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The Dueling Knight’s

“Fun”geon Dungeon!
A D&D 5e Adven ture for four Characters of an y level

Looking for a good time? Enjoy the thrill of your heart pounding, but not so much
the imminent risk of permanent death? Well then look no further! The Dueling
Knight, Arden’s premiere food, drink, and entertainment location has just the
thing for you! Come try our “Fun”geon Dungeon! All the thrills of adventuring
without the risk! Bring three of your friends and be heroes for a day! Open seven
days a week!

Big thanks to www.2minutetabletop.com for some of the map assets!

Big thanks to www.PrintableHeroes.com for the paper minis!


The party has entered the lobby of The Dueling Knight.
Dinner and a Show There is currently a line for the “Fun”geon, so they can queue
up and then enjoy a meal or a drink while they wait. If they
It is a quiet night in the city, something rare these days. approach the greeter on their right, she asks if they would
With no monsters to fight, townsfolk to save, or quests to like a table and then hands them menus. She asks if they
venture out on, you decide to pass the time with something will be attempting the “Fun”geon. If they say yes, she will
fun and lighthearted. You cannot remember who suggested The direct them to her coworker on the opposite side of the room.
Dueling Knight, but once they did, everyone was onboard.
The greeter handling the “Fun”geon is just finishing up
Arden’s premiere establishment for food, drinks, and with a group when the party walks over. She is happy to
entertainment has long been a staple in Valhenge. Built explain the rules of the “Fun”geon and how it works:
almost a century ago, and renovated many times since, it sits
in the center of the city in the merchant district. What
might otherwise be a large, yet unassuming building stands x The “Fun”geon is a magical obstacle course full of
out among its neighbors due to the giant knight statue that hazards, traps, and combat encounters.
adorns the front steps and the numerous banners and
magical lights that run from eave to eave. x Anyone injured to the point of death is
Every night, adventurers, families, and travelers from all automatically teleported out of the “Fun”geon and
over line up for a table or to experience the thrills of the healed to full hit points. Any additional negative
“Fun”geon, the magical obstacle course built beneath the conditions gained inside the “Fun”geon are removed.
establishment. Unique in its construction, the “Fun”geon is
designed to appear deadly while actually being completely x No spells above 5th level will work within the
harmless. Anyone who falls victim to one of its many traps or “Fun”geon. Additionally, any spell that allows a
puzzles is rescued at the last moment from instant death person to bypass an entire room is prohibited and
and teleported safely back to the entrance. One of the main will be automatically countered if cast.
attractions for the diners are the giant magical view
screens that showcase the progress of whoever is currently x No magical items can be used inside the “Fun”geon.
running the course. In between runs, live stage shows are The establishment will provide mundane versions of
performed to keep the crowds energetic and lively. whatever weapons, armor, and items the group
requires. These are to be returned once the
It is a busy night for the restaurant, and you wait “fun”geon run is over.
almost an hour in line, finally, you find yourself stepping
through the front door and into the magically cooled lobby. x Anyone participating in the “Fun”geon gives The
To your right, the greeter is handing out menus and guiding Dueling Knight exclusive rights to use their image,
people to the hostess for seating. On your left, a second likeness, and experience within the “fun”geon and
greeter is explaining the basics of the “Fun”geon and guiding on the property in all marketing campaigns from
people to the correct line to experience it. now until eternity.
If the party agrees to the terms (by signing the Anyone who ordered food gets a bonus to their rolls
waiver forms), they are put into the queue. Currently, in the “Fun”geon depending on how much and what
there are a few groups ahead of them so they are exactly they ate. Have them jot it down for later.
instructed to follow the carpet around the corner to
x Appetizer +1 to any ability check
the right and see the hostess who will seat them. The
x Main Course +1 to any saving throw
hostess can be found by going to the end of the corridor
x Dessert +1 to any roll
and turning right twice.
x Drinks Advantage on any roll
If the party tries to enter the line for the
As the party eats, they see the three groups ahead of
“Fun”geon, let them. Give them a few minutes of idle
them meet their pseudo-demise in the “Fun”geon. Read the
banter and waiting before an employee recommends that
descriptions of the three scenes below.
they grab a bite or a drink while they wait and that
their place in line is saved while they do. As you look up, you see the first group of adventurers
being immolated in flames spewed from the mouths of demonic
When the party eventually reaches the hostess’
stone heads spinning about the middle of the room. One
podium, she greets them cheerfully. They are seated in
manages to strike the cyclopean eyeball of one of the
the center of the room at a table to themselves. They
statues extinguishing its flames before being engulfed by
are handed menus (if they do not already have them)
another.
and brought goblets of ice-cold water that magically
refill themselves when low (They only work on the The second group of adventurers then come on screen and
establishment premises). They are told their waitress you see them falling through illusionary platforms to their
will be right with them. deaths in spike pits below. One adventurer walks with his eyes
closed across the spikey abyss, seemingly suspended in the air,
Give the players the menu handout and give them
before suddenly falling to his death like the others.
some time to look it over.
Lastly, you see the third group of adventurers sliding
As you finish perusing the menu, a perky Tiefling
through trap doors in the floor as they try to dodge spikes
woman approaches your table, quill and parchment in
shooting out of the walls.
hand.
With that, the view screens fade out and the audience
“Welcome to DK’s! My name is Moira, and I will be
roars with applause. As the clapping dies down, the waitress
your server this evening. What can I get you?”
returns to settle the check just as the “Fun”geon attendant
The waitress takes the party’s order and whisks arrives to inform the party that it is their turn to run the
away to the kitchen. Within a few minutes, the food “Fun”geon. As the party gathers their things, the attendant
arrives at the table. It is all quite delicious, keeping announces to the crowd that the show will resume shortly, to
with the Dueling Knight’s stellar reputation. which they cheer and pound their fists on the tables.
front of them opens. As it does, a booming voice can be heard.
The Preparation Area Each party member hears the voice in their own native tongue.

As you descend the stairs to the “Fun”geon, you feel as if “Ladies, gentleman, and children of all ages! Once again,
the journey takes far longer than it should, as if you are a brave group of adventurers has chosen to enter the depths
walking farther than possible given the dimensions of the of the “Fun”geon! Will they escape? Or will they meet their
restaurant. The attendant kindly explains that the entire demise like so many others tonight? Refill those glasses,
“Fun”geon is built within an extra dimensional space. Luckily, order up some dessert, and stay tuned! The adventure begins…
one large enough to alleviate the old Bag of Holding & right… NOW!”
Portable Hole conundrum.

Finally, you round a corner and find yourself in a small


room. Weapon and armor racks line one wall and a long
counter sits against the other. Behind it, an Elven man
stands and acknowledges you.

“Brave adventurers! Welcome to the Dueling Knight’s


“Fun”geon Dungeon! Are you ready to brave the traps,
monsters, and horrors within? Will you be one of the few to
leave here a champion? Only time will tell!”

Clearly this is some rehearsed speech, but you find it


amusing, nonetheless. He puts out a small wooden bin for each
of you and instructs you to place your belongings, magical and
otherwise, in them.

“Behind you, you will find any and all items, equipment,
weapons, and/or armor you might need. You are free to take
whatever you want, so long as you understand that all items
must be returned upon completion, or lack thereof, of the
“Fun”geon. Once you are ready, please step into the next
room.”
NOTE: There are many ways to defeat the “Fun”geon’s rooms.
The party has access to anything in the equipment The solutions on the next few pages are the intended ways,
section of The Player’ s Handbook . Give them a copy and however, reward your players for creativity. Give them hints
let them pick out what they need. Have them keep in mind if they seem stuck, and never be afraid to say yes if they
that they will be carrying everything they choose so do not want to try something… weird. If someone “dies” send them to
let them bring a whole armory with them. The Waiting Room.
Once they are ready, have them step into the next room.
When they do, the gate behind them closes and the one in
The Flaming Heads of The Shimmering Pits
Haxior! of Sylaxian!
As you enter this large circular chamber, you see a large This next room is long and narrow. The floor seems to
pillar in the center of the room that rises from floor to move and shimmer, and occasionally, you can make out what
ceiling. Mounted on it at varying heights are four large stone appear to be spike traps beneath it. You hear the gate behind
heads. Each head is of some cyclopean demon with a massive you slam shut. With no other way to go, you must proceed
ruby eye and a blank empty mouth. Suddenly, dust begins to forward.
fall from above as the pillar begins to rotate and the heads
This room is a test of perception. The ceiling is 15 feet
begin to move up and down along it. As they do, fire spews out
high and the spike pits are 15 feet below the floor level.
of their empty mouths. You manage to dodge the first blasts,
Some of floor tiles are real while others are illusionary. To
but more are coming.
make things even more complicated, the real floor tiles move
This first room is a test of Dexterity and precision. Have about the room constantly, their movements hidden under the
the party roll for Initiative. The heads go at 5, 10, 15, shimmering magics. DC 14+LT Wisdom (Perception)
and 20, respectively. On each head’s turn, it targets one checks can be made to spot the real platforms and discern
of the party members randomly. They must make a DC their movements. Once this is done, a DC 10+LT Dexterity
12+LT Dexterity Save. If they fail, they take fire damage (Acrobatics) or Strength (Athletics) check can be
equal to their Hit Die times their LT. made to move from platform to platform and reach the other
end of the room. Once someone does, they can guide another
The key to beating this room is in the eyes. Each head has
person giving them advantage on all their checks to navigate
a large ruby eyeball in the center of its face. The eyes each
the room.
have an AC of 14+LT. Striking one with something causes it
to become inactive for 1d4 rounds. If all four heads are Alternatively, if someone honestly believes that the
rendered inactive, the pillar stops rotating and the door to illusionary floor is real (by failing a DC 8+LT Wisdom
the next room unlocks. Let players get creative with this. Save), they can simply walk across it unharmed. Closing one’s
There are multiple tools, weapons, etc. that can be used. eyes gives disadvantage on the save. Once everyone is across,
the next room opens.
Once the party members make it across the room, the door to
The Doubly Deadly the next area opens.

Hall of Destuvian!
This room is by far the largest yet. It is long and wide,
however, the path through it is rather narrow. The first 10
feet or so of the room seem safe, however, beyond that, is
what you can only describe as a meat grinder.

The floor is comprised of rotating trap doors that spin


rapidly, threatening to either hurl someone backwards or drop
them into the pits beneath. The walls along this path are
lined with sharp wooden spikes that shoot out at random
intervals.

With no other way to go, you press onward.

This room can be tackled a few different ways. The


hardest is to simply try to power through, clamoring over the
rotating trap doors while trying to dodge the shooting spikes.
Making one’s way across the trap doors requires three
separate DC 14+LT Strength (Athletics) checks to
climb over them as they spin. Failing a check results in having
to start over. If a natural 1 is rolled, the party member is
dragged under and killed.

The walls make ranged attacks with +LT to hit against


anyone trying to cross the room. They make one attack if the
trap doors are not moving or three if they are. On a hit, they
deal piercing damage equal to their Hit Die time their LT.

If the party looks around, have them make a DC 10+LT


Wisdom (Perception) check to notice the hidden button in
the stone floor. It takes about 150 pounds of pressure to push
it and then hold it down. Once depressed, the trapdoors lock
flat and stop spinning for as long as the button is held
down. At the far end of the room is another button that can
be found with another DC 10+LT Wisdom (Perception)
check. When depressed, it causes the spikes to stop shooting.
The Last Chance Exit The Halls of Horrible
As big and deadly as the last room was, this one is its
total opposite: small and very not dangerous. A large
Deaths!
teleportation circle sits nestled off in a corner and a Stepping through the gate, you find yourselves before
counter, like the one from the entrance, sits across from it. three hallways, each a different color: green, red, and blue.
An attendant stands behind it with a smile.
Beyond the difference in color, they appear identical. Each one
“Greetings adventurers! Or should I say heroes? You have has a rickety wooden bridge leading out over a bottomless
managed to conquer three rooms of the deadly “Fun”geon. chasm up to the mouth of a large demonic statue
That is quite the feat. I should warn you however… none ever approximately 3 feet wide and black as night.
survive what comes next. Should you wish to avoid the terrible Each of the three options leads to a grisly death.
and inhumane fate that awaits you down the hall, you may
use the teleportation circle over yonder to return to the x The GREEN hall leads to a near bottomless pit
restaurant unharmed and with your lives and limbs intact, with a gnashing set of teeth at the bottom that
though your pride may suffer a bit. The choice is yours.” tear the party member to shreds.
x The BLUE hall leads to a sealed chamber of
The party must choose whether to continue or give up. If water where the party member suffocates while
they choose the latter, they are teleported past the Halls sharks bite and tear at them.
of Horrible Deaths to the teleportation circle beyond it. If x The RED hallway leads to a sealed room that’s
they choose to continue, they may proceed through the next engulfed in flames. Immediately upon entering, the
gate. Either way, they can partake of free refreshments here party member is immolated in fire and burns to
that restore their hit points to maximum. cinders.

Upon “dying” the party members are teleported to the


teleportation circle in the next room.
x The Trident goes at initiative 10. It randomly
The Waiting Room stabs at a grappled target making a +LT attack
roll against their AC with advantage. On a hit it
If the party chickend out in The Last Chance Exit, read deals piercing damage equal to their Hit Die times
the following: their LT+1.
In a flash you find yourself out of the “Fun”geon and in
what appears to be a waiting room of some sort. There are x The Lute goes at initiative 5. It targets all the
weapons along the walls, comfortable seats to sit in, a party members with a vicious ear-splitting tune.
roaring fire, and refreshments. The door to the room is closed. Everyone must make a DC 16+LT Wisdom save or
This must be where teams wait while others complete the take psychic damage equal to their hit die times
course. their LT.

If the party “died” in the previous room, read the It takes a DC 14+LT Strength (Athletics) or
following: Dexterity (Acrobatics) check to escape the chair’s
grapple. Once a party member is free they cannot be
Right before death claims you, you find yourself targeted by the weapons’ attacks. They can also assist
transported in a flash to what appears to be a waiting room another party member in escaping by giving them advantage
of some sort. There are weapons along the walls, comfortable on their roll. Once all the party members are free, the
seats to sit in, a roaring fire, and refreshments. The door to weapons return to their original places and cease their
the room is closed. This must be where teams wait while attack. The door to the next room also opens.
others complete the course.

Obviously, the “Fun”geon isn’t quite over and done with.


This room is a ruse. It is meant to trick the party into a
false sense of security. When the party members sit down, the
chairs grapple them and the weapons on the walls come to
life! Have the party roll initiative.

x The Bow goes at initiative 20. It randomly shoots


a grappled target making a +LT attack roll
against their AC.. On a hit it deals piercing
damage equal to their Hit Die times their LT.

x The Sword goes at initiative 15. It randomly


slashes at a grappled target making a +LT
attack roll against their AC with advantage. On
a hit it deals slashing damage equal to their Hit
Die times their LT.
The Final Challenge
Leaving the false room behind, you make your way into a
large square chamber. In the cetner, a large platform holds
a spherical device with eight crystal protrusions. The floor
around the platform has a large hole every 10 feet, eight of
them in all. Each hole is five feet wide and deeper than you
can fathom right now. As the door slams behind you, you hear
a low hum begin to fill the room. The crystals crackle with
energy, and suddenly, lightning bolts shoot out and strike one
of the holes. Moments later, a large armored worm-like
creature pops up, howls in pain, and then vanishes back
beneath the floor.. A few moments later, this occurs again,
this time the lightning striking another random hole. There
must be a pattern. Once the party manages to beat this final puzzle, read
the following:
This room is the actual final room of the “Fun”geon and
it serves as a fun send off. It is essentially a game of With a final strike, you send the worm hurtling back into
Whack-A-Mole.. The party must hit the worm when it pops up the darkness. The hum vanishes, replaced by the sound of
in each of the eight holes in order to pass through to the thunderous applause.
exit. “CONGRATULATIONS HEROES! You have successfully
Each turn, roll 1d8 to determine which hole it pops up in. beaten The Dueling Knight’s “Fun”Geon Dungeon! Proceed
Once it gets hit while in a hole, it won’t come through that through the final gate and behold the treasure vault!”
hole again. The last door opens. Finally, the adventure is over.”
The worm has an AC of 14+LT. It can be hit with spells,
melee weapons, or ranged weapons. Draw the eight holes for
the party to see. Each turn, they choose one hole to focus on.
If that’s the hole the worm appears in, they get advantage
on their roll to hit. If it pops up in the hole next to that,
they make a regular attack roll. If it pops up in any other
hole, they can attack, but at disadvantage.

If the party wants to try to discern the pattern of the


strikes, have them make a DC 16+LT Intelligence check.
If they succeed, for the rest of the encounter, before they
choose which hole to focus on, tell them half of the remaining
holes (rounded down) that are not the correct one.
“Thank you for participating in The Dueling Knight’s
THE GIFT SHOP “Fun”geon Dungeon! We hope you come again!” She returns to
the gift shop and you approach the counter. The attendant
As you make your way through the dark passage, you see behind it returns your gear to you and collects the items you
what can only be described as golden light around the corner. borrowed.
As you enter the room ahead, you realize that the treasure
room is just that. Although, in this case, the treasures are “For beating the “Fun”geon, you have each earned a full
for sale. You’re in the only thing befitting the end of such an three course meal with drinks included! We sure hope you’ll
adventure… a gift shop. come back soon. Heroes are always welcome at… The Dueling
Knight’s “Fun”geon Dungeon!”
To your right, an attendant stands behind a counter.
Behind her, mounds of gold coins (tokens good only at The
Dueling Knight, of course) lay piled in the corners. The shelves THE END…?
have numerous knick knacks and souvenirs for sale, including
little stuffed DK’s. Ahead of you, there is a throne flanked
by two large Dueling Knights.

“Well done!” says the attendant by the throne. .”Wouuld


you like to have your parchment taken to commemorate your
success?” She gestures to the throne.

If the party agrees, read the following:


Special Thanks to…
You all cluster together by the throne and the
attendant casts a spell. She then hands you a piece of www.2MinuteTabletop.com for his AMAZING map assets!
parchment with the exact image of you and your cohorts
smiling stupidly.
Check out more of my stuff at…
The attendant leads the party through the door to the
Preparation Area. www.Instagram.com/SpaceBoyDesignsCo

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