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Dungeons
Any
Rooms/ Halls

3.44
8 Votes

30xp


Hits: 3502
Comments: 11
Ideas: 0
Rating: 3.4375
Condition: Normal
ID: 2808

Submitted:

Updated:
June 30, 2006, 12:29 pm

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The Littered Halls

By:

You follow the map your purchased. It is to lead to the lair of Tergars the Dark. You follow through the woods, and find the rocks that lead into the hillside. The troupe creeps inside. Inside you find burned out candles, recent trash, and a few broken kegs. It is not Orc remains… there are funny and obscene things written on the walls with charcoal written in the local tongue. It is strange… unless….

The “dungeon” is quite legitimate. It is the former lair of (Insert dark and dangerous local menace from your world). You are sold a map of some antiquity and it is genuine. The location was on the outskirts of civilization generations ago. It is also the last known location of an important item.

Today, there is a good sized village not far from there in the lowland. There are similar villages all around this region, as a religious group has move out here to find some peace. There has been (at least) two generations of kids from the village that have roamed the hills here. They found the opening long ago.  Some kids kept it secret, others brought their friends.  You see, the people in these parts belong to a strict sect. The freedom they could find here was important to them. 

The kids spend time alone here. They sing and dance (something prohibited in the village). They have parties. They couple. Some practice with small slings against the rats. They do all sorts of things in this set of halls.

Now those kids are parents (and grand parents) themselves.  The halls (as the locals call them) are an open secret… something that everyone conviently forgets when they become an adult.

Now if someone who is skilled in woodcraft can tell you, there is almost a trail made leading to this place. (Of course the map takes you up this torturous course. So if you encounter kids here, they will go, “why did you come up that way, it is easier *jerks the thumb* that way”.)

There is a small warren of cave walls and carved hallways here, about 10 rooms and 18 hallways in all.  There is trash and the remains of the kids who have been here in these wall. Any traps that were here have long been triggered and broken by the kids.

Now most adventurers might just turn around. Their mighty dungeon has been looted and invaded by kids.

However, in the back of the halls, there is a chasm - A deep and dark and dangerous chasm. The hall that leads to it has been blocked off by a couple of up ended tables long ago.  If the adventures follow this route, they will find the rest of the Lair of “Dark and Dangerous Menace” with the rest of its traps and trick, and the artifact/ item they seek.



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Comments ( 11 )
Commenters gain extra XP from Author votes.

Voted CaptainPenguin
June 30, 2006, 16:44
Only voted
Voted Chaosmark
June 30, 2006, 20:29
0xp
Not much to say, aside from it being an interesting base for GMs to use.
Voted Scrasamax
July 2, 2006, 9:50
0xp
hmmm...I was expecting more, but it just sort of went flat at the end. As I was reading I got this Lord of the Flies idea where the kids, not quite the Precious Moments figurines of some imagination, are stirred to darker acts by the simple presence of the halls.

Sure, this is where alot of them experience their first encounters of alcohol, illicit substances and the opposite sex, but what's to say this isnt the first place they beat someone almost to death, or the first place they begin to assert concepts of dominance, submission, hoarding and bondage?

Idea materials - Lord of the Flies, Apt Pupil, the movie, and possibly any horror slasher movie with foolish teens.
MoonHunter
July 2, 2006, 17:14
0xp
Yes, but since most of these kids come from a nearly Amish like background, they will not be going "that far". This is more harrowing (doing things normally not allowed), rather than a full drop into depraved freedom.

And again, this is just a hall... part of a bigger whole. (Just like a door or puzzle).
Voted Murometz
July 2, 2006, 10:16
Only voted
Voted Siren no Orakio
July 2, 2006, 11:42
0xp
Personally, I like this very much. Most dungeons, much like these kids, are probably no longer 'virgin' by the time the adventurers find them. We always seem to forget that. Not every idea has to be a complete thing in itself, and this is very useful.
MoonHunter
July 2, 2006, 17:11
0xp
Yes... most dungeons should be like obscure national parks... yes they are mostly wild, but really people have been there before.

It is just a piece. That is why this is a Hall (being just a few halls), instead of a style (how we would define an entire dungeoning area.

It is a fun thing to add to a dungeon.
Voted Ria Hawk
July 2, 2006, 15:50
0xp
Nifty idea, concept that hadn't occurred to me before. This is really more of a bit to be added to an existing dungeon, tho.
MoonHunter
November 4, 2006, 11:03
0xp
That is why it is a Room, not a dungeon.
Voted Pariah
July 2, 2006, 19:12
Only voted
Voted valadaar
May 23, 2013, 13:57
0xp
I like this idea, especially when one tries to take a realistic approach to dungeons and the like. Unless something is absolutely secret, or actively defended, it will eventually be looted.

Quest



Random Idea Seed View All Idea Seeds

Zelda's Law

       By: Scrasamax

Game Cliche 2.

Upon learning about "the five ancient jewels" or "the nine legendary icons" or whatever, you can be quite confident that Saving the World will require you to go out and find every last one of them.

Ideas  ( Plots ) | May 1, 2006 | View | UpVote 2xp


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