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AtaraxianBear
AtaraxianBear

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Death Tyrant Mega Dungeon (Three Floors) (commissioned)

The mega dungeon is finished after many, many hours of work. I wish a lot of fun with this!

Below are all the files in VTT, 10 and 5mb and a few rockfalls that could be used as tokens.

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Today's adventure brings us into a huge mega dungeon. Our heroes learned of the kidnapping of people in the area. Bandits were blamed, but it soon turns out that this is not entirely true.

The place where the bandits were supposed to stay is an old castle, today only a ruin, but when they arrive our heroes find nothing except the bandits' equipment. A fight seems to have broken out. Tracks lead down into the collapsed cellar vaults of the castle and this is where our adventure begins.


Map 1:

Some of the usual monsters live in the vaults and one of the bandits can also be found here crazy and babbling to himself while he munched on raw fish. The traces of long past battles can also be found here. This castle has been abandoned for about 40 years, at that time there must have been fierce fighting, which shook the entire vault. The skeletons of dozens of fighters can be found in the great hall.

The adjoining cave system brings more monsters and at one point there is a strange magic crystal. A strong force emanates from him and the water around him is reddish in color.

Further corridors lead down.


Map 2:

Here there is a labyrinth-like system full of monsters and also traps that seem to have been set up by intelligent beings. Soon our heroes will meet mushroom people. Some are scared and starved and run away. Others are aggressive and have a hungry, murderous look. These beings are addicted to a red mushroom that has only recently grown in this place. The red power infected their previous mushroom fields and hunger forced them to eat them. Now they are becoming more and more addicted to this food. 

It soon becomes clear that they are responsible for the kidnappings, even though none of the kidnapped people is to be found here. In the main area of ​​the mushroom beings it turns out that they cannot grow the reddish mushrooms themselves but need help to do so. They are being blackmailed. From a source that is even deeper they get the ingredients to grow the mushrooms and in return they have to give up part of the harvest and catch people on the surface. Both are brought down.


Map 3:

We are approaching the source of madness. This is the place where the undead and evil servants of the Death Tyrant live, who rules these vaults. Here they perform bloody rituals with the mushrooms and human sacrifices and change the composition of the river. This is charged with dark energy and ultimately flows to Death Tyrant, who will use it to perform malicious rituals.

Can your heroes stop him before it's too late? But how are they supposed to find the strength to defeat this monster in his lair charged with dark power?

Death Tyrant Mega Dungeon (Three Floors) (commissioned) Death Tyrant Mega Dungeon (Three Floors) (commissioned) Death Tyrant Mega Dungeon (Three Floors) (commissioned) Death Tyrant Mega Dungeon (Three Floors) (commissioned) Death Tyrant Mega Dungeon (Three Floors) (commissioned)

Comments

Ah the problem is probably on my end. The paths of the caves that I used are not walls in DD but just simple textures that are not recognized as walls by the VTT files. I used to draw invisible walls around my cave corridors so that the light stays in and the VTT Files have walls, but this work was really tedious and boring, which is why I don't do it anymore. Sorry if that causes problems

AtaraxianBear

When I import the dd2vtt file into foundry, for Level 1 with no light, the natrual tunnels on the bottom half of the map don't appear to have walls set up. I'm curious if this is a problem with my import or if you didn't build walls for this area

They are connected in the sense that the map now indicate suitable passages downwards (unlike before). While the maps were previously self-contained, they can now be used for a connected dungeon crawl. If players want to take one of the respective paths down, then you can let them go through this aisle, open the next map and let them continue along the respective aisle. Dungeon 1 now has two corridors that lead down to the south. In addition, Dungeon 2 has two corridors in the north that form the start of the map with the same grid distance in between. This map in turn now has two entrances downwards. Once the passage in the central main room down and then the big hole there also has a ladder, which allows a way deeper down. Dungeon 3 again has a suitable passage in the north and there is also a higher wall with a ladder, which should indicate that the hole from Dungeon 2 should end here.

AtaraxianBear

Maybe I'm blind, but how are these connected, couldn't figure it out with a fast glance.

Emmanuel Giannakos


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