Parent Pages: Adventures

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Living Dungeon

The PCs, seeking information on an ancient sage's research, discover the location of a labyrinth constructed by her that may contain her library. Gaining access to the library will require braving the perils of the dungeon.

Back Story

The sage, Dianna Kaull, spent much time researching various forbidden subjects. Her greatest work, her library, was destroyed and her spirit was trapped in a magical gem in the center of her labyrinth. Her mind is now in control of the dungeon itself. Recent events (in the last two-hundred years) have rendered the dungeon powerless, except for a tiny trickle of emergency energy.

She's been using this trickle to gain the attention of visitors in an attempt to get them to repair the dungeon.

Unknown to the PCs, however, is the fact that she's quite insane and prone to sudden, violent, even homicidal, shifts in her personality. This is the reason a group of do-gooder adventurers heavily damaged the place, to prevent her from killing anyone else.

She'll promise nearly anything to regain the ability to manipulate the dungeon as she once did, but nothing she promises is real. She could give them wealth or knowledge, but won't if she doesn't have to. Furthermore, she fully intends to torture them to death, similar to a cat with a mouse.

The only way for the PCs to get the information they're seeking is to force her to play their game, rather than the other way around.

Adventure Synopsis

  • The PCs enter the dungeon.
    • The dungeon is a massive, rotary combination lock.
    • Hexagonal, rotating sections with six rooms each.
    • Permanent gravity manipulation spells hold the contents of each room to the floor.
  • They hear a bellowing male voice call out to them from all directions.
    • This is Dianna.
    • She demands that they repair the dungeon.
      • It'd been damaged and is currently non-functional.
      • Main power will have to be restored before it can be used.
  • The PCs restore power by traversing a side tunnel.
  • In order to proceed through each section, they must repair some form of magi-tech equipment.

Major Variations

This optional section (remove if not used), should detail variations in the adventure, either to add some extra spice, or to use it in another setting.

Starting the Adventure

Describe possible adventure hooks to get the PCs involved in the story.

[Name Adventure Parts]

Each section of the adventure should have a unique name, so it's easy to reference. Add a section to the page for each part of the adventure. Describe in detail what happens during this chunk of the story.

Flavor text to be read to the players may be marked like this (1×1 table):

This is flavor text.

Concluding the Adventure

Detail how to end the story. List possible hanging plot elements that might be revisited at a later date. Describe rewards and/or penalties that might be obtained for success or failure.

Maps and Locations

Display maps and describe the locations found within. Be sure to detail any unusual conditions.


Files for GCS character sheets for the characters should be linked to from here.

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