Skip to main content

Dungeon 23 week 3 - Mistfall

Welcome back to week 3 of the Dungeon23 challenge. This week, we have a look at the area to the north of the False Priory, where we answer the question "wait there's a whole town living in this dungeon? Where do they get their water?"

From a giant, mysterious waterfall of course! When I first thought up this level of the dungeon, I knew that I wanted to have a fair bit of it be marshy, fungus-filled terrain (for aesthetics), and that I wanted part of it to center around a mysterious ancient magi-tech mill (see Week 6, when we get there). Both of these would require a source of running water somewhere in the dungeon to permeate a bunch of the place, so I decided early on that there would need to be a waterfall somewhere in there.

What we have here is a pretty standard water-dungeon set of encounters, for two reasons. The first is purely practical - that this week has been pretty rough for non-RPG reasons, so I didn't have as much time to dedicate to this project as I'd have liked. So when it came time to do the water dungeon, I was thinking "tentacle water monster near the entrance, sunken chest with danger, cult of fish-people, treasure behind the waterfall, great."

Second, however, I want the dungeon to get weirder as the characters delve deeper into it, which means that it has to start relatively normal and expected. This is not to say mundane - I don't just want a labyrinth of bugbear-filled 20x20 chambers - but I'm just not enough of a genius designer (and probably no-one is) to make each five-room dungeon in the place a zany off-the-wall burst of creativity without it feeling overwhelming and incongruous. So especially for the first few levels, I'm going to try and sparsely add the weird, scattered among the understandable.

There's not much more to say about this part of the dungeon - in the coming weeks, we'll have a look at the rest of the "watery" parts of this dungeon (the marshes, the mill, the mallow-fields, etc), and then turn our attention more toward those basalt soldiers and what they've been up to.

Comments

Popular posts from this blog

Dungeon 23 Week 9 - Cliffbarrows

 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...

Dungeon23 Challenge - Beginning

Like everyone in the online TTRPG space right now, I'm embarking on the #Dungeon23 challenge. As originally proposed by Sean McCoy , the challenge says to create a megadungeon by plotting one room a day for a whole year, ending with a 365-room monstrosity to inflict on your hapless players. While Sean's advice is to focus on making one room per day without worrying too much about a grand plan, I had some quiet time over the holidays and can't stop the grand plans from coming even if I wanted to. Rather than fight myself, I'm going into this with a bit of a roadmap sketched out: First, as soon as I saw the Dungeon23 challenge, my mind went to "make one  5-room dungeon per week." I rely heavily on the 5-room dungeon format for my drop-in store games - they're a reliable way to get a satisfying adventure crammed into a 3-hour session with people who may or may not have played together before. In brief, the 5-room dungeon format says to make a dungeon with fi...

Dungeon 23 Week 8 - Deepcrossing

 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...