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r/DnD Mega Dungeon: Organised Chaos!

Well met traveller!

This is the Organised Chaos mega dungeon! I made a post on r/DnD, trying to create a
big ‘ol dungeon that swiftly escalated to a cavernous hall of traps, puzzles, old women,
librarians, chefs and succubi. I used this dungeon for an exceptionally large party and
we had a blast! I hope this dungeon brings equal amounts of anguish and joy to your
players, as it did mine.
Use wisely and have fun!

Courtesy of the lovely players and DM’s at r/DnD


Formatted and requested by Owen Ambridge u/Nat20Int

PS:
Feel free to steal relentlessly from this. There’s some great stuff.

PPS:
The original post:
https://www.reddit.com/r/DnD/comments/6f9rab/hey_rdnd_lets_all_make_a_giant_5e_
dungeon_players/?st=j3nb0rzm&sh=fe05d094

Welcome to:

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r/DnD Mega Dungeon: Organised Chaos!

The r/DnD mega dungeon!:


Have a blast! (It’s for 10th level characters)

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Dungeon Notes

This dungeon is preferably for a party of 4-5 10th-11th level characters. This is an especially
taxing dungeon on the DM due to lots of RP and complicated rooms.
It is however, a blast! Not knowing entirely what to expect for a player can make for
some fantastic tension as the players decide if the lone olive is in fact a death-trap.

As a DM I heartily recommend you read ahead, not knowing what’s going on in the next
room can make for some mental business. For the boss, we decided on a huge red
dragon. Classic and awesome 

I recommend you give your players a copy of the map. I ran a copy through an aging
filter and tore it into like 5 bits, then gave parts of the map away as loot.

Optional rule: This dungeon has a BUNCH of NPC’s. I recommend having a rule that
when they leave a room they burst into flames, or die in some grotesque manor.

The Wandering Monster table: (d8)

1 Giant trilobite - stats as rust monster, 1d3 appearing (5% chance of 10+d10
swarm), bites to exposed flesh will cause coral growths in the area (1d4 bleeding
damage / turn until properly healed, incredible pain for the rest of your natural life).

2 4x flameskulls Having a loud old lady style conversation about the brickwork

3 A colony of Faerie-dragons hiding inside a giant suit of armour (iron golem)


You could play it like an iron golem just replace the poison breath with random
Fairie-dragon spells

4 ATROPAL AND FLESH GOLEM, partners in crime

5 The doppleganger in room 1, once it flees, have it descend further into the dungeon
and become a random encounter, slowly growing stronger, disguising itself has
different humanoids throughout or other such things, and it keep recurring.

6 A pack of Chuul wandering around, or maybe a Chuul king & queen (modified stats
of a Glabrezu?) and a cluster as the boss.

7 Tying into my room 78, the unfinished room, i suggest having a bugbear
deliveryman laden with construction materials trying to reach the area in
question (might end up being more of an RP encounter cos he's a bit underlevelled,
so maybe give him an escort of gobbo construction workers)

8 A doppelganger appearing as one of your PC’s most beloved character

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This is the optional map you should rip up and give to your PC’s:

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The Dungeon!

Room 1

You enter into a large rough chamber, the walls supported by stone pillars on either
side. Corridors lie to the east and south. In the center of the room lies a bound elf,
bloodied and beaten.
The elf is actually a doppleganger and will beg for freedom, but will attack then run
once set free.

Room 2 - Be silent or suffer death by a thousand cuts


You enter a shiny stone room. The north door (entryway) closes and locks behind
you. The walls appear to be carved from glittery silver mica rock, with crystalline
bits flaking off. The floor is covered in a dense layer of mica flakes piled to ankle
depth. Corridors lie to the east and south, barred by stone doors. An inscription on
the south wall reads "Tell Them To Be Silent" in elven and common.

The mica flakes react to sound. If players talk in character in the room they will hear
the flakes begin to make crinkling sounds like balled up paper (DMs may enjoy
providing sound effects). This sound increases in volume each time a player speaks.
If players talk more than three times within the room out loud in more than a
whisper (or make other loud noises like battering a door) the flakes on the floor and
some from the walls begin to blow in a whirlwind in the room causing scaling
slashing and piercing damage per round. The doors may be lock picked, broken
down by simply damaging them (they are crystalline flaky rock, more frail than solid
rock) or the riddle may be solved to instantly halt the whirlwind and open all doors.
The riddle is on the wall - "Tell Them To Be Silent" - a character must say "Shhhhhh"
aloud.

Room 3 - Librarian
You enter a stone room furnished with a long stone table, ornate stone chairs with a
torn and faded blue rug under the furniture. The north and south walls have stone
alcoves carved into bookshelves. There are books littered about the room in piles, all
over the table, the chairs and strangely none on the shelves. The table has a note
on it that reads "How many times do I have to tell you idiots? PUT ALL THE BOOKS
BACK ON THE SHELVES WHEN YOU'RE DONE! I know no one here cares, but being
the only librarian in a dungeon full of things that would EAT the books if allowed is
stressful!"

The books are mainly boring standard fare in common - old romance novels and
poorly written mysteries, mainly. They are weathered and infested with book worms
and mold, mostly unreadable. If players take the time to gather the old books and
place them all on the shelves (no alphabetical ordering necessary) the ghost of the

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Librarian (a kindly old woman wearing spectacles and a big book as a hat) will
appear and offer to give them a hint later on if they need it. They may call out to the
Librarian when faced with a riddle/tough foe and get a hint improvised by the DM.
Otherwise there is not much to do in this room. If any books are taken from this
room the Librarian will attack the PCs at an inopportune time ranting about LATE
FEES!

Room 4

You enter a room with moss growing on the south wall. There is a corridor on the
east wall, and a stone door on the north wall.

The stone door has a rune of fire. If it is opened normally, fire spills into the room to
the north.

Room 5

This small dark room has a weapon rack on the back wall with a wooden sword on
it. If the rune from 4 was activated, the room will be filled with fire and the sword
will be destroyed (unless the players could save it quickly).

The wooden sword is a 1d4 Shortsword with 10 charges. On a hit you may expend
any number of charges to deal an additional d4 per charge. When the sword is out of
charges roll 1d4. On a 1, the sword turns into a normal wooden sword. Otherwise it
gains that many charges.

Room 6

In the center of the room is a pedestal. 3 feet high, 1 foot wide and 1 foot long. In
the center of the pedestal is a silver ring, set with an opal. The opal is beautiful, and
seems to shimmer in the light.

It was enchanted in order to show signs of magic (positive result from Detect Magic)
but also to be immune to Identify.

Room 7

Entering from the East side of this small chamber you see that most of the floor is
littered with broken and withering bones. Opposite of where you entered is another
corridor leading West then South. Following that path you come uppon a left turn
that leads to a small dirt hole, too small for most adventurers, intertwined with tree
roots and rocks.

The piles of bones in the main chambers are actually a Bone Naga [MM, pg 233] that
will wait for the adventurers to either follow the small corridor on the West side to

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be in an advantages position or until they Investigate the bones. A successful


Investigation DC 17 check is required to notice the Naga, otherwise it is
indistinguishable from the pile of bones.

The Naga will mistake the adventurers for Yuan-Ti and will curse at them just before
it attacks. If the adventurers try to explain they are not her enemy the Naga will try
to offer knowledge of the dungeon and possible treasure if the adventurers agree to
kill the Yuan-Ti in room 36 where the necromantic ritual took place.

ROOM 8
This room is rectangular and has doors on the north, east and west walls. There is a
blue carpet floor and golden torches with blue flames on the east and west walls. In
the middle is a large floating sphere made of a purple liquid with blue lights slowly
moving around inside. There is what looks like a large eye in the middle of the liquid
sphere. The west wall has a wooden chest against it besides the door and a desk is
up against the south wall with a shelf of books beside it.
If Mesrick is in here read, In the middle is a wrinkled man wearing a cloak covered
in eyes and waving his hand through the liquid sphere, while muttering strange
words under his breath.
Mesrick is a crazy mage with a gazer familiar and is wearing a robe of eyes. He is
trying to construct a beholder with the magic from the dungeon and that is the
reason he is living here. The purple liquid is a mix made from the liquids in room
58 and the goop from room 40 and the rest is made from various other things.
Sometimes Mesrick will be wandering the dungeon in search of more magic for the
beholder. He will be aggressive towards intruders and so will his gazer familiar. He
will leave the characters alone if they agree to help get his ring of spell storing from
the minotaur that stole it from him, in room 54, back. If so, he will give them a
compass that points towards the minotaur (and also tracks them) and
his gazer familiar will accompany them. If they stop trying to get the ring
the gazer will get angry and might attack. If the gazer is killed, Mesrick will
resummon it, spawn the beholder and go after them if they still have the compass.
If Mesrick is attacked or he goes after the players he will spawn the beholder. It is
not finished yet so it doesn't have the antimagic cone trait, the disintergration or
death rays, and only 2 legendary actions (instead of 3). The west chest has a spell
guard shield he was going to use to make the antimagic cone trait in the beholder,
a ring of free action for the legendary action and staff of power for the death ray.

Room 9

You enter what looks to be a small amphitheater with a raised wooden stage taking
up the curved side of the room. On the stage is a piano and bench, looking worn but

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well-cared for, with a few pages of sheet music, ready to be played. A few rows of
uncomfortable chairs take up the rest of the room. There is a sign hanging off the
side of the stage that reads, "Please remain seated during performances."

A careful inspection of the stage itself reveals a trapdoor on the back of the stage
(DC 15 Investigation). The trapdoor cannot be opened from this side. Attempts to
break through the trapdoor reveal that under the wooden paneling, the mechanism
is made of hardened steel. An inspection of the sheet music reveals that the piece is
quite complex (DC 10 Performance, with advantage for any PC who is a bard or is
proficient with an instrument or in Performance).

A PC may attempt to play the piece. However, no sound emerges from the piano
unless everyone else in the room is off the stage and seated.

 A PC who is a bard, or proficient with an instrument, or proficient in Performance


may attempt to play the piece (DC 17 Performance).

 A PC who is not a bard, nor proficient with an instrument, nor proficient in


Performance may attempt to sightread the piece (DC 17 Int and DC 17 Dex).

If a PC successfully plays the piece, the trapdoor opens and a large, tacky trophy
rises up from the stage, gaudily decorated with ribbons and painted with the words
"You did it!!!" Upon picking it up, the PC notices that it is significantly heavier than
one would imagine and that's when they realize it is made of real, solid gold. Actual
value left up to DM's discretion. Attempts to play the piano again produce no sound
and no further results.

If the PC fails to correctly play the piece, when the first sour note is played, the
piano's case attempts to snap shut on the PC's hands (DC 13 Dex). The piano is
a mimic. Combat begins. If the PC failed the Dex check, the PC begins combat
grappled.
Bonus edit: the song is Cohen's Masterpiece from
Bioshock. https://www.youtube.com/watch?v=nlu2z2gkhhI

Room 10 - Bully Bulls


The hall leading to Room 10 is rough stone. There are cow and bull skulls hanging
on the walls every few feet (10 in all). Before you is a large rectangular cavern
cloaked in fog and darkness. There are five giant pillars of ancient wood peppered
throughout the expansive space. The ceiling must be very high and vanishes into the
dark and fog. With a 15 Perception check someone might notice that to the right are
two alcoves with vague horned humanoid shapes in the fog. With a 20 Perception
check someone might notice the shapes of skeletal bodies clinging to the pillars high
up in the dark. There are 3 doors along the north wall.

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When the party enters the room far enough to closely examine the doors or the
alcoves, the horned shapes in the alcoves snort and Charge! A moment later the
wooden doors to Room 12 and the small center room explode in splinters, the sound
of cracking bones hitting the ground all around the party echo throughout the
chamber and shrieking bat skeletons swarm the party! Skeletons pour in through
the doors and some reassemble themselves from the piles of bones that just fell
from the ceiling. The enemy force is composed of 2 Minotaur Skeletons and 10
Skeletons wearing horned helmets (both from the Monster Manual) and 2 swarms of
skeletal bats (as Swarm of Bats from the MM).

The Minotaur Skeletons will target the physically smallest and least armored party
members. If a party member goes unconscious or prone near a Minotaur
Skeleton it will kick sand in their face as a bonus action and make a dry
laughing sound.

The normal Skeletons and bat swarms mindlessly attack the closest party members
or the party members damaging them.

LOOT

Some of the horned helmets have small gemstones which may be pried from the
rusty worthless metal. Roll 5 times on the 100 GP Gemstones chart in the DM's
Guide or alternatively they simply find 500 GP of gemstones.

Room 11:

You enter a circulair room with smooth walls amd floor. In the middle of the room is
a singulair pedastal with a heart on it.

The players can restart the hart using any form of lightning/thunder attack.
Restarting the heart will cause a previous mindless undead knight wandering
elsewhere in the dungeon to regain control of his body and when encounterd help
the party with a hint/secret about another room of the dungeon or the location of
some treasure.

If the playera destroy the heart. The knight will hunt down the player that desteoyed
the heart. He gains advantage on all attacks against that player and will know the
location of the player at all time ass long as he/she is in the dungeon and will
actively seeks him/her out If the players do nothing with the heart the knight will be
encounterd as a normal mini-boss.

Room 12
You enter a small room, barely large enough to hold the whole party. On the north
wall you see a stained glass window seemingly decorated in human religious art
depicting a winged angel holding a shining sword aloft.

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Any player who investigates the stained glass closely must approach the window and
examine it. Before the window, a pressure plate is well-hidden (discoverable with
with a DC 17 Wisdom (Perception) check. Stepping on the plate causes the window
to magically transition to that of a red-horned demon, wielding a flaming blade.

If the players break the window while in its angel form, they will find the sun blade
behind the window on display. If they destroy the window in its demon form, they
find flame tongue behind the wall.

Sun Blade: This rare magical longsword requires atunement by a lawful or good
aligned character to use. This item appears to be a longsword hilt. While grasping
the hilt, you can use a bonus action to cause a blade of pure radiance to spring into
existence, or make the blade disappear. While the blade exists, this magic
longsword has the finesse property. If you are proficient with shortswords or
longswords, you are proficient with the sun blade. You gain a +2 bonus to attack
and damage rolls made with this weapon, which deals radiant damage instead of
slashing damage. When you hit an undead with it, that target takes an extra 1d8
radiant damage. The sword's luminous blade emits bright light in a 15-foot radius
and dim light for an additional 15 feet. The light is sunlight. While the blade persists,
you can use an action to expand or reduce its radius of bright and dim light by 5 feet
each, to a maximum of 30 feet each or a minimum of 10 feet each. : This rare
magical longsword requires attunement to use. This item appears to be a longsword
hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure
radiance to spring into existence, or make the blade disappear. While the blade
exists, this magic longsword has the finesse property. If you are proficient with
shortswords or longswords, you are proficient with the sun blade. You gain a +2
bonus to attack and damage rolls made with this weapon, which deals radiant
damage instead of slashing damage. When you hit an undead with it, that target
takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in
a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While
the blade persists, you can use an action to expand or reduce its radius of bright and
dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet
each.
Flame Tongue: wieldable only by characters with chaotic or evil alignment, it is a
rare magical longsword that requires attunement. You can use a bonus action to
speak this magic sword's command word, causing flames to erupt from the blade.
These flames shed bright light in a 40-foot radius and dim light for an additional 40
feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it
hits. The flames last until you use a bonus action to speak the command word again
or until you drop or sheathe the sword.

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Room 13:
You enter dirty room, filled with mining equipment. There are 3 pickaxes, 4 shovels
and two tools you don't recognize. On the north wall, a tunnel for small sized
creatures has been dug. You can see from the bricks lying on the floor that it has
been dug from from the outside of the dungeon.

The tunnels lead to a complex underground cave system, wich is in fact secret
passageways between gnome enclaves. The two unusual tools can be used like a
normal mining equipment, although it's worth twice the price of one.

Room 14:
You can hear, before entering, strange voices coming from this room. This room
looks like a small chapel, with an impressive tapestry covering the back wall. It
depicts a human praying (a watchful observer could see that this tapestry is a
continuation from the scene represented in room 12; the angel/demon is about to
slay the human). 8 deep gnomes are resting around a campfire in this room while
antother one, awake is studying the tapestry. 2 pickaxes and a shovel are lyng on
the ground. They were likely tools used by the gnomes.
The gnomes are hostile and won't talk to the PCs, if the PCs kill them, they could
find an uncompleted map of the dungeon with room 140 circled, and a picture of the
sun blade from room 12. Behind the tapestry is another gnome and a pedestal with
a sword-shaped hole in it. They are searching for somthing and they were resting
before the launch of their expedition though the dungeon.
Room 15: A gnome is locked in this strange room. Altough he seems willing to talk,
what he says is complete gibberish.

This gnome is talking an unknown language but understand common. By making


signs, he is trying to tell the PCs that these gnomes are trying to find the sun blade,
a mythical sword. It is not the first time they came here, however, last time they
lost one of their truthful companion and were forced to flee out of the dungeon. if
the players enter the room with the sun blade or the flame tongue, the gnome
explode revealing an intellect devourer (MM 191).

Room 15

A horrid stench fills your nose as you open the door, along the wall opposite the
door you see a knee-high solid stone bench with a wooden top, three holes about a
foot in diameter each are carved into the top. In the corner are dirty rags of
unknown provenance and a bucket that might once have contained something
resembling water.

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Obviously a latrine. The players might find something valuable if they choose to
search through the filth inside the latrine (of a size that could be consumed and

passed by a humanoid creature). Or they might catch a humanoid monster with its
pants down.

Room 16

Upon entertaining the room, you notice 5 columns in the center all with indentations
on them, on the southern end of the room are two moon pendants. Along the wall
on the east is a tapestry that reads 'new and full, wane or wax but never half.'

The party must place a pendant on columns 1 and 5 to open the door and if they
ever put one on 3 the middle door releases a gelatinous cube.

Room 17

The door swings open to reveal a loud flurry of growls and insults in a room lit by
torchlight. A nilbog stands atop a medium-sized iron cage, laughing and jeering at
the barghest trying to attack it. Within the locked cage is a mastiff barking at the
commotion. The scent of blood hangs in the air, and several dead goblins lay
scattered on the floor. They look pretty fresh.

Upon spotting the party, the nilbog will offer a sack of diamonds to kill his assailant,
and the barghest will shout, "Stay out of this!" in a random one of its known
languages. Joining the fight in any way will draw the ire of the barghest. If released
during the fight, the mastiff will attack whatever is closest to it. The nilbog will cast
Vicious Mockery on any player that doesn't lend a hand.

If the barghest is left alive, it will consume the nilbog corpse if possible, then
Dimension Door away unless the party assisted in the fight, in which case it will
attack them.

If the nilbog is left alive, it will toss a pouch containing 100 copper coins and 10
angry spiders to the party as payment, then prance away toward room 16.

If the mastiff is left alive, it will frantically begin scratching and barking at a doorway
on the eastern wall that has been filled in with bricks, completely blocking access. It
can be calmed and "tamed" with a DC 15 Animal Handling check, giving the party a
companion, but it's extremely aggressive and will attack most non-humanoid
creatures on sight.

Room 18

Behind the bricks in the doorway is a Gelatinous Cube. The cube contains a goblin
skeleton that appears to be standing upright, which the mastiff will attempt to attack

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after growling at it for a minute, if nothing else happens (giving the party time to
get engulfed first). The goblin skull has a diamond molar.

Room 19

Upon entering the room, you notice a sharp turn to the left. Here, what appears to
be a small library adorned with a homely rug and a bookcase on each wall that
displays works titled "The Last of The Demon Lords", "Tragedies of Hilpat", "Ancient
History of the Feywild", among other such books. A dozen expensive-looking
bookends are shaped as gryffins, holding the books back from falling with their
unusually large claws.
The bookends are 12 gargyoles, awakened upon taking any book. Behind the
western bookcase, players find a secret door to the northern corridor of Room 20.

Room 20

You enter a room with walls of bloodstained marble. Corpses litter the floor near a
single imposing figure covered in fur matted with blood.

In the center of the room is a Minotaur. It can be damaged or undamaged depended


on the strength of the rest of the dungeon or the party. It has a +1 longsword
embedded in it's back and a ring of spell storing hooked around one horn. If looking
to make the encounter harder, the minotaur can cast Enlargement from the ring.

Rooms 21/22

As you approach the next chamber you start to smell an earthy smell, while a cool
breeze begins to pick up. As you continue to near the opening you feel a warmth on
your skin while you sense a chill go down your spine. Once entered you see 4 pillars,
one in each corner with colored runes on top. In the center there is a plaque reading
"Help or harm you must decide, for your choice defines the upcoming fight."

The 4 runes are colored green, white, blue, and red representing earth, air, water,
and fire. If you expose the runes to similar elements they light up, if exposed to
different elements an elemental of that type will appear CR 5 each. Once each or lit
up an elderly man walks out of the side room and complements, or insults, based on
their performance. He then gives the party a pathetically small amount of gold or a
couple of basic weapons.

If the party decided to attack him, because we all know that's what they will do, he
is an Archmage using disguise self. If attacked the disguise fades, a shield guardian

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protecting the Archmage, and 2 mages appear from the room. At the end of the
order the 4 pillars break and summon one of each elemental to fight for the PC's.

Room 22 is a tiny room with a small, ornate fountain, that feels like a respite from
the rest of the dungeon. A small coffin lies underneath the altar.

A DC 15 Religion check shows that the room is under the effects of the Hallow spell.
A 20 or more on the check reveals that the hallow spell has the effect Everlasting
Rest.

ROOM 23

A stone portal in the narrow middle of the room blocks the way to the 3 exit doors.
The stonework has letters carved around the arch: "Die, and be quiet. Quietness is
the surest sign that you have died. Your old life was a frantic running from silence."
(Rumi) The portal swirls purple, green and blue with arcane energy. The players
must enter the portal to leave the room.

They can enter one at a time or together. Either way, if they pass through the portal
they exit it alone, in an endless black plane. In the black plane, 25 feet away from
their character, is a copy of their character from a parallel universe. The PC must kill
the copy to exit, and vice versa. If the player survives, they continue as normal. If
the copy survives, the copy assumes the identity of the character and is otherwise
indistinguishable. As a character dies, the survivor is transported out of the plane
through the other side of the portal in room 23. The other players do not know if the
original character or the copy came out the other side.

As they leave the room, there is a 12 second fart that changes pitch 3 times and
closes the door.

Room 24:
At first glance, this room doesn't seem to be much out of the ordinary. It's a slightly
broken-down room, and one of the walls is starting to crumble, the earth and rock
on the other side visible. Some armour and weapons lay on the floor, but they're
super old. In the middle of the room is a plain cube, except for one face, which has a
raised circle on it. It's floated at chest-level. Below this sphere is an empty chest.
When turned, the sphere either pushes the room forward in time or back in time.
Facing down: Earliest position. The chest contains 30gp in the form of a lot of
silver and copper coins, and four suits of animated armour stand guard. They'll ask
the party a riddle, if they answer correctly they can take the cash. Doesn't really
matter the riddle.

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Facing east: Second earliest position. The door to 23 is barred, and a level ~five
party is keeping it shut. Banging sounds come from the other side, a large gathering
of goblins. The suits of armour are gone. If the party kills the goblins, then the party
thanks them and leaves, with the armour and swords not being there when the cube
is returned to up.
Facing up: Default position. Empty chest, no monsters. Walls are slightly crumbling,
and it looks old.
Facing west: In the future. Ogres have found their way into the dungeon, probably
following the adventurer's they're currently spit-roasting.
Facing north: The wall hiding room 25 from view has broken down and allows entry
to that room. The chest has gold in it now, and the floor is kinda scorched from what
seems to be a fire. If the party hasn't defeated the ogres yet, then the floor also has
bones scattered over it.
Facing south: Furthest from the beginning time. Vines are starting to grow over the
walls, and it seems that a dryad has taken refuge in there.

Rooms 25 & 165

You enter small, square, thoroughly uninteresting room. The only thing you could
consider special about it is that it seems particularly clean, with fresh air and
perfectly aligned bricks

Whenever they leave room 25, they exit instead at the door of room 165, and visa
versa.

Would be interesting to watch their confusion and reaction as they figure it out.

Room 26

Shrine of Malar

The old wooden doors lightly creak open to reveal a small underground cathedral
made up of natural cave walls and pillars, shrouded in darkness. The room contains
several broken wooden pews layered about. Towards the end of the far wall you see
a makeshift shrine has been erected on a stone alter, crafted from crude wooden
and bones to resemble a large monkey standing upright with fresh blood painted on
the head, with fresh offerings of bloody carcass of deer and various game that has
been gutted and placed on the alter. In front of the alter are three humanoid figures
completely covered in fur cloaks kneeling down in front of the statue all whispering
in a low tune.

The only light source in the room are a bundle of light candles on the alter giving off
bright light for 5 feet and dim light for another 5 feet.

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The three humanoids are lycanthrope-afflicted worshippers of Malar, they are 5 feet
away from the alter shrouded in dimlight from the candles. Their names are in order
from left to right are; Devel Wilder, Lawson Youngwolfe, and Wynona Hein. Lawson
is consider to be the leader of the three and is the only one who will openly speak to
any strangers who enter the cathedral.

The worshipers turn to face you, revealing themselves to be two human men and a
woman in hide rags. The one on the left, a old man with graying hair and wrinkled
skin, and the one on the right, a blonde women seemly in her early 20s look at you
but don't move from where they stand, only the man in the in between them, a
brown haired man with a single scar across his left eye, takes a single step forward
with both of his arms held up with a toothy grin.

Lawson will greet them and welcome them. At the end of the conversation he will
thank them for involuntarily joining the next hunt and tell them they have 30
minutes head start to run and hide, right before he and his allies begin to transform
into their hybrid forms. They will avoid anyone who openly worship Malar, too
young, or pregnant unless they attacked and successfully damage the werewolves.

Enemies
Use the Lycanthrope, Werewolf statics for Devel, Lawson, and Wynona, but give
them hide armor in human form, give Devel a heavy crossbow, and Wynona a
shortbow, and boost Lawson's Strength, Dexterity, and Constitution scores to 18.
Loot
The room has no valuable items except for the alter. On the alter is a bloody ornate
ritual dagger worth 50 sp, a hunting trap, a bloody pouch filled with 26 gp and a
ruby worth 100 gp, and a ornate silver whistle worth 150 gp, a bloody iron goblet
worth 5 gp, and a open book on the subject of Lycanthropy.

Room 27

A room with a hole 5x5 in the center, the first person to step in gets a visit from a
dead person from their past, a platform rises up from the hole in the ground with
their loved one on it.

The returned love one is completely the same and will have a conversation with the
player, however as soon as they touch the returned will turn hostile and cannot stop
attacking until they die or the returned one dies.

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Room 28 - Elevator
You see a large round room painted with primitive people, animals and symbols in
green, black, brown and red. A circular black stone disc floats above a pit. It has a
big child-like cloud finger painted on it. There is a small 5 foot gap between the floor
and the disc.

If someone gets on the disc it slowly begins to descend to a deeper part of the
dungeon. The magical elevator stops at the next floor, about 50 feet down. If
someone falls this distance they take 2d10 bludgeoning damage from the jagged
and rocky floor below.

The round room below is similar to the one above - decorated with primitive cave
paintings and carved of rougher hewn stone. There are some 1 to 2 foot tall rat
holes in the walls of the room.

There are 10 Kobolds in animal skull masks painting the walls and the floor. It is
possible that the black disc elevator may crush an elderly kobold sleeping in the
center of the room unless the party is yelling loudly, casting bright spells or
otherwise causing a ruckus. If this kobold is killed the remaining kobolds bow down
to the party and give them gifts of moss, roasted geckos and painted racing snails.
The kobolds will attempt to paint the characters' faces with moons, stars, dragon
skulls and angry eyebrows. They then retreat into the rat holes in the walls and
disappear into the network of tunnels. If the elder survives because the kobolds saw
the elevator coming and woke the elder (roll a d20 with disadvantage to spot it, DC
12) or the PCs woke him, then the Elder shrieks in fear and has a heart attack as
soon as a character tries to speak to him and the kobolds all run away.

Room 29
The dimly lit room stands before the party, all exits instantly becoming sealed
behind thick, metal bars that drop down like a portcullis. In the center of the room
sits a single chair, with a Death Knight sitting still in it. As soon as someone takes a
step, the Death Knight's eyes light up and it rises to its feet, drawing its blade. In a
booming voice, it says "FOR ETERNITY YOU WILL TEST MY MIGHT, UNTIL YOU MAKE
ME SEE THE LIGHT."
The Death Knight will fight the party until someone casts light or daylight, at which
point the Death Knight will sheathe its weapon and fade away into smoke, the gates
over the doors opening.

While fighting, if the Dark Knight or any of the player character's hit 0 hit points,
they are revived on their next initiative with half of their total hit points restored.

If nobody in the party has the required spells, there is a lever concealed beneath the
chair that can be detected with a passive Perception of 15, or a Perception check of

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DC 10. This lever will open a window in the ceiling that lets in a stream of bright
light into the room.

Room 30
in the center of this dimly lit room is what appears to be a overly large person
stitched together from other peoples parts. The only light in this room are two
humming blue pillars

The creature is a Flesh Golem and the pillars emit lightning shocks every round. 3d6
at 5ft, 2d6 at 10ft and 1d6 at 15ft. (Flesh Golem heals whenever he takes elec dmg)

Room 31
You enter the room with 3 gravestones silently standing in the middle of the room.
The atmosphere is dark and grim. After examining the stones you find out that each
have different engraving written on them.
First one says this: "I say only truth. Treasure is under me."
Second one says: "I only say lies. Treasure is under me."
Third one say:"These two are dumb. Don't trust them "
When you look up, you see a writing on the wall saying "May you find yourselves
well in these words".

Under the words are secret doors with DC 16 leading to room 32.

Under each grave is amulet. After getting one of the amulets the other will explode
in graves forcing anyone standing on the graves to make DC 20 Dex saving throw or
getting 3d6 damage. After the dust from explosion subside Players see words
engraved into front wall saying "You should not steal from graves"
First one: Amulet of Truth Everyone wearing this amulet is cursed to say only
truth. Or get 2d6 lightning damage per lie.
Second one: Amulet of Lies Everyone wearing this amulet is cursed to say only
lies. Or get 2d6 lightning damage per truth.
Third one: Amulet of Cynicism Everyone wearing this amulet is cursed to be
cynical or get zapped by 1d6 lightning damage

Room 32
This room is concealed by a false wall, which upon close inspection can be opened
by pressing upon a certain block of stone in the wall. Inside is a boobytrapped chest,
however the trap (spears protruding through holes in ceilings, floor, and walls) has
already been sprung and claimed its victim. Said victim is still present, and is the
ghost of an adventurer named Cecil. Cecil is haunting the chest and will not allow

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anyone to open it, as he was the one who found it first, and will part with it "over his
dead body". The chest is sealed by his spirit and anyone attempting to break or
force open the chest will take 1d4 necrotic damage. However, he will stop haunting
the chest if his remains are placed in the coffin room 111. The chest contains a
Vicious Spear, a Brooch of Shielding, and a few healing potions.

Room 33

Is a small shrine, tucked away in an unexpected corner.

A body covered in a yellowing burial shroud lies on an altar on the rooms west side.
Incence pots and burned down candles adorn the room, filling it with a heady aroma
mingled with the unmistakable smell of decay. On the diagonally aligned Eastern
wall, a series of scriptures written in an archaic form of common tell a story, from
what you can tell, of a Martyr who lost herself in the farthest corner of the world to
protect a curse from spreading further. Her name, it says, has been erased from
history, lest others come looking for her remains. Lastly, there is a dire warning
about disturbing her remains.

A desiccated corpse lies under the shroud, clad in burial clothes bearing the mark of
Palor and clutching in its hands an ornate onyx goblet.

The Goblet, valued at 30,000 GP is a long lost artifact of great magical import. Its
origins and original use is unknown, but upon touching it, the bearer becomes bound
to the goblet, which will fill itself once a day with a dark black liquid, bitter to the
taste. This grants the user another day living, essentially immortality, but drains the
life force of those around them. Until the user has died, the Goblet remains attuned
to them.

ROOM 34 (the trolling room)


Through the north-west corridor you can see a room full of dancing goblins, holding
wooden staffs and wearing purple hats, dancing around a fire, singing in goblin. The
far wall has a wooden chest up against it.
The corridor and the room are frictionless, including the walls. If you start moving
across you won't be able to create friction and stop. The walls are also bouncy and
cushiony and will bounce you around building more momentum. The Nilbogs are
unaffected by this. If you bounce into the fire, you have to make a DC 14 Wisdom
save or start dancing around the fire and singing with the Nilbogs. On a successful
save you are immune to the fires affects for 1 minute. You can repeat the saving
throw whenever you are prevented from moving or take damage. There are

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12 Nilbogs and will not attack the players but will follow them around the dungeon
giving them insults and laughing at their mistakes. If they take damage they will
scream and cry as die then reform in room 34 and continue singing and dancing
around the fire. The chest on the north wall contains a potion of body switching but
if the chest is opened all the Nilbog will get angry and start furiously shouting at the
players yelling the worst insults (they are trying to get the players to drink it cut of
annoyance) until they drink the potion or after 5 minutes. If a Nilbog gains control
of one of the players it will run around the dungeon chucking the players items
everywhere.
Potion of body switching

This potion appears to be water and a holding it will make you become very thirsty
for 10 minutes. When drunken all creatures randomly swap bodies with eachother
for 1 minute.

Room 35

This room is hidden but can be entered from either adjacent rooms by succeeding a
dc 16 perception to notice the hidden entrance. Also should the the players in the
adjacent rooms stay still and quiet and listen, they can hear coming from room 35 a
feint "thump.... thump....thump..." Upon entering they find a small, empty room
they see A single skeleton on it's knees with it's back to the party, slowly thumping
it's skull into the cobblestone wall. There is a visible indent in the wall where it
thumps. The only thing on the skeleton's body is a silver ring with multiple amythists
decorating it. The skeleton reacts to nothing, continuing the thumping, and collapses
into a pile of loose bones upon a party member touching it. A small engraving on the
inside of the ring reads "Madness is Power." Any who puts on the ring becomes
inflicted with a form of indefinite madness (dmg), should they already be inflicted
with one add another. While wearing the ring the user may add 1d6 to ANY of their
rolls. This effect can only be used once per turn. Upon removal the madness remains
and can be cured by normal means.

Room 36

Upon players entering the room, make a secret roll behind the screen for each party
member. Anyone who fails is convinced that the room is ablaze with hellfire and that
demons are crawling out of the walls. So realistic are these illusions that the party
members will inflict any damage done by the "demons" on themselves. The illusions
will follow party members through the entire dungeon until they are forced back to
reality by another party member. (A good slap in the face or splash of water is
usually enough)

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Rooms 37 and 38
Through the door you hear cheerful humming. You open it carefully and are
immediately struck with the delightful smell of fresh baking. Inside is a well-lit
kitchen with large ovens at one side and an island counter in the middle. The
counter is covered in cakes, tarts and other sweets of all kinds. At that moment, a
skeleton appears from a pantry at the back of the room, wearing a pink apron and
comically tall chef's hat. The skeleton sees you and drops a pan full of cupcakes then
stands frozen, waiting to see what you do
This room is Skelly Kelly's Splendid Patisserie. Kelly makes some of the best sweets
in all the world but, unsurprisingly, gets very little business. All she wants is for
someone to try her food.

Room 39

The floor ends abruptly after the door, as the ground leading in gives way to still
water glowing a dim green from bioluminesent moss growing deep in the well The
well is 40ft deep and anything non-magical that is submerged in the water takes 2d6
acid damage per round. At the very bottom is an open Decanter of Endless
Water the water this decanter makes also will cause acid damage and has an
addition command ' Fill ' which causes it to flow out slowly until it fills 5000 gallons

Room 40
You enter into a room, seemingly entirely tinted a deep blue color, with things
floating into the air. It's hard to move around.

The entire room is a dead Gelatineous (prob spelled that wrong) Cube, so nothing
gets devoured, but players can move up/down, and it's all difficult terrain.

Room 41 - Golden Goo Goo Ga Ga


The door to this room is of white marble and slides easily aside with the slightest
touch. You enter a room crafted of the same white marble as the door, the floors
and walls are all white marble tile.
The ceiling is 20 feet (6 meters) high and absolutely dominated by baroque golden
sculpted designs - example pic. Exquisite artistry has obviously gone into sculpting
the swooping whirls, waves of gold, spring flowers, wavy sunrays and cherubs
adorning the ceiling. (A DC 15 Perception check can tell that the gold Cherubs eyes
follow the party around the room. They may be alive!?)
Near the door is a carved ivory pedestal lit by a single ray of sunlight shooting down
from a tiny 1 foot wide skylight. The pedestal is inscribed with the message "PRAISE
THE SUN!" in celestial and common.

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Dust motes float in the unusually fresh air of this room passing through the sunlight.
The door of entry is also the only exit.
If any item is placed upon the ivory pedestal Light is cast upon it as per the cantrip
(if possible). The item sheds bright light for up to an hour but the effect can not be
dismissed although it may be hidden by covering the object with cloth or otherwise
obscuring it. (Darkness dwelling monsters fighting against a character holding an
affected object may have disadvantage on their first attack roll against that
character at DM's discretion.)
The party may realize that all the gold on the ceiling is probably worth lots of
money! They then need to creatively plan how to reach the 20 foot height and
detach it.
When a player attacks or touches the golden ceiling (or makes a loud noise or
remains in the room for longer than a minute) the Three Golden Cherubs will
awaken with piercing crying baby shrieks and ATTACK! They appear as larger
than life naked babies (human sized) with tiny angelic wings, glowing golden eyes
and more luxuriant curly hair than a baby should have - visual reference link. These
enemies use the statistics of Gargoyles from the Monster Manual. Yes, the flying
babies bite and claw at the party (and smack them with their little harps)!
The Cherubs can not speak, just make baby "Goo Goo Ga Ga" sounds. They will
usually not stop attacking until destroyed but can be reasoned with if a smart player
praises the sun and asks for peace (with a good Charisma check) or makes baby
talk at them "Who's a big baby boy? You are baby boy! Goochie goochie goo!"
soothing them back to sleep.
LOOT

The Cherubs' bodies are worth 300 gold each and weigh 150 pounds each. If the
parts of one creature are mended back together and placed on the Light pedestal it
will reanimate and serve the player for an hour or one combat until disintegrating
into a harmless puff of glitter.

If the players closely examine the ornate gold ceiling they will find it is crafted of
stone and painted with gold. If they attempt to sell the painted stone they may get 1
gold per 1 pound of intact decorations they carry, up to 2500 pounds of gold painted
stone if they chip the entire ceiling clean. This would likely take lots of trips to town.

The Ivory Light Pedestal may be looted as well. It is worth 1000 gold and weighs
300 pounds. It is attached to the floor with polished steel bolts which must be
removed. If placed in sunlight outside of the dungeon the Light Pedestal will
continue to imbue items with Light with 10 charges per day. (An item left on the
pedestal for a few days may gain a permanent Light enchantment at the DM's
discretion.)

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Room 42

A simple puzzle. When the party enters the doors slam shut, and two spectral little
girls appear, asking the party: "We want you to tell us..... the answer"

If asked "The answer to what" the girls reply "life, the universe, everything!"

Answering "42" results in the girls disappearing and the doors opening. Any other
answer and the girls shift into Modrons and attack the party. If defeated the doors
open with a "sigh"

Room 43
Just a single untrapped chest with a single potion in it. A potion of water breath.
When drank the user expells water from their mouth for one minute and gives no
other Benifits.

Room 44

The room is a magically maintained terrarium of a grassy meadow with a few trees,
inhabited by an ogre, a werewolf, a doppelganger, and a green hag. In the center of
the room is an ash tree wrapped in iron chain. Defeating the monsters and removing
the chains from the tree will reveal it to be a Seelie fae who was pursued by a party
of adventureres into the dungeon because they desired his treasure. He was
cornered, then they bound him in the cold iron chains and tortured him to find out
where he hid the treasure. Queen Titania took offense to this, and cursed the four
adventurers to be twisted shades of themselves - the barbarian became an ogre, the
druid became a werewolf, the rogue became a doppelgangger, and the witch was
transformed into the green hag. The fae was turned into an ash tree until such a
time that someone could save him from the cold iron chains. He thanks the players
by granting them a Boon and one fine piece of fae jewelry.

Room 45
The moment you enter the room, the smell of flowers overwhelms your senses. The
entire room is covered in grass and plants the likes you've never seen and a bunch
of flower pots are hung on the central pillars. In one corner of the room a couple
(around 4-6) skeletons in gardening gear are tending to a rather big example of a
venus flytrap. The air smells very clear and it almost feels like the light that is
coming from the central moss-overgrown chandelier is coming directly from the sun.
A small fountain is splashing around in the south-east corner and the path to room
36 seems to be impassable unless one would cut down the plants in the way.

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The skeleton gardeners are the butlers and cleaning staff of this dungeon, tasked to
keep the entire thing clean at all times, a task that is impossible even for creatures
with infinite time. They beg the party not to step on any flowers and to not drink of
the fountain but otherwise don't mind them.

If the party ignores them they will show up again in later dungeon rooms,
attempting to clean up the mess that the party will inevitably cause. They will
always sigh heavily when cleaning up after the party and act very passive-
aggressive.

If the party chooses to attack them they will reveal themselves to be crypt things
(use fifth edition foes as a guideline for 5e combat) and attempt to teleport the
party as a whole into a different room (give them a party roll cause if they'd teleport
alone they'd probably not survive any of the other rooms :P) If the party resists, the
fight begins with the fountain turning out to be a water elemental, the chandelier
being a fire elemental and of course the venus flytrap trying to grapple and chew on
any party member getting too close. The crypt things themselves will attempt to run
into the closest room that is not a dead-end. If they can't run they will try to claw
their way to freedom but will begin to run again in case they see an opportunity. If
they manage to escape, the party will not encounter them after fighting in other
rooms but will instead encounter some of them already cleaning in the corridors
between rooms. They will of course attempt to flee again after seeing the party.

If the water elemental and the fire elemental die the entire room will feel more like a
dungeon room again and the plants begin to wilt. The corridor to the room 36 also
begins clearing out.

If the party attempt to cut away at the vines to room 36 they will first be warned by
the gardeners and if they continue, combat will be initiated like described above.

Room 46

Outlines of long looted objects, along with worthless fragments of wood, pottery,
and rotted cloth make it obvious that at one, this 30' by 30' room seems to have
been a shrine. Now it lies in ruins with everything of value stripped from it—save for
a single bizarre statue.

An 8' tall classical-style marble statue of a naked Human male with the head of a
Beholder occupies the South East corner of the room. The statue stands on a 5' by
5' by 2' stepped marble plinth. Each of the ten eye stalks attached to the head of the
statue are tipped in a different type of polished gemstone. The central eye of the
beholder-head is merely carved marble like the rest of the statue. Despite the well-
looted condition of the rest of the room, the statue appears untouched.

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If the players choose to examine the statue closely, ask if anyone is touching the
plinth under the statue, then ask if anyone is touching the statue itself, then finally if
anyone is touching any of the gem eyes of the statue. A successful search for traps
around (but not on) the statue will reveal no traps, however the search will reveal a
secret door behind the statue leading into room 134. Magic detection will show a low
level of magic on the statue itself with higher concentrations of magic on each red
spherical "eye". Alignment detection will not reveal anything unusual about the
statue.

Touching the plinth or the statue will not trigger any magic. However, anyone
physically touching the one of eye gems will be teleported to center of different
room in the dungeon. Only skin to gem contact will trigger the effect. Gloved hands,
or touching the gems through a cloth will not. Each gem is directed at one and only
one room.

 (1) Malachite—Room 71
 (2) Emerald—Room 93
 (3) Pearl—Room 31
 (4) Sapphire—Room 8
 (5) Moonstone—Room 109
 (6) Garnet—Room 62
 (7) Amethyst—Room 141
 (8) Bloodstone—Room 30
 (9) Opal—Room 19
 (10) Topaz—Room 174

The distance and direction (a vector) each gem will teleport someone was magically
coded into the gem at creation. Gems that are broken free of their position will, of
course, have their target vector "pointed" at different locations as they are moved.
This is something that the players will have to determine via trial and error. If a
player touches a gem that targets a point that's impossible to teleport into (solid),
he or she will take 5d10 necrotic damage and go nowhere. Players could also end up
hundreds of feet in the air over the dungeon, depending on where the gems are
pointed.

Properly mounted, aligned, and labeled, these gems could prove immensely
valuable—if the party does not kill itself first in the process. Mounting and alignment
of the gems is not something that can be done in a dungeon.

Safely removing the gems from their marble mountings requires a successful disarm
trap roll, or a spell that can cleanly break, or remove stone. It is however, fairly
easy to break off an eye stalk with its gem attached. However, if the eye stalk and
gem are allowed to fall to the floor in the process, the gem has a 10% of being
broken and ruined.

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If the players get ambitious and decided to move the plinth or statue, note that the
plinth alone weighs ~6,000 lbs. and the statue on top of it weighs an additional
~2,000 lbs. The statue is attached to the plinth via two hidden iron rods, snugly
inserted six inches into plinth and six inches into each of the two legs of the statue.

Room 47:

This room is locked behind thick steel doors on either side, with 50 hp each. Their
locks can be disabled with a dc 15 lock-picking check. Once the door opens, they
hear the sliding of metal and a creature scampering somewhere in the room. There
is nothing in this room except for a stone table with a completely accurate miniature
model of the entire dungeon on it and some shelves. All of the walls, features, and
miniature creatures (which move in real time; this includes the party) in the model
are extremely fragile, and each party member must make a dexterity check to
approach the table without knocking over part of the model, which will in turn
collapse an actual wall or room in the dungeon. On the walls, several shelves hold
unmoving, properly scaled miniature figures of creatures that are NOT found in the
dungeon. The bottommost shelf of each row holds broken or cracked miniatures of
the creatures the party has defeated in the dungeon so far. The party can make a
DC 20 Investigation check on the room to discover a secret metal hatch built into
the floor, which is unlocked. Hiding in the hatch is a withered old elf, male with
graying hair that falls out in clumps. He looks like a mummy, with dry, flaking skin
and barely any fat of muscle. He wears nothing but a loincloth. If the party lets him
climb out of the hole, he looks at them and pulls a vial of poison from his loincloth.
The party must make a DC 15 grapple/dexterity check to stop him. Otherwise, he
proclaims "I AM THE DUNGEON MASTER", downs the poison, and with his last breath
flicks a wall on the outer side of the dungeon model, beginning a domino reaction as
the entire dungeon begins to collapse.

The players can make another dc 15 dexterity check to catch some of the pieces on
the table to prevent the dungeon's collapse.

Room 48
Upon entering the torchlit room from the northern hallway, one will notice the room
feels very dry, and the air is rather chalky, or perhaps dusty. There's a thin layer of
dirt, stone, and rubble covering the floor, but not the shelves on the western wall.
Whoever maintains this room keeps them clean but apparently doesn't sweep. The
shelves are stocked with unlabeled jars, chiseling tools, and rocks of various shapes
and sizes. In the southeast corner is a finely crafted, but inert stone golem with
emeralds for eyes. Upon investigating the creature further, one will notice there is a

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opening in its chest. Further investigation leads one to believe that is where the
source that powers the golem is supposed to go. One may also notice a steel
unlocked trap door beneath it, but attempts to lift it will be in vain due to the heavy
creature on top. If one were to investigate the shelf more closely, one would make
special note of 4 rock cores which emanate a slight glow. These are the Prismatic
Core, the Radiant Core, the Prototype Core and the Unstable Core. However, all
being the same shape and roughly as glowy as each other, there is no way for the
adventurers to differentiate between them or even know their names just from
looking. Should any of the cores be inserted into the golem, it will respond
accordingly: the Prismatic Core will power up the golem, and the golem will be able
to follow basic commands from the first person it sees, and will not be hostile; the
Radiant Core will power up the golem and its default program will engage, making it
leave to go to room 49, and will not be hostile; the Prototype Core will make the
golem power up, however it will be hostile towards the party; and the Unstable Core
will make the golem explode, causing its body to be shattered into pieces and hurled
across the room, quite likely injuring anyone in the way.
Room 49
This room appears to be the start of a mineshaft that descends downwards, though
only slightly. It's largely just dirt, stone, and wood framing the walls and ceiling to
prevent the area from collapsing. There does not appear to be any ore and gems,
despite a minor effort at mining from someone before. A pickaxe is leaned against
the wall. If the Radiant Core was placed in the stone golem from room 48 earlier,
the golem will be in this room punching the northern walls in an effort to mine
deeper. Given enough time, it may breach into the southern wall of room 136.
Room 50
This room is much cleaner than the ones before it. The room is divided in half by a
curtain. There is a table with magical knickknacks scattered about, though what any
of them do is not clear, they may be smaller pieces of a larger whole. If collected
and and a sufficient amount of time is spent analyzing them, they may be able to
piece them together into a Cube of Frost Resistance. There is a desk with an untitled
heavy tome open to a page with scrawls and diagrams, and a second book off to the
side titled "Gnomish for Dumbies". Past the curtain, there is a second table off to the
side in a kitchen area with a few cupboards and a sink filled partway with greyish
water dripping in from above.
Room 51
This room appears to be a bedroom, considering in the northern and western
alcoves, there are beds (amongst other things a bedroom usually has. Mirror,
dresser, chests)- one of which is inhabited by a sleeping Dwarf. This Dwarf is named
Durago, and if woken, will be quite confused about what you're doing in his home.
He is not hostile, albeit embarrassed as he sleeps naked. Before answering any

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questions, he will need a moment to get dressed. Once dressed, he will inform you
he lives in the adjacent rooms and inquire if there is anything he can do for you. If
asked about the stone golem or the books in the other room, he will inform you of
his plan to excavate the area for rare ores and jewels, and he had a partner who did
most of the magicking stuffs involving constructing golem miners, but he's gone
missing for quite some time and Durago doesn't know how to continue with the
project. His partner left notes on how to operate the golem, but he can't read them
and worries about messing up his one near completed golem. The party may, of
course, offer to help, though Durago has nothing to offer initially (he will get some
gems if the golem is fixed and able to dig in room 49 for a sufficient amount of
time). If asked about the trap door, he will say it's just storage that he hasn't been
able to access due to the inactive golem.
Room 140
This room is inaccessable through its door to the south as it is locked from the inside
(and may later be discovered to be barricaded from the inside) and does not have a
keyhole or... er, unlocker anywhere except on the inside. Inside, one will find the
corpse of a rather unfortunate gnome barricaded up against the door (poor thing
probably came in through the door and couldn't get back up through the trap door
before being attacked by a dungeon denizen) as well as a chest with rations and 2
iron bracers which grant the wearer Stoneskin, but only on their wrists and hands.
For punching rocks into rubble. Or yknow, people.

Room 52

Regardless of the door the players enter, the other door in the room is locked. The
room is decorated tastefully. There is an inoffensive painting of sailing ships on one
of the walls, which are covered with paisley textured blue wall paper. A grandfather
clock stands near the opposite door and the room is illuminated in a soft light by an
ever burning torch hanging from the ceiling with a red lampshade. Under the light is
a traditional and well made antique poker table of dark wood and green velvet.

Through a light haze of smoke the players can see 7 dogs of various breeds seated
around the table, drinking bottles of beer, smoking pipes and cigars, and engrossed
in a card game.

When the players enter the dogs all glance up, some offering a familiar but
unexcited greeting and seem to know the players names. They continue with their
card game, they seem to be good friends and give each other lots of friendly insults,
accusations of cheating, groans and laughs, and generally just banter as they play.
They are playing for dog biscuits.

If the players try the locked door the biggest dog looks up and says they had to lock
it, the guys on the other side are deadbeats that are terrible at poker and their IOUs

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are no good. "Hey, you can visit next door if you make good on their IOUs from last
week's game"

The players are offered the chance to play a hand to make the dog biscuits the
neighbors owe them, but will grumbling accept a payment of any type of food,
alcohol, or tobacco.

The lock is pickable, the dogs will all protest that that's no fun, and that the players
are chicken spoilsports and then dismissively tell them to lock the door behind them
and to "tell your mates next door that they suck at poker".

If the players chose to play a hand, run a hand of poker with them. If it is a big
party then several of the dogs take the opportunity to "hit the hydrant" and
disappear through a dog flap in the wall. Any player who looks through the flap sees
a room decorated like a street and footpath with several hydrants and running water
in the gutter. The dogs give general urinal themed insults at the perking player.

If the players cheat but are caught (DC 18) the dogs boo them and tell them to jog
on, opening the door. If the players cheat very well (24+) then after the hand the
dog who dealt is impressed and gives them the deck of cards. It's a magical items
that let's an attuned player know if anyone is cheating during any game played with
the cards.

If the players attack the dogs they shocked, frightened and try to protest, but are
easily cut down. Dying sadly, some trying to run, some bravely standing their
ground. Use the "mastiff" stats from the MM.

Rooms 53 and 54
As your eyes adjust to the dim torchlight, you find yourselves in a room of arcane
possibility. The floor slants away from you in two directions, creating pathways
about ten feet wide. At each intersection of the diamond shaped room, runic sigils
decorate the floor, echoing the cardinal directions. Beyond the polished stone your
eyes can see only darkness in the chasm below. Surrounded by the descending
expanse is a cube suspended in midair, pulsing with formless energy.
The sigils are a loose copy of the circle of teleportation spell, but activate as soon as
they are stepped on (Arcana check DC 17 identifies the runes and the trigger,
though not the destination). If activated, the affected creature(s) are sent to a
single dimension: inside the cube, which is a 50x50x50 empty space. Once a
creature is in the cube, it activates and begins shrinking, losing 5 feet on each
dimension every round. If the cube reaches a size constant with its outer form
(10x10x10), any creatures inside become permanently trapped, retrievable only by
use of a wish spell. Escaping requires one of two conditions be met: destroying one
wall from the inside (AC 20, 10d10+25 (95) hp, resistance to all nonmagical
attacks) or activating a symbol identical to the one that triggered the entrance

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within the cube, which is located exactly opposite the creature in question - on the
roof.

Room 55:

A large, spiraling portal floats in the middle of the room. Entering it takes you to the
start of the dungeon. However, something seems off about the room, and if the
players figure it out the 'dungeon' they are currently in is just an illusion. When they
leave the dungeon, the illusion ends, and they are returned to the portal in the real
dungeon.

Edit: None of the traps or enemies would be in the rooms, which could be what tells
them it is off-putting.

Hard Mode: The player must backtrack their way to the portal. Have fun.

Room 56

A lone Medusa (MM p.214) sits combing her hair and humming, surrounded by a
ring of large 5 black stone monoliths. She is accompanied by two pet Constrictor
Snakes (MM p.320), who obey her every whim. She doesn't like visitors.

If the party is smart they'll use the monoliths in the ensuing combat to block line of
sight. They'll also need to avoid being grappled by the two snakes, which would
make them vulnerable to the Medusa's gaze.
Room 57

A small treasury of eerie statues. A 'Stone to Flesh' scroll would be in high demand
here.

Some of the statues are being used as impromptu mannequins, and around the neck
of one, a petrified Elven maiden, can be found an Amulet of Proof Against Detection
and Location (DMG p.150; requires attunement), which may come in handy later.

Room 58

You enter a room with a small fountain in the middle. The fountain goes into two
small basins. One glows with an light orange glow and the other with a dark green.

If drunk: Orange grants +2 on attack rolls for 10 minutes.

Green grants -2 on attack rolls for 10 minutes.

After drunk the fountain dries up quickly.

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Room 59
Upon entering the room, you see a stone fountain in the center. There are seven
stone angels carved into the fountain's base, all of them appearing to hold up the
vessel. The floor is made of a fine marble and there are plenty of (windows/holes) in
the ceiling allowing light to shine down in beams throughout the room. The air is
somewhat humid and warm.

Nothing but a fountain in the room's center that heals a party member to max
health and cure them of all illnesses, poison, curses, or other negative status effects
if they take a dip in the fountain. The water loses its healing property upon being
removed from the fountain. Upon bathing in the water 7 times, the player will incur
ALL of the injuries/poison/illnesses/curses or negative status effects that the
fountain has washed away from anyone since the LAST time someone bathed in it 7
times.

Room 60

The room is locked. It can be opened through non-magical means (including


breaking the door). Once the players enter, they're in luck. They see a magical item
or items (no search required) just lying around.

"Oh, hey!"

Optional: The word, "overthinking", is painted on the wall.

Room 61

A miniaturized library, choked with dust (open flames have a 20% chance of
catching EVERYTHING on fire). The room is of normal size, but the books are a
thumb in height. Incredibly fine print in several ancient, unknown languages, most
are hieroglyphics or obscure character-based languages.

If translated (breaking the language will take 6 + d10 months - INT modifier), it will
be revealed that each book is a variant of the play "The King in Yellow".

Books kept on the person will attract attention, as well as reveal spells (1 spell per
book). Sewing a cloak of pages will grant armor of AC 15. Daubing sigils in blood on
said pages will increase this to 17. There are costs to this.

50% chance of a lone leucrotta in the room. Has pestilence carrying ticks: players
within 5 feet of the leucrotta will be bitten. Save v disease or they will become
carriers, with symptoms developing 3+1d4 weeks later. By that point it will have
already spread, and nestled in the minds and bodies of the populace.

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If the leucrotta is not in the room, add it to the wantering monster table after the
room has been explored.

Room 62

This room is a magically enchanted room. Similar to the magical forest in the first
legend of zelda game. The only way through is to (no matter which way you
originally enter from) go through the eastern door, then the southern door, the
western door and then the northern door. After that which ever door you leave goes
to the next room on the map.

Alt. There could be a puzzle in the room that needs to be solved to deactivate the
magic. Other wise people exiting leave a door and come in via the door directly
opposite.

Alt still - random roll table for encountering something in the room each time you
walk through it.

Room 63

Before the players enter the room:


On the exterior of the wooden door reinforced with iron bars, you read an inscription
written in gold filligree. "We have two eyes but we cannot see, We have two legs but
only for sleep. In the height of this room do we lie, and in its depths, our powerful
mantle hides. Disturb us not and it you will find, below the depths from our behind"
Once the players enter the room:
The room you enter in is dark, cramped, and smells horrifically of dung. The floor
beneath your feet is soft and brown, and very likely the source of the smell. The
ceiling above you extends impossibly high, and you cannot see its top.

The idea is that this room is essentially a tower, that extends 100 ft above the
guano floor, and 100 ft below the surface of the guano. 150 bats roost above, ready
to attack if the players make a loud noise or have a (non-flammable) lightsource. If
the sound/light stops, the bats return to their roost, and are no longer hostile.

The players can kill every single bat by igniting any type of flame, . Creating a
flame, natural or magical, ignites the cloud of methane that hangs over this room,
and kills every single bat. In addition, any other creature present in the room must
make a Dexterity saving throw (to run to the exit). On a failed throw, the creature
takes 15d8 fire damage, and on a successful throw, the creature takes half that
damage.

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At the bottom of the 100 ft deep pile of guano lies a very rare magical item: a
leathery black hooded cloak. Any creature who attunes to this cloak and has it
equipped gains a flying speed of 60 ft, blindsense, a +1 to Dexterity score. When
the creature uses the flying speed, the cloak transforms into a pair of large
batwings, with a wingspan equal to the player's height in each direction.

Room 64
The door opens to reveal a dimly lit room, decorated in the style of an old fashioned
living room. A bearskin rug covers most of the floor, it's head pointing towards the
door the players entered through. A pair of comfortable looking armchairs stand by a
smoldering fireplace with a small coffeetable in between, on which sits a glass bowl
that holds a bronze key. Several cats are sprawled across different cushions and
shelves and seem to take considerable interest in the group as soon as they enter.

As soon as all the party members are inside, the door closes behind them and this
room's spell comes into effect. It immediately shrinks every partymember down to
the size of a chess figure (2-3 cm, ca. 1 inch), resulting in the 5 cats jumping up and
going after the characters. If the players decide to attack the cats, use the tiger stat
block for the cats (MM p. 239) to compensate for the difference in size. The cats
leave the players alone if they fall below half their maximum hit points and to go lick
their wounds on the upper shelves.

A character can attempt to pacify the cats with a successful animal handling check
(DC 13) and, if met by a margin of at least +5, a player can even convince the cats
to carry him and his allies on their backs.

To escape the room they have to somehow get to the key and open up the door on
the opposite side of the room. There are several long objects standing around, such
as the poker by the fireplace or a broom standing in a corner, to help get up to the
level of the coffeetable. Moving these objects requires a team effort and a collective
strength check (DC 10 for the poker, DC 12 for the heavy broom) - have all players
roll, they succeed if at least half of them meet the target number.

Carrying the key alone at such a size deficit requires a successful strength check (DC
14, advantage on the check if another character decides to help). As soon as they
manage to turn the key inside the lock, the door slowly swings open and the
shrinking spell fades, having the players slowly but steadily regrow to their original
size. After regrowing to their full height, further inspection of the room with an
investigation check shows:

 DC 18: a small diary written in strong and aggressive letters by a gnome wizard
called Pruhana Lightouch. She appears to have experimented on a spell to punish
larger folk for their lack of perspective in dealing with shorter races.

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 DC 16: 2d100 gp in a locked chest, hidden in the lower back corner of a closed
cupboard.
 DC 10: two potions of diminution, sitting atop the highest shelf

Room 66/Room 65
The door is guarded by two impressive knights in armour. Behind the doors, you can
hear the sound of ovens and dishes.
This room is equipped with a highly functionnal kitchen, alongside large plates for
the transport of food. At the back, an impressive pig has been cut opened on a
table. (If the PCs didn't make a noise) There are 8 goblin chef cooking food, stuffing
the pig, who are unaware of your presence. (Else) Initiative !

The PCs can find anything cooking-related in this room, and the pig is enough to
feed 1d20 persons. They can also find supplies for 2d8 days.

Room 67
You feel the temperature getting lower when you enter this room. Large slices of
meat are hanging from the ceiling and barrels are holding a massive amount of
water. A deer is lying down on an altar-looking table.
Every day, at noon, the altar uses create food and water to conjure an animal. With
a arcana test DC15 the players can learn create food and water.

Room 68

There is a chill wind that rushes through the corridor. In an alcove off to the side,
you see a large stone statue of a humanoid horned creature sitting cross-legged. It's
wearing a hood, and where its face would be is instead a gaping hole, set into the
statue, of pure darkness.
Dim light pours into the alcove from tiny cracks in the ceiling, through which dozens
of water droplets rain on the slowly eroding figure.
The hole in its head is a sphere of annihilation. If the players find some way to block
the droplets of water from hitting the statue, they will hear a music box begin to
play, continuing until the blockage is removed once more.

While the music box plays, the sphere of annihilation simply becomes a sphere of
magical darkness, within which is hidden a random high-tier magic item. If the
music stops, the darkness once more becomes a sphere of annihilation, even if it
was previously dispelled.

If the statue is broken, the music box is within, and nonmagical. The sphere
disappears as well, leaving nothing of its cache behind.

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ROOM 69

This rectangular room is 60ft by 40 ft. with exits to the north, east and west.

The walls of this room are covered in fine silk tapestries, deep red in color with gold
accents that depict dragons weaving with vines of leaves and flowers. The room is
furnished with an armoire, a bookshelf, a desk and a large bed which stands in the
middle of the southern wall. The bed has drooped, silky curtains pink in color, and
the blankets are scarlet. A heavy sense of incense fills the room.

A lonely succubus named Carina lives in, and is magically bound to this chamber.
She was once the servant of whoever created this dungeon, and the pact she formed
ages ago hasn't yet expired, so she remains confined to this chamber. All she wants
is a playmate, and she will attempt to turn the player with the highest charisma
score into her pet. Offering her a sentient being (such as an animal or an annoying
party member) renders her an ally, as long as she retains ownership of said being.
Failure to find her company means that she attacks the party, hoping that they will
bargain into handing someone over, or kill her and free her from her contract.

Room 70

Separated into two parts by a thin worn down, termite-infested, wooden plank wall,
with large holes from rotting. The southern part is 50 ft by 50 ft with a 20ft by 20 ft
square taken out of the southeast corner, while the northern part of the room,
cutting off with the wall is 30 ft by 40 ft trapezoidal figure. The southern part of the
room is wholly empty. The northern part of the room has a somewhat dried clay
figure with big hands, and what appear to be carved jades for eyes staring at the
western wall in the northwest corner. The southern part of the room has an exit to
the east and to the south.
The clay figure is actually a clay golem and will attack anyone who breaks through
the wall. Due to being somewhat dried, it will roll at a disadvantage.

Room 71

Before you stands a great wall, at least 100 feet high.

The wall is magical in nature, and it cannot be moved by stone shape or phased
through in any way. A field of anti-magic also permeates about 50ft up the wall,
making spells of flight or other such things impossible to traverse the whole thing.

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Should the party scale the wall, they will find a ring sitting on a pedestal. Should
they remove the ring, the wall disappears and they will receive a Ring of Wall. It
allows them to summon the wall from earlier at will.

(God I hope you don't have any druids)

Room 72

The door to this room is locked. There is no key. Room is DC 15 to lockpick. Inside
the room is a magical +3 longsword. The sword is also either cursed or sentient
based on how the characters enter the room. If the characters simply knock, the
door will unlock granting the party a sentient weapon, if however the part gets in by
any other means then the item is cursed. The sentient weapon has the same
alignment as the first wielder to attune to the weapon and has three additional
properties, determined from the magical properties table on page 217 of the DMG. If
the weapon is cursed the curse is of dms choice. The room, made of marble,
contains only a small pedestal, made of obsidian, in which the blade sits.

Room 73

One random player is teleported/moved into a separate mini room. They cannot
affect the other players or any enemies while in there. The remaining players fight
against a few monsters in increasing difficulty, each of which holds an item of some
sort. While this happens, the player in the mini room has to solve a puzzle/riddle
(I'm not creative sorry) to open a slot that the other players give the items through.
If the players have killed all the monsters and the puzzle still isn't complete, the
other players can help. Once they have all the items, they can exit the room.

(Goal is to see how well all the characters fight without one of their members. With
bad luck, it may remove an integral part of the team, and the remaining players
would have to play around that.)

Loot: An item that can somewhat emulate the abilities/role of the player that was
trapped. Limited uses, dm decides how it works.

Room 74
The doors to this room are open initially, but heavy stone will slide down and close
the entrance after someone has entered and triggered a pressure plate on the floor.
The mechanism at the north of the room is a strong iron chain coming out of the
wall. Pulling on the chain with a sufficient amount of strength will slide open the
doors an equal amount, but must be held to keep them open, or it will slide back

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into the wall and the doors will shut again, falling on anything underneath them. Any
of the 4 pillars in the room is strong enough to withstand the chain being wrapped
around them. Should no one be strong enough to maneuver the chain, the pit to the
west serves as an exit to room 158, should one figure out how it operates. It should
also be noted the chain is not long enough to go down the pit far enough to get into
room 158, should someone attempt to use the chain as a rope.

Room 75
A Chest lays in the middle, it is completely empty. the PC's hear a chanting while in
the room, "Take whats in the box." if they do a perception check on the box (DC
15), they notice the chest has a false bottom, if they lift up the bottom, they find
nothing anyway

Room 76

The group steps into the room as they venture towards the center the feel the hair
stand on their arms. Just then a humming starts and all metal items are pulled
towards the nearest wall even armor (The wall are magical electromagnets). A dc18
strength save or dc18 Dec save(remove the armor) is required to not be pulled
against the wall by their armor. 1d4 damage if they fail. The magic can be dispelled.

As the sounds of metal clanging against the walls rings out loudly figures start to
emerge from the the high, dark ceiling. Cloakers. One for each adventurer. They
must fight without their metal weapons and armor.

Room 77

There are two chests in the room, players may only open one. If they open one the
other disappears. One chest is a mimic the other contains loot. There is a golem the
players may ask a question. After his awner he warns them that if they ask another
question their will be answer If they ask another question the golem will atack. If
they beat the golem the mimic disappears.

Room 78

As your PCs walk towards this room, they notice the brickwork getting less and
less....complete. Upon entering the room, it is in the process of being constructed. in
one corner is a portable desk with blueprints for a complex system of traps with a
grand fountain in the centre: only a few hints of the design are present in the actual
room. in the opposite corner there lies a porta-outhouse and a small table with 4
bacon sandwiches and a thermos of swamp water sitting atop it. Inside the room are
5 goblin construction workers in Hi-Vis tunics and bright yellow helmets, one of
which is the foreman of this particular room (he wears a blue helmet). if the players
try and talk to anyone but this individual, the gobbo will violently swear at them in

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the goblin language. Speaking with the foreman, it becomes evident that the players
weren't supposed to be in this room and that construction is behind schedule; he is
very displeased at the mere presence of the party and encourages them to scarper.

If the players for some reason engage in combat with the goobos, they use trowels
and hammers as improvised weapons and have +1 AC by virtue of their protective
equipment. (Please also add 2 lost goblin couriers carrying assorted supplies for this
room to the wandering monsters table)

Room 79

As the group walk into the room, they are almost blasted back by the sound of air
rushing. The room is extremely high, maybe 100ft tall, and at the top is a huge fan
which is blowing down, some moving platforms, a huge air elemental inside which a
magic item/McGuffin/key to a room is spinning around wildly. The walls of room are
studded with small platforms, some of which may have small amounts of treasure
on.

On the floor are two levers, and two magical cannon-esque contraptions. There are
also two grates on the floor, under which are fans. One of the levers has to be held
to stop the huge fan in the ceiling blowing, reducing the size and power of the air
elemental and allowing some of the party to go up to retrieve the McGuffin. The
other lever powers the two fans on the floor, which allow other party members to up
to the platforms by the air elemental (which will try its hardest to push and harry
any characters attempting to gain the item from it) if they cannot fly by magical
means. When both levers are pulled, smaller air elementals will appear which try to
pull any characters using the levers away from their task. The cannons can be used
to fire characters up to the elemental or to fire at the elemental with magical ammo
which slows it down, reducing the DCs when trying to grab the item and escape.

The point of the room is for the party to have to decide who holds the levers, who
protects those holding the levers, and who ascends to take on the large elemental
atop the room. I let my players use their imagination when trying to get the item
from the elemental; they solved it by the artificer shooting it with the slowing down
ammo, then firing the warlock who then misty stepped into the eye of the storm,
grabbed the key, was blown out of the elemental (taking a fair amount of damage)
and then being picked up in the air by the Druid in eagle form. All the while the
artificer, paladin and rogue defended the bottom floor. At one point the paladin was
forced off of his lever, which impeded the progress of the group that went up top.
My players really enjoyed this room and I hope you will too!

Room 80:

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You walk into the empty room, and see a single olive, lying on the floor. There is a
door on the other side of the room.

For the dm: Thats it. Nothing more. Watch your players get frustrated as they try to
find the meaning of it ;)

Room 81:

This room is empty. The dust covering the room indicates that it hasn't been used in
some time. In the corner of the room is a standing mirror covered in a sheet.

The mirror is non-magical. ;)

Room 82
You open the door to the room, the floor is covered in books and scattered paper, In
the centre of the room is a pedestal with a book mounted on it. A light shines down
from a hole in the roof illuminating the book. As soon as you take a single step into
the room all of the scattered material (except for the book on the pedestal) flings
upwards and starts violently soaring around the room in a tornado of leather bound
novella and parchment.

Anyone in the room takes 1d4 bludgeoning damage from hard cover books and 1d4
slashing damage from paper cuts every 5ft they travel and every 10 seconds they
spend in the room. The book in the center has one word on the two open pages:
"Book". If anyone says the word "Book". The storm of books and parchment ends.
All the books falling to the floor. A character in the room must make a DC 12 DEX
save to avoid a falling book or take 1d4 bludgeoning damage. On the other pages of
the book is a spell book containing the following spells:

1st Level:

Comprehend Languages, Alarm, Color Spray, Find Familiar, Grease, Identify, Jump,
Tasha's Hideous Laughter

2nd Level: Crown of Madness, Blur, Magic Weapon, Knock, Phantasmal Force

3rd Level: Blink, Dispel Magic, Tongues, Gaseous Form, Water Breathing, Major
Image

4th Level: Fabricate, Fire Shield, Polymorph, Stoneskin

5th Level: Telekinesis, Cloudkill

6th Level: Teleport

The other books in the room are completely blank.

Room 83

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You see the room descend into a natural darkness, caused by not only the unlit
sconces adorning the wall but also the black onyx walls and granite floor. Columns
line the walls, inlaid with figures of humans spiraling upward in pained agony.
Against the far western wall, facing away from the rest of the room, is an obsidian
throne, broken and worn from the ages. The seat is carved with draconic elements
such as wings and claws, and resting in the chair is a single skeleton in rusting black
plate mail armor, clutching a similarly useless greatsword inlaid with a ruby eye in
the hilt. The skeleton's gaze seems fixated on a carving in the wall of what appears
to be a skull, enclosed in a rectangular frame.

The skeleton is just a skeleton, not a monster. The carving, columns, and throne
aren't important. There is nothing else in this room.

On future visits the skeleton is missing. Do not add it to the random encounter
table.

Room 84
This room looks exactly the same as the one you were just in except the door is in
the south east corner.

The chest is real, containing gems and a potion. The door is a mimic.

Room 85
As you push the door you see before you a pristine room with smooth stone walls
and a tiled floor. Natural light seems to be filtering in but you can't pinpoint where.
In the centre of the room is a single chest, on the north eastern wall, a simple
wooden door.

The floor is not trapped, however is the door locked (DC 15). There are a few gold
coins lying on the floor by the chest revealed by walking by the chest or a high
perception check.

The chest is, of course, a mimic.

Room 86

A chamber filled with statues, as well other stone edificies and crumbled nooks and
crannies. A lever sits on a plinth to one side, and a locked stone door on one of the
walls. The statues all appear to be armed warriors, soldiers, assassins and
spellcasters. All in a state of anger, determination or panic as they appear to have
been chiseled to look like they are in battle.

The idea is to convince the party that the lever will bring the statues to life. In
reality these are all adventurers who have attempted to enter the dungeon before,
or monsters who have wandered into this room from their natural habitat and

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become petrified. The lever opens the door but the noise of the mechanism causes
three medusa (medusae?) to awaken from the shadows in the corner of the room
and attack the party.

Other ideas include placing gargoyles in the room as a misdirect, placing a hall of
mirrors nearby or adjacent, and placing an item that might undo the petrification
somewhere else in the dungeon so that they can go back and gain some allies.

Room 87

The room is completely dark, and the floor feels soft. once at least one player is fully
into the room, the door closes.

The player/s in the room were actually just eaten by a giant mimic/other large
creature, and if they dont get out of its mouth, they will be eaten. someone else
work out the stats for this

Room 88

FOR CHRIST SAKE THIS ROOM IS VERY OPTIONAL


As you enter the room, the doors leading out fade away, leaving only blank, stone
wall. Before you, in the center of the room, is a stone table, with five battered decks
of cards lined up in a row. Also on the table is an ancient looking piece of
parchment, on which the following is written: 'Three will find balance, twixt fortune
and malice./ Two will will be torturous,/ Evil and calloused./ One is divine,/ with no
hardships to find./ If you choose not to play one,/ You'll be here for all time."

The characters are presented with six Decks of Many Things. Three are normal, two
only have bad outcomes, one has only good outcomes. The doors will only reappear
after one of the decks have been played.

Rooms 91, 92, 93 and 95.

Room 95
The Laboratory: You enter a cramped room, the walls lined with ancient volumes. (A
DC 15 Investigation check reveals that most of them are about animal biology, and
a few of them refer to magical enchantments). There is a catwalk at floor level on
the western wall, which leads out a shaft. You can see steam issuing towards the
room from the catwalk's shaft, but it is kept at bay by a gentle magical gust of wind.
The floor is dry stone. Several tables litter the room, piled high with books, beakers,
bottles of strange substances, and magical reagents. The room appears to be an
alchemical laboratory. Furiously scrawling in a journal at a desk facing the south wall
is a male elven figure He stands when he notices the party, leaning heavily on a
cane and stroking his long beard.

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The elf is Igloquium Shaloran, a Conjurer. He summoned the Fire Elementals in


room 92 and is mightily upset because his makeshift boiler has not been working.
He suspects his assistant Gillia, has lost her nerve and gone to sabotage the pumps
underneath the aquifer. He is furious with her, and he asks the PCs to take the
catwalk over and check it out. He would go himself, except his lame leg prohibits
him from making the trek across the slippery catwalk. He says it can be accessed
normally if they exit east into the hallway and go north, take the second left past
[[ROOM 97]], then take the second right, then take a left, then take the second
right, then go through [[ROOM 69, 70, and 90]]. That's a long, dangerous trek,
however, so perhaps they would be better suited taking the maintenance catwalk
directly to the pump room. He tells them to follow the catwalk down the
maintenance tunnels, and when they get to the boiler room, to go through the
shutters on the northwestern wall. There should be a manual release lever to open
them. Then it's just a short climb up the spillway.

If the pumps aren't turned back on, the Subject 704-D's fragile ecosystem will fail,
and it will die. It absorbs oxygen into its skin but only when the air is moist enough.
If there's not enough moisture in the air, the creature will first entire a hibernation
stage, and then eventually wither and die, painlessly. He accuses Gillia of being soft,
unable to do what is necessary to become a great researcher and a great wizard. If
pressed on what he means (DC 12 intimidation or persuasion), he will reveal that
they have been trying to create a creature they can unleash as a living weapon, but
with a built-in control mechanism. They've been inculcating a fear of lightning into
the creature--more than a fear, a biological shutdown switch, essentially. They
haven't perfected it yet, but soon they will have a beast that they can easily control
and safely transport, and then unleash onto a battlefield to wreak havoc. Through a
complex magical and biological process, they've managed to instill the Froghemoth
with its Shock Susceptibility.

The party exits down the catwalk:

Room 93:
The Habitat: You enter a humid area, dense with thick vines and leaves and other
vegetation. You are on a metal catwalk above what appears to be a miniature
tropical rainforest beneath you. Hanging just underneath the catwalk in the center of
the room is a large metal hemisphere, half of a globe, with a perpetual Sunlight spell
giving off a warm glow. The hemisphere attaches to the underside of the catwalk
and some delicate-looking gears turn slowly near the attached piece. Lush jungle
plants grow from wet loamy soil 40 feet below you on the ground. Evenly spaced on
the ground are three foot high pillars, topped with metal orbs. The catwalk recedes
into maintenance shafts near the ceiling to the north, southwest, south, and
southeast. You can even hear the chitter of insects and the croaking of frogs. A large

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pool of water sits in a depression in the rock in the northwest corner. In the center
of the room sits a truly monstrous froglike creature, corpulent and awkward,
standing on two legs. It has four ropey tentacles, two on each side, and three eyes
on stalks above its massive face. A small gnome stands in front of the massive
creature, working open the lid on a wooden box. The catwalk snakes its way over
this terrarium, with a ladder against the western wall allowing access to the ground,
should one desire. Near the top of the ladder is a lever.
The creature is a Froghemoth. It cannot reach the PCs on the catwalk, though if
they provoke it, it furiously hops around the enclosure. The switch on the western
wall activates the pillars on the ground, sending an electric shock through the
terrarium, affecting every creature standing on the ground, dealing 3d8 Lightning
damage per round until the switch is reversed. The wooden box is filled with Giant
Centipedes, which the Froghemoth greedily slurps up. The gnome is crying and
telling the Froghemoth she is sorry for what they did to it. The Froghemoth shows
no signs of understanding. Gillia says to the monster that it will all be over soon.
She keeps apologizing for the cruel torture. If confronted by the players, she
explains that she simply can't be party to Igloquium's cruel experiments any longer.
She has taken steps to painlessly euthanize subject 704-D. She can't bear to see
him shocked anymore.

The party exits down the maintenance shaft to the southwest using the catwalk.

Room 9
The Boiler Room: You see a massive cylindrical room, 35' in diameter and at least
30 feet from floor to ceiling. The atmosphere is stiflingly humid and you begin to
sweat almost immediately. In the center of the room, bolted to the floor, is a huge
iron cylinder, 10' across, which stretches most of the way toward the ceiling. Heat
shimmers off the surface--it's clearly extremely hot. There is a ladder on the north
side of the room, allowing access to the floor of the cistern, though the ladder is
extremely hot to the touch near the bottom. On the south wall near the top of the
cylinder is a ledge and a door leading south. A large, rectangular shutter on the
northwest wall is closed. A catwalk extends out from the southern ledge allowing
access to the northwestern shutters. The catwalk also extends to the northeast,
through a maintenance shaft near the ceiling.
The iron cylinder houses three Fire Elementals, though the party is unlikely to
discover this. When the water from 91 pours into the room, the elementals heat the
iron cylinder and boil the water in the cistern, which turns to steam, drawn through
the maintenance shaft to the northeast toward room 93 and heating this entire
hallway. A character in the lower areas of the cistern takes 1d6 points of fire
damage per turn from the close proximity to the iron cylinder, until they return to
the catwalk. If the room is inundated, the water begins to boil. 2 turns after the
room is full, the water boils, dealing 3d6 damage per round to anyone in the water.

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While water is boiling, the steam makes the catwalk extremely slippery, requiring a
DC12 Acrobatics check to walk on. Failing this check sends a character plummeting
back into the boiling water.

The party investigates the shutters in the northwest corner. A lever pries them open
manually, revealing an even more cramped catwalk on a steep incline.

91.5 (the spillway). A sloping stone pathway drains water from 91 to 92. At the
ceiling of this long, sloped hallway, is an extremely cramped metal catwalk, three
feet from the ceiling. The metal is slimy and slippery, and so is the stone floor
below. The catwalk requires a DC15 athletics check to climb up. Passing this check
gets the character 30 feet of progress up the path. Failing it slides them 10 feet
back. Failing it by more than 10 results in the character slipping off the catwalk,
onto the stone below, taking 1d6 bludgeoning damage and sliding helplessly down to
the end of the hallway. Characters they slide past can use their reaction to make a
DC15 athletics check to catch them. If they fail this check, are dragged off the
platform as well, taking 1d6 bludgeoning damage and beginning to slide themselves.
If they slide all the way out through the shutters, they will fall the 30 feet to the
bottom of the empty cistern, taking 3d6 bludgeoning damage and must climb the
ladder on the wall back up to the catwalk.

Room 91
The Pump Room: As you enter this room, your feet slosh through shallow puddles on
the floor. The walls are smooth and damp, thick with lichen. Above you on the
ceiling, six strange mechanical contraptions cling to the ceiling, copper tubes and
gears protruding all over, each with a large gaping pipe angled down. A large chain
hangs from the center of the ceiling, leading into a dark hole just barely big enough
to accommodate it. On the southeastern wall is the outline of a wide door, warm to
the touch, and next to it a crude clock with a single hand is inlaid into the wall.
Room 91 is situated beneath an underground aquifer, and the six circles on the map
are pumps set up on the ceiling to drain water from it into the room. When
activated, the room quickly fills up with water. While in use, the door to room 90 is
closed and magically shielded and will not open. This room has unusually high
ceilings to accommodate a massive amount of water. The purpose of this room is as
a reservoir for water that sluices down the spillway to room 92. The room is in a
perpetual cycle, filling with water and then sluicing down to 92. The cycle has been
interrupted by a female gnome, Mage, Gillia, who is located in room 93. Pulling the
chain re-starts the cycle, sending the hand on the clock moving, and locking the
door to the north and the spillway to the south until the chamber fills up with water.
Igloquium failed to mention this part. The party is sent careening down the spillway
and into room 92, where the water begins to boil.

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The party can choose to let the creature die, or keep the experiment going. If they
oppose Gillia, she will use a Shatter spell to break the catwalk and send as many
characters spilling into the Froghemoth's habitat as possible, where it will attack. If
the party supports her, they may find themselves at odds with Igloquium instead,
who may not have warned them about the danger of resetting the system. If they
engage him in combat, he summons an Earth Elemental to block the door and tries
to flee into the hallway to the east using his Benign Transportation skill to put
distance between himself and the party.

Room 95

The room is cold and eerie, more so than the hallway, outside. A thin mist rolls over
the cracked floor. It seems to obscure the mind more than vision. All who enter feel
an awful sense of forgetfulness that fades only after they exit the room. A harmless
but eerie gatekeeper, a Nothic, hides within the cracked walls. It gathers the
memories that others forget. It tries to lull adventurers into staying.

Anyone who tries to rest in the room will slowly lose their memory from most recent
events, backwards. The Nothic, while harmless from a combat standpoint, attempts
to lull travelers into staying until they lose all memory. Then, they will be like the
man in the broom closet (Room 94).

Room 96

When players enter a previously unexplored room, roll 1d100. On a result of 0/00,
they instead enter this room.

You find yourself, strangely, in a rectangular room about 30 ft wide and 20 ft back.
There are no walls, and looking over the edge of the dirt floor reveals a black abyss
surrounding this room in all directions, even up. Despite this the room is brightly lit
by an unseen source. In the center of the room, there is a desiccated corpse sitting
behind three magical items, set horizontally a ways apart from each other. The only
door is the one you just came through, centered on one of the longer edges.

A player who succeeds on a DC 10 Perception check can see the words "I AM
ERROR" written in blood behind the corpse.

The corpse is a currently non-hostile mummy lord. If conversed with, it is more than
happy to elaborate on what the items do, but insists that you only take one.

If the mummy is attacked, or more than one item is taken, all three items are
reduced to dust as the mummy lord attacks.

Once players leave this room, they may not encounter it again.

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Room 97:

As you walk in, you hear the clink of loose flooring under your feet. The tiles, 5 foot
to a side, have a mural painted on, but they appear to be jumbled. A single tile is
missing from the corner of the room. As you attempt to step off the entry tile
towards the missing one, the row shifts towards the gap, leaving a new hole on the
opposite side.

Sections A and B are a sliding-tile puzzle that attempts to move the tiles whenever a
player tries to walk off one in the direction they move. If the row cannot shift in that
direction, the player instead moves on to the next tile. In section B, attempting to
move left or right without a space for a tile to move rotates the 4 tiles
counterclockwise or clockwise, respectively (up and down movement rules remain
unchanged). Once the puzzle is solved, a hidden wall-door opens to section C, where
a minor treasure or key is contained.

Room 98

Room of the Soundchewers

The walls of this room are coated in a shiny, clear slime that emits bright white light.
It pools at the base of the wall, creating a "moat" that encircles the entire room and
drips in front of opened doors. Outside of this moat, sound works as usual. Inside,
there is absolute silence. Things move within the Clear Slime. If disturbed three
times, 10-15 tiny, agile creatures dash from inside the slime and attempt to attack
any living entity nearby by crawling inside their ears. The creatures, Soundchewers,
are remarkably tough, appearing to be made of crystal. When killed, each
Soundchewer corpse becomes a consumable item that can be thrown to create a
burst of enormous sonic potency, dealing 5d8 thunder damage within 30 feet.
The Door leading to Room 99 is locked. An Arcana check (DC 14) can determine that
the door is whisperlocked. The passphrase is written on the door in haphazardly
scratched goblin writing, and must be whispered rather than spoken. The
passphrase is "Carouse".
SOUNDCHEWER
Tiny construct, unaligned
Armor Class 15 (natural armor)
Hit Points 25 (10d4)
Speed 40 ft., climb 40 ft.
STR DEX CON INT WIS CHA
6 (-2) 16 (+3) 10 (+0) 9 (–1) 8 (–1) 8 (–1)
Damage Immunities: poison, fire
Damage Vulnerabilities: thunder
Condition Immunities blinded, charmed, deafened,

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exhaustion, frightened, paralyzed, poisoned


Senses darkvision 60 ft., passive Perception 14
Challenge 1 (200 XP)
Clinging Stealth: The soundchewer will hide on the body of the
afflicted until the time is right to strike. When the Soundchewer
enters
a creature's square, the afflicted creature must succeed vs. the
Soundchewer's Stealth check, or the Soundchewer will have total
Concealment until it next attacks.
ACTIONS
Multiattack. The soundchewer makes two Chew attacks or one
Burrowing Chew attack while occupying the same square as their
target.
Chew. Melee Attack: +6 to hit, reach 0 ft.,
one target. Hit: 10 (2d6 + 3) piercing damage and the target is
deafened for one minute.
Burrowing Chew. Melee Attack: +5 to hit, reach 0 ft.,
one target. Hit: 13 (3d6 + 3) piercing damage and the target is
dazed
for one round.

99

The Room of 99 Voices

This small room appears to magically extend 60 feet straight up. Every 5 Feet there
is an upper torso magically implanted in a tile on the wall of a being in heated
conversation with its neighbor. The Beings are of a random race and gender.
Characters must succeed on a DC10 consitution save or be deafened for 1 minute
upon entering the room. In the center of the room is a ladder standing perfectly
straight that goes all the way to the ceiling. The party may speak to any NPC on the
wall by tapping them on the shoulder. The NPC is irritated by this, and characters
suffer disadvantage on rolls to persuade the NPC, however, they will speak to the
PC, and may offer important information about the dungeon, such as what rooms lay
ahead, or what they might have missed in previous rooms. The difficulty of
extracting this information is at the GM's discretion. All of the NPCs appear to have
no knowledge of their predicament, and do not seem to be bothered by it at all. If
killed, the NPC reappears in 1 hour, and begins a fist fight with its neighbor that
lasts 1 minute. The NPCs may proffer random conversation about a variety of topics,
but they will always be slightly irritated that you are interrupting their conversation.

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Room 100

Players listening at the doors to this room hear the scuttling of small feet on the
other side. Inside the room is a Duergar, seated on a stool in the northwest corner,
and two kobolds loitering about in the southeast corner. The kobolds are playing a
dice game to pass time, and bickering about rules they are quite possibly making up
on the spot. The Duergar is a Siege Mage, a specialist in animating Siege Weapons
such that they do not require crews. If the Adventurers have True Sight, they can
see that he is sitting behind an invisible ballista, which he can aim and fire with a
standard action by spending a 2nd level spell slot. By consuming a 1st level spell
slot and a standard action, he can reload the ballista. If the DM is inclined, the
Ballista may be affected by Greater Invisibility, so that it does not reveal itself after
firing.

This room was in a D&D dream I had. I was unfortunate enough to walk into the
room first, and discover that I was suddenly and without warning impaled against
the wall. I had to hand it to the Dream DM for such a clever trap.

Room 101

Upon entering this room you are filled with dread and fleeing is your only thought.
One can only imagine the horrors that have taken place in this room. Players can
enter on a wisdom saving throw otherwise they flee for one turn.

Inside is an empty wooden box with the letters G. O. Carved onto the front in rough
letters.

Room 102

As you enter the room, you see several tupperware boxes filled with several types of
food. The food seems to have been here for quite some time.-

It just has a bunch of leftovers, the kind you put in a tupperware in the fridge. There
are so many tupperwares, you can't see the walls. Inside all of the tupperwares are
a bunch of different types of food, if someone tries to open one, it is revealed that
they are all mimics (or at least most of them) and they attack all in the room. It's
not a walk in fridge, either, so when the players are attacked by these mimics, old,
stale, luke warm, and maybe even moldy food spills all over them. Also, every time
someone is attacked by one of the mimics, the DM has to take time to describe the
state and type of the food.

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Room 103:

Most of this room is filled with murky, 6 foot deep water. An alcove is clear and dry,
and upon it rests a statue of a kingly figure. The king wears a crown of jewels that is
real, rather than stone. Close perception may note that the king is wearing strange,
loose, rounded shoes with holes across their surfaces.

The water conceals a number of crocodiles (d4+1) and at least one giant crocodile,
all resting at the bottom. The players may notice various 'debris' along the bottom
as they walk through. If they kick or attempt to investigate, the crocs attack. If the
crown is removed from the statue, the crocs will attack the individual holding the
crown.

Room 104:
You see [Number of party members] freshly made beds with a fresh Goodberry on
the pillow. A soft light radiates from a luminous stone in the ceiling that gives a
feeling of calm respite.

There is a sturdy lock on the door, operable from inside the room. This is a safe
room for the party to take a long rest in.

Every noon a phantasmal druid appears to remake the beds and leave another
goodberry on each of the pillows.

Room 105
You enter a room that appears empty.

The room is in fact filled with invisible furniture that the players will trip over (and
stub their toes on).

Room 106

This small room is filled with grass and lush greenery, extending in a forest far
beyond the boundaries of the room itself. In the center is an ancient dais in a
triangular shape, into which is set a glowing longsword with a striking blue hilt,
standing vertically with the blade wedged into the stone.

If a character attempts to remove the blade from the dais, they must make a DC 20
Wisdom saving throw or take 60 (10d10) radiant damage, or half on a success. If
the character is not Lawful Good they have disadvantage on the throw. If they are,
they may then make a DC 20 Strength (Athletics) check to remove the blade.

If successfully removed, the longsword is a Holy Avenger, which now can only be
attuned by the character who removed it from the pedestal.

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Room 107

As you walk down the hallway (from room 105), you hear a faint melody growing
louder and louder as you press onward. At the end of the hall is a grand stone door.
Carved upon the door are two hands clanking frothy mugs of alcohol, the design
around the edges of the door seems dwarven in nature.

Upon opening the door, the party is greeted to a surprising sight! Inside is what
appears to be an inn: a bard is playing the melody the party heard in the center of
the room on stage, and the place is packed with patrons. At the opposite end of the
room at a bar is the innkeep, a male dwarf named Bromlin Goldstout. Bromlin greets
the players and welcomes them for a pint at his inn: The Endless Tankard.

Wait, what's that you say? You're in a dungeon? What are you talking about? This is
The Endless Tankard, in (relevant dwarven city)! Players can open the door and are
greeted with the hallway, but the patrons seem to think otherwise. Patrons who exit
will fade away if the door is left open (if the door shuts behind the patron, opening it
will reveal the hallway and no patron; players who leave the inn will be in the
hallway and the inn will still be there). There is nothing out of the ordinary if
detections are used, this is just a normal inn and nothing odd is going on here...

Followup: If players find and go to the actual inn in the city later, they will find it
abandoned save for a party of adventurers taking a rest in 'some accursed
dungeon.' Despite this, people appear to come and go through the outer door just
fine.

If pressed, I guess they could find something like a membership card that would
swap the two places from their perspective, and clever parties could use that
mechanic to have an easy exit to restock in the city, by leaving it with the bartender
when they want to enter the dungeon and taking them back when they want to
leave.

It is a membership, though, so it does cost gold or patronage to maintain.

Room 108

A stone room that appears to be brand new, as if freshly built. The stones on the
walls are freshly polished, almost shining in the torchlight strewn about the room.
Unknown to the PC's, time passage in this room is different and odd. Anyone inside
of the room will cease to age further, they will feel no need to eat or sleep if they
spend an extended period of time in the room, and yet no wounds will heal.
Other than that, it's a very clean, very fresh room. Almost perfect seeming for
taking a rest in a long dungeon, yet if they rest in this room, they will not heal, and
they will not gain back spell slots or anything they would've from a long (or short)
rest.

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Room 109:

A lone goblin stands in the center of the room eyeing the party up, sorrounded by
bones he says 'It's a trap' over and over, no emotion in his voice, they hear this
from the next room, he has vacant eyes and doesn't react to anything they do,
simply walking around him will do nothing. If someone touches or attacks him, a
burst of necromantic energy bursts from his body, he falls dead and everyone in 10
ft makes a wisdom saving throw if they fail then they lose control of their character
and they just start saying it's a trap over and over like the goblin. If a party member
touches them then they all make the saving throw again and the inflicted member
takes a bunch of damage. To counteract the effect you could use a restoration spell
or roll a high enough investigation check to find the source of this magic, one of the
skulls on the floor is giving off a faint magical aura. Smashing it will get rid of all
effects. If this is done before the goblin dies then he attacks rabidly, clearly having
been down here a long time. Bottom of Form

Room 110 is a broom closet.

There is nothing of value here, but the GM should spend as much detail as possible
describing the minutiae of the room. Describe the cracked and weathered stone
shelves set into the back wall, the rusted brass reinforced oaken handle on the
single hay broom fastened with hempen twine, and the foul stench seeping from a
rusty iron bucket in the corner filled with a dark, brackish liquid almost like water
but not quite.

Captivate the party's senses and keep them engaged as long as possible while
simultaneously telling them that there is exactly nothing of value in this room.

Room 111
This room contains an ornate black stone coffin with gold leaf in the shape of arcane
runes. One can sense an evil presence inside it, but it is thankfully locked shut, and
the key is nowhere to be found. On the side of the coffin, in Dwarvish, is the phrase
"May any laid to rest here leave this world and never reawaken". The lock may not
be picked, however the key may be found elsewhere in the dungeon (just down the
hall, in room 112). Should the coffin be opened, a vampire imprisoned inside will be
released and attack.

Room 112

The floor is this small chamber is polished to such a degree that your faces reflect
back at you. A slow drip of a thick black fluid drops from the corner of the room
pooling on the floor. The corner is obscured by a large dark mass that clings to the
ceiling. Buried in the mass is a shining green key

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The key unlocks another area in the dungeon. The black mass is a black pudding
and the floor is treated as if affected by a grease spell (dc 15)

Room 113

A plain room, with statues all seemingly frozen in fear. A Wizard, made of Marble
skin and Sodalite robes A Warrior, with Diorite skin, and High Quality Steel Armor. A
Ranger, with Jade skin, and clothing made of Sandstone A Rogue, with Obsidian
Skin, and armor of Black Hematite.

Infront of Each one is a smaller statue in the same style as the statue its infront of.

The puzzle is relatively simple.

The Wizard is most scared of someone who can get in close and hurt them without
them noticing, so putting the Rogue infront of him is the right answer.

The Warrior is scared of someone who can kill him, in nearly one spell, before he
gets a chance to get close. The Wizard infront of him is the correct answer

The Ranger is scared of someone who can take all of his arrows, and then some,
while still advancing. The Warrior infront of him is the best answer.

The Rogue is scared of someone who can see where he is, before they strike. The
Ranger in front of him is the correct answer.

Once they have put each statuette in the proper location the Statues, all begin to
move and prepare a "Camp" complete with a real fire, and real food and begin to
mime laughing and talking with each other, if any of the players join in, then they
can hear the conversations and the statues are happy to welcome them. The
Statuettes then appear at the end of the room.

The Wizard: Can be used once per day, The wizard allows the Wielder to cast any
1st lvl Wizard spell, provided they have the spell slot for it.

The Warrior: Can be used once per day, The Warrior allows one cast of the spell
Shield, by the user, without expending a spell slot.

The Ranger: Can be used once per day, The Ranger Allows the spell Hunter's Mark,
to be cast once per day without expending a spell slot.

The Rouge: Can be used once per day, The Rouge allows the spell Pass without a
Trace to be cast once per day, without expending a spell slot.

Room 114:

As the player enters the room they feel warm humid air hit their faces. The floor is
soft grass and there are trees flowers and vines all over the walls. The room smells
earthy. The players feel peaceful and energized.

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There is a beautiful rose bush, each petal of each rose shimmering with
incandescent light

Players that rest here get the benefits of a long rest on a short rest.

If a player picks a flower from the rose bush the room withers. No more healing and
the player that picked the petal must roll a dc20. If they fail the flower in their hand
also withers and they a pricked with its thorns causing d6 damage.

On a success the wearer of the flower will regain one health point an hour for d4
days until the flower finally dies.

Room 115:

You enter the room and find your senses assaulted by the odor of sulfur and ash.
The room is dingy and has no light within it.

Darkvision or a torch reveals runes scattered throughout the floor randomly. Every
30 seconds the runes erupt with a tower of hellfire.

Room 116

Exactly the same as 115. Except this time everything EXCEPT the runes explodes
with fire.

Room 116

A rough, rocky cavern. the floor is dotted with deep pools of freshwater. Bio-
luminescent moss and lichen will devour all open flames in the room.

Inhabited by four pallid, blind cave-nymphs (Moss-cloak, Axolotl, Bug-Eater,


Glassfish). Will ask for a kiss from a party member at random.

A kiss departs the following minor curse - the character will undergo temporary
blindness when interacting with those they have great affection for (family
members, close friends, lovers, confidants, etc). Images of the cave-nymph will fill
their mind when this occurs.

Depending on which nymph is kissed, the player will receive one of the following
gifts.

Moss-Cloak - A sea-glass bottle filled with a blue light. Works as a lantern but does
not require oil. If the bottle is opened, the light will coalesce and will leave a
diamond in its place.
Axolotl - A necklace of 1d6 white pearls. They can be used as a false eye (if placed
in empty socket) a cure for poison (if ground and eaten), and a source of a random
1st level wizard spell (if crushed while marked with caster's blood).

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They're also representative of all the children the character might potentially bear
and sire in the future. Usage means there's an unformed soul out there that never
got a body.

Bug-Eater - An albino bonsai tree. If taken into sunlight, it will catch fire in twelve
hours. The smoke will act as a spell scroll of a random cleric 6 spell.
Glassfish - A bag of saints' bone dust. Can be used to exorcise demons and ghosts.

Room 117

So I'm just a dnd lurker and haven't played so the mechanics may escape me. When
the players enter the room there is a faint candlelight along the walls and the sound
of harp strings gently being strung from the shadows. Upon the full party walking
through the doors, a womanly voice yells "Welcome!" As all the torches along the
walls erupt in flame to fully light the room. First the players must succeed a save
against an illusion spell. To fail would be for the room to show itself as a roman-
esque hedonistic playground with men and woman skipping about. To succeed on
the save, the people are revealed to be undead or some other humanoid monster.
Now for those who failed they are in a bit of a trance and a beautiful figure
approaches offering party favors. If they succeed against the charisma save they
think everything is normal but do not feel enticed to eat the treat. If they fail against
the charisma save they ingest the object and begin to hallucinate, seeing creatures
and also actually seeing through the initial illusion and realizing they're getting
surrounded by undead; thus causing them to panic for d6 turns, which could then
lead to them fleeing into another room recklessly.
What makes this fun to me is in theory you could have three different groups all
seeing three different realities at the same time and no one will know which to
believe. You would need the hedonistic reality to have a hook to make it seem worth
believing such as a key on display in the middle of the room with a griffin head
handle and there being a door with the same symbol. But of course it's fake so no
one else thinks it's important and it doesn't really do anything.

Room 118

You walk into a room with nothing in it except a single machine with a transparent
jug on top. The jug is filled with a brown liquid. There is a small lever on the
machine that looks as though it will dispense the liquid. There are also a stack of
cups. The jug is labeled "Complimentary."

If any of the party draws the liquid from the container, they can tell it's hot, but a
drinkable temperature, and has a bitter smell. Tasting it reaffirms it's a bit bitter,

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but strangely refreshing. It heals them for 1d8 and gives them a point of inspiration,
but the inspiration can only be obtained once a day.

Basically it's an office coffee machine. :)

(do this) BONUS IF YOU WANNA BE A DICK: For added fun, make a second
room with the same description. Whichever they find it first, that's the coffee room.
Whichever they find it second, that one is tar, and causes them to take 1d8 poison
damage.

Room 119

This room holds a giant mirror in its entire width, or so it seems. In all actuality, a
couple of creatures (equal to the amount of adventurers) lurk this room, mirroring
the movements of the adventurers perfectly. When the adventurers inspect the
"mirror", their "reflections" will surprise attack them. Touching the "mirror" will
touch the mirror beast, which feels like glass in order to maintain the illusion of this
being a mirror.

One way to find out something is wrong is when an object is placed in the room that
does not seem to be mirrored as soon as someone lets it go, as it will seem to
disappear after the mirrorbeast lets go of it. Another way is to throw something
through the mirror, as it will just go through and end up on the other side of the
room.

Rooms 120 121


Whichever room the party enters first
Upon opening the door, you see nothing but a black, gaping void.

When the door to this room is opened, the PC that opened it must succeed on a DC
10 WIS save or be frightened of the room until someone demonstrates that the
room is not an empty void with no floor. Tossing in a torch or another solid object
reveals that the room has a floor level with the doorway, made of a black stone that
does not seem to reflect any light.

Entering the room


Entering the room, you notice that every surface in the room appears to be chiseled
from the same substance as the floor. You cannot readily determine how large the
room is, as any shadow cast on the dark stone is hardly noticeable. Initially, the
gilded chest in front of you appears to be floating in midair, but further
inspection (read: bumping into it) reveals it to merely be sitting on a pedestal
carved from the same stone as the rest of the room. The only reference points you
have are the door you entered from, the chest, and a door to the right of the chest.

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The pedestal is exactly in the center of the room, and further inspection of the room
reveals its rough dimensions. The walls, floor, and ceiling are completely smooth
save for the doors and the pedestal.

The chest is magically trapped and mundanely locked. The lock requires a DC 20
skill check with thieves' tools to unlock. The chest contains one 13-card Deck of
Many Things, or other level-appropriate treasure at the DM's discretion.

Removing the Deck of Many Things from the chest activates the trap, which
casts Arcane Gate targeting each door. What this means is that, if anyone tries to
exit the room via one door, they will enter it via the other. There are four (main)
ways this can be bypassed.

1.) Successfully casting Dispel Magic on the gates.

2.) Successfully casting Dispel Magic on the chest before opening it. The spell that
traps the chest is treated as being 6th level.

3.) Teleporting into the adjacent room via Dimension Door or some other means and
activating a pressure plate to shift the door 5 feet to the right, allowing the party to
pass through the doorway without passing through the gate.

4.) Place the Deck of Many Things OR THIRTEEN NORMAL PLAYING CARDS back into
the chest. Anything else with a similar size and weight would also work.

The Second Room


Entering the room, you find it to be relatively plain. A large oval-shaped rug sits in
the center of the floor, flanked by two modest bunk beds. On the whole, the room
appears rather dusty, as though nothing had passed through it for some time.

This room contains no traps, but a successful DC 10 perception or investigation


check will reveal a slight bulge in the center of the rug caused by a pressure plate.
Any weight of more than 50 pounds will activate it, causing the door to the first
room entered to shift 5 feet to the right, from the perspective of the person standing
on the plate. Other than the plate and the stated furniture, the room is completely
empty and lacks any obvious light source, despite being fairly well lit. If any curious
soul decides to toss some form of a light into the room with the chest, this room
becomes brighter. Beyond that, the room is completely uninteresting and mostly
exists as a place for the party to rest.

Room 122 (living room )

Appears to be a living room initially as you would find in a normal house, even the
stone walls give way to wood planks. when all players enter the room, hidden walls
slide to cover the exits and every item of furniture in the room has a 1 in 2 chance
of being a mimic. Tune the amount of furniture to your wishes. Mimics are standard

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stats but appear as various furniture items (clocks, chairs, couches, shelves, etc).
Searching the room after the doors close will reveal a hidden lever to open the doors
again. This requires a DC 25 investigation check. If the check is made by no one, it
requires 30 minutes of searching to locate.

Room: 123

Empty room. The ceiling is covered with a surface of water appearing like a pool if
gravity was correct. On touching the water the surface tension breaks filling the
room (and possibly hallway) with gallons of water. DC 13 STR save or be swept
away.

Room 124

The room looks to be an impromptu kitchen/mess hall. Towering over a large grill
(that effectively covers one of the holes in the floor; the other is clearly used as a
garbage chute) a disgruntled ettin argues with hiself as he sears meat on the grill. A
Trio of goblins are bustling around the room gathering dishes and prepping
ingredients. Along the north wall are tables full of patrons.

Lenny George (the Ettin) was once a pawn in a evil wizards plan to destroy some
adventurers, but they snuck around him and killed the wizard. Two weeks later
(after much debate amongst himself) he discovered this and set up shop here in the
dungeon. He's amenable to anyone with coin or trade, but ferocious to those who
threaten his freedom and livelihood.

Players can rest and eat here for a fee. They can attack as well, but the room also
contains 1d4+4 random adventurers or monsters of equal CR who will defend Lenny
George. As long as the players are peaceful so will they be. If attacked Lenny
attempts to trick or force a player into falling into the hole under his grill.

"Room" 125.

The player(s) open the door to find another door, and another, and another. The
doors get smaller and smaller until the last one is no bigger than a door on a cuckoo
clock. Instead of a bird, a toy beholder pops out and laughs.

Nothing else happens.

Room 126

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Powerful magical item upon a ornate stolid gold stand, if investigated the room will
be seen to have pipes on the walls and open vents on the floor, the room is clean
and standing over the item is a clay statue ( wink wink nudge nudge ) of a forgotten
god, basically when the items taken the stand sinks, vents and doors slam shut and
acid begins to fill the room, and then the clay golem wakes up. Players can a) block
the pipes b) pry open the vents c) solve the puzzle to open the door

Have fun !!
The puzzle:
Upto the DM, I'd go with a three rotating disc deal with motifs that are on the
artifact, or have a story on the stand relating to the artifact and have words like
Soaring, Charging and Diving in the story, with an eagle, bull and shark to be
arranged in the order which they appear in the story.

Room 127
Good luck
You enter a room that is entirely a mimic. Roll initiative.

Room 128

You enter a medium-sized rectangular chamber with black and white checkerboard
tiles on the floor. At the opposite end of the room, there is a closed door, and the
walls to either side are lined with small holes carved into the stone at random
intervals. One of the tiles near the far right corner is cracked. In the center of the
room lies a small lockbox sitting on the floor, with intricate runes carved on the lid.
Casting Detect Traps will reveal the cracked tile and the holes in the walls. The tile
reveals a small hole in the floor when stepped on, only a few inches deep. The holes
have arrowheads fixed inside them but are stuck unless snapped off. The box
radiates a magical aura, but only because it is enchanted to make the sound of
stone breaking. It has a single gold coin inside.

The whole point of this room is to set paranoid players on edge, really.

Room 129
In the center of this ordinary stone room is a pentagram drawn in fresh blood. In the
corners of the room are dozens of candles burning. Resting in the center of the
pentagram are rag dolls filled with straw that look like the party.

If the dolls are touch... they begin to soak with blood. Close examination reveils a
fresh chicken heart in the doll.

If detect magic is used... the pentagram is conjuration, but the dolls are non
magical.

If the dolls are damaged or burn... they make a screaming sound.

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If the dolls are left alone... they are missing the next time players return to room or
if they all look away.

Room 130: Room of Realignment

This room may have once functioned as a storage room, for it is cluttered with a
variety of crates, barrels, racks of armor and weapon, bags of spice, and more.
However, what seems relatively mundane is haunted by that nagging sensation that
the room is 'not quite right'. The longer you look, your eyes start to sting at the
edges, as you realise everything in this room is distorted and bent inexplicably.
Everything in this room is angled and distorted to match the parallelogram shape it
is in - as though this entire chamber was once perfectly square, and was bent
impossibly sideways.

Objects that currently exist in this chamber were distorted ages ago when the room
was shifted. Crates and chests will need to be busted open to inspect their contents,
as the hinges no longer work properly. Armor and weaponry scavenged, though
functional as normal gear, is bent out of shape. Clothing cannot be worn, forever
locked to an awkward angle; weaponry can be used, but only at Disadvantage.
Anything removed from this room retain this strange misalignment.

Most notable among the room, if scavenged:

Perception (10) discovers a number of small jewels, figurines, and such, totalling
approximately 300gp in value. If their orientation is not reset, they are worth only
1/3rd their value.

Perception (15) discovers the presence of the trap door (130a) beneath a pile of
useless clothing, and that one of the suits of armor is a Half Plate +1, as well as the
presence of the additional room to the south (130b) behind the armor rack
containing said plate.

Perception (20) finds a skeleton in a back corner, clutching an ornate silver sword
(Longsword +1) Its structure is horrific in its distortion, giving warning of the nature
of this room.

Remaining in this room for a long period of time, while posessing the ability to see,
begins to induce headaches. If the party remains in this room for at least half an
hour without reseting it (see 130b), they must make a DC 12 Constitution save or
begin to feel a bit funny. Upon leaving the room, this will reveal itself as
disorientation, resulting in Disadvantage on skill checks and attack rolls for one
minute per half hour the party remained in the room, while the character's senses
readjust.

130a: If the players shatter or otherwise move some junk from the eastern end of
the room, they may discover a wooden door on the floor. The trap door should swing

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downwards; but like everything else in this room, it no longer fits the passage it
leads into. If the room is 'reset', it can be accessed freely; otherwise, it must be
forcibly smashed (AC 18, HP 10; or a DC 20 Strength (Athletics) check).

130b: The Mechanism that controls this room is tucked away in a small alcove along
the south wall. Unlike the main room, this chamber is not 'skewed' sideways.
Instead, this chamber consists solely of a huge lever, which requires a Strength
(Athletics) DC 20 in order to move. This Mechanism 'skews' all the contents of the
main room in 130 in a parallelolgram fashion, and can be set to three positions: Left
(current), Center, and Right. Each shift in position represents a 45' skew for
everything present in the room.

If a living being is in the room when the lever is moved by one position, they suffer
an immediate 12d6 damage. Disorientation and attempts to adjust to their body are
effectively a Curse, granting Disadvantage on all attack rolls and non-Intelligence
checks to interact with anything that wasn't shifted similarly. This effect remains if
the being leaves the room; but once outside the environs, a Remove Curse or
similar effect can be used to dispel this effect. Being reset to normal through either
the Mechanism or through another effect deals 12d6 damage again, and the being
must make a Constitution Save (DC 20) or be Poisoned for the next hour due to
severe nausea from the whole process.

If a living being is shifted twice in a single direction - such as by being present in the
main room of 130 when the lever is shifted from one extreme to another, or
undergoing a directional shift twice in the same direction - they will experience
extreme pain that, mercifully, lasts only a few moments as their body twists fatally
beyond limit.

(wow that got long) (his words not mine)

Room 131

A marble covered room, with a single Deva standing still as stone in the center of
the room.

Once all players are in the room, and begin examining it, the Deva says

"A harvest sown and reaped on the same day

In an unplowed field,

Which increases without growing,

Remains whole though it is eaten

Within and without,

Is useless and yet

The staple of nations."

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The answer being "War"

Upon answering the Deva attacks the party. When the players beat the Deva he falls
and gives them a

"Horn of the War Deva"

Upon sounding this horn, a Deva is summoned, that is friendly to the players and
offering assistance, and fighting on their side for 1 minute. After this use, the horn
becomes inactive until the players can answer another riddle and the next long rest.

Room 132

The hallway and door leading to this room are covered with warning signs written in
various languages. Boards have been nailed across the door

If the PCs ignore the warning and open the door anyways, they will find a room
devoid of features save a small grey cat, the cat has an ioun stone of sustenance
around its head and will attempt to bolt when the door opens. A DC 15 dexterity
check is required to catch him as he bolts by. If he escapes he will occasionally show
up in later rooms, doing things ranging from setting off traps and bolting, meowing
loudly if they're sneaking or just headbutting a PCs leg then leaving.

If the PCs remove the stone, the cat will age rapidly and die. :(

Room 133
A large wooden door, with rusted inlays lies ajar in the corridore, from outside you
can give a peek and notice a perfectly tidy yet empty room, with a black obsidian
looking ceiling

Whenever something or someone enters the room, gravity will be inverted for it until
someone casts a Dispel Magic using a spell slot of 5th level or higher on the target.
The effect does not end outside the dungeon.

On the ceiling a black portal teleports anything to the room 138.

Room 134

As soon as the party walks into the room, gravity is flipped and they fall upward
onto the ceiling. Everything looked normal to them from the outside, but then once
they walk in, everything shifts. There will be a gold coin on the ceiling, which didn't
shift. It was actually there. On a perception check DC 15, they will find it is not a
coin, but a button. When they press it, the gravity goes back to normal and they
may exit the room.

Room 135:

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As you approach this room you see a large door of unknown material with a sign on
it. On the door, written in every language, is a sign saying "Stay away, keep locked"

The door can be unlocked with a DC of 20

As you enter you notice a dense layer of fog covering the room (a foot or two). In
the center of this room you see what looks to be an egg with what looks to be a
cross on the top of it.
The egg looks
like: https://c1.staticflickr.com/5/4113/4980342160_cd237566ec_b.jpg

If the egg is not dealt Fire damage in a minute, out pops a creature that will try to
grapple the nearest creature.... you can improvise from there.

Room 136
At the end of the room sits a stone altar carved out of the wall with dwarvish runes
that state something along the lines of "Sacrifice your body and I will make you
whole again". The altar has a sharp rock pointing from the center with hand marks
around it, when a hand is pressed into this it cuts the player and they are healed.
(Should they chose to do this, the character permanently loses 10 hit points but
they are completely healed otherwise, hit points along with spell slots and other
dailys return)

Room 137:

It's time for Great And Mighty Big Stone Ball. All literally like in that old and covered
with dust movies. Room has 6 squares, 1 enter square and 5 attached squares of
corridor.

When players come they see a stand with pretty, probably gold, monkey on it. Not
only they might take a prize, but stand is half-closing the corridor. If they step on
side squares before they take monkey from the stand, nothing will happens. If they
take monkey from stand - IT'S ROCKY TIME. Side squares are pulled down, and has
some weird portals on their bottom - floor now going down, and then falling from
the seeling. Big rock is comming from above enter square in straight line onto
adventurers and corridor with speed of 1 square per full round. It cannot be melted
by damaging, but, maybe, could be transformed? Two traps in the corridor are
Moving axes and Poisonous darts.

DC for exploring that monkey is the trap - very hard(based on your party), DC for
exploring that side squares traps - hard, DC for explorind traps in corridor - hard(if
they move without touching monkey traps wouldn't activate). DC for Dex or
Acrobatic in corridor traps are medium.

Good luck, mighty adventurers.

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Room 138
From the room, you can hear discouraging sounds of munching, the closer you get
the more unbearable the stench of decay becomes

The room was the dump of the whole complex, trash coming from room 133 was to
be left here and processed by highly trained magically enhanced Otyugh.

Everything sent from room 133 is on the ceiling as it still has the reversed gravity.

The Magically Enhanced Otyugh can fly as per fly spell without using concentration,
was removed his telepathy to avoid luring other unsuspecting minions in its lair. Add
magical abilities at leisure to match your party power.

Room 139 and 157 they are identical but 139 is lit with torches and 157
isn't.
In the centre of the room is a dusty old well. As the bottom of the well is a silvery
liquid which is incredibly reflective.If a player descends into the well and touches the
liquid they have to pass a DC 15 constitution check. If they succeed they are taken
into the opposite room, to everyone watching that player it looks like they
descended into the liquid. If they fail they do not change room but a major image of
their reflection with DC 20 appears in the other room and acts exactly as they do.
They find the pool of liquid to always be 2ft deep. If liquid is taken out of the well it
disappears. If they jump in the liquid while at the bottom, or exit and re-enter it roll
the save for them again. If a player fails the check 3 times they will appear in the
other room, but their remaining reflections will turn into doppelgangers.

When a player is transported simply tell them the lights turn on or off.

Room 140
This room is inaccessable through its door to the south as it is locked from the inside
(and may later be discovered to be barricaded from the inside) and does not have a
keyhole or... er, unlocker anywhere except on the inside. Inside, one will find the
corpse of a rather unfortunate gnome barricaded up against the door (poor thing
probably came in through the door and couldn't get back up through the trap door
before being attacked by a dungeon denizen) as well as a chest with rations and 2
iron bracers which grant the wearer Stoneskin, but only on their wrists and hands.
For punching rocks into rubble. Or yknow, people.

Room 141

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This room has a small poem in carved in a stone book on top of a pedestal in the
middle.

Poem:

I am a prisoner to this place,


Now named as my abode
Thunder and lightning in my disgrace,
For past misdeeds I serve the lode.
The villain true I must now wait
My sentence to do their time
So-called respite from my ill fate,
The punishment befits the crime.
(The actual culprit can be a silver tongued swindler who robbed a wizard/artificer of
their lightning rods. EDIT: I would have them not too far off or else you're going to
get very annoyed players)

Upon reading the poem, the charecters must talk in rhymes for 1d6 irl minutes. If
they don't they take 1d6 shock damage.

Room 142

Upon entering for the first time (on a failed wisdom save) they become convinced
this room is about the size of a Colosseum, an Ancient Brass dragon drops down
from the sky to fight (It is actually just a Wyrmling Brass Dragon).

Room 143

Upon entering the room you come across a group of oddly familiar humans sitting
around a table covered in snacks, drinks and miniature game pieces placed on a
map of a large dungeon. One of the humans describes a room while the rest listen
intently.

The group of humans represents the actual players and the DM.

Any attempt to speak to the humans is ignored and altering the game such as
moving pieces or revealing parts of the map works and affects the actual game but
agitates the DM. If the DM becomes too agitated he and the other humans attacks
the party. If any of the humans are killed the pc of the player that human represents
is knocked unconscious for 1d4 hours.

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Room 144

Upon entering this room it is obvious that something lives here, you spot an old
human woman reading a book on a chair in the corner. Her face and book is
illuminated by candlelight.

The old woman (Joycie) is wearing a beaten Robe of Useful Items, only the patch for
the "sack" is missing. She will happily trade this robe for garments of better
appearance (newer condition, less torn and worn) but she will make the party leave
the room while she changes.

If the party enter without knocking, she will berate them for how rude they are,
although she is still willing to trade. There are several other trinkets tucked away in
the room, although nothing of much value or interest. It has the furniture and items
that would allow someone to live here indefinitely, including some plants growing in
pots, and a trickle of water that flows down one wall into a sink.

If the old woman (Joycie) is questioned about living here, she responds that she has
always lived here. If asked how old she is, she does not provide a number, just says
that she is "older than you" to those who question here. She doesn't fight back but
will attempt to survive by cowering and hiding within her "house".

She considers the doorway to the East to be her "front door" and the door way to
the West to be her "back door", and will allow players to come and go as they
please, but isn't happy about it unless they knock before entering.

It is possible that she has been cursed to live here or that she was an adventurer
that decided (or was forced) to settle down, and live in this dungeon. This is up to
the DM to decide. This is a role-play encounter and combat should be unsatisfying
and uninteresting if they attempt it.

Room 145:

A circular room with a lone candlestick in the center. Resting on top is an unlit
candle, wax in appearance. The candlestick itself is entirely made of gold, and could
fetch a nice price on the market, but the real value is in the candle.

The Soul Candle


This candle will reveal the truest soul of man. When this candle is lit, any lie told
within 15 feet of it will turn the candle's flame dim. When a light or holy spell is cast
on the candle, it will be lit with a cyan flame. This flame casts true sight in a 15 ft.
radius.

Room 146

you enter the oval room and see the room filled with beautiful oak pews at the front
of the room is an old man dressed like a priest of tymora, standing impatiently

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under a white arbor "well, i havent got all day" groans the old man, he looks at the
party " well? Which two of you are getting married?" He continues to push to have 2
party members marry eachother, if two people agree he proceeds to marry them in
the church of tymora, if the party refuses he becomes agressive and attacks the
party, use commoner stats, but he explodes into confetti when he dies

Room 147:
This large domed room have two stone arches crossing in its center. From it flows a
purpely red fluid. Alongside 3 grimlocks, a Quaggoth is sitting in the center,
crunching bones with its theeth. It's fur has taken the same redish color as this
strange liquid.

The grimlocks and the Quaggoth (MM 256) attacks the player when they enter. Each
time a creature or a PC passes under an arch (except for the mind flayer), if the red
liquid can touch some part of its body, this creature has the need to consume the
chair of another living creature. If it don't, this creature eat itself, dealing 1d8 dmg.
When the Quaggoth dies, the Mind Flayer (MM 222) comes from room 148,
awakened by the fall of its minions.

Room 148: You can't wrap your head around the configuration of this room: from
the door, you don't know if the stairs are at your left or your right, if they are going
up or down...

It take a test DC20 for PCs to find their way to the stairs, but they can go back
though the door if they haven't failed any throw. If the PCs stay longer than 1 round
in the room, they start taking 1d4 psychic damage per turn.

Room 147

This room is a rather large, pleasantly lit room, with a large number of fine carpets
lining the floor, hung upon the walls, and draped over carpet racks. It seems
completely abandoned.

However, upon entering the room, the party must pass a DC 10 Dexterity (Stealth)
check, or they are noticed by the Rugs of Smothering that are all over the room. If
they alert the rugs, then they all attempt to smother the party at once, like a swarm
of piranha attacking wounded prey.

Exiting the room causes the rugs to go inert once more.

Room 148

Appears to be a living room initially as you would find in a normal house, even the
stone walls give way to wood planks. when all players enter the room, hidden walls
slide to cover the exits and every item of furniture in the room has a 1 in 2 chance
of being a mimic. Tune the amount of furniture to your wishes. Mimics are standard

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stats but appear as various furniture items (clocks, chairs, couches, shelves, etc).
Searching the room after the doors close will reveal a hidden lever to open the doors
again. This requires a DC 25 investigation check. If the check is made by no one, it
requires 30 minutes of searching to locate.

The stairs here are blocked off by rubble

Room 149:

This room is filled with rotten corpses. 1d4 grimlocks are slowly eating the skull of
an unfortunate goblin. With this smell, you have problems to concentrate.

Rooms: 150 151 152

Room 150
The floor tiles of this room represent a man, whose face is disfigured by fear.
Otherwise, this room is only covered by dust and spiderwebs.

With a perception test DC15, the PCs can spot an invocation circle on the ground,
half-erased. With an Arcana check DC20, they can learn that this circle is calling a
wind elemental. The barred tile is a trap, that open the wall on the top, also
releasing a rat (It is in reality an Otyugh MM 248 polymorphed into a rat, a simple
dispel magic cancels the spell). The rat was intended as a trap for the beholder's
antimagic cone.

Room 151
The corners of this square room are stacks of cages containing strange corpses. In a
spiral fashion, one cage is opened at each level. Strong magic feels emanate from
this room.

Going inside the opened cage and then closing the door will reveal magic stairs
leading to the next cage. Reapeating this will eventually lead at the 5th floor to a
sealed door letting the PCs to the glass ceiling of room 152.

Room 152
You enter an enormous room, covered by fungi. Large arches, that leaves enough
space for an eagle to fly, maintain the ceiling. A pedestal in the back of the room,
once again covered by mushrooms, is holding a small hammer. Four beholders are
resting on the four pillars.

The beholders are in fact Gas spores (MM 138). If the PCs get to close to the pillars
or the hammer, they will attack, alongside 4 violet fungus. The hammer is just a
normal hammer. With a perception test DC15, one can realize that a glass pane is
covering the ceiling. The glass is enchanted to cover iron scaffoldings maintaining it.
Throwing an object on the glass (Dexterity DC 20, or automatic success with the
provided hammer) will let a powerful wind into the room, clearing any spore and
blowing every mushroom, leaving though the caverns (and clearing the gas in room

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174). This wind was an Invisible Stalker trapped by the glass, who's goal was to kill
a beholder. However, since it died and transferred it's memory though the spores,
the invisible stalker is now trying to kill every spore from these gas spores. If the
PCs entered without breaking the glass by using the secret stairway from room 151,
the invisible stalker (MM 192) attacks the PCs. If anyone falls prone on top of the
glass, the glass breaks and everyone falls though. If anything got infected by the
spores, the invisible stalker will come back to kill it 2 hours before it would have died
from the infection.

Room 153 - Fool's Respite

Upon entering the room on the adjacent wall there are three metal handles placed
on three stone squares on the wall. If the players choose to investigate choosing the
middle handle to be pulled (strength 15) first then the rock continues to pull out
until a small alcove carved in the rock appears with a master quality goggles. If
either of the side pillars are pulled out the (strength 10) stone comes out a short
way then falls as water starts pouring into the room through the hole. The only way
to stop this is to swim through said hole and stop the water at the source or replace
the stone (strength 12)

The stairs in this room lead into the final boss, on the last page.

Room 154:

A well lit kitchen containing a fireplace with a kettle to the north and an area for
food preparation to the south. Several splintered chairs and tables lie scattered
throughout the room, indicating some sort of struggle took place here. 2d4 monsters
of varying strength can be found in here - they are initially not hostile, as they are
busy attempting to appease a mad nilbog, as they are unable to figure out how to
kill it. The nilbog's motives may vary, but in general it considers this room to belong
to it, and it seeks to prank those inside it by some means. Once the nilbog is dead,
the other monsters may either disperse or attack the party. To the west, an unlit
staircase can be found behind a shelf (DC 10 to find). The bottom of it can only be
reached by someone tumbling down the staircase (DC 15 Dexterity saving throw, DC
10 if they are tumbling deliberately). Travelling back up the staircase takes as much
time as it took a person to walk down normally, as if it were extending infinitely for
them. At the bottom of the staircase the bones of those who starved to death in this
place can be found, along with various equipment and treasure - in particular a tarot
card (The Fool), autographed by a historically well-known wizard. The autograph is
worth between 200 to 500 gold depending on the buyer.

ROOM 155

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The door slides open to reveal a normal-looking room. Inside, a single ORC sits in
the corner, weeping. Its club just out of reach on the floor nearby. It cradles
something in its hand - a key! But unlike any key you've seen so far...

...because it's not a key, just a token from a loved one. Which he'll explain if they
try to reason with the creature. Otherwise let them go crazy trying to figure out
what it unlocks. For being dicks.

Room 156

The door from room 153 has the symbol of Orcus (or other god(s) of undeath in
your campaign) carved into it. Upon opening this door the stench of rot would fill the
adventurers nostrils, unless they are Paladins in which case it would be overpowered
by the scent of brimstone. The door opens outward, and in the doorway is the
corpse of a robed man holding a ritualistic dagger. The room is dimly lit but
adventurers can see upon entering, there is a treasure chest just waiting to be
opened within in the south east corner. However around the chest their are also
three humanoid figures. As the party enters the room the creatures turn revealing
themselves as Bodaks...roll for initiative.

Upon defeating the Bodaks the party will find the chest is locked, and sealed with
the power of Orcus (or other god of undeath) . The party can unlock the chest by
casting healing magic upon the mark and healing it for 5hp. This can be discovered
by a knowledge of Religon check on the mark with a DC of 10 or a an Arcana check
with a DC of 13.

With the chest open the party finds some interesting items: This chest is cleverly
enchanted to be larger on the inside, they find a diamond worth 1000gp, a wizard's
book containing many incomplete notes on how to become a Lich (these notes end
abruptly with a note of "There isn't enough time I'll need to start over" and the spell
script for Clone. All of this is written in Abysall) , and a finely wrought coffin that
would fit someone of a normal build (can be appraised to approx. 2000 gold)

Room 157-158

You step inside Room 157 to find a single male half orc in a small room filled with
cages, devices of torture and blood. This half-orc's eyes are blanket white as he
quietly mops the floor, wearing a simple grey shirt and cut shorts. The room has a
larger 15ft ceiling, cluttered with dozens of small cages filled with small sized
creatures. A stretcher is placed in the middle with a small table full of small cutlery,
different darkly colored vials and sharp tools. On the far wall with divits lies two
circular cages, one filled with a skeleton and the other a limp possibly dead half elf
woman in simple peasant garb.

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On the ground are 5 circular runes. Each glowing with a small humm. If at least
10lbs of weight are placed on each rune the cages up above the room all open. And
a dozen small monsters(to be determined by DM) fall to the ground, attacking the
party but ignoring the half-orc. Once all the creatures are taken care of the Half-
Orc's eyes turn into normal, and he begins to speak. However he only speaks in
Abyssal. If one in the party can comprehend him, he would continually say "he is
here...he is here..." before finally falling unconsious. If awakened he has no
recollection of what just happened, and no memory of who he was or what his name
was.

Room 158
Unremarkable, aside from the pit in the center of it. Anything dropped in it never
appears to reach the bottom and the bottom is not visible upon looking in. A torch or
some other light source will fall some distance and appear to be consumed in the
darkness. Should someone dare to enter the pit, they will find themselves (and
anything thrown in beforehand) flung out of the pit at the west wall in room 74,
which works much the same as the pit in room 158 and will serve as a passageway
between the 2 rooms.

Room 159

This otherwise bare stone 30' x 40' room is divided by a magical force field halfway
across. Behind the force field sits a Gynosphinx. The exit from the room is clearly
visible behind the force field (and the Sphinx). When the party enters the room the
Sphinx speaks:

To pass beyond my screen,

Show your minds are keen.

Answer my riddles three,

Or forever barred shall you be.

Should you answer quick and wise,

You may pass—and earn a prize!

If the party accepts the Sphinx's challenge, she will offer three riddles. The Sphinx is
patient. She will repeat her riddles as often as asked. Note that the Sphinx is
immune to mind-reading magic. Pick three riddles from the ones listed below, based
on your best estimate of your group's mental acuity.

If the group fails to correctly answer any riddle, the Sphinx will vanish, and the far
half of the room will be filled with solid (non-magical) stone.

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Alternatively, if the characters choose to fight the Sphinx, they must first dispel the
Force Field (consider it as cast by a 20th level Wizard). In combat, use the stats for
the Gynosphinx on page 282 of the 5E Monster Manual.

If the party answers the riddles correctly, the force field and the Sphinx will both
vanish, leaving behind a small bag containing two dozen small pearls (worth 100 gp
each) and a "Potion of Peaceful Rest", which allows the person consuming it to
instantly have the advantage of having taken a Long Rest. They same treasure will
be present if the party manages to dispel the force field and kill the Sphinx.

Possible Riddles
Riddle:

The more you have of me, the less you see.*

Answer:

Darkness (Accept "Night" or "Cataracts")

Riddle:

As I was going to Saint Ives,

I saw a man with seven wives.

Every wife had seven sacks,

Every sack had seven cats,

Every cat had seven kittens,

Kittens, cats, sacks, wives,

How many were going to Saint Ives?*

Answer:

One. (The riddle giver only "saw" the man with seven wives. There is nothing the
the riddle to indicate that man was going to Saint Ives, much less his Wives, Sacks,
Cats, and Kittens.)

Riddle:

What is the next number in this sequence: 4, 6, 8, 12, ___ ?

Answer:

20 (The sequence is the number of sides of the regular polyhedrons. Any D&D group
who can't get this one should hang their heads in shame.)

Riddle:

If you have me, you want to share me. If you share me, you haven't got me. What
am I?

Answer: A Secret
Riddle:

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Two girls are born to the same mother, on the same day, at the same time, in the
same month and year and yet are not twins. How can this be?

Answer:

They are two of a set of triplets (or a larger multiple birth)

Room 160

This contains 12 goblins and a bugbear. They either are standing as still as they can
or playing dead. If the goblins think the players notice this they will run away. They
may not all run at once. They are all very scared as most people who entered here
have killed their kin without any provocation. They feel people are very racist
towards goblins. They can explain one room the players have visited.

Room 161:

The Resting Room. Players enter into a beautiful, well-lit waiting room. Faint
orchestral music is coming from somewhere. They are served finger sandwiches
from a silver platter by a mute half-elf that enters shortly after they do. Nothing is
amiss.

Room 162

The walls, floor, and ceiling of this room are constructed of square stones arraigned
in a diamond pattern. They appear normal when looked at directly, but seem to shift
and dance on the edges of your vision. In the center of the room is a four-sided
pedestal with a glowing ruby cube on it, held in place by four stone latches. The
pedestal has four square plates, one on each side.

For the DM:

Upon entry, roll for initiative. At the beginning of each round, all players in the room
must succeed a DC 15 INT saving throw or become frightened, and may only act to
flee from the room back out the way they came in. Success on the saving throw
does not exempt a PC from having to save again the next round.

A DC 10 arcana check will reveal strong illusion magic permeating the room, a DC
20 will reveal conjuration as well as illusion. (Remember that skill checks count as
an action for the round).

A DC 10 investigation check reveals that pushing a pressure plate releases a latch,


however releasing pressure causes the latch to reengage. A piton or dagger may be
wedged into the seam around the pressure plate to hold it in. A player can reach two
plates at one time, or one plate and the cube.

A player can free the cube with a successful DC 30 strength or Slight-of-hand check.
The DC is reduced by 5 for every latch released from the cube, or the cube may be
easily taken with all four latches released. A player can easily reach the cube while

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pressing a pressure plate, however an attempt to pry it free (without pressing all
four latches) would have disadvantage.

If any character utters the word "four" (or "for" or any other homophone) a
rakshasa appears in an unoccupied space in the room, raises its backwards hand,
and lifts a single finger. The rakshasa then disappears. The second time the magic
word is spoken, the rakshasa raises two fingers, and so on. The fourth, time, the
rakshasa attacks. If it takes more than 40 damage, it casts plane shift and
disappears for good (or maybe fights to 0hp, and then is banished. DM's discretion).

When the cube is removed, the illusory frightening effect ends and the rakshasa
disappears. The cube is worth 200 gp. A successful DC 10 arcana check reveals it
can be used to cast the minor illusion cantrip. A DC 20 arcana check reveals the
cube can be used to cast phantasmal force 1/day.
Rooms 163 164 165 166 167

Room 163 You enter a small room, covered with skulls and bones. (If they entered
from the right) You also see a simple door on the opposite side of the room. It
seems like the skulls are watching you... The room is cut in half by a wall. It breaks
if someone or something simply push it.*
Room 164 At the moment you open the door, a thick dark slime flows out of the
room, and spills on the ground. The interior of the room is once again a necropole
like the one in the precedent rooms. However, this time, an impressive tomb has
been placed in the middle of this room. When opened (Strenght DC 15), the tomb
spit the liquid, filling the room (and every other room with their door opened) to a
man's height. The liquid is highly flammable, and standing in a burning area causes
1d8 fire damage per turn. If the tomb is opened and the liquid flows freely into room
163, the wall breaks in 1d4 turn.
Room 165 You are surpised by the sounds of a forest, coming from this room. Lies
dead on the floor, a little boar. In fact, this room seems to be a giant pit from the
forest above, which you cannot see because of the roots and foliage on the ceiling.
Room 166 The walls, covered by skeleton, this room holds four pillars on each
corners. Inside the pillar is inlaid a skull, glowing green and looking at you with its
red eyes. In the center of the room is an unusually large flagstone. Lifting the
flagstone is Strenght DC30 divided by the number of people lifting it. The four skulls
are flaming skulls, but are trapped inside the stone. They can still use their spells. At
first, apart from looking at the PCs, they won't do anything. But once they get the
chance to escape, to kill the PCs, to set the slime from room 164 aflame, or if the
PCs try to remove the central slab, they will attack. The skulls are looking at the
center of the room and cannot hit directly on their left, or on their right (next to the
wall). The space behind the pillar is large enough for medium creature to fit in (and
provide cover from every skull).

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The representation of roses and a garden scenery are carved into the walls, and a
small skeleton is lying on a rectangular rock in the middle. It appears to be the
remains of a female humanoid, adorned with a circlet and a beautiful necklace The
skeleton wear a Circlet of Blasting (DMG 158) and a necklace decorated by a
diamond and 6 saphires, worth 7500 gp.
Room 167 The ground here is looking like stairs, going up until the back wall.
Moreover, bones and skeletons are thrown everywhere, making it difficult to walk in
this room. Once the PCs inside the room, 1d8+2 skeleton animates randomly in the
room. The strange stairs of this room are in fact leading to room 67, but the
passageways is blocked by the altar from room 67. The fact that it is an altar and
not a wall is obvious enough that if a player decide to check the wall, he'll find it
immediately.

Room 168

On opposing sides of the room stand a pair of tall statues wielding greatswords,
extended upwards towards each other to cross near the center. One is made of
white marble, and the other of black obsidian. The floors and walls of each half
share the material composition of their statue, and are separated by a band of gold
inland with arcane runes.
In the center of the room stands a large mirror, showing a dark cloudy reflection on
one side, and a light, foggy reflection on the other.

If a character steps within 5ft of the mirror in front of its face, they must make a DC
20 Charisma saving throw. On a success, a Lawful Good duplicate of themselves
steps through the White side of the mirror and allies themselves with the party. On a
fail, a Chaotic Evil duplicate appears from the Black side of the mirror and attacks.

Once they have been affected by the mirror they cannot be affected for another 24
hours. During this time, their shadows disappear.

If the mirror is attacked (AC 5, 50 HP) the two statues on the sides of the room
attack (Stone Golems). The mirror is affixed to the floor and cannot move.

Room 169

This room is, to all senses, empty. It is cold, and there is a constant draft in the
room.

Using See invisibility, or being able to see into the ethereal plane, will show dozens
and dozens of ghosts. Just jam-packed into each other, completely filling the room.

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Room 170

The North wall seems to be some sort of window into a water area. It cannot be
passed through, but the beast within can attack through it. Its goal is to feed on the
characters, although it stops them from leaving if it can, so it can eat them.

Through he water window is a Hydra.

Room 171
Beneath your feet is a calm and majestic pool of clear water. It is only disturbed by
small droplets coming from the wall (on the side of room 91). There are tiny
passageways following the walls on each side of the room where you can avoid the
water. You have difficulties to breathe because of the impressive humdity of the air.

The PCs can try to get around the pool, but they must make a test (Acrobatic DC
10) to not slip on the floor and eventually falling in the pool. Inside the water are
sleeping two water weird (MM 299). If the water is disturbed, one will awake, and if
a PC enter the water, the two water weirds will attack. However, if the Froghemoth
of room 93 has been freed, the water weirds will remains calm and won't attack
(The water from the pool come from room 91).

Room 172

You come down the rough hallway into a wide chamber populated only by a pile of
treasure at the back wall, the skeletal remains of the last adventurer to seek it
draped over the chest with a sword in its chest, and a great beast strung up by
chains in the center of the chamber.

The beast is a CR 14 Oni that should be released from his clearly magical bonds if
players try to approach the treasure. The treasure can be anything you want, but i
suggest high amount of gold/jewels and some sweet magical shit.

Room 173

The party enters the dank cavern, unbeknowst to them several piercers are stuck to
the ceiling

Room 174,

Or any other of the cave like structures

You enter this part of the dungeon. It fairly looked normal, but something does not
feel alright

If the players proceed further, they have to make a DC 18 constitution saving throw.

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The room is filled with some kind of poisonous gas which causes hallucinations that
last as long as the players are in this room and then will slowly fade out within 10
minutes.

The hallucinations will cause the players to fight against a fictional monster.

If some player is not affected by the hallucinations, it takes a DC 16 investigation


check to find out about the gas.

Room 175

Empty cave full of shiny rocks and illusion magic. make them think they are going in
circles and getting separated but its just a straight light with magical perception
changes.

Room 176a and 176b


(When entering from Room 153 to 176b) You approach the off-colored wall and go
to press against it, when your arm sticks through it, revealing an obscured hidden
passage. As you step through your eyes adjust to the darkness. Something is off
about it, you can feel a heavy aura of musk overtake you, and your torches don't
seem quite as effective. You notice a thin tunnel, just wide enough to let you slip
through, leading into more darkness.

(When entering 176a)

-(Pass a DC 15 perception check) You hear a light snoring as you enter this
completely unlit natural cave. The light you have can't seem to penetrate the
unnatural dark surrounding you, and you have to rely on sound to find your way
through. Have players roll a stealth check, on a 1-5 they alert every monster
in the room, 6-15 they alert one monster but the rest will take a round to
wake up, 16+ they make it to the next room quietly and safely.
-(Failing a DC 15 Perception check) You enter the next room, the heavy
darkness making it difficult to see, and preventing you from discovering the true size
of it. As you walk inside you step and feel your foot connect with something,
instantly alerting it.Enemy monster gets a surprise round, before alerting the
other monsters in the room.

Special effects of rooms 176a and 176b:

 Dark vision is completely useless, and you have to rely on light to see.
 All sources of light produce light to a range of half it's bright light radius,
which is also considered dim light.
As far as monsters, I'm unable to look through my books right now, but some sort of
small pack of low-level magical beasts who don't have dark vision (we want to make
it a little fair).

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Final boss room


Classic Challenging CR 17 Red Dragon Hoard
You descend the staircase, as you do you notice a faint yellow glow from the bottom
of the stairs. The stairs open up into a gargantuan cavern, the floor paved with
golden coins as far as the eye can see. Eight gargantuan pillars jut out from the
golden sea to support the cavern. The trove of gold is peppered with gemstones and
assorted weapons. At the far end of the cavern 330 feet away, a large door opens
spilling light into the cavern almost invitingly. The cavern is silent, apart for the
sound of gold sliding over gold.
The room is 200ft by 330ft

This room contains a large red adult dragon. It sleeps under the gold smaug style. It
is sleeping dead centre of the room and any PC stepping over it will wake it. Once
they do, they will be knocked down as the dragon flies into the air and begins
speaking

The dragons name is Razylym and he is furious at the trespassers. If all gold is
returned and they appeal to his vanity they might be able to succeed with some
REALLY good RP.

If not, the party can either fight, or flee.


The golden coins are slippery and count as difficult terrain, the pillars can be brought
down and the dragon will take an action to make it through the door on the far side
of the room (bursting through)

On the other side of the door, there is a cart and horses large enough to support the
party on an awesome thin mountain road chase scene.

If they choose to fight, the dragon doesn’t want the pillars destroyed and will freak
out if that happens as it would endanger the hoard. Once the dragon dies, the party
can do whatever with their gold, but can only take 2000gp in the cart outside the
dragon’s lair.

GG
Lads

If your PC’s made it this far DM, give them and yourself a hearty pat on the back.
You’ve earned it!
Hope you all had fun!

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