Dungeon tagged posts

Random List – Dungeon Room/Location

Need a dungeon type room or location named? Roll a d20 and check below to see what you get!

D20 Location Name
1 The Aviary of Woe
2 The Brutal Pool
3 The Ceremonial Manse of the Sorrow
4 The Disgusting Turret of Torment
5 The Drab Pillar of the Oblivion
6 The Empty Monolith of the Fabled Ascension
7 The Farm of the Tranquillity
8 The Forgotten Temple
9 The Glistening Cathedral of Malice
10 The Green Hideout of the Light
11 The Holy Theatre of the Iron Pious
12 The Immense Palace of the Mysterious Light
13 The Normal Hideout
14 The Psychedelic Maze
15 The Purple Bridge of Damnation
16 The Stockade of Malice
17 The Temple of Screams
18 The Trap of the Abyss
19 The Vile Stairs
20 The Yellow Tunnel of the Primeval Mystery

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Dungeon Description

Type of Dungeon: Ruined Structure
Walls: Masonry
Floors: Flagstone
Doors: Wooden
Stuck Doors: 20 Percent
Traps: 10 Percent

Ruined Structure
Once occupied, this place is now abandoned (completely or in part) by its original creator or creators and other creatures have wandered in. Many subterranean creatures look for abandoned underground constructions in which to make their lairs. Any traps that might exist have probably been set off but wandering beasts might very well be common.
Walls: Masonry
The most common kind of dungeon wall – masonry walls are usually at least 1 foot thick. Often these ancient walls sport cracks and crevices and sometimes dangerous slimes or small monsters live in these areas and wait for prey. Masonry walls stop all but the loudest noises...

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15 items of dungeon dressing

  1. -A sudden breeze carries the sound of something banging.
  2. -You find a tarnished silver coin.
  3. -A sudden breeze carries the sound of flushing (like toilet).
  4. -You find a cold spot.
  5. -You hear people at dinner (faintly and ahead).
  6. -There is an arch.
  7. -You smell an acrid odor.
  8. -You find a spell component: wax (white).
  9. -There is a trap here: Inflict Light Wounds trap (CR2) Inflict Light Wounds Trap: CR 2; magic device; touch trigger; automatic reset; spell effect (inflict light wounds, 1st-level cleric, 1d8+1, DC 11 Will save half damage); Search DC 26; Disable Device DC 26. Cost: 500 gp, 40 XP..
  10. -There is a message, on the wall, scrawled in white ink that says: ” Radsvid of Hardin was here.”.It is written in ancient dwarven..
  11. -There is a trap here: A vent emits freezing (3d6 cold=17) gas (DC23) ...
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Safe Storage Dungeon

Type of Dungeon: Safe Storage
Walls: Masonry
Floors: Uneven Flagstone
Doors: Iron
Stuck Doors: 5 Percent
Traps: 30 Percent

Safe Storage
When people want to protect something they might bury it underground. Whether the item they want to protect is a fabulous treasure – a forbidden artifact or the dead body of an important figure – these valuable objects are placed within a dungeon and surrounded by barriers – traps – and guardians.
The safe storage type of dungeon is the most likely to have traps but the least likely to have wandering beasts. This type of dungeon normally is built for function rather than appearance – but sometimes it has ornamentation in the form of statuary or painted walls. This is particularly true of the tombs of important people...

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Dungeon overview

Type of Dungeon: Occupied Structure
Walls: Masonry
Floors: Flagstone
Doors: Wooden
Stuck Doors: 5 Percent
Traps: 30 Percent

Occupied Structure
This type of dungeon is still in use. Creatures (usually intelligent) live there although they may not be the dungeons creators. An occupied structure might be a home/a fortress/a temple/an active mine/a prison/or a headquarters. This type of dungeon is less likely to have traps or wandering beasts and more likely to have organized guards both on watch and on patrol. Traps or wandering beasts that might be encountered are usually under the control of the occupants...

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