D&D 5E Rolling up a random dungeon (finished)

7. Barracks
  • Several raised pallets (some draped with tattered and faded blankets, others crushed by fallen masonry from the damaged ceiling) adorn this room - and little else.
  • To the north is a wooden door that looks to have been crudely repaired, to the west is a stone door devoid of any decoration, and to the south a short passage leads into yet another chamber.
Assuming the kobolds lurking in area 9 have yet to be dealt with, the light of their small campfire will be shining through the gaps in the door (and between it and its frame). Similarly, anyone listening at the northern door will hear their quiet chatter with an easy DC8 test.
 

log in or register to remove this ad

8. Storage Room
  • Much like the previous room, the ceiling has fallen in several places - crushing old crates (scattering their rotten contents), and cracking the stone slabs with the impact.
Searching through the detritus of this room recovers one of the following on a successful DC10 test (note that once 3 items are found, any further discoveries are too old/damaged to be of any use):

1. Knife
2. Brush
3. Decanter
4. Cup
5. Book (Tome of Forbidden Lore)
6. Bottle
 
Last edited:

9. Workshop
  • Both of the (wooden) doors in this room have been crudely repaired and hang clumsily from their hinges.
  • Near to the eastern wall a small campfire has been lit inside the remnants of an old forge - over which something unidentifiable is roasting (it's actually part of a giant spider).
  • Gathered around the fire, or huddled together in one corner, are a total of six kobolds.
As soon as the kobolds sense that they are in danger they will smother the fire to take advantage of their darkvision, with half of their number readying their slings - while the others draw their daggers and take up defensive positions upon either side of the door. However, if surprised, one of the kobolds (on their turn) hurls a bucket of ‘water’ on the fire - which in turn, fills the entire chamber with smoke - thus adding to the general confusion.

Should this happen - everything within 10ft of a character is considered lightly obscured, and everything beyond 10ft if considered heavily obscured. This effect lasts for 1d4+1 rounds - during which time the kobolds will attempt to swarm the leading PC(s) or (if things turn bad) flee to area 15.
 

10. Training Room
  • This large domed chamber is supported by four tall columns - each of them blackened as if by fire (fire emanating from the centre of the room).
  • Similarly, the floor (especially near the middle of the room) is coated in a layer of ash - at the heart of which stands, what looks like, a practice dummy clad in fine armour.
Examining the ash reveals that it also contains tiny fragments of charred bones and teeth. In addition, a successful (DC11) Perception test uncovers the fact that a strange mumbling sound seems to be emanating from the armoured dummy itself (a further DC14 Arcana test also reveals it to be fragments of fire based evocation chants). However, should any living creature approach within 15ft of the dummy (i.e. cross into the area beyond the pillars), the chanting will increase in volume and the dummy will spring into action.

MAGICAL TRAINING DUMMY
Treat the dummy as Animated Armour except that it had 50hp, is immobile (and thus grants its attackers advantage on their attack rolls), and instead of attacking with its slam attacks - each round it can be heard uttering an incantation (roll on the table below to determine the effect). Once defeated a serviceable (though probably in desperate need of repair) set of +1 half-plate armour may be salvaged from it's ruin.

1-3 Bolt of fire: +3 ranged attack (as fire bolt but deals 1d8 fire damage)

4-5 Cone of fire: DC12 Dex save (as burning hands but deals 1d6 fire damage to those within its cone)

6 Blast of fire: DC13 Dex save (as fireball but deals 1d4 fire damage to everyone within a 15ft radius of the dummy, and 1 point to everyone else in the room).

Additional notes: Assuming the kobolds lurking in area 9 have yet to be disturbed, the light of their small fire will be shining through the gaps in the door. Similarly, anyone listening at that door will hear their quiet chatter with an easy DC8 test. Furthermore, there is an additional (concealed) doorway in the north-western corner of this chamber (DC15 to find) that leads to a secret passage.
 

11. Hallway
  • Here, the passage opens out into a wider hallway - one in which the floor seems to have collapsed into a natural cavern beneath - leaving just enough of a walkway on either side to facilitate safe passage.
  • Up above the ceiling is damp and drips water down into the hole with a faint 'plink' every now and again.
This is where the kobolds (found elsewhere) entered the dungeon - after being forced out of their own home by a fierce tribe of troglodytes. As such, this adventure does not deal with these caverns in any great detail - as they could very well be an adventure in and of themselves. That being said, if the players decide to explore this area, they will quickly find it to be twisting maze of tunnels and small caves that are very easy to get lost in (which the DM should feel free to map out accordingly). Furthermore, for each area they explore the DM should roll a d6; on the roll of a 1 the PCs also come across a natural hazard, and on a 6 they encounter a wandering monster (see the tables below).

NATURAL HAZARDS

1 - Old cave in (nothing can be done other than turn back).

2 - Chasm - 10ft wide, 30ft deep.

3 - Steep incline/decline (DC10 text to navigate safely. Failure results in 1d4 damage).

4 - Difficult terrain (travelling through this area necessitates a successful Con save to avoid gaining one level of exhaustion).

5 - Poisonous gas/spores (DC14 Con save or become poisoned until taking a long/short rest in a gas/spore free environment).

6 - The PCs are caught in cave in (or rockslide) and must make a DC12 Dex save to leap clear. Failure results in 1d10 points of bludgeoning damage. In addition, anyone who fails the save by five or more is also buried alive and suffers an additional 1HP per round (until they are dug out - which takes 1d4 rounds).


WANDERING MONSTERS
1 - 1d6+4 giant fire beetles
2 - 1d4+4 kobolds
3 - 1d3 darkmantles
4 - 1d4 troglodytes
5 - 1 Giant spider
6 - 1 Carrion crawler
 

12. Cell
  • Judging by the narrow slot in the door, the rusted manacles hanging from the wall, and the crude cots leaning against the back wall, this chamber appeared to have once been a prison.
  • Furthermore, like much of this complex, the ceiling has partially collapsed - filling the room with rubble.
Note that while the wooden door leading into this area does have a lock, it is broken.
 

13. Torture Chamber
  • Several corroded hooks line the western wall of this chamber, and the remnants of an old torture rack lies opposite them against the eastern wall.
  • But even more disturbing are the three giant centipedes crawling upon the wall, floor, and ceiling.
The giant centipedes found in this room have recently crawled up through the floor in area 11 and made it their lair. However, before they did so, one of the kobolds* stashed its treasure here (it being one of the lead scouts - and thus was able to loot the surrounding area of anything that seemed to be of worth before the main group arrived). Amongst these 'treasures' (which are found in a small sack nailed to the underside of the torture rack) are the following:

Tarnished silver necklace (worth 25gp)
Bits of coloured glass
Golden ring set with a blue quartz gem (worth 100gp)
Wooden comb
3 small spoons
Empty oil flask

*Note that, if the PCs manage to befriend, charm, cajole, etc. one of the kobolds found within this dungeon, then it might be advantageous to have it be this fellow. His name is Hakach, and he will offer to reveal the location of this 'massive treasure hoard' in exchange for his life (or similar).
 

OMG you did a load of work to ... prove the concept? Kudos for doing so but....

You know there is one thing i really like about PnP when being the DM:

No 1. crypts with a 2.training room and 3. torture chamber in the same building.

And 1. manned by giants 2. by undead and 3. by goblins.

And no pointless rectangular snake corridors ending in purposeless circular chambers.

I should make my own thread about this i just realise, it will be called "How do you like the masterly architecture creations in most official products?" or so. i will give you credit for inspiring me, that is a topic i wanted to discuss for a long time.
 

OMG you did a load of work to ... prove the concept?

While I tend to agree with you for the most part, in this instance I'm just going with what the tables gave me for a bit of fun (as I've never rolled up a random dungeon before - so I thought I'd give it a try - nothing more, nothing less ...not trying to prove anything). And yeah, my idea of fun is a little weird :p

Maybe you'd like one of my own map layouts a tiny bit better? (or at least find it slightly less irritating).
78i9iz4.jpg
 

Gonna try and get the last few rooms of the random dungeon done this afternoon - so here goes...

14. Dressing Room
  • Wrecked and rotten furniture adorns this room - including (what was once) a fancy chair with a cushion that looks like something might have been nesting in it, a stand upon which hangs a tattered old cloak, and a dressing screen with several holes poked/hammered through it.
  • Upon the floor lies a threadbare rug, and a single leather boot (missing its sole).
All is not as it seems in this room ...as it has recently become home to the dungeon's latest inhabitant - a mimic, who has crawled up through the floor of area 11 to prey on the kobolds. Indeed, should anyone look behind the screen (note that the screen is actually the mimic) they will discover a few bloodstained rags and a pile of small (kobold) bones. However, knowing full well that the kobolds are an easier prey, it will ignore a group of heavily armed/armoured adventurers - utilising its 'False Appearance' ability to remain undetected. But should a PC find him/herself alone in this room, the mimic will be unable to resist the chance of obtaining an easy meal.

Additional note: There is a secret door (DC15 to find) in the south wall (behind the screen/mimic) that leads to a secret passage. Once the secret passage is discovered, both doors (i.e. this one and the one leading into area 10) are fairly obvious from the inside.
 

Remove ads

Top