Skip to main content

Dungeon 23 Week 6 - Pumice Rapids

Welcome back, for week 6 of the Dungeon23 challenge, where I'm writing a new 5-room dungeon every week that will interconnect into a massive, multi-level adventure machine in the forgotten depths of the world (we hope!).

Well, that's a bit of a lie, since this week is the first entry where we completely break with the 5-room dungeon format, and instead go with a "5-thing table" entry for the Pumice Rapids:

Why the format break? As I alluded last week, one of my goals with this project is to make a series of connected 5-room dungeons without them feeling like a series of connected 5-room dungeons. I want attentive players to be able to sense that they've moved from one "zone" to another, but not necessarily to peg "okay we just crossed into a new dungeon, get ready for a Guardian-type room!" Most of this will be achieved by having the sub-dungeons connected in multiple ways, so you don't always progress through each of the five rooms in order, but occasionally, I want to completely break the structure so that there's little pops of unpredictability to keep players on their toes.

So, since this week's map is "a bunch of noodle-y corridors" instead of five discrete rooms, I decided this would be a great opportunity for one such break. In-game, the Rapids are a result of having an endless waterfall draining into several marsh-y areas through a series of hallways. Out-of-game, this area serves to connect several different parts of the dungeon, and so will likely be visited several times. So to keep things interesting, this week's entry is a 5-entry table of random encounters that can happen when the party is traversing the rapids. Maybe the first time they're through here, they crash into a Basalt Detachment and have to fight in the churning waters, while the second time, they need to rescue a friendly lentilmonger from drowning. 

I've also drafted up some environmental effect rules for the rapids, since the rushing water over jagged pumice-stone presents its own set of dangers. This is mostly done to add a bit of realism and variety to the place: you fought the fish-people in the Mistfall, now get ready for round two but try to keep your footing at the same time! However, the rule about randomizing which hallway you go down at junctions also serves to make this an exploration generator and a somewhat unreliable "hub" to connect the different parts of this upper level dungeon. This serves to offer more meaningful navigation choices for the party, and might be an extra danger to fleeing adventurers (or a deadly tool to trap enemies between angry adventurers and crushing rapids).

This entry also rounds off the last of the "environmental" regions of the dungeon. Next week, we'll take a look at the Mill, the first of the ancient Dwarven magi-tech constructs, and then we'll finish out this first over-map with the Deepcrossing, the first Basalt bastion the party will encounter.

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 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...