Tunnel Dungeon (RDG)
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.
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