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View Full Version : DM Help Growing our dungeon



Pinjata
2018-12-03, 09:18 AM
In this thread, we each describe our own segments of a dungeon. We add, untill dungeon gets large enough. (in order for me to draw it and use it for my campaign :D)
Pictures are apprecaited.

I'll start:
http://pre06.deviantart.net/24f3/th/pre/f/2011/023/7/e/dungeon_entrance_by_shaggadelic-d37urys.jpg

Dungeon entrance is placed in a large wood. Cave-like entry slowly descends into the darkness via a flight of old stairs. There are two pillars in it, looking like they were "grown" out of the ground.

How does the dungeon continue?

SunderedWorldDM
2018-12-03, 09:30 AM
In this cavern, a large underground river flows through, with a moldy old dock sitting in one of the dark corners of the cavern. Moored to this dock is a rowboat. To continue, you must navigate this river without getting lost...

The next space it flows through is a small, non-natural cavern constructed by a mad alchemist. An ancient creation of this alchemist lurks in the shadows, waiting to strike...

What's next down the river?

Pinjata
2018-12-03, 10:03 AM
Damn, I already love this thing :D thanks, SunderedWorldDM :D

Shinizak
2018-12-03, 10:23 AM
Towards the end of the river the river forks into 3, immediately down the first river fork suspicious glowing runes float in the air. Down the second river fork an abandoned, half built, and flooded mine shafts rises before you. Finally, down the third shaft, a clutch of hungry and irritable umber hulls claw at the rushing waters for the mere hope of fish. Which route do you choose?

Pauly
2018-12-03, 09:37 PM
Towards the end of the river the river forks into 3, immediately down the first river fork suspicious glowing runes float in the air. Down the second river fork an abandoned, half built, and flooded mine shafts rises before you. Finally, down the third shaft, a clutch of hungry and irritable umber hulls claw at the rushing waters for the mere hope of fish. Which route do you choose?

If you go down the path with glowing runes you come across a wide low roofed cave that extends and snakes forward several hundred meters. There are many stalectites and stalecmites in wondrous shapes, glistening slightly from water.
Nothing lives in this cave except a few bats.
At the end of the cave is a small opening on the floor, too small for people to go through, which appears to be a a drain to a body of water below it.

All the rocks on the floor have a smooth rounded surface, kind of like river stones.

If it is raining outside there will be a steady drip of water from the ceiling.
If it rains heavily the river in the previous cave will start rising and overflowing into this cave.

NRSASD
2018-12-04, 10:25 AM
If you go down the path with glowing runes you come across a wide low roofed cave that extends and snakes forward several hundred meters. There are many stalectites and stalecmites in wondrous shapes, glistening slightly from water.
Nothing lives in this cave except a few bats.
At the end of the cave is a small opening on the floor, too small for people to go through, which appears to be a a drain to a body of water below it.

All the rocks on the floor have a smooth rounded surface, kind of like river stones.

If it is raining outside there will be a steady drip of water from the ceiling.
If it rains heavily the river in the previous cave will start rising and overflowing into this cave.

If you squint into the darkness, you can see a square hole, 7 meters (~20 feet) on a side, cut into the ceiling about 10 meters (30 feet) up. If you were to draw a straight line through the center of the hole to the surface, you'd realize this hole is beneath a large mound close by. Said mound appears to be entirely natural from the outside, but this hole would suggest otherwise.

Long ago, the rock gnome priests would take the boat down the river when a storm was coming, and ride the rising waters to the hole in the ceiling. Today, a steady aim, a grappling hook, and a stout length of rope should do the trick.

Jay R
2018-12-04, 11:48 AM
Off to the left, there is a shadowy corner. If light is brought into the corner, you can see a visible passage carved into the rock -- a stairway. It goes a long way, sometimes up and sometimes down, but never level. Hundreds of yards away from the rest of the dungeon, it leads up into a large, abandoned chapel, decorated entirely with bones.

https://archaeology-travel.com/wp-content/uploads/2014/10/sedlec_ossuary_chandelier-640x480.jpg

The chapel is on the surface, but long abandoned and surrounded by nearly impenetrable woods or forest.

Detect Magic will discover that each skull has a spell on it. It's a contingency spell. If an Identify spell is cast, that skull will assemble itself into a skeleton, which will approach the party.

[No, they don't attack. They will obey one command from the person who cast the Identify.]

DMThac0
2018-12-04, 12:18 PM
Finally, down the third shaft, a clutch of hungry and irritable umber hulks claw at the rushing waters for the mere hope of fish.

As you navigate the path toward the Umberhulks you may see, Wisdom(Survival) 15, there are no markings on the ground to indicate the creatures have wandered into this part of the cave. There are many stalagmites scattered down the narrow paths to either side of the river offering some cover for those who would approach. The waters of the river are beginning to flow more rapidly, there seems to be a gradual descent toward the end of this branch, the sound of water crashing into something below seems a bit off from what you see before you.

The opening to this room, where the Umberhulks appear to be fishing, is an illusion (DC 16) crafted by the mad alchemist. When the party crosses they are met with little more than a 5 foot strip of land before a steep hill of jagged rocks. If they're traversing the river, a 15ft waterfall awaits them, plunging them into the cold pool of water below.

The musty smell of a room that has been long abandoned and overgrown by fungus assaults the senses. Large quartz formations are seen, having been excavated from the stalactites and stalagmites, like someone peeled the stone off of them. The glow cap mushrooms, which would normally cause a dim light are reflected and refracted around the room giving it an ethereal and eerie glow. Scattered about are piles of rotted furniture and debris, the gleam of mostly rusted metals and dirty glass almost lost to the vegetation that has grown over the years.

The only exit to be seen, other than the difficult climb back up to the previous chamber, seems to be an iron door blocked by a large stone that seems to have fallen in front of it.

Almaseti
2018-12-05, 12:06 AM
When the stone is moved, there's an inscription in Undercommon. It says something to the effect of

"Don't Devil
Open Inside"

The door is not just locked, but the lock itself is welded shut and can only be broken and not picked. Past the door, any light the party was carrying with them is suddenly dimmed, there is a magic alarm spell just inside the door. There is a figure sitting inside what looks like a magic circle. It looks like a badly injured angel but is actually a demon in disguise. A moderately difficult spellcraft check will reveal that the magic circle is for containing evil outsiders, not good ones. The demon pleads for you to help it, and free it from its imprisonment. It will immediately attack if let out. Even if it isn't, it uses ranged attacks and SLAs to harass the party.

This room also has some loot, locked away in a heavy chest outside of the demon's line of sight. Most of it is unlabeled potions.

The exit is a ladder up a narrow hole trapped to dump holy water on whoever ascends.

Marywn
2018-12-05, 09:28 AM
After you ascend the ladder, you will find a winding cavern winding down into the darker depths of the earth.

This path is long and winding, with unnerving writings on the walls. The faint glow of magicks in this passage causing the people that travel down it to see and hear unnatural, twisted abominations, not of this world. If they make it to the exit of the passage, it reveals a large library.

If they don't then they will forever wander the dungeon, raving nonsense and insane.

Pinjata
2018-12-07, 03:55 AM
Weekend will be a great oppurtunity to draw this thing :D Thanks so much, guys :)

DMThac0
2018-12-07, 12:30 PM
Weekend will be a great oppurtunity to draw this thing :D Thanks so much, guys :)

It would be interesting to see it drawn up, if you could give us a WIP to watch that would be cool.