
![]() |

The Idea is to contribute a single room, Cave, Cavern, Chamber, ect.
Preferably you will contribute something more than a 10' x 10' room with an Orc sitting on a Chest.
1. Hells Antechamber
You breech the Door to find a half dead Orc leaning against the engraved stone door on the far side of the small room. He looks chewed up and there is blood everywhere. He is using a heavy chest of Iron to brace the Stone door shut and the broken blade of a sword is wedged into a crack.
As you push your door open he comes too raising his broken Shortsword.
"Come no further..." The Orc holds up a Holy symbol then Dies.
DM BRIEFING: The Room is 10' x 10' wit ha Reinforced Wooden Door and a Stone Door at opposite ends. The chest contains the corpse of a Beholder whose central eye was replaced by the Eye of Vecna. Its Guardian (an Orc Paladin) barely escaped his pursuers who are currently looking for a better way around.

Arcane Joe |

2. The Welcoming Hall
A vast unlit chamber, wherein all light sources seem to burn only dimly in comparison to the epic size of the great vault. The arches and walls seem to drift up into faraway space, and bear the time worn inscriptions of the long forgotten race that were the architects of this monstrous hall.
Keen eyed adventures will soon discover the many gnawed corpses, faces twisted in a rigor mortis of fear, that further serve to warn against exploration.
From the farthest distance a great rushing can be heard. Here the gigantic stonework is hewn in colossal scars and gaping plunges. A great subterranean river charges beneath in mighty crashes, several hundred feet beneath the present surface.
Proceeding onwards will require careful planning. Visibility is low and chasms yawn hungrily to swallow any who cannot make long leaps across the treacherous masonry.
This is probably when sickly dozens of benighted sub-humans will emerge from the tunnels and cracks that are their tenebrous home. Putrid skinned from lack of sunlight and with the carnal determination to sink their malformed teeth into delicious soft flesh, or die trying.
With quick wits, the lucky might make their way forward with skill or sorcery, before the great hunger descends upon them. But once the farthest end is reached, going back would be an option even the mad would never consider.

JohnBiles |
Having passed the horrors of the Welcoming Hall, you pass to the Shadow Crossroads, littered with graffiti which offers hints to travels and the shadow of past adventurers. A DC 20 Perception check allows the deciphering of one useful clue. Unfortunately with the dungeon not yet written, we can't tell you what is.
A spiral staircase descends down to lower levels here and a circular walkway rings the shaft of descent. Tunnels lead west, east, and south from here, while a door allows egress back to the Hall of Welcoming if you enjoy freaky sub-humans trying to eat you.
DC 20 Perception reveals a secret door to the Southeast which allows access to the Stairwarden's chamber. Once a set of guards dwelled here under his command, guarding the stairs. But they died long ago, turning to undead.
The Stairwarden's chamber is wedged in between the eastern and southern hallways with DC 20 secret doors to each, narrow close to the walkway and broadening out as it moves further way. It has a table and chairs in the center of the room where the undead have been gambling the same treasure from each other for a very long time.
The floor is slick with the yet undried blood of past victims and with various kinds of nasty slimes and fungus which grow in the unholy brew.
10th Level Encounter: Gambling Undead Stairwardens (2400 XP)
Foes:
1 10th level Nasty Floor Hazard
1 12th level Stairwarden (Battle Wight Commander)
3 9th level Battle Wights
10th Level Floor Hazard:
Anyone who steps onto the nasty floor is attacked by it: +14 vs. Reflex; target falls down hard, taking 1d6 damage and 1d6+5 poison damage and being rendered prone. To rise from prone, they must make a DC 21 Athletics check, or they fall down and take the damage again.
Note that the Wights are immune to the poison damage but not the falling.