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

15. Chapel
  • Two lines of pillars run down the centre of this huge chamber - between which are several rows of old pews/benches.
  • Upon the walls are rusted sconces (many still holding old torch stubs), and at the far end of the room is a raised dais.
This room is also the main lair of the kobolds - 8 in total ...7 plus their leader Kachiki (treat Kachiki as a normal kobold, but with 13hp and she is armed with a light crossbow +4/1d8+2). However, the manner in which the kobolds are encountered depends very much on how the PCs have approached. For example, if the PCs have been stealthy, and the kobolds are unaware of their presence, they might be found performing mundane tasks (cooking, repairing gear, planning an assault on the spiders that lurk near the dungeon entrance, etc.). There might even be a slight chance that the majority of them are caught napping (20%). On the other hand if they are aware of the PCs approach, they will douse all flames, and hide themselves amongst the benches/pews in readiness for the coming battle. If this is the case, the whole central area of the chamber should be considered difficult terrain (due to the decrepit benches - which are just as likely to collapse as they are to provide any reliable cover*).

Once the kobolds have been dealt with (in one way or another**) the players will discover (if they go looking) several sacks containing the kobolds' valuables. However, in truth, most of it is worthless junk - save for a coin purse (clearly not of kobold make) containing 58sp, a dozen mixed (uncut) gems wrapped up in a piece of torn cloth (worth around 90gp in total), a couple of coils of rope, and various tools (treat these as thieves tools). In addition, once the commotion has died down, an ornate wooden door (banded with iron, and with a huge iron lock) will clearly be visible in the south-east corner of the room. At its base rests a bent iron bar - rusted with age.

*that being said, they still offer half cover against ranged attacks (i.e. +2AC / Dex saves).

**remember that Hakach is willing to bargain with the location of his 'treasure horde' if need be, plus Kachiki might be persuaded to leave the dungeon if the PCs have cleared (or promise to clear) the spiders from the entrance area (she may even promise to pay them with the treasure listed above as a last resort).


THE FINAL DOOR

Depending on the type of adventure being run, there are a couple of different ways in which this door can be opened. For example, if the PC's have been sent on a quest to retrieve an ancient (possibly unholy) artefact (to prevent it falling into the wrong hands), then they may have been presented with the key to this room by their employer/superior. Alternatively, if this is a simple dungeon crawl, then a simple riddle or puzzle*** might need to be solved in order to gain access to the room beyond.

Whatever the case may be, the door itself is difficult to open without the 'key' (DC21), and even harder to force open (DC26).

***By default we will assume that when the PCs take a closer look at the door - what they thought to be an oversized lock is actually a slab of iron with a recessed hand print moulded into its surface. About this 'lock' is an inscription that reads "Non but the faithful shall pass." and in order to open the door a divine spell caster must place their hand into the recess and allow the lock to draw power from them (this could be sacrificing a 1st level spell, a single 'channel divinity' use, a paladin's remaining 'lay on hands' pool, etc.).
 

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16. Chantry
  • At the far end of this room a headless statue stands over a stone altar - both of them blackened with fire and covered in soot (as is the floor and walls of the entire chamber).
  • Flanking the statue upon either side is a large, mangled/melted cage-like brazier, and from behind the altar comes a soft glow.
Unless the PC's are members of the unholy order of knights/priests that built this complex (and thus utter the correct incantation to allow safe passage*) two magma mephits are summoned into being (one in each brazier) around 30 seconds after anyone steps inside. Once these guardians have been dealt with, the PCs are free to explore the chamber, and will discover the following:
  • While heavily stylised, the statue has been carved in the likeness of a heavily armoured knight with the device of a gaping maw devouring the sun etched into its breastplate.
  • Behind the altar is the helmeted head of the statue** - with two small gemstones set deep into the eye-slits that shine out with a radiance all of their own (treat as under the enchantment of a continual flame spell).
  • The altar itself is plain and unadorned - with tiny fragments of (scorched) silken cloth still clinging to it in a few places.
Further examination of the altar reveals (with a DC11 test) the presence of a sizeable secret compartment - though it proves to be particularly difficult to open (DC22 with thieves tools). However, should the head of the statue (which, when in place, looks down upon the altar) be manhandled back upon its shoulders (or the light from its 'eyes' be shone upon the top of the altar) - a faint click will be heard, and the secret drawer can be slid open with ease.

Once again, the nature of the adventure will dictate the type of treasure found inside the secret compartment. For example, if the PCs are in search of an ancient artefact, then this is where it will be found; on the other hand, it could just as easily hold a random treasure hoard (as found in the DMG).

For the sake of completeness, here is one such random hoard:
  • 10 gemstones - each worth 50gp each
  • 1 potion of heroism
  • 2 sets of old robes/vestments - each bearing the same mouth/sun emblem as the armour.
*note that this incantation has long since been forgotten.

**the head will be face down when discovered - hence the muted glow the PCs saw upon entering the room.
 

Phew ...and that's that done. It took way longer than expected, and I'm not sure if I'll ever use it 'as is' - but it lead to a few things that I might not have thought of myself ....and was a fun little exercise nonetheless.

And, I know I said I was gonna go back and add some detail to the map when finished ...but I've abandoned that idea (like I say, I don't think I use it as it currently stands) ...so this will have to suffice for now:

0AmWLHx.jpg


Anyway, I know this thread hasn't been particularly compelling - but here's hoping a few of you found it to be a tiny bit interesting nevertheless :)
 

Nice post. I used to improvise dungeons with this system back in the days of 1st ed. It sometimes led to mega multi leveled dungeons sprawling multi levels on multi maps. One level could stand on one sheet or as much as 5 or 6 different sheets of papers. This post brings back memories...
 

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