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