Difference between revisions of "Tunnel Dungeon (RDG)"

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| 94 || align="left"|'''Submerged cave''', accessible only by diving beneath the water's surface and swimming through a entranceway passage to an interior, breathable hewn passage.
 
| 94 || align="left"|'''Submerged cave''', accessible only by diving beneath the water's surface and swimming through a entranceway passage to an interior, breathable hewn passage.
 
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| 95-00 || align="left"|'''Timbered door''' set into a rocky face of a cliff. May be barricaded (25%) and/or guarded by evident sentinels (50%); otherwise deserted.
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| 95-00 || align="left"|'''Timbered door''' set into a rocky face of a cliff. May be barricaded (25%) and/or guarded by 2-4 evident sentinels (50%); otherwise deserted.
 
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All passages, unless stated otherwise, are 5 ft. wide.
  
 
'''Large openings''' give way to a long undisturbed passage about 60 ft. in length, which must be traversed before learning what is in [[Tunnel Dungeon (RDG)#Initial Space Behind Entrance|space beyond]].  Outside the abandoned mine, there are bound to be remnants of mine carts, with wooden structures, timber and scattered tools.  An investigation should reveal that these have been moved or examined in the recent past.  If there are covert guards, these are positioned discreetly, hidden from view among rocks or vegetation, watching the players and waiting for an opportunity to take them by surprise.
 
'''Large openings''' give way to a long undisturbed passage about 60 ft. in length, which must be traversed before learning what is in [[Tunnel Dungeon (RDG)#Initial Space Behind Entrance|space beyond]].  Outside the abandoned mine, there are bound to be remnants of mine carts, with wooden structures, timber and scattered tools.  An investigation should reveal that these have been moved or examined in the recent past.  If there are covert guards, these are positioned discreetly, hidden from view among rocks or vegetation, watching the players and waiting for an opportunity to take them by surprise.
  
 +
'''Palisaded yards''' may be half-circles or three-quarter circles, depending on the terrain; the palisade is 15 ft. high.  The dungeon door will give way to a 20 ft. passage that slopes downwards at 4-24 degrees.  This door is 7 ft. high, 4 ft. wide and 4 in. thick; because it's in constant use, it won't be stuck, barred or bolted.  Towers consist of a frame supporting a platform 20 ft. off the ground, 8 ft. wide, with a single archer on top if the tower is present; this is in addition to the 3-8 evident guards that are present.  Each is equipped with a horn for giving an alarm.  There is a 10% chance for each guard that a chained [[Tunnel Dungeon (RDG)#Watch Animal subtable|watch animal]] is also present.  If a stone circle is indicated, this is also 15 ft. high and 2 ft. wide; add an addition 2-4 evident guards. Palisades and stone circles also include a gong for giving an alarm.
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'''Small openings''' are 2-3 ft. wide and always concealed, requiring 10 to 60 minutes to locate.  They are deserted, without guards or sentinels, and are rarely used (if at all) by the residents.  There is a 10% chance of a [[Tunnel Dungeon (RDG)#Trap subtable|trap]] being located around the entrance.  The narrow opening enters upon a similarly narrow passage that descends 4-10 ft.; from the bottom, the passage continues for 5-20 ft. before reaching the space beyond.
  
 +
'''Submerged passages''' descend 7-12 ft. downwards to a 4-6 ft. wide opening, which continues for 6-18 ft (4d4+2).  They open at the top of a passage that's a mere 10 ft. before the inside space.
  
As indicated, palisaded yards have [[Dungeon Door|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
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'''Timbered doorways''' consist of a dungeon door without fortification set into the stone exterior as an entranceway into the dungeon. If not barricaded or guarded, there is again a 10% chance of a trap. Inside the door is a 20 ft. passage leading to the inside space.

Revision as of 21:50, 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.

Die rolls indicated are on a d20. Each percentage shown is rolled individually to see if that feature exists.

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). 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 2-4 evident sentinels (50%); otherwise deserted.

All passages, unless stated otherwise, are 5 ft. wide.

Large openings give way to a long undisturbed passage about 60 ft. in length, which must be traversed before learning what is in space beyond. Outside the abandoned mine, there are bound to be remnants of mine carts, with wooden structures, timber and scattered tools. An investigation should reveal that these have been moved or examined in the recent past. If there are covert guards, these are positioned discreetly, hidden from view among rocks or vegetation, watching the players and waiting for an opportunity to take them by surprise.

Palisaded yards may be half-circles or three-quarter circles, depending on the terrain; the palisade is 15 ft. high. The dungeon door will give way to a 20 ft. passage that slopes downwards at 4-24 degrees. This door is 7 ft. high, 4 ft. wide and 4 in. thick; because it's in constant use, it won't be stuck, barred or bolted. Towers consist of a frame supporting a platform 20 ft. off the ground, 8 ft. wide, with a single archer on top if the tower is present; this is in addition to the 3-8 evident guards that are present. Each is equipped with a horn for giving an alarm. There is a 10% chance for each guard that a chained watch animal is also present. If a stone circle is indicated, this is also 15 ft. high and 2 ft. wide; add an addition 2-4 evident guards. Palisades and stone circles also include a gong for giving an alarm.

Small openings are 2-3 ft. wide and always concealed, requiring 10 to 60 minutes to locate. They are deserted, without guards or sentinels, and are rarely used (if at all) by the residents. There is a 10% chance of a trap being located around the entrance. The narrow opening enters upon a similarly narrow passage that descends 4-10 ft.; from the bottom, the passage continues for 5-20 ft. before reaching the space beyond.

Submerged passages descend 7-12 ft. downwards to a 4-6 ft. wide opening, which continues for 6-18 ft (4d4+2). They open at the top of a passage that's a mere 10 ft. before the inside space.

Timbered doorways consist of a dungeon door without fortification set into the stone exterior as an entranceway into the dungeon. If not barricaded or guarded, there is again a 10% chance of a trap. Inside the door is a 20 ft. passage leading to the inside space.