XaiJu
AtaraxianBear
AtaraxianBear

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The fortress of faith [100x82]

 

My next big dungeon is ready!
Here I tried to post-edit some things and added steam, smoke and sparks. Feedback is always welcome! I can also accommodate requests for changes.


Description of the dungeon and how I want to use it:  

The starting scenario of this dungeon is that this is the inner part of a fortress that has been besieged for a long time. Inside are the knights and followers of a druidic belief. The supplies are running low and my adventurers used a dark night to storm the fortress before the leader of the besieging army can do it at dawn. They know from a reliable source that the defenders are almost exhausted and my heros can thus be the first to secure the loot. 

1. At the beginning we look to the east of the dungeon. There a staircase leads down into the mountain after the adventurers have overcome the defense further up (there will also be a map for this). A trench awaits them here and heavy defense on the other side. The defenders hope that attackers will take the "easy" route and turn north into the dug passage. 

2. If this trap is followed, our adventurers will come north through a brightly lit corridor. Then they enter the "vaults of faith". Here they are taken under fire from an overhead platform. Since they are just coming out of the brightly lit area, they are initially blinded in the new environment. This glare becomes stronger the longer you stay in this vault. The enemies are blind archers who defend every inch and then quickly withdraw. The gemstones have a subtle effect on the eye, which makes the blinding worse and worse.
When the adventurers have made their way through to the end of the vault, a wave running against the current can drive them into the room in the south (the room with the statue from which the water flows) to deny them access to the crypta in the west. 

3. This crpta at the end of the vault can be reached by descending a cliff. There is a large smoking pit full of corpses in here. The defenders died of disease and starvation and had to burn the bodies here. The room is full of smoke. But a little can peel off through cracks in the ceiling.
There is also a holy relic on the nearby altar. The skull of one of their saints. (he can speak). Here, following their belief, the defenders have sacrificed their most important objects and they must not be touched. You can find good food and lightly enchanted weapons. The believers preferred to die rather than remove food and weapons from the relic. The more important the sacrifice, the greater the impact. 

4. Let's jump back to the first room. Whoever has overcome the defense there can now go west or south. The western corridor is strongly defended. The hope of the defenders is that the heores prefer to take the southern way instead. Whoever fights his way through the strong defense comes into the room of the holy knight. A source of water comes from the ground at his feet. An inscription tells of "a path that is followed by the clear mind". If defenders can escape, they can be seen drinking some of the water and then fleeing further west through the door.
In this passage there are mushrooms and other plants that make the air heavy. They poison anyone who has not previously drunk the holy water. 

5. Whoever makes it through the mushroom corridor gets into the living space of the defenders. The last people have holed up here with their families. This is where they lived the entire siege and many died here. A path leads to an associated chapel. Another sacred relic can be found behind the altar. Protected by a magic chest. A corridor leads south, which is again defended with magic. A staircase leads north to the crypt. 

6. When the adventurers do not march west or north in the first room, but south, they first find a harmless unguarded passage in front of them.
This southern part of the dungeon has been abandoned. Instead, three eggs were hatched in the south that would turn him into a death trap. The first egg was hatched in the library.
Magical runes on the floor provide light and a holy book of the believers can be found in the middle of the room. A monster lurks here, which steals knowledge. With each attack, the victim's intelligence decreases. 

7. The next room to the west used to be a kitchen. An intelligent plant monster has been hatched here, which causes plants to sprout from the target with every touch. (You can cook for the monster as an alternative to fighting. (It has never tasted meat!)) 

8. Following the corridor further west we come to the sauna. That is where the most dangerous beast was hatched. It is a dragon-like beast that loves heat. But the sauna wasn't big enough. So it dug deeper to the former throne room in the north. 

9. The final room is a cave that was dug into the former throne room. The lizard has created perfect surroundings here. Fog, water and magma provide a perfect habitat.
The crown jewels should also be found somewhere here. 

The fortress of faith [100x82] The fortress of faith [100x82]

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