C17.

This is part of the #Dungeon23 challenge in which you make one room to a dungeon every day for a year. In an effort to link my memories to the creation, I am also writing a personal journal entry with each room that may or may not be related.
You don’t have to read that part.

 

C17.

A map using the DungeonScrawl website. Check it out.


A lone stone stands about chest high in the center of this room. Dark substances are smeared on it. Could be a mix of mud, blood and Butazwein feces. Really it’s up to you.

Water trickling down from C16 has pooled up here.

Lawfully aligned characters need to make a save of some kind or become ill. Rooms with these pillars give them blindness as long as they’re in this room. If the pillar is blessed by Lawful magic it will lose its power. Or maybe some badass barbarian type can just straight up obliterate it. That sounds fun.

Other pillars like this one show up elsewhere.

We are now in Inosh territory. there is a 1-6 chance that the characters will run into Butazwein throughout these tunnels.

 
 

3/17/23

I want to come up with some more environmental hazards. Issues that players have to deal with while contending with whatever monster encounter they’re in. So this is a magical one, but I think in the next couple of days I’ll develop some more that are more natural.

An example of what I’m talking about:

Say we were in a cold setting and there was a frozen lake that the players had to cross. As they’re crossing it, they are ambushed by mer-people from beneath the ice. All this action makes the ice start to crack and now we’re dealing with both the mer-people AND the possibility of falling in the ice.

Something like that. So what kind of hazards can we do with caves besides a cave-in?

That’s what I’m going to figure out going forward.

See you tomorrow.

-jae

 

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C18.

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C16.