An extra short dungeon trek [Archive] - Wizards Community

Post/Author/DateTimePost
shadowflamedancer

07-03-05, 07:47 PM
Abridged Version: A special hobgoblin war unit consisting mainly of warrior and Battle Mages (the special part) are attacking a village where the PCs are. (NOTE: this is not only the begining of the campaign, but also the hobgoblins are moving in a massive way, somewhat similar to the Githyanki's incursion invasion, execpt only on a smaller scale. They plan to take over Sespech, or at least some of the area. They are coming from the mountain to the North West) The "old sage" style NPC (a gnome druid is you care to know) tell them that he has a tunnel (read: mostly linear dungeon) underneath his house (built by dwarves anywhere between 10 and 100 years ago, pry nearer 100) that goes somewhere (I havn't decided this yet. Had origonally planned on a distant city, but would the dwarves be able/willing to dig a 50 mile tunnel? Tunnel will probably end up being 1-10 miles). Some of the Hobgoblins will chase the PCs though the tunnel, and I am just looking for some encounters/hazards/traps to place in the way to make it more interesting. I am trying to think of things that would logically be there. This counts out huge caverns, large drop-offs, and enourmous monsters. Any suggestions?
krichaiushii

07-03-05, 08:07 PM
A Gnome druid with a Dwarf-built tunnel under his house going ... somewhere?

First of all, the tunnel was likely conceived of as an escape tunnel, so perhaps it heads out into the nearby woods/hills and opens there.

As Gnomes and Dwarves are shorter than most humanoids, the tunnel should be correspondingly so. Perhaps 5-6' high at the highest - not only does it hamper big folk, it would make the tunnel cheaper.

A tight squeeze for a Gnome is nearly unpassable by larger creatures; especially if said Gnome is wildshaped into a small or tiny critter.

Obstacles might include a moist area populated with mushrooms, deadly fungi, and a shambler. Shocker lizards work here, too.

A flooded area may be found - the druid can pass it using wildshape (fish form), but others have to hold their breath/use magic; magic that is not likely prepared. This might hamper the druid's animal companion(s), though.

Obstacles that tie into the elements - perhaps even captive elementals. Or a puzzle lock that can only be passed by applying the basic elements; in the right order. Air, Earth, Fire, and Water.

Areas where the ceiling and walls are shot through with tree roots - perfect for Entangle spells.

Areas of magical darkness - the Gnome memorized the steps to take to avoid the traps (or he wildshapes into a bat and flies over them!) in the path. Others are not so fortunate.
Fixxxer

07-03-05, 08:08 PM
I am trying to think of things that would logically be there. This counts out huge caverns, large drop-offs, and enourmous monsters. Any suggestions?

No it doesn't. There's nothing that says the dwarves couldn't have broken through into a natural cavern while tunneling. Additionally, there's nothing stopping you from including a large room spcifically designed by the dwarves as part of the tunnel, perhaps as a shrine or a place for travellers to rest (a ten mile walk underground could be tiring).

Cave-ins are a possibility. Over the years, a section of the ceiling could have simply given way and created a block in the tunnel. The PCs either have to stop and fight their pursuers or they need to try digging their way through in a hurry.

Enormous monsters are out, but parts of them aren't. Who's to say that the roots of an acient and evil treant aren't hanging in the tunnel? The PCs wander into them and the roots begin blindly trying to grapple them. This could work to their advantage if they survive, as it would also slow (or even stop) their pursuers.
Thomar_of_Uointer

07-03-05, 09:14 PM
If it was used as a common route, all traps will have a bypass. As a flavor bit, everything should be made of stone, what with Dwarven Stonecunning and all.
Skeane

07-03-05, 09:54 PM
I guess a lot of this depends on the purpose of the route.

If it was an escape route built specifically for the gnome (and other small creatures) then size issues might come into play, but if the intention of the area is to have an escape route that's accessible to many, then I'd make the paths wider and eliminate size issues.

Also, unless you're going with 'unintentional' traps (sinkholes) the issue of whether the route is intended to be public or private is going to have an effect on the kind of obstacles adventurers are likely to encounter. A private route might be filled with hard to detect/dismantle traps and caged beasties that could be unleashed at the owners discretion. A public route would have less of that sort of stuff and more in the way of random encounters with (likely) subterranean wandering monsters.
Gnome_Dragon_Disciple

07-03-05, 10:21 PM
Depending on the magical nature of the world, portals might work fairly well. An area of darkness in front of a portal to the Plane of Shadow ought to work fairly well, provided there's a key or something to activate and deactivate it.

If it's an escape route, most of the traps would likely be things that the person escaping would trip on those behind them... Things like chopping a rope and dropping a ton of rocks on the persuers, possibly blocking the path of anything... anything short of a hobgoblin ;)
shadowflamedancer

07-04-05, 12:39 AM
You've got some good stuff everyone. As for the sixe issue, I had planned on making it large enough for the PCs to get through, but small enough so that combat and certain skill checks are hampered. The purpose of the tunnel is an escape thing, and although not made specifically for the public, I wasn't planning for the gnome to attempt to halt pursuers. (the entrance should be exeedingly well hidden. So well hidden in fact, that even I still don't know how.) I am looking for natural things like pitfalls and colapses, but if anyone gives some absolutely marvolous suggestions, then I won't be able to resist.

krichaiushii: I like the flooded idea. I think I may use that. The roots coming through the cieling sound like excellent flavor! It can really add a measure of creepyness, and show the PCs how old and in disrepair this tunnel is.

Fixxxer: Good point with the large cavern and large monster issue! I think I will indeed create it so that the dwarves broke into a larger cavern and just picked up the tunnel on the other side. The roots coming through the cieling sound like excellent flavor! It can really add a measure of creepyness, and show the PCs how old and in disrepair this tunnel is.

Thanks all! If anyone has more ideas, then please! :D
Gnome_Dragon_Disciple

07-04-05, 12:48 AM
Old and in disrepair, you say? In that case, load the thing up with more traps than a rogue can shake his Trap-Find-O-Meter at... after all, with an ooooold escape tunnel, not all of the traps will work ;)
Karota

07-04-05, 01:36 AM
with an ooooold escape tunnel, not all of the traps will work ;)

Iīd say, none would. Maybe one or, and that is much, two.

Just think. If it was an escape tunnel, it has to have been used at least one time, in the close future of its construction. Inhabitants could have known of the traps, but not their foes. Or does the gnome make repairs of them??

The whole way could be carpeted with bones of the dead enemies of the past; a crane here and there, and the like. One of the skeletons could happend to be an undead. Some ooze also fit... and donīt forget the rats, rats are a very important element in any tunnel to escape (remember Zelda 3 when liberated the princess).

There also can be non-hidden traps; just like a pit and a flooded section. This last part could have not been made for that purpose, but become this after an earthqake that broke deeper walls and an underground flow could have entered the site. Maybe it means an alternate exit that goes to the moors.