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Written by Philip Reed

Edited by Lex Morgan


On the Other Side
© Philip Reed, all rights reserved.
Some artwork © 2019 Dean Spencer,
used with permission.
All rights reserved.
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Introduction
Welcome, gamemasters! On the Other
Side is a dungeoncrawling resource you
can turn to when stuck for an idea.

To use this deck, find a blank dungeon


map – many are offered free online – and
then draw cards one at a time to populate
the map. This deck offers 52 room ideas,
and each includes a table of possible
discoveries or encounters. If you need
more encounter ideas, I suggest turning
to other resources (including my own
D100 Dungeon Hooks and The Book of
Dungeon Encounters). Both titles are
available in PDF or as print-on-demand
books at DriveThruRPG.
As you read the cards, make sure to keep
notes of any changes you may wish to
make to the ideas I’ve presented. My
hope is that these cards will provide
inspiration and that you won’t simply use
each entry exactly as I’ve written them.

If you pull a card that you don’t feel fits


neatly with your needs, toss it aside and
draw a replacement. The cards are meant
to spark your imagination, not shackle
you to an idea you may not like.

Need more cards?


You can find several card decks I’ve
created over the years at DriveThruRPG.
From encounter ideas to NPCs to
hexcrawls, these different card decks
greatly expand the GM’s supply of tools.
1
Armory
Racks of weapons and armor line the
walls of this small chamber. Most of the
gear is in sad condition (and unusable).

Heroes who take time to


search the room may find . . .
1 A longsword wrapped in red silk.
2 A tower shield made of elven steel.
3 A quiver with 2d8 arrows.
4 A two-handed sword in a plain scabbard.
The pommel is decorated with small gems.
5 A wicked-looking mace topped with a
metal skull that is covered in spikes.
6 An open-faced bascinet helm made of fine
steel and covered in arcane runes. (One-in-
six chance it is a +1 magic item.)
2
Cells
A narrow passageway with 1d3 cells on
each side. Each one of the cell doors is
closed and locked.

There is a one-in-six chance of


a cell being occupied by . . .
1 The corpse of a goblin.
2 Alaa Ursachi, a human rogue who claims
he was unfairly imprisoned. If released, he
tries to rob the party.
3 Lidia Toma, a half-elf fighter. She is weak
and grateful to her rescuers.
4 A wolf. It attacks if it gets the chance.
5 A troll that lunges at the heroes.
6 Ionel Cretu, an elderly mage who has been
trapped here for decades. He is dying.
3
Library
Large bookcases line each of the walls.
Each shelf holds 2d20 books of all
different shapes and sizes.

A few of the books include . . .


1 The History of Abandoned Realms.
2 The Assassin’s Book of Arcane Poisons.
3 A Codex of the World’s Worst Beasts.
4 The Secret Runes of the Necromancers.
5 Lost Spells of the Ruined Castle.
6 The Bard’s Last Song, a Memoir.
7 The Nine Dragons of Hellspark Mountain.
8 Why the Mages of Old Have Died.
9 A Goblin’s Haunted Helm.
10 The Catalog of Forbidden Enchantments.
4
Tomb
This narrow chamber is the resting
place of 3d6 corpses, each of which is
wrapped in cloth and lying in an alcove.

If the heroes unwrap a corpse, alongside


the body they may very well find . . .
1 A two-handed sword fashioned of an
unknown, magical steel. The weapon
grants a +2 bonus in combat.
2 A tower shield made of bones.
3 A leather satchel with 2d3 random arcane
scrolls of the GM’s choice. One explodes.
4 2d6 magic arrows. (+1 bonus to damage.)
5 A coin purse with 6d6 assorted coins.
6 A shard of obsidian. Touching the shard
triggers nightmares every night for a week.
5
Rubble-Filled Chamber
The ceiling has collapsed, exposing a
narrow opening that leads to whatever
is directly above this room.

If the heroes explore the chamber, they


may find hidden in the rubble . . .
1 A longbow made of a red, unknown wood.
This magic weapon grants a +1 bonus.
2 A hammer and 6d4 nails in a small bag.
3 A journal wrapped in canvas. The book
tells of the exploits of a brave fighter.
4 A small chest. It is locked, of course. What
is inside is left to the GM’s imagination.
5 A battered and beaten suit of plate armor.
6 A scared goblin. The little guy is wounded
and tries to run when he is spotted.
6
Nursery
Potted plants line the many tables that
fill this room. A glowing stone on the
ceiling illuminates the chamber.

Some of the many different plants


growing here include . . .
1 Flesh-eating vines. They crawl over an
entire wall, hundreds of snapping heads
lashing out at intruders.
2 Vegetables of the GM’s choosing.
3 A hazardous slime has overgrown most of
the room. It threatens all who enter.
4 Wizard’s Kiss. This blue flower is said to
protect against arcane enchantment.
5 Useful herbs of the GM’s choosing.
6 Valuable flowers of the GM’s choosing.
7
Well Chamber
Stacked stones form the large well (3d6’
in diameter) that dominates this room.

Within the well the heroes find . . .


1 Nothing. It is completely dry.
2 Water. Roll 1d6: 1-2. Clean and drinkable.
3-5. Dirty and disgusting. 6. Poisoned.
3 3d4 goblins who have hacked into the
sides of the well to form cramped sleeping
chambers. They will defend their home.
4 A single, sleeping troll . . . and the loot he
has collected over his many years of killing
intruders. He is a light sleeper.
5 A hazardous slime of the GM’s choice.
6 A concealed entrance to a previously-
unknown level of the dungeon.
8
Treasure Vault
This large room of treasures could
make any adventurer rich . . . if they
survive what guards it.

Lurking in the shadows waiting to strike,


the heroes soon face . . .
1 3d6 animated skeletons.
2 4d4 kobolds and their goblin leader.
3 A rival adventuring party.
4 A colossal stone golem.
5 A gelatinous cube.
6 An evil wizard and 2d4 bodyguards.
7 A lich and 2d6 zombies.
8 A dragon. It’s been peacefully napping. This
interruption makes it rather . . . cranky.
9
Refuse Pit
The pit in the center of this chamber is
20 feet deep and filled with all sorts of
waste, both organic and inorganic.

If the adventurers choose to descend into


the pit and search it, they find . . .
1 Nothing, but there is a two-in-six chance
that anyone who explored the pit has now
contracted some horrible disease.
2 The rotting corpse of a long-dead reindeer.
3 A broken sleigh lined in red and green trim.
4 A week’s supply of rotten food. Mostly carrots.
5 A magic potion of the GM’s choosing.
6 A wooden door hidden by the trash. If the
heroes dig out the door and open it, they
find another dungeon chamber.
10
Wizard’s Workshop
This small chamber is filled with
bottles, books, trinkets, jars, and all
sorts of unusual stuff.

Within the room the PCs discover . . .


1 A skeletal wizard. He’s reading one of the
many romance novels that line the shelves.
2 3d4 magic scrolls of the GM’s choosing.
3 An ancient, cranky wizard who does not
want to be bothered. He will use magic to
evict the intruders if he must.
4 A random wand of the GM’s choosing.
5 A spellbook with 2d4 arcane spells of the
GM’s choosing.
6 The corpse of a wizard. His magic ring of
protection looks worth stealing.
11
Haunted Chamber
A small room that looks like most
others in the dungeon, this particular
area stands out because of its occupant.

The room is haunted by . . .


1 A paladin. In death, his ghost has been
perverted and is now an agent of evil.
2 A mage. He was searching for a rare spell
and thinks the heroes may know where it
is. He won’t stop asking about it, and will
follow the party if they try to leave.
3 A king. Murdered centuries ago, his spirit
remains trapped here until he can return
his crown to Castle Wastayar. He will beg
the heroes to help him in his quest.
4 A thief. He was sentenced to death after
being caught stealing one too many times.
The thief is guarding a stash of stolen loot.
12
Map Room
One wall of this chamber is filled with a
massive map. It is quite detailed.

The map shows . . .


1 This very dungeon! The accuracy of the
map is left to the GM to decide.
2 A distant realm, perhaps not on this world.
3 The ruins of an ancient castle. According
to the map, there are riches within, waiting
just underneath the rubble.
4 A nearby city. The map shows the sewer
entrances and a secret tunnel into the city.
5 A cavern hidden far, far below this room.
6 A mirror copy of this dungeon. The sister
site is located hundreds of miles away, but a
portal in this dungeon connects the two.
13
Abattoir
This rooms smells strongly of death.
The cell adjacent to the chamber holds
those awaiting their demise.

The abattoir’s cell currently holds . . .


1 2d3 small dinosaurs. These herbivores are
shaking with fear, wanting to escape.
2 A minotaur. The beast promises to reward
the heroes if they free him.
3 1d4+1 giant rats.
4 1d6+2 lizardfolk who are desperate to
escape. They plead with the heroes,
claiming that they’ve done nothing wrong
and don’t deserve to be killed.
5 A giant worm. The monster is too big for
the cell and the door is about to burst.
6 A wounded manticore.
14
Torture Chamber
All sorts of instruments of brutality and
pain fill this small room.

The room is currently occupied by . . .


1 A skeleton in a cage.
2 A thief screaming for help. He is being
eaten alive by thousands of bugs.
3 The corpse of an elf in leather armor. It is
swinging by its neck from the ceiling.
4 A dismembered body. It may have been
human. Maybe. Someone should check.
5 2d3 goblins arguing over the corpse of a
dwarf. They grin when they see the heroes.
6 An old woman who is missing her left leg.
The churning, whirring, strange machine
that ate her leg is gnawing at the bone.
15
Long Passageway
The door opens to reveal a 100 foot long
hallway. There are 3d4 doors on each
long wall (as well as one at the end).

Some rooms that may connect to this


passageway include . . .
1 A pantry. Is that the scent of vanilla?
2 A set of stairs. Roll 1d6: 1-3. They lead
down. 4-5. They lead up. 6. This is a trap.
3 An aquarium. That shark looks friendly.
4 A library. Mostly filled with bodice-rippers.
5 A clean, well-lit changing room. With butler.
6 An occupied cell. The prisoner seems lonely.
7 A sleeping chamber with six huge beds.
8 Draw a card from this deck.
16
Spiral Stairs
Behind the door awaits not another
room of the dungeon, but rather a set
of spiral stairs.

The stairs . . .
1 Lead down one level.
2 Lead up one level.
3 Are in truth a trap. Anyone who doesn’t
spot it in time loses their footing when the
stairs turn into a slide. The slide connects
to the next level of the dungeon. Whee!
4 Lead down two levels.
5 Lead to a different level that is not
accessible in any other way. A long passage
stands between the door and the stairs.
6 Lead down three levels.
17
Observatory
A spacious chamber with glass walls
and ceiling. The glass is enchanted,
offering a look at a distant place.

The view within the observatory


shows the heroes . . .
1 A peek at one of the planes of hell.
2 The landscape above the dungeon . . . as it
looked thousands of years ago.
3 A nearby city, as if this chamber were
somehow placed in the center of the city’s
market district.
4 The treasure vault of an unknown castle.
5 A maze of caves and tunnels somewhere
deep below the surface of the world.
6 A frozen world of dragons and devils.
18
Elevator
This cramped, tiny chamber is in fact a
mechanical elevator that grants access
to other levels of the dungeon.

When the switch is thrown, the elevator


immediately . . .
1 Descends to the next lowest level.
2 Ascends to grant access to the level above.
3 Fills with a poisonous gas. It’s a trap!
4 Plummets, crashing into the ground far
below. Everyone within the elevator suffers
damage when the “ride” comes to a stop.
5 Descends 2d3 levels, opening up to a secret
area of the dungeon that is only accessible
through this elevator.
6 Does nothing. The elevator is broken.
19
Maze
Beyond the open door, the heroes find
a network of passages that twist and
turn, seemingly at random.

This maze is home to . . .


1 A minotaur, of course. What else?
2 A giant spider. It’s missing a leg.
3 3d6 animated skeletons playing hacky sack.
4 A troll. Grumbling about its missing purse.
5 8d10 zombies. It’s okay. They’re vegan.
6 A gelatinous cube. Filled with dead heroes.
7 2d4 ghouls dressed in mesh from
Bangladesh. They’re hungry for fresh flesh
that’s sure to refresh.
8 A dragon. Admiring itself in a giant mirror.
20
Summoning Chamber
Arcane runes curve around the floor of
the room, glowing faintly. Casters may
recognize this as a summoning circle.

When the heroes enter the summoning


chamber, they encounter . . .
1 Nothing. The room appears to be empty.
2 A wizard. Can the vile caster be stopped
before he summons some terrible evil?
3 A demon. Caught in the runes, the fiend
cannot harm the heroes . . . so long as they
do not cross the boundary of the circle.
4 A mage and her summoned fire elemental.
5 Two devils. They are tiny and adorable.
6 A sorcerer and a demon. The monster rips
off the caster’s head, then turns to the PCs.
21
Muck Pit
The floor of this room sits a foot lower
than the floor of adjacent chambers.
Globs of mud and muck fill the space.

If the heroes step into the muck, they . . .


1 Find that the muck is in truth a hazardous
slime of the gamemaster’s choosing.
2 Have a two-in-six chance of contracting
a disease. This jumps to a four-in-six
chance if they spend more than a round or
two moving about the muck. After three
rounds, they get two diseases.
3 Discover that the muck is scalding hot.
(And, yes, any PCs who step into the muck
– let alone walk through it – suffer damage
from the boiling filth.)
4 Experience results 2 and 3 at the same
time. You’re welcome.
22
Latrine
A half-dozen pits along one side of
this narrow, long chamber are clearly
intended as a place to relieve oneself.

When they enter the latrine, the heroes


encounter . . .
1 Nothing, save for a horrific odor.
2 A patch of gray slime that has made one
of the pits its home. The hazardous goo
reaches out to attack the PCs with dripping
pseudopods.
3 A squatting goblin with his breeches down.
4 An ogre who really has to go. Now.
5 A mimic disguising itself as . . . ewww.
6 A brown and black-stained skeleton
struggling to free itself from one of the pits.
23
Portal
There is not a room on the other side
of the door. Instead, the door itself is a
gateway to another place.

If the heroes walk through the portal,


they soon find themselves . . .
1 Standing at the dungeon’s entrance.
2 In the cellar of one of the taverns in a
nearby city. As a bonus, they’re now naked.
3 On a random demiplane.
4 In the uppermost chamber of a wizard’s
tower somewhere far away.
5 One level down, in a random room.
6 Dead. The portal was in truth a force of
destructive power. It ripped the heroes into
tiny bits as soon as they stepped through.
24
Hall of Mirrors
This narrow chamber, only five feet
wide, stretches for 10d10 feet. Lining
the long walls are dozens of mirrors.

If the adventurers stop and investigate a


mirror, they find . . .
1 Nothing. It’s a normal mirror. Probably.
2 A secret door! Draw a card from this deck to
find what is on the other side of the mirror.
3 A trap! The mirror creates a duplicate of a
random hero. The copy attacks!
4 A portal. The mirror is a gateway to another
world or dimension of the GM’s choosing.
5 The mirror is a disguised mimic! It attacks.
6 A hidden treasure room, seen only to those
who gaze long enough at their reflection.
25
Flooded Chamber
The instant the door opens, the heroes
are splashed with brackish water.
The deluge comes up to their knees.

The chamber has flooded because . . .


1 A wand of waterfalls was accidentally
triggered months ago. Water continues
to pour into the room. The wand stops if
touched . . . and will never work again.
2 A dead wizard – his corpse bloated
and water-logged – summoned a water
elemental that now calls this room home.
3 A river broke through the ceiling. This and
the rooms beyond are all flooded.
4 A rip in the cosmos is just wide enough to
let water pour in from a distant world. The
tear can only be repaired with a wish spell
or a greater power.
26
Acid Pit
Those heroes who step into the room
without looking must succeed on a
Dexterity check or fall into the pit.

Any adventurers who fall into the pit . . .


1 Suffer 1d6 damage every round as the acid
eats away at their flesh and possessions.
2 Take a 2d3 penalty on Constitution checks
for 10 days.
3 Take no damage . . . at first. Each round
they stay in the pit, there is a two-in-six
chance the PC suffers 2d4 damage.
4 Are blinded for the next two weeks.
5 Lose a limb to the acid. Roll 1d4: 1. Left
arm. 2. Right arm. 3. Left leg. 4. Right leg.
6 Are instantly killed. Their belongings are
completely consumed by the acid.
27
Strong Room
Once the door is opened, the heroes
find a second one – locked. This door is
far sturdier. Beyond it, riches await.

If the heroes get through the second door


and into the strong room, they find . . .
1 2d10 gold, 4d10 silver, and 8d10 copper
coins (multiplied by the number of PCs).
2 Shelves filled with bolts of fine, valuable
cloth in several different colors.
3 5d6 chests, each one of which is locked.
4 A treasure golem. If they defeat it, the
heroes find a random item worth 100 gold.
5 6d6 sacks. Each one is filled with gems.
6 A magic item of the gamemaster’s choosing
and 1,000 gold worth of valuables.
28
Stairs
Instead of a room, the heroes find stairs
that might lead to another level of the
dungeon. Or so they hope.

The stairs . . .
1 Lead down one level.
2 Are in poor shape. Every round, there is
a two-in-six chance they collapse and the
heroes fall to the next level.
3 Are an illusion. Anyone who fails a
Wisdom save falls to their death.
4 Lead down two levels.
5 Are actually a sleeping rock elemental. If it
wakes, it will not be too happy to find the
heroes using its body in this way. Maybe it
shouldn’t have looked like stairs.
6 Lead up one level.
29
Kitchen
A large fireplace, a small well, and a
wood-fired oven dominate most of the
space in this cramped chamber.

The heroes find in the kitchen . . .


1 A troll cooking his dinner. The arms and
legs sticking out of the pot tell the story.
2 A goblin arguing with an orc. The two are
unable to agree on what to cook . . . until
they see the adventurers. The party really
knows how to bring people together.
3 Nothing. The room is devoid of life.
4 An ogre “bobbing for heads” in a cauldron.
5 A wizard trying to brew potions in the
fireplace. He is upset at the interruption.
6 A pig roasting over the fire. Where is the
chef? Who is watching the fire?
30
Subterranean Garden
This cavernous chamber stretches for
hundreds of feet. Sunlight streams
through dozens of cracks in the ceiling.

The garden is inhabited by . . .


1 A band of hobgoblins who are growing
food to sell to others in the dungeon.
2 Giant worms that have destroyed all of the
plants. The garden is a wreck.
3 Skeletal gardeners who are tending their
master’s herbs and vegetables.
4 The wreck of a pirate ship. How it got here
is a mystery, but the survivors are happy to
have a garden to call their own.
5 Dozens of plant elementals.
6 Nothing. The plants look wild. Within the
tangled vines lies a rare healing flower.
31
Pantry
This cramped room is filled with
shelves, each one of which is loaded
with foodstuffs.

On the shelves, the heroes discover . . .


1 A sack of flour . . . swarming with bugs.
2 2d6 days worth of iron rations.
3 Several jars of jam. The griffinberry flavor
tastes especially delectable.
4 A small box packed with dragon cheese.
5 2d12 loaves of mold-encrusted bread.
Look, free penicillin!
6 A sack filled with beef jerky.
7 A small box loaded with still-fresh biscuits.
8 A mimic, of course. The monster has
disguised itself as a butter churn.
32
Ossuary
Bones, bones, and more bones litter the
floor of this small chamber.
There are also bones.

Buried in the pile of bones is . . .


1 A platinum skull. Don’t ask.
2 A silver holy symbol.
3 A magic ring of the gamemaster’s choosing.
4 A money pouch with 3d20 silver coins.
5 A few torches wrapped in canvas.
6 A finely-crafted roundel shield.
7 A pair of filthy, but intact, leather boots.
8 A marble statuette of an octopus warrior.
9 A spellbook. Worms have eaten most of it.
10 A bone scroll case. It is empty.
33
Bath Chamber
In the center of this room is a
stonework bath large enough for a
dozen or so humans to bathe at once.

If the heroes look inside, they see . . .


1 Two elderly gentlemen enjoying a warm
bath. The pair are wizards, and they do not
wish to be disturbed.
2 2d4 goblins washing a small elephant.
3 Six hobgoblin warriors taking their
annual bath. Their weapons and armor are
scattered about one side of the room. There
are many, many bubbles.
4 A troll washing blood out of a huge pot.
5 Nothing . . . but looks can be deceiving. A
water elemental is hiding in the bath.
6 Nothing. The bath is empty. Enjoy!
34
Cistern
Most of the room is filled with a pit that
is 10 feet deep. A narrow walkway – only
a few feet wide – rings the central pit.

The cistern is . . .
1 Bone dry. Ya know. Because of all the bones
lining the bottom of the pit.
2 Half-filled with clean water.
3 Half-filled with disgusting water.
4 Completely filled with nasty water.
5 Filled with clean water . . . and a terrible
monstrosity with razor-sharp teeth, a doz-
en tentacles, and a bad attitude. Whatever
the hell it is, it doesn’t like the adventurers.
6 Empty, save for a thick and massive patch
of yellow mold that spits poisonous spores
into the air if it is disturbed.
35
Music Room
Comfortable, finely-upholstered sofas
and chairs are arranged in a half-circle
around a large organ.

In addition to the organ – which is too


big to move – the heroes may find . . .
1 A shelf of songbooks. Each of the
leather-bound tomes includes a few songs
unknown to the adventurers.
2 A magic lute that enhances the musical
talents of anyone who plays it.
3 A harp with half of its strings missing.
4 A beautiful pan flute. The pipes are mas-
terfully crafted, fashioned from the hollow
bones of a long-forgotten bard. Playing the
flute summons his ghost. A skilled flautist
can ease the spirit into passing on peaceful-
ly. Unskilled playing causes it to attack.
36
Cellarette
Cool winds from somewhere below
keep this alcohol storage room slightly
colder than the chambers around it.

The room houses . . .


1 Nothing. Someone has cleaned every bottle
and keg. The lush.
2 Large casks of whiskey.
3 Dozens of bottles of fine wine.
4 A dozen large kegs of ale.
5 Hundreds of broken bottles. Someone has
ruined all of the alcohol; the room smells
worse than an alley behind a tavern.
6 Several massive barrels of mead and ale.
Unfortunately, one of the barrels is a
patient mimic. The mimic is very drunk,
but still rather . . . bitey.
37
Chamber of Time
The click and clack of the mechanical
clock that covers the room’s floor is
heard even before the door is opened.

The large clock tracks . . .


1 Days of the week.
2 The minutes and hours of the day.
3 How long the adventurers have been in
the dungeon. The clock resets if other
intruders enter before the heroes leave.
4 Years since the clock was built.
5 The number of minutes the viewer has
before they die. Everyone who looks at the
clock sees a different result.
6 The amount of time remaining before the
universe is consumed by evil and forever
destroyed.
38
Scrying Chamber
A massive crystal ball floats in the
center of the room. A blue haze fills the
suspended object.

Anyone who touches the crystal ball . . .


1 Can see any one individual of their choice
for 3d6 seconds. There is a one-in-six
chance that the subject knows they are
being watched.
2 Can see inside the common room of a
tavern of the gamemaster’s choosing for
1d4+1 minutes.
3 Can see inside any one room of their
choosing for 5d20+20 seconds, so long as
they have visited the place before.
4 Goes blind for 4d3+2 hours.
Once used, the crystal ball will not work
again for 3d4 hours.
39
Scribe’s Chamber
A large desk and several shelves fill
most of the room. Shoved in one corner
is a small, neatly-made bed.

In addition to pots of ink, several dozen


sheets of blank parchment, pens, and
other items, in the room the PCs find . . .
1 1d6+1 arcane scrolls of the gamemaster’s
choosing.
2 A detailed and thorough collection of notes
regarding the dungeon itself, including
maps and information on areas of the
dungeon the heroes have not yet visited.
3 A large, nearly-complete map of the lands
surrounding the dungeon.
4 2d3 spellbooks, each one of which has
1d4+1 spells of the gamemaster’s choosing.
40
Empty Room
Regardless of its size, this chamber is
devoid of anything of interest or value.
Maybe.

Is the room really empty? Let’s find out!


1 There is absolutely nothing useful in this
part of the dungeon. But the gamemaster
does not need to share that information.
Wild goose chase, anyone?
2 Several pit traps blanket the room’s floor.
3 A hidden door on the far wall leads into an
undiscovered section of the dungeon.
4 Giant bats hang from the ceiling and they
do not like uninvited guests.
5 The floor is in fact a stone elemental.
6 A wooden door across from the entrance is
in truth a hungry mimic.
41
Armory
Several suits of armor and a wide
assortment of weapons fill the chamber.
There may even be a special item here.

In addition to whatever mundane


weapons and armors the GM wishes to
place in the room, there is also . . .
1 A magical helmet that grants the wearer
the power to see invisible creatures.
2 A finely-crafted suit of elven chainmail.
3 A quiver with 20 silver-tipped arrows.
4 A cursed dagger that will kill its wielder.
5 A large pot holding a dozen poison-coated
arrows.
6 A magic sword that gives its wielder the
strength of a stone giant.
42
Vacant Room
This vacant room is a lot like an empty
room. But instead of starting with an
“e”, it starts with a “v”.

Of course, the room might have . . .


1 A trap door. If the heroes trigger it, they
fall through the door into the room below.
2 An invisible stone golem guarding a
hidden door on the far side of the room.
3 One wall of the chamber is an illusion.
Moments after the heroes enter the
“vacant” room, several goblins attack.
4 A giant spider. It drops from the ceiling.
5 A sliding wall. When the heroes enter the
“vacant” room, it suddenly raises into the
ceiling. A dragon attacks!
6 Nothing. At all. It is really vacant.
43
Cells
This large room includes 2d3 locked
cells on each wall.

There is a one-in-six chance of


a cell being occupied by . . .
1 Bran Lence, a human scoundrel and thief.
2 Simona Laza, an elven cleric who begs the
heroes to free her before the guards return.
3 Icia Padin, a human bard singing a song.
4 Adan Barela, a half-elven fighter who
promises to show the heroes where he hid
his treasure if they help him escape.
5 Bree Swissmuenster, a human cheesemaker.
6 Xusto Vara, a half-orc warrior shackled to
the wall. He is depressed and doesn’t talk.
44
Aviary
Opening the door reveals a large
chamber, in the center of which stands
a massive cage. The doors are locked.

Inside the locked cage . . .


1 There is nothing. At least, nothing visible.
2 A giant eagle cries out. This powerful,
majestic creature should be set free.
3 A manticore looks at the heroes and sighs.
The defeated creature has lost the will to live.
4 Dozens of stirges squabble over the rotting
corpse of a giant snake.
5 Hundreds of vultures have turned on one
another, fighting to the death.
6 Two songbirds are sizing each other up.
Whether they fight or mate . . . it’s a cage
match!
45
Short Passageway
A 30-foot long hallway holds 1d3 doors
on each wall. There is also a door on
the far end of the passage.

If the heroes open a door, they find . . .


1 A bottomless pit. Only those adventurers
who are careful about where they go will
manage to avoid falling in.
2 A room filled with several cells, each one of
which houses a captured animal. It’s a zoo!
A dark, dank, depressing zoo . . . but hey,
admission was free.
3 A wizard’s abandoned workshop.
4 An archery training room.
5 An unholy altar. There’s a four-in-six
chance that 4d4 cultists are praying here.
6 Draw a card from this deck.
46
Meditation Chamber
Candles, torches, and a large fire
pit bathe the room in soft light.
Surprisingly soft pillows litter the floor.

There is a three-in-six chance the room is


currently being used by . . .
1 A goblin shaman who wishes to commune
with the dead. He may mistake the heroes
for spirits and ask them questions.
2 A wizard so deep in a trance he doesn’t
respond, even if attacked.
3 A human cleric who lost his companions
to the dungeon long, long ago. He has been
sitting here in meditation for years, his
body kept alive by his sense of failure.
4 The ghost of an elven warrior. He has not
yet realized he is dead, and will argue that
point if confronted about it.
47
Mass Grave
Even before the door opens, the stench
of death fills the heroes’ nostrils. The pit
in this room holds dozens of corpses.

If the PCs search the pit, they discover . . .


1 Zombies hiding under the bodies. Things
get nasty if the monsters find freedom.
2 One of the corpses wearing a magic ring.
3 A silver dagger in the heart of a naked
man. Patches of wolf-like fur cling to his
dead flesh and stick to the other corpses.
4 A swarm of insects. The bugs fly out of
some of the bodies and attack the heroes.
5 A small chest filled with 6d10 silver coins.
It’s hidden inside a rotting chest cavity.
6 A disease-ridden hazard. Each hero has a
two-in-six chance of contracting an illness.
48
Illuminated Chamber
The instant the door is opened, the
heroes are embraced by a brilliant and
strange light. This room is well-lit.

The room is bright because . . .


1 Tens of thousands of glowing worms hang
from the ceiling, cling to the walls, and
move slowly across the floor.
2 A well in the center of the room is filled
with light itself. The well is in truth a portal
to a demiplane of pure light. If the heroes
choose to drop into the well, they find
themselves in this other world.
3 Cracks in the walls reveal bubbling pits of
lava that give the room its bright light.
4 A magic shield rests against one of the
walls. Its power is so intense that it glows
brighter than a lantern.
49
Bridge
When the door opens, the heroes are
greeted by an underground river.
A bridge stretches to the other side.

This massive chamber is inhabited by . . .


1 3d6 fishfolk who make their home beneath
the bridge. They’re friendly if treated well.
2 Several water elementals. They use the river
to move across the room. A portal on the far
wall leads to a plane of water, their home.
They are not aggressive unless provoked.
3 Andro Saakadze, a human merchant who
was kidnapped by a tribe of frogfolk. When
no one paid the ransom, the creatures
dumped Saakadze in this chamber with
enough supplies to last him several years.
4 4d4 lizardfolk who live in a cave on the
banks of the underground river.
50
Sepulcher
This small chamber is the resting place
of an important individual who died
long, long ago.

Buried in this room is . . .


1 Silas Burlacu, a wizard who served the
dungeon’s original creator. The body is in
a sealed coffin and still wears ensorcelled
robes. Burlacu’s spellbook is in the coffin.
2 Valeria Cazac, a mage buried with her
spellbook and 2d3 arcane scrolls.
3 Oleg Damian, a half-orc paladin who died
when fighting a demon. His casket has
been stripped of all valuables.
4 Greg Grecu, a human warrior who was
placed here by his friends after he was slain
by a giant serpent. Grecu’s magic shield
and sword were laid to rest with his body.
51
Crematorium
A large furnace fills one wall of this
chamber, with the flames raging as
intensely as the fires of hell.

The PCs encounter . . .


1 2d3 skeletons shoveling ash into a pit. They
try to throw the heroes into the furnace.
2 A pile of random objects collected from
those who have been cremated.
3 A fire elemental hiding in the furnace.
4 A mage collecting the ashes of the dead.
5 A zombie dragon that feeds on the ashes
of the cremated. Its growing, insatiable
hunger leads to it clawing at one of the
heroes, shoving them toward the furnace.
6 A patch of sentient black mold living in the
ash pit. It speaks through telepathy.
52
Chasm
A wide tear in the earth separates the
chamber into two halves. The gash
extends deep, far deeper than expected.

If the heroes choose to explore the depths


of the chasm, they find . . .
1 A hidden network of chambers 3d6 levels
below them. This is essentially a separate
subterranean complex; it is only connected
to the current dungeon by this chasm.
2 An underground river that stretches off in
two directions. Where does it lead?
3 A large cavern filled with all manner of
slimes, molds, and oozes. They usually feed
off of each other, but are eager to devour
fresh food.
4 Nothing. The bottom of the chasm is
empty, save for rocks and useless debris.

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