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AtaraxianBear
AtaraxianBear

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A dungeon of magic (Part 2): A corrosive hell [65x85]


Today's part of the dungeon brings us to a corrosive hell.

Corrosive magical acid flows through the rock in these caves, killing or altering everything it touches. The hazards are varied and this dungeon is also set up in such a way that it should be as difficult as possible to get to the end. Every room can be used to give your heroes a painful death.

A detailed description of a possible quest in this mega dungeon is yet to come when I finished everything. But here are a few quick tips:


Use monsters that can move your heroes in any way. Teleport, grab, throw. Together with the many sources of danger here, weaker monsters also become great dangers.

And, as always, use the special properties of the environment. The acid not only decomposes meat but also armor and weapons. Your heroes get weaker and weaker the longer they move through this dungeon. It will force them to use new tactics and the routine roles will suddenly have to be filled again. (The paldadin can no longer be the front line without shield and armor and must accordingly switch to his crossbow while the monk now has to tank.)

If it is too harsh for you to take away the hard-won weapons and armor from your heroes then just give them additional skills after contact with the acid. (E.g. suddenly the normal broadsword is magically charged and lets every enemy it kills explode (which of course also causes damage to the sword carrier.))

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This dungeon is part of a larger project that will ultimately form a mega dungeon.

The idea is that a beast was imprisoned in the depths of the mountains a long time ago. A dungeon has been set up around it and gigantic amounts of wild magic are channeled through the rock. This has two purposes. No person, even if the ancient civilization has long been forgotten and the threat that resides here, should ever be able to penetrate this dungeon. Each floor will be built more deadly. The second reason for this effort is that the magic and the undead inhabitants of this dungeon ensure that this beast never breaks free.

When I finish the project, I will also publish a comprehensive statement with possible residents, traps, quests, etc.

The dungeon covers the upper valley and will have at least three large floors and a large boss room. In the final version there will be entrances that allow a smooth transition to the next lower floor.

Credit for the used asset packs goes to Essendi, Synecdoche, Crosshead, Geordi, Krager, Cannyjacks, JChunick, and the Apprentice of Aule. (for the latter two i have acquired the commerciele license)

A dungeon of magic (Part 2): A corrosive hell [65x85]

Comments

Hmm a good question. I want this dungeon to be extremely dangerous and it will serve me at the end of my campaign. (I plan to move my players towards LvL 14-16 by then.) The way I want to use it, this entire mega dungeon should serve as the final challenge, full of (deadly) traps, dangerous monsters and a few social encounters. In order to maintain this danger, my players have a certain time pressure and have to forego baricading a room for a long rest or leaving the dungeon again. It should be a deadly challenge, which at the end of a campaign will require all of my players' resources but will hopefully also bring out the full potential of their characters. Next week the third floor of this dungeon comes in bloody red and then a version in which all floors are connected and a final boss room. Then I will also write a longer text about what I plan to do with this dungeon.

AtaraxianBear

Great stuff as always, Atarax. What party level you have in mind for this dungeon? I know the DM can always adjust the conditions accordingly, but I'm curious. As for me, my intention is to present a dungeon which is too much for the party right now, but they can come back later if they want to. There will be no direct quest asking them to enter here, but it will always be present in their story.

Digodk


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