Tunnel Dungeon (RDG)

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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.

Tunnel Dungeon Entrance
Roll Result
01-16 Burrow; tunnels or holes excavated by animals to create a protected living space.
17-47 Cave; natural underground space large enough for moving through, formed by geological processes.
48-54 Crypt; humanoid-made catacombs or vaults for sequestering the dead.
55-60 Tunnels; passages or networks created by humanoids for habitation, transport or defense.