Adventurers from across Altius have long dared the legendary dungeon known as "Keruxaphylax."
Arguably the most deadly entrance to "The Hollows," Keruxaphylax is home to many dangerous monsters and challenges, with each layer of its depths more arduous than the last. Heroes who aspire to greatness may find within untold riches, magical wonders, and ancient powers.
However, this place is not for the faint of heart. For once they enter, no one leaves Keruxaphylax without paying its toll...
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You enter the great dungeon with a healthy hint of trepidation. Everyone knows that any entrance to "The Hollows" is fraught with danger, but among all openings to that yawning abyss, this particular chasm is known for taking lives. It's a simple fact that adventurers of all levels have long looked upon Keruxaphylax with a mixture of awe and anxiety.
At the very entrance to the great dungeon, a battle has long since been fought. Skeletons lie in the desert sand, their weapons rusting and forgotten.
Skeletons: "Weak" enemy Difficulty (match Avg. Party Level). Option to use the "Baseline AI." See the Dungeon A Day - Enemy Stats and AI page for more details.
As you venture into the depths of Keruxaphylax, the air grows heavy without the wind from outside, and the walls seem to whisper. You can't quite make out specific words, but the whispers seem to have an urgency in them.
Shadows move across the walls, and you hope that it's only clouds from outside, dimming what small light there was from the dungeon's entrance.
As you press forward, you come upon a chamber filled with two oaken chests. The room is silent, save for the faint creaking of the chests' hinges, which are apparently moving, ever so slightly. Aside from the chests, this room is a dead end.
Mimic: "Hero" enemy Difficulty (match Avg. Party Level), but with -3Speed. Option to use the "Assassin AI." See the Dungeon A Day - Enemy Stats and AI page for more details.
No light from the dungeon's entrance reaches this space - you're now, as some adventurers would say, officially committed.
The sand beneath your feet shifts uneasily. Suddenly, a monstrous reaches up from underground, its colossal size sending tremors through the room. The hand has a gaping mouth in its palm, filled with fangs and bloodied gums. It lunges towards you, hungering for flesh.
The Gaping Hand: "Hero" enemy Difficulty (match Avg. Party Level, +1). Option to use the "Fallen Paladin AI." Whenever the Gaping Hand deals damage, it heals for that same damage dealt. The gaping hand can only be permanently slain using light or fire damage - any other type of damage that brings it to 0HP only Dazes the creature for 5-minutes, after which time it will heal to 1HP, then seek out and attack the party again. See the Dungeon A Day - Enemy Stats and AI page for more details.
Your eyes are drawn to a towering statue of a jackal which stands in a bit of a pointed alcove, its stone form exuding an aura of power. The jackal's eyes gleam just a bit in the light, and you have an eerie feeling like its eyes are following you.
The statue has pauldrons, armlets, a scepter, and a helmet of faded gold.
A large fissure stretches across the floor, its depths unknown, though clearly quite far-reaching. The room's silence is broken occasionally by distant echoes coming from below. A cool breeze also emanates from the fissure. A large boulder is the only other notable part of this room.
(If players peer into the abyss, they can just make out glimpses of flickering torchlight.)
Emerging from the sandy floors of this dungeon room is what appears to be some kind of large, demonic talon. Its rough, crimson edges pulsate with an unholy energy.
A sense of dread fills the room. You can almost hear the whispers of ancient incantations surrounding this... thing, whatever it is. The air around it is unsettling in similar ways to the whispers from earlier in the dungeon (dungeon room 2), that you couldn't quite make out.
The room is dominated by a colossal hand. The hand begins to twitch upon your entrance. Its fingers curl into a fist and the air becomes heavy with a feeling of trepidation.
The Colossal Hand: "Hero" enemy Difficulty (match Avg. Party Level, +1). Aside from the description above, the colossal hand may take no Actions. The colossal hand can only be permanently slain using shadow or ice damage - any other type of damage that brings it to 0HP only Dazes the creature for 5-minutes, after which time it will heal to 1HP. See the Dungeon A Day - Enemy Stats and AI page for more details.
You are greeted by a most welcome sight. Lush, vibrant plants fill the corner of this room, their leaves shimmering with an ethereal glow. The air is infused with a sweet, intoxicating fragrance, and narrow rays of light break through the dungeon's ceiling, carrying with them a gentle breeze from the outside.
Two pathways branch apart in this chamber, both leading only a short ways in, and are seemingly empty. As your eyes adjust, you can just make out a soft glow at the back of the path on the left.
Your eyes are drawn to a small fissure that cuts through the floor. The air smells of damp earth, which is a surprise in this desert-like dungeon.
The boulders outline the fissure, their rough surfaces gleaming in the dim light of your (torches).
This cramped chamber is adorned with gemstones scattered across the floor. (In the light, they create a mesmerizing mosaic of colors.)
At the edge of this room rests the skull of what could have been a rather large ram, its horns twisted and gnarled. A haunting yet subtle shriek emanates from the skull, only to suddenly fall into an uncomfortable silence.
Ghostly Skull:
"Weak" enemy Difficulty (match Avg. Party Level, -2). Option to use the "Baseline AI." See the
Dungeon A Day - Enemy Stats and AI page for more details.
A single boulder resides in this room, between the wall and another sort of dividing column.
A chilling sensation washes over you. Without warning, an otherworldly force assaults you.
The room is devoid of notable features, save for the pathway that continues on, leading to different parts of the dungeon.
You are greeted by a most welcome sight. Lush, vibrant plants fill the corner of this room, their leaves shimmering with an ethereal glow. The air is infused with a sweet, intoxicating fragrance, and narrow rays of light break through the dungeon's ceiling, carrying with them a gentle breeze from the outside.
In the center of this chamber, a wraith materializes, its ethereal form radiating malevolence. Its hollowed eyes are filled with a hunger that unnerves you.
Malevolent Wraith: "Hero" enemy Difficulty (match Avg. Party Level, +1). Option to use the "Vampire Mage AI." All of the malevolent wraith's attacks deal shadow damage. Upon starting the battle, it also releases a bone-chilling aura, which has the same effect on all targets within 8Range as an Instant Action "Frozen Blast" spell (cryomancer). See the Dungeon A Day - Enemy Stats and AI page for more details.
This small passageway is cramped and dark. Through the thin passageway, you can just make out the other sides of the path, connecting you further into the dungeon.
This room contains a towering, yet crumbling statue of a jackal, which would once have been imposing, and seems previously to have blocked the room's various intersecting passageways. Now, however, the status is shoved back and broken, allowing free movement through the connecting tunnels.
The statue has pauldrons and armlets of faded gold. One of its arms is missing, and most of its head has been broken off.
Your eyes are drawn to a small boulder in the room's center. As you approach, you notice faint, pulsating runes etched into the surface of the dungeon's floor, in a circle around the boulder.
From between two rock columns, you hear the reverberations of some crunching sound. As light touches the thing, it shifts slightly, revealing itself to be a monstrous hand with a gaping mouth in its palm, filled with fangs and bloodied gums. It lunges towards you, hungering for flesh.
The Gaping Hand: "Hero" enemy Difficulty (match Avg. Party Level, +1). Option to use the "Fallen Paladin AI." Whenever the Gaping Hand deals damage, it heals for that same damage dealt. The gaping hand can only be permanently slain using light or fire damage - any other type of damage that brings it to 0HP only Dazes the creature for 5-minutes, after which time it will heal to 1HP, then seek out and attack the party again. See the Dungeon A Day - Enemy Stats and AI page for more details.
A very large boulder occupies this room. Appearing dull at first, as light hits its various edges and angles, it casts off mesmerizing colored hues, in every direction. Even from this distance, you can clearly tell that the boulder isn't made of gemstones, but it does reflect light as if it were.
For some reason, a sort of invisible barrier prevents you from passing through this room. You may approach the boulder from the direction of the room that you entered, but you may not move to a different side.
The sand beneath your feet stirs. Suddenly, skeletal figures emerge from the sandy floors, sand pouring from their skulls, bones, and armor. They lunge toward you.
Skeletons: "Weak" enemy Difficulty (match Avg. Party Level). Option to use the "Baseline AI." See the Dungeon A Day - Enemy Stats and AI page for more details.
This chamber is marked by a large fissure that opens before you. Looking down, this clearly appears to be a gateway to the lower levels of Keruxaphylax.
You find a small, cramped room along what could be the dungeon's outer edge. As you scan the room, your eyes settle on a peculiar sight - a solitary, ornate key laying in the sand. The key glimmers with a soft blue for a brief moment.
The atmosphere in this tiny space feels light, almost as if it had been blessed with a divine presence. Undoubtedly, this is the first time since setting foot in Keruxaphylax that you've felt something like this; you can't help but feel a sense of safety and tranquility.
Etchings fill two relatively small boulders in this room. The first reads: "We've tried freeing the spirits of the boulder. The best way we've found is to flood the crystalline thing with water. Strangely, gemstones break off, and scatter throughout the dungeon; these gemstones contain souls. But from there, no luck - we've only succeeded in entrapping the souls into another prison."
The message continues to the second, smaller boulder: "Once every 130-days, the flooding grows so substantial that it can be redirected through a series of aquifers in the ceiling. That's how we did it. To free yourself from this dungeon, you must first free others."
This room contains another towering jackal statue, but one of much more ornate design. It has veins of golden marble running through it, and embellishing its headdress, and accentuating its carved clothing. It has two sinister-looking eye sockets, but nothing within them but a hollow space.
Adjacent to the statue is an ornate throne of granite. This also has the same kind of golden marble running in streaks through its base and back, and at each corner.
In the center of this chamber, a wraith materializes, its ethereal form radiating malevolence. Its hollowed eyes are filled with a hunger that unnerves you.
Malevolent Wraith: "Hero" enemy Difficulty (match Avg. Party Level, +1). Option to use the "Vampire Mage AI." All of the malevolent wraith's attacks deal shadow damage. Upon starting the battle, it also releases a bone-chilling aura, which has the same effect on all targets within 8Range as an Instant Action "Frozen Blast" spell (cryomancer). See the Dungeon A Day - Enemy Stats and AI page for more details.
Markings of the eternal Hy-Rasyl are all about this small room. Before you awaits a magnificent brazier, crafted from pure gold.
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