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:

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:

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:

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:

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:

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:

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:

Most other magic functions normally.

Characters should prepare for a dangerous, resource-scarce environment where exploration, survival, and cooperation will be critical to success.