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Diaclaris Infinite Dungeon

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324 views7 pages

Diaclaris Infinite Dungeon

Copyright
© © All Rights Reserved
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Available Formats
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Table of Contents

Introduction.........................................................................................................................................1
The Infinite Dungeon...........................................................................................................................1
Running the Dungeon......................................................................................................................... 1
Environment.................................................................................................................................... 1
Features...........................................................................................................................................3
Encounter........................................................................................................................................ 3
Sample Adventure............................................................................................................................... 4
Afterword............................................................................................................................................ 5

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual,
Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks
of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material
or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800
Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Not for resale. Permission granted to print or photocopy this document for personal use only.

Introduction Running the Dungeon


Diaclari was a mighty high elf wizard that started a The infinite dungeon is unexplored. Instead, the
bet with the lich, Isenowertz for a magic item dungeon is a set of generated chambers connected
known as the Robe of Planar Walking. by sets of magical doors. The details of the dungeon,
such as what creatures live in the chamber or how
The wager was a competition of magic object the environment affects creatures, is up to the
making. The lich made magical items called Dungeon Master.
"Isenowertz’s Magic Items." Diaclari tried to outfox
When a creature goes through a magic door made
him by creating a dungeon holding an untold
from the Infinite Dungeon, they will enter a new
number of rooms.
chamber. If they go through the door they came,
they will leave the dungeon to the closest
But, the lich won the competition when he unoccupied space they first entered.
explained that a dungeon with infinite chambers is
only a single dungeon. He gave her the Cape of the There are three main parts of any part of the
Mountebeak and cursed her to wander across the dungeon chamber:
planes. Environment. When a creature goes through the
Infinite Dungeon’s magic door, they’ll arrive in a
Diaclari’s Infinite Dungeon wandered the planes, new chamber or environment.
following its master. Magic forces it to appear from
plane to plane and dimension to dimension. The Features. Different features that affect roleplaying
dungeon's doors opened to any adventurer who or combat.
dare step in the dungeon. Encounters. This is what the characters will come
across as they travel across the chamber.
Dungeon masters can use this supplement to add
randomness in their campaign, but can still carve General Features. This dungeon will have following
their own adventures. Diaclari’s Infinite Dungeon consistent features:
provides a host of rooms and ideas that players can Boundaries. A magical barrier ensures that no one
endure. They don’t even need to enter the dungeon leaves the dungeons except by a door. These
for you to use the tables in the supplement. barriers are unaffected by spells, such as the
anti-magic zone, and indestructible. The barriers
Everything in this supplement can create your own will always be a dome with a 200-mile diameter.
story, dungeon, or a set of randomized rooms. Doors. There will always be 1d4+1 magic doors
made from the infinite dungeon in each chamber.
Each magic door will always be inside the magical
The Infinite Dungeon boundaries.

No one knows how dungeon came to be, scholars Environment


even say Diaclari forgot. They know it wanders with its The environment will affect how parts of the
opens door available to anyone wants. The infinite chamber looks and feels. Rolling on the table for
dungeon is a pocket dimension filled with pocket environments doesn’t mean that’s the only place
dimensions. It draws its power from the chaotic forces the characters see–It’s only where the door leads
of Limbo to create every single room. Magical doors the player characters.
connect the chambers to create the world’s biggest To decide, roll a d100 and check the environment
dungeon. table.
On the outside, Diaclari’s Infinite Dungeon is a mass
of purple, chaotic magic with an iron door leading into
the dungeon. Anyone can enter the dungeon, and
anyone can leave. But when they leave, the Infinite
Dungeon will have moved.

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d100 Environments d100 Environments


1 Foggy forest with red water 51 A cave with magical fires frozen in ice
2 City fallen into a sinkhole 52 Hallway with stone statues that watch
3 Rocky landscape of fallen meteors 53 Mountain pass blocked by magical winds
4 Land of frozen tidal waves 54 The back of a giant turtle
5 Plains of constant lightning strikes 55 Junkyard of non-magical magic items
6 Sewers with bones in its water 56 In the belly of a continent sized whale
7 Floating islands with connecting bridges 57 City with giant mushroom buildings
8 Junkyard of broken constructs 58 Cliff face constantly having dust storms
9 Flat plains with giant rolling dice 59 Platform floating around a glowing crystal
10 The plane of the Fey Forest 60 Forest of living plants
11 Chamber with a maze of short tables 61 Alleyway that curves upside down
12 Gorge with a bridge made of bones 62 A cornfield maze surrounding an old cabin
13 A town entirely populated by dogs 63 An emptied dragon’s hoard
14 Site of multiple shipwrecks 64 A flooded wine cellar
15 A place where the sky has eyes 65 Forest with passive will-o’-wisps
16 Abandoned city filled with whispers 66 The plane of Shadowfell
17 Desert of red sand and hellfire 67 Ocean of floating coffins
18 Grassland with rainbow colored grass 68 A castle in the shape of a perfect sphere
19 Cave with critters in the walls 69 A place where all the creatures are cards
20 Inside of a giant tree 70 Chamber of a thousand floating doors
21 Jungle of hanging tombstones 71 The torture chambers hidden in the castle
22 Town devastated by magic 72 Near a giant statue of a beholder
23 Graveyard of monster skeletons 73 Area of scorched land
24 A glass dome under the sea 74 Rolling hills with rolling boulders
25 Throne room with a dead king 75 A palace in the eye of a storm
26 Forest of enchanted glyphs 76 A lake of glass and land of crystals
27 Jungle of twisted iron vines 77 The plane of Mechanus
28 Swamp with slime for water 78 The kitchen of an abandoned castle
29 Abandoned mine with wood ore 79 A wizard tower toppled over by giants
30 A place where ropes hang from clouds 80 Arctic with streams of boiling tar
31 A retired necromancer’s garden 81 Underground city lit by mushrooms
32 A land where everything is stone 82 Canyon with furniture in its walls
33 On the armrest of a god’s seat 83 A landscape of crucified vampires
34 Cavern laid with monster eggs 84 Inside the skeleton of a giant monster
35 An arena of pit fighting Tarrasques 85 Forest with choking black clouds
36 A mansion swirling around a whirlpool 86 A slanted church on the edge of a cliff
37 Inside a hallow crystal 87 A chamber where everything is a cubic
38 Chess board with destroyed pieces 88 Monastery dedicated to a devil
39 Mountain of craters and holes 89 Desert that constantly rains more sand
40 Platform held up by a storm giant 90 The palm of a gargantuan statue
41 Temple to some alien deity 91 Lighthouse surrounded by sea monsters
42 Near geysers that shoot out liquid metals 92 Large system of tunnels
43 Sky with clouds you can walk on 93 Near a volcano that erupts white clouds
44 Overgrown mushroom cave 94 Savannah with talking animals
45 Inside the pages of a book 95 Chasm of crying winds
46 Sand dunes made of volcanic ash 96 Inside a massive-city sized ship
47 The plane of the Beastlands 97 A meteorite that grows a single tree
48 A Viking drinking hall 98 Library of living books
49 Landscape of infinitely twisting stairs 99 In a time traveler’s lair
50 Forest of upside-down trees 00 Your house

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Features nature of the encounter is on the table, but the


Features are parts of the dungeon that will affect details are up for the Dungeon Master to decide.
the players and the creatures inside the same To see what encounter the characters go through,
chamber. Every time the players enter a new roll a 1d20 chamber.
chamber roll a 1d10. If you rolled a 1, roll a 1d12 to
determine the feature of the room. 1d20 Encounter
1 Big Fish or DM’s choice
Every feature’s effect will only affect the creatures 2 Puzzle/Trap
that stay in the chamber. So, if a shark from feature 3 Combat
11 moves to another chamber that doesn’t have 4 Skill
feature 11, it can no longer breath and swim in air. 5 Combat
6 Roleplay
Some features only affect certain spots in the 7 Magic
chamber, in this case the Dungeon Master decides 8 Skill
where these spots are. 9 Divine
10 Finale
1d12 Feature
11 Adventuring Party
1 The gravity of this chamber reverses at
12 Combat
random intervals.
13 Mook
2 When a creature casts a spell of 1st level
14 Village
or higher, roll on the Wild Magic Surge
15 Magic
table in the Player’s Handbook.
16 Combat
3 Many objects in this chamber , like swords
17-20 Exit
and tables, are animated and sentient.
4 While in this chamber, no creature can
speak common. Adventuring Party. Another adventuring party that
5 Many parts of this chamber have been is delving through the Infinite Dungeon approaches
desecrated. the characters. The nature of the approach is up to
6 Water native to this chamber has a chance DM. Maybe the adventuring party needs help to
to be a water element or water weird.
save a lost comrade or they could look at the player
7 All sound is amplified in this chamber. If a
characters as new targets to rob.
creature takes thunder damage, it takes
an extra 1d8 thunder damage. Big Fish. If you’re running a story-driven dungeon
8 While in this chamber, all non-magical run, this encounter shows a story element such as
armor and shields have an AC of 0. the villain running through a magic door. But, if
9 Will-o’-wisps follow the characters and
you’re just dungeon crawling or you’re not story
will use their Consume Life feature on any
focused - choose the encounter instead.
creature that reaches 0 hit points.
10 In this chamber, creatures must spend 12 Combat. A pure combat encounter without any way
hours resting or doing light activity to gain to talk out of. You can plan these out or you can use
the benefits of a long rest. the Dungeon Master’s Guide’s list of creatures by
11 Sharks can breathe and swim in air while CR rating and location (Page 302) or Xanathar’s
in this chamber.
Guide to Everything’s large list of encounters (Page
12 Damage from non-magical weapons, is
92) for the encounters.
reduced by half in this chamber.
Divine. This encounter a religious or divine and
Encounter requires some things such as a prayer or religious
The following is a list of encounter that the players
ceremony to access a small benefit or stop a small
can go through while traveling the chamber. There
curse. For example, a cleric or paladin pray at a
are only two predetermined encounters on this
shrine and regain 2d4+2 Hit Points.
table (The Adventuring party and the Village). The

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Exit. The characters find an exit out of the chamber.


Monsters, traps, or nothing at all can guard the
Sample Adventure
This sample adventure shows how building an
door.
adventure around Diaclari’s Infinite Dungeon. This
Finale. This encounter is the large encounter with a adventure is for generic mid-tier players and should
big monster and their minions. Through roleplaying be changed to fit the different player characters at the
or combat, they can reach past and get the treasure table.
the monster guards and wrap up a story.
Setup: The patron, a Wizard of the West Coast,
Magic. A magic encounter can take many forms, wanted to have parts of the Infinite Dungeon mapped
from a simple Intelligence (Arcana) check to unlock out with his own tool - a magic map that shows
a magical chest to a complex set of spells needed to connections to different planes and. But, a thief stole
open a tomb without the proper key. it and has gone into the dungeon itself.

Mook. This is an encounter of small, squishy The wizard wants his map back and has another map
enemies that the players can go through like butter. that shows the trail of unique magical energy. He
A group of kobolds, goblins, or other creatures needs it as fast as possible before he’s kicked out of
the university. This wizard must stay on this plane to
depending on the party’s level make up Mook
keep teaching, or else he’ll unable to fund projects
encounters.
such as his self-filling map.
Puzzle/Trap. A puzzle or a trap presents itself to the
group. The Dungeon Master chooses the trap. A
puzzle can be a riddle, a set of sliding levers , or a Environment: Temple to some alien deity (41)
strange cubic object that must have all the side put Feature: None (5)
in place. The trap can range from anything from pit
Encounter: Magic, Skill, Exit (7, 8, 18)
falls, arrow hallways, and curses cast by objects.
Roleplay. The characters may talk their way The first chamber the player character enter is the
through trouble. This encounter requires a DM to temple of an alien deity. This temple overflows with
think about the environment and who would strange magic and the map that shows the trails of the
interact with the players. Often, a roleplay magic is incomprehensible. An Intelligence (Arcana)
encounter may turn into a combat encounter. check with a 15 DC will tell the true path to take. If not,
the players must wander around the temple to find
Skill. A much less specific version of “Divine” and
the one other magic door. The player can make a DC
“Magic,” skill refers to any skill check. These rolls 25 Wisdom (Survival) check to follow the faint
should change how the characters try a task. A footprints.
successful Dexterity(Stealth) check could hide from
a powerful enemy or an Intelligence (Investigation) All the characters that move through the temple must
check could decipher the code for a secret passage. make a Dexterity (Stealth) check with a 13 DC, or else
Village. Many strange communities come out of the they will attract the cultists, acolytes, and fanatics to
environment. The environment will affect the their positions.
community living there and what services it can
The exit is in the study, behind a bookshelf. Any
offer the players.
character that checks the bookshelves in the room can
A village encounter inside the skeleton of a giant see the wheels on the shelf and the marks on the
monster can provide simple weapons made of bone, wooden floor. If the players linger too long in the
but not the metal and wood needed to make study, cultists will begin the converge on their
martial weapons. location.

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Environment: The back of a giant turtle (54) The map leads the characters to a wardrobe filled
with old furniture and rows of different drawers.
Feature: None (7)
Players that step into the room ambush by flying
Encounter: Combat, Adventuring party, Exit (16,11,17) furniture. They must make a DC 15 Dexterity saving
throw or take (15)3d10 of bludgeoning damage or half
The player characters will enter out of a tree and onto on a successful save. Any creature that steps into this
the back of a giant turtle. Tribal warriors, come with trap will activate it, but knowing so requires a
the stats of a Bandit Captain. More of them come the successful DC 15 Intelligence (Investigation) check.
longer the players continue to stay in the chamber.
In the audience hall of the mansion the thief, an
While in the chamber the player characters will meet Acolyte, is handing over the map to a Spined Devil.
with an adventuring group that have avoid most of The acolyte is a jealous colleague of the wizard of the
the tribal warriors by saying “Clear storm” in Orcish. west coast. In exchange for the map, the Spined Devil
They’ll relay this information to the characters for 10 will give the Acolyte a Horn of Blasting. The devil will
gold pieces. use to set up a demonic presence in every room of the
dungeon and the Acolyte will kill the wizard of the
To leave the chamber, the players must move through west coast.
a horde of turtle nests inside of a wrecked ship
guarded by turtle tribal warriors. The door to leave is The players don’t have to confront them, they can
the door to the captain’s quarters on the shipwreck. wait for the deal to happen and both will leave. But,
this will leave two problems going different ways - to
which one they pursue is up to them and from that
Environment: A mansion swirling around a whirlpool point on, the rest of the adventure is up to you.
(36)
Feature: Will-O’-Wisps (1,9) Afterword

T
Encounter: Combat, Combat, Puzzle/Trap, Finale (3, 5, his dungeon was made to create more
2, 10) adventures. You could probably go through
all the tables and dungeon is not even shown
When the players first enter the chamber, they’re at all. Diaclari’s Infinite Dungeon is a big supplement
inside a lavish mansion lit with blue torches. Blue that combines randomness with storytelling.
Will-O’-Wisps fly out from the torches and will only
Although it could be used for Dungeon Mastering
use their consume life feature. Here, the map points
on the fly, the amount of things you have to come
of a single spot in the mansion.
up quickly can get overwhelming. Don’t take this as
a “You can’t” sign, it’s just harder to pull off if you
As the characters continue through the mansion, they
don’t plan at least a little bit.
can see aggressive water weirds, made from a mix of
blood and water, emerging from a leaking room in the Of course that’s all in the perspective of story. If
mansion. These water weirds are in combat with your player characters are only there to hack and
ghouls that wander the mansion and will attack any slash through chamber after chamber, then create a
creature that gets close. fun adventure. Make their experience fun, wacky,
and maybe a little bit weird while inside the Infinite
A Dexterity (Stealth) check with a 25 DC will allow the Dungeon.
players to pass by the monsters without disturbing Nothing in this supplement is set in stone.Then, as
them. a Dungeon Master change it to suit your players.
Maybe you’ll have ideas not even in this
After the players make it past the clashing monsters, supplement.
a wandering wight and his band of zombies. These
undead creatures will attack the characters on sight. And I’m chill with that.

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