Vestibule, a setting designed for One-Shot Dungeon Crawling in D&D


Some History

Long ago – probably; nobody is entirely sure – thousands of dungeons appeared in the world, most deep below the earth. Though it was unknown how they came to be, these ancient structures – again, we think they’re ancient; they’re certainly very dusty – were filled with magic, and treasure, and peril.

Naturally, we wanted to explore them.

This of course led to a gold rush of adventurer-types, all looking to make their fortunes. Towns grew around the new frontier of the Dungeon Gates, providing food, shelter, medicine, weapons; anything one might need if they were dipping in and out of a dungeon crawl.

The surface world became a vestibule, helping those willing to delve to prepare for the unique dangers of their work. So, that’s what we came to call it. Vestibule.

Those that conquered those dungeons found in the early days went on to form the Delver’s Guild, a union of adventurers spanning the breadth of the world. When new dungeons are discovered, their members are almost always first on the scene.

There are those Delvers, sponsored by the Guild, who set up permanent residence within a dungeon, either to aid other adventurers or work on some project. Magic, after all, only functions within a dungeon’s confines. There may be whole communities down there that haven’t surfaced for years.

The Guild also holds its own unique currency, trading for hire and special equipment (and more often, simple favours): Dungeon Tiles, pried from the walls and floors of a dungeon that’s been scoured of all else. There are many things the Guild holds that cannot be bought with something as simple as gold.

Fortunately, the rest of us are not so persnickety! You’ll find the hospitality around a Dungeon Gate to be the finest in all of Vestibule. After all, everyone, Delver or otherwise, wants a place in the legends that are told when a dungeon is found – or better yet, conquered.

Where Do I Come In?

I’m glad you asked! There’s a few options for your characters starting out. Either:

  • You’re an official, established member of the Delver’s Guild. This isn’t your first delve.
  • You’re a new member of the Delver’s Guild, looking to cut your teeth in your first dungeon crawl.
  • You’re an established adventurer who, for whatever reason, is not a member of the Delver’s Guild.
  • You’re no adventurer at all, from a town outside a Dungeon Gate. During the course of the first sessions, you are swept into a dungeon and must learn to defend yourself.

Bear in mind you’ll need a way to make the whole group cohesive, so if there are many different backgrounds perhaps think up a reason to be working together in advance!