Difference between revisions of "Tunnel Dungeon (RDG)"

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[[File:Tunnel Dungeon.jpg|right|525px|thumb]]
 
[[File:Tunnel Dungeon.jpg|right|525px|thumb]]
'''Tunnel dungeons''' are densely occupied areas populated by [[Humanoid|humanoids]] dwelling within numerous dens. Continuously expanding, they're forced to defend their areas against surface and burrowing creatures, and other intruders; this allows for fortifications, trapped areas and various forms of construction. While [[Treasure (RDG)|treasures]] abound, stirring numerous enemies simultaneously can overwhelm even seasoned [[The Adventure|adventurers]].
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'''Tunnel dungeons''' are densely occupied labyrinthine networks teeming with humanoid inhabitants beneath the surface. Ever-growing due to the ceaseless activities of their denizens, the tunnels and rooms serve as homes, fortresses, and treasure troves.  Occupants must protect themselves against threats from both above ground and below, often employing elaborate defenses, traps, and architectural innovations. While [[Treasure (RDG)|treasures]] abound, stirring up too much attention may cause a group of intruders to become overwhelmed by the sheer number of potential adversaries.
 
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The entrance to these subterranean dens must acknowledge the need to protect the inhabitants, many of whom are likely to be productive non-combatants, including children.  This doesn't mean that every entrance need to be guarded from the outside, but it does mean that upon initially entering, the players are liable to disturb some organised strategy for keeping this out.
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Entrances to these areas serve as pivotal junctures requiring protection to ensure the safety of the inhabitants, many of whom are likely non-combatants, including children, who contribute to the community's productivity. Multiple defensive measures are typically in place, encompassing strategies that may involve personal sacrifice and, crucially, the activation of an alarmIt's worth noting that not all entrances are externally guarded; some tunnel dungeons may appear innocuous to passersby. However, upon entry, individuals should anticipate encountering immediate resistance from defenders within the area.
  
Still, this isn't always the case. Such dungeons may escape any sort of disturbance for many months at a time, or even years, so that the residents therein may cease to feel any vigilance is necessary. It may be possible for a party to just walk in, undisturbed, though of course this is unlikely. For the most part, there will be guards or sentinels, ready to catch intruders unaware or strongly defend themselves.
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However, exceptions exist to this pattern. Certain dungeons may remain undisturbed for extended periods, spanning months or even years, leading the inhabitants to grow complacent regarding the need for vigilance. While it's conceivable that a group could enter without encountering any resistance, such occurrences are rare. Typically, guards or sentinels are stationed, poised to apprehend intruders by surprise or to fiercely defend their territory if provoked.
  
Entrances vary in size, with specific details are given below as extra notes to preserve the integrity of the table provided.
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Entrances come in a variety of sizes and forms, serving as essential transitional points from the external environment to the interior of the dungeon. The design of these entryways necessitates a relatively modest outer footprint to avoid drawing undue attention to the dungeon, which could prompt intervention from influential local figures determined to eradicate any perceived threats. By maintaining a discreet external presence, these entrances help to minimize the risk of discovery and subsequent attempts to eliminate the dungeon's inhabitants.
  
 
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Revision as of 21:11, 30 May 2024

Tunnel Dungeon.jpg

Tunnel dungeons are densely occupied labyrinthine networks teeming with humanoid inhabitants beneath the surface. Ever-growing due to the ceaseless activities of their denizens, the tunnels and rooms serve as homes, fortresses, and treasure troves. Occupants must protect themselves against threats from both above ground and below, often employing elaborate defenses, traps, and architectural innovations. While treasures abound, stirring up too much attention may cause a group of intruders to become overwhelmed by the sheer number of potential adversaries.

Entrances to these areas serve as pivotal junctures requiring protection to ensure the safety of the inhabitants, many of whom are likely non-combatants, including children, who contribute to the community's productivity. Multiple defensive measures are typically in place, encompassing strategies that may involve personal sacrifice and, crucially, the activation of an alarm. It's worth noting that not all entrances are externally guarded; some tunnel dungeons may appear innocuous to passersby. However, upon entry, individuals should anticipate encountering immediate resistance from defenders within the area.

However, exceptions exist to this pattern. Certain dungeons may remain undisturbed for extended periods, spanning months or even years, leading the inhabitants to grow complacent regarding the need for vigilance. While it's conceivable that a group could enter without encountering any resistance, such occurrences are rare. Typically, guards or sentinels are stationed, poised to apprehend intruders by surprise or to fiercely defend their territory if provoked.

Entrances come in a variety of sizes and forms, serving as essential transitional points from the external environment to the interior of the dungeon. The design of these entryways necessitates a relatively modest outer footprint to avoid drawing undue attention to the dungeon, which could prompt intervention from influential local figures determined to eradicate any perceived threats. By maintaining a discreet external presence, these entrances help to minimize the risk of discovery and subsequent attempts to eliminate the dungeon's inhabitants.

Tunnel Dungeon Entrance
Roll Result
01-23 Large opening into abandoned mine, either level or somewhat sloped (1-15) or occurring as a vertical shaft (16-20). Remnants of mine carts, wooden supports and tools linger; evidence of recent tampering. May have covert guards (40%).
24-32 Palisaded yard, 20 ft. diameter; gate permits access, guarded by evident sentinels. May have one tower (20%). Sealed door into tunnels located within palisade. Replace palisade with stone circle 5% of the time.
33-93 Small opening, deserted and obscured by vegetation (1-9), amid scattered boulders (10-16), beneath a low, crumbling archway (17-19) or hidden beneath a rusted iron grate (20).
94 Submerged cave, accessible only by diving beneath the water's surface and swimming through a entranceway passage to an interior, breathable hewn passage.
95-00 Timbered door set into a rocky face of a cliff. May be barricaded (25%) and/or guarded by evident sentinels (50%); otherwise deserted.

Large openings begin with a passage that's 60 ft. in length before determining what's in the space beyond. As indicated, palisaded yards have dungeon door, 7 ft. high, 4 ft. wide, 4 in. thick, which must be opened to reveal the interior. Small openings consist of a short passage between 5-20 ft. long, descending 4-10 ft. down an uneven, natural surface. Submerged passages extend 4-16+2 feet, descending 7-12 ft. before rising again beneath a