Other Side Sheets
Other Side Sheets
Heroes who take time to There is a one-in-six chance of A few of the books include . . .
search the room may find . . . a cell being occupied by . . . 1 The History of Abandoned Realms.
1 A longsword wrapped in red silk. 1 The corpse of a goblin. 2 The Assassin’s Book of Arcane Poisons.
2 A tower shield made of elven steel. 2 Alaa Ursachi, a human rogue who claims 3 A Codex of the World’s Worst Beasts.
he was unfairly imprisoned. If released, he
3 A quiver with 2d8 arrows. 4 The Secret Runes of the Necromancers.
tries to rob the party.
4 A two-handed sword in a plain scabbard. 5 Lost Spells of the Ruined Castle.
3 Lidia Toma, a half-elf fighter. She is weak
The pommel is decorated with small gems.
and grateful to her rescuers. 6 The Bard’s Last Song, a Memoir.
5 A wicked-looking mace topped with a
4 A wolf. It attacks if it gets the chance. 7 The Nine Dragons of Hellspark Mountain.
metal skull that is covered in spikes.
5 A troll that lunges at the heroes. 8 Why the Mages of Old Have Died.
6 An open-faced bascinet helm made of fine
steel and covered in arcane runes. (One-in- 6 Ionel Cretu, an elderly mage who has been 9 A Goblin’s Haunted Helm.
six chance it is a +1 magic item.) trapped here for decades. He is dying.
10 The Catalog of Forbidden Enchantments.
4 5 6
Tomb Rubble-Filled Chamber Nursery
This narrow chamber is the resting The ceiling has collapsed, exposing a Potted plants line the many tables that
place of 3d6 corpses, each of which is narrow opening that leads to whatever fill this room. A glowing stone on the
wrapped in cloth and lying in an alcove. is directly above this room. ceiling illuminates the chamber.
If the heroes unwrap a corpse, alongside If the heroes explore the chamber, they Some of the many different plants
the body they may very well find . . . may find hidden in the rubble . . . growing here include . . .
1 A two-handed sword fashioned of an 1 A longbow made of a red, unknown wood. 1 Flesh-eating vines. They crawl over an
unknown, magical steel. The weapon This magic weapon grants a +1 bonus. entire wall, hundreds of snapping heads
grants a +2 bonus in combat. lashing out at intruders.
2 A hammer and 6d4 nails in a small bag.
2 A tower shield made of bones. 2 Vegetables of the GM’s choosing.
3 A journal wrapped in canvas. The book
3 A leather satchel with 2d3 random arcane tells of the exploits of a brave fighter. 3 A hazardous slime has overgrown most of
scrolls of the GM’s choice. One explodes. the room. It threatens all who enter.
4 A small chest. It is locked, of course. What
4 2d6 magic arrows. (+1 bonus to damage.) is inside is left to the GM’s imagination. 4 Wizard’s Kiss. This blue flower is said to
protect against arcane enchantment.
5 A coin purse with 6d6 assorted coins. 5 A battered and beaten suit of plate armor.
5 Useful herbs of the GM’s choosing.
6 A shard of obsidian. Touching the shard 6 A scared goblin. The little guy is wounded
triggers nightmares every night for a week. and tries to run when he is spotted. 6 Valuable flowers of the GM’s choosing.
7 8 9
Well Chamber Treasure Vault Refuse Pit
This large room of treasures could The pit in the center of this chamber is
Stacked stones form the large well (3d6’
make any adventurer rich . . . if they 20 feet deep and filled with all sorts of
in diameter) that dominates this room.
survive what guards it. waste, both organic and inorganic.
Within the well the heroes find . . . Lurking in the shadows waiting to strike, If the adventurers choose to descend into
1 Nothing. It is completely dry. the heroes soon face . . . the pit and search it, they find . . .
2 Water. Roll 1d6: 1-2. Clean and drinkable. 1 3d6 animated skeletons. 1 Nothing, but there is a two-in-six chance
3-5. Dirty and disgusting. 6. Poisoned. that anyone who explored the pit has now
2 4d4 kobolds and their goblin leader.
contracted some horrible disease.
3 3d4 goblins who have hacked into the 3 A rival adventuring party.
sides of the well to form cramped sleeping 2 The rotting corpse of a long-dead reindeer.
chambers. They will defend their home. 4 A colossal stone golem.
3 A broken sleigh lined in red and green trim.
4 A single, sleeping troll . . . and the loot he 5 A gelatinous cube.
4 A week’s supply of rotten food. Mostly carrots.
has collected over his many years of killing 6 An evil wizard and 2d4 bodyguards.
intruders. He is a light sleeper. 5 A magic potion of the GM’s choosing.
7 A lich and 2d6 zombies.
5 A hazardous slime of the GM’s choice. 6 A wooden door hidden by the trash. If the
8 A dragon. It’s been peacefully napping. This heroes dig out the door and open it, they
6 A concealed entrance to a previously- interruption makes it rather . . . cranky. find another dungeon chamber.
unknown level of the dungeon.
10 11 12
Wizard’s Workshop Haunted Chamber Map Room
This small chamber is filled with A small room that looks like most
One wall of this chamber is filled with a
bottles, books, trinkets, jars, and all others in the dungeon, this particular
massive map. It is quite detailed.
sorts of unusual stuff. area stands out because of its occupant.
Within the room the PCs discover . . . The room is haunted by . . . The map shows . . .
1 A skeletal wizard. He’s reading one of the 1 A paladin. In death, his ghost has been 1 This very dungeon! The accuracy of the
many romance novels that line the shelves. perverted and is now an agent of evil. map is left to the GM to decide.
2 3d4 magic scrolls of the GM’s choosing. 2 A mage. He was searching for a rare spell 2 A distant realm, perhaps not on this world.
and thinks the heroes may know where it
3 An ancient, cranky wizard who does not 3 The ruins of an ancient castle. According
is. He won’t stop asking about it, and will
want to be bothered. He will use magic to to the map, there are riches within, waiting
follow the party if they try to leave.
evict the intruders if he must. just underneath the rubble.
3 A king. Murdered centuries ago, his spirit
4 A random wand of the GM’s choosing. 4 A nearby city. The map shows the sewer
remains trapped here until he can return
entrances and a secret tunnel into the city.
5 A spellbook with 2d4 arcane spells of the his crown to Castle Wastayar. He will beg
GM’s choosing. the heroes to help him in his quest. 5 A cavern hidden far, far below this room.
6 The corpse of a wizard. His magic ring of 4 A thief. He was sentenced to death after 6 A mirror copy of this dungeon. The sister
protection looks worth stealing. being caught stealing one too many times. site is located hundreds of miles away, but a
The thief is guarding a stash of stolen loot. portal in this dungeon connects the two.
13 14 15
Abattoir Torture Chamber Long Passageway
This rooms smells strongly of death. The door opens to reveal a 100 foot long
All sorts of instruments of brutality and
The cell adjacent to the chamber holds hallway. There are 3d4 doors on each
pain fill this small room.
those awaiting their demise. long wall (as well as one at the end).
The abattoir’s cell currently holds . . . The room is currently occupied by . . . Some rooms that may connect to this
1 2d3 small dinosaurs. These herbivores are 1 A skeleton in a cage. passageway include . . .
shaking with fear, wanting to escape. 1 A pantry. Is that the scent of vanilla?
2 A thief screaming for help. He is being
2 A minotaur. The beast promises to reward eaten alive by thousands of bugs. 2 A set of stairs. Roll 1d6: 1-3. They lead
the heroes if they free him. down. 4-5. They lead up. 6. This is a trap.
3 The corpse of an elf in leather armor. It is
3 1d4+1 giant rats. swinging by its neck from the ceiling. 3 An aquarium. That shark looks friendly.
4 1d6+2 lizardfolk who are desperate to 4 A dismembered body. It may have been 4 A library. Mostly filled with bodice-rippers.
escape. They plead with the heroes, human. Maybe. Someone should check.
claiming that they’ve done nothing wrong 5 A clean, well-lit changing room. With butler.
5 2d3 goblins arguing over the corpse of a
and don’t deserve to be killed. 6 An occupied cell. The prisoner seems lonely.
dwarf. They grin when they see the heroes.
5 A giant worm. The monster is too big for 7 A sleeping chamber with six huge beds.
6 An old woman who is missing her left leg.
the cell and the door is about to burst.
The churning, whirring, strange machine 8 Draw a card from this deck.
6 A wounded manticore. that ate her leg is gnawing at the bone.
16 17 18
Spiral Stairs Observatory Elevator
Behind the door awaits not another A spacious chamber with glass walls This cramped, tiny chamber is in fact a
room of the dungeon, but rather a set and ceiling. The glass is enchanted, mechanical elevator that grants access
of spiral stairs. offering a look at a distant place. to other levels of the dungeon.
The stairs . . . The view within the observatory When the switch is thrown, the elevator
1 Lead down one level. shows the heroes . . . immediately . . .
2 Lead up one level. 1 A peek at one of the planes of hell. 1 Descends to the next lowest level.
3 Are in truth a trap. Anyone who doesn’t 2 The landscape above the dungeon . . . as it 2 Ascends to grant access to the level above.
spot it in time loses their footing when the looked thousands of years ago.
3 Fills with a poisonous gas. It’s a trap!
stairs turn into a slide. The slide connects 3 A nearby city, as if this chamber were
to the next level of the dungeon. Whee! 4 Plummets, crashing into the ground far
somehow placed in the center of the city’s
below. Everyone within the elevator suffers
4 Lead down two levels. market district.
damage when the “ride” comes to a stop.
5 Lead to a different level that is not 4 The treasure vault of an unknown castle.
5 Descends 2d3 levels, opening up to a secret
accessible in any other way. A long passage 5 A maze of caves and tunnels somewhere area of the dungeon that is only accessible
stands between the door and the stairs. deep below the surface of the world. through this elevator.
6 Lead down three levels. 6 A frozen world of dragons and devils. 6 Does nothing. The elevator is broken.
19 20 21
Maze Summoning Chamber Muck Pit
Beyond the open door, the heroes find Arcane runes curve around the floor of The floor of this room sits a foot lower
a network of passages that twist and the room, glowing faintly. Casters may than the floor of adjacent chambers.
turn, seemingly at random. recognize this as a summoning circle. Globs of mud and muck fill the space.
This maze is home to . . . When the heroes enter the summoning If the heroes step into the muck, they . . .
1 A minotaur, of course. What else? chamber, they encounter . . . 1 Find that the muck is in truth a hazardous
1 Nothing. The room appears to be empty. slime of the gamemaster’s choosing.
2 A giant spider. It’s missing a leg.
2 A wizard. Can the vile caster be stopped 2 Have a two-in-six chance of contracting
3 3d6 animated skeletons playing hacky sack.
before he summons some terrible evil? a disease. This jumps to a four-in-six
4 A troll. Grumbling about its missing purse. chance if they spend more than a round or
3 A demon. Caught in the runes, the fiend two moving about the muck. After three
5 8d10 zombies. It’s okay. They’re vegan. cannot harm the heroes . . . so long as they rounds, they get two diseases.
6 A gelatinous cube. Filled with dead heroes. do not cross the boundary of the circle.
3 Discover that the muck is scalding hot.
7 2d4 ghouls dressed in mesh from 4 A mage and her summoned fire elemental. (And, yes, any PCs who step into the muck
Bangladesh. They’re hungry for fresh flesh 5 Two devils. They are tiny and adorable. – let alone walk through it – suffer damage
that’s sure to refresh. from the boiling filth.)
6 A sorcerer and a demon. The monster rips
8 A dragon. Admiring itself in a giant mirror. off the caster’s head, then turns to the PCs. 4 Experience results 2 and 3 at the same
time. You’re welcome.
22 23 24
Latrine Portal Hall of Mirrors
A half-dozen pits along one side of There is not a room on the other side This narrow chamber, only five feet
this narrow, long chamber are clearly of the door. Instead, the door itself is a wide, stretches for 10d10 feet. Lining
intended as a place to relieve oneself. gateway to another place. the long walls are dozens of mirrors.
When they enter the latrine, the heroes If the heroes walk through the portal, If the adventurers stop and investigate a
encounter . . . they soon find themselves . . . mirror, they find . . .
1 Nothing, save for a horrific odor. 1 Standing at the dungeon’s entrance. 1 Nothing. It’s a normal mirror. Probably.
2 A patch of gray slime that has made one 2 In the cellar of one of the taverns in a 2 A secret door! Draw a card from this deck to
of the pits its home. The hazardous goo nearby city. As a bonus, they’re now naked. find what is on the other side of the mirror.
reaches out to attack the PCs with dripping
3 On a random demiplane. 3 A trap! The mirror creates a duplicate of a
pseudopods.
random hero. The copy attacks!
4 In the uppermost chamber of a wizard’s
3 A squatting goblin with his breeches down.
tower somewhere far away. 4 A portal. The mirror is a gateway to another
4 An ogre who really has to go. Now. world or dimension of the GM’s choosing.
5 One level down, in a random room.
5 A mimic disguising itself as . . . ewww. 5 The mirror is a disguised mimic! It attacks.
6 Dead. The portal was in truth a force of
6 A brown and black-stained skeleton destructive power. It ripped the heroes into 6 A hidden treasure room, seen only to those
struggling to free itself from one of the pits. tiny bits as soon as they stepped through. who gaze long enough at their reflection.
25 26 27
Flooded Chamber Acid Pit Strong Room
The instant the door opens, the heroes Those heroes who step into the room Once the door is opened, the heroes
are splashed with brackish water. without looking must succeed on a find a second one – locked. This door is
The deluge comes up to their knees. Dexterity check or fall into the pit. far sturdier. Beyond it, riches await.
The chamber has flooded because . . . Any adventurers who fall into the pit . . . If the heroes get through the second door
1 A wand of waterfalls was accidentally 1 Suffer 1d6 damage every round as the acid and into the strong room, they find . . .
triggered months ago. Water continues eats away at their flesh and possessions. 1 2d10 gold, 4d10 silver, and 8d10 copper
to pour into the room. The wand stops if coins (multiplied by the number of PCs).
2 Take a 2d3 penalty on Constitution checks
touched . . . and will never work again.
for 10 days. 2 Shelves filled with bolts of fine, valuable
2 A dead wizard – his corpse bloated cloth in several different colors.
3 Take no damage . . . at first. Each round
and water-logged – summoned a water
they stay in the pit, there is a two-in-six 3 5d6 chests, each one of which is locked.
elemental that now calls this room home.
chance the PC suffers 2d4 damage.
3 A river broke through the ceiling. This and 4 A treasure golem. If they defeat it, the
4 Are blinded for the next two weeks. heroes find a random item worth 100 gold.
the rooms beyond are all flooded.
5 Lose a limb to the acid. Roll 1d4: 1. Left 5 6d6 sacks. Each one is filled with gems.
4 A rip in the cosmos is just wide enough to
arm. 2. Right arm. 3. Left leg. 4. Right leg.
let water pour in from a distant world. The 6 A magic item of the gamemaster’s choosing
tear can only be repaired with a wish spell 6 Are instantly killed. Their belongings are and 1,000 gold worth of valuables.
or a greater power. completely consumed by the acid.
28 29 30
Stairs Kitchen Subterranean Garden
Instead of a room, the heroes find stairs A large fireplace, a small well, and a This cavernous chamber stretches for
that might lead to another level of the wood-fired oven dominate most of the hundreds of feet. Sunlight streams
dungeon. Or so they hope. space in this cramped chamber. through dozens of cracks in the ceiling.
The stairs . . . The heroes find in the kitchen . . . The garden is inhabited by . . .
1 Lead down one level. 1 A troll cooking his dinner. The arms and 1 A band of hobgoblins who are growing
legs sticking out of the pot tell the story. food to sell to others in the dungeon.
2 Are in poor shape. Every round, there is
a two-in-six chance they collapse and the 2 A goblin arguing with an orc. The two are 2 Giant worms that have destroyed all of the
heroes fall to the next level. unable to agree on what to cook . . . until plants. The garden is a wreck.
they see the adventurers. The party really
3 Are an illusion. Anyone who fails a 3 Skeletal gardeners who are tending their
knows how to bring people together.
Wisdom save falls to their death. master’s herbs and vegetables.
3 Nothing. The room is devoid of life.
4 Lead down two levels. 4 The wreck of a pirate ship. How it got here
4 An ogre “bobbing for heads” in a cauldron. is a mystery, but the survivors are happy to
5 Are actually a sleeping rock elemental. If it
have a garden to call their own.
wakes, it will not be too happy to find the 5 A wizard trying to brew potions in the
heroes using its body in this way. Maybe it fireplace. He is upset at the interruption. 5 Dozens of plant elementals.
shouldn’t have looked like stairs.
6 A pig roasting over the fire. Where is the 6 Nothing. The plants look wild. Within the
6 Lead up one level. chef? Who is watching the fire? tangled vines lies a rare healing flower.
31 32 33
Pantry Ossuary Bath Chamber
This cramped room is filled with Bones, bones, and more bones litter the In the center of this room is a
shelves, each one of which is loaded floor of this small chamber. stonework bath large enough for a
with foodstuffs. There are also bones. dozen or so humans to bathe at once.
On the shelves, the heroes discover . . . Buried in the pile of bones is . . . If the heroes look inside, they see . . .
1 A sack of flour . . . swarming with bugs. 1 A platinum skull. Don’t ask. 1 Two elderly gentlemen enjoying a warm
bath. The pair are wizards, and they do not
2 2d6 days worth of iron rations. 2 A silver holy symbol.
wish to be disturbed.
3 Several jars of jam. The griffinberry flavor 3 A magic ring of the gamemaster’s choosing.
2 2d4 goblins washing a small elephant.
tastes especially delectable.
4 A money pouch with 3d20 silver coins.
3 Six hobgoblin warriors taking their
4 A small box packed with dragon cheese.
5 A few torches wrapped in canvas. annual bath. Their weapons and armor are
5 2d12 loaves of mold-encrusted bread. scattered about one side of the room. There
6 A finely-crafted roundel shield. are many, many bubbles.
Look, free penicillin!
7 A pair of filthy, but intact, leather boots. 4 A troll washing blood out of a huge pot.
6 A sack filled with beef jerky.
8 A marble statuette of an octopus warrior. 5 Nothing . . . but looks can be deceiving. A
7 A small box loaded with still-fresh biscuits.
9 A spellbook. Worms have eaten most of it. water elemental is hiding in the bath.
8 A mimic, of course. The monster has
disguised itself as a butter churn. 10 A bone scroll case. It is empty. 6 Nothing. The bath is empty. Enjoy!
34 35 36
Cistern Music Room Cellarette
Most of the room is filled with a pit that Comfortable, finely-upholstered sofas Cool winds from somewhere below
is 10 feet deep. A narrow walkway – only and chairs are arranged in a half-circle keep this alcohol storage room slightly
a few feet wide – rings the central pit. around a large organ. colder than the chambers around it.
The cistern is . . . In addition to the organ – which is too The room houses . . .
1 Bone dry. Ya know. Because of all the bones big to move – the heroes may find . . . 1 Nothing. Someone has cleaned every bottle
lining the bottom of the pit. 1 A shelf of songbooks. Each of the and keg. The lush.
2 Half-filled with clean water. leather-bound tomes includes a few songs 2 Large casks of whiskey.
unknown to the adventurers.
3 Half-filled with disgusting water. 3 Dozens of bottles of fine wine.
2 A magic lute that enhances the musical
4 Completely filled with nasty water. talents of anyone who plays it. 4 A dozen large kegs of ale.
5 Filled with clean water . . . and a terrible 3 A harp with half of its strings missing. 5 Hundreds of broken bottles. Someone has
monstrosity with razor-sharp teeth, a doz- ruined all of the alcohol; the room smells
en tentacles, and a bad attitude. Whatever 4 A beautiful pan flute. The pipes are mas- worse than an alley behind a tavern.
the hell it is, it doesn’t like the adventurers. terfully crafted, fashioned from the hollow
bones of a long-forgotten bard. Playing the 6 Several massive barrels of mead and ale.
6 Empty, save for a thick and massive patch flute summons his ghost. A skilled flautist Unfortunately, one of the barrels is a
of yellow mold that spits poisonous spores can ease the spirit into passing on peaceful- patient mimic. The mimic is very drunk,
into the air if it is disturbed. ly. Unskilled playing causes it to attack. but still rather . . . bitey.
37 38 39
Chamber of Time Scrying Chamber Scribe’s Chamber
The click and clack of the mechanical A massive crystal ball floats in the A large desk and several shelves fill
clock that covers the room’s floor is center of the room. A blue haze fills the most of the room. Shoved in one corner
heard even before the door is opened. suspended object. is a small, neatly-made bed.
The large clock tracks . . . Anyone who touches the crystal ball . . . In addition to pots of ink, several dozen
1 Days of the week. 1 Can see any one individual of their choice sheets of blank parchment, pens, and
2 The minutes and hours of the day.
for 3d6 seconds. There is a one-in-six other items, in the room the PCs find . . .
chance that the subject knows they are
3 How long the adventurers have been in being watched. 1 1d6+1 arcane scrolls of the gamemaster’s
the dungeon. The clock resets if other choosing.
2 Can see inside the common room of a
intruders enter before the heroes leave. 2 A detailed and thorough collection of notes
tavern of the gamemaster’s choosing for
4 Years since the clock was built. 1d4+1 minutes. regarding the dungeon itself, including
maps and information on areas of the
5 The number of minutes the viewer has 3 Can see inside any one room of their dungeon the heroes have not yet visited.
before they die. Everyone who looks at the choosing for 5d20+20 seconds, so long as
clock sees a different result. they have visited the place before. 3 A large, nearly-complete map of the lands
surrounding the dungeon.
6 The amount of time remaining before the 4 Goes blind for 4d3+2 hours.
universe is consumed by evil and forever 4 2d3 spellbooks, each one of which has
Once used, the crystal ball will not work 1d4+1 spells of the gamemaster’s choosing.
destroyed.
again for 3d4 hours.
40 41 42
Empty Room Armory Vacant Room
Regardless of its size, this chamber is Several suits of armor and a wide This vacant room is a lot like an empty
devoid of anything of interest or value. assortment of weapons fill the chamber. room. But instead of starting with an
Maybe. There may even be a special item here. “e”, it starts with a “v”.
Is the room really empty? Let’s find out! In addition to whatever mundane Of course, the room might have . . .
1 There is absolutely nothing useful in this weapons and armors the GM wishes to 1 A trap door. If the heroes trigger it, they
part of the dungeon. But the gamemaster place in the room, there is also . . . fall through the door into the room below.
does not need to share that information.
1 A magical helmet that grants the wearer 2 An invisible stone golem guarding a
Wild goose chase, anyone?
the power to see invisible creatures. hidden door on the far side of the room.
2 Several pit traps blanket the room’s floor.
2 A finely-crafted suit of elven chainmail. 3 One wall of the chamber is an illusion.
3 A hidden door on the far wall leads into an Moments after the heroes enter the
undiscovered section of the dungeon. 3 A quiver with 20 silver-tipped arrows. “vacant” room, several goblins attack.
4 Giant bats hang from the ceiling and they 4 A cursed dagger that will kill its wielder. 4 A giant spider. It drops from the ceiling.
do not like uninvited guests. 5 A large pot holding a dozen poison-coated 5 A sliding wall. When the heroes enter the
5 The floor is in fact a stone elemental. arrows. “vacant” room, it suddenly raises into the
6 A magic sword that gives its wielder the ceiling. A dragon attacks!
6 A wooden door across from the entrance is
in truth a hungry mimic. strength of a stone giant. 6 Nothing. At all. It is really vacant.
43 44 45
Cells Aviary Short Passageway
Opening the door reveals a large A 30-foot long hallway holds 1d3 doors
This large room includes 2d3 locked
chamber, in the center of which stands on each wall. There is also a door on
cells on each wall.
a massive cage. The doors are locked. the far end of the passage.
There is a one-in-six chance of Inside the locked cage . . . If the heroes open a door, they find . . .
a cell being occupied by . . . 1 There is nothing. At least, nothing visible. 1 A bottomless pit. Only those adventurers
1 Bran Lence, a human scoundrel and thief. who are careful about where they go will
2 A giant eagle cries out. This powerful,
manage to avoid falling in.
2 Simona Laza, an elven cleric who begs the majestic creature should be set free.
heroes to free her before the guards return. 2 A room filled with several cells, each one of
3 A manticore looks at the heroes and sighs.
which houses a captured animal. It’s a zoo!
3 Icia Padin, a human bard singing a song. The defeated creature has lost the will to live.
A dark, dank, depressing zoo . . . but hey,
4 Adan Barela, a half-elven fighter who 4 Dozens of stirges squabble over the rotting admission was free.
promises to show the heroes where he hid corpse of a giant snake.
3 A wizard’s abandoned workshop.
his treasure if they help him escape. 5 Hundreds of vultures have turned on one
4 An archery training room.
5 Bree Swissmuenster, a human cheesemaker. another, fighting to the death.
5 An unholy altar. There’s a four-in-six
6 Xusto Vara, a half-orc warrior shackled to 6 Two songbirds are sizing each other up.
chance that 4d4 cultists are praying here.
the wall. He is depressed and doesn’t talk. Whether they fight or mate . . . it’s a cage
match! 6 Draw a card from this deck.
46 47 48
Meditation Chamber Mass Grave Illuminated Chamber
Candles, torches, and a large fire Even before the door opens, the stench The instant the door is opened, the
pit bathe the room in soft light. of death fills the heroes’ nostrils. The pit heroes are embraced by a brilliant and
Surprisingly soft pillows litter the floor. in this room holds dozens of corpses. strange light. This room is well-lit.
There is a three-in-six chance the room is If the PCs search the pit, they discover . . . The room is bright because . . .
currently being used by . . . 1 Zombies hiding under the bodies. Things 1 Tens of thousands of glowing worms hang
1 A goblin shaman who wishes to commune get nasty if the monsters find freedom. from the ceiling, cling to the walls, and
with the dead. He may mistake the heroes move slowly across the floor.
2 One of the corpses wearing a magic ring.
for spirits and ask them questions. 2 A well in the center of the room is filled
3 A silver dagger in the heart of a naked
2 A wizard so deep in a trance he doesn’t with light itself. The well is in truth a portal
man. Patches of wolf-like fur cling to his
respond, even if attacked. to a demiplane of pure light. If the heroes
dead flesh and stick to the other corpses.
choose to drop into the well, they find
3 A human cleric who lost his companions 4 A swarm of insects. The bugs fly out of themselves in this other world.
to the dungeon long, long ago. He has been some of the bodies and attack the heroes.
sitting here in meditation for years, his 3 Cracks in the walls reveal bubbling pits of
body kept alive by his sense of failure. 5 A small chest filled with 6d10 silver coins. lava that give the room its bright light.
It’s hidden inside a rotting chest cavity.
4 The ghost of an elven warrior. He has not 4 A magic shield rests against one of the
yet realized he is dead, and will argue that 6 A disease-ridden hazard. Each hero has a walls. Its power is so intense that it glows
point if confronted about it. two-in-six chance of contracting an illness. brighter than a lantern.
49 50 51
Bridge Sepulcher Crematorium
When the door opens, the heroes are This small chamber is the resting place A large furnace fills one wall of this
greeted by an underground river. of an important individual who died chamber, with the flames raging as
A bridge stretches to the other side. long, long ago. intensely as the fires of hell.
This massive chamber is inhabited by . . . Buried in this room is . . . The PCs encounter . . .
1 3d6 fishfolk who make their home beneath 1 Silas Burlacu, a wizard who served the 1 2d3 skeletons shoveling ash into a pit. They
the bridge. They’re friendly if treated well. dungeon’s original creator. The body is in try to throw the heroes into the furnace.
a sealed coffin and still wears ensorcelled
2 Several water elementals. They use the river 2 A pile of random objects collected from
robes. Burlacu’s spellbook is in the coffin.
to move across the room. A portal on the far those who have been cremated.
wall leads to a plane of water, their home. 2 Valeria Cazac, a mage buried with her
3 A fire elemental hiding in the furnace.
They are not aggressive unless provoked. spellbook and 2d3 arcane scrolls.
4 A mage collecting the ashes of the dead.
3 Andro Saakadze, a human merchant who 3 Oleg Damian, a half-orc paladin who died
was kidnapped by a tribe of frogfolk. When when fighting a demon. His casket has 5 A zombie dragon that feeds on the ashes
no one paid the ransom, the creatures been stripped of all valuables. of the cremated. Its growing, insatiable
dumped Saakadze in this chamber with hunger leads to it clawing at one of the
4 Greg Grecu, a human warrior who was
enough supplies to last him several years. heroes, shoving them toward the furnace.
placed here by his friends after he was slain
4 4d4 lizardfolk who live in a cave on the by a giant serpent. Grecu’s magic shield 6 A patch of sentient black mold living in the
banks of the underground river. and sword were laid to rest with his body. ash pit. It speaks through telepathy.
52
Chasm
A wide tear in the earth separates the
chamber into two halves. The gash
extends deep, far deeper than expected.