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Temple

Temple

Sand-choked shrines to ancient gods, abandoned abbeys, and cultists’ crypts are built as places of worship and havens for the faithful, but are also designed to guard against profane intruders. A temple usually contains barracks, living areas, and well-defended sacred spaces.

Tiers. Temples range from catacombs at tier 0 to vast, underground cathedrals at higher tiers, with tiers 0 to 2 being the most common.

Temple Size. Each 50-foot-square node of a temple contains either a room or passage. A small temple is about 150 feet square (a 3 × 3 grid of nodes); a medium one is 250 feet square (a 5 × 5 grid); and a large one is 350 feet square (a 7 × 7 grid).

Signs of Faith. Adventurers clad in appropriate robes or holy symbols make Deception checks with advantage when trying to masquerade as inhabitants of the temple

Creating a Temple

To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a premade map, roll on Inhabitants and Contents for each location.

Temple: Description

1 - 2

Narrow passage. Roll on Passage Contents and Exits. For passage width, roll 1d6:

1 - 2 2 1/2 ft.
3 - 6 5 ft.

2 - 7

Passage. 10 feet wide. Roll on Passage Contents and Exits.

8 Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d4:
1 15 ft.
2 - 3 20 ft.
4 30 ft.
9 - 14

Small room. Roll on Room and Chamber Contents and Exits. For room size, roll 1d4:

1

15 x 15 ft.

2

15 x 20 ft.

3

20 x 20 ft.

4 20 x 30 ft.
15 - 20

Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6:

1

30 x 30 ft.

2

30 x 40 ft.

3 - 4

40 x 40 ft.

5

40 x 50 ft.

6

50 x 50 ft.

 

Temple: Passage Contents

1 - 10

Empty

11 - 14

Roll on Passage Scenery

15 - 18

Roll on Escalations

19 - 20

Roll on Obstacles

 

Temple: Room and Chamber Contents

Roll 1d20 in small room, 1d20 + 2 in large chamber.

1 - 3

Empty

4 - 8

Roll on Small Room Scenery or Large Chamber Scenery

9 - 11

Roll on Novelties

12 - 14

Roll on Obstacles

15 - 16

Roll on Discoveries

17 - 19

Roll on Escalations and on Small Room Scenery or Large Chamber Scenery

20+

Roll on Set Pieces

 

Temple: Exits

If the die roll is odd, a room’s exits are blocked by doors. Otherwise, they are open.

1 - 3

No Exits

4 - 5

One exit left

6 - 7

One exit straight

8 - 9

One exit right

10 - 11

Two exits, left and right

12 - 13

Two exits, left and straight

14 - 15

Two exits, straight and right

16 - 18

Three exits, left, straight, and right

19 - 20 Stairs. Roll 1d8 to determine stair type. Then roll again on this table for other exits.
1 - 2

Stone stairs down

3

Stone spiral staircase down

4

Trapdoor down (50 percent chance concealed under rug or furniture)

5

Round pit with metal ladder rungs, descending 1d4 levels

6

Stone spiral staircase up

 

Temple: Novelties

1

Huge, unlocked door made of semiprecious stone. The door’s etchings illustrate the mythical creation or destruction of the world

2

A vaulted, echoing chamber filled with 10-foottall statues. The statues sing beautiful liturgical music

3

This room’s ceiling is radiant with a permanent sunlight spell. The ground is covered with grass and flowers. A tree grows in the middle of the room

4

Altar on an island rising from a lake of magma

5

Massive wall or cliff face pierced with sleeping cells. Ladders provide access to each cell

6

A giant-sized throne, empty or supporting a Gargantuan inanimate skeleton

7

Ritual room with a floor etched with an arcane circle; flaming skeletons hang from the ceiling like chandeliers

8

Nave of a cathedral decorated with animated stained glass windows or tapestries

9

An immense sword is planted into the floor and can’t be removed. It radiates divination magic. A creature that touches the sword gains the benefits of a detect evil and good spell for 10 minutes

10

Morgue containing six stone slabs, each of which supports an apparently fresh corpse. A magic field encompasses the room; any corpse in the room gains the benefit of gentle repose, and it can answer three questions per day as if targeted by a speak with dead spell

11

A font or fountain fills with 5 gallons of water or holy water when touched

12

A cloud of illusory butterflies, moths, or tiny angels fills the area, limiting visibility to 10 feet

 

Temple: Obstacles

1

Lock: An animated statue or stone guardian stands in front of a door, attacking anyone who tries to pass.

Key: A clay figurine with the word “stag” carved into its chest. Speaking this password deactivates the guardian

2

Lock: Arcane locked door, above which is written “Passage is denied to unbelievers.” The passphrase “Only the divine name opens the gates” causes the door to open.

Key: A holy book on a lectern, with a bookmark at the passage “Passage is denied to unbelievers. Only the divine name opens the gates

3

Lock: A permanent wall of fire covers an archway of green stone.

Key: A chest containing 10 pendants of green stone, each depicting a figure walking through fire. Anyone wearing a pendant can walk through the wall of fire unharmed

4

Lock: A magically sealed white door. Anyone who can’t see the door can open it.

Key: A tapestry shows a blindfolded person opening a white door

5

Doorways to the left and right; one door is blocked by a portcullis. A lever beyond the open door lowers one portcullis and raises the other

6 - 7

Tapestry depicts the gates to a divine or fiendish domain. Concealed behind the tapestry is a door. (Examination or DC 15 Perception check: a draft ruffles the tapestry)

8 - 9

An unlit fireplace flanked by two wall-mounted candelabras. (Examination or DC 15 Perception check: One of the candelabras is shinier as if frequently touched. Pulling the candelabra opens a secret door)

10

Door inscribed with the words “The Door of Night.” It unlocks in total darkness and locks when in light

11

Before crossing a certain threshold, unbelievers must make a Wisdom saving throw (DC 10 + half dungeon level) or become frightened. Frightened creatures who proceed take 2 (1d4) psychic damage per dungeon level

12

Creatures must make a Deception or Religion check (DC 10 + half dungeon level) to recite a prayer before entering the area. A creature that fails to recite the proper prayer suffers 1 level of strife

13 - 20

Trap based on the dungeon level: level 1–2 commanding voice trap or intoxicating brazier trap; 3–4 cursed altar or sacred flame gem trap ; 5–10 bright mirror trap or sword guardian trap ; 11–16 contagion trap or geas trap ; 17–20 forbidden tome or guilty soul trap

 

Temple: Discoveries

1 - 4

Roll 1d4 on the Obstacles table. You find the key listed in that entry. Make a note of the matching lock. The next Obstacle encountered is that lock

5

Lone creature from a guard patrol (1 or 2 on Escalations table), not particularly loyal and willing to talk

6

Guard patrol (1 or 2 on Escalations table) controlled by a heretical faction that seeks to overthrow the temple’s leader. From now on, 50 percent of Escalations are with the heretical faction

7

Guard patrol (1 or 2 on Escalations table) loyal to a paranoid leader trying to root out heretics. From now on, 50 percent of Escalations are with the heretical faction

8

Acolyte washing the floor; trusting and helpful

9

A dusty armory contains a locked and trapped chest. Inside is a +1 weapon that deals +2d6 radiant damage to creatures that worship the temple’s deity

10

Behind a sliding wall (DC 12 Perception check) is an abandoned chapel to another god. It contains a Minor Treasure and can be used as a haven until enemies discover it

11

A comfortable lounge with furniture and bookcases on the floor, walls, and ceiling. Gravity in this room is relative: anyone can effortlessly walk up the wall and across the ceiling. 50 percent chance of a Minor Treasure in an end-table drawer on the ceiling

12

Locked treasure vault containing chests of coins and holy items (one Treasure Hoard and one Minor Treasure)

 

Temple: Escalations

50 percent of guards possess a Minor Treasure.

1

Guards: may attack intruders unless they’re wearing the proper robes or holy symbols

Level 1–2: acolyte with 1d4 zombies

Level 3–4: 3 or 4 soldiers or [[scout

Level 5–10: blackguard with guard squad ; 2 priests with 1d6 scouts

Level 11–16: priest with 3 shadow demons

Level 17–20: mage with 2 invisible stalkers

2

Guards: may attack intruders who don’t speak the right password

Level 1–2: 1d8 cultists or guards

Level 3–4: priest with 1d4 acolytes

Level 5–10: bone devil or ogre mage

Level 11–16: 3 or 4 clockwork sentinels or veterans

Level 17–20: knight captain with guard squad ; mage with shield guardian and earth elemental

3

Denizens: a faction that predates and is hostile to the local overlord (roll or choose from Set Pieces)

Level 1–2: 1d4 acolytes or skeletons

Level 3–4: cult fanatic with 1d8 cultists

Level 5–10: 2 or 3 mummies , skeletal champions , or walking statues

Level 11–16: ascetic grandmaster , vampire , or vampire assassin

Level 17–20: 2 bone devils or cyclops myrmidons

4

Guards: patrolling

Level 1–2: 1d4 guards or flying swords

Level 3–4: acolyte with 1d8 zombies

Level 5–10: 2 or 3 hell hounds or horde demons

Level 11–16: 4 or 5 wights or zombie knights

Level 17–20: adult black dragon lich ; demilich

5

Guardians: protecting a sacred space

Level 1–2: 1 or 2 death dogs or spies

Level 3–4: ghost or mummy

Level 5–10: hydra

Level 11–16: 4 elementals (one per element)

Level 17–20: stone guardian with 3 walking statues ; solar

6 Guardians: lurking

Level 1–2: animated armor or ghast

Level 3–4: 2 gargoyles

Level 5–10: 2 or 3 mummies

Level 11–16: crusher with flame-spitting statue ; 2 invisible stalkers

Level 17–20: 2 chain devils or erinyes

7 - 10

Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, noises, flickering torchlight, or other signs

 

Temple: Set Pieces

Set piece encounters usually feature a Treasure Hoard.

1 - 2

Return of the Kings. Freed after a long imprisonment, immortal monsters prepare to venture forth and restore their ancient empire or religion. They need knowledgeable advisors—or captives—who can inform them about the state of the modern world.

Level 1–2: priest with 1d4 skeletons

Level 3–4: priest with 1 or 2 zombie knights ; 2 lamias

Level 5–10: deva or forgotten god with 2 high priests

Level 11–16: mummy lord with 3 or 4 mummies

Level 17–20: dread knight champion with 3 or 4 skeletal champions ; balor with 2 priests and 4 veterans

Setting: Throne room decorated with tapestries. Behind one tapestry is a permanent gate leading to another plane.

3 - 4

Secret Society. The leaders of this shrine are dedicated to hiding secret knowledge, prophecies, or an artifact from the outside world. They fight anyone who reaches their inner sanctum.

Level 1–2: priest with 1 or 2 acolytes

Level 3–4: priest with nightmare or walking statue

Level 5–10: guardian naga with 1 to 3 basilisks

Level 11–16: archpriest with clay guardian ; 2 planetars

Level 17–20: greater sphinx with 2 sphinxes or stone guardians ; lich with 6 hell hounds

Setting: The floor’s tiles represent a labyrinth. Whenever a creature first walks on its turn, it can make an Intelligence check. The result is the number of feet it can move on its turn without stepping over a line. The first time on its turn that a creature steps over a line, it takes psychic damage equal to the dungeon’s level. The room’s inhabitants are immune to this damage.

5 - 6

Holy Terror. The leaders of this cult are preparing a ritual to loose an extraplanar being into the world or summon a powerful undead creature. Their plans are on the verge of completion.

Level 1–2: cult fanatic with 1 or 2 cultists

Level 3–4: priest with cambion or malcubus

Level 5–10: high priest with 1d4 mummies or skeletal champions ; 3 cambions with 1d6 + 3 thugs

Level 11–16: archpriest with chained one and 1d8 cultists ; archmage with 4 knights and 2d8 cultists

Level 17–20: archpriest or planetar with solar and 5 or 6 priests

Setting: A 20-foot-diameter portal is forming on the far side of the room. It is an object with AC 10, 20 × the dungeon’s level hit points, and immunity to bludgeoning, piercing, slashing, psychic, and poison damage. If the portal is destroyed, the ritual is ruined. Ladders lead to a balcony around the room.

7 - 8 The characters gain an audience with a powerful being in service to the temple’s god, such as an archpriest or solar. The being offers them a choice of two magic treasures, one holy, one cursed. Characters can use their knowledge of religion and clues from the temple’s artwork and statuary to determine which is the holy item.
9 - 10 Characters who immerse themselves in a magical pool gain a vision of the past that illuminates the present.

 

Temple: Minor Treasure

 

1 - 2

Book of prayers or forbidden lore containing a rare version of a spell from the cleric or warlock spell list (such as Sebirus’s Imprisoning Skeletal Hands (DDG)

3 - 4

Spell scroll containing a spell from the cleric list appropriate to the area’s tier (tier 0: cantrip or level 1 spell, tier 1: level 2–3 spell, tier 2: level 4–5 spell, tier 3: level 6–7, tier 4: level 8–9)

5

Jeweled holy symbol, gem, or bag of coins worth an amount appropriate to the tier (tier 0: 10 gp, tier 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp)

6

Holy symbol, garment, or weapon that once belonged to a holy person. Acts as a single bead of necklace of prayer beads

7

1d6 vials. Roll 1d6: 1–2 holy water, 3–4 potions of healing , 5–6 potions of greater healing

8

Heretical documents that portray the faith in a startling new light or reveal corruption within its ranks

9

Holy book that reveals a cosmic secret (such as a previously unknown familial or romantic relationship between a good and evil god)

10

Sentient item, such as a skeletal hand, a +1 weapon, or a holy symbol. It has Intelligence, Wisdom, and Charisma scores of 10 + 1d6, can communicate telepathically with a creature touching it, and has a goal it wishes to fulfill

 

Temple: Treasure Hoards

Dungeon Level 1–2

Valuables: 1d4 × 100 gp in jewelry, rare silks, or bulky tapestries

Magic (30 percent chance): pearl of power or periapt of health

Dungeon Level 3–4

Valuables: 24 × 100 gp in gold coins, gilded artworks,
or precious metal idols

Magic (40 percent chance): bowl of commanding water elementals or staff of the python

Dungeon Level 5–10

Valuables: 1d6 × 1,000 gp in gold coins, rare books worth 1,000 gp each, or gold tableware

Magic (50 percent chance): magic mirror (handheld) or necklace of prayer beads

Dungeon Level 11–16

Valuables: 1d4 × 10,000 gp in platinum coins, holy relics, or jewelry

Magic (60 percent chance): amulet of health or mace of smiting

Dungeon Level 17–20

Valuables: 1d4 × 100,000 gp in platinum coins,
gems, gold idols, or jeweled holy relics

Magic (70 percent chance): crystal ball or talisman of
pure good

 

Temple: Passage Scenery

1

A fresco, mosaic, or tapestry depicting a god, ritual, myth, holy symbol, or sacrifice

2

Lit braziers

3

Statues or busts depicting gods or holy champions

4

Niches in the wall contain statuettes or candles (50 percent chance of a Minor Treasure)

5

Lectern bearing a holy book (50 percent chance of a Minor Treasure)

6

Stone slabs set into the floor each bear a name and dates. The slabs are the lids of underground sarcophagi

7

Wet, scrubbed floor; nearby are buckets of water

8

Wall-mounted shields, each etched or painted with a holy symbol

 

Temple: Small Room Scenery

 

1 - 2

Cabinets stocked with vestments, ritual books, candles, incense, and holy symbols (50 percent chance of a Minor Treasure)

3 - 4

Chapel or shrine with an altar and a few benches

5

Armory. Roll d4: 1 chain mail and martial weapons, 2 light armor and simple weapons, 3 ranged weapons, ammunition, ballistas, and bolts, 4 holy water and potions of healing (50 percent chance of a Minor Treasure)

6

A comfortable bedroom with beds, chests, and wardrobes for 1d4 + 2 occupants. On the walls are weapon racks, armor stands, and religious paintings (50 percent chance of a
Minor Treasure)

7

Sparsely furnished bedroom or cell for 1d4 occupants

8

Latrine or bath

9

A luxurious dining room with fine wine and silver plates

10

Ritual room containing a scrying pool

11

Morgue where corpses are ritually prepared for burial. Contains stone slabs, empty sarcophagi, and chests packed with burial shrouds

12

Crypt with an altar, religious statues, and a sarcophagus topped with a stone angel (50 percent chance of a Minor Treasure)

13

Guardroom containing weapon racks, a fireplace, and a small shrine

14

Kitchen with a baker’s oven and bread-baking ingredients

15

Kitchen where dead animals are being butchered and cooked

16

Pantry stocked with flour and beans and hung with herbs

17

Pantry stocked with fine wines, sweetmeats, and expensive spices

18

Library containing forbidden texts (50 percent chance of a Minor Treasure)

19

Study containing a fireplace, comfortable chairs, bookshelves, and a desk covered with sheafs of notes (50 percent chance of a Minor Treasure)

20

Store room containing paintings, statues, and furniture draped with dusty drop cloths (50 percent chance of a Minor Treasure)

 

Temple: Large Chamber Scenery

 

1

An audience chamber: rows of benches or pews face a dais

2

A richly decorated throne room: the doors are inlaid with gold, the ceiling is a magnificent religious painting, and the throne is carved to resemble the seat of a god

3

A dining hall: religious passages warning against gluttony are carved into the walls

4

A banquet hall with long tables, stacks of clay bowls, and a gruel-filled cauldron in a huge fireplace

5

Barracks or communal sleeping chamber

6

Dormitory containing bunk beds, chests of identical uniforms or vestments, and a small shrine

7

Temple with an altar or pulpit surrounded by benches

8

Temple containing statues of gods and divine servants. The altar is a stone slab

9

Temple with a balcony, an altar atop a dais, and braziers of incense (50 percent chance of a Minor Treasure)

10

Scriptorium containing desks, writing supplies, and shelves of scrolls (50 percent chance of a Minor Treasure)

11

Training room containing armor, shields, and stacks of prayer books. Against one wall are scorched training dummies

12

A giant pipe organ (50 percent chance one note doesn’t play; a Minor Treasure is hidden in one of the pipes)

13

Crypt containing sarcophagi (50 percent chance of a Minor Treasure)

14

A guardroom decorated with war banners and shields. Candles, decks of cards, and empty wine bottles litter several small tables

15

Kitchen where vast quantities of gruel or soup are being prepared

16

Library containing religious texts

17

Store room containing odds and ends of all sorts: religious vestments, barrels of foodstuffs, statues, a ballista (50 percent chance of a Minor Treasure)

18 Room where holy water is blessed. 2d6 full vials sit on an altar. Fonts, statues, and holy books fill the room
19

A magical prison with several cells. Each cell is filled with a permanent antimagic zone (DDG)

20 Library under the effects of a permanent silence spell. The doors to this room bear a sign that reads “Silence in the reading room!” (50 percent chance of a Minor Treasure)

Sewer

Sewer

The typical sewers beneath fantasy cities are magnificent public works from a bygone age. A mishmash of deserted concourses, covered riverways, claustrophobic tunnels, and buried ruins, they are a royal road for thieves, monsters, and adventurers alike.

Tiers. Sewers are rarely tier 3 or 4. Below the sewers, deeper and more dangerous areas are usually ruins, tombs, or other locations.

Sewer Size. Each 100-foot-square node of a sewer contains passages. Some of these passage nodes also contain a room or chamber at an intersection or dead end. A sewer typically spans the oldest or richest parts of a city and can cover as much as a square mile.

Disease. Sewers are filthy. A humanoid that takes damage while in a sewer is exposed to disease. At the end of its next long rest , the creature must succeed on a DC 11 Constitution saving throw or be infected with sewer plague.

Creating a Sewer

To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a pre-made map, roll on Inhabitants and Contents for each location.

Sewer: Description

 

1 - 5

Narrow passage. Roll on Passage Contents and Exits. For passage width, roll 1d6:

1 1 1/2 ft. pipe
2 - 3 2 1/2 ft. pipe
4 - 6 5 ft. tunnel

6 - 11

Passage. 10 feet wide. Roll on Passage Contents and Exits.

12 - 14

Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d6:

1 15 ft.
2 - 3 20 ft., 5-foot-wide walkways on either side of flowing water
4 - 6 30 ft., 10-foot-wide catwalk or gallery above flowing water
15 - 20 Chamber. Roll on Chamber Contents and Exits. For chamber size, roll 1d6:
1 20 × 20 ft.
2 30 × 30 ft.
3 - 4 40 × 40 ft.
5 40 × 50 ft.
6 50 × 50 ft.

 

Sewer: Passage Contents

1 - 10

Empty

11 - 14

Roll on Passage Scenery

15

Roll on Novelties

16

Roll on Obstacles

17 Roll on Discoveries
18 - 20 Roll on Escalations

 

Ruin: Room and Chamber Contents

Roll 1d20 in small room, 1d20 + 2 in large chamber.

1

Empty

2 - 5 Roll on Chamber Scenery
6 - 8

Roll on Novelties

9 - 11

Roll on Obstacles

12 - 13

Roll on Discoveries

14 - 16

Roll on Escalations and on Chamber Scenery

17 - 20

Roll on Set Pieces

 

Sewer: Exits

All exits are passages. Roll 1d12 on Description table for passage size.

1

No Exits

2 - 3

One exit left

4 - 7

One exit straight

8 - 9

One exit right

10

Two exits, left and right

11 - 12

Two exits, left and straight

13 - 14

Two exits, straight and right

15 - 16

Three exits, left, straight, and right

17 - 20 Ascent or descent. Roll 1d12. Then roll again on this table for other exits.
1 - 2

Slimy stone stairs down

3 - 4

Grating up

5

Grating down

6

Pipe up

7 - 8

Pipe down

9

Metal ladder up

10

Metal ladder down

11

Sloping waterway up or down (50 percent chance of each)

12

Pulley elevator up or down (50 percent chance of each)

 

Sewer: Novelties

1

A filthy altar surrounded by torches and arcane markings

2

Cult shrine to a prohibited faith

3

Amidst moldy bedrolls, a faded map of the sewers with various locations marked is pinned to the wall

4

Makeshift classroom. A selection of thieves’ cant glyphs and their meanings is written on the wall

5

Bioluminescent, telepathic mold grows on the walls. It is friendly and converses telepathically with passers-by

6

A pool of congealed alchemical slurry. A creature that touches the slurry regains 3 (1d6) hit points, recovers a 1st-level spell slot, and becomes poisoned for 1 hour. The slurry then becomes inert

7

A gigantic snakeskin fills most of the room. The scales glow with a soft, iridescent light

8

A disused side passage is overgrown with edible fungus

9

A partially collapsed tunnel conceals a clean and dry area that provides sanctuary for one long rest

10

Makeshift docks line the banks of an underground river or lake

11

Steel or stone supports are spaced evenly around the area, indicating something unusually heavy above

12

Water flows from a pipe high on the wall, creating an oddly beautiful waterfall

 

Sewer: Obstacles

1

Lock: The entire area is flooded with sewage, and the valve to drain it is missing a handle.

Key: A handle that fits the valve

2

Lock: An iron door has rusted shut (DC 18 Strength check to open).

Key: A flask of a solution that dissolves the rust, allowing the door to operate freely

3

Lock: Jammed sluice gate.

Key: Long bar that can pry open the gate

4

Lock: Iron grate secured with a padlock that has rusted solid (DC 18 Strength check to open).

Key: A set of bolt cutters that can cut through the padlock

5

Pocket of poisonous gas. Area is affected as per the cloudkill spell

6

Vast pool of raw sewage with no apparent way across

7

Fast-moving storm drain current with no bridge across

8

A dry “sluice gate” in an odd place conceals an exit

9

Magical illusion of a mass of waste blocking an exit. DC 13 Perception check: no smell

10 - 11

A submerged exit leads to a flooded tunnel

12 - 13

A tight squeeze through an exit tunnel, 1d12 + 12 inches wide

14

Draining a cistern reveals a concealed exit

15 - 20

Trap based on the dungeon level: level 1–2 acid bucket trap or slippery floor trap; 3–4 oil pool trap or poison gas trap ; 5–10 gelatinous cube pit trap or ratling-catcher trap ; 11–16 monster pit trap or water-filled room; 17–20 plague poison lock or water-filled dungeon

 

Sewer: Discoveries

1 - 4

Roll 1d4 on the Obstacles table. You find the key listed in that entry. Make a note of the matching lock. The next Obstacle encountered is that lock.

5

Supply cache. Contains 2d6 days of rations, 1d4 50-foot coils of rope, two sets of climber’s gear, a healer’s kit, a hatchet, 1d4 ladders, a pickaxe, and two daggers

6

Armory. Contains 1d10 nonmagical simple or martial weapons and two suits of Medium or Small leather armor

7

Ratling larder. Crates of food are patrolled by cats that keep tiny vermin at bay

8

Cultist cache. Boxes and jars filled with ritual components and 2d6 spell scrolls of level 1d4 - 1 (results of 0 indicate a cantrip) are crammed in poorly concealed shelves

9

Minor Treasure hidden behind a waterfall of filth

10

Recently hatched dragon, smaller than a wyrmling (use stats for a lizard )

11

The sewer connects to the cellar of a noble’s townhouse or other above-ground structure

12

The bottom of a wishing well; the area is strewn with 6d6 gp worth of copper and silver coins

 

Sewer: Escalations

50 percent of guards possess a Minor Treasure.

1

Guards: on patrol on behalf of the surface city or the sewer’s local overlord (roll or choose from Set Pieces). Demand to know intruders’ business

Level 1–2: 1d8 bandits or guards

Level 3–4: 1d8 soldiers ; 3 thugs

Level 5–10: veteran with 1d6 thugs

Level 11–16: 2 or 3 blackguards or gladiators

Level 17–20: assassin with 1d6 + 4 cutthroats or thugs

2

Guards: skulking near their secret lair

Level 1–2: 1d8 cultists

Level 3–4: 3 or 4 cutthroats or thugs

Level 5–10: 2 or 3 doppelgangers

Level 11–16: 2 cambions , night hags , or vampire spawn

Level 17–20: vampire with vampire spawn

3

Intruders: stealthily passing by on their way somewhere else

Level 1–2: 1 or 2 cutthroats or thugs

Level 3–4: doppelganger or oozefolk oozemancer (DDG)

Level 5–10: alchemist or assassin

Level 11–16: vampire , vampire assassin , or vampire mage

Level 17–20: master assassin , master thief , or 2 assassins

4

Denizens: hunting

Level 1–2: 2 or 3 ratling scavengers

Level 3–4: dire centipede , gelatinous cube , or gelatinous tube

Level 5–10: 2 or 3 euphoria jellies (DDG) or flash cubes (DDG)

Level 11–16: troll hulk (DDG)

Level 17–20: 2 assassins or ur-otyughs

5

Denizens: in lair

Level 1–2: 2d4 giant rats or poisonous snakes

Level 3–4: 3 ghouls or shadows

Level 5–10: otyugh , ur-otyugh , or sewer chimera

Level 11–16: 2 elder black puddings or otyughs

Level 17–20: rakshasa with cambion

6 - 8

Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, noises, flickering torchlight, or other signs

 

Sewer: Set Pieces

Set piece encounters usually feature a Treasure Hoard.

1 - 2

Criminal Hideout. A gang or thieves’ guild has a base here.

Level 1–2: 1 or 2 thugs with 1d4 bandits or wolves

Level 3–4: crime boss or gladiator with 1 or 2 thugs

Level 5–10: assassin with 1 or 2 veterans

Level 11–16: archmage or master assassin with 2 assassins

Level 17–20: master assassin or 3 gladiators with 3 assassins and 1 mage

Setting: The area resembles an underground shantytown with numerous tight passages and close corners. Visibility is limited to a range of 20 feet before a corner or makeshift structure blocks line of sight.

3 - 4

Sewer Predator. Something hungry and dangerous lurks under the water.

Level 1–2: 2 giant constrictor snakes , gibbering mouthers , or will-o’-wisps

Level 3–4: giant crocodile and 1d4 + 1 crocodiles ; sewer chimera

Level 5–10: ur-otyugh and 1 or 2 otyughs ; hydra

Level 11–16: troll hulk (DDG) and 2 or 3 trolls

Level 17–20: draconic horror (DDG) and 2 or 3 murmuring worms or behirs

Setting: The creature’s watery lair is full of unpredictable currents. On initiative count 20 each round, a wave sweeps through the area in a random direction. Creatures that fail a Strength saving throw (DC 10 + half dungeon level) are pushed 30 feet in the direction of the flow. The predators can choose to fail or automatically succeed on this saving throw.

5 - 6

Cult Cell. Cultists hide their illicit activities below cities for many of the same reasons ordinary criminals do, and the reach of the sewer tunnels means they can snatch victims from anywhere.

Level 1–2: cult fanatic with 1d4 cultists

Level 3–4: 1 or 2 cult fanatics with 2 oculites (DDG)

Level 5–10: forgotten god or glabrezu with 1d4 cult fanatics

Level 11–16: aboleth , aboleth champion (DDG), and 1d6 maw swarms (DDG)

Level 17–20: aboleth fallen ascendant (DDG), aboleth , and 2 or 3 aboleth champions (DDG)

Setting: The area features an altar and a central pool filled with black water that obscures the vision of trespassers only. Creatures with a swim speed gain total concealment while beneath the water. Cultists attempt to herd interlopers near the water.

7 - 8

Tide-driven stone gates close behind the adventurers, forcing them to escape via a 100-foot underwater swim through fetid water. At the start of each of its turns, each creature in the water must succeed on a Constitution saving throw (DC 10 + half dungeon level) or become poisoned and unable to hold its breath. At the end of the swim, a metal grate (DC 10 + half dungeon level Strength check to break) blocks the exit.

9 - 10

A sluice gate opens, creating a waterfall that sweeps the adventurers to a new area or out of the sewer. Each creature must make three Strength, Dexterity, or Constitution saving throws (their choice), taking 2 (1d4) damage per dungeon level per failure.

 

Sewer: Minor Treasure

 

1

Set of directions that leads to treasure — possibly in a mansion accessible through the sewer

2

Spell scroll containing a spell appropriate to the area’s tier (tier 0: cantrip or level 1 spell, tier 1: level 2–3 spell, tier 2: level 4–5 spell, tier 3: level 6–7, tier 4: level 8–9)

3 - 6

Treasure worth an amount appropriate to the tier (tier 0: 10 gp, tier 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp). Roll
1d10 to determine treasure type: 1–3 coins, 4–6 jewelry, 7–8 obviously stolen housewares, 9 fiendish idol, 10 forbidden tome

7

1d6 vials. Roll 1d6: 1–3 potions of healing , 5–6 potions of water breathing

8 - 10 Ring, necklace, or other jewelry, worth an amount appropriate to the tier (tier 0: 25 gp, tier 1: 75 gp, tier 2: 750 gp, tier 3: 2,500 gp, tier 4: 25,000 gp)

 

Sewer: Treasure Hoards

Dungeon Level 1–2

Valuables: 1d4 × 100 gp in copper, silver, or gold coins

Magic (30 percent chance): pipes of the sewers or ring of swimming

Dungeon Level 3–4

Valuables: 2d4 × 100 gp in gold coins or jewelry

Magic (40 percent chance): cloak of protection or ring of water walking

Dungeon Level 5–10

Valuables: 1d6 × 1,000 gp in gold coins, bulky housewares, or jewelry

Magic (50 percent chance): dagger of venom or ring of evasion

Dungeon Level 11–16

Valuables: 1d4 × 10,000 gp in gold and platinum coins or gems

Magic (60 percent chance): folding boat or nine lives stealer

Dungeon Level 17–20

Valuables: 1d4 × 100,000 gp in gold coins, gems, or property deeds

Magic (70 percent chance): luck blade or well of many worlds

 

Sewer: Passage Scenery

1 - 4

Footbridges across drainage channel in middle of passage

5 - 7

Filthy, stinking mud makes the area difficult terrain

8 - 9

Mundane graffiti or thieves’ cant glyphs on walls. May contain useful information

10 - 11

Drainage channel covered with boards. There’s a table and chairs and a couple of bookcases full of moldy books

12

An open secret door reveals empty barrels and crates

13

Predator’s den containing gnawed bones and other garbage

14

Cement or stone blocks attached to chains, used by a local criminal element to dispose bodies

15

Sewer grate leads to a secret above-ground hideout

16

Ossuary. Neat stacks of humanoid bones fill niches. Memorial plaques identify the remains

17

Outflow tunnel. Water streams through a heavy grate into a nearby body of water, such as a river or lake

18

Benches and tools fill a makeshift workspace. The usual board flooring is reinforced with heavier beams and metal braces.

19

Abandoned, one-person hovel containing candles and a sleeping pallet

20

A stack of 10-foot poles affixed with hooks, used for dredging drainage channels

 

Sewer: Chamber Scenery

 

1 - 3

Storm runoff reservoir. The water is relatively clean and clear

4 - 7

Reservoir full of raw sewage

8 - 9

Flow control room. A vast array of pipes and valves

10 - 11

Fast-moving water with several sturdy access bridges across the flow

12

Maintenance storage area. Spare lengths of pipe are stacked neatly on pallets. Tools hang on peg boards behind locked grates

13

Barrels of lye and other chemicals (treat as acid) are covered in tarps

14

The exits are hatches like those found on a submarine

15

Eggs incubating in a nest of warm filth; depending on the tier, the eggs may hatch into giant centipedes , crocodiles , dinosaurs, or otyughs

16 - 17

One exit leads to ancient ruins. Switch to the ruin tables for the areas in this direction

18 - 19

One exit leads to catacombs. Switch to the tomb tables for the areas in this direction

20

One exit leads to natural caves. Switch to the Freelinking: Node title cavern does not exist tables for the areas in this direction

Ruin

Ruin

A weathered castle, a haunted palace, an abandoned labyrinth—any of these constructions may fall into ruin. A ruin is distinct from other dungeons in that it no longer serves a particular purpose. It may be inhabited piecemeal by different groups, but no one ruler or gang controls more than a fraction of it .

Tiers. Ruins can be any tier, with older and more remote ruins tending to house stronger monsters.

Ruin Size. Each 50-foot-square node of a ruin contains either a room or passage. A small ruin is about 150 feet square (a 3 × 3 grid of nodes); a medium one is 250 feet square (a 5 × 5 grid); and a large one is 350 feet square (a 7 × 7 grid).

Marks of Decay. Uninhabited sections of ruins are covered with layers of dust and grime. Survival checks made to follow or track creatures, or to search for signs of travel through an area, are made with advantage . Furthermore, efforts to break a ruin’s furniture or doors are made with advantage.

Creating a Ruin

To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a pre-made map, roll on inhabitants and Contents for each location.

Ruin: Description

 

1 - 2

Narrow passage. Roll on Passage Contents and Exits. For passage width, roll 1d6:

1 - 2 2 1/2 ft.
3 - 6 5 ft.

2 - 7

Passage. 10 feet wide. Roll on Passage Contents and Exits.

8 Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d4:
1 15 ft.
2 - 3 20 ft.
4 30 ft.
9 - 14

Small room. Roll on Room and Chamber Contents and Exits. For room size, roll 1d4:

1

15 x 15 ft.

2

15 x 20 ft.

3

20 x 20 ft.

4 20 x 30 ft.
15 - 20 Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6:
1 30 x 30 ft.
2 30 x 40 ft.
3 - 4 40 x 40 ft.
5 40 x 50 ft.
6 50 x 50 ft.

 

Ruin: Passage Contents

1 - 10

Empty

11 - 14

Roll on Passage Scenery

15 - 18

Roll on Escalations

19 - 20

Roll on Obstacles

 

Ruin: Room and Chamber Contents

Roll 1d20 in small room, 1d20 + 2 in large chamber.

1 - 5

Empty

6 - 10 Roll on Small Room Scenery or Large
Chamber Scenery
11 - 12

Roll on Novelties

13 - 15

Roll on Obstacles

16 - 17

Roll on Discoveries

18 - 19

Roll on Escalations and on Small Room Scenery or Large Chamber Scenery

20+

Roll on Set Pieces

 

Ruin: Exits

If the die roll is odd, a room’s exits are blocked by doors. Otherwise, they are open.

1 - 3

No Exits

4 - 5

One exit left

6 - 7

One exit straight

8 - 9

One exit right

10 - 11

Two exits, left and right

12 - 13

Two exits, left and straight

14 - 15

Two exits, straight and right

16 - 18

Three exits, left, straight, and right

19 - 20 Ascent or descent. Roll 1d10. Then roll again on this table for other exits.
1 - 2

Stone stairs down

3

Stone spiral staircase down

4

Trapdoor down

5

Ladder up or down (50 percent chance of each; 50 percent chance the ladder is broken or missing)

6

Stone spiral staircase up

7 Trapdoor up
8 Stairs going 1d4 levels up and 1d4 levels down.

 

Ruin: Novelties

1

A mundane object — such as a serving dish, chamber pot, or artisan’s tool — that illustrates what day-to-day life was like in the ruin

2

A pile of rubble where one wall has caved in. A muffled voice can be heard from under the rubble. Underneath the rubble is a mechanical bronze statue that endlessly recites poetry

3

A dressing room containing a shattered mirror and wardrobes filled with rotten finery. A single robe is in good shape and radiates illusion magic. While wearing it, a person is blind and deaf to the real world and sees and hears the past experiences of its original wearer, a noble or monarch. Experiences may include a flirtation at a ball, boring judgments in an audience chamber, or hunting

4

A cobwebbed ballroom containing ghostly illusions (or animated skeletons) of dancing couples dressed in the fashionable garb of hundreds of years ago. If you watch for some time, a dancer discovers one of her jewels is missing. The jewel is still hidden in a corner

5

A skull mounted on the wall like a trophy. One of the ruin’s denizens can magically see through the skull’s eyes and speak through its mouth (see Set Pieces to determine the creature)

6

A seemingly magnificent throne room: illusion magic hides the fact that the throne is stripped of gold, the cloth hangings and carpet are rotted, and the statues are smashed. An object takes its true form once removed from the room. The effect can be dispelled as a 4th-level spell. DC 13 Perception check: a smell of rot

7

Room is lit by flitting, flaming bats that shed light like torches (as bats with immunity to fire damage)

8

Marble room decorated with statues, gilt mirrors, and ceiling frescoes; the floor is knee-deep in slimy water

9

Exits are through the fanged mouths of grotesque carvings

10

Statues stand atop battlemented balconies

11

A plaque dedicated to the ruin’s founder or architect. Touching the plaque triggers a permanent magic mouth that speaks the dedication aloud

12

The enormous remains of what was once a titan-sized statue

 

Ruin: Obstacles

1

Lock: A lock set in the middle of a carved heraldic shield.

Key: A key with a grip like a sword pommel

2

Lock: A lock seized by rust; attempts to pick the lock are made with disadvantage unless it is oiled.

Key: A rusty key

3

Lock: A lock inscribed with a riddle.

Key: A key with a handle carved to resemble the riddle’s solution

4

Lock: A crescent-shaped depression in a door.

Key: A crescent-shaped necklace

5

A cave-in blocks the way forward. It takes several minutes of work to dig out a passage wide enough to crawl through

6

A crumbling wall blocks passage. DC 10 Perception check: Cracks in the wall outline a secret door with no obvious way to open it. A DC 13 Investigation check reveals the brick that must be pressed to open the door

7

A fresco — perhaps depicting a cloaked man opening a door, a three-headed dog, or the gate to a white-walled city — is split by a faint crack down the middle. Pushing on the fresco opens the secret door.

8

Against a wall is a heavy piece of furniture, such as a grandfather clock or empty bookcase. A DC 10 Perception check reveals scrapes on the floor near the furniture. Moving the furniture reveals a concealed door.

9

Wooden door with a bell. Unless precautions are taken, the bell rings when the door is opened, alerting creatures within 50 feet.

10 Malfunctioning machine door with a missing gear: an Engineering check is required to repair (DC 10 + dungeon level)
11 - 20 Trap based on the dungeon level: level 1–2 false hoard trap or spear trap; 3–4 false door trap or snake hatch; 5–10 ghost trap or mirror trap; 11–16 deep collapsing dungeon trap or yellow mold trap; 17–20 minotaur champion trap or rolling icosahedron trap

 

Ruin: Discoveries

1 - 4

Roll 1d4 on the Obstacles table. You find the key listed in that entry. Make a note of the matching lock. The next Obstacle encountered is that lock.

5

Harmless undead spirits, unaware of onlookers, re-enacting a scene from their lives that reveals a secret

6

Adventurers (entry 3 on Escalations table), looking for help defeating a dangerous threat (roll on Set Pieces)

7

A friendly hermit or outcast

8

A frieze that casts a new light on the area’s history (depicting a great cyclops or skeleton civilization, for instance)

9

An inanimate (or animate) skeleton wearing the signet ring of a royal house and bearing a Minor Treasure associated with the house

10 A trail of chalk marks that leads to a Treasure Hoard—or the corpse of an explorer
11

The inanimate skeletons of royalty and nobles lying among ruined luxury. 1d4 Minor Treasures can be found

12 Behind a locked door or trapdoor, a Treasure Hoard. The lock is guarded with a level-appropriate lock trap variant (DDG)

 

Ruin: Escalations

50 percent of guards possess a Minor Treasure.

1

Guards: patrolling on behalf of the local overlord (roll or choose from Set Pieces)

Level 1–2: cutthroat or scout with 1d4 bandits

Level 3–4: 1 or 2 ogres

Level 5–10: blackguard or cambion with 1d4 + 1 thugs

Level 11–16: 3 or 4 ettins or minotaur

Level 17–20: chain devil or ogre mage with 3 or 4 werewolves

2

Inhabitants

Level 1–2: 1d4 goblins or kobolds

Level 3–4: 2 bugbears with 1d6 goblins

Level 5–10: 1 or 2 trolls

Level 11–16: 2 cyclopes or medusas

Level 17–20: minotaur champion ; 4 minotaurs

3

Adventurers exploring the ruins

Level 1–2: acolyte , scout , and spy

Level 3–4: druid or priest with berserker

Level 5–10: mage with 2 knights

Level 11–16: assassin with gladiator

Level 17–20: archmage with 3 veterans

4

Guardians: lurking

Level 1–2: 1d4 giant poisonous snakes or rust monsters

Level 3–4: 1 or 2 dire centipedes or gelatinous cubes

Level 5–10: otyugh

Level 11–16: 3 or 4 ghosts

Level 17–20: rakshasa with 1d4 weretigers

5

Guardians:guarding a location

Level 1–2: 1 or 2 shadows

Level 3–4: blazing black pudding

Level 5–10: 4 or 5 ghasts

Level 11–16: 3 or 4 vampire spawn

Level 17–20: wraith lord with 1 or 2 wraiths ; 3 cyclopes

6 Guardians; following instructions
Level 1–2: 1d4 flying swords or skeletons
Level 3–4: 3 or 4 animated armors or death dogs
Level 5–10: 3 walking statues ; clay guardian ; invisible stalker

Level 11–16: iron guardian ; 3 or 4 water elementals

Level 17–20: 2 giant fire elementals ; 2 shield guardians

7 - 10

Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, nearby noises, the flickering of torches, or other signs

 

Ruin: Set Pieces

Set piece encounters usually feature a Treasure Hoard.

1

Settler’s Lair. This part of the ruin has been recently conquered by an outside group

Level 1–2: kobold broodguard with 3 or 4 kobolds ; 3 or 4 bugbears

Level 3–4: bugbear chief with 2 to 4 bugbears ; 3 azers

Level 5–10: alpha werewolf with 3 or 4 werewolves ; 3 cyclopes

Level 11–16: high priest with 2d4 priests

Level 17–20: 2 adult shadow dragons with 2d6 kobolds ; adult red dragon with 2 or 3 salamanders

Setting: A settler patrol (3 or 4 of the weakest monster) is away exploring the ruin. Once combat begins, the patrol returns within 3 rounds.

2

Spirits of the Past. These undead have haunted the ruins for centuries, since the days they ruled as mortals.

Level 1–2: ghast with 2 ghouls

Level 3–4: wight with 2d4 zombies

Level 5–10: skeletal warlord (DDG) with 2d6 skeletons

Level 11–16: vampire warrior with 2 or 3 vampire spawn

Level 17–20: dread knight with skeletal warlord (DDG) and 2d10 skeleton immortals (DDG); lich with demilich

Setting: The leader of the group rests in a sarcophagus. Once combat begins, it or another creature must use an action to raise the lid.

3

Gate. A planar rift to the hells threatens to overwhelm the area unless it is sealed

Level 1–2: imp with 1d6 lemures

Level 3–4: 2 or 3 horde demons or bearded devils

Level 5–10: cambion with 1d4 horde demons or bearded devils

Level 11–16: rakshasa with 1 or 2 night hags

Level 17–20: marilith with 2 or 3 vrocks

Setting: A planar gate pulses in a corner of the room. A creature can use an action to make an Arcana check (DC 10 + half dungeon level); three successes close the portal. Fiendish reinforcements may arrive through the portal.

4

Fallen Empire. An immortal ruler schemes to regain the dominion they once possessed

Level 1–2: cult fanatic or dragon cultist with 2 to 4 kobolds
Level 3–4: lamia with 3 or 4 jackalweres
Level 5–10: spirit naga with 1d4 giant constrictor snakes
Level 11–16: deva or forgotten god with archpriest and 1d4 priests ; planetar with 2 to 4 couatls
Level 17–20: empyrean with 2 fomorians
Setting: While sitting on their throne, the leader can cast sanctuary with a spell save DC of 10 + the dungeon’s level and a recharge of 5–6.
5 A sphinx or similar creature provides aid and oracular wisdom to the worthy.
6 Treasure Hoard guarded by an elite trap such as a collapsing dungeon or ghost trap .

 

Ruin: Minor Treasure

 

1

Glowing, shattered mirror (if repaired for 25,000 gp, acts as a crystal ball )

2

Deed of land ownership—and possibly of nobility

3

Spell scroll containing a spell appropriate to the area’s tier (tier 0: cantrip or level 1 spell, tier 1: level 2–3 spell, tier 2: level 4–5 spell, tier 3: level 6–7, tier 4: level 8–9)

4 - 6

Cache of ancient coins worth an amount appropriate to the tier (tier 0: 20 ep, tier 1: 100 gp, tier 2: 500 gp, tier 3: 1,000 pp, tier 4: 10,000 pp)

7 1d6 vials. Roll 1d6: 1–3 potions of healing , 5–6 potions of poison
8 Necklace, crown, or other jewelry, worth an amount appropriate to the tier (tier 0: 25 gp, tier 1: 75 gp, tier 2: 750 gp, tier 3: 2,500 gp, tier 4: 25,000 gp)
9 In a dusty, cracked vase, flowers that look freshly cut. The vase is filled with a potion that prevents its drinker from aging for 10 years
10 Half of a crystal; when reunited with its other half, the crystal displays a message from the past
11 Pottery shards or clay statues of interest to scholars but otherwise worthless (tier 0: 10 gp, tier 1: 50 gp, tier 2: 200 gp, tier 3: 500 gp, tier 4: 5,000 gp)
12 An ancient battleaxe. The wooden shaft disintegrates when touched, but its adamantine head can be affixed to a new one

 

Ruin: Treasure Hoards

Dungeon Level 1–2

Valuables: 1d4 × 100 gp worth of copper, silver, or gold coins, or a gold idol worth the same amount

Magic (30 percent chance): immovable rod or wand of secrets

Dungeon Level 3–4

Valuables: 2d4 gp worth of silver, electrum, and gold coins or art objects

Magic (40 percent chance): handy haversack or ring of protection

Dungeon Level 5–10

Valuables: 1d6 × 1,000 gp worth of gold and platinum coins or gems

Magic (50 percent chance): +1 armor or boots of speed

Dungeon Level 11–16

Valuables: 1d4 × 10,000 gp worth of platinum coins or jewelry

Magic (60 percent chance): belt of dwarvenkind or flame tongue

Dungeon Level 17–20

Valuables: 1d4 × 100,000 gp worth of coins of all denominations, gems, jewelry, and artworks, piled in heaps

Magic (70 percent chance): Ioun stone of mastery or ring of three wishes

 

Ruin: Passage Scenery

1

Dusty suits of armor stand against a wall

2

The area is charred as if by a long-past fire

3 Worm-eaten tapestries depicting the interests of the ruin’s original inhabitants
4

Brackets hold the stubs of burnt-down torches

5

An arrow drawn on the wall in chalk

6

A cracked wall or ceiling; a DC 18 Strength check could smash it, filling the corridor with rubble and perhaps opening another passage

7

A door ripped off its hinges

8

A fresco depicting an ancient ruler on a throne or in battle

9 Toppled statues make the area difficult terrain
10 Niches in the wall hold inanimate skeletons. 50 percent chance of a Minor Treasure
11 The cracks between the stones are green with mold
12 Fragments of old bones litter the floor

 

Ruin: Small Room Scenery

 

1

A chamber that’s empty of furniture but hung with rotting paintings and tapestries. A chandelier lies smashed on the ground

2

An armory containing rotted bows and arrows. 30 percent chance of a dozen +1 arrows, a javelin of lightning , or similar magic item, in noticeably better condition than the other weapons

3

A musty dining room with rotted food on dusty plates

4

Cramped sleeping quarters for soldiers or servants; bunk beds line the walls. The beds are stuffed with moldy straw

5 - 6

A once luxurious bedroom with rotting bed covers, broken chests, and wardrobes filled with moth-eaten finery

7

A cold, dark bedchamber: the bed’s sheets are bloodstained, and there is no fireplace or lighting

8

A dusty, untended shrine

9 - 10

A kitchen covered in spiderwebs. 50 percent chance of a locked cabinet containing vintage wines worth several hundred gold pieces

11

A store room containing crates of rusty tools and weapons

12

An empty prison containing shackles and torture implements

13

A workshop with ruined clocks of all sizes

14

A forge with stacks of rusty swords

15 Ranks of inanimate skeletons lie on bunks with rotting mattresses
16 A chapel to a death god
17 Sarcophagi, their lids carved to resemble armored knights
18 The cracks between the stones are green with mold
19 A campsite left by a group of previous adventurers; 50 percent chance of a Minor Treasure or half-completed map of the ruins
20 A trap that was triggered long ago but is now harmless

 

Ruin: Large Chamber Scenery

 

1

Stone benches, a defunct fountain, and smashed marble statues

2

A once beautiful throne room: the doors have been stripped of their gold inlays, statues are missing from pedestals, the fresco on the ceiling is faded and cracked, and the throne is marked with cavities where gems have been pried out

3 - 4

A columned audience chamber lined with defaced statues

5 - 6

A ruined banquet hall: long tables are broken, chairs are overturned or smashed, and shards of dusty glass litter the floor

7

A fire-blackened mess hall filled with tables and benches that crumble if any weight is placed on them

8

A store room containing paintings, statues, and furniture draped with dusty drop cloths

9

A library of scrolls that crumble when unrolled

10

A crypt containing 1d4 empty sarcophagi, their lids smashed

11 - 12

The ceiling on one side of the room has collapsed, creating an area of difficult terrain

13

A laboratory with a stitched-together corpse bound with electrum chains. A notebook describes repeated failed attempts to create a flesh golem

14

The cracks between the stones are green with mold

15 A ballroom in which every surface is carved with elaborate curlicues inlaid with gold. There is a raised stage in one corner
16 A chamber carpeted with bone fragments
17 A portrait gallery lined with aged and sinisterlooking painting
18 A chamber dedicated to some sport: a bowling alley, indoor pool, or wrestling arena
19 Water drips from the ceiling, puddling in small pools across the floor
20 Echoes in the chamber are accompanied by ghostly wails or whispers

Mine

Mine

Almost every sapient species digs something they want out of the earth. Dwarves dig for adamantine, shadow elves for mithral and dark iron, grimlocks for copper, and everyone mines for iron, gold, salt, and precious stones. When metal and ore are abundant, mines are busy places, but once the supply of that material dwindles, they become eerie, crumbling labyrinths in the lightless depths of the world.

Tiers. Of all types of dungeons, mines are the most likely to descend deep into the earth; a single mine can encompass multiple tiers. Tier 4 mines are relatively rare, since few miners can sustain their labors among the dangers of the utter depths.

Mine Size. Each 50-foot-square node of a mine contains either a room or passage. A small mine is about 150 feet square (a 3 × 3 grid of nodes); a medium one is 250 feet square (a 5 × 5 grid); and a large one is 350 feet square (a 7 × 7 grid). Most mines are multilevel affairs.

Hazardous Environment. Mines can be dangerous places without a single hostile creature or trap present. Cave-ins, darkness, pockets of poisonous or explosive gas, heavy mining machinery, and yawning mine shafts can spell doom for the unwary. Those with training in Engineering or Nature have advantage on Perception or Investigation checks to spot mine hazards.

Creating a Mine

To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a premade map, roll on Inhabitants and Contents for each location.

Mine: Description

 

1 - 2

Narrow passage. Roll on Passage Contents and Exits. For passage width, roll 1d6:

1 - 2 2 1/2 ft.
3 - 6 5 ft.

3 - 9

Passage. 10 feet wide. Roll on Passage Contents and Exits.

8 Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d4:
1 15 ft.
2 - 3 20 ft.
4 30 ft.
10 Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d4:
1 - 2 15 ft.
3 - 4 20 ft.
11 - 16

Small room. Roll on Room and Chamber Contents and Exits. For room size, roll 1d4:

1

15 x 15 ft.

2

15 x 20 ft.

3

20 x 20 ft.

17 - 20 Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6:
1 30 x 30 ft.
2 30 x 40 ft.
3 40 x 40 ft.
4 50 x 50 ft.

 

Mine: Passage Contents

1 - 10

Empty

11 - 14

Roll on Passage Scenery

15 - 18

Roll on Escalations

19 - 20

Roll on Obstacles

 

Mine: Room and Chamber Contents

Roll 1d20 in small room, 1d20 + 2 in large chamber.

1 - 3

Empty

4 - 8 Roll on Small Room Scenery or Large Chamber Scenery
9 - 11

Roll on Novelties

12 - 14

Roll on Obstacles

15 - 16

Roll on Discoveries

17 - 19

Roll on Escalations and on Small Room Scenery or Large Chamber Scenery

20+

Roll on Set Pieces

 

Mine: Exits

1 - 5

No Exits

6

One exit left

7 - 8

One exit straight

9

One exit right

10 - 11

Two exits, left and right

12

Two exits, left and straight

13

Two exits, straight and right

14 - 15

Three exits, left, straight, and right

16 - 20 Ascent or descent. Roll 1d10. Then roll again on this table for other exits.
1 - 2

Sloping tunnel down

3

Ladder down

4

Shaft down

5

Ladder up

6 - 10

Shaft going 1d4 levels down

 

Mine: Novelties

1

Deposit of beautiful (but worthless) crystals that refract light sources around the area in prismatic rainbows

2

Abandoned giant spider lair choked with webs; the mummified, long-dead bodies of humanoids or other subterranean creatures hang from the ceiling

3

A wooden shack serves as a makeshift foreman’s office. It’s cozily lit with oil lamps and is a good place to rest

4

Security checkpoint where guards search workers for contraband such as ore or precious stones

5

Healthy vein of whatever the mine was built to extract. The area is well lit. Tools, piles of ore sorted by quality, and carts of mined-out dirt and stone fill the area

6

Elevator beside an underground waterfall. The journey up or down is made to the sound of rushing water, and spray is ever-present

7

A smaller deposit of some valuable material the mine wasn’t built to extract, marked for later extraction

8

Workshop filled with broken mine carts and other equipment in need of repair

9

Pitch dark area filled with resonant crystals that hum eerily and distort speech

10

Ancient, subterranean room that the mine broke into. The room is empty but features impressive wall carvings

11

An enormous, supernaturally durable crystal or boulder. Too big to extract, the miners eventually gave up and mined around it, making it the centerpiece of an otherwise empty chamber

12

Chamber filled with bioluminescent fungus. Pieces of makeshift furniture indicate that someone has been relaxing here

Mine: Obstacles

1

Lock: Broken, immoble mining elevator. One of the gears has broken teeth, preventing the winch mechanism from working.

Key: A replacement gear.

2

Lock: Shut-down mining machine blocks a passage.

Key: A power crystal that allows the characters to move the machine.

3

Lock: A massive crystal blocks a passageway.

Key: A barrel of alchemical solvent that can safely dissolve the crystal

4

Lock: A passage blocked by a cave-in. Abandoned grimlock explosives have been set but detonate only when exposed to the correct sonic frequency.

Key: A modified portable telegraph (see Equipment) that emits the proper frequency and can detonate the explosives, clearing the passage

5

An apparent cave-in is actually a non-magical optical illusion caused by the uniformity of color and texture of the stone. DC 20 Perception check to spot a tight but navigable path along one edge

6

Section of the wall embedded with colorful crystals. DC 15 Perception check to notice one of the crystals looks unusually polished for one still in the earth. Pressing the crystal opens a secret door

7

Close examination (DC 15 Investigation or Perception check) of the wooden walls of this supported tunnel reveals a set of seams. The door opens freely away from the tunnel’s interior, and closes automatically on a spring

8

An extra button hidden on the underside of a mining machine’s control panel (DC 15 Investigation check to notice) raises a secret door

9 - 12

Trap based on the dungeon level:

level 1–2 caltrops trap or false hoard trap ;

3–4 falling room trap or lidded pit trap ;

5–10 crushing pit trap or false trapdoor trap ;

11–16 crusher trap or hezrou trap;

17–20 deepest collapsing dungeon trap or plummeting room trap

 

Mine: Discoveries

1 - 4

Roll 1d4 on the Obstacles table. You find the key listed in that entry. Make a note of the matching lock. The next Obstacle encountered is that lock

5

A forgotten chunk of some precious substance (gold, mithral, a ruby, etc.) has rolled into a dusty corner. It is worth 500 gp (or 5,000 gp on dungeon level 10 or higher)

6

Unusually sociable earth elemental embedded in a stone wall. Is actively helpful so long as nobody tries to mine the wall it’s embedded in

7

Broken-down mining machine. Can be repaired with a DC 18 Engineering check or scrapped for 225 gp worth of parts

8

Local surveying party and security detail. Friendly toward other humanoids unless they have a specific reason not to be

9

Abandoned supply room. Contains 2d8 tins of dwarven rations, two pickaxes, an ascender/descender set (see Equipment), and four coils of hempen rope

10 - 11 Ore vein. If mined and smelted over several weeks, the vein produces 100 pounds of metal. The type of metal varies by dungeon level: 1–2 copper, 3–4 silver, 5–10 gold, 11–16 platinum, 17–20 mithril or adamantine
12

Vein of gems. 1d10 gems can be collected without mining. If mined for several weeks, the vein produces a maximum of 50 more gems. The type of gem varies by dungeon level: 1–4 10 gp gem such as quartz, 5–10 100 gp gem such as garnet, 11–16 1,000 gp gem such as sapphire, 17–20 5,000 gp gem such as ruby

 

Mine: Escalations

50 percent of guards possess a Minor Treasure.

1

Miners, working on behalf of local overlord (roll or choose from Set Pieces). May be suspicious or hostile

Level 1–2: 1d6 + 1 commoners or kobolds

Level 3–4: 1 or 2 azers

Level 5–10: azer forgemaster or fire elemental with 2 or 3 azers

Level 11 - 16: genie (earth) with 2d4 dust mephits

Level 17–20: 2 genies (earth)

2

Guards: on the lookout for thieves

Level 1–2: 1d4 goblins or guards

Level 3–4: 2d4 deep dwarf soldiers , deep gnome scouts , mountain dwarf soldiers , or scouts

Level 5–10: 3 to 5 azers

Level 11–16: genie (earth)

Level 17–20: master assassin ; 2 assassins and 3 thugs

3

Raiders or interlopers

Level 1–2: 2d4 kobolds

Level 3–4: doppelganger or intellect devourer

Level 5–10: blackguard or cambion with 2d4 soldiers

Level 11–16: assassin with 2d4 thugs

Level 17–20: rakshasa with 1d4 doppelgangers

4

Guardians: guarding their lair

Level 1–2: 3 or 4 goblins

Level 3–4: kobold broodguard or thug with 2d4 kobolds ; revilock with 1d4 grimlocks

Level 5–10: 2 minotaurs

Level 11–16: dread troll with 1 or 2 trolls ; troll hulk

Level 17–20: adult black dragon lich ; adult shadow dragon ; adult black dragon
5 - 6

Guardians: lurking

Level 1–2: 1d4 giant centipedes , giant fire beetles , or rust monsters

Level 3–4: 3 or 4 ghouls , giant spiders , or shadows

Level 5–10: 3 or 4 dire centipedes , gricks , or mimics

Level 11–16: 2 or 3 earth elementals or xorn

Level 17–20: minotaur champion or purple worm

7 - 10

Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, noises, flickering torchlight, or other signs

 

Mine: Set Pieces

Set piece encounters usually feature a Treasure Hoard.

1

Active Mine. Miners have claimed the riches of this mine

Level 1–2: kobold broodguard and 2 or 3 kobolds ; 2 azers

Level 3–4: azer forgemaster with 2 or 3 azers ; salamander

Level 5–10: cambion with 2d6 thugs and 2d10 commoners

Level 11–16: mountain dwarf lord with 2 mountain dwarf defenders and 2d6 mountain dwarf soldiers ; 2 gladiators with 1d6 + 4 azers

Level 17–20: minotaur champion with 2d4 minotaurs ; 2 genies (earth) with 3 or 4 earth elementals

Setting: A wide chamber criss-crossed with mine cart tracks and levers to release the carts.

2

Subterranean Predator’s Lair. The mining operation has attracted an underground predator (or pack of them). Its bone-littered lair must be cleared to make the mines safe again.

Level 1–2: dire centipede with 1 or 2 giant centipedes ; 2 ankhegs

Level 3–4: ankheg queen with 2d4 ankheg spawn ; bulette

Level 5–10: ur-otyugh with 1 or 2 otyughs ; 3 or 4 stone sharks

Level 11–16: supermutant rust monster (DDG) with 1 or 2 mutant rust monsters (DDG

Level 17–20: 2 or 3 purple worms

Setting: A foul, sulfurous stream flows lazily through the middle of a bone-filled den. Characters with a sense of smell must make a DC 10 Constitution saving throw each turn or be poisoned until the start of their next turn

3

Too Deep, Too Greedily. The mine broke into the resting place of some horrible thing that should not have been disturbed. Darkness permeates and magma flows here.

Level 1–2: 2 or 3 ghouls

Level 3–4: 2 intellect devourers

Level 5–10: forgotten god and 1 or 2 blackguards ; 2 salamanders

Level 11–16: draconic horror (DDG) and 3 or 4 gibbering mouthers

Level 17–20: balor general or balor and 4 to 6 shadow demons

Setting: This dark cavern is lit only by the magma that comprises most of the floor. Irregularly spaced islands of varying sizes rise from the magma.

4

Unquiet Earth. The earth itself rebels against the miners’ intrusions

Level 1–2: 2 to 4 dust mephits or magmins
Level 3–4: earth elemental and 1d4 dust mephits
Level 5–10: genie (earth) and 1 or 2 earth elementals
Level 11–16: giant earth elemental and stone guardian ; 2 or 3 devas
Level 17–20: sand worm and 1 to 3 stone guardians ; 2 planetars
Setting: A jumble of geological permutations creates a confusing battlefield for combatants, with massive crystals and boulders sitting side-by-side with pools of quicksand

 

Mine: Minor Treasure

 

1

Several well-labeled vials of an explosive chemical (treat as necklace of fireballs )

2 - 8 Precious ore, gems, metal bars, or a single adamantine drill bit worth an amount appropriate to the tier (tier 0: 10 gp, tier 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp)
9

1d6 vials. Roll 1d6: 1–3 potions of healing , 5–6 potions of hill giant strength

10

+1 war pick (or, on dungeon level 10 or deeper, prospector’s pick)

11

elemental gem containing an earth elemental

12

A lockbox containing the miners’ wages (tier 0: 100 gp, tier 1: 250 gp, tier 2: 2,500 gp, tier 3: 25,000 gp, tier 4: 250,000 gp

 

Mine: Treasure Hoards

Dungeon Level 1–2

Valuables: 1d4 × 100 gp worth of metal ore or uncut gems

Magic (30 percent chance): bag of holding or circlet of blasting

Dungeon Level 3–4

Valuables: 2d4 × 100 gp worth of bars of precious metal or gems

Magic (40 percent chance): brazier of commanding fire elementals or gem of brightness

Dungeon Level 5–10

Valuables: 1d6 × 1,000 gp worth of bars of precious metal or gems

Magic (50 percent chance): wand of enemy detection or winged boots

Dungeon Level 11–16

Valuables: 1d4 × 10,000 gp worth of gems

Magic (60 percent chance): ring of telekinesis or stone of controlling earth elementals

Dungeon Level 17–20

Valuables: 1d4 × 100,000 gp worth of gold and platinum coins, mithral and adamantium bars, or gems

Magic (70 percent chance): ring of elemental command or vorpal blade

 

Mine: Passage Scenery

1

Mined-out node. Whatever the mine was built to extract has been exhausted

2

Connecting room or passage. Exists primarily as a waystation between other locations. Signs mark the exits

3 Heaps of dirt and low-value ore waiting to be carted out of the mine
4

Broken mining cart sitting next to a track

5

Collapsed tunnel leading to an inactive area of the mine

6

Graffiti scratched or chalked across the walls

7

Roosting bats. The ground is carpeted in guano

8

Rivulets of water run down the walls. The water is safe to drink but gathering more than a few drops would take hours

9

A miner’s pick still buried in the wall

10

A stack of lumber used to shore up unstable areas

 

Mine: Small Room Scenery

 

1

Worker’s ready room. Pick axes and mining helmets are lined up neatly on shelves along the walls

2

Worker’s room. As above, but the room is a mess. Personal effects are mixed among the improperly stored equipment

3

Supply room. Spare pick axes, lanterns, and other common mining gear is stored here

4

Break area. Tables and chairs sit empty

5

Decommissioned security checkpoint

6

Latrines

7

Supply room. Barrels of nails, stacks of timber, and boxes of rations are neatly stacked and cataloged

8

Deposit of worthless, mundane crystals

9

Section of natural cave

10

Assembly station for mining supports. Cluttered with timber and sawhorses

11

Area is damp and drippy. Stalactites and stalagmites cover the ceiling and floor, respectivel

12

Ancient, dried-out bones of some underground creature huddled in a corner

 

Mine: Large Chamber Scenery

 

1- 2

Underground lake in a cavernous natural cave

3

Mess hall. Rows of dining tables sit beneath lanterns hanging from the ceiling

4

Kitchen. Stoves and cooking pots sizzle and bubble. Crates of edible fungus abound

5

Heavy mining machines are parked here, awaiting further usage or repairs

6

Ore processing machines. Grinders, crushers, and conveyor belts crisscross this noisy area. Perception checks based on hearing are made at disadvantage

7

Staging area for mine expansion. Dozens of pre-built supports of varying sizes are stacked in piles around the room

8

Processing. Inbound supplies are received, sorted, and sent off to other areas of the mine. Workbenches and sorting tables sit beside piles of crates

9

Central switching station for an elaborate minecart network. Several mine carts (either full or empty) are parked here, ready to be dispatched into other parts of the mine

10

Slain purple worm partially broken down for food and removal from the mine. Resembles a whaling operation

11

Summoning circle

12

Docks line the banks of an underground river or lake

Laboratory

Laboratory

Great war mage colleges, secluded wizard’s towers, and alchemists’ workrooms are all examples of laboratories. Laboratories are places of research and typically include unique magical and alchemical effects that can’t be found anywhere else. In addition to living spaces, a laboratory requires workrooms and libraries.

Tiers. While laboratory inhabitants often include students and apprentices, the masters of large laboratories are commonly tier 3 or 4.

Laboratory Size. Each 50-foot-square node of a laboratory contains either a room or a section of passage. A small laboratory is about 150 feet square (a 3 × 3 grid of nodes); a medium one is 250 feet square (a 5 × 5 grid); and a large one is 350 feet square (a 7 × 7 grid).

Magic Auras. Adventurers trained in Arcana have advantage when making Investigation or Perception checks to examine magical phenomena.

Creating a Laboratory

To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a premade map, roll on Inhabitants and Contents for each location.

Laboratory: Description

Roll 1d12 + 8 to generate the first area of the dungeon. Then roll 1d20 on this table to determine what’s beyond each exit, and so on.

1

Narrow passage. 5 feet wide. Roll on Passage Contents and Exits.

2 - 7

Passage. 10 feet wide. Roll on Passage Contents and Exits.

8

Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d4:

1 15 ft.
2 - 3 20 ft.
4 30 ft.
9 - 14 Small room. Roll on Room and Chamber Contents and Exits. For room size, roll 1d4:
1 15 x 15 ft.
2

15 x 20 ft.

3

20 x 20 ft.

4

20 x 30 ft.

15 - 20

Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6:

1

30 x 30 ft.

2

30 x 40 ft.

3

40 x 50 ft.

4

50 x 50 ft.

 

Laboratory: Passage Contents

1 - 10

Empty

11 - 14

Roll on Passage Scenery

15 - 18

Roll on Escalations

19 - 20

Roll on Obstacles

 

Laboratory: Room and Chamber Contents

Roll 1d20 in small room, 1d20 + 2 in large chamber.

1 - 3

Empty

4 - 8

Roll on Small Room Scenery or Large Chamber Scenery

9 - 11

Roll on Novelties

12 - 14

Roll on Obstacles

15 - 16

Roll on Discoveries

17 - 19

Roll on Escalations and on Small Room Scenery or Large Chamber Scenery

20+

Roll on Set Pieces

 

Laboratory: Exits

If the die roll is odd, a room’s exits are blocked by doors. Otherwise, they are open.

1 - 3

No Exits

4 - 5

One exit left

6 - 7

One exit straight

8 - 9

One exit right

10 - 11

Two exits, left and right

12 - 13

Two exits, left and straight

14 - 15

Two exits, straight and right

16 - 18

Three exits, left, straight, and right

19 - 20 Stairs. Roll 1d8 to determine stair type. Then roll again on this table for other exits
1 - 2

Stone stairs down

3

Stone spiral staircase down

4

Trapdoor down (50 percent chance concealed under rug or furniture)

5

Floor tile inscribed with a red X. Anyone standing on it is teleported to the level below

6

Stone spiral staircase up

 

Laboratory: Novelties

1

Complex illusions conceal the walls, ceiling, and floor so that a visitor appears to be in a snowy wilderness or an expanse of starry space. The room’s exits are clearly visible

2

Vaulted chamber with excellent acoustics. Every whisper can be heard by all creatures in the chamber

3

A creature that knows at least one language can understand every word spoken in this room, no matter the language

4

Library with floor-to-ceiling shelves and no ladders. A ghostly hand (as mage hand ) retrieves books on command (50 percent chance of a Minor Treasure)

5

Pristine ballroom floor being swept by dozens of animated brooms

6

The ceiling of this observatory mirrors the current state of the sky. Several telescopes sit in the center of the room

7

Shadowy, illusionary dancers perform an endless ballet in a dark and dusty theater

8

Huge, multilevel hall with wind tunnels instead of stairs

9

Tiles on the walls cycle through text as if displaying an unrolling scroll; you can touch a tile to temporarily pause it, or tap it with a new scroll to change the displayed text

10

Room like a large-scale alchemist’s kit. Fireplaces boil cauldrons, colored liquid races through coiled tubes overhead, and acids and poisons drip into cisterns on the floor

11

Model planets, each large enough to stand on, orbit a burning sphere

12

An enchanted scriptorium. Books float to tables and animated pens copy pages

 

Laboratory: Obstacles

1

Lock: From a locked stone door protrudes a carved lion head with missing eyes. The door unlocks if cat’s eye gems are inserted.

Key: A bag containing a pair of cat’s eye gems

2

Lock: Arcane locked stone door inscribed with the words “Knock to enter.” The knock spell opens the door.

Key: Wand of knocking, a wand topped with a stone fist, which can cast knock once per 24 hours

3

Lock: Translucent stone door made of blue crystal.

Key: A translucent blue crystal key

4

Lock: Arcane locked door bearing a riddle. The door opens when the answer is spoken.

Key: An ancient book, Jest Book of Infinite Mirth

5

Heavy stone doors (DC 18 + half dungeon level Strength check to push open), inscribed with “Magic prevails where might fails.” Any magical wind or force, including mage hand , pushes open the doors

6

An intensely bright white dot floats in the middle of this freezing, snowy laboratory. Touching the dot deals 3 (1d6) cold damage per dungeon level

7

Bookcase filled with books in many languages. (Examination or DC 15 Perception check: The only book in Common, New Directions in Architecture, has no dust on the top. Pushing it opens the door)

8

Segment of the wall is illusory and can be passed through effortlessly. (Examination or DC 15 Perception check: a slight draft)

9 - 12

Trap based on the dungeon level:

level 1–2 illusory balcony trap or invisible caltrops;

3–4 lightning-blast statue or sigil trap;

5–10 bookcase trap or reverse gravity trap ;

11–16 explosive runes trap or gas vacuum trap;

17–20 floating sphere of annihilation or necromantic bridge trap

 

Laboratory: Discoveries

1 - 4

Roll 1d4 on the Obstacles table. You find the key listed in that entry. Make a note of the matching lock. The next Obstacle encountered is that lock

5

Tea room populated by intelligent animated objects: walking tables, talking cups, lazy sofas, and the like. They are happy to gossip about other inhabitants

6

Familiar carrying a message

7

Guard patrol (roll 1d4 on Escalations table) responding to a magical mishap, such as an escaped monster or magical fire; they accept help from anyone, even intruders

8

Dressing room with a vanity with attached mirror. Once per day while sitting at the vanity, anyone can cast alter self

9

Bedroom with a luxurious bed, a vanity covered with perfumes, and a wardrobe full of clothes. The wardrobe contains a seemingly empty silver jewelry box containing an invisible piece of jewelry. The box is magical: any object placed inside the box becomes invisible while in the box

10

Comfortable office shielded by a private sanctum spell, blocking teleportation, scrying, sound, and vision (50 percent chance of a Minor Treasure)

11

Blazing fireplace with strange forms swirling in it: a permanent portal to the Plane of Fire

12

Machine room containing several pulsing crystals suspended in midair, a wall covered with clacking intermeshed gears, and a brass tube emerging from the wall at head height. Up to five times each day, a creature that speaks into the tube can cast sending through the device

 

Laboratory: Escalations

50 percent of guards possess a Minor Treasure.

1

Guards: question intruders about their reason for being there

Level 1–2: apprentice mage with imp ; druid

Level 3–4: scout with hell hound

Level 5–10: mage with flesh guardian or ogre zombie

Level 11–16: archmage with grimalkin or water elemental

Level 17–20: archmage with chain devil or clay guardian

2

Guards: may attack intruders who don’t speak the right password

Level 1–2: 1d4 guards or flying swords

Level 3–4: apprentice mage with walking statue ; green hag

Level 5–10: mage with flesh guardian or any elemental

Level 11–16: mage with 2 flesh guardians or 2 chuul

Level 17–20: arcane blademaster ; 3 mages

3

Denizens: maintain an uneasy alliance with the local overlord (roll or choose from Set Pieces) but are on the lookout for betrayal

Level 1–2: cult fanatic

Level 3–4: 2 gargoyles

Level 5–10: 1 or 2 night hags or scorpionfolk imperators

Level 11–16: alchemist , mage , or shadow elf mage with shield guardian

Level 17–20: lich

4

Guards: unwillingly bound to guard a location, following the letter of their instructions

Level 1–2: 1d4 spark mephits or steam mephits

Level 3–4: shadow demon

Level 5–10: ogre mage or chain devil

Level 11–16: 2 ogre mages or bone devils

Level 17–20: 2 chain devils or invisible renders
5

Guardians: attack if approached

Level 1–2: 1d4 gear spiders or sprites

Level 3–4: bearded devil or scarecrow harvester

Level 5–10: chimera or ur-otyugh

Level 11–16: dead man’s fingers; 2 air elementals

Level 17–20: greater sphinx ; 2 guardian nagas

6

Guardians: attack on sight

Level 1–2: animated armor with flying sword

Level 3–4: rug of smothering with 2 animated armors

Level 5–10: elder black pudding ; 2 black puddings

Level 11–16: 2 salamanders or shambling mounds

Level 17–20: 2 guardian nagas or giant elementals

7 - 10

Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, noises, flickering torchlight, or other signs

 

Laboratory: Set Pieces

Set piece encounters usually feature a Treasure Hoard.

1

Arcane Academy. The magic school’s instructors have always educated young spellcasters responsibly—until the new chancellor arrived.

Level 1–2: doppelganger with 1 or 2 apprentice mages ; green hag with 1d6 guards

Level 3–4: mage with 1d4 guards

Level 5–10: mage or necromancer with 2 or 3 shadow demons

Level 11–16: vampire mage with giant earth elemental ; archmage with 2 or 3 elementals

Level 17–20: archmage with 1 or 2 horned devils

Setting: The luxurious office is filled with programmed illusions masquerading as the new chancellor.

2

Philosopher’s Stone. The laboratory’s spellcasters are dedicated to pure research—never mind that their new spells or concoctions drain life from the nearby countryside.

Level 1–2: goblin warlock or kobold sorcerer with gargoyle ; sea hag with 1d4 ice mephits

Level 3–4: merrow mage ; mage with 1d6 guards

Level 5–10: alchemist with 1 to 3 clockwork sentinels or scarecrow harvesters; mage with 2d6 animated armors

Level 11–16: alchemist or mage with 2 stone guardians or glabrezu

Level 17–20: lich with giant elemental or rakshasa

Setting: An alchemical laboratory. Any miss with an attack breaks equipment, causing an effect as if the attacker targeted the missed creature with a wand of wonder.

3

Summoning Gone Wrong. Fiends have killed their summoners and now threaten to wreak destruction far and wide.

Level 1–2: 2 or 3 shadows

Level 3–4: malcubus or shadow demon with 1d4 quasits

Level 5–10: cambion with 2 elementals of any type

Level 11–16: 2 or 3 horned devils

Level 17–20: balor with 2 or 3 vrocks

Setting: The floor of the room is marked with an error-ridden magic circle. A creature can use an action to fix the error with an Acana check (DC 10 + half dungeon level). After three successes, the magic circle binds fiends within it.

4

An archmage offers a test, such as the demonstration of a spell of each characters’ choice. In return, the archmage grants a boon, such as a scroll of the same level as the demonstrated spell, or acceptance to a spellcasters’ guild.

 

Laboratory: Minor Treasure

 

1

Scroll containing a rare version of a spell from the wizard spell list (such as amber prince’s shocking grasp)

2

Book of forbidden lore containing a rare version of a spell from the warlock spell list, such as Sebirus’s Imprisoning Skeletal Hands

3 - 5

Spell scroll containing a spell from the wizard list appropriate to the area’s tier (tier 0: cantrip or level 1 spell, tier 1: level 2–3 spell, tier 2: level 4–5 spell, tier 3: level 6–7, tier 4: level 8–9)

6 - 7

Rare book worth an amount appropriate to the tier (tier 0: 10 gp, tier 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp)

8

Rare book that imparts a (possibly false) cosmic or magical secret (such as the cosmic dangers of using psionics)

9

Research notes that allow a random cleric spell to be learned as a wizard spell

10

Research notes that include the true name of several powerful devils

11

Poetry or musical score containing a rare version of a spell from the bard spell list (such as Elvatar’s thunderous entrance)

12 Instructions for building a homunculus

 

Laboratory: Treasure Hoards

Dungeon Level 1–2

Valuables: 1d4 × 100 gp worth of gold coins, jewelry, or alchemical equipment

Magic (30 percent chance): brooch of shielding or wand of the war mage +1

Dungeon Level 3–4

Valuables: 2d4 × 100 gp worth of gold coins or rare books

Magic (40 percent chance): boots of levitation or headband of intellect

Dungeon Level 5–10

Valuables: 1d6 × 1,000 gp worth of gold coins, jewelry, or powdered gems

Magic (50 percent chance): robe of eyes or wand of the war mage +2

Dungeon Level 11–16

Valuables: 1d4 × 10,000 gp worth of gold and platinum coins, jewelry, or rare books worth 1,000 gp each

Magic (60 percent chance): mantle of spell resistance or wand of lightning bolts

Dungeon Level 17–20

Valuables: 1d4 × 100,000 gp worth of platinum coins,diamonds worth 5,000 gp each, or components for making magic items

Magic (70 percent chance): robe of the archmagi or staff of striking

 

Laboratory: Passage Scenery

1

Wall-mounted scarab or butterfly collection

2

Wall-mounted diagrams of various magical circles

3

Bookshelves along the walls

4

Thick carpet (grants advantage on Stealth checks made to move silently)

5

Dozens of everburning candles or torches

6

Wall rack containing nonmagical staffs, wands, and other focuses. 50 percent of a magical wand, such as a wand of secrets , among them

7

Hatstand hung with flamboyant hats

8

Rack containing pipes and snuffboxes

 

Laboratory: Small Room Scenery

 

1

A table of dusty alchemical equipment

2

Unlit braziers filled with coal

3

Scrolls in labeled vases (50 percent chance of a Minor Treasure)

4

Library under a permanent silence spell. Entrances bear a sign that reads “Silence!”

5

Wizard’s study with books on lecterns, candles inside skulls, and an empty birdcage (50 percent chance of a Minor Treasure)

6

A desk with locked drawers contains papers of no importance (50 percent chance of a false bottom concealing a Minor Treasure)

7

Pinned to the walls of this cluttered study are dozens of pictures: maps, anatomical illustrations, and sketches of renowned figures (possibly including the adventurers). The pictures are connected by a cat’s cradle of red string

8

Den with mounted monster heads, comfortable chairs, sherry, and stacks of books on arcane topics

9

Bedroom cluttered with wizard staffs, monster skulls, figurines, books, crystal balls, and the like (50 percent chance of a Minor Treasure)

10

A dusty bed chamber contains a bed with a rotting canopy and a wardrobe of moth-eaten clothes

11

Kitchen where sumptuous dishes are prepared. A locked trapdoor leads to an alcove containing vintage wines worth several hundred gold pieces

12

Dining room with comfortable chairs around white-clothed tables

13

Pantry stocked with flour and beans and hung with herbs

14

Cellar with a wine rack and several beer barrels

15

Latrine containing a book of forbidden lore. Half of its pages are torn out (50 percent chance of a Minor Treasure)

16

Luxurious bath with pipes that deliver heated water

17

Dressing room with a vanity, mirror, and wardrobe. Two unseen servants stand ready to obey any orders

18

Bedroom with a single canopied bed. The canopy depicts fairies sprinkling dust. The first time each day anyone lies on the bed, the bed casts the sleep spell on them

19

Bedroom that appears to be on fire. Bed, tables, chairs, books, and bookcases all have harmless continual flame spells cast on them

20

Bathtub containing toy galleys and sailing ships engaged in an endless sea battle; the vessels ram each other and fire illusory ballista bolts but do no damage. Bathrobes and soaps fill one corner of the room

 

Laboratory: Large Chamber Scenery

 

1

Library with scrolls in latticed shelves (50 percent chance of a Minor Treasure)

2

Charred library; all the books’ spines are burned beyond recognition (50 percent chance of a Minor Treasure)

3

Library of forbidden tomes, each chained to the bookshelf (50 percent chance of a Minor Treasure)

4

Library of drearily cheerful children’s literature with titles such as Happy Bear’s Jolly Day, The Sunshine Bunch, and The Postman Always Leaves Cake. In fact, each book is a forbidden tome with a false cover (50 percent chance of a Minor Treasure)

5

Luxurious lounge containing comfortable chairs, sofas, and game boards, as well as a fully stocked bar

6

Common room with bookshelves, mounted trophies, and a set of shabby chairs drawn around a fireplace

7

The walls are pitted and black. The charred remains of practice dummies lie on the floor. Against one wall are buckets and barrels half full of rank water

8

Workroom with scarred wooden tables stacked with magical texts, vials of colored liquid, and strange magical instruments such as dowsing rods and distorting magnifying glasses (50 percent chance of a Minor Treasure)

9

Half-completed ritual circle of no obvious use

10

Laboratory containing alchemical equipment and bars of lead beside identically sized bars of soap, ivory, and matted hair. Notes indicate that lead-to-gold experiments have repeatedly failed

11

Scriptorium in which a single book is being copied a dozen times. It may be an autobiography of a local archwizard, a book of forbidden lore, or a recently discovered book of ancient knowledge (50 percent chance of a Minor Treasure)

12

Magnificently comfortable bedchamber. Every wall and sharp corner is padded. Doors can be locked only from the outside

13

Richly furnished bed chamber containing a four-poster bed, a desk, wardrobes, and a painted wooden chest (50 percent chance of a Minor Treasure)

14

Two beds on either side of the room. A piece of string runs down the middle of the floor. The room on one side of the string is messy

15

Active kitchen where all the work is done by invisible servants

16

Dining room with every place set. When anyone sits down, a meal appears on their plate

17

Dozens of taxidermied monsters in lifelike poses

18

Crated telescopes, alchemical glassware, and other breakables

19

Guardroom containing benches and tables, cards and game boards, wine jugs and plates of half-eaten food

20

Chapel containing a statue, an altar on a dais, and hangings bearing religious symbols

Caverns

Caverns

Under the earth lie twisting passages, vast caverns, and underground rivers, all cloaked in endless darkness. The environment itself can be just as dangerous as its inhabitants.

This generator lets you map a cave system. For Underland travel, see Underland Realm in Trials & Treasures.

Tiers. Tier 0 and 1 adventurers measure themselves against natural caves and caverns. Tier 2 and 3 adventurers delve deeper, into Underland itself.

Cavern Size. Each 70-foot-square node of a cavern contains either a cavern or a section of passage. A small cavern system is about 210 feet square (a 3 × 3 grid of nodes); a medium temple is 350 feet square (a 5 × 5 grid); and a large one is 490 feet square (a 7 × 7 grid). Underland is a vast megadungeon in which a single cavern system can extend for miles.

Treacherous Terrain. Naturally occurring caves are often slippery and riddled with pits and stony outcroppings. Whenever a creature uses the Dash action, it must make a DC 12 Dexterity saving throw at the end of its turn, falling prone on a failure.

Creating a Cavern

To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a premade map, roll on Inhabitants and Contents for each location.

Cavern: Description

 

1 - 2

Narrow passage. Roll on Passage Contents and Exits. At its narrowest, the passage is 1d6 + 1 feet wide.

3 - 6

Passage. Roll on Passage Contents and Exits. The passage is about 10 feet wide.

7 - 8

Wide passage. Roll on Passage Contents and Exits. At its narrowest, the passage is 1d20 + 10 feet wide.

9 - 14 Small room. Roll on Room and Chamber Contents and Exits. For room size, roll 1d4:
1

10 x 10 ft.

2

15 x 15 ft.

3

15 x 20 ft.

4

20 x 20 ft.

5 20 x 20 ft.
6 20 x 30 ft.
15 - 20

Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6:

1

30 x 30 ft.

2

30 x 40 ft.

3

40 x 40 ft.

4

40 x 50 ft.

5 50 x 50 ft.
6 50 x 60 ft.
7 60 x 60 ft.
8 70 x 70 ft.

 

Cavern: Passage Contents

1 - 10

Empty

11 - 14

Roll on Passage Scenery

15 - 18

Roll on Escalations

19 - 20

Roll on Obstacles

 

Cavern: Cavern Contents

Roll 1d20 in small cavern, 1d20+2 in large cavern

1 - 3

Empty

4 - 8 Roll on Small or Large Cavern Scenery
9 - 11

Roll on Novelties

12 - 14

Roll on Obstacles

15 - 16

Roll on Discoveries

17 - 19

Roll on Escalations and on Small or Large Cavern Scenery

20+

Roll on Set Pieces

 

Cavern: Exits

If the die roll is odd, a room's exits are blocked by doors. Otherwise, they are open

1 - 3

No Exits

4 - 5

One exit left

6 - 7

One exit straight

8 - 9

One exit right

10 - 11

Two exits, left and right

12 - 13

Two exits, left and straight

14 - 15

Two exits, straight and right

16 - 18

Three exits, left, straight, and right

19 - 20 Ascent or descent. Roll 1d8. Then roll again on this table for other exits.
1 - 2

Sloping passage down

3

Vertical climb down

4

Vertical passage descending 1d4 levels

5

Vertical climb up

6

Stone spiral staircase up

7

Trapdoor up

8

Stairs going 1d4 levels up and 1d4 levels down

 

Cavern: Novelties

1

Crystals or mushrooms that cast dim light cover the walls

2

Stalactites and stalagmites made of transparent or invisible stone fill the area

3

Rocks are coated with a reflective metal or algae that turns surfaces into distorted mirrors

4

Natural, fluted stone pillars support high ceilings, giving the area the appearance of a temple

5

An island sits in the middle of a lake of magma, silvery water, or ice

6

A grove of trees or giant mushrooms

7

Cavern spanned by multiple, naturally occurring stone bridges

8

Tiers of towers, gates, doors, statues, and stairs are carved into the sloping rock walls

9

A shield-sized crystal embedded in the ceiling sheds bright light throughout the area

10

A chasm spanned by a narrow bridge or flat-topped pillars like stepping stones

 

Cavern: Obstacles

1

Lock: Narrow passage, 3 inches wide, carved with the words “Gates of Gathor.”

Key: A written command phrase, “Gates of Gathor, open the door,” which causes the passage to grind open to a width of 10 feet

2

Lock: Passage choked with petrified fungus.

Key: A nest of mouselike fungus creatures that eat petrified fungus

3 - 4

Tight squeeze: at its narrowest, the passage is 1d12 + 10 inches wide

5 - 6

Collapsed ceiling: An exit is blocked by 1d6 + 4 feet of rubble. The rubble can be excavated as if it were dirt

7 - 8

Chasm: The chasm is 1d20 + 10 feet wide and more than twice as deep. At the bottom may be magma, an underground river, or another dungeon level

9 - 10

Underwater area: The exit to an adjoining area is through a flooded passage that is 1d6 × 10 feet long. The adjoining area may be partially or fully underwater

11

Fast-flowing underground river: The river is 1d10 + 10 feet wide. A creature that starts its turn in the river moves 60 feet downstream. The river may lead to rapids

12

Magma: A 10- or 15-foot-wide stream of magma blocks the way

13 - 20 Trap or other exploration challenge (see Trials & Treasures) based on the dungeon level:
level 1–2 wind tunnel or poorly repaired tunnel (T&T);
3–4 green slime hatch or hidden pit trap;
5–10 flammable gas trap or lethal outgassing (T&T); collapsing dungeon or sinkhole (T&T);
17–20 obsidian vine trap or perilous cliff path (T&T)

 

Cavern: Discoveries

1

The key listed in entry 1 of the Obstacles table

2

The key listed in entry 2 of the Obstacles table

3

Pool of water containing 1d4 + 4 large, edible fish

4

Pool of glowing water fed by a dripping stalactite. Drinkers gain blindsight out to a range of 60 feet for 24 hours. The water ceases to glow and loses its potency 1 minute after being removed from the pool

5 - 6

1d6 fragrant mushrooms. If eaten, roll 1d4 to determine their effect. The mushrooms lose their potency 1 hour after being harvested

1 For 5 days, the creature gains the plant type, gains blindsight to a distance of 10 feet, and doesn’t need to eat
2 The creature gains 3 temporary hit points per character level. While it has these temporary hit points, it has advantage on Perception checks that rely on smell
3 The creature gains telepathy out to a distance of 120 feet until it finishes a long rest
4 The creature gains the benefit of the detect magic spell until it finishes a long rest
7

Cache of supplies containing useful equipment and an incomplete map

8

Corpse; among its possessions is a journal listing either the name of a powerful dungeon creature (see Set Pieces) or one of the treasures it guards (see Treasure Hoards)

9

Lone creature from a guard patrol (1 or 2 on Escalations table), not particularly loyal and willing to talk

10

Guard patrol (1 or 2 on Escalations table) escorting a prisoner; the prisoner offers aid or information to its rescuers

11

Ore vein. If mined and smelted over several weeks, the vein produces 100 pounds of metal. The type of metal varies by dungeon level:

1–2 copper,

3–4 silver,

5–10 gold,

11–16 platinum,

17–20 mithral or adamantine

12

Vein of gems. 1d10 gems can be collected without mining. If mined for several weeks, the vein produces a maximum of 50 more gems. The type of gem varies by dungeon level:

1–4 10 gp gem such as quartz,

5–10 100 gp gem such as garnet,

11–16 1,000 gp gem such as sapphire,

17–20 5,000 gp gem such as ruby

 

Cavern: Escalations

50 percent of guards possess a Minor Treasure.

1

Guards: may attack intruders who don’t immediately show peaceful intent

Level 1–2: 1d4 goblins

Level 3–4: revilock with 1d4 grimlock technicals ; 2 ogres

Level 5–10: dread troll , ogre mage , or fire giant

Level 11–16: minotaur champion ; 2 fire giants

Level 17–20: stone giant with 2 hill giants

2

Guards: guarding a particular location

Level 1–2: 1 or 2 troglodytes

Level 3–4: kobold broodguard with 2d6 kobolds ; 3 or 4 bugbears

Level 5–10: shadow elf champion warrior with 2d8 shadow elf warriors ; 1d4 + 5 azers

Level 11–16: drider , shadow elf high priest , or shadow elf mage with 2 shadow elf champion warriors ; 2 driders

Level 17–20: 2 cyclops myrmidons or cloud giants

3

Guards: hunting

Level 1–2: 1d4 swarms of bats or swarms of rats

Level 3–4: black pudding

Level 5–10: bulette or slime mold

Level 11–16: giant grick with 3 or 4 gricks ; 2 purple worms

Level 17–20: mutant rust monster and supermutant rust monster

4

Guardians: in lair

Level 1–2: 1d4 giant bats or giant centipedes

Level 3–4: 1 or 2 mimics or wallflowers

Level 5–10: 2 or 3 euphoria jellies or flash cubes

Level 11–16: roper with 1d6 + 6 piercers

Level 17–20: 2 cloakers

5

Guardians: wandering

Level 1–2: 1 or 2 gray oozes , rust monsters or violet fungi

Level 3–4: 1 or 2 cave bears or dire centipedes

Level 5–10: 2 stone sharks

Level 11–16: purple worm

Level 17–20: murmuring worm with otyugh ; 2 cloakers

6

Denizens: warring against, or hiding from, local overlord (roll or choose from Set Pieces)

Level 1–2: 1d4 flumphs or kobolds

Level 3–4: priest with 1d4 deep dwarf soldiers , deep gnome scouts , or scouts

Level 5–10: 1 or 2 xorn

Level 11–16: 2 champion warriors with 2d10 warriors ; 2 gladiators with mage

Level 17–20: 2 fomorians

7 - 10

Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, noises, flickering torchlight, or other signs

 

Cavern: Set Pieces

Set piece encounters usually feature a Treasure Hoard.

1 - 2

Hail the Conquering Villains. A raiding party has captured the residents of a rival settlement. They mean to exile, sacrifice, or even pit the captives against each other in gladiatorial games—and they’ll do the same to meddling adventurers.

Level 1–2: kobold broodguard with 1d4 + 4 kobolds ; bugbear with 1d4 hobgoblins

Level 3–4: bandit captain with dire wolf and 1d8 + 8 bandits

Level 5–10: shadow elf champion warrior with 20 shadow elf warriors and either shadow elf mage or high priest ; 3 salamanders with 4 azers

Level 11–16: minotaur champion with gorgon and 3 minotaurs ; storm giant with 2 frost giants and 2 ogres

Level 17–20: ancient sapphire dragon with 4 kobold broodguards and 20 kobolds ; ancient red dragon with 2 half-red dragon veterans and 20 kobolds

Setting: The chamber contains cages of prisoners. Releasing all the prisoners distracts the enemy combatants with the lowest CR, removing them from the battle.

3 - 4

Exile. A powerful champion was exiled from its kind. Without allies, it considers every creature to be its enemy—or its prey. It might grant a few moments of life to creatures that offer it a way to hurt the creatures that exiled it.

Level 1–2: cave ogre ; ogre

Level 3–4: hobgoblin warlord ; troll

Level 5–10: deva

Level 11–16: troll king

Level 17–20: empyrean ; ]]King Fomor]]

Setting: In other areas of the dungeon are groups of the creatures that exiled the creature (for instance, ogres in a level 1 or 2 dungeon). These creatures might join adventurers against the exile, or vice versa.

5 - 6

False Adventuring Party. A group appears to be humanoid adventurers. In fact, they’re monsters that prey on the caverns’ humanoid denizens. If the characters talk to other cavern inhabitants, they may hear rumors of friendly seeming creatures who suddenly change form and attack.

Level 1–2: doppelganger

Level 3–4: 2 or 3 doppelgangers

Level 5–10: 2 assassins or ogre mages

Level 11–16: 2 rakshasas

Level 17–20: vampire assassin , vampire mage , and vampire warrior ; 3 rakshasas

Setting: The cave is filled with ill-gotten treasure—some of which is not what it seems. Depending on dungeon level, the treasure may be guarded by:

Level 1–2: false hoard trap
Level 3–4: mimic
Level 5–10: ghost trap
Level 11–16: nalfeshnee trap
Level 17–20: hidden cannon trap
7

A cave-in behind the party seals off the cavern complex’s entrance. There are other exits from the complex, but they lead into miles of winding, deserted Underland tunnels. On each day of travel through these tunnels, the party’s navigator must make a Nature or Survival check to find their way. Three successes, or one critical success, allows the party to escape the maze.

8 The way is blocked by a settlement of deep dwarves, shadow elves, grimlocks, troglodytes, mycelials, or other underground dwellers. There are too many to fight, although the adventurers might be able to defeat or elude patrols. The easiest way through the settlement is to negotiate safe passage with its leaders.

 

Cavern: Minor Treasure

 

1

2d6 edible mushrooms

2

Glowing lichen casts bright light for 20 feet and dim light for an additional 20 feet. The lichen glows for 1 month after it’s harvested

3 - 4

Cultural equipment, such as deep dwarf stone of resolve

5 - 6

Gems worth an amount appropriate to the tier (tier 0: 10 gp, tier 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp)

7

1d6 vials. Roll 1d6: 3–4 potions of healing , 5–6 potions of greater healing

8

Mushroom-based alcoholic beverage that causes drinkers to be poisoned for 1 hour. While poisoned, drinkers can cast clairvoyance at will

9

Map to a valuable mineral deposit (see Discoveries 11 and 12)

10

Cache of 1d6 magical shadow elf weapons made of dark iron: they’re +1 weapons but they crumble in sunlight. On dungeon level 11 or higher, they’re +2 weapons instead

 

Cavern: Treasure Hoards

Dungeon Level 1–2

Valuables: 1d4 × 100 gp worth of silver and gold coins or gems

Magic (30 percent chance): gloves of swimming and climbing or vicious weapon

Dungeon Level 3–4

Valuables: 2d4 × 100 gp worth of silver and gold coins or 1d6 masterwork weapons worth 150 gp each

Magic (40 percent chance): ring of resistance or wand of enemy detection

Dungeon Level 5–10

Valuables: 1d6 × 1,000 gp worth of gold coins, gems, or metal ore

Magic (50 percent chance): ring of animal influence or wand of web

Dungeon Level 11–16

Valuables: 1d4 × 10,000 gp worth of gold and platinum coins or jewelry

Magic (60 percent chance): ring of the ram or sword of sharpness

Dungeon Level 17–20

Valuables: 1d4 × 100,000 gp worth of electrum, gold, and platinum coins and jewelry

Magic (70 percent chance): Harvest or ring of invisibility

 

Cavern: Passage Scenery

1 - 2

The passage twists and turns: visibility is reduced to 10 feet

3

The passage climbs and drops; it is difficult terrain

4

The passage has a three-foot ceiling; Medium creatures must crawl

5

The passage is a fissure with a ceiling hundreds of feet high

6

The passage’s walls are wet

7

The passage’s walls are covered with stone spikes. A creature pushed into a wall takes 3 (1d6) piercing damage

8

The passage is crossed by a shallow, 10-footwide stream that emerges from and flows into narrow flooded tunnels

9

The passage is round and perfectly smooth. DC 13 Nature check: it may have been bored by a purple worm

10 The passage is a round tube with a deep fissure stretching its entire length. A stream runs at the bottom of the fissure

 

Cavern: Small Cavern Scenery

 

1

The floor and ceiling are festooned with stalagmites and stalactites. The area is difficult terrain

2

Stalagmites, stalactites, and columns make most of the cavern difficult terrain , though there is an open space in the middle

3

Delicate sheets of stone hang from the ceiling like drapery

4

Translucent crystals cover the walls and ceiling. Crystal columns connect the roof and floor

5

Surfaces are covered in a delicate lattice of white crystals that resemble frost or snow

6

Lovely stone formations that resemble lilies grow from the floor

7

Walls, stalactites, and stalagmites are fluted with thin, vertical channels

8

Crystalline, hollow stone tubes, an inch or two thick, hang from the ceiling

9

Stalactites of vivid blue, green, and yellow hang from the ceiling

10

The cave features a bubbling, geothermal pool. Once per day, a creature can bathe in the pool during a short rest to recover 1 level of fatigue

11

A waterfall spills from a hole in the wall or ceiling to feed a subterranean lagoon

12

A perfectly still pool is disturbed every few minutes by a drop of water from a stalactite

13 The floor is submerged in 1d4 feet of water
14 The cavern features a pool with a stalagmite-covered island in the middle
15 The cavern features an open pit filled with a pool at the bottom. There’s a 50 percent chance that the pool contains a Minor Treasure
16 Vertical shafts in the ceiling or floor lead to the room’s exits
17 Half the cavern is a sunken area, 10 feet lower than the rest
18 The cavern is composed of two chambers connected by a narrow opening
19 A column 5 to 15 feet in diameter dominates the center of the cavern
20 The cavern contains an abandoned camp, including tents, firepit, and old refuse. There is a 50 percent chance that a Minor Treasure is found among the detritus

 

Cavern: Large Cavern Scenery

 

1

The floor and ceiling are festooned with stalagmites and stalactites. The area is difficult terrain

2

Purple worm skeleton

3

Sharp, translucent crystals cover the walls and ceiling. The floor is difficult terrain . Foot-wide crystal bridges crisscross the cavern

4

Lovely stone formations that resemble lilies grow from the floor

5

The cavern features a wide, still lake. Stone pedestals serve as stepping stones

6

Waterfalls spill from the wall or ceiling, feeding a lake or river

7

Stone pillars rise from a lake to support the cavern’s high, arched ceiling

8

A river meanders down the center of the cavern before draining into a vertical shaft

9

A steaming lake surrounds an island. A creature that begins its turn in the lake or enters it for the first time on a turn takes 5 (1d10) fire damage

10

Craggy islands dot the surface of a vast, underground lake

11

The room’s exits can be reached only by climbing the cavern walls

12

The cavern is composed of two chambers connected by a narrow opening

13 Magma cascades through a hole in the ceiling, feeding a meandering magma river
14 The ground is hot to the touch, burning unprotected feet. A weight of 500 pounds placed on a particular 10-foot-square area of floor, or dealing 10 bludgeoning damage to an area of floor, causes it to crumble into a magma chamber below
15 The cavern is ringed by several tiers of naturally-occurring balconies
16 The wreck of a subterranean sea vessel
17 Natural stone bridges crisscross a lake of magma or water
18 The cavern stretches hundreds of feet above or below the entrance. Exits may connect to other dungeon levels
19 A forest of giant mushrooms, each dozens of feet tall, fills the cavern. The area is difficult terrain , and visibility is limited to 10 feet
20 A lake of glowing white or pitch-black water fills the cavern. Water taken from this lake functions like a light or darkness spell for 24 hours

Dungeon Vehicles

Dungeon Vehicles

Underland boasts many of the same vehicles that ply surface roads and seas. Shadow elf couriers use giant spider-drawn chariots, and galleys sail the Midnight Sea. Safe from inclement weather, airships fly through mammoth caverns and miles-long ravines.

A few vehicles are unique to the Underland. Aboleth-built submarines ferry treasure and thralls to underwater cities. Armed with torpedoes, aboleth submarines fight a never ending war against the fleets of sunless mariners.

 

Table: Underwater Vehicles

Vehicle

Size

AC

Hit Points

Speed

Crew

Cost

Supply

Special

Submarine

Gargantuan 16 600 60 feet/6 mph

12

50,000 gp 600 Submersible, armed (torpedo x4)

 

Submersible. Submersible vehicles seal themselves and travel safely below the surface of the water, providing sufficient air and pressure protection to keep their crew safe from the hazards of undersea travel. They can move in three dimensions underwater or travel along the water’s surface.

 

Table: Siege Weaponry

 

Weapon Size Cost AC Hit Points Range Target Damage
Torpedo Large 1,500 15 100 500/2,000 ft.* One 8d10 bludgeoning

* Torpedoes can fire only through water. They cannot be launched above the surface.

 

 

Bastions

Bastions

From underground lairs to mighty castles, bastions are well-defended homes inhabited by creatures worried about attacks from the outside world. A bastion usually contains barracks, food preparation and storage areas, and a throne room or other command center.

Tiers. Tier 0 and 1 bastions are usually bandit lairs. Tier 2 and higher bastions are frequently the mighty castles of rulers and conquerors.

Bastion Size. Each 50-foot-square node of a bastion contains either a room or passage. A small bastion is about 150 feet square (a 3 × 3 grid of nodes); a medium one is 250 feet square (a 5 × 5 grid); and a large one is 350 feet square (a 7 × 7 grid).

Alert. After each of the first 3 encounters, one additional creature is added to each future encounter. The extra creature is of the encounter’s lowest-CR type.

Creating a Bastion

To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a premade map, roll on Inhabitants and Contents for each location.

Bastion: Description

1

Narrow passage. Roll on Passage Conetns and Exist. For passage width, roll 1d6:

1 - 2 2 1/2 ft.
3 - 6 5 ft.

2 - 7

Passage. 10 feet wide. Roll on Passage Contents and Exits.

8

Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d4:

1

15 ft.

2 - 3

20 ft.

4

30 ft.

9 - 14 Small room. Roll on Room and Chamber Contents and Exits. For room size, roll 1d4:
1

15 x 15 ft.

2

15 x 20 ft.

3

20 x 20 ft.

4

20 x 30 ft.

15 - 20

Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6:

1

30 x 30 ft.

2

30 x 40 ft.

3

40 x 40 ft.

4

50 x 50 ft.

 

Bastion: Passage Contents

1 - 10

Empty

11 - 14

Roll on Passage Scenery

15 - 18

Roll on Escalations

19 - 20

Roll on Obstacles

 

Bastion: Room and Chamber Contents

Roll 1d20 in small room, 1d20+2 in large chamber

1 - 3

Empty

4 - 8 Roll on Small Room Scenery or Large Chamber Scenery
9 - 11

Roll on Novelties

12 - 14

Roll on Obstacles

15 - 16

Roll on Discoveries

17 - 19

Roll on Escalations and on Small Room Scenery or Large Chamber Scenery

20+

Roll on Set Pieces

 

Bastion: Exits

If the die roll is odd, a room's exits are blocked by doors. Otherwise, they are open

1 - 3

No Exits

4 - 5

One exit left

6 - 7

One exit straight

8 - 9

One exit right

10 - 11

Two exits, left and right

12 - 13

Two exits, left and straight

14 - 15

Two exits, straight and right

16 - 18

Three exits, left, straight, and right

19 - 20

Stairs. Roll 1d8 to determine stair type. Then roll again on this table for other exits

1 - 2

Stone stairs down

3

Stone spiral staircase down

4

Trapdoor down (50 percent chance concealed under rug or furniture)

5

Ladder up or down (50 percent chance each)

6

Stone spiral staircase up

7

Trapdoor up

8

Stairs going 1d4 levels up and 1d4 levels down

 

Bastion: Novelties

1

Cannon; nearby are cannonballs and barrels of powder

2

Magic wall map of the area around the stronghold, identifying the locations of any non-hidden creatures

3

Arched bridge leading to an iron door halfway up a wall

4

Immense, monstrous statues on either side of a door

5

Drawbridge made of wall of force

6

Miniature model of this fortress, populated by tiny illusions of its inhabitants

7

Beast heads mounted on the wall; although bodiless, they are alive and can bite

8

A marble table around which sit the spirits of dead warriors re-enacting an ancient feast

9

Hundreds of life-sized, sculpted warriors standing in battle array

10

A war banner 20 or 30 feet on a side

11

Portrait gallery; each portrait enchanted with a permanent magic mouth

12

Narrow shafts that carry sound; perfect for eavesdropping or communicating between distant chambers

 

Bastion: Obstacles

1

Lock: A door that demands today’s password.

Key: A list of passwords, each next to a day of the week

2

Lock: A door bearing a family crest.

Key: A key bearing the crest

3

Lock: A door with an indentation in the shape of a gauntlet.

Key: A gold-plated gauntlet

4

Lock: A door with an indentation in the shape of a gauntlet.

Key: A gold-plated gauntlet

5

Locked wardrobe. Inside the wardrobe is a concealed door

6

Arcane locked door bearing a bronze face that changes its facial expression every minute. The door is unlocked to any creature imitating the expression

7

A bricked-up door, requiring a DC 16 Strength check to smash. Nearby is a secret door in a fireplace that bypasses the door

8

Door concealed behind a full-length mirror leaning against the wall. The edges of the mirror are covered with fingerprints as if it is often moved

9

Door on a balcony high up the wall. The ladder to the balcony is missing

10

Mounted bronze deer head, dull except for one shiny antler. Turning the antler opens a secret door

11

Throne room; pressing a button on the throne’s right armrest opens a hidden pit trap , pressing the left button opens a secret door

12

Only the (harmless) ghost of the bastion’s former seneschal knows the location of a secret door

13 - 20

Trap based on the dungeon level:

1 - 2

crossbow trap or lock trap

3 - 4

falling axe trap or locking-lidded pit trap

5 - 10

ballista trap or spiked pit trap

11 - 16

crushing room trap or green dragon poison gas trap

17 - 20

cannon trap or supercharged metal cube

 

Bastion: Discoveries

1 - 4

Roll 1d4 on the Obstacles table. You find the key listed in that entry. Make a note of the matching lock. The next Obstacle encountered is that lock

5

Lone creature from a guard patrol (roll 1d4 on Escalations table), not particularly loyal and willing to talk

6

Guard patrol (roll 1d4 on Escalations table), dissatisfied with their commander and willing to turn a blind eye or even aid intruders

7

Guard patrol (roll 1d4 on Escalations table), exchanging revealing gossip about their commander and not paying attention to surroundings

8

Messenger with urgent news

9

An armory containing ranged weapons, ammunition, and ballistas. A dozen +1 arrows. 50 percent chance of a javelin of lightning or other Minor Treasure

10

A richly furnished bed chamber containing a four-poster bed, a desk, wardrobes, and treasure chests containing a Treasure Hoard

11

A chest containing officers’ armor and uniforms

12

Treasure vault filled with several splintered chests and one locked iron chest containing a Treasure Hoard

 

Bastion Escalations

50 percent of guards possess a Minor Treasure.

1

Guards: on patrol. If they meet creatures not dressed as guards, they sound the alarm and attack

Level 1–2: noble with 1d4 guards

Level 3–4: 2d4 hobgoblins or soldiers

Level 5–10: knight with acolyte and 2d4 soldiers

Level 11–16: blackguard or holy knight with priest and soldier squad ; 2 gladiators with mage

Level 17–20: ascetic grandmaster or knight captain with soldier squad ; archmage with gladiator and 1d6 thugs

2

Guards: off duty but alert

Level 1–2: 2d4 bandits or warriors

Level 3–4: veteran with 2d4 bandits

Level 5–10: duelist with apprentice mage and 1d4 thugs ; 2 or 3 veterans

Level 11–16: gladiator or high priest with 2 or 3 veterans

Level 17–20: assassin or mage with 2d6 cutthroats or spies

3

Guards: guarding a particular location

Level 1–2: 1d8 guards or kobolds

Level 3–4: 1 or 2 bugbears with 2d4 goblins

Level 5–10: ogre or warhordling orc eye with 1d4 orc urks or thugs

Level 11–16: frost giant with 1 or 2 ettins

Level 17–20: marilith or minotaur champion with 2d6 guards or warriors

4

Inhabitants: planning to ambush a different inhabitant, perhaps a group of guards or the local overlord (roll or choose from Set Pieces). They may be disloyal, ambitious, or looking to exact revenge for a past betrayal

Level 1–2: apprentice mage or thug with 1d4 bandits

Level 3–4: priest with 1d4 guards or soldiers

Level 5–10: cambion with 1d4 thugs

Level 11–16: vampire mage , vampire , or wraith lord

Level 17–20: archpriest with skeleton horde or water elemental

5

Guardians: guarding a location

Level 1–2: animated armor

Level 3–4: rug of smothering with gargoyle

Level 5–10: 2 or 3 mummies or walking statues

Level 11–16: chain devil with 1 or 2 mummies or walking statues

Level 17–20: 2 chain devils , clay guardians , or giant elementals

6

Guardians: following instructions

Level 1–2: gargoyle or hound guardian

Level 3–4: 1 or 2 bolt-throwers or ogre zombies

Level 5–10: 1 or 2 clockwork sentinels or fire elementals

Level 11–16: iron guardian or nalfeshnee

Level 17–20: 2 crushers[[, [[glabrezus , or stone guardians

7 - 10

Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, noises, flickering torchlight, or other signs

 

Bastion: Set Pieces

Set piece encounters usually feature a Treasure Hoard.

1 - 2

Raiders’ Lair. The area is home to a wellguarded settlement or camp. The bastion’s denizens may raid nearby areas for food and treasure or merely defend themselves against outside threats.

Level 1–2: goblin boss with goblin warlock and 3 or 4 goblins ; 4 or 5 hobgoblins

Level 3–4: bandit captain with 2 thugs and 2d6 bandits

Level 5–10: gladiator or warhordling war chief with 1d6 + 1 berserkers

Level 11–16: hill giant chief with cave bear and 1d4 + 1 hill giants ; 3 frost giants

Level 17–20: troll hulk with 4 or 5 trolls

Setting: The room features a large drum, gong, bugle, or other loud instrument. If combat starts, a creature tries to sound the alarm, summoning a guard patrol (choose one from Escalations).

3 - 4

Army Headquarters. The inhabitants are part of an organized military, either defending a fortification or prison or preparing to conquer the local countryside.

Level 1–2: scout or soldier with 2d4 guards

Level 3–4: hobgoblin captain , knight , or veteran with 1d4 + 4 hobgoblins or soldiers

Level 5–10: blackguard , cambion , or holy knight with priest and 1d4 knights

Level 11–16: archmage or knight captain with mage and 1d4 knights

Level 17–20: blademaster with 3 gladiators or holy knights ; archmage with 5 gladiators

Setting: Ladders lead to balconies or ledges. If the alarm has been sounded, creatures with ranged attacks are up high.

5 - 6

War Caster. A spellcaster commands an army. Their eyes are fixed on conquest.

Level 1–2: priest with 1d8 guards

Level 3–4: minstrel or priest with 1d6 thugs

Level 5–10: mage or necromancer with soldier squad or wraith

Level 11–16: archmage with 3 or 4 elementals

Level 17–20: archpriest or blademaster with 3 or 4 champion warriors or gladiators

Setting: This lair features an exit concealed behind a throne, tapestry, or other room feature. Besides their other spells, the primary spellcaster has prepared either expeditious retreat or sanctuary to escape.

7 - 8

Prison cells contain friendly creatures that could aid the adventurers if freed.

 

Bastion: Minor Treasure

 

1

+1 weapon that glows like a torch when wielded

2

Magically animated playing cards; the face cards trash talk each other during games

3

Bundle of 12 pieces of +1 ammunition that ignite when fired, dealing an additional 1d6 fire damage

4

Spell scroll containing a spell appropriate to the area’s tier (tier 0: cantrip or level 1 spell, tier 1: level 2–3 spell, tier 2: level 4–5 spell, tier 3: level 6–7, tier 4: level 8–9)

5 - 6

Bag of coins or cache of rare wine worth an amount appropriate to the tier (tier 0: 10 gp, tier 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp)

7

1d6 vials. Roll 1d6: 1–3 potions of healing , 5–6 potions of greater healing

8

Cup, ewer, or drinking horn of precious metal, worth an amount appropriate to the tier (tier 0: 25 gp, tier 1: 75 gp, tier 2: 750 gp, tier 3: 2,500 gp, tier 4: 25,000 gp)

9

A dozen masterwork weapons or shields, worth 150 gp each

10

Signed order from the bastion’s commander allowing free entry

 

Bastion: Treasure Hoards

Dungeon Level 1–2

Valuables: 1d4 × 100 gp worth of silver and gold coins

Magic (30 percent chance): +1 weapon or gauntlets of ogre power

Dungeon Level 3–4

Valuables: 2d4 × 100 gp worth of gold coins or trade goods

Magic (40 percent chance): armor of resistance or berserker axe

Dungeon Level 5–10

Valuables: 1d6 × 1,000 gp worth of gold coins or gems

Magic (50 percent chance): +2 weapon or bracers of defense

Dungeon Level 11–16

Valuables: 1d4 × 10,000 gp worth of platinum coins or gems

Magic (60 percent chance): +2 shield or rod of rulership

Dungeon Level 17–20

Valuables: 1d4 × 100,000 gp worth of gold coins, gems, or jewelry

Magic (70 percent chance): +2 armor or belt of storm giant strength

 

Bastion: Passage Scenery

1

Dusty suit of armor or mounted monster head

2

Weapons crossed on the wall

3

Racks or barrels hold spare weapons and ammunition

4

Three camp stools gathered around a small table

5

Tapestries line the walls

6

Brackets hold unlit torches

7

Pushed into a corner is an archery target bristling with arrows

8

A shrine or statue of a war god

 

Bastion: Small Room Scenery

 

1

Tables bearing candles and decks of cards are scattered around the room

2

Armory containing spears, shortswords, crossbows, and light armor. 50 percent chance of holy water, acid, alchemist’s fire, or caltrops

3

Elegant dining room for six or so guests. Table settings are worth 200 gp. Two bottles of vintage wine, worth 50 gp each, stand on a side table

4

Barracks with neatly made beds, weapon racks, and a table heaped with armor, game boards, and personal possessions

5

Comfortable barracks used by high-level guardians. On the walls are weapon racks, armor stands, paintings, and a full-length mirror

6

A shrine on which are laid fresh offerings

7

A guardroom containing benches and tables, cards and game boards, wine jugs and plates of half-eaten food

8

A small kitchen containing a fireplace, wine ready to mull, cheeses, and barrels of biscuits

9

A pantry stocked with flour and beans and hung with herbs

10

A library containing works of strategy and history, as well as atlases and sheafs of papers

11

A latrine: the smelly privy may lead down to a lower level

12

A locked room containing spy holes that let you see what's happening in adjoining areas

 

Bastion: Large Chamber Scenery

1

A comfortable lounge with couches, overstuffed chairs, bookshelves, and a wine bar

2

An armory containing plate armor, chain mail, horse barding, and swords

3

Audience chamber or throne room. Columns or martial statues line the walls

4

A banquet hall with a huge central table stacked with drinking horns and platters

5

A mess hall for servants or soldiers. Rows of tables and chairs are set with clay bowls

6

A guardroom decorated with war banners and shields. Several round tables are littered with candles, card decks, and empty bottles

7

A kitchen; a cauldron of soup simmers inside a blazing fireplace

8

A store room containing barrels of foodstuffs and crates of weapons

9

A training room with target dummies. The floor is strewn with armor and weapons, and several cracked mirrors line one wall

10

A prison containing several prisoners manacled to a wall

11

A ballroom with a balcony accessible by a rickety staircase. On the balcony are dozens of instruments

12

A crypt containing stone caskets

Dungeon Mounts

Dungeon Mounts

While horses are poorly suited to dungeons and caverns, dungeon denizens tame and ride many other creatures. Besides mules and mastiffs, which can thrive as underground mounts, the following creatures can be used as mounts by those who can tame them. Their riders gain the advantage of their different forms of movement.

Table: Mounts

Item

Cost

Speed

Carrying Capacity

Strength 

Giant Lizard

100 gp 30 ft., climb 30 ft. 420 lbs 14

Giant Spider

400 gp

30 ft., climb 30 ft.

420 lbs.

14

Giant Toad

200 gp

20 ft., swim 40 ft.

420 lbs.

14

Shadow Elf Equipment

Shadow Elf Equipment

Shadow elves often find themselves on the front lines against the undead who stalk the caverns of the world below, and have armed themselves accordingly. Against foes whose mere touch can paralyze or kill outright, mobility, protection, and the ability to keep enemies at bay are top priorities. To achieve these aims, the shadow elves turn to their bestial allies, the myriad of giant spiders living underground. Weaving armor from their silk and creating their own versions of the spiders’ webbing, shadow elves face their deathless foes not as quavering prey, but as apex predators.

Dark Iron. Found only in the most lightless depths of the world, dark iron is comparable to adamantine in many respects. Though incredibly durable, the metal has a critical weakness: it dissolves almost instantly in sunlight. Dark iron weapons or armor that spend 1 round in direct sunlight become pitted and obviously worn. A second round causes the item to acquire the broken condition (a broken weapon deals half damage and broken armor provides half its AC bonus, rounded down). A third round causes the item to disintegrate to nothingness.

 

Item

Cost

Weight

Mycellium Stake 15 gp -
Radiant Trap 70 gp 2 lbs.
Spiderweb Bomb 60 gp 1 lb.

 

Mycelium Stakes. These stakes are just as effective at destroying vampires as those made of wood, but they have an additional benefit: when driven into the corpse of a creature, the mycelium in these stakes creates a fungal colony that slowly consumes the corpse, preventing it from returning as an undead. The fungus can consume the corpse of a newly dead creature in 1d6 days, but it works much faster on undead flesh, destroying such remains in a mere 1d4 hours.

Radiant Trap. This metal sphere is perforated with dark iron plugs and filled with pressurized holy water. When the sphere is rubbed with glaring oil, takes at least 1 point of radiant damage, or enters an area of natural or magical sunlight, the plugs dissolve, spraying holy water in a 10-foot radius around the trap. Undead and fiends in the area must make a DC 13 Dexterity saving throw , taking 2d6 radiant damage on a failed save or half the damage on a success.

Spider Silk. This incredibly light and strong cloth is made from woven spider silk. It can be used to create light armor and textiles. Cloth and rope made from spider silk has twice the usual number of hit points, and the AC and the DC to break spider silk rope increases by 2. The difficulty of weaving with spider silk accounts for its high price.

Spiderweb Bomb. A creature can use an action to throw the bomb up to 30 feet at a point it can see. When it lands, the bomb detonates into a mass of sticky webs in a 10-foot radius. If there are at least two solid surfaces within 10 feet of the bomb, the strands adhere to them, creating a lightly obscured area of difficult terrain. The webs dissolve after 30 minutes. A creature in the bomb’s detonation radius or that enters the area while the webs remain must make a DC 12 Dexterity save or be restrained . A restrained creature can escape the webs by using its action to make a DC 14 Strength check. Each 5-foot cube section of the webs can be hacked through (AC 11, 12 hit points, immunity to poison and psychic damage) or burned. A creature restrained by the webs when the webs are burned takes 2d4 fire damage.

 

Material

Description

Cost

Properties

Repairability

Dark Iron

Comparable to adamantine in its physical characteristics, dark iron is an inky black metal with a faint purplish iridescence.

×4

Hardy, lightweight

DC 25

smith’s tools, access to a forge

Spider Silk

Spider silk is the spun webbing of giant spiders. It is incredibly light and strong. It can be used to make light armor.

800 gp + 10 x the usual price of the item

Comfortable, fortified

DC 25

sewing kit

Pagination