Difference between revisions of "Tunnel Dungeon (RDG)"
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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. | 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. | ||
− | 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. | + | 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. |
+ | |||
+ | Entrances vary in size, with specific details are given below as extra notes to preserve the integrity of the table provided. | ||
{| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;" | {| class="wikitable" style="float:left; margin-right: 25px; text-align: center; background-color:#d4f2f2;" | ||
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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. | | 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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+ | Large openings begin with a passage that's 60 ft. in length before determining what's in the [[Tunnel Dungeon (RDG)#Initial Space Behind Entrance|space beyond]]. 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 |
Revision as of 20:54, 30 May 2024
Tunnel dungeons are densely occupied areas populated by 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 treasures abound, stirring numerous enemies simultaneously can overwhelm even seasoned adventurers.
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.
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.
Entrances vary in size, with specific details are given below as extra notes to preserve the integrity of the table provided.
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