Welcome back to another week of Dungeon 23! This week is the first entry in a brand-new region of the dungeon, a sublevel of level 1 dominated by Fune and the Basalt Warriors. Last week we looked at Deepcrossing, the fortress Fune has for safeguarding the only entrance into this area. This week, we look at the cliffbarrows, the first stop on the long switchback leading down to the basalt flats below. More than anything we've seen so far, my goal for this place is to signal to the party that they are somewhere different now. They travel through the long corridors of the Deepcrossing, feel themselves descending into the earth, and suddenly come to this wide open basalt space. As they descend the ramps to the flats below (which will be more detailed next week), they are immediately set upon by boulders thrown from the cliffs above! Here, hidden in the cliffs, are horrible mixtures of human and basalt, failed experiments from Fune's prisons. They are hostile, and survive by taking
Welcome to Week 8 of my Dungeon 23 challenge! This week is the final map of this first chunk of 8 dungeons, and brings our brave (or hapless) adventurers into direct conflict with a seat of Basalt Power for the first time: The Deepcrossing. The Deepcrossing itself is meant to serve as an obvious transition point between the Marketlands (where we have currently been exploring) and the Basalt Flats, where Fune and its army of elementals and conjurers holds dominion. Both in-game and out of game, this is signified by the first room on the map. Sticking your head in shows a bunch of banners that literally say "Fune was here" and shoots some big crossbow bolts at the party. But, note that the alarm isn't sounded unless the party sticks around. This way, should the party stumble into this place at low level, they can flee if they want and not provoke any response. The timing on the alarms, and the programmed nature of the Basalt Walkers, also provides an interesting non-violen