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10 The ceiling in this area of the dungeon is weak 13 A deep gash cuts through the floor of the

and, not surprisingly, chooses this exact moment chamber, the gap 3d4-ft wide and several
to collapse. Each PC must make a Dexterity dozen feet deep. Below, at the bottom of the
check; those who fail are struck by debris chasm, the PCs can make out a river of magma,
1 Wooden crates and barrels stacked haphazardly to 7 The spiral stairs lead down for dozens of feet, (inflicting as much damage as the GM wishes). bubbling and hissing, violently splashing
the ceiling litter the room, making it impossible each step slick with moss. Once the party reaches Immediately following the collapse, the dungeon against the sides of the tear in the earth. The
for more than two heroes to enter the area at a the foot of the stairway, they’re surprised to find floor is littered with stone and it is possible that party will have to make a bridge, turn back, or
time. If the party starts pushing the crates and that it leads to a dead end. Unless you’re feeling particularly cruel gamemasters will rule that an jump the chasm.
barrels aside to make more space for the group, particularly generous, there’s not even a secret entrance is blocked by difficult to move stones. (A
The classic adventuring environment, the dungeon is they discover that every single object in the room door waiting at the foot of the stairs. What a deranged GM may also state that a dozen or so 14 The floor gives way unexpectedly, dumping
the place where heroes cut their teeth, learning quickly is connected by a thin cord; unless the party’s waste of time! large spiders also fell when the ceiling collapsed all who fail a Dexterity check into a pit of
that opening every closed door without first checking rogue successfully identifies and disarms the and are now attacking the party.) poisonous snakes. If you’re feeling cruel, the
for traps isn’t the best way to survive and explore a trap, moving one or more item causes everything 8 A shimmering blue ooze coats one of the ceiling above opens at the same time, liberally
second dungeon. Welcome to Dungeons, Uselss Ideas, to tumble; any PC in the room when the pile of dungeon’s many doors, the sticky substance 11 A discarded sack in the middle of the passage raining even more snakes onto the adventurers.
a random collection of bad ideas for those days when crates and barrels falls suffers 2d6 damage. If the completely obscuring the door’s lock and handle. catches the attention of the heroes. It’s an empty
you – the gamemaster – simply don’t care. This title heroes look inside the objects, they find that each If someone foolishly touches the ooze, even when sack, holding nothing of value. Let’s see how long 15 A troll, armed with a giant cleaver and a wicked
is packed with information that will prove to be as is filled with stone and bricks. wearing gauntlets or gloves, they instantly suffer the object distracts the party from the adventure. grin, is devouring the remains of a half-orc who
unnecessary and worthless as anything that I have ever 3d4 damage. Fire destroys the ooze. clearly got up on the wrong side of the bed.
created. You’re welcome. 2 Spiderwebs cling to the walls and ceiling of the 12 As they open the door, the party notices a thick, The troll glances up from its meal at the party
chamber, hanging like a thick cloud over the area. 9 Whispers on the wind reach the ears of the party, dark cloud seeping from the newly-revealed and cackles madly. Will the troll feast, or with
• Random encounters. At right, so just glance 2d3 large spiders are in the room. If one of the making them question what dangers may await chamber. The room is completely filled with an the heroes defeat this slavering villain? If the
over there and you’ll instantly know what to do players has been particularly annoying, feel free at every turn as they work their way through inky, heavy smoke that makes it difficult to see heroes defeat the troll and inspect the half-orc’s
with this. to upgrade the 2d3 arachnids to giant spiders. the dungeon’s many corridors. Roll 1d4: 1. A and even harder to breathe. If they investigate the body, they find a coin purse with 3d6 silver, a
wizard enchanted one of the dungeon’s many room, they find a circular pit in the center of the +1 magic dagger, and an empty waterskin. The
• What’s behind the door? At right, but down a 3 A patch of inky tar bubbles and burps, the thick doors, binding a spirit to the wooden door. The chamber. The smoke is rising from the pit and corpse’s other possessions are too battered and
bit, you’ll find 1d12 terrible ideas for what the substance blocking the passage. To cross, the apparition is forever trapped . . . and it has seen any who descend to explore the situation soon abused to be of any value.
PCs may find when they open a locked door in heroes must successfully jump to the other side. some things. Will it share some of its knowledge find a portal to a demiplane of smoke. Unless the
the dungeon. Those who fail the leap fall into the sticky mess with the heroes? 2. A trio of goblins pursues the heroes have a magical means of breathing, they 16 A metal cage hangs from the ceiling, a dust-
and suffer 2d4 damage every round until they party, hanging back just out of reach and hoping die if they spend more than a few moments on covered skeleton wearing tattered, ruined robes
• More dungeon encounters. If you dare, flip this manage to escape the tar pit. to scavenge whatever scraps the adventurers may this distant world. chained to the cage’s metal bars.
sheet over and you’ll find more worthless ideas. leave in their wake. 3. The indecipherable voices
4 Human bones are scattered across the corridor, are coming from a gateway between worlds; one
• 3d6 dungeon inhabitants. Where the other many of them still covered with scraps of flesh. A of the nearby dungeon doors – stuck and will not 17 A light cuts through the darkness of the passage,
tables feature all sorts of things, this bloody trail leading away from the party suggests open no matter how hard the heroes may try – bobbing gently as it slowly – though steadily
one is only living creatures and that whatever slaughtered and dismembered this leads to another world. Currently, all that may – advances toward the adventurers. Prudence
characters. unlucky explorer may have been dragging chunks cross between the worlds is sound. 4.Swinging Baxter is lost. The villager, an elderly man of
of corpse with it when it left. Should the fact that from a rope by his neck, the choking and gasping some sixty winters, is searching for his missing
As you And that’s it! Please don’t be the stench of death clings to the bones concern wizard is near death when the party happens grandson and asks the PCs for help.
use the too upset that this work the adventurers? It is clear that these bones have across him in the dungeon. He can barely speak
many ideas sucks. been laying here for only a few hours. and is begging for his life. Who strung this wizard 18 Slick with moss and slime, the dungeon floor is
presented within up? It had to have happened recently, because potentially treacherous. Anyone moving at more
this worthless work, 5 A discarded torch. The smell of smoke lingers, how else would he still be breathing? than a walk across the slippery stone floor must
please consider making suggesting that the torch was recently dropped. make a successful Dexterity check or slip and fall.
a mark by each item as you Who dropped it and where are they now?
throw it at your players. That 19 Several crystals, most the size of a man’s finger,
way you’re less likely to repeat ideas 6 One wall of the room is made entirely of are embedded in the walls of the chamber. These
and keep things fresh and exciting at stained glass, the artistic work as elaborate and crystals glow in the presence of evil. If the party
your table. impressive as any stained glass window seen in tries, they may be able to hack away at the rock
the wealthiest of cathedrals. The scene, a trio of around the crystals and take a few of them.
Or, if you’re worried about marking up this dragons attacking a small town, is in motion, the Unfortunately, separating the crystals from the
spectacularly unnecessary expansion, you can always glass itself shifting and changing as the PCs watch walls drains them of their enchantment and
keep detailed notes in a journal. I mean, I would never in amazement. If attacked, the glass breaks and makes them completely worthless.
bother with notes, but you do what’s best for you and the enchantment is shattered. The scene can be
your campaign. seen from both this room and the adjacent one; 20 This area is surprisingly well-kept, as if someone
breaking the glass is the only way to enter the has been sweeping and cleaning the room in
If you want to tell me why these encounter ideas suck, nearby chamber. preparation for guests. The two doors both lock
you can reach me on Twitter: @philipjreed
from the inside; maybe the party can take a little
time to rest?

7 The door is stuck, requiring a successful Strength


check to force it open. As the door swings inward,
1 A flooded chamber, the water held back by the 4 Gravity in the room is different than in the rest of the heroes hear a loud “snap” followed by a moist,
door that the heroes opened so very recklessly the dungeon, with the far wall the room’s “floor.” squishy sound. The flattened, misshapen pile of
a moment ago. Let’s hope they can swim! How Any hero who steps through the open door is goo and bones that was blocking the door was
much water is in the chamber? That’s for you automatically affected by the new chamber’s once a zombie. Don’t step in it!
to decide. Anywhere from “just enough to gravity; the PC must make a successful Dexterity
be annoying” to “the room’s wall collapsed check or “fall” onto the new room’s floor. Those 8 A large table and several chairs, all overturned
and a subterranean lake is now free to drown who succeed this check catch themselves before and broken, litter the room. Several broken urns,
everything in the dungeon” is acceptable. falling and are left hanging from the door frame, battered chests, and shredded sacks are also
legs dangling in the “gravity is weird” room. scattered across the area, although none of them
2 The room is a single cramped, tiny space with a hold anything of value. The faint sound of non-
metal cage with a locked door sitting in the center 5 Another door! Set only a foot back from the first stop whispering comes from somewhere above;
of the chamber. Roll 1d4: 1. An empty cell. 2. The door, this second is a slightly smaller size and, glancing up, the heroes see many unblinking eyes
corpse of a naked elf, dead for weeks, is sprawled behind it, a third (smaller still!) door. How far staring at them from grates in the ceiling.
out in the center of the cell. 3. His eyes bandaged, does the door, behind door, behind door gimmick
a human warrior demands to know who is there; go before there’s something there? Roll 2d6 . . . or 9 The room’s floor is an illusion, and any who fail to
he may be blind, but his hearing is excellent. 4. A just keep going until the final door is too small for disbelieve the arcane mirage step into a 20-ft deep
Dungeons, Useless Ideas, writing, layout, and design copyright © 2021 Philip Reed.
dwarf who is unsure of who he is, where he is, or the PCs to squeeze through and then show them pit filled with spikes. Or poisoned spikes, if you
Some art © 2011 Dave Allsop, used under license. Some artwork © 2017 Dean Spencer,
how he got here. a chamber of unreachable riches. feel that the adventurers haven’t suffered enough.

Artwork © Dean Spencer.


used with permission. All rights reserved. Some artwork © Sverker Castillo, used under
license. Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games. Some
graphics and artwork © 053StudioSign, Design Projects, IgorNP, and Roman3dArt, used
3 A small workspace with a wooden table, two 6 A captured adventuring party. Each member of 10 A circular pattern of bright crimson stones in the
under license from Shutterstock.com
uncomfortable chairs, 3d4 books, a few magic the group is chained to the dungeon’s walls and center of the room glows if one of the PCs steps
scrolls, and the cobweb-covered skeleton of they have been stripped of all but their clothing. on it. As soon as no one is standing on the red
the entrapped wizard who was forced to scribe Will the heroes free the delvers and help them section of the chamber, the stones unleash a burst
scrolls for whatever vile monster kept him in this locate the party’s stolen weapons and armor, or of blue flames that inflicts 3d6 damage to anyone
chamber for what must have been many years. will the PCs abandon this group to their doom? in the room. Gonna try and dodge that one?
7 Many mirrors form the walls of this maze-like 11 A drip, drip, dripping sound grows louder as the
chamber, slowing movement as the heroes search heroes venture down the passageway, the splitter,
for an exit. The mirrors are smashable, though splatter, splotter of moist drops a rhythmic
doing so alerts the goblin guards in the adjacent percussion that is unmistakable in the otherwise
chamber who rush to attack at the first sound of dead silence of the dungeon. Soon, the party finds
breaking mirrors. the source of the noise: a dozen corpses hang
upside down from the ceiling, the dripping blood
1 A small pool of clear, clean water fills most of the 4 A locked, wooden chest that any talented rogue from their bodies making the floor slick with
8 Painted lightning bolts on the stone floor are
area, the outer edges of the chamber’s stone floor should have no difficulty opening. Inside, the fresh, warm crimson-colored blood.
faded and worn; clearly it has been many years
crumbling and falling into the pool. A drip, drip, party finds 6d6 gold coins, a single healing
since the patterns were first painted. Any hero
dripping sound suggests that the water is coming potion, and a silk cloak decorated the finest
who steps on one of the lightning bolt designs 12 The cracked and worn stone floor of the chamber
from somewhere above. The water is pure and embroidery work. Unfortunately, the cloak is an
triggers a burst of lightning from the ceiling; each has several gashes running through it, any one
safe to drink. Refill those waterskins, gang! enchanted object and attacks the party as soon as
PC must make a successful Dexterity check or of which allows the PCs to see into the room
the lid of the chest opens. It has a 50/50 chance
suffer 2d6 lighting damage. This happens every below. How will they reach what appears to be
2 If the heroes aren’t careful, one of them may each round of landing a blow on the nearest PC;
time one of the PCs steps on one of the painted an unguarded treasure chamber? (Unguarded?
trigger the trap door in floor of this passageway. the magic cloak’s unseen, invisible blows deal 2d6
lightning bolts. Unlikely, my foolish friends.)
The trap door, when tripped, unexpectedly damage each time they connect with a hero.
drops a random PC into a pit. Roll 1d6: 1. This
9 Drifts of sand – ankle-deep near the center of 13 The stairs are covered in vines and weeds, the
empty pit is 10-ft deep. 2. As above, but there 5 A large organ stands in the center of the room,
the room and waist-deep around the edges – fill underground vegetation so thick that it forces a
are spikes in the bottom of the pit that deal 3d4 playing an unrecognizable dirge although there is
this chamber. Once every five minutes, a pit in Dexterity check when ascending or descending
damage to the unfortunate hero. 3. The pit is 20-ft no musician seated at the instrument. The organ
the center of the room opens, sucking down the stairs. All who fail this check trip and fall
deep, lined with razors, and the victim suffers continues playing its somber tune no matter what
everything in the room, as grates above pour down the stairs, suffering whatever damage
6d6 damage. 4. The pit is 20-ft and filled to the happens in the chamber.
more sand into the chamber. Can the heroes makes the GM happiest.
halfway point with deadly acid; the adventurer
find something to cling to, or will they be sucked
takes 2d4 damage every round they’re stuck 6 Metal strikes metal, the clashing and clanging down into whatever horror waits below? 14 Any PC who makes a successful Perception check
in the acid pit. 5. Falling into this 30-ft deep sounds growing louder as the heroes move down
notices that the stone walls of this chamber are
pit is dangerous enough, so why are there two the passageway. Three goblins are fighting an
10 Dozens of bubbles float in the chamber, kept aloft carved to look like faces. Humans, elves, dwarves,
animated skeletons waiting at the bottom of the undead knight; the goblins don’t appear to be
by unseen forces. If the PCs touch one of these goblins, orcs, and many other humanoids are
pit? 6. This 40-ft deep pit is occupied: a gelatinous doing all that well.
bubbles, it explodes in a magical burst of energy represented, and once noticed, the staring eyes
cube is stuck in the bottom of the pit and unable
that deals 1d4 damage to all within a few feet. of the hundreds of faces cannot be unseen. Any
to escape. It has survived solely on the flesh of
The bubbles are relatively easy to avoid – they’re who investigate closely have a 50/50 chance of
those unlucky enough to fall into the pit.
At times, you’re not looking for slow and move in fairly predictable paths – but realizing that these faces weren’t carved; some vile
anything beyond a skirmish between if multiple bubbles are close when one is ignited, practitioner of evil magic has use a flesh to stone
3 The stone statue of an elderly warrior, outfitted
the heroes and a handful of monsters. the explosion causes a chain reaction that deals spell to transform the heads of hundreds into the
in chainmail and with one hand shaped as if it
That’s where the following table comes 6d6 damage to each of the room’s occupants blocks needed to construct the room’s four walls.
was holding a sword (which it is not at this time)
into play. at the time of detonation. Just don’t touch the Things get much worse when the heads start
stands on a pedestal in the center of the room. If
bubbles and everything will be okay. talking to the adventurers.
the PCs investigate the statue, they soon find that
it speaks, demanding that they return the sword Roll three six-sided dice and have a
they have stolen from the sword’s open hand. blast murdering the party!
Does that means the sword is somewhere nearby?

If you’re looking for even more ideas


3 An aging troll calls this chamber home and 8 The humanoid wizard from a distant plane of 13 A group of 3d4 thugs have claimed one of the first
for possible dungeon inhabitants, you
wishes only to be left alone. He has barricaded existence is thin and pale, standing taller than rooms near the dungeon’s entrance as their lair.
can flip open almost any collection
one of the entrances to the room and the only most human men and as slender as an elf. The band of criminals keep their ill-gotten gains
of monsters and throw the first thing
other door – a heavy, metal object with a working The thing’s thick, rough flesh is as course and here and they’re ready to die to protect the goods.
you see into the dungeon. If it doesn’t
lock – is kept closed and secured at all times. The wrinkled as cheap leather, suggesting that the
make sense – for example, a dinosaur
troll has a handful of valuables and will fight to creature comes from a world bathed in intense 14 A random monster. Please use the table at far left.
when the party is seven levels below
protect his home from the invading PCs. and unending sunlight. The wizard, Hru Anpiel, (6d6 creatures in the dungeon.)
the surface – just rule that magic
is accompanied by a number of zombie guards
made it happen. After all, magic can
4 The owlbear shrieks, the thing’s cry a bizarre equal to the number of PCs + 1d3. Anpiel has 15 A snakefolk knight in heavy plate armor and
do anything you can imagine. Maybe
blend of an eagle’s screech and a bear’s growl. access to whatever spells the GM feels will give carrying a two-handed sword. The humanoid
a wizard cast a shrink spell on the
6d6 creatures in the dungeon. dinosaur, carried it into the dungeon, The PCs have stumbled across the monster’s lair
where it is protecting 2d3 eggs.
the party the most trouble . . . and he has the
spellcasting prowess to unleash spell after spell for
warrior, snake-like skin and head, is dragging
a captive behind him, the unfortunate goblin
and reversed the spell’s effect as soon
as long as necessary. Anpiel is seeking a crystal shackled and gagged. The goblin’s eyes go wide
6 • A young dragon, thinking of making its home in this dungeon. as they found a chamber large enough
5 Snapping and snarling, the gnoll drops from a skull that is worth thousands of gold; the object when he sees the heroes. Although the goblin
7 • 2d3 frog folk are cooking a troll’s leg over a lava pit. to house the full-size dinosaur. What
ledge overhanging the chamber, the monster’s was stolen from his world centuries ago and he cannot talk, it is clear that he is hoping that the
8 • Two skeletal musicians are seated in one corner, playing a tune. is the dinosaur eating to survive? Why,
sword drawn and ready for battle. A single gnoll recently learned that it is hidden somewhere adventurers will rescue him. The snakefolk knight
9 • The squid-headed monster uses its mental powers to attack. stupid adventurers who don’t expect to
is no threat to the heroes, right? Unfortunately, within this dungeon. He wants that skull! hisses at the PCs and demands they stand aside
10 • Its claws snapping viciously, the crabman lunges at the party. encounter a dinosaur in the dungeon,
11 • 2d3 ratfolk scurry in the shadows, looking for things to steal. of course! this gnoll is the advance scout for a large force of and let him pass. Or else.
12 • 2d4+2 goblins are ripping the flesh off of a bear and eating it raw. the human-hyena hybrids. Typically, the monster 9 A giant pushing an over-sized wheelbarrow that
13 • A water elemental lurks in the stream running through the room. What’s that? You want even more? would return to its companions and report on the is loaded with gold, silver, gems, and whatever 16 4d4 zombie dwarves! These mindless monsters
14 • 3d3 giant wasps have nested high above . . . and they are angry. Okay, fine. Casually, during the PCs’ position, but this time one of the objects the other valuables the gamemaster wishes to toss are searching for living characters and creatures
15 • A lesser demon is tasked with recovering a lost spellbook. session and without sounding too heroes snatched up from an earlier encounter in into the mix. The giant murdered a dragon a few to attack and eat. If the party defeats the zombies,
16 • Towering over the PCs, the giant demands the intruders pay. eager, ask the players about their the dungeon is a sacred artifact of the gnolls. This weeks ago and he is still ferrying the now-dead they may find a map that highlights a nearby
17 • A mimic disguised as a door waits patiently for its next meal. favorite monsters. Jot down the names particular scout is offended at the PCs stealing his wyrm’s hoard to his private chambers. If the party secret door. Beyond the door, the heroes find a
18 • An ogre carrying a large sack stuffed with gems and coins. as the players share their opinions tribe’s valuable property. is particularly high-level, make sure to give the long-forgotten stairway that leads to an ancient
19 • A thrashing zombie, being held down by a fallen column. . . . and then use that list as your next giant several bodyguards so that the adventurers dwarven treasure hoard.
20 • 3d4 giant rats gnawing at the remains of a massive lizard. 3d6 wounded monsters in the dungeon. 3d6 NPCs in the dungeon. random monster table. 6 A goblin assassin, garbed in dark leather armor have basically no chance of surviving the
encounter. Or not, if you’re weak and want to side
21 • Its sword held high, the lizardman growls and charges. and wielding twin short swords, has been tailing 17 Its body completely enveloped in black, noxious
22 • 3d6 kobolds have made this room their home and will protect it. 3 • The upper half of a zombie uses its arms to drag itself toward the party. It hungers. 3 • Albert Janssens, a young rogue of twenty winters, looking to escape. You may as well get something useful the heroes for several hours. The monster was with those ungrateful players yet again. fungus, the strange humanoid beast lurches from
23 • A giant worm lashes out from a well in the center of the room. 4 • A goblin is so focused on bandaging its leg that it doesn’t hear the PCs approach. 4 • Dragging a heavy sack, Karmen Arias tells the party to let her pass. out of those very lazy players for a hired by a merchant from one of the nearby the darkness, its arms outstretched. An undead
24 • The goat-headed warrior raises its shield and flail. Time to kill! 5 • A once-powerful ogre is slumped against the wall clutching a deep slash in its stomach. 5 • Sword drawn, Naser Meskini asks the heroes if they are trustworthy. change, right? towns who was offended by a member of the 10 An NPC. Select one of your own creation, or roll creation, this zombie releases clouds of poisonous
25 • A sleeping stone elemental. At first, it looks like a pile of rocks. 6 • A troll bleeds where the arrow pierces its chest, and where the tip protrudes from its back. 6 • Estela Jursaite is trying to hold a door closed and begs the PCs for help. party the last time the group visited the town. The on the table at left. (3d6 NPCs in the dungeon.) gas whenever it is struck by a bladed weapon.
26 • The undead warrior’s amulet glows a bright blue. A magic item! 7 • The giant spider moves slowly as three of its legs, now severed, twitch on the floor nearby. 7 • “Have you any healing potions?” Dylan Dermaut offers to buy potions. Remember the golden rule of goblin is waiting for the perfect moment to strike. Any inhaling the gas suffer 2d6 damage.
27 • The cyclops turns to face the heroes, smiling as it moves to strike. 8 • The minotaur lifts its head as the party enters the chamber, but it is too weak to move. 8 • The warrioress Seda Gatayeva tells the PCs she is searching for her lost sister. gamemastering: the player 11 2d3 lizardfolk on patrol. The monsters live in a
28 • A large bat attacks, its beating wings extinguishing torches. 9 • One head caved in, the ettin’s remaining (living) head is screaming from the pain. 9 • Vergin Balan, an elderly half-orc warrior, asks the PCs for help saving his friends. who brings the best snacks 7 A hobgoblin warrior leading a band of 3d4 vile cavernous chamber three levels below the current 18 Carrying the frail, desiccated corpse of its former
29 • A pack of 4d4 wolves, lost in the dungeon and seeking escape. 10 • An eye tyrant, two of its eye stalks dead and flailing wildly. The thing’s central eye is gone. 10 • The merchant Moti escaped from orcs and says that they’re close behind him. gets the most leniency goblins. The raiding party chased a group of dungeon level and are searching for food to take master, the iron golem speaks only a single word
30 • A goblin necromancer and 3d4 goblin skeletal warriors. 11 • Three frog folk, each one cut deep and bleeding out. Unless they’re healed, they’ll all die. 11 • Zoran Repar, a wounded bard, asks the heroes if they have handled the stone golem. when it comes to judging villagers into the dungeons and then lost track of to their struggling tribe. Their plan is to ascend to when it spots the party: Help. The golem has been
31 • A giant snake curled around a stone pillar, waiting to attack. 12 • A flesh golem has been unstitched in several places and is a mass of tangled, useless limbs. 12 • Trapped behind a portcullis, Kug-Bau Sangasu cries out to the heroes for help. die results. their victims in the dungeon’s winding passages. the surface and raid nearby farms if they cannot wandering the dungeon for decades, fighting
32 • A medusa lives here and loves her collection of stone heroes. 13 • The screaming, sobbing orc is limping along, a jagged greatsword stuck through its thigh. 13 • Chen Meaker is a wounded thief, looking for healing . . . and something to steal. If the heroes defeat the evil hobgoblin and his find enough food to snatch from other dungeon off attackers as it searches for help for its long-
33 • The floor is actually a trapper. Will the heroes notice in time? 14 • A lizardman leans on his staff, using the weapon as a crutch. His left leg is a bloody mess. 14 • The cleric Elsa Beitz, running toward the heroes, yells out: “flee, you fools!” soldiers, the villagers will eventually come out inhabitants. dead master. The thing is semi-intelligent, with
34 • Several giant ants defend the entrance to their tunnels. 15 • A ratfolk warrior is clutching one hand to the bleeding spot where he once had a nose. 15 • Maria Sashova is dragging a chained, captive goblin toward the dungeon’s entrance. of hiding and beg the PCs for help. Maybe the the maturity and awareness of a toddler, and it
35 • The lich is protecting its phylactery, a coffin made of gold. 16 • More a pile of bones than an animated skeleton, the thing is trying to put itself together. 16 • Chained to a dungeon wall, Yasam Egemen swears to the PCs to aid them if they free him. nearby village will offer a reward to the party for 12 A wounded monster. See the table at left (center). insists that its master is only wounded and needs
36 • A dragon seeking a magic crown that it thinks is in this dungeon. 17 • A stone elemental, smashed and battered, is trying to reattach its shattered arm and leg. 17 • His robes dusty and caked in mud, the wizard Basil Levy is sorting through a stack of books. returning the frightened villagers to their home? (3d6 wounded monsters in the dungeon.) magical healing. What can the PCs do to help?
18 • A fungusman, its mushroom-like head horribly disfigured and dripping a clear ooze. 18 • Her dress now bloody, Peza Selimi is cutting off the head of a goblin when the PCs meet her.

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