D&D General #Dungeon23

Eyes of Nine

Everything's Fine
Finally home from the winter travels, but too wiped out to get to room 2 yet, so...

Room 6 - Toilet

This 5'x5' room with a 10' ceiling has a 17" tall seat with a hinged wooden lid on it against the east wall (opening to room 9 below). The ceiling has continual flame cast on it. The door has a sliding lock on the inside that could be easily picked from the outside and would fail on an 18 Str check. On south wall there is a small stand with a metallic bowl (suitable for washing hands in), a 1 gallon water jug, and a vase with several very fragrant flowers on top, and a shelf below that with a stack of several layers of soft moss. If there has been no commotion outside, there is a 2% chance during the day and negligible chance at night that someone is using the room and it is locked.

View attachment 271204
Yay for toilets in dungeons!

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B/X Known World
That's probably my route. If I ever decide to throw this up on DriveThruRPG, though (I'm thinking of sticking to only OGL monsters, plus new ones), that'll mean a lot of remedial map-making.
Some of Dyson’s maps are explicitly free for commercial use. They should be tagged. I don’t know if it’s enough to cover a year, but his blog is worth checking out.


Speculation Specialist Wizard
If I don't at least draw out something, my brain will keep yelling at me asking how all the rooms fit together.



Goblin Queen (She/Her/Hers)
View attachment 271221
  • Winding semi-natural stairs down.
  • Water well. Large enough for a medium humanoid.
  • Iron bars blocking exit twisted and broken, rusting. Too thick to have been a person.
Nice! I was struggling today to make natural cavern rooms that didn’t just look like rectangles I rounded the edges off of and replaced the straight lines with squiggles. This is giving me inspiration for how to improve them!


Finished "room 4" - it is actually several rooms, but they are all like mostly the same. Here is the old abonded light tower that could be the expedition hq for the dungeon delve. It turned out to be a mini Dungeon all by itself.
I also already planned what I will do tomorrow. The marketplace of Freehaven (the starting city, formally know as Butchers Haven, a "reformed" piratetown that tries to get legitimate) where the adventurers can find the finest wares captured by the pirates of Butchers Haven, I mean found by the righteous sailors of freehaven at sea.



bedir than

Full Moon Storyteller
Last night was really rushed. I only had an hour for dinner, Below Deck and Day 3 of Dungeon 23.

I also decided it was time to start putting together some violence. So here's a sky gondola with 2d4 hazards.

Trying to get this done while cooking and half-watching some of my favorite trash TV was a challenge


Bill Zebub

“It’s probably Matt Mercer’s fault.”

  • Floor and walls marble, black/grey swirls. Domed ceiling.
  • Thick dust, no tracks.
  • Secret door more disguised than secret; automatically seen by anybody exploring alcove. Pushes open easily.
  • Chamber lined with coat hooks (iron, forged into demon heads). Tattered/rotten scraps of violet cloth on hooks & floor.


I'm playing catch up with you nerds :) For my Dungeon23, I'm limiting myself to 23:00 minutes per room/area including everything (ideas/brainstorming, pencils, pens, markers, rolling on tables, research).

edit: Decided that when I finish a zone/level, I'll put together an overview map of it, then if I have additional days left in the week I'll give myself the rest of the week to sketch, random tables, basically do whatever I want creatively with no hard schedule. Then back to a new zone/level on Monday.

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