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)