The overall theme of this dungeon encounter is giant insects lurking in the dark. This will provide a great mini dungeon for low level characters and also allow the Dungeon Master to play up some of the environmental elements to create a feeling of claustrophobia and mild horror, through the use of creepy monsters along with a bit of standing water deeper in the mine shaft. The overall quest is a simple one: mine owner Orson Trout has hired the players to enter the mine and recover as much of the valuable mining equipment as possible. The longer the equipment remains unattended, the greater the risk of damage or theft. Room #1 - The Entry Chamber A cramped tunnel leading steeply down, the ground is a mix of loose stone and mud, with an area of ankle-deep standing water. The purpose of the entry chamber is to set the stage for the players: the ground is slippery and unstable, the room is dark, the ceilings are low (about 5 feet tall), and there is smell of dank subterranean passages
Random encounters and world building for the "Lands Beyond Larm" campaign.