The Bioluminescent Claim
[Area 1 (Mine Entrance)] --- [Area 2 (Old Mining Camp)] --- [Area 3 (Collapsed Tunnel)]
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[Area 4 (Equipment Storage)] [Area 5 (Choke Point)]
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[Area 6 (Geode Chamber)] ----------- [Area 7 (Waterlogged Cavern)]
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[Area 8 (Deep Shaft)] --- [Area 9 (Crystal Vein Access)] --- [Area 10 (Worker's Breakroom)]
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[Area 11 (Surveyor's Office)] --- [Area 12 (Guild Master's Claim / Objective)]
--- Area 1 (Mine Entrance) --- Description: The rough-hewn entrance to the mine opens into a cool, damp passage. The air smells of damp earth and distant, metallic tang. Faint scratching sounds echo from deeper within. Exits/Connections: To Area 2 (East), To Area 4 (South). Features: Old, rusted mining carts partially block the entrance.
--- Area 2 (Old Mining Camp) --- Description: This wider cavern shows signs of a hastily abandoned mining camp. Tents are torn, cooking fires are cold, and tools lie scattered, suggesting a sudden departure. A lingering, acrid scent hangs in the air. Exits/Connections: To Area 1 (West), To Area 3 (North), To Area 5 (South). Creatures: It has creatures (type: miners).
--- Area 3 (Collapsed Tunnel) --- Description: A significant portion of this tunnel has caved in, leaving a treacherous path over a pile of loose rock and splintered timber. A faint, unsettling hum can be felt through the ground. Exits/Connections: To Area 2 (South). Trap: It contains a trap (type: rockfall). Disturbing the loose rocks will trigger a cascade from above. Perception DC 14 to spot the unstable supports. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Bludgeoning Damage.
--- Area 4 (Equipment Storage) --- Description: This chamber serves as a makeshift storage area, with picks, shovels, and various mining implements haphazardly piled against the walls. Some of the tools appear oddly sharpened or bent. Exits/Connections: To Area 1 (North), To Area 6 (South). Creatures: It has creatures (type: miners).
--- Area 5 (Choke Point) --- Description: The passage narrows significantly here, forming a natural bottleneck. Water drips constantly from the ceiling, forming small puddles on the uneven floor, making footing treacherous. Exits/Connections: To Area 2 (North), To Area 7 (South). Creatures: It has creatures (type: miners). Encounter Type: Battle Area
--- Area 6 (Geode Chamber) --- Description: This circular cavern sparkles faintly in the gloom, with various geodes and crystalline formations embedded in its walls. The air here feels strangely crisp and dry. Exits/Connections: To Area 4 (North), To Area 7 (East), To Area 8 (South). Secret Passages/Areas: A small, almost invisible fissure in the northern wall (Perception DC 16 to find) leads to a small, hidden pocket containing a cluster of raw, less vibrant crystals.
--- Area 7 (Waterlogged Cavern) --- Description: A large, partially flooded cavern where the water reaches nearly to the knees in some places. The sound of dripping water is constant, and the air is humid. Bioluminescent moss grows in patches along the water's edge. Exits/Connections: To Area 5 (North), To Area 6 (West). Trap: It contains a trap (type: electrified water). Standing in certain sections of the water will trigger a painful jolt from a concealed arcane device. Perception DC 15 to spot the faint electrical arcing. Potential Damage: 1d8/T1, 2d8/T2, 3d8/T3, 4d8/T4 Lightning Damage. Creatures: It has creatures (type: miners).
--- Area 8 (Deep Shaft) --- Description: A deep, dark shaft plunges into the earth, with rickety-looking wooden supports bracing its sides. A faint, sweet scent, almost floral, drifts up from its depths. Exits/Connections: To Area 6 (North), To Area 9 (East), To Area 11 (South). Features: An old, broken winch mechanism is positioned precariously near the shaft's edge.
--- Area 9 (Crystal Vein Access) --- Description: This passage opens directly into a breathtaking sight: walls streaked with veins of the rare, glowing bioluminescent crystals. The light is soft and ethereal, casting long, dancing shadows. The humming sensation here is much stronger. Exits/Connections: To Area 8 (West), To Area 10 (East). Creatures: It has creatures (type: miners). Encounter Type: Battle Area
--- Area 10 (Worker's Breakroom) --- Description: This small, cramped chamber was clearly used as a breakroom by the current occupants. Crude bedding, discarded rations, and a few personal effects are scattered about. The air is surprisingly warm. Exits/Connections: To Area 9 (West). Secret Passages/Areas: A loose floorboard beneath a tattered rug (Perception DC 17 to find) hides a small compartment containing a map of the mine and a few pieces of a rival guild's identification.
--- Area 11 (Surveyor's Office) --- Description: This chamber has been converted into a makeshift office, with maps, charts, and mining reports tacked to the rough stone walls. A simple desk holds surveying tools and a lantern, still warm. Exits/Connections: To Area 8 (North), To Area 12 (East). Creatures: It has creatures (type: miners). Encounter Type: Battle Area
--- Area 12 (Guild Master's Claim / Objective) --- Description: This is the heart of the newly claimed section of the mine. The walls here thrum with the most vibrant and concentrated display of the bioluminescent crystals, casting the chamber in an otherworldly glow. A prominent banner bearing the rival merchant guild's insignia is defiantly displayed. The objective for Lady Silkena is to "persuade" the guild to relinquish their claim, subtly, or to secure exclusive access to the mine's output, and this chamber is where that resolution will occur. Exits/Connections: To Area 11 (West). Creatures: It has creatures (type: miners). Encounter Type: BOSS FIGHT! Objective: The objective is to negotiate with or confront the rival merchant guild's leader to secure exclusive access to the mine's bioluminescent crystal output, or to "persuade" them to relinquish their claim entirely. The Guild Master will be located here, surrounded by the most valuable crystal veins.
This is a fully detailed dungeon template, ready for you to populate with specific monster stats, exact creature numbers, and precise trap mechanics based on your game's current party level and size.