Tuesday, May 17, 2016
Hidden Chamber
Room 1 – Watch Your Head
Stairway: This dungeon can be placed as the lower level of an important building, in a larger dungeon, or anywhere else you see fit. The spiral stairs descend into the room.
Lighting: Lining the walls are sconces with torches, though they are unlit when the room is first entered. A dim green light glows from through the arched doorway across the room.
Falling Block Trap: On the marked square there is a pressure plate that triggers whenever more than 100 pounds is placed on it. The plate triggers a mechanism that releases a pile of head-sized stones from a hidden alcove above the room. Anyone who triggers the trap must succeed on a DC 12 Dexterity save, otherwise they take 1d10 bludgeoning damage. A character notices the pressure plate with a passive perception above 12, or if they actively search, a perception check of 10 or more.
Room 2 – Ooze Garden
Lighting: The far wall of this small chamber is covered in lichen that glows a soft green, providing dim light.
Lichen: If removed from the wall, any pieces of the lichen remain glowing for 1d4 hours, providing the same light as a candle for a fist-sized clump of lichen.
Ooze: The lichen is a favored meal of an Ochre Jelly. At the moment, the jelly is firmly planted on the ceiling. It will not approach the party unless the Lichen is disturbed, at which point it drops on the nearest target. It fights to the death.
Room 3 – There Be Treasure
Lighting: The dim light from room 2 spills into this room for 10 feet, then fades to darkness.
Pillars: This room has a 30-foot ceiling supported by 6 stone pillars. The pillars closest to room 2 look to be cracked near their bases.
Alcoves: At the far end of the room are a pair of alcoves. Each one has an iron lockbox inside a small, wooden cage. The cage and/or the lockbox may be trapped, and they each contain your choice of treasure – if anything at all.
Customizing
Monsters: Level-appropriate monsters can be added in rooms 1 and 3, and the Ochre Jelly could be anything from a Grey Ooze, to a Black Pudding, to a creation of your own! Just be sure to give any monsters you place a good reason to be here. Maybe there are undead who guard the treasures. Maybe a gang of bandits has found this place before the PCs. Have fun with it!
Treasure: You can add treasure to rooms 1 and 2, in hidden nooks, or in the falling rocks. The treasure you add to this dungeon should be level-appropriate, or could also be some kind of clue or hook to a different adventure. Maybe the lockboxes contain two pieces of a map that leads to a Dragon's Hoard! Or they could be empty, but and obviously been previously tampered with. The possibilities are endless!l
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