Tuesday, 24 December 2019

Evolving Dungeons

It's that time of the year again! when this blog is finally used, to bring gifts and happiness to everyone! this post is the gift requested by Arnold K. Go also check Foremole's blog, who did my request!
these are all dungeons that drastically change during their exploration.

The Hidden Prison of the Wizard-Kings

It was built to imprison the enemies of the wizard-kings. Lots of demons and other immortal beings are sealed here. The Warden-King watches over the entrance to the lower levels, protecting the terrible secrets held there. His powers enforce the unbreakable rules of the prison, and his death will cause a massive revolt.

random encounters:

  • King is alive-

1. Warden Automaton, patrolling
2. 1d6 Prison staff, checking
3-8. nothing.

  • King is dead-

1. Xur, demon of Lead, gathering followers
2. Aristen, demon of Wings, offering deals
3. Nyol-clovv, demon of Light, hungry for souls
3. Scathrash, demon of Rot, blindly lashing out
4. Lich Witch Nua, hunting their enemies
5. Lich Paladin Jum, in search of demons to fight
6. The Dragon Bird, looking for a good meal
7. Pink, the crystal wizard, causing mayhem
8. Swarm of lesser spirits, seeking bodies to possess
9. Warden Automaton, fighting/chasing (roll again)
10. 1d6 Prison staff, fleeing (roll again)


Room: Mass Detainment
  • King is alive-
A bridge crosses this cylindrical room: the floor and roof are out of sight. Rows of hundreds of heavy locked doors fill the walls. Five very long metal arms descend from above (Control Room) at the first loud sound, pushing intruders down the bridge (Processing)

  • King is dead-
Hundreds of Minor Demons rampage in the room: some of them are climbing five metal arms up to the Control Room; the weight prevents the arms from moving. A small group of undead inmates is hiding from the demons in a cell and is looking for help to escape the prison.

67 Surreal Castle Concept Art Depictions to Surge Inspiration From #fortressinthesky #sentinel #prison #fortress #mountain #village #cityinthesky


The sanctuary of Green Tears

A maze of passages cut deep into the rock connecting wider rooms, glistening with moss and shadowed by great trees above, in a lush forest growing in an otherwise lifeless region hiding at its center the last tear shed by a deity of Life. if the green tear is taken, the forest will die and the dungeon will start to wither: the trees above will go trought an accellerated autumn and the moss will dry.

random encounters:
  1. Giant frog, waiting for prey
  2. Giant mantis, praying
  3. Giant tiger, stalking
  4. 2d6 animal people, patrolling
  5. 1d6 giant baboons, protecting territory
  6. 2d4 giant ants, searching food
  7. Grove of strangling vines
  8. roll two times
after the tear is taken, there are no random encounters.


Room: Gator's Pond

Here the ground is muddy and covered in almost knee-hig  clear water, full of waterlilies and algae. near the center the water is much deeper and darker, and a giant Killer Log floats there, fat and content. The pond can be crossed walking on the back of the reptile, but this will enrage the giant egrets nesting there, and they will attempt to knock anyone in the water. if the Log senses anyone moving in the deep water, it will slowly move to face them and lazily bite them.

After the tear is taken, dead plant matter dots the blackened water. while crossing the deeper central part, long, flexible arms will reach from below to drag anyone underwater. if the players escape, the Giant Killer Log Skeleton will emerge and pursue them.




The Living Cave

The recently opened caves complex presents a rounded and homogeneous conformation. it doesn't looks like it was built, but its too orderly to be a natural cave. If the players stay long enough in the dungeon, it will begin to depetrify itself and return to life, sensing that it is no longer isolated and can again access food. once it is fully recovered, the "stone" will have been seemingly replaced by firm blue-gray flesh, the tunnels slowly contracting and dilating.

random encounters before/after the cave wakes:
  1. Stone urchins, slowly encircling the players/Soft urchins, waving spike-tipped tentacles
  2. Rock beetle, hunting warmth/Bloated matrix, spewing worms
  3. Hard spores, midlessy rolling/White cells, looking for intruders to fagocite
  4. Plate lobster, camouflaged/Tender tiger, sneaking
  5. Bouldermen, meditating/Polypeople, scheming
  6. Chalk moth, hungry for light/Membranous dragon, thirsty for news of the outer world

Room: Ducts hub

room shaped like a funnel resting on its side: at the narrow end, the walls are dotted by small tunnels, each leading to another room, but its tiresome and hard to travel through them. Eleven Bouldermen rest here, sitting in a circle
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the watery nutritive fluids coming from Digestion and Air Shafts pools and mixes here, until regular contraptions of the walls push the solution trought the sucking tunnels to the other rooms. being caught in the suction will deposit a player in a random room (specific for each tunnel) and deal them 1d6 damage from the fast, wet trip. Eleven Polypeople live here, trying to assess the current status of the Cave and devising a plan to deal with the blockages in Circulation.

Risultati immagini per zoetic cavern art



The Tower Of Invention

The old workshop, turned weapon factory turned fortress turned labour camp turned waste dump. But the desire for creation and experimentation is still etched into its essence, and when the Furnace Heart will be relit, the ancient laboratory will activate and work again, like it did way back beyond the gulf of time. the materials that accumulated here over time cannot compare to the stuff of the old times, but by sheer quantity are enough to produce a staggering amount of treasures and weapons.


Room: Garbagetown

A society of rejects formed here, below the tower and just above the cold Furnace, where the garbage is so much that it has completely buried the ancient structures. They can provide you with lots of cheap garbage equipment and supplies. they where subconsciously drawn here, and don't imagine the real power of the place, but know that it is ancient, dangerous and important.

Denizens of Garbagetown:
  1. Jur, Blacksmith Poet
  2. Dolethi, Visionary Engineer
  3. Scoria, Very Bad Alchemist
  4. Paper, Surgeon-Mechanic Pioneer
  5. Zenith, Machine Trainer
  6. Coli, Occult Historian
Furnacetown

After the Furnace Heart is relit, the furnaces buried under the garbage will devour all of it together with the town. The Fame Of Invention burning in their hearts too, the denizens will rebuild their bodies to withstand the heat and start using this power to actually pursue their visions. The place will also populate with dangerous Gleaming Machines, their insides full of rare metals.


Risultati immagini per kiln of the first flame


The Laser Palace Of The Chrome Sultan

The original purpose of the Laser Palace has been forgotten, but it clearly was one of his most prized propreties. Inside, rust-eaten racks hold bizarre long-guns beside multicoloured dance floors and holo-projectors. Some systems are functioning still (mainly the security ones), but others haven't worked in centuries. 
If the Command Deck is reached, the security network will enter in critical alert and force-reset the main AI. Its purpose remembered, the airship (the palace is actually an airship) will free itself from the ground and travel to the Hunting Grounds, where the Sultan liked to spend his vacations.

Random Encounters:
  1. Crazed service droid
  2. Digital Ghost
  3. Security Laser Annihilator
  4. Neon Worms

Room: Holodeck

Flashes of holo-projections constantly flicker though the room, dark except for the intermittent beams of focused light summoning ephemeral images. Roll on the encounter table: there is an actual threat hidden here too.

After the airship takes off, the projectors reset and start working fully, but still chaotically: images taken both from the memory of the players and from the ancient archives of the ship are assembled in a dream-like landscape. The boundaries of the room seemingly vanish, creating the illusion of a boudless expanse of random light-memories. Also, the north side of the room is missing, left on the ground when the ship lifted itself: the strong wind is not immediately noticeable (the sound it makes is suppressed by the sound-manipulators of the room and holograms aren't affected by it), and anyone swept away by it will be hurled out of the ship.





The Digital World Of N10-XVIII

A folded space-out-of-space, a complex system regulated by encoded data. Some parts of it are autonomous and even sentient, but it doesn't have any unified consciousness. The code that makes it up breaks apart easily. If you do too much things you are not supposed to do, it will reach a critical state and quickly collapses into a mess of glitches and bugs.


Room: Grove Of Memories

A shadowy wood, with marble columns instead of trees. Their tops disappear in a thick darkness a few meters above ground level: from there, golden lights shine down on pedestals holding recostructions of events and things from a forgotten past. Many of them are downscaled models, but the ones that are at actual size can be looted and used. doing so causes errors, and attract the attention of the Mage Program.

After the Digital World glitches completely, the atmospheric shadows in the Grove disappear, showing that the columns just go up forever. Almost all the models on the pedestals are completely glitched, and some of them fused into three Glitch Horrors: a spaceship battle fused with a popular recipe, a field of flowers with stretched busts of historical figures as legs, and an extinct animal compenetrated with a sports star. There are also 1d6 Paradox Treasures to be found on the pedestals.