5 Chamber Dungeons

steeldragons

Steeliest of the dragons
Not sure where I saw threads like this (or was it an article series? Or a blog? I dunno)...but haven't seen one in a while.

So put your Dungeon-building caps on and come up with an interesting quickie 5-room dungeon.

If you like, include the edition you have in mind while forming it, but edition neutral is always good. Monster stats and that kind of detail aren't really necessary...but if you wanna, have at it.

Oh! Do include what you think the intended levels and number of PCs you think it would take.

N' a title's always nice. Adventure title's are a fun lil' bit o' creativity (and alliteration more often than not ;).

So, go to town [or get out of town, actually, is more like. bwaha!] Let's pop out some 5 Chamber Dungeons, ENworld.
 

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(1) The cave passage is screened by hundreds of very thin translucent tentacles, covered with razor-sharp barbs secreting paralytic poison. The tentacles depend from a purplish bloated mass on the ceiling with a prominent central sac. Without taking any special precautions the characters merely notice a slight pinkish haze to the passage. If a character walks into the tentacles they are paralyzed (no save) and begin to lose 1d4hp per round as the tentacles swell and turn beet red. The tentacles can be cut down with an attack vs. AC as leather from a sharp, slashing weapon of short sword length or greater, or the pulsating sac in the ceiling can be punctured with a piercing weapon of 5 feet length or greater (which causes a gout of warm, purple-black ichor to cover anyone stuck in the tentacles -- half Charisma until scrubbed off with soap and water). When the central mass dies unattached tentacles wither and turn dry and papery; attached tentacles harden into semi-flexible rubbery tubing about half an inch in diameter. Characters hear a few soft notes of singing ahead.

(2) An extremely thin and emaciated aquatic Elven woman is sitting on a stone shelf and waving her webbed feet in the water of an underground stream. Characters notice that her feet do not appear to disturb the water and the air near her is icy cold. She sings

O, beautiful Pame, under the sea
How I long to return to thee
My one fear is you would not remember me...

If the characters attack her or befoul the stream in any way she attacks as a Ghost. Characters may follow the stream through a tunnel into the Ogre's cave in (4).

(3) This entrance to this large room has a rainbow-y sheen. Just inside the room are two goblin corpses (no sign of violent death or struggle), further on a few dead rats. 60ft into the room is a silver chalice on a white marble dais, lit with an amber glow. Scattered around the dais are 36pp and 95ep. The chalice contains a potion of heroism but is full to the brim and will spill unless handled very carefully. The entire room is within a bubble of pure Nitrogen except for a large pocket of air in the ceiling. Any character entering the room while breathing normally will lose consciousness almost immediately. If the characters explore the room farther past the chalice they will find a brass throne covered with valuable furs (85gp) and a gelatinous cube. Characters hear laughter and agonized howling ahead.

(4) In this large room are 7 Kobolds roasting rats over a firepit near the entrance and a dozen more near the back of the chamber torturing an Ogre trapped inside a pocket of rubble. The Ogre can be freed with an hour of labour or crushed by collapsing the rubble further. Characters peering into the chamber can see a small crawl-space leading to an underground stream. The Ogre is weak (half normal hp) but will still be inclined to attack unless presented with 1 or 2 captured Kobolds, in which case he will accept a truce and warn the party that the Kobolds believe the next area is haunted and avoid it. Inside the Ogre's hovel are a pile of rat bones, pipes of the sewers, a packet of coxcomb seeds (cures intestinal diseases), an out-sized wineskin, and 80gp. Buried underneath the ashes of the Kobold's firepit is a chest containing 345gp, 1180sp, 3543cp, and 3 rubies worth 120gp each.

(5) The wide passage to this room is obscured by a grey fog. When the characters are halfway through they hear a female voice ask "Why do you discover this place?" If they say they're looking for the body of an aquatic elf so she can be returned to her people and/or properly buried they may pass without incident, otherwise roll to see if she attacks as a Ghost. At the end of the passage the fog clears and the characters pass over a hallway of metal grating and down spiral stairs. The corpse of the aquatic Elf lies strapped to a metal table. On the shelves are alembics, crusted mortars, small stunted fetuses floating in jars of yellowish ooze, a journal containing a clinical description of torture procedures and a sketchy map to an undersea Elven citadel, a chime of hunger, two potions of healing, a potion of gaseous form, and a potion of climbing. A ladder leads to the surface through an illusory boulder.
 

I'll give it a shot. Just remember this is me doing it off the cuff late at night just for the heck of it and no real plan in regards to the layout or what it really is meant to do.

Killer Dungeon

The only way to win is to lose.

1st-3rd level

Linear Dungeon...Goal...simple...steal the Ancient Red Dragon's Treasure.

Room 1 - A simple room with a door at the far side. It's made of stone. A small moat runs through the middle of it, from one side to the other and is about 5 feet wide. There is a 50% chance of both Orcs sleeping, 75% chance that one is sleeping. Two pillars on the entrance side of the moat stand from floor to ceiling and are about 10 feet wide. The room itself is a 30x30 room. The Orcs are armed with Spears and Bows and Arrows. The Arrows are dipped in poison and if they hit the require a save or die effect. The spears are also dipped in this poison...however if the Orcs use the spears due to their ineptitude...they stand a 10% chance of poisoning themselves per round of melee.

The door exits to room 2.

2 - this room is a 30x15 room. It has an exit at the opposite side of the entrance. It has three tables. On one table is a ten foot wooden pole. On the next table is a mirror. On the third table is a torch. Each of the tables are relatively small and made of stone. They are about 3 feet in radius. They have straps on them holding the items in place. As soon as someone touches one of the items on top of one of the tables, the other items on the other tables start to disappear, but remain until the item is completely removed from the straps and taken. At that point unless the other items have somehow also been taken simultaneously, they disappear leaving only the item taken in the characters hands. the straps are connected to the tables and stay on the tables unless cut off or somehow forcibly removed from the tables. The tables weigh about 20 lbs and are not connected to the floor. They can be lifted as desired. If they are removed and the items stay on the table, the disappearing actions do not occur until they actually try to take the items off the tables OR, they leave the room with the tables in which case the items disappear off the table as soon as they leave the room.

A successful Dispel Magic spell can prevent the items from disappearing...if somehow the characters have access to that spell.

3 - Room 3 is a 20X20 room with one entrance and an exit at the far side. It is completely empty except for a basilisk that is staring directly at the entrance and whatever shows up at the entrance.

4 - Room 4 is a 50 x75 room. Green slime covers the ceiling and is raining down like...well rain. Expect anything exposed under the ceiling of this room will be hit by green slime. There is no way around it...no save, you WILL be hit. The entire room is made of stone if you can see under the green slime on the ceiling. The Green slime appears to disappear when it hits the floor, but in truth there is a spell which makes it return to the ceiling in an endless loop if it hits the floor. This effect can be dispelled by a dispel magic spell...in which case the Green slime that falls from the area affected starts collecting on the floor.

the entire floor will radiate as if magic if a Detect magic spell is cast. On the far side is another stone door leading to the next room.

5 - In this room is a large pile of silver coins (100,000 silver coins). Behind it in a deep pit rests an Ancient Red Dragon. The minimum damage the breath weapon of this dragon can do is 88 HP worth of damage. it can do more than this if the DM or edition decides...but no less. It also has a ring of dragon breath which allows it to use it's breath weapon 9 times a day at least, OR if the Dm wishes, to use it every round for up to 9 rounds and then to recharge every 5 round after that.

Upon entering the room the dragon will be 90% chance of being hidden from view. It will wait till the entire party has entered then pick the most ideal way to expend it's breath weapon to kill as many of them as possible. It can telekinetically close the door behind them and have the door locked.

There is a trigger 10 feet in front of the door. It is a magic lock that can only be triggered by contact with wood. Any other item touching it will not trigger this trap.

When it is triggered the entire floor collapses and the ceiling caves in killing anything within 5 feet of the door and beyond instantly and burying anything in the room under thousands of pounds of rubble and dirt.
 


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