Sunday, June 9, 2019

Subvault dungeon

I'm trying to draw up more dungeons as a creative exercise because my brain is numb and I forget things easily and also I get depressed when I don't sit by myself somewhere and frantically scribble in a notebook. It's just gotta be that way OKAY???

I don't care for dungeons with tons of detail. It's too much crap to sift through and my brain doesn't work that way. I like when dungeons imply that something is there, but doesn't really show you, so you can daydream about it and fill in the stuff on your own. Like paint by numbers but with blood and swords.

This heap of forgotten trash is called the SubVault of the Wandering Plague. Is the wandering plague you? Is it the monsters? Is there some rampant disease barely contained within? Hoho! Play on to find out!

The room descriptions are intended to be evocative rather than perscriptive. The idea here is that I puke out what I think is cool and if someone else can harvest anything from it all the better. A loose attempt at dungeon ecology is made but a creative person with a wee bit of drive can probably find loads of stufff in there. The theoretical GM would need to interpret a lot and do some actual preperation (gasp!) before running this. At least enough to know what the fuck is going on. With that in mind I've also provided a number of tables which fill in the blanks. What's in this room? What goodies were the baboons hiding? Can I use this to kill stuff? All the important questions.

The SubVault is a small branch of the Undervoid colonized by batmen and lizardmen from nearby sectors. They really don't like each other but life goes on. Both have enslaved pit gnomes just as nature intended. Shroom goblins also have a habitat here, living in synthesis with the native orb spiders.

Also there's deeper remnants of this sector's past. A train station, an abandoned research facility, a reservoir. The new denizens are using this stuff for their own ends, but they don't comprehend it. There's some giants living to the southwest. They've live here a long, long time. They're sick of living. They stay because there's a fire demon trying to escape and they don't know what else to do but try to keep it at bay. They're about ready to give up.



Tune in tomorrow for more I think

RANDOM ENCOUNTERS
1. shroom goblins
2. lizardmen
3. batmen
4. pit gnomes
5. corrosive jelly
6. orb spiders
7. golem of skulls
8. rival adventuring party!

WHAT ARE THEY DOING??
1. Lost & aggressive
2. starving/hunting
3. hauling loot
4. arguing
5. fleeing from....
6. signing a truce
7. exploring
8. carrying wounded
9. eating a............
10. fighting..........

BONUS ROUND
1. knows where the good stuff is
2. willing to trade
3. knows the way
4. secretly diseased
5. one of them is a wizard
6. maybe royalty
7. hiding something??
8. traitors
9. captured a fairy
10. doomed grandiose plan

SMALL TREASURES
1. brass trinkets w  sequins
2. slightly rusty tools
3. dead body
4. a gem of minor value
5. weapon cache!
6. chains/rope/pulleys
7. torches/lamp oil
8. a bomb
9. is this food?
10. elegant heavy furniture
11. sinful and hedonistic art
12. tastelessly opulent clothes
13. exotic medicinal herbs
14. ritual stuff (silver, incense, monkey paw...)
15. orb spidersilk (weave w moonwool to make mythril)
16. poison (roll fav tables)
17. potion (as above)
18. ring (only barely cursed)
19. wand (d6 charges)
20. amulet(does it do anything?)

CONDITION roll this table for any reason (utility of plan, state of treasure, safety of bridge)
1. garbage
2. workable
3. good.
4. FANCY
5-6 roll again/stolen>>1. magic 2. owner wants it back 2-6 valuable

DANGERS!!!
1. fire
2. ice
3. water
4. collapsing
5. needles
6. gas
7. teleporter
8. biohazard
9. undead
10. cursed
11. sunken
12. vorpal
13. pitfall
14. siren
15. makeshift
16. fortification
17. diseased
18. illlusory
19. WarZone
20. roll twice

GOOD STUFF
1. healing
2. ESP
3. truesight
4. blink
5. float
6. enchanted
7. talking
8. shapeshifting
9. blessing
10. expensive
11. growing
12. hiding
13. glowing
14. edible
15. finding
16. muting
17. shaking
18. telekenisis
19. purifying
20. roll twice!

Treasure Form
1. jewelry
2. equipment
3. weapons
4. armor
5. art
6. clothes
7. monsterparts
8. ancient/lost/lore
9. books
10. artifacts
11. really big
12. really small
13. portal
14. container
15. vial
16. rod
17. energy
18. ghostly
19. tech
20. map to cache

Trap form
1. pressure plate/tripwire
2. machine
3. alter/bookcase
4. chest
5. door
6. statue
7. puzzle (free roll on any tables!)
8. liquid
9. wall
10. orb/light/gate
11. furniture/artifact
12. pile of dead bodies

Trap activation/shutoff
1. lift
2. lever/switch/button
3. transmute
4. given
5. eyes
6. lose
7. center
8. knock
9. look
11. voice
12. blood
13. flood
14. smash
15. heat
16. light
17. spirit
18. magic
19. intent
20. dreams

special--the hidden way through
1. trapdoor
2. ladder
3. chute
4. alcove
5. tunnel
6. teleporter
7. bag
8. door
9. vault
10. temple

No comments:

Post a Comment