Welcome to DungeoN Diving

This world follows the core rules of Dungeons & Dragons 5th Edition with some unique modifications to create an immersive DungeoN Diving experience.

Core D&D 5e Rules

  • Character creation follows standard D&D 5e rules
  • All official classes, races, and backgrounds are available
  • Standard action economy applies (Action, Bonus Action, Reaction)
  • Combat follows normal D&D 5e rules
  • Spell slots and magic function as per the core rules

Unique World Elements

Character Interface

In this world, adventurers see their statistics as floating windows, similar to a video game interface. This includes:

  • Health Points and Status Effects
  • Character Level and Experience Points
  • Class and Subclass Information
  • Equipment and Inventory
  • Active Quests and Objectives

The Dungeon System

Magical Dungeons

Mysterious dungeons appear throughout the world, threatening nearby settlements. Each dungeon:

  • Spawns monsters that emerge to threaten the surrounding area
  • Contains multiple floors of increasing difficulty
  • Is controlled by a Dungeon Heart that must be destroyed
  • Features unique environments, traps, and puzzles
  • Dungeons will reset any floors that have been cleared if the dungeon heart is not destroyed within 5 days
  • Once a party of adventurers has entered a floor, the floor will be locked until the floor is cleared or the adventurers leave the dungeon

Crystal System

When monsters are defeated, they leave behind essence crystals:

  • Crystal quality is indicated by rank (F to SS)
  • Crystal types correspond to different magical properties:
    • Red Crystals - Fire/Strength
    • Blue Crystals - Water/Flexibility
    • Green Crystals - Nature/Vitality
    • Yellow Crystals - Lightning/Speed
    • Purple Crystals - Shadow/Mystery
    • White Crystals - Light/Purity
  • Higher-ranked monsters drop better quality crystals
  • Crystals can be sold to the guild where it can be used for crafting

The Adventurers' Guild

The guild serves as the primary organization managing dungeon threats:

  • Issues dungeon-clearing requests to adventurers
  • Purchases essence crystals from successful expeditions
  • Crafts magical items using collected crystals
  • Provides support and resources to registered adventurers
  • Maintains records of dungeon locations and threat levels

Crafting System

The guild's crafting system allows creation of magical items:

  • Different items require specific crystal types and ranks
  • Higher rank crystals produce more powerful items
  • Multiple crystals may be needed for a single item
  • Crafting costs include both crystals and gold
  • Some items require specific crafter expertise or facilities

The Adventurers' Guild Hall

Guildmaster Thora Silverhand

Central hub for adventurers of all backgrounds

  • Quest registration and bounties
  • Crystal exchange and appraisal
  • Crystal certification
  • Adventurer registration
  • Maps and local information

The Hammered Anvil

Maven Brightstone (Dwarf)

Tavern and Inn catering to all races

  • Poor lodging (1 sp/day)
  • Modest lodging (5 sp/day)
  • Comfortable lodging (8 sp/day)
  • Meals and drinks (3 cp - 5 sp)
  • Private room for meetings (5 sp/hour)

Harmony Hall

High Priestess Aria Moonweaver (Elf)

Multi-faith temple serving all deities

  • Cure Wounds (10-30 gp)
  • Lesser Restoration (40 gp)
  • Greater Restoration (450 gp)
  • Remove Curse (100 gp)
  • Raise Dead (1000 gp)

Arcane Athenaeum

Archmagister Zephyr Blackstaff (Tiefling)

Magical research and training facility

  • Identify (20 gp)
  • Spell Scrolls (varies by level)
  • Spell Components (1-500 gp)
  • Arcane Library Access (5 gp/day)
  • Magical Training (25 gp/day)

The Forge of Unity

Master Smith Grommash (Half-Orc)

Advanced smithing and crafting facility

  • Weapon Repairs (2-10 gp)
  • armour Repairs (5-25 gp)
  • Custom Weapons (15+ gp)
  • Custom armour (30+ gp)
  • Forge Access (1 gp/hour)

Nature's Bounty

Elder Thistle (Firbolg)

Herbalism and natural remedies

  • Antitoxin (50 gp)
  • Healer's Kit (5 gp)
  • Herbalism Kit (5 gp)
  • Potions of Healing (50 gp)
  • Basic Poisons (100 gp)

Shadowhaven Market

Vex'ahlia (Drow)

Underground market with rare goods

  • Thieves' Tools (25 gp)
  • Forgery Kit (15 gp)
  • Poisoner's Kit (50 gp)
  • Disguise Kit (25 gp)
  • Information Broker (10-100 gp)

The Wanderer's Rest

Rosie Goodbarrel (Halfling)

Cozy establishment for travelers

  • Adventuring Gear (PHB prices)
  • Mount Stabling (5 sp/day)
  • Feed (5 cp/day)
  • Pack Animals (8-50 gp)
  • Mounts (75-400 gp)

The Training Grounds

Commander Shield (Dragonborn)

Combat training and practice arena

  • Weapon Training (1 gp/day)
  • Arena Access (5 sp/hour)
  • Combat Instruction (5 gp/day)
  • Practice Weapons (5 sp/day)
  • Tournament Entry (10 gp)

General Store

Artificer Jin (Gnome)

Basic equipment and supplies

  • Adventuring Gear (PHB prices)
  • Tools and Kits (PHB prices)
  • Basic Weapons (PHB prices)
  • Basic armour (PHB prices)
  • Equipment Repair (10% of cost)

Floors

Features

    Traps

      Puzzles

        Regular Monsters

          Elite Monsters

            Floor Boss

            Active Party

            Parties

            Available Characters

            Item Crafting

            Available Crystals

            Recent Sales