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: |
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1 - 2 | 2 1/2 ft. | |
3 - 6 | 5 ft. | |
2 - 7 |
Passage. 10 feet wide. Roll on Passage Contents and Exits. |
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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: |
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1 |
15 x 15 ft. |
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2 |
15 x 20 ft. |
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3 |
20 x 20 ft. |
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4 | 20 x 30 ft. | |
15 - 20 |
Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6: |
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1 |
30 x 30 ft. |
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2 |
30 x 40 ft. |
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3 - 4 |
40 x 40 ft. |
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5 |
40 x 50 ft. |
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6 |
50 x 50 ft. |
Temple: Passage Contents
1 - 10 |
Empty |
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11 - 14 |
Roll on Passage Scenery |
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15 - 18 |
Roll on Escalations |
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19 - 20 |
Roll on Obstacles |
Temple: Room and Chamber Contents
Roll 1d20 in small room, 1d20 + 2 in large chamber.
1 - 3 |
Empty |
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4 - 8 |
Roll on Small Room Scenery or Large Chamber Scenery |
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9 - 11 |
Roll on Novelties |
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12 - 14 |
Roll on Obstacles |
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15 - 16 |
Roll on Discoveries |
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17 - 19 |
Roll on Escalations and on Small Room Scenery or Large Chamber Scenery |
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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 |
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4 - 5 |
One exit left |
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6 - 7 |
One exit straight |
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8 - 9 |
One exit right |
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10 - 11 |
Two exits, left and right |
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12 - 13 |
Two exits, left and straight |
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14 - 15 |
Two exits, straight and right |
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16 - 18 |
Three exits, left, straight, and right |
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19 - 20 | Stairs. Roll 1d8 to determine stair type. Then roll again on this table for other exits. | |
1 - 2 |
Stone stairs down |
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3 |
Stone spiral staircase down |
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4 |
Trapdoor down (50 percent chance concealed under rug or furniture) |
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5 |
Round pit with metal ladder rungs, descending 1d4 levels |
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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 |
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2 |
A vaulted, echoing chamber filled with 10-foottall statues. The statues sing beautiful liturgical music |
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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 |
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4 |
Altar on an island rising from a lake of magma |
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5 |
Massive wall or cliff face pierced with sleeping cells. Ladders provide access to each cell |
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6 |
A giant-sized throne, empty or supporting a Gargantuan inanimate skeleton |
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7 |
Ritual room with a floor etched with an arcane circle; flaming skeletons hang from the ceiling like chandeliers |
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8 |
Nave of a cathedral decorated with animated stained glass windows or tapestries |
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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 |
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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 |
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11 |
A font or fountain fills with 5 gallons of water or holy water when touched |
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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 |
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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 |
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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 |
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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 |
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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 |
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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) |
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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) |
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10 |
Door inscribed with the words “The Door of Night.” It unlocks in total darkness and locks when in light |
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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 |
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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 |
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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 |
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5 |
Lone creature from a guard patrol (1 or 2 on Escalations table), not particularly loyal and willing to talk |
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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 |
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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 |
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8 |
Acolyte washing the floor; trusting and helpful |
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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 |
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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 |
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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 |
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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 |
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Level 3–4: 3 or 4 soldiers or [[scout |
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Level 5–10: blackguard with guard squad ; 2 priests with 1d6 scouts |
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Level 11–16: priest with 3 shadow demons |
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Level 17–20: mage with 2 invisible stalkers |
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2 |
Guards: may attack intruders who don’t speak the right password |
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Level 5–10: bone devil or ogre mage |
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Level 11–16: 3 or 4 clockwork sentinels or veterans |
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Level 17–20: knight captain with guard squad ; mage with shield guardian and earth elemental |
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3 |
Denizens: a faction that predates and is hostile to the local overlord (roll or choose from Set Pieces) |
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Level 3–4: cult fanatic with 1d8 cultists |
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Level 5–10: 2 or 3 mummies , skeletal champions , or walking statues |
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Level 11–16: ascetic grandmaster , vampire , or vampire assassin |
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Level 17–20: 2 bone devils or cyclops myrmidons |
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4 |
Guards: patrolling |
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Level 1–2: 1d4 guards or flying swords |
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Level 5–10: 2 or 3 hell hounds or horde demons |
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Level 11–16: 4 or 5 wights or zombie knights |
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Level 17–20: adult black dragon lich ; demilich |
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5 |
Guardians: protecting a sacred space |
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Level 1–2: 1 or 2 death dogs or spies |
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Level 5–10: hydra |
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Level 11–16: 4 elementals (one per element) |
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Level 17–20: stone guardian with 3 walking statues ; solar |
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6 | Guardians: lurking | |
Level 1–2: animated armor or ghast |
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Level 3–4: 2 gargoyles |
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Level 5–10: 2 or 3 mummies |
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Level 11–16: crusher with flame-spitting statue ; 2 invisible stalkers |
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Level 17–20: 2 chain devils or erinyes |
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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. |
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Level 3–4: priest with 1 or 2 zombie knights ; 2 lamias |
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Level 5–10: deva or forgotten god with 2 high priests |
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Level 11–16: mummy lord with 3 or 4 mummies |
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Level 17–20: dread knight champion with 3 or 4 skeletal champions ; balor with 2 priests and 4 veterans |
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Setting: Throne room decorated with tapestries. Behind one tapestry is a permanent gate leading to another plane. |
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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. |
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Level 3–4: priest with nightmare or walking statue |
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Level 5–10: guardian naga with 1 to 3 basilisks |
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Level 11–16: archpriest with clay guardian ; 2 planetars |
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Level 17–20: greater sphinx with 2 sphinxes or stone guardians ; lich with 6 hell hounds |
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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. |
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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. |
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Level 1–2: cult fanatic with 1 or 2 cultists |
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Level 5–10: high priest with 1d4 mummies or skeletal champions ; 3 cambions with 1d6 + 3 thugs |
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Level 11–16: archpriest with chained one and 1d8 cultists ; archmage with 4 knights and 2d8 cultists |
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Level 17–20: archpriest or planetar with solar and 5 or 6 priests |
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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. |
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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) |
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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) |
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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) |
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6 |
Holy symbol, garment, or weapon that once belonged to a holy person. Acts as a single bead of necklace of prayer beads |
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7 |
1d6 vials. Roll 1d6: 1–2 holy water, 3–4 potions of healing , 5–6 potions of greater healing |
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8 |
Heretical documents that portray the faith in a startling new light or reveal corruption within its ranks |
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9 |
Holy book that reveals a cosmic secret (such as a previously unknown familial or romantic relationship between a good and evil god) |
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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 |
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Dungeon Level 3–4 |
Valuables: 24 × 100 gp in gold coins, gilded artworks, Magic (40 percent chance): bowl of commanding water elementals or staff of the python |
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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 |
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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 |
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Dungeon Level 17–20 |
Valuables: 1d4 × 100,000 gp in platinum coins, Magic (70 percent chance):
crystal ball
or talisman of |
Temple: Passage Scenery
1 |
A fresco, mosaic, or tapestry depicting a god, ritual, myth, holy symbol, or sacrifice |
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2 |
Lit braziers |
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3 |
Statues or busts depicting gods or holy champions |
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4 |
Niches in the wall contain statuettes or candles (50 percent chance of a Minor Treasure) |
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5 |
Lectern bearing a holy book (50 percent chance of a Minor Treasure) |
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6 |
Stone slabs set into the floor each bear a name and dates. The slabs are the lids of underground sarcophagi |
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7 |
Wet, scrubbed floor; nearby are buckets of water |
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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) |
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3 - 4 |
Chapel or shrine with an altar and a few benches |
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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) |
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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 |
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7 |
Sparsely furnished bedroom or cell for 1d4 occupants |
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8 |
Latrine or bath |
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9 |
A luxurious dining room with fine wine and silver plates |
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10 |
Ritual room containing a scrying pool |
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11 |
Morgue where corpses are ritually prepared for burial. Contains stone slabs, empty sarcophagi, and chests packed with burial shrouds |
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12 |
Crypt with an altar, religious statues, and a sarcophagus topped with a stone angel (50 percent chance of a Minor Treasure) |
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13 |
Guardroom containing weapon racks, a fireplace, and a small shrine |
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14 |
Kitchen with a baker’s oven and bread-baking ingredients |
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15 |
Kitchen where dead animals are being butchered and cooked |
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16 |
Pantry stocked with flour and beans and hung with herbs |
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17 |
Pantry stocked with fine wines, sweetmeats, and expensive spices |
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18 |
Library containing forbidden texts (50 percent chance of a Minor Treasure) |
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19 |
Study containing a fireplace, comfortable chairs, bookshelves, and a desk covered with sheafs of notes (50 percent chance of a Minor Treasure) |
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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 |
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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 |
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3 |
A dining hall: religious passages warning against gluttony are carved into the walls |
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4 |
A banquet hall with long tables, stacks of clay bowls, and a gruel-filled cauldron in a huge fireplace |
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5 |
Barracks or communal sleeping chamber |
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6 |
Dormitory containing bunk beds, chests of identical uniforms or vestments, and a small shrine |
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7 |
Temple with an altar or pulpit surrounded by benches |
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8 |
Temple containing statues of gods and divine servants. The altar is a stone slab |
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9 |
Temple with a balcony, an altar atop a dais, and braziers of incense (50 percent chance of a Minor Treasure) |
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10 |
Scriptorium containing desks, writing supplies, and shelves of scrolls (50 percent chance of a Minor Treasure) |
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11 |
Training room containing armor, shields, and stacks of prayer books. Against one wall are scorched training dummies |
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12 |
A giant pipe organ (50 percent chance one note doesn’t play; a Minor Treasure is hidden in one of the pipes) |
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13 |
Crypt containing sarcophagi (50 percent chance of a Minor Treasure) |
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14 |
A guardroom decorated with war banners and shields. Candles, decks of cards, and empty wine bottles litter several small tables |
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15 |
Kitchen where vast quantities of gruel or soup are being prepared |
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16 |
Library containing religious texts |
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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) |
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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) |
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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: |
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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. |
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12 - 14 |
Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d6: |
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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 |
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11 - 14 |
Roll on Passage Scenery |
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15 |
Roll on Novelties |
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16 |
Roll on Obstacles |
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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 |
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2 - 5 | Roll on Chamber Scenery | |
6 - 8 |
Roll on Novelties |
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9 - 11 |
Roll on Obstacles |
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12 - 13 |
Roll on Discoveries |
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14 - 16 |
Roll on Escalations and on Chamber Scenery |
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17 - 20 |
Roll on Set Pieces |
Sewer: Exits
All exits are passages. Roll 1d12 on Description table for passage size.
1 |
No Exits |
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2 - 3 |
One exit left |
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4 - 7 |
One exit straight |
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8 - 9 |
One exit right |
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10 |
Two exits, left and right |
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11 - 12 |
Two exits, left and straight |
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13 - 14 |
Two exits, straight and right |
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15 - 16 |
Three exits, left, straight, and right |
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17 - 20 | Ascent or descent. Roll 1d12. Then roll again on this table for other exits. | |
1 - 2 |
Slimy stone stairs down |
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3 - 4 |
Grating up |
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5 |
Grating down |
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6 |
Pipe up |
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7 - 8 |
Pipe down |
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9 |
Metal ladder up |
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10 |
Metal ladder down |
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11 |
Sloping waterway up or down (50 percent chance of each) |
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12 |
Pulley elevator up or down (50 percent chance of each) |
Sewer: Novelties
1 |
A filthy altar surrounded by torches and arcane markings |
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2 |
Cult shrine to a prohibited faith |
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3 |
Amidst moldy bedrolls, a faded map of the sewers with various locations marked is pinned to the wall |
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4 |
Makeshift classroom. A selection of thieves’ cant glyphs and their meanings is written on the wall |
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5 |
Bioluminescent, telepathic mold grows on the walls. It is friendly and converses telepathically with passers-by |
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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 |
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7 |
A gigantic snakeskin fills most of the room. The scales glow with a soft, iridescent light |
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8 |
A disused side passage is overgrown with edible fungus |
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9 |
A partially collapsed tunnel conceals a clean and dry area that provides sanctuary for one long rest |
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10 |
Makeshift docks line the banks of an underground river or lake |
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11 |
Steel or stone supports are spaced evenly around the area, indicating something unusually heavy above |
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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 |
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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 |
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3 |
Lock: Jammed sluice gate. Key: Long bar that can pry open the gate |
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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 |
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5 |
Pocket of poisonous gas. Area is affected as per the cloudkill spell |
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6 |
Vast pool of raw sewage with no apparent way across |
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7 |
Fast-moving storm drain current with no bridge across |
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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 |
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10 - 11 |
A submerged exit leads to a flooded tunnel |
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12 - 13 |
A tight squeeze through an exit tunnel, 1d12 + 12 inches wide |
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14 |
Draining a cistern reveals a concealed exit |
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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 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 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 5–10: otyugh , ur-otyugh , or sewer chimera |
||
Level 11–16: 2 elder black puddings or otyughs |
||
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 3–4: crime boss or gladiator with 1 or 2 thugs |
||
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 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 |
|
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
|
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 3–4: 1 or 2 ogres |
||
Level 5–10: blackguard or cambion with 1d4 + 1 thugs |
||
Level 17–20: chain devil or ogre mage with 3 or 4 werewolves |
||
2 |
Inhabitants |
|
Level 5–10: 1 or 2 trolls |
||
Level 17–20: minotaur champion ; 4 minotaurs |
||
3 |
Adventurers exploring the ruins |
|
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 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 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 |
||
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 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 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 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 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 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 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 |
||
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 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 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 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 | ||
3 - 4 | ||
5 - 10 | ||
11 - 16 | ||
17 - 20 |
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 3–4: 2d4 hobgoblins or 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 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 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 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 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 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 |
100 gp | 30 ft., climb 30 ft. | 420 lbs | 14 | |
400 gp |
30 ft., climb 30 ft. |
420 lbs. |
14 |
|
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 |