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/tg/ - Traditional Games


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An evil wizard has hired you as a third-party consultant to decide how best to rig and populate his new dungeon real estate.

Post numbers determine which room is yours.

The wizard reminds you that while any given room may be challenging, no rooms should be strictly impossible: the wizards enjoys toying with would-be heroes over an extended expedition, rather than crushing them instantly.
>>
A room full of mine damp.
No monsters, no traps, just mine damp.
>>
16 iron golems sitting in a room, ready to terminator down anyone who opens the door.
>>
>>78644134
Rooms 88,89, 07,13,10,20,50 and 30 -- being otherwise disconnected from the dungeon, are part of an elaborate teleport maze that can allow for quick or secretive travel throughout the dungeon for those who can unlock their secrets.
>>
The room in question has warnings plastered over all the doors leading into it.
It has no floor, just a bottomless pit.
>>
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>>78644190
>>78644270
Remaining rooms

11
22
33
44
55
66
77
88
99

10
20
30
40
50
60
70 - A bottomless pit preceded by warnings down the hall.
80
90 - 16 iron golems who chase whoever opens the door.

02
03
05
07
13
17
19
23
29
31
37
41
43
47
53
59
61
67
71
73
79
83
89
97

>>78644234
For this thread you define a single room; presume there will be some method of reaching the disconnected rooms to be implemented later.
>>
>>78644270
This room is the bottom of the bottomless pit
Don't question it.
>>
Room 37 has four ghosts that chase you around the dungeon.
>>
This room has watertight doors, and has somehow been filled completely with blood. When a door is opened, the blood will naturally gush out through it.

Detailed analysis of the blood will show it is a mixture of Minotaur and Sea Turtle blood. The reasons for this are unclear.
>>
>DISCO SKELETON DANCE CHAMBER OF DOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOM
>>
>>78644341
Room 89 had some kobolds tunnel into it while expanding their cave.

They now have hidden tunnels in almost every room, so they can pop up unexpected in almost any room in the dungeon, barring room 70.
>>
>>78644134
This room contains a sexy seductive scantily clad human female who tries to charm the heroes while she is in actuality a succubus who will attack them.
>>
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>>78644420
>>78644425
>>78644437
>>78644475
Remaining rooms (also just realized I forgot to list 25 and 75, and 50 is on there twice, so one of them is now room 00).

11
22
33
44
55
66
77
88
99

10
20 - A watertight room filled with blood
30
40
50
60
70 - A bottomless pit preceded by warnings down the hall.
80
90 - 16 iron golems who chase whoever opens the door.

02
03
05
07
13
17
19
23
29
31
37 - Kobolds accidentally tunneled into this room, and from this room into most others (jump into a random tunnel to reach a random room)
41
43
47
53
59
61
67
71
73
79
83
89
97

00
25 - Disco skeletons (of doom)
75 - Single succubus honeypot
>>
Room is 1000000 times larger on the inside, contains a village and surrounding forest.
The village is empty and abandoned, the forest full of monsters.
>>
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02
A single Scarecrow, it's not even alive, but after a few seconds it teleport to the end of the corridor that leads to room 02. It still is lifeless.
>>
In this room, a grotesque statue with an open fanged mouth and ruby eyes sits in the middle of the room. It seems small when standing at the edges of the room, but approaching it causes the statue to seem to take up more of the room until when you can touch it, it takes up half of the room. If you do touch it, the doors to the room will shut tight and it will shudder and cough up boiling oil in great quantities, enough to fill the room in 2d4 rounds if you don't find some way to escape. Its ruby eyes would sell for a high price.
>>
In this room, a BIG iron key is connected to the wall with a chain
On the opposite wall there is a keyhole, just outside the reach of the big iron key
if this is one of the teleporter rooms, putting the key in the hole takes you to the next room in the chain, otherwise they do nothing
>>
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>>78644929
>>78645543
Remaining rooms

11
22
33
44
55
66
77
88
99

10
20 - A watertight room filled with blood
30
40
50
60
70 - A bottomless pit preceded by warnings down the hall.
80
90 - 16 iron golems who chase whoever opens the door.

02
03
05
07
13
17
19
23
29 - A lone scarecrow that teleports upon approach (harmless; appears in an adjacent hallway)
31
37 - Kobolds accidentally tunneled into this room, and from this room into most others (jump into a random tunnel to reach a random room)
41
43 - A ruby-eyed statue that grows larger as you approach; locks both doors on contact and floods the room with boiling oil in 2d4 rounds
47
53
59
61
67
71
73
79
83
89
97

00
25 - Disco skeletons (of doom)
75 - Single succubus honeypot
>>
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Chamber of the Drunkard

Two cups on a table, in the center of the room, with a bottle of wine nearby. One cup is a golden chalice embedded with diamonds and precious stones, while the other is very simply made, constructed from wood or iron. Drinking from either cup will poison the drinker, but drinking the wine from the bottle will give you a boost in strength .
>>
>>78644134
>this many hallways
Fucking cancer
>>
An empty room with a treasure chest fixed at the ceiling
>>
An ice cream shop ran by a pun hating beholder.
>>
>>78644134
A huge brass cocoon hangs from the ceiling, projecting light onto one third of the room. Every minute, the light shifts to cover the next third of the room in a loop. If anything larger than a rat moves in the illuminated area, an eight-foot-tall brass moth golem hatches from the cocoon and violently murders any and all persons inside. It then returns to its home to await the next intruder.
>>
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>>78646047
Remaining rooms (only one update but hitting the hay; if the thread's still here when I wake up I'll update whichever rooms are filled as I can; if the thread dies, I'll repost it sometime, with new numbers if rooms are left empty).

COLOR GUIDE:
Red - Combat encounter
Blue - Puzzle room
Green - Environmental hazard or feature
Purple - Safe room, possibly with friendly NPC
Black - Explains connections with neighboring rooms/hallways

11
22
33
44
55
66
77
88
99

10
20 - A watertight room filled with blood
30
40
50
60
70 - A bottomless pit preceded by warnings down the hall.
80
90 - 16 iron golems who chase whoever opens the door.

02
03
05
07
13
17
19
23
29 - A lone scarecrow that teleports upon approach (harmless; appears in an adjacent hallway)
31
37 - Kobolds accidentally tunneled into this room, and from this room into most others (jump into a random tunnel to reach a random room)
41
43 - A ruby-eyed statue that grows larger as you approach; locks both doors on contact and floods the room with boiling oil in 2d4 rounds
47 - A jeweled chalice and a wooden cup set on a table with a bottle of wine; drinking from either cup poisons you, but the wine boosts your strength
53
59
61
67
71
73
79
83
89
97

00
25 - Disco skeletons (of doom)
75 - Single succubus honeypot
>>
In this room there's a lich that refuses to let you leave until you regale him with a story from your adventure
>>
>>78644134
This room is full of maneating bugs. They're not bigger than normal bugs, but there's an entire swarm and they're hungry for people.
>>
>>78646490
A ladle and a large bowl filled with jelly, at the bottom of which is visible the key out. The jelly is an ooze, touching it with anything except the ladle or a mouth causes it to attack.
>>
This room contains a series of torches along the walls. Lighting just one or two torches will summon a number of monsters equal to the torches lit, and defeating the encounter will snuff out the torches. To solve the puzzle, you must inspect the torches to reveal symbols etched into the stone behind them. Lighting all of the torches containing the same symbol opens a locked passage somewhere in the dungeon.
>>
>>78647310
Fucking browser.

The catch is you can only light one set of torches at a time, trying to light any other torch will snuff out all of the torches.
>>
A pool of water that's only about 3 feet deep. Any item dropped into it, which comes to rest at the bottom vanishes from site. A young man "Fitz" appears at the rim of the pond and starts fishing. In short order he pulls a different version of the item from it. Then offers it to them asking "Did you lose this?"

1-40% - Silver
41-70% -Gold
71-85% - Platinum
86-90% - gem-encrusted
91-100% - Magically enhanced

Whoever dropped the item can or say it was not, afterwards the young man will fish a second item from the pond and offer it the same way. Any repeats resulting in the original item. There is a 50% chance that Fitz will give all the versions of the items if the original is asked for. Otherwise it will be only the original. If the player denies the original is theirs: He will vanish, keeping every one for himself.

Regardless: any subsequent items thrown vanish and are not returned by the young boy
version of the item, offering it to the party
>>
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>>78644134
This room has a friendly woman of youthful age who wears the cracked visage of some alien humanoid. She offers meagre supplies, promising to have more next time. The next room she shows up in, she poisons the party. On their way out, the party might hear her mumbling something about how she 'can't believe how bad it's gotten'.
>>
>>78644134
There are a bunch of coins and valuable treasures glued (or magically cemented) to the floor, and the floor is thin enough that forcing a coin or item off the ground will also break a large hole and take down whoever pulls the coins off. You could probably get them off if you cut the floor with the item or used some kind of magic to teleport it away from the floor.

Underneath is a pit with a giant adventurer eating spider
>>
>>78648143
>>78644134 (OP)

Rerolling
>>
A room with a floating obelisk in the center and 4 levers that move in 4 directions on the wall near a magically locked door. The levers do nothing other than randomly make a "clunk" sound whenever they are pulled.

The obelisk has "Give Up" and "Overthink" written in every language other than Common
If the obelisk is hit by Dispel Magic or gets knocked over, 1d4 Intellect devourers are summoned

To open the door, a command phrase must be spoken, something along the lines of "I give up".
>>
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A large four-drawer dresser sits in the middle of the room, behind it a goblin named Chester who wears the dresser like a backpack and greets the party and sells some items for 100gp, but can be have the price talked down. Each draw of the dresser is categorized.
>Drawer 1: Mystery Bags
5 differently colored bags, one of which is a Bag of Devouring
>Drawer 2: Weapons
Various weapons, often magical simple weapons like a +2 sickle
>Drawer 3: Wands
Single spell wands fully charged for whatever need
>Drawer 4: Misc
Adventuring gear, spell components, monster parts, etc.
>>
>>78644134

This room has a decrepit chariot with two motionless skeleton horses in the tracers. Two humanoid skeletal crew also man the chariot. One holding the reins and the other grasps a tall ancient bow. The skeletons are clothed in black to match the black skirting of the chariot.

Upon entering the chamber a deafeningly loud screech emanates from the skeleton crew. It sustains as long as someone is in the room. Anyone within 100m of the screeching cannot hear anything but the screeching. Any players within the screeches range, may not verbally communicate with each-other, in or out of character. If they wish to describe their intended actions etc. they must speak only to the DM/GM. Communication to other players/NPCs via telepathy or non-verbal signing are not affected.

The only way to make the screeching stop, is to destroy the skulls or place blindfolds over their eye sockets. If the players take the skulls with them, then they can remove the blindfold and activate the screeching whenever they wish.

Any weapons or equipment that players try and remove from the room instantly crumble to dust.
>>
>>78648627
Reroll for room number
>>
This room contains a series of larger-than-life marble statues bearing the likeness of the party on plinths. The statues appear older and more experienced, bearing scars and marks the party has yet to earn. An engraving reads "In memory of our heroes, lost but never forgotten."
>>
>>78644134
The room contains and ancient dwarven foreman who made a deal with devils for unfathomable powers but was tricked into becoming a mindless host for demons to pass through this world. He's basicly insane and immortal until someone severs the link somehow and if he notices the party he'll relentlessly follow them, even using his enchanted demonic pickaxe to bust down thin walls if they can hear them. He's not particularly dextrous or fast though.
>>
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GAMBLING ROOM
This room contains a living room, but it's styled in a modern architectural style.There are windows, but there isn't anything outside.
There is a man there. He looks very odd, as he has a purple jacket and an arm made of metal.
Roll a D10

>1: RATS
A swarm of rats appears and attempts to take a piece of equipment, as "payment". Roll a strength check.
>2: Nothing
If the man rolls higher than the player, he takes 1d6 gold from the player. If gold isn't available, RATS effect occurs.
>3:RADS
The man pulls a glowing red knife from his pocket. Roll a DEX save. If it failed, the player is stabbed and takes 2d10 poison damage.
>4:You lose
The player is teleported out of the room, and cannot enter again.
>5:Midas
One piece of equipment is turned into gold.
>6:One way ticket to disco doom
Teleports player to room 25
>7:You WIN
The man gives the player one random item
The player is teleported out of the room, and cannot enter
>8:Pranked
The Wizard appears in front of you. He is an illusion, and any attempts to attack him will result in a blinding flash as the illusion disappears.
>9:Bloodroom
Opens the bloodroom.
>10:NPC teleport
Teleports a random PC to a random NPC.
>>
>>78649390
rerolling for number
>>
>>78644134
Unshielded nuclear reactor
>>
Before the players sits a door, surrounded by runes that runs along the walls of the runes.
On one wall sits two slots and a 6in circular opening, one short and vertical and one long and horizontal. The other has three barred boxes with large stones in each. A short rod hands by a rope from the ceiling.


Puzzle Pieces:
Short Rod is about 2ft in length
The barred boxes are bout 6ft deep in the wall, the bars are only 1ft apart the stones inside are about 5-6in in diameter.
The Horizontal slot has a clear glass (too thick to break) window showing 10ft pole lying on a teetering platform just above the slot below.
The Slot itself is about 3ft wide and 10ft long
The Vertical Slot is ~9-10ft in depth with a golden key at the end

Hazards:
-The Runes in the room produce a Dead Magic Zone. No magic can be used in the room
-Pulling on the rope on the ceiling will cause it to fall, dropping several other bricks and injure who ever is withing 5ft of it, doing 4d10 damage
-If one were to climb in to the Horizontal slot, they would fall 40ft. The walls and floor of the pit are covered in green slime

Solution:
1- Short rod is removed from the ceiling
2- Stones are retrieved by using the short rod to pull them out
3- Long rod is retrieved by dropping the stones in the circular opening causing the platform to drop
4- 10ft Pole is used to pull the key out of the Vertical slot

Loosely based on this https://www.youtube.com/watch?v=Gui3IswQ0DI
>>
>>78649670

rerolling
>>
>>78646079
What's wrong with hallways?
>>
>>78646490
A room with a sculpted stone penis. Sucking on it reveals a room with a vorpal sword.
>>
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>>78644134
One room that's entirely filled by mimics, and I don't mean just chests, EVERYTHING is a mimc!
>>
>>78646490
The home of a Minotaur. The Minotaur will wander the dungeon, picking up various miscellaneous items left by previous adventurers, storing them in this room. If the room is looted, the Minotaur will relentlessly seek out the burglar.
>>
>>78651451
The floor is a trapper, the ceiling is a lurker above, the walls are stunjellies, and the whole thing is filled with a gelatinous cube!
>>
The floor has a large fish pond with koi, catfish, carp or goldfish swimming lazily around. The type of fish in the pond switches depending on how many times the room has been visited- koi on first entry, goldfish on the fourth, and it continues cycling until at least one fish has been caught from each phase. The fish act normally until caught.

Koi: each koi can be eaten to substitute three day's worth of food. If taken out of the room, it becomes a regular koi. This filling meal gives the eater a sense of gratitude and motivation.
Catfish: When taken out of the water, it triples in size and attacks with its size, crushing mouth and weak venomous barbels.
Carp: the fish begs for its life and asks to be taken out of the dungeon, away from the other carp and this horrible room. If multiple carp are caught at the same time, they bicker but both argue to go with the party and either stay with them or be released outside the dungeon. If they agree, the carp forms a magic water bubble and floats behind that party member, offering overly mediocre advice. He knows 1d4 truthful secrets about other rooms.
Goldfish: turns into solid gold weighing 1d6 pounds when caught.
>>
>>78644134
A deep, hemispherical pool of clear water lies in the middle of the chamber, carved out of the stone floor. At the bottom, bound by a chain of silver and a chain of bone, is a sword [or whatever weapon idk] with orange gems garnering the hilt, light bouncing off them amd shimmering in the water.
The moment the chains are broken the sword erupts in flames, causing the pool to start boiling. The flames of the sword itself won't harm the wielder, but the water will cook anyone staying in it, and if the sword is dropped the pool will continue to boil with the sword at the bottom.
>>
THE CHAMBER OF OPPOSITION

This room's floor, walls, and ceiling are entirely made up of mirrors, including a rounded column 5-feet wide in the center stretching from the floor to the ceiling. The mirror column is in fact a dreaded Mirror of Opposition that will function only once.

Once a creature steps within 5 feet of the Mirror, it activates, flashing a bright light that blinds every creature that can see it for 1 round. The creature that activated the Mirror is teleported into a stasis chamber inside the column, and a duplicate of the creature appears. The duplicate creature has identical memories, equipment, skills, spells, hit points, and so on, except in one detail: its alignment is inverted, as follows:

LG <> CE
NG <> NE
CG <> LE
LN <> CN
TN > One of LG, CG, LE, or CE, chosen randomly

The duplicate is not aware that it is a duplicate. The DM should allow the player of the character that activated the Mirror to continue to play the duplicate, secretly informing them of the alignment change and (hopefully) allowing them to believe they have merely been affected as though by a Helm of Opposite Alignment. If the duplicate is reduced to 0 hit points while its original is still alive, it and everything it was wearing and carrying when it first appeared shatters into glass shards.

The original character is in a 5-foot wide prison inside the column of the Mirror of Opposition. While inside, the creature is unconscious, and does not need to eat, sleep, drink, or breathe, nor does it age.

The Mirror of Opposition has 10 hit points, is immune to poison and psychic damage, but takes double damage from bludgeoning attacks. If broken, the stasis chamber inside the column is revealed and the magic of the stasis chamber ends, waking the character inside and allowing it to leave.

If the original creature is killed, its duplicate becomes fully real (no longer shattering into glass if reduced to 0 hit points).
>>
>>78652260
Oh, and if you're lame and playing without alignments, just say that the character's personality does a complete 180 in all respects.
>>
>>78644134
It's the janitor's room.
Cleaning products abound, though even the ones in there that are mundane and not magical can be dangerous if used improperly.
Labels are handwritten by the janitor, who uses shorthand and symbols frequently, and writes in their native language of Portuguese.
Has a nice photograph of his daughter Bianca framed on the wall. If you damage it, you're cursed with unending filth.
>>
The first character to see this room sees an exact duplicate of what they looked like when they were 5 years old (or equivalent age for nonhumans), standing next to a treasure chest. The child version of them asks "is there anything you want to tell me?"

The child is an illusion and ignores any questions. If the adult version of the character tells it something, treat it as though the adult had cast the spell Wish, using what they asked for as the framing device of the Wish.

Once the Wish is granted, the illusion disappears.

The treasure chest is unlocked. It contains dried, preserved fish.
>>
A wall with the words 'DON'T LISTEN TO IT', scrawled in dried blood.

This is a pure psych-out and doesn't actually connect to anything else in the dungeon.
>>
One wall of this room contains a massive carving of a devil with its mouth yawning open. It is utterly black within the mouth. Investigation reveals that the blackness is actually just a paint job against the wall, although one brick of the wall is false. Removing the brick reveals a button that, if pushed, causes a trap door to open immediately above the player's head and a wooden placard to fall out, dealing 1 bludgeoning damage to the player unless they succeed on a DC 10 Dexterity saving throw (or system equivalent).

The placard reads "and here is where the Sphere of Annihilation will go if Acererak ever gets back to me, the numbskull".
>>
>>78652800
Rerolling, this one's fun.
>>
A wall with the word "overthinking" on it. The room is otherwise empty, but the wall can be walked through by anyone who doesn't overthink it. On the other side is a troll's head nailed to the wall.
>>
>>78652548
This one's also fun, rerolling. Will only reroll once per room I make, though.
>>
This well-furnished and decorated room will, five seconds after someone steps into it, lock all the doors and implode five minutes later. Hidden somewhere in this room of furnitures is a key that will open any of the doors. Once the room has imploded, it is rendered inaccessible.
>>
There is a large 8 x 8 grid of black and white tiles in the center of the room. Stationed on the side of the room opposite of the party are 16 poorly conceived clockwork robot girls, who challenge the party to sexy death battle chess.
>>
>>78644134
A single goblin armed with a wooden sword, just for shits and giggles.
>>
A room themed like a cavey banquet hall, with a long table with mountains of food.
In the room you meet an anorexic elf who encourages you to eat only the food on black plates, however all the food on the black plates appears rotten. The white plates appear to look a lot more edible.
If you eat from the white plates, the black food will morph into a rotten food monster. If you eat from the black plates you get the shits. If you decide not to eat either, the elf will look sad and curse you, causing you to have the shits.
>>
This room is covered with snow to a depth of six inches, beneath which is fertile soil and in the center of which is a dormant apple tree. The walls are painted as though to suggest an apple orchard covered in snow, and the ceiling is painted as though to suggest a wintry sky.

As soon as the party enters, an orange equine creature trots up to them with shovels and asks them to help get rid of the snow and that they're not allowed to use magic to do so. She admits she has no way to repay them.

If the party helps the equine shovel snow out of the room, it takes 1 round to clear a 5-foot square (the equine helps). At the end the equine says that it was mighty kind of the players and wishes them luck.

If the players clear the room of snow without using magic and return to this room later, the landscape has changed to a warm spring and the apple tree is ready to be picked. The equine is nowhere in sight but a note by the tree says that they're free to eat as many apples as they like. The apple tree has 1d20+10 apples. Each apple acts as a berry from the Goodberry spell.

If the players harmed or killed the equine or used magic to clear the snow, then if they return the room is still wintry and the equine is nowhere in sight.
>>
>>78651451
>>78652851
Not gonna lie, this room would be terrifying if both were combined.
>>
>>78653032
Rerolling
>>
>>78646490
11: Bodaks

Could be a puzzle too as a room of mirrors cause you know, death gaze

Am I the only one who likes bodaks? Way better than tired vampires or wraiths
>>
>>78653273
retard
>>
The Pleasuredome-A harem with slim women reclining on couches behind perfumed curtains.

A band of ugly gnomes provide a flute and obo background soundtrack sit in one corner, and above all hangs a glowing chandelier.

>The shapely women are flesh golem?

>The gnomes are imps

>The chandelier contains the souls of slain adventurers. When it reaches 100 souls it will summon a greater demon

The sound of the teleporter is heard behind you,a cultist cleric and 4 evil knights
>>
Keep adding anons!
>>78648143
This is a fun concept, so I will roll for it
>>
This room is an altered space that's 20 times bigger than it appears. The floor is filled with land mines, theres a small pond with submerged mines, and bouncing mines against flying objects. The door the other side is rigged with explosives. The explosive devices are restocked after a month. The amont of explosives on any other day is inversaly proportional to the amount of explosions on the outside world, meaning comemorative days/wars are the safest days on this room.
>>
>>78644134
rolling for room...
>>
>>78658051
Um, there's two room 50's, but I am not seeing 51...

The Dungeon Fitness Center
Here, wimpy monsters are trained to be stronger.
The room is filled with various types of fitness equipment - free weights, kettlebells, treadmills, etc.

Currently, there are several humanoids training under the instruction of a vicious female drow mistress of fitness.

This may be a combat encounter, or not.

However, after the players learn about the gym, every humanoid encountered has a 1 in 6 chance of being a fitness club member. All member creatures have +1 HP per die, and do an additional +1 damage per attack.

I hope this wasn't too dumb.
>>
This room is empty. At a second glance, it is spotlessly clean - no dust, no cobwebs, nothing at all.

(Construction diary: "It feels nice to give the upcoming heroes a room to rest. Perhaps they will fumble with poles, throw things inside, or spend a detection spell or two at first.
Note to self: Need a nearby spot for the bound unseen servants and a garbage dump.")

The room is regularly cleaned by unseen servants - it's up to the DM/GM to decide if they do it after each dungeon delve (in this case it's just an empty but unnerving room) or say up to daily, making interactions with the cleaning force possible.
>>
>>78645982
Elf femboy buttsluts with trays of appetizers and strong drink. Roll 1dX per round to see who gets the HP draining orgasm. Fun for the whole family!
>>
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>>78644134
God I hate nonsensical floor plans like this shit.

It's a room with some old musty furniture, a table, some chairs. Faded papers are scattered in a heap on its face and old candles have their wax long melted into the tables gnarled oaken surface.

The floor is covered in bear pelt rugs and underneath there are strange scratchings on the floor. A sword rack is placed near the door, though the blades it housed are long gone.

Use words like "abandoned, forlorn, musty, forgotten, quiet, solitary, lonely" when describing this room and the mundane furnishings within.

There is absolutely nothing special about this room, though the doors can be barred from the inside with heavy oak slabs that rest against the doorframes. Perhaps this was a guard post or some other strategic choke point, long ago, and though old and smelly, the rugs are free of lice and serviceable for resting.
>>
>>78646490
This room is sealed with vault like doors. Inside are 6 pedestals. The first pedestal has an ornate bottle labeled as a elixer of health, within is a mixture of powerful hallucinogens and laxatives. The second pedestal contains a brass circlet labeled circlet of transmutation enchanted to transmute hair it contacts into ticks. The third pedestal holds a stone enchanted to appear as a phoenix egg and explode 15 mins after being removed from its pedestal. The fourth pedestal holds a bag of gold coins that are actually brass and enchanted to transmute gold to lead once each on contact with gold. The fifth pedestal will contain an amulate which when worn will tighten around the neck of the wearer strangling them. The sixth pedestal holds an innacurate map of the dungeon.
>>
A room comprised of large river stones and grout, some of which have moss growing on them. The only source of light in the room is a fire inside of a 1x1x1m cage in the very center of the room. As long as the room is dark or the cage has not been destroyed 1d4 monsters are appear every 3 rounds. If the room is lit up with at least 5 torches or the equivalent of that, the cage gets destroyed or completely covered; monsters will stop appearing.

The monsters that may appear:
1-2 Zombie 15% chance to have armor or a weapon
3 Giant Spider
4 Giant Wolf Spider
5 Skeletons who only use their bows, 5% chance for them to be magic bows
6 Fire Elemental
>>
The entrance to the next room is through a set of magically locked double doors made of iron. A swarm of Rust Monsters have been attracted to the iron doors, but many of them have died and are full of rot grubs. The key to the iron doors is a wooden one, tied to one of the rust monsters that is either dead or alive.
>>
>>78644134
Okay, so my room is pretty sparse. Has a door in it. Open the door and a big log on ropes swings out and knocks the shit out of you. If the party investigates further, next to that door is a hidden door that, when opened, has a metal post the same size as the log with spikes on chains that swings down and murders the hell out of the person who opens the door. Behind that tripped metal log trap there is a secret door. If opened, it locks the door to the metal log entrance closed, fills the two rooms with gas and explodes. If they survive that, the door unlocks and the room containing the gas has a metal chest. It is a mimic. If the mimic is killed, it triggers a swinging blade trap.

The mimics corpse has a scroll on it depicting a wizard with both hands in front of him with his middle fingers extended.

That's it.
>>
>>78658889
This post getting the digits needed is equal parts retarded and hilarious.
>>
OP here, reading through the thread while eating dinner, writing down the relevant post numbers and ideas. Will update the map shortly.

Some of the more grandiose ideas may be trimmed a bit to fit in their respective rooms; I will convert your posts as faithfully but still economically as possible.
>>
>>78653054
For bonus effect, what if some of the relatively worthless treasure is a map that conveniently leads the players to this room?.

And by conveniently, i mean, literally re-writes itself with one goal: lead the players here.
Maybe its a map mimic that got taken out of that place or something?
>>
>>78652830
Fuck I was going to do this.
>>
>>78644134
seems fun
a completely dark room filled to knee height with oil
brittle, unlit torches near the entrance
>>
There's a box on the floor that says that only dumb assholes get in this box. The door to leave doesnt unlock until someone in the party gets in.
>>
>>78644270
Needs a little something. Put the pit in magical darkness and silence and an anti-magic field (that cancels out everything but silence and darkness, obviously.)

They were warned, but they can't see if the warning was true without dying (or using non-magical flight), this way. After all those ignored warnings, the trap needs to be a real killer, after all.
>>
The room is very loud for no discernible reason. Nothing else unique about it.
>>
03

A naked elf in chains in suspended animation. On a X shaped table, spread with her body perfectly virginal.

The dead end corridor from room 03 has skeletons, wearing the clothing of elven royal guards. The elf girl can be awoken with a kiss on the lips.

And yes, it took magical teleports to get the the corridor leading to 05 and 03.

05 is a alchemical wonderland of glassware, but no liquids. (THere are stains on the floor.) Two books written by a wizard are on a table in 05.
>>
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>>78646522
>>78647310
>>78648277
>>78649040
>>78649503
>>78651571
>>78651766
>>78652200
>>78652260
>>78652773
>>78652830
>>78652548 (virtue of >>78652841)
>>78653002
>>78648143 (virtue of >>78657380)
>>78658131
>>78658889
Rooms remaining (sticking to strictly shorthand for the update posts; see the map proper for more detailed explanations of some rooms)

COLOR GUIDE:
Red - Combat encounter
Blue - Puzzle room
Green - Environmental hazard or feature
Purple - Safe room, possibly with friendly NPC
Black - Explains connections with neighboring rooms/hallways

11
22 - Bedtime story lich
33
44
55
66 - Magic fish pond
77 - Frustrating obelisk
88
99

10 - Torch puzzle
20 - A watertight room filled with blood
30 - "Overthinking" an illusory wall
40 - Radical Edward, the Dwarf
50
60 - The Man in the Mirror
70 - A bottomless pit
80 - Treasure glued to a brittle floor concealing a giant spider
90 - Iron golem party

02 - A goblin armed with a wooden sword
03 - Unshielded nuclear reactor
05
07
13
17
19
23
29 - Teleporting scarecrow
31 - /fit/ run by /d/
37 - Kobold Grand Central Terminal
41 - Existential child illusion brought to you by the Make A Wish Foundation

43 - Ruby-eyed statue
47 - Choice of cups
53
59
61
67
71 - Just an enormous gelatinous cube
73 - "DON'T LISTEN TO IT" written in blood
79
83
89 - https://www.youtube.com/watch?v=aRq1Ksh-32g
97

00 - Hot sword
25 - Disco skeletons (of doom)
75 - Single succubus honeypot
>>
>>78660671
A room that simultaneously exists in the Feywild and Shadowfell. Take a random creature from each plane, merge them together, and make it a miniboss.
>>
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>>78659879
>>78659913
>>78660067
Rooms remaining

COLOR GUIDE:
Red - Combat encounter
Blue - Puzzle room
Green - Environmental hazard or feature
Purple - Safe room, possibly with friendly NPC
Black - Explains connections with neighboring rooms/hallways

11
22 - Bedtime story lich
33
44
55
66 - Magic fish pond
77 - Frustrating obelisk
88
99

10 - Torch puzzle
20 - A watertight room filled with blood
30 - "Overthinking" an illusory wall
40 - Radical Larry, the Dwarf
50
60 - The Man in the Mirror
70 - A bottomless pit
80 - Treasure glued to a brittle floor concealing a giant spider
90 - Iron golem party

02 - A goblin armed with a wooden sword
03 - Unshielded nuclear reactor
05
07
13 - Knee-deep in oil
17
19
23
29 - Teleporting scarecrow
31 - /fit/ run by /d/
37 - Kobold Grand Central Terminal
41 - Existential child illusion brought to you by the Make A Wish Foundation

43 - Ruby-eyed statue
47 - Choice of cups
53
59
61
67 - An even worse bottomless pit
71 - Just an enormous gelatinous cube
73 - "DON'T LISTEN TO IT" written in blood
79 - Unfinished "Overthinking" with sour grapes
83
89 - https://www.youtube.com/watch?v=aRq1Ksh-32g [Embed]
97

00 - Hot sword
25 - Disco skeletons (of doom)
75 - Single succubus honeypot
>>
>>78660885
The room is in a building in another plane entirely that overlooks a large city
>>
>>78660885
A room with a lever in the middle. When more than one person enters, the door you entered through closes, and the floor, that is an iron grid starts going down into lava. You cannot open the door. Pushing the lever stops the floor from going down, but you can't get out. If you push the lever again, it just keeps going down. Then it stops right above the lava level and another door opens.
It's actually an elevator that for some reason was built above a lava pit. Next time you get in, it will start going up.
>>
>>78660671
Fuck off a cliff, nigger.

What the fucking hell was wrong with my room desc?

(Okay, so I picked two rooms and corridor. They are not connected to the maze.)
>>
This room contains two clay golems that mindlessly attack any who enter. Inside one of the clay golems is a mace. The mace is a +1 magic weapon. Additionally, whenever it strikes an iron golem, the golem is instantly reduced to 0 hit points.
>>
>>78661099
>Post numbers determine which room is yours.
>>
A moustachiod man with a hammer and his depressed tortle friend approaches the party and faces them across the room. Red curtains unfurl down and cover each wall, then rise up, revealing a huge audience of people. On a critical hit, the audience will throw a useful item to the party. On a critical failure, they'll stone them with a barrage of rocks. The enemy has one lair action; an Earth Tremor spell upcasted to level 5.
>>
The room is well furnished and comfy. A femboy reclines on a comfy chair with his feet on an ottoman. Roll a dc 15 charisma saving throw; on a fail, your character must massage his feet. On a critical fail, you get fucked in the ass and get aids.
>>
>>78644134
A trapdoor in the hallway that drops the wictem in to a 20' deep pit with 5 ghouls at the bottom
>>
>>78660885
Room that contains the exact contents of a previously visited room, except everything is now a mimic. Unless it was the mimic room, in which case everything is perfectly safe.
>>
>>78644134
An endless sea of cubicles, where clerical kobolds are engaged in the bureaucratic necessities of running a dungeon.
>>
>>78650269
makes navigation otb difficult and complicates the map without actually adding any meaningful choices for the players.
>>
>>78661099
Rooms remaining.

Assigned the last few rooms additional numbers (on top of their preexisting numbers) to speed up the last few picks. From this post onward, all empty room can be filled by anyone whose post satisfies either of the numbers in its space.

Numbers remaining:

00
11
22
33
44
55
66
77
88
99

10
20
30
40
50
60
70
80
90

05
07
17
19
23
53
59
61
83
97

25
75
Trips
>>
rollin
>>
>>78662736
lemmie get uh 33. 3 shells one with a coin underneath
>>
>>78662736
>>78662762
just post your idea my dude and if the last two digits meet one of the empty ones it gets included otherwise not
>>
>>78662762
>>78662791
i mentioning myself because i am a messy boy :3 sorry about your paperclip chain.
4 Skeleton Bards with xylophones
>>
>>78662679
A dense pine forest grows here. Any who linger overly-long here hear the twang of distant stringed instruments. The longer a person stays in here the bigger the forest seems to get until eventually finding an exit is almost impossible.
>>
>>78662679
whole damn thing greasy walls floor ceiling. whole bitch greased and 2 kobolds sit playing cards and attack anyone who sets foot in their domain
>>
>>78663004
>>78663004
one mo time for whole thing greasy but this time the kobolds are playing darts instead of cards
>>
A gelatinous cube approaches, due to its transparent appearance it looks like a skeleton armed with a long sword is attacking
>>
A statue of a hunched old man rubbing his hands together , it has a magic mouth type spell that speaks lies and insults to human fighters, others race/class don't hear any thing from the statue.
>>
>>78663211
this meant for
>>78662679
this
>>
>>78662679
The room appears to be an idyllic forest clearing with a clear pond of water clean and pure enough to drink from. While the forest seems to go on forever, it is impossible for the players to move further out than the physical space of the "room" itself, although objects can be thrown out beyond this "barrier".
>>
>>78663808
This.
>>
>>78657449
Re-rolling because I like landmines.
>>
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>>78662679

A room with four stone statues depicting ancient humanoid warriors that were buried here long time ago. They did some kind of great deed together, but all mentions to the deed have been scraped from engravings.

Runic names are extremely faded, but one is at least "The Ale-Drinker >>78646047
and another is "The Fallen Miner" >>78649040

Air feels heavy and smells moldy. Large amount of dust has lies on top of almost everything. Hidden by the dust, the floor between the statues contains a mosaic map of the original crypt that this dungeon was at the beginning. It has barely third of the current rooms and corridors and none of the actual burial chambers of the warriors.
>>
>>78662679
a stone gargoyle which cast fireball 16 times in one turn at whoever walks in. it does this forever.
>>
>>78664608
A second vote for this. Good lore.
>>
A room with two statues and two doors with the classic "one always tells the truth, one always lies" puzzle to figure out which door to take.
>>
A room decorated with cute kitty decor. There are cat climbers, hiding places and litter boxes scattered across the room. On a shelf there sits a bell shaped like a mouse, when rung it turns the weilder into a mouse for 1d10 rounds and summons 1d10 cats. The only escape from this room is a small mouse hole(s) along the wall
>>
>>78649670
rerolling for >>78662679
>>
The room as a large machine with two buttons (red adnd green) and a display that reads Monster Factory. Pressing either button starts the machine and generates a monster with a few d6 rolls.

Base
1. Cave Bear
2. Giant Boar
3. Giant Snapping Turtle
4. Giant Crayfish
5. Giant Vulture
6. Allosaurus

Element (adds 2d4 damage to the base attacks
1. None
2. Acidic
3. Lightning
4. Fire
5. Poison
6. Necrotic

Special Abilites
1. Breath Weapon (as wyrmlings associated with their elemental typing or just fire)
2. Winged (40ft. Flying is added)
3. Regeneration (like trolls)
4. Splits (Like Ochre Jellys)
5. Rusts metals (Like rust monsters)
6. Displacement (Like displacer beasts)

The displays then asks "Foe?"
If the green button is pressed, the new creature fights the adventurers
If the red button is pressed the new creature joins the adventurers
>>
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>>78662679
Rerolling >>78658386. Gonna lewd your dungeon real good. It will be B U E N O.
>>
>>78644134

i would like you to add a single dark hallway filled with 300 rakes submerged beneath a shallow pool of black water so no matter how much light you shine on them they can't be spotted. Every step you take you have to roll to see if you land on a rake and if it hits you on the face.
>>
>>78667311
You utter monster.

I would like to add a similar room, but rather than water, the rakes are invisible.
>>
An exquisite fountain with a basin filled with coins and a Marid bound to it
>>
>>78644665
A bonfire with a spindly twig poking out the top. Should anyone rest in this room, then for the next week, if they should die, they will suddenly find themselves in this room absent all but their clothing and a single nonmagical weapon. They will find their Visage ghastly and emaciated until they touch their own corpse, which immediately following their death will rot at an accelerated pace and will completely crumble into nothing after two weeks have passed.
>>
>>78662679
Remnants of another adventurer camp. They were struck by unseen forces in their sleep. The only clue that survived was a hastily scrawled note fragment that says "I told him we shouldn't have trusted the damn statues.
>>
>>78662679
An empty room with just a black 17 and a red 30 written on the floor.
>>
The first person to enter the room becomes invisible and blind for an hour. Inside the room is a dead skeleton with a magnifying glass. The invisible person can be seen and see through the magnifying glass.
>>
>>78662679
rerolling >>78673041 I hope you finish this because I reckon it would make for a fun one shot.
>>
>>78673063
A dungeon this big is definitely at least 4 sessions
Rerolling for >>78666463
>>
The room is split in half by a bottomless, 1d4x10ft wide chasm or at least the illusion of one. The last 5ft of the "chasm" are actually part of a real bottomless chasm
>>
This room have only 3 walls with doors to each side. The 4th wall is a window to another plane. If the explorer look throught the window, it must roll a will test, or it will become mad with the realisation of being only a character being controled by higher beings.
The effects can be reversed with a enought powerfull strike to the head, or by making a joke towards the 4th wall.
>>
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>>
A large black armored knight greets the adventurers. He explains they are free to leave without a fight. Alternatively they can choose to fight him. If they win, they receive a key to a chest in the corner of the room containing a ridiculously large sum of coins. If they lose, they will become a brainwashed harem and spend the rest of their days satisfying his every whim.

In the event they lose, you guys stop playing your current game and start playing MAID instead as a result.
>>
>>78662679
A pit and some pendulums with an ethereal crow that screams nevermore whenever you get sliced when trying to cross the room. Attacking the crow causes it to crumple and say Lenore only for it to rise and say nevermore.
>>
A room with rapacious goblins that forces you to switch systems and play FATAL
>>
>>78644134
The room is decorated extensively with tapestries and carvings of the massive hairy humanoid that sits behind a chest-high table; also elaborately adorned and holding a stack of papers and a scale. Beyond ornate candle-holders the walls behind him and about the room have a variety of hand-carved and adorned shelves, all empty.

The indeterminate humanoid, named Pawn, greets you in Goblin with a booming voice to his "bazaar" where he offers to sell the adventurers his finest goods out on display and to buy their treasures. If the adventurers point out he has no stock, he becomes flustered and nervous; but otherwise remains cordial. None of the decorations, he insists, are for sale and he will fly into a rage and attack if they're damaged or taken.

The shopkeeper will pay fair market value for gemstones, artwork or other treasure and will pay well over that for foodstuffs or livestock. He will also enthusiastically sell anything the adventurers sell to him at the price he bought it for.

Clever adventurers may ask to buy a map or ask for directions, which he'll gladly draw up the surrounding closest rooms in detail from memory for 25 gold pieces.

He is knowledgeable only about the nearby sections of dungeon and basic affairs of the region; though he has an exhaustive knowledge of mercantilism and business. He will appraise treasures for a single silver piece and is exceptionally accurate, down to the individual coin value and what kind of buyer will pay that price.

Other creatures in the dungeon appear to fear him and suggest the "bazaar" is a recent invention by him. In combat he is exceedingly brutal and vicious. When slain, an eloquent letter with abysmal handwriting can be found on him from his brother "KING" who suggests he take up peaceful enterprise, as he is allegedly the gentler of the two. GM's discretion if, when and where KING may appear.
>>
>>78644134
This room has a bespectacled man reclining in a chair next to a fireplace. Another similar reclining chair is next to him. Anyone who sits in the chair will be asked how they are doing, and when they answer, will be asked how that makes them feel.
>>
A moldy storeroom, full of barrels of stagnant water and racks of wine long since turned to vinegar. Searching the room reveals a few still useful items; two canisters, one containing lamp oil and the other a solvent, and a crate containing 24 torches.
>>
>>78644134
A room containing some form of very sensitive explosive, and a rock golem, a single spark will cause the explosives to deteonate and cave in the room, killing the adventurers.
>>
>>78644134
This room has a high number of Flumphs, the party's number squared. Being closely packed, they started feeding off each other's psychic emanations, which keeps them alive, but also makes them insane. In any round they are forced into combat or some other stressful situation, treat them as affected by Confusion. They want the party to help them settle other rooms, and will honestly help, but will neglect to mention their insanity.
>>
OP here, updating the dungeon.
>>
>>78662820
>>78663211
>>78663808 (virtue of >>78663919)
>>78665405
>>78672900
>>78666463 (virtue of >>78673417)
>>78676277
>>78678653
Rooms remaining (and relabeled; check map for new numbers).

Room no. 1 - 01 / 10 / 11 / 09
Room no. 2 - 02 / 20 / 22 / 90
Room no. 3 - 03 / 30 / 33 / 99
Room no. 4 - 04 / 40 / 44 / 00
Room no. 5 - 05 / 50 / 55 / 25
Room no. 6 - 06 / 60 / 66 / 75
Room no. 7 - 07 / 70 / 77 / Trips
Room no. 8 - 08 / 80 / 88 / Quads
33 / 66
55 / 99
23 / 60
58 / 25

61 / 75
97 / trips
50 / 70
80 / 83
>>
A golf cart affixed to the floor like an excersize bike, missing several components which are scattered about the room with tools.
The players must repair it to enter the other door.
If they fail to the point it's permanently fucked then there is an audible sigh and the door falls open.
>>
>>78679634
Can you post a map without numbers on it so I can use that for my players, and have the version with notes on the GM layer.

Also rolling for a room that's nicely furnished with beds and all, but if they take a rest everything turns out to be mimics.
>>
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>>78679995
Here you go.

I don't suppose you'll be able to tell me how it goes but if you're feeling lucky, I hang out in the 5e and OSR generals a lot.
>>
The room is full of greenery and contains a hidden wood elf who casts heat metal on any members with metal armour or weapons.
>>
The floor of the room is covered in mouse traps which cause players to fall over due to intense pain if stepped on.
>>
>>78679634

suggesting this: >>78664608
>>
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>>78658425
Agreed. There is way too much useless twists and turns, but the most eye-hurtful are the plain deadends and useless clutter (pain). Some of them could be made into interesting by noting that they are little (secret?) rooms or collapsed corridors, but some are just plain stupid.

Then there is the rooms without any connections (purple) that need an explanation or should be deleted.

Finally the entire blue part is not connected at all, and contains the one of the two stairways.
>Suggesting that we make a corridor to orange spots or some kind of teleporting action etc is needed.

Anyway, gosh this map hurts


>>78679995
>>78680076
Dear almighty gygaxian gods do not use this map without sanitychecking and number of fixes. your players will hate you otherwise, you have been warned.
>>
>>78679634
A monster break room. A random assortment of monsters from rats to liches are puttering about the room, eating, drinking, and relaxing. A succubus (wearing a t shirt that says "His") and an incubus ("Hers" t shirt) tend the bar labeled "Bit of TnA" and offer supplies to the party.
>>
>>78681159
OP here, I mostly intended this thread in the spirit of a few I'd seen previous, long ago; just a bit of communal fun, /tg/ converging to throw together a wacky funhouse dungeon by committee, seeing what stuck. Since any room could by anything, I wasn't planning on using anything as-is (and would advise the another anon >>78679995 considering it to practice editorial judgment as well).

The layout itself though was just churned out by a random dungeon generator, which I've since learned how to better fine-tune for more sensible results. I agree there are too many hallways and isolated circuits to be fun or practical.

Anyway, must be off. If the thread's still up when I return and the last few rooms still aren't filled, we'll have a lightning round guaranteed to finish things up.
>>
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>>78681409
Completely agree OP.

Here a map that is at least not insanity causing
>>
Rolling for 3 gnome wizards mounted on dogs but the wizards have granted themselves magical invisibility and will not attack unless the furnished room or their dogs are disturbed
>>
>>78675976
Rerolling this for fun
>>
>>78675076
Re-rolling
>>
The room is full of various armchairs. Sitting in these chairs reveals nothing special about them, save for one chair that's so incredibly comfy its current occupant refuses to leave it and must be removed by force.
>>
>>78679634
In this room, there is a pedestal with a pendant made of gold with an assortment of gemstones, roll 5 times on the treasure table from page 137 to 139 in the DMG (or system equivalate) to determine the worth of the pendant. The room is just cold grey stone, with grey stone walls.

The pendant is cursed with paranoia and can't be dispelled except by a level 6 dispel magic or higher. Anyone trying to interact with the pendant in any way (such as knowingly and actively getting closer to it) will have the DM ask them to do an abritrary roll in an abitrary stat and mutter "interesting", "hmm", "okay", (any common but short indication of intrigue is permitted) or give a little chuckle and then imidatly carry on. If a player ever asks what the roll was for, reply with "you'll see soon enough" or the like. Wearing the pendant gives the same effect with resonable intervals without interacting with it. Any NPC given (or sold) the pendent will after 1d10+5 days try to get rid of it by any means believing it to be cursed.

All of the stones are exceptionally creaky and the DM should in great detail describe how each stone feels to step on. But otherwise harmless. The pedestal is also really creaky when the pendant is pullet off it, with an audiable click, which will have every player roll a DC10 dexterity check for no penalty should they fail it. Besides the afformentioned "you'll see" comment by the DM.
>>
>>78679634
A lava moat temporarily transformed into a relaxing hot spring. After one living being enters it and stays for about two minutes, the spell wears off, and the "spring" returns to its true shape.
>>
>>78679634
Room that has seen a battle long time ago. Scattered d3 skeletons still lie around. On the middle of the room is an empty brazier. No other source of illumination is inside this abandoned chamber
>>
A maze with illusory walls, traps and monsters. Theres a pack of shadow mastiffs or a minotaur lurking around there
>>
>>78679634
The room features a large stone door, a finger sized hole in the wall with a button at the end which opens the door, and an elaborate spinning crossbow trap that triggers upon entering the room.

The door to continue forward is made of stone and mundane, it can be broken down if you've got tools.
The crossbow trap is basically a stack of repeating crossbows on a swivel, when tripping it via a tripwire or pressure plate, they spin around and unload bolts in all corners of the room.
The finger sized hole in the wall holds a button at the end, pressing the button opens the door, but it also triggers a guilotine that severs whatever is at the entrance of the hole. Examining the floor below the hole will reveal several sticks with their ends cleanly cut off. Basically requiring you to use one of the many crossbow bolts scattered around or lose a finger. Addtionally, the party may overlook the sticks when assuming that they're probably just crossbow bolts.
>>
>>78644134
A room that's apparently just an empty, yet humid space. The door is made of bone-like material. If a player tries to break down the door, they are hit with damage like a punch to the face.
Upon leaving the room, the character gets an intense stomach ache, vomitting themselves out into the hall for 1d6 acid damage. Their old form then withers away to dust.
>>
In the room there is a table with a potion on it with a note saying drink me that tastes sweet and shrinks the person who drinks it, and a cake with eat me written on it that makes the person eating it grow.
>>
1d10 horny gay ogres appear
>>
Entering this room, through a wide door at the center of the wall, it appears to be a sculpture room with half columns attached to the walls, and some candles on the floor illuminating the sides of the room. Remnants of the initial sculptures have been destroyed, with varying degrees of what is left intact, and have been replaced with two, fetishistic additions made fairly recently, yet painted with very life-like complexion, enough to fool a person thinking these are real people.

On the opposite corner from the door, is a marble statue of what appears to be a pregnant lady, although her belly seems larger than normal, maybe a bit execessive; some would say a bit on the fetish side than a pregnancy (for reference, vore art).

Her pose is of her in a criss cross applesauce, with her right arm touching her belly, and her head tilted down gazing below with a knowing smile. There is block of marble next to the first statue, and another similar but unfinished marble statue where its only a rendition of similar style belly.


There's a goblin rubbing his creation's belly, carassing his head against it, and even kissing it. One can assume he is the one reponsible for the new pieces of art, as he is wearing a flat cap and some tools laid nearby him could suggest this.

Upon investigating this particular statue further, they could discover a hole that's been bored carefully right behind her up to her belly, small enough for a goblin to fit in in order to simulate being vored. In fact, there's three goblins in her belly all in fetal positions right now, asleep.

If the goblin sculptor is provoked, he'll grab the nearest hammer to his right and then knock on the belly of the sculpture to alert the other goblins; only one has a dagger, the other two shall brawl with their fists; one has a helmet on.
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>>78679634
Like a hundred fucking orcs all ready to kick ass for no reason at all.
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>>78644134
A single dire wolf. It just wants food and will leave you alone if you give it any kind of meat.
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>>78644134
A cavern like room with 3 flumphs and soft glowing mushrooms, where the party can rest up,
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A monument of granite that reducds whomever speaks its command word to ash. It's command word: The Statue Got Me High, is written on it along with
"My coat contained a furnace where there usee to be a guy,"
"The truth is where the sculptor's chisel chipped away the lie".

All items, armor and equipment are left behind.
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>>78681159
I love labyrinthine dungeons but navigating them is a pain in the ass for the players.
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OP here, finally back. Stand by for updates, and a lightning round for any rooms that somehow remain.
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In the room is a pyramid of dictionaries on a table inscribed with mathematical equations. Adventurers take a point of psychic damage for every word spoken while in the room.
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>>78698086
A possessed carriage that resembles the true humanized cars from cars that the players must fund an expedition to bring down the dungeon and rescue from centuries of monotony. or painstakingly disassemble to no obvious reward
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>>78695666
these trips are gay and not based go break a cd with your pp
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>>78664608 (virtue of>>78680744)
>>78675076 (virtue of >>78682510
>>78688820
>>78689333
>>78695666
Rooms remaining (with new numbers).

Room No. 3 - Any post ending in 1, 2, or 3
Room No. 5 - Any post ending in 4, 5, or 6
Room No. 8 - Any post ending in 7, 8, or 9

Additionally, any post (made before these final three rooms are filled) ending in 0, if it features a trap or monsters, will be used to populate a random encounter/dungeon hazards table; posts featuring puzzles will be disregarded.
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>>78698525
A hallway trap that sprays the person who trips it with pheromones. No damage, but they are exclusively targeted by all monsters in the next room.
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A large man-like creature with its body fully covered in thick white hair and blue eyes sits near a campfire. It challenges anyone willing to a friendly dance-off.

The contest consists of a series of opposing performance and constitution checks.
If the challenger wins, he gets a bonus to his constitution checks until the next sunrise.
If the challenger loses, he collapses unconscious from exhaustion and recovers in 6d6 hours.

If someone was playing music during the dance-off the instrument used is imbued with a druid spell of DM's choosing.

After the dance-off the creature congratulates the challenger and dissapears in a cloud of smoke.
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>>78698525
Teleport trap sends you to one of the disconnected chunks of 88,89, 07,13,10,20,50 or 30. Deadends from those chunks lead back to the corridor or room the trap sprung from.
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>>78698525
This cobblestone room is littered with eyeballs inset into the stones, watching th adventurers. Players make dex checks for every few feet of movement to avoid stepping on an eyeball.
If an eyeball is poked/stepped on/irritated, the rooms walls unfold to reveal 4 giant stony arms that attack the party.
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>>78698525
3d6 orcs throwing dirt clods at each other.
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>>78644134
A creature that looks like a different 4-legged creature to each party member.
>1d6
1 a horse
2 a panther
3 a wolf
4 a giant sloth
5 an elephant
6 a unicorn
Any interactions with the creature will be as though it were the creature it appears to be (Size, attacks, behavioral cues, etc.)
The DM should not make it clear to the players that they are seeing different creatures, instead referring to it like it's the creature type it appears to be when addressing a specific player or by referring to it as, "a fearsome, 4-legged beast" when addressing the whole party.
>Reaction roll (1d6)
1 It appears bored and sleepy
2-4 Territorial and defensive
5-6 Aggressive and will actively hunt down the player characters if they leave
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>>78698525
There is a man with no bones sprawled out on the floor of an otherwise empty room, if the PCs carry him along until all his bones have been replaced he will grant them one use of the Wish spell. How exactly they are meant to get the entire skeleton inside him safely is an excersise left to the imagination and resourcefulness of the players.
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The door(s) to the next room is locked
There are many cracks and cervices in the walls, several of which have levers, most of them have creatures such as Rot grubs, Scorpions (potentially giant ones), Cockatrices, poisonous snakes, green slime or other oozes and such.
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>>78644134
>The door opens into a well-appointed royal loo. Tywin Lannister sits upon one of the stalls. Through a mystery of space-time, the player characters all know who he is and what is about to happen. He appears somewhat annoyed, but carries on with his business. There are two other stalls open.

If the players attempt to leave the room by the other door, he shakes his head and says "I wouldn't go that way if I were you." Exiting through the other door makes the player character appear elsewhere in the Great Dungeon.

If engaged in conversation, Tywin seems disposed towards discussing life and death in a philosophical manner, giving short, terse and sensible answers to any PC observations.

If attacked or assaulted, Tyrion Lannister arrives within 1d4 rounds armed with a crossbow, at which time he'll confront the PC's as to why they're attacking his father. He seems distraught, and is also ready to expound philosophically on the nature of life and death.

Neither Lannister can leave this place by any means.
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Bump
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bump
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>>78698775
>>78698847
>>78698963
And that's a wrap.

At the DM's option, the creature from >>78698840 may appear as a random encounter; otherwise, all random encounters should be presumed to be creatures from other rooms which have since left, their types to be determined by those rooms (kobolds are an obvious pick since they've burrowed their way all over).

The evil wizard thanks you and vanishes, leaving only a map to the location of his fiendish new lair. Scrawled in the corner of the document, he also explains he magically stole one of your kidneys. You suddenly feel a dull pain in your side.
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>>78711479
ROOM GUIDE

Red Rooms - Combat encounter.
Green Rooms - Rooms with dangerous or unusual features, including traps; may result in combat encounters; these rooms are best avoided or cicumvented.
Blue Rooms - Puzzle encounters; may result in combat encounters if failed; these rooms must be solved in order to proceed or gain the treasure they contain.
Purple Rooms - Safe rooms, good for resting or shopping, though the players can turn them hostile with their actions; currently only one purpose room exists.

RANDOM ENCOUNTERS
Every ten minutes spent in a hallway, roll 1d20 triggering an encounter on a roll of 18 or higher. To determine the encounter, roll 1d20 and consult the following chart.

1 The teleporting scarecrow (harmless)
2 1d6 kobolds (hostile)
3 1d4 kobolds (digging, distracted)
4 1d4 goblins (hostile, with wooden swords)
5 2d4 skeletons (patrolling, hostile)
6 1d4 disco dancing skeletons (distracted, can be convinced to join the party if sufficient dancing prowess is displayed)
7 A lone skeleton bard (friendly)
8 1d4 intellect devourers (hostile)
9 A lone giant catfish (hostile, but immovable in hallways; trapped, taking up the entire corridor)
10 A drow fitness coach with 1d4 gym members (jogging, distracted)
11 1d4 flumphs (friendly, insane)
12 A lone gelatinous cube (hostile)
13 A lone minotaur (hostile)
14 The dancing yeti from >>78698840 (friendly, but presents a challenge)
15 The boneless man from >>78703400 (friendly; all subsequent rolls stumble upon a piece of his skeleton)
16 The demon-possessed dwarf, if already encountered once (hostile, breaks through the wall); otherwise no encounter
17 The long-dead ruinous form of 1d4 iron golems (set piece; nothing of value to be looted)
18 A lone trapper or lurker (hostile)
19 The hairy giant shopkeeper's brother, if the shopkeep is killed (hostile); otherwise no encounter
20 The evil wizard whose lair this is (hostile; drops a small cooler filler with ice and one kidney upon defeat)
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>>78711479
>Scrawled in the corner of the document, he also explains he magically stole one of your kidneys.



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