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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)
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This dungeon is dedicated to wild magic. In the last room of the dungeon, a huge, magically burning crystal supplies an ancient spell with energy. The magic is so strong that it flows through all of the surrounding area and the air is filled with a sharp prickle that one believes that the wrong spell could blow up the entire complex at any time.
The way to the crystal is lined with dangers, which should make it as difficult as possible to advance. The undead inhabitants of the dungeon try hard not to be disturbed.
Ideas for some beings who inhabit this dungeon:
The inhabitants of the dungeon, which uphold the eternal magical ritual in the last chamber, were monks. They mummified themselves alive so that they could live forever. They are in an eternal state between death and life which allows them to fight without pain. Their skin is as leathery as if it were armor and their agility is not restricted in spite of their condition. They take care of the monsters that live in this dungeon and keep the traps in good condition.
In the large room with the bloody floor in the north-east there are hyena-like creatures that should tear anyone who wants to cross the room. The chief carries the key to the door on a strap around his neck and they are subservient to the monks. They are supplied by fleshy outgrowths from the ground, which constantly allow new meat to grow back. In an alternative version, the hyenas are long dead. Instead, the eternal flesh has developed a life of its own and now the key is floating in a huge pile of living flesh, which absorbs everything it touches. In addition, the meat mountain has the option of opening a kind of mouth in the blink of an eye. The suction created there by the vacuum is so great that a hero can even be sucked into the mouth from a distance of several meters.
Furthermore, creatures also live within the magical flows. They are very small, consist almost entirely of pure magic and work similarly to pseudo-dragons (Monster Manual p.254) (with the addition that they can roll the the wild magic table dice every round). With all their actions (illusions, deceptions, etc.) they try to get heroes to touch the magical streams. If a hero does this, he is damaged and a wild magic effect is applied chaotically in the room.
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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.