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Written by Lex Morgan

and Philip Reed


On the Other Side Deck Two
© Lex Morgan and Philip Reed, all
rights reserved.
Cover and title card artwork © Eric
Pommer, used under license.
Some artwork © 2019 Dean Spencer,
used with permission.
All rights reserved.
Introduction
Welcome back! This sequel to On the
Other Side exists for a single reason: we
know that you always need more ideas!

Picking up where the first deck left off,


the 52 cards in this set are numbered
53 to 104, making it a simple matter to
shuffle the two decks together . . . and
then separate them into their original
sets if you ever feel the need to return the
cards to their original states.

As always, you are not forced to use the


content exactly as it is presented. Rewrite,
adapt, change, modify, or completely
ignore anything as you see fit!
Also Available
In addition to this deck and the original
On the Other Side, you can also find
these (and many more!) card decks at
DriveThruRPG:

• Outdoor Encounter Cards. Four


different 36-card decks, each providing
the GM with ideas for random
encounters.
• Hex Dek. A hexcrawl is in the cards
with this set of 50 systemless cards!
• Deck of Chests. 52 cards you can turn
to when you need to stock a random
treasure chest. Also, don’t miss the
sequel!
• Combat Banes. 50 cards for the classic
ampersand game that add brutal,
horrible combat surprises to your
sessions.
53
Guardroom
This small chamber houses some of the
dungeon’s guards . . . if there are any.

Resting in the room is . . .


1 Every guard in the dungeon. And judging
by the blood that covers the walls, it would
appear their rest is . . . permanent.
2 A group of 3d4 sleeping goblins. Go away!
3 A very drunk elf. He hiccups and waves
when he sees the heroes.
4 A trio of minotaurs armed with battleaxes.
They’re hungry and promise to let the
heroes pass if the party feeds them.
5 Two young men, their weapons leaning
against the wall. They’re arguing over a girl.
6 A pair of ogres who blow a horn of alarm.
54
Infirmary
When the sick and wounded need
treatment, they make their way – or are
carried – to this chamber.

Currently undergoing treatment is . . .


1 An orc with an axe going through her back.
She says she “barely feels it.”
2 An ettin missing one of its heads.
3 A very confused sorcerer. He cast a spell
too hard and fell down, hitting his head.
4 A duplicate of one of the heroes. This
doppelganger is surprised to see the PCs.
5 A wizard who won’t stop writing in his
spellbook long enough to drink a healing
potion.
6 An animated skeleton. A drow cleric keeps
telling the monster that it is already dead.
55
Scriptorium
Shelves, desks, chairs, and the assorted
tools of the writer’s craft fill this
cramped and dimly-lit chamber.

Hunched over one the desks is . . .


1 A motionless skeleton. A quill still rests
between its bony fingers.
2 An ogre mage copying a scroll of fireballs.
3 The most prolific romance writer in the
realm. He hides here, away from his fans.
4 A necromancer scribbling notes as she
reads The Tome of Infinite Death. She tells
the party to leave her be . . . or else.
5 A barbarian trying to learn to write so she
can send a letter to her mother.
6 An evil mage. He stands, pulls a wand of
magic missiles from his robes, and attacks.
56
Divination Room
A large altar fills the center of the
chamber, around which are shelves
filled with dozens of tomes of all sizes.

The heroes rudely disturb . . .


1 A group of cultists seeking answers about
their destiny.
2 A soothsayer. She looks at one of the PCs,
calls them by name, and says she is sorry
that they will die in this very dungeon.
3 A wizard who already knew the group was
going to arrive.
4 A cleric trying to speak with a dead friend.
5 A young woman’s ritual to see the fate
of her husband’s future; he’s serving in a
bloody and violent war.
6 No one. The room is empty. Plunder away!
57
Art Gallery
Paintings and statues fill this chamber.
Someone has clearly curated what they
consider to be a priceless art display.

A few of the more spectacular works on


display include (roll twice) . . .
1 A sculpture of a dragon made of pure gold.
2 A painting of a crystalline castle.
3 A mural that spans an entire wall. It depicts
the landscape of four distinct elemental
planes of existence.
4 A wood sculpture of an armored knight.
5 An ugly painting of stick figures holding
hands. A piece of parchment under the
artwork reads, “To Papa, From Cassandra.”
6 A watercolor painting of a burning tower.
58
Game Room
Large and small tables, each ringed by
five to ten chairs, fill this cramped and
smelly space.

Partaking of the games of chance are . . .


1 Three kobolds playing poker.
2 An ogre and two goblins playing blackjack.
The elven dealer asks if one of the heroes
wants to join in. The ogre looks angry.
3 Six halflings. They’re passing a pamphlet
around, trying to understand instructions
for a game they’ve never played.
4 2d4+1 skeletons playing a strange game
that seems to involve stacking their own
skulls, rolling dice, and yelling obscenities.
5 Nine orcs. It’s a violent drinking game.
6 2d3 fishfolk playing Go Human for gold.
59
Training Room
All manner of straw-stuffed dummies,
padded weapons, and practice gear fill
this large space.

The area is currently in use by . . .


1 A budding assassin practicing his knife
throwing skills.
2 A goblin who keeps failing to strike one of
the dummies with his sword. He looks sad.
3 An elven warrior. She’s already hacked
through ten straw training dummies.
“Who’s next?”
4 A skilled warrior with a greataxe. He is
very happy to see “living” dummies.
5 An archer trying out a brand new bow and
special, enchanted arrows.
6 No one at all. The room is available.
60
Lair
Although the room is clearly not
natural, a creature has claimed the
space . . . and wishes to be left alone.

Now calling this room home is . . .


1 A troll. He’s lazing about on a stolen,
broken throne. The stench emanating from
him is nauseating. He wears a single, soiled
glove on his right hand.
2 A growling bear protecting her 2d3 cubs.
3 A madman. He giggles when the heroes
approach.
4 A purple worm. It looks uncomfortable.
5 The spawn of a devil. It tries to convince the
good-aligned party members that it is safe
and docile . . . while sharpening its claws.
6 1d4+1 ropers. They attack the heroes.
61
Gatehouse
A large gate on the far wall blocks
access to a part of the dungeon that
someone considers to be their fortress.

The gate is guarded by . . .


1 A sphinx. It does not look impressed.
2 2d3 ogres armed with swords, shields, and
wearing plate armor. They look tough.
3 Two fire elementals. They are loyal to the
masters that have summoned them.
4 1d4+1 cloakers. They attack the weakest
members of the party.
5 A pit of snakes. Only one in the bunch is
venomous, but it’s impossible to tell which.
6 A dozen suits of animated armor. These
magical constructs remain motionless until
a hero gets within a few feet of one of them.
62
Scullery
Assorted dishes, pots, pans, and
utensils fill the shelves and drawers that
line the room’s walls.

The room is inhabited by . . .


1 An invisible servant. Unseen, but very tidy.
2 Black pudding. This bubbling, gurgling,
disgusting thing moves to attack the PCs.
3 A disgusting horde of rats. Someone
should have cleaned the pots better.
4 A frogfolk servant sorting the utensils.
5 A chef. She’s come here to see if she has
enough supplies to feed the rest of the
native dungeon dwellers. She screams in
fear if the heroes approach.
6 1d4+1 animated brooms with thin, spindly
arms. They’re breaking plates and laughing.
63
Treasure Chamber
A medium-sized room filled with
riches of all sorts. Unfortunately, the
treasures are definitely guarded.

Awaiting the heroes are . . .


1 Multiple piles of enchanted “gold.” It turns
to dust in sunlight.
2 A stone golem with hammers for hands.
3 Dozens of vampiric beetles. They emerge if
anything is disturbed.
4 A mummy armed with a sickle. It can be
bribed. The monster collects magic rings.
5 Ghosts. They admonish anyone taking
the treasure, making tsking noises. “That
doesn’t belong to you, thief!”
6 3d4+1 quasits. These tiny fiends scatter,
fleeing as soon as one of them is killed.
64
Fountain Room
A large stone fountain in the shape of a
dragon fills the center of this chamber.

The statue’s open mouth spews . . .


1 Freezing water. The room’s temperature
is dramatically lower than the nearby
chambers. An ice elemental attacks!
2 Blood. It drips from the ceiling and makes
the floor of the room slick. Anyone moving
faster than a walk may slip and fall here.
3 Lava. The room is extremely hot. So hot,
in fact, that the adventurers must make a
successful Constitution save every fifteen
minutes or gain one level of exhaustion.
4 Acid. A corrosive mist fills the air. Every
round that they are in this chamber, the
heroes each suffer 1 point of acid damage.
65
Mummification
Chamber
All sorts of instruments are scattered
across the tables of this room.

The room isn’t empty. Currently at work


in this chamber is . . .
1 An ogre pulling the guts out of a hill giant.
The creature turns to confront the PCs.
2 A pair of goblins tightening the straps that
hold a struggling elf to the table. The two
grin like fools when they see the heroes.
3 A necromancer and two skeletal assistants.
The caster screams at his lackeys to attack
the intruders.
4 A groaning, moaning mummy in the midst
of chasing a young woman about the room.
She claims she was kidnapped because the
fiend thinks she is meant to be his bride.
66
Archery Range
This narrow room extends over 100 feet
long, at the end of which stand several
targets. Arrows are stuck in each one.

Currently using this practice range is . . .


1 An archer bush, a strange plant with ugly,
puke-green leaves. It is busy hurling thorns
at the targets. Moving targets are more fun.
2 A ghost wielding an ethereal short bow.
The arrows it fires are solid and real, but
they vanish seconds after dealing damage.
3 A suit of animated plate armor throwing
axes. The armor is being watched by a
kobold who is far too busy laughing at the
armor’s ineptitude. She fails to notice the
adventurers . . . until it is too late.
4 A skeletal archer with very poor aim. The
fact its head is missing may be the problem.
67
Morgue
Wooden tables and stone slabs house
the bodies of the dead. Why someone
would collect bodies here is a mystery.

The corpses are here because . . .


1 A necromancer, who is in the next room, is
preparing to raise an army of the dead.
2 A cruel sorcerer is eating them. He thinks
this vile act will grant him great powers.
3 Their organs, skin, and bones are being
harvested for the creation of flesh golems.
4 A terrible demon – who lives elsewhere in
the dungeon – enjoys the taste of dead flesh.
5 An alchemist is ripping out their hearts
and brains to use in the brewing of potions.
6 A mage of questionable scruples is
studying the effects of magic on the dead.
68
Privy
Bodily-waste is disposed of here,
preferably in one of the half-dozen or
so pits along the far wall of the room.

The privy is in use by . . .


1 A troll who is trying to find a magic ring it
accidentally swallowed a few days ago.
2 An otyugh enjoying a “meal.” Don’t look.
3 Two kobolds squabbling over which one of
them gets the “good” pit.
4 3d4 giant rats eating a goblin who died
with his breeches around his ankles.
5 Hemats Bugovo, an elf who was abandoned
by his companions because his constant
need for breaks was slowing them down.
He’s a tad occupied at the moment.
6 A skeleton tasked with cleaning the pits.
69
Boudoir
It is impolite to enter a lady’s private
dressing chamber without permission.
Have the heroes no manners?

This personal space belongs to . . .


1 A lady of the night. She offers her company
to the least attractive person in the party.
2 A medusa. Peek at your own risk.
3 At first glance, no one. However, one
member of the party swears they hear a
ghostly groan.
4 Who knows? But they left the room a mess.
5 A pirate captain and one of her crew
members. If the party doesn’t leave, she’ll
make them walk the plank.
6 A pair of amorous, but snarling, owlbears.
No, the party’s druid is not invited to join.
70
Catacomb
A network of tunnels, into which have
been cut dozens of alcoves to house the
bodies of the dead “resting” here.

If the adventurers poke about in the


alcoves, they may find . . .
1 The treasure that was buried with a king.
2 The resting place of a recently killed
warrior. Her body is nowhere to be found,
but a set of footprints trail from this spot.
3 A white cat lying on a bed of roses.
4 The corpse of a goblin wizard. The PCs also
find a small spellbook with 1d4+2 1st-level
wizard spells of the GM’s choosing.
5 A marble figurine in the shape of an owl.
6 A single rose made of stone. It smells sweet.
71
Memorial
This chamber houses a large monument
that was built to honor the memory of a
long-dead individual of some import.

The monument is . . .
1 A pair of oversized porcelain scales, held in
balance by a single gold chain.
2 A mural. It covers every inch of the walls.
3 A fountain, within which several gold coins
can be seen. Beside it sits a prayer box.
4 A statue of a hound. Standing seven feet tall,
it towers above most people. The inscription
at the bottom reads, “to Beauregard. Man’s
best friend and greatest company.”
5 A colossal eagle made of brass.
6 A 20-foot tall obsidian spire. Anyone who
touches it takes 3d6 lightning damage.
72
Tapestry Chamber
An otherwise unremarkable room, it is
the many tapestries hanging from the
walls that give this place its name.

Some of the tapestries on display here


include (roll twice) . . .
1 The woven threads of a runic pattern. It
tells the story of two brothers lost at sea.
2 The painted image of lovers in an embrace.
The tapestry is made of silk, shimmering in
the torchlight.
3 The needlepoint likeness of a king.
4 A tapestry of a massive, deadly battle
between orcs and elves.
5 A stark and new design of a green dragon.
6 A worn and faded design of a red dragon.
73
Menagerie
Several cells along the room’s walls are
home to all manner of animals . . . and
a few unusual and terrible beasts.

One of the more terrifying occupants of


this horrific zoo is . . .
1 A five-headed cobra.
2 A sweet bunny with a scorpion’s tail.
3 A horse. Every one of its teeth are
enchanted to instead be deadly fangs.
4 A bear with eight spindly legs.
5 A shapeshifter . . . who transforms into the
figure of dead loved one. It feeds on grief.
6 An undead unicorn, growling and snarling
at the heroes. If gored by its horn, the
victim’s max HP drops by 3d4.
74
Crypt
This small chamber houses the corpse
of some long-dead person of great
significance.

Interred in this space is . . .


1 Sylvia Morane. Killed by her sister 200
years ago, the woman was once known to
be an infamous enchantress. A lock of her
hair is worth quite a bit.
2 Nelar Carem. Right hand to a goblin king,
this elven sage was known for uniting two
warring factions. Meditating at his burial
site grants a +2 Wisdom bonus for 1d6 days.
3 A lich. Roll for initiative.
4 Talida Gudeliva. The sorceress was buried
with her ring of protection +2. A plaque
reads: “Her magic saved Scryfall from the
devils of the seventh moon of Gabriel.”
75
Devastated Library
Toppled shelves. Scattered books.
Something unknown inflicted great
harm on this chamber of learning.

A few uninjured books include . . .


1 Dragon’s Folly: My Time with the Ancients.
A Memoir by Alfred Renauld.
2 The Alchemy of Yesteryear by Olive Madel.
3 The Ten Crystals of Maldori by Xel Mangor.
4 In the Shadows of the Moon: A Compilation
of Prayers From the Temple of Midnight.
5 Druid Dave’s Guide to Magic Mushrooms.
6 The Explorer’s Guide to Karuuna and Its
People. Author Unknown.
7 A History of Dark Magics by Ed Harleston.
8 Advancements in Blacksmithing by Del Niu.
76
Treasury
Coins, gems, and jewels are scattered
about this small chamber. The GM’s
generosity should be appreciated, yes?

One of the more notable items of value


stored within the treasury is . . .
1 A platinum ring encrusted with three
gems. Each gem holds a spell that can be
unleashed by throwing it on the ground.
2 Identical silver bracelets, the number of
which matches the number of party mem-
bers. If all are wearing the bracelets at the
same time, they can send a short telepathic
message to each other once each day.
3 A rare bone coin. This is the last artifact
from the Kingdom of the Copper Lich.
4 A gold greathelm with silver wings.
77
Arena
Stadium seating against the walls of this
large chamber allow upwards of 500
people to watch the gladiatorial bouts.

When the heroes enter this room, they


find that it is . . .
1 A practice space for sparring goblins.
2 Home to two angry fire elementals.
3 Filled with ghostly figures in every seat.
They sit silently, waiting patiently for
something not yet known to the heroes.
4 Hosting a duel between two sorcerers. The
winner challenges a member of the party.
5 Empty. The quiet is unsettling.
6 In use. Hundreds of spectators waiting to
see 3d6 zombies face off against . . . the PCs!
78
Museum
Small though it may be, this room
houses objects of historical interest . . .
and possibly of great value.

One of the stranger items on display in


this small museum is . . .
1 A decapitated doll. This is the magic object
that killed the great wizard Marlo Nikola.
The doll belonged to his only child, who
saw to his end.
2 3d4 gold coins held on a string. The holes
in the metal were created with dragon acid.
3 The enchanted glove of a queen.
4 A rusty spoon. No explanation given.
5 The saddle of a brave knight.
6 A helmet in the shape of a dragon’s head.
79
Scrapyard
Jagged and rusted bits of discarded
metal are strewn haphazardly about
this small chamber.

Hidden in the scrap is . . .


1 A wizard. He built a home beneath the
metal when hardly any existed there. As the
years have gone by and the layers have piled
up, he’s become buried within his creation.
2 A rust monster. It is so full and content that
it ignores the heroes unless they bother it.
3 4d100 fire ants. They become apparent only
after jumping in.
4 An ancient planetary clock.
5 Something unseen. Ominous scraping
sounds can be heard from below.
6 An iron golem. It attacks after 2d4 rounds.
80
Shrine
The vaulted ceiling of this great
chamber gives plenty of room for the
towering statue that fills the space.

The heroes find . . .


1 A tiny mouse. It follows the party.
2 The unholy remains of a dark magic ritual.
Blood desecrates the altar, and a black
substance pools on the floor.
3 Wildflowers strewn over the white lace that
covers the shrine.
4 An enchanted pitcher. Drinking the water
from this silver and gold object restores all
hit points to their maximum.
5 A cursed blade atop a stone podium.
6 A nest of 6d6 wiggling, sliggling centipedes
that sting, dealing 1d4 damage if touched.
81
Barren Chamber
A seemingly empty place, the
adventurers have explored enough
dungeons to be wary of vacant rooms.

We know it’s not empty, right?


1 A mimic is disguising itself as the floor. Ac-
tually, multiple mimics are disguising them-
selves as individual floor tiles. Good luck.
2 A very thin stone golem hides against a wall.
3 It really is empty. But the GM should start
rolling an obscene amount of dice the
moment someone crosses the threshold.
4 3d6 venomous spiders lie in wait.
5 A pressure plate activates poison darts.
6 One of the heroes notices a flagstone sounds
odd when walked on. Prying up the stone,
reveals a lever. What happens if it is pulled?
82
Embalming Chamber
Jars, cauldrons, and casks filled with
all manner of foul-smelling liquids are
stacked around the tables in this room.

The room is occupied by . . .


1 An undead researcher looking for a fresh
test subject. The more unwilling, the better.
2 A goblin who is pumping embalming fluid
into a restrained, yet still-struggling, troll.
3 Nothing alive. But there are rows upon
rows of body parts preserved, the jars
stretching on almost endlessly.
4 A mage looking for immortality.
5 Two bandits arguing over the value of the
tools and equipment.
6 An ogre who is actively using the chamber’s
tools to preserve an oversized ettin.
83
Alchemist’s Workshop
Bubbling pots, winding tubes, and
scattered plants, organs, and unusual
objects cover the room’s many tables.

With luck, maybe the heroes will find . . .


1 Ingredients for healing potions.
2 The kindly monk who uses this place to
craft potions of dexterity and agility.
3 A notebook filled with recipes. It starts with
basic potions and elixirs, but the instruc-
tions get more advanced as the pages go on.
The last three pages are missing.
4 A flower prized for its rarity and beauty.
5 A sleeping powder known to put even
the most powerful of enemies into a deep
slumber.
6 A potion of giant strength in a silver vial.
84
Gallows
This chamber reeks of death. 2d4 ropes
swing from a wooden beam, each
ending in a noose.

Hanging from one of the ropes is . . .


1 A dwarven warrior in chainmail. His gear,
including a shield and battle axe, lay nearby.
2 A dead mushroom folk fellow. Yellow mold
covers the creature’s rotting corpse.
3 An armless and legless human covered in
green slime. The hazardous ooze shivers
and seems to reach for the heroes.
4 An unmoving skeleton in plate armor.
5 A body that looks just like one of the
heroes’ parents. Why? What is going on?
6 A zombie that lashes out at the heroes if
they get too close. It snarls and drools a lot.
85
Underground River
The door opens to reveal a sprawling,
natural cavern. A river cuts through the
chamber, dividing the area in two.

To cross the river, the heroes must . . .


1 Solve a riddle. It is written in the mud
between two stone columns. Saying the
correct answer out loud summons a bridge.
2 Jump from rock to rock, with each leap
requiring a Dexterity check. Don’t fall in!
3 Sacrifice one of their number to the river
monster that lurks nearby.
4 Pay the frogfolk ferryman 3d4 gold.
5 Ask a water sprite for guidance. There is a
four-in-six chance the tiny creature gives
bad advice just to giggle as the party falls in.
6 Figure it out for themselves. Good luck.
86
Hall of Records
Rows of shelves fill this room. There’s
very little space to maneuver, making
combat a challenge for the heroes.

If the adventurers take time to look


through the shelves, they may find . . .
1 A receipt detailing the secret – and prolific
– trades between a local religious organiza-
tion and an unsavory band of thieves.
2 The deed to a nearby deserted castle.
3 The birth certificate of a local noble.
According to the document, his father
may not actually be his father. Actually . . .
come to think of it . . . that isn’t his mother’s
name, either.
4 A death certificate for one member of the
party. The document is dated tomorrow
and lists another PC under “cause of death.”
87
Bare Room
The stone walls, floor, and ceiling are
completely bare. Empty. There’s nothing
here at all. Yeah, right.

If the heroes search this “bare” room,


they may find . . .
1 Ten obsidian-rimmed windows on the
walls. If any member of the party looks
through one of them, they are all blinded
for 2d4+1 hours.
2 That its appearance is an illusion. Stepping
inside the room breaks the spell obscuring
it. Pick another card from the deck to
determine what the room actually is.
3 A few dust bunnies. Seriously. It’s empty.
4 A patch of ooze in the corner. It gurgles
and burgles and snurgles.
88
Pump Chamber
The machinery in this flooded area
churns constantly. The noise makes it
tough to hear anything else.

The chamber is flooded with . . .


1 Water, at first glance. In actuality, it’s an
acidic liquid that eats away all metal and
glass within ten seconds.
2 Whiskey. A cursed and broken barrel of
infinite delight is forever trapped here.
Whiskey pours nonstop into this room.
3 The remains of potions from the alchemy
lab upstairs.
4 Molasses. The room is quite sticky and
has attracted 3d6 giant ants. Any heroes
stepping into the chamber are slowed by
the thick goo that covers the floor.
89
Labyrinth of Corpses
Heaps of dead elves, humans, dwarves,
and others create a maze unlike any the
heroes have encountered before.

Living in the maze is . . .


1 A cannibal. Once a famous hunter, the
woman discovered a taste for human
flesh along the way. She’ll stalk the heroes
halfway through the maze before actively
hunting them.
2 A colossal flesh golem gestalt made up of
hundreds of different creatures. It is angry
and hungry . . . and it is not against the
idea of eating the adventurers.
3 A naked halfling. There is no explanation.
4 4d4 giant rats. They’re excited that still-
living meat has wandered into their home.
90
Subterranean Forest
The cavernous chamber is filled with
a thick tangle of strange growth that
slows movement.

The forest is made up of . . .


1 Tropical trees and ferns. Their presence is a
mystery, given the location.
2 Giant spires of prototaxites, a strange fungus.
3 Great towers of moss and lichen.
4 Nothing living. However, inky necrotic
vines twist and curve into branches and
canopies. Droplets of hallucinogenic
poison cover some portions.
5 Slim rods and bright blue leaves that
almost look like magical bamboo.
6 Giant, humanoid plants that are locked in
place with magic.
91
Insect Nest
A sprawling network of cramped
tunnels fills this part of the dungeon.
Taller heroes may have to crawl here.

When the party enters the nest, the bugs


immediately . . .
1 Begin to cover each of them in a wave of
wriggling legs and thoraxes. If the heroes
don’t escape, they’ll be smothered.
2 Attack the party’s strongest spellcaster. The
bugs possess an unnatural power; instead
of dealing damage, there is a one-in-six
chance each round that they drain their
victim of one random spell slot.
3 Bite at their fingers: a subtle warning.
4 Attack the weakest member of the party.
92
Warehouse
This large chamber is filled with crates
and boxes of all shapes and sizes. If the
GM can imagine it, it may be here.

One of the more unusual items stored in


this chamber is . . .
1 A wishbone carved with dwarven runes.
2 A mummified elven king. He may awaken.
3 10d10 socks. None of them match.
4 A brilliant orange feather. It vibrates if
picked up.
5 An army of 4d20 dead soldiers. Engravings
warn of the consequences of opening the
coffins.
6 A magic helmet. It grants the wearer the
power to direct ships across the heavens.
93
Watermill
The towering waterwheel turns slowly,
powered by the underground river that
cuts through this large chamber.

In the river, the heroes spot . . .


1 3d8 trout. They shimmer like they’re made
of jewels. Casting detect magic reveals that
they are enchanted.
2 Writhing pseudopods made of water.
3 Tattered, blood-stained clothing floating
downstream.
4 A raven perched on a rock that only just
juts above the water’s surface.
5 A bronze safe. It is buried in the sand,
barely visible below the rapids.
6 The splintered remains of a raft. A goblin
clings to the wreckage and shouts for help.
94
Underground Cemetery
This massive chamber is filled with
tombs, graves, and a handful of large,
free-standing crypts.

Also visiting at this moment is . . .


1 An elderly woman dressed in all black. She
does not look up at the heroes when they
enter. Instead, she weeps as she kneels in
front of one of the graves.
2 Eric Blanc, a grave robber up to no good.
3 A haunting spirit from another world.
4 A rather large gentleman adorned with
weapons. He’s pouring a drink into a glass
that rests on a tombstone.
5 A small child sitting on a fresh gravesite.
6 A force of 3d6 drow paying respects to a
fallen comrade. They nod politely to the PCs.
95
Banquet Hall
This large chamber is dominated by a
great table that seats twenty. A dozen
smaller tables ring the central one.

The hall is in use by . . .


1 Three children having a tea party. If asked,
it’s clear that their parents are a different
adventuring party looking for treasure
somewhere else in the dungeon.
2 6d6 kobolds. They’re celebrating the death
of their evil, cruel king with a potluck
dinner. They ask the PCs what tasty treats
the heroes have to share with the group.
3 Snakes. Just snakes.
4 A lich and 4d6 skeletons. The lich is
hosting a party for an unseen, ghostly
friend. They invite the party to join them,
promising that “We’ll kill you after dessert.”
96
Garbage Pit
Scraps of trash, mostly discarded food
and organic waste, fill the large pit in
the center of this room.

If the heroes take time to search through


the garbage, they may find . . .
1 The remains of a half-eaten feast just sitting
on top of the refuse. Do they dare indulge?
2 A silver ribbon. If they follow it through
the mess, they find a pair of golden rings
tied to the end.
3 Enchanted soap. The lather created gives
temporary hit points.
4 A goblin’s left arm wearing a silver bracelet.
5 A painting of one of the heroes.
6 A gold tooth . . . still inside a human skull.
97
Makeshift Market
Although unexpected, the heroes have
come across a handful of merchants
who are offering a variety of goods.

One of the sellers at the market is . . .


1 Neeno Banks. He’s trading charred mimic
remains for copper coins, pocket lint, and
loose buttons.
2 Artur Rusu. His two-wheel cart is loaded
with rope, torches, iron rations, and other
supplies the adventurers may find helpful.
3 Jeva Klock. She’s selling any armor one
could possibly imagine. However, she
knows she’s the only blacksmith for miles
around; she charges triple.
4 Lilly Kollek. She wears gloves that allows
her to reach in and pull items from a
captured gelatinous cube. Hey! It’s a living.
98
Subterranean Workshop
All manner of tools – including fine
chisels, awls, saws, and files – are
carefully stored in this clean room.

The workshop is being used by . . .


1 An elven blacksmith. He appears to be
entranced, and any attempt to speak to him
fails to produce conversation. He simply
toils away.
2 A patch of black mold that isn’t so much
“using” the workshop as it is infesting it.
3 Four very confused goblins.
4 A wizard trying to make a dagger that she
can enchant.
5 A gnome wearing dusty red goggles.
6 1d3+1 skeletons who are making a coffin.
99
Healing Pool
Anyone who takes advantage of this
pool’s magic regains 2d6 hit points.
Also, non-magical diseases are cured.

To trigger the power, the PCs must . . .


1 Pray to a god of their choosing.
2 Soak in the pool long enough that their
skin gets all wrinkly. 1d4+1 minutes.
3 Say something kind about their fellow
party members. If one person says
something mean, the pool begins to boil
around them, inflicting 6d6 damage.
4 Toss a coin in the water and make a wish.
5 Sing a song they all know. In unison.
6 Drink a cup of the water. More than one
cup in 24-hours puts the character to sleep.
100
Hermitage
A makeshift house in the dungeon. The
chamber’s original purpose is unclear,
but it is now clearly someone’s home.

Living in this out-of-the-way hovel is . . .


1 A ghost. It does not wish to be left alone.
It is lonely, seeking the company of
adventurous spirits. If the heroes spend
time with the ghost, they have advantage
on their next Wisdom check.
2 Kaawa Cyrus, who wishes to be left alone.
He’s busy cooking a foul-smelling stew
and, if the heroes are polite, eventually asks
them to share a meal with him.
3 An unnamed paladin who broke his oath.
4 Sandu Birca, a human mage. Birca moved
here several years ago. He uses a wand of
tomes to “borrow” books from libraries.
101
Bandit Hideout
Using found furniture, discarded
lumber, and crumbling bricks, these
thugs have made a home of their own.

Hiding in the hideout are . . .


1 2d6 young hooligans. Their parents don’t
know they’re here. “Please don’t tell anyone.”
2 1d6 thieves who are scared of the PCs.
3 All the treasures from a famed heist . . . and
the rogues responsible.
4 1d10 criminals on the run.
5 The husbands and wives of all the bandits.
They’re bored and complain loudly about
being left alone.
6 3d4 human scoundrels. They’re playing a
card game and invite the PCs to join them.
102
Nursery of Nippers
This small room houses the offspring
of the dungeon’s many guards and
guardians when they are at work.

The caretaker in this chamber is . . .


1 Nowhere to be seen. A baby gold dragon
sits by itself, looking lonesome.
2 A stone golem with eyes on all sides of its
oversized, obelisk-shaped head.
3 Exhausted. There is a 50/50 chance they’re
napping.
4 A water elemental. The little ones are
delighted to use it as a water slide.
5 Invisible, a quiet guardian of the children.
If any younglings are approached, it attacks
from the shadows.
6 An elderly gnoll reading stories to the kids.
103
Junk Room
Boxes, dressers, cabinets, and chests
are shoved into every nook and cranny.
The room is overflowing with stuff.

If the heroes take time to sort through


the junk, they may uncover . . .
1 A shimmering crystal. It turns red if
touched. That’s normal, right?
2 A wooden chest filled with scraps of fabric.
At least, that’s what the rag golem looks like.
3 A crumpled treasure map. Complete with
an iconic red “X.”
4 1d3 healing potions. Those will be handy!
5 A mass of wriggling, fleshy tentacles that
drip with an unknown and corrosive liquid.
6 A skeletal hand that tries to scamper away.
104
Athenium
Within this room, the heroes find rows
of tomes and scrolls. The works stored
here are well-loved and cared for.

Some of the titles present on the shelves


include . . .
1 The Many Lives of Theodore Coskaal: A
Biography of the Realm’s Greatest Familiar
by Annette Scoria.
2 Predicting the Past by Ludwig Han.
3 Enchanting Beauty: A Collection of Poems
by Fiona Lynden.
4 Mimics, A Necessary Work by Erl Dieph.
5 When Feykind Call by Winifred Halloway.
6 The Art of Cartography by The League of
Distinguished Seafarers.

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