Thursday, December 15, 2011

20 Random Dungeon Rooms and interesting things

1. The corpse of an adventurer encased in strange crystal. Arcane runes spell out a dire warning to all who would disturb the corpse.

2. A dozen jars filled with eyes of various races. With a hard DC perception check the PC’s notice the eyes swivel in the jars to watch them as they explore the room.

3. A mural depicting the adventurers being tortured by devils, demons, or aberrant monstrosities. The painting turns to dust when touched by any of the PCs, and that PC suffers from some dire affliction.

4. A roiling pillar of elemental energy, the area surrounding it is cracked, broken, and dangerous to anyone who dares tread too close.

5. A dozen humanoids hang from the ceiling upside down, their legs and arms tied. Around the room bloody butchers tools and a grisly table paint a gruesome tableau. What do the PCs do when the adventurers realize the humanoids are still alive, yet unable to speak?

6. This room is filled with the echoes of screams and combat, though no other creatures are present.

7. The corpse of an elf lies half melded with the wall of this room. Some of its flesh has been gnawed at by dungeon scavengers.

8. The walls of this room are covered with the scrawling words of some mad person. If the PCs read the words aloud they glow with some eldritch power, and something of fel and alien mien becomes aware of their existence.

9. The floor of this room is covered in teeth from hundreds if not thousands of creatures. If the PCs dig they find the floor of the room is 1 foot lower than the entrance and the floor is covered in pictures of grinning toothless fae.

10. The walls of this room are made of mirrored glass. As the PCs walk through a moderate DC perception check alerts them to the fact that as they exit their reflections remain, screaming at them to stop, turn back, and go no further before the mirrors turn blood red and vanish.

11. A blasphemous altar stands in the center of this room, and the walls depict images of Avandra in chains or imprisoned.

12. A beholder spins and roars as the player characters enter the room! The PCs attacks (if they make any) are useless. A hard DC perception check reveals the beholder is just an illusion. Phew. (If the PCs are of a level that a beholder is an appropriate challenge, a real beholder may be lurking nearby.)

13. The ceiling of this room is lit by bioluminescent fungi. As the PCs study it the fungi slowly changes color. The fungi, though it looks harmless, is releasing dangerous spores into the air. Uh oh!

14. When the PCs enter the room, the doors slam shut and an ominous voice intones “What is the price of freedom?” A difficult arcana or religion check reveals that blood (losing a healing surge) is the price that must be paid. But how many must pay it?

15. Zombies stand on a ramshackle stage at the far end of the room. When the PCs enter, they begin to act out a bawdy dance routine. They make no effort to attack and are completely defenseless.

16. The pages of a book of ribald verse litter the pages of this room, if the PCs take time to examine them all they find that one of the pages contains something useful (a ritual, a clue to their current adventure, etc.)

17. The players have found a room littered with gemstones. Too bad they are all made of glass. Or are they?

18. A table is set for the exact number of PCs in the party in this large dining room. Each seat has the characters favorite dishes arranged just for them. However, each chair is covered in razor sharp blades and spikes, and drip with a thick viscous liquid.

19. Trails of vile ooze mark the passage of some foul beast from this room to the next, and the bones of several of the dungeons most prolific (and fearsome) creatures litter the floor.

20. The ceiling of this room mirrors the night sky of the world above. As the PCs watch, night becomes day and then becomes night again, faster and faster until the sun turns to ash and the moon and all of the stars fade to nothingness. If the PCs stay long enough, a baleful green orb replaces both, and then it opens into a giant eye. They wake up somewhere else in the dungeon, and the room disappears.

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