Crushing Corridor

This dungeon is intended as a moderate challenge for a group of level 5 players. Most encounters are trivial in difficulty, however, they are strung together and the timed nature of the dungeon means parties that rely heavily on 10 minute medicine checks between encounters will have a harder time than PCs with access to battle medicine, channeling, health potions, and other quick healing methods. For parties without access to magical healing it is recommended to include a Lesser Healing Potion in each treasure section

A deadly dungeon with a race against the clock. Can your heroes prevail?

This dungeon is primarily a 400-foot long, 20-foot wide tunnel that the PCs must escape in under 40 rounds or be crushed. All creatures within the dungeon are summoned and cannot be reasoned with via methods such as diplomacy or intimidate.

When created this dungeon was an old elven training ground. Details should be adjusted to properly fit your setting.

As the Players enter, the door immediately seals behind them and a wall slides out and slowly starts moving towards the PCs.

Each round at 0 initiative the tunnel wall will move 10 feet towards the exit. A player adjecent to the wall will be pushed 10 feet. A summoned creature touching the wall will be dispelled. If there is no open area available that player is crushed

The challenge consists of 8 sections each 50 feet long and ending in a locked door.

Doors have 5 hardness, 25 hp, and can be unlocked with a 2 action DC 19 thievery check.

Section 1: A plain empty hallway that PCs initially find themselves in allowing the PCs to gain a slight lead on the wall.

Section 2: This room contains 4 elemental walls blocking the PCs path to the opposing door. Approaching each wall causes an image of a random creature to flash into the PCs mind. A successful DC 17 recall knowledge check identifies the creature and grants immunity from the walls damage for each player that succeeds at the check. Failure causes another creature to pop into their mind and they may attempt again. Alternatively a player can jump through the wall accepting damage. Doing so ends that actions movement.

Wall of Flame 4d6+10 damage. Arcana check

Wall of Lightning 4d6+10 damage. Religion Check

In between the second and third wall there is an obvious compartment on the wall. This contains the word treasure in elvish and a 2-action DC 21 thievery check will unlock the compartment providing a Wand of Manifold Missiles(first level) as well as a Barkskin Potion and Potion of Leaping

Wall of Sonic 4d6+10 damage. Occultism Check

Wall of Cold 4d6+10 damage Society Check

Section 3.

This appears to be another empty tunnel however it contains several gelatinous cubes blocking the path. A player can take an action to attempt to percieve the oozes otherwise will be automatically engulfed as they run into them. Ooze count may vary between 2-4 depending on the desire for a trivial, low, or moderate difficulty fight.

Section 4.

This room is filled with filled with foul smelling green liquid. At the entrance to the room are a group of saddled giant seahorses. These may be mounted and commanded to ferry each PC across with a DC 20 nature check. Each success will get a player halfway across the room. Failing this check will cause the mount to not move and a crit fail will get the player bucked off into the acid doing 2d6 damage initially and each turn they begin within the pool. A player in the acid must swim to the other side using DC 12 athletics checks

Section 5.

Next is a long fog covered corridor. This fog acts as obscuring mist and conceals two tigers

Section 6.

Contains another section of tunnel submerged in water. DC 12 athletics checks are required to cross. This area is patrolled by a pair of sea devils The exit is visible across the hall, however a 20-foot side tunnel can be seen which again contains the elven word for treasure engraved above it. A PC with enough time to spare can swim to the end and claim an armor potency rune(+1)

Section 7.

This room has 4 narrow boards placed above a bed of spikes. Treat as balance rules with the exception that a crit failure, or forced movement by the wall pushes the players onto the spikes causing 1d6 fall damage and 2d6 piecing damage.

Section 8.

The final room contains a multitude of various elven figured carved out of ice. One figure is an ice golem and if defeated drops a large sapphire worth 100 gp

Section 9. Teleport circle

Once the PCs reach here they are safe. A large circle in the middle of the chamber will transport the players outside of the dungeon.

Extra Options:

If the GM wishes for an entire skill challenge based dungeon, the combat rooms can be substituted. Each room should take on average 3-4 rounds to allow for door unlocking time or a bit of bad RNG. Such alternate rooms might include:

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