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Fandom World's Largest Dungeon || Dice Not Included

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FACTS ABOUT THE DUNGEON

  • The dungeon is in a mountainous region
  • It has been buried for countless years.
  • There is only one entrance, and one exit. And they are not the same thing.
  • A chasm filled with magma pushes through the earth beneath the Dungeon.
  • The monsters in the Dungeon do not have children. There are no baby orcs, or yuan-ti eggs. No dragon eggs, or infantile Kobolds. Nothing.
  • Because of the presence of the Celestials, no one needs sustenance. I.E. Food, water, sleep. Though, should you choose to eat, drink, or sleep, you still can. You aren't prevented from doing so. It's just that if you didn't, it wouldn't harm you.
  • The Dungeon was built to jail undead and demons, not to be comfortable.
  • There are no barracks, kitchens, or anything resembling "living" quarters. Save for what previous inhabitants have made do with.


 
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The Dungeon Environment

Sight

A key thing to keep in mind is that the Dungeon is completely dark. Except where noted, there are no sources of light anywhere inside the Dungeon. This does not present a problem for most creatures, which rely on darkvision or blindvision to find their way. ((Darkvision is essentially Night vision, and blindvision is essentially Sonar))


-As adventurers, you must take this into account. If your race does not have one of those two listed visions, you must rely on light sources to find your way. You must also account for the fact that there are creatures who see in the dark, and so, they will more than likely see you long before you see them.


Sound

Sound does not travel as far as you might think or expect. While the Dungeon is not soundproof, the walls were made very thick to muffle the screams of the demons inside their cells. Wards were added to soften the annoying, persistent echoes. Years of neglect have caused these wards to warp, creating an unplanned new effect: Sound is unpredictable.


This means even if you are being extra quiet, perhaps a single breath gets funneled down a quarter-mile of corridor, alerting everyone to your presence. Or an epic battle in a Room two doors away goes unheard. Echoes from the farthest reaches of the Dungeon could be heard at the entryway, and your footfalls could go unheard by someone right next to you.


Other

Because the original builders had little need for creature comforts, the Dungeon has little in the way of furniture or standard dungeon decor.


These Regions are geographically unstable. While an actual collapse is not going to occur thanks to the still remaining magic from the celestials, occasional rumbles and tremors are common, and can be anything from a minor nuisance to a real hazard.
 
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Interior and Secret Doors

Unless stated otherwise in the Room or area:


-Standard Doors-


[-]If there is no description, the door is closed, but unlocked.


[-]They are made of wood, and bound with iron.


[-]It only opens in a single direction. Pull rings are located on either side to allow the door to be pulled open, or pulled closed.


[-]All doors push open into the Room from the hallway or from the previous room, unless other wise noted.


[-]Although heavy, it is well anchored on common hinges and can be opened by any creature of 3 feet tall or larger by simply leaning against it. Any creature can push open a door.


[-]The pull rings are located 4 feet from the floor, and thus, a door can only be pulled closed by a creature capable of reaching the ring.


[-]Open is Open, and Closed is Closed. All doors must be manually opened or closed by physical or magical means. (Which means, something or someone has to open or close the door. Nothing opens or closes on it's own.)


[-]There is roughly a 1/2 inch gap between the bottom of the door, and the floor. Which allows air, light, noise, and smells to escape.


-Secret Doors-


[-]Unless stated, the door is closed.


[-]Made from stone, or whatever the wall is made of.


[-]It pivots on a vertical axis by being pushed on one or the other end. These doors are much heavier than normal doors, and thus, it would take most creatures more effort to open. You cannot just happenstance push one open. You have to actually try to open it.


[-]Unless noted, it takes extensive study to locate a secret door. As they appear to merely be part of the wall in which they are built.


[-]There is no locking mechanism, and thus, cannot be locked.


[-]Follows the same rule as standard doors when it comes to open, and closed.


[-]It is 6ft high by 7ft wide. When fully open (where the door is perpendicular to the wall) there is a total of two feet worth of maneuvering space between the door and the wall.


[-]These doors are built to very tight tolerances. Although there is a slight gap between the top and bottom through which noise or air might pass. Because of the thickness of the door (3ft to be exact), this gap is not large enough to allow light to pass through.


[-]Pushing it open causes stone to scrape, and make noise.


Miscellaneous

The ceiling height varies throughout the Dungeon. The possible ranges are from 10 feet, to 100 feet high.


There is no teleportation or extradimensional travel. Travel is done on foot, or by mount.


There is not much in terms of treasure. This is a prison in all essence, so most items to be found were brought here by the recent inhabitants, or things that creature already had.
 

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