Sei sulla pagina 1di 21

12 Strange Occurrences

1. As your delving into the dungeon you enter a room. The room is a newly decorated infants room.

2. As your walking down the wilderness path your feet start to hurt. As you explore the area you notice your
previous footprints have nails hammered in them.

3. The local lake water has turned black. Thousands of dead fish float on the surface. Hundreds of dead fish litter the
shore.

4. You meet a man who believes he has already died and the world around him is Hell.

5. A woman claims her husband and family are imposters. They were replaced by Dopplegangers and she fears for
her life.

6. A man came to town claiming he is the Holy Shepherd. The apocalypse draws near and he is to lead the town to a
sacred site beyond the mountains. His charisma has enticed the local population.

7. You come across a village where the entire population is north of 50 years old. They claim they have been sterile
for quite awhile.

8. Every time you pass a child they stare at you intently. If questioned they don't know why.

9. A recent newborn came out of the womb with adult intelligence and speaks three languages fluently.

10. In the local forest a blue orb floats in the middle of a secluded glade. All those who look upon it become
fascinated. They stay there for days mesmerized by its sight. Some have even died from dehydration for staring too
long.

11. In the cellars of a local town resident a brick wall recently crumbled. Behind the brick wall is a red door. No one
knows how or why it is there but all attempts to open it have failed.

12. While camping you hear the sounds of crickets. As you listen closely it sounds as if they are staying your name.
Random Urban Encounters

D6 Urban Encounters

1. City Trouble (Potential Combat Encounters)


2. Street People (Various NPCs)
3. Building Scenery
4. Marketplace Finds
5. Event
6. Adventure Seed

D12 City Trouble

1. Escaped zoo animal


2. Rat Infestation
3. Mongrelmen from the sewers
4. Corrupt guards demanding a payment.
5. Colony of zombie cats
6. Pack of feral dogs
7. Gang of juvenile pick pockets
8. Cultist abducting new recruits
9. Murder with a pattern. Serial killer on the prowl
10. Otyugh in a refuse pile
11. Escaped Lepers who were under quarantine.
12. Band of goblins disguised as beggars

D12 Street People

1. Street Performer
2. Knight & Squire
3. Noble & Entourage
4. Guard Patrol (1d4 +1)
5. Con Artist
6. Street Gang (2d4 +1)
7. Merchant
8. City Crier
9. Priest on a Soap Box Preaching
10. Jester and Mimes
11. Tax Collector
12. Intoxicated Civilian

D12 Building Scenery

1. Lucky Lou's Brothel


2. Tiny Tim Watering Hole
3. Museum of Curiosities
4. Orphanage of Lost Souls
5. Blue Balls Inn & Tavern
6. Mineral Spring Bathhouse
7. Statue of the Matron of Charity
8. Opium Den
9. Zazzles Exotic Animal Market
10. Polluted Koi Pond
11. Boarded Up House
12. Wishing Fountain

D12 Marketplace Finds

1. Human Sized Terracotta Soldier


2. Three-Headed Cat who speaks Infernal
3. Clockwork Pigeon
4. Gem with a Trapped Soul
5. Lich Phylactery
6. Red Dragon Egg
7. Laser Rifle with No Battery Cell
8. Farmers Almanac from Five Years in the Future
9. Deed to a Haunted Mansion
10. Treasure Map to an Ancient Tomb
11. Book on Demon True Names
12. Mystery Chest that no one can open but is actually a mimic.

D12 Events

1. Tavern Brawl spills onto the streets.


2. Merchant cries. "Help! Thief!"
3. Smoke rises. Building is on fire
4. Wine festival at the park
5. Excitement. Gladiator bout tonight.
6. From up above, the contents of a chamber pot spills on you.
7. Two Swordsmen attract a crowd as they duel to the death.
8. A Magic-Users summon spell has gone wild and a random creature from another dimension has
emerged.
9. Dock workers are rioting for better wages.
10. Crowd gathers for a public execution.
11. Midnight market begins to be setup
12. Caravan of slave traders have arrived
D12 Adventure Seeds

1. A corrupt politician hires the group to bribe four members of the council. He wishes to sway a key
vote in his favor. Some of these bribes require more then a monetary solution.
2. The thieves guild has released dozens of wild animals from the city zoo to create a distraction for a
grand heist.
3. Prominent member of a noble house was caught in a humiliating situation last night. You are hired
to eliminate all witnesses and evidence.
4. An animal hoarder is paying 1gp to 15gp to collect exotic species of rats. His wishlist includes
shadow rats, dire rats, cranium rats, purple whisker rats, venom rats, etc
5. The most prominent religious figure in the region is visiting. You are hired to escort and protect
his holiness.
6. A Gladiator has been rumored to be throwing his bouts. A bookie wants him eliminated after some
major financial losses.
7. Refugees from a distant war have begun to flood the city.
8. City is under a severe drought. Water has become a precious commodity.
9. The public park has become home to hundreds of homeless. They have setup a slum village of
tents. Recently a caretaker has gone missing while tending to the less well off.
10. The City Bank has been committing usury. Charging enormous interest rates on money with the
intent to confiscate property and homes. A quarter of the city has come under control of the bank and
citizens are being forced into poverty.
11. A gang of ghast has taken over the city tannery. The stench of the place hides their odor and
provides them the perfect location for apprehensions.
12. A merchant ship has recently docked with no crew.

30 Random Sewer Encounters for Dungeons & Dragons or Pathfinder Role-Playing Game. Could also be
used for any fantasy game. Also 20 sewer themed adventure seeds.

Roll 1d20 for Basic Sewer Encounter. If you roll a 20 then roll on moderate difficulty table.
Basic Sewer Encounters

1d20 (how many encountered)

1. Party of Homeless People (2 - 5)


2. Thugs (2-6).
3. Plague of Rats (10 - 100)
4. Clutch of Chokers (3 - 8)
5. Ochre Jelly
6. Pack of Ghouls (3 - 5)
7, Brood of Giant Leeches (3 - 6)
8. Pair of Ooze Mephits
9. Pack of Wererats (5 - 10)
10. Tribe of Morlocks (7 - 18)
11. Pack of Dire Rats (2 - 20)
12. Corpse Infested with Rot Grubs
13. Circular Chamber with Whirlpool at the center.
14. Colony of Giant Centipedes (3 - 6)
15. Rat Swarm
16. Patch of Green Slime
17. Decapus
18. Cluster of Gricks ( 2 - 5)
19. Cockroach Swarm
20. Roll 1d10 on Moderate Difficult Table

Moderate Sewer Encounters

1d10

1. Pair of Mud Elementals


2. Dire Crocodile
3. Gang of Dark Creepers ( 3 - 6) with Dark Stalker Leader
4. Coven of Green Hags
5. Gibbering Mouther
6. Hydra
7. Shambling Mound infused with waste.
8. Grove of Violet Fungus
9. Otyugh
10. Cabal of Skum (20 - 30) plus Aboleth Master
20 Adventure Seeds

1. Scholar is seeking adventurers to kidnap a Morlock. He wants to study how the Morlocks were created
from degenerate human stock.

2. The King of the Beggars. An intellect devourer has killed the most influential beggar and has taken his
place atop the Beggars society. He directed them to venture forth at night stealing objects he needs for a
creation.

3. A lost catacomb has recently been discovered in the sewers. The city founders were laid to rest there. It
has been bricked off for centuries. The catacombs are rumored to be infested with wights.

4. The architect of the sewers many centuries ago used to bury his laborers in the stone walls. Few dare
enter the system for fear the dead with seek vengeance upon them.

5. A tribe of wererats are trying to grow their numbers. People have been attacked throughout the city and
infected with lycanthropy.

6. There a secret Under Market of illicit goods beneath the city.

7. A serial murderer has recently escaped confinement. He is rumored to have fled into the sewers to evade
the authorities.

8. The resident quarter has been infested with cockroaches. Way more cockroaches then normal. They have
been dragging large amount of refuse back into the sewers. Moustrous Giant Cockroaches have quite an
appetite. The group is paid to exterminate the infestation.

9. People are being mugged in the streets. Instead of taking their purses they have had their hands
amputated. The hands are being delivered to a necromancers lair beneath the city. He has created an army
of crawling hands. No one know for what purpose.

10. A recently slayed tribe of degenerate Ogres are found in the sewers. Giant festering maggots feast on
their bodies. What could have wiped out a whole tribe of ogres?

11. The group stumbles upon a crypt in the sewers. Its guardian is a Crypt Thing who teleports them into
the den of a Dire Crocodile.

12. You discovered in a side passage an abandoned laboratory with a partially created Flesh Golem.

13. A homeless man recently found a jester outfit. In his deranged state he has been staging tea parties in
the sewer system. Problem is all his guest end up dying.

14. An eccentric Noble is building vaults in the sewer. Claims the end is
near.

15. The thieves guidemaster has recently passed away. Rumor has it he keep his hoard of treasure in a
secret stash located in the sewers. The rush is on to find the hoard before rivals get to it.

16. After a night of drinking the group hears screams coming from outside the pub. A woman tells them
that something emerge from the sewer grate and kidnap her husband.

17. With the recent explosion in population the sewer can barely handle the waste. The Mayor wants the
group to abduct as many Otyugh as possible to populate the sewer. With an influx of these trash eating
aberrations he hope it will help with the sewage situation.

18. The sheriff wants the group to investigate a smuggling operations located beneath the city. A group of
illicit traders have been smuggling powerful drugs from the Underdark. They have setup storage depots
throughout the sewers.

19. Swarms of Rats are pouring out of the sewers. Something has disturb their nest. Why are rats leaving
the sewer? What could possible scare them way?

20. A Worm that Walks has united the morlocks, mongrelman, and wererat tribes of the sewers. He plans
on sacking the city and turning its residents into slaves. First he plans on attacking strategic locations
throughout the city to sow fear and panic
20 Random Rumors
Roll 1d20

1. One of those holy warriors has been seen drowning his sorrows at the local pub. Someone said he was
some Paladin type fellow. Piss off his God. Now he just drinks away his time.

2. Don't drink the Red Ale from the Cornish Hen Tavern. Old lady Miller drank so much one night she
turned into a weasel. Yes, a weasel. No I'm not drunk man I'm telling ya the truth.

3. This little fat fella came into town two days ago. Hit up the General Store and bought up all the rations.
Says he needs the food just in case some bad stuff goes down. I don't know seems a bit suspicious I say.

4. Hey you know the town was built over a cemetery. Yeah they removed the tombstones and started
building right upon graves. Very strange indeed.

5. We don't bury our dead. No we burn'em and keep them in urns. They say if your body is not burned
within a days time it rises. Yep, some zombie type thing. So just in case any of you die make sure you got a
source of fire handy.

6. You heard about our well. Yeah it's been dry for years now. We lost a bunch of kids a few years back.
Someone said a tentacle reach out and drag them to their death. Ever since no one goes by that damn well.

7. Don't give that damn half-orc Urgron any money. All he does is smoke it away. Says he needs the money
for some exotic pipe weed. Problem is once he smokes it he runs around town naked. Not a pretty sight my
friend.

8. Stay off the road north at night. They say a man without head rides a horse up and down the road. They
say he is looking for the right head to replace his own. Keep your head man and stay off the road!

9. I heard about a group young girls knocking on people doors. They sing a nursery rhyme to anyone who
opens up. Strange thing is these girl don't even live in the town.

10. Edgrin the halfling is looking for investments. Yeah he needs a 1,000gp to fund his expedition. Says
he's hunting Dragons. Last time someone funded his expedition they lost all their money.

11. Tally May house is north of the town. Yeah she's collect cats. Lots of cats. The place smells like urine
and half the cats are dead. Someone once told me that those dead cats can move.

12. Mo got hit by lightning last year. Tragic indeed. Now he slurs his speech and speaks in third person. He
claims that he is Mo the Lighting God. His mom says all he needs is to get hit by lightning again to reverse
his condition.

13. Remember that statue you passed when you came into town. The one with those gemstone eyes. Well I
hear they record your movement. The Mayor who is held up in his manor uses them to spy on the folks
round here.

14. You know what's strange? Not a single women has given birth in five years. Must be something in the
water.

15. Graffiti everywhere. The last few weeks someone been painting a goat skull on houses throughout
town. We've been trying to remove the paint but it simply won't wash off.

16. There an abandoned mine south of here. Rumor has it the miners hit a passage that they shouldn't of
have. They never returned. My good friend told me they stumbled upon a Goblin City.

17. We are waiting on a supply caravan to hit town. Problem is it was suppose to be here last week.
Wonder what the delay is.

18. Father Zabrin is a strange guy. He collects holy symbols. Also every year he switches his allegiances to
a new god. Charlatan I tell you.

19. You know about Mallak the Bard? Yeah someone told me he died two years ago in a freak accident.
Then out of nowhere he strolled into town a few days back. He looks good for a dead guy.

20. Exactly at Midnight every dog in town begins to howl. This horrible cacophony rattles my nerves. I
always wonder why it happens every night at the same time.
6 Dungeon Hazards

1. Dweomer Gnats: These albino gnats congregate near sources of magic. Hundreds of them will swarm a room to
feed off residue from a magic item or a lingering spell. Dweomer Gnats feed off magical energy that permeates a
person, magical items, or a place where magic resides. The gnats will gather around a source of magic and drains a
portion of its energy. A wand or staff will have 1d4 charges removed, a scroll will be erased, a potion drained, or a
random spell from a spell caster absorbed. Once one of these conditions have occurred their hunger will satiated.
Once feed the swarm of gnats will give off a faint luminescent that glows in a 15' radius. Dweomer Gnats are non
combatant and are easily driven away by fire.

2. Ghost Weeds: These weeds are incorporeal that grow about 2' high. A patch of Ghost Weeds will occupy a 5'
area and over time grow when they drain vitality. Any living creature that passes through a Ghost Weed patch will
have 1 hit point drained from them. The drained hit point will feed the Ghost Weed and a round later the patch will
grow by 5' in a random direction. A dungeon might have entire room filled with Ghost Weeds from floor to ceiling
if enough living vitality has been drained. A Ghost Weed is immune to non-magical items and can only be harmed
by magic or holy water. A single point of damage from a spell, magic weapon, or holy water will destroy a 5' patch
of Ghost Weed.

3. Enigma Clutter: An Enigma Clutter is a pile of papers, parchments, glues, ink, and various other writing material
that has merged together into a mass. Typical clutter will occupy 5' or 10' area and move extremely slow. They can
move 5' in one round and they seek out written words. Anytime a written word is within 5' it must make a save or
have its words scrambled into an incomprehensible mess. Entire books will be ruined, scrolls scrambled into
uselessness, etc. Entire libraries and workshops have had years of knowledge destroyed by these Enigma Clutters. A
typical clutter will have 1d4 hit points per 5'.

4. Shadow Walls: The walls of this dungeon room has a shadow that is super imposed on its stonework. The
shadow can move throughout connecting walls with ease. Anyone that is within 5' of the shadow on the wall risk
having a incorporeal hand reach out and attempt to touch them. The touch will drain 1 strength point. The Shadow
Wall attacks as a 2HD creature with 1d8 hit points and can move 30' in a round(only through connecting walls).
Only curative magic, holy water, or a turn attempt by a cleric can destroy it.

5. Emotion Puddles: These puddles have absorbed psychic energy and the liquid takes on the color of the emotion
that has been infused with it. Anyone touching or stepping into the puddle must make a save vs spell or be infused
with raw emotion. The table below has example emotion colors and effects.

Emotion Spectrum
Bright You become enraged and attack the nearest person. Last 1d4 rounds.
Red
Green You feel at peace with the world and yourself. You can’t engage in combat for 24 hours.
Pink You are sexually aroused and try to fornicate with the nearest person. Last 1d4 rounds.
Indigo You fall into a peaceful slumber and awaken refocused. You gain +1 to all rolls for 24 hours. The
slumber last 2d4 rounds.
Grey You feel depressed. You refuse to leave this room. Last 24 hours.
Black You become severely ill. You lose 1d4 hit points each round for 2d4 rounds.

6. Dust Mold: This mold is typically found in large colonies that coat entire caverns or dungeon floors.
The mold is predominately black with thousands of white specks littered throughout it pattern. The white
specks are actually spores. Anyone stepping on a Dust Mold causes the spores to explode in a 10' radius
into thousands of particles that obscure vision and causes coughing/sneezing. The entire radius appears as if
you are in a snowstorm, vision is reduced to 5', can't concentrate to cast spells, and you take -2 to all rolls
as your respiratory system is attacked. The cloud of spores disperse over the course of 2d6 rounds.
1. You notice in this stone chamber that there are large fragments of glass embedded in the walls. Hundreds of them.
Upon closer examination you make out a shadowy figure moving about. If the glass fragments are broken a Shadow
is released. There are also a dozen empty glass fragments. Touching them requires a save or be trapped within.

2. This room has four large oriental carpets. Around the perimeter are a dozen ornate chairs. Once you have entered
about halfway through the room the chairs animate and rush towards the intruders. They attempt to push them onto
the oriental rugs. The rugs conceal spiked pit traps.

3. As you enter this room you see a ten foot tall statue of an elf. This elf has eight arms holding various colored orbs.
Disturbing or passing the statue unleashes a barrage of spells. Each orb has an unlimited supply of one spell
appropriate for any color your wish. A blue orb might cast cone of cold, a red orb fireball, etc. The only to way pass
this statue is to cover the orbs with a piece of cloth to suppress its magic.

4. In this large cavern you stumble across a small backwater village of humans. These degenerate humans are
completely pale and primitive. They have darkvision and only speak Aklo. Upon further investigation you learn that
this tribe has existed here for generations. Each human is branded with a unique number. They have inbred for
centuries and appears to only exist as food stock for a horrific aberration that dwells nearby.

5. You come upon a set of iron doors. Next to the set of doors is a offering bowl. Something must be offered to pass
through the door. Picking the lock or knocking down the door will not work. You can provide hints to what was
recently used. Maybe a couple of hair strands or a fingernail left inside.

1d6 Random Offering


1. Teeth
2. Blood
3. Coins
4. Gems
5. Fingernails
6. Clump of Hair

6. In the center of this room is a large brazier with a raging green flame. This object has an aura of combustion.
Anyone who approaches within 20ft of the brazier must make an object saving throw for any item that is
combustible like oils, alcohol, etc. If the item fails the save it burst into flames and begins to set fire to objects
around it. A flask of oil within a backpack will ignite all items inside and each item will need to make a saving
throw. Once the flame in the brazier is extinguished its aura of combustion ceases.

1. You enter a large chamber that appears to be some sort of storage area. Old furniture is stack floor high and it is
extremely cramped. As you navigate this room you find two doors to the east. These doors hold access to small
rooms packed haphazardly with furniture. Anyone opening these doors will have the furniture spills out potentially
injuring the PCs. There is also a chance that the furniture will cause a chain reaction in the main chamber and cause
a massive avalanche of furniture.

2. You enter a room with a large banquet table filled with delicious food and enticing aromas. The aroma is so
strong you must save or find yourself with the urge to devour as much food as possible. The food itself is an illusion
of rotting meats, vegetables, and fruits. Eating this spoiled food requires another save to avoid succumbing to a
vicious poison.

D4 Poison Effects (All last 24 hours)


1. -2 to all attack and damage rolls
2. You roll 2d8 for all D20 Attack Rolls
3. Horrible stomach cramps, your movement halved
4. Vision is blurry. Blinded.

3. As you enter this hallway you notice chains hanging from the ceiling. At the end of these chest high chains are
rusted hooks with severed medusa heads. There are dozens of them hanging in this long hallway. Getting too close
to the medusa heads require a save each round. The petrification effect is greatly diminished due to their decaying
state. Each round you are within 10ft of a head and not covering your eyes you must save or slowly turn into stone.
On three failed saves you are completely petrified.

Slow Petrification
1st Fail: Legs Petrified.
2nd Fail: Torso and Arms Petrified
3rd Fail: Head Petrified

4. This room has a metal mesh floor. It is able to support your weight despite sinking slightly. Through the holes of
the mesh floor you make out an endless pit with a cool breeze chilling the room. The metal mesh is made out of pure
silver and highly conductive. As you pass halfway through the room you make out flying creatures below the mesh
floor. Lightning Mephits are rapidly approaching. All electrical damage is disperse to anyone currently standing on
the mesh.

5. This dungeon room walls are lined with a dozen window curtains. Peeling back the curtains reveals cold stone
walls. Located throughout the dungeon are different colored glass panels. When attached to the area where the
curtains are located the window form an image of distant area or location. The creator of the dungeon used this room
to scry on potential enemies.

6. This room has a pedestal with opened leather book laying on it. The pages in the book are blank. The cover of the
book is blank. Anyone touching the leather book has one random language erased from his memory and transcribed
onto the pages of the book. The only way to reacquire your lost language is to have someone who understands and
speaks that language to read the book to you. As each word is spoken you slowly regain the knowledge you have
lost.

1. You enter a large chamber that appears to be a trophy room. A dozen platforms house wire framed mannequins.
Each mannequin is sporting an ornate armor of different sorts. Each armor is well polished and hasn't been affected
by the pasting of time. However, half the suits of armor are cursed. Donned armor that is cursed cannot be removed
unless a remove curse spell is cast on the recipient.

d4 Random Armors
1. Scale Mail
2. Chain Mail
3. Plate Mail
4. Banded Mail

d4 Curses
1. Brittle: The armor shatters if a natural 20 is rolled against it. Scraps of metal embed into the wearers skin as the
suit shatters. For each +1 to armor class the suit grants roll 1d4 points of damage.
2. Missile Attraction: Each missile fired within 60' of the wearer is redirected towards him. Arrows and bolts seem
to find the least protected areas of the wearer. Resolve rolls as if the wearer has no armor.
3. Lethargic: The armor is rigid and stiff. Your movement is reduced to one quarter and you attack once every other
round.
4. Beacon: All random monster encounters are doubled while the armor is worn.

2. The floor of this room is made of ice. Its extremely difficult to move across. Any movement requires a Dexterity
attribute check or fall prone. In the center of this sheet of ice you notice a figure buried 10' deep. It appears as a
skeletal warrior dressed in ancient armor. If you pass over the spot where the warrior is buried you hear a voice in
your head. It pleads for you to free him. You must save vs spell to resist the urge to excavate the icy floor. The
skeletal warrior is actually a Death Knight trapped for centuries by the forces of good.

3. This room has two dozen wax statues. Half of them depict what appears to be adventurers. The other half are
unsculptured statues that vaguely resembles a humanoid form. As your move around the room the unsculptured wax
statues begin to animate and attack. Once a statue has killed someone its features are sculpted into their resemblance
and it becomes an inanimate object.

4. A lone statue in this room resembles a maiden. Her eyes slowly drip a watery substance that is sweet to the
tongue. The liquid detects as magical and if a bowl/vial is placed underneath it will fill it in about 24 hours. The
liquid functions as a magical potion. The potion that is created during those 24 hours is random.
d6 Potions
1. Delusion
2. Healing
3. Heroism
4. Extra-Healing
5. Clairaudience
6. Clairvoyance

5. In this room you find four dead bodies. Upon closer inspection of the decaying bodies you notice purple colored
maggots feeding on the corpses. These maggots feed on residual psychic memories from the dead. If a maggot is
eaten the consumer will receive a random piece of information about the corpses life. The more maggots consumed
the more insight you gain.

6. The ceiling of this room has large rusty metal nozzles that drip a soapy substance on the floor below. The floor is
extremely slippery and movement is reduced by half as you must tread carefully. As movement is detected below
the nozzles release human sized bubbles. Any bubble that touches a target envelopes them and they begin to
suffocate. The bubbles have an AC10 and 1 HP. If someone is enveloped inside a bubble when attacked they suffer
the same damage.

1. You enter a large cavernous room. In the center of the room you find a recently slain saber-tooth tiger. As you
glance around the room you notice dozens of cave paintings. Each one depicts wild animals hunting or vermin
scuttering. Interacting with any of the cave paintings has a 50% chance of the painting fading away and that animal
appearing in the center of the room ready to attack.

d6 Random Cave Paintings


1. Giant Spider
2. Boar
3. Black Bear
4. Wolf
5. Giant Scorpion
6. Mountain Lion

2. In the center of this cave is a large black obelisk with dozens of pieces of metal clinging to it. The obelisk is the
center of a strong magnetic field. As one approaches the obelisk they feel the magnetic pull growing stronger. First
unattended objects are slung towards the obelisk, then weapons are torn from your grasp, and finally large pieces of
metal like armor are pulled towards the obelisk.

 Within 50' of the Obelisk small metal objects like coins, necklaces, buckles, etc are flung towards the
Obelisk. Unattended object receive no save. If an object is attended then the user can make a strength attribute check
to retain possession each round.
 Within 25' of the Obelisk all metal objects weighing under 10lbs are pulled towards the structure. A
strength attribute check at -2 is needed to retain possession each round.
 Within 10' the pull becomes the strongest. Any metal object under 50lbs is pulled towards it. All strength
attribute checks to maintain possession is done at a -6. Adventurers wearing metal armor might be flung onto the
obelisk while still in their armor.
 Removing an object or yourself from the Obelisk requires a strength roll at -8.

3. This room appears to have been an infirmary. Rotted beds, stands, and medical tools lies in disrepair. There are
eighteen beds with nine to each side of the room. Fours of the beds still have moldering linens. As you examine the
bedding you notice they appear to cover up a humanoid body with a bloated stomach. Once one of the linens has
been removed from the body you discover a dead human female who was pregnant. Immediately the stomach burst
open and an undead stillborn fetus lunges out. Once one fetus has been disturb the remaining three burst forward.
Treat these fetus as ghouls with 1/2 the HD.

4. In this dungeon room is a sarcophagus and a summoning circle. Anyone who breaks the plane of the circle must
save vs spell. Failure has the victim swap places with the Mummy that is inside the sarcophagus. The Mummy
immediately attacks and all damage dealt to it is transferred to the victim inside the sarcophagus until that person is
dead or escapes. The sarcophagus is sealed tight; a remove trap or open door check at -2 is required to pry it open.

5. At the end of this corridor is a circular vault door. The door is crafted to appear as a demons face. As you
investigate the door you find a dial lock with the infernal alphabet instead of numbers. To gain entrance beyond this
door one must spell out the name of a specific demon lord associated with this dungeon.

6. You enter a subterranean garden. This roughly circular cavernous room is easily a couple hundred feet in
diameter. A unique fungus growth lines the ceiling walls emitting a dim light that is able to sustain surface flora.
This area of the dungeon has recently been taken over by a cave druid who has been collecting exotic species of the
plants and animals. He has built a large greenhouse in the center of this garden, there he keeps his most prized
possessions. Unfortunately, some flora and fauna that exist in the garden is aggressive and have been known to kill
unaware trespassers .

d6 Random Garden Encounters

1. Swarm of Flies
2. Strangle Weed
3. Shambling Mound
4. 20' Patch of Yellow Mold
5. Nest of 3d12 Stirges
6. Man-Eating Fiendish Ape stalks the group.

1. You enter a 20x20 chamber with a nondescript stone throne in the center of the room. Anyone who sits on the
throne has to make a dexterity attribute check as the throne collapses on itself. As the throne begins to crumble its
pieces fly down a chute directly below it. The chute is 20' deep and ends in a 10x10 room filled with debris. Lurking
in this pile of debris are two giant centipedes that immediately attack once their domain has been disturbed.

2. As you enter this cavern you notice thousands of purple mushrooms of various sizes. From tiny to the size of
trees. You immediately spot humanoids wandering aimlessly in the mushroom field with no cloths on and not a care
in the world. In the center of the cavern by a pond is a roughly put together shack.
If you approach any of the humanoids they stare at you with a euphoric smiles and mumble about finding their
happy place. If you approach the wooden shack you meet an old man who offers you a hit of cultivated purple
mushrooms. He promises they will take all your fears away. The purple mushroom has euphoric properties and
potential for addiction. Anyone who takes a hit of the mushroom receive a 1d4 bonus to all attack, damage, saving
throw rolls. The also take a 1d4 penalty to intelligence and wisdom. The effect last 1d4 hours.
At the end of the duration you must make a constitution check or become addicted. Once addicted you require
another hit and this time the old man is charging a price. Each subsequent addiction check is at cumulative -2. When
the negative equals your constitution score you are hopelessly addicted and wander the mushroom fields as a thrall
to the old man.
The old man has the ability to control the purples mushrooms and animate them to protect his domain.

3. A stone pillar sits in the middle of this room. It is covered in hundreds of glyphs. Once touched you must save vs
spell or all the glyphs slither off the pillar onto your body. Your body is covered in hundreds of tattoo like glyphs
and you shine with a dim blue light. You have become the Keeper of the Dungeon. You know the location of all
doors, secrets door, and levels. You can bypass any obstacles with a mere touch. However you are cursed to remain
in the dungeon for eternity or until you find a willing subject to accept the mantle of the Keeper.
4. This cavernous room is filled with hundreds of stalactites and stalagmites made of brittle crystal. The slightest
sound causes them to burst into hundreds of shards. Amongst the crystal formations are a couple of bodies of
dwarven miners. They have been dead for days and their bodies are littered with crystals that punctured their mortal
frames. If any sound is made that is slightly higher then a whisper the nearest formation shatters into hundreds of
shards that deal 2d4 damage and has a 75% chance of causing another formation to shatter in a chain reaction.
Utmost precaution is needed to cross this cavernous room. Hiding in this field of crystals are 4 shadows that quietly
wait for trespassers.

5. This room appears to be a barrack room of some sort. Dozens of pristine beds reside in this room. Their bedding
in perfect condition and undisturbed. Sleeping in one of the bed has the potential for disaster. The sheets are
poisoned and anyone touching them requires a save vs poison. Upon failure they collapse onto the bed in a deep
slumber. They regain no hit points for their forced rest and lose 1 hit point per hour sleeping. After 24 hours another
save is permitted to break the slumber. A remove poison is needed to rouse the sleeping.

6. This cavernous room is freezing and the floor is coated with frost. This room has wicked winds that howl and
batter any exposed flesh. A river of slush cuts through the center of the room. Any exposed flesh takes 1 point of
damage each round in this room. Any ranged missile attack has 50% chance of failing due to the brutal winds. Spells
such as obscuring mist and stinking cloud are uncontrollable and quickly move in random directions.
After a round or so upon entering the cavern you hear a plea for help coming from the river. Upon approach you
find a band of rival adventurers tied up and close to death. A gang of 6 dretches hover around them preparing for
dinner. Once combat is initiated they release their stinking clouds in frantic display of chaos.

1. In the center of this chamber sits a wishing fountain. An elaborate celestial maiden stands in the center of this
pool spouting stagnant water from her mouth. This fountain was once pure and provided beneficial boons upon
those who throw coins into its once pristine waters. A decade ago a demon invaded the complex and was slain. His
remnants were thrown into the fountain and over time has slowly began corrupting the waters. It is now known as
the Fountain of Fickle Fortunes. Anyone throwing a gold piece coin into the fountain has a 50/50 chance of
receiving a boon or a bane. The boon or bane can only be granted once per day. Consult the chart below, odd rolls
are banes, even rolls are boons.

D10

1. -1 to all rolls for 24 hours 2. +1 to all rolls for 24 hours


3. Lose 2d4 hit points 4. Gain 2d4 temporary hit points
5. Next time you are hit you take x2 damage 6. Next time you hit an opponent you do x2 damage
7. All Coins in your possession disappear. 8. All coins in your possession double
9. Lost 500 experience 10. Gain 500 experience

2. In this rectangular chamber lies six statues of monks. Three to each side. In the center of the room is a pentagram
painted in blood. Each statue is emitting a prayer hymn of infernal origins. Each statue is chanting a different hymn
and the overlapping sounds is quite disturbing. Upon investigating each statue you notice each statue has a lever
with six different positions. If all the levers are positioned into corresponding sequences the pentagram glows with
fiery red light and a fiendish creature is summoned. Once summoned it attacks anyone in the room. There are six
possible sequences if all the lever are aligned the same.

6 Sequences

1. Summons 3d4 Lemure


2. Summons 1d4+1 Imps
3. Summons 1d4+1 Quasits
4. Summon 1 Babau
5. Summon 1 Bone Devil
6. Summon 1 Marilith

3. This large cavern extends as far as the eye can see. The floor of the cavern is like swiss cheese. Holes dot the
landscape and steam rises from these openings. Lava flows 100' below this cavern and tributary from an
underground river flows into the lava creating a tremendous amount of steam that rises from below. While in the
cavern vision is reduced by half and the steam scalds exposed skin. Each turn exploring the cavern deals 1d4 points
of damage as your skin blisters. Because of the precarious nature of the cavern any fighting by the ledges of the
holes has 50% chance of collapsing the fragile floor plunging the unfortunate to the lava below unless a dexterity
check is made.

4. The entrance chamber to this massive dungeon has a huge Ettin statue on the far wall. The legs under the Ettin
statue are spread apart and a single stone door stands beneath it. As you examine the door you can't find a way to
open it. If you investigate the statue you notice one of the Ettin heads is missing. Upon the stump is dried blood. The
only way to open the door is to find an Ettin and decapitate one of its head. If you place the severed head upon the
stump the door will open.

5. This room is pitch black and absorbs non-magical light. In the center of this room is an unlit bonfire. If the bonfire
is ignited it erupts into a fiery fury. As the light fills the room the shadows from your body appear ominous. They
quickly animate into shadows(as the monster) for each person in the room and attack. Once your shadow is slain
another one reforms one round later. The only way to stop the shadows from appearing is by extinguishing the
bonfire.

6. This 20x20 chamber has a high ceiling. On the ceiling are metal cones, lightning rods, and 2 wire cages
suspended by chains. Inside these cages are sewn together dead humans(flesh golems) created from dozens of
mismatched parts. In the center of the room is a mechanical apparatus with buttons and levers. A thief who rolls a
find and remove trap roll can activate the machine. Also a magic-user who makes an intelligence check at -6 can
also activate the machine. Upon activation the apparatus shoots lighting bolts into the ceiling creating spectacle of
electricity. Shortly after activation the wire cages burst open and the flesh golems drop to the floor fully animated.

1. This 10x10 area is a dungeon cross road, with exit and entrances to the south, east, west, and north. The 10x10
floor is a pressure plate and if the area exceeds more then 300 lbs it sinks down about six inches. Underneath the
dungeon tiles is a reservoir of a glue like substance. The substance is pushed through the cracks of the tiles, creating
a strong adhesive that causes anyone in the 10x10 area to be stuck in a sticky mess. A dexterity check is allowed to
escape to one of the adjoining corridors.
Once stuck only a universal solvent will dissolve the glue. After 1 hours the glue softens and the room resets.
Once the floor descends this alerts the local humanoid tribe of intruders who quickly dash towards the cross road
with crossbows loaded to easily pick off trespassers.

2. This room has an ornate bronze plaque that hangs from the door or the walls. This plaque has a superimposed face
of demonic origins. The plaque houses a sentient demonic soul who whispers to be released from the plaque and be
free from its eternal prison. The plaque can cast dominate person 3 times per day. Once it has successfully
dominated a victim it forces them to approach the plaque and kiss it. Once the kiss has been performed the victim
and the demonic soul trade places.
The demon now possesses the victims body while the victim takes the place of the face on the plaque. The only
way to release the victim from the plaque is to find someone to kiss the plaque once again, this time without the
benefits of dominate person.
3. This large chamber houses dozens upon dozens of chest high pedestals. On top of each pedestal is a head. The
majority of the heads are made of stone or wax, with the exception of a half dozen severed human heads. Once an
adventurer has examined one of the severed heads it begins to animate and fly up from the pedestal. All remaining
severed heads do the same thing and begin to attack. The stone and wax heads begin to animate and cackle with
laughter that echoes throughout the chamber. The intense cackling imposes -2 penalty to all attack rolls, disrupts
spell casting due to lack of concentration, etc.
Treat the flying severed heads as zombies with their movement replaced by a fly speed and their slam replaced
by a bite. Once all the severed heads are destroyed the wax and stone heads return to normal.

4. This room is 10x10 with shelves along each of the walls and a lone hammer sitting on a bottom shelf. The shelves
house thousands of glass vials, containers, jars, etc. A chain with a large bronze bell hangs in the middle of the
room. Once someone has entered the room the hammer animates and quickly darts towards the bell. The interloper
has one round to prevent the hammer from hitting the bell. If it does the bell causes all the glass to shatter in the
room doing 6d6 points of damage from the glass shards and 1d6 points of bleed damage until healed.

5. This 80' corridor is 5' wide and circular. The corridor flickers with lights that changes each round. From white to
grey to black. You hear agonizing screams coming from the corridor. Anyone entering the corridor must make a
save. A successful save means you can proceed with your normal movement. Failure you take 1d6 points of wisdom
damage as horrifying voices assault your mind and sanity. It also stops you in your tracks and prevents movement
until the following round. Each round in the corridor requires a save.
If your wisdom is reduced to zero you die and your body is quickly absorbed into the corridor. There are rumors
that a set of helmets exist in the dungeon that will protect you from the strange voices.

6. This room is 20x20 with metal doors equaling the number of PCs in the party. The metal doors are black with no
blemishes or markings. A large turn dial is set in the center of each door. The number combo to open the door
corresponds to each of the player characters date of birth. Once the combo has been figured out the black metal door
slides up revealing a glass pod. Inside the glass pod is a clone of the player character in suspended animation. The
secret of that mystery is up to you...
1. This room is 20x15 with a stone basin with stagnant water in the center. On the left and right side of the room are
enclosed rotted wooden benches secured to the walls. Each bench has six latrine openings. Directly underneath the
room chutes from the latrines run into a refuse pit. The room sinks of urine and feces. The refuse pit is home to two
otyughs who wait patiently for anyone using the latrines. They send their pseudopods up through the latrine chute to
catch prey in their most compromising positions. The latrine holes are wide enough for a halfling or gnome to
squeeze down into the cesspit below. The cesspit has collected an assortment of treasure over the decades for anyone
willing to shift through the most foul dreck.

1d4 Refuse Pit Treasures


1. 100 Copper Pieces, 50 Silver Pieces, Steel Tiara, Scroll Case with a Treasure Map, and a Potion of Healing.
2. 75 Gold Pieces, Marble Bust of a Gold Dragon, Serpentine Stein, and a Backpack filled with Chalk
3. 35 Electrum Pieces, 5 Platinum Pieces, Onyx Comb, and Solid Gold Idol.
4. Black Pearl, Troll Skull Helm, Broken Chastity Belt, and a Brass Tea Kettle.

2. You find a set of stairs that go down 10' into a room filled with stagnant water that is waist high. The room is
40x40 and has fungus mounds that rise above the waterline. It is possible to make a Dexterity Check to jump onto a
fungus mound without immersing yourself into the stagnant water. You can navigate the room by making Dexterity
Checks to the nearest mound. If you choose to wade through the stagnant water there is a 50% chance each round a
swarm of leeches or 2d4 giant leeches will flock to your position to attack. On the far side of the room beneath the
water is a drainage grate that leads to another portion of the dungeon. Requires a perception or secret door check to
discover. The grate is currently damaged and requires strength check with +2 bonus to break open.

3. This room is 10x10 with a pool that takes up the the majority of the room. The pool is 8x8 and the ledges around
the pool are only 2'. The pool depth is 8' with a giant ruby that shines brightly in the center. The ruby is embedded
into the pool floor and radiate magic if examined. Anyone tampering with the ruby sets off a trap. The ruby burns
with fiery radiance as it disappears and a fire elemental appears directly in the pool. The water becomes scalding hot
and anyone in the pool takes 2d6 points of damage each round as their skin burns. Each round the fire elemental
stays in the pool it also suffers 2d6 points of damage.

4. This room is 35x35 with 4 10x10 translucent indigo cubes of light built on a metal platform. Inside these cubes
are figures suspended in stasis. The cubes of light are protected by a force barrier that prevents any interaction with
the current occupants. Directly across the cubes are mounted metal boxes with flashing lights. Upon inspection they
appears to be control panels for the stasis cubes and if successfully disabled releases the beings in stasis. The boxes
are foreign to this world and anyone attempting to disable the controls suffer a -30% to their roll. It is possible that a
key or manual is located in the dungeon that might assist in this attempt.
The Stasis Cubes were created by the Hourglass Mage, a chronomancer who has collected specimens throughout his
time-travelling endeavors. The cubes are meant to preserve his finds for further experimentation.

1d6 Random Stasis Cube Prisoners


1. Nazi Soldier 2. Neanderthal
3. Android 4. Raptor
5. Sabretooth Tiger 6. Giant Egg with Black Runes

5. This room is 20x20 with 10' diameter stone table in the center. The top of the stone table is encased in a glass
dome. Inside the dome is a miniature village. You notice tiny humanoid creatures moving around the village and
going about their everyday business. If you touch the glass you must save vs spell or be teleported inside the
miniature village. This glass dome is actually scrying on a village located in a pocket dimension. This could be a
nice resting spot for the adventurers or could lead to some dangerous circumstances.

6. This 20x20 room walls are made of brick. The brick walls house a cavity with six wights that have been buried
behind the walls. The wights have learned to mimic a soothing voice and cry out for help once anyone enters the
room. Breaking down a section of the brick wall requires proper tools and time, but each section that is damaged
reduces the wall structural stability. Once enough of the wall stability have been eroded the wight attempt to break
free, bursting from segments of the walls looking for fresh prey.
The reverse of the spell Remove Curse is typically a minor curse according to these tables. At the caster’s
option, he may instead roll 1d6-2 on the “level of curse” table. Obviously, Remove Curse will reverse any
of these curses. Feeble curses are often one-shot curses and won’t need to be removed as they cease doing
anything after the first instance.
Level of Curse (d4)
1. Feeble Curse
2. Minor Curse
3. Major Curse
4. Holy Crap Curse
Feeble Curses (d12)
1. Hair falls out
2. Next reaction roll is at a +2 penalty
3. -4 penalty on your next saving throw
4. Lose one prepared spell
5. Itchiness means you suffer -2 on attack rolls while wearing armour
6. Miss next attack
7. Next spell cast will fail
8. Roll 1d20 under Dex whenever trying to run to avoid falling
9. Become convinced that one minor item is a very important magic item and will not part with it
10. Gradually change race to a random race (no game effects, just cosmetic)
11. Automatically surprised next combat
12. Reduce movement speed by half
Minor Curses (d12)
1. -3 penalty on all saving throws
2. -4 on all attack rolls
3. Prime requisite is reduced by half
4. +2 penalty on all reaction rolls
5. 50% chance to be unable to act each combat round
6. +/- 1 on all rolls (whatever makes it worse)
7. Drop whatever you are holding whenever you roll the minimum result on any die
8. Must always tell the truth
9. Must never tell the truth
10. Double normal chance of wandering monsters
11. 50% chance that each spell cast will have an unwanted effect (wrong target, opposite effect, whatever
works)
12. -2 damage per die on all attacks and spells
Major Curses (d12)
1. Polymorph into a frog or other harmless animal
2. Wandering monster of the target’s level appears in proximity and attacks
3. One magic item disappears
4. Lose one level (as if struck by a wight)
5. Re-roll your prime requisite
6. Wounds take twice as long to heal, healing spells are only half as effective
7. +/- 3 on all rolls (whatever makes it worse)
8. Cannot sleep – therefore cannot heal naturally, nor prepare spells
9. Lose all spellcasting ability
10. Double vision – all targets are treated as having the benefit of displacement
11. Save versus death, or die!
12. Struck deaf, blind and mute
Holy Crap Curses (d12)
1. Every time you kill a target, save versus death or join him and die
2. Battle Death for your soul
3. Automatically fail all saving throws
4. +/- 6 on all rolls (whatever makes it worse)
5. Lose d4+1 levels
6. Cannot wear armor or clothing or use weapons or any devices
7. Can only breathe in water, or only breathe air for aquatic targets
8. Triple damage received from all sources
9. Character ages 1d6 years per combat round
10. All valuables owned by the character are turned to lead and paste
11. d6+1 companions or friends & family are subjected to Major Curses (above)
12. Target rolls for additional curses (starting with level of curse) 6 time

20 Random Curses

1. Fragile: A natural 1 on an attack automatically shatters your weapon beyond repair.

2. Weakness: Your damage is reduced by one die type. A weapon that does 1d10 does 1d8. A spell that
does 6d6 does 6d4.

3. Speech: Anyone who can understand you suffers 1 point of damage each round you speak.

4. Dark Reincarnation: Once you are slain your are immediately reincarnated as an undead creature.

d4 Undead
1. Zombie
2. Ghoul
3. Ghast
4. Wight

5. Thirst: Water or other liquids provide you no hydration. You must consume magical potions to be
hydrated. Failure to consume potions will result in death in 1d4+2 days.

6. Indecision: You hesitate in all your actions. You attack once every two rounds and all spell casting
times are doubled.

7. Crawl: You can't stand or walk, but you can crawl. You are considered prone and your movement is
reduced by half.

8. Incurable: You don't naturally heal damage or all cure spells have no effect on you.

9. Painful: All damage dealt to you is maxed.

10. Nearsighted: You see perfectly clear within 10' of you. Beyond that your vision is blurry and you
can't perceive anything. Your suffer 50% miss chance on all missile attack rolls.

11. Farsighted: You vision is blurry within 10' of you. All your melee attacks suffer a 50% miss chance.
Beyond 10' you see perfectly clear.

12. Remorseful: Every time you slay an enemy you feel sorrow for their lost. You can't do anything for
1d4 rounds as you mourn their death.

13. Addiction: Your addicted to blueberry pie or whatever. If on any given day you don't indulge in your
vice you enter a severe depression and refuse to do anything except find your blueberry pie.

14. Beacon: Your draw unwanted attention. All random encounter rolls are doubled.

15. Bleeder: Every time you take damage you continue to bleed for one additional round. Repeat the
damage your were dealt the following round.

16. Yellow: Every time you are presented with danger your must make a wisdom attribute check to
maintain your composure. Failure mean you move at full speed away from the danger. A new check can be
made each round.
17. Misfortune: All saving throws are made with a 2d8 rather then a d20.

18. Youthful: Each day your age is reduced by 1d6 years. If you pass the infant stage you cease to exist.

19.Growing Old: You age 1d6 years each day. You gain all the negative physical modifiers but none of
the beneficial mental ones associated with age.

20. Poor Comprehension: Every time you read or are spoken to you must make an intelligence
attribute check to comprehend the meaning.

Potrebbero piacerti anche