you handling this?

I had originally had 48 sub-levels planned out across 12 levels, but now I'm wondering where the rooms for Jan. 29 through Jan. 31 and then Feb. 1 through Feb. 4 will go.

Will these be bonus rooms on a previous level for your dungeon? Orphaned micro-levels off to the side? A bye week?

I, uhm, forgot it mentioned having 12 levels.... so I think that part of it might not happen for mine. We'll see. If nothing else I'm jumping around all over the place designing it and the levels will have nothing to do with when they were designed.
 

Eyes of Nine

Everything's Fine
So pedantic formatting question that probably only I care about:

There are 12 months in the year and, for many #dungeon23 plans, 12 levels. But there are 52 weeks in a year, with weeks that include days from a different month in them. How are you handling this?

I had originally had 48 sub-levels planned out across 12 levels, but now I'm wondering where the rooms for Jan. 29 through Jan. 31 and then Feb. 1 through Feb. 4 will go.

Will these be bonus rooms on a previous level for your dungeon? Orphaned micro-levels off to the side? A bye week?
No rules - tell us what you do, and others may be inspired to follow your lead; or go their own way

(Edit to add: The only rule is do something every day for 365 days)
(Edit even further to add: if you can't hit every day for 365 days, do your best - but hey, we don't care what you do except that we appreciate any effort you put in and support whatever decisions are best for you and your mental and physical health!)
 

M_Natas

Adventurer
So pedantic formatting question that probably only I care about:

There are 12 months in the year and, for many #dungeon23 plans, 12 levels. But there are 52 weeks in a year, with weeks that include days from a different month in them. How are you handling this?

I had originally had 48 sub-levels planned out across 12 levels, but now I'm wondering where the rooms for Jan. 29 through Jan. 31 and then Feb. 1 through Feb. 4 will go.

Will these be bonus rooms on a previous level for your dungeon? Orphaned micro-levels off to the side? A bye week?
I organise only by month. The rest is flow.
 

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