Showing posts with label dungeon. Show all posts
Showing posts with label dungeon. Show all posts

Sunday, January 31, 2016

Wednesday, June 3, 2015

Map-A-Month: Side View Dungeon

























This was a old side view dungeon sketch from many years ago. It looks half finished but amusing.

Dungeon of the Mountain Tower
An evil flame salamander cult once had a tower in the mountains but they disappeared and were never seen again. Recently there has been reports of dwarfs pulling riches from the ruined tower's lower levels.

Level 1A
1. Entry - Mirror, Jar, Stool. Monster: Giant Spider
2. Dry Privy - Graffiti, wood scraps. Monster: 2 goblins
3. Ruined Shrine -Door iron stuck and trapped. Inside is a Bench on a wooden platform and small alter and purple carpet a fountain filled with moist scrolls, 53 gold coins and broken brass idol.
4. Melting Room - Potion of healing, brass bucket, burnt rope, Mosaic of flaming salamanders and a fire pit with melted candles and a brass candelabra.

Level 1B
5. Officers Room - Stuffed Beast, Bench, Chest, bed and painting of solider with lizard helmet holding a flaming sword. Monster: Skeleton (with flaming sword +1)
6. Storage - Rack, manacles, chains, rope, barrel empty, box empty, scorch mark and burnt skeleton.

Level 2
7. Barracks - cage, bench, bed, alcove with troll skull, chest, spider webs, dice self rolling. Monster: 2 Medium Spiders
8. Kitchen - Mess on floor, loose masonry, fallen stones, cauldron, 12 wooden cups, brass platter
9. Storage - boxes, spider webs, FOG! (Where did that come from?)
10. Empty Room - illusion filled - actually holds a ruined illusionists chambers. Long dead illusionist with spell book holding 1-3 levels of illusion spells. Monster: 1 Troll

Level 3
11. Rickety Bridge - Bridge over sink hole. Covered in Skulls and a 10 foot pole. Monster 3 Zombie
12. Mushroom Patch - Ropes, Tongs, gold necklace, Mug, Trash pile. Monster: 3 Violent Fungi
13. Crude Room - candles, cracks in floor, brass plate. Monster: 5 Goblins
14. Cave - rubble filled, smoke. Monster: Lawful Evil human fighter 4th level and Lawful Evil thief 3rd level

Level 4
15. Crypt - Idol not broken of four armed lizard holding swords, 20 sarcophagus holding mummified and branded humans, engravings of grinning nymphs.
16. Name Brand Room - mummified cow and sacred branding iron, brazier brass.
17. Embalming room - alabaster table, candles, bucket , wrappings, bench, ruby ring, chest with 245 gp. Monster: 3 Dwarfs - wearing mummy wrappings to drive off foes.

Level 5
18. Cavern - full of rubble, Scroll 2nd level cleric spell
19. Smoky room - Brass lamps, brass table. Monster: 2 Flame salamanders
20. Dry Grotto - Blast holes, troll bones
21. Lake and island - has brass boat on shore. Island has building temple.
22. Brass Temple - bench, chest, bed, table chair, brass tube, brass statue of four armed lizard with two ruby eyes , Monster: 7 zombies, evil 6th level cleric

Tuesday, March 25, 2014

Random Encounters: The Border Fort























Random Encounters The Border Fort 
This border fort is located on the edge of the kingdom near a neighboring realm and the wilderness. What desperate people populate the fort or has it been abandoned or even curse.

Random Encounters
Roll 1d20
1. A detachment of bored and dangerous soldiers itching for a fight. 
2. An empty fort with a sign warning those who try to enter will be prosecuted. 
3. A battle damaged fort surrounded by dead combatants and feasting crows.
4. The border fort is an illusion placed their by a thrifty generals hired illusionist. 
5. Occupied by wild beasts. 
6. A hide out for bandits and criminals. 
7. A colony for disfigured but friendly plague victims.
8. Home to a dying magic user and his decrepit servant who plan on possessing the PCs bodies. 
9. Traveler taking shelter in an abandoned fort. 
10. Newly occupied by orc who plan on raiding the surrounding area.
11. Undead soldiers still man the fort defending it in death from attackers.
12. Fey creatures dwell here after having been driven out of their homes by evil humanoids.
13. Dwarfs guard the border in lieu of paying taxes to the king. 
14. Ghosts roam the fort seeking their murders but the PCs will due.
15. A cult of evil clerics passing themselves as militant monks protecting the borders.
16. A trade enclave with merchants and money changers doing business between to kingdoms. 
17. Lair of a vampire being hunted by a vampire slaying paladins. 
18. Empty
19. Magically maintained by aerial servants for their unseen master. 
20. Filled with vermin and foul slime.

Saturday, March 30, 2013

Map-A-Month The Cloister

Allow me to introduce a new feature article called Map-A-Month. Each month I will post a map usable for your Fantasy or Science Fiction roleplaying games.

The Cloister
This mysterious cloister holds both adventure and safety.

  1. Arcade
  2. Abbot’s Chamber
  3. Chapter House
  4. Scriptorium
  5. Chapel
  6. Secret Reliquary
  7. Dormitory
  8. Refectory
  9. Apothecary
  10. Infirmary
  11. Pantry
  12. Kitchen
  13. Hostel


Tuesday, April 12, 2011

L is for Labyrinth





















The twisting corridors and chambers unlike a dungeon they are designed to confuse the explorer. The common goal is to prevent the explorer from the protected area or from exiting. There is the danger of getting lost as well.

Friday, April 1, 2011

One Page Dungeon Contest 2011

Once again i have submitted my entry to the annual "One Page Dungeon Contest 2011"

My humble offering has a touch of the exotic and a really cool dungeon map. It is entitled "VENTURE TO THE VIMANA"

I dedicate it to my friend The Baroness who inspired the adventue.

Too view my entry and the other fine ones Click the link below.


http://campaignwiki.org/wiki/DungeonMaps/One_Page_Dungeon_Contest_2011

Wednesday, February 17, 2010

ONE PAGE DUNGEON CONTEST 2010

Once again it is time to ready your submissions for the One Page Dungeon Contest. I have already submitted my own creation title "The Horrible Hermitage". Good luck to all!

http://campaignwiki.org/wiki/DungeonMaps/One_Page_Dungeon_Contest_2010

Wednesday, July 1, 2009

ONE PAGE DUNGEON CONTEST

Well I did not when the 'One Page Dungeon Contest'. I did not even get mentioned. The contest was to produce a generic one page dungeon using a template fro lay out and style. Since I did not win or get close I will post it for posterity. I'm a little sad but, that's life!


HAUNTED HULK



Friday, June 5, 2009

Sunday, April 19, 2009

SHIPS AHOY!

Here is a blank medivel ship deck plan for your enjoyment. So, set sail upon the high seas of adventure.



Monday, February 23, 2009

How To … Make a Classic Dungeon.

Supplies
1 sheet Notebook Paper
1 Piece of Grid Paper
Pencil
Pen

Key Points
Take a few minutes to decide the location and type of dungeon. It does not have to be to involved.

Location
Where is the dungeon. Is it on a mountain top, swamp, cave or other location.

Type
What was the dungeon previously a prison, keep, monastery, or some other structure.

Theme
A theme is the dominant idea or flavor of the dungeon. Each room has a bit of the theme in it. Items and monsters, and NPC’s carry the theme through out. A few examples are : An evil undead haunted temple. A mushroom filled echoing cave. A salt encrusted wrecked pirate ship beached on the rocks.

Maps
Compass rose - This gives the directions of North, South, East and West.
Legend - This shows what the symbols on the map represent. It shows what the symbols for doors, bars, gates, secret doors, concealed door and furniture are.
Room Key - A room key gives a description of each rooms. Some rooms have non wandering monsters, non-random traps, and non-random treasure in them. Some rooms may be empty.

Tables
Wandering Monster Table - This random table provides a list of monster’s name and number encountered while traveling from room to room and outside the dungeon.
Monster Restock Table - This random table provides a list of monster’s name and number that repopulate the dungeon once the monsters on the wandering list are killed.
Trap Table - This random table provides a list of traps encountered in the dungeon.
Treasure Table - This random table provides a list of treasure found in the dungeon.
Rumor Table - This random table provides a list of rumors about the dungeon.

Lists
Bestiary - This lists the monsters and NPC’s in the dungeon and their stats and behavior. Some monsters may be armored, wield weapons and cast spells. Think about which monster fits best in the dungeon.
NPC - NPC means Non Playing Characters. A list of helpful NPC in the starting area.

The Step by Step Method
Step 1
Starting Location
A safe small settlement is usually the best way to start. This is where the PC’s learn about the dungeon. A farm village, tavern or inn is a good starting place. Name the starting location.

Step 2
NPC LIST
A list of helpful NPC in the starting area. A few good NPC”S to populate the starting area are cleric, blacksmith, inn keep, and provision provider.

Step 3
Rumor Table
This random table provides a list of rumors the players have gotten fro the local people about the dungeon. They may be true or false. Note wither they are or not on the rumor table.

Step 4
Naming the Dungeon
This is an name given the dungeon by the local people who fear and dread it. The name may be completely unknown. The players should only learn of the name in play.

Step 5
Mapping the Dungeon
Draw the Dungeon Map on graph paper with pencil. After you are finished use a pen. You don’t have to use all the sheet. A few rooms varying in size connected be halls, stairs, ramps or ladders. Don’t forget to make at least on entrance. Include a few empty safe rest stop rooms so the PC’s can heal between encounters. Add a compass rose or arrow pointing north to the map.

Step 6
Number and Key the Rooms
Number each room starting at the entrance and going deeper with the dungeon. Make a room key on the blank note book paper listing all the numbers of each room. Don’t forget to leave space for descriptions and notes.

Step 7
Bestiary and Monster tables
On the sheet of note book paper write a Bestiary. Then wandering monster table. After that a restock table.

Step 8
Traps and Treasure Tables
On the sheet of note book paper write a Trap Table and then a Treasure Table.

Step 9
Check for Problems
Take a couple of minutes to see if there was something you forgot to add or something you wanted to change.

Step 10
You’re done!

CLASSIC DUNGEON EXAMPLE :


The Hallow Hall


Introduction
This module was designed based of the classic model. It is simple and straight forward. That being said it also allows the DM to fill in the blanks.


The Scope of the Module
The module is concerned with the village of Nook and to a greater extent The Hollow Hall. All other areas are left for the DM to flesh out.


DM’s Background.
Around 250 years ago the tyrant Tyrone the Terrible ruled the valley from his mountain side hall. He built and expanded the small hall he had captured from the former ruler. His wife Nivanna was more then a bit maddened by the horrors she witnessed her husband perform. This amused him and it was more to his twisted liking. The warlock Dreggal of the Red Tome tired of being in the tyrants service and was more tired of the insane cackling of Nivanna as well. He knew he could never be free for them while they lived. He crafted two matching golden crowns and then magically poisoned them with the spirits for those Tyrone vanquished. Dreggal presented them the reignments and crowned them both. They died is swoons of mad cackling. Dreggal took over the horde and the hall. Dreggal slowly slipped over the years into a lesser lichdom. The keep slowly fell to ruin. The Black Claw bugbear tribe found the hall and inhabited it. They are wise enough to avoid the more deadly areas. Now it is present day and The Hallow Hall is but a fireside tale in the village of Nook.


Player Background
You are passing through a rather remote area and in need of rest. By chance you stumble upon the village of Nook.


Village of Nook
This village is surrounded by woods. The nearby peaks loam overhead.


Buildings
Old One Eye - Tavern/Inn - Clean and modestly priced.
The Merry Anvil - Blacksmith shop - Sturdy and expensive.
Bounty and Barter - Provisions - Variety of goods and expensive.
Temple of the Just - Temple - Spiritual and bodily aid. Offerings welcome.
The Sleepy Stallion - Stable - Well tended and modestly priced.
The Constabulary - jail - Well built and defended.


NPC’s List
Elsa the tavern keeper, Human female.
Sareen the blacksmith, Human female.
Dalt the provision provider, Halfling male.
Fadrick the cleric, Human male.
Karst the stable hand, Half-elf male.
Harwort Goldtooth the sheriff, Dwarven male.


Rumor Table
Roll 1d10
1.The tyrant Tyrone’s old hall is on the mountain side overlooking the valley. Tyrone and his of warriors of the rounded table ruled the area with an iron fist about 200 years ago. (True)
2.The place is haunted by the old tyrants mad queen Nivanna. On still nights you can hear her cackling. (True)
3.People call the place The Hallow Hall for a reason. It is an empty gutted shell of a hall with nothing but bat and rat poo. (False)
4.The old warlock Dreggal of the Red Tome still lives up their. He must be close to 300 years old and is said to look it. (True)
5.A hansom entranced one is said to sleep in Hallow Hall through the ages awaiting his true loves kiss. (False)
6.A tribe of flea bitten Bugbears live in the hall and it and they should best be avoided. (True)
7.The word ‘DYSCUM’ means friend in Bugbear. (False)
8.The old tyrant and his mad queen’s warlock murdered them with a set of poisoned crowns. (True)
9.The Hallow Hall is said to hold a hidden army waiting to be lead by the tyrants successor. (False)
10.The Hallow Hall rooms go deep into the mountain and into the under-deep below. (True)


The Hallow Hall
1.Porch - The porch is supported by pillars with carved snakes rapping around them. Monster: (3) Giant Wasp
2.Great Hall - This large hall is drafty and canopy of web float in the breeze. Monster: (2) Animated Full Plate Armor and (1) spider Treasure: Random
3.Throne Room - The open throne room has to dark wooden thrones in them set skeletons wearing crowns. Monster: (2) Cackling Skeletons Treasure: Two gold crowns worth 300 g.p. each.
4.Master Bedroom - The large bed room has a four post bed. Monster (1) Spirit Treasure: Silver Chamber Pot worth 20 g.p.
5.Setting Room - This dark wood paneled room has several couches.
6.Servants Quarters - This small room has bunk beds and footlockers.
7.Trophy Room - This secret room is filled vile trophies of war. Treasure: Magicians Hat - (cast one extra spell per day)
8.Council Chamber - This room car a large round table and chairs around it. Monster : (1) Bugaboo Trap: Anyone setting at the table must have sworn an oath to defend the hall. If not the victim must save vs. paralyzation. The effect last as long as the victim is setting at the table. Treasure: Random
9.Kitchen - This foul smelling room is a kitchen.
10.Pantry - This damp cold room appears to have been a pantry. There is a well as well. Monster: Water Weirdo
11.Shrine - A small domed shrine holds a statue of the god of tyranny and battle. Trap: Magical - Anyone gazing upon the statue must save verses spell or attack the next person they see armed with weapons. Treasure: Random
12.Servants Quarters - This room holds several dusty cots and footlockers. Monster: (3) Bugbears Weapon Maces (1) Bugbear chief (double hit points) Weapon: Mace and ring-mail armor Treasure: Random
13.Closet - This room is filled as would be a closet.
14.Dinning - This chamber has a round table with several chairs. Plates and tankards cover it. Monster: (3) Bugbears.
15.Guard Room - This room has a weapon rack and a table and two chairs. Monster: (2) Bugbears. Weapon Maces.
16.Vault - This room has a iron door. Inside are two chest and three sacks of treasure. Door: Locked Trap: Spikes 1d6 damage to all near door and resets. Monster: (1) Zombie Mimic Treasure: One chest has a Ring of Shadowy Form - Turn into a shadow once per day. Unable to attack or be attacked except by magic. Sack one has 700 c.p., 27 s.p., 32 e.p. 45 g.p. Sack two has 92 c.p., 24 e.p. 10 g.p. 2 p.p. Sack three has 3 gems worth 20 g.p. each.
17.Upper Barracks - This room is filled with bunk beds footlockers and weapon racks. A small table and four chairs are in the center. Monster: (4) Animated weapons. Treasure: 24 g.p. in footlocker. Silver tankard worth 30 g.p.
18.Armory - This room is filled with suites or various armor. Treasure: Shield of the Drake (+ 1 AC and immune to fire damage)
19.Torture Chamber - This reeking room is a horrid torture chamber. Monster: (5) Skeletons
20.Lower Barracks - This room is filled with bunk beds footlockers and weapon racks. A small table and four chairs are in the center. Monster: (2) Skeletal Berserkers Treasure: Random
21.Master-at-arms Room- This room appears to be a private bed room and has armor and a weapons rack. Treasure: Rope of Binding - On command binds one opponent. There is a 25% chance to break free.
22.Guard Room - This open room has a table and chair. A ring of keys is on the wall. A crank operates the portcullis and a switch board controls which cell opens. Monster : (2) Skeletal War-dogs Treasure: Random
23.Cell - This dismal cell has straw on the floor. Monster: (1) Elf
24.Cell - This dank cell has bones on the floor. Monster: (1) Bugbear
25.Cell - This dire cell has straw on the floor. Monster: (1) Elf
26.Cell - This dark cell has dead rats on the floor. Treasure: Random
27.Cell - This damp cell has straw on the floor. Treasure: Random
28.Wizard’s Room - This incense filed room has a bed and laboratory table. A large chest and a heavy wardrobe are in it as well. Monster: Skeletal Warlock Treasure: Wand of Frost - 1d6 (+ 1 damage per every 4 levels); Random Treasure.
29.Secret Study - This secret chamber has a skylight. Two shelves of books line the walls. A chair and desk set in the middle. Treasure: Clay of Animation - 10 pounds. Can be sculpted into one small sized monster or animal that is loyal to the sculptor. Spell book (5 spells of appropriate level and class)




Wandering Monster Table
Roll 1d12
1.Bugaboo
2.Bugbear
3. Giant Rats
4.Bats
5.Menace Mushroom
6.Dire Slug
7.Red ooze
8.Spider
9.Skeleton
10.Skeletal War-dog
11.Spirit
12.Roll twice, use both results.


Restock
Roll 1d6
1. Monster
2. Monster & Treasure
3-6. Empty (25% hidden treasure)


Random Treasure
Roll d% (percentiles)
01 -25 500 copper pieces/per level
26- 50 400 silver pieces/per level
51-65 300 electrum pieces/per level
66-80 200 gold pieces/per level
81-90 100 platinum pieces/per level
91-94 1d4 gems worth 25 g.p. each/per level
95-97 1 piece of jewelry 100 g.p /per level
98-00 Magic (roll once on magic table)


Random Magic Treasure Table
Roll 1d12
1.Potion of Healing
2.Potion of Cold Resistance
3.Potion of Speed
4.Potion of Levitation
5.Scroll of Spell (appropriate level and class)
6.Scroll of Spell (appropriate level and class)
7.Dagger 1d4 (+ 1 damage per every 4 levels)
8.Short Sword (+ 1 damage per every 4 levels)
9.Mace (+ 1 damage per every 4 levels)
10.Bracers of Armor (+ 1 AC per every 4 levels)
11.Leather Armor (+ 1 AC per every 4 levels)
12.Roll twice, use both results. Ignore duplications.


Bestiary
Animated Full Plate Armor - AC 0; Mv 12”; HD 3; hp 24; #attack 1; damage 1d4 slam, Awl Pike 1d6; intelligence non; Size m; Special Defense - If reduced to half hp it falls apart. They reform with in 1d10+1 rounds. The hp regenerate to full when they reform. If parts are missing they do not regain hps.


Animated Weapons - AC 0; Mv 12” fly; HD 1; hp 8; #attack 1; damage 1-6; intelligence non; Size s. These ordinary weapons have been enchanted to fly and attack intruders.


Bugaboo - AC 0 ; Mv 12”/12“ fly; HD 2 ; hp 16; #attack 1 ; damage nil; intelligence non ;al N ; Size m; Special Attack: Spooky Sounds - 20foot radius -Save vs. Spell of fall into fit of trembling and fright. The victim is at a -1 to AC, Damage, Saving throws. The affect lasts 1d6+1 rounds.
Special Defense: +1 or better to hit. Turned as a Ghoul.


Bugbear - AC 5 ; Mv 12”; HD 3+1; hp 25; #attack 1; damage 2-8 or by weapon; intelligence average; al: CE; Size L.


Bats - - AC 2; Mv 24”fly; HD 1/8; hp 1; #attack 1; damage 1 bite; intelligence animal; al N; Size s.


Cackling Skeletons - AC 6; Mv 12”; HD 2; hp 16; #attack 1; damage 1-6; intelligence low; al CE; Size m; Special Attack: Cackling - Save vs. Spell or fall into fits of cackling for 1d10+1 rounds. Victims are at a -4 to hit, damage, and all saves for the duration. Spell casting is impossible while under the affect. Special Defense: Turned as a Zombie.


Dire Slug - AC 8; Mv 12”/12“ climb; HD 1; hp 8; #attack 1; damage 1-4; intelligence semi; al N Size S; Special Attack: Corrosive spit - 6 foot range and 50% change to hit target. This small slug is a sneak foe. It crawls on ceiling, floors and walls.


Elf - 10 AC ; Mv 12”; HD 1+1; hp 9; #attack 1; damage by weapon or 1d10 ; intelligence high; al CG; Size m. These elves are wood elves and have normal elf abilities.


Giant Rats - - AC 7; Mv 12”/6“ climb; HD 1/2; hp 4; #attack 1; damage 1-3; intelligence animal; Al N(e) Size s; Special Attack: Disease bite - 5%. Victim must save vs. poison or lose 1d4+1 hp and have a -1 to hit, AC, damage, and saves. The disease ends in 1d6 weeks. A cure disease spell ends the affect.


Giant Wasp - AC 4; Mv 6”/ 21“ fly; HD 1; hp 8; #attack 2; damage 1d4 sting/1d6 bite; intelligence animal; aL N; Size m; Special Attack -Poison - Svae vs. posion or become paralyzed permanently. Death will occur if untreated in 2-5 days. Neutralize poison spell or antidote.


Gremlin - AC 6; Mv 12”; HD 1+1; hp 9; #attack 1; damage 1d4 bite; intelligence average; al CE; Size s; Special Attack: Chaotic Aura - 30foot radius. All victims in the area must save vs. spell or act randomly for 1d6+1 rounds. Random action table: 1d6: 1. Take off all equipment and cloths. 2. Wander off. 3. Fight nearest creature. 4. Defend nearest creature.5. Sing and dance. 6. Give treasure away.


Menace Mushroom - AC 7; Mv 6”; HD 2; hp 16; #attack 1; damage 1-4; intelligence non; al N; Size M; Special Attack - Explode- After taking half of it’s hp in damage it explodes releasing a cloud of spores. The explosion does 1-6 damage to all with in a 30 foot radius. Special Defense: 25% move silently. These creatures appear as humanoid shaped mushroom.


Red ooze - AC 8; Mv 12”; HD 2+2; hp 18; #attack 1; damage 2-12; intelligence animal; Al N; Size M; Special Attack - Acid - 2-12 damage. This red colored ooze dissolves organic matter on contact.


Skeleton - AC 7; Mv 12”; HD 1 ; hp 8; #attack 1; damage 1-6; intelligence non; al N; Size m; This skeleton patrol the hall and attack intruders.


Skeletal Berserker - AC 6; Mv 12”; HD 2; hp 16; #attack 2; damage 1-8; intelligence low; al CN; Size m; Special Attack: Rage - They have a +1 to hit. They fight all targets until they are dead focusing on one then the next. Special Defense: Turned as a zombie.


Skeletal War-dog - AC 6; Mv 12”; HD 2+2 ; hp 18; #attack 1; damage 2-8; intelligence non; al N; Size m. Special Defense: Turned as a zombie. This large skeletal dogs hunt and case down foes.


Skeletal Warlock - AC 4; Mv 12”; HD 3; hp 24; #attack 1; damage 1-6; intelligence average; al NE; Size m; Special Attack: This lesser lich is able to cast a few magic user spells. (5) 1st level, (3) 2nd level, (2) 3rd level, (1) 4th level. Special Defense: +1 or better to hit. Turned as a ghoul. Aura of Scariness 20foot radius -Save vs. Spell of fall into fit of trembling and fright. The victim is at a -1 to AC, Damage, Saving throws. The effect lasts for 2-12 rounds. The monsters phylactery must be destroyed or it will reform in 1 day.


Spider - AC 8 ; Mv 12”; HD 1+1; hp 9; #attack 1; damage 1; intelligence non; al N; Size ; Special- Poison Bite - Save vs. poison at +2 or suffer 1d4 damage.


Spirit - AC 0 ; Mv 12”/12“ fly; HD 2 ; hp 16; #attack 1 ; damage 1-4 ; intelligence low ;al CE; Size m; Special Attack chilling touch 1-4 damage. Special Defense: +1 or better to hit. Turned as a Ghoul. The spirits float about performing action as if they are alive and if interrupted will attack.


Water Weirdo - AC 4; Mv 12”; HD 1; hp 8; #attack 2; damage nil; intelligence average; Size L (10 feet long); Special Attack: Drowning - save vs. breath weapon or drown in 1-4 rounds. Special Defense: sharp weapons do only 1 damage and blunt do normal damage. If broken apart reforms in 1-2 rounds. This elemental creature enjoys drowning foes.


Zombie Mimic - AC 8; Mv 6”; HD 3; hp 24; #attack 1; damage 1-6; intelligence non; al N; Size L; Special Attack: Diseased Puss - Each hit inflicts a rotting disease on the victim. It will be fatal in 1-2 months. The victim loses 2 points charisma each week until dead. Special Defenses: Camouflage - It appears as a rotten and moldy piece of furniture. Turned as a ghoul.

Monday, February 16, 2009

5 Room Dungeons

Here is my recommendation for the very cool and simple dungeon format. The really outstanding web site was the birthplace of the dungeon format. The author of this really useful tool is Mr. Johnn Four.

So here is the "5 Room Dungeons" format in brief. For a more lengthy discription on the format as well as premade "5 Room Dungeons" please go to .

Room One: Entrance And Guardian

Room Two: Puzzle Or Roleplaying Challenge

Room Three: Trick or Setback

Room Four: Climax, Big Battle or Conflict

Room Five: Reward, Revelation, Plot Twist


Here is Friar Deep's "5 Room Dungeons"
Beyond the Skull Portal

Room One: Entrance and Guardian
SKULL PORTAL
A large stone façade in the shape of a skull with iron door in the mouth. Two black iron clockwork crows set in the eye sockets. They squawk a riddle one at a time. Each crow’s riddle must be answered for the door to be opened.
Riddle 1 “I'm the part of the bird that's not in the sky. I can swim in the ocean and yet remain dry. What am I?” -A shadow.

Room Two: Puzzle or Role-playing Challenge
A CHATTY SPIRIT
This hexagonal room has a pile of bones in it. A spirit appears and starts to chit chat with the P.C.’s. If it is attacked then it defends itself. If not threatened it talks about the weather and everyone’s health. It is basically harmless. In the course on idle talk it mentions that it is befell a trap long ago and wish the P.C.’s to recover its bones and give it a decent burial. It tells them that it befell a trap and it was in this room. If asked the nature of the trap it says it was swift and painful. It points out its bones. There is no indication what befell it. The spirit is actually lying. The bones are of its last victim. Each round that the P.C.’s talk to it the are loosing both constitution until they are dead. If the P.C.’s take the bones then the spirit fades from view. It really lurks unseen still draining the P.C.’s constitution. Only a successful search of the room reveals a corked tin flask. The flask is labeled ‘Sprits’. If the flask is uncorked then the spirit will be drawn into. It will be unable to harm the P.C’s. The spirit in the flask will plead to be freed and promise to be good. It is lying.

Room Three: Trick or Setback
THE GOLDEN CHERUB
This room has a fountain and in the basin is a golden cherub. Close inspection reveals that the cherub once was the centerpiece of the fountain.
If the cherub is removed from the water a round later it animates as a gold golem-like imp and attacks. If killed then the wounds revealed that it is hollow. There are a number of gold rings matching the number of the party. If the P.C.’s put on the rings they teleport to the next room in the dungeon. After that the rings are normal rings.
If the imp is placed upon the fountain centerpiece then the water will recedes from the fountain for one round and a trapdoor will be revealed leading to the entrance of the dungeon.

Room Four: Climax, Big Battle, or Conflict
EVIL WIZADRIES
The Wizard Gortho stands before you beside him stand two tall armored warriors. A maiden is bound and hangs from the ceiling above a magic circle. A blank looking man cranks a wench and the maiden is lowered into the circle. “Fools you shall not hinder my summoning of a fiend. You will soon see the fate which will befall you, when Lady Marla is devoured. HA HA HA!“ Then Gortho casts a protection shield spell and turns and chants. The tall armored warriors attack. The two tall warriors are in fact animated suits of armor. The man cranking the wench is Lady Marla’s faithful retainer Rilf now a juju zombie. Gortho takes four rounds to summon the fiend. The fiend will wait 2 round examining Lady Gortho then devour her. During that next 2 rounds Gortho will bind the fiend. If interrupted the fiend be unbound and if the circle is broken will attack Gortho and take him against his will to a fiendish plane. So the P.C.’s must stop Rilf using the winch and winch Lady Marla up. Defeat the animated armor. Stop Gortho’s summoning and or binding. If saved Lady Marla makes them Knights of the Golden Garter and gives them the spoils of Gortho’s defeat. The treasure is magic items. Roll randomly.

Room Five: Reward, Revelation, Plot Twist
TREASURY OF SONG
A large chest locked and chained is in the center on the room. The chest is locked and trapped. Within the chest is another chest likewise locked and trapped. Within this another smaller chest likewise locked and trapped. Within this another smaller chest likewise locked and trapped. Within this a golden egg with a wend-up key in it. It wound the egg hatches and a gold song bird appears. It sings a song which gives the P.C.’s a permanent +1 bonus on all saving throws. This works only once and the bird becomes a plain music box like golden bird.

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