Dungeon23: 9. The Chamber

Dungeon23 is a writing/drawing project for 2023 to write/draw one dungeon room every day with the purpose of having a mega-dungeon by the end of the year. Just look up #Dungeon23.

The Scene


  • The door into the chamber is a semi permeable membrane that can be pushed through with enough force.
  • The room itself is rather small and always pulsing.
  • Only exit isi back to Dungeon23: 8. The Sphincter


  • The sounds of heavy pumping and thudding are almost deafening in here.


  • The air is thick and heavy, like in a sauna.


  • The composition of the room is the same as in Dungeon23: 8. The Sphincter.
  • Touching the walls feels like putting your hand on something living and breathing.



Mostly Absorbed Humanoid

  • Just aside of the immediate opposite end of the chamber is a humanoid shape extruding from the wall.
  • The actual heritage or gender of the creature is indiscernible.
  • It remains motionless until touched.
  • They are an unfortunate soul who had attempted a previous delve into the stairwell.
  • They are suspended in time and are being drained.


Mostly Absorbed Humanoid

  • They would like to die and be free.


Mostly Absorbed Humanoid

  • Will tell the characters anything they want to know but they don’t know much.
  • They were caught in Dungeon23: 8. The Sphincter but they made a mistake.
    • Will give them advice how to not make the same mistake: tuck in and be as straight as possible, not try to climb down slowly.



  • Any touching of the humanoid brings it to consciousness.


  • The humanoid would gladly help but if they treat him dickishly, it’ll stop helping.


  • If the characters try to cut out the creature, it falls, dissolves and dies.



  • Each turn spent inside or each back and forth between a PC and the trapped humanoid


  • A PC poking the room.
    • Then keep adding and rolling every other turn.


  • The room attempts to absorb the creatures in it. They start sinking into the floor or walls.
    • It’s an easy check at first, upgrades to medium on the second roll, and then to hard. 


  • All PCs leave the room.

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