Thursday, March 23, 2023

Tunnels Beneath the Earth — Week 10 (#Dungeon23)

So, my goal to catch up posting new material by the weekend failed miserably. I think I've decided—starting in April—to reconfigure my "publishing" schedule to move away from calendar weeks (my original goal was a weekly Sunday post). Now, I'll post whenever I complete a level section (7 rooms) so the sections don't keep getting broken up by the vagaries of the calendar.

I've also stopped putting future connecting level/room #s into the current keys. It's easy to figure out what section a level connector goes in, but stating the destination room# ahead of time has caused me a few problems once I get to that level/section and have to make the connections line up. Leaving them blank and backfilling them later makes my job easier.

This week's posting provides additional info on the nature and use of crystals and crystal devices found in the dungeon (much of which I ported over and adapted from my Deep Vaults concept).
__________

"The Palace"
Level 3 (MAR) – The City of the Ancients
Section 1, Cont. (03/01 – 03/07)

Scale: Each square = 20x20 ft.

3.1.5 Grimlock Hive (03/05)
The cyclopean stones that form this specific set of chambers (marked 'g') are broken and fractured to a far greater degree than found elsewhere in the ancient city, as though the area was struck by particularly powerful, localized seismic forces. 

–As a result, the walls, ceilings, and floors bear many jagged cracks, nooks, and crannies—some quite deep. 

–The entire area is infested with blind grimlock cannibals and their eyekiller pets.

  • Grimlock (FF – AC 5, HD 2, HP 2-16; AT 1, DAM 1d6 or weapon; SD keen senses (20 ft. rad.), immune to light-/sight-based effects, undetectable when motionless (+1 to Surprise), save as 6F). Most grimlocks attack with claw-like fingernails, but 1:6 wields a crude weapon (club, handaxe, spear, etc.)
  • Grimlock Leader (FF – AC 4, HD 3, HP 3-24; AT 1, DAM 1-6 or weapon; SD as standard grimlock). Every group of (10) grimlocks also includes one of these brutes; virtually all use weapons, 1:6 has a 2-hander.

  • Eyekiller (FF – AC 5, HD 4, HP 4-32; AT 1 (constrict), DAM 1-6; SA death stare (1/day, reflects light into ray that hits vs. AC 10, save vs. death or die instantly, success = 3-18 damage)). Every group of (5) grimlocks includes 0-1 eyekiller (50/50).

–It's hard to say how many grimlocks live down here (a LOT). They raid the lower levels in large groups, so the current population of these hives represents only a portion of the whole.

  • It would take a concerted effort—an almost military-style campaign—to completely rid the place of them and prevent them from respawning. It's almost as if they emerge wholly from the slate-gray mud that pools in the dungeon's dark corners.
  • In each chamber marked 'g', count the # of map squares containing at least one wall segment (even those with entrances); roll that #d3* to determine a room's (current) population of grimlocks (including possible leader-types and/or eye-killers).

    • In each passage leading to a 'g' room, roll an extra check (1:6) to encounter 1d3* grimlocks; in passages between TWO 'g' rooms, the chance is 1-2:6 to encounter 2d3* grimlocks.
    • A chamber will completely repopulate with returning/new grimlocks in 2d3 weeks.

  • In the central gallery chambers, three gaping holes in the 20-ft. high ceiling lead up to Dungeon Level 2 (2.1.6). Beneath the holes, massive piles of rubble litter the floor.

__________

3.1.6 Elevator (03/06)
The entrance portal to this chamber lies across a ceramic-tiled walkway (10-ft. long x 4-ft. wide) spanning the main water channel (3.1.2) 10 ft. below. Within the ceramic-tiled threshold is an impervium door with no handle or fittings. Set into the wall at waist level next to the door is a 3x5-in. rectangle of red crystal.

–Touching the red crystal scepter (3.1.7) to the wall crystal causes the door to slide open. Inside, a diamond-shaped impervium dais (20-ft. wide, 1-ft. high) rises from the center of the fractured stone floor. An impervium podium stands in the middle of the dais.

  • The podium (4-ft. high by 1-ft. square) is formed of the same single piece of metal as the dais. Its angled top bears a 3x5-in. rectangle of clear crystal. Below it is a crystal "socket" (see Crystals below) with an orange chip set above it.
  • Inserting an orange crystal "plug" (3.1.7) causes the clear crystal to glow softly. Tapping the clear crystal causes the platform to lower via an impervium shaft to Dungeon Level 4 (4.1._).

    • Tapping it a second time causes the platform to lower once more to Dungeon Level 5 (5.1._). A third tap takes the platform to Dungeon Level 6 (6.1._).
    • Tapping it twice rapidly at any point causes the platform to come to a stop, then return to the level above.

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3.1.7 The Obsidian Throne (03/07)
The grimlock chieftain dwells here with his cadre, protected by the crystal guardians of the outer chambers.

(a) NOTE: When intruders come within 10 ft. of an entrance to either chamber, the guardians in both rooms begin to glow and activate. 

–Rising from the center of the floor in both chambers is a perfectly-chiseled orange crystal obelisk (4-ft. high x 2-ft. sq. (base) x 1-ft. sq. (tip)). An anvil-sized shard of red crystal floats 2-ft. above the pyramidal tip of each obelisk. Inch-wide, carbon-black scorch marks—hundreds of them—streak across the walls, ceiling, and floor in a crazy pattern.

  • When activated, the obelisk surrounds itself and the red crystal in a column of force (as Wall spell); if someone enters either room at this point, the crystal in that room reacts.
    • At the start of each round (before any actions)–and twice more at even intervals throughout the round—the obelisk lowers the forcefield over the red crystal for 2 segments (allowing it to be attacked). The red crystal flares just before this happens—a clue to the timing.

    • During this period, the crystal releases a sizzling beam of heat energy that sweeps across the entire room (2d10 damage, (-2) save vs. wands to avoid).
    • NOTE: The grimlocks in 3.1.7b can hear the crystal guardians activate and will prepare an ambush.

  • Attacking the Crystals: If the force column is brought down, the obelisk and/or red crystal can be targeted (see 3.1.4). If damaged, the piece explodes in a massive release of energy (10d6 damage, 60-ft. radius, save vs. breath for half damage).

(b) Cavernous chamber with impervium columns holding up a 40-ft. high ceiling. The walls are decorated with enormous murals, once vibrant now faded with antiquity. A 10-ft. deep, ceramic-tiled water channel (3.1.2) bisects the room, but is spanned by a pair of bridges (with no railings). At the far end, stone steps rise to a dais where an enormous black throne for a gigantic king looms over the hall.

–The throne room is occupied by (20) grimlocks (of average or better hp) and (4) grimlock leader-types, presided over by the grimlock chieftain.

  • Grimlock Chieftain (AC 3, HD 4, HP 15; AT 1 (claws or scepter), DAM 1-6 or 3-6 (mace); SA +1 to hit (mace); SD as standard grimlock).
  • This withered and decrepit individual wields power solely because it wields a "stainless steel" scepter capped with a 6-in. shard of red (heat) crystal. 

    • The scepter has three studs along its length; the haft butt is capped with a gold slot for a yellow (power) crystal wafer, one of which is currently inserted (it has 12 charges left before expended).
    • While powered, the scepter is a +1 Light Mace that automatically deactivates the sentry crystals in (a) when within 30 ft. of the obelisk. Pressing a stud causes the scepter to release #1 = Heat Aura (Protection from Cold - as reverse druid spell Protection from Fire) – costs 1 charge; #2 = Burning Hands (as m-u spell) – costs 2 ch.; #3 = Heat Metal (as druid spell) – costs 2 ch.

–The murals are indistinct in many spots, but visible scenes depict a highly-developed civilization of humans, who all seem perfect specimens without flaw. They engage in a variety of scientific, academic, religious, philosophical, athletic, and artistic endeavors, but each scene features a central figure who draws the eye and is clearly the focus of all the activity around them.

  • The scenes depict glorious aspects of these endeavors, and its chief participants as heroic or almost god-like. This is further enhanced by the artistic decision to portray the central figures as "giants" among the general humanity for whom they toil.
–The obsidian throne is perfectly-carved from a single, 12-ft. cube of actual obsidian (the edges are so sharp they cut like blades). The throne is polished to a mirror finish and large enough to seat an 18-20-ft. tall man.
  • It isn't obvious while standing on the floor, but there is a crystal socket on the top of the throne's 12-ft. high back. No chip indicates the type of crystal plug to use, however.
  • When a dark purple crystal plug is socketed, anyone sitting in the chair sees an image floating before them that no one else can see. Also, (4) alien glyphs appear on each chair arm (8 total)—one glows softly. Touching a different glyph causes it to glow as the previous one dims, and the floating image changes to show a new location...

  1. Floor of the Arena (3.4.7) [current image]
  2. TBD
  3. TBD
  4. TBD
  5. TBD
  6. TBD
  7. TBD
  8. TBD
  • A hidden panel on the back of the throne opens a swiveling compartment containing (6) electrum rods (worth 500 gp ea.), (4) yellow crystal wafers, (2) orange crystal wafers, and an orange crystal "plug."

–A pair of side passages on the east and west walls enter unmapped areas (perhaps royal apartments or similar chambers; or maybe just ruined dead-ends).

–A secret panel (2x3-ft.) on the west wall swings open when to reveal a 3x5-in. rectangle of red crystal. Touching the red crystal scepter (3.1.7) to it causes a secret door to rumble open.

  • The 75-ft. long secret corridor beyond ends in an impervium door with a red crystal rectangle; it opens in a similar fashion into 3.1.6.

–END OF LEVEL 3, SECTION 1–

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Crystals (Supplemental Section)
Clusters of translucent euhedral crystal can be found throughout the dungeon, "blooming" from the stone in patches ranging in size from a foot in diameter to several hundred square feet. Numerous devices in the dungeon are powered by the energy contained within specially-cut crystal shards ("power crystals").

–Lifecycle: A patch first forms as a druse—a surface of stone covered with small, faceted crystals resembling moss. As the patch blooms over several weeks and months, the crystals form elongated prisms that grow from the druse to a typical length of 6-18 in. (some can grow to 3-4 ft. long—and even longer). Most prisms have 4-8 faceted sides with an angular termination.

As the prisms grow, the crystal's energy is "dormant." Within a few weeks of maturity, the growth ceases. A few weeks later, the crystal's energy "activates" and the patch begins glowing softly from deep within the cluster. The energy remains active for weeks or months—sometimes years—during which the activated prism crystals can be harvested to make power crystals. Though coloration is similar to natural gems, the crystals are not precious stones.

A single "patch" consists of 1d3* individual clusters of crystal (~5 ft. or less diam. area of druse with 3d3* prisms). The clusters are contiguous but spread out in a random pattern. Each crystal cluster has a specific color and activity "state" (roll for each).

A cluster's color (and energy) changes over time, but eventually all color fades as the crystal depletes its last energy and "dies," turning opaque and milky-white. This also occurs when a cluster's prisms are all harvested. Dead crystal patches can linger for years before shattering spontaneously into a fine powder and drifting away on dungeon air currents. Some mature active clusters become unstable and degrade rapidly, ejecting plumes of potentially-dangerous, radioactive crystalline filaments before ultimately exploding in a destructive blast of energy.

–Color: A crystal’s color indicates its energy type...

  • Clear (transmitter)
  • Red (fire/heat)
  • Orange (force/gravity)
  • Yellow (electromagnetism)
  • Green (bio/necrotic)
  • Blue (arcane)
  • Dark Purple (psychic)
  • Light Purple (dimensional)
  • Milky-White ("dead")

–Energy State (2d6): 2 = Dead, 3-8 = Dormant, 9-11 = Active, 12 = Pluming

  • Active: Using advanced tools (such as those found on Dungeon Level 7), the prism crystals can be harvested to make power crystals.
  • Dormant: The prism crystals can be harvested but cannot be used to make power crystals.

  • Pluming: The cluster emits clouds of crystal "dust" that can be harmful. Each round spent within 20 ft. of a pluming cluster requires a save vs. breath or suffer an effect (or one of several options) based on crystal color...
    • Clear = no effect UNLESS another nearby crystal patch is pluming, in which case it will mirror that crystal's effect.
    • Red = burned*
    • Orange = thrown back 4d6 ft. (as pit), or become either incredibly heavy (as Slow spell) or light (as Jump spell) (50/50) for 1d3* turns.
    • Yellow = shocked* or become magnetized for 1d3* turns.
    • Green = poisoned* or healed for 2d6 hp (effective only once per 24 hours).
    • Blue = become resistant/vulnerable (50/50) to magic spells/effects (+/-1 to saving throws) for 1d3* HOURS.
    • Dark Purple = mind-blasted* or stunned (psionic) for 1d3* turns.
    • Light Purple = knocked out of phase (semi-incorporeal; unable to interact with physical objects, but cannot pass through solid matter) for 1d3* turns.

                     *2d6 damage (half if save succeeds)

–Damaging Crystals: These crystals are a synthesis of arcane and elemental magic fused with ancient science, which makes them resistant to normal tools and weapons.

  • Striking a crystal to break it requires first rolling a nat-20 with a +1 (or better) weapon, then doing 10+ damage with the attack.
    • Each add'l magic "plus" of the weapon reduces the required d20 result by 1 (e.g., +2 weapon req. rolling a '19' or '20' to damage the crystal).

    • Each 10 points of damage breaks a crystal piece into 1d3* crystal shards. Activated crystals (including power crystals) that break will explode on 1-4:d6, shattering into dust and doing damage (commensurate with its energy type) in a 15-ft. rad. A small, fist-sized piece does 1d6 damage, multiplied by relative size for larger pieces.

–Power Crystals and Mountings: Advanced tools can be used to extract shards of raw crystal from a cluster, and then cut them into a variety of forms. 

  • Most devices require crystals of a specific color (usually indicated by a small chip of the necessary crystal set into the device above the mounting) and/or form, inserted into a proper mounting.
  • Using an incorrect power crystal typically does nothing, but might cause complications when operating certain devices.

  • Common Forms and Mountings
    • Shard = a piece of raw activated crystal, often integrated into a device as an energy focus. They can range in size from slivers to man-sized chunks (or larger).
    • Plug = a perfectly-cut block (2x2x6 in.) of activated crystal. Plugs go in sockets.

    • Wafer = a 2x3x1/16-in. "card" of activated crystal. Wafers get inserted into "slots." Each wafer has 6d3* charges of energy; when expended, it atomizes.
    • Socket = a 2x2x4-in. depression with a back "plate" of yellow crystal. A crystal plug can be inserted to activate a device.

    • Slot = a 2-in. tall by 1/16-in. wide aperture. A crystal wafer can be inserted to power a device. It fits flush, but can be "popped" out by pressing on it.

__________

"The Library"
Level 3 (MAR) – The City of the Ancients
Section 2 (03/08 – 03/14)

Scale: Each square = 20x20 ft.

NOTE: The stairs from 1.4.7e descend 50 ft., turn north, then descend another 50 ft. to a passage that enters this section of the level (to the south of the octagonal chamber marked 'o').

3.2.1 Light Fixture (03/08)
(a) Set into the peak of the 20-ft. domed ceiling is a pyramidal-shaped clear crystal (2-ft. to a side and high); the tiniest pinpoint of light flickers within it. Emerging from the floor directly below the crystal is a "stainless steel" pole (3-ft. high) capped by a fist-sized orb of clear crystal.

–When a LIVING creature touches the pole-crystal, the pinpoint light within the pyramid-crystal grows steadily in intensity until the touch is removed (the light remains at this intensity). Touching it again causes the light to dim until it returns to its current state.

  • If the party wishes to test the light's upper limits, it eventually flares bright as the sun and then goes dark ("off"): Anyone in view must save vs. petrification or be blinded for 1d3* turns (nat-1 = permanently blind).

–In bright light conditions, a 10-ft. wide section of the west wall appears semi-translucent, with a hallway seemingly concealed behind it. Investigating the wall triggers a stunjelly to strike and then withdraw down the hidden passage to (b), with or without its prey.

  • Stunjelly (FF – AC 4, HD 4, HP see below; AT 1, DAM 2-8; SA paralyzation (5-20 rounds)

(b) A 30-ft. passage opens into an isolated chamber—the lair of (7) clever stunjellies (HP 14, 16x2, 19x2, 20, 23). The first jelly protects the opening and then retreats after discovery/attack to draw prey into the passage, where the other six jellies line the walls—three to either side.

–Inside the west chamber is an unlocked "stainless steel" box containing 3,110 ep, 1,897 gp and 958 pp (ancient coins).
__________

3.2.2 Pivoting Hall (03/09)
The arched staircase from 2.2.3 descends 50 ft. to a short (20 ft.) passage that opens into this domed chamber (15 ft. high). Another passage exits to the north, but comes to a dead-end after just 20 ft. Emerging from the floor in the middle of the domed chamber is a "stainless steel" podium.

–The podium's angled top is inset with a golden disc (8-in. diam.) that has a vertical slot in the center, similar to a crystal wafer slot, but larger and with three short nubs branching from it.

  • Inserting the proper "key" (3.2.6) and turning it to the right causes the entire hallway—from the bottom of the stairs to the dead-end—to pivot on a central point below the podium until it turns 90 degrees to position '2.' 
    • The "north" passage now faces east and no longer dead-ends but continues on to 3.2.7. The south passage now dead-ends and the stairs up to Dungeon Level 3 are cut off.

    • The "keyhole" snaps back to a vertical position; if the key is turned left, the passage pivots back to its original position (1). If turned to the right again while the passage is in position 2, however, the passage swings to position 3, revealing a staircase down to Dungeon Level 4 (4.2._).
__________

 3.2.3 Osquip Nests (03/10)
A 20-ft. wide passage enters from the west; a 10-ft. wide, 10-ft. deep water channel (3.1.2) runs down the middle of this passage, with a 10-ft. wide walkway to either side of it.

–The ceramic-tiled channel enters the room then empties into a 20-ft. diam., 20-ft. deep reservoir pool, ceramic tiled w/an impervium drain cover (4-in holes) on the floor.

  • If water is flowing (2.1.4), the channel and reservoir are filled with water to a depth of 9 ft.
  • The drain shaft leads to Dungeon Level 4 (4.2._).

A series of chamber to the south of this room were damaged extensively by seismic activity. The partially-collapsed walls and ceilings make these rooms more cave-like, with many cracks and fissures—the perfect nesting grounds for the verminous osquip that infest this entire level.

 –Entering a room marked 'o' = encounter w/4d3* osquips.

  • Osquip (FF - AC 7, MV 12"(1/2"), HD 3+1, HP 4-25; AT 1 (bite); DAM 2-12)
  • The osquip are numerous and breed incessantly. Only the carrion cats (3.2.6) and other monsters keep them from taking over the level.

–The sinkhole shaft from 2.2.0d descends 50 ft. to one of the larger chambers here.
__________

 3.2.4 Steel Mule (03/11)
An ancient courtyard lies in ruins. Broken bits of statuary (people...scholars or perhaps nobles?) litter the ground. (6) cave lizards sniff around for osquips to eat.

  • Cave Lizard (AC 5, HD 6, HP _; AT 1; DAM 2-12; SA nat-20 does double damage and clamps victim; SD camouflage, can run on walls and move normal on ceilings)

–Laying on its side against one wall is a rectangular, "stainless steel" basket (2-ft. wide and high by 3-ft. long) with four spindly legs (1-ft. long) that bow slightly at the "knee."

  • Along the basket's rim is a panel featuring both a socket for a blue crystal plug and a slot for a blue crystal wafer. When either is inserted, the basket animates and will follow the person who last did so, keeping a respectful 10 ft. distance. It will always match its "master's" pace, with a maximum movement speed = 12".
  • The steel mule has 19 STR for encumbrance purposes and can carry anything placed within the basket. It operates indefinitely with a plug, or for up to an hour per wafer charge.

  • It does its best to overcome obstacles between it and its master, but won't harm itself doing so. If its master is ever more than 60 ft. from it, the mule remains motionless until they return (or someone pulls out the plug and reinserts it).
– END OF WEEK 10 –
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Thursday, March 16, 2023

Tunnels Beneath the Earth — Week 9 (#Dungeon23)

As I feared, the most difficult part of the #Dungeon23 project (for me) isn't writing a room every day, it's posting the work on a timely basis. 

Between spring landscaping projects, freelance writing projects, and running two D&D campaigns (one weekly campaign online and one bi-weekly campaign irl), most of my free time is spent creating the D23 content. The content is done, I just haven't had much extra time to post it to the blog.

This posting (for week #9) still puts me a full week (#10) behind, which becomes two weeks if I don't post again by this weekend (the current week is #11). My goal is to finish this week's rooms, take pictures of my completed pages, transcribe the pages into a doc, and then post the last two weeks by this weekend (or early next week). That will completely catch me up. I predict falling behind again, though.

I'm fairly pleased with the development of the dungeon so far (one-fifth of the total). It's holding my daily creative interest, and I've sketched out the entire thing in broad strokes, so that's a great sign for being able to complete it.

I was trying to create Tunnels Beneath the Earth completely from scratch (stealing just a few unused ideas from old notebooks which seemed to fit the theme), but elements from my Deep Vaults megadungeon concept began bleeding heavily into TuBE. I finally came to terms with the fact that I will likely never get around to finishing DV, so I may as well just merge the two concepts together.

It's not a wholesale union; the factions are all different, for example, and TuBE's scale utterly dwarfs DV's, but I'm stealing many of the sci-fantasy elements I liked from DV (particularly the crystals and some of the weird technology). I introduced a bit of that material in Level 3 (starting this week), and I started calling the "impervious blue metal" by its new, super-obvious name: impervium.

I have some regrets about how I structured the dungeon at the beginning. I wasn't thinking about the calendar dates; I was looking at the project as 7 rooms per section, with 52 sections total over 12 levels. I did not take into account that each month doesn't have 28 days (only one does, in fact...who knew??).  I don't want to just switch over to the calendar-less format because I like the conceit of having a monthly level theme.

This isn't that big a deal, structurally, but it means most of the weekly blog postings will cover pieces of two different sections, instead of one clean section at a time. Then at the end of the month, I have to add 2-3 "bonus" rooms to close out the calendar month/dungeon level.

If I could do it over, I would key my rooms to the calendar date. I think a lot of people did it that way, but I am dumb and took a weird approach to the structure. I may try to fix that situation here shortly.

On to Week 9. Fingers crossed I can get everything else posted by the weekend...
__________

"The Upper Caves"
Level 2 (FEB) – The Caves Between
Section 4, Cont. (02/22 – 02/28)

Scale: Each square = 20x20 ft.

2.4.5 Umber Hulks (02/26)
Open cave with a 20-ft. high ceiling hung with stalactites. The air is filled with a sound like metal scraping stone. To the south, a pair of umber hulks steadily excavate the rock wall. If one umber hulk is killed, the other retreats by burrowing into the wall/floor.

  • Umber Hulk (AC 2, HD 8+8, HP 41,50; AT 3; DAM 3-12/3-12/1-10; SA Confusion gaze (save vs. magic))
__________

2.4.6 Troval's End (02/27)
This area is accessed by following a narrow pebble beach clinging to one wall of the river gorge, and then hopping down some rocks to another beach where natural stone steps ascend to an isolated cave. One of Troval's glyphs (2.4.1) is painted in bright yellow midway down the beach.

–Inside the cave is a lonely campsite where the skeletal remains of a magic-user lie on a moldering bedroll. Mysterious symbols are painted in bright yellow on the west wall.

  • If translated, the message reads: "This is it. Badly wounded. Out of food. River level rose so no way out. Tomorrow I'll throw myself into the whirlpool."
  • Found on Troval's body are: 234 ep, 144 gp, 91 pp (in ancient coins); (4) gems = 10x2, 40x1, 100x1; (3) jewelry = electrum medallion (60 gp), silver pendant with sapphires (1,900 gp), silver and gold choker (800 gp); (2) scrolls: Friends and Strength; a Potion of Fire Resistance; and a 6-in. tall, 3-in. diam. "stainless steel" cylinder with a yellow button on one end.

    • On the outside of the cylinder, just below the end with the button, is a pin-sized hole.
    • Shaking the canister produces a rattling sound.
    • Pressing the button causes a stream of yellow, phosphorescent paint to spray from the pinhole.
    • Spraying out an average word of 5-10 characters or a 12x12-in. symbol (such as an arrow) uses (1) charge. The canister has 231 charges remaining.
    • The paint is permanent but can be removed with a Dispel Magic spell.

__________

2.4.7 Whirlpool Gorge (02/27)
Past the last set of rapids, the subterranean river gorge slopes precipitously down toward a powerful vortex. Anyone caught in the current here is swept down a deep hole down to Dungeon Level 4 (and likely drowned).

  • Just below the whirlpool's surface, a tunnel from 4.3.6d empties into the gyre.

– END OF LEVEL 2, SECTION 4 –
__________

LEVEL 3 – The City of the Ancients
This level consists of crumbling, but largely intact structures of cyclopean stones that crack and buckle under great strain—compressed by the levels above.

–The shattered facades of the city's upper stories have collapsed together, forming jagged vaulted ceilings, 20–30 ft. high. Crushed window- and door-frames provide numerous hidey-holes for dungeon denizens.

–Winding streets and alleyways between buildings form a fractured maze of passages. The rubble of crumbling stone facades and statuary litters the floors; intact stoneworks are carved with alien designs. 

–The ruins are inhabited by several hordes of humanoids—the descendants of previous inhabitants of the city, twisted and transformed by centuries of exposure to the Machines of the Gods. 

  • Grimlocks – Blind cannibals that hide in the cracks and crevices of the city to ambush unwary victims. 
  • Gibberlings – Insane, hairy, cannibalistic halflings that roam the dungeons in packs, searching for prey. They fight in swarms to overwhelm a target. They are fearless and won't stop attacking until dead. Noisy!! 

  • Minotaurs – Beast-men that form press gangs to hunt sacrifices for the arena masters.
__________

ENCOUNTERS (1:d6 per turn; 1-in-3 encounters is a hazard)

  • Common = [3d3*] Carrion Cat (ATWM I), Death Dogs (FF), Gibberlings (FF), Grimlocks (FF), Huge Scorpions, Osquips (FF), TYPE 1 HAZARD 
  • Uncommon = [2d3*] Ankhegs, Blindheim (FF), Cave Lizard, Giant Scorpions, Minotaurs, Rust Monsters, TYPE 2 HAZARD 

  • Rare = [1d3*] Basilisk, Displacer Beasts, Eye Killers (FF), Gargoyles*, Mimics, TYPE 3 HAZARD 
  • Unique = [1] Temple Sentry (2.3.7), "The Librarian" (2.2.7), Skorpataur +1d3 Giant Scorpions (3.4.5), Medusa (3.4B.3), TYPE 4 HAZARD

    *Every fourth gargoyle is an Orgoyle (ATWM I = ogre-gargoyle)
__________

HAZARDS
These hazards are prevalent throughout DUNGEON LEVEL 3.

–A hazard's TYPE# modifies the base description and/or imparts a saving throw penalty of (TYPE# – 1) (e.g., TYPE 2 hazards have a (-1) penalty).

–Hazard Table
    2d6    Result
      2      Tremors
    3-4     Miasma   
    5-6     Loose Stonework
    7-8     Steam Blast
    9-10   Substance
     11     Physical Anomaly
     12     Crystal Bloom

–Hazard Descriptions

  • Crystal Bloom: (1d3* x TYPE#) individual clusters of "raw" crystal (of varying states and colors) grow from the walls/ceiling/floor (see section on Crystals).
    • Cluster's "State" (2d6) 2 = Dead (Milky), 3-8 = Dormant, 9-11 = Active, 12 = Pluming
    • Cluster's "Color" (if not Dead) (1d8): 1 = Red, 2 = Orange, 3 = Yellow, 4 = Green, 5 = Blue, 6 = Dark Purple, 7 = Light Purple, 8 = Clear.
  • Loose Stonework: A random PC is struck by (2d6): 2-3 = Collapsing Wall: (TYPE#d8) damage* plus pinned under rubble (takes TYPE# turns to extricate); 4-10 = Falling Stone: (TYPE#d10) damage*; 11-12 = Sinkhole: As pit* (5xTYPE#)-ft. diam. by twice that deep. (*Save vs. petrification for half damage (nat-20 = avoid).)
  • Miasma: (10 x TYPE#) ft. diam. cloud; moves 10 ft. per round in a random direction; duration = 1d3+1 hours. Roll effect (1d6): 1 = Cloudkill (as spell); 2 = Crystal Plume (see Crystals); 3 = Incendiary Cloud (as spell); 4 = Spore Cloud (3.4B.3); 5 = Stinking Cloud (as spell); 6 = Toxic Gas (TYPE#d6 respiratory damage/round, save vs. breath for half).
  • Physical Anomaly: (10xTYPE#)-ft. rad. area (no save). Roll effect (1d6): 1 = Anti-Magic Zone (as spell); 2 = Dimensional Disturbance (affected as Blink spell); 3 = Gravitational Field (EITHER High-/Low-Gravity = doubles/halves encumbrance, affected as Slow/Jump spells; OR Reverse Gravity = as spell); 4 = Silence (as spell); 5 = Temperature Shift (hot/cold = TYPE#d6 damage/round); 6 = Time Distortion (affected as Slow/Haste + aging).
  • Steam Blast: A cone (5 x TYPE#)-ft. long with a base = half the length; select a random point and direction. Roll effect (1d6): 1 = Acidic (TYPE#d8 damage* to organic creatures/materials); 2 = Corrosive (outer layer of inorganic items must save* or be destroyed); 3 = Hot/Cold (TYPE#d6 damage*); 4 = Poisonous (1d6 damage/round for 3d4 rounds, save for half); 5 = Radioactive (save* or die in 1d4 turns); 6 = Super-heated/-cooled ((3xTYPE#)d6 damage*). (*Save vs. breath for half damage (nat-20 = avoid).)
  • Substance: (10 x TYPE#)-ft. rad. area (no save); duration = 2d6 days. Roll form (1d6): 1 = Acid (TYPE#d8 damage*/round); 2 = Fungal (choose one: brown mold, phycomid (MMII), shrieker, violet fungi, yellow mold); 3 = Mutagenic Ooze (1.2.6); 4 = Slime (choose one: harmless but gross, green slime, purple slime); 5 = Toxic Waste (lose 1 point of CON and suffer instant paralysis for 3d4 hours; at end of each hour, save vs. death or lose another point of CON); 6 = Water (choose one: fresh, pestilent, or rancid)
  • Tremors: Select a random point: Everyone in a [10xTYPE] ft. rad. area suffers a "Loose Stonework" effect.

__________

"The Palace"
Level 3 (MAR) – The City of the Ancients
Section 1 (03/01 – 03/07)

Scale: Each square = 20x20 ft.

3.1.1 The Stone Egg (03/01)
The stairs from 2.1.2 descend 50 ft. to the southern end of a long hall with a 15-ft. arched ceiling. At its mid-point, the hall expands to a 50-ft. diam. chamber with a 25-ft. high domed ceiling. Floating in the center of this chamber—roughly 2 ft. off the floor—is a stone egg (5-ft. high x 3.5 ft. diam. at its widest). On the east wall of the central chamber is a door-sized panel of impervium. At the north end of the hall is a 10-ft. wide open archway with a threshold of impervium.

–The egg is carved with row upon row of alien symbols—thousands of them winding around the entire surface. Nothing short of a Wish can move or dislodge the egg from its position. The first person to touch it receives a flood of mental images about the history of this place: Roll save vs. spell...

  • Success = The subject learns the bulk of the info from 1.4B.2 (save details about the Throne of the Gods). They also learn the basic layout of the ancient city (Palace, Library, Temple, Arena, Pleasure Domes) and that there are extensive gardens on the level below this one.
  • Failure = The images overwhelm the subject, who gains no usable info and also picks up a mild, obsessive insanity.

–The door-sized impervium panel has no handle or fittings, but a 3x5-in. rectangle of orange crystal is set into the wall next to it at waist level. Tapping the crystal causes it to flicker (roll 1d6):

    1-3    = Nothing happens.
    4-5    = The crystal "sparks" and the door shifts slightly.
     6      = The door slides open.

  • The open door slides shut automatically after one minute. An identical crystal panel opens/closes the door from the opposite side.

–The open archway/impervium threshold has a similar crystal in the wall next to it. Tapping the crystal causes it to glow as a pair of impervium doors slides shut across the archway, sealing the portal in 10 seconds (then the crystal ceases to glow). Tapping it again causes the doors to slide open.

  • The doors are malfunctioning, however; stepping across the open threshold (or passing an object through it) causes the doors to snap shut in an instant. Anyone caught between them must roll their DEX score or less on 1d20...

    • Fail by 5 or less = 4d10 damage (or half damage if the DEX check succeeds)
    • Fail by more than 5 or roll nat-20 = Subject is cut in half (dead).
  • Someone who takes a running start and rolls their DEX or less on 1d20 can pass safely through the portal.

__________

3.1.2 Water Channel (03/02)
The pipe shaft from 2.1.3c descends 50 ft. to a ceramic-tiled chamber with a 20-ft. high domed ceiling. An empty pool (15 ft. deep) in the center—directly beneath the shaft opening—is surrounded by a 5-ft. wide walkway. A 10-ft. wide x 10-ft. deep channel (dashed line on map) exits the pool and "flows" out of the room through a 20-ft. wide arched passage running west.

–An impervium drain cover (with 6-in. diam. drain holes) on the pool floor covers a shaft that leads to DUNGEON LEVEL 4 (4.1._).

  • If water is pumping from 2.1.4, it fills the central pool and then flows out through the channels into other areas. The drain moderates the water level to fill the pool/channel to a 9-ft. depth.
–The entire passage and water channel exiting the room are also lined with ceramic tiles.
__________

3.1.3 Tentacle Garden (03/03)
The chamber is filled from wall-to-wall with a "carpet" of 4-5 ft. high, 8-12-in. diam. spongy cilia. Palest yellow in color, the tentacles wave gently like grass in wind. 

–The tentacles are basically harmless though mildly acidic.

  • Passing through the room cleans dirt and debris off outer garments, armor, gear, etc.
  • Over several days, the acid is sufficient to eat through cloth, paper, etc. Given enough time, the acid will dissolve anything exposed to it.

–Damaging the tentacles in any way causes the entire mass of tentacles to flush red with anger. Anyone inside the mass when it angers suffers constricting attacks (as strangleweed).

–The mass of tentacles conceals a staircase down to Dungeon Level 4 (4.1._). The stairs can only be found by exploring that particular section of the room.
__________

3.1.4 Chamber of Blue Crystal (03/04)
The passage crosses an impervium threshold just a few feet shy of the end. The remainder of the passage and the entire chamber beyond is carved from a massive piece of blue crystal. The walls, ceiling (flat, 15-ft. high), and floor are seamless and perfectly smooth, with virtually no imperfections other than some apparent damage to the floor, where a faint glow pulses hazily. Six crystal columns rise from diamond-shaped daises (1-ft. high) along the walls.

–The crystal surfaces are translucent, but the thickness can only be visually gauged to a depth of 10-12 in. (though it might be MUCH thicker). The crystal daises and pillars are carved from the same, single mass of crystal.

–The hazy glow on the floor surrounds a cracked gash–the obvious result of a well-placed blow from some sharp instrument (the grimlock rebel-leader's axe (2.1.6)). Several fragments of crystal are clearly missing from the 6-in. cut.

  • Damaging the crystal surfaces requires first rolling a nat-20 with a +1 (or better) weapon, and then doing 10 or more points of damage with the attack.
    • Each additional magic "plus" of the weapon reduces the required d20 result by 1 (e.g., +2 weapon req. rolling '19' or '20' to damage the crystal).

    • Each 10 points of damage chips off 1d3* crystal slivers.
  • Each sliver chipped off creates a shower of energetic sparks, 1d4 of which fly off and hit random targets within 100 ft. (even around corners). Each spark strikes as a Magic Missile.

    • NOTE: Anyone struck by a spark who subsequently carries one of the crystal slivers gains +1 to all saving throws. This bonus ends if the person is ever killed (even if brought back to life).
  • Touching a sliver to a damaged area causes the crystal surface to reabsorb the sliver and repair some of the damage.

    • When all the crystal slivers from 2.1.6 (~5-7 pieces) are recovered and reabsorbed into the damaged floor, the entire chamber begins to glow softly and hum. Throughout the entire dungeon, blue crystal blooms are now "Dormant" on a roll of 3-5 on 2d6, and "Active" on 6-11 (see Crystals).

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– END OF "WEEK" 9 –

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The Temple of Oblivion – Part 3: The Temple Ruins

<< Part 1 << Part 2 The campaign began in 2016 as an ad hoc test of Roll20 and an introduction to 5th edition D&D for one o...