About The Dungeon
The dungeon is an ancient arcane prison built to contain powerful spellcasters, extraplanar beings, and other dangerous entities. The structure is sustained by a vast containment lattice of magical wards designed to prevent escape, outside assistance, and the formation of magical armies.
These restrictions are environmental properties of the dungeon itself and apply to all creatures equally.
Planar Isolation
The dungeon is sealed from other planes of existence. Magic that attempts to bring creatures into the dungeon from other planes or transport creatures out of the dungeon are very likely to fail, although recent earthquakes have weakened the wards in some places.
Examples of affected spells include:
- Conjure Animals
- Conjure Woodland Beings
- Conjure Elemental
- Summon Fey
- Summon Greater Demon
- Find Familiar
- Find Steed
- Teleport
- Plane Shift
- Teleportation Circle
- Dimension Door
- Misty Step
Any spell that summons a creature from another plane or teleports a creature beyond normal physical movement is very likely to fail inside the dungeon.
Autonomous Entity Suppression
The containment wards prevent the creation of independent magical servants or minions. Magic that would animate objects, raise undead, or otherwise create controllable creatures are very likely to fail, although recent earthquakes have weakened the wards in some places.
Examples include:
- Animate Dead
- Create Undead
- Animate Objects
These wards were designed to prevent prisoners from creating armies, servants, or constructs within the facility.
Extradimensional Space Suppression
The dungeon wards destabilize magic that attempts to create sealed extradimensional spaces or magical shelters.
Examples include:
- Leomund's Tiny Hut
- Mordenkainen's Magnificent Mansion
- Rope Trick
- Bag of Holding
Such spells and effects collapse immediately when cast or brought within the dungeon.
Divination Interference
The prison complex is protected by anti-divination sigils that distort magical perception and prevent remote observation.
Spells that attempt to view locations or creatures inside the dungeon from afar automatically fail.
Examples include:
- Clairvoyance
- Scrying
- Arcane Eye
Magical observation cannot penetrate the containment lattice.
Extraplanar Communication Blocked
The containment wards prevent magical communication with entities outside the dungeon, including extraplanar beings and deities.
Examples include:
- Commune
- Divination
- Contact Other Plane
- Sending
- Dream
Clerics and other divine spellcasters still receive their spells normally, but direct communication with their deity or other extraplanar entities is not possible while inside the dungeon.
Magical Sustenance Suppression
The dungeon wards disrupt magic that creates food or sustenance from nothing.
Examples include:
- Goodberry
- Similar spells that magically generate food
Food must instead be brought, found, traded for, or harvested within the dungeon environment.
Flight Restrictions
The prison architecture and containment wards prevent most creatures from maintaining sustained magical flight.
Most corridors and chambers have relatively low ceilings and narrow passages. Sustained flight will be difficult within the dungeon.
Climbing, jumping, and momentary lift effects may still function, but permanent or continuous flight is suppressed.
Limited Resources
The dungeon environment is extremely resource-poor. Many spells require rare reagents or materials that are difficult or impossible to obtain within the prison if you didn't bring them with you.
Spellcasters should expect that certain material components may be unavailable unless discovered within the dungeon itself.
This reflects the dungeon’s original design: inmates were never intended to have access to the resources needed for advanced magical experimentation.
Death in the Dungeon
This is an isolated, resource-scarce prison complex. There are no reliable temples, clerics, or resurrection services available “down here,” and safe places to perform long rituals are rare.
Resurrection magic (if the party has access to it) is limited by time, safety, and especially by scarce material components (e.g., diamonds and other reagents), which are difficult to obtain within the dungeon.
Recovering a body may also be difficult in hostile territory. Treat death as a serious and potentially permanent consequence of failure.
Environmental Expectations for Characters
Darkness
Most areas of the dungeon are completely dark. Natural light sources are extremely rare. Characters should plan how they will create or maintain reliable light.
Locked Doors and Barriers
As a prison complex, the dungeon contains many locked doors, gates, sealed passages, and reinforced barriers. Characters who can pick locks, break doors, or bypass physical obstacles will be valuable.
Resource Scarcity
Supplies are limited. Food, light sources, ammunition, and other consumables may need to be scavenged or obtained through trade with dungeon factions.
Navigation Challenges
The dungeon is vast and maze-like. Expect complex corridors, secret passages, traps, and multiple levels.
Faction Territory
The dungeon is inhabited by numerous factions of prisoners and creatures that have adapted to life inside the prison. Not every encounter must be solved through combat, and diplomacy or negotiation may sometimes be possible.
Summary
The dungeon wards prevent the following:
- Summoning creatures
- Creating magical servants or undead
- Teleportation or planar travel
- Extradimensional shelters
- Remote divination into or out of the dungeon
- Magical communication with entities outside the dungeon
- Magical creation of food such as Goodberry
- Permanent or sustained flight
- Access to many rare spell components
Most other magic functions normally.
Characters should prepare for a dangerous, resource-scarce environment where exploration, survival, and cooperation will be critical to success.