d20 | Room Theme | Contents | Door | Hazard | Illusions | Event |
---|---|---|---|---|---|---|
1 |
Throne Room |
Roll on "Throne Rooms" |
Roll on "Hazards" |
Roll on "Illusions" |
Collapsed Passageway: The path ahead is blocked by a sudden cave-in, forcing the party to find an alternative route. |
|
2 |
Library |
Roll on "Library Rooms" |
Roll on "Hazards" |
Roll on "Illusions" |
Mysterious Altar: An ancient altar is discovered, with an inscription that hints at a hidden power or treasure. |
|
3 |
Torture Chamber |
Roll on "Torture Chamber Rooms" |
Roll on "Hazards" |
Roll on "Illusions" |
Flickering Torches: The torches along the walls mysteriously extinguish, plunging the party into darkness. |
|
4 |
Kennel |
Roll on "Kennel Rooms" |
Eerie Murmurs: Faint, ghostly murmurs and whispers echo through the chamber, unnerving the party. |
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5 |
Pit |
Roll on "Pit Rooms" |
Hidden Chamber: A concealed chamber is found, containing valuable treasures or long-forgotten relics. |
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6 |
Altar |
Roll on "Altar Rooms" |
Pit Trap: The floor gives way, revealing a hidden pit trap that must be navigated or bypassed. |
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7 |
Temple |
Roll on "Temple Rooms" |
Guardian Statue: A statue animates, challenging the party with a riddle or combat before granting passage. |
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8 |
Prison |
Roll on "Prison Rooms" |
Flooded Chamber: The party enters a submerged chamber and must find a way to drain the water to proceed. |
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9 |
Crypt |
Roll on "Crypt Rooms" |
Illusory Wall: An illusory wall conceals a hidden passage or room, requiring a keen eye to uncover. |
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10 |
Laboratory |
Roll on "Laboratory Rooms" |
Glowing Runes: Mysterious runes on the floor, when touched or activated, trigger magical effects. |
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11 |
Training Room |
Roll on "Training Rooms" |
Cursed Artifact: An artifact is found, but using it brings a curse or unwanted consequences. |
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12 |
Graveyard |
Roll on "Graveyard Rooms" |
Feral Beasts: A group of feral creatures ambushes the party, creating an unexpected battle. |
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13 |
Cellar |
Roll on "Cellar Rooms" |
Temporal Anomaly: The party experiences a time-related event, such as glimpses of the past or future. |
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14 |
Dorm |
Roll on "Dorm Rooms" |
Collapsed Bridge: A bridge across a chasm crumbles, forcing the party to find a creative way to cross. |
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15 |
Foundry |
Roll on "Foundry Rooms" |
Poison Gas Trap: A chamber fills with toxic gas, requiring the party to quickly find an escape or protection. |
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16 |
Monastery |
Roll on "Monastery Rooms" |
Haunting Apparitions: Ghostly figures appear, revealing cryptic messages or tales of the dungeon's history. |
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17 |
Shrine |
Roll on "Shrine Rooms" |
Spectral Guardians: Ethereal guardians challenge the party, requiring them to prove their worth. |
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18 |
Slaughter House |
Roll on "Slaughterhouse Rooms" |
Cursed Relics: Relics in a chamber are cursed, and the party must find a way to break the curse. |
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19 |
Nest |
Roll on "Nest Rooms" |
Falling Debris: The ceiling trembles, threatening to bury the party in rubble if they don't act swiftly. |
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20 |
Ruins |
Roll on "Ruins Rooms" |
Mysterious Portal: An enigmatic portal appears, offering passage to another realm or a potential escape. |