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The Dueling Knight's Fungeon Dungeon - Fnal
The Dueling Knight's Fungeon Dungeon - Fnal
“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!
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.
“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.
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.