TEXT: 	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  GM’S MISCELLANY: 
  RAGING SWAN PRESS 
  DUNGEON DRESSING 
  A SYSTEM-NEUTRAL RESOURCE 
  
  	
    
  	
    
  SUPPORT RAGING SWAN ON 
  PATREON, AND I WON’T EAT 
  YOU…PROMISE 
  
  GM’S MISCELLANY: DUNGEON DRESSING 
  Tired	
    of	
    dungeons	
    lacking	
    in	
    verisimilitude?	
    Want	
    to	
    add	
    cool	
    little	
    features	
    of	
    interest	
    to	
    your	
    creations	
    but	
    don't	
    have	
    the	
    time	
    to	
    come	
    
  up	
    with	
    nonessential	
    details?	
    Want	
    to	
    make	
    your	
    dungeons	
    feel	
    more	
    realistic?	
    Then	
    GM’s	
    Miscellany:	
    Dungeon	
    Dressing	
    is	
    for	
    you!	
    This	
    
  gigantic	
    compilation	
    comprises	
    all	
    34	
    instalments	
    in	
    the	
    line	
    as	
    well	
    as	
    scores	
    of	
    riddles,	
    new	
    material	
    and	
    design	
    essays	
    by	
    Creighton.	
    	
    
  	
    
  GM’s	
    Miscellany:	
    Dungeon	
    Dressing	
    presents	
    loads	
    of	
    great	
    features	
    to	
    add	
    to	
    your	
    dungeon.	
    Designed	
    to	
    be	
    used	
    both	
    during	
    preparation	
    
  or	
    actual	
    play,	
    GM’s	
    Miscellany:	
    Dungeon	
    Dressing	
    is	
    an	
    invaluable	
    addition	
    to	
    any	
    GM's	
    armoury!	
    
  	
    
  Design:	
     Ben	
     Armitage,	
     Alexander	
     Augunas,	
     Aaron	
     Bailey,	
     John	
    
  Bennett,	
     Creighton	
     Broadhurst,	
     Jeff	
     Erwin,	
     James	
     Graham,	
    
  Brian	
     Gregory,	
     Eric	
     Hindley,	
     Ben	
     Kent,	
     Thomas	
     King,	
     Greg	
    
  Marks,	
     Andrew	
     J.	
     Martin,	
     Jacob	
     W.	
     Michaels,	
     Julian	
     Neale,	
    
  Chad	
     Perrin,	
     David	
     Posener,	
     Brian	
     Ratcliff,	
     Pierre	
     van	
    
  Rooden,	
    Liz	
    Smith,	
    Josh	
    Vogt	
    and	
    Mike	
    Welham	
    
  Development:	
    Creighton	
    Broadhurst	
    and	
    Thilo	
    Graf	
    
  Editing:	
    Creighton	
    Broadhurst	
    ,	
    Thilo	
    Graf	
    and	
    Aaron	
    T.	
    Huss	
    
  Cover	
    Design:	
    Creighton	
    Broadhurst	
    
  Layout:	
    Creighton	
    Broadhurst	
    
  Interior	
     Art:	
     Joe	
     Calkins,	
     Paul	
     Daly,	
     Folkard,	
     Jeff	
     Freels,	
     Rick	
    
  Hershey,	
     Edward	
     Burne	
     Jones,	
     Claudio	
     Pozas,	
     Bradley	
     K.	
    
  McDevitt,	
     William	
     McAusland,	
     Matt	
     Morrow,	
     Arthur	
    
  Rackham,	
     V	
     Shane,	
     Frank	
     Walls	
     and	
     Maciej	
     Zagorski	
     (The	
    
  Forge	
    Studios).	
    Some	
    artwork	
    copyright	
    Paul	
    Daly,	
    used	
    with	
    
  permission.	
     Artwork	
     ©	
     2008	
     Jeff	
     Freels,	
     used	
     with	
    
  permission.	
    Some	
    artwork	
    from	
    Fantasy	
    Filler	
    Art	
    copyright	
    
  Rick	
    Hershey,	
    All	
    Rights	
    Reserved.	
    Some	
    artwork	
    by	
    Claudio	
    
  Pozas,	
     copyright	
     Expeditious	
     Retreat	
     Press,	
     used	
     with	
    
  permission.	
     Some	
     artwork	
     copyright	
     William	
     McAusland,	
    
  used	
    with	
    permission.	
    Frank	
    Walls,	
    Standard	
    Stock	
    Art	
    Issue	
    
  Monster	
    Mix	
    By	
    Empty	
    Game	
    Studios	
    Publishing.	
    	
    
  Thank	
     you	
     for	
     purchasing	
     GM’s	
     Miscellany:	
     Dungeon	
     Dressing;	
    
  we	
    hope	
    you	
    enjoy	
    it	
    and	
    that	
    you	
    check	
    out	
    our	
    other	
    fine	
    print	
    
  and	
    PDF	
    products.	
    	
    
  	
    
  Published	
    by	
    Raging	
    Swan	
    Press	
    
  July	
    2014	
    
  ISBN:	
    978-­‐0-­‐9928513-­‐6-­‐1	
    
  	
    
  ragingswan.com	
    
  gatekeeper@ragingswan.com	
    
  Product	
    Identity:	
    All	
    trademarks,	
    registered	
    trademarks,	
    proper	
    
  names	
    (characters,	
    deities,	
    artefacts,	
    places	
    and	
    so	
    on),	
    dialogue,	
    
  plots,	
     storylines,	
     language,	
     incidents,	
     locations,	
     characters,	
    
  artwork	
    and	
    trade	
    dress	
    are	
    product	
    identity	
    as	
    defined	
    in	
    the	
    
  Open	
    Game	
    License	
    version	
    1.0a,	
    Section	
    1(e)	
    and	
    are	
    not	
    Open	
    
  Content.	
    
  	
    
  Open	
    Content:	
    Except	
    material	
    designated	
    as	
    Product	
    Identity,	
    
  the	
     contents	
     of	
     GM’s	
     Miscellany:	
     Dungeon	
     Dressing	
     are	
     Open	
    
  Game	
     Content	
     as	
     defined	
     in	
     the	
     Open	
     Gaming	
     License	
     version	
    
  1.0a	
     Section	
     1(d).	
     No	
     portion	
     of	
     this	
     work	
     other	
     than	
     the	
    
  material	
    designated	
    as	
    Open	
    Game	
    Content	
    may	
    be	
    reproduced	
    
  in	
    any	
    form	
    without	
    written	
    permission.	
    The	
    moral	
    right	
    of	
    Ben	
    
  Armitage,	
     Alexander	
     Augunas,	
     Aaron	
     Bailey,	
     John	
     Bennett,	
    
  Creighton	
    Broadhurst,	
    Jeff	
    Erwin,	
    James	
    Graham,	
    Brian	
    Gregory,	
    
  Eric	
     Hindley,	
     Ben	
     Kent,	
     Thomas	
     King,	
     Greg	
     Marks,	
     Andrew	
     J.	
    
  Martin,	
     Jacob	
     W.	
     Michaels,	
     Julian	
     Neale,	
     Chad	
     Perrin,	
     David	
    
  Posener,	
    Brian	
    Ratcliff,	
    Pierre	
    van	
    Rooden,	
    Liz	
    Smith,	
    Josh	
    Vogt	
    
  and	
    Mike	
    Welham	
    to	
    be	
    identified	
    as	
    the	
    authors	
    of	
    this	
    work	
    
  has	
    been	
    asserted	
    in	
    accordance	
    with	
    the	
    Copyright	
    Designs	
    and	
    
  Patents	
    Act	
    1988.	
    ©Raging	
    Swan	
    Press	
    2014.	
    
  	
    
  Pathfinder	
     is	
     a	
     registered	
     trademark	
     of	
     Paizo	
     Inc.,	
     and	
     the	
    
  Pathfinder	
     Roleplaying	
     Game	
     and	
     the	
     Pathfinder	
     Roleplaying	
    
  Game	
    Compatibility	
    Logo	
    are	
    trademarks	
    of	
    Paizo	
    Inc.,	
    and	
    are	
    
  used	
     under	
     the	
     Pathfinder	
     Roleplaying	
     Game	
     Compatibility	
    
  License.	
     See	
     http://paizo.com/pathfinderRPG/compatibility	
     for	
    
  more	
    information	
    on	
    the	
    compatibility	
    license.	
    
  	
    
  Compatibility	
    with	
    the	
    Pathfinder	
    Roleplaying	
    Game	
    requires	
    the	
    
  Pathfinder	
    
  Roleplaying	
    
  Game	
    
  from	
    
  Paizo	
    
  Inc..	
    
  See	
    
  http://paizo.com/pathfinderRPG	
     for	
     more	
     information	
     on	
     the	
    
  Pathfinder	
     Roleplaying	
     Game.	
     Paizo	
     Inc.	
     does	
     not	
     guarantee	
    
  compatibility,	
    and	
    does	
    not	
    endorse	
    this	
    product.	
    
  	
    
  To	
    learn	
    more	
    about	
    the	
    Open	
    Game	
    License,	
    visit	
    
  wizards.com/d20.	
    
  
  2	
    
  C O N T E N T S  
  Contents	
    .......................................................................................	
    2	
    
  About	
    the	
    Designers	
    .....................................................................	
    3	
    
  D U N G E O N  D E S I G N  
  Things	
    To	
    Know	
    About	
    A	
    Dungeon	
    ...............................................	
    8	
    
  The	
    Dungeon’s	
    Purpose	
    ................................................................	
    9	
    
  Dungeon	
    Design	
    ..........................................................................	
    10	
    
  Dungeon	
    Ecology	
    ........................................................................	
    11	
    
  Dungeon	
    Dressing	
    .......................................................................	
    12	
    
  Dungeon	
    Physicality	
    ...................................................................	
    13	
    
  Principles	
    of	
    Megadungeon	
    Design	
    ............................................	
    14	
    
  Alternate	
    Dungeons	
    ....................................................................	
    16	
    
  D U N G E O N  D R E S S I N G  
  Altars:	
    Characteristics	
    &	
    Appearance	
    .........................................	
    18	
    
  Altars:	
    Dressing	
    &	
    Features	
    ........................................................	
    20	
    
  Archways:	
    Characteristics	
    &	
    Appearance	
    ...................................	
    22	
    
  Archways:	
    Dressing	
    &	
    Features	
    ..................................................	
    24	
    
  Bridges:	
    Characteristics	
    &	
    Appearance	
    .......................................	
    26	
    
  Bridges:	
    Dressing	
    &	
    Features	
    ......................................................	
    28	
    
  Captives:	
    Adventurers	
    ................................................................	
    30	
    
  Captives:	
    Merchants	
    &	
    Their	
    Train	
    .............................................	
    32	
    
  Captives:	
    Evil	
    Humanoids	
    ...........................................................	
    34	
    
  Captives:	
    Hooks,	
    Complications	
    &	
    Opportunities	
    .......................	
    35	
    
  Ceilings:	
    Characteristics	
    &	
    Appearance	
    ......................................	
    36	
    
  Ceilings:	
    Dressing	
    &	
    Features	
    .....................................................	
    38	
    
  Chests:	
    Characteristics	
    &	
    Appearance	
    ........................................	
    40	
    
  Chests:	
    Dressing	
    &	
    Features	
    .......................................................	
    42	
    
  Concealed	
    Doors:	
    Characteristics	
    &	
    Appearance	
    .......................	
    44	
    
  Concealed	
    Doors:	
    Dressing	
    &	
    Features	
    ......................................	
    46	
    
  Corpses:	
    Characteristics	
    and	
    Appearance	
    ..................................	
    48	
    
  Corpses:	
    Monsters	
    ......................................................................	
    50	
    
  Corpses:	
    Humanoids	
    ...................................................................	
    51	
    
  Corpses:	
    Adventurers	
    .................................................................	
    52	
    
  Doom	
    Paintings:	
    Characteristics	
    &	
    Appearance	
    .........................	
    54	
    
  Doom	
    Paintings:	
    Dressing	
    &	
    Features	
    ........................................	
    56	
    
  Doors:	
    Characteristics	
    &	
    Appearance	
    .........................................	
    58	
    
  Doors:	
    Dressing	
    &	
    Features	
    ........................................................	
    60	
    
  Double	
    Doors:	
    Characteristics	
    &	
    Appearance	
    ............................	
    62	
    
  Double	
    Doors:	
    Dressing	
    &	
    Features	
    ............................................	
    66	
    
  Dungeon	
    Entrances:	
    Characteristics	
    &	
    Appearance	
    ...................	
    68	
    
  Dungeon	
    Entrances:	
    Dressing	
    &	
    Features	
    ..................................	
    70	
    
  Dungeon	
    Entrances:	
    Secret	
    Entrances	
    ........................................	
    72	
    
  Dungeon	
    Names:	
    Naming	
    Conventions	
    ......................................	
    73	
    
  Dungeon	
    Names:	
    Table	
    A	
    (Type	
    of	
    Complex)	
    .............................	
    75	
    
  Dungeon	
    Names:	
    Table	
    B	
    (Descriptor)	
    .......................................	
    76	
    
  Dungeon	
    Names:	
    Table	
    C	
    (Subject)	
    ............................................	
    78	
    
  Dungeon	
    Names:	
    Table	
    D	
    (Proper	
    Names)	
    .................................	
    79	
    
  Dungeon	
    Names:	
    Table	
    E	
    (Parts	
    of	
    a	
    Dungeon)	
    ..........................	
    80	
    
  Floors:	
    Characteristics	
    &	
    Appearance	
    .........................................	
    81	
    
  Floors:	
    Dressing	
    &	
    Features	
    ........................................................	
    84	
    
  Fountains:	
    Characteristics	
    &	
    Appearance	
    ..................................	
    86	
    
  Fountains:	
    Dressing	
    &	
    Features	
    ..................................................	
    88	
    
  Gates	
    &	
    Portals:	
    Characteristics	
    &	
    Appearance	
    .........................	
    90	
    
  Gates	
    &	
    Portals:	
    Dressing	
    &	
    Features	
    ........................................	
    92	
    
  Gates	
    &	
    Portals:	
    Location	
    ...........................................................	
    94	
    
  Goblin’s	
    Pockets	
    .........................................................................	
    97	
    
  Goblin’s	
    Pockets:	
    Utterly	
    Worthless	
    ...........................................	
    98	
    
  Goblin’s	
    Pockets:	
    Broken	
    &	
    Battered	
    .........................................	
    99	
    
  Goblin’s	
    Pockets:	
    Yummy	
    Nibbles	
    ............................................	
    100	
    
  Goblin’s	
    Pockets:	
    Shiny	
    Treasures	
    ............................................	
    101	
    
  Illumination:	
    Braziers	
    ...............................................................	
    102	
    
  Illumination:	
    Candelabra	
    ..........................................................	
    103	
    
  Illumination:	
    Fireplaces	
    ............................................................	
    104	
    
  Illumination:	
    Lanterns	
    ..............................................................	
    106	
    
  Illumination:	
    Magical	
    Lights	
    .....................................................	
    107	
    
  Illumination:	
    Torch	
    Sconces	
    .....................................................	
    108	
    
  Legends	
    ....................................................................................	
    109	
    
  Legends:	
    Lost	
    Treasures	
    ...........................................................	
    110	
    
  Legends:	
    Famed	
    Adventurers	
    ...................................................	
    112	
    
  Legends:	
    Dungeon	
    Features	
    .....................................................	
    114	
    
  Legends:	
    Dungeon	
    Inhabitants	
    .................................................	
    116	
    
  Legends:	
    Events	
    &	
    Deeds	
    .........................................................	
    118	
    
  Miscellaneous	
    Features:	
    Carpets	
    &	
    Rugs	
    .................................	
    120	
    
  Miscellaneous	
    Features:	
    Evidence	
    of	
    Previous	
    Explorers	
    .........	
    122	
    
  Miscellaneous	
    Features:	
    Graffiti	
    ..............................................	
    124	
    
  Miscellaneous	
    Features:	
    Junk	
    &	
    Rubbish	
    .................................	
    126	
    
  Miscellaneous	
    Features:	
    Locks	
    .................................................	
    128	
    
  Miscellaneous	
    Features:	
    Mirrors	
    ..............................................	
    130	
    
  Miscellaneous:	
    Strange	
    Atmosphere	
    ........................................	
    131	
    
  Miscellaneous:	
    Strange	
    Magical	
    Affects	
    ...................................	
    132	
    
  Miscellaneous:	
    Strange	
    Smells	
    .................................................	
    134	
    
  Miscellaneous:	
    Strange	
    Sounds	
    ................................................	
    135	
    
  Mundane	
    Chest	
    Contents:	
    Clothes	
    &	
    Possessions	
    ...................	
    136	
    
  Mundane	
    Chest	
    Contents:	
    Odds	
    &	
    Sundries	
    ............................	
    138	
    
  Mundane	
    Chest	
    Contents:	
    Priest’s	
    Chests	
    ...............................	
    139	
    
  Mundane	
    Chest	
    Contents:	
    Provisions	
    ......................................	
    140	
    
  Mundane	
    Chest	
    Contents:	
    Wizard’s	
    Chests	
    .............................	
    141	
    
  Pits:	
    Characteristics	
    &	
    Appearance	
    ..........................................	
    142	
    
  Pits:	
    Dressing	
    &	
    Features	
    ..........................................................	
    144	
    
  Pools:	
    Characteristics	
    &	
    Appearance	
    .......................................	
    146	
    
  Pools:	
    Dressing	
    &	
    Features	
    .......................................................	
    148	
    
  Portcullises:	
    Characteristics	
    &	
    Appearance	
    ..............................	
    150	
    
  Portcullises:	
    Dressing	
    &	
    Features	
    .............................................	
    152	
    
  Sarcophagi:	
    Characteristics	
    &	
    Appearance	
    ..............................	
    154	
    
  Sarcophagi:	
    Dressing	
    &	
    Features	
    ..............................................	
    156	
    
  Secret	
    Doors:	
    Characteristics	
    &	
    Appearance	
    ............................	
    158	
    
  Secret	
    Doors:	
    Dressing	
    &	
    Features	
    ...........................................	
    160	
    
  Stairs:	
    Characteristics	
    &	
    Appearance	
    .......................................	
    162	
    
  Stairs:	
    Dressing	
    &	
    Features	
    .......................................................	
    164	
    
  
  3	
    
  Statues:	
    Characteristics	
    &	
    Appearance	
    ....................................	
    166	
    
  Statues:	
    Subjects	
    (Personalities)	
    ...............................................	
    167	
    
  Statues:	
    Subjects	
    (Beasts	
    &	
    Monsters)	
    .....................................	
    168	
    
  Statues:	
    Statue	
    Dressing	
    ...........................................................	
    169	
    
  Strange	
    Growths:	
    Characteristics	
    &	
    Appearance	
    .....................	
    170	
    
  Strange	
    Growths:	
    Dressing	
    &	
    Features	
    .....................................	
    172	
    
  Tapestries:	
    Characteristics	
    &	
    Appearance	
    ................................	
    174	
    
  Tapestries:	
    Dressing	
    &	
    Features	
    ...............................................	
    176	
    
  Thrones:	
    Characteristics	
    &	
    Appearance	
    ...................................	
    178	
    
  Thrones:	
    Dressing	
    &	
    Features	
    ...................................................	
    180	
    
  Trapdoors:	
    Characteristics	
    &	
    Appearance	
    ................................	
    182	
    
  Trapdoors:	
    Dressing	
    &	
    Features	
    ...............................................	
    184	
    
  Walls:	
    Characteristics	
    &	
    Appearance	
    ........................................	
    186	
    
  Walls:	
    Dressing	
    &	
    Features	
    .......................................................	
    188	
    
  Wells:	
    Characteristics	
    &	
    Appearance	
    ........................................	
    190	
    
  Wells:	
    Dressing	
    &	
    Features	
    .......................................................	
    192	
    
  	
    
  R I D D L E S  
  Designing	
    Riddles	
    .....................................................................	
    196	
    
  Using	
    Riddles	
    ............................................................................	
    197	
    
  Riddles:	
    Creatures	
    ....................................................................	
    198	
    
  Riddles:	
    Dragons	
    .......................................................................	
    199	
    
  Riddles:	
    Descriptive	
    ..................................................................	
    200	
    
  Riddles:	
    Game	
    Mechanics	
    ........................................................	
    202	
    
  Riddles:	
    Logic	
    &	
    Numbers	
    ........................................................	
    204	
    
  Riddles:	
    Objects	
    (Intangible)	
    ....................................................	
    205	
    
  Riddles:	
    Objects	
    (Tangible)	
    .......................................................	
    206	
    
  Riddles:	
    People	
    &	
    Jobs	
    .............................................................	
    207	
    
  Riddles:	
    Places	
    &	
    Locations	
    ......................................................	
    208	
    
  Riddles:	
    Miscellaneous	
    Groups	
    ................................................	
    209	
    
  Riddles:	
    The	
    Seven	
    Deadly	
    Sins	
    ................................................	
    212	
    
  Riddles:	
    The	
    Elements	
    ..............................................................	
    213	
    
  Riddles:	
    Wordplay	
    ....................................................................	
    214	
    
  	
    
   
   
  
  4	
    
  A B O U T  T H E  D E S I G N E R S  
  Ben	
     Armitage’s	
     long	
     hiatus	
     before	
     his	
     return	
     to	
     gaming	
     will	
    
  inevitably	
    be	
    triumphant.	
    Well,	
    in	
    his	
    mind	
    anyway.	
    Ben	
    started	
    
  in	
     role-­‐playing	
     games	
     by	
     forcing	
     his	
     younger	
     brother	
     to	
     play	
    
  while	
     trapped	
     on	
     long	
     car	
     rides	
     en	
     route	
     to	
     family	
     vacations.	
    
  Obscure	
     Tolkien	
     and	
     Marvel	
     knockoffs	
     comprised	
     the	
     initial	
    
  offerings	
    before	
    playing	
    HeroQuest	
    with	
    friends	
    until	
    the	
    box	
    fell	
    
  apart.	
     When	
     another	
     friend	
     put	
     together	
     an	
     AD&D	
     2nd	
     Edition	
    
  game,	
    it	
    was	
    love	
    at	
    first	
    sight.	
    Well,	
    not	
    really,	
    but	
    what	
    a	
    good	
    
  time!	
    His	
    long	
    break	
    from	
    gaming	
    came	
    after	
    a	
    TPK	
    in	
    Ravenloft	
    
  and	
    about	
    15	
    years	
    of	
    life…	
    
  	
    
  Now,	
     a	
     patent	
     attorney	
     and	
     small	
     business	
     owner,	
     Ben	
    
  enjoys	
    reading,	
    writing,	
    gaming,	
    sports	
    and	
    any	
    activity	
    with	
    his	
    
  wife	
     and	
     three	
     young	
     children.	
     He	
     also	
     brews	
     beer	
     while	
    
  pretending	
     to	
     use	
     his	
     chemistry	
     degrees.	
     Ben	
     currently	
     plays	
    
  Pathfinder	
     in	
     a	
     small	
     family	
     game	
     and	
     writes	
     for	
     Raging	
     Swan	
    
  Press,	
    Open	
    Design	
    and	
    a	
    few	
    other	
    upcoming	
    projects.	
    	
    
  	
    
  Aaron	
    Bailey	
    is	
    an	
    avid	
    dungeon	
    delver	
    with	
    over	
    a	
    decade	
    
  of	
    experience	
    in	
    facing	
    the	
    villainous	
    dangers	
    created	
    by	
    his	
    best	
    
  friend	
    and	
    GM	
    Dave	
    I’ons	
    (who	
    it	
    must	
    be	
    said	
    inspired	
    Aaron	
    to	
    
  be	
    a	
    GM	
    and	
    to	
    design	
    games).	
    
  	
    
  Aaron	
    is	
    looking	
    to	
    broaden	
    his	
    RPG	
    horizons	
    by	
    running	
    a	
    
  pathfinder	
    campaign	
    as	
    previously	
    he	
    had	
    only	
    played	
    AD&D	
    2nd	
    
  Edition.	
    Aaron	
    lives	
    in	
    Luton,	
    just	
    north	
    of	
    London	
    in	
    the	
    UK	
    with	
    
  his	
    most	
    adored	
    wife	
    and	
    their	
    furry	
    family	
    of	
    4	
    cats.	
    
  	
    
  John	
    Bennett	
    makes	
    his	
    lair	
    in	
    the	
    tree-­‐cloaked	
    hills	
    of	
    New	
    
  Hampshire.	
    He	
    enjoys	
    heavy	
    metal,	
    beer	
    and	
    cigars	
    as	
    much	
    as	
    
  he	
    enjoys	
    playing	
    RPGs.	
    John	
    has	
    been	
    writing	
    since	
    the	
    age	
    of	
    6	
    
  when	
    he	
    would	
    narrate	
    stories	
    about	
    dinosaurs	
    and	
    robots	
    to	
    his	
    
  mother.	
    He	
    has	
    a	
    degree	
    in	
    film	
    production	
    and	
    a	
    pile	
    of	
    reject	
    
  letters	
     to	
     go	
     with	
     his	
     scripts.	
     Currently,	
     he	
     is	
     pursuing	
     his	
    
  Master’s	
    degree	
    in	
    Organizational	
    Leadership.	
    He	
    is	
    also	
    striving	
    
  to	
    achieve	
    at	
    least	
    one	
    skill	
    rank	
    in	
    Perform	
    (guitar)	
    but	
    too	
    little	
    
  avail.	
     Coerced	
     into	
     playing	
     1st	
     edition	
     D&D	
     by	
     an	
     older	
     (and	
    
  bigger)	
    kid	
    in	
    the	
    neighbourhood	
    at	
    the	
    age	
    of	
    8,	
    he	
    would	
    like	
    to	
    
  take	
    a	
    moment	
    to	
    thank	
    his	
    friend,	
    Danny,	
    for	
    introducing	
    him	
    to	
    
  the	
    world	
    of	
    gaming	
    many	
    long	
    years	
    ago.	
    While	
    his	
    friends	
    and	
    
  players	
     know	
     what	
     he	
     is	
     talking	
     about,	
     John	
     has	
     been	
    
  unsuccessful	
    in	
    explaining	
    what	
    bugbears	
    are	
    to	
    his	
    family	
    and	
    
  co-­‐workers,	
    the	
    latter	
    fleeing	
    his	
    office	
    when	
    he	
    begins	
    rambling.	
    	
    
  	
    
  Creighton	
     Broadhurst	
     lives	
     in	
     Torquay,	
     England	
     where,	
    
  apparently,	
    the	
    palm	
    trees	
    are	
    plastic	
    and	
    the	
    weather	
    is	
    warm.	
    
  He	
     shares	
     a	
     ramshackle	
     old	
     mansion	
     with	
     his	
     two	
     children	
    
  (“Genghis”	
     and	
     “Khan”)	
     and	
     his	
     patient	
     wife.	
     Famed	
     for	
     his	
    
  unending	
     love	
     affair	
     with	
     booze	
     and	
     pizza	
     he	
     is	
     an	
     enduring	
    
  GREYHAWK	
    fan.	
    
  	
    
  An	
     Ennie	
     Award	
     winning	
     designer	
     (Madness	
     At	
     Gardmore	
    
  Abbey)	
     Creighton	
     has	
     worked	
     with	
     Expeditious	
     Retreat	
     Press,	
    
  Paizo	
    and	
    Wizards	
    of	
    the	
    Coast.	
    He	
    believes	
    in	
    the	
    Open	
    Gaming	
    
  License	
    and	
    is	
    dedicated	
    to	
    making	
    his	
    games	
    as	
    fun	
    and	
    easy	
    to	
    
  enjoy	
    as	
    possible	
    for	
    all	
    participants.	
    Reducing	
    or	
    removing	
    entry	
    
  barriers,	
     simplifying	
     pre-­‐game	
     prep	
     and	
     easing	
     the	
     GM's	
    
  workload	
    are	
    the	
    key	
    underpinning	
    principles	
    of	
    the	
    products	
    he	
    
  now	
     releases	
     through	
     Raging	
     Swan	
     Press.	
     You	
     can	
     read	
     his	
    
  thoughts	
    on	
    game	
    design	
    at	
    creightonbroadhurst.com.	
    
  	
    
  Brian	
     Gregory	
     is	
     an	
     old	
     school	
     gamer	
     returned	
     from	
     the	
    
  wasteland	
     of	
     real	
     life	
     with	
     a	
     passion	
     to	
     play	
     games	
     and	
     meet	
    
  people.	
    After	
    looking	
    on	
    while	
    others	
    wrote	
    for	
    publication;	
    he’s	
    
  finally	
     gotten	
     off	
     the	
     sideline.	
     As	
     a	
     model	
     builder,	
     painter	
     and	
    
  GM	
    he	
    has	
    taken	
    up	
    the	
    mission	
    to	
    add	
    writer	
    and	
    designer	
    to	
    
  his	
     list	
     of	
     credits.	
     With	
     a	
     passion	
     for	
     setting	
     the	
     scene	
     so	
     that	
    
  others	
    may	
    tell	
    the	
    story,	
    he	
    has	
    sought	
    out	
    ways	
    for	
    GMs	
    to	
    add	
    
  flavour	
    and	
    texture	
    to	
    their	
    settings.	
    	
    
  	
    
  New	
    to	
    publication	
    and	
    being	
    a	
    freelancer	
    he	
    is	
    started	
    his	
    
  long	
    journey.	
    He	
    brings	
    with	
    him	
    25	
    years	
    of	
    running	
    and	
    playing	
    
  role-­‐playing	
    games	
    of	
    various	
    genres.	
    A	
    former	
    professional	
    chef,	
    
  he	
    turns	
    his	
    ability	
    to	
    mix	
    up	
    various	
    ingredients	
    into	
    a	
    recipe	
    for	
    
  fun	
    and	
    creativity.	
    Whether	
    on	
    the	
    fly	
    or	
    in	
    a	
    planned	
    session	
    his	
    
  goal	
     is	
     to	
     make	
     developing	
     the	
     inspirational	
     details	
     more	
    
  accessible.	
    Brian	
    lives	
    in	
    Saint	
    Louis,	
    Missouri	
    and	
    is	
    grateful	
    to	
    
  have	
    the	
    four	
    wonderful	
    seasons.	
    His	
    home	
    is	
    shared	
    by	
    his	
    cat,	
    
  which	
    still	
    cannot	
    help	
    pay	
    the	
    bills.	
    Known	
    for	
    producing	
    good	
    
  food	
    and	
    brewing	
    good	
    beer;	
    he	
    loves	
    sharing	
    his	
    passion	
    for	
    life	
    
  and	
    fun	
    with	
    new	
    people.	
    
  	
    
  Jeff	
    Erwin	
    is	
    a	
    freelance	
    writer	
    and	
    editor,	
    living	
    near	
    Santa	
    
  Cruz,	
    California.	
    He	
    has	
    recently	
    written	
    for	
    Paizo	
    Publishing	
    and	
    
  Louis	
    J.	
    Porter	
    Jr.	
    Design,	
    as	
    well	
    as	
    numerous	
    fan	
    publications.	
    
  He	
     re-­‐entered	
     the	
     freelancer	
     community	
     after	
     a	
     decade-­‐long	
    
  hiatus,	
     having	
     produced	
     several	
     unpublished	
     works	
     for	
     Iron	
    
  Crown	
     Enterprises’s	
     Middle-­‐earth	
     Roleplaying	
     and	
     Green	
    
  Knight’s	
     edition	
     of	
     Pendragon.	
     He’s	
     fond	
     of	
     nasty	
     traps,	
    
  forbidding	
    doors,	
    and	
    weird	
    fiction.	
    Someday,	
    he’ll	
    get	
    his	
    Indian	
    
  fantasy	
    setting	
    for	
    Pathfinder	
    into	
    print.	
    In	
    quasi-­‐real	
    life,	
    he’s	
    a	
    
  single	
    father,	
    a	
    youth	
    librarian	
    and	
    a	
    poet.	
    
  	
    
  James	
    F.D.	
    Graham	
    is	
    an	
    aspiring	
    RPG	
    writer/designer	
    who	
    is	
    
  working	
    hard	
    to	
    break	
    into	
    the	
    business	
    of	
    RPGs.	
    He	
    caught	
    the	
    
  bug	
     after	
     participating	
     in	
     the	
     2009	
     RPG	
     Superstar	
     Contest	
     by	
    
  Paizo	
    Publishing	
    and	
    blushingly	
    admits	
    he	
    made	
    it	
    into	
    the	
    top	
    8.	
    
  He	
     is	
     currently	
     juggling	
     his	
     duties	
     as	
     a	
     stay-­‐at-­‐home	
     dad	
     with	
    
  endless	
    tinkering	
    of	
    house	
    rules	
    and	
    producing	
    his	
    own	
    content,	
    
  as	
    well	
    as	
    leading	
    and	
    playing	
    several	
    campaigns	
    with	
    friends.	
    
  	
    
  James	
     has	
     a	
     B.A.	
     in	
     History	
     with	
     an	
     interest	
     in	
     piracy	
     (the	
    
  original	
    kind,	
    not	
    electronic!).	
    He	
    resides	
    in	
    Halifax,	
    Nova	
    Scotia	
    
  along	
    with	
    his	
    impish	
    nine-­‐month	
    old	
    son	
    and	
    his	
    roguish,	
    and	
    
  utterly	
    supportive,	
    wife.	
    
  	
    
  Eric	
    Hindley	
    is	
    a	
    proud	
    weaver	
    of	
    many	
    paths	
    and	
    an	
    expert	
    
  in	
    every	
    field	
    (or	
    at	
    least	
    a	
    jack	
    of	
    all	
    trades).	
    He	
    began	
    his	
    RPG	
    
  career	
    in	
    the	
    early	
    1990s,	
    badgering	
    his	
    friends	
    to	
    let	
    him	
    have	
    
  the	
     17	
     Cha	
     he	
     needed	
     to	
     play	
     2nd	
     edition	
     paladins	
     at	
     every	
    
  chance.	
     He	
     migrated	
     to	
     3rd	
     edition	
     in	
     2000	
     because	
     the	
     book	
    
  was	
    shiny	
    and	
    new	
    out	
    front	
    of	
    a	
    Coles	
    bookstore	
    on	
    some	
    kind	
    
  
  5	
    
  of	
     cardboard	
     display.	
     Pathfinder	
     caught	
     his	
     interest	
     almost	
    
  immediately	
     after	
     being	
     announced,	
     and	
     he	
     has	
     been	
     a	
     firm	
    
  believer	
    ever	
    since.	
    
  	
    
  He	
    began	
    GMing	
    primarily	
    to	
    force	
    other	
    people	
    to	
    play	
    with	
    
  him	
    while	
    at	
    university	
    in	
    Toronto.	
    After	
    honing	
    his	
    skills	
    picking	
    
  off	
    characters	
    in	
    the	
    far-­‐flung	
    town	
    of	
    Banff,	
    Alberta,	
    Canada,	
    he	
    
  is	
     currently	
     exploring	
     new	
     campaign	
     worlds	
     with	
     a	
     variety	
     of	
    
  groups.	
    Most	
    of	
    the	
    rest	
    of	
    his	
    time	
    is	
    spent	
    painting	
    toy	
    soldiers	
    
  for	
     Warhammer	
     (both	
     fantasy	
     and	
     40k)	
     and	
     Warmachine,	
    
  working	
     in	
     the	
     entertainment	
     industry	
     as	
     a	
     technician	
     or	
    
  tormenting	
     an	
     assortment	
     of	
     cats	
     (and	
     occasionally	
     his	
     wife,	
    
  Kalyna).	
    	
    
  	
    
  Eric	
    was	
    a	
    competitor	
    in	
    Paizo’s	
    RPG	
    Superstar	
    competition	
    
  in	
    2010	
    and	
    2011,	
    and	
    won	
    Open	
    Design’s	
    Tin	
    Crown	
    in	
    2012.	
    
  	
    
  Thomas	
    King	
    was	
    born	
    in	
    a	
    small	
    town	
    in	
    Ontario,	
    Canada.	
    
  He	
    has	
    endured	
    many	
    trials	
    in	
    his	
    young	
    life,	
    most	
    significantly	
    a	
    
  bout	
    with	
    cancer.	
    He	
    has	
    had	
    a	
    lifelong	
    passion	
    for	
    gaming,	
    role-­‐
  playing	
     games	
     in	
     particular,	
     and	
     has	
     an	
     almost	
     encyclopaedic	
    
  knowledge	
     of	
     the	
     Pathfinder	
     rules.	
     He	
     enjoys	
     reading,	
     writing,	
    
  and	
     building	
     and	
     painting	
     models.	
     Many	
     have	
     said	
     he	
     is	
     quite	
    
  intelligent	
    and	
    possesses	
    a	
    gift	
    with	
    words,	
    despite	
    a	
    less	
    than	
    
  stellar	
     education	
     and	
     a	
     reputation	
     for	
     acts	
     of	
     idiocy.	
     Thomas	
    
  likes	
    to	
    think	
    he	
    is	
    living	
    proof	
    that	
    one	
    is	
    capable	
    of	
    being	
    smart	
    
  and	
    an	
    idiot	
    at	
    the	
    same	
    time.	
    He	
    currently	
    lives	
    with	
    his	
    family	
    
  in	
    the	
    small	
    town	
    of	
    Georgetown,	
    just	
    outside	
    Toronto.	
    
  	
    
  Greg	
    Marks	
    is	
    an	
    evil	
    mastermind	
    directing	
    his	
    criminal	
    army	
    
  of	
     precocious	
     felines	
     from	
     the	
     birthplace	
     of	
     gaming:	
     Lake	
    
  Geneva,	
     Wisconsin.	
     He	
     and	
     his	
     cat	
     minions	
     have	
     worked	
     on	
    
  products	
     for	
     multiple	
     editions	
     of	
     Dungeons	
     and	
     Dragons	
    
  including	
     Complete	
     Scoundrel,	
     City	
     of	
     Stormreach,	
     Dragon	
    
  Magic,	
     and	
     Dungeon	
     Delve.	
     They	
     have	
     written	
     numerous	
    
  adventures	
    for	
    the	
    RPGA	
    along	
    with	
    administering	
    many	
    of	
    their	
    
  organized	
     play	
     campaigns	
     with	
     Living	
     Forgotten	
     Realms	
     being	
    
  the	
     most	
     recent.	
     Greg	
     and	
     his	
     cats	
     have	
     also	
     contributed	
    
  repeatedly	
    to	
    all	
    incarnations	
    of	
    Dragon	
    and	
    Dungeon	
    Magazine,	
    
  and	
     co-­‐authored	
     several	
     products	
     for	
     Fantasy	
     Flight	
     Games'	
    
  Midnight	
     setting	
     including:	
     Star	
     and	
     Shadow,	
     Hammer	
     and	
    
  Shadow,	
     Legends	
     of	
     Shadow,	
     and	
     Honor	
     and	
     Shadow.	
     He	
     has	
    
  previous	
    worked	
    for	
    Raging	
    Swan	
    Press	
    on	
    So	
    What's	
    the	
    Zombie	
    
  Like,	
     Anyway?,	
     Dungeon	
     Dressing:	
     Secret	
     Doors,	
     Dungeon	
    
  Dressing:	
    Thrones	
    and	
    Wilderness	
    Dressing:	
    Travellers.	
    
  	
    
  Jacob	
     W.	
     Michaels,	
     a	
     newspaper	
     editor	
     in	
     eastern	
    
  Pennsylvania,	
     has	
     been	
     gaming	
     for	
     30	
     years,	
     since	
     he	
     was	
    
  introduced	
    to	
    Dungeons	
    and	
    Dragons	
    in	
    the	
    third	
    grade.	
    He's	
    a	
    
  two-­‐time	
     finalist	
     in	
     Paizo's	
     RPG	
     Superstar	
     competition,	
     making	
    
  the	
     Top	
     16	
     in	
     2012	
     and	
     2014.	
     In	
     addition	
     to	
     having	
     his	
     first	
    
  module,	
     Ironwall	
     Gap	
     Must	
     Hold,	
     published	
     in	
     2013	
     with	
    
  Adventure	
    a	
    Week,	
    he	
    has	
    had	
    work	
    published	
    in	
    Raging	
    Swan	
    
  Press'	
     Random	
     Encounters:	
     Wilderness	
     and	
     Jon	
     Brazer	
    
  Enterprises'	
     Treasury	
     of	
     the	
     Sands	
     as	
     well	
     as	
     the	
     Wayfinder	
    
  fanzin.	
    
  	
    
  He	
     lives	
     with	
     his	
     faithful	
     hound,	
     Holiday,	
     who	
     hasn't	
    
  inherited	
    his	
    interest	
    in	
    gaming,	
    but	
    enjoys	
    when	
    her	
    dog	
    friends	
    
  come	
     over	
     during	
     games.	
     His	
     parents	
     and	
     sister	
     have	
     always	
    
  been	
    supportive	
    of	
    his	
    hobby,	
    and	
    he	
    appreciates	
    his	
    fiancée's	
    
  encouragement,	
    even	
    if	
    her	
    reaction	
    to	
    watching	
    her	
    first	
    (and	
    
  only)	
    gaming	
    session	
    was	
    "there	
    are	
    some	
    things	
    you	
    can	
    never	
    
  unsee."	
    
  	
    
  David	
    Posener	
    adores	
    his	
    long-­‐suffering	
    wife	
    and	
    two	
    sons	
    
  who,	
    frankly,	
    have	
    no	
    idea	
    what	
    he’s	
    talking	
    about	
    most	
    of	
    the	
    
  time.	
     David	
     is	
     based	
     in	
     Sydney,	
     and	
     his	
     work	
     as	
     a	
     Logistics	
    
  Consultant,	
    much	
    to	
    his	
    disappointment,	
    contains	
    fewer	
    undead-­‐
  filled	
    warehouses	
    and	
    demon-­‐possessed	
    forklifts	
    than	
    he	
    was	
    led	
    
  to	
     believe.	
     David	
     started	
     gaming	
     with	
     the	
     book	
     Grey	
     Star	
     the	
    
  Wizard,	
    circa	
    1985,	
    back	
    when	
    we	
    eschewed	
    that	
    dice	
    business	
    
  and	
    goddamn	
    STABBED	
    out	
    random	
    numbers.	
    The	
    next	
    year,	
    he	
    
  received	
    the	
    D&D	
    Basic	
    Set	
    red	
    box	
    as	
    a	
    birthday	
    present	
    and	
    
  has	
    been	
    gaming	
    ever	
    since.	
    His	
    GMing	
    style	
    has	
    been	
    likened	
    to	
    
  a	
     horrible	
     Frankenstein	
     combination	
     of	
     historical	
     epic,	
     gritty	
    
  survival	
     horror	
     and	
     Flight	
     of	
     the	
     Concords-­‐style	
     song-­‐filled	
    
  whimsy.	
    	
    
  	
    
  He	
    is	
    yet	
    to	
    live	
    down	
    naming	
    a	
    NPC	
    “The	
    Crimea	
    Reaver”.	
    	
    
  	
    
  Brian	
    J.	
    Ratcliff	
    was	
    born	
    and	
    raised	
    in	
    south-­‐central	
    Texas,	
    
  where	
    he	
    lived	
    for	
    18	
    years	
    before	
    moving	
    to	
    Arizona,	
    meeting	
    
  his	
    first	
    gaming	
    group,	
    and	
    being	
    introduced	
    to	
    the	
    video	
    game	
    
  Neverwinter	
    Nights	
    and	
    through	
    it	
    to	
    D&D	
    3.5	
    in	
    2003.	
    He	
    has	
    
  since	
    relocated	
    to	
    Chattanooga,	
    Tennessee,	
    where	
    he	
    works	
    as	
    a	
    
  member	
     of	
     an	
     accounting	
     firm;	
     by	
     nights	
     he	
     tinkers	
     with	
    
  Pathfinder	
    gaming	
    ideas	
     and	
     homebrew	
    setting	
     and	
     resources,	
    
  and	
     works	
     his	
     way	
     toward	
     completing	
     a	
     vast	
     array	
     of	
     fiction	
    
  stories.	
    When	
    not	
    gaming,	
    working	
    on	
    gaming	
    projects,	
    writing,	
    
  or	
    brainstorming	
    with	
    his	
    co-­‐author,	
    he	
    enjoys	
    reading	
    fantasy,	
    
  sci-­‐fi,	
    and/or	
    anything	
    that	
    blends	
    the	
    two,	
    playing	
    video	
    games	
    
  (primarily	
     console	
     JRPGs),	
     and	
     spending	
     time	
     with	
     his	
     family's	
    
  five	
    dogs.	
    
  	
    
  Pierre	
     van	
     Rooden	
     is	
     a	
     web	
     developer	
     for	
     a	
     Dutch	
    
  broadcasting	
    company,	
    who	
    spends	
    a	
    significant	
    time	
    of	
    his	
    free	
    
  time	
    writing	
    adventure	
    games.	
    He	
    started	
    writing	
    for	
    the	
    RPGA	
    
  in	
    2001,	
    and	
    after	
    a	
    decade	
    discovered	
    he	
    was	
    still	
    writing,	
    but	
    
  now	
    being	
    paid	
    a	
    lot	
    less.	
    A	
    definite	
    sign	
    that	
    he	
    shouldn't	
    give	
    
  up	
    his	
    daytime	
    job	
    yet.	
    
  	
    
  Fun	
    things	
    he	
    got	
    to	
    write	
    include	
    Collateral,	
    Shattered	
    and	
    
  Wrath	
    of	
    the	
    Tomb	
    of	
    Horrors	
    (for	
    the	
    RPGA’s	
    Living	
    Greyhawk),	
    
  The	
     Sign	
     of	
     Four	
     and	
     The	
     Sschindylryn	
     Heresy	
     (for	
     the	
     RPGA's	
    
  Living	
     Forgotten	
     Realms),	
     and	
     a	
     Dead	
     Gods	
     article	
     for	
     Dragon	
    
  magazine.	
    The	
    Cultists	
    of	
    Havra	
    Zhoul	
    for	
    Raging	
    Swan	
    is	
    the	
    first	
    
  Pathfinder	
    book	
    he	
    wrote,	
    making	
    him	
    one	
    of	
    the	
    people	
    that	
    
  shatters	
    the	
    barriers	
    of	
    the	
    edition	
    war,	
    and	
    shows	
    that	
    all	
    role-­‐
  playing	
    games	
    are	
    equal	
    (though	
    some	
    may	
    be	
    more	
    equal	
    than	
    
  others).	
    
  	
    
  All	
    of	
    the	
    above	
    is	
    total	
    gibberish	
    to	
    his	
    Japanese	
    wife	
    and	
    
  two	
    cats,	
    who	
    let	
    him	
    get	
    on	
    with	
    his	
    games	
    as	
    long	
    as	
    he	
    brings	
    
  home	
    the	
    catnip.	
    
  
  6	
    
  	
    
  Liz	
    Smith	
    was	
    born	
    in	
    the	
    UK	
    and	
    has	
    lived	
    there	
    ever	
    since.	
    
  Introduced	
    to	
    RPGs	
    at	
    the	
    age	
    of	
    14	
    she	
    has	
    been	
    involved	
    with	
    
  them	
    one	
    way	
    or	
    another	
    ever	
    since,	
    most	
    notably	
    in	
    the	
    long-­‐
  running	
    Joe	
    Wood	
    Commoner	
    Campaign.	
    Quiet,	
    observant	
    and	
    
  an	
    avid	
    reader,	
    she	
    mostly	
    finds	
    herself	
    pushed	
    into	
    the	
    GM	
    seat	
    
  for	
    games,	
    leading	
    to	
    a	
    long	
    list	
    of	
    characters	
    that	
    find	
    their	
    way	
    
  out	
    in	
    her	
    writing,	
    since	
    they	
    never	
    have	
    a	
    chance	
    to	
    be	
    played.	
    
  She	
    somehow	
    manages	
    to	
    fit	
    a	
    lot	
    of	
    things	
    into	
    a	
    24-­‐hour	
    day,	
    
  becoming	
     a	
     full-­‐time	
     writer	
     in	
     2002.	
     Repeatedly	
     hit	
     over	
     the	
    
  head	
     by	
     ideas	
     and	
     books,	
     she	
     is	
     now	
     a	
     published	
     poet,	
     non-­‐
  fiction	
    writer	
    and	
    novelist,	
    and	
    is	
    proud	
    to	
    be	
    able	
    to	
    add	
    RPG	
    
  work	
    to	
    the	
    list.	
    	
    
  	
    
  Mike	
    Welham	
    has	
    been	
    gaming	
    off-­‐and-­‐on	
    for	
    over	
    30	
    years.	
    
  While	
     he	
     has	
     played	
     using	
     numerous	
     game	
     systems,	
     he	
     has	
    
  always	
     had	
     a	
     fondness	
     for	
     Dungeons	
     &	
     Dragons	
     and	
     its	
    
  offshoots.	
    The	
    third	
    edition	
    of	
    Dungeons	
    &	
    Dragons	
    renewed	
    a	
    
  flagging	
     interest	
     in	
     roleplaying	
     games,	
     but	
     the	
     introduction	
     of	
    
  Pathfinder	
     sparked	
     a	
     long-­‐dormant	
     desire	
     to	
     write	
     for	
    
  roleplaying	
     games.	
     Mike	
     has	
     written	
     for	
     Clockwork	
     Gnome	
    
  Publishing,	
    Open	
    Design,	
    Paizo,	
    and	
    Rite	
    Publishing,	
    and	
    (much	
    
  to	
    his	
    surprise)	
    he	
    won	
    Paizo’s	
    RPG	
    Superstar	
    contest	
    in	
    2012.	
    He	
    
  is	
     quite	
     happy	
     with	
     the	
     prospect	
     of	
     his	
     first	
     publication	
     with	
    
  Raging	
    Swan	
    Press.	
    	
    
  	
    
  Mike	
     lives	
     in	
     Kernersville,	
     North	
     Carolina,	
     with	
     his	
     ever-­‐
  patient	
     wife,	
     two	
     roleplaying	
     game-­‐savvy	
     children	
     (one	
     has	
    
  started	
    his	
    university	
    career,	
    however),	
    a	
    puggle,	
    three	
    cats	
    and	
    
  a	
    turtle.	
    He	
    believes	
    the	
    solution	
    to	
    the	
    impending	
    empty	
    nest	
    
  syndrome	
    will	
    be	
    to	
    allow	
    more	
    creatures	
    of	
    his	
    imagination	
    to	
    
  make	
    themselves	
    at	
    home.	
    
  	
    
  	
    
  
  7	
    
  	
    
   
   
   
   
   
   
   
   
   
   
  DUNGEON DESIGN 
  	
    
   
  
  8	
    
  T H I N G S  T O  K N O W  A B O U T  A  D U N G E O N  
  PC S 	
     A R E 	
     A N 	
     I N Q U I S I T I V E 	
     L O T. 	
     I R R I T A T I N G L Y 	
     T H E 	
     M O R E 	
     S U C C E S S F U L 	
     O N E S 	
     D O N' T 	
     J U S T 	
     C H A R G E 	
     I N T O 	
    
  T H E 	
     N E A R E S T 	
     D U N G E O N 	
     I N 	
     S E A R C H 	
     O F 	
     L O O T 	
     A N D 	
     G L O R Y. 	
    T H E Y 	
     A S K 	
     Q U E S T I O N S. 	
    L O T S 	
     O F 	
     Q U E S T I O N S.	
    
   
  A	
     wise	
     man	
     once	
     said	
     that	
     knowledge	
     is	
     power.	
     One	
     of	
     the	
    
  principles	
    of	
    successful	
    adventuring	
    is	
    reconnaissance.	
    Knowing	
    
  what	
    the	
    party	
    is	
    going	
    to	
    face	
    before	
    they	
    face	
    it	
    enables	
    them	
    
  to	
     purchase	
     the	
     right	
     equipment,	
     memorise	
     the	
     proper	
     spells	
    
  and	
    even	
    higher	
    appropriate	
    henchfolk	
    and	
    hirelings.	
    Clever	
    and	
    
  wise	
    PCs	
    start	
    their	
    reconnaissance	
    before	
    they	
    even	
    enter	
    the	
    
  dungeon!	
    
  	
    
  A	
     prepared	
     GM	
     should	
     be	
     able	
     to	
     answer	
     these	
     important	
    
  questions	
    about	
    the	
    dungeon: 
  § 
  Who	
    built	
    the	
    dungeon?	
    
  § 
  Why	
    was	
    the	
    dungeon	
    built?	
    
  § 
  What	
    major	
    events	
    have	
    occurred	
    in	
    the	
    dungeon?	
    
  § 
  What	
    is	
    the	
    dungeon	
    called?	
    Why?	
    
  § 
  Why	
    would	
    the	
    party	
    want	
    to	
    explore	
    the	
    dungeon?	
    
  § 
  What	
    legends	
    and	
    rumours	
    are	
    associated	
    with	
    the	
    dungeon?	
    	
    
  § 
  Does	
    the	
    dungeon	
    have	
    more	
    than	
    one	
    entrance?	
    
  § 
  Does	
    the	
    dungeon	
    have	
    any	
    particularly	
    well	
    known	
    features	
    
  or	
    locations?	
    
  § 
  What	
    secret(s)	
    does	
    the	
    dungeon	
    conceal?	
    
  § 
  What	
    general	
    perils	
    lurk	
    in	
    the	
    dungeon?	
    
  Having	
    this	
    kind	
    of	
    information	
    at	
    his	
    fingertips	
    enables	
    a	
    GM	
    to	
    
  provide	
     the	
     appropriate	
     information	
     at	
     the	
     appropriate	
     time.	
    
  (Instead	
    of	
    revealing	
    too	
    much	
    or	
    making	
    hasty	
    choices	
    that	
    lead	
    
  to	
    confusion	
    later	
    on).	
    Of	
    course,	
    not	
    all	
    the	
    information	
    the	
    PCs	
    
  gather	
     will	
     be	
     true	
     and	
     accurate.	
     Sources	
     can	
     be	
     deliberately	
    
  wrong	
     or	
     merely	
     mislead.	
     Others	
     can	
     provide	
     correct	
    
  information,	
     but	
     from	
     their	
     own	
     perspective.	
     For	
     example,	
     a	
    
  lowly	
     man-­‐at-­‐arms	
     who	
     sees	
     a	
     wizard	
     cast	
     a	
     fireball	
     might	
    
  describe	
    that	
    worthy	
    personage	
    as	
    an	
    archmage!	
    
  	
    
  But	
    from	
    where	
    will	
    the	
    clever	
    PCs	
    gain	
    this	
    information?	
    	
    	
    
  § 
  Sages	
    and	
    other	
    scholarly	
    folk.	
    
  § 
  Adventurers	
    who	
    have	
    already	
    been	
    in	
    the	
    dungeon.	
    
  § 
  Escaped	
    slaves	
    and	
    prisoners.	
    
  § 
  Ancient	
    and	
    not	
    so	
    ancient	
    documents	
    (journals,	
    diaries,	
    maps	
    
  and	
    so	
    on).	
    
  § 
  Current	
    rumours.	
    
  § 
  Legends.	
    
  § 
  Talkative	
    (or	
    easily	
    bribed)	
    dungeon	
    denizens.	
    
  § 
  Skills.	
    
  § 
  Spells.	
    
  So	
     those	
     are	
     the	
     general	
     kind	
     of	
     questions	
     PCs	
     will	
     (or	
     more	
    
  accurately	
    should)	
    ask	
    about	
    a	
    dungeon	
    before	
    they	
    delve	
    into	
    
  its	
    depths.	
    Having	
    the	
    answers	
    ready	
    (assuming	
    they	
    manage	
    to	
    
  find	
    them)	
    rewards	
    clever	
    play.	
    It	
    also	
    ensures	
    the	
    GM	
    does	
    not	
    
  accidentally	
     reveal	
     some	
     important	
     secret	
     he	
     wanted	
     to	
     keep	
    
  secret	
    until	
    later.	
    	
    
  	
    
  	
    
   
  
  9	
    
  T H E  D U N G E O N ’ S  P U R P O S E  
  A 	
     D U N G E O N 	
     N E E D S 	
     T O 	
     B E 	
     S O 	
     M U C H 	
     M O R E 	
     T H A N 	
     A 	
     H O L E 	
     I N 	
     T H E 	
     G R O U N D 	
     S T U F F E D 	
     F U L L 	
     O F 	
     M O N S T E R S 	
    
  A N D 	
     T R E A S U R E S. 	
    A 	
     D U N G E O N 	
     W I T H O U T 	
     A 	
     P U R P O S E 	
     I S 	
     A 	
     P O O R 	
     D U N G E O N 	
     I N D E E D.	
    
  	
    
  In	
    almost	
    all	
    cases,	
    someone	
    at	
    some	
    point	
    made	
    the	
    decision	
    to	
    
  build	
    the	
    dungeon.	
    An	
    undertaking	
    of	
    such	
    magnitude	
    is	
    unlikely	
    
  to	
     be	
     done	
     on	
     a	
     whim.	
     Whoever	
     built	
     the	
     dungeon	
     did	
     so	
     for	
    
  a	
    specific	
    purpose.	
     That	
     purpose	
     shapes	
     the	
     layout	
     and	
     feel	
     of	
    
  the	
    place.	
    There	
    are	
    several	
    types	
    of	
    dungeon:	
    
  § 
  Fortress	
     or	
     Refuge:	
     Built	
     as	
     a	
     place	
     to	
     withstand	
     a	
     natural	
    
  disaster	
     or	
     one's	
     enemies	
     the	
     dungeon	
     is	
     heavily	
     fortified.	
    
  Entry	
    is	
    difficult	
    and	
    likely	
    individual	
    levels,	
    sub-­‐levels	
    or	
    places	
    
  of	
    importance	
    will	
    feature	
    additional	
    defensive	
    points.	
    
  § 
  Lair	
     or	
     Home:	
     Some	
     villains	
     feel	
     safer	
    underground	
    and	
     live	
    
  there	
    with	
    their	
    minions.	
    Such	
    a	
    location	
    will	
    have	
    everything	
    
  the	
    
  villains	
    
  needs	
    
  for	
    
  long-­‐term	
    
  living.	
    
  A	
    
  villain's	
    
  personal	
    quarters	
    will	
    be	
    the	
    most	
    defensible	
    location.	
    
  § 
  Mine:	
    Built	
    to	
    find	
    minerals,	
    metals	
    or	
    gems	
    a	
    mine	
    is	
    likely	
    a	
    
  long,	
    rambling	
    affair.	
    It	
    lacks	
    many	
    of	
    the	
    features	
    of	
    a	
    normal	
    
  dungeon	
    and	
    may	
    or	
    may	
    not	
    be	
    still	
    active.	
    
  § 
  Temple:	
    
  Built	
    
  to	
    
  venerate	
    
  a	
    
  deity	
    
  (or	
    
  possibly	
    
  a	
    
  whole	
    pantheon)	
     a	
     dungeon	
     designed	
     as	
     a	
     temple	
     was	
     likely	
    
  built	
    to	
    worship	
    a	
    power	
    of	
    darkness	
    or	
    death.	
    Alternatively,	
    a	
    
  temple	
     dedicated	
     to	
     a	
     good	
     deity	
     may	
     have	
     been	
     built	
     to	
    
  ward	
    approaches	
    to	
    an	
    entry	
    to	
    the	
    Ebon	
    Realm	
    or	
    other	
    place	
    
  of	
    fell	
    aspect.	
    
  § 
  Tomb,	
    Crypt	
    or	
    Sepulchre:	
    Built	
    to	
    house	
    the	
    earthly	
    remains	
    
  of	
    some	
    great	
    personage,	
    a	
    tomb,	
    crypt	
    or	
    sepulchre	
    is	
    likely	
    to	
    
  have	
    undead	
    within.	
    It	
    is	
    also	
    likely	
    to	
    have	
    many	
    shrines.	
    It	
    
  could	
    house	
    one	
    body,	
    or	
    thousands.	
    
  § 
  Cellar:	
    Originally	
    built	
    as	
    a	
    cellar	
    to	
    an	
    above	
    ground	
    building	
    
  such	
     as	
     a	
     castle	
     or	
     church,	
     the	
     dungeon	
     has	
     survived	
     the	
    
  destruction	
    of	
    the	
    above	
    structure.	
    	
    
  § 
  Sewer:	
    Built	
    to	
    carry	
    waste	
    away	
    from	
    a	
    settlement,	
    a	
    sewer	
    is	
    
  a	
    filthy,	
    loathsome	
    place.	
    	
    
  § 
  Colony	
     or	
     Community:	
     Some	
     communities	
     choose	
     to	
     live	
    
  underground.	
     Such	
     locations	
     are	
     often	
     extensive	
     and	
     ramble	
    
  over	
     several	
     levels.	
     They	
     contain	
     everything	
     needed	
     for	
    
  underground	
    life.	
    	
    
  It's	
     also	
     important	
     to	
     remember	
     a	
     dungeon	
     might	
     not	
    
  still	
    serve	
    its	
     original	
     purpose.	
     New	
     inhabitants	
     may	
     use	
     it	
     for	
    
  their	
    own	
    purposes.	
    If	
    this	
    is	
    the	
    case,	
    the	
    new	
    inhabitants	
    will	
    
  modify	
    the	
    dungeon	
    to	
    suit	
    their	
    own	
    needs.	
    
  	
    
  	
    
  
  10	
    
  D U N G E O N  D E S I G N   
  D U N G E O N S 	
     T H A T 	
     A R E 	
     N O T H I N G 	
     M O R E 	
     T H A N 	
     A 	
     S E R I E S 	
     O F 	
     R O O M S 	
     C O N T A I N I N G 	
     A 	
     R A N D O M 	
    
  A S S O R T M E N T 	
     O F 	
     M O N S T E R S 	
     A N D 	
     T R E A S U R E S 	
     A N D 	
     T H A T 	
     H A V E 	
     N O 	
     R E A L 	
     R E A S O N 	
     F O R 	
     E X I S T I N G 	
     A R E 	
    
  T H E 	
     R E S U L T 	
     O F 	
     S L O P P Y, 	
     L A Z Y 	
     D E S I G N. 	
    	
    
  	
    
  To	
     create	
     memorable	
     dungeons,	
     a	
     GM	
     should	
     consider	
     many	
    
  more	
     factors	
     than	
     simply	
     what	
     to	
     stick	
     in	
     its	
     rooms.	
     When	
    	
    
  designing	
    a	
    dungeon,	
    consider	
    the	
    following	
    factors:	
    
  § 
  Original	
     Purpose	
     of	
     the	
     Dungeon:	
     A	
     dungeon	
     designed	
     as	
     a	
    
  gigantic	
    tomb	
    is	
    going	
    to	
    look	
    and	
    feel	
    completely	
    different	
    to	
    
  one	
    that	
    was	
    once	
    a	
    grand	
    temple.	
    In	
    either	
    case,	
    the	
    builders	
    
  construct	
     different	
     kinds	
     of	
     rooms,	
     chambers	
     and	
     corridors	
    
  based	
    on	
    what	
    they	
    needed	
    the	
    dungeon	
    to	
    do.	
    	
    
  § 
  Who	
     Built	
     the	
     Dungeon:	
     The	
     dungeon’s	
     builder	
     inevitably	
    
  leaves	
     his	
     mark	
     on	
     the	
     dungeon.	
     From	
     grandiose	
     statues	
     of	
    
  himself	
    to	
    particular	
    room	
    features	
    the	
    PCs	
    can	
    detect	
    even	
    a	
    
  long-­‐dead	
    builder’s	
    influence	
    on	
    the	
    dungeon.	
    	
    
  § 
  Current	
     Purpose	
     of	
     the	
     Dungeon:	
     Even	
     if	
     the	
     dungeon	
     was	
    
  originally	
    conceived	
    as	
    the	
    tomb	
    of	
    an	
    powerful	
    mage,	
    the	
    orc	
    
  tribe	
    that	
    now	
    lurks	
    within	
    will	
    adapt	
    and	
    change	
    portions	
    of	
    it	
    
  to	
    suit	
    their	
    needs.	
    
  § 
  Dungeon	
     Inhabitants:	
     The	
     dungeon’s	
     past	
     and	
     present	
    
  inhabitants	
    leave	
    their	
    mark	
    on	
    the	
    dungeon.	
    They	
    may	
    have	
    
  altered	
     the	
     original	
     structure,	
     decorated	
     it	
     in	
     distinctive	
    
  fashions	
    and	
    so	
    on.	
    	
    
  § 
  History	
    of	
    the	
    Dungeon:	
    A	
    dungeon’s	
    history	
    inevitably	
    affects	
    
  its	
     disposition	
     when	
     the	
     PCs	
     delve	
     within.	
     If	
     an	
     earthquake	
    
  struck	
     the	
     dungeon,	
     for	
     example,	
     evidence	
     of	
     the	
     damage	
     it	
    
  inflicted	
    is	
    likely	
    all	
    around.	
    A	
    dungeon’s	
    age	
    also	
    affects	
    the	
    
  conditions	
    of	
    many	
    of	
    its	
    features.	
    Wooden	
    doors	
    rot,	
    metal	
    
  portcullises	
    rust	
    and	
    so	
    on.	
    	
    
  § 
  Fame	
     of	
     the	
     Dungeon:	
     Some	
     dungeons	
     become	
     famous	
    
  (perhaps	
    for	
    the	
    dangers	
    or	
    treasures	
    within);	
    such	
    locations	
    
  attract	
    more	
    than	
    their	
    fair	
    share	
    of	
    adventures.	
    Settlements	
    
  may	
    even	
    spring	
    up	
    nearby	
    to	
    service	
    the	
    many	
    adventurers	
    
  trying	
    their	
    luck	
    in	
    the	
    dungeon.	
    
  § 
  Upcoming	
     Events:	
     Upcoming	
     events	
     can	
     affect	
     the	
     dungeon.	
    
  For	
     example,	
     a	
     dungeon	
     hosting	
     a	
     battle	
     of	
     annihilation	
    
  between	
     duergar	
     and	
     troglodytes	
     will	
     have	
     signs	
     of	
     not	
     just	
    
  the	
    current	
    conflict	
    but	
    upcoming	
    battles	
    (which	
    might	
    include	
    
  traps,	
    fortification	
    and	
    so	
    on).	
    An	
    evil	
    mastermind	
    planning	
    to	
    
  subjugate	
    the	
    surrounding	
    countryside	
    will	
    have	
    many	
    troops	
    
  (and	
     the	
     equipment	
     and	
     provisions	
     to	
     sustain	
     them)	
     in	
     his	
    
  dungeon.	
    
  	
    
  	
    
  
  11	
    
  D U N G E O N  E C O L O G Y  
  D E S I G N I N G 	
     A 	
     D U N G E O N 	
     B A D L Y 	
     I S 	
     A 	
     D O D D L E 	
    – 	
     J U S T 	
     S K E T C H 	
     S O M E 	
     R O O M S 	
     O U T 	
     A N D 	
     R A N D O M L Y 	
     S T O C K 	
    
  T H E M 	
     W I T H 	
     M O N S T E R S 	
     A N D 	
     T R E A S U R E. 	
     T A K I N G 	
     A 	
     L I T T L E 	
     E X T R A 	
     T I M E 	
     T O 	
     C O N S I D E R 	
     T H E 	
     B A S I C S, 	
    
  T H O U G H, 	
     I S 	
     T I M E 	
     W E L L 	
     S P E N T.	
    
  	
    
  I've	
     previously	
     talked	
     about	
     the	
     big	
     picture	
     when	
     it	
     comes	
     to	
    
  dungeon	
    design.	
    Just	
    as	
    important,	
    though,	
    as	
    questions	
    about	
    
  who	
    built	
    the	
    dungeon	
    and	
    why	
    are	
    more	
    mundane	
    details.	
    The	
    
  devil	
    is	
    in	
    the	
    detail,	
    after	
    all.	
    Ignoring	
    the	
    basic	
    characteristics	
    of	
    
  a	
     dungeon	
     and	
     its	
     inhabitants	
     can	
     shatter	
     the	
     players'	
    
  suspension	
    of	
    disbelief.	
    
  T H E  U L T I M A T E  I N  B A D  D E S I G N  
  It's	
     Magic!	
     This	
     is	
     the	
     ultimate	
     rationale	
     for	
     lazy	
     design.	
     "It's	
    
  magic"	
     can	
     sweep	
     away	
     almost	
     any	
     logical	
    inconsistency.	
     All	
     it	
    
  says	
    to	
    me	
    as	
    a	
    publisher,	
    though,	
    is	
    that	
    either	
    the	
    freelancer	
    
  doesn't	
     care	
     about	
     creating	
     a	
    plausible	
    dungeon	
     or	
     he	
     doesn't	
    
  know	
     he's	
     failed	
     horribly.	
     (Of	
     course,	
     some	
     extra-­‐planar	
    
  dungeons	
     or	
     the	
     lair	
     of	
     a	
     powerful	
     wizard	
     could	
     prove	
     the	
    
  exception	
     to	
     this	
     rule,	
     but	
     such	
     examples	
     are	
     few	
     and	
     far	
    
  between).	
    
  T H E  B A S I C S 	
    
  § 
  Food	
     &	
     Water:	
     Of	
     course,	
     some	
     dungeon	
     denizens	
     –	
    
  elementals	
     and	
     undead	
     to	
     name	
     but	
     two	
     –	
     normally	
     don't	
    
  need	
    
  to	
    
  eat	
    
  or	
    
  drink.	
    
  Most	
    
  others,	
    
  however,	
    
  require	
    sustenance	
    to	
     survive.	
     If	
     the	
     means	
     to	
     acquire	
     food	
    
  and	
    drink	
    do	
    not	
    exist	
    in	
    the	
    dungeon	
    they	
    must	
    be	
    acquired	
    
  elsewhere	
    (preferably	
    from	
    somewhere	
    close	
    by).	
    
  § 
  Access:	
     Pretty	
     much	
     every	
     denizen	
     of	
     the	
     dungeon	
     needs	
     to	
    
  move	
    about.	
    Creatures	
    need	
    to	
    gather	
    food	
    and	
    water,	
    at	
    the	
    
  most	
     basic	
     level.	
     They	
     may	
     also	
     trade	
     or	
     work	
     with	
     their	
    
  neighbours,	
    creep	
    forth	
    to	
    raid	
    the	
    surface	
    lands	
    and	
    so	
    on.	
    To	
    
  do	
    this	
    they	
    need	
    to	
    have	
    access	
    to	
    a	
    means	
    of	
    entering	
    and	
    
  exiting	
    the	
    dungeon.	
    The	
    classic	
    example	
    of	
    this	
    done	
    badly	
    is	
    
  the	
    monster	
    living	
    in	
    a	
    room	
    that	
    is	
    only	
    accessed	
    through	
    the	
    
  lair	
    of	
    another.	
    Sure,	
    the	
    two	
    might	
    be	
    allied,	
    but	
    would	
    you	
    
  really	
    live	
    in	
    a	
    place	
    in	
    which	
    you	
    were	
    totally	
    beholden	
    to	
    your	
    
  neighbour	
    for	
    everything?	
    
  § 
  Conflict	
     &	
     Alliances:	
     It	
     is	
     very	
     unlikely	
     the	
     denizens	
     of	
     a	
    
  dungeon	
     exist	
     in	
     a	
     bubble	
     of	
     isolation,	
     not	
     interacting	
     with	
    
  each	
     other.	
     As	
     in	
     any	
     community,	
     alliances,	
     rivalries	
     and	
    
  conflicts	
    will	
    be	
    present	
    among	
    the	
    dungeon	
    denizens.	
    Clever	
    
  explorers	
     can	
     learn	
     of	
     these	
     and	
     exploit	
     them	
     to	
     their	
    
  advantage.	
    
  § 
  Why	
    Are	
    They	
    There?	
    Consider	
    why	
    the	
    denizens	
    are	
    actually	
    
  living	
    in	
    the	
    dungeon.	
    Have	
    the	
    chosen	
    to	
    be	
    there?	
    Are	
    they	
    
  trapped?	
     Are	
     they	
     here	
     because	
     they	
     are	
     searching	
     for	
    
  something?	
    Shocking,	
    most	
    monsters	
    don’t	
    just	
    hang	
    around	
    in	
    
  a	
    room	
    and	
    wait	
    to	
    be	
    slaughtered	
    by	
    rampaging	
    adventurers.	
    
  § 
  Light:	
    While	
    most	
    won't,	
    some	
    dungeon	
    denizens	
    need	
    light.	
    If	
    
  they	
     do	
     need	
     it,	
     they	
     must	
     have	
     a	
     means	
     of	
     providing	
     light	
    
  practically	
    continually.	
    
  U N O C C U P I E D  R O O M S  
  Empty	
    rooms	
    are	
    a	
    vital	
    part	
    of	
    dungeon	
    design	
    that	
    have	
    fallen	
    
  out	
    of	
    fashion	
    in	
    recent	
    years	
    through	
    the	
    tyranny	
    of	
    falling	
    page	
    
  counts	
    and	
    increased	
    space	
    given	
    to	
    the	
    crunchy	
    bits	
    of	
    modules.	
    
  	
    
  Unoccupied	
     rooms	
     can	
     contain	
     furniture,	
     hidden	
     secrets,	
    
  interesting	
    dungeon	
    features	
    and	
    even	
    treasure!	
    Skilled	
    players	
    
  can	
    learn	
    a	
    lot	
    about	
    a	
    dungeon	
    by	
    poking	
    around	
    empty	
    rooms.	
    	
    
  	
    
  Dungeons	
    need	
    empty	
    rooms	
    because:	
    
  § 
  Provide	
     a	
     Change	
     of	
     Pace:	
     They	
     provide	
     a	
     break	
     from	
     the	
    
  constant	
    grind	
    of	
    combat	
    that	
    often	
    occurs	
    in	
    dungeon	
    delving	
    
  and	
    allow	
    players	
    to	
    catch	
    their	
    breath.	
    
  § 
  Enable	
     Skill	
     Checks:	
     Such	
     locations	
     practically	
     beg	
     to	
     be	
    
  investigated.	
    Perception	
    checks,	
    Knowledge	
    checks	
    and	
    so	
    on	
    
  can	
    all	
    be	
    used	
    to	
    learn	
    more	
    about	
    the	
    location.	
    Canny	
    players	
    
  can	
     use	
     this	
     information	
     to	
     their	
     advantage.	
     If,	
     for	
     example,	
    
  the	
    party	
    explore	
    an	
    unoccupied	
    barracks	
    and	
    note	
    there	
    are	
    
  20	
    bunk	
    beds	
    in	
    the	
    room,	
    they	
    get	
    a	
    good	
    idea	
    of	
    the	
    size	
    of	
    
  the	
    garrison.	
    	
    That	
    could	
    be	
    very	
    useful	
    information	
    to	
    have.	
    
  § 
  A	
     Place	
     To	
     Rest:	
     If	
     the	
     party	
     are	
     in	
     need	
     of	
     rest,	
     an	
     empty	
    
  room	
     is	
     the	
     perfect	
     place	
     to	
     hunker	
     down	
     for	
     the	
     night.	
     An	
    
  easily	
    defensible,	
    empty	
    room	
    or	
    one	
    that	
    is	
    remote	
    from	
    the	
    
  main	
    complex	
    is	
    even	
    better!	
    
  § 
  Verisimilitude:	
    Not	
    every	
    room	
    in	
    a	
    dungeon	
    should	
    be	
    stuffed	
    
  full	
     of	
     villains	
     waiting	
     to	
     be	
     slain.	
     Some	
     rooms	
     are	
     used	
     for	
    
  storage,	
    meeting,	
    sleeping	
    or	
    ceremonial	
    purposes.	
    They	
    won’t	
    
  be	
    all	
    occupied	
    all	
    the	
    time.	
    If	
    every	
    room	
    is	
    occupied	
    by	
    foes	
    it	
    
  is	
    very	
    hard	
    for	
    the	
    PCs	
    to	
    move	
    through	
    the	
    dungeon	
    without	
    
  every	
    denizen	
    charging	
    to	
    the	
    aid	
    of	
    their	
    companions.	
    Such	
    a	
    
  situation	
     usually	
     ends	
     up	
     in	
     a	
     very	
     large,	
     bloody	
     and	
     long-­‐
  winded	
    fight	
    the	
    PCs	
    have	
    no	
    real	
    chance	
    of	
    winning	
    (and	
    is	
    
  probably	
    crushingly	
    boring).	
    
  § 
  Dressing:	
     Empty	
     rooms	
     can	
     be	
     interesting	
     places	
     to	
     poke	
    
  about.	
     They	
     can	
     contain	
     interesting	
     odds	
     and	
     ends	
     that	
    
  although	
     not	
     intrinsically	
     valuable	
     build	
     on	
     the	
     flavour	
     and	
    
  style	
    of	
    the	
    dungeon.	
    
  	
    
  	
    
  
  12	
    
  D U N G E O N  D R E S S I N G  
  M U S T Y 	
     D U N G E O N 	
     C O R R I D O R S 	
     S E T 	
     W I T H 	
     U N E V E N 	
     F L A G S T O N E S 	
     W H O S E 	
     W A L L S 	
     A R E 	
     D A U B E D 	
     I N 	
     G O B L I N 	
    
  G R A F F I T I 	
     A R E 	
     I N F I N I T E L Y 	
     M O R E 	
     I N T E R E S T I N G 	
     T H A N 	
    “ A 	
     D U N G E O N 	
     C O R R I D O R.”	
    
  	
    
  Dungeon	
    dressing	
    is	
    one	
    of	
    the	
    most	
    important	
    things	
    a	
    GM	
    can	
    
  do	
    to	
    bring	
    his	
    dungeon	
    (and	
    campaign)	
    alive.	
    Sadly,	
    because	
    it’s	
    
  not	
    a	
    crucial	
    aspect	
    of	
    dungeon	
    design	
    –	
    it’s	
    not	
    as	
    important	
    as	
    
  stat	
    blocks,	
    for	
    example	
    –	
    most	
    GMs	
    don’t	
    have	
    time	
    to	
    dress	
    
  their	
    dungeons.	
    That’s	
    a	
    shame	
    as	
    there	
    are	
    many	
    great	
    reasons	
    
  to	
    dress	
    a	
    dungeon:	
    
  § 
  World	
     Building:	
     If	
     you	
     waffle	
     on	
     about	
     the	
     ancient	
     style	
     of	
    
  dwarven	
    mining	
    or	
    the	
    fascinating	
    intricacies	
    of	
    goblin	
    art	
    the	
    
  players	
     will	
     likely	
     switch	
     off	
     and	
     go	
     to	
     sleep.	
     If	
     you	
     casually	
    
  mention	
    the	
    intricate	
    locking	
    mechanism	
    of	
    a	
    stone	
    door,	
    the	
    
  players	
    immediately	
    want	
    to	
    know	
    more.	
    
  § 
  Verisimilitude:	
    
  Dungeons	
    
  are	
    
  not	
    
  sterile,	
    
  unchanging	
    
  environments;	
    explorers	
    and	
    inhabitants	
    all	
    leave	
    signs	
    of	
    their	
    
  presence	
     within.	
     Crude	
     graffiti	
     daubed	
     on	
     the	
     walls,	
     skeletal	
    
  remains,	
    carven	
    pillars	
    and	
    more	
    all	
    add	
    a	
    sense	
    of	
    realism	
    to	
    
  the	
     place	
     which	
     helps	
     players	
     maintain	
     their	
     suspension	
     of	
    
  disbelief.	
    	
    
  § 
  Story	
    Telling:	
    What	
    happened	
    in	
    the	
    dungeon	
    before	
    the	
    PCs	
    
  got	
    there?	
    Dungeon	
    dressing	
    can	
    give	
    the	
    players	
    some	
    of	
    the	
    
  answer.	
     Were	
     the	
     orcs	
     slaughtered	
     by	
     something	
     large	
     and	
    
  obviously	
    powerful	
    or	
    are	
    the	
    signs	
    of	
    flooding,	
    earthquake	
    or	
    
  other	
    calamity	
    everywhere?	
    
  § 
  Foreshadowing:	
     Are	
     the	
     dungeon	
     denizens	
     working	
     toward	
    
  some	
    evil	
    scheme?	
    If	
    they	
    are,	
    on	
    doubt,	
    the	
    PCs	
    will	
    be	
    able	
    
  to	
    find	
    signs	
    of	
    their	
    work	
    throughout	
    the	
    dungeon.	
    Does	
    the	
    
  dungeon	
     periodically	
     flood?	
     If	
     so,	
     signs	
     will	
     be	
     evident	
    
  throughout	
    the	
    complex	
    and	
    give	
    canny	
    players	
    a	
    warning	
    that	
    
  something	
    bad	
    might	
    be	
    about	
    to	
    happen.	
    
  When	
    dressing	
    a	
    room	
    (or	
    entire	
    dungeon),	
    don’t	
    go	
    mad	
    with	
    
  detail.	
     Adding	
     too	
     much	
     detail	
     creates	
     confusion	
     and	
     eventual	
    
  apathy	
     in	
     players;	
     in	
     effect,	
     they	
     don’t	
     see	
     the	
     wood	
     for	
     the	
    
  trees.	
    Instead,	
    concentrate	
    on	
    a	
    couple	
    of	
    interesting	
    features	
    in	
    
  each	
    area.	
    
  	
    
  
  13	
    
  D U N G E O N  P H Y S I C A L I T Y  
  A 	
     G O O D 	
     D U N G E O N 	
     F O R C E S 	
     E X P L O R E R S 	
     T O 	
     I N T E R A C T 	
     W I T H 	
     I T S 	
     T E R R A I N 	
     F E A T U R E S. 	
     D U N G E O N S 	
     W I T H 	
    
  N O T H I N G 	
     B U T 	
     S M O O T H 	
     F L O O R S, 	
     F E A T U R E L E S S 	
     W A L L S 	
     A N D 	
     P L A I N 	
     C E I L I N G S 	
     R E A L I S E 	
     O N L Y 	
     A 	
     F R A C T I O N 	
    
  O F 	
     T H E I R 	
     P O T E N T I A L.	
    
  	
    
  A	
    superior	
    dungeon	
    gives	
    the	
    PCs	
    a	
    chance	
    to	
    interact	
    with	
    its	
    
  physicality.	
     During	
     a	
     delve,	
     combat	
     should	
     not	
     be	
     the	
     only	
    
  physical	
     challenge	
     explorers	
     face.	
     No	
     matter	
     the	
     game	
     system	
    
  you	
    use	
    for	
    dungeon	
    delving,	
    it	
    likely	
    features	
    rules	
    for	
    dealing	
    
  with	
     physical	
     challenges	
     such	
     as	
     climbing,	
     swimming	
     and	
    
  jumping.	
    	
    
  	
    
  GMs	
     should	
     consider	
     the	
     physicality	
     of	
     their	
     dungeons	
     for	
    
  several	
    reasons:	
    
  § 
  Problem	
     Solving:	
     A	
     deep	
     chasm	
     presents	
     a	
     challenge	
     wholly	
    
  different	
    to	
    a	
    tricky	
    fight	
    and	
    forces	
    explorers	
    to	
    problem	
    solve	
    
  if	
     they	
     want	
     to	
     overcome	
     the	
     challenge.	
     Such	
     challenges	
    
  promote	
    team	
    work,	
    lateral	
    thinking	
    and	
    clever	
    play.	
    
  § 
  Change	
     of	
     Pace:	
     Dungeons	
     featuring	
     nothing	
     but	
     battles	
     can	
    
  get	
     boring	
     quickly.	
     Dungeons	
     with	
     significant	
     physical	
    
  challenges	
    not	
    only	
    promote	
    a	
    change	
    of	
    pace,	
    but	
    also	
    enable	
    
  the	
    PCs	
    to	
    use	
    other,	
    non-­‐combat	
    related	
    skills	
    and	
    powers.	
    	
    
  § 
  Interesting	
     Fights:	
     Battles	
     fought	
     upon	
     a	
     slippery	
     stair	
     or	
     on	
    
  the	
     brink	
     of	
     a	
     pit	
     are	
     inherently	
     more	
     exciting	
     than	
     those	
    
  fought	
     in	
     a	
     normal,	
     featureless	
     corridor	
     and	
     provide	
    
  combatants	
     with	
     different	
     tactical	
     options.	
     Similarly,	
     smaller	
    
  features	
     such	
     as	
     statues,	
     rubble	
     and	
     so	
     on	
     shape	
     the	
    
  battlefield	
     and	
     provide	
     smaller	
     game-­‐related	
     benefits	
     for	
    
  clever	
    combatants.	
    
  § 
  Segment	
    the	
    Dungeon:	
    Large	
    terrain	
    features	
    –	
    lakes,	
    chasms,	
    
  raging	
     rivers	
     and	
     so	
     on	
     –	
     can	
     segment	
     the	
     dungeon	
     and	
    
  provide	
    an	
    excellent	
    reason	
    for	
    areas	
    of	
    different	
    flavour.	
    They	
    
  can	
     act	
     as	
     barriers	
     to	
     exploration	
     or	
     obvious	
     “signposts”	
     the	
    
  PCs	
    are	
    entering	
    a	
    different	
    level,	
    sub-­‐level	
    or	
    area.	
    
  § 
  Flavour	
    &	
    Verisimilitude:	
    To	
    a	
    reasonable	
    degree,	
    flavour	
    and	
    
  verisimilitude	
    are	
    good	
    things.	
    They	
    make	
    the	
    dungeon	
    more	
    
  believable	
    and	
    real.	
    Providing	
    this	
    backdrop	
    differentiates	
    the	
    
  dungeon	
     from	
     other	
     similar	
     complexes	
     and	
     makes	
     it	
     more	
    
  memorable	
    for	
    the	
    players.	
    	
    
   
   
  
  14	
    
  P R I N C I P L E S  O F  M E G A D U N G E O N  D E S I G N  
  D E S I G N I N G 	
     A 	
     M E G A D U N G E O N 	
     I S 	
     H A R D. 	
     I F 	
     Y O U 	
     D O N' T 	
     G E T 	
     T H E 	
     D U N G E O N' S 	
     M E T A P H O R I C A L 	
    
  F O U N D A T I O N S 	
     R I G H T, 	
     Y O U 	
     A R E 	
     W A S T I N G 	
     Y O U R 	
     T I M E.	
    
  	
    
  Over	
    the	
    last	
    forty	
    years,	
    countless	
    dungeons	
    and	
    hundreds	
    of	
    
  megadungeons	
    have	
    graced	
    GM's	
    campaigns	
    all	
    over	
    the	
    world.	
    
  Detailing	
    such	
    a	
    locale	
    is	
    a	
    gigantic	
    undertaking.	
    When	
    designing	
    
  a	
    megadungeon,	
    keep	
    in	
    mind	
    the	
    following	
    criteria:	
    
  L A Y O U T  &  D E S I G N  
  § 
  Name:	
     The	
     megadungeon	
     should	
     have	
     a	
     cool,	
     flavoursome	
    
  name.	
    
  § 
  Multiple	
    Entrances:	
    There	
    should	
    be	
    several	
    different	
    ways	
    of	
    
  getting	
     into	
     the	
     dungeon.	
     While	
     all	
     might	
     not	
     be	
     obvious	
    
  (secret	
    entrances	
    are	
    cool)	
    most	
    should	
    be	
    easy	
    to	
    find	
    by	
    all	
    
  but	
    the	
    most	
    blinkered	
    explorer.	
    Entrances	
    set	
    in	
    the	
    midpoint	
    
  of	
    the	
    dungeon	
    provide	
    access	
    to	
    dungeon	
    levels	
    both	
    above	
    
  and	
    below	
    the	
    entranceway.	
    	
    
  § 
  The	
    deeper	
    you	
    go,	
    the	
    more	
    dangerous	
    it	
    is	
    and	
    the	
    greater	
    
  the	
    rewards.	
    This	
    is	
    a	
    tradition	
    of	
    dungeon	
    design.	
    However,	
    it	
    
  is	
    better	
    restated	
    as	
    the	
    further	
    from	
    the	
    main	
    entrance	
    you	
    
  go,	
     the	
     greater	
     the	
     danger	
     and	
     greater	
     the	
     rewards.	
     Some	
    
  dungeons	
     may	
     go	
     up	
     not	
     down	
     or	
     could	
     run	
     for	
     miles	
     and	
    
  miles	
    at	
    roughly	
    the	
    same	
    depth.	
    
  § 
  Each	
    level	
    (or	
    sub-­‐level)	
    has	
    a	
    distinctive	
    flavour.	
    This	
    flavour	
    
  shouldn't	
    be	
    unnecessarily	
    odd	
    just	
    for	
    the	
    sake	
    of	
    flavour.	
    For	
    
  example,	
    a	
    sub-­‐level	
    of	
    twisted	
    natural	
    passageways	
    home	
    to	
    
  degenerate	
    and	
    feral	
    derro	
    seeking	
    a	
    way	
    down	
    to	
    a	
    deeper	
    
  level	
     is	
     an	
     example	
     of	
     good	
     flavour.	
     A	
     level	
     dominated	
     by	
     a	
    
  mad	
     alchemist	
     who	
     has	
     no	
     connection	
     or	
     relevance	
     to	
     the	
    
  greater	
    dungeon	
    is	
    bad	
    flavour.	
    
  § 
  Sub-­‐Levels:	
     Smaller,	
     self-­‐contained	
     areas,	
     sub-­‐levels	
     enable	
    
  the	
    GM	
    to	
    inject	
    different	
    kinds	
    of	
    flavour	
    or	
    monsters	
    into	
    the	
    
  dungeon.	
    Sub-­‐levels	
    may	
    only	
    be	
    accessible	
    from	
    one	
    normal	
    
  dungeon	
    level.	
    Some	
    may	
    be	
    secret	
    while	
    others	
    may	
    provide	
    
  a	
    relatively	
    safe	
    haven	
    for	
    explorers.	
    
  § 
  There	
     should	
     be	
     multiple	
     connections	
     between	
     levels	
     and	
    
  sub-­‐levels.	
    The	
    PCs	
    should	
    have	
    freedom	
    of	
    choice	
    to	
    decide	
    
  which	
    parts	
    of	
    the	
    megadungeon	
    they	
    explore.	
    Access	
    points	
    
  between	
    levels	
    often	
    serve	
    as	
    choke	
    points.	
    The	
    more	
    access	
    
  points	
    there	
    are,	
    the	
    easier	
    it	
    is	
    for	
    dungeon	
    denizens	
    to	
    move	
    
  about	
     and	
     the	
     more	
     choices	
     the	
     players	
     have.	
     Some	
    
  connections	
     should	
     be	
     hidden	
     or	
     secret.	
     Not	
     all	
     should	
    
  proceed	
     only	
     to	
     the	
     next	
     level;	
     some	
     may	
     provide	
     access	
     to	
    
  multiple	
    levels	
    or	
    may	
    miss	
    one	
    or	
    two	
    levels	
    out	
    (for	
    example	
    
  a	
    connection	
    might	
    exist	
    between	
    levels	
    1	
    and	
    4).	
    	
    
  § 
  Secret	
     &	
     Remarkable	
     Connections:	
     Not	
     all	
     connections	
    
  between	
    levels	
    and	
    sublevels	
    should	
    be	
    a	
    standard	
    staircase.	
    A	
    
  dried	
     up	
     well	
     shaft,	
     flooded	
     passage	
     or	
     chasm	
     are	
     all	
     good	
    
  examples	
    of	
    other	
    connections.	
    
  § 
  Players	
     should	
     have	
     meaningful	
     choices:	
     This	
     doesn't	
     mean	
    
  the	
    party	
    get	
    to	
    choose	
    which	
    door	
    to	
    use	
    to	
    get	
    to	
    the	
    villain's	
    
  throne	
    room.	
    Rather,	
    the	
    complex’s	
    layout	
    enables	
    the	
    PCs	
    to	
    
  pursue	
     multiple	
     paths	
     through	
     the	
     dungeon,	
     exploring	
    
  different	
    areas,	
    sub-­‐levels	
    and	
    levels	
    as	
    they	
    choose.	
    Wherever	
    
  possible,	
    the	
    PCs	
    should	
    enjoy	
    freedom	
    of	
    movement	
    through	
    
  the	
    dungeon	
    and	
    not	
    be	
    forced	
    down	
    a	
    set	
    path.	
    
  § 
  Links	
    to	
    the	
    deepest	
    dungeon	
    of	
    all.	
    The	
    megadungeon	
    should	
    
  have	
    one	
    or	
    more	
    links	
    to	
    the	
    Ebon	
    Realm.	
    This	
    link	
    provides	
    
  tremendous	
     design	
     freedom	
     to	
     include	
     strange,	
     ancient	
    
  monsters	
     crawling	
     up	
     from	
     the	
     lightless	
     depths	
     in	
     search	
     of	
    
  prey.	
    It	
    essentially	
    answers	
    loads	
    of	
    tricky	
    questions	
    about	
    how	
    
  and	
    why	
    certain	
    monsters	
    came	
    to	
    be	
    in	
    the	
    dungeon.	
    
  § 
  It	
    should	
    all	
    make	
    sense	
    (to	
    a	
    certain	
    extent).	
    Realism	
    is	
    good	
    
  to	
    a	
    certain	
    extent,	
    but	
    realism	
    for	
    realism's	
    sake	
    is	
    pointless.	
    
  Worrying	
    about	
    the	
    minutia	
    of	
    dungeon	
    design	
    is	
    time	
    spent	
    
  not	
     crafting	
     exciting	
     encounters	
     and	
     flavoursome	
     dungeon	
    
  levels	
    and	
    encounters.	
    Enough	
    information	
    should	
    be	
    present	
    
  for	
    a	
    GM	
    to	
    answer	
    most	
    basic	
    questions	
    about	
    the	
    dungeon,	
    
  and	
     no	
     more.	
     For	
     example,	
     deciding	
     where	
     the	
     dungeon's	
    
  denizens	
    get	
    their	
    drinking	
    water	
    is	
    important.	
    Worrying	
    about	
    
  the	
    minutia	
    of	
    the	
    dungeon	
    food	
    chain	
    is	
    not.	
    
  § 
  Minor	
    Elevation	
    Shifts:	
    Dungeon	
     levels	
    should	
    rarely	
    be	
    flat.	
    
  Minor	
     shifts	
     in	
     elevation	
     can	
     confuse	
     explorers.	
     Are	
     they	
     on	
    
  the	
    same	
    level	
    or	
    are	
    they	
    not?	
    
  § 
  Extra-­‐Dimensional	
     Spaces:	
     Used	
     sparingly,	
     extra-­‐dimensional	
    
  spaces	
    provide	
    an	
    interesting	
    change	
    of	
    pace	
    to	
    exploration.	
    	
    
  § 
  Level	
    Size:	
    The	
    dungeon	
    levels	
    should	
    be	
    of	
    various	
    sizes.	
    Not	
    
  all	
    should	
    fit	
    on	
    a	
    single	
    piece	
    of	
    graph	
    paper.	
    Some	
    especially	
    
  large	
    levels	
    may	
    use	
    a	
    larger	
    scale	
    per	
    square.	
    
  H I S T O R Y  &  M I N U T I A  
  § 
  Details,	
     details,	
     details.	
     But	
     not	
     too	
     many	
     details.	
     Empty	
    
  rooms	
     are	
     boring.	
     Standard	
     corridors	
     are	
     boring.	
     Dungeon	
    
  dressing	
     is	
     an	
     excellent	
     cure	
     for	
     boring	
     areas.	
     Are	
     the	
    
  flagstones	
    broken	
    and	
    cracked?	
    Does	
    dried	
    blood	
    splatter	
    the	
    
  wall	
     in	
     an	
     otherwise	
     empty	
     room?	
     Such	
     details	
     build	
    
  verisimilitude	
    and	
    give	
    the	
    feeling	
    the	
    dungeon	
    is	
    a	
    live	
    setting.	
    
  § 
  The	
     megadungeon	
     needs	
     a	
     decent	
     reason	
     for	
     existing.	
     The	
    
  megadungeon	
    must	
    have	
    or	
    have	
    had	
    a	
    reason	
    to	
    exist.	
    Did	
    an	
    
  ancient	
     race	
     use	
     it	
     as	
     their	
     lair,	
     or	
     did	
     a	
     wizard	
     retreat	
    
  underground	
     to	
     continue	
     his	
     strange	
     (and	
     undoubtedly	
    
  
  15	
    
  dangerous)	
    research?	
    Whatever	
    the	
    reason,	
    it	
    will	
    have	
    left	
    its	
    
  mark	
    on	
    the	
    dungeon's	
    layout,	
    architecture	
    and	
    style.	
    	
    
  § 
  There	
     should	
     be	
     secrets	
     to	
     uncover.	
     Be	
     it	
     secret	
     doors,	
     lost	
    
  treasures	
    or	
    shocking	
    discoveries	
    about	
    the	
    dungeon	
    itself,	
    the	
    
  complex	
     should	
     have	
     secrets.	
     The	
     PCs	
     should	
     be	
     able	
     to	
    
  uncover	
    these	
    as	
    a	
    result	
    of	
    good,	
    attentive	
    play.	
    
  § 
  Relevant	
     and	
     discoverable	
     back	
     story:	
     The	
     dungeon	
     must	
    
  have	
    a	
    relevant	
    and	
    discoverable	
    back	
    story.	
    The	
    greatest	
    back	
    
  story	
    in	
    the	
    world	
    is	
    pointless	
    if	
    the	
    PCs	
    never	
    get	
    to	
    interact	
    
  with,	
    discover	
    and	
    understand	
    it.	
    Knowledge	
    of	
    the	
    dungeon's	
    
  history	
    shouldn't	
    be	
    automatic	
    –	
    they	
    should	
    have	
    to	
    work	
    for	
    
  it.	
    Having	
    knowledge	
    of	
    some	
    or	
    all	
    of	
    the	
    complex’s	
    history	
    
  should	
     provide	
     insights	
     into	
     the	
     dungeon	
     (and	
     perhaps	
     even	
    
  in-­‐game	
    advantages).	
    	
    
  D E N I Z E N S  &  C H A L L E N G E  
  § 
  Wheels	
     within	
     wheels:	
     The	
     megadungeon	
     should	
     have	
     an	
    
  overall	
    boss	
    or	
    super	
    villain.	
    This	
    individual	
    doesn't	
    need	
    to	
    be	
    
  in	
    charge	
    of	
    everyone	
    in	
    the	
    dungeon,	
    but	
    he	
    should	
    be	
    the	
    
  most	
     powerful	
     and	
     influential	
     figure	
     therein.	
     He	
     will	
     have	
    
  many	
     sub-­‐leaders	
     or	
     vassals;	
     many	
     of	
     these	
     will	
     command	
    
  their	
    own	
    level	
    or	
    sub-­‐level.	
    
  § 
  Away	
     with	
     the	
     15-­‐minute	
     adventuring	
     day.	
     If	
     every	
     room	
    
  contains	
    a	
    life	
    or	
    death	
    struggle	
    in	
    which	
    one	
    or	
    more	
    PCs	
    end	
    
  up	
    unconscious	
    or	
    dead	
    the	
    dungeon	
    turns	
    into	
    an	
    unending	
    
  grind.	
     The	
     PCs	
     do	
     a	
     room	
     or	
     two	
     and	
     then	
     retreat	
     to	
     rest.	
    
  That's	
    boring	
    game	
    play.	
    Instead,	
    the	
    dungeon’s	
    design	
    should	
    
  promote	
    long-­‐term	
    delving.	
    Parties	
    should	
    be	
    able	
    to	
    explore	
    
  at	
     least	
     a	
     dozen	
     rooms	
     before	
     resting.	
     Easier	
     fights,	
    
  unoccupied	
    rooms	
    and	
    easily	
    if	
    dealt	
    with	
    properly	
    battles	
    are	
    
  all	
    excellent	
    tools	
    to	
    prolong	
    the	
    adventuring	
    day.	
    
  § 
  Wandering	
     Monsters:	
     Monsters	
     don't	
     just	
     sit	
     in	
     their	
    
  chambers	
     waiting	
     to	
     be	
     slaughtered.	
     Some	
     move	
     about	
     –	
    
  either	
     because	
     they	
     are	
     scavengers	
     or	
     because	
     they	
     have	
    
  things	
    to	
    do.	
    Random	
    encounters	
    adds	
    both	
    an	
    extra	
    level	
    of	
    
  uncertainty	
    to	
    exploration	
    and	
    to	
    the	
    realistic	
    feel	
    of	
    the	
    place.	
    
  N E A R B Y  
  § 
  Settlements:	
     One	
     or	
     more	
     settlements	
     should	
     lie	
     within	
    
  relatively	
    easy	
    reach	
    of	
    the	
    dungeon.	
    This	
    provides	
    explorers	
    
  somewhere	
    to	
    retreat	
    to	
    between	
    forays.	
    Here	
    they	
    can	
    rest,	
    
  recruit	
    help,	
    buy	
    and	
    sell	
    magic	
    items	
    and	
    so	
    on.	
    
  
  16	
    
  A L T E R N A T E  D U N G E O N S  
  T H E 	
     I C O N I C 	
     V I E W 	
     O F 	
     A 	
     D U N G E O N 	
     I S 	
     O F 	
     A 	
     C O N S T R U C T E D 	
     U N D E R G R O U N D 	
     C O M P L E X 	
     S T U F F E D 	
     F U L L 	
     O F 	
    
  M O N S T E R S 	
     A N D 	
     L O O T. 	
    T H E R E 	
     A R E 	
     O T H E R 	
     K I N D S 	
     O F 	
     D U N G E O N, 	
     T H O U G H, 	
     R I P E 	
     F O R 	
     A D V E N T U R E.	
    
   
  Dungeons	
     are	
     perhaps	
     the	
     iconic	
     location	
     of	
     many	
     fantasy	
    
  roleplaying	
     games.	
     These	
     deep	
     subterranean	
     complexes	
     have	
    
  rooms,	
    corridors,	
    doors	
    and	
    other	
    familiar	
    features.	
    This	
    isn't	
    the	
    
  only	
     kind	
     of	
     dungeon,	
     though.	
     Other	
     dungeon-­‐like	
     venues	
     for	
    
  adventure	
    exist.	
    
  	
    
  A	
    few	
    examples	
    of	
    alternate	
    locales	
    for	
    a	
    dungeon	
    adventure	
    
  include:	
    	
    
  § 
  Buildings:	
    Castles,	
    cathedrals,	
    haunted	
    manor	
    houses	
    or	
    even	
    
  particularly	
     capacious	
     warehouses	
     could	
     all	
     make	
     a	
     great	
    
  dungeon	
    
  locale.	
    
  With	
    
  windows,	
    
  roofs	
    
  and	
    
  possibly	
    
  battlements,	
     such	
     locations	
     would	
     undoubtedly	
     have	
     many	
    
  more	
    access	
    points	
    than	
    a	
    normal	
    dungeon.	
    Such	
    “dungeon”	
    
  could	
    even	
    be	
    set	
    in	
    the	
    middle	
    of	
    a	
    town	
    or	
    city!	
    
  § 
  Caves:	
     Networks	
     of	
     natural	
     caves	
     can	
     serve	
     as	
     excellent	
    
  dungeons	
    in	
    their	
    own	
    rights.	
    In	
    all	
    likelihood,	
    the	
    denizens	
    will	
    
  make	
    some	
    effort	
    to	
    make	
    them	
    more	
    comfortable	
    –	
    levelling	
    
  the	
    floor	
    and	
    so	
    on	
    –	
    and	
    such	
    locales	
    
  could	
     extend	
     for	
     miles.	
     Because	
    
  nature	
     has	
     done	
     much	
     of	
     the	
    
  construction	
    
  work,	
    
  these	
    
  locations	
    
  are	
    
  particularly	
    
  attractive.	
    They	
    are	
    probably	
    
  the	
    second	
    most	
    commonly	
    
  encountered	
    dungeon	
    type.	
    
  Even	
    the	
    caves	
    themselves	
    
  can	
    be	
    atypical.	
    Networks	
    
  of	
    ice	
    caves,	
    sunken	
    cave	
    
  systems	
    
  hidden	
    
  deep	
    
  beneath	
    
  the	
    
  ocean’s	
    
  waves	
     and	
     even	
     the	
    
  warrens	
    
  of	
    
  gigantic	
    
  insects	
     could	
     all	
     make	
    
  excellent	
    
  adventure	
    
  sites.	
    
  § 
  Sewers:	
     Terrific	
     venues	
    
  for	
    
  a	
    
  dungeon	
    
  adventure,	
     sewers	
     are	
    
  rife	
    
  with	
    
  noisome	
    
  denizens	
     and	
     disease.	
    
  Their	
     proximity	
     to	
     the	
     streets	
     above	
     provides	
     explorers	
     with	
    
  easy	
     access	
     and	
     a	
     safe	
     place	
     to	
     retreat	
     to	
     after	
     a	
     foray.	
    
  Because	
    sewers	
    are	
    often	
    as	
    extensive	
    as	
    the	
    settlement	
    which	
    
  they	
    serve,	
    they	
    can	
    be	
    particularly	
    expansive.	
    
  § 
  Mines:	
     Often	
     of	
     dwarven	
     construction,	
     mines	
     differ	
     from	
     a	
    
  standard	
    dungeon	
    in	
    terms	
    of	
    function	
    and	
    form.	
    The	
    layout	
    
  and	
    architecture	
    of	
    the	
    place	
    will	
    be	
    different	
    and	
    it	
    will	
    in	
    all	
    
  likelihood	
    lack	
    many	
    of	
    the	
    traditional	
    rooms	
    such	
    as	
    throne	
    
  room,	
    prisons,	
    torture	
    chambers	
    and	
    so	
    on.	
    
  § 
  Huge	
    trees:	
    A	
    fixture	
    in	
    ancient	
    forests	
    and	
    elven	
    domains,	
    the	
    
  trunks	
     and	
     branches	
     of	
     huge	
     trees	
     can	
     be	
     large	
     enough	
     to	
    
  contain	
    a	
    dungeon.	
    Either	
    the	
    dungeon	
    could	
    be	
    built	
    among	
    
  the	
    tree’s	
    branches,	
    or	
    it	
    could	
    be	
    carved	
    into	
    the	
    its	
    trunk.	
    	
    
  § 
  Demi-­‐planes:	
     These	
     are	
     perhaps	
     the	
     most	
     fantastical	
     of	
     all	
    
  dungeons.	
     Created	
     by	
     powerful	
     folk	
     such	
     as	
     archmages	
     and	
    
  demi-­‐gods,	
    demi-­‐planes	
    are	
    an	
    excellent	
    venue	
    for	
    a	
    dungeon.	
    
  Here	
     time	
     may	
     flow	
     differently,	
     magic	
     may	
     be	
     subtly	
     (or	
    
  unsubtly)	
    altered	
    and	
    even	
    the	
    laws	
    of	
    physics	
    may	
    be	
    
  different.	
     Extra-­‐dimensional	
     spaces	
     also	
     fall	
     into	
    
  this	
    category.	
    Both	
    can	
    be	
    as	
    large	
    or	
    small	
    as	
    
  a	
    GM	
    desires.	
    	
    
  § Gigantic	
     Spider	
     Web:	
     Vast	
     colonies	
    
  of	
     spiders	
     –	
     or	
     several	
     huge	
    
  spiders	
     –	
     could	
     conceivably	
    
  create	
     an	
     incredibly	
     vast	
     web	
    
  with	
     rooms	
     and	
     corridors	
     on	
    
  many	
    different	
    levels.	
    	
    
  § Dense	
     Vegetation:	
     Where	
    
  vegetation	
    
  is	
    
  particularly	
    
  dense	
     –	
     perhaps	
     in	
     primal	
    
  forests,	
     for	
     example	
     –	
     trails	
    
  become	
    
  corridors	
    
  and	
    
  clearings	
    
  become	
    
  rooms.	
    
  Such	
     locales	
     could	
     be	
     the	
    
  demesne	
    of	
    fey	
    creatures	
    or	
    
  even	
    a	
    cabal	
    of	
    druids.	
    	
    
  	
    
  	
    
  
  17	
    
   
   
   
   
   
   
   
   
   
   
  DUNGEON DRESSING 
  	
    
   
  
  18	
    
  A L T A R S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Altars	
    dedicated	
    to	
    dark,	
    forbidden	
    powers	
    are	
    a	
    staple	
    of	
    many	
    
  dungeons.	
     Here	
     evil	
     high	
     priests	
     officiate	
     over	
     bloody,	
    
  blasphemous	
    services	
    or	
    cultists	
    gather	
    to	
    worship	
    their	
    terrible	
    
  patron.	
    Such	
    places	
    are	
    thus	
    often	
    an	
    excellent	
    place	
    to	
    find	
    and	
    
  slay	
    said	
    evil-­‐doers	
    or	
    to	
    recover	
    their	
    hidden	
    treasures.	
    A	
    few	
    
  such	
    locales	
    have	
    even	
    established	
    a	
    tenuous	
    link	
    with	
    the	
    deity	
    
  itself	
    and	
    strange,	
    odd	
    effects	
    occur	
    in	
    the	
    immediate	
    vicinity.	
    
  C O N S T R U C T I O N  
  Most	
    altars	
    are	
    hewn	
    from	
    stone,	
    but	
    where	
    stone	
    is	
    impractical	
    
  or	
     too	
     expensive,	
     some	
     are	
     crafted	
     from	
     wood	
     (being	
     nothing	
    
  more	
    than	
    a	
    sturdy	
    table	
    perhaps	
    with	
    a	
    cloth	
    or	
    banner	
    thrown	
    
  across	
     it).	
     In	
     particularly	
     deep,	
     outlandish	
     or	
     otherworldly	
    
  dungeons,	
     adventurers	
     may	
     encounter	
     altars	
     made	
     of	
     even	
    
  rarer,	
    stranger	
    or	
    valuable	
    materials	
    such	
    as	
    glass,	
    mithral,	
    gold,	
    
  iron	
    and	
    so	
    on.	
    Altars	
    dedicated	
    to	
    dark	
    powers	
    are	
    also	
    often	
    
  crafted	
    of	
    thousands	
    of	
    bone.	
    	
    
  MATERIAL	
    
  HARDNESS	
    
  HIT	
    
  POINTS	
    
  BREAK	
    
  Bone	
    
  Fragile	
    
  Many	
    
  Hard	
    
  Glass*	
    
  Fragile	
    
  Few	
    
  Hard	
    
  Iron	
    
  Extremely	
    
  hard	
    
  Many	
    
  Very	
    
  Hard	
    
  Stone	
    
  (Hewn)	
    
  Hard	
    
  Vast	
    
  Nigh	
    impossible	
    
  Wood	
    
  Solid	
    
  Few	
    
  Hard	
    
  *magically	
    treated	
    
  	
    
  	
    
  W H A T ’ S  O N  T H E  A L T A R  
  Altars	
    dedicated	
    to	
    evil	
    powers	
    normally	
    have	
    certain	
    objects	
    of	
    
  worship	
    on	
    them	
    or	
    nearby.	
    Such	
    items	
    could	
    include:	
    
  § 
  Bone,	
    skulls	
    or	
    the	
    remains	
    of	
    sacrificial	
    victims	
    
  § 
  Brazier,	
    candles	
    or	
    other	
    light	
    source	
    (perhaps	
    a	
    magical	
    flame)	
    
  § 
  Gong,	
    drum,	
    bells,	
    chimes	
    and	
    other	
    ceremonial	
    instruments	
    
  § 
  Idols	
    
  § 
  Incense	
    burner	
    
  § 
  Manacles	
    or	
    masterwork	
    manacles	
    
  § 
  Offertory	
    container	
    
  § 
  Prayer	
    books	
    
  § 
  Sacrificial	
    dagger,	
    scourge,	
    whip	
    or	
    other	
    weapon	
    
  § 
  Unholy	
    symbol	
    
  H I D D E N  T R E A S U R E S ,  D E A D L Y  T R A P S  
  As	
    places	
    sacred	
    to	
    their	
    faith,	
    altars	
    are	
    often	
    protected	
    by	
    traps	
    
  –	
    either	
    magical	
    or	
    mundane	
    –	
    and	
    often	
    have	
    hidden	
    niches	
    or	
    
  compartments.	
    Such	
    niches	
    often	
    hold	
    holy	
    relics,	
    magic	
    items,	
    
  great	
    wealth	
    or	
    other	
    objects	
    of	
    great	
    significance	
    to	
    the	
    faithful.	
    	
    
  	
    
  Occasionally,	
    the	
    entire	
    altar	
    is	
    designed	
    to	
    swing	
    out	
    of	
    the	
    
  way	
    to	
    reveal	
    a	
    secret	
    space	
    below	
    it.	
    This	
    space	
    may	
    hold	
    even	
    
  more	
    treasure	
    or	
    serves	
    as	
    the	
    resting	
    place	
    for	
    a	
    powerful	
    or	
    
  revered	
     member	
     of	
     the	
     faith.	
     Alternatively,	
     the	
     altar	
     could	
    
  conceal	
     a	
     hidden	
     stair	
     descending	
     to	
     a	
     crypt,	
     burial	
     place	
     or	
    
  secret	
    private	
    shrine.	
    	
    
  	
    
  Traps	
     protecting	
     altars	
     are	
     designed	
     so	
     that	
     worshippers	
    
  don’t	
     accidentally	
     set	
     them	
     off.	
     Such	
     mechanical	
     traps	
     often	
    
  have	
     bypass	
     switches	
     while	
     magic	
     traps	
     may	
     be	
     bypassed	
     by	
    
  speaking	
    a	
    specific	
    ritual	
    phrase	
    or	
    prayer,	
    or	
    by	
    displaying	
    the	
    
  unholy	
    symbol	
    of	
    the	
    deity	
    in	
    question.	
    	
    
  	
    
  
  19	
    
  A	
     quick	
     perusal	
     of	
     the	
     table	
     below	
     reveals	
     the	
     characteristics	
    
  listed	
     below	
     are	
     almost	
     exclusively	
     for	
     altars	
     dedicated	
     to	
     evil	
    
  gods,	
    demons	
    or	
    devils.	
    	
    
  	
    
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    characteristics	
    for	
    your	
    
  altars.	
    Some	
    features	
    listed	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    	
    
  D%	
    
  	
    
  01-­‐05	
    
  An	
    unholy	
    symbol	
    is	
    carved	
    into	
    the	
    front	
    of	
    the	
    
  altar	
    in	
    exquisite	
    detail.	
    
  06-­‐10	
    
  The	
     altar	
     is	
     made	
     of	
     very	
     rough,	
     porous	
     rock.	
    
  Blood	
     has	
     soaked	
     into	
     the	
     pores	
     giving	
     it	
     a	
    
  mottled	
    brown	
    and	
    black	
    appearance.	
    
  11-­‐12	
    
  The	
    altar	
    is	
    hewn	
    from	
    a	
    black,	
    glittering	
    stone.	
    
  Its	
    edges	
    are	
    rough	
    and	
    sharp.	
    
  13-­‐14	
    
  The	
     altar	
     slopes	
     slightly	
     downwards	
     in	
     one	
    
  direction.	
     A	
     lip	
     at	
     the	
     bottom	
     end	
     is	
     encrusted	
    
  with	
    blood.	
    
  15-­‐16	
    
  Drainage	
     channels	
     criss-­‐cross	
     the	
     altar’s	
     upper	
    
  surface	
    and	
    run	
    to	
    two	
    small	
    fonts,	
    one	
    at	
    either	
    
  end	
    of	
    the	
    altar.	
    
  17-­‐18	
    
  The	
     altar	
     has	
     a	
     secret	
     compartment	
     (very	
     well	
    
  hidden).	
     Pressing	
     a	
     small	
     skull	
     (or	
     other	
     minor	
    
  craved	
    decoration)	
    opens	
    the	
    compartment.	
    
  19-­‐20	
    
  The	
    altar	
    has	
    a	
    secret	
    compartment	
    within	
    (well	
    
  hidden).	
     Pressing	
     an	
     unholy	
     symbol	
     of	
     the	
     god	
    
  into	
    a	
    shallow	
    depression	
    behind	
    the	
    altar	
    opens	
    
  the	
    compartment.	
    
  21-­‐22	
    
  Intricate	
     scrollwork	
     decorates	
     every	
     surface	
     of	
    
  the	
     altar.	
     Religious	
     symbols	
     and	
     images	
     of	
     the	
    
  god	
    are	
    hidden	
    within.	
    
  23-­‐24	
    
  A	
    large	
    carving	
    of	
    religious	
    significance	
    decorates	
    
  the	
    front	
    of	
    the	
    altar.	
    
  25-­‐26	
    
  Niches	
     in	
     the	
     front	
     of	
     the	
     altar	
     hold	
     grinning	
    
  skulls.	
    Streaks	
    of	
    dried	
    blood	
    cover	
    each	
    skull.	
    
  27-­‐28	
    
  The	
    altar	
    stands	
    upon	
    a	
    5	
    ft.	
    high	
    dais.	
    
  29-­‐30	
    
  Pillars	
    depicting	
    the	
    altar’s	
    patron	
    deity	
    flank	
    the	
    
  altar.	
    Each	
    is	
    well	
    detailed.	
    	
    
  31-­‐32	
    
  A	
    magical	
    fire	
    burns	
    upon	
    the	
    altar’s	
    surface.	
    
  33-­‐34	
    
  An	
     aura	
     of	
     evil	
     protects	
     the	
     altar	
     and	
    
  surrounding	
     shrine.	
     If	
     the	
     altar	
     is	
     still	
     used,	
     a	
    
  secondary	
    magical	
    effect	
    may	
    be	
    present.	
    
  35-­‐36	
    
  The	
     altar	
     stands	
     in	
     a	
     shadowy,	
     cramped	
     alcove	
    
  hidden	
    behind	
    a	
    lurid	
    tapestry.	
    Intricate	
    carving	
    
  and	
    scrollwork	
    covers	
    the	
    walls.	
    
  37-­‐38	
    
  Niches	
     in	
     the	
     rear	
     of	
     the	
     altar	
     hold	
     books	
     and	
    
  other	
    items	
    of	
    religious	
    significance.	
    
  39-­‐40	
    
  The	
    altar	
    is	
    hollow	
    and	
    serves	
    as	
    the	
    tomb	
    of	
    a	
    
  devout	
    worshipper.	
    	
    
  41-­‐42	
    
  Many	
    small	
    holes	
    pierce	
    the	
    altar.	
    Wind	
    blowing	
    
  through	
    the	
    holes	
    creates	
    a	
    whining	
    sound	
    
  43-­‐44	
    
  The	
     front	
     of	
     the	
     altar	
     is	
     carved	
     to	
     represent	
     a	
    
  demonic	
    head.	
    Small	
    red	
    gems	
    serve	
    as	
    its	
    eyes	
    
  and	
    its	
    tongue	
    protrudes	
    in	
    an	
    obscene	
    fashion.	
    
  45-­‐46	
    
  The	
     altar	
     is	
     a	
     simple	
     rectangle	
     of	
     stone,	
     and	
     is	
    
  without	
    any	
    obvious	
    distinguishing	
    features.	
    
  47-­‐48	
    
  The	
    altar	
    is	
    only	
    2	
    ft.	
    high.	
    
  49-­‐50	
    
  The	
    altar	
    is	
    6	
    ft.	
    high;	
    ceremonial	
    steps	
    behind	
    it	
    
  enable	
    the	
    priest	
    to	
    carry	
    out	
    services.	
    The	
    steps	
    
  are	
     narrow	
     and	
     steep;	
     a	
     landing	
     at	
     the	
     top	
    
  provides	
     a	
     modicum	
     of	
     comfort	
     for	
     the	
    
  officiating	
    priest.	
    
  51-­‐52	
    
  The	
    altar	
    has	
    a	
    hinged	
    lid,	
    which	
    accesses	
    a	
    large	
    
  compartment	
    within.	
    
  53-­‐54	
    
  The	
    altar	
    hides	
    a	
    secret	
    set	
    of	
    stairs	
    leading	
    to	
    a	
    
  crypt	
    or	
    treasure	
    vault	
    (very	
    well	
    hidden).	
    
  55-­‐56	
    
  The	
    altar	
    is	
    a	
    huge	
    natural	
    stalagmite	
    which	
    has	
    
  had	
    its	
    top	
    carved	
    away.	
    
  57-­‐58	
    
  The	
     altar	
     is	
     fused	
     to	
     the	
     floor	
     (Esoteric	
    
  knowledge	
    may	
    show	
    that	
    magic	
    was	
    used	
    in	
    the	
    
  creation	
    of	
    the	
    altar).	
    
  59-­‐60	
    
  Many	
     small	
     holes	
     adorn	
     the	
     front	
     of	
     the	
     altar;	
    
  each	
    holds	
    a	
    small,	
    low-­‐value	
    gem.	
    
  61-­‐62	
    
  Many	
     small	
     holes	
     pierce	
     the	
     altar;	
     a	
     hinged	
     lid	
    
  accesses	
    a	
    fire	
    pit	
    within.	
    It	
    is	
    full	
    of	
    ash.	
    
  63-­‐64	
    
  Religious	
     teachings	
     are	
     carved	
     into	
     the	
     front	
     of	
    
  the	
    altar.	
    
  65-­‐66	
    
  Fused	
     bones	
     form	
     an	
     armour	
     of	
     sorts	
     over	
     the	
    
  altar.	
     The	
     bones	
     are	
     those	
     of	
     previous	
     priests	
    
  and	
    other	
    devout	
    worshippers.	
    
  67-­‐68	
    
  The	
    altar	
    is	
    composed	
    of	
    fused	
    bones.	
    
  69-­‐70	
    
  A	
    shallow	
    bone	
    pit	
    surrounds	
    the	
    altar.	
    	
    
  71-­‐72	
    
  A	
    narrow	
    trench	
    surrounds	
    the	
    altar;	
    it	
    is	
    full	
    of	
    
  oil.	
     When	
     lit,	
     it	
     burns	
     for	
     5	
     minutes,	
     creating	
     a	
    
  thin	
    wall	
    of	
    flame	
    2	
    ft.	
    high.	
    	
    
  73-­‐74	
    
  Several	
    stone	
    candlesticks	
    stud	
    each	
    end	
    of	
    the	
    
  altar.	
     Liberal	
     amounts	
     of	
     dried	
     wax	
     cover	
     the	
    
  candlesticks	
    which	
    all	
    contain	
    half-­‐burnt	
    candles.	
    	
    
  75-­‐76	
    
  Stout	
    manacles	
    are	
    mortared	
    into	
    the	
    altar.	
    The	
    
  key	
    to	
    the	
    manacles	
    is	
    hidden	
    in	
    a	
    grinning	
    skull	
    
  carving	
    on	
    the	
    rear	
    face	
    of	
    the	
    altar	
    (moderately	
    
  hidden).	
    	
    
  77-­‐78	
    
  The	
     altar	
     is	
     immense	
     –	
     it	
     could	
     easily	
     hold	
     a	
    
  prostrate	
    Large-­‐sized	
    creature.	
    
  79-­‐80	
    
  A	
    mosaic	
    decorates	
    the	
    top	
    of	
    the	
    altar.	
    
  81-­‐82	
    
  A	
    stone	
    lectern	
    is	
    built	
    into	
    one	
    side	
    of	
    the	
    altar.	
    
  83-­‐84	
    
  The	
    altar	
    slopes	
    downwards	
    to	
    a	
    font	
    in	
    front	
    of	
    
  it.	
    Grooves	
    on	
    the	
    altar	
    top	
    lead	
    into	
    the	
    font.	
    
  85-­‐86	
    
  A	
    metal	
    grill	
    covers	
    the	
    altar’s	
    surface.	
    Below	
    lies	
    
  a	
    fire	
    pit.	
    Manacles	
    are	
    attached	
    to	
    the	
    grill.	
    	
    
  87-­‐88	
    
  A	
     permanent	
     magical	
     alarm	
     protects	
     the	
     altar	
    
  and	
    activates	
    when	
    a	
    nonbeliever	
    comes	
    within	
    
  10	
    ft.	
    
  89-­‐90	
    
  Eerie,	
     permanent	
     magic	
     projects	
     the	
     sound	
     of	
    
  wailing	
     and	
     moaning	
     (or	
     other	
     sinister	
     sounds)	
    
  from	
    the	
    altar	
    
  91-­‐92	
    
  A	
     permanent	
     magical	
     rune	
     (determine	
     type	
    
  randomly)	
    wards	
    the	
    altar.	
    
  93-­‐94	
    
  The	
    altar	
    is	
    trapped.	
    (See	
    page	
    8	
    for	
    examples).	
    
  95-­‐99	
    
  Roll	
     twice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     95-­‐
  100.	
    
  100	
    
  Roll	
     thrice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     95-­‐
  100.	
    
  	
    
   
  
  20	
    
  A L T A R S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
     altars.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  Several	
    half-­‐burnt	
    candles	
    stand	
    in	
    pools	
    of	
    wax	
    
  on	
    the	
    altar.	
    
  2	
    
  A	
     skull	
     with	
     its	
     top	
     cut	
     off	
     sits	
     on	
     the	
     altar.	
     A	
    
  huge	
    candle	
    emerges	
    from	
    the	
    skull.	
    	
    
  3	
    
  Spots	
    of	
    dried	
    blood	
    speckle	
    the	
    top	
    of	
    the	
    altar.	
    
  4	
    
  Rusting	
     manacles	
     (very	
     hard	
     to	
     escape,	
     hard	
     to	
    
  break)	
    are	
    mortared	
    into	
    the	
    altar.	
    
  5	
    
  A	
    big	
    dried	
    bloodstain	
    covers	
    the	
    altar’s	
    top.	
    
  6	
    
  The	
    surface	
    of	
    the	
    altar	
    is	
    chipped	
    and	
    dented.	
    
  7	
    
  The	
    shards	
    of	
    broken	
    manacles	
    lie	
    on	
    the	
    altar.	
    
  8	
    
  A	
    skeleton	
    lies	
    atop	
    the	
    altar.	
    
  9	
    
  The	
     shards	
     of	
     a	
     curved	
     bloodstained	
     dagger	
     lie	
    
  on	
    the	
    floor	
    in	
    front	
    of	
    the	
    altar.	
    
  10	
    
  Cobwebs	
     cover	
     the	
     altar.	
     Many	
     small	
     spiders	
    
  scuttle	
    within.	
    	
    
  11	
    
  Mould	
    sprouts	
    from	
    several	
    large	
    bloodstains	
    on	
    
  one	
    side	
    of	
    the	
    altar.	
    The	
    stains	
    are	
    old	
    and	
    dry.	
    
  12	
    
  Masterwork	
    
  manacles	
    
  (extremely	
    
  hard	
    
  to	
    
  escape,	
     very	
     hard	
     to	
     break)	
     are	
     mortared	
     into	
    
  the	
    altar.	
    
  13	
    
  Insects	
     live	
     in	
     the	
     cracks	
     around	
     the	
     altar	
     and	
    
  feed	
    on	
    sacrifices’	
    blood.	
    
  14	
    
  A	
    mouldy	
    cloth	
    covers	
    the	
    altar.	
    	
    
  15	
    
  The	
     altar	
     is	
     scorched	
     and	
     burnt.	
     Charred	
     bones	
    
  and	
    ash	
    cover	
    its	
    surface.	
    
  16	
    
  The	
    altar	
    has	
    been	
    deformed	
    by	
    magic.	
    
  17	
    
  A	
     pool	
     of	
     dried	
     melted	
     wax	
     almost	
     covers	
     the	
    
  altar.	
     Red	
     and	
     white	
     wax	
     mix	
     to	
     form	
     a	
     lurid,	
    
  smear	
    of	
    colour.	
    
  18	
    
  Luminescent	
    fungus	
    grows	
    over	
    the	
    altar,	
    giving	
    
  it	
    and	
    its	
    immediate	
    surrounds	
    a	
    dim	
    green	
    glow.	
    
  19	
    
  Two	
    blackened	
    skeletons	
    lie	
    in	
    front	
    of	
    the	
    altar.	
    	
    
  20	
    
  Holes	
     stud	
     the	
     altar’s	
     flanks;	
     they	
     once	
     held	
    
  small	
    gems	
    but	
    are	
    now	
    empty.	
    
  21	
    
  The	
    faint	
    smell	
    of	
    incense	
    hangs	
    in	
    the	
    air	
    around	
    
  the	
    altar.	
    Several	
    incense	
    burners	
    are	
    in	
    evidence	
    
  on	
    the	
    altar.	
    
  22	
    
  Shadows	
     seem	
     to	
     hang	
     in	
     the	
     air	
     around	
     the	
    
  altar.	
     Nonmagical	
     illumination	
     in	
     a	
     10	
     ft.	
     radius	
    
  around	
    the	
    altar	
    is	
    reduced	
    by	
    one	
    step.	
    
  23	
    
  The	
    remains	
    of	
    a	
    crude	
    campfire	
    cover	
    the	
    floor	
    
  behind	
     the	
     altar.	
     The	
     campfire	
     is	
     old	
     and	
     the	
    
  ashes	
    are	
    cold.	
    	
    
  24	
    
  Graffiti	
    –	
    denigrating	
    the	
    altar’s	
    patron	
    power	
    –	
    
  covers	
    its	
    top.	
    
  25	
    
  A	
     magical	
     aura	
     of	
     goodness	
     is	
     centred	
     on	
     the	
    
  altar.	
    
  26	
    
  A	
     great	
     crack	
     runs	
     through	
     the	
     altar	
     as	
     if	
     the	
    
  stone	
    had	
    suffered	
    a	
    single,	
    massive	
    blow.	
    	
    
  27	
    
  A	
    pile	
    of	
    skulls	
    decorates	
    the	
    altar.	
    
  28	
    
  The	
    altar	
    is	
    clean	
    and	
    obviously	
    well	
    tended.	
    
  29	
    
  The	
     altar’s	
     decorative	
     carvings	
     have	
     been	
    
  chipped	
    and	
    defaced;	
    signs	
    of	
    a	
    crude	
    attempt	
    to	
    
  repair	
    them	
    are	
    evident.	
    	
    
  30	
    
  Worthless	
    offerings	
    –	
    mouldy	
    food,	
    broken	
    and	
    
  rusted	
    weapons	
    and	
    so	
    on	
    –	
    cover	
    the	
    altar	
    top.	
    
  31	
    
  A	
    few	
    silver	
    and	
    copper	
    coins	
    lie	
    amid	
    the	
    dust	
    of	
    
  the	
    altar	
    top.	
    	
    
  32	
    
  Several	
    empty	
    vials	
    lie	
    on	
    the	
    floor	
    nearby.	
    They	
    
  once	
     contained	
     holy	
     water	
     –	
     divine	
     symbols	
     of	
    
  goodness	
    and	
    light	
    are	
    inscribed	
    into	
    their	
    caps.	
    
  33	
    
  An	
     area	
     of	
     light-­‐swallowing	
     darkness	
     is	
     centred	
    
  on	
    the	
    altar.	
    
  34	
    
  A	
    chipped	
    and	
    broken	
    hourglass	
    lies	
    on	
    its	
    side	
    
  atop	
    the	
    altar.	
    
  35	
    
  The	
     altar	
     is	
     battered	
     and	
     smashed;	
     it	
     has	
    
  evidently	
     been	
     repeatedly	
     struck	
     with	
     a	
     heavy	
    
  object.	
    
  36	
    
  A	
     small	
     pool	
     of	
     partially	
     dried	
     oil	
     –	
     about	
     that	
    
  held	
     in	
     a	
     standard	
     flask	
     –	
     has	
     pooled	
     at	
     the	
    
  altar’s	
    base.	
    
  37	
    
  The	
    altar	
    held	
    a	
    secret	
    compartment,	
    but	
    its	
    lid	
    
  has	
    been	
    ripped	
    off;	
    the	
    compartment	
    is	
    empty.	
    
  38	
    
  Daubed	
     on	
     the	
     front	
     of	
     the	
     altar	
     is	
     the	
     single	
    
  word,	
    “Blasphemy.”	
    
  39	
    
  The	
    skeletal	
    remains	
    of	
    several	
    humanoids	
    litter	
    
  the	
     ground	
     around	
     the	
     altar.	
     (These	
     could	
     be	
    
  sacrificial	
    victims	
    or	
    those	
    slain	
    by	
    a	
    trap.)	
    
  40	
    
  A	
     magical	
     message	
     has	
     been	
     tied	
     to	
     the	
     altar.	
    
  When	
    activated,	
    it	
    shouts,	
    “Fools!	
    This	
    is	
    a	
    sacred	
    
  place.	
     Flee	
     or	
     die.”	
     A	
     stone	
     mouth	
     appears	
     on	
    
  the	
    rear	
    of	
    the	
    altar	
    so	
    it	
    is	
    not	
    normally	
    visible	
    
  to	
    those	
    approaching	
    the	
    altar.	
    
  41	
    
  The	
     faint	
     outline	
     of	
     several	
     runes	
     is	
     evident,	
     in	
    
  the	
    thick	
    dust	
    covering	
    the	
    altar.	
    
  42	
    
  Flecks	
    of	
    silver	
    cover	
    the	
    altar	
    (this	
    is	
    the	
    dried-­‐
  up	
    remains	
    of	
    a	
    flask	
    of	
    holy	
    water).	
    
  43	
    
  Deep	
    piles	
    of	
    smashed	
    and	
    ground	
    bones	
    cover	
    
  the	
    altar.	
    A	
    shattered	
    skull	
    lies	
    within	
    each	
    pile.	
    
  44	
    
  A	
    circle	
    of	
    silver	
    filings	
    (the	
    remains	
    of	
     a	
    magic	
    
  circle)	
    surrounds	
    the	
    altar.	
    
  45	
    
  Several	
     small	
     chalked	
     pentagrams	
     decorate	
     the	
    
  altar’s	
    top.	
    Esoteric	
    knowledge	
    reveals	
    they	
    deal	
    
  with	
    summoning	
    evil	
    spirits.	
    
  46	
    
  A	
    pile	
    of	
    putrid,	
    bloodstained	
    rags	
    lie	
    behind	
    the	
    
  altar.	
    They	
    are	
    heavy	
    and	
    rancid.	
    
  47	
    
  Black	
     mould	
     grows	
     on	
     the	
     rear	
     of	
     the	
     altar.	
    
  Nature-­‐savvy	
     characters	
     can	
     identify	
     it	
     to	
     be	
    
  harmless.	
    
  48	
    
  A	
     font	
     pierces	
     the	
     centre	
     of	
     the	
     altar.	
     Several	
    
  vials-­‐worth	
    of	
    unholy	
    water	
    lie	
    within.	
    
  49	
    
  Cracked	
     and	
     broken	
     bones	
     lie	
     strewn	
     about.	
    
  They	
     are	
     of	
     humanoid	
     origin;	
     something	
     has	
    
  broken	
    them	
    open	
    to	
    get	
    at	
    the	
    marrow	
    within.	
    	
    
  
  21	
    
  50	
    
  Suspiciously	
    cold	
    air	
    surrounds	
    the	
    altar.	
    
  51	
    
  The	
     paving	
     stones	
     around	
     the	
     altar	
     have	
     been	
    
  pried	
    up	
    –	
    previous	
    explorers	
    searched	
    this	
    area	
    
  for	
    treasure	
    long	
    ago.	
    
  52	
    
  The	
     base	
     of	
     the	
     altar	
     is	
     chipped	
     and	
     scratched.	
    
  (Explorers	
     tried	
     to	
     lever	
     the	
     altar	
     up	
     believing	
    
  there	
    to	
    be	
    a	
    hidden	
    space	
    below).	
    	
    
  53	
    
  Part	
     of	
     the	
     ceiling	
     has	
     collapsed,	
     covering	
     the	
    
  badly	
    damaged	
    altar	
    in	
    rubble	
    and	
    dust.	
    	
    
  54	
    
  Newly	
    trimmed	
    and	
    unused	
    candles	
    cover	
    much	
    
  of	
    the	
    altar’s	
    top.	
    Dried	
    wax	
    holds	
    them	
    in	
    place.	
    	
    
  55	
    
  A	
     hole	
     has	
     been	
     smashed	
     into	
     the	
     top	
     of	
     the	
    
  altar	
    to	
    reveal	
    a	
    secret	
    niche	
    within.	
    The	
    niche	
    is	
    
  empty	
    of	
    everything	
    but	
    dust.	
    
  56	
    
  The	
    altar	
    has	
    a	
    secret	
    compartment	
    within	
    (well	
    
  hidden)	
    but	
    the	
    catch	
    to	
    access	
    it	
    has	
    long	
    since	
    
  broken.	
     Characters	
     must	
     smash	
     their	
     way	
    
  through	
    the	
    altar	
    (very	
    hard,	
    few	
    Hp;	
    difficult	
    to	
    
  break)	
    to	
    access	
    the	
    niche.	
    
  57	
    
  The	
    floor	
    around	
    the	
    altar	
    is	
    spotless.	
    
  58	
    
  A	
    small	
    gong	
    stands	
    atop	
    the	
    altar;	
    it	
    is	
    tarnished	
    
  and	
    battered.	
    An	
    unholy	
    symbol	
    is	
    inscribed	
    into	
    
  its	
    centre.	
    Of	
    its	
    hammer,	
    there	
    is	
    no	
    sign.	
    
  59	
    
  Ashes	
     cover	
     the	
     altar.	
     A	
     closer	
     examination	
    
  reveals	
     the	
     remains	
     of	
     several	
     partially	
     burnt	
    
  pages	
    and	
    book	
    covers.	
    All	
    are	
    of	
    unholy	
    origin.	
    	
    
  60	
    
  The	
    altar	
    and	
    the	
    ground	
    beneath	
    it	
    are	
    split	
    by	
    a	
    
  great	
     crack	
     in	
     the	
     rock.	
     Esoteric	
     knowledge	
    	
    
  reveals	
    
  the	
    
  damage	
    
  was	
    
  caused	
    
  by	
    
  a	
    
  supernatural	
    earthquake.	
    
  61	
    
  The	
    altar	
    lies	
    on	
    its	
    side	
    –	
    as	
    if	
    a	
    being	
    of	
    great	
    
  strength	
    flipped	
    it	
    over.	
    Where	
    it	
    once	
    stood,	
    a	
    
  narrow	
     burial	
     niches	
     pierces	
     the	
     floor.	
     Except	
    
  dust	
    and	
    a	
    faded	
    burial	
    shift,	
    the	
    niche	
    is	
    empty.	
    
  62	
    
  Certain	
     parts	
     of	
     the	
     altar’s	
     decorative	
     carvings	
    
  have	
    been	
    melted	
    away	
    by	
    acid.	
    The	
    “scars”	
    on	
    
  the	
    altar	
    are	
    very	
    noticeable.	
    	
    
  63	
    
  Primitive	
    offerings	
    –	
    animal	
    teeth,	
    shiny	
    pebbles,	
    
  shells	
    and	
    so	
    forth	
    are	
    scattered	
    across	
    the	
    altar.	
    
  64	
    
  The	
    altar	
    has	
    been	
    painted	
    jet	
    black;	
    the	
    paint	
    is	
    
  now	
    peeling,	
    giving	
    the	
    stone	
    a	
    mottled	
    look.	
    	
    
  65	
    
  Graffiti	
     denigrating	
     the	
     altar’s	
     patron	
     power	
    
  covers	
    the	
    altar.	
    Strenuous	
    attempts	
    have	
    been	
    
  made	
     to	
     clean	
     off	
     the	
     blasphemous	
     words;	
     the	
    
  whole	
    is	
    now	
    horribly	
    smeared.	
    
  66	
    
  Daubed	
    on	
    the	
    altar	
    top	
    in	
    blood	
    are	
    the	
    words,	
    
  “Dark	
    Lord,	
    Forgive	
    Me.”	
    
  67	
    
  The	
    altar	
    is	
    standing	
    up	
    on	
    its	
    end.	
    
  68	
    
  Ripped	
    and	
    torn	
    priests’	
    robes	
    lie	
    crumpled	
    in	
    a	
    
  pile	
    near	
    the	
    altar.	
    They	
    could	
    be	
    bloodstained,	
    
  scorched	
    etc.	
    
  69	
    
  Water	
    dripping	
    down	
    from	
    the	
    ceiling	
    above	
    has	
    
  soaked	
    the	
    altar.	
    A	
    small	
    puddle	
    surrounds	
    it.	
    
  70	
    
  Pottery	
    shards,	
    probably	
    once	
    a	
    bowl,	
    cover	
    the	
    
  floor	
    around	
    the	
    altar.	
    	
    
  71	
    
  An	
     offering	
     bowl	
     lies	
     on	
     its	
     side,	
     on	
     the	
     altar.	
    
  Under	
    it,	
    a	
    single	
    copper	
    coin	
    remains.	
    
  72	
    
  Broken	
    and	
    smashed	
    idols	
    lie	
    about	
    the	
    altar.	
    	
    
  73	
    
  The	
    flagstones	
    around	
    the	
    altar	
    are	
    cracked.	
    The	
    
  cracks	
    radiate	
    out	
    from	
    the	
    altar.	
    	
    
  74	
    
  A	
     serrated	
     sword	
     blade	
     (the	
     remains	
     of	
     an	
    
  activated	
    trap)	
    stands	
    proud	
    from	
    the	
    altar	
    top.	
    	
    
  75	
    
  Blood	
    red	
    mould	
    grows	
    over	
    part	
    of	
    the	
    altar.	
    In	
    
  the	
     dark	
     it	
     radiates	
     a	
     dim	
     crimson	
     light.	
     Closer	
    
  examination	
    reveals	
    it	
    to	
    be	
    harmless.	
    	
    
  76	
    
  The	
    air	
    around	
    the	
    altar	
    is	
    particularly	
    humid.	
    
  77	
    
  Rotting	
    wood	
    lies	
    by	
    the	
    altar.	
    	
    
  78	
    
  An	
    empty,	
    dusty	
    scroll	
    case	
    lies	
    wedged	
    between	
    
  the	
    altar	
    and	
    the	
    floor.	
    	
    
  79	
    
  The	
     original	
     symbol	
     on	
     the	
     altar	
     has	
     been	
    
  chiselled	
    off	
    and	
    another	
    –	
    the	
    symbol	
    of	
    a	
    good-­‐
  aligned	
    deity	
    –	
    put	
    in	
    its	
    place.	
    
  80	
    
  A	
    large	
    chalked	
    pentagram	
    covers	
    the	
    ground	
    in	
    
  front	
    of	
    the	
    altar.	
    
  81	
    
  Daubed	
     on	
     the	
     front	
     of	
     the	
     altar	
     is	
     the	
     single	
    
  word,	
    “Why?”	
    
  82	
    
  The	
    altar’s	
    drainage	
    channels	
    are	
    clogged	
    with	
    a	
    
  paste	
    of	
    dried	
    blood	
    and	
    dust.	
    	
    
  83	
    
  A	
    melted	
    pool	
    of	
    slag	
    –	
    once	
    a	
    variety	
    of	
    unholy	
    
  objects	
    –	
    mars	
    the	
    altar’s	
    top.	
    	
    
  84	
    
  One	
    corner	
    of	
    the	
    altar	
    has	
    crumbled	
    away,	
    as	
    if	
    
  a	
    wasting	
    disease	
    had	
    infected	
    the	
    stone.	
    
  85	
    
  A	
    large	
    wrought	
    iron	
    candlestick	
    lies	
    on	
    its	
    side	
    in	
    
  front	
    of	
    the	
    altar.	
    It	
    is	
    bent	
    and	
    twisted.	
    	
    
  86	
    
  Skeletal	
     remains	
     of	
     a	
     man	
     wearing	
     mouldering	
    
  robes	
    are	
    chained	
    to	
    the	
    altar.	
    (The	
    man	
    wears	
    
  the	
    robes	
    of	
    a	
    temple	
    priest;	
    he	
    was	
    executed	
    by	
    
  a	
    previous	
    band	
    of	
    adventurers.)	
    
  87	
    
  A	
    bunch	
    of	
    herbs	
    lies	
    mouldering	
    on	
    the	
    altar.	
    
  88	
    
  The	
    
  bloody,	
    
  severed	
    
  heads	
    
  of	
    
  another	
    
  adventuring	
    party	
    decorate	
    the	
    altar.	
    Their	
    blood	
    
  has	
    dripped	
    down	
    onto	
    the	
    floor.	
    
  89	
    
  Cockroaches	
    feast	
    on	
    the	
    rotting	
    remains	
    of	
    the	
    
  last	
    sacrificial	
    victim.	
    
  90	
    
  Dried	
    vomit	
    stains	
    the	
    rear	
    of	
    the	
    altar.	
    
  91	
    
  A	
     single	
     lit	
     candle	
     set	
     in	
     the	
     absolute	
     centre	
     of	
    
  the	
     altar	
     dimly	
     illuminates	
     a	
     blank	
     sheet	
     of	
    
  parchment.	
    
  92	
    
  The	
    altar	
    feels	
    warm	
    (or	
    cold)	
    to	
    the	
    touch.	
    
  93	
    
  Silver	
    coins	
    arrayed	
    in	
    a	
    circle	
    surround	
    the	
    altar.	
    
  94	
    
  Crudely	
    applied	
    whitewash	
    covers	
    the	
    altar.	
    
  95	
    
  A	
    flagon	
    of	
    (possibly	
    poisoned)	
    wine	
    and	
    a	
    single	
    
  cup	
    stand	
    atop	
    the	
    altar.	
    	
    
  96	
    
  “Beware	
    the	
    Wrath	
    of	
    the	
    Righteous”	
    is	
    crudely	
    
  scratched	
    into	
    the	
    altar.	
    
  97	
    
  Thousands	
     of	
     shards	
     of	
     glass	
     cover	
     the	
     floor	
    
  surrounding	
    the	
    altar.	
    	
    
  98	
    
  A	
    trap	
    of	
    magical	
    phantoms	
    protects	
    the	
    altar.	
    
  99	
    
  Roll	
    twice,	
    ignoring	
    results	
    of	
    99-­‐100.	
    
  100	
    
  Roll	
    thrice,	
    ignoring	
    results	
    of	
    99-­‐100.	
    
  	
    
   
  
  22	
    
  A R C H W A Y S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  A	
    marvel	
    of	
    architectural	
    engineering	
    the	
    archway	
    lends	
    itself	
    as	
    
  much	
     to	
     decoration	
     as	
     it	
     does	
     to	
     functionality.	
     The	
     archway	
    
  provides	
     an	
     open,	
     unhindered	
     transition	
     from	
     one	
     area	
     to	
    
  another.	
     Their	
     use	
     can	
     make	
     rooms	
     and	
     buildings	
     feel	
     more	
    
  open	
    and	
    accessible.	
    	
    
  	
    
  An	
     archway	
     that	
     extends	
     beyond	
     the	
     wall	
     it	
     pierces	
     and	
    
  continues	
     like	
     a	
     hallway	
     is	
     called	
     a	
     vault.	
     These	
     hallways	
     are	
    
  natural	
    extensions	
    of	
    the	
    archway	
    and	
    are	
    used	
    when	
    the	
    weight	
    
  supported	
    is	
    spread	
    out	
    over	
    its	
    peak.	
    A	
    series	
    of	
    archways	
    that	
    
  run	
    along	
    a	
    wall	
    or	
    around	
    a	
    room	
    separating	
    two	
    areas	
    form	
    an	
    
  arcade.	
    	
    
  	
    
  Though	
     often	
     constructed	
     from	
     carved	
     stone,	
     other	
    
  materials	
     can	
     be	
     used.	
     Wood	
     can	
     be	
     shaped,	
     metals	
     can	
     be	
    
  poured	
     and	
     bones	
     of	
     large	
     creatures	
     could	
     all	
     be	
     used	
     in	
     an	
    
  archway’s	
    construction.	
    	
    
  	
    
  Their	
     decoration	
     can	
     be	
     simple	
     or	
     ornate.	
     Adorned	
     with	
    
  carvings,	
     paint	
     or	
     tile	
     archways	
     may	
     announce	
     the	
     transition	
    
  from	
    common	
    areas	
    to	
    those	
    of	
    greater	
    importance.	
    This	
    is	
    often	
    
  done	
     with	
     imposing	
     designs	
     or	
     bas	
     relief’s	
     depicting	
     the	
    
  importance	
    of	
    the	
    next	
    location.	
    As	
    a	
    method	
    of	
    transition,	
    an	
    
  archway	
    can	
    be	
    the	
    physical	
    or	
    arcane	
    entrance	
    to	
    somewhere	
    
  beyond	
    the	
    mundane.	
    	
    
  C O M M O N  C H A R A C T E R I S T I C S  
  Cunning	
     explorers	
     can	
     use	
     archways	
     to	
     their	
     advantage.	
    
  Archways	
    have	
    the	
    following	
    basic	
    characteristics:	
    
  § 
  Cover:	
    Archways	
    provide	
    cover	
    to	
    those	
    pressing	
    against	
    them.	
    
  § 
  Climbable:	
     Archways,	
     due	
     to	
     carvings	
     and	
     other	
     details,	
     are	
    
  fairly	
    easy	
    to	
    scale.	
    
  C O N S T R U C T I O N  
  Archways	
    can	
    be	
    constructed	
    from	
    a	
    variety	
    of	
    materials	
    and	
    in	
    a	
    
  wide	
    range	
    of	
    styles.	
    
  MATERIAL	
    
  HARDNESS	
    
  HIT	
    POINT	
    
  BREAK	
    
  Bone	
    
  Fragile	
    
  Few	
    
  Solid	
    
  Glass*	
    
  Fragile	
    
  Few	
    
  Solid	
    
  Iron	
    
  Extremely	
    
  hard	
    
  Vast	
    
  Very	
    hard	
    
  Crystal	
    
  Solid	
    
  Many	
    
  Extremely	
    
  hard	
    
  Stone	
    (Hewn)	
    
  Vey	
    hard	
    
  Vast	
    
  Nigh	
    
  indestructible	
    
  Stone	
    (Mason)	
    
  Very	
    hard	
    
  Vast	
    
  Extremely	
    
  hard	
    
  Stone	
    (Natural)	
    
  Very	
    hard	
    
  Vast	
    
  Nigh	
    
  indestructible	
    
  Wood	
    
  Solid	
    
  Many	
    
  Solid	
    
  *Magically	
    treated	
    
  	
    
  Engineering	
     knowledge	
     can	
     enable	
     a	
     character	
     to	
     learn	
     more	
    
  about	
    an	
    archway:	
    
  § 
  Dangerous	
    Construction:	
    Very	
    easy	
    engineering.	
    	
    
  § 
  Determine	
    Style	
    or	
    Age:	
    Easy	
    engineering.	
    
  A R C H W A Y  S T Y L E S  
  Archways	
    come	
    in	
    many	
    styles.	
    Other	
    than	
    the	
    standard	
    round	
    
  top	
    archway,	
    some	
    other	
    commonly	
    encountered	
    styles	
    include:	
    
  § 
  Inflexed	
     Archway:	
     Inflexed	
     archways	
     have	
     a	
     convex	
     quarter	
    
  circle	
    mirrored	
    left	
    to	
    right	
    at	
    their	
    apex.	
    
  § 
  Lancet	
     Archway:	
     The	
     simplest	
     style	
     of	
     archway.	
     It	
     has	
     tall	
    
  uprights	
    and	
    a	
    steeply	
    pointed	
    peak;	
    often	
    set	
    in	
    a	
    series.	
    	
    
  § 
  Ogee	
     Archway:	
     A	
     top	
     style	
     defined	
     by	
     an	
     “S”	
     curve	
     shape	
    
  (mirrored	
    left	
    to	
    right)	
    at	
    its	
    apex.	
    
  § 
  Shouldered	
    Archway:	
    The	
    top	
    of	
    the	
    archway	
    is	
    defined	
    by	
    a	
    
  quarter,	
    inward	
    rounded	
    corner	
    above	
    which	
    is	
    set	
    a	
    flat	
    top.	
    	
    
  D E C O R A T I O N  
  Archways	
     are	
     rarely	
     plain	
     and	
     unadorned.	
     Often	
     the	
     master	
    
  stonemason	
    or	
    the	
     dungeon’s	
    design	
    lavish	
    care	
    and	
    attention	
    
  decorating	
    them.	
    Use	
    this	
    table	
    to	
    randomly	
    determine	
    the	
    basic	
    
  kind	
    of	
    decoration	
    present,	
    adding	
    flavour	
    as	
    necessary.	
    
  D20	
    
  DECORATION	
    
  1	
    
  Marching	
    warriors	
    
  2	
    
  Kneeling	
    priests	
    
  3	
    
  Elaborate	
    scrollwork	
    
  4	
    
  Dragons	
    
  5	
    
  Wild	
    beasts	
    
  6	
    
  Holy	
    symbols	
    	
    
  7	
    
  Religiously	
    significant	
    images	
    	
    
  8	
    
  Warriors	
    fighting	
    racial	
    enemies	
    
  9	
    
  Wilderness	
    scene	
    
  10	
    
  Prayer	
    or	
    hymn	
    
  11	
    
  Otherworldly	
    scene	
    
  12	
    
  A	
    dire	
    warning	
    or	
    curse	
    
  13	
    
  Magical	
    sigils	
    or	
    runes	
    
  14	
    
  Bones	
    
  15	
    
  Clouds	
    
  16	
    
  Obviously	
    otherworldly	
    scene	
    
  17	
    
  Tentacles	
    or	
    other	
    ancient,	
    unknowable	
    symbols	
    
  18	
    
  Famous	
    personalities	
    
  19	
    
  Carvings	
    are	
    defaced;	
    roll	
    again	
    to	
    determine	
    the	
    kind	
    
  of	
    decoration	
    featured.	
    
  20	
    
  Carving	
    is	
    partially	
    finished;	
    roll	
    to	
    determine	
    the	
    kind	
    
  of	
    decoration	
    featured.	
    
  	
    
  	
    
  
  23	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  archways.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  A	
    simple,	
    yet	
    elegant	
    archway	
    is	
    set	
    into	
    the	
    wall.	
    
  Characters	
    versed	
    in	
    engineering	
    can	
    appreciate	
    
  its	
    superior	
    construction.	
    
  06-­‐10	
    
  A	
     rounded	
     archway	
     made	
     of	
     haphazardly,	
    
  though	
    thickly	
    mortared,	
    evenly	
    cut	
    stones.	
    	
    
  11-­‐12	
    
  The	
     archway	
     is	
     wide	
     enough	
     for	
     four	
     men	
     to	
    
  stand	
    side	
    by	
    side	
    and	
    is	
    much	
    higher	
    and	
    more	
    
  ornate	
    than	
    other	
    nearby	
    features.	
    	
    
  13-­‐14	
    
  A	
     complex	
     mosaic	
     forms	
     the	
     border	
     of	
     the	
    
  archway.	
    Tiny	
    glass	
    tiles	
    form	
    a	
    rampant	
    griffin.	
    
  15-­‐16	
    
  This	
    stacked	
    bone	
    archway	
    is	
    formed	
    from	
    large	
    
  rib	
    bones,	
    whose	
    tips	
    extend	
    out	
    like	
    overlapping	
    
  fingers.	
    Esoteric	
    knowledge	
    of	
    taxidermy	
    reveals	
    
  them	
    to	
    be	
    dragons’	
    ribs.	
    
  17-­‐18	
    
  A	
     single	
     block	
     of	
     carved	
     obsidian	
     forms	
     the	
    
  archway.	
    Its	
    massive	
    size	
    dominates	
    the	
    wall.	
    
  19-­‐20	
    
  The	
    archway	
    is	
    vaulted	
    for	
    2d10	
    feet.	
    The	
    walls	
    
  are	
    smooth	
    and	
    of	
    exceptional	
    craftsmanship.	
    
  21-­‐22	
    
  One	
     stone	
     is	
     hollow	
     (well	
     hidden).	
     Inside	
     lies	
     a	
    
  brass	
    key	
    to	
    a	
    nearby	
    door.	
    
  23-­‐24	
    
  A	
    riot	
    of	
    painted	
    colours	
    decorates	
    the	
    archway.	
    	
    
  25-­‐26	
    
  A	
    series	
    of	
    sharp	
    basalt	
    stones	
    protrude	
    from	
    the	
    
  archway;	
    their	
    edges	
    chipped	
    to	
    a	
    razor	
    edge.	
    	
    
  27-­‐28	
    
  Black	
     and	
     white	
     streaks	
     colour	
     the	
     archway’s	
    
  mirror	
    smooth	
    granite	
    blocks.	
    	
    
  29-­‐30	
    
  A	
     rosette	
     carved	
     into	
     the	
     archway’s	
     keystone	
    
  contains	
    a	
    tapered	
    garnet	
    (100	
    gp).	
    	
    
  31-­‐32	
    
  Elaborate	
     carvings	
     of	
     tentacles	
     emerging	
     from	
    
  the	
    floor	
    decorate	
    the	
    archway.	
    
  33-­‐34	
    
  A	
    portcullis	
    (very	
    hard,	
    many	
    hp,	
    hard	
    to	
    break)	
    
  blocks	
    the	
    archway.	
    Careful	
    observation	
    reveals	
    
  its	
    hidden	
    lever.	
    
  35-­‐36	
    
  Carved	
    demonic	
    faces	
    compose	
    the	
    blocks	
    of	
    the	
    
  archway.	
    Their	
    leering	
    faces	
    laugh	
    and	
    grimace.	
    
  37-­‐38	
    
  The	
     archway	
     is	
     freestanding	
     in	
     the	
     middle	
     of	
     a	
    
  chamber	
    or	
    wide	
    passageway.	
    
  39-­‐40	
    
  The	
     stones	
     of	
     this	
     archway	
     are	
     cut	
     into	
     a	
     bas	
    
  relief	
    that	
    tells	
    an	
    ancient,	
    but	
    well	
    known,	
    tale.	
    
  41-­‐42	
    
  An	
    archway	
    set	
    into	
    the	
    middle	
    of	
    a	
    wall	
    forms	
    
  the	
    frame	
    for	
    a	
    mural	
    of	
    miners	
    or	
    stonemasons.	
    
  43-­‐44	
    
  Two	
    iron	
    torch	
    sconces	
    flank	
    the	
    archway;	
    both	
    
  are	
    tilted	
    to	
    the	
    left.	
    	
    
  45-­‐46	
    
  The	
     stones	
     of	
     tiger	
     eye	
     are	
     inlayed	
     with	
     silver.	
    
  Their	
    shape	
    forms	
    a	
    floral	
    filigree	
    pattern.	
    	
    
  47-­‐48	
    
  A	
     carven	
     lidless	
     eye	
     surrounded	
     by	
     a	
     writhing	
    
  mass	
    of	
    tentacles	
    decorates	
    the	
    arch’s	
    keystone.	
    
  49-­‐50	
    
  A	
     relief	
     of	
     an	
     open	
     mouth	
     forms	
     the	
     archway.	
    
  Stones	
    are	
    cut	
    into	
    fangs	
    ringing	
    its	
    mouth.	
    	
    
  51-­‐52	
    
  An	
    inflexed	
    archway	
    built	
    from	
    two	
    quarter	
    circle	
    
  stones	
    pieces	
    the	
    wall.	
    Each	
    stone	
    is	
    cut	
    from	
    a	
    
  single,	
    sodalite	
    block.	
    	
    
  53-­‐54	
    
  A	
     thick	
     wooden	
     door	
     (hardness	
     solid,	
     few	
     hp,	
    
  moderately	
    easy	
    to	
    break)	
    blocks	
    the	
    door.	
    	
    
  55-­‐56	
    
  A	
    
  lancet	
    
  archway	
    
  constructed	
    
  from	
    
  rhodochrosite	
     stones	
     of	
     equal	
     dimensions	
     fits	
    
  flush	
    with	
    the	
    wall.	
    	
    
  57-­‐58	
    
  The	
    stone	
    of	
    the	
    archway	
    is	
    pitted	
    with	
    holes;	
    a	
    
  multitude	
    of	
    insects	
    swarms	
    over	
    it.	
    
  59-­‐60	
    
  An	
    epidote	
    column	
    divides	
    this	
    archway.	
    Small	
    or	
    
  larger	
    creatures	
    must	
    squeeze	
    to	
    get	
    through.	
    	
    
  61-­‐62	
    
  This	
    shoulder	
    archway	
    has	
    roughly	
    cut	
    stones.	
    Its	
    
  sides	
     are	
     straight	
     with	
     a	
     single	
     large	
     stone	
     at	
    
  each	
    base.	
    	
    
  63-­‐64	
    
  The	
     deep	
     archway	
     is	
     vaulted	
     for	
     10	
     feet.	
     The	
    
  vault’s	
    walls	
    are	
    of	
    crudely	
    cut	
    stones.	
    	
    
  65-­‐66	
    
  A	
     set	
     of	
     carved	
     small	
     figures	
     support	
     the	
    
  archway.	
    They	
    stand	
    on	
    each	
    other’s	
    shoulders.	
    	
    
  67-­‐68	
    
  Two	
     statues	
     facing	
     one	
     another	
     support	
     the	
    
  archway.	
    	
    
  69-­‐70	
    
  The	
    sandstone	
    forms	
    a	
    jagged	
    archway.	
    Red	
    and	
    
  orange	
    colours	
    sparkle	
    from	
    quartz	
    trapped	
    in	
    its	
    
  surface.	
    
  71-­‐72	
    
  Bent	
     wooden	
     staves	
     form	
     the	
     archway.	
     Their	
    
  colour	
    is	
    a	
    deep,	
    rich	
    mahogany.	
    	
    
  73-­‐74	
    
  This	
     triangular	
     style	
     archway	
     is	
     of	
     alternating	
    
  sizes	
     of	
     calcite.	
     The	
     pattern	
     is	
     offset	
     with	
     long	
    
  flat	
    stones	
    extending	
    into	
    the	
    walls.	
    
  75-­‐76	
    
  Every	
    other	
    stone	
    in	
    the	
    archway	
    is	
    of	
    a	
    different	
    
  colour.	
    
  77-­‐78	
    
  The	
     atlantiste	
     of	
     the	
     archway	
     is	
     carved	
     into	
     a	
    
  triangular	
     shape.	
     The	
     tips	
     of	
     the	
     stones	
     point	
    
  inside	
    the	
    archway.	
    	
    
  79-­‐80	
    
  Corroded	
     steel	
     axes	
     are	
     mounted	
     above	
     the	
    
  archway.	
    Their	
    condition	
    makes	
    them	
    useless.	
    	
    
  81-­‐82	
    
  Cut	
     blocks	
     of	
     calcite	
     filter	
     any	
     light.	
     The	
     area	
    
  glows	
     slightly	
     orange	
     as	
     a	
     result,	
     when	
     light	
     is	
    
  brought	
    within.	
    
  83-­‐84	
    
  A	
    carved	
    skull	
    keystone	
    decorates	
    the	
    archway.	
    
  Darkly	
    coloured	
    dust	
    heightens	
    its	
    features.	
    
  85-­‐86	
    
  This	
     reverse	
     ogee	
     archway	
     is	
     flanked	
     by	
    
  cyclopean	
     half-­‐columns.	
     Its	
     design	
     makes	
     it	
    
  difficult	
    to	
    look	
    at.	
    
  87-­‐88	
    
  Extravagant	
    carvings	
    of	
    mythical	
    beasts	
    decorate	
    
  the	
     archway.	
     A	
     rearing	
     dragon	
     decorates	
     the	
    
  keystone.	
    
  89-­‐90	
    
  A	
    set	
    of	
    manacles	
    hang	
    down	
    from	
    either	
    side	
    of	
    
  the	
     archway.	
     Horribly	
     mutilated	
     corpses	
     hang	
    
  from	
    both.	
    
  91-­‐92	
    
  This	
     archway	
     has	
     vivianite	
     supports.	
     Its	
     spiral	
    
  appearance	
    is	
    that	
    of	
    a	
    staircase.	
    
  93-­‐94	
    
  A	
     set	
     of	
     stairs	
     ascends/descends	
     on	
     the	
     other	
    
  side	
    of	
    the	
    archway.	
    
  95-­‐99	
    
  An	
    ogee	
    archway	
    built	
    from	
    tall,	
    thick	
    stones	
    sits	
    
  atop	
    a	
    small	
    flight	
    of	
    stairs.	
    	
    
  100	
    
  The	
     archway	
     is	
     freestanding.	
     It	
     is	
     filled	
     with	
     an	
    
  iridescent	
    blue	
    mist.	
    
  	
    
  	
    
  
  24	
    
  A R C H W A Y S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
    
  archways.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  Empty	
    vials	
    lie	
    on	
    the	
    ground.	
    Some	
    are	
    broken	
    
  while	
    others	
    still	
    leak	
    fluids.	
    	
    
  2	
    
  A	
    slight	
    draft	
    flows	
    up	
    from	
    the	
    tiles	
    within	
    the	
    
  archway.	
    
  3	
    
  A	
    twisted	
    gate	
    blocks	
    the	
    passage.	
    If	
    not	
    moved	
    
  (hard	
    to	
    move)	
    it	
    is	
    difficult	
    terrain.	
    
  4	
    
  Careful	
     observation	
     reveals	
     seemingly	
     random	
    
  chips	
    and	
    nicks	
    in	
    the	
    archway’s	
    walls.	
    
  5	
    
  Reddish-­‐blue	
    fungi	
    grows	
    along	
    the	
    archway	
    and	
    
  hangs	
     down	
     from	
     above	
     forming	
     a	
     sodden	
    
  curtain	
    of	
    vegetation.	
    	
    
  6	
    
  A	
    broad-­‐headed	
    axe	
    protrudes	
    from	
    one	
    wall.	
    Its	
    
  handle	
    is	
    nowhere	
    to	
    be	
    found.	
    
  7	
    
  Thick	
     cobwebs	
     fill	
     the	
     archway.	
     A	
     halfling	
    
  skeleton	
     (in	
     rotting	
     clothes)	
     hangs	
     within	
     a	
    
  cocoon.	
    	
    
  8	
    
  Faintly	
     glowing	
     green	
     moss	
     covers	
     the	
     stones	
    
  and	
    floor.	
    	
    
  9	
    
  Clothing	
     is	
     scattered	
     around	
     the	
     archway.	
     The	
    
  smell	
    of	
    decomposition	
    is	
    thick	
    in	
    the	
    air.	
    	
    
  10	
    
  A	
     broken	
     torch	
     lies	
     on	
     the	
     floor.	
     Characters	
    
  versed	
    in	
    tracking	
    may	
    note	
    faint	
    scuff	
    marks	
    on	
    
  the	
    floor.	
    	
    
  11	
    
  Brown	
    slime	
    coats	
    the	
    floor,	
    rendering	
    the	
    floor	
    
  slippery.	
    
  12	
    
  A	
    broken	
    lute	
    is	
    smashed	
    to	
    pieces	
    on	
    the	
    floor.	
    
  Its	
    parts	
    lie	
    on	
    both	
    sides	
    of	
    the	
    archway.	
    	
    
  13	
    
  A	
     dented	
     shield	
     emblazoned	
     with	
     a	
     rampant	
    
  wyvern	
    lies	
    on	
    the	
    floor.	
    	
    
  14	
    
  Pale	
     yellow	
     puff	
     balls	
     of	
     mould	
     cover	
     the	
    
  archway.	
    
  15	
    
  Several	
     bedrolls	
     lie	
     on	
     the	
     floor.	
     Their	
     disarray	
    
  denotes	
    a	
    hasty	
    departure.	
    	
    
  16	
    
  A	
    pile	
    of	
    bones	
    partially	
    blocks	
    the	
    opening.	
    Piled	
    
  haphazardly	
     they	
     are	
     etched	
     with	
     many	
     tiny	
    
  teeth	
    marks.	
    
  17	
    
  A	
     spider	
     had	
     begun	
     spinning	
     its	
     web	
     in	
     the	
    
  archway.	
    	
    
  18	
    
  Drag	
    marks	
    of	
    heavy	
    objects	
    mar	
    the	
    floor.	
    The	
    
  gouges	
    are	
    deep	
    and	
    wide.	
    	
    
  19	
    
  Claw	
     marks	
     rake	
     one	
     or	
     both	
     sides	
     of	
     the	
    
  archway.	
    They	
    are	
    deep	
    and	
    rough.	
    	
    
  20	
    
  The	
     smell	
     of	
     vomit	
     fills	
     the	
     air.	
     The	
     mortar	
    
  around	
    the	
    archway	
    pulses	
    like	
    blood	
    vessels.	
    
  21	
    
  Roots	
     dangle	
     around	
     the	
     archway.	
     The	
     tangled	
    
  mass	
    must	
    be	
    moved	
    before	
    proceeding.	
    	
    
  22	
    
  The	
    sound	
    of	
    settling	
    weight	
    emanates	
    from	
    the	
    
  arch.	
    The	
    archway	
    is	
    dangerously	
    unstable.	
    
  23	
    
  A	
     body	
     lies	
     on	
     the	
     floor,	
     a	
     blowgun	
     dart	
     in	
     its	
    
  arm.	
    The	
    surrounding	
    wound	
    is	
    discoloured.	
    
  24	
    
  Thick,	
     pale	
     lichen	
     grows	
     over	
     the	
     archway	
    
  stones.	
    Small	
    bumps	
    dot	
    its	
    surface.	
    	
    
  25	
    
  A	
     broken	
     key	
     attached	
     to	
     a	
     length	
     of	
     frayed	
    
  string	
    lies	
    to	
    the	
    side	
    of	
    the	
    archway.	
    	
    
  26	
    
  The	
     archway	
     is	
     bricked	
     up.	
     Scrutiny	
     reveals	
     the	
    
  work	
    to	
    be	
    hasty	
    and	
    shoddy.	
    	
    
  27	
    
  Powdery	
     mildew	
     coats	
     the	
     stones	
     of	
     the	
    
  archway.	
    Golden	
    dust	
    motes	
    drift	
    in	
    the	
    air.	
    	
    
  28	
    
  The	
     stones	
     sweat	
     foul-­‐smelling	
     liquid;	
     a	
     thick	
    
  cloud	
     of	
     flies	
     buzzes	
     about.	
     The	
     cloud	
     blocks	
    
  vision	
    for	
    10	
    ft.	
    around	
    the	
    archway.	
    	
    
  29	
    
  An	
    obvious	
    tripwire,	
    one	
    end	
    attached	
    to	
    a	
    10-­‐
  foot	
    pole	
    and	
    the	
    other	
    tied	
    to	
    a	
    balanced	
    shield,	
    
  crosses	
    the	
    archway.	
    	
    
  30	
    
  An	
     arcane	
     pattern	
     is	
     set	
     into	
     the	
     floor	
     in	
     the	
    
  archway.	
     Esoteric	
     knowledge	
     reveals	
     it	
     to	
     be	
     a	
    
  magical	
    circle.	
    	
    
  31	
    
  Sickly	
    green	
    ooze	
    seeps	
    from	
    the	
    base	
    stones	
    of	
    
  the	
    archway.	
    They	
    run	
    in	
    rivulets	
    over	
    the	
    floor.	
    	
    
  32	
    
  A	
     charred	
     rope	
     lies	
     on	
     the	
     floor.	
     An	
     iron	
     spike	
    
  hammered	
     into	
     the	
     arch’s	
     keystone	
     is	
     attached	
    
  to	
    a	
    similar	
    length	
    of	
    rope.	
    
  33	
    
  Spiny	
     crystal	
     growths	
     protrude	
     from	
     the	
    
  archway’s	
    peak.	
    
  34	
    
  Glowing	
    ichor	
    covers	
    the	
    floor.	
    It	
    appears	
    to	
    be	
    
  the	
    blood	
    of	
    some	
    creature.	
    	
    
  35	
    
  A	
    large	
    wooden	
    table,	
    standing	
    on	
    its	
    end,	
    blocks	
    
  the	
    archway.	
    “Keep	
    out”	
    in	
    blood	
    marks	
    its	
    top.	
    	
    
  36	
    
  Small	
    albino	
    plants	
    grow	
    from	
    the	
    mortar	
    of	
    the	
    
  archway.	
    They	
    end	
    in	
    a	
    cluster	
    of	
    sticky	
    hairs.	
    	
    
  37	
    
  The	
     smell	
     of	
     earthy	
     rot	
     fills	
     the	
     air.	
     Muddy	
    
  footprints	
    proceed	
    through	
    the	
    archway.	
    	
    
  38	
    
  Feathers	
     are	
     strewn	
     about	
     the	
     hallway	
     close	
    
  to	
    the	
    archway.	
    Blood	
    is	
    spattered	
    around	
    it.	
    
  39	
    
  Runic	
    markings	
    are	
    scrawled	
    on	
    one	
    side	
    of	
    the	
    
  archway.	
     Magical	
     examination	
     denotes	
     it	
     as	
     a	
    
  shrill,	
    magical	
    alarm	
    that	
    can	
    be	
    activated	
    once	
    
  per	
    day.	
    
  40	
    
  A	
    torn	
    map	
    is	
    scattered	
    on	
    the	
    floor.	
    	
    
  41	
    
  An	
    eviscerated	
    goblin	
    lies	
    partly	
    exposed	
    in	
    the	
    
  archway.	
    Curled	
    up,	
    it	
    clutches	
    at	
    its	
    stomach.	
    	
    
  42	
    
  A	
    copper	
    piece	
    is	
    wedged	
    between	
    two	
    stones.	
    
  The	
    next	
    stone	
    to	
    the	
    left	
    is	
    marked	
    with	
    an	
    “X.”	
    
  43	
    
  A	
     broken	
     keg	
     has	
     spilled	
     oil	
     in	
     the	
     archway,	
    
  covering	
    2d3	
    squares	
    to	
    either	
    side	
    of	
    the	
    arch;	
    
  sconces	
    containing	
    lit	
    torches	
    are	
    on	
    the	
    wall.	
    
  44	
    
  A	
    stone	
    from	
    the	
    archway	
    has	
    fallen,	
    weakening	
    
  the	
    structure.	
    It	
    ought	
    to	
    be	
    safe...for	
    now.	
    
  45	
    
  Tufts	
     of	
     thin	
     pale	
     white	
     grass	
     grow	
     around	
     the	
    
  archway.	
    The	
    grass	
    is	
    short	
    and	
    springy;	
    perhaps	
    
  unnaturally	
    so.	
    
  46	
    
  Oak	
    supports	
    hold	
    up	
    the	
    archway.	
    The	
    wood	
    is	
    
  rotten,	
    the	
    archway	
    unstable.	
    	
    
  
  25	
    
  47	
    
  Careful	
     scrutiny	
     unearths	
     an	
     archway	
     hidden	
    
  behind	
    a	
    thick	
    growth	
    of	
    mould.	
    
  48	
    
  A	
    hasty	
    chalk	
    map	
    is	
    drawn	
    on	
    the	
    floor.	
    It	
    shows	
    
  the	
    location	
    of	
    a	
    secret	
    door	
    nearby.	
    
  49	
    
  The	
     archway	
     has	
     partially	
     collapsed.	
     Closer	
    
  observation	
    shows	
    it	
    is	
    safe.	
    
  50	
    
  A	
    locket	
    (worth	
    20	
    gp)	
    on	
    a	
    silver	
    chain	
    lies	
    on	
    
  the	
    floor.	
    It	
    contains	
    a	
    portrait	
    of	
    a	
    small	
    child.	
    
  51	
    
  Cobwebs	
     fill	
     the	
     archway.	
     The	
     cobwebs	
     are	
    
  actually	
    an	
    illusion.	
    
  52	
    
  Streaks	
    of	
    bloody	
    handprints	
    mar	
    the	
    arch.	
    	
    
  53	
    
  A	
    swarm	
    of	
    wasps	
    have	
    built	
    a	
    nest	
    at	
    the	
    arch’s	
    
  peak.	
     They	
     buzz	
     about	
     the	
     archway	
     but	
     ignore	
    
  intruders	
    who	
    do	
    not	
    attack	
    their	
    nest.	
    
  54	
    
  Partially	
     chipped	
     away,	
     an	
     image	
     of	
     a	
     gaping	
    
  maw	
    adorns	
    the	
    arch’s	
    keystone	
    	
    
  55	
    
  Some	
    construction	
    is	
    blasted	
    away.	
    Scorch	
    marks	
    
  remain	
    on	
    what	
    is	
    left	
    of	
    the	
    archway.	
    	
    
  56	
    
  The	
    archway	
    is	
    cracked	
    badly.	
    Dust	
    falls	
    from	
    its	
    
  broken	
    keystone	
    at	
    the	
    top	
    of	
    the	
    archway.	
    	
    
  57	
    
  Random	
    painted	
    hand	
    prints	
    cover	
    the	
    archway.	
    
  58	
    
  Corroded	
     bands	
     of	
     steel	
     are	
     riveted	
     to	
     each	
     of	
    
  the	
    stones.	
    The	
    bands	
    reinforce	
    the	
    archway.	
    	
    
  59	
    
  A	
     heavy	
     curtain	
     is	
     drawn	
     across	
     the	
     archway.	
    
  Muffled	
    sounds	
    can	
    be	
    heard	
    through	
    it.	
    
  60	
    
  A	
    broken	
    and	
    splintered	
    door	
    partially	
    blocks	
    the	
    
  archway.	
    It	
    hangs	
    precariously	
    on	
    one	
    hinge.	
    	
    
  61	
    
  Sickly	
    blue/white	
    smoke	
    wafts	
    through	
    the	
    arch.	
    	
    
  62	
    
  A	
     crushed	
     scroll	
     case	
     lies	
     on	
     the	
     floor.	
     Mouldy	
    
  velum	
    pokes	
    from	
    within.	
    	
    
  63	
    
  Thick	
     boards	
     of	
     pine	
     spiked	
     in	
     place	
     with	
    
  climbing	
    pitons	
    block	
    the	
    archway.	
    	
    
  64	
    
  The	
    archway	
    bleeds	
    a	
    thick,	
    glossy	
    fluid.	
    
  65	
    
  "Doom"	
    (written	
    in	
    Orc)	
    appears	
    in	
    chalk	
    next	
    to	
    
  the	
    archway.	
    	
    
  66	
    
  A	
     spiral	
     of	
     charcoal	
     marks	
     the	
     stones	
     near	
     the	
    
  base	
    of	
    the	
    archway.	
    	
    
  67	
    
  Soot	
     covers	
     the	
     ceiling	
     and	
     archway.	
     Two	
    
  blackened	
    and	
    crushed	
    skulls	
    lie	
    on	
    the	
    floor.	
    
  68	
    
  A	
    trail	
    of	
    blood	
    and	
    intestines	
    passes	
    through	
    the	
    
  archway.	
     Wide	
     footprints	
     mark	
     a	
     creature	
    
  passing.	
    	
    
  69	
    
  A	
    row	
    of	
    pebbles	
    lines	
    the	
    floor	
    at	
    the	
    archway’s	
    
  base.	
    One	
    pebble	
    is	
    jet	
    black	
    in	
    hue.	
    
  70	
    
  Decay	
    has	
    taken	
    its	
    toll	
    on	
    the	
    archway	
    stones.	
    
  Their	
    surface	
    crumbles,	
    if	
    touched.	
    
  71	
    
  Broken	
     furniture	
     is	
     piled	
     up	
     blocking	
     the	
    
  archway.	
    Arrows	
    protrude	
    from	
    the	
    barricade.	
    	
    
  72	
    
  Beetles	
    swarm	
    over	
    a	
    meat	
    covered	
    bone.	
    They	
    
  are	
    harmless.	
    	
    
  73	
    
  The	
    stench	
    of	
    the	
    sewer	
    percolates	
    through	
    the	
    
  archway.	
    The	
    smell	
    drowns	
    out	
    all	
    others.	
    	
    
  74	
    
  Inky,	
    unnatural	
    blackness	
    obscures	
    the	
    archway.	
    	
    
  75	
    
  The	
    stink	
    of	
    reptiles	
    pervades	
    the	
    air.	
    Small	
    dried	
    
  scales	
    lie	
    on	
    the	
    floor.	
    	
    
  76	
    
  A	
     broken	
     crate	
     lies	
     on	
     the	
     floor,	
     filled	
     with	
    
  broken	
    bottles.	
    The	
    smell	
    of	
    alcohol	
    fills	
    the	
    air.	
    	
    
  77	
    
  Frost	
     coats	
     the	
     archway.	
     A	
     cold,	
     moist	
     wind	
    
  blows	
    through	
    it.	
    	
    
  78	
    
  The	
     smell	
     of	
     brimstone	
     pervades	
     the	
     area.	
    
  Flickering	
    light	
    shines	
    through	
    the	
    archway.	
    	
    
  79	
    
  Particular	
     observant	
     characters	
     notice	
     the	
    
  outline	
    of	
    an	
    archway	
    on	
    the	
    opposite	
    wall.	
    This	
    
  marks	
    the	
    outline	
    of	
    a	
    secret	
    archway.	
    
  80	
    
  Mouldy	
    grain	
    forms	
    a	
    trail	
    through	
    the	
    archway.	
    
  Its	
    end	
    in	
    a	
    small	
    pile.	
    	
    
  81	
    
  The	
     stone	
     of	
     the	
     archway	
     is	
     melted	
     to	
     slag.	
     Its	
    
  shape	
    is	
    malformed	
    and	
    sagging.	
    	
    
  82	
    
  The	
    archway	
    and	
    nearby	
    walls	
    are	
    water	
    stained	
    
  up	
    to	
    the	
    ceiling.	
    	
    
  83	
    
  Small	
    stalactites	
    hang	
    from	
    the	
    peak.	
    Thin,	
    glossy	
    
  strands	
    dangle	
    down.	
    	
    
  84	
    
  Small	
    patches	
    of	
    soot	
    and	
    scorch	
    marks	
    mar	
    the	
    
  peak	
    of	
    the	
    archway.	
    
  85	
    
  A	
    tattered	
    brown	
    curtain	
    flaps	
    in	
    the	
    archway.	
    	
    
  86	
    
  Semi-­‐circular	
     parts	
     of	
     the	
     archway	
     are	
     missing.	
    
  The	
    smoothness	
    of	
    the	
    marks	
    is	
    unnatural.	
    	
    
  87	
    
  All	
     the	
     decoration	
     of	
     the	
     archway	
     has	
     been	
    
  defaced.	
    Dust	
    and	
    gravel	
    litter	
    the	
    floor.	
    
  88	
    
  Small,	
     round	
     holes	
     appear	
     in	
     each	
     stone	
     of	
     the	
    
  archway.	
     Each	
     seems	
     to	
     once	
     have	
     held	
     a	
    
  gemstone.	
    	
    
  89	
    
  Shadows	
     dance	
     oddly	
     over	
     the	
     archway,	
     in	
    
  torchlight.	
    	
    
  90	
    
  A	
    thick	
    coat	
    of	
    dust	
    covers	
    the	
    area.	
    	
    
  91	
    
  Six	
    hash	
    marks	
    are	
    carved	
    on	
    the	
    wall	
    next	
    to	
    the	
    
  archway.	
    The	
    last	
    mark	
    is	
    an	
    arrow	
    pointing	
    up.	
    	
    
  92	
    
  A	
     small	
     mirror	
     is	
     propped	
     up	
     next	
     to	
     the	
    
  archway.	
    It	
    reflects	
    an	
    image	
    from	
    the	
    other	
    side	
    
  of	
    the	
    archway.	
    
  93	
    
  Water	
    pools	
    on	
    a	
    flagstone	
    in	
    the	
    centre	
    of	
    the	
    
  archway.	
    Small	
    drops	
    fall	
    from	
    the	
    keystone.	
    
  94	
    
  A	
    stack	
    of	
    carved	
    stones	
    sits	
    next	
    to	
    the	
    archway.	
    
  A	
     scroll	
     is	
     hidden	
     within	
     and	
     contains	
     the	
     last	
    
  desperate	
    message	
    of	
    a	
    doomed	
    adventurer.	
    
  95	
    
  Dwarven	
     runes	
     mark	
     the	
     archway	
     as	
     safe.	
    
  Booted	
    footprints	
    can	
    be	
    seen	
    in	
    the	
    dust.	
    
  96	
    
  The	
    archway,	
    unlike	
    the	
    surrounding	
    stone,	
    has	
    
  been	
    turned	
    to	
    flesh.	
    	
    
  97	
    
  The	
    smell	
    of	
    roasted	
    meat	
    hangs	
    in	
    the	
    hot	
    air.	
    
  The	
    sound	
    of	
    fire	
    and	
    clinking	
    metal	
    come	
    from	
    
  ahead.	
    
  98	
    
  Sparkling	
     dust	
     coats	
     the	
     floor.	
     Footprints	
    
  continue	
    to	
    the	
    next	
    room.	
    	
    
  99	
    
  Sporadically,	
    strong	
    gusts	
    of	
    wind	
    issue	
    from	
    the	
    
  archway.	
    
  They	
    
  have	
    
  a	
    
  75%	
    
  chance	
    
  of	
    
  extinguishing	
    unprotected	
    flames.	
    
  100	
    
  The	
    floor	
    is	
    marked	
    with	
    soot	
    and	
    scorch	
    marks.	
    
  The	
    outline	
    of	
    a	
    figure	
    is	
    on	
    the	
    opposite	
    wall.	
    
  	
    
  	
    
   
  
  26	
    
  B R I D G E S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  A	
    bridge	
    carries	
    a	
    trail	
    or	
    pathway	
    across	
    a	
    river,	
    ravine,	
    chasm,	
    
  gorge	
    or	
    other	
    obstacle.	
    In	
    a	
    dungeon,	
    a	
    bridge	
    could	
    also	
    span	
    a	
    
  deadly	
     lava	
     flow,	
     glacial	
     lake,	
     bed	
     of	
     spikes,	
     the	
     den	
     of	
     a	
    
  dangerous	
     subterranean	
     creatures	
     or	
     other	
     outlandish	
     terrain	
    
  feature.	
     Deep	
     pits	
     (or	
     more	
     perilous	
     falls)	
     make	
     bridges	
    
  dangerous	
    terrain	
    to	
    fight	
    on,	
    particularly	
    for	
    characters	
    without	
    
  the	
    ability	
    to	
    fly.	
    
  C O N S T R U C T I O N  
  Most	
    bridges	
    are	
    of	
    stone,	
    but	
    where	
    stone	
    is	
    impractical	
    or	
    too	
    
  expensive,	
     they	
     are	
     built	
     from	
     wood.	
     In	
     particularly	
     deep,	
    
  outlandish	
    
  or	
    
  otherworldly	
    
  dungeons,	
    
  adventurers	
    
  may	
    
  encounter	
    bridges	
    of	
    materials	
    such	
    as	
    glass,	
    web	
    or	
    bone.	
    	
    
  BRIDGE	
    
  MATERIAL	
    
  HARDNESS	
    
  HIT	
    POINTS	
    
  BREAK	
    
  Bone	
    
  Fragile	
    
  Many	
    
  Hard	
    
  Glass*	
    
  Fragile	
    
  Many	
    
  Hard	
    
  Iron	
    
  Nigh	
    
  indestructible
  Many	
    
  Very	
    hard	
    
  Stone	
    (hewn)	
    
  Very	
    hard	
    
  Many	
    
  Very	
    hard	
    
  Stone	
    (natural)	
    
  Very	
    hard	
    
  Vast	
    
  Nigh	
    
  indestructible	
    
  Wood	
    
  Solid	
    
  Many	
    
  Very	
    hard	
    
  *magically	
    treated	
    
  	
    
  O T H E R  C H A R A C T E R I S T I C S  
  Bridges	
    can	
    have	
    several	
    characteristics:	
    	
    
  § 
  Drawbridge:	
    Some	
    bridges	
    have	
    a	
    mechanism	
    (typically	
    on	
    one	
    
  side)	
    that	
    allows	
    them	
    to	
    be	
    extended	
    or	
    retracted.	
    It	
    takes	
    a	
    
  move	
    action	
    to	
    lower	
    or	
    extend	
    a	
    drawbridge,	
    but	
    the	
    bridge	
    
  doesn’t	
     come	
     down	
     until	
     the	
     beginning	
     of	
     the	
     lowering	
    
  character’s	
    next	
    turn.	
    Raising	
    or	
    withdrawing	
    a	
    drawbridge	
    is	
    a	
    
  full-­‐round	
    action,	
    and	
    the	
    drawbridge	
    is	
    up	
    at	
    the	
    end	
    of	
    the	
    
  action.	
    Particularly	
    long	
    or	
    wide	
    drawbridges	
    may	
    take	
    more	
    
  time	
     or	
     more	
     actions	
     (or	
     both)	
     to	
     raise	
     or	
     lower,	
     and	
     some	
    
  may	
    require	
    Strength	
    checks	
    to	
    operate.	
    
  § 
  Narrow	
     Bridge:	
     Those	
     moving	
     across	
     a	
     bridge	
     that	
     is	
     3	
     feet	
    
  wide	
    or	
    less	
    may	
    have	
    to	
    make	
    Acrobatics	
    checks	
    to	
    cross.	
    A	
    
  successful	
    check	
    lets	
    a	
    character	
    move	
    at	
    half	
    speed	
    across	
    the	
    
  bridge.	
     Failure	
     indicates	
     the	
     character	
     cannot	
     move	
     that	
    
  round,	
     while	
     critical	
     failure	
     means	
     the	
     character	
     falls	
     off	
     the	
    
  bridge.	
     Characters	
     moving	
     along	
     narrow	
     bridges	
     are	
     hard-­‐
  pressed	
    to	
    evade	
    attacks	
    and	
    run	
    the	
    risk	
    of	
    falling	
    upon	
    taking	
    
  damage.	
    
  § 
  Railings:	
    Bridges	
    (particularly	
    narrow	
    ones)	
    may	
    have	
    railings	
    
  (hardness	
     very	
     hard,	
     many	
     hp,	
     very	
     hard	
     to	
     break),	
     which	
    
  facilitate	
     movement	
     on	
     the	
     bridge.	
     Characters	
     next	
     to	
     the	
    
  railings	
    are	
    harder	
    to	
    push	
    off	
    the	
    bridge	
    
  § 
  Low	
    Walls:	
    Some	
    stone	
    and	
    wooden	
    bridges	
    have	
    low	
    walls	
    2	
    
  to	
     3	
     feet	
     high	
     to	
     stop	
     those	
     using	
     the	
     bridge	
     falling	
     from	
     it.	
    
  Such	
    walls	
    provide	
    cover.	
    
  § 
  Rope	
     Bridge:	
     Constructed	
     from	
     wooden	
     planks	
     suspended	
    
  from	
     two	
     ropes	
     (few	
     hp;	
     hard	
     to	
     break)	
     these	
     bridges	
     are	
    
  portable	
    and	
    easy	
    to	
    set	
    up.	
    It	
    takes	
    two	
    free	
    hands	
    to	
    untie	
    
  one	
    end	
    of	
    a	
    rope	
    bridge.	
    A	
    character	
    on	
    a	
    rope	
    bridge	
    that	
    has	
    
  a	
    rope	
    untied	
    or	
    cut	
    must	
    be	
    careful	
    to	
    avoid	
    falling.	
    Moving	
    
  along	
    such	
    a	
    bridge	
    requires	
    care	
    and	
    strength	
    to	
    avoid	
    falling.	
    
  B R I D G E S  I N  S T O R I E S  
  In	
     stories,	
     bridges	
     (particularly	
     those	
     over	
     perilous	
     obstacles)	
    
  are	
    used	
    as	
    a	
    metaphor	
    for	
    a	
    transition	
    from	
    one	
    state	
    (physical,	
    
  mental,	
    emotional	
    or	
    even	
    spiritual)	
    to	
    another.	
    Likewise,	
    duels	
    
  on	
    bridges	
    can	
    be	
    used	
    to	
    demonstrate	
    the	
    participant’s	
    inner	
    
  conflict;	
    even	
    as	
    good	
    and	
    evil	
    meet	
    on	
    the	
    bridge,	
    a	
    battle	
    is	
    
  waged	
     within	
     one	
     or	
     more	
     of	
     those	
     combatants.	
     Bridges	
     also	
    
  make	
     an	
     excellent	
     place	
     for	
     a	
     heroic	
     last	
     stand,	
     providing	
     a	
    
  highly	
    defensible	
    position.	
    
  	
    
  When	
     PCs	
     are	
     considering	
     crossing	
     a	
     bridge,	
     hint	
     that	
     the	
    
  danger	
     in	
     falling	
     is	
     more	
     than	
     just	
     suffering	
     damage.	
     Those	
    
  survive	
    the	
    fall,	
    after	
    all,	
    will	
    be	
    isolated	
    from	
    their	
    fellows	
    and	
    
  mounting	
    a	
    rescue	
    could	
    be	
    difficult	
    or	
    dangerous.	
    
  B R I D G E S  I N  A  D U N G E O N  
  Bridges	
    are	
    choke	
     points	
    for	
    a	
     defending	
    force;	
    it	
    is	
     often	
    the	
    
  only	
    way	
    from	
    one	
    area	
    to	
    the	
    next,	
    and	
    defenders	
    can	
    gather	
    
  at	
    such	
    a	
    point;	
    battles	
    have	
    been	
    won	
    or	
    lost	
    based	
    on	
    which	
    
  army	
     held	
     control	
     of	
     a	
     bridge.	
     Bridges	
     can	
     also	
     make	
     an	
    
  excellent	
    way	
     to	
     separate	
    a	
     dungeon’s	
     assorted	
     denizens;	
     the	
    
  hobgoblins	
    living	
    on	
    one	
    side	
    of	
    the	
    bridge	
    need	
    not	
    be	
    at	
    peace	
    
  with	
    the	
    ogres	
    who	
    dwell	
    on	
    the	
    other.	
    
  	
    
  Fights	
     featuring	
     bridges	
     require	
     different	
     tactics	
     to	
     more	
    
  typical	
     battles.	
     For	
     example,	
     creatures	
     skilled	
     at	
     bull	
     rushing	
    
  opponents	
     become	
     even	
     more	
     dangerous	
     on	
     a	
     bridge,	
     while	
    
  ranged	
    combat	
    becomes	
    particularly	
    important	
    when	
    a	
    bridge	
    is	
    
  only	
    wide	
    enough	
    to	
    only	
    allow	
    one	
    character	
    to	
    fight	
    at	
    a	
    time.	
    
  	
    
  At	
     low	
     levels,	
     if	
     you	
     select	
     enemies	
     that	
     can	
     deliberately	
    
  exploit	
    the	
    bridge’s	
    tactical	
    benefits.	
    At	
    higher	
    levels,	
    falling	
    is	
    
  less	
     daunting	
     and	
     PCs	
     likely	
     have	
     access	
     to	
     flight	
     and	
     so	
     on;	
    
  unless	
    tumbling	
    off	
    the	
    bridge	
    presents	
    truly	
    extraordinary	
    peril	
    
  (such	
     as	
     immersion	
     in	
     lava	
     or	
     being	
     transported	
     to	
     another	
    
  plane).	
    
  
  27	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  bridge.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    
  on	
     your	
     dungeon’s	
     setup	
     –	
     ignore	
     or	
     modify	
     such	
     entries	
     as	
    
  appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  This	
     bridge	
     appears	
     to	
     have	
     been	
     haphazardly	
    
  constructed	
     from	
     bits	
     of	
     timber	
     left	
     over	
     from	
    
  other	
    projects,	
    and	
    creaks	
    ominously	
    when	
    used.	
    
  06-­‐10	
    
  This	
    stone	
    bridge	
    has	
    iron	
    handrails.	
    
  11-­‐12	
    
  This	
    is	
    a	
    drawbridge.	
    The	
    area	
    around	
    the	
    bridge	
    
  is	
     carved	
     to	
     resemble	
     a	
     large	
     face,	
     and	
     the	
    
  bridge,	
    when	
    extended,	
    leads	
    characters	
    into	
    the	
    
  carving’s	
    mouth.	
    
  13-­‐14	
    
  This	
    bridge	
    comprises	
    a	
    wooden	
    floor	
    laid	
    over	
    a	
    
  pair	
    of	
    stone	
    arches.	
    
  15-­‐16	
    
  This	
    bridge	
    is	
    constructed	
    from	
    shaped,	
    poured	
    
  blocks	
    of	
    concrete.	
    
  17-­‐18	
    
  A	
     bridge	
     carved	
     out	
     of	
     the	
     bone	
     (or	
     bones,	
     for	
    
  very	
    large	
    spans)	
    of	
    a	
    massive	
    creature.	
    
  19-­‐20	
    
  The	
    bridge	
    is	
    supported	
    by	
    chains	
    affixed	
    to	
    the	
    
  ceiling.	
    It	
    sways	
    back	
    and	
    forth	
    when	
    crossed.	
    
  21-­‐22	
    
  An	
     arch	
     bridge,	
     rising	
     upwards	
     in	
     the	
     middle,	
    
  provides	
    those	
    on	
    it	
    with	
    partial	
    cover.	
    
  23-­‐24	
    
  This	
    covered	
    bridge	
    provides	
    travellers	
    with	
    total	
    
  cover.	
    A	
    guardhouse	
    blocks	
    its	
    centre.	
    
  25-­‐26	
    
  The	
    bridge	
    is	
    designed	
    to	
    open,	
    with	
    both	
    sides	
    
  rising	
    up	
    like	
    a	
    drawbridge.	
    
  27-­‐28	
    
  The	
    bridge	
    is	
    only	
    2	
    ft.	
    wide	
    and	
    has	
    no	
    handrail.	
    
  29-­‐30	
    
  The	
     rickety	
     bridge	
     is	
     little	
     more	
     than	
     a	
     set	
     of	
    
  wooden	
    boards	
    attached	
    to	
    chains.	
    
  31-­‐32	
    
  The	
     bridge	
     has	
     neither	
     sides	
     nor	
     handrails,	
    
  making	
    it	
    dangerously	
    easy	
    to	
    fall	
    off.	
    
  33-­‐34	
    
  This	
    bridge	
    is	
    of	
    heavy	
    wooden	
    planks	
    arranged	
    
  in	
    wide	
    trusses,	
    re-­‐enforced	
    with	
    iron	
    bindings.	
    
  35-­‐36	
    
  The	
    middle	
    of	
    this	
    stone	
    bridge	
    is	
    a	
    steel	
    grate,	
    
  strong	
    enough	
    to	
    support	
    travellers.	
    	
    
  37-­‐38	
    
  The	
     body	
     of	
     a	
     long	
     creature,	
     protected	
     from	
    
  decay,	
    serves	
    as	
    a	
    bridge.	
    	
    
  39-­‐40	
    
  This	
    bridge	
    consists	
    only	
    of	
    three	
    ropes,	
    one	
    to	
    
  walk	
    on	
    and	
    two	
    for	
    providing	
    balance.	
    
  41-­‐42	
    
  The	
    bridge	
    is	
    re-­‐enforced	
    to	
    carry	
    extra	
    weight;	
    it	
    
  is	
    wider	
    &	
    thicker	
    than	
    normal.	
    
  43-­‐44	
    
  Two	
     statues	
     flank	
     the	
     entrance	
     to	
     this	
     bridge,	
    
  staring	
     out	
     at	
     those	
     who	
     approach.	
     Along	
     the	
    
  span,	
     pairs	
     of	
     statues	
     reach	
     over	
     the	
     bridge,	
    
  joining	
    hands	
    above	
    explorers’	
    heads.	
    
  45-­‐46	
    
  This	
    bridge	
    is	
    a	
    series	
    of	
    ropes	
    or	
    chains,	
    dangling	
    
  in	
    loops	
    from	
    the	
    ceiling;	
    crossing	
    is	
    a	
    matter	
    of	
    
  swinging	
     forward	
     on	
     one	
     loop,	
     then	
     stepping	
    
  into	
    the	
    next	
    and	
    repeating,	
    a	
    feat	
    that	
    requires	
    
  some	
     agility;	
     failure	
     sends	
     the	
     person	
     tumbling	
    
  into	
    chasm	
    below.	
    
  47-­‐48	
    
  This	
     sculpted	
     stone	
     bridge	
     resembles	
     a	
     dragon,	
    
  arching	
    over	
    the	
    gap;	
    you	
    cross	
    by	
    walking	
    along	
    
  the	
    dragon’s	
    back.	
    
  49-­‐50	
    
  Rocks	
    have	
    tumbled	
    into	
    a	
    natural	
    arch	
    to	
    form	
    
  this	
     bridge,	
     but	
     too	
     much	
     weight	
     or	
     other	
    
  disturbance	
    may	
    bring	
    it	
    tumbling	
    down.	
    
  51-­‐52	
    
  Iron	
    girders	
    support	
    this	
    stone	
    span.	
    
  53-­‐54	
    
  This	
     bridge	
     is	
     composed	
     of	
     living	
     plant	
     matter:	
    
  vines,	
    tree	
    limbs	
    and	
    thick	
    mosses.	
    
  55-­‐56	
    
  The	
     surface	
     of	
     the	
     bridge	
     is	
     made	
     in	
     part	
     from	
    
  expensive	
    
  materials	
    
  (semi-­‐precious	
    
  stones,	
    
  marble	
     tiling,	
     fine	
     teak	
     or	
     oak),	
     which	
     may	
     be	
    
  recoverable	
    as	
    treasure.	
    
  57-­‐58	
    
  This	
     bridge	
     is	
     nothing	
     more	
     than	
     a	
     2	
     ft.	
     wide	
    
  finger	
    of	
    natural	
    rock.	
    
  59-­‐60	
    
  This	
    bridge	
    is	
    constructed	
    of	
    ice;	
    it	
    is	
    slippery	
    and	
    
  produces	
    a	
    thin	
    veil	
    of	
    mist,	
    giving	
    concealment	
    
  to	
    anyone	
    on	
    the	
    bridge.	
    
  61-­‐62	
    
  The	
    bridge	
    is	
    carved	
    to	
    resemble	
    the	
    body	
    of	
    a	
    
  single	
    creature,	
    arching	
    over	
    the	
    gap.	
    
  63-­‐64	
    
  This	
     bridge	
     is	
     constructed	
     from	
     magically	
    
  strengthened	
     webs,	
     as	
     if	
     from	
     a	
     spell	
     or	
     giant	
    
  spider.	
    
  65-­‐66	
    
  This	
     bridge	
     is	
     a	
     sheet	
     of	
     iron,	
     created	
     by	
     a	
    
  magical	
    wall	
    of	
    iron.	
    
  67-­‐68	
    
  The	
     bridge’s	
     construction	
     is	
     flawed;	
     it	
     can	
    
  support	
    only	
    400	
    lbs.	
    without	
    collapsing.	
    
  69-­‐70	
    
  The	
    bridge’s	
    high	
    arch	
    is	
    difficult	
    terrain.	
    
  71-­‐72	
    
  This	
    impromptu	
    bridge	
    is	
    formed	
    from	
    a	
    vertical	
    
  structure,	
    such	
    as	
    a	
    tower,	
    staircase	
    or	
    column,	
    
  which	
    has	
    toppled	
    over.	
    
  73-­‐74	
    
  This	
    stone	
    span	
    is	
    carved	
    to	
    resemble	
    two	
    huge	
    
  humanoids;	
    their	
    linked	
    arms	
    form	
    the	
    bridge.	
    
  75-­‐76	
    
  This	
     bridge	
     is	
     formed	
     from	
     carved	
     limestone	
    
  blocks,	
    held	
    together	
    with	
    concrete.	
    
  77-­‐78	
    
  A	
    pair	
    of	
    large,	
    ornate	
    statues	
    guard	
    both	
    ends	
    of	
    
  the	
    bridge.	
    
  79-­‐80	
    
  This	
     bridge	
     has	
     been	
     constructed	
     of	
     animated	
    
  bones,	
    which	
    twist	
    underfoot	
    to	
    make	
    the	
    bridge	
    
  difficult	
    terrain.	
    The	
    bridge	
    crumbles	
    to	
    pieces	
    if	
    
  it	
    suffers	
    damage	
    from	
    holy	
    sources.	
    	
    
  81-­‐82	
    
  This	
    is	
    a	
    double	
    drawbridge,	
    lowering	
    from	
    both	
    
  sides	
    to	
    meet	
    in	
    the	
    span’s	
    centre.	
    Each	
    part	
    of	
    
  the	
    bridge	
    must	
    be	
    lowered	
    from	
    its	
    own	
    side.	
    
  83-­‐84	
    
  The	
     bridge	
     can	
     retract	
     as	
     a	
     drawbridge,	
     pulling	
    
  back	
    entirely	
    to	
    one	
    side.	
    	
    
  85-­‐86	
    
  This	
    bridge	
    is	
    of	
    glass;	
    those	
    crossing	
    it	
    can	
    see	
    
  what	
    lies	
    below.	
    
  87-­‐88	
    
  The	
    far	
    side	
    of	
    the	
    bridge	
    is	
    sculpted	
    to	
    resemble	
    
  a	
    huge	
    face;	
    the	
    bridge	
    leads	
    into	
    its	
    mouth.	
    
  89-­‐90	
    
  The	
     bridge	
     is	
     suspended	
     by	
     chains.	
     It	
     clanks,	
    
  shudders	
    and	
    shakes	
    terribly	
    when	
    used.	
    
  91-­‐92	
    
  Two	
    iron	
    rails	
    run	
    across	
    this	
    wooden	
    bridge.	
    
  93-­‐94	
    
  This	
     bridge	
     angles	
     upwards	
     and	
     somewhat	
    
  resembles	
    a	
    staircase.	
    
  95-­‐99	
    
  The	
     bridge’s	
     span	
     features	
     a	
     series	
     of	
     rollers,	
    
  allow	
    the	
    easy	
    transport	
    of	
    heavy	
    weights.	
    
  100	
    
  The	
    bridge	
    is	
    invisible,	
    but	
    detectable	
    via	
    magic	
    –	
    
  or	
    blind	
    faith.	
    	
    
  
  28	
    
  B R I D G E S :  D R E S S I N G  &  F E A T U R E S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    features	
    for	
    your	
    bridge.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  bridge’s	
     setup,	
     with	
     some	
     more	
     suited	
     to	
     a	
     rope-­‐bridge	
     and	
    
  others	
    to	
    a	
    more	
    fixed	
    bridge	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    
  appropriate.	
    
  D%	
    
  	
    
  1	
    
  The	
    bridge	
    is	
    in	
    an	
    advanced	
    state	
    of	
    disrepair,	
    
  making	
    crossing	
    more	
    dangerous.	
    	
    
  2	
    
  The	
    sides	
    or	
    handrails	
    of	
    this	
    bridge	
    are	
    tall	
    and	
    
  elaborate,	
    providing	
    cover	
    and	
    making	
    falling	
    off	
    
  the	
    bridge	
    almost	
    impossible.	
    
  3	
    
  The	
    bridge	
    is	
    buffeted	
    by	
    high	
    winds.	
    
  4	
    
  The	
    bridge	
    is	
    slippery.	
    	
    
  5	
    
  A	
     worn	
     wooden	
     sign	
     dangles	
     from	
     the	
     bridge,	
    
  with	
    the	
    word	
    “Danger”	
    burnt	
    into	
    it.	
    
  6	
    
  The	
     muddy	
     footprints	
     of	
     a	
     Medium-­‐sized	
    
  humanoid	
    trace	
    a	
    path	
    across	
    the	
    bridge.	
    
  7	
    
  The	
    sticky	
    residue	
    of	
    alchemical	
    glue	
    covers	
    a	
    5	
    
  ft.	
    radius	
    on	
    the	
    far	
    side	
    of	
    the	
    bridge.	
    
  8	
    
  A	
    single	
    bloody	
    handprint	
    mars	
    the	
    bridge’s	
    rail.	
    
  9	
    
  The	
    bridge	
    has	
    deep	
    gouges	
    in	
    one	
    support	
    from	
    
  where	
    someone	
    attempted	
    to	
    bring	
    it	
    down	
    with	
    
  an	
    axe.	
    
  10	
    
  The	
     central	
     5	
     ft.	
     of	
     the	
     bridge	
     has	
     fallen	
     away.	
    
  Jumping	
    the	
    gap	
    is	
    pretty	
    easy.	
    	
    
  11	
    
  A	
     green	
     scarf	
     is	
     tied	
     to	
     one	
     of	
     the	
     bridge’s	
    
  supports.	
    
  12	
    
  Long	
     scratch	
     marks	
     trail	
     along	
     the	
     bridge,	
     as	
     if	
    
  someone	
     dragged	
     something	
     heavy	
     and	
     sharp	
    
  across.	
    
  13	
    
  The	
    bridge	
    has	
    ten	
    numbered	
    tiles	
    along	
    its	
    span.	
    
  14	
    
  The	
     bridge	
     has	
     engraved	
     tiles	
     on	
     it	
     featuring	
    
  images	
     of	
     dragons,	
     griffons	
     and	
     so	
     on.	
     Some	
    
  have	
    been	
    smashed.	
    
  15	
    
  The	
    bridge	
    has	
    a	
    series	
    of	
    lettered	
    tiles	
    on	
    it;	
    the	
    
  letters	
    spell	
    out	
    the	
    name	
    of	
    a	
    historical	
    figure,	
    
  deity	
    or	
    other	
    individual.	
    
  16	
    
  A	
    small	
    statue	
    of	
    a	
    nude	
    elf	
    balances	
    precariously	
    
  on	
    the	
    bridge’s	
    parapet.	
    	
    
  17	
    
  A	
     rough	
     path	
     descends	
     under	
     the	
     bridge,	
     to	
     a	
    
  recently	
     abandoned	
     makeshift	
     camp	
     that	
     took	
    
  advantage	
    of	
    shelter	
    afforded	
    by	
    the	
    span.	
    
  18	
    
  A	
    humanoid	
    body	
    dangles	
    from	
    the	
    bridge	
    on	
    a	
    
  rope,	
    an	
    ominous	
    warning	
    against	
    intrusion.	
    
  19	
    
  At	
     the	
     far	
     side	
     of	
     the	
     bridge,	
     a	
     chalk	
     “X”	
    
  decorates	
     the	
     floor.	
     Stones	
     lie	
     around	
     it,	
     as	
     if	
    
  someone	
    was	
    trying	
    to	
    toss	
    them	
    in.	
    
  20	
    
  Part	
    of	
    one	
    of	
    the	
    guardrails	
    for	
    the	
    bridge	
    has	
    
  crumbled	
    away.	
    
  21	
    
  Chalk	
     arrows	
     sketched	
     onto	
     the	
     bridge	
     point	
     in	
    
  the	
    opposite	
    direction	
    to	
    the	
    party’s	
    travel.	
    	
    
  22	
    
  Green	
    and	
    red	
    bloodstains	
    dot	
    the	
    bridge.	
    
  23	
    
  A	
    tied-­‐off	
    rope	
    runs	
    along	
    the	
    bridge.	
    
  24	
    
  Lying	
     along	
     the	
     bridge	
     is	
     a	
     small	
     scattering	
     of	
    
  rocks	
    from	
    the	
    roof,	
    ominously	
    hinting	
    that	
    the	
    
  ceiling	
    may	
    not	
    be	
    structurally	
    sound.	
    
  25	
    
  The	
     words,	
     “Watch	
     out	
     below!”	
     are	
     written	
     on	
    
  the	
    bridge	
    in	
    blood.	
    
  26	
    
  The	
     bridge	
     has	
     been	
     repainted,	
     possibly	
     for	
    
  visibility;	
    the	
    sides	
    are	
    in	
    bright,	
    garish	
    colours.	
    
  27	
    
  The	
     bridge	
     bears	
     scorch	
     marks,	
     as	
     if	
     someone	
    
  had	
    tried	
    to	
    burn	
    it.	
    	
    
  28	
    
  The	
     bridge	
     is	
     slick	
     with	
     water	
     or	
     moisture,	
    
  rendering	
    it	
    slippery.	
    	
    
  29	
    
  The	
     bridge	
     is	
     ornate	
     and	
     also	
     functions	
     as	
     an	
    
  altar;	
    it	
    is	
    protected	
    by	
    an	
    aura	
    of	
    evil.	
    
  30	
    
  A	
    boot	
    sits	
    in	
    the	
    rough	
    centre	
    of	
    the	
    bridge.	
    
  31	
    
  A	
    half-­‐rotten	
    chuck	
    of	
    flesh	
    lies	
    in	
    the	
    middle	
    of	
    
  the	
    bridge.	
    
  32	
    
  This	
     bridge	
     is	
     painted	
     to	
     resemble	
     a	
     rainbow,	
    
  with	
    seven	
    distinct	
    bands	
    of	
    colour	
    running	
    along	
    
  its	
    span.	
    
  33	
    
  Two	
     statues	
     stare	
     at	
     each	
     other	
     from	
     opposite	
    
  ends	
    of	
    the	
    bridge.	
    	
    
  34	
    
  A	
     rope	
     is	
     tied	
     off	
     on	
     a	
     rock,	
     column	
     or	
     statue	
    
  near	
     the	
     bridge	
     –	
     and	
     has	
     been	
     hastily	
     cut	
     to	
    
  only	
    a	
    few	
    feet	
    in	
    length.	
    
  35	
    
  The	
     bridge	
     is	
     coated	
     in	
     cobwebs	
     and	
     dust,	
     and	
    
  creaks	
    ominously	
    when	
    crossed.	
    
  36	
    
  The	
    bridge	
    has	
    been	
    repaired	
    and	
    reconstructed	
    
  countless	
     times,	
     resulting	
     in	
     a	
     patchwork	
     of	
    
  construction	
    materials	
    and	
    styles.	
    
  37	
    
  The	
     bridge	
     bears	
     an	
     ominous	
     inscription	
     in	
    
  Undercommmon;	
    it	
    reads	
    “Weak	
    Bridge.”	
    
  38	
    
  The	
     bridge	
     has	
     an	
     unconcealed	
     trapdoor	
     in	
     the	
    
  centre,	
    which	
    sits	
    ajar.	
    
  39	
    
  Acid	
    has	
    been	
    splashed	
    over	
    the	
    surface	
    of	
    the	
    
  bridge,	
     but	
     not	
     enough	
     to	
     seriously	
     weaken	
     its	
    
  structure.	
    
  40	
    
  Rocks	
    are	
    piled	
    near	
    one	
    end	
    of	
    the	
    bridge.	
    
  41	
    
  The	
     bridge	
     is	
     heavily	
     worn,	
     and	
     its	
     original	
    
  inscriptions	
    and	
    images	
    have	
    been	
    worn	
    away.	
    
  42	
    
  A	
     single	
     heavy	
     boot	
     sits	
     by	
     the	
     edge	
     of	
     the	
    
  bridge;	
    its	
    mate	
    lies	
    in	
    the	
    chasm	
    below.	
    
  43	
    
  This	
     bridge	
     has	
     been	
     maintained	
     in	
     meticulous	
    
  condition;	
    the	
    original	
    tool-­‐marks	
    are	
    still	
    visible	
    
  on	
    the	
    wood	
    or	
    stone.	
    
  44	
    
  The	
     bridge	
     is	
     rough	
     and	
     uneven,	
     coated	
     in	
    
  calcium	
    carbonate	
    deposits,	
    giving	
    it	
    a	
    look	
    as	
    if	
    
  someone	
    has	
    coated	
    the	
    bridge	
    in	
    a	
    thick	
    glaze.	
    
  45	
    
  The	
    bridge	
    is	
    coated	
    in	
    a	
    thin	
    layer	
    of	
    bacon	
    fat,	
    
  as	
    a	
    rudimentary	
    trap;	
    this	
    attracts	
    all	
    manner	
    of	
    
  vermin,	
    rendering	
    the	
    bridge	
    hard	
    to	
    pass.	
    
  46	
    
  Caltrops	
    litter	
    the	
    bridge.	
    
  47	
    
  One	
     of	
     the	
     ropes	
     on	
     this	
     rope	
     bridge	
     has	
    
  snapped.	
    
  48	
    
  Gurgling	
     water	
     moving	
     below	
     the	
     bridge	
    
  produces	
    quiet	
    but	
    melodic	
    music.	
    
  
  29	
    
  49	
    
  Moss,	
    vines	
    and	
    flowers	
    cover	
    the	
    bridge.	
    
  50	
    
  The	
    bridge	
    has	
    been	
    decorated	
    with	
    new	
    tiles.	
    
  51	
    
  A	
     profound	
     stench	
     of	
     refuse	
     emanates	
     from	
    
  beneath	
     the	
     bridge;	
     the	
     chasm	
     serves	
     as	
     a	
    
  midden	
    for	
    the	
    dungeon’s	
    denizens.	
    
  52	
    
  Handrails	
     have	
     been	
     added	
     to	
     make	
     the	
     bridge	
    
  safer	
    to	
    cross.	
    
  53	
    
  The	
     bridge	
     has	
     been	
     re-­‐enforced	
     with	
     large	
    
  timbers.	
    
  54	
    
  One	
    of	
    the	
    bridge’s	
    supports	
    is	
    missing.	
    
  55	
    
  A	
    line	
    of	
    salt	
    has	
    been	
    poured	
    across	
    one	
    end	
    of	
    
  the	
    bridge.	
    
  56	
    
  The	
     bridge	
     bears	
     the	
     scars	
     of	
     some	
     magical	
    
  conflict;	
    it's	
    surface	
    has	
    been	
    scraped,	
    scratched,	
    
  lightly	
    charred	
    and	
    partially	
    frozen.	
    	
    
  57	
    
  A	
     makeshift	
     barrier	
     has	
     been	
     built	
     in	
     the	
     mid-­‐
  point	
     of	
     the	
     bridge,	
     making	
     passage	
     more	
    
  difficult.	
    
  58	
    
  The	
    bridge	
    is	
    home	
    to	
    an	
    infestation	
    of	
    vermin;	
    
  rats,	
    spiders,	
    centipedes	
    or	
    similar.	
    
  59	
    
  The	
     bridge	
     has	
     been	
     widened	
     after	
     initial	
    
  construction.	
    
  60	
    
  A	
     rope	
     has	
     been	
     attached	
     to	
     the	
     ceiling,	
     and	
    
  dangles	
    down	
    over	
    the	
    middle	
    of	
    the	
    bridge.	
    
  61	
    
  Water	
    drips	
    onto	
    the	
    bridge	
    from	
    above.	
    
  62	
    
  Rotting	
    bodies	
    are	
    lashed	
    to	
    the	
    bridge,	
    as	
    a	
    grim	
    
  warning	
    to	
    others	
    who	
    would	
    cross.	
    
  63	
    
  A	
     thick	
     patch	
     of	
     black	
     mould	
     grows	
     across	
     one	
    
  parapet	
    of	
    the	
    bridge.	
    The	
    air	
    smells	
    of	
    decay.	
    
  64	
    
  The	
    bridge	
    is	
    coated	
    in	
    filthy,	
    stinking	
    bat	
    guano.	
    
  65	
    
  Miner’s	
    tools	
    lie	
    discarded	
    on	
    the	
    bridge,	
    beside	
    
  a	
    small	
    gouge	
    they’ve	
    been	
    used	
    to	
    dig	
    out.	
    
  66	
    
  A	
     piton	
     is	
     hammered	
     into	
     the	
     ground	
     by	
     the	
    
  bridge.	
    
  67	
    
  A	
    thick	
    net	
    has	
    been	
    strung	
    beneath	
    the	
    bridge,	
    
  to	
    catch	
    anyone	
    who	
    falls	
    off.	
    
  68	
    
  A	
    large	
    crack	
    runs	
    through	
    the	
    bridge’s	
    centre.	
    
  69	
    
  A	
    thin	
    layer	
    of	
    sand	
    covers	
    the	
    bridge’s	
    surface.	
    
  70	
    
  Heavy	
     sandbags	
     have	
     been	
     tied	
     to	
     long	
     ropes	
    
  which	
    hang	
    off	
    either	
    side	
    of	
    this	
    bridge.	
    
  71	
    
  Chalk	
     X's	
     zig-­‐zag	
     back	
     and	
     forth	
     across	
     the	
    
  bridge.	
    
  72	
    
  A	
    10	
    ft.	
    wooden	
    ladder	
    lies	
    on	
    the	
    bridge.	
    
  73	
    
  The	
     bridge	
     is	
     partly	
     covered	
     in	
     marbles,	
     as	
     if	
    
  they've	
    been	
    rolled	
    from	
    one	
    side.	
    
  74	
    
  The	
    bridge	
    has	
    been	
    crudely	
    re-­‐carved;	
    whatever	
    
  original	
     iconography	
     was	
     present	
     has	
     been	
    
  carved	
    over.	
    	
    
  75	
    
  The	
    bridge	
    is	
    on	
    fire	
    (for	
    wooden	
    bridges)	
    or	
    has	
    
  a	
    burning	
    barricade	
    upon	
    it	
    (for	
    stone	
    bridges).	
    
  Smoke	
    fills	
    the	
    air,	
    providing	
    concealment.	
    	
    
  76	
    
  The	
    bridge	
    has	
    been	
    replaced;	
    the	
    rubble	
    of	
    the	
    
  original	
    bridge	
    is	
    visible	
    below.	
    
  77	
    
  The	
     bridge	
     is	
     littered	
     with	
     arrows,	
     spears	
     and	
    
  broken	
     ranged	
     weapons,	
     as	
     well	
     as	
     the	
     bodies	
    
  (perhaps	
     reduced	
     to	
     skeletons)	
     of	
     those	
     who	
    
  attempted	
    the	
    crossing.	
    	
    
  78	
    
  Pieces	
    of	
    the	
    bridge	
    have	
    been	
    removed	
    for	
    use	
    
  in	
    other	
    construction.	
    
  79	
    
  The	
    bridge	
    has	
    completely	
    collapsed.	
    
  80	
    
  An	
    immense	
    footprint	
    mars	
    the	
    bridge.	
    
  81	
    
  A	
     hollow	
     under	
     the	
     bridge,	
     which	
     is	
     difficult	
     to	
    
  access,	
    may	
    contain	
    treasure.	
    
  82	
    
  A	
     handcart	
     has	
     overturned	
     on	
     the	
     bridge,	
    
  covering	
    it	
    in	
    dozens	
    of	
    small	
    items.	
    
  83	
    
  The	
    bridge	
    has	
    become	
    part	
    of	
    a	
    migratory	
    path	
    
  for	
     some	
     animal	
     or	
     dungeon	
     denizen;	
     random	
    
  encounters	
    are	
    twice	
    as	
    likely	
    here.	
    
  84	
    
  The	
     bridge	
     howls	
     or	
     moans	
     when	
     the	
     wind	
    
  blows.	
    
  85	
    
  The	
    bridge	
    swings	
    ominously	
    as	
    people	
    cross.	
    
  86	
    
  The	
    bridge	
    has	
    acquired	
    a	
    potent	
    smell.	
    
  87	
    
  Pots,	
    pans	
    and	
    bells	
    have	
    been	
    tied	
    to	
    the	
    bridge,	
    
  they	
    rattle	
    when	
    the	
    wind	
    blows	
    or	
    when	
    people	
    
  use	
    the	
    bridge.	
    
  88	
    
  The	
    
  metal	
    
  bridge	
    
  has	
    
  become	
    
  slightly	
    
  magnetized.	
    
  89	
    
  A	
    torn	
    and	
    shredded	
    backpack	
    lies	
    on	
    the	
    bridge.	
    
  It	
    contains	
    mouldering	
    rations	
    and	
    a	
    punctured,	
    
  empty	
    waterskin.	
    
  90	
    
  A	
     tripwire	
     (moderately	
     well-­‐concealed)	
     runs	
    
  across	
    the	
    bridge.	
    	
    
  91	
    
  A	
     barricade	
     of	
     wooden	
     boxes,	
     chests	
     and	
     sacks	
    
  blocks	
    off	
    the	
    far	
    end	
    of	
    the	
    bridge.	
    
  92	
    
  “Go	
     Back”	
     in	
     Common	
     is	
     written	
     in	
     large	
     chalk	
    
  letters	
     on	
     the	
     bridge.	
     The	
     letters	
     are	
     crudely	
    
  formed.	
    
  93	
    
  A	
    stubbed	
    out	
    torch	
    lies	
    on	
    the	
    bridge.	
    	
    
  94	
    
  A	
     piton	
     has	
     been	
     hammered	
     into	
     the	
     bridge’s	
    
  parapet.	
     A	
     knotted	
     rope	
     leads	
     into	
     the	
     chasm	
    
  below.	
    
  95	
    
  Two	
     empty	
     potion	
     vials	
     have	
     been	
     carefully	
    
  arranged	
    on	
    the	
    bridge’s	
    rail.	
    Both	
    smell	
    slightly	
    
  of	
    cinnamon.	
    
  96	
    
  A	
     stone	
     has	
     been	
     removed	
     from	
     the	
     bridge’s	
    
  side,	
    revealing	
    a	
    small	
    niche.	
    The	
    niche	
    is	
    empty.	
    	
    
  97	
    
  A	
     battered	
     shield	
     is	
     propped	
     up	
     against	
     one	
     of	
    
  the	
    bridge’s	
    rails.	
    It	
    bears	
    the	
    heraldic	
    device	
    of	
    a	
    
  lost	
    adventurer.	
    	
    
  98	
    
  Slowly	
     drying	
     lamp	
     oil	
     covers	
     a	
     10	
     ft.	
     square	
    
  portion	
    of	
    the	
    bridge.	
    It	
    is	
    slippery.	
    
  99	
    
  The	
     faint	
     smell	
     of	
     rotting	
     flesh	
     wafts	
     upwards	
    
  from	
     under	
     the	
     bridge.	
     Several	
     corpses	
     rot	
    
  below.	
    
  100	
    
  A	
     stout	
     chest	
     sits	
     in	
     the	
     centre	
     of	
     the	
     bridge	
     –	
    
  blocking	
    progress.	
    The	
    chest	
    is	
    actually	
    a	
    mimic	
    
  waiting	
    for	
    prey	
    to	
    come	
    closer.	
    
  	
    
  	
    
  	
    
  	
    
   
  
  30	
    
  C A P T I V E S :  A D V E N T U R E R S  
  Every	
    would-­‐be	
    hero	
    looks	
    rather	
    alike	
    when	
    they’re	
    tackled	
    to	
    
  the	
    dirt,	
    stripped	
    of	
    all	
    weapons	
    and	
    coin	
    and	
    flung	
    into	
    a	
    cell	
    to	
    
  await	
    judgement,	
    execution	
    or	
    subjection	
    to	
    the	
    cruel	
    whims	
    of	
    
  their	
    jailor.	
    Use	
    the	
    NPCs	
    below	
    to	
    portray	
    adventurers	
    rescued	
    
  by	
    the	
    party.	
    
  D20	
    
  	
    
  1	
    
  Nagunt	
     Vromir	
     (LG	
     male	
     human	
     paladin	
     1)	
     has	
    
  been	
     in	
     these	
     chains	
     a	
     long	
     time.	
     Long	
     enough	
    
  for	
     his	
     scraggly	
     black	
     beard	
     to	
     reach	
     his	
     chest	
    
  and	
    his	
    greasy	
    hair	
    to	
    reach	
    past	
    his	
    shoulders.	
    
  Bright	
    blue	
    eyes	
    roll	
    in	
    their	
    sockets	
    before	
    fixing	
    
  on	
    his	
    rescuers,	
    as	
    if	
    he	
    isn’t	
    used	
    to	
    focusing	
    on	
    
  faces.	
     The	
     tattered	
     tunic	
     hung	
     over	
     his	
     now-­‐
  scrawny	
     chest	
     has	
     a	
     faded,	
     golden	
     crest	
    
  emblazoned	
     on	
     it.	
     Perhaps	
     his	
     captor	
     allowed	
    
  him	
     to	
     keep	
     this	
     memento	
     of	
     his	
     service	
     as	
     a	
    
  form	
    of	
    mockery.	
    He	
    mumbles	
    through	
    cracked	
    
  lips	
     constantly,	
     though	
     whether	
     in	
     madness	
     or	
    
  prayer,	
    it	
    is	
    impossible	
    to	
    say.	
    
  2	
    
  Undel	
    Sprocksten	
    (LG	
    male	
    dwarf	
    fighter	
    3)	
    gazes	
    
  out	
     the	
     window	
     of	
     his	
     cell,	
     unchained	
     but	
    
  obviously	
    not	
    desperate	
    enough	
    to	
    try	
    battering	
    
  down	
     the	
     door.	
     His	
     huge,	
     scarred	
     hands	
     are	
    
  clasped	
     behind	
     his	
     back,	
     as	
     if	
     he’s	
     preparing	
     to	
    
  give	
     a	
     speech	
     to	
     an	
     unseen	
     audience.	
     Copper	
    
  and	
    brass	
    rings	
    are	
    woven	
    into	
    his	
    reddish	
    brown	
    
  hair	
    and	
    beard,	
    and	
    it’s	
    hard	
    not	
    to	
    imagine	
    him	
    
  clad	
     in	
     purple	
     and	
     gold	
     silk,	
     rather	
     than	
     the	
    
  simple	
    gray	
    robe	
    he	
    now	
    wears.	
    
  3	
    
  Oliv	
     Nothuen	
     (NG	
     female	
     half-­‐elf	
     druid	
     2)	
     is	
     on	
    
  her	
     hands	
     and	
     knees;	
     her	
     wrists	
     and	
     ankles	
    
  shackled	
    together.	
    Yet	
    she	
    still	
    finds	
    the	
    strength	
    
  to	
    crawl	
    across	
    the	
    floor,	
    peering	
    at	
    the	
    stones	
    
  the	
    comprise	
    her	
    cell,	
    dragging	
    bloody	
    fingertips	
    
  through	
     the	
     grooves	
     between	
     each	
     stone.	
     A	
    
  grungy	
     pelt,	
     the	
     remains	
     of	
     her	
     beloved	
     wolf	
    
  companion,	
    has	
    been	
    cast	
    into	
    the	
    corner.	
    
  4	
    
  Anera	
    Kanak	
    (CG	
    female	
    half-­‐orc	
    fighter	
    3)	
    glares	
    
  up	
     at	
     rescuers	
     from	
     the	
     corner	
     of	
     the	
     room	
     –	
    
  little	
     more	
     than	
     a	
     cave	
     hewn	
     into	
     solid	
     rock	
     –	
    
  where	
     she’s	
     been	
     stashed.	
     Thick	
     chains	
     wrap	
    
  around	
    her	
    equally	
    thick	
    arms,	
    thighs	
    and	
    waist,	
    
  keep	
     her	
     from	
     moving	
     too	
     far.	
     Her	
     automatic	
    
  threats	
     subdue	
     to	
     growls	
     and	
     her	
     black-­‐green	
    
  eyes	
     glint	
     with	
     curiosity	
     as	
     she	
     recognizes	
     the	
    
  PCs	
    aren’t	
    her	
    captor.	
    
  5	
    
  Filahn	
     Thorpe	
     (CN	
     female	
     halfling	
     bard	
     3)	
     is	
    
  apparently	
    asleep,	
    curled	
    up	
    in	
    the	
    middle	
    of	
    the	
    
  cell,	
     when	
     the	
     PCs	
     find	
     her.	
     Careful	
     scrutiny,	
    
  however,	
     reveals	
     the	
     bony	
     halfling	
     is	
     listening	
    
  intently	
    and	
    waiting	
    for	
    the	
    PCs	
    to	
    make	
    the	
    first	
    
  move.	
    A	
    soiled	
    shift	
    is	
    the	
    only	
    thing	
    to	
    clad	
    her	
    
  tiny	
     frame,	
     and	
     the	
     blood	
     on	
     her	
     feet	
     reveals	
    
  she’s	
    been	
    recently	
    beaten	
    or	
    tortured.	
    
  6	
    
  Wollop	
    Thous	
    (N	
    male	
    halfling	
    fighter	
    2/rogue	
    2)	
    
  looks	
    up	
    in	
    surprise	
    when	
    the	
    cell	
    doors	
    swings	
    
  open.	
    He’s	
    kneeling	
    on	
    the	
    other	
    side,	
    trying	
    to	
    
  pick	
    the	
    lock	
    with	
    a	
    piece	
    of	
    straw	
    drawn	
    from	
    
  the	
     thin	
     bedroll	
     allowed	
     him.	
     A	
     quick	
     grin	
     cuts	
    
  between	
     his	
     cheeks,	
     and	
     he	
     springs	
     back	
     with	
    
  easy	
    energy,	
    brandishing	
    the	
    straw	
    as	
    if	
    it	
    were	
    a	
    
  dagger.	
    
  7	
    
  Jool	
     Thims	
     (N	
     female	
     human	
     wizard	
     1)	
     has	
     a	
    
  permanent	
    pout	
    which	
    doesn’t	
    move	
    even	
    when	
    
  the	
     possibility	
     of	
     escape	
     emerges.	
     Willowy	
     and	
    
  well-­‐kept	
     despite	
     her	
     imprisonment,	
     she’s	
    
  grousing	
     about	
     her	
     adventuring	
     partner	
     who	
    
  tripped	
     her	
     up	
     and	
     ran	
     ahead	
     when	
     they	
     were	
    
  being	
    chased.	
    When	
    she	
    finds	
    him	
    again,	
    she	
    has	
    
  a	
    series	
    of	
    inventive	
    (and	
    painful)	
    punishments	
    in	
    
  mind.	
    
  8	
    
  Elsar	
    Quindle	
    (CN	
    male	
    elf	
    ranger	
    1)	
    is	
    bald,	
    with	
    
  a	
    hawk-­‐like	
    nose	
    and	
    equally	
    predatory	
    eyes.	
    His	
    
  fingers	
     twitch	
     and	
     drum	
     along	
     the	
     chains	
     that	
    
  bind	
     him,	
     as	
     if	
     he	
     could	
     snap	
     them	
     like	
     a	
    
  bowstring.	
     A	
     broken	
     arrow	
     sits	
     on	
     the	
     floor	
     in	
    
  front	
     of	
     him,	
     just	
     out	
     of	
     reach.	
     The	
     scent	
     of	
     a	
    
  misty	
     forest,	
     all	
     dew	
     and	
     fresh	
     breezes,	
    
  somehow	
    clings	
    to	
    him,	
    and	
    his	
    skin	
    possesses	
    a	
    
  greenish	
    tint,	
    as	
    if	
    a	
    light	
    layer	
    of	
    moss	
    is	
    growing	
    
  on	
    it.	
    He	
    craves	
    sight	
    of	
    the	
    sky	
    again	
    and	
    leaves	
    
  the	
    dungeon	
    as	
    quickly	
    as	
    possible.	
    
  9	
    
  Punct	
    Lillisth	
    (LN	
    female	
    gnome	
    cleric	
    5)	
    moans	
    
  constantly,	
    a	
    noise	
    which	
    is	
    audible	
    through	
    the	
    
  cell	
    door.	
    The	
    reason	
    is	
    soon	
    obvious—someone	
    
  has	
     smashed	
     the	
     poor	
     gnome’s	
     delicate	
     hands	
    
  with	
     a	
     hammer,	
     ensuring	
     she	
     can’t	
     easily,	
     or	
    
  painlessly,	
    cast	
    spells.	
    Her	
    face	
    is	
    hidden	
    by	
    her	
    
  bowed	
    head	
    and	
    long,	
    purple	
    hair,	
    but	
    observers	
    
  see	
     the	
     teardrops	
     falling	
     to	
     patter	
     her	
     lap	
     and	
    
  ruined	
    fists	
    all	
    the	
    same.	
    
  10	
    
  Luthia	
     Mollos	
     (LN	
     female	
     human	
     sorcerer	
     3)	
    
  watches	
     the	
     party	
     with	
     calm,	
     green	
     eyes,	
     their	
    
  every	
     movement	
     observed	
     and	
     calculated	
    
  according	
    
  to	
    
  whatever	
    
  formula	
    
  is	
    
  being	
    
  concocted	
    in	
    her	
    mind.	
    A	
    leather	
    strap	
    gags	
    the	
    
  woman,	
    while	
    her	
    hands	
    are	
    bound	
    behind	
    her	
    
  back.	
    She	
    wears	
    a	
    many-­‐pocketed	
    robe	
    that	
    has	
    
  been	
     slashed	
     many	
     times	
     by	
     a	
     bladed	
     weapon,	
    
  though	
    she	
    appears	
    uninjured.	
    	
    
  11	
    
  Havik	
     Lopsom	
     (LG	
     male	
     dwarf	
     fighter	
     3)	
     raises	
    
  bloody	
     fists,	
     revealing	
     several	
     broken	
     knuckles	
    
  from	
    trying	
    to	
    punch	
    the	
    thick	
    wooden	
    and	
    iron-­‐
  strapped	
    door	
    to	
    his	
    cell	
    down.	
    His	
    face	
    is	
    mostly	
    
  hidden	
    by	
    curly	
    black	
    hair	
    and	
    a	
    beard,	
    but	
    the	
    
  bestial	
    look	
    in	
    his	
    brown	
    eyes	
    is	
    unmistakeable.	
    
  Stripped	
     to	
     a	
     simple	
     shirt	
     and	
     leather	
     pants,	
    
  scars	
     pockmark	
     his	
     face,	
     his	
     forearms	
     and	
    
  practically	
     all	
     his	
     exposed	
     skin.	
     He	
     is	
     am	
    
  aggressive	
    fellow.	
    
  
  31	
    
  12	
    
  Eda	
     Ripples	
     (LG	
     female	
     halfling	
     paladin	
     2)	
     has	
    
  scratched	
     out	
     odd	
     charts	
     and	
     diagrams	
     on	
     the	
    
  mud-­‐caked	
     walls	
     of	
     her	
     cell.	
     The	
     scrawling	
    
  reaches	
    as	
    far	
    as	
    her	
    chains	
    allow	
    her	
    to	
    go,	
    and	
    
  pride	
    fills	
    her	
    clear,	
    gray	
    gaze.	
    After	
    a	
    moment’s	
    
  study,	
    the	
    drawings	
    are	
    revealed	
    as	
    astronomical	
    
  charts,	
    despite	
    her	
    having	
    no	
    way	
    to	
    see	
    the	
    sun,	
    
  moon,	
    or	
    stars	
    during	
    her	
    incarceration.	
    
  13	
    
  Qualla	
     Uncet	
     (NG	
     female	
     dwarf	
     cleric	
     1)	
     is	
    
  kneeling,	
    hands	
    in	
    prayer	
    when	
    the	
    PCs	
    discover	
    
  her.	
     She’s	
     tried	
     to	
     cobble	
     together	
     a	
     miniature	
    
  altar	
    out	
    of	
    the	
    detritus	
    in	
    her	
    cell,	
    a	
    little	
    mound	
    
  of	
     mud	
     and	
     sticks	
     and	
     stones.	
     Silky	
     brown	
     hair	
    
  frames	
     her	
     face	
     as	
     she	
     rises	
     and	
     smiles	
    
  peacefully	
    at	
    the	
    party.	
    “And	
    so	
    my	
    prayers	
    are	
    
  answered,”	
    she	
    says	
    in	
    a	
    croaking	
    voice.	
    
  14	
    
  Plathe	
    Remoste	
    (CG	
    female	
    half-­‐elf	
    cleric	
    2)	
    loves	
    
  to	
    curse.	
    She	
    promises	
    her	
    god’s	
    wrath	
    upon	
    any	
    
  who	
     don’t	
     immediately	
     free	
     her.	
     She	
     promises	
    
  her	
    god’s	
    wrath	
    upon	
    her	
    captor	
    as	
    soon	
    as	
    her	
    
  blessed	
     weapon	
     is	
     restored	
     to	
     her	
     hand.	
     She	
    
  especially	
     promises	
     her	
     god’s	
     wrath	
     upon	
     the	
    
  jailor	
    who	
    fondled	
    her	
    before	
    throwing	
    her	
    into	
    
  the	
     cell.	
     It	
     seems	
     her	
     life	
     has	
     been	
     one	
     long	
    
  string	
    of	
    insults.	
    
  15	
    
  Indonoste	
    Veruthen	
    (NG	
    male	
    human	
    fighter	
    4)	
    
  keeps	
     his	
     face	
     averted,	
     casting	
     his	
     visage	
     in	
    
  shadow	
    even	
    as	
    the	
    PCs	
    study	
    him.	
    The	
    reason	
    
  becomes	
     apparent	
     with	
     the	
     lift	
     of	
     a	
     lantern	
     or	
    
  torch,	
    revealing	
    what	
    must’ve	
    been	
    a	
    handsome	
    
  set	
     of	
     features	
     marred	
     by	
     a	
     nose	
     that’s	
     been	
    
  sliced	
    off,	
    ears	
    that	
    have	
    been	
    gnawed	
    on,	
    one	
    
  missing	
    eye,	
    and	
    bloody	
    gouges	
    tracked	
    down	
    his	
    
  cheeks.	
     Realizing	
     the	
     party	
     has	
     noticed	
     his	
    
  disfigurement,	
     he	
     moans,	
     showing	
     his	
     tongue	
    
  has	
    also	
    been	
    cut	
    out.	
    
  16	
    
  Nok	
     Drithy	
     (CG	
     male	
     human	
     fighter	
     1)	
     is	
     deep	
    
  into	
    the	
    twelfth	
    round	
    of	
    a	
    drunken	
    song	
    when	
    
  discovered.	
    Even	
    if	
    he	
    wasn’t	
    chained	
    to	
    the	
    wall,	
    
  he	
    appears	
    too	
    besotted	
    to	
    even	
    walk	
    a	
    step	
    or	
    
  two	
    without	
    help.	
    The	
    stench	
    of	
    him	
    reaches	
    well	
    
  beyond	
     the	
     bars	
     of	
     his	
     cell.	
     When	
     he’s	
     able	
     to	
    
  focus	
     enough	
     to	
     realize	
     someone	
     else	
     is	
     there,	
    
  he	
    fixes	
    a	
    snaggle-­‐toothed	
    grin	
    on	
    the	
    party.	
    His	
    
  eyes	
    are	
    bloodshot.	
    
  17	
    
  Asden	
    Xerl	
    (LG	
    male	
    halfling	
    bard	
    3)	
    is	
    flipping	
    a	
    
  copper	
     coin	
     in	
     the	
     air,	
     laid	
     back	
     and	
     casual	
    
  despite	
    his	
    situation.	
    With	
    a	
    bored	
    air,	
    he	
    makes	
    
  little	
     bets	
     on	
     every	
     possible	
     action,	
     such	
     as	
    
  whether	
     or	
     not	
     the	
     party	
     will	
     leave	
     him	
     to	
    
  languish,	
    how	
    long	
    it’ll	
    take	
    them	
    to	
    get	
    the	
    door	
    
  open	
     and	
     chains	
     off	
     him,	
     whether	
     or	
     not	
     the	
    
  jailor	
     will	
     see	
     him	
     coming	
     before	
     he	
     gets	
     his	
    
  hands	
    wrapped	
    around	
    the	
    villain’s	
    throat...	
    
  18	
    
  Sindla	
    Bovrelle	
    (LG	
    female	
    gnome	
    paladin	
    5)	
    sits	
    
  quite	
    still	
    for	
    a	
    gnome,	
    none	
    of	
    the	
    fidgeting	
    or	
    
  shifty	
    eyes	
    that	
    characterizes	
    many	
    of	
    her	
    kind.	
    
  She	
     appears	
     possessed	
     of	
     a	
     grim	
     purpose,	
     and	
    
  solemnly	
     thanks	
     the	
     party	
     for	
     their	
     aid,	
     before	
    
  they	
     even	
     offer	
     it.	
     Golden-­‐haired	
     and	
     amber-­‐
  eyed,	
     she	
     is	
     one	
     of	
     the	
     noblest-­‐looking	
     people	
    
  the	
    party	
    have	
    ever	
    seen,	
    both	
    in	
    her	
    stature	
    and	
    
  compose.	
     Her	
     imprisonment	
     does	
     nothing	
     to	
    
  mute	
    her	
    determined	
    spirit.	
    
  19	
    
  Jikkers	
     Mertun	
     (CN	
     male	
     human	
     barbarian	
     2)	
    
  booms	
     greetings	
     in	
     a	
     jolly	
     voice	
     the	
     instant	
     he	
    
  sets	
    his	
    wide,	
    brown	
    eyes	
    on	
    the	
    party.	
    Rotund	
    
  and	
     plump-­‐cheeked,	
     capture	
     has	
     failed	
     to	
    
  destroy	
    his	
    positive	
    outlook	
    on	
    life,	
    though	
    there	
    
  are	
    hollows	
    under	
    his	
    eyes	
    that	
    probably	
    weren’t	
    
  there	
    before.	
    He	
    pats	
    his	
    belly	
    in	
    anticipation	
    of	
    a	
    
  good	
     meal	
     to	
     celebrate	
     his	
     release,	
     should	
     the	
    
  party	
    be	
    ever	
    so	
    kind	
    to	
    facilitate	
    such.	
    He	
    knows	
    
  of	
     a	
     nearby	
     inn	
     where	
     they	
     serve	
     the	
     most	
    
  delectable	
     roast	
     and	
     foamy	
     beer.	
     Of	
     course,	
    
  that’s	
    also	
    where	
    the	
    brigands	
    responsible	
    for	
    his	
    
  capture	
     just	
     so	
     happen	
     to	
     lounge	
     about,	
     when	
    
  not	
    preying	
    on	
    adventurers	
    and	
    innocents.	
    
  20	
    
  Tulla	
    Flavian	
    (LN	
    female	
    gnome	
    sorcerer	
    4)	
    just	
    
  barely	
    misses	
    the	
    lead	
    PCs’	
    head	
    with	
    a	
    bolt	
    of	
    
  flame	
     when	
     they	
     first	
     peek	
     into	
     her	
     cell.	
     That	
    
  would	
    explain	
    the	
    charred	
    marks	
    all	
    around	
    the	
    
  walls	
    of	
    the	
    chamber,	
    plus	
    the	
    distinct	
    stench	
    of	
    
  burnt	
    hair.	
    Her	
    profuse	
    apologies	
    follow,	
    though	
    
  she’s	
     quick	
     to	
     light	
     another	
     flame	
     on	
     her	
    
  fingertips	
    just	
    in	
    case	
    the	
    party	
    even	
    think	
    about	
    
  abandoning	
    her	
    there.	
    Green	
    hair	
    and	
    silver	
    eyes	
    
  give	
    her	
    an	
    oddly	
    reptilian	
    look.	
    
  	
    
  
  32	
    
  C A P T I V E S :  M E R C H A N T S  &  T H E I R  T R A I N  
  When	
    you	
    carry	
    plenty	
    of	
    coin	
    and	
    goods	
    around,	
    it	
    can	
    make	
    it	
    
  difficult	
    to	
    flee	
    quickly	
    when	
    someone	
    decides	
    you	
    need	
    to	
    be	
    
  locked	
     up.	
     You	
     can	
     hear	
     merchants	
     and	
     their	
     guards	
     moaning	
    
  leagues	
    away,	
    wondering	
    what	
    their	
    captors	
    are	
    doing	
    to	
    their	
    
  fine	
    wares	
    and	
    coins	
    while	
    they	
    languish	
    in	
    disarray.	
    
  D20	
    
  	
    
  1	
    
  Grenda	
     Tacker	
     (LN	
     female	
     dwarf	
     expert	
     3)	
     was	
    
  known	
     throughout	
     the	
     land	
     for	
     her	
     fine	
     ales,	
    
  beers	
    and	
    wines	
    that	
    she	
    carted	
    from	
    inn	
    to	
    inn.	
    
  Unfortunately,	
    dealing	
    with	
    clients	
    who	
    tend	
    to	
    
  get	
    drunk	
    off	
    her	
    wares	
    made	
    it	
    likely	
    that	
    she’d	
    
  fall	
     afoul	
     of	
     some	
     ill-­‐tempered	
     brute	
     sooner	
     or	
    
  later.	
    While	
    her	
    caravan	
    of	
    guards	
    and	
    a	
    private	
    
  brewer	
     languishes	
     with	
     her	
     in	
     the	
     cells,	
     her	
    
  captors	
    are	
    getting	
    quite	
    soused	
    off	
    her	
    stock.	
    
  2	
    
  Avul	
    Tilamon	
    (LN	
    male	
    elf	
    expert	
    2)	
    made	
    a	
    good	
    
  living	
     selling	
     reagents,	
     scrolls	
     and	
     other	
     spell-­‐
  making	
    
  and	
    
  casting	
    
  supplies	
    
  to	
    
  mages,	
    
  alchemists	
    and	
    other	
    practitioners	
    for	
    years.	
    He	
    
  was	
     the	
     business	
     end	
     of	
     the	
     venture	
     while	
     his	
    
  lovely	
     wife	
     used	
     her	
     magical	
     abilities	
     to	
     prove	
    
  the	
     efficacy	
     of	
     their	
     offerings.	
     Now	
     he’s	
     been	
    
  beaten	
    and	
    cast	
    into	
    this	
    cell	
    while	
    his	
    wife	
    has	
    
  gone	
     missing,	
     likely	
     suffering	
     at	
     the	
     hands	
     of	
    
  ruffians.	
    
  3	
    
  Riva	
     Rallery	
     (LG	
     female	
     gnome	
     warrior	
     2)	
     is	
     a	
    
  travelling	
     blacksmith	
     despite	
     her	
     diminutive	
    
  frame,	
    lugging	
    around	
    her	
    tongs	
    and	
    anvil	
    to	
    care	
    
  for	
     everything	
     from	
     broken	
     armour	
     to	
     forging	
    
  new	
     horseshoes.	
     A	
     roving	
     band	
     of	
     marauders	
    
  decided	
     she’d	
     serve	
     their	
     needs	
     well	
     enough,	
    
  keeping	
    them	
    stocked	
    in	
    fine	
    weapons	
    and	
    gear.	
    
  They	
     keep	
     her	
     working	
     the	
     forge	
     to	
     near	
    
  exhaustion	
     each	
     day.	
     She	
     is	
     very	
     keen	
     to	
     have	
    
  her	
    revenge.	
    
  4	
    
  Dasel	
    Ivora	
    (LG	
    female	
    human	
    expert	
    1)	
    headed	
    
  up	
    a	
    caravan	
    of	
    tinkers,	
    tailors	
    and	
    traders	
    that	
    
  roamed	
     from	
     town	
     to	
     town.	
     Rumours	
     the	
    
  caravan	
    was	
    a	
    front	
    for	
    spies,	
    though,	
    got	
    them	
    
  all	
     chained	
     and	
     thrown	
     into	
     the	
     nearest	
     jail	
     for	
    
  interrogation.	
     It	
     doesn’t	
     help	
     that	
     one	
     of	
     the	
    
  tailors	
     actually	
     broke	
     during	
     questioning	
     and	
    
  admitted	
     to	
     be	
     gathering	
     information	
     for	
     a	
    
  potential	
     attack.	
     Whether	
     any	
     others	
     are	
    
  involved	
    is	
    unknown,	
    but	
    Dasel	
    claims	
    innocence.	
    
  5	
    
  Munley	
    Teppel	
    (N	
    male	
    human	
    commoner	
    1)	
    is	
    a	
    
  roguish	
    man	
    with	
    a	
    gaggle	
    of	
    children	
    who	
    help	
    
  run	
     his	
     baking	
     business.	
     But	
     when	
     a	
     local	
     lord	
    
  choked	
    on	
    a	
    bit	
    of	
    stale	
    bread,	
    blame	
    was	
    placed	
    
  squarely	
    on	
    Munley’s	
    shoulders.	
    Of	
    course,	
    he’s	
    
  never	
     baked	
     anything	
     stale	
     in	
     his	
     life,	
     and	
     he	
    
  considers	
     this	
     claim	
     an	
     insult	
     to	
     his	
     craft.	
     He	
    
  worries	
    about	
    his	
    helpers	
    and	
    what	
    has	
    become	
    
  of	
    them.	
    
  6	
    
  Evrett	
    Agrail	
    (CN	
    male	
    human	
    expert	
    3)	
    hosts	
    a	
    
  gallery	
     of	
     fine	
     art,	
     selling	
     paintings,	
     sculptures	
    
  and	
     other	
     work	
     by	
     notable	
     artists	
     from	
     across	
    
  the	
     land.	
     However,	
     while	
     transporting	
     a	
    
  consignment	
     of	
     art	
     she	
     was	
     robbed	
     and	
     her	
    
  fellows	
    slain.	
    
  7	
    
  Poda	
     Jummil	
     (LN	
     male	
     half-­‐elf	
     commoner	
     2)	
    
  travelled	
     between	
     two	
     major	
     cities,	
     using	
     her	
    
  train	
    of	
    pack	
    mules	
    to	
    cart	
    huge	
    loads	
    of	
    goods	
    
  for	
     profit.	
     But	
     during	
     one	
     such	
     trip,	
     her	
     hired	
    
  hands	
    decided	
    they’d	
    make	
    more	
    money	
    if	
    they	
    
  took	
     off	
     with	
     the	
     goods	
     and	
     sold	
     them	
    
  elsewhere.	
     Poda	
     shortly	
     thereafter	
     fell	
     foul	
     of	
    
  marauders.	
    
  8	
    
  Dizi	
    Maneral	
    (CG	
    female	
    gnome	
    adept	
    2)	
    sits	
    in	
    a	
    
  cell	
    crowded	
    with	
    at	
    least	
    a	
    dozen	
    other	
    gnomes	
    
  (her	
     fellow	
     engineers).	
     She	
     was	
     captured	
     while	
    
  surveying	
     a	
     route	
     for	
     a	
     new	
     road.	
     Her	
     captors	
    
  hold	
    her	
    for	
    ransom	
    –	
    a	
    ransom	
    her	
    employers	
    
  have	
    no	
    interest	
    in	
    paying.	
    
  9	
    
  Roppels	
     Quieve	
     (N	
     male	
     halfling	
     adept	
     2)	
     sold	
    
  numerous	
     maps	
     to	
     would-­‐be	
     adventurers,	
    
  detailing	
    
  dungeons	
    
  and	
    
  treasure	
    
  troves	
    
  throughout	
     the	
     kingdom.	
     While	
     researching	
     a	
    
  new	
     map	
     that	
     fell	
     into	
     his	
     possession	
     he	
     snuck	
    
  too	
    far	
    into	
    the	
    dungeon.	
    
  10	
    
  Hundle	
     Dotor	
     (CN	
     male	
     dwarf	
     warrior	
     1)	
     loves	
    
  few	
    things	
    more	
    than	
    a	
    keen	
    blade	
    and	
    the	
    coin	
    
  he	
    can	
    get	
    for	
    it.	
    Problem	
    is,	
    he	
    wasn’t	
    too	
    fussy	
    
  about	
     who	
     buys	
     his	
     weaponry.	
     After	
     his	
     latest	
    
  deal	
    went	
    bad	
    he	
    was	
    incarcerated	
    until	
    he	
    gives	
    
  up	
    the	
    names	
    of	
    his	
    suppliers.	
    
  11	
    
  Japada	
    Lounk	
    (LE	
    female	
    half-­‐orc	
    warrior	
    1)	
    has	
    a	
    
  keen	
    eye	
    for	
    choosing	
    the	
    best	
    of	
    her	
    wares	
    –	
    in	
    
  this	
    case,	
    slaves.	
    She	
    made	
    good	
    coin	
    in	
    the	
    flesh	
    
  trade,	
    until	
    she	
    dealt	
    with	
    the	
    wrong	
    band	
    of	
    evil	
    
  humanoids.	
    They’ve	
    eaten	
    her	
    “wares”	
    and	
    now	
    
  demand	
    she	
    fetches	
    more	
    –	
    or	
    she’ll	
    fill	
    the	
    pot	
    
  herself!	
    
  12	
    
  Yrellin	
    Onolivus	
    (LG	
    male	
    elf	
    ranger	
    4)	
    sells	
    pets.	
    
  Exotic	
    pups	
    from	
    lands	
    far	
    away,	
    unhatched	
    eggs	
    
  he	
    claims	
    are	
    draconic,	
    or	
    trained	
    bats	
    and	
    birds.	
    
  He	
    had	
    a	
    large	
    group	
    of	
    handlers	
    and	
    trainers	
    to	
    
  help	
    with	
    feeding	
    and	
    care	
    during	
    their	
    journeys.	
    
  When	
     they	
     bumped	
     into	
     a	
     group	
     of	
     fervent	
    
  druids,	
     though,	
     the	
     nature	
     lovers	
     smashed	
     the	
    
  cages,	
     freed	
     all	
     animals	
     that	
     could	
     escape	
     and	
    
  killed	
    many	
    handlers.	
    Yrellin	
    fled	
    into	
    a	
    cave	
    to	
    
  escape	
    where	
    he	
    ran	
    afoul	
    of	
    his	
    captors.	
    
  13	
    
  Brank	
     Deppit	
     (NG	
     male	
     human	
     warrior	
     3)	
    
  somehow	
     managed	
     to	
     get	
     a	
     source	
     of	
     cheap	
    
  healing	
    potions,	
    which	
    he	
    sold	
    to	
    various	
    martial	
    
  training	
    centres	
    and	
    bands	
    of	
    adventurers.	
    Now,	
    
  though,	
     he’s	
     being	
     held	
     by	
     a	
     group	
     who	
     are	
    
  trying	
    to	
    torture	
    the	
    information	
    out	
    of	
    him	
    as	
    to	
    
  where	
    he	
    procures	
    these	
    potions.	
    
  
  33	
    
  14	
    
  Guinel	
    Counder	
    (NG	
    male	
    halfling	
    expert	
    2)	
    sold	
    
  all	
     manners	
     of	
     powders	
     and	
     potions	
     from	
     his	
    
  wagon,	
     guarded	
     by	
     a	
     fierce	
     pair	
     of	
     half-­‐orc	
    
  guards.	
     As	
     it	
     turns	
     out,	
     the	
     half-­‐orcs	
     were	
    
  working	
     with	
     local	
     raiders.	
     They	
     betrayed	
     the	
    
  hapless	
     halfling	
     and	
     left	
     him	
     here	
     to	
     rot.	
     A	
    
  burning	
     lust	
     for	
     revenge	
     burns	
     in	
     the	
     halfling’s	
    
  breast;	
     if	
     not	
     extinguished	
     the	
     lust	
     for	
     revenge	
    
  will	
    pull	
    him	
    into	
    darkness.	
    
  15	
    
  Surrel	
    Treyps	
    (N	
    male	
    gnome	
    expert	
    2)	
    believes	
    
  there’s	
    little	
    more	
    important	
    in	
    life	
    than	
    a	
    good	
    
  education.	
     As	
     such,	
     he’s	
     gathered	
     a	
     roving	
    
  library,	
    wagons	
    and	
    carts	
    full	
    of	
    books	
    and	
    scrolls	
    
  that	
    he	
    takes	
    from	
    town	
    to	
    town	
    for	
    sale.	
    He	
    also	
    
  had	
     a	
     team	
     of	
     scribes	
     accompanying	
     him,	
    
  constantly	
     copying	
     new	
     texts.	
     One	
     particular	
    
  town	
    had	
    a	
    nasty	
    run-­‐in	
    with	
    a	
    warlock	
    recently,	
    
  and	
     have	
     both	
     confiscated	
     his	
     scrolls	
     until	
     they	
    
  can	
     be	
     proven	
     as	
     non-­‐magical	
     as	
     well	
     as	
     stuck	
    
  Surrel	
    in	
    prison	
    so	
    he	
    can’t	
    cast	
    any	
    spells	
    over	
    
  any	
     innocents.	
     His	
     scribes	
     whereabouts	
     are	
    
  unknown,	
    but	
    he	
    fears	
    the	
    worst.	
    
  16	
    
  Hilda	
    Felks	
    (CG	
    female	
    half-­‐elf	
    adept	
    2)	
    inherited	
    
  the	
     merchant	
     trade	
     from	
     her	
     mother,	
     and	
     has	
    
  fostered	
     her	
     own	
     family	
     to	
     continue	
     the	
    
  tradition,	
     with	
     her	
     husband	
     being	
     one	
     of	
     the	
    
  caravan	
     guards	
     and	
     her	
     children	
     tending	
     the	
    
  wagons	
     and	
     pack	
     animals.	
     When	
     she	
     shrewdly	
    
  refused	
     to	
     give	
     a	
     discount	
     to	
     someone	
     who	
    
  claimed	
     to	
     be	
     an	
     “old	
     family	
     friend”	
     of	
     her	
    
  mother’s,	
     the	
     client	
     flew	
     into	
     a	
     rage	
     and	
     hired	
    
  mercenaries	
     to	
     run	
     her	
     out	
     of	
     town.	
     While	
    
  fleeing	
     she	
     fell	
     into	
     the	
     clutches	
     of	
     a	
     band	
     of	
    
  raiders	
    and	
    was	
    separated	
    from	
    her	
    husband	
    and	
    
  children.	
     She	
     is	
     beside	
     herself	
     with	
     worry	
     and	
    
  begs	
    the	
    PCs	
    for	
    help.	
    
  17	
    
  Velluin	
    Prast	
    (NG	
    male	
    elf	
    warrior	
    2)	
    was	
    once	
    a	
    
  caravan	
    guard	
    himself,	
    until	
    the	
    merchant	
    group	
    
  fell	
    to	
    a	
    band	
    of	
    roving	
    orcs	
    and	
    wolves.	
    He	
    alone	
    
  survived	
    and	
    managed	
    to	
    get	
    a	
    cart	
    of	
    goods	
    to	
    
  the	
    next	
    city	
    along	
    the	
    road.	
    There,	
    he	
    set	
    up	
    a	
    
  new	
     caravan	
     under	
     his	
     own	
     name,	
     which	
    
  prospered	
     for	
     several	
     years	
     –	
     until	
     someone	
    
  claimed	
    that	
    perhaps	
    Velluin	
    was	
    responsible	
    for	
    
  the	
    ambush	
    that	
    killed	
    his	
    former	
    master.	
    He	
    fled	
    
  to	
     a	
     nearby	
     dungeon	
     to	
     hide	
     until	
     he	
     could	
    
  restore	
    his	
    good	
    name.	
    	
    
  18	
    
  Lika	
     Thodren	
     (LG	
     female	
     human	
     expert	
     3)	
     is	
     a	
    
  wandering	
     tailor,	
     creating	
     clothes	
     on	
     order,	
    
  stitching	
     up	
     tattered	
     garments	
     or	
     embroidering	
    
  filigree	
     on	
     nobles’	
     robes.	
     She	
     also	
     sells	
     bolts	
     of	
    
  cloth	
     and	
     fine	
     threads	
     to	
     anyone	
     with	
     coin.	
    
  Raiders	
     stole	
     her	
     coins	
     and	
     carried	
     her	
     off,	
     but	
    
  not	
     before	
     burning	
     all	
     her	
     unwanted	
     goods	
     in	
    
  front	
    of	
    her.	
    
  19	
    
  Kandra	
     Sororis	
     (N	
     female	
     human	
     cleric	
     5)	
     is	
    
  fascinated	
     with	
     relics,	
     especially	
     magical	
     ones.	
    
  She	
     had	
     a	
     private	
     museum	
     in	
     a	
     nearby	
     city.	
    
  While	
    exploring	
    this	
    dungeon	
    in	
    search	
    of	
    more	
    
  relics	
    to	
    add	
    to	
    her	
    collection	
    she	
    was	
    captured.	
    
  Her	
    ransom	
    is	
    the	
    choicest	
    item	
    in	
    her	
    museum;	
    
  thus	
    far	
    she	
    has	
    refused	
    to	
    pay.	
    
  20	
    
  Lenkle	
     Castar	
     (LN	
     male	
     human	
     expert	
     1)	
     is	
     a	
    
  travelling	
     cook,	
     selling	
     not	
     only	
     herbs,	
     cooking	
    
  equipment	
     and	
     rare	
     meal	
     ingredients,	
     but	
     also	
    
  his	
    fine	
    skills	
    as	
    a	
    chef	
    to	
    those	
    who	
    appreciate	
    
  good	
     food	
     prepared	
     by	
     a	
     master’s	
     hand.	
     One	
    
  particular	
     tyrant	
     has	
     taken	
     Lenkle	
     into	
     custody,	
    
  setting	
    up	
    a	
    kitchen	
    in	
    the	
    dungeons	
    where	
    the	
    
  cook	
     slaves	
     away,	
     preparing	
     food	
     for	
     servants,	
    
  slaves	
    and	
    guards,	
    as	
    well	
    as	
    the	
    tyrant.	
    
  	
    
  	
    
  
  34	
    
  C A P T I V E S :  E V I L  H U M A N O I D S  
  Dungeon	
     denizens	
     often	
     argue	
     and	
     ambitious	
     tribal	
     warriors	
    
  often	
     scheme	
     to	
     slay	
     the	
     incumbent	
     chief.	
     Use	
     these	
     NPCs	
     as	
    
  renegade	
    humanoids	
    among	
    the	
    captives	
    discovered	
    by	
    the	
    PCs.	
    
  The	
    NPCs	
    below	
    can	
    be	
    of	
    any	
    race.	
    
  D20	
    
  	
    
  1	
    
  Thums	
    Plockett	
    snarls	
    in	
    no	
    discernible	
    language,	
    
  but	
     the	
     intent	
     is	
     clear	
     enough.	
     He	
     wants	
     death	
    
  and	
     blood	
     and	
     plenty	
     of	
     it	
     (preferably	
     those	
     of	
    
  the	
    individual	
    sticking	
    him	
    in	
    this	
    squalid	
    prison).	
    
  He	
    was	
    captured	
    sneaking	
    into	
    an	
    enemy	
    camp	
    
  to	
     thieve	
     a	
     bit	
     of	
     food,	
     and	
     his	
     scrawny	
     frame	
    
  shows	
     how	
     successful	
     he’s	
     been	
     at	
     past	
     such	
    
  attempts.	
    	
    
  2	
    
  Ogutt	
    Wensk	
    is	
    drooling	
    on	
    himself,	
    but	
    startles	
    
  awake	
     at	
     a	
     rough	
     prod.	
     His	
     dumb	
     grin	
     shows	
    
  blunt,	
    chipped	
    teeth.	
    He	
    seems	
    safe	
    enough,	
    but	
    
  there’s	
     a	
     feral	
     glint	
     to	
     his	
     eyes.	
     He	
     was	
    
  imprisoned	
     for	
     accidentally	
     throttling	
     his	
     lord’s	
    
  favourite	
    concubine	
    to	
    death.	
    
  3	
    
  Lockle	
     Sanchen	
     is	
     always	
     shaking	
     and	
     tossing	
     a	
    
  pair	
     of	
     die,	
     and	
     they	
     somehow	
     always	
     wind	
     up	
    
  rolling	
     the	
     exact	
     numbers	
     he	
     predicts.	
     Perhaps	
    
  this	
    has	
    something	
    to	
    do	
    with	
    how	
    he	
    wound	
    up	
    
  beaten	
    and	
    thrown	
    into	
    this	
    cell.	
    
  4	
    
  “Behind	
     You”	
     Vleck	
     is	
     a	
     smooth-­‐talker	
     for	
     sure,	
    
  starting	
    up	
    an	
    easy	
    stream	
    of	
    patter	
    as	
    soon	
    as	
    
  the	
    PCs	
    arrive.	
    He	
    found	
    himself	
    jailed	
    for	
    trying	
    
  to	
    steal	
    from	
    his	
    chief.	
    	
    
  5	
    
  Zeratash	
     the	
     Chained	
     isn’t	
     just	
     chained	
     to	
     the	
    
  wall,	
     but	
     iron	
     chains	
     are	
     actually	
     embedded	
     in	
    
  her	
     flesh,	
     apparently	
     for	
     decorative	
     purposes.	
    
  She	
    smiles	
    and	
    asks	
    if	
    the	
    PCs	
    worship	
    the	
    lord	
    of	
    
  pain.	
     She	
     was	
     locked	
     up	
     for	
     trying	
     to	
     forcibly	
    
  convert	
    others	
    to	
    her	
    faith.	
    
  6	
    
  Yullis	
    Meisteral	
    holds	
    a	
    sword	
    hilt	
    with	
    the	
    blade	
    
  snapped	
     in	
     half.	
     The	
     chains	
     and	
     stones	
     around	
    
  her	
     are	
     chipped	
     from	
     futile	
     attempts	
     to	
     chop	
    
  herself	
     free.	
     Jailed	
     for	
     flying	
     into	
     a	
     bloodthirsty	
    
  rage	
    in	
    the	
    middle	
    of	
    a	
    tribal	
    feast	
    she	
    is	
    destined	
    
  to	
    have	
    a	
    central	
    role	
    at	
    the	
    next	
    such	
    gathering.	
    
  7	
    
  Luthestrum	
     fingers	
     a	
     string	
     of	
     dried	
     ears	
     hung	
    
  around	
    his	
    thick	
    neck,	
    and	
    licks	
    his	
    lips	
    as	
    he	
    eyes	
    
  the	
    adventurers.	
    	
    
  8	
    
  Darra	
    Flusterval	
    has	
    clawed	
    at	
    the	
    floor	
    and	
    walls	
    
  of	
    her	
    cell	
    until	
    her	
    fingers	
    have	
    been	
    worn	
    down	
    
  to	
    the	
    bone.	
    Despite	
    her	
    agonized	
    whimpers,	
    it’s	
    
  evident	
     she’ll	
     continue	
     to	
     scrabble	
     for	
     freedom	
    
  until	
     she	
     bleeds	
     to	
     death.	
     She	
     was	
     imprisoned	
    
  for	
    trying	
    to	
    assassinate	
    a	
    tribal	
    shaman.	
    
  9	
    
  Ilgithonius	
    
  the	
    
  Third	
    
  haughtily	
    
  demands	
    
  freedom,	
     promising	
     riches	
     and	
     wealth	
     beyond	
    
  imagination.	
    However,	
    he	
    is	
    penniless	
    and	
    does	
    
  everything	
    in	
    his	
    power	
    to	
    fool	
    the	
    party.	
    
  10	
    
  Mavick	
     Ruckles	
     looks	
     little	
     more	
     than	
     a	
    
  mummified	
     corpse	
     until	
     he	
     twitches	
     and	
     raises	
    
  his	
    head	
    to	
    gaze	
    at	
    the	
    party	
    with	
    sunken	
    eyes.	
    
  What	
     could	
     be	
     keeping	
     him	
     alive	
     at	
     this	
     point?	
    
  Dark	
     rumours	
     of	
     cannibalism	
     surround	
     his	
    
  incarceration,	
    though	
    he	
    denies	
    them.	
    
  11	
    
  Bosot	
    Tonny	
    hums	
    a	
    jaunty	
    tune	
    and	
    promises	
    to	
    
  accompany	
    the	
    party	
    as	
    a	
    bard	
    should	
    they	
    free	
    
  him.	
     He	
     has	
     some	
     musical	
     talent,	
     but	
     his	
     true	
    
  passion	
    is	
    setting	
    fires.	
    
  12	
    
  Ferag	
    Druft	
    speaks	
    in	
    little	
    more	
    than	
    grunts	
    and	
    
  groans,	
    straining	
    at	
    her	
    chains	
    as	
    if	
    she	
    can	
    pull	
    
  them	
    straight	
    out	
    of	
    the	
    wall.	
    Her	
    scarred	
    visage	
    
  bears	
    witness	
    to	
    countless	
    battle.	
    	
    
  13	
    
  Uila	
    Eddran	
    is	
    not	
    the	
    most	
    gorgeous	
    captive	
    but	
    
  her	
    	
    jailors	
    evidently	
    found	
    her	
    attractive	
    as	
    they	
    
  threw	
     her	
     into	
     the	
     cell	
     nude.	
     Or	
     it	
     could	
     have	
    
  something	
     to	
     do	
     with	
     her	
     being	
     a	
     bloodthirsty	
    
  maniac	
    with	
    a	
    penchant	
    for	
    hidden	
    weapons.	
    
  14	
    
  Oborit	
     Xesuid	
     chatters	
     obscure	
     mathematical	
    
  formulae,	
    pointing	
    out	
    strange	
    observations	
    and	
    
  facts	
     that	
     don’t	
     seem	
     unrelated.	
     Whatever	
     his	
    
  unique	
    approach	
    to	
    alchemy,	
    it	
    seemed	
    effective	
    
  enough	
     when	
     the	
     various	
     explosions	
     he	
     caused	
    
  cost	
    a	
    dozen	
    lives	
    the	
    day	
    before.	
    
  15	
    
  Pheldram	
    Polinous	
    doesn’t	
    speak.	
    He	
    just	
    strokes	
    
  his	
     chin	
     and	
     eyes	
     the	
     party	
     as	
     if	
     they	
     are	
     a	
    
  particularly	
    juicy	
    cutlet.	
    He	
    is	
    a	
    noble	
    of	
    the	
    tribe	
    
  ensconced	
     in	
     his	
     own	
     dungeons	
     by	
     his	
     own	
    
  servants	
    after	
    beating	
    several	
    of	
    them	
    to	
    death.	
    
  16	
    
  Torry	
    Laggums	
    doesn’t	
    like	
    to	
    brag,	
    but	
    he’s	
    the	
    
  best	
    assassin	
    in	
    the	
    tribe.	
    He	
    tells	
    many	
    stories	
    of	
    
  his	
     cunning,	
     but	
     is	
     strangely	
     reticent	
     on	
     the	
    
  method	
    of	
    his	
    capture.	
    
  17	
    
  Creast	
     Ujulit	
     flashes	
     a	
     broad	
     smile,	
     revealing	
    
  teeth	
     filed	
     to	
     points.	
     A	
     thin,	
     pale	
     tongue	
     pokes	
    
  out	
     for	
     a	
     moment,	
     but	
     his	
     wheedling	
     voice	
    
  promises	
     he’s	
     been	
     fed	
     recently.	
     He	
     was	
    
  imprisoned	
    for	
    eating	
    the	
    tribe’s	
    young.	
    
  18	
    
  Erasas	
    the	
    Grimy	
    barely	
    appears	
    alive	
    behind	
    the	
    
  skein	
    of	
    filth	
    covering	
    his	
    skin.	
    He	
    is	
    blamed	
    for	
    
  bringing	
     a	
     vicious	
     disease	
     into	
     the	
     tribe	
     which	
    
  has	
    claimed	
    several	
    lives	
    so	
    far.	
    
  19	
    
  Wongle	
    holds	
    out	
    his	
    arms	
    as	
    if	
    offering	
    a	
    hug.	
    
  He	
     enjoys	
     crushing	
     people	
     to	
     death,	
     and	
    
  imprisonment	
    
  has	
    
  not	
    
  dampened	
    
  his	
    
  enthusiasm.	
    
  20	
    
  Grayser	
     Serfil	
     huddles	
     in	
     on	
     himself,	
     hands	
    
  wrapped	
     around	
     his	
     knees	
     as	
     if	
     he	
     can	
     hide	
    
  behind	
     his	
     own	
     limbs.	
     His	
     fingers	
     are	
     still	
    
  bloodstained	
    from	
    clawing	
    open	
    the	
    throat	
    of	
    a	
    
  rival	
    after	
    an	
    argument	
    over	
    looting	
    rights.	
    
  	
    
  	
    
  
  35	
    
  C A P T I V E S :  H O O K S ,  C O M P L I C A T I O N S  &  O P P O R T U N I T I E S  
  Sometimes	
     simply	
     freeing	
     a	
     captive	
     is	
     not	
     enough.	
     Use	
     these	
    
  hooks,	
    complications	
    and	
    opportunities	
    to	
    enrich	
    (or	
    complicate)	
    
  the	
    rescue	
    of	
    captives	
    from	
    the	
    dungeon.	
    
  D20	
    
  	
    
  1	
    
  The	
    prisoner	
    wears	
    a	
    rich	
    robe	
    and	
    is	
    obviously	
    
  well	
     kempt.	
     He	
     promises	
     an	
     enormous	
     pile	
     of	
    
  gold	
     or	
     jewels	
     or	
     whatever	
     precious	
     items	
    
  catches	
     the	
     party’s	
     fancy	
     in	
     exchange	
     for	
    
  freedom.	
     Whether	
     he’ll	
     actually	
     follow	
     through	
    
  with	
    the	
    promise	
    is	
    anyone’s	
    bet.	
    
  2	
    
  While	
    considering	
    whether	
    to	
    free	
    the	
    denizen	
    of	
    
  this	
    particular	
    cell,	
    one	
    of	
    the	
    party	
    wanders	
    a	
    bit	
    
  too	
    close	
    and	
    the	
    prisoners	
    lunged	
    out	
    as	
    far	
    as	
    
  their	
     chains	
     allowed	
     and	
     grabbed	
     him	
     around	
    
  throat.	
    Now	
    they’re	
    threatening	
    to	
    choke	
    the	
    PC	
    
  to	
     death	
     or	
     snap	
     their	
     neck	
     if	
     they	
     are	
     not	
    
  immediately	
    freed.	
    	
    
  3	
    
  Despite	
     their	
     bruised	
     and	
     puffy	
     face,	
     the	
     torn	
    
  and	
    filthy	
    clothes,	
    and	
    the	
    shadows	
    that	
    fill	
    this	
    
  cell,	
     the	
     party	
     recognize	
     this	
     prisoner.	
     They’ve	
    
  done	
    business	
    with	
    them	
    before	
    and	
    know	
    them	
    
  as	
     a	
     reputable	
     and	
     honourable	
     person.	
     What	
    
  could	
     they	
     have	
     done	
     to	
     deserve	
     being	
     thrown	
    
  into	
    jail?	
    	
    
  4	
    
  The	
    person	
    or	
    creature	
    in	
    this	
    cell	
    has	
    obviously	
    
  been	
    starved	
    for	
    at	
    least	
    a	
    week.	
    If	
    they	
    are	
    left	
    
  here,	
    there	
    is	
    little	
    doubt	
    that	
    they’ll	
    die	
    within	
    
  another	
     day	
     or	
     two.	
     Whether	
     they’ve	
     done	
    
  anything	
    wrong	
    or	
    committed	
    a	
    crime	
    is	
    almost	
    a	
    
  moot	
    point	
    now.	
    Can	
    they	
    be	
    left	
    to	
    suffer?	
    
  5	
    
  This	
    prisoner’s	
    face	
    is	
    full	
    of	
    open,	
    weeping	
    sores	
    
  and	
     the	
     cell	
     stinks	
     of	
     disease	
     and	
     decay.	
     If	
     the	
    
  party	
    free	
    him,	
    they	
    may	
    all	
    be	
    exposed	
    to	
    the	
    
  disease	
    in	
    question.	
    
  6	
    
  As	
    the	
    party	
    consider	
    the	
    many	
    chains	
    wrapped	
    
  around	
     this	
     unfortunate	
     person,	
     they	
     realize	
    
  several	
     of	
     the	
     chains	
     are	
     linked	
     to	
     a	
     variety	
     of	
    
  traps	
    set	
    around	
    the	
    room.	
    Any	
    blatant	
    attempt	
    
  to	
    free	
    him	
    will	
    trigger	
    fire,	
    acid,	
    falling	
    rocks	
    and	
    
  other	
     dangers	
     that	
     could	
     kill	
     both	
     the	
     prisoner	
    
  and	
    any	
    would-­‐be	
    rescuers.	
    	
    
  7	
    
  This	
    prisoner’s	
    face	
    matches	
    a	
    crude	
    sketch	
    of	
    a	
    
  person	
     with	
     a	
     hefty	
     bounty	
     on	
     their	
     head.	
     Of	
    
  course,	
    
  the	
    
  prisoner	
    
  loudly	
    
  declares	
    
  his	
    
  innocence.	
    
  8	
    
  The	
    man	
    inside	
    this	
    cell	
    hollers	
    that	
    he	
    is	
    the	
    real	
    
  jailer,	
     and	
     that	
     the	
     prisoner	
     has	
     just	
     escaped!	
    
  The	
     jailer’s	
     master	
     will	
     reward	
     the	
     PCs	
     if	
     they	
    
  recaptured	
    the	
    escaped	
    prisoner.	
    Of	
    course,	
    he	
    is	
    
  almost	
     certainly	
     also	
     try	
     to	
     double	
     cross	
     the	
    
  party	
    later.	
    
  9	
    
  Arcane	
    symbols	
    on	
    this	
    person’s	
    robe	
    as	
    well	
    as	
    
  an	
     undeniable	
     air	
     of	
     crackling	
     energy,	
     denotes	
    
  him	
    as	
    a	
    spellcaster.	
    He	
    has	
    been	
    blindfolded	
    and	
    
  gagged	
     in	
     order	
     to	
     keep	
     him	
     from	
     casting	
     any	
    
  magic.	
    	
    
  10	
    
  This	
     prisoner	
     has	
     been	
     placed	
     in	
     a	
     cell	
     without	
    
  any	
     chains	
     keeping	
     them	
     in	
     position.	
     However,	
    
  several	
    wild,	
    starving	
    wolves	
    are	
    also	
    in	
    the	
    cell,	
    
  chained	
     to	
     the	
     walls	
     themselves.	
     The	
     prisoner	
    
  can	
    only	
    keep	
    to	
    one	
    small	
    corner	
    without	
    being	
    
  torn	
    limb	
    from	
    limb	
    by	
    the	
    beasts.	
    	
    
  11	
    
  Oddly,	
    when	
    the	
    party	
    start	
    to	
    free	
    this	
    person,	
    
  he	
    gets	
    a	
    wild	
    look	
    in	
    his	
    eyes	
    and	
    begs	
    them	
    to	
    
  leave	
     him	
     in	
     chains.	
     A	
     moment	
     later,	
     his	
     eyes	
    
  clear,	
    and	
    he	
    begs	
    not	
    to	
    be	
    left	
    in	
    chains	
    for	
    a	
    
  moment	
    longer.	
    	
    
  12	
    
  The	
     person	
     in	
     this	
     cell	
     is	
     obviously	
     a	
     lunatic,	
    
  gibbering	
     and	
     foaming	
     at	
     the	
     mouth	
     as	
     they	
    
  strain	
     at	
     their	
     shackles.	
     They	
     may	
     very	
     well	
     kill	
    
  themselves	
    from	
    the	
    effort.	
    
  13	
    
  In	
    a	
    weak	
    voice,	
    this	
    prisoner	
    claims	
    he	
    has	
    been	
    
  poisoned	
     by	
     his	
     captor	
     and	
     will	
     die	
     within	
     the	
    
  hour	
    if	
    not	
    somehow	
    cured.	
    
  14	
    
  Half	
     a	
     dozen	
     children	
     populate	
     this	
     cell,	
     all	
    
  running	
    about	
    playing	
    a	
    game	
    of	
    tag	
    and	
    acting	
    
  as	
     if	
     their	
     imprisonment	
     is	
     no	
     big	
     deal.	
     Their	
    
  laughter	
    is	
    slightly	
    creepy.	
    
  15	
    
  This	
    prisoner	
    is	
    a	
    known,	
    vile	
    criminal,	
    but	
    claims	
    
  to	
    be	
    in	
    possession	
    of,	
    or	
    have	
    knowledge	
    about,	
    
  an	
     item	
     or	
     person	
     vital	
     to	
     the	
     success	
     of	
     the	
    
  party’s	
     quest.	
     He	
     only	
     imparts	
     this	
     information	
    
  when	
    taken	
    to	
    a	
    safe	
    place.	
    	
    
  16	
    
  When	
     the	
     party	
     step	
     into	
     view	
     or	
     attempt	
     to	
    
  communicate	
    with	
    this	
    prisoner,	
    he	
    immediately	
    
  starts	
    calling	
    for	
    the	
    guards,	
    telling	
    them	
    to	
    hurry	
    
  up	
     and	
     arrest	
     the	
     party	
     for	
     attempted	
    
  jailbreaking.	
    
  17	
    
  If	
    a	
    PC	
    enters	
    this	
    cell	
    with	
    the	
    intent	
    to	
    free	
    the	
    
  prisoner,	
     the	
     door	
     immediately	
     slams	
     shut	
     and	
    
  locks	
    itself.	
    	
    
  18	
    
  The	
    moment	
    a	
    PC	
    steps	
    inside	
    the	
    cell	
    to	
    free	
    the	
    
  prisoner,	
     he	
     reveals	
     the	
     chains	
     keeping	
     him	
    
  bound	
     to	
     the	
     wall	
     are	
     already	
     unlocked.	
     He	
    
  shakes	
     them	
     loose	
     and	
     rushes	
     at	
     the	
     PC,	
    
  screaming	
    for	
    blood.	
    
  19	
    
  The	
    woman	
    in	
    the	
    cell	
    claims	
    to	
    be	
    a	
    priestess	
    of	
    	
    
  a	
     god	
     of	
     vengeance.	
     Free	
     her	
     and	
     received	
     the	
    
  god’s	
    blessing;	
    leave	
    her,	
    and	
    be	
    cursed	
    forever.	
    	
    
  20	
    
  The	
    lovely	
    woman	
    in	
    this	
    cell	
    claims	
    to	
    be	
    the	
    ill-­‐
  begotten	
     daughter	
     of	
     her	
     captor,	
     who	
     doesn’t	
    
  want	
     anyone	
     to	
     know	
     about	
     his	
     illegitimate	
    
  offspring,	
    but	
    doesn’t	
    have	
    the	
    heart	
    to	
    kill	
    her.	
    
  	
    
   
  
  36	
    
  C E I L I N G S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Ceilings	
    can	
    influence	
    the	
    mood	
    of	
    rooms.	
    Their	
    style	
    can	
    vary	
    
  considerably	
     from	
     very	
     simple	
     plain	
     stone	
     to	
     expansive	
     and	
    
  elaborate	
    examples	
    with	
    ornate	
    painted	
    frescos	
    depicting	
    grand	
    
  scenes.	
     The	
     following	
     section	
     outlines	
     common	
     characteristics	
    
  associated	
    with	
    ceilings	
    
  C O M M O N  C H A R A C T E R I S T I C S  
  The	
     dark	
     recesses	
     of	
     a	
     ceiling	
     are	
     an	
     ideal	
     place	
     for	
     a	
     lurking	
    
  rogue	
    or	
    insidious	
    creature	
    to	
    hide.	
    Ceilings	
    have	
    the	
    following	
    
  characteristics:	
    
  	
    
  Cover:	
     Sheer	
     or	
     near	
     sheer	
     ceilings	
     offer	
     no	
     cover	
     but	
    
  ceilings	
    supported	
    by	
    rafters	
    or	
    beams	
    offer	
    partial.	
    
  	
    
  Climbable:	
    The	
    nature	
    of	
    ceilings	
    varies	
    as	
    does	
    the	
    ability	
    to	
    
  traverse	
    it.	
    	
    
  CEILING	
    TYPE	
    
  CLIMB	
    
  Ceiling	
    with	
    rafters	
    and	
    beams	
    
  Moderate	
    
  Ceiling	
    with	
    handholds	
    
  Very	
    Difficult	
    
  Smooth,	
    flat	
    ceiling	
    
  Cannot	
    be	
    climbed	
    
  C O N S T R U C T I O N  
  Ceilings	
    are	
    most	
    often	
    constructed	
    from	
    the	
    same	
    material	
    as	
    
  the	
    rest	
    of	
    the	
    room	
    such	
    as	
    stone	
    or	
    wood	
    but	
    it	
    is	
    possible	
    they	
    
  may	
    be	
    constructed	
    from	
    more	
    exotic	
    materials	
    such	
    as	
    metal,	
    
  bone	
    and	
    glass.	
    
  MATERIAL	
    
  HARDNESS	
    
  HIT	
    
  POINTS1	
    
  BREAK	
    
  Wood	
    
  Solid	
    
  Medium	
    
  Very	
    hard	
    
  Bone	
    
  Fragile	
    
  Medium	
    
  Hard	
    
  Stone	
    
  (Hewn)	
    
  Very	
    Hard	
    
  Many	
    
  Very	
    hard	
    
  Stone	
    
  (Natural)	
    
  Very	
    Hard	
    
  Many	
    
  Nigh	
    
  indestructible	
    
  Glass	
    
  Fragile	
    
  Medium	
    
  Hard	
    
  Iron	
    
  Nigh-­‐
  indestructible	
    
  Vast	
    
  Very	
    hard	
    
  1	
    Per	
    1	
    ft.	
    of	
    thickness	
    
  	
    
  	
    
  	
    
  	
    
  CONDITION	
    
  HARDNESS	
    
  HIT	
    
  POINTS	
    
  BREAK	
    
  Derelict	
    
  Significantly	
    
  decreased	
    
  -­‐20%	
    
  Much	
    easier	
    
  Poor	
    
  Decreased	
    
  -­‐10%	
    
  Easier	
    
  Average	
    
  Unmodified	
    
  0%	
    
  Unmodified	
    
  Good	
    
  Increased	
    
  +10%	
    
  Harder	
    
  Pristine	
    
  Significantly	
    
  increased	
    
  +20%	
    
  Much	
    harder	
    
  	
    
  	
    
  	
    
  	
    
  A P P E A R A N C E  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  ceiling.	
    Some	
    features	
    listed	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  The	
    ceiling	
    is	
    domed	
    and	
    multi-­‐faceted.	
    Nature-­‐
  savvy	
    characters	
    can	
    identify	
    it	
    as	
    the	
    shell	
    of	
    a	
    
  giant	
    sea	
    turtle.	
    
  06-­‐10	
    
  An	
    expansive	
    and	
    vivid	
    fresco	
    is	
    expertly	
    painted	
    
  onto	
     the	
     plaster	
     ceiling.	
     Religious	
     scholars	
     may	
    
  reveal	
    the	
    figures	
    to	
    be	
    long	
    forgotten	
    deities.	
    
  11-­‐12	
    
  The	
    bones	
    of	
    a	
    large	
    creature	
    support	
    the	
    curved	
    
  stone	
     ceiling.	
     Esoteric	
     knowledge	
     reveals	
     them	
    
  to	
    be	
    leg	
    bones	
    from	
    a	
    blue	
    dragon.	
    
  13-­‐14	
    
  The	
    wooden	
    ceiling	
    is	
    made	
    of	
    tarred	
    boards	
    and	
    
  tightly	
    
  ribbed	
    
  timber	
    
  truss	
    
  and	
    
  rafters.	
    
  Characters	
    may	
    recognize	
    it	
    as	
    a	
    ship’s	
    hull.	
    
  15-­‐16	
    
  The	
     ceiling	
     is	
     conical	
     with	
     a	
     tiny	
     aperture	
    
  allowing	
    a	
    beam	
    of	
    light	
    to	
    fall	
    on	
    a	
    dais	
    below.	
    
  17-­‐18	
    
  The	
     flat,	
     unadorned	
     ceiling	
     has	
     a	
     domed	
    
  aperture	
    in	
    the	
    centre	
    from	
    which	
    hangs	
    a	
    large,	
    
  ornate	
    iron	
    pentagram-­‐shaped	
    candelabrum.	
    
  C E I L I N G  S T Y L E  
  Vault	
    An	
    arched	
    shape	
    used	
    to	
    provide	
    a	
    space	
    within	
    a	
    ceiling	
    
  Barrel	
    Vault	
    This	
    is	
    the	
    simplest	
    form	
    of	
    a	
    vault	
    and	
    resembles	
    a	
    
  barrel	
    or	
    tunnel	
    cut	
    lengthwise	
    in	
    half.	
    
  Groin	
    Vault	
    When	
     two	
    semi-­‐circular	
    barrel	
    vaults	
     of	
    the	
    same	
    
  diameter	
     cross	
     one	
     another	
     their	
     intersection	
     (a	
     true	
    
  ellipse)	
    is	
    known	
    as	
    a	
    groin.	
    
  Rib	
     Vault	
     The	
     intersection	
     of	
     two	
     or	
     three-­‐barrel	
     vaults	
    
  produces	
    a	
    rib	
    vault	
    or	
    ribbed	
    vault.	
    
  Fan	
    Vault	
    Curving	
    ribs	
    radiate	
    upward	
    like	
    the	
    ribs	
    of	
    a	
    fan	
    to	
    
  form	
     concave	
     half	
     cones	
     that	
     meet	
     or	
     nearly	
     meet	
     at	
     the	
    
  apex.	
    
  Hipped	
    All	
    sides	
    slope	
    downwards	
    to	
    the	
    walls,	
    usually	
    with	
    a	
    
  fairly	
    gentle	
    slope.	
    
  Domed	
     This	
     ceiling	
     resembles	
     the	
     hollow	
     upper	
     half	
     of	
     a	
    
  sphere.	
    
  Coffers	
     These	
     are	
     sunken	
     panels	
     in	
     the	
     shape	
     of	
     a	
     square,	
    
  rectangle	
    or	
    octagon	
    in	
    a	
    ceiling,	
    soffit	
    or	
    vault.	
    
  C E I L I N G  T E R M S  
  Buttress	
     Vertical	
     member	
     used	
     to	
     stabilize	
     an	
     arch,	
     ceiling	
     or	
    
  vault.	
    
  Gable	
    Triangular	
    section	
    between	
    edges	
    of	
    roof	
    and	
    walls.	
    
  Pillars	
    A	
    vertical	
    structure	
    used	
    as	
    a	
    support	
    for	
    a	
    ceiling.	
    
  Truss/Rafters	
     A	
     series	
     of	
     sloped	
     structural	
     beams	
     used	
     to	
    
  support	
    the	
    ceiling	
    and	
    its	
    associated	
    loads	
    
  
  37	
    
  19-­‐20	
    
  A	
    black	
    background	
    punctuated	
    with	
    shimmering	
    
  crystals,	
    the	
    ceiling	
    has	
    been	
    decorated	
    to	
    mirror	
    
  a	
    constellation	
    of	
    stars	
    that	
    can	
    be	
    identified	
    by	
    
  those	
    versed	
    in	
    geography	
    or	
    astronomy.	
    
  21-­‐22	
    
  Painted	
     knot	
     work	
     motifs	
     frame	
     an	
     intricate	
    
  design	
    of	
    concentric	
    fleur-­‐de-­‐lis	
    stone	
    medallions	
    
  on	
    the	
    ceiling.	
    
  23-­‐24	
    
  The	
     ceiling	
     has	
     been	
     quartered	
     with	
     intricate	
    
  plastered	
    mouldings;	
    each	
    section	
    bears	
    a	
    lavish	
    
  fresco	
    in	
    tribute	
    to	
    one	
    of	
    the	
    four	
    seasons.	
    
  25-­‐26	
    
  A	
     guilt	
     and	
     enamelled	
     relief	
     of	
     a	
     lion	
     rampant	
    
  with	
     two	
     heads	
     dominates	
     the	
     white	
     plastered	
    
  ceiling.	
    
  27-­‐28	
    
  Intricate	
     and	
     highly	
     detailed,	
     the	
     ceiling	
     and	
    
  walls	
    are	
    painted	
    with	
    a	
    fresco	
    portraying	
    angels	
    
  locked	
    in	
    mortal	
    combat	
    with	
    denizens	
    of	
    Hell.	
    
  29-­‐30	
    
  The	
    thick	
    canopy	
    of	
    a	
    large	
    living	
    tree	
    comprises	
    
  the	
    ceiling	
    and	
    its	
    thick	
    trunk	
    serves	
    as	
    the	
    sturdy	
    
  pillar	
    to	
    support	
    it.	
    
  31-­‐32	
    
  Made	
    from	
    thousands	
    of	
    tiny	
    ivory	
    panels	
    carved	
    
  with	
     runes	
     and	
     sigils,	
     the	
     ceiling	
     is	
     embellished	
    
  with	
    a	
    large	
    mosaic	
    depicting	
    a	
    bird	
    rising	
    from	
    
  flames.	
    	
    
  33-­‐34	
    
  The	
     panels	
     in	
     the	
     coffered	
     ceiling	
     are	
     shield-­‐
  shaped	
     and	
     brightly	
     painted.	
     A	
     courtier	
     can	
    
  recognize	
     the	
     heraldry	
     of	
     several	
     prominent	
    
  knightly	
    orders	
    and	
    families.	
    
  35-­‐36	
    
  In	
    the	
    ceiling	
    are	
    four	
    large	
    pools	
    filled	
    with	
    what	
    
  appears	
    to	
    be	
    a	
    thick	
    black	
    undulating	
    fluid.	
    The	
    
  pools	
     emanate	
     an	
     overwhelming	
     evil	
     aura	
    
  throughout	
     the	
     chamber.	
     Knowledge	
     of	
     the	
    
  realms	
    beyond	
    reveals	
    them	
    as	
    infernal	
    portals.	
    
  37-­‐38	
    
  The	
     ceiling	
     portrays	
     a	
     blue	
     sky	
     and	
     wisps	
     of	
    
  clouds	
    as	
    if	
    a	
    summer’s	
    day.	
    Magical	
    knowledge	
    
  identifies	
    it	
    to	
    be	
    an	
    illusion.	
    
  39-­‐40	
    
  A	
     mixture	
     of	
     exquisite	
     sculpture	
     and	
     bas	
     relief	
    
  cover	
    the	
    ceiling	
    in	
    a	
    beautiful	
    and	
    artistic	
    map	
    
  of	
    the	
    surrounding	
    kingdoms.	
    
  41-­‐42	
    
  The	
    ceiling	
    is	
    in	
    the	
    shape	
    of	
    an	
    inverted	
    dome	
    
  and	
    has	
    been	
    abstractly	
    painted	
    to	
    resemble	
    the	
    
  world	
    with	
    its	
    continents,	
    seas	
    and	
    kingdoms.	
    
  43-­‐44	
    
  A	
     helix	
     of	
     tightly	
     wound	
     staircases	
     mirrors	
     one	
    
  another	
    as	
    they	
    spiral	
    towards	
    the	
    ceiling.	
    
  45-­‐46	
    
  The	
     ceiling	
     has	
     been	
     constructed	
     to	
     look	
     like	
     a	
    
  scrolled	
     parchment	
     with	
     text	
     chiselled	
     into	
     the	
    
  stone	
    page.	
    Righteous	
    characters	
    may	
    recognize	
    
  it	
    to	
    be	
    the	
    psalm	
    of	
    a	
    deity	
    of	
    law.	
    
  47-­‐48	
    
  Water	
    
  cascades	
    
  from	
    
  a	
    
  diamond-­‐shaped	
    
  aperture	
    in	
    the	
    ceiling,	
    creating	
    a	
    waterfall.	
    
  49-­‐50	
    
  A	
    large	
    stone	
    medallion	
    of	
    an	
    eight-­‐pointed	
    star	
    
  embellishes	
    the	
    groin-­‐vaulted	
    ceiling.	
    
  51-­‐52	
    
  Installed	
     onto	
     the	
     ceiling	
     are	
     several	
     complex	
    
  clockwork	
     mobiles	
     depicting	
     an	
     unknown	
     solar	
    
  system.	
     The	
     planets	
     are	
     made	
     from	
     spheres	
     of	
    
  semi-­‐precious	
    stone.	
    The	
    set	
    is	
    worth	
    400	
    gp.	
    
  53-­‐54	
    
  The	
     marble	
     pillars	
     depict	
     warriors	
     with	
     their	
    
  swords	
    raised	
    towards	
    each	
    other.	
    These	
    crossed	
    
  swords	
    create	
    the	
    ribs	
    of	
    the	
    vaulted	
    ceiling.	
    
  55-­‐56	
    
  Numerous	
     large	
     demonic	
     statues	
     embellish	
     the	
    
  ceiling.	
    Hanging	
    from	
    the	
    tails	
    of	
    each	
    is	
    a	
    large	
    
  iron	
    gibbeting	
    cage.	
    
  57-­‐58	
    
  The	
    shape	
    of	
    the	
    ceiling	
    undulates	
    and	
    has	
    been	
    
  painted	
     with	
     blue	
     and	
     green	
     paint	
     and	
    
  embellished	
     with	
     glass	
     tiles	
     to	
     resembles	
     the	
    
  surface	
    of	
    the	
    sea.	
    
  59-­‐60	
    
  The	
     plain	
     white	
     plaster	
     ceiling	
     is	
     decorated	
     by	
    
  red	
    
  handprints	
    
  made	
    
  by	
    
  many	
    
  different	
    
  individuals.	
    
  61-­‐62	
    
  Seemingly	
     crafted	
     from	
     a	
     single	
     pane	
     of	
     tinted	
    
  glass	
    the	
    ceiling	
    is	
    nearly	
    opaque	
    offering	
    a	
    dim	
    
  view	
    of	
    the	
    room	
    above.	
    
  63-­‐64	
    
  The	
     ceiling	
     has	
     been	
     constructed	
     with	
     a	
    
  mechanical	
     trapdoor.	
     A	
     hidden	
     lever	
     operates	
    
  the	
     door	
     and	
     drops	
     a	
     wooden	
     ladder	
     into	
     the	
    
  chamber.	
    
  65-­‐66	
    
  The	
     ceiling	
     is	
     dodecahedral	
     with	
     a	
     single	
     point.	
    
  Each	
     side	
     is	
     painted	
     with	
     a	
     fresco	
     depicting	
     a	
    
  different	
    hellish	
    realm	
    and	
    its	
    devilish	
    lord.	
    
  67-­‐68	
    
  A	
     dais	
     when	
     stood	
     upon	
     levitates	
     up	
     to	
     the	
    
  ceiling	
     (a	
     segment	
     of	
     which	
     retracts	
     enabling	
    
  access	
    to	
    the	
    section	
    above).	
    
  69-­‐70	
    
  The	
    ceiling	
    appears	
    to	
    be	
    of	
    a	
    mottled	
    stone	
    of	
    
  unknown	
     origin.	
     Psilocybists	
     and	
     natives	
     of	
     the	
    
  Underdark	
    recognize	
    it	
    as	
    the	
    underside	
    and	
    gills	
    
  of	
    a	
    giant	
    mushroom.	
    
  71-­‐72	
    
  The	
    ceiling	
    is	
    not	
    solid	
    but	
    is	
    instead	
    an	
    ironwork	
    
  grille	
    made	
    from	
    diagonal	
    bars.	
    
  73-­‐74	
    
  The	
     highly	
     polished	
     ceiling	
     mirrors	
     the	
     room	
    
  below.	
    
  75-­‐78	
    
  The	
     rough	
     ceiling	
     glitters	
     with	
     a	
     metallic	
     hue.	
    
  Esoteric	
     knowledge	
     reveals	
     it	
     as	
     the	
     stretched	
    
  hide	
    of	
    an	
    adult	
    copper	
    dragon.	
    
  79-­‐82	
    
  The	
    ceiling	
    is	
    a	
    dense	
    forest	
    of	
    stalactites	
    which	
    
  have	
    grown	
    until	
    they	
    touch	
    stalagmites	
    growing	
    
  up	
    from	
    below.	
    
  83-­‐86	
    
  The	
     ceiling	
     is	
     made	
     from	
     magically	
     toughened	
    
  glass	
    and	
    is	
    transparent.	
    Several	
    skeletons	
    sprawl	
    
  in	
    the	
    area	
    above.	
    	
    
  87-­‐88	
    
  A	
     large	
     inverted	
     dome	
     dominates	
     much	
     of	
     the	
    
  ceiling.	
     When	
     commanded	
     with	
     the	
     proper	
    
  appellation	
    by	
    a	
    historian	
    or	
    magician,	
    the	
    dome	
    
  appears	
    to	
    open	
    like	
    a	
    gigantic	
    eye	
    which	
    moves	
    
  and	
    blinks.	
    The	
    eye	
    can	
    scry	
    far	
    away	
    places	
    once	
    
  a	
    week.	
    
  89-­‐90	
    
  The	
     pillars	
     supporting	
     the	
     ceiling	
     are	
     life-­‐like	
    
  statues	
    of	
    devils	
    holding	
    wickedly	
    curved	
    swords.	
    	
    
  91-­‐92	
    
  The	
     chamber	
     and	
     ceiling	
     have	
     been	
     daubed	
     in	
    
  purple	
    paint.	
    
  93-­‐99	
    
  The	
    ribs	
    of	
    the	
    domed	
    ceiling	
    splay	
    out	
    like	
    the	
    
  web	
    of	
    a	
    large	
    spider.	
    Investigation	
    reveals	
    they	
    
  are	
    of	
    magically	
    hardened	
    spider	
    web.	
    
  100	
    
  Roll	
    again	
    to	
    determine	
    the	
    ceiling’s	
    appearance.	
    
  The	
    ceiling	
    is	
    also	
    trapped.	
    	
    
  	
    
  	
    
   
  
  38	
    
  C E I L I N G S :  D R E S S I N G  &  F E A T U R E S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    features	
    for	
    your	
    ceiling.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  A	
    section	
    of	
    the	
    ceiling	
    appears	
    to	
    have	
    melted;	
    
  molten	
    rock	
    has	
    dropped	
    onto	
    the	
    floor	
    below.	
    
  2	
    
  A	
     fresco	
     of	
     a	
     ruling	
     noble	
     has	
     been	
     vandalised	
    
  with	
    the	
    words	
    “Power	
    to	
    the	
    rebellion.”	
    
  3	
    
  Dark	
    green	
    moss	
    and	
    lichen	
    has	
    grown	
    across	
    the	
    
  moist	
    stone	
    ceiling.	
    	
    
  4	
    
  The	
    prints	
    of	
    wet	
    bare	
    feet	
    are	
    visible	
    across	
    the	
    
  ceiling.	
    
  5	
    
  A	
     haze	
     of	
     green	
     flame	
     wreaths	
     the	
     ceiling.	
    
  Experienced	
     explorers	
     of	
     the	
     realms	
     below	
     can	
    
  warn	
    of	
    it	
    as	
    highly	
    combustible	
    natural	
    gas.	
    
  6	
    
  Long,	
     thick	
     viscous	
     globules	
     of	
     a	
     dark	
     brown	
    
  slime	
    hang	
    down	
    from	
    the	
    rough	
    stone	
    ceiling.	
    
  7	
    
  Stuck	
     upon	
     the	
     ceiling	
     is	
     a	
     long	
     white	
     funeral	
    
  gown	
    which	
    flutters	
    in	
    an	
    unseen	
    draught.	
    
  8	
    
  A	
    long,	
    thin	
    ladder	
    leans	
    against	
    the	
    wall.	
    A	
    pot	
    
  of	
    whitewash	
    balances	
    on	
    the	
    top	
    rung.	
    
  9	
    
  The	
     mouldering	
     corpse	
     lies	
     partially	
     buried	
     by	
    
  the	
    rubble	
    of	
    the	
    collapsed	
    ceiling.	
    
  10	
    
  The	
    vaulted	
    ceiling	
    is	
    decorated	
    with	
    numerous	
    
  pennants	
    and	
    banners.	
    
  11	
    
  A	
     profusion	
     of	
     javelins,	
     crossbow	
     bolts,	
     arrows	
    
  and	
    axes	
    are	
    imbedded	
    in	
    the	
    ceiling.	
    
  12	
    
  A	
    tatty	
    canvas	
    has	
    been	
    strung	
    up	
    as	
    a	
    hammock	
    
  between	
    two	
    rafters.	
    
  13	
    
  Silk	
     streamers	
     in	
     a	
     multitude	
     of	
     colours	
     hang	
    
  from	
    the	
    ceiling.	
    
  14	
    
  Of	
     shattered	
     plaster	
     and	
     charred	
     stone,	
     the	
    
  ceiling	
    is	
    crackling	
    with	
    arcs	
    of	
    red	
    lightning.	
    
  15	
    
  The	
     buttresses	
     supporting	
     the	
     vaulted	
     ceiling	
    
  have	
    been	
    sabotaged.	
    Engineers	
    can	
    warn	
    that	
    	
    a	
    
  loud	
    noise	
    could	
    trigger	
    collapse.	
    
  16	
    
  A	
    crimson	
    pool	
    collects	
    as	
    blood	
    drips	
    from	
    the	
    
  rafters.	
     Casual	
     observation	
     spots	
     a	
     corpse	
    
  slumped	
    among	
    the	
    trusses.	
    
  17	
    
  Soft	
     glowing	
     runes	
     mark	
     the	
     eves	
     of	
     this	
     high,	
    
  vaulted	
    ceiling.	
    
  18	
    
  The	
     ceiling	
     is	
     cold.	
     This	
     causes	
     condensation	
     to	
    
  form	
    and	
    water	
    to	
    drip	
    down	
    into	
    the	
    room.	
    
  19	
    
  The	
     vivid	
     illusion	
     of	
     a	
     beautiful	
     sunrise	
     on	
     the	
    
  ceiling	
    is	
    flickering	
    and	
    failing.	
    
  20	
    
  Several	
    blocks	
    of	
    stone	
    have	
    been	
    removed	
    from	
    
  the	
    ceiling	
    to	
    reveal	
    a	
    small	
    storage	
    niche.	
    
  21	
    
  A	
    small	
    black	
    cat	
    is	
    meowing	
    softly	
    as	
    it	
    perches	
    
  among	
    the	
    rafters	
    and	
    trusses.	
    
  22	
    
  Glowering	
    eyes	
    peer	
    at	
    you	
    from	
    the	
    shadowed	
    
  ceiling.	
    Light	
    reveals	
    no	
    lurking	
    creatures.	
    
  23	
    
  A	
     bucking	
     and	
     swaying	
     sack	
     hangs	
     from	
     the	
    
  ceiling.	
    Inside	
    is	
    an	
    irritated	
    and	
    angry	
    cat.	
    	
    
  24	
    
  A	
     rope	
     hangs	
     from	
     the	
     ceiling	
     above	
     a	
     huge	
    
  chasm	
     which	
     has	
     swallowed	
     a	
     large	
     section	
     of	
    
  the	
    floor.	
    
  25	
    
  The	
    skeletons	
    of	
    unlucky	
    individuals	
    are	
    impaled	
    
  on	
    spikes	
    protruding	
    from	
    the	
    ceiling.	
    
  26	
    
  The	
     boards	
     which	
     make	
     up	
     the	
     ceiling	
     have	
    
  become	
    swollen	
    leaving	
    several	
    unsightly	
    bulges.	
    
  27	
    
  The	
    impaled	
    body	
    of	
    a	
    humanoid	
    lies	
    on	
    the	
    floor	
    
  grasping	
    a	
    stalactite	
    which	
    has	
    broken	
    off	
    from	
    
  the	
    ceiling	
    above.	
    
  28	
    
  Thick	
    roots	
    of	
    several	
    trees	
    have	
    grown	
    through	
    
  the	
    ceiling	
    forcing	
    several	
    blocks	
    of	
    stone	
    to	
    fall.	
    
  29	
    
  A	
     russet-­‐coloured	
     mould	
     is	
     growing	
     in	
     thick	
    
  clumps	
    across	
    the	
    ceiling	
    and	
    walls.	
    
  30	
    
  Bloodied	
     and	
     lifeless,	
     a	
     body	
     lies	
     next	
     to	
    
  scrawled	
    
  words	
    
  written	
    
  in	
    
  blood	
    
  “Look	
    
  above….for	
    we	
    are	
    all	
    lost.”	
    
  31	
    
  A	
    lit	
    lantern	
    sits	
    on	
    the	
    floor.	
    A	
    trail	
    of	
    gore	
    and	
    
  ichor	
    splatters	
    the	
    floor,	
    one	
    wall	
    and	
    ceiling.	
    
  32	
    
  A	
     beautiful	
     dream	
     catcher	
     hangs	
     from	
     the	
    
  ceiling.	
    
  33	
    
  An	
    inexpertly	
    hidden	
    net	
    hangs	
    from	
    the	
    ceiling.	
    
  34	
    
  Dark	
    green	
    algae	
    covers	
    the	
    trusses	
    of	
    the	
    ceiling	
    
  as	
    if	
    the	
    chamber	
    had	
    been	
    submerged	
    in	
    water.	
    
  35	
    
  A	
     dark	
     black	
     tar-­‐like	
     substance	
     is	
     dripping	
     from	
    
  the	
    ceiling.	
    It	
    sizzles	
    when	
    it	
    hits	
    the	
    floor.	
    
  36	
    
  Deep	
    gouging	
    claw	
    marks	
    are	
    visible	
    in	
    the	
    stone	
    
  ceiling.	
    
  37	
    
  An	
     owl	
     hoots	
     and	
     tilts	
     his	
     head	
     to	
     watch	
     the	
    
  party	
    from	
    its	
    perch	
    among	
    the	
    rafters.	
    
  38	
    
  A	
    huge	
    humanoid-­‐shaped	
    dent	
    has	
    been	
    made	
    in	
    
  the	
    metal	
    ceiling.	
    
  39	
    
  Two	
     chains	
     attached	
     to	
     iron	
     rings	
     in	
     the	
     ceiling	
    
  swing	
    gently.	
    Broken	
    manacles	
    lie	
    on	
    the	
    floor.	
    
  40	
    
  Several	
    large	
    hewn	
    logs	
    are	
    being	
    used	
    to	
    brace	
    
  the	
    ceiling.	
    
  41	
    
  A	
     thick	
     caustic	
     smell	
     fills	
     the	
     chamber	
     as	
     white	
    
  vapours	
     emerges	
     from	
     the	
     chamber’s	
     ceiling,	
    
  rafters	
    and	
    pillars.	
    
  42	
    
  Nailed	
     across	
     the	
     ceiling	
     is	
     a	
     banner	
     with	
     the	
    
  word	
    “Welcome”	
    in	
    large	
    bright	
    green	
    letters.	
    
  43	
    
  The	
     ceiling	
     appears	
     in	
     a	
     state	
     of	
     mid-­‐collapse;	
    
  fractured	
    stone	
    hangs	
    impossibly	
    in	
    midair.	
    
  44	
    
  Thick	
     curling	
     tendrils	
     of	
     steam	
     sprays	
     into	
     the	
    
  room	
    through	
    small	
    holes	
    in	
    the	
    stone	
    ceiling.	
    
  45	
    
  The	
     faint	
     sound	
     of	
     grinding	
     from	
     above	
     is	
    
  accompanied	
     by	
     falling	
     sawdust.	
     Rudimentary	
    
  knowledge	
     of	
     nature	
     identifies	
     termites	
     as	
     the	
    
  source.	
    
  46	
    
  A	
     rough	
     and	
     teetering	
     scaffold	
     tower	
     has	
     been	
    
  built	
    to	
    repaint	
    a	
    section	
    of	
    the	
    ceiling.	
    
  47	
    
  A	
    red	
    tinted	
    light	
    glimmers	
    on	
    the	
    ceiling.	
    	
    
  48	
    
  Soot	
    covers	
    the	
    ceiling.	
    
  49	
    
  A	
     section	
     of	
     plaster	
     has	
     cracked	
     and	
     fallen	
     to	
    
  smash	
    on	
    the	
    floor;	
    thick	
    dust	
    covers	
    everything.	
    
  
  39	
    
  50	
    
  The	
     coffered	
     ceiling	
     has	
     had	
     several	
     panels	
    
  vandalised;	
    one	
    once	
    protected	
    a	
    secret	
    niche.	
    
  51	
    
  The	
     ceiling	
     has	
     a	
     subtle	
     mauve	
     glow.	
     The	
     eerie	
    
  glow	
    is	
    akin	
    to	
    the	
    heatless	
    fire	
    of	
    the	
    fey.	
    
  52	
    
  Hundreds	
    of	
    dark	
    but	
    luscious	
    green	
    vines	
    have	
    
  crept	
    up	
    the	
    pillars	
    and	
    now	
    blanket	
    the	
    ceiling.	
    
  53	
    
  A	
     multitude	
     of	
     furniture	
     is	
     stacked	
     precariously	
    
  in	
    one	
    corner.	
    The	
    tower	
    reaches	
    the	
    ceiling.	
    
  54	
    
  The	
     wooden	
     buttresses	
     supporting	
     the	
     ceiling	
    
  have	
    begun	
    to	
    bow;	
    signs	
    of	
    cracking	
    are	
    evident.	
    
  55	
    
  Many	
    cracks	
    run	
    through	
    the	
    ceiling.	
    
  56	
    
  Many	
     of	
     the	
     glass	
     panes	
     comprising	
     the	
     ceiling	
    
  have	
    been	
    smashed;	
    glass	
    litters	
    the	
    floor.	
    
  57	
    
  The	
    unadorned	
    rafters	
    and	
    ceiling	
    has	
    been	
    hung	
    
  with	
     macabre	
     trophies	
     of	
     skulls	
     and	
     bones	
     of	
    
  humanoids.	
    
  58	
    
  A	
     once	
     elaborate	
     fresco,	
     the	
     ceiling	
     has	
     been	
    
  vandalised	
    and	
    several	
    portraits	
    removed.	
    
  59	
    
  The	
    lifeless	
    body	
    of	
    an	
    unfortunate	
    rogue	
    hangs	
    
  from	
    his	
    malfunctioned	
    climbing	
    harness.	
    
  60	
    
  The	
    lifeless	
    body	
    of	
    a	
    knight	
    in	
    full	
    plate	
    is	
    stuck	
    
  to	
     the	
     metal	
     ceiling	
     with	
     his	
     sword	
     skewered	
    
  through	
    his	
    chest.	
    Beneath	
    him	
    is	
    a	
    pressure	
    pad	
    
  slick	
    with	
    blood.	
    	
    
  61	
    
  Several	
     small	
     holes	
     pierce	
     the	
     ceiling.	
     They	
     are	
    
  spy	
    holes.	
    
  62	
    
  The	
     ceiling	
     is	
     suspiciously	
     low.	
     Closer	
     scrutiny	
    
  reveals	
    it	
    as	
    a	
    suspended	
    ceiling.	
    
  63	
    
  An	
    ‘X’	
    has	
    been	
    marked	
    on	
    the	
    ground	
    beneath	
    a	
    
  large	
    stone	
    medallion	
    on	
    the	
    ceiling.	
    
  64	
    
  The	
    ceiling	
    is	
    thick	
    with	
    a	
    frost	
    which	
    glows	
    with	
    
  a	
    bright	
    crystal-­‐like	
    shimmer.	
    
  65	
    
  The	
    plain	
    plaster	
    walls	
    are	
    covered	
    in	
    pencil	
    work	
    
  in	
     preparation	
     for	
     being	
     painted.	
     It	
     depicts	
     the	
    
  outlines	
    of	
    a	
    flight	
    of	
    dragons.	
    
  66	
    
  A	
    section	
    of	
    one	
    of	
    the	
    pillars	
    has	
    broken	
    and	
    a	
    
  metal	
    strong	
    box	
    is	
    wedged	
    in	
    the	
    gap	
    to	
    support	
    
  the	
    ceiling.	
    
  67	
    
  The	
    ceiling	
    is	
    a	
    forest	
    of	
    stalactites;	
    among	
    it	
    lives	
    
  a	
    bat	
    colony	
    that	
    swarms	
    if	
    disturbed.	
    
  68	
    
  The	
    imprint	
    of	
    a	
    large	
    gauntleted	
    fist	
    in	
    the	
    stone	
    
  ceiling	
    is	
    easily	
    visible.	
    
  69	
    
  A	
    perfectly	
    round	
    hole	
    pierces	
    the	
    glass	
    ceiling;	
    
  shattered	
    glass	
    lies	
    beneath	
    the	
    hole.	
    	
    
  70	
    
  The	
    paint	
    and	
    plaster	
    on	
    the	
    ceiling	
    has	
    thinned	
    
  enough	
    to	
    make	
    out	
    the	
    sigil	
    of	
    a	
    deity	
    beneath.	
    
  Religious	
    scholars	
    may	
    reveal	
    it	
    as	
    the	
    symbol	
    of	
    
  the	
    goddess	
    of	
    ill	
    fortune.	
    
  71	
    
  The	
     metal	
     ceiling	
     is	
     stretching	
     and	
     rivets	
     are	
    
  breaking;	
    water	
    is	
    spurting	
    	
    through	
    the	
    gaps.	
    
  72	
    
  The	
     stalactites	
     have	
     been	
     removed	
     from	
     the	
    
  ceiling.	
    They	
    have	
    been	
    stacked	
    nearby.	
    
  73	
    
  A	
    sign	
    says,	
    “Ceiling	
    unsafe.”	
    
  74	
    
  A	
    bloodied	
    notepad	
    of	
    sketches	
    and	
    notes	
    about	
    
  hundreds	
    of	
    frescos	
    and	
    vaulted	
    ceilings	
    lies	
    on	
    
  the	
    floor.	
    
  75	
    
  The	
     chamber	
     is	
     thick	
     with	
     viscous	
     spider	
     web.	
    
  Casual	
    
  observation	
    
  reveals	
    
  five	
    
  cocooned	
    
  corpses	
     secreted	
     into	
     a	
     dark	
     corner	
     of	
     the	
    
  ceiling.	
    
  76	
    
  The	
    ceiling	
    has	
    small	
    magical	
    lights;	
    several	
    have	
    
  gone	
    out	
    while	
    others	
    blink	
    intermittently.	
    
  77	
    
  Screaming	
     emanates	
     through	
     the	
     iron	
     grill	
    
  ceiling.	
    Blood	
    rains	
    down	
    and	
    the	
    screams	
    cease.	
    
  78	
    
  Several	
     climbing	
     pitons	
     have	
     been	
     driven	
     into	
    
  the	
    stone	
    ceiling.	
    A	
    long	
    rope	
    connects	
    each	
    pin	
    
  allowing	
    easier	
    climbing.	
    
  79	
    
  Ornamental	
     gargoyles	
     decorate	
     each	
     corner	
     of	
    
  the	
    ceiling	
    	
    
  80	
    
  A	
    shoeless	
    body	
    lies	
    broken	
    on	
    the	
    floor.	
    Casual	
    
  observation	
    spots	
    shoes	
    stuck	
    to	
    the	
    ceiling.	
    
  81	
    
  Several	
     pillars	
     lie	
     smashed	
     over	
     the	
     segmented	
    
  body	
    of	
    a	
    gargantuan	
    centipede.	
    
  82	
    
  Sections	
     of	
     the	
     ceiling	
     have	
     been	
     repaired	
     with	
    
  permanent	
    wall	
    of	
    flickering	
    force.	
    
  83	
    
  The	
     ceiling	
     has	
     been	
     covered	
     with	
     a	
     layer	
     of	
    
  slippery	
    orange	
    ooze,	
    facilitating	
    climbing.	
    
  84	
    
  Several	
     horse	
     bridles	
     are	
     tied	
     to	
     a	
     thick	
     chain	
    
  wrapped	
    around	
    the	
    ceiling’s	
    thickest	
    rafter.	
    
  85	
    
  Several	
     sheets	
     of	
     parchment	
     are	
     stuck	
     against	
    
  the	
    ceiling	
    from	
    a	
    strong	
    draught.	
    
  86	
    
  A	
    set	
    of	
    platemail-­‐covered	
    legs	
    protrude	
    through	
    
  several	
    broken	
    boards	
    in	
    the	
    ceiling.	
    
  87	
    
  A	
     huge	
     boulder	
     has	
     shattered	
     the	
     ceiling	
     and	
    
  now	
    rests	
    precariously	
    on	
    three	
    pillars.	
    
  88	
    
  Hundreds	
     of	
     candles	
     flicker	
     on	
     the	
     ceiling’s	
    
  rafters.	
    Wax	
    covers	
    the	
    rafters.	
    
  89	
    
  A	
    large	
    block	
    of	
    stone	
    hangs	
    in	
    a	
    primitive	
    crane	
    
  ready	
    to	
    be	
    hoisted	
    into	
    a	
    gap	
    in	
    the	
    ceiling.	
    
  90	
    
  Dust	
     and	
     dirt	
     falls	
     from	
     the	
     ceiling	
     as	
     a	
     small	
    
  tremor	
    shakes	
    the	
    ground.	
    
  91	
    
  Refuse	
     and	
     sewage	
     drains	
     through	
     a	
     large	
    
  opening	
    in	
    the	
    ceiling.	
    
  92	
    
  The	
     ceiling	
     is	
     teeming	
     with	
     thousands	
     of	
     shiny	
    
  scarab	
    beetles.	
    
  93	
    
  A	
     noose	
     looped	
     over	
     the	
     rafters	
     hangs	
     around	
    
  the	
    neck	
    of	
    a	
    mouldering	
    corpse.	
    
  94	
    
  A	
    stone	
    block	
    has	
    fallen	
    from	
    the	
    ceiling.	
    Blood	
    
  splatter	
    surrounds	
    it.	
    
  95	
    
  The	
    painted	
    depicts	
    a	
    summer	
    sky.	
    
  96	
    
  A	
    grinning	
    skull	
    painting	
    decorates	
    the	
    ceiling.	
    
  97	
    
  A	
    mass	
    of	
    rusted	
    chains	
    hang	
    from	
    the	
    ceiling.	
    
  98	
    
  A	
    damp	
    patch	
    mars	
    the	
    ceiling.	
    Cold	
    water	
    drips	
    
  from	
    it	
    onto	
    the	
    floor.	
    
  99	
    
  Thick,	
    wet	
    cobwebs	
    cover	
    the	
    ceiling.	
    They	
    are	
    so	
    
  damp	
     they	
     resist	
     natural	
     fire;	
     only	
     magic	
     can	
    
  burn	
    them	
    away.	
    
  100	
    
  Roll	
     again	
     to	
     determine	
     the	
     ceiling’s	
     dressing.	
    
  The	
    ceiling	
    is	
    also	
    trapped.	
    Refer	
    to	
    pages	
    6	
    –	
    7.	
    
  	
    
   
  
  40	
    
  C H E S T S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E   
  Chests	
     are	
     adventurers’	
     favourite	
     feature	
     of	
     most	
     dungeons.	
    
  They	
     represent	
     the	
     hard	
     earned	
     reward	
     after	
     days	
     lost	
     in	
     the	
    
  dark,	
     exploring	
     new	
     terrain	
     and	
     overcoming	
     challenging	
     foes.	
    
  They	
     are	
     the	
     place	
     in	
     which	
     new	
     and	
     shiny	
     discoveries	
     await,	
    
  equipping	
    the	
    heroes	
    for	
    even	
    greater	
    challenges.	
    
  	
    
  Their	
    popularity	
    with	
    players	
    doesn’t	
    mean	
    that	
    they	
    should	
    
  be	
    overlooked	
    by	
    GMs,	
    however.	
    The	
    right	
    chest	
    can	
    add	
    a	
    great	
    
  element	
    of	
    continuity	
    or	
    surprise	
    to	
    an	
    adventure.	
    This	
    section	
    
  provides	
    the	
    basic	
    features	
    of	
    chests.	
    
  C O N S T R U C T I O N  
  Most	
     chests	
     are	
     made	
     of	
     sturdy	
     wood,	
     such	
     as	
     oak,	
     but	
     other	
    
  exotic	
    materials	
    may	
    also	
    be	
    used.	
    The	
    statistics	
    below	
    assume	
    
  that	
     you	
     are	
     looking	
     to	
     break	
     into	
     a	
     chest,	
     not	
     destroy	
     it	
    
  completely.	
    
  MATERIAL	
    
  HARDNESS	
    
  HIT	
    POINTS	
    
  BREAK	
    	
    
  Adamantine	
    
  Astronomical	
    
  Beyond	
    vast	
    
  Demigod	
    
  Bone	
    
  Fragile	
    
  Few	
    
  Hard	
    
  Darkwood	
    
  Solid	
    
  Medium	
    
  Hard	
    
  Dragonhide	
    
  Nigh	
    
  indestructible	
    
  Medium	
    
  Very	
    hard	
    
  Glass	
    
  Fragile	
    
  Almost	
    none	
    
  Very	
    easy	
    
  Iron	
    
  Nigh	
    
  indestructible	
    
  Vast	
    
  Very	
    hard	
    
  Iron	
    bound	
    
  Solid	
    
  Medium	
    
  Very	
    hard	
    
  Mithral	
    
  Almost	
    
  astronomical	
    
  Vast	
    
  Nigh	
    
  indestructible	
    
  Stone	
    
  Very	
    hard	
    
  Many	
    
  Nigh	
    
  indestructible	
    
  Wood
  Solid
  Medium
  Hard
  	
    
  	
    
  	
    
  	
    
  O P E N I N G  C H E S T S  
  Much	
    of	
    the	
    time,	
    a	
    chest	
    is	
    used	
    to	
    secure	
    valuables.	
    As	
    such,	
    
  they	
     tend	
     to	
     be	
     locked.	
     Instead	
     of	
     breaking	
     open	
     a	
     chest,	
    
  explorers	
    can	
    try	
    to	
    smash	
    its	
    lock	
    or	
    hinges.	
    This	
    often	
    results	
    in	
    
  less	
    damage	
    to	
    the	
    chest’s	
    contents,	
    but	
    is	
    difficult	
    because	
    of	
    
  the	
    target’s	
    small	
    size	
    and	
    metal	
    construction.	
    
  V O L U M E   
  While	
     chests	
     can	
     be	
     made	
     in	
     any	
     shape	
     or	
     size,	
     this	
     table	
    
  summarizes	
    the	
    most	
    common	
    wooden	
    chests’	
    characteristics.	
    	
    
  SIZE	
    
  VOLUME	
    
  WEIGHT	
    
  COST	
    
  Small	
    
  2	
    cubic	
    feet	
    
  25	
    lbs.	
    
  2	
    gp	
    
  Medium	
    
  4	
    cubic	
    feet	
    
  50	
    lbs.	
    
  5	
    gp	
    
  Large	
    
  6	
    cubic	
    feet	
    
  100	
    lbs.	
    
  10	
    gp	
    
  Huge	
    
  8	
    cubic	
    feet	
    
  250	
    lbs.	
    
  25	
    gp	
    
  	
    
  	
    
  	
    
  	
    
   W E I G H T  &  C O S T  
  Sometimes,	
     the	
     chest	
     is	
     part	
     of	
     the	
     treasure!	
     This	
     table	
    
  summarises	
    the	
    weight	
    and	
    cost	
    modifications	
    of	
    atypical	
    chests.	
    
  MATERIAL	
    
  WEIGHT	
    FACTOR	
    
  COST	
    
  Adamantine
  x2
  +10,000	
    gp
  Bone	
    
  x1	
    
  x1	
    
  Darkwood	
    
  x1/2	
    
  x100	
    
  Dragonhide	
    
  x1	
    
  x5	
    
  Glass	
    
  x1/2	
    
  x2	
    
  Iron	
    
  x2	
    
  x5	
    
  Iron	
    bound	
    
  x1	
    1/2	
    
  x2	
    
  Mithral	
    
  x1	
    
  +500	
    gp/lb.	
    
  Stone	
    
  x3	
    
  x2	
    
  Wood	
    
  x1	
    
  x1	
    
  	
    
  	
    
  	
    
  C H E S T S  I N  C O M B A T  
  Clever	
    combatants	
    can	
    use	
    a	
    chest	
    to	
    their	
    advantage	
    in	
    combat.	
    
  § 
  Jump	
    Up:	
    Characters	
    can	
    jump	
    to	
    get	
    up	
    onto	
    a	
    chest.	
    
  § 
  Higher	
     Ground:	
     Characters	
     standing	
     on	
     a	
     chest	
     gain	
     the	
    
  benefits	
    of	
    higher	
    ground.	
    
  § 
  Cover:	
    Characters	
    prone	
    behind	
    a	
    chest	
    have	
    cover.	
    
  C H E S T  C O N T E N T S  
  Sometimes	
     a	
     GM	
     needs	
     to	
     randomly	
     generate	
     what	
     a	
     chest	
    
  holds.	
     Use	
     this	
     table	
     to	
     get	
     a	
     basic	
     feel	
     for	
     such	
     contents,	
    
  fleshing	
    them	
    out	
    as	
    desired.	
    
  D20	
    
  CHEST	
    CONTAINS	
    
  1-­‐4	
    
  Clothes,	
    blankets	
    and	
    so	
    on	
    
  5-­‐7	
    
  Food	
    and	
    drink	
    
  8-­‐12	
    
  Trade	
    goods	
    
  13-­‐14	
    
  Books,	
    scrolls	
    or	
    other	
    valuable	
    objects	
    
  15-­‐18	
    
  Treasure	
    
  19-­‐20	
    
  A	
    trap.	
    Reroll	
    to	
    see	
    what	
    else	
    the	
    chest	
    contains	
    
  	
    
  
  41	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  chests.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    
  on	
     your	
     dungeon’s	
     setup	
     –	
     ignore	
     or	
     modify	
     such	
     entries	
     as	
    
  appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  The	
    chest	
    is	
    made	
    from	
    sturdy	
    oak	
    boards	
    bound	
    
  in	
     iron.	
     The	
     lock	
     is	
     obviously	
     much	
     newer	
     than	
    
  the	
    chest	
    itself.	
    
  06-­‐10	
    
  This	
     is	
     an	
     impressive	
     iron	
     chest,	
     tarnished	
     on	
    
  every	
    surface	
    but	
    at	
    the	
    lock.	
    
  11-­‐12	
    
  The	
    chest	
    seems	
    to	
    be	
    a	
    single	
    block;	
    no	
    seams	
    
  are	
    visible.	
    
  13-­‐14	
    
  The	
     chest	
     is	
     hinged	
     at	
     the	
     bottom,	
     lifting	
     the	
    
  entire	
    box	
    off	
    the	
    floor.	
    
  15-­‐16	
    
  A	
     layer	
     of	
     dust	
     has	
     settled	
     on	
     top	
     of	
     this	
    
  otherwise	
    invisible	
    chest.	
    
  17-­‐18	
    
  This	
     well-­‐made	
     chest	
     –	
     including	
     its	
     lock	
     and	
    
  hinges	
    –	
    is	
    carved	
    from	
    a	
    single	
    block	
    of	
    stone.	
    
  19-­‐20	
    
  This	
     small	
     wooden	
     chest	
     is	
     shaped	
     eerily	
     like	
     a	
    
  coffin.	
    Dried	
    mud	
    hangs	
    to	
    one	
    corner	
    near	
    the	
    
  floor.	
    It	
    smells	
    of	
    earth.	
    
  21-­‐22	
    
  The	
    chest	
    is	
    shaped	
    like	
    an	
    animal’s	
    skull,	
    hinged	
    
  at	
    the	
    jaws.	
    
  23-­‐24	
    
  The	
     chest	
     is	
     made	
     from	
     the	
     leg	
     bones	
     of	
     many	
    
  different	
     creatures.	
     Leering	
     skulls	
     decorate	
     its	
    
  lid.	
    The	
    chest’s	
    lock	
    is	
    moderately	
    well	
    hidden	
    in	
    
  one	
    such	
    skull.	
    
  25-­‐26	
    
  The	
     chest	
     is	
     made	
     from	
     strips	
     of	
     bamboo,	
    
  lending	
    it	
    an	
    exotic	
    appearance.	
    
  27-­‐28	
    
  The	
    chest	
    is	
    made	
    from	
    woven	
    reeds.	
    
  29-­‐30	
    
  The	
    chest	
    is	
    built	
    into	
    the	
    floor,	
    only	
    a	
    trapdoor	
    is	
    
  visible.	
    
  31-­‐32	
    
  This	
     iron	
     strongbox	
     is	
     dominated	
     by	
     a	
     massive,	
    
  ornate	
    lock.	
    
  33-­‐34	
    
  The	
    chest’s	
    lid	
    has	
    been	
    sealed	
    with	
    red	
    wax	
    that	
    
  features	
    a	
    seal	
    of	
    a	
    rampant	
    wyvern	
    set	
    over	
    the	
    
  chest’s	
    lock.	
    
  35-­‐36	
    
  The	
     chest	
     is	
     made	
     of	
     teak,	
     bound	
     in	
     iron.	
     The	
    
  iron	
    shows	
    rust,	
    as	
    if	
    it	
    has	
    been	
    heavily	
    exposed	
    
  to	
    humid	
    air.	
    	
    
  37-­‐38	
    
  Heavy	
     patina	
     coats	
     the	
     brass	
     that	
     binds	
     this	
    
  mahogany	
    chest.	
    
  39-­‐40	
    
  The	
    contents	
    of	
    this	
    chest	
    are	
    visible	
    through	
    its	
    
  glass	
    sides.	
    
  41-­‐42	
    
  Worn	
    leather	
    covers	
    the	
    surface	
    of	
    this	
    wooden	
    
  chest.	
     The	
     area	
     around	
     the	
     lock	
     is	
     particularly	
    
  worn.	
    
  43-­‐44	
    
  Gilded	
    scrollwork	
    decorates	
    the	
    top	
    and	
    sides	
    of	
    
  this	
    red-­‐stained	
    chest.	
    
  45-­‐46	
    
  This	
     chest	
     is	
     made	
     from	
     ornately	
     decorated	
    
  silver.	
    (Treat	
    it	
    as	
    dragonhide	
    for	
    its	
    statistics	
    and	
    
  value).	
    
  47-­‐48	
    
  Sculptural	
     inlay	
     covers	
     the	
     front	
     of	
     this	
     chest,	
    
  depicting	
    a	
    legendary	
    monster.	
    
  49-­‐50	
    
  The	
     iron	
     reinforcement	
     on	
     this	
     chest	
     is	
     cast	
     to	
    
  resemble	
    creeping	
    vines.	
    
  51-­‐52	
    
  This	
    bronze	
    chest	
    has	
    an	
    elaborately	
    sculpted	
    sea	
    
  monster	
    on	
    its	
    lid.	
    
  53-­‐54	
    
  The	
    chest	
    is	
    made	
    of	
    a	
    pale	
    wood	
    bound	
    in	
    black	
    
  iron.	
    
  55-­‐56	
    
  This	
     peculiar	
     chest	
     is	
     topped	
     with	
     a	
     gilded	
     lid	
    
  decorated	
     with	
     an	
     elaborate	
     sculpted	
     religious	
    
  icon.	
    
  57-­‐58	
    
  This	
    chest	
    has	
    a	
    flat	
    top	
    and	
    is	
    wider	
    at	
    the	
    top.	
    It	
    
  tapers	
     as	
     it	
     reaches	
     the	
     ground,	
     giving	
     it	
     a	
    
  trapezoidal	
    profile.	
    
  59-­‐60	
    
  This	
    chest	
    has	
    a	
    hidden	
    drawer	
    in	
    its	
    bottom	
    in	
    
  addition	
    to	
    its	
    usual	
    compartment.	
    
  61-­‐62	
    
  A	
     distinct	
     rune	
     of	
     pale	
     wood	
     is	
     inlaid	
     in	
     the	
    
  darker	
    mahogany	
    lid	
    of	
    this	
    chest.	
    
  63-­‐64	
    
  Iron	
     ornamentation	
     on	
     the	
     sides	
     of	
     this	
     chest	
    
  resembles	
     the	
     pointed	
     arches	
     and	
     windows	
    
  reminiscent	
    of	
    gothic	
    architecture.	
    
  65-­‐66	
    
  This	
     chest’s	
     wood	
     is	
     an	
     amalgam	
     of	
     vibrant	
    
  colours	
    –	
    green,	
    red	
    and	
    yellow,	
    though	
    whether	
    
  these	
    are	
    natural	
    or	
    stained	
    is	
    unclear.	
    
  67-­‐68	
    
  Silver	
     inlay	
     in	
     the	
     side	
     of	
     this	
     chest	
     depicts	
     a	
    
  valiant	
    warrior	
    battling	
    a	
    dragon.	
    
  69-­‐70	
    
  This	
     red-­‐stained	
     chest	
     is	
     bound	
     in	
     black	
     metal	
    
  and	
    opens	
    in	
    the	
    front,	
    rather	
    than	
    the	
    top.	
    
  71-­‐72	
    
  This	
     unmarred	
     black	
     dragonhide	
     chest	
     almost	
    
  seems	
    to	
    draw	
    in	
    light.	
    	
    
  73-­‐74	
    
  The	
     battered	
     and	
     dented	
     dull	
     brown	
     wood	
     of	
    
  this	
    chest	
    has	
    clearly	
    seen	
    better	
    days.	
    
  75-­‐76	
    
  The	
    chest’s	
    lock	
    is	
    full	
    of	
    hard,	
    dried	
    wax	
    which	
    
  must	
    be	
    cleared	
    out	
    before	
    the	
    lock	
    is	
    used.	
    	
    
  77-­‐78	
    
  The	
     chest	
     is	
     divided	
     down	
     the	
     middle,	
     creating	
    
  two	
    distinct	
    containers.	
    It	
    has	
    two	
    lids.	
    
  79-­‐80	
    
  A	
    metal	
    latticework	
    covers	
    every	
    surface	
    of	
    this	
    
  chest,	
    increasing	
    the	
    durability.	
    
  81-­‐82	
    
  This	
     simple	
     iron	
     footlocker	
     is	
     in	
     pristine	
    
  condition.	
    
  83-­‐84	
    
  This	
    bright	
    blue	
    chest	
    has	
    spring-­‐loaded	
    hinges,	
    
  causing	
    it	
    to	
    pop	
    open	
    when	
    unlocked.	
    
  85-­‐86	
    
  The	
     colour	
     of	
     this	
     dull	
     green	
     chest	
     has	
     long	
    
  faded,	
    but	
    it	
    remains	
    sturdy.	
    	
    
  87-­‐88	
    
  This	
    heavy	
    steel	
    trunk	
    is	
    covered	
    in	
    intertwining	
    
  Dwarven	
    runes.	
    
  89-­‐90	
    
  This	
     chest	
     seems	
     to	
     have	
     been	
     grown	
     from	
     a	
    
  single	
    small	
    tree,	
    trained	
    into	
    chest	
    shape.	
    
  91-­‐92	
    
  The	
    chest	
    looks	
    like	
    a	
    keg	
    turned	
    on	
    its	
    side	
    and	
    
  is	
    hinged	
    in	
    the	
    middle.	
    
  93-­‐94	
    
  The	
     chest	
     is	
     nothing	
     more	
     than	
     a	
     few	
     large	
    
  boards	
    crudely	
    nailed	
    together.	
    It	
    has	
    no	
    lock.	
    
  95-­‐99	
    
  The	
     chest	
     is	
     lined	
     with	
     lead	
     to	
     block	
     certain	
    
  magic.	
    	
    
  100	
    
  The	
     chest	
     is	
     trapped.	
     Refer	
     to	
     Table	
     C.	
    
  Alternatively,	
     a	
     magical	
     trap	
     could	
     protect	
     the	
    
  chest.	
    
  	
    
   
  
  42	
    
  C H E S T S :  D R E S S I N G  &  F E A T U R E S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    features	
    for	
    your	
    chests.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  A	
     thick	
     covering	
     of	
     green	
     moss	
     grows	
     on	
     this	
    
  chest.	
    
  2	
    
  This	
     chest	
     is	
     covered	
     in	
     some	
     kind	
     of	
     black	
    
  mould.	
    
  3	
    
  This	
     chest	
     is	
     adorned	
     with	
     carvings	
     of	
     fantastic	
    
  creatures	
    battling	
    legendary	
    heroes.	
    
  4	
    
  One	
    corner	
    of	
    the	
    chest	
    bears	
    scorch	
    marks.	
    
  5	
    
  This	
     elaborate	
     chest	
     is	
     actually	
     more	
     valuable	
    
  than	
     its	
     contents.	
     Smashing	
     into	
     the	
     chest	
    
  destroys	
    its	
    value.	
    
  6	
    
  The	
     key	
     plate	
     of	
     this	
     chest	
     is	
     shaped	
     like	
     a	
    
  demonic	
    visage.	
    
  7	
    
  This	
    chest	
    bears	
    signs	
    of	
    trauma,	
    as	
    if	
    something	
    
  had	
    tried	
    and	
    failed	
    to	
    break	
    in.	
    
  8	
    
  This	
    chest	
    has	
    had	
    its	
    hinges	
    removed.	
    
  9	
    
  This	
    chest	
    is	
    covered	
    in	
    eldritch	
    runes;	
    some	
    of	
    
  them	
    flicker	
    a	
    pale	
    blue.	
    
  10	
    
  Blasphemous	
    writing	
    has	
    been	
    scrawled	
    on	
    every	
    
  surface	
    of	
    this	
    chest.	
    
  11	
    
  This	
     chest	
     is	
     enormous,	
     obviously	
     scaled	
     for	
    
  giants.	
    
  12	
    
  This	
    chest	
    is	
    tiny	
    and	
    is	
    sized	
    for	
    creatures	
    even	
    
  smaller	
    than	
    a	
    halfling.	
    
  13	
    
  Green	
     vines	
     grow	
     on	
     this	
     chest,	
     their	
     roots	
    
  questing	
    into	
    its	
    rotten	
    wood.	
    
  14	
    
  This	
    chest	
    sits	
    in	
    a	
    shallow	
    pool	
    of	
    standing	
    water	
    
  which	
    has	
    no	
    apparent	
    source.	
    
  15	
    
  The	
     floor	
     of	
     this	
     room	
     is	
     covered	
     in	
     scuffs	
     and	
    
  scrapes,	
     as	
     if	
     the	
     chest	
     was	
     moved	
     about	
     the	
    
  room	
    frequently.	
    
  16	
    
  Scorch	
    marks	
    mar	
    the	
    surface	
    of	
    the	
    chest.	
    
  17	
    
  A	
     skeleton	
     lies	
     near	
     the	
     chest,	
     its	
     arms	
     still	
    
  wrapped	
    partly	
    around	
    it.	
    
  18	
    
  A	
    full	
    set	
    of	
    mundane	
    thief’s	
    tools	
    are	
    scattered	
    
  about	
    in	
    front	
    of	
    the	
    chest;	
    a	
    single	
    pick	
    jams	
    the	
    
  lock.	
    
  19	
    
  A	
    half-­‐full	
    mug	
    of	
    ale	
    sits	
    on	
    top	
    of	
    this	
    chest.	
    
  20	
    
  Etched	
    into	
    the	
    top	
    of	
    this	
    chest	
    is	
    a	
    placard	
    that	
    
  reads	
    “For	
    Emerala,	
    on	
    her	
    wedding	
    day.”	
    
  21	
    
  The	
     indented	
     tracings	
     of	
     a	
     crude	
     map	
     can	
     be	
    
  seen	
    in	
    the	
    top	
    of	
    this	
    chest.	
    
  22	
    
  Carved	
    into	
    this	
    chest	
    are	
    the	
    words	
    “Property	
    of	
    
  Kandel’s	
    Inks.”	
    
  23	
    
  Blazing	
    brass	
    letters	
    on	
    top	
    of	
    this	
    chest	
    proclaim	
    
  “DO	
    NOT	
    OPEN.”	
    
  24	
    
  The	
     lock	
     on	
     this	
     chest	
     has	
     rusted	
     completely	
    
  solid,	
    making	
    it	
    harder	
    to	
    break	
    open..	
    
  25	
    
  An	
     elaborate	
     cherry	
     blossom	
     has	
     been	
     painted	
    
  on	
    the	
    lid	
    of	
    this	
    chest.	
    
  26	
    
  Chipping	
    paint	
    in	
    a	
    number	
    of	
    places	
    reveals	
    that	
    
  this	
     chest	
     has	
     been	
     painted	
     no	
     less	
     than	
     three	
    
  different	
    colours.	
    
  27	
    
  The	
     lock	
     of	
     this	
     chest	
     consists	
     of	
     sliding	
     panels	
    
  that	
    create	
    a	
    puzzle.	
    
  28	
    
  When	
    the	
    chest	
    is	
    opened	
    it	
    emits	
    a	
    soft	
    melody,	
    
  though	
    the	
    source	
    is	
    unclear.	
    
  29	
    
  Faint	
     traces	
     remain	
     of	
     what	
     must	
     have	
     once	
    
  been	
     an	
     elaborate	
     painting	
     that	
     decorated	
     the	
    
  chest’s	
    lid.	
    
  30	
    
  A	
     crude	
     face	
     is	
     daubed	
     in	
     garish	
     paint	
     on	
     this	
    
  chest,	
    giving	
    it	
    a	
    monstrous	
    appearance.	
    
  31	
    
  The	
    key	
    for	
    this	
    chest	
    is	
    still	
    in	
    the	
    lock.	
    
  32	
    
  A	
    well-­‐made	
    wood	
    axe	
    is	
    embedded	
    in	
    the	
    top	
    of	
    
  this	
    chest.	
    
  33	
    
  The	
    chest	
    sits	
    on	
    a	
    red	
    silk	
    blanket	
    atop	
    a	
    small	
    
  table.	
    
  34	
    
  One	
    of	
    the	
    planks	
    of	
    this	
    wooden	
    chest	
    has	
    been	
    
  removed	
     and	
     stands	
     propped	
     against	
     the	
     wall	
    
  nearby.	
    
  35	
    
  The	
    surface	
    of	
    this	
    chest	
    is	
    heavily	
    scarred,	
    as	
    if	
    it	
    
  had	
     been	
     attacked	
     by	
     the	
     teeth	
     and	
     claws	
     of	
     a	
    
  large	
    animal.	
    
  36	
    
  This	
     chest	
     has	
     been	
     pushed	
     under	
     a	
     table	
     to	
    
  support	
    one	
    end	
    (which	
    has	
    no	
    legs)	
    
  37	
    
  Heavy	
     chains	
     have	
     been	
     wrapped	
     around	
     this	
    
  chest;	
    its	
    original	
    lock	
    seems	
    damaged.	
    
  38	
    
  A	
    pile	
    of	
    beetle	
    carapaces	
    have	
    been	
    swept	
    into	
    
  a	
    small	
    pile	
    next	
    to	
    the	
    chest.	
    
  39	
    
  A	
    small	
    pile	
    of	
    bones,	
    the	
    remains	
    of	
    someone’s	
    
  meal,	
    lies	
    in	
    a	
    pile	
    in	
    front	
    of	
    this	
    chest.	
    
  40	
    
  An	
    assortment	
    of	
    semi-­‐precious	
    stones	
    has	
    been	
    
  hammered	
    into	
    this	
    chest	
    seemingly	
    at	
    random.	
    
  41	
    
  Parts	
    of	
    the	
    chest’s	
    lid	
    and	
    one	
    hinge	
    have	
    been	
    
  melted	
     as	
     if	
     by	
     a	
     powerful	
     acid.	
     (the	
     chest	
     has	
    
  half	
    the	
    normal	
    hit	
    points).	
    
  42	
    
  A	
     drop	
     cloth	
     and	
     a	
     pair	
     of	
     candles	
     have	
    
  transformed	
     the	
     top	
     of	
     the	
     chest	
     into	
     a	
    
  makeshift	
    shrine.	
    
  43	
    
  The	
    chest	
    sits	
    at	
    the	
    centre	
    of	
    a	
    powdered	
    silver	
    
  summoning	
    circle.	
    
  44	
    
  This	
     chest	
     has	
     been	
     flipped	
     on	
     end,	
     though	
     it	
    
  remains	
    closed.	
    
  45	
    
  The	
    floor	
    around	
    the	
    chest	
    is	
    cracked,	
    as	
    if	
    it	
    has	
    
  suffered	
    a	
    great	
    impact.	
    
  46	
    
  A	
     thick	
     layer	
     of	
     spider	
     webs	
     encases	
     the	
     chest;	
    
  the	
    spider	
    is	
    nowhere	
    to	
    be	
    seen.	
    
  47	
    
  This	
    chest	
    sits	
    in	
    a	
    shallow	
    pit,	
    leaving	
    only	
    the	
    
  upper	
    half	
    exposed.	
    
  48	
    
  This	
    chest	
    is	
    inside	
    an	
    iron	
    cage.	
    The	
    cage	
    shows	
    
  signs	
    of	
    something	
    having	
    tried	
    to	
    break	
    in.	
    
  49	
    
  Depictions	
    of	
    ghostly	
    spirits	
    have	
    been	
    artistically	
    
  painted	
    on	
    the	
    sides	
    of	
    the	
    chest.	
    
  50	
    
  A	
    massive	
    claw	
    has	
    been	
    embedded	
    in	
    the	
    top	
    of	
    
  the	
    chest,	
    shed	
    by	
    some	
    fearsome	
    monster.	
    
  
  43	
    
  51	
    
  An	
    open	
    book	
    has	
    been	
    laid	
    face	
    down	
    on	
    top	
    of	
    
  the	
    chest.	
    It’s	
    title:	
    How	
    to	
    Open	
    a	
    Locked	
    Chest.	
    
  52	
    
  The	
     keyhole	
     on	
     the	
     lock	
     on	
     this	
     chest	
     is	
    
  surrounded	
     by	
     an	
     engraved	
     arrow	
     circling	
    
  counter-­‐clockwise.	
    
  53	
    
  The	
     chest	
     has	
     been	
     overturned,	
     its	
     contents	
    
  spilling	
     out	
     of	
     its	
     open	
     lid	
     to	
     cover	
     the	
     floor	
     of	
    
  the	
    room.	
    
  54	
    
  The	
    chest	
    is	
    trapped	
    with	
    an	
    alarm	
    spell,	
    which	
    
  activates	
    noisily	
    when	
    the	
    chest	
    is	
    opened.	
    
  55	
    
  The	
    chest	
    has	
    a	
    superior	
    lock	
    crafted	
    to	
    look	
    like	
    
  a	
    couple	
    dancing.	
    
  56	
    
  The	
     chest	
     has	
     a	
     simple	
     lock	
     made	
     of	
     crude	
    
  beaten	
    copper.	
    
  57	
    
  A	
     fine	
     layer	
     of	
     ash	
     covers	
     everything	
     in	
     this	
    
  room.	
    
  58	
    
  Shards	
    of	
    volcanic	
    glass	
    surround	
    the	
    chest,	
    as	
    if	
    
  something	
    was	
    smashed	
    on	
    it.	
    
  59	
    
  A	
    statue	
    (that	
    points	
    at	
    the	
    chest)	
    stands	
    in	
    one	
    
  corner	
    of	
    the	
    room	
    
  60	
    
  A	
     harmless	
     green	
     slime	
     covers	
     the	
     chest	
     and	
    
  spills	
    onto	
    the	
    floor.	
    This	
    particular	
    green	
    slime	
    is	
    
  uncharacteristically	
    harmless.	
    	
    
  61	
    
  A	
    simple	
    grey	
    blanket	
    has	
    been	
    draped	
    over	
    the	
    
  chest.	
    
  62	
    
  Scrawled	
    on	
    the	
    wall	
    over	
    the	
    chest	
    is	
    a	
    simple	
    
  word	
    in	
    chalk:	
    “Beware.”	
    
  63	
    
  This	
    chest	
    has	
    been	
    tied	
    shut	
    with	
    hemp	
    rope;	
    its	
    
  lock	
    works,	
    but	
    is	
    unlocked.	
    
  64	
    
  The	
    top	
    of	
    the	
    chest	
    has	
    a	
    checker	
    pattern	
    built	
    
  in,	
    and	
    a	
    smattering	
    of	
    game	
    pieces	
    stand	
    on	
    it.	
    
  65	
    
  The	
    lock	
    on	
    this	
    chest	
    has	
    been	
    forcibly	
    removed,	
    
  leaving	
    a	
    gaping	
    hole.	
    
  66	
    
  The	
    lock	
    on	
    this	
    chest	
    has	
    been	
    disassembled;	
    its	
    
  parts	
    are	
    laid	
    out	
    on	
    a	
    cloth	
    in	
    front	
    of	
    the	
    chest.	
    
  67	
    
  Red,	
    black	
    and	
    white	
    melted	
    wax	
    coats	
    the	
    top	
    of	
    
  the	
     chest,	
     likely	
     the	
     result	
     of	
     many	
     expended	
    
  candles.	
    	
    
  68	
    
  The	
    chest	
    has	
    been	
    secured	
    to	
    the	
    floor	
    with	
    a	
    
  pair	
    of	
    iron	
    bands.	
    
  69	
    
  A	
    set	
    of	
    manacles	
    has	
    been	
    fastened	
    to	
    each	
    side	
    
  of	
    the	
    chest.	
    
  70	
    
  The	
     chest	
     appears	
     to	
     be	
     badly	
     damaged,	
     its	
    
  seams	
    splitting	
    as	
    if	
    it	
    had	
    been	
    dropped	
    from	
    a	
    
  great	
    height.	
    
  71	
    
  A	
    thick	
    layer	
    of	
    tar	
    seals	
    the	
    seam	
    at	
    the	
    lid	
    of	
    
  the	
    chest,	
    making	
    it	
    harder	
    to	
    open.	
    
  72	
    
  A	
     tiny	
     shovel	
     and	
     pick	
     sit	
     beside	
     the	
     chest;	
     a	
    
  small	
     hole	
     has	
     been	
     started	
     in	
     the	
     ground	
    
  nearby.	
    
  73	
    
  The	
    chest	
    has	
    been	
    placed	
    on	
    a	
    set	
    of	
    rollers	
    that	
    
  makes	
    moving	
    it	
    much	
    easier.	
    
  74	
    
  The	
     lock	
     of	
     this	
     chest	
     is	
     made	
     of	
     delicately	
    
  wrought	
     gold,	
     making	
     the	
     lock	
     harder	
     to	
     pick,	
    
  but	
    also	
    more	
    worth.	
    
  75	
    
  A	
    small	
    jade	
    statuette	
    of	
    an	
    elephant	
    (worth	
    40	
    
  gp)	
    sits	
    atop	
    the	
    chest.	
    
  76	
    
  Etched	
    into	
    the	
    top	
    of	
    the	
    chest	
    are	
    the	
    words	
    
  “Be	
    cursed	
    any	
    who	
    open	
    me.”	
    
  77	
    
  Shards	
    of	
    glass,	
    as	
    from	
    a	
    shattered	
    vial,	
    sit	
    in	
    a	
    
  blue	
    stain	
    on	
    the	
    floor	
    behind	
    this	
    chest.	
    
  78	
    
  The	
     chest	
     has	
     a	
     burlap	
     sack	
     placed	
     over	
     it,	
    
  presumably	
    as	
    a	
    sort	
    of	
    disguise.	
    
  79	
    
  A	
    set	
    of	
    lifelike	
    carved	
    eyes	
    and	
    teeth	
    adorn	
    this	
    
  chest,	
     making	
     it	
     seem	
     as	
     if	
     it	
     were	
     a	
     living	
    
  creature.	
    
  80	
    
  A	
    tanned,	
    spotted	
    animal	
    hide	
    is	
    splayed	
    on	
    the	
    
  floor	
    in	
    front	
    of	
    this	
    chest.	
    
  81	
    
  An	
    already	
    triggered	
    needle	
    trap	
    juts	
    out	
    of	
    the	
    
  keyhole	
    of	
    the	
    chest.	
    
  82	
    
  The	
     hinges	
     and	
     banding	
     on	
     this	
     chest	
     are	
     gold-­‐
  plated	
    (worth	
    20	
    gp	
    if	
    scraped	
    off).	
    
  83	
    
  The	
     withered	
     remains	
     of	
     an	
     assassin	
     vine	
     are	
    
  wrapped	
    around	
    the	
    chest.	
    
  84	
    
  An	
     iron	
     fireplace	
     poker	
     has	
     been	
     wedged	
     into	
    
  the	
    side	
    of	
    the	
    lid	
    of	
    this	
    chest.	
    
  85	
    
  Elaborate	
     tile	
     work	
     on	
     the	
     sides	
     of	
     this	
     chest	
    
  form	
    colourful,	
    seemingly	
    abstract	
    patterns.	
    
  86	
    
  An	
    overwhelming	
    odour	
    of	
    rotten	
    meat	
    suffuses	
    
  the	
    chest.	
    
  87	
    
  Though	
     it	
     appears	
     to	
     be	
     well-­‐maintained,	
     the	
    
  chest	
    opens	
    with	
    a	
    loud	
    creak.	
    Good	
    observation	
    
  reveals	
    this	
    fact	
    before	
    the	
    chest	
    is	
    opened.	
    
  88	
    
  The	
    pleasant	
    smell	
    of	
    lilac	
    wafts	
    out	
    of	
    the	
    chest	
    
  when	
    opened.	
    
  89	
    
  Half	
    of	
    the	
    chest	
    has	
    been	
    painted	
    bright	
    red,	
    the	
    
  bucket	
    and	
    paint	
    brush	
    still	
    sit	
    nearby.	
    
  90	
    
  This	
    chest	
    appears	
    as	
    much	
    a	
    religious	
    icon	
    as	
    a	
    
  container;	
    elaborate	
    scrollwork	
    and	
    iconography	
    
  cover	
    every	
    surface.	
    
  91	
    
  A	
    box	
    has	
    been	
    traced	
    on	
    the	
    floor	
    around	
    the	
    
  chest	
    in	
    chalk.	
    
  92	
    
  A	
     chalk	
     rectangle	
     is	
     next	
     to	
     the	
     chest,	
     its	
    
  dimensions	
    matching	
    the	
    chest	
    exactly.	
    
  93	
    
  A	
    large	
    chalk	
    “X”	
    has	
    been	
    drawn	
    onto	
    the	
    floor	
    
  in	
    front	
    of	
    the	
    chest.	
    
  94	
    
  A	
     series	
     of	
     tally	
     marks	
     have	
     been	
     drawn	
     in	
    
  charcoal	
    near	
    the	
    lock	
    of	
    the	
    chest.	
    
  95	
    
  The	
    chest	
    is	
    secured	
    to	
    the	
    floor	
    with	
    a	
    pair	
    of	
    
  iron	
    bolts	
    through	
    its	
    bottom.	
    
  96	
    
  A	
    small	
    blanket	
    sits	
    atop	
    this	
    chest;	
    a	
    small	
    cat	
    is	
    
  curled	
    up	
    on	
    it,	
    fast	
    asleep.	
    
  97	
    
  On	
    the	
    wall	
    behind	
    the	
    chest	
    is	
    a	
    painting	
    of	
    the	
    
  chest,	
    with	
    a	
    grinning	
    devil	
    sitting	
    atop	
    it.	
    
  98	
    
  An	
    oil	
    flask	
    sits	
    atop	
    the	
    chest;	
    the	
    chest’s	
    hinges	
    
  and	
     lock	
     are	
     impossibly	
     rusty	
     –	
     decreasing	
    
  hardness,	
    but	
    making	
    the	
    lock	
    harder	
    to	
    open.	
    
  99	
    
  Roll	
     twice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     99-­‐
  100	
    
  100	
    
  Roll	
     thrice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     99-­‐
  100	
    
  	
    
   
  
  44	
    
  C O N C E A L E D  D O O R S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Concealed	
    and	
    hidden	
    doors	
    are	
    a	
    requirement	
    for	
    any	
    suitably	
    
  interesting	
    dungeon,	
    building	
    or	
    ruin	
    in	
    fantasy	
    gaming.	
    In	
    olden	
    
  days,	
    they	
    were	
    a	
    raison	
    d’être	
    of	
    the	
    elf	
    class,	
    so	
    much	
    so	
    that	
    
  one	
    wonders	
    if	
    elven	
    houses	
    have	
    any	
    visible	
    doors	
    at	
    all.	
    
  	
    
  A	
    secret	
    door,	
    of	
    course,	
    is	
    generally	
    a	
    deliberate	
    part	
    of	
    the	
    
  dungeon.	
    Hidden	
    doors	
    are	
    somewhat	
    more	
    mundane;	
    perhaps	
    
  they	
     simply	
     are	
     whimsical	
     or	
     practical.	
     In	
     a	
     stratified	
     society,	
    
  concealed	
     doors	
     permit	
     servants	
     to	
     move	
     from	
     room	
     to	
     room	
    
  unobtrusively,	
     or	
     provide	
     access	
     to	
     lavatories	
     and	
     less	
     grand	
    
  aspects	
    of	
    a	
    busy	
    and	
    palatial	
    accommodation.	
    Other	
    concealed	
    
  doors	
     are	
     simply	
     blocked	
     or	
     accidently	
     covered.	
     Any	
     old	
    
  structure	
     will	
     no	
     doubt	
     see	
     changes	
     in	
     its	
     residents	
     and	
    
  occasionally	
    the	
    open	
    plan	
    characteristic	
    of	
    a	
    huge	
    complex	
    may	
    
  be	
     subdivided	
     to	
     accommodate	
     smaller	
     groups.	
     Intersecting	
    
  doorways	
    could	
    be	
    covered	
    by	
    decorative	
    objects,	
    furniture	
    or	
    
  hangings;	
    and	
    finally,	
    one	
    may	
    find	
    such	
    makeshift	
    disguises	
    for	
    
  ordinary	
    doors	
    that	
    provide	
    the	
    functional	
    means	
    of	
    escape	
    or	
    
  entry	
    introduced	
    by	
    some	
    new	
    (or	
    long	
    gone)	
    occupant.	
    
  	
    
  As	
    a	
    motif,	
    of	
    course,	
    concealed	
    doors	
    are	
    rife	
    in	
    mysteries,	
    
  and	
     even	
     in	
     history	
     were	
     used	
     to	
     accomplish	
     (or	
     escape)	
    
  assassinations.	
    The	
    following	
    tables	
    are	
    meant	
    to	
    in	
    part	
    suggest	
    
  some	
    possible	
    stories	
    and	
    explanations	
     –	
    however	
    vague	
    –	
    for	
    
  the	
    presence	
    of	
    the	
    concealed	
    door.	
    
  	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     reasons	
     for	
     why	
     the	
    
  door	
     is	
     concealed.	
     Some	
     features	
     listed	
     below	
     may	
     be	
    
  inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    
  such	
     entries	
     as	
     appropriate.	
     Not	
     every	
     rationale	
     necessarily	
    
  implies	
    that	
    the	
    hidden	
    door	
    is	
    still	
    used	
    for	
    a	
    similar	
    purpose.	
    	
    
  	
    
  	
    
  	
    
  D12	
    
  	
    
  01	
    
  The	
     concealment	
     of	
     the	
     door	
     was	
     a	
     feature	
    
  added	
    to	
    the	
    room	
    to	
    indulge	
    a	
    sense	
    of	
    whimsy.	
    
  It	
    may	
    lead	
    to	
    a	
    studio	
    or	
    private	
    library.	
    
  02	
    
  The	
     chamber	
     beyond	
     the	
     concealed	
     door	
     is	
     a	
    
  treasury,	
    safe	
    room	
    or	
    secret	
    laboratory.	
    
  03	
    
  The	
    door	
    was	
    concealed	
    by	
    accident	
    or	
    through	
    
  some	
    sort	
    of	
    renovation.	
    It	
    leads	
    to	
    an	
    adjacent	
    
  room	
    or	
    passage.	
    
  04	
    
  The	
     chamber(s)	
     beyond	
     the	
     hidden	
     door	
    
  comprise	
     living	
     quarters,	
     perhaps	
     for	
     illicit	
    
  liaisons	
    or	
    simply	
    hidden	
    for	
    privacy.	
    
  05	
    
  The	
     hidden	
     door	
     enables	
     secret	
     access	
     to	
    
  another	
    section	
    of	
    the	
    complex,	
    such	
    as	
    another	
    
  private	
    suite	
    of	
    rooms.	
    
  06	
    
  A	
    secret	
    passage	
    leading	
    outside	
    the	
    dungeon	
    or	
    
  building	
    is	
    accessible	
    through	
    the	
    hidden	
    door.	
    
  07	
    
  The	
     concealed	
     door	
     provides	
     access	
     to	
     a	
     small	
    
  cell	
    or	
    priest	
    hole.	
    
  08	
    
  Beyond	
     the	
     hidden	
     door	
     is	
     a	
     narrow	
     flight	
     of	
    
  stairs	
    leading	
    to	
    a	
    different	
    level.	
    
  09	
    
  No	
     apparent	
     purpose	
     exists	
     for	
     concealing	
     the	
    
  door	
    save	
    perhaps	
    mental	
    illness.	
    
  10	
    
  The	
     concealed	
     door	
     is	
     part	
     of	
     a	
     series	
     of	
     such	
    
  hidden	
     entrances	
     scattered	
     throughout	
     the	
    
  complex,	
    
  connected	
    
  by	
    
  narrow	
    
  passages.	
    
  Peepholes	
    pierce	
    the	
    walls.	
    
  11	
    
  Renovators	
     or	
     architects	
     of	
     the	
     room	
     included	
    
  the	
    door	
    as	
    part	
    of	
    a	
    complex	
    heist.	
    The	
    passage	
    
  extends	
     to	
     another	
     room,	
     and	
     there	
     also	
     has	
     a	
    
  concealed	
    door.	
    
  12	
    
  The	
     door	
     was	
     added	
     or	
     designed	
     to	
     permit	
     an	
    
  assassination	
     attempt,	
     by	
     traitors	
     within	
     the	
    
  complex.	
    It	
    leads	
    to	
    an	
    exit	
    or	
    public	
    area.	
    
  	
    
   
  
  45	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  concealed	
     door.	
     Some	
     features	
     listed	
     below	
     may	
     be	
    
  inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    
  such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  The	
     door	
     is	
     hidden	
     in	
     the	
     rectangular	
     wooden	
    
  panelling	
    covering	
    the	
    walls.	
    
  06-­‐10	
    
  The	
     wainscoting	
     in	
     the	
     room	
     conceals	
     a	
     small	
    
  door,	
    about	
    halfling-­‐	
    or	
    kobold-­‐sized.	
    
  11-­‐12	
    
  The	
    door	
    is	
    concealed	
    behind	
    one	
    of	
    a	
    number	
    of	
    	
    
  floor-­‐to-­‐ceiling	
    mirrors	
    fixed	
    to	
    the	
    walls.	
    
  13-­‐14	
    
  A	
    large	
    hanging	
    painting	
    of	
    a	
    pastoral	
    landscape,	
    
  in	
    a	
    gilded	
    frame,	
    covers	
    the	
    door.	
    
  15-­‐16	
    
  An	
     intricate	
     and	
     allegorical	
     tapestry	
     covers	
     the	
    
  door.	
    
  17-­‐18	
    
  An	
    image	
    upon	
    the	
    door	
    or	
    whatever	
    conceals	
    it	
    
  depicts	
    a	
    stylized	
    tiger.	
    	
    
  19-­‐20	
    
  A	
     rotating	
     bookshelf	
     allows	
     access	
     to	
     a	
     secret	
    
  exit.	
    
  21-­‐22	
    
  A	
     dumbwaiter	
     is	
     concealed	
     behind	
     a	
     sliding	
    
  panel,	
    opening	
    to	
    a	
    dark	
    shaft.	
    
  23-­‐24	
    
  A	
    narrow	
    opening	
    is	
    revealed	
    when	
    a	
    loose	
    part	
    
  of	
     the	
     baseboard	
     is	
     removed.	
     Anyone	
     entering	
    
  the	
    space	
    must	
    crawl	
    to	
    enter.	
    
  25-­‐26	
    
  The	
     walls	
     of	
     this	
     room	
     contain	
     inset	
     pictures,	
    
  framed	
    by	
    moulding;	
    one	
    slides	
    aside.	
    
  27-­‐28	
    
  The	
     door	
     is	
     hidden	
     by	
     an	
     alternating	
     series	
     of	
    
  plain	
    and	
    decorative	
    tiles	
    covering	
    the	
    walls.	
    
  29-­‐30	
    
  A	
     large	
     wardrobe,	
     flush	
     to	
     the	
     wall,	
     contains	
     a	
    
  hidden	
    panel	
    in	
    the	
    back.	
    
  31-­‐32	
    
  The	
     walls	
     of	
     this	
     room	
     are	
     papered	
     with	
     a	
    
  complex	
     geometrical	
     design,	
     the	
     door	
     fitting	
    
  unobtrusively	
    in	
    their	
    midst.	
    
  33-­‐34	
    
  The	
     wood	
     panelling	
     along	
     one	
     wall	
     can	
     be	
    
  opened	
    like	
    an	
    accordion.	
    
  35-­‐36	
    
  A	
     wide	
     section	
     of	
     wall	
     slides	
     freely	
     along	
     a	
    
  slender,	
    well-­‐oiled	
    track.	
    
  37-­‐38	
    
  A	
     portion	
     of	
     one	
     wall	
     is	
     crudely	
     and	
     messily	
    
  bricked	
     off,	
     but	
     the	
     masonry	
     is	
     easily	
     broken	
    
  away.	
    
  39-­‐40	
    
  A	
     ruined	
     and	
     collapsing	
     canopy	
     bed	
     is	
     shoved	
    
  against	
    the	
    hidden	
    door.	
    
  41-­‐42	
    
  A	
     hole	
     into	
     the	
     room	
     through	
     the	
     back	
     of	
     the	
    
  fireplace	
     has	
     been	
     clawed	
     out,	
     leading	
     to	
     a	
    
  adjacent	
    hearth	
    sharing	
    the	
    same	
    chimney.	
    
  43-­‐44	
    
  Though	
    painted	
    to	
    resemble	
    the	
    other	
    walls,	
    this	
    
  wall	
     is	
     made	
     of	
     canvas	
     stretched	
     on	
     a	
     wooden	
    
  frame.	
    It	
    is	
    easily	
    cut.	
    
  45-­‐46	
    
  A	
     huge	
     and	
     rusty	
     iron	
     maiden	
     stands	
     here,	
     but	
    
  has	
    a	
    trick	
    back	
    flush	
    against	
    a	
    gap	
    in	
    the	
    wall,	
    
  opening	
    once	
    it	
    is	
    closed.	
    
  47-­‐48	
    
  The	
     door	
     is	
     weighted	
     and	
     balanced	
     so	
     even	
     a	
    
  light	
    tap	
    on	
    it	
    makes	
    it	
    swing	
    open.	
    
  49-­‐50	
    
  The	
    door	
    is	
    concealed	
    behind	
    the	
    hide	
    of	
    a	
    huge	
    
  predatory	
    cat	
    pinned	
    to	
    the	
    wall.	
    
  51-­‐52	
    
  A	
     panel	
     opens	
     on	
     one	
     of	
     the	
     pilasters	
     framing	
    
  the	
    room.	
    
  53-­‐54	
    
  A	
     mural	
     of	
     a	
     ruinous	
     and	
     overgrown	
     garden	
    
  hides	
     a	
     door,	
     cunningly	
     incorporated	
     as	
     a	
    
  opening	
    under	
    the	
    boughs	
    of	
    two	
    trees.	
    
  55-­‐56	
    
  The	
    trigger	
    for	
    opening	
    the	
    door	
    is	
    a	
    moveable	
    
  floorboard	
    or	
    tile.	
    
  57-­‐58	
    
  The	
     door	
     fits	
     into	
     the	
     brickwork;	
     only	
     the	
     gaps	
    
  between	
    the	
    mortaring	
    give	
    away	
    its	
    presence.	
    
  59-­‐60	
    
  The	
    walls	
    of	
    this	
    room	
    are	
    lined	
    with	
    false	
    doors.	
    
  Two,	
    however,	
    are	
    real.	
    
  61-­‐62	
    
  The	
     door	
     will	
     not	
     remain	
     open	
     unless	
     a	
     heavy	
    
  counterweight	
    is	
    left	
    on	
    a	
    piece	
    of	
    furniture	
    fixed	
    
  on	
    the	
    far	
    side	
    of	
    the	
    room.	
    
  63-­‐64	
    
  The	
     door,	
     which	
     slides	
     up,	
     possesses	
     a	
     razor-­‐
  sharp	
    blade	
    on	
    the	
    opening	
    edge.	
    
  65-­‐66	
    
  By	
    design,	
    constant	
    pressure	
    must	
    be	
    exerted	
    on	
    
  the	
    trigger	
    for	
    opening	
    the	
    door,	
    or	
    it	
    slams	
    shut.	
    
  67-­‐68	
    
  Built	
    into,	
    or	
    even	
    forming,	
    the	
    concealed	
    door	
    is	
    
  an	
    enormous,	
    ornate	
    clock.	
    The	
    door	
    only	
    opens	
    
  at	
    specific	
    times.	
    
  69-­‐70	
    
  Hidden	
    on	
    the	
    side	
    of	
    an	
    ascending	
    staircase	
    is	
    a	
    
  small	
    triangular	
    door.	
    
  71-­‐72	
    
  The	
    door	
    is	
    concealed	
    in	
    the	
    vaulted	
    ceiling.	
    
  73-­‐74	
    
  The	
    front	
    of	
    a	
    false	
    chest	
    of	
    drawers	
    comes	
    off,	
    
  revealing	
    a	
    cramped	
    tunnel.	
    
  75-­‐76	
    
  The	
     bookshelf	
     slides	
     backwards	
     from	
     the	
     top,	
    
  forming	
    a	
    cluttered	
    set	
    of	
    steps.	
    
  77-­‐78	
    
  Moving	
    the	
    rug	
    on	
    the	
    floor	
    reveals	
    a	
    trapdoor.	
    
  79-­‐80	
    
  A	
     cylindrical	
     hole	
     has	
     been	
     cut	
     away	
     behind	
     a	
    
  large	
    wood	
    settle.	
    
  81-­‐82	
    
  The	
     mechanism	
     opening	
     the	
     hidden	
     door	
     is	
     a	
    
  complex	
    numerical	
    puzzle	
    or	
    rebus-­‐based	
    riddle	
    
  that	
    must	
    be	
    physically	
    solved.	
    
  83-­‐84	
    
  The	
    seat	
    of	
    a	
    stone	
    bench	
    set	
    into	
    the	
    wall	
    rises,	
    
  allowing	
    access	
    to	
    a	
    child-­‐sized	
    passage.	
    
  85-­‐86	
    
  An	
     enormous	
     grotesque	
     mask	
     takes	
     up	
     a	
     large	
    
  portion	
     of	
     the	
     wall,	
     with	
     a	
     passage	
     revealed	
    
  through	
    its	
    grinning	
    maw.	
    
  87-­‐88	
    
  A	
    peephole	
    is	
    hidden	
    in	
    the	
    portal.	
    
  89-­‐90	
    
  The	
    door	
    is	
    hidden	
    in	
    the	
    upper	
    part	
    of	
    a	
    floor-­‐
  to-­‐ceiling	
    bookshelf.	
    A	
    rolling	
    ladder	
    lies	
    broken	
    
  on	
    the	
    ground.	
    
  91-­‐92	
    
  The	
    enormous	
    and	
    off-­‐key	
    pipe	
    organ	
    here	
    slides	
    
  to	
    one	
    side	
    if	
    the	
    correct	
    keys	
    are	
    played.	
    
  93-­‐94	
    
  A	
    permanent	
    darkness	
    envelops	
    the	
    door.	
    
  95-­‐99	
    
  By	
    some	
    dweomer,	
    the	
    door	
    is	
    only	
    visible	
    and	
    
  accessible	
    when	
    one	
    averts	
    one’s	
    eyes.	
    Looking	
    
  directly	
    causes	
    it	
    to	
    be	
    a	
    blank	
    wall.	
    
  100	
    
  The	
     chamber	
     itself	
     –	
     by	
     magic	
     or	
     cunning	
     –	
    
  changes	
     orientation	
     when	
     the	
     proper	
     actions	
    
  occur,	
    transposing	
    any	
    doors	
    to	
    different	
    sides	
    of	
    
  the	
    room.	
    
  	
    
   
  
  46	
    
  C O N C E A L E D  D O O R S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
    
  concealed	
     door.	
     Some	
     features	
     listed	
     below	
     may	
     be	
    
  inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    
  such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  The	
     door’s	
     mechanism	
     requires	
     two	
     hidden	
    
  levers	
    –	
    on	
     opposite	
     sides	
     of	
     the	
     room	
     –	
    to	
     be	
    
  pulled.	
    
  2	
    
  Opening	
     the	
     door	
     requires	
     placing	
     an	
     object	
     in	
    
  the	
     open	
     hand	
     of	
     a	
     statue	
     or	
     carving,	
     which	
    
  closes	
    around	
    it.	
    
  3	
    
  Though	
    the	
    ornate	
    iron	
    key	
    for	
    the	
    secret	
    door	
    
  lies	
    in	
    the	
    middle	
    of	
    the	
    floor,	
    where	
    is	
    the	
    lock?	
    
  4	
    
  The	
    handle	
    of	
    a	
    chair	
    opens	
    the	
    hidden	
    portal.	
    
  5	
    
  A	
    pair	
    of	
    rotten,	
    once	
    handsome,	
    leather	
    boots	
    
  sit	
    near	
    the	
    obscured	
    door.	
    
  6	
    
  The	
     door	
     has	
     become	
     jammed	
     from	
     disuse	
     or	
    
  age.	
    A	
    feat	
    of	
    strength	
    is	
    necessary	
    to	
    open	
    it.	
    
  7	
    
  A	
    faint	
    breeze	
    hints	
    at	
    a	
    hidden	
    portal.	
    
  8	
    
  The	
    door	
    opens	
    with	
    a	
    loud	
    squeaking	
    noise.	
    
  9	
    
  A	
    brief	
    sound	
    of	
    muffled	
    footsteps	
    can	
    be	
    heard	
    
  from	
    behind	
    the	
    hidden	
    door.	
    
  10	
    
  A	
    chalk	
    “X”	
    decorates	
    whatever	
    hides	
    the	
    door.	
    
  11	
    
  Examination	
     of	
     the	
     footprints	
     on	
     the	
     floor	
    
  provides	
    evidence	
    for	
    a	
    hidden	
    door.	
    
  12	
    
  The	
     door	
     cannot	
     normally	
     be	
     opened	
     from	
     this	
    
  room;	
    the	
    handles	
    or	
    levers	
    are	
    elsewhere.	
    
  13	
    
  The	
     mechanism	
     for	
     this	
     door	
     is	
     rusted	
     and	
    
  immoveable.	
    It	
    must	
    be	
    somehow	
    repaired.	
    
  14	
    
  Eternal	
    glue	
    covers	
    the	
    door’s	
    handle.	
    
  15	
    
  The	
     door	
     slams	
     shut	
     with	
     a	
     thunderclap-­‐like	
    
  noise	
    as	
    soon	
    as	
    someone	
    enters.	
    
  16	
    
  The	
     door	
     has	
     clearly	
     replaced	
     a	
     better	
     fitting	
    
  one,	
    once	
    it	
    has	
    been	
    revealed.	
    
  17	
    
  Wax	
    seals	
    the	
    door’s	
    surrounds.	
    
  18	
    
  The	
    door	
    is	
    intensely	
    hot,	
    burning	
    exposed	
    flesh	
    
  pressed	
    against	
    it.	
    
  19	
    
  A	
     distant	
     sound	
     of	
     chuckling	
     is	
     heard	
     in	
     the	
    
  vicinity	
    of	
    the	
    hidden	
    door.	
    
  20	
    
  Someone	
     has	
     stood	
     a	
     mattress	
     up	
     on	
     the	
     wall,	
    
  blocking	
    a	
    closed	
    door.	
    
  21	
    
  A	
    moving	
    rack	
    of	
    now	
    worn	
    and	
    rotting	
    clothes	
    
  conceals	
    the	
    door.	
    
  22	
    
  Debris	
     and	
     accumulated	
     garbage	
     covers	
     the	
    
  door,	
    requiring	
    excavation	
    to	
    enter.	
    
  23	
    
  A	
     carefully	
     arranged	
     stack	
     of	
     bones,	
     artfully	
    
  fitted	
     and	
     glued,	
     covers	
     the	
     door	
     and	
     large	
    
  portions	
    of	
    the	
    nearby	
    walls.	
    
  24	
    
  A	
    pleasant,	
    floral	
    aroma	
    cloaks	
    the	
    door.	
    
  25	
    
  A	
    foul,	
    foetid	
    odour	
    wafts	
    from	
    the	
    door.	
    
  26	
    
  The	
    mechanism	
    –	
    whether	
    a	
    level,	
    moving	
    book,	
    
  doorknob	
    or	
    chain	
     –	
    which	
    opens	
    the	
    door	
    has	
    
  been	
    torn	
    away.	
    
  27	
    
  Opening	
     the	
     door	
     causes	
     a	
     large,	
     tatty	
    
  taxidermied	
     monster	
     to	
     swing	
     down	
     into	
     the	
    
  revealed	
    passage.	
    
  28	
    
  A	
    vaguely	
    audible	
    mechanical	
    humming	
    seems	
    to	
    
  be	
    coming	
    from	
    behind	
    the	
    door.	
    
  29	
    
  A	
    face-­‐down	
    corpse	
    lies	
    before	
    the	
    door,	
    turned	
    
  away	
    from	
    it.	
    A	
    dagger	
    is	
    buried	
    in	
    its	
    back.	
    
  30	
    
  The	
     lever	
     or	
     opener	
     for	
     the	
     door	
     is	
     dosed	
     with	
    
  contact	
    poison.	
    
  31	
    
  Careful	
     examination	
     shows	
     a	
     door	
     was	
     once	
    
  here,	
    but	
    it	
    has	
    been	
    plastered	
    and	
    painted	
    over.	
    	
    
  32	
    
  An	
    infestation	
    of	
    burrowing	
    vermin	
    has	
    left	
    the	
    
  portal	
    delicate	
    and	
    easily	
    destroyed.	
    	
    
  33	
    
  The	
    existence	
    of	
    this	
    door	
    is	
    masked	
    by	
    a	
    thick	
    
  patch	
    of	
    mould	
    growing	
    over	
    the	
    wall.	
    
  34	
    
  Vines	
     and	
     flowers	
     have	
     overgrown	
     the	
     walls	
     of	
    
  this	
    room,	
    burying	
    the	
    door	
    in	
    foliage.	
    
  35	
    
  A	
    veil	
    of	
    webs	
    and	
    dust	
    obscures	
    this	
    door.	
    
  36	
    
  A	
     huge	
     smear	
     of	
     blackened	
     grease	
     and	
    
  unidentifiable	
    remains	
    entirely	
    covers	
    this	
    small	
    
  door.	
    
  37	
    
  A	
     slowly	
     spreading	
     pool	
     of	
     brackish	
     water	
     is	
    
  emanating	
    from	
    below	
    the	
    hidden	
    door.	
    
  38	
    
  A	
     fragile	
     strand	
     of	
     golden	
     hair	
     is	
     affixed	
     across	
    
  the	
    door	
    and	
    its	
    frame.	
    
  39	
    
  An	
    open,	
    humanoid	
    eye	
    is	
    vividly	
    and	
    realistically	
    
  painted	
    on	
    the	
    secret	
    panel.	
    
  40	
    
  The	
    mechanism	
    or	
    handle	
    of	
    this	
    door	
    requires	
    a	
    
  drop	
    of	
    blood	
    to	
    function;	
    it	
    features	
    a	
    grotesque	
    
  mouth	
    with	
    sharpened	
    fangs.	
    
  41	
    
  If	
     the	
     room	
     is	
     plunged	
     into	
     darkness,	
     one	
     can	
    
  find	
     the	
     door’s	
     mechanism	
     because	
     of	
     its	
     faint	
    
  luminescence.	
    
  42	
    
  Though	
     the	
     door	
     resembles	
     the	
     surrounding	
    
  wall,	
     it	
     is	
     made	
     of	
     a	
     distinct	
     material:	
     metal	
     or	
    
  wood	
    on	
    a	
    stone	
    wall	
    or	
    vice	
    versa.	
    
  43	
    
  Discolouration	
     and	
     irregularly	
     faded	
     sections	
    
  make	
    this	
    portal	
    detectable.	
    
  44	
    
  The	
    door,	
    if	
    touched,	
    is	
    painfully	
    cold.	
    
  45	
    
  This	
    portal,	
    while	
    once	
    flush	
    to	
    the	
    wall	
    or	
    floor,	
    
  now	
     is	
     warped	
     and	
     does	
     not	
     fully	
     close,	
    
  undermining	
    its	
    secrecy.	
    
  46	
    
  A	
     trail	
     of	
     melted	
     candle	
     wax	
     leads	
     from	
     the	
    
  hidden	
    door	
    to	
    another	
    exit.	
    
  47	
    
  While	
    the	
    door	
    once	
    featured	
    a	
    metal	
    lock,	
    it	
    has	
    
  been	
    broken	
    by	
    brute	
    force.	
    
  48	
    
  A	
    music	
    box	
    is	
    attached	
    to	
    the	
    door’s	
    mechanism	
    
  so	
     that	
     a	
     haunting,	
     slightly	
     metallic	
     melody	
    
  briefly	
    fills	
    the	
    room	
    as	
    it	
    is	
    triggered.	
    
  49	
    
  The	
     corpse	
     of	
     a	
     long-­‐dead	
     humanoid	
     lies	
    
  crumpled	
    by	
    the	
    door,	
    his	
    or	
    her	
    arm	
    extended	
    
  toward	
    it.	
    
  50	
    
  The	
     space	
     beyond	
     the	
     hidden	
     door	
     is	
     a	
     sealed	
    
  vacuum,	
    and	
    anyone	
    opening	
    it	
    must	
    overcome	
    
  the	
    pressure	
    differential.	
    
  
  47	
    
  51	
    
  While	
    the	
    door	
    can	
    be	
    opened,	
    its	
    mechanisms	
    
  have	
    decayed	
    so	
    badly	
    it	
    resists	
    being	
    closed.	
    
  52	
    
  A	
     subtle	
     feeling	
     of	
     palpitations	
     traces	
     the	
    
  exposed	
     flesh	
     of	
     anyone	
     passing	
     through	
     the	
    
  door.	
    
  53	
    
  A	
    scrap	
    of	
    paper	
    is	
    adhered	
    to	
    the	
    handle,	
    with	
    
  the	
    rubric:	
    “Open	
    Me.”	
    
  54	
    
  A	
     scattering	
     of	
     dried	
     seeds	
     lies	
     in	
     an	
     oddly	
    
  regular	
    pattern	
    along	
    the	
    door’s	
    threshold.	
    
  55	
    
  The	
     surface	
     of	
     the	
     door	
     –	
     whether	
     veneer,	
     or	
    
  flaking	
    stone	
    or	
    paint	
    –	
    is	
    flaking	
    and	
    warped.	
    
  56	
    
  Written	
    on	
    the	
    floor	
    in	
    dark	
    brown	
    scrawl	
    are	
    the	
    
  words	
    “do	
    you	
    need	
    a	
    Clew?”	
    
  57	
    
  The	
     room	
     is	
     ransacked	
     –	
     though	
     the	
     door’s	
    
  location	
    remains	
    hidden.	
    
  58	
    
  Hidden	
    on	
    the	
    far	
    side	
    of	
    the	
    door	
    is	
    a	
    collection	
    
  of	
    bottles	
    containing	
    inexpensive	
    liquors.	
    
  59	
    
  The	
    door	
    has	
    been	
    reinforced	
    by	
    iron	
    on	
    the	
    far	
    
  side.	
    
  60	
    
  Someone	
     has	
     carved	
     the	
     initials	
     A.	
     S.	
     into	
     the	
    
  door.	
    
  61	
    
  The	
     mechanism	
     or	
     handle	
     of	
     the	
     door	
     is	
     caked	
    
  with	
    oily	
    soot.	
    
  62	
    
  The	
    door	
    has	
    a	
    considerable	
    static	
    charge.	
    
  63	
    
  The	
     handle	
     of	
     the	
     door	
     or	
     lever	
     to	
     reveal	
     it	
     is	
    
  loose	
    and	
    feels	
    as	
    if	
    will	
    fall	
    off.	
    
  64	
    
  The	
     door	
     is	
     held	
     slightly	
     ajar	
     by	
     a	
     slender,	
    
  leather-­‐bound	
    book.	
    
  65	
    
  Hanging	
     from	
     the	
     handle	
     or	
     level	
     is	
     a	
     single	
    
  gaudy	
    earring.	
    
  66	
    
  The	
    pattern	
    of	
    the	
    surround	
    walls	
    –	
    whether	
    in	
    
  paint,	
     stonework	
     or	
     other	
     substance,	
     is	
     slightly	
    
  asynchronous	
     between	
     the	
     door	
     and	
     its	
    
  surroundings.	
    
  67	
    
  The	
     edges	
     of	
     this	
     door	
     are	
     sealed	
     with	
     dried	
    
  pitch.	
    
  68	
    
  The	
    mechanisms	
    for	
    opening	
    the	
    door	
    have	
    been	
    
  gnawed	
     away	
     by	
     rats	
     or	
     other	
     small	
     creatures,	
    
  which	
    still	
    live	
    inside	
    the	
    wall.	
    
  69	
    
  Replacing	
     the	
     original	
     lever,	
     the	
     mechanism	
     is	
    
  triggered	
     by	
     a	
     heavy	
     iron	
     ring	
     attached	
     to	
     the	
    
  wall.	
    
  70	
    
  Shattered,	
    tiny	
    fragments	
    of	
    glass	
    lie	
    strewn	
    on	
    
  the	
    ground	
    before	
    the	
    door.	
    
  71	
    
  The	
     addition	
     of	
     this	
     hidden	
     door	
     has	
     seriously	
    
  weakened	
    the	
    fabric	
    of	
    the	
    wall,	
    ceiling	
    or	
    floor,	
    
  making	
    for	
    a	
    considerable	
    danger	
    of	
    collapse	
    if	
    it	
    
  is	
    opened.	
    
  72	
    
  A	
    blinding	
    flash	
    of	
    light	
    erupts	
    from	
    beyond	
    the	
    
  door	
    once	
    it	
    is	
    fully	
    opened.	
    
  73	
    
  Wet	
    paint	
    covers	
    the	
    door.	
    
  74	
    
  Scratches	
    and	
    claw	
    marks	
    mar	
    the	
    lower	
    surface	
    
  of	
    the	
    door.	
    
  75	
    
  Hurriedly	
     pounded	
     nails	
     keep	
     the	
     door	
     fixed	
     to	
    
  its	
    frame.	
    
  76	
    
  Opening	
     the	
     hidden	
     door	
     releases	
     a	
     swarm	
     of	
    
  vermin	
    or	
    rodents.	
    
  77	
    
  A	
    crude	
    “NO”	
    (or	
    perhaps	
    “ON”)	
    marks	
    the	
    door	
    
  or	
    its	
    lever.	
    
  78	
    
  The	
     sound	
     of	
     a	
     ferocious	
     barking	
     dog	
     erupts	
    
  when	
     one	
     opens	
     the	
     door,	
     but	
     no	
     dog	
     lurks	
    
  beyond.	
    
  79	
    
  A	
     magically	
     recorded	
     voice	
     cries	
     out	
     a	
     muffled	
    
  “Welcome!”	
    when	
    one	
    opens	
    the	
    door.	
    
  80	
    
  The	
     door	
     has	
     a	
     child’s	
     drawing	
     in	
     crayon	
     or	
    
  charcoal	
    scrawled	
    across	
    it.	
    
  81	
    
  One	
    of	
    the	
    hinges	
    of	
    the	
    door	
    has	
    been	
    replaced	
    
  by	
     a	
     mismatched	
     one,	
     making	
     it	
     wobble	
     when	
    
  opened.	
    
  82	
    
  A	
     string	
     attached	
     to	
     a	
     yellow,	
     stained	
     canine	
    
  tooth	
    dangles	
    from	
    the	
    door,	
    giving	
    it	
    away.	
    
  83	
    
  The	
     scuffed	
     marks	
     of	
     the	
     door’s	
     opening	
     and	
    
  closing	
    are	
    barely	
    visible	
    on	
    the	
    floor.	
    
  84	
    
  The	
     inside	
     surface	
     of	
     the	
     door	
     and	
     the	
     near	
    
  sections	
    of	
    wall	
    or	
    passageway	
    are	
    baffled	
    with	
    
  sound-­‐dampening	
    tapestry.	
    
  85	
    
  On	
     the	
     inside	
     of	
     the	
     door,	
     written	
     in	
     a	
     shaky	
    
  hand	
    in	
    blood,	
    is	
    the	
    word	
    “treachery.”	
    
  86	
    
  The	
     hidden	
     door	
     opens	
     normally,	
     but	
     the	
    
  passage	
    it	
    reveals	
    is	
    blocked	
    or	
    bricked	
    over.	
    
  87	
    
  A	
    picture,	
    painting	
    or	
    mural	
    on	
    the	
    opposite	
    wall	
    
  depicts	
     a	
     cloaked	
     figure	
     indicating	
     the	
     hidden	
    
  door’s	
    location	
    with	
    an	
    outstretched	
    finger.	
    
  88	
    
  Sitting	
     on	
     the	
     far	
     side	
     of	
     the	
     door	
     is	
     a	
     dusty	
    
  bedroll,	
    
  a	
    
  coverless	
    
  chapbook	
    
  and	
    
  an	
    
  extinguished	
    lantern.	
    
  89	
    
  Someone	
     has	
     placed	
     a	
     long	
     dead	
     fish	
     on	
     the	
    
  hidden	
    side	
    of	
    the	
    door.	
    
  90	
    
  The	
     key	
     to	
     this	
     hidden	
     door	
     is	
     hidden	
     in	
     a	
    
  compartment	
    elsewhere	
    in	
    the	
    room.	
    
  91	
    
  While	
     there	
     was	
     once	
     writing	
     on	
     the	
     tiny	
     brass	
    
  plate	
    hidden	
    by	
    the	
    door	
    or	
    the	
    lever,	
    it	
    seems	
    to	
    
  be	
    totally	
    effaced.	
    
  92	
    
  Fragments	
    of	
    wax	
    are	
    visible	
    around	
    the	
    keyhole.	
    
  93	
    
  Someone	
    has	
    gripped	
    the	
    edge	
    of	
    the	
    door	
    hard	
    
  enough	
    to	
    leave	
    the	
    impression	
    of	
    a	
    hand.	
    
  94	
    
  A	
     single,	
     torn	
     playing	
     card	
     is	
     caught	
     under	
     the	
    
  door.	
    
  95	
    
  Compasses	
     and	
     loadstones	
     spin	
     wildly	
     in	
     the	
    
  vicinity	
    of	
    the	
    portal.	
    
  96	
    
  Careful	
    mapping,	
    or	
    examination	
    of	
    the	
    plans	
    of	
    
  this	
     part	
     of	
     the	
     edifice,	
     shows	
     the	
     secret	
     door	
    
  and	
    space	
    beyond	
    should	
    not	
    fit	
    into	
    the	
    walls.	
    
  97	
    
  The	
    door	
    opens	
    of	
    its	
    own	
    accord	
    when	
    anyone	
    
  approaches	
    within	
    5	
    feet.	
    
  98	
    
  The	
     hidden	
     door	
     is	
     in	
     fact	
     a	
     trigger	
     for	
     a	
    
  teleportation.	
    
  99	
    
  By	
     some	
     enchantment	
     –	
     perhaps	
     a	
     modified	
    
  magical	
     stone	
     wall	
     –	
     the	
     secret	
     door	
     is	
     closed	
    
  into	
     a	
     featureless	
     wall	
     a	
     few	
     minutes	
     after	
     it	
     is	
    
  opened.	
    
  100	
    
  A	
    permanent	
    illusion	
    makes	
    the	
    door	
    appear	
    to	
    
  be	
    a	
    blank	
    section	
    of	
    wall.	
    
  	
    
   
  
  48	
    
  C O R P S E S :  C H A R A C T E R I S T I C S  A N D  A P P E A R A N C E  
  Adventurers	
     make	
     it	
     their	
     business	
     to	
     explore	
     the	
     deadliest	
    
  locations	
     in	
     the	
     world,	
     filled	
     with	
     traps,	
     lurking	
     monsters	
     and	
    
  deadly	
    environmental	
    hazards,	
    so	
    it	
    is	
    not	
    unusual	
    for	
    other,	
    less	
    
  resilient	
     creatures	
     to	
     perish	
     under	
     the	
     same	
     conditions.	
     The	
    
  state	
    of	
    these	
    creatures’	
    remains	
    depends	
    on	
    the	
    time	
    of	
    death,	
    
  temperature	
    and	
    prevalence	
    of	
    carrion	
    scavengers.	
    	
    
  S T A G E S  O F  D E C O M P O S I T I O N  
  Decomposition	
     of	
     cadavers	
     follows	
     five	
     distinct	
     stages.	
     The	
    
  effects	
     of	
     this	
     decomposition	
     are	
     listed	
     below.	
     To	
     randomly	
    
  determine	
    the	
    state	
    of	
    a	
    corpse,	
    use	
    the	
    table	
    below.	
    	
    
  F R E S H  
  Cadavers	
    are	
    considered	
    fresh	
    from	
    the	
    moment	
    of	
    death	
    and	
    
  for	
    up	
    to	
    four	
    days.	
    Within	
    1d4+2	
    hours,	
    the	
    corpse	
    undergoes	
    
  rigor	
     mortis,	
     becoming	
     rigid	
     for	
     3d6+42	
     hours.	
     The	
     skin	
     of	
     the	
    
  cadaver	
    is	
    pale	
    and	
    the	
    creature’s	
    blood	
    pools	
    under	
    the	
    effect	
    
  of	
     gravity,	
     creating	
     a	
     bruise-­‐like	
     discolouration,	
     termed	
     livor	
    
  mortis,	
    which	
    darkens	
    as	
    the	
    corpse	
    ages.	
    
  	
    
  From	
    the	
    moment	
    of	
    death,	
    the	
    body	
    begins	
    losing	
    heat	
    to	
    
  the	
    surrounding	
    environment,	
    cooling	
    at	
    the	
    rate	
    of	
    1oC	
    per	
    hour	
    
  until	
     it	
     matches	
     the	
     ambient	
     temperature.	
     At	
     the	
     end	
     of	
     the	
    
  fresh	
    period,	
    flies	
    and	
    other	
    carrion	
    insects	
    arrive	
    and	
    lay	
    eggs	
    
  unless	
    prevented	
    by	
    temperature,	
    lack	
    of	
    oxygen	
    or	
    magic.	
    	
    
  B L O A T E D  
  A	
     corpse	
     becomes	
     bloated	
     around	
     five	
     days	
     after	
     death,	
     the	
    
  body	
    cavity	
    accumulating	
    gases	
    from	
    internal	
    microbial	
    activity.	
    
  The	
     creature’s	
     skin	
     becomes	
     taut	
     and	
     marbled	
     in	
     appearance,	
    
  and	
    is	
    often	
    covered	
    in	
    blisters	
    and	
    can	
    rupture	
    from	
    the	
    internal	
    
  pressure.	
    	
    
  The	
    creature’s	
    liquefied	
    tissues	
    are	
    forced,	
    under	
    pressure,	
    
  to	
     escape	
     from	
     the	
     nose,	
     mouth	
     and	
     anus.	
     The	
     escape	
     of	
    
  decomposing	
     gases	
     and	
     fluids	
     results	
     in	
     the	
     powerful	
     stench	
    
  associated	
    with	
    decay.	
    
  	
    
  If	
     insects	
     have	
     access	
     to	
     the	
     corpse,	
     maggots	
     hatch	
     and	
    
  begin	
    to	
    feed,	
    creating	
    writhing	
    masses	
    under	
    the	
    skin.	
    	
    
  A C T I V E  D E C A Y  
  Two	
     weeks	
     after	
     death,	
     the	
     creature	
     begins	
     active	
     decay,	
    
  characterised	
     by	
     the	
     presence	
     of	
     maggots	
     and	
     other	
     carrion	
    
  insects	
    and	
    the	
    loss	
    of	
    fluids	
    into	
    the	
    surrounding	
    environment.	
    
  Liquefaction	
    of	
    organs	
    and	
    tissues	
    creates	
    a	
    strong	
    odour	
    during	
    
  this	
     time.	
     The	
     creature’s	
     face	
     and	
     other	
     features	
     becom	
    
  unrecognisable.	
    
  	
    
  The	
     end	
     of	
     active	
     decay	
     is	
     signalled	
     by	
     the	
     migration	
     of	
    
  maggots	
    away	
    from	
    the	
    body	
    to	
    pupate.	
    
  A D V A N C E D  D E C A Y
  Decomposition	
    is	
    largely	
    inhibited	
    during	
    advanced	
    decay	
    due	
    to	
    
  the	
    loss	
    of	
    readily	
    available	
    flesh.	
    Insect	
    activity	
    is	
    also	
    reduced	
    
  during	
     this	
     stage.	
     When	
     the	
     carcass	
     is	
     located	
     on	
     or	
     in	
     soil,	
    
  vegetation	
    dies	
    back	
    from	
    the	
    presence	
    of	
    exuded	
    fluids.	
    
  D R Y / R E M A I N S  
  All	
    that	
    remains	
    of	
    the	
    cadaver	
    at	
    this	
    stage	
    is	
    dry	
    skin,	
    cartilage,	
    
  and	
    bones,	
    which	
    becomes	
    dry	
    and	
    bleached	
    if	
    exposed	
    to	
    the	
    
  elements.	
     If	
     all	
     soft	
     tissue	
     is	
     removed	
     from	
     the	
     cadaver,	
     it	
     is	
    
  referred	
     to	
     as	
     completely	
     skeletonised,	
     but	
     if	
     only	
     portions	
     of	
    
  the	
    bones	
    are	
    exposed,	
    it	
    is	
    referred	
    to	
    as	
    partially	
    skeletonised.	
    
  P R E S E R V E D  
  The	
     decay	
     of	
     a	
     cadaver	
     can	
     be	
     slowed	
     or	
     even	
     halted	
     by	
     the	
    
  following	
    factors:	
    
  § 
  A	
     dry	
     environment	
     such	
     as	
     a	
     desert	
     or	
     hermetically	
     sealed	
    
  tomb.	
    The	
    cadaver’s	
    flesh	
    becomes	
    desiccated	
    and	
    leathery.	
    
  § 
  An	
    air-­‐free	
    environment	
    such	
    as	
    a	
    vacuum,	
    being	
    surrounded	
    
  by	
    other	
    gases,	
    or	
    bathed	
    in	
    a	
    viscous	
    fluid	
    such	
    as	
    honey,	
    tar	
    
  or	
    oil.	
    The	
    corpse’s	
    body	
    does	
    not	
    decay	
    
  § 
  Extremely	
    low	
    (below	
    0oC)	
    temperatures.	
    The	
    fluid	
    in	
    the	
    body	
    
  expands	
    as	
    it	
    freezes,	
    rupturing	
    the	
    creature’s	
    cells,	
    blackening	
    
  the	
    skin.	
    	
    
  § 
  Chemical	
     embalming	
     or	
     magic	
     are	
     usually	
     used	
     to	
     preserve	
    
  corpses.
  D%	
    
  STAGE	
    OF	
    DECOMPOSITION	
    
  TIME	
    SINCE	
    
  DEATH	
    
  CAUSE	
    OF	
    DEATH	
    
  DETERMINATION	
    
  STENCH-­‐
  RADIUS	
    
  INTIMIDATE	
    
  MODIFIER	
    
  CONSUME	
    	
    
  01-­‐20	
    
  Fresh	
    
  0-­‐4	
    days	
    
  Very	
    Easy	
    
  0	
    ft.	
    
  Decreased	
    
  Easy	
    
  21-­‐40	
    
  Bloated	
    
  5-­‐14	
    days	
    
  Easy	
    
  5	
    ft.	
    
  Unmodified	
    
  Medium	
    
  41-­‐60	
    
  Active	
    Decay	
    
  2-­‐4	
    weeks	
    
  Medium	
    
  10	
    ft.	
    
  Unmodified	
    
  Medium	
    
  61-­‐80	
    
  Advanced	
    Decay	
    
  4-­‐10	
    weeks	
    
  Slightly	
    above	
    
  medium
  5	
    ft.	
    
  Unmodified	
    
  Hard	
    
  81-­‐95	
    
  Dry	
    Remains	
    
  3-­‐12	
    months	
    
  Hard	
    
  0	
    ft.	
    
  Decreased	
    
  —	
    
  96-­‐99	
    
  Preserved	
    
  Any	
    
  Easy	
    
  0	
    ft.	
    
  Decreased	
    
  Easy	
    
  00	
    
  Roll	
    again	
    to	
    determine	
    the	
    stage,	
    and	
    the	
    
  creature	
    rises	
    as	
    an	
    undead	
    within	
    24	
    hours	
    	
    
  —	
    
  —	
    
  —	
    
  —	
    
  —	
    
  	
    
  
  49	
    
  C O R P S E  P R O P E R T I E S  
  The	
     corpse	
     displays	
     different	
     properties	
     based	
     on	
     its	
     level	
     of	
    
  deterioration	
    as	
    outlined	
    below.	
    
  D E T E R M I N E  C A U S E  O F  D E A T H  
  A	
     character	
     can	
     determine	
     the	
     corpse’s	
     cause	
     of	
     death	
     with	
     a	
    
  successful	
     examination	
     determined	
     by	
     the	
     stage	
     of	
     its	
    
  decomposition.	
    To	
    determine	
    a	
    random	
    cause	
    of	
    death	
    roll	
    d%	
    
  on	
    the	
    table	
    below.	
    	
    
  	
    
  If	
     the	
     cause	
     of	
     death	
     is	
     from	
     a	
     magical	
     or	
     supernatural	
    
  source	
     without	
     apparent	
     markings,	
     such	
     as	
     death	
     effects	
     and	
    
  curses,	
    the	
    cause	
    becomes	
    harder	
    to	
    determine.	
    
  	
    
  Successful	
    autopsies	
    can	
    determine	
    an	
    approximate	
    time	
    of	
    
  death.	
    	
    
  D%	
    
  CAUSE	
    OF	
    DEATH	
    
  D%	
    
  CAUSE	
    OF	
    DEATH	
    
  01-­‐03	
    
  Age	
    
  56-­‐60	
    
  Energy	
    (sonic)	
    
  04-­‐15	
    
  Bludgeoning	
    damage	
    
  61-­‐65	
    
  Energy	
    drain	
    
  16-­‐17	
    
  Curse	
    
  66-­‐80	
    
  Piercing	
    damage	
    
  18-­‐19	
    
  Dehydration	
    
  81-­‐85	
    
  Poison	
    
  20-­‐30	
    
  Disease	
    
  86-­‐95	
    
  Slashing	
    damage	
    
  31-­‐35	
    
  Energy	
    (acid)	
    
  96-­‐98	
    
  Starvation	
    
  36-­‐40	
    
  Energy	
    (cold)	
    
  99	
    
  Suffocation	
    
  41-­‐45	
    
  Energy	
    (electricity)	
    
  00	
    
  Corpse	
     exhibits	
     two	
    
  causes	
    of	
    death	
    	
    
  46-­‐55	
    
  Energy	
    (fire)	
    
  R E V I V A L  
  Some	
     powerful	
     magic	
     can	
     bring	
     a	
     corpse	
     back	
     from	
     the	
     dead,	
    
  depending	
     on	
     the	
     time	
     since	
     death	
     and	
     the	
     condition	
     of	
     the	
    
  body.	
    
  	
    	
    
  Revival	
     can	
     be	
     generally	
     prevented	
     by	
     mutilation	
     or	
    
  destruction	
     of	
     the	
     corpse,	
     the	
     use	
     of	
     necromancy	
     or	
     soul-­‐
  targeting	
    magic.	
    
  C O N S U M P T I O N  
  To	
     prepare	
     a	
     cadaver	
     for	
     humanoid	
     consumption,	
     a	
     character	
    
  must	
    prepare	
    it.	
    If	
    preparation	
    is	
    screwed	
    up,	
    all	
    kinds	
    of	
    nasty	
    
  infections	
    
  and	
    
  parasites	
    
  may	
    
  ensue.	
    
  Water	
    
  sources	
    
  contaminated	
     with	
     a	
     corpse	
     also	
     require	
     a	
     saving	
     throw.	
    
  Purifying	
    magic	
    can	
    make	
    a	
    corpse	
    safe	
    to	
    eat.	
    
  	
    
  Some	
     magical	
     creatures,	
     when	
     prepared	
     correctly	
     and	
    
  consumed,	
     may	
     imbue	
     temporary	
     or	
     even	
     permanent	
    
  abilities	
    on	
    the	
    consumer.	
    
  I N T I M I D A T E   
  Cadavers	
     have	
     an	
     unnerving	
     effect	
     on	
     witnesses.	
     When	
     a	
    
  creature	
    gets	
    within	
    10	
    ft.	
    of	
    a	
    cadaver	
    it	
    can	
    unnerve	
    the	
    target	
    
  and	
    demoralize	
    it.	
    	
    
  INTIMIDATE	
    
  CHECK	
    MODIFIER	
    
  Bloated,	
    Active	
    Decay	
    or	
    Advanced	
    Decay	
    
  Increased	
    
  Each	
    additional	
    corpse	
    within	
    30	
    ft.	
    
  Increased	
    per	
    
  corpse	
    
  Different	
    type	
    (or	
    subtype)	
    
  Decreased	
    
  Corpse	
    staged	
    
  See	
    text	
    
  	
    
  A	
    creature	
    may	
    stage	
    the	
    corpse	
    in	
    a	
    horrific	
    manner	
    to	
    increase	
    
  the	
     potency	
     of	
     its	
     fails	
     to	
     Intimidate	
     a	
     creature,	
     that	
     creature	
    
  cannot	
    be	
    affected	
    by	
    the	
    corpse’s	
    demoralisation	
    for	
    24	
    hours.	
    
  S T E N C H  
  Decomposing	
     corpses	
     exude	
     a	
     palpable	
     stench	
     of	
     decay.	
    
  Creatures	
    within	
    30	
    feet	
    of	
    a	
    dead	
    creature	
    must	
    take	
    care	
    or	
    be	
    
  sickened	
    by	
    the	
    stench.	
    	
    
  STENCH	
    
  MODIFIER	
    
  Enclosed	
    space	
    
  Increased	
    
  Each	
    additional	
    corpse	
    within	
    30	
    ft	
    
  Increased	
    per	
    
  corpse	
    
  Size	
    other	
    than	
    medium	
    
  See	
    text	
    
  Corpse	
    had	
    the	
    stench	
    special	
    ability	
    in	
    life	
    
  Increased	
    
  	
    
  A	
    corpse	
    larger	
    or	
    smaller	
    than	
    a	
    human	
    imposes	
    a	
    size	
    bonus	
    or	
    
  penalty	
    on	
    the	
    stench’s	
    strength	
    depending	
    on	
    its	
    size	
    category.	
    
  Increase	
    or	
    decrease	
    in	
    steps	
    per	
    size	
    category.	
    
  S C A V E N G E R S  A N D  W A N D E R I N G  M O N S T E R S  
  Carrion	
     eaters	
     are	
     attracted	
     to	
     the	
     smell	
     of	
     death	
     and	
    
  opportunistic	
     looters	
     keep	
     a	
     lookout	
     for	
     humanoid	
     corpses	
    
  which	
     can	
     be	
     liberated	
     of	
     valuables.	
     Increase	
     the	
     chance	
     of	
    
  encountering	
    wandering	
    monsters	
    by	
    10%	
    within	
    120	
    feet	
    of	
    a	
    
  corpse.	
    	
    
  	
    
  Wandering	
     monsters	
     of	
     the	
     same	
     type	
     as	
     the	
     corpse	
     may	
    
  instead	
     be	
     mourning	
     over	
     the	
     dead	
     body,	
     and	
     intelligent	
    
  creatures	
     of	
     the	
     same	
     type	
     may	
     be	
     preparing	
     it	
     for	
    
  burial.	
    
  	
    
  	
    
  
  50	
    
  C O R P S E S :  M O N S T E R S  
  Use	
     this	
     table,	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  monster	
     remains.	
     Some	
     features	
     listed	
     below	
     may	
     be	
    
  inappropriate	
     based	
     on	
     the	
     creature	
     –	
     ignore	
     or	
     modify	
     such	
    
  entries	
    as	
    appropriate.	
    	
    
  D20	
    
  	
    
  1	
    
  The	
    corpse	
    is	
    half-­‐melted;	
    almost	
    half	
    of	
    the	
    body	
    is	
    
  not	
     present.	
     Scrutiny	
     reveals	
     that	
     a	
     powerful	
     acid	
    
  caused	
    the	
    horrific	
    injury	
    (and	
    could	
    provide	
    warning	
    
  of	
    a	
    nearby	
    patch	
    of	
    green	
    slime	
    or	
    roving	
    gelatinous	
    
  cube).	
    	
    
  2	
    
  The	
     creature	
     is	
     writhing	
     with	
     a	
     rot	
     grub	
     swarm	
    	
    
  which	
    bursts	
    out	
    if	
    the	
    body	
    is	
    disturbed.	
    
  3	
    
  This	
    giant,	
    partially	
    decayed	
    creature	
    provides	
    a	
    soft	
    
  landing	
    for	
    creatures	
    falling	
    on	
    it	
    from	
    a	
    great	
    height.	
    
  Damage	
    for	
    falling	
    creatures	
    is	
    decreased	
    if	
    they	
    land	
    
  on	
    the	
    corpse.	
    
  4	
    
  The	
     stench	
     from	
     this	
     corpse	
     is	
     particularly	
     bad.	
    
  Increase	
    the	
    stench	
    by	
    one	
    step.	
    
  5	
    
  The	
     cadaver’s	
     build-­‐up	
     of	
     internal	
     gases	
     are	
    
  flammable,	
    and	
    explode	
    if	
    a	
    naked	
    flame	
    is	
    brought	
    
  within	
    10	
    ft.	
    
  6	
    
  The	
     remains	
     of	
     this	
     creature	
     yield	
     glands,	
     teeth,	
    
  leather,	
    bones	
    or	
    other	
    body	
    parts	
    worth	
    100	
    gp	
    as	
    
  spell	
    components	
    or	
    as	
    parts	
    of	
    magical	
    items.	
    
  7	
    
  This	
     creature,	
     although	
     appearing	
     lifelike,	
     has	
     been	
    
  stuffed.	
    It	
    is	
    worth	
    250	
    gp	
    to	
    an	
    avid	
    collector.	
    
  8	
    
  This	
     creature	
     has	
     been	
     decapitated,	
     and	
     its	
     head	
    
  mounted	
    on	
    a	
    blood-­‐drenched	
    spear.	
    
  9	
    
  This	
    carcass	
    is	
    covered	
    in	
    a	
    roiling	
    mass	
    of	
    tankard-­‐
  sized	
    blowflies.	
    
  10	
    
  This	
    corpse	
    has	
    been	
    torn	
    apart	
    by	
    scavengers.	
    
  11	
    
  Inside	
     the	
     corpse’s	
     stomach	
     is	
     a	
     half-­‐digested	
    
  monster.	
    
  12	
    
  Refer	
    to	
    the	
    creature’s	
    type	
    below:	
    
  § 
  Aberration:	
     The	
     creature,	
     while	
     apparently	
     dead,	
    
  is	
     in	
     a	
     state	
     of	
     regenerative	
     metamorphosis.	
    
  Esoteric	
     knowledge	
     keeps	
     conditions	
     suitable	
     for	
    
  this	
     transformation	
     to	
     occur.	
     At	
     the	
     end	
     of	
     one	
    
  week	
    the	
    aberration	
    respawns	
    as	
    a	
    new	
    creature.	
    	
    
  § 
  Animal,	
     magical	
     beast	
     or	
     vermin:	
     This	
     monster	
    
  was	
     pregnant	
     when	
     it	
     died.	
     A	
     character	
     can	
     save	
    
  the	
     still-­‐living	
     baby	
     with	
     quick	
     application	
     of	
     first	
    
  aid.	
     The	
     saved	
     creature	
     has	
     the	
     simple	
     young	
    
  creature	
    template	
    applied	
    twice.	
    The	
    creature	
    can	
    
  be	
     reared	
     an	
     animal	
     handler.	
     Rearing	
     a	
     magical	
    
  beast	
    increases	
    the	
    difficulty	
    of	
    this	
    endeavour.	
    
  § 
  Construct:	
     This	
     destroyed	
     construct	
     can	
     be	
    
  repaired	
    
  and	
    
  reprogrammed	
    
  via	
    
  esoteric	
    
  knowledge	
     and	
     materials	
     worth	
     one-­‐quarter	
     its	
    
  normal	
    creation	
    cost.	
    
  § 
  Dragon:	
    This	
    corpse	
    lies	
    near	
    a	
    nest	
    which	
    contains	
    
  crushed	
    and	
    shattered	
    eggs.	
    A	
    single	
    egg	
    survives	
    
  and	
     hatches	
     in	
     1d6	
     months	
     if	
     incubated	
     with	
    
  enough	
    esoteric	
    care.	
    
  § 
  Fey,	
    humanoid	
    or	
    monstrous	
    humanoid:	
    A	
    young	
    
  child	
     of	
     the	
     corpse	
     lingers	
     nearby,	
     malnourished	
    
  and	
     whimpering.	
     The	
     child	
     can	
     be	
     soothed	
     and	
    
  may	
    view	
    the	
    PC	
    as	
    its	
    adoptive	
    parent.	
    
  § 
  Ooze	
    or	
    plant:	
    Parts	
    of	
    this	
    ooze	
    or	
    plant	
    creature	
    
  can	
    be	
    saved,	
    enabling	
    a	
    character	
    to	
    regrow	
    it	
    in	
    
  1d6	
    months,	
    provided	
    the	
    gardening	
    expertise.	
    The	
    
  resultant	
     creature	
     is	
     smaller	
     and	
     not	
     yet	
     at	
     full	
    
  strength.	
    
  § 
  Outsider:	
    The	
    essence	
    of	
    the	
    outsider	
    still	
    retains	
    a	
    
  link	
    to	
    this	
    corporeal	
    shell.	
    A	
    one-­‐hour	
    summoning	
    
  ritual	
     requiring	
     knowledge	
     of	
     theology	
     and	
    
  materials	
     worth	
     500	
     gp	
     per	
     power-­‐level	
     of	
     the	
    
  outsider	
     returns	
     the	
     creature	
     to	
     the	
     Material	
    
  plane.	
     The	
     creature	
     may	
     be	
     entrapped	
     in	
     a	
    
  summoning	
     circle	
     and	
     bargained	
     with	
     as	
     per	
     the	
    
  convention.	
    	
    
  § 
  Undead:	
    The	
    essence	
    of	
    this	
    undead	
    creature	
    still	
    
  lingers	
     within	
     the	
     cadaver.	
     The	
     undead	
     creature	
    
  can	
    be	
    reanimated	
    or	
    restored	
    with	
    an	
    unholy	
    rite	
    
  and	
    onyx	
    gems	
    worth	
    25	
    gp	
    per	
    power-­‐level	
    of	
    the	
    
  creature.	
    
  13	
    
  All	
    the	
    creature’s	
    teeth	
    have	
    been	
    removed.	
    
  14	
    
  An	
    hourglass,	
    half	
    empty,	
    sits	
    next	
    to	
    the	
    carcass.	
    
  15	
    
  One	
    of	
    the	
    creature’s	
    eyes	
    is	
    milky	
    white.	
    
  16	
    
  The	
     corpse	
     is	
     covered	
     in	
     recent	
     violet	
     fungus	
    
  growths.	
     Any	
     creature	
     approaching	
     the	
     corpse	
     is	
    
  attacked	
    by	
    1d6	
    violet,	
    carnivorous	
    fungi.	
    
  17	
    
  The	
     corpse	
     bears	
     signs	
     of	
     many	
     old	
     wounds	
    
  indicating	
    the	
    creature	
    had	
    many	
    fights	
    over	
    its	
    life.	
    
  18	
    
  The	
     creature’s	
     flesh	
     is	
     scorched	
     and	
     burnt	
     (01-­‐60),	
    
  frozen	
    (61-­‐80)	
    or	
    unnaturally	
    blackened	
    (81-­‐100).	
    
  19	
    
  The	
    creature’s	
    face	
    is	
    frozen	
    in	
    death	
    into	
    a	
    hideous	
    
  snarl	
    (01-­‐50)	
    or	
    look	
    of	
    abject	
    terror.	
    
  20	
    
  The	
    corpse’s	
    skin	
    seems	
    to	
    undulate	
    as	
    if	
    something	
    
  is	
    living	
    within.	
    If	
    the	
    corpse	
    is	
    disturbed,	
    a	
    centipede	
    
  swarm	
    floods	
    forth	
    and	
    attacks	
    all	
    nearby	
    creatures.	
    
  	
    
   
  
  51	
    
  C O R P S E S :  H U M A N O I D S  
  Use	
     this	
     table,	
     to	
     generate	
     a	
     humanoid	
     corpse’s	
     interesting	
    
  characteristics.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    
  –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐02	
    
  The	
    corpse	
    has	
    been	
    flensed	
    of	
    its	
    skin.	
    
  03-­‐04	
    
  The	
    cadaver	
    has	
    its	
    chest	
    opened	
    and	
    dissected.	
    Its	
    
  internal	
    organs	
    are	
    arrayed	
    neatly	
    nearby.	
    
  05-­‐06	
    
  The	
     body’s	
     head,	
     arms	
     and	
     legs	
     have	
     been	
     torn	
    
  from	
    their	
    sockets;	
    of	
    them	
    there	
    is	
    no	
    sign.	
    	
    
  07-­‐08	
    
  This	
    corpse	
    is	
    charred	
    and	
    still	
    smoking.	
    
  09-­‐10	
    
  A	
    severed	
    head	
    is	
    stuck	
    atop	
    a	
    crude	
    spear	
    wedged	
    
  into	
     the	
     ground.	
     The	
     rest	
     of	
     the	
     body	
     has	
     been	
    
  stripped	
    of	
    flesh	
    by	
    humanoid	
    teeth.	
    
  11-­‐12	
    
  The	
     cadaver’s	
     feet	
     and	
     legs	
     are	
     covered	
     in	
     welts	
    
  caused	
    by	
    a	
    branding	
    iron.	
    	
    
  13-­‐14	
    
  The	
     corpse’s	
     skin	
     is	
     covered	
     with	
     elaborate	
    
  tattoos.	
    One,	
    set	
    on	
    the	
    forearm,	
    can	
    conjure	
    forth	
    
  lightning	
     The	
     skin	
     can	
     be	
     removed,	
     undamaged,	
    
  with	
    some	
    medical	
    skill.	
    
  15-­‐16	
    
  The	
    corpse’s	
    has	
    the	
    word	
    “Channamel”	
    tattooed	
    
  on	
     its	
     chest.	
     The	
     word	
     could	
     be	
     a	
     password,	
    
  command	
    word	
    or	
    creature’s	
    name.	
    	
    
  17-­‐18	
    
  The	
     cadaver	
     has	
     been	
     torn	
     apart	
     and	
     eaten	
     by	
    
  animals,	
    leaving	
    only	
    bloody	
    bones	
    and	
    a	
    pool	
    of	
    
  gore	
    and	
    drying	
    blood.	
    
  19-­‐20	
    
  The	
    corpse	
    is	
    chained	
    to	
    the	
    wall	
    with	
    masterwork	
    
  manacles.	
    Deep	
    cuts	
    mars	
    the	
    corpse’s	
    wrists	
    (as	
    if	
    
  the	
    creature	
    tried	
    to	
    free	
    itself).	
    	
    
  21-­‐22	
    
  A	
    deep	
    slash	
    has	
    almost	
    severed	
    the	
    corpse’s	
    head	
    
  from	
     its	
     body.	
     The	
     nearby	
     walls	
     (and	
     ceiling)	
     are	
    
  splattered	
    in	
    blood.	
    	
    
  23-­‐24	
    
  An	
     empty	
     and	
     slashed	
     backpack	
     lies	
     nearby.	
    
  Careful	
    observation	
    reveals	
    a	
    hidden	
    compartment	
    
  containing	
    5	
    pp.	
    	
    
  25-­‐26	
    
  The	
    corpse	
    is	
    naked.	
    Slashes	
    mar	
    its	
    arms	
    and	
    legs.	
    	
    
  27-­‐28	
    
  The	
    cadaver	
    is	
    covered	
    in	
    a	
    black	
    burial	
    shroud	
    and	
    
  attended	
    by	
    a	
    dozen	
    still-­‐burning	
    red	
    candles.	
    
  29-­‐30	
    
  The	
     cadaver	
     is	
     bathed	
     in	
     sacramental	
     oils	
     and	
    
  oriented	
    directly	
    east-­‐west.	
    
  31-­‐32	
    
  The	
    corpse’s	
    eyes	
    have	
    been	
    gouged	
    out.	
    
  33-­‐34	
    
  Scratched	
    on	
    the	
    wall	
    above	
    this	
    corpse	
    is	
    “Ganiss	
    
  rests	
    well	
    here.”	
    
  35-­‐36	
    
  Marked	
    in	
    chalk	
    on	
    a	
    small	
    plank	
    of	
    wood	
    leaning	
    
  over	
    the	
    body:	
    “Harmal	
    the	
    Deceiver.	
    Slain	
    before	
    I	
    
  could	
    take	
    my	
    revenge.”	
    	
    
  37-­‐38	
    
  Dark,	
    black	
    pustules	
    cover	
    the	
    corpse.	
    Despite	
    its	
    
  age,	
    nothing	
    has	
    fed	
    on	
    the	
    corpse.	
    	
    
  39-­‐40	
    
  This	
    corpse	
    lies	
    under	
    a	
    stone	
    cairn.	
    The	
    first	
    stone	
    
  laid	
     is	
     composed	
     of	
     crystalline	
     quartz	
     struck	
    
  through	
    with	
    veins	
    of	
    gold	
    (worth	
    250	
    gp)..	
    
  41-­‐42	
    
  This	
    mauled	
    cadaver	
    lies	
    face	
    down,	
    a	
    sack	
    of	
    gold	
    
  coins	
    exploding	
    out	
    onto	
    the	
    stone	
    floor.	
    There	
    are	
    
  150	
    gp	
    and	
    120	
    sp;	
    many	
    are	
    covered	
    in	
    blood.	
    
  43-­‐44	
    
  The	
    corpse	
    is	
    completely	
    hairless.	
    
  45-­‐46	
    
  The	
    corpse	
    continually	
    whispers	
    “Darkness.”	
    	
    
  47-­‐48	
    
  The	
    corpse	
    is	
    haunted	
    by	
    a	
    repeatingillusion	
    of	
    the	
    
  creature’s	
    final	
    moments.	
    	
    
  49-­‐50	
    
  A	
     pool	
     of	
     congealing	
     blood,	
     too	
     much	
     for	
     one	
    
  creature,	
    puddles	
    around	
    the	
    corpse.	
    
  51-­‐52	
    
  The	
     creature	
     is	
     covered	
     with	
     terrible	
     cuts	
     and	
    
  slashes,	
    but	
    there	
    is	
    no	
    blood	
    here.	
    
  53-­‐54	
    
  The	
    body	
    is	
    punctured	
    by	
    over	
    forty	
    arrows.	
    One	
    of	
    
  the	
    arrows	
    is	
    an	
    arrow	
    of	
    cold	
    iron.	
    
  55-­‐56	
    
  The	
    corpse	
    is	
    completed	
    exsanguinated.	
    
  57-­‐58	
    
  The	
     corpse	
     has	
     a	
     stump	
     for	
     a	
     right	
     hand,	
     which	
    
  healed	
    over	
    before	
    its	
    death.	
    
  59-­‐60	
    
  Two	
     iron	
     spikes	
     have	
     been	
     driven	
     through	
     the	
    
  corpse’s	
    shoulders,	
    pinning	
    it	
    to	
    the	
    wall.	
    	
    
  61-­‐62	
    
  The	
    corpse	
    is	
    still	
    fresh	
    but	
    all	
    of	
    its	
    equipment	
    is	
    
  so	
    tarnished	
    and	
    rusted	
    as	
    to	
    be	
    unusable.	
    
  63-­‐64	
    
  The	
    corpse	
    is	
    skeletal	
    with	
    age,	
    but	
    its	
    equipment	
    
  is	
    untouched	
    by	
    the	
    ravages	
    of	
    time.	
    
  65-­‐66	
    
  The	
    cadaver	
    is	
    surrounded	
    by	
    2d6	
    dead	
    creatures	
    
  of	
    a	
    different	
    type.	
    	
    
  67-­‐68	
    
  The	
    corpse’s	
    right	
    index	
    finger	
    twitches	
    once.	
    
  69-­‐70	
    
  Entrails	
    spill	
    from	
    a	
    horrific	
    stomach	
    wound.	
    
  71-­‐72	
    
  The	
     corpse	
     clutches	
     a	
     steel	
     vial	
     containing	
     a	
    
  healing	
    potion	
    in	
    its	
    left	
    hand.	
    
  73-­‐74	
    
  The	
     cadaver	
     reaches	
     in	
     vain	
     for	
     a	
     battered	
    
  shortsword	
    lying	
    30	
    feet	
    away.	
    
  75-­‐76	
    
  The	
    corpse’s	
    right	
    arm	
    has	
    been	
    partially	
    eaten.	
    	
    
  77-­‐78	
    
  The	
    cadaver	
    is	
    set	
    upon	
    an	
    unlit	
    pyre.	
    
  79-­‐80	
    
  These	
     two	
     corpses	
     hold	
     hands;	
     each	
     carries	
     a	
    
  weapon	
    in	
    the	
    other	
    hand.	
    	
    
  81-­‐82	
    
  A	
    scorch	
    silhouette	
    decorates	
    the	
    wall	
    behind	
    this	
    
  pile	
    of	
    burnt	
    bones.	
    
  83-­‐84	
    
  Every	
    bone	
    in	
    this	
    corpse’s	
    body	
    is	
    broken	
    without	
    
  a	
    single	
    mark	
    on	
    the	
    skin.	
    
  85-­‐86	
    
  Something	
     has	
     burst	
     out	
     of	
     this	
     cadaver’s	
     head,	
    
  leaving	
    a	
    fist-­‐sized	
    hole.	
    
  87-­‐88	
    
  This	
    corpse	
    has	
    suffered	
    post	
    mortem	
    trepanation.	
    
  89-­‐90	
    
  This	
     creature	
     was	
     slain	
     while	
     transforming	
     into	
     a	
    
  dragon	
    (or	
    other	
    creature),	
    and	
    now	
    is	
    a	
    hideous	
    
  amalgam	
    of	
    the	
    two	
    creatures.	
    
  91-­‐92	
    
  The	
    corpse’s	
    eyes	
    are	
    wide	
    open	
    in	
    shock.	
    
  93-­‐94	
    
  The	
    corpse	
    is	
    surrounded	
    by	
    1d3	
    illusory	
    doubles	
    
  which	
    expire	
    in	
    1d4	
    minutes.	
    
  95-­‐96	
    
  Bloody	
     footprints	
     circle	
     the	
     body	
     before	
     leading	
    
  away.	
    	
    
  97-­‐98	
    
  The	
     corpse	
     has	
     been	
     staged	
     and	
     lies	
     in	
     an	
    
  obviously	
    odd	
    position.	
    One	
    arm	
    and	
    one	
    leg	
    are	
    
  broken	
    and	
    are	
    twisted	
    at	
    unnatural	
    angles.	
    	
    
  99-­‐100	
    
  This	
    gray,	
    ashen	
    corpse	
    rises	
    as	
    a	
    wight	
    2d6	
    rounds	
    
  after	
    first	
    being	
    examined.	
    
   
  
  52	
    
  C O R P S E S :  A D V E N T U R E R S  
  D6	
    
  	
    
  1	
    
  The	
     contorted	
     corpse	
     of	
     a	
     dark-­‐skinned,	
     moustachioed	
    
  human	
    lies	
    here	
    stripped	
    of	
    clothing	
    and	
    valuables.	
    The	
    
  corpse	
    lacks	
    a	
    right	
    hand.	
    Careful	
    examination	
    finds	
    an	
    
  ivory	
    statuette	
    in	
    the	
    man’s	
    likeness	
    (worth	
    1,500	
    gp)	
    in	
    
  a	
     crevice	
     nearby,	
     clutched	
     in	
     his	
     severed	
     hand.	
     If	
     the	
    
  statuette	
    is	
    touched	
    to	
    the	
    corpse	
    it	
    phases	
    away	
    to	
    the	
    
  wizard’s	
     home	
     as	
     part	
     of	
     the	
     conditions	
     of	
     an	
     ongoing	
    
  magical	
    contingency.	
    	
    
  Speak	
    with	
    dead:	
    Ismos	
    died	
    after	
    being	
    betrayed	
    by	
    his	
    
  companions,	
    the	
    hand	
    holding	
    his	
    statuette	
    was	
    severed	
    
  before	
    it	
    could	
    be	
    triggered.	
    
  Raise	
    dead:	
    Ismos	
    thanks	
    the	
    party	
    and	
    teleports	
    away	
    to	
    
  check	
    his	
    family’s	
    safety.	
    If	
    reacquainted	
    with	
    the	
    party	
    
  he	
    provides	
    up	
    to	
    ten	
    day’s	
    service	
    to	
    craft	
    items.	
    
  2	
    
  Three	
     bundles	
     of	
     spider	
     silk	
     hang	
     suspended	
     in	
     thick	
    
  layers	
     of	
     webs.	
     The	
     desiccated	
     bodies	
     inside	
     are	
    
  accessible	
     with	
     brute	
     force	
     check	
     or	
     sufficient	
     slashing	
    
  damage	
    to	
    the	
    webs.	
    All	
    wear	
    leather	
    armour	
    and	
    carry	
    
  rusted,	
    bloodstained	
    longswords.	
    	
    
  Speak	
    with	
    dead:	
    The	
    three	
    rogues	
    died	
    here,	
    ambushed	
    
  by	
     ettercaps,	
     fleeing	
     justice	
     after	
     murdering	
     a	
     local	
    
  peasant	
    family.	
    
  Resurrection:	
     The	
     rogues	
     offer	
     to	
     join	
     the	
     party,	
     but	
    
  betray	
    them	
    at	
    the	
    first	
    opportunity.	
    	
    
  3	
    
  A	
     malnourished	
     human	
     corpse,	
     gripping	
     tightly	
     to	
     a	
    
  bloody	
     bone-­‐saw,	
     lies	
     on	
     the	
     floor	
     surrounded	
     by	
     four	
    
  dismemberment	
     humans.	
     The	
     severed	
     stumps	
     of	
     the	
    
  mutilated	
    bodies	
    are	
    bound	
    with	
    bloody	
    bandages.	
    	
    
  Speak	
     with	
     dead:	
     A	
     doru	
     div	
     ambushed	
     Sorno	
     and	
     his	
    
  companions,	
    draining	
    their	
    Wisdom	
    with	
    its	
    poison	
    and	
    
  trapping	
     them	
     here	
     with	
     illusions	
     of	
     walls.	
     The	
     doru	
    
  haunted	
     Sorno	
     with	
     illusions	
     of	
     gangrene	
     on	
     his	
    
  companion’s	
    limbs	
    and	
    enchantments	
    to	
    cleanse	
    them.	
    
  Raise	
    dead:	
    Sorno	
    has	
    been	
    driven	
    mad	
    and	
    cowers	
    in	
    a	
    
  corner	
    away	
    from	
    the	
    PCs	
    unless	
    calmed	
    or	
    healed	
    of	
    his	
    
  madness	
    with	
    powerful	
    magic	
    or	
    therapy.	
    
  	
    
  4	
    
  A	
    decapitated	
    woman	
    in	
    monk’s	
    robes	
    lies	
    at	
    one	
    end	
    of	
    
  this	
     room.	
     Her	
     head	
     lies	
     60	
     feet	
     away,	
     under	
     a	
     thin,	
    
  bloodied	
     wire,	
     secured	
     at	
     neck	
     height	
     across	
     the	
    
  doorway.	
    An	
    empty	
    glass	
    potion	
    vial	
    is	
    in	
    her	
    belt	
    pouch.	
    
  Alchemists	
    may	
    determine	
    that	
    the	
    potion	
    ought	
    to	
    have	
    
  helped	
    her	
    escape.	
    	
    
  Speak	
    with	
    dead:	
    Hessa	
    the	
    Swift	
    died	
    fighting	
    duergar	
    
  who	
    were	
    familiar	
    with	
    her	
    Spring	
    Attack	
    tactics.	
    
  Resurrection:	
    Hessa	
    offers	
    to	
    pay	
    the	
    PCs	
    her	
    life	
    savings	
    
  of	
    1,000	
    gp	
    if	
    she	
    is	
    revived,	
    and	
    becomes	
    a	
    firm	
    ally	
    for	
    
  life.	
    	
    
  5	
    
  Two	
    dwarven	
    knights	
    lie	
    dead	
    against	
    a	
    wall	
    amid	
    a	
    pile	
    
  of	
    six	
    dead	
    ogres.	
    
  The	
    two	
    dwarves	
    wear	
    masterwork	
    half-­‐plate	
    and	
    carry	
    
  tower	
     shields	
     and	
     dwarven	
     waraxes.	
     The	
     ogres	
     carry	
     a	
    
  total	
     of	
     483	
     sp	
     and	
     each	
     has	
     hide	
     armour	
     and	
     a	
     Large	
    
  greatclub.	
    
  Speak	
     with	
     dead:	
     Raun	
     and	
     Droxi	
     Warspite	
     were	
    
  exploring	
    these	
    tunnels	
    and	
    fell	
    to	
    ogre	
    raiders.	
    
  Breath	
    of	
    life:	
    If	
    both	
    are	
    returned	
    to	
    life,	
    the	
    dwarves	
    
  thank	
     the	
     party,	
     offering	
     them	
     safe	
     passage	
     to	
     their	
    
  underground	
     citadel.	
     If	
     only	
     one	
     can	
     be	
     revived,	
     the	
    
  dwarf	
     is	
     overcome	
     with	
     grief,	
     and	
     carries	
     the	
     other’s	
    
  corpse	
    back	
    to	
    their	
    home.	
    
  6	
    
  Half	
     of	
     this	
     burley	
     human	
     warrior’s	
     head	
     has	
     been	
    
  disintegrated.	
    
  The	
    
  man	
    
  has	
    
  been	
    
  stripped	
    
  of	
    
  possessions,	
    except	
    for	
    a	
    granite	
    gravestone	
    strapped	
    to	
    
  his	
    back.	
    The	
    gravestone	
    reads	
    as	
    follows:	
    
  	
    
  Marango	
    Thronefall	
    	
    
  	
    
  Slew	
    the	
    Bloat	
    Goblins	
    of	
    Harvestmire.	
    
  	
    
  Drank	
    of	
    the	
    Blessed	
    Waters	
    of	
    Travistine	
    before	
    the	
    
  gaze	
    of	
    the	
    Mistwarden.	
    	
    
  	
    
  Battled	
    the	
    Drake	
    of	
    Ages	
    beneath	
    the	
    Mountain	
    of	
    
  Lost	
    Souls.	
    
  	
    
  Rescued	
     the	
     Radiant	
     Maid	
     of	
     Rivenmere	
     from	
     the	
    
  Dark	
    Seraphim	
    of	
    Talonais	
    
  Speak	
    with	
    dead:	
    The	
    corpse	
    cannot	
    answer	
    questions.	
    
  Resurrection:	
     Marango	
     offers	
     to	
     protect	
     the	
     PCs	
     for	
     a	
    
  year	
    and	
    a	
    day	
    as	
    reward	
    for	
    returning	
    him	
    to	
    life.	
    	
    
  	
    
  	
    
  
  53	
    
  	
    
  
  54	
    
  D O O M  P A I N T I N G S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  doom	
     paintings.	
     Some	
     features	
     listed	
     below	
     may	
     be	
    
  inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    
  such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1-­‐3	
    
  This	
     painting	
     depicts	
     two	
     scenes:	
     on	
     the	
     left,	
     a	
    
  giant	
    has	
    its	
    mouth	
    propped	
    open	
    with	
    a	
    number	
    
  of	
     sturdy	
     logs,	
     while	
     people	
     travel	
     into	
     the	
    
  giant’s	
    mouth;	
    on	
    the	
    right,	
    the	
    giant’s	
    teeth	
    are	
    
  bared,	
     and	
     a	
     number	
     of	
     headless	
     corpses	
     litter	
    
  the	
    ground	
    around	
    it.	
    
  4	
    
  A	
    bas	
    relief	
    bears	
    the	
    image	
    of	
    a	
    colossal	
    Janus-­‐
  like	
     being.	
     One	
     side	
     shows	
     the	
     figure’s	
    
  outstretched	
     welcoming	
     approaching	
     unarmed	
    
  pilgrims;	
    the	
    other	
    displays	
    the	
    figure	
    wielding	
    a	
    
  sword	
     in	
     one	
     hand	
     while	
     firing	
     rays	
     of	
     energy	
    
  from	
    the	
    other	
    as	
    armed	
    warriors	
    approach.	
    
  5-­‐7	
    
  A	
     mural	
     hangs	
     over	
     a	
     fork	
     in	
     the	
     dungeon	
    
  hallway.	
     Over	
     the	
     left	
     path,	
     the	
     mural	
     shows	
     a	
    
  blasted	
    landscape	
    with	
    still-­‐burning	
    fires	
    dotting	
    
  the	
     landscape;	
     over	
     the	
     right	
     path,	
     it	
     shows	
     a	
    
  tunnel	
     covered	
     in	
     several	
     inches	
     of	
     snow	
     and	
    
  featuring	
    dozens	
    of	
    dagger-­‐like	
    icicles.	
    
  8-­‐10	
    
  This	
     otherwise	
     featureless	
     painting	
     shows	
     two	
    
  globes;	
     a	
     haze	
     of	
     smoke	
     covers	
     one	
     while	
    
  hundreds	
    of	
    flying	
    insects	
    pour	
    from	
    the	
    other.	
    
  11	
    
  One	
     side	
     of	
     this	
     painting	
     depicts	
     several	
    
  humanoid	
     creatures	
     standing	
     on	
     a	
     chessboards	
    
  black	
    tiles;	
    the	
    other	
    is	
    featureless	
    and	
    grey.	
    
  12-­‐14	
    
  A	
     cleric	
     presenting	
     her	
     holy	
     symbol	
     features	
     at	
    
  the	
    left	
    edge	
    of	
    this	
    piece,	
    and	
    light	
    shines	
    to	
    the	
    
  halfway	
     point;	
     outside	
     the	
     light,	
     one	
     can	
     make	
    
  out	
    the	
    faint	
    shapes	
    of	
    skeletons	
    and	
    ghosts.	
    
  15-­‐17	
    
  The	
    left	
    side	
    of	
    this	
    stone	
    etching	
    shows	
    several	
    
  adventurers	
    running	
    away	
    from	
    a	
    screaming	
    idol,	
    
  while	
     darts	
     fly	
     at	
     them	
     from	
     all	
     directions;	
     the	
    
  right	
     side	
     shows	
     a	
     group	
     walking	
     by	
     a	
     smiling	
    
  version	
    of	
    the	
    same	
    idol.	
    
  18-­‐20	
    
  On	
    the	
    left	
    side	
    of	
    this	
    painting,	
    a	
    pair	
    of	
    humans	
    
  carries	
     a	
     roasted	
     pig	
     between	
     them	
     towards	
     a	
    
  towering	
    manticore;	
    on	
    the	
    right	
    side,	
    the	
    same	
    
  two	
    humans	
    have	
    each	
    been	
    impaled	
    by	
    dozens	
    
  of	
    spikes	
    while	
    the	
    creature	
    roars.	
    
  21	
    
  A	
    strange	
    green	
    haze	
    covers	
    the	
    entirety	
    of	
    this	
    
  work,	
     which	
     features	
     an	
     unfurnished	
     stone	
    
  room;	
    on	
    the	
    right	
    side,	
    a	
    group	
    of	
    people,	
    faces	
    
  covered	
     in	
     cloth	
     traverse	
     the	
     room,	
     while	
    
  corpses	
    populate	
    the	
    left	
    side.	
    	
    
  22-­‐24	
    
  A	
    thin	
    stone	
    beam	
    crosses	
    a	
    pit	
    in	
    this	
    triptych.	
    
  The	
    sun	
    is	
    depicted	
    above	
    a	
    creature	
    falling	
    off	
    
  the	
     beam	
     to	
     the	
     left,	
     scales	
     in	
     balance	
     are	
    
  displayed	
     above	
     a	
     creature	
     maintaining	
     its	
    
  balance,	
    and	
    a	
    dagger	
    dripping	
    with	
    blood	
    points	
    
  at	
    a	
    creature	
    falling	
    off	
    the	
    beam	
    to	
    the	
    right.	
    	
    
  25-­‐27	
    
  A	
    creature	
    with	
    a	
    toothy	
    maw	
    on	
    each	
    side	
    of	
    its	
    
  head	
    sits	
    in	
    the	
    middle	
    of	
    this	
    painting;	
    on	
    one	
    
  side,	
    someone	
    leans	
    against	
    the	
    wall	
    and	
    pushes	
    
  it	
    open	
    into	
    the	
    waiting	
    maw,	
    while	
    the	
    creature	
    
  looks	
    on	
    disappointedly	
    at	
    the	
    wall	
    from	
    which	
    a	
    
  group	
    walks	
    away.	
    
  28-­‐30	
    
  A	
     fire-­‐filled	
     pit	
     dominates	
     this	
     piece;	
     several	
    
  humanoids	
    cross,	
    seemingly	
    walking	
    on	
    air,	
    from	
    
  the	
    left	
    and	
    look	
    on	
    in	
    horror	
    as	
    a	
    group	
    on	
    the	
    
  right	
    tumbles	
    into	
    the	
    flames.	
    	
    
  31-­‐33	
    
  A	
    capering	
    jester	
    works	
    to	
    entertain	
    two	
    crowds;	
    
  one	
     crowd	
     wears	
     blindfolds	
     but	
     appears	
     to	
     be	
    
  otherwise	
     normal,	
     while	
     everyone	
     in	
     the	
     other	
    
  crowd	
     appears	
     to	
     be	
     paralyzed	
     and	
     wearing	
     a	
    
  fixed,	
    painful	
    grin.	
    
  34-­‐36	
    
  This	
    painting	
    depicts	
    a	
    spiral	
    staircase	
    leading	
    up	
    
  and	
    down.	
    Going	
    down,	
    the	
    staircase	
    appears	
    to	
    
  be	
    made	
    of	
    iron	
    and	
    angels	
    wait	
    at	
    the	
    bottom;	
    
  going	
    up,	
    the	
    staircase	
    is	
    made	
    of	
    gold	
    and	
    devils	
    
  sit	
    idly	
    by	
    the	
    landing.	
    
  37-­‐39	
    
  A	
    large	
    blade	
    has	
    beheaded	
    an	
    elf	
    on	
    the	
    left	
    side	
    
  of	
    the	
    picture,	
    but	
    has	
    merely	
    clipped	
    some	
    hair	
    
  on	
    the	
    halfling	
    on	
    the	
    right	
    side.	
    
  40	
    
  This	
    work	
    is	
    split	
    into	
    quadrants,	
    each	
    featuring	
    a	
    
  different	
     element	
     and	
     its	
     impact	
     on	
     hapless	
    
  victims.	
    Close	
    scrutiny	
    reveals	
    a	
    faint	
    path	
    tracing	
    
  its	
     way	
     through	
     the	
     quadrants	
     and	
     apparently	
    
  showing	
    a	
    safe	
    route.	
    
  41-­‐43	
    
  This	
    painting	
    has	
    a	
    white	
    globe	
    on	
    one	
    side	
    and	
    a	
    
  black	
     globe	
     on	
     the	
     other;	
     those	
     touching	
     the	
    
  white	
    globe	
    are	
    refreshed,	
    while	
    those	
    touching	
    
  the	
     black	
     globe	
     have	
     lost	
     all	
     the	
     flesh	
     on	
     the	
    
  hand	
    touching	
    the	
    globe.	
    
  44-­‐46	
    
  Two	
     scenes	
     of	
     people	
     passing	
     through	
     a	
     portal	
    
  adorn	
     this	
     painting.	
     On	
     one	
     side,	
     those	
     passing	
    
  through	
     have	
     been	
     transformed	
     into	
     frogs;	
     on	
    
  the	
     other	
     side,	
     people	
     who	
     walk	
     through	
     with	
    
  their	
    left	
    hand	
    raised	
    remain	
    unchanged.	
    	
    	
    
  47-­‐50	
    
  Colourful	
    birds	
    alight	
    on	
    the	
    shoulders	
    of	
    those	
    
  who	
    pass	
    unmolested	
    by	
    a	
    series	
    of	
    stone	
    heads;	
    
  meanwhile,	
     another	
     scene	
     shows	
     the	
     stone	
    
  heads	
    biting	
    those	
    without	
    birds.	
    
  51	
    
  A	
    pair	
    of	
    chandeliers	
    hangs	
    over	
    a	
    spike-­‐filled	
    pit	
    
  in	
    this	
    piece;	
    a	
    person	
    swings	
    over	
    the	
    pit	
    on	
    one	
    
  chandelier,	
    but	
    the	
    other	
    chandelier	
    seems	
    to	
    be	
    
  coming	
    loose	
    from	
    the	
    ceiling.	
    
  52-­‐54	
    
  These	
    two	
    scenes	
    depict	
    rolling	
    boulders	
    bearing	
    
  down	
     on	
     running	
     adventurers;	
     one	
     side	
     shows	
    
  the	
     group	
     flattened	
     by	
     its	
     pursuing	
     boulder,	
    
  while	
    the	
    other	
    side	
    shows	
    the	
    group	
    safely	
    out	
    
  of	
    the	
    way	
    in	
    a	
    hidden	
    alcove.	
    
  55-­‐57	
    
  A	
     river	
     rushes	
     through	
     the	
     centre	
     of	
     this	
     work;	
    
  the	
    bank	
    on	
    the	
    left	
    side	
    is	
    crumbling	
    away	
    into	
    
  the	
     torrent,	
     while	
     the	
     right	
     bank	
     remains	
     high	
    
  and	
    stable.	
    	
    
  
  55	
    
  58-­‐60	
    
  A	
    beggar	
    sits	
    on	
    either	
    side	
    of	
    this	
    painting.	
    The	
    
  beggar	
    on	
    the	
    left	
    holds	
    a	
    few	
    silver	
    coins	
    in	
    his	
    
  hands,	
     while	
     the	
     one	
     on	
     the	
     right	
     is	
     empty-­‐
  handed;	
     people	
     passing	
     by	
     the	
     one	
     on	
     the	
     left	
    
  have	
    a	
    glow	
    about	
    them,	
    while	
    those	
    on	
    the	
    right	
    
  emanate	
    darkness.	
    
  61-­‐63	
    
  This	
     triptych	
     devotes	
     itself	
     to	
     different	
     settings	
    
  for	
    a	
    lever;	
    the	
    first	
    scene	
    shows	
    the	
    lever	
    in	
    the	
    
  “up”	
     position	
     as	
     its	
     room	
     fills	
     with	
     water,	
     the	
    
  second	
     scene	
     shows	
     the	
     lever	
     in	
     the	
     “down”	
    
  position	
     as	
     the	
     room	
     appears	
     to	
     have	
     a	
    
  significantly	
    lowered	
    ceiling,	
    and	
    the	
    final	
    scene	
    
  shows	
    the	
    lever	
    in	
    the	
    neutral	
    position	
    while	
    the	
    
  room	
    is	
    perfectly	
    normal.	
    
  64	
    
  A	
    hooded	
    assassin	
    impales	
    his	
    victim	
    on	
    his	
    sabre	
    
  on	
     the	
     right	
     side	
     of	
     this	
     painting,	
     while	
     the	
    
  assassin	
     on	
     the	
     left	
     has	
     trouble	
     with	
     his	
     target	
    
  who	
     has	
     wrapped	
     the	
     assassin’s	
     blade	
     in	
     his	
    
  cloak.	
    
  65-­‐67	
    
  A	
     mural	
     hanging	
     over	
     two	
     arched	
     passageways	
    
  shows	
    collapsing	
    pillars	
    on	
    the	
    left	
    side,	
    while	
    the	
    
  right	
    side’s	
    pillars	
    remain	
    standing.	
    
  68-­‐70	
    
  The	
     ceiling	
     tiles	
     in	
     this	
     painting	
     drop	
     on	
     those	
    
  below	
    them.	
    On	
    the	
    left	
    side,	
    the	
    tiles	
    harmlessly	
    
  bounce	
     off	
     those	
     they	
     strike;	
     but,	
     on	
     the	
     right	
    
  side,	
    jets	
    of	
    flame	
    uncovered	
    by	
    the	
    falling	
    tiles	
    
  incinerate	
    their	
    targets.	
    
  71-­‐73	
    
  This	
     painting	
     shows	
     one	
     room	
     filled	
     with	
    
  electricity	
     that	
     strikes	
     all	
     those	
     who	
     enter.	
    
  Another	
    room	
    –	
    in	
    which	
    a	
    person	
    has	
    a	
    hand	
    on	
    
  a	
    certain	
    floor	
    tile	
    –	
    	
    is	
    clear	
    of	
    electricity	
    and	
    the	
    
  other	
    people	
    pass	
    through	
    unscathed.	
    
  74-­‐76	
    
  This	
    painting	
    features	
    a	
    capering	
    jester,	
    one	
    side	
    
  dressed	
     in	
     colourful	
     motley	
     and	
     the	
     other	
     side	
    
  dressed	
     in	
     drab	
     grey	
     rags.	
     If	
     any	
     character	
    
  spends	
    a	
    round	
    studying	
    the	
    painting,	
    a	
    crippling	
    
  fit	
    of	
    laughter	
    targets	
    him.	
    
  77-­‐79	
    
  This	
     dreary	
     painting	
     shows	
     a	
     graveyard	
     with	
    
  gaunt	
    humanoids	
    covered	
    in	
    mud	
    emerging	
    from	
    
  graves.	
     After	
     a	
     few	
     rounds	
     of	
     study,	
     the	
    
  characters’	
    names	
    appear	
    on	
    the	
    headstones	
    on	
    
  the	
    painting’s	
    right	
    side.	
    
  80	
    
  Giant	
     flying	
     monkeys	
     course	
     throughout	
     this	
    
  painting.	
     On	
     its	
     upper	
     half,	
     the	
     monkeys	
     carry	
    
  victims	
     to	
     their	
     apparent	
     death;	
     on	
     the	
     lower	
    
  half,	
    potential	
    targets	
    ward	
    off	
    the	
    monkeys	
    with	
    
  sticks	
    dripping	
    with	
    sticky,	
    amber	
    liquid.	
    
  81-­‐83	
    
  Two	
    rooms	
    appear	
    to	
    be	
    separated	
    by	
    the	
    void	
    
  of	
     space	
     in	
     this	
     odd	
     painting.	
     Those	
     travelling	
    
  through	
     portals	
     from	
     right	
     to	
     left	
     emerge	
    
  unscathed,	
    but	
    those	
    travelling	
    the	
    opposite	
    way	
    
  look	
    like	
    they	
    passed	
    through	
    a	
    grinder.	
    
  84-­‐86	
    
  A	
    king	
    and	
    queen	
    are	
    seated	
    in	
    this	
    painting.	
    All	
    
  those	
    who	
    have	
    approached	
    the	
    king	
    have	
    been	
    
  decapitated,	
     while	
     those	
     who	
     have	
     approached	
    
  the	
    queen	
    are	
    showered	
    with	
    fine	
    gifts.	
    
  87	
    
  A	
     cheerily	
     decorated	
     pair	
     of	
     rooms	
     graces	
     this	
    
  colourful	
    painting,	
    with	
    a	
    series	
    of	
    mouse	
    holes	
    
  separating	
    the	
    rooms.	
    On	
    the	
    left	
    side,	
    emptied,	
    
  bright-­‐blue	
     flasks	
     dwarf	
     people	
     on	
     a	
     table	
     who	
    
  appear	
    to	
    shimmy	
    down	
    the	
    tablecloth	
    and	
    head	
    
  towards	
     the	
     mouse	
     holes.	
     On	
     the	
     right	
     side,	
     a	
    
  half-­‐eaten	
    cake	
    sits	
    on	
    a	
    platter,	
    and	
    a	
    couple	
    of	
    
  people	
    must	
    bend	
    over	
    to	
    fit	
    in	
    the	
    room.	
    
  88-­‐90	
    
  This	
     engraving	
     is	
     split	
     horizontally.	
     Below	
     the	
    
  midline,	
     tentacles	
     drag	
     humanoids	
     to	
     awaiting	
    
  maws;	
     some	
     tentacles	
     peek	
     through	
     tiny	
     holes	
    
  but	
     are	
     unable	
     to	
     grab	
     the	
     people	
     treading	
    
  unaware	
    on	
    the	
    top	
    part	
    of	
    the	
    engraving.	
    
  91-­‐92	
    
  This	
    strange	
    painting	
    appears	
    to	
    be	
    of	
    a	
    book’s	
    
  two	
    facing	
    pages,	
    the	
    right	
    side	
    full	
    of	
    Common	
    
  words,	
    and	
    the	
    left	
    side	
    containing	
    but	
    one	
    word.	
    
  The	
    words	
    are	
    inscribed	
    in	
    reverse,	
    as	
    if	
    the	
    book	
    
  were	
     held	
     up	
     in	
     a	
     mirror;	
     if	
     a	
     character	
     uses	
     a	
    
  mirror,	
    he	
    can	
    easily	
    read	
    the	
    text,	
    but	
    when	
    he	
    
  reaches	
     the	
     left	
     side,	
     the	
     single	
     word	
     resolves	
    
  into	
    a	
    deadly	
    explosion.	
    	
    
  93-­‐94	
    
  The	
     engraving	
     on	
     this	
     wall	
     features	
     two	
    
  archways.	
     The	
     left	
     archway	
     shows	
     a	
     veritable	
    
  army	
    of	
    badgers	
    pouring	
    through	
    it,	
    and	
    the	
    right	
    
  archway	
     shows	
     a	
     handful	
     of	
     large	
     deer	
     passing	
    
  through.	
    If	
    a	
    character	
    makes	
    a	
    casual	
    check,	
    he	
    
  notes	
    a	
    series	
    of	
    seven	
    tiny	
    digits	
    etched	
    above	
    
  each	
    archway;	
    the	
    digits	
    reverse	
    each	
    other.	
    
  95-­‐96	
    
  This	
    
  mural	
    
  depicts	
    
  two	
    
  identical	
    
  rooms	
    
  (confirmed	
    by	
    closer	
    scrutiny)—at	
    least	
    as	
    far	
    as	
    
  the	
     decor	
     goes.	
     In	
     one,	
     people	
     are	
     hale	
     and	
    
  lively;	
     in	
     the	
     other	
     room,	
     the	
     same	
     people	
     lie	
    
  dead.	
     If	
     a	
     character	
     looks	
     very	
     closely	
     at	
     the	
    
  mural,	
    she	
    detects	
    a	
    strange	
    odour	
    from	
    the	
    side	
    
  showing	
     the	
     dead	
     people.	
     This	
     character	
     must	
    
  take	
    care	
    to	
    avoid	
    being	
    sickened.	
    
  97-­‐98	
    
  In	
     this	
     triptych,	
     the	
     left	
     side	
     shows	
     a	
     group	
     of	
    
  people	
     walking	
     along	
     the	
     left-­‐hand	
     side	
     of	
     the	
    
  room	
     while	
     the	
     floor	
     tilts	
     to	
     the	
     right,	
    
  threatening	
     to	
     dump	
     them	
     into	
     a	
     yawning	
     pit.	
    
  The	
    right	
    side	
    shows	
    a	
    group	
    of	
    people	
    traversing	
    
  the	
     right-­‐hand	
     side	
     of	
     a	
     similar	
     room	
     while	
     the	
    
  floor	
    tilts	
    to	
    the	
    left.	
    The	
    middle	
    portion	
    shows	
    a	
    
  group	
     walking	
     through	
     the	
     dead	
     centre	
     of	
     the	
    
  room,	
    and	
    the	
    floor	
    remains	
    flat.	
    
  99-­‐100	
    
  A	
    beautiful	
    painting	
    depicts	
    a	
    shaded	
    glen	
    with	
    a	
    
  pond.	
     The	
     pond’s	
     left	
     bank	
     shows	
     a	
     group	
     of	
    
  nymphs	
     who	
     cower	
     in	
     fear	
     at	
     an	
     approaching	
    
  group	
    of	
    people	
    brandishing	
    weapons;	
    the	
    right	
    
  bank	
     shows	
     a	
     group	
     of	
     satyrs	
     devouring	
     a	
    
  separate	
    group	
    of	
    people	
    who	
    carried	
    flowers.	
    
  	
    
  	
    
  	
    
   
  
  56	
    
  D O O M  P A I N T I N G S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
     doom	
    
  paintings.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐02	
    
  The	
     painting	
     hides	
     a	
     switch	
     that	
     does	
     not	
     have	
    
  any	
    obvious	
    effect	
    when	
    toggled.	
    
  03	
    
  One	
    of	
    the	
    doom	
    painting’s	
    depictions	
    is	
    on	
    the	
    
  painting’s	
    face,	
    and	
    the	
    other	
    faces	
    the	
    wall.	
    
  04-­‐05	
    
  A	
    crude	
    rendition	
    of	
    the	
    doom	
    painting	
    precedes	
    
  the	
     actual	
     doom	
     painting	
     by	
     several	
     hundred	
    
  feet.	
    
  06	
    
  A	
     chalk	
     arrow	
     points	
     to	
     a	
     detail	
     in	
     the	
     painting	
    
  that	
     seems	
     to	
     have	
     no	
     real	
     significance	
     to	
     the	
    
  painting’s	
    theme.	
    
  07-­‐08	
    
  The	
    painting	
    is	
    fresh,	
    apparently	
    completed	
    very	
    
  recently.	
    
  09	
    
  The	
    doom	
    painting	
    is	
    made	
    up	
    of	
    tiles	
    which	
    are	
    
  currently	
     jumbled.	
     It	
     takes	
     10	
     minutes	
     of	
     work	
    
  and	
    requires	
    a	
    sound	
    mind	
    to	
    solve.	
    For	
    every	
    10	
    
  minutes	
    of	
    work,	
    the	
    task	
    becomes	
    easier.	
    
  10-­‐11	
    
  The	
     painting	
     has	
     been	
     bricked	
     over.	
     It	
     requires	
    
  an	
    hour’s	
    worth	
    of	
    work	
    to	
    uncover	
    the	
    painting.	
    
  12	
    
  A	
     piece	
     of	
     otherwise	
     normal	
     scenery	
     in	
     the	
    
  painting	
     has	
     hidden	
     words	
     inscribed	
     in	
     it.	
     The	
    
  inscription	
     indicates	
     the	
     location	
     of	
     the	
     trap	
    
  portrayed	
    by	
    the	
    doom	
    painting.	
    
  13-­‐14	
    
  The	
    doom	
    painting	
    rests	
    on	
    the	
    floor	
    and	
    leans	
    
  against	
    a	
    wall;	
    if	
    this	
    is	
    a	
    carving,	
    it	
    appears	
    that	
    
  someone	
    chiselled	
    it	
    out	
    of	
    its	
    setting.	
    	
    
  15	
    
  Half	
    of	
    the	
    work	
    is	
    missing;	
    for	
    pieces	
    with	
    two	
    
  sides,	
     choose	
     the	
     most	
     appropriate	
     one	
     to	
    
  remove.	
    For	
    triptychs,	
    the	
    middle	
    scene	
    is	
    cut	
    in	
    
  half.	
    
  16-­‐17	
    
  Part	
     of	
     the	
     painting	
     is	
     incomplete,	
     as	
     if	
     the	
    
  creator	
     died	
     before	
     finishing	
     it.	
     The	
     incomplete	
    
  portion	
     has	
     been	
     left	
     uncoloured,	
     and	
     has	
     a	
    
  sketch-­‐like	
    quality	
    to	
    it.	
    
  18	
    
  During	
    examination,	
    an	
    object	
    that	
    appeared	
    to	
    
  be	
    an	
    integral	
    part	
    of	
    the	
    painting	
    falls	
    out.	
    
  19-­‐20	
    
  A	
     black	
     shroud	
     covers	
     part	
     of	
     the	
     painting,	
    
  concealing	
    the	
    side	
    showing	
    bad	
    consequences.	
    
  21	
    
  A	
    heavy	
    wooden	
    frame	
    covered	
    in	
    gold	
    leaf	
    holds	
    
  the	
    painting.	
    
  22-­‐23	
    
  While	
    the	
    rest	
    of	
    the	
    corridor	
    or	
    room	
    where	
    the	
    
  painting	
    hangs	
    appears	
    to	
    match	
    the	
    typical	
    state	
    
  of	
     the	
     adjoining	
     areas,	
     the	
     doom	
     painting	
     is	
    
  covered	
    in	
    dust	
    and	
    cobwebs	
    as	
    if	
    it	
    predated	
    its	
    
  location	
    by	
    decades.	
    
  24	
    
  The	
    painting’s	
    frame	
    shows	
    birds	
    flying	
    along	
    the	
    
  top	
    and	
    insects	
    crawling	
    along	
    the	
    bottom.	
    The	
    
  creatures	
    on	
    the	
    frame	
    seem	
    to	
    actually	
    move.	
    
  25-­‐26	
    
  The	
     doom	
     painting	
     has	
     been	
     installed	
     upside-­‐
  down.	
    	
    
  27	
    
  The	
     work	
     is	
     actually	
     split	
     into	
     individual	
     works	
    
  depicting	
     one	
     scene.	
     Only	
     one	
     scene	
     faces	
     the	
    
  characters	
     at	
     a	
     time,	
     but	
     the	
     work	
     sits	
     on	
     a	
    
  contraption	
     that	
     allows	
     them	
     to	
     rotate	
     each	
    
  scene	
    into	
    view.	
    
  28-­‐29	
    
  Singe	
    marks	
    cover	
    part	
    of	
    the	
    painting,	
    indicating	
    
  that	
    something	
    tried	
    to	
    set	
    the	
    painting	
    on	
    fire	
    or	
    
  that	
    it	
    has	
    been	
    rescued	
    from	
    a	
    blaze.	
    
  30	
    
  Adventurers’	
    clothing	
    and	
    weapons	
    are	
    piled	
    on	
    
  the	
    floor	
    just	
    under	
    the	
    painting.	
    Other	
    denizens	
    
  have	
    apparently	
    looted	
    the	
    valuable	
    items.	
    
  31-­‐32	
    
  When	
     a	
     character	
     comes	
     within	
     30	
     feet	
     of	
     the	
    
  painting,	
     a	
     magical	
     voice	
     describes	
     the	
     painting	
    
  and	
    trivial	
    information	
    about	
    the	
    artist.	
    
  33	
    
  On	
     the	
     painting’s	
     lower	
     right	
     corner	
     the	
     artist	
    
  has	
     inscribed	
     her	
     signature	
     or	
     other	
     identifying	
    
  mark.	
    
  Below	
    
  that	
    
  is	
    
  a	
    
  line	
    
  reading,	
    
  “Commissioned	
    by:”	
    followed	
    by	
    a	
    name.	
    
  34-­‐35	
    
  A	
    white	
    shroud	
    –	
    	
    that	
    has	
    been	
    tacked	
    in	
    place	
    –
  conceals	
     the	
     side	
     of	
     the	
     painting	
     showing	
     an	
    
  action’s	
    good	
    consequences.	
    
  36	
    
  Casual	
    scrutiny	
    uncovers	
    a	
    sheet	
    of	
    paper	
    behind	
    
  the	
    painting	
    (or	
    in	
    some	
    nook	
    of	
    a	
    carving);	
    the	
    
  paper	
     contains	
     a	
     short	
     fable	
     related	
     to	
     the	
    
  painting’s	
    subject.	
    
  37-­‐38	
    
  The	
    work	
    hangs	
    suspended	
    from	
    the	
    ceiling;	
    it	
    is	
    
  otherwise	
    unattached	
    to	
    anything.	
    
  39	
    
  The	
     characters	
     find	
     a	
     kaleidoscope	
     which	
    
  contains	
    
  the	
    
  painting;	
    
  by	
    
  turning	
    
  the	
    
  kaleidoscope’s	
     lens,	
     a	
     viewer	
     sees	
     the	
     various	
    
  scenes	
     in	
     the	
     painting,	
     and	
     weird	
     combinations	
    
  and	
    distortions	
    as	
    well.	
    
  40-­‐41	
    
  The	
     painting	
     lists	
     to	
     one	
     side;	
     no	
     matter	
     how	
    
  much	
    someone	
    works	
    to	
    balance	
    the	
    painting,	
    it	
    
  still	
    tilts	
    to	
    the	
    side.	
    
  42	
    
  Someone	
    has	
    painted	
    a	
    large	
    red	
    “X”	
    over	
    one	
    of	
    
  the	
    painting’s	
    scenes;	
    this	
    is	
    an	
    obvious	
    addition	
    
  to	
    the	
    original	
    work.	
    
  43-­‐44	
    
  A	
    thick	
    sheet	
    of	
    glass	
    protects	
    the	
    painting;	
    close	
    
  evaluation	
    reveals	
    the	
    painting	
    to	
    be	
    worthless.	
    
  45	
    
  Two	
    copies	
    of	
    the	
    painting	
    sit	
    side	
    by	
    side;	
    they	
    
  show	
    similar	
    scenes,	
    but	
    the	
    reward/punishment	
    
  circumstances	
    are	
    reversed.	
    
  46-­‐47	
    
  The	
     painting	
     is	
     decaying;	
     a	
     painting	
     is	
     moth-­‐
  eaten	
    while	
    stone	
    work	
    has	
    partially	
    crumbled.	
    
  48	
    
  The	
     work	
     fits	
     on	
     a	
     1-­‐inch	
     by	
     1-­‐inch	
     square;	
     to	
    
  gain	
    any	
    information	
    from	
    the	
    work,	
    a	
    character	
    
  must	
    obtain	
    something	
    to	
    magnify	
    it.	
    	
    
  49-­‐50	
    
  The	
     painting	
     has	
     tiny	
     silver	
     bells	
     affixed	
     to	
     the	
    
  bottom;	
     the	
     bells	
     under	
     the	
     reward	
     side	
     sound	
    
  pleasing,	
     while	
     the	
     bells	
     under	
     the	
     punishment	
    
  side	
    are	
    discordant.	
    
  51	
    
  The	
     scenes	
     depicted	
     by	
     the	
     painting	
     are	
    
  photorealistic;	
    either	
    magic	
    captured	
    the	
    scenes	
    
  or	
    the	
    artist	
    was	
    preternaturally	
    talented.	
    
  
  57	
    
  52-­‐53	
    
  Appropriate	
     tools	
     and	
     scaffolding	
     remain	
     near	
    
  the	
    work,	
    as	
    though	
    the	
    person	
    who	
    positioned	
    
  the	
    work	
    left	
    immediately	
    after	
    mounting	
    it.	
    
  54	
    
  The	
    doom	
    painting	
    sits	
    prominently	
    in	
    a	
    gallery	
    
  of	
     otherwise	
     mundane	
     paintings;	
     a	
     globe	
     of	
    
  magical	
    flames	
    illuminates	
    the	
    painting.	
    
  55-­‐56	
    
  A	
     sheet	
     of	
     parchment	
     is	
     nailed	
     next	
     to	
     the	
    
  painting;	
     the	
     parchment	
     contains	
     quotes,	
     in	
    
  various	
     languages,	
     from	
     critics	
     who	
     equally	
    
  praise	
    and	
    pan	
    the	
    work.	
    
  57	
    
  Dozens	
     of	
     clockwork	
     butterflies	
     hold	
     the	
     work	
    
  aloft.	
    If	
    at	
    least	
    half	
    the	
    butterflies	
    are	
    destroyed,	
    
  the	
    work	
    falls	
    to	
    the	
    ground	
    and	
    the	
    remaining	
    
  butterflies	
    flitter	
    away.	
    
  58-­‐59	
    
  Two	
     minutes	
     after	
     someone	
     views	
     the	
     doom	
    
  painting,	
    it	
    spontaneously	
    bursts	
    into	
    flames,	
    and	
    
  is	
    destroyed.	
    It	
    reforms	
    in	
    two	
    days.	
    
  60	
    
  Ten	
    
  humanoid	
    
  skeletons	
    
  lie	
    
  in	
    
  a	
    
  heap	
    
  underneath	
     the	
     painting;	
     an	
     inspection	
     reveals	
    
  they	
    have	
    been	
    there	
    for	
    several	
    years.	
    
  61-­‐62	
    
  The	
    work’s	
    creator	
    has	
    rendered	
    it	
    in	
    an	
    abstract	
    
  style.	
     To	
     decipher	
     the	
     work’s	
     meaning,	
     a	
    
  character	
    must	
    be	
    educated	
    or	
    know	
    about	
    art.	
    
  63
  The	
    scenes	
    play	
    out	
    in	
    real	
    time	
    on	
    the	
    painting,	
    
  with	
    each	
    side	
    reaching	
    its	
    respective	
    fate	
    before	
    
  beginning	
    again.	
    
  64-­‐65	
    
  The	
     painting	
     sits	
     underneath	
     a	
     table	
     leg	
     and	
    
  provides	
    balance	
    to	
    the	
    table.	
    
  66	
    
  Light	
    sources	
    within	
    the	
    painting	
    give	
    off	
    a	
    faint	
    
  glow;	
     the	
     light	
     only	
     reaches	
     5	
     feet	
     from	
     the	
    
  painting	
    and	
    someone	
    can	
    cover	
    the	
    painting	
    to	
    
  extinguish	
    the	
    illumination.
  67-­‐68	
    
  Each	
     scene	
     in	
     the	
     painting	
     features	
     another	
    
  doom	
    painting.	
    Most	
    likely,	
    the	
    characters	
    would	
    
  require	
     something	
     to	
     magnify	
     the	
     nested	
    
  paintings.	
    
  69	
    
  The	
     doom	
     painting	
     faces	
     the	
     wall;	
     a	
     scrawled	
    
  note	
    decries	
    the	
    painting’s	
    offensiveness.	
    
  70-­‐71	
    
  The	
     painting	
     covers	
     up	
     another,	
     more	
     valuable	
    
  painting	
     (worth	
     500	
     gp);	
     closer	
     investigation	
    
  discovers	
    the	
    second	
    work.	
    	
    
  72	
    
  Scrawled	
     below	
     the	
     painting	
     in	
     blood	
     is	
     the	
    
  message,	
    “Do	
    not	
    believe	
    this.	
    It	
    lies!”	
    
  73-­‐74	
    
  The	
     doom	
     painting	
     has	
     been	
     signed	
     and	
    
  numbered;	
    this	
    particular	
    painting	
    is	
    the	
    first	
    in	
    a	
    
  set	
    of	
    five	
    works.	
    The	
    others	
    lie	
    throughout	
    the	
    
  dungeon	
    and	
    together	
    they	
    paint	
    an	
    epic	
    scene.	
    
  75	
    
  Various	
     brushes	
     and	
     pigments	
     litter	
     the	
     floor	
    
  below	
     the	
     painting,	
     as	
     if	
     the	
     creator	
     painted	
     it	
    
  there	
    and	
    left	
    suddenly.	
    
  76-­‐77	
    
  Nails	
     radiating	
     abjuration	
     magic	
     hold	
     the	
    
  painting	
    in	
    place.	
    While	
    the	
    nails	
    remain	
    the	
    peril	
    
  indicated	
     by	
     the	
     painting	
     cannot	
     happen;	
    
  removing	
     the	
     nails	
     dispels	
     this	
     protection	
    
  permanently.	
    
  78	
    
  A	
    cloud	
    of	
    gnats	
    buzzes	
    about	
    the	
    painting;	
    they	
    
  are	
     easily	
     shooed	
     off	
     and	
     there	
     is	
     no	
     obvious	
    
  reason	
    for	
    the	
    insects’	
    attraction	
    to	
    the	
    painting.	
    
  79-­‐80	
    
  If	
     the	
     characters	
     leave	
     the	
     painting	
     where	
     it	
     is,	
    
  randomly	
    select	
    a	
    character	
    as	
    the	
    group	
    passes	
    
  by.	
    The	
    painting	
    falls	
    on	
    the	
    character.	
    
  81	
    
  Faint	
     cries	
     of	
     anguish	
     emanate	
     from	
     the	
    
  punishment	
    side	
    of	
    the	
    painting.	
    
  82-­‐83	
    
  A	
    bill	
    of	
    sale	
    from	
    a	
    recent	
    auction	
    is	
    attached	
    to	
    
  the	
     painting;	
     a	
     character	
     who	
     closely	
     checks	
     it,	
    
  knows	
    the	
    painting	
    sold	
    for	
    at	
    least	
    ten	
    times	
    its	
    
  actual	
    worth.	
    	
    
  84	
    
  The	
    type	
    of	
    paint	
    differs	
    from	
    scene	
    to	
    scene	
    in	
    
  the	
    doom	
    painting.	
    One	
    scene	
    has	
    been	
    painted	
    
  with	
     manufactured	
     paint,	
     and	
     the	
     other	
     scene	
    
  has	
    been	
    painted	
    with	
    natural	
    pigments.	
    
  85-­‐86	
    
  If	
    the	
    painting	
    contains	
    humanoids	
    in	
    it,	
    the	
    PCs	
    
  recognize	
    friends	
    and	
    relatives	
    among	
    them.	
    
  87	
    
  The	
     painting	
     has	
     a	
     metal	
     frame;	
     cherubs	
     are	
    
  etched	
     on	
     the	
     frame,	
     and	
     they	
     show	
     delight	
     at	
    
  the	
     reward	
     side	
     of	
     the	
     painting	
     and	
     horror	
     or	
    
  disgust	
    at	
    the	
    punishment	
    side	
    of	
    the	
    painting.	
    
  88-­‐89	
    
  If	
     a	
     character	
     touches	
     the	
     doom	
     painting’s	
    
  punishment	
    side,	
    she	
    gains	
    a	
    blessing	
    pertaining	
    
  to	
    a	
    trap	
    or	
    event	
    tied	
    to	
    the	
    painting;	
    touching	
    
  the	
    reward	
    side	
    results	
    in	
    a	
    similar	
    penalty.	
    
  90
  The	
    doom	
    painting	
    is	
    mounted	
    on	
    a	
    cylinder	
    that	
    
  revolves	
     quickly	
     enough	
     to	
     display	
     the	
     entire	
    
  painting	
    over	
    the	
    course	
    of	
    a	
    minute.	
    
  91-­‐92	
    
  Soot	
     and	
     grime	
     cover	
     the	
     painting’s	
     face,	
    
  completely	
     obscuring	
     the	
     painting.	
     It	
     takes	
     five	
    
  minutes	
    to	
    reveal	
    the	
    image,	
    but	
    using	
    anything	
    
  other	
    than	
    water	
    destroys	
    it.	
    
  93
  The	
     colours	
     on	
     the	
     painting	
     are	
     so	
     vibrant	
     and	
    
  unusual	
     they	
     fascinate	
     viewers	
     for	
     1d6x10	
    
  minutes,	
    unless	
    their	
    will	
    is	
    strong.	
    
  94-­‐95	
    
  The	
     doom	
     painting	
     conceals	
     a	
     secret	
     panel,	
    
  which	
    the	
    PCs	
    cannot	
    see	
    unless	
    they	
    move	
    the	
    
  painting.	
    A	
    key	
    sits	
    in	
    the	
    hole	
    behind	
    the	
    panel.	
    
  96-­‐100	
    
  Semi-­‐precious	
     gems	
     encrust	
     the	
     painting’s	
    
  frame;	
    they	
    are	
    worth	
    a	
    total	
    of	
    10d6	
    x	
    10	
    gp.	
    
  	
    
  	
    
  D O O M  P A I N T I N G S  
  A	
    doom	
    painting	
    is	
    a	
     traditional	
    English	
     religious	
    painting	
    that	
    
  depicts	
     the	
     Last	
     Judgement	
     of	
     the	
     Christian	
     faith.	
     Although	
    
  doom	
    paintings	
    vary	
    in	
    their	
    fine	
    details,	
    the	
    basic	
    composition	
    
  stays	
     the	
     same.	
     One	
     side	
     of	
     the	
     painting	
     (normally	
     the	
     left)	
    
  depicts	
     heaven	
     while	
     the	
     other	
     depicts	
     hell.	
     Worthy	
     folk	
     are	
    
  shown	
    going	
     to	
     heaven	
     while	
     sinners	
     are	
    cast	
     down	
     into	
     hell.	
    
  Doom	
    paintings	
    were	
    commissioned	
    in	
    churches	
    to	
    highlight	
    the	
    
  contract	
    between	
    the	
    reward	
    of	
    heaven	
    and	
    the	
    agony	
    of	
    hell	
    
  and	
     to	
     guide	
     worshippers	
     away	
     from	
     misbehaviour	
     and	
     sin.	
    
  Obviously,	
     real	
     life	
     doom	
     paintings	
     feature	
     many	
     Christian	
    
  features	
     –	
     Christ,	
     the	
     Virgin	
     Mary	
     and	
     so	
     on	
     –	
     and	
     so	
     a	
     GM	
    
  should	
    replace	
    these	
    personalities	
    with	
    deities	
    and	
    powers	
    from	
    
  his	
    own	
    campaign	
    world.	
    	
    	
    
  
  58	
    
  D O O R S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Dungeon	
    doors	
    come	
    in	
    many	
    different	
    shapes	
    and	
    sizes.	
    Doors	
    
  are	
     one	
     of	
     the	
     most	
     basic	
     dungeon	
     features	
     and	
     as	
     such	
     can	
    
  offer	
    clever	
    explorers	
    vital	
    clues	
    to	
    what	
    might	
    lie	
    beyond.	
    	
    
  	
    
  These	
    notes	
    present	
    the	
    basic	
    characteristics	
    of	
    single	
    doors.	
    
  C O M M O N  C H A R A C T E R I S T I C S  
  Doors	
    are	
    bottlenecks	
    in	
    dungeons	
    and	
    doorways	
    are	
    often	
    the	
    
  setting	
    of	
    desperate	
    battles.	
    Clever	
    combatants	
    can	
    use	
    them	
    to	
    
  their	
    advantage.	
    
  § 
  Cover:	
     A	
     character	
     being	
     attacked	
     diagonally	
     through	
     a	
    
  doorway	
    has	
    cover.	
    
  § 
  Line	
    of	
    Sight:	
    A	
    closed	
    door	
    blocks	
    line	
    of	
    sight.	
    	
    
  § 
  Line	
    of	
    Effect:	
    A	
    closed	
    door	
    blocks	
    line	
    of	
    effect.	
    
  § 
  Divination	
     magic:	
     Most	
     detection	
     magic	
     can	
     penetrate	
     a	
    
  normal	
    door	
    as	
    it	
    takes	
    3	
    feet	
    of	
    wood	
    or	
    1	
    foot	
    of	
    stone	
    to	
    
  block	
    the	
    spell’s	
    effect.	
    
  § 
  Hearing-­‐Based	
     Perception:	
     A	
     closed	
     door	
     makes	
     hearing	
    
  sounds	
    emanating	
    from	
    beyond	
    one	
    step	
    more	
    difficult.	
    
  C O N S T R U C T I O N  
  Most	
    doors	
    are	
    wooden	
    affairs,	
    but	
    in	
    dungeons	
    where	
    access	
    to	
    
  wood	
     is	
     limited	
     or	
     nonexistent,	
     stone	
     is	
     often	
     used.	
     In	
    
  particularly	
     deep,	
     outlandish	
     or	
     otherworldly	
     dungeons,	
    
  adventurers	
    may	
    encounter	
    doors	
    made	
    of	
    even	
    rarer,	
    stranger	
    
  or	
     valuable	
     materials	
     such	
     as	
     glass,	
     mithral,	
     gold,	
     silver,	
     bone	
    
  and	
    so	
    on.	
    	
    
  § 
  Bead	
    Curtains:	
    Although	
    not	
    “proper”	
    doors,	
    bead	
    curtains	
    are	
    
  occasionally	
    used	
    to	
    offer	
    a	
    modicum	
    of	
    privacy.	
    	
    
  § 
  Paper	
     Doors:	
     Rarely	
     encountered,	
     paper	
     doors	
     are	
     flimsy	
     at	
    
  best;	
    fantastical	
    paintings	
    often	
    cover	
    their	
    surfaces.	
    
  § 
  Bone	
     Doors:	
     A	
     feature	
     of	
     necromancer’s	
     lairs	
     and	
     ancient	
    
  tombs,	
     bone	
     doors	
     are	
     designed	
     to	
     frighten	
     away	
     the	
    
  superstitious	
    or	
    gullible.	
    
  § 
  Leather	
     Door:	
     These	
     doors	
     normally	
     take	
     the	
     form	
     of	
    
  hardened	
    leather	
    stretched	
    over	
    a	
    wooden	
    frame.	
    	
    
  § 
  Simple	
     Wooden	
     Door:	
     These	
     doors	
     constructed	
     from	
     stout	
    
  wooden	
    planks	
    will	
    not	
    keep	
    out	
    determined	
    intruders.	
    	
    
  § 
  Good	
     Wooden	
     Door:	
     These	
     sturdy	
     doors	
     can	
     take	
     some	
    
  punishment	
    before	
    breaking.	
    
  § 
  Strong	
     Wooden	
     Door:	
     These	
     wooden	
     doors	
     are	
     bound	
     with	
    
  iron	
    and	
    often	
    guard	
    important	
    areas.	
    
  § 
  Stone	
    Door:	
    Crafted	
    of	
    stone	
    these	
    doors	
    are	
    difficult	
    to	
    break	
    
  through.	
    They	
    are	
    a	
    feature	
    in	
    dungeons	
    built	
    by	
    deep-­‐dwelling	
    
  races	
    such	
    as	
    dwarves	
    and	
    drow.	
    	
    
  § 
  Iron	
    Door:	
    The	
    toughest	
    of	
    nonmagical	
    doors	
    iron	
    doors	
    often	
    
  protect	
     vaults,	
     sacred	
     burial	
     chambers	
     and	
     other	
     important	
    
  areas.	
    
  L O C K S  
  Many	
    doors	
    have	
    locks,	
    to	
    stymie	
    explorers.	
    Attempting	
    to	
    open	
    
  a	
    lock	
    takes	
    between	
    a	
    few	
    seconds	
    and	
    minutes,	
    depending	
    on	
    
  the	
    character’s	
    aptitude	
    and	
    the	
    lock.	
    	
    
  	
    
  The	
    following	
    durations	
    assume	
    experience	
    in	
    lockpicking.	
    
  § 
  Simple	
    Lock:	
    Less	
    than	
    a	
    minute	
    
  § 
  Average	
    Lock:	
    One	
    minute	
    
  § 
  Good	
    Lock:	
    One	
    to	
    five	
    minutes	
    
  § 
  Superior	
    Lock:	
    Five	
    minutes	
    and	
    more	
    
  § 
  Magical	
     Lock:	
     Magic	
     may	
     increase	
     the	
     potency	
     of	
     a	
     lock	
     or	
    
  render	
    it.	
    even	
    impossible	
    to	
    open.	
    
  D O O R  C O N D I T I O N  
  Not	
     all	
     doors	
     are	
     created	
     equal.	
     Doors	
     providing	
     access	
     to	
     a	
    
  storeroom,	
    for	
    example,	
    may	
    be	
    of	
    average	
    quality	
    while	
    those	
    
  leading	
    to	
    abandoned	
    rooms	
    are	
    most	
    likely	
    dilapidated.	
    	
    
  	
    
  Use	
     the	
     table	
     below	
     to	
     determine	
     the	
     door’s	
     general	
    
  condition:	
    	
    
  CONDITION	
    
  PERCEPTION-­‐
  INCREASE	
    1	
    
  HARDNESS	
    
  HP	
    
  BREAK	
    
  Dilapidated2	
    
  Least	
    
  Decreased	
    
  greatly	
    
  -­‐50%	
    
  Decreased	
    
  greatly	
    
  Poor2	
    
  Lesser	
    
  Decreased	
    
  -­‐25%	
    
  Decreased	
    
  Average	
    
  Medium	
    
  —	
    
  —	
    
  —	
    
  Good3	
    
  Significant	
    
  Increased	
    
  +25%	
    
  Increased	
    
  Excellent3	
    
  Massive	
    
  Increased	
    
  greatly	
    
  +50%	
    
  Increased	
    
  greatly	
    
  1:	
    Only	
    to	
    hearing-­‐based	
    Perception	
    checks.	
    
  2:	
    Dilapidated	
    doors	
    –	
    and	
    those	
    in	
    a	
    poor	
    condition	
    –	
    often	
    do	
    
  not	
    fit	
    very	
    well.	
    At	
    the	
    GM’s	
    discretion,	
    a	
    character	
    may	
    be	
    able	
    
  to	
    peek	
    under	
    or	
    over	
    a	
    door	
    to	
    gain	
    a	
    limited	
    view	
    into	
    the	
    area	
    
  beyond.	
    
  3:	
    Doors	
    in	
    good	
    or	
    excellent	
    condition	
    fit	
    the	
    doorway	
    well;	
    they	
    
  rarely	
    have	
    enough	
    of	
    a	
    gap	
    for	
    an	
    explorer	
    to	
    see	
    the	
    area	
    
  beyond.	
    
   
  	
    
  	
    
  	
    
  
  59	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  dungeon’s	
     door.	
     Some	
     features	
     listed	
     below	
     may	
     be	
    
  inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    
  such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  There	
    is	
    no	
    readily	
    apparent	
    handle	
    or	
    latch	
    on	
    
  the	
    portal.	
    A	
    mechanism	
    is	
    well	
    hidden	
    nearby	
    in	
    
  the	
    wall.	
    
  06-­‐10	
    
  An	
    elaborate	
    baroque	
    doorknocker	
    is	
    fixed	
    to	
    the	
    
  door.	
    
  11-­‐12	
    
  The	
     door’s	
     hinges	
     are	
     designed	
     to	
     allow	
     it	
     to	
    
  open	
    both	
    inward	
    and	
    outward.	
    
  13-­‐14	
    
  A	
     grate	
     or	
     window	
     allows	
     one	
     to	
     look	
     into	
     the	
    
  chamber	
    or	
    passage	
    beyond.	
    
  15-­‐16	
    
  A	
    small	
    peephole	
    pierces	
    the	
    door.	
    
  17-­‐18	
    
  The	
    door	
    slides	
    open	
    rather	
    than	
    swings	
    open.	
    
  19-­‐20	
    
  The	
    door	
    is	
    incongruous	
    to	
    its	
    surroundings.	
    In	
    a	
    
  plain	
     setting,	
     it	
     is	
     elaborately	
     decorated;	
     in	
     a	
    
  palatial	
    room,	
    it	
    is	
    plain	
    and	
    unmarked.	
    
  21-­‐22	
    
  A	
     pulley	
     and	
     counterweight	
     mechanism	
     opens	
    
  the	
    door,	
    which	
    is	
    unusually	
    heavy.	
    
  23-­‐24	
    
  The	
    door	
    is	
    a	
    jib	
    door,	
    a	
    secret	
    door	
    designed	
    to	
    
  blend	
    in	
    with	
    the	
    wall	
    panelling.	
    
  25-­‐26	
    
  Ventilation	
     slats	
     are	
     built	
     into	
     the	
     door,	
     but	
     do	
    
  not	
    permit	
    a	
    view	
    of	
    the	
    other	
    side.	
    
  27-­‐28	
    
  Fluted	
     and	
     scroll-­‐like	
     mouldings	
     around	
     the	
    
  door’s	
     frame	
     make	
     the	
     whole	
     an	
     impressive	
    
  work	
    of	
    delicate	
    craftsmanship.	
    
  29-­‐30	
    
  The	
    door	
    is	
    constructed	
    of	
    folding	
    panels,	
    sliding	
    
  to	
    one	
    side	
    to	
    allow	
    entrance.	
    
  31-­‐32	
    
  The	
     door	
     is	
     made	
     of	
     hollow	
     material	
     and	
     is	
    
  exceptionally	
    easy	
    to	
    destroy	
    (reduce	
    the	
    door’s	
    
  hardness	
    and	
    hps	
    by	
    50%).	
    
  33-­‐34	
    
  The	
    image	
    of	
    an	
    immense	
    face	
    covers	
    the	
    door’s	
    
  surface,	
    carved	
    in	
    high	
    relief.	
    
  35-­‐36	
    
  The	
     door	
     fits	
     very	
     closely	
     into	
     its	
     frame	
     and	
     is	
    
  hard	
    to	
    open	
    and	
    break.	
    
  37-­‐38	
    
  This	
     narrow	
     double	
     door	
     opens	
     like	
     a	
     pair	
     of	
    
  shutters	
    and	
    is	
    as	
    wide	
    as	
    a	
    normal	
    single	
    door.	
    
  39-­‐40	
    
  The	
     door	
     is	
     cut	
     in	
     half;	
     the	
     lower	
     and	
     upper	
    
  portions	
    can	
    open	
    separately.	
    
  41-­‐42	
    
  A	
     small	
     door	
     is	
     cut	
     out	
     of	
     the	
     bottom,	
     with	
     a	
    
  swinging	
    flap,	
    to	
    allow	
    small	
    creatures	
    access.	
    It	
    
  is	
    not	
    barred.	
    
  43-­‐44	
    
  The	
     elaborate	
     iron	
     strap-­‐hinges	
     of	
     this	
     door	
    
  extend	
    from	
    the	
    side	
    nearly	
    to	
    the	
    opposite	
    edge	
    
  of	
    its	
    surface,	
    forming	
    a	
    floral	
    motif.	
    
  45-­‐46	
    
  The	
     door	
     is	
     painted	
     with	
     a	
     crude	
     portrait	
     of	
    
  whoever	
    or	
    whatever	
    lives	
    within.	
    
  47-­‐48	
    
  The	
    door	
    is	
    designed	
    to	
    appear	
    to	
    be	
    the	
    tongue	
    
  and	
    throat	
    of	
    a	
    great	
    demonic	
    mouth.	
    
  49-­‐50	
    
  The	
     door	
     is	
     cunningly	
     devised	
     to	
     resemble	
     a	
    
  different	
    material	
    than	
    its	
    true	
    composition;	
    i.e.,	
    
  wood	
    painted	
    to	
    resemble	
    stone,	
    a	
    wooden	
    door	
    
  covered	
    in	
    iron	
    plates	
    and	
    so	
    on.	
    
  51-­‐52	
    
  The	
    door’s	
    handle,	
    doorknob	
    and	
    dimensions	
    are	
    
  sized	
    for	
    someone	
    substantially	
    smaller	
    or	
    taller	
    
  than	
    a	
    normal	
    human.	
    
  53-­‐54	
    
  The	
    cornices	
    and	
    frame	
    of	
    the	
    door	
    vastly	
    dwarf	
    
  the	
    portal	
    itself.	
    
  55-­‐56	
    
  The	
    doorsill	
    is	
    a	
    significant	
    step	
    up.	
    One	
    may	
    trip	
    
  when	
    entering	
    the	
    square	
    containing	
    the	
    door.	
    
  57-­‐58	
    
  The	
    door	
    is	
    decorated	
    with	
    gilded	
    writing	
    in	
    an	
    
  appropriate	
    
  alphabet.	
    
  It	
    
  is	
    
  rendered	
    
  in	
    
  immaculate	
    cursive.	
    
  59-­‐60	
    
  The	
     door	
     revolves	
     when	
     pushed,	
     rather	
     than	
    
  opening	
    normally.	
    
  61-­‐62	
    
  The	
     door	
     is	
     oval	
     or	
     round	
     rather	
     than	
    
  rectangular.	
    	
    
  63-­‐64	
    
  The	
    door	
    is	
    triangular	
    or	
    rhomboid	
    in	
    shape.	
    
  65-­‐66	
    
  A	
     sliding	
     panel	
     of	
     paper,	
     canvas	
     or	
     parchment	
    
  serves	
    as	
    a	
    door.	
    
  67-­‐68	
    
  The	
     door	
     is	
     a	
     curtain	
     of	
     beads	
     or	
     cloth	
     and	
    
  provides	
    concealment.	
    
  69-­‐70	
    
  The	
    door	
    has	
    a	
    small	
    viewport	
    set	
    at	
    head	
    height.	
    
  An	
    iron	
    grill	
    protects	
    the	
    viewport.	
    The	
    viewport	
    
  has	
    a	
    small	
    wooden	
    door.	
    	
    
  71-­‐72	
    
  The	
    door	
    is	
    actually	
    a	
    large	
    painting	
    surrounded	
    
  by	
     a	
     wide,	
     gold	
     leaf	
     frame.	
     The	
     “door”	
     opens	
    
  outwards	
    and	
    swings	
    to	
    the	
    left.	
    	
    
  73-­‐74	
    
  Two	
    
  heroic	
    
  nude	
    
  figures	
    
  decorate	
    
  the	
    
  doorframe,	
     standing	
     considerably	
     higher	
     than	
    
  human	
    height.	
    
  75-­‐76	
    
  A	
    bookshelf	
    or	
    cabinet	
    is	
    attached	
    to	
    the	
    door.	
    	
    
  77-­‐78	
    
  The	
    handle	
    is	
    in	
    the	
    form	
    of	
    an	
    open	
    hand,	
    which	
    
  must	
    be	
    grasped	
    as	
    if	
    to	
    shake	
    to	
    open.	
    
  79-­‐80	
    
  The	
    door	
    is	
    covered	
    in	
    supple	
    leather.	
    
  81-­‐82	
    
  The	
    door	
    has	
    a	
    large	
    mirror	
    hanging	
    on	
    it.	
    
  83-­‐84	
    
  The	
     door’s	
     hinges	
     contain	
     a	
     one-­‐minute	
    
  hourglass.	
     After	
     it	
     has	
     remained	
     open	
     for	
     one	
    
  minute,	
    it	
    shuts	
    automatically.	
    
  85-­‐86	
    
  The	
     door	
     is	
     made	
     of	
     heavy	
     stone,	
     carefully	
    
  balanced.	
    It	
    can	
    be	
    opened	
    with	
    no	
    more	
    effort	
    
  than	
    a	
    normal	
    door.	
    
  87-­‐88	
    
  Two	
    elaborately	
    robed	
    exotic	
    figures	
    in	
    gold	
    leaf	
    
  and	
    enamel	
    decorate	
    the	
    door’s	
    panels.	
    
  89-­‐90	
    
  The	
     image	
     of	
     a	
     sinister	
     figure	
     is	
     outlined	
     in	
     a	
    
  blackened	
    iron	
    silhouette	
    nailed	
    to	
    the	
    door.	
    
  91-­‐92	
    
  Nails	
     hammered	
     into	
     this	
     door	
     mark	
     out	
     a	
    
  religious	
     or	
     martial	
     symbol	
     appropriate	
     to	
    
  whoever	
    dwells	
    within.	
    
  93-­‐94	
    
  The	
     door	
     is	
     low	
     but	
     wide.	
     Medium-­‐sized	
     and	
    
  larger	
     creatures	
     must	
     duck	
     to	
     pass	
     through.	
    
  Treat	
     such	
     characters	
     as	
     squeezing	
     in	
     that	
    
  square.	
    
  95-­‐99	
    
  The	
    door	
    is	
    false	
    and	
    it	
    does	
    not	
    open.	
    Removing	
    
  it	
    reveals	
    a	
    blank	
    stone	
    wall.	
    
  100	
    
  The	
    door	
    is	
    trapped.	
    Refer	
    to	
    pages	
    8-­‐9.	
    
  	
    
   
  
  60	
    
  D O O R S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
     doors.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  The	
     door	
     is	
     warped	
     and	
     bent,	
     as	
     if	
     something	
    
  huge	
     and	
     strong	
     slammed	
     against	
     it.	
     It	
     opens	
    
  only	
    with	
    difficulty	
    and	
    is	
    hard	
    to	
    break.	
    
  2	
    
  The	
     door	
     has	
     been	
     crudely	
     barred	
     from	
     the	
    
  party’s	
    side.	
    
  3	
    
  The	
    door	
    is	
    blocked	
    or	
    barred	
    from	
    the	
    opposite	
    
  side.	
    
  4	
    
  The	
    door	
    has	
    been	
    detached	
    from	
    its	
    hinges	
    and	
    
  is	
    leaning	
    against	
    the	
    wall.	
    
  5	
    
  The	
    door	
    has	
    been	
    repeatedly	
    and	
    amateurishly	
    
  repaired.	
    
  6	
    
  A	
     curtain	
     or	
     cabinet	
     has	
     been	
     used	
     to	
     conceal	
    
  the	
    door	
    from	
    casual	
    observers.	
    
  7	
    
  “Way	
    Out?”	
    is	
    written	
    in	
    blood	
    at	
    the	
    foot	
    of	
    the	
    
  door.	
    
  8	
    
  Someone	
    has	
    scratched	
    the	
    word	
    “tyger”	
    on	
    the	
    
  door.	
    
  9	
    
  The	
    prints	
    of	
    two	
    humanoid	
    hands	
    are	
    burned	
    or	
    
  melted	
    into	
    the	
    door’s	
    surface.	
    
  10	
    
  Insects,	
     rust	
     or	
     other	
     rot	
     have	
     so	
     thoroughly	
    
  eaten	
     away	
     at	
     the	
     door	
     that	
     it	
     crumbles	
     at	
     a	
    
  touch.	
    
  11	
    
  Blood-­‐like	
    sap	
    or	
    mould	
    oozes	
    from	
    the	
    edges	
    of	
    
  the	
    portal.	
    
  12	
    
  Wisps	
    of	
    smoke	
    or	
    fog	
    drift	
    under	
    the	
    door.	
    
  13	
    
  The	
     door	
     is	
     propped	
     open	
     by	
     a	
     small,	
     heavy	
    
  object.	
    
  14	
    
  The	
    door	
    is	
    open,	
    and	
    is	
    securely	
    fastened	
    by	
    a	
    
  chain	
    to	
    a	
    metal	
    ring	
    on	
    the	
    wall.	
    
  15	
    
  A	
    bell	
    is	
    attached	
    to	
    a	
    string	
    to	
    the	
    other	
    side	
    of	
    
  the	
    door,	
    creating	
    a	
    makeshift	
    alarm.	
    
  16	
    
  Thorns	
     and	
     spikes,	
     appearing	
     as	
     if	
     they	
     have	
    
  grown	
    from	
    the	
    door,	
    festoon	
    its	
    surface.	
    
  17	
    
  The	
    door	
    is	
    ill-­‐fitting	
    and	
    overlarge	
    for	
    its	
    frame;	
    
  this	
     makes	
     breaking	
     the	
     door	
     slightly	
     more	
    
  difficult.	
    
  18	
    
  The	
     door	
     is	
     painted	
     a	
     vibrant	
     colour	
     and	
     is	
     the	
    
  most	
    eye-­‐catching	
    feature	
    of	
    the	
    room.	
    
  19	
    
  The	
    door	
    has	
    been	
    cut	
    into	
    the	
    wall	
    and	
    installed	
    
  as	
    an	
    obvious	
    redesign	
    of	
    the	
    area.	
    
  20	
    
  The	
    door	
    opens	
    of	
    its	
    own	
    accord	
    when	
    anyone	
    
  approaches	
    within	
    5	
    feet.	
    
  21	
    
  The	
     door	
     handle	
     has	
     been	
     broken	
     off;	
     it	
     lies	
    
  mangled	
    nearby.	
    
  22	
    
  The	
     door	
     is	
     enveloped	
     in	
     ivy	
     or	
     fungus,	
     which	
    
  gives	
    anyone	
    touching	
    it	
    a	
    nasty	
    rash.	
    
  23	
    
  An	
    empty	
    suit	
    of	
    armour	
    is	
    fastened	
    to	
    the	
    door.	
    
  24	
    
  A	
     door	
     once	
     filled	
     this	
     doorway;	
     hastily-­‐set	
    
  masonry	
    now	
    replaces	
    it.	
    
  25	
    
  The	
    door	
    has	
    been	
    deeply	
    charred	
    or	
    melted	
    in	
    
  an	
    uneven	
    pattern.	
    
  26	
    
  The	
    door	
    stands	
    five	
    feet	
    off	
    the	
    floor,	
    but	
    there	
    
  are	
    no	
    steps	
    leading	
    up	
    to	
    it	
    from	
    this	
    side.	
    
  27	
    
  A	
    worn	
    and	
    filthy	
    doormat	
    lies	
    by	
    the	
    door.	
    
  28	
    
  A	
    yellowed	
    and	
    faded	
    label	
    is	
    affixed	
    to	
    the	
    door.	
    
  The	
     letters	
     read	
     “Doct…	
     Mo…”	
     (or	
     perhaps,	
    
  “Dont…	
    Wo…”)	
    
  29	
    
  The	
    door	
    and	
    surrounding	
    wall	
    are	
    scorched	
    by	
    
  fire.	
    Soot	
    covers	
    the	
    floor.	
    	
    
  30	
    
  Crudely	
     painted	
     in	
     brownish-­‐red	
     are	
     the	
     words	
    
  “Pleaz	
    Com	
    In.”	
    
  31	
    
  A	
     folk-­‐art	
     motif	
     showing	
     a	
     marvellous	
     tree	
    
  reaching	
     toward	
     the	
     heavens,	
     inhabited	
     by	
    
  serpents	
    and	
    squirrels,	
    is	
    painted	
    onto	
    the	
    door.	
    
  32	
    
  The	
    door	
    is	
    upside	
    down.	
    
  33	
    
  The	
    door’s	
    key	
    has	
    been	
    left	
    in	
    the	
    lock	
    on	
    the	
    
  party’s	
    side.	
    
  34	
    
  A	
    soft	
    knocking,	
    in	
    a	
    staccato	
    rhythm,	
    is	
    coming	
    
  from	
    the	
    door’s	
    other	
    side.	
    
  35	
    
  The	
    door	
    gives	
    off	
    a	
    soft,	
    unearthly	
    glow.	
    
  36	
    
  A	
    thin	
    coating	
    of	
    dust	
    makes	
    it	
    clear	
    that	
    no-­‐one	
    
  has	
    opened	
    this	
    door	
    for	
    generations.	
    
  37	
    
  A	
     partially	
     skeletonized	
     arm,	
     severed	
     at	
     the	
    
  elbow,	
    hangs	
    from	
    the	
    door’s	
    handle.	
    
  38	
    
  Cobwebs	
    and	
    tiny	
    spiders	
    festoon	
    the	
    door.	
    
  39	
    
  The	
     handle	
     or	
     mechanism	
     of	
     the	
     door	
     is	
     caked	
    
  with	
    grime.	
    
  40	
    
  Fourteen	
     hash	
     marks	
     are	
     scratched	
     into	
     the	
    
  door,	
    near	
    the	
    floor.	
    
  41	
    
  A	
     perfectly	
     round	
     hole	
     is	
     punched	
     out	
     of	
     the	
    
  lower	
    left	
    corner	
    of	
    the	
    door.	
    
  42	
    
  Unintelligible	
    graffiti	
    covers	
    the	
    door.	
    
  43	
    
  Splotches	
    of	
    wet	
    sand	
    or	
    mud	
    cling	
    to	
    the	
    door.	
    
  44	
    
  A	
    set	
    of	
    lock	
    picks	
    dangles	
    from	
    the	
    door’s	
    lock.	
    
  45	
    
  Someone	
     has	
     shoved	
     rags	
     under	
     the	
     door	
     to	
    
  block	
    up	
    the	
    large	
    crack	
    between	
    the	
    door	
    and	
    
  floor.	
    
  46	
    
  Soot	
    has	
    stained	
    the	
    area	
    around	
    the	
    doorframe,	
    
  as	
    if	
    a	
    fire	
    once	
    burned	
    on	
    the	
    far	
    side.	
    
  47	
    
  This	
     door	
     has	
     stood	
     open	
     for	
     so	
     long	
     that	
     a	
    
  spider’s	
     web	
     fills	
     the	
     upper	
     corner,	
     near	
     the	
    
  frame.	
    Dead	
    flies	
    festoon	
    it.	
    
  48	
    
  The	
     door	
     has	
     been	
     carefully	
     cleaned,	
     polished	
    
  and	
    oiled.	
    
  49	
    
  A	
     stone	
     foot	
     from	
     a	
     statue	
     stands	
     beside	
     the	
    
  door	
    and	
    serves	
    as	
    a	
    doorstop.	
    
  50	
    
  The	
     door	
     has	
     been	
     replaced	
     by	
     a	
     table	
     leaning	
    
  against	
    the	
    open	
    frame.	
    
  51	
    
  The	
    metal	
    hinges	
    and	
    fittings	
    of	
    the	
    door	
    are	
    still	
    
  fixed	
    to	
    the	
    wall,	
    or	
    lying	
    nearby.	
    There	
    is	
    no	
    sign	
    
  of	
    the	
    door	
    itself.	
    
  52	
    
  The	
     latch	
     of	
     the	
     door	
     is	
     connected	
     to	
     a	
     music	
    
  box,	
     making	
     an	
     eerie	
     series	
     of	
     chimes	
     if	
     its	
    
  turned.	
    
  
  61	
    
  53	
    
  The	
     muddy	
     prints	
     of	
     a	
     dog	
     or	
     wolf	
     (as	
     if	
     the	
    
  animal	
    had	
    jumped	
    up)	
    cover	
    the	
    middle	
    portion	
    
  of	
    the	
    door.	
    
  54	
    
  A	
    series	
    of	
    random	
    numbers	
    are	
    carved	
    into	
    the	
    
  door’s	
     surface.	
     The	
     number	
     nine	
     appears	
    
  repeatedly.	
    
  55	
    
  A	
     whistling	
     and	
     tangible	
     breeze	
     blows	
     through	
    
  the	
    cracks	
    in	
    the	
    door.	
    
  56	
    
  The	
    door’s	
    handle	
    is	
    grander	
    and	
    of	
    much	
    higher	
    
  quality	
    than	
    the	
    door	
    itself.	
    The	
    internal	
    lock	
    is	
    
  good.	
    	
    
  57	
    
  A	
    dagger	
    has	
    been	
    driven	
    into	
    the	
    door.	
    
  58	
    
  A	
    chair	
    sits	
    next	
    to	
    the	
    door.	
    A	
    slumped	
    skeleton,	
    
  sword	
    in	
    lap,	
    as	
    if	
    on	
    watch,	
    sits	
    in	
    it.	
    
  59	
    
  Many	
    small	
    teeth	
    are	
    stuck	
    in	
    the	
    door’s	
    frame.	
    
  60	
    
  A	
    rope	
    is	
    tied	
    to	
    the	
    handle,	
    and	
    stretches	
    across	
    
  the	
    room,	
    ending	
    in	
    a	
    frayed	
    tangle.	
    
  61	
    
  The	
    wall	
    and	
    ceiling	
    above	
    the	
    door	
    are	
    cracked	
    
  and	
     collapsing.	
     Casual	
     observation	
     reveals	
     that	
    
  opening	
    the	
    door	
    will	
    probably	
    cause	
    it	
    to	
    fall.	
    
  62	
    
  In	
    chalk,	
    a	
    huge	
    eye	
    has	
    been	
    drawn	
    on	
    the	
    door.	
    
  63	
    
  The	
    door	
    is	
    icy	
    cold	
    to	
    the	
    touch.	
    
  64	
    
  Deeply	
    incised	
    into	
    the	
    door	
    is	
    an	
    elaborate	
    sigil	
    
  or	
     arcane	
     seal.	
     Esoteric	
     knowledge	
     may	
     reveals	
    
  its	
    meaning.	
    
  65	
    
  Some	
    kind	
    of	
    harness	
    has	
    been	
    attached	
    to	
    the	
    
  door	
    frame	
    and	
    the	
    door	
    is	
    open.	
    The	
    harness	
    is	
    
  stretched	
    and	
    shredded.	
    
  66	
    
  The	
     underside	
     of	
     the	
     door	
     has	
     been	
     gnawed	
    
  away,	
     leaving	
     enough	
     room	
     for	
     a	
     Small	
    
  humanoid	
    to	
    crawl	
    through.	
    (Such	
    creatures	
    are	
    
  considered	
    squeezing,	
    however).	
    
  67	
    
  A	
    pewter	
    bowl,	
    covered	
    in	
    mould,	
    and	
    a	
    wooden	
    
  cup,	
    filled	
    with	
    stagnant	
    water,	
    sit	
    in	
    front	
    of	
    the	
    
  door.	
    
  68	
    
  A	
    half-­‐completed	
    attempt	
    to	
    brick	
    or	
    wall	
    up	
    the	
    
  doorway	
     is	
     evident.	
     The	
     door	
     itself	
     is	
     missing.	
    
  Tools	
    are	
    scattered	
    in	
    disarray.	
    
  69	
    
  A	
    sweet	
    fragrance,	
    as	
    if	
    from	
    many	
    roses,	
    wafts	
    
  through	
    the	
    door.	
    
  70	
    
  Though	
    the	
    door	
    is	
    absent,	
    a	
    luminescent	
    door-­‐
  like	
    shape	
    fills	
    the	
    portal,	
    suggesting	
    its	
    original	
    
  form	
    and	
    design.	
    
  71	
    
  A	
     dozen	
     throwing	
     knives	
     or	
     shuriken	
     are	
    
  embedded	
    in	
    the	
    door.	
    
  72	
    
  Sticky	
     black	
     tar	
     has	
     been	
     daubed	
     on	
     the	
     door.	
    
  Drips	
    and	
    splatters	
    cover	
    the	
    floor	
    nearby.	
    
  73	
    
  A	
    flattened	
    scroll	
    (perhaps	
    containing	
    a	
    message	
    
  or	
    map)	
    has	
    been	
    shoved	
    under	
    the	
    door.	
    
  74	
    
  A	
     brass	
     horn	
     hangs	
     from	
     a	
     hook	
     that’s	
     been	
    
  screwed	
    into	
    the	
    middle	
    of	
    the	
    door.	
    
  75	
    
  Hundreds	
    of	
    iron	
    nails	
    have	
    been	
    hammered	
    into	
    
  the	
    door.	
    Some	
    have	
    been	
    hammered	
    all	
    the	
    way	
    
  in	
    while	
    others	
    yet	
    stand	
    proud.	
    
  76	
    
  A	
     knot	
     in	
     the	
     wood	
     or	
     a	
     crack	
     in	
     the	
     door	
     has	
    
  been	
    widened	
    to	
    make	
    a	
    makeshift	
    peephole.	
    
  77	
    
  Fur	
    and	
    hairs	
    are	
    stuck	
    to	
    the	
    side	
    of	
    the	
    door,	
    as	
    
  if	
    it	
    was	
    used	
    for	
    scratching	
    by	
    a	
    large	
    animal.	
    
  78	
    
  The	
     door	
     casts	
     its	
     own	
     dim	
     shadow	
     outward,	
    
  independent	
    of	
    all	
    light.	
    
  79	
    
  The	
    door	
    is	
    ajar	
    and	
    a	
    metal	
    bucket	
    full	
    of	
    liquid	
    
  is	
    propped	
    above	
    it.	
    Characters	
    opening	
    the	
    door	
    
  get	
     drenched.	
     The	
     bucket	
     clatters	
     to	
     the	
     floor,	
    
  potentially	
    alerting	
    nearby	
    creatures.	
    
  80	
    
  The	
     door	
     makes	
     a	
     shrill,	
     almost	
     deafening,	
    
  squeaking	
     noise	
     as	
     it	
     opens.	
     Nearby	
     creatures	
    
  can	
    easily	
    hear	
    it	
    open.	
    
  81	
    
  The	
     door	
     sits	
     loosely	
     on	
     its	
     hinges	
     and	
     can	
     be	
    
  easily	
    removed.	
    
  82	
    
  A	
    sign	
    is	
    pasted	
    on	
    the	
    door,	
    reading	
    “EGRESS”	
    in	
    
  ornamental	
    capitals.	
    
  83	
    
  The	
    shell	
    of	
    the	
    door	
    is	
    blackened	
    and	
    peeling.	
    
  84	
    
  An	
    enchanted	
    lock	
    protects	
    the	
    door.	
    
  85	
    
  The	
     handle	
     and	
     lock	
     have	
     been	
     ripped	
     or	
     torn	
    
  from	
     the	
     door,	
     leaving	
     a	
     ragged	
     hole.	
     Bunched	
    
  cloth	
    fills	
    the	
    holes.	
    	
    
  86	
    
  This	
     door	
     opens	
     up	
     onto	
     empty	
     space,	
     with	
     at	
    
  least	
    a	
    10	
    foot	
    drop	
    to	
    the	
    floor	
    beyond.	
    
  87	
    
  Magic	
    holds	
    the	
    door	
    shut.	
    
  88	
    
  Something	
     has	
     been	
     painted	
     over	
     hurriedly	
     on	
    
  the	
     door,	
     leaving	
     an	
     ugly	
     blob	
     of	
     pigment.	
     The	
    
  image	
    below	
    is	
    faintly	
    visible.	
    	
    
  89	
    
  Snatches	
    of	
    conversation	
    and	
    laughter	
    emanate	
    
  from	
    behind	
    the	
    door.	
    
  90	
    
  Someone	
    has	
    gouged	
    out	
    apparently	
    valuable	
    or	
    
  dangerous	
    decorations	
    from	
    the	
    door,	
    leaving	
    it	
    
  pitted	
    and	
    scored.	
    
  91	
    
  The	
    hinges	
    of	
    the	
    door	
    are	
    rusted	
    shut.	
    Oil	
    or	
    a	
    
  similar	
    effect	
    is	
    necessary	
    to	
    open	
    it.	
    
  92	
    
  The	
    
  door	
    
  shimmers	
    
  and	
    
  sparkles	
    
  with	
    
  iridescence.	
    A	
    glowing	
    rune	
    is	
    in	
    its	
    centre.	
    
  93	
    
  A	
    faded	
    sign	
    by	
    the	
    handle	
    reads	
    “This	
    door	
    has	
    
  been	
    locked	
    for	
    safety	
    reasons.”	
    
  94	
    
  The	
     door	
     has	
     been	
     broken	
     in	
     half.	
     One	
     portion	
    
  lies	
    nearby	
    while	
    the	
    upper	
    part	
    of	
    the	
    door	
    still	
    
  hangs	
    from	
    a	
    hinge.	
    
  95	
    
  The	
     number	
     13	
     is	
     painted	
     above	
     the	
     door	
     in	
    
  whitewash.	
    
  96	
    
  The	
    door’s	
    frame	
    has	
    been	
    replaced	
    and	
    is	
    much	
    
  newer	
    than	
    the	
    door	
    it	
    surrounds.	
    	
    
  97	
    
  The	
     walls	
     around	
     the	
     door’s	
     hinges	
     are	
     pitted	
    
  and	
    scarred	
    as	
    if	
    someone	
    had	
    tried	
    –	
    and	
    failed	
    
  –	
    to	
    smash	
    through	
    them.	
    	
    
  98	
    
  Though	
    this	
    was	
    once	
    a	
    door,	
    the	
    portal	
    is	
    now	
    
  bricked	
     or	
     boarded	
     up	
     from	
     the	
     other	
     side.	
    
  When	
    opened,	
    it	
    reveals	
    only	
    a	
    blank	
    wall.	
    
  99	
    
  Roll	
     twice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     99-­‐
  100.	
    
  100	
    
  The	
    door	
    is	
    trapped.	
    	
    
  	
    
   
  
  62	
    
  D O U B L E  D O O R S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Double	
    doors	
    almost	
    always	
    guard	
    areas	
    of	
    great	
    importance	
    in	
    
  a	
     dungeon.	
     Often	
     throne	
     rooms,	
     subterranean	
     chapels,	
     crypts	
    
  housing	
     the	
     remains	
     of	
     important	
     personages	
     and	
     similarly	
    
  important	
    locations	
    lie	
    beyond.	
    Thus,	
    such	
    dungeon	
    features	
    are	
    
  often	
    well-­‐built,	
    sturdy	
    and	
    ornately	
    decorated.	
    	
    
  	
    
  Given	
    that	
    double	
    doors	
    represent	
    a	
    significant	
    expenditure	
    
  of	
     coin	
     and	
     skilled	
     labour	
     they	
     are	
     almost	
     never	
     placed	
    
  “frivolously.”	
     They	
     have	
     a	
     specific	
     place	
     in	
     the	
     dungeon	
     and	
    
  often	
     act	
     as	
     a	
     subconscious	
     cue	
     to	
     explorers	
     that	
     they	
     are	
    
  entering	
    an	
    important	
    part	
    of	
    the	
    complex.	
    Many	
    are	
    ceremonial	
    
  in	
     nature	
     and	
     have	
     been	
     designed	
     to	
     elicit	
     feelings	
     of	
     awe	
     in	
    
  those	
    passing	
    through	
    them.	
    
  	
    
  Double	
    doors	
    are	
    perhaps	
    the	
    type	
    of	
    dungeon	
    doors	
    most	
    
  likely	
     to	
     be	
     guarded	
     either	
     by	
     mundane	
     guards,	
     animated	
    
  constructs	
     or	
     traps.	
     Exploring	
     adventurers	
     should	
     therefore	
     be	
    
  wary	
     of	
     such	
     features	
     and	
     take	
     extra	
     time	
     observing	
     and	
    
  searching	
    them.	
    	
    
  	
    
  Double	
     doors	
     share	
     many	
     of	
     the	
     same	
     characteristics	
     of	
    
  normal	
     single	
     doors.	
     For	
     the	
     GM’s	
     ease	
     of	
     reference	
     those	
    
  details	
    are	
    reproduced	
    on	
    the	
    opposite	
    page,	
    however	
    given	
    that	
    
  double	
     doors	
     are	
     often	
     stronger	
     than	
     normal	
     doors	
     these	
    
  statistics	
    vary	
    slightly	
    from	
    those	
    of	
    their	
    lesser	
    brethren.	
    
  
  63	
    
  	
    
  Doors	
    are	
    one	
    of	
    the	
    most	
    basic	
    dungeon	
    features,	
    although	
    
  double	
    doors	
    are	
    much	
    rarer	
    than	
    normal,	
    single	
    doors	
    (except	
    
  sometimes	
    in	
    dungeons	
    designed	
    for	
    Large	
    or	
    bigger	
    creatures)	
    
  and	
    as	
    such	
    can	
    offer	
    clever	
    explorers	
    vital	
    clues	
    to	
    what	
    might	
    
  lie	
    beyond.	
    	
    
  	
    
  Double	
     doors	
     come	
     in	
     many	
     different	
     shapes	
     and	
     sizes.	
    
  These	
    notes	
    present	
    their	
    basic	
    characteristics.	
    
  C O M M O N  C H A R A C T E R I S T I C S  
  Doors	
    are	
    bottlenecks	
    in	
    dungeons	
    and	
    doorways	
    are	
    often	
    the	
    
  setting	
    of	
    desperate	
    battles.	
    Clever	
    combatants	
    can	
    use	
    them	
    to	
    
  their	
    advantage.	
    
  § 
  Cover:	
     A	
     character	
     being	
     attacked	
     diagonally	
     through	
     a	
    
  doorway	
    has	
    cover.	
    
  § 
  Line	
    of	
    Sight:	
    A	
    closed	
    door	
    blocks	
    line	
    of	
    sight.	
    	
    
  § 
  Line	
    of	
    Effect:	
    A	
    closed	
    door	
    blocks	
    line	
    of	
    effect.	
    
  § 
  Divination	
     magic:	
     Most	
     detection	
     magic	
     can	
     penetrate	
     a	
    
  normal	
    door	
    as	
    it	
    takes	
    3	
    feet	
    of	
    wood	
    or	
    1	
    foot	
    of	
    stone	
    to	
    
  block	
    the	
    spell’s	
    effect.	
    
  § 
  Hearing-­‐Based	
     Perception:	
     A	
     closed	
     door	
     makes	
     hearing	
    
  sounds	
    emanating	
    from	
    beyond	
    one	
    step	
    more	
    difficult.	
    
  C O N S T R U C T I O N  
  Most	
    double	
    doors	
    are	
    wooden	
    affairs,	
    but	
    in	
    dungeons	
    where	
    
  access	
     to	
     wood	
     is	
     limited	
     or	
     nonexistent,	
     stone	
     is	
     often	
     used.	
    
  Stone	
     doors	
     (and	
     those	
     of	
     even	
     harder	
     or	
     more	
     outlandish	
    
  materials)	
     are	
     also	
     found	
     guarding	
     particularly	
     important	
     sites	
    
  such	
     as	
     treasure	
     vaults,	
     the	
     crypts	
     of	
     powerful	
     undead	
     and	
     so	
    
  on.	
    	
    In	
     particularly	
     deep,	
     exotic	
     or	
     otherworldly	
     dungeons,	
    
  adventurers	
    may	
    encounter	
    doors	
    made	
    of	
    even	
    rarer,	
    stranger	
    
  or	
    valuable	
    materials	
    such	
    as	
    mithral	
    or	
    adamantine.	
    	
    
  	
    
  Many	
     double	
     doors	
     are	
     ornately	
     decorated	
     in	
     gold,	
     silver,	
    
  bone	
    and	
    so	
    on.	
    
  	
    
  § 
  Bone	
     Doors:	
     A	
     feature	
     of	
     necromancer’s	
     lairs	
     and	
     ancient	
    
  tombs,	
     bone	
     doors	
     are	
     designed	
     to	
     frighten	
     away	
     the	
    
  superstitious	
    or	
    gullible.	
    
  § 
  Good	
     Wooden	
     Door:	
     These	
     sturdy	
     doors	
     can	
     take	
     some	
    
  punishment	
     before	
     breaking.	
     Good	
     wooden	
     doors	
     are	
     rarely	
    
  double	
    doors,	
    however.	
    
  § 
  Strong	
     Wooden	
     Door:	
     These	
     wooden	
     doors	
     are	
     bound	
     with	
    
  iron	
    and	
    often	
    guard	
    important	
    areas.	
    
  § 
  Stone	
    Door:	
    Crafted	
    of	
    stone	
    these	
    doors	
    are	
    difficult	
    to	
    break	
    
  through.	
    They	
    are	
    a	
    feature	
    in	
    dungeons	
    built	
    by	
    deep-­‐dwelling	
    
  races	
    such	
    as	
    dwarves	
    and	
    drow.	
    	
    
  § 
  Iron	
     Door:	
     The	
     toughest	
     of	
     normal	
     doors	
     iron	
     doors	
     often	
    
  protect	
     vaults,	
     sacred	
     burial	
     chambers	
     and	
     other	
     important	
    
  areas.	
    
  § 
  Mithral	
     Doors:	
     These	
     light,	
     silvery	
     doors	
     are	
     much	
     easily	
    
  worked	
     than	
     adamantine	
     doors	
     and	
     are	
     often	
     in	
     themselves	
    
  works	
    of	
    art.	
    
  § 
  Adamantine	
     Doors:	
     Exceedingly	
     rare,	
     adamantine	
     doors	
     are	
    
  used	
    to	
    both	
    awe	
    their	
    viewers	
    and	
    protect	
    items	
    of	
    surpassing	
    
  importance.	
    	
    
  L O C K S  &  P R O T E C T I O N S  
  Many	
    double	
    doors	
    have	
    one	
    or	
    more	
    locks,	
    to	
    stymie	
    explorers	
    
  and	
     such	
     areas	
     of	
     importance	
     are	
     normally	
     protected	
     by	
     good	
    
  (or	
     better)	
     locks,	
     traps	
     and	
     even	
     magical	
     wards	
     on	
     occasion.	
    
  Attempting	
    to	
    open	
    a	
    lock	
    takes	
    a	
    full-­‐round	
    action.	
    
  § 
  Simple	
    Lock:	
    Less	
    than	
    a	
    minute	
    
  § 
  Average	
    Lock:	
    One	
    minute	
    
  § 
  Good	
    Lock:	
    One	
    to	
    five	
    minutes	
    
  § 
  Superior	
    Lock:	
    Five	
    minutes	
    and	
    more	
    
  § 
  Magical	
     Lock:	
     Magic	
     may	
     increase	
     the	
     potency	
     of	
     a	
     lock	
     or	
    
  render	
    it.	
    even	
    impossible	
    to	
    open.	
    
  § 
  Magic	
     Message:	
     A	
     mouth	
     appears	
     and	
     speaks	
     a	
     pre-­‐
  programmed	
     message	
     (probably	
     a	
     warning	
     or	
     threat	
     of	
     the	
    
  intruder’s	
    fate	
    should	
    it	
    go	
    through	
    the	
    door).	
    	
    
  D O O R  C O N D I T I O N  
  Not	
    all	
    doors	
    are	
    created	
    equal;	
    some	
    may	
    have	
    been	
    damaged	
    
  by	
    previous	
    explorers	
    while	
    others	
    are	
    as	
    good	
    as	
    new.	
    
  	
    
  Use	
     the	
     table	
     below	
     to	
     determine	
     the	
     door’s	
     general	
    
  condition:	
    	
    
  	
    
  CONDITION	
    
  PERCEPTION-­‐
  INCREASE	
    1	
    
  HARDNESS	
    
  HP	
    
  BREAK	
    
  Dilapidated2	
    
  Least	
    
  Decreased	
    
  greatly	
    
  -­‐50%	
    
  Decreased	
    
  greatly	
    
  Poor2	
    
  Lesser	
    
  Decreased	
    
  -­‐25%	
    
  Decreased	
    
  Average	
    
  Medium	
    
  —	
    
  —	
    
  —	
    
  Good3	
    
  Significant	
    
  Increased	
    
  +25%	
    
  Increased	
    
  Excellent3	
    
  Massive	
    
  Increased	
    
  greatly	
    
  +50%	
    
  Increased	
    
  greatly	
    
  1:	
    Only	
    to	
    hearing-­‐based	
    Perception	
    checks.	
    
  2:	
    Dilapidated	
    doors	
    –	
    and	
    those	
    in	
    a	
    poor	
    condition	
    –	
    often	
    do	
    
  not	
    fit	
    very	
    well.	
    At	
    the	
    GM’s	
    discretion,	
    a	
    character	
    may	
    be	
    able	
    
  to	
    peek	
    under	
    or	
    over	
    a	
    door	
    to	
    gain	
    a	
    limited	
    view	
    into	
    the	
    area	
    
  beyond.	
    
  3:	
    Doors	
    in	
    good	
    or	
    excellent	
    condition	
    fit	
    the	
    doorway	
    well;	
    they	
    
  rarely	
    have	
    enough	
    of	
    a	
    gap	
    for	
    an	
    explorer	
    to	
    see	
    the	
    area	
    
  beyond.	
    
  	
    
  	
    
  	
    
  	
    
  
  64	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  dungeon’s	
     double	
     doors.	
     Some	
     features	
     listed	
     below	
     may	
     be	
    
  inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    
  such	
    entries	
    as	
    appropriate.	
    
  	
    
  D%	
    
  	
    
  01-­‐05	
    
  The	
    carving	
    of	
    a	
    great,	
    lidless	
    eye	
    surrounded	
    by	
    
  grasping	
     tentacles	
     decorate	
     the	
     wall	
     above	
     and	
    
  around	
    the	
    doors.	
    
  06-­‐10	
    
  The	
    doors	
    are	
    banded	
    and	
    sealed	
    with	
    silver.	
    
  11-­‐12	
    
  The	
    doors	
    are	
    sealed	
    with	
    red	
    wax.	
    Dust	
    covers	
    
  them	
    (and	
    the	
    floor	
    in	
    front	
    of	
    them).	
    
  13-­‐14	
    
  One	
    of	
    the	
    doors	
    has	
    a	
    small	
    door	
    built	
    within	
    it;	
    
  it	
     can	
     open	
     independently.	
     Medium	
     or	
     larger	
    
  creatures	
     passing	
     through	
     it	
     are	
     considered	
    
  squeezing.	
    	
    
  15-­‐16	
    
  A	
    magical	
    flame	
    above	
    the	
    doors	
    illuminates	
    the	
    
  surrounding	
    area.	
    
  17-­‐18	
    
  A	
    heavy	
    crimson	
    curtain	
    obscures	
    the	
    doors.	
    
  19-­‐20	
    
  The	
    doors	
    are	
    crafted	
    from	
    darkwood.	
    
  21-­‐22	
    
  The	
     doors	
     are	
     crafted	
     of	
     alternating	
     planks	
     of	
    
  light	
    and	
    dark	
    wood.	
    
  23-­‐24	
    
  The	
     doors’	
     wood	
     is	
     highly	
     polished	
     and	
    
  extremely	
    smooth	
    to	
    the	
    touch.	
    
  25-­‐26	
    
  One	
    of	
    the	
    doors	
    has	
    a	
    large	
    mirror	
    affixed	
    to	
    it.	
    
  27-­‐28	
    
  Iron	
     bands	
     –	
     forged	
     to	
     represent	
     swords	
     –	
    
  decorate	
    the	
    doors.	
    
  29-­‐30	
    
  Intricate	
    religious	
    carvings	
    surround	
    the	
    doors.	
    
  31-­‐32	
    
  The	
     doors	
     stand	
     atop	
     a	
     short	
     flight	
     of	
     shallow	
    
  steps.	
    
  33-­‐34	
    
  The	
    statues	
    of	
    two	
    warriors	
    flank	
    the	
    doors.	
    	
    
  35-­‐36	
    
  A	
     devil	
     (or	
     demon’s)	
     leering	
     face	
     is	
     carved	
     into	
    
  the	
    doors	
    and	
    is	
    picked	
    out	
    in	
    cold	
    iron.	
    	
    
  37-­‐38	
    
  A	
    portcullis	
    protects	
    the	
    doors.	
    It	
    is	
    opened	
    from	
    
  within.	
    
  39-­‐40	
    
  Many	
    small	
    nails	
    have	
    been	
    hammered	
    into	
    the	
    
  doors.	
    The	
    nails	
    form	
    the	
    heraldic	
    device	
    of	
    the	
    
  dungeon’s	
    master.	
    	
    
  41-­‐42	
    
  The	
    doors	
    are	
    painted	
    jet	
    black.	
    	
    
  43-­‐44	
    
  The	
    double	
    doors	
    are	
    recessed	
    into	
    an	
    archway.	
    
  45-­‐46	
    
  The	
    doors	
    are	
    of	
    stone.	
    They	
    have	
    nested	
    hinges	
    
  and	
    open	
    both	
    in	
    and	
    out.	
    
  47-­‐48	
    
  The	
    doors	
    are	
    protected	
    by	
    two	
    ornate	
    good	
    iron	
    
  locks.	
    	
    
  49-­‐50	
    
  The	
    carving	
    of	
    a	
    dragon	
    –	
    its	
    wings	
    outstretched	
    
  –	
    looms	
    over	
    the	
    doors.	
    
  51-­‐52	
    
  The	
    doors	
    have	
    huge,	
    over-­‐sized	
    iron	
    handles	
    of	
    
  cold,	
    black	
    iron.	
    
  53-­‐54	
    
  Each	
    door	
    has	
    a	
    small,	
    grilled	
    viewport.	
    A	
    shutter	
    
  blocks	
    the	
    view	
    of	
    what	
    lies	
    beyond.	
    
  55-­‐56	
    
  A	
     small	
     stained	
     glass	
     window	
     overlooks	
     the	
    
  doors.	
     The	
     window	
     is	
     an	
     intricate	
     mix	
     of	
     reds,	
    
  blues,	
     yellows	
     and	
     blacks.	
     Flickering	
     light	
     from	
    
  beyond	
    the	
    door	
    casts	
    coloured	
    shadows	
    on	
    the	
    
  floor	
    and	
    ceiling.	
    	
    
  57-­‐58	
    
  Two	
    arrow	
    slits	
    flank	
    each	
    side	
    of	
    the	
    doors.	
    
  59-­‐60	
    
  Murder	
     holes	
     pierce	
     the	
     ceiling	
     above	
     and	
     in	
    
  front	
    of	
    the	
    doors.	
    	
    
  61-­‐62	
    
  Carvings	
     of	
     leaping	
     flames	
     surround	
     the	
     door.	
    
  Inspection	
    reveals	
    tiny	
    carven	
    figures	
    among	
    the	
    
  flames.	
    
  63-­‐64	
    
  The	
     doors	
     are	
     30	
     ft.	
     high	
     and	
     incredibly	
     heavy	
    
  and	
    hard	
    to	
    bash	
    open.	
    
  65-­‐66	
    
  The	
     doors	
     are	
     of	
     dull	
     iron.	
     Flaming	
     glyphs	
    
  provide	
    the	
    same	
    illumination	
    as	
    candle	
    light.	
    
  67-­‐68	
    
  The	
     top	
     and	
     bottom	
     of	
     each	
     door	
     can	
     open	
    
  independently	
    of	
    the	
    other	
    in	
    the	
    same	
    fashion	
    
  as	
    a	
    stable	
    door.	
    
  69-­‐70	
    
  The	
     doors	
     are	
     particularly	
     thick	
     and	
     heavy	
     and	
    
  muffle	
    sounds	
    by	
    two	
    steps.	
    
  71-­‐72	
    
  The	
    doors	
    are	
    false	
    –	
    they	
    do	
    not	
    open	
    and	
    are	
    
  merely	
    	
    used	
    for	
    ceremonial	
    purposes.	
    
  73-­‐74	
    
  The	
    doors	
    stand	
    at	
    the	
    bottom	
    of	
    a	
    short	
    flight	
    of	
    
  shallow	
    steps.	
    	
    
  75-­‐76	
    
  As	
     69-­‐70,	
     but	
     the	
     doors	
     have	
     a	
     secret	
    
  compartment	
    within	
    that	
    holds	
    their	
    key.	
    
  77-­‐78	
    
  An	
    open	
    pit	
    stands	
    in	
    front	
    of	
    the	
    doors.	
    A	
    lever	
    
  within	
    lowers	
    the	
    doors	
    in	
    the	
    same	
    manner	
    as	
    a	
    
  drawbridge.	
     The	
     mechanism	
     can	
     also	
     be	
    
  accessed	
    from	
    within	
    the	
    pit.	
    
  79-­‐80	
    
  The	
    doors	
    slowly	
    shut	
    two	
    rounds	
    after	
    the	
    last	
    
  character	
    passes	
    through	
    (unless	
    spiked	
    open).	
    
  81-­‐82	
    
  Elaborate	
     sheets	
     of	
     bronze	
     cover	
     the	
     doors;	
    	
    
  their	
     engravings	
     depict	
     sinners	
     in	
     hell	
     or	
     some	
    
  other	
    lurid,	
    sinister	
    scene.	
    
  83-­‐84	
    
  Six	
     dully	
     transparent	
     black	
     gems	
     (onyxes	
     each	
    
  worth	
     50	
     gp)	
     fill	
     a	
     like	
     number	
     of	
     wall	
     niches	
    
  above	
    the	
    doors.	
    
  85-­‐86	
    
  The	
     doors	
     do	
     not	
     fit	
     well;	
     scrape	
     marks	
     on	
     the	
    
  floor	
    bear	
    witness	
    to	
    how	
    hard	
    they	
    are	
    to	
    open.	
    	
    
  87-­‐88	
    
  Skulls	
     fill	
     small	
     niches	
     in	
     the	
     walls	
     flanking	
     the	
    
  doors.	
    They	
    grin	
    at	
    intruders.	
    	
    
  89-­‐90	
    
  The	
     doors	
     have	
     no	
     lock	
     and	
     are	
     perfectly	
    
  balanced,	
     opening	
     incredibly	
     smoothly.	
     They	
    
  open	
    silently	
    into	
    the	
    space	
    beyond.	
    	
    
  91-­‐92	
    
  Narrow	
     glass	
     windows	
     flank	
     the	
     doors.	
     They	
    
  have	
     shutters,	
     but	
     these	
     are	
     opened	
     when	
     the	
    
  room	
    is	
    in	
    use.	
    	
    
  93-­‐94	
    
  An	
    magical	
    siren	
    protects	
    the	
    door.	
    Roll	
    again	
    to	
    
  generate	
    the	
    door’s	
    appearance.	
    
  95-­‐99	
    
  A	
    magical	
    message	
    protects	
    the	
    door.	
    Roll	
    again	
    
  to	
    generate	
    the	
    door’s	
    appearance.	
    
  100	
    
  A	
    trap	
    protects	
    the	
    door.	
    Roll	
    again	
    to	
    generate	
    
  the	
    door’s	
    appearance.	
    
  	
    
  	
    
  	
    
  	
    
  
  65	
    
  D O O R  D E C O R A T I O N  
  As	
     previously	
     noted,	
     double	
     doors	
     often	
     protect	
     areas	
     of	
    
  importance	
     and	
     are	
     themselves	
     important	
     (and	
     often)	
    
  impressive	
    
  dungeon	
    
  features.	
    
  Such	
    
  doors	
    
  are	
    
  rarely	
    
  undecorated.	
    Use	
    the	
    tables	
    below	
    to	
    generate	
    the	
    basic	
    details	
    
  of	
     such	
     decoration	
     before	
     tailoring	
     them	
     to	
     suit	
     both	
     your	
    
  overall	
    campaign	
    and	
    dungeon.	
    	
    
  D E C O R A T I O N  S T Y L E  
  Use	
    this	
    table	
    to	
    determine	
    exactly	
    how	
    the	
    doors’	
    decoration	
    
  has	
    been	
    rendered.	
    
  D20	
    
  DECORATION	
    STYLE	
    
  1-­‐5	
    
  Carved	
    into	
    the	
    door:	
    no	
    additional	
    features	
    
  6-­‐7	
    
  Painted	
    
  8-­‐9	
    
  Carved	
    into	
    the	
    door:	
    painted	
    
  10-­‐12	
    
  Carved	
     into	
     the	
     door:	
     picked	
     out	
     with	
     precious	
    
  metal	
    (gold,	
    silver	
    etc.)	
    
  13	
    
  Studded	
    with	
    inexpensive	
    gemstones	
    
  14	
    
  Glowing,	
    magical	
    runes	
    
  15	
    
  Burnt	
    into	
    door	
    
  16	
    
  Permanent	
    illusion	
    
  17	
    
  Mosaic	
    
  18	
    
  Obviously	
    repaired;	
    roll	
    again	
    to	
    determine	
    style	
    
  19	
    
  Badly	
    damaged;	
    roll	
    again	
    to	
    determine	
    style	
    
  20	
    
  Unfinished;	
    roll	
    again	
    to	
    determine	
    style	
    
  	
    
  	
    
  D E C O R A T I O N  T Y P E  
  Use	
     this	
     table	
     to	
     determine	
     the	
     general	
     theme	
     of	
     the	
     doors’	
    
  decoration.	
    
  D20	
    
  DECORATION	
    TYPE	
    
  1	
    
  Arcane	
    runes	
    
  2	
    
  Geometric	
    patterns	
    
  3	
    
  Heraldic	
    device	
    
  4	
    
  Holy/unholy	
    symbol	
    
  5	
    
  Image:	
    creature	
    
  6	
    
  Image:	
    deity	
    
  7	
    
  Image:	
    dragon	
    
  8	
    
  Image:	
    fantastical	
    creature	
    
  9	
    
  Image:	
    fantastical	
    scene	
    
  10	
    
  Image:	
    landscape	
    
  11	
    
  Image:	
    portrait	
    
  12	
    
  Inscription:	
    dire	
    warning	
    
  13	
    
  Inscription:	
    holy/unholy	
    scripture	
    
  14	
    
  Map:	
    legendary	
    place	
    
  15	
    
  Map:	
    star	
    map	
    
  16	
    
  Map:	
    surrounding	
    area	
    
  17	
    
  Map:	
    wide	
    area	
    (continent,	
    world	
    etc.)	
    
  18	
    
  Religious	
    runes	
    
  19-­‐20	
    
  Door	
     has	
     two	
     types	
     of	
     decoration;	
     roll	
     again,	
    
  ignoring	
    results	
    of	
    19-­‐20.	
    
  	
    
  	
    
  
  66	
    
  D O U B L E  D O O R S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
    
  dungeon’s	
     double	
     doors.	
     Some	
     features	
     listed	
     below	
     may	
     be	
    
  inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    
  such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  A	
    chain	
    wrapped	
    through	
    the	
    handles	
    holds	
    the	
    
  doors	
    shut.	
    
  2	
    
  A	
    spear	
    nails	
    a	
    decomposing	
    corpse	
    to	
    the	
    door.	
    
  3	
    
  One	
     door	
     is	
     shut,	
     while	
     the	
     other	
     hangs	
     from	
    
  only	
    one	
    hinge.	
    	
    
  4	
    
  The	
     doors’	
     lock	
     has	
     been	
     badly	
     damaged	
     by	
     a	
    
  heavy,	
    blunt	
    object.	
    	
    
  5	
    
  The	
    doors’	
    hinges	
    are	
    partially	
    melted.	
    	
    
  6	
    
  The	
    bottom	
    of	
    the	
    left-­‐hand	
    door	
    is	
    scorched	
    and	
    
  burnt.	
     The	
     remains	
     of	
     a	
     fire	
     cover	
     the	
     floor	
    
  directly	
    in	
    front	
    of	
    the	
    door.	
    	
    
  7	
    
  Symbols	
    daubed	
    in	
    whitewash	
    cover	
    the	
    doors.	
    	
    	
    
  8	
    
  The	
     flagstones	
     in	
     front	
     of	
     the	
     doors	
     have	
     been	
    
  pried	
    up	
    revealing	
    rock	
    beneath.	
    
  9	
    
  Cobwebs	
     cover	
     the	
     doors.	
     Small	
     spiders	
     scuttle	
    
  about	
    within.	
    	
    
  10	
    
  A	
     single	
     bloody	
     handprint	
     mars	
     the	
     right-­‐hand	
    
  door.	
    The	
    print	
    is	
    from	
    a	
    Medium-­‐sized	
    creature.	
    
  11	
    
  “Danger”	
     is	
     written	
     (in	
     Common)	
     in	
     big	
     chalk	
    
  letters	
    across	
    both	
    doors.	
    
  12	
    
  A	
     zombie	
     is	
     chained	
     to	
     each	
     door	
     by	
     a	
     15	
     ft.	
    
  length	
     of	
     pitted	
     and	
     rusted	
     chain.	
     Every	
     round,	
    
  the	
    zombie	
    can	
    try	
    to	
    break	
    free.	
    
  13	
    
  Half	
    a	
    pentagram	
    decorates	
    the	
    floor	
    in	
    front	
    of	
    
  the	
    door;	
    the	
    rest	
    adorns	
    the	
    floor	
    beyond.	
    	
    
  14	
    
  Both	
    doors	
    have	
    fallen.	
    Chunks	
    of	
    masonry	
    have	
    
  been	
    ripped	
    from	
    the	
    doors’	
    surround.	
    	
    
  15	
    
  Splattered	
    blood	
    decorates	
    the	
    doors.	
    
  16	
    
  Bent	
     and	
     broken	
     torch	
     sconces	
     hang	
     from	
     the	
    
  wall	
    on	
    either	
    side	
    of	
    the	
    doors.	
    
  17	
    
  The	
    doors	
    are	
    spiked	
    open.	
    
  18	
    
  The	
     doors	
     are	
     spiked	
     shut.	
     If	
     the	
     spikes	
     are	
     on	
    
  the	
    other	
    side	
    of	
    the	
    door,	
    they	
    make	
    breaking	
    
  through	
    the	
    door	
    more	
    difficult.	
    	
    
  19	
    
  Rubble	
    litters	
    the	
    floor	
    in	
    front	
    of	
    the	
    doors.	
    
  20	
    
  The	
    doors	
    have	
    been	
    badly	
    damaged	
    (they	
    only	
    
  have	
     half	
     the	
     normal	
     hit	
     points)	
     from	
     many	
    
  weapon	
    strikes.	
    
  21	
    
  “Morgan	
    was	
    here”	
    is	
    scratched	
    into	
    the	
    bottom	
    
  of	
    the	
    doors.	
    	
    
  22	
    
  Dead	
    bodies	
    litter	
    the	
    floor	
    about	
    the	
    doors.	
    The	
    
  dead	
     comprise	
     the	
     slain	
     members	
     of	
     an	
    
  adventuring	
    party	
    and	
    their	
    goblin	
    enemies.	
    The	
    
  bodies	
    have	
    been	
    comprehensively	
    looted.	
    
  23	
    
  An	
     empty	
     vial	
     lies	
     in	
     front	
     of	
     the	
     door.	
     Close	
    
  scrutiny	
     reveals	
     minor	
     signs	
     of	
     acid	
     damage	
     to	
    
  the	
    lock.	
    	
    
  24	
    
  Wisps	
    of	
    smoke	
    seep	
    under	
    the	
    door.	
    
  25	
    
  A	
     wooden	
     stave	
     is	
     hammered	
     into	
     the	
     ground	
    
  between	
     two	
     flagstones.	
     A	
     decomposing	
     head	
    
  that	
    stares	
    sightlessly	
    at	
    the	
    doors	
    sits	
    atop	
    it.	
    
  26	
    
  The	
     doors’	
     lock	
     has	
     been	
     removed.	
     Characters	
    
  can	
    easily	
    peer	
    through	
    the	
    resulting	
    hole.	
    
  27	
    
  The	
    stone	
    around	
    the	
    doors’	
    hinges	
    is	
    chipped.	
    A	
    
  casual	
     glance	
     reveals	
     someone	
     has	
     tried	
     to	
     pry	
    
  them	
    out	
    with	
    a	
    chisel.	
    
  28	
    
  The	
     fiery	
     scorch	
     marks	
     of	
     an	
     obviously	
     magical	
    
  explosion	
    mar	
    the	
    door.	
    	
    	
    
  29	
    
  A	
     broken	
     crowbar	
     lies	
     on	
     the	
     floor;	
     its	
     tip	
    
  remains	
    wedged	
    between	
    the	
    doors.	
    	
    
  30	
    
  The	
     door	
     is	
     locked	
     and	
     the	
     key	
     remains	
     in	
     the	
    
  lock	
    (but	
    on	
    the	
    other	
    side	
    of	
    the	
    door).	
    
  31	
    
  An	
    open	
    pit	
    dominates	
    the	
    floor	
    in	
    front	
    of	
    the	
    
  door.	
    It	
    is	
    filled	
    with	
    trash	
    and	
    rubbish.	
    
  32	
    
  A	
    small	
    hole	
    has	
    been	
    smashed	
    into	
    one	
    of	
    the	
    
  doors	
    at	
    a	
    human’s	
    head	
    height.	
    
  33	
    
  The	
    doors	
    are	
    a	
    loose	
    fit	
    –	
    a	
    large	
    crack	
    between	
    
  the	
    two	
    has	
    been	
    stuffed	
    with	
    rags.	
    	
    
  34	
    
  One	
    door	
    is	
    open	
    a	
    crack,	
    allowing	
    a	
    character	
    to	
    
  look	
    through	
    easily.	
    	
    
  35	
    
  The	
    door	
    is	
    old	
    and	
    battered;	
    the	
    lock	
    is	
    in	
    even	
    
  worse	
    condition.	
    
  36	
    
  Several	
     pieces	
     of	
     old	
     paper	
     have	
     been	
     nailed	
    
  onto	
    the	
    door.	
    The	
    paper	
    is	
    old	
    and	
    yellowed	
    and	
    
  bears	
    lists	
    of	
    those	
    slain	
    (along	
    with	
    the	
    cause	
    of	
    
  their	
    death).	
    	
    
  37	
    
  The	
     doors	
     have	
     been	
     ripped	
     from	
     their	
     hinges.	
    
  They	
     now	
     rest	
     horizontally	
     in	
     the	
     doorway	
     and	
    
  form	
    a	
    barricade	
    about	
    5	
    ft.	
    high.	
    
  38	
    
  The	
     doors	
     have	
     been	
     crudely	
     painted	
     with	
    
  whitewash.	
     Atop	
     the	
     whitewash	
     has	
     been	
    
  painted	
    a	
    crude	
    heraldic	
    device.	
    
  39	
    
  Dripping	
    water	
    has	
    stained	
    the	
    doors.	
    	
    
  40	
    
  One	
     of	
     the	
     doors	
     is	
     bent	
     and	
     bowed.	
     Esoteric	
    
  knowledge	
    reveals	
    it	
    has	
    been	
    warped	
    by	
    magic.	
    
  41	
    
  About	
    6	
    ft.	
    off	
    the	
    ground,	
    small	
    holes	
    stud	
    both	
    
  doors.	
    They	
    once	
    held	
    gems	
    but	
    are	
    now	
    empty.	
    
  42	
    
  Torch	
     sconces	
     line	
     the	
     walls	
     either	
     side	
     of	
     the	
    
  doors.	
    All	
    have	
    burnt	
    out	
    torch	
    stubs	
    within.	
    	
    
  43	
    
  A	
     blot	
     of	
     magical	
     darkness	
     –	
     centred	
     on	
     the	
    
  doors	
    –	
    affects	
    the	
    area.	
    
  44	
    
  A	
     magical	
     message	
     rests	
     on	
     the	
     doors.	
     When	
     a	
    
  character	
     touches	
     the	
     door,	
     the	
     spell	
     activates	
    
  and	
     intones	
     in	
     a	
     deep	
     voice,	
     “Go	
     back.	
     Your	
    
  doom	
    awaits	
    within.”	
    
  45	
    
  An	
    open	
    book	
    –	
    the	
    journal	
    of	
    an	
    explorer	
    –	
    lies	
    
  open	
    on	
    the	
    floor	
    near	
    the	
    door.	
    The	
    open	
    pages	
    
  bear	
    a	
    partially	
    finished	
    sketch	
    of	
    the	
    doors.	
    	
    
  46	
    
  Beautifully	
     painted	
     ceramic	
     tiles	
     surround	
     the	
    
  door	
    frame.	
    Each	
    of	
    the	
    symbols	
    has	
    a	
    different	
    
  heraldic	
    device.	
    
  47	
    
  A	
     huge	
     blood	
     smear	
     –	
     starting	
     at	
     waist	
     height	
    
  and	
    running	
    down	
    to	
    the	
    floor	
    –	
    mars	
    the	
    door.	
    
  
  67	
    
  48	
    
  The	
    frame	
    of	
    this	
    door	
    is	
    bent	
    and	
    bowed.	
    The	
    
  lintel	
     above	
     the	
     door	
     is	
     also	
     crumbling.	
     Dust	
    
  covers	
     the	
     door.	
     Casual	
     probing	
     reveals	
     the	
    
  doors	
     are	
     unsafe	
     and	
     will	
     likely	
     collapse	
     if	
    
  opened.	
    
  49	
    
  Harmless	
     yellowy-­‐brown	
     mould	
     covers	
     the	
    
  doors.	
     The	
     doors	
     themselves	
     are	
     sodden	
     with	
    
  moisture	
     and	
     rotten	
     (reduce	
     both	
     the	
     doors’	
    
  hardness	
    and	
    hit	
    points	
    by	
    half).	
    	
    
  50	
    
  Wooden	
     scaffolding	
     surrounds	
     the	
     door.	
     The	
    
  beginnings	
    of	
    an	
    elaborate	
    mural	
    cover	
    some	
    of	
    
  the	
    surrounding	
    walls.	
    
  51	
    
  The	
    smell	
    of	
    smoke	
    and	
    incense	
    hangs	
    heavily	
    in	
    
  the	
    air.	
    
  52	
    
  One	
    of	
    the	
    doors	
    has	
    been	
    propped	
    open	
    with	
    a	
    
  helmet.	
    
  53	
    
  Niches	
    on	
    either	
    side	
    of	
    the	
    door	
    hold	
    the	
    melted	
    
  remains	
     of	
     many	
     candles.	
     Wax	
     has	
     dribbled	
    
  down	
    the	
    wall	
    and	
    pooled	
    on	
    the	
    floor.	
    
  54	
    
  A	
     silver	
     coin	
     wedged	
     between	
     the	
     two	
     doors	
    
  keeps	
    them	
    open	
    a	
    crack.	
    
  55	
    
  A	
    large	
    chalk	
    arrow	
    drawn	
    on	
    the	
    wall	
    points	
    to	
    
  the	
    left-­‐hand	
    door.	
    
  56	
    
  A	
    torch	
    stub	
    lies	
    to	
    the	
    side	
    of	
    the	
    doors.	
    	
    
  57	
    
  The	
    doors’	
    hinges	
    and	
    locks	
    are	
    heavy	
    with	
    rust.	
    
  58	
    
  The	
     doors	
     are	
     open	
     wide	
     and	
     secured	
     by	
     rope	
    
  run	
    through	
    the	
    handles	
    and	
    tied	
    to	
    iron	
    spikes	
    
  hammered	
     into	
     the	
     wall	
     on	
     either	
     side	
     of	
     the	
    
  doors.	
    	
    
  59	
    
  Muddy	
    footprints	
    lead	
    through	
    the	
    closed	
    doors.	
    
  60	
    
  Webs	
    cluster	
    thickly	
    about	
    the	
    doors’	
    hinges.	
    
  61	
    
  The	
     remnants	
     of	
     a	
     campsite	
     lie	
     about	
     the	
    
  chamber.	
    The	
    doors	
    have	
    been	
    spiked	
    shut.	
    
  62	
    
  “Not	
    this	
    way”	
    has	
    been	
    scrawled	
    on	
    the	
    doors	
    in	
    
  large,	
    simplistic	
    chalk	
    letters.	
    
  63	
    
  The	
     doors	
     stand	
     in	
     an	
     elaborately	
     carved	
    
  archway.	
     A	
     demon	
     head	
     once	
     leered	
     over	
     the	
    
  doors	
     but	
     it	
     has	
     been	
     smashed	
     and	
     broken.	
    
  Rubble	
    covers	
    the	
    floor.	
    	
    
  64	
    
  A	
    slight	
    breeze	
    blows	
    under	
    the	
    doors.	
    	
    
  65	
    
  An	
    arrow	
    is	
    embedded	
    in	
    one	
    of	
    the	
    doors.	
    
  66	
    
  The	
    doors’	
    handles	
    show	
    signs	
    of	
    being	
    gnawed	
    
  by	
    something	
    large	
    and	
    strong.	
    
  67	
    
  A	
    torn,	
    bloodied	
    sack	
    lies	
    on	
    the	
    ground.	
    	
    
  68	
    
  Bats	
     hang	
     from	
     the	
     ceiling	
     above	
     the	
     door.	
    
  Guano	
    covers	
    the	
    floor	
    below,	
    making	
    it	
    slippery.	
    	
    
  69	
    
  Damage	
     to	
     the	
     walls	
     on	
     both	
     sides	
     of	
     the	
    
  doorway	
     show	
     where	
     the	
     doors’	
     handles	
     have	
    
  been	
    rammed	
    into	
    the	
    walls.	
    	
    
  70	
    
  The	
    doors	
    have	
    been	
    chained	
    shut,	
    but	
    the	
    chain	
    
  is	
    rusty.	
    
  71	
    
  The	
    doors	
    smell	
    of	
    rot	
    and	
    decay,	
    but	
    otherwise	
    
  seem	
    normal	
    and	
    sturdy.	
    
  72	
    
  Water	
     drips	
     from	
     the	
     ceiling	
     and	
     a	
     puddle	
     has	
    
  formed	
    over	
    much	
    of	
    the	
    area’s	
    floor.	
    
  73	
    
  A	
     holy	
     symbol	
     hangs	
     from	
     a	
     chain	
     wrapped	
    
  around	
    one	
    of	
    the	
    doors’	
    handles.	
    
  74	
    
  A	
    damp	
    patch	
    covers	
    the	
    wall	
    to	
    one	
    side	
    of	
    the	
    
  doors.	
    
  75	
    
  Pottery	
     shards	
     lie	
     on	
     the	
     floor	
     in	
     front	
     of	
     the	
    
  door.	
     They	
     make	
     sneaking	
     and	
     stealth	
     more	
    
  difficult.	
    
  76	
    
  The	
     doors	
     creak	
     loudly	
     when	
     opened.	
     Close	
    
  scrutiny	
    reveals	
    this	
    before	
    they	
    are	
    opened;	
    oil	
    
  applied	
    to	
    the	
    hinges	
    solves	
    the	
    problem.	
    
  77	
    
  An	
    acrid	
    smell	
    fills	
    the	
    area.	
    	
    
  78	
    
  The	
     distant	
     clamour	
     of	
     a	
     gong	
     sounds	
     from	
    
  somewhere	
    behind	
    the	
    door.	
    	
    
  79	
    
  A	
    barrel	
    lies	
    on	
    its	
    side	
    10	
    ft.	
    in	
    front	
    of	
    the	
    door.	
    
  It	
    contains	
    nothing	
    but	
    straw.	
    
  80	
    
  A	
    partially	
    completed	
    carving	
    of	
    a	
    rearing	
    dragon	
    
  decorates	
    the	
    doors.	
    	
    
  81	
    
  The	
    doors	
    have	
    been	
    badly	
    damaged	
    by	
    weapon	
    
  strikes.	
     A	
     pile	
     of	
     wooden	
     planks	
     and	
     carpentry	
    
  tools	
    is	
    stacked	
    nearby	
    against	
    a	
    wall.	
    	
    
  82	
    
  The	
    doors’	
    hinges	
    have	
    been	
    disabled.	
    If	
    opened,	
    
  the	
    doors	
    fall	
    on	
    the	
    character	
    opening	
    it.	
    
  83	
    
  Two	
    pillars	
    of	
    warriors	
    –	
    their	
    swords	
    raised	
    high	
    
  –	
    flank	
    the	
    door.	
    Both	
    have	
    been	
    decapitated.	
    	
    
  84	
    
  The	
     doors	
     are	
     old,	
     but	
     their	
     lock	
     is	
     obviously	
    
  much	
    newer.	
    
  85	
    
  Brightly	
    coloured	
    tiles	
    once	
    decorated	
    the	
    front	
    
  of	
    the	
    door.	
    Their	
    smashed	
    remains	
    now	
    lie	
    on	
    
  the	
    floor.	
    
  86	
    
  Small	
    animal	
    skulls,	
    secured	
    with	
    wire,	
    hang	
    from	
    
  the	
    doors’	
    handles.	
    	
    
  87	
    
  Protective	
     symbols	
     have	
     been	
     hurriedly	
     and	
    
  crudely	
    carved	
    into	
    the	
    door.	
    
  88	
    
  A	
    shield	
    rests	
    against	
    the	
    other	
    side	
    of	
    the	
    doors.	
    
  When	
    they	
    are	
    opened,	
    it	
    crashes	
    to	
    the	
    floor.	
    
  89	
    
  A	
     tapping	
     sound	
     comes	
     from	
     the	
     other	
     side	
     of	
    
  the	
    doors.	
    
  90	
    
  A	
     bullseye	
     lantern	
     on	
     the	
     floor	
     illuminates	
     the	
    
  doors.	
    Twenty	
    minutes	
    of	
    oil	
    remain.	
    
  91	
    
  A	
    flagstone	
    in	
    front	
    of	
    the	
    doors	
    is	
    loose.	
    Below	
    
  is	
    the	
    doors’	
    key.	
    
  92	
    
  A	
    half-­‐full	
    chamber	
    pot	
    lies	
    on	
    its	
    side	
    nearby.	
    
  93	
    
  Two	
    doorstops	
    –	
    the	
    bleached	
    skulls	
    of	
    giants	
    –	
    	
    
  flank	
    the	
    doors.	
    
  94	
    
  The	
    doors	
    are	
    covered	
    in	
    peeling	
    black	
    paint.	
    
  95	
    
  Phosphorescent	
    moss	
    covers	
    the	
    doors.	
    
  96	
    
  The	
    floor	
    in	
    front	
    of	
    the	
    door	
    is	
    riven	
    with	
    cracks.	
    
  97	
    
  The	
    doors	
    are	
    missing;	
    only	
    the	
    hinges	
    remain.	
    
  98	
    
  The	
    doors	
    are	
    chained	
    shut	
    on	
    the	
    other	
    side	
    and	
    
  opening	
    them	
    only	
    creates	
    a	
    1	
    ft.	
    wide	
    gap.	
    
  99	
    
  The	
    doors	
    were	
    once	
    inlaid	
    with	
    gold	
    and	
    silver	
    
  but	
     it	
     has	
     been	
     looted	
     long	
     ago.	
     Only	
     flecks	
    
  remain	
    to	
    taunt	
    explorers.	
    
  100	
    
  The	
     floor	
     is	
     worn	
     by	
     the	
     footsteps	
     of	
     all	
     those	
    
  who	
    have	
    passed	
    through	
    the	
    doors.	
    
  	
    
  	
    
  
  68	
    
  D U N G E O N  E N T R A N C E S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  The	
    cobweb	
    covered	
    gate,	
    the	
    portcullis	
    adorned	
    with	
    a	
    green	
    
  iron	
     devil's	
     face	
     or	
     a	
     fissure	
     in	
     the	
     stony	
     ground	
     belching	
     a	
    
  sulphurous	
    smoke,	
    the	
    entrance	
    to	
    your	
    dungeon	
    sets	
    the	
    tone	
    
  for	
     the	
     adventure	
     to	
     follow.	
     If	
     done	
     well,	
     it	
     is	
     likely	
     to	
     be	
     the	
    
  encounter	
     talked	
     about	
     most	
     by	
     everyone	
     who	
     plays	
     your	
    
  adventure.	
     Not	
     every	
     character	
     lives	
     to	
     the	
     end,	
     but	
     everyone	
    
  plays	
    the	
    first	
    encounter.	
    Make	
    it	
    memorable.	
    	
    
  F O R E S H A D O W I N G  
  In	
     the	
     haste	
     to	
     get	
     your	
     players	
     into	
     the	
     thick	
     of	
     your	
    
  masterpiece	
    dungeon,	
    do	
    not	
    skimp	
    on	
    the	
    entrance.	
    The	
    way	
    
  you	
    dress	
    the	
    opening	
    of	
    your	
    dungeon,	
    not	
    only	
    sets	
    a	
    tone,	
    but	
    
  gives	
    your	
    players	
    at	
    least	
    some	
    inkling	
    of	
    what	
    to	
    expect.	
    Is	
    it	
    a	
    
  natural	
     entrance	
     littered	
     with	
     the	
     bones	
     of	
     animals	
     and	
    
  occasional	
     traveller?	
     That	
     suggests	
     rough	
     tunnels,	
     lack	
     of	
    
  light	
     and	
     likely	
     some	
     feral	
     monsters	
     or	
     animals.	
     Is	
     it	
     a	
    
  monstrous	
    gate	
    with	
    a	
    complicated	
    lock	
    between	
    two	
    
  statues	
     of	
     dwarven	
     warriors?	
     Savvy	
     players	
     are	
    
  already	
    noting	
    the	
    likelihood	
    of	
    solid	
    passageways,	
    
  the	
     necessity	
     of	
     dealing	
     with	
     locks	
     and	
     the	
     high	
    
  probability	
     of	
     mechanical	
     traps.	
     Of	
     course,	
     you	
    
  won't	
    want	
    to	
    give	
    away	
    all	
    your	
    secrets	
    in	
    the	
    
  first	
    encounter,	
    but	
    it	
    never	
    hurts	
    to	
    scatter	
    a	
    
  few	
    hints	
    while	
    evoking	
    a	
    strong	
    feeling	
    with	
    
  an	
    evocative	
    description.	
    	
    
  A  D E A T H - T R A P  F O Y E R ?  
  Beyond	
    the	
    mood	
    you	
    hope	
    to	
    evoke,	
    you	
    
  should	
    also	
    consider	
    the	
    original	
    purpose	
    
  of	
    the	
    entrance	
    when	
    the	
    dungeon	
    was	
    
  constructed.	
     Was	
     it	
     intended	
     to	
     be	
     a	
    
  welcoming	
     entrance	
     to	
     entertain	
    
  foreign	
    
  dignitaries	
    
  or	
    
  rich	
    
  merchants?	
    Or	
    was	
    it	
    a	
    heavily	
    
  defended	
     gauntlet	
     meant	
    
  to	
    draw	
    an	
    enemy	
    into	
    
  their	
     doom?	
     While	
    
  the	
    
  former	
    
  might	
    
  offer	
    
  interesting	
    
  things	
     for	
    
  the	
    PCs	
    to	
    
  explore,	
    the	
    
  second	
    
  is	
    
  much	
    
  more	
     likely	
     to	
     investigate.	
    
  If	
    
  your	
    
  entrance	
    
  is	
    
  inviting	
    
  enough,	
    it	
    is	
    likely	
    the	
    PCs	
    will	
    enter	
    it	
    of	
    
  their	
     own	
     accord,	
     placing	
     them	
     just	
     where	
    
  you	
    want	
    them.	
    	
    
  	
    
  Entrances	
    might	
    have	
    a	
    door,	
    a	
    portcullis,	
    a	
    stair	
    or	
    even	
    a	
    
  selection	
    of	
    traps.	
    Putting	
    these	
    features	
    together	
    can	
    create	
    a	
    
  memorable	
    entrance,	
    and	
    opening	
    encounter	
    for	
    your	
    dungeon.	
    	
    
  
  69	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  entrance.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐06	
    
  The	
     entrance	
     lies	
     near	
     the	
     bottom	
     of	
     an	
    
  abandoned	
     moss-­‐covered	
     well.	
     In	
     the	
     well’s	
    
  interior	
     wall,	
     fifteen	
     feet	
     down,	
     muddy	
     bricks	
    
  protrude	
     slightly	
     in	
     a	
     spiral	
     downward	
     allowing	
    
  agile	
     characters	
     to	
     get	
     the	
     sixty	
     feet	
     to	
     the	
    
  bottom	
    where	
    a	
    secret	
    door	
    grants	
    entry	
    to	
    the	
    
  dungeon.	
    The	
    bottom	
    of	
    the	
    well	
    is	
    filled	
    with	
    a	
    
  few	
    inches	
    of	
    rainwater	
    and	
    a	
    few	
    feet	
    of	
    thick	
    
  mud.	
    Those	
    who	
    fall	
    in	
    ignore	
    the	
    first	
    10	
    feet	
    of	
    
  falling	
    damage.	
    	
    
  07-­‐12	
    
  A	
     circle	
     of	
     magical	
     runes	
     large	
     enough	
     for	
     an	
    
  average	
     wagon	
     with	
     a	
     team	
     of	
     horses	
     encloses	
    
  images	
     of	
     clouds	
     and	
     birds	
     painted	
     onto	
     the	
    
  floor.	
    A	
    faint	
    breeze	
    of	
    cold,	
    fresh	
    air	
    blows	
    from	
    
  the	
    circle.	
    Speaking	
    the	
    correct	
    command	
    while	
    
  in	
    the	
    circle	
    causes	
    the	
    creature	
    to	
    disappear	
    and	
    
  reappear	
    in	
    the	
    dungeon.	
    	
    
  13-­‐18	
    
  A	
    tumbled	
    down	
    two-­‐storey	
    tower	
    of	
    grey	
    stone	
    
  is	
    perched	
    upon	
    a	
    low	
    mound	
    in	
    a	
    foggy	
    moor.	
    
  Broken	
    arrow	
    shafts,	
    rusty	
    swords	
    and	
    bleached	
    
  bones	
    poke	
    through	
    the	
    soggy	
    soil	
    for	
    hundreds	
    
  of	
     feet	
     around	
     the	
     hill.	
     Within,	
     the	
     tower	
     is	
    
  entirely	
     empty	
     but	
     for	
     a	
     skeleton	
     seated	
     at	
     a	
    
  simple	
    table,	
    an	
    empty	
    bottle	
    of	
    wine	
    before	
    it	
    
  and	
    a	
    fine	
    longbow	
    at	
    its	
    side.	
    An	
    iron	
    key	
    that	
    
  opens	
     a	
     nearby	
     trapdoor	
     hangs	
     from	
     a	
     leather	
    
  thong	
    around	
    the	
    skeleton's	
    neck.	
    	
    
  19-­‐24	
    
  A	
    worked	
    tunnel	
    protrudes	
    the	
    length	
    of	
    a	
    spear	
    
  into	
     the	
     side	
     of	
     the	
     dirt	
     mound,	
     its	
     entrance	
    
  covered	
    in	
    moss	
    and	
    vines	
    while	
    a	
    putrid	
    sludge	
    
  flows	
     rapidly	
     out	
     onto	
     the	
     wet,	
     muddy	
     ground.	
    
  The	
    stonework	
    is	
    chipped	
    and	
    worn,	
    suggesting	
    
  it	
    is	
    very	
    old.	
    A	
    scream,	
    or	
    possibly	
    some	
    strange	
    
  bird	
    call,	
    echoes	
    from	
    deep	
    within.	
    
  25-­‐30	
    
  The	
    entrance	
    is	
    a	
    broad	
    hole	
    located	
    on	
    the	
    side	
    
  of	
    a	
    steep	
    cliff.	
    A	
    rickety	
    wood	
    and	
    rope	
    elevator,	
    
  sized	
    for	
    six	
    man-­‐sized	
    creatures	
    has	
    been	
    rigged	
    
  to	
    provide	
    access.	
    It	
    may,	
    or	
    may	
    not,	
    be	
    safe	
    or	
    
  it	
    could	
    even	
    be	
    sabotaged.	
    
  31-­‐36	
    
  The	
     entrance	
     is	
     a	
     set	
     of	
     stairs	
     behind	
     a	
     locked	
    
  portcullis	
    below	
    an	
    abandoned	
    arena.	
    A	
    statue	
    of	
    
  a	
     phoenix	
     is	
     carved	
     into	
     the	
     wall	
     above	
     the	
    
  portcullis.	
     The	
     statue	
     radiates	
     faint	
     magic,	
     but	
    
  does	
    not	
    hinder	
    the	
    PCs’	
    explorations.	
    	
    
  37-­‐42	
    
  To	
     prevent	
     admission	
     to	
     the	
     dungeon,	
     the	
    
  entrance	
     is	
     inside	
     a	
     traditional	
     fortified	
     keep,	
    
  which	
     is	
     surrounded	
     by	
     a	
     crenulated	
     wall.	
     A	
    
  water-­‐filled	
     moat	
     with	
     a	
     raised	
     drawbridge	
    
  surrounds	
    the	
    keep.	
    From	
    the	
    outside,	
    the	
    keep	
    
  seems	
    abandoned.	
    
  43-­‐49	
    
  The	
     entrance	
     is	
     at	
     the	
     end	
     of	
     a	
     box	
     canyon.	
    
  Thirty	
    feet	
    across	
    with	
    walls	
    more	
    than	
    sixty	
    feet	
    
  high,	
    the	
    approach	
    is	
    littered	
    with	
    boulders	
    large	
    
  enough	
     for	
     cover	
     and	
     a	
     thick	
     fog	
     provides	
    
  concealment.	
     Two	
     huge	
     iron-­‐bound	
     doors	
     of	
    
  timber	
    are	
    ajar	
    with	
    the	
    left	
    door	
    hanging	
    solely	
    
  by	
    one	
    hinge.	
    Enemies	
    could	
    lurk	
    anywhere...	
    
  50-­‐56	
    
  A	
     crude,	
     cracked	
     brick	
     roadway	
     is	
     disappearing	
    
  beneath	
     the	
     sands	
     and	
     is	
     only	
     visible	
     here	
     and	
    
  there.	
    It	
    leads	
    to	
    a	
    natural	
    cave	
    in	
    an	
    outcropping	
    
  of	
     rock	
     that	
     stands	
     out	
     prominently	
     in	
     the	
    
  desert.	
    A	
    primitive	
    painting	
    in	
    white	
    outside	
    the	
    
  cave	
     depicts	
     a	
     stickman	
     holding	
     a	
     spear	
     and	
    
  several	
    four	
    legged	
    creatures,	
    each	
    with	
    a	
    single	
    
  horn	
    and	
    long	
    tails.	
    	
    
  57-­‐62	
    
  The	
     entrance	
     is	
     behind	
     a	
     shelf	
     of	
     old,	
     dusty	
    
  books	
    in	
    a	
    large	
    library.	
    It	
    opens	
    by	
    pulling	
    on	
    the	
    
  correct	
    book.	
    	
    
  63-­‐68	
    
  A	
    line	
    of	
    square,	
    marble	
    columns	
    march	
    toward	
    a	
    
  grand	
     archway.	
     Above	
     the	
     entrance,	
     a	
     frieze	
    
  depicts	
     a	
     bearded	
     man	
     lounging	
     upon	
     a	
     stone	
    
  while	
    golden	
    birds	
    bring	
    him	
    bunches	
    of	
    grapes.	
    	
    
  69-­‐74	
    
  A	
    broad	
    staircase	
    of	
    black	
    stone	
    rises	
    to	
    a	
    door	
    of	
    
  iron,	
    painted	
    bright	
    red	
    and	
    covered	
    in	
    dripping	
    
  blue	
    runes.	
    The	
    door	
    pierces	
    a	
    wall	
    of	
    plain	
    stone	
    
  and	
     radiates	
     significant	
     heat,	
     requiring	
     those	
    
  that	
    approach	
    to	
    risk	
    nausea	
    and	
    fatigue.	
    	
    
  75-­‐81	
    
  The	
    entrance	
    to	
    the	
    dungeon,	
    a	
    round	
    door	
    with	
    
  a	
     ship's	
     wheel	
     in	
     the	
     centre,	
     is	
     in	
     a	
     grand	
     hall	
    
  with	
     walls	
     carved	
     to	
     depict	
     stone	
     ships	
     sailing	
    
  out	
    of	
    the	
    walls	
    towards	
    the	
    middle	
    of	
    the	
    hall.	
    
  The	
     floor	
     is	
     of	
     dark	
     blue	
     tiles	
     and	
     the	
     room	
     is	
    
  strangely	
    filled	
    with	
    the	
    scent	
    of	
    sea	
    air.	
    	
    
  82-­‐87	
    
  A	
    soaring	
    narrow	
    bridge	
    crosses	
    a	
    grand	
    chasm	
    
  to	
     a	
     gate	
     of	
     golden	
     bars.	
     The	
     bridge	
     rises	
     at	
     a	
    
  steep	
    grade	
    to	
    the	
    higher	
    side	
    making	
    it	
    difficult	
    
  to	
    see	
    what	
    lies	
    beyond	
    the	
    gate.	
    On	
    either	
    side	
    
  of	
    the	
    bridge	
    are	
    a	
    pair	
    of	
    statues	
    in	
    the	
    shape	
    of	
    
  winged	
     lions;	
     one	
     stands	
     rampant	
     while	
     the	
    
  other	
    has	
    its	
    mouth	
    wide	
    in	
    a	
    feral	
    roar.	
    	
    
  88-­‐94	
    
  Built	
     into	
     the	
     side	
     of	
     a	
     hill,	
     a	
     low	
     moss-­‐roofed	
    
  cottage	
     protrudes	
     as	
     far	
     as	
     a	
     horse.	
     A	
     candle	
    
  flickers	
     beyond	
     a	
     clouded	
     glass	
     window,	
     barely	
    
  visible	
    past	
    the	
    gnarled	
    trees	
    and	
    thorny	
    bushes.	
    
  Sickly	
     herbs	
     grow	
     in	
     boxes	
     under	
     the	
     windows.	
    
  Rustling	
    in	
    the	
    underbrush	
    and	
    the	
    reflection	
    of	
    
  small	
     eyes	
     suggest	
     the	
     land	
     is	
     alive	
     with	
     fauna	
    
  that	
     are	
     not	
     at	
     all	
     disturbed	
     by	
     the	
     PCs’	
    
  approach.	
    	
    
  95-­‐100	
    
  Glowing	
     blue	
     lichen	
     and	
     large	
     mushrooms	
     line	
    
  the	
    cavern,	
    growing	
    out	
    of	
    the	
    soft	
    loamy	
    soil.	
    A	
    
  pale	
    white	
    vine	
    grows	
    along	
    the	
    ground,	
    through	
    
  bones	
     of	
     small	
     animals.	
     Water	
     drips	
     from	
     the	
    
  ceiling	
    
  like	
    
  a	
    
  slow	
    
  steady	
    
  rain,	
    
  making	
    
  conversation	
    difficult.	
    	
    
  	
    
   
  
  70	
    
  D U N G E O N  E N T R A N C E S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table,	
     to	
     generate	
     interesting	
     features	
     for	
     your	
    
  entrance.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐02	
    
  A	
    cave-­‐in,	
    rock	
    fall	
    or	
    collapsed	
    wall	
    has	
    covered	
    
  the	
     entrance	
     and	
     requires	
     several	
     hours	
     of	
    
  excavation	
    to	
    clear	
    a	
    path.	
    Once	
    half	
    the	
    rubble	
    
  is	
    cleared,	
    care	
    is	
    needed	
    to	
    prevent	
    the	
    rubble	
    
  from	
     collapsing	
     again,	
     negating	
     the	
     progress	
    
  made	
    so	
    far.	
    	
    	
    
  03-­‐04	
    
  The	
     entrance	
     has	
     been	
     barricaded	
     with	
     boxes,	
    
  chests	
     and	
     barrels	
     in	
     defence	
     of	
     the	
     dungeon.	
    
  There	
    are	
    signs	
    of	
    a	
    struggle:	
    sprays	
    of	
    blood,	
    a	
    
  few	
    old	
    bones,	
    and	
    a	
    discarded	
    boot.	
    Given	
    the	
    
  barricade	
    has	
    been	
    pushed	
    aside,	
    it	
    appears	
    that	
    
  whomever	
     attacked	
     was	
     able	
     to	
     successfully	
    
  breach	
    the	
    entrance.	
    	
    
  05-­‐06	
    
  As	
     above,	
     but	
     the	
     barricade	
     appears	
     to	
     have	
    
  been	
    arranged	
    to	
    keep	
    something	
    in.	
    	
    
  07-­‐08	
    
  Large-­‐sized,	
    clawed	
    footprints	
    of	
    some	
    creature	
    
  track	
    in	
    and	
    out	
    of	
    the	
    entrance.	
    	
    
  09-­‐10	
    
  The	
     entrance	
     has	
     been	
     overtaken	
     by	
     nature.	
    
  Trees	
    (or	
    giant	
    mushrooms,	
    shrubs	
    or	
    other	
    flora	
    
  appropriate	
     to	
     the	
     climate)	
     partially	
     occlude	
    
  entry.	
    	
    
  11-­‐12	
    
  The	
     entrance	
     has	
     been	
     covered	
     by	
     an	
     illusion	
    
  making	
    it	
    appear	
    as	
    the	
    surrounding	
    landscape.	
    
  13-­‐14	
    
  The	
    entrance	
    shows	
    signs	
    of	
    recent	
    cleaning	
    and	
    
  maintenance.	
    	
    
  15-­‐16	
    
  The	
    entrance	
    is	
    covered	
    with	
    dense	
    webs,	
    within	
    
  which	
    dwell	
    a	
    swarm	
    of	
    tiny	
    spiders.	
    	
    	
    
  17-­‐18	
    
  Seven	
     rotting	
     humanoid	
     heads	
     have	
     been	
    
  mounted	
     on	
     spears	
     in	
     a	
     semicircle	
     before	
     the	
    
  entrance.	
    All	
    of	
    them	
    have	
    been	
    roughly	
    severed	
    
  and	
     are	
     too	
     decayed	
     to	
     recognize.	
     The	
     smell	
     is	
    
  overpowering.	
    
  19-­‐20	
    
  A	
     crudely	
     painted	
     blue	
     door	
     on	
     the	
     side	
     of	
     a	
    
  monstrous	
     conifer	
     provides	
     a	
     magical	
     entrance	
    
  to	
     the	
     dungeon.	
     Turning	
     the	
     shiny	
     brass	
    
  doorknob	
     reveals	
     a	
     blinding	
     aquamarine	
     light.	
    
  Travellers	
     find	
     themselves	
     in	
     a	
     new	
     location	
    
  when	
    it	
    clears.	
    
  21-­‐22	
    
  A	
     cart	
     hitched	
     to	
     a	
     donkey	
     is	
     parked	
     near	
     the	
    
  entrance.	
     The	
     donkey	
     happily	
     chews	
     on	
     grass,	
    
  ignoring	
     anyone	
     approaching.	
     The	
     cart	
     is	
     filled	
    
  with	
     booty	
     looted	
     from	
     the	
     dungeon	
     including	
    
  old	
     doors,	
     torch	
     sconces,	
     old	
     furniture	
     and	
     a	
    
  large	
    statue	
    of	
    a	
    smiling	
    elven	
    maiden	
    swaddled	
    
  in	
    a	
    shawl.	
    The	
    goods	
    can	
    be	
    sold	
    for	
    60	
    gp.	
    	
    
  23-­‐24	
    
  Splashes	
    of	
    different	
    colours	
    paint	
    the	
    area	
    near	
    
  the	
    entrance.	
    Their	
    purpose	
    is	
    not	
    clear.	
    	
    
  25-­‐26	
    
  A	
    large	
    branch,	
    wilting	
    but	
    still	
    green,	
    lies	
    in	
    front	
    
  of	
    the	
    entrance.	
    	
    
  27-­‐28	
    
  A	
    triggered	
    pit	
    lies	
    just	
    inside	
    the	
    entrance.	
    It	
    is	
    
  ten	
    feet	
    across	
    and	
    blocks	
    entry	
    further	
    into	
    the	
    
  dungeon.	
     The	
     pit	
     is	
     twenty	
     feet	
     deep	
     and	
     has	
    
  iron	
    spikes	
    at	
    the	
    bottom.	
    There	
    are	
    no	
    bodies	
    at	
    
  the	
     bottom,	
     but	
     brown	
     stains	
     of	
     dried	
     blood	
    
  suggest	
    that	
    someone	
    did	
    indeed	
    fall	
    into	
    it.	
    	
    
  29-­‐30	
    
  A	
    dented	
    helmet	
    with	
    a	
    blood	
    encrusted	
    feather	
    
  plume	
    lies	
    on	
    the	
    ground	
    near	
    the	
    entrance.	
    	
    
  31-­‐32	
    
  A	
    pair	
    of	
    torches	
    flank	
    the	
    entrance.	
    One	
    burns	
    
  with	
     a	
     magical	
     cold	
     flame,	
     while	
     the	
     other	
     is	
    
  unlit.	
     The	
     flame	
     for	
     the	
     active	
     torch	
     is	
    
  permanently	
     extinguished	
     if	
     the	
     torch	
     is	
    
  removed	
    from	
    its	
    sconce.	
    	
    
  33-­‐34	
    
  A	
    big	
    red	
    "X"	
    has	
    been	
    drawn	
    on	
    the	
    wall	
    or	
    floor	
    
  near	
    the	
    entrance.	
    	
    
  35-­‐36	
    
  Placed	
     facing	
     the	
     entrance	
     are	
     hundreds	
     of	
    
  eyeballs	
     of	
     all	
     sizes	
     and	
     colours,	
     floating	
     in	
     jars	
    
  filled	
     with	
     a	
     clear,	
     thick	
     liquid.	
     They	
     do	
     not	
    
  radiate	
    magic.	
    	
    
  37-­‐38	
    
  The	
    corpse	
    of	
    a	
    female	
    halfling	
    explorer	
    lies	
    just	
    
  outside	
    the	
    entrance,	
    a	
    dried	
    stain	
    leaving	
    a	
    trail	
    
  into	
    the	
    entrance	
    from	
    where	
    she	
    crawled.	
    She	
    
  appears	
    to	
    have	
    died	
    within	
    the	
    last	
    three	
    days	
    
  from	
     multiple	
     bite	
     wounds.	
     Much	
     of	
     her	
    
  equipment	
     is	
     missing,	
     but	
     she	
     still	
     carries	
     a	
    
  pouch	
    that	
    has	
    12	
    sp	
    and	
    an	
    unlabeled	
    potion	
    to	
    
  protect	
    versus	
    the	
    evil.	
    
  39-­‐40	
    
  A	
     trail	
     of	
     27	
     silver	
     coins,	
     spaced	
     evenly,	
     leads	
    
  into	
     the	
     entrance.	
     Ominous	
     blood	
     splatters	
     are	
    
  clearly	
    visible	
    along	
    the	
    path	
    the	
    coins	
    take.	
    	
    
  41-­‐42	
    
  A	
     copper	
     coin	
     with	
     the	
     number	
     one	
     crudely	
    
  etched	
     upon	
     it	
     has	
     been	
     wedged	
     into	
     a	
     crack,	
    
  crevice	
    or	
    under	
    a	
    stone	
    near	
    the	
    entrance.	
    
  43-­‐44	
    
  A	
    crow	
    picks	
    at	
    a	
    tangle	
    of	
    colourful	
    string	
    caught	
    
  in	
    a	
    thorny	
    bush.	
    Careful	
    inspection	
    reveals	
    it	
    has	
    
  tassels	
     and	
     appears	
     to	
     have	
     been	
     torn	
     from	
     a	
    
  thin	
     material,	
     such	
     as	
     a	
     shawl.	
     The	
     scrap	
     is	
     no	
    
  bigger	
     that	
     a	
     man's	
     finger,	
     but	
     looks	
     of	
     good	
    
  craftsmanship.	
    
  45-­‐46	
    
  Faint	
     acrid	
     smoke	
     periodically	
     wafts	
     from	
     the	
    
  entrance.	
    
  It	
    
  is	
    
  not	
    
  enough	
    
  to	
    
  provide	
    
  concealment.	
    
  47-­‐48	
    
  A	
     long	
     abandoned	
     campsite	
     is	
     hidden	
     in	
     the	
    
  underbrush	
    a	
    bow	
    shot	
    from	
    the	
    entrance.	
    There	
    
  is	
     a	
     ring	
     of	
     stones	
     for	
     a	
     small	
     fire	
     and	
     three	
    
  depressions	
     that	
     suggest	
     someone	
     slept	
     there.	
    
  Those	
    that	
    excavate	
    the	
    fire	
    pit	
    find	
    the	
    remains	
    
  of	
    old	
    animal	
    bones	
    and	
    a	
    partially	
    melted	
    brass	
    
  cap	
    for	
    a	
    scroll	
    tube.	
    	
    
  49-­‐50	
    
  Scorch	
     marks	
     mar	
     the	
     entrance	
     and	
     a	
     wand	
    
  made	
     of	
     yew,	
     snapped	
     into	
     three	
     pieces,	
     lies	
    
  discarded	
     on	
     the	
     ground.	
     If	
     the	
     entrance	
     was	
    
  barred	
    or	
    otherwise	
    blocked,	
    the	
    obstruction	
    has	
    
  been	
    damaged	
    by	
    the	
    flames	
    and	
    is	
    now	
    at	
    50%	
    
  of	
    its	
    original	
    hit	
    points.	
    	
    
  
  71	
    
  51-­‐52	
    
  A	
     large	
     wooden	
     pole	
     with	
     a	
     crossbeam	
     atop	
     it	
    
  has	
     been	
     set	
     into	
     the	
     ground	
     before	
     the	
    
  entrance.	
    	
    An	
    orc	
    in	
    a	
    rent	
    chain	
    shirt	
    has	
    been	
    
  crucified	
    upon	
    it.	
    Several	
    arrows	
    pierce	
    his	
    body.	
    	
    
  53-­‐54	
    
  Half	
    of	
    a	
    set	
    of	
    mangled	
    battered	
    manacles,	
    now	
    
  covered	
     in	
     rust,	
     lie	
     atop	
     a	
     rock.	
     The	
     top	
     of	
     the	
    
  rock	
     shows	
     damage	
     from	
     where	
     something	
    
  heavy	
    was	
    pounded	
    against	
    it.	
    	
    
  55-­‐56	
    
  A	
    burnt	
    out	
    torch	
    stub	
    is	
    wedged	
    into	
    a	
    crack	
    in	
    
  the	
     wall.	
     Soot	
     stains	
     the	
     wall	
     behind	
     it.	
     If	
     lit,	
     it	
    
  burns	
    for	
    one	
    minute.	
    
  57-­‐58	
    
  Shattered	
     red	
     glass	
     litters	
     the	
     floor	
     inside	
     the	
    
  entrance.	
     In	
     the	
     middle	
     of	
     the	
     shards	
     lies	
     a	
    
  carved	
     bone	
     stopper	
     shaped	
     as	
     a	
     fist	
     with	
     one	
    
  finger	
    pointing	
    out.	
    It	
    is	
    worth	
    2	
    gp.	
    
  59-­‐60	
    
  A	
    grave	
    has	
    been	
    dug	
    in	
    the	
    dirt	
    (or	
    piled	
    under	
    
  rubble	
    if	
    the	
    floor	
    is	
    not	
    easily	
    excavated)	
    and	
    a	
    
  shield	
    lies	
    on	
    top.	
    The	
    top	
    half	
    of	
    the	
    heavy	
    steel	
    
  shield	
    is	
    painted	
    blue	
    and	
    the	
    bottom	
    is	
    yellow.	
    
  Emblazoned	
    upon	
    the	
    front	
    is	
    a	
    longsword,	
    point	
    
  down,	
    with	
    a	
    pair	
    of	
    feathered	
    wings	
    sprouting	
    
  from	
    the	
    middle	
    of	
    the	
    blade.	
    Inside	
    the	
    grave	
    is	
    
  a	
    set	
    of	
    humanoid	
    bones.	
    	
    
  61-­‐62	
    
  A	
     large	
     brown	
     bear	
     sleeps	
     in	
     front	
     of	
     the	
    
  entrance.	
     It	
     has	
     randomly	
     wandered	
     by,	
     and	
     if	
    
  the	
    party	
    returns	
    later,	
    it	
    has	
    moved	
    on.	
    	
    
  63-­‐64	
    
  The	
     smell	
     of	
     sweet,	
     flowery	
     perfume	
     hangs	
     in	
    
  the	
     air.	
     There	
     is	
     no	
     obvious	
     source,	
     but	
     the	
    
  odour	
    dissipates	
    over	
    thirty	
    minutes.	
    	
    
  65-­‐66	
    
  A	
    crumpled	
    piece	
    of	
    parchment	
    has	
    been	
    tacked	
    
  to	
    the	
    wall	
    or	
    a	
    nearby	
    tree.	
    In	
    Common,	
    it	
    reads	
    
  "Wanted	
     Dalat	
     Thunderock,	
     For	
     Banditry	
     and	
    
  Murder."	
    It	
    gives	
    a	
    description	
    of	
    a	
    burly	
    dwarf	
    
  missing	
    one	
    arm.	
    
  67-­‐68	
    
  Several	
     small	
     niches	
     have	
     been	
     carved	
     around	
    
  the	
    
  entrance.	
    
  Each	
    
  contains	
    
  some	
    
  small	
    
  keepsake	
     in	
     remembrance	
     of	
     the	
     fallen:	
     a	
    
  dagger,	
    a	
    silver	
    necklace	
    (5	
    gp),	
    a	
    brass	
    ring	
    (15	
    
  gp),	
     three	
     feathers	
     tied	
     together	
     with	
     a	
     green	
    
  string	
     and	
     a	
     blue	
     enamelled	
     steel	
     gauntlet;	
    
  among	
    others.	
    In	
    all,	
    they	
    are	
    worth	
    35	
    gp.	
    	
    
  69-­‐70	
    
  A	
     reinforced	
     wall	
     of	
     stone	
     blocks	
     has	
     been	
    
  erected	
    across	
    the	
    entrance.	
    	
    
  71-­‐72	
    
  A	
     maggot-­‐infested	
     corpse	
     of	
     a	
     large	
     dog	
     lies	
    
  inside	
    the	
    entrance.	
    The	
    corpse	
    is	
    only	
    a	
    day	
    or	
    
  two	
    old.	
    One	
    of	
    the	
    dog’s	
    legs	
    lies	
    ten	
    feet	
    away	
    
  from	
    the	
    rest	
    of	
    the	
    body.	
    	
    
  73-­‐74	
    
  Lightning	
     has	
     struck	
     nearby	
     and	
     turned	
     the	
    
  ground	
    to	
    glass.	
    	
    
  75-­‐76	
    
  A	
     dozen	
     caltrops	
     have	
     been	
     spread	
     before	
     the	
    
  entrance.	
     They	
     are	
     old	
     and	
     dirt	
     encrusted	
     and	
    
  easily	
    missed.	
    	
    
  77-­‐78	
    
  A	
     brown	
     cloth	
     sack	
     with	
     a	
     loaf	
     of	
     hard,	
     stale	
    
  bread	
     has	
     been	
     discarded	
     in	
     the	
     entryway.	
     A	
    
  coin-­‐sized	
     hole	
     has	
     been	
     gnawed	
     through	
     the	
    
  cloth	
    and	
    rodent	
    droppings	
    lie	
    nearby.	
    	
    
  79-­‐80	
    
  Three	
     empty,	
     dark	
     glass	
     bottles	
     lie	
     haphazardly	
    
  on	
    their	
    sides.	
    They	
    smell	
    of	
    strong	
    alcohol,	
    but	
    
  are	
    empty.	
    	
    
  81-­‐82	
    
  Written	
    in	
    Draconic	
    sloppily	
    over	
    the	
    entrance	
    in	
    
  dried	
     blood	
     are	
     the	
     words	
     "Welcome	
     to	
     Hell."	
    
  Fingerprints	
     in	
     the	
     blood	
     make	
     it	
     clear	
     the	
    
  writing	
    was	
    done	
    by	
    a	
    small	
    clawed	
    hand.	
    	
    
  83-­‐84	
    
  A	
     piece	
     of	
     paper	
     is	
     trapped	
     against	
     the	
     side	
     of	
    
  the	
     entrance,	
     fluttering	
     in	
     a	
     slight	
     breeze.	
     A	
    
  closer	
    inspection	
    shows	
    a	
    sketch	
    of	
    the	
    entrance	
    
  with	
     three	
     armoured	
     men	
     entering	
     seen	
     from	
    
  behind	
     and	
     a	
     young	
     woman	
     in	
     leathers	
     with	
     a	
    
  sketch	
    pad	
    in	
    the	
    foreground.	
    The	
    quality	
    of	
    the	
    
  sketch	
    is	
    very	
    good	
    and	
    might	
    be	
    sold	
    for	
    5	
    gp.	
    
  There	
     is	
     enough	
     detail	
     in	
     the	
     sketch	
     to	
     identify	
    
  the	
    woman,	
    if	
    she	
    is	
    ever	
    encountered.	
    	
    
  85-­‐86	
    
  The	
     entrance	
     is	
     chipped	
     and	
     shows	
     signs	
     of	
    
  having	
    been	
    pried	
    open.	
    A	
    bent	
    crowbar	
    lies	
    in	
    a	
    
  nearby	
    corner.	
    	
    
  87-­‐88	
    
  Two	
    dozen	
    caltrops	
    have	
    been	
    scattered	
    outside	
    
  the	
    entrance	
    and	
    a	
    large	
    puddle	
    of	
    flammable	
    oil	
    
  is	
    inside	
    the	
    entrance.	
    Bloody	
    rags	
    are	
    discarded	
    
  further	
    inside.	
    	
    
  89-­‐90	
    
  A	
    wagon	
    of	
    weathered	
    timber,	
    missing	
    all	
    of	
    its	
    
  wheels,	
     rests	
     on	
     two	
     logs	
     in	
     front	
     of	
     the	
    
  entrance.	
    Tall	
    grass	
    grows	
    up	
    around	
    it	
    and	
    the	
    
  hardware	
    
  is	
    
  heavily	
    
  corroded	
    
  with	
    
  rust,	
    
  suggesting	
     the	
     wagon	
     has	
     been	
     here	
     for	
     some	
    
  time.	
    
  91-­‐92	
    
  Wisps	
     of	
     colourful	
     light	
     dance	
     before	
     the	
    
  entrance,	
     shedding	
     light	
     for	
     twenty	
     feet.	
     The	
    
  lights	
    can	
    be	
    suppressed	
    with	
    magic,	
    but	
    return	
    
  after	
    an	
    hour.	
    	
    
  93-­‐94	
    
  The	
    stub	
    of	
    a	
    purple	
    candle	
    rests	
    in	
    a	
    puddle	
    of	
    
  wax.	
     If	
     lit,	
     the	
     candle	
     has	
     enough	
     wick	
     left	
     to	
    
  burn	
    for	
    fifteen	
    minutes.	
    	
    
  95-­‐96	
    
  Investigation	
     notes	
     a	
     tripwire	
     strung	
     across	
     the	
    
  entrance	
    way.	
    Those	
    that	
    don’t	
    spot	
    the	
    tripwire	
    
  must	
    take	
    care	
    or	
    fall	
    prone.	
    If	
    seen,	
    the	
    tripwire	
    
  can	
    be	
    easily	
    avoided	
    or	
    cut.	
    
  97-­‐98	
    
  A	
    wooden	
    stool,	
    sized	
    for	
    a	
    Medium	
    creature,	
    is	
    
  next	
    to	
    the	
    entrance.	
    Placed	
    next	
    to	
    the	
    stool	
    is	
    a	
    
  crude	
    wooden	
    box.	
    The	
    word	
    "fee"	
    is	
    written	
    in	
    
  Common	
    on	
    the	
    side	
    of	
    the	
    box.	
    	
    
  99-­‐100	
    
  A	
     statue	
     has	
     been	
     dragged	
     in	
     front	
     of	
     the	
    
  entrance,	
    gouges	
    in	
    the	
    ground	
    making	
    it	
    clear	
    it	
    
  came	
     from	
     inside	
     the	
     dungeon.	
     The	
     statue	
    
  portrays	
     a	
     snarling,	
     fanged	
     woman	
     with	
     a	
    
  serpent's	
     tail	
     and	
     six	
     arms.	
     Each	
     arm	
     holds	
     an	
    
  actual	
     metal	
     weapon	
     that	
     can,	
     with	
     some	
     care,	
    
  be	
    removed	
    from	
    the	
    statue's	
    grip.	
    The	
    weapons	
    
  carried	
    include	
    a	
    spear,	
    a	
    longsword,	
    a	
    dagger,	
    a	
    
  trident,	
    a	
    khopesh	
    and	
    a	
    kama.	
    	
    
  	
    
   
  
  72	
    
  D U N G E O N  E N T R A N C E S :  S E C R E T  E N T R A N C E S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    secret	
    entrances	
    for	
    your	
    
  dungeon.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  	
    
  D%	
    
  	
    
  01-­‐05	
    
  Thick	
    growths	
    of	
    ivy	
    and	
    thorny	
    vines	
    cover	
    the	
    
  entrance.	
    	
    
  06-­‐10	
    
  Mouldering	
    brickwork	
    blocks	
    this	
    entrance,	
    but	
    it	
    
  is	
    easily	
    dismantled.	
    
  11-­‐12	
    
  A	
     mighty	
     tree	
     grows	
     out	
     of	
     this	
     cave-­‐like	
    
  entrance,	
    obscuring	
    it	
    from	
    sight.	
    
  13-­‐14	
    
  A	
    rock	
    or	
    mudslide	
    covers	
    the	
    doorway.	
    
  15-­‐16	
    
  A	
    collapsed	
    wagon	
    lies	
    across	
    a	
    trapdoor.	
    
  17-­‐18	
    
  A	
     bare	
     expanse	
     of	
     sand	
     conceals	
     a	
     stone	
     slab	
    
  that	
    serves	
    as	
    a	
    trapdoor.	
    
  19-­‐20	
    
  The	
    entrance	
    lies	
    in	
    a	
    deep	
    pool	
    or	
    lake.	
    
  21-­‐22	
    
  Guano	
     or	
     other	
     filth	
     covers	
     the	
     way	
     inside	
     this	
    
  dungeon.	
    
  23-­‐24	
    
  Thick	
    strands	
    of	
    spider-­‐silk	
    make	
    this	
    door	
    nearly	
    
  invisible.	
    
  25-­‐26	
    
  Canvas	
    or	
    burlap,	
    cunningly	
    painted	
    to	
    resemble	
    
  ground	
    cover,	
    stretches	
    across	
    the	
    entrance.	
    
  27-­‐28	
    
  Access	
     to	
     the	
     dungeon	
     is	
     on	
     the	
     side	
     of	
     an	
    
  overgrown	
    ditch	
    or	
    moat,	
    obscured	
    by	
    weeds.	
    
  29-­‐30	
    
  This	
     entryway	
     is	
     hidden	
     in	
     a	
     collapsed	
     hut	
     or	
    
  outhouse.	
    
  31-­‐32	
    
  A	
     narrow	
     crack	
     in	
     a	
     tumbled	
     crag	
     leads	
     to	
     the	
    
  dungeon.	
    
  33-­‐34	
    
  A	
     large	
     flagstone	
     or	
     flat	
     rock	
     serves	
     as	
     a	
    
  trapdoor.	
    
  35-­‐36	
    
  An	
    abandoned	
    house’s	
    basement	
    opens	
    into	
    the	
    
  passages	
    below.	
    
  37-­‐38	
    
  The	
     dungeon	
     is	
     accessed	
     through	
     a	
     cell	
     or	
    
  oubliette	
    in	
    a	
    gaol	
    or	
    castle.	
    
  39-­‐40	
    
  Walking	
     widdershins	
     in	
     a	
     circle	
     of	
     toadstools	
    
  reveals	
    an	
    opening	
    on	
    a	
    nearby	
    knoll.	
    
  41-­‐42	
    
  A	
    large	
    freestanding	
    tomb	
    conceals	
    stairs	
    leading	
    
  down.	
    
  43-­‐44	
    
  A	
    ruined	
    shrine	
    or	
    folly	
    conceals	
    a	
    narrow	
    set	
    of	
    
  stairs.	
    
  45-­‐46	
    
  Access	
     to	
     the	
     dungeon	
     is	
     concealed	
     within	
     a	
    
  huge	
    clock	
    or	
    a	
    mechanical	
    device.	
    
  47-­‐48	
    
  The	
     secret	
     entrance	
     is	
     hidden	
     under	
     a	
     mural,	
    
  itself	
     containing	
     clues	
     to	
     the	
     nature	
     of	
     the	
    
  complex.	
    
  49-­‐50	
    
  A	
    banner	
    or	
    tapestry	
    covers	
    the	
    entrance,	
    which	
    
  is	
    within	
    a	
    busy	
    hall	
    or	
    reception	
    room.	
    
  51-­‐52	
    
  The	
    corpse	
    or	
    bones	
    of	
    a	
    huge	
    creature	
    partially	
    
  obscures	
    the	
    entrance.	
    
  53-­‐54	
    
  A	
    waterfall	
    or	
    sheet	
    of	
    ice	
    blocks	
    the	
    view	
    of	
    this	
    
  cave-­‐like	
    tunnel.	
    
  55-­‐56	
    
  This	
    door	
    is	
    covered	
    in	
    rock	
    and	
    leaves	
    fastened	
    
  to	
     make	
     it	
     blend	
     in	
     to	
     the	
     surrounding	
    
  environment.	
    
  57-­‐58	
    
  A	
    great	
    barrel	
    or	
    vat	
    within	
    a	
    wine	
    cellar	
    conceals	
    
  a	
    secret	
    set	
    of	
    stairs.	
    
  59-­‐60	
    
  The	
     entrance	
     is	
     hidden	
     behind	
     a	
     cabinet	
     in	
     a	
    
  busy,	
    cluttered	
    shop	
    within	
    a	
    town	
    or	
    village.	
    
  61-­‐62	
    
  An	
     altar	
     or	
     megalith	
     blocks	
     an	
     old	
     entrance	
     to	
    
  underground	
    tunnels.	
    
  63-­‐64	
    
  A	
    
  crevasse,	
    
  nearly	
    
  invisible	
    
  because	
    
  of	
    
  overhanging	
    growth	
    and	
    the	
    angle	
    of	
    approach,	
    
  conceals	
    the	
    entrance.	
    
  65-­‐66	
    
  Access	
    to	
    the	
    dungeon	
    is	
    through	
    a	
    well’s	
    	
    wall	
    
  just	
    above	
    the	
    surface	
    of	
    the	
    water.	
    Sometimes,	
    
  after	
    heavy	
    rain,	
    the	
    entrance	
    floods.	
    
  67-­‐68	
    
  The	
    entrance,	
    while	
    faintly	
    visible,	
    is	
    halfway	
    up	
    
  a	
    sheer	
    cliff;	
    no	
    stairs	
    reach	
    the	
    entrance.	
    
  69-­‐70	
    
  A	
     small	
     door	
     under	
     a	
     bridge	
     leads	
     into	
     the	
    
  dungeon.	
    
  71-­‐72	
    
  The	
     entrance	
     stands	
     beneath	
     a	
     long	
     pier,	
    
  reachable	
    only	
    at	
    low	
    tide.	
    
  73-­‐74	
    
  This	
     mountainside	
     entrance	
     is	
     covered	
     by	
     the	
    
  nest	
    of	
    a	
    huge	
    bird	
    or	
    other	
    flying	
    monster.	
    
  75-­‐76	
    
  A	
    boulder,	
    cleverly	
    counterbalanced,	
    serves	
    as	
    a	
    
  hidden	
    door	
    to	
    the	
    dungeon.	
    
  77-­‐78	
    
  The	
    dungeon	
    is	
    accessible	
    through	
    a	
    cave	
    or	
    alley	
    
  used	
    as	
    a	
    rubbish	
    tip;	
    waste	
    and	
    filth	
    blocks	
    the	
    
  door.	
    
  79-­‐80	
    
  A	
    paper-­‐maché	
    or	
    plaster	
    piece	
    of	
    stage	
    scenery	
    
  conceals	
    a	
    small	
    door.	
    
  81-­‐82	
    
  The	
    entrance	
    is	
    through	
    a	
    dovecote	
    or	
    coop.	
    
  83-­‐84	
    
  An	
    icehouse	
    or	
    smokehouse	
    conceals	
    the	
    door.	
    
  85-­‐86	
    
  To	
    reach	
    the	
    entrance,	
    explorers	
    must	
    traverse	
    a	
    
  complicated	
    and	
    overgrown	
    hedge-­‐maze.	
    
  87-­‐88	
    
  The	
     doorway	
     appears	
     in	
     the	
     mist	
     or	
     fog,	
    
  seemingly	
    insubstantial.	
    
  89-­‐90	
    
  A	
    model	
    or	
    diorama	
    contains	
    a	
    tiny	
    magical	
    door,	
    
  that,	
    if	
    touched,	
    teleports	
    an	
    individual	
    inside	
    the	
    
  full-­‐sized	
    site.	
    
  91-­‐92	
    
  A	
    mirror	
    or	
    painting	
    allows	
    magical	
    access	
    to	
    the	
    
  interior	
    of	
    a	
    dungeon.	
    
  93-­‐94	
    
  The	
    doorway	
    is	
    a	
    simple	
    closet	
    or	
    cabinet	
    with	
    a	
    
  permanent	
    link	
    to	
    the	
    inside	
    of	
    the	
    dungeon.	
    
  95-­‐99	
    
  Access	
    to	
    this	
    dungeon	
    is	
    possible	
    by	
    means	
    of	
    
  an	
    old	
    dumbwaiter	
    or	
    priest	
    hole.	
    
  100	
    
  A	
     simple	
     illusion	
     of	
     a	
     rock	
     wall	
     conceals	
     the	
    
  entrance.	
    	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  
  73	
    
  	
    
  
  74	
    
  D U N G E O N  N A M E S :  N A M I N G  C O N V E N T I O N S  
  Campaign	
     worlds	
     need	
     deep	
     dungeons,	
     lost	
     dwarven	
     holds,	
    
  crumbling	
    castles,	
    ebon	
    caverns	
    and	
    dusty	
    necropolises	
    for	
    the	
    
  PCs	
     to	
     explore.	
     Such	
     locales	
     need	
     suitably	
     evocative	
     names.	
    
  Whether	
    designing	
    a	
    rumour	
    or	
    legend	
    about	
    a	
    dungeon,	
    a	
    small	
    
  self-­‐contained	
     complex	
     or	
     an	
     entire	
     megadungeon,	
     a	
     decent	
    
  name	
    is	
    vital	
    for	
    setting	
    the	
    theme	
    and	
    style	
    of	
    the	
    complex.	
    An	
    
  evocative	
     name	
     also	
     builds	
     the	
     players’	
     expectations	
     and	
     may	
    
  even	
    give	
    them	
    helpful	
    hints	
    about	
    what	
    might	
    lurk	
    within.	
    	
    	
    
  	
    
  The	
     tools	
     herein	
     can	
     be	
     used	
     to	
     name	
     small	
     and	
     large	
    
  dungeon	
    complexes	
    as	
    well	
    as	
    distinct	
    portions	
    or	
    levels	
    within	
    a	
    
  complex.	
    	
    
  N A M I N G  S T Y L E S  
  Obviously	
    each	
    dungeon	
    must	
    have	
    a	
    unique	
    name,	
    but	
    beyond	
    
  that	
     the	
     naming	
     convention	
     of	
     most	
     dungeons	
     can	
     take	
     many	
    
  forms.	
     Each	
     name,	
     however,	
     comprises	
     one	
     or	
     more	
     distinct	
    
  parts.	
    These	
    parts	
    are:	
    
  § 
  Complex:	
    All	
    dungeons	
    take	
    one	
    of	
    several	
    forms.	
    Dungeons,	
    
  castles,	
    catacombs,	
    caves	
    and	
    so	
    on	
    can	
    all	
    serve	
    as	
    a	
    dungeon.	
    
  To	
    determine	
    the	
    dungeon’s	
    type,	
    roll	
    on	
    Table	
    A.	
    
  § 
  Descriptor:	
     Many	
     dungeons	
     have	
     a	
     descriptor	
     that	
     describes	
    
  the	
     general	
     condition	
     or	
     perception	
     of	
     the	
     locale.	
     Dungeons	
    
  can	
    be	
    cursed,	
    fallen,	
    ruined,	
    shadowed	
    and	
    so	
    on.	
    In	
    addition,	
    
  if	
    a	
    dungeon	
    is	
    named	
    for	
    a	
    specific	
    person,	
    group	
    or	
    kingdom	
    
  it	
    may	
    have	
    a	
    second	
    descriptor	
    that	
    describes	
    that	
    subject.	
    To	
    
  determine	
    the	
    dungeon’s	
    descriptor,	
    roll	
    on	
    Table	
    B	
    and	
    pick	
    
  the	
     most	
     appropriate	
     word	
     from	
     those	
     listed	
     alongside	
     the	
    
  generated	
    result.	
    
  § 
  Subject:	
     Many	
     dungeons	
     also	
     have	
     a	
     featured	
     subject.	
     A	
    
  dungeon	
    associated	
    with	
    a	
    magic	
    throne,	
    for	
    example,	
    might	
    
  include	
    that	
    feature	
    in	
    its	
    name.	
    To	
    determine	
    the	
    dungeon’s	
    
  subject,	
     roll	
     on	
     Table	
     C	
     and	
     pick	
     the	
     most	
     appropriate	
     word	
    
  from	
    those	
    listed	
    alongside	
    the	
    generated	
    result.	
    
  § 
  Proper	
     Name:	
     Sometimes	
     a	
     dungeon	
     is	
     named	
     for	
     a	
     specific	
    
  individual	
     –	
     perhaps	
     a	
     powerful	
     wizard	
     who	
     once	
     dwelled	
    
  therein	
    or	
    a	
    famous	
    adventurer	
    who	
    died	
    within.	
    Occasionally,	
    
  locales	
     are	
     also	
     named	
     for	
     the	
     tribe	
     that	
     claims	
     the	
     place.	
    
  Either	
    pick	
    an	
    appropriate	
    name	
    from	
    your	
    campaign	
    or	
    roll	
    on	
    
  Table	
     D	
     to	
     determine	
     whose	
     name	
     to	
     associate	
     with	
     the	
    
  dungeon	
    	
    
  	
    
  To	
    randomly	
    determine	
    the	
    structure	
    of	
    a	
    dungeon’s	
    name,	
    
  roll	
    on	
    the	
    table	
    below:	
    
  D8	
    
  	
    
  1	
    
  The	
    [descriptor]	
    [complex]	
    of	
    [proper	
    name]	
    
  2	
    
  The	
    [descriptor]	
    [complex]	
    
  3	
    
  The	
     [descriptor]	
     [complex]	
     of	
     the	
     [descriptor]	
    
  [subject]	
    
  4	
    
  The	
    [descriptor]	
    [complex]	
    of	
    [tribe	
    name]	
    
  5	
    
  The	
    [complex]	
    of	
    [descriptor]	
    
  6	
    
  [proper	
    name]	
    
  7	
    
  The	
    	
    [complex]	
    of	
    [descriptor]	
    the	
    [descriptor]	
    
  8	
    
  The	
    [descriptor]	
    [complex]	
    
  	
    
  	
    
  	
    
  Once	
    the	
    structure	
    of	
    the	
    name	
    has	
    been	
    determined,	
    flip	
    to	
    
  the	
     relevant	
     pages	
     to	
     generate	
     each	
     component	
     of	
     the	
    
  dungeon’s	
    name.	
    
  	
    
  For	
     example,	
     using	
     this	
     table	
     above,	
     a	
     GM	
     can	
     generate	
    
  names	
    such	
    as:	
    	
    
  § 
  The	
    Gate	
    of	
    Sorrow	
    
  § 
  Borath’s	
    Hold	
    
  § 
  The	
    Forsaken	
    Citadel	
    
  § 
  Arak-­‐Zol	
    
  § 
  Shadowed	
    Vault	
    of	
    the	
    Forsaken	
    Goblins	
    
  L E G E N D S  
  The	
    great	
    thing	
    about	
    creating	
    a	
    name	
    for	
    a	
    dungeon	
    is	
    that	
    it	
    
  inevitably	
    poses	
    questions	
    which	
    are	
    not	
    only	
    fun	
    to	
    answer	
    but	
    
  also	
     add	
     depth,	
     verisimilitude	
     and	
     flavour	
     to	
     the	
     campaign	
    
  world.	
    For	
    example:	
    
  § 
  What	
    powers	
    does	
    the	
    pillar	
    hidden	
    in	
    the	
    Catacombs	
    of	
    the	
    
  Sundered	
    Pillar	
    have	
    and	
    why	
    was	
    it	
    sundered?	
    	
    
  § 
  What	
     lurks	
     in	
     the	
     darkness	
     of	
     the	
     Trackless	
     Reaches	
     of	
     the	
    
  Ebon	
    Cavern?	
    
  § 
  Who	
    or	
    what	
    lies	
    in	
    the	
    Sepulchre	
    of	
    Tor	
    Baroth?	
    Is	
    Tor	
    Baroth	
    
  its	
    most	
    famed	
    “resident,”	
    its	
    guardian	
    or	
    the	
    name	
    of	
    a	
    fallen	
    
  kingdom?	
    
  U N S U I T A B L E  N A M E S  
  Inevitably,	
     these	
     tables	
     will	
     generate	
     stupid,	
     ridiculous,	
    
  laughable	
     or	
     otherwise	
     unsuitable	
     names	
     –	
     with	
     the	
     sheer	
    
  number	
     of	
     words	
     and	
     options	
     packed	
     within	
     these	
     pages	
     such	
    
  results	
     are	
     to	
     be	
     expected.	
     A	
     GM	
     using	
     these	
     tables	
     to	
     name	
    
  such	
    features	
    in	
    his	
    campaign	
    should	
    not	
    be	
    a	
    slave	
    to	
    the	
    dice	
    
  and	
     should	
     feel	
     free	
     to	
     dispose	
     of,	
     or	
     modify,	
     inappropriate	
    
  results.	
    
  	
    
  
  75	
    
   D U N G E O N  N A M E S :  T A B L E  A  ( T Y P E  O F  C O M P L E X )  
  Not	
     all	
     dungeons	
     are	
     actual	
     dungeons.	
    
  Castles,	
    caverns,	
    fanes	
    and	
    so	
    on	
    can	
    all	
    
  serve	
    as	
    a	
    dungeon.	
    	
    
  	
    
  Either	
    choose	
    the	
    dungeon’s	
    form	
    or	
    
  use	
     this	
     table	
     to	
     randomly	
     determine	
    
  the	
    type	
    of	
    complex	
    –	
    ignore	
    or	
    modify	
    
  such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  1	
    
  Abbey	
    
  2	
    
  Aerie	
    
  3	
    
  Armoury	
    
  4	
    
  Barrow	
    
  5
  Bastion
  6	
    
  Bridge	
    
  7	
    
  Bulwark	
    
  8	
    
  Burrow	
    	
    
  9	
    
  Cairn	
    
  10	
    
  Castle	
    
  11	
    
  Catacomb	
    
  12	
    
  Cathedral	
    
  13	
    
  Caverns	
    
  14	
    
  Caves	
    
  15	
    
  Cenotaph	
    
  16	
    
  Chapel	
    
  17	
    
  Charnel	
    house	
    	
    
  18	
    
  Chasm	
    
  19	
    
  Church	
    
  20	
    
  Citadel	
    
  21	
    
  City	
    
  22	
    
  Crypt	
    
  23	
    
  Cyst	
    
  24	
    
  Delve	
    
  25	
    
  Demesne	
    
  26	
    
  Den	
    
  27	
    
  Depths	
    
  28	
    
  Domain	
    
  29	
    
  Dominion	
    
  30	
    
  Donjon	
    
  31	
    
  Dungeon	
    
  32
  Edifice
  33	
    
  Fane	
    
  34	
    
  Fastness	
    
  35	
    
  Fissure	
    
  36	
    
  Folly	
    
  37	
    
  Forge	
    
  38	
    
  Fort	
    
  39	
    
  Gate	
    
  40	
    
  Grave	
    
  41	
    
  Grotto	
    
  42	
    
  Hall	
    
  43	
    
  Haunt	
    
  44	
    
  Haven	
    
  45	
    
  Hive	
    
  46	
    
  Hold	
    
  47	
    
  Hollow	
    
  48	
    
  Home	
    
  49	
    
  House	
    
  50	
    
  Keep	
    
  51	
    
  Kingdom	
    
  52	
    
  Labyrinth	
    
  53	
    
  Lair	
    	
    
  54	
    
  Lodge	
    
  55	
    
  Manse	
    
  56	
    
  Mausoleum	
    
  57	
    
  Maze	
    
  58	
    
  Mine	
    
  59	
    
  Moathouse	
    
  60	
    
  Monastery	
    
  61	
    
  Necropolis	
    
  62	
    
  Nest	
    
  63	
    
  Obelisk	
    
  64	
    
  Ossuary	
    
  65	
    
  Oubliette	
    
  66	
    
  Outpost	
    
  67
  Pagoda
  68	
    
  Palace	
    
  69	
    
  Panopticon	
    
  70
  Pen
  71	
    
  Pillar	
    
  72	
    
  Pit	
    
  73	
    
  Portal	
    
  74	
    
  Prison	
    
  75	
    
  Pyramid	
    
  76	
    
  Realm	
    
  77	
    
  Redoubt	
    
  78	
    
  Refuge	
    
  79	
    
  Rest	
    
  80	
    
  Retreat	
    
  81	
    
  Rift	
    
  82	
    
  Ruin	
    	
    
  83	
    
  Sanctuary	
    
  84	
    
  Sanctum	
    
  85	
    
  Scar	
    
  86	
    
  Sepulchre	
    
  87	
    
  Sewers	
    
  88	
    
  Shrine	
    	
    
  89	
    
  Span	
    
  90	
    
  Spire	
    
  91	
    
  Stronghold	
    
  92	
    
  Tomb	
    	
    
  93	
    
  Tower	
    
  94	
    
  Treasure	
    vault	
    
  95	
    
  Undercity	
    
  96	
    
  Vault	
    
  97	
    
  Warren	
    
  98	
    
  Web	
    
  99	
    
  Well	
    
  100	
    
  Ziggurat	
    
  	
    
   
  P R E - G E N E R A T E D  D U N G E O N  N A M E S  
  D20	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  1	
    
  Ashen	
    Fane	
    of	
    the	
    Whispering	
    
  Cult	
    
  	
    
  9	
    
  Catacombs	
    of	
    the	
    Sundered	
    
  Pillar	
    
  	
    
  17	
    
  Drowned	
    Catacombs	
    of	
    the	
    
  Doomed	
    Mistress	
    
  2	
    
  Haunt	
    of	
    the	
    Merciless	
    Shadow	
    
  Lord	
    
  	
    
  10	
    
  Trackless	
    Warrens	
    of	
    Dol	
    
  Naroth	
    
  	
    
  18	
    
  Dreaded	
    Treasure	
    Vault	
    of	
    Mor	
    
  Darrel	
    
  3
  Labyrinth	
    of	
    Torment
  11
  Shadow	
    Hold
  19
  Orc	
    Delve
  4	
    
  The	
    Exalted	
    Tower	
    
  	
    
  12	
    
  Sepulchre	
    of	
    Tor	
    Baroth	
    
  	
    
  20	
    
  Ziggurat	
    of	
    Sorrow	
    
  5
  Sunken	
    Citadel
  13
  Maze	
    of	
    Bones
  6	
    
  Spire	
    of	
    Certain	
    Oblivion	
    
  	
    
  14	
    
  Warrens	
    of	
    the	
    Forbidden	
    Idol	
    
  	
    
  	
    
  	
    
  7	
    
  Unknown	
    Caverns	
    
  	
    
  15	
    
  Gates	
    of	
    Sorrow	
    
  	
    
  	
    
  	
    
  8	
    
  Ruins	
    of	
    Gloom	
    
  	
    
  16	
    
  Barrow	
    of	
    the	
    Fallen	
    
  	
    
  	
    
  	
    
  	
    
  
  76	
    
  D U N G E O N  N A M E S :  T A B L E  B  ( D E S C R I P T O R )  
  Use	
    this	
    table	
    to	
    generate	
    the	
    dungeon’s	
    descriptor,	
    discarding	
    
  any	
    inappropriate	
    results.	
    
  D%	
    
  	
    
  1	
    
  Wreathe,	
    envelop,	
    encircle,	
    enfold,	
    coiled	
    
  2	
    
  Malicious,	
     malevolent,	
     vicious,	
     bitter,	
     vengeful,	
    
  hateful,	
    baleful	
    	
    
  3	
    
  Whispering,	
    
  muttering,	
    
  hushed,	
    
  susurrate,	
    
  murmering,	
    moaning,	
    babbling	
    
  4	
    
  Throbbing	
    
  5	
    
  Unfinished,	
    incomplete,	
    imperfect	
    	
    
  6	
    
  Evil,	
    
  bad,	
    
  destructive,	
    
  harmful,	
    
  vicious,	
    
  malignant,	
     wicked,	
     pernicious,	
     baleful,	
     baneful,	
    
  maleficent,	
     depraved,	
     cruel,	
     infamous,	
     vile,	
    
  degenerate,	
    diabolical,	
    detestable,	
    malevolent	
    
  7	
    
  Unrestrained,	
     unshackled,	
     unconfined,	
     free,	
    
  uncontrolled,	
    unchecked	
    
  8	
    
  Shrouded,	
    veiled,	
    mantled,	
    cloaked,	
    swathed	
    
  9	
    
  Booming,	
    
  thundering,	
    
  echoing,	
    
  bellowing,	
    
  strident,	
    sonorous	
    
  10	
    
  Bleeding,	
    blood	
    
  11	
    
  Twisted,	
    sick,	
    evil,	
    corrupted,	
    warped,	
    degraded,	
    
  wicked,	
     sadistic,	
     depraved,	
     debase,	
     debauched,	
    
  aberrant	
    
  12	
    
  Good,	
    great,	
    superior,	
    adept,	
    adroit,	
    honourable,	
    
  moral,	
    upright,	
    righteous,	
    virtuous,	
    dutiful	
    
  13	
    
  Law,	
    lawful,	
    unflinching,	
    inflexible,	
    unbreakable	
    
  14	
    
  Lightless,	
     sunless,	
     dark,	
     dim,	
     murky,	
     shadowy,	
    
  unlit,	
    tenebrous	
    
  15	
    
  Leaden,	
    grey,	
    sombre,	
    louring	
    
  16	
    
  Ebon,	
     black,	
     dark,	
     jet,	
     dusky,	
     inky,	
     stygian,	
    
  starless	
    
  17	
    
  Slaver,	
    slobber,	
    drool	
    
  18	
    
  Crumpled,	
    
  crushed,	
    
  distorted,	
    
  deformed,	
    
  misshapen,	
    wreaked,	
    mar	
    	
    
  19	
    
  Forsaken,	
     lonely,	
     abandoned,	
     forlorn,	
     desolate,	
    
  dreary,	
    bare,	
    uninhabitable	
    
  20	
    
  Bleak,	
     grim,	
     sad,	
     melancholy,	
     sombre,	
     morbid,	
    
  cheerless	
    
  21	
    
  Deep,	
    
  yawning,	
    
  cavernous,	
    
  bottomless,	
    
  unfathomable,	
    abyssal	
    
  22	
    
  Occluded	
    
  23	
    
  Number	
    (one,	
    two,	
    tree,	
    etc.)	
    
  24	
    
  Deadly,	
    dangerous,	
    lethal,	
    murderous,	
    baneful	
    
  25	
    
  Bone,	
     skeletal,	
     gaunt,	
     cadaverous,	
     macilent,	
    
  shrivelled	
    
  26	
    
  Dour,	
    gloomy,	
    forbidding,	
    grim,	
    dreary,	
    sullen	
    
  27	
    
  Mottled,	
    streaked,	
    speckled	
    
  28	
    
  Fallen,	
    slaughtered,	
    slain,	
    lost,	
    ruined,	
    shamed	
    
  29	
    
  Tumbled,	
    jumbled	
    
  30	
    
  Forgotten,	
    lost,	
    buried,	
    obliterated,	
    annihilated	
    
  31	
    
  Heavy,	
    leaden,	
    oppressive	
    
  32	
    
  Splintered,	
    sliver,	
    fragmented,	
    burst,	
    cloven	
    
  33	
    
  Colour	
    (red,	
    black,	
    crimson,	
    scarlet	
    etc.)	
    
  34	
    
  Frozen,	
     freezing,	
     frosty,	
     cold,	
     icy,	
     hoary,	
     rimy,	
    
  frigid	
    
  35	
    
  Terrifying,	
    dreadful,	
    feared,	
    daunting,	
    fearsome,	
    
  baleful	
    
  36	
    
  Blessed,	
    sanctified,	
    exalted,	
    hallowed,	
    ordained,	
    
  righteous,	
    godly,	
    sainted,	
    pious,	
    beatific	
    
  37	
    
  Trackless	
    
  38	
    
  Tangled,	
    knotted,	
    entangled	
    
  39	
    
  Crumbling,	
     decaying,	
     mouldering,	
     decomposing,	
    
  disintegrating	
    
  40	
    
  Lofty,	
    high,	
    tall,	
    towering,	
    soaring,	
    sweeping	
    
  41	
    
  Infernal,	
    celestial,	
    abyssal,	
    fiendish,	
    elemental	
    
  42	
    
  Otherworldly,	
     unearthly,	
     unnatural,	
     esoteric,	
    
  preternatural,	
    cabbalistic	
    
  43	
    
  Secret,	
    hidden,	
    mysterious,	
    concealed,	
    obscure	
    	
    
  44	
    
  Shattered,	
     sundered,	
     broken,	
     cracked,	
     crushed,	
    
  destroyed,	
    blasted,	
    devastated,	
    hewn,	
    fractured,	
    
  fragmented	
    
  45	
    
  Holy,	
    hallowed,	
    divine,	
    sacred	
    
  46	
    
  Unholy,	
    unhallowed,	
    profane	
    
  47	
    
  Drowned,	
    flooded,	
    sunken,	
    watery	
    
  48	
    
  Dreaming,	
    dreaming,	
    nightmare,	
    reverie	
    
  49	
    
  Screaming,	
    shrieking,	
    bellowing	
    
  50	
    
  Bestial,	
     atavistic,	
     cruel,	
     savage,	
     brutal,	
     grim,	
    
  hellish,	
    depraved,	
    remorseless,	
    merciless,	
    pitiless	
    
  51	
    
  Blasphemous,	
    
  profane,	
    
  godless,	
    
  ungodly,	
    
  sacrilegious,	
    sin	
    
  52	
    
  Obscene,	
    vile,	
    gross,	
    foul,	
    coarse,	
    filthy,	
    impure,	
    
  lascivious,	
    scabrous,	
    unwholesome	
    
  53	
    
  Slumbering,	
    sleeping	
    
  54	
    
  Tears,	
     whimpering,	
     weeping,	
     sobbing,	
     wailing,	
    
  lamenting,	
    despair	
    
  55	
    
  Wonder,	
    awe,	
    bewilderment,	
    miracle	
    
  56	
    
  Madness,	
    maddening,	
    insanity,	
    delusion,	
    lunacy,	
    
  folly,	
    foolish	
    
  57	
    
  Great,	
     voluminous,	
     prodigious,	
     famed,	
     glorious,	
    
  exalted	
    
  58	
    
  Silver,	
    golden,	
    steel,	
    bronze,	
    copper	
    
  59	
    
  Ancient,	
     old,	
     bygone,	
     primordial,	
     primeval,	
    
  olden,	
    hoary,	
    timeworn,	
    ancestral	
    
  60	
    
  Ashen,	
    pale,	
    white,	
    grey,	
    wan,	
    leaden,	
    colourless,	
    
  pallid	
    
  61	
    
  Hopeless,	
    folly,	
    desperate	
    
  62	
    
  Night,	
    twilight,	
    dusk	
    
  63	
    
  Wicked,	
    vile,	
    base,	
    corrupt,	
    degenerate,	
    deprave,	
    
  nefarious,	
    loathsome,	
    sordid	
    
  64	
    
  Scorned,	
    sneering,	
    mocking	
    
  65	
    
  Luck,	
    chance,	
    unlucky	
    
  66	
    
  Bane,	
    torment,	
    blight	
    
  67	
    
  Nameless,	
    unnamed	
    
  68	
    
  Horrific,	
     shocking,	
     frightful,	
     rank,	
     heinous,	
    
  abhorrent,	
    appalling	
    
  69	
    
  Burning,	
    boiling,	
    seething,	
    immolating,	
    smoking	
    
  70	
    
  Vanished,	
    faded,	
    dwindled	
    
  
  77	
    
  71	
    
  Chaos,	
    
  anarchy,	
    
  entropy,	
    
  bedlam,	
    
  tumult,	
    
  lawless,	
    riotous,	
    anarchic	
    
  72	
    
  Unknown,	
    uncharted,	
    remote,	
    alien,	
    unmapped,	
    
  untraveled,	
     unrevealed,	
     concealed,	
     mysterious,	
    
  faceless	
    
  73	
    
  Cursed,	
    damned,	
    doomed,	
    bedevilled,	
    accursed,	
    
  ill-­‐fated	
    
  74	
    
  Apocryphal,	
    legendary,	
    mythical	
    
  75	
    
  Shadow,	
     shade,	
     ghost,	
     spirit,	
     phantom,	
     spectre,	
    
  apparition,	
    haunt,	
    faded	
    
  76	
    
  Phantasm,	
    illusion,	
    deception,	
    figment	
    
  77	
    
  Magic,	
    arcane,	
    spellbound,	
    enchanted	
    
  78	
    
  Eternal,	
    unliving,	
    undying	
    
  79	
    
  Imprisoned,	
    shackled	
    
  80	
    
  Sorrow,	
     woe,	
     grief,	
     misery,	
     mourning,	
     anguish,	
    
  lament,	
    weep	
    
  81	
    
  Dreadful,	
    dismal,	
    dire,	
    lamentable,	
    vexatious	
    
  82	
    
  Forbidden	
    
  83	
    
  Disgusting,	
    foul,	
    sickening,	
    noxious,	
    cloying	
    
  84	
    
  Crawling,	
     skulking,	
     slithering,	
     wriggle,	
     writhe,	
    
  squirming	
    
  85	
    
  Penitent,	
    repentant	
    
  86	
    
  Dim,	
    darkness,	
    gloom,	
    murky,	
    dusky,	
    nebulous	
    	
    
  87	
    
  Hateful,	
    
  odious,	
    
  abominable,	
    
  infernal,	
    
  detestable,	
    pestilential	
    
  88	
    
  Plague,	
    disease,	
    contagion,	
    pestilence	
    
  89	
    
  Seductive,	
    
  beguiling,	
    
  enticing,	
    
  alluring,	
    
  bewitching	
    
  90	
    
  Torment,	
    pain,	
    haunt,	
    afflict	
    
  91	
    
  Forbidding,	
    
  sinister,	
    
  daunting,	
    
  ominous,	
    
  foreboding,	
    baleful,	
    grim	
    
  92	
    
  Obliterated,	
     devastated,	
     annihilated,	
     ravaged,	
    
  demolished	
    
  93	
    
  Traitorous,	
     unfaithful,	
     treacherous,	
     faithless,	
    
  perfidious	
    	
    
  94	
    
  Silent,	
    wordless,	
    unspeaking	
    
  95	
    
  Noisy,	
     loud,	
     piercing,	
     deafening,	
     tumultuous,	
    
  cacophonous,	
    clamorous	
    
  96	
    
  Wide,	
     narrow,	
     deep,	
     shallow,	
     broad,	
     high,	
     big,	
    
  colossal,	
    gargantuan	
    
  97	
    
  Incandescent,	
    
  scintillating,	
    
  shimmering,	
    
  glimmering,	
    glittering,	
    iridescent	
    
  98	
    
  Slaughter,	
    carnage,	
    extermination,	
    butchery	
    
  99	
    
  Muck,	
    filth,	
    mire,	
    ooze,	
    scum,	
    sludge,	
    slime	
    
  100	
    
  Lifeless,	
    dead,	
    dying,	
    slain	
    
  
  78	
    
  D U N G E O N  N A M E S :  T A B L E  C  ( S U B J E C T )  
  Use	
     this	
     table	
     to	
     generate	
     the	
     subject	
     for	
     your	
     dungeon.	
     As	
    
  before,	
    discard	
    any	
    odd,	
    inappropriate	
    or	
    nonsensical	
    result.	
    
  D%	
    
  01-­‐02	
    
  Gem
  (diamond,	
     ruby,	
     emerald,	
     malachite,	
    
  bloodstone,	
    
  opal,	
    
  fire	
    
  opal,	
    
  jacinth,	
    
  jet,	
    
  moonstone,	
    sapphire,	
    topaz	
    etc.)	
    
  03-­‐04	
    
  Race	
     (elves,	
     humans,	
     goblins,	
     drow,	
     duergar,	
    
  kobolds,	
     troglodytes,	
     bugbears,	
     orcs,	
     gnolls,	
    
  dwarves	
    etc.)	
    
  05-­‐06	
    
  Lord,	
     count,	
     king,	
     duke,	
     ruler,	
     overlord,	
     despot,	
    
  noble,	
    emperor,	
    master,	
    mistress
  07-­‐08	
    
  Element	
    (fire,	
    earth,	
    water,	
    cold,	
    acid,	
    lightning)	
    
  09-­‐10	
    
  Eidolon,	
    statues,	
    golems,	
    guardians,	
    effigy,	
    idol	
    
  11-­‐12	
    
  Wastes,	
    barrens	
    
  13-­‐14	
    
  Ruins,	
    wreckage,	
    remnants	
    
  15-­‐16	
    
  Kingdom,	
    
  realm,	
    
  land,	
    
  domain,	
    
  dominion,	
    
  reaches,	
    territory,	
    power	
    
  17-­‐18	
    
  Trial,	
    test,	
    challenge	
    
  19-­‐20	
    
  Ages,	
    aeons,	
    epoch,	
    legend	
    
  21-­‐22	
    
  Cleric,	
    priest,	
    curate,	
    high	
    priest,	
    acolyte,	
    adept,	
    
  patriarch,	
     matriarch,	
     brother,	
     sister,	
     disciple,	
    
  novice,	
    abbot	
    
  23-­‐24	
    
  Magician,	
     conjurer,	
     illusionist,	
     witch,	
     wizard,	
    
  warlock,	
     necromancer,	
     thaumaturge,	
     theurgist,	
    
  archmage,	
    
  enchanter,	
    
  evoker,	
    
  sorcerer,	
    
  spellbinder	
    
  25-­‐26	
    
  Assassin,	
     rutterkin,	
     waghalter,	
     murderer,	
     thug,	
    
  killer,	
    executioner	
    
  27-­‐28	
    
  Thief,	
    bandit,	
    magsman,	
    footpad,	
    rogue	
    
  29-­‐30	
    
  Cult,	
    cabal,	
    sect	
    
  31-­‐32	
    
  Fighter,	
     warrior,	
     champion,	
     myrmidon,	
     lord,	
    
  hero,	
    antihero,	
    barbarian	
    
  33-­‐34	
    
  Protector,	
    
  defender,	
    
  paladin,	
    
  antipaladin,	
    
  warden,	
    justicar,	
    guardian	
    
  35-­‐36	
    
  Guardian,	
    
  protector,	
    
  custodian,	
    
  keeper,	
    
  seneschal
  37-­‐38	
    
  Skald,	
    bard,	
    troubadour,	
    minstrel	
    
  39-­‐40	
    
  Shadow,	
     wraith,	
     wight,	
     zombie,	
     skeleton,	
     lich,	
    
  vampire	
    
  41-­‐42	
    
  Trap,	
    snare,	
    deception	
    
  43-­‐44	
    
  Traitor,	
    deserter,	
    renegade,	
    refugees	
    
  45-­‐46	
    
  Tribe,	
     people,	
     house,	
     blood,	
     clan,	
     caste,	
     horde,	
    
  swarm,	
    host,	
    throng	
    
  47-­‐48	
    
  Savage,	
    heathen,	
    pagan,	
    heretic	
    
  49-­‐50	
    
  Depths,	
    drop,	
    fall	
    
  51-­‐52	
    
  Devil,	
    demon,	
    fallen	
    angels,	
    angel	
    
  53-­‐54	
    
  Legendary	
     race	
     or	
     people	
     (specific	
     folk,	
     race	
     or	
    
  civilisation	
    from	
    GM’s	
    campaign)	
    
  55-­‐56	
    
  Soul,	
    soulless	
    
  57-­‐58	
    
  Spawn,	
    issue,	
    seed,	
    progeny	
    
  59-­‐60	
    
  Treasure,	
    hoard	
    
  61-­‐62	
    
  Cavalier,	
    armiger,	
    knight	
    
  63-­‐64	
    
  Monster,	
    beast	
    (any)	
    
  65-­‐66	
    
  Dragon,	
    wyrm,	
    worm	
    
  67-­‐68	
    
  Material	
    (obsidian,	
    granite,	
    adamantine,	
    mithral,	
    
  crystal	
    etc.)	
    
  69-­‐70	
    
  Animal	
    or	
    bird	
    (spider,	
    snake,	
    wolf,	
    hawk,	
    eagle,	
    
  raven	
    etc.)	
    	
    
  71-­‐72	
    
  Oblivion,	
    destruction	
    
  73-­‐74	
    
  Weapon	
    (sword,	
    axe,	
    hammer,	
    spear	
    etc.)	
    
  75-­‐76	
    
  Artifact	
    (specific	
    item	
    from	
    GM’s	
    campaign)	
    
  77-­‐78	
    
  Deity	
    (name	
    from	
    GM’s	
    campaign)	
    
  79-­‐80
  Dungeon	
    feature	
    (pillars,	
    throne,	
    pit,	
    altar,	
    door,	
    
  pool,	
    monolith	
    etc.)	
    
  81-­‐82	
    
  Item	
    (scroll,	
    gem,	
    staff,	
    key	
    etc.)	
    
  83-­‐84	
    
  Geological	
     Feature	
     (rift,	
     chasm,	
     sea,	
     lake,	
     river	
    
  etc.)	
    
  85-­‐86	
    
  Land	
    Feature	
    (forest,	
    wood,	
    mire,	
    marsh	
    etc.)	
    
  87-­‐88	
    
  Terror,	
    horror,	
    doom,	
    dread,	
    nightmare	
    
  89-­‐90	
    
  Dust,	
    decay	
    
  91-­‐92	
    
  Watcher,	
    oracle	
    
  93-­‐94	
    
  Darkness,	
    shadows,	
    gloom	
    
  95-­‐96	
    
  Bane,	
    enemy,	
    foe	
    
  97-­‐98
  Slave,	
    denizens,	
    dwellers
  99-­‐100	
    
  Body	
     part	
     (eye,	
     tentacle,	
     claw,	
     fang,	
     egg,	
     hand,	
    
  maw,	
    mouth,	
    teeth	
    etc.)	
    
  	
    
  	
    
  P R E - G E N E R A T E D  T R I B A L  N A M E S  
  D20
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  1	
    
  Shattered	
    Spear
  	
    
  9	
    
  Poisoned	
    Rune	
    
  	
    
  17	
    
  Bleached	
    Bones	
    
  2	
    
  Blood	
    Eye	
    
  	
    
  10	
    
  Smashed	
    Skull	
    
  	
    
  18	
    
  Ebon	
    Hand	
    
  3	
    
  Vile	
    Arrow	
    
  	
    
  11	
    
  Crushed	
    Head	
    
  	
    
  19	
    
  Burnt	
    Bones	
    
  4	
    
  Severed	
    Nose	
    
  	
    
  12	
    
  Severed	
    Head
  	
    
  20	
    
  Scarlet	
    Legion	
    
  5	
    
  Red	
    Fangs	
    
  	
    
  13	
    
  Crimson	
    Axe	
    
  	
    
  	
    
  	
    
  6	
    
  Terrifying	
    Horde	
    
  	
    
  14	
    
  Fiery	
    Shield	
    
  	
    
  	
    
  	
    
  7	
    
  Cloven	
    Shield	
    
  	
    
  15	
    
  Black	
    Ravens	
    
  	
    
  	
    
  	
    
  8	
    
  Dark	
    Blades	
    
  	
    
  16	
    
  Dark	
    Scions	
    
  	
    
  	
    
  	
    
  	
    
  
  79	
    
  D U N G E O N  N A M E S :  T A B L E  D  ( P R O P E R  N A M E S )  
  Sometimes	
     a	
     dungeon	
     is	
     named	
     for	
     its	
    
  original	
     owner	
     or	
     a	
     famous	
     personality	
    
  who	
    died	
    within.	
    	
    
  	
    
  The	
     names	
     presented	
     in	
     the	
     table	
    
  below	
    are	
    fantasy	
    names	
    –	
    albeit	
    with	
    a	
    
  sinister	
    bent	
    –	
    and	
    belong	
    to	
    no	
    specific	
    
  culture	
     or	
     people.	
     Obviously,	
     a	
     GM’s	
    
  campaign	
     will	
     have	
     its	
     own	
     cultures,	
    
  kingdoms	
     and	
     history.	
     If	
     a	
     name	
     from	
    
  one	
    of	
    those	
    sources	
    would	
    better	
    suit,	
    
  simply	
    use	
    one	
    of	
    them.	
    Otherwise,	
    use	
    
  this	
    table	
    to	
    determine	
    which	
    to	
    add	
    to	
    
  the	
     dungeon’s	
     name.	
     Finally,	
     some	
    
  dungeon	
    names	
    have	
    prefixes.	
    If	
    a	
    prefix	
    
  is	
     desired,	
     roll	
     on	
     the	
     Prefixes	
     table	
    
  below.	
    
  D%	
    
  	
    
  1	
    
  Akor	
    
  2	
    
  Amon	
    
  3	
    
  Anguth	
    
  4	
    
  Assat	
    
  5	
    
  Atoli	
    
  6	
    
  Ator	
    
  7	
    
  Aunros	
    
  8	
    
  Auraknal	
    
  9	
    
  Azos	
    
  10	
    
  Bha	
    
  11	
    
  Bhucan	
    
  12	
    
  Borlara	
    
  13	
    
  Broth	
    
  14	
    
  Carthe	
    
  15	
    
  Cath	
    
  16	
    
  Chakelor	
    
  17	
    
  Cordath	
    
  18	
    
  Dartak	
    
  19	
    
  Dellor	
    
  20	
    
  Dereg	
    
  21	
    
  Gauillir	
    
  22	
    
  Gilak	
    
  23	
    
  Gola	
    
  24	
    
  Golduk	
    
  25	
    
  Hotlat	
    
  26	
    
  Ichola	
    
  27	
    
  Icta	
    
  28	
    
  Ilassa	
    
  29	
    
  Ilosia	
    
  30	
    
  Jallym	
    
  31	
    
  Jharosk	
    
  32	
    
  Kabil	
    
  33	
    
  Kephoti	
    
  34	
    
  Khem	
    
  35	
    
  Kovinth	
    
  36	
    
  Lamlath	
    
  37	
    
  Leng	
    
  38	
    
  Lhamrul	
    
  39	
    
  Lirtim	
    
  40	
    
  Lothnur	
    
  41	
    
  Lotul	
    
  42	
    
  Mabal	
    
  43	
    
  Malaugh	
    
  44	
    
  Maugh	
    
  45	
    
  Maux	
    
  46	
    
  Molreth	
    
  47	
    
  Natlot	
    
  48	
    
  Osvathe	
    
  49	
    
  Osvith	
    
  50	
    
  Paron	
    
  51	
    
  Peral	
    
  52	
    
  Phask	
    
  53	
    
  Phlom	
    
  54	
    
  Questron	
    
  55	
    
  Rurtrux	
    
  56	
    
  Saern	
    
  57	
    
  Sarugoa	
    
  58	
    
  Sauriv	
    
  59	
    
  Sjach	
    
  60	
    
  Sosha	
    
  61	
    
  Soth	
    
  62	
    
  Sundirra	
    
  63	
    
  Tamol	
    
  64	
    
  Thallu	
    
  65	
    
  Tharac	
    
  66	
    
  Thoth	
    
  76	
    
  Thua	
    
  77	
    
  Thul	
    
  78	
    
  Tsal	
    
  79	
    
  Ualinn	
    
  80	
    
  Ulhu	
    
  81	
    
  Urser	
    
  82	
    
  Verdusk	
    
  83	
    
  Vuren	
    
  84	
    
  Waurix	
    
  85	
    
  Ythkal	
    
  86	
    
  Zarlegh	
    
  87	
    
  Zaroth	
    
  88	
    
  Zhabor	
    
  89	
    
  Zolrak	
    
  90	
    
  Zoth	
    
  100	
    
  Zshoth	
    
  	
    
  P R E F I X E S  
  D%	
    
  	
    
  01-­‐02	
    
  Ang	
    
  03-­‐04	
    
  Arak	
    
  05-­‐06	
    
  At	
    
  07-­‐08	
    
  Bhok	
    
  09-­‐10	
    
  Buh	
    
  11-­‐12	
    
  Da	
    
  13-­‐14	
    
  Dhu	
    
  15-­‐16	
    
  Dol	
    
  17-­‐18	
    
  Dor	
    
  19-­‐20	
    
  Fel	
    
  21-­‐22	
    
  Har	
    
  23-­‐24	
    
  Ich	
    
  25-­‐26	
    
  Ig	
    
  27-­‐28	
    
  Ing	
    
  29-­‐30	
    
  Iqu	
    
  31-­‐32	
    
  Ir	
    
  33-­‐34	
    
  Kal	
    
  35-­‐36	
    
  Ke	
    
  37-­‐38	
    
  Kek	
    
  39-­‐40	
    
  Kel	
    
  41-­‐42	
    
  Kor	
    
  43-­‐44	
    
  Kral	
    
  45-­‐46	
    
  Lla	
    
  47-­‐48	
    
  Llag	
    
  49-­‐50	
    
  Lor	
    
  51-­‐52	
    
  Mot	
    
  53-­‐54	
    
  Mur	
    
  55-­‐56	
    
  Na	
    
  57-­‐58	
    
  Nol	
    
  59-­‐60	
    
  Nor	
    
  61-­‐62	
    
  Ost	
    
  63-­‐64	
    
  Rel	
    
  65-­‐66	
    
  Rol	
    
  67-­‐68	
    
  Tha	
    
  69-­‐70	
    
  Tho	
    
  71-­‐72	
    
  Tor	
    
  73-­‐74	
    
  Ur	
    
  75-­‐76	
    
  Vyr	
    
  77-­‐78	
    
  Yar	
    
  79-­‐80	
    
  Yath	
    
  81-­‐82	
    
  Yg	
    
  83-­‐84	
    
  Yit	
    
  85-­‐86	
    
  Yor	
    
  87-­‐88	
    
  Ysh	
    
  89-­‐90	
    
  Zaa	
    
  91-­‐92	
    
  Zal	
    
  93-­‐94	
    
  Zol	
    
  95-­‐96	
    
  Zot	
    
  97-­‐98	
    
  Zsa	
    
  99-­‐100	
    
  Zyr	
    
  
  80	
    
  D U N G E O N  N A M E S :  T A B L E  E  ( P A R T S  O F  A  D U N G E O N )  
  A	
     GM	
     can	
     use	
     the	
     previous	
     tables	
     to	
    
  name	
     specific	
     parts,	
     features,	
     levels,	
    
  chambers	
     or	
     areas	
     of	
     a	
     dungeon.	
     Use	
    
  this	
    table	
    to	
    generate	
    which	
    part	
    of	
    the	
    
  dungeon	
    is	
    to	
    be	
    named.	
    
  	
    	
    
  D%	
    
  1	
    
  Alcove	
    
  2	
    
  Altar	
    
  3	
    
  Antechamber	
    
  4
  Archives
  5	
    
  Archway	
    
  6	
    
  Arena	
    
  7	
    
  Armoury	
    
  8	
    
  Asylum	
    
  9	
    
  Aviary	
    
  10	
    
  Banquet	
    chamber	
    
  11	
    
  Barracks	
    
  12	
    
  Bath	
    
  13	
    
  Bed	
    chamber	
    
  14	
    
  Bridge	
    
  15	
    
  Catacomb	
    
  16	
    
  Cave	
    
  17	
    
  Cavern	
    
  18	
    
  Cell	
    
  19	
    
  Chapel	
    
  20	
    
  Charnel	
    house	
    	
    
  21	
    
  Chasm	
    
  22	
    
  Cistern	
    
  23	
    
  Common	
    room	
    
  24	
    
  Conjuring	
    chamber	
    
  25	
    
  Corridor	
    
  26	
    
  Council	
    chamber	
    
  27
  Court
  28	
    
  Crypt	
    
  29	
    
  Demesne	
    	
    
  30	
    
  Den	
    	
    
  31	
    
  Divination	
    chamber	
    
  32
  Dock
  33	
    
  Domain	
    
  34	
    
  Dominion	
    
  35	
    
  Fane	
    
  36	
    
  Fissure	
    
  37	
    
  Forge	
    
  38	
    
  Fountain	
    
  39	
    
  Foyer	
    
  40	
    
  Gallery	
    
  41	
    
  Garden	
    
  42	
    
  Gate	
    
  43	
    
  Great	
    hall	
    
  44	
    
  Grotto	
    
  45	
    
  Guardroom	
    
  46	
    
  Hallway	
    
  47	
    
  Harem	
    
  48	
    
  Kennels	
    
  49	
    
  Kitchen	
    
  50	
    
  Laboratory	
    
  51	
    
  Labyrinth	
    
  52	
    
  Lair	
    
  53	
    
  Lake	
    
  54	
    
  Level	
    
  55	
    
  Library	
    
  56	
    
  Maze	
    
  57	
    
  Mine	
    
  58	
    
  Necropolis	
    
  59	
    
  Nest	
    
  60	
    
  Nursery	
    
  61	
    
  Observatory	
    
  62	
    
  Office	
    
  63	
    
  Oubliette	
    
  64	
    
  Pantry	
    
  65	
    
  Passage	
    
  66	
    
  Path	
    
  67	
    
  Pit	
    
  68	
    
  Pool	
    
  69
  Portal	
    
  70	
    
  Prison	
    
  71	
    
  Privy	
    
  72	
    
  Refuge	
    
  73	
    
  Reliquary	
    
  74	
    
  Rift	
    
  75	
    
  River	
    
  76	
    
  Road	
    
  77	
    
  Scriptorium	
    	
    
  78	
    
  Secret	
    
  79	
    
  Sepulchre	
    
  80	
    
  Shaft	
    
  81	
    
  Shrine	
    
  82	
    
  Smithy	
    
  83	
    
  Stable	
    
  84	
    
  Stairway	
    
  85	
    
  Statue	
    
  86	
    
  Storage	
    chamber	
    
  87	
    
  Sublevel	
    
  88	
    
  Temple	
    
  89	
    
  Theatre	
    
  90	
    
  Throne	
    room	
    
  91	
    
  Tomb	
    
  92	
    
  Torture	
    chamber	
    
  93	
    
  Training	
    room	
    
  94	
    
  Treasury	
    
  95	
    
  Trophy	
    room	
    
  96	
    
  Undercrypt	
    
  97	
    
  Vault	
    
  98	
    
  Way	
    
  99	
    
  Well	
    
  100	
    
  Workshop	
    
  P R E - G E N E R A T E D  D U N G E O N  L E V E L  N A M E S  
  D20
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  1	
    
  Starless	
    Laboratory	
    
  	
    
  9	
    
  Wondrous	
    Grotto	
    
  	
    
  17	
    
  Cursed	
    Necropolis	
    
  2	
    
  Cistern	
    of	
    Unknown	
    
  Depths	
    
  	
    
  10	
    
  Lair	
    of	
    the	
    Forsaken	
    Ones	
    
  	
    
  18	
    
  Vault	
    of	
    the	
    Unknown	
    
  One	
    
  3	
    
  Cave	
    of	
    Echoes	
    
  	
    
  11	
    
  Road	
    of	
    the	
    Damned	
    
  	
    
  19	
    
  Archive	
    of	
    Forgotten	
    Ages	
    
  4	
    
  Ashen	
    Realm	
    of	
    Soth-­‐
  Amon	
    
  	
    
  12	
    
  Chamber	
    of	
    Fell	
    
  Conjuration	
    
  	
    
  20	
    
  Catacomb	
    of	
    the	
    Baleful	
    
  Dark	
    
  5	
    
  Howling	
    Chasm	
    
  	
    
  13	
    
  Crypt	
    of	
    Torment	
    
  	
    
  	
    
  	
    
  6	
    
  Slender	
    Span	
    
  	
    
  14	
    
  Cells	
    of	
    Bone	
    
  	
    
  	
    
  	
    
  7	
    
  Lightless	
    Vault	
    
  	
    
  15	
    
  Smoking	
    Cavern	
    of	
    Nol-­‐
  Zoth	
    
  	
    
  	
    
  	
    
  8	
    
  Forbidden	
    Chasm	
    
  	
    
  16	
    
  Myrmidons’	
    Gallery	
    
  	
    
  	
    
  	
    
  	
    
  
  81	
    
   
  
  82	
    
  F L O O R S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  The	
     dungeon’s	
     floor	
     is	
     the	
     one	
     feature	
     with	
     which	
     every	
    
  adventurer	
    will	
    interact.	
    	
    
  C O M M O N  C H A R A C T E R I S T I C S  
  Dungeon	
    floors	
    come	
    in	
    many	
    varieties.	
    	
    
  	
    
  Flagstone:	
    Flagstone	
    floors	
    are	
    made	
    of	
    fitted	
    stones.	
    They	
    
  are	
    usually	
    cracked	
    and	
    only	
    somewhat	
    level.	
    Slime	
    and	
    mould	
    
  grows	
    in	
    these	
    cracks.	
    Sometimes	
    water	
    runs	
    in	
    rivulets	
    between	
    
  the	
     stones	
     or	
     sits	
     in	
     stagnant	
     puddles.	
     Flagstone	
     is	
     the	
     most	
    
  common	
    dungeon	
    floor.	
    
  	
    
  Uneven	
     Flagstone:	
     Rarely	
     over	
     time,	
     some	
     flagstone	
     floors	
    
  become	
    so	
    uneven	
    characters	
    must	
    take	
    care	
    when	
    running	
    or	
    
  charging	
    across	
    them.	
    Failure	
    means	
    the	
    character	
    can’t	
    move	
    or	
    
  falls..	
    
  	
    
  Hewn	
     Stone	
     Floors:	
     Rough	
     and	
     uneven,	
     hewn	
     floors	
     are	
    
  usually	
     covered	
     with	
     loose	
     stones,	
     gravel,	
     dirt	
     or	
     other	
     debris.	
    
  Agility	
    is	
    required	
    to	
    run	
    or	
    charge	
    across	
    such	
    a	
    floor.	
    Failure	
    
  means	
    the	
    character	
    can	
    still	
    act,	
    but	
    can’t	
    run	
    or	
    charge	
    without	
    
  falling.	
    
  	
    
  Natural	
    Stone	
    Floors:	
    The	
    floor	
    of	
    a	
    natural	
    cave	
    is	
    normally	
    
  uneven.	
    Some	
    adjacent	
    floor	
    surfaces	
    might	
    vary	
    in	
    elevation	
    by	
    
  only	
     a	
     foot,	
     so	
     that	
     moving	
     from	
     one	
     to	
     the	
     other	
     is	
     no	
     more	
    
  difficult	
     than	
     negotiating	
     a	
     stair	
     step,	
     but	
     in	
     other	
     places	
     the	
    
  floor	
    might	
    suddenly	
    drop	
    off	
    or	
    rise	
    up	
    several	
    feet	
    or	
    more.	
    
  	
    
  Grate:	
    A	
    grate	
    often	
    covers	
    a	
    pit	
    or	
    an	
    area	
    lower	
    than	
    the	
    
  main	
     floor.	
     Grates	
     are	
     usually	
     made	
     from	
     iron,	
     but	
     large	
     ones	
    
  can	
     also	
     be	
     made	
     from	
     iron-­‐bound	
     timbers.	
     Many	
     grates	
     have	
    
  hinges	
    to	
    allow	
    access	
    to	
    what	
    lies	
    below	
    (and	
    can	
    be	
    locked	
    like	
    
  any	
    door).	
    	
    
  O B S T A C L E S  
  Many	
     different	
     kinds	
     of	
     obstacles	
     beyond	
     furniture,	
     boxes,	
    
  barrels	
    and	
    so	
    on	
    can	
    interdict	
    a	
    PC’s	
    progress	
    in	
    a	
    dungeon.	
    A	
    
  few	
    commonly	
    encountered	
    obstacles	
    appear	
    here:	
    
  	
    
  Chasm:	
    The	
    floor	
    suddenly	
    drops	
    away	
    into	
    darkness.	
    	
    
  	
    
  The	
     chasm	
     is	
     80	
     ft.	
     deep	
     and	
     40	
     ft.	
     wide.	
     Characters	
     can	
    
  scale	
    the	
    chasm’s	
    walls.	
    A	
    character	
    with	
    good	
    reflexes	
    can	
    	
    grab	
    
  onto	
    something	
    to	
    stop	
    their	
    fall	
    before	
    they	
    plummet	
    into	
    the	
    
  chasm	
    proper.	
    	
    
  	
    
  Rubble	
    (Light):	
    Small	
    rocks	
    or	
    other	
    obstacles	
    such	
    as	
    bones,	
    
  pieces	
     of	
     broken	
     furniture	
     and	
     so	
     on	
     are	
     strewn	
     across	
     the	
    
  ground,	
    slightly	
    impeding	
    agility.	
    	
    
  	
    
  Rubble	
     (Dense):	
     Rocks	
     or	
     significant	
     amounts	
     of	
     other	
    
  obstacles	
    of	
    all	
    sizes	
    cover	
    the	
    ground.	
    This	
    impedes	
    agility	
    and	
    
  dextrous	
    stunts.	
    
  F L O O R  D E S C R I P T I O N S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  dungeon’s	
     floors.	
     Some	
     features	
     listed	
     below	
     may	
     be	
    
  inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    
  such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  This	
    floor	
    is	
    comprised	
    of	
    an	
    eight	
    by	
    eight	
    array	
    
  of	
    alternating	
    squares	
    of	
    black	
    and	
    white	
    marble;	
    
  the	
    four	
    centre	
    squares	
    reverse	
    the	
    pattern.	
    
  06-­‐10	
    
  Two	
    inches	
    of	
    undisturbed,	
    fresh	
    earth	
    cover	
    this	
    
  rough	
    stone	
    floor.	
    
  11-­‐12	
    
  A	
    round	
    floor	
    sits	
    in	
    this	
    perfectly	
    square	
    room;	
    
  the	
     gaps	
     created	
     by	
     the	
     floor’s	
     arc	
     reveals	
    
  another	
    room	
    underneath.	
    
  13-­‐14	
    
  This	
     stone	
     floor	
     slopes	
     downward	
     to	
     the	
     east;	
    
  the	
    western	
    side	
    sits	
    one	
    foot	
    higher.	
    
  15-­‐16	
    
  The	
     cobbled	
     stones	
     comprising	
     this	
     floor	
     seem	
    
  more	
    at	
    home	
    in	
    a	
    park	
    path.	
    
  17-­‐18	
    
  This	
    tiered	
    floor	
    has	
    six-­‐inch-­‐tall	
    steps	
    every	
    five	
    
  feet;	
     the	
     centre	
     square	
     has	
     a	
     shallow	
     circular	
    
  indention.	
    
  19-­‐20	
    
  The	
    marble	
    floor	
    does	
    not	
    meet	
    the	
    wall	
    on	
    any	
    
  side;	
    the	
    two-­‐inch	
    gap	
    separating	
    the	
    floor	
    from	
    
  the	
    wall	
    reveals	
    nothing.	
    	
    
  21-­‐22	
    
  One-­‐inch	
    diameter	
    metal	
    nozzles	
    stick	
    up	
    out	
    of	
    
  the	
    floor,	
    causing	
    those	
    who	
    move	
    at	
    full	
    speed	
    
  to	
    risk	
    falling;	
    the	
    nozzles	
    give	
    off	
    a	
    faint	
    odour	
    of	
    
  almonds.	
    
  23-­‐24	
    
  Mahogany	
     slats	
     securely	
     fastened	
     to	
     one	
    
  another	
    comprise	
    this	
    floor’s	
    surface.	
    
  25-­‐26	
    
  This	
     polished	
     steel	
     floor’s	
     mirror-­‐like	
     surface	
    
  clearly	
    reflects	
    the	
    images	
    of	
    all	
    treading	
    upon	
    it.	
    
  27-­‐28	
    
  At	
     regular	
     intervals,	
     coffin	
     lids	
     jut	
     from	
     the	
    
  floor’s	
     surface;	
     opening	
     the	
     lids	
     reveals	
     empty	
    
  coffins	
    or	
    centuries-­‐old	
    corpses.	
    
  29-­‐30	
    
  A	
     circular	
     seal	
     dominates	
     this	
     marble	
     floor;	
     the	
    
  seal	
    has	
    a	
    blue	
    edge	
    broken	
    through	
    by	
    a	
    golden	
    
  roc	
    carrying	
    a	
    bundle	
    of	
    spears.	
    
  31-­‐32	
    
  The	
     metal	
     floor	
     echoes	
     with	
     a	
     tone,	
     which	
    
  increases	
    in	
    pitch	
    as	
    a	
    character	
    proceeds	
    toward	
    
  a	
    distant	
    door.	
    
  33-­‐34	
    
  This	
    transparent	
    floor	
    has	
    the	
    hardness	
    of	
    stone	
    
  and	
    reveals	
    another	
    room	
    below	
    with	
    the	
    same	
    
  dimensions	
    as	
    this	
    room.	
    
  35-­‐36	
    
  An	
    etched	
    map	
    covers	
    the	
    floor;	
    this	
    map	
    could	
    
  show	
     another	
     level	
     of	
     this	
     dungeon	
     or	
     another	
    
  location	
    altogether.	
    
  37-­‐38	
    
  In	
    each	
    corner	
    of	
    this	
    room,	
    a	
    soft	
    light	
    emanates	
    
  from	
     the	
     floor,	
     illuminating	
     nothing	
     more	
     than	
    
  the	
    section	
    of	
    floor	
    where	
    it	
    glows.	
    
  39-­‐40	
    
  Thick,	
    plush	
    carpet	
    covers	
    this	
    floor;	
    the	
    carpet	
    
  has	
    a	
    strange,	
    almost	
    hypnotic	
    pattern.	
    
  41-­‐42	
    
  The	
    centre	
    portion	
    of	
    this	
    floor	
    moves	
    of	
    its	
    own	
    
  accord,	
    carrying	
    passengers	
    from	
    the	
    entrance	
    to	
    
  the	
    opposite	
    door	
    at	
    a	
    rate	
    of	
    20	
    feet	
    per	
    round;	
    
  moving	
    counter	
    to	
    the	
    floor	
    reduces	
    speed	
    by	
    10	
    
  feet.	
    
  
  83	
    
  43-­‐44	
    
  Each	
     five-­‐foot	
     square	
     section	
     of	
     floor	
     lights	
     up	
    
  with	
     a	
     different	
     colour	
     and	
     sounds	
     a	
     different	
    
  tone	
     when	
     something	
     weighing	
     more	
     than	
     50	
    
  pounds	
    steps	
    (or	
    lands)	
    on	
    it.	
    
  45-­‐46	
    
  Glyphs	
    cover	
    the	
    floor’s	
    entirety;	
    any	
    attempt	
    to	
    
  study	
    them	
    reveals	
    them	
    as	
    gibberish.	
    
  47-­‐48	
    
  Metal	
    grates	
    line	
    this	
    floor;	
    investigation	
    reveals	
    
  an	
    eight-­‐inch-­‐tall	
    crawlspace	
    underneath.	
    
  49-­‐50	
    
  The	
     floor	
     seems	
     to	
     be	
     a	
     solid	
     block	
     of	
     ice;	
    
  occasionally,	
     a	
     thin,	
     one-­‐inch	
     layer	
     of	
     water	
    
  forms	
    and	
    subsequently	
    refreezes.	
    
  51-­‐52	
    
  This	
    stone	
    floor	
    rings	
    hollowly	
    when	
    traversed;	
    a	
    
  hidden	
    panel	
    in	
    the	
    floor	
    reveals	
    an	
    empty	
    eight-­‐
  inch-­‐tall	
    space	
    below	
    the	
    floor.	
    
  53-­‐54	
    
  A	
    threadbare	
    carpet	
    covers	
    this	
    stone	
    floor;	
    the	
    
  carpet	
    shows	
    the	
    most	
    wear	
    in	
    an	
    obvious	
    path.	
    
  55-­‐56	
    
  This	
     metal	
     floor	
     is	
     magnetized;	
     characters	
    
  wearing	
     metal	
     armour	
     move	
     at	
     half	
     speed,	
    
  attacks	
     with	
     metal	
     weapons	
     are	
     penalized.	
    
  Weapons	
    stick	
    to	
    the	
    floor.	
    
  57-­‐58	
    
  Nature-­‐savvy	
     characters	
     may	
     note	
     this	
     rough	
    
  floor	
    is	
    actually	
    a	
    chitinous	
    shell.	
    
  59-­‐60	
    
  This	
    gold-­‐plated	
    floor	
    gleams	
    in	
    the	
    light;	
    Casual	
    
  scrutiny	
    reveals	
    the	
    gold	
    as	
    fake.	
    
  61-­‐62	
    
  This	
     “floor”	
     comprises	
     several	
     wooden	
     planks	
    
  over	
    a	
    deep	
    pit.	
    
  63-­‐64	
    
  Someone	
    has	
    painted	
    this	
    stone	
    floor	
    to	
    look	
    like	
    
  a	
     beach,	
     complete	
     with	
     the	
     illusion	
     of	
     crashing	
    
  and	
    receding	
    waves.	
    
  65-­‐66	
    
  The	
     floor	
     is	
     hinged	
     at	
     opposite	
     walls	
     and	
     has	
     a	
    
  seam	
     at	
     the	
     centre;	
     a	
     winch	
     outside	
     the	
     room	
    
  allows	
    a	
    character	
    to	
    raise	
    both	
    ends	
    of	
    the	
    floor,	
    
  revealing	
    a	
    space	
    below	
    the	
    floor.	
    
  67-­‐68	
    
  This	
     surprisingly	
     sturdy	
     floor	
     appears	
     to	
     be	
    
  crafted	
    from	
    laminated	
    paper.	
    
  69-­‐70	
    
  An	
    open	
    silver	
    eye,	
    roughly	
    ten	
    feet	
    in	
    diameter,	
    
  juts	
    out	
    a	
    few	
    inches	
    from	
    the	
    floor;	
    the	
    eye	
    does	
    
  not	
    follow	
    any	
    movement,	
    but	
    the	
    next	
    time	
    the	
    
  party	
    visits	
    the	
    room,	
    it	
    is	
    closed.	
    
  71-­‐72	
    
  This	
     stone	
     floor	
     is	
     cut	
     such	
     that	
     it	
     spirals	
    
  downward	
    a	
    total	
    of	
    ten	
    feet	
    before	
    reaching	
    a	
    
  small	
    hole	
    in	
    the	
    room’s	
    centre.	
    
  73-­‐74	
    
  A	
    mild	
    static	
    discharge	
    accompanies	
    walking	
    on	
    
  this	
    metal	
    floor;	
    the	
    electricity	
    deals	
    no	
    damage.	
    
  75-­‐76	
    
  This	
     floor	
     is	
     merely	
     hard-­‐packed	
     dirt	
     with	
     no	
    
  other	
    remarkable	
    features.	
    
  77-­‐78	
    
  A	
     hidden	
     switch	
     reveals	
     a	
     spiral	
     staircase	
     that	
    
  corkscrews	
    downward	
    into	
    darkness.	
    
  79-­‐80	
    
  This	
     transparent	
     floor	
     is	
     the	
     only	
     thing	
     that	
    
  stands	
    between	
    the	
    characters	
    and	
    the	
    apparent	
    
  endless	
    void	
    below.	
    
  81-­‐82	
    
  This	
     obsidian	
     floor’s	
     centre	
     features	
     a	
     gold	
     sun	
    
  (worth	
    4,000	
    gp	
    if	
    removed	
    intact)	
    with	
    stylized	
    
  rays,	
    the	
    longest	
    of	
    which	
    point	
    to	
    the	
    exits.	
    
  83-­‐84	
    
  This	
     laminated	
     wooden	
     floor	
     has	
     a	
     woven	
    
  pattern	
    with	
    a	
    different	
    symbol	
    contained	
    within	
    
  the	
    centre	
    of	
    each	
    diamond	
    in	
    the	
    weave.	
    
  85-­‐86	
    
  Round	
    serrated	
    blades	
    poke	
    two-­‐inches	
    up	
    from	
    
  this	
    marble	
    floor;	
    a	
    blade	
    rotates	
    freely	
    when	
    a	
    
  character	
    attempts	
    to	
    spin	
    it.	
    
  87-­‐88	
    
  This	
    sturdy	
    wooden	
    floor	
    has	
    a	
    series	
    of	
    springs	
    
  underneath	
     it	
     that	
     cushion	
     the	
     blows	
     of	
     those	
    
  landing	
     on	
     it;	
     the	
     floor	
     reduces	
     the	
     effective	
    
  distance	
    for	
    falling	
    onto	
    it	
    by	
    10	
    feet.	
    
  89-­‐90	
    
  The	
     floor’s	
     maker	
     crafted	
     it	
     to	
     amplify	
     the	
    
  sounds	
    of	
    those	
    traversing	
    it,	
    making	
    stealth	
    nigh	
    
  impossible.	
    
  91-­‐92	
    
  Several	
    small	
    rugs	
    cover	
    this	
    plain	
    wooden	
    floor;	
    
  one	
    conceals	
    a	
    trapdoor.	
    
  93-­‐94	
    
  This	
     floor	
     has	
     four	
     identically	
     sized	
     quadrants,	
    
  each	
     composed	
     of	
     different	
     materials:	
     basalt,	
    
  granite,	
    sandstone	
    and	
    shale.	
    
  95-­‐99	
    
  One-­‐foot-­‐square	
     ceramic	
     tiles	
     cover	
     the	
     floor;	
    
  each	
    tile	
    has	
    a	
    spiral	
    pattern	
    either	
    painted	
    in	
    a	
    
  different	
    colour	
    or	
    in	
    a	
    different	
    direction	
    from	
    a	
    
  tile	
    with	
    the	
    same	
    colour.	
    
  100	
    
  This	
    stone	
    floor	
    has	
    a	
    heavy,	
    round	
    stone	
    cap	
    in	
    
  one	
     corner	
     of	
     the	
     room,	
     its	
     seam	
     barely	
    
  noticeable;	
     it	
     requires	
     excessive	
     strength	
     and	
    
  effort	
    to	
    unscrew,	
    revealing	
    a	
    dark	
    room	
    below.	
    	
    
  	
    
   
  
  84	
    
  F L O O R S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
     floors.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  Fresh	
    guano	
    coats	
    the	
    floor.	
    
  2	
    
  The	
    floor	
    shows	
    evidence	
    of	
    a	
    heavy	
    rectangular	
    
  object	
     dragged	
     from	
     one	
     wall	
     to	
     another;	
     the	
    
  characters	
    find	
    no	
    secret	
    doors	
    at	
    either	
    end.	
    
  3	
    
  In	
    a	
    dark	
    corner	
    of	
    this	
    room,	
    a	
    cluster	
    of	
    five-­‐
  foot-­‐tall	
     purple	
     fungi	
     grow	
     in	
     damp	
     earth	
    
  exposed	
    by	
    the	
    floor’s	
    cracked	
    surface.	
    
  4	
    
  Charred	
     insect	
     carcasses	
     litter	
     the	
     floor’s	
    
  entirety;	
    a	
    handful	
    of	
    insects	
    reflexively	
    twitch.	
    	
    
  5	
    
  A	
    10-­‐foot	
    square	
    section	
    of	
    the	
    floor	
    glows	
    red	
    
  and	
     becomes	
     warm	
     to	
     the	
     touch,	
     dealing	
     no	
    
  damage	
    to	
    a	
    character	
    who	
    touches	
    it.	
    
  6	
    
  A	
    thin	
    coating	
    of	
    grease	
    covers	
    the	
    floor.	
    Those	
    
  moving	
    at	
    full	
    speed	
    risk	
    falling	
    prone.	
    
  7	
    
  Long	
    grooves	
    mar	
    the	
    floor’s	
    surface,	
    as	
    though	
    a	
    
  large	
    clawed	
    creature	
    pawed	
    at	
    it.	
    The	
    stone	
    is	
    
  scrapped	
    and	
    splintered.	
    
  8	
    
  A	
    ten-­‐foot-­‐high	
    ant	
    mound	
    has	
    erupted	
    through	
    
  the	
    floor;	
    thousands	
    of	
    ants	
    swarm	
    nearby.	
    
  9	
    
  Crude	
     chalk	
     arrows	
     mark	
     a	
     seemingly	
     random	
    
  path	
    along	
    this	
    floor.	
    
  10	
    
  Broken	
     shards	
     of	
     glass,	
     situated	
     so	
     the	
     pointy	
    
  sides	
    are	
    up,	
    fill	
    the	
    floor;	
    treat	
    them	
    as	
    caltrops.	
    
  11	
    
  One	
     section	
     of	
     floor	
     gives	
     slightly	
     when	
     a	
    
  character	
     weighing	
     more	
     than	
     150	
     pounds	
    
  crosses	
    it.	
    
  12	
    
  The	
     floor	
     suddenly	
     ripples	
     as	
     if	
     some	
     large	
    
  creature	
    moved	
    just	
    below	
    it.	
    
  13	
    
  The	
    floor	
    constantly	
    cleans	
    itself;	
    blood,	
    dirt	
    and	
    
  other	
    minor	
    detritus	
    dissolves	
    within	
    2	
    rounds.	
    
  14	
    
  A	
     hole	
     pierces	
     the	
     floor	
     in	
     one	
     corner	
     as	
     if	
     a	
    
  rodent	
    had	
    chewed	
    through	
    it	
    from	
    underneath.	
    
  15	
    
  The	
     word	
     “Danger”	
     is	
     scrawled	
     on	
     the	
     floor	
     in	
    
  relatively	
    fresh	
    blood.	
    	
    
  16	
    
  A	
    thin	
    layer	
    of	
    pebbles	
    covers	
    the	
    floor,	
    making	
    
  stealth	
    a	
    difficult	
    endeavour.	
    
  17	
    
  A	
    series	
    of	
    two-­‐foot-­‐tall	
    wooden	
    barricades	
    have	
    
  been	
    affixed	
    to	
    the	
    floor.	
    
  18	
    
  The	
     floor	
     suddenly	
     lurches	
     upward	
     5	
     feet	
    
  knocking	
     characters	
     prone;	
     1	
     round	
     later,	
     the	
    
  floor	
    resets.	
    
  19	
    
  Something	
    has	
    removed	
    the	
    top	
    of	
    the	
    floor;	
    the	
    
  new	
    surface	
    bears	
    indentions	
    indicating	
    the	
    floor	
    
  was	
    carved	
    into	
    a	
    jigsaw	
    puzzle	
    before	
    removal.	
    
  20	
    
  Insubstantial	
    tentacles	
    erupt	
    from	
    the	
    floor	
    and	
    
  grasp	
    ineffectively	
    at	
    the	
    characters.	
    
  21	
    
  Each	
    five-­‐foot	
    section	
    of	
    this	
    floor	
    holds	
    up	
    until	
    
  all	
    creatures	
    leave	
    that	
    section,	
    at	
    which	
    point	
    it	
    
  falls	
    away	
    into	
    a	
    pit	
    of	
    indeterminate	
    depth.	
    
  22	
    
  Clumps	
     of	
     animal	
     hair,	
     easily	
     identified	
     as	
    
  belonging	
    to	
    dogs	
    and	
    rats,	
    cover	
    the	
    floor.	
    
  23	
    
  Water	
    bubbles	
    up	
    through	
    cracks	
    in	
    the	
    floor.	
    
  24	
    
  The	
    rotting	
    remains	
    of	
    a	
    partially	
    eaten	
    corpse	
    lie	
    
  on	
    the	
    floor.	
    
  25	
    
  A	
     repeated	
     thumping	
     sounds	
     comes	
     from	
    
  beneath	
    the	
    floor.	
    	
    
  26	
    
  A	
     two-­‐inch-­‐diameter,	
     four-­‐inch-­‐deep	
     gouge	
     in	
    
  the	
     floor	
     shows	
     where	
     something	
     extremely	
    
  heavy	
    hit	
    the	
    floor.	
    
  27	
    
  The	
    floor	
    had	
    symbols	
    or	
    a	
    pattern	
    on	
    it,	
    but	
    they	
    
  have	
    been	
    effaced	
    by	
    scratches.	
    
  28	
    
  “Lose	
    1	
    turn”	
    is	
    written	
    in	
    chalk	
    on	
    the	
    floor.	
    
  29	
    
  Soapy	
    water	
    covers	
    a	
    section	
    of	
    the	
    floor	
    and	
    an	
    
  abandoned	
    mop	
    lies	
    near	
    the	
    puddle	
    of	
    water.	
    
  30	
    
  Drying	
    pools	
    of	
    blood	
    cover	
    this	
    floor,	
    and	
    a	
    trail	
    
  of	
    blood	
    leads	
    out	
    the	
    opposite	
    door.	
    
  31	
    
  A	
    chunk	
    of	
    floor	
    sits	
    loosely	
    over	
    its	
    former	
    spot,	
    
  as	
    if	
    something	
    tried	
    to	
    unsuccessfully	
    hide	
    it;	
    a	
    
  pair	
    of	
    coins	
    lies	
    beneath	
    the	
    loose	
    flooring.	
    
  32	
    
  Dozens	
     of	
     marbles	
     cover	
     the	
     floor.	
     Characters	
    
  moving	
     at	
     full	
     speed	
     through	
     them	
     must	
     take	
    
  heed	
    to	
    avoid	
    falling.	
    
  33	
    
  A	
    thick	
    fog	
    roils	
    up	
    from	
    the	
    floor	
    to	
    a	
    height	
    of	
    
  five	
    feet;	
    creatures	
    in	
    the	
    fog	
    gain	
    concealment	
    
  and	
    treat	
    everything	
    else	
    as	
    having	
    concealment.	
    
  34	
    
  A	
     five-­‐foot	
     wide	
     slime	
     trail	
     coats	
     the	
     floor.	
    It	
     is	
    
  fresh	
    (and	
    slippery).	
    
  35	
    
  A	
    pair	
    of	
    skeletons	
    rest	
    on	
    the	
    floor;	
    both	
    reach	
    
  out	
    to	
    a	
    door	
    with	
    their	
    right	
    arms.	
    
  36	
    
  One	
     section	
     of	
     the	
     floor	
     has	
     melted	
     as	
     if	
     some	
    
  incredibly	
     powerful,	
     but	
     self-­‐contained,	
     fire	
    
  struck	
    the	
    area.	
    
  37	
    
  A	
     small	
     campsite	
     occupies	
     one	
     of	
     the	
     room’s	
    
  corners;	
    two	
    bedrolls	
    and	
    the	
    ashen	
    remains	
    of	
    a	
    
  fire	
    mark	
    the	
    site.	
    
  38	
    
  A	
    jumble	
    of	
    muddy	
    tracks	
    crisscross	
    the	
    floor.	
    
  39	
    
  A	
     beaten	
     metal	
     tray	
     rests	
     on	
     the	
     floor;	
    
  investigation	
    reveals	
    the	
    tray	
    was	
    used	
    to	
    serve	
    
  meals,	
    and	
    the	
    remnants	
    are	
    days	
    old.	
    
  40	
    
  A	
     seven-­‐foot	
     diameter	
     hole	
     pierces	
     the	
     floor;	
    
  earth	
     lies	
     scattered	
     around	
     the	
     hole	
     and	
     a	
    
  nearby	
    pickaxe	
    is	
    jammed	
    into	
    the	
    floor.	
    
  41	
    
  The	
    shadows	
    cast	
    by	
    the	
    characters	
    on	
    the	
    floor	
    
  do	
     not	
     seem	
     to	
     match	
     perfectly	
     with	
     their	
    
  movements;	
    those	
    on	
    the	
    walls	
    appear	
    correct.	
    
  42	
    
  Crude	
    chalk	
    drawings	
    of	
    a	
    dragon	
    eating	
    various	
    
  humanoids	
    adorn	
    the	
    floor.	
    
  43	
    
  A	
     small	
     tree	
     etched	
     or	
     illustrated	
     on	
     the	
     floor	
    
  animates,	
    growing	
    taller	
    and	
    blossoming.	
    
  44	
    
  Scratches,	
    made	
    by	
    a	
    knife	
    or	
    other	
    blade,	
    form	
    a	
    
  tally	
    sheet	
    on	
    the	
    floor;	
    the	
    count	
    stands	
    at	
    44.	
    
  45	
    
  When	
     a	
     particular	
     character	
     treads	
     upon	
     the	
    
  floor,	
    it	
    seeps	
    blood;	
    there	
    is	
    no	
    apparent	
    source	
    
  for	
    the	
    blood.	
    
  
  85	
    
  46	
    
  Soot	
    covers	
    the	
    floor	
    with	
    the	
    exception	
    of	
    a	
    ten-­‐
  foot-­‐square	
    area,	
    which	
    marks	
    the	
    location	
    of	
    a	
    
  recently	
    moved	
    object.	
    
  47	
    
  One	
    section	
    of	
    floor	
    has	
    been	
    removed,	
    revealing	
    
  earth	
    beneath	
    the	
    floor.	
    
  48	
    
  A	
    chalk	
    drawing	
    on	
    the	
    floor	
    has	
    an	
    alternating	
    
  set	
    of	
    single	
    and	
    double	
    squares	
    leading	
    up	
    to	
    a	
    
  semicircle;	
    two	
    pebbles	
    rest	
    in	
    separate	
    squares.	
    
  49	
    
  Thick	
    dust	
    covers	
    the	
    floor.	
    
  50	
    
  Tiny	
    holes	
    cover	
    the	
    floor’s	
    entirety;	
    a	
    handful	
    of	
    
  the	
    worms	
    that	
    bored	
    through	
    still	
    crawl	
    on	
    it.	
    	
    
  51	
    
  Spikes	
    –	
    a	
    tripped	
    trap	
    –	
    jut	
    up	
    from	
    the	
    floor.	
    	
    
  52	
    
  A	
     hastily	
     sketched	
     summoning	
     circle	
     covers	
     the	
    
  floor;	
    a	
    tiny	
    section	
    of	
    the	
    circle	
    has	
    been	
    erased.	
    
  53	
    
  A	
     slight	
     bulge	
     marks	
     the	
     location	
     of	
     a	
     Colossal	
    
  creature’s	
     skull;	
     further	
     digging	
     reveals	
     the	
    
  creature’s	
    intact	
    skeleton.	
    
  54	
    
  A	
    roughly	
    circular	
    section	
    of	
    the	
    floor	
    has	
    been	
    
  bleached	
    and	
    still	
    smells	
    of	
    caustic	
    chemicals.	
    
  55	
    
  When	
    a	
    character	
    steps	
    on	
    the	
    floor,	
    it	
    crumbles	
    
  into	
     dust,	
     which	
     results	
     in	
     a	
     six-­‐inch	
     drop;	
     the	
    
  remainder	
    of	
    the	
    floor	
    behaves	
    the	
    same	
    way.	
    
  56	
    
  Something	
     has	
     placed	
     a	
     ring	
     crafted	
     from	
     a	
    
  specific	
    metal	
    (bronze,	
    copper,	
    iron	
    and	
    lead)	
    on	
    
  the	
    floor	
    in	
    each	
    corner	
    of	
    this	
    room.	
    
  57	
    
  The	
     words	
     “Go	
     to	
     t...”	
     crudely	
     inscribed	
     in	
     the	
    
  floor,	
    trail	
    off	
    at	
    the	
    final	
    ‘t,’	
    as	
    if	
    something	
    had	
    
  hauled	
    away	
    the	
    inscriber	
    mid-­‐stroke.	
    
  58	
    
  A	
    crude	
    drill	
    stands	
    upright	
    here;	
    the	
    iron	
    bit	
    has	
    
  only	
    penetrated	
    the	
    floor	
    by	
    about	
    an	
    inch.	
    
  59	
    
  A	
    chalk	
    pentagram	
    mars	
    the	
    floor.	
    
  60	
    
  A	
     section	
     of	
     floor	
     shows	
     pitting	
     and	
     stains	
     that	
    
  indicate	
    a	
    caustic	
    liquid	
    was	
    spilled	
    on	
    it.	
    
  61	
    
  A	
     rat-­‐sized	
     black	
     and	
     red	
     spider	
     scurries	
     across	
    
  the	
    floor	
    and	
    disappears	
    into	
    a	
    gap	
    in	
    a	
    corner.	
    
  62	
    
  A	
    pipe	
    running	
    beneath	
    the	
    floor	
    bursts,	
    seeping	
    
  sludge	
    through	
    the	
    floor’s	
    surface.	
    
  63	
    
  Rusted	
     caltrops	
     cover	
     the	
     floor.	
     A	
     character	
    
  injured	
    by	
    a	
    caltrop	
    may	
    contract	
    filth	
    fever.	
    
  64	
    
  A	
    chalk	
    cross	
    marks	
    one	
    part	
    of	
    the	
    floor.	
    
  65	
    
  The	
    floor	
    briefly	
    (for	
    1	
    round	
    or	
    less)	
    displays	
    a	
    
  scene	
    from	
    another	
    location	
    in	
    the	
    dungeon.	
    
  66	
    
  One	
     at	
     a	
     time,	
     one-­‐foot-­‐square	
     sections	
     of	
     the	
    
  floor	
    levitate,	
    creating	
    an	
    escalating	
    path,	
    which	
    
  seems	
    to	
    lead	
    to	
    nothing.	
    
  67	
    
  A	
     sundial	
     set	
     in	
     the	
     floor	
     tracks	
     something,	
    
  evidenced	
    by	
    the	
    moving	
    shadow,	
    but	
    it	
    does	
    not	
    
  follow	
    the	
    normal	
    flow	
    of	
    time.	
    
  68	
    
  Scattered	
     rice	
     covers	
     the	
     floor;	
     a	
     single	
     set	
     of	
    
  tracks	
    passes	
    through	
    the	
    mess.	
    
  69	
    
  A	
     slight	
     tremor	
     cracks	
     the	
     floor;	
     the	
     characters	
    
  must	
    take	
    heed	
    or	
    fall	
    prone.	
    	
    
  70	
    
  A	
     single	
     skeletal	
     arm	
     reaches	
     through	
     the	
     floor	
    
  and	
    attempts	
    to	
    grasp	
    at	
    one	
    of	
    the	
    character’s	
    
  legs;	
    the	
    arm	
    does	
    nothing	
    afterwards.	
    
  71	
    
  For	
    every	
    step	
    a	
    character	
    takes	
    on	
    the	
    floor,	
    a	
    
  faint	
    shriek	
    emanates	
    from	
    elsewhere.	
    
  72	
    
  A	
     crude	
     palisade	
     is	
     set	
     on	
     the	
     floor,	
     spear	
     tips	
    
  pointing	
    towards	
    the	
    characters’	
    entrance.	
    
  73	
    
  Pinpricks	
    of	
    violet	
    light	
    appear	
    and	
    disappear	
    on	
    
  the	
    floor	
    in	
    no	
    discernible	
    pattern.	
    
  74	
    
  A	
    large	
    canvas	
    map	
    of	
    the	
    world	
    covers	
    the	
    floor;	
    
  pins	
    stick	
    out	
    of	
    multiple	
    locations	
    on	
    the	
    map.	
    
  75	
    
  A	
     five-­‐foot	
     square	
     section	
     of	
     the	
     floor	
     has	
     its	
    
  gravity	
     reversed,	
     which	
     causes	
     only	
     slight	
    
  disorientation	
    unless	
    a	
    character	
    stops	
    there.	
    
  76	
    
  A	
    pentagram	
    drawn	
    on	
    the	
    floor	
    slowly	
    dissolves	
    
  into	
    smoke	
    after	
    the	
    characters	
    enter	
    the	
    room.	
    
  77	
    
  When	
    a	
    character	
    steps	
    on	
    a	
    section	
    of	
    floor,	
    an	
    
  audible	
    click	
    sounds,	
    but	
    nothing	
    else	
    happens.	
    
  78	
    
  The	
    floor	
    suddenly	
    drops	
    six	
    inches;	
    this	
    has	
    no	
    
  adverse	
    effect	
    on	
    the	
    characters	
    standing	
    on	
    it.	
    
  79	
    
  A	
     chill	
     pervades	
     this	
     area;	
     a	
     thin	
     rime	
     of	
     frost	
    
  covers	
    the	
    floor.	
    
  80	
    
  Brambles	
     grow	
     through	
     the	
     floor,	
     gripping	
     and	
    
  slowing	
    anyone	
    standing	
    on	
    it.	
    
  81	
    
  An	
     explosion	
     has	
     reduced	
     one	
     section	
     of	
     the	
    
  floor	
    to	
    rubble;	
    a	
    corpse	
    lies	
    beneath	
    the	
    rubble.	
    
  82	
    
  Mould	
    and	
    mushrooms	
    cover	
    the	
    floor.	
    
  83	
    
  Rubble	
    fallen	
    from	
    the	
    ceiling	
    covers	
    the	
    floor.	
    
  84	
    
  An	
    inch	
    of	
    standing	
    water	
    covers	
    the	
    floor.	
    
  85	
    
  A	
    section	
    of	
    the	
    floor	
    audibly	
    cracks.	
    
  86	
    
  A	
    pristine	
    tablecloth	
    lies	
    on	
    the	
    floor.	
    
  87	
    
  A	
    rat	
    emerges	
    from	
    a	
    hole	
    in	
    the	
    floor.	
    
  88	
    
  Gouts	
    of	
    steam	
    erupt	
    from	
    the	
    floor.	
    
  89	
    
  Several	
    metal	
    racks	
    rest	
    on	
    the	
    floor;	
    a	
    number	
    
  of	
    cooling	
    pies	
    sit	
    on	
    the	
    racks.	
    
  90	
    
  A	
    ten-­‐foot	
    square	
    section	
    of	
    the	
    floor	
    is	
    outlined	
    
  in	
    a	
    luminescent	
    material.	
    
  91	
    
  A	
     mild	
     adhesive	
     coats	
     the	
     floor;	
     while	
     sticky,	
     it	
    
  does	
    not	
    appreciably	
    impact	
    movement.	
    
  92	
    
  Wind	
    swirls	
    a	
    pile	
    of	
    leaves	
    about	
    the	
    floor.	
    
  93	
    
  A	
    section	
    of	
    floor	
    suddenly	
    explodes.	
    
  94	
    
  The	
     floor	
     shines	
     with	
     an	
     intense	
     light,	
     dazzling	
    
  those	
    nearby	
    for	
    1d6	
    minutes.	
    
  95	
    
  The	
    smell	
    of	
    rotten	
    eggs	
    rises	
    from	
    the	
    floor;	
    the	
    
  odour	
    causes	
    mild	
    discomfort	
    to	
    those	
    who	
    can	
    
  smell	
    it,	
    but	
    otherwise	
    causes	
    no	
    ill	
    effect.	
    
  96	
    
  The	
    top	
    section	
    of	
    floor	
    slides	
    into	
    a	
    wall;	
    those	
    
  on	
    the	
    floor	
    fall	
    prone.).	
    
  97	
    
  Nozzles	
    rise	
    up	
    from	
    the	
    floor	
    and	
    spray	
    oil	
    on	
    all	
    
  characters	
    who	
    fail	
    avoid	
    them;	
    such	
    characters	
    
  catch	
    on	
    fire	
    if	
    they	
    take	
    fire	
    damage.	
    
  98	
    
  Several	
    unflattering	
    chalk	
    caricatures	
    of	
    the	
    PCs	
    
  cover	
    the	
    floor.	
    
  99	
    
  Intermittent	
    rust	
    spots	
    dot	
    the	
    floor.	
    
  100	
    
  The	
     floor	
     briefly	
     liquefies	
     and	
     then	
     solidifies;	
     a	
    
  character	
    who	
    is	
    not	
    agile	
    enough	
    to	
    avoid	
    this,	
    
  need	
    to	
    exert	
    raw	
    Strength	
    to	
    free	
    his	
    feet	
    from	
    
  the	
    floor.	
    
  	
    
   
  
  86	
    
  F O U N T A I N S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  While	
     often	
     crafted	
     to	
     represent	
     beautiful	
     people,	
     ferocious	
    
  beasts,	
    heroes	
    or	
    deities	
    fountains	
    also	
    serve	
    a	
    vital	
    function	
    by	
    
  providing	
     fresh	
     drinking	
     water.	
     Fountains	
     in	
     a	
     dungeon	
     or	
    
  cavern	
    setting	
    may	
    be	
    artistic	
    creations	
    of	
    the	
    current	
    or	
    past	
    
  occupants,	
    altars	
    to	
    deities	
    or	
    results	
    of	
    forced	
    labour.	
    
  	
    
  Without	
    proper	
    care	
    and	
    maintenance,	
    fountains	
    can	
    clog,	
    
  leak	
     or	
     serve	
     as	
     watery	
     homes	
     to	
     aquatic	
     creatures.	
     Current	
    
  dungeon	
     occupiers	
     may	
     convert	
     the	
     fountains	
     into	
     cunning	
    
  traps	
     designed	
     to	
     deter	
     invasion,	
     exploration	
     or	
     slow	
     the	
    
  encroachment	
    of	
    nearby	
    rivals.	
    	
    
  F O U N T A I N  S U B J E C T  
  Fountains	
     are	
     often	
     crafted	
     to	
     represent	
     a	
     person,	
     power	
     or	
    
  monster	
    of	
    personal	
    significance	
    to	
    the	
    designer	
    or	
    owner.	
    One	
    
  of	
     the	
     first	
     questions	
     PCs	
     ask	
     about	
     fountains	
     is	
     what	
     does	
     it	
    
  look	
    like.	
    Use	
    this	
    table	
    to	
    determine	
    a	
    fountain’s	
    basic	
    features	
    
  before	
    choosing	
    specific	
    characteristics	
    suitable	
    for	
    inclusion	
    in	
    
  your	
    dungeon.	
    
  D20	
    
  FOUNTAIN	
    DEPICTS	
    A...	
    
  1	
    
  Tree	
    or	
    other	
    large	
    plant	
    
  2	
    
  Is	
     featureless;	
     it	
     may	
     be	
     a	
     hunk	
     of	
     stone	
     or	
     a	
    
  block	
    of	
    dressed	
    masonry	
    
  3-­‐6	
    
  Deity	
    or	
    otherworldly,	
    legendary	
    power	
    
  7-­‐10	
    
  Magical	
    beast	
    or	
    creature	
    
  11-­‐12	
    
  Animal	
    	
    
  13-­‐15	
    
  Local	
    hero	
    
  16-­‐18	
    
  Legendary	
    hero	
    
  19	
    
  Intricate	
    pattern	
    
  20	
    
  Is	
    a	
    tableaux	
    and	
    has	
    two	
    subjects;	
    roll	
    again	
    on	
    
  this	
    table	
    ignoring	
    results	
    of	
    19	
    -­‐	
    20	
    
  .	
    
  	
    
  W A T E R  Q U A L I T Y  
  Exploring	
     PCs	
     may	
     stop	
     to	
     drink	
     from	
     a	
     fountain’s	
     waters	
     or	
    
  refill	
    their	
    water	
    flasks.	
    	
    Use	
    this	
    following	
    table	
    to	
    determine	
    
  the	
    water’s	
    condition:	
    	
    
  D%	
    
  THE	
    WATER...	
    
  01-­‐15	
    
  Has	
    dried	
    up	
    
  16-­‐25	
    
  Is	
    stagnant	
    (the	
    fountain	
    itself	
    is	
    non-­‐functional).	
    
  26-­‐35	
    
  Is	
    invigorating	
    
  35-­‐45	
    
  Is	
    warm	
    
  46-­‐55	
    
  Is	
    cold	
    
  56-­‐89	
    
  Is	
    clean	
    and	
    fresh	
    
  90-­‐99	
    
  Is	
    poisoned	
    or	
    carries	
    disease	
    (see	
    sub-­‐table	
    F1)	
    
  100	
    
  Has	
    magic	
    properties	
    (see	
    sub-­‐table	
    F2)	
    
  .	
    
  	
    
  F 1 :  P O I S O N E D / D I S E A S E D  W A T E R  
  Sometimes	
     by	
     accident	
     or	
     design	
     water	
     from	
     a	
     fountain	
    
  becomes	
     fouled.	
     Use	
     this	
     table	
     to	
     determine	
     what	
     infection	
    
  lurks	
    within	
    the	
    water.	
    
  D6	
    
  THE	
    WATER	
    CONTAINS...	
    
  1	
    
  Miniscule	
    green	
    flakes	
    of	
    deadly	
    nightshade	
    bob	
    
  in	
     the	
     fountain’s	
     flow,	
     causing	
     belladonna	
    
  poisoning	
     if	
     ingested.	
     Characters	
     afflicted	
     with	
    
  lycanthropy	
    in	
    the	
    previous	
    hour	
    can	
    make	
    one	
    
  save	
    to	
    cure	
    the	
    affliction.	
    	
    
  2	
    
  The	
     underground	
     water	
     source	
     carries	
     heavy	
    
  metals	
     to	
     the	
     fountain’s	
     basin.	
     Ingesting	
     the	
    
  water	
    causes	
    arsenic	
    poisoning.	
    
  3	
    
  Paralyzing	
    Terinav	
    root	
    has	
    been	
    dissolved	
    in	
    the	
    
  water.	
    
  4	
    
  Microscopic	
    bacteria	
    foul	
    the	
    water.	
    A	
    character	
    
  drinking	
     the	
     water	
     becomes	
     nauseated	
     2d4	
    
  hours	
    later	
    for	
    2d6	
    hours.	
    
  5	
    
  The	
     greenish	
     tint	
     in	
     the	
     water	
     hints	
     at	
     the	
    
  presence	
    of	
    the	
    slimy	
    doom	
    lurking	
    within.	
    
  6	
    
  The	
    diseased	
    water	
    contains	
    the	
    shakes.	
    
  .	
    
  	
    
  F 2 :  M A G I C A L  P R O P E R T I E S  
  Sometimes,	
     magical	
     effects	
     lurk	
     in	
     a	
     fountain’s	
     waters.	
    
  Normally,	
    these	
    effects	
    fade	
    if	
    carried	
    away	
    from	
    the	
    fountain	
    
  and	
    must	
    be	
    drunk	
    directly	
    from	
    the	
    pool	
    if	
    the	
    benefits	
    are	
    to	
    
  be	
     gained.	
     Other	
     fountains	
     only	
     affect	
     a	
     certain	
     number	
     of	
    
  individuals	
    each	
    day	
    or	
    only	
    affect	
    a	
    given	
    individual	
    once.	
    
  D6	
    
  FOUNTAIN’S	
    MAGICAL	
    PROPERTIES...	
    
  1	
    
  Supernatural	
    calm	
    
  2	
    
  Brief	
    insight	
    pertaining	
    immediate	
    future	
    
  3	
    
  Slightly	
    increased	
    resistance	
    
  4	
    
  Curse	
    
  5	
    
  Healing	
    
  6	
    
  Puts	
    character	
    to	
    sleep	
    
  	
    
  	
    
  
  87	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  fountain.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  Water	
     forcefully	
     sprays	
     from	
     the	
     mouth	
     of	
     a	
    
  carved	
    granite	
    minotaur	
    positioned	
    in	
    the	
    centre	
    
  of	
    a	
    pool.	
    	
    
  06-­‐10	
    
  A	
     red	
     liquid	
     seeps	
     from	
     the	
     eyes	
     of	
     a	
     marble	
    
  female	
     elf	
     bust	
     and	
     slowly	
     drips	
     into	
     the	
     pool	
    
  below.	
    
  11-­‐12	
    
  A	
    fast-­‐moving	
    stream	
    of	
    water	
    falls	
    from	
    a	
    waist-­‐
  high	
    trough	
    along	
    the	
    chamber	
    wall.	
    
  13-­‐14	
    
  Alternating	
    coloured	
    stone	
    flowers	
    intertwine	
    to	
    
  decorate	
    a	
    three-­‐tiered	
    basin	
    fountain.	
    
  15-­‐16	
    
  A	
    single	
    flagstone	
    path	
    leads	
    past	
    a	
    large	
    double	
    
  basin	
     water	
     feature.	
     Mist	
     from	
     the	
     bubbling	
    
  fountain	
    slickens	
    the	
    surrounding	
    stones.	
    	
    
  17-­‐18	
    
  Water	
     tumbles	
     from	
     a	
     hole	
     chiselled	
     in	
     the	
    
  cavern	
    wall	
    and	
    onto	
    the	
    floor,	
    creating	
    a	
    narrow	
    
  rut	
    in	
    the	
    stone.	
    	
    
  19-­‐20	
    
  Five	
     lion	
     heads	
     spout	
     water	
     from	
     their	
     mouths	
    
  into	
     a	
     rectangular	
     sink.	
     Each	
     face	
     wears	
     a	
    
  different	
    expression.	
    
  21-­‐22	
    
  Ten	
     levels	
     of	
     miniature	
     steps	
     surround	
     a	
     tall	
    
  fountain.	
    Water	
    tumbles	
    over	
    the	
    steps.	
    
  23-­‐24	
    
  In	
    the	
    centre	
    of	
    an	
    deep	
    pool	
    stands	
    a	
    tall	
    pillar;	
    
  water	
    cascades	
    down	
    the	
    pillar’s	
    sides.	
    	
    
  25-­‐26	
    
  In	
    seemingly	
    random	
    patterns,	
    cylinders	
    of	
    liquid	
    
  shoot	
    back	
    and	
    forth	
    across	
    the	
    room	
    and	
    over	
    a	
    
  central	
     walkway.	
     The	
     mechanism	
     for	
     powering	
    
  the	
    jets	
    can	
    be	
    discovered	
    and	
    disabled	
    and	
    by	
    
  causal	
    inspection	
    and	
    a	
    modicum	
    of	
    talent.	
    
  27-­‐28	
    
  Water	
     projects	
     vertically	
     and	
     forcefully	
     from	
    
  holes	
    in	
    the	
    floor.	
    The	
    floor	
    is	
    slick.	
    	
    
  29-­‐30	
    
  Three	
     spouts	
     protrude	
     from	
     a	
     wall;	
     water	
    
  dribbles	
    from	
    all	
    three,	
    but	
    is	
    more	
    forceful	
    from	
    
  the	
    left-­‐hand	
    spout.	
    
  31-­‐32	
    
  Water	
    falls	
    from	
    a	
    hole	
    in	
    the	
    ceiling	
    and	
    through	
    
  a	
    hole	
    in	
    the	
    floor.	
    
  33-­‐34	
    
  Stagnant	
     water	
     fills	
     a	
     basin	
     and	
     seems	
    
  undisturbed	
    for	
    a	
    length	
    of	
    time.	
    
  35-­‐36	
    
  Crude	
     piping,	
     including	
     a	
     tap	
     valve,	
     runs	
     along	
    
  one	
    wall.	
    
  37-­‐38	
    
  Six	
     bowls,	
     hanging	
     from	
     chains	
     at	
     various	
    
  heights,	
    collect	
    and	
    distribute	
    water.	
    
  39-­‐40	
    
  The	
     fountain	
     is	
     a	
     single	
     shard	
     of	
     black	
     rock.	
    
  Water	
    oozes	
    down	
    its	
    flanks.	
    
  41-­‐42	
    
  Great	
     stone	
     archways	
     hold	
     the	
     ceiling	
     aloft	
    
  above	
    this	
    ornate	
    fountain.	
    
  43-­‐44	
    
  A	
     wide,	
     shallow	
     pool	
     fills	
     the	
     room,	
     its	
     surface	
    
  mirror-­‐like	
     and	
     calm.	
     Two	
     matching	
     statues	
    
  emerge	
    from	
    the	
    pool,	
    but	
    neither	
    is	
    flowing.	
    
  45-­‐46	
    
  The	
    fountain	
    partially	
    blocks	
    a	
    hallway.	
    
  47-­‐48	
    
  The	
    fountain	
    runs	
    along	
    both	
    sides	
    of	
    a	
    hallway.	
    
  49-­‐50	
    
  Small	
    fountains	
    fill	
    all	
    corners	
    of	
    the	
    room.	
    
  51-­‐52	
    
  Four	
     small	
     fountains	
     emerge	
     from	
     the	
     room’s	
    
  floor.	
    The	
    floor	
    is	
    slick	
    but	
    the	
    water	
    drains	
    away	
    
  through	
    many	
    small	
    holes.	
    
  53-­‐54	
    
  The	
     water	
     tumbling	
     from	
     the	
     fountain	
     is	
    
  effervescent.	
    
  55-­‐56	
    
  Runes	
     dedicating	
     the	
     fountain	
     to	
     the	
     god	
     of	
    
  revels	
    surround	
    its	
    basin.	
    
  57-­‐58	
    
  Inlaid	
     on	
     the	
     inside	
     of	
     the	
     fountain’s	
     basin,	
     a	
    
  mural	
    depicts	
    a	
    battle	
    scene.	
    
  59-­‐60	
    
  Various	
     coins	
     lie	
     in	
     the	
     pool	
     surrounding	
     this	
    
  fountain.	
    They	
    glimmer	
    invitingly.	
    
  61-­‐62	
    
  A	
     loosely	
     stacked	
     pile	
     of	
     well-­‐worn	
     buckets	
     lies	
    
  beside	
    the	
    fountain.	
    
  63-­‐64	
    
  A	
     poem	
     wraps	
     around	
     the	
     fountain’s	
     base,	
     in	
    
  metallic	
    script.	
    
  65-­‐66	
    
  The	
    fountain’s	
    spout	
    rotates	
    in	
    a	
    circular	
    fashion.	
    
  67-­‐68	
    
  A	
    faint	
    blue	
    light	
    pulsates	
    at	
    the	
    bottom	
    of	
    the	
    
  fountain’s	
    pool.	
    
  69-­‐70	
    
  Water	
     from	
     the	
     fountain	
     smells	
     sweet	
     and	
     a	
    
  white	
    froth	
    gathers	
    at	
    the	
    edges.	
    	
    
  71-­‐72	
    
  Mortared	
    
  together,	
    
  bones	
    
  comprise	
    
  the	
    
  fountain’s	
    basin	
    and	
    a	
    mound	
    of	
    skulls	
    serves	
    as	
    
  the	
     fountain.	
     Water	
     pours	
     from	
     several	
     skulls’	
    
  mouths.	
    
  73-­‐74	
    
  Large	
     translucent	
     fish	
     swim	
     lazily	
     in	
     the	
    
  fountain’s	
    pool.	
    
  75-­‐76	
    
  Water	
     slides	
     down	
     opposing	
     slopes	
     at	
     a	
     45	
    
  degree	
     angle,	
     spilling	
     into	
     a	
     narrow	
     pool.	
     The	
    
  water	
    originates	
    in	
    a	
    narrow	
    slit	
    on	
    either	
    side.	
    
  77-­‐78	
    
  Water	
    cascades	
    down	
    the	
    entire	
    rear	
    wall	
    of	
    the	
    
  room	
    into	
    a	
    narrow	
    trench.	
    
  79-­‐80	
    
  The	
    crystal	
    clear	
    water	
    in	
    the	
    fountain	
    reveals	
    a	
    
  chequered	
     basin	
     floor	
     of	
     alternating	
     black	
     and	
    
  tan	
    squares.	
    	
    
  81-­‐82	
    
  Water	
     leaks	
     from	
     the	
     fountain’s	
     spout,	
     barely	
    
  wetting	
     the	
     basin.	
     A	
     small	
     hand	
     crank	
     is	
    
  positioned	
    nearby	
    (and	
    still	
    works).	
    
  83-­‐84	
    
  Mist	
     rises	
     from	
     the	
     waters	
     surrounding	
     this	
    
  energetically	
    flowing	
    fountain.	
    
  85-­‐86	
    
  Water	
     runs	
     over	
     and	
     through	
     the	
     sodden	
    
  remains	
    of	
    an	
    aging	
    ballista	
    into	
    a	
    basin.	
    
  87-­‐88	
    
  Moulded	
     crudely	
     from	
     the	
     clay	
     flooring,	
     the	
    
  shallow	
    basin	
    collects	
    moisture	
    steadily	
    slipping	
    
  through	
    cracks	
    in	
    the	
    ceiling.	
    
  89-­‐90	
    
  Four	
    metal	
    legs	
    support	
    an	
    overflowing	
    bowl.	
    
  91-­‐92	
    
  Two	
     streams	
     cross;	
     their	
     water’s	
     turbulent	
     at	
    
  their	
    confluence.	
    
  93-­‐94	
    
  This	
     fountain	
     is	
     partially	
     submerged;	
     the	
     water	
    
  froths	
    and	
    roils.	
    
  95-­‐99	
    
  The	
    fountain	
    feeds	
    a	
    hanging	
    plant	
    garden.	
    
  100	
    
  Carvings	
     of	
     monstrous	
     frogs	
     decorate	
     the	
    
  fountain.	
    
  	
    
   
  
  88	
    
  F O U N T A I N S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
    
  fountains.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  A	
    smear	
    of	
    blood	
    covers	
    part	
    of	
    the	
    fountain.	
    
  2	
    
  A	
    thick	
    layer	
    of	
    dust	
    covers	
    the	
    dry	
    fountain.	
    
  3	
    
  Cracks	
     in	
     the	
     basin	
     funnel	
     the	
     fountain’s	
     water	
    
  across	
    the	
    floor.	
    
  4	
    
  The	
    fountain’s	
    statue	
    has	
    been	
    decapitated	
    and	
    
  water	
    weakly	
    trickles	
    from	
    its	
    neck	
    stump.	
    
  5	
    
  The	
    fountain	
    is	
    overflowing	
    and	
    the	
    surrounding	
    
  floor	
    is	
    slick.	
    
  6	
    
  Small	
     bones	
     litter	
     the	
     bottom	
     of	
     the	
     fountain’s	
    
  basin.	
    
  7	
    
  The	
    fountain	
    reeks	
    with	
    stagnation	
    and	
    rot.	
    
  8	
    
  Steam	
    rises	
    from	
    the	
    water’s	
    surface.	
    
  9	
    
  The	
    faint	
    smell	
    of	
    red	
    wine	
    lingers	
    in	
    the	
    air.	
    A	
    
  discarded	
    wine	
    flask	
    floats	
    in	
    the	
    pool.	
    
  10	
    
  Soggy	
     mould	
     fills	
     the	
     fountain’s	
     basin	
     and	
     has	
    
  begun	
    to	
    grow	
    up	
    the	
    fountain	
    itself.	
    
  11	
    
  Bits	
     of	
     fish	
     carcasses	
     line	
     the	
     rim	
     of	
     the	
    
  fountain’s	
    large	
    pool.	
    	
    
  12	
    
  Moss	
    and	
    lichen	
    cover	
    the	
    fountain	
    and	
    clog	
    the	
    
  basin	
    (which	
    is	
    moist).	
    
  13	
    
  A	
     rotting,	
     bloated	
     humanoid	
     carcass	
     floats	
     face	
    
  down	
    in	
    the	
    pool.	
    
  14	
    
  Soot	
    coats	
    the	
    fountain.	
    
  15	
    
  A	
     small	
     pair	
     of	
     boots	
     and	
     neatly	
     folded	
     clothes	
    
  lies	
    near	
    the	
    edge	
    of	
    the	
    pool.	
    
  16	
    
  Small	
    bubbles	
    rise	
    through	
    the	
    water.	
    
  17	
    
  A	
     long	
     strand	
     of	
     twine,	
     strung	
     across	
     the	
    
  fountain’s	
     edge,	
     holds	
     a	
     damp	
     burlap	
     shirt	
     and	
    
  trousers.	
    	
    
  18	
    
  Debris	
    piled	
    near	
    the	
    fountain’s	
    spout	
    interrupts	
    
  the	
    water’s	
    flow.	
    
  19	
    
  Dozens	
     of	
     booted	
     footprints	
     stand	
     out	
     in	
     the	
    
  dust	
    around	
    the	
    basin’s	
    edge.	
    
  20	
    
  A	
     large	
     round	
     rock	
     has	
     been	
     forced	
     into	
     the	
    
  fountain’s	
    spout.	
    The	
    fountain’s	
    pool	
    is	
    stagnant.	
    
  21	
    
  A	
    small	
    toy	
    boat	
    floats	
    near	
    the	
    edge	
    of	
    the	
    pool.	
    
  22	
    
  The	
    once	
    majestic	
    fresco	
    lining	
    the	
    rear	
    wall	
    of	
    
  the	
     fountain,	
     now	
     displays	
     crude	
     alterations	
    
  done	
    in	
    charcoal.	
    
  23	
    
  Two	
     small	
     fishing	
     poles	
     lie	
     tucked	
     in	
     a	
     corner	
    
  near	
    the	
    pool.	
    
  24	
    
  Cracked	
    and	
    dried	
    mud	
    covers	
    the	
    bottom	
    of	
    this	
    
  broken	
    fountain’s	
    pool.	
    
  25	
    
  Thick,	
     odious	
     mushrooms	
     emerge	
     from	
     the	
    
  water’s	
     surface	
     like	
     small	
     islands.	
     Small	
     insects	
    
  cluster	
    atop	
    their	
    caps.	
    
  26	
    
  Three	
     cups	
     and	
     a	
     ladle	
     rest	
     on	
     the	
     fountain’s	
    
  edge.	
    
  27	
    
  A	
     swarm	
     of	
     rats	
     tumbles	
     and	
     crawls	
     over	
     each	
    
  other	
     in	
     an	
     effort	
     to	
     feed	
     on	
     a	
     small	
     goblin,	
    
  recently	
     deceased	
     and	
     sprawled	
     at	
     the	
     base	
     of	
    
  the	
    fountain.	
    
  28	
    
  A	
    knocked-­‐over	
    lamp	
    (now	
    at	
    the	
    bottom	
    of	
    the	
    
  pool)	
    has	
    left	
    a	
    small	
    oil	
    slick	
    in	
    the	
    water.	
    
  29	
    
  Fresh	
    bloodstains	
    smear	
    the	
    fountain’s	
    basin	
    and	
    
  lead	
    into	
    an	
    adjacent	
    room.	
    
  30	
    
  Gurgling	
    water	
    can	
    be	
    heard	
    through	
    thick	
    layers	
    
  of	
    spider	
    webs	
    covering	
    the	
    fountain.	
    
  31	
    
  The	
     beauty	
     of	
     an	
     ornate	
     canopied	
     fountain	
    
  contrasts	
     with	
     the	
     piles	
     of	
     slippery	
     guano	
    
  covering	
    the	
    floor.	
    
  32	
    
  Giant	
    cockroaches	
    scurry	
    over	
    the	
    basin.	
    
  33	
    
  Frost	
    creeps	
    up	
    the	
    stone	
    basin.	
    A	
    thin	
    layer	
    of	
    
  ice	
    reflects	
    from	
    the	
    surface.	
    	
    
  34	
    
  A	
     rusty	
     battleaxe	
     leans	
     against	
     the	
     fountain’s	
    
  basin.	
    
  35	
    
  The	
    remains	
    of	
    several	
    portions	
    of	
    trail	
    rations	
    lie	
    
  scattered	
     about	
     the	
     area—as	
     if	
     explorers	
    
  stopped	
    here	
    for	
    a	
    meal.	
    
  36	
    
  Water	
    pouring	
    from	
    a	
    corroded	
    copper	
    bowl	
    has	
    
  turned	
    the	
    fountain’s	
    water	
    a	
    greenish	
    hue.	
    
  37	
    
  A	
    thick	
    web	
    of	
    roots	
    hang	
    down	
    from	
    the	
    ceiling	
    
  and	
    cover	
    the	
    top	
    of	
    the	
    fountain.	
    	
    
  38	
    
  A	
     crude	
     carving	
     of	
     a	
     gigantic	
     water	
     snake	
    
  decorates	
    the	
    fountain’s	
    basin	
    lip.	
    
  39	
    
  Before	
     reaching	
     the	
     brackish	
     waters,	
     PCs	
     may	
    
  note	
     a	
     hastily	
     written	
     scrawled	
     message	
    
  “drink...turn	
    back”	
    on	
    the	
    fountain’s	
    basin.	
    	
    
  40	
    
  Thick	
    moisture	
    hangs	
    in	
    the	
    air,	
    making	
    the	
    stone	
    
  flooring	
    within	
    15	
    feet	
    of	
    the	
    fountain	
    slick	
    with	
    
  wet	
    algae.	
    
  41	
    
  Yellow	
     mould	
     creeps	
     from	
     a	
     crack	
     where	
     the	
    
  floor	
    meets	
    the	
    fountain’s	
    basin.	
    
  42	
    
  Clearly	
    used	
    as	
    a	
    toilet	
    by	
    some	
    large	
    creature,	
    
  the	
    fountain’s	
    basin	
    smells	
    of	
    faeces	
    and	
    urine.	
    
  43	
    
  Water	
    drips	
    into	
    the	
    pool	
    from	
    the	
    ceiling	
    above,	
    
  mimicking	
    the	
    sound	
    of	
    light	
    rain.	
    
  44	
    
  A	
    small,	
    sodden	
    book	
    floats	
    in	
    the	
    fountain.	
    
  45	
    
  Two	
    ladders	
    lie	
    across	
    the	
    large	
    fountain.	
    	
    
  46	
    
  A	
    small	
    sack	
    containing	
    bandages	
    and	
    a	
    poultice	
    
  lies	
    half-­‐open	
    near	
    the	
    fountain.	
    
  47	
    
  Both	
    
  arms	
    
  of	
    
  the	
    
  fountain’s	
    
  statue	
    
  lie	
    
  dismembered	
    at	
    the	
    bottom	
    of	
    the	
    pool.	
    
  48	
    
  The	
    fountain’s	
    water	
    escapes	
    the	
    basin	
    through	
    a	
    
  hole	
     near	
     the	
     wall.	
     The	
     basin	
     was	
     clearly	
    
  deliberately	
    broken.	
    
  49	
    
  Clearly	
    visible	
    in	
    the	
    water,	
    two	
    large	
    eels	
    swim	
    
  in	
    the	
    pool	
    surrounding	
    the	
    fountain.	
    
  50	
    
  The	
     fountain	
     has	
     been	
     snapped	
     in	
     half;	
     water	
    
  trickles	
    from	
    its	
    stump.	
    
  51	
    
  Two	
     human	
     corpses	
     dressed	
     in	
     padded	
     armour	
    
  hang	
     by	
     the	
     neck	
     from	
     a	
     rope	
     slung	
     across	
     the	
    
  fountain’s	
    apex.	
    
  
  89	
    
  52	
    
  Brown	
    mould	
    covers	
    the	
    basin	
    and	
    some	
    of	
    the	
    
  room’s	
    walls.	
    
  53	
    
  Two	
    torches,	
    extinguished	
    in	
    the	
    fountain	
    basin,	
    
  float	
    lazily	
    in	
    the	
    water.	
    
  54	
    
  A	
     (harmless)	
     swarm	
     of	
     insects	
     lives	
     on	
     the	
    
  fountain	
    and	
    its	
    basin.	
    
  55	
    
  Red	
    
  candles,	
    
  half-­‐lit	
    
  and	
    
  symmetrically	
    
  positioned,	
    flicker	
    around	
    the	
    fountain’s	
    edge.	
    
  56	
    
  The	
    fountain	
    smells	
    of	
    urine.	
    
  57	
    
  A	
     hardened	
     bucket	
     of	
     mortar	
     and	
     a	
     trowel	
     lie	
    
  beside	
     the	
     fountain.	
     Roughly	
     cut	
     ceramic	
     tiles	
    
  cover	
    a	
    portion	
    of	
    the	
    exterior	
    walls.	
    	
    
  58	
    
  Smashed	
    completely,	
    the	
    fountain’s	
    original	
    bust	
    
  is	
    unidentifiable.	
    
  59	
    
  Scaffolding	
    surrounds	
    the	
    tall,	
    ornate	
    fountain.	
    
  60	
    
  Skeletons	
     of	
     animals	
     and	
     humanoids	
     surround	
    
  the	
    fountain.	
    
  61	
    
  Pure	
     white	
     crayfish	
     scuttle	
     on	
     the	
     basin’s	
    
  bottom.	
    
  62	
    
  Thin,	
    straw-­‐like	
    reeds	
    grow	
    in	
    the	
    water.	
    
  63	
    
  A	
     broken	
     crowbar	
     lies	
     pushed	
     up	
     against	
     one	
    
  wall.	
     Signs	
     of	
     prying	
     between	
     two	
     stones	
     are	
    
  visible.	
    
  64	
    
  Bright	
    yellow	
    stones	
    glimmer	
    in	
    the	
    water.	
    
  65	
    
  Gem-­‐shaped	
     empty	
     sockets	
     line	
     the	
     basin’s	
    
  exterior.	
    	
    
  66	
    
  A	
    small	
    mirror	
    and	
    shaving	
    razor	
    lie	
    on	
    the	
    pool’s	
    
  rim.	
    
  67	
    
  Diverted	
    by	
    years	
    of	
    corrosion,	
    acidic	
    water	
    now	
    
  trickles	
    through	
    many	
    holes	
    in	
    the	
    fountain.	
    
  68	
    
  The	
    water	
    tastes	
    salty.	
    
  69	
    
  Small	
     stalactites	
     and	
     stalagmites	
     surround	
     the	
    
  fountain.	
    
  70	
    
  Lighter	
     coloured	
     stones	
     sit	
     atop	
     the	
     original	
    
  basin’s	
     foundation,	
     indicating	
     a	
     renovation	
     or	
    
  addition	
    to	
    the	
    original	
    fountain.	
    
  71	
    
  Dozens	
    of	
    short	
    swords	
    and	
    daggers	
    lie	
    piled	
    up	
    
  inside	
    the	
    fountain.	
    Rust	
    and	
    poor	
    craftsmanship	
    
  render	
    them	
    unusable	
    and	
    valueless.	
    	
    
  72	
    
  Two	
    piles	
    of	
    rugs	
    and	
    wall	
    banners	
    lie	
    beside	
    the	
    
  fountain:	
     one	
     pile	
     is	
     neatly	
     folded	
     while	
     the	
    
  other	
    soiled	
    and	
    in	
    disarray.	
    A	
    washtub	
    and	
    bar	
    
  of	
     soap,	
     recently	
     used,	
     rest	
     on	
     the	
     fountain’s	
    
  edge.	
    
  73	
    
  The	
     fountain’s	
     water	
     runs	
     red	
     (from	
     some	
    
  mineral	
    in	
    the	
    rock).	
    
  74	
    
  A	
     brass	
     pipe,	
     oddly	
     positioned	
     and	
     obviously	
     a	
    
  recent	
     addition,	
     runs	
     from	
     a	
     crudely	
     chiselled	
    
  hole	
    in	
    the	
    wall.	
    
  75	
    
  Dry	
    sand	
    fills	
    the	
    fountain’s	
    basin.	
    
  76	
    
  Although	
     still	
     functional,	
     the	
     fountain’s	
     large	
    
  columns	
     lean	
     drunkenly	
     toward	
     each	
     other,	
    
  forming	
    an	
    arch.	
    
  77	
    
  Lumps	
    of	
    sodden	
    wood	
    float	
    in	
    the	
    pool.	
    
  78	
    
  The	
    fountain	
    has	
    been	
    daubed	
    in	
    whitewash.	
    	
    
  79	
    
  A	
     small	
     wooden	
     trough	
     diverts	
     the	
     water	
     from	
    
  the	
     fountain	
     into	
     three	
     large,	
     overflowing	
    
  barrels.	
    
  80	
    
  Constructed	
    of	
    limestone,	
    the	
    fountain	
    is	
    now	
    a	
    
  mottled	
    yellow-­‐black	
    colour.	
    
  81	
    
  The	
     corroded	
     metal	
     fountain	
     forms	
     a	
     dull	
    
  metallic	
     pile	
     of	
     wet	
     bowls	
     and	
     basins.	
     Shorn,	
    
  rusty	
    fasteners	
    tip	
    off	
    the	
    PCs	
    as	
    to	
    the	
    cause	
    of	
    
  the	
    fountain’s	
    demise.	
    
  82	
    
  Three	
    
  bronze	
    
  reliefs	
    
  of	
    
  angelic	
    
  figures	
    
  overlooking	
     the	
     fountain	
     seem	
     to	
     weep	
     black	
    
  tears.	
    This	
    is	
    the	
    result	
    of	
    minerals	
    in	
    the	
    water.	
    
  83	
    
  A	
    homemade	
    snorkel	
    sits	
    at	
    the	
    water’s	
    edge	
    of	
    
  the	
    deep	
    cavern	
    fountain’s	
    surrounding	
    pool.	
    
  84	
    
  Three	
    black	
    iron	
    statues	
    of	
    demonic	
    figures	
    loom	
    
  over	
    this	
    corroded	
    fountain.	
    
  85	
    
  The	
    fountain’s	
    water	
    is	
    black	
    with	
    corruption.	
    At	
    
  the	
    bottom	
    of	
    the	
    pool	
    lie	
    two	
    slain	
    and	
    rapidly	
    
  decomposing	
    zombies.	
    
  86	
    
  The	
    fountain	
    smells	
    of	
    rose	
    water.	
    
  87	
    
  Two	
    empty	
    liquor	
    bottles	
    float	
    in	
    the	
    water.	
    
  88	
    
  Small,	
    grey	
    mice	
    scuttle	
    in	
    and	
    out	
    of	
    the	
    pock-­‐
  marked	
    and	
    many-­‐holed	
    fountain’s	
    walls.	
    
  89	
    
  Water	
     pours	
     into	
     a	
     large	
     basin,	
     divided	
     by	
     a	
    
  central	
     partition.	
     One	
     side	
     holds	
     a	
     blue	
     liquid,	
    
  the	
    other	
    a	
    green	
    substance.	
    
  90	
    
  Hanging	
     precariously	
     from	
     the	
     top	
     tier	
     of	
     the	
    
  fountain,	
    a	
    rusted	
    grappling	
    hook	
    sways	
    gently.	
    
  91	
    
  Disguised	
    as	
    a	
    pile	
    of	
    rocks	
    in	
    the	
    fountain’s	
    dry	
    
  basin,	
    a	
    cave	
    scorpion	
    attacks	
    if	
    disturbed.	
    
  92	
    
  A	
    wooden	
    plank,	
    held	
    in	
    place	
    by	
    a	
    heavy	
    rock,	
    
  extends	
    over	
    the	
    three-­‐foot	
    deep	
    fountain.	
    Wet	
    
  footprints	
    lead	
    from	
    the	
    water	
    back	
    up	
    onto	
    the	
    
  plank.	
    
  93	
    
  Four	
     sections	
     of	
     ill-­‐fitting	
     panelled	
     wood	
     cover	
    
  the	
    fountain’s	
    basin.	
    	
    
  94	
    
  Two	
    soggy	
    leather	
    balls	
    float	
    in	
    the	
    water.	
    
  95	
    
  Worn	
    playing	
    cards	
    lay	
    scattered	
    in	
    and	
    around	
    
  the	
     fountain.	
     If	
     collected,	
     a	
     PC	
     notices	
     all	
     the	
    
  sixes	
    are	
    missing.	
    
  96	
    
  Each	
    basin	
    of	
    the	
    non-­‐operational	
    fountain	
    holds	
    
  a	
     small	
     pile	
     of	
     ashes.	
     Three	
     bundles	
     of	
     neatly	
    
  stacked	
    sticks	
    and	
    sweet-­‐smelling	
    leaves	
    line	
    one	
    
  wall	
    near	
    the	
    fountain.	
    
  97	
    
  A	
    broken	
    basin	
    allows	
    a	
    steady	
    stream	
    of	
    water	
    
  to	
    escape	
    the	
    fountain.	
    A	
    small	
    wooden	
    paddle	
    
  wheel	
    turns	
    a	
    shaft	
    leading	
    through	
    a	
    small	
    hole	
    
  in	
    the	
    wall	
    into	
    some	
    adjacent,	
    but	
    hidden	
    space.	
    
  98	
    
  Flower	
    petals	
    float	
    lazily	
    in	
    the	
    water.	
    
  99	
    
  A	
    metal	
    coif	
    has	
    been	
    hung	
    over	
    the	
    fountain.	
    	
    
  100	
    
  The	
    water	
    slowly	
    boils	
    and	
    bubble.	
    It	
    is	
    heated	
    by	
    
  some	
    hidden	
    source.	
    
  	
    
   
  
  90	
    
  G A T E S  &  P O R T A L S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Most	
    adventures	
    take	
    place	
    in	
    medieval	
    fantasy	
    worlds.	
    One	
    of	
    
  the	
     advantages	
     of	
     that	
     setting	
     is	
     all	
     of	
     the	
     different	
    
  environments	
     your	
     adventurers	
     can	
     experience,	
     but	
     the	
    
  drawback	
    is	
    that	
    in	
    general,	
    your	
    adventurers	
    often	
    can't	
    move	
    
  from	
     one	
     to	
     the	
     next	
     any	
     faster	
     than	
     a	
     horse	
     can	
     carry	
     them.	
    
  Magical	
     portals	
     or	
     gates	
     solve	
     this	
     problem,	
     rushing	
     your	
     PCs	
    
  headlong	
    into	
    the	
    next	
    adventure	
    in	
    yet	
    another	
    amazing	
    locale,	
    
  with	
     the	
     added	
     bonus	
     of	
     mystery.	
     For	
     most	
     portals,	
     the	
    
  adventurers	
    never	
    know	
    exactly	
    what's	
    on	
    the	
    other	
    side	
    until	
    
  they	
    step	
    through!	
    
  D E F I N I T I O N S  
  While	
     functionally	
     the	
     same,	
     although	
     both	
     gates	
     and	
     portals	
    
  transport	
     you	
     from	
     one	
     place	
     to	
     another	
     instantaneously	
     by	
    
  stepping	
     through	
     them,	
     there	
     is	
     a	
     slight	
     difference.	
     A	
     portal	
    
  generally	
    transports	
    you	
    from	
    one	
    place	
    to	
    another	
    on	
    the	
    same	
    
  plane	
     of	
     existence	
     while	
     a	
     gate	
     moves	
     you	
     from	
     one	
     plane	
     to	
    
  another.	
     The	
     tables	
     in	
     this	
     supplement	
     use	
     the	
     word	
     “portal,”	
    
  but	
     you	
     should	
     feel	
     free	
     to	
     change	
     it	
     to	
     whichever	
     is	
     most	
    
  appropriate	
     for	
     your	
     game	
     and	
     the	
     destination	
     you	
     want	
     your	
    
  adventurers	
    to	
    reach.	
    	
    
  C O N S T R U C T I O N   
  Some	
    portals	
    or	
    gates	
    arise	
    naturally—the	
    result	
    of	
    some	
    planar	
    
  rift	
    or	
    other	
    occurrence;	
    however,	
    most	
    gates	
    or	
    portals	
    are	
    the	
    
  result	
    of	
    intentional	
    construction	
    by	
    a	
    magically	
    talented	
    creator.	
    
  They	
     are	
     generally	
     at	
     least	
     15-­‐ft.	
     across,	
     though	
     some	
     are	
    
  smaller	
     or	
     larger	
     and	
     can	
     shed	
     light	
     or	
     be	
     invisible	
     (these	
    
  characteristics	
    are	
    set	
    at	
    the	
    time	
    of	
    creation).	
    They	
    are	
    normally	
    
  enclosed	
    by	
    some	
    frame	
    or	
    door,	
    but	
    they	
    do	
    not	
    need	
    to	
    be.	
    
  Generally	
     unattended	
     objects	
     will	
     not	
     pass	
     through	
     a	
     portal	
    
  unless	
    they	
    have	
    been	
    intentionally	
    designed	
    that	
    way.	
    	
    
  	
    
  The	
     construction	
     of	
     a	
     permanent	
     magical	
     portal	
     can	
     take	
    
  many	
    forms	
    and	
    thus	
    result	
    is	
    widely	
    varied	
    appearances.	
    In	
    all	
    
  cases,	
    they	
    require	
    the	
    Craft	
    Wondrous	
    Item	
    feat	
    to	
    create.	
    To	
    
  create	
     a	
     permanent	
     fixture,	
     the	
     creator	
     also	
     must	
     know	
     the	
    
  appropriate	
     transportation/teleportation	
     magic.	
     The	
     cost	
     for	
    
  creating	
    the	
    gate	
    follows	
    the	
    normal	
    rules	
    for	
    item	
    creation.	
    	
    
  	
    
  Portals	
     that	
     travel	
     unusually	
     far	
     distances,	
     such	
     as	
     other	
    
  planets	
    or	
    hard	
    to	
    enter	
    planes,	
    may	
    require	
    special	
    components	
    
  and	
    increase	
    the	
    cost	
    accordingly.	
    	
    
  D%	
    
  MIN.	
    CL	
    
  COST	
    
  Portal	
    
  Medium	
    
  182,000	
    gp	
    
  Gate	
    
  High	
    
  306,000	
    gp	
    
  	
    
  	
    
  	
    
  L O C K  A N D  K E Y  
  One	
     of	
     the	
     more	
     useful	
     properties	
     of	
     portals	
     and	
     gates	
     is	
     the	
    
  ability	
    to	
    control	
    who	
    goes	
    through	
    them.	
    A	
    direct	
    path	
    to	
    one's	
    
  home,	
    laboratory	
    or	
    secret	
    vault	
    is	
    a	
    dangerous	
    thing	
    to	
    leave	
    
  unprotected	
    for	
    just	
    anyone	
    to	
    traverse.	
    Below	
    is	
    a	
    selection	
    of	
    
  options	
    that	
    might	
    be	
    added	
    to	
    a	
    gate	
    or	
    portal	
    at	
    the	
    time	
    of	
    its	
    
  construction.	
    	
    
  	
    
  If	
    the	
    GM	
    desires,	
    magical	
    portals	
    and	
    gates	
    can	
    be	
    activated	
    
  blindly,	
    with	
    potentially	
    hazardous	
    consequences.	
    
  § 
  Doors:	
    Portals	
    can	
    be	
    blocked	
    at	
    their	
    destination.	
    If	
    the	
    exit	
    
  portal	
     is	
     block	
     by	
     doors,	
     rubble	
     or	
     other	
     objects	
     completely	
    
  obstructing	
    the	
    exit,	
    the	
    portal	
    does	
    not	
    function.	
    	
    
  § 
  Passphrase:	
     The	
     portal	
     does	
     not	
     open	
     unless	
     a	
     magical	
    
  password	
     or	
     passphrase	
     is	
     spoken	
     aloud,	
     in	
     the	
     correct	
    
  language,	
    near	
    the	
    gate.	
    	
    
  § 
  Portal	
    Key:	
    Portals	
    can	
    be	
    designed	
    that	
    only	
    those	
    holding	
    a	
    
  particular	
    object	
    can	
    pass	
    through.	
    These	
    can	
    be	
    anything	
    the	
    
  caster	
    desires	
    from	
    actual	
    keys	
    to	
    holy	
    symbols	
    and	
    suchlike.	
    
  Whatever	
    the	
    key	
    is,	
    it	
    is	
    non-­‐perishable	
    and	
    specifically	
    keyed	
    
  to	
     the	
     portal.	
     Creating	
     new	
     keys	
     requires	
     the	
     portal	
     itself,	
    
  either	
    an	
    existing	
    key	
    or	
    the	
    original	
    caster,	
    and	
    components	
    
  costing	
    1/100th	
    of	
    the	
    construction	
    cost.	
    	
    
  § 
  Specific	
     Persons:	
     Portals	
     can	
     also	
     be	
     keyed	
     to	
     only	
     allow	
    
  specific	
    persons,	
    races,	
    genders	
    or	
    alignments	
    through	
    them.	
    
  Construction	
     of	
     these	
     types	
     of	
     locks	
     requires	
     access	
     to	
    
  appropriate	
    spells,	
    as	
    well	
    as	
    an	
    additional	
    4,000	
    gp	
    in	
    material	
    
  components.	
    	
    
  § 
  Traps:	
    It	
    is	
    not	
    uncommon	
    to	
    trap	
    portal	
    entrances	
    using	
    the	
    
  normal	
     rules	
     for	
     traps,	
     but	
     a	
     particularly	
     devious,	
     yet	
     risky,	
    
  trick	
    is	
    to	
    trap	
    the	
    destination.	
    Traps	
    at	
    the	
    destination	
    cannot	
    
  be	
     detected	
     or	
     disarmed	
     from	
     the	
     entrance	
     of	
     most	
     portals,	
    
  but	
    if	
    they	
    do	
    not	
    eliminate	
    or	
    neutralize	
    the	
    intruder,	
    the	
    foes	
    
  have	
    already	
    breached	
    the	
    protected	
    area.	
    	
    
  T H E R E  A N D  B A C K  A G A I N  
  Most	
    portals	
    or	
    gates	
    are	
    designed	
    for	
    two-­‐way	
    travel	
    between	
    
  two	
     different	
     places,	
     but	
     this	
     is	
     not	
     always	
     the	
     case.	
     Whether	
    
  due	
    to	
    malfunction	
    or	
    on	
    purpose,	
    some	
    portals	
    vary.	
    
  § 
  One-­‐Way	
    Travel:	
    The	
    portal	
    travels	
    in	
    a	
    unidirectional	
    manner.	
    
  Travellers	
    can	
    walk	
    from	
    the	
    entrance	
    to	
    the	
    destination,	
    but	
    
  once	
    they’ve	
    arrived,	
    there	
    is	
    no	
    return	
    through	
    the	
    portal.	
    	
    
  § 
  Variable	
     Destination:	
     Some	
     portals	
     lead	
     to	
     more	
     than	
     one	
    
  place.	
    If	
    due	
    to	
    a	
    malfunction,	
    this	
    may	
    be	
    a	
    random	
    location.	
    
  Otherwise	
    the	
    destination	
    fluctuates	
    based	
    on	
    some	
    cycle	
    of	
    
  time,	
     weather	
     or	
     light,	
     which	
     portal	
     key	
     you	
     carry	
     or	
     what	
    
  race,	
    alignment	
    or	
    other	
    identifier	
    you	
    may	
    be.	
    	
    
  
  91	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  portal.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    
  on	
     your	
     dungeon’s	
     setup	
     –	
     ignore	
     or	
     modify	
     such	
     entries	
     as	
    
  appropriate.	
    
  D%	
    
  	
    
  01-­‐04	
    
  The	
     portal	
     is	
     entirely	
     invisible	
     and	
     has	
     no	
    
  features	
    to	
    mark	
    its	
    location.	
    Exceedingly	
    careful	
    
  inspection	
     is	
     needed	
     to	
     detect	
     the	
     faintest	
    
  disruption	
     in	
     airflow	
     near	
     the	
     portal,	
     and	
     thus	
    
  reveal	
    that	
    something	
    is	
    nearby.	
    	
    
  05-­‐08	
    
  An	
     arch	
     of	
     birchwood	
     and	
     vines	
     encloses	
     a	
    
  swirling	
     mass	
     of	
     fresh	
     green	
     leaves.	
     When	
     any	
    
  creature	
     steps	
     through	
     the	
     portal,	
     the	
     leaves	
    
  momentarily	
    change	
    to	
    autumnal	
    colours.	
    	
    
  09-­‐12	
    
  A	
    set	
    of	
    doors	
    made	
    of	
    human	
    bones	
    bar	
    passage	
    
  to	
    the	
    portal.	
    The	
    doors	
    are	
    locked.	
    	
    
  13-­‐16	
    
  The	
    portal,	
    a	
    disc	
    of	
    red	
    light	
    that	
    hovers	
    in	
    the	
    
  air,	
     is	
     cold	
     and	
     hard	
     to	
     the	
     touch.	
     Only	
     those	
    
  carrying	
    a	
    token	
    from	
    its	
    creator	
    can	
    push	
    their	
    
  way	
    past	
    the	
    barrier.	
    	
    
  17-­‐20	
    
  The	
     magical	
     portal	
     is	
     behind	
     a	
     false	
     wooden	
    
  door.	
     Opening	
     the	
     door,	
     causes	
     its	
     yellow,	
    
  shimmering	
    light	
    to	
    pour	
    forth.	
    	
    
  21-­‐24	
    
  The	
     portal	
     is	
     set	
     into	
     the	
     floor	
     in	
     an	
     otherwise	
    
  empty	
    pool.	
    
  25-­‐28	
    
  Two	
    great	
    iron	
    pillars,	
    depicting	
    roaring	
    demonic	
    
  faces	
     in	
     a	
     whirl	
     of	
     flame,	
     flank	
     the	
     glowing	
     red	
    
  portal.	
    	
    
  29-­‐32	
    
  The	
     portal	
     appears	
     as	
     a	
     male	
     bearded	
     face	
     of	
    
  glowing	
    golden	
    light.	
    As	
    a	
    creature	
    approaches,	
    
  the	
    face’s	
    mouth	
    widens	
    to	
    accommodate	
    their	
    
  entrance.	
    	
    
  33-­‐36	
    
  A	
    great	
    painting	
    of	
    a	
    hillside	
    road,	
    larger	
    than	
    a	
    
  wagon,	
     hangs	
     on	
     the	
     wall.	
     By	
     touching	
     the	
    
  painting	
     one	
     can	
     walk	
     into	
     the	
     painting	
     and	
    
  those	
    in	
    the	
    room	
    see	
    a	
    painted	
    version	
    of	
    the	
    
  creature	
    walk	
    over	
    the	
    hill	
    out	
    of	
    sight.	
    	
    
  37-­‐40	
    
  Dozens	
     of	
     birds	
     flit	
     among	
     the	
     trees	
     in	
     a	
     sunlit	
    
  clearing.	
    Upon	
    whistling	
    the	
    correct	
    sequence	
    of	
    
  five	
     notes,	
     the	
     birds	
     fly	
     into	
     the	
     clearing	
     and	
    
  form	
    a	
    circle,	
    rotating	
    counter	
    clockwise,	
    with	
    a	
    
  portal	
    of	
    white	
    clouds	
    in	
    the	
    centre.	
    	
    
  41-­‐44	
    
  The	
     portal	
     is	
     composed	
     entirely	
     of	
     shadows	
     at	
    
  the	
    top	
    of	
    a	
    dark	
    and	
    winding	
    stair.	
    The	
    stairs	
    are	
    
  spaced	
     close	
     together,	
     such	
     as	
     might	
     be	
    
  appropriate	
    for	
    a	
    Small-­‐sized	
    creature.	
    	
    
  45-­‐48	
    
  Curtains	
    of	
    white	
    gauze	
    have	
    been	
    drawn	
    across	
    
  the	
    portal.	
    Red	
    braided	
    sashes	
    hang	
    from	
    hooks	
    
  on	
    either	
    side	
    of	
    the	
    portal	
    so	
    the	
    curtains	
    can	
    be	
    
  cinched	
    up.	
    	
    
  49-­‐52	
    
  The	
    portal	
    is	
    a	
    miasma	
    of	
    flame	
    and	
    smoke	
    in	
    a	
    
  fireplace	
    of	
    brass	
    edged	
    brick.	
    When	
    the	
    portal	
    is	
    
  closed,	
    the	
    flames	
    die	
    down	
    to	
    a	
    few	
    coals	
    that	
    
  never	
    burn	
    out.	
    
  53-­‐56	
    
  The	
    portal	
    is	
    a	
    full	
    length	
    mirror.	
    When	
    activated,	
    
  a	
     faint	
     image	
     of	
     the	
     destination	
     overlays	
     the	
    
  reflection	
    in	
    the	
    silvered	
    glass	
    and	
    one	
    can	
    step	
    
  through	
    to	
    that	
    location.	
    	
    
  57-­‐60	
    
  A	
     simple	
     wooden	
     gate	
     breaches	
     a	
     hedge.	
    
  Opening	
    
  and	
    
  stepping	
    
  through	
    
  the	
    
  gate	
    
  transports	
    the	
    creature	
    through	
    the	
    portal.	
    	
    
  61-­‐64	
    
  The	
    portal	
    takes	
    the	
    form	
    of	
    a	
    bookshelf	
    full	
    of	
    
  tomes.	
    By	
    reciting	
    a	
    passphrase,	
    the	
    shelf	
    slides	
    
  to	
     the	
     side	
     revealing	
     a	
     dark	
     hallway	
     of	
     stone.	
    
  Somewhere	
    in	
    the	
    distance,	
    a	
    flickering	
    light	
    and	
    
  the	
    crackling	
    of	
    a	
    fire	
    can	
    be	
    heard.	
    	
    
  65-­‐68	
    
  A	
    small,	
    plain	
    altar	
    sits	
    in	
    the	
    middle	
    of	
    a	
    simple	
    
  room	
     with	
     only	
     a	
     white	
     mat	
     before	
     it	
     and	
     a	
    
  uncoloured	
    wax	
    candle	
    on	
    the	
    altar.	
    Lighting	
    the	
    
  candle	
     transports	
     everyone	
     in	
     the	
     room	
     to	
     an	
    
  identical	
    room	
    at	
    the	
    target	
    destination.	
    	
    
  69-­‐72	
    
  A	
    great	
    wine	
    tun	
    is	
    set	
    into	
    the	
    wall.	
    By	
    twisting	
    
  the	
    tap,	
    the	
    tun	
    opens	
    to	
    reveal	
    a	
    glowing	
    blue	
    
  portal.	
    Inspection	
    detects	
    the	
    seam	
    of	
    the	
    door.	
    	
    
  73-­‐76	
    
  The	
     portal	
     appears	
     in	
     four	
     different	
     locations,	
    
  being	
     active	
     for	
     only	
     fifteen	
     minutes	
     of	
     every	
    
  hour	
     in	
     each	
     location.	
     All	
     four	
     entrances	
     reach	
    
  the	
    same	
    destination.	
    	
    
  77-­‐80	
    
  A	
     crystal	
     arch	
     in	
     the	
     shape	
     of	
     an	
     inverted	
    
  catenary	
     glows	
     with	
     a	
     soft	
     white	
     light	
     at	
     its	
    
  heart.	
    A	
    relaxed	
    calm	
    emanates	
    from	
    the	
    portal	
    
  arch.	
    
  81-­‐84	
    
  A	
     complicated	
     mosaic	
     on	
     the	
     floor	
     depicts	
     a	
    
  creature	
    iconic	
    of	
    the	
    portal’s	
    destination	
    (such	
    
  as	
    an	
    angel,	
    elemental	
    or	
    demon).	
    By	
    pressing	
    on	
    
  the	
    creature,	
    the	
    tiles	
    fall	
    away	
    into	
    a	
    void	
    below	
    
  the	
     floor,	
     with	
     a	
     spiral	
     stair	
     leading	
     down	
     filled	
    
  with	
    bright	
    light.	
    	
    
  85-­‐88	
    
  Two	
     cherry	
     trees	
     wind	
     together,	
     petals	
     falling	
    
  from	
     their	
     blossoms	
     in	
     an	
     endless,	
     vision-­‐
  obscuring	
    rain,	
    forming	
    the	
    portal.	
    	
    
  89-­‐92	
    
  The	
     portal	
     is	
     a	
     ring	
     of	
     white	
     spotted,	
     red	
    
  toadstools	
     growing	
     in	
     moist,	
     loamy	
     soil.	
     One	
    
  round	
     after	
     a	
     character	
     steps	
     into	
     the	
     ring,	
     a	
    
  blue-­‐white	
    smoke	
    rises	
    from	
    the	
    mushrooms	
    and	
    
  blocks	
     all	
     vision.	
     When	
     the	
     smoke	
     clears,	
     the	
    
  landscape	
    has	
    changed.	
    	
    
  93-­‐96	
    
  A	
    silver	
    wire	
    frame,	
    the	
    size	
    of	
    two	
    grown	
    men,	
    
  bejewelled	
    with	
    moonstones,	
    encircles	
    a	
    cloying	
    
  mist.	
     The	
     mist	
     does	
     not	
     react	
     to	
     breezes	
     or	
    
  movement,	
    but	
    instead	
    seems	
    to	
    seethe	
    and	
    roil	
    
  of	
    its	
    own	
    accord.	
    	
    
  97-­‐100	
    
  A	
    small	
    music	
    box	
    sits	
    upon	
    a	
    marble	
    pedestal.	
    If	
    
  opened,	
     wound	
     and	
     played,	
     the	
     little	
     dancer	
    
  inside	
    slowly	
    spins	
    to	
    a	
    sad	
    melody,	
    and	
    after	
    it	
    
  finishes,	
     a	
     swirling	
     portal	
     opens	
     in	
     front	
     of	
     the	
    
  pedestal	
    and	
    faint	
    strains	
    of	
    music	
    sounds	
    from	
    
  within.	
    
  	
    
  	
    
  
  92	
    
  G A T E S  &  P O R T A L S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     the	
     portal.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1-­‐2	
    
  Two	
     rotting	
     human	
     legs	
     protrude	
     from	
     the	
    
  portal,	
     in	
     a	
     puddle	
     of	
     dried	
     blood.	
     If	
     pulled	
     on,	
    
  they	
     freely	
     come	
     away.	
     The	
     other	
     half	
     of	
     the	
    
  body	
     is	
     not	
     present,	
     even	
     if	
     someone	
     goes	
    
  through	
    the	
    portal	
    to	
    look	
    for	
    it.	
    	
    
  3-­‐5	
    
  The	
     portal	
     shimmers,	
     reacting	
     noticeably	
     to	
     a	
    
  breeze	
    coming	
    from	
    within.	
    
  6-­‐7	
    
  Pure	
     water	
     runs	
     in	
     rivulets	
     from	
     the	
     portal,	
    
  creating	
    a	
    puddle	
    on	
    the	
    floor.	
    	
    
  8-­‐10	
    
  Portal	
    
  has	
    
  malfunctioned	
    
  and	
    
  no	
    
  longer	
    
  transports	
     directly	
     to	
     its	
     intended	
     location.	
    
  Instead,	
     the	
     user	
     appears	
     2d100	
     feet	
     from	
     the	
    
  exit	
    portal	
    in	
    a	
    random	
    direction.	
    	
    
  11-­‐12	
    
  The	
     portal	
     requires	
     the	
     keyword	
     “Paticio”	
     be	
    
  spoken	
     to	
     operate.	
     A	
     helpful	
     former	
     user	
     has	
    
  carved	
    the	
    word	
    into	
    the	
    floor	
    nearby.	
    	
    
  13-­‐14	
    
  The	
    portal	
    has	
    been	
    warped	
    by	
    time	
    and	
    magic	
    
  such	
     that	
     only	
     sentient	
     creatures	
     can	
     pass	
    
  through.	
    Mounts	
    and	
    other	
    animals	
    do	
    not	
    pass	
    
  through,	
    reappearing	
    at	
    the	
    entrance	
    one	
    round	
    
  after	
     they	
     enter.	
     Any	
     creature	
     with	
     the	
     special	
    
  abilities	
    
  bond	
    
  or	
    
  link,	
    
  such	
    
  as	
    
  animal	
    
  companions,	
     special	
     steeds	
     or	
     familiars	
     are	
    
  connected	
    to	
    their	
    owner	
    and	
    transit	
    normally.	
    	
    
  15-­‐16	
    
  The	
    key	
    that	
    activates	
    the	
    gate	
    has	
    been	
    lost	
    or	
    
  destroyed	
    and	
    there	
    is	
    no	
    way	
    to	
    open	
    it	
    short	
    of	
    
  powerful	
     magic	
     or	
     the	
     construction	
     of	
     a	
     new	
    
  portal	
    key.	
    
  17-­‐18	
    
  A	
    1-­‐ft.	
    thick	
    stone	
    wall	
    has	
    been	
    erected	
    in	
    front	
    
  of	
    the	
    portal.	
    	
    
  19-­‐20	
    
  The	
     portal	
     has	
     been	
     trapped	
     on	
     the	
     other	
     side	
    
  with	
     a	
     magic-­‐negating	
     incantation.	
     The	
     trap	
    
  cannot	
    be	
    detected	
    from	
    this	
    side	
    of	
    the	
    portal.	
    
  21-­‐22	
    
  Due	
     to	
     age,	
     the	
     portal	
     has	
     been	
     drained	
     of	
     all	
    
  magic.	
    If	
    holy	
    or	
    unholy	
    energy	
    is	
    channelled	
    into	
    
  it,	
    the	
    gate	
    activates	
    for	
    one	
    round.	
    	
    
  23-­‐24	
    
  The	
    portal	
    on	
    the	
    other	
    side	
    has	
    been	
    irreparably	
    
  damaged,	
     and	
     travel	
     is	
     now	
     one-­‐way	
     only.	
    
  Anyone	
    entering	
    from	
    this	
    side	
    arrives	
    safely,	
    but	
    
  must	
    find	
    another	
    method	
    of	
    transit	
    if	
    they	
    wish	
    
  to	
    return.	
    	
    
  25-­‐26	
    
  Travellers	
    passing	
    through	
    the	
    portal	
    are	
    injured	
    
  by	
    a	
    burst	
    of	
    elemental	
    energy	
    bleeding	
    through	
    
  from	
    another	
    plane,	
    causing	
    damage	
    in	
    a	
    15-­‐ft.	
    
  radius	
     of	
     the	
     portal.	
     To	
     determine	
     the	
     type	
     of	
    
  damage	
     roll	
     1d6:	
     1-­‐acid,	
     2-­‐cold,	
     3-­‐electricity,	
     4-­‐
  fire,	
     5-­‐sonic,	
     6-­‐two	
     types	
     of	
     energy,	
     roll	
     twice	
    
  ignore	
    6s.	
    
  27-­‐28	
    
  The	
    borders	
    of	
    the	
    portal	
    have	
    been	
    painted	
    on	
    
  the	
    ground	
    in	
    bright	
    purple	
    paint.	
    	
    
  29-­‐30	
    
  Several	
    plain	
    stones	
    have	
    been	
    lain	
    on	
    the	
    floor	
    
  in	
     an	
     arrow	
     pattern,	
     pointing	
     directly	
     to	
     the	
    
  entrance	
    of	
    the	
    portal.	
    
  31-­‐32	
    
  There	
     is	
     a	
     bloody	
     handprint	
     on	
     the	
     structure	
    
  enclosing	
    the	
    portal.	
    	
    
  33-­‐34	
    
  A	
    rickety	
    wooden	
    chair	
    sits	
    next	
    to	
    the	
    portal.	
    A	
    
  quarterstaff	
     leans	
     against	
     the	
     back	
     of	
     the	
     chair	
    
  and	
    a	
    wineskin	
    hangs	
    from	
    it.	
    	
    
  35-­‐36	
    
  A	
     brightly	
     coloured	
     children’s	
     ball	
     floats	
     in	
     the	
    
  centre	
     of	
     the	
     portal,	
     caught	
     in	
     it	
     and	
     travelling	
    
  neither	
    forward	
    or	
    back.	
    	
    
  37-­‐38	
    
  The	
     ceiling,	
     wall	
     or	
     other	
     nearby	
     feature	
     has	
    
  crumbled	
     and	
     buried	
     the	
     portal.	
     In	
     the	
     recent	
    
  past,	
     someone	
     has	
     cleared	
     away	
     some	
     of	
     the	
    
  rubble,	
     creating	
     a	
     path	
     that	
     a	
     Medium-­‐sized	
     or	
    
  smaller	
    creature	
    could	
    use	
    to	
    access	
    the	
    portal.	
    A	
    
  Large-­‐sized	
     creature	
     can	
     get	
     to	
     the	
     portal	
     by	
    
  squeezing,	
    but	
    larger	
    creatures	
    must	
    clear	
    away	
    
  more	
    of	
    the	
    unstable	
    rubble	
    to	
    get	
    through.	
    	
    
  39-­‐40	
    
  Signs	
    of	
    a	
    battle	
    are	
    evident	
    around	
    the	
    portal.	
    
  Dried	
     blood,	
     broken	
     crossbow	
     bolts	
     and	
     burn	
    
  marks	
    cover	
    the	
    ground.	
    	
    
  41-­‐42	
    
  A	
    piece	
    of	
    parchment	
    flutters	
    in	
    the	
    breeze,	
    held	
    
  in	
    place	
    by	
    a	
    stone.	
    In	
    Common	
    it	
    reads,	
    “Waited	
    
  but	
     you	
     did	
     not	
     arrive.	
     Will	
     try	
     to	
     re-­‐establish	
    
  contact	
    each	
    midday.”	
    The	
    ink	
    is	
    still	
    damp.	
    	
    
  43-­‐44	
    
  A	
    dog,	
    cat,	
    rat	
    or	
    other	
    animal	
    appropriate	
    to	
    the	
    
  location,	
     sits	
     nearby	
     howling	
     at	
     the	
     portal.	
    
  Animals	
     seem	
     to	
     instinctively	
     notice	
     the	
     portal,	
    
  whether	
    it	
    is	
    active	
    or	
    not,	
    and	
    it	
    unnerves	
    them.	
    
  Some	
     coaxing	
     is	
     required	
     to	
     force	
     a	
     normal	
    
  animal	
    to	
    use	
    the	
    portal.	
    	
    
  45-­‐46	
    
  While	
     still	
     functional,	
     the	
     portal	
     shows	
     signs	
     of	
    
  attempted	
     destruction.	
     The	
     gate	
     is	
     hacked,	
    
  burned	
    and	
    dented,	
    but	
    remains	
    operational.	
    
  47-­‐48	
    
  Wooden	
     crates	
     are	
     stacked	
     near	
     the	
     portal.	
    
  Inside	
    is	
    a	
    wide	
    selection	
    of	
    hemp	
    rope,	
    lanterns,	
    
  oil,	
    and	
    iron	
    rations.	
    The	
    letters	
    RQV	
    are	
    burned	
    
  into	
    the	
    side	
    of	
    each	
    crate.	
    
  49-­‐50	
    
  A	
    stained,	
    white	
    linen	
    bed	
    sheet	
    has	
    been	
    tacked	
    
  up	
    in	
    front	
    of	
    the	
    portal.	
    It	
    can	
    easily	
    be	
    ripped	
    
  down.	
    	
    
  51-­‐52	
    
  The	
     horse-­‐sized	
     corpse	
     of	
     an	
     eyeless	
     reptilian	
    
  beast	
     with	
     only	
     two	
     legs	
     rots	
     in	
     front	
     of	
     the	
    
  portal.	
     Xenobiologists	
     may	
     identify	
     it	
     as	
     a	
    
  destrachan.	
    
  53-­‐54	
    
  A	
    map	
    has	
    been	
    drawn	
    in	
    charcoal	
    on	
    the	
    ground	
    
  before	
     the	
     portal,	
     displaying	
     the	
     general	
     layout	
    
  of	
     the	
     destination	
     and	
     two	
     miles	
     around	
     it.	
     No	
    
  names	
     or	
     dangers	
     are	
     noted;	
     only	
     the	
     terrain	
    
  features.	
    Studying	
    the	
    map	
    for	
    one	
    minute	
    helps	
    
  orientation	
    in	
    the	
    area.	
    	
    
  55-­‐57	
    
  Acrid,	
    black	
    smoke	
    pours	
    from	
    the	
    portal	
    filling	
    
  the	
     area	
     around	
     it	
     and	
     providing	
     concealment.	
    
  The	
    smoke	
    has	
    no	
    obvious	
    source.	
    
  
  93	
    
  58-­‐60	
    
  The	
    remains	
    of	
    a	
    campfire	
    and	
    general	
    camping	
    
  detritus	
    can	
    be	
    found	
    one	
    hundred	
    feet	
    from	
    the	
    
  portal.	
    A	
    tracker	
    may	
    note	
    that	
    the	
    campsite	
    has	
    
  been	
    frequently	
    used,	
    though	
    not	
    for	
    at	
    least	
    a	
    
  week.	
    	
    
  61-­‐62	
    
  The	
     odour	
     of	
     rotten	
     meat	
     is	
     strong	
     near	
     the	
    
  portal—and	
    it	
    gets	
    stronger	
    the	
    closer	
    one	
    gets	
    
  to	
    the	
    portal.	
    
  63-­‐64	
    
  The	
     portal	
     hums	
     loudly	
     when	
     living	
     things	
    
  approach	
    within	
    twenty	
    feet	
    of	
    it.	
    The	
    volume	
    of	
    
  the	
     noise	
     increases	
     the	
     closer	
     a	
     creature	
    
  approaches.	
     The	
     hum	
     is	
     not	
     harmful,	
     but	
     does	
    
  alert	
    those	
    nearby	
    that	
    someone	
    is	
    approaching	
    
  the	
    portal.	
    	
    
  65-­‐66	
    
  A	
     young	
     human	
     boy	
     sits	
     near	
     the	
     portal.	
     He	
     is	
    
  hungry,	
     bored	
     and	
     willing	
     talks	
     with	
     the	
     PCs,	
    
  introducing	
    himself	
    as	
    Sencil	
    Van.	
    He	
    says	
    he	
    and	
    
  his	
     father	
     found	
     the	
     portal	
     and	
     his	
     father	
     told	
    
  him	
    to	
    wait	
    here	
    while	
    he	
    checked	
    it.	
    His	
    father	
    
  went	
     into	
     it,	
     but	
     hasn’t	
     come	
     out.	
     That	
     was	
    
  several	
     hours	
     ago.	
     The	
     boy	
     may	
     be	
     telling	
     the	
    
  truth	
    or	
    may	
    be	
    a	
    monster	
    in	
    disguise.	
    	
    
  67-­‐68	
    
  The	
     portal	
     has	
     become	
     unstable	
     and	
     now	
    
  fluctuates	
     through	
     different	
     destinations.	
     When	
    
  it	
    does	
    so,	
    the	
    colour	
    of	
    the	
    portal	
    rotates	
    from	
    
  red	
    to	
    green	
    to	
    gold.	
    Placed	
    near	
    the	
    portal	
    are	
    
  three	
    landscape	
    paintings	
    depicting	
    the	
    different	
    
  locations:	
     a	
     red	
     blasted	
     landscape	
     with	
     fire	
    
  raining	
     from	
     the	
     sky,	
     a	
     stag	
     drinking	
     from	
     a	
    
  forest	
     shrouded	
     river	
     and	
     a	
     brightly	
     lit	
     temple	
    
  with	
    angelic	
    symbols	
    prominently	
    displayed.	
    	
    
  69-­‐70	
    
  The	
     portal	
     attracts	
     insects.	
     Flies,	
     beetle	
     and	
    
  other	
     vermin	
     crowd	
     the	
     surrounding	
     area.	
     If	
    
  appropriate,	
     the	
     GM	
     may	
     include	
     a	
     dangerous	
    
  swarm	
     to	
     challenge	
     those	
     who	
     try	
     to	
     pass	
    
  through	
    the	
    portal.	
    	
    
  71-­‐72	
    
  Rusty	
     chains	
     with	
     bloody	
     hooks	
     hang	
     from	
     the	
    
  ceiling	
     in	
     the	
     room	
     containing	
     the	
     portal.	
     The	
    
  chains	
    are	
    not	
    magical.	
    	
    
  73-­‐75	
    
  A	
    bear	
    rug,	
    complete	
    with	
    head	
    and	
    claws,	
    is	
    on	
    
  the	
    floor	
    in	
    front	
    of	
    the	
    portal.	
    It	
    has	
    suffered	
    the	
    
  ravages	
    of	
    time	
    and	
    age,	
    but	
    is	
    worth	
    10	
    gp.	
    	
    
  76-­‐78	
    
  Air	
     whistles	
     towards	
     the	
     portal,	
     being	
     sucked	
    
  into	
    it.	
    Any	
    creature	
    or	
    loose	
    object	
    under	
    300-­‐
  lbs.	
     within	
     30	
     ft.	
     of	
     the	
     portal	
     must	
     be	
     careful	
    
  every	
     round	
     or	
     be	
     pulled	
     five	
     feet	
     towards	
     the	
    
  portal.	
    If	
    this	
    brings	
    a	
    creature	
    into	
    contact	
    with	
    
  the	
    portal,	
    it	
    must	
    take	
    care	
    or	
    be	
    pulled	
    in.	
    	
    
  79-­‐81	
    
  A	
    plain	
    brass	
    key	
    hangs	
    from	
    a	
    nearby	
    hook.	
    The	
    
  key	
    radiates	
    magic	
    and	
    is	
    a	
    portal	
    key,	
    but	
    not	
    for	
    
  this	
    one.	
    	
    
  82-­‐83	
    
  A	
    stoppered,	
    dusty	
    bottle	
    lies	
    on	
    the	
    ground.	
    It	
    is	
    
  half	
    full	
    with	
    faintly	
    salty	
    water.	
    The	
    liquid	
    is	
    in	
    
  fact	
    children’s	
    tears.	
    	
    
  84-­‐85	
    
  After	
     the	
     creation	
     of	
     the	
     portal,	
     someone	
     has	
    
  built	
    a	
    great	
    iron	
    clock	
    around	
    it.	
    The	
    doors	
    only	
    
  open	
    for	
    one	
    minute	
    every	
    hour	
    on	
    the	
    hour.	
    The	
    
  portal	
     only	
     remains	
     open	
     for	
     a	
     minute	
     and	
     is	
    
  hard	
    to	
    find.	
    
  86-­‐87	
    
  The	
     portal	
     interacts	
     unusually	
     with	
     the	
     local	
    
  area,	
     disruption	
     the	
     normal	
     function	
     of	
     gravity.	
    
  Casual	
     observation	
     notices	
     some	
     small	
     rocks	
    
  floating	
    on	
    the	
    ceiling	
    or	
    at	
    the	
    maximum	
    height	
    
  of	
    the	
    effect.	
    The	
    reversed	
    gravity	
    causes	
    those	
    
  affected	
     to	
     fall	
     up	
     slowly	
     and	
     take	
     no	
     damage	
    
  from	
     striking	
     objects.	
     If	
     the	
     portal	
     is	
     in	
     a	
     place	
    
  with	
    solid	
    objects	
    to	
    grab	
    onto,	
    agile	
    PCs	
    may	
    do	
    
  so.	
    The	
    effect	
    is	
    part	
    of	
    the	
    portal	
    and	
    cannot	
    be	
    
  dispelled	
    without	
    destroying	
    its	
    magic.	
    	
    
  88-­‐89	
    
  A	
     path	
     of	
     small,	
     brightly	
     coloured	
     stones	
     has	
    
  been	
    set	
    into	
    the	
    ground	
    leading	
    directly	
    to	
    the	
    
  portal	
    from	
    50-­‐ft.	
    away.	
    If	
    pried	
    up,	
    they	
    weigh	
    
  20	
    lbs.	
    and	
    could	
    be	
    sold	
    for	
    5	
    gp.	
    
  90-­‐92	
    
  Shadows	
     of	
     creatures	
     and	
     terrain	
     at	
     the	
    
  destination	
     dance	
     across	
     the	
     surface	
     of	
     the	
    
  portal.	
    They	
    can	
    be	
    identified	
    by	
    savvy	
    PCs,	
    thus	
    
  guessing	
     the	
     identity	
     of	
     the	
     creature	
     or	
     object	
    
  casting	
    the	
    shadows.	
    	
    
  93-­‐94	
    
  On	
     the	
     floor	
     in	
     front	
     of	
     the	
     portal	
     is	
     a	
     non-­‐
  magical	
    gold	
    ring	
    with	
    three	
    empty	
    settings,	
    each	
    
  scarred	
     with	
     the	
     flame	
     of	
     a	
     small	
     explosion.	
     In	
    
  one	
     of	
     the	
     settings	
     is	
     a	
     sliver	
     of	
     a	
     ruby,	
     a	
    
  fragment	
     of	
     a	
     larger	
     gem	
     that	
     once	
     sat	
     there.	
    
  Esoteric	
     knowledge	
     may	
     identify	
     the	
     ring	
     to	
     be	
    
  similar	
    to	
    a	
    wish-­‐granting	
    ring..	
    The	
    ring	
    is	
    worth	
    
  100	
    gp.	
    	
    
  95-­‐96	
    
  Someone	
     has	
     scrawled	
     “What	
     is	
     your	
     heart’s	
    
  desire?”	
    in	
    Elven	
    upon	
    the	
    portal’s	
    frame.	
    	
    
  97-­‐98	
    
  There	
     are	
     five	
     shallow	
     claw	
     marks	
     in	
     the	
     floor,	
    
  dragging	
    toward	
    and	
    into	
    the	
    gate.	
    One	
    of	
    them	
    
  has	
     a	
     bloody	
     fingernail	
     from	
     a	
     Medium-­‐sized	
    
  humanoid	
    lodged	
    in	
    its	
    furrow.	
    	
    
  99	
    
  The	
    portal	
    is	
    barely	
    functioning.	
    Every	
    round,	
    the	
    
  light	
    within	
    flickers	
    and	
    dims.	
    The	
    portal	
    has	
    only	
    
  a	
    1	
    in	
    4	
    chance	
    of	
    sending	
    a	
    given	
    explorer	
    to	
    its	
    
  destination.	
    
  100	
    
  A	
    rough	
    barricade	
    of	
    boxes,	
    barrels	
    and	
    furniture	
    
  has	
     been	
     thrown	
     up	
     in	
     front	
     of	
     the	
     portal.	
     The	
    
  barricade	
    is	
    less	
    than	
    sturdy	
    and	
    blood	
    mars	
    the	
    
  side	
    
  facing	
    
  the	
    
  portal.	
    
  The	
    
  stonework	
    
  surrounding	
    the	
    portal	
    is	
    scorched	
    and	
    burnt.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
   
  
  94	
    
  G A T E S  &  P O R T A L S :  L O C A T I O N  
  Use	
    this	
    table	
    to	
    determine	
    where	
    the	
    gate	
    or	
    portal	
    leads.	
    Some	
    
  locations	
     listed	
     below	
     may	
     be	
     inappropriate	
     based	
     on	
     your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    	
    
  D%	
    
  	
    
  1-­‐4	
    
  The	
     portal	
     is	
     designed	
     as	
     a	
     quick	
     escape	
     and	
    
  leads	
     outside	
     the	
     dungeon	
     or	
     ruin	
     the	
     PCs	
     are	
    
  currently	
     exploring.	
     The	
     GM	
     should	
     choose	
     a	
    
  place	
    distant,	
    but	
    within	
    view	
    of	
    the	
    entrance	
    to	
    
  the	
    dungeon.	
    This	
    portal	
    is	
    one-­‐way.	
    
  5-­‐8	
    
  Those	
    passing	
    through	
    the	
    portal	
    exit	
    into	
    a	
    cage,	
    
  though	
    their	
    possessions	
    do	
    not.	
    A	
    sickly	
    tree,	
    a	
    
  bucket,	
     and	
     shallow	
     depression	
     filled	
     with	
     hay	
    
  are	
    in	
    the	
    cage.	
    The	
    travellers	
    are	
    now	
    exhibits	
    in	
    
  a	
    zoo	
    with	
    their	
    captors	
    being	
    dragons,	
    outsiders	
    
  or	
     a	
     powerful	
     wizard,	
     as	
     suits	
     the	
     GM’s	
    
  campaign.	
    
  9-­‐12	
    
  The	
    portal	
    leads	
    into	
    a	
    30	
    ft.	
    by	
    30	
    ft.	
    treasure	
    
  vault.	
     The	
     vault	
     is	
     lined	
     with	
     shelves,	
     marble	
    
  pedestals	
    and	
    bins.	
    Unfortunately	
    the	
    vault	
    has	
    
  already	
    been	
    raided	
    and	
    most	
    things	
    of	
    value	
    are	
    
  gone,	
     though	
     there	
     are	
     still	
     enough	
     dropped	
    
  coins	
    and	
    scattered	
    knickknacks	
    to	
    total	
    60	
    gp.	
    If	
    
  the	
     GM	
     wishes	
     to	
     seed	
     a	
     particular	
     piece	
     of	
    
  treasure,	
    tome	
    or	
    map,	
    this	
    is	
    excellent	
    place	
    to	
    
  leave	
    it;	
    fallen	
    behind	
    one	
    of	
    the	
    shelves.	
    	
    
  13-­‐16	
    
  The	
    portal	
    exits	
    into	
    a	
    cavern	
    deep	
    beneath	
    the	
    
  surface,	
     dominated	
     by	
     a	
     huge,	
     alien	
     city.	
     A	
    
  circular	
     gate	
     pierces	
     a	
     black	
     stone	
     wall	
     and	
    
  behind	
    the	
    city	
    wall	
    rises	
    buildings	
    that	
    appear	
    as	
    
  odd	
    swirling	
    columns	
    decorated	
    with	
    dim	
    purple	
    
  and	
    green	
    lights.	
    Shadowy	
    forms	
    flit	
    between	
    the	
    
  columns,	
     though	
     they	
     are	
     too	
     far	
     away	
     to	
     be	
    
  certain	
     what	
     they	
     are.	
     Several	
     tunnels	
     exit	
     the	
    
  area	
    to	
    further	
    adventure.	
    If	
    the	
    PCs	
    have	
    a	
    light	
    
  source	
     active	
     when	
     they	
     arrive,	
     it	
     stands	
     out	
    
  dramatically	
     against	
     the	
     otherwise	
     oppressive	
    
  darkness	
    and	
    they	
    are	
    likely	
    to	
    find	
    out	
    what	
    flies	
    
  above	
    the	
    walls	
    quite	
    soon.	
    	
    
  17-­‐20	
    
  Stepping	
     out	
     of	
     the	
     portal,	
     travellers	
     find	
    
  themselves	
    in	
    a	
    shallow	
    cave	
    of	
    ice	
    and	
    stone	
    on	
    
  the	
     side	
     of	
     an	
     arctic	
     mountain.	
     A	
     fierce	
     wind	
    
  screams	
     past	
     the	
     mouth	
     of	
     the	
     cave	
     and	
     a	
    
  slippery	
     narrow	
     path	
     proceeds	
     both	
     up	
     and	
    
  down,	
    the	
    mountain.	
    Barely	
    perceptible	
    through	
    
  the	
     swirling	
     snow	
     is	
     a	
     large	
     fortress	
     atop	
     the	
    
  mountain.	
    	
    
  21-­‐24	
    
  Heat	
     immediately	
     assails	
     the	
     senses,	
     followed	
    
  quickly	
    by	
    the	
    foul	
    odour	
    of	
    brimstone.	
    From	
    the	
    
  desolate	
     and	
     blasted	
     rocky	
     red	
     landscape	
     and	
    
  the	
     fire	
     falling	
     from	
     the	
     sky,	
     it	
     is	
     likely	
     the	
    
  travellers	
     have	
     arrived	
     in	
     one	
     of	
     the	
     lower	
    
  planes.	
     A	
     demonic	
     creature	
     appropriate	
     to	
     the	
    
  party's	
    level	
    notices	
    their	
    arrival	
    and	
    immediately	
    
  moves	
    to	
    enslave	
    them.	
    	
    
  25-­‐28	
    
  The	
     sun	
     shines	
     brilliantly	
     over	
     the	
     exit	
     to	
     the	
    
  portal	
    on	
    the	
    beach	
    of	
    a	
    tropical	
    island.	
    A	
    spear's	
    
  throw	
    from	
    the	
    water	
    is	
    dense	
    vegetation	
    and	
    on	
    
  the	
    horizon,	
    smoke	
    rises	
    from	
    a	
    volcano.	
    A	
    few	
    
  moments	
     after	
     the	
     travellers	
     step	
     through,	
    
  drums	
    sound	
    from	
    deep	
    in	
    the	
    jungle.	
    	
    
  29-­‐32	
    
  The	
     portal	
     exits	
     on	
     a	
     cloud.	
     Inexplicably	
     the	
    
  cloud	
    is	
    solid	
    and	
    does	
    not	
    seem	
    to	
    be	
    drifting	
    on	
    
  the	
    breeze.	
    A	
    small	
    cottage,	
    as	
    one	
    might	
    find	
    in	
    
  any	
     forest,	
     is	
     nearby.	
     Inside	
     resides	
     an	
     elderly	
    
  human-­‐looking	
    woman	
    who	
    calls	
    herself	
    Mother	
    
  Bell.	
     Mother	
     Bell	
     invites	
     travellers	
     into	
     her	
    
  cottage	
    and	
    offers	
    to	
    make	
    them	
    tea	
    and	
    sesame	
    
  cakes	
    while	
    she	
    determines	
    what	
    they	
    desire.	
    
  33-­‐36	
    
  This	
     one-­‐way	
     portal	
     exits	
     in	
     the	
     ceiling	
     of	
     a	
    
  hollow	
     10-­‐ft.	
     stone	
     sphere	
     that	
     has	
     been	
     filled	
    
  with	
    dead	
    magic	
    that	
    stops	
    a	
    paper’s	
    width	
    from	
    
  the	
     portal.	
     The	
     sphere	
     is	
     designed	
     to	
     be	
     a	
     cell	
    
  from	
    which	
    there	
    is	
    little	
    chance	
    of	
    escape	
    and,	
    
  as	
     such	
     it	
     is	
     buried	
     200-­‐ft.	
     below	
     ground.	
     Four	
    
  skeletons	
    of	
    previous	
    explorers	
    are	
    here,	
    having	
    
  starved	
    to	
    death	
    decades	
    ago.	
    
  37-­‐40	
    
  The	
    portal	
    leads	
    into	
    the	
    faerie	
    realm.	
    Taking	
    in	
    
  the	
     surroundings	
     from	
     the	
     scrub	
     covered	
     hill	
    
  topped	
    with	
    standing	
    stones	
    where	
    they	
    appear,	
    
  a	
     traveller	
     can	
     see	
     an	
     ancient,	
     murky	
     forest	
     to	
    
  one	
     side	
     and	
     a	
     prairie	
     covered	
     in	
     wildflowers	
    
  towards	
     the	
     other.	
     On	
     the	
     horizon,	
     the	
     sun	
     is	
    
  setting,	
    covering	
    the	
    sky	
    in	
    a	
    fiery	
    red	
    and	
    orange	
    
  and	
    allowing	
    just	
    the	
    hint	
    of	
    full	
    moon	
    to	
    be	
    seen	
    
  in	
    the	
    sky.	
    	
    
  41-­‐44	
    
  The	
     portal	
     exits	
     on	
     the	
     first	
     floor	
     of	
     a	
     dreary	
    
  tower.	
     Rotting	
     tapestries	
     depicting	
     nobles	
     at	
    
  leisure	
    decorate	
    the	
    crumbling	
    spiral	
    stairs	
    rising	
    
  to	
    the	
    next	
    floor.	
    A	
    human	
    skeleton,	
    dressed	
    in	
    
  finery,	
     steps	
     forward	
     and	
     offers	
     a	
     decanter	
     of	
    
  fine	
    wine	
    and	
    crystal	
    glasses	
    on	
    a	
    brass	
    platter.	
    
  The	
    necromancer	
    that	
    lives	
    in	
    the	
    tower	
    happily	
    
  welcomes	
     guests.	
     How	
     else	
     will	
     he	
     gain	
     raw	
    
  materials	
    for	
    his	
    experiments?	
    He	
    lulls	
    his	
    guests	
    
  into	
    a	
    false	
    sense	
    of	
    security	
    before	
    striking.	
    
  45-­‐48	
    
  Stepping	
     through	
     the	
     portal	
     transports	
     the	
    
  explorer	
     into	
     a	
     chill	
     darkness.	
     With	
     light,	
     a	
    
  vaulted	
    ceiling	
    rises	
    more	
    than	
    a	
    bow	
    shot	
    into	
    
  the	
    air,	
    held	
    aloft	
    by	
    pillars	
    wider	
    than	
    any	
    giant.	
    
  Great	
    bearded	
    faces	
    and	
    anvils	
    are	
    carved	
    in	
    the	
    
  pillars.	
     The	
     explorer	
     has	
     found	
     a	
     lost	
     dwarven	
    
  hold,	
    now	
    home	
    only	
    to	
    deadly	
    traps,	
    forgotten	
    
  memories,	
    and	
    those	
    dangers	
    the	
    GM	
    wishes	
    to	
    
  spring	
    on	
    unsuspecting	
    adventurers.	
    	
    
  49-­‐52	
    
  The	
     portal	
     exits	
     into	
     a	
     dusty	
     tent	
     overcrowded	
    
  with	
    books	
    in	
    the	
    middle	
    of	
    a	
    busy	
    marketplace.	
    
  A	
    bespectacled	
    clerk	
    looks	
    up	
    briefly	
    and	
    returns	
    
  to	
     his	
     reading.	
     All	
     about,	
     dozens	
     of	
     races	
     shop	
    
  and	
     converse	
     in	
     just	
     as	
     many	
     languages;	
     no	
    
  others	
    take	
    note	
    of	
    the	
    newcomers.	
    	
    
  
  95	
    
  53-­‐56	
    
  The	
    portal	
    exits	
    to	
    a	
    desolate	
    ravine	
    in	
    front	
    of	
    
  large	
     cave.	
     Smoke	
     drifts	
     from	
     the	
     cave	
     mouth	
    
  and	
     the	
     ground	
     is	
     littered	
     with	
     gnawed	
    
  humanoid	
    and	
    animal	
    bones	
    that	
    still	
    have	
    bits	
    of	
    
  bloody	
     flesh	
     clinging	
     to	
     them.	
     The	
     corpse	
     of	
     a	
    
  knight,	
     blackened	
     by	
     intense	
     flame	
     such	
     that	
    
  joints	
    of	
    his	
    plate	
    mail	
    have	
    melted	
    together,	
    lies	
    
  face	
    down	
    not	
    three	
    paces	
    from	
    the	
    entrance.	
    A	
    
  deep,	
     rumbling	
     voice	
     echoes	
     from	
     deep	
     in	
     the	
    
  cave	
     in	
     Draconic,	
     “Has	
     my	
     next	
     meal	
     found	
     its	
    
  way	
    to	
    my	
    door?”	
    
  57-­‐60	
    
  The	
     portal	
     opens	
     onto	
     the	
     middle	
     of	
     a	
     soaring	
    
  white	
     and	
     gold	
     bridge,	
     so	
     high	
     that	
     wisps	
     of	
    
  cloud	
    tickle	
    the	
    bottom	
    of	
    it.	
    To	
    either	
    side	
    rise	
    
  the	
    towering	
    buildings	
    of	
    a	
    pristine	
    city.	
    Citizens	
    
  in	
    alabaster	
    togas,	
    gold	
    sandals	
    and	
    braided	
    hair	
    
  marvel	
     at	
     the	
     strange	
     travellers,	
     but	
     do	
     not	
    
  accost	
     them.	
     The	
     locals	
     appear	
     almost	
     human,	
    
  but	
     are	
     clearly	
     touched	
     by	
     whatever	
     plane	
     the	
    
  portal	
    has	
    lead	
    to.	
    	
    
  61-­‐64	
    
  Exiting	
     the	
     portal,	
     the	
     PCs	
     finds	
     themselves	
     at	
    
  the	
     bottom	
     of	
     a	
     canyon.	
     The	
     sun	
     is	
     already	
    
  setting	
     and	
     strange	
     unrecognized	
     stars	
     are	
     just	
    
  beginning	
     to	
     make	
     their	
     appearance,	
     shrouding	
    
  the	
    canyon	
    floor	
    in	
    gloom.	
    Firelight	
    flickers	
    from	
    
  one	
    direction,	
    and	
    approaching	
    the	
    box	
    canyon's	
    
  end,	
    one	
    finds	
    an	
    abandoned	
    campsite	
    complete	
    
  with	
     roaring	
     fire,	
     tents	
     and	
     a	
     goodly	
     supply	
     of	
    
  gear	
    and	
    equipment.	
    	
    
  65-­‐68	
    
  The	
    portal	
    deposits	
    the	
    PCs	
    in	
    the	
    basement	
    of	
    
  an	
    inn.	
    Everything	
    is	
    covered	
    in	
    dust	
    and	
    it	
    does	
    
  not	
     appear	
     that	
     anyone	
     has	
     visited	
     it	
     in	
     some	
    
  time.	
     Climbing	
     the	
     stairs	
     to	
     the	
     main	
     floor	
    
  requires	
     pushing	
     through	
     fallen	
     and	
     charred	
    
  timbers	
    that	
    block	
    the	
    passage,	
    but	
    once	
    up,	
    it	
    is	
    
  clear	
    the	
    inn	
    has	
    suffered	
    a	
    fire.	
    The	
    town	
    it	
    is	
    in	
    
  the	
     centre	
     of	
     is	
     eerily	
     abandoned.	
     Doors	
     stand	
    
  open,	
     shutters	
     creak	
     in	
     the	
     wind,	
     and	
     wagons	
    
  wait	
    in	
    the	
    street	
    without	
    horses.	
    The	
    town	
    has	
    
  the	
     appearance	
     of	
     having	
     been	
     suddenly	
    
  abandoned,	
    as	
    if	
    life	
    just	
    stopped	
    and	
    vanished	
    
  with	
    no	
    warning.	
    There	
    are	
    no	
    bodies.	
    A	
    sign	
    lies	
    
  in	
     the	
     dirt	
     at	
     the	
     edge	
     of	
     town,	
     labelling	
     this	
    
  forgotten	
    place	
    as	
    Desolation.	
    	
    
  69-­‐72	
    
  The	
    portal	
    drops	
    the	
    voyager	
    into	
    a	
    stark	
    white	
    
  waiting	
     room.	
     After	
     a	
     few	
     minutes	
     a	
     man	
     in	
    
  white	
    robes	
    enters,	
    followed	
    by	
    several	
    hulking	
    
  thugs,	
    also	
    in	
    white.	
    The	
    man	
    smiles	
    blandly	
    and	
    
  asks	
    the	
    PCs	
    their	
    names	
    and	
    he	
    records	
    them	
    in	
    
  a	
     small	
     white	
     ledger.	
     Casual	
     scrutiny	
     notes	
     the	
    
  words	
    "Craghill	
    Asylum	
    for	
    the	
    Criminally	
    Insane"	
    
  on	
    the	
    cover.	
    	
    
  73-­‐76	
    
  The	
    portal	
    exits	
    at	
    a	
    small	
    oasis,	
    not	
    more	
    than	
    
  three	
     wagons	
     wide.	
     A	
     few	
     trees	
     provide	
     shade	
    
  and	
    the	
    water	
    is	
    cool	
    and	
    clean.	
    The	
    horizon	
    in	
    
  all	
    directions	
    is	
    nothing	
    but	
    brutally	
    hot	
    sun	
    and	
    
  glaring	
    white	
    sand.	
    No	
    one	
    is	
    present,	
    but	
    a	
    few	
    
  vultures	
    circle	
    high	
    up	
    in	
    the	
    sky.	
    
  77-­‐80	
    
  The	
    portal	
    leads	
    to	
    a	
    perfect	
    cubic	
    room	
    with	
    a	
    
  perfectly	
    square	
    door	
    in	
    the	
    middle	
    of	
    one	
    wall.	
    
  The	
    door	
    opens	
    easily	
    and	
    leads	
    into	
    a	
    city	
    where	
    
  each	
     block	
     is	
     a	
     perfect	
     cube	
     building	
     and	
     all	
     of	
    
  the	
    citizens	
    are	
    constructs	
    going	
    about	
    a	
    life	
    of	
    
  complete	
     order.	
     Any	
     disruption	
     of	
     that	
     order	
    
  quickly	
    draws	
    the	
    local	
    authorities’	
    attention.	
    
  81-­‐84	
    
  The	
     portal	
     exits	
     into	
     a	
     wet	
     underground	
     room.	
    
  The	
     walls	
     are	
     mould	
     covered	
     stucco	
     with	
     a	
     red	
    
  fresco	
     band	
     of	
     geometric	
     shapes	
     now	
     barely	
    
  noticeable	
    ringing	
    the	
    room	
    near	
    the	
    ceiling.	
    The	
    
  room	
    radiates	
    transmutation	
    magic,	
    which	
    keeps	
    
  the	
     room	
     from	
     flooding.	
     Half	
     of	
     the	
     floor	
     is	
     a	
    
  pool	
     of	
     water	
     which	
     leads	
     to	
     the	
     bottom	
     of	
     a	
    
  canal,	
    and	
    from	
    there	
    to	
    a	
    city	
    of	
    marble	
    porticos	
    
  and	
    long	
    canals.	
    	
    
  85-­‐88	
    
  The	
    destination	
    is	
    a	
    rocky	
    shore,	
    pelted	
    by	
    surf	
    
  and	
     driving	
     rain.	
     A	
     light	
     shines	
     from	
     a	
     high	
     hill	
    
  where	
    a	
    narrow,	
    leaning	
    mansion	
    leers	
    into	
    the	
    
  night.	
     A	
     slippery	
     path	
     rises	
     to	
     meet	
     the	
     home,	
    
  who	
    has	
    clearly	
    seen	
    better	
    days	
    and	
    now	
    barely	
    
  stands	
    against	
    the	
    storm.	
    	
    
  89-­‐92	
    
  In	
    a	
    flash	
    of	
    light,	
    the	
    travellers	
    finds	
    themselves	
    
  inside	
    a	
    mausoleum.	
    Burial	
    niches	
    on	
    the	
    walls,	
    
  capped	
     with	
     marble	
     plaques	
     mark	
     this	
     as	
     the	
    
  final	
     resting	
     place	
     of	
     the	
     de	
     Montceux	
     family,	
    
  though	
    from	
    the	
    dates,	
    none	
    have	
    been	
    interred	
    
  here	
    for	
    over	
    200	
    years.	
    An	
    iron	
    door	
    exits	
    the	
    
  tomb,	
    though	
    the	
    lock	
    is	
    easily	
    opened	
    from	
    the	
    
  inside.	
     Once	
     outside	
     one	
     sees	
     an	
     overgrown	
    
  cemetery	
     in	
     a	
     swampy	
     wood.	
     A	
     vine	
     and	
     leaf	
    
  choked	
    fountain	
    is	
    in	
    the	
    centre	
    of	
    the	
    cemetery,	
    
  with	
    a	
    statue	
    of	
    a	
    winged	
    cherub,	
    eyes	
    downcast	
    
  limply	
     holding	
     a	
     sword.	
     The	
     sword	
     has	
    
  weathered	
    badly,	
    and	
    rust	
    stains	
    the	
    marble.	
    	
    
  93-­‐96	
    
  The	
     destination	
     is	
     a	
     hallway	
     whose	
     walls,	
     floor	
    
  and	
     ceiling	
     are	
     entirely	
     mirrored,	
     creating	
     a	
    
  disconcerting	
     image	
     of	
     the	
     PCs	
     repeating	
    
  endlessly.	
    The	
    only	
    non-­‐mirrored	
    surface	
    are	
    two	
    
  doorknobs	
    at	
    each	
    end	
    of	
    the	
    long	
    hallway.	
    One	
    
  is	
    silvered	
    and	
    warm	
    while	
    the	
    other	
    is	
    painted	
    
  black	
    and	
    is	
    faintly	
    sticky,	
    as	
    if	
    recently	
    grasped	
    
  by	
    a	
    moist	
    hand.	
    	
    
  97-­‐100	
    
  The	
     portal	
     exits	
     into	
     a	
     library	
     in	
     the	
     attic	
     of	
    an	
    
  abandoned	
     farmhouse	
     on	
     the	
     edge	
     of	
     the	
    
  woods.	
    Through	
    a	
    cracked	
    window,	
    it	
    is	
    clear	
    a	
    
  battle	
    is	
    taking	
    place	
    in	
    the	
    approaching	
    dawn.	
    A	
    
  large	
    band	
    of	
    humans	
    and	
    halflings	
    defend	
    a	
    low	
    
  rise	
     against	
     a	
     horde	
     of	
     goblins	
     being	
     driven	
    
  forward	
    by	
    a	
    few	
    hobgoblins.	
    While	
    the	
    band	
    on	
    
  the	
    ridge	
    is	
    currently	
    holding	
    out	
    with	
    bows	
    and	
    
  flaming	
     oil,	
     it	
     is	
     obvious	
     they	
     are	
     vastly	
    
  outnumbered	
     and	
     will	
     eventually	
     fall.	
     Indeed,	
    
  from	
     the	
     vantage	
     point	
     in	
     the	
     attic,	
     a	
     group	
     of	
    
  goblins	
     are	
    visible	
     flanking	
     east	
     around	
     the	
     rise	
    
  using	
    the	
    cover	
    of	
    the	
    woods.	
    
  	
    
   
  
  96	
    
  	
    
   
  
  97	
    
  G O B L I N ’ S  P O C K E T S  
  Nothing	
    is	
    worse	
    for	
    the	
    GM	
    than	
    PCs	
    showing	
    an	
    unexpected	
    
  interest	
     in	
     a	
     throw-­‐away	
     monster.	
     The	
     heroes	
     have	
     entered	
     a	
    
  deadly	
    dungeon,	
    butchered	
    the	
    monsters	
    within	
    and	
    decided	
    to	
    
  loot	
    their	
    still	
    warm	
    corpses.	
    Or	
    maybe	
    the	
    heroes	
    are	
    exploring	
    
  the	
     wilderness,	
     encounter	
     a	
     group	
     of	
     goblin	
     bandits.	
     They	
     are	
    
  convinced	
    the	
    monsters	
    have	
    a	
    deeper	
    purpose,	
    but	
    they	
    have	
    
  nothing	
     of	
     value.	
     They	
     own	
     nothing	
     the	
     heroes	
     would	
     even	
    
  bother	
    giving	
    more	
    than	
    a	
    cursory	
    glance	
    at,	
    much	
    less	
    keep,	
    so	
    
  now	
    the	
    GM	
    faces	
    the	
    eternal	
    question	
    –	
    provide	
    a	
    lame	
    answer	
    
  like	
     “string”	
     (or	
     another	
     mundane	
     and	
     uninteresting	
     item),	
     or	
    
  say	
    they	
    have	
    nothing	
    of	
    value.	
    Neither	
    answer	
    is	
    very	
    satisfying.	
    
  Ideally,	
     the	
     GM	
     would	
     fill	
     the	
     goblins’	
     pockets	
     with	
     unique,	
    
  appropriate	
     items	
     to	
     show	
     the	
     goblins	
     have	
     been	
     up	
     to	
    
  something,	
    without	
    giving	
    away	
    the	
    entire	
    plot	
    of	
    the	
    adventure.	
    	
    
  	
    
  The	
     following	
     tables	
     provides	
     the	
     tools	
     to	
     give	
     the	
     heroes	
    
  the	
    kinds	
    of	
    things	
    they	
    expect	
    to	
    find	
    in	
    the	
    pockets	
    of	
    goblins.	
    
  There	
    is	
    nothing	
    too	
    valuable,	
    though	
    some	
    of	
    these	
    entries	
    will	
    
  hopefully	
    prove	
    useful	
    to	
    the	
    adventurers!	
    	
    
  	
    
  Many	
     of	
     the	
     items	
     here	
     could	
     be	
     used	
     to	
     spark	
     further	
    
  adventure	
    ideas—items	
    from	
    far	
    away	
    kingdoms,	
    devices	
    
  displaying	
    technology	
    levels	
    far	
    above	
    what	
    the	
    goblins	
    
  might	
     make	
     themselves	
     and	
     many	
     more	
     besides.	
    
  You’ll	
     find	
     lost	
     tools,	
     treasures	
     and	
     damaged	
    
  weapons,	
    keys	
    with	
    no	
    locks	
    and	
    disgusting	
    
  bits	
    of	
    food.	
    
  	
    
  Though	
    these	
    tables	
    were	
    written	
    with	
    goblins	
    in	
    mind,	
    any	
    
  of	
     these	
     lists	
     would	
     work	
     equally	
     well	
     for	
     any	
     savage	
     or	
    
  disorganized	
     humanoids—be	
     they	
     mongrelfolk,	
     ogres	
     or	
    
  troglodytes.	
    
  	
    
  Use	
    the	
    table	
    below	
    to	
    determine	
    the	
    kinds	
    of	
    things	
    in	
    the	
    
  goblin’s	
     pockets	
     before	
     consulting	
     the	
     relevant	
     tables	
     to	
    
  determine	
    the	
    specifics.	
    
  D10	
    
  	
    
  1	
    
  Utterly	
    Worthless	
    (1),	
    Yummy	
    Nibbles	
    (1)	
    
  2	
    
  Utterly	
    Worthless	
    (1),	
    Broken	
    &	
    Battered	
    (1)	
    
  3	
    
  Yummy	
    Nibbles	
    (1),	
    Broken	
    &	
    Battered	
    (1)	
    
  4	
    
  Broken	
    &	
    Battered	
    (1),	
    Utterly	
    Worthless	
    (1)	
    
  5	
    
  Utterly	
    Worthless	
    (1),	
    Shiny	
    Treasures	
    (1)	
    
  6	
    
  Yummy	
    Nibbles	
    (1),	
    Shiny	
    Treasures	
    (1)	
    
  7	
    
  Broken	
    &	
    Battered	
    (1),	
    Shiny	
    Treasures	
    (1)	
    
  8	
    
  Utterly	
    Worthless	
    (1),	
    Yummy	
    Nibbles	
    (1),	
    Shiny	
    
  Treasures	
    (1)	
    	
    
  9	
    
  Broken	
    &	
    Battered	
    (1),	
    Utterly	
    Worthless	
    (1)	
    ,	
    Shiny	
    
  Treasures	
    (1)	
    
  10	
    
  Yummy	
    Nibbles	
    (1),	
    Broken	
    &	
    Battered	
    (1)	
    ,	
    Shiny	
    
  Treasures	
    (1)	
    
  	
    
   
  
  98	
    
  G O B L I N ’ S  P O C K E T S :  U T T E R L Y  W O R T H L E S S  
  Use	
    this	
    table,	
    to	
    generate	
    the	
    utterly	
    worthless	
    things	
    a	
    goblin	
    
  keeps	
    in	
    his	
    pockets.	
    	
    
  D%	
    
  	
    
  01-­‐05	
    
  A	
    fist-­‐sized	
    grey	
    rock,	
    smooth	
    and	
    round,	
    perfect	
    
  for	
    skipping	
    across	
    a	
    lake,	
    though	
    not	
    much	
    else.	
    
  06-­‐10	
    
  A	
     piece	
     of	
     string	
     slightly	
     too	
     short	
     to	
     make	
     an	
    
  effective	
    bootlace,	
    even	
    for	
    a	
    goblin.	
    
  11-­‐12	
    
  A	
     dried-­‐out	
     dead	
     snake	
     wrapped	
     carefully	
    
  around	
    a	
    gnarled	
    branch.	
    
  13-­‐14	
    
  A	
    crude	
    goblin	
    effigy	
    consisting	
    of	
    a	
    lump	
    of	
    coal	
    
  with	
     two	
     buttons	
     glued	
     on	
     for	
     eyes	
     and	
     floppy	
    
  green	
    leaves	
    attached	
    as	
    ears.	
    
  15-­‐16	
    
  A	
     single	
     copper	
     coin,	
     melted	
     almost	
     beyond	
    
  recognition.	
    
  17-­‐18	
    
  A	
     crumpled	
     piece	
     of	
     paper	
     with	
     a	
     song	
     written	
    
  on	
     it	
     –	
     currently	
     it	
     is	
     wrapped	
     around	
     a	
     fish	
    
  skeleton.	
    
  19-­‐20	
    
  A	
    well-­‐worn	
    copper	
    key,	
    its	
    teeth	
    have	
    obviously	
    
  been	
     crudely	
     filed	
     to	
     the	
     point	
     where	
     it	
     will	
    
  never	
    fit	
    its	
    original	
    lock.	
    
  21-­‐22	
    
  A	
    small	
    squash	
    has	
    had	
    a	
    leering	
    face	
    carved	
    into	
    
  it.	
    
  23-­‐24	
    
  A	
     disturbingly	
     soiled	
     handkerchief,	
     the	
     colours	
    
  splattered	
    on	
    it	
    seem	
    too	
    vibrant	
    to	
    have	
    come	
    
  from	
    a	
    living	
    person.	
    
  25-­‐26	
    
  A	
     shred	
     of	
     bright	
     blue	
     fabric,	
     splattered	
     with	
     a	
    
  dark	
    crimson	
    liquid.	
    
  27-­‐28	
    
  A	
     dull	
     table	
     knife	
     that	
     has	
     been	
     bent	
     in	
     three	
    
  different	
     places,	
     as	
     if	
     it	
     crumpled	
     against	
     thick	
    
  armour.	
    
  29-­‐30	
    
  The	
    left	
    arm	
    and	
    head	
    of	
    a	
    doll;	
    one	
    of	
    its	
    button	
    
  eyes	
    is	
    missing.	
    
  31-­‐32	
    
  A	
    potato	
    serves	
    as	
    a	
    pin	
    cushion	
    to	
    collect	
    bent	
    
  pins	
    and	
    needles.	
    
  33-­‐34	
    
  A	
    rolled	
    up	
    piece	
    of	
    parchment	
    is	
    a	
    half-­‐scribed	
    
  scroll	
     of	
     some	
     fire-­‐related	
     spell,	
     though	
     it	
     is	
    
  completely	
    inert.	
    
  35-­‐36	
    
  A	
    folded	
    up	
    napkin	
    contains	
    shards	
    of	
    chalk.	
    
  37-­‐38	
    
  A	
     collection	
     of	
     rusted,	
     completely	
     imbalanced	
    
  arrowheads,	
     each	
     with	
     a	
     letter	
     of	
     the	
     alphabet	
    
  scraped	
    into	
    it.	
    
  39-­‐40	
    
  A	
    half-­‐eaten	
    left	
    shoe	
    soaked	
    in	
    brine.	
    
  41-­‐42	
    
  A	
    severed	
    finger,	
    bearing	
    a	
    tan-­‐line	
    where	
    a	
    ring	
    
  has	
    been	
    recently	
    removed.	
    
  43-­‐44	
    
  A	
    ripped	
    dog	
    collar,	
    bearing	
    a	
    wooden	
    tag	
    with	
    
  the	
    name	
    Bruiser	
    clearly	
    engraved	
    on	
    it.	
    
  45-­‐46	
    
  A	
     tuft	
     of	
     red	
     hair,	
     seemingly	
     sheared	
     from	
     the	
    
  foot	
    of	
    a	
    halfling.	
    
  47-­‐48	
    
  A	
     small	
     piece	
     of	
     reflective	
     glass,	
     likely	
     broken	
    
  from	
    a	
    larger	
    mirror.	
    
  49-­‐50	
    
  A	
    piece	
    of	
    fabric	
    that	
    may	
    have	
    once	
    been	
    part	
    
  of	
    a	
    tapestry,	
    but	
    now	
    is	
    simply	
    full	
    of	
    pinholes	
    
  where	
    thread	
    would	
    once	
    have	
    been	
    stitched.	
    
  51-­‐52	
    
  An	
     impossibly	
     tangled	
     ball	
     of	
     multi-­‐coloured	
    
  thread.	
    
  53-­‐54	
    
  A	
    small	
    red	
    brick,	
    still	
    bearing	
    flecks	
    of	
    off-­‐white	
    
  mortar.	
    
  55-­‐56	
    
  Teeth	
    pulled	
    from	
    a	
    shark	
    or	
    similar	
    carnivorous	
    
  creature.	
    
  57-­‐58	
    
  A	
    leather	
    patch,	
    seemingly	
    torn	
    from	
    the	
    elbow	
    
  of	
    a	
    well-­‐worn	
    jacket.	
    
  59-­‐60	
    
  The	
     frame	
     from	
     a	
     pair	
     of	
     reading	
     glasses,	
     its	
    
  lenses	
    long	
    since	
    lost.	
    
  61-­‐62	
    
  A	
     dingy	
     grey	
     feather	
     roughly	
     three	
     inches	
     long,	
    
  stuck	
    into	
    a	
    rotten	
    plum.	
    
  63-­‐64	
    
  A	
     collection	
     of	
     stinkbug	
     carapaces	
     with	
     their	
    
  innards	
    sucked	
    out.	
    
  65-­‐66	
    
  A	
    handful	
    of	
    spent	
    tindertwigs,	
    their	
    burnt	
    shafts	
    
  tell	
    a	
    grim	
    tale	
    of	
    arson	
    past.	
    
  67-­‐68	
    
  A	
    well-­‐gnawed	
    wooden	
    skewer	
    smells	
    like	
    it	
    was	
    
  likely	
    once	
    stuck	
    through	
    a	
    piece	
    of	
    rancid	
    meat.	
    
  69-­‐70	
    
  A	
    small	
    jewellery	
    box	
    contains	
    a	
    relatively	
    fresh	
    
  humanoid	
    eye.	
    
  71-­‐72	
    
  Two	
    strips	
    of	
    leather	
    support	
    a	
    small	
    triangle	
    of	
    
  filthy	
    cloth,	
    the	
    implied	
    purpose	
    of	
    which	
    makes	
    
  even	
    stalwart	
    adventurers	
    shudder.	
    
  73-­‐74	
    
  A	
    small	
    stuffed	
    mouse,	
    likely	
    a	
    cat’s	
    toy.	
    It	
    smells	
    
  of	
    some	
    strange	
    herb.	
    
  75-­‐76	
    
  A	
     large,	
     well-­‐groomed	
     and	
     heavily	
     waxed	
    
  moustache,	
    some	
    scraps	
    of	
    skin	
    still	
    cling	
    to	
    the	
    
  back.	
    
  77-­‐78	
    
  This	
     battered	
     clay	
     pot	
     has	
     had	
     the	
     top	
     cleanly	
    
  removed,	
    while	
    the	
    bottom	
    is	
    rotting	
    away.	
    
  79-­‐80	
    
  A	
     tangle	
     of	
     copper	
     wire,	
     wrapped	
     around	
     a	
    
  branch	
    torn	
    from	
    a	
    birch	
    tree.	
    
  81-­‐82	
    
  A	
     small	
     chunk	
     of	
     soapstone,	
     carved	
     into	
     the	
    
  likeness	
    of	
    a	
    finger.	
    
  83-­‐84	
    
  A	
    piece	
    of	
    sculpted	
    wood,	
    so	
    badly	
    burnt	
    only	
    a	
    
  faint	
    pattern	
    remains.	
    
  85-­‐86	
    
  A	
     crudely	
     drawn	
     map,	
     consisting	
     of	
     a	
     single	
    
  dotted	
     line	
     leading	
     to	
     an	
     “X”	
     (though	
     no	
     other	
    
  reference	
    points	
    are	
    given).	
    
  87-­‐88	
    
  A	
    heavily	
    oxidized	
    brass	
    nail,	
    the	
    deep	
    green	
    of	
    a	
    
  pine	
    needle.	
    
  89-­‐90	
    
  A	
     torn	
     piece	
     of	
     paper	
     on	
     which	
     is	
     written	
     a	
    
  partial	
    recipe	
    for	
    apple	
    pie.	
    
  91-­‐92	
    
  A	
    small	
    grey	
    feather,	
    most	
    likely	
    from	
    a	
    pigeon.	
    
  93-­‐94	
    
  A	
     collection	
     of	
     fins	
     ripped	
     from	
     fish	
     have	
     been	
    
  threaded	
    together	
    to	
    make	
    a	
    bracelet.	
    
  95-­‐99	
    
  Roll	
     twice	
     on	
     this	
     table,	
     the	
     items	
     are	
     tangled	
    
  together.	
    
  100	
    
  Roll	
     thrice	
     on	
     this	
     table,	
     ignoring	
     duplicate	
    
  results.	
    Grime	
    and	
    fluff	
    cover	
    the	
    items.	
    
  	
    
  	
    
  
  99	
    
  G O B L I N ’ S  P O C K E T S :  B R O K E N  &  B A T T E R E D  
  Use	
     this	
     table,	
     to	
     generate	
     the	
     broken	
     and	
     battered	
     things	
     a	
    
  goblin	
    keeps	
    in	
    his	
    pockets.	
    	
    
  D%	
    
  	
    
  01-­‐05	
    
  A	
    scratched	
    brass	
    ring,	
    all	
    of	
    the	
    precious	
    stones	
    
  have	
    been	
    pried	
    from	
    their	
    settings.	
    
  06-­‐10	
    
  A	
    small	
    silver	
    case	
    has	
    had	
    a	
    hole	
    punched	
    in	
    it,	
    
  likely	
    from	
    an	
    arrow.	
    
  11-­‐12	
    
  This	
    small	
    knife,	
    the	
    tip	
    of	
    which	
    has	
    snapped	
    off,	
    
  is	
    otherwise	
    still	
    sharp.	
    
  13-­‐14	
    
  A	
     heavily	
     used	
     fork,	
     none	
     of	
     its	
     tines	
     form	
     a	
    
  straight	
    line.	
    
  15-­‐16	
    
  An	
     enormous	
     belt	
     buckle	
     with	
     a	
     barely	
     legible	
    
  inscription	
     reading	
     “Best	
     in	
     the	
     world”	
     atop	
     a	
    
  two-­‐headed	
    eagle.	
    
  17-­‐18	
    
  A	
     small	
     ceramic	
     figurine	
     has	
     been	
     crudely	
    
  repainted	
     enough	
     times	
     it	
     is	
     more	
     paint	
     than	
    
  clay.	
    
  19-­‐20	
    
  The	
    finely	
    wrought	
    iron	
    hilt	
    of	
    a	
    dagger.	
    
  21-­‐22	
    
  The	
     brass	
     ring	
     from	
     a	
     door	
     knocker	
     bears	
    
  scratches	
     where	
     it	
     was	
     savagely	
     removed	
     from	
    
  its	
    housing.	
    
  23-­‐24	
    
  A	
    short	
    length	
    of	
    pewter	
    chain,	
    bent	
    and	
    shorn	
    in	
    
  places.	
    
  25-­‐26	
    
  A	
    handful	
    of	
    steel	
    and	
    iron	
    arrowheads,	
    broken	
    
  pieces	
    of	
    shaft	
    are	
    still	
    attached	
    to	
    some.	
    
  27-­‐28	
    
  A	
    well-­‐used	
    sling	
    stone	
    shows	
    signs	
    of	
    gnawing.	
    
  29-­‐30	
    
  A	
     pocket	
     watch	
     rattles	
     with	
     sound	
     of	
     loose	
    
  springs,	
    cogs	
    and	
    gears;	
    though	
    its	
    arms	
    still	
    turn,	
    
  they	
    do	
    not	
    keep	
    the	
    proper	
    time.	
    
  31-­‐32	
    
  A	
    well-­‐used	
    iron	
    key,	
    its	
    teeth	
    have	
    been	
    heavily	
    
  scratched	
    and	
    chipped.	
    
  33-­‐34	
    
  A	
     locket	
     has	
     had	
     its	
     painting	
     defaced	
     with	
     a	
    
  crude	
    moustache.	
    
  35-­‐36	
    
  A	
    leather	
    holster	
    for	
    a	
    set	
    of	
    lock	
    picks	
    has	
    been	
    
  filled	
    with	
    bent	
    and	
    broken	
    tools.	
    
  37-­‐38	
    
  A	
     small	
     harmonica	
     has	
     only	
     three	
     intact	
     reeds,	
    
  allowing	
     it	
     to	
     produce	
     only	
     a	
     handful	
     of	
     sour	
    
  notes.	
    
  39-­‐40	
    
  A	
    decorative	
    pepper	
    shaker,	
    still	
    full	
    of	
    pepper.	
    It	
    
  is	
     shaped	
     like	
     an	
     exotic	
     cat,	
     though	
     one	
     of	
     its	
    
  ears	
    has	
    broken	
    off.	
    
  41-­‐42	
    
  A	
     ripped	
     sack,	
     it	
     has	
     some	
     traces	
     of	
     white	
    
  powder	
    within.	
    
  43-­‐44	
    
  A	
    water-­‐logged	
    torch,	
    so	
    damp	
    it	
    will	
    not	
    light.	
    
  45-­‐46	
    
  The	
     bowl	
     of	
     a	
     large	
     wooden	
     serving	
     ladle,	
    
  snapped	
    clear	
    of	
    its	
    handle.	
    
  47-­‐48	
    
  A	
     sharpening	
     stone	
     with	
     a	
     deep	
     groove	
     worn	
    
  into	
    the	
    centre.	
    
  49-­‐50	
    
  About	
    3	
    feet	
    of	
    tangled	
    string	
    with	
    a	
    small	
    stone	
    
  tied	
    to	
    one	
    end.	
    
  51-­‐52	
    
  A	
    small	
    box	
    with	
    hinges,	
    though	
    its	
    lid	
    has	
    been	
    
  misplaced.	
    
  53-­‐54	
    
  The	
     shards	
     of	
     a	
     holy	
     symbol	
     of	
     a	
     sun	
     god,	
    
  collected	
    in	
    a	
    filthy	
    rag.	
    
  55-­‐56	
    
  A	
    fishing	
    hook	
    has	
    been	
    bent	
    straight	
    and	
    thrust	
    
  through	
    a	
    rubber	
    ball.	
    
  57-­‐58	
    
  A	
     crude	
     drawing	
     of	
     a	
     masked	
     face	
     on	
     this	
    
  compass	
    leaves	
    only	
    half	
    the	
    cardinal	
    face	
    visible.	
    
  59-­‐60	
    
  A	
    hammer	
    head	
    has	
    surprisingly	
    and	
    impressively	
    
  had	
    its	
    claws	
    bent	
    into	
    separate	
    directions.	
    
  61-­‐62	
    
  A	
    signet	
    ring	
    has	
    had	
    rocks	
    strategically	
    glued	
    to	
    
  it	
     to	
     change	
     the	
     insignia	
     to	
     something	
     more	
    
  suited	
    to	
    a	
    goblin—an	
    impaled	
    eagle.	
    
  63-­‐64	
    
  This	
     cheaply-­‐made	
     magnifying	
     glass	
     has	
     a	
     large	
    
  crack	
    down	
    the	
    centre.	
    
  65-­‐66	
    
  A	
     small	
     bird	
     statuette	
     has	
     had	
     its	
     eyes	
     gouged	
    
  out	
    and	
    its	
    wings	
    broken.	
    
  67-­‐68	
    
  A	
     battered	
     belt	
     buckle	
     displays	
     a	
     heavily	
    
  scratched	
    bull’s	
    head.	
    	
    
  69-­‐70	
    
  The	
    trigger	
    mechanism	
    from	
    a	
    heavy	
    crossbow;	
    
  though	
    intact,	
    it	
    is	
    seized	
    completely.	
    
  71-­‐72	
    
  A	
    small	
    book	
    has	
    had	
    many	
    of	
    its	
    pages	
    torn	
    out	
    
  and	
     others	
     folded	
     into	
     various	
     animal	
     shapes,	
    
  which	
    have	
    been	
    crushed	
    between	
    the	
    covers.	
    
  73-­‐74	
    
  A	
     crumpled	
     and	
     torn	
     wanted	
     poster	
     displaying	
    
  the	
    uncanny	
    likeness	
    of	
    one	
    of	
    the	
    PCs.	
    
  75-­‐76	
    
  A	
     wooden	
     handle	
     has	
     come	
     loose	
     from	
     its	
    
  original	
    utensil,	
    leaving	
    no	
    clue	
    as	
    to	
    its	
    purpose.	
    
  77-­‐78	
    
  A	
    heavily	
    scratched	
    monocle	
    has	
    come	
    detached	
    
  from	
    its	
    chain.	
    	
    
  79-­‐80	
    
  A	
     compass	
     seems	
     to	
     have	
     become	
     completely	
    
  and	
     irrevocably	
     magnetized—its	
     needle	
     just	
    
  spins	
    endlessly.	
    
  81-­‐82	
    
  A	
    leather	
    strap	
    with	
    buckles	
    that	
    seems	
    to	
    have	
    
  been	
    torn	
    from	
    some	
    article	
    of	
    armour.	
    
  83-­‐84	
    
  A	
    butterfly	
    net	
    has	
    had	
    a	
    substantial	
    hole	
    torn	
    in	
    
  it	
    and	
    a	
    wide	
    variety	
    of	
    insect	
    parts	
    tangled	
    in	
    its	
    
  mesh.	
    
  85-­‐86	
    
  A	
     battered	
     tin	
     cup	
     has	
     been	
     crushed	
     out	
     of	
    
  shape.	
    It’s	
    handle	
    is	
    crushed	
    flat	
    to	
    the	
    cup	
    itself	
    
  and	
    is	
    unusable.	
    
  87-­‐88	
    
  This	
     small	
     scalpel	
     blade	
     has	
     been	
     worn	
    
  completely	
    dull.	
    Dried	
    bloodstains	
    and	
    rust	
    coat	
    
  the	
    blade.	
    
  89-­‐90	
    
  A	
    heavily	
    defaced	
    pendant	
    is	
    cast	
    in	
    the	
    shape	
    of	
    
  an	
     angel,	
     though	
     its	
     wings	
     have	
     been	
     snapped	
    
  off	
    leaving	
    ragged	
    stumps.	
    
  91-­‐92	
    
  A	
    beer	
    stein	
    large	
    enough	
    to	
    serve	
    as	
    a	
    goblin’s	
    
  helmet	
    has	
    eye	
    holes	
    gouged	
    through	
    it.	
    
  93-­‐94	
    
  A	
     well-­‐worn	
     paintbrush	
     has	
     only	
     three	
     lonely	
    
  bristles	
    remaining.	
    
  95-­‐99	
    
  Roll	
     twice	
     on	
     this	
     table,	
     the	
     items	
     have	
     been	
    
  nailed	
    together.	
    
  100	
    
  Roll	
     twice	
     on	
     this	
     table,	
     and	
     once	
     on	
     the	
     Shiny	
    
  Treasures	
     table.	
     All	
     three	
     items	
     have	
     been	
     tied	
    
  together	
    to	
    form	
    a	
    necklace.	
    
  	
    
  	
    
  	
    
  
  100	
    
  G O B L I N ’ S  P O C K E T S :  Y U M M Y  N I B B L E S  
  Use	
    this	
    table,	
    to	
    generate	
    the	
    “yummy	
    nibbles”	
    a	
    goblin	
    keeps	
    
  in	
    his	
    pockets.	
    	
    
  D%	
    
  	
    
  01-­‐05	
    
  A	
     half-­‐eaten	
     pickle	
     on	
     the	
     end	
     of	
     a	
     yellowed	
    
  piece	
    of	
    string.	
    
  06-­‐10	
    
  A	
     lump	
     of	
     heavily	
     boiled	
     grey	
     meat	
     shows	
     no	
    
  clue	
    as	
    which	
    animal	
    it	
    came	
    from.	
    
  11-­‐12	
    
  A	
    damp	
    brown	
    bag	
    containing	
    three	
    fish	
    heads,	
    
  all	
    well	
    past	
    their	
    prime.	
    
  13-­‐14	
    
  A	
    lightly	
    toasted	
    scorpion	
    on	
    the	
    end	
    of	
    a	
    stick;	
    
  its	
    tail	
    has	
    been	
    bitten	
    off.	
    
  15-­‐16	
    
  Half	
    an	
    orange	
    has	
    had	
    the	
    majority	
    of	
    its	
    juices	
    
  squeezed	
    out.	
    
  17-­‐18	
    
  The	
     stem	
     of	
     a	
     pineapple,	
     bearing	
     numerous	
    
  tooth	
    marks.	
    
  19-­‐20	
    
  This	
    quarter	
    of	
    a	
    waffle	
    has	
    been	
    soaked	
    in	
    a	
    foul	
    
  smelling	
    bluish	
    liquid.	
    
  21-­‐22	
    
  A	
    half-­‐eaten	
    right	
    shoe	
    soaked	
    in	
    brine.	
    Various	
    
  root	
    vegetables	
    fill	
    the	
    shoe.	
    
  23-­‐24	
    
  A	
    hunk	
    of	
    half-­‐melted	
    butter	
    wrapped	
    in	
    a	
    thin	
    
  slice	
    of	
    rank	
    ham.	
    
  25-­‐26	
    
  A	
     small	
     jar	
     of	
     pickled	
     elf	
     ears,	
     plus	
     a	
     toe	
     from	
    
  some	
    enormous	
    humanoid.	
    
  27-­‐28	
    
  This	
    chunk	
    of	
    thigh	
    bone	
    from	
    a	
    massive	
    bovine	
    
  still	
    has	
    a	
    few	
    scraps	
    of	
    fresh,	
    raw	
    meat	
    on	
    it.	
    
  29-­‐30	
    
  A	
     heavily	
     gnawed,	
     rock-­‐hard	
     stale	
     chunk	
     of	
    
  bread.	
    
  31-­‐32	
    
  A	
     shuriken	
     with	
     a	
     different	
     insect	
     impaled	
     on	
    
  each	
    of	
    its	
    tines.	
    
  33-­‐34	
    
  A	
    chunk	
    of	
    honeycomb	
    still	
    holding	
    the	
    candied	
    
  bodies	
    of	
    several	
    bees.	
    
  35-­‐36	
    
  A	
    sack	
    full	
    of	
    stale	
    bread	
    crusts	
    has	
    just	
    started	
    
  to	
    show	
    signs	
    of	
    mould.	
    
  37-­‐38	
    
  A	
    jar	
    of	
    brightly-­‐coloured	
    birds	
    soaked	
    in	
    brine.	
    
  39-­‐40	
    
  A	
    variety	
    of	
    dull	
    feathers	
    congealed	
    in	
    a	
    mass	
    of	
    
  bright	
    green	
    gelatine.	
    It	
    is	
    lime	
    flavoured.	
    
  41-­‐42	
    
  An	
    open	
    jar	
    of	
    some	
    kind	
    of	
    grease	
    or	
    rendered	
    
  fat,	
    its	
    source	
    unclear.	
    
  43-­‐44	
    
  This	
     hunk	
     of	
     meat	
     still	
     has	
     ruddy	
     brown	
     fur	
     on	
    
  one	
    side,	
    most	
    likely	
    from	
    some	
    type	
    of	
    canine.	
    
  45-­‐46	
    
  The	
    ragged	
    gristle	
    from	
    a	
    prime	
    roast,	
    left	
    to	
    age	
    
  long	
    enough	
    to	
    be	
    chewy.	
    
  47-­‐48	
    
  A	
     withered	
     hunk	
     of	
     meat	
     soaked	
     in	
     something	
    
  sticky	
     –	
     a	
     number	
     of	
     still-­‐living	
     flies	
     struggle	
     to	
    
  escape.	
    
  49-­‐50	
    
  A	
    shrivelled	
    handful	
    of	
    raisins	
    still	
    on	
    the	
    vine.	
    
  51-­‐52	
    
  A	
     handful	
     of	
     raw	
     bacon	
     on	
     a	
     string	
     –	
     both	
     the	
    
  bacon	
    and	
    string	
    are	
    partly	
    chewed.	
    
  53-­‐54	
    
  A	
     wooden	
     skewer	
     looks	
     like	
     it	
     was	
     once	
     at	
     the	
    
  heart	
    of	
    a	
    chunk	
    of	
    meat.	
    
  55-­‐56	
    
  A	
    sack	
    of	
    bird	
    heads,	
    roughly	
    half	
    of	
    them	
    have	
    
  had	
    their	
    beaks	
    bitten	
    off.	
    
  57-­‐58	
    
  Half	
    a	
    toad,	
    the	
    missing	
    half	
    is	
    wrapped	
    in	
    greasy	
    
  leaves,	
    seemingly	
    to	
    keep	
    it	
    fresh.	
    Green	
    ichors	
    
  stains	
    the	
    leaves.	
    
  59-­‐60	
    
  A	
     porous	
     sack	
     leaks	
     stinking,	
     harmless	
     greenish	
    
  ooze,	
     which	
     stains	
     clothes	
     and	
     skin.	
     The	
     sack	
    
  contains	
    a	
    lumpy,	
    congealed	
    stew.	
    
  61-­‐62	
    
  An	
    assortment	
    of	
    fish	
    scales,	
    fins	
    and	
    bird	
    wings	
    
  basted	
    in	
    clotted	
    blood.	
    
  63-­‐64	
    
  A	
    strip	
    of	
    flesh	
    has	
    been	
    torn	
    from	
    the	
    haunch	
    of	
    
  an	
    alligator,	
    its	
    hide	
    still	
    attached.	
    
  65-­‐66	
    
  A	
    green,	
    half-­‐eaten	
    apple	
    contains	
    six	
    half-­‐eaten	
    
  worms.	
    
  67-­‐68	
    
  A	
     rotten	
     potato	
     has	
     grown	
     long	
     roots	
     from	
     its	
    
  eyes,	
    some	
    of	
    which	
    have	
    been	
    woven	
    together.	
    
  69-­‐70	
    
  A	
     large	
     beetle,	
     dribbling	
     yellowish	
     ichor,	
     still	
    
  wriggles	
    on	
    the	
    end	
    of	
    a	
    long	
    skewer.	
    	
    
  71-­‐72	
    
  A	
    small	
    bag	
    of	
    sugar-­‐dusted	
    spiders’	
    legs	
    and	
    rat	
    
  tails.	
    The	
    whole	
    smells	
    musty.	
    
  73-­‐74	
    
  A	
     small	
     pie	
     powdered	
     with	
     dirt	
     and	
     filled	
     with	
    
  reddish	
    clotted	
    blood	
    and	
    giblets.	
    
  75-­‐76	
    
  A	
    meat	
    pie	
    has	
    traces	
    of	
    whole	
    birds	
    within	
    it—
  beaks,	
    feathers,	
    bones	
    and	
    so	
    on.	
    
  77-­‐78	
    
  This	
    half-­‐eaten	
    frog	
    is	
    now	
    just	
    legs	
    and	
    the	
    rear	
    
  half.	
    It	
    is	
    coated	
    in	
    mustard	
    seeds.	
    
  79-­‐80	
    
  A	
     mouldy	
     sponge,	
     dripping	
     with	
     bacteria-­‐laden	
    
  liquids,	
    wrapped	
    in	
    a	
    filthy	
    piece	
    of	
    leather.	
    
  81-­‐82	
    
  A	
     chunk	
     of	
     chocolate	
     cake	
     has	
     become	
     nearly	
    
  petrified,	
     seemingly	
     more	
     useful	
     as	
     a	
     weapon	
    
  than	
    a	
    snack.	
    
  83-­‐84	
    
  A	
     reddish	
     paste,	
     presumably	
     the	
     remnants	
     of	
    
  some	
     fruit	
     made	
     into	
     a	
     crude	
     jam,	
     gives	
     off	
     a	
    
  rancid	
    stench.	
    
  85-­‐86	
    
  A	
    hunk	
    of	
    cheese	
    is	
    so	
    covered	
    in	
    greenish	
    fuzz	
    it	
    
  seems	
     as	
     though	
     it	
     may	
     grow	
     legs	
     at	
     any	
    
  moment	
    and	
    run	
    off.	
    
  87-­‐88	
    
  A	
    small	
    pouch	
    full	
    of	
    wriggling	
    insects,	
    specially	
    
  selected	
     for	
     their	
     size	
     and	
     bright	
     colours.	
     They	
    
  taste	
    strangely	
    tasty.	
    
  89-­‐90	
    
  Skin	
     strips	
     from	
     the	
     skull	
     of	
     a	
     small	
     stoat	
     has	
    
  been	
    turned	
    into	
    a	
    crude	
    container	
    for	
    its	
    well-­‐
  marinated	
    brain.	
    
  91-­‐92	
    
  A	
     jar	
     of	
     green	
     olives	
     has	
     had	
     the	
     pimentos	
    
  sucked	
    out	
    of	
    them.	
    
  93-­‐94	
    
  A	
    sack	
    of	
    dried	
    beans.	
    Hidden	
    within	
    are	
    several	
    
  strips	
     of	
     beef	
     jerky	
     wrapped	
     in	
     a	
     covering	
     of	
    
  oiled	
    leaves.	
    
  95-­‐99	
    
  Roll	
    twice	
    on	
    this	
    table,	
    the	
    items	
    have	
    been	
    put	
    
  together	
    into	
    a	
    sandwich.	
    
  100	
    
  Roll	
     thrice	
     on	
     this	
     table;	
     the	
     items	
     have	
     been	
    
  made	
    into	
    a	
    hearty	
    stew.	
    
  	
    
  	
    
  	
    
  
  101	
    
  G O B L I N ’ S  P O C K E T S :  S H I N Y  T R E A S U R E S  
  Use	
    this	
    table,	
    to	
    generate	
    the	
    shiny	
    treasures	
    a	
    goblin	
    keeps	
    in	
    
  his	
    pockets.	
    All	
    the	
    items	
    herein	
    are	
    worth	
    1	
    gp	
    or	
    less.	
    
  D%	
    
  	
    
  01-­‐05	
    
  A	
     freshly	
     minted	
     gold	
     coin	
     from	
     a	
     kingdom	
    
  hundreds	
    of	
    miles	
    away.	
    
  06-­‐10	
    
  An	
     incredibly	
     intricately	
     etched	
     brass	
     button,	
    
  clearly	
    from	
    an	
    article	
    of	
    clothing	
    far	
    too	
    large	
    for	
    
  a	
    goblin.	
    
  11-­‐12	
    
  A	
    heavily	
    scratched	
    glass	
    prism;	
    in	
    just	
    the	
    right	
    
  light,	
    it	
    refracts	
    light	
    into	
    tiny	
    rainbows.	
    
  13-­‐14	
    
  A	
    beautifully	
    tied	
    bow	
    has	
    been	
    ripped	
    from	
    the	
    
  rest	
    of	
    its	
    lacy	
    ribbon.	
    
  15-­‐16	
    
  A	
    pair	
    of	
    small	
    ceramic	
    figures	
    depict	
    a	
    bride	
    and	
    
  groom;	
     the	
     bottom	
     of	
     the	
     figures	
     shows	
     minor	
    
  signs	
    of	
    being	
    gnawed.	
    
  17-­‐18	
    
  A	
    soapstone	
    sculpture	
    of	
    a	
    human	
    hand,	
    with	
    its	
    
  little	
    finger	
    missing.	
    
  19-­‐20	
    
  A	
    steel	
    palm-­‐sized	
    cog;	
    heavily	
    charred	
    as	
    though	
    
  by	
    an	
    extraordinary	
    fire	
    or	
    explosion.	
    
  21-­‐22	
    
  A	
    pewter	
    medal	
    awarded	
    to	
    veteran	
    soldiers	
    of	
    a	
    
  neighbouring	
    kingdom.	
    
  23-­‐24	
    
  Five	
    feet	
    of	
    green	
    satin	
    ribbon,	
    covered	
    in	
    spots	
    
  of	
    what	
    appears	
    to	
    be	
    dried	
    blood.	
    
  25-­‐26	
    
  A	
    band	
    of	
    leather,	
    likely	
    designed	
    for	
    sharpening	
    
  a	
     razor,	
     now	
     looks	
     like	
     it	
     has	
     spent	
     more	
     time	
    
  rubbing	
    against	
    teeth.	
    
  27-­‐28	
    
  A	
     steel	
     spur	
     in	
     remarkably	
     good	
     shape,	
     despite	
    
  having	
    been	
    removed	
    from	
    its	
    boot.	
    
  29-­‐30	
    
  A	
     whetstone	
     has	
     a	
     hole	
     drilled	
     through	
     its	
    
  centre,	
     as	
     if	
     to	
     sharpen	
     the	
     edges	
     of	
     a	
     round	
    
  weapon.	
    
  31-­‐32	
    
  A	
    small	
    pair	
    of	
    finely	
    made	
    scissors,	
    though	
    the	
    
  edges	
    are	
    dull.	
    
  33-­‐34	
    
  A	
     gold-­‐plated	
     spoon	
     shows	
     its	
     underlying	
     iron	
    
  through	
    a	
    variety	
    of	
    scratches.	
    
  35-­‐36	
    
  An	
     inkwell	
     with	
     a	
     small	
     amount	
     of	
     still	
     –	
     good	
    
  blue	
    ink.	
    
  37-­‐38	
    
  A	
     small	
     bag	
     of	
     marbles,	
     including	
     a	
     larger	
     cat’s	
    
  eye	
    shooter.	
    
  39-­‐40	
    
  A	
    miniature	
    doll,	
    or	
    maybe	
    an	
    effigy,	
    made	
    from	
    
  bound	
    straw	
    and	
    twine.	
    
  41-­‐42	
    
  A	
     spool	
     of	
     fine	
     crimson	
     thread	
     tangled	
     on	
     a	
    
  wooden	
    bobbin.	
    
  43-­‐44	
    
  An	
    immaculately	
    preserved	
    eye,	
    most	
    likely	
    from	
    
  an	
    elf,	
    in	
    a	
    tiny	
    jar.	
    
  45-­‐46	
    
  A	
     loose	
     thread	
     has	
     a	
     variety	
     of	
     multi-­‐coloured	
    
  buttons	
    sorted	
    from	
    largest	
    to	
    smallest.	
    
  47-­‐48	
    
  A	
    tiny	
    painting	
    of	
    a	
    beautiful	
    woman,	
    seemingly	
    
  taken	
    from	
    a	
    locket.	
    
  49-­‐50	
    
  A	
     small,	
     leering	
     face,	
     cast	
     in	
     brass,	
     most	
     likely	
    
  once	
    served	
    as	
    part	
    of	
    a	
    charm	
    bracelet.	
    
  51-­‐52	
    
  What	
    appears	
    to	
    be	
    a	
    gemstone	
    turns	
    out	
    to	
    be	
    a	
    
  smoothed	
    piece	
    of	
    green	
    glass.	
    
  53-­‐54	
    
  A	
     pair	
     of	
     delicate	
     reading	
     glasses	
     in	
     startlingly	
    
  good	
    shape.	
    
  55-­‐56	
    
  An	
    assortment	
    of	
    nuts	
    and	
    bolts,	
    none	
    of	
    which	
    
  match.	
    
  57-­‐58	
    
  A	
    small	
    brass	
    human	
    figure,	
    seemingly	
    removed	
    
  from	
    the	
    top	
    of	
    a	
    trophy.	
    
  59-­‐60	
    
  This	
     fragment	
     of	
     impressively-­‐wrought,	
     supple	
    
  chainmail,	
     only	
     a	
     few	
     inches	
     square,	
     is	
     heavily	
    
  rusted	
    and	
    tattered	
    at	
    the	
    edges.	
    
  61-­‐62	
    
  A	
    small	
    bar	
    of	
    lead,	
    in	
    a	
    box	
    soaking	
    in	
    a	
    strange	
    
  alchemical	
    formula.	
    
  63-­‐64	
    
  A	
     vial	
     filled	
     with	
     a	
     bluish	
     liquid,	
     likely	
     a	
     potion	
    
  that	
    has	
    been	
    rendered	
    inert.	
    
  65-­‐66	
    
  A	
     collection	
     of	
     well-­‐polished	
     animal	
     and	
     bird	
    
  talons	
    made	
    into	
    a	
    bracelet.	
    
  67-­‐68	
    
  A	
    fistful	
    of	
    dented	
    copper	
    coins	
    from	
    a	
    variety	
    of	
    
  kingdoms	
    scattered	
    around	
    the	
    world.	
    
  69-­‐70	
    
  This	
     small	
     gourd	
     has	
     been	
     filled	
     with	
     a	
     viscous	
    
  liquid	
     that	
     glows	
     for	
     a	
     few	
     seconds	
     before	
     it	
    
  fades.	
    
  71-­‐72	
    
  This	
    twisted	
    piece	
    of	
    steel	
    about	
    a	
    half-­‐foot	
    long	
    
  has	
    scorch	
    marks	
    along	
    its	
    length.	
    
  73-­‐74	
    
  A	
     rather	
     flat	
     silk	
     top	
     hat	
     covered	
     in	
     muddy	
    
  footprints.	
    
  75-­‐76	
    
  A	
     stuffed	
     goblin	
     doll,	
     overfilled	
     with	
     brightly	
    
  coloured	
     feathers	
     from	
     dozens	
     of	
     different	
    
  varieties	
    of	
    bird.	
    
  77-­‐78	
    
  A	
    glass	
    eye,	
    its	
    iris	
    to	
    pupil	
    ratio	
    obviously	
    meant	
    
  for	
    an	
    elf	
    rather	
    than	
    a	
    human.	
    
  79-­‐80	
    
  A	
    magnificent	
    spear	
    tip,	
    coated	
    with	
    a	
    fine	
    layer	
    
  of	
     rust,	
     just	
     deep	
     enough	
     to	
     cover	
     a	
     set	
     of	
    
  shallow	
    runes.	
    
  81-­‐82	
    
  What	
    at	
    first	
    appears	
    to	
    be	
    a	
    great	
    gem	
    turns	
    out	
    
  to	
    be	
    a	
    strawberry	
    fossilized	
    in	
    syrup.	
    
  83-­‐84	
    
  A	
    gold	
    tooth;	
    some	
    signs	
    of	
    blood	
    and	
    tartar	
    still	
    
  cling	
    tenaciously	
    to	
    it.	
    
  85-­‐86	
    
  An	
    extremely	
    gorgeous	
    well-­‐polished	
    stone	
    turns	
    
  out	
     to	
     be	
     an	
     ancient	
     and	
     thoroughly-­‐cleaned	
    
  turnip.	
    
  87-­‐88	
    
  A	
     fist-­‐sized	
     chunk	
     of	
     off-­‐white	
     marble	
     has	
    
  alternating	
    veins	
    of	
    pink,	
    gold	
    and	
    black.	
    
  89-­‐90	
    
  A	
     half-­‐dozen	
     rings	
     of	
     silver	
     still	
     pierce	
     this	
    
  mouldering	
    human	
    ear.	
    
  91-­‐92	
    
  A	
    trio	
    of	
    coins	
    from	
    three	
    kingdoms	
    at	
    war	
    have	
    
  been	
    ironically	
    melted	
    together.	
    
  93-­‐94	
    
  A	
     tiny	
     well-­‐made	
     fork	
     wrapped	
     in	
     a	
     beautifully	
    
  embroidered	
    cotton	
    napkin.	
    
  95-­‐99	
    
  Roll	
     twice	
     on	
     this	
     table;	
     the	
     items	
     have	
     been	
    
  crudely	
    welded	
    together	
    with	
    lead.	
    
  100	
    
  Roll	
     thrice	
     on	
     this	
     table;	
     the	
     items	
     have	
     been	
    
  combined	
    into	
    a	
    surprisingly	
    impressive	
    crown.	
    
  	
    
  
  102	
    
  I L L U M I N A T I O N :  B R A Z I E R S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    characteristics	
    for	
    braziers.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  A	
     simple	
     iron	
     brazier	
     hangs	
     on	
     chains	
     from	
     the	
    
  ceiling.	
    
  06-­‐10	
    
  This	
     terracotta	
     brazier	
     looks	
     like	
     a	
     pot-­‐bellied	
    
  man,	
     his	
     stomach	
     left	
     open	
     to	
     hold	
     coals	
     and	
    
  smoke	
    streaming	
    from	
    his	
    mouth.	
    
  11-­‐12	
    
  A	
    carved	
    dark	
    wooden	
    dragon	
    curls	
    protectively	
    
  around	
    this	
    brazier,	
    as	
    if	
    it	
    held	
    countless	
    jewels.	
    
  13-­‐14	
    
  This	
    polished	
    brass	
    brazier	
    looks	
    like	
    a	
    sun,	
    metal	
    
  rays	
    stretching	
    a	
    foot	
    all	
    around.	
    
  15-­‐16	
    
  A	
    heavy	
    iron	
    chest	
    with	
    its	
    lid	
    removed	
    is	
    being	
    
  used	
    as	
    an	
    improvised	
    brazier.	
    	
    
  17-­‐18	
    
  Etched	
     fairy	
     tale	
     creatures	
     dance	
     around	
     the	
    
  outside	
    of	
    small	
    silver	
    braziers	
    lighting	
    the	
    room.	
    
  19-­‐20	
    
  This	
     iron	
     brazier	
     tilts	
     dramatically	
     thanks	
     to	
     a	
    
  broken	
    leg.	
    A	
    simple	
    push	
    will	
    likely	
    spill	
    its	
    load	
    
  of	
    burning	
    coals.	
    
  21-­‐22	
    
  The	
     white	
     marble	
     brazier	
     reflects	
     the	
     coals	
    
  glowing	
    in	
    its	
    bowl.	
    
  23-­‐24	
    
  A	
     graven	
     eye	
     tops	
     this	
     marble	
     obelisk,	
     light	
    
  radiating	
    through	
    it	
    from	
    the	
    coals	
    in	
    the	
    plinth.	
    
  25-­‐26	
    
  Golden	
    vessels	
    carved	
    like	
    foo	
    dogs	
    hold	
    coals	
    in	
    
  their	
    backs,	
    shedding	
    a	
    warm	
    light	
    in	
    the	
    room.	
    
  27-­‐28	
    
  A	
     chunk	
     of	
     hollowed-­‐out	
     petrified	
     wood	
     is	
    
  blackened	
    from	
    long	
    use	
    as	
    a	
    brazier.	
    
  29-­‐30	
    
  This	
    jade	
    brazier	
    is	
    cunningly	
    carved	
    to	
    look	
    like	
    
  an	
    open-­‐mouthed	
    frog.	
    
  31-­‐32	
    
  This	
     brazier	
     floats	
     in	
     a	
     flower-­‐strewn	
     pool	
     big	
    
  enough	
    for	
    two,	
    the	
    warm	
    water	
    steaming	
    in	
    the	
    
  cool	
    air.	
    
  33-­‐34	
    
  Scenes	
    of	
    hellish	
    torment	
    dominate	
    the	
    exterior	
    
  of	
    this	
    tarnished	
    brass	
    brazier.	
    
  35-­‐36	
    
  The	
    base	
    of	
    this	
    heavy	
    brazier	
    looks	
    like	
    a	
    giant	
    
  hand	
    emerging	
    from	
    the	
    ground.	
    
  37-­‐38	
    
  This	
     brazier,	
     made	
     of	
     mud	
     bricks,	
     resembles	
     a	
    
  warm	
     hearth,	
     needing	
     only	
     a	
     dog	
     curled	
     up	
     in	
    
  front	
    of	
    it	
    to	
    complete	
    the	
    homely	
    image.	
    
  39-­‐40	
    
  This	
    basic	
    iron	
    brazier	
    is	
    rusting	
    badly,	
    making	
    it	
    
  look	
    like	
    it	
    could	
    fall	
    apart	
    at	
    any	
    moment.	
    
  41-­‐42	
    
  Imps	
    dance	
    on	
    the	
    rim	
    of	
    this	
    iron	
    brazier.	
    
  43-­‐44	
    
  Large	
    iron	
    goblets	
    function	
    as	
    fire-­‐filled	
    braziers.	
    	
    
  45-­‐46	
    
  Small	
    holes	
    in	
    this	
    black	
    enamelled	
    brazier	
    glow	
    
  like	
    stars	
    in	
    a	
    night	
    sky.	
    
  47-­‐48	
    
  Entreaties	
     to	
     the	
     goddess	
     of	
     fire	
     are	
     etched	
     on	
    
  this	
    brass	
    brazier.	
    
  49-­‐50	
    
  A	
    dragon's	
    claw,	
    masterfully	
    carved	
    down	
    to	
    the	
    
  scales,	
     holds	
     a	
     handful	
     of	
     coals	
     as	
     a	
     brazier,	
    
  talons	
    curling	
    above	
    it.	
    	
    
  51-­‐52	
    
  White	
    sand	
    fills	
    this	
    sandstone	
    brazier,	
    a	
    pile	
    of	
    
  dark	
    coals	
    nestled	
    in	
    the	
    centre.	
    
  53-­‐54	
    
  A	
    sullen,	
    fitful	
    reddish	
    glow	
    emanates	
    from	
    the	
    
  brazier	
    in	
    this	
    room,	
    providing	
    dim	
    light.	
    	
    
  55-­‐56	
    
  Smooth	
    gray	
    river	
    stones	
    form	
    a	
    nest	
    that	
    holds	
    
  a	
    mass	
    of	
    glowing	
    coals.	
    
  57-­‐58	
    
  An	
    iron	
    brazier	
    nestles	
    in	
    a	
    hollow	
    in	
    the	
    top	
    of	
    a	
    
  wide	
    tree	
    trunk.	
    
  59-­‐60	
    
  Jewels	
     around	
     the	
     rim	
     of	
     this	
     brazier	
     complete	
    
  the	
     image	
     of	
     a	
     silver	
     crown.	
     (Close	
     scrutiny	
    
  reveals	
    they're	
    glass.)	
    
  61-­‐62	
    
  The	
     brazier	
     is	
     tucked	
     away	
     behind	
     a	
     decorated	
    
  waxed	
    paper	
    screen,	
    causing	
    it	
    to	
    throw	
    shadow	
    
  scenes	
    of	
    a	
    battle	
    on	
    the	
    room's	
    walls.	
    
  63-­‐64	
    
  An	
     upside	
     down	
     giant's	
     skull	
     rests	
     on	
     a	
     simple	
    
  wooden	
    stand,	
    serving	
    as	
    a	
    brazier.	
    	
    
  65-­‐66	
    
  Bleached	
     bones	
     held	
     together	
     with	
     wire	
     hold	
    
  flaming	
    coals	
    in	
    a	
    macabre	
    brazier.	
    
  67-­‐68	
    
  A	
    simple	
    repurposed	
    brass	
    cauldron	
    serves	
    as	
    a	
    
  brazier.	
    
  69-­‐70	
    
  What	
    looks	
    like	
    a	
    smoking	
    pipe	
    enlarged	
    by	
    some	
    
  sort	
    of	
    magic	
    holds	
    a	
    pile	
    of	
    glowing	
    coals.	
    
  71-­‐72	
    
  The	
    light	
    from	
    the	
    coals	
    reflects	
    the	
    veins	
    in	
    the	
    
  black	
    marble	
    brazier.	
    
  73-­‐74	
    
  Smoke	
    from	
    the	
    braziers	
    hangs	
    along	
    the	
    ceiling,	
    
  making	
    breathing	
    difficult.	
    	
    
  75-­‐76	
    
  A	
     garish	
     paint	
     job	
     does	
     little	
     to	
     hide	
     the	
     poor	
    
  quality	
    of	
    these	
    braziers.	
    
  77-­‐78	
    
  The	
    brazier	
    is	
    cunningly	
    crafted	
    to	
    appear	
    like	
    a	
    
  treasure	
    hoard,	
    the	
    red	
    coals	
    looking	
    like	
    rubies	
    
  in	
    a	
    pile	
    of	
    golden	
    coins.	
    
  79-­‐80	
    
  Symbols	
    in	
    a	
    strange	
    alphabet	
    surround	
    the	
    rim	
    
  of	
    this	
    brass	
    brazier.	
    (The	
    runes	
    are	
    Ignan.)	
    
  81-­‐82	
    
  Carved	
    red-­‐stone	
    salamanders	
    stand	
    guard	
    over	
    
  this	
    brazier,	
    their	
    curling	
    tails	
    forming	
    its	
    basin.	
    
  83-­‐84	
    
  Sweet	
     smoke	
     drifts	
     cloyingly	
     from	
     the	
     room's	
    
  braziers,	
    masking	
    any	
    other	
    scents	
    in	
    the	
    area.	
    
  85-­‐86	
    
  A	
    badly	
    dented	
    breastplate	
    serves	
    as	
    a	
    makeshift	
    
  brazier.	
    
  87-­‐88	
    
  Dancing	
     flames	
     give	
     a	
     hellish	
     look	
     to	
     the	
    
  imposing	
    obsidian	
    brazier.	
    
  89-­‐90	
    
  A	
    hollow	
    near	
    the	
    bottom	
    of	
    the	
    floor-­‐to-­‐ceiling	
    
  block	
    of	
    granite	
    holds	
    glowing	
    coals.	
    	
    
  91-­‐92	
    
  A	
    jagged	
    crack	
    mars	
    the	
    iron	
    brazier,	
    evidence	
    of	
    
  a	
    sword	
    or	
    axe	
    strike	
    that	
    apparently	
    went	
    awry.	
    	
    
  93-­‐94	
    
  A	
    blue	
    stained	
    glass	
    pieces	
    stands	
    in	
    front	
    of	
    the	
    
  brazier,	
     colouring	
     the	
     room	
     as	
     if	
     it	
     were	
    
  underwater.	
    	
    
  95-­‐99	
    
  This	
     ceramic	
     brazier	
     looks	
     like	
     a	
     demon's	
     head,	
    
  maw	
    gaping	
    upward.	
    
  100	
    
  Coals	
    fill	
    a	
    depression	
    in	
    the	
    top	
    of	
    a	
    block	
    of	
    ice,	
    
  some	
    magic	
    keeping	
    it	
    from	
    melting.	
    
  	
    
   
  
  103	
    
  I L L U M I N A T I O N :  C A N D E L A B R A  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
    
  candelabra.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  White	
    candles	
    sit	
    in	
    simple	
    beaten	
    tin	
    holders	
    on	
    
  tables	
    and	
    other	
    surfaces	
    around	
    the	
    room.	
    	
    
  06-­‐10	
    
  One-­‐foot-­‐tall	
     iron	
     lanterns	
     hang	
     from	
     hooks	
     on	
    
  the	
    walls;	
    glass	
    protects	
    the	
    lit	
    candles	
    inside.	
    
  11-­‐12	
    
  Rows	
     of	
     white	
     tapers	
     line	
     an	
     altar,	
     radiating	
    
  warm	
    yellow	
    light	
    throughout	
    the	
    room.	
    
  13-­‐14	
    
  An	
    elegant	
    statue	
    of	
    a	
    mermaid	
    holds	
    a	
    trident,	
    
  its	
    tines	
    replaced	
    with	
    a	
    trio	
    of	
    black	
    candles.	
    
  15-­‐16	
    
  The	
     chandelier	
     resembles	
     a	
     swooping	
     dragon,	
    
  candles	
     shining	
     along	
     the	
     leading	
     edges	
     of	
     its	
    
  wings	
    and	
    in	
    its	
    mouth	
    and	
    eyes.	
    
  17-­‐18	
    
  The	
     spartan	
     use	
     of	
     candles	
     in	
     this	
     chamber	
    
  provides	
    just	
    a	
    few	
    pools	
    of	
    radiance.	
    
  19-­‐20	
    
  A	
     massive	
     foot-­‐round	
     candle	
     with	
     numerous	
    
  wicks	
    hangs	
    in	
    a	
    silver	
    cage	
    from	
    the	
    ceiling.	
    
  21-­‐22	
    
  Candles	
    are	
    set	
    behind	
    blue	
    stained	
    glass	
    in	
    wall	
    
  niches,	
    creating	
    an	
    effect	
    like	
    being	
    underwater.	
    
  23-­‐24	
    
  This	
    nine-­‐branched	
    candelabrum,	
    one	
    arm	
    rising	
    
  slight	
     above	
     the	
     rest,	
     holds	
     burning	
     wicks	
     in	
    
  small	
    pools	
    of	
    scented	
    oil	
    rather	
    than	
    candles.	
    	
    
  25-­‐26	
    
  Red	
     candles	
     sit	
     on	
     the	
     bleached	
     skulls	
     of	
     small	
    
  humanoids;	
    the	
    melting	
    wax	
    looks	
    like	
    blood.	
    
  27-­‐28	
    
  The	
     red-­‐stained	
     metal	
     chandelier	
     creates	
     the	
    
  impression	
    of	
    a	
    hovering	
    firestorm.	
    
  29-­‐30	
    
  This	
     simple	
     wrought-­‐iron	
     candelabrum	
     holds	
     a	
    
  dozen	
    candles	
    on	
    metal	
    spikes.	
    
  31-­‐32	
    
  Candles	
    hang	
    off	
    a	
    smooth	
    mahogany	
    carving	
    of	
    
  a	
    tree,	
    as	
    if	
    they	
    were	
    falling	
    autumn	
    leaves.	
    
  33-­‐34	
    
  The	
     eye	
     sockets	
     of	
     carved	
     marble	
     skulls	
     glow	
    
  with	
    the	
    light	
    of	
    candles	
    burning	
    inside.	
    
  35-­‐36	
    
  Mounted	
     animal	
     heads	
     line	
     the	
     room,	
     candles	
    
  between	
    the	
    tines	
    of	
    their	
    impressive	
    antlers.	
    
  37-­‐38	
    
  This	
    pair	
    of	
    brass	
    candlesticks,	
    covered	
    in	
    tarnish	
    
  and	
    wax,	
    badly	
    needs	
    cleaning.	
    	
    
  39-­‐40	
    
  These	
    simply	
    painted	
    wooden	
    candleholders	
    are	
    
  the	
    spitting	
    image	
    of	
    a	
    miniature	
    lighthouse.	
    
  41-­‐42	
    
  A	
     simple	
     wooden	
     chandelier	
     holds	
     a	
     dozen	
    
  candles	
    on	
    each	
    of	
    its	
    two	
    cross	
    arms.	
    
  43-­‐44	
    
  The	
     skeleton	
     of	
     some	
     spiny-­‐backed	
     lizard	
     is	
    
  mounted	
    with	
    candles	
    ascending	
    along	
    the	
    spine.	
    
  45-­‐46	
    
  The	
     golden	
     chandelier	
     features	
     three	
     rings	
     of	
    
  arms	
    radiating	
    outward,	
    each	
    holding	
    a	
    candle.	
    	
    
  47-­‐48	
    
  Round	
     glass	
     cylinders	
     sit	
     on	
     tables,	
     each	
    
  protecting	
    the	
    remaining	
    stub	
    of	
    a	
    candle.	
    
  49-­‐50	
    
  A	
    five-­‐armed	
    candle	
    tree	
    made	
    of	
    iron	
    sits	
    on	
    the	
    
  floor	
    in	
    each	
    corner	
    of	
    the	
    room.	
    
  51-­‐52	
    
  Candles	
     are	
     scattered	
     around	
     the	
     chamber,	
    
  wherever	
    a	
    reasonably	
    flat	
    surface	
    can	
    be	
    found.	
    
  53-­‐54	
    
  Dim	
     light	
     radiates	
     from	
     candles	
     places	
     in	
     the	
    
  open	
    visor	
    of	
    suits	
    of	
    armour	
    lining	
    the	
    walls.	
    
  55-­‐56	
    
  Bas-­‐relief	
     in	
     the	
     walls	
     depict	
     wise	
     elves	
    holding	
    
  lanterns;	
     nooks	
     at	
     the	
     appropriate	
     spots	
     allow	
    
  candles	
    to	
    be	
    placed	
    in	
    the	
    engraved	
    lanterns.	
    	
    
  57-­‐58	
    
  Carved	
     figures	
     of	
     humans,	
     apes	
     and	
     fantastic	
    
  beasts	
    cavort	
    among	
    exotic	
    foliage	
    in	
    the	
    gilding	
    
  covering	
    the	
    impressive	
    candlesticks.	
    
  59-­‐60	
    
  Multihued	
    wax	
    covers	
    the	
    wall	
    and	
    floor	
    below	
    
  an	
    array	
    of	
    melted	
    candles	
    on	
    a	
    simple	
    stand.	
    	
    
  61-­‐62	
    
  A	
    bank	
    of	
    candles	
    sits	
    behind	
    falling	
    water,	
    the	
    
  light	
    sparkling	
    through	
    the	
    rushing	
    liquid.	
    
  63-­‐64	
    
  Broken	
    
  swords	
    
  form	
    
  a	
    
  deadly-­‐looking	
    
  candelabrum,	
    tapers	
    impaled	
    on	
    the	
    points.	
    
  65-­‐66	
    
  Serpents	
    carved	
    from	
    jade	
    curl	
    up	
    the	
    two-­‐foot-­‐
  high	
    silver	
    candlesticks.	
    
  67-­‐68	
    
  A	
    lifelike	
    stone	
    statue	
    of	
    a	
    woman	
    has	
    a	
    mass	
    of	
    
  petrified	
     serpents	
     instead	
     of	
     hair;	
     a	
     glowing	
    
  green	
    candle	
    tops	
    each	
    snake	
    head.	
    
  69-­‐70	
    
  Small	
     mirrors	
     behind	
     the	
     candles	
     magnify	
     their	
    
  brightness.	
     (They	
     double	
     the	
     radius	
     of	
     the	
    
  candle's	
    normal	
    illumination.)	
    
  71-­‐72	
    
  Crystals	
     on	
     golden	
     chandeliers	
     send	
     small	
    
  rainbows	
    spinning	
    around	
    the	
    room.	
    
  73-­‐74	
    
  Gnarled	
    sticks	
    are	
    cut	
    flat	
    along	
    the	
    top	
    to	
    hold	
    a	
    
  candle,	
    spreading	
    branches	
    acting	
    as	
    feet	
    to	
    form	
    
  a	
    stable	
    base.	
    
  75-­‐76	
    
  This	
    chandelier	
    features	
    a	
    hunting	
    scene	
    around	
    
  its	
    rim,	
    candles	
    backlighting	
    figures	
    of	
    riders	
    and	
    
  hounds	
    chasing	
    a	
    fox	
    through	
    the	
    woods.	
    
  77-­‐78	
    
  An	
     imp,	
     carved	
     from	
     marble,	
     holds	
     an	
     upright	
    
  candle	
    in	
    its	
    outstretched	
    hands.	
    
  79-­‐80	
    
  The	
    lantern	
    is	
    shaped	
    like	
    a	
    dragon	
    head,	
    a	
    flame	
    
  emerging	
    as	
    if	
    it	
    were	
    breathing	
    fire.	
    	
    
  81-­‐82	
    
  A	
    candle	
    floats	
    on	
    a	
    lily	
    pad	
    in	
    a	
    glass	
    bowl	
    full	
    of	
    
  water.	
    Below	
    it,	
    swims	
    a	
    small	
    goldfish.	
    
  83-­‐84	
    
  A	
     miniature	
     dragon,	
     sculpted	
     from	
     dark	
     wood,	
    
  curves	
    possessively	
    around	
    a	
    long	
    taper.	
    
  85-­‐86	
    
  Ornate	
    trim	
    lends	
    elegance	
    to	
    the	
    three-­‐branch	
    
  bronze	
    candelabrum	
    sitting	
    on	
    a	
    table.	
    
  87-­‐88	
    
  A	
    statue	
    of	
    a	
    man	
    transforming	
    into	
    a	
    tree,	
    arms	
    
  upraised	
     with	
     spreading	
     fingers	
     becoming	
     tree	
    
  branches,	
    hold	
    two-­‐dozen	
    candles.	
    
  89-­‐90	
    
  These	
    blown-­‐glass	
    ornamental	
    candlesticks	
    look	
    
  like	
    glowing	
    flowers.	
    
  91-­‐92	
    
  Candles	
     hang	
     on	
     black	
     wires	
     from	
     the	
     painted	
    
  black	
    ceiling,	
    creating	
    the	
    illusion	
    of	
    a	
    starry	
    sky.	
    
  93-­‐94	
    
  This	
     bronze	
     lantern	
     shaped	
     like	
     a	
     lion's	
     head	
    
  holds	
    a	
    single	
    candle.	
    	
    
  95-­‐99	
    
  Coloured	
    silk	
    balls	
    hang	
    from	
    wires	
    strung	
    across	
    
  the	
    room,	
    each	
    glowing	
    from	
    a	
    candle	
    inside.	
    
  100	
    
  Small	
     white	
     paper	
     balloons	
     shed	
     light	
     as	
     they	
    
  float	
     just	
     below	
     the	
     ceiling,	
     an	
     opening	
     at	
     the	
    
  bottom	
    revealing	
    a	
    candle	
    suspended	
    inside.	
    
  	
    
  
  104	
    
  I L L U M I N A T I O N :  F I R E P L A C E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     and	
    
  features	
    for	
    your	
    fireplaces.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    
  inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    
  such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  This	
     simple	
     cube	
     of	
     red	
     brick	
     is	
     behind	
     a	
    
  scorched	
    metal	
    grate.	
    
  2	
    
  A	
     decorative	
     stone	
     arch	
     over	
     a	
     flat	
     stone	
     floor.	
    
  Recently	
    swept	
    clean	
    of	
    soot.	
    
  3	
    
  An	
     uneven	
     hutch	
     in	
     the	
     wall,	
     smashed	
     out	
    
  crudely	
    with	
    a	
    hammer	
    or	
    pickaxe.	
    
  4	
    
  A	
     square	
     opening	
     decorated	
     with	
     hand-­‐carved	
    
  tiles,	
    within	
    and	
    without.	
    
  5	
    
  A	
    plain	
    hemispherical	
    niche	
    pierces	
    the	
    wall.	
    	
    
  6	
    
  A	
    squat	
    cube	
    extending	
    2	
    ft.	
    from	
    the	
    wall.	
    Metal	
    
  racks	
    allow	
    it	
    to	
    double	
    as	
    an	
    oven.	
    
  7	
    
  Two	
     pillars	
     flank	
     a	
     square	
     opening;	
     a	
     low	
     iron	
    
  fence	
    blocks	
    its	
    lower	
    half.	
    
  8	
    
  This	
     fireplace	
     is	
     recessed	
     slightly	
     into	
     the	
     wall.	
    
  Metallic	
    meshes	
    surround	
    the	
    other	
    three	
    sides.	
    
  9	
    
  This	
     circular	
     pit,	
     shin-­‐deep,	
     features	
     iron	
     poles	
    
  supporting	
    a	
    ceramic	
    half-­‐dome	
    and	
    chimney.	
    
  10	
    
  Dark	
     stone	
     around	
     the	
     fireplace	
     is	
     carved	
     to	
    
  resemble	
    a	
    hollowed	
    tree.	
    
  11	
    
  A	
    raised	
    dome	
    on	
    a	
    dais.	
    A	
    lever	
    on	
    the	
    left	
    turns	
    
  a	
    spit	
    through	
    the	
    centre.	
    
  12	
    
  A	
     brick	
     rectangle	
     within	
     a	
     wall.	
     Several	
     bricks	
    
  along	
    the	
    mouth	
    are	
    broken	
    or	
    missing.	
    
  13	
    
  The	
    
  marble	
    
  mouth	
    
  of	
    
  this	
    
  fireplace	
    
  is	
    
  embellished	
    with	
    etchings	
    of	
    ivy.	
    
  14	
    
  A	
     box	
     of	
     dark	
     steel,	
     with	
     a	
     sliding	
     grate	
     door,	
    
  clearly	
    of	
    dwarven	
    make.	
    
  15	
    
  A	
     brick	
     pyramid	
     protruding	
     from	
     the	
     wall.	
     The	
    
  point	
     ascends	
     upward	
     as	
     the	
     chimney.	
     The	
    
  mouth	
    is	
    likewise	
    triangular.	
    
  16	
    
  The	
     floor	
     of	
     this	
     open-­‐faced	
     brick	
     cube	
     holds	
     a	
    
  slightly	
     depressed	
     floor	
     filled	
     with	
     warm	
     coals	
    
  rather	
    than	
    racks	
    for	
    logs.	
    	
    
  17	
    
  Steam	
     wafts	
     from	
     this	
     circular	
     depression	
     filled	
    
  with	
    bubbling	
    spring	
    water.	
    	
    
  18	
    
  Smoke	
    rises	
    from	
    the	
    holes	
    in	
    this	
    plaster	
    dome's	
    
  roof.	
    When	
    lit	
    in	
    darkness,	
    they	
    glow	
    like	
    eyes.	
    	
    
  19	
    
  Twin	
     brass	
     braziers	
     filled	
     with	
     coals	
     stand	
    
  abreast	
     in	
     an	
     alcove.	
     Both	
     have	
     a	
     bowl	
     in	
     the	
    
  centre	
    for	
    burning	
    incense.	
    
  20	
    
  The	
     hearth	
     begins	
     a	
     simple	
     cube	
     with	
     a	
     square	
    
  mouth.	
    Further	
    extension	
    opens	
    the	
    fire	
    pit	
    into	
    
  the	
    room;	
    a	
    half-­‐circle	
    of	
    bricks	
    forms	
    a	
    low	
    wall.	
    	
    
  21	
    
  This	
    metal	
    furnace	
    rests	
    on	
    stout	
    legs.	
    A	
    copper	
    
  pipe	
    piercing	
    the	
    ceiling	
    serves	
    as	
    a	
    chimney.	
    	
    
  22	
    
  The	
     fireplace	
     is	
     large	
     enough	
     for	
     a	
     human	
     to	
    
  enter.	
     Shadows	
     and	
     scorch-­‐marks	
     demonstrate	
    
  the	
    flames	
    nearly	
    reach	
    the	
    top.	
    	
    
  23	
    
  Brick	
     pillars	
     form	
     the	
     corners	
     of	
     this	
     glass	
    
  chamber.	
    A	
    side	
    door	
    opens	
    to	
    allow	
    access.	
    	
    
  24	
    
  Bookshelves	
     are	
     carved	
     into	
     the	
     stone	
     chimney	
    
  above	
    this	
    simple	
    hearth.	
    	
    
  25	
    
  The	
    mouth	
    of	
    the	
    fireplace	
    is	
    slightly	
    elevated.	
    A	
    
  small	
    cabinet	
    beneath	
    contains	
    wood	
    and	
    tools.	
    	
    
  26	
    
  This	
     forgotten	
     grey	
     stone	
     hutch	
     is	
     cold	
     and	
    
  choked	
    with	
    webs.	
    	
    
  27	
    
  A	
    cylindrical	
    half-­‐pillar	
    protrudes	
    from	
    the	
    wall;	
    a	
    
  bronze	
    grate	
    bars	
    a	
    circular	
    mouth	
    at	
    its	
    base.	
    
  28	
    
  A	
    simple	
    round	
    hole,	
    in	
    a	
    wall	
    carved	
    intricately	
    
  in	
    flame	
    designs.	
    	
    
  29	
    
  A	
    rectangular	
    slot	
    two	
    meters	
    wide.	
    An	
    iron	
    rack	
    
  filled	
    with	
    tinder	
    rests	
    within.	
    	
    
  30	
    
  A	
    pillar	
    in	
    the	
    room's	
    centre	
    serves	
    as	
    a	
    chimney	
    
  for	
    square	
    hearths	
    beneath	
    stone	
    mantelpieces.	
    	
    
  31	
    
  The	
    hutch's	
    walls	
    are	
    lined	
    with	
    reflective	
    metal	
    
  or	
     glass,	
     which	
     greatly	
     intensifies	
     the	
     light	
    
  produced	
    within	
    and	
    projects	
    it	
    into	
    the	
    room.	
    	
    
  32	
    
  Beneath	
     an	
     iron	
     arch,	
     an	
     ashy	
     screen	
     blocks	
    
  sparks	
    that	
    fly	
    from	
    inside.	
    	
    
  33	
    
  The	
    mantel	
    is	
    forged	
    of	
    hard	
    glass,	
    displaying	
    the	
    
  flames	
    in	
    all	
    directions.	
    	
    
  34	
    
  The	
     glossy	
     tiles	
     framing	
     this	
     fireplace	
     gleam	
     in	
    
  the	
    flickering	
    light.	
    	
    
  35	
    
  The	
     tines	
     of	
     the	
     grate	
     have	
     been	
     shaped	
     into	
    
  trees,	
     giving	
     the	
     lit	
     hearth	
     the	
     appearance	
     of	
     a	
    
  burning	
    forest.	
    	
    
  36	
    
  This	
    brick	
    fireplace	
    has	
    exploded,	
    spraying	
    stone	
    
  and	
    wood	
    shrapnel	
    across	
    the	
    room.	
    	
    
  37	
    
  A	
     hutch	
     in	
     the	
     wall	
     at	
     arm's	
     height	
     contains	
     a	
    
  large	
    metal	
    bowl	
    of	
    coals	
    and	
    tinder.	
    	
    
  38	
    
  An	
    arch	
    of	
    polished	
    stone	
    covers	
    a	
    circular	
    bed	
    of	
    
  pebbles.	
    Wood	
    is	
    piled	
    neatly	
    atop.	
    	
    
  39	
    
  A	
     circular	
     port	
     in	
     the	
     wall	
     opens	
     into	
     a	
     dome.	
    
  Metal	
    webs	
    form	
    three	
    racks	
    across	
    its	
    width.	
    	
    
  40	
    
  An	
    open	
    hole	
    in	
    the	
    room's	
    centre,	
    cut	
    3	
    ft.	
    deep.	
    
  Ash	
    surrounds	
    its	
    rim,	
    staining	
    the	
    floor.	
    	
    
  41	
    
  Rotten	
    boards	
    bar	
    this	
    brick	
    fireplace.	
    	
    
  42	
    
  Marble	
     bricks	
     comprise	
     the	
     frame	
     and	
     rear	
     of	
    
  this	
    fireplace.	
    An	
    iron	
    grate	
    holds	
    seasoned	
    logs.	
    	
    
  43	
    
  Scattered	
    ash	
    lies	
    in	
    the	
    centre	
    of	
    this	
    steel	
    inset,	
    
  which	
    is	
    polished	
    bright	
    as	
    a	
    mirror.	
    	
    
  44	
    
  Recessed	
    deeply	
    into	
    the	
    wall,	
    this	
    steel	
    column	
    
  has	
     a	
     sliding	
     panel	
     at	
     its	
     base.	
     The	
     chamber	
    
  smells	
    of	
    ash	
    and	
    scorched	
    metal.	
    	
    
  45	
    
  This	
     enormous	
     10	
     ft.	
     wide	
     stone	
     hearth,	
    
  dominates	
     the	
     room's	
     largest	
     wall.	
     Its	
     mouth	
     is	
    
  blockaded	
    behind	
    a	
    waist-­‐height	
    brass	
    fence.	
    	
    
  46	
    
  Though	
     the	
     fireplace	
     itself	
     is	
     unadorned	
     wood	
    
  and	
     stone,	
     the	
     knick-­‐knacks	
     resting	
     on	
     the	
    
  mantel	
    evoke	
    nostalgia.	
    	
    
  47	
    
  The	
     interior	
     of	
     this	
     furnace	
     has	
     been	
     painted,	
    
  only	
    slightly	
    faded,	
    to	
    resemble	
    the	
    surrounding	
    
  landscape	
    in	
    winter.	
    	
    
  
  105	
    
  48	
    
  A	
     crack	
     runs	
     up	
     the	
     centre	
     of	
     this	
     brick	
     cube,	
    
  taking	
    an	
    arm's-­‐length	
    chunk	
    out	
    of	
    the	
    chimney.	
    	
    
  49	
    
  Ivory	
     and	
     silver	
     have	
     been	
     worked	
     over	
     the	
    
  smooth	
    stone	
    of	
    the	
    fireplace.	
    	
    
  50	
    
  This	
    hearth	
    is	
    swathed	
    in	
    gold	
    plating,	
    each	
    edge	
    
  covered	
    in	
    unique	
    etchings.	
    	
    
  51	
    
  This	
    narrow	
    recess	
    is	
    fitted	
    with	
    several	
    rows	
    of	
    
  candelabras	
    holding	
    melted	
    candles.	
    	
    
  52	
    
  Spotlessly	
     clean,	
     it	
     is	
     obvious	
     this	
     marble	
    
  fireplace	
    has	
    not	
    been	
    used	
    in	
    some	
    time.	
    	
    
  53	
    
  A	
    soot-­‐filled	
    triangular	
    hutch	
    pierces	
    the	
    wall.	
    
  54	
    
  Once	
    bright	
    red,	
    rust	
    from	
    the	
    iron	
    grate	
    of	
    this	
    
  fireplace	
    has	
    stained	
    the	
    bricks	
    a	
    dusky	
    orange.	
    	
    
  55	
    
  A	
    shallow	
    pit	
    under	
    an	
    adobe	
    dome	
    contains	
    bits	
    
  of	
     burnt	
     wood,	
     bone,	
     leather	
     and	
     a	
     broken	
    
  sword	
    used	
    as	
    a	
    poker.	
    	
    
  56	
    
  Though	
     its	
     interior	
     and	
     body	
     are	
     mortar	
     and	
    
  stone,	
    a	
    stained	
    shell	
    of	
    cedar	
    covers	
    the	
    hearth.	
    	
    
  57	
    
  A	
     dark	
     archway	
     tops	
     a	
     trio	
     of	
     black	
     stairs.	
    
  Recessed	
     into	
     the	
     wall	
     is	
     an	
     oblong	
     chamber	
    
  containing	
    a	
    fire	
    pit.	
    	
    
  58	
    
  Ensconced	
     behind	
     thick	
     glass,	
     the	
     back	
     of	
     this	
    
  fireplace	
    is	
    adorned	
    with	
    a	
    painting	
    of	
    a	
    noble-­‐
  looking	
    woman.	
    	
    
  59	
    
  Shreds	
    of	
    half-­‐burned	
    parchments	
    and	
    scorched	
    
  glass	
     are	
     mixed	
     among	
     the	
     tinder	
     in	
     this	
     low,	
    
  stocky	
    fireplace.	
    
  60	
    
  This	
    fireplace	
    has	
    an	
    arched	
    mouth.	
    
  61	
    
  This	
    
  darkwood	
    
  hearth	
    
  stands	
    
  cold	
    
  and	
    
  abandoned,	
     coated	
     in	
     slime.	
     A	
     brass	
     plate	
    
  reading	
    “Meritxell”	
    adorns	
    its	
    mantel.	
    	
    
  62	
    
  The	
     red	
     brick	
     of	
     this	
     fireplace	
     stands	
     strikingly	
    
  against	
    its	
    white	
    marble	
    mantel.	
    	
    
  63	
    
  The	
    hearth's	
    frame	
    of	
    white	
    stone	
    is	
    carved	
    into	
    
  skeletal	
    arms,	
    hands	
    clasped	
    over	
    the	
    fireplace.	
    	
    
  64	
    
  An	
     obsidian	
     nymph	
     and	
     an	
     ivory	
     succubus	
     are	
    
  carved	
    into	
    pillars	
    flanking	
    this	
    chimney's	
    mouth.	
    
  The	
    scent	
    of	
    ash	
    and	
    roses	
    fills	
    the	
    room.	
    	
    
  65	
    
  Glass	
     flowers	
     catch	
     the	
     light	
     from	
     the	
     flames	
    
  beneath	
     them,	
     splintering	
     the	
     glow	
     about	
     the	
    
  room.	
    The	
    lowest	
    petals	
    are	
    slightly	
    melted.	
    	
    
  66	
    
  The	
     back	
     of	
     this	
     metal	
     box	
     furnace	
     has	
     a	
     latch	
    
  almost	
    buried	
    beneath	
    a	
    layer	
    of	
    ash.	
    	
    
  67	
    
  A	
     narrow	
     hutch	
     in	
     the	
     wall,	
     about	
     3	
     ft.	
     off	
     the	
    
  ground,	
     appears	
     to	
     have	
     been	
     overloaded.	
    
  Streaks	
    of	
    soot	
    trail	
    from	
    its	
    edge.	
    	
    
  68	
    
  A	
    swaying	
    metal	
    sphere	
    hangs	
    from	
    an	
    iron	
    pipe.	
    	
    
  69	
    
  This	
     plain	
     fireplace,	
     save	
     its	
     grate,	
     represents	
     a	
    
  gaping	
    monster's	
    maw.	
    	
    
  70	
    
  This	
    obsidian	
    mantel's	
    colouration	
    disguises	
    both	
    
  scorch-­‐marks	
    and	
    the	
    presence	
    of	
    soot.	
    	
    
  71	
    
  Each	
    brick	
    in	
    this	
    spherical	
    hearth	
    is	
    of	
    a	
    different	
    
  stone,	
    giving	
    it	
    a	
    patchwork	
    appearance.	
    	
    
  72	
    
  This	
     stone	
     mantel	
     once	
     bore	
     an	
     ornate	
     mural.	
    
  Time	
    and	
    heat	
    have	
    worn	
    it	
    away.	
    	
    
  73	
    
  Composed	
    of	
    pebbles	
    and	
    gravel	
    adrift	
    in	
    mortar,	
    
  this	
    fireplace	
    seems	
    designed	
    by	
    a	
    child.	
    	
    
  74	
    
  The	
    slate	
    in	
    this	
    hearth	
    matches	
    stones	
    found	
    in	
    
  the	
    nearby	
    countryside.	
    	
    
  75	
    
  A	
    narrow	
    ivory	
    mantel	
    as	
    thin	
    as	
    a	
    human	
    man.	
    A	
    
  greenish	
    metal	
    screen	
    restricts	
    its	
    mouth.	
    	
    
  76	
    
  Only	
     a	
     stone	
     interior	
     protects	
     this	
     otherwise	
    
  wooden	
    fireplace	
    from	
    its	
    own	
    heat.	
    	
    
  77	
    
  This	
     free-­‐standing	
     hearth	
     is	
     composed	
     of	
     brass	
    
  save	
    its	
    stone	
    base.	
    	
    
  78	
    
  Smooth	
     porcelain	
     frames	
     this	
     elegant	
     mantel,	
    
  cordoned	
    off	
    by	
    a	
    high	
    iron	
    fence.	
    	
    
  79	
    
  A	
    simplistic	
    hearth,	
    devoid	
    of	
    decoration;	
    a	
    set	
    of	
    
  faded,	
    handmade	
    idols	
    rests	
    on	
    the	
    mantelpiece.	
    	
    
  80	
    
  This	
    iron	
    furnace	
    is	
    shaped	
    as	
    a	
    corpulent	
    fiend.	
    
  A	
    hole	
    in	
    its	
    belly	
    serves	
    as	
    the	
    fireplace.	
    When	
    
  lit,	
    its	
    eyes	
    glimmer,	
    and	
    smoke	
    belches	
    forth.	
    	
    
  81	
    
  A	
     narrow	
     aperture	
     in	
     the	
     wall	
     lined	
     with	
     brick.	
    
  The	
    inverted	
    column	
    continues	
    to	
    the	
    ceiling.	
    	
    
  82	
    
  Ravaged	
    by	
    looters,	
    only	
    the	
    bare	
    frame	
    of	
    this	
    
  fireplace	
    remains,	
    an	
    echo	
    of	
    lost	
    beauty.	
    	
    
  83	
    
  Mounds	
     of	
     bricks	
     from	
     the	
     collapsed	
     chimney	
    
  choke	
    the	
    mouth	
    of	
    this	
    greyed	
    old	
    mantel.	
    
  84	
    
  The	
     circular	
     mouth	
     of	
     this	
     fireplace	
     is	
     adorned	
    
  with	
    sunburst-­‐pattern	
    carvings.	
    
  85	
    
  This	
     granite	
     and	
     quartz	
     hearth	
     boasts	
     no	
     less	
    
  than	
    three	
    fireplace	
    mouths.	
    	
    
  86	
    
  The	
    ancient	
    stones	
    of	
    this	
    fireplace	
    and	
    chimney	
    
  stand	
    stark	
    against	
    newer	
    brick	
    walls.	
    	
    
  87	
    
  Crafted	
     of	
     quartz,	
     the	
     uneven	
     surface	
     of	
     this	
    
  hearth	
    is	
    polished	
    to	
    glitter	
    like	
    gems.	
    	
    
  88	
    
  Singed	
     parchments	
     and	
     false	
     hair	
     mingle	
     in	
     the	
    
  ashes	
    of	
    the	
    hearth.	
    	
    
  89	
    
  Adorned	
    with	
    opalescent	
    stones,	
    the	
    room	
    about	
    
  this	
    
  hearth	
    
  is	
    
  decorated	
    
  with	
    
  elaborate	
    
  reflections	
    of	
    colour	
    when	
    the	
    fire	
    is	
    lit.	
    
  90	
    
  This	
     hutch	
     is	
     no	
     more	
     than	
     a	
     pile	
     of	
     carefully	
    
  balanced	
    rocks.	
    
  91	
    
  Marble	
    statuettes	
    of	
    birds	
    and	
    flowers	
    decorate	
    
  the	
    exterior	
    of	
    a	
    blue-­‐tinted	
    brick	
    archway.	
    
  92	
    
  The	
     stones	
     around	
     this	
     old	
     hearth	
     have	
     been	
    
  meticulously	
     carved	
     with	
     the	
     crests	
     of	
     every	
    
  noble	
    family	
    to	
    have	
    ever	
    resided	
    nearby.	
    
  93	
    
  Redwood	
     frames	
     around	
     the	
     stone	
     arch	
     of	
     this	
    
  fireplace	
    form	
    an	
    expansive	
    armoire.	
    
  94	
    
  An	
    ornate	
    set	
    of	
    steel	
    tools	
    –	
    tongs,	
    pokers	
    and	
    
  the	
    like	
    –	
    rest	
    above	
    the	
    mantel.	
    	
    
  95	
    
  A	
    wasp	
    hive	
    blocks	
    the	
    dusty	
    chimney	
    of	
    this	
    cold	
    
  hearth.	
    
  96	
    
  Deep	
    cuts	
    mar	
    a	
    third	
    of	
    this	
    fireplace	
    mantel.	
    
  97	
    
  This	
     chimney	
     is	
     flush	
     with	
     the	
     wall,	
     its	
     mouth	
    
  blockaded	
    by	
    a	
    miniature	
    spiked	
    fence.	
    	
    
  98	
    
  A	
    marble	
    mantel	
    with	
    bronze	
    insets,	
    dominated	
    
  by	
    a	
    plate	
    depicting	
    a	
    serpent	
    and	
    a	
    lion	
    at	
    war.	
    	
    
  99	
    
  Etchings	
     of	
     planar	
     alignments	
     along	
     the	
     arch	
    
  dominate	
    this	
    hearth.	
    
  100	
    
  An	
    elaborate	
    sculpture	
    of	
    a	
    red	
    dragon's	
    gaping	
    
  maw	
    juts	
    from	
    the	
    wall,	
    the	
    fire	
    pit	
    in	
    its	
    lower	
    
  jaw.	
    Its	
    horns	
    serve	
    as	
    a	
    wood	
    rack.	
    	
    
  
  106	
    
  I L L U M I N A T I O N :  L A N T E R N S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    characteristics	
    for	
    lanterns.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  The	
     brass	
     and	
     glass	
     lanterns	
     are	
     illuminated	
     by	
    
  gleaming,	
    phosphorescent	
    mould.	
    
  06-­‐10	
    
  Glowing	
     insects	
     flit	
     about	
     within	
     a	
     sealed	
     glass	
    
  orb,	
    providing	
    a	
    strange,	
    dim	
    light.	
    
  11-­‐12	
    
  The	
    lantern’s	
    candle	
    is	
    shielded	
    from	
    draughts	
    by	
    
  a	
    cylinder	
    of	
    translucent	
    parchment,	
    which	
    may	
    
  catch	
    aflame	
    if	
    it	
    is	
    jostled	
    or	
    moved.	
    
  13-­‐14	
    
  This	
     rectangular	
     lantern	
     uses	
     panes	
     of	
     horn,	
    
  rather	
    than	
    glass.	
    
  15-­‐16	
    
  The	
     lantern	
     is	
     made	
     of	
     a	
     cylinder	
     of	
     cast	
     iron,	
    
  with	
    trefoil	
    apertures	
    for	
    is	
    light.	
    
  17-­‐18	
    
  Carved	
     out	
     of	
     stone,	
     this	
     heavy,	
     ornamental	
    
  lantern	
    is	
    marked	
    with	
    worn	
    sigils.	
    
  19-­‐20	
    
  Sided	
    in	
    painted	
    silk	
    and	
    using	
    a	
    bamboo	
    frame,	
    
  this	
    lantern	
    has	
    an	
    exotic	
    look	
    about	
    it.	
    
  21-­‐22	
    
  The	
    lantern,	
    round	
    and	
    coloured	
    in	
    vermillion,	
    is	
    
  fragile	
    and	
    made	
    from	
    thin	
    paper.	
    
  23-­‐24	
    
  This	
     paper	
     lantern	
     floats	
     through	
     the	
     air,	
     the	
    
  heat	
    from	
    its	
    candle	
    causing	
    it	
    to	
    drift	
    in	
    a	
    gentle	
    
  breeze.	
    
  25-­‐26	
    
  The	
    lantern	
    has	
    been	
    crudely	
    fashioned	
    by	
    hand	
    
  in	
    tin,	
    possibly	
    by	
    a	
    child.	
    
  27-­‐28	
    
  The	
    tallow	
    within	
    this	
    nondescript	
    lantern	
    smells	
    
  sweet	
    and	
    vaguely	
    cloying.	
    
  29-­‐30	
    
  Elaborate	
     iron	
     ribbing	
     in	
     a	
     floral	
     design	
     casts	
    
  great	
     and	
     disquieting	
     shadows	
     from	
     this	
    
  lantern’s	
    sides.	
    
  31-­‐32	
    
  The	
    lantern	
    is	
    carved	
    from	
    an	
    enormous	
    gourd.	
    
  33-­‐34	
    
  Fashioned	
     from	
     intricate	
     blown	
     glass,	
     this	
    
  lantern,	
    which	
    hangs	
    from	
    a	
    chain,	
    resembles	
    a	
    
  squid	
    or	
    an	
    octopus.	
    
  35-­‐36	
    
  The	
    glass	
    panes	
    of	
    this	
    lantern	
    are	
    shattered	
    and	
    
  broken.	
    Reddish-­‐brown	
    stains	
    splatter	
    it.	
    
  37-­‐38	
    
  The	
     lantern	
     stands	
     on	
     a	
     stout	
     iron	
     pole	
     with	
     a	
    
  wide,	
    rounded	
    foot.	
    It	
    is	
    quite	
    heavy,	
    but	
    may	
    be	
    
  moved	
    or	
    knocked	
    over.	
    
  39-­‐40	
    
  The	
     lantern	
     is	
     held	
     in	
     the	
     hand	
     of	
     a	
     life-­‐size	
    
  statue.	
    The	
    statue	
    is	
    designed	
    so	
    the	
    lantern	
    can	
    
  be	
    removed.	
    
  41-­‐42	
    
  This	
    lantern	
    contains	
    one,	
    large	
    aperture,	
    giving	
    
  it	
    a	
    focused	
    beam	
    that	
    cuts	
    through	
    the	
    gloom,	
    
  but	
    leaves	
    the	
    rest	
    of	
    the	
    room	
    in	
    shadow.	
    
  43-­‐44	
    
  Each	
    side	
    of	
    this	
    four-­‐sided	
    lantern	
    is	
    covered	
    by	
    
  a	
     theatrical	
     mask;	
     the	
     light	
     shines	
     through	
     the	
    
  masks’	
    eyes	
    and	
    mouths.	
    
  45-­‐46	
    
  The	
     lantern	
     is	
     made	
     to	
     resemble	
     an	
     angel;	
     its	
    
  wings	
    flutter	
    as	
    it	
    is	
    carried.	
    
  47-­‐48	
    
  The	
     lantern	
     exudes	
     intense	
     heat,	
     and	
     burns	
    
  anyone	
    or	
    anything	
    that	
    touches	
    it.	
    
  49-­‐50	
    
  This	
     metal	
     lantern	
     is	
     shaped	
     in	
     the	
     form	
     of	
     a	
    
  phoenix,	
    with	
    the	
    light	
    streaming	
    from	
    its	
    body.	
    
  51-­‐52	
    
  The	
     panes	
     of	
     this	
     lantern	
     are	
     red,	
     shedding	
     a	
    
  ruby	
    glow	
    on	
    the	
    whole	
    chamber.	
    
  53-­‐54	
    
  A	
    paper	
    spinning	
    cover	
    causes	
    ambulatory	
    bright	
    
  cut-­‐outs	
    to	
    move	
    around	
    the	
    room.	
    
  55-­‐56	
    
  Cunningly	
     crafted	
     as	
     a	
     metal	
     globe,	
     the	
     pin-­‐
  points	
     piercing	
     this	
     lantern	
     shine	
     a	
     virtual	
    
  firmament	
    across	
    the	
    ceiling	
    of	
    this	
    room.	
    
  57-­‐58	
    
  The	
     lantern	
     is	
     shaped	
     to	
     resemble	
     a	
     large	
     pig,	
    
  pierced	
    by	
    many	
    stars.	
    
  59-­‐60	
    
  Dozens	
     of	
     tiny	
     lanterns	
     shaped	
     like	
     fruit	
     hang	
    
  from	
    a	
    great	
    metal	
    “tree.”	
    
  61-­‐62	
    
  The	
    lantern	
    is	
    fashioned	
    in	
    the	
    shape	
    of	
    a	
    lotus,	
    
  bearing	
    an	
    ever-­‐burning	
    seed	
    head.	
    
  63-­‐64	
    
  Strobe	
    light	
    emanates	
    from	
    this	
    lantern,	
    using	
    a	
    
  heat-­‐spinning	
    shade.	
    
  65-­‐66	
    
  The	
     lantern	
     is	
     made	
     of	
     brass	
     in	
     the	
     form	
     of	
     a	
    
  seafaring	
     ship.	
     The	
     flame	
     is	
     protected	
     by	
     glass	
    
  sails.	
    
  67-­‐68	
    
  Shaped	
     like	
     an	
     owl,	
     this	
     lantern’s	
     saucer	
     eyes	
    
  stream	
    light.	
    
  69-­‐70	
    
  The	
    light	
    source	
    of	
    this	
    lantern	
    is	
    a	
    glowing	
    gem.	
    	
    
  71-­‐72	
    
  The	
    light	
    of	
    this	
    lantern	
    is	
    pale	
    and	
    white,	
    giving	
    
  everything	
    a	
    macabre	
    pallor.	
    
  73-­‐74	
    
  This	
     tarnished	
     lantern	
     hangs	
     from	
     a	
     long	
     chain	
    
  attached	
    to	
    a	
    staff.	
    
  75-­‐76	
    
  Diamond	
    shaped,	
    and	
    possessing	
    dozens	
    of	
    glass	
    
  facets,	
    this	
    lantern	
    sheds	
    a	
    clear,	
    bright	
    light.	
    
  77-­‐78	
    
  The	
     lantern	
     resembles	
     a	
     bird	
     cage,	
     with	
     little	
    
  metals	
    birds	
    that	
    “fly”	
    around	
    the	
    central	
    flame.	
    
  79-­‐80	
    
  When	
     lit,	
     this	
     lantern	
     rings	
     a	
     half	
     dozen	
     tiny	
    
  bells,	
    creating	
    a	
    pleasing	
    tintinnabulation.	
    	
    
  81-­‐82	
    
  Made	
    of	
    bronze,	
    this	
    lantern	
    resembles	
    an	
    obese	
    
  and	
    grotesque	
    fiend.	
    
  83-­‐84	
    
  Constructed	
     of	
     wrought	
     iron,	
     this	
     lantern	
     is	
    
  armed	
    with	
    vicious	
    looking	
    spikes.	
    
  85-­‐86	
    
  This	
     lantern	
     is	
     round	
     and	
     constructed	
     from	
     a	
    
  woven	
    lattice	
    of	
    wood.	
    
  87-­‐88	
    
  Made	
     of	
     silver,	
     the	
     lantern’s	
     sides	
     are	
     pierced	
    
  hundreds	
    of	
    times	
    to	
    create	
    a	
    geometric,	
    puzzle-­‐
  like	
    sequence	
    of	
    symbols.	
    
  89-­‐90	
    
  The	
     lantern	
     is	
     made	
     to	
     resemble	
     a	
     lantern	
    
  archon,	
    though	
    it	
    is	
    inert	
    metal.	
    
  91-­‐92	
    
  A	
     burning	
     hand	
     of	
     glory	
     is	
     the	
     wick	
     of	
     this	
    
  lantern.	
    	
    
  93-­‐94	
    
  The	
    lantern	
    is	
    made	
    from	
    a	
    humanoid	
    skull.	
    
  95-­‐99	
    
  The	
    lantern	
    is	
    the	
    source	
    of	
    a	
    darkness	
    spell	
    and	
    
  spreads	
    magical	
    shadow.	
    
  100	
    
  The	
     lantern’s	
     light	
     is	
     shed	
     by	
     a	
     will	
     o’	
     wisp	
     or	
    
  other	
    dangerous,	
    luminescent,	
    creature.	
    
  	
    
   
  
  107	
    
  I L L U M I N A T I O N :  M A G I C A L  L I G H T S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    characteristics	
    for	
    magical	
    
  lighting.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    
  on	
     your	
     dungeon’s	
     setup	
     –	
     ignore	
     or	
     modify	
     such	
     entries	
     as	
    
  appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  Candles	
     in	
     ornate	
     golden	
     lanterns	
     on	
     the	
     walls	
    
  burst	
    into	
    light	
    upon	
    command.	
    
  06-­‐10	
    
  A	
    full-­‐length	
    mirror	
    glows	
    magically,	
    illuminating	
    
  the	
    area.	
    (It	
    functions	
    as	
    a	
    hooded	
    lantern.)	
    
  11-­‐12	
    
  Shadows	
     cast	
     in	
     this	
     room	
     turn	
     from	
     dark	
     to	
    
  light,	
    brightening	
    whatever	
    they	
    touch.	
    
  13-­‐14	
    
  Globes	
    of	
    wispy	
    light	
    spring	
    to	
    life,	
    circling	
    in	
    a	
    
  lazy	
    orbit	
    around	
    each	
    living	
    creature’s	
    head.	
    
  15-­‐16	
    
  Bas-­‐reliefs	
     of	
     dragons	
     on	
     the	
     walls	
     breathe	
     a	
    
  steady	
    stream	
    of	
    fire	
    and	
    act	
    like	
    torches.	
    	
    
  17-­‐18	
    
  Humanoid	
     skulls	
     placed	
     on	
     small	
     altars	
     around	
    
  the	
    room	
    glow	
    with	
    a	
    pale	
    green	
    light.	
    
  19-­‐20	
    
  Candle	
     flames	
     dance	
     merrily	
     in	
     time	
     to	
     a	
    
  haunting	
    melody.	
    
  21-­‐22	
    
  A	
    brazier	
    blazes	
    to	
    life,	
    red	
    coals	
    sending	
    a	
    pillar	
    
  of	
    flame	
    skyward.	
    
  23-­‐24	
    
  The	
    golden	
    floor	
    candelabrum	
    stretches	
    its	
    four	
    
  arms	
    toward	
    anyone	
    moving	
    nearby,	
    presenting	
    
  candles	
    for	
    easy	
    lighting.	
    
  25-­‐26	
    
  Illusions	
    of	
    a	
    full	
    moon	
    and	
    stars	
    shine	
    from	
    the	
    
  ceiling,	
     providing	
     a	
     cool	
     light.	
     (The	
     light	
     is	
    
  considered	
    true	
    moonlight.)	
    
  27-­‐28	
    
  An	
    ornate	
    silver	
    chandelier	
    spins	
    merrily,	
    crystals	
    
  generating	
    rainbows	
    that	
    flit	
    about	
    the	
    room.	
    	
    
  29-­‐30	
    
  Any	
     non-­‐magical	
     light	
     source	
     brought	
     into	
     the	
    
  room	
     gutters	
     as	
     the	
     flame	
     leaps	
     to	
     ignite	
     wall-­‐
  mounted	
    lanterns.	
    
  31-­‐32	
    
  Crossed	
    swords	
    mounted	
    on	
    the	
    walls	
    shed	
    light	
    
  like	
    torches.	
    
  33-­‐34	
    
  Rough	
     pentagrams	
     painted	
     on	
     the	
     walls	
     glow	
    
  with	
    a	
    hellish	
    light.	
    
  35-­‐36	
    
  A	
     glowing	
     white	
     mist	
     covers	
     the	
     ceiling	
     of	
     this	
    
  room,	
    illuminating	
    everything	
    below.	
    	
    
  37-­‐38	
    
  Liquid	
    running	
    down	
    the	
    walls	
    glows	
    dimly	
    with	
    a	
    
  phosphorescent	
    light.	
    
  39-­‐40	
    
  Torches	
     set	
     in	
     sconces	
     on	
     the	
     wall	
     blaze	
    
  incandescently,	
    too	
    bright	
    to	
    look	
    at	
    directly.	
    
  41-­‐42	
    
  A	
    crackling	
    whisper	
    emanates	
    from	
    the	
    glowing	
    
  brazier.	
     (It	
     repeats	
     nonsense	
     phrases	
     in	
     Ignan	
    
  over	
    and	
    over.)	
    
  43-­‐44	
    
  A	
     creature	
     carrying	
     a	
     light	
     source	
     entering	
     the	
    
  room	
     is	
     surrounded	
     by	
     illusory	
     doubles,	
     also	
    
  shedding	
    light.	
    (The	
    images	
    disappear	
    as	
    normal	
    
  or	
    once	
    the	
    subject	
    leaves	
    the	
    room.)	
    
  45-­‐46	
    
  Finger-­‐sized	
     fire	
     beetles	
     caged	
     in	
     glass	
     balls	
    
  mounted	
    like	
    lanterns	
    light	
    the	
    room.	
    
  47-­‐48	
    
  Glowing	
    rocks,	
    looking	
    like	
    eggs,	
    sit	
    in	
    a	
    nest	
    in	
    a	
    
  corner	
    of	
    the	
    room.	
    
  49-­‐50	
    
  A	
     diffuse	
     light	
     radiates	
     from	
     inside	
     an	
     ice	
    
  sculpture	
    of	
    a	
    witch	
    with	
    outstretched	
    hand.	
    
  51-­‐52	
    
  A	
     firepit	
     in	
     the	
     middle	
     of	
     the	
     room	
     sheds	
     light	
    
  but	
    no	
    heat	
    or	
    smoke.	
    	
    
  53-­‐54	
    
  Light	
     shines	
     from	
     the	
     eyes	
     and	
     gaping	
     fanged	
    
  maw	
    of	
    a	
    demon	
    face	
    carved	
    into	
    the	
    wall.	
    
  55-­‐56	
    
  Gemstones	
    embedded	
    in	
    the	
    walls	
    glow	
    in	
    red,	
    
  blue	
    and	
    green	
    hues.	
    
  57-­‐58	
    
  Ghostly	
     torches	
     materialize	
     in	
     silver	
     sconces,	
    
  shedding	
    a	
    pale	
    light.	
    
  59-­‐60	
    
  Brightly	
    glowing	
    crystal	
    dust	
    lazily	
    spills	
    from	
    one	
    
  end	
    of	
    an	
    hourglass	
    to	
    another.	
    	
    
  61-­‐62	
    
  Footprints	
     glow	
     for	
     a	
     minute	
     with	
     each	
     step	
     in	
    
  this	
    room,	
    shedding	
    a	
    dull	
    illumination.	
    
  63-­‐64	
    
  Glowing	
     figments	
     shaped	
     like	
     pixies	
     dance	
    
  around	
    the	
    ceiling	
    of	
    this	
    chamber.	
    
  65-­‐66	
    
  A	
     ball	
     of	
     light	
     seems	
     to	
     hang	
     from	
     shepherds’	
    
  crooks	
    along	
    the	
    walls.	
    
  67-­‐68	
    
  Birch	
     trees	
     grow	
     upward	
     with	
     leaves	
     made	
     of	
    
  golden	
    light.	
    
  69-­‐70	
    
  A	
    golden	
    birdcage	
    hangs	
    from	
    the	
    ceiling,	
    a	
    ball	
    
  of	
    light	
    floating	
    inside.	
    
  71-­‐72	
    
  A	
    bright	
    geyser	
    leaps	
    from	
    a	
    lighted	
    fountain.	
    
  73-­‐74	
    
  Illusory	
     snow	
     drifts	
     down	
     from	
     seeming	
     storm	
    
  clouds,	
    reflecting	
    light	
    and	
    brightening	
    the	
    room.	
    
  (Illumination	
     is	
     increased	
     one	
     step,	
     though	
     the	
    
  snow	
    hampers	
    sight-­‐based	
    Perception.)	
    
  75-­‐76	
    
  The	
    sun	
    traverses	
    a	
    cloudless	
    illusory	
    sky	
    in	
    this	
    
  room.	
    (The	
    light	
    is	
    considered	
    sunlight.)	
    
  77-­‐78	
    
  Toy	
    catapults	
    sit	
    on	
    shelves.	
    They	
    throw	
    balls	
    of	
    
  light	
    that	
    floats	
    the	
    air	
    for	
    10	
    minutes.	
    
  79-­‐80	
    
  Sunflowers	
     glow	
     like	
     their	
     namesake.	
     (Eating	
     a	
    
  seed	
     from	
     the	
     sunflower	
     makes	
     a	
     character's	
    
  eyes	
    glow	
    and	
    bestows	
    the	
    ability	
    to	
    see	
    in	
    the	
    
  dark	
    for	
    1	
    minute.)	
    
  81-­‐82	
    
  Where	
    sconces	
    should	
    be,	
    stone	
    hands	
    clutching	
    
  glowing	
    crystal	
    balls	
    protrude	
    from	
    the	
    walls.	
    
  83-­‐84	
    
  The	
    strangely	
    crimson	
    torch	
    flames	
    in	
    this	
    room	
    
  pulse	
    to	
    the	
    beat	
    of	
    a	
    heart.	
    
  85-­‐86	
    
  Multi-­‐coloured	
     sparks,	
     like	
     miniature	
     fireworks,	
    
  fly	
    from	
    the	
    candles	
    in	
    this	
    chandelier.	
    
  87-­‐88	
    
  A	
     rainbow	
     stretches	
     between	
     two	
     crystals	
     set	
    
  high	
    in	
    opposite	
    walls,	
    radiating	
    multihued	
    light.	
    
  89-­‐90	
    
  Glowing	
    stones	
    lazily	
    orbit	
    suits	
    of	
    plate	
    armour	
    
  standing	
    sentinel	
    in	
    this	
    hall.	
    
  91-­‐92	
    
  An	
     animated	
     iron	
     imp	
     at	
     the	
     centre	
     of	
     a	
    
  chandelier	
    casts	
    a	
    cantrip,	
    lighting	
    its	
    candles.	
    	
    
  93-­‐94	
    
  Glowing	
    carp	
    swim	
    in	
    a	
    pool	
    in	
    the	
    centre	
    of	
    the	
    
  room,	
    throwing	
    light	
    and	
    strange	
    shadows	
    across	
    
  the	
    walls.	
    
  95-­‐99	
    
  Green	
    crystals	
    radiate	
    an	
    oddly	
    nauseating	
    light.	
    	
    
  100	
    
  A	
    fey	
    light	
    surrounds	
    any	
    living	
    creature	
    entering	
    
  the	
    area	
    (brightening	
    an	
    area	
    5	
    ft.	
    around	
    her	
    by	
    
  one	
    step).	
    
  
  108	
    
  I L L U M I N A T I O N :  T O R C H  S C O N C E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     torch	
    
  sconces.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    
  on	
     your	
     dungeon’s	
     setup	
     –	
     ignore	
     or	
     modify	
     such	
     entries	
     as	
    
  appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  Eternally	
    burning	
    torches	
    are	
    locked	
    into	
    sconces	
    
  in	
    the	
    wall.	
    (Removing	
    them	
    destroys	
    them;	
    the	
    
  magic	
    fades	
    over	
    one	
    hour.)	
    
  06-­‐10	
    
  The	
     torch	
     sconce	
     is	
     rotated	
     sideways,	
     as	
     if	
     it	
    
  were	
    used	
    to	
    open	
    a	
    secret	
    door	
    or	
    deactivate	
    a	
    
  trap	
    somewhere	
    in	
    the	
    area.	
    	
    
  11-­‐12	
    
  Torches	
    stick	
    out	
    of	
    buckets	
    of	
    sand.	
    
  13-­‐14	
    
  Skeletal	
     arms	
     jut	
     from	
     the	
     walls,	
     ready	
     to	
     take	
    
  torches	
    in	
    their	
    bony	
    grips.	
    	
    
  15-­‐16	
    
  Steel	
     masks	
     hang	
     from	
     the	
     walls	
     over	
     torches,	
    
  fire	
    seeming	
    to	
    emanate	
    from	
    the	
    eyes.	
    
  17-­‐18	
    
  Numerous	
    burning	
    torches	
    set	
    along	
    the	
    base	
    of	
    
  the	
    wall	
    make	
    it	
    look	
    as	
    though	
    it	
    were	
    on	
    fire.	
    	
    
  19-­‐20	
    
  The	
    stone	
    torch	
    sconces	
    seem	
    to	
    be	
    one	
    with	
    the	
    
  wall;	
    they	
    are	
    likely	
    created	
    by	
    magic.	
    
  21-­‐22	
    
  Torch	
    flames	
    dance	
    fitfully	
    in	
    a	
    light	
    breeze.	
    
  23-­‐24	
    
  A	
    bronze-­‐plated	
    sconce	
    holds	
    crossed	
    torches.	
    
  25-­‐26	
    
  This	
    marble	
    sconce	
    is	
    carved	
    to	
    look	
    like	
    a	
    priest	
    
  holding	
    up	
    his	
    hands	
    to	
    cup	
    the	
    torch's	
    flame.	
    
  27-­‐28	
    
  The	
    basket	
    from	
    a	
    sword	
    hilt	
    adds	
    decoration	
    to	
    
  the	
    fine	
    steel	
    sconces	
    on	
    the	
    wall.	
    
  29-­‐30	
    
  The	
     dull	
     metal	
     plate,	
     a	
     thin	
     line	
     of	
     red	
     enamel	
    
  around	
     the	
     border,	
     holding	
     the	
     sconce	
     to	
     the	
    
  wall	
    is	
    shaped	
    like	
    a	
    coffin.	
    	
    
  31-­‐32	
    
  The	
     stone	
     sconce	
     looks	
     like	
     a	
     grasping	
     tentacle	
    
  curling	
    around	
    a	
    wooden	
    torch.	
    
  33-­‐34	
    
  The	
     local	
     lord's	
     insignia	
     stands	
     out	
     in	
     relief	
     on	
    
  this	
    metal	
    torch	
    sconce.	
    
  35-­‐36	
    
  The	
    sconces	
    in	
    this	
    room	
    are	
    rusted;	
    the	
    broken	
    
  metal	
    is	
    unable	
    to	
    hold	
    a	
    torch.	
    
  37-­‐38	
    
  The	
     torches	
     are	
     set	
     in	
     front	
     of	
     polished	
     small	
    
  steel	
    shields,	
    which	
    reflect	
    the	
    dancing	
    flame.	
    
  39-­‐40	
    
  This	
     sconce	
     looks	
     like	
     an	
     inverted	
     sword,	
     the	
    
  torch	
    sticking	
    out	
    of	
    where	
    the	
    hilt	
    should	
    be.	
    
  41-­‐42	
    
  The	
    brass	
    torch	
    sconces	
    look	
    like	
    dragon's	
    claws,	
    
  detailed	
    down	
    to	
    the	
    smallest	
    scale.	
    
  43-­‐44	
    
  Curved	
     ram's	
     horns	
     mounted	
     to	
     the	
     wall	
     hold	
    
  torches	
    at	
    regular	
    intervals.	
    
  45-­‐46	
    
  This	
     golden	
     sconce	
     looks	
     like	
     an	
     angel,	
     wings	
    
  spread	
    and	
    holding	
    up	
    a	
    torch	
    as	
    a	
    light.	
    	
    
  47-­‐48	
    
  Dead	
     vines	
     and	
     other	
     plants	
     surround	
     this	
    
  obviously	
    little-­‐used	
    torch	
    sconce.	
    (If	
    left	
    here	
    for	
    
  more	
    than	
    15	
    minutes,	
    a	
    lit	
    torch	
    starts	
    a	
    fire.)	
    
  49-­‐50	
    
  A	
    foot-­‐long	
    chain	
    ends	
    in	
    an	
    iron	
    shackle,	
    holding	
    
  up	
    a	
    torch	
    set	
    in	
    a	
    small	
    notch	
    in	
    the	
    wall.	
    	
    
  51-­‐52	
    
  This	
     bronze	
     sconce	
     looks	
     like	
     a	
     centaur	
     archer,	
    
  the	
    torch	
    held	
    horizontally	
    in	
    place	
    of	
    the	
    arrow	
    
  in	
    his	
    bow.	
    
  53-­‐54	
    
  Tarnish	
    covers	
    the	
    plain	
    brass	
    torch	
    sconces.	
    
  55-­‐56	
    
  Small	
    rubies	
    set	
    in	
    this	
    ornate	
    silver	
    sconce	
    glow	
    
  in	
    the	
    torchlight	
    as	
    if	
    lit	
    from	
    within.	
    
  57-­‐58	
    
  A	
     pair	
     of	
     metallic	
     snakes	
     twine	
     around	
     this	
    
  caduceus-­‐like	
     sconce,	
     which	
     ends	
     in	
     a	
     pair	
     of	
    
  wings	
    around	
    the	
    torch	
    flame.	
    
  59-­‐60	
    
  Simple	
    metal	
    cups	
    hold	
    smouldering	
    torches.	
    
  61-­‐62	
    
  A	
    full-­‐size	
    marble	
    bas-­‐relief	
    of	
    a	
    charioteer,	
    with	
    
  suns	
     instead	
     of	
     wheels,	
     lines	
     the	
     wall,	
     slots	
     for	
    
  torches	
    in	
    the	
    spokes.	
    (Light	
    from	
    torches	
    placed	
    
  here	
    is	
    considered	
    sunlight.)	
    
  63-­‐64	
    
  Four	
     torches	
     radiate	
     from	
     this	
     floor-­‐mounted	
    
  sconce,	
    one	
    pointing	
    in	
    each	
    cardinal	
    direction.	
    
  65-­‐66	
    
  Moisture	
    drips	
    down	
    the	
    walls,	
    reflecting	
    streaks	
    
  of	
    light,	
    and	
    causes	
    the	
    torches	
    to	
    hiss	
    and	
    spit	
    
  as	
    droplets	
    hit	
    the	
    flame.	
    	
    
  67-­‐68	
    
  Remnants	
     of	
     oil-­‐soaked	
     rags	
     lie	
     below	
     the	
    
  sconce,	
    something	
    having	
    ripped	
    apart	
    the	
    torch.	
    
  69-­‐70	
    
  The	
     torch	
     sconces	
     look	
     like	
     upside-­‐down	
    
  hollowed-­‐out	
     unicorn	
     horns,	
     but	
     a	
     closer	
    
  examination	
    reveals	
    they're	
    ceramic.	
    
  71-­‐72	
    
  An	
    eerie	
    green	
    flame	
    emanates	
    from	
    the	
    metal	
    
  torch,	
    its	
    head	
    full	
    of	
    alchemical	
    reagents.	
    
  73-­‐74	
    
  A	
    pile	
    of	
    smooth	
    river	
    stones	
    forms	
    a	
    small	
    base	
    
  that	
    precariously	
    holds	
    a	
    torch	
    upright.	
    
  75-­‐76	
    
  Insects	
     flit	
     around	
     the	
     torches,	
     occasionally	
    
  immolating	
    themselves	
    in	
    the	
    flame.	
    
  77-­‐78	
    
  Smoke	
     from	
     the	
     torches	
     fills	
     this	
     room,	
     making	
    
  your	
    eyes	
    water.	
    	
    
  79-­‐80	
    
  Marble	
    elephant	
    heads	
    hang	
    on	
    the	
    walls,	
    their	
    
  trunks	
    curling	
    up	
    to	
    hold	
    torches.	
    
  81-­‐82	
    
  The	
     bright	
     steel	
     torch	
     sconces	
     have	
     been	
    
  immaculately	
    cleaned.	
    
  83-­‐84	
    
  Smoke	
    from	
    the	
    torches	
    bears	
    an	
    acrid	
    stench.	
    
  85-­‐86	
    
  This	
    sconce,	
    woven	
    from	
    strips	
    of	
    iron,	
    looks	
    like	
    
  a	
    basket;	
    glimpses	
    of	
    torch	
    light	
    shining	
    through	
    
  the	
    staves	
    and	
    weavers.	
    
  87-­‐88	
    
  Bone	
     and	
     feather	
     fetishes,	
     superstitious	
     wards	
    
  against	
    misfortune,	
    hang	
    from	
    the	
    sconces.	
    
  89-­‐90	
    
  This	
     sconce	
     looks	
     like	
     it	
     will	
     still	
     hold	
     a	
     torch	
    
  despite	
     broken	
     shards	
     of	
     metal	
     jutting	
     out.	
    
  (Anyone	
     placing	
     a	
     torch	
     in	
     the	
     sconce	
     suffers	
    
  minor	
    damage.)	
    	
    
  91-­‐92	
    
  The	
     torch	
     holder	
     is	
     crafted	
     to	
     suggest	
     a	
     golden	
    
  goblet	
    full	
    of	
    fire.	
    
  93-­‐94	
    
  Dust	
    falling	
    into	
    the	
    torch	
    causes	
    it	
    to	
    flicker	
    with	
    
  blue	
    flame.	
    
  95-­‐99	
    
  Some	
    small	
    bird	
    or	
    rodent	
    has	
    built	
    a	
    nest	
    on	
    this	
    
  torch	
    sconce,	
    littering	
    the	
    floor	
    with	
    refuse.	
    
  100	
    
  Some	
     dirty	
     material	
     seems	
     to	
     cling	
     to	
     the	
     iron	
    
  sconce	
    in	
    this	
    chilly	
    room.	
    (The	
    material	
    is	
    a	
    small	
    
  piece	
     of	
     brown	
     mould	
     that	
     grows	
     to	
     a	
     5-­‐foot	
    
  patch	
    if	
    a	
    torch	
    is	
    placed	
    in	
    the	
    sconce.)	
    
  
  109	
    
  L E G E N D S  
  “Argh,”	
     caravan	
     master	
     Tur	
     Strohm	
     groaned.	
     “Ye	
     are	
     asking	
     a	
    
  steep	
     price	
     for	
     caravan	
     guarding.	
     It’s	
     true	
     what	
     they	
     say	
     ‘bout	
    
  adventurers.	
    Thieves	
    all!	
    Of	
    my	
    money!	
    Ah,	
    not	
    much	
    choice	
    for	
    
  me	
     though.	
     These	
     winter	
     the	
     hills	
     are	
     crawlin’	
     with	
     gobbo	
    
  buggers.	
    But,	
    seein’	
    yer	
    prices,	
    I	
    guess	
    you	
    saw	
    the	
    posts	
    as	
    well.”	
    
  	
    
  The	
     man	
     scratches	
     his	
     hairy	
     chin,	
     still	
     contemplating	
     the	
    
  offer,	
    when	
    the	
    tavern	
    door	
    opens	
    and	
    a	
    bunch	
    of	
    young	
    men	
    in	
    
  arms	
    struggle	
    inside.	
    They	
    are	
    battered	
    and	
    dirty.	
    One	
    clenches	
    
  his	
    shoulder,	
    insisting	
    to	
    his	
    companions	
    that	
    the	
    spreading	
    dark	
    
  red	
    spot	
    is	
    ‘merely	
    a	
    flesh	
    wound’.	
    They	
    stumble	
    to	
    the	
    bar,	
    one	
    
  of	
    them	
    ordering	
    the	
    cheap	
    beer	
    and	
    counting	
    out	
    what	
    seems	
    to	
    
  be	
    his	
    last	
    coin.	
    
  	
    
  Tur	
    catches	
    the	
    hurt	
    one’s	
    eye,	
    and	
    shakes	
    his	
    head.	
    	
    
  	
    
  “I	
     see	
     lots	
     of	
     people	
     read	
     those	
     posts.	
     More	
     fools	
     to	
     go	
     a-­‐
  hunting	
    the	
    hills,	
    trying	
    to	
    catch	
    a	
    gobo	
    with	
    its	
    gold.	
    Fools.“	
    
  	
    
  He	
     shouts	
     the	
     last	
     word	
     into	
     the	
     tavern,	
     eliciting	
     annoyed	
    
  gazes	
    from	
    the	
    adventurers	
    and	
    amused	
    looks	
    from	
    the	
    rest.	
    
  	
    
  “Fool!	
     Is	
     no	
     gobo	
     that	
     has	
     any	
     gold!	
     Ever	
     heard	
     a	
     famous	
    
  story	
    ‘bout	
    a	
    gobbo	
    and	
    his	
    gold?	
    ‘Course	
    not!”	
     	
    
  	
    
  He	
    turns	
    again	
    to	
    the	
    deal,	
    ignoring	
    the	
    angry	
    stare	
    aimed	
    at	
    
  his	
    back.	
    His	
    eyebrows	
    perk	
    up.	
    
  	
    
  “Ah,	
     I	
     see	
     in	
     your	
     eyes	
     you’ve	
     been	
     considerin’	
     it	
     too,	
     eh?	
    
  Maybe	
     better	
     take	
     to	
     the	
     hills	
     and	
     hunt	
     gobbos	
     than	
     take	
    
  Strohm’s	
    money	
    for	
    boring	
    caravan	
    duty?	
    Let	
    me	
    tell	
    you,	
    then:	
    if	
    
  there	
    ain’t	
    no	
    story	
    to	
    be	
    told	
    about	
    a	
    place	
    –	
    and	
    there	
    
  ain’t	
     nothin’	
     to	
     say	
     about	
     gobbos	
     -­‐	
     there	
     ain’t	
    
  anything	
    worth	
    finding.	
    
  	
    
  Nay,	
    there	
    be	
    better	
    places	
    to	
    raid,	
    I	
    can	
    tell	
    
  ye.	
    I	
    know	
    a	
    tale	
    or	
    two,	
    hear	
    them	
    plenty	
    on	
    
  the	
    road.	
    There‘s	
    this	
    castle	
    where	
    ye’ll	
    find	
    a	
    
  woman	
    whose	
    gaze	
    can	
    turn	
    ye	
    to	
    ice,	
    and	
    I	
    
  know	
    hills	
    where	
    the	
    critters	
    spring	
    from	
    the	
    
  rocks	
     themselves,	
     and...	
     ah,	
     what	
     am	
     I	
    
  bawlin’.	
    We	
    were	
    negotiatin’	
    a	
    price.	
    
  	
    
  Or...	
    are	
    ye	
    interested?	
    I	
    can	
    see	
    the	
    
  hunger	
    for	
    adventure	
    in	
    yer	
    eyes.	
    Want	
    
  ta	
    know	
    more,	
    eh?	
    
  	
    
  Hmmm.	
    	
    
  	
    
  Well,	
     I	
     might	
     just	
     want	
     to	
    
  share	
     a	
     few	
     tales	
     on	
     some	
    
  of	
     these	
     places	
     when	
     we	
    
  are	
     on	
     the	
     road.	
     Could	
    
  even	
    drop	
    a	
    hint	
    where	
    you	
    
  can	
    find	
    them...	
    
  	
    
  Ya	
    know.	
    
  	
    
  If	
     I	
     would	
     want	
     to	
     hire	
    
  you...	
    
  	
    
  Now	
    about	
    that	
    askin’	
    price...”	
    
  Contained	
    on	
    the	
    following	
    pages	
    are	
    fifty	
    legends,	
    divided	
    into	
    
  five	
    categories:	
    
  § 
  Lost	
     Treasures:	
     Dungeons	
     are	
     famed	
     for	
     lost	
     treasures.	
    
  Rumours	
    of	
    such	
    treasures	
    abound	
    about	
    almost	
    all	
    dungeons.	
    
  § 
  Famed	
     Adventurers:	
     Sometimes	
     as	
     famous	
     as	
     the	
     dungeons	
    
  themselves,	
    the	
    adventurers	
    that	
    dare	
    their	
    depths	
    are	
    heroic	
    
  figures.	
    Use	
    this	
    section	
    to	
    provide	
    details	
    of	
    those	
    who	
    have	
    
  preceded	
    the	
    PCs.	
    
  § 
  Dungeon	
     Features:	
     Sometimes	
     a	
     dungeon	
     is	
     famed	
     for	
     a	
    
  particularly	
     location	
     within	
     or	
     nearby.	
     These	
     legends	
     provide	
    
  details	
    of	
    such	
    locales.	
    
  § 
  Dungeon	
    Inhabitants:	
    A	
    dungeon’s	
    inhabitants	
    often	
    go	
    a	
    long	
    
  way	
     toward	
     setting	
     the	
     flavour	
     and	
     tone	
     of	
     the	
     place.	
     Most	
    
  dungeons	
    only	
    have	
    one	
    (or	
    at	
    most	
    a	
    few)	
    famed	
    residents.	
    	
    
  § 
  Events	
    &	
    Deeds:	
    As	
    dungeons	
    attract	
    adventurers	
    like	
    corpses	
    
  attract	
     flies,	
     they	
     are	
     often	
     the	
     site	
     of	
     heroic	
     (or	
     nefarious)	
    
  actions.	
    	
    
  Each	
     legend	
     is	
     presented	
     as	
     a	
     brief	
     text,	
     which	
     can	
     be	
     easily	
    
  inserted	
    in	
    a	
    GM’s	
    campaign	
    as	
    a	
    tavern	
    tale,	
    scrap	
    of	
    bardic	
    lore	
    
  or	
    sage’s	
    research.	
    The	
    veracity	
    of	
    each	
    legend	
    is,	
    of	
    course,	
    up	
    
  to	
    the	
    GM.	
    
  	
    
  Each	
     legend	
     describes	
     an	
     event	
     in	
     the	
     past	
     tied	
     to	
     an	
    
  adventure	
    locale.	
    Although	
    each	
    legend	
    includes	
    names	
    
  or	
    locales	
    and	
    personas,	
    the	
    GM	
    may	
    want	
    to	
    tweak	
    
  these	
    to	
    better	
    suit	
    his	
    campaign.	
    
  	
    
  A	
    GM	
    can	
    use	
    the	
    ideas	
    herein	
    to	
    add	
    flavour	
    
  to	
     an	
     adventure	
     locale,	
     or	
     to	
     flesh	
     out	
     an	
    
  encounter	
     involving	
     the	
     legend.	
     They	
     can	
     even	
    
  serve	
     as	
     the	
     hook	
     into	
     a	
     minor	
     side	
     trek	
     or	
    
  subplot.	
    Let	
    the	
    PCs	
    try	
    to	
    find	
    one	
    of	
    the	
    rare	
    
  hawks	
     bred	
     by	
     the	
     Dregons,	
     deal	
     with	
     the	
    
  opposition	
    hammer	
    as	
    it	
    falls	
    into	
    their	
    hands,	
    
  find	
    out	
    that	
    the	
    gold	
    of	
    their	
    last	
    adventure	
    
  belongs	
    to	
    the	
    dragon	
    Sosshalithibar	
    or	
    get	
    
  infiltrated	
    by	
    Blind	
    the	
    spymaster.	
    
  	
    
  	
    
  	
    
  
  110	
    
  L E G E N D S :  L O S T  T R E A S U R E S  
  Dungeons	
     are	
     famed	
     for	
     lost	
     treasures.	
     Rumours	
     of	
     such	
    
  treasures	
    abound	
    about	
    almost	
    all	
    dungeons.	
    
  D20	
    
  	
    
  1	
    
  Inner	
     Mirror:	
     This	
     mirror	
     was	
     cursed	
     to	
     show	
     you	
    
  your	
    true	
    self.	
    All	
    your	
    virtues,	
    flaws	
    and	
    faults	
    are	
    
  tallied	
    up	
    and	
    reflected	
    in	
    its	
    surface.	
    Few	
    can	
    stand	
    
  what	
     they	
     see.	
     If	
     one	
     is	
     especially	
     vile,	
     the	
     image	
    
  may	
     even	
     come	
     alive	
     and	
     leave	
     the	
     mirror,	
     to	
    
  destroy	
     what	
     it	
     perceives	
     to	
     be	
     a	
     threat	
     to	
     the	
    
  world.	
     When	
     its	
     last	
     owner	
     died	
     after	
     seeing	
     his	
    
  reflection,	
     the	
     mirror	
     was	
     covered	
     up	
     and	
     hidden	
    
  away,	
    deep	
    below	
    in	
    the	
    dungeons.	
    
  2	
    
  Dragon’s	
     Gold:	
     The	
     dragon	
     Sosshalithibar,	
     awake	
    
  after	
     a	
     sleep	
     of	
     decades,	
     is	
     scouring	
     the	
     land,	
    
  looking	
    for	
    gold	
    coins	
    taken	
    from	
    her	
    hoard	
    during	
    
  her	
     “nap.”	
     “Sosh,”	
     as	
     she	
     is	
     also	
     called,	
     can	
     track	
    
  each	
     coin,	
     due	
     to	
     an	
     enchantment	
     with	
     which	
     she	
    
  imbues	
    all	
    her	
    treasure.	
    She	
    is	
    ruthless	
    and	
    kills	
    all	
    
  that	
    own	
    what	
    is	
    hers,	
    even	
    though	
    the	
    coins	
    have	
    
  already	
     passed	
     through	
     many	
     hand	
     and	
     now	
     fill	
    
  pockets	
    of	
    men	
    throughout	
    the	
    lands.	
    (The	
    PCs	
    may	
    
  even	
    be	
    carrying	
    some	
    of	
    the	
    gold	
    and	
    may	
    have	
    a	
    
  sudden	
    encounter	
    with	
    an	
    angry	
    dragon!)	
    
  3	
    
  Bark:	
    The	
    bark	
    of	
    the	
    Pledwood	
    tree	
    has	
    the	
    magical	
    
  ability	
     to	
     undo	
     the	
     ravages	
     of	
     old	
     age,	
     curing	
    
  arthritis,	
     brittle	
     bones	
     and	
     loss	
     of	
     eyesight.	
     As	
     a	
    
  result,	
     most	
     Pledwood	
     trees	
     have	
     long	
     since	
     been	
    
  chopped	
    down.	
    A	
    few	
    are	
    believed	
    to	
    exist,	
    far	
    from	
    
  civilized	
    lands,	
    guarded	
    by	
    treants	
    .	
    
  4	
    
  Peace	
    Keeper:	
    Hovering	
    on	
    the	
    bridge	
    spanning	
    the	
    
  Grunflow	
    hovers	
    a	
    blade,	
    left	
    there	
    by	
    a	
    priest	
    who	
    
  got	
    tired	
    of	
    the	
    dungeon’s	
    denizens	
    fighting	
    over	
    the	
    
  river.	
     Peace	
     Keeper	
     fights	
     on	
     its	
     own,	
     disarming	
    
  anyone	
    who	
    carries	
    a	
    weapon	
    onto	
    the	
    bridge,	
    and	
    
  parrying	
     any	
     attacks	
     made	
     against	
     those	
     in	
     its	
    
  vicinity.	
    It	
    never	
    strikes	
    to	
    harm.	
    So	
    far	
    nobody	
    has	
    
  tried	
     taking	
     the	
     weapon	
     for	
     themselves	
     –	
     for	
     who	
    
  wants	
    a	
    blade	
    that	
    stops	
    you	
    fighting?	
    
  5	
    
  Opposition	
     Hammer:	
     This	
     flawed	
     attempt	
     at	
     an	
    
  intelligent	
     warhammer	
     takes	
     on	
     the	
     opposite	
    
  alignment	
     of	
     whoever	
     wields	
     it.	
     Whether	
     it	
     is	
    
  actually	
     intelligent,	
     or	
     whether	
     the	
     bearer	
     simply	
    
  hears	
    her	
    own	
    insane	
    voice	
    reflected	
    back	
    to	
    her	
    is	
    
  unknown.	
    The	
    hammer	
    always	
    opposes	
    its	
    wearer,	
    
  and	
     is	
     wielded	
     with	
     great	
     difficulty.	
     It	
     is,	
     for	
     some	
    
  reason,	
     the	
     prized	
     item	
     of	
     a	
     hobgoblin	
     tribe.	
     Their	
    
  champion	
    wields	
    it	
    in	
    battle.	
    
  6	
    
  Glamour	
     Gem:	
     This	
     gem,	
     set	
     in	
     a	
     silver	
     periapt,	
    
  enhances	
    the	
    wearer’s	
    ability	
    to	
    create	
    illusions,	
    but	
    
  also	
     compels	
     the	
     wearer	
     to	
     believe	
     its	
     own	
    
  creations.	
    The	
    gem’s	
    creator	
    lived	
    in	
    a	
    castle	
    formed	
    
  of	
    the	
    most	
    brilliant	
    illusions,	
    crowded	
    with	
    friends	
    
  that	
     were	
     not	
     really	
     there,	
     and	
     eating	
     fantastic	
    
  meals	
    that	
    did	
    not	
    exist.	
    He	
    starved	
    to	
    death.	
    
  7	
    
  Chronicling	
    Quill:	
    This	
    quill	
    was	
    enchanted	
    by	
    a	
    lich	
    
  to	
     record	
     its	
     thoughts,	
     so	
     that	
     it	
     might	
     reflect	
     on	
    
  them	
    later.	
    Now,	
    centuries	
    later,	
    the	
    lich	
    has	
    left	
    our	
    
  world	
     for	
     other	
     planes,	
     but	
     the	
     quill	
     yet	
     writes.	
     It	
    
  covers	
    the	
    walls	
    in	
    the	
    lich’s	
    lair	
    with	
    its	
    scribbling	
    –	
    
  dark,	
     nightmarish	
     thoughts	
     that	
     may	
     drive	
     the	
    
  reader	
    insane.	
    	
    
  8	
    
  Wishing	
     Ring:	
     The	
     Empty	
     Keep	
     was	
     once	
     foolishly	
    
  wished	
    into	
    being	
    by	
    a	
    merchant	
    who	
    had	
    come	
    into	
    
  the	
     possession	
     of	
     a	
     wish-­‐granting	
     ring.	
     When	
     the	
    
  people	
    of	
    the	
    valley	
    entered	
    the	
    keep,	
    they	
    found	
    it	
    
  empty.	
    Legends	
    say	
    that	
    if	
    you	
    dig	
    deep	
    enough,	
    you	
    
  will	
     find	
     the	
     merchant	
     –	
     buried	
     under	
     the	
     tons	
     of	
    
  stone	
    foundations	
    he	
    wished	
    into	
    being,	
    the	
    wishing	
    
  ring	
     still	
     on	
     his	
     finger.	
     The	
     keep	
     was	
     abandoned	
     –	
    
  such	
    a	
    magical	
    place	
    was	
    bound	
    to	
    bring	
    bad	
    luck	
    to	
    
  those	
    dwelling	
    within	
    and	
    locals	
    used	
    its	
    stones	
    to	
    
  build	
    their	
    homes.	
    Now,	
    nothing	
    but	
    the	
    cellars	
    and	
    
  the	
    stub	
    of	
    the	
    inner	
    keep	
    remain.	
    	
    
  9	
    
  Bread	
     Basket:	
     Lady	
     Du	
     Pon	
     dressed	
     her	
     banquets	
    
  with	
    a	
    wicker	
    basket	
    that	
    continually	
    produces	
    fresh	
    
  bread	
    rolls.	
    The	
    basket	
    was	
    the	
    gift	
    of	
    a	
    wise	
    woman	
    
  from	
     the	
     Black	
     Spar	
     Forest.	
     A	
     rival	
     noble	
     stole	
     the	
    
  basket,	
    but	
    when	
    she	
    subsequently	
    presented	
    it	
    at	
    
  her	
    own	
    feasts,	
    any	
    who	
    ate	
    of	
    it	
    were	
    turned	
    into	
    
  vermin	
     –	
     with	
     the	
     noble	
     herself	
     turned	
     into	
     a	
    
  bloated	
     half-­‐spider/half-­‐woman.	
     Only	
     recovering	
    
  the	
     basket	
     and	
     presenting	
     it	
     to	
     the	
     Du	
     Pon	
    
  descendants	
    removes	
    this	
    curse.	
    
  10	
    
  Caftan	
     of	
     Many	
     Pockets:	
     A	
     travelling	
     mage	
     is	
    
  rumoured	
     to	
     own	
     a	
     coat	
     with	
     nine	
     pockets	
     that	
    
  reach,	
     through	
     miniature	
     portals,	
     into	
     nine	
     chests.	
    
  Anything	
     put	
     into	
     a	
     pocket	
     enters	
     a	
     chest,	
     and	
    
  through	
    the	
    pocket,	
    anything	
    inside	
    the	
    chest	
    can	
    be	
    
  drawn	
    out.	
    Nobody	
    knows	
    where	
    these	
    chests	
    are,	
    
  though	
    one	
    seems	
    to	
    be	
    in	
    the	
    possession	
    of	
    a	
    fruit	
    
  merchant,	
    as	
    its	
    corresponding	
    pocket	
    always	
    yields	
    
  fresh	
    bananas.	
    Another	
    may	
    be	
    located	
    underwater	
    
  as	
    when	
    opened	
    salt	
    water	
    trickles	
    forth.	
    
  11	
    
  Potion	
     of	
     Permanent	
     Invisibility:	
     A	
     potion	
     exists	
    
  that	
     makes	
     the	
     drinker	
     permanently	
     invisible	
     and	
    
  inaudible.	
    Those	
    who	
    drink	
    it	
    can	
    only	
    be	
    seen	
    as	
    a	
    
  faint	
     shadow	
     when	
     cast	
     in	
     candlelight,	
     and	
     cannot	
    
  be	
     heard	
     at	
     all.	
     Three	
     flasks	
     were	
     made,	
     and	
     one	
    
  was	
    drunk	
    by	
    the	
    foolish	
    noble	
    who	
    commissioned	
    
  them.	
    He	
    has	
    since	
    gone	
    mad	
    from	
    solitude	
    and	
    his	
    
  mansion	
     has	
     fallen	
     in	
     ruins.	
     The	
     two	
     remaining	
    
  potions	
    still	
    lie	
    inside,	
    guarded	
    by	
    the	
    mad	
    noble.	
    
  12	
    
  Axe:	
    Tales	
    abound	
    of	
    a	
    broadaxe,	
    once	
    used	
    by	
    the	
    
  lumberjack	
     Corale	
     to	
     kill	
     his	
     partner	
     –	
     who	
    
  incidentally	
     happened	
     to	
     be	
     the	
     secret	
     lover	
     of	
    
  Corale’s	
     wife.	
     The	
     broadaxe	
     is	
     now	
     tainted	
     by	
    
  murder	
     and	
     lusts	
     for	
     blood.	
     Many	
     a	
     man	
     wielding	
    
  the	
    axe	
    has	
    “accidentally”	
    cut	
    off	
    his	
    own	
    leg	
    or	
    arm.	
    
  It	
    disappeared	
    a	
    year	
    ago,	
    after	
    a	
    logging	
    expedition	
    
  from	
    which	
    none	
    of	
    the	
    lumberjacks	
    returned	
    alive.	
    
  
  111	
    
  13	
    
  Diary:	
    In	
    her	
    youth,	
    Angila	
    Playne	
    set	
    down	
    all	
    her	
    
  thoughts	
     and	
     life’s	
     events	
     in	
     tiny	
     writing	
     in	
     a	
     red	
    
  notebook	
     the	
     size	
     of	
     a	
     butcher’s	
     hand.	
     The	
     notes	
    
  were	
     lost	
     when	
     the	
     family	
     was	
     forced	
     to	
     sell	
     their	
    
  ancestral	
    
  home	
    
  after	
    
  the	
    
  family	
    
  patriarch	
    
  unexpectedly	
    died	
    in	
    his	
    sleep.	
    Now,	
    old	
    and	
    infirm,	
    
  she	
     seeks	
     these	
     notes,	
     according	
     to	
     her,	
     for	
    
  emotional	
     reasons,	
     but	
     some	
     say	
     it	
     may	
     contain	
    
  hints	
     to	
     treasure	
     the	
     Playne	
     patriarch	
     hid	
     shortly	
    
  before	
    his	
    death.	
    
  14	
    
  Magic	
    Armour:	
    The	
    magical,	
    gilded	
    armour	
    of	
    Lady	
    
  Knight	
     Mermar	
     Hesculot	
     is	
     famous	
     not	
     only	
     for	
     its	
    
  splendour,	
     but	
     for	
     its	
     reputation	
     of	
     turning	
     away	
    
  even	
     the	
     heaviest	
     blow.	
     This	
     did	
     not	
     protect	
     her	
    
  when	
     she	
     was	
     dropped	
     –	
     quite	
     undignified	
     –	
    
  through	
    a	
    trapdoor	
    in	
    the	
    sewers	
    under	
    the	
    Glazen	
    
  Eye’s	
    thieves	
    guild,	
    where	
    she	
    was	
    eaten	
    alive	
    by	
    an	
    
  otyugh	
    of	
    monstrous	
    proportions.	
    Many	
    –	
    including	
    
  the	
     thieves	
     –	
     have	
     descended	
     into	
     the	
     stinking	
    
  sludge	
    to	
    recover	
    the	
    armour,	
    and,	
    of	
    course,	
    none	
    
  of	
    them	
    has	
    ever	
    returned.	
    
  15	
    
  Whispering	
     Blade:	
     Word	
     goes	
     of	
     a	
     blade	
     once	
    
  crafted	
    for	
    a	
    Shadowcrafter	
    assassin,	
    imbued	
    with	
    a	
    
  cunning	
     intellect	
     and	
     the	
     ability	
     to	
     adapt	
     form.	
     It	
    
  speaks	
     in	
     a	
     whispering	
     voice	
     and	
     gives	
     unwanted	
    
  advice	
    on	
    stealth	
    and	
    assassination.	
    It	
    disappeared	
    
  mysteriously	
     after	
     its	
     owner	
     was	
     caught	
     in	
     the	
    
  baroness’	
     bedroom,	
     having	
     just	
     driven	
     the	
     blade	
    
  through	
    her	
    skull.	
    	
    
  16	
    
  Bronze	
     Dragon:	
     Veldirys	
     “Gearhands”	
     is	
     known	
     as	
    
  the	
     clockwork	
     mage,	
     for	
     he	
     created	
     many	
     magical	
    
  artifacts	
    that	
    moved	
    through	
    springs	
    and	
    fine	
    gears.	
    
  The	
    finest	
    item	
    he	
    made	
    was	
    an	
    animated	
    miniature	
    
  dragon	
     of	
    bronze.	
    He	
    imbued	
    it	
    with	
    an	
    elemental	
    
  spirit,	
     and	
     bound	
     it	
     to	
     himself	
     as	
     a	
     familiar.	
    
  Gearhands	
    is	
    dead	
    –	
    or	
    so	
    they	
    say,	
    but	
    that	
    bronze	
    
  dragon	
    yet	
    exists.	
    It	
    resides	
    in	
    Gearhand’s	
    sanctuary,	
    
  hidden	
    in	
    the	
    planes,	
    where	
    it	
    awaits	
    a	
    person	
    that	
    
  can	
    pass	
    the	
    tests	
    to	
    become	
    its	
    new	
    master.	
    
  17	
    
  Gloves	
    and	
    Shoes:	
    This	
    set	
    of	
    gloves	
    and	
    shoes	
    are	
    
  both	
    crafted	
    from	
    the	
    skin	
    of	
    a	
    night	
    panther.	
    They	
    
  are	
     unstable	
     when	
     worn	
     apart,	
     but	
     worn	
     together	
    
  grant	
    the	
    power	
    to	
    walk	
    through	
    walls.	
    Care	
    is	
    to	
    be	
    
  taken	
     not	
     to	
     wear	
     them	
     apart.	
     Two	
     adventurers	
    
  took	
     that	
     gamble	
     once,	
     and	
     they	
     unexpectedly	
    
  turned	
     solid	
     escaping	
     an	
     oubliette	
     by	
     walking	
    
  through	
     a	
     wall	
     together	
     –	
     one	
     wearing	
     the	
     gloves,	
    
  the	
     other	
     the	
     boots.	
     Nobody	
     has	
     retrieved	
     those	
    
  items,	
    and	
    of	
    course	
    to	
    do	
    so	
    you	
    have	
    to	
    find	
    a	
    way	
    
  to	
    enter	
    a	
    ten-­‐foot	
    thick	
    stone	
    wall.	
    
  18	
    
  Bag	
     of	
     Holding:	
     Dalfyn	
     Rags	
     was	
     an	
     amazingly	
    
  successful	
    thief,	
    who	
    made	
    quite	
    a	
    few	
    scores	
    in	
    his	
    
  life.	
    Less	
    popular	
    with	
    adventurers:	
    he	
    was	
    known	
    to	
    
  steal	
    away	
    the	
    treasure	
    from	
    under	
    the	
    noses	
    of	
    his	
    
  fellows.	
     He	
     kept	
     all	
     this	
     treasure	
     in	
     a	
     magical	
     but	
    
  unassuming	
     purse.	
     He	
     guarded	
     the	
     purse	
     like	
     a	
    
  hawk,	
    claiming	
    everyone	
    was	
    out	
    for	
    his	
    money.	
    He	
    
  may	
    have	
    been	
    right	
    –	
    he	
    met	
    with	
    an	
    “unfortunate	
    
  accident”	
    on	
    his	
    last	
    adventure.	
    His	
    fellows	
    claimed	
    
  all	
    his	
    valuables	
    for	
    themselves,	
    but	
    couldn’t	
    find	
    the	
    
  purse.	
    Dalfyn	
    must	
    have	
    hidden	
    it	
    shortly	
    before	
    his	
    
  death.	
     If	
     anyone	
     found	
     that	
     purse,	
     they	
     would	
     be	
    
  rich	
    –	
    if	
    they	
    can	
    hold	
    off	
    those	
    who	
    feel	
    they	
    have	
    a	
    
  claim	
    to	
    it.	
    
  19	
    
  Magical	
     Doo-­‐Dahs:	
     Durkon	
     Burrowforge	
     was	
     a	
    
  dwarf	
    hero,	
    famous	
    for	
    his	
    red	
    beard,	
    that	
    reached	
    
  to	
    his	
    knees.	
    “Burrow”	
    as	
    he	
    was	
    named,	
    wove	
    all	
    
  manner	
    of	
    magical	
    trinkets	
    in	
    his	
    beard.	
    He	
    was	
    said	
    
  to	
     have	
     the	
     “most	
     expensive	
     hair”	
     in	
     the	
     realm.	
    
  Unfortunately,	
    Burrow	
    met	
    his	
    end	
    when	
    he	
    choose	
    
  the	
    wrong	
    side	
    in	
    the	
    siege	
    of	
    The	
    Free	
    Halls	
    (now	
    
  known	
     as	
     “The	
     Held	
     Halls.”	
     As	
     with	
     all	
     rebels,	
     his	
    
  head	
     was	
     taken	
     off	
     his	
     shoulders	
     and	
     mounted	
    
  above	
    the	
    gate	
    –	
    beard	
    and	
    all.	
    	
    
  20	
    
  Staff:	
    One	
    of	
    the	
    most	
    sought-­‐after	
    magical	
    items	
    is	
    
  T’Hkoiden’s	
     Staff.	
     It’s	
     an	
     unassuming	
     wooden	
    
  branch,	
     of	
     the	
     kind	
     most	
     would	
     toss	
     on	
     a	
     fire	
    
  without	
     thought.	
     Unassuming,	
     but	
     it	
     conveys	
     the	
    
  power	
     to	
     talk	
     to	
     and	
     control	
     plants.	
     Even	
     more	
    
  important	
    is	
    the	
    status	
    it	
    brings.	
    Druids	
    from	
    all	
    over	
    
  the	
     realm	
     would	
     give	
     an	
     arm	
     to	
     gain	
     that	
     staff.	
     It	
    
  predates	
     the	
     age	
     of	
     man	
     –	
     which	
     the	
     druids	
     claim	
    
  may	
    explain	
    its	
    lack	
    of	
    customary	
    adornments.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  
  112	
    
  L E G E N D S :  F A M E D  A D V E N T U R E R S  
  Sometimes	
     as	
     famous	
     as	
     the	
     dungeons	
     themselves,	
     the	
    
  adventurers	
     that	
     dare	
     their	
     depths	
     are	
     heroic	
     figures.	
     Use	
     this	
    
  section	
    to	
    provide	
    details	
    of	
    those	
    who	
    preceded	
    the	
    PCs.	
    
  D20	
    
  	
    
  1	
    
  The	
    Barbarian:	
    No	
    door	
    nor	
    gate	
    can	
    stop	
    Durn	
    the	
    
  Strong,	
     who	
     batters	
     them	
     down	
     or	
     rips	
     out	
     the	
    
  portcullis.	
     One	
     mage	
     had	
     the	
     door	
     to	
     his	
     tower	
    
  especially	
    re-­‐enforced	
    to	
    stop	
    Durn,	
    who	
    was	
    after	
    
  him	
    for	
    the	
    death	
    of	
    a	
    friend.	
    When	
    Durn	
    couldn’t	
    
  break	
     down	
     the	
     door,	
     and	
     after	
     being	
     hit	
     by	
     the	
    
  door’s	
     magic	
     wards	
     seven	
     times,	
     he	
     instead	
     tore	
    
  through	
    the	
    wall	
    and	
    pressed	
    the	
    mage	
    against	
    his	
    
  own	
     gate,	
     whose	
     wards	
     fried	
     him	
     to	
     a	
     crisp.	
     The	
    
  hole	
    in	
    the	
    wall	
    is	
    still	
    there	
    –	
    next	
    to	
    the	
    gate,	
    still	
    
  unopened,	
    unlocked	
    and	
    with	
    its	
    wards	
    functioning.	
    
  2	
    
  The	
     Burglar:	
     Kayla	
     of	
     Endwick	
     is	
     a	
     member	
     of	
     the	
    
  Night	
     Owls,	
     a	
     group	
     of	
     burglars.	
     She	
     accepts	
     any	
    
  challenge,	
     and	
     only	
     ever	
     failed	
     once.	
     When	
     out	
     to	
    
  steal	
    the	
    Drin	
    Diamond,	
    she	
    walked	
    into	
    a	
    magical	
    
  rope	
     trap,	
     that	
     constricted	
     and	
     strangled	
     her	
     until	
    
  she	
     lost	
     consciousness.	
     The	
     mage	
     that	
     found	
     her	
    
  gave	
    her	
    a	
    beating,	
    shaved	
    off	
    her	
    beautiful	
    hair	
    and	
    
  set	
     her	
     free,	
     promising	
     death	
     should	
     she	
     ever	
    
  return.	
     The	
     hair	
     he	
     used	
     to	
     replace	
     the	
     rope	
     that	
    
  was	
    broken	
    when	
    Kayla	
    set	
    off	
    the	
    trap.	
    Kayla	
    keeps	
    
  her	
    head	
    shaven,	
    having	
    vowed	
    to	
    not	
    re-­‐grow	
    her	
    
  hair	
     until	
     she	
     has	
     succeeded	
     in	
     obtaining	
     the	
    
  diamond.	
    
  3	
    
  The	
    Spy:	
    “Blind”	
    is	
    a	
    doppelganger	
    who	
    works	
    as	
    a	
    
  spymaster	
    for	
    the	
    king.	
    Blind’s	
    task	
    is	
    to	
    keep	
    tabs	
    
  on	
     adventurers.	
     To	
     learn	
     what	
     he	
     wants,	
     he	
    
  temporarily	
     replaces	
     adventurers	
     in	
     a	
     group	
     –	
    
  making	
    sure	
    the	
    person	
    he	
    replaces	
    is	
    occupied	
    for	
    
  an	
    extended	
    period	
    of	
    time.	
    Once	
    he	
    has	
    learned	
    all	
    
  he	
    can,	
    he	
    leaves,	
    before	
    the	
    original’s	
    return.	
    Blind	
    
  is	
     so	
     skilled,	
     that	
     some	
     adventurer	
     bands	
     never	
    
  realized	
    he	
    replaced	
    one	
    of	
    their	
    number.	
    
  4	
    
  Rival	
     Adventurers:	
     The	
     War	
     Dogs	
     are	
     a	
     famous	
    
  adventuring	
     band	
     –	
     having	
     claimed	
     quite	
     a	
     few	
    
  monster	
     kills	
     and	
     treasure	
     hunts.	
     Bad	
     tongues	
    
  however	
    say	
    the	
    Dogs	
    acquire	
    their	
    fame	
    by	
    hunting	
    
  other	
    adventurers	
    –	
    and	
    ambushing	
    them	
    once	
    the	
    
  hard	
    work	
    has	
    been	
    done.	
    Many	
    question	
    if	
    any	
    of	
    
  the	
    deeds	
    they	
    claim	
    are	
    even	
    theirs,	
    but	
    then	
    again,	
    
  none	
    can	
    be	
    found	
    to	
    claim	
    otherwise.	
    
  5	
    
  The	
     Seductress:	
     If	
     you	
     visit	
     the	
     better	
     taverns	
     in	
    
  town,	
    you	
    may	
    meet	
    Ley	
    Blude,	
    a	
    comely	
    lass	
    who	
    
  has	
     a	
     thing	
     for	
     adventurers.	
     Be	
     warned	
     –	
     if	
     you	
    
  spare	
    her	
    even	
    a	
    glance	
    you	
    may	
    be	
    stuck	
    with	
    her	
    
  for	
    the	
    rest	
    of	
    the	
    evening.	
    Maybe	
    you	
    do	
    not	
    mind	
    
  her	
     attentions,	
     but	
     be	
     warned:	
     Ley	
     knows	
     how	
     to	
    
  wiggle	
     information	
     out	
     of	
     those	
     she	
     beds	
     and	
     she	
    
  knows	
     how	
     to	
     turn	
     her	
     newfound	
     knowledge	
     into	
    
  cold,	
    hard	
    cash.	
    
  6	
    
  The	
    Bard:	
    Joran	
    Du’Noyn	
    has	
    a	
    voice	
    like	
    nails	
    on	
    a	
    
  blackboard.	
     He	
     sings	
     loudly,	
     off-­‐key	
     and,	
     most	
    
  annoyingly,	
     often.	
     Still,	
     he	
     is	
     popular	
     with	
    
  adventurers	
    as	
    a	
    guide,	
    since	
    his	
    knowledge	
    of	
    the	
    
  region	
     and	
     its	
     history	
     is	
     unparalleled.	
     Invariably,	
    
  though,	
     adventurers	
     get	
     tired	
     of	
     Joran,	
     When	
     the	
    
  music	
     becomes	
     too	
     much,	
     he	
     is	
     kicked	
     out	
     of	
     the	
    
  group	
    –	
    sometimes	
    quite	
    forcibly.	
    
  7	
    
  The	
     Bone	
     Man:	
     His	
     name	
     is	
     Sebal,	
     but	
     he	
     is	
     only	
    
  referred	
    to	
    as	
    the	
    “Bone	
    Man.”	
    Years	
    ago,	
    he	
    killed	
    
  an	
    old	
    woman	
    who	
    he	
    mistook	
    for	
    a	
    hag	
    due	
    to	
    her	
    
  ragged	
    looks.	
    She	
    cursed	
    him	
    with	
    her	
    dying	
    breath,	
    
  so	
    that	
    others	
    would	
    see	
    him	
    as	
    a	
    monster,	
    just	
    as	
    
  he	
    had	
    seen	
    her.	
    His	
    flesh	
    turned	
    invisible,	
    and	
    now	
    
  all	
    one	
    can	
    see	
    are	
    his	
    bones	
    –	
    a	
    walking	
    skeleton.	
    
  He	
     now	
     seeks	
     a	
     cure,	
     but	
     travels	
     alone,	
     bereft	
     of	
    
  normal	
    contact	
    with	
    his	
    fellow	
    men.	
    	
    
  8	
    
  The	
    Duelist:	
    Anyone	
    in	
    shining	
    armour	
    be	
    warned..	
    
  Jors,	
     a	
     farm	
     hand	
     with	
     delusions	
     of	
     grandeur,	
    
  challenges	
     anyone	
     that	
     he	
     deems	
     “of	
     proper	
    
  stature”	
    to	
    a	
    duel,	
    and	
    he	
    does	
    not	
    take	
    no	
    for	
    an	
    
  answer.	
    Wielding	
    an	
    old	
    rusty	
    blade	
    that	
    he	
    claims	
    is	
    
  a	
    “family	
    heirloom,”	
    he	
    has	
    seen	
    more	
    fights	
    than	
    a	
    
  watchman	
    in	
    Undercrag	
    –	
    though	
    so	
    far	
    he	
    has	
    lost	
    
  every	
    one	
    of	
    them.	
    It’s	
    a	
    wonder	
    he	
    is	
    still	
    alive.	
    
  9	
    
  The	
     Thief:	
     I	
     hear	
     her	
     real	
     name	
     is	
     Aimy,	
     but	
    
  everyone	
    calls	
    her	
    “Titmouse,”	
    for	
    her	
    hair	
    and	
    the	
    
  way	
     she	
     blends	
     in	
     the	
     crowd.	
     Her	
     target?	
    
  Adventurers,	
    I	
    hear.	
    She	
    is	
    so	
    deft	
    with	
    her	
    fingers	
    
  she	
    can	
    steal	
    your	
    underwear	
    without	
    you	
    noticing.	
    
  Quite	
    a	
    few	
    heroes	
    have	
    found	
    themselves	
    bereft	
    of	
    
  gold	
     and	
     jewels	
     after	
     a	
     slight	
     bump	
     in	
     the	
    
  marketplace.	
    If	
    you	
    watch	
    your	
    purse	
    carefully	
    –	
    she	
    
  may	
    steal	
    your	
    undergarments	
    instead.	
    
  10	
    
  The	
     Executioner:	
     Nobody	
     knows	
     her	
     name,	
     nor	
    
  where	
     she	
     came	
     from.	
     Only	
     that	
     this	
     woman	
     does	
    
  her	
    job	
    well.	
    One	
    chop	
    of	
    her	
    axe,	
    on	
    order	
    of	
    the	
    
  magistrate,	
    and	
    you	
    have	
    parted	
    with	
    your	
    head	
    and	
    
  your	
    life.	
    Privately,	
    she	
    is	
    polite	
    and	
    kind,	
    passionate	
    
  even,	
     but	
     she	
     takes	
     her	
     job	
     seriously	
     and	
     doesn’t	
    
  care	
    about	
    guilt	
    or	
    innocence.	
    She	
    never	
    leaves	
    a	
    job	
    
  undone,	
     and	
     has	
     hunted	
     down	
     people	
     who	
     fled	
    
  before	
    their	
    execution,	
    even	
    as	
    far	
    as	
    the	
    Frostrim.	
    
  Those	
     she	
     catches	
     are	
     beheaded	
     on	
     the	
     spot,	
     and	
    
  their	
    bodies	
    displayed	
    as	
    a	
    warning	
    to	
    others.	
    
  11	
    
  The	
    Ghost	
    Sage:	
    Adventurers	
    who	
    have	
    entered	
    the	
    
  old	
     ruins	
     south	
     of	
     Spewer	
     Crag	
     claim	
     they	
     were	
    
  followed	
     around	
     by	
     a	
     spectral	
     old	
     man	
     in	
     a	
     shawl.	
    
  The	
    man	
    takes	
    notes,	
    mutters	
    comments	
    in	
    an	
    old	
    
  tongue,	
     and	
     is	
     annoyingly	
     inquisitive.	
     While	
     he	
    
  seems	
    not	
    to	
    intend	
    harm,	
    his	
    presence	
    is	
    unnerving	
    
  and	
     spoils	
     any	
     attempts	
     at	
     stealth.	
     The	
     man	
     is	
    
  entirely	
     intangible,	
     and	
     his	
     only	
     reaction	
     to	
    
  conversation	
    is	
    to	
    shush	
    people.	
    One	
    wizard	
    claims	
    
  the	
     man	
     is	
     the	
     projected	
     image	
     of	
     a	
     learned	
     sage,	
    
  apparently	
    interested	
    in	
    the	
    ancient	
    ruins.	
    
  
  113	
    
  12	
    
  The	
    Familiar:	
    Wölner	
    is	
    an	
    unremarkable,	
    mediocre	
    
  mage.	
     His	
     cat,	
     however,	
     is	
     far	
     from	
     mundane.	
     The	
    
  familiar	
    is	
    extremely	
    intelligent	
    –	
    far	
    smarter	
    than	
    its	
    
  master.	
     It	
     doesn’t	
     speak,	
     but	
     somehow	
     always	
    
  knows	
    how	
    to	
    convey	
    a	
    message.	
    Quite	
    a	
    few	
    magic	
    
  mysteries	
    were	
    solved	
    by	
    Wölner	
    based	
    on	
    his	
    cat’s	
    
  urging	
    (and	
    a	
    quite	
    a	
    few	
    of	
    disastrous	
    experiments	
    
  of	
     that	
     same	
     mage	
     averted,	
     as	
     well).	
     Should	
     you	
    
  ever	
    need	
    magical	
    advice,	
    ignore	
    Wölner.	
    Listen	
    to	
    
  the	
    purring	
    ball	
    of	
    fur	
    in	
    his	
    lap.	
    
  13	
    
  The	
     Assassin:	
     There	
     is	
     talk	
     of	
     adventurers	
    
  unexpectedly	
    meeting	
    their	
    deaths	
    in	
    the	
    north.	
    No	
    
  death	
    is	
    the	
    same,	
    and	
    each	
    one	
    is	
    stranger	
    than	
    the	
    
  other.	
    The	
    only	
    thing	
    in	
    common	
    is	
    a	
    smell	
    of	
    roses	
    
  at	
    the	
    place	
    where	
    the	
    corpse	
    is	
    found.	
    Someone	
    is	
    
  out	
    hunting	
    –	
    and	
    seeking	
    ever	
    newer,	
    cleverer	
    ways	
    
  of	
     killing.	
     Nobody	
     knows	
     who	
     the	
     killer	
     is,	
     but	
    
  people	
    have	
    started	
    to	
    call	
    him	
    “the	
    Gardener.”	
    
  14	
    
  The	
    Mage:	
    Belazius	
    Compte	
    is	
    an	
    old,	
    fat,	
    rheumatic	
    
  mage,	
     but	
     he	
     has	
     a	
     sharp	
     mind	
     and	
     there	
     are	
     few	
    
  who	
     know	
     more	
     about	
     history,	
     ancient	
     ruins	
     or	
    
  artifacts.	
    He	
    is	
    also	
    filthy	
    rich,	
    and	
    has	
    no	
    need	
    for	
    
  gems	
    or	
    coin.	
    He	
    trades	
    service	
    for	
    service,	
    but	
    be	
    
  warned	
    his	
    quests	
    are	
    strange	
    and	
    mysterious	
    and,	
    
  as	
     reckless	
     adventurers	
     discover,	
     often	
     have	
    
  unforeseen	
    consequences.	
    	
    
  15	
    
  The	
     Gnome:	
     Not	
     all	
     gnomes	
     are	
     fun	
     makers.	
    
  Ersperin	
    the	
    Menace	
    is	
    a	
    heartless	
    mercenary,	
    cold	
    
  and	
     mean.	
     Never	
     a	
     smile	
     passes	
     his	
     lips.	
     The	
     only	
    
  passion	
     he	
     gets	
     is	
     from	
     slaying	
     undead.	
     His	
     family	
    
  was	
    taken	
    by	
    a	
    vampire,	
    and	
    now	
    most	
    of	
    his	
    family	
    
  slave	
     as	
     its	
     spawn.	
     He	
     travels	
     the	
     world	
     seeking	
    
  them	
    out,	
    to	
    bring	
    them	
    eternal	
    rest.	
    He	
    does	
    not	
    
  work	
    well	
    with	
    others,	
    but	
    can	
    be	
    hired	
    with	
    coin.	
    
  Then	
    again,	
    if	
    your	
    quest	
    involves	
    vampires,	
    he	
    may	
    
  well	
    join	
    for	
    free.	
    
  16	
    
  The	
     Innkeeper:	
     The	
     innkeeper	
     of	
     the	
     Headless	
    
  Goose	
    is	
    a	
    halfling	
    named	
    Wellikin	
    Tacklebur.	
    He	
    is	
    
  rumoured	
     to	
     have	
     been	
     a	
     thief	
     in	
     his	
     time	
     who	
    
  robbed	
     the	
     rich	
     and	
     famous	
     –	
     though	
     none	
     can	
    
  prove	
    a	
    thing.	
    Lost	
    most	
    of	
    what	
    he	
    stole	
    though	
    –	
    
  he	
     only	
     has	
     left	
     a	
     pendant	
     with	
     a	
     blue	
     gemstone,	
    
  which	
    he	
    claims	
    is	
    the	
    phylactery	
    of	
    a	
    lich	
    he	
    bested	
    
  when	
    he	
    stole	
    into	
    its	
    lair.	
    	
    
  17	
    
  The	
     Sheriff:	
     There	
     is	
     no	
     better	
     enforcer	
     than	
     an	
    
  adventurer.	
     Erthel	
     Stonehold,	
     a	
     dwarf	
     of	
     many	
    
  adventuring	
     years,	
     is	
     such	
     a	
     one	
     that	
     joined	
     the	
    
  service	
    of	
    the	
    local	
    baron.	
    She	
    can	
    split	
    a	
    hair	
    with	
    a	
    
  crossbow	
    bolt	
    from	
    fifty	
    feet.	
    She	
    can	
    bend	
    iron	
    bars	
    
  with	
    her	
    bare	
    hands.	
    She	
    is	
    tough	
    as	
    nails,	
    and	
    she	
    is	
    
  the	
    protector	
    of	
    the	
    town	
    of	
    Darkling	
    Pond.	
    After	
    a	
    
  life	
    of	
    adventuring,	
    she	
    likes	
    peace	
    and	
    quiet,	
    so	
    do	
    
  not	
    expect	
    a	
    warm	
    welcome	
    for	
    adventurers	
    in	
    her	
    
  town.	
    If	
    you	
    go	
    –	
    behave.	
    Those	
    that	
    do	
    not	
    end	
    up	
    
  in	
    a	
    small	
    room	
    with	
    bars	
    –	
    if	
    they	
    are	
    lucky.	
    
  18	
    
  The	
     Paladin:	
     Lady	
     Knight	
     Mermar	
     Hesculot	
     was	
     a	
    
  pious	
    knight,	
    who	
    fought	
    for	
    many	
    good	
    causes	
    until	
    
  her	
    untimely	
    demise	
    in	
    the	
    belly	
    of	
    an	
    otyugh.	
    She	
    
  had	
    little	
    time	
    for	
    frivolity,	
    ever	
    questing	
    to	
    do	
    the	
    
  right	
     deed.	
     There	
     is,	
     however,	
     one	
     year	
     when	
     she	
    
  secluded	
    herself,	
    and	
    did	
    not	
    ride	
    out.	
    In	
    that	
    year,	
    
  she	
     bore	
     two	
     children	
     –	
     twins	
     –	
     and	
     arranged	
     for	
    
  their	
    foster	
    care	
    in	
    secret.	
    Many	
    a	
    young	
    adventurer	
    
  now	
    say	
    they	
    are	
    one	
    of	
    those	
    two	
    babes	
    –	
    but	
    none	
    
  have	
    so	
    far	
    proven	
    their	
    claim.	
    
  19	
    
  The	
    Swindler:	
    There	
    is	
    a	
    woman	
    travelling	
    the	
    road	
    
  selling	
     fake	
     –	
     and	
     even	
     cursed	
     –	
     magic	
     items,	
     as	
    
  treasure	
     looted	
     from	
     famous	
     dungeons.	
     People	
     do	
    
  not	
     agree	
     on	
     what	
     she	
     truly	
     looks	
     like,	
     except	
     she	
    
  appears	
     old	
     or	
     frail.	
     Be	
     aware	
     she	
     is	
     an	
    
  accomplished	
    fighter	
    and	
    sorceress.	
    If	
    you	
    are	
    true	
    
  at	
    heart,	
    be	
    careful	
    how	
    you	
    confront	
    her.	
    If	
    you	
    are	
    
  less	
    noble...you	
    may	
    find	
    value	
    in	
    hiring	
    her	
    for	
    your	
    
  own	
    goals.	
    Just	
    don’t	
    buy	
    anything	
    from	
    her.	
    
  20	
    
  The	
     Druid:	
     The	
     young	
     Nueve	
     was	
     raised	
     by	
     her	
    
  father,	
     the	
     druid	
     T’Hkoiden	
     in	
     fungy-­‐filled	
     caverns,	
    
  deep	
     underground,	
     away	
     from	
     human	
     civilization.	
    
  She	
    
  was	
    
  taught	
    
  the	
    
  dangers	
    
  of	
    
  human	
    
  encroachments	
    on	
    the	
    wild,	
    and	
    her	
    first	
    glimpse	
    of	
    
  the	
     sun	
     was	
     when	
     she	
     was	
     18	
     years	
     old.	
     She	
    
  ventured	
    into	
    the	
    world	
    only	
    once	
    her	
    father	
    died.	
    It	
    
  is	
    a	
    miracle	
    the	
    old	
    man’s	
    tales	
    did	
    not	
    turn	
    her	
    into	
    
  a	
     manhunter,	
     but	
     instead	
     a	
     powerful,	
     if	
     very	
     pale,	
    
  healer.	
     Note	
     that	
     while	
     a	
     great	
     ally,	
     she	
     can	
     be	
     a	
    
  true	
    danger	
    to	
    those	
    who	
    seek	
    to	
    harm	
    the	
    wild	
    or	
    
  loot	
    the	
    caverns	
    where	
    she	
    was	
    born.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  
  114	
    
  L E G E N D S :  D U N G E O N  F E A T U R E S  
  Sometimes	
    a	
    dungeon	
    is	
    famed	
    for	
    a	
    particularly	
    location	
    within	
    
  or	
    nearby.	
    These	
    legends	
    provide	
    details	
    of	
    such	
    locales.	
    	
    
  D20	
    
  	
    
  1	
    
  Underground	
    
  Garden:	
    
  The	
    
  druid	
    
  T’Hkoiden	
    
  designed	
     magnificent	
     gardens	
     in	
     the	
     depths	
     of	
     the	
    
  earth,	
     filled	
     with	
     all	
     manner	
     of	
     fungi,	
     lichens	
     and	
    
  strange	
     plants.	
     Used	
     as	
     a	
     place	
     to	
     raise	
     his	
     only	
    
  daughter,	
     it	
     has	
     many	
     hazards:	
     flesh-­‐eating	
     plants,	
    
  poisonous	
     vines,	
     shrieking	
     fungi	
     and	
     guardian	
    
  beasts.	
     After	
     his	
     death	
     the	
     garden	
     is	
     even	
     more	
    
  deadly	
    –	
    his	
    spirit	
    haunts	
    it,	
    and	
    reacts	
    violently	
    to	
    
  any	
    who	
    enter	
    who	
    are	
    not	
    of	
    his	
    bloodline.	
    
  2	
    
  Stone	
     Cabinet:	
     The	
     famous	
     dwarven	
     stonemason	
    
  Babrun	
     Rogbrunson	
     worked	
     a	
     cabinet	
     out	
     of	
     solid	
    
  stone.	
     Doors,	
     walls	
     and	
     surface	
     are	
     made	
     of	
    
  polished	
     obsidian,	
     and	
     the	
     cabinet	
     door	
     windows	
    
  are	
     of	
     crystal:	
     paper	
     thin,	
     but	
     hard	
     as	
     rock.	
     The	
    
  cabinet	
     has	
     endured	
     its	
     maker,	
     and	
     now	
     serves	
     a	
    
  stone	
    giant	
    chieftain,	
    who	
    keeps	
    it	
    to	
    hold	
    trophies	
    
  of	
    his	
    enemies	
    –	
    in	
    particular	
    their	
    heads.	
    
  3	
    
  Paintings:	
    Portraits	
    placed	
    in	
    the	
    Hall	
    of	
    Ages	
    in	
    the	
    
  Seven	
    Towers	
    gain	
    a	
    strange	
    and	
    disturbing	
    quality:	
    
  the	
    portrayed	
    images	
    age	
    with	
    the	
    years.	
    Young	
    girls	
    
  turn	
     to	
     blossoming	
     youth,	
     enter	
     motherhood	
     and	
    
  become	
     ancient	
     crones.	
     No	
     portrait	
     is	
     exempt,	
    
  though	
     animals	
     pictured	
     in	
     the	
     frames	
     stay	
     young	
    
  and	
     vital.	
     Many	
     portraits	
     are	
     so	
     old	
     they	
     show	
    
  withered	
     mummies.	
     Disturbing	
     as	
     it	
     may	
     be,	
     no	
    
  portrait	
    is	
    ever	
    taken	
    down,	
    and	
    each	
    holder	
    of	
    the	
    
  Seven	
    Towers	
    traditionally	
    places	
    his	
    own	
    portrait	
    in	
    
  the	
    halls,	
    watching	
    it	
    age	
    as	
    they,	
    themselves,	
    grow	
    
  older.	
    
  4	
    
  Floor	
     of	
     Bones:	
     In	
     some	
     places,	
     people	
     bury	
     their	
    
  dead	
     under	
     the	
     floor	
     of	
     the	
     local	
     temple.	
     In	
     the	
    
  town	
     of	
     Leyswick	
     the	
     local	
     temple	
     paves	
     its	
     floor	
    
  with	
    the	
    bones	
    of	
    the	
    dead	
    instead.	
    It	
    is	
    a	
    custom	
    of	
    
  old	
     times,	
     when	
     a	
     death	
     knight	
     ruled	
     these	
     lands,	
    
  and	
    consigned	
    those	
    who	
    opposed	
    him	
    to	
    that	
    fate.	
    
  Now,	
    long	
    after	
    the	
    death	
    knight’s	
    defeat,	
    it	
    is	
    seen	
    
  as	
    an	
    honour	
    to	
    have	
    ones	
    bones	
    set	
    in	
    the	
    floor.	
    It	
    
  is	
    a	
    statement	
    that	
    the	
    one	
    interred	
    is	
    a	
    free	
    man.	
    
  Consequently,	
    the	
    floor	
    comprises	
    layers	
    and	
    layers	
    
  of	
    bones	
    laid	
    down	
    over	
    the	
    years.	
    
  5	
    
  Dungeon	
     Lights:	
     A	
     gnome	
     family	
     of	
     adventuring	
    
  illusionists	
     crafted	
     many	
     odd	
     spells,	
     but	
     one	
     they	
    
  may	
    be	
    remembered	
    for	
    is	
    the	
    dungeon	
    lights	
    spell.	
    
  The	
     spell	
     creates	
     magical	
     motes	
     of	
     light,	
     the	
    
  brightness	
     of	
     a	
     torch,	
     that	
     can	
     be	
     moved	
     by	
    
  concentration,	
     but	
     never	
     past	
     a	
     radius	
     of	
     a	
     mile	
    
  from	
     where	
     they	
     originated.	
     Most	
     lights	
     last	
     for	
     a	
    
  day,	
     but	
     in	
     some	
     dungeons	
     the	
     gnomes	
     visited,	
    
  permanent	
     motes	
     were	
     left	
     behind.	
     Adventurers	
    
  with	
    few	
    resources	
    find	
    these	
    lights	
    useful	
    –	
    as	
    do	
    
  the	
    monsters	
    they	
    invariably	
    attract.	
    
  6	
    
  All-­‐Consuming	
    Fire:	
    One	
    fire	
    pit	
    in	
    the	
    halls	
    of	
    the	
    
  fire	
    giant	
    Nurbathur	
    contains	
    a	
    hellish	
    fire	
    ignited	
    by	
    
  a	
    powerful	
    devil,	
    summoned	
    for	
    that	
    very	
    purpose.	
    
  The	
    fire	
    consumes	
    all	
    that	
    is	
    thrown	
    into	
    it,	
    reducing	
    
  it	
     to	
     nothing	
     but	
     ash.	
     No	
     amount	
     of	
     magical	
    
  protection	
    can	
    ward	
    off	
    the	
    all-­‐consuming	
    fire,	
    and	
    
  even	
     material	
     that	
     does	
     not	
     burn,	
     such	
     as	
     rock	
     or	
    
  metal,	
    is	
    reduced	
    to	
    nothingness.	
    
  7	
    
  Puzzle	
     Floor:	
     Popular	
     in	
     many	
     dungeons	
     west	
     of	
    
  Yunglin	
     Marsh	
     are	
     floors	
     with	
     tiles	
     inscribed	
     with	
    
  words	
     spelling	
     out	
     the	
     answer	
     to	
     a	
     cryptic	
     puzzle.	
    
  Most	
     were	
     made	
     by	
     the	
     famous	
     riddling	
     engineer	
    
  Antoin	
    Gassepe.	
    Without	
    a	
    good	
    knowledge	
    of	
    local	
    
  customs	
     or	
     history,	
     these	
     floors	
     are	
     deadly	
     to	
    
  traverse:	
    step	
    on	
    the	
    wrong	
    tile	
    in	
    the	
    wrong	
    order,	
    
  and	
    deadly	
    magical	
    traps	
    strike.	
    Quite	
    a	
    few	
    people	
    
  have	
     been	
     disintegrated	
     for	
     wrongly	
     recalling	
     a	
    
  nursery	
     rhyme,	
     or	
     not	
     knowing	
     the	
     name	
     of	
     the	
    
  former	
    ruler	
    of	
    the	
    nearest	
    town.	
    
  8	
    
  Corridor	
     of	
     Death:	
     Only	
     one	
     way	
     leads	
     into	
     the	
    
  lowest	
    levels	
    of	
    Castle	
    Trahg.	
    It	
    is	
    a	
    curving	
    corridor,	
    
  interspersed	
     with	
     steep	
     stairways	
     and	
     riddled	
     with	
    
  traps.	
    It	
    is	
    at	
    least	
    800	
    feet	
    long.	
    Nobody	
    knows	
    its	
    
  exact	
    length,	
    since	
    no-­‐one	
    has	
    ever	
    reached	
    the	
    end.	
    
  All	
    who	
    tried	
    perished,	
    though	
    the	
    exact	
    number	
    of	
    
  attempts	
     is	
     unknown.	
     The	
     traps	
     not	
     only	
     kill,	
     but	
    
  also	
     remove	
     any	
     evidence	
     of	
     a	
     victim’s	
     passing.	
    
  Thus,	
    the	
    corridor’s	
    secrets	
    remain	
    unknown.	
    
  9	
    
  Aviary:	
    The	
    Dregons	
    had	
    a	
    fondness	
    for	
    birds.	
    They	
    
  spent	
    a	
    fortune	
    on	
    an	
    aviary,	
    where	
    they	
    bred	
    exotic	
    
  species.	
     Their	
     hunting	
     hawks	
     were	
     praised	
     and	
     a	
    
  single	
    bird	
    of	
    the	
    right	
    line	
    cost	
    a	
    fortune.	
    After	
    the	
    
  ruin	
    of	
    the	
    Dregons,	
    the	
    aviaries	
    still	
    stand,	
    but	
    are	
    
  unattended.	
     Few	
     birds	
     but	
     crows	
     nest	
     there	
     now.	
    
  The	
     rare	
     birds	
     were	
     pretty	
     tough,	
     though,	
     and	
     it	
    
  possible	
     that	
     a	
     few	
     specimens	
     survived.	
     Their	
    
  offspring	
    would	
    fetch	
    a	
    good	
    price	
    today.	
    
  10	
    
  Locked	
    Vault:	
    If	
    you	
    lock	
    a	
    vault,	
    don’t	
    throw	
    away	
    
  the	
    key.	
    That	
    is	
    what	
    happened	
    to	
    Sermond	
    Tayf,	
    a	
    
  greedy	
     merchant,	
     who	
     had	
     a	
     vault	
     created	
     that	
    
  would	
    only	
    open	
    to	
    his	
    touch.	
    When	
    it	
    was	
    finished,	
    
  he	
     ordered	
     the	
     maker,	
     an	
     old	
     dwarf,	
     executed.	
    
  However,	
    the	
    dwarf	
    had	
    added	
    a	
    failsafe:	
    the	
    vault	
    
  did	
    not	
    only	
    require	
    the	
    merchant’s	
    touch,	
    but	
    also	
    a	
    
  passphrase,	
     which	
     the	
     dwarf	
     had	
     not	
     told	
     Tayf.	
    
  When	
    a	
    priest	
    compelled	
    the	
    dwarf’s	
    spirit	
    to	
    reveal	
    
  the	
    password,	
    Tayf	
    was	
    told	
    that	
    it	
    was	
    “what	
    was	
    in	
    
  his	
    heart.”	
    Tayf	
    spend	
    the	
    rest	
    of	
    his	
    life	
    finding	
    out	
    
  what	
    that	
    was,	
    but	
    never	
    got	
    his	
    vault	
    open.	
    
  11	
    
  Well:	
     Darkling	
     Water	
     is	
     an	
     old	
     keep,	
     whose	
     deep	
    
  well	
    goes	
    down	
    to	
    an	
    underground	
    brook.	
    The	
    water	
    
  always	
     turns	
     up	
     black,	
     but	
     despite	
     the	
     colour,	
     it	
     is	
    
  clean	
    and	
    refreshing.	
    The	
    water	
    is	
    rumoured	
    to	
    have	
    
  miraculous	
     healing	
     properties,	
     but	
     must	
     be	
     drunk	
    
  straight	
     from	
     the	
     well.	
     Consequently,	
     a	
     trickle	
     of	
    
  adventurers	
    and	
    pilgrims	
    dare	
    the	
    keep’s	
    perils.	
    
  
  115	
    
  12	
    
  Tunnels:	
     The	
     dungeons	
     beneath	
     the	
     royal	
     palace	
    
  occasionally	
     see	
     the	
     appearance	
     of	
     mysterious	
    
  tunnels	
    that	
    break	
    through	
    the	
    dungeon	
    walls.	
    They	
    
  are	
     dug	
     by	
     some	
     burrowing	
     creature,	
     but	
     nobody	
    
  has	
    ever	
    seen	
    it.	
    Once	
    every	
    two	
    years	
    or	
    so	
    these	
    
  tunnels	
    appear,	
    breaking	
    into	
    the	
    normal	
    corridors.	
    
  Shortly	
     thereafter,	
     people	
     always	
     disappear.	
     The	
    
  palace	
    guard	
    have	
    their	
    work	
    cut	
    out	
    covering	
    this	
    
  up	
    and	
    having	
    the	
    tunnel	
    entrances	
    closed	
    off.	
    	
    
  13	
    
  Beehive:	
     Sundharm	
     the	
     Mage	
     had	
     a	
     sweet	
     tooth	
    
  and	
    loved	
    honey.	
    He	
    worked	
    magical	
    experiments	
    to	
    
  enhance	
    bees	
    so	
    they	
    could	
    make	
    enchanted	
    honey.	
    
  His	
    bees	
    grew	
    out	
    of	
    control,	
    though.	
    They	
    were	
    far	
    
  more	
    intelligent	
    and	
    aggressive	
    than	
    other	
    vermin.	
    
  Some	
    of	
    the	
    bees	
    had	
    a	
    poisonous	
    sting	
    that	
    could	
    
  kill	
     an	
     ox.	
     When	
     Sundharm	
     died	
     at	
     the	
     hand	
     of	
     a	
    
  group	
    of	
    mercenaries,	
    the	
    people	
    of	
    the	
    town	
    tried	
    
  to	
    eradicate	
    the	
    bees.	
    They	
    failed	
    and	
    the	
    bees	
    now	
    
  lair	
    in	
    the	
    ruins	
    of	
    Sundharm’s	
    farm.	
    	
    
  14	
    
  Extradimensional	
     Room:	
     Partlow	
     Castle	
     has	
     been	
    
  scoured	
     hundreds	
     of	
     times	
     by	
     adventurers.	
     It	
     was	
    
  once	
     the	
     residence	
     of	
     a	
     powerful	
     wizard	
     –	
     a	
     lich,	
    
  according	
     to	
     some.	
     The	
     Partlow	
     lich	
     had	
     a	
     hidden	
    
  study,	
    which	
    held	
    his	
    massive	
    collection	
    of	
    magical	
    
  tomes.	
     It	
     is	
     not	
     located	
     in	
     this	
     world,	
     but	
    
  somewhere	
    in	
    the	
    castle	
    must	
    be	
    a	
    portal	
    that	
    leads,	
    
  through	
    a	
    complex	
    planar	
    maze	
    –	
    to	
    that	
    room.	
    So	
    
  far,	
    nobody	
    has	
    found	
    it	
    –	
    and	
    nobody	
    knows	
    how	
    
  to	
    open	
    it	
    if	
    they	
    could.	
    
  15	
    
  Room	
    With	
    A	
    View:	
    The	
    highest	
    room	
    in	
    the	
    tower	
    
  of	
    Klein	
    Keep	
    has	
    only	
    one,	
    small	
    window.	
    It	
    is	
    far	
    
  too	
     small	
     for	
     a	
     grown	
     man	
     to	
     crawl	
     through	
     but	
    
  gives	
    an	
    excellent	
    view.	
    However,	
    it	
    does	
    not	
    show	
    
  the	
    area	
    outside	
    the	
    tower	
    –	
    the	
    landscape	
    fits,	
    but	
    
  the	
     season	
     is	
     always	
     winter.	
     Even	
     in	
     summer,	
     the	
    
  view	
    shows	
    a	
    landscape	
    blanketed	
    in	
    snow.	
    It	
    is	
    not	
    
  known	
     if	
     this	
     is	
     an	
     illusion	
     or	
     a	
     portal	
     to	
     different	
    
  times.	
    The	
    only	
    tale	
    mentioning	
    the	
    window	
    says	
    the	
    
  former	
    lord	
    had	
    locked	
    in	
    his	
    daughter,	
    to	
    wait	
    for	
    a	
    
  marriage	
     she	
     did	
     not	
     desire.	
     She	
     attempted	
     to	
    
  escape	
    through	
    the	
    window.	
    Possibly,	
    it	
    shows	
    the	
    
  last	
    view	
    she	
    ever	
    saw,	
    before	
    she	
    fell	
    to	
    her	
    death.	
    
  16	
    
  Cage:	
    
  Byard	
    
  Drin	
    
  created	
    
  many	
    
  magical	
    
  entrapments.	
    One	
    trap	
    he	
    made	
    placed	
    the	
    victim	
    in	
    
  a	
     cage	
     from	
     which	
     no	
     escape	
     was	
     possible.	
     It	
     was	
    
  commissioned	
    by	
    the	
    merchant	
    Job	
    Tovalin	
    to	
    trap	
    
  the	
     thief	
     that	
     stole	
     the	
     jewellery	
     from	
     his	
     cabinet.	
    
  Drin	
    placed	
    the	
    trap,	
    and	
    it	
    was	
    most	
    effective,	
    for	
    
  the	
    next	
    night	
    the	
    thief	
    was	
    caught.	
    The	
    merchant	
    
  was	
    shocked	
    to	
    find	
    the	
    thief	
    was	
    his	
    own	
    daughter	
    
  Eshtee,	
    who	
    stole	
    from	
    him	
    to	
    fund	
    her	
    luxurious	
    life	
    
  style.	
     The	
     merchant	
     ordered	
     Drin	
     to	
     release	
     his	
    
  daughter,	
    but	
    Drin	
    claimed	
    he	
    couldn’t	
    –	
    none	
    could	
    
  escape	
    the	
    cage,	
    just	
    as	
    ordered.	
    His	
    daughter	
    has	
    
  been	
    forced	
    to	
    live	
    out	
    her	
    life	
    in	
    the	
    cage,	
    and	
    even	
    
  now,	
    much	
    aged,	
    remains	
    trapped.	
    
  17	
    
  Paper	
    Rooms:	
    It	
    is	
    also	
    known	
    as	
    the	
    Paper	
    Palace,	
    
  but	
    only	
    part	
    of	
    it	
    deserves	
    the	
    name.	
    The	
    top	
    floor	
    
  has	
     rooms	
     whose	
     walls	
     are	
     made	
     of	
     rice	
     paper,	
    
  painted	
     with	
     elaborate	
     designs	
     and	
     scenery.	
     The	
    
  sorceress	
    Saquinte	
    had	
    it	
    build	
    and	
    decorated	
    by	
    a	
    
  master	
     artist	
     whose	
     name	
     is	
     now	
     forgotten.	
     The	
    
  man	
    was	
    busy	
    with	
    it	
    day	
    and	
    night	
    for	
    almost	
    four	
    
  years.	
    When	
    he	
    was	
    finally	
    done,	
    Saquinte	
    led	
    him	
    
  to	
    the	
    centre	
    of	
    the	
    network	
    of	
    paper	
    walled	
    rooms,	
    
  where	
    there	
    was	
    one	
    wall	
    left	
    unpainted.	
    There,	
    she	
    
  slew	
    him	
    with	
    a	
    blade,	
    splattering	
    his	
    blood	
    on	
    the	
    
  virgin	
     wall.	
     Only	
     then	
     did	
     she	
     declare	
     the	
     artwork	
    
  “finished.”	
    
  18	
    
  The	
     Wall:	
     The	
     Forest	
     of	
     Ghook	
     is	
     cut	
     in	
     two	
     by	
     a	
    
  massive	
     wall	
     of	
     stone,	
     fifty	
     feet	
     high	
     and	
     twice	
     as	
    
  thick.	
    It	
    cuts	
    through	
    the	
    valley,	
    one	
    end	
    ending	
    at	
    
  the	
     cliff	
     on	
     which	
     stands	
     Ghokwin	
     Keep.	
     The	
     only	
    
  gate	
    in	
    the	
    wall	
    is	
    barred	
    by	
    an	
    iron	
    portcullis,	
    which	
    
  has	
    never	
    been	
    lifted.	
    Nobody	
    knows	
    who	
    built	
    the	
    
  wall	
     or	
     why,	
     but	
     strange,	
     bestial	
     sounds	
     can	
     be	
    
  heard	
    in	
    its	
    vicinity	
    at	
    night.	
    Some	
    of	
    the	
    guards	
    that	
    
  patrol	
     the	
     wall	
     have	
     disappeared.	
     Ghokwin’s	
     Lord	
    
  claims	
    those	
    men	
    deserted,	
    but	
    he	
    is	
    having	
    trouble	
    
  finding	
    new	
    guards.	
    
  19	
    
  Sinkholes:	
    The	
    caves	
    south	
    of	
    Spewer	
    Crag	
    swallow	
    
  those	
     who	
     enter,	
     literally.	
     Whole	
     bands	
     of	
     armed	
    
  men	
    have	
    disappeared	
    there.	
    Some	
    of	
    the	
    survivors	
    
  saw	
     how	
     men	
     sank	
     into	
     ground	
     that	
     was	
     firm	
    
  beneath	
    their	
    feet	
    a	
    moment	
    earlier.	
    The	
    wisemen	
    
  tie	
     this	
     to	
     an	
     old	
     earth	
     worshipping	
     cult	
     that	
     once	
    
  lived	
    in	
    the	
    Crags.	
    They	
    were	
    a	
    violent	
    sort,	
    and	
    had	
    
  to	
    be	
    dealt	
    with.	
    When	
    hunted	
    down	
    they	
    fled	
    into	
    
  the	
     caves.	
     None	
     of	
     the	
     soldiers	
     that	
     entered	
     after	
    
  them	
    ever	
    returned.	
    It	
    is	
    said	
    the	
    caves	
    themselves	
    
  protect	
    the	
    earth	
    cultists,	
    though	
    the	
    cultists	
    where	
    
  never	
    seen	
    again,	
    either…	
    	
    
  20	
    
  Elevator:	
    A	
    fancy	
    construction	
    in	
    the	
    main	
    building	
    
  of	
     the	
     Greenfollow	
     Mansion	
     transports	
     people	
     up	
    
  and	
    down	
    floors	
    using	
    a	
    complex	
    clockwork	
    system.	
    
  The	
     old	
     Greenfollow	
     had	
     it	
     constructed	
     to	
     impress	
    
  his	
     new	
     wife,	
     the	
     young	
     Dalginde	
     of	
     Drunwater.	
     It	
    
  functions	
    even	
    now,	
    after	
    over	
    a	
    century.	
    Some	
    say,	
    
  Greenfollow	
     had	
     a	
     special	
     lock	
     installed	
     in	
     that	
    
  elevation	
    clockwork	
    that	
    led	
    to	
    a	
    hidden	
    basement,	
    
  where	
    he	
    kept	
    his	
    greatest	
    treasures.	
    Some	
    say	
    this	
    
  also	
    holds	
    the	
    crypt	
    of	
    his	
    wife,	
    who	
    died	
    of	
    fever.	
    
  Others	
    say	
    she	
    isn’t	
    dead,	
    but	
    haunts	
    the	
    halls	
    as	
    a	
    
  ghast.	
    Greenfollow	
    took	
    the	
    lock’s	
    key	
    with	
    him	
    to	
    
  his	
    grave,	
    in	
    a	
    separate	
    mausoleum	
    nearby.	
    
  	
    	
    
  	
    
  	
    
  	
    
  	
    
   
  
  116	
    
  L E G E N D S :  D U N G E O N  I N H A B I T A N T S  
  A	
    dungeon’s	
    inhabitants	
    often	
    go	
    a	
    long	
    way	
    toward	
    setting	
    the	
    
  flavour	
    and	
    tone	
    of	
    the	
    place.	
    	
    
  D20	
    
  	
    
  1	
    
  Ogres:	
     Three	
     ogre	
     brothers	
     were	
     cursed	
     by	
     a	
    
  warlock	
     to	
     guard	
     the	
     only	
     bridge	
     spanning	
     Crane’s	
    
  Chasm.	
    While	
    the	
    warlock	
    was	
    slain	
    years	
    ago,	
    the	
    
  brutes	
    still	
    guard	
    the	
    bridge,	
    compelled	
    to	
    extract	
    1	
    
  gold	
    coin	
    for	
    every	
    soul	
    crossing.	
    It	
    is	
    said	
    they	
    stand	
    
  knee-­‐deep	
    in	
    both	
    the	
    remains	
    of	
    those	
    that	
    refused	
    
  to	
    pay	
    the	
    toll,	
    and	
    the	
    gold	
    of	
    those	
    that	
    did.	
    
  2	
    
  Sprites:	
    The	
    dancing	
    lights	
    seen	
    at	
    night	
    over	
    Plight	
    
  Tower	
    are	
    sprites,	
    turning	
    over	
    every	
    stone	
    in	
    search	
    
  for	
     their	
     queen,	
     who	
     is	
     said	
     to	
     have	
     been	
    
  imprisoned	
    by	
    an	
    annis	
    hag.	
    These	
    sprites	
    care	
    only	
    
  for	
    their	
    queen,	
    and	
    attack	
    any	
    who	
    disturb	
    them	
    –	
    
  or	
    who	
    come	
    within	
    a	
    stone’s	
    throw	
    of	
    the	
    tower.	
    
  3	
    
  Kobolds:	
     Every	
     year,	
     adventurers	
     hunt	
     down	
     the	
    
  kobolds	
    of	
    Spewer	
    Crag.	
    Every	
    year,	
    they	
    are	
    routed	
    
  out	
     down	
     to	
     the	
     last	
     critter.	
     Yet,	
     every	
     spring,	
     the	
    
  kobolds	
    return.	
    It	
    is	
    said	
    the	
    Crag	
    itself	
    spawns	
    them	
    
  from	
    the	
    blood	
    spilled	
    on	
    the	
    rocks.	
    If	
    true,	
    it	
    is	
    lucky	
    
  that	
    it	
    is	
    mere	
    kobolds	
    that	
    live	
    there.	
    
  4	
    
  Invisible	
    Stalker:	
    An	
    invisible	
    beast	
    stalks	
    the	
    ruins	
    
  of	
     Bunwick	
     Castle.	
     It’s	
     huge	
     and	
     terrible	
     and	
     has	
    
  sharp	
    claws,	
    that	
    shreds	
    all	
    it	
    encounters.	
    It	
    cannot	
    
  be	
    seen	
    nor	
    heard,	
    but	
    exudes	
    an	
    awful	
    stench.	
    	
    
  5	
    
  Skeleton	
    Army:	
    Every	
    new	
    moon,	
    the	
    dead	
    rise	
    from	
    
  a	
     local	
     battlefield,	
     fresh	
     and	
     whole,	
     and	
     march	
    
  towards	
     the	
     old	
     keep,	
     slaying	
     all	
     in	
     their	
     path.	
     As	
    
  they	
    march,	
    they	
    rot	
    away,	
    and	
    soon	
    they	
    are	
    mere	
    
  skeletons.	
    At	
    dawn,	
    they	
    crumble	
    to	
    dust.	
    They	
    have	
    
  never	
     reached	
     the	
     castle	
     in	
     time	
     to	
     seize	
     it,	
     but	
    
  maybe,	
    some	
    day,	
    they	
    will.	
    
  6	
    
  Fauns:	
     Entering	
     Yunglin	
     Fort	
     is	
     not	
     hard	
     –	
     but	
    
  getting	
     much	
     further	
     than	
     the	
     courtyard	
     is	
    
  impossible.	
     Fauns,	
     nymphs	
     and	
     other	
     playful	
     fey	
    
  have	
    taken	
    it	
    over,	
    and	
    drag	
    anyone	
    who	
    enters	
    into	
    
  their	
     revelries.	
     Refusing	
     is	
     not	
     an	
     option	
     –	
     people	
    
  are	
    bespelled	
    and	
    bound	
    if	
    need	
    be.	
    Those	
    escaping	
    
  these	
     feasts	
     are	
     found	
     wandering	
     the	
     woods,	
    
  bewildered	
    and	
    bereft	
    of	
    all	
    they	
    had	
    with	
    them.	
    
  7	
    
  Goblins:	
     The	
     Souleaters	
     goblin	
     tribe	
     believe	
     eating	
    
  the	
     dead	
     on	
     the	
     battlefield	
     gifts	
     them	
     knowledge	
    
  and	
     power.	
     They	
     are	
     considered	
     insane	
     even	
     by	
    
  other	
     goblins	
     –	
     but	
     are	
     superior	
     to	
     their	
     brethren.	
    
  (Each	
    is	
    either	
    an	
    advanced	
    goblin	
    or	
    giant	
    goblin).	
    
  8	
    
  Cultists:	
    A	
    statuette	
    is	
    embedded	
    in	
    the	
    niche	
    of	
    a	
    
  small	
    chapel	
    in	
    the	
    back	
    of	
    the	
    tunnel	
    system.	
    It	
    is	
    of	
    
  obsidian	
     and	
     depicts	
     an	
     ugly,	
     thin	
     woman	
     with	
    
  ankle-­‐length	
     hair	
     and	
     feathery	
     wings.	
     Someone	
    
  offers	
     it	
     severed	
     fingers	
     and	
     toes	
     of	
     various	
    
  creatures	
    –	
    especially	
    birds.	
    Nobody	
    has	
    seen	
    these	
    
  cultists	
     coming	
     and	
     going,	
     but	
     it	
     is	
     believed	
     they	
    
  sneak	
    up	
    at	
    night	
    from	
    the	
    dungeon’s	
    deeper	
    levels.	
    
  9	
    
  Elementals:	
     The	
     stunningly	
     beautiful	
     lady	
     Gelúa	
    
  reigns	
     over	
     a	
     massive,	
     frozen	
     part	
     of	
     the	
     dungeon	
    
  she	
    calls	
    the	
    Glacial	
    Palace.	
    She	
    is	
    served	
    by	
    many	
    
  ice	
    elementals,	
    but	
    she	
    needs	
    no	
    guards	
    to	
    protect	
    
  her	
    –	
    any	
    who	
    gaze	
    into	
    her	
    eyes	
    are	
    turned	
    to	
    ice,	
    
  and	
    end	
    up	
    decorating	
    her	
    halls.	
    
  10	
    
  Vermin:	
     The	
     walls	
     of	
     the	
     dungeon	
     are	
     filled	
     with	
    
  spiders,	
     centipedes	
     and	
     other	
     poisonous	
     crawlers.	
    
  These	
     critters	
     have	
     formed	
     a	
     hive	
     mind,	
     acting	
     as	
    
  one	
    against	
    any	
    who	
    enter.	
    Once	
    someone	
    is	
    inside,	
    
  they	
     isolate	
     them,	
     then	
     flow	
     from	
     cracks	
     in	
     walls,	
    
  ceiling	
     and	
     floor	
     to	
     devour	
     their	
     flesh.	
     The	
     vermin	
    
  are	
    particularly	
    large	
    and	
    ferocious;	
    explorers	
    would	
    
  be	
    wise	
    to	
    stock	
    up	
    on	
    alchemist’s	
    fire	
    and	
    the	
    like.	
    
  11	
    
  Haunt:	
     Those	
     who	
     delve	
     to	
     deep	
     in	
     Undercrag	
     be	
    
  aware	
    of	
    the	
    haunting	
    of	
    Beld	
    the	
    Goldigger,	
    a	
    man	
    
  who	
     died	
     digging	
     for	
     gold.	
     This	
     ghost	
     will	
     possess	
    
  you,	
    and	
    work	
    you	
    to	
    death	
    digging	
    night	
    after	
    night,	
    
  without	
     sleep	
     or	
     nourishment,	
     for	
     gold	
     that	
     has	
    
  been	
    pilfered	
    ages	
    ago.	
    Only	
    finding	
    his	
    ore	
    will	
    put	
    
  him	
    to	
    rest.	
    
  12	
    
  Dryad:	
     The	
     pillar	
     holding	
     up	
     the	
     Garnion	
     Hall	
     was	
    
  crafted	
     from	
     an	
     ancient	
     tree	
     that	
     once	
     stood	
     in	
     a	
    
  grove	
    whose	
    druids	
    were	
    slain	
    by	
    Garnion	
    when	
    he	
    
  claimed	
     the	
     land.	
     The	
     tree’s	
     dryad	
     is	
     said	
     to	
     still	
    
  inhabit	
    the	
    pillar,	
    and	
    that	
    she	
    strangled	
    the	
    baron	
    
  with	
    her	
    own	
    hands	
    during	
    his	
    first	
    and	
    only	
    night	
    in	
    
  his	
    keep.	
    
  13	
    
  Devils:	
    One	
    of	
    the	
    many	
    doors	
    in	
    this	
    dungeon	
    leads	
    
  straight	
     to	
     Hell.	
     Any	
     who	
     step	
     through	
     disappear,	
    
  and	
    a	
    devil	
    steps	
    out	
    in	
    its	
    place.	
    Some	
    say	
    the	
    devil	
    
  is	
     the	
     soul	
     that	
     entered,	
     transformed,	
     others	
     say	
    
  those	
    who	
    enter	
    are	
    tortured	
    for	
    eternity	
    in	
    the	
    pits	
    
  of	
     Hell.	
     Nobody	
     knows	
     which	
     door	
     leads	
     to	
     Hell	
     –	
    
  but	
     people	
     step	
     through	
     it	
     often	
     enough,	
     for	
     new	
    
  devils	
    appear	
    from	
    the	
    depths	
    no	
    matter	
    how	
    many	
    
  are	
    slain.	
    
  14	
    
  Refugees:	
     Desperate	
     people	
     do	
     desperate	
     things.	
    
  When	
     their	
     homes	
     were	
     raided	
     and	
     farms	
     burned,	
    
  the	
    folk	
    of	
    Slunhill	
    fled	
    underground.	
    They	
    live	
    there	
    
  still,	
     men,	
     women	
     and	
     children,	
     only	
     coming	
     up	
    
  occasionally	
     to	
     forage	
     and	
     steal.	
     With	
     each	
     new	
    
  generation,	
     their	
     acts	
     grow	
     older	
     and	
     darker.	
    
  Rumours	
    already	
    speak	
    of	
    banditry,	
    cannibalism	
    and	
    
  worse.	
     In	
     a	
     few	
     more	
     years,	
     they	
     won’t	
     even	
     be	
    
  human	
    anymore!	
    
  15	
    
  Animated	
     Objects:	
     Everything	
     in	
     this	
     dungeon	
     –	
    
  cutlery,	
    plates,	
    furniture	
    and	
    even	
    the	
    doors	
    –	
    was	
    
  once	
     animated	
     by	
     an	
     amazingly	
     lazy	
     wizard	
     who	
    
  dwelled	
    there,	
    to	
    serve	
    his	
    every	
    need.	
    It	
    is	
    said,	
    his	
    
  demands	
     got	
     so	
     ridiculous	
     his	
     animated	
     servants	
    
  revolted	
    and	
    killed	
    him.	
    The	
    objects	
    are	
    still	
    there,	
    
  and	
     quite	
     insane,	
     and	
     there	
     is	
     no	
     telling	
     whether	
    
  they	
     will	
     be	
     friendly,	
     and	
     deal	
     with	
     an	
     exploring	
    
  adventurer’s	
     needs,	
     or	
     decide	
     to	
     deal	
     with	
     him	
    
  permanently.	
    
  
  117	
    
  16	
    
  Hobgoblins:	
     The	
     hobgoblins	
     from	
     Quastacka	
     Lake	
    
  are	
     rumoured	
     to	
     win	
     every	
     battle,	
     provided	
     they	
    
  offer	
    one	
    of	
    their	
    own	
    to	
    the	
    fire	
    during	
    a	
    cleansing	
    
  ritual	
    devoted	
    to	
    their	
    war	
    god.	
    Dying	
    in	
    this	
    way	
    is	
    a	
    
  great	
    honour,	
    and	
    there	
    is	
    never	
    a	
    lack	
    of	
    volunteers	
    
  for	
    what	
    the	
    Hobgoblins	
    call	
    “the	
    Battle	
    that	
    Burns.”	
    	
    
  17	
    
  Aboleths:	
    Tombalt	
    Keep	
    is	
    half	
    underwater.	
    It	
    didn’t	
    
  just	
    flood	
    –	
    the	
    island	
    simply	
    sank	
    until	
    the	
    waters	
    
  flooded	
     the	
     gates.	
     Now,	
     nobody	
     goes	
     there	
    
  anymore,	
     fearing	
     the	
     Water	
     God	
     that	
     grabs	
     those	
    
  that	
    come	
    near	
    and	
    turns	
    them	
    into	
    slimy	
    servants,	
    
  working	
     to	
     further	
     undermine	
     the	
     keep	
     until	
     the	
    
  highest	
    tower	
    is	
    finally	
    entirely	
    submerged.	
    	
    
  18	
    
  Wererats:	
     The	
     Glazen	
     Eye	
     thieves’	
     guild	
     has	
     been	
    
  stricken	
    with	
    a	
    malady	
    ever	
    since	
    they	
    ventured	
    into	
    
  the	
    old	
    tunnels	
    under	
    town.	
    Something	
    there	
    turns	
    
  these	
    men	
    –	
    unsavoury	
    in	
    any	
    case	
    –	
    into	
    monstrous	
    
  shape	
    shifting	
    critters,	
    and	
    it	
    is	
    said	
    they	
    now	
    force	
    
  others	
     down	
     there	
     too.	
     Legend	
     places	
     the	
     Well	
     of	
    
  Weers	
     under	
     the	
     town	
     –	
     a	
     cursed	
     well	
     which	
    
  bestows	
    on	
    those	
    who	
    drink	
    from	
    it	
    the	
    visage	
    that	
    
  mirrors	
    their	
    inner	
    self.	
    If	
    the	
    thieves	
    drank	
    from	
    it	
    –	
    
  well,	
     they	
     would	
     not	
     quickly	
     be	
     turned	
     into	
     pretty	
    
  faeries,	
    would	
    they?	
    
  19	
    
  Bugbears:	
    The	
    Bloodstreak	
    tribe	
    of	
    bugbears	
    believe	
    
  a	
    true	
    champion	
    can	
    only	
    be	
    those	
    who	
    are	
    cut	
    by	
    
  the	
     talons	
     of	
     Neserfedeswizic	
     –	
     an	
     ancient	
     red	
    
  dragon	
    slumbering	
    in	
    the	
    Croat	
    Mines.	
    The	
    paladins	
    
  that	
    are	
    charged	
    with	
    keeping	
    it	
    asleep	
    have	
    a	
    hard	
    
  time	
     killing	
     off	
     the	
     bugbears	
     trying	
     to	
     prove	
     their	
    
  worth	
    by	
    sneaking	
    into	
    its	
    cave	
    to	
    get	
    a	
    scar.	
    
  20	
    
  Knights:	
     The	
     order	
     of	
     the	
     Golden	
     Rayment	
     are	
    
  encamped	
    in	
    the	
    ruin	
    they	
    refer	
    to	
    as	
    The	
    Tearfall.	
    
  According	
     to	
     their	
     tales,	
     a	
     goddess	
     once	
     answered	
    
  the	
    prayers	
    of	
    a	
    faithful.	
    She	
    appeared	
    in	
    the	
    keep’s	
    
  donjons	
     to	
     free	
     her	
     disciple.	
     She	
     wept	
     for	
     her	
    
  disciple’s	
    pains,	
    and	
    where	
    her	
    tears	
    fell	
    they	
    healed	
    
  all	
    wounds.	
    The	
    knights	
    have	
    unearthed	
    the	
    keep’s	
    
  extensive	
     donjons	
     and	
     now	
     scour	
     the	
     monster-­‐
  infested	
    ruin	
    in	
    search	
    for	
    the	
    cell	
    where	
    the	
    miracle	
    
  happened.	
    If	
    they	
    find	
    it,	
    the	
    king	
    has	
    granted	
    them	
    
  the	
    right	
    to	
    take	
    the	
    keep	
    as	
    their	
    order’s	
    temple.	
    
  	
    
  	
    
  	
    
  	
    
   
  
  118	
    
  L E G E N D S :  E V E N T S  &  D E E D S  
  As	
     dungeons	
     attract	
     adventurers	
     like	
     corpses	
     attract	
     flies,	
    
  dungeons	
    are	
    often	
    the	
    site	
    of	
    heroic	
    (or	
    nefarious)	
    actions.	
    
  D20	
    
  	
    
  1	
    
  The	
    River	
    War:	
    Two	
    barons	
    fought	
    over	
    a	
    dam,	
    but	
    
  none	
    ever	
    won.	
    Both	
    lost	
    all	
    their	
    men	
    in	
    a	
    pitched	
    
  battle	
     in	
     the	
     middle	
     of	
     the	
     river,	
     the	
     many,	
     many	
    
  dead	
     fouling	
     the	
     water	
     and	
     clogging	
     the	
     river,	
    
  turning	
     it	
     into	
     a	
     muddy	
     graveyard.	
     Animals	
     and	
    
  beasts	
    steer	
    clear	
    of	
    this	
    place	
    now,	
    for	
    those	
    that	
    
  drink	
    its	
    poisonous	
    waters	
    go	
    mad	
    or	
    die.	
    
  2	
    
  The	
    Witch	
    Burning:	
    Fear	
    can	
    do	
    a	
    lot	
    with	
    people.	
    
  When	
     the	
     greenhag	
     Tersilla	
     just	
     wouldn’t	
     die,	
     the	
    
  rural	
    folk	
    didn’t	
    merely	
    set	
    fire	
    to	
    her	
    cottage	
    –	
    they	
    
  burned	
     down	
     an	
     entire	
     swath	
     of	
     forest.	
     Nothing	
    
  grows	
    now	
    in	
    this	
    area,	
    and	
    the	
    hag	
    is	
    believe	
    dead,	
    
  but	
    occasionally,	
    bodies	
    of	
    animals	
    and	
    even	
    people	
    
  are	
    found	
    near	
    the	
    edge	
    of	
    this	
    land	
    of	
    ash	
    fields	
    and	
    
  charcoal	
    tree	
    trunks	
    –	
    burned	
    from	
    the	
    inside	
    out.	
    
  The	
    burning	
    revealed	
    several	
    ancient	
    burial	
    cairns	
    –	
    
  some	
     of	
     which	
     are	
     said	
     to	
     stand	
     above	
     deep	
    
  sepulchres	
    filled	
    with	
    ancient	
    bones.	
    
  3	
    
  Troll	
     Champion:	
     Lord	
     Danquin	
     loved	
     gladiatorial	
    
  combat	
     so	
     much	
     he	
     promised	
     to	
     wed	
     the	
     woman	
    
  who	
    would	
    slay	
    a	
    special-­‐bred	
    troll	
    in	
    his	
    arena,	
    one	
    
  immune	
    to	
    acid	
    and	
    fire.	
    Many	
    perished	
    before	
    the	
    
  brutal	
     monster,	
     until	
     the	
     hooded	
     adventuress	
    
  Deldeen	
     Ashadder	
     entered	
     the	
     arena.	
     She	
     fought	
    
  furiously	
     but	
     was	
     no	
     match	
     for	
     the	
     creature.	
     It	
    
  struck	
     her	
     down,	
     but	
     before	
     the	
     killing	
     blow,	
     it	
    
  ripped	
    off	
    the	
    woman’s	
    hood	
    revealing	
    her	
    to	
    be	
    a	
    
  medusa.	
     The	
     troll	
     was	
     instantly	
     petrified,	
     thus	
    
  yielding	
     the	
     match	
     to	
     the	
     woman.	
     Since	
     then,	
     the	
    
  petrified	
    troll,	
    still	
    holding	
    a	
    silk	
    hood,	
    stands	
    in	
    the	
    
  arena,	
    marking	
    the	
    day	
    of	
    Danquin’s	
    wedding	
    –	
    and	
    
  the	
    rise	
    of	
    the	
    Ashadder	
    house.	
    
  4	
    
  The	
    Lashed	
    Lass:	
    The	
    Lass	
    is	
    the	
    name	
    of	
    an	
    inn	
    near	
    
  to	
     the	
     dungeon,	
     commemorating	
     a	
     woman	
     who,	
    
  due	
     to	
     treasonous	
     acts,	
     was	
     condemned	
     to	
     be	
    
  bound	
    and	
    lashed	
    on	
    the	
    village	
    square	
    until	
    dead.	
    
  The	
     woman	
     was	
     lashed	
     for	
     days,	
     and	
     had	
     not	
     a	
    
  shred	
     of	
     flesh	
     on	
     her	
     bones	
     when	
     she	
     finally	
    
  perished.	
     Her	
     screams	
     can	
     still	
     be	
     heard	
     on	
     dark	
    
  nights,	
     and	
     the	
     lash	
     that	
     killed	
     her	
     is	
     cursed	
     to	
    
  strangle	
    it’s	
    owner.	
    Some	
    say	
    it	
    lurks	
    in	
    the	
    inn	
    and	
    
  occasionally	
     attacks	
     those	
     resembling	
     the	
     folk	
    
  responsible	
    for	
    the	
    woman’s	
    death.	
    
  5	
    
  The	
    Dragon:	
    The	
    red	
    dragon	
    Blaze	
    fought	
    hundreds	
    
  of	
     adventuring	
     parties.	
     His	
     death	
     –	
     and	
     the	
    
  accompanying	
     reward	
     –	
     was	
     claimed	
     by	
     the	
     War	
    
  Dogs,	
     but	
     all	
     the	
     proof	
     they	
     had	
     was	
     a	
     dragon’s	
    
  tooth.	
     Blaze	
     was	
     known	
     to	
     fry	
     adventurers	
     and	
    
  devour	
     them	
     whole	
     –	
     equipment	
     and	
     all.	
     His	
     belly	
    
  might	
    contain	
    a	
    true	
    treasure	
    throve,	
    and	
    all	
    one	
    has	
    
  to	
    do	
    to	
    claim	
    it	
    is	
    to	
    find	
    his	
    mouldering	
    corpse.	
    	
    
  6	
    
  The	
    Crusade:	
    Many	
    castles	
    and	
    towns	
    that	
    lie	
    now	
    
  in	
    ruin	
    are	
    remnants	
    of	
    the	
    Cleansing	
    Crusade.	
    The	
    
  zealous	
     paladin	
     Havra	
     Zhoul	
     blasted	
     quite	
     a	
     few	
    
  lords	
    to	
    oblivion,	
    citing	
    their	
    devotion	
    to	
    chaos	
    as	
    a	
    
  justification.	
    Whole	
    areas	
    were	
    burned,	
    lands	
    sown	
    
  with	
     salt	
     and	
     families	
     slain.	
     After	
     Havra’s	
     demise,	
    
  these	
     areas	
     slowly	
     recovered.	
     Some	
     places	
     were	
    
  abandoned	
    entirely.	
    These	
    now	
    house	
    monsters,	
    or	
    
  are	
     haunted	
     by	
     the	
     wrathful	
     dead.	
     During	
     the	
    
  crusade,	
    many	
    nobles	
    and	
    other	
    wealthy	
    folk	
    hid	
    or	
    
  buried	
    their	
    treasures	
    to	
    keep	
    them	
    from	
    falling	
    into	
    
  Havra	
    Zhoul’s	
    hands.	
    Some	
    of	
    the	
    treasures	
    are	
    said	
    
  to	
    lie	
    in	
    a	
    nearby	
    dungeon.	
    
  7	
    
  Family	
     feud:	
     The	
     spectres	
     of	
     Grainriff	
     House	
     each	
    
  night	
    enact	
    a	
    family	
    tragedy	
    of	
    years	
    ago	
    –	
    a	
    bloody	
    
  feud	
    where	
    three	
    brothers	
    killed	
    each	
    other	
    over	
    an	
    
  argument	
     about	
     treasure	
     recovered	
     from	
     a	
     nearby	
    
  dungeon.	
    Everyone	
    present	
    was	
    slain,	
    including	
    the	
    
  entire	
     family	
     who	
     had	
     gathered	
     for	
     a	
     celebratory	
    
  banquet.	
    It	
    is	
    best	
    not	
    to	
    get	
    in	
    their	
    way	
    when	
    they	
    
  start	
     their	
     ghostly	
     massacre.	
     Those	
     caught	
     in	
    
  between	
     tend	
     to	
     be	
     “confused”	
     with	
     family	
    
  members,	
    and	
    quickly	
    find	
    out	
    spectral	
    blades	
    leave	
    
  wounds	
    that	
    are	
    quite	
    real.	
    
  8	
    
  Final	
     Stand:	
     The	
     Fellowship	
     of	
     the	
     Rod	
     invaded	
     a	
    
  local	
     dungeon,	
     but	
     discovered	
     its	
     denizens	
     were	
    
  surprisingly	
    cunning	
    and	
    coordinated.	
    Although	
    they	
    
  fought	
     bravely	
     and	
     with	
     great	
     tenacity	
     they	
     were	
    
  eventually	
     overpowered.	
     They	
     survivors	
     were	
    
  captured	
    and	
    slowly	
    put	
    to	
    death	
    over	
    many	
    weeks,	
    
  enduring	
     unspeakable	
     suffering	
     before	
     death	
    
  released	
    them.	
    As	
    they	
    died,	
    their	
    screams	
    echoed	
    
  through	
     the	
     surrounding	
     hills	
     and	
     some	
     way	
     they	
    
  still	
    do.	
    
  9	
    
  The	
    Hand:	
    Clerics	
    of	
    the	
    Faith	
    of	
    Light	
    tend	
    to	
    get	
    
  powerful	
     and	
     very,	
     very	
     rich.	
     Power	
     and	
     wealth,	
    
  however,	
     do	
     not	
     protect	
     against	
     all	
     mishaps.	
     High	
    
  priest	
     Halzedar	
     had	
     no	
     use	
     for	
     them	
     when	
     his	
    
  attempt	
     to	
     cleanse	
     Partlow	
     Castle	
     unleashed	
     the	
    
  fury	
    of	
    the	
    dead.	
    A	
    horde	
    of	
    ghouls	
    rose	
    up	
    to	
    attack	
    
  him	
     and	
     his	
     retinue,	
     and	
     a	
     massive	
     ghast	
     severed	
    
  the	
     cleric’s	
     well-­‐ringed	
     hand	
     in	
     one	
     bite.	
     Halzedar	
    
  managed	
    to	
    flee,	
    but	
    with	
    his	
    hand	
    –	
    and	
    most	
    of	
    his	
    
  reputation	
    –	
    left	
    behind.	
    Some	
    report	
    the	
    hand	
    later	
    
  animated,	
    and	
    now	
    scuttles,	
    still	
    bejeweled,	
    among	
    
  the	
    other	
    undead.	
    
  10	
    
  The	
     Plague:	
     The	
     Dregon	
     family	
     was	
     an	
     extensive	
    
  one,	
    but	
    they	
    all	
    died	
    in	
    a	
    fortnight,	
    succumbing	
    to	
    a	
    
  terrible	
    wasting	
    disease.	
    None	
    of	
    them	
    are	
    left	
    to	
    lay	
    
  claim	
     to	
     their	
     house	
     –	
     and	
     nobody	
     who	
     is	
     not	
    
  related	
    has	
    any	
    interest	
    in	
    doing	
    so.	
    The	
    plague	
    that	
    
  laid	
     the	
     family	
     low	
     still	
     festers	
     in	
     the	
     ruins.	
     The	
    
  disease	
     creeps	
     up	
     on	
     you,	
     and	
     rots	
     you	
     from	
     the	
    
  inside	
    out.	
    You	
    can’t	
    even	
    see	
    when	
    someone	
    is	
    sick,	
    
  and	
    may	
    only	
    discover	
    that	
    you	
    yourself	
    are	
    when	
    it	
    
  is	
    already	
    too	
    late.	
    
  
  119	
    
  	
    11	
    
  The	
    Orc	
    Invasion:	
    Quaig	
    Hold	
    was	
    besieged	
    by	
    orcs	
    
  centuries	
     ago.	
     The	
     orcs	
     send	
     waves	
     and	
     waves	
     of	
    
  goblins	
    at	
    the	
    walls	
    –	
    a	
    fruitless	
    attempt.	
    The	
    folk	
    of	
    
  Quaig	
    thought	
    themselves	
    safe,	
    but	
    did	
    not	
    realize	
    
  the	
    goblin	
    waves	
    masked	
    the	
    orcs’	
    true	
    plan:	
    Under	
    
  cover	
     of	
     the	
     attacks	
     they	
     dug	
     tunnels	
     under	
     the	
    
  hold’s	
    walls.	
    Then,	
    using	
    powerful	
    magic,	
    they	
    blew	
    
  up	
    the	
    wall’s	
    foundations.	
    It	
    –	
    and	
    a	
    nearby	
    tower	
    –	
    
  collapsed,	
    and	
    the	
    orcs	
    entered	
    the	
    castle	
    and	
    slew	
    
  the	
    men	
    before	
    enslaving	
    the	
    rest.	
    
  12	
    
  The	
    Black	
    Storm:	
    One	
    of	
    the	
    greatest	
    disasters	
    was	
    
  the	
     Black	
     Storm,	
     which	
     lasted	
     seven	
     days	
     and	
    
  wreaked	
     much	
     havoc.	
     Hundreds	
     of	
     trees	
     were	
    
  unearthed,	
     and	
     the	
     sun	
     was	
     hidden	
     from	
     view	
    
  casting	
     everything	
     in	
     darkness.	
     The	
     town	
     of	
    
  Tarkenbay	
    was	
    flooded	
    with	
    a	
    mud	
    slide	
    and	
    almost	
    
  entirely	
    destroyed.	
    All	
    that	
    exists	
    of	
    that	
    town	
    is	
    the	
    
  watchtower,	
     whose	
     top	
     floors	
     stick	
     out	
     over	
     the	
    
  marsh	
     that	
     has	
     formed	
     over	
     the	
     town.	
     Even	
     now,	
    
  the	
     area	
     is	
     regularly	
     plagued	
     by	
     storms	
     that	
     start	
    
  unexpectedly	
    and	
    last	
    for	
    hours.	
    The	
    locals	
    refer	
    to	
    
  them	
    as	
    the	
    Children	
    of	
    the	
    Black	
    Storm.	
    
  13	
    
  Quartering	
    the	
    Ogre:	
    The	
    ogre	
    Crooktooth	
    has	
    only	
    
  been	
    
  captured	
    
  once.	
    
  The	
    
  baron	
    
  felt	
    
  that	
    
  Crooktooth’s	
     depravations	
     were	
     so	
     bad	
     he	
     needed	
    
  to	
     be	
     publicly	
     executed.	
     So	
     rather	
     than	
     have	
     him	
    
  killed,	
    he	
    had	
    him	
    captuired	
    –	
    at	
    the	
    cost	
    of	
    many	
    
  lives	
     –	
     and	
     ordered	
     him	
     quartered	
     in	
     the	
     town	
    
  square.	
     All	
     the	
     baron’s	
     horses	
     and	
     all	
     the	
     baron’s	
    
  men	
    could	
    not	
    quarter	
    the	
    ogre	
    though:	
    Crooktooth	
    
  was	
    too	
    strong.	
    After	
    the	
    horse	
    had	
    been	
    pulling	
    for	
    
  an	
    hour,	
    he	
    twisted	
    his	
    body	
    and	
    broke	
    the	
    horses’	
    
  necks.	
     Thus	
     freed,	
     he	
     went	
     on	
     a	
     rampage	
     through	
    
  the	
    town,	
    until	
    he	
    found	
    the	
    baron	
    and	
    crushed	
    his	
    
  skull	
    with	
    a	
    horse’s	
    thighbone.	
    
  14	
    
  The	
    Treaty:	
    After	
    the	
    defeat	
    of	
    the	
    dark	
    fey	
    during	
    
  the	
    Battle	
    of	
    Shields,	
    the	
    fey	
    were	
    forced	
    to	
    sign	
    a	
    
  treaty	
    with	
    the	
    dwarves.	
    A	
    memorable	
    event,	
    which	
    
  was	
    signified	
    by	
    the	
    placing	
    of	
    a	
    single	
    stone	
    in	
    the	
    
  tunnel	
    where	
    the	
    battle	
    took	
    place,	
    which	
    also	
    was	
    
  determined	
    
  to	
    
  be	
    
  the	
    
  boundaries	
    
  between	
    
  territories.	
    Signed	
    in	
    the	
    Shields	
    Stone	
    are,	
    in	
    Sylvan	
    
  and	
    Dwarven,	
    the	
    words	
    “Only	
    The	
    Dead	
    Pass.”	
    No	
    
  fey	
     nor	
     dwarf	
     may	
     step	
     across	
     the	
     boundary.	
     For	
    
  ages,	
     the	
     people	
     have	
     kept	
     to	
     the	
     boundaries.	
    
  Others	
     have	
     not	
     –	
     though	
     many	
     who	
     crossed	
     into	
    
  dark	
    fey	
    territory	
    paid	
    the	
    price,	
    for	
    the	
    fey	
    do	
    not	
    
  limit	
    their	
    wrath	
    to	
    dwarves	
    alone.	
    
  15	
    
  The	
     Wedding	
     Gift:	
     The	
     wedding	
     of	
     Lord	
     Ahm	
     and	
    
  young	
     Esthel	
     Traquin	
     was	
     a	
     great,	
     festive	
     event.	
    
  Word	
    is,	
    though,	
    the	
    bride	
    was	
    not	
    so	
    thrilled	
    at	
    the	
    
  match.	
     Her	
     true	
     lover,	
     a	
     minor	
     noble’s	
     son,	
     had	
    
  sought	
     to	
     elope	
     with	
     her,	
     but	
     Ahm’s	
     mage	
     caught	
    
  him.	
    The	
    young	
    man	
    was	
    turned	
    into	
    a	
    songbird,	
    and	
    
  gifted	
    to	
    the	
    bride.	
    She	
    must	
    have	
    known	
    his	
    fate,	
    
  for	
    she	
    kept	
    the	
    bird,	
    and	
    often	
    sang	
    to	
    it,	
    until	
    the	
    
  day	
    she	
    died.	
    The	
    bird	
    never	
    aged	
    –	
    and	
    for	
    all	
    we	
    
  know,	
    it	
    may	
    still	
    sing.	
    
  16	
    
  The	
     Theft:	
     The	
     Scrolls	
     of	
     Nethnargay	
     describe	
     the	
    
  secrets	
    for	
    eternal	
    life.	
    The	
    scrolls	
    were	
    once	
    kept	
    in	
    
  a	
     magically	
     secure	
     cabinet,	
     fabricated	
     out	
     of	
    
  hardened	
     wood	
     and	
     glass	
     that	
     was	
     unbreakable,	
    
  with	
     a	
     lock	
     that	
     could	
     only	
     be	
     opened	
     if	
     three	
    
  different	
     sages	
     spoke	
     the	
     right	
     command	
     word	
     at	
    
  the	
     same	
     time.	
     The	
     cabinet	
     stood	
     in	
     a	
     room	
     that	
    
  could	
    not	
    be	
    entered	
    by	
    magic,	
    and	
    was	
    guarded	
    by	
    
  a	
    variety	
    of	
    monstrous	
    creatures	
    that	
    would	
    appear	
    
  if	
    anyone	
    came	
    within	
    ten	
    feet	
    of	
    the	
    cabinet.	
    The	
    
  scrolls	
     were	
     untouched	
     for	
     centuries,	
     but	
     only	
     a	
    
  decade	
     ago,	
     they	
     disappeared.	
     The	
     room	
     was	
     still	
    
  closed,	
     the	
     cabinet	
     still	
     locked	
     and	
     intact.	
     All	
     that	
    
  could	
    be	
    found	
    was	
    one	
    unconscious	
    librarian,	
    who	
    
  never	
     saw	
     the	
     intruder,	
     but	
     recalled	
     the	
     smell	
     of	
    
  lavender	
     before	
     he	
     passed	
     out.	
     So	
     far,	
     the	
     scrolls	
    
  have	
    not	
    been	
    found.	
    
  17	
    
  The	
    Last	
    Stand:	
    For	
    99	
    hours	
    the	
    17	
    militia	
    of	
    Nesses	
    
  town	
     held	
     off	
     an	
     orc	
     horde	
     in	
     the	
     Tellinger	
     Pass.	
    
  They	
     endured	
     99	
     hours	
     without	
     sleep,	
     fighting	
    
  hundreds	
    of	
    orcs	
    and	
    their	
    goblinoid	
    allies.	
    The	
    last	
    
  soldier	
     was	
     waist	
     deep	
     in	
     corpses	
     when	
     she	
     fell.	
    
  Only	
    then	
    could	
    the	
    orcs	
    descend	
    on	
    Nesses,	
    and	
    by	
    
  then	
     the	
     people	
     had	
     fled.	
     The	
     reinforcements	
     that	
    
  arrived	
    days	
    later	
    found	
    the	
    orcs	
    had	
    left	
    the	
    town	
    
  intact,	
    but	
    had	
    created	
    a	
    pyre	
    for	
    its	
    defenders,	
    an	
    
  uncustomary	
    tribute	
    to	
    the	
    17	
    soldiers	
    that	
    had	
    held	
    
  them	
    off	
    for	
    almost	
    four	
    days.	
    
  18	
    
  The	
     Funeral:	
     The	
     death	
     of	
     queen	
     Eltifah	
     of	
     Eith	
    
  wrecked	
    the	
    country.	
    The	
    queen	
    had	
    always	
    spent	
    
  quite	
    a	
    lot	
    of	
    the	
    country’s	
    money	
    on	
    luxuries	
    and	
    
  paramours,	
    but	
    her	
    funeral	
    and	
    the	
    richly	
    decorated	
    
  tomb	
     –	
     and	
     those	
     of	
     her	
     33	
     consorts,	
     who	
    
  traditionally	
     where	
     disembowelled	
     on	
     her	
     death	
     –	
    
  bankrupted	
     the	
     country.	
     No	
     wonder	
     many	
     have,	
    
  over	
    the	
    centuries,	
    tried	
    to	
    gain	
    access	
    to	
    the	
    riches	
    
  in	
     her	
     tomb,	
     risking	
     traps,	
     curses	
     and	
     the	
     queen	
    
  herself,	
    who	
    yet	
    haunts	
    her	
    tomb.	
    
  19	
    
  The	
    Ravenous	
    Beast:	
    A	
    ferocious,	
    gigantic	
    owlbear	
    
  haunted	
     a	
     local	
     town.	
     Many	
     adventurers	
     tried	
     to	
    
  slay	
    it,	
    but	
    all	
    failed.	
    During	
    one	
    attempt,	
    the	
    beast	
    
  bit	
     off	
     an	
     adventurer’s	
     arm.	
     On	
     his	
     hand	
     was	
     a	
    
  shooting-­‐star	
    conjuring	
    ring,	
    which	
    has	
    never	
    been	
    
  recovered.	
    
  20	
    
  The	
     Summoning:	
     It	
     is	
     hard	
     to	
     control	
     forces	
    
  summoned	
    from	
    Beyond.	
    Those	
    that	
    seek	
    to	
    do	
    so	
    
  pay	
    with	
    more	
    than	
    their	
    lives	
    if	
    they	
    fail.	
    During	
    the	
    
  Crusade,	
    many	
    demons	
    were	
    summoned,	
    and	
    many	
    
  overpowered	
    their	
    masters.	
    One	
    particular	
    demon,	
    
  now	
    leads	
    a	
    group	
    of	
    renegades	
    in	
    the	
    mountains,	
    
  terrorizing	
     the	
     people	
     there.	
     Its	
     master,	
     a	
     reckless	
    
  mage,	
     is	
     now	
     a	
     mindless	
     puppet,	
     who	
     casts	
     vile	
    
  magic	
    at	
    its	
    command.	
    
  	
    
  	
    
  	
    
  	
    
   
  
  120	
    
  M I S C E L L A N E O U S  F E A T U R E S :  C A R P E T S  &  R U G S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  rugs.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    
  on	
     your	
     dungeon’s	
     setup	
     –	
     ignore	
     or	
     modify	
     such	
     entries	
     as	
    
  appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  Shag	
    carpet	
    covers	
    the	
    entirety	
    of	
    the	
    floor;	
    its	
    
  strands	
     grasp	
     at	
     the	
     feet	
     of	
     all	
     who	
     move	
    
  through	
    it,	
    but	
    does	
    not	
    impede	
    movement.	
    
  06-­‐10	
    
  A	
     zigzag	
     pattern	
     on	
     this	
     rug	
     is	
     mesmerising,	
    
  requiring	
     a	
     character	
     viewing	
     it	
     to	
     avoid	
    
  becoming	
    dazed.	
    
  11-­‐12	
    
  The	
     underside	
     of	
     this	
     rug	
     displays	
     a	
     map	
     of	
     a	
    
  single	
    level	
    of	
    the	
    dungeon.	
    
  13-­‐14	
    
  This	
     beautiful	
     rug	
     is	
     actually	
     fashioned	
     from	
    
  glass;	
    it	
    acts	
    as	
    caltrops	
    for	
    anyone	
    crossing	
    it.	
    
  15-­‐16	
    
  As	
    a	
    character	
    crosses	
    this	
    bright	
    blue	
    rug,	
    it	
    rolls	
    
  up	
    behind	
    the	
    PC,	
    revealing	
    a	
    trapdoor.	
    
  17-­‐18	
    
  The	
     rug	
     audibly	
     crackles	
     as	
     characters	
     cross	
     it;	
    
  anyone	
     crossing	
     the	
     rug	
     who	
     later	
     touches	
     a	
    
  metal	
    object	
    risks	
    a	
    jolt.	
    
  19-­‐20	
    
  This	
     full	
     bearskin	
     rug	
     also	
     features	
     the	
     bear’s	
    
  snarling	
     head	
     at	
     one	
     end;	
     the	
     rug	
     growls	
     when	
    
  anyone	
    steps	
    on	
    it.	
    
  21-­‐22	
    
  This	
    carpet	
    has	
    small	
    pools	
    of	
    melted	
    candle	
    wax	
    
  at	
    five	
    locations	
    circumscribing	
    a	
    rough	
    circle;	
    a	
    
  large	
     splotch	
     of	
     dried	
     blood	
     sits	
     at	
     a	
     point	
    
  equidistant	
    to	
    all	
    five	
    pools.	
    
  23-­‐24	
    
  Despite	
     seeming	
     well-­‐used,	
     this	
     rug	
     gives	
     off	
     a	
    
  10-­‐foot-­‐radius	
     of	
     choking	
     dust	
     when	
     someone	
    
  walks	
    on	
    it.	
    
  25-­‐26	
    
  A	
    perfectly	
    round	
    ring	
    is	
    burned	
    into	
    this	
    carpet;	
    
  smoke	
    still	
    rises	
    from	
    portions	
    of	
    the	
    ring.	
    
  27-­‐28	
    
  This	
    plush,	
    pale	
    blue	
    carpet	
    deadens	
    the	
    sound	
    
  of	
    creatures	
    crossing	
    it.	
    
  29-­‐30	
    
  An	
    otherwise	
    pristine	
    rectangular	
    rug	
    features	
    a	
    
  gnawed	
    corner.	
    
  31-­‐32	
    
  Upon	
     opening	
     a	
     door	
     leading	
     into	
     a	
     hallway,	
     a	
    
  roll	
     of	
     carpet	
     unfurls	
     and	
     rolls	
     into	
     the	
     hall,	
    
  eventually	
     ending	
     at	
     a	
     four-­‐way	
     intersection	
    
  holding	
     three	
     more	
     carpet	
     rolls,	
     which	
     unroll	
    
  down	
    the	
    hallways	
    leading	
    from	
    the	
    junction.	
    
  33-­‐34	
    
  A	
     barely	
     visible	
     silver	
     thread	
     pokes	
     out	
     of	
     this	
    
  plain	
    grey	
    carpet;	
    the	
    thread	
    measures	
    20	
    feet	
    in	
    
  length	
    and	
    is	
    worth	
    2	
    gp.	
    
  35-­‐36	
    
  	
    A	
    carpet	
    of	
    natural	
    grass	
    covers	
    this	
    floor;	
    no	
    soil	
    
  seems	
    to	
    support	
    the	
    healthy,	
    green	
    grass.	
    
  37-­‐38	
    
  Dozens	
     of	
     moths	
     cover	
     this	
     carpet;	
     they	
     have	
    
  eaten	
    most	
    of	
    the	
    carpet’s	
    fabric.	
    
  39-­‐40	
    
  Rugs	
     of	
     all	
     description,	
     affixed	
     with	
     silver	
     pins	
    
  cover	
     the	
     walls	
     and	
     ceiling,	
     while	
     the	
     floor	
    
  remains	
    bare.	
    
  41-­‐42	
    
  As	
    one	
    or	
    more	
    characters	
    cross	
    this	
    large	
    square	
    
  rug,	
     it	
     suddenly	
     slips	
     to	
     the	
     side	
     and	
     may	
     trip	
    
  those	
    on	
    it.	
    
  43-­‐44	
    
  A	
    20-­‐foot-­‐diameter	
    rug	
    sits	
    in	
    the	
    room’s	
    centre;	
    
  A	
     tracker	
     may	
     reveal	
     that	
     the	
     rug	
     acts	
     like	
     a	
    
  patch	
    of	
    quicksand.	
    
  45-­‐46	
    
  A	
     circular	
     rug	
     patterned	
     to	
     resemble	
     a	
     sundial	
    
  slowly	
     rotates,	
     so	
     the	
     sundial	
     itself	
     points	
     to	
    
  numbers	
    painted	
    on	
    the	
    wall.	
    
  47-­‐48	
    
  A	
     large,	
     sickly	
     green	
     rug	
     covered	
     in	
     glyphs	
     and	
    
  weird	
    geometric	
    shapes	
    dominates	
    this	
    chamber;	
    
  characters	
     experience	
     a	
     vague	
     sense	
     of	
     unease	
    
  when	
    they	
    walk	
    across	
    the	
    rug.	
    
  49-­‐50	
    
  As	
    soon	
    as	
    someone	
    steps	
    on	
    this	
    dark	
    grey	
    rug,	
    
  it	
     slowly	
     unravels,	
     eventually	
     forming	
     a	
     single	
    
  thread	
    over	
    200	
    feet	
    in	
    length.	
    
  51-­‐52	
    
  This	
    carpet,	
    patterned	
    with	
    vivid	
    roses	
    and	
    tulips,	
    
  covers	
    the	
    entire	
    room;	
    stems	
    shoot	
    up	
    next	
    to	
    
  anyone	
     crossing	
     the	
     carpet	
     and	
     flowers	
     bloom	
    
  instantly	
    from	
    the	
    stems	
    with	
    a	
    pleasant	
    aroma.	
    
  53-­‐54	
    
  This	
     rug	
     is	
     stitched	
     together	
     from	
     dozens	
     of	
    
  animal	
    hides	
    from	
    different	
    species.	
    
  55-­‐56	
    
  A	
    
  plush,	
    
  beige	
    
  rug	
    
  cleans	
    
  itself	
    
  almost	
    
  immediately	
     after	
     something	
     spills	
     on	
     it	
     or	
     a	
    
  character	
    tracks	
    mud	
    on	
    it.	
    
  57-­‐58	
    
  Carpet	
     tiles	
     are	
     stacked	
     in	
     the	
     middle	
     of	
     this	
    
  room;	
    if	
    the	
    tiles	
    get	
    pieced	
    together	
    to	
    form	
    the	
    
  correct	
     image,	
     a	
     password	
     useful	
     in	
     another	
    
  dungeon	
    location	
    appears	
    in	
    the	
    carpet’s	
    centre,	
    
  wreathed	
    in	
    flame.	
    
  59-­‐60	
    
  This	
     blue	
     rug	
     has	
     a	
     white	
     diamond	
     pattern	
    
  covering	
     the	
     entire	
     rug;	
     it	
     appears	
     someone	
    
  frequently	
    folded	
    the	
    rug	
    in	
    half,	
    but	
    neither	
    half	
    
  conceals	
    anything.	
    
  61-­‐62	
    
  Giant	
     iron	
     stakes	
     pounded	
     into	
     the	
     stone	
     floor	
    
  pin	
     this	
     rectangular,	
     black	
     rug	
     in	
     place	
     at	
     each	
    
  corner;	
    the	
    rug	
    struggles	
    against	
    its	
    restraints.	
    
  63-­‐64	
    
  This	
    large	
    circular	
    rug	
    is	
    patterned	
    to	
    look	
    like	
    a	
    
  pond	
    or	
    other	
    body	
    of	
    water;	
    water	
    seeps	
    from	
    
  the	
    rug	
    when	
    someone	
    steps	
    on	
    it.	
    
  65-­‐66	
    
  An	
     unremarkable	
     blue	
     and	
     white	
     checked	
     rug	
    
  rests	
     in	
     a	
     corner	
     of	
     this	
     room,	
     away	
     from	
    
  furniture	
     or	
     doors;	
     a	
     magical	
     message	
     forms	
     in	
    
  the	
     rug’s	
     centre	
     when	
     a	
     PC	
     steps	
     on	
     it,	
    
  demanding	
    the	
    intruder	
    stop	
    crushing	
    it.	
    
  67-­‐68	
    
  This	
     purple	
     carpet	
     appears	
     normal	
     in	
     ordinary	
    
  light,	
    
  but	
    
  in	
    
  darkness,	
    
  it	
    
  emanates	
    
  bioluminescent	
     green	
     light.	
     Tiny	
     mould	
     spores	
    
  infest	
    the	
    carpet’s	
    weave.	
    
  69-­‐70	
    
  This	
     crimson	
     carpet	
     covers	
     the	
     entire	
     room;	
     it	
    
  floats	
    an	
    inch	
    above	
    the	
    floor.	
    
  71-­‐72	
    
  Golden	
     stars	
     travel	
     almost	
     imperceptibly	
     across	
    
  this	
     black	
     carpet;	
     a	
     scholar	
     of	
     geography	
     may	
    
  realize	
    the	
    stars	
    form	
    constellations	
    seen	
    over	
    a	
    
  millennium	
    ago.	
    
  73-­‐74	
    
  A	
    painted	
    arrow	
    sits	
    in	
    each	
    5-­‐foot-­‐square	
    carpet	
    
  tile;	
     following	
     the	
     pattern	
     of	
     arrows	
     reveals	
     a	
    
  secret	
    door.	
    	
    
  
  121	
    
  75-­‐76	
    
  This	
     otherwise	
     elegant,	
     white	
     carpet	
     has	
     a	
     tiny	
    
  red	
    stain,	
    less	
    than	
    an	
    inch	
    in	
    diameter;	
    it	
    resists	
    
  all	
    attempts	
    to	
    remove	
    it.	
    
  77-­‐78	
    
  A	
     large,	
     rolled	
     up	
     carpet	
     stands	
     in	
     one	
     of	
     the	
    
  room’s	
     corners;	
     unrolling	
     the	
     carpet	
     reveals	
     a	
    
  fresh	
    halfling	
    corpse,	
    drained	
    of	
    blood.	
    
  79-­‐80	
    
  A	
     bright	
     yellow	
     rug,	
     30	
     feet	
     in	
     diameter,	
    
  fashioned	
     to	
     look	
     like	
     the	
     sun,	
     complete	
     with	
    
  strands	
     of	
     threads	
     to	
     represent	
     rays,	
     radiates	
    
  pleasant	
     warmth	
     (enough	
     to	
     negate	
     the	
     effects	
    
  of	
    cold	
    weather	
    for	
    those	
    standing	
    on	
    it).	
    
  81-­‐82	
    
  This	
    rug	
    is	
    fashioned	
    from	
    a	
    young	
    black	
    dragon’s	
    
  hide,	
     retaining	
     the	
     creature’s	
     snout,	
     tail	
     and	
    
  wings;	
    acid	
    dribbles	
    from	
    the	
    snout.	
    
  83-­‐84	
    
  This	
     thin,	
     brown	
     carpet	
     ripples	
     as	
     if	
     several	
    
  things	
    crawl	
    underneath	
    it,	
    but	
    lifting	
    the	
    carpet	
    
  reveals	
    nothing	
    of	
    note.	
    
  85-­‐86	
    
  Stitching	
     resembling	
     emerald	
     green	
     lily	
     pads	
    
  covers	
    this	
    light	
    blue	
    rug;	
    every	
    1d10	
    minutes,	
    a	
    
  frog	
    materializes	
    on	
    a	
    lily	
    pad,	
    jumps	
    to	
    another,	
    
  and	
    then	
    disappears.	
    
  87-­‐88	
    
  This	
     deep	
     pile	
     carpet	
     is	
     part	
     of	
     an	
     elaborate	
    
  illusion	
     covering	
     a	
     40-­‐foot-­‐deep	
     pit;	
     a	
     strong-­‐
  willed	
     character	
     touching	
     through	
     the	
     rug	
     may	
    
  see	
    through	
    the	
    illusion,	
    but	
    anyone	
    stepping	
    on	
    
  the	
    rug	
    must	
    be	
    agile	
    to	
    avoid	
    falling	
    into	
    the	
    pit.	
    
  89-­‐90	
    
  At	
    first	
    sight,	
    the	
    rug	
    displays	
    a	
    jumbled	
    portrait	
    
  of	
    various	
    creatures;	
    when	
    a	
    PC	
    steps	
    on	
    the	
    rug,	
    
  the	
    character’s	
    image	
    appears	
    most	
    prominently	
    
  on	
    its	
    surface.	
    
  91-­‐92	
    
  An	
     observant	
     character	
     notices	
     a	
     ripped	
     seam	
    
  splitting	
    the	
    carpet’s	
    top	
    from	
    its	
    bottom	
    along	
    
  one	
    side	
    of	
    the	
    carpet;	
    puling	
    the	
    carpet	
    apart	
    at	
    
  the	
    seam	
    reveals	
    an	
    extradimensional	
    space.	
    
  93-­‐94	
    
  A	
    navy-­‐blue	
    carpet	
    patterned	
    with	
    gold	
    pyramids	
    
  breaks	
     up	
     into	
     a	
     swarm	
     of	
     harmless	
     scarab	
    
  beetles	
    when	
    it	
    holds	
    more	
    than	
    400	
    pounds.	
    
  95-­‐99	
    
  This	
     10-­‐foot	
     by	
     15-­‐foot	
     rectangular	
     rug	
     has	
     a	
    
  striking	
    blue	
    and	
    gold	
    pattern	
    and	
    gold	
    tassels	
    at	
    
  each	
     corner;	
     if	
     a	
     character	
     steps	
     on	
     the	
     rug,	
     it	
    
  flails	
    its	
    tassels	
    at	
    the	
    character.	
    	
    
  100	
    
  This	
    carpet’s	
    fibres	
    seemingly	
    travel	
    in	
    waves;	
    as	
    
  they	
    do,	
    they	
    change	
    colour.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  
  122	
    
  M I S C E L L A N E O U S  F E A T U R E S :  E V I D E N C E  O F  P R E V I O U S  E X P L O R E R S   
  Use	
    this	
    table	
    to	
    generate	
    evidence	
    of	
    previous	
    explorers.	
    Some	
    
  features	
     listed	
     below	
     may	
     be	
     inappropriate	
     based	
     on	
     your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  Several	
     sets	
     of	
     fresh	
     muddy	
     boot	
     tracks	
     lead	
    
  further	
    into	
    the	
    dungeon.	
    
  2	
    
  An	
    arrow	
    sticks	
    into	
    the	
    wall	
    from	
    a	
    sprung	
    trap;	
    
  fresh	
    blood	
    tips	
    another	
    lying	
    nearby.	
    
  3	
    
  A	
     rope	
     tied	
     off	
     with	
     masterful	
     knots	
     to	
    
  hammered	
    stakes	
    spans	
    an	
    open	
    pit.	
    
  4	
    
  Broken	
    lock	
    picks	
    lie	
    in	
    front	
    of	
    an	
    open	
    door.	
    
  5	
    
  Acid-­‐scarred	
     leather	
     armour	
     and	
     a	
     partially	
    
  melted	
    axe	
    rest	
    in	
    a	
    corner	
    of	
    this	
    chamber.	
    
  6	
    
  A	
     scrawled	
     note	
     lies	
     discarded	
     on	
     the	
     floor;	
     it	
    
  reads,	
     “Turn	
     left	
     at	
     the	
     next	
     intersection,	
     then	
    
  right	
    at	
    the	
    unlit	
    torch.”	
    
  7	
    
  A	
    copper	
    coin	
    displaying	
    an	
    emperor’s	
    head	
    lies	
    
  at	
    the	
    centre	
    of	
    this	
    T-­‐intersection.	
    
  8	
    
  Black	
     ants	
     swarm	
     over	
     chunks	
     of	
     freshly	
    
  discarded	
    food.	
    
  9	
    
  An	
    empty	
    chest	
    blocks	
    a	
    closed	
    door;	
    something	
    
  tried	
    to	
    smash	
    the	
    door	
    from	
    the	
    other	
    side.	
    
  10	
    
  A	
    hand-­‐drawn	
    map	
    sits	
    rolled	
    up	
    on	
    the	
    floor;	
    it	
    
  indicates	
    most	
    of	
    the	
    rooms	
    the	
    party	
    has	
    visited	
    
  and	
    a	
    couple	
    they	
    have	
    not	
    seen.	
    
  11	
    
  A	
    discarded	
    pickaxe	
    sits	
    next	
    to	
    a	
    partially	
    carved	
    
  out	
    earthen	
    wall.	
    
  12	
    
  The	
     impression	
     of	
     a	
     staff	
     bearing	
     someone’s	
    
  weight	
    appears	
    in	
    soft	
    surfaces.	
    
  13	
    
  Several	
     portraits,	
     rugs	
     and	
     heavy	
     furniture	
     fill	
    
  this	
    secluded	
    room,	
    as	
    if	
    waiting	
    for	
    someone	
    to	
    
  return	
    to	
    collect	
    all	
    of	
    it.	
    
  14	
    
  Char	
    marks	
    surround	
    a	
    broken	
    flask.	
    
  15	
    
  Tally	
     marks	
     cover	
     the	
     wall	
     next	
     to	
     two	
     letters;	
    
  “B”	
    has	
    37,	
    while	
    “Q”	
    has	
    41.	
    
  16	
    
  A	
     torn	
     piece	
     of	
     parchment	
     contains	
     a	
     faraway	
    
  royal’s	
    signature	
    and	
    a	
    mention	
    of	
    an	
    amulet.	
    	
    
  17	
    
  A	
    burned-­‐out	
    torch	
    lies	
    discarded	
    on	
    the	
    floor.	
    
  18	
    
  A	
     makeshift	
     bridge,	
     comprised	
     of	
     lashed	
    
  together	
    planks,	
    crosses	
    an	
    underground	
    stream.	
    
  19	
    
  In	
    a	
    maze-­‐like	
    set	
    of	
    passages,	
    chalk	
    arrows	
    point	
    
  out	
    a	
    path	
    before	
    abruptly	
    ending.	
    
  20	
    
  A	
    piece	
    of	
    parchment	
    holds	
    rubbings	
    of	
    runes.	
    
  21	
    
  A	
     discarded,	
     empty	
     spell	
     component	
     pouch	
     lies	
    
  wadded	
    up	
    on	
    the	
    floor.	
    
  22	
    
  A	
     lowered	
     portcullis	
     has	
     bent	
     bars,	
     allowing	
    
  Medium-­‐sized	
    and	
    smaller	
    creatures	
    to	
    pass.	
    
  23	
    
  A	
    tactical	
    battle	
    plan	
    has	
    been	
    scratched	
    into	
    the	
    
  earth;	
    it	
    details	
    a	
    20-­‐foot	
    by	
    20-­‐foot	
    room	
    with	
    
  two	
    entrances	
    opposite	
    each	
    other.	
    
  24	
    
  Lids	
     belonging	
     to	
     barrels	
     containing	
     flour	
     and	
    
  grain	
    lie	
    next	
    to	
    the	
    barrels;	
    flour	
    and	
    grain	
    are	
    
  scattered	
    to	
    the	
    ground.	
    	
    
  25	
    
  A	
    thick	
    layer	
    off	
    dust	
    has	
    been	
    mostly	
    cleared	
    off	
    
  the	
    top	
    of	
    a	
    sarcophagus.	
    
  26	
    
  This	
    statue	
    holds	
    out	
    its	
    hands	
    in	
    surprise.	
    
  27	
    
  A	
    dropped	
    journal	
    details	
    the	
    author’s	
    thoughts	
    
  on	
    the	
    dungeon’s	
    ecology.	
    
  28	
    
  Tiny	
    
  metal	
    
  shavings	
    
  lie	
    
  where	
    
  someone	
    
  sharpened	
    their	
    weapon.	
    
  29	
    
  A	
    chalk	
    “X”	
    appears	
    on	
    a	
    floor	
    tile.	
    
  30	
    
  Based	
    on	
    the	
    grooves	
    in	
    the	
    floor,	
    a	
    stone	
    table	
    
  was	
    dragged	
    from	
    the	
    room’s	
    centre	
    to	
    a	
    corner.	
    
  31	
    
  A	
    ladder	
    leans	
    against	
    a	
    20-­‐foot-­‐tall	
    wall.	
    
  32	
    
  Several	
     empty	
     and	
     broken	
     bottles	
     lie	
     near	
    
  spatters	
    of	
    blood.	
    
  33	
    
  At	
     a	
     multi-­‐way	
     intersection,	
     chalk	
     drawings	
    
  indicate	
    the	
    monsters	
    present	
    in	
    each	
    direction.	
    
  34	
    
  Fresh	
     soot	
     from	
     raised	
     torches	
     mars	
     an	
    
  inscription	
    above	
    a	
    door.	
    
  35	
    
  A	
     piece	
     of	
     parchment	
     contains	
     a	
     riddle	
     and	
    
  several	
    crossed-­‐out	
    answers	
    to	
    it.	
    
  36	
    
  A	
    broken	
    padlock	
    lies	
    in	
    front	
    of	
    an	
    empty	
    chest.	
    
  37	
    
  A	
     flicker	
     of	
     torchlight	
     disappears	
     as	
     the	
    
  torchbearer	
    moves	
    out	
    of	
    range.	
    
  38	
    
  Several	
     broken	
     crossbow	
     bolts	
     lie	
     scattered	
     on	
    
  the	
    floor.	
    
  39	
    
  Smeared	
    soot	
    forms	
    a	
    meandering,	
    yet	
    clear	
    line	
    
  from	
    one	
    side	
    of	
    this	
    room	
    to	
    the	
    other.	
    
  40	
    
  A	
    door	
    leading	
    out	
    of	
    this	
    room	
    has	
    been	
    spiked	
    
  shut;	
    nothing	
    can	
    be	
    heard	
    from	
    the	
    other	
    side.	
    
  41	
    
  An	
    open	
    journal	
    lies	
    next	
    to	
    a	
    corpse;	
    it	
    details	
    
  the	
    deaths	
    of	
    everyone	
    in	
    an	
    adventuring	
    party.	
    
  42	
    
  The	
     fronts	
     of	
     several	
     standing	
     sarcophagi	
     have	
    
  been	
    opened;	
    most	
    hold	
    corpses,	
    but	
    one	
    opens	
    
  into	
    a	
    passageway.	
    
  43	
    
  The	
    mundane	
    contents	
    of	
    the	
    crates	
    in	
    this	
    room	
    
  have	
    been	
    tossed	
    all	
    about	
    the	
    room.	
    
  44	
    
  A	
    discarded	
    book	
    contains	
    partial	
    translations	
    of	
    
  the	
    hieroglyphs	
    that	
    pervade	
    the	
    dungeon.	
    
  45	
    
  A	
     previous	
     group	
     decamped	
     hastily,	
     leaving	
     a	
    
  smouldering	
    fire	
    and	
    abandoned	
    bedrolls.	
    
  46	
    
  A	
    suit	
    of	
    chain	
    mail	
    is	
    neatly	
    placed	
    on	
    the	
    near	
    
  bank	
    along	
    a	
    swiftly	
    moving	
    underground	
    river.	
    
  47	
    
  A	
    couple	
    of	
    apple	
    cores	
    lie	
    on	
    the	
    floor.	
    
  48	
    
  Pitons	
     are	
     jammed	
     into	
     this	
     rough	
     wall,	
     as	
     if	
    
  someone	
    used	
    them	
    to	
    climb	
    the	
    wall.	
    
  49	
    
  A	
    length	
    of	
    twine	
    indicates	
    a	
    path	
    taken	
    through	
    
  the	
    dungeon;	
    knotted	
    twine	
    shows	
    where	
    a	
    new	
    
  spool	
    starts.	
    
  50	
    
  Based	
     on	
     the	
     florid	
     wording	
     on	
     this	
     piece	
     of	
    
  parchment,	
    it	
    was	
    meant	
    as	
    a	
    passphrase.	
    
  51	
    
  A	
     rope	
     hanging	
     from	
     a	
     grappling	
     hook	
     leads	
    
  down	
    a	
    sheer	
    wall	
    deeper	
    into	
    the	
    dungeon.	
    
  52	
    
  In	
     this	
     modest	
     bedroom,	
     the	
     mattresses	
     have	
    
  been	
    carelessly	
    flipped	
    off	
    the	
    bed.	
    
  53	
    
  This	
    sack’s	
    contents	
    of	
    semi-­‐precious	
    items	
    have	
    
  partially	
    spilled;	
    it	
    bulges	
    with	
    items	
    it	
    still	
    holds.	
    
  
  123	
    
  54	
    
  An	
     empty	
     flask,	
     containing	
     a	
     residue	
     of	
     lantern	
    
  oil,	
    lies	
    on	
    the	
    floor.	
    
  55	
    
  At	
     various	
     intersections,	
     a	
     chalk	
     arrow	
     points	
    
  down	
     one	
     passage	
     accompanied	
     by	
     the	
     words,	
    
  “D,	
    we	
    went	
    this	
    way.”	
    
  56	
    
  Shovels	
    rest	
    against	
    a	
    tall	
    mound	
    of	
    dirt	
    dug	
    out	
    
  from	
    an	
    earthen	
    floor,	
    leaving	
    a	
    hole	
    connecting	
    
  to	
    the	
    area	
    below.	
    	
    
  57	
    
  A	
    ten-­‐foot-­‐long	
    pole	
    holds	
    up	
    a	
    stone	
    door,	
    but	
    
  the	
    pole	
    has	
    begun	
    to	
    bend.	
    
  58	
    
  A	
     travel	
     tea	
     set,	
     including	
     a	
     kettle,	
     sits	
     on	
     the	
    
  floor;	
    the	
    tea	
    in	
    the	
    kettle	
    is	
    lukewarm.	
    
  59	
    
  A	
     neat	
     pile	
     of	
     wood	
     shavings	
     sits	
     on	
     the	
     floor,	
    
  apparently	
    left	
    by	
    an	
    idle	
    wood	
    carver.	
    
  60	
    
  A	
     monogrammed	
     backpack,	
     emptied	
     of	
     all	
     its	
    
  contents,	
    lies	
    in	
    a	
    corner	
    of	
    this	
    room.	
    
  61	
    
  At	
    a	
    T-­‐intersection,	
    a	
    message	
    scrawled	
    in	
    blood	
    
  reads,	
    “Do	
    not	
    take	
    the	
    left	
    path!”	
    
  62	
    
  A	
     mirror	
     tied	
     to	
     a	
     stick	
     rests	
     outside	
     a	
     door,	
    
  allowing	
    a	
    glimpse	
    of	
    the	
    passage	
    beyond.	
    
  63	
    
  Scattered	
     caltrops	
     filling	
     this	
     narrow	
     passage	
    
  have	
    covered	
    someone’s	
    escape.	
    
  64	
    
  Of	
    a	
    set	
    of	
    five	
    identical	
    statues,	
    the	
    second	
    from	
    
  the	
    right	
    is	
    marked	
    with	
    an	
    “X”.	
    
  65	
    
  A	
     faint	
     chalk	
     outline	
     identifies	
     an	
     otherwise	
    
  concealed	
    stone	
    door.	
    
  66	
    
  A	
    shrouded	
    body	
    lies	
    in	
    the	
    corner	
    of	
    a	
    chamber;	
    
  its	
    armour,	
    weapons	
    and	
    gear	
    remain	
    with	
    it.	
    
  67	
    
  A	
     discarded	
     journal	
     details	
     the	
     meals	
     the	
    
  explorer	
    ate	
    during	
    a	
    week	
    in	
    the	
    dungeon.	
    
  68	
    
  Spelled	
     out	
     in	
     soot	
     is	
     a	
     message	
     that	
     begins,	
    
  “Don’t	
    forget...”	
    but	
    the	
    rest	
    has	
    been	
    smeared.	
    
  69	
    
  A	
    pit	
    has	
    a	
    couple	
    of	
    ropes	
    dangling	
    into	
    it;	
    spikes	
    
  hold	
    the	
    lid	
    covering	
    the	
    pit	
    open.	
    
  70	
    
  A	
    rolled	
    up	
    piece	
    of	
    blank	
    parchment	
    still	
    holds	
    a	
    
  faint	
    aura	
    of	
    magic.	
    
  71	
    
  This	
    bedroom	
    features	
    a	
    chest	
    of	
    drawers,	
    which	
    
  have	
    all	
    been	
    emptied	
    and	
    upturned.	
    
  72	
    
  Tiny,	
     polished	
     stones	
     mark	
     a	
     path	
     through	
     this	
    
  level	
    of	
    the	
    dungeon.	
    
  73	
    
  A	
     locked	
     door	
     has	
     a	
     human-­‐sized	
     hole	
     in	
     its	
    
  centre;	
    splintered	
    wood	
    is	
    scattered	
    near	
    it.	
    
  74	
    
  A	
     discarded	
     map	
     has	
     the	
     word	
     “WRONG”	
    
  scrawled	
    across	
    its	
    face.	
    
  75	
    
  Several	
     thirty-­‐foot	
     poles	
     stand	
     from	
     floor	
     to	
    
  ceiling;	
    the	
    ceiling	
    groans	
    ominously.	
    
  76	
    
  Several	
     ropes	
     are	
     looped	
     about	
     support	
     beams	
    
  along	
    the	
    roof,	
    providing	
    a	
    path	
    above	
    the	
    floor	
    
  through	
    this	
    room.	
    
  77	
    
  Closed	
    doors	
    leading	
    into	
    each	
    room	
    are	
    etched	
    
  with	
     a	
     unique	
     number;	
     the	
     numbering	
     system	
    
  makes	
    no	
    sense	
    and	
    ends	
    abruptly.	
    
  78	
    
  A	
    statue	
    has	
    a	
    smashed	
    head;	
    an	
    empty	
    hole	
    sits	
    
  in	
    the	
    neck	
    cavity.	
    
  79	
    
  Various	
    doors	
    have	
    been	
    taken	
    off	
    their	
    hinges	
    in	
    
  the	
     dungeon;	
     the	
     PCs	
     later	
     find	
     the	
     doors	
    
  forming	
    a	
    lean-­‐to	
    shelter.	
    
  80	
    
  The	
     wall	
     surrounding	
     this	
     open	
     doorway	
     is	
    
  charred;	
    ashes	
    lie	
    in	
    the	
    doorway.	
    
  81	
    
  A	
     boulder	
     has	
     smashed	
     into	
     a	
     wall,	
     pinning	
     an	
    
  unlucky,	
    now	
    dead,	
    explorer	
    against	
    the	
    wall.	
    
  82	
    
  Rooms	
    feature	
    the	
    same	
    crudely	
    drawn	
    map;	
    an	
    
  ‘X’	
    apparently	
    indicates	
    the	
    room’s	
    location.	
    
  83	
    
  A	
     needle	
     coated	
     with	
     a	
     foul-­‐smelling	
     liquid	
     sits	
    
  two	
    feet	
    in	
    front	
    of	
    a	
    locked	
    chest.	
    
  84	
    
  Marbles	
    lie	
    scattered	
    in	
    this	
    hallway.	
    
  85	
    
  Various	
     notes	
     indicate	
     attempts	
     to	
     bypass	
     a	
    
  monster,	
     including	
     the	
     following:	
     “The	
     fake	
    
  badger	
    did	
    not	
    fool	
    it.”	
    
  86	
    
  An	
     open	
     coffin	
     holds	
     a	
     corpse	
     with	
     a	
     wooden	
    
  stake	
    through	
    its	
    chest.	
    
  87	
    
  A	
    stone	
    door	
    holds	
    a	
    chiselled	
    warning,	
    “Danger!	
    
  Giant	
    spiders!”	
    
  88	
    
  A	
    broken	
    battering	
    ram	
    lies	
    discarded	
    in	
    front	
    of	
    
  a	
    dented	
    iron	
    door.	
    
  89	
    
  A	
     small	
     book	
     is	
     entitled,	
     “Practical	
     Magic:	
     A	
    
  Guide	
    for	
    Making	
    Delicious	
    Meals	
    from	
    Rations.”	
    
  90	
    
  A	
    field	
    splint,	
    evidently	
    no	
    longer	
    required,	
    is	
    the	
    
  only	
    thing	
    of	
    note	
    at	
    an	
    abandoned	
    campsite.	
    
  91	
    
  A	
    makeshift	
    skiff	
    rests	
    along	
    the	
    opposite	
    bank	
    of	
    
  this	
    placid	
    underground	
    lake.	
    
  92	
    
  This	
    cheat	
    sheet	
    has	
    phonetically	
    spelled	
    Terran	
    
  translations,	
    mostly	
    phrases	
    of	
    peaceful	
    intent.	
    
  93	
    
  A	
    bent	
    crowbar	
    lies	
    discarded	
    in	
    a	
    doorway	
    with	
    
  a	
    partially	
    opened	
    stone	
    door.	
    
  94	
    
  This	
     stone	
     door	
     has	
     a	
     blood-­‐painted	
     message	
    
  reading,	
    “TURN	
    BACK!	
    NO	
    HOPE	
    LIES	
    BEYOND!”	
    
  95	
    
  A	
     hastily	
     drawn	
     circle	
     apparently	
     meant	
     to	
    
  protect	
    those	
    within	
    sits	
    on	
    the	
    floor.	
    
  96	
    
  A	
     burst	
     rope	
     lies	
     on	
     the	
     floor;	
     judging	
     by	
     the	
    
  knots,	
    it	
    was	
    meant	
    to	
    restrain	
    something.	
    
  97	
    
  Four	
     nearly	
     empty	
     potion	
     bottles	
     rests	
     near	
     a	
    
  cold	
    campfire;	
    enough	
    remains	
    to	
    allow	
    a	
    PC	
    to	
    
  identify	
    them	
    as	
    resist	
    energy	
    (electricity).	
    
  98	
    
  A	
     piece	
     of	
     parchment	
     has	
     “Days	
     without	
     a	
     lost	
    
  party	
    member”	
    across	
    the	
    top;	
    the	
    tally	
    went	
    to	
    
  11,	
    but	
    someone	
    crossed	
    out	
    the	
    marks.	
    
  99	
    
  This	
     bundle	
     of	
     cloth	
     smells	
     strongly	
     of	
     insect	
    
  repellent.	
    
  100	
    
  A	
     sapphire-­‐tipped	
     wand	
     lies	
     discarded	
     after	
     its	
    
  owner	
    expended	
    all	
    its	
    charges.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  
  124	
    
  M I S C E L L A N E O U S  F E A T U R E S :  G R A F F I T I  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     piece	
     of	
     graffiti	
     for	
     your	
    
  dungeon.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  Bloody	
     handprints	
     decorate	
     the	
     wall	
     in	
     a	
    
  repeating	
    pattern	
    of	
    “flowers.”	
    
  2	
    
  Somebody	
    has	
    inscribed	
    hundreds	
    of	
    tally	
    marks	
    
  on	
    the	
    walls.	
    
  3	
    
  A	
    date	
    –	
    day,	
    month,	
    year,	
    equal	
    to	
    the	
    current	
    
  day	
    is	
    scratched	
    into	
    the	
    wall.	
    The	
    markings	
    look	
    
  ancient.	
    
  4	
    
  A	
    face	
    of	
    a	
    beautiful	
    woman	
    is	
    artfully	
    drawn	
    in	
    
  chalk	
    on	
    the	
    door.	
    
  5	
    
  In	
     an	
     unsteady,	
     perhaps	
     semi-­‐literate	
     hand,	
     is	
    
  the	
    word	
    “BYEBYE”.	
    
  6	
    
  The	
     graffiti	
     indicates	
     an	
     acquaintance	
     of	
     the	
    
  party	
    “was	
    here.”	
    
  7	
    
  A	
    large	
    chalk	
    “X”	
    is	
    marked	
    on	
    the	
    wall.	
    
  8	
    
  Someone	
    has	
    attempted	
    to	
    draw	
    an	
    (inaccurate)	
    
  map	
    of	
    the	
    dungeon	
    on	
    the	
    wall.	
    It	
    is	
    incomplete.	
    
  9	
    
  The	
     word	
     “IOD”	
     is	
     written	
     in	
     black	
     paint	
     on	
     an	
    
  otherwise	
    blank	
    wall.	
    
  10	
    
  “Beware	
    of	
    the	
    angels	
    angles”	
    is	
    marked	
    on	
    the	
    
  wall	
    in	
    brownish	
    fluid.	
    
  11	
    
  “Take	
    the	
    Left”	
    is	
    scribbled	
    in	
    ink	
    on	
    the	
    floor.	
    
  12	
    
  “R.	
     I.	
     P.	
     Dongar	
     the	
     Unassailable”	
     is	
     carefully	
    
  carved	
    next	
    to	
    a	
    burned	
    and	
    blackened	
    wall.	
    
  13	
    
  Someone	
    has	
    carved	
    into	
    the	
    wall	
    the	
    image	
    of	
    
  an	
    outstretched	
    man,	
    partially	
    cut	
    open,	
    as	
    if	
    for	
    
  an	
    operation.	
    
  14	
    
  A	
    white	
    circle	
    with	
    three	
    dots	
    mars	
    the	
    floor.	
    
  15	
    
  An	
     earlier	
     graffiti	
     (roll	
     again)	
     is	
     effaced	
     by	
     an	
    
  exceedingly	
    crude	
    word	
    in	
    black	
    ink.	
    
  16	
    
  A	
    stencil	
    has	
    been	
    used	
    to	
    blow	
    powdered	
    paint,	
    
  making	
    the	
    outline	
    of	
    a	
    crown.	
    
  17	
    
  The	
     words	
     “Look	
     Further”	
     are	
     written	
     in	
    
  elaborate	
    cursive	
    over	
    a	
    doorway.	
    
  18	
    
  Thousands	
     of	
     six-­‐pointed	
     stars	
     are	
     marked	
     on	
    
  walls,	
    ceiling	
    and	
    floor	
    with	
    charcoal.	
    
  19	
    
  Someone	
     has	
     drawn	
     the	
     outline	
     of	
     a	
     person	
     in	
    
  white	
    chalk	
    upon	
    the	
    wall.	
    
  20	
    
  A	
     series	
     of	
     pictographs	
     or	
     hieroglyphs	
     are	
    
  precisely	
    drawn	
    upon	
    the	
    wall.	
    
  21	
    
  The	
     walls	
     of	
     the	
     room	
     are	
     decorated	
     with	
    
  paintings,	
     executed	
     quickly	
     and	
     crudely,	
     of	
     a	
    
  forest	
    by	
    night.	
    
  22	
    
  A	
    primitive	
    but	
    dynamic	
    rendering	
    of	
    an	
    elephant	
    
  is	
    painted	
    in	
    charcoal	
    and	
    red	
    earth	
    on	
    the	
    wall.	
    
  23	
    
  The	
     image	
     of	
     a	
     phoenix	
     is	
     drawn	
     in	
     red	
     blood	
    
  upon	
    the	
    ceiling.	
    
  24	
    
  The	
    floor	
    bears	
    an	
    elaborate	
    summoning	
    circle	
    in	
    
  chalk,	
    partially	
    effaced.	
    
  25	
    
  Oceanic	
     imagery	
     covers	
     the	
     walls	
     –	
     octopuses,	
    
  fish	
     and	
     dolphins,	
     all	
     hastily	
     but	
     recognizably	
    
  rendered.	
    
  26	
    
  A	
    steel	
    spoon,	
    lying	
    on	
    the	
    floor,	
    is	
    evidently	
    the	
    
  tool	
    used	
    to	
    roughly	
    carve,	
    “Pray	
    for	
    me”	
    found	
    
  on	
    the	
    bottom	
    of	
    one	
    of	
    the	
    walls.	
    
  27	
    
  A	
     door	
     is	
     drawn	
     in	
     chalk	
     on	
     the	
     wall,	
     for	
     some	
    
  reason.	
    
  28	
    
  “VIII:4”	
     is	
     scrawled	
     in	
     blocky	
     script	
     near	
     the	
    
  ceiling.	
    
  29	
    
  A	
    two-­‐tailed	
    mermaid	
    is	
    drawn	
    in	
    blue	
    chalk	
    on	
    
  the	
    floor.	
    
  30	
    
  Perfectly	
    executed	
    circles	
    and	
    straight	
    lines	
    cover	
    
  all	
    the	
    surfaces	
    in	
    this	
    room,	
    drawn	
    in	
    pink	
    chalk.	
    
  31	
    
  Childish	
     scrawls	
     and	
     scribbles	
     in	
     brightly	
    
  coloured	
    paint	
    cover	
    a	
    portion	
    of	
    a	
    wall.	
    
  32	
    
  Sinew	
    and	
    blood	
    has	
    been	
    used	
    to	
    create	
    a	
    mural	
    
  of	
    a	
    demonic	
    figure.	
    
  33	
    
  An	
    elongated	
    and	
    stylized	
    horse	
    is	
    drawn	
    in	
    blue	
    
  chalk,	
    galloping	
    across	
    the	
    wall.	
    
  34	
    
  Thousands	
     of	
     “B”s	
     written	
     in	
     black	
     ink,	
     in	
     a	
    
  myriad	
    of	
    scripts	
    and	
    styles,	
    cover	
    the	
    floor.	
    
  35	
    
  Flowers	
     and	
     ornamental	
     leaves	
     have	
     been	
    
  doodled	
    in	
    paint	
    along	
    the	
    wall.	
    
  36	
    
  A	
    claw	
    or	
    sharp	
    knife	
    has	
    been	
    used	
    to	
    cut	
    the	
    
  words	
    “HELP	
    ME”	
    into	
    the	
    base	
    of	
    the	
    wall.	
    
  37	
    
  The	
    graffiti	
    is	
    luminescent.	
    Roll	
    again.	
    
  38	
    
  “W.	
    Loves	
    T.”	
    is	
    written	
    in	
    blood.	
    
  39	
    
  An	
     eye,	
     somewhat	
     stylized,	
     covers	
     the	
     whole	
    
  ceiling.	
    
  40	
    
  “BINGO”	
    is	
    written	
    in	
    painted,	
    red,	
    block	
    capitals.	
    
  41	
    
  Footprints	
     in	
     blood	
     proceed	
     from	
     the	
     floor,	
     up	
    
  the	
     wall,	
     across	
     the	
     ceiling	
     and	
     down	
     another	
    
  wall.	
    
  42	
    
  A	
    large	
    “X”	
    is	
    drawn	
    in	
    white	
    chalk	
    on	
    the	
    floor.	
    
  43	
    
  A	
     compass	
     rose	
     has	
     been	
     drawn,	
     in	
     elaborate	
    
  detail,	
     along	
     one	
     wall.	
     The	
     N	
     arrow	
     does	
     not	
    
  match	
    the	
    party’s	
    compass	
    or	
    divinations.	
    
  44	
    
  An	
    unknown	
    script,	
    purposefully	
    written	
    in	
    black	
    
  ink,	
    extends	
    in	
    a	
    spiral	
    covering	
    an	
    entire	
    wall.	
    
  45	
    
  A	
     smiling	
     skeleton	
     holding	
     an	
     umbrella	
     is	
    
  sketched	
    in	
    whitewash.	
    
  46	
    
  A	
    shaky	
    hand	
    wrote	
    “Don’t	
    tell	
    me	
    I	
    wasn’t	
    ri…”	
    
  on	
    the	
    floor.	
    
  47	
    
  A	
     carefully	
     executed	
     holy	
     symbol	
     of	
     a	
     minor	
    
  religion	
    is	
    drawn	
    on	
    a	
    wall.	
    
  48	
    
  Charcoal	
     has	
     been	
     used	
     to	
     draw	
     a	
     wintry	
    
  landscape	
    across	
    the	
    walls,	
    including	
    mountains,	
    
  a	
    forest	
    and	
    a	
    farmstead.	
    
  49	
    
  “Room	
    No.	
    4”	
    is	
    written	
    on	
    the	
    wall	
    in	
    cursive.	
    
  50	
    
  “CAVE	
    CANEM”	
    is	
    scrawled	
    in	
    blood.	
    
  51	
    
  A	
    twisting,	
    writhing	
    serpent	
    encircles	
    the	
    room,	
    
  drawn	
    in	
    red	
    paint.	
    
  52	
    
  Lewd	
    symbols	
    and	
    statements	
    festoon	
    the	
    walls	
    
  and	
    ceiling	
    here.	
    
  
  125	
    
  53	
    
  “Gods	
    have	
    mercy.	
    Odgar.	
    R.I.P”	
    is	
    scratched	
    into	
    
  the	
    wall.	
    
  54	
    
  The	
    beautiful	
    courtly	
    murals	
    that	
    once	
    decorated	
    
  these	
    walls	
    are	
    defaced;	
    all	
    the	
    faces	
    are	
    scraped	
    
  away.	
    
  55	
    
  The	
     shadows	
     of	
     several	
     people	
     seem	
     to	
     be	
    
  burned	
    into	
    the	
    wall.	
    
  56	
    
  A	
     grinning	
     demon	
     image	
     is	
     scratched	
     into	
     the	
    
  wall.	
    
  57	
    
  A	
    crescent	
    moon	
    is	
    drawn	
    in	
    ink.	
    
  58	
    
  A	
    mason’s	
    mark	
    is	
    visible	
    on	
    the	
    lower	
    part	
    of	
    a	
    
  wall.	
    
  59	
    
  ‘Nevermore’	
    is	
    spelled	
    in	
    black	
    feathers	
    stuck	
    to	
    
  the	
    floor.	
    
  60	
    
  A	
     stylised	
     swirl	
     or	
     whirlpool	
     has	
     been	
     executed	
    
  here	
    in	
    blood.	
    
  61	
    
  A	
    stylised	
    figure	
    of	
    a	
    humanoid	
    with	
    the	
    head	
    of	
    
  a	
    donkey	
    is	
    painted	
    on	
    the	
    wall.	
    
  62	
    
  “Got	
     to	
     get…”	
     is	
     written	
     in	
     a	
     cramped	
     hand	
     in	
    
  pink	
    chalk.	
    
  63	
    
  “X2”	
    is	
    marked	
    in	
    charcoal	
    on	
    the	
    wall.	
    
  64	
    
  All	
     the	
     walls	
     in	
     this	
     chamber	
     are	
     covered	
     by	
     a	
    
  complex	
     mathematical	
     –	
     perhaps	
     magical	
     –	
    
  formula.	
    It	
    would	
    take	
    hours	
    to	
    decipher	
    it.	
    
  65	
    
  The	
    figure	
    of	
    a	
    cat	
    is	
    outlined	
    in	
    charcoal.	
    
  66	
    
  The	
    letters	
    “M	
    R”	
    are	
    written	
    in	
    blood.	
    
  67	
    
  A	
    crowned	
    man	
    on	
    a	
    throne	
    is	
    shallowly	
    cut	
    into	
    
  the	
    wall.	
    
  68	
    
  A	
     fox	
     wearing	
     clothing	
     and	
     carrying	
     a	
     staff	
     is	
    
  drawn	
    in	
    black	
    ink.	
    
  69	
    
  Elaborate	
    spider	
    webs	
    are	
    drawn	
    in	
    white	
    chalk.	
    
  70	
    
  A	
    sun,	
    moon	
    and	
    alchemical	
    glyphs	
    are	
    drawn	
    in	
    
  what	
    looks	
    like	
    red	
    wine.	
    
  71	
    
  Musical	
     notation	
     for	
     an	
     incomplete	
     sonata	
    
  traverses	
    one	
    wall.	
    
  72	
    
  The	
    name	
    “Felonious	
    Trapp”	
    is	
    written	
    in	
    chalk,	
    
  then	
    crossed	
    out.	
    
  73	
    
  An	
     owlbear,	
     created	
     using	
     a	
     stencil	
     and	
     paint,	
    
  decorates	
    the	
    floor.	
    
  74	
    
  A	
    hand,	
    index	
    finger	
    extended,	
    in	
    black	
    tar	
    marks	
    
  the	
    wall	
    near	
    a	
    door.	
    
  75	
    
  Someone	
     has	
     doodled	
     leaves	
     and	
     a	
     bird	
     on	
     a	
    
  branch–like	
    crack	
    in	
    the	
    wall.	
    
  76	
    
  “WELCOM”	
     is	
     written	
     in	
     block	
     capitals,	
     using	
    
  some	
    sort	
    of	
    stencil.	
    
  77	
    
  Scratched	
     into	
     the	
     wall	
     is	
     a	
     crudely	
     executed	
    
  ship.	
    
  78	
    
  A	
    fleur-­‐de-­‐lys	
    is	
    carved	
    into	
    the	
    wall.	
    
  79	
    
  A	
    dragon	
    is	
    drawn	
    in	
    chalk,	
    encircling	
    a	
    rose.	
    
  80	
    
  The	
     image	
     of	
     a	
     defecating	
     ape	
     is	
     rendered	
     in	
    
  charcoal.	
    
  81	
    
  “WHO	
    GOES	
    THERE”	
    is	
    written	
    on	
    the	
    far	
    wall.	
    
  82	
    
  Hundreds	
     of	
     tiny,	
     stick-­‐figure	
     angels	
     are	
    
  scratched	
    into	
    the	
    walls.	
    
  83	
    
  “Ye	
    hippogryff”	
    is	
    written	
    next	
    a	
    small	
    picture	
    of	
    
  a	
    chimera.	
    
  84	
    
  A	
     lovingly	
     detailed,	
     life-­‐size,	
     image	
     of	
     a	
     treant	
    
  occupies	
    a	
    wall.	
    
  85	
    
  “Death	
    to	
    Kings”	
    is	
    written	
    in	
    blood.	
    
  86	
    
  Someone	
     has	
     painted	
     every	
     other	
     brick	
     or	
    
  wooden	
     panel	
     on	
     the	
     floor	
     black,	
     making	
     a	
    
  simple	
    pattern.	
    
  87	
    
  “So	
    Close!”	
    is	
    written	
    hastily	
    upon	
    the	
    wall.	
    
  88	
    
  A	
     dashed	
     line	
     is	
     drawn	
     in	
     charcoal	
     along	
     the	
    
  floor.	
    
  89	
    
  The	
     image	
     of	
     a	
     chalice,	
     its	
     contents	
     burning,	
     is	
    
  executed	
    in	
    yellow	
    and	
    red	
    paint.	
    
  90	
    
  “MORMO”	
    is	
    carved	
    into	
    the	
    wall	
    with	
    care.	
    
  91	
    
  A	
     floral	
     face	
     is	
     drawn	
     on	
     the	
     ceiling,	
     its	
     mouth	
    
  agape.	
    
  92	
    
  The	
     image	
     of	
     a	
     camel	
     is	
     drawn	
     on	
     one	
     wall,	
    
  bearing	
    two	
    riders.	
    
  93	
    
  “Life	
    is	
    short”	
    is	
    written	
    close	
    to	
    the	
    floor.	
    
  94	
    
  The	
    tools	
    used	
    to	
    make	
    the	
    graffiti	
    lie	
    by	
    a	
    long-­‐
  dead	
    corpse.	
    Roll	
    again.	
    
  95	
    
  The	
    graffiti	
    seems	
    to	
    be	
    writing	
    or	
    drawing	
    itself	
    
  as	
    the	
    PCs	
    enter.	
    Roll	
    again.	
    
  96	
    
  A	
    circular	
    labyrinth	
    has	
    been	
    scratched	
    into	
    the	
    
  floor.	
    
  97	
    
  The	
     graffiti	
     is	
     painted	
     in	
    
  a	
    
  transparent	
    
  luminescent	
     substance	
     visible	
     only	
     in	
     darkness.	
    
  Roll	
    again.	
    
  98	
    
  The	
    wall	
    has	
    been	
    painted	
    over	
    to	
    efface	
    some	
    
  graffiti,	
    but	
    it	
    is	
    still	
    faintly	
    visible	
    (roll	
    again).	
    
  99	
    
  As	
    you	
    gaze	
    at	
    the	
    wall,	
    red	
    blood	
    begins	
    to	
    trace	
    
  the	
    words	
    “GET	
    OUT”	
    on	
    a	
    wall.	
    
  100	
    
  The	
     graffiti	
     is	
     a	
     paralyzing	
     sigil.	
     Beside	
     it	
     is	
     the	
    
  inscription,	
    “the	
    pen	
    is	
    mightier…”	
    
  	
    
  	
    
  	
    
   
  
  126	
    
  M I S C E L L A N E O U S  F E A T U R E S :  J U N K  &  R U B B I S H  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    pieces	
    of	
    rubbish	
    and	
    junk.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  This	
    iron	
    helmet	
    features	
    a	
    serious	
    dent	
    on	
    one	
    
  side,	
    making	
    it	
    impossible	
    to	
    wear.	
    
  2	
    
  Dozens	
     of	
     chipped	
     arrowheads	
     lie	
     in	
     a	
     pile;	
    
  almost	
    all	
    are	
    blood-­‐stained.	
    
  3	
    
  The	
    fourth	
    leg	
    belonging	
    to	
    a	
    three-­‐legged	
    table	
    
  lies	
    ten	
    feet	
    away;	
    something	
    used	
    the	
    leg	
    as	
    a	
    
  makeshift	
    club.	
    
  4	
    
  A	
     corroded	
     copper	
     ring,	
     sized	
     for	
     a	
     typical	
    
  human,	
    holds	
    four	
    empty	
    insets.	
    	
    
  5	
    
  Mouldy	
    grain	
    spills	
    from	
    a	
    hole	
    gnawed	
    through	
    
  a	
    barrel’s	
    bottom.	
    
  6	
    
  This	
    pile	
    of	
    furs	
    would	
    be	
    useful	
    were	
    it	
    not	
    for	
    
  the	
    fleas	
    infesting	
    them.	
    
  7	
    
  The	
     clasp	
     on	
     this	
     locket	
     is	
     broken;	
     the	
     picture	
    
  within	
    has	
    weathered	
    to	
    unrecognizability.	
    
  8	
    
  These	
    rusty	
    caltrops	
    look	
    like	
    they	
    would	
    infect	
    
  someone	
    stepping	
    on	
    them	
    with	
    tetanus.	
    
  9	
    
  A	
     pile	
     of	
     seeming	
     gold	
     coins	
     reveals	
     gold	
     paint	
    
  that	
    has	
    mostly	
    flecked	
    off	
    each	
    coin’s	
    underside.	
    
  10	
    
  All	
    the	
    glass	
    panes	
    for	
    this	
    lantern	
    are	
    missing.	
    
  11	
    
  An	
     otherwise	
     well-­‐crafted	
     wicker	
     basket	
     has	
     a	
    
  gaping	
    hole	
    in	
    the	
    bottom.	
    
  12	
    
  One	
    of	
    a	
    muddy	
    pair	
    of	
    boots	
    is	
    missing	
    its	
    toe,	
    
  while	
    the	
    other	
    has	
    no	
    heel.	
    
  13	
    
  A	
     broken	
     hand	
     fan	
     has	
     a	
     sharpened	
     edge	
    
  allowing	
    for	
    its	
    use	
    as	
    a	
    weapon.	
    
  14	
    
  Four	
    leather	
    straps	
    once	
    used	
    as	
    body	
    restraints	
    
  are	
    cracked	
    and	
    partially	
    torn.	
    
  15	
    
  Tatters	
     of	
     lace	
     hang	
     off	
     the	
     ribs	
     of	
     this	
     now-­‐
  useless	
    parasol.	
    
  16	
    
  A	
    50-­‐foot	
    length	
    of	
    rope	
    has	
    frayed	
    severely;	
    it	
    
  seems	
    like	
    it	
    would	
    bear	
    very	
    little	
    weight.	
    
  17	
    
  A	
    black	
    cloth	
    bag	
    holds	
    20	
    chipped	
    and	
    cracked	
    
  clear	
    glass	
    marbles.	
    
  18	
    
  The	
    activating	
    agents	
    in	
    this	
    flask	
    of	
    alchemist’s	
    
  fire	
    have	
    gone	
    inert.	
    
  19	
    
  This	
    dagger	
    is	
    missing	
    its	
    hilt;	
    however,	
    its	
    blade	
    
  remains	
    sharp.	
    
  20	
    
  Underneath	
     a	
     layer	
     of	
     filth,	
     these	
     white	
     plates	
    
  have	
    a	
    blue	
    floral	
    pattern.	
    
  21	
    
  This	
     stuffed	
     and	
     mounted	
     black	
     cat	
     has	
     patchy	
    
  fur	
    and	
    only	
    one	
    of	
    its	
    green	
    glass	
    eyes.	
    
  22	
    
  All	
    lenses	
    have	
    been	
    removed	
    from	
    this	
    spyglass.	
    
  23	
    
  All	
     the	
     white	
     pawns	
     are	
     missing	
     from	
     this	
    
  wooden	
    chess	
    set.	
    
  24	
    
  The	
    crystal	
    on	
    this	
    perfume	
    atomizer	
    is	
    cracked,	
    
  and	
    the	
    atomizer	
    is	
    missing	
    its	
    bulb.	
    
  25	
    
  A	
    broken	
    collar	
    measuring	
    one	
    foot	
    in	
    diameter	
    
  has	
    a	
    tag	
    inscribed	
    with	
    the	
    name,	
    “Tiny.”	
    
  26	
    
  A	
     once	
     brightly	
     coloured	
     garden	
     gnome	
     is	
    
  missing	
    an	
    arm,	
    and	
    the	
    tip	
    of	
    its	
    hat	
    is	
    broken.	
    
  27	
    
  A	
    door,	
    ripped	
    off	
    its	
    hinges,	
    rests	
    on	
    the	
    floor;	
    it	
    
  does	
    not	
    belong	
    to	
    this	
    area.	
    
  28	
    
  A	
     faded	
     parchment	
     refers	
     to	
     an	
     official	
     who	
    
  retired	
    over	
    20	
    years	
    ago.	
    
  29	
    
  This	
     bedroll’s	
     inner	
     lining	
     has	
     been	
     removed,	
    
  making	
    it	
    barely	
    functional	
    as	
    a	
    blanket.	
    
  30	
    
  This	
    simple	
    conic	
    ear	
    trumpet	
    has	
    been	
    smashed	
    
  flat,	
    rendering	
    it	
    useless.	
    
  31	
    
  This	
     compass	
     needle	
     spins	
     wildly	
     most	
     of	
     the	
    
  time;	
    it	
    points	
    north	
    for	
    a	
    few	
    seconds	
    per	
    hour.	
    
  32	
    
  This	
    mouldy	
    cheese	
    gives	
    off	
    a	
    pungent	
    odour.	
    
  33	
    
  A	
    cracked,	
    ivory	
    hairbrush	
    has	
    a	
    dozen	
    horsehair	
    
  bristles	
    remaining.	
    
  34	
    
  Part	
     of	
     this	
     two-­‐foot	
     diameter,	
     five-­‐foot-­‐tall	
    
  birdcage’s	
    wire	
    frame	
    is	
    bent,	
    as	
    if	
    the	
    creature	
    
  inside	
    made	
    a	
    large	
    hole	
    to	
    escape.	
    	
    
  35	
    
  Hard	
    yellow	
    wax	
    fills	
    this	
    flute’s	
    holes;	
    the	
    flute	
    
  also	
    has	
    no	
    reed	
    in	
    its	
    mouthpiece.	
    
  36	
    
  A	
    collection	
    of	
    broken	
    seashells	
    is	
    threaded	
    on	
    a	
    
  strand	
    of	
    wire	
    to	
    fashion	
    a	
    necklace	
    or	
    bracelet.	
    	
    
  37	
    
  A	
    toy	
    monkey	
    meant	
    to	
    clash	
    cymbals	
    together	
    is	
    
  missing	
    one	
    of	
    the	
    cymbals.	
    
  38	
    
  A	
     hand	
     from	
     a	
     large	
     statue	
     sits	
     atop	
     a	
     pile	
     of	
    
  debris	
    as	
    a	
    strange,	
    makeshift	
    throne.	
    
  39	
    
  A	
    metal	
    serving	
    tray	
    has	
    a	
    pie-­‐shaped	
    section	
    cut	
    
  from	
    it.	
    
  40	
    
  This	
    wooden	
    set	
    of	
    dentures	
    does	
    not	
    have	
    the	
    
  upper	
    pair	
    of	
    front	
    teeth.	
    
  41	
    
  A	
     white	
     picket	
     fence	
     gate	
     only	
     has	
     half	
     its	
    
  wooden	
    slats;	
    and	
    its	
    latch	
    is	
    missing.	
    
  42	
    
  One	
    shoulder	
    is	
    sheared	
    off	
    a	
    cloth	
    mannequin.	
    
  43	
    
  Several	
     arrow	
     shots	
     perforated	
     this	
     suit	
     of	
    
  leather	
     armour;	
     it	
     does	
     not	
     grant	
     its	
     armour	
    
  bonus	
    against	
    piercing	
    weapons.	
    
  44	
    
  A	
    wheelbarrow	
    containing	
    100	
    pounds	
    of	
    rocks	
    is	
    
  missing	
    its	
    front	
    wheel.	
    
  45	
    
  A	
     book	
     detailing	
     ways	
     to	
     keep	
     one’s	
     home	
    
  clutter-­‐free	
    has	
    several	
    torn-­‐out	
    pages.	
    
  46	
    
  Each	
    vase	
    in	
    this	
    collection	
    of	
    a	
    dozen	
    vases	
    has	
    a	
    
  crack	
    rendering	
    it	
    useless	
    for	
    holding	
    water.	
    
  47	
    
  This	
    bear	
    trap	
    only	
    has	
    one	
    of	
    its	
    jaws.	
    
  48	
    
  A	
     dilapidated	
     bookcase	
     contains	
     several	
     books,	
    
  which	
    turn	
    out	
    to	
    only	
    consist	
    of	
    their	
    covers.	
    
  49	
    
  Only	
    one	
    of	
    this	
    manacle’s	
    cuffs	
    remains	
    intact;	
    
  something	
    split	
    the	
    other	
    cuff	
    in	
    half.	
    
  50	
    
  After	
     the	
     lid	
     to	
     this	
     music	
     box	
     is	
     lifted,	
     it	
     plays	
    
  half	
    its	
    tune	
    before	
    springs	
    shoot	
    out	
    of	
    the	
    box.	
    
  51	
    
  This	
     moth-­‐eaten,	
     white	
     gown	
     is	
     sized	
     for	
     a	
    
  halfling	
    or	
    gnome.	
    
  52	
    
  A	
    ball	
    of	
    multi-­‐coloured	
    wax	
    seems	
    to	
    come	
    from	
    
  dozens	
    of	
    different	
    candles.	
    
  53	
    
  A	
     tombstone	
     broken	
     in	
     four	
     pieces	
     shows	
    
  evidence	
    of	
    being	
    removed	
    from	
    a	
    gravesite.	
    
  
  127	
    
  54	
    
  This	
     brass	
     trumpet	
     has	
     none	
     of	
     its	
     valves	
     nor	
    
  does	
    it	
    have	
    a	
    mouthpiece.	
    
  55	
    
  A	
    child’s	
    mobile	
    retains	
    remnants	
    of	
    the	
    fantastic	
    
  beasts	
     it	
     once	
     held,	
     a	
     unicorn	
     horn	
     here,	
     a	
     red	
    
  dragon	
    wing	
    there	
    and	
    a	
    mostly	
    intact	
    bulette.	
    
  56	
    
  A	
    pair	
    of	
    flasks	
    containing	
    unidentifiable	
    liquids	
    
  rest	
     amid	
     the	
     charred	
     remains	
     of	
     a	
     backpack	
    
  lying	
    at	
    the	
    centre	
    of	
    an	
    ominous	
    scorched	
    area.	
    
  57	
    
  A	
    garden	
    rake	
    only	
    has	
    two	
    tines	
    remaining.	
    The	
    
  remaining	
    tines	
    are	
    bent	
    and	
    rusted.	
    
  58	
    
  A	
    wooden	
    practice	
    sword	
    and	
    a	
    normal	
    sword	
    lie	
    
  crossed,	
    both	
    broken	
    in	
    the	
    same	
    relative	
    place.	
    
  59	
    
  A	
     rusty,	
     closed	
     lock	
     holds	
     a	
     broken	
     key	
     in	
     its	
    
  keyhole.	
    The	
    broken	
    key	
    makes	
    it	
    impossible	
    to	
    
  pick	
    the	
    lock.	
    
  60	
    
  All	
    the	
    water	
    has	
    leaked	
    out	
    of	
    this	
    snow	
    globe,	
    
  and	
    the	
    flakes	
    stick	
    to	
    its	
    glass.	
    	
    
  61	
    
  One	
    of	
    this	
    pair	
    of	
    oars	
    has	
    no	
    paddle,	
    while	
    the	
    
  other	
    is	
    missing	
    its	
    handle.	
    
  62	
    
  This	
     badly	
     charred,	
     yet	
     otherwise	
     empty,	
    
  spellbook	
    has	
    only	
    five	
    useful	
    pages.	
    
  63	
    
  A	
     trident’s	
     outer	
     tines	
     are	
     bent	
     to	
     either	
     side,	
    
  rendering	
    the	
    trident	
    a	
    makeshift	
    spear.	
    
  64	
    
  A	
     ten-­‐foot	
     length	
     of	
     wrought	
     iron	
     chain	
     has	
    
  several	
    broken	
    links.	
    	
    
  65	
    
  Most	
     of	
     the	
     sides	
     of	
     this	
     small	
     iron	
     coffer	
     are	
    
  battered	
    and	
    rusted.	
    Its	
    top	
    is	
    rusted	
    shut.	
    
  66	
    
  The	
    glass	
    in	
    the	
    top	
    half	
    of	
    this	
    full-­‐length	
    mirror	
    
  is	
    shattered,	
    while	
    the	
    bottom	
    half	
    is	
    intact.	
    
  67	
    
  A	
     large,	
     but	
     simple,	
     mousetrap	
     is	
     missing	
     its	
    
  hold-­‐down	
    bar.	
    
  68	
    
  A	
    porcelain	
    doll	
    has	
    no	
    eyes;	
    when	
    held	
    upside-­‐
  down,	
     the	
     doll	
     cries,	
     “Mama,”	
     the	
     last	
     syllable	
    
  ending	
    in	
    a	
    croak.	
    
  69	
    
  This	
    ostrich	
    feather	
    quill	
    pen	
    has	
    been	
    broken	
    in	
    
  half;	
    its	
    tip	
    still	
    retains	
    fresh	
    ink.	
    
  70	
    
  An	
    iron	
    holy	
    symbol	
    has	
    been	
    altered	
    slightly	
    and	
    
  is	
     sharpened	
     at	
     one	
     end	
     (useable	
     as	
     an	
    
  improvised	
     weapon	
     that	
     deals	
     damage	
     as	
     a	
    
  dagger).	
    
  71	
    
  A	
     20-­‐foot	
     wooden	
     ladder	
     has	
     no	
     rungs	
     in	
     the	
    
  centre	
    five	
    feet.	
    
  72	
    
  A	
    tarnished	
    silver	
    monocle	
    is	
    missing	
    its	
    lens.	
    
  73	
    
  Only	
     the	
     left	
     half	
     of	
     this	
     harness	
     shaped	
     like	
     a	
    
  feathered	
    pair	
    of	
    wings	
    remains	
    intact.	
    
  74	
    
  This	
    green	
    tortoise	
    shell	
    is	
    split	
    down	
    the	
    middle.	
    
  The	
    two	
    pieces	
    lie	
    close	
    to	
    one	
    another.	
    
  75	
    
  This	
     waterskin	
     has	
     numerous	
     pin-­‐sized	
     holes;	
    
  water	
    shoots	
    from	
    the	
    holes	
    after	
    the	
    waterskin	
    
  is	
    filled.	
    	
    
  76	
    
  Only	
    one	
    key	
    remains	
    intact	
    on	
    this	
    rusty	
    ring	
    of	
    
  keys;	
    the	
    other	
    seem	
    to	
    have	
    broken	
    off	
    in	
    the	
    
  process	
    of	
    unlocking	
    a	
    lock	
    they	
    did	
    not	
    fit.	
    
  77	
    
  A	
    noble’s	
    portrait	
    has	
    been	
    defaced,	
    giving	
    him	
    a	
    
  devil’s	
    horn	
    and	
    more	
    vulgar	
    features.	
    
  78	
    
  Half-­‐eaten	
    rations	
    are	
    wrapped	
    in	
    a	
    thick	
    cloth;	
    
  the	
    rations	
    seem	
    edible.	
    
  79	
    
  Something	
     tried	
     to	
     create	
     an	
     anatomically	
    
  correct	
     human,	
     but	
     the	
     bones	
     seem	
     to	
     come	
    
  from	
    incompatibly	
    diverse	
    corpses.	
    
  80	
    
  Only	
     the	
     blood-­‐	
     and	
     hair-­‐covered	
     spiked	
     head	
    
  remains	
     of	
     this	
     morningstar;	
     several	
     spikes	
     are	
    
  missing.	
    	
    
  81	
    
  Bloody	
    and	
    pus-­‐covered	
    bandages	
    lie	
    in	
    a	
    heap.	
    
  82	
    
  This	
     wheelbarrow	
     has	
     two	
     broken	
     wheels,	
     and	
    
  only	
    one	
    handle.	
    
  83	
    
  Most	
     of	
     this	
     stuffed	
     and	
     mounted	
     deer	
     head’s	
    
  antlers	
    are	
    broken.	
    	
    
  84	
    
  Each	
    neatly	
    folded	
    pair	
    of	
    pants	
    in	
    this	
    pile	
    has	
    a	
    
  sizeable	
    tear,	
    usually	
    where	
    the	
    legs	
    meet.	
    
  85	
    
  One	
     of	
     this	
     backpack’s	
     straps	
     has	
     torn	
     off,	
     and	
    
  the	
    bottom	
    is	
    threadbare.	
    
  86	
    
  A	
    foul-­‐smelling	
    substance	
    fills	
    this	
    bronze	
    urn.	
    
  87	
    
  A	
    satchel	
    contains	
    waterlogged	
    parchment	
    filled	
    
  with	
     evidence	
     that	
     would	
     free	
     a	
     wrongly	
    
  convicted	
    person.	
    
  88	
    
  Opening	
     this	
     bottle	
     of	
     wine	
     assaults	
     the	
     senses	
    
  with	
    the	
    overwhelming	
    smell	
    of	
    vinegar.	
    
  89	
    
  This	
     carousel	
     model	
     has	
     headless	
     horses,	
     with	
    
  the	
    exception	
    of	
    one	
    horse	
    with	
    fiery	
    red	
    eyes.	
    
  90	
    
  This	
    fancy	
    top	
    hat	
    is	
    missing	
    its	
    brim.	
    
  91	
    
  A	
     large	
     drum	
     missing	
     one	
     of	
     its	
     calfskin	
     heads	
    
  serves	
    as	
    a	
    nest	
    for	
    giant	
    eggs.	
    
  92	
    
  A	
     finely	
     crafted	
     mahogany	
     and	
     leather	
     bellows	
    
  has	
    a	
    tear	
    in	
    the	
    leather	
    pleats.	
    
  93	
    
  Several	
     claws	
     from	
     grappling	
     hooks	
     are	
     tangled	
    
  together	
    in	
    an	
    impossible	
    mess.	
    
  94	
    
  This	
    wagon	
    wheel	
    is	
    missing	
    half	
    its	
    spokes	
    and	
    
  part	
    of	
    its	
    rim.	
    
  95	
    
  An	
    elaborate	
    stand	
    that	
    looks	
    like	
    it	
    would	
    hold	
    a	
    
  gong	
    does	
    not	
    have	
    an	
    actual	
    gong.	
    
  96	
    
  Three	
     wooden	
     prosthetic	
     legs	
     and	
     a	
     pair	
     of	
    
  wooden	
    prosthetic	
    arms	
    lie	
    in	
    a	
    heap.	
    
  97	
    
  A	
     tiny	
     orrery	
     only	
     has	
     half	
     the	
     spheres	
    
  representing	
    the	
    solar	
    system.	
    
  98	
    
  A	
     bottle’s	
     glass	
     holding	
     a	
     model	
     ship	
     has	
     gone	
    
  nearly	
    opaque;	
    the	
    ship	
    is	
    missing	
    all	
    its	
    sails.	
    
  99	
    
  A	
     staff	
     lies	
     broken	
     in	
     half,	
     and	
     a	
     line	
     of	
     ash	
    
  travels	
    perpendicularly	
    to	
    the	
    staff	
    for	
    ten	
    feet.	
    
  100	
    
  This	
     cheaply	
     painted,	
     filth-­‐encrusted	
     porcelain	
    
  egg	
     is	
     filled	
     with	
     mould;	
     a	
     tiny	
     emerald	
     (worth	
    
  100	
    gp)	
    is	
    hidden	
    within	
    the	
    mould.	
    
   
  
  128	
    
  M I S C E L L A N E O U S  F E A T U R E S :  L O C K S  
  During	
     their	
     adventures,	
     the	
     PCs	
     will	
     likely	
     encounter	
     many	
    
  locks.	
    Such	
    features	
    –	
    in	
    the	
    main	
    –	
    have	
    standardised	
    statistics:	
    
  LOCK	
    QUALITY	
    
  COST	
    
  Simple	
    
  20	
    gp	
    
  Average	
    
  40	
    gp	
    
  Good	
    
  80	
    gp	
    
  Superior	
    
  150	
    gp	
    
  	
    
  	
    
  Use	
     this	
     table,	
     to	
     generate	
     interesting	
     characteristics	
     and	
    
  features	
     for	
     your	
     locks.	
     Some	
     features	
     listed	
     below	
     may	
     be	
    
  inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    
  such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  A	
     simple	
     brass	
     plate,	
     marred	
     by	
     dozens	
     of	
    
  scratches	
    around	
    the	
    keyhole.	
    
  2	
    
  Four	
     loops,	
     each	
     with	
     an	
     oak	
     leaf	
     design	
     in	
     its	
    
  centre.	
    
  3	
    
  A	
     rectangular	
     panel	
     etched	
     to	
     resemble	
     a	
    
  spellbook,	
    latching	
    where	
    pages	
    should	
    be.	
    
  4	
    
  Several	
    small	
    holes	
    mask	
    the	
    true	
    location	
    of	
    the	
    
  keyhole.	
    
  5	
    
  The	
    keyhole	
    is	
    within	
    the	
    mouth	
    of	
    a	
    wolf's	
    head,	
    
  carefully	
    etched	
    into	
    the	
    silver.	
    
  6	
    
  A	
    silver	
    miniature	
    shield,	
    trimmed	
    in	
    gold.	
    
  7	
    
  A	
    steel	
    padlock	
    cast	
    in	
    a	
    butterfly	
    shape.	
    
  8	
    
  An	
    iron	
    snake	
    twists	
    around	
    the	
    latch,	
    keyhole	
    in	
    
  its	
    mouth.	
    
  9	
    
  Beneath	
    the	
    keyhole,	
    the	
    crest	
    of	
    a	
    noble	
    family	
    is	
    
  embossed	
    in	
    brass.	
    
  10	
    
  The	
    metal	
    plating	
    has	
    been	
    stripped	
    away,	
    leaving	
    
  deep	
     gouges;	
     the	
     mechanism	
     is	
     still	
     fully	
    
  functional.	
    
  11	
    
  An	
    eye	
    is	
    etched	
    around	
    the	
    lock;	
    the	
    key	
    plunges	
    
  directly	
    into	
    the	
    pupil.	
    
  12	
    
  The	
     etched	
     face	
     of	
     a	
     trickster	
     winks	
     from	
     the	
    
  panel,	
    his	
    open	
    eye	
    inviting	
    a	
    key.	
    
  13	
    
  A	
    loose	
    lock	
    cast	
    in	
    the	
    shape	
    of	
    a	
    ribbon.	
    
  14	
    
  Brass	
    petals	
    form	
    a	
    rose	
    on	
    a	
    hinge,	
    masking	
    the	
    
  location	
    of	
    the	
    lock.	
    
  15	
    
  Miniature	
    swords	
    cast	
    in	
    black,	
    crossed	
    to	
    serve	
    as	
    
  a	
    latch.	
    
  16	
    
  A	
     tarnished	
     golden	
     heart,	
     etched	
     with	
     swirling	
    
  designs,	
    slides	
    over	
    the	
    lock.	
    
  17	
    
  The	
    brass	
    is	
    dull,	
    almost	
    fading	
    into	
    the	
    wood.	
    Two	
    
  keyholes	
    secure	
    against	
    entry.	
    
  18	
    
  A	
    bronze	
    starburst	
    erupts	
    around	
    the	
    keyhole.	
    
  19	
    
  Two	
    keyholes,	
    vertically	
    stacked.	
    The	
    top	
    is	
    false.	
    
  20	
    
  This	
    cast	
    iron	
    face	
    halfway	
    between	
    wolf	
    and	
    man	
    
  has	
    a	
    keyhole	
    in	
    its	
    mouth.	
    
  21	
    
  The	
     face	
     of	
     a	
     vengeful	
     god	
     in	
     raised	
     gold	
     guards	
    
  the	
    latch.	
    
  22	
    
  A	
    crude	
    carving	
    marks	
    this	
    lock	
    as	
    broken.	
    
  23	
    
  A	
    large	
    spider	
    skitters	
    across	
    the	
    web	
    it	
    has	
    spun	
    
  over	
    this	
    long-­‐disused	
    lock.	
    
  24	
    
  Singed	
    wood	
    and	
    melted	
    slag	
    around	
    the	
    keyhole	
    
  suggest	
    someone	
    tried	
    to	
    burn	
    their	
    way	
    inside.	
    
  25	
    
  Delicately-­‐carved	
     angelic	
     wings	
     of	
     gold	
     flank	
     this	
    
  shield-­‐shaped	
    lock.	
    
  26	
    
  Scratches	
     mar	
     the	
     lock.	
     One,	
     though	
     masked	
     in	
    
  other	
     marks,	
     appears	
     to	
     be	
     a	
     crude	
     incomplete	
    
  map	
    of	
    the	
    nearby	
    passages.	
    
  27	
    
  An	
     ornate	
     panel	
     with	
     elaborate	
     cast-­‐iron	
     wings	
    
  around	
    the	
    keyhole	
    proves	
    to	
    be	
    instead	
    a	
    decoy	
    
  for	
    the	
    simple	
    latch	
    it	
    hides.	
    
  28	
    
  A	
    rusted	
    hexagonal	
    panel.	
    Close	
    inspection	
    reveals	
    
  a	
    lock	
    pick	
    broken	
    off	
    inside.	
    
  29	
    
  This	
    steel	
    panel	
    has	
    no	
    keyhole;	
    instead	
    an	
    oddly-­‐
  shaped	
     indentation	
     seems	
     to	
     call	
     for	
     a	
     matching	
    
  piece	
    to	
    unlock	
    it.	
    
  30	
    
  This	
     sliding	
     bolt	
     must	
     navigate	
     a	
     complex	
    
  miniature	
    maze	
    before	
    it	
    can	
    be	
    freed.	
    
  31	
    
  A	
     padlock	
     shaped	
     like	
     a	
     cello.	
     The	
     keyhole	
     is	
    
  beneath	
    the	
    base	
    of	
    the	
    strings.	
    
  32	
    
  A	
     puzzle	
     mechanism	
     depicting	
     an	
     ouroboros.	
     To	
    
  unlock	
    it,	
    the	
    snake	
    must	
    devour	
    itself.	
    
  33	
    
  Rubies	
     set	
     in	
     a	
     golden	
     panel	
     hint	
     at	
     the	
     riches	
    
  hidden	
    within.	
    
  34	
    
  The	
    padlock	
    is	
    a	
    decoy;	
    the	
    chain	
    it	
    hangs	
    from	
    is	
    
  the	
    actual	
    lock,	
    with	
    a	
    specific	
    false	
    link	
    that	
    can	
    
  be	
    opened	
    with	
    a	
    tiny	
    key.	
    
  35	
    
  The	
    tarnished	
    metal	
    is	
    marked	
    with	
    the	
    infamous	
    
  skull-­‐and-­‐crossbones	
    of	
    pirate	
    treasure.	
    
  36	
    
  The	
    lock	
    requires	
    two	
    keys	
    that	
    must	
    be	
    turned	
    in	
    
  tandem,	
    one	
    to	
    the	
    left	
    and	
    one	
    to	
    the	
    right.	
    
  37	
    
  Shaded	
    in	
    hues	
    of	
    copper	
    and	
    bronze,	
    an	
    etching	
    
  of	
    a	
    phoenix	
    soars	
    around	
    the	
    keyhole.	
    
  38	
    
  The	
     lock	
     is	
     concealed	
     amidst	
     iron	
     ivy	
     leaves	
     that	
    
  drape	
    over	
    the	
    object.	
    
  39	
    
  The	
     opening	
     is	
     false;	
     rather,	
     the	
     hinges	
     can	
     be	
    
  snapped	
    free,	
    once	
    the	
    key	
    is	
    inserted.	
    
  40	
    
  Rusted	
     to	
     a	
     grainy	
     grey-­‐brown,	
     this	
     ancient	
     lock	
    
  grinds	
    with	
    painful	
    noise	
    when	
    it	
    moves.	
    
  41	
    
  An	
     enormous	
     knocker	
     hangs	
     around	
     this	
     stately	
    
  old	
    iron	
    lock.	
    
  42	
    
  A	
     masterpiece	
     of	
     ivory	
     and	
     gold,	
     this	
     elaborate	
    
  lock	
    might	
    be	
    worth	
    more	
    than	
    what	
    it	
    protects.	
    
  43	
    
  Clockwork	
     mechanisms	
     are	
     visible	
     through	
     glass	
    
  panels	
    in	
    the	
    front	
    and	
    back	
    of	
    this	
    lock.	
    
  44	
    
  Splintered	
     wood	
     surrounds	
     this	
     lock's	
     iron	
     base,	
    
  where	
    it	
    has	
    been	
    half-­‐torn	
    from	
    its	
    charge.	
    
  45	
    
  A	
     long-­‐dry	
     smear	
     of	
     blood	
     streaks	
     over	
     the	
     iron	
    
  lock.	
    
  46	
    
  Twin	
     copper	
     padlocks	
     hold	
     a	
     fastened	
     beam	
     in	
    
  place	
    over	
    the	
    aperture	
    it	
    seals.	
    
  47	
    
  This	
    panel	
    depicts	
    an	
    elven	
    woman	
    in	
    prayer,	
    with	
    
  the	
    keyhole	
    in	
    her	
    heart.	
    
  48	
    
  A	
    crystal	
    cube	
    with	
    a	
    platinum	
    latch.	
    
  
  129	
    
  49	
    
  An	
     iron	
     block	
     with	
     embossed	
     fleurs-­‐de-­‐lis	
     in	
     the	
    
  corners.	
    The	
    keyhole	
    rests	
    in	
    the	
    bottom-­‐centre.	
    
  50	
    
  A	
    royal	
    crest	
    in	
    bluish	
    silver	
    bears	
    a	
    levering	
    cover	
    
  over	
    a	
    keyhole	
    in	
    its	
    centre.	
    
  51	
    
  A	
    rusty	
    grey	
    padlock	
    hangs	
    from	
    three	
    steel	
    rings.	
    
  52	
    
  Etched	
     with	
     silver,	
     this	
     lock	
     has	
     been	
     polished	
    
  recently,	
    leaving	
    the	
    metal	
    highly	
    reflective.	
    
  53	
    
  The	
     large	
     pins	
     and	
     pistons	
     of	
     this	
     lock	
     are	
     only	
    
  barely	
    concealed	
    by	
    its	
    shell.	
    
  54	
    
  Lacking	
    a	
    keyhole,	
    this	
    seal	
    is	
    operated	
    by	
    means	
    
  of	
    a	
    handle	
    inscribed	
    with	
    glyphs	
    and	
    letters.	
    	
    
  55	
    
  This	
    latch	
    and	
    lock	
    are	
    partially	
    disassembled;	
    this	
    
  failed	
     thievery	
     attempt	
     only	
     jammed	
     it	
     in	
     place	
    
  more	
    firmly.	
    
  56	
    
  The	
     large	
     keyhole	
     on	
     the	
     front	
     of	
     this	
     bronze	
    
  padlock	
    is	
    a	
    decoy;	
    a	
    smaller	
    hole	
    rests	
    on	
    its	
    back,	
    
  higher	
    up.	
    
  57	
    
  Paint	
     stains	
     on	
     this	
     lock	
     suggest	
     an	
     attempt	
     at	
    
  some	
    sort	
    of	
    colour-­‐code	
    system.	
    
  58	
    
  Heavy	
    tumblers	
    of	
    black	
    iron	
    must	
    be	
    manipulated	
    
  manually,	
     thanks	
     to	
     a	
     block	
     of	
     pewter	
     jammed	
    
  into	
    the	
    keyhole.	
    
  59	
    
  Despite	
     its	
     rusty	
     exterior,	
     this	
     lock's	
     steel	
     inner	
    
  workings	
    are	
    perfectly	
    functional.	
    
  60	
    
  Instead	
    of	
    a	
    key,	
    this	
    lock	
    is	
    operated	
    by	
    inserting	
    
  a	
    standard	
    gold	
    coin	
    into	
    a	
    slot	
    and	
    turning.	
    
  61	
    
  The	
    silver	
    frame	
    of	
    the	
    lock	
    stands	
    out	
    over	
    dark	
    
  wood,	
    gaps	
    in	
    the	
    metal	
    reveal	
    wear	
    and	
    tear.	
    
  62	
    
  The	
    bolts	
    holding	
    the	
    lock	
    in	
    place	
    are	
    larger	
    than	
    
  the	
    keyhole	
    itself,	
    and	
    tarnished	
    green	
    and	
    white.	
    
  63	
    
  Brass	
    with	
    an	
    iron	
    faceplate,	
    this	
    padlock's	
    ring	
    has	
    
  been	
    welded	
    shut.	
    
  64	
    
  A	
     royal	
     crest	
     adorns	
     this	
     keyhole,	
     gold	
     standing	
    
  out	
    prominently	
    against	
    steel.	
    
  65	
    
  Concentric	
    rings	
    of	
    different	
    metals	
    surround	
    the	
    
  keyhole	
    and	
    its	
    steel	
    frame.	
    
  66	
    
  An	
    iron	
    rod	
    bars	
    the	
    aperture	
    shut,	
    locked	
    in	
    place	
    
  by	
    a	
    thick	
    tumbler.	
    	
    
  67	
    
  This	
     rough-­‐hewn	
     padlock	
     has	
     been	
     broken	
     once	
    
  before;	
    someone	
    simply	
    welded	
    the	
    ring	
    back	
    on.	
    
  68	
    
  Heat	
     has	
     warped	
     this	
     iron	
     lock	
     and	
     its	
    
  surroundings	
     slightly,	
     causing	
     them	
     to	
     peel	
     away	
    
  from	
    each	
    other.	
    
  69	
    
  This	
     bolt	
     is	
     jammed	
     in	
     place	
     thanks	
     to	
     its	
     lock	
    
  being	
     ruined	
     by	
     acid.	
     It	
     effectively	
     jams	
     its	
    
  container	
    shut	
    until	
    pried	
    loose	
    or	
    broken	
    free.	
    
  70	
    
  A	
    heavy	
    chain	
    binds	
    the	
    object	
    shut,	
    held	
    together	
    
  with	
    a	
    set	
    of	
    manacles.	
    
  71	
    
  Etchings	
     in	
     a	
     spider	
     web	
     design	
     cover	
     this	
     plate,	
    
  with	
    the	
    keyhole	
    in	
    the	
    web's	
    centre.	
    
  72	
    
  A	
    ring	
    of	
    steel,	
    with	
    a	
    keyhole	
    on	
    a	
    latch.	
    It	
    folds	
    
  open	
    and	
    closed	
    like	
    manacles.	
    
  73	
    
  A	
     bust	
     of	
     a	
     lion	
     protrudes	
     from	
     the	
     frame,	
     its	
    
  mane	
    a	
    knocker	
    and	
    keyhole	
    in	
    its	
    mouth.	
    
  74	
    
  This	
    lock	
    lacks	
    a	
    keyhole;	
    instead,	
    the	
    five	
    stars	
    on	
    
  its	
    surface	
    must	
    be	
    pressed	
    in	
    the	
    correct	
    order	
    to	
    
  open.	
    
  75	
    
  A	
     meditating	
     woman	
     adorns	
     this	
     verdigris-­‐ridden	
    
  plate,	
    hands	
    folded	
    around	
    a	
    keyhole	
    in	
    her	
    lap.	
    
  76	
    
  Rather	
    than	
    simply	
    turning	
    a	
    pin,	
    the	
    key	
    must	
    be	
    
  rotated	
    several	
    times	
    in	
    this	
    ancient	
    iron	
    column,	
    
  to	
    withdraw	
    the	
    bolt	
    like	
    a	
    screw.	
    
  77	
    
  Each	
     quarter	
     of	
     this	
     diamond-­‐shaped	
     lock	
     plate	
    
  bears	
    the	
    family	
    crest	
    of	
    a	
    former	
    owner.	
    
  78	
    
  The	
    lock	
    resembles	
    a	
    fish,	
    with	
    a	
    hook	
    for	
    a	
    ring	
    
  and	
    the	
    keyhole	
    in	
    a	
    fin.	
    
  79	
    
  A	
    cast	
    bronze	
    serpent	
    coils	
    around	
    the	
    keyhole.	
    
  80	
    
  Silver	
    bat	
    wings	
    wrap	
    around	
    this	
    eye-­‐like	
    lock.	
    
  81	
    
  The	
    ring	
    of	
    this	
    new-­‐looking	
    padlock	
    is	
    made	
    of	
    a	
    
  strong	
    woven	
    cord	
    of	
    iron	
    twine.	
    
  82	
    
  The	
     intricate	
     etchings	
     on	
     this	
     lock	
     resemble	
    
  different	
     things	
     from	
     different	
     angles:	
     an	
     ape,	
     a	
    
  snake,	
    a	
    bird	
    or	
    a	
    fish,	
    depending	
    which	
    way	
    you	
    
  look	
    at	
    it.	
    
  83	
    
  Though	
    made	
    of	
    iron,	
    this	
    lock	
    was	
    plated	
    in	
    red	
    
  gold,	
    most	
    of	
    which	
    has	
    flaked	
    away.	
    
  84	
    
  A	
    maker's	
    mark	
    reading	
    “VSS”	
    dominates	
    the	
    face	
    
  of	
    this	
    brass	
    plate.	
    	
    
  85	
    
  An	
     electrum	
     band	
     surrounds	
     the	
     small	
     iron	
    
  tumbler,	
    which	
    is	
    otherwise	
    unadorned.	
    
  86	
    
  Constructed	
    of	
    pewter,	
    much	
    of	
    the	
    soft	
    metal	
    has	
    
  flaked,	
    bent	
    or	
    broken	
    away	
    from	
    this	
    old	
    lock.	
    
  87	
    
  The	
     mould	
     growing	
     on	
     this	
     ancient	
     padlock	
     may	
    
  be	
    the	
    only	
    things	
    still	
    holding	
    it	
    together.	
    
  88	
    
  A	
     dangling	
     chain	
     beneath	
     this	
     silver-­‐tinged	
     lock	
    
  suggests	
    its	
    key	
    once	
    hung	
    there.	
    
  89	
    
  The	
    keyhole	
    in	
    this	
    lock	
    is	
    tiny.	
    
  90	
    
  A	
    knob	
    atop	
    this	
    iron	
    bar	
    must	
    be	
    turned	
    a	
    precise	
    
  distance	
    before	
    it	
    can	
    be	
    pulled	
    loose.	
    
  91	
    
  A	
     sliding	
     brass	
     plate	
     conceals	
     the	
     keyhole	
     from	
    
  casual	
    view.	
    
  92	
    
  When	
    the	
    bolt	
    is	
    turned,	
    this	
    entire	
    plate	
    rotates,	
    
  giving	
    the	
    impression	
    of	
    a	
    blooming	
    flower.	
    
  93	
    
  Rather	
    than	
    locking	
    the	
    door	
    in	
    place	
    directly,	
    this	
    
  bolt	
    prevents	
    the	
    handle	
    from	
    being	
    turned.	
    
  94	
    
  This	
     lock	
     appears	
     to	
     have	
     been	
     removed	
     from	
     a	
    
  strongbox	
    and	
    re-­‐purposed	
    for	
    its	
    new	
    location.	
    
  95	
    
  Names	
     have	
     been	
     carved	
     or	
     scratched	
     onto	
     this	
    
  old	
    lock,	
    and	
    not	
    by	
    its	
    creators.	
    	
    
  96	
    
  The	
    keyhole	
    sits	
    at	
    the	
    intersection	
    of	
    an	
    etching	
    
  of	
    crossed	
    swords.	
    
  97	
    
  The	
     lock	
     resembles	
     a	
     sword;	
     when	
     the	
     bolt	
     is	
    
  drawn,	
    the	
    blade	
    retreats	
    into	
    the	
    hilt.	
    
  98	
    
  This	
     keyhole	
     is	
     recessed	
     into	
     a	
     larger,	
     keyhole-­‐
  shaped	
    depression	
    in	
    the	
    metal.	
    
  99	
    
  This	
    tiny	
    lock	
    is	
    so	
    heavily	
    corroded,	
    the	
    metal	
    is	
    
  little	
    different	
    in	
    colour	
    to	
    the	
    wood	
    it	
    rests	
    on.	
    
  100	
    
  This	
     gnomish	
     lock	
     locks	
     itself	
     again	
     after	
     being	
    
  open	
    for	
    approximately	
    five	
    minutes.	
    
  	
    
  	
    
  
  130	
    
  M I S C E L L A N E O U S  F E A T U R E S :  M I R R O R S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     and	
    
  features	
     for	
     your	
     mirrors.	
     Some	
     features	
     listed	
     below	
     may	
     be	
    
  inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    
  such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  A	
     simple	
     hand-­‐held	
     mirror	
     of	
     polished	
     steel.	
     A	
    
  maker's	
    mark,	
    “MN”,	
    is	
    etched	
    on	
    the	
    back.	
    
  06-­‐10	
    
  A	
    glass	
    triangle,	
    bisected	
    and	
    framed	
    in	
    steel.	
    
  11-­‐12	
    
  A	
    small	
    oblong	
    disc,	
    framed	
    in	
    tarnished	
    silver.	
    
  13-­‐14	
    
  A	
     delicate	
     ivory	
     frame	
     gives	
     this	
     mirror	
     the	
    
  appearance	
    of	
    fine	
    lace.	
    
  15-­‐16	
    
  A	
     frame	
     of	
     seashells	
     trimmed	
     with	
     gems,	
     in	
    
  oceanic	
    blues	
    and	
    greens	
    surround	
    this	
    mirror.	
    
  17-­‐18	
    
  Copper	
     leaves	
     and	
     tendrils	
     around	
     the	
     oblong	
    
  glass	
    resemble	
    overgrown	
    ivy.	
    
  19-­‐20	
    
  A	
    marble	
    statue	
    of	
    a	
    faerie	
    queen	
    holds	
    the	
    glass	
    
  circle,	
    her	
    face	
    bearing	
    a	
    knowing	
    smirk.	
    
  21-­‐22	
    
  This	
     large	
     rectangular	
     pane	
     is	
     cracked	
     along	
     its	
    
  upper-­‐right	
    corner	
    and	
    hangs	
    in	
    an	
    oaken	
    frame.	
    
  23-­‐24	
    
  The	
    mirror	
    is	
    made	
    of	
    dark	
    blue	
    tinted	
    glass,	
    set	
    
  in	
    a	
    smooth	
    fan-­‐like	
    silver	
    frame.	
    
  25-­‐26	
    
  The	
     colourful	
     glass	
     feathers	
     lining	
     the	
     mirror	
    
  resemble	
    a	
    peacock’s	
    tail.	
    
  27-­‐28	
    
  Stained	
    glass	
    surrounds	
    the	
    mirror.	
    
  29-­‐30	
    
  Tiny	
    gems	
    shaped	
    like	
    flowers	
    adorn	
    the	
    rim	
    of	
    
  this	
    glass	
    oval.	
    
  31-­‐32	
    
  The	
    ivory	
    frame	
    resembles	
    a	
    puffy	
    cloud.	
    
  33-­‐34	
    
  A	
    full-­‐length	
    sheet	
    of	
    glass	
    leans	
    against	
    the	
    wall,	
    
  coated	
    in	
    dust.	
    
  35-­‐36	
    
  The	
     cut	
     and	
     angle	
     of	
     this	
     glass	
     distorts	
     one's	
    
  reflection,	
     showing	
     the	
     viewer	
     as	
     short	
     and	
    
  squat.	
    
  37-­‐38	
    
  The	
    glass	
    is	
    cut	
    into	
    complex	
    snowflake	
    patterns.	
    
  39-­‐40	
    
  Long	
     crystals	
     trimmed	
     in	
     silver	
     surround	
     the	
    
  glass,	
    creating	
    a	
    shimmering	
    sunburst	
    pattern.	
    
  41-­‐42	
    
  This	
     reflective	
     lozenge	
     is	
     surrounded	
     by	
     a	
    
  gleaming	
    golden	
    frame	
    set	
    with	
    rubies.	
    
  43-­‐44	
    
  A	
    colourful	
    mosaic	
    is	
    set	
    into	
    the	
    frame	
    around	
    
  the	
    rectangular	
    panel.	
    
  45-­‐46	
    
  Small	
     mirrored	
     blocks	
     set	
     in	
     a	
     circular	
     frame	
    
  surround	
    the	
    glass.	
    
  47-­‐48	
    
  A	
    gold	
    surround	
    frames	
    this	
    full-­‐length	
    mirror.	
    
  49-­‐50	
    
  A	
     thick	
     layer	
     of	
     soot	
     coats	
     the	
     glass	
     in	
     this	
    
  cracked	
    bronze	
    hexagonal	
    frame.	
    
  51-­‐52	
    
  An	
     obsidian	
     square	
     trimmed	
     with	
     gold	
     swirls	
    
  serves	
    as	
    frame	
    for	
    this	
    mirror.	
    
  53-­‐54	
    
  Amethysts	
    and	
    sapphires	
    with	
    flecks	
    of	
    diamond	
    
  compose	
    a	
    frame	
    evocative	
    of	
    starry	
    skies.	
    
  55-­‐56	
    
  Hidden	
    partly	
    by	
    a	
    green	
    velvet	
    curtain,	
    the	
    glass	
    
  in	
    this	
    silver	
    frame	
    is	
    all	
    but	
    shattered.	
    
  57-­‐58	
    
  Red	
    stones	
    at	
    the	
    base	
    of	
    the	
    opalescent	
    frame	
    
  create	
    the	
    illusion	
    of	
    fire.	
    
  59-­‐60	
    
  Barely	
     visible,	
     a	
     painted	
     white	
     silhouette	
     of	
     a	
    
  woman	
    on	
    the	
    glass	
    is	
    easily	
    mistaken	
    for	
    a	
    ghost	
    
  at	
    first	
    glance.	
    
  61-­‐62	
    
  Pale	
     pink	
     glass	
     surrounding	
     this	
     mirror's	
     centre	
    
  creates	
    petals	
    of	
    a	
    blooming	
    iris.	
    
  63-­‐64	
    
  Bronze	
     spikes	
     spiral	
     off	
     this	
     mirror,	
     creating	
     a	
    
  razor-­‐edged	
    decoration.	
    
  65-­‐66	
    
  This	
     simple	
     steel	
     mirror	
     is	
     decorated	
     with	
     the	
    
  antlers	
    and	
    skull	
    of	
    a	
    hunter's	
    trophy	
    kill.	
    
  67-­‐68	
    
  The	
    mirror	
    is	
    perfectly	
    circular,	
    framed	
    in	
    white	
    
  gold	
    and	
    studded	
    with	
    sapphires.	
    
  69-­‐70	
    
  A	
    serpent	
    or	
    dragon	
    in	
    brass	
    surrounds	
    this	
    glass	
    
  oval,	
    clutching	
    its	
    tail	
    in	
    its	
    teeth.	
    
  71-­‐72	
    
  This	
     full-­‐length	
     mirror	
     is	
     actually	
     many	
     square	
    
  mirrors	
    in	
    a	
    column	
    on	
    an	
    axle,	
    allowing	
    them	
    to	
    
  be	
    rotated.	
    
  73-­‐74	
    
  The	
     copper	
     frame	
     of	
     this	
     old	
     mirror	
     has	
     an	
    
  overflowing	
    cornucopia	
    forged	
    at	
    the	
    bottom.	
    
  75-­‐76	
    
  A	
    simple	
    disc	
    of	
    polished	
    bronze,	
    hammered	
    into	
    
  an	
    ellipse.	
    
  77-­‐78	
    
  Once	
    shattered,	
    this	
    glass	
    has	
    been	
    meticulously	
    
  reassembled.	
    A	
    few	
    small	
    shards	
    are	
    still	
    missing,	
    
  and	
    the	
    cracks	
    are	
    obvious.	
    
  79-­‐80	
    
  This	
    perfect	
    circle	
    of	
    glass	
    is	
    framed	
    only	
    on	
    one	
    
  side	
     by	
     a	
     sliver	
     of	
     platinum	
     in	
     the	
     shape	
     of	
     a	
    
  crescent	
     moon,	
     studded	
     with	
     six	
     chips	
     of	
    
  aquamarine.	
    
  81-­‐82	
    
  This	
    mirror	
    depicts	
    a	
    local	
    lord's	
    coat	
    of	
    arms.	
    
  83-­‐84	
    
  An	
    actual	
    bird's	
    nest	
    is	
    built	
    into	
    the	
    top	
    of	
    this	
    
  block-­‐shaped	
     wooden	
     frame.	
     Three	
     small	
     eggs	
    
  rest	
    inside.	
    
  85-­‐86	
    
  Rust	
    along	
    this	
    mirror's	
    backing	
    is	
    visible	
    through	
    
  its	
    glass.	
    
  87-­‐88	
    
  Dried	
    water	
    droplets	
    and	
    a	
    faint	
    lingering	
    scent	
    
  of	
    incense	
    suggest	
    this	
    mirror	
    was	
    regularly	
    used	
    
  for	
    scrying	
    by	
    a	
    previous	
    owner.	
    
  89-­‐90	
    
  Three	
     interlocking	
     steel	
     rings	
     hold	
     the	
     glass	
     in	
    
  their	
    centre.	
    
  91-­‐92	
    
  This	
     cast-­‐iron	
     frame	
     bears	
     artistic	
     depictions	
     of	
    
  dragon	
    heads	
    around	
    its	
    border.	
    
  93-­‐94	
    
  Bedecked	
     with	
     an	
     immense	
     amount	
     of	
     jewels,	
    
  this	
    mirror	
    is	
    worth	
    far	
    less	
    than	
    it	
    appears	
    –	
    the	
    
  gems	
    are	
    all	
    cheap	
    quartz	
    and	
    coloured	
    glass.	
    
  95-­‐99	
    
  Torch	
     sconces	
     line	
     the	
     sides	
     of	
     this	
     mirror,	
     and	
    
  wax	
    has	
    dripped	
    down	
    over	
    the	
    mirror	
    itself.	
    
  100	
    
  This	
    enormous	
    gold-­‐framed	
    mirror	
    is	
    designed	
    to	
    
  resemble	
     a	
     castle,	
     all	
     towers	
     and	
     buttresses,	
    
  protruding	
     from	
     the	
     top	
     and	
     sides	
     around	
     the	
    
  glass.	
    Its	
    base	
    even	
    has	
    a	
    moat	
    and	
    drawbridge.	
    
   
  	
    
   
  
  131	
    
  M I S C E L L A N E O U S :  S T R A N G E  A T M O S P H E R E  
  Use	
    this	
    table	
    to	
    generate	
    air	
    qualities	
    or	
    atmospheres	
    the	
    PCs	
    
  may	
     encounter	
     while	
     exploring	
     the	
     dungeon.	
     Some	
     features	
    
  listed	
     below	
     may	
     be	
     inappropriate	
     based	
     on	
     your	
     dungeon’s	
    
  setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  Explorers	
     have	
     a	
     distinct	
     feeling	
     of	
     being	
    
  constantly	
    watched	
    by	
    an	
    unseen	
    observer.	
    
  06-­‐10	
    
  An	
    
  inescapable	
    
  feeling	
    
  of	
    
  tightness	
    
  and	
    
  claustrophobia	
    fills	
    the	
    area.	
    Everything	
    seems	
    to	
    
  slowly	
    close	
    in	
    around	
    the	
    party.	
    
  11-­‐12	
    
  A	
     terrible	
     sense	
     of	
     malice	
     and	
     spite,	
     as	
     if	
     the	
    
  space	
    itself	
    hates	
    explorers,	
    fills	
    the	
    area.	
    	
    
  13-­‐14	
    
  The	
    area	
    feels	
    like	
    a	
    safe	
    haven.	
    Here,	
    there	
    is	
    a	
    
  tremendous	
    sense	
    of	
    peace	
    and	
    tranquillity.	
    	
    
  15-­‐16	
    
  The	
     air	
     pressure	
     is	
     noticeably	
     different	
     than	
     of	
    
  surrounding	
    areas.	
    
  17-­‐18	
    
  The	
    area	
    is	
    breezy,	
    although	
    these	
    winds	
    are	
    not	
    
  strong	
    enough	
    to	
    extinguish	
    flames.	
    
  19-­‐20	
    
  The	
    air	
    is	
    very	
    arid.	
    The	
    hot	
    and	
    dry	
    conditions	
    
  are	
    almost	
    desert-­‐like.	
    
  21-­‐22	
    
  The	
    air	
    is	
    very	
    humid.	
    Like	
    the	
    steamy	
    jungles,	
    it	
    
  is	
    hot	
    and	
    wet.	
    
  23-­‐24	
    
  The	
    air	
    is	
    ancient	
    and	
    stale.	
    Though	
    very	
    poor	
    in	
    
  quality,	
    it	
    is	
    safe	
    to	
    breath.	
    	
    	
    
  25-­‐26	
    
  The	
     air	
     is	
     pure	
     and	
     clean.	
     An	
     unseen	
     source	
    
  constantly	
    keeps	
    the	
    fresh	
    air	
    circulating.	
    
  27-­‐28	
    
  The	
     entire	
     area	
     maintains	
     a	
     pleasantly	
     warm	
    
  constant	
    temperature.	
    
  29-­‐30	
    
  At	
    all	
    times,	
    the	
    area	
    remains	
    refreshingly	
    cool.	
    
  31-­‐32	
    
  The	
    air	
    is	
    charged	
    with	
    energy	
    causing	
    the	
    hairs	
    
  on	
    the	
    backs	
    of	
    explorers’	
    necks	
    to	
    stand	
    up.	
    
  33-­‐34	
    
  The	
     air	
     has	
     a	
     strange,	
     greasy	
     quality,	
     causing	
    
  everything	
    within	
    it	
    to	
    feel	
    slick.	
    
  35-­‐36	
    
  Everything	
     about	
     this	
     area	
     projects	
     a	
     feeling	
     of	
    
  being	
    worn	
    down	
    and	
    disrepair.	
    
  37-­‐38	
    
  All	
     within	
     this	
     area	
     suffer	
     a	
     terribly	
     queasy	
    
  feeling	
    in	
    their	
    stomach.	
    
  39-­‐40	
    
  Dark	
    shadows	
    and	
    a	
    gloomy	
    air	
    fills	
    the	
    area.	
    
  41-­‐42	
    
  The	
    air	
    in	
    the	
    area	
    is	
    absolutely	
    dead	
    calm.	
    	
    
  43-­‐44	
    
  The	
     air	
     is	
     frigid.	
     A	
     cold	
     and	
     dry	
     wind	
     blows	
    
  constantly.	
    
  45-­‐46	
    
  The	
     air	
     is	
     cold	
     and	
     damp.	
     Wisps	
     of	
     fog	
     fill	
     the	
    
  area.	
    
  47-­‐48	
    
  Anyone	
    entering	
    the	
    area,	
    even	
    for	
    the	
    first	
    time,	
    
  gets	
    the	
    strangest	
    sensation	
    of	
    déjà	
    vu.	
    
  49-­‐50	
    
  Something	
     about	
     the	
     air	
     gives	
     those	
     within	
     the	
    
  awful	
     prickling	
     sensation	
     of	
     insects	
     crawling	
     on	
    
  their	
    skin.	
    
  51-­‐52	
    
  The	
     area	
     is	
     filled	
     with	
     a	
     sense	
     of	
     despair	
     and	
    
  great	
    tragedy	
    that	
    presses	
    down	
    upon	
    those	
    who	
    
  enter.	
    
  53-­‐54	
    
  The	
    area	
    feels	
    like	
    a	
    holy	
    site	
    and	
    has	
    a	
    general	
    
  sense	
    of	
    righteousness	
    and	
    good.	
    
  55-­‐56	
    
  The	
     area	
     feels	
     like	
     an	
     unholy	
     site	
     and	
     has	
     a	
    
  general	
    sense	
    of	
    depravity	
    and	
    evil.	
    
  57-­‐58	
    
  The	
     area	
     feels	
     like	
     an	
     axiomatic	
     site	
     and	
     has	
     a	
    
  general	
    sense	
    of	
    order	
    and	
    law.	
    
  59-­‐60	
    
  The	
     area	
     feels	
     like	
     an	
     anarchic	
     site	
     and	
     has	
     a	
    
  general	
    sense	
    of	
    bedlam	
    and	
    chaos.	
    
  61-­‐62	
    
  The	
     area	
     feels	
     like	
     a	
     neutral	
     site	
     and	
     has	
     a	
    
  general	
    sense	
    of	
    balance	
    and	
    neutrality.	
    
  63-­‐64	
    
  No	
    matter	
    how	
    close	
    this	
    area	
    may	
    be	
    to	
    other	
    
  places,	
    it	
    projects	
    a	
    powerful	
    feeling	
    of	
    isolation	
    
  and	
    loneliness.	
    	
    
  65-­‐66	
    
  Though	
     very	
     faint,	
     and	
     only	
     seen	
     at	
     a	
     distance,	
    
  the	
    air	
    has	
    an	
    unmistakable	
    haze.	
    
  67-­‐68	
    
  Something	
     about	
     this	
     area	
     makes	
     it	
     seem	
     very	
    
  familiar	
    to	
    anyone	
    who	
    enters.	
    
  69-­‐70	
    
  Anyone	
     within	
     the	
     area	
     gradually	
     gains	
     the	
    
  nagging	
    
  sensation	
    
  they	
    
  have	
    
  forgotten	
    
  something	
    important.	
    
  71-­‐72	
    
  The	
    area	
    has	
    a	
    foreboding	
    atmosphere.	
    There	
    is	
    
  a	
    terrible	
    sense	
    of	
    dread	
    and	
    apprehension.	
    
  73-­‐74	
    
  Something	
    about	
    this	
    place	
    is	
    just	
    not	
    quite	
    right,	
    
  though	
     it	
     is	
     impossible	
     to	
     put	
     a	
     finger	
     on	
     just	
    
  what	
    is	
    wrong.	
    
  75-­‐76	
    
  A	
    pervasive	
    sense	
    of	
    hope	
    makes	
    this	
    location	
    a	
    
  joyous	
    place.	
    
  77-­‐78	
    
  The	
    air	
    in	
    this	
    place	
    is	
    full	
    of	
    particulates	
    such	
    as	
    
  pollen	
    or	
    dust.	
    
  79-­‐80	
    
  A	
    thick	
    layer	
    of	
    filth	
    and	
    grime	
    coat	
    everything	
    in	
    
  the	
    area.	
    Smog	
    hangs	
    in	
    the	
    area.	
    
  81-­‐82	
    
  This	
     location	
     gives	
     the	
     impression	
     of	
     being	
    
  spacious	
    and	
    large.	
    
  83-­‐84	
    
  There	
    is	
    an	
    air	
    of	
    authority	
    in	
    this	
    place;	
    a	
    regal	
    
  presence	
    that	
    demands	
    respect.	
    
  85-­‐86	
    
  The	
    air	
    carries	
    with	
    it	
    the	
    unmistakable	
    feeling	
    of	
    
  imminent	
    rain.	
    
  87-­‐88	
    
  Although	
     it	
     is	
     not	
     strong	
     enough	
     to	
     cause	
    
  adverse	
    effects,	
    all	
    within	
    the	
    area	
    have	
    a	
    slight	
    
  feeling	
    of	
    vertigo.	
    
  89-­‐90	
    
  The	
    air	
    is	
    thin,	
    just	
    like	
    at	
    high	
    altitudes.	
    It	
    is	
    still	
    
  breathable	
    and	
    causes	
    no	
    ill	
    effects.	
    
  91-­‐92	
    
  The	
     air	
     is	
     thick	
     and	
     heavy.	
     This	
     does	
     not	
     affect	
    
  movement.	
    
  93-­‐94	
    
  This	
    location	
    has	
    a	
    warm	
    and	
    inviting	
    feeling.	
    It	
    
  seems	
    to	
    welcome	
    any	
    and	
    all	
    who	
    enter.	
    
  95-­‐99	
    
  This	
    area	
    offers	
    a	
    feeling	
    of	
    rest	
    and	
    relaxation.	
    	
    
  100	
    
  All	
     who	
     enter	
     this	
     location	
     have	
     the	
     distinct	
    
  impression	
    they	
    are	
    being	
    followed	
    by	
    something	
    
  unseen.	
    
   
  
  132	
    
  M I S C E L L A N E O U S :  S T R A N G E  M A G I C A L  A F F E C T S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     and	
     strange	
     magical	
    
  affects	
    the	
    PCs	
    encounter	
    in	
    the	
    dungeon.	
    Some	
    features	
    listed	
    
  below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    
  ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  Every	
    statue,	
    bust	
    and	
    portrait	
    in	
    the	
    area	
    turns	
    
  its	
    head	
    to	
    follow	
    the	
    movement	
    of	
    explorers.	
    
  2	
    
  All	
     the	
     portraits	
     and	
     pictures	
     gradually	
     change	
    
  from	
    one	
    person	
    or	
    scene	
    to	
    another.	
    
  3	
    
  The	
     torches	
     spontaneous	
     light	
     when	
     someone	
    
  comes	
    close	
    and	
    extinguish	
    themselves	
    once	
    the	
    
  explorer	
    moves	
    away.	
    
  4	
    
  Harmless	
    cobwebs	
    fill	
    the	
    area.	
    Though	
    they	
    do	
    
  not	
    impede	
    movement,	
    they	
    regenerate	
    quickly	
    
  after	
    being	
    broken	
    or	
    burnt	
    away.	
    	
    	
    
  5	
    
  Within	
    the	
    area,	
    all	
    who	
    speak	
    find	
    the	
    pitch	
    of	
    
  their	
    voice	
    goes	
    up	
    two	
    octaves.	
    
  6	
    
  Regardless	
    of	
    their	
    fuel	
    or	
    source,	
    all	
    natural	
    fires	
    
  within	
    the	
    area	
    burn	
    with	
    a	
    bright	
    green	
    flame.	
    
  7	
    
  There	
    are	
    no	
    echoes	
    in	
    this	
    location,	
    no	
    matter	
    
  how	
    loud	
    the	
    sound	
    or	
    how	
    spacious	
    the	
    room.	
    
  8	
    
  A	
    harmless	
    grey	
    fog,	
    only	
    about	
    two	
    inches	
    deep,	
    
  covers	
    the	
    floor.	
    
  9	
    
  The	
    ceiling	
    has	
    been	
    enchanted	
    to	
    appear	
    as	
    the	
    
  starry	
    night	
    sky,	
    complete	
    with	
    a	
    twinkling	
    effect.	
    	
    
  10	
    
  At	
    strange	
    intervals	
    throughout	
    the	
    day,	
    magical	
    
  chimes	
    mark	
    the	
    time.	
    
  11	
    
  Along	
     the	
     floor	
     and	
     walls,	
     tiny	
     colourful	
    
  mushrooms	
     sprout	
     randomly.	
     They	
     last	
     only	
    
  seconds	
    before	
    withering	
    away.	
    
  12	
    
  Strange	
     veins	
     of	
     soft,	
     pulsing	
     white	
     light	
     run	
    
  through	
    the	
    walls.	
    
  13	
    
  All	
     food	
     and	
     drink	
     within	
     this	
     area,	
     no	
     matter	
    
  what	
    it	
    is,	
    tastes	
    like	
    fresh	
    oranges.	
    
  14	
    
  The	
    entire	
    area	
    appears	
    to	
    be	
    a	
    living	
    organism.	
    
  The	
     walls	
     pulse	
     steadily	
     and	
     a	
     steady	
     breeze	
    
  blows	
    back	
    and	
    forth.	
    
  15	
    
  A	
     light	
     snow	
     falls,	
     no	
     matter	
     the	
     weather	
     or	
    
  season.	
    Despite	
    falling	
    continuously,	
    only	
    a	
    light	
    
  dusting	
    remains.	
    
  16	
    
  The	
    
  floor	
    
  is	
    
  marked	
    
  with	
    
  strange,	
    
  but	
    
  meaningless,	
    glowing	
    arcane	
    sigils.	
    
  17	
    
  No	
    living	
    creature	
    casts	
    a	
    shadow	
    in	
    this	
    place.	
    
  18	
    
  Everyone	
     can	
     see	
     their	
     breath	
     condense	
     in	
     the	
    
  air	
    no	
    matter	
    the	
    temperature.	
    
  19	
    
  All	
     shadows	
     are	
     mysteriously	
     cast	
     in	
     the	
     wrong	
    
  direction;	
     they	
     point	
     towards	
     light	
     sources	
    
  instead	
    of	
    away.	
    
  20	
    
  While	
    in	
    this	
    place,	
    liquids	
    flow	
    uphill.	
    They	
    still	
    
  fall	
    to	
    the	
    ground	
    normally,	
    however.	
    
  21	
    
  Tiny	
     whirlwinds	
     full	
     of	
     dust	
     and	
     small	
     debris	
    
  sweep	
    through	
    the	
    area	
    randomly,	
    leaving	
    trails	
    
  in	
    their	
    wake.	
    
  22	
    
  Doors	
     in	
     this	
     location	
     that	
     are	
     unlocked	
     or	
    
  unbarred	
     open	
     and	
     close	
     automatically	
     when	
    
  someone	
    approaches.	
    
  23	
    
  All	
    the	
    floors	
    and	
    walls	
    are	
    inexplicably	
    warm	
    to	
    
  the	
    touch.	
    
  24	
    
  All	
     the	
     floors	
     and	
     walls	
     are	
     inexplicably	
     cool	
     to	
    
  the	
    touch.	
    
  25	
    
  All	
    unattended	
    objects	
    in	
    the	
    area	
    animate	
    and	
    
  dance	
    on	
    the	
    spot,	
    when	
    music	
    is	
    played.	
    
  26	
    
  All	
    plant	
    life	
    within	
    the	
    area	
    grows	
    in	
    odd	
    colours	
    
  such	
    as	
    blue	
    moss	
    or	
    flowers	
    with	
    orange	
    stems	
    
  and	
    green	
    petals.	
    
  27	
    
  Small	
    swarms	
    of	
    clearly	
    illusory	
    butterflies	
    flutter	
    
  about	
    the	
    area.	
    	
    
  28	
    
  Everyone	
    who	
    remains	
    in	
    this	
    location	
    becomes	
    
  temporarily	
    illiterate.	
    
  29	
    
  While	
    in	
    the	
    area,	
    a	
    person's	
    hair	
    and	
    nails	
    grow	
    
  at	
    an	
    accelerated	
    speed.	
    
  30	
    
  All	
    metal	
    objects	
    in	
    this	
    location	
    gets	
    harmlessly	
    
  tarnished	
     within	
     minutes,	
     no	
     matter	
     how	
     often	
    
  they	
    are	
    polished.	
    
  31	
    
  All	
    the	
    plant	
    life	
    in	
    the	
    area	
    grows	
    and	
    blooms	
    in	
    
  reverse.	
    
  32	
    
  A	
    clear	
    and	
    harmless	
    slime	
    constantly	
    drips	
    from	
    
  the	
    ceiling.	
    
  33	
    
  The	
     walls	
     spontaneously	
     begin	
     to	
     bleed.	
     It	
    
  happens	
    at	
    random	
    and	
    only	
    lasts	
    a	
    few	
    minutes.	
    
  34	
    
  A	
    blue	
    light	
    without	
    obvious	
    source	
    fills	
    the	
    area.	
    
  35	
    
  Compasses	
    and	
    innate	
    direction	
    sense	
    no	
    longer	
    
  work	
     within	
     the	
     area.	
     Directions	
     can	
     still	
     be	
    
  followed	
     to	
     avoid	
     being	
     lost	
     but	
     true	
     north	
    
  cannot	
    be	
    determined.	
    
  36	
    
  Anyone	
     who	
     enters	
     this	
     area	
     finds	
     themselves	
    
  capable	
    of	
    reading	
    any	
    language	
    fluently.	
    
  37	
    
  The	
     walls	
     are	
     studded	
     with	
     humanoid	
     eyes,	
     all	
    
  blinking	
    and	
    looking	
    about	
    randomly.	
    
  38	
    
  Gradually,	
     this	
     location	
     cleans	
     and	
     repairs	
     all	
    
  minor	
    damage	
    done	
    to	
    itself.	
    
  39	
    
  Any	
    small,	
    unattended	
    object	
    randomly	
    levitate	
    a	
    
  few	
    inches	
    into	
    the	
    air	
    before	
    settling	
    again.	
    
  40	
    
  Thick	
     vines	
     that	
     grow	
     clusters	
     of	
     delicious,	
     but	
    
  non-­‐nourishing	
     berries	
     have	
     overrun	
     this	
     area.	
    
  The	
     clusters	
     take	
     only	
     minutes	
     to	
     regrow	
     after	
    
  being	
    plucked.	
    
  41	
    
  An	
     abnormally	
     large	
     population	
     of	
     insects	
     and	
    
  other	
    tiny	
    vermin	
    live	
    within	
    the	
    area.	
    
  42	
    
  All	
    metal	
    objects	
    deliver	
    a	
    harmless	
    static	
    shock	
    
  when	
    first	
    touched.	
    
  43	
    
  Wooden	
     objects	
     sprout	
     small	
     flowers.	
     They	
    
  cause	
     no	
     damage	
     to	
     the	
     item	
     but	
     grow	
     back	
    
  immediately	
    if	
    plucked.	
    
  44	
    
  Those	
     sleeping	
     in	
     this	
     location	
     have	
     the	
     same	
    
  meaningless,	
    but	
    recurring,	
    dream.	
    
  45	
    
  All	
    who	
    enter	
    this	
    place	
    find	
    they	
    have	
    switched	
    
  their	
    dominant	
    hand.	
    	
    
  
  133	
    
  46	
    
  The	
    murals	
    on	
    the	
    walls	
    are	
    all	
    animated.	
    
  47	
    
  Sparkling	
    lights	
    fill	
    the	
    air	
    at	
    random	
    intervals.	
    
  48	
    
  Within	
     the	
     area,	
     all	
     coin	
     tosses	
     automatically	
    
  land	
    with	
    a	
    result	
    of	
    tails.	
    
  49	
    
  Strange	
    seismic	
    tremors	
    shake	
    the	
    area	
    at	
    almost	
    
  regular	
    intervals,	
    but	
    do	
    not	
    cause	
    any	
    damage.	
    	
    
  50	
    
  Water	
    pours	
    magically	
    from	
    the	
    walls,	
    creating	
    a	
    
  one	
    inch	
    pool	
    covering	
    the	
    floor.	
    
  51	
    
  Harmless	
     bubbles,	
     that	
     pop	
     immediately	
     if	
    
  touched,	
    fill	
    the	
    air.	
    
  52	
    
  Schools	
    of	
    tropical	
    fish	
    swim	
    through	
    the	
    air	
    as	
    if	
    
  it	
    were	
    water.	
    
  53	
    
  All	
    leather	
    objects	
    within	
    the	
    area	
    sprout	
    coarse	
    
  hair	
    that	
    regrows	
    immediately	
    if	
    removed.	
    
  54	
    
  Mundane	
     light	
     sources	
     lit	
     in	
     this	
     location	
     burn	
    
  twice	
    as	
    fast	
    and	
    thus	
    last	
    half	
    as	
    long.	
    
  55	
    
  Reflections	
    cast	
    within	
    the	
    area	
    move	
    slightly	
    out	
    
  of	
     sync	
     and	
     sometimes	
     even	
     portray	
     a	
    
  completely	
    different	
    action.	
    
  56	
    
  Stalactites	
    slowly	
    shift	
    their	
    positions.	
    
  57	
    
  The	
    entire	
    area	
    is	
    illuminated	
    by	
    warm,	
    magically	
    
  produced	
    sunlight.	
    
  58	
    
  Everything	
    within	
    the	
    area	
    loses	
    its	
    colour.	
    	
    
  59	
    
  No	
    matter	
    how	
    fresh	
    or	
    preserved,	
    all	
    food	
    and	
    
  water	
    in	
    this	
    place	
    spoils	
    within	
    one	
    day.	
    
  60	
    
  Within	
    the	
    area,	
    objects	
    made	
    of	
    ferrous	
    metal	
    
  become	
     slightly	
     magnetized.	
     It	
     is	
     not	
     strong	
    
  enough	
    to	
    impede	
    or	
    hinder	
    in	
    any	
    way.	
    
  61	
    
  The	
    statues	
    in	
    this	
    area	
    drastically	
    change	
    their	
    
  stance	
    when	
    no	
    one	
    is	
    looking.	
    
  62	
    
  The	
    area	
    is	
    completely	
    devoid	
    of	
    small	
    plant	
    life,	
    
  insects	
    and	
    other	
    harmless	
    vermin.	
    
  63	
    
  Mundane	
     light	
     sources	
     lit	
     in	
     this	
     location	
     burn	
    
  half	
    as	
    fast	
    and	
    thus	
    last	
    twice	
    as	
    long.	
    
  64	
    
  Those	
    dying	
    in	
    the	
    area	
    automatically	
    stabilize.	
    
  65	
    
  Those	
    dying	
    in	
    the	
    area	
    do	
    not	
    stabilize	
    naturally.	
    
  66	
    
  Skeletal	
    hands	
    and	
    tortured	
    faces	
    press	
    outward	
    
  from	
    the	
    walls,	
    as	
    if	
    trying	
    to	
    escape.	
    
  67	
    
  Tiny,	
     multifaceted	
     gems	
     constantly	
     emerge	
     and	
    
  recede	
    from	
    the	
    walls.	
    Touching	
    one	
    causes	
    it	
    to	
    
  shatter	
    harmlessly.	
    
  68	
    
  The	
    area	
    is	
    filled	
    with	
    strange	
    spectral	
    humanoid	
    
  shapes.	
     They	
     are	
     completely	
     insubstantial	
     and	
    
  move	
    about	
    on	
    their	
    own.	
    
  69	
    
  All	
     music	
     sounds	
     atonal	
     and	
     off	
     key.	
     Except	
     for	
    
  sounding	
     awful,	
     this	
     has	
     no	
     effect	
     on	
     magical	
    
  musical	
    effects.	
    
  70	
    
  Animals	
    in	
    the	
    area	
    make	
    the	
    wrong	
    noises;	
    birds	
    
  hiss,	
    snakes	
    bark	
    and	
    rats	
    chirp,	
    for	
    example.	
    
  71	
    
  The	
     air	
     shimmers	
     when	
     looked	
     at	
     from	
     a	
    
  distance,	
    despite	
    the	
    lack	
    of	
    heat.	
    
  72	
    
  All	
    reflections	
    show	
    dead	
    things	
    as	
    alive	
    and	
    alive	
    
  things	
    as	
    dead.	
    
  73	
    
  The	
    
  statues	
    
  and	
    
  busts	
    
  in	
    
  this	
    
  location	
    
  continuously	
    cry	
    real	
    tears.	
    
  74	
    
  The	
    walls	
    appear	
    to	
    be	
    in	
    the	
    process	
    of	
    melting.	
    
  Despite	
    this,	
    they	
    never	
    lose	
    their	
    integrity.	
    	
    
  75	
    
  The	
     area	
     is	
     illuminated	
     by	
     magic	
     flames	
     that	
    
  produce	
    only	
    light	
    and	
    no	
    heat.	
    
  76	
    
  Lit	
    lanterns	
    float	
    in	
    the	
    air.	
    They	
    remain	
    in	
    place	
    
  just	
    as	
    if	
    affixed	
    to	
    the	
    wall.	
    
  77	
    
  Growing	
    throughout	
    the	
    area	
    are	
    strange	
    crystals	
    
  that	
    hum	
    when	
    touched.	
    
  78	
    
  A	
    faint	
    rainbow-­‐coloured	
    aurora	
    fills	
    the	
    air.	
    
  79	
    
  Face	
     masks	
     carved	
     into	
     the	
     walls	
     change	
     their	
    
  expression.	
     Each	
     one	
     cycles	
     through	
     a	
     different	
    
  set	
    of	
    emotions.	
    
  80	
    
  Every	
     noise	
     made	
     within	
     the	
     area,	
     no	
     matter	
    
  how	
    faint,	
    echoes	
    afterwards.	
    
  81	
    
  From	
     every	
     surface,	
     icicles	
     quickly	
     grow,	
     break	
    
  and	
    shatter	
    in	
    an	
    endless	
    cycle.	
    
  82	
    
  A	
    strange,	
    pervasive	
    mould	
    producing	
    large	
    bulbs	
    
  that	
    look	
    eerily	
    like	
    humanoid	
    skulls	
    grows	
    here.	
    	
    
  83	
    
  All	
     about	
     the	
     floor,	
     tracks	
     of	
     various	
     animals	
    
  appear	
    and	
    disappear	
    at	
    random.	
    
  84	
    
  All	
     the	
     vermin	
     and	
     small	
     animals	
     live	
     on	
     the	
    
  ceiling	
    as	
    if	
    gravity	
    for	
    them	
    was	
    reversed.	
    
  85	
    
  All	
     the	
     plant	
     life	
     appears	
     normal	
     but	
     physically	
    
  recoils	
    from	
    being	
    touched.	
    
  86	
    
  All	
    who	
    speak	
    find	
    their	
    words	
    come	
    out	
    in	
    the	
    
  form	
    of	
    a	
    song.	
    
  87	
    
  This	
    location	
    is	
    home	
    to	
    a	
    species	
    of	
    animal	
    that	
    
  is	
    wildly	
    inappropriate	
    for	
    the	
    climate	
    or	
    terrain.	
    	
    
  88	
    
  Floating	
     near	
     the	
     ceiling	
     of	
     this	
     place	
     are	
    
  perfectly	
    formed,	
    miniature	
    clouds.	
    
  89	
    
  Every	
     door	
     in	
     this	
     location	
     speaks	
     nonsensical	
    
  sentences	
    of	
    gibberish	
    when	
    open.	
    
  90	
    
  Hot	
    air	
    and	
    lighter	
    gases	
    sink	
    while	
    cold	
    air	
    and	
    
  heavier	
    gases	
    rise.	
    
  91	
    
  Spilled	
    liquids	
    forms	
    a	
    pattern	
    of	
    arcane	
    symbols.	
    
  92	
    
  Small	
     homunculus-­‐like	
     creatures	
     spontaneously	
    
  form	
     within	
     the	
     area.	
     These	
     creatures	
     are	
    
  harmless,	
    mindless	
    and	
    last	
    only	
    a	
    few	
    moments	
    
  before	
    dissolving	
    into	
    nothingness.	
    
  93	
    
  Decorative	
     patterns	
     carved	
     into	
     floors	
     or	
     walls	
    
  change	
    with	
    regular	
    intervals.	
    
  94	
    
  All	
     injuries	
     and	
     wounds	
     sustained	
     in	
     the	
     area	
    
  bleed	
    black	
    blood.	
    	
    
  95	
    
  The	
    names	
    of	
    all	
    who	
    have	
    died	
    at	
    this	
    location	
    
  magically	
    appear	
    carved	
    into	
    the	
    walls.	
    
  96	
    
  All	
     water	
     produced	
     or	
     created	
     in	
     the	
     area	
    
  becomes	
    fizzy.	
    
  97	
    
  This	
    location	
    causes	
    scars,	
    both	
    old	
    and	
    new,	
    to	
    
  permanently	
    fade	
    away	
    over	
    a	
    one	
    hour.	
    
  98	
    
  All	
    who	
    stay	
    within	
    this	
    area	
    constantly	
    see	
    quick	
    
  movement	
    out	
    of	
    the	
    corner	
    of	
    their	
    eye	
    despite	
    
  there	
    being	
    nothing	
    there.	
    
  99	
    
  Anyone	
    in	
    the	
    area	
    constantly	
    feels	
    hungry	
    and	
    
  thirsty,	
    no	
    matter	
    how	
    much	
    they	
    consume.	
    	
    
  100	
    
  Without	
     warning,	
     the	
     entire	
     area	
     changes	
     its	
    
  cosmetic	
     appearance.	
     For	
     instance,	
     wooden	
    
  walls	
    might	
    become	
    natural	
    caves,	
    or	
    iron	
    gates	
    
  might	
     become	
     stone	
     doors.	
     These	
     changes	
     are	
    
  always	
    purely	
    superficial.	
    	
    
  
  134	
    
  M I S C E L L A N E O U S :  S T R A N G E  S M E L L S  
  Use	
     this	
     table	
     to	
     generate	
     smells	
     the	
     PCs	
     encounter	
     while	
    
  exploring	
     the	
     dungeon.	
     Some	
     features	
     listed	
     below	
     may	
     be	
    
  inappropriate	
     based	
     on	
     your	
     dungeon’s	
     setup	
     –	
     ignore	
     or	
    
  modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  The	
    unmistakable	
    metallic	
    scent	
    of	
    blood	
    hangs	
    
  in	
    the	
    air.	
    
  06-­‐10	
    
  The	
     air	
     reeks	
     of	
     garbage,	
     refuse	
     and	
     the	
     foetid	
    
  stench	
    of	
    raw,	
    untreated	
    sewage.	
    
  11-­‐12	
    
  The	
     delicious	
     smell	
     of	
     bread	
     baking	
     in	
     an	
     oven	
    
  wafts	
    through	
    the	
    air.	
    
  13-­‐14	
    
  The	
     faint	
     scent	
     of	
     dried	
     roses	
     is	
     just	
     barely	
    
  detectable	
    in	
    the	
    air.	
    
  15-­‐16	
    
  The	
     air	
     carries	
     the	
     strong,	
     unpleasant	
     smell	
     of	
    
  fresh	
    tar	
    or	
    pitch.	
    
  17-­‐18	
    
  This	
     area	
     has	
     the	
     strong,	
     musky	
     stench	
     of	
    
  livestock	
    or	
    other	
    animals.	
    
  19-­‐20	
    
  The	
    smell	
    of	
    cured	
    and	
    seasoned	
    meat	
    roasting	
    
  over	
    an	
    open	
    fire	
    is	
    easily	
    detectable.	
    
  21-­‐22	
    
  All	
    about	
    the	
    area,	
    the	
    peculiar	
    and	
    unique	
    smell	
    
  of	
    hemp	
    hangs	
    in	
    the	
    air.	
    
  23-­‐24	
    
  The	
     strong,	
     pungent	
     odour	
     of	
     mould	
     and	
     fungi	
    
  hangs	
    in	
    the	
    air.	
    
  25-­‐26	
    
  This	
    area	
    has	
    a	
    bitter	
    and	
    unpleasant	
    acrid	
    smell	
    
  almost	
    strong	
    enough	
    to	
    burn	
    the	
    nose.	
    
  27-­‐28	
    
  The	
    faint	
    scent	
    of	
    smoke	
    and	
    ash	
    lingers	
    in	
    the	
    
  air.	
    
  29-­‐30	
    
  The	
    heady	
    scent	
    of	
    brewing	
    ale;	
    roasted	
    grains,	
    
  yeast	
    and	
    fermentation	
    fill	
    the	
    air.	
    
  31-­‐32	
    
  The	
    air	
    carries	
    with	
    it	
    a	
    faint	
    whiff	
    of	
    brimstone.	
    
  33-­‐34	
    
  The	
     pleasant	
     smell	
     of	
     freshly	
     picked	
     fruits	
     and	
    
  berries	
    lingers	
    in	
    the	
    air.	
    
  35-­‐36	
    
  The	
    air	
    carries	
    the	
    smell	
    of	
    overripe	
    fruit.	
    
  37-­‐38	
    
  The	
    distinctly	
    unpleasant	
    smell	
    of	
    old	
    sweat	
    and	
    
  body	
    odour	
    fills	
    the	
    area.	
    
  39-­‐40	
    
  The	
     disgusting	
     stench	
     of	
     offal,	
     urine	
     and	
     other	
    
  waste	
     is	
     so	
     strong	
     in	
     this	
     area	
     it	
     is	
     almost	
    
  overpowering.	
    
  41-­‐42	
    
  The	
     scent	
     of	
     salty	
     sea	
     air	
     –	
     reminiscent	
     of	
     a	
    
  beach	
    or	
    the	
    ocean	
    –	
    fills	
    the	
    area.	
    	
    
  43-­‐44	
    
  A	
    hint	
    of	
    cinnamon	
    hangs	
    in	
    the	
    air.	
    
  45-­‐46	
    
  The	
    air	
    carries	
    a	
    strong	
    aroma	
    of	
    wet,	
    but	
    well-­‐
  worn,	
    leather.	
    
  47-­‐48	
    
  The	
    distinct	
    smell	
    of	
    cut	
    grass	
    fills	
    the	
    air.	
    
  49-­‐50	
    
  The	
     powerful	
     aroma	
     of	
     dark	
     roasted	
     coffee	
    
  beans	
    wafts	
    gently	
    through	
    the	
    air.	
    
  51-­‐52	
    
  The	
    air	
    carries	
    an	
    undertone	
    of	
    decayed	
    flesh.	
    
  53-­‐54	
    
  The	
    thick,	
    heady	
    scent	
    of	
    sandalwood	
    infuses	
    the	
    
  air.	
    
  55-­‐56	
    
  The	
     air	
     carries	
     a	
     strong	
     scent	
     of	
     cured	
     and	
    
  stained	
    cedar.	
    
  57-­‐58	
    
  The	
     gently	
     wafting	
     air	
     carries	
     the	
     faint	
     smell	
     of	
    
  lamp	
    oil.	
    
  59-­‐60	
    
  The	
    whole	
    area	
    smells	
    strongly	
    of	
    peat	
    bog	
    and	
    
  damp	
    soil.	
    
  61-­‐62	
    
  The	
     pleasant	
     scent	
     of	
     lavender,	
     floating	
     lightly	
    
  through	
    the	
    air,	
    fills	
    the	
    area.	
    
  63-­‐64	
    
  The	
     air	
     contains	
     a	
     powerful	
     aroma	
     of	
     freshly	
    
  crushed	
    mint	
    leaves.	
    
  65-­‐66	
    
  Specific	
     places	
     within	
     the	
     area	
     have	
     the	
     faint	
    
  stink	
    of	
    sour	
    milk	
    about	
    them.	
    
  67-­‐68	
    
  The	
     delightful	
     scent	
     of	
     cherry	
     blossoms	
     in	
     full	
    
  bloom	
    drifts	
    through	
    the	
    air.	
    
  69-­‐70	
    
  The	
    distinct	
    aroma	
    of	
    pipe	
    tobacco	
    being	
    smoked	
    
  hangs	
    lazily	
    in	
    the	
    air.	
    
  71-­‐72	
    
  The	
    entire	
    area	
    is	
    filled	
    with	
    the	
    strong	
    smell	
    of	
    
  roughly	
    cut	
    pine.	
    
  73-­‐74	
    
  Occasionally,	
     the	
     terrible,	
     sickening	
     stench	
     of	
    
  vomit	
    overwhelms	
    the	
    area	
    before	
    fading	
    just	
    as	
    
  quickly	
    as	
    it	
    arrives.	
    
  75-­‐76	
    
  The	
    disgusting	
    smell	
    of	
    rotten	
    seaweed	
    and	
    fish	
    
  permeates	
    the	
    area.	
    
  77-­‐78	
    
  The	
    beautiful	
    scent	
    of	
    jasmine	
    is	
    noticeable	
    only	
    
  when	
    it	
    comes	
    along	
    on	
    a	
    slight	
    breeze.	
    
  79-­‐80	
    
  The	
     potent	
     and	
     unique	
     smell	
     of	
     molten	
     metal	
    
  hangs	
    heavily	
    in	
    the	
    air.	
    
  81-­‐82	
    
  A	
    faint	
    but	
    overly	
    sweet	
    fragrance	
    of	
    mature	
    lilac	
    
  bushes	
    fills	
    the	
    area.	
    
  83-­‐84	
    
  The	
     air	
     has	
     been	
     heavily	
     spiced	
     with	
     a	
     very	
    
  strong	
    mixture	
    of	
    frankincense	
    and	
    myrrh.	
    
  85-­‐86	
    
  The	
    odour	
    of	
    freshly	
    chopped,	
    raw	
    onions	
    strong	
    
  enough	
    to	
    sting	
    the	
    eyes	
    fills	
    the	
    air.	
    
  87-­‐88	
    
  The	
     area	
     has	
     a	
     strange	
     alchemical	
     smell	
     of	
    
  formaldehyde	
     and	
     other	
     bizarre	
     preserving	
    
  ingredients	
    and	
    reagents.	
    
  89-­‐90	
    
  Carried	
     on	
     the	
     wind	
     is	
     the	
     distinct	
     odour	
     of	
    
  sulphur	
    and	
    charcoal.	
    
  91-­‐92	
    
  The	
     smell	
     of	
     burning	
     charcoal	
     lingers	
     in	
     a	
     few	
    
  distinct	
    spots	
    within	
    the	
    area.	
    
  93-­‐94	
    
  Numerous	
    scents	
    including	
    old	
    leather	
    bindings,	
    
  pulp	
     and	
     paper	
     and	
     glue	
     combines	
     to	
     form	
     an	
    
  aroma	
    of	
    old	
    books	
    and	
    ancient	
    tomes.	
    
  95-­‐99	
    
  The	
    foul	
    stink	
    of	
    stagnant,	
    polluted	
    water	
    fills	
    the	
    
  air.	
    
  100	
    
  The	
     area	
     has	
     absolutely	
     no	
     smell,	
     as	
     if	
     it	
     were	
    
  completely	
    sterile.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  
  135	
    
  M I S C E L L A N E O U S :  S T R A N G E  S O U N D S  
  Use	
    this	
    table	
    to	
    generate	
    sounds	
    the	
    PCs	
    hear	
    while	
    exploring	
    
  the	
    dungeon.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  Whispering	
     voices	
     that	
     cannot	
     be	
     understood	
    	
    
  come	
    from	
    nearby	
    places	
    just	
    out	
    of	
    sight.	
    
  06-­‐10	
    
  Dripping	
     liquids	
     from	
     somewhere	
     ahead	
     gently	
    
  splashes	
    into	
    small	
    pools.	
    
  11-­‐12	
    
  Coming	
     from	
     somewhere	
     close	
     is	
     the	
     distinct,	
    
  and	
    loud,	
    buzzing	
    of	
    hundreds	
    of	
    tiny	
    insects.	
    
  13-­‐14	
    
  A	
    great	
    multitude	
    of	
    large	
    bells	
    clang	
    and	
    ring	
    in	
    
  the	
    far	
    distance.	
    
  15-­‐16	
    
  From	
    not	
    too	
    far	
    away	
    comes	
    the	
    ethereal	
    sound	
    
  of	
    chimes	
    tinkling	
    in	
    a	
    gentle	
    breeze.	
    
  17-­‐18	
    
  A	
     grandfather	
     clock	
     marks	
     the	
     passing	
     of	
     the	
    
  hour	
    with	
    its	
    precise	
    and	
    methodical	
    ringing.	
    
  19-­‐20	
    
  The	
     incredibly	
     loud	
     crash	
     of	
     an	
     enormous	
     gong	
    
  rings	
     out	
     quickly	
     while	
     its	
     reverberating	
     echoes	
    
  last	
    for	
    a	
    few	
    moments.	
    
  21-­‐22	
    
  The	
    sound	
    of	
    someone	
    quietly	
    crying	
    comes	
    from	
    
  somewhere	
    nearby.	
    
  23-­‐24	
    
  A	
    
  small	
    
  group	
    
  of	
    
  people,	
    
  all	
    
  laughing	
    
  uproariously,	
    comes	
    from	
    nearby.	
    	
    
  25-­‐26	
    
  A	
     single	
     person	
     screaming	
     uncontrollably,	
     and	
    
  incoherently,	
    with	
    fear	
    comes	
    from	
    far	
    off.	
    
  27-­‐28	
    
  From	
     somewhere	
     not	
     too	
     far	
     away	
     comes	
     the	
    
  sounds	
    of	
    a	
    pitched	
    battle.	
    
  29-­‐30	
    
  A	
    large	
    group	
    of	
    voices	
    chant	
    together.	
    
  31-­‐32	
    
  The	
     sounds	
     of	
     two	
     people	
     engaged	
     in	
     muffled	
    
  conversation	
    comes	
    from	
    nearby.	
    
  33-­‐34	
    
  From	
     somewhere	
     close	
     comes	
     the	
     sound	
     of	
     a	
    
  single	
    person	
    leading	
    a	
    small	
    group	
    in	
    prayer.	
    
  35-­‐36	
    
  The	
     voice	
     of	
     a	
     lone	
     individual	
     singing	
     a	
    
  hauntingly	
    beautiful	
    tune	
    reaches	
    the	
    PCs.	
    
  37-­‐38	
    
  From	
    somewhere	
    far	
    away	
    comes	
    the	
    sounds	
    of	
    
  an	
    orchestra	
    playing	
    rich	
    and	
    complicated	
    music.	
    
  39-­‐40	
    
  A	
    faint	
    but	
    incessant	
    scratching	
    noise	
    seemingly	
    
  originates	
    from	
    the	
    surrounding	
    walls.	
    
  41-­‐42	
    
  The	
    distinct	
    noises	
    of	
    a	
    working	
    forge	
    come	
    from	
    
  not	
    too	
    far	
    away.	
    
  43-­‐44	
    
  From	
     nearby	
     comes	
     the	
     sound	
     of	
     sawing	
     and	
    
  hammering.	
    
  45-­‐46	
    
  The	
    tremendous	
    roar	
    of	
    a	
    large,	
    terrible	
    monster	
    
  echoes	
    throughout	
    the	
    area.	
    
  47-­‐48	
    
  The	
    quiet	
    sound	
    of	
    someone	
    whimpering	
    pitifully	
    	
    
  comes	
    from	
    an	
    undetermined	
    direction.	
    
  49-­‐50	
    
  The	
    sound	
    of	
    rapidly	
    rushing	
    water,	
    such	
    as	
    from	
    
  a	
    river,	
    comes	
    from	
    an	
    unseen	
    source.	
    
  51-­‐52	
    
  Strong	
    winds	
    howl	
    nearby.	
    
  53-­‐54	
    
  From	
     far	
     away	
     comes	
     the	
     faint	
     sound	
     of	
     water	
    
  falling	
    into	
    a	
    pool.	
    
  55-­‐56	
    
  A	
     multitude	
     of	
     birdsong	
     made	
     up	
     of	
     chirps,	
    
  tweets	
    and	
    whistles	
    comes	
    from	
    all	
    around.	
    
  57-­‐58	
    
  Far	
    into	
    the	
    distance,	
    the	
    low	
    rumble	
    of	
    booming	
    
  thunder	
    echoes	
    through	
    the	
    dungeon.	
    
  59-­‐60	
    
  From	
     somewhere	
     closeby,	
     a	
     sad	
     and	
     mournful	
    
  wailing,	
    seemingly	
    without	
    end,	
    fills	
    the	
    air.	
    
  61-­‐62	
    
  The	
     distinct	
     grinding	
     sound	
     of	
     stone	
     moving	
    
  slowly	
    on	
    stone	
    comes	
    from	
    nearby.	
    
  63-­‐64	
    
  Not	
    too	
    far	
    away	
    there	
    is	
    the	
    chewing,	
    gnashing	
    
  and	
    smacking	
    sound	
    of	
    something	
    large	
    eating.	
    
  65-­‐66	
    
  The	
    very	
    loud	
    sound	
    of	
    a	
    person	
    snoring	
    heavily	
    
  comes	
    from	
    somewhere	
    close	
    by.	
    
  67-­‐68	
    
  From	
     somewhere	
     nearby,	
     a	
     person	
     whistles	
     a	
    
  cheerful,	
    but	
    tuneless,	
    melody	
    over	
    and	
    over.	
    
  69-­‐70	
    
  The	
     steady	
     sound	
     of	
     surf	
     crashing	
     on	
     a	
     beach	
    
  comes	
    from	
    far	
    away.	
    
  71-­‐72	
    
  The	
     snapping,	
     cracking	
     and	
     hissing	
     sounds	
     of	
     a	
    
  roaring	
    fire	
    come	
    from	
    some	
    distance	
    away.	
    
  73-­‐74	
    
  The	
     distinct	
     crackling	
     and	
     buzzing	
     sound	
     of	
    
  electricity	
    comes	
    from	
    somewhere	
    very	
    close.	
    
  75-­‐76	
    
  The	
    air	
    is	
    filled	
    with	
    the	
    sound	
    of	
    bubbling	
    liquids	
    
  and	
    other	
    strange	
    alchemical	
    reactions.	
    
  77-­‐78	
    
  From	
    somewhere	
    nearby	
    comes	
    the	
    sound	
    of	
    old	
    
  rusty	
     hinges	
     squeaking	
     horribly	
     as	
     a	
     door	
     is	
    
  opened	
    or	
    closed.	
    
  79-­‐80	
    
  Although	
    
  their	
    
  source	
    
  is	
    
  impossible	
    
  to	
    
  determine,	
     the	
     sound	
     of	
     quickly	
     moving	
    
  footsteps	
    can	
    clearly	
    be	
    heard.	
    
  81-­‐82	
    
  From	
    all	
    around,	
    comes	
    the	
    loud	
    sound	
    of	
    a	
    great	
    
  many	
     rodents	
     all	
     chittering,	
     scratching	
     and	
    
  scrambling.	
    
  83-­‐84	
    
  In	
    the	
    distance,	
    the	
    violent	
    and	
    angry	
    sounds	
    of	
    a	
    
  person	
     yelling	
     and	
     ranting	
     in	
     incomprehensible	
    
  rage	
    can	
    be	
    heard.	
    
  85-­‐86	
    
  From	
     somewhere	
     nearby	
     comes	
     the	
     quiet	
     but	
    
  very	
    disturbing	
    sound	
    of	
    bones	
    crunching.	
    
  87-­‐88	
    
  The	
     faint	
     sound	
     of	
     chains	
     being	
     rattled	
     and	
    
  dragged	
    across	
    the	
    floor	
    can	
    be	
    barely	
    heard	
    in	
    
  the	
    distance.	
    
  89-­‐90	
    
  From	
    some	
    location	
    far	
    away,	
    the	
    deep,	
    rhythmic	
    
  pounding	
    of	
    drums	
    echoes	
    through	
    the	
    air.	
    	
    
  91-­‐92	
    
  The	
     sharp,	
     loud	
     sound	
     of	
     shattering	
     glass	
     from	
    
  somewhere	
    very	
    close	
    by	
    suddenly	
    fills	
    the	
    air.	
    
  93-­‐94	
    
  The	
     sound	
     of	
     someone's	
     laboured	
     breathing,	
    
  though	
    slow	
    and	
    quiet,	
    comes	
    from	
    around	
    the	
    
  corner.	
    
  95-­‐99	
    
  A	
     strange,	
     constant	
     yet	
     gentle	
     tapping	
     sound	
    
  comes	
    from	
    behind	
    the	
    nearby	
    walls.	
    
  100	
    
  The	
    area	
    is	
    simply	
    too	
    quiet;	
    an	
    unnatural	
    silence	
    
  hangs	
    in	
    the	
    air.	
    
  	
    
  	
    
  
  136	
    
  M U N D A N E  C H E S T  C O N T E N T S :  C L O T H E S  &  P O S S E S S I O N S  
  Chests	
     aren’t	
     always	
     about	
     treasure!	
     Dungeon	
     denizens	
     need	
    
  places	
    to	
    stash	
    their	
    clothes,	
    tools	
    and	
    personal	
    accoutrements.	
    	
    
  D%	
    
  	
    
  1	
    
  This	
    chest	
    contains	
    several	
    piles	
    of	
    neatly	
    folded	
    
  white	
    linens.	
    
  2	
    
  This	
    chest	
    holds	
    grey	
    and	
    black	
    burial	
    shrouds.	
    
  3	
    
  A	
     handful	
     of	
     dirty	
     loincloths	
     has	
     been	
     dumped	
    
  into	
    this	
    chest.	
    
  4	
    
  Cult	
    members	
    have	
    stashed	
    red	
    and	
    black	
    robes	
    
  inside	
    this	
    chest.	
    
  5	
    
  This	
     chest	
     has	
     been	
     crammed	
     full	
     of	
     multi-­‐
  coloured	
    dresses.	
    
  6	
    
  A	
    selection	
    of	
    lacy	
    undergarments	
    lie	
    within	
    this	
    
  chest.	
    
  7	
    
  This	
     chest	
     holds	
     layers	
     of	
     folded	
     stockings	
     and	
    
  five	
    pairs	
    of	
    shoes.	
    
  8	
    
  Worn,	
     sweat	
     stained	
     leather	
     hoods	
     are	
     strewn	
    
  about	
    this	
    chest.	
    
  9	
    
  This	
     chest	
     holds	
     a	
     selection	
     of	
     fine	
     gloves,	
     like	
    
  those	
    worn	
    to	
    a	
    theatre	
    performance.	
    
  10	
    
  The	
    gloves	
    inside	
    this	
    chest	
    look	
    like	
    they’re	
    used	
    
  to	
    distribute	
    pig	
    slop.	
    
  11	
    
  This	
     chest	
     holds	
     several	
     sets	
     of	
     gloves,	
     all	
    
  smelling	
    of	
    musty	
    earth.	
    
  12	
    
  This	
    chest	
    contains	
    five	
    sets	
    of	
    black	
    silk	
    leggings.	
    
  13	
    
  The	
    colourful	
    leggings	
    in	
    this	
    chest	
    look	
    like	
    they	
    
  belong	
    to	
    a	
    theatrical	
    troupe.	
    
  14	
    
  Several	
     old	
     cloth	
     bags	
     are	
     dumped	
     inside	
     this	
    
  chest.	
    One	
    holds	
    a	
    forgotten	
    gold	
    coin.	
    
  15	
    
  This	
    chest	
    contains	
    a	
    dozen	
    empty	
    satchels.	
    
  16	
    
  The	
    empty	
    wine	
    sacks	
    in	
    this	
    chest	
    now	
    serve	
    as	
    
  rats’	
    nests.	
    
  17	
    
  The	
     single	
     coin	
     purse	
     inside	
     this	
     dusty	
     chest	
     is,	
    
  unfortunately,	
    empty.	
    	
    
  18	
    
  Sets	
     of	
     matching	
     crimson	
     robes,	
     caps	
     and	
    
  slippers	
     in	
     a	
     variety	
     of	
     sizes	
     have	
     been	
     stashed	
    
  inside	
    this	
    chest.	
    
  19	
    
  Moth-­‐eaten	
    shirts	
    lie	
    within	
    this	
    chest.	
    
  20	
    
  This	
    chest	
    contains	
    burnt	
    clothes	
    that	
    crumble	
    to	
    
  ash	
    at	
    the	
    touch.	
    
  21	
    
  The	
     riding	
     boots	
     in	
     this	
     chest	
     are	
     covered	
     in	
    
  cobwebs.	
    
  22	
    
  Auburn	
     and	
     blonde	
     wigs	
     hang	
     on	
     hooks	
     inside	
    
  this	
    chest.	
    
  23	
    
  The	
     numerous	
     velvet	
     gloves	
     in	
     this	
     chest	
     have	
    
  been	
    worn	
    through	
    on	
    the	
    fingertips.	
    
  24	
    
  A	
    single	
    pair	
    of	
    lady’s	
    lace	
    gloves	
    lies	
    within	
    this	
    
  chest,	
    on	
    a	
    pristine	
    red	
    velvet	
    cushion	
    
  25	
    
  The	
     hat	
     in	
     this	
     chest	
     is	
     covered	
     with	
     painted	
    
  goose	
    feathers.	
    A	
    matching	
    scarf	
    lies	
    beneath	
    the	
    
  hat.	
    
  26	
    
  This	
    chest	
    contains	
    a	
    bright	
    green	
    ball	
    gown	
    that	
    
  shimmers	
    in	
    the	
    light.	
    
  27	
    
  The	
     leather	
     scraps	
     in	
     this	
     chest	
     look	
     like	
     they	
    
  were	
     once	
     stitched	
     together	
     as	
     armour.	
     Some	
    
  are	
    bloodstained.	
    
  28	
    
  This	
    chest	
    holds	
    rusty	
    chainmail	
    scraps.	
    
  29	
    
  A	
    set	
    of	
    dented	
    pauldrons	
    rest	
    within	
    this	
    chest.	
    
  30	
    
  This	
     chest	
     contains	
     a	
     pair	
     of	
     grey	
     robes	
     with	
    
  dozens	
    of	
    pockets	
    sewn	
    into	
    each.	
    
  31	
    
  The	
    vest	
    in	
    this	
    chest	
    holds	
    two	
    throwing	
    daggers	
    
  tucked	
    into	
    the	
    hem.	
    
  32	
    
  A	
     pile	
     of	
     vests,	
     cravats	
     and	
     other	
     gentlemanly	
    
  garb	
    is	
    packed	
    tightly	
    into	
    this	
    chest.	
    
  33	
    
  Woollen	
     scarves	
     and	
     mittens	
     drape	
     over	
     one	
    
  another	
    in	
    this	
    chest.	
    
  34	
    
  The	
    cloth	
    hats	
    in	
    this	
    chest	
    are	
    filled	
    with	
    dried	
    
  mouse	
    droppings.	
    
  35	
    
  Leather	
     skullcaps	
     have	
     been	
     set	
     on	
     rounded	
    
  wooden	
     blocks	
     in	
     this	
     chest.	
     All	
     are	
     the	
     same	
    
  size.	
    
  36	
    
  Simple	
    working	
    hats	
    have	
    been	
    tossed	
    into	
    this	
    
  chest.	
    
  37	
    
  This	
    chest	
    holds	
    a	
    single	
    black	
    veil,	
    as	
    worn	
    at	
    a	
    
  funeral.	
    
  38	
    
  A	
     rainbow	
     of	
     sarongs	
     and	
     scarves	
     are	
     packed	
    
  into	
    this	
    chest.	
    
  39	
    
  This	
    chest	
    holds	
    eight	
    50	
    ft.	
    long	
    lengths	
    of	
    rope.	
    
  40	
    
  The	
    cheesecloth	
    bags	
    in	
    this	
    chest	
    are	
    filled	
    with	
    
  hairpins.	
    
  41	
    
  Rotted	
    cloth	
    scraps	
    suggest	
    the	
    remains	
    of	
    long-­‐
  forgotten	
    clothing	
    in	
    this	
    chest.	
    
  42	
    
  A	
     selection	
     of	
     poetry	
     books	
     is	
     stacked	
     in	
     this	
    
  chest.	
    
  43	
    
  This	
     chest	
     contains	
     half-­‐a-­‐dozen	
     blank	
     books,	
    
  some	
    blood-­‐spattered.	
    	
    
  44	
    
  The	
    robe	
    in	
    this	
    chest	
    must’ve	
    been	
    made	
    for	
    a	
    
  very	
    obese	
    person.	
    
  45	
    
  Oddly,	
     the	
     shirt	
     in	
     this	
     chest	
     was	
     made	
     with	
    
  more	
    than	
    one	
    pair	
    of	
    sleeves.	
    
  46	
    
  The	
     neatly	
     pressed	
     shirts	
     in	
     this	
     chest	
     smell	
     of	
    
  rosy	
    perfume.	
    
  47	
    
  This	
    chest	
    holds	
    a	
    dozen	
    socks	
    smelling	
    of	
    fetid	
    
  cheese.	
    
  48	
    
  A	
    multi-­‐coloured	
    cloak	
    has	
    been	
    tucked	
    into	
    this	
    
  chest.	
     It	
     contains	
     three	
     concealed	
     (but	
     sadly	
    
  empty)	
    pockets.	
    
  49	
    
  A	
     single,	
     extremely	
     long	
     strip	
     of	
     golden	
     cloth	
    
  (worth	
    50	
    gp)	
    lies	
    coiled	
    in	
    this	
    chest.	
    
  50	
    
  Sheers,	
    trowels	
    and	
    other	
    gardening	
    tools	
    fill	
    this	
    
  chest.	
    
  51	
    
  This	
    chest	
    contains	
    a	
    well-­‐used	
    lockpick	
    set.	
    
  52	
    
  Needles,	
    thread	
    and	
    pincushions	
    as	
    well	
    off	
    cuts	
    
  of	
    fabric	
    and	
    several	
    damaged	
    pieces	
    of	
    clothing	
    
  fill	
    this	
    chest.	
    
  53	
    
  An	
    abacus	
    has	
    been	
    neatly	
    stored	
    in	
    this	
    chest.	
    
  54	
    
  Writing	
     quills	
     and	
     inkpots	
     are	
     stored	
     in	
     this	
    
  chest.	
    
  
  137	
    
  55	
    
  This	
     chest	
     is	
     empty,	
     except	
     for	
     what	
     looks	
     like	
    
  water	
    stains	
    in	
    the	
    corners.	
    
  56	
    
  A	
    boot	
    and	
    armour	
    polish	
    kit	
    fills	
    this	
    small	
    chest.	
    
  57	
    
  This	
    chest	
    contains	
    shaving	
    razors	
    and	
    scissors.	
    
  58	
    
  This	
    chest	
    holds	
    tiny	
    shelves	
    full	
    of	
    makeup	
    and	
    
  face	
    paint.	
    
  59	
    
  This	
    chest	
    holds	
    nothing	
    but	
    a	
    knotted	
    mass	
    of	
    
  frayed,	
    faded	
    ribbons.	
    
  60	
    
  This	
    chest	
    holds	
    several	
    pairs	
    of	
    common	
    boots,	
    
  made	
    for	
    walking.	
    Two	
    pairs	
    are	
    mud	
    stained.	
    
  61	
    
  Mismatched	
    leather	
    sandals	
    sit	
    within	
    this	
    chest.	
    
  62	
    
  This	
    chest	
    contains	
    five	
    pairs	
    of	
    bed	
    slippers,	
    all	
    
  lined	
    with	
    wool.	
    
  63	
    
  This	
    chest	
    holds	
    three	
    pairs	
    of	
    spike-­‐toed	
    boots.	
    
  64	
    
  The	
     cracked	
     leather	
     boots	
     in	
     this	
     chest	
     have	
    
  holes	
    in	
    the	
    toes.	
    
  65	
    
  Pink	
    and	
    blue	
    dancing	
    shoes	
    are	
    carefully	
    laid	
    out	
    
  inside	
    this	
    chest.	
    
  66	
    
  A	
     set	
     of	
     white,	
     half-­‐face	
     masks	
     stare	
     out	
     from	
    
  this	
    chest.	
    
  67
  This	
     chest	
     contains	
     a	
     handful	
     of	
     blank	
     leather	
    
  masks.	
    
  68	
    
  The	
    masks	
    in	
    this	
    chest	
    are	
    designed	
    to	
    look	
    like	
    
  a	
    variety	
    of	
    humanoid	
    monsters.	
    
  69	
    
  The	
     theatre	
     masks	
     in	
     this	
     chest	
     evoke	
     both	
    
  hilarity	
    and	
    tragedy	
    in	
    their	
    expressions.	
    
  70	
    
  Black	
    cloth	
    masks	
    fill	
    this	
    chest.	
    
  71	
    
  This	
     chest	
     contains	
     four	
     smaller	
     boxes,	
     each	
    
  painted	
    a	
    different	
    colour.	
    All	
    are	
    empty.	
    
  72	
    
  This	
    chest	
    contains	
    a	
    hammer,	
    chisel	
    and	
    wood	
    
  planer	
     as	
     well	
     as	
     several	
     lengths	
     of	
     seasoned	
    
  oak.	
    
  73	
    
  The	
    pliers,	
    needles	
    and	
    hooks	
    suggest	
    this	
    chest	
    
  contains	
     torture	
     tools.	
     The	
     tool	
     show	
     signs	
     of	
    
  much	
    use.	
    
  74	
    
  Several	
    bronze	
    masks	
    lie	
    within	
    this	
    chest,	
    each	
    
  showing	
    a	
    different	
    emotion.
  75	
    
  This	
     chest	
     holds	
     a	
     crowbar,	
     hammer,	
     nails	
     and	
    
  other	
    construction	
    materials	
    and	
    tools.	
    
  76	
    
  This	
    chest	
    holds	
    what	
    might’ve	
    been	
    a	
    journal	
    or	
    
  diary,	
    but	
    most	
    of	
    its	
    pages	
    are	
    missing.	
    
  77	
    
  This	
    chest	
    is	
    empty,	
    but	
    velvet-­‐lined	
    like	
    a	
    large	
    
  jewellery	
    box.	
    	
    
  78	
    
  This	
     chest	
     holds	
     a	
     jumble	
     of	
     leather	
     straps	
     and	
    
  metal	
    buckles.	
    
  79	
    
  Woollen	
     blankets	
     are	
     stacked	
     within	
     this	
     chest.	
    
  All	
    are	
    clean,	
    but	
    obviously	
    well-­‐used.	
    
  80	
    
  Drapery	
    and	
    curtains	
    fill	
    this	
    chest	
    to	
    capacity.	
    
  81	
    
  This	
    
  chest	
    
  holds	
    
  cloth	
    
  table	
    
  runners,	
    
  embroidered	
    with	
    flowers.	
    
  82	
    
  A	
    dozen	
    dented	
    mugs	
    fill	
    this	
    chest.	
    Each	
    has	
    a	
    
  different	
     symbol	
     of	
     coat	
     of	
     arms	
     emblazoned	
    
  upon	
    it.	
    
  83	
    
  Pewter	
     silverware	
     is	
     neatly	
     lined	
     up	
     inside	
     this	
    
  chest.	
    
  84	
    
  This	
    chest	
    contains	
    a	
    once-­‐fine	
    gentleman’s	
    suit	
    
  which	
    is	
    now	
    ragged	
    and	
    stained.	
    
  85	
    
  This	
    chest	
    holds	
    a	
    set	
    of	
    common	
    garb,	
    like	
    any	
    
  peasant	
    might	
    wear.	
    
  86	
    
  Tanned	
     animal	
     pelts	
     are	
     stacked	
     within	
     this	
    
  chest.	
    The	
    chest	
    smells	
    slightly	
    musty.	
    
  87	
    
  Hammers	
    and	
    tongs	
    as	
    well	
    as	
    several	
    iron	
    ingots	
    
  fill	
    this	
    chest.	
    
  88	
    
  Crumpled	
     straw	
     hats	
     have	
     been	
     stuffed	
     inside	
    
  this	
    chest.	
    
  89	
    
  This	
     chest	
     contains	
     homemade	
     candles,	
     some	
    
  unused,	
    others	
    barely	
    a	
    nub	
    of	
    wax	
    and	
    wick.	
    
  90	
    
  Nothing	
    but	
    simple	
    underclothes	
    and	
    clothes	
    fit	
    
  for	
    a	
    traveller	
    fill	
    this	
    chest.	
    
  91	
    
  The	
     pair	
     of	
     trousers	
     this	
     chest	
     contains	
     fit	
     an	
    
  incredibly	
     tall	
     person.	
     They	
     are	
     worn	
     at	
     the	
    
  knees	
    and	
    mud-­‐stained.	
    
  92	
    
  An	
     array	
     of	
     fine	
     women’s	
     shoes	
     are	
     stacked	
    
  within	
    this	
    chest.	
    
  93	
    
  This	
    chest	
    offers	
    up	
    paints,	
    unused	
    rolled	
    canvas	
    
  and	
    brushes.	
    
  94	
    
  This	
     chest	
     holds	
     cloth	
     and	
     leather	
     patches	
     for	
    
  repairing	
    clothes.	
    
  95	
    
  A	
     tumble	
     of	
     mismatched	
     socks	
     and	
     other	
    
  miscellaneous	
     pieces	
     of	
     clothing	
     overflow	
     from	
    
  this	
    chest.	
    
  96	
    
  This	
    chest	
    holds	
    a	
    single,	
    enormous	
    down	
    pillow	
    
  stuffed	
    with	
    owlbear	
    feathers.	
    
  97	
    
  Clean	
    washcloths	
    and	
    towels	
    fill	
    this	
    chest.	
    
  98	
    
  This	
     chest	
     holds	
     used	
     kitchen	
     utensils	
     and	
    
  cooking	
    gear.	
    
  99	
    
  This	
     chest	
     contains	
     spiked	
     chokers	
     and	
     leather	
    
  collars	
    as	
    well	
    as	
    manacles.	
    
  100	
    
  Yards	
    of	
    fine	
    colourful	
    lace	
    have	
    been	
    rolled	
    up	
    
  carefully	
    inside	
    this	
    chest.	
    
  h	
    
  or	
    
   
  F I L L I N G  C H E S T S  
  A	
     time-­‐crunched	
     GM	
     can	
     use	
     these	
     tables	
     to	
     add	
     flavour	
     and	
    
  detail	
     to	
     otherwise	
     unremarkable,	
     boring	
     rooms.	
     Even	
     evil	
    
  villains,	
    for	
    example,	
    must	
    have	
    clothes	
    or	
    favourite	
    foods	
    and	
    
  the	
     GM	
     can	
     use	
     these	
     tables	
     to	
     generate	
     such	
     details.	
     Such	
    
  small	
     items	
     may	
     spark	
     the	
     players’	
     interest	
     and	
     could	
     lead	
     to	
    
  interesting	
     role-­‐playing	
     opportunities	
     or	
     could	
     even	
     give	
    
  insights	
    into	
    the	
    NPC’s	
    personality	
    and	
    interests.	
    	
    
  	
    
  While	
     each	
     entry	
     in	
     the	
     five	
     tables	
     mainly	
     deals	
     with	
     just	
    
  one	
    or	
    two	
    items,	
    a	
    GM	
    could	
    roll	
    several	
    times	
    on	
    one	
    or	
    more	
    
  of	
    the	
    tables	
    to	
    generate	
    a	
    truly	
    interesting,	
    thought-­‐provoking	
    
  chest.	
    	
    
  	
    
  Of	
     course,	
     the	
     entries	
     on	
     these	
     tables	
     may	
     need	
     to	
     be	
    
  tweaked	
     slightly	
     –	
    either	
     to	
     make	
     them	
    relevant	
     to	
     the	
    villain	
    
  owning	
    the	
    chest	
    or	
    to	
    better	
    fit	
    a	
    GM’s	
    personal	
    style	
    and/or	
    
  campaign	
    world.	
     Such	
     tweaks	
     should	
     take	
     the	
     GM	
    seconds	
     to	
    
  complete	
    are	
    strongly	
    encouraged.	
    
  
  138	
    
  M U N D A N E  C H E S T  C O N T E N T S :  O D D S  &  S U N D R I E S  
  As	
    excited	
    as	
    you	
    may	
    be	
    to	
    peer	
    into	
    an	
    unknown	
    chest,	
    hoping	
    
  for	
     valuable	
     baubles,	
     you	
     might	
     wind	
     up	
     quite	
     sorry	
     to	
     have	
    
  peeked	
     after	
     you	
     see	
     the	
     strange	
     and	
     occasionally	
     disturbing	
    
  things	
    others	
    stash	
    away.	
    
  D%	
    
  	
    
  01-­‐05	
    
  A	
     cleaned	
     and	
     polished	
     skull	
     stares	
     out	
     from	
    
  within	
    this	
    chest.	
    
  06-­‐10	
    
  Half-­‐a-­‐dozen	
    lockets	
    hang	
    from	
    hooks	
    embedded	
    
  in	
     this	
     chest’s	
     lid;	
     each	
     has	
     an	
     etching	
     of	
     a	
    
  different	
    woman’s	
    face.	
    
  11-­‐12	
    
  A	
     variety	
     of	
     severed	
     cat	
     tails	
     have	
     been	
     coiled	
    
  within	
    this	
    chest;	
    each	
    has	
    a	
    unique	
    fur	
    pattern.	
    
  13-­‐14	
    
  Clumps	
     of	
     dried	
     dung	
     have	
     been	
     set	
     into	
     neat	
    
  piles	
    inside	
    this	
    chest.	
    	
    
  15-­‐16	
    
  Over	
     a	
     dozen	
     glass	
     eyes,	
     all	
     different	
     sizes	
     and	
    
  colours,	
    are	
    nestled	
    within	
    this	
    cushioned	
    chest.	
    
  17-­‐18	
    
  A	
     circle	
     of	
     severed	
     fingers	
     (from	
     different	
    
  species)	
    lies	
    within	
    this	
    chest.	
    
  19-­‐20	
    
  This	
     chest	
     holds	
     a	
     mass	
     of	
     worn,	
     mouldering	
    
  papers.	
    None	
    are	
    legible.	
    	
    
  21-­‐22	
    
  This	
     chest	
     has	
     a	
     selection	
     of	
     hard	
     biscuits	
     with	
    
  eyes	
    and	
    mouths	
    carved	
    into	
    them.	
    
  23-­‐24	
    
  This	
     chest	
     is	
     filled	
     bent	
     pewter	
     spoons,	
     broken	
    
  bowls	
    and	
    plates	
    and	
    so	
    on.	
    
  25-­‐26	
    
  Fresh,	
     moist	
     earth	
     has	
     been	
     packed	
     into	
     this	
    
  chest,	
    up	
    to	
    the	
    brim.	
    
  27-­‐28	
    
  Dozens	
    of	
    colourful,	
    shiny	
    buttons	
    are	
    scattered	
    
  within	
    this	
    chest.	
    
  29-­‐30	
    
  This	
    chest	
    contains	
    rusted	
    scrap	
    metal.	
    
  31-­‐32	
    
  The	
    worms	
    and	
    flies	
    indicate	
    the	
    mouldering	
    pile	
    
  this	
    chest	
    contains	
    is	
    some	
    sort	
    of	
    compost	
    
  33-­‐34	
    
  This	
     chest	
     contains	
     a	
     great	
     mound	
     of	
     shiny	
    
  ribbons,	
     flecks	
     of	
     coloured	
     glass,	
     bent	
     and	
    
  broken	
    coins	
    and	
    so	
    on.	
    	
    
  35-­‐36	
    
  This	
    chest	
    holds	
    a	
    pair	
    of	
    very	
    worn	
    horseshoes.	
    
  37-­‐38	
    
  Scraps	
     of	
     half-­‐carved	
     wooden	
     blocks	
     and	
     sticks	
    
  are	
    jumbled	
    up	
    within	
    this	
    chest.	
    
  39-­‐40	
    
  This	
    chest	
    contains	
    a	
    pile	
    of	
    rusted	
    keys.	
    
  41-­‐42	
    
  This	
    chest	
    contains	
    a	
    pile	
    of	
    rusted	
    locks.	
    
  43-­‐44	
    
  This	
     chest	
     holds	
     a	
     small,	
     yellowed	
     parchment	
    
  with	
    an	
    obscure	
    insult	
    scrawled	
    on	
    it.	
    
  45-­‐46	
    
  A	
    severed	
    hand	
    lies	
    within	
    this	
    chest,	
    posed	
    in	
    a	
    
  rude	
    gesture.	
    
  47-­‐48	
    
  The	
     jars	
     in	
     this	
     chest	
     contain	
     captured	
    
  caterpillars,	
    some	
    have	
    spun	
    cocoons.	
    
  49-­‐50	
    
  Slim	
     fish	
     bones	
     fill	
     this	
     chest,	
     along	
     with	
     the	
    
  odour	
    of	
    rotted	
    fish.	
    
  51-­‐52	
    
  The	
    small	
    book	
    within	
    this	
    chest	
    contains	
    erotic	
    
  poetry	
    written	
    in	
    a	
    guttural	
    language.	
    
  53-­‐54	
    
  Three	
     rows	
     of	
     dainty	
     glass	
     figurines	
     each	
     of	
     a	
    
  different	
    animal,	
    have	
    been	
    set	
    in	
    this	
    chest.	
    
  55-­‐56	
    
  This	
     chest	
     holds	
     a	
     variety	
     of	
     wooden	
     combs,	
    
  several	
    with	
    wiry	
    hairs	
    still	
    sticking	
    to	
    them.	
    
  57-­‐58	
    
  The	
     hooks,	
     rolls	
     of	
     twine	
     and	
     jar	
     of	
     grubs	
    
  indicates	
    this	
    chest	
    holds	
    fishing	
    gear.	
    
  59-­‐60	
    
  This	
     chest	
     contains	
     nothing	
     but	
     dull,	
     grey	
     rocks	
    
  of	
    varying	
    sizes.	
    
  61-­‐62	
    
  Rotting	
    vegetables	
    and	
    fruit	
    splatter	
    the	
    insides	
    
  of	
    this	
    chest.	
    
  63-­‐64	
    
  Broken	
    bottles	
    of	
    perfume	
    are	
    strewn	
    across	
    the	
    
  bottom	
     of	
     this	
     chest,	
     and	
     their	
     mingled	
     scents	
    
  remain	
    powerful.	
    
  65-­‐66	
    
  A	
     broken	
     lute,	
     flute	
     and	
     torn	
     drum	
     have	
     been	
    
  secured	
    within	
    this	
    chest.	
    
  67-­‐68	
    
  Several	
     bloody	
     razors	
     and	
     knives	
     have	
     been	
    
  dumped	
    in	
    the	
    bottom	
    of	
    this	
    chest.	
    
  69-­‐70	
    
  This	
    chest	
    contains	
    a	
    lovely,	
    if	
    amateur,	
    painting	
    
  of	
    a	
    wildflower	
    field.	
    
  71-­‐72	
    
  A	
    bar	
    of	
    soap	
    lies	
    beside	
    a	
    pile	
    of	
    grey	
    rags	
    inside	
    
  this	
    chest.	
    
  73-­‐74	
    
  This	
    chest	
    holds	
    a	
    journal	
    that	
    is	
    filled	
    with	
    only	
    a	
    
  single	
    word	
    written	
    over	
    and	
    over:	
    “Help.”	
    
  75-­‐76	
    
  This	
    chest	
    holds	
    four	
    burial	
    urns	
    filled	
    with	
    ash.	
    
  77-­‐78	
    
  This	
    chest	
    is	
    packed	
    with	
    chamber	
    pots,	
    not	
    all	
    of	
    
  them	
    empty.	
    
  79-­‐80	
    
  This	
     chest	
     holds	
     moulded	
     clay	
     figurines	
     that	
    
  depict	
    humanoids	
    of	
    various	
    races.	
    
  81-­‐82	
    
  A	
    chessboard	
    awaits	
    within	
    this	
    chest;	
    both	
    sets	
    
  of	
    pieces	
    missing	
    the	
    King.	
    
  83-­‐84	
    
  Bags	
    of	
    marbles	
    and	
    caltrops	
    fill	
    this	
    chest.	
    
  85-­‐86	
    
  A	
     set	
     of	
     marked	
     knucklebones	
     is	
     stored	
     within	
    
  this	
    chest.	
    
  87-­‐88	
    
  A	
     solitary	
     chipped	
     teacup	
     sits	
     in	
     the	
     corner	
     of	
    
  this	
    chest.	
    
  89-­‐90	
    
  Straw	
     dolls	
     are	
     piled	
     high	
     inside	
     this	
     chest,	
    
  bound	
    by	
    twine.	
    
  91-­‐92	
    
  Several	
    containers	
    of	
    boot	
    polish	
    and	
    moustache	
    
  wax	
    fill	
    this	
    chest.	
    
  93-­‐94	
    
  This	
     chest	
     holds	
     over	
     a	
     dozen	
     broken	
     daggers,	
    
  each	
    snapped	
    in	
    half.	
    
  95-­‐99	
    
  This	
     chest	
     contains	
     a	
     charcoal	
     drawing	
     of	
     the	
    
  face	
    of	
    whoever	
    opened	
    the	
    chest	
    first.	
    
  100	
    
  This	
     chest	
     offers	
     a	
     collection	
     of	
     bird	
     nests	
     and	
    
  broken	
    eggs.	
    
  
  139	
    
  M U N D A N E  C H E S T  C O N T E N T S :  P R I E S T ’ S  C H E S T S  
  Even	
    those	
    called	
    to	
    a	
    higher	
    order	
    of	
    religious	
    devotion	
    need	
    
  somewhere	
     to	
     store	
     their	
     precious	
     holy	
     icons	
     when	
     not	
    
  immersed	
     in	
     prayer...as	
     well	
     as	
     a	
     place	
     to	
     stash	
     certain	
    
  unmentionables	
     they	
     don’t	
     want	
     their	
     fellow	
     believers	
     to	
    
  discover	
    in	
    their	
    possession.	
    
  D%	
    
  	
    
  01-­‐05	
    
  This	
     chest	
     holds	
     a	
     set	
     of	
     pewter	
     candle	
     stands,	
    
  dribbled	
    over	
    with	
    red	
    wax.	
    
  06-­‐10	
    
  A	
    brass	
    incense	
    mitre	
    sits	
    within	
    this	
    chest.	
    
  11-­‐12	
    
  The	
    chest	
    holds	
    several	
    well-­‐worn	
    prayer	
    books.	
    
  13-­‐14	
    
  The	
    scroll	
    in	
    this	
    chest	
    contains	
    a	
    jotted	
    schedule	
    
  of	
    holy	
    days.	
    
  15-­‐16	
    
  This	
     chest	
     has	
     a	
     single,	
     unused	
     song	
     book,	
    
  intended	
    for	
    worship.	
    
  17-­‐18	
    
  This	
     tiny	
     chest	
     holds	
     an	
     equally	
     tiny	
     icon	
     of	
     a	
    
  god’s	
    symbol.	
    
  19-­‐20	
    
  This	
    little	
    chest	
    holds	
    an	
    ordainment	
    icon,	
    meant	
    
  to	
    be	
    pinned	
    to	
    a	
    robe	
    or	
    outer	
    vestment.	
    
  21-­‐22	
    
  A	
     purple	
     assembly	
     robe	
     is	
     folded	
     inside	
     this	
    
  chest.	
    
  23-­‐24	
    
  This	
     chest	
     holds	
     a	
     coiled	
     whip	
     for	
     self-­‐
  punishment.	
    It	
    has	
    seen	
    a	
    lot	
    of	
    use.	
    
  25-­‐26	
    
  Blessed	
    vials	
    of	
    water	
    crowd	
    this	
    chest.	
    
  27-­‐28	
    
  This	
     chest	
     holds	
     wooden	
     etchings	
     of	
     grave-­‐
  looking	
    saints.	
    
  29-­‐30	
    
  This	
     padded	
     chest	
     contains	
     several	
     sets	
     of	
    
  polished	
    bells	
    and	
    cymbals.	
    
  31-­‐32	
    
  This	
     chest	
     holds	
     an	
     elaborate	
     sash	
     woven	
     from	
    
  human	
    hair.	
    
  33-­‐34	
    
  The	
    book	
    in	
    this	
    chest	
    contains	
    a	
    compilation	
    of	
    
  holy	
    teachings.	
    
  35-­‐36	
    
  The	
     journal	
     in	
     this	
     chest	
     holds	
     a	
     detailed	
    
  recording	
    of	
    personal	
    sins.	
    
  37-­‐38	
    
  Ceremonial	
     garb	
     of	
     splendid	
     appearance	
     is	
    
  folded	
    neatly	
    within	
    this	
    chest.	
    
  39-­‐40	
    
  This	
     chest	
     holds	
     an	
     indecipherable	
     notebook	
    
  written	
    in	
    cryptic	
    church	
    code.	
    
  41-­‐42	
    
  An	
    array	
    of	
    ointments	
    and	
    salves	
    sit	
    within	
    this	
    
  chest.	
    They	
    smell	
    terrible.	
    
  43-­‐44	
    
  The	
     ceremonial	
     mask	
     in	
     this	
     chest	
     is	
     adorned	
    
  with	
    hooks	
    and	
    barbs.	
    
  45-­‐46	
    
  A	
     ring	
     of	
     salt	
     contains	
     an	
     empty	
     space	
     in	
     the	
    
  base	
     of	
     this	
     chest.	
     One	
     part	
     of	
     the	
     circle	
     is	
    
  smudged	
    and	
    broken.	
    
  47-­‐48	
    
  This	
     chest	
     has	
     a	
     set	
     of	
     brass	
     rings	
     intended	
     for	
    
  each	
    finger	
    and	
    toe.	
    
  49-­‐50	
    
  This	
    chest	
    contains	
    a	
    small	
    box	
    that	
    holds	
    chalk	
    
  and	
    charcoal	
    used	
    for	
    ceremonial	
    purposes.	
    
  51-­‐52	
    
  The	
    thick	
    notepad	
    in	
    this	
    chest	
    details	
    a	
    variety	
    
  of	
    religious	
    symbols.	
    
  53-­‐54	
    
  This	
     chest	
     conceals	
     a	
     collection	
     of	
     cords,	
     whips	
    
  and	
    chains.	
    
  55-­‐56	
    
  The	
    brazier	
    nestled	
    in	
    this	
    chest	
    holds	
    cold	
    ash.	
    
  57-­‐58	
    
  This	
    chest	
    reveals	
    a	
    collection	
    of	
    oddly	
    demonic	
    
  face	
    carvings	
    set	
    in	
    stone	
    and	
    wood.	
    
  59-­‐60	
    
  The	
    cloak	
    folded	
    in	
    this	
    chest	
    is	
    emblazoned	
    with	
    
  a	
    sun.	
    
  61-­‐62	
    
  Thorny	
    vines	
    have	
    been	
    coiled	
    inside	
    this	
    chest;	
    
  the	
    tips	
    of	
    the	
    thorns	
    are	
    stained	
    with	
    blood.	
    
  63-­‐64	
    
  A	
     blue-­‐green	
     embroidered	
     dress	
     with	
     extensive	
    
  veil	
    fills	
    this	
    chest.	
    
  65-­‐66	
    
  Bronze	
     sleeve	
     and	
     cloak	
     clasps	
     are	
     set	
     in	
     plush	
    
  rows	
    inside	
    this	
    chest.	
    
  67-­‐68	
    
  Golden	
    threaded	
    altar	
    linens	
    lie	
    inside	
    this	
    chest.	
    
  69-­‐70	
    
  This	
     chest	
     offers	
     a	
     set	
     of	
     wine	
     cups	
     and	
     empty	
    
  flagon.	
    
  71-­‐72	
    
  A	
    leather-­‐bound	
    flask	
    and	
    a	
    bag	
    of	
    odd-­‐smelling	
    
  herbs	
    sit	
    in	
    this	
    chest.	
    
  73-­‐74	
    
  The	
     parchments	
     in	
     this	
     chest	
     contain	
     notations	
    
  of	
    other	
    sanctuary	
    locations.	
    
  75-­‐76	
    
  This	
    chest	
    holds	
    a	
    brown	
    robe	
    with	
    a	
    hood	
    deep	
    
  enough	
    to	
    hide	
    any	
    wearer’s	
    face.	
    
  77-­‐78	
    
  The	
    miniature	
    altar	
    in	
    this	
    chest	
    has	
    a	
    sprinkling	
    
  of	
    ash	
    about	
    it.	
    
  79-­‐80	
    
  A	
    simple	
    bowl	
    of	
    murky	
    water	
    sits	
    in	
    this	
    chest.	
    
  81-­‐82	
    
  Demon	
     horns	
     and	
     talons	
     are	
     lined	
     up	
     in	
     this	
    
  chest,	
    pointing	
    towards	
    the	
    opener.	
    
  83-­‐84	
    
  This	
     chest	
     holds	
     a	
     gleaming	
     mirror	
     etched	
     with	
    
  arcane	
    symbols	
    around	
    the	
    edges.	
    
  85-­‐86	
    
  This	
    chest	
    contains	
    a	
    weapon	
    oiling	
    kit.	
    
  87-­‐88	
    
  Grass	
    and	
    twigs	
    have	
    been	
    woven	
    into	
    a	
    replica	
    
  of	
     a	
     local	
     order	
     of	
     nature	
     worshippers’	
     holy	
    
  symbol.	
    	
    
  89-­‐90	
    
  The	
     chest	
     holds	
     two	
     set	
     of	
     three	
     tiny	
     pyramids	
    
  that	
    stack	
    inside	
    one	
    another.	
    The	
    pyramids	
    are	
    
  intricately	
     decorated	
     with	
     lavish	
     paintings	
     of	
    
  angels	
    and	
    demons	
    fighting	
    one	
    another.	
    
  91-­‐92	
    
  Several	
    sets	
    of	
    chimes	
    jangle	
    when	
    this	
    chest	
    is	
    
  opened.	
    
  93-­‐94	
    
  The	
     prayer	
     box	
     from	
     this	
     chest	
     rattles	
     when	
    
  shaken.	
    It	
    holds	
    46	
    gp	
    worth	
    of	
    mixed	
    coinage.	
    
  95-­‐99	
    
  The	
    chest	
    holds	
    half-­‐a-­‐dozen	
    wooden	
    and	
    metal	
    
  puzzles,	
    interlocked	
    or	
    broken	
    apart.	
    
  100	
    
  The	
    array	
    of	
    polished	
    amber	
    blocks	
    in	
    this	
    chest	
    
  contains	
    a	
    different	
    insect.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
   
  
  140	
    
   M U N D A N E  C H E S T  C O N T E N T S :  P R O V I S I O N S  
  Dungeon	
     dwellers	
     do	
     not	
     survive	
     on	
     the	
     meat	
     and	
     marrow	
     of	
    
  dead	
    adventurers	
    alone.	
    They	
    like	
    to	
    indulge	
    and	
    imbibe	
    just	
    like	
    
  anyone	
    else,	
    and	
    they’re	
    not	
    about	
    to	
    leave	
    precious	
    food	
    and	
    
  drink	
    just	
    scattered	
    about	
    where	
    the	
    rats	
    (and	
    worse)	
    can	
    get	
    it.	
    
  D%	
    
  	
    
  01-­‐05	
    
  Wax-­‐sealed	
     wheels	
     of	
     cheese	
     are	
     packed	
     into	
    
  this	
    chest.	
    
  06-­‐10	
    
  This	
    chest	
    is	
    piled	
    high	
    with	
    cheesecloth	
    bags	
    of	
    
  dried	
    fruit.	
    
  11-­‐12	
    
  Slabs	
    of	
    salted	
    meat	
    are	
    secured	
    in	
    this	
    chest.	
    
  13-­‐14	
    
  The	
    chest	
    holds	
    a	
    variety	
    of	
    jerky.	
    	
    
  15-­‐16	
    
  The	
     bagged	
     white	
     powder	
     within	
     this	
     chest	
     is	
    
  salt.	
    
  17-­‐18	
    
  Salt	
    and	
    pepper	
    has	
    been	
    divided	
    into	
    individual	
    
  compartments	
    in	
    this	
    chest.	
    
  19-­‐20	
    
  This	
     chest	
     contains	
     gnawed	
     ears,	
     labelled	
     and	
    
  sorted	
    by	
    different	
    seasonings	
    and	
    race.	
    
  21-­‐22	
    
  Flies	
     buzz	
     up	
     from	
     the	
     rotting	
     mutton	
     in	
     this	
    
  chest.	
    
  23-­‐24	
    
  The	
    rock-­‐hard	
    bread	
    in	
    this	
    chest	
    could	
    double	
    as	
    
  a	
    bludgeoning	
    weapon.	
    
  25-­‐26	
    
  Oozing	
     honeycomb	
     has	
     been	
     sealed	
     in	
     wax	
    
  clumps	
    and	
    placed	
    in	
    this	
    chest.	
    
  27-­‐28	
    
  The	
    chest	
    holds	
    flasks	
    of	
    liquor	
    so	
    potent	
    it	
    stings	
    
  the	
    eyes.	
    
  29-­‐30	
    
  Once-­‐full	
     water	
     skins	
     now	
     sag	
     in	
     this	
     chest	
     as	
    
  their	
    contents	
    slowly	
    evaporate.	
    
  31-­‐32	
    
  The	
    wine	
    skins	
    in	
    this	
    chest	
    slosh	
    promisingly.	
    
  33-­‐34	
    
  This	
     chest	
     contains	
     a	
     small	
     keg	
     of	
     beer	
     marked	
    
  with	
    the	
    sigil	
    of	
    a	
    famous	
    brewer.	
    
  35-­‐36	
    
  Sift	
     through	
     the	
     dried	
     oats	
     in	
     this	
     chest,	
     if	
     you	
    
  must,	
    but	
    it’s	
    all	
    that’s	
    there.	
    
  37-­‐38	
    
  The	
     jugs	
     in	
     this	
     chest	
     hold	
     goat	
     milk	
     brimming	
    
  with	
    hairy	
    clumps.	
    
  39-­‐40	
    
  This	
    chest	
    holds	
    several	
    sacks	
    of	
    onions,	
    carrots	
    
  and	
    other	
    vegetables.	
    
  41-­‐42	
    
  This	
    watertight	
    chest	
    has	
    several	
    inches	
    of	
    foul-­‐
  smelling	
    liquid	
    sloshing	
    about	
    within	
    it.	
    
  43-­‐44	
    
  Crumbly	
    cracker	
    wafers	
    puff	
    crumbs	
    everywhere	
    
  when	
    this	
    chest	
    is	
    opened.	
    
  45-­‐46	
    
  The	
    chest	
    contains	
    mouldy	
    bread.	
    
  47-­‐48	
    
  This	
    chest	
    holds	
    stacks	
    of	
    chilled	
    meat	
    pies.	
    
  49-­‐50	
    
  The	
     chest	
     holds	
     an	
     assortment	
     of	
     fresh	
    
  vegetables.	
    
  51-­‐52	
    
  The	
    chest	
    offers	
    a	
    selection	
    of	
    fresh,	
    but	
    wrinkly	
    
  apples.	
    
  53-­‐54	
    
  Blocks	
    of	
    ice	
    keep	
    the	
    slabs	
    of	
    meat	
    in	
    this	
    chest	
    
  fresh.	
    
  55-­‐56	
    
  The	
     charred	
     offerings	
     of	
     this	
     chest	
     look	
    
  uncomfortably	
    like	
    to	
    rat-­‐kebobs.	
    
  57-­‐58	
    
  While	
     a	
     delicacy	
     to	
     some,	
     the	
     honeyed	
     lizards-­‐
  on-­‐a-­‐stick	
     in	
     this	
     chest	
     don’t	
     appeal	
     to	
     every	
    
  palate.	
    
  59-­‐60	
    
  The	
    chest	
    contains	
    bowls	
    of	
    a	
    stew	
    that’s	
    mostly	
    
  turned	
    to	
    gelatine.	
    
  61-­‐62	
    
  A	
     delightful	
     assortment	
     of	
     fruit	
     pies	
     is	
     stacked	
    
  within	
    this	
    chest.	
    
  63-­‐64	
    
  This	
     chest	
     holds	
     a	
     wooden	
     spoon	
     to	
     scoop	
     out	
    
  the	
     flour	
     contained	
     in	
     several	
     large	
     sacks	
     also	
    
  found	
    within.	
    
  65-­‐66	
    
  A	
     dozen	
     blocks	
     of	
     hardtack	
     are	
     stacked	
     in	
     this	
    
  chest.	
    
  67-­‐68	
    
  Flour	
    sends	
    up	
    a	
    white	
    cloud	
    when	
    this	
    chest	
    is	
    
  opened.	
    
  69-­‐70	
    
  This	
    chest	
    holds	
    dozens	
    of	
    ears	
    of	
    corn.	
    
  71-­‐72	
    
  The	
    chest	
    contains	
    several	
    pounds	
    of	
    rice.	
    
  73-­‐74	
    
  Potatoes	
     tumble	
     out	
     of	
     this	
     chest	
     when	
     it’s	
    
  opened.	
    
  75-­‐76	
    
  If	
    the	
    slimy,	
    black	
    mass	
    this	
    chest	
    now	
    holds	
    was	
    
  food	
    in	
    a	
    previous	
    life,	
    you	
    don’t	
    dare	
    it	
    eat	
    now.	
    
  77-­‐78	
    
  Vials	
    of	
    oil	
    glisten	
    within	
    this	
    chest.	
    
  79-­‐80	
    
  The	
     chest	
     contains	
     a	
     jug	
     of	
     frothy,	
     but	
    
  unidentifiable,	
    brew	
    that’s	
    definitely	
    fermented.	
    
  81-­‐82	
    
  Several	
    skinned	
    hares	
    are	
    laid	
    out	
    in	
    this	
    chest.	
    
  83-­‐84	
    
  Steam	
    rises	
    from	
    the	
    roasted	
    venison	
    haunch	
    in	
    
  this	
    chest.	
    
  85-­‐86	
    
  The	
     chest	
     holds	
     jellied	
     intestines	
     that	
     look	
     like	
    
  mounds	
    of	
    gray	
    pudding.	
    
  87-­‐88	
    
  This	
     chest	
     glistens	
     with	
     fistfuls	
     of	
     candied	
     fruit	
    
  slices.	
    
  89-­‐90	
    
  Neat	
     cloth	
     bags	
     of	
     herbs	
     and	
     spices	
     sit	
     in	
     this	
    
  chest.	
     Each	
     is	
     labelled;	
     in	
     total	
     they	
     are	
     worth	
    
  120	
    gp.	
    
  91-­‐92	
    
  This	
     chest	
     contains	
     what	
     would	
     best	
     be	
    
  described	
    as	
    piles	
    of	
    “giblets.”	
    
  93-­‐94	
    
  Roasted	
     turkey	
     legs	
     have	
     been	
     stacked	
     inside	
    
  this	
    chest.	
    
  95-­‐99	
    
  The	
    chest	
    holds	
    rows	
    of	
    eggs.	
    Some	
    fresh,	
    some	
    
  not	
     so.	
     Some	
     are	
     clearly	
     from	
     chickens;	
     others	
    
  are	
    from	
    something	
    much	
    bigger.	
    
  100	
    
  Chopped	
     fish	
     heads	
     have	
     been	
     tossed	
     into	
     this	
    
  chest.	
    
  
  141	
    
  M U N D A N E  C H E S T  C O N T E N T S :  W I Z A R D ’ S  C H E S T S  
  Beware	
     the	
     wizard’s	
     cache,	
     as	
     it	
     could	
     be	
     guarded	
     by	
     deadly	
    
  spells	
    and	
    filled	
    with	
    ghastly	
    spirits	
    or	
    demons	
    set	
    to	
    devour	
    your	
    
  soul.	
    Or	
    it	
    could	
    just	
    be	
    his	
    toenail	
    clippings.	
    Beware	
    those	
    too.	
    
  This	
     table	
     provides	
     a	
     variety	
     of	
     discovery	
     options	
     when	
    
  adventurers	
    meddle	
    in	
    the	
    affairs	
    of	
    wizards.	
    	
    
  D%	
    
  	
    
  01-­‐05	
    
  This	
     chest	
     holds	
     a	
     collection	
     of	
     dozens	
     of	
    
  different	
    types	
    of	
    hair,	
    each	
    named	
    and	
    tied	
    with	
    
  a	
    tiny	
    string.	
    
  06-­‐10	
    
  Books	
    
  of	
    
  foreign	
    
  languages	
    
  are	
    
  filed	
    
  alphabetically	
    in	
    this	
    chest.	
    
  11-­‐12	
    
  Scrolls	
    of	
    astronomy	
    charts	
    fill	
    this	
    chest.	
    
  13-­‐14	
    
  Feathers	
     from	
     a	
     hundred	
     different	
     bird	
     species	
    
  are	
    pinned	
    to	
    the	
    sides	
    of	
    this	
    chest.	
    
  15-­‐16	
    
  This	
     chest	
     holds	
     bottles	
     of	
     spiders	
     and	
     their	
    
  webs.	
    
  17-­‐18	
    
  A	
     dead	
     insect	
     collection	
     is	
     pinned	
     to	
     wooden	
    
  slats	
    in	
    this	
    chest.	
    	
    
  19-­‐20	
    
  This	
    chest	
    contains	
    nothing	
    but	
    blank	
    parchment.	
    
  21-­‐22	
    
  The	
     miniature	
     shelves	
     in	
     this	
     chest	
     are	
     stacked	
    
  with	
     numerous	
     inks	
     bottles	
     of	
     varying	
     colours	
    
  and	
    viscosities.	
    
  23-­‐24	
    
  An	
    assortment	
    of	
    teeth	
    from	
    various	
    creatures	
    is	
    
  scattered	
    about	
    this	
    chest.	
    
  25-­‐26	
    
  This	
     chest	
     contains	
     sketches	
     of	
     cave-­‐dwelling	
    
  creatures	
    and	
    insects	
    bound	
    with	
    twine.	
    
  27-­‐28	
    
  Pairs	
    of	
    severed	
    bird	
    claws	
    stand	
    upright	
    in	
    this	
    
  chest.	
    All	
    have	
    been	
    removed	
    expertly.	
    
  29-­‐30	
    
  Talons	
     and	
     teeth	
     are	
     slotted	
     into	
     this	
     chest’s	
    
  cabinets,	
    some	
    as	
    small	
    as	
    a	
    little	
    finger,	
    others	
    
  over	
    six	
    inches	
    long.	
    
  31-­‐32	
    
  Small	
    boxes	
    of	
    dust	
    and	
    ash	
    fill	
    this	
    chest.	
    
  33-­‐34	
    
  Large	
     glass	
     lenses	
     are	
     stacked	
     inside	
     this	
     chest.	
    
  Some	
    are	
    over	
    2-­‐foot	
    wide.	
    
  35-­‐36	
    
  Metal	
    tubes	
    are	
    strapped	
    down	
    to	
    the	
    bottom	
    of	
    
  this	
    chest.	
    Otherwise,	
    it’s	
    empty.	
    	
    
  37-­‐38	
    
  Metallic-­‐looking	
     silver,	
     gold	
     and	
     bronze	
     threads	
    
  are	
    spooled	
    within	
    this	
    chest.	
    
  39-­‐40	
    
  This	
    chest	
    contains	
    a	
    tiny	
    hammer	
    and	
    miniature	
    
  anvil,	
    for	
    some	
    unknown	
    purpose.	
    
  41-­‐42	
    
  This	
     chest	
     holds	
     three	
     mortar	
     and	
     pestle	
     sets:	
    
  small,	
    medium	
    and	
    large.	
    
  43-­‐44	
    
  Beakers	
     and	
     glass	
     tubes	
     are	
     nestled	
     in	
     this	
    
  chest’s	
    cushioned	
    interior.	
    
  45-­‐46	
    
  History	
     books,	
     chronologically	
     arranged,	
     are	
    
  stacked	
    inside	
    this	
    chest.	
    
  47-­‐48	
    
  This	
    chest	
    contains	
    strips	
    of	
    tanned	
    skin	
    –	
    some	
    
  are	
    of	
    human	
    origin.	
    
  49-­‐50	
    
  Despite	
    their	
    gleam,	
    the	
    shiny,	
    polished	
    rocks	
    in	
    
  this	
    chest	
    sadly	
    are	
    not	
    gems.	
    
  51-­‐52	
    
  Vials	
    contain	
    different	
    types	
    of	
    sand	
    from	
    around	
    
  the	
    land	
    fill	
    this	
    chest.	
    Several	
    jars	
    hold	
    red	
    and	
    
  blue	
    sand.	
    
  53-­‐54	
    
  A	
    
  pair	
    
  of	
    
  reading	
    
  glasses	
    
  and	
    
  several	
    
  unremarkable	
    books	
    fill	
    this	
    chest.	
    All	
    the	
    books	
    
  are	
    musty.	
    
  55-­‐56	
    
  This	
    chest	
    holds	
    vials	
    of	
    water	
    of	
    varying	
    degrees	
    
  of	
    clarity	
    and	
    filth.	
    	
    
  57-­‐58	
    
  Desiccated	
     reptiles	
     and	
     amphibians	
     have	
     been	
    
  laid	
    out	
    in	
    the	
    bottom	
    of	
    this	
    chest.	
    
  59-­‐60	
    
  The	
     chest	
     holds	
     rows	
     of	
     pale	
     candles,	
     wick	
    
  trimmers	
    and	
    lighting	
    sticks.	
    
  61-­‐62	
    
  The	
     crumpled,	
     blotted	
     notes	
     in	
     this	
     chest	
    
  apparently	
    come	
    from	
    failed	
    experiments.	
    
  63-­‐64	
    
  Parchments	
    with	
    odd	
    biological	
    and	
    mechanical	
    
  sketches	
    have	
    been	
    tossed	
    into	
    this	
    chest.	
    There	
    
  appears	
     to	
     be	
     no	
     logical	
     filling	
     system	
     for	
     the	
    
  various	
    parchments.	
    	
    
  65-­‐66	
    
  Faded	
     maps	
     of	
     the	
     surrounding	
     area	
     lie	
     within	
    
  this	
    chest.	
    
  67-­‐68	
    
  The	
    single	
    parchment	
    in	
    this	
    chest	
    contains	
    a	
    list	
    
  of	
    names	
    and	
    notations	
    that	
    look	
    like	
    a	
    collection	
    
  of	
    financial	
    debts.	
    
  69-­‐70	
    
  Potted	
     flowers	
     and	
     plants	
     have	
     somehow	
    
  flourished	
    inside	
    this	
    chest’s	
    damp,	
    dark	
    interior.	
    
  71-­‐72	
    
  Moss,	
    mould	
    and	
    herbs	
    grow	
    on	
    the	
    thin,	
    rocky	
    
  layer	
    of	
    earth	
    laid	
    in	
    the	
    base	
    of	
    this	
    chest.	
    
  73-­‐74	
    
  Tiny	
    animal	
    skeletons,	
    wired	
    together,	
    have	
    been	
    
  arranged	
    in	
    this	
    chest.	
    
  75-­‐76	
    
  This	
     chest	
     contains	
     sheaves	
     of	
     anatomical	
    
  diagrams.	
     A	
     few	
     of	
     the	
     illustrations	
     depict	
    
  fantastical	
    monsters.	
    
  77-­‐78	
    
  A	
     hundred	
     eyes,	
     each	
     kept	
     afloat	
     in	
     its	
     own	
    
  liquid-­‐filled	
    bottle,	
    bob	
    about	
    in	
    this	
    chest.	
    When	
    
  the	
    bottles	
    are	
    pulled	
    out,	
    the	
    eyes	
    bob	
    around	
    
  in	
    an	
    unsettling	
    fashion.	
    
  79-­‐80	
    
  Blank	
    notepads	
    and	
    books	
    fill	
    this	
    chest.	
    
  81-­‐82	
    
  The	
     chest	
     holds	
     tweezers,	
     needles	
     and	
     other	
    
  delicate	
    instruments	
    in	
    thin	
    drawers.	
    
  83-­‐84	
    
  The	
    skeleton	
    of	
    a	
    large	
    snake	
    fills	
    this	
    chest.	
    
  85-­‐86	
    
  Metal,	
    wooden	
    and	
    glass	
    rods	
    lie	
    jumbled	
    at	
    the	
    
  bottom	
    of	
    this	
    chest.	
    
  87-­‐88	
    
  The	
     chest	
     contains	
     pungent	
     incense	
     sticks	
     with	
    
  intricately	
    carved	
    burner	
    stands.	
    
  89-­‐90	
    
  Expensive-­‐looking	
     soapstone	
     pipes	
     lie	
     in	
     slots	
    
  alongside	
    expensive-­‐smelling	
    tobacco	
    pouches.	
    
  91-­‐92	
    
  The	
     thin	
     glass	
     vials	
     in	
     this	
     chest	
     look	
     to,	
    
  alarmingly,	
    contain	
    fresh	
    blood.	
    
  93-­‐94	
    
  This	
     chest	
     contains	
     a	
     stink	
     of	
     green	
     earth	
     that	
    
  evaporates	
    almost	
    as	
    immediately	
    as	
    it’s	
    opened.	
    
  95-­‐99	
    
  The	
    charcoal-­‐rubbed	
    papers	
    in	
    this	
    chest	
    appear	
    
  to	
    be	
    of	
    gravestone	
    etchings	
    
  100	
    
  Clustered	
     in	
     the	
     corners	
     of	
     this	
     small	
     chest	
     are	
    
  collections	
    of	
    toenail	
    and	
    fingernail	
    clippings.	
    
  	
    
  	
    
   
  
  142	
    
  P I T S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Pits	
    are	
    a	
    lurking	
    danger	
    that	
    has	
    spelled	
    the	
    doom	
    of	
    countless	
    
  adventurers.	
    They	
    can	
    be	
    used	
    to	
    kill,	
    injure	
    or	
    trap	
    intruders,	
    to	
    
  block	
     progress	
     down	
     passageways	
     or	
     to	
     prevent	
     escape.	
     An	
    
  explorer	
     trapped	
     in	
     a	
     pit	
     with	
     no	
     way	
     of	
     getting	
     out	
     is	
     at	
     the	
    
  mercy	
    of	
    those	
    that	
    set	
    the	
    trap.	
    	
    
  	
    
  Other	
     mundane	
     uses	
     for	
     pits	
     include	
     general	
     storage,	
    
  rubbish	
     dump	
     or	
     prison.	
     Other	
     pits	
     may	
     accidentally	
     (or	
     by	
    
  design)	
    link	
    the	
    dungeon	
    level	
    to	
    other	
    deeper	
    locations.	
    
  	
    
  On	
    occasion,	
    when	
    a	
    character	
    falls	
    into	
    a	
    pit	
    he	
    discovers	
    it	
    
  is	
     already	
     occupied.	
     Sometimes	
     the	
     pit	
     builder	
     intentionally	
    
  stocks	
     it	
     with	
     undead	
     or	
     constructs	
     while	
     other	
     times	
     vermin	
    
  claim	
    the	
    area	
    as	
    their	
    own.	
    A	
    partial	
    list	
    of	
    monsters	
    includes:	
    
  Aberration:	
     mimic;	
     Constructs:	
     animated	
     object	
     (Medium	
     or	
    
  smaller),	
     clay	
     golem,	
     flesh	
     golem	
     and	
     stone	
     golem;	
     Ooze:	
    
  gelatinous	
    cube,	
    gray	
    ooze	
    and	
    ochre	
    jelly;	
    Undead:	
    ghasts,	
    
  ghouls,	
     skeletons,	
     wight	
     and	
     zombies;	
     Vermin:	
     army	
     ant	
    
  swarm,	
     bat	
     swarm,	
     centipede	
     swarm,	
     rats,	
     rat	
     swarm	
     and	
    
  spider	
    swarm.	
    
  Additionally,	
     some	
     monsters	
     are	
     attracted	
     to	
     pits.	
    
  Such	
    monsters	
    include:	
    	
    
  Aberration:	
    cave	
    fisher,	
    choker,	
    cloaker,	
    
  darkmantle;	
    
  Vermin:	
    
  giant	
    
  centipede	
    
  and	
    
  giant	
    
  spider.	
    
  Fighting	
    in	
    a	
    pit	
    can	
    be	
    challenging.	
    Characters	
    therein	
    often	
    lack	
    
  the	
     ability	
     to	
     manoeuvre	
     –	
     this	
     is	
     particularly	
     devastating	
     for	
    
  archers	
    and	
    spellcasters.	
    It	
    is	
    also	
    likely	
    that	
    the	
    entire	
    party	
    will	
    
  be	
    unable	
    to	
    participate	
    in	
    the	
    battle.	
    	
    
  C L I M B I N G  
  Characters	
    stuck	
    in	
    a	
    pit	
    normally	
    extricate	
    themselves	
    as	
    quickly	
    
  as	
    possible.	
    Those	
    without	
    magical	
    means	
    of	
    doing	
    so	
    must	
    scale	
    
  a	
    pit’s	
    walls.	
    	
    
  WALL	
    CONDITION	
    
  CLIMB	
    
  Very	
    rough	
    wall	
    
  Very	
    easy	
    
  Very	
    rough	
    natural	
    rock	
    
  Easy	
    
  Uneven;	
    narrow	
    foot	
    and	
    handholds	
    
  Moderate	
    
  Natural	
    rock	
    wall	
    or	
    brick	
    wall	
    
  Difficult	
    
  	
    
  	
    
  
  143	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  pits.	
     Some	
     features	
     may	
     be	
     inappropriate	
     based	
     on	
     your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  Small	
     holes	
     pierce	
     the	
     bottom	
     few	
     feet	
     of	
     the	
    
  pit’s	
     walls.	
     They	
     are	
     too	
     small	
     for	
     any	
     creature	
    
  larger	
    than	
    Tiny	
    to	
    enter.	
    
  06-­‐10	
    
  The	
    pit	
    intersects	
    with	
    a	
    natural	
    cave	
    which	
    can	
    
  be	
    accessed	
    through	
    a	
    narrow	
    crawl	
    way.	
    	
    
  11-­‐12	
    
  The	
    rough	
    and	
    uneven	
    floor	
    is	
    difficult	
    terrain.	
    
  13-­‐14	
    
  Several	
    large	
    boulders	
    lie	
    in	
    the	
    pit.	
    From	
    under	
    
  one,	
    a	
    partially	
    squashed	
    skeleton	
    protrudes.	
    
  15-­‐16	
    
  A	
    pool	
    of	
    pure,	
    cold	
    water	
    fills	
    half	
    the	
    pit.	
    	
    
  17-­‐18	
    
  A	
     narrow	
     chasm	
     pierces	
     the	
     pit’s	
     floor;	
     a	
     cold	
    
  wind	
    issues	
    forth	
    from	
    its	
    depth.	
    
  19-­‐20	
    
  Seams	
    of	
    different	
    rock	
    cut	
    through	
    the	
    floor.	
    	
    
  21-­‐22	
    
  The	
    pit’s	
    walls	
    are	
    rough	
    and	
    easy	
    to	
    climb.	
    
  23-­‐24	
    
  The	
     pit	
     has	
     an	
     overhang	
     making	
     it	
     hard	
     to	
    
  escape.	
    
  25-­‐26	
    
  The	
     pit	
     is	
     a	
     cess	
     pit.	
     Many	
     small	
     holes,	
     chutes	
    
  and	
     cracks	
     in	
     its	
     walls	
     ooze	
     excrement.	
    
  Characters	
    in	
    the	
    pit	
    may	
    contract	
    filth	
    fever.	
    
  27-­‐28	
    
  The	
    floor	
    of	
    the	
    pit	
    slopes	
    steeply	
    downwards.	
    	
    
  29-­‐30	
    
  A	
     shard	
     of	
     obsidian	
     (or	
     other	
     sharp	
     rock)	
     rears	
    
  from	
     the	
     pit	
     floor.	
     The	
     shard	
     is	
     smooth;	
    
  characters	
    falling	
    while	
    climbing	
    it	
    suffer	
    damage	
    
  as	
    they	
    slide	
    down	
    the	
    rock.	
    
  31-­‐32	
    
  The	
    pit	
    narrows;	
    at	
    its	
    base	
    it	
    is	
    only	
    5	
    ft.	
    wide.	
    	
    
  33-­‐34	
    
  The	
    pit	
    once	
    served	
    as	
    a	
    oubliette.	
    Four	
    sets	
    of	
    
  rusting	
    manacles	
    are	
    affixed	
    to	
    its	
    walls.	
    	
    
  35-­‐36	
    
  A	
    ring	
    of	
    crudely	
    carved	
    gargoyles	
    leers	
    down	
    at	
    
  the	
    pit	
    floor.	
    Set	
    15	
    ft.	
    above	
    the	
    pit	
    floor	
    their	
    
  open	
    mouths	
    connect	
    to	
    chutes	
    elsewhere	
    that	
    
  can	
     be	
     used	
     to	
     pour	
     burning	
     oil,	
     effluent	
     and	
    
  other	
    liquids	
    down	
    upon	
    those	
    trapped	
    below.	
    
  37-­‐38	
    
  Several	
     small	
     holes	
     pierce	
     the	
     floor;	
     a	
     noxious	
    
  foul-­‐smelling	
    breeze	
    issues	
    forth	
    from	
    within.	
    
  39-­‐40	
    
  A	
    
  lurid	
    
  painting	
    
  of	
    
  demons	
    
  and	
    
  devils	
    
  slaughtering	
     humans	
     covers	
     one	
     wall.	
     Several	
    
  pieces	
    have	
    been	
    chipped	
    away.	
    	
    
  41-­‐42	
    
  Niches	
    carved	
    into	
    the	
    walls	
    about	
    6	
    ft.	
    from	
    the	
    
  bottom	
    of	
    this	
    pit	
    each	
    hold	
    a	
    leering	
    skull.	
    	
    
  43-­‐44	
    
  A	
    single	
    empty	
    torch	
    sconce	
    juts	
    from	
    one	
    wall.	
    
  Pulling	
     it	
     causes	
     the	
     pit	
     lid	
     to	
     collapse	
     into	
     the	
    
  pit.	
     Close	
     scrutiny	
     reveals	
     the	
     sconce	
     has	
     a	
    
  mechanism	
    linked	
    to	
    the	
    pit	
    lid.	
    	
    
  45-­‐46	
    
  The	
     floor	
     is	
     made	
     of	
     different	
     coloured	
    
  cobblestones	
     laid	
     out	
     in	
     simple	
     geometric	
    
  patterns.	
    	
    
  47-­‐48	
    
  A	
    stone	
    shelf	
    is	
    cut	
    into	
    one	
    wall.	
    It	
    holds	
    several	
    
  sets	
    of	
    trail	
    rations.	
    They	
    are	
    all	
    poisoned.	
    
  49-­‐50	
    
  An	
     archway	
     pierces	
     one	
     wall.	
     The	
     corridor	
    
  beyond	
     progresses	
     5	
     ft.	
     before	
     ending;	
     it	
     is	
    
  clearly	
    unfinished.	
    
  51-­‐52	
    
  A	
    ring	
    of	
    crudely	
    carved	
    gargoyles	
    leers	
    down	
    at	
    
  the	
     pit	
     floor.	
     Set	
     15	
     ft.	
     above	
     the	
     floor	
     water	
    
  trickles	
    from	
    them.	
    The	
    walls	
    and	
    floor	
    are	
    slick.	
    	
    
  53-­‐54	
    
  The	
     floor	
     has	
     been	
     treated	
     with	
     a	
     magical	
     fire.	
    
  Lurid	
    shadows	
    dance	
    within	
    the	
    pit.	
    
  55-­‐56	
    
  The	
    pit	
    is	
    above	
    a	
    natural	
    cavern	
    and	
    the	
    floor	
    is	
    
  very	
     weak.	
     A	
     falling	
     character	
     must	
     check	
     for	
    
  size.	
    Success	
    indicates	
    the	
    character	
    falls	
    through	
    
  into	
    the	
    cavern.	
    The	
    distance	
    fell	
    (and	
    what	
    lies	
    
  in	
    the	
    cavern)	
    are	
    at	
    the	
    GM’s	
    discretion.	
    
  57-­‐58	
    
  Thick,	
     cloying	
     mud	
     covers	
     the	
     floor.	
     The	
     pit	
     is	
    
  dank	
    and	
    smells	
    of	
    earth.	
    
  59-­‐60	
    
  The	
     floor	
     is	
     of	
     cobblestones.	
     The	
     symbol	
     of	
     an	
    
  evil	
    god	
    is	
    picked	
    out	
    in	
    black	
    stone.	
    
  61-­‐62	
    
  Carvings	
     of	
     skeletons	
     –	
     all	
     with	
     broken	
     and	
    
  shattered	
    legs	
    –	
    decorate	
    the	
    pit’s	
    walls.	
    
  63-­‐64	
    
  A	
    narrow	
    ledge	
    circles	
    the	
    pit	
    about	
    10	
    ft.	
    from	
    
  its	
    lid.	
    	
    
  65-­‐66	
    
  Black	
    rock	
    (coal)	
    studs	
    the	
    pits	
    walls.	
    
  67-­‐68	
    
  Broken	
     pottery	
     has	
     been	
     mortared	
     into	
     the	
    
  nooks	
    and	
    crannies	
    of	
    the	
    pit’s	
    walls.	
    Treat	
    the	
    
  pottery	
    as	
    caltrops	
    (that	
    injures	
    hands	
    and	
    feet).	
    
  69-­‐70	
    
  A	
     mosaic	
     of	
     a	
     shadowy,	
     substantial	
     creature	
    
  decorates	
    the	
    floor.	
    
  71-­‐72	
    
  A	
    mosaic	
    of	
    a	
    gigantic	
    mouth	
    covers	
    the	
    pit	
    floor.	
    
  Esoteric	
    knowledge	
    reveals	
    the	
    mouth	
    to	
    be	
    that	
    
  of	
    a	
    purple	
    worm.	
    
  73-­‐74	
    
  The	
    walls	
    of	
    the	
    pit	
    are	
    warded	
    with	
    a	
    phantom	
    
  trap	
     spell	
     and	
     appear	
     trapped	
     to	
     any	
     mundane	
    
  or	
    magical	
    in	
    investigations.	
    
  75-­‐76	
    
  The	
    pit	
    is	
    suspiciously	
    clean	
    (as	
    if	
    recently	
    tidied).	
    	
    
  77-­‐78	
    
  Many	
     deep	
     notches	
     pierce	
     the	
     pits	
     walls.	
     All	
    
  manner	
    of	
    spiders	
    and	
    insects	
    dwell	
    within.	
    	
    
  79-­‐80	
    
  The	
     pit	
     is	
     actually	
     an	
     aborted	
     mineshaft.	
    
  Minerals	
    stud	
    the	
    pit’s	
    walls.	
    	
    
  81-­‐82	
    
  The	
    pit’s	
    walls	
    have	
    been	
    sharpened	
    so	
    that	
    they	
    
  are	
    dangerous	
    for	
    climbers.	
    Treat	
    as	
    67-­‐68.	
    	
    
  83-­‐84	
    
  The	
    pit	
    is	
    a	
    natural	
    sinkhole.	
    	
    
  85-­‐86	
    
  Tiny	
    holes	
    pierce	
    the	
    pit’s	
    lid	
    allowing	
    light	
    and	
    
  air	
    into	
    the	
    interior.	
    	
    
  87-­‐88	
    
  The	
     first	
     two	
     steps	
     of	
     a	
     rudimentary	
     stair	
     rise	
    
  from	
    the	
    pit	
    floor.	
    “Not	
    this	
    Way”	
    is	
    carved	
    into	
    
  the	
    first	
    step.	
    
  89-­‐90	
    
  The	
    pit	
    floods	
    after	
    heavy	
    rain	
    above;	
    a	
    tide	
    mark	
    
  on	
    the	
    walls	
    indicates	
    how	
    high	
    the	
    water	
    rises.	
    
  91-­‐92	
    
  The	
    pit	
    floor	
    is	
    slightly	
    warm.	
    
  93-­‐94	
    
  The	
    air	
    in	
    the	
    pit	
    is	
    foul;	
    characters	
    within	
    must	
    
  make	
    check	
    to	
    avoid	
    nauseating	
    choking.	
    
  95-­‐99	
    
  Roll	
     twice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     95-­‐
  100.	
    
  100	
    
  Roll	
     thrice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     95-­‐
  100.	
    
  	
    
   
   
  
  144	
    
  P I T S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
     pits.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  Brackish	
    water	
    about	
    six	
    inches	
    deep	
    fills	
    the	
    pit.	
    	
    
  2	
    
  Mushrooms	
    and	
    fungi	
    grow	
    in	
    the	
    pit.	
    	
    
  3	
    
  The	
     air	
     in	
     the	
     pit	
     is	
     musty.	
     Mould	
     and	
     fungus	
    
  grow	
    on	
    the	
    floor	
    and	
    walls.	
    
  4	
    
  Bent	
     and	
     broken	
     spikes	
     jut	
     up	
     from	
     the	
     floor.	
    
  Dried	
     blood	
     coats	
     many	
     although	
     of	
     previous	
    
  victims	
    there	
    is	
    no	
    sign.	
    
  5	
    
  Rubble	
    litters	
    the	
    ground,	
    slowing	
    movement.	
    
  6	
    
  The	
    pit	
    walls	
    are	
    slightly	
    moist,	
    but	
    are	
    not	
    wet	
    
  enough	
    to	
    hinder	
    climbers.	
    	
    
  7	
    
  Small	
     holes	
     pierce	
     the	
     bottom	
     few	
     feet	
     of	
     the	
    
  pit’s	
     walls.	
     They	
     are	
     too	
     small	
     for	
     any	
     creature	
    
  larger	
    than	
    Diminutive	
    to	
    enter.	
    
  8	
    
  Several	
    rotting	
    rat	
    corpses	
    lie	
    about	
    the	
    pit.	
    
  9	
    
  A	
     skeleton	
     of	
     a	
     human	
     male	
     is	
     huddled	
     in	
     one	
    
  corner;	
    both	
    legs	
    are	
    broken	
    and	
    his	
    equipment	
    
  is	
    rusted	
    or	
    rotten.	
    
  10	
    
  Brackish	
    water	
    about	
    one-­‐inch	
    deep	
    fills	
    the	
    pit.	
    
  11	
    
  Brackish	
    water	
    about	
    one-­‐foot	
    deep	
    fills	
    the	
    pit.	
    
  12	
    
  Brackish	
    water	
    about	
    five-­‐foot	
    deep	
    fills	
    the	
    pit.	
    
  13	
    
  The	
    pit’s	
    floor	
    and	
    walls	
    are	
    covered	
    in	
    greenish,	
    
  moist	
    slime.	
    
  14	
    
  Iron	
     spikes	
     –	
     clearly	
     serving	
     as	
     a	
     rudimentary	
    
  ladder	
    –	
    pierce	
    one	
    wall.	
    	
    
  15	
    
  Burnt	
    torches	
    lie	
    scattered	
    about.	
    
  16	
    
  The	
     dead,	
     frozen	
     remains	
     of	
     a	
     large	
     patch	
     of	
    
  brown	
     mould	
     covers	
     one	
     wall;	
     the	
     mould	
     is	
    
  harmless,	
    but	
    it	
    is	
    slightly	
    chill	
    in	
    the	
    pit.	
    
  17	
    
  Iron	
     spikes—clearly	
     serving	
     as	
     a	
     rudimentary	
    
  ladder—pierce	
    one	
    wall.	
    Several	
    are	
    loose.	
    
  18	
    
  One	
    bent	
    and	
    rusting	
    iron	
    spike	
    protrudes	
    from	
    
  one	
    of	
    the	
    pit’s	
    walls.	
    
  19	
    
  Water	
    oozes	
    from	
    the	
    pit’s	
    walls..	
    Mud	
    coats	
    the	
    
  pit’s	
    floor.	
    
  20	
    
  Thick,	
    dried	
    mud	
    coats	
    the	
    pit’s	
    floor.	
    
  21	
    
  A	
    pile	
    of	
    rubble	
    fills	
    one	
    corner	
    of	
    the	
    pit.	
    
  22	
    
  Rubbish	
    and	
    detritus	
    fills	
    the	
    pit	
    and	
    reduces	
    the	
    
  falling	
    damage	
    by	
    1d6.	
    
  23	
    
  Rubbish	
    and	
    detritus	
    fills	
    the	
    pit	
    and	
    reduces	
    the	
    
  falling	
     damage.	
     Disease	
     lurks	
     in	
     the	
     festering	
    
  mass,	
     however.	
     Those	
     falling	
     into	
     the	
     pit	
     may	
    
  contract	
    a	
    virulent	
    strain	
    of	
    various	
    illnesses.	
    
  24	
    
  Spider	
    webs	
    cluster	
    thickly	
    in	
    the	
    corner	
    of	
    the	
    
  pit;	
    not	
    enough	
    spiders	
    dwell	
    therein	
    to	
    form	
    a	
    
  swarm.	
    
  25	
    
  A	
    large	
    (dried)	
    bloodstain	
    mars	
    the	
    pit’s	
    floor.	
    
  26	
    
  The	
    air	
    in	
    the	
    pit	
    smells	
    musty.	
    
  27	
    
  The	
     scorched	
     remnants	
     of	
     green	
     slime	
     cling	
     to	
    
  the	
    pit’s	
    walls.	
    They	
    are	
    now	
    harmless.	
    
  28	
    
  Fresh	
    water	
    oozes	
    up	
    through	
    cracks	
    in	
    the	
    floor	
    
  creating	
    a	
    small	
    pool.	
    	
    
  29	
    
  Bat	
    guano	
    covers	
    the	
    floor.	
    
  30	
    
  Fungus	
     grows	
     on	
     the	
     walls.	
     The	
     walls	
     are	
    
  slippery.	
    
  31	
    
  Cold	
    air	
    issues	
    out	
    of	
    small	
    cracks	
    in	
    the	
    floor	
    and	
    
  walls	
    of	
    the	
    pit.	
    	
    
  32	
    
  Glowing	
     fungi	
     fills	
     the	
     pit	
     with	
     a	
     soft,	
     shadowy	
    
  green	
    light.	
    	
    
  33	
    
  Mud	
    covers	
    the	
    pit	
    floor	
    and	
    white	
    mushrooms	
    
  grow	
    within.	
    Insects	
    infest	
    the	
    pit.	
    	
    
  34	
    
  The	
    words	
    “Tell	
    Adosan,	
    I	
    love	
    her”	
    are	
    scratched	
    
  into	
    the	
    pit’s	
    floor.	
    
  35	
    
  The	
    pit’s	
    walls	
    have	
    become	
    unstable.	
    
  36	
    
  Hand	
     and	
     foot	
     holes	
     have	
     been	
     crudely	
     craved	
    
  into	
    one	
    wall,	
    making	
    the	
    climbing	
    easier.	
    
  37	
    
  The	
    faint	
    smell	
    of	
    rotten	
    flesh	
    pervades	
    the	
    pit.	
    
  38	
    
  The	
    stench	
    of	
    urine	
    and	
    fear	
    fills	
    the	
    pit.	
    
  39	
    
  A	
    cloud	
    of	
    flies	
    buzz	
    about	
    the	
    rotting	
    corpses	
    of	
    
  several	
    large	
    rats.	
    
  40	
    
  Sand,	
     about	
     1	
     ft.	
     deep,	
     covers	
     the	
     floor	
     of	
     the	
    
  pit.	
    	
    
  41	
    
  Dry	
    soil,	
    about	
    2	
    ft.	
    deep,	
    covers	
    the	
    pit	
    floor.	
    	
    
  42	
    
  A	
     large	
     dried	
     bloodstain	
     mars	
     part	
     of	
     the	
     pit	
    
  floor.	
    	
    
  43	
    
  Cobwebs	
     cover	
     the	
     walls;	
     many	
     spiders	
     dwell	
    
  within,	
    but	
    not	
    enough	
    to	
    form	
    a	
    swarm.	
    
  44	
    
  A	
     field	
     of	
     half-­‐foot	
     high	
     mushrooms	
     covers	
     the	
    
  pit	
    floor.	
    
  45	
    
  A	
     pile	
     of	
     soot,	
     blackened	
     stones	
     and	
     charred	
    
  wood	
     bare	
     mute	
     testimony	
     to	
     a	
     fire	
     set	
     years	
    
  ago.	
     Casual	
     observation	
     uncovers	
     the	
     scorched	
    
  bones	
    of	
    several	
    rats.	
    	
    
  46	
    
  The	
     cloying	
     stench	
     of	
     rotting	
     flesh	
     and	
    
  excrement	
    hangs	
    in	
    the	
    air.	
    
  47	
    
  A	
     half-­‐decayed	
     body	
     of	
     a	
     goblin	
     lies	
     slumped	
    
  against	
    one	
    wall.	
    Dressed	
    in	
    rags,	
    he	
    has	
    nothing	
    
  of	
    value.	
    Scrutiny	
    reveals	
    the	
    creature	
    died	
    of	
    a	
    
  broken	
    skull.	
    
  48	
    
  A	
     large	
     colony	
     of	
     white	
     ants	
     live	
     in	
     the	
     cracks	
    
  running	
     through	
     the	
     walls	
     and	
     floor	
     of	
     the	
     pit.	
    
  They	
    are	
    numerous,	
    but	
    harmless.	
    
  49	
    
  Old	
    and	
    dried	
    excrement	
    has	
    been	
    daubed	
    over	
    
  one	
    wall.	
    It	
    is	
    crumbly	
    and	
    flakes	
    off	
    easily.	
    
  50	
    
  Dried	
    bloodstains	
    smear	
    one	
    wall;	
    however,	
    they	
    
  do	
    mark	
    the	
    easiest	
    climb	
    out	
    of	
    the	
    pit.	
    
  51	
    
  “Have	
    mercy	
    on	
    my	
    soul”	
    is	
    scratched	
    into	
    one	
    
  wall.	
    
  52	
    
  A	
    small	
    pile	
    of	
    rubble	
    lies	
    stacked	
    in	
    one	
    corner.	
    
  A	
    crushed	
    skeletal	
    hand	
    lies	
    buried	
    within.	
    
  53	
    
  The	
    remains	
    of	
    torn	
    and	
    burnt	
    cobwebs	
    cling	
    to	
    
  the	
     pit’s	
     walls.	
     Hundreds	
     of	
     decaying	
     crushed	
    
  and	
    burnt	
    spider	
    corpses	
    litter	
    the	
    floor.	
    
  54	
    
  One	
    wall	
    is	
    whitewashed.	
    The	
    colour	
    is	
    faded	
    and	
    
  discoloured.	
    
  
  145	
    
  55	
    
  “Hunger	
    for	
    Death”	
    is	
    carved	
    into	
    one	
    wall.	
    
  56	
    
  One	
     wall	
     has	
     partially	
     collapsed.	
     The	
     resultant	
    
  rubble	
    pile	
    is	
    easy	
    to	
    scale	
    and	
    reduces	
    the	
    pit’s	
    
  depth	
    by	
    15	
    ft.	
    on	
    that	
    side.	
    
  57	
    
  A	
    bleached,	
    cracked	
    skull	
    leers	
    up	
    from	
    the	
    floor.	
    
  58	
    
  Green	
    slime	
    oozes	
    down	
    one	
    wall.	
    A	
    natur-­‐savvy	
    
  character	
     may	
     determine	
     that	
     it’s	
     not	
     *that*	
    
  kind	
    of	
    green	
    slime	
    
  59	
    
  A	
    bent	
    miner’s	
    pick	
    lies	
    abandoned	
    in	
    the	
    pit.	
    
  60	
    
  One	
     wall	
     has	
     been	
     partially	
     melted.	
     The	
     wall	
     is	
    
  very	
    smooth.	
    	
    
  61	
    
  Dust	
    covers	
    the	
    pit’s	
    floor.	
    No	
    tracks	
    are	
    evident.	
    
  62	
    
  Spikes	
    once	
    festooned	
    the	
    floor,	
    but	
    they	
    now	
    lie	
    
  battered	
     and	
     scattered	
     about	
     the	
     pit.	
     Several	
    
  bear	
    ominous	
    bloodstains.	
    
  63	
    
  A	
    smashed	
    mirror,	
    burst	
    waterskin	
    and	
    a	
    ripped	
    
  sack	
    are	
    piled	
    in	
    one	
    corner.	
    	
    
  64	
    
  A	
     crude	
     painting	
     of	
     humans	
     slaughtering	
     orcs	
    
  decorates	
    one	
    wall.	
    It	
    is	
    done	
    in	
    blood	
    and	
    ink.	
    
  Water	
     dripping	
     down	
     the	
     wall	
     has	
     destroyed	
    
  much	
    of	
    the	
    picture.	
    
  65	
    
  A	
    character	
    falling	
    into	
    the	
    pit	
    activates	
    a	
    magical	
    
  alarm.	
    
  66	
    
  A	
    character	
    falling	
    into	
    the	
    pit	
    activates	
    a	
    magical	
    
  message.	
    The	
    mouth	
    cackles	
    loudly.	
    	
    
  67	
    
  A	
     silver	
     piece	
     has	
     been	
     placed	
     into	
     eight	
     small	
    
  holes	
    in	
    the	
    pit	
    floor.	
    They	
    are	
    old	
    and	
    tarnished.	
    
  68	
    
  A	
     pile	
     of	
     bodily	
     wastes	
     has	
     attracted	
     a	
     small	
    
  number	
    of	
    pale	
    white	
    ants	
    into	
    the	
    pit.	
    They	
    live	
    
  in	
    crevices	
    in	
    the	
    walls	
    and	
    are	
    harmless.	
    	
    
  69	
    
  A	
    discarded	
    slashed	
    and	
    torn	
    map	
    shows	
    a	
    route	
    
  from	
    the	
    dungeon	
    entrance	
    to	
    the	
    pit.	
    	
    
  70	
    
  A	
     dried	
     blood	
     trail	
     leads	
     up	
     one	
     wall.	
     It	
     seems	
    
  someone	
     who	
     fell	
     in	
     was	
     badly	
     hurt	
     but	
    
  managed	
    to	
    climb	
    out.	
    
  71	
    
  Phosphorescent	
    fungi	
    grows	
    on	
    the	
    underside	
    of	
    
  the	
    pit’s	
    lid.	
    	
    
  72	
    
  “Geralt’s	
    Folly”	
    is	
    carved	
    into	
    one	
    wall.	
    
  73	
    
  Scratch	
    marks	
    mar	
    the	
    underside	
    of	
    the	
    pit’s	
    lid.	
    
  74	
    
  Soot	
    stains	
    cover	
    the	
    underside	
    of	
    the	
    pit’s	
    lid.	
    
  75	
    
  A	
    cluster	
    of	
    bloody	
    handprints	
    decorate	
    one	
    wall.	
    
  76	
    
  A	
     single	
     two-­‐foot	
     high	
     mushroom	
     grows	
     in	
     the	
    
  centre	
    of	
    the	
    pit.	
    It	
    reduces	
    the	
    falling	
    damage	
    of	
    
  a	
    character	
    landing	
    on	
    it	
    by	
    1d6.	
    
  77	
    
  A	
    macabre	
    display	
    of	
    bones	
    covers	
    the	
    pit’s	
    walls	
    
  and	
     the	
     underside	
     of	
     its	
     lid.	
     The	
     bones	
     are	
    
  attached	
    to	
    wires	
    and	
    rattle	
    when	
    the	
    lid	
    opens	
    
  (and	
    for	
    a	
    few	
    minutes	
    afterwards).	
    
  78	
    
  A	
     pair	
     of	
     faded,	
     red	
     eyes	
     is	
     painted	
     onto	
     the	
    
  underside	
    of	
    the	
    pit’s	
    lid.	
    
  79	
    
  A	
    pair	
    of	
    rusting	
    short	
    swords	
    and	
    the	
    remains	
    of	
    
  several	
     skeletons	
     fill	
     the	
     pit.	
     Sharpened	
     leg	
    
  bones	
     have	
     been	
     jammed	
     into	
     crevices	
     in	
     the	
    
  rocks;	
    they	
    serve	
    as	
    impromptu	
    pitons.	
    
  80	
    
  An	
    iron	
    spike	
    pierces	
    the	
    wall	
    just	
    below	
    the	
    pit’s	
    
  lid.	
     A	
     frayed	
     three-­‐foot	
     piece	
     of	
     ropes	
     hangs	
    
  from	
    it.	
    
  81	
    
  Water	
    oozes	
    out	
    from	
    the	
    bottom	
    of	
    one	
    wall.	
    
  82	
    
  The	
    pit	
    lid	
    does	
    not	
    shut	
    perfectly,	
    leaving	
    a	
    thin	
    
  slit	
    through	
    which	
    light	
    and	
    fresh	
    air	
    enters	
    the	
    
  pit.	
    
  83	
    
  The	
    air	
    inside	
    the	
    pit	
    is	
    unnaturally	
    cold.	
    
  84	
    
  Minerals	
     in	
     the	
     pits	
     walls	
     glimmer	
     invitingly	
     in	
    
  the	
    light.	
    They	
    look	
    attractive,	
    but	
    are	
    worthless.	
    	
    
  85	
    
  An	
    iron	
    ladder	
    leads	
    up	
    from	
    the	
    floor	
    to	
    the	
    pit’s	
    
  lid.	
     Several	
     holes	
     in	
     the	
     lid	
     are	
     big	
     enough	
     to	
    
  thrust	
    a	
    spear	
    through.	
    	
    
  86	
    
  When	
    the	
    pit’s	
    lid	
    shuts,	
    only	
    one	
    side	
    operates	
    
  properly.	
    The	
    other	
    remains	
    stuck	
    open.	
    	
    
  87	
    
  Sounds	
    from	
    the	
    area	
    above	
    the	
    pit	
    filter	
    through	
    
  a	
    score	
    of	
    small	
    holes	
    in	
    its	
    lid.	
    
  88	
    
  The	
     acoustics	
     of	
     the	
     pit	
     create	
     weird,	
     muffled	
    
  echoes	
     that	
     linger	
     for	
     longer	
     than	
     they	
     would	
    
  normally	
    do.	
    	
    
  89	
    
  Thick,	
    wiry	
    mottled	
    black	
    fungus	
    covers	
    one	
    wall	
    
  and	
    part	
    of	
    the	
    floor.	
    
  90	
    
  The	
    smell	
    of	
    sweat	
    and	
    smoke	
    hang	
    in	
    the	
    air.	
    
  91	
    
  A	
    gigantic	
    representation	
    of	
    the	
    holy	
    symbol	
    of	
    
  an	
     evil	
     god	
     made	
     of	
     carefully	
     placed	
     rubble	
    
  decorates	
    the	
    floor.	
    
  92	
    
  A	
    gigantic	
    representation	
    of	
    the	
    holy	
    symbol	
    of	
    
  an	
     evil	
     god	
     decorates	
     the	
     floor.	
     It	
     has	
     been	
    
  comprehensively	
    scratched	
    and	
    defaced.	
    	
    
  93	
    
  Fleas	
     infest	
     the	
     carcass	
     of	
     several	
     dire	
     rats.	
    
  Characters	
    in	
    the	
    pit	
    must	
    be	
    lucky	
    	
    or	
    itch	
    and	
    
  scratch	
    until	
    they	
    bathe.	
    	
    
  94	
    
  A	
    ripped	
    and	
    torn	
    sack	
    contains	
    2	
    days	
    worth	
    of	
    
  crushed	
    trail	
    rations	
    and	
    a	
    shattered	
    spyglass.	
    
  95	
    
  Alternating	
    thick	
    stripes	
    of	
    black	
    and	
    white	
    paint	
    
  cover	
    the	
    pit’s	
    walls.	
    	
    
  96	
    
  Smoke	
    or	
    steam	
    issues	
    from	
    small	
    cracks	
    in	
    the	
    
  pit’s	
    floor.	
    The	
    floor	
    is	
    noticeably	
    warm.	
    
  97	
    
  A	
    pouch	
    containing	
    12	
    gp,	
    a	
    healing	
    potion	
    and	
    a	
    
  map	
    fragment	
    lie	
    on	
    a	
    natural	
    shelf	
    halfway	
    up	
    
  one	
    wall.	
    
  98	
    
  A	
    single	
    bloody	
    handprint	
    mars	
    the	
    underside	
    of	
    
  the	
    pit’s	
    lid.	
    
  99	
    
  Roll	
     twice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     99-­‐
  100.	
    
  100	
    
  Roll	
     thrice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     99-­‐
  100.	
    
  	
    
  	
    
  
  146	
    
  P O O L S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Pools	
    add	
    an	
    element	
    of	
    mystery	
    to	
    a	
    dungeon.	
    In	
    their	
    often-­‐
  murky	
     depths,	
     they	
     can	
     hide	
     both	
     treasure	
     and	
     monsters	
     or	
    
  connect	
    via	
    a	
    hidden	
    passageway	
    to	
    elsewhere	
    in	
    the	
    dungeon.	
    
  Pools	
     in	
     dungeons	
     can	
     be	
     magical	
     or	
     mundane.	
     Some	
     are	
    
  naturally	
    occurring	
    with	
    swiftly	
    flowing	
    water,	
    while	
    others	
    are	
    
  constructed	
     at	
     the	
     dungeon	
     architect’s	
     whim	
     and	
     feature	
    
  elaborate	
    fountains	
    or	
    other	
    features.	
    	
    
  	
    
  Pools	
    make	
    an	
    excellent	
    addition	
    to	
    a	
    dungeon,	
    allowing	
    the	
    
  GM	
     to	
     create	
     interesting	
     encounters	
     utilizing	
     clues,	
     monsters,	
    
  puzzles	
     or	
     traps.	
     No	
     matter	
     the	
     pool	
     type,	
     it	
     is	
     only	
     a	
     brave	
    
  adventurer	
    who	
    willing	
    steps	
    into	
    unknown	
    waters.	
    Players	
    are	
    
  wise	
     to	
     approach	
     a	
     pool	
     cautiously,	
     even	
     if	
     it	
     initially	
     seems	
    
  innocent	
    enough.	
    
  P O O L  T Y P E S  
  Pools	
    can	
    come	
    in	
    many	
    sizes	
    and	
    shapes.	
    When	
    creating	
    a	
    pool	
    
  select	
    one	
    characteristic	
    from	
    each	
    type	
    listed	
    below.	
    
  § 
  Depth:	
    Deep	
    or	
    shallow.	
    
  § 
  Water	
    Flow:	
    Calm,	
    rough	
    or	
    stormy.	
    
  § 
  Temperature:	
    Warm,	
    cold	
    or	
    very	
    cold.	
    
  § 
  Origin:	
    Constructed	
    or	
    natural.	
    
  D E P T H  
  Pools	
    are	
    either	
    deep	
    or	
    shallow.	
    
  	
    
  Shallow:	
    Shallow	
    pools	
    have	
    a	
    depth	
    of	
    less	
    than	
    10	
    ft.	
    and	
    
  the	
    following	
    characteristics:	
    	
    
  § 
  Clear:	
     Unless	
     the	
     water	
     is	
     described	
     as	
     particularly	
     murky,	
    
  vision	
    in	
    a	
    shallow	
    pool	
    is	
    4d8	
    x	
    10	
    ft.	
    
  	
    
  Deep:	
    Deep	
    pools	
    typically	
    have	
    a	
    depth	
    of	
    over	
    10	
    ft.	
    and	
    
  the	
    following	
    characteristics:	
    	
    
  § 
  Murky:	
     Unless	
     the	
     dungeon	
     is	
     brightly	
     lit,	
     deep	
     pools	
     are	
    
  generally	
    murky,	
    reducing	
    vision	
    to	
    1d8	
    x	
    10	
    ft.	
    
  Very	
    Deep	
    Water:	
    Very	
    deep	
    water	
    is	
    dangerous	
    to	
    swimmers:	
    
  §
  Pitch	
    Black:	
    It	
    is	
    pitch	
    black	
    in	
    very	
    deep	
    water.
  § 
  Water	
     Pressure:	
     For	
     every	
     100	
     ft.	
     a	
     swimmer	
     is	
     below	
     the	
    
  surface,	
    he	
    suffers	
    nonlethal	
    damage	
    each	
    minute.	
    
  W A T E R  F L O W  
  § 
  Calm	
    Water:	
    Calm	
    water	
    makes	
    swimming	
    easy.	
    
  § 
  Rough	
     Water:	
     Rough	
     water	
     requires	
     moderate	
     swimming	
    
  prowess.	
    
  § 
  Stormy	
     Water:	
     Stormy	
     water	
     requires	
     significant	
     swimming	
    
  prowess.	
    
  T E M P E R A T U R E  
  Most	
    underground	
    water	
    is	
    cold	
    or	
    very	
    cold:	
    	
    
  § 
  Very	
     Cold:	
     Very	
     cold	
     water	
     deals	
     nonlethal	
     damage	
     from	
    
  hypothermia	
    per	
    minute	
    of	
    exposure.	
    
  O R I G I N  
  Pool	
     are	
     either	
     constructed	
     or	
     of	
     natural	
     origin	
     and	
     have	
     the	
    
  following	
    characteristics:	
    	
    
  	
    
  Constructed:	
     Built	
     by	
     intelligent	
     creatures	
     such	
     pools	
     are	
    
  sometimes	
    built	
    with	
    other	
    exotic	
    materials	
    besides	
    stone.
  § 
  Construction:	
    It	
    is	
    possible	
    to	
    determine	
    the	
    type	
    of	
    creature	
    
  who	
    constructed	
    the	
    pool.	
    
  § 
  Partial	
    Cover:	
    Some	
    constructed	
    pools	
    have	
    an	
    encircling	
    wall	
    
  around	
    them	
    2	
    ½	
    ft.	
    –	
    4	
    ft.	
    high.	
    These	
    walls	
    provide	
    partial	
    
  cover	
    to	
    creatures	
    in	
    the	
    same	
    square.	
    Most	
    walls	
    are	
    made	
    
  from	
    the	
    same	
    material	
    as	
    the	
    pool.	
    
  	
    
  Natural:	
     Natural	
     pools	
     occur	
     organically	
     in	
     dungeons	
     and	
    
  usually	
    feature	
    rough	
    stone	
    walls	
    and	
    floor.	
    They	
    are	
    often	
    fed	
    
  through	
    natural	
    fissures	
    in	
    the	
    rock	
    or	
    formed	
    by	
    water	
    dripping	
    
  down	
    from	
    above.	
    The	
    water	
    within	
    is	
    often	
    cold	
    and	
    pure.	
    	
    
  C O N S T R U C T I O N  
  While	
     most	
     pools	
     are	
     carved	
     from	
     roughly	
     hewn	
     stone,	
     some	
    
  constructed	
    pools	
    can	
    be	
    built	
    from	
    more	
    unusual	
    materials.	
    The	
    
  statistics	
    below	
    represent	
    a	
    pool’s	
    floor	
    and	
    walls.	
    
  	
    
  MATERIAL	
    
  HARDNESS	
    
  HIT	
    POINTS	
    
  BREAK	
    
  Bone	
    
  Fragile	
    
  Medium	
    
  Moderate	
    
  Glass*
  Fragile	
    
  Medium	
    
  Moderate	
    
  Iron	
    
  Nigh	
    
  indestructible	
    
  Vast	
    
  Hard	
    
  Stone	
    (Hewn)	
    
  Very	
    hard	
    
  High	
    
  Nigh	
    
  indestructible	
    
  Stone	
    
  (Masonry)	
    
  Very	
    hard	
    
  High	
    
  Very	
    hard	
    
  Stone	
    
  (Natural)	
    
  Very	
    hard	
    
  Vast	
    
  Nigh	
    
  indestructible	
    
  Wood	
    
  Solid	
    
  High	
    
  Moderate	
    
  *magically	
    treated	
    
  	
    
  R A N D O M  E N C O U N T E R S  
  Not	
    only	
    can	
    pools	
    serve	
    as	
    a	
    secret	
    passageway	
    to	
    other	
    parts	
    
  of	
     the	
     dungeon,	
     they	
     are	
     also	
     great	
     places	
     to	
     spring	
     an	
    
  unexpected	
     encounter	
    on	
    characters	
    as	
    dungeon	
    denizens	
    are	
    
  often	
     drawn	
     to	
     water.	
     The	
     difficulty	
     of	
     fighting	
     underwater	
    
  creatures	
    presents	
    new	
    tactical	
    challenges	
    to	
    your	
    players.	
    
  
  147	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  pools.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    
  on	
     your	
     dungeon’s	
     setup	
     –	
     ignore	
     or	
     modify	
     such	
     entries	
     as	
    
  appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  Small,	
    brightly	
    painted	
    tiles	
    encircle	
    the	
    edge	
    of	
    
  the	
    pool.	
    The	
    tiles	
    are	
    slightly	
    slippery.	
    
  06-­‐10	
    
  The	
     walls	
     of	
     the	
     pool	
     slope	
     downward,	
     curving	
    
  towards	
    the	
    centre.	
    
  11-­‐12	
    
  A	
     small	
     10	
     ft.	
     by	
     x	
     10	
     ft.	
     pit	
     rests	
     in	
     the	
     pool’s	
    
  bottom.	
    It	
    is	
    15	
    ft.	
    deep.	
    
  13-­‐14	
    
  An	
     underground	
     spring	
     makes	
     the	
     pool	
     water	
    
  scalding	
     hot,	
     dealing	
     fire	
     damage	
     per	
     round	
     to	
    
  any	
    immersed	
    creature.	
    
  15-­‐16	
    
  The	
    floor	
    of	
    the	
    pool	
    is	
    exceptionally	
    rough	
    and	
    
  uneven;	
    it	
    does	
    not	
    count	
    as	
    firm	
    footing.	
    
  17-­‐18	
    
  Stalactites	
     hang	
     down	
     from	
     the	
     ceiling,	
     almost	
    
  touching	
    the	
    surface	
    of	
    the	
    pool.	
    
  19-­‐20	
    
  Hewn	
    stone	
    steps	
    descend	
    into	
    the	
    pool.	
    
  21-­‐22	
    
  Two	
    magical	
    flames	
    light	
    the	
    pool’s	
    depths.	
    
  23-­‐24	
    
  	
    Careful	
     observation	
     discerns	
     perfectly	
     aligned,	
    
  tiny	
    holes	
    bored	
    into	
    the	
    pool’s	
    walls.	
    
  25-­‐26	
    
  The	
    pool	
    water	
    is	
    very	
    salty,	
    making	
    it	
    easier	
    to	
    
  stay	
    afloat.	
    
  27-­‐28	
    
  Narrow	
    chutes	
    sloping	
    downwards	
    into	
    the	
    pool	
    
  are	
    spaced	
    every	
    3	
    ft.	
    along	
    the	
    pool’s	
    edge.	
    
  29-­‐30	
    
  The	
     glittering	
     water	
     radiates	
     faint	
     conjuration	
    
  magic.	
     Once	
     per	
     day,	
     a	
     creature	
     drinking	
     from	
    
  the	
     pool	
     receives	
     the	
     benefits	
     of	
     moderate	
    
  healing.	
    
  31-­‐32	
    
  A	
    fountain	
    of	
    a	
    halfling	
    spouting	
    water	
    from	
    an	
    
  upraised	
    tankard	
    stands	
    in	
    at	
    pool’s	
    centre.	
    
  33-­‐34	
    
  A	
    small	
    cave	
    hollows	
    out	
    one	
    of	
    the	
    walls.	
    
  35-­‐36	
    
  The	
    pool	
    is	
    fed	
    by	
    a	
    natural	
    underground	
    stream.	
    
  37-­‐38	
    
  The	
     walls	
     of	
     the	
     pool	
     progress	
     towards	
     the	
    
  bottom	
    like	
    a	
    set	
    of	
    stairs	
    
  39-­‐40	
    
  In	
    the	
    middle	
    of	
    the	
    pool,	
    a	
    natural	
    pillar	
    of	
    stone	
    
  has	
    formed,	
    rising	
    just	
    inches	
    about	
    the	
    surface.	
    
  41-­‐42	
    
  Half	
    of	
    the	
    pool’s	
    walls	
    are	
    of	
    finished	
    stone	
    and	
    
  the	
     other	
     half	
     are	
     unworked	
     as	
     if	
     the	
     builder	
    
  stopped	
    halfway	
    through	
    its	
    construction.	
    
  43-­‐44	
    
  A	
     short,	
     twisted	
     tunnel	
     leads	
     off	
     from	
     the	
    
  bottom	
    of	
    the	
    pool	
    and	
    runs	
    90	
    ft.	
    before	
    ending	
    
  in	
    a	
    small	
    alcove.	
    Traversing	
    the	
    winding	
    tunnel	
    
  is	
    pretty	
    difficult.	
    
  45-­‐46	
    
  The	
    water	
    is	
    black	
    and	
    oily.	
    A	
    creature	
    drinking	
    
  from	
    the	
    pool	
    is	
    affected	
    by	
    a	
    curse..	
    	
    
  47-­‐48	
    
  The	
    dungeon’s	
    floor	
    slopes	
    downward	
    steeply	
    to	
    
  the	
    pool’s	
    edge.	
    
  49-­‐50	
    
  Medium-­‐sized	
     holes	
     in	
     the	
     pool’s	
     walls	
     lead	
     to	
    
  perfectly	
    circular	
    chambers.	
    
  51-­‐52	
    
  A	
    capable	
    scholar	
    identifies	
    hymnals	
    written	
    to	
    a	
    
  long	
    forgotten	
    deity	
    along	
    the	
    pool’s	
    bottom.	
    
  53-­‐54	
    
  Small	
    statues	
    of	
    fish	
    stand	
    on	
    the	
    pool’s	
    bottom.	
    
  One	
    larger	
    fish	
    is	
    depicted	
    chasing	
    the	
    others.	
    
  55-­‐56	
    
  The	
    north	
    and	
    south	
    walls	
    of	
    the	
    pool	
    are	
    set	
    at	
    
  an	
     angle	
     while	
     the	
     east	
     and	
     west	
     walls	
     are	
    
  perfectly	
    straight.	
    
  57-­‐58	
    
  The	
     bottom	
     floor	
     of	
     the	
     pool	
     has	
     been	
     tiled	
     in	
    
  smooth	
    pebbles.	
    
  59-­‐60	
    
  Stone	
     carvings	
     of	
     demonic	
     heads	
     line	
     the	
    
  perimeter	
     of	
     the	
     pool.	
     An	
     engineering-­‐savvy	
    
  character	
     may	
     determine	
     that	
     they	
     once	
     were	
    
  used	
    to	
    fill	
    the	
    pool	
    with	
    water.	
    
  61-­‐62	
    
  The	
     pool’s	
     walls	
     are	
     lined	
     with	
     numerous	
    
  handholds.	
    
  63-­‐64	
    
  Four	
     marble	
     pillars,	
     one	
     at	
     each	
     corner	
     of	
     the	
    
  square-­‐shaped	
    pool,	
    support	
    a	
    domed	
    roof.	
    
  65-­‐66	
    
  The	
    pool	
    coils	
    downwards,	
    much	
    like	
    a	
    snake.	
    
  67-­‐68	
    
  Slippery,	
     narrow	
     stone	
     archways	
     crisscross	
     the	
    
  pool	
    2	
    ft.	
    over	
    its	
    surface,	
    requiring	
    skill	
    to	
    cross	
    
  without	
    falling	
    in.	
    
  69-­‐70	
    
  The	
     pool	
     water	
     is	
     very	
     cold.	
     Swimmers	
     in	
     the	
    
  pool	
     take	
     nonlethal	
     damage	
     per	
     minute	
     of	
    
  exposure.	
    
  71-­‐72	
    
  Small	
    streams	
    of	
    water	
    sprout	
    from	
    multiple	
    fist-­‐
  sized	
    holes	
    in	
    one	
    of	
    the	
    dungeon’s	
    walls	
    to	
    feed	
    
  the	
    pool.	
    
  73-­‐74	
    
  The	
    pool’s	
    surface	
    acts	
    like	
    a	
    mirror.	
    
  75-­‐76	
    
  The	
     pool	
     water	
     is	
     strangely	
     thick	
     and	
     heavy,	
    
  making	
    swimming	
    more	
    difficult.	
    
  77-­‐78	
    
  Alternating	
    shelves	
    of	
    rock	
    jut	
    randomly	
    from	
    the	
    
  walls	
    of	
    the	
    pool.	
    
  79-­‐80	
    
  Thousands	
     of	
     tiny	
     spikes	
     cover	
     the	
     floor	
     of	
     the	
    
  pool,	
    acting	
    like	
    caltrops	
    to	
    anyone	
    walking	
    along	
    
  the	
    bottom.	
    
  81-­‐82	
    
  The	
    pool	
    water	
    has	
    a	
    greenish	
    tinge	
    to	
    it	
    and	
    is	
    
  acidic,	
     dealing	
     acid	
     damage	
     to	
     any	
     creature	
    
  touching	
    it.	
    
  83-­‐84	
    
  The	
    pool	
    is	
    shaped	
    like	
    an	
    inverted	
    pyramid.	
    
  85-­‐86	
    
  The	
     water	
     in	
     the	
     pool	
     swirls	
     counter	
     clockwise	
    
  for	
    1d4	
    rounds	
    and	
    then	
    swirl	
    clockwise	
    for	
    the	
    
  same	
    length	
    of	
    time.	
    
  87-­‐88	
    
  Careful	
    observation	
    notices	
    a	
    lever	
    that	
    releases	
    
  a	
    metal	
    grate	
    that	
    slides	
    out	
    to	
    cover	
    the	
    surface	
    
  of	
    the	
    pool.	
    
  89-­‐90	
    
  At	
    the	
    bottom	
    of	
    the	
    pool	
    rests	
    a	
    small	
    statue	
    of	
    
  a	
     girl	
     holding	
     an	
     orb.	
     Once	
     per	
     year,	
     anyone	
    
  touching	
    the	
    statue	
    receives	
    the	
    benefits	
    of	
    a	
    a	
    
  divination.	
    
  91-­‐92	
    
  The	
     pool’s	
     water	
     is	
     filled	
     with	
     thick	
     sediment,	
    
  reducing	
    vision	
    to	
    1d4	
    x	
    10	
    ft.	
    
  93-­‐94	
    
  The	
    pool	
    is	
    shaped	
    to	
    appear	
    as	
    a	
    snarling	
    beast.	
    
  95-­‐99	
    
  Roll	
     twice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     95-­‐
  100.	
    
  100	
    
  Roll	
     thrice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     95-­‐
  100.	
    
  	
    
  	
    
  	
    
  
  148	
    
  P O O L S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
     pools.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  A	
     sodden,	
     decaying	
     goblin,	
     or	
     other	
     humanoid,	
    
  floats	
    face	
    down	
    in	
    the	
    pool.	
    
  2	
    
  2,000	
    copper	
    pieces	
    line	
    the	
    pool’s	
    bottom.	
    
  3	
    
  The	
    pool’s	
    water	
    glows	
    with	
    a	
    strange	
    luminosity	
    
  like	
    torchlight	
    that	
    lasts	
    for	
    1	
    hour	
    if	
    bottled.	
    
  4	
    
  Small	
    white	
    fish	
    swim	
    languidly	
    in	
    the	
    pool.	
    
  5	
    
  The	
    pool	
    water	
    is	
    artificially	
    dyed	
    red.	
    
  6	
    
  Stone	
    spouts	
    depicting	
    fairy	
    creatures	
    along	
    the	
    
  pool’s	
     perimeter	
     spray	
     coloured	
     water	
     into	
     the	
    
  pool.	
    	
    
  7	
    
  The	
     walls	
     of	
     the	
     pools	
     have	
     been	
     lined	
     with	
    
  mirrors.	
    Some	
    are	
    broken.	
    
  8	
    
  Three	
     humanoid	
     skeletons	
     lie	
     entwined	
     on	
     the	
    
  pool’s	
    bottom.	
    
  9	
    
  A	
    gnawed	
    rope	
    dangles	
    into	
    the	
    pool.	
    
  10	
    
  Garbage	
    and	
    waste	
    litter	
    the	
    pool.	
    
  11	
    
  Anyone	
     staring	
     into	
     the	
     pool	
     is	
     subject	
     to	
     a	
    
  permanent	
     illusion	
     depicting	
     a	
     giant	
     kraken	
    
  racing	
    upwards.	
    
  12	
    
  Bones	
    from	
    many	
    humanoids	
    fill	
    the	
    pool.	
    
  13	
    
  Dozens	
    of	
    tiny,	
    almost	
    translucent	
    fish	
    blink	
    from	
    
  colour	
    to	
    colour	
    as	
    they	
    swim	
    in	
    the	
    pool.	
    	
    
  14	
    
  A	
    skeleton	
    at	
    the	
    bottom	
    of	
    the	
    pool	
    wears	
    a	
    suit	
    
  of	
    rusty	
    full	
    plate.	
    	
    
  15	
    
  The	
    water	
    of	
    the	
    pool	
    has	
    an	
    oily	
    smell	
    and	
    feel.	
    
  It	
    is	
    highly	
    flammable	
    (treat	
    as	
    oil).	
    
  16	
    
  A	
     decorative	
     golden	
     plaque	
     set	
     above	
     the	
     pool	
    
  reads	
    in	
    Aquan,	
    “Alas,	
    here	
    is	
    all	
    that	
    remains	
    of	
    
  Aguaneos	
    the	
    water	
    elemental.”	
    
  17	
    
  Bloody	
    footprints	
    lead	
    up	
    to	
    the	
    pool’s	
    edge.	
    
  18	
    
  Any	
     creature	
     submerged	
     in	
     the	
     pool	
     hears	
    
  beautiful,	
    but	
    faint,	
    singing	
    in	
    Elven.	
    
  19	
    
  A	
    single	
    long	
    brazier	
    set	
    into	
    the	
    ground	
    encircles	
    
  the	
    perimeter	
    of	
    the	
    pool.	
    
  20	
    
  A	
    bloodstain	
    smears	
    the	
    side	
    of	
    the	
    pool.	
    
  21	
    
  Several	
    dead	
    fish	
    float	
    in	
    the	
    pool.	
    
  22	
    
  Fifty	
    10	
    gp	
    gems	
    have	
    been	
    set	
    underwater	
    into	
    
  the	
    pool’s	
    walls.	
    
  23	
    
  The	
    bottom	
    of	
    the	
    pool	
    is	
    painted	
    black	
    so	
    that	
    it	
    
  appears	
    deeper.	
    
  24	
    
  Statues	
     of	
     headless	
     maidens	
     dance	
     around	
     the	
    
  pool’s	
    edge.	
    Their	
    heads	
    lie	
    in	
    the	
    pool.	
    
  25	
    
  A	
    wooden	
    shield,	
    bitten	
    in	
    half,	
    bobs	
    ominously	
    
  in	
    the	
    pool.	
    
  26	
    
  Giant	
    lily	
    pads	
    that	
    hold	
    up	
    to	
    50	
    lbs.	
    cover	
    the	
    
  surface	
    of	
    the	
    pool.	
    	
    
  27	
    
  Parts	
    of	
    the	
    pool’s	
    side	
    have	
    crumbled	
    away	
    into	
    
  the	
    water.	
    The	
    rubble	
    forms	
    a	
    ramp	
    of	
    sorts	
    into	
    
  the	
    pool.	
    
  28	
    
  Algae	
    has	
    turned	
    the	
    water	
    blood	
    red	
    in	
    colour.	
    
  29	
    
  Mechanical	
    aptitude	
    can	
    be	
    used	
    to	
    fix	
    a	
    dragon	
    
  headed	
     spout	
     that	
     then	
     starts	
     to	
     belch	
     water	
    
  into	
    the	
    pool.	
    
  30	
    
  Broken	
     bits	
     of	
     armour	
     and	
     weapons	
     litter	
     the	
    
  edge	
    of	
    the	
    pool.	
    
  31	
    
  Foul	
    smelling	
    bubbles	
    pop	
    on	
    the	
    pool’s	
    surface.	
    
  32	
    
  Rubble	
    half	
    fills	
    the	
    pool.	
    
  33	
    
  Purplish	
    slime	
    fills	
    the	
    pool	
    and	
    adjacent	
    squares.	
    
  34	
    
  Obvious	
    signs	
    of	
    recent	
    flooding	
     –	
    water	
    marks	
    
  etc.	
    –	
    surround	
    the	
    pool.	
    
  35	
    
  Thousands	
     of	
     gold	
     pieces	
     appear	
     to	
     litter	
     the	
    
  pool’s	
     bottom.	
     In	
     fact,	
     it	
     is	
     an	
     illusion.	
     Anyone	
    
  seeing	
    through	
    the	
    illusion	
    hears	
    a	
    faint	
    mocking	
    
  laughter.	
    
  36	
    
  A	
    ring	
    of	
    demonic	
    statues	
    thrust	
    pitchforks	
    into	
    
  the	
    pool’s	
    water.	
    Their	
    faces	
    wear	
    expressions	
    of	
    
  ecstasy.	
    One	
    of	
    the	
    statue’s	
    pitchfork	
    is	
    missing.	
    
  37	
    
  Small,	
    glowing	
    stones	
    are	
    set	
    in	
    alcoves	
    along	
    the	
    
  pool’s	
     walls.	
     The	
     stones	
     immediately	
     stop	
    
  glowing	
    if	
    taken	
    from	
    the	
    pool.	
    
  38	
    
  A	
    series	
    of	
    metal	
    hoops	
    float	
    in	
    the	
    centre	
    of	
    the	
    
  pool,	
    getting	
    narrower	
    in	
    circumference	
    as	
    they	
    
  descend	
    towards	
    the	
    bottom.	
    
  39	
    
  A	
     humanoid	
     skeleton	
     clings	
     to	
     pool’s	
     edge;	
     its	
    
  lower	
    half	
    appears	
    to	
    have	
    been	
    dissolved.	
    
  40	
    
  One	
    wall	
    of	
    the	
    pool	
    has	
    collapsed.	
    
  41	
    
  Careful	
     observation	
     detects	
     faint	
     music	
     playing	
    
  beneath	
    the	
    pool’s	
    surface.	
    
  42	
    
  The	
    pool	
    is	
    only	
    half-­‐full	
    and	
    choked	
    with	
    slime.	
    
  43	
    
  Thick	
    cobwebs	
    stretch	
    across	
    the	
    pool.	
    
  44	
    
  Wooden	
    planks	
    have	
    been	
    nailed	
    over	
    the	
    pool.	
    
  45	
    
  A	
    fountain	
    in	
    the	
    middle	
    of	
    the	
    pool	
    depicts	
    two	
    
  gnomes	
     lovers.	
     Extensive	
     graffiti,	
     telling	
     crude	
    
  jokes,	
    covers	
    the	
    statues.	
    
  46	
    
  The	
     pool	
     abuts	
     a	
     dungeon	
     wall	
     carved	
     into	
     the	
    
  likeness	
     of	
     a	
     human	
     face	
     with	
     exaggerated	
    
  features.	
    One	
    eye	
    has	
    crumbled	
    away.	
    
  47	
    
  Large	
    dents	
    mar	
    the	
    pool’s	
    walls.	
    
  48	
    
  A	
     complete	
     city,	
     done	
     in	
     miniature,	
     covers	
     the	
    
  pool’s	
    floor,	
    Although	
    some	
    buildings	
    are	
    ruined,	
    
  it	
    is	
    clearly	
    a	
    work	
    of	
    genius.	
    
  49	
    
  Gold	
    fish	
    swim	
    lazily	
    in	
    the	
    pool.	
    
  50	
    
  A	
    dead	
    tree	
    sits	
    in	
    a	
    pot	
    next	
    to	
    the	
    pool’s	
    edge.	
    
  51	
    
  Debris	
    from	
    the	
    ceiling	
    occasionally	
    falls	
    into	
    the	
    
  pool.	
    Every	
    1d4	
    hours,	
    a	
    creature	
    standing	
    within	
    
  5	
    ft.	
    of	
    the	
    pool	
    risks	
    being	
    hit	
    by	
    debris.	
    
  52	
    
  Old,	
     well-­‐used	
     toys	
     lie	
     covered	
     in	
     dust	
     next	
     to	
    
  the	
    pool.	
    
  53	
    
  A	
    silver	
    placard	
    just	
    above	
    the	
    water	
    line	
    in	
    one	
    
  of	
    the	
    pool’s	
    walls	
    reads	
    in	
    Aquan,	
    “Beware	
    the	
    
  lurkers	
    below.”	
    
  54	
    
  The	
     pool’s	
     walls	
     have	
     many	
     small	
     niches	
     and	
    
  recesses	
     carved	
     into	
     them.	
     Some	
     may	
     contain	
    
  offerings	
    to	
    the	
    pool’s	
    protective	
    spirit.	
    
  
  149	
    
  55	
    
  Close	
     scrutiny	
     finds	
     carved	
     into	
     the	
     wall	
     in	
    
  Dwarven,	
     “Built	
     by	
     Zar	
     to	
     commemorate	
     the	
    
  crowning	
    of	
    King	
    Narganthal.”	
    
  56	
    
  The	
     pool’s	
     once	
     pure	
     water	
     is	
     fouled	
     with	
    
  rubbish	
    and	
    excrement.	
    
  57	
    
  Careful	
    observation	
    reveals	
    carved	
    into	
    a	
    wall	
    a	
    
  small	
     map	
     of	
     the	
     dungeon,	
     depicting	
     the	
     next	
    
  three	
    dungeon	
    rooms	
    before	
    a	
    missing	
    chunk	
    of	
    
  the	
    wall	
    cuts	
    it	
    off.	
    
  58	
    
  Numerous	
    wooden	
    holy	
    symbols	
    of	
    various	
    gods	
    
  float	
    in	
    the	
    pool.	
    Several	
    are	
    scorched	
    or	
    broken;	
    
  all	
    are	
    essentially	
    worthless.	
    
  59	
    
  An	
     old	
     wooden	
     bucket	
     attached	
     to	
     a	
     length	
     of	
    
  sodden	
    rope	
    bobs	
    in	
    the	
    pool.	
    	
    
  60	
    
  A	
    dead	
    humanoid	
    lies	
    next	
    to	
    the	
    pool,	
    clutching	
    
  a	
    water	
    skin	
    in	
    its	
    hands.	
    
  61	
    
  A	
    wooden	
    ladder	
    has	
    been	
    thrust	
    into	
    the	
    pool.	
    
  62	
    
  The	
    pool	
    is	
    filled	
    with	
    wine.	
    It	
    is	
    old	
    and	
    vinegary.	
    
  A	
    character	
    drinking	
    it,	
    becomes	
    sickened.	
    
  63	
    
  The	
     warm	
     pool	
     water	
     relaxes	
     the	
     mind.	
     A	
     fully	
    
  submerged	
     creature	
     experiences	
     supernatural	
    
  calm..	
    
  64	
    
  A	
    horrible	
    smell,	
    like	
    rotting	
    corpses,	
    wafts	
    from	
    
  the	
     pool	
     nauseating	
     adjacent	
     creatures	
     for	
     1d4	
    
  minutes.	
    
  65	
    
  Extinguished	
    tea	
    lights	
    bob	
    on	
    the	
    surface.	
    
  66	
    
  Discarded	
    clothing	
    floats	
    lazily	
    in	
    the	
    pool.	
    
  67	
    
  A	
    closer	
    look	
    	
    identifies	
    a	
    number	
    of	
    moulds	
    and	
    
  algae	
    living	
    near	
    a	
    hot	
    vent	
    in	
    the	
    pool’s	
    bottom	
    
  as	
    both	
    edible	
    and	
    nutritious.	
    
  68	
    
  Under	
    a	
    layer	
    of	
    slime	
    at	
    the	
    pool’s	
    bottom	
    lie	
    10	
    
  ancient	
    platinum	
    coins.	
    
  69	
    
  A	
    large	
    mirror	
    hangs	
    above	
    the	
    pool;	
    scum	
    and	
    
  algae	
    grow	
    on	
    it.	
    
  70	
    
  Deep	
     furrows	
     left	
     in	
     the	
     walls	
     by	
     huge	
     claws	
    
  indicate	
     that	
     something	
     huge	
     crawled	
     from	
     the	
    
  pool.	
    
  71	
    
  Graffiti	
    scratched	
    into	
    one	
    of	
    the	
    walls	
    in	
    reads	
    in	
    
  goblinoid,	
    “Boeg	
    smells	
    like	
    a	
    kitten.”	
    
  72	
    
  The	
     pool’s	
     walls	
     appear	
     to	
     have	
     been	
     recently	
    
  scorched	
     with	
     fire.	
     In	
     places,	
     the	
     heat	
     was	
     so	
    
  intense	
    the	
    stone	
    has	
    melted.	
    
  73	
    
  The	
    scales	
    of	
    a	
    silver	
    dragon	
    have	
    been	
    crudely	
    
  nailed	
    into	
    the	
    walls	
    of	
    the	
    pool.	
    Its	
    skull	
    lies	
    on	
    
  the	
    pool’s	
    bottom.	
    
  74	
    
  Several	
    dead	
    and	
    half-­‐eaten	
    fish	
    float	
    in	
    the	
    pool.	
    
  The	
    water	
    is	
    cloudy	
    and	
    covered	
    in	
    scum.	
    
  75	
    
  A	
    statue	
    of	
    a	
    humanoid	
    bent	
    down	
    to	
    drink	
    from	
    
  the	
    pool	
    squats	
    by	
    its	
    edge.	
    
  76	
    
  A	
     shattered	
     wooden	
     barricade	
     surrounds	
     the	
    
  pool.	
    Piece	
    of	
    it	
    float	
    in	
    the	
    pool.	
    	
    
  77	
    
  Large	
     puddles	
     dot	
     the	
     floor	
     near	
     the	
     pool	
     as	
     if	
    
  someone	
    recently	
    took	
    a	
    swim.	
    
  78	
    
  The	
    skeleton	
    of	
    a	
    humanoid	
    sits	
    chained	
    to	
    the	
    
  bottom	
    of	
    the	
    pool.	
    
  79	
    
  Numerous	
     crossbow	
     bolts	
     lie	
     on	
     the	
     pool’s	
    
  bottom.	
    They	
    are	
    rusted	
    and	
    worthless.	
    
  80	
    
  A	
     natural	
     underground	
     stream	
     has	
     broken	
    
  through	
     one	
     of	
     the	
     pool’s	
     walls,	
     polluting	
     the	
    
  water	
    with	
    a	
    thick	
    pink	
    sludge.	
    
  81	
    
  The	
    pool	
    sits	
    at	
    an	
    odd	
    angle	
    on	
    a	
    crumpled	
    floor	
    
  as	
    if	
    victim	
    to	
    a	
    minor	
    earthquake.	
    
  82	
    
  An	
     enormous,	
     desiccated	
     40	
     ft.	
     tentacle	
     coils	
    
  within	
     the	
     pool.	
     A	
     nature-­‐savvy	
     character	
    
  identifies	
    it	
    as	
    once	
    belonging	
    to	
    a	
    kraken.	
    	
    
  83	
    
  Discarded	
    fishing	
    gear	
    sits	
    next	
    to	
    the	
    pool	
    in	
    a	
    
  puddle	
    of	
    dried	
    blood.	
    
  84	
    
  The	
     water	
     is	
     muddy	
     and	
     obscures	
     the	
     pool’s	
    
  bottom.	
    	
    
  85	
    
  Muddy	
    footprints	
    surround	
    the	
    pool.	
    They	
    are	
    of	
    
  several	
    different	
    sizes.	
    
  86	
    
  A	
    smashed	
    rusty	
    cage	
    lies	
    at	
    the	
    bottom	
    of	
    the	
    
  pool;	
    a	
    rusted	
    chain	
    and	
    crank	
    link	
    it	
    to	
    a	
    gigantic	
    
  hook	
    in	
    the	
    ceiling.	
    
  87	
    
  A	
     red	
     eye	
     of	
     painted	
     glass,	
     set	
     into	
     the	
     ceiling	
    
  above	
     the	
     pool,	
     casts	
     a	
     reddish	
     glow	
     on	
     the	
    
  water.	
    
  88	
    
  The	
     pool	
     smells	
     of	
     urine	
     and	
     excrement;	
     the	
    
  water	
    is	
    rife	
    with	
    disease.	
    
  89	
    
  Slightly	
     luminescent	
     green	
     algae	
     covers	
     the	
    
  pool’s	
     surface.	
     They	
     may	
     be	
     edible,	
     but	
     they	
    
  taste	
    terrible.	
    
  90	
    
  Thick,	
     cloying	
     5	
     ft.	
     deep	
     mud	
     covers	
     the	
     pool’s	
    
  bottom.	
     The	
     mud	
     does	
     not	
     count	
     as	
     a	
     firm	
    
  footing.	
     Walking	
     through	
     it	
     kicks	
     up	
     a	
     cloud	
     of	
    
  mud	
    that	
    obscures	
    sight.	
    
  91	
    
  A	
     treacherous,	
     underwater	
     current	
     moves	
    
  through	
     the	
     pool’s	
     depths.	
     Swimmers	
     must	
     be	
    
  capable	
     or	
     be	
     pulled	
     underwater.	
     A	
     close	
     look	
    
  spots	
    the	
    hidden	
    danger.	
    
  92	
    
  The	
    pool	
    has	
    raised	
    walls;	
    in	
    two	
    places	
    the	
    walls	
    
  have	
    been	
    breached	
    allowing	
    much	
    of	
    the	
    water	
    
  to	
    drain	
    away.	
    
  93	
    
  A	
     crude,	
     dry	
     stone	
     wall	
     surrounds	
     the	
     pool.	
    
  Bleached	
    skulls	
    have	
    been	
    set	
    atop	
    the	
    wall	
    and	
    
  glare	
    at	
    anyone	
    approaching	
    the	
    pool.	
    The	
    rest	
    of	
    
  the	
    skeletons	
    choke	
    the	
    pool’s	
    depths.	
    	
    
  94	
    
  An	
     island	
     of	
     rubble	
     emerges	
     from	
     the	
     rough	
    
  centre	
    of	
    the	
    pool.	
    Hundreds	
    of	
    copper	
    and	
    silver	
    
  coins	
    glitter	
    enticingly	
    from	
    the	
    island.	
    
  95-­‐99	
    
  Roll	
     twice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     95-­‐
  100.	
    
  100	
    
  Roll	
     thrice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     95-­‐
  100.	
    
  	
    
  	
    
   
  
  150	
    
  P O R T C U L L I S E S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Portcullises	
     are	
     imposing	
     obstacles	
     for	
     adventurers.	
     Their	
     grid-­‐
  like	
     construction	
     offers	
     a	
     glimpse	
     of	
     what	
     lies	
     beyond	
     while	
    
  giving	
    the	
    dungeon’s	
    defenders	
    a	
    powerful	
    position	
    from	
    which	
    
  to	
    strike	
    at	
    intruders.	
    
  	
    
  The	
     following	
     section	
     includes	
     the	
     basic	
     characteristics	
     of	
    
  portcullises.	
    
  C O M M O N  C H A R A C T E R I S T I C S  
  By	
    their	
    very	
    nature	
    portcullises	
    are	
    designed	
    to	
    stop	
    or,	
    at	
    the	
    
  very	
    least,	
    slow	
    attackers	
    so	
    that	
    dungeon	
    denizens	
    can	
    prepare	
    
  a	
    defence.	
    
  § 
  Cover:	
     A	
     character	
     being	
     attacked	
     diagonally	
     through	
     a	
    
  portcullis	
    has	
    cover.	
    
  § 
  Line	
    of	
    Sight:	
    A	
    closed	
    portcullis	
    blocks	
    line	
    of	
    sight	
    if	
    it’s	
    solid.	
    	
    
  § 
  Line	
    of	
    Effect:	
    A	
    closed	
    door	
    can	
    block	
    line	
    of	
    effect.	
    
  § 
  Divination	
     magic:	
     Most	
     detection	
     magic	
     can	
     penetrate	
     a	
    
  normal	
    door	
    as	
    it	
    takes	
    3	
    feet	
    of	
    wood	
    or	
    1	
    foot	
    of	
    stone	
    to	
    
  block	
    the	
    spell’s	
    effect.	
    
  § 
  Hearing-­‐Based	
     Perception:	
     A	
     closed	
     door	
     makes	
     hearing	
    
  sounds	
    emanating	
    from	
    beyond	
    one	
    step	
    more	
    difficult.	
    
  C O N S T R U C T I O N  
  Most	
    portcullises	
    are	
    built	
    from	
    wood,	
    metal	
    or	
    a	
    combination	
    of	
    
  the	
    both.	
    More	
    exotic	
    portcullises	
    made	
    from	
    stone,	
    crystal	
    or	
    
  even	
    magical	
    energy	
    can	
    also	
    be	
    encountered.	
    
  § 
  Bone	
    Portcullis:	
    A	
    feature	
    of	
    necromancer’s	
    lairs	
    and	
    ancient	
    
  tombs,	
     bone	
     portcullises	
     are	
     macabre	
     features	
     often	
     crafted	
    
  from	
    the	
    remains	
    of	
    those	
    meeting	
    their	
    doom	
    in	
    the	
    dungeon.	
    
  § 
  Wood	
     Portcullis:	
     Constructed	
     from	
     toughen	
     wood,	
     these	
    
  portcullises	
     are	
     secured	
     with	
     large	
     iron	
     nails	
     and	
     leather	
    
  thongs.	
    They	
    are	
    a	
    formidable	
    barrier.	
    
  § 
  Iron	
     Bound	
     Wooden	
     Portcullis:	
     This	
     wooden	
     portcullis	
     is	
    
  strengthened	
    with	
    iron	
    bindings.	
    The	
    iron	
    makes	
    the	
    portcullis	
    
  difficult	
    to	
    damage	
    as	
    well	
    as	
    heavy	
    to	
    lift.	
    Bound	
    solely	
    by	
    iron	
    
  rivets	
    and	
    nails,	
    this	
    is	
    a	
    sturdy	
    piece	
    of	
    dungeon	
    hardware.	
    
  § 
  Iron:	
    Imposing	
    and	
    unyielding	
    the	
    iron	
    portcullis	
    stands	
    able	
    to	
    
  weather	
    great	
    punishment	
    before	
    being	
    destroyed.	
    
  § 
  Stone:	
     Impressive	
     portcullises	
     crafted	
     from	
     great	
     pieces	
     of	
    
  stone	
    are	
    resilient	
    and	
    able	
    to	
    endure	
    great	
    damage.	
    
  § 
  Cold	
    Iron:	
    Cold	
    iron	
    portcullises	
    often	
    appear	
    in	
    subterranean	
    
  strongholds	
    and	
    are	
    used	
    to	
    keep	
    demons	
    and	
    fey	
    at	
    bay.	
    
  § 
  Mithral	
     Portcullis:	
     These	
     light,	
     silvery	
     portcullis	
     are	
     much	
    
  easily	
     worked	
     than	
     adamantine	
     portcullises	
     and	
     are	
     often	
     in	
    
  themselves	
     works	
     of	
     art.	
     They	
     are	
     often	
     used	
     to	
     keep	
    
  lycanthropes	
    or	
    devils	
    out	
    of	
    an	
    area.	
    	
    
  § 
  Adamantine	
    Doors:	
    Exceedingly	
    rare,	
    adamantine	
    portcullises	
    
  are	
     used	
     to	
     both	
     awe	
     their	
     viewers	
     and	
     protect	
     items	
     of	
    
  surpassing	
    importance.	
    	
    
  P O R T C U L L I S  C O N D I T I O N  
  Not	
     all	
     portcullises	
     are	
     in	
     perfect	
     condition.	
     Some	
     may	
     have	
    
  been	
    damaged	
    by	
    previous	
    explorers	
    while	
    others	
    are	
    as	
    good	
    as	
    
  new.	
     Use	
     the	
     table	
     below	
     to	
     determine	
     the	
     portcullis’	
     general	
    
  condition:	
    	
    
  CONDITION	
    
  PERCEPTION-­‐
  INCREASE	
    1	
    
  HARDNESS	
    
  HP	
    
  BREAK	
    	
    
  Dilapidated	
    
  Least	
    
  Decreased	
    
  greatly	
    
  -­‐50%	
    
  Decreased	
    
  greatly	
    
  Poor	
    
  Lesser	
    
  Decreased	
    
  -­‐25%	
    
  Decreased	
    
  Average	
    
  Medium	
    
  —	
    
  —	
    
  —	
    
  Good3	
    
  Significant	
    
  Increased	
    
  +25%	
    
  Increased	
    
  Excellent3	
    
  Massive	
    
  Increased	
    
  greatly	
    
  +50%	
    
  Increased	
    
  greatly	
    
  1:	
    Only	
    to	
    hearing-­‐based	
    Perception	
    checks.	
    
  	
    
  W I N C H  A N D  L I F T I N G  M E C H A N I S M S  
  Several	
    common	
    methods	
    of	
    operating	
    portcullises	
    exists:	
    
  	
    
  Rope	
     Pulleys	
     or	
     Chain	
     Pulley:	
     This	
     method	
     of	
     operating	
     a	
    
  portcullis	
     is	
     the	
     most	
     labour	
     intensive.	
     As	
     many	
     individuals	
     as	
    
  can	
    reach	
    the	
    rope	
    or	
    chain	
    can	
    assist	
    in	
    this	
    operation.	
    
  	
    
  Manual	
    Winch:	
    Still	
    reliant	
    on	
    physical	
    labour	
    a	
    winch	
    makes	
    
  operating	
     a	
     portcullis	
     substantially	
     easier.	
     Up	
     to	
     six	
     Medium	
    
  individual	
    can	
    operate	
    a	
    winch.	
    	
    
  	
    
  Weighted	
     Mechanism:	
     By	
     using	
     a	
     counterweight	
     this	
    
  mechanism	
    raises	
    the	
    portcullis	
    with	
    little	
    effort	
    (who	
    does	
    not	
    
  need	
    to	
    make	
    a	
    Lift	
    check	
    to	
    operate	
    the	
    portcullis).	
    	
    
  
  151	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  Portcullises.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  The	
     portcullis	
     is	
     linked	
     to	
     a	
     twin	
     further	
     down	
    
  the	
     passageway.	
     When	
     one	
     opens,	
     the	
     other	
    
  shuts	
    automatically.	
    	
    
  06-­‐10	
    
  The	
     apertures	
     of	
     the	
     portcullis	
     are	
     filled	
     with	
    
  intricate	
    filigree	
    panels	
    depicting	
    fauna	
    and	
    folia.	
    
  11-­‐12	
    
  The	
     portcullis	
     is	
     embedded	
     with	
     glittering	
    
  crystals	
    which	
    affects	
    all	
    those	
    within	
    10	
    ft.	
    With	
    
  a	
    hypnotic	
    trance.	
    
  13-­‐14	
    
  The	
     portcullis	
     has	
     many	
     worn	
     copper	
     coins	
    
  welded	
    to	
    it.	
    
  15-­‐16	
    
  The	
     portcullis	
     has	
     been	
     made	
     with	
     magnetized	
    
  ore	
    which	
    causes	
    metal	
    objects	
    to	
    become	
    stuck	
    
  to	
    its	
    surface.	
    
  17-­‐18	
    
  Semi-­‐precious	
     stones	
     are	
     mounted	
     into	
     the	
    
  heads	
     of	
     the	
     nails	
     and	
     rivets	
     that	
     bind	
     the	
    
  portcullis	
    (total	
    value	
    300	
    gp).	
    
  19-­‐20	
    
  The	
    bars	
    of	
    the	
    portcullis	
    are	
    made	
    from	
    the	
    links	
    
  of	
    thick	
    ship’s	
    chains.	
    
  21-­‐22	
    
  The	
     portcullis	
     mechanism	
     is	
     in	
     reverse;	
     when	
    
  opened	
    it	
    sinks	
    into	
    the	
    floor.	
    
  23-­‐24	
    
  Constructed	
    from	
    a	
    tropical	
    wood	
    the	
    portcullis	
    
  oozes	
    sap	
    which	
    is	
    poisonous	
    to	
    touch.	
    
  25-­‐26	
    
  The	
     horizontal	
     bars	
     of	
     the	
     portcullis	
     make	
     a	
    
  concentric	
    square	
    which	
    meet	
    in	
    the	
    centre.	
    
  27-­‐28	
    
  A	
    large	
    brass	
    bull’s	
    head	
    motif	
    is	
    mounted	
    on	
    the	
    
  front	
    of	
    the	
    portcullis.	
    	
    
  29-­‐30	
    
  The	
    portcullis’	
    mechanism	
    has	
    failed	
    while	
    it	
    is	
    in	
    
  the	
    down	
    position;	
    it	
    cannot	
    be	
    raised	
    (except	
    by	
    
  brute	
    strength).	
    	
    
  31-­‐32	
    
  The	
     lever	
     mechanism	
     for	
     the	
     portcullis	
     is	
    
  oversized	
    and	
    requires	
    a	
    special	
    key	
    to	
    operate.	
    
  33-­‐34	
    
  Each	
     second	
     vertical	
     bar	
     is	
     shorter	
     and	
     topped	
    
  with	
    an	
    eagle	
    shaped	
    finial.	
    
  35-­‐36	
    
  Vicious	
     spikes	
     protrude	
     from	
     the	
     front	
     of	
     the	
    
  portcullis.	
    
  37-­‐38	
    
  The	
    portcullis	
    has	
    solid	
    wooden	
    shutters.	
    
  39-­‐40	
    
  The	
     apertures	
     which	
     make	
     the	
     fine	
     grid	
     of	
     this	
    
  portcullis	
    are	
    filled	
    with	
    delicate	
    slivers	
    of	
    glass	
    
  which	
     form	
     the	
     beautiful	
     mosaic	
     of	
     a	
     prince	
    
  riding	
    a	
    griffon.	
    
  41-­‐42	
    
  The	
     portcullis	
     is	
     solid	
     and	
     has	
     a	
     single,	
     large	
    
  aperture	
    through	
    which	
    a	
    ballista	
    can	
    be	
    fired.	
    A	
    
  loaded	
    ballista	
    stands	
    beyond	
    ready	
    to	
    fire.	
    
  43-­‐44	
    
  The	
    apertures	
    of	
    the	
    portcullis	
    are	
    circular.	
    
  45-­‐46	
    
  The	
     portcullis	
     is	
     crafted	
     from	
     cold	
     iron	
     and	
     is	
    
  decorated	
    with	
    flame-­‐like	
    engravings.	
    
  47-­‐48	
    
  The	
     portcullis	
     does	
     not	
     make	
     a	
     sound	
     when	
    
  raised	
    or	
    dropped.	
    
  49-­‐50	
    
  The	
     portcullis	
     is	
     constructed	
     from	
     living	
     wood	
    
  and	
    the	
    flowers	
    of	
    a	
    yellow	
    musk	
    creeper	
    grow	
    
  upon	
    it.	
    
  51-­‐52	
    
  The	
     bottom	
     of	
     the	
     portcullis	
     ends	
     in	
     a	
     single	
    
  scythe-­‐like	
    blade	
    instead	
    of	
    spikes.	
    
  53-­‐54	
    
  Riveted	
     with	
     finely	
     crafted	
     eyes,	
     this	
     bone	
    
  portcullis	
    allows	
    its	
    owner	
    to	
    see	
    the	
    area	
    as	
    if	
    
  using	
    a	
    divination.	
    
  55-­‐56	
    
  The	
     portcullis	
     is	
     painted	
     a	
     deep,	
     lurid	
     red.	
     In	
    
  places,	
    the	
    paint	
    is	
    flaking	
    off.	
    
  57-­‐58	
    
  The	
     portcullis	
     is	
     an	
     intricate	
     weave	
     of	
     metal	
    
  strands	
    which	
    resemble	
    a	
    spider’s	
    web.	
    
  59-­‐60	
    
  Incorporated	
    into	
    the	
    iron	
    work	
    is	
    an	
    eye	
    of	
    brass	
    
  from	
    which	
    fall	
    three	
    silver	
    tears.	
    
  61-­‐62	
    
  The	
    spikes	
    of	
    the	
    portcullis	
    are	
    made	
    from	
    large	
    
  uncut	
    shards	
    of	
    quartz.	
    
  63-­‐64	
    
  Thick	
     veins	
     of	
     emerald	
     run	
     through	
     the	
     stone	
    
  portcullis	
    and	
    it	
    glows	
    with	
    an	
    emerald	
    aura.	
    The	
    
  portcullis	
     is	
     imbued	
     with	
     a	
     lock	
     that	
     prevents	
    
  teleportation.	
    
  65-­‐66	
    
  In	
     the	
     centre	
     of	
     the	
     portcullis	
     is	
     an	
     embossed	
    
  shield	
    crossed	
    with	
    two	
    warhammers.	
    
  67-­‐68	
    
  Iron	
     wrought	
     ivy	
     wraps	
     itself	
     around	
     the	
    
  portcullis	
    and	
    acts	
    as	
    barbed	
    wire.	
    
  69-­‐70	
    
  The	
    portcullis	
    is	
    chased	
    in	
    silver	
    (total	
    worth	
    200	
    
  gp,	
    four	
    hours	
    to	
    scrape	
    all	
    the	
    silver	
    off).	
    
  71-­‐72	
    
  The	
    portcullis	
    opens	
    from	
    left	
    to	
    right.	
    
  73-­‐74	
    
  The	
    portcullis	
    bars	
    have	
    been	
    elaborately	
    inlaid	
    
  with	
     various	
     soft	
     and	
     hard	
     woods	
     to	
     create	
     a	
    
  chequer	
    board	
    effect.	
    
  75-­‐76	
    
  The	
    surrounding	
    stone	
    work	
    resembles	
    the	
    large	
    
  maw	
    of	
    a	
    demonic	
    creature	
    and	
    the	
    portcullis	
    is	
    
  its	
     teeth.	
     Continual	
     flames	
     in	
     the	
     demon’s	
     eye	
    
  sockets	
    cast	
    lurid	
    light	
    over	
    the	
    surrounds.	
    
  77-­‐78	
    
  The	
     bars	
     of	
     the	
     portcullis	
     are	
     diagonal	
     making	
    
  the	
    apertures	
    diamond	
    shaped.	
    
  79-­‐80	
    
  The	
     portcullis’	
     mechanism	
     is	
     crafted	
     from	
    
  ornately	
    engraved	
    dragon	
    bone.	
    
  81-­‐82	
    
  Fashioned	
     from	
     volcanic	
     glass	
     the	
     portcullis	
     is	
    
  immune	
     to	
     fire	
     but	
     has	
     vulnerability	
     to	
     sonic	
    
  energy.	
    	
    
  83-­‐84	
    
  The	
     bars	
     of	
     the	
     portcullis	
     are	
     engraved	
     with	
    
  gothic	
    images	
    of	
    skulls	
    and	
    skeletons.	
    
  85-­‐86	
    
  The	
     entire	
     length	
     of	
     the	
     portcullis	
     is	
     inscribed	
    
  with	
    holy	
    psalms.	
    
  87-­‐88	
    
  The	
     portcullis	
     is	
     wreathed	
     in	
     phosphorescent	
    
  fungus	
    which	
    illuminates	
    the	
    area.	
    
  89-­‐90	
    
  The	
    portcullis	
    has	
    deadbolts	
    which	
    help	
    secure	
    it	
    
  in	
    place.	
    
  91-­‐92	
    
  The	
     lever	
     for	
     the	
     portcullis	
     is	
     detachable	
     and	
    
  takes	
     the	
     form	
     of	
     an	
     ornate	
     masterwork	
    
  longsword.	
    
  93-­‐94	
    
  The	
     portcullis	
     has	
     a	
     small,	
     locked	
     access	
     gate	
    
  within	
    it.	
    
  95-­‐99	
    
  The	
     portcullis’	
     mechanism	
     chimes	
     like	
     a	
     child’s	
    
  lullaby	
    when	
    it	
    is	
    raised.	
    
  100	
    
  The	
    portcullis	
    is	
    trapped.	
    
  	
    
  	
    
  
  152	
    
  P O R T C U L L I S E S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
    
  portcullises.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  Thick	
    virulent	
    ivy	
    covers	
    the	
    portcullis.	
    
  2	
    
  This	
    unfinished	
    bone	
    portcullis	
    hangs	
    about	
    1	
    ft.	
    
  off	
    the	
    ground.	
    
  3	
    
  Two	
     sets	
     of	
     manacles	
     and	
     chains	
     have	
     been	
    
  attached	
    to	
    the	
    portcullis.	
    
  4	
    
  A	
    knight	
    in	
    crumpled	
    armour	
    and	
    dented	
    helmet	
    
  has	
    his	
    head	
    stuck	
    between	
    the	
    portcullis’	
    bars.	
    
  5	
    
  This	
    partially	
    raised	
    portcullis	
    is	
    wedged	
    open	
    by	
    
  the	
     body	
     of	
     someone	
     who	
     has	
     tried	
     to	
     crawl	
    
  underneath	
    it.	
    
  6	
    
  A	
    pair	
    of	
    spiked	
    gauntlets	
    grasps	
    the	
    bars	
    of	
    the	
    
  portcullis;	
    bony	
    hands	
    yet	
    remain	
    within.	
    	
    
  7	
    
  Lying	
    sundered	
    and	
    smashed,	
    the	
    portcullis	
    has	
    
  been	
    torn	
    from	
    its	
    housing	
    and	
    left	
    crumpled	
    in	
    
  front	
    of	
    where	
    it	
    once	
    stood.	
    
  8	
    
  A	
     hole	
     has	
     been	
     burrowed	
     through	
     the	
     wall	
     to	
    
  the	
    side	
    of	
    the	
    portcullis.	
    
  9	
    
  This	
     portcullis’	
     lifting	
     mechanism	
     has	
     been	
    
  sabotaged	
     and	
     no	
     longer	
     functions.	
     Mechanical	
    
  aptitude	
    fixes	
    this.	
    
  10	
    
  The	
    portcullis	
    is	
    half	
    lowered.	
    
  11	
    
  Several	
     severely	
     maimed	
     corpses	
     lie	
     crushed	
    
  beneath	
    the	
    portcullis.	
    
  12	
    
  A	
    porcelain	
    and	
    glass	
    wind	
    chime	
    hangs	
    from	
    the	
    
  portcullis.	
    
  13	
    
  The	
     acrid	
     odour	
     of	
     troll	
     stench	
     billows	
     through	
    
  the	
    portcullis	
    bars.	
    
  14	
    
  A	
    dead	
    ogre	
    lies	
    in	
    front	
    of	
    the	
    gate	
    with	
    a	
    yolk	
    
  connected	
    to	
    the	
    portcullis.	
    He	
    has	
    been	
    hit	
    by	
    
  numerous	
    arrows.	
    
  15	
    
  The	
     portcullis	
     is	
     dripping	
     with	
     an	
     ooze-­‐like	
    
  substance.	
    
  16	
    
  Parts	
    of	
    the	
    portcullis	
    are	
    encrusted	
    with	
    mineral	
    
  salts	
    and	
    calcium	
    deposits.	
    
  17	
    
  The	
     portcullis	
     is	
     breached	
     in	
     the	
     centre;	
     Small	
    
  and	
    larger	
    creatures	
    can	
    squeeze	
    through.	
    
  18	
    
  A	
    magical	
    trap	
    wards	
    the	
    portcullis.	
    
  19	
    
  The	
     portcullis	
     is	
     partially	
     raised	
     and	
     is	
     propped	
    
  open	
     by	
     two	
     large	
     (but	
     sadly	
     empty)	
     metal	
    
  bound	
    chests.	
    
  20	
    
  A	
    set	
    of	
    Tiny	
    footprints	
    and	
    the	
    drag	
    marks	
    of	
    a	
    
  large	
    object	
    lead	
    up	
    to	
    the	
    portcullis.	
    
  21	
    
  A	
     makeshift	
     battering	
     ram	
     lies	
     in	
     front	
     of	
     this	
    
  rent	
    portcullis.	
    
  22	
    
  The	
     portcullis	
     appears	
     eroded	
     as	
     subjected	
     to	
    
  strong	
    acid.	
    
  23	
    
  The	
    shredded	
    clothes	
    of	
    a	
    humanoid	
    lie	
    in	
    front	
    
  of	
    the	
    portcullis.	
    
  24	
    
  A	
    wreath	
    of	
    red	
    flowers	
    and	
    green	
    foliage	
    hangs	
    
  from	
    the	
    portcullis.	
    
  25	
    
  A	
    dismembered	
    arm	
    is	
    impaled	
    by	
    the	
    portcullis.	
    
  26	
    
  Numerous	
     protective	
     sigils	
     have	
     been	
     drawn,	
    
  beneath	
    the	
    portcullis	
    in	
    chalk.	
    
  27	
    
  Metal	
     buckled	
     and	
     wood	
     burnt,	
     this	
     portcullis	
    
  has	
    been	
    struck	
    by	
    intense	
    heat.	
    	
    
  28	
    
  A	
     paint	
     pot	
     and	
     brush	
     lay	
     next	
     to	
     this	
     freshly	
    
  painted	
    portcullis.	
    
  29	
    
  In	
    front	
    of	
    the	
    portcullis	
    is	
    a	
    half-­‐empty	
    barrel	
    of	
    
  dwarven	
    spirits.	
    
  30	
    
  A	
    flag	
    bearing	
    a	
    gold	
    lion	
    rampant	
    on	
    a	
    red	
    field	
    
  is	
    tied	
    to	
    the	
    portcullis.	
    
  31	
    
  A	
     warrior	
     is	
     impaled	
     on	
     spikes	
     which	
     protrude	
    
  horizontally	
    from	
    the	
    portcullis.	
    	
    
  32	
    
  Thick	
    mould	
    grows	
    upon	
    the	
    portcullis.	
    
  33	
    
  Burning	
    oil	
    still	
    smoulders	
    on	
    the	
    portcullis	
    giving	
    
  off	
     thick	
     black	
     smoke	
     which	
     reduces	
     normal	
    
  vision	
    to	
    10	
    ft.	
    within	
    50	
    ft.	
    of	
    the	
    portcullis.	
    
  34	
    
  A	
    small	
    anvil	
    and	
    metalworking	
    tools	
    have	
    been	
    
  left	
    scattered	
    across	
    the	
    floor.	
    
  35	
    
  A	
     stained	
     blanket	
     has	
     been	
     hung	
     over	
     the	
    
  portcullis.	
    
  36	
    
  A	
    hole	
    has	
    been	
    dug	
    that	
    begins	
    on	
    one	
    side	
    of	
    
  the	
    portcullis	
    and	
    appears	
    on	
    the	
    other	
    side.	
    
  37	
    
  This	
    wooden	
    portcullis	
    has	
    stood	
    so	
    long	
    that	
    it	
    
  has	
    taken	
    root	
    into	
    the	
    ground.	
    
  38	
    
  A	
     section	
     of	
     the	
     portcullis	
     bares	
     deep	
     gnaw	
    
  marks	
    as	
    if	
    it	
    has	
    been	
    chewed	
    upon	
    by	
    a	
    large	
    
  creature.	
    
  39	
    
  Muddy	
    canine	
    paw	
    prints	
    walk	
    up	
    to	
    the	
    closed	
    
  portcullis	
     but	
     on	
     the	
     other	
     side	
     they	
     change	
     to	
    
  humanoid	
    footprints.	
    
  40	
    
  A	
    large	
    bloodstain	
    –	
    directly	
    under	
    the	
    portcullis	
    
  –	
    mars	
    the	
    floor.	
    
  41	
    
  Several	
    large	
    spider	
    webs	
    span	
    the	
    apertures	
    and	
    
  bars	
    of	
    the	
    portcullis.	
    
  42	
    
  A	
    very	
    elaborate	
    robe	
    hangs	
    from	
    the	
    portcullis.	
    
  It	
    has	
    several	
    holes	
    in	
    it.	
    
  43	
    
  This	
     metal	
     portcullis	
     has	
     been	
     reduced	
     to	
    
  smouldering	
    metal	
    slag.	
    
  44	
    
  A	
     section	
     of	
     this	
     metal	
     portcullis	
     is	
     broken	
     into	
    
  thousands	
    of	
    icy	
    shards	
    and	
    the	
    rest	
    is	
    covered	
    in	
    
  thick	
    frost.	
    
  45	
    
  From	
    the	
    portcullis	
    hangs	
    a	
    small	
    bag	
    containing	
    
  5	
    gp.	
    
  46	
    
  This	
     metal	
     portcullis	
     is	
     buckled	
     and	
     is	
     still	
    
  crackling	
     from	
     a	
     large	
     electrical	
     discharge.	
     The	
    
  area	
    smells	
    of	
    burnt	
    ozone.	
    
  47	
    
  The	
    portcullis	
    shows	
    signs	
    of	
    water	
    damage	
    as	
    if	
    
  it	
    has	
    been	
    submerged.	
    
  48	
    
  The	
     bars	
     of	
     the	
     portcullis	
     have	
     been	
     bent	
     to	
    
  allow	
    a	
    Small	
    humanoid	
    to	
    pass	
    through.	
    
  49	
    
  The	
     smell	
     of	
     sulphur	
     and	
     brimstone	
     wafts	
    
  through	
    the	
    portcullis,	
    from	
    the	
    area	
    beyond.	
    
  
  153	
    
  50	
    
  Attached	
     to	
     the	
     portcullis	
     is	
     a	
     large	
     open	
     scroll	
    
  written	
     in	
     blood	
     with	
     the	
     words	
     “Only	
     death	
    
  awaits	
    you,	
    turn	
    back	
    lest	
    you	
    seek	
    death.”	
    
  51	
    
  The	
     end	
     of	
     a	
     lasso	
     is	
     one	
     side	
     of	
     the	
     closed	
    
  portcullis	
    while	
    the	
    other	
    end	
    is	
    looped	
    over	
    the	
    
  lever	
    the	
    other	
    side.	
    
  52	
    
  A	
    humanoid	
    is	
    stuck	
    to	
    the	
    portcullis	
    by	
    a	
    sticky	
    
  alchemical	
    adhesive.	
    
  53	
    
  Perched	
    on	
    the	
    bars	
    of	
    the	
    portcullis	
    is	
    a	
    raven.	
    
  54	
    
  The	
    face	
    of	
    the	
    portcullis	
    is	
    covered	
    in	
    abstract	
    
  graffiti	
    depicting	
    the	
    stars	
    and	
    the	
    moon.	
    
  55	
    
  Something	
     has	
     attempted	
     to	
     dig	
     beneath	
     the	
    
  portcullis	
    and	
    has	
    left	
    large	
    scratches	
    in	
    the	
    floor.	
    
  56	
    
  The	
    portcullis	
    hasn’t	
    been	
    moved	
    for	
    a	
    very	
    long	
    
  time	
    and	
    is	
    thick	
    with	
    dust.	
    
  57	
    
  Shields	
     of	
     different	
     sizes,	
     types	
     and	
     heraldry	
    
  have	
    been	
    hung	
    from	
    the	
    portcullis.	
    
  58	
    
  The	
     portcullis	
     is	
     poorly	
     maintained	
     and	
     hangs	
    
  loose.	
    It	
    rattles	
    from	
    a	
    stiff	
    breeze	
    which	
    passes	
    
  along	
    the	
    corridor.	
    
  59	
    
  This	
     magically	
     shrunk	
     portcullis	
     rests	
     against	
     a	
    
  nearby	
    wall.	
    
  60	
    
  A	
    rough	
    wooden	
    plaque	
    which	
    reads	
    “No	
    Entry”	
    
  hangs	
    from	
    the	
    portcullis.	
    
  61	
    
  The	
     portcullis’	
     spikes	
     are	
     embedded	
     in	
     the	
    
  ground.	
    
  62	
    
  The	
     portcullis	
     is	
     partially	
     raised	
     and	
     is	
     floating	
    
  under	
    the	
    effect	
    of	
    telekinesis.	
    
  63	
    
  A	
     crumpled	
     note	
     lies	
     by	
     the	
     portcullis.	
     It	
     reads	
    
  “Push	
    the	
    lever,	
    don’t	
    pull	
    it.”	
    
  64	
    
  The	
     decomposing	
     remains	
     of	
     a	
     corpse	
     are	
    
  crucified	
    on	
    the	
    portcullis.	
    
  65	
    
  The	
     smell	
     of	
     excrement	
     is	
     thick	
     in	
     the	
     air	
     and	
    
  clumps	
    of	
    organic	
    matter	
    cling	
    to	
    the	
    portcullis.	
    
  66	
    
  The	
    
  centre	
    
  of	
    
  the	
    
  portcullis	
    
  has	
    
  been	
    
  disintegrated;	
    Medium	
    and	
    smaller	
    creatures	
    can	
    
  easily	
    pass	
    through.	
    
  67	
    
  A	
    still	
    lit	
    torch	
    lies	
    close	
    to	
    the	
    portcullis.	
    
  68	
    
  Severed	
    heads	
    have	
    been	
    tied	
    to	
    the	
    bars	
    of	
    the	
    
  portcullis	
    as	
    grisly	
    trophies.	
    
  69	
    
  Bloodied	
     hand	
     prints	
     cover	
     the	
     portcullis	
     and	
    
  nearby	
    walls.	
    
  70	
    
  A	
    section	
    of	
    the	
    portcullis	
    has	
    been	
    removed	
    and	
    
  is	
    leaning	
    against	
    a	
    nearby	
    wall.	
    
  71	
    
  The	
     coiled	
     body	
     of	
     a	
     constrictor	
     snake	
     is	
    
  wrapped	
    through	
    the	
    bars	
    of	
    the	
    portcullis.	
    
  72	
    
  Arrows	
    and	
    javelins	
    are	
    embedded	
    in	
    the	
    bars	
    of	
    
  the	
     portcullis.	
     Several	
     lie	
     on	
     the	
     ground	
     both	
    
  sides	
    of	
    the	
    portcullis.	
    	
    
  73	
    
  Several	
     broken	
     makeshift	
     battering	
     rams	
     lie	
     in	
    
  front	
     of	
     the	
     unbroken	
     portcullis.	
     The	
     portcullis	
    
  has	
    a	
    few	
    minor	
    dents.	
    
  74	
    
  Several	
    empty	
    potion	
    vials	
    lie	
    near	
    the	
    portcullis.	
    
  75	
    
  A	
    large	
    stone	
    ball	
    is	
    embedded	
    in	
    the	
    portcullis	
    
  leaving	
    it	
    bowed	
    and	
    cracked.	
    
  76	
    
  Coins	
     of	
     various	
     denominations	
     create	
     a	
     trail	
    
  which	
    passes	
    through	
    the	
    portcullis.	
    
  77	
    
  A	
    once	
    heavily	
    embellished	
    portcullis	
    is	
    now	
    bare	
    
  of	
     its	
     semi-­‐precious	
     stones	
     and	
     precious	
    
  furnishings.	
    
  78	
    
  Thick	
    moss	
    and	
    lichen	
    grow	
    upon	
    the	
    portcullis.	
    
  79	
    
  The	
     desiccated	
     remains	
     of	
     a	
     dire	
     bat	
     are	
    
  cocooned	
    in	
    gigantic	
    spider	
    webs.	
    
  80	
    
  A	
    vivid	
    blue	
    luminescence	
    emanates	
    from	
    fungus	
    
  growing	
    on	
    the	
    portcullis.	
    
  81	
    
  Some	
     of	
     the	
     portcullis	
     bars	
     have	
     been	
     bent	
    
  together	
    and	
    wind	
    whistles	
    as	
    it	
    passes	
    down	
    the	
    
  corridor.	
    
  82	
    
  The	
     lower	
     part	
     of	
     the	
     portcullis	
     has	
     been	
     bent	
    
  back	
    upon	
    itself.	
    
  83	
    
  A	
    backpack,	
    an	
    open	
    book	
    and	
    a	
    waterskin	
    lie	
    on	
    
  the	
    other	
    side	
    of	
    the	
    portcullis.	
    
  84	
    
  The	
    portcullis	
    is	
    sundered	
    where	
    a	
    dwarf	
    made	
    
  his	
     last	
     stand.	
     Numerous	
     orcs	
     and	
     goblins	
     lie	
    
  dead	
    at	
    his	
    feet.	
    
  85	
    
  The	
    portcullis	
    has	
    a	
    large	
    humanoid-­‐shaped	
    dent	
    
  in	
    the	
    bars.	
    
  86	
    
  This	
    iron	
    portcullis	
    is	
    rusty	
    and	
    flakes	
    of	
    eroded	
    
  metal	
    litter	
    the	
    floor.	
    
  87	
    
  An	
     animal	
     skull	
     has	
     been	
     wedged	
     between	
     the	
    
  portcullis’	
    bars	
    and	
    on	
    top	
    flickers	
    a	
    lit	
    candle.	
    
  88	
    
  This	
     portcullis	
     has	
     been	
     barricaded	
     with	
     bits	
     of	
    
  furniture	
    making	
    it	
    hard	
    to	
    see	
    what	
    lies	
    beyond.	
    
  89	
    
  A	
     lifelike	
     stone	
     statue	
     of	
     a	
     human	
     stands	
    
  motionless	
    looking	
    through	
    the	
    portcullis’	
    bars.	
    
  90	
    
  One	
    end	
    of	
    a	
    thick	
    length	
    of	
    rope	
    is	
    tied	
    to	
    the	
    
  portcullis	
    while	
    the	
    other	
    lies	
    coiled	
    in	
    a	
    heap.	
    
  91	
    
  Blood	
    and	
    gore	
    stain	
    the	
    front	
    of	
    the	
    portcullis.	
    
  92	
    
  Two	
    humanoids	
    joined	
    by	
    a	
    chain	
    lay	
    prone	
    one	
    
  either	
    side	
    of	
    the	
    portcullis.	
    
  93	
    
  The	
     portcullis	
     is	
     haunted	
     by	
     a	
     spectre	
     which	
    
  manifests	
    when	
    it	
    is	
    opened.	
    
  94	
    
  A	
    strip	
    of	
    silk	
    is	
    caught	
    on	
    one	
    of	
    the	
    bars.	
    
  95	
    
  Flowers,	
     silk	
     handkerchiefs	
     and	
     other	
     small	
    
  mementos	
    have	
    been	
    attached	
    to	
    the	
    portcullis.	
    
  96	
    
  Red,	
     blue	
     and	
     white	
     bunting	
     hang	
     from	
     the	
    
  portcullis.	
    
  97	
    
  The	
     portcullis	
     has	
     been	
     lifted	
     from	
     its	
     housing	
    
  and	
     lies	
     on	
     the	
     ground	
     crushing	
     an	
     incredibly	
    
  strong	
    looking	
    individual	
    beneath.	
    
  98	
    
  Hanging	
    from	
    the	
    portcullis	
    is	
    a	
    large	
    white	
    sheet	
    
  with	
    a	
    red	
    cross	
    daubed	
    upon	
    it.	
    
  99	
    
  This	
    portcullis	
    is	
    down;	
    a	
    broken	
    crowbar	
    lies	
    on	
    
  the	
    floor	
    nearby	
    
  100	
    
  The	
     portcullis	
     falls	
     (or	
     opens)	
     as	
     the	
     party	
    
  approach.	
    
  	
    
  	
    
   
  
  154	
    
  S A R C O P H A G I :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Sarcophagi	
     are	
     the	
     focal	
     point	
     of	
     tomb	
     complexes,	
     built	
     to	
    
  contain	
     and	
     preserve	
     the	
     revered	
     dead.	
     Builders,	
     seeking	
     to	
    
  ensure	
     eternal	
     rest	
     for	
     the	
     mortal	
     remains,	
     typically	
     build	
    
  sarcophagi	
     from	
     durable	
     materials	
     to	
     enclose	
     the	
     body	
     and	
    
  isolate	
    it	
    from	
    the	
    elements	
    and	
    carrion	
    feeders.	
    	
    
  	
    
  Wealthy	
     or	
     powerful	
     individuals	
     may	
     have	
     elaborately	
    
  decorated	
     sarcophagi	
     dripping	
     with	
     gemstones	
     and	
     precious	
    
  metals.	
     These	
     treasure-­‐filled	
     tombs	
     are	
     certain	
     to	
     be	
     guarded	
    
  with	
     fiendish	
     traps	
     or	
     deadly	
     guardians	
     to	
     keep	
     out	
     would-­‐be	
    
  grave	
    robbers.	
    
  	
    
  Due	
    to	
    the	
    robust	
    nature	
    of	
    sarcophagi	
    and	
    the	
    predilection	
    
  of	
    tomb	
    builders	
    to	
    espouse	
    the	
    virtues	
    and	
    achievements	
    of	
    the	
    
  dead,	
    they	
    are	
    perfect	
    places	
    for	
    a	
    GM	
    to	
    place	
    hints,	
    clues	
    and	
    
  other	
    historical	
    snippets	
    that	
    provide	
    insight	
    into	
    the	
    nature	
    of	
    
  the	
    dungeon	
    or	
    point	
    towards	
    further	
    adventures.	
    
  	
    
  This	
     section	
     presents	
     the	
     basic	
     characteristics	
     of	
     different	
    
  kinds	
     of	
     sarcophagi;	
     use	
     the	
     information	
     here	
     in	
     conjunction	
    
  with	
     that	
     in	
     later	
     sections	
     to	
     breathe	
     life	
     into	
     your	
     dungeon’s	
    
  sarcophagi.	
    
  T Y P E S  O F  S A R C O P H A G I  
  There	
    are	
    many	
    different	
    kinds	
    of	
    burial	
    receptacles	
    which	
    can	
    
  be	
    encountered	
    in	
    tombs,	
    catacombs	
    or	
    dungeons.	
    The	
    following	
    
  are	
    the	
    most	
    common:	
    
  	
    
  Sarcophagus:	
     A	
     funerary	
     repository	
     for	
     a	
     corpse,	
     typically	
    
  constructed	
    or	
    carved	
    from	
    stone	
    and	
    often	
    bearing	
    decorative	
    
  sculpture	
     and	
     inscriptions.	
     The	
     sarcophagus	
     is	
     usually	
     sealed	
    
  with	
     a	
     heavy	
     stone	
     lid.	
     A	
     sarcophagus	
     is	
     often	
     displayed	
     as	
     a	
    
  stand-­‐alone	
    monument,	
    but	
    can	
    also	
    be	
    designed	
    for	
    placement	
    
  in	
     a	
     crypt.	
     The	
     walls	
     of	
     a	
     stone	
     sarcophagus	
     are	
     typically	
    
  between	
    3	
    inches	
    to	
    1-­‐foot	
    thick.	
    
  	
    
  Coffin	
    or	
    Casket:	
    A	
    wooden	
    funerary	
    box	
    for	
    a	
    corpse,	
    which	
    
  may	
     be	
     rectangular	
     (casket),	
     hexagonal	
     (coffin)	
     or	
     octagonal	
    
  (coffin).	
    The	
    inside	
    of	
    a	
    coffin	
    may	
    be	
    lined.	
    Handles	
    are	
    often	
    
  affixed	
    to	
    the	
    coffin	
    to	
    assist	
    in	
    carrying	
    the	
    dead	
    to	
    their	
    final	
    
  place	
     of	
     rest,	
     be	
     that	
     buried	
     underground,	
     in	
     a	
     tomb	
     or	
    
  cremated.	
    A	
    wooden	
    coffin’s	
    walls	
    are	
    typically	
    3	
    inches	
    thick.	
    
  	
    
  Cenotaph:	
     A	
     sepulchral	
     monument	
     erected	
     to	
     the	
     dead,	
    
  whose	
    body	
    is	
    buried	
    elsewhere.	
    A	
    cenotaph	
    can	
    be	
    dedicated	
    
  to	
    an	
    individual	
    or	
    to	
    a	
    group.	
    The	
    monument	
    can	
    be	
    of	
    any	
    size	
    
  and	
    shape.	
    
  	
    
  Ossuary:	
    A	
    receptacle	
    for	
    the	
    bones	
    of	
    the	
    dead.	
    Bones	
    from	
    
  multiple	
    bodies	
    may	
    be	
    stored	
    in	
    an	
    ossuary,	
    which	
    may	
    take	
    the	
    
  form	
    of	
    a	
    sarcophagus,	
    coffin	
    or	
    merely	
    a	
    burial	
    niche.	
    
  	
    
  Cairn:	
    A	
    pile	
    of	
    stones	
    heaped	
    on	
    top	
    of	
    a	
    corpse.	
    The	
    height	
    
  of	
    a	
    cairn	
    is	
    typically	
    3	
    feet.	
    
  	
    
  	
    
  T E R R A I N  E F F E C T S  
  In	
    battle,	
    sarcophagi	
    have	
    the	
    following	
    features:	
    
  § 
  Climbing:	
    Characters	
    wishing	
    to	
    climb	
    atop	
    a	
    sarcophagus	
    can	
    
  do	
    so.	
    A	
    character	
    can	
    drop	
    down	
    from	
    a	
    sarcophagus	
    without	
    
  penalty.
  § 
  Jumping:	
    A	
    character	
    can	
    leap	
    atop	
    a	
    sarcophagus.	
    
  § 
  Higher	
    Ground:	
    Characters	
    on	
    a	
    sarcophagus	
    gain	
    a	
    bonus	
    on	
    
  melee	
    attacks.	
    
  § 
  Cover:	
    A	
    sarcophagus	
    provides	
    cover	
    from	
    attacks	
    originating	
    
  across	
    the	
    sarcophagus.	
    
  C O N S T R U C T I O N  
  In	
     dungeons,	
     sarcophagi	
     are	
     most	
     commonly	
     constructed	
     of	
    
  stone	
    but	
    on	
    occasion,	
    adventurers	
    may	
    discover	
    sarcophagi	
    of	
    
  other	
     mundane	
     or	
     magical	
     materials.	
     The	
     statistics	
     below	
    
  represent	
    sarcophagi,	
    cenotaphs	
    and	
    coffins.	
    
  MATERIAL	
    
  TYPICAL	
    
  THICKNESS	
    
  HARDNESS	
    
  HIT	
    
  POINTS	
    
  BREAK	
    /	
    
  OPEN	
    	
    
  Bone	
    
  3	
    in.	
    
  Fragile	
    	
    
  Few	
    
  Medium	
    
  Glass*	
    
  3	
    in.	
    
  Fragile	
    	
    
  Few	
    
  Medium	
    
  Iron	
    
  3	
    in.	
    
  Nigh	
    
  indestructible	
    
  Vast	
    
  Hard	
    
  Stone	
    (hewn)	
    
  6	
    in.	
    
  Very	
    hard	
    
  Vast	
    
  Hard	
    
  Stone	
    
  (masonry)	
    
  6	
    in.	
    
  Very	
    hard	
    
  Vast	
    
  Hard	
    
  Stone	
    
  (decorative)**	
    
  1	
    ft.	
    
  Moderate	
    
  Medium	
    
  Medium	
    
  Wood	
    
  3	
    in.	
    
  Moderate	
    
  Mediun	
    
  Easy	
    
  *magically	
    treated	
    or	
    obsidian	
    
  **including	
    soft	
    stones	
    such	
    as	
    alabaster,	
    chalk,	
    clay	
    and	
    plaster	
    
  C A I R N S  
  Opening	
     a	
     cairn	
     merely	
     requires	
     characters	
     to	
     remove	
     the	
    
  stones.	
    In	
    1	
    minute,	
    using	
    only	
    her	
    hands,	
    a	
    character	
    can	
    clear	
    
  rocks	
     equal	
     to	
     five	
     times	
     her	
     heavy	
     load	
     limit.	
     The	
     amount	
     of	
    
  rocks	
     that	
     covered	
     a	
     typical	
     corpse	
     weighs	
     1/2	
     ton	
     (1,000	
    
  pounds).	
     Armed	
     with	
     an	
     appropriate	
     tool,	
     such	
     as	
     a	
     pick,	
    
  crowbar,	
    or	
    shovel,	
    a	
    digger	
    can	
    clear	
    the	
    rocks	
    twice	
    as	
    quickly	
    
  as	
    by	
    hand.	
    
   
  R A N D O M  E N C O U N T E R S  
  Due	
     to	
     the	
     isolated	
     nature	
     of	
     tombs	
     and	
     sarcophagi,	
     random	
    
  encounters	
     with	
     creatures	
     are	
     extremely	
     uncommon,	
     but	
     the	
    
  instances	
    of	
    encountering	
    traps	
    and	
    haunts	
    are	
    increased.	
    If	
    you	
    
  roll	
     a	
     random	
     encounter	
     during	
     the	
     exploration	
     of	
     a	
     tomb,	
    
  replace	
    the	
    rolled	
    monster	
    with	
    a	
    trap	
    or	
    haunt.	
    	
    
  
  155	
    
  R A N D O M  C H A R A C T E R I S T I C S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  sarcophagi.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    configuration	
    –	
    ignore	
    or	
    modify	
    such	
    
  entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐02	
    
  The	
     sarcophagus	
     is	
     aligned	
     directly	
     in	
     a	
     cardinal	
    
  direction.	
    
  03-­‐04	
    
  The	
     sarcophagus	
     is	
     aligned	
     towards	
     a	
     significant	
    
  site	
     such	
     as	
     a	
     religious	
     site,	
     secret	
     city	
     or	
    
  unimaginable	
    treasure.	
    	
    
  05-­‐06	
    
  The	
    corpse	
    inside	
    is	
    buried	
    face-­‐down.	
    
  07-­‐08	
    
  The	
    sarcophagus	
    stands	
    on	
    end.	
    
  09-­‐10	
    
  A	
    secret	
    door	
    is	
    linked	
    to	
    the	
    sarcophagus’	
    friezes	
    
  and	
    can	
    be	
    discovered	
    with	
    careful	
    inspection.	
    
  11-­‐12	
    
  The	
     sarcophagus	
     is	
     sealed	
     with	
     stone-­‐forming	
    
  magic..	
    
  13-­‐14	
    
  The	
    sarcophagus	
    radiates	
    a	
    sense	
    of	
    sanctity..	
    
  15-­‐16	
    
  The	
    room	
    holding	
    the	
    sarcophagus	
    is	
    suffused	
    with	
    
  an	
    aura	
    of	
    goodness.	
    
  17-­‐18	
    
  The	
    room	
    holding	
    the	
    sarcophagus	
    is	
    suffused	
    with	
    
  an	
    aura	
    of	
    evil.	
    
  19-­‐20	
    
  The	
     sarcophagus	
     appears	
     to	
     be	
     occupied	
     by	
     an	
    
  unadorned	
    skeleton.	
    Close	
    scrutiny	
    reveals	
    a	
    false	
    
  bottom	
    which	
    leads	
    to	
    the	
    real	
    burial	
    place	
    of	
    the	
    
  tomb’s	
    owner.	
    
  21-­‐22	
    
  The	
    inside	
    of	
    the	
    lid	
    is	
    marred	
    by	
    scratches	
    made	
    
  by	
    the	
    interred	
    individual’s	
    fingernails.	
    
  23-­‐24	
    
  The	
    sarcophagus	
    is	
    raised	
    on	
    a	
    20-­‐foot	
    high	
    plinth.	
    
  25-­‐26	
    
  A	
    likeness	
    of	
    the	
    buried	
    creature	
    is	
    carved	
    on	
    the	
    
  sarcophagus’	
    lid.	
    	
    
  27-­‐28	
    
  The	
    sarcophagus	
    is	
    plated	
    in	
    precious	
    metals	
    worth	
    
  500	
    gp.	
    It	
    takes	
    1	
    hour	
    to	
    scrape	
    it	
    all	
    off.	
    
  29-­‐30	
    
  The	
    sarcophagus	
    is	
    covered	
    with	
    gemstones	
    worth	
    
  2,000	
    gp.	
    It	
    takes	
    1	
    hour	
    to	
    remove	
    them.	
    
  31-­‐32	
    
  A	
     statue	
     of	
     a	
     horse	
     and	
     rider	
     stand	
     atop	
     the	
    
  sarcophagus.	
    
  33-­‐34	
    
  The	
    Aklo	
    carvings	
    on	
    the	
    sarcophagus	
    list	
    a	
    series	
    
  of	
    trite,	
    hackneyed	
    riddles.	
    	
    
  35-­‐36	
    
  Carvings	
    on	
    the	
    sarcophagus	
    depict	
    bloody	
    battles	
    
  between	
     elves	
     and	
     goblins.	
     The	
     goblins	
     are	
    
  winning.	
    
  37-­‐38	
    
  The	
    sarcophagus	
    is	
    jammed	
    unceremoniously	
    at	
    an	
    
  angle	
    into	
    a	
    burial	
    niche.	
    
  39-­‐40	
    
  Several	
    gutted	
    candles	
    have	
    dribbled	
    over	
    the	
    lid.	
    
  41-­‐42	
    
  The	
    lid	
    is	
    ajar	
    and	
    the	
    sarcophagus	
    is	
    empty.	
    
  43-­‐44	
    
  Coloured	
     mosaics	
     on	
     the	
     floor	
     create	
     concentric	
    
  circles	
    around	
    the	
    sarcophagus.	
    	
    
  45-­‐46	
    
  The	
    sarcophagus	
    is	
    bound	
    with	
    iron	
    bands.	
    The	
    lid	
    
  has	
    cracked	
    in	
    places.	
    
  47-­‐48	
    
  The	
    sarcophagus	
    is	
    constructed	
    of	
    opaque,	
    magical	
    
  force..	
    
  49-­‐50	
    
  The	
    sarcophagus	
    is	
    covered	
    with	
    carvings	
    of	
    coiled	
    
  snakes.	
    
  51-­‐52	
    
  The	
    false	
    lid	
    on	
    this	
    sarcophagus	
    can	
    be	
    discovered	
    
  with	
     a	
     careful	
     examination.	
     It	
     reveals	
     a	
     10-­‐foot	
     x	
    
  10-­‐foot	
     extradimensional	
     space	
     containing	
     the	
    
  corpse’s	
    treasure.	
    	
    
  53-­‐54	
    
  The	
    runes	
    on	
    this	
    sarcophagus	
    are	
    read	
    aloud	
    by	
    a	
    
  stone	
     mouth	
     when	
     a	
     living	
     creature	
     approaches	
    
  within	
    60	
    feet.	
    
  55-­‐56	
    
  The	
    runes	
    on	
    this	
    sarcophagus,	
    detailing	
    the	
    dead	
    
  creature’s	
    exploits,	
    are	
    read	
    telepathically	
    to	
    living	
    
  creatures	
    within	
    60	
    feet.	
    
  57-­‐58	
    
  The	
     interred	
     creature’s	
     pristine	
     weapons	
     and	
    
  armour	
    are	
    laid	
    atop	
    the	
    sarcophagus.	
    
  59-­‐60	
    
  The	
     sarcophagus	
     is	
     covered	
     with	
     a	
     red	
     silk	
     cloth	
    
  worth	
    50	
    gp.	
    
  61-­‐62	
    
  The	
    casket	
    levitates	
    30	
    feet	
    above	
    the	
    floor.	
    
  63-­‐64	
    
  The	
    sarcophagus	
    is	
    empty	
    –	
    the	
    detailed	
    statue	
    of	
    
  the	
     corpse	
     on	
     the	
     lid	
     is	
     the	
     actual,	
     petrified	
    
  cadaver.	
    
  65-­‐66	
    
  Drops	
    of	
    fresh	
    blood	
    lead	
    to	
    the	
    coffin.	
    
  67-­‐68	
    
  A	
     5-­‐foot	
     wide	
     moat	
     of	
     holy	
     water	
     surrounds	
     the	
    
  sarcophagus.	
     The	
     holy	
     water	
     reverts	
     to	
     normal	
    
  water	
    if	
    removed	
    from	
    the	
    moat.	
    
  69-­‐70	
    
  The	
    coffin	
    is	
    encased	
    in	
    a	
    thick	
    layer	
    of	
    webs.	
    
  71-­‐72	
    
  A	
     well-­‐worn	
     pair	
     of	
     soft	
     leather	
     boots	
     sits	
     neatly	
    
  next	
    to	
    the	
    sarcophagus.	
    	
    
  73-­‐74	
    
  A	
    dead	
    tomb	
    robber	
    sits	
    at	
    the	
    base	
    of	
    the	
    casket.	
    
  75-­‐76	
    
  Holy	
    symbols	
    of	
    a	
    hundred	
    current	
    and	
    forgotten	
    
  gods	
    cover	
    every	
    surface	
    of	
    the	
    sarcophagus.	
    
  77-­‐78	
    
  The	
    sarcophagus	
    is	
    surrounded	
    by	
    12	
    gold-­‐framed	
    
  mirrors,	
    each	
    facing	
    inwards.	
    
  79-­‐80	
    
  An	
     honour	
     guard	
     of	
     inanimate	
     statues	
     flank	
     the	
    
  approach	
    to	
    the	
    coffin.	
    
  81-­‐82	
    
  The	
     sound	
     of	
     footsteps,	
     created	
     by	
     magic,	
     walk	
    
  continuously	
    around	
    the	
    room.	
    	
    
  83-­‐84	
    
  The	
     sarcophagus	
     is	
     decorated	
     with	
     carvings	
     of	
    
  angels,	
    archons,	
    azata,	
    daemons,	
    demons	
    or	
    devils	
    
  as	
    appropriate.	
    
  85-­‐86	
    
  Jars	
     containing	
     the	
     interred	
     individual’s	
     internal	
    
  organs	
    line	
    a	
    nearby	
    shelf.	
    
  87-­‐88	
    
  The	
     statues	
     decorating	
     the	
     sarcophagus	
     are	
    
  animated	
    by	
    crude	
    clockwork	
    every	
    hour.	
    
  89-­‐90	
    
  The	
    sarcophagus	
    is	
    filled	
    with	
    brackish	
    water.	
    
  91-­‐92	
    
  The	
    sarcophagus	
    is	
    lined	
    with	
    a	
    layer	
    of	
    grave	
    dust.	
    
  93-­‐94	
    
  The	
    coffin	
    is	
    filled	
    with	
    the	
    toys	
    and	
    clothing	
    of	
    a	
    
  child.	
    
  95-­‐96	
    
  The	
     sarcophagus	
     appears	
     as	
     an	
     everburning	
    
  funeral	
    pyre	
    lit	
    with	
    an	
    eternal,	
    magical	
    flame.	
    
  97-­‐98	
    
  The	
    casket	
    is	
    in	
    the	
    shape	
    of	
    a	
    sailing	
    ship.	
    
  99-­‐100	
    
  The	
    coffin	
    is	
    illuminated	
    with	
    ghostly	
    wisps	
    of	
    light.	
    
  	
    
  	
    
  	
    
  
  156	
    
  S A R C O P H A G I :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
    
  sarcophagi.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐02	
    
  The	
    sarcophagus	
    is	
    a	
    Large	
    animated	
    object	
    with	
    
  the	
    grab	
    and	
    stone	
    abilities,	
    which	
    attempts	
    to	
    eat	
    
  anyone	
     opening	
     the	
     lid.	
     It	
     contains	
     the	
     crush	
    
  remains	
    of	
    several	
    victims.	
    	
    
  03-­‐04	
    
  1d3	
     lillend	
     azatas	
     have	
     been	
     summoned	
     here	
     as	
    
  perpetual	
     mourners	
     over	
     the	
     coffin.	
     The	
     lillends	
    
  play	
    funerary	
    dirges	
    and	
    weep	
    continuously.	
    Treat	
    
  this	
    as	
    a	
    summoning.	
    
  05-­‐06	
    
  This	
    line	
    of	
    lidless	
    stone	
    coffins	
    appears	
    to	
    contain	
    
  perfectly	
    preserved	
    cadavers.	
    These	
    creatures	
    are,	
    
  in	
     fact,	
     preserved	
     survivors	
     of	
     an	
     ancient	
    
  civilisation	
    saved	
    by	
    a	
    temporal	
    stasis.	
    	
    
  07-­‐08	
    
  As	
     05-­‐06	
     above,	
     but	
     degenerate	
     moorlock	
    
  descendants	
     of	
     the	
     ancient	
     civilisation	
     have	
    
  worked	
     out	
     the	
     command	
     word	
     to	
     unlock	
     the	
    
  temporal	
    stasis,	
    and	
    have	
    been	
    using	
    the	
    ancients	
    
  as	
    convenient,	
    fresh	
    snacks.	
    
  09-­‐10	
    
  This	
     sarcophagus	
     is	
     the	
     phylactery	
     of	
     a	
     newly	
    
  risen-­‐lich.	
     It	
     radiates	
     a	
     strong	
     necromantic	
     and	
    
  evil	
    aura.	
    
  11-­‐12	
    
  As	
     09-­‐10	
     above,	
     except	
     the	
     phylactery	
     does	
     not	
    
  belong	
     to	
     the	
     resident	
     lich,	
     but	
     has	
     been	
     stolen	
    
  from	
     a	
     rival	
     and	
     used	
     as	
     a	
     diversion	
     in	
     the	
    
  creature’s	
    lair.	
    	
    
  13-­‐14	
    
  This	
    cairn	
    is	
    constructed	
    from	
    a	
    mass	
    of	
    swords,	
    
  spears	
    and	
    other	
    weapons.	
    Creatures	
    clearing	
    the	
    
  cairn	
    must	
    be	
    careful	
    or	
    suffer	
    damage	
    from	
    the	
    
  blades.	
    	
    
  15-­‐16	
    
  This	
     diamond-­‐encrusted	
     sarcophagus	
     resurrects	
    
  the	
     body	
     within	
     when	
     a	
     certain	
     prophesy	
     is	
    
  completed.	
     The	
     sarcophagus	
     radiates	
     strong	
    
  conjuration	
     magic.	
     This	
     effect	
     works	
     only	
     once.	
    
  The	
     diamonds	
     crumble	
     to	
     dust	
     if	
     removed	
     from	
    
  the	
    sarcophagus.	
    
  17-­‐18	
    
  This	
     onyx-­‐encrusted	
     sarcophagus	
     turns	
     the	
     body	
    
  within	
     into	
     an	
     undead	
     devourer	
     when	
     a	
     certain	
    
  prophesy	
     is	
     completed.	
     This	
     effect	
     works	
     once	
    
  before	
    the	
    sarcophagus’	
    magic	
    is	
    consumed.	
    The	
    
  onyx	
     crumbles	
     to	
     dust	
     if	
     removed	
     from	
     the	
    
  sarcophagus.	
    
  19-­‐20	
    
  This	
    sarcophagus	
    is	
    submerged	
    30	
    feet	
    beneath	
    a	
    
  pool	
     of	
     surging	
     water.	
     Silt	
     has	
     piled	
     up	
     about,	
    
  giving	
    it	
    a	
    half-­‐buried	
    look.	
    
  21-­‐22	
    
  The	
    cairn	
    stones	
    of	
    this	
    grave	
    are	
    a	
    score	
    of	
    Small	
    
  earth	
     elementals.	
     The	
     elementals	
     attack	
     any	
    
  creatures	
     which	
     disturb	
     the	
     cairn,	
     but	
     otherwise	
    
  remain	
     inert.	
     Knowledge	
     of	
     the	
     places	
     beyond	
    
  identifies	
     the	
     stones	
     as	
     earth	
     elementals	
     while	
    
  they	
    slumber.	
    	
    
  23-­‐24	
    
  This	
     sarcophagus	
     is	
     a	
     living,	
     awakened	
     tree,	
    
  whose	
    roots	
    weave	
    around	
    the	
    body.	
    The	
    tree,	
    a	
    
  naturally	
     surly	
     creature,	
     can	
     grow	
     a	
     single	
     nut	
    
  each	
     year	
     that	
     can	
     be	
     placed	
     in	
     a	
     creature’s	
    
  mouth	
    as	
    a	
    full	
    round	
    action	
    to	
    gain	
    the	
    effect	
    of	
    a	
    
  magic	
    that	
    may	
    revive	
    the	
    recently	
    deceased.	
    	
    
  25-­‐26	
    
  This	
     sarcophagus	
     is	
     nestled	
     in	
     the	
     bare,	
     skeletal	
    
  rib-­‐cage	
     of	
     a	
     truly	
     enormous	
     creature	
     such	
     as	
     a	
    
  dragon	
    or	
    purple	
    worm.	
    
  27-­‐28	
    
  This	
     coffin	
     rests	
     nestled	
     in	
     the	
     palms	
     of	
     a	
     giant	
    
  statue.	
    It	
    is	
    8	
    ft.	
    off	
    the	
    ground,	
    but	
    the	
    statue	
    can	
    
  be	
    scaled..	
    
  29-­‐30	
    
  A	
     cascade	
     of	
     holy	
     water	
     that	
     recycles	
     itself	
    
  through	
     a	
     clever	
     network	
     of	
     pipes	
     continuously	
    
  bathes	
    this	
    sarcophagus.	
    The	
    holy	
    water	
    reverts	
    to	
    
  normal	
     water	
     if	
     moved	
     more	
     than	
     60	
     feet	
     from	
    
  the	
    sarcophagus.	
    
  31-­‐32	
    
  Opening	
    this	
    sarcophagus	
    reveals	
    a	
    narrow	
    spiral	
    
  staircase	
    of	
    bones	
    leading	
    to	
    a	
    lower	
    level.	
    
  33-­‐34	
    
  On	
    top	
    of	
    this	
    sarcophagus	
    is	
    the	
    dead	
    creature’s	
    
  animated,	
    
  still-­‐screeching	
    
  head,	
    
  which	
    
  was	
    
  severed	
    from	
    the	
    body	
    by	
    the	
    previous	
    group	
    of	
    
  tomb	
    robbers.	
    	
    
  35-­‐36	
    
  Fourteen	
     skeletons,	
     presumably	
     of	
     the	
     workers	
    
  constructing	
     the	
     tomb,	
     surround	
     this	
     half-­‐
  completed	
    sarcophagus.	
    	
    
  37-­‐38	
    
  Any	
    creature	
    with	
    15	
    or	
    less	
    hit	
    dice	
    placed	
    in	
    this	
    
  gem-­‐encrusted	
     sarcophagus	
     can	
     have	
     its	
     souls	
    
  entrapped.	
    
  The	
    
  gems	
    
  embedded	
    
  in	
    
  the	
    
  sarcophagus	
     are	
     worth	
     15,000	
     gp,	
     and	
     can	
     be	
    
  recovered	
    with	
    2	
    hours	
    work	
    and	
    care.	
    Damaged	
    
  stones	
    are	
    worth	
    one-­‐tenth	
    the	
    value.	
    
  39-­‐40	
    
  Any	
     corpse	
     or	
     grave	
     goods	
     entombed	
     in	
     this	
    
  darkwood	
     casket,	
     sized	
     for	
     a	
     gnome,	
     are	
    
  concealed	
    with	
    invisibility.	
    
  41-­‐42	
    
  This	
    sarcophagus	
    is	
    sized	
    for	
    a	
    Small	
    creature;	
    an	
    
  intricate	
    crown	
    and	
    sceptre	
    motif	
    covers	
    the	
    lid.	
    
  43-­‐44	
    
  This	
    sarcophagus	
    is	
    sized	
    for	
    a	
    Large	
    creature,	
    and	
    
  is	
    covered	
    with	
    a	
    layer	
    of	
    iridescent	
    rime.	
    
  45-­‐46	
    
  This	
     tetrahedral	
     casket	
     is	
     manufactured	
     at	
     odd	
    
  angles,	
    with	
    no	
    two	
    sides	
    parallel	
    or	
    perpendicular	
    
  to	
    one	
    another.	
    
  47-­‐48	
    
  This	
    vast,	
    tall	
    sarcophagus	
    is	
    crafted	
    with	
    twelve	
    
  hexagonal	
    
  compartments	
    
  aligned	
    
  vertically,	
    
  reminiscent	
    of	
    a	
    honeycomb.	
    Each	
    compartment	
    
  holds	
    a	
    standing	
    cadaver	
    in	
    full	
    battle	
    regalia.	
    	
    
  49-­‐50	
    
  This	
     sarcophagus	
     resembles	
     a	
     pulsing	
     muscular	
    
  organ.	
     The	
     casket	
     is	
     covered	
     with	
     a	
     layer	
     of	
    
  viscous,	
    acidic	
    slime,	
    which	
    deals	
    acid	
    damage	
    per	
    
  round	
    to	
    any	
    exposed	
    flesh.	
    The	
    sarcophagus	
    can	
    
  be	
    cut	
    open	
    by	
    dealing	
    60	
    points	
    of	
    damage	
    with	
    a	
    
  slashing	
     weapon.	
     Damage	
     to	
     the	
     sarcophagus	
    
  causes	
    acid	
    to	
    spurt	
    over	
    creatures	
    within	
    10	
    feet.	
    
  The	
     sarcophagus	
     heals	
     at	
     the	
     rate	
     of	
     1	
     hit	
     point	
    
  per	
    round.	
    
  
  157	
    
  51-­‐52	
    
  This	
    alien-­‐looking	
    sarcophagus	
    is	
    surrounded	
    by	
    a	
    
  ring	
    of	
    six	
    perfectly-­‐preserved	
    humanoid	
    corpses.	
    
  The	
    corpses	
    each	
    have	
    a	
    fist-­‐sized	
    hole	
    in	
    the	
    back	
    
  of	
    their	
    heads	
    and	
    their	
    cranial	
    cavities	
    are	
    empty.	
    
  Inside	
     the	
     sarcophagus	
     are	
     the	
     remains	
     of	
     an	
    
  intellect	
     devourer.	
     The	
     humanoids	
     corpses	
     were	
    
  its	
    favourite	
    host	
    bodies	
    in	
    life.	
    
  53-­‐54	
    
  Six	
     telekinetic	
     spheres,	
     each	
     filled	
     with	
     the	
    
  remains	
     of	
     a	
     single	
     family,	
     float	
     serenely	
     about	
    
  this	
    chamber,	
    illuminated	
    with	
    magical	
    fire.	
    
  55-­‐56	
    
  One	
     at	
     a	
     time,	
     the	
     nails	
     holding	
     this	
     makeshift	
    
  coffin	
    start	
    working	
    their	
    way	
    loose	
    while	
    the	
    PCs	
    
  watch.	
     Once	
     free,	
     they	
     fall	
     to	
     the	
     floor	
     with	
     an	
    
  audible	
    “plink.”	
    
  57-­‐58	
    
  This	
    vile	
    cenotaph	
    is	
    forged	
    from	
    the	
    imprisoned	
    
  wailing	
    souls	
    of	
    those	
    vanquished	
    by	
    the	
    creature	
    
  glorified	
    by	
    the	
    monument.	
    The	
    souls	
    can	
    be	
    freed	
    
  by	
    destroying	
    the	
    monument,	
    or	
    with	
    a	
    targeted	
    
  anti-­‐magic	
    to	
    defeat	
    a	
    powerful	
    warlock.	
    	
    
  59-­‐60	
    
  This	
    sarcophagus	
    is	
    constructed	
    of	
    a	
    cubic	
    mesh	
    of	
    
  spider	
    webs.	
    The	
    webs	
    have	
    no	
    hardness,	
    a	
    bunch	
    
  of	
    hit	
    points	
    and	
    burn	
    away	
    in	
    1	
    minute	
    if	
    exposed	
    
  to	
     fire.	
     A	
     fire	
     incinerates	
     the	
     cadaver	
     and	
     any	
    
  grave	
    goods	
    held	
    within.	
    
  61-­‐62	
    
  A	
     pair	
     of	
     identical	
     tombs	
     lies	
     here.	
     Both	
     of	
     the	
    
  tombs	
    are	
    trapped.	
    A	
    third,	
    invisible	
    tomb	
    stands	
    
  in	
    a	
    forgotten	
    corner	
    of	
    the	
    chamber,	
    holding	
    the	
    
  buried	
    creature’s	
    remains.	
    
  63-­‐64	
    
  This	
    sarcophagus	
    is	
    covered	
    with	
    elaborate	
    gears	
    
  and	
    wheels.	
    
  65-­‐66	
    
  This	
    knight’s	
    corpse	
    is	
    buried	
    within	
    the	
    exposed	
    
  ribcage	
    of	
    a	
    dead	
    red	
    dragon.	
    Both	
    the	
    knight	
    and	
    
  the	
     dragon	
     are	
     preserved	
     with	
     magical	
     means,	
    
  and	
    the	
    wounds	
    on	
    both	
    appear	
    fresh;	
    the	
    pool	
    of	
    
  dragon	
    blood	
    in	
    which	
    the	
    knight’s	
    body	
    bathes	
    is	
    
  not	
    yet	
    coagulated.	
    
  67-­‐68	
    
  This	
     goblin	
     cairn	
     is	
     built	
     from	
     dog	
     and	
     horse	
    
  bones.	
     The	
     giant	
     goblin	
     entombed	
     inside	
     has	
    
  several	
    bites	
    taken	
    from	
    it	
    with	
    goblin	
    teeth.	
    
  69-­‐70	
    
  This	
    sarcophagus	
    is	
    a	
    burial	
    niche	
    carved	
    into	
    the	
    
  floor	
     and	
     covered	
     with	
     a	
     sheet	
     of	
     magically	
    
  hardened	
    glass.	
    
  71-­‐72	
    
  This	
     cenotaph	
     glorifies	
     a	
     bloody	
     battle	
     between	
    
  an	
     army	
     of	
     hobgoblin	
     samurai	
     and	
     a	
     gigantic	
    
  rampaging	
     linnorm.	
     Three	
     hobgoblin	
     heroes	
     are	
    
  mortally	
    wounding	
    the	
    great	
    beast.	
    
  73-­‐74	
    
  Some	
     huge	
     creature	
     has	
     torn	
     apart	
     this	
     empty	
    
  stone	
     sarcophagus,	
     leaving	
     its	
     remains	
     strewn	
    
  around	
    the	
    chamber	
    	
    
  75-­‐76	
    
  This	
     ossuary,	
     hiding	
     a	
     30-­‐foot	
     by	
     30-­‐foot	
     extra-­‐
  dimensional	
     space,	
     contains	
     over	
     four	
     thousand	
    
  complete	
    
  human	
    
  skeletons.	
    
  An	
    
  identical	
    
  bludgeoning	
    wound	
    to	
    the	
    skull	
    killed	
    each	
    of	
    the	
    
  individuals.	
    
  77-­‐78	
    
  A	
     verdant	
     layer	
     of	
     grass	
     and	
     flowers	
     grows	
     over	
    
  this	
     casket,	
     magically	
     germinating,	
     growing,	
    
  blossoming	
     and	
     dying	
     in	
     3-­‐minute	
     cycles.	
     Each	
    
  cycle	
    displays	
    a	
    different	
    species	
    of	
    flower.	
    	
    
  79-­‐80	
    
  The	
    
  perfectly	
    
  preserved	
    
  corpse	
    
  in	
    
  this	
    
  sarcophagus	
    is	
    actually	
    a	
    duplicate	
    body	
    ready	
    for	
    
  activation	
     by	
     a	
     clone-­‐generating	
     magic.	
     A	
    
  character	
    can	
    determine	
    the	
    use	
    of	
    the	
    body	
    with	
    
  enough	
    knowledge	
    in	
    the	
    realms	
    of	
    magic.	
    
  81-­‐82	
    
  Any	
    creature	
    who	
    touches	
    this	
    tomb	
    takes	
    on	
    the	
    
  appearance	
    of	
    the	
    person	
    who	
    is	
    interred	
    within	
    
  for	
    10	
    minutes.	
    
  83-­‐84	
    
  This	
     simple	
     pine	
     coffin	
     contains	
     a	
     1-­‐foot	
     deep	
    
  layer	
    of	
    soil,	
    and	
    is	
    owned	
    by	
    a	
    vampire.	
    (which	
    is	
    
  not	
     currently	
     present,	
     but	
     could	
     return	
     at	
     any	
    
  moment.	
    
  85-­‐86	
    
  Thirty	
    empty,	
    recently	
    completed	
    coffins	
    line	
    the	
    
  walls.	
    A	
    sheaf	
    of	
    paper	
    sitting	
    on	
    top	
    of	
    one	
    of	
    the	
    
  coffins	
    contains	
    a	
    detailed	
    delivery	
    manifest.	
    
  87-­‐88	
    
  This	
    marble	
    sarcophagus	
    is	
    shot	
    with	
    red	
    veins.	
    If	
    
  the	
     marble	
     is	
     damaged,	
     the	
     stone	
     bleeds	
     blood	
    
  and	
    anyone	
    in	
    the	
    vicinity	
    hears	
    a	
    low,	
    pain-­‐filled	
    
  moaning	
    sound.	
    
  89-­‐90	
    
  A	
    single	
    1-­‐inch	
    high	
    jade	
    statuette	
    of	
    a	
    jaguar	
    sits	
    
  atop	
     this	
     otherwise	
     plain	
     stone	
     coffer.	
     If	
     anyone	
    
  approached	
    the	
    coffer,	
    the	
    statue	
    begins	
    to	
    growl	
    
  menacingly.	
    
  91-­‐92	
    
  This	
    corpse	
    is	
    entirely	
    encased	
    in	
    a	
    rough	
    lump	
    of	
    
  amber.	
     It	
     is	
     only	
     vaguely	
     visible,	
     and	
     the	
     amber	
    
  must	
     be	
     broken	
     apart	
     if	
     the	
     corpse	
     is	
     to	
     be	
    
  examined	
    closely.	
    
  93-­‐94	
    
  This	
     tomb	
     is	
     filled	
     with	
     shiny	
     blue	
     gewgaws	
     and	
    
  baubles,	
     and	
     may	
     belong	
     to	
     a	
     tengu.	
     A	
     few	
    
  feathers	
    lie	
    among	
    these	
    “treasures.”	
    
  95-­‐96	
    
  This	
     seven-­‐foot	
     high	
     sarcophagus	
     is	
     filled	
     with	
    
  thirty	
     standing	
     warriors,	
     each	
     preserved	
     under	
     a	
    
  thick	
    layer	
    of	
    wax.	
    
  97-­‐98	
    
  Opening	
     the	
     lid	
     to	
     this	
     sarcophagus	
     reveals	
     a	
    
  yawning,	
     cold	
     starlit	
     infinity	
     dropping	
     away	
    
  forever.	
     The	
     sarcophagus	
     acts	
     as	
     a	
     gate	
     to	
     an	
    
  distant,	
    empty	
    void	
    between	
    the	
    stars	
    .	
    
  99-­‐100	
    
  This	
     casket	
     is	
     filled	
     with	
     ninety-­‐four	
     severed	
    
  humanoid	
     feet,	
     each	
     apparently	
     from	
     the	
     same	
    
  creature’s	
    left	
    leg.	
    
  	
    
  	
    
  	
    
  	
    
   
  
  158	
    
  S E C R E T  D O O R S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Secret	
    doors	
    have	
    become	
    prolific	
    in	
    literature	
    and	
    even	
    more	
    
  ubiquitous	
     in	
     fantasy	
     gaming.	
     Rare	
     is	
     the	
     dungeon	
     crawl	
     that	
    
  doesn’t	
    feature	
    a	
    handful	
    of	
    cunningly	
    hidden	
    secret	
    doors.	
    The	
    
  problem	
     for	
     the	
     GM	
     is	
     making	
     each	
     door	
     a	
     unique	
     experience	
    
  worth	
    a	
    few	
    moments	
    of	
    wonder	
    instead	
    of	
    just	
    another	
    excuse	
    
  for	
    a	
    Perception	
    check.	
    	
    
  	
    
  This	
     section	
     presents	
     the	
     basic	
     characteristics	
     of	
     many	
    
  different	
     kinds	
     of	
     secret	
     doors;	
     use	
     the	
     information	
     here	
     in	
    
  conjunction	
    with	
    that	
    presented	
    in	
    later	
    sections	
    to	
    breathe	
    life	
    
  into	
    your	
    dungeon’s	
    secret	
    doors.	
    
  C O M M O N  C H A R A C T E R I S T I C S  
  Secret	
    doors	
    share	
    some	
    common	
    characteristics.	
    
  § 
  Being	
     objects,	
     all	
     secret	
     doors	
     have	
     hardness	
     and	
     hit	
     points	
    
  that	
    depend	
    on	
    the	
    material	
    it	
    is	
    made	
    of	
    (see	
    “Construction”).	
    
  Most	
     secret	
     doors	
     are	
     made	
     of	
     wood,	
     stone	
     or	
     iron,	
     though	
    
  exceptions	
    exist;	
    particularly	
    in	
    fantastic	
    settings.	
    	
    
  § 
  As	
     points	
     of	
     interest,	
     it	
     is	
     not	
     uncommon	
     for	
     fights	
     to	
     occur	
    
  near	
    or	
    behind	
    secret	
    doors.	
    Like	
    any	
    other	
    door,	
    a	
    secret	
    door	
    
  provides	
    cover,	
    unless	
    both	
    the	
    attacker	
    and	
    the	
    defender	
    are	
    
  directly	
    across	
    from	
    each	
    other	
    on	
    opposite	
    sides	
    of	
    the	
    door.	
    
  Smaller	
    doors	
    may	
    still	
    provide	
    cover,	
    even	
    in	
    this	
    situation.	
    	
    
  § 
  Secret	
     doors	
     are	
     secret.	
     This	
     means	
     that	
     unlike	
     other	
     doors,	
    
  they	
     are	
     not	
     automatically	
     found	
     and	
     require	
     an	
     explorer	
     to	
    
  actively	
    search	
    for	
    them	
    (see	
    “Searching	
    for	
    Secret	
    Doors”).	
    
  § 
  The	
     construction	
     of	
     a	
     secret	
     door	
     is	
     a	
     costly	
     and	
     time	
    
  consuming	
     process	
     and	
     so	
     secret	
     doors	
     are	
     placed	
     with	
     a	
    
  purpose.	
    While	
    that	
    purpose	
    may	
    no	
    longer	
    exist	
    due	
    to	
    time	
    
  or	
    changes	
    subsequent	
    dungeon	
    denizens	
    have	
    made,	
    secret	
    
  doors	
     should	
     not	
     be	
     placed	
     on	
     a	
     whim.	
     A	
     bolt	
     hole	
     to	
     hide	
    
  from	
    enemies	
    stocked	
    with	
    food	
    and	
    arms,	
    a	
    hidden	
    treasure	
    
  room,	
    an	
    alternate	
    route	
    bypassing	
    a	
    difficult	
    trail	
    or	
    a	
    cunning	
    
  trap	
    luring	
    in	
    victims	
    who	
    think	
    the	
    secret	
    door	
    must	
    be	
    the	
    
  safe	
    path	
    are	
    all	
    good	
    reasons	
    to	
    place	
    a	
    secret	
    door.	
    	
    
  C O N S T R U C T I O N  
  In	
    dungeons,	
    secret	
    doors	
    can	
    be	
    constructed	
    out	
    of	
    just	
    about	
    
  anything,	
     though	
     metal,	
     stone	
     or	
     wood	
     are	
     the	
     most	
     common	
    
  such	
     materials.	
     The	
     table	
     presents	
     the	
     average	
     two-­‐inch	
     thick	
    
  secret	
    door	
    that	
    takes	
    up	
    a	
    five	
    foot	
    square.	
    If	
    the	
    door	
    has	
    been	
    
  damaged	
    and	
    reduced	
    to	
    half	
    hit	
    points	
    or	
    lower,	
    it	
    is	
    considered	
    
  broken.	
    
  	
    
  Doors	
     can	
     be	
     reinforced	
     by	
     bars.	
     A	
     wooden	
     bar	
     requires	
    
  significant	
    force	
    to	
    break,	
    while	
    an	
    iron	
    bar	
    is	
    almost	
    impossible	
    
  to	
    break.	
    Additionally,	
    doors	
    may	
    also	
    be	
    magically	
    reinforced.	
    
  This	
    is	
    common	
    for	
    doors	
    made	
    of	
    unusual	
    but	
    fragile	
    substances	
    
  such	
    as	
    bone,	
    glass	
    or	
    paper.	
    	
    
  MATERIAL	
    
  HARDNESS	
    
  HIT	
    POINTS	
    
  BREAK	
    	
    
  Adamantine	
    
  Astronomical	
    
  Beyond	
    vast	
    
  Demigod	
    
  Bone	
    
  Fragile	
    
  Few	
    
  Hard	
    
  Darkwood	
    
  Solid	
    
  Medium	
    
  Hard	
    
  Dragonhide	
    
  Nigh	
    
  indestructible	
    
  Medium	
    
  Very	
    hard	
    
  Glass	
    
  Fragile	
    
  Almost	
    none	
    
  Very	
    easy	
    
  Iron	
    
  Nigh	
    
  indestructible	
    
  Vast	
    
  Very	
    hard	
    
  Iron	
    bound	
    
  Solid	
    
  Medium	
    
  Very	
    hard	
    
  Mithral	
    
  Almost	
    
  astronomical	
    
  Vast	
    
  Nigh	
    
  indestructible	
    
  Stone	
    
  Very	
    hard	
    
  Many	
    
  Nigh	
    
  indestructible	
    
  Wood	
    
  Solid	
    
  Medium	
    
  Hard	
    
  	
    
  	
    
  	
    
  	
    
   
  S E A R C H I N G  F O R  S E C R E T  D O O R S  
  Searching	
     for	
     a	
     secret	
     door	
     requires	
     a	
     willful	
     expenditure	
     of	
    
  time.	
    This	
    process	
    could	
    easily	
    bog	
    down	
    any	
    game	
    if	
    you	
    require	
    
  the	
    players	
    to	
    say	
    they	
    are	
    searching	
    every	
    time	
    they	
    advance	
    a	
    
  square.	
    In	
    order	
    to	
    speed	
    up	
    your	
    game,	
    a	
    convenient	
    mechanic	
    
  is	
    to	
    simply	
    note	
    the	
    PCs’	
    highest	
    bonus	
    and	
    roll	
    secretly	
    when	
    
  appropriate.	
    Of	
    course	
    if	
    the	
    PCs	
    are	
    distracted	
    by	
    other	
    things,	
    
  the	
    difficulty	
    to	
    notice	
    a	
    secret	
    door	
    increases.	
    
  P L A C I N G  T R A P S  
  Having	
     found	
     a	
     secret	
     door,	
     the	
     standard	
     response	
     from	
     most	
    
  PCs	
     is	
     to	
     check	
     it	
     for	
     traps.	
     After	
     all,	
     if	
     a	
     door	
     was	
     important	
    
  enough	
    to	
    hide,	
    it	
    might	
    be	
    important	
    enough	
    to	
    trap.	
    There	
    are	
    
  two	
    useful	
    pieces	
    of	
    advice	
    to	
    consider	
    when	
    placing	
    traps.	
    
  	
    
  First,	
    when	
    placing	
    traps	
    use	
    them	
    sparingly.	
    If	
    every	
    door	
    is	
    
  trapped	
     the	
     players	
     quickly	
     come	
     to	
     expect	
     that	
     everything	
     is	
    
  trapped,	
     which	
     slows	
     the	
     game	
     down	
     and	
     rapidly	
     becomes	
    
  boring.	
    
  	
    
  Second,	
    consider	
    placing	
    traps	
    in	
    the	
    places	
    other	
    than	
    the	
    
  secret	
    door.	
    Not	
    every	
    door	
    needs	
    to	
    have	
    the	
    trap	
    directly	
    on	
    
  the	
    door.	
    Traps	
    in	
    the	
    room	
    on	
    the	
    other	
    side	
    of	
    the	
    door,	
    on	
    the	
    
  wall	
    opposite	
    the	
    secret	
    door,	
    or	
    attached	
    to	
    the	
    opposite	
    side	
    
  of	
     the	
     secret	
     door	
     make	
     it	
     harder	
     to	
     spot	
     (increasing	
     the	
    
  difficulty	
     or	
     making	
     it	
     entirely	
     impossible)	
     and	
     may	
     catch	
     the	
    
  unwary;	
     adding	
     spice	
     to	
     your	
     dungeon.	
     Don’t	
     use	
     this	
     trick	
     to	
    
  often	
     however,	
     or	
     your	
     players	
     will	
     quickly	
     become	
     frustrated	
    
  with	
    their	
    inability	
    to	
    use	
    their	
    skills	
    and	
    abilities.	
    	
    
  
  159	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  secret	
     door.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐04	
    
  The	
     secret	
     door	
     is	
     made	
     out	
     of	
     a	
     pivoting	
    
  bookcase	
    which	
    noiselessly	
    spins	
    about	
    a	
    central	
    
  axis	
    and	
    partially	
    blocks	
    the	
    entrance.	
    Creatures	
    
  that	
    are	
    Medium-­‐sized	
    or	
    larger	
    must	
    squeeze	
    to	
    
  get	
    past	
    the	
    bookcase.	
    The	
    bookcase	
    blocks	
    line	
    
  of	
    sight,	
    meaning	
    it	
    is	
    possible	
    someone	
    might	
    be	
    
  going	
     through	
     the	
     door	
     on	
     one	
     side,	
     while	
    
  someone	
    (or	
    something)	
    is	
    coming	
    out	
    the	
    other.	
    	
    
  05-­‐07	
    
  The	
     secret	
     door	
     is	
     hidden	
     inside	
     a	
     large	
    
  cupboard,	
     set	
     into	
     its	
     back	
     wall	
     behind	
     several	
    
  hanging	
    cloaks	
    and	
    coats.	
    
  08-­‐10	
    
  An	
     illusion	
     covers	
     the	
     secret	
     door	
     so	
     that	
     it	
    
  appears	
    the	
    same	
    as	
    the	
    wall	
    in	
    which	
    it	
    is	
    set.	
    	
    
  11-­‐13	
    
  The	
    secret	
    door	
    is	
    one	
    way.	
    There	
    is	
    no	
    way	
    to	
    
  open	
    the	
    door	
    from	
    one	
    side.	
    	
    
  14-­‐16	
    
  The	
    secret	
    door	
    is	
    oddly	
    shaped,	
    being	
    wider	
    at	
    
  the	
    bottom	
    than	
    at	
    the	
    top.	
    
  17-­‐20	
    
  The	
     secret	
     door	
     is	
     underneath	
     an	
     elaborately	
    
  woven	
    tapestry	
    depicting	
    a	
    knight	
    in	
    full	
    armour	
    
  astride	
     a	
     galloping	
     white	
     stallion	
     (or	
     other	
    
  thematically	
    correct	
    scene).	
    
  21-­‐25	
    
  The	
     secret	
     door	
     has	
     been	
     well	
     oiled	
     and	
     opens	
    
  soundlessly,	
    sliding	
    into	
    the	
    floor	
    without	
    making	
    
  a	
    sound	
    to	
    alert	
    anyone	
    on	
    the	
    other	
    side.	
    	
    
  26-­‐28	
    
  Immediately	
    behind	
    the	
    secret	
    door	
    is	
    a	
    locked	
    
  iron	
    portcullis.	
    
  29-­‐31	
    
  Opening	
    the	
    secret	
    door	
    releases	
    a	
    strong	
    gust	
    of	
    
  wind	
    that	
    blows	
    out	
    torches,	
    lanterns	
    and	
    other	
    
  natural	
    light	
    sources.	
    	
    
  32-­‐34	
    
  The	
    secret	
    door	
    is	
    hidden	
    behind	
    natural	
    foliage	
    
  (vines,	
     bushes,	
     fungus,	
     lichen	
     etc.)	
     grown	
    
  specifically	
    to	
    conceal	
    it.	
    The	
    first	
    time	
    the	
    door	
    
  is	
    used,	
    the	
    foliage	
    must	
    be	
    cleared	
    away.	
    
  35-­‐37	
    
  This	
     hallway	
     or	
     room	
     is	
     lined	
     with	
     decorative,	
    
  false	
    stained	
    glass	
    windows	
    that	
    appear	
    to	
    have	
    
  only	
     walls	
     behind	
     them.	
     One	
     of	
     the	
     windows,	
    
  however,	
    can	
    be	
    opened	
    as	
    a	
    secret	
    door.	
    	
    
  38-­‐40	
    
  A	
    hidden	
    flight	
    of	
    stairs	
    that	
    lead	
    up	
    to	
    another	
    
  level	
    can	
    be	
    triggered	
    by	
    a	
    secret	
    catch	
    to	
    rise	
    up	
    
  from	
    the	
    floor.	
    	
    
  41-­‐44	
    
  The	
     secret	
     door,	
     which	
     opens	
     by	
     pulling	
     up	
     on	
    
  the	
    grate	
    or	
    down	
    on	
    a	
    nearby	
    sconce,	
    is	
    behind	
    
  the	
    back	
    wall	
    of	
    a	
    fireplace.	
    	
    
  45-­‐47	
    
  The	
     secret	
     door	
     is	
     behind	
     a	
     giant	
     tun,	
     which	
    
  opens	
     by	
     twisting	
     the	
     tap	
     protruding	
     from	
     the	
    
  cask.	
    	
    
  48-­‐50	
    
  The	
     secret	
     door	
     is	
     hidden	
     halfway	
     up	
     the	
     wall.	
    
  Characters	
     must	
     scale	
     the	
     wall	
     to	
     be	
     able	
     to	
    
  reach	
    the	
    opening	
    mechanism.	
    
  51-­‐53	
    
  A	
    massive	
    grandfather	
    clock	
    tick	
    tocks	
    as	
    normal,	
    
  but	
    its	
    hands	
    never	
    advance.	
    If	
    set	
    to	
    a	
    specific	
    
  time	
    (hour,	
    minute	
    and	
    second),	
    the	
    body	
    swings	
    
  open	
    revealing	
    a	
    passageway.	
    	
    
  54-­‐56	
    
  A	
    peephole	
    is	
    inconspicuously	
    drilled	
    through	
    the	
    
  secret	
     door	
     allowing	
     someone	
     to	
     spy	
     on	
     the	
    
  other	
    side	
    when	
    a	
    plug	
    is	
    removed.	
    	
    
  57-­‐60	
    
  The	
    secret	
    door	
    is	
    in	
    the	
    middle	
    of	
    a	
    large	
    fresco	
    
  on	
    the	
    wall.	
    The	
    fresco	
    depicts	
    a	
    pastoral	
    setting	
    
  with	
     peasants	
     working	
     in	
     the	
     fields.	
     Careful	
    
  examination	
     notes	
     small	
     devilish	
     imps	
     hidden	
    
  throughout	
    the	
    artwork	
    causing	
    trouble	
    such	
    as	
    
  unhitching	
    horses	
    or	
    setting	
    fire	
    to	
    a	
    haystack.	
    	
    
  61-­‐63	
    
  The	
    secret	
    door	
    is	
    tied	
    to	
    another	
    nearby	
    door.	
    
  GM’s	
     choice	
     of	
     whether	
     that	
     door	
     is	
     secret	
     or	
    
  normal.	
    Both	
    cannot	
    be	
    open	
    at	
    the	
    same	
    and	
    if	
    
  one	
    is	
    ajar	
    when	
    the	
    other	
    opened,	
    it	
    slams	
    shut.	
    
  64-­‐67	
    
  The	
     secret	
     door	
     is	
     protected	
     by	
     a	
     good	
     quality	
    
  look	
    that	
    is	
    hidden	
    under	
    a	
    flagstone	
    in	
    the	
    floor.	
    
  68-­‐70	
    
  There	
     is	
     a	
     hole	
     in	
     the	
     door	
     covered	
     over	
     with	
    
  paper	
    painted	
    to	
    appear	
    as	
    the	
    rest	
    of	
    the	
    door.	
    
  A	
    loaded	
    heavy	
    crossbow	
    is	
    mounted	
    in	
    front	
    of	
    
  the	
     small	
     hole	
     allowing	
     someone	
     to	
     fire	
     on	
    
  anyone	
    opening	
    the	
    door.	
    	
    
  71-­‐73	
    
  The	
    secret	
    door	
    is	
    behind	
    a	
    pile	
    of	
    rubble,	
    placed	
    
  there	
    on	
    purpose	
    to	
    appear	
    as	
    though	
    there	
    has	
    
  been	
    a	
    cave-­‐in.	
    	
    
  74-­‐77	
    
  The	
    secret	
    door	
    slides	
    into	
    the	
    wall	
    rather	
    than	
    
  opening	
    like	
    a	
    standard	
    door.	
    	
    
  78-­‐80	
    
  The	
     secret	
     door	
     is	
     underneath	
     a	
     large	
     potted	
    
  plant.	
     GM’s	
     choice	
     as	
     to	
     whether	
     the	
     plant	
     is	
    
  alive	
    or	
    long	
    since	
    dead	
    from	
    lack	
    of	
    care.	
    	
    
  81-­‐83	
    
  The	
    secret	
    door	
    is	
    part	
    of	
    a	
    large	
    bas	
    relief	
    on	
    the	
    
  wall	
    depicting	
    a	
    deity	
    or	
    holy	
    symbol.	
    	
    
  84-­‐85	
    
  The	
    secret	
    door	
    is	
    designed	
    to	
    make	
    noise	
    when	
    
  triggered,	
    making	
    it	
    hard	
    to	
    remain	
    silent.	
    
  86-­‐87	
    
  The	
     secret	
     door	
     is	
     only	
     3	
     ft.	
     high.	
     Medium	
     or	
    
  larger	
     characters	
     must	
     squeeze	
     to	
     get	
     through	
    
  the	
    door.	
    
  88-­‐90	
    
  The	
    secret	
    door	
    is	
    keyed	
    to	
    a	
    statue	
    of	
    two	
    lovers	
    
  staring	
    longing	
    towards	
    each	
    other.	
    The	
    statues	
    
  are	
    on	
    pivots	
    and	
    the	
    door	
    is	
    triggered	
    when	
    the	
    
  statues	
    are	
    pushed	
    together	
    to	
    “kiss.”	
    
  91-­‐93	
    
  The	
     secret	
     door	
     is	
     hidden	
     in	
     the	
     floor	
     of	
     a	
    
  fountain.	
    Opening	
    the	
    door	
    causes	
    a	
    few	
    gallons	
    
  of	
     water	
     to	
     momentarily	
     flood	
     down	
     the	
     stairs	
    
  underneath,	
    but	
    it	
    quickly	
    stops.	
    	
    
  94-­‐96	
    
  The	
     secret	
     door	
     is	
     in	
     the	
     ceiling,	
     and	
     opens	
     by	
    
  pulling	
    down	
    on	
    a	
    chandelier	
    which	
    is	
    mounted	
    
  in	
    the	
    middle	
    of	
    the	
    door	
    	
    
  97-­‐100	
    
  The	
    secret	
    door	
    is	
    trapped.	
    Refer	
    to	
    Table	
    C	
    to	
    
  pick	
    an	
    appropriate	
    trap.	
    
  	
    
  	
    
  	
    
   
  
  160	
    
  S E C R E T  D O O R S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
     secret	
    
  door.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    
  your	
    dungeon’s	
    setup—ignore	
    or	
    modify	
    such	
    entries.	
    
  D%	
    
  	
    
  1-­‐2	
    
  The	
    door	
    is	
    in	
    pristine	
    condition.	
    	
    
  3	
    
  There	
     are	
     crates	
     piled	
     against	
     the	
     secret	
     door.	
    
  GM’s	
    choice	
    as	
    to	
    what	
    is	
    in	
    them.	
    	
    
  4	
    
  The	
     secret	
     door	
     was	
     trapped,	
     but	
     the	
     trap	
     has	
    
  since	
    been	
    set	
    off	
    and	
    is	
    obvious	
    once	
    the	
    door	
    is	
    
  opened.	
    A	
    host	
    of	
    darts	
    stud	
    the	
    backside	
    of	
    the	
    
  door	
    which	
    is	
    stained	
    with	
    dried	
    poison.	
    	
    
  5-­‐6	
    
  The	
    door	
    is	
    designed	
    to	
    open	
    automatically,	
    but	
    
  age	
     has	
     damaged	
     the	
     mechanism	
     and	
     it	
     takes	
    
  two	
    full	
    rounds	
    to	
    open.	
    After	
    one	
    round,	
    a	
    Small	
    
  creature	
     can	
     pass	
     through,	
     but	
     Medium-­‐sized	
    
  creatures	
    must	
    wait	
    for	
    another	
    round.	
    
  7	
    
  A	
     previous	
     adventurer	
     has	
     left	
     a	
     yellow	
     chalk	
    
  mark	
    on	
    the	
    door.	
    	
    
  8	
    
  The	
    secret	
    door	
    has	
    been	
    left	
    open.	
    	
    
  9-­‐10	
    
  A	
    rusty	
    broken	
    sword	
    lies	
    in	
    front	
    of	
    the	
    secret	
    
  door	
    in	
    a	
    puddle	
    of	
    dried	
    blood.	
    The	
    longsword	
    	
    
  has	
    the	
    broken	
    condition.	
    
  11	
    
  A	
     male	
     human’s	
     corpse	
     is	
     pinned	
     to	
     the	
     secret	
    
  door	
    by	
    a	
    spear.	
    It	
    is	
    rotten	
    and	
    several	
    days	
    old.	
    	
    
  12	
    
  The	
     sound	
     of	
     dripping	
     water	
     echoes	
     nearby,	
    
  possibly	
    from	
    the	
    other	
    side	
    of	
    the	
    secret	
    door.	
    	
    
  13-­‐14	
    
  A	
    skeleton	
    lies	
    on	
    the	
    floor	
    in	
    front	
    of	
    the	
    secret	
    
  door,	
    its	
    skull	
    caved	
    in	
    by	
    an	
    ancient	
    injury.	
    	
    
  15	
    
  The	
     door	
     is	
     smeared	
     with	
     droppings	
     from	
     an	
    
  animal,	
    long	
    since	
    dried.	
    
  16	
    
  The	
    secret	
    door	
    is	
    covered	
    in	
    a	
    sticky	
    residue.	
    Its	
    
  source	
     is	
     not	
     readily	
     apparent,	
     but	
     it	
     tastes	
    
  sweet	
    if	
    anyone	
    is	
    brave	
    enough	
    to	
    try	
    it.	
    	
    
  17-­‐18	
    
  Faint	
    drag	
    marks	
    on	
    the	
    floor	
    show	
    the	
    arc	
    of	
    the	
    
  secret	
    door	
    when	
    it	
    opens.	
    	
    
  19	
    
  The	
    hinges	
    on	
    the	
    door	
    have	
    become	
    rusty	
    and	
    
  stiff	
    with	
    time.	
    
  20	
    
  The	
    secret	
    door	
    has	
    not	
    been	
    used	
    in	
    some	
    time	
    
  and	
    it	
    has	
    been	
    covered	
    in	
    cobwebs.	
    	
    
  21-­‐22	
    
  A	
    splash	
    of	
    red	
    paint	
    splatters	
    the	
    secret	
    door.	
    	
    
  23	
    
  A	
     bottle	
     of	
     wine	
     has	
     been	
     smashed	
     upon	
     the	
    
  secret	
    door.	
    The	
    stain	
    is	
    still	
    damp.	
    	
    
  24	
    
  When	
    the	
    door	
    is	
    opened,	
    a	
    cloud	
    of	
    moths	
    fly	
    
  out.	
    They	
    are	
    harmless,	
    but	
    are	
    attracted	
    to	
    light.	
    	
    
  25-­‐26	
    
  The	
    secret	
    door	
    is	
    broken	
    and	
    when	
    an	
    attempt	
    
  is	
    made	
    to	
    open	
    it,	
    it	
    falls	
    loose	
    from	
    its	
    frame.	
    	
    
  27	
    
  The	
    door	
    is	
    pitted	
    and	
    damaged	
    from	
    an	
    ancient	
    
  brush	
    with	
    acid.	
    The	
    damage	
    is	
    cosmetic	
    and	
    the	
    
  door	
    has	
    not	
    suffered	
    any	
    significant	
    damage.	
    	
    
  28	
    
  The	
     secret	
     door	
     (and	
     the	
     entire	
     wall)	
     has	
     been	
    
  plastered	
     over	
     and	
     painted	
     a	
     bright,	
     garish	
    
  colour.	
    The	
    plaster	
    must	
    be	
    broken	
    away	
    if	
    the	
    
  PCs	
    are	
    to	
    use	
    the	
    door.	
    	
    
  29-­‐30	
    
  The	
    body	
    of	
    a	
    decapitated	
    orc	
    is	
    slumped	
    in	
    front	
    
  of	
    the	
    door.	
    Its	
    head	
    lies	
    in	
    its	
    lap.	
    	
    
  31	
    
  Once	
     opened,	
     the	
     door	
     shows	
     obvious	
     signs	
     of	
    
  having	
     been	
     broken	
     down	
     and	
     repaired;	
     it	
     is	
    
  reinforced	
    with	
    timber	
    planks	
    on	
    the	
    inside.	
    	
    
  32	
    
  The	
    door	
    smells	
    strongly	
    of	
    sweat	
    or	
    musk.	
    	
    
  33-­‐34	
    
  The	
    door	
    is	
    trapped,	
    but	
    time	
    has	
    damaged	
    the	
    
  trap’s	
     mechanism.	
     When	
     the	
     secret	
     door	
     is	
    
  opened,	
     there	
     is	
     a	
     host	
     of	
     ominous	
     noises,	
     but	
    
  the	
    trap	
    fails	
    to	
    trigger.	
    
  35	
    
  Someone	
    has	
    used	
    a	
    stone-­‐forming	
    magic	
    to	
    seal	
    
  the	
    secret	
    door.	
    It	
    can	
    no	
    longer	
    be	
    opened	
    and	
    
  must	
    be	
    broken	
    down.	
    	
    
  36	
    
  The	
    secret	
    door’s	
    frame	
    has	
    scratch	
    marks	
    from	
    
  a	
    previous	
    explorer	
    who	
    suspected	
    the	
    presence	
    
  of	
    the	
    door	
    and	
    tried	
    (but	
    failed)	
    to	
    get	
    it	
    open	
    
  with	
    a	
    dagger.	
    
  37-­‐38	
    
  The	
     door	
     no	
     longer	
     seals	
     completely	
     and	
     a	
    
  breeze	
    can	
    be	
    felt	
    blowing	
    through	
    a	
    faint	
    crack.	
    
  This	
     breeze	
     lowers	
     make	
     it	
     easier	
     to	
     detect	
    
  others	
    by	
    scent.	
    
  39	
    
  The	
     room	
     behind	
     the	
     airtight	
     secret	
     door	
     is	
    
  flooded.	
    Anyone	
    standing	
    within	
    ten	
    feet	
    of	
    the	
    
  door	
    when	
    it	
    is	
    opened	
    is	
    subject	
    to	
    the	
    force	
    of	
    
  the	
     water	
     that	
     rushes	
     outward.	
     Creatures	
     who	
    
  are	
     pushed	
     by	
     the	
     wave	
     are	
     knocked	
     prone	
     at	
    
  the	
    end	
    of	
    the	
    movement.	
    	
    
  40	
    
  A	
     burrowing	
     animal	
     has	
     made	
     a	
     Tiny	
     hole	
    
  through	
    the	
    wall	
    into	
    the	
    room,	
    niche	
    or	
    hallway	
    
  behind	
     the	
     secret	
     door,	
     making	
     it	
     obvious	
     that	
    
  there	
    is	
    a	
    space	
    on	
    the	
    other	
    side.	
    	
    
  41-­‐42	
    
  In	
    the	
    years	
    since	
    the	
    secret	
    door	
    was	
    created,	
    
  the	
     hallway	
     or	
     room	
     that	
     the	
     secret	
     door	
     exits	
    
  into	
     has	
     been	
     covered	
     in	
     false	
     wooden	
     doors.	
    
  Coincidentally	
     one	
     them	
     has	
     been	
     placed	
     over	
    
  the	
    secret	
    door.	
    
  43	
    
  As	
    above,	
    but	
    the	
    false	
    door	
    is	
    not	
    directly	
    over	
    
  the	
    secret	
    door.	
    Rather	
    it	
    partially	
    occludes	
    the	
    
  secret	
    door	
    and	
    either	
    requires	
    creatures	
    larger	
    
  than	
    Tiny	
    to	
    squeeze	
    in	
    order	
    move	
    through	
    or	
    
  remove	
    the	
    false	
    door.	
    
  44	
    
  There	
     is	
     a	
     stained	
     and	
     beat-­‐up	
     green	
     chair	
     in	
    
  front	
    of	
    the	
    secret	
    door.	
    It	
    smells	
    of	
    mildew	
    and	
    
  lies	
    on	
    its	
    side.	
    	
    
  45-­‐46	
    
  About	
    two	
    feet	
    off	
    the	
    ground,	
    the	
    words	
    “Secret	
    
  Door”	
     in	
     Halfling	
     have	
     been	
     painted	
     on	
     the	
    
  secret	
    door	
    in	
    bright	
    blue	
    paint.	
    The	
    paint	
    is	
    old	
    
  and	
    faded.	
    
  47	
    
  A	
     crude	
     noise-­‐making	
     trap	
     has	
     been	
     set	
     up	
     on	
    
  the	
     other	
     side	
     of	
     the	
     door,	
     designed	
     more	
     to	
    
  alert	
    nearby	
    foes	
    to	
    the	
    opening	
    of	
    the	
    door	
    by	
    
  knocking	
    over	
    some	
    metal	
    objects,	
    rather	
    than	
    to	
    
  harm	
    anyone	
    passing	
    through	
    the	
    door.	
    	
    
  48	
    
  A	
     pair	
     of	
     bloody	
     handprints	
     is	
     on	
     the	
     wall	
    
  opposite	
    the	
    door.	
    	
    
  
  161	
    
  49-­‐50	
    
  The	
     ceiling	
     of	
     the	
     room	
     or	
     passage	
     behind	
     the	
    
  door	
    has	
    collapsed,	
    and	
    due	
    to	
    the	
    large	
    amount	
    
  of	
    rubble,	
    the	
    door	
    cannot	
    be	
    opened	
    more	
    than	
    
  a	
    few	
    inches.	
    	
    
  51	
    
  A	
     banner	
     decorated	
     with	
     the	
     symbol	
     of	
     a	
    
  chivalrous	
    order	
    of	
    knights	
    hides	
    the	
    secret	
    door.	
    
  52	
    
  A	
    copper	
    coin	
    lies	
    on	
    the	
    floor,	
    partially	
    wedged	
    
  under	
    the	
    door.	
    	
    
  53-­‐54	
    
  A	
    mirror	
    in	
    a	
    wooden	
    frame	
    hangs	
    on	
    the	
    door.	
    
  55	
    
  A	
    shattered,	
    old	
    femur	
    lies	
    in	
    front	
    of	
    the	
    door.	
    
  56	
    
  There	
     has	
     been	
     a	
     fire	
     on	
     the	
     other	
     side	
     of	
     the	
    
  secret	
    door,	
    causing	
    escaping	
    smoke	
    to	
    stain	
    the	
    
  secret	
    door’s	
    outline,	
    making	
    it	
    easier	
    to	
    find.	
    
  57-­‐58	
    
  A	
    small	
    shelf	
    is	
    nailed	
    to	
    the	
    door.	
    	
    
  59	
    
  A	
     large	
     rusty	
     spike	
     impales	
     a	
     ragdoll	
     to	
     the	
    
  middle	
    of	
    the	
    secret	
    door.	
    	
    
  60	
    
  The	
    ghostly	
    image	
    of	
    an	
    explorer	
    who	
    died	
    trying	
    
  to	
     find	
     the	
     secret	
     door	
     can	
     be	
     seen	
     walking	
    
  through	
    the	
    wall	
    at	
    the	
    appropriate	
    point.	
    
  61-­‐62	
    
  A	
    set	
    rat	
    trap	
    is	
    in	
    a	
    niche	
    in	
    the	
    door.	
    	
    
  63	
    
  A	
     trail	
     of	
     blood,	
     slime	
     or	
     dirt	
     leads	
     under	
     the	
    
  door.	
    
  64	
    
  A	
    noose	
    hangs	
    from	
    a	
    ceiling	
    beam	
    right	
    in	
    front	
    
  of	
    the	
    door.	
    	
    
  65-­‐66	
    
  A	
    torch	
    sconce	
    has	
    been	
    affixed	
    to	
    the	
    door.	
    	
    
  67	
    
  Something	
     has	
     been	
     scrapped	
     off	
     the	
     door.	
    
  Flecks	
    of	
    black	
    paint	
    and	
    deep	
    scratches	
    remain.	
    
  68	
    
  Melted	
    wax	
    is	
    dripped	
    on	
    the	
    opposite	
    wall.	
    
  69-­‐70	
    
  A	
    colony	
    of	
    bats	
    roost	
    on	
    the	
    other	
    side	
    of	
    the	
    
  door.	
    Any	
    noise	
    or	
    light	
    disturbs	
    them,	
    and	
    the	
    
  resultant	
    noise	
    sounds	
    like	
    a	
    wailing	
    ghost.	
    
  71	
    
  Three	
     wooden	
     pegs	
     for	
     hanging	
     cloaks	
     are	
    
  embedded	
    in	
    the	
    door.	
    	
    
  72	
    
  The	
    long	
    decayed	
    corpse	
    of	
    a	
    dungeon	
    delver	
    lies	
    
  near	
    the	
    secret	
    door.	
    It	
    has	
    been	
    partially	
    eaten	
    
  by	
    local	
    fauna	
    making	
    impossible	
    to	
    tell	
    how	
    he	
    
  died,	
    but	
    in	
    his	
    hand	
    are	
    detailed	
    directions	
    on	
    
  how	
    to	
    find	
    and	
    disarm	
    a	
    trap	
    that	
    is	
    supposed	
    to	
    
  be	
    on	
    a	
    secret	
    door	
    in	
    this	
    complex.	
    GM’s	
    choice	
    
  as	
    to	
    whether	
    those	
    directions	
    are	
    true,	
    a	
    clever	
    
  trick	
    or	
    simply	
    an	
    outright	
    lie.	
    	
    
  73-­‐74	
    
  Ash	
     is	
     smeared	
     over	
     the	
     door	
     and	
     surrounding	
    
  wall	
    The	
    gentle	
    flow	
    of	
    air	
    through	
    the	
    door	
    has	
    
  created	
    the	
    faint	
    outline	
    of	
    the	
    door	
    in	
    the	
    ash.	
    
  75	
    
  The	
    room	
    beyond	
    the	
    airtight	
    secret	
    door	
    is	
    filled	
    
  with	
     foul	
     air.	
     When	
     opened,	
     the	
     gases	
     have	
     a	
    
  75%	
    chance	
    of	
    extinguishing	
    unprotected	
    flames	
    
  and	
    all	
    breathing	
    creatures	
    struggle	
    with	
    nausea.	
    	
    
  76	
    
  The	
     door	
     has	
     been	
     barred	
     from	
     the	
     other	
     side	
    
  and	
    requires	
    massive	
    power	
    to	
    break	
    down.	
    
  77-­‐78	
    
  A	
     stain	
     radiates	
     across	
     the	
     door	
     in	
     a	
     sunburst	
    
  pattern	
    from	
    where	
    a	
    whiskey	
    bottle	
    was	
    thrown	
    
  against	
    it.	
    Shards	
    of	
    glass	
    and	
    a	
    cork	
    are	
    spread	
    
  across	
    the	
    floor.	
    
  79	
    
  Due	
     to	
     the	
     hollow	
     space	
     behind	
     it,	
     the	
     door	
     is	
    
  colder	
     than	
     the	
     surrounding	
     walls.	
     This	
     makes	
    
  finding	
    it	
    easier.	
    
  80	
    
  A	
    shield	
    painted	
    with	
    the	
    heraldry	
    of	
    a	
    now	
    lost	
    
  ancient	
    nation	
    hangs	
    on	
    the	
    door.	
    	
    
  81-­‐82	
    
  Moss	
     grows	
     along	
     the	
     bottom	
     of	
     the	
     door.	
    
  Perceptive	
    characters	
    notice	
    scrape	
    marks	
    in	
    the	
    
  moss.	
    
  83	
    
  A	
    howling	
    wind	
    echoes	
    on	
    the	
    other	
    side	
    of	
    the	
    
  secret	
    door	
    that	
    eerily	
    sounds	
    like	
    the	
    screams	
    of	
    
  some	
    foul	
    beast.	
    	
    
  84	
    
  A	
     trace	
     of	
     lavender	
     perfume	
     lingers	
     near	
     the	
    
  door.	
    
  85-­‐86	
    
  A	
     decorative	
     frieze	
     of	
     a	
     pack	
     of	
     dogs	
     chasing	
     a	
    
  fox	
     through	
     the	
     wood	
     has	
     crumbled	
     and	
     fallen	
    
  from	
    above	
    the	
    door.	
    
  87	
    
  A	
     tiny	
     “X,”	
     no	
     larger	
     than	
     a	
     human	
     child’s	
    
  fingernail,	
     has	
     been	
     faintly	
     scratched	
     into	
     the	
    
  door	
    just	
    above	
    the	
    floor.	
    	
    
  88	
    
  Someone	
     has	
     put	
     magical	
     flame	
     on	
     the	
     secret	
    
  door.	
    	
    
  89-­‐90	
    
  The	
    secret	
    door	
    has	
    been	
    carefully	
    removed	
    by	
    
  previous	
    explorers	
    and	
    is	
    propped	
    up	
    in	
    a	
    corner	
    
  on	
    the	
    other	
    side	
    of	
    the	
    doorway.	
    
  91	
    
  The	
    secret	
    door	
    has	
    aged	
    poorly,	
    warping	
    and	
    its	
    
  hinges	
     growing	
     stiff.	
     Once	
     opened,	
     the	
     secret	
    
  door	
    cannot	
    be	
    reclosed	
    without	
    repairs.	
    	
    
  92	
    
  Part	
    of	
    a	
    complicated	
    design	
    depicting	
    two	
    lovers	
    
  looking	
     into	
     each	
     other’s	
     eyes,	
     the	
     secret	
     door	
    
  was	
     not	
     designed	
     to	
     be	
     opened	
     and	
     closed	
    
  repeatedly.	
     Opening	
     it	
     breaks	
     the	
     plaster	
     that	
    
  filled	
    in	
    the	
    cracks	
    around	
    the	
    edges	
    of	
    the	
    door	
    
  making	
    it	
    a	
    still	
    fully	
    functional	
    door,	
    but	
    obvious	
    
  to	
    future	
    explorers.	
    	
    
  93-­‐94	
    
  A	
    dented	
    pewter	
    goblet	
    lies	
    in	
    front	
    of	
    the	
    door.	
    
  The	
    liquid	
    once	
    held	
    within	
    has	
    stained	
    the	
    floor	
    
  and	
    flowed	
    under	
    the	
    secret	
    door.	
    
  95	
    
  A	
    directional	
    sign	
    is	
    mounted	
    on	
    the	
    secret	
    door	
    
  (showing	
     a	
     map,	
     giving	
     a	
     floor	
     name,	
     warning	
    
  against	
    proceeding	
    in	
    some	
    direction,	
    or	
    stating	
    
  the	
    name	
    and	
    purpose	
    of	
    the	
    area).	
    	
    
  96	
    
  An	
     unlit	
     lantern	
     hangs	
     from	
     an	
     iron	
     hook	
    
  mounted	
    in	
    the	
    door.	
    It	
    bangs	
    against	
    the	
    door	
    
  unless	
    it	
    is	
    removed	
    before	
    the	
    door	
    is	
    opened.	
    
  97-­‐98	
    
  The	
     secret	
     door	
     is	
     covered	
     in	
     heavy	
     wooden	
    
  planks	
     that	
     have	
     been	
     nailed	
     to	
     the	
     wall	
     to	
    
  prevent	
     the	
     door	
     from	
     opening	
     from	
     the	
     other	
    
  (non-­‐secret)	
     side.	
     Some	
     of	
     the	
     planks	
     are	
    
  splintered	
     as	
     if	
     something	
     very	
     strong	
     tried	
     to	
    
  force	
    its	
    way	
    through.	
    	
    
  99	
    
  “Help	
    Me”	
    is	
    written	
    on	
    the	
    door	
    in	
    dried	
    blood.	
    
  The	
     letters	
     are	
     large	
     and	
     crudely	
     formed.	
     The	
    
  blood	
    has	
    dribbled	
    down	
    the	
    wall.	
    
  100	
    
  There	
    are	
    claw	
    marks	
    on	
    the	
    lower	
    right	
    side	
    of	
    
  the	
    door.	
    
  	
    
  	
    
  	
    
  	
    
  	
    
   
  
  162	
    
  S T A I R S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Stairs	
    come	
    in	
    many	
    different	
    shapes	
    and	
    sizes,	
    including	
    steep,	
    
  gradual,	
     precipitous	
     and	
     spiral.	
     Stairs	
     in	
     dungeons	
     don’t	
     even	
    
  have	
    to	
    be	
    made	
    of	
    stone	
    –	
    some	
    can	
    be	
    of	
    wood,	
    bone	
    or	
    other	
    
  magical	
    or	
    fantastical	
    substances.	
    	
    
  	
    
  Staircases	
     are	
     important	
     parts	
     of	
     most	
     dungeons,	
     enabling	
    
  easy	
     passage	
     between	
     the	
     various	
     levels	
     of	
     the	
     place.	
     In	
    
  occupied	
    dungeons	
    they	
    are	
    often	
    one	
    of	
    the	
    areas	
    which	
    sees	
    
  the	
     most	
     traffic	
     as	
     the	
     place’s	
     denizens	
     emerge	
     to	
     fight,	
     hunt	
    
  and	
    trade.	
    They	
    are	
    therefore	
    perfect	
    places	
    for	
    a	
    GM	
    to	
    place	
    
  hints,	
     clues	
     and	
     other	
     interesting	
     features	
     that	
     highlight	
     what	
    
  lurks	
    in	
    the	
    connected	
    dungeon	
    levels.	
    	
    
  	
    
  This	
     section	
     presents	
     the	
     basic	
     characteristics	
     of	
     different	
    
  kinds	
    of	
    stairs;	
    use	
    the	
    information	
    here	
    in	
    conjunction	
    with	
    that	
    
  in	
    later	
    sections	
    to	
    breathe	
    life	
    into	
    your	
    dungeon’s	
    stairs.	
    
  G R A D U A L  S T A I R S  
  Gradual	
     stairs	
     are	
     easy	
     to	
     move	
     on	
     and	
     have	
     the	
     following	
    
  noteworthy	
    features:	
    	
    
  § 
  No	
    Running:	
    Characters	
    cannot	
    run	
    on	
    gradual	
    stairs.	
    
  § 
  Acrobatics:	
    Gradual	
    stairs	
    make	
    dextrous	
    tricks	
    hard..	
    
  § 
  Higher	
     Ground:	
     Characters	
     fighting	
     on	
     gradual	
     stairs	
     gain	
     a	
    
  bonus	
    on	
    melee	
    attacks	
    made	
    against	
    opponents	
    below	
    them	
    
  N A T U R A L  S T A I R S  
  Natural	
    staircases	
    are	
    just	
    that	
    –	
    the	
    result	
    of	
    natural	
    processes	
    
  and	
     are	
     not	
     crafted	
     by	
     intelligent	
     creatures.	
     They	
     are	
     rare	
     in	
    
  dungeons,	
     but	
     relatively	
     common	
     in	
     natural	
     caverns.	
     Natural	
    
  stairs	
    can	
    be	
    gradual	
    or	
    steep,	
    but	
    are	
    rarely	
    spiral	
    in	
    nature.	
    	
    
  P R E C I P I T O U S  S T A I R S  
  Precipitous	
    stairs	
    are	
    particularly	
    steep	
    and	
    perilous	
    to	
    traverse:	
    
  § 
  Difficult	
    Terrain:	
    Precipitous	
    stairs	
    are	
    difficult	
    to	
    cross.	
    
  § 
  No	
    Running:	
    Characters	
    cannot	
    run	
    on	
    precipitous	
    stairs.	
    
  § 
  No	
    charging:	
    Characters	
    cannot	
    charge	
    on	
    precipitous	
    stairs.	
    
  § 
  Acrobatics:	
     Precipitous	
     stairs	
     increase	
     the	
     difficulty	
     of	
     quick	
    
  tricks	
    greatly.	
    
  § 
  Higher	
    Ground:	
    Characters	
    fighting	
    on	
    precipitous	
    stairs	
    gain	
    a	
    
  bonus	
    on	
    melee	
    attacks	
    made	
    against	
    opponents	
    below	
    them.	
    
  S T E E P  S T A I R S  
  Steep	
    stairs	
    can	
    be	
    perilous	
    to	
    traverse:	
    
  § 
  Difficult	
    Terrain:	
    Steep	
    stairs	
    are	
    difficult	
    terrain	
    to	
    cross.	
    
  § 
  No	
    Running:	
    Characters	
    cannot	
    run	
    on	
    steep	
    stairs.	
    
  §
  No	
    charging:	
    Characters	
    cannot	
    charge	
    on	
    steep	
    stairs.
  § 
  Acrobatics:	
    Steep	
    steps	
    make	
    agile	
    trickery	
    very	
    difficult.	
    
  § 
  Higher	
     Ground:	
     Characters	
     fighting	
     on	
     steep	
     stairs	
     gain	
     a	
    
  bonus	
    on	
    melee	
    attacks	
    made	
    against	
    opponents	
    below	
    them.	
    
  S P I R A L  S T A I R C A S E  
  Designed	
    as	
    defensive	
    features,	
    spiral	
    staircases	
    provide	
    cover	
    to	
    
  defenders	
    against	
    attacks	
    originating	
    either	
    from	
    above	
    or	
    below	
    
  them	
    (but	
    not	
    both).	
    They	
    can	
    be	
    gradual,	
    steep	
    or	
    precipitous	
    
  and	
    have	
    the	
    following	
    additional	
    characteristics:	
    
  § 
  No	
    charging:	
    Characters	
    cannot	
    charge	
    on	
    spiral	
    stairs.	
    
  § 
  Right	
    Spiral:	
    A	
    staircase	
    spiralling	
    to	
    the	
    right	
    provides	
    cover	
    
  from	
    attacks	
    originating	
    below.	
    
  § 
  Left	
     Spiral:	
     A	
     staircase	
     spiralling	
     to	
     the	
     right	
     provides	
     cover	
    
  from	
    attacks	
    originating	
    above.
  C O N S T R U C T I O N  
  In	
    dungeons,	
    stairs	
    are	
    most	
    commonly	
    constructed	
    of	
    stone	
    but	
    
  on	
     occasion,	
     adventurers	
     may	
     discover	
     stairs	
     of	
     wood	
     or	
     even	
    
  bone.	
    In	
    deep	
    dungeons,	
    they	
    may	
    even	
    find	
    stairs	
    constructed	
    
  of	
    more	
    outlandish	
    materials	
    such	
    as	
    magically	
    hardened	
    glass.	
    
  	
    
  The	
    statistics	
    below	
    represent	
    each	
    step	
    of	
    a	
    stair.	
    
  STAIR	
    MATERIAL	
    
  HARDNESS	
    
  HIT	
    POINTS	
    
  BREAK	
    
  Bone	
    
  Fragile	
    
  Medium	
    
  Moderate	
    
  Glass*	
    
  Fragile	
    
  Medium	
    
  Moderate	
    
  Iron	
    
  Nigh	
    
  indestructible	
    
  Vast	
    
  Hard	
    
  Stone	
    (Hewn)	
    
  Very	
    hard	
    
  Vast	
    
  Nigh	
    
  indestructible	
    
  Stone	
    (Masonry)	
    
  Very	
    hard	
    
  Vast	
    
  Very	
    hard	
    
  Stone	
    (Natural)	
    
  Very	
    hard	
    
  Vast	
    
  Nigh	
    
  indestructible
  Wood	
    
  Solid	
    
  Medium	
    
  Mdderate	
    
  *magically	
    treated
  R A N D O M  E N C O U N T E R S  
  As	
    areas	
    of	
    particularly	
    heavy	
    traffic,	
    staircases	
    are	
    an	
    excellent	
    
  place	
     for	
     random	
     encounters.	
     However,	
     take	
     care	
     to	
     design	
    
  your	
    staircases	
    to	
    enable	
    interesting	
    tactical	
    movement.	
    
  G O I N G  D O W N ?  
  In	
     many	
    dungeons,	
     stairs	
     simply	
     lead	
    between	
    two	
     levels,	
    but	
    
  there	
     is	
     nothing	
     to	
     stop	
     you	
     designing	
     a	
     staircase	
     that	
     links	
    
  several	
    different	
    levels.	
    The	
    characteristics	
    and	
    features	
    of	
    such	
    
  stairways	
    can	
    change	
    between	
    the	
    connected	
    levels;	
    remember	
    
  to	
    add	
    several	
    different	
    dressings	
    and	
    features	
    into	
    such	
    a	
    stair.	
    
  
  163	
    
  R A N D O M  C H A R A C T E R I S T I C S   
  As	
    well	
    as	
    their	
    basic	
    features,	
    stairs	
    are	
    often	
    built	
    with	
    other	
    
  interesting	
     features.	
     Use	
     this	
     table	
     to	
     generate	
     such	
    
  characteristics	
     for	
     your	
     staircase.	
     Some	
     features	
     listed	
     below	
    
  may	
    be	
    inappropriate	
    based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    
  modify	
    such	
    entries	
    as	
    required.	
    
  D%	
    
  FEATURE	
    
  01-­‐02	
    
  The	
    staircase	
    has	
    a	
    low	
    roof	
    –	
    characters	
    over	
    5	
    ft.	
    
  tall	
    must	
    duck	
    or	
    bash	
    their	
    head	
    on	
    the	
    ceiling.	
    
  03-­‐04	
    
  The	
    stairway	
    has	
    a	
    high	
    ceiling.	
    
  05-­‐06	
    
  One	
    wall	
    has	
    empty	
    torch	
    scones	
    set	
    along	
    its	
    length.	
    
  Several	
     of	
     the	
     sconces	
     are	
     bent	
     as	
     if	
     hit	
     with	
    
  considerable	
    force;	
    several	
    are	
    missing.	
    	
    
  07-­‐08	
    
  Small	
     niches	
     in	
     both	
     walls	
     once	
     held	
     candles.	
     The	
    
  niches	
    are	
    now	
    empty	
    but	
    for	
    dust	
    and	
    small	
    puddles	
    
  of	
    hardened	
    wax.	
    
  09-­‐10	
    
  A	
     small	
     niche	
     pierces	
     the	
     ceiling.	
     The	
     niche	
     is	
     the	
    
  remains	
     of	
     a	
     long-­‐since	
     tripped	
     trap	
     that	
     once	
    
  contained	
     several	
     vials	
     of	
     alchemist’s	
     fire.	
     Careful	
    
  observation	
     reveals	
     the	
     step	
     below	
     it	
     to	
     depress	
    
  slightly	
    when	
    stood	
    on.	
    	
    
  11-­‐12	
    
  The	
    stair’s	
    risers	
    are	
    different	
    heights,	
    making	
    them	
    
  slightly	
    harder	
    to	
    navigate.	
    
  13-­‐14	
    
  The	
    stair’s	
    risers	
    are	
    particularly	
    high,	
    making	
    them	
    
  slightly	
    harder	
    to	
    navigate.	
    
  15-­‐16	
    
  The	
     stair’s	
     rises	
     are	
     particularly	
     low	
     making	
     them	
    
  slightly	
    harder	
    to	
    navigate..	
    
  17-­‐18	
    
  The	
    staircase	
    has	
    a	
    handrail	
    on	
    the	
    left-­‐hand	
    wall.	
    	
    
  19-­‐20	
    
  The	
    staircase	
    has	
    a	
    handrail	
    on	
    the	
    right-­‐hand	
    wall.	
    
  21-­‐22	
    
  The	
    staircase	
    has	
    a	
    landing	
    half-­‐way	
    down.	
    
  23-­‐24	
    
  The	
     staircase	
     has	
     several	
     landings	
     spaced	
     equally	
    
  along	
    its	
    length.	
    
  25-­‐26	
    
  A	
    small	
    niche	
    in	
    one	
    wall	
    provided	
    space	
    for	
    a	
    guard.	
    
  A	
    stone	
    seat	
    is	
    carved	
    into	
    one	
    of	
    its	
    walls.	
    
  27-­‐28	
    
  Elaborate	
    scrollwork	
    decorates	
    each	
    step.	
    
  29-­‐30	
    
  Close	
     scrutiny	
     reveals	
     the	
     mark	
     of	
     the	
     master	
    
  mason’s	
    responsible	
    for	
    building	
    the	
    stairs.	
    
  31-­‐32	
    
  Carvings	
     of	
     ferocious,	
     mythical	
     beasts	
     decorate	
     the	
    
  stair’s	
    ceiling.	
    
  33-­‐34	
    
  A	
    prayer	
    is	
    carved	
    into	
    one	
    wall.	
    	
    
  35-­‐36	
    
  At	
     one	
     point,	
     the	
     ceiling	
     drops	
     by	
     several	
     feet;	
     tall	
    
  characters	
    must	
    duck	
    to	
    traverse	
    safely.	
    
  37-­‐38	
    
  When	
     built,	
     the	
     staircase	
     intersected	
     with	
     a	
     small	
    
  natural	
     cavern.	
     The	
     cavern	
     intersects	
     the	
     stair’s	
    
  ceiling.	
    	
    
  39-­‐40	
    
  An	
    iron	
    banister	
    runs	
    down	
    the	
    middle	
    of	
    the	
    stairs.	
    
  41-­‐42	
    
  The	
     remains	
     of	
     an	
     iron	
     banister	
     runs	
     down	
     the	
    
  middle	
    of	
    the	
    stairs.	
    Occasional	
    corroded	
    posts	
    still	
    
  stand	
     upright	
     and	
     small	
     holes	
     in	
     the	
     floor	
     show	
    
  where	
    others	
    once	
    stood.	
    
  43-­‐44	
    
  Praise	
    to	
    the	
    dungeon’s	
    owner	
    decorates	
    the	
    walls.	
    	
    
  45-­‐46	
    
  The	
    stairway	
    passes	
    through	
    a	
    small	
    chamber.	
    
  47-­‐48	
    
  Iron	
    lamps	
    hang	
    from	
    the	
    ceiling	
    on	
    slender	
    chains.	
    
  49-­‐50	
    
  Rusted	
    chains	
    hang	
    from	
    the	
    ceiling.	
    
  51-­‐52	
    
  A	
    stair	
    has	
    a	
    secret	
    compartment	
    cut	
    into	
    its	
    riser.	
    It	
    
  is	
    empty.	
    
  53-­‐54	
    
  A	
    stair	
    has	
    a	
    secret	
    compartment	
    cut	
    into	
    its	
    riser.	
    It	
    
  contains	
    a	
    mouldering	
    map	
    of	
    the	
    area	
    surrounding	
    
  the	
    stair.	
    
  55-­‐56	
    
  The	
     staircase	
     is	
     poorly	
     made;	
     several	
     of	
     the	
     stairs	
    
  shift	
    alarmingly	
    underfoot.	
    
  57-­‐58	
    
  Several	
    small	
    ventilation	
    shafts	
    pierce	
    the	
    ceiling.	
    
  59-­‐60	
    
  Sounds	
     echo	
     alarmingly	
     on	
     the	
     staircase,	
     making	
    
  stealth	
    harder..	
    
  61-­‐62	
    
  A	
    carving	
    of	
    a	
    gigantic	
    mouth	
    covers	
    the	
    wall	
    at	
    the	
    
  head	
    of	
    the	
    staircase.	
    
  63-­‐64	
    
  The	
    staircase	
    widens	
    as	
    it	
    descends.	
    
  65-­‐66	
    
  The	
    staircase	
    narrows	
    as	
    it	
    descends.	
    	
    
  67-­‐68	
    
  Minerals	
    in	
    the	
    walls	
    glimmer	
    if	
    exposed	
    to	
    light.	
    	
    
  69-­‐70	
    
  The	
    ceiling	
    is	
    vaulted.	
    
  71-­‐72	
    
  The	
    stairs	
    are	
    poorly	
    made.	
    	
    
  73-­‐74	
    
  The	
    stairs	
    split	
    at	
    one	
    point	
    passing	
    either	
    side	
    of	
    an	
    
  area	
     of	
     very	
     hard	
     stone	
     before	
     rejoining	
     further	
    
  down.	
    	
    
  75-­‐76	
    
  Small	
     niches	
     have	
     been	
     cut	
     into	
     the	
     stair’s	
     walls.	
    
  Once	
    used	
    for	
    holding	
    trophies,	
    they	
    are	
    now	
    empty.	
    
  77-­‐78	
    
  Each	
    stair	
    is	
    engraved	
    with	
    a	
    different	
    letter.	
    When	
    
  put	
    together	
    the	
    letters	
    spell	
    out	
    a	
    message	
    from	
    the	
    
  original	
    designer	
    of	
    the	
    place.	
    
  79-­‐80	
    
  The	
     stairs	
     descend	
     directly	
     over	
     a	
     natural	
     cave.	
     A	
    
  Large	
     creature	
     (or	
     a	
     particularly	
     heavy	
     Medium	
    
  creature)	
     causes	
     a	
     portion	
     of	
     the	
     stairs	
     to	
     collapse	
    
  into	
    the	
    cavern	
    below.	
    
  81-­‐82	
    
  The	
     stair’s	
     ceiling	
     is	
     studded	
     with	
     many	
     irregular	
    
  holes	
     and	
     small	
     outcrops	
     of	
     hanging	
     rock.	
     Lights	
     in	
    
  the	
     stairway	
     cast	
     areas	
     of	
     deep	
     shadow	
     onto	
     the	
    
  steps.	
    	
    
  83-­‐84	
    
  A	
     bas	
     relief	
     cut	
     into	
     the	
     walls	
     depicts	
     a	
     legendary	
    
  figure	
    or	
    deity.	
    	
    
  85-­‐86	
    
  A	
     large	
     carving	
     on	
     one	
     wall	
     depicts	
     a	
     legendary	
    
  event.	
    It	
    is	
    incredibly	
    detailed.	
    
  87-­‐88	
    
  The	
    stairs	
    have	
    a	
    narrow	
    drainage	
    channel	
    cut	
    into	
    
  one	
    wall.	
    It	
    is	
    filled	
    with	
    sludge.	
    
  89-­‐90	
    
  Every	
     second	
     stair	
     is	
     of	
     a	
     darker	
     stone,	
     creating	
     a	
    
  striped	
     pattern.	
     While	
     not	
     valuable,	
     considerable	
    
  effort	
    went	
    into	
    bringing	
    the	
    stone	
    here.	
    
  91-­‐92	
    
  The	
    stairs	
    are	
    of	
    a	
    dark	
    stone	
    (see	
    89-­‐90	
    for	
    details).	
    
  93-­‐94	
    
  Crude	
    wind	
    chimes	
    hang	
    from	
    the	
    ceiling.	
    Characters	
    
  over	
    5	
    ft.	
    tall	
    strike	
    them.	
    
  95-­‐96	
    
  A	
    secret	
    compartment	
    in	
    one	
    stair	
    contains	
    a	
    lever.	
    
  Pulling	
    it	
    drops	
    a	
    	
    portcullis	
    at	
    the	
    top	
    or	
    bottom	
    of	
    
  the	
    stairs.	
    
  97-­‐98	
    
  The	
    stairway	
    is	
    unadorned.	
    
  99-­‐100	
    
  The	
     stairway	
     is	
     trapped.	
     Refer	
     to	
     Table	
     C	
     to	
    
  determine	
    what	
    wards	
    the	
    stairs.	
    
  	
    
   
  
  164	
    
  S T A I R S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  staircase.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    necessary.	
    
  D%	
    
  	
    
  1	
    
  The	
    staircase	
    smells	
    musty.	
    	
    
  2	
    
  A	
    faint	
    breeze	
    issues	
    up	
    or	
    down	
    the	
    stairs.	
    	
    
  3	
    
  A	
    strong	
    wind	
    issues	
    up	
    or	
    down	
    the	
    stairs.	
    The	
    
  wind	
     has	
     a	
     50%	
     chance	
     of	
     extinguishing	
    
  unprotected	
    light	
    sources.	
    
  4	
    
  The	
     middle	
     portion	
     of	
     each	
     step	
     is	
     noticeably	
    
  worn	
    as	
    if	
    countless	
    feet	
    have	
    used	
    the	
    stairs	
    in	
    
  the	
    past.	
    
  5	
    
  Water	
     drips	
     onto	
     several	
     stairs	
     creating	
     a	
    
  slippery	
    section.	
    
  6	
    
  Phosphorescent	
     lichen	
     grows	
     on	
     the	
     walls	
    
  providing	
    illumination	
    as	
    a	
    candle.	
    
  7	
    
  Dust	
     covers	
     the	
     steps;	
     footprints	
     can	
     easily	
     be	
    
  seen	
    within.	
    
  8	
    
  A	
     smear	
     of	
     charcoal	
     shows	
     where	
     a	
     previous	
    
  explorer	
    extinguished	
    a	
    torch.	
    
  9	
    
  A	
    torn	
    and	
    slashed	
    belt	
    pouch	
    lies	
    on	
    the	
    floor.	
    It	
    
  is	
    old,	
    mouldering	
    and	
    empty.	
    
  10	
    
  Splatters	
    of	
    blood	
    decorate	
    the	
    stairs.	
    The	
    blood	
    
  is	
    old	
    and	
    dried.	
    	
    	
    
  11	
    
  A	
    smear	
    of	
    chalk	
    indicates	
    where	
    a	
    message	
    has	
    
  been	
    rubbed	
    out.	
    
  12	
    
  A	
     broken	
     spear	
     shaft	
     (without	
     its	
     point)	
     lies	
     on	
    
  the	
    stairs.	
    	
    
  13	
    
  A	
     previous	
     explorer	
     has	
     scratched	
     into	
     the	
    
  ceiling,	
     the	
     message	
     “Beware	
     the	
     corridor	
     of	
    
  columns.”	
    
  14	
    
  An	
    old	
    spray	
    of	
    arterial	
    blood	
    “decorates”	
    part	
    of	
    
  one	
     wall	
     and	
     the	
     ceiling.	
     From	
     the	
     size	
     of	
     the	
    
  stain	
    something	
    probably	
    died	
    here.	
    
  15	
    
  One	
    of	
    the	
    stairs	
    is	
    badly	
    chipped	
    as	
    if	
    something	
    
  had	
    repeatedly	
    struck	
    it	
    with	
    a	
    heavy	
    object.	
    	
    
  16	
    
  A	
     torch	
     sconce	
     juts	
     out	
     from	
     the	
     wall	
     at	
     a	
    
  drunken	
    angle.	
    	
    
  17	
    
  Part	
    of	
    the	
    stairs	
    is	
    scorched	
    and	
    bits	
    of	
    stone	
    are	
    
  melted	
    as	
    if	
    subjected	
    to	
    intense	
    heat.	
    	
    
  18	
    
  Light	
     rubble	
     from	
     the	
     ceiling	
     or	
     walls	
     covers	
    
  some	
    of	
    the	
    stairs.	
    	
    
  19	
    
  Heavy	
     rubble	
     from	
     the	
     ceiling	
     or	
     walls	
     covers	
    
  some	
    of	
    the	
    stairs.	
    
  20	
    
  Great	
    cracks	
    pierce	
    the	
    walls	
    and	
    ceiling.	
    	
    
  21	
    
  Cobwebs	
     cover	
     the	
     ceiling;	
     many	
     small	
     insects	
    
  are	
    caught	
    within.	
    	
    
  22	
    
  Brownish-­‐green	
    mould	
    grows	
    along	
    one	
    wall.	
    	
    
  23	
    
  Phosphorescent	
     fungus	
     grows	
     in	
     clumps	
     on	
     the	
    
  stairs;	
    it	
    gives	
    off	
    a	
    faint	
    light	
    equal	
    to	
    a	
    torch.	
    
  24	
    
  The	
    partial	
    skeleton	
    of	
    a	
    humanoid	
    lies	
    amid	
    its	
    
  moulding	
    equipment.	
    	
    
  25	
    
  A	
     torn	
     and	
     empty	
     backpack	
     has	
     been	
     upended	
    
  over	
    a	
    torch	
    sconce.	
    	
    
  26	
    
  Obscene	
     graffiti	
     daubs	
     one	
     wall.	
     The	
     graffiti	
    
  shows	
    humanoids	
    of	
    an	
    appropriate	
    type	
    for	
    the	
    
  dungeon	
     killing	
     and	
     mutilating	
     their	
     racial	
    
  enemies	
    (or	
    humans	
    if	
    the	
    race	
    has	
    no	
    traditional	
    
  foes).	
    
  27	
    
  A	
    puddle	
    of	
    water	
    covers	
    one	
    badly	
    set	
    step.	
    
  28	
    
  A	
    small	
    pile	
    of	
    excrement	
    sits	
    atop	
    one	
    step.	
    	
    
  29	
    
  A	
    single	
    mottled	
    black	
    and	
    red	
    mushroom	
    almost	
    
  2	
    ft.	
    tall	
    grows	
    on	
    a	
    step.	
    	
    
  30	
    
  Several	
    steps	
    are	
    badly	
    cracked.	
    Scrutiny	
    reveals	
    
  an	
     improvised	
     secret	
     cavity	
     hidden	
     below.	
     It	
    
  could	
     be	
     empty	
     or	
     hold	
     some	
     hastily	
     hidden	
    
  minor	
    treasure.	
    
  31	
    
  A	
    rock	
    fall	
    blocks	
    part	
    of	
    the	
    stairs.	
    Someone	
    has	
    
  cleared	
     part	
     of	
     the	
     debris	
     and	
     it	
     is	
     possible	
     to	
    
  squeeze	
    past	
    the	
    fallen	
    stones.	
    
  32	
    
  Small	
    niches	
    cut	
    into	
    the	
    walls	
    to	
    hold	
    trophies	
    
  now	
    
  display	
    
  decomposing	
    
  severed	
    
  heads	
    
  collected	
    by	
    the	
    most	
    powerful	
    monster	
    or	
    group	
    
  dwelling	
    below.	
    
  33	
    
  A	
    single	
    bloody	
    handprint	
    mars	
    one	
    wall.	
    	
    
  34	
    
  The	
    sound	
    of	
    dripping	
    water	
    echoes	
    through	
    the	
    
  stairway.	
    
  35	
    
  A	
    broken	
    chair	
    lies	
    at	
    a	
    crazy	
    angle	
    across	
    several	
    
  stairs.	
    
  36	
    
  Moss-­‐like	
     fungus	
     grows	
     on	
     several	
     steps.	
     It	
     is	
    
  slippery.	
    
  37	
    
  Small	
     insects	
     infest	
     a	
     small	
     section	
     of	
     stairway;	
    
  they	
     lair	
     deep	
     in	
     several	
     cracks	
     cutting	
     across	
    
  several	
    steps.	
    They	
    are	
    harmless.	
    
  38	
    
  A	
    thin	
    cloud	
    of	
    smoke	
    –	
    similar	
    to	
    that	
    given	
    off	
    
  by	
    a	
    torch	
    –	
    hugs	
    the	
    ceiling.	
    
  39	
    
  A	
    sudden	
    strong	
    gust	
    of	
    wind	
    fills	
    the	
    staircase.	
    
  The	
     wind	
     has	
     a	
     50%	
     chance	
     of	
     extinguishing	
    
  unprotected	
    light	
    sources.	
    
  40	
    
  Small	
    bits	
    of	
    stone	
    fall	
    from	
    the	
    ceiling	
    as	
    the	
    PCs	
    
  traverse	
    the	
    stairs.	
    
  41	
    
  A	
    piece	
    of	
    blooded	
    rag	
    lies	
    on	
    the	
    floor.	
    
  42	
    
  The	
     stairs	
     are	
     dusty;	
     the	
     tracks	
     of	
     those	
     living	
    
  nearby	
    are	
    faintly	
    visible.	
    	
    
  43	
    
  The	
    sudden	
    bang	
    of	
    a	
    far-­‐off	
    door	
    slamming	
    fills	
    
  the	
    stairway.	
    
  44	
    
  Water	
    oozes	
    out	
    from	
    cracks	
    in	
    one	
    stair.	
    
  45	
    
  The	
    rotting	
    body	
    of	
    a	
    rat	
    lies	
    on	
    a	
    step;	
    its	
    back	
    is	
    
  clearly	
    broken.	
    
  46	
    
  “Kerav	
    came	
    this	
    way”	
    is	
    etched	
    into	
    the	
    ceiling.	
    	
    
  47	
    
  One	
    of	
    the	
    steps	
    is	
    crumbling	
    away.	
    A	
    character	
    
  standing	
     on	
     the	
     step	
     must	
     be	
     careful	
     or	
     fall	
    
  1d2x5	
    ft.	
    and	
    land	
    prone.	
    	
    
  48	
    
  A	
    bent	
    dagger	
    lies	
    precariously	
    balanced	
    on	
    the	
    
  edge	
    of	
    a	
    step.	
    
  49	
    
  Shards	
     of	
     a	
     broken	
     silver	
     mirror	
     lie	
     scattered	
    
  about.	
    The	
    remains	
    are	
    worth	
    12	
    sp.	
    
  
  165	
    
  50	
    
  A	
     wet	
     blood	
     trail	
     leads	
     down	
     the	
     centre	
     of	
     the	
    
  steps.	
     A	
     tracking	
     reveals	
     the	
     dragged	
     creature	
    
  was	
     man-­‐sized	
     and	
     inspection	
     (due	
     to	
     the	
    
  amount	
     of	
     blood	
     on	
     the	
     stairs)	
     it	
     is	
     almost	
    
  certainly	
    dead.	
    
  51	
    
  As	
    50,	
    but	
    the	
    blood	
    is	
    dried.	
    	
    
  52	
    
  Bats	
     roost	
     on	
     the	
     stair’s	
     ceiling.	
     Bright	
     lights	
     or	
    
  loud	
    noise	
    startle	
    them.	
    The	
    flock’s	
    flight	
    up	
    the	
    
  stairs	
    
  has	
    
  a	
    
  75%	
    
  of	
    
  extinguishing	
    
  any	
    
  unprotected	
    flames.	
    	
    
  53	
    
  Beautiful	
     frescos	
     once	
     decorated	
     the	
     ceiling;	
    
  they	
    have	
    suffered	
    extensive	
    water	
    damage.	
    
  54	
    
  Spider	
     webs	
     cover	
     the	
     ceiling;	
     many	
     small	
    
  spiders	
    lair	
    within,	
    but	
    there	
    are	
    not	
    enough	
    of	
    
  the	
    beasts	
    to	
    form	
    a	
    swarm.	
    	
    
  55	
    
  Very	
    thin	
    stalactites	
    hang	
    from	
    the	
    ceiling.	
    
  56	
    
  Gray	
     sludge	
     –	
     a	
     mixture	
     of	
     water	
     and	
     dust	
     –	
    
  covers	
    the	
    stairs.	
    
  57	
    
  Gray	
     sludge	
     –	
     a	
     mixture	
     of	
     water	
     and	
     dust	
     –	
    
  covers	
    portions	
    of	
    the	
    stairs.	
    
  58	
    
  Muddy	
     footprints	
     –	
     ascending	
     and	
     descending	
    
  the	
    stairs	
    –	
    are	
    clearly	
    visible.	
    
  59	
    
  Rubbish	
    and	
    trash	
    cover	
    a	
    few	
    stairs.	
    	
    
  60	
    
  The	
    remains	
    of	
    a	
    small	
    campfire	
    on	
    a	
    particularly	
    
  wide	
    step	
    are	
    clearly	
    visible.	
    
  61	
    
  A	
    humanoid’s	
    jawbone	
    rests	
    in	
    a	
    torch	
    sconce.	
    	
    
  62	
    
  Water	
     oozes	
     out	
     of	
     the	
     wall	
     before	
     sluggishly	
    
  flowing	
    down	
    the	
    stairs.	
    
  63	
    
  There	
     are	
     signs	
     of	
     old	
     flooding	
     –	
     stains	
     on	
     the	
    
  walls	
    and	
    so	
    on.	
    
  64	
    
  “Forgive	
     me”	
     is	
     faintly	
     carved	
     into	
     one	
     wall.	
    
  Smears	
    of	
    dried	
    blood	
    cover	
    the	
    carving.	
    
  65	
    
  A	
    ripped	
    sack	
    containing	
    crumbs	
    of	
    food	
    lies	
    on	
    
  the	
    stairs.	
    
  66	
    
  The	
    faint	
    smell	
    of	
    decay	
    fills	
    the	
    staircase.	
    
  67	
    
  A	
     single	
     mushroom	
     grows	
     on	
     one	
     step.	
     It	
     is	
    
  almost	
     1	
     ft.	
     high	
     and	
     is	
     completely	
     white	
     in	
    
  colour.	
    
  68	
    
  Animal	
     droppings	
     cover	
     some	
     of	
     the	
     stairs.	
    
  Nature-­‐savvy	
     characters	
     recognize	
     them	
     to	
    
  probably	
    be	
    rat	
    droppings.	
    
  69	
    
  The	
    faint	
    smell	
    of	
    smoke	
    lingers	
    in	
    the	
    air.	
    
  70	
    
  The	
     shards	
     of	
     a	
     broken	
     glass	
     potion	
     vial	
     cover	
    
  one	
    stair.	
    
  71	
    
  A	
     small	
     collapse	
     has	
     partially	
     blocked	
     a	
     short	
    
  section	
     of	
     stair.	
     It	
     costs	
     an	
     extra	
     square	
     of	
    
  movement	
    to	
    enter	
    each	
    such	
    square.	
    
  72	
    
  The	
    decomposing,	
    headless	
    corpse	
    of	
    a	
    goblin	
    or	
    
  other	
    humanoid	
    appropriate	
    to	
    the	
    dungeon	
    lies	
    
  on	
    the	
    stairs.	
    
  73	
    
  Stubs	
    of	
    candles	
    stand	
    against	
    the	
    wall	
    on	
    every	
    
  third	
    stair.	
    
  74	
    
  The	
     ceiling	
     sags	
     in	
     places;	
     Basic	
     engineering	
    
  knowledge	
    reveals	
    it	
    to	
    be	
    safe.	
    
  75	
    
  A	
     section	
     of	
     the	
     wall	
     or	
     ceiling	
     shows	
     signs	
     of	
    
  water	
    damage	
    and	
    subsequent	
    repair.	
    
  76	
    
  The	
    steps	
    are	
    worn	
    and	
    uneven.	
    It	
    costs	
    an	
    extra	
    
  square	
    of	
    movement	
    to	
    enter	
    such	
    squares.	
    
  77	
    
  Slightly	
     damp	
     moss	
     grows	
     against	
     the	
     walls	
     of	
    
  this	
    staircase;	
    the	
    middle	
    of	
    the	
    staircase	
    is	
    clear	
    
  of	
    such	
    growth.	
    
  78	
    
  Cracked	
    and	
    broken	
    tiles	
    cover	
    each	
    step.	
    
  79	
    
  A	
     single	
     stone	
     has	
     fallen	
     from	
     one	
     wall	
     and	
    
  cracked	
    the	
    step	
    beneath.	
    
  80	
    
  A	
    small	
    pyramid	
    of	
    flat,	
    white	
    stones	
    stands	
    on	
    
  one	
    step.	
    
  81	
    
  The	
    stairway	
    smells	
    of	
    urine.	
    
  82	
    
  The	
    stairs	
    are	
    in	
    pristine	
    condition.	
    
  83	
    
  The	
     dusty	
     steps	
     show	
     signs	
     of	
     being	
     hurriedly	
    
  swept.	
    
  84	
    
  Cobwebs	
    cover	
    the	
    ceiling.	
    Several	
    dead	
    insects	
    
  rest	
    within,	
    but	
    of	
    the	
    spiders	
    there	
    is	
    no	
    sign.	
    
  85	
    
  Orange	
     slime	
     covers	
     the	
     ceiling;	
     it	
     occasionally	
    
  drips	
    onto	
    the	
    stairs	
    below.	
    
  86	
    
  A	
     single	
     slime-­‐covered	
     platinum	
     piece	
     lies	
    
  against	
    one	
    wall.	
    
  87	
    
  A	
    few	
    pieces	
    of	
    dried	
    wood	
    –	
    perhaps	
    dropped	
    
  fire	
    wood	
    –	
    lie	
    along	
    the	
    stairway’s	
    length.	
    
  88	
    
  A	
    pentagram	
    decorates	
    the	
    ceiling.	
    
  89	
    
  An	
    iron	
    spike	
    has	
    been	
    hammered	
    into	
    one	
    wall;	
    
  a	
     short	
     piece	
     of	
     frayed	
     hemp	
     rope	
     is	
     yet	
    
  attached.	
    
  90	
    
  A	
     rusting,	
     dented	
     gauntlet	
     lies	
     on	
     one	
     step;	
     its	
    
  twin	
    rests	
    several	
    steps	
    away.	
    
  91	
    
  A	
    field	
    of	
    mushrooms	
    grows	
    over	
    a	
    long	
    length	
    of	
    
  stairway;	
     water	
     drips	
     down	
     from	
     above.	
     Some	
    
  mushrooms	
    are	
    crushed	
    and	
    broken.	
    	
    
  92	
    
  “Forgive	
     Me”	
     (in	
     Common)	
     is	
     smeared	
     in	
     dried	
    
  blood	
    on	
    one	
    step.	
    
  93	
    
  Deliberately	
    misleading	
    graffiti	
    is	
    daubed	
    on	
    the	
    
  walls.	
    
  94	
    
  A	
    crude	
    representation	
    of	
    a	
    lidless	
    eye	
    or	
    other	
    
  arcane	
    symbol	
    covers	
    one	
    wall.	
    
  95	
    
  The	
     splintered	
     shaft	
     of	
     a	
     longspear	
     lies	
     across	
    
  several	
     stairs;	
     one	
     end	
     appears	
     to	
     have	
     been	
    
  gnawed	
    by	
    something.	
    
  96	
    
  A	
     crude	
     symbol	
     of	
     an	
     inverted	
     pyramid	
    
  surmounted	
    by	
    three	
    lidless	
    eyes	
    decorates	
    one	
    
  step..	
    
  97	
    
  A	
     crude	
     symbol	
     of	
     a	
     sundered	
     crown	
     dripping	
    
  blood	
    decorates	
    one	
    step.	
    
  98	
    
  Obvious	
     drag	
     marks	
     –	
     created	
     by	
     something	
    
  large	
    like	
    a	
    heavy	
    chest	
    –	
    mar	
    the	
    steps.	
    
  99	
    
  Roll	
    twice	
    on	
    this	
    table,	
    ignoring	
    results	
    of	
    99	
     -­‐	
    
  100.	
    
  100	
    
  Roll	
    thrice	
    on	
    this	
    table,	
    ignoring	
    results	
    of	
    99	
    -­‐	
    
  100.	
    
  	
    
  	
    
  	
    
   
   
  
  166	
    
  S T A T U E S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Statues	
    come	
    in	
    many	
    shapes	
    and	
    sizes	
    and	
    are	
    a	
    staple	
    feature	
    
  of	
    most	
    dungeons.	
    Statues	
    are	
    a	
    great	
    way	
    of	
    adding	
    depth	
    and	
    
  verisimilitude	
     to	
     a	
     dungeon	
     as	
     they	
     are	
     often	
     crafted	
     to	
    
  represent	
     individuals	
     or	
     monsters	
     important	
     to	
     the	
     original	
    
  builder.	
     Of	
     course,	
     paranoid	
     players	
     often	
     assume	
     that	
     any	
    
  statue	
    with	
    a	
    detailed	
    description	
    is	
    important	
    or	
    that	
    at	
    the	
    very	
    
  least	
    it	
    may	
    animate	
    and	
    attack	
    them!	
    
  	
    
  This	
     section	
     presents	
     the	
     basic	
     characteristics	
     of	
     many	
    
  different	
     kinds	
     of	
     statues;	
     use	
     the	
     information	
     here	
     in	
    
  conjunction	
    with	
    that	
    presented	
    in	
    later	
    sections	
    to	
    breathe	
    life	
    
  into	
    your	
    dungeon’s	
    statues.	
    
  S T A T U E  S U B J E C T  &  D R E S S I N G  
  Tables	
    A	
    and	
    B	
    present	
    a	
    range	
    of	
    options	
    to	
    determine	
    what	
    a	
    
  particular	
     statue	
     depicts.	
     Many	
     statues	
     are	
     crafted	
     to	
     show	
    
  personalities	
    or	
    powers	
    important	
    to	
    the	
    original	
    builder	
    of	
    the	
    
  dungeon;	
     such	
     statues	
     should	
     be	
     specifically	
     designed	
     by	
     the	
    
  GM.	
     Others,	
     however,	
     depict	
     deities,	
     kings,	
     local	
     heroes	
     (or	
    
  villains)	
     other	
     setting-­‐specific	
     individuals	
     or	
     even	
     powerful	
     or	
    
  legendary	
    monsters.	
    
  	
    
  Table	
     C,	
     meanwhile,	
     presents	
     options	
     for	
     describing	
     the	
    
  statue’s	
    current	
    condition;	
    after	
    all	
    the	
    dungeon	
    environment	
    is	
    
  not	
    a	
    safe	
    one	
    and	
    statues	
    get	
    damaged	
    over	
    time.	
    
  C O M M O N  C H A R A C T E R I S T I C S  
  Canny	
     warriors	
     can	
     use	
     statues	
     to	
     their	
     advantage	
     in	
     combat.	
    
  Most	
    statues	
    have	
    the	
    following	
    characteristics:	
    
  § 
  Cover:	
    Most	
    statues	
    provide	
    cover	
    to	
    combatants	
    in	
    adjacent	
    
  squares.	
    Particularly	
    slender	
    or	
    small	
    statues	
    may	
    only	
    provide	
    
  partial	
    cover	
    to	
    characters	
    in	
    the	
    same	
    square.	
    
  § 
  Climbable:	
     Because	
     of	
     their	
     carving	
     and	
     detail,	
     most	
     statues	
    
  are	
    relatively	
    easy	
    to	
    scale.	
    
  § 
  Push	
    Over:	
    Stone	
    statues	
    are	
    very	
    heavy	
    and	
    difficult	
    to	
    push	
    
  over;	
    however	
    strong	
    individuals	
    could	
    push	
    a	
    statue	
    over	
    onto	
    
  an	
     adjacent	
     opponent.	
     A	
     falling	
     statue	
     inflicts	
     damage	
    
  dependant	
    on	
    its	
    size.	
    
  C O N S T R U C T I O N  
  Most	
     statues	
     are	
     hewn	
     from	
     stone,	
     but	
     where	
     stone	
     is	
    
  impractical	
    or	
    too	
    expensive,	
    some	
    are	
    of	
    wood.	
    In	
    particularly	
    
  deep,	
     outlandish	
     or	
     otherworldly	
     dungeons,	
     adventurers	
     may	
    
  encounter	
     statues	
     made	
     of	
     even	
     rarer,	
     stranger	
     or	
     valuable	
    
  materials	
    such	
    as	
    glass,	
    mithral,	
    gold,	
    silver,	
    bone	
    and	
    so	
    on.	
    	
    
  STATUE	
    
  MATERIAL	
    
  HARDNESS	
    
  HIT	
    POINTS	
    
  BREAK	
    
  Bone	
    
  Fragile	
    
  Medium	
    
  Moderate	
    
  Glass*	
    
  Fragile	
    
  Medium	
    
  Moderate	
    
  Iron	
    
  Nigh	
    
  indestructible	
    
  Vast	
    
  Nigh	
    
  indestructible	
    
  Stone	
    (Hewn)	
    
  Very	
    hard	
    
  Many	
    
  Nigh	
    
  indestructible	
    
  Wood	
    
  Solid	
    
  Many	
    
  Hard	
    
  *magically	
    treated	
    
  	
    
   
  
  167	
    
  S T A T U E S :  S U B J E C T S  ( P E R S O N A L I T I E S )  
  Use	
    this	
    table	
    to	
    determine	
    what	
    person	
    the	
    statue	
    depicts.	
    	
    
  D%	
    
  STATUE	
    	
    
  01-­‐05	
    
  A	
     heroic	
     fighter	
     wields	
     a	
     battleaxe.	
     His	
     other	
     hand	
    
  clutches	
    the	
    remains	
    of	
    a	
    splintered	
    shield.	
    
  06-­‐10	
    
  A	
    plate-­‐clad	
    warrior	
    astride	
    a	
    warhorse.	
    He	
    holds	
    a	
    
  lance	
    aloft.	
    This	
    is	
    a	
    Large	
    statue.	
    
  11-­‐12	
    
  A	
     hunched	
     old	
     crone;	
     ugly	
     beyond	
     belief	
     she	
     is	
    
  practically	
    doubled	
    over	
    and	
    has	
    a	
    hunchback.	
    
  13-­‐14	
    
  This	
    wizard	
    has	
    one	
    arm	
    outstretched;	
    pouches	
    ring	
    
  his	
     waist.	
     His	
     face	
     is	
     partially	
     obscured	
     by	
     a	
     hood,	
    
  but	
    he	
    has	
    a	
    severe,	
    short	
    hair	
    cut.	
    
  15-­‐16	
    
  A	
    cleric	
    holding	
    a	
    holy	
    symbol	
    aloft.	
    He	
    has	
    a	
    look	
    of	
    
  divine	
    serenity	
    on	
    his	
    face.	
    He	
    wears	
    simple	
    clothes	
    
  and	
    is	
    barefoot.	
    	
    
  17-­‐18	
    
  A	
     nobleman	
     clad	
     in	
     fine	
     clothes	
     and	
     leaning	
     on	
     a	
    
  walking	
    stick;	
    the	
    man	
    is	
    middle-­‐aged,	
    clean	
    shaven	
    
  and	
    depicted	
    in	
    a	
    dominant	
    pose.	
    
  19-­‐20	
    
  A	
     beautiful	
     noblewoman	
     clad	
     in	
     voluminous	
     robes;	
    
  she	
     has	
     a	
     haughty	
     countenance	
     and	
     seems	
     to	
     be	
    
  looking	
    over	
    the	
    heads	
    of	
    the	
    PCs.	
    
  21-­‐22	
    
  A	
    local	
    hero	
    wearing	
    simple	
    chainmail	
    and	
    carrying	
    a	
    
  longsword	
    and	
    spear.	
    He	
    has	
    long	
    hair	
    and	
    a	
    rough,	
    
  homespun	
    appearance.	
    
  23-­‐24	
    
  A	
     legendary	
     hero	
     clad	
     in	
     full	
     plate	
     armour	
     and	
    
  wielding	
    an	
    ornate	
    bastard	
    sword	
    two-­‐handed.	
    
  25-­‐26	
    
  This	
    half-­‐orc	
    of	
    sinister	
    mien	
    clutches	
    a	
    dagger	
    and	
    is	
    
  posed	
    as	
    if	
    about	
    to	
    stab	
    someone	
    in	
    the	
    back.	
    He	
    is	
    
  depicted	
    snarling.	
    
  27-­‐28	
    
  A	
    doughty	
    dwarven	
    warrior	
    holding	
    a	
    great	
    waraxe	
    in	
    
  one	
    hand	
    and	
    a	
    mug	
    of	
    ale	
    in	
    the	
    other.	
    He	
    wears	
    
  damaged	
    chainmail.	
    
  29-­‐30	
    
  Two	
    naked	
    elves	
    entwined	
    around	
    one	
    another;	
    this	
    
  statue	
    depicts	
    two	
    legendary	
    elven	
    lovers	
    famed	
    for	
    
  their	
    beauty	
    and	
    passion.	
    
  31-­‐32	
    
  A	
     naked	
     woman	
     posing	
     demurely.	
     She	
     is	
     beautiful	
    
  and	
    has	
    a	
    lascivious	
    expression	
    on	
    her	
    face.	
    	
    
  33-­‐34	
    
  A	
    female	
    elf	
    playing	
    a	
    harp	
    sits	
    upon	
    a	
    delicate	
    chair.	
    
  Her	
     hair	
     is	
     elaborately	
     braided	
     and	
     she	
     wears	
     a	
    
  figure-­‐hugging	
    robe.	
    
  35-­‐36	
    
  A	
     thin,	
     leather-­‐clad	
     man	
     holds	
     two	
     daggers	
     in	
     a	
    
  defensive	
    pose.	
    
  37-­‐38	
    
  A	
    gigantic	
    hollow	
    skull,	
    the	
    size	
    of	
    a	
    grown	
    man	
    sits	
    
  atop	
    a	
    pedestal.	
    The	
    cavity	
    could	
    contain	
    treasure	
    or	
    
  a	
    lurking	
    danger.	
    
  39-­‐40	
    
  A	
     cat	
     (carved	
     from	
     black	
     stone)	
     curls	
     between	
     the	
    
  legs	
    of	
    this	
    male	
    half-­‐elf	
    dressed	
    in	
    peasant	
    clothes.	
    
  He	
    holds	
    a	
    wand	
    in	
    one	
    hand.	
    
  41-­‐42	
    
  A	
    halfling	
    with	
    a	
    scarred	
    face	
    sits	
    astride	
    a	
    huge	
    wolf-­‐
  sized	
    cat	
    of	
    obviously	
    magical	
    origin.	
    
  43-­‐44	
    
  A	
    naked,	
    muscular	
    man,	
    arms	
    folded	
    over	
    his	
    chest,	
    
  stares	
    implacably	
    into	
    the	
    distance.	
    
  45-­‐46	
    
  A	
     nobleman	
     clad	
     in	
     rich	
     clothes	
     and	
     holding	
     a	
    
  sceptre	
    is	
    seated	
    on	
    an	
    ornate	
    throne.	
    
  	
    
  47-­‐48	
    
  This	
    halfling	
    has	
    a	
    look	
    of	
    innocence	
    on	
    her	
    face,	
    but	
    
  has	
    one	
    arm	
    outstretched	
    as	
    if	
    to	
    pilfer	
    the	
    pockets	
    
  of	
    passing	
    folk.	
    
  49-­‐50	
    
  An	
    orc	
    warrior	
    on	
    his	
    knees;	
    he	
    is	
    pierced	
    by	
    many	
    
  arrows	
    and	
    has	
    a	
    snarl	
    of	
    anger	
    and	
    pain	
    on	
    his	
    face.	
    
  51-­‐52	
    
  A	
    mounted	
    warrior	
    hunched	
    over	
    the	
    shoulder	
    of	
    his	
    
  charging	
    horse.	
    He	
    clutches	
    a	
    lance.	
    This	
    is	
    a	
    Large	
    
  statue.	
    
  53-­‐54	
    
  A	
     half-­‐orc	
     male	
     wearing	
     simple	
     robes.	
     He	
     has	
     a	
    
  severe	
    haircut	
    and	
    clutches	
    a	
    quarterstaff.	
    
  55-­‐56	
    
  A	
    fat	
    man	
    with	
    a	
    gigantic	
    nose	
    and	
    many	
    scars.	
    
  57-­‐58	
    
  A	
     gnomish	
     bard	
     carrying	
     a	
     violin	
     has	
     a	
     huge	
     grin	
    
  plastered	
    across	
    his	
    face.	
    	
    
  59-­‐60	
    
  A	
    hobgoblin	
    holds	
    a	
    tower	
    shield	
    in	
    front	
    of	
    his	
    body	
    
  and	
    a	
    short,	
    jabbing	
    spear	
    in	
    the	
    other	
    hand.	
    
  61-­‐62	
    
  A	
     sitting	
     beggar	
     clad	
     in	
     a	
     worn	
     and	
     patched	
     cloak	
    
  holds	
    up	
    a	
    bowl.	
    Bandages	
    cover	
    the	
    man’s	
    eyes.	
    	
    
  63-­‐64	
    
  An	
    archer	
    –	
    his	
    bow	
    fully	
    drawn	
    –	
    stands	
    legs	
    braced	
    
  wide,	
    a	
    look	
    of	
    total	
    concentration	
    on	
    his	
    face.	
    
  65-­‐66	
    
  An	
     elven	
     fighter	
     stands	
     gracefully	
     on	
     one	
     leg,	
     an	
    
  elven	
    curved	
    blade	
    raised	
    to	
    strike.	
    
  67-­‐68	
    
  Flames	
    wreath	
    a	
    dwarf	
    sorcerer’s	
    outstretched	
    hand.	
    
  The	
     dwarf	
     is	
     shouting	
     something	
     and	
     pointing	
    
  directly	
    in	
    front	
    of	
    him.	
    	
    
  69-­‐70	
    
  An	
    orc	
    –	
    its	
    face	
    frozen	
    in	
    a	
    scream	
    of	
    rage	
    –	
    wears	
    
  scale	
    mail	
    and	
    wields	
    a	
    greataxe.	
    	
    
  71-­‐72	
    
  A	
    robed	
    man	
    –	
    a	
    look	
    of	
    serenity	
    on	
    his	
    face	
    –	
    stands	
    
  with	
    his	
    arms	
    held	
    wide.	
    	
    
  73-­‐74	
    
  A	
    king	
    sits	
    on	
    a	
    throne,	
    an	
    indecipherable	
    look	
    on	
    his	
    
  face.	
    He	
    wears	
    an	
    ornate	
    crown.	
    
  75-­‐76	
    
  An	
     immensely	
     fat	
     demon	
     sits	
     cross-­‐legged	
     on	
     the	
    
  floor.	
    Its	
    mouth	
    is	
    slightly	
    open.	
    
  77-­‐78	
    
  The	
    statue	
    depicts	
    a	
    local	
    deity,	
    but	
    it	
    is	
    corrupt	
    or	
    
  blasphemous	
    in	
    some	
    way.	
    
  79-­‐80	
    
  A	
    human	
    warrior	
    holding	
    a	
    sword	
    aloft	
    protects	
    her	
    
  body	
    with	
    a	
    tower	
    shield.	
    She	
    is	
    clad	
    in	
    plate	
    armour.	
    
  81-­‐82	
    
  A	
     robed	
     woman	
     carries	
     a	
     swaddled	
     infant	
     in	
     her	
    
  arms;	
    a	
    look	
    of	
    pride	
    and	
    love	
    is	
    upon	
    her	
    face.	
    
  83-­‐84	
    
  A	
     robed	
     female	
     warrior	
     holds	
     a	
     sword	
     aloft	
     while	
    
  looking	
    back	
    over	
    her	
    shoulder.	
    
  85-­‐86	
    
  An	
     old	
     man	
     wearing	
     simple	
     robes	
     sits	
     cross-­‐legged	
    
  on	
    a	
    high	
    plinth.	
    He	
    has	
    one	
    hand	
    raised	
    in	
    greeting.	
    
  87-­‐88	
    
  A	
    half-­‐man,	
    half-­‐serpent	
    creature	
    clad	
    in	
    robes.	
    The	
    
  creature	
    has	
    an	
    unmistakable	
    look	
    of	
    intelligence	
    on	
    
  its	
    face.	
    
  89-­‐90	
    
  An	
    orc	
    kneels	
    at	
    an	
    executioners’	
    block;	
    its	
    head	
    lies	
    
  nearby,	
    its	
    rage-­‐filled	
    eyes	
    staring	
    up	
    at	
    its	
    body.	
    
  91-­‐92	
    
  A	
     laughing	
     halfling	
     sits	
     atop	
     a	
     jovial	
     dwarf’s	
    
  shoulders.	
    	
    
  93-­‐94	
    
  A	
     large,	
     muscular	
     dog	
     stands	
     at	
     guard;	
     its	
     tongue	
    
  protrudes	
    from	
    its	
    mouth.	
    	
    
  95-­‐99	
    
  An	
    empty	
    plinth	
    stands	
    ready	
    to	
    receive	
    a	
    statue.	
    
  100	
    
  The	
    statue	
    is	
    a	
    tableaux	
    of	
    two	
    individuals.	
    Roll	
    once	
    
  on	
    this	
    table	
    and	
    once	
    on	
    Table	
    B.	
    Ignore	
    results	
    of	
    
  100.	
    
  
  168	
    
  S T A T U E S :  S U B J E C T S  ( B E A S T S  &  M O N S T E R S )  
  Use	
    this	
    table	
    to	
    determine	
    what	
    monster	
    the	
    statue	
    depicts.	
    
  D%	
    
  STATUE	
    	
    
  01-­‐03	
    
  A	
     slender,	
     attractive	
     woman	
     with	
     snake	
     hair	
     and	
    
  huge	
    eyes	
    carries	
    a	
    bow	
    and	
    has	
    an	
    alluring	
    smile.	
    
  04-­‐06	
    
  A	
    giant	
    thick	
    with	
    muscle	
    and	
    fat.	
    It	
    has	
    a	
    wide,	
    puffy	
    
  face.	
    
  07-­‐09	
    
  A	
     bizarre	
     half-­‐bear,	
     half-­‐owl	
     creature	
     with	
     a	
     huge	
    
  beak	
    and	
    sharp	
    claws.	
    
  10-­‐12	
    
  A	
    sleek,	
    muscular	
    horse	
    with	
    huge,	
    wide-­‐spread	
    bird-­‐
  like	
    wings.
  13-­‐15	
    
  This	
     giant	
     has	
     only	
     one	
     eye	
     in	
     the	
     centre	
     of	
     its	
    
  forehead.	
    
  16-­‐18	
    
  This	
    snake-­‐headed	
    fiend	
    has	
    the	
    torso	
    of	
    a	
    six-­‐armed	
    
  woman;	
    she	
    holds	
    six	
    longswords.	
    
  19-­‐21	
    
  An	
     immense	
     bird	
     of	
     prey	
     with	
     intricately	
     carved	
    
  feathers	
    and	
    a	
    wickedly	
    curved	
    beak.	
    
  22-­‐24
  Two-­‐headed	
     giant	
     wearing	
     tattered	
     leather	
     armour	
    
  and	
     holding	
     two	
     flails.	
     Its	
     two	
     faces	
     glare	
     at	
     one	
    
  another.	
    
  25-­‐27	
    
  This	
    thin,	
    emaciated	
    and	
    hairless	
    human	
    has	
    pointed	
    
  ears	
     and	
     a	
     long,	
     questing	
     tongue	
     emerges	
     from	
    
  between	
    sharp,	
    jagged	
    teeth.	
    
  28-­‐30	
    
  A	
    bull-­‐like	
    creature	
    with	
    immense	
    horns;	
    depicted	
    as	
    
  if	
    made	
    from	
    metal	
    plates.	
    
  31-­‐33	
    
  A	
    majestic	
    winged	
    creature	
    with	
    the	
    body	
    of	
    a	
    lion	
    
  and	
    the	
    head	
    of	
    an	
    eagle.	
    
  34-­‐36	
    
  A	
     disturbingly	
     attractive	
     feral	
     human	
     woman	
     with	
    
  long,	
    tattered	
    wings	
    and	
    taloned	
    feet.	
    
  37-­‐39	
    
  Several	
     snake-­‐like	
     heads	
     emerge	
     from	
     a	
     sleek,	
    
  serpentine	
    monstrous	
    body.	
    
  40-­‐42	
    
  This	
    fur-­‐covered	
    humanoid	
    has	
    a	
    rat-­‐like	
    face	
    and	
    a	
    
  long,	
     curling	
     tail;	
     it	
     holds	
     a	
     gnawed	
     bone	
     and	
     a	
    
  dagger.	
    
  43-­‐45	
    
  This	
     insectile	
     creature	
     has	
     four	
     legs,	
     two	
     long,	
    
  feathery	
    antennae	
    and	
    a	
    propeller-­‐shaped	
    growth	
    at	
    
  the	
    end	
    of	
    its	
    tail.	
    
  46-­‐48	
    
  This	
     armoured	
     skeleton	
     stands	
     on-­‐guard;	
     it	
     wears	
    
  chainmail	
    and	
    carries	
    a	
    longsword.	
    
  49-­‐51	
    
  With	
    a	
    lion’s	
    body,	
    a	
    falcon’s	
    wings	
    and	
    the	
    head	
    and	
    
  torso	
     of	
     a	
     beautiful	
     woman	
     this	
     is	
     a	
     majestic	
    
  creature.	
    
  52-­‐54	
    
  This	
     creature	
     has	
     a	
     rough	
     hide,	
     hands	
     that	
     end	
     in	
    
  claws	
     and	
     a	
     bestial	
     face	
     dominated	
     by	
     a	
     tusked	
    
  underbite.	
    
  55-­‐57	
    
  This	
     unusually	
     large	
     and	
     muscled	
     wolf	
     has	
     an	
     evil,	
    
  almost	
    intelligent	
    look	
    about	
    it.	
    
  58-­‐60
  This	
     powerfully-­‐built	
     man	
     wields	
     an	
     axe	
     and	
     has	
    
  hooved	
    feet	
    and	
    the	
    head	
    of	
    a	
    snarling	
    bull.	
    
  61-­‐63	
    
  This	
    ray-­‐like	
    creature	
    has	
    a	
    toothy	
    maw	
    and	
    a	
    long	
    
  whip-­‐like	
    tail.	
    
  64-­‐66	
    
  This	
     conical	
     creature	
     has	
     a	
     single	
     eye,	
     a	
     toothy	
    
  mouth	
    and	
    several	
    long	
    tentacles.	
    
  67-­‐69	
    
  This	
     muscular,	
     armour-­‐clad	
     humanoid	
     has	
     three	
    
  pairs	
    of	
    wings	
    and	
    carries	
    a	
    giant	
    longbow.	
    	
    
  70-­‐72	
    
  Muscular,	
     bald	
     and	
     tall	
     this	
     humanoid	
     wields	
     a	
    
  greatsword	
    two-­‐handed	
    and	
    has	
    two	
    sets	
    of	
    wings.
  73-­‐75	
    
  This	
     hunched,	
     wretched	
     creature	
     has	
     long,	
     sinuous	
    
  arms	
    each	
    capped	
    with	
    wide,	
    shiny	
    claws.	
    
  76-­‐78	
    
  This	
     creature	
     has	
     a	
     lion’s	
     body	
     and	
     three	
     heads:	
     a	
    
  lion’s,	
    a	
    dragon’s	
    and	
    a	
    horned	
    goat.	
    	
    
  79-­‐81	
    
  The	
     hunchbacked,	
     bloated	
     spider	
     has	
     the	
     look	
     of	
    
  unnatural	
    intelligence	
    about	
    it.	
    
  82-­‐84	
    
  This	
    sickly,	
    revolting	
    dog	
    stands	
    on	
    its	
    hind	
    legs	
    and	
    
  clutches	
    a	
    dagger.
  85-­‐87	
    
  This	
     powerfully-­‐built	
     horse	
     has	
     a	
     hawk’s	
     wings,	
    
  talons	
    and	
    hooked	
    beak.	
    
  88-­‐90	
    
  This	
    noble	
    creature	
    has	
    the	
    body	
    of	
    a	
    powerful	
    bull	
    
  and	
    the	
    head	
    of	
    a	
    wise-­‐looking	
    human.	
    
  91-­‐93	
    
  This	
    scaled	
    and	
    muscular	
    serpentine	
    dragon	
    has	
    long	
    
  claws,	
    a	
    sinuous	
    neck	
    and	
    a	
    fanged	
    maw.	
    
  94-­‐96	
    
  A	
    huge	
    worm	
    with	
    a	
    maw	
    of	
    sharp	
    teeth	
    bursts	
    forth	
    
  from	
    the	
    floor.	
    
  97-­‐99	
    
  This	
     humanoid	
     has	
     the	
     head	
     of	
     a	
     tiger,	
     wears	
    
  expensive	
    clothes	
    and	
    holds	
    a	
    broken	
    crossbow	
    bolt	
    .	
    
  100	
    
  The	
    statue	
    is	
    a	
    tableaux	
    of	
    two	
    individuals.	
    Roll	
    once	
    
  on	
    this	
    table	
    and	
    once	
    on	
    Table	
    A.	
    Ignore	
    results	
    of	
    
  100.	
    
  	
    
  	
    
  S T A T U E  M O N S T E R S  
  Some	
    statues	
    are	
    not	
    just	
    statues.	
    Some	
    have	
    a	
    modicum	
    of	
    
  sentience	
    and	
    have	
    been	
    set	
    to	
    protect	
    their	
    master	
    and	
    as	
    
  such	
    pose	
    a	
    dangerous	
    threat	
    to	
    exploring	
    adventurers.	
    This	
    
  table	
    presents	
    a	
    selection	
    of	
    such	
    monsters.	
    	
    
  	
    
  Remember	
    when	
    placing	
    such	
    guardians	
    to	
    adjust	
    their	
    
  appearance	
     and	
     attacks	
     to	
     fit	
     the	
     overall	
     flavour	
     of	
     the	
    
  dungeon.	
    
  D20	
    
  MONSTER	
    
  1-­‐7	
    
  Animated	
    object	
    
  8	
    
  Caryatid	
    column	
    
  9	
    
  Carrion	
    golem	
    
  10	
    
  Graven	
    guardian	
    
  11	
    
  Ice	
    golem	
    
  12	
    
  Terra-­‐cotta	
    soldier	
    
  13
  Wood	
    golem
  14	
    
  Flesh	
    golem	
    
  15	
    
  Tupilaq	
    
  16	
    
  Bone	
    golem	
    
  17	
    
  Glass	
    golem	
    
  18	
    
  Clay	
    golem	
    
  19	
    
  Stone	
    golem	
    
  20	
    
  Iron	
    golem	
    
  	
    
  
  169	
    
  S T A T U E S :  S T A T U E  D R E S S I N G  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     additional	
     features	
     for	
     a	
    
  statue.	
     Some	
     features	
     below	
     may	
     be	
     inappropriate	
     based	
     on	
    
  your	
     dungeon’s	
     setup	
     –	
     ignore	
     or	
     modify	
     such	
     results	
     as	
    
  appropriate.	
    
  D%	
    
  STATUE	
    DRESSING	
    
  01-­‐02	
    
  The	
    statue	
    is	
    crudely	
    painted	
    in	
    garish	
    colours.	
    
  03-­‐04	
    
  One	
     of	
     the	
     statue’s	
     hands	
     is	
     shaped	
     to	
     hold	
     a	
    
  staff	
    or	
    spear;	
    it	
    is	
    now	
    empty.	
    
  05-­‐06	
    
  The	
    statue	
    has	
    a	
    hollow	
    mouth;	
    a	
    map	
    or	
    scroll	
    
  may	
    be	
    hidden	
    within.	
    
  07-­‐08	
    
  The	
    statue	
    stands	
    on	
    a	
    pedestal	
    which	
    contains	
    a	
    
  secret	
    compartment;	
    it	
    is	
    dusty	
    and	
    empty.	
    
  09-­‐10	
    
  The	
     statue	
     is	
     incredibly	
     detailed	
     –	
     paranoid	
    
  adventurers	
     may	
     suspect	
     a	
     medusa	
     or	
     basilisk	
    
  lurks	
    nearby.	
    	
    
  11-­‐12	
    
  The	
     statue	
     is	
     the	
     work	
     of	
     a	
     medusa	
     that	
     once	
    
  laired	
     nearby.	
     Subsequent	
     inhabitants	
     set	
     the	
    
  statue	
    here,	
    unaware	
    of	
    its	
    true	
    nature.	
    
  13-­‐14	
    
  The	
     statue	
     stands	
     on	
     a	
     plinth.	
     Close	
     scrutiny	
    
  reveals	
    the	
    plinth	
    is	
    hollow.	
    To	
    access	
    the	
    hollow	
    
  the	
    statue	
    must	
    be	
    tipped	
    over.	
    
  15-­‐16	
    
  The	
     statue	
     holds	
     a	
     mouldy	
     leather	
     book.	
     The	
    
  book	
    may	
    contain	
    a	
    clue	
    to	
    what	
    lies	
    beyond	
    or	
    
  poisonous	
    spores.	
    
  17-­‐18	
    
  The	
    statue	
    has	
    a	
    deformed	
    right	
    hand.	
    
  19-­‐20	
    
  The	
     statue	
     is	
     dressed	
     in	
     a	
     bizarre	
     mishmash	
     of	
    
  clothes.	
     Some	
     are	
     bloodstained	
     and	
     tattered	
    
  while	
    others	
    are	
    in	
    pristine	
    condition.	
    
  21-­‐22	
    
  The	
    statue	
    is	
    missing	
    a	
    leg	
    (its	
    shattered	
    remains	
    
  lie	
    nearby).	
    
  23-­‐24	
    
  The	
     statue	
     has	
     been	
     decapitated.	
     Its	
     head	
     lies	
    
  nearby	
    and	
    is	
    damaged;	
    its	
    nose	
    has	
    broken	
    off.	
    
  25-­‐26	
    
  The	
     statue	
     points	
     to	
     a	
     secret	
     door	
     or	
    
  compartment	
    in	
    the	
    room.	
    
  27-­‐28	
    
  The	
     statue	
     points	
     to	
     an	
     exit	
     with	
     its	
     hand	
     or	
    
  weapon.	
    	
    
  29-­‐30	
    
  The	
     statue	
     has	
     obviously	
     been	
     moved.	
     Drag	
    
  marks	
    on	
    the	
    floor	
    indicate	
    its	
    original	
    position.	
    
  31-­‐32	
    
  The	
     statue	
     holds	
     an	
     object;	
     it	
     can	
     be	
     removed	
    
  with	
    enough	
    force.	
    
  33-­‐34	
    
  The	
    statue	
    is	
    looking	
    upwards	
    as	
    if	
    studying	
    the	
    
  sky.	
    
  35-­‐36	
    
  The	
    statue	
    bears	
    the	
    signs	
    of	
    being	
    battered	
    with	
    
  a	
    heavy	
    bludgeoning	
    weapon.	
    
  37-­‐38	
    
  The	
    statue	
    is	
    looking	
    into	
    the	
    middle	
    distance.	
    
  39-­‐40	
    
  The	
    statue	
    is	
    looking	
    down	
    at	
    its	
    feet.	
    
  41-­‐42	
    
  The	
    statue	
    holds	
    an	
    iron	
    bowl.	
    The	
    bowl	
    contains	
    
  a	
    few	
    copper	
    and	
    silver	
    pieces.	
    
  43-­‐44	
    
  The	
     statue’s	
     head	
     lies	
     nearby	
     –	
     it	
     has	
     clearly	
    
  been	
     forcibly	
     removed	
     from	
     the	
     statue’s	
     body,	
    
  but	
    is	
    otherwise	
    undamaged.	
    
  45-­‐46	
    
  A	
     weatherworn,	
     slightly	
     musty	
     cape	
     has	
     been	
    
  draped	
    over	
    the	
    statue’s	
    head.	
    
  47-­‐48	
    
  The	
     statue	
     has	
     been	
     toppled	
     over	
     and	
     lies	
    
  smashed	
    on	
    the	
    ground.	
    
  49-­‐50	
    
  Gaping	
    holes	
    bear	
    mute	
    testimony	
    to	
    the	
    gems	
    
  that	
    once	
    served	
    as	
    this	
    statue’s	
    eyes.	
    	
    
  51-­‐52	
    
  Green	
    mould	
    grows	
    over	
    the	
    rear	
    of	
    the	
    statue.	
    A	
    
  casual	
     observation	
     reveals	
     the	
     mould	
     to	
     be	
    
  harmless.	
    
  53-­‐54	
    
  The	
    statue	
    has	
    one	
    leg	
    missing;	
    consequently	
    it	
    
  leans	
    against	
    one	
    wall.	
    It	
    is	
    easy	
    to	
    knock	
    over.	
    	
    
  55-­‐56	
    
  A	
    small	
    colony	
    of	
    beetles	
    lives	
    behind	
    the	
    statue.	
    
  They	
    are	
    harmless	
    and	
    can	
    be	
    crushed	
    easily.	
    	
    
  57-­‐58	
    
  The	
    statue	
    has	
    had	
    its	
    face	
    chiselled	
    off.	
    Pieces	
    of	
    
  the	
    face	
    lie	
    about	
    the	
    statue.	
    
  59-­‐60	
    
  The	
     statue	
     stands	
     on	
     a	
     plinth	
     decorated	
     with	
    
  elaborate	
    scrollwork.	
    
  61-­‐62	
    
  The	
    statue	
    stands	
    on	
    a	
    5	
    ft.	
    high	
    plinth.	
    
  63-­‐64	
    
  The	
    statue	
    stands	
    on	
    an	
    over-­‐sized	
    plinth.	
    
  65-­‐66	
    
  The	
    statue	
    is	
    lying	
    on	
    its	
    side.	
    
  67-­‐68	
    
  The	
    statue	
    is	
    very	
    dusty.	
    
  69-­‐70	
    
  The	
    statue	
    is	
    streaked	
    with	
    guano.	
    
  71-­‐72	
    
  The	
    statue	
    is	
    only	
    half-­‐finished.	
    
  73-­‐74	
    
  The	
    statue	
    has	
    an	
    open	
    secret	
    compartment;	
    it	
    is	
    
  dusty	
     within.	
     Close	
     observation	
     reveals	
     the	
    
  locking	
    mechanism.	
    
  75-­‐76	
    
  The	
     statue	
     is	
     made	
     of	
     a	
     strange	
     kind	
     of	
     stone	
    
  quite	
    out	
    of	
    sorts	
    with	
    the	
    surrounding	
    masonry.	
    
  77-­‐78	
    
  The	
    statue	
    is	
    weather	
    beaten	
    as	
    if	
    it	
    once	
    stood	
    
  outside.	
    Small	
    patches	
    of	
    moss	
    grow	
    in	
    its	
    cracks.	
    
  79-­‐80	
    
  The	
    statue	
    smells	
    as	
    if	
    someone	
    has	
    urinated	
    on	
    
  it	
    recently.	
    
  81-­‐82	
    
  The	
    statue	
    has	
    graffiti	
    of	
    a	
    sexual	
    nature	
    carved	
    
  into	
    its	
    base.	
    
  83-­‐84	
    
  The	
    statue	
    has	
    scorch	
    marks	
    around	
    its	
    base.	
    
  85-­‐86	
    
  The	
     statue	
     is	
     pitted	
     and	
     partially	
     melted	
     as	
     if	
    
  exposed	
    to	
    powerful	
    acid.	
    
  87-­‐88	
    
  The	
     statue	
     is	
     in	
     pristine	
     condition,	
     as	
     if	
     it	
     was	
    
  only	
    placed	
    here	
    yesterday.	
    
  89-­‐90	
    
  The	
    statue	
    is	
    partially	
    covered	
    in	
    cobwebs.	
    
  91-­‐92	
    
  The	
    statue	
    bears	
    the	
    mark	
    of	
    the	
    sculpture	
    in	
    an	
    
  unobtrusive	
    spot	
    
  93-­‐94	
    
  A	
    spray	
    of	
    dried	
    blood	
    covers	
    part	
    of	
    the	
    statue	
    
  and	
    its	
    plinth.	
    A	
    bloody	
    hand	
    print	
    mars	
    one	
    leg.	
    	
    
  95-­‐96	
    
  Several	
    skulls	
    or	
    decomposing	
    heads	
    have	
    been	
    
  carefully	
     positioned	
     on	
     the	
     statue;	
     they	
     fall	
     if	
    
  touched.	
    
  97-­‐98	
    
  Roll	
     twice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     97-­‐
  100.	
    
  99-­‐100	
    
  Roll	
     thrice	
     on	
     this	
     table,	
     ignoring	
     results	
     of	
     97-­‐
  100.	
    
  	
    
   
  
  170	
    
  S T R A N G E  G R O W T H S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Dungeons	
     rarely	
     comprise	
     featureless	
     corridors	
     swept	
     clean	
     of	
    
  debris.	
     Instead,	
     they	
     sport	
     a	
     wide	
     variety	
     of	
     growths,	
     ranging	
    
  from	
     ordinary	
     mushrooms	
     and	
     fungi	
     to	
     mineral	
     deposits	
    
  collecting	
     in	
     stalactites,	
     stalagmites	
     and	
     flowstone.	
     Stone	
    
  formations	
     tell	
     stories	
     about	
     geological	
     events	
     forming	
     a	
    
  dungeon	
    chamber	
    and	
    can	
    feature	
    signs	
    of	
    destruction	
    wrought	
    
  by	
     nature,	
     dungeon	
     inhabitants	
     and	
     visitors	
     alike.	
     Finally,	
    
  stranger	
    growths	
    such	
    as	
    fleshy	
    polyps	
    or	
    incongruous	
    metallic	
    
  spikes	
    can	
    occur	
    with	
    surprising	
    frequency.	
    
  M U S H R O O M S  
  Subterranean	
    mushrooms	
    make	
    for	
    some	
    of	
    the	
    most	
    common	
    
  growths	
    in	
    a	
    dungeon,	
    as	
    they	
    require	
    little	
    more	
    than	
    moisture	
    
  and	
    rotting	
    material	
    to	
    thrive.	
    Since	
    most	
    caves	
    are	
    humid	
    and	
    
  plenty	
     of	
     creatures	
     die	
     in	
     dungeons,	
     particularly	
     those	
    
  frequented	
     by	
     monsters	
     and	
     adventurers,	
     mushrooms	
     find	
    
  purchase	
    anywhere.	
    The	
    typical	
    mushroom	
    features	
    a	
    stem	
    and	
    
  cap,	
     which	
     contains	
     fleshy	
     blade-­‐like	
     gills	
     holding	
     the	
    
  mushroom’s	
     spores.	
     Mushrooms	
     have	
     a	
     variety	
     of	
     shapes	
     and	
    
  can	
    appear	
    as	
    cups,	
    spheres,	
    coral-­‐like	
    stems	
    or	
    irregular	
    shelves	
    
  hanging	
     from	
     walls	
     and	
     other	
     structures.	
     Additionally,	
    
  mushrooms	
    come	
    in	
    a	
    wide	
    array	
    of	
    colours,	
    ranging	
    from	
    the	
    
  typical	
    pale	
    white,	
    through	
    shades	
    of	
    green,	
    brown	
    or	
    red.	
    More	
    
  exotic	
    colours	
    and	
    bioluminescence	
    occur	
    in	
    mushrooms	
    as	
    well.	
    
  Depending	
     on	
     the	
     availability	
     of	
     water	
     and	
     nutrients	
     a	
    
  mushroom	
     can	
     range	
     in	
     size	
     from	
     a	
     couple	
     of	
     inches	
     tall	
     to	
    
  towering	
    specimens	
    several	
    feet	
    high.	
    	
    
  	
    
  Several	
    species	
    of	
    mushroom	
    are	
    edible,	
    and	
    explorers	
    with	
    
  the	
     necessary	
     skills	
     can	
     determine	
     the	
     edibility	
     of	
     mushrooms	
    
  they	
     encounter.	
     Poisonous	
     mushrooms	
     typically	
     inflict	
     muscle	
    
  atrophy	
     or	
     paralysis,	
     but	
     can	
     also	
     cause	
     hallucinations	
    
  (effectively	
     inflicting	
     the	
     confused	
     condition)	
     in	
     someone	
     who	
    
  fails	
     to	
     resist	
     their	
     effects.	
     The	
     final	
     danger	
     presented	
     by	
    
  mushrooms	
     comes	
     from	
     the	
     many	
     mushroom	
     creatures	
     and	
    
  hazards,	
    such	
    as	
    myceloids,	
    violet	
    fungi,	
    shriekers	
    and	
    the	
    like.	
    
  Mobile	
     and	
     intelligent	
     mushroom	
     creatures	
     may	
     attempt	
     to	
    
  blend	
    in	
    with	
    native	
    mushrooms.	
    
  M O U L D S  
  Moulds	
    comprise	
    the	
    second	
    most	
    commonly	
    encountered	
    fungi	
    
  in	
    dungeon	
    environments.	
    While	
    they	
    have	
    a	
    uniform	
    shape	
    as	
    
  they	
    cover	
    material	
    they	
    decompose	
    or	
    otherwise	
    dissolve,	
    they	
    
  can	
     form	
     odd	
     bulging	
     shapes	
     where	
     concentrations	
     of	
     the	
    
  moulds	
    gather.	
    Unlike	
    many	
    of	
    their	
    mushroom	
    cousins,	
    moulds	
    
  provide	
    no	
    immediate	
    sustenance	
    for	
    characters—they	
    can	
    aid	
    
  in	
    the	
    fermentation	
    of	
    alcoholic	
    material,	
    and	
    the	
    rare	
    cultivated	
    
  mould	
     can	
     fight	
     disease—and	
     oftentimes	
     prove	
     poisonous.	
    
  Several	
    dangerous	
    moulds,	
    such	
    as	
    yellow	
    or	
    brown	
    mould,	
    grow	
    
  in	
    dungeons.	
    
  M I N E R A L  D E P O S I T S  
  Most	
    underground	
    areas	
    are	
    moist	
    enough	
    to	
    create	
    minor	
    flows	
    
  of	
    water.	
    This	
    water	
    carries	
    mineral	
    deposits,	
    typically	
    comprised	
    
  of	
    calcium	
    carbonate,	
    that	
    collect	
    on	
    existing	
    structures	
    or	
    form	
    
  their	
    own	
    precipitate	
    structures.	
    These	
    structures	
    take	
    years	
    to	
    
  form.	
    While	
    most	
    of	
    the	
    structures	
    are	
    translucent	
    white,	
    metals	
    
  such	
    as	
    iron,	
    copper	
    or	
    manganese	
    can	
    change	
    their	
    colouration.	
    
  Solidifying	
     lava	
     flows	
     provide	
     another	
     source	
     of	
     deposited	
    
  minerals,	
     albeit	
     in	
     a	
     much	
     quicker	
     fashion	
     (hours	
     or	
     days).	
    
  Characters	
    can	
    find	
    the	
    following	
    structures	
    in	
    natural	
    caverns,	
    
  or	
    even	
    those	
    excavated	
    by	
    magical	
    means:	
    
  	
    
  Ice:	
     In	
     a	
     cavern	
     located	
     in	
     an	
     area	
     experiencing	
     seasonal	
    
  changes	
    or	
    with	
    continually	
    cold	
    climates,	
    water	
    seeping	
    into	
    the	
    
  cavern	
    forms	
    ice	
    stalactites.	
    
  	
    
  Lava	
    Flows:	
    Lava	
    flows	
    create	
    more	
    exotic	
    stalactites	
    due	
    to	
    
  their	
    more	
    dynamic	
    courses.	
    A	
    small	
    driblet	
    of	
    lava	
    can	
    accrete	
    
  layers	
    from	
    successive	
    lava	
    flows	
    creating	
    shapes	
    that	
    look	
    like	
    
  shark’s	
    teeth.	
    Splash	
    stalactites	
    result	
    from	
    lava	
    splashing	
    up	
    on	
    
  a	
    cavern’s	
    ceiling	
    and	
    slowly	
    oozing	
    down	
    and	
    hardening;	
    these	
    
  stalactites	
     look	
     like	
     stretched	
     taffy	
     and	
     usually	
     differ	
     in	
     colour	
    
  from	
     the	
     lava	
     that	
     formed	
     the	
     cavern.	
     Tubular	
     lava	
     stalactites	
    
  have	
     a	
     similar	
     appearance	
     to	
     soda	
     straws,	
     but	
     often	
     have	
     a	
    
  twisted,	
    worm-­‐like	
    shape	
    as	
    bits	
    of	
    lava	
    crystallize	
    and	
    force	
    the	
    
  lava	
    to	
    flow	
    in	
    different	
    directions.	
    
  	
    
  Stalactites:	
     Stalactites	
     descend	
     from	
     a	
     cavern’s	
     ceiling,	
    
  typically	
     in	
     a	
     cone	
     shape	
     for	
     calcium	
     carbonate	
     deposits,	
     one	
    
  drip	
     at	
     a	
     time.	
     In	
     some	
     cases,	
     the	
     minerals	
     collect	
     in	
     rings,	
    
  forming	
     thin,	
     hollow	
     stalactites	
     known	
     as	
     soda	
     straws.	
     These	
    
  fragile	
    straws	
    often	
    develop	
    holes	
    allowing	
    water	
    to	
    flow	
    around	
    
  them	
    to	
    create	
    the	
    more	
    familiar	
    conical	
    stalactites.	
    Helictites,	
    
  with	
     their	
     twig-­‐like	
     or	
     spiral	
     projections	
     that	
     appear	
     to	
     defy	
    
  gravity,	
     comprise	
     the	
     oddest-­‐looking	
     calcium	
     carbonate	
    
  stalactites	
     and	
     take	
     the	
     shape	
     of	
     ribbons,	
     saws	
     or	
     clumps	
     of	
    
  worms.	
    Clusters	
    of	
    stalactites	
    might	
    take	
    on	
    the	
    appearance	
    of	
    
  natural	
    chandeliers.	
    
  	
    
  Stalagmites:	
     Stalagmites	
     have	
     similar	
     origins	
     to	
     stalactites,	
    
  but	
    they	
    rise	
    from	
    a	
    cavern’s	
    floor	
    and	
    often	
    have	
    a	
    more	
    blunt	
    
  appearance.	
     They	
     come	
     in	
     shapes	
     resembling	
     tall	
     and	
     spindly	
    
  broomsticks,	
     tall	
     totem	
     poles	
     or	
     small,	
     wider-­‐than-­‐tall	
     “fried	
    
  egg”	
     stalagmites.	
     Because	
     stalagmite	
     formations	
     require	
     more	
    
  specific	
    conditions	
    to	
    form	
    than	
    stalactites,	
    broken	
    stalagmites	
    
  hardly	
     ever	
     “heal”	
     from	
     damage	
     (whereas,	
     even	
     calcium	
    
  carbonate	
     stalactites	
     can	
     return	
     to	
     their	
     former	
     shape	
     in	
     a	
    
  handful	
    of	
    decades).	
    
  	
    
  In	
     caverns	
     with	
     particularly	
     active	
     mineral	
     accretions,	
    
  stalactites	
    and	
    stalagmites	
    meet	
    and	
    form	
    twisted	
    columns.	
    
  	
    
  Other	
     Formations:	
     Smaller	
     mineral	
     structures	
     include	
     cave	
    
  coral,	
     knobby	
     clusters	
     of	
     calcite;	
     cave	
     pearls,	
     resulting	
     from	
    
  water	
    dripping	
    from	
    high	
    ceilings	
    creating	
    small	
    crystals	
    to	
    turn	
    
  
  171	
    
  over	
     so	
     often	
     they	
     form	
     near-­‐perfect	
     spheres;	
     and	
     snottites,	
    
  minerals	
    
  containing	
    
  sulphur-­‐oxidising	
    
  bacteria	
    
  with	
    
  the	
    
  consistency	
    of	
    mucus.	
    
  	
    
  The	
     weirdest	
     formation	
     created	
     by	
     mineral	
     deposits,	
    
  flowstone	
    is	
    composed	
    of	
    sheet-­‐like	
    deposits	
    of	
    calcite	
    (or	
    other	
    
  cave	
     minerals)	
     formed	
     when	
     mineral-­‐laden	
     water	
     flows	
     down	
    
  cavern	
     walls	
     or	
     along	
     its	
     floors.	
     These	
     deposits	
     can	
     form	
     thin	
    
  sheets	
     known	
     as	
     draperies,	
     which	
     descend	
     from	
     overhanging	
    
  portions	
     of	
     a	
     cavern	
     wall.	
     Some	
     of	
     these	
     draperies	
     are	
    
  translucent,	
    while	
    others	
    have	
    brown	
    or	
    beige	
    layers	
    that	
    make	
    
  them	
    look	
    like	
    bacon.	
    Overhanging	
    flowstone	
    can	
    also	
    simulate	
    a	
    
  frozen	
    waterfall	
    of	
    stone.	
    Ground	
    flowstone	
    can	
    form	
    gours	
    that	
    
  occur	
    at	
    the	
    edge	
    of	
    underground	
    streams	
    and	
    dam	
    the	
    water.	
    
  S T O N E  O U T C R O P P I N G S  
  Another	
     source	
     of	
     strange	
     growths	
     derives	
     from	
     the	
     stone	
    
  forming	
     the	
     dungeon	
     itself.	
     Whether	
     through	
     erosion,	
     shifting	
    
  due	
    to	
    tectonic	
    activity	
    or	
    deliberate	
    crafting	
    through	
    mundane	
    
  or	
    magical	
    means,	
    the	
    stone	
    foundation	
    of	
    a	
    dungeon	
    can	
    form	
    
  remarkable	
     shapes.	
     Natural	
     erosion	
     can	
     leave	
     behind	
     arches,	
    
  cairns,	
     domes	
     and	
     table-­‐like	
     structures.	
     Running	
     water	
    
  can	
     cut	
     through	
     rock	
     to	
     create	
    
  something	
    that	
    looks	
    like	
    an	
    open	
    
  maw.	
    If	
    currents	
    carry	
    the	
    water	
    
  in	
     a	
     circular	
     motion,	
     it	
     can	
    
  slowly	
    cut	
    rock	
    into	
    corkscrew	
    
  shapes	
    that	
    jut	
    from	
    a	
    cavern’s	
    
  floor.	
     Tectonic	
     shifts	
     can	
     thrust	
    
  bedrock	
     up	
     into	
     a	
     chamber,	
    
  creating	
    a	
    spiky	
    mound.	
    These	
    shifts	
    
  can	
     collapse	
     ceilings,	
     which	
     reveal	
    
  much	
     taller	
     chambers	
     but	
     leave	
    
  behind	
    mounds	
    of	
    rubble	
    
  that	
    
  eventually	
    
  fuse	
    
  with	
    
  the	
    
  ground	
     below	
     due	
     to	
    
  accretions	
    
  of	
    
  mud,	
    
  minerals	
    or	
    lava.	
    
  	
    
  Thrones,	
    
  tables	
    
  and	
    
  daises	
     hewn	
     from	
     the	
    
  stone	
     by	
     ancient	
    
  peoples	
     could	
    
  remain,	
    
  but	
    
  erosion	
    
  or	
    
  other	
     factors	
    
  only	
     leave	
     a	
    
  hint	
     of	
     a	
     stone	
    
  construction’s	
    
  purpose.	
    
  Likewise,	
    
  stone	
     imported	
     from	
    
  other	
    locations	
    in	
    the	
    distant	
    past	
    could	
    present	
    an	
    incongruous	
    
  display	
     as	
     the	
     foreign	
     stone	
     incorporates	
     with	
     the	
     existing	
    
  material.	
     Additionally,	
     creatures	
     that	
     petrify	
     other	
     creatures	
    
  could	
    leave	
    several	
    of	
    their	
    victims,	
    allowing	
    natural	
    processes	
    to	
    
  create	
     a	
     garden	
     of	
     broken	
     stone	
     limbs,	
     eroded	
     humanoid	
    
  statues,	
    or	
    smashes	
    pieces	
    of	
    animals	
    or	
    larger	
    creatures.	
    
  W E I R D E R  G R O W T H S  
  All	
     the	
     previous	
     growths	
     and	
     structures,	
     while	
     odd	
     to	
     varying	
    
  degrees,	
    at	
    least	
    have	
    an	
    apparent	
    natural	
    origin.	
    However,	
    in	
    a	
    
  world	
     suffused	
     with	
     magic,	
     unnatural	
     growths	
     might	
     show	
     up	
    
  with	
    alarming	
    frequency.	
    
  	
    
  Inorganic	
     protrusions	
     are	
     surprising,	
     but	
     not	
     necessarily	
    
  disturbing.	
    Clumps	
    of	
    precious	
    metals	
    or	
    gems,	
    otherwise	
    absent	
    
  from	
     the	
     surrounding	
     rock	
     could	
     protrude	
     from	
     the	
     walls.	
     A	
    
  dungeon	
     chamber	
     might	
     hold	
     spikes	
     of	
     manufactured	
     metal	
    
  embedded	
     within	
     any	
     of	
     its	
     surfaces.	
     Knobs	
     of	
     wood,	
     either	
    
  natural	
    growths	
    or	
    broken	
    pieces	
    of	
    manufactured	
    objects	
    may	
    
  also	
    stick	
    out	
    incongruously	
    from	
    the	
    floor	
    or	
    wall.	
    Occasionally,	
    
  such	
     growths	
     mark	
     the	
     presence	
     of	
     trapdoors	
     or	
     otherwise	
    
  hidden	
    features.	
    
  	
    
  Organic	
     materials	
     in	
     an	
     otherwise	
     inorganic	
    
  setting	
    can	
    prove	
    quite	
    disturbing.	
    Whether	
    the	
    
  cavern	
    is	
    actually	
    part	
    of	
    the	
    well-­‐preserved	
    
  remains	
    
  of	
    
  a	
    
  large	
    
  creature	
    
  or	
    
  somehow	
     “grew”	
     organic	
     items	
     as	
    
  the	
     result	
     of	
     mad	
     experiment	
     or	
    
  divine	
     intervention,	
     teeth,	
     hair	
     and	
    
  cilia	
     can	
     sprout	
     from	
     the	
     ceiling	
     or	
    
  floor.	
     Gigantic	
     ribs	
     provide	
     support	
     for	
    
  the	
    cavern	
    and	
    protrude	
    from	
    the	
    cavern’s	
    
  walls,	
    while	
    a	
    spinal	
    column	
    juts	
    out	
    from	
    the	
    
  floor.	
     A	
     graveyard	
     of	
     bones	
     may	
     dominate	
     a	
    
  room.	
     Scabs	
     and	
     callouses	
     may	
     cover	
    
  areas	
     that	
     have	
     previously	
     taken	
    
  damage,	
    
  and	
    
  those	
    
  removing	
     them	
     might	
     find	
    
  blood	
     or	
     pus	
     oozing	
     from	
    
  the	
    
  freshly	
    
  opened	
    
  “wound.”	
    
  Various	
    
  fleshy	
    
  polyps	
    of	
    all	
    sizes	
    might	
    hang	
    
  from	
    the	
    ceiling	
    or	
    line	
    the	
    
  walls.	
     In	
     areas	
     ravaged	
    
  by	
     disease	
     or	
     evil	
    
  energies,	
    
  tumours	
     lay	
     in	
    
  wait	
     to	
     spread	
    
  their	
    cancers.	
    
  	
    
  
  172	
    
  S T R A N G E  G R O W T H S :  D R E S S I N G  &  F E A T U R E S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    features	
    for	
    your	
    strange	
    
  growth.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    
  on	
     your	
     dungeon’s	
     setup	
     –	
     ignore	
     or	
     modify	
     such	
     entries	
     as	
    
  appropriate.	
    
  D%	
    
  	
    
  1	
    
  A	
    
  group	
    
  of	
    
  black-­‐stemmed,	
    
  white-­‐capped	
    
  mushrooms	
     turns	
     toward	
     the	
     PCs	
     and	
     sprays	
    
  them	
    with	
    spores.	
    
  2	
    
  A	
    colony	
    of	
    normal	
    bats	
    claims	
    the	
    stalactites	
    as	
    
  their	
    home;	
    unless	
    the	
    party	
    makes	
    a	
    loud	
    noise,	
    
  the	
    bats	
    mind	
    their	
    own	
    business.	
    
  3	
    
  A	
     prominent	
     stalagmite	
     looks	
     like	
     a	
     colossal	
    
  stone	
    club;	
    it	
    is	
    composed	
    of	
    a	
    different	
    material	
    
  than	
    the	
    surrounding	
    stalagmites.	
    
  4-­‐5	
    
  A	
    group	
    of	
    stalactites	
    form	
    a	
    natural	
    chandelier;	
    
  someone	
     has	
     placed	
     several	
     candles,	
     currently	
    
  unlit,	
    in	
    the	
    chandelier.	
    
  6	
    
  Litres	
    of	
    water	
    pour	
    from	
    a	
    growth;	
    	
    the	
    water	
    is	
    
  clean	
    and	
    drinkable.	
    
  7	
    
  A	
     large	
     stalactite	
     is	
     hollow;	
     a	
     fist-­‐sized	
     onyx	
    
  worth	
    50	
    gp	
    rests	
    within.	
    
  8	
    
  A	
     sheet	
     of	
     green	
     flowstone	
     appears	
     to	
     have	
     a	
    
  human’s	
    face	
    peering	
    from	
    within	
    it.	
    
  9-­‐10	
    
  A	
    metal	
    spike	
    thrusts	
    downward	
    from	
    the	
    ceiling;	
    
  rusty	
    water	
    drips	
    from	
    the	
    end	
    of	
    the	
    spike.	
    
  11	
    
  A	
     set	
     of	
     soda	
     straws	
     sways	
     in	
     a	
     slight	
     breeze,	
    
  which	
    creates	
    a	
    delicate	
    tinkling	
    sound.	
    
  12	
    
  A	
     stalactite	
     and	
     a	
     stalagmite	
     almost	
     meet	
     to	
    
  form	
     a	
     column;	
     a	
     gap	
     with	
     the	
     thickness	
     of	
     a	
    
  sheet	
    of	
    parchment	
    paper	
    separates	
    the	
    two.	
    
  13	
    
  A	
    clump	
    of	
    red-­‐capped	
    mushrooms	
    moves	
    1	
    inch	
    
  to	
    the	
    left.	
    
  14-­‐15	
    
  Large	
    icy	
    stalactites	
    continually	
    drip	
    water;	
    they	
    
  seem	
    precariously	
    attached	
    to	
    the	
    ceiling.	
    
  16	
    
  Thin	
    stalactites	
    hold	
    a	
    rounded	
    chunk	
    of	
    mineral	
    
  in	
    place	
    giving	
    it	
    an	
    arachnid-­‐like	
    appearance.	
    
  17	
    
  Calcite	
     deposits	
     on	
     the	
     ground	
     form	
     brain-­‐like	
    
  objects	
    measuring	
    four	
    inches	
    in	
    diameter.	
    
  18	
    
  A	
     growth	
     explodes	
     in	
     a	
     seemingly	
     harmless	
    
  multi-­‐coloured	
     spray	
     of	
     material	
     that	
     splatters	
    
  the	
    surrounding	
    floor	
    and	
    walls.	
    
  19-­‐20	
    
  Blue-­‐grey	
    shelf	
    mushrooms	
    climb	
    a	
    wall,	
    forming	
    
  an	
    apparent	
    staircase	
    that	
    zigzags	
    up	
    the	
    wall.	
    
  21	
    
  A	
     rocky	
     outcropping	
     filled	
     with	
     tiny	
     holes	
     juts	
    
  from	
     the	
     floor;	
     wind	
     passing	
     through	
     the	
    
  outcropping	
    creates	
    a	
    haunting	
    whistle.	
    
  22	
    
  A	
    low	
    hum	
    emanates	
    from	
    the	
    nearest	
    stalactite	
    
  when	
     a	
     PC	
     enters	
     this	
     chamber;	
     the	
     sound	
    
  randomly	
    shifts	
    from	
    stalactite	
    to	
    stalactite.	
    
  23	
    
  A	
     ball	
     of	
     brownish	
     mould	
     quivers	
     when	
     a	
     PC	
    
  approaches	
    it	
    but	
    does	
    not	
    otherwise	
    react.	
    
  24-­‐25	
    
  This	
     complex	
     stalagmite	
     looks	
     like	
     a	
     stony	
     tree	
    
  growing	
    from	
    the	
    cavern’s	
    floor.	
    
  26	
    
  Spherical,	
    pink	
    mushrooms	
    seemingly	
    roll	
    about	
    
  the	
    cavern	
    of	
    their	
    own	
    volition.	
    
  27	
    
  A	
     sheet	
     of	
     flowstone	
     overhanging	
     a	
     high	
     stone	
    
  shelf	
    suddenly	
    melts	
    and	
    dribbles	
    down	
    the	
    wall.	
    
  28	
    
  A	
    row	
    of	
    stalactites	
    parallels	
    a	
    row	
    of	
    stalagmites	
    
  forming	
    a	
    set	
    of	
    jagged	
    “teeth.”	
    
  29-­‐30	
    
  This	
    red	
    and	
    brown	
    flowstone	
    drapery	
    gives	
    off	
    
  the	
    faint	
    odour	
    of	
    cooked	
    bacon.	
    
  31	
    
  Bright	
    red	
    mushrooms	
    stand	
    five	
    inches	
    tall	
    in	
    an	
    
  orderly	
    
  array	
    
  measuring	
    
  nine	
    
  by	
    
  nine	
    
  mushrooms.	
    
  32	
    
  A	
     pair	
     of	
     stalactites	
     grows	
     at	
     angles	
     that	
     give	
    
  them	
    the	
    appearance	
    of	
    crossed	
    swords.	
    
  33	
    
  All	
    the	
    stalactites	
    in	
    this	
    room	
    are	
    broken	
    off	
    at	
    a	
    
  uniform	
    height,	
    as	
    if	
    an	
    object	
    or	
    creature	
    passed	
    
  through	
    heedless	
    of	
    the	
    obstacles.	
    
  34-­‐35	
    
  A	
    number	
    of	
    jagged	
    rocky	
    outcroppings	
    look	
    like	
    
  saw	
    teeth	
    emerging	
    from	
    the	
    floor.	
    
  36	
    
  Flickering	
    light	
    gives	
    the	
    illusion	
    of	
    movement	
    to	
    
  the	
    worm-­‐like	
    stalactites	
    in	
    this	
    chamber.	
    
  37	
    
  Cloaks	
    and	
    hats	
    hang	
    from	
    stony	
    knobs	
    used	
    as	
    
  makeshift	
    hooks	
    along	
    one	
    wall.	
    
  38	
    
  Several	
    stalactites,	
    tipped	
    in	
    what	
    appears	
    to	
    be	
    
  dried	
    blood,	
    hang	
    from	
    the	
    ceiling.	
    
  39-­‐40	
    
  Four	
     stalagmites	
     emerge	
     from	
     the	
     floor;	
     they	
    
  look	
     like	
     jointed	
     fingers	
     and	
     match	
     the	
     relative	
    
  finger	
    lengths	
    on	
    a	
    typical	
    humanoid	
    hand,	
    even	
    
  though	
    they	
    stand	
    several	
    feet	
    high.	
    
  41	
    
  A	
    row	
    of	
    stalactite-­‐stalagmite	
    columns	
    bisect	
    this	
    
  chamber;	
     Small	
     creatures	
     can	
     comfortably	
    
  wriggle	
    through	
    the	
    gaps	
    between	
    columns.	
    
  42	
    
  Each	
     mushroom	
     in	
     a	
     field	
     of	
     rose-­‐red	
     cup	
    
  mushrooms	
     holds	
     a	
     cloudy	
     fluid;	
     the	
     liquid	
     is	
    
  refreshing	
    and	
    a	
    little	
    sweet	
    to	
    the	
    taste.	
    
  43	
    
  Flowstone	
    cascading	
    over	
    a	
    shelf	
    gives	
    off	
    a	
    faint	
    
  roar	
    as	
    if	
    it	
    were	
    an	
    actual	
    waterfall.	
    
  44-­‐45	
    
  Equally	
     spaced	
     stalagmites	
     of	
     increasing	
     height	
    
  traverse	
    the	
    cavern	
    from	
    entrance	
    to	
    exit.	
    
  46	
    
  A	
    pair	
    of	
    stalagmites	
    look	
    like	
    up-­‐thrust	
    forearms	
    
  topped	
    by	
    clenched	
    fists.	
    
  47	
    
  Rows	
    of	
    pale	
    green	
    mushrooms	
    line	
    this	
    cavern’s	
    
  floor;	
    when	
    a	
    PC	
    gets	
    within	
    five	
    feet	
    of	
    a	
    row,	
    
  the	
    entire	
    row	
    lights	
    up	
    phosphorescently,	
    then	
    
  each	
    subsequent	
    row	
    does	
    the	
    same.	
    
  48	
    
  A	
    fallen	
    stalactite	
    impaled	
    a	
    giant	
    creature	
    years	
    
  ago,	
    judging	
    by	
    the	
    skeletal	
    remains.	
    
  49-­‐50	
    
  Something	
     has	
     shaped	
     a	
     collection	
     of	
     stony	
    
  outcroppings	
     so	
     they	
     look	
     like	
     several	
     stallions	
    
  emerging	
    from	
    the	
    floor;	
    the	
    foremost	
    are	
    most	
    
  fully	
    emerged,	
    while	
    the	
    rearmost	
    feature	
    heads.	
    
  51	
    
  A	
    brief	
    earthquake	
    causes	
    stalactites	
    to	
    fall	
    from	
    
  the	
    ceiling	
    and	
    potentially	
    impale	
    explorers	
    (+12	
    
  melee	
    [2d6];	
    all	
    targets	
    in	
    the	
    room).	
    
  52	
    
  Spiky	
    mineral	
    deposits	
    cover	
    this	
    cavern’s	
    floor;	
    
  they	
    act	
    as	
    caltrops.	
    
  
  173	
    
  53	
    
  A	
     stalactite	
     broke	
     off	
     at	
     the	
     tip,	
     and	
     a	
     foul-­‐
  smelling,	
    green	
    fluid	
    drips	
    from	
    the	
    stump.	
    
  54-­‐55	
    
  Several	
     stalactites	
     shaped	
     like	
     a	
     large	
     bird’s	
    
  feathers	
    dangle	
    from	
    the	
    ceiling.	
    
  56	
    
  A	
     golden	
     stalactite	
     hangs	
     from	
     the	
     ceiling;	
    
  examination	
    reveals	
    pyrite	
    forms	
    the	
    stalactite.	
    
  57	
    
  A	
    clump	
    of	
    pale	
    green	
    mushrooms	
    clings	
    to	
    the	
    
  ceiling;	
    occasionally,	
    a	
    mushroom	
    floats	
    down	
    to	
    
  the	
    floor,	
    its	
    cap	
    arresting	
    its	
    fall.	
    
  58	
    
  A	
     pair	
     of	
     icicles	
     thrust	
     up	
     from	
     the	
     ground	
     as	
    
  stalagmites;	
     water	
     defies	
     gravity	
     as	
     it	
     climbs	
     to	
    
  the	
    icicles’	
    tips.	
    
  59-­‐60	
    
  A	
     clump	
     of	
     seemingly	
     healthy	
     roots	
     protrudes	
    
  from	
    the	
    ceiling;	
    they	
    do	
    not	
    lead	
    to	
    any	
    plants,	
    
  but	
    are	
    very	
    strong	
    and	
    could	
    be	
    used	
    as	
    rope	
    in	
    
  an	
    emergency.	
    
  61	
    
  A	
     rhythmic	
     drumming,	
     like	
     a	
     fast	
     heartbeat,	
    
  emanates	
    from	
    a	
    large,	
    white	
    mushroom.	
    
  62	
    
  Iron	
    burrs	
    cling	
    to	
    a	
    wall;	
    the	
    burrs	
    are	
    polished	
    
  and	
    rust-­‐free.	
    
  63	
    
  Stone	
    vents	
    allow	
    a	
    thin	
    mist	
    to	
    escape	
    through	
    
  them;	
    normal	
    water	
    vapour	
    comprises	
    the	
    mist,	
    
  which	
    does	
    not	
    obscure	
    vision.	
    
  64-­‐65	
    
  A	
     stalagmite	
     bends	
     at	
     an	
     extreme,	
     nearly	
    
  horizontal	
    angle;	
    it	
    launches	
    itself	
    at	
    a	
    character	
    
  approaching	
    within	
    10	
    feet.	
    
  66	
    
  A	
     crude	
     arrow	
     tops	
     this	
     thin	
     stalagmite;	
     the	
    
  arrow	
     spins	
     and	
     points	
     in	
     a	
     random	
     direction	
    
  when	
    someone	
    touches	
    it.	
    
  67	
    
  When	
     a	
     character	
     touches	
     one	
     of	
     the	
     growths,	
    
  several	
    tiny,	
    harmless	
    red	
    beetles	
    pour	
    forth.	
    
  68	
    
  Five	
     stalagmites	
     stand	
     in	
     a	
     roughly	
     circular	
    
  pattern;	
    they	
    seem	
    like	
    partially	
    melted	
    candles,	
    
  with	
     a	
     black	
     stony	
     “wick”	
     protruding	
     from	
     the	
    
  top.	
    
  69-­‐70	
    
  Spherical	
    calcium	
    carbonate	
    deposits	
    roll	
    around	
    
  this	
    cavern	
    in	
    random	
    directions;	
    when	
    one	
    falls	
    
  into	
    a	
    hole	
    in	
    the	
    floor,	
    a	
    loud	
    gong	
    sounds.	
    
  71	
    
  Cilia	
    lining	
    one	
    wall	
    of	
    this	
    cavern	
    undulate	
    in	
    a	
    
  non-­‐existent	
    breeze.	
    
  72	
    
  A	
     group	
     of	
     tan-­‐and-­‐white	
     striped	
     mushrooms	
    
  suddenly	
    sprouts	
    before	
    exploding	
    in	
    a	
    spray	
    of	
    
  spores.	
    
  73	
    
  A	
     rim	
     stone	
     dam	
     creates	
     a	
     three-­‐foot	
     diameter	
    
  pool,	
    around	
    and	
    in	
    which	
    blind,	
    pale	
    frogs	
    leap.	
    
  74-­‐75	
    
  A	
     set	
     of	
     five	
     stalagmites	
     and	
     three	
     stalactites	
    
  move	
     as	
     if	
     they	
     were	
     levers;	
     nothing	
     obvious	
    
  occurs	
    when	
    someone	
    pushes	
    them.	
    
  76	
    
  Blocky	
     stone	
     protrusions	
     set	
     in	
     a	
     wall	
     briefly	
    
  arrange	
    themselves	
    into	
    letters	
    from	
    a	
    forgotten	
    
  language.	
    
  77	
    
  This	
    translucent	
    stalagmite	
    holds	
    motes	
    of	
    light	
    
  that	
    flit	
    about	
    the	
    stalagmite’s	
    interior.	
    
  78	
    
  A	
    group	
    of	
    rocks	
    arranged	
    like	
    a	
    table	
    and	
    four	
    
  chairs	
    sits	
    in	
    the	
    cavern’s	
    centre.	
    	
    
  79-­‐80	
    
  A	
     clean-­‐picked	
     bone	
     protrudes	
     from	
     the	
     floor;	
    
  when	
     someone	
     pulls	
     it	
     free,	
     another	
     takes	
     its	
    
  place,	
     and	
     this	
     process	
     repeats	
     a	
     total	
     of	
     ten	
    
  times.	
    
  81	
    
  Several	
     fluid-­‐filled	
     nodules	
     protrude	
     from	
     the	
    
  walls;	
     a	
     PC	
     moving	
     within	
     5	
     feet	
     of	
     a	
     nodule	
    
  causes	
     it	
     to	
     erupt,	
     spraying	
     the	
     unfortunate	
    
  explorer.	
    
  82	
    
  If	
    a	
    character	
    nears	
    the	
    largest	
    stalagmite	
    in	
    this	
    
  chamber,	
     it	
     scuttles	
     away	
     (5-­‐foot	
     movement	
    
  rate);	
    it	
    only	
    attempts	
    to	
    keep	
    a	
    10-­‐foot	
    distance	
    
  from	
    any	
    other	
    being,	
    but	
    does	
    not	
    attack.	
    
  83	
    
  Stands	
    of	
    hair	
    hang	
    from	
    the	
    ceiling	
    at	
    the	
    exit;	
    
  while	
    the	
    hair	
    grasps	
    at	
    anyone	
    passing	
    through	
    
  it,	
    it	
    is	
    otherwise	
    harmless.	
    
  84-­‐85	
    
  A	
     corkscrew	
     shaped	
     stalagmite	
     twists	
     without	
    
  any	
    obvious	
    assistance	
    at	
    random	
    times.	
    
  86	
    
  Five-­‐foot	
     tall	
     stalagmites	
     effectively	
     block	
     the	
    
  way	
     through	
     this	
     chamber;	
     however	
     they	
     part,	
    
  creating	
    a	
    narrow	
    path	
    for	
    anyone	
    approaching.	
    
  87	
    
  A	
     stalactite	
     suddenly	
     glows	
     with	
     an	
     inner	
     light	
    
  that	
    intensifies	
    to	
    full	
    daylight.	
    
  88	
    
  This	
     delicate	
     lattice	
     of	
     stalactites	
     looks	
     like	
     a	
    
  spider	
    web,	
    which	
    has	
    trapped	
    a	
    pair	
    of	
    gigantic	
    
  insects.	
    
  89-­‐90	
    
  A	
     cloud	
     of	
     flies	
     swarms	
     about	
     a	
     bulbous,	
     sickly	
    
  green,	
     two-­‐foot-­‐diameter	
     growth	
     protruding	
    
  from	
    the	
    far	
    wall.	
    
  91	
    
  Spiky	
     stalagmites	
     suddenly	
     shoot	
     up	
     from	
     the	
    
  floor;	
     they	
     attack	
     all	
     creatures	
     in	
     a	
     10-­‐foot	
    
  square.	
    
  92	
    
  The	
    largest	
    four	
    stalactites	
    in	
    this	
    chamber	
    have	
    
  crudely	
    carved	
    mouths;	
    they	
    quietly	
    burble	
    in	
    an	
    
  unknown	
    language.	
    
  93	
    
  Gill-­‐like	
     membranes	
     line	
     opposing	
     walls	
     in	
     this	
    
  cavern;	
    they	
    open	
    and	
    close	
    regularly.	
    
  94-­‐95	
    
  When	
     a	
     character	
     approaches	
     the	
     entrance	
     to	
    
  this	
     stalagmite-­‐	
     and	
     stalactite-­‐filled	
     cavern,	
     it	
    
  goes	
    momentarily	
    dark.	
    
  96	
    
  A	
    stone	
    face	
    slowly	
    emerges	
    from	
    the	
    ceiling;	
    its	
    
  eyes	
    are	
    wide,	
    and	
    its	
    mouth	
    is	
    a	
    frozen	
    scream.	
    
  97	
    
  A	
    dank	
    breeze	
    intermittently	
    flows	
    through	
    this	
    
  moist	
     cavern	
     from	
     the	
     opposing	
     entrance;	
     a	
    
  fleshy	
     protuberance	
     hangs	
     down	
     near	
     that	
    
  entrance.	
    
  98	
    
  A	
     collection	
     of	
     soda	
     straw	
     stalactites	
     is	
    
  connected	
    to	
    a	
    standing,	
    bloodless	
    corpse.	
    
  99-­‐100	
    
  If	
     someone	
     touches	
     the	
     largest	
     stalagmite,	
     it	
    
  emits	
    a	
    deafening	
    scream	
    before	
    dissolving	
    into	
    
  a	
    puddle	
    of	
    mud.	
    
  	
    
  	
    
   
   
  
  174	
    
  T A P E S T R I E S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Depicting	
     scenes	
     of	
     great	
     battle	
     or	
     infamous	
     beasts	
     of	
     myth	
    
  these	
    textile	
    artworks	
    adorn	
    many	
    dungeon	
    walls.	
    The	
    following	
    
  information	
    outlines	
    the	
    common	
    characteristics	
    of	
    tapestries.	
    
  7BT A P E S T R Y  S U B J E C T  A N D  D R E S S I N G  
  Being	
    weaved	
    for	
    decorative	
    purposes	
    tapestries	
    normally	
    depict	
    
  imagery	
     and	
     symbolic	
     references	
     which	
     are	
     important	
     to	
     the	
    
  creator	
     or	
     their	
     patron.	
     They	
     are	
     expensive,	
     luxury	
     items	
     and	
    
  should	
     not	
     be	
     found	
     in	
     ever	
     chamber.	
     Rather,	
     lords	
     and	
     the	
    
  wealthy	
    use	
    them	
    to	
    decorate	
    important	
    or	
    personal	
    chambers.	
    
  8BC O M M O N  C H A R A C T E R I S T I C S  
  Cunning	
     adventurers	
     utilise	
     tapestries	
     in	
     combat	
     to	
     gain	
    
  advantages	
     over	
     their	
     foes.	
     Tapestries	
     have	
     the	
     following	
    
  characteristics:	
    
  § 
  Wall	
    Mounted:	
    Wall	
    mounted	
    tapestries	
    provide	
    concealment	
    	
    
  and	
    are	
    easily	
    scaled.	
    
  § 
  Ceiling	
     Mounted:	
     Tapestries	
     hung	
     from	
     the	
     ceiling	
     provide	
    
  total	
    concealment	
    and	
    are	
    scaled	
    relatively	
    easily.	
    
  § 
  Pull	
    Down:	
    Tapestries	
    pulled	
    down	
    atop	
    a	
    foe	
    can	
    serve	
    as	
    an	
    
  impromptu	
     net	
     against	
     a	
     foe	
     adjacent	
     to	
     the	
     tapestry.	
     The	
    
  character	
     can	
     exert	
     power	
     to	
     pull	
     the	
     tapestry	
     loose	
     before	
    
  making	
    a	
    ranged	
    touch	
    attack	
    against	
    his	
    target.	
    A	
    hit	
    indicates	
    
  the	
    target	
    is	
    entangled	
    as	
    if	
    caught	
    in	
    a	
    net.	
    
  § 
  Swinging:	
     A	
     character	
     can	
     use	
     a	
     tapestry	
     to	
     swing	
     across	
     a	
    
  space.	
    
  C O N S T R U C T I O N  
  Most	
     tapestries	
     are	
     woven	
     from	
     wool,	
     cotton	
     or	
     silk.	
     Others,	
    
  however,	
     may	
     be	
     crafted	
     from	
     exotic	
     materials	
     such	
     as	
     giant	
    
  spider	
    silk,	
    the	
    manes	
    of	
    magical	
    beasts	
    and	
    so	
    on.	
    
  C O N D I T I O N  
  Not	
     all	
     tapestry	
     are	
     in	
     average	
     condition.	
     Some	
     have	
     hung	
     for	
    
  centuries	
    and	
    their	
    state	
    of	
    repair	
    reflects	
    this	
    while	
    others	
    are	
    
  new	
    and	
    in	
    pristine	
    condition.	
    
  CONDITION	
    
  PERCEPTION	
    
  INCREASE	
    
  HARDNESS	
    
  HP	
    
  BREAK	
    	
    
  Dilapidated	
    
  Least	
    
  Decreased	
    
  greatly	
    
  -­‐50%	
    
  Decreased	
    
  greatly	
    
  Poor	
    
  Lesser	
    
  Decreased	
    
  -­‐25%	
    
  Decreased	
    
  Average	
    
  Medium	
    
  —	
    
  —	
    
  —	
    
  Good	
    
  Significant	
    
  Increased	
    
  +25%	
    
  Increased	
    
  Excellent	
    
  Massive	
    
  Increased	
    
  greatly	
    
  +50%	
    
  Increased	
    
  greatly	
    
  11B 
   
   
  S U B J E C T  
  All	
    tapestries	
    feature	
    an	
    image.	
    Use	
    this	
    table	
    to	
    determine	
    the	
    
  basic	
     type	
     of	
     image	
     depicted	
     and	
     then	
     add	
     campaign	
    
  appropriate	
    details	
    such	
    as	
    the	
    names	
    of	
    specific	
    personalities	
    or	
    
  deities,	
    heraldic	
    devices	
    and	
    so	
    on.	
    
  D20	
    
  	
    
  1	
    
  A	
    battle	
    
  2	
    
  A	
    landscape	
    	
    
  3	
    
  A	
    famous	
    event	
    (a	
    coronation,	
    wedding	
    etc.)	
    
  4	
    
  A	
    ferocious,	
    legendary	
    beast	
    
  5	
    
  A	
    map	
    (local)	
    
  6	
    
  A	
    map	
    (regional)	
    
  7	
    
  A	
    map	
    (continental)	
    
  8	
    
  A	
    deity	
    or	
    scene	
    of	
    religious	
    significance	
    
  9	
    
  An	
    event	
    of	
    familial	
    significance	
    
  10	
    
  A	
    religious	
    symbol	
    
  11	
    
  A	
    heraldic	
    device	
    
  12	
    
  A	
    woodland	
    scene	
    (or	
    other	
    outdoors	
    setting)	
    
  13	
    
  A	
    star	
    map	
    
  14	
    
  Geometric	
    shapes	
    and	
    patterns	
    
  15	
    
  A	
    portrait	
    (group	
    or	
    singular)	
    
  16	
    
  The	
    lyrics	
    of	
    a	
    poem	
    or	
    song	
    
  17	
    
  A	
    famous	
    building	
    (a	
    castle,	
    cathedral	
    etc)	
    
  18	
    
  A	
     famous	
     geological	
     feature	
     (a	
     mountain,	
     great	
    
  chasm	
    etc.)	
    
  19	
    
  Religious	
    tract,	
    family	
    motto	
    and	
    so	
    on	
    
  20	
    
  The	
     tapestry	
     contains	
     a	
     secret;	
     Roll	
     again	
     to	
    
  determine	
     what	
     kind	
     of	
     image	
     hides	
     it.	
     Close	
    
  scrutiny	
    reveals	
    the	
    secret.	
    
  	
    
  	
    
  	
    
  	
    
  MATERIAL	
    
  HARDNESS	
    
  HIT	
    POINTS1	
    
  BREAK2	
    
  Wool	
    
  	
    
  None	
    
  Very	
    few	
    
  Very	
    easy	
    
  Silk	
    
  None	
    
  Few	
    
  Easy	
    
  Cotton/hemp	
    
  None	
    
  Very	
    few	
    
  Very	
    easy	
    
  Fur/mane	
    
  None	
    
  Very	
    few	
    
  Easy	
    
  Metal	
    threads	
    
  Fragile	
    
  Few	
    
  Medium	
    
  1:	
    per	
    5	
    ft.	
    Section	
    
  2:	
    increase	
    per	
    size	
    category	
    above	
    Medium,	
    decrease	
    per	
    size	
    
  category	
    below	
    Medium	
    
  	
    
  
  175	
    
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    subjects	
    for	
    your	
    tapestry.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  The	
     tapestry	
     depicts	
     a	
     creationist	
     story	
     of	
     how	
    
  one	
    individual	
    believes	
    the	
    world	
    was	
    created.	
    
  06-­‐10	
    
  A	
    cosy	
    cottage	
    nestles	
    amid	
    pleasant	
    woodland,	
    
  on	
     this	
     tapestry.	
     The	
     tapestry	
     can	
     create	
     an	
    
  extradimensional	
    shelter	
    once	
    a	
    week.	
    
  11-­‐12	
    
  This	
    simple	
    tapestry	
    is	
    a	
    tribute	
    from	
    a	
    nomadic	
    
  desert	
     tribe	
     that	
     shows	
     the	
     location	
     of	
     hidden	
    
  wells.	
    
  13-­‐14	
    
  A	
     tribute	
     to	
     a	
     powerful	
     wizard,	
     who	
     in	
     the	
    
  tapestry	
    is	
    defeating	
    a	
    legendary	
    lich.	
    
  15-­‐16	
    
  The	
    tapestry	
    is	
    an	
    encyclopaedia	
    of	
    local	
    plants	
    
  and	
    their	
    medicinal	
    purposes.	
    
  17-­‐18	
    
  Bearing	
    the	
    coat	
    of	
    arms	
    and	
    seal	
    of	
    a	
    ruler	
    the	
    
  tapestry	
     outlines	
     the	
     crimes	
     punishable	
     by	
    
  death.	
    
  19-­‐20	
    
  The	
     coats	
     of	
     arms	
     of	
     prominent	
     noble	
     houses	
    
  feature	
    on	
    the	
    tapestry.	
    
  21-­‐22	
    
  Almost	
     mirror-­‐like	
     in	
     appearance,	
     the	
     tapestry	
    
  can	
    cast	
    divinations	
    once	
    per	
    day	
    and	
    shows	
    the	
    
  result	
    of	
    the	
    spell	
    upon	
    its	
    surface.	
    
  23-­‐26	
    
  The	
     tapestry	
     is	
     a	
     folio	
     of	
     magical	
     beasts	
    
  embellished	
    with	
    myths	
    and	
    legend..	
    
  27-­‐32	
    
  Void	
     of	
     images,	
     the	
     tapestry	
     is	
     a	
     written	
    
  document	
    outlining	
    the	
    will	
    and	
    testament	
    of	
    an	
    
  ancient	
    king.	
    
  33-­‐36	
    
  The	
     tapestry	
     portrays	
     the	
     lives	
     of	
     two	
     elven	
    
  nobles	
     growing	
     up,	
     marrying	
     and	
     having	
     a	
    
  beautiful	
    child.	
    
  37-­‐38	
    
  A	
     large	
     bull-­‐headed	
     humanoid	
     is	
     fighting	
     a	
    
  barbarian	
    barehanded	
    atop	
    a	
    mountain.	
    
  39-­‐40	
    
  Depicting	
     images	
     of	
     gratuitous	
     torture	
     this	
    
  gruesome	
     tapestry	
     has	
     a	
     pain-­‐causing	
     rune	
    
  woven	
    into	
    it.	
    
  41-­‐42	
    
  This	
     intricate	
     tapestry	
     depicts	
     the	
     solar	
     system;	
    
  small	
     diamonds	
     represent	
     stars	
     (worth	
     50	
     gp	
    
  each).	
    
  43-­‐44	
    
  A	
     sweeping	
     battle	
     of	
     immense	
     proportions	
     is	
    
  taking	
    place;	
    corpses	
    litter	
    the	
    battlefield.	
    
  45-­‐46	
    
  Vividly	
     coloured	
     and	
     highly	
     decorative	
     this	
    
  tapestry	
     depicts	
     a	
     symbolic	
     telling	
     of	
     a	
     well-­‐
  known	
    children’s	
    story.	
    
  47-­‐48	
    
  The	
    tapestry	
    depicts	
    a	
    life-­‐sized	
    rampant	
    griffon;	
    
  the	
    creature’s	
    plumage	
    is	
    real.	
    
  49-­‐50	
    
  A	
    large	
    ship	
    is	
    portrayed	
    ensnared	
    in	
    a	
    gigantic	
    
  octopus’	
    tentacles.	
    
  51-­‐52	
    
  Richly	
    adorned	
    with	
    precious	
    stones	
    and	
    metallic	
    
  thread	
     the	
     tapestry	
     was	
     a	
     rich	
     dowry	
     gift	
     and	
    
  depicts	
    the	
    bride	
    and	
    groom	
    (worth	
    500	
    gp).	
    
  53-­‐54	
    
  The	
    
  highly	
    
  detailed	
    
  tapestry	
    
  shows	
    
  the	
    
  instruction	
     and	
     recipe	
     for	
     brewing	
     healing	
    
  potions	
    	
    
  55-­‐56	
    
  Made	
     from	
     a	
     fine	
     silk-­‐like	
     thread,	
     the	
     tapestry	
    
  portrays	
    a	
    stunning	
    image	
    of	
    a	
    unicorn	
    deep	
    in	
    a	
    
  forest.	
    
  57-­‐58	
    
  This	
     highly	
     decorative	
     montage	
     features	
     a	
     local	
    
  hero	
    performing	
    his	
    most	
    famous	
    deeds.	
    
  59-­‐60	
    
  A	
     large,	
     snarling	
     dragon	
     readying	
     to	
     strike	
     is	
    
  curled	
     around	
     the	
     armoured	
     form	
     of	
     a	
     lone	
    
  knight	
    upon	
    a	
    horse.	
    
  61-­‐62	
    
  Created	
     from	
     many	
     fragments	
     of	
     smaller	
    
  tapestries	
     this	
     large	
     masterpiece	
     depicts	
     an	
    
  overland	
    map	
    of	
    the	
    planet	
    and	
    its	
    continents.	
    
  63-­‐64	
    
  The	
     tapestry	
     is	
     a	
     homage	
     to	
     a	
     demon;	
     the	
    
  creature’s	
    abstract	
    symbol	
    is	
    encircled	
    by	
    a	
    large	
    
  pentagram.	
    
  65-­‐68	
    
  Simple	
     images	
     of	
     a	
     garden	
     cover	
     this	
     tapestry.	
    
  The	
    stitches	
    are	
    crude,	
    almost	
    child-­‐like).	
    	
    
  69-­‐70	
    
  This	
     translucent	
     tapestry	
     of	
     phase	
     spider’s	
     silk	
    
  depicts	
    a	
    drider	
    if	
    exposed	
    to	
    moonlight.	
    
  71-­‐74	
    
  The	
    tapestry	
    is	
    an	
    abstract	
    calendar	
    with	
    symbols	
    
  denoting	
    the	
    months	
    and	
    seasons	
    of	
    the	
    year.	
    
  75-­‐76	
    
  Depicting	
     forest	
     animals	
     and	
     an	
     elderly	
     druid	
    
  tending	
    his	
    grove,	
    the	
    tapestry	
    is	
    almost	
    life-­‐like	
    
  in	
    its	
    detail	
    and	
    colour.	
    
  77-­‐80	
    
  This	
    richly	
    illustrated	
    tapestry	
    depicts	
    images	
    of	
    
  chromatic	
    dragons	
    in	
    flight.	
    
  81-­‐82	
    
  Darkly	
     coloured	
     and	
     featuring	
     the	
     image	
     of	
     a	
    
  handsome	
    man	
    in	
    an	
    ornate	
    coffin,	
    the	
    tapestry	
    
  was	
    woven	
    for	
    a	
    funeral.	
    
  83-­‐84	
    
  Emblazoned	
    with	
    the	
    holy	
    symbol	
    of	
    the	
    deity	
    of	
    
  justice	
     the	
     tapestry	
     emanates	
     magic	
     that	
    
  prevents	
    lies	
    being	
    spoken	
    in	
    their	
    presence.	
    
  85-­‐88	
    
  This	
    tapestry	
    depicts	
    a	
    ritual	
    revering	
    the	
    death	
    
  god.	
    
  89-­‐90	
    
  This	
     tapestry	
     portrays	
     the	
     coronation	
     of	
     a	
    
  dwarven	
    queen.	
    
  91-­‐92	
    
  A	
     complex	
     set	
     of	
     lines	
     and	
     squiggles	
     cover	
     the	
    
  tapestry	
    that	
    don’t	
    appear	
    to	
    make	
    sense.	
    This	
    is	
    
  the	
    score	
    of	
    an	
    epic	
    piece	
    of	
    music.	
    
  93-­‐94	
    
  The	
    tapestry	
    depicts	
    the	
    fall	
    of	
    a	
    once-­‐great	
    city	
    
  to	
    a	
    savage	
    plague.	
    
  95-­‐99	
    
  The	
    tapestry	
    is	
    augmented	
    with	
    illusions	
    to	
    make	
    
  its	
     image	
     seem	
     almost	
     real;	
     roll	
     again	
     to	
    
  determine	
    its	
    subject.	
    
  100	
    
  The	
    tapestry	
    is	
    trapped.	
    Roll	
    again	
    ignoring	
    rolls	
    
  of	
    100.	
    
  	
    
  	
    
  	
    
  
  176	
    
  T A P E S T R I E S :  D R E S S I N G  &  F E A T U R E S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    features	
    for	
    your	
    tapestry.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  Gore-­‐coloured	
     smears	
     and	
     bloodied	
     handprints	
    
  soil	
    the	
    tapestry.	
    
  2	
    
  Wrapped	
     reverently	
     in	
     the	
     tapestry,	
     an	
     ancient	
    
  shield	
    is	
    in	
    pristine	
    condition.	
    
  3	
    
  A	
     heady	
     mix	
     of	
     incense	
     and	
     oil	
     emanates	
     from	
    
  the	
     tapestry	
     rendering	
     those	
     within	
     20	
     ft.	
    
  sickened	
    for	
    1d4+1	
    minutes.	
    
  4	
    
  Lazily	
     hung	
     between	
     two	
     pillars	
     the	
     large	
    
  tapestry	
    is	
    being	
    used	
    as	
    a	
    hammock.	
    
  5	
    
  The	
     tapestry	
     has	
     been	
     removed	
     from	
     the	
     wall	
    
  and	
    neatly	
    rolled	
    up.	
    
  6	
    
  An	
     improvised	
     poncho	
     made	
     from	
     a	
     large	
    
  tapestry	
    lies	
    torn	
    and	
    discarded	
    on	
    the	
    floor.	
    
  7	
    
  Embedded	
    in	
    the	
    weave	
    of	
    the	
    silk	
    tapestry	
    are	
    
  splinters	
    of	
    bleached	
    bone.	
    
  8	
    
  Having	
    spent	
    so	
    long	
    on	
    the	
    ground	
    the	
    tapestry	
    
  is	
     now	
     scuffed	
     and	
     its	
     original	
     image	
     is	
    
  indiscernible.	
    
  9	
    
  An	
     adventurer	
     stands	
     transfixed	
     in	
     front	
     of	
     the	
    
  tapestry	
     which	
     appears	
     to	
     depict	
     a	
     set	
     of	
     large	
    
  glowering	
    red	
    eyes.	
    
  10	
    
  Hanging	
     over	
     a	
     small	
     window	
     the	
     heavy	
     and	
    
  thickly	
    weaved	
    tapestry	
    serves	
    as	
    a	
    curtain.	
    
  11	
    
  Thick,	
     sooty	
     fingerprints	
     are	
     engrained	
     in	
     the	
    
  tapestry’s	
    weave.	
    
  12	
    
  The	
    tapestry	
    has	
    been	
    vandalised	
    with	
    a	
    knife.	
    
  13	
    
  Slick	
    and	
    glistening	
    the	
    tapestry	
    has	
    been	
    soaked	
    
  in	
    lamp	
    oil	
    (and	
    burns	
    fiercely	
    if	
    lit).	
    	
    
  14	
    
  Badly	
     torn	
     and	
     ripped,	
     the	
     tapestry	
     has	
     been	
    
  roughly	
    repaired	
    with	
    thick	
    twine.	
    
  15	
    
  A	
    small	
    strip	
    of	
    tapestry	
    has	
    been	
    cut	
    off.	
    	
    
  16	
    
  A	
     map	
     to	
     the	
     nearest	
     secret	
     door	
     has	
     been	
    
  pinned	
    to	
    the	
    back	
    of	
    the	
    tapestry.	
    	
    
  17	
    
  The	
    ornate	
    and	
    finely	
    woven	
    tapestry	
    has	
    been	
    
  draped	
    over	
    a	
    fallen	
    adventurer.	
    
  18	
    
  Buried	
     beneath	
     the	
     stones	
     and	
     mortar	
     of	
     a	
    
  collapsed	
    wall	
    the	
    tapestry	
    is	
    torn	
    and	
    ripped.	
    
  19	
    
  Lying	
     distorted	
     and	
     stretched,	
     the	
     tapestry	
    
  appears	
     to	
     have	
     been	
     tugged	
     in	
     different	
    
  directions	
    at	
    the	
    same	
    time.	
    
  20	
    
  The	
    tapestry	
    depicts	
    a	
    woodland	
    scene.	
    A	
    set	
    of	
    
  wet	
    muddy	
    footprints	
    leads	
    away	
    from	
    it.	
    
  21	
    
  Holes	
    mars	
    the	
    tapestry.	
    
  22	
    
  The	
    tapestry	
    covers	
    a	
    large	
    mirror.	
    
  23	
    
  Parts	
    of	
    the	
    tapestry	
    have	
    been	
    made	
    using	
    gold	
    
  thread.	
    Intense	
    heat	
    has	
    cause	
    the	
    metal	
    to	
    melt	
    
  and	
    burn	
    the	
    surrounding	
    fabric.	
    
  24	
    
  The	
    bottom	
    edge	
    of	
    the	
    tapestry	
    is	
    badly	
    charred	
    
  and	
    burnt.	
    
  25	
    
  The	
    tapestry	
    has	
    been	
    rigged	
    as	
    a	
    net	
    using	
    a	
    trip	
    
  line,	
    ropes	
    and	
    pins,	
    entangling	
    as	
    a	
    net.	
    
  26	
    
  Written	
    in	
    vivid	
    yellow	
    paint	
    a	
    message	
    has	
    been	
    
  scrawled	
     across	
     the	
     tapestry,	
     “Only	
     the	
     wary	
    
  survive.”	
    
  27	
    
  The	
     tapestry	
     covers	
     part	
     of	
     an	
     illusionary	
     wall	
    
  which	
    is	
    flickering	
    and	
    unstable.	
    
  28	
    
  The	
     tapestry	
     has	
     been	
     pinned	
     back	
     to	
     reveal	
     a	
    
  small,	
    hidden	
    (and	
    now	
    empty)	
    compartment	
    in	
    
  the	
    wall.	
    
  29	
    
  A	
    large	
    javelin	
    has	
    pierced	
    the	
    tapestry	
    impaling	
    
  a	
    roguish	
    looking	
    halfling	
    to	
    the	
    wall.	
    
  30	
    
  The	
     tapestry	
     –	
     used	
     as	
     a	
     door	
     covering	
     –	
     has	
    
  been	
    torn	
    and	
    pieces	
    cover	
    the	
    floor.	
    
  31	
    
  Yellow	
    pollen	
    impregnates	
    the	
    tapestry’s	
    weave.	
    	
    
  32	
    
  A	
     snoozing	
     gnome	
     sleeps	
     soundly	
     beneath	
     the	
    
  heavy	
    voluminous	
    folds	
    of	
    this	
    woollen	
    tapestry.	
    	
    
  33	
    
  The	
     tapestry	
     lies	
     half	
     submerged	
     in	
     a	
     pool	
     of	
    
  thick,	
     viscous	
     liquid.	
     A	
     trail	
     of	
     foot-­‐	
     and	
    
  handprints	
    lead	
    away	
    from	
    the	
    pool.	
    
  34	
    
  One	
    ripped	
    half	
    of	
    a	
    tapestry	
    depicting	
    a	
    map	
    lies	
    
  next	
    to	
    an	
    open	
    and	
    empty	
    chest	
    standing	
    next	
    
  to	
    a	
    freshly	
    dug	
    hole.	
    
  35	
    
  The	
    tapestry	
    lies	
    in	
    tattered	
    strips	
    on	
    the	
    floor	
    as	
    
  if	
    it	
    has	
    been	
    shredded	
    by	
    a	
    sharp	
    set	
    of	
    claws.	
    
  36	
    
  Heavily	
    repaired,	
    the	
    tapestry	
    is	
    a	
    patchwork	
    of	
    
  stitching	
    and	
    small	
    pieces	
    of	
    fabric	
    overlaying	
    the	
    
  original	
    image.	
    
  37	
    
  The	
     face	
     of	
     one	
     of	
     the	
     tapestry’s	
     subjects	
     has	
    
  been	
    burnt	
    away.	
    
  38	
    
  Heavily	
    damaged	
    by	
    moth	
    larvae	
    the	
    tapestry	
    is	
    
  threadbare	
    and	
    faded.	
    
  39	
    
  The	
    tapestry	
    has	
    been	
    fastened	
    to	
    the	
    wall	
    by	
    a	
    
  single	
    dagger	
    in	
    each	
    corner.	
    
  40	
    
  On	
     the	
     floor	
     is	
     a	
     small	
     bundle.	
     It	
     is	
     a	
     thick	
    
  tapestry	
    being	
    used	
    as	
    a	
    swaddle	
    for	
    a	
    baby.	
    
  41	
    
  A	
     wooden	
     stake	
     has	
     been	
     driven	
     through	
     the	
    
  tapestry	
     and	
     around	
     it	
     is	
     thick	
     white	
     dust	
     that	
    
  smells	
    of	
    the	
    grave.	
    
  42	
    
  Snagged	
    in	
    a	
    ripped	
    tapestry,	
    the	
    badly	
    mauled	
    
  body	
    of	
    an	
    adventurer	
    hangs	
    above	
    the	
    floor.	
    
  43	
    
  The	
    tapestry	
    lies	
    on	
    the	
    floor	
    and	
    is	
    covered	
    in	
    
  gigantic	
    muddy	
    footprints.	
    
  44	
    
  Sodden,	
     and	
     covered	
     in	
     large	
     clumps	
     of	
     wet	
    
  mud,	
    the	
    tapestry	
    is	
    partially	
    buried.	
    
  45	
    
  The	
    tapestry	
    has	
    unravelled	
    partially;	
    threads	
    of	
    
  silk	
    lead	
    away	
    down	
    the	
    corridor.	
    
  46	
    
  The	
     tapestry	
     has	
     been	
     embellished	
     with	
     small	
    
  jewellery	
    pins	
    and	
    ribbons.	
    
  47	
    
  All	
    the	
    figures	
    in	
    the	
    tapestry	
    have	
    had	
    their	
    eyes	
    
  cut	
    out.	
    
  48	
    
  The	
    original	
    image	
    depicted	
    in	
    the	
    tapestry	
    has	
    
  been	
    altered	
    with	
    new	
    more	
    vividly	
    coloured	
    silk.	
    
  49	
    
  Small	
     areas	
     of	
     the	
     tapestry	
     are	
     threadbare	
     and	
    
  damaged	
    as	
    if	
    by	
    chewed	
    by	
    small	
    rodents.	
    
  
  177	
    
  50	
    
  Rigid,	
     but	
     fragile	
     the	
     fabric	
     of	
     the	
     tapestry	
    
  appears	
    to	
    have	
    become	
    petrified.	
    
  51	
    
  The	
    tapestry	
    has	
    been	
    ruined	
    by	
    a	
    wide	
    splash	
    of	
    
  a	
    strong	
    acidic	
    substance	
    (-­‐50%	
    hp).	
    	
    
  52	
    
  The	
    fibres	
    of	
    the	
    tapestry	
    have	
    been	
    bleached	
    by	
    
  a	
    strong	
    light	
    source.	
    
  53	
    
  Covered	
    in	
    hardened	
    rivulets	
    of	
    candle	
    wax	
    it	
    is	
    
  difficult	
    to	
    make	
    out	
    the	
    subject	
    of	
    the	
    tapestry.	
    
  54	
    
  The	
    tapestry	
    has	
    been	
    torn	
    from	
    its	
    fixtures	
    and	
    
  laid	
    solemnly	
    over	
    a	
    slain	
    warrior.	
    
  55	
    
  Tightly	
     rolled	
     up	
     and	
     tied	
     with	
     leather	
     throngs,	
    
  the	
    tapestry	
    is	
    strapped	
    to	
    a	
    laden	
    backpack.	
    
  56	
    
  A	
     deep	
     layer	
     of	
     dust,	
     cobwebs	
     and	
     dirt	
     is	
    
  engrained	
    in	
    the	
    thick	
    weave	
    of	
    the	
    tapestry.	
    
  57	
    
  The	
    tapestry	
    is	
    badly	
    perished	
    (-­‐30%	
    hp).	
    
  58	
    
  Three	
     adventurers	
     lie	
     dead.	
     One	
     was	
     being	
    
  carried	
     by	
     the	
     others,	
     using	
     the	
     tapestry	
     as	
     a	
    
  makeshift	
    stretcher.	
    
  59	
    
  Slung	
     over	
     the	
     back	
     of	
     a	
     mule,	
     the	
     beautifully	
    
  woven	
    tapestry	
    is	
    being	
    used	
    as	
    a	
    saddle	
    cloth.	
    
  60	
    
  The	
     tapestry	
     and	
     the	
     surrounding	
     area	
     are	
    
  covered	
    in	
    tiny	
    golden	
    particles.	
    
  61	
    
  An	
     adventurer	
     lies	
     prone	
     below	
     a	
     tapestry;	
     a	
    
  strip	
    of	
    which	
    protects	
    his	
    bloodied	
    and	
    smashed	
    
  arm	
    in	
    a	
    makeshift	
    sling.	
    
  62	
    
  The	
     corner	
     of	
     the	
     tapestry	
     is	
     covered	
     in	
     thick,	
    
  slimy	
    mucus.	
    
  63	
    
  Depicting	
     the	
     portrait	
     of	
     a	
     glaring	
     wizard,	
     the	
    
  tapestry	
    has	
    been	
    re-­‐hung	
    with	
    the	
    wizard	
    facing	
    
  the	
    wall.	
    
  64	
    
  The	
     tapestry	
     has	
     been	
     rolled	
     up	
     and	
     lies	
    
  smouldering	
    next	
    to	
    a	
    blackened,	
    burnt	
    chest.	
    
  65	
    
  The	
     torn	
     tapestry	
     has	
     been	
     laid	
     over	
     a	
     table	
    
  covered	
    with	
    the	
    detritus	
    of	
    a	
    banquet.	
    
  66	
    
  The	
    thick	
    tapestry	
    hangs	
    above	
    a	
    door	
    in	
    lieu	
    of	
    a	
    
  more	
    permanent	
    fixture.	
    
  67	
    
  The	
     small	
     tapestry	
     is	
     tied	
     to	
     a	
     staff	
     as	
     a	
     bindle	
    
  sack	
    and	
    is	
    filled	
    with	
    gnomish	
    pastries.	
    
  68	
    
  A	
     squirming,	
     moving	
     humanoid	
     has	
     been	
     rolled	
    
  up	
    inside	
    the	
    large	
    silk	
    tapestry.	
    
  69	
    
  With	
     a	
     large	
     dark	
     stain	
     and	
     the	
     acrid	
     smell	
     of	
    
  urine,	
     the	
     tapestry	
     has	
     been	
     marked	
     by	
     an	
    
  unknown	
    beast	
    recently.	
    
  70	
    
  The	
    tapestry	
    is	
    sodden	
    and	
    shows	
    sign	
    of	
    severe	
    
  water	
    damage	
    (-­‐20%	
    hp).	
    
  71	
    
  Depicting	
     a	
     monarch	
     the	
     tapestry	
     has	
     a	
    
  multitude	
     of	
     throwing	
     daggers,	
     darts	
     and	
     axes	
    
  piercing	
    the	
    individual’s	
    body.	
    
  72	
    
  Bearing	
    a	
    prominent	
    symbol	
    of	
    a	
    deity	
    of	
    justice,	
    
  the	
     tapestry	
     has	
     been	
     re-­‐hung	
     upside	
     down	
     in	
    
  protest	
    or	
    insult.	
    
  73	
    
  This	
     blood-­‐soaked	
     tapestry	
     is	
     being	
     used	
     by	
     an	
    
  ogre	
    as	
    a	
    makeshift	
    cloak.	
    
  74	
    
  Only	
     the	
     braided	
     edge	
     remains	
     of	
     the	
     tapestry;	
    
  the	
    rest	
    has	
    been	
    roughly	
    removed	
    using	
    a	
    pair	
    
  of	
    scissors	
    which	
    lie	
    on	
    the	
    floor.	
    
  75	
    
  An	
     petrified	
     warrior	
     stands	
     in	
     front	
     of	
     the	
    
  tapestry,	
    his	
    features	
    etched	
    in	
    terror.	
    
  76	
    
  A	
    bloody	
    smear	
    leads	
    directly	
    up	
    the	
    wall	
    to	
    the	
    
  bottom	
     edge	
     of	
     the	
     tapestry	
     (which	
     depicts	
     a	
    
  vampire-­‐like	
    creature).	
    
  77	
    
  A	
     book	
     lies	
     on	
     the	
     floor	
     and	
     amongst	
     its	
     pages	
    
  keeping	
    the	
    reader’s	
    page	
    is	
    a	
    strip	
    of	
    tapestry.	
    
  78	
    
  No	
    longer	
    fixed	
    to	
    the	
    wall,	
    the	
    tapestry	
    is	
    atop	
    a	
    
  flagpole	
    held	
    by	
    a	
    fallen	
    standard	
    bearer.	
    
  79	
    
  The	
     tapestry	
     lies	
     over	
     the	
     entangled	
     form	
     of	
     a	
    
  zombie.	
     The	
     fabric	
     has	
     been	
     nailed	
     in	
     all	
     four	
    
  corners	
    to	
    prevent	
    the	
    creature	
    escaping.	
    
  80	
    
  A	
     trail	
     of	
     blood	
     leads	
     up	
     to	
     the	
     bottom	
     left	
    
  corner	
    of	
    the	
    tapestry	
    which	
    has	
    been	
    torn	
    off.	
    
  81	
    
  Depicting	
     a	
     war	
     god,	
     the	
     tapestry	
     moves	
     of	
     its	
    
  own	
    accord	
    as	
    if	
    caught	
    in	
    a	
    slight	
    breeze.	
    
  82	
    
  The	
    tapestry	
    is	
    flat	
    on	
    the	
    ground	
    and	
    lying	
    upon	
    
  it	
    is	
    a	
    bedroll,	
    a	
    half-­‐filled	
    canteen	
    and	
    a	
    book.	
    
  83	
    
  The	
    huge	
    tapestry	
    has	
    been	
    torn	
    from	
    the	
    wall	
    as	
    
  someone	
     has	
     attempted	
     to	
     climb	
     it	
     and	
     now	
     it	
    
  lays	
    crumpled	
    over	
    a	
    broken	
    body.	
    
  84	
    
  The	
    tapestry	
    hangs	
    in	
    a	
    thick	
    cloud	
    of	
    heavy	
    dust;	
    
  a	
    carpet	
    beater	
    lies	
    nearby.	
    
  85	
    
  The	
     tapestry	
     is	
     infested	
     with	
     small	
     blue	
     mites	
    
  who	
    have	
    eaten	
    large	
    parts	
    of	
    it.	
    
  86	
    
  A	
    wooden	
    bucket	
    lies	
    in	
    front	
    of	
    the	
    vandalised	
    
  tapestry	
    which	
    is	
    now	
    covered	
    in	
    vivid	
    red	
    paint.	
    
  87	
    
  Fresh	
     mud	
     clings	
     to	
     the	
     tapestry	
     as	
     if	
     it	
     has	
    
  recently	
    been	
    buried	
    and	
    unearthed.	
    
  88	
    
  A	
     dark	
     coloured	
     liquid	
     drips	
     from	
     the	
     tasselled	
    
  edges	
    of	
    the	
    tapestry.	
    
  89	
    
  This	
    sodden	
    tapestry’s	
    dyes	
    have	
    smudged.	
    
  90	
    
  The	
    large	
    tapestry	
    has	
    been	
    cut	
    in	
    two.	
    
  91	
    
  Chalk	
    graffiti	
    covers	
    the	
    tapestry	
    
  92	
    
  Large	
     patches	
     of	
     damp,	
     harmless	
     white	
     mould	
    
  covers	
    the	
    tapestry.	
    	
    
  93	
    
  One	
    of	
    the	
    ropes	
    holding	
    the	
    tapestry	
    in	
    place	
    is	
    
  badly	
     frayed.	
     A	
     Medium	
     or	
     larger	
     climber	
    
  automatically	
    rips	
    the	
    portrait	
    down.	
    
  94	
    
  Intricately	
    woven,	
    the	
    tapestry	
    is	
    a	
    portrait	
    of	
    a	
    
  beautiful	
     woman.	
     The	
     silk	
     is	
     heavily	
     worn	
     and	
    
  threadbare	
    in	
    places.	
    
  95	
    
  A	
    large,	
    plain	
    piece	
    of	
    sackcloth	
    has	
    been	
    sewn	
    
  over	
    the	
    main	
    image	
    of	
    the	
    tapestry.	
    
  96	
    
  Blood	
     drenched	
     and	
     swarming	
     with	
     flies	
     the	
    
  tapestry’s	
    image	
    is	
    ruined.	
    
  97	
    
  Although	
    mainly	
    intact	
    the	
    tapestry	
    has	
    had	
    all	
    of	
    
  its	
    green	
    coloured	
    thread	
    removed.	
    
  98	
    
  The	
    tapestry	
    is	
    covered	
    in	
    magical	
    sigils.	
    
  99	
    
  The	
    tapestry	
    is	
    frozen	
    and	
    covered	
    in	
    heavy	
    frost.	
    
  100	
    
  From	
    the	
    tapestry	
    hangs	
    a	
    large	
    threaded	
    needle	
    
  and	
    beneath	
    it	
    is	
    a	
    small	
    sewing	
    box.	
    
  	
    
   
  
  178	
    
  T H R O N E S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Thrones	
    are	
    meant	
    to	
    present	
    an	
    image	
    of	
    power.	
    The	
    exalted	
    
  personage	
    occupying	
    a	
    throne	
    is	
    important	
    and	
    sits	
    in	
    style	
    and	
    
  comfort	
     while	
     others	
     stand	
     in	
     their	
     presence.	
     Reclining	
     in	
     a	
    
  throne	
    is	
    a	
    symbol	
    of	
    the	
    office	
    the	
    individual	
    occupies.	
    A	
    throne	
    
  needs	
     to	
     be	
     functional	
     and	
     ceremonial,	
     representing	
     whatever	
    
  power	
    or	
    religion	
    grants	
    the	
    monarch	
    his	
    authority.	
    
  	
    
  This	
     section	
     presents	
     the	
     basic	
     characteristics	
     of	
     many	
    
  different	
     kinds	
     of	
     thrones;	
     use	
     the	
     information	
     here	
     in	
    
  conjunction	
    with	
    that	
    presented	
    in	
    later	
    sections	
    to	
    breathe	
    life	
    
  into	
    your	
    dungeon’s	
    thrones.	
    
  C O M M O N  C H A R A C T E R I S T I C S  
  Most	
     thrones	
     are	
     made	
     of	
     wood,	
     stone	
     or	
     iron,	
     though	
    
  exceptions	
    exist;	
    particularly	
    in	
    fantastic	
    settings.	
    Thrones	
    share	
    
  some	
    common	
    characteristics.	
    
  § 
  Sitting	
     on	
     or	
     standing	
     from	
     a	
     throne	
     is	
     a	
     move	
     action.	
     It	
     is	
    
  possible	
    that	
    some	
    thrones	
    can	
    be	
    designed	
    for	
    the	
    user	
    to	
    be	
    
  reclined	
     requiring	
     a	
     full-­‐round	
     action	
     to	
     stand,	
     particularly	
    
  common	
     in	
     more	
     decadent	
     settings.	
     A	
     throne	
     can	
     also	
     be	
    
  pitched	
    forward	
    or	
    equipped	
    with	
    mechanical	
    aids	
    to	
    allow	
    the	
    
  user	
    to	
    stand	
    as	
    a	
    swift	
    action.	
    These	
    sorts	
    of	
    thrones	
    are	
    more	
    
  likely	
    to	
    be	
    found	
    among	
    paranoid	
    monarchs	
    or	
    those	
    prone	
    to	
    
  battle	
    in	
    their	
    own	
    throne	
    rooms.	
    	
    
  § 
  AC:	
    Thrones	
    for	
    a	
    Medium-­‐sized	
    creature	
    are	
    usually	
    large	
    and	
    
  easy	
    to	
    hit.	
    
  § 
  Cover:	
    Thrones	
    are	
    often	
    quite	
    large	
    and	
    can	
    usually	
    be	
    used	
    
  as	
     cover;	
     though	
     some	
     constructions	
     may	
     make	
     this	
    
  impossible.	
    	
    
  § 
  Higher	
     Ground:	
     A	
     character	
     standing	
     on	
     a	
     throne	
     gains	
     the	
    
  benefit	
    of	
    higher	
    ground	
    against	
    characters	
    on	
    the	
    ground.	
    
  P L A C I N G  T R A P S  
  Trapping	
     a	
     throne	
     may	
     seem	
     like	
     an	
     unusual	
     thing	
     to	
     do,	
     but	
    
  some	
    paranoid	
    rulers	
    trap	
    their	
    throne	
    with	
    hidden	
    switches	
    or	
    
  buttons	
     that	
     disarm	
     the	
     trap	
     when	
     they	
     sit	
     in	
     it.	
     The	
     GM	
     is	
    
  encouraged	
    to	
    consider	
    hiding	
    such	
    secret	
    disarming	
    switches	
    in	
    
  cunning	
     ways.	
     Such	
     switches	
     are	
     likely	
     hidden	
     in	
     complicated	
    
  scrollwork,	
     under	
     armrests,	
     underneath	
     cushions	
     or	
     on	
     the	
    
  throne’s	
    backrest;	
    anywhere	
    the	
    monarch	
    could	
    casually	
    touch	
    
  the	
    throne	
    as	
    they	
    sit	
    or	
    stand.	
    These	
    hidden	
    switches	
    generally	
    
  are	
    harder	
    to	
    find	
    than	
    the	
    trap	
    itself.	
    
  	
    
  In	
    addition	
    to	
    traps	
    placed	
    directly	
    on	
    the	
    throne,	
    it	
    is	
    more	
    
  likely	
     that	
     traps	
     are	
     placed	
     around	
     the	
     throne	
     to	
     protect	
     the	
    
  individual	
     sitting	
     in	
     the	
     throne.	
     Like	
     those	
     traps	
     placed	
     on	
     a	
    
  throne,	
    unless	
    the	
    throne	
    is	
    entire	
    ornamental,	
    it	
    is	
    likely	
    these	
    
  traps	
    have	
    a	
    secret	
    switch	
    or	
    button	
    that	
    can	
    be	
    used	
    to	
    disarm	
    
  them	
    so	
    those	
    that	
    come	
    before	
    the	
    throne	
    can	
    approach	
    safely.	
    
  Of	
    course,	
    the	
    ruler	
    needs	
    the	
    switch	
    within	
    reach	
    in	
    case	
    he	
    or	
    
  she	
    must	
    reactivate	
    a	
    trap	
    when	
    face	
    with	
    an	
    unruly	
    petitioner.	
    	
    
  	
    
  Another	
     option	
     to	
     consider	
     is	
     devices	
     that	
     protect	
     the	
    
  individual	
    on	
    the	
    throne	
    from	
    others	
    in	
    the	
    room.	
    Rather	
    than	
    
  damage	
    a	
    foe,	
    the	
    throne	
    might	
    erect	
    a	
    defensive	
    wall,	
    sound	
    an	
    
  alarm,	
     drop	
     the	
     monarch	
     into	
     a	
     secret	
     escape	
     tunnel	
     or	
    
  otherwise	
    grant	
    them	
    a	
    quick	
    escape.	
    Of	
    course,	
    these	
    sorts	
    of	
    
  defenses	
    are	
    most	
    interesting	
    on	
    thrones	
    adventurers	
    encounter	
    
  only	
     if	
     the	
     throne	
     is	
     occupied.	
     Thrones	
     that	
     are	
     entirely	
    
  ceremonial	
     or	
     long	
     since	
     abandoned	
     are	
     likely	
     to	
     be	
     more	
    
  interesting	
    when	
    trapped	
    in	
    more	
    traditional	
    ways.	
    	
    
  C O N S T R U C T I O N  
  In	
    temples,	
    dungeons	
    or	
    castles	
    thrones	
    can	
    be	
    constructed	
    out	
    
  of	
    just	
    about	
    anything,	
    though	
    metal,	
    stone	
    or	
    wood	
    examples	
    
  are	
    most	
    commonly	
    encountered.	
    The	
    statistics	
    below	
    represent	
    
  the	
     average	
     Medium-­‐sized	
     throne	
     that	
     takes	
     up	
     a	
     five-­‐foot	
    
  square.	
    If	
    the	
    throne	
    has	
    been	
    damaged	
    and	
    reduced	
    to	
    half	
    hit	
    
  points	
    or	
    lower,	
    it	
    is	
    considered	
    broken.	
    
  MATERIAL	
    
  HARDNESS	
    
  HIT	
    POINTS	
    
  BREAK	
    	
    
  Adamantine	
    
  Astronomical	
    
  Beyond	
    
  vast	
    
  Demigod	
    
  Bone	
    
  Fragile	
    
  Few	
    
  Hard	
    
  Darkwood	
    
  Solid	
    
  Medium	
    
  Hard	
    
  Dragonhide	
    
  Nigh	
    
  indestructible	
    
  Medium	
    
  Very	
    hard	
    
  Glass	
    
  Fragile	
    
  Almost	
    
  none	
    
  Very	
    easy	
    
  Iron	
    
  Nigh	
    
  indestructible	
    
  Vast	
    
  Very	
    hard	
    
  Iron	
    bound	
    
  Solid	
    
  Medium	
    
  Very	
    hard	
    
  Mithral	
    
  Almost	
    
  astronomical	
    
  Vast	
    
  Nigh	
    
  indestructible	
    
  	
    
  	
    
  	
    
  
  179	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  throne.	
    Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    
  on	
     your	
     dungeon’s	
     setup	
     –	
     ignore	
     or	
     modify	
     such	
     entries	
     as	
    
  appropriate.	
    
  D%	
    
  	
    
  01-­‐03	
    
  The	
     throne	
     is	
     simply	
     a	
     large	
     rock	
     with	
     a	
     worn	
    
  spot	
    where	
    the	
    monarch	
    once	
    sat.	
    Faded	
    stains	
    
  suggest	
    symbols	
    were	
    once	
    painted	
    on	
    it.	
    	
    
  04-­‐06	
    
  The	
    throne	
    is	
    made	
    of	
    glass.	
    Light	
    shining	
    on	
    it	
    
  from	
    above,	
    creates	
    a	
    cascade	
    of	
    sparkling	
    light	
    
  throughout	
    the	
    room.	
    	
    
  07-­‐09	
    
  The	
     throne	
     is	
     unusually	
     sized	
     and	
     comfortably	
    
  fits	
    a	
    Large	
    creature.	
    	
    
  10-­‐12	
    
  The	
     throne	
     is	
     unusually	
     sized	
     and	
     comfortably	
    
  fits	
    a	
    Small	
    creature.	
    
  13-­‐15	
    
  The	
     throne	
     is	
     made	
     from	
     a	
     living	
     tree,	
     its	
    
  branches	
    grown	
    to	
    form	
    a	
    seat.	
    
  16-­‐17	
    
  The	
    throne	
    is	
    made	
    of	
    different	
    weapons	
    melted	
    
  together.	
    None	
    of	
    them	
    remain	
    useable.	
    	
    
  18-­‐20	
    
  If	
    empty,	
    when	
    a	
    humanoid	
    enters	
    the	
    room	
    the	
    
  throne	
     creates	
     an	
     illusory	
     image	
     of	
     a	
     seated	
    
  robed	
    and	
    masked	
    man.	
    	
    
  21-­‐23	
    
  The	
    throne	
    has	
    blue	
    quilted	
    padding	
    on	
    the	
    seat	
    
  and	
    back,	
    making	
    it	
    quite	
    comfortable.	
    	
    
  24-­‐25	
    
  The	
    throne	
    is	
    bolted	
    to	
    the	
    floor.	
    	
    
  26-­‐28	
    
  The	
    throne	
    is	
    on	
    casters;	
    it	
    can	
    be	
    moved	
    about.	
    	
    
  29-­‐31	
    
  The	
    back	
    of	
    the	
    throne	
    has	
    an	
    intricate	
    map	
    of	
    
  the	
     land	
     in	
     which	
     it	
     is	
     found.	
     The	
     map	
     is	
     many	
    
  years	
    old,	
    but	
    still	
    helps	
    orientation.	
    	
    
  32-­‐33	
    
  The	
    throne	
    has	
    taxidermied	
    bear	
    claws	
    affixed	
    to	
    
  the	
    arms	
    and	
    the	
    head	
    of	
    a	
    bear	
    on	
    the	
    back.	
    	
    
  34-­‐36	
    
  Stag’s	
     horns	
     chased	
     in	
     silver	
     are	
     affixed	
     to	
     the	
    
  top	
    of	
    the	
    throne’s	
    back.	
    They	
    can	
    be	
    removed	
    
  without	
    damaging	
    them	
    and	
    sold	
    for	
    125	
    gp.	
    	
    
  37-­‐39	
    
  The	
    left	
    arm	
    has	
    a	
    hidden	
    keyhole	
    that	
    unlocks	
    a	
    
  hidden	
     cache	
     in	
     the	
     right	
     arm.	
     The	
     cache	
     is	
    
  empty	
    unless	
    the	
    GM	
    desires	
    otherwise.	
    
  40-­‐41	
    
  The	
    throne	
    is	
    trapped.	
    
  42-­‐44	
    
  The	
    throne	
    is	
    shaped	
    like	
    a	
    bench	
    with	
    high	
    sides	
    
  and	
    has	
    no	
    back.	
    	
    
  45-­‐47	
    
  The	
     throne	
     has	
     an	
     unusually	
     tall	
     back	
     that	
     is	
    
  shaped	
     like	
     a	
     wailing	
     woman	
     with	
     long	
     hair	
    
  flowing	
    into	
    the	
    seat.	
    	
    
  48-­‐49	
    
  The	
    arms	
    of	
    the	
    throne	
    have	
    planters	
    embedded	
    
  in	
     them.	
     GM’s	
     choice	
     as	
     to	
     whether	
     there	
     are	
    
  still	
    flowers	
    or	
    other	
    plants	
    within	
    them.	
    	
    
  50-­‐52	
    
  The	
     throne	
     lies	
     in	
     neat	
     piles,	
     completely	
    
  disassembled.	
     In	
     this	
     form,	
     a	
     hidden	
     space	
     is	
    
  clearly	
    visible	
    in	
    one	
    leg,	
    but	
    it	
    is	
    now	
    empty.	
    	
    
  53-­‐55	
    
  The	
     throne	
     is	
     carved	
     with	
     depictions	
     of	
     devils	
    
  tormenting	
     lost	
     souls	
     and	
     is	
     ablaze	
     with	
     an	
    
  impressive	
    magic	
    fire.	
    	
    
  56-­‐57	
    
  The	
     throne	
     has	
     a	
     raised	
     seat	
     so	
     that	
     a	
     shorter	
    
  monarch	
    can	
    better	
    look	
    down	
    upon	
    his	
    subjects.	
    	
    
  58-­‐60	
    
  The	
     throne	
     is	
     covered	
     in	
     black	
     feathers,	
     with	
     a	
    
  large	
    pair	
    of	
    wings	
    outstretched	
    from	
    the	
    back.	
    
  61-­‐63	
    
  Finger	
    and	
    rib	
    bones	
    decorate	
    the	
    throne	
    and	
    a	
    
  human	
    skull	
    is	
    affixed	
    to	
    the	
    top	
    of	
    it.	
    	
    
  64-­‐65	
    
  Stacks	
    of	
    fake	
    coins	
    are	
    fused	
    together	
    to	
    make	
    
  the	
    legs	
    and	
    armrests	
    of	
    this	
    throne.	
    Symbols	
    of	
    
  money	
     and	
     prosperity	
     are	
     cast	
     into	
     the	
     metal	
    
  backrest.	
    	
    
  66-­‐68	
    
  The	
     throne	
     is	
     made	
     entirely	
     from	
     the	
     skull	
     of	
    
  some	
    immense	
    beast,	
    with	
    the	
    seat	
    swaddled	
    in	
    
  red	
     silks	
     in	
     the	
     jaw	
     bone	
     and	
     the	
     back	
     rest	
    
  formed	
     into	
     the	
     roof	
     of	
     the	
     mouth.	
     Monstrous	
    
  tusks	
     as	
     tall	
     as	
     a	
     man	
     rise	
     from	
     the	
     floor	
     and	
    
  fangs	
    protrude	
    from	
    the	
    upper	
    jaw.	
    	
    
  69-­‐71	
    
  Black	
     arched	
     spikes	
     protrude	
     from	
     the	
     top	
     and	
    
  bottom	
    of	
    the	
    throne	
    with	
    red	
    velvet	
    stretched	
    
  between	
     them,	
     providing	
     a	
     canopy	
     above	
     the	
    
  seat	
     and	
     a	
     skirt	
     below.	
     The	
     velvet	
     cushions	
     are	
    
  studded	
    with	
    brass	
    buttons	
    (worth	
    5	
    sp).	
    	
    
  72-­‐73	
    
  The	
    throne	
    is	
    made	
    of	
    crudely	
    piled	
    stones,	
    many	
    
  of	
    which	
    are	
    sharply	
    angled.	
    Some	
    force	
    knocks	
    
  the	
    stones	
    over.	
    	
    
  74-­‐76	
    
  A	
     depiction	
     of	
     a	
     large	
     hooded	
     snake	
     forms	
     the	
    
  back	
    of	
    the	
    throne,	
    its	
    fanged	
    mouth	
    wide	
    in	
    a	
    
  silent	
     hiss.	
     The	
     armrests	
     end	
     in	
     angry	
     carved	
    
  viper	
    heads.	
    	
    
  77-­‐79	
    
  The	
    throne	
    is	
    egg	
    shaped,	
    with	
    a	
    notch	
    removed	
    
  and	
    filled	
    with	
    pillows.	
    	
    
  80-­‐81	
    
  The	
     throne	
     is	
     vaguely	
     anthropomorphic	
     resting	
    
  on	
     booted	
     legs	
     with	
     mailed	
     arms	
     forming	
     the	
    
  armrests.	
     A	
     stylized	
     mailed	
     helm	
     emerges	
     from	
    
  the	
    back	
    rest.	
    	
    
  82-­‐84	
    
  The	
     throne	
     is	
     made	
     of	
     tomes	
     that	
     have	
     been	
    
  piled	
     and	
     glued	
     together	
     in	
     a	
     chair	
     shape	
     and	
    
  then	
     painted	
     gold.	
     If	
     pried	
     apart,	
     many	
     of	
     the	
    
  tomes	
    are	
    blank	
    or	
    damaged	
    beyond	
    use	
    but	
    if	
    
  the	
     GM	
     wishes,	
     this	
     is	
     an	
     excellent	
     place	
     for	
     a	
    
  spellbook	
    or	
    journal	
    containing	
    a	
    plot	
    hook.	
    	
    
  85-­‐87	
    
  The	
    throne	
    has	
    been	
    carved	
    from	
    a	
    single	
    piece	
    
  of	
    wood	
    and	
    is	
    covered	
    in	
    geometric	
    designs.	
    	
    
  88-­‐90	
    
  The	
     throne	
     is	
     filled	
     with	
     lead	
     and	
     unusually	
    
  heavy.	
    	
    
  91-­‐93	
    
  The	
    throne	
    is	
    hollow	
    and	
    unusually	
    light.	
    	
    
  94-­‐96	
    
  A	
    holy	
    symbol	
    is	
    worked	
    into	
    the	
    design	
    of	
    the	
    
  throne	
     and	
     a	
     small	
     footrest	
     is	
     in	
     front	
     of	
     the	
    
  throne	
    with	
    the	
    same	
    symbol	
    embroidered	
    into	
    
  its	
    pillow	
    top.	
    	
    
  97-­‐98	
    
  The	
    throne	
    has	
    four	
    metal	
    rings	
    on	
    the	
    sides	
    of	
    it	
    
  so	
     that	
     poles	
     may	
     be	
     slide	
     into	
     it	
     and	
     the	
    
  monarch	
    carried.	
    	
    
  99-­‐100	
    
  The	
    throne	
    has	
    a	
    metal	
    wire	
    wraparound	
    screen	
    
  built	
     into	
     it	
     so	
     that	
     anyone	
     sitting	
     in	
     it	
     has	
    
  concealment	
     from	
     the	
     room.	
     The	
     throne	
     is	
    
  entered	
    through	
    a	
    panel	
    in	
    the	
    right	
    side	
    which	
    
  can	
    be	
    locked	
    with	
    an	
    excellent	
    lock.	
    
  	
    
  	
    
  	
    
  
  180	
    
  T H R O N E S :  D R E S S I N G  &  F E A T U R E S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    features	
    for	
    your	
    throne.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  The	
    throne	
    is	
    knocked	
    over.	
    
  2	
    
  The	
    throne	
    is	
    knocked	
    over,	
    and	
    a	
    noose	
    hangs	
    
  from	
    the	
    rafter	
    above.	
    	
    
  3	
    
  The	
    throne	
    is	
    badly	
    rotted,	
    rusted	
    or	
    otherwise	
    
  surrendered	
    to	
    time.	
    
  4-­‐5	
    
  The	
     throne	
     clearly	
     once	
     had	
     gold	
     leaf	
     over	
     its	
    
  surface	
     and	
     gems	
     embedded	
     in	
     it,	
     but	
     some	
    
  previous	
     explorer	
     has	
     pried	
     the	
     gems	
     out	
     and	
    
  scrapped	
    the	
    gold	
    off.	
    	
    
  6	
    
  A	
    handaxe	
    is	
    embedded	
    in	
    the	
    back.	
    	
    
  7	
    
  The	
    throne	
    is	
    badly	
    burned.	
    	
    
  8	
    
  The	
    throne	
    is	
    covered	
    in	
    blood.	
    GM’s	
    choice	
    on	
    
  how	
    fresh.	
    	
    
  9-­‐10	
    
  A	
     human	
     male’s	
     head	
     is	
     impaled	
     upon	
     an	
     iron	
    
  spike	
    on	
    the	
    back	
    of	
    the	
    throne.	
    It	
    is	
    badly	
    rotted	
    
  and	
    the	
    individual	
    is	
    no	
    longer	
    recognizable.	
    	
    
  11	
    
  A	
     dead	
     goblin	
     (or	
     other	
     appropriate	
     humanoid	
    
  for	
    the	
    dungeon)	
    sits	
    in	
    the	
    throne.	
    	
    
  12	
    
  The	
    words	
    “Rajin	
    sat	
    hear”	
    is	
    crudely	
    carved	
    into	
    
  the	
    seat.	
    	
    
  13	
    
  A	
    large	
    pile	
    of	
    dung	
    has	
    dried	
    on	
    the	
    seat	
    of	
    the	
    
  throne.	
    	
    
  14-­‐15	
    
  A	
    family	
    of	
    rats	
    have	
    nested	
    within	
    the	
    throne’s	
    
  cushion.	
    	
    
  16	
    
  Termites	
    infest	
    the	
    legs	
    of	
    the	
    throne.	
    	
    
  17	
    
  The	
     cushions	
     on	
     the	
     throne	
     are	
     badly	
     sweat	
    
  stained.	
    	
    
  18	
    
  A	
    bouquet	
    of	
    dried	
    flowers	
    lies	
    at	
    the	
    feet	
    of	
    the	
    
  throne,	
     held	
     together	
     with	
     a	
     strip	
     of	
     black	
    
  ribbon.	
    	
    
  19-­‐20	
    
  A	
     dead	
     rat	
     has	
     been	
     nailed	
     to	
     the	
     back	
     of	
     the	
    
  throne;	
    blood	
    has	
    pooled	
    on	
    the	
    seat.	
    	
    
  21	
    
  The	
     remains	
     of	
     a	
     meal	
     are	
     scattered	
     about	
     the	
    
  throne.	
    A	
    gnawed	
    chicken	
    leg	
    is	
    on	
    the	
    ground,	
    
  and	
     an	
     empty	
     bottle	
     rests	
     on	
     the	
     seat.	
    
  Breadcrumbs	
    are	
    scattered	
    liberally	
    around.	
    	
    
  22	
    
  A	
    warm	
    blanket	
    has	
    been	
    left,	
    draped	
    across	
    the	
    
  arms	
    of	
    the	
    throne.	
    
  23	
    
  The	
    throne	
    is	
    in	
    pristine	
    condition	
    as	
    if	
    someone	
    
  cleaned	
    it	
    recently.	
    	
    
  24-­‐25	
    
  The	
    throne	
    was	
    trapped,	
    but	
    the	
    trap	
    has	
    been	
    
  triggered	
    and	
    the	
    trap	
    is	
    obvious.	
    	
    
  26	
    
  Scratches	
    in	
    the	
    floor	
    show	
    that	
    the	
    throne	
    has	
    
  been	
    dragged	
    from	
    a	
    previous	
    position.	
    	
    
  27	
    
  The	
     throne	
     has	
     been	
     smashed	
     and	
     broken.	
     No	
    
  piece	
    larger	
    than	
    a	
    human	
    hand	
    remains	
    intact.	
    
  Marks	
    on	
    the	
    throne	
    suggest	
    an	
    axe	
    was	
    used.	
    	
    
  28	
    
  A	
     dusty	
     white	
     sheet	
     covers	
     the	
     throne.	
    
  Underneath	
    the	
    throne	
    is	
    intact.	
    	
    
  29-­‐30	
    
  The	
    throne	
    has	
    been	
    modified	
    to	
    fit	
    someone	
    of	
    
  a	
    wider	
    carriage	
    than	
    it	
    was	
    originally	
    designed	
    
  for.	
     The	
     throne	
     was	
     sawed	
     in	
     half	
     and	
     planks	
    
  have	
    been	
    bolted	
    to	
    the	
    two	
    halves	
    to	
    stretch	
    it	
    
  another	
    foot.	
    The	
    work	
    is	
    shoddy	
    at	
    best.	
    	
    
  31	
    
  Dusty	
    cobwebs	
    cover	
    the	
    throne,	
    joining	
    it	
    to	
    the	
    
  floor	
    and	
    the	
    wall	
    behind	
    it.	
    	
    
  32	
    
  A	
     small	
     metal	
     box	
     has	
     been	
     placed	
     under	
     the	
    
  throne.	
    Inside,	
    journals	
    and	
    maps	
    of	
    the	
    dungeon	
    
  or	
    castle	
    where	
    the	
    throne	
    is	
    located.	
    They	
    detail	
    
  a	
    failed	
    expedition	
    to	
    explore	
    the	
    area	
    and	
    in	
    the	
    
  last	
    entry	
    the	
    sole	
    survivor	
    is	
    considering	
    ending	
    
  it	
    all	
    before	
    “they”	
    catch	
    him.	
    He	
    never	
    refers	
    to	
    
  what	
    “they”	
    are.	
    	
    
  33	
    
  The	
     throne	
     has	
     been	
     hidden	
     behind	
     a	
     pile	
     of	
    
  suits	
    of	
    armour	
    and	
    old	
    tapestries.	
    	
    
  34-­‐35	
    
  A	
     children’s	
     toy	
     made	
     from	
     an	
     air-­‐filled	
     animal	
    
  bladder	
     that	
     emits	
     a	
     crude	
     noise	
     when	
    
  compressed	
     has	
     been	
     placed	
     under	
     the	
     seat	
    
  cushion.	
    	
    
  36	
    
  Scratch	
     marks,	
     possibly	
     from	
     restraints	
     worried	
    
  back	
     and	
     forth,	
     and	
     a	
     thin	
     trickle	
     of	
     blood	
     mar	
    
  the	
     armrests	
     of	
     the	
     throne	
     where	
     a	
     seated	
    
  humanoid’s	
    wrists	
    would	
    rest.	
    	
    
  37	
    
  A	
    large	
    banner	
    depicting	
    a	
    knightly	
    order	
    hangs	
    
  directly	
    over	
    the	
    throne.	
    It	
    is	
    worth	
    20	
    gp	
    to	
    the	
    
  right	
    collector.	
    	
    
  38	
    
  A	
    large	
    mirror	
    has	
    been	
    broken	
    over	
    the	
    throne.	
    
  Glass	
    shards	
    lie	
    everywhere.	
    	
    
  39-­‐40	
    
  A	
    stuffed	
    bear	
    sits	
    in	
    the	
    throne.	
    It	
    is	
    no	
    larger	
    
  than	
    a	
    human	
    infant.	
    	
    
  41	
    
  Pieces	
     of	
     hemp	
     rope,	
     now	
     cleanly	
     cut,	
     hang	
    
  limply	
     around	
     the	
     legs,	
     arms	
     and	
     back	
     of	
     the	
    
  throne.	
    	
    
  42	
    
  A	
    bloody	
    trail	
    smears	
    along	
    the	
    floor	
    towards	
    the	
    
  throne,	
    but	
    stops	
    just	
    two	
    steps	
    from	
    it	
    where	
    a	
    
  large	
    puddle	
    has	
    formed,	
    and	
    dried.	
    	
    
  43	
    
  Something	
     has	
     been	
     scrapped	
     off	
     the	
     throne;	
    
  flecks	
    of	
    purple	
    paint	
    and	
    deep	
    scratches	
    remain.	
    
  44-­‐45	
    
  Melted	
     wax	
     and	
     dried	
     ink	
     cover	
     the	
     right	
    
  armrest.	
    	
    
  46	
    
  Through	
    some	
    quirk	
    of	
    the	
    room’s	
    construction,	
    
  a	
    cold	
    breeze	
    wafts	
    in	
    the	
    face	
    of	
    anyone	
    seated	
    
  in	
    the	
    throne.	
    	
    
  47	
    
  A	
     trace	
     of	
     flowery	
     perfume	
     lingers	
     in	
     the	
    
  throne’s	
    upholstery.	
    	
    
  48	
    
  A	
    lace	
    veil	
    is	
    hanging	
    from	
    the	
    throne’s	
    backrest.	
    	
    
  49-­‐50	
    
  The	
     throne	
     has	
     been	
     flipped	
     upside	
     down,	
     but	
    
  otherwise	
    sits	
    in	
    its	
    proper	
    position.	
    	
    
  51	
    
  The	
    back	
    of	
    the	
    throne	
    has	
    been	
    broken	
    off	
    and	
    
  lies	
    nearby.	
    
  52	
    
  Age	
    and	
    moisture	
    have	
    warped	
    the	
    throne	
    badly	
    
  and	
    it	
    is	
    quite	
    rickety.	
    Basic	
    balance	
    and	
    agility	
    is	
    
  needed	
    to	
    sit	
    in	
    the	
    throne	
    without	
    falling	
    over	
    
  backwards.	
    	
    
  
  181	
    
  53	
    
  An	
    unlit	
    lantern	
    hangs	
    from	
    a	
    hook	
    screwed	
    into	
    
  the	
    right	
    side	
    of	
    the	
    throne’s	
    backrest.	
    	
    
  54-­‐55	
    
  A	
    pie	
    has	
    been	
    left	
    on	
    the	
    throne.	
    It	
    is	
    still	
    warm.	
    	
    
  56	
    
  A	
     muddy	
     pair	
     of	
     boots	
     has	
     been	
     placed	
     neatly	
    
  next	
    to	
    the	
    throne.	
    	
    
  57	
    
  The	
     throne	
     has	
     been	
     sloppily	
     repainted	
     with	
     a	
    
  garish	
     red	
     colour	
     and	
     the	
     paint	
     has	
     been	
    
  splattered	
     on	
     the	
     floor	
     and	
     the	
     throne’s	
    
  cushions.	
    	
    
  58	
    
  Adventuring	
    gear	
    hangs	
    off	
    the	
    throne,	
    including	
    
  a	
    30-­‐foot	
    coil	
    of	
    silk	
    rope,	
    a	
    backpack,	
    a	
    weapons	
    
  belt	
     with	
     scabbard	
     for	
     a	
     sword	
     and	
     a	
     set	
     of	
    
  manacles.	
    	
    
  59-­‐60	
    
  A	
    detailed	
    statue	
    of	
    a	
    horrified	
    elven	
    woman	
    sits	
    
  in	
    the	
    throne,	
    her	
    arms	
    crossed	
    across	
    her	
    face	
    
  as	
     if	
     to	
     ward	
     off	
     some	
     blow	
     or	
     block	
     out	
     a	
    
  horrible	
     sight.	
     She	
     may	
     be	
     the	
     victim	
     of	
    
  petrifaction	
    or	
    just	
    an	
    unusual	
    piece	
    of	
    artwork.	
    	
    
  61	
    
  Casual	
    oservation	
    notices	
    the	
    legs	
    of	
    the	
    throne	
    
  have	
    been	
    tampered	
    with.	
    They	
    will	
    give	
    way	
    if	
    
  any	
     weight	
     greater	
     than	
     2	
     pounds	
     is	
     placed	
     on	
    
  the	
    throne,	
    dropping	
    anyone	
    sitting	
    in	
    it	
    to	
    the	
    
  floor.	
    
  62	
    
  There	
    are	
    a	
    few	
    stone	
    chips	
    and	
    some	
    loose	
    dirt	
    
  around	
    the	
    throne.	
    Basic	
    observation	
    determines	
    
  the	
     stone	
     block	
     the	
     throne	
     rests	
     on	
     has	
     been	
    
  removed	
     and	
     then	
     replaced.	
     A	
     bag	
     of	
     mixed	
    
  coins	
    (worth	
    75	
    gp)	
    lies	
    beneath.	
    	
    
  63	
    
  The	
     throne	
     has	
     been	
     used	
     as	
     an	
     archery	
     butt.	
    
  The	
     backrest	
     has	
     suffered	
     severe	
     scarring	
     and	
    
  there	
    are	
    three	
    arrows	
    still	
    in	
    the	
    throne,	
    one	
    of	
    
  which	
    has	
    splintered	
    and	
    broken.	
    	
    
  64-­‐65	
    
  Yellow	
     mould	
     grows	
     over	
     the	
     throne	
     and	
    
  surrounding	
    ground.	
    A	
    short	
    glance	
    confirms	
    the	
    
  mould	
    is	
    harmless.	
    Underneath	
    the	
    throne	
    (and	
    
  the	
    mould),	
    are	
    the	
    bones	
    of	
    a	
    small	
    humanoid	
    
  hand.	
    	
    
  66	
    
  The	
     throne	
     has	
     been	
     placed	
     on	
     a	
     5	
     ft.	
     high	
    
  wooden	
    crate.	
    	
    
  67	
    
  The	
     throne	
     has	
     been	
     moved	
     so	
     that	
     it	
     faces	
     a	
    
  nearby	
    wall.	
    	
    
  68	
    
  The	
     throne	
     is	
     badly	
     dented	
     and	
     a	
     nearby	
     wall	
    
  bares	
    marks	
    from	
    when	
    the	
    throne	
    was	
    used	
    to	
    
  batter	
    it.	
    	
    
  69-­‐70	
    
  Under	
     the	
     seat,	
     the	
     throne	
     bears	
     a	
     marker’s	
    
  mark	
    that	
    resembles	
    a	
    bird	
    in	
    flight.	
    	
    
  71	
    
  The	
     legs	
     are	
     deformed,	
     bowed	
     outward	
     as	
     if	
     a	
    
  great	
    weight	
    had	
    been	
    placed	
    on	
    the	
    throne.	
    	
    
  72	
    
  The	
    legs	
    of	
    the	
    throne	
    have	
    been	
    broken	
    off	
    and	
    
  it	
    now	
    sits	
    directly	
    on	
    the	
    floor.	
    	
    
  73	
    
  A	
     stout	
     length	
     of	
     hemp	
     rope	
     has	
     been	
     tied	
    
  around	
    the	
    throne	
    and	
    looped	
    over	
    a	
    rafter.	
    The	
    
  throne	
    hangs	
    10	
    ft.	
    in	
    the	
    air	
    from	
    the	
    rope.	
    	
    
  74-­‐75	
    
  The	
    throne	
    is	
    missing.	
    All	
    that	
    remains	
    of	
    it	
    is	
    a	
    
  blast	
    shadow	
    on	
    the	
    wall	
    behind	
    where	
    it	
    once	
    
  stood.	
    	
    
  76	
    
  Two	
     dust	
     shrouded	
     thrones	
     stand	
     next	
     to	
     each	
    
  other.	
    	
    
  77	
    
  Plush	
     pink	
     and	
     red	
     silk	
     pillows	
     have	
     been	
    
  arranged	
    on	
    the	
    floor	
    around	
    the	
    throne.	
    
  78	
    
  The	
     padded	
     cushions	
     of	
     this	
     throne	
     have	
     been	
    
  cut	
     open	
     and	
     the	
     feather	
     stuffing	
     pulled	
     out.	
    
  They	
    now	
    lie	
    on	
    the	
    floor	
    near	
    the	
    throne.	
    	
    
  79-­‐80	
    
  The	
    throne	
    is	
    drenched	
    with	
    water.	
    There	
    is	
    no	
    
  obvious	
    source	
    for	
    the	
    origin	
    of	
    the	
    water.	
    
  81	
    
  The	
    right	
    armrest	
    has	
    been	
    picked	
    at	
    with	
    several	
    
  fingernail	
    scratches	
    impressed	
    into	
    its	
    surface.	
    	
    
  82	
    
  A	
     dirty	
     limerick	
     has	
     been	
     scratched	
     into	
     the	
    
  throne’s	
    left	
    armrest.	
    	
    
  83	
    
  The	
     throne	
     shows	
     signs	
     of	
     weathering	
     and	
    
  exposure	
    to	
    the	
    elements;	
    regardless	
    of	
    whether	
    
  it	
    is	
    inside	
    or	
    not.	
    	
    
  84-­‐85	
    
  A	
     small	
     animal	
     (cat,	
     mouse,	
     squirrel	
     etc.)	
     is	
    
  sleeping	
    on	
    the	
    throne.	
    
  86	
    
  One	
    of	
    the	
    throne’s	
    legs	
    has	
    been	
    gnawed	
    upon	
    
  by	
    an	
    animal.	
    	
    
  87	
    
  A	
    poorly	
    written,	
    velvet	
    covered	
    romance	
    novel	
    
  lies	
    on	
    the	
    throne.	
    A	
    thin,	
    gold-­‐plated	
    bookmark	
    
  decorated	
    with	
    three	
    acorns	
    (5	
    gp)	
    can	
    be	
    found	
    
  just	
    within	
    the	
    back	
    cover.	
    	
    
  88	
    
  The	
    blood	
    soaked	
    sleeve	
    of	
    a	
    green	
    shirt,	
    ripped	
    
  at	
     the	
     shoulder	
     and	
     used	
     as	
     an	
     impromptu	
    
  bandage,	
    has	
    been	
    discarded	
    on	
    the	
    back	
    of	
    the	
    
  throne.	
    	
    
  89-­‐90	
    
  A	
     quick	
     glance	
     notes	
     there	
     is	
     an	
     upright	
     nail	
     in	
    
  the	
    centre	
    of	
    the	
    seat.	
    	
    
  91	
    
  A	
    folded	
    piece	
    of	
    parchment	
    rests	
    on	
    the	
    throne.	
    
  In	
     dwarven	
     it	
     reads,	
     “Waited,	
     but	
     you	
     didn’t	
    
  appear.	
    Will	
    return	
    tomorrow;	
    same	
    time.”	
    	
    
  92	
    
  A	
     board	
     has	
     been	
     laid	
     across	
     the	
     armrests.	
    
  Scratches	
     in	
     the	
     wood	
     suggest	
     that	
     it	
     has	
     been	
    
  used	
    as	
    a	
    makeshift	
    writing	
    desk.	
    	
    
  93	
    
  A	
    dented	
    brass	
    locket	
    without	
    the	
    chain	
    is	
    on	
    the	
    
  ground	
     next	
     to	
     the	
     throne.	
     Inside	
     is	
     a	
     faded	
    
  miniature	
    portrait	
    of	
    a	
    waif	
    of	
    a	
    human	
    girl	
    with	
    
  large,	
     sad	
     eyes	
     and	
     long	
     dark	
     hair.	
     The	
     portrait	
    
  on	
    the	
    other	
    side	
    has	
    been	
    ripped	
    out	
    and	
    only	
    a	
    
  small	
    corner	
    of	
    unmarked	
    parchment	
    remains.	
    	
    
  94-­‐95	
    
  The	
     ceiling	
     above	
     the	
     throne	
     has	
     collapsed,	
    
  burying	
    the	
    throne	
    in	
    brick	
    and	
    timber.	
    	
    
  96	
    
  A	
     masterwork	
     violin	
     and	
     bow	
     are	
     laid	
     on	
     the	
    
  throne.	
     The	
     instrument	
     is	
     covered	
     in	
     detailed	
    
  scrollwork	
     and	
     is	
     finely	
     made,	
     but	
     one	
     of	
     the	
    
  strings	
     is	
     broken.	
     If	
     repaired,	
     the	
     instrument	
     is	
    
  work	
    300	
    gp.	
    
  97	
    
  Soot	
     covers	
     the	
     throne	
     and	
     surrounding	
     floor.	
    
  Charred	
    bones	
    lie	
    scattered	
    about.	
    
  98	
    
  A	
     dented,	
     rusting	
     iron	
     sceptre	
     lies	
     upon	
     the	
    
  throne.	
    
  99-­‐100	
    
  A	
    bloodied	
    dagger	
    lies	
    in	
    front	
    of	
    the	
    throne.	
    The	
    
  throne	
     itself	
     is	
     marred	
     by	
     a	
     large,	
     dried	
    
  bloodstain	
     that	
     suggests	
     whoever	
     sat	
     upon	
     it	
    
  suffered	
    a	
    fatal	
    wound.	
    
  	
    
   
  
  182	
    
  T R A P D O O R S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Trapdoors	
     come	
     in	
     many	
     different	
     shapes	
     and	
     sizes.	
     They	
     are	
    
  one	
     of	
     the	
     most	
     basic	
     dungeon	
     features	
     and	
     often	
     provide	
    
  access	
    to	
    hidden	
    chambers,	
    treasure	
    vaults,	
    cellars,	
    prisons	
    and	
    
  so	
    on.	
    	
    
  	
    
  These	
    notes	
    present	
    the	
    basic	
    characteristics	
    of	
    trapdoors.	
    
  C O M M O N  C H A R A C T E R I S T I C S  
  Trapdoors	
    have	
    several	
    common	
    characteristics.	
    	
    
  § 
  Cover:	
    A	
    raised	
    trapdoor	
    provides	
    partial	
    cover.	
    
  § 
  Line	
    of	
    Sight:	
    A	
    closed	
    trapdoor	
    blocks	
    line	
    of	
    sight.	
    	
    
  § 
  Line	
    of	
    Effect:	
    A	
    closed	
    trapdoor	
    blocks	
    line	
    of	
    effect.	
    
  § 
  Divination	
     spells:	
     Most	
     divinations	
     can	
     penetrate	
     a	
     normal	
    
  trapdoor	
    as	
    it	
    takes	
    3	
    feet	
    of	
    wood	
    or	
    1	
    foot	
    of	
    stone	
    to	
    block	
    
  the	
    spell’s	
    effect.	
    
  § 
  Hearing-­‐based	
     Perception	
     checks:	
     A	
     closed	
     trapdoor	
     muffles	
    
  sound	
    emanating	
    from	
    beyond.	
    
  C O N S T R U C T I O N  
  Most	
     trapdoors	
     are	
     wooden	
     affairs,	
     but	
     in	
     dungeons	
     where	
    
  access	
     to	
     wood	
     is	
     limited	
     or	
     nonexistent,	
     stone	
     is	
     often	
     used.	
    
  They	
    are	
    rarely	
    made	
    of	
    other,	
    more	
    outlandish	
    materials.	
    
  § 
  Simple	
    Wooden	
    Trapdoor:	
    These	
    trapdoors,	
    constructed	
    from	
    
  stout	
    wooden	
    planks	
    will	
    not	
    keep	
    out	
    determined	
    intruders.	
    	
    
  § 
  Good	
     Wooden	
     Trapdoor:	
     These	
     sturdy	
     trapdoors	
     can	
     take	
    
  some	
    punishment	
    before	
    breaking.	
    
  § 
  Strong	
     Wooden	
     Trapdoor:	
     These	
     wooden	
     trapdoors	
     are	
    
  bound	
    with	
    iron	
    and	
    often	
    guard	
    important	
    areas.	
    
  § 
  Stone	
    Trapdoor:	
    Crafted	
    of	
    stone,	
    these	
    trapdoors	
    are	
    difficult	
    
  to	
     break	
     through.	
     They	
     are	
     a	
     feature	
     in	
     dungeons	
     built	
     by	
    
  deep-­‐dwelling	
    races	
    such	
    as	
    dwarves	
    and	
    drow.	
    	
    
  § 
  Iron	
     Trapdoor:	
     The	
     toughest	
     of	
     nonmagical	
     trapdoors,	
     iron	
    
  doors	
    often	
    protect	
    vaults,	
    sacred	
    burial	
    chambers	
    and	
    other	
    
  important	
    areas.	
    
  C O N C E A L E D  T R A P D O O R S  
  Sometimes,	
    trapdoors	
    are	
    concealed	
    from	
    casual	
    sight.	
    Finding	
    a	
    
  concealed	
     trapdoor	
     normally	
     requires	
     a	
     conscious	
     effort	
     to	
    
  notice.	
    Use	
    the	
    table	
    below	
    to	
    determine	
    what	
    is	
    used	
    to	
    conceal	
    
  such	
    a	
    trapdoor:	
    
  D20	
    
  TRAPDOOR	
    IS	
    CONCEALED	
    UNDER	
    
  1	
    
  An	
    ornate	
    rug.	
    
  2	
    
  A	
    plain	
    rug.	
    
  3	
    
  Thick	
    dust.	
    
  4	
    
  Reeds,	
    rushes,	
    leaves	
    or	
    other	
    vegetation	
    used	
    as	
    
  a	
    floor	
    covering.	
    
  5	
    
  A	
    table.	
    
  6	
    
  A	
    large	
    chair.	
    
  7	
    
  Water	
    (it	
    is	
    at	
    the	
    bottom	
    of	
    a	
    pool).	
    
  8	
    
  A	
    barrel	
    or	
    box.	
    
  9	
    
  Rubbish/detritus.	
    
  10	
    
  Rubble.	
    
  11	
    
  A	
    false	
    section	
    of	
    floor.	
    
  12	
    
  An	
    illusion.	
    
  13	
    
  An	
    animal	
    pen	
    or	
    bed.	
    
  14	
    
  A	
     large	
     piece	
     of	
     furniture	
     such	
     as	
     a	
     bed,	
    
  wardrobe,	
    chest	
    of	
    draws,	
    chest	
    and	
    so	
    on.	
    
  15	
    
  Discarded	
    clothing.	
    
  16	
    
  Trade	
    goods.	
    
  17	
    
  A	
    pile	
    of	
    bodies	
    or	
    bones.	
    
  18	
    
  A	
    sarcophagus.	
    
  19	
    
  An	
    altar.	
    
  20	
    
  A	
    statue.	
    
  	
    
  	
    
  A P P E A R A N C E  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  trapdoor.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
    
  based	
    on	
    your	
    dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    
  as	
    appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  The	
    door	
    is	
    made	
    of	
    ossified	
    bone	
    and	
    has	
    half	
    a	
    
  skull	
    embedded	
    into	
    its	
    surface.	
    The	
    skull	
    is	
    worn	
    
  smooth	
    as	
    if	
    stroked	
    by	
    many	
    hands.	
    
  06-­‐10	
    
  This	
    rusted	
    brass	
    door	
    oozes	
    a	
    red	
    liquid,	
    as	
    if	
    it	
    
  was	
     holding	
     back	
     a	
     rising	
     tide	
     of	
     blood.	
     When	
    
  opened,	
    it	
    reveals	
    nothing	
    but	
    empty	
    space.	
    
  11-­‐12	
    
  The	
    door	
    and	
    the	
    area	
    surrounding	
    it	
    are	
    carved	
    
  to	
     resemble	
     a	
     yawning	
     maw	
     filled	
     with	
     sharp,	
    
  pointed	
    teeth.	
    
  13-­‐14	
    
  This	
    black	
    iron	
    door	
    has	
    runes	
    written	
    in	
    Abyssal	
    
  etched	
     into	
     its	
     surface.	
     When	
     translated,	
     they	
    
  read	
    “Descent	
    into	
    Madness.”	
    
  15-­‐16	
    
  This	
    trapdoor	
    opens	
    onto	
    a	
    long,	
    darkened	
    shaft.	
    
  The	
     door	
     triggers	
     a	
     magic	
     mouth	
     that	
     loudly	
    
  roars	
    and	
    growls	
    from	
    the	
    bottom	
    of	
    the	
    shaft.	
    
  
  183	
    
  17-­‐18	
    
  This	
    door	
    bears	
    the	
    motif	
    of	
    a	
    coiling	
    snake,	
    with	
    
  alien	
     runes	
     that	
     refuse	
     translation	
     and	
     make	
    
  one's	
    head	
    hurt	
    the	
    longer	
    it	
    is	
    examined.	
    
  19-­‐20	
    
  The	
    trapdoor	
    looks	
    eerily	
    similar	
    to	
    an	
    ordinary	
    
  door	
     one	
     might	
     find	
     in	
     someone's	
     cellar.	
     It's	
    
  disturbing	
    blandness	
    gives	
    an	
    unsettling	
    feeling,	
    
  as	
     if	
     it	
     was	
     merely	
     a	
     façade	
     hiding	
     something	
    
  truly	
    horrific.	
    
  21-­‐22	
    
  Unlike	
    normal	
    trapdoors,	
    this	
    door	
    is	
    located	
    in	
    a	
    
  wall.	
     The	
     odd	
     location	
     and	
     shape	
     means	
     one	
    
  must	
    climb	
    through	
    it	
    awkwardly.	
    
  23-­‐24	
    
  This	
     iron	
     door	
     bears	
     the	
     symbol	
     of	
     a	
     giant,	
    
  unblinking	
     eye.	
     The	
     eye	
     seems	
     to	
     follow	
     one's	
    
  movement	
    throughout	
    the	
    room.	
    
  25-­‐26	
    
  When	
     this	
     door	
     is	
     open,	
     it	
     activates	
     a	
     magic	
    
  mouth,	
     which	
     sings	
     a	
     jaunty,	
     merry	
     tune	
     about	
    
  the	
     horrible,	
     grisly	
     deaths	
     the	
     adventurers	
     will	
    
  meet	
    if	
    they	
    descend	
    through	
    the	
    door.	
    
  27-­‐28	
    
  The	
     door	
     is	
     covered	
     with	
     magically-­‐preserved	
    
  skin.	
    
  This	
    
  flesh-­‐covering	
    
  is	
    
  made	
    
  from	
    
  discoloured,	
    mismatched	
    pieces,	
    obviously	
    from	
    
  different	
     creatures,	
     while	
     poorly-­‐done	
     stitches	
    
  mar	
    its	
    uneven	
    surface.	
    
  29-­‐30	
    
  This	
     trapdoor	
     is	
     of	
     dwarven	
     construction.	
     It	
     is	
    
  shaped	
     like	
     a	
     stylized	
     dwarf	
     face,	
     with	
     the	
     key	
    
  inserted	
    into	
    the	
    dwarf's	
    mouth.	
    
  31-­‐32	
    
  A	
     brass	
     carving	
     adorns	
     this	
     well-­‐crafted	
     iron	
    
  door.	
    It	
    depicts	
    a	
    group	
    of	
    elven	
    nobles	
    sitting	
    at	
    
  an	
     extravagant	
     feast.	
     On	
     closer	
     inspection,	
    
  sharpened	
     fangs	
     fill	
     the	
     nobles’	
     maws	
     and	
     the	
    
  fare	
    consists	
    of	
    humanoid	
    remains.	
    
  33-­‐34	
    
  This	
    door	
    bears	
    a	
    motif	
    of	
    roiling	
    waves,	
    with	
    half	
    
  a	
     dozen	
     tentacles	
     breaching	
     the	
     water	
     and	
    
  reaching	
    towards	
    the	
    frame.	
    
  35-­‐36	
    
  Carved	
    from	
    solid	
    granite,	
    this	
    door	
    bears	
    a	
    bull's	
    
  head	
     on	
     its	
     surface.	
     The	
     bull’s	
     horns	
     form	
     the	
    
  door’s	
    handle.	
    	
    
  37-­‐38	
    
  This	
    door	
    is	
    adorned	
    with	
    a	
    large,	
    brass	
    symbol	
    
  depicting	
     an	
     eight-­‐pointed	
     star.	
     A	
     purple	
     hued	
    
  ruby	
    is	
    embedded	
    in	
    its	
    centre	
    (value	
    500	
    gp).	
    
  39-­‐40	
    
  This	
     door	
     is	
     made	
     from	
     four	
     inches	
     of	
     smoked	
    
  glass.	
    Indistinct	
    shapes	
    can	
    be	
    made	
    out	
    beyond.	
    
  41-­‐42	
    
  This	
     door	
     appears	
     to	
     be	
     of	
     extremely	
     shoddy	
    
  manufacture.	
     Casual	
     scrutiny	
     reveals	
     it	
     is	
     only	
    
  disguised	
    to	
    look	
    that	
    way.	
    
  43-­‐44	
    
  This	
    door	
    bears	
    the	
    image	
    of	
    a	
    smiling	
    man,	
    but	
    
  the	
    eyes	
    are	
    mere	
    slits	
    and	
    the	
    smile	
    is	
    stretched	
    
  to	
    disturbing	
    proportions.	
    
  45-­‐46	
    
  Sleek	
    marble	
    scales	
    laid	
    out	
    to	
    form	
    the	
    Celestial	
    
  rune	
    for	
    “dragon”	
    cover	
    this	
    door.	
    
  47-­‐48	
    
  This	
     door	
     is	
     designed	
     to	
     blend	
     seamlessly	
     with	
    
  the	
    surrounding	
    floor.	
    	
    
  49-­‐50	
    
  A	
     pair	
     of	
     crossed	
     scimitars	
     are	
     emblazoned	
     on	
    
  this	
     door,	
     with	
     a	
     painted	
     diamond-­‐shaped	
     ruby	
    
  in	
    the	
    centre.	
    
  51-­‐52	
    
  A	
    six-­‐pointed	
    star-­‐burst,	
    surrounded	
    by	
    a	
    series	
    
  of	
    smaller	
    ones	
    and	
    carved	
    from	
    purplish	
    marble,	
    
  are	
    emblazoned	
    on	
    this	
    door.	
    
  53-­‐54	
    
  This	
     door	
     bears	
     the	
     symbol	
     of	
     a	
     wagon	
     wheel,	
    
  each	
    spoke	
    ending	
    in	
    a	
    sharpened	
    point.	
    
  55-­‐56	
    
  A	
     large	
     keyhole	
     lies	
     in	
     the	
     centre	
     of	
     this	
     iron	
    
  door.	
     At	
     first	
     it	
     appears	
     locked,	
     but	
     a	
     quick	
    
  investigation	
    reveals	
    this	
    to	
    be	
    a	
    ruse.	
    
  57-­‐58	
    
  A	
     stylized	
     goat's	
     skull	
     adorns	
     this	
     door,	
     with	
    
  words	
     written	
     in	
     Abyssal	
     reading	
     “The	
     prince	
    
  shall	
    return.”	
    
  59-­‐60	
    
  This	
     door	
     is	
     emblazoned	
     with	
     the	
     image	
     of	
     a	
    
  beautiful	
     horned	
     winged	
     woman	
     standing	
     in	
    
  front	
    of	
    an	
    adoring	
    crowd	
    of	
    robed	
    figures.	
    
  61-­‐62	
    
  This	
    wooden	
    door	
    is	
    painted	
    in	
    a	
    series	
    of	
    garish	
    
  colours,	
    nearly	
    nauseating	
    in	
    their	
    brightness.	
    
  63-­‐64	
    
  When	
    opened,	
    this	
    simple	
    door	
    activates	
    a	
    magic	
    
  mouth,	
    that	
    gives	
    off	
    a	
    blood-­‐curdling,	
    banshee-­‐
  like	
    scream.	
    
  65-­‐66	
    
  A	
     painted	
     image	
     of	
     the	
     night	
     sky	
     adorns	
     this	
    
  trapdoor.	
    
  67-­‐68	
    
  A	
    large,	
    open	
    hand	
    is	
    emblazoned	
    on	
    this	
    door,	
    
  with	
    a	
    stylized	
    eye	
    in	
    the	
    centre	
    of	
    the	
    palm.	
    
  69-­‐70	
    
  A	
     carving	
     of	
     a	
     roaring	
     fire	
     adorns	
     this	
     door.	
    
  Strangely,	
    it	
    is	
    warm	
    to	
    the	
    touch.	
    
  71-­‐72	
    
  This	
    simple	
    iron	
    door	
    has	
    the	
    phrase	
    “Never	
    to	
    
  return”	
    in	
    Gnome	
    carved	
    into	
    it.	
    
  73-­‐74	
    
  This	
     circular	
     door,	
     emblazoned	
     with	
     strange	
    
  dwarven	
    runes,	
    opens	
    via	
    a	
    complicated,	
    steam-­‐
  powered,	
    piston-­‐like	
    mechanism.	
    
  75-­‐76	
    
  A	
    porthole	
    lies	
    in	
    the	
    centre	
    of	
    this	
    door;	
    a	
    sliding	
    
  latch	
    allowing	
    one	
    to	
    look	
    through.	
    
  77-­‐78	
    
  This	
     trapdoor	
     is	
     carved	
     to	
     resemble	
     a	
     snarling	
    
  wolf's	
    head.	
    
  79-­‐80	
    
  This	
    iron	
    door	
    is	
    almost	
    unbearably	
    cold.	
    Those	
    
  touching	
    it,	
    risks	
    taking	
    my	
    nonlethal	
    damage.	
    
  81-­‐82	
    
  The	
     stylized	
     symbol	
     of	
     a	
     star	
     and	
     a	
     crescent	
    
  moon	
    decorate	
    this	
    door,	
    with	
    words	
    written	
    in	
    
  Elven	
    read	
    “Under	
    Moon-­‐and-­‐Star.”	
    
  83-­‐84	
    
  This	
    door	
    has	
    a	
    painted	
    compass	
    upon	
    it	
    pointing	
    
  to	
    the	
    north.	
    
  85-­‐86	
    
  This	
     door	
     always	
     seeps	
     a	
     bubbling,	
     disgusting,	
    
  foul-­‐smelling	
    goo,	
    like	
    rotting	
    pus.	
    
  87-­‐88	
    
  This	
    trapdoor	
    is	
    almost	
    dome-­‐shaped,	
    jutting	
    out	
    
  of	
    the	
    floor,	
    and	
    has	
    a	
    release	
    valve	
    on	
    top.	
    
  89-­‐90	
    
  A	
    portrait	
    of	
    a	
    woodland	
    scene	
    adorns	
    this	
    door,	
    
  the	
     colours	
     changing	
     and	
     shifting	
     hue	
     when	
    
  looked	
    at	
    from	
    different	
    angles.	
    
  91-­‐92	
    
  When	
    this	
    trapdoor	
    opens,	
    it	
    releases	
    an	
    illusory	
    
  swarm	
    of	
    butterflies	
    that	
    disappear	
    in	
    a	
    pattern	
    
  of	
    scintillating	
    colour.	
    	
    
  93-­‐94	
    
  A	
    crest	
    of	
    a	
    lion's	
    head	
    in	
    front	
    of	
    two	
    crossed	
    
  swords	
    adorns	
    this	
    door.	
    
  95-­‐99	
    
  When	
    this	
    trapdoor	
    is	
    opened,	
    the	
    faint	
    sound	
    of	
    
  chimes	
    and	
    whispered	
    chants	
    fill	
    the	
    air.	
    
  100	
    
  This	
    door	
    bears	
    the	
    alien	
    visage	
    of	
    some	
    twisted	
    
  monster,	
     vacant	
     blank	
     eyes	
     sitting	
     atop	
     a	
    
  writhing	
    nest	
    of	
    tentacles.	
    
  	
    
  	
    
  
  184	
    
  T R A P D O O R S :  D R E S S I N G  &  F E A T U R E S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    features	
    for	
    your	
    trapdoor.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  Two	
     keyholes	
     adorn	
     each	
     side	
     of	
     this	
     double	
    
  trapdoor,	
     but	
     time	
     has	
     long	
     since	
     corroded	
     its	
    
  locking	
    mechanism.	
    
  2	
    
  This	
    trapdoor,	
    of	
    once	
    fine	
    craftsmanship,	
    has	
    of	
    
  late	
    been	
    used	
    as	
    a	
    privy	
    by	
    some	
    foul	
    creature	
    
  with	
    even	
    fouler	
    hygiene.	
    
  3	
    
  This	
    door's	
    hinges	
    are	
    so	
    thoroughly	
    rusted	
    the	
    
  slightest	
    nudge	
    snaps	
    them.	
    
  4	
    
  A	
     thick	
     coating	
     of	
     charred	
     ash	
     coats	
     this	
     door,	
    
  perhaps	
    from	
    some	
    long	
    ago	
    explosion.	
    
  5	
    
  The	
     words	
     “Where	
     is	
     the	
     dragon's	
     hoard,	
    
  anyway?”	
     are	
     daubed	
     just	
     above	
     the	
     door	
     in	
    
  what	
    appears	
    to	
    be	
    dried	
    blood.	
    
  6	
    
  This	
    wooden	
    trapdoor	
    is	
    rotten	
    to	
    the	
    point	
    that	
    
  the	
    door	
    sags	
    under	
    its	
    own	
    weight.	
    
  7	
    
  A	
    patch	
    of	
    sickly	
    and	
    disgusting	
    brownish	
    mould	
    
  encrusts	
    this	
    trapdoor.	
    
  8	
    
  This	
     wooden	
     door	
     appears	
     to	
     have	
     buckled	
    
  upwards,	
     the	
     wood	
     splintered	
     as	
     if	
     some	
    
  tremendous	
    force	
    hit	
    it	
    from	
    below.	
    
  9	
    
  A	
    series	
    of	
    deep,	
    jagged	
    gashes	
    mar	
    the	
    surface	
    
  of	
    this	
    door,	
    giving	
    the	
    appearance	
    of	
    horrifically	
    
  scarred	
    flesh.	
    
  10	
    
  The	
    wood	
    of	
    this	
    trapdoor	
    is	
    charred	
    and	
    burnt,	
    
  yet	
    its	
    structure	
    remains	
    sound.	
    
  11	
    
  The	
    stonework	
    surrounding	
    this	
    door	
    is	
    chipped	
    
  and	
    cracked,	
    ready	
    to	
    give	
    way	
    at	
    any	
    moment.	
    
  12	
    
  A	
    swirling	
    pattern	
    is	
    daubed	
    on	
    this	
    door	
    with	
    a	
    
  foul-­‐smelling,	
    yellowish	
    paste.	
    
  13	
    
  A	
    deep,	
    jagged	
    cleft	
    runs	
    across	
    this	
    door,	
    as	
    if	
    
  someone	
    had	
    slashed	
    it	
    with	
    a	
    heavy	
    weapon.	
    
  14	
    
  This	
     metal	
     door	
     is	
     covered	
     with	
     shallow	
    
  pockmarks,	
     as	
     if	
     something	
     caused	
     the	
     very	
    
  metal	
    to	
    boil	
    and	
    bubble.	
    
  15	
    
  Dozens	
     of	
     claw	
     marks	
     mar	
     the	
     surface	
     of	
     this	
    
  door,	
     the	
     patterns	
     reminiscent	
     of	
     the	
     frantic	
    
  pawing	
    of	
    a	
    frightened	
    animal.	
    
  16	
    
  Nearly	
     endless	
     gibberish	
     written	
     in	
     Abyssal	
     is	
    
  scribbled	
    in	
    blood	
    on	
    this	
    door.	
    
  17	
    
  The	
     patterns	
     of	
     caked-­‐on	
     rust	
     on	
     this	
     door	
     are	
    
  reminiscent	
    of	
    the	
    Infernal	
    rune	
    for	
    fire.	
    
  18	
    
  This	
    shoddily	
    built	
    door	
    is	
    jammed.	
    
  19	
    
  Clearly	
     centuries	
     old,	
     numerous	
     cracks	
     and	
    
  fissures	
    mar	
    this	
    stone	
    door.	
    
  20	
    
  Where	
    a	
    trapdoor	
    used	
    to	
    be,	
    lies	
    nothing	
    more	
    
  than	
     a	
     plank	
     of	
     splintered	
     wood	
     attached	
     to	
     a	
    
  pair	
    of	
    hinges.	
    
  21	
    
  Several	
     humanoid	
     teeth	
     have	
     been	
     hammered	
    
  into	
    this	
    wooden	
    door.	
    
  22	
    
  An	
    inebriated	
    orc	
    has	
    carved	
    a	
    rude	
    limerick	
    into	
    
  this	
    door	
    in	
    his	
    native	
    tongue.	
    
  23	
    
  Several	
    bloody	
    hand	
    prints	
    cover	
    this	
    door,	
    some	
    
  of	
    them	
    distinctly	
    non-­‐human.	
    
  24	
    
  This	
    metal	
    door	
    is	
    more	
    rust	
    then	
    metal.	
    
  25	
    
  Some	
     demonic	
     taint	
     has	
     caused	
     this	
     door	
     to	
    
  sprout	
    several	
    blinking	
    eyes	
    and	
    a	
    fanged	
    mouth,	
    
  complete	
    with	
    tentacled	
    tongue.	
    
  26	
    
  The	
    wood	
    of	
    this	
    trapdoor	
    appears	
    to	
    be	
    infested	
    
  with	
    some	
    horrible	
    parasite.	
    
  27	
    
  The	
     mould	
     covering	
     this	
     door	
     grows	
     in	
     weird,	
    
  disturbing	
    patterns	
    of	
    obviously	
    unnatural	
    origin.	
    
  28	
    
  There	
    is	
    a	
    hole	
    in	
    the	
    centre	
    of	
    this	
    metal	
    door,	
    
  deformed	
    as	
    if	
    something	
    immensely	
    hot	
    lanced	
    
  straight	
    through	
    it.	
    
  29	
    
  A	
     filthy-­‐minded	
     cretin	
     has	
     carved	
     a	
     crude	
    
  caricature	
     of	
     two	
     “well”	
     proportioned	
     women	
    
  engaged	
    in	
    amorous	
    activity	
    into	
    the	
    door.	
    
  30	
    
  This	
    trapdoor	
    is	
    charred	
    black,	
    save	
    for	
    a	
    single	
    
  hand	
    print	
    in	
    the	
    centre.	
    
  31	
    
  The	
     wood	
     of	
     this	
     door	
     has	
     grown	
     so	
     moist	
     it	
    
  supports	
    several	
    colonies	
    of	
    mushrooms.	
    
  32	
    
  Several	
    iron	
    pitons	
    have	
    been	
    rammed	
    through	
    
  this	
    door,	
    making	
    it	
    hard	
    to	
    open.	
    
  33	
    
  The	
     unholy	
     symbol	
     of	
     some	
     dark	
     god	
     has	
     been	
    
  scorched	
    directly	
    onto	
    this	
    door.	
    
  34	
    
  The	
    bones	
    of	
    some	
    diminutive	
    creature	
    lie	
    half-­‐
  crushed	
    under	
    this	
    doors.	
    
  35	
    
  A	
    throwing	
    axe	
    lies	
    embedded	
    in	
    this	
    door,	
    old	
    
  blood	
    encrusted	
    on	
    its	
    blade.	
    
  36	
    
  A	
    plank	
    of	
    wood	
    has	
    been	
    wedged	
    between	
    this	
    
  door's	
    hinges,	
    preventing	
    it	
    from	
    closing.	
    
  37	
    
  The	
    metal	
    of	
    this	
    trapdoor	
    has	
    become	
    warped,	
    
  resembling	
     a	
     rippling	
     wave.	
     Whatever	
     caused	
    
  this	
    was	
    obviously	
    unnatural.	
    
  38	
    
  A	
    giant,	
    nauseating	
    mushroom	
    has	
    grown	
    out	
    of	
    
  this	
    door,	
    its	
    cap	
    resembling	
    a	
    skull.	
    
  39	
    
  Three	
    severed	
    hands	
    are	
    nailed	
    to	
    this	
    door.	
    
  40	
    
  This	
     rotten	
     wooden	
     door	
     is	
     more	
     fungus	
     then	
    
  wood.	
    
  41	
    
  For	
     some	
     inexplicable	
     reason,	
     someone	
     has	
    
  carved	
    “Very	
    Safe”	
    into	
    the	
    door.	
    
  42	
    
  The	
    metal	
    of	
    this	
    door	
    has	
    formed	
    into	
    a	
    horrific	
    
  parody	
     of	
     a	
     humanoid	
     face,	
     it's	
     visage	
     twisted	
    
  into	
    a	
    silent	
    scream.	
    
  43	
    
  This	
    trapdoor	
    appears	
    to	
    have	
    been	
    chewed	
    on	
    
  by	
    some	
    great	
    beast.	
    
  44	
    
  A	
    long,	
    thin	
    burn	
    mark	
    snakes	
    its	
    way	
    across	
    the	
    
  door,	
    as	
    if	
    made	
    by	
    some	
    flaming	
    serpent.	
    
  45	
    
  This	
     door	
     once	
     bore	
     engraved	
     writing,	
     but	
    
  deliberate	
    vandalism	
    has	
    rendered	
    it	
    illegible.	
    	
    
  46	
    
  Someone	
     has	
     deliberately	
     scratched	
     away	
     the	
    
  insignia	
    on	
    this	
    door.	
    
  47	
    
  The	
     underside	
     of	
     this	
     trapdoor	
     has	
     several	
    
  daggers	
    embedded	
    in	
    it.	
    
  
  185	
    
  48	
    
  Someone	
    has	
    daubed	
    a	
    long	
    streak	
    of	
    red	
    paint	
    
  over	
    the	
    finely	
    varnished	
    coat	
    of	
    arms	
    adorning	
    
  this	
    door.	
    
  49	
    
  The	
     lacquer	
     coating	
     this	
     wooden	
     door	
     has	
     long	
    
  since	
    cracked	
    with	
    age.	
    
  50	
    
  This	
    metal	
    door	
    bears	
    several	
    dents,	
    as	
    if	
    struck	
    
  repeatedly	
    with	
    a	
    hammer.	
    
  51	
    
  A	
     long	
     and	
     deep	
     perfectly	
     straight	
     crack	
     runs	
    
  diagonally	
    across	
    this	
    door,	
    halving	
    its	
    hp.	
    
  52	
    
  Several	
     throwing	
     stars	
     are	
     embedded	
     in	
     this	
    
  door	
    in	
    a	
    star	
    shaped	
    pattern.	
    
  53	
    
  This	
    wooden	
    door	
    has	
    sprouted	
    a	
    thorny	
    vine.	
    
  54	
    
  Some	
     simpleton	
     has	
     painted	
     a	
     rather	
     large	
    
  smiley	
    face	
    on	
    this	
    door	
    in	
    yellow	
    paint.	
    
  55	
    
  A	
    crudely	
    painted	
    sign	
    hangs	
    above	
    this	
    door.	
    It	
    
  reads	
    “Free	
    Meat.”	
    An	
    arrow	
    points	
    downwards.	
    
  56	
    
  Massive	
    blood	
    stains	
    cover	
    this	
    door,	
    splattered	
    
  as	
    if	
    by	
    some	
    terrible	
    act	
    of	
    violence.	
    
  57	
    
  Written	
     in	
     chalk	
     above	
     this	
     door	
     are	
     the	
    
  troubling	
    words	
    “Don't	
    Go!	
    Stay	
    Away!”	
    
  58	
    
  The	
     floor	
     around	
     this	
     trapdoor	
     has	
     crumbled	
    
  away,	
    causing	
    it	
    to	
    fall	
    inwards.	
    
  59	
    
  A	
    withered	
    skeleton	
    lies	
    on	
    the	
    ground	
    here,	
    it's	
    
  arm	
    trapped	
    underneath	
    this	
    heavy	
    iron	
    door.	
    
  60	
    
  Someone	
    has	
    placed	
    several	
    humanoid	
    skulls	
    in	
    a	
    
  circle	
    around	
    this	
    door.	
    
  61	
    
  A	
     dozen	
     blood	
     red	
     candles	
     surround	
     this	
    
  trapdoor,	
     their	
     flames	
     still	
     lit,	
     casting	
     flickering	
    
  light	
    over	
    the	
    area.	
    
  62	
    
  A	
    pile	
    of	
    burnt,	
    used	
    torches	
    lie	
    discarded	
    next	
    to	
    
  this	
    door.	
    
  63	
    
  A	
     piece	
     of	
     masonry	
     has	
     fallen	
     from	
     the	
     ceiling	
    
  and	
    crashed	
    straight	
    through	
    the	
    trapdoor.	
    
  64	
    
  A	
     water	
     leak	
     has	
     sprung	
     in	
     the	
     nearby	
     ceiling,	
    
  forming	
    a	
    puddle	
    that	
    trickles	
    down	
    and	
    through	
    
  this	
    trapdoor.	
    
  65	
    
  A	
    rusted	
    dagger	
    pins	
    a	
    skull	
    firmly	
    to	
    this	
    door.	
    
  66	
    
  Dozens	
     of	
     bone	
     charms	
     and	
     trinkets	
     on	
     strings	
    
  hang	
    from	
    the	
    ceiling	
    above	
    this	
    trapdoor.	
    
  67	
    
  Many	
     yellowed	
     animal	
     teeth	
     are	
     embedded	
     in	
    
  this	
    door,	
    in	
    a	
    pattern	
    akin	
    to	
    something	
    biting	
    it	
    
  and	
    wrenching	
    their	
    teeth	
    out.	
    
  68	
    
  Someone	
     has	
     nailed	
     a	
     wolf's	
     hide	
     to	
     this	
     door,	
    
  meat	
    and	
    other	
    grisly	
    adornments	
    still	
    attached.	
    
  69	
    
  Words	
     scrawled	
     above	
     this	
     door	
     reads:	
     “One	
    
  Flumph,	
    Two	
    Flumph,	
    Red	
    Flumph.”	
    
  70	
    
  A	
    severed	
    elf	
    head	
    rests	
    on	
    this	
    door,	
    a	
    lit	
    candle	
    
  protruding	
    from	
    its	
    mouth.	
    
  71	
    
  This	
     door	
     is	
     in	
     extremely	
     poor	
     condition,	
     it's	
    
  wood	
    having	
    become	
    sodden	
    and	
    rotten.	
    
  72	
    
  This	
     door	
     is	
     heavily	
     corroded,	
     most	
     likely	
     from	
    
  some	
    form	
    of	
    acid.	
    
  73	
    
  Several	
    passages	
    from	
    the	
    bawdy	
    play	
    “The	
    Lusty	
    
  Serpentfolk	
     Maid”	
     are	
     scrawled	
     on	
     the	
     walls	
    
  close	
    to	
    this	
    door.	
    
  74	
    
  This	
    door	
    is	
    covered	
    in	
    gore-­‐slicked	
    remains	
    and	
    
  other	
    horrible	
    fluids.	
    	
    
  75	
    
  Several	
     patches	
     of	
     cockatrice	
     feathers	
     are	
    
  attached	
    to	
    this	
    door	
    with	
    thick	
    tar.	
    
  76	
    
  This	
    door	
    is	
    held	
    shut	
    by	
    hastily	
    attached	
    chains..	
    
  77	
    
  A	
    clawed	
    hand	
    is	
    held	
    firmly	
    between	
    this	
    door's	
    
  frame.	
    The	
    severed	
    stump	
    has	
    been	
    chewed	
    off.	
    
  78	
    
  A	
    spilled	
    bottle	
    of	
    glue	
    is	
    stuck	
    to	
    the	
    door.	
    	
    
  79	
    
  Jagged	
     pieces	
     of	
     glass	
     lie	
     scattered	
     around	
     this	
    
  door,	
    as	
    well	
    as	
    the	
    remains	
    of	
    a	
    hooded	
    lantern.	
    
  80	
    
  The	
    engraved	
    markings	
    on	
    this	
    door	
    have	
    been	
    
  filled	
    with	
    blood.	
    
  81	
    
  On	
    closer	
    inspection,	
    the	
    markings	
    on	
    this	
    door	
    
  are	
     not	
     words,	
     but	
     innumerable	
     carved	
     small,	
    
  wriggling	
    tentacles.	
    
  82	
    
  Several	
     small	
     hoof	
     prints,	
     about	
     the	
     size	
     of	
     a	
    
  pony's,	
    are	
    burned	
    into	
    this	
    door.	
    
  83	
    
  The	
     moss	
     and	
     fungus	
     on	
     this	
     door	
     form	
     the	
    
  Abyssal	
    word	
    for	
    “Forbidden.”	
    
  84	
    
  An	
     expertly	
     painted	
     landscape	
     scene	
     on	
     this	
    
  door,	
    added	
    after	
    its	
    construction,	
    is	
    painted	
    in	
    
  dried	
    blood.	
    
  85	
    
  The	
    words	
    “The	
    worms	
    of	
    the	
    earth	
    crawl	
    inside	
    
  my	
    head”	
    are	
    scribbled	
    onto	
    the	
    door.	
    
  86	
    
  A	
     steel	
     gauntlet,	
     made	
     into	
     a	
     fist,	
     is	
     fused	
     into	
    
  this	
    door.	
    
  87	
    
  This	
     door	
     has	
     been	
     nibbled	
     on	
     by	
     an	
     ungodly	
    
  number	
    of	
    rats.	
    
  88	
    
  This	
     door	
     once	
     opened	
     via	
     a	
     lever	
     to	
     the	
     side,	
    
  though	
    said	
    lever	
    is	
    now	
    broken	
    and	
    jammed.	
    
  89	
    
  A	
     trio	
     of	
     yellowed	
     skulls	
     is	
     tied	
     to	
     this	
     door	
     by	
    
  rope	
    made	
    from	
    sinew.	
    
  90	
    
  A	
     half-­‐burnt	
     (but	
     now	
     extinguished)	
     torch	
     has	
    
  been	
    wedged	
    between	
    a	
    crack	
    in	
    this	
    door.	
    
  91	
    
  A	
    nauseating	
    array	
    of	
    fungus	
    sheets	
    encrust	
    this	
    
  door,	
     hanging	
     off	
     the	
     bottom	
     disgustingly	
     	
     into	
    
  the	
    darkness	
    below.	
    
  92	
    
  Whatever	
     carving	
     that	
     adorned	
     this	
     door	
     has	
    
  been	
    deliberately	
    smoothed	
    off.	
    
  93	
    
  This	
    door	
    has	
    been	
    painted	
    to	
    appear	
    as	
    part	
    of	
    
  the	
    floor.	
    
  94	
    
  A	
     skeleton	
     lies	
     next	
     to	
     this	
     door,	
     it's	
     hand	
    
  pointing	
    downwards	
    into	
    the	
    darkness.	
    Above	
    it	
    
  are	
    scrawled	
    the	
    words	
    “Have	
    Fun.”	
    
  95	
    
  A	
    series	
    of	
    leather	
    straps	
    hold	
    the	
    upper	
    portion	
    
  of	
    a	
    half-­‐rotted	
    halfling's	
    torso	
    to	
    this	
    door.	
    
  96	
    
  A	
     jagged	
     ice-­‐shard	
     is	
     embedded	
     in	
     this	
     door.	
    
  When	
    removed	
    it	
    melts	
    away	
    to	
    nothingness.	
    
  97	
    
  Stringy,	
     fibrous	
     ropes	
     connect	
     this	
     door	
     to	
     a	
    
  mass	
    of	
    fungal	
    matter	
    on	
    the	
    nearby	
    walls.	
    
  98	
    
  Seven	
     humanoid	
     tongues	
     have	
     been	
     nailed	
     to	
    
  this	
    door.	
    
  99	
    
  The	
    tattered	
    remains	
    of	
    a	
    black	
    cloak	
    lie	
    on	
    this	
    
  door;	
    soot	
    stains	
    the	
    surrounding	
    floor.	
    
  100	
    
  A	
    copper	
    coin,	
    placed	
    under	
    the	
    trapdoor’s	
    rim,	
    
  keeps	
    this	
    door	
    slightly	
    open.	
    	
    
  	
    
  	
    
   
  
  186	
    
  W A L L S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  One	
    is	
    hard-­‐stretched	
    to	
    design	
    a	
    true	
    dungeon	
    without	
    noting	
    
  the	
    appearance	
    of	
    its	
    walls.	
    Whether	
    the	
    dungeon	
    is	
    an	
    ancient	
    
  and	
     forgotten	
     crypt	
     haunted	
     by	
     the	
     ghosts	
     of	
     yesteryear	
     or	
     a	
    
  newly-­‐built	
     den	
     of	
     smugglers	
     and	
     slavers	
     staffed	
     by	
     men	
     most	
    
  foul,	
     a	
     dungeon’s	
     walls	
     help	
     set	
     the	
     tone	
     for	
     an	
     adventure	
     as	
    
  well	
    as	
    player	
    expectations	
    for	
    what	
    horrors	
    might	
    lurk	
    within.	
    
  F U N C T I O N  
  The	
     most	
     basic	
     purpose	
     of	
     a	
     wall	
     is	
     to	
     support	
     the	
    
  superstructure	
    of	
    a	
    building	
    at	
    large,	
    define	
    a	
    physical	
    space,	
    or	
    
  separate	
     a	
     physical	
     space	
     into	
     smaller	
     sections.	
     To	
     this	
     end,	
    
  there	
    are	
    three	
    specific	
    types	
    of	
    walls;	
    walls	
    that	
    support	
    roofs	
    
  and	
     ceilings,	
     walls	
     that	
     act	
     as	
     physical	
     boundaries	
     between	
    
  locations	
     and	
     peoples	
     and	
     walls	
     that	
     retain	
     earth	
     as	
     a	
    
  landscaping	
     tool	
     in	
     the	
     construction	
     of	
     buildings.	
     A	
     single	
     wall	
    
  may	
     be	
     constructed	
     with	
     one,	
     two	
     or	
     even	
     all	
     three	
     of	
     these	
    
  basic	
    functions	
    in	
    mind.	
    Different	
    walls	
    in	
    a	
    single	
    chamber	
    often	
    
  serve	
     different	
     purposes	
     and	
     may	
     be	
     built	
     from	
     different	
    
  materials	
    depending	
    on	
    that	
    purpose.	
    Below	
    are	
    some	
    examples	
    
  of	
    how	
    walls	
    are	
    put	
    to	
    use	
    in	
    common	
    dungeon	
    environments.	
    
  	
    
  Castles:	
     A	
     quintessential	
     castle	
     dungeon	
     is	
     completely	
    
  defined	
    by	
    its	
    walls,	
    and	
    those	
    walls	
    must	
    serve	
    all	
    three	
    of	
    the	
    
  basic	
     functions	
     outlined	
     above:	
     they	
     support	
     the	
     castle’s	
    
  horizontal	
    infrastructure,	
    serve	
    to	
    divide	
    the	
    construction	
    space	
    
  into	
     smaller	
     sections	
     and	
     often	
     serve	
     to	
     landscape	
     the	
     entire	
    
  region	
    by	
    retaining	
    large	
    quantities	
    of	
    earth	
    or	
    water.	
    
  	
    
  Subterranean	
     Environments:	
     Dungeons	
     built	
     underground	
    
  have	
     little	
     use	
     for	
     support	
     walls;	
     such	
     dungeons	
     often	
     form	
    
  naturally	
     via	
     water	
     erosion	
     or	
     result	
     from	
     the	
     movement	
     of	
     a	
    
  massive,	
     burrowing	
     creature	
     such	
     as	
     a	
     purple	
     worm.	
     When	
     a	
    
  sentient	
     architect	
     builds	
     within	
     such	
     a	
     location,	
     any	
     walls	
     he	
    
  constructs	
     often	
     exist	
     solely	
     to	
     divide	
     the	
     space	
     into	
     smaller	
    
  sections.	
    
  	
    
  Tombs:	
     Crypts,	
     tombs	
     and	
     similar	
     burial	
     grounds	
     combine	
    
  the	
    qualities	
    of	
    both	
    castles	
    and	
    subterranean	
    environments	
    in	
    
  terms	
    of	
    their	
    walls.	
    Like	
    subterranean	
    environments,	
    a	
    tomb’s	
    
  walls	
     are	
     heavily	
     focused	
     on	
     dividing	
     one	
     space	
     into	
     many	
    
  sections.	
    Unlike	
    a	
    subterranean	
    environment,	
    however,	
    a	
    tomb	
    
  is	
    seldom	
    natural.	
    Dug	
    from	
    the	
    earth	
    in	
    the	
    same	
    manner	
    as	
    a	
    
  castle’s	
    moat,	
    a	
    tomb’s	
    walls	
    must	
    be	
    designed	
    to	
    retain	
    the	
    vast	
    
  quantities	
    of	
    loose	
    earth	
    that	
    likely	
    surround	
    it	
    and	
    many	
    of	
    the	
    
  cave-­‐ins	
    that	
    are	
    iconic	
    to	
    tomb-­‐themed	
    dungeons	
    result	
    from	
    
  damage	
    to	
    this	
    type	
    of	
    wall.	
    
  C O N S T R U C T I O N  
  Walls	
    can	
    be	
    defined	
    by	
    a	
    variety	
    of	
    building	
    materials,	
    although	
    
  several	
    prevalent	
    materials	
    endure	
    across	
    nearly	
    all	
    cultural	
    and	
    
  societal	
    lines.	
    The	
    materials	
    used	
    to	
    create	
    a	
    wall	
    often	
    depend	
    
  on	
     several	
     factors,	
     such	
     as	
     the	
     location	
     of	
     the	
     dungeon,	
     the	
    
  resources	
    available	
    at	
    that	
    location,	
    the	
    wall’s	
    intended	
    function	
    
  and	
    the	
    aesthetics	
    of	
    the	
    wall’s	
    designer.	
    Wood	
    and	
    stone	
    are	
    
  the	
    most	
    common	
    building	
    materials	
    for	
    this	
    purpose,	
    but	
    some	
    
  cultures	
    make	
    use	
    of	
    animal	
    hide,	
    plant	
    growth,	
    paper	
    and	
    even	
    
  metal.	
    
  D%	
    
  	
    
  01-­‐50	
    
  Wood1	
    
  51-­‐90	
    
  Stone	
    
  91-­‐100	
    
  Exotic2	
    
  1	
    In	
    locales	
    where	
    wood	
    is	
    scarce	
    or	
    unavailable,	
    replace	
    with	
    
  another	
    suitable,	
    renewable	
    animal	
    or	
    plant	
    building	
    material.	
    
  (e.g.	
    bamboo,	
    bone,	
    hide	
    etc.)	
    
  2	
    Choose	
    randomly	
    as	
    appropriate:	
    animal	
    hide,	
    bone,	
    mortar,	
    
  paper,	
    magic	
    effect,	
    or	
    GM’s	
    choice.	
    
  	
    
  	
    
  Glass:	
     Stain	
     glass	
     walls	
     are	
     a	
     popular	
     means	
     for	
     dividing	
     a	
    
  large	
     space	
     into	
     smaller	
     sections	
     suitable	
     for	
     displaying	
     one’s	
    
  influence,	
     relaxing	
     or	
     entertaining	
     others.	
     Glass	
     walls	
     have	
     no	
    
  hardness	
    and	
    minimum	
    hit	
    point	
    per	
    inch	
    of	
    thickness.	
    
  	
    
  Hide:	
    Common	
    among	
    nomads	
    and	
    hermits,	
    hide	
    walls	
    are	
    
  often	
     employed	
     in	
     temporary	
     shelters	
     such	
     as	
     tepees	
     and	
    
  wigwams.	
    In	
    dungeons,	
    hide	
    walls	
    are	
    used	
    for	
    the	
    sole	
    purpose	
    
  of	
    dividing	
    a	
    large	
    space	
    into	
    smaller	
    sections.	
    Hide	
    walls	
    have	
    
  low	
    hardness	
    and	
    few	
    hit	
    points	
    per	
    inch	
    of	
    thickness.	
    	
    
  	
    
  Metal:	
     Considered	
     wasteful	
     by	
     the	
     standards	
     of	
     even	
     the	
    
  fabulously	
    wealthy,	
    metal	
    is	
    somewhat	
    uncommon	
    as	
    a	
    building	
    
  material	
     for	
     castles,	
     tombs	
     and	
     similar	
     dungeons	
     due	
     to	
     the	
    
  effort	
     that	
     must	
     spent	
     purifying	
     and	
     shaping	
     it.	
     Rather	
     than	
    
  constructing	
     entire	
     walls	
     of	
     metal,	
     it	
     is	
     far	
     more	
     common	
     for	
    
  architects	
    to	
    build	
    walls	
    engraved	
    or	
    leaved	
    with	
    metal	
    atop	
    a	
    
  layer	
    of	
    stone	
    or	
    wood	
    in	
    order	
    to	
    give	
    the	
    illusion	
    of	
    solidity,	
    
  and	
    even	
    then	
    this	
    tactic	
    is	
    often	
    one	
    belonging	
    squarely	
    to	
    races	
    
  with	
     strong	
     ties	
     to	
     the	
     world’s	
     deep	
     places,	
     such	
     as	
     dwarves.	
    
  Iron	
    and	
    steel	
    have	
    massive	
    hardness	
    and	
    many	
    hit	
    points	
    per	
    
  inch	
    of	
    thickness	
    while	
    mithral	
    has	
    vast	
    hardness	
    and	
    many	
    hit	
    
  points	
     per	
     inch	
     of	
     thickness	
     and	
     adamantine	
     has	
     legendary	
    
  hardness	
    and	
    huge	
    amounts	
    of	
    hit	
    points	
    per	
    inch	
    of	
    thickness.	
    
  	
    
  Stone:	
    Favoured	
    by	
    those	
    of	
    class	
    and	
    wealth,	
    stone	
    is	
    often	
    
  chosen	
    as	
    a	
    building	
    material	
    because	
    of	
    its	
    enduring	
    nature	
    and	
    
  its	
    strength.	
    Stone	
    is	
    a	
    poor	
    insulator	
    and	
    requires	
    much	
    physical	
    
  effort	
    to	
    obtain;	
    it	
    must	
    be	
    pulled	
    from	
    the	
    earth,	
    cut	
    into	
    blocks	
    
  and	
     dragged	
     to	
     the	
     construction	
     site.	
     Subterranean	
     structures	
    
  almost	
     always	
     use	
     stone	
     for	
     their	
     walls.	
     Stone	
     walls	
     have	
    
  significant	
     hardness	
     and	
     quite	
     a	
     few	
     hit	
     points	
     per	
     inch	
     of	
    
  thickness.	
    
  	
    
  Wood:	
    This	
    lightweight	
    building	
    material	
    is	
    favoured	
    for	
    its	
    
  lightweight	
    and	
    availability.	
    Because	
    it	
    is	
    flammable	
    and	
    decays	
    
  rapidly,	
    wood	
    is	
    seldom	
    picked	
    for	
    its	
    longevity.	
    Wooden	
    walls	
    
  
  187	
    
  have	
     solid	
     hardness	
     and	
     a	
     bunch	
     of	
     hit	
     points	
     per	
     inch	
     of	
    
  thickness.	
    
  	
    
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    characteristics	
    for	
    your	
    
  walls.	
     Some	
     features	
     may	
     be	
     inappropriate	
     based	
     on	
     your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  	
    
  Expensive	
     Dressings:	
     A	
     number	
     of	
     the	
     dungeon	
     dressings	
    
  described	
    on	
    the	
    table	
    below	
    note	
    the	
    presence	
    of	
    expensive	
    art	
    
  objects	
     such	
     as	
     crown	
     moulding,	
     stained	
     glass	
     or	
     exquisite	
    
  statues.	
    These	
    objects	
    typically	
    possess	
    a	
    gp	
    value	
    appropriate	
    
  for	
    an	
    encounter.	
    
  	
    
  Hidden	
    Dressings:	
    Several	
    dungeon	
    dressings	
    possess	
    hidden	
    
  elements	
    such	
    as	
    secret	
    doors	
    and	
    panels	
    or	
    minute	
    details	
    such	
    
  as	
    murder	
    holes.	
    
  	
    
  Multiple	
     Dressings:	
     Although	
     most	
     chambers	
     have	
     a	
    
  minimum	
    of	
    three	
    walls,	
    the	
    table	
    assumes	
    a	
    result	
    applies	
    to	
    a	
    
  single	
     wall.	
     At	
     the	
     GM’s	
     decision,	
     a	
     single	
     dressing	
     may	
     be	
    
  applied	
    to	
    multiple	
    walls	
    within	
    a	
    chamber	
    or	
    multiple	
    rolls	
    on	
    
  the	
     table	
     can	
     be	
     used	
     to	
     generate	
     dressings	
     for	
     each	
     of	
     a	
    
  chamber’s	
     walls.	
     Instead	
     of	
     rolling	
     on	
     the	
     table,	
     a	
     GM	
     may	
    
  choose	
    to	
    simply	
    pick	
    an	
    appropriate	
    dressing	
    to	
    implement.	
    
  	
    
  Stealing	
    Dressings:	
    Walls	
    are	
    usually	
    designed	
    for	
    longevity,	
    
  as	
    are	
    the	
    art	
    objects	
    incorporated	
    into	
    them.	
    As	
    such,	
    it	
    can	
    be	
    
  both	
     risky	
     and	
     difficult	
     to	
     remove	
     an	
     art	
     object.	
     In	
     some	
    
  situations,	
     the	
     GM	
     may	
     rule	
     that	
     failing	
     this	
     check	
     destroys	
    
  delicate	
    objects	
    such	
    stained	
    glass	
    or	
    tapestries	
    	
    
  D%	
    
  	
    
  01-­‐10	
    
  An	
    intricate	
    carving	
    of	
    a	
    mythical	
    place	
    decorates	
    
  the	
    wall.	
    
  10-­‐14	
    
  A	
    
  number	
    
  of	
    
  small	
    
  storage	
    
  nooks	
    
  are	
    
  incorporated	
     into	
     the	
     wall’s	
     design.	
     All	
     have	
    
  hinged	
    wooden	
    doors.	
    
  15-­‐16	
    
  1d12	
    prisoners	
    were	
    sealed	
    within	
    the	
    wall,	
    their	
    
  cells	
     marked	
     by	
     small,	
     barred	
     openings	
     from	
    
  which	
    their	
    remains	
    can	
    be	
    viewed.	
    
  17-­‐20	
    
  The	
    wall	
    possesses	
    an	
    elegant	
    wooden	
    crowning	
    
  with	
    a	
    motif	
    matching	
    the	
    chamber’s	
    purpose.	
    
  20-­‐25	
    
  The	
    wall	
    is	
    a	
    patchwork	
    of	
    several	
    different	
    types	
    
  of	
    materials;	
    these	
    materials	
    may	
    be	
    of	
    the	
    same	
    
  type,	
    such	
    as	
    multiple	
    kinds	
    of	
    wood	
    or	
    stone.	
    
  26-­‐30	
    
  The	
     wall	
     was	
     designed	
     as	
     a	
     gauntlet	
     and	
    
  possesses	
    2d4	
    manhole-­‐type	
    openings.	
    
  31-­‐34	
    
  The	
     wall	
     is	
     built	
     with	
     an	
     alcove	
     designed	
     to	
    
  house	
     a	
     statue.	
     The	
     alcove	
     stretches	
     from	
     the	
    
  chamber’s	
    floor	
    to	
    its	
    ceiling.	
    
  35-­‐40	
    
  The	
     wall	
     possesses	
     1d3	
     barred	
     windows;	
     if	
    
  underground,	
     each	
     window	
     is	
     fitted	
     with	
     an	
    
  everburning	
    torch.	
    
  41-­‐43	
    
  Fine	
     gravel	
     or	
     sand	
     was	
     added	
     to	
     the	
     wall’s	
    
  construction	
    materials,	
    giving	
    it	
    a	
    rough	
    texture.	
    
  44-­‐45	
    
  The	
     wall	
     is	
     perfectly	
     smooth	
     to	
     the	
     touch	
     and	
    
  cannot	
    be	
    climbed	
    without	
    magical	
    aid.	
    
  46-­‐47	
    
  Rather	
     than	
     being	
     vertically	
     sound,	
     the	
     wall	
    
  meets	
    the	
    ceiling	
    at	
    a	
    45°	
    angle.	
    
  48-­‐54	
    
  The	
    wall	
    is	
    matted	
    with	
    decorative	
    paper.	
    
  55-­‐60	
    
  The	
    wall	
    has	
    been	
    painted	
    in	
    an	
    exotic	
    colour.	
    
  61-­‐65	
    
  Iron	
     hooks	
     protrude	
     from	
     the	
     wall,	
     allowing	
    
  objects	
     such	
     as	
     weapon	
     racks	
     and	
     coats	
     to	
     be	
    
  hung	
    there.	
    
  66-­‐70	
    
  Exquisite	
     shelves	
     line	
     the	
     wall;	
     there	
     is	
     a	
     10%	
    
  chance	
    a	
    shelf	
    holds	
    a	
    valuable	
    item.	
    
  71-­‐72	
    
  A	
    secret	
    door	
    is	
    built	
    into	
    the	
    wall.	
    This	
    door	
    may	
    
  lead	
    to	
    a	
    forgotten	
    chamber	
    or	
    a	
    secret	
    passage.	
    
  73-­‐75	
    
  The	
     wall	
     was	
     designed	
     to	
     carry	
     a	
     fantastic	
    
  tapestry	
    and	
    includes	
    several	
    iron	
    hooks	
    as	
    well	
    
  as	
    the	
    tapestry	
    itself	
    (or	
    perhaps	
    its	
    remains).	
    
  76-­‐80	
    
  A	
    deity’s	
    holy	
    (or	
    unholy)	
    symbol	
    is	
    prominently	
    
  painted	
    on	
    the	
    wall.	
    
  81-­‐82	
    
  The	
     wall	
     was	
     constructed	
     from	
     petrified	
    
  creatures	
    whose	
    expressions	
    and	
    forms	
    continue	
    
  to	
    haunt	
    the	
    chamber.	
    
  83-­‐84	
    
  The	
    wall	
    was	
    twisted	
    and	
    warped	
    into	
    its	
    current	
    
  shape	
     by	
     a	
     spell	
     effect	
     such	
     as	
     stone	
     shape	
     or	
    
  wood	
    shape.	
    
  85-­‐86	
    
  The	
    wall	
    was	
    created	
    by	
    a	
    spell	
    effect.	
    
  87-­‐88	
    
  The	
    wall	
    is	
    reinforced	
    to	
    withstand	
    punishment,	
    
  increasing	
    its	
    hit	
    points	
    by	
    50%.	
    
  89-­‐90	
    
  The	
     wall	
     is	
     designed	
     to	
     allow	
     defenders	
     within	
    
  the	
     chamber	
     to	
     gain	
     cover	
     from	
     one	
     of	
     the	
    
  chamber’s	
    entrances.	
    
  91-­‐92	
    
  The	
    wall	
    was	
    designed	
    to	
    act	
    as	
    a	
    fountain	
    and	
    
  utilizes	
     a	
     hidden	
     decanter	
     of	
     endless	
     water	
     to	
    
  achieve	
    this	
    effect.	
    
  93-­‐94	
    
  The	
    wall	
    is	
    lined	
    with	
    wood	
    panelling.	
    
  95-­‐96	
    
  The	
     wall	
     has	
     been	
     treated	
     with	
     an	
     alchemical	
    
  substance	
    that	
    gives	
    it	
    a	
    unique,	
    relaxing	
    scent.	
    
  At	
    the	
    GM’s	
    decision,	
    this	
    scent	
    could	
    relax	
    select	
    
  types	
    of	
    creatures	
    and	
    otherwise	
    function	
    as	
    the	
    
  stench	
    universal	
    monster	
    ability	
    for	
    all	
    others.	
    
  97-­‐98	
    
  Roll	
    twice	
    on	
    this	
    table,	
    ignoring	
    further	
    results	
    
  of	
    91-­‐100.	
    The	
    wall	
    possesses	
    a	
    magical	
    glamour	
    
  that	
     fools	
     viewers	
     into	
     thinking	
     the	
     wall	
    
  possesses	
     the	
     first	
     result	
     when	
     it	
     actually	
    
  possesses	
    the	
    second.	
    
  99	
    
  Each	
     brick	
     in	
     the	
     wall	
     bears	
     a	
     religious	
     symbol,	
    
  suitable	
    for	
    the	
    dungeon’s	
    original	
    builder.	
    Some	
    
  have	
    been	
    defaced.	
    	
    
  100	
    
  This	
    brick	
    wall	
    is	
    built	
    around	
    several	
    large	
    
  chunks	
    of	
    stone	
    which	
    were	
    too	
    tough	
    for	
    the	
    
  builders	
    to	
    remove.	
    
  	
    
  	
    
   
   
  
  188	
    
  W A L L S :  D R E S S I N G  &  F E A T U R E S  
  Use	
    this	
    table	
    to	
    generate	
    interesting	
    features	
    for	
    your	
    walls.	
    As	
    
  with	
    Table	
    A,	
    this	
    table	
    assumes	
    each	
    result	
    applies	
    to	
    a	
    single	
    
  wall;	
    at	
    the	
    GM’s	
    decision,	
    a	
    dressing	
    may	
    be	
    applied	
    to	
    multiple	
    
  walls	
     within	
     a	
     chamber	
     or	
     multiple	
     rolls	
     on	
     the	
     table	
     can	
    
  generate	
     dressings	
     for	
     each	
     wall	
     in	
     the	
     chamber.	
     Instead	
     of	
    
  rolling	
     on	
     the	
     table,	
     a	
     GM	
     may	
     choose	
     to	
     simply	
     pick	
     which	
    
  dressings	
    are	
    appropriate	
    for	
    the	
    chamber.	
    Should	
    a	
    feature	
    be	
    
  inappropriate	
    for	
    a	
    dungeon’s	
    setup,	
    ignore	
    or	
    modify	
    the	
    entry	
    
  as	
    needed.	
    
  	
    
  Some	
     features	
     include	
     the	
     potential	
     for	
     encounters,	
     noted	
    
  by	
     a	
     CR	
     entry	
     on	
     the	
     table.	
     GMs	
     should	
     adjust	
     the	
     number	
     or	
    
  type	
    of	
    creatures	
    present	
    as	
    appropriate.	
    	
    
  D%	
    
  	
    
  01	
    
  The	
     wall	
     is	
     missing	
     without	
     signs	
     of	
     it	
     having	
    
  been	
    uprooted	
    or	
    removed.	
    
  02	
    
  A	
    proclamation	
    of	
    love	
    is	
    carved	
    into	
    the	
    wall;	
    a	
    
  set	
    of	
    initials	
    surrounded	
    by	
    a	
    heart.	
    
  03	
    
  A	
     mould	
     infestation	
     has	
     taken	
     over	
     the	
     wall,	
    
  reducing	
    its	
    hardness	
    by	
    half.	
    
  04	
    
  A	
    patch	
    of	
    deadly	
    russet	
    mould	
    has	
    grown	
    over	
    
  the	
    wall.	
    
  05	
    
  A	
     patch	
     of	
     deadly	
     mindslaver	
     mould	
     has	
     taken	
    
  over	
    the	
    wall.	
    
  06	
    
  An	
     important	
     clue	
     has	
     been	
     inscribed	
     into	
     the	
    
  wall,	
    either	
    as	
    graffiti	
    or	
    scraping	
    it	
    into	
    the	
    wall’s	
    
  surface.	
    
  07	
    
  The	
    wall	
    possesses	
    a	
    patch	
    of	
    space	
    that	
    is	
    lighter	
    
  and	
     cleaner	
     than	
     the	
     area	
     surrounding	
     it,	
    
  suggesting	
     an	
     item	
     was	
     hung	
     there	
     for	
     a	
     time	
    
  and	
    then	
    removed.	
    
  08	
    
  The	
     wall	
     contains	
     1d4	
     signs	
     of	
     combat,	
     such	
     as	
    
  nicks	
    or	
    dents	
    from	
    a	
    deflected	
    weapon	
    blow.	
    
  09	
    
  Part	
    of	
    the	
    wall	
    is	
    charred	
    save	
    for	
    a	
    humanoid-­‐
  shaped	
    spot	
    in	
    the	
    centre	
    of	
    the	
    damage.	
    
  10	
    
  Someone	
    appears	
    to	
    have	
    recently	
    attempted	
    to	
    
  clean	
    the	
    wall	
    with	
    soap	
    and	
    water	
    in	
    1d4	
    places	
    
  before	
    giving	
    up.	
    
  11	
    
  A	
     light	
     or	
     one-­‐handed	
     weapon	
     is	
     wedged	
     into	
    
  the	
    wall,	
    likely	
    as	
    a	
    result	
    of	
    a	
    misplaced	
    swing.	
    
  12	
    
  Small	
    numerals	
    are	
    etched	
    into	
    the	
    wall,	
    noting	
    
  the	
    passage	
    of	
    time.	
    
  13	
    
  A	
    meaty	
    slop	
    clings	
    to	
    the	
    wall	
    as	
    though	
    a	
    plate	
    
  of	
    food	
    were	
    thrown	
    at	
    it.	
    
  14	
    
  Once-­‐eldritch	
    runes	
    decorate	
    the	
    wall,	
    expended	
    
  following	
    the	
    casting	
    of	
    a	
    powerful	
    spell.	
    
  15	
    
  Several	
    love	
    letters	
    have	
    been	
    stuck	
    to	
    the	
    wall;	
    
  at	
    the	
    GM’s	
    decision,	
    these	
    letters	
    may	
    require	
    
  translation	
    from	
    an	
    exotic	
    tongue.	
    
  16	
    
  The	
     spoils	
     of	
     conquest	
     are	
     proudly	
     displayed	
    
  upon	
     the	
     wall,	
     including	
     weapons,	
     armour	
     or	
    
  even	
    severed	
    limbs.	
    
  17	
    
  Water	
    oozes	
    from	
    the	
    base	
    of	
    the	
    wall.	
    
  18	
    
  The	
    wall	
    has	
    been	
    smeared	
    with	
    a	
    foul-­‐smelling	
    
  substance	
    by	
    a	
    superstitious	
    denizen.	
    
  19	
    
  A	
    childish	
    illustration	
    has	
    been	
    drawn	
    or	
    carved	
    
  into	
    the	
    wall’s	
    surface.	
    
  20	
    
  An	
     animal	
     skin,	
     a	
     paper	
     covering	
     or	
     a	
     similar	
    
  material	
     obscures	
     one	
     of	
     the	
     wall’s	
     dressings	
    
  from	
    Table	
    A.	
    
  21	
    
  The	
     wall	
     has	
     been	
     used	
     as	
     a	
     canvas	
     by	
     an	
    
  obviously	
    talented	
    artist.	
    
  22	
    
  Blood	
    splatter	
    coats	
    the	
    wall.	
    
  23	
    
  Damage	
     from	
     arrows,	
     crossbow	
     bolts	
     or	
     similar	
    
  pieces	
     of	
     ammunition	
     dot	
     the	
     wall.	
     There	
     is	
     a	
    
  25%	
    chance	
    several	
    projectile	
    remain	
    embedded	
    
  in	
    the	
    wall.	
    
  24	
    
  Hundreds	
     of	
     sketches	
     of	
     a	
     particular	
     subject	
    
  adorn	
     the	
     wall;	
     at	
     the	
     GM’s	
     decision,	
     these	
    
  sketches	
    may	
    be	
    of	
    a	
    PC	
    or	
    a	
    prominent	
    NPC.	
    
  25	
    
  Any	
    flammable	
    dressings	
    from	
    Table	
    A	
    the	
    wall	
    
  possessed	
    have	
    been	
    burned	
    away,	
    leaving	
    only	
    
  charred	
    remains.	
    
  26	
    
  Wild	
    flowers	
    have	
    been	
    dried	
    and	
    pressed	
    onto	
    
  the	
    wall.	
    
  27	
    
  Roll	
     once	
     on	
     Table	
     A;	
     a	
     suitable	
     dressing	
    
  described	
    by	
    your	
    result	
    is	
    actually	
    a	
    wandering	
    
  mimic	
    in	
    disguise.	
    
  28	
    
  Major	
    patches	
    of	
    the	
    wall	
    are	
    damaged	
    and	
    have	
    
  begun	
    to	
    crumble	
    away;	
    treat	
    the	
    wall	
    as	
    though	
    
  it	
    had	
    half	
    its	
    total	
    number	
    of	
    hit	
    points.	
    
  29	
    
  Roll	
     once	
     on	
     Table	
     A;	
     the	
     wall	
     was	
     repurposed	
    
  from	
     its	
     original	
     dressings	
     to	
     the	
     result’s	
    
  dressings,	
    but	
    faint	
    traces	
    of	
    the	
    original	
    remain.	
    
  30	
    
  A	
    number	
    of	
    wax	
    dolls	
    have	
    been	
    pinned	
    to	
    the	
    
  wall	
    by	
    their	
    heads;	
    at	
    the	
    GM’s	
    decision,	
    these	
    
  dolls	
    resemble	
    the	
    PCs	
    or	
    a	
    prominent	
    NPC.	
    
  31	
    
  The	
    wall	
    is	
    slowly	
    sloughing	
    away	
    in	
    some	
    places.	
    
  32	
    
  Damage	
    from	
    acidic	
    corrosion	
    dots	
    the	
    wall.	
    
  33	
    
  Water	
     leaks	
     into	
     the	
     chamber	
     from	
     a	
     small	
    
  opening	
    at	
    the	
    top	
    of	
    the	
    wall.	
    
  34	
    
  The	
    wall	
    is	
    scarred	
    and	
    heavily	
    cracked;	
    treat	
    the	
    
  wall	
    as	
    though	
    it	
    had	
    half	
    its	
    total	
    number	
    of	
    hit	
    
  points.	
    
  35	
    
  Something	
     has	
     made	
     the	
     wall	
     unnaturally	
    
  smooth	
    to	
    the	
    touch.	
    
  36	
    
  Several	
    iron	
    pegs	
    were	
    hammered	
    into	
    the	
    wall	
    
  without	
     care	
     for	
     whatever	
     dressings	
     that	
     might	
    
  have	
    already	
    been	
    located	
    there.	
    
  37	
    
  A	
     crude	
     drawing	
     of	
     a	
     monster	
     has	
     been	
     drawn	
    
  onto	
     the	
     wall.	
     There	
     is	
     a	
     25%	
     chance	
     this	
    
  illustration	
     correlates	
     to	
     the	
     most	
     powerful	
    
  creature	
    in	
    the	
    dungeon..	
    
  38	
    
  The	
     wall	
     is	
     a	
     hotspot	
     for	
     germ	
     activity	
     and	
    
  creatures	
    that	
    come	
    within	
    5	
    feet	
    might	
    contract	
    
  filth	
    fever.	
    
  39	
    
  The	
    wall	
    has	
    been	
    modified	
    to	
    include	
    a	
    trap;	
    see	
    
  Table	
    C	
    for	
    possible	
    traps.	
    
  
  189	
    
  40	
    
  Someone	
    has	
    painted	
    a	
    picture	
    of	
    a	
    person	
    onto	
    
  the	
    wall.	
    The	
    portrait	
    is	
    covered	
    with	
    darts	
    and	
    
  other	
    signs	
    of	
    impact;	
    at	
    the	
    GM’s	
    decision,	
    this	
    
  sketch	
    is	
    of	
    a	
    PC	
    or	
    a	
    prominent	
    NPC.	
    
  41	
    
  Vines	
    choke	
    the	
    wall,	
    obscuring	
    its	
    surface.	
    These	
    
  vines	
     offer	
     no	
     protection	
     to	
     the	
     dressings	
    
  beneath	
    them.	
    
  42	
    
  As	
     above,	
     except	
     an	
     assassin	
     vine	
     also	
     lurks	
     on	
    
  the	
    wall.	
    
  43	
    
  Ancient	
     runes	
     written	
     in	
     a	
     long-­‐dead	
     language	
    
  pepper	
    the	
    wall.	
    
  44	
    
  A	
    piece	
    of	
    furniture	
    has	
    been	
    smashed	
    into	
    the	
    
  wall;	
    its	
    broken	
    pieces	
    litter	
    the	
    ground.	
    
  45	
    
  The	
    wall	
    has	
    been	
    recently	
    refurbished.	
    
  46	
    
  A	
     religious	
     saying	
     has	
     been	
     written	
     or	
     carved	
    
  onto	
    the	
    wall.	
    
  47	
    
  A	
     holy	
     (or	
     unholy)	
     symbol	
     has	
     been	
     drawn	
     or	
    
  carved	
    onto	
    the	
    wall.	
    
  48	
    
  A	
    severed	
    limb	
    from	
    a	
    fallen	
    adversary	
    has	
    been	
    
  nailed	
     onto	
     the	
     wall	
     without	
     concern	
     for	
     its	
    
  existing	
    dressings.	
    
  49	
    
  The	
    wall	
    is	
    littered	
    with	
    the	
    notes	
    and	
    musings	
    of	
    
  a	
    genius	
    artist,	
    writer,	
    wizard	
    or	
    philosopher.	
    
  50	
    
  Glittering	
    specks	
    of	
    minerals	
    cling	
    to	
    the	
    wall	
    and	
    
  create	
    a	
    rainbow	
    of	
    colours	
    in	
    even	
    the	
    faintest	
    
  light.	
    
  51	
    
  Spots	
    on	
    the	
    wall	
    are	
    unexplainably	
    darker	
    than	
    
  other	
    parts.	
    
  52	
    
  The	
     wall	
     has	
     been	
     stained	
     through	
     careless	
    
  behaviour.	
    
  53	
    
  Countless	
     fist-­‐sized	
     holes	
     dot	
     the	
     wall.	
     A	
     bat	
    
  swarm	
    makes	
    its	
    home	
    in	
    these	
    holes.	
    
  54	
    
  A	
     gargoyle	
     clings	
     to	
     the	
     wall,	
     pretending	
     to	
     be	
    
  part	
    of	
    the	
    wall’s	
    dressings.	
    
  55	
    
  The	
    
  wall	
    
  and	
    
  its	
    
  dressings	
    
  have	
    
  been	
    
  unexplainably	
    bleached	
    of	
    their	
    colour.	
    	
    
  56	
    
  Curtains	
    cover	
    the	
    wall	
    and	
    any	
    dressings	
    under	
    
  them	
    the	
    dungeon’s	
    denizens	
    find	
    unappealing.	
    
  57	
    
  Countless	
     fist-­‐sized	
     holes	
     dot	
     the	
     wall.	
     A	
    
  centipede	
    swarm	
    makes	
    its	
    home	
    in	
    these	
    holes.	
    
  58	
    
  A	
    silken	
    tapestry	
    	
    of	
    spider	
    webs	
    cling	
    to	
    the	
    wall.	
    	
    
  59	
    
  Countless	
    fist-­‐sized	
    holes	
    dot	
    the	
    wall.	
    A	
    spider	
    
  swarm	
    makes	
    its	
    home	
    in	
    these	
    holes.	
    
  60	
    
  Cracks,	
     erosion	
     and	
     mould	
     damage	
     have	
     the	
    
  unexplainable	
     consequence	
     of	
     imprinting	
     a	
    
  random	
    PC	
    or	
    NPC’s	
    likeness	
    upon	
    the	
    wall.	
    
  61	
    
  Any	
     metallic	
     dressings	
     the	
     wall	
     possesses	
     have	
    
  rusted	
    over.	
    If	
    none	
    exist,	
    reroll	
    this	
    dressing.	
    
  62	
    
  The	
     wall	
     is	
     covered	
     in	
     a	
     magically	
     engineered	
    
  mushroom.	
    If	
    it	
    is	
    cut	
    a	
    character	
    can	
    extract	
    1d4	
    
  doses	
    of	
    greenblood	
    oil	
    poison.	
    
  63	
    
  The	
    wall	
    is	
    leaking	
    a	
    green,	
    slimy	
    substance.	
    
  64	
    
  The	
    wall	
    has	
    been	
    split	
    open	
    by	
    water	
    erosion.	
    
  65	
    
  The	
     wall	
     is	
     drenched	
     in	
     a	
     slick	
     oil,	
     potentially	
    
  causing	
    the	
    entire	
    wall	
    to	
    burst	
    into	
    flames	
    if	
    it	
    is	
    
  dealt	
    fire	
    damage.	
    
  66	
    
  Countless	
     fist-­‐sized	
     holes	
     dot	
     the	
     wall.	
     A	
     rat	
    
  swarm	
    makes	
    its	
    home	
    in	
    these	
    holes.	
    
  67	
    
  A	
    dark	
    spirit	
    passed	
    through	
    the	
    wall,	
    sapping	
    it	
    
  and	
     all	
     of	
     its	
     dressings	
     of	
     any	
     resemblance	
     of	
    
  warmth,	
    cheer	
    or	
    good	
    tidings.	
    
  68	
    
  Letters	
     have	
     been	
     cut	
     from	
     various	
     tomes	
     and	
    
  pressed	
    onto	
    the	
    wall,	
    spelling	
    out	
    one	
    or	
    more	
    
  of	
    the	
    PCs’	
    names.	
    
  69	
    
  Countless	
    fist-­‐sized	
    holes,	
    now	
    plugged	
    up	
    with	
    
  mortar,	
    dot	
    the	
    wall.	
    
  70	
    
  The	
    wall	
    is	
    defaced	
    with	
    foul	
    language.	
    
  71	
    
  A	
     random	
     piece	
     of	
     poetry	
     or	
     philosophy	
     has	
    
  been	
    written	
    onto	
    the	
    wall.	
    
  72	
    
  The	
     wall	
     oozes	
     a	
     gooey,	
     amber	
     sap	
     that	
     has	
    
  ensnared	
    thousands	
    of	
    insects.	
    
  73	
    
  A	
     foul,	
     violet	
     mist	
     leaks	
     into	
     the	
     chamber	
     from	
    
  cracks	
    in	
    the	
    wall.	
    
  74	
    
  Countless	
     fist-­‐sized	
     holes	
     dot	
     the	
     wall.	
     A	
     grey	
    
  ooze	
    makes	
    its	
    home	
    in	
    these	
    holes.	
    
  75	
    
  The	
    wall	
    is	
    coated	
    with	
    a	
    grainy	
    substance	
    that,	
    if	
    
  licked,	
    tastes	
    like	
    the	
    individual’s	
    favourite	
    meal.	
    
  76	
    
  The	
     wall	
     is	
     coated	
     with	
     1d6	
     doses	
     of	
     medium	
    
  spider	
    venom..	
    
  77	
    
  Parts	
    of	
    the	
    wall	
    have	
    been	
    removed	
    and	
    piled	
    
  into	
    the	
    centre	
    of	
    the	
    chamber.	
    
  78	
    
  The	
     wall	
     possesses	
     an	
     illusion	
     that	
     causes	
     the	
    
  viewer	
     to	
     see	
     an	
     idealized	
     version	
     of	
     its	
     ideal	
    
  mate.	
    	
    
  79	
    
  Countless	
     fist-­‐sized	
     holes	
     dot	
     the	
     wall.	
     A	
     wasp	
    
  swarm	
    makes	
    its	
    home	
    in	
    these	
    holes.	
    
  80	
    
  Countless	
     fist-­‐sized	
     holes	
     dot	
     the	
     wall.	
     A	
    
  cockroach	
    swarm	
    dwells	
    within.	
    
  81-­‐82	
    
  Any	
     dressings	
     on	
     the	
     wall	
     have	
     been	
     perfected	
    
  by	
    magic,	
    changing	
    them	
    into	
    masterwork	
    items.	
    
  83-­‐84	
    
  The	
     wall	
     is	
     coated	
     with	
     dust	
     from	
     the	
     Shadow	
    
  Plane,	
     dispelling	
     magical	
     light	
     effects	
     present	
    
  within	
    the	
    chamber	
    as	
    magical	
    darkness	
    would.	
    
  85-­‐86	
    
  The	
     wall	
     has	
     been	
     altered	
     by	
     wood	
     or	
     stone-­‐
  warping	
     magic	
     or	
     a	
     similar	
     effect	
     into	
     an	
    
  imperfect	
    form.	
    
  87-­‐88	
    
  Religious	
    symbol	
    is	
    crudely	
    carved	
    into	
    the	
    wall.	
    
  89-­‐93	
    
  Roll	
     once	
     on	
     Table	
     A.	
     The	
     resulting	
     dressing	
     is	
    
  present	
    on	
    the	
    wall,	
    but	
    was	
    clearly	
    added	
    after	
    
  the	
    wall’s	
    construction.	
    
  94-­‐98	
    
  A	
     trap	
     has	
     been	
     built	
     onto	
     (or	
     into)	
     the	
     wall	
    
  following	
    its	
    original	
    construction;	
    see	
    Table	
    C	
    for	
    
  a	
     list	
     of	
     suitable	
     traps.	
     Attempts	
     to	
     locate	
     this	
    
  trap	
    are	
    harder..	
    
  99	
    
  Drab	
    paint	
    covers	
    the	
    wall.	
    Scrutiny	
    reveals	
    the	
    
  faint	
    outline	
    of	
    another	
    painting	
    below	
    it.	
    
  100	
    
  Several	
    bricks	
    have	
    been	
    removed	
    from	
    the	
    wall	
    
  at	
    human	
    head	
    height	
    to	
    reveal	
    an	
    (empty)	
    once-­‐
  secret	
    niche.	
    
  	
    
   
  
  190	
    
  W E L L S :  C H A R A C T E R I S T I C S  &  A P P E A R A N C E  
  Wells	
    are	
    typically	
    used	
    as	
    a	
    method	
    to	
    access	
    potable	
    water	
    by	
    
  communities	
    of	
    all	
    sizes.	
    At	
    its	
    most	
    basic	
    a	
    well	
    only	
    needs	
    to	
    
  access	
    water	
    below	
    ground	
    level.	
    With	
    that	
    said,	
    even	
    a	
    shallow	
    
  hole	
     dug	
     ten	
     feet	
     into	
     the	
     ground	
     to	
     reach	
     the	
     water	
     table	
     is	
    
  considered	
    a	
    well.	
    Wells	
    are	
    important	
    places	
    in	
    dungeons	
    –	
    they	
    
  may	
    contain	
    the	
    only	
    readily	
    accessible	
    water	
    in	
    the	
    entire	
    place.	
    
  Those	
    that	
    control	
    a	
    well	
    can	
    become	
    wealthy	
    charging	
    others	
    to	
    
  draw	
    water.	
    	
    
  	
    
  Wells	
    are	
    created	
    by	
    two	
    methods:	
    
  § 
  Digging:	
    The	
    most	
    basic	
    method	
    of	
    well	
    creation	
    is	
    digging.	
    It	
    is	
    
  dangerous	
    and	
    labour	
    intensive.	
    In	
    most	
    cases	
    these	
    wells	
    are	
    
  lined	
    with	
    brick	
    or	
    stone	
    and	
    are	
    not	
    more	
    than	
    two	
    hundred	
    
  feet	
     deep.	
     Very	
     often	
     these	
     wells	
     are	
     found	
     in	
     areas	
     of	
     soft	
    
  rock	
    or	
    in	
    places	
    where	
    natural	
    fissures	
    in	
    the	
    rock	
    make	
    their	
    
  construction	
    easier.	
    	
    
  § 
  Drilling:	
    Using	
    machinery	
    to	
    drill	
    through	
    stone	
    to	
    access	
    the	
    
  water	
    table	
    is	
    a	
    feat	
    of	
    engineering	
    not	
    available	
    to	
    primitive	
    
  races	
     such	
     as	
     orcs.	
     The	
     construction	
     of	
     this	
     type	
     of	
     well	
     can	
    
  only	
    come	
    from	
    a	
    culture	
    with	
    significant	
    skills	
    in	
    natural	
    and	
    
  applied	
    sciences	
    such	
    as	
    dwarves.	
    Drilled	
    wells	
    go	
    deeper	
    than	
    
  dug	
    wells	
    and	
    are	
    very	
    expensive	
    to	
    construct.	
    They	
    are	
    labour	
    
  intensive	
    and	
    the	
    craftsmen	
    must	
    be	
    skilful.	
    	
    
  G E T T I N G  T H E  W A T E R  
  To	
    draw	
    water	
    from	
    a	
    well,	
    typically	
    some	
    form	
    of	
    container	
    is	
    
  used,	
    lowered	
    by	
    a	
    rope	
    or	
    chain.	
    This	
    is	
    either	
    done	
    by	
    hand	
    or	
    
  with	
    a	
    crank.	
    Builders	
    capable	
    of	
    advanced	
    engineering	
    may	
    also	
    
  install	
     a	
     hand	
     pump	
     that	
     draws	
     up	
     water	
     to	
     store	
     in	
     a	
     nearby	
    
  pool	
    or	
    other	
    easily	
    accessible	
    storage	
    system.	
    	
    
  W A T E R  Q U A L I T Y  
  A	
    well	
    can	
    vary	
    greatly	
    in	
    depth	
    and	
    depends	
    on	
    how	
    deep	
    the	
    
  water	
    lies.	
    Water	
    drawn	
    from	
    a	
    well	
    typically	
    contains	
    more	
    than	
    
  just	
    water.	
    Minerals	
    from	
    the	
    surrounding	
    rock,	
    which	
    leech	
    in	
    
  from	
    the	
    strata	
    may	
    flavour	
    the	
    water.	
    In	
    some	
    cases	
    the	
    water	
    
  can	
     become	
     contaminated	
     by	
     other	
     toxins	
     or	
     parasites.	
     Either	
    
  may	
    happen	
    by	
    leeching	
    or	
    indirect	
    or	
    direct	
    contamination.	
    (See	
    
  page	
    6	
    for	
    more	
    information	
    about	
    well	
    quality).	
    
  	
    
  	
    
  
  191	
    
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     characteristics	
     for	
     your	
    
  wells.	
     Some	
     features	
     listed	
     below	
     may	
     be	
     inappropriate	
     based	
    
  on	
     your	
     dungeon’s	
     setup	
     –	
     ignore	
     or	
     modify	
     such	
     entries	
     as	
    
  appropriate.	
    
  D%	
    
  	
    
  01-­‐05	
    
  A	
    tumbled	
    stone	
    wall	
    surrounds	
    this	
    well;	
    a	
    small	
    
  wooden	
    bucket	
    tied	
    to	
    a	
    rope	
    lies	
    nearby.	
    	
    
  06-­‐10	
    
  An	
     iron	
     grate	
     covers	
     this	
     well.	
     The	
     central	
    
  portion	
     can	
     be	
     opened	
     to	
     access	
     the	
     water	
    
  below.	
    The	
    iron	
    is	
    slightly	
    rusted.	
    
  11-­‐12	
    
  Ironbound	
     corners	
     reinforce	
     this	
     wood-­‐walled	
    
  well.	
    	
    
  13-­‐14	
    
  A	
     pile	
     of	
     disemboweled,	
     petrified	
     corpses	
     form	
    
  the	
    wall	
    surrounding	
    this	
    well	
    of	
    blood	
    and	
    bile.	
    	
    
  15-­‐16	
    
  Carved	
     reliefs	
     of	
     the	
     coastline	
     and	
     a	
     rising	
     sun	
    
  adorn	
    the	
    walls	
    of	
    this	
    solid	
    stone	
    well.	
    	
    
  17-­‐18	
    
  Two	
    small	
    stone	
    buckets	
    sit	
    next	
    to	
    an	
    open	
    hole.	
    
  Vines	
    attach	
    the	
    buckets	
    to	
    a	
    rough	
    tree	
    stump.	
    	
    
  19-­‐20	
    
  Four	
    solid	
    six-­‐inch	
    thick	
    slabs	
    of	
    obsidian	
    form	
    a	
    
  crude	
    box	
    around	
    a	
    low	
    water	
    well.	
    	
    
  21-­‐22	
    
  Sunken	
    in	
    a	
    low	
    hollow	
    this	
    well	
    is	
    filled	
    nearly	
    to	
    
  the	
    top.	
    The	
    water	
    is	
    fresh	
    and	
    pure.	
    
  23-­‐24	
    
  Long	
     blocks	
     of	
     stone	
     interlock	
     to	
     form	
     a	
     wall	
    
  bound	
    with	
    corroded	
    iron	
    bands.	
    
  25-­‐26	
    
  A	
    double	
    door	
    lid,	
    secured	
    by	
    iron	
    hinges	
    and	
    a	
    
  sliding	
    bolt,	
    tops	
    this	
    circular	
    brick	
    well.	
    	
    
  27-­‐28	
    
  A	
     70-­‐foot	
     long	
     slope	
     steeply	
     downward.	
     Paved	
    
  with	
    small	
    flagstones	
    it	
    ends	
    at	
    a	
    shallow	
    pool.	
    	
    
  29-­‐30	
    
  Octagonal	
     in	
     shape	
     a	
     rough-­‐hewn	
     stone	
     wall	
    
  with	
     two	
     low	
     semi-­‐circular	
     dips	
     opposite	
     each	
    
  other	
     surrounds	
     this	
     well.	
     A	
     log	
     acts	
     as	
     a	
    
  crankshaft	
    for	
    the	
    wooden	
    bucket.	
    	
    
  31-­‐32	
    
  An	
    inverted	
    step	
    pyramid	
    descends	
    80	
    feet	
    to	
    a	
    
  small	
     stone	
     platform	
     and	
     pool.	
     The	
     steps	
     are	
    
  steep	
    and	
    worn	
    in	
    places.	
    
  33-­‐34	
    
  Many	
     humanoid	
     skulls	
     are	
     mortared	
     into	
     the	
    
  walls	
    of	
    this	
    circular	
    wall.	
    	
    
  35-­‐36	
    
  Esoteric	
     knowledge	
     reveals	
     the	
     well	
     hole	
     is	
    
  actually	
    the	
    bore	
    hole	
    of	
    a	
    purple	
    worm.	
    	
    
  37-­‐38	
    
  Leg	
    bones	
    of	
    many	
    large	
    creatures	
    decorate	
    the	
    
  top	
    portion	
    of	
    this	
    150-­‐foot	
    deep	
    dry	
    well.	
    They	
    
  make	
    climbing	
    easy.	
    
  39-­‐40	
    
  Wooden	
    carved	
    staves	
    from	
    a	
    barrel	
    form	
    a	
    tub	
    
  atop	
    this	
    covered	
    well.	
    	
    
  41-­‐42	
    
  A	
     cast	
     iron	
     hand	
     pump	
     draws	
     water	
     from	
     this	
    
  stone	
    slab	
    covered	
    well.	
    	
    
  43-­‐44	
    
  This	
     open	
     hole	
     follows	
     a	
     natural	
     fissure	
     in	
     the	
    
  rock	
    as	
    it	
    twists	
    down	
    to	
    a	
    small	
    pool.	
    	
    
  45-­‐46	
    
  A	
     leather	
     bucket	
     dropped	
     by	
     a	
     tightly	
     woven	
    
  rope	
    descends	
    into	
    a	
    three-­‐foot	
    hole	
    that	
    opens	
    
  into	
    a	
    cavern	
    aquifer.	
    	
    
  47-­‐48	
    
  Cut	
    stone	
    forms	
    a	
    runoff	
    basin	
    ten-­‐foot	
    by	
    ten-­‐
  foot	
    square	
    and	
    one-­‐foot	
    deep.	
    Water	
    is	
    drawn	
    
  by	
    hand	
    pump.	
    	
    
  49-­‐50	
    
  Cube-­‐shaped	
    slabs	
    of	
    rose	
    granite	
    form	
    the	
    walls	
    
  of	
    this	
    well.	
    	
    
  51-­‐52	
    
  Terra	
     cotta	
     tiles	
     roof	
     the	
     wooden	
     frame	
    
  surrounding	
    this	
    five-­‐foot	
    wide	
    diameter	
    well.	
    	
    
  53-­‐54	
    
  The	
    eight	
    walls	
    of	
    this	
    octagonal	
    wall	
    each	
    depict	
    
  in	
    bright	
    tile	
    mosaics	
    the	
    daily	
    live	
    of	
    tradesmen.	
    	
    
  55-­‐56	
    
  Sharp	
    shards	
    of	
    piled	
    rock	
    surround	
    an	
    open	
    hole	
    
  in	
    the	
    ground.	
    	
    
  57-­‐58	
    
  A	
     crude	
     wooden	
     bridge	
     crosses	
     this	
     ten-­‐foot	
    
  diameter	
    hole.	
    
  59-­‐60	
    
  Bricks	
    of	
    gold	
    travertine	
    marble	
    form	
    the	
    round	
    
  wall	
     of	
     this	
     well.	
     A	
     simple	
     wooden	
     roof	
     stands	
    
  over	
    the	
    well.	
    	
    
  61-­‐62	
    
  A	
     stone	
     wall	
     surrounds	
     this	
     dug	
     earth	
     well.	
     A	
    
  thick	
    tangle	
    of	
    roots	
    grow	
    through	
    its	
    walls.	
    	
    
  63-­‐64	
    
  A	
     wide	
     thatch	
     roof	
     provides	
     shelter	
     for	
     those	
    
  using	
    the	
    well	
    from	
    the	
    water	
    dripping	
    from	
    the	
    
  ceiling	
    above.	
    	
    
  65-­‐66	
    
  Intricate	
     locking	
     stones	
     carved	
     as	
     puzzle	
     pieces	
    
  form	
    the	
    walls	
    of	
    the	
    well.	
    	
    
  67-­‐68	
    
  This	
     25-­‐foot	
     diameter	
     stone-­‐walled	
     well	
     has	
     a	
    
  spiral	
    stone	
    stair	
    cut	
    into	
    its	
    side.	
    	
    
  69-­‐70	
    
  Slightly	
     pink	
     hued	
     crystals	
     form	
     a	
     low	
     wall	
    
  around	
    a	
    perfectly	
    carved	
    circular	
    well.	
    	
    
  71-­‐72	
    
  This	
     square	
     walled	
     well	
     has	
     a	
     green	
     marble	
    
  column	
    at	
    each	
    corner;	
    there	
    is	
    no	
    roof.	
    	
    
  73-­‐74	
    
  A	
    rough	
    pile	
    of	
    stones	
    form	
    the	
    walls	
    of	
    this	
    well.	
    
  A	
    large	
    skull	
    –	
    the	
    eye	
    sockets	
    and	
    mouth	
    filled	
    
  with	
    wax	
    –	
    serves	
    as	
    a	
    bucket.	
    	
    
  75-­‐76	
    
  Packed	
     earth	
     forms	
     a	
     smooth	
     patio	
     around	
     an	
    
  open	
    hole	
    in	
    the	
    dirt.	
    	
    
  77-­‐78	
    
  This	
    capped	
    well	
    is	
    flanked	
    by	
    a	
    foot	
    pump	
    which	
    
  draws	
    water	
    from	
    the	
    water	
    far	
    below.	
    	
    
  79-­‐80	
    
  Bronze	
     lion	
     faces,	
     placed	
     at	
     each	
     cardinal	
    
  compass	
     point	
     on	
     the	
     wood	
     and	
     stucco	
     walled	
    
  well,	
    glower	
    at	
    those	
    drawing	
    water.	
    	
    
  81-­‐82	
    
  Dark	
    red	
    brick	
    walls	
    form	
    a	
    rough	
    circle	
    around	
    
  this	
     well.	
     The	
     top	
     of	
     the	
     wall	
     is	
     thick	
     with	
     the	
    
  shards	
    of	
    broken	
    weapons.	
    	
    
  83-­‐84	
    
  Carved	
     figures	
     of	
     miner	
     working	
     in	
     the	
     mines	
    
  cover	
    the	
    walls	
    of	
    these	
    three	
    small	
    wells.	
    
  85-­‐86	
    
  The	
    stone	
    floor	
    is	
    ominously	
    riddled	
    with	
    cracks	
    
  radiating	
    outwards	
    from	
    this	
    well.	
    
  87-­‐88	
    
  Ropes	
     attached	
     to	
     pulleys	
     suspended	
     from	
     the	
    
  roof	
     provide	
     the	
     means	
     of	
     drawing	
     water	
     from	
    
  this	
    well.	
    
  89-­‐90	
    
  Copper	
    nails	
    and	
    other	
    symbols	
    of	
    storms	
    adorn	
    
  the	
    wooden	
    beams	
    of	
    this	
    unroofed	
    well.	
    	
    
  91-­‐92	
    
  Adobe-­‐like	
     mud	
     walls	
     surround	
     the	
     well;	
     a	
     half	
    
  dome	
    roof	
    partially	
    covers	
    the	
    structure.	
    	
    
  93-­‐94	
    
  Carved	
    stone	
    imps	
    lock	
    arms	
    to	
    form	
    the	
    walls	
    of	
    
  the	
    well	
    and	
    the	
    supports	
    for	
    the	
    roof.	
    	
    
  95-­‐99	
    
  This	
     cut	
     stone	
     well	
     has	
     a	
     side	
     tunnel	
     ten	
     feet	
    
  down	
    in	
    the	
    wall	
    that	
    runs	
    roughly	
    eastwards	
    for	
    
  30	
    ft.	
    
  100	
    
  The	
    dome	
    of	
    an	
    iron	
    cage	
    covers	
    this	
    well	
    hole.	
    It	
    
  is	
    accessed	
    by	
    a	
    locked	
    gate.	
    
  	
    
  	
    
   
  
  192	
    
  W E L L S :  D R E S S I N G  &  F E A T U R E S  
  Use	
     this	
     table	
     to	
     generate	
     interesting	
     features	
     for	
     your	
     wells.	
    
  Some	
    features	
    listed	
    below	
    may	
    be	
    inappropriate	
    based	
    on	
    your	
    
  dungeon’s	
    setup	
    –	
    ignore	
    or	
    modify	
    such	
    entries	
    as	
    appropriate.	
    
  D%	
    
  	
    
  1	
    
  The	
     well	
     contains	
     fetid	
     water;	
     the	
     wooden	
    
  structure	
    is	
    unstable	
    and	
    dangerous.	
    	
    
  2	
    
  The	
    entire	
    structure	
    of	
    the	
    well	
    is	
    decorated	
    with	
    
  red	
    ochre,	
    ogre-­‐sized	
    hand	
    prints.	
    	
    
  3	
    
  This	
     dry	
     well	
     is	
     filled	
     with	
     thick	
     cobwebs	
     and	
    
  cocooned	
    small	
    animals.	
    	
    
  4	
    
  Scorch	
    marks	
    and	
    soot	
    cover	
    the	
    ground	
    around	
    
  the	
    well.	
    
  5	
    
  The	
    burned	
    wooden	
    supports	
    and	
    the	
    roof	
    have	
    
  collapsed	
    and	
    partially	
    cover	
    the	
    well	
    opening.	
    	
    
  6	
    
  The	
     well	
     is	
     covered	
     by	
     a	
     thick	
     sheet	
     of	
     leaded	
    
  glass.	
    	
    
  7	
    
  The	
     droppings	
     of	
     giant	
     centipedes	
     cover	
     the	
    
  ground	
    around	
    the	
    well.	
    
  8	
    
  Small	
    rectangular	
    holes	
    are	
    cut	
    through	
    the	
    well	
    
  wall;	
    two	
    brass	
    bars	
    lean	
    against	
    it.	
    
  9	
    
  A	
     sigil	
     depicting	
     crossed	
     falchions	
     has	
     been	
    
  chiselled	
    into	
    the	
    ground	
    near	
    the	
    well.	
    
  10	
    
  The	
    rope	
    for	
    the	
    bucket	
    has	
    been	
    cut.	
    
  11	
    
  Fresh	
     blood	
     splatters	
     cover	
     the	
     ground	
     around	
    
  the	
    well.	
    
  12	
    
  Fresh	
    mortar,	
    abandoned	
    tools	
    and	
    fresh	
    blood	
    
  cover	
    the	
    floor.	
    Tracks	
    lead	
    away	
    from	
    the	
    well.	
    	
    
  13	
    
  A	
    shallow	
    trench	
    leads	
    away	
    from	
    the	
    well.	
    	
    
  14	
    
  The	
    well	
    stands	
    in	
    a	
    small	
    alcove	
    hacked	
    out	
    of	
    
  the	
    living	
    rock;	
    the	
    niche	
    walls	
    are	
    sharp.	
    
  15	
    
  The	
    walls,	
    roof	
    and	
    its	
    supports	
    for	
    the	
    well	
    have	
    
  collapsed	
    choking	
    its	
    mouth	
    with	
    debris.	
    	
    
  16	
    
  Stalagmites	
     and	
     stalactites	
     from	
     a	
     cage-­‐like	
    
  structure	
    around	
    the	
    well.	
    	
    
  17	
    
  As	
     the	
     PCs	
     approach	
     the	
     well	
     a	
     moaning	
     wind	
    
  issues	
    forth	
    from	
    it.	
    
  18	
    
  The	
    water	
    in	
    the	
    well	
    is	
    fouled;	
    drinking	
    it	
    causes	
    
  the	
    nauseated	
    condition.	
    	
    
  19	
    
  A	
    pile	
    of	
    basic	
    adventuring	
    gear	
    lies	
    neatly	
    next	
    
  to	
    the	
    well.	
    	
    
  20	
    
  The	
     well’s	
     pulley	
     mechanism	
     is	
     torn	
     from	
    
  supports;	
    the	
    rope	
    is	
    cut	
    into	
    several	
    sections.	
    	
    
  21	
    
  The	
    hacked	
    and	
    rotting	
    remains	
    of	
    a	
    violet	
    fungi	
    
  lies	
    next	
    to	
    the	
    well.	
    	
    
  22	
    
  Chewed	
     and	
     splintered	
     bones	
     litter	
     the	
     ground	
    
  around	
    the	
    well.	
    	
    
  23	
    
  The	
     entire	
     well	
     has	
     fallen	
     into	
     a	
     15-­‐foot	
     deep	
    
  sinkhole;	
    rough	
    steps	
    lead	
    down	
    to	
    its	
    tumbled	
    
  wall.	
    	
    
  24	
    
  A	
    crude	
    wooden	
    structure	
    is	
    built	
    over	
    the	
    well;	
    
  manacles	
    are	
    mounted	
    to	
    each	
    upright.	
    	
    
  25	
    
  The	
    well’s	
    walls	
    have	
    been	
    pulverized	
    into	
    gravel	
    
  and	
    scattered	
    around	
    its	
    mouth.	
    	
    
  26	
    
  Many	
     stones	
     from	
     the	
     well’s	
     wall	
     have	
     been	
    
  removed	
     and	
     replaced	
     with	
     human	
     skulls,	
    
  packed	
    with	
    mud.	
    	
    
  27	
    
  Delicate	
     chalk	
     writing	
     (in	
     Undercommon)	
     says	
    
  “Drink,	
    friend.”	
    
  28	
    
  The	
     well	
     walls	
     are	
     cool	
     to	
     the	
     touch.	
     Lower	
    
  down,	
    ice	
    covers	
    the	
    bare	
    rock.	
    
  29	
    
  Footsteps	
     and	
     parallel	
     drag	
     marks	
     lead	
     around	
    
  the	
    well.	
    
  30	
    
  In	
    Goblin	
    crude	
    writing,	
    scrawled	
    in	
    blood,	
    says	
    
  “Humans	
     here”	
     and	
     an	
     arrow	
     points	
     into	
     the	
    
  well.	
    	
    
  31	
    
  The	
     well	
     is	
     well	
     maintained	
     and	
     is	
     in	
     good	
    
  condition.	
    	
    
  32	
    
  Wet	
    footprints	
    lead	
    away	
    from	
    the	
    well.	
    
  33	
    
  The	
    area	
    around	
    the	
    well	
    smells	
    of	
    wet	
    dog.	
    
  34	
    
  The	
    sound	
    of	
    something	
    thrashing	
    about	
    in	
    the	
    
  water	
    echoes	
    from	
    far	
    below.	
    	
    
  35	
    
  The	
    smell	
    of	
    rotting	
    flesh	
    days	
    old	
    flows	
    from	
    the	
    
  well’s	
    depths.	
    	
    
  36	
    
  Wide	
     cracks	
     in	
     the	
     floor	
     radiate	
     out	
     from	
     the	
    
  tumbled	
    well’s	
    walls.	
    	
    
  37	
    
  A	
     faint	
     glow	
     from	
     phosphorescent	
     moss	
    
  illuminates	
    the	
    water	
    at	
    the	
    bottom	
    of	
    the	
    well.	
    	
    
  38	
    
  A	
    battered	
    helmet	
    rests	
    on	
    the	
    well’s	
    wall.	
    Of	
    the	
    
  owner,	
    there	
    is	
    no	
    sign.	
    
  39	
    
  A	
    grinning	
    skull	
    hangs	
    from	
    a	
    thin	
    rope	
    above	
    the	
    
  well.	
    
  40	
    
  Slightly	
    sour	
    water	
    fills	
    the	
    well;	
    it	
    is	
    safe	
    to	
    drink	
    
  but	
    tastes	
    “flat.”	
    	
    
  41	
    
  At	
     the	
     bottom	
     of	
     the	
     well	
     are	
     the	
     skeletal	
    
  remains	
     of	
     two	
     halflings	
     resting	
     on	
     a	
     small,	
    
  slippery	
    ledge.	
    Their	
    gear	
    has	
    rotted	
    away.	
    	
    
  42	
    
  At	
     the	
     bottom	
     of	
     this	
     shallow	
     ten-­‐foot	
     well	
     a	
    
  donkey	
     is	
     trapped.	
     It	
     is	
     covered	
     in	
     mud	
     and	
     is	
    
  cold	
    and	
    shivering.	
    
  43	
    
  One	
     set	
     of	
     wet,	
     webbed	
     footprints	
     lead	
     away	
    
  from	
    the	
    well.	
    	
    
  44	
    
  A	
    tangle	
    of	
    roots	
    pierce	
    the	
    well’s	
    walls	
    and	
    hang	
    
  down	
    into	
    the	
    water	
    below.	
    
  45	
    
  Ghostly	
    faces	
    swirl	
    about	
    in	
    the	
    inky	
    black	
    liquid	
    
  that	
    fills	
    this	
    well.	
    	
    
  46	
    
  The	
     stone	
     walls	
     of	
     the	
     well	
     have	
     been	
    
  transformed	
     into	
     quivering,	
     rotting	
     flesh.	
     The	
    
  flesh	
    oozes	
    pus	
    into	
    the	
    water	
    below.	
    
  47	
    
  A	
    long	
    ladder	
    rests	
    against	
    the	
    well’s	
    wall.	
    
  48	
    
  Stones	
    and	
    rubble	
    have	
    been	
    dumped	
    about	
    the	
    
  well	
    to	
    hide	
    it.	
    
  49	
    
  The	
    well	
    smells	
    like	
    a	
    latrine.	
    	
    
  50	
    
  The	
    fresh	
    corpses	
    of	
    three	
    goblins	
    lie	
    mangled	
    on	
    
  the	
    ground	
    about	
    the	
    well.	
    	
    
  51	
    
  An	
     odd,	
     unidentifiable	
     slime	
     trail	
     runs	
     past	
     the	
    
  well.	
    
  52	
    
  A	
     section	
     of	
     the	
     well	
     wall	
     has	
     fallen	
     in,	
     partly	
    
  blocking	
    its	
    shaft.	
    	
    
  
  193	
    
  53	
    
  Gutted	
    candles	
    float	
    on	
    the	
    water's	
    surface.	
    	
    
  54	
    
  A	
    weak	
    whirlpool	
    effect	
    stirs	
    the	
    well’s	
    water.	
    	
    
  55	
    
  A	
    broken	
    longsword	
    lies	
    near	
    the	
    well;	
    its	
    blade	
    
  is	
    covered	
    in	
    dried	
    blood.	
    
  56	
    
  A	
    crudely	
    carved	
    arrow	
    has	
    been	
    carved	
    into	
    the	
    
  ground;	
    it	
    points	
    away	
    from	
    the	
    well.	
    	
    
  57	
    
  A	
    cage	
    large	
    enough	
    for	
    one	
    human	
    dangles	
    over	
    
  the	
     well.	
     A	
     crank	
     enables	
     it	
     to	
     be	
     lowered	
     into	
    
  the	
    water	
    below.	
    
  58	
    
  A	
    complex	
    hand	
    crank	
    provides	
    water	
    from	
    this	
    
  deep	
    well;	
    it	
    is	
    easily	
    operated	
    (and	
    just	
    as	
    easily	
    
  sabotaged).	
    	
    
  59	
    
  The	
     sound	
     of	
     loud	
     splashing	
     echoes	
     from	
     the	
    
  well;	
     the	
     water	
     within	
     is	
     turbulent	
     but	
     no	
    
  creature	
    is	
    visible.	
    
  60	
    
  A	
    faint	
    purple	
    and	
    silver	
    mist	
    rises	
    from	
    the	
    well.	
    	
    
  61	
    
  Three	
     buckets	
     stand	
     next	
     to	
     the	
     well;	
     all	
     have	
    
  had	
    their	
    bottoms	
    smashed	
    out.	
    
  62	
    
  Ghostly	
     grey	
     puff	
     balls	
     of	
     fungi	
     cover	
     the	
     inner	
    
  wall	
    of	
    the	
    well	
    down	
    to	
    the	
    waterline.	
    	
    
  63	
    
  Sand,	
    gravel	
    and	
    rocks	
    fill	
    this	
    well.	
    No	
    water	
    can	
    
  be	
    extracted	
    from	
    within.	
    	
    
  64	
    
  This	
    dry	
    well	
    has	
    been	
    used	
    as	
    a	
    rubbish	
    dump.	
    
  The	
    stench	
    of	
    decaying	
    emanates	
    from	
    within.	
    
  65	
    
  A	
    dry,	
    hot	
    wind	
    carrying	
    the	
    smell	
    of	
    sulphur	
    and	
    
  drifting	
    ash	
    blows	
    up	
    from	
    the	
    well.	
    	
    
  66	
    
  Tiny	
    glowing	
    fish	
    swim	
    in	
    the	
    well’s	
    waters.	
    	
    
  67	
    
  The	
    well	
    uses	
    a	
    crank	
    shaft	
    to	
    draw	
    up	
    water,	
    but	
    
  it	
    is	
    badly	
    damaged;	
    turning	
    the	
    crank	
    causes	
    the	
    
  mechanism	
    to	
    fall	
    out	
    of	
    the	
    ceiling.	
    	
    
  68	
    
  The	
    water	
    is	
    body	
    temperature.	
    	
    
  69	
    
  A	
    tight	
    wisp	
    of	
    smoke	
    rises	
    from	
    the	
    well;	
    a	
    still	
    
  smouldering	
    discarded	
    torch	
    lies	
    on	
    a	
    ledge	
    just	
    
  above	
    the	
    waterline.	
    	
    
  70	
    
  A	
     column	
     of	
     light	
     projects	
     up	
     from	
     the	
     well	
    
  opening	
    for	
    ten	
    seconds.	
    	
    
  71	
    
  The	
     smeared	
     remains	
     of	
     a	
     message	
     written	
     in	
    
  charcoal	
    
  decorate	
    
  the	
    
  well’s	
    
  wall.	
    
  It	
    
  is	
    
  unreadable.	
    	
    
  72	
    
  This	
     old	
     well	
     is	
     covered	
     with	
     an	
     obviously	
     new	
    
  iron	
    grate.	
    	
    
  73	
    
  The	
    water	
    in	
    the	
    well	
    is	
    heavy	
    with	
    dust	
    and	
    grit;	
    
  it	
    must	
    be	
    strained	
    before	
    drinking.	
    	
    
  74	
    
  A	
    shattered	
    clay	
    pot	
    lies	
    on	
    the	
    floor;	
    among	
    the	
    
  shards,	
    lies	
    a	
    grotesquely	
    gnarled	
    severed	
    hand.	
    	
    
  75	
    
  A	
     plume	
     of	
     red	
     algae	
     grows	
     upon	
     the	
     water	
     in	
    
  this	
    old,	
    abandoned	
    well.	
    	
    
  76	
    
  The	
     top	
     of	
     the	
     well’s	
     wall	
     is	
     covered	
     with	
     half-­‐
  burned	
    candles	
    of	
    several	
    different	
    colours.	
    	
    
  77	
    
  The	
    ceiling	
    above	
    the	
    well	
    is	
    scared	
    by	
    acid.	
    
  78	
    
  Though	
     empty	
     and	
     dry,	
     the	
     well	
     hole	
     is	
     filled	
    
  with	
     bobbing	
     and	
     blinking	
     tiny	
     points	
     of	
     light.	
    
  (These	
     are	
     tiny	
     phosphorescent	
     flying	
     insects	
    
  that	
    dwell	
    in	
    the	
    well).	
    
  79	
    
  The	
     skeletal	
     remains	
     of	
     a	
     dwarf	
     in	
     tattered	
    
  armour	
    are	
    tangled	
    in	
    chains	
    running	
    down	
    into	
    
  the	
    well.	
    	
    
  80	
    
  A	
    burned	
    roof	
    and	
    the	
    remains	
    of	
    charred	
    arrows	
    
  litter	
    the	
    area	
    around	
    the	
    well.	
    	
    
  81	
    
  The	
     well’s	
     bucket	
     has	
     been	
     replaced	
     with	
     a	
    
  three-­‐foot	
    diameter	
    tarnished	
    brass	
    bell.	
    	
    
  82	
    
  The	
     well	
     has	
     crumbled	
     into	
     a	
     ruin.	
     The	
     wall	
    
  collapses	
    in	
    the	
    well	
    if	
    touched	
    making	
    a	
    series	
    of	
    
  loud	
    splashes.	
    	
    
  83	
    
  A	
    host	
    of	
    bats	
    dwell	
    in	
    the	
    well.	
    	
    
  84	
    
  The	
    statues	
    of	
    two	
    female	
    drow	
    stand	
    nearby.	
    	
    
  85	
    
  Coins	
     have	
     been	
     hammered	
     into	
     the	
     cracks	
     in	
    
  the	
     floor	
     surrounding	
     the	
     well;	
     25	
     gp	
     worth	
     of	
    
  bent	
    and	
    twisted	
    copper	
    and	
    silver	
    coins	
    can	
    be	
    
  recovered.	
    
  86	
    
  Casual	
     scrutiny	
     reveals	
     the	
     submerged	
     skeletal	
    
  remains	
     of	
     a	
     humanoid	
     at	
     the	
     bottom	
     of	
     the	
    
  well.	
    
  87	
    
  This	
     dry	
     well	
     is	
     the	
     camouflaged	
     entrance	
     to	
     a	
    
  warren	
    of	
    small	
    tunnels.	
    
  88	
    
  This	
    well	
    is	
    over	
    100-­‐foot	
    deep,	
    and	
    narrows	
    as	
    it	
    
  delves	
    deep	
    into	
    the	
    rock.	
    
  89	
    
  An	
     iron	
     ladder	
     descends	
     into	
     the	
     well;	
     the	
    
  bottom	
    half	
    is	
    missing.	
    
  90	
    
  The	
     sounds	
     of	
     sobbing	
     emanate	
     from	
     the	
     well.	
    
  Perceptive	
     characters	
     realise	
     this	
     sound	
     is	
    
  actually	
    the	
    sound	
    of	
    running	
    water	
    issuing	
    from	
    
  far	
    below.	
    
  91	
    
  Dark	
     blue	
     fungus	
     grows	
     in	
     the	
     well.	
     Disturbing	
    
  the	
    fungus	
    releases	
    a	
    cloud	
    of	
    (harmless)	
    spores.	
    
  92	
    
  The	
    gleam	
    of	
    a	
    few	
    copper	
    and	
    silver	
    coins	
    can	
    
  be	
    made	
    out	
    at	
    the	
    bottom	
    of	
    this	
    well.	
    	
    
  93	
    
  Half	
     the	
     body	
     of	
     a	
     human	
     adventurer	
     lies	
     near	
    
  the	
    well;	
    he	
    appears	
    to	
    have	
    been	
    literally	
    bitten	
    
  in	
    half.	
    	
    
  94	
    
  Jets	
     of	
     fire	
     erupt	
     from	
     the	
     well	
     in	
     spiralling	
    
  tornados	
    of	
    smoke	
    and	
    heat.	
    
  95	
    
  The	
    
  well	
    
  water	
    
  has	
    
  recently	
    
  had	
    
  fresh	
    
  honeysuckle	
     flowers	
     cast	
     into	
     it,	
     a	
     thick	
     layer	
    
  obscures	
    the	
    water.	
    	
    
  96	
    
  The	
    well	
    is	
    an	
    illusion,	
    designed	
    to	
    torment	
    those	
    
  desperate	
    to	
    drink.	
    	
    
  97	
    
  A	
    wall	
    of	
    bones	
    once	
    surrounded	
    the	
    well;	
    it	
    has	
    
  been	
    smashed	
    apart	
    –	
    debris	
    lies	
    scattered	
    about	
    
  the	
    chamber.	
    
  98	
    
  Recent	
    signs	
    of	
    a	
    campfire	
    mar	
    the	
    ground	
    near	
    
  this	
    well.	
    The	
    fire’s	
    embers	
    are	
    still	
    damp,	
    and	
    an	
    
  upturned	
    bucket	
    lies	
    nearby.	
    
  99	
    
  Four	
     iron	
     spikes	
     have	
     been	
     rammed	
     into	
     the	
    
  walls	
     of	
     the	
     well;	
     stout	
     ropes	
     hang	
     from	
     each	
    
  one.	
    At	
    the	
    bottom	
    a	
    narrow	
    tunnel	
    leads	
    to	
    the	
    
  north.	
    
  100	
    
  The	
     top	
     of	
     the	
     well	
     has	
     been	
     covered	
     with	
     a	
    
  permanent	
     wall	
     of	
     opaque	
     magical	
     force;	
    
  beneath	
     glimmers	
     the	
     unmistakable	
     glint	
     of	
    
  submerged	
    gold.	
    
  	
    
  	
    
  
  194	
    
   
   
  
  195	
    
   
   
   
   
   
   
   
   
   
   
  RIDDLES 
   
  
  196	
    
  D E S I G N I N G  R I D D L E S  
  Riddles	
     come	
     in	
     two	
     main	
     types:	
     wordplay	
     or	
     language-­‐
  dependent	
     riddles,	
     and	
     descriptive	
     riddles.	
     Both	
     types	
     may	
    
  rhyme,	
    but	
    have	
    no	
    requirement	
    to	
    do	
    so.	
    Descriptive	
    riddles	
    are	
    
  the	
     older	
     type	
     and	
     were	
     a	
     common	
     entertainment	
     among	
    
  Vikings	
    and	
    Anglo-­‐Saxons	
    during	
    the	
    winter,	
    when	
    the	
    snow	
    was	
    
  too	
    deep	
    for	
    much	
    outside	
    activity.	
    Many	
    of	
    them	
    were	
    also	
    full	
    
  of	
    innuendo,	
    and	
    in	
    their	
    original	
    form	
    were	
    rhymed	
    and	
    set	
    to	
    
  music	
    to	
    be	
    sung.	
    They	
    tend	
    to	
    be	
    longer	
    than	
    word-­‐play	
    riddles,	
    
  but	
    easier	
    to	
    guess,	
    and	
    as	
    the	
    name	
    indicates,	
    they	
    describe	
    the	
    
  object	
    in	
    question	
    at	
    length,	
    without	
    once	
    ever	
    mentioning	
    that	
    
  object’s	
    name.	
    A	
    classic	
    example	
    of	
    this	
    is	
    the	
    Sphinx’s	
    riddle:	
    
  What	
    walks	
    on	
    four	
    legs	
    in	
    the	
    morning,	
    
  	
    
  Two	
    legs	
    in	
    the	
    middle	
    of	
    the	
    day,	
    	
    
  And	
    three	
    legs	
    in	
    the	
    evening?	
    	
    
  A:	
    A	
    man	
    
  	
    
  Oracles,	
    auguries	
    and	
    fortune-­‐tellers	
    also	
    commonly	
    speak	
    in	
    
  descriptive	
     riddles,	
     although	
     these	
     tend	
     to	
     be	
     about	
     events	
    
  rather	
    than	
    objects.	
    Descriptive	
    riddles	
    are	
    the	
    hardest	
    to	
    make	
    
  up	
    on	
    the	
    spot,	
    but	
    the	
    simplest	
    to	
    use	
    once	
    created.	
    
  	
    
  Wordplay	
     or	
     language-­‐dependent	
     riddles	
     are	
     both	
     a	
     more	
    
  recent	
    development	
    and	
    more	
    varied.	
    Some	
    rely	
    on	
    simple	
    puns	
    
  and	
    multiple	
    meanings	
    such	
    as:	
    
  	
    
  When	
    is	
    a	
    dungeon	
    door	
    not	
    a	
    door?	
    	
    
  A:	
    When	
    it’s	
    a	
    jar	
    
  	
    
  Others	
     give	
     out	
     a	
     clue	
     for	
     each	
     letter	
     of	
     the	
     answer.	
     For	
    
  example:	
    
  My	
    first	
    is	
    in	
    seeks,	
    but	
    not	
    in	
    looks,	
    	
    
  	
    
  My	
    second	
    in	
    text,	
    but	
    not	
    in	
    took.	
    	
    
  My	
    third	
    is	
    in	
    flea,	
    but	
    never	
    in	
    flight,	
    	
    
  	
    
  My	
    fourth	
    is	
    in	
    maybe	
    and	
    also	
    in	
    might.	
    	
    
  My	
    fifth	
    is	
    in	
    pea,	
    but	
    not	
    in	
    bean,	
    	
    
  	
    
  My	
    sixth	
    in	
    royal,	
    but	
    not	
    in	
    queen.	
    	
    
  My	
    last	
    is	
    in	
    pigeon	
    and	
    also	
    in	
    dove,	
    	
    
  	
    
  My	
    whole	
    was	
    written	
    out	
    clearly	
    above.	
    	
    
  A:	
    Example	
    
  	
    
  A	
    variant	
    on	
    this	
    type	
    of	
    spelling	
    riddle	
    is	
    the	
    acrostic,	
    where	
    
  the	
    first	
    letter	
    of	
    each	
    line	
    spells	
    out	
    the	
    answer	
    to	
    the	
    riddle.	
    In	
    
  the	
    riddle	
    below,	
    the	
    lines	
    describe,	
    while	
    the	
    initial	
    letters	
    spell	
    
  out	
    the	
    answer.	
    It	
    also	
    twists	
    things	
    a	
    little	
    by	
    dropping	
    the	
    initial	
    
  “h”	
    to	
    get	
    the	
    desired	
    result:	
    
  ‘Orrible	
    hordes	
    unnumbered	
    
  	
    
  Rolling	
    in	
    wave	
    after	
    wave	
    
  Caught,	
    killed,	
    on	
    heroes’	
    blades.	
    
  A:	
    Orc	
    
  	
    
  Acrostic	
     riddles	
     are	
     among	
     the	
     quickest	
     and	
     easiest	
     to	
    
  create,	
    but	
    work	
    better	
    as	
    a	
    handout	
    so	
    that	
    the	
    players	
    can	
    see	
    
  them,	
    rather	
    than	
    just	
    hearing	
    them,	
    where	
    they	
    might	
    miss	
    the	
    
  acrostic	
    part	
    altogether	
    and	
    get	
    frustrated.	
    
  D E S I G N I N G  R I D D L E S  
  First,	
    decide	
    a	
    riddle’s	
    basic	
    characteristics:	
    
  § 
  Wordplay	
    or	
    Descriptive	
    
  § 
  Rhymed	
    or	
    Unrhymed	
    
  § 
  Long	
    or	
    Short	
    
  Then	
    choose	
    its	
    situation	
    and	
    format:	
    
  § 
  Contest	
    or	
    Directions	
    	
    
  § 
  Spoken	
    or	
    Written	
    
  Finally,	
    decide	
    on	
    the	
    answer	
    you	
    want	
    the	
    players	
    to	
    get.	
    With	
    
  those	
    decided,	
    focus	
    in	
    on	
    the	
    actual	
    writing	
    of	
    the	
    riddle.	
    Here	
    
  is	
    an	
    example:	
    
  	
    
  Type	
    of	
    Riddle:	
    Wordplay,	
    Unrhymed,	
    Short.	
    Situation:	
    The	
    
  PCs	
    are	
    following	
    a	
    series	
    of	
    clues	
    through	
    a	
    maze.	
    They	
    come	
    to	
    
  a	
     fork	
     in	
     the	
     path	
     with	
     options	
     of	
     left	
     and	
     right.	
     (Directions,	
    
  Written.)	
    Answer:	
    Turn	
    Left.	
    
  	
    
  First	
     GM	
     Liz	
     looks	
     up	
     pairs	
     of	
     words	
     that	
     can	
     be	
     matched	
    
  with	
    “left”	
    and	
    “right”,	
    such	
    as	
    “sinister	
    and	
    dexter”	
    and	
    “port	
    
  and	
     starboard.”	
     Then	
     she	
     considers	
     synonyms	
     (words	
     spelt	
    
  differently	
    but	
    with	
    the	
    same	
    meaning)	
    and	
    homonyms	
    (words	
    
  spelt	
     the	
     same	
     but	
     with	
     different	
     meanings).	
     For	
     “right,”	
     she	
    
  gets:	
     right,	
     correct,	
     privilege,	
     dexter	
     and	
     starboard.	
     For	
     “left,”	
    
  she	
    get:	
    left,	
    lost,	
    departed,	
    sinister	
    and	
    port.	
    Then	
    GM	
    Liz	
    puts	
    
  them	
     together.	
     She	
     decides	
     to	
     be	
     obvious	
     with	
     the	
     first	
     line,	
    
  writing	
     down	
     “The	
     left	
     way	
     is	
     the	
     right	
     way.”	
     That	
     suggests	
     a	
    
  wordplay	
     link	
     between	
     the	
     pairs	
     right/left	
     and	
     right/wrong,	
     so	
    
  she	
    follows	
    that	
    with	
    “and	
    the	
    right	
    way	
    is	
    the	
    wrong	
    way.”	
    
  	
    	
    
  Moving	
     on,	
     GM	
     Liz	
     looks	
     at	
     other	
     words	
     meaning	
     left	
     and	
    
  picks	
    out	
    “sinister”	
    and	
    “port”,	
    simply	
    because	
    those	
    two	
    have	
    a	
    
  lot	
    of	
    other	
    meanings	
    to	
    play	
    off,	
    and	
    she	
    wants	
    to	
    keep	
    this	
    a	
    
  short	
    riddle.	
    That	
    gives	
    her	
    a	
    final	
    line	
    of	
    “If	
    the	
    way	
    ahead	
    looks	
    
  sinister,	
    turn	
    towards	
    port,”	
    playing	
    off	
    sinister	
    (left)	
    and	
    sinister	
    
  (nasty)	
    as	
    well	
    as	
    port	
    (left)	
    and	
    port	
    (safe	
    harbour).	
    	
    
  	
    
  That	
    means	
    the	
    final	
    riddle	
    looks	
    like	
    this:	
    
  The	
    left	
    way	
    is	
    the	
    right	
    way,	
    	
    
  	
    
  And	
    the	
    right	
    way	
    is	
    the	
    wrong	
    way.	
    	
    
  If	
    the	
    way	
    ahead	
    looks	
    sinister,	
    turn	
    towards	
    port.	
    
  	
    
  This	
     gives	
     four	
     clues	
     to	
     the	
     answer,	
     each	
     pointing	
     to	
     the	
    
  same	
     result	
     and	
     giving	
     a	
     good	
     chance	
     that	
     at	
     least	
     one	
     of	
     the	
    
  clues	
    will	
    be	
    recognised	
    and	
    the	
    answer	
    found.	
    	
    
  
  197	
    
  U S I N G  R I D D L E S  
  Riddles	
    should	
    be	
    tailored	
    to	
    each	
    gaming	
    group.	
    Some	
    groups	
    
  hate	
    them,	
    others	
    love	
    them.	
    Some	
    groups	
    grind	
    to	
    a	
    halt	
    at	
    the	
    
  first	
     sight	
     of	
     a	
     riddle,	
     others	
     tear	
     through	
     them	
     like	
     a	
     raging	
    
  barbarian	
     through	
     goblins.	
     If	
     the	
     group	
     groans	
     when	
     a	
     riddle	
    
  comes	
     up,	
     don’t	
     put	
     it	
     on	
     the	
     only	
     entrance	
     to	
     the	
     main	
    
  encounter	
     or	
     fight.	
     Give	
     them	
     options,	
     or	
     other	
     ways	
     to	
     get	
    
  round	
    it,	
    even	
    if	
    those	
    aren’t	
    as	
    optimal	
    as	
    going	
    straight	
    through	
    
  the	
     riddle.	
     If	
     they	
     are	
     bad	
     at	
     spotting	
     puns,	
     but	
     good	
     at	
    
  descriptions,	
    eschew	
    word	
    play	
    riddles	
    in	
    favour	
    of	
    descriptive	
    
  ones.	
     If	
     they	
     use	
     puns	
     and	
     bad	
     jokes	
     all	
     the	
     time,	
     trade	
     your	
    
  careful	
     descriptive	
     riddles	
     for	
     wordplay	
     ones	
     and	
     watch	
     them	
    
  groan	
    (in	
    a	
    good	
    way).	
    	
    
  	
    
  Part	
    of	
    the	
    problem	
    is	
    that	
    riddles	
    almost	
    always	
    challenge	
    
  the	
     players	
     rather	
     than	
     the	
     PCs.	
     There	
     are,	
     however,	
     ways	
     to	
    
  work	
    round	
    that	
    problem.	
    Although	
    it’s	
    rarely	
    as	
    atmospheric	
    to	
    
  do	
     so,	
     it’s	
     also	
     much	
     better	
     than	
     spending	
     an	
     entire	
     evening	
    
  wrestling	
    with	
    a	
    single	
    riddle	
    that	
    no	
    one	
    can	
    figure	
    out	
    and	
    that	
    
  stalls	
    the	
    whole	
    game.	
    	
    
  	
    
  Intelligence	
    checks	
    are	
    the	
    quickest	
    and	
    simplest	
    method	
    of	
    
  bypassing	
    a	
    riddle.	
    Meet	
    the	
    GM’s	
    DC,	
    get	
    the	
    answer	
    and	
    move	
    
  on.	
    While	
    there’s	
    no	
    doubt	
    that	
    this	
    works,	
    it	
    can	
    also	
    feel	
    very	
    
  forced	
    and	
    flat	
    in	
    play.	
    An	
    alternative	
    is	
    for	
    each	
    PC	
    to	
    make	
    a	
    
  check	
    in	
    turn,	
    perhaps	
    Intelligence,	
    or	
    a	
    relevant	
    skill	
    with	
    each	
    
  successful	
    check	
    yielding	
    a	
    clue	
    to	
    the	
    answer.	
    This	
    might	
    be	
    the	
    
  number	
     of	
     words	
     in	
     the	
     answer,	
     or	
     a	
     few	
     of	
     the	
     letters,	
     or	
     a	
    
  cryptic	
    hint	
    about	
    the	
    subject.	
    It	
    could	
    be	
    written	
    out	
    hangman	
    
  style	
    and	
    each	
    successful	
    check	
    allows	
    you	
    a	
    number	
    of	
    guesses	
    
  without	
     risk.	
     It	
     could	
     be	
     mastermind	
     style	
     –	
     you	
     have	
     the	
    
  right/wrong	
    number	
    of	
    words/letters/right	
    letters	
    in	
    the	
    wrong	
    
  place/right	
    letters	
    in	
    the	
    right	
    place.	
    It	
    could	
    even	
    be	
    a	
    variation	
    
  on	
    Twenty	
    Questions	
    and	
    you	
    find	
    the	
    answer	
    at	
    the	
    end	
    even	
    if	
    
  you	
    get	
    all	
    the	
    questions	
    wrong.	
    
  P L A C I N G  R I D D L E S  
  There	
    are	
    two	
    basic	
    situations	
    where	
    riddles	
    can	
    come	
    up.	
    They	
    
  can	
    either	
    be	
    direction-­‐	
    or	
    location-­‐based	
    (telling	
    you	
    which	
    way	
    
  to	
    go,	
    or	
    how	
    to	
    get	
    there)	
    or	
    they	
    can	
    be	
    part	
    of	
    a	
    contest.	
    The	
    
  GM	
    can	
    also	
    combine	
    these,	
    and	
    have	
    the	
    contest	
    riddles	
    also	
    
  give	
     clues	
     to	
     the	
     direction.	
     Most	
     contest	
     riddles	
     come	
     up	
     in	
    
  situations	
     like	
     Gollum	
     challenging	
     Bilbo	
     in	
     the	
     goblin	
     tunnels,	
    
  where	
    someone	
    or	
    something	
    says	
    “beat	
    me	
    at	
    riddles	
    and	
    I	
    will	
    
  help	
     you/won’t	
     hurt	
     you.”	
     and	
     then	
     the	
     players	
     and	
     GM	
     start	
    
  throwing	
    riddles	
    at	
    each	
    other.	
    For	
    a	
    moment	
    there,	
    it	
    really	
    is	
    
  player	
     vs.	
     GM,	
     but	
     with	
     the	
     right	
     group,	
     it	
     can	
     also	
     be	
     both	
    
  immense	
    fun	
    and	
    very	
    memorable.	
    
  	
    
  Direction	
     and	
     location	
     riddles	
     are	
     even	
     more	
     common	
     in	
    
  games	
    and	
    fantasy,	
    from	
    divination’s	
    suggestion	
    of	
    a	
    cryptic	
    or	
    
  rhyming	
    omen	
    to	
    riddles	
    that	
    unlock	
    doors	
    and	
    treasure	
    chests.	
    
  	
    
  Place	
     them	
     over	
     doorways	
     and	
     on	
     maps,	
     from	
     simple	
    
  instructions	
    such	
    as	
    “Speak,	
    friend,	
    and	
    enter,”	
    to	
    more	
    complex	
    
  and	
    cryptic	
    ones	
    such	
    as	
    “On	
    the	
    day	
    of	
    the	
    dead	
    when	
    the	
    year	
    
  too	
     dies,	
     must	
     the	
     youngest	
     open	
     the	
     oldest	
     hills	
     through	
     the	
    
  door	
    of	
    the	
    birds,	
    where	
    the	
    breeze	
    breaks.”	
    or	
    “Stand	
    by	
    the	
    
  grey	
     stone	
     when	
     the	
     thrush	
     knocks	
     and	
     the	
     last	
     light	
     of	
     the	
    
  setting	
    sun	
    will	
    shine	
    upon	
    the	
    keyhole.”	
    
  	
    
  Place	
    them	
    on	
    walls,	
    where	
    single	
    lines	
    of	
    a	
    descriptive	
    riddle	
    
  can	
    be	
    found	
    one	
    by	
    one,	
    each	
    not	
    seeming	
    to	
    mean	
    much	
    by	
    
  itself,	
    but	
    when	
    the	
    lines	
    are	
    all	
    placed	
    together,	
    the	
    riddle	
    and	
    
  the	
     answer	
     become	
     clear.	
     A	
     classic	
     example	
     of	
     this	
     kind	
     of	
    
  placement	
     can	
     be	
     found	
     in	
     Susan	
     Cooper’s	
     Silver	
     on	
     the	
     Tree	
    
  where	
    seven	
    barriers	
    must	
    be	
    broken	
    to	
    reach	
    a	
    crystal	
    sword,	
    
  each	
    of	
    which	
    yields	
    one	
    line	
    of	
    the	
    descriptive	
    riddle	
    that	
    must	
    
  be	
    spoken	
    aloud	
    to	
    breach	
    the	
    final	
    barrier	
    and	
    gain	
    the	
    sword.	
    
  	
    
  Place	
    them	
    in	
    the	
    mouths	
    of	
    seers	
    and	
    oracles.	
    The	
    Delphi	
    
  Oracle	
     in	
     Ancient	
     Greece	
     was	
     infamous	
     for	
     its	
     cryptic	
     rhymes	
    
  and	
     answers,	
     with	
     one	
     of	
     the	
     better	
     known	
     ones	
     being	
     the	
    
  oracle’s	
     answer	
     to	
     the	
     Spartan	
     King	
     Leonidas	
     when	
     he	
     asked	
    
  about	
    the	
    Persian	
    invasion.	
    
  	
    
  “O	
    ye	
    men	
    who	
    dwell	
    in	
    the	
    streets	
    of	
    broad	
    Lacedaemon!	
    
  Either	
     your	
     glorious	
     town	
     shall	
     be	
     sacked	
     by	
     the	
     children	
     of	
    
  Perseus,	
    or,	
    in	
    exchange,	
    must	
    all	
    through	
    the	
    whole	
    Laconian	
    
  country	
     mourn	
     for	
     the	
     loss	
     of	
     a	
     king,	
     descendant	
     of	
     great	
    
  Heracles.”	
    
  	
    
  Prophecies	
     like	
     this	
     are	
     almost	
     always	
     descriptive	
     riddles	
    
  that	
    unravel	
    at	
    just	
    the	
    right	
    time	
    to	
    defend	
    the	
    world	
    against	
    
  the	
    next	
    big	
    evil.	
    However,	
    riddles	
    are	
    also	
    best	
    used	
    sparingly,	
    
  like	
     spices,	
     rather	
     than	
     found	
     everywhere	
     and	
     needing	
     to	
     be	
    
  solved	
    all	
    the	
    time.	
    	
    
  	
    
  Again,	
    some	
    of	
    this	
    comes	
    down	
    to	
    knowing	
    your	
    group	
    and	
    
  tailoring	
    the	
    riddles	
    to	
    them.	
    Just	
    as	
    people’s	
    curry	
    preferences	
    
  vary	
    from	
    khorma	
    to	
    vindaloo,	
    so	
    too	
    does	
    their	
    preference	
    for	
    
  more	
    or	
    fewer	
    riddles	
    in	
    a	
    game.	
    If	
    you	
    have	
    a	
    split	
    group,	
    where	
    
  some	
     like	
     riddles	
     and	
     others	
     hate	
     them,	
     give	
     the	
     haters	
    
  something	
    to	
    do	
    while	
    the	
    others	
    work	
    on	
    it.	
    There’s	
    no	
    reason	
    
  why	
    a	
    riddle	
    can’t	
    be	
    guarded,	
    or	
    trapped,	
    or	
    the	
    solution	
    to	
    a	
    
  trap,	
    or	
    the	
    trap	
    trigger,	
    or	
    on	
    the	
    mcguffin	
    that	
    multiple	
    NPCs	
    
  want	
    just	
    as	
    much	
    as	
    the	
    PCs	
    do.	
    
  	
    
  One	
    last	
    word	
    and	
    riddle.	
    However	
    you	
    decide	
    to	
    introduce	
    
  riddles	
    to	
    your	
    campaign,	
    remember	
    this:	
    	
    
  When	
    one	
    does	
    not	
    know	
    what	
    I	
    am,	
    then	
    I	
    am	
    something;	
    	
    
  	
    
  but	
    when	
    one	
    knows	
    what	
    I	
    am,	
    then	
    I	
    am	
    nothing.	
    	
    
  What	
    am	
    I?	
    	
    
  A:	
    A	
    riddle	
    
  	
    
  	
    
  
  198	
    
  R I D D L E S :  C R E A T U R E S  
  A	
    man	
    goes	
    out	
    drinking	
    every	
    night.	
    	
    
  	
    
  No	
    matter	
    how	
    much	
    he	
    drinks,	
    he	
    never	
    gets	
    a	
    hangover.	
    	
    
  This	
    drink	
    is	
    very	
    well	
    known,	
    but	
    is	
    rarely	
    consumed,	
    	
    
  	
    
  Served	
    warm	
    and	
    taken	
    straight	
    from	
    its	
    source.	
    	
    
  The	
    man	
    is	
    a	
    sucker	
    for	
    a	
    free	
    drink,	
    	
    
  	
    
  Especially	
    since	
    he	
    can't	
    live	
    without	
    it.	
    	
    
  What	
    is	
    his	
    favourite	
    drink?	
    
  A:	
    Blood	
    –	
    the	
    man	
    is	
    a	
    vampire	
    
  	
    
  If	
    a	
    man	
    carried	
    my	
    burden	
    	
    
  	
    
  He	
    would	
    break	
    his	
    back.	
    	
    
  I	
    am	
    not	
    rich,	
    
  	
    
  But	
    leave	
    silver	
    in	
    my	
    track.	
    
  What	
    am	
    I?	
    
  A:	
    A	
    snail	
    
  	
    
  Rough	
    and	
    gray	
    as	
    rock,	
    
  	
    
  I'm	
    plain	
    as	
    plain	
    can	
    be.	
    
  But	
    hidden	
    deep	
    inside	
    there's	
    great	
    beauty	
    in	
    me.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    An	
    oyster	
    
  	
    
  I	
    am	
    gutless,	
    but	
    not	
    spineless	
    
  	
    
  Brainless	
    but	
    not	
    ‘armless.	
    
  What	
    am	
    I?	
    
  A:	
    A	
    skeleton	
    
  	
    
  Which	
    of	
    the	
    following	
    words	
    is	
    the	
    odd-­‐one-­‐out?	
    
  	
    
  Ibis,	
    Ibex,	
    Oryx,	
    Sika,	
    Zebu	
    
  A:	
    Ibis	
    is	
    a	
    bird,	
    the	
    other	
    four	
    are	
    mammals.	
    
  	
    
  What	
    do	
    the	
    following	
    words	
    have	
    in	
    common?	
    
  	
    
  Work,	
    Hobby,	
    War,	
    Sea,	
    Race	
    
  A:	
    Each	
    can	
    be	
    followed	
    by	
    ‘horse’	
    to	
    make	
    a	
    new	
    word	
    
  	
    
  Replace	
    the	
    missing	
    vowels	
    to	
    find	
    five	
    animals.	
    
  	
    
  Grll,	
    Gzll,	
    Chth,	
    Lnd,	
    Mpl	
    
  A:	
    Gorilla,	
    Gazelle,	
    Cheetah,	
    Eland,	
    Impala	
    
  	
    
  I	
    was	
    wrapped	
    in	
    white	
    and	
    buried	
    long	
    ago.	
    
  	
    
  Now	
    I	
    wait	
    in	
    the	
    dark	
    with	
    treasure	
    all	
    around	
    
  Outside,	
    the	
    sand	
    piles	
    high	
    above	
    my	
    tomb	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    A	
    mummy	
    
  	
    
  Most	
    of	
    the	
    time	
    I	
    look	
    just	
    like	
    you,	
    
  	
    
  But	
    once	
    a	
    month	
    I	
    howl	
    at	
    the	
    moon.	
    
  If	
    I	
    bite	
    you,	
    you	
    will	
    see	
    
  	
    
  That	
    soon	
    you’ll	
    howl	
    along	
    with	
    me!	
    
  What	
    am	
    I?	
    
  	
    
  A:	
    A	
    werewolf	
    
  My	
    first	
    is	
    in	
    giggle	
    and	
    also	
    in	
    laugh	
    
  	
    
  My	
    second	
    in	
    third	
    and	
    also	
    in	
    half	
    
  My	
    third	
    is	
    in	
    horror	
    and	
    also	
    in	
    bone	
    
  	
    
  My	
    fourth	
    is	
    in	
    sun,	
    but	
    never	
    in	
    moon	
    
  My	
    fifth	
    is	
    in	
    castle	
    and	
    also	
    in	
    knight	
    
  	
    
  My	
    whole	
    walks	
    through	
    walls	
    to	
    give	
    people	
    a	
    fright.	
    
  What	
    am	
    I?	
    
  A:	
    A	
    ghost	
    
  	
    
  I	
    only	
    come	
    out	
    at	
    first	
    black	
    
  	
    
  And	
    by	
    sunrise	
    I’m	
    usually	
    back	
    
  Blood’s	
    what	
    I	
    eat	
    
  	
    
  No	
    brains	
    or	
    meat	
    
  When	
    I	
    swing	
    my	
    cape	
    I’m	
    gone	
    in	
    a	
    smack	
    
  A:	
    A	
    vampire	
    
  	
    
  If	
    a	
    papa	
    bull	
    eats	
    three	
    bales	
    of	
    hay	
    	
    
  	
    
  And	
    a	
    baby	
    bull	
    eats	
    one	
    bale,	
    	
    
  How	
    much	
    hay	
    will	
    a	
    mama	
    bull	
    eat?	
    
  A:	
    None,	
    there’s	
    no	
    such	
    thing	
    as	
    a	
    mama	
    bull	
    
  	
    
  When	
    they	
    are	
    caught,	
    they	
    are	
    thrown	
    away.	
    	
    
  	
    
  When	
    they	
    escape,	
    you	
    itch	
    all	
    day.	
    	
    
  What	
    are	
    they?	
    
  A:	
    Fleas	
    
  	
    
  What	
    has	
    a	
    head	
    like	
    a	
    cat,	
    feet	
    like	
    a	
    cat,	
    	
    
  	
    
  A	
    tail	
    like	
    a	
    cat,	
    but	
    isn't	
    a	
    cat?	
    
  A:	
    A	
    kitten	
    
  	
    
  How	
    far	
    can	
    a	
    dog	
    walk	
    into	
    a	
    forest?	
    
  A:	
    Halfway,	
    after	
    that	
    it	
    is	
    walking	
    out	
    of	
    the	
    forest	
    
  	
    
  Which	
    side	
    of	
    a	
    cat	
    has	
    more	
    hair?	
    
  A:	
    The	
    outside	
    
  	
    
  I	
    have	
    no	
    eyes,	
    no	
    legs	
    or	
    ears,	
    and	
    I	
    help	
    move	
    the	
    earth.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    A	
    worm	
    
  	
    
  	
    
   
  
  199	
    
  R I D D L E S :  D R A G O N S  
  Dragons	
     are	
     classic	
     opponents	
     in	
     many	
     adventures.	
     A	
     GM	
    
  wishing	
    to	
    provide	
    the	
    party	
    with	
    clues	
    as	
    to	
    the	
    nature,	
    colour	
    
  or	
     type	
     of	
     dragon	
     the	
     party	
     will	
     be	
     facing	
     can	
     use	
     one	
     of	
     the	
    
  riddles	
     below.	
     Alternatively,	
     the	
     riddles	
     could	
     be	
     used	
     as	
    
  carvings	
    or	
    decorations	
    in	
    a	
    temple	
    dedicated	
    to	
    the	
    worship	
    of	
    
  Tiamat.	
    
  D R A G O N  R I D D L E S  ( M E T A L L I C )  
  These	
    five	
    acrostic	
    riddles	
    cover	
    each	
    of	
    the	
    five	
    types	
    of	
    metallic	
    
  dragons:	
    brass,	
    bronze,	
    copper,	
    gold	
    and	
    silver.	
    
  	
    
  Born	
    of	
    the	
    desert	
    
  	
    
  Raised	
    with	
    fire	
    
  Any	
    money	
    bears	
    my	
    name	
    
  	
    
  Sleep	
    I	
    bring	
    to	
    those	
    who	
    don’t	
    deserve	
    my	
    fire	
    
  Seek	
    me	
    at	
    the	
    heart	
    of	
    the	
    sandstorms	
    
  A:	
    Brass	
    
  	
    
  Born	
    of	
    the	
    sea	
    
  	
    
  Raised	
    on	
    the	
    shore	
    
  On	
    the	
    crest	
    of	
    waves	
    I	
    ride	
    
  	
    
  Neither	
    stone	
    nor	
    iron,	
    I	
    am	
    my	
    own	
    age	
    
  Ziggurat	
    of	
    living	
    flesh	
    
  	
    
  Even	
    my	
    breath	
    repulses.	
    
  A:	
    Bronze	
    
  	
    
  Come,	
    hear	
    my	
    banter	
    
  	
    
  Open	
    your	
    ears	
    to	
    my	
    riddles	
    
  Prepare	
    to	
    take	
    your	
    time,	
    for	
    I	
    will	
    slow	
    you	
    down,	
    yet	
    
  	
    
  Persevere	
    and	
    count	
    your	
    smallest	
    coins	
    
  Each	
    will	
    grant	
    you	
    my	
    name	
    
  	
    
  Revealed	
    in	
    whimsical	
    glory.	
    
  A:	
    Copper	
    
  	
    
  Gem-­‐finder	
    
  	
    
  Opulent-­‐shapeshifter	
    
  Luck-­‐granter	
    
  	
    
  Doubloon-­‐collector	
    
  A:	
    Gold	
    
  	
    
  Scion	
    of	
    the	
    mountains	
    
  	
    
  I	
    tread	
    clouds	
    like	
    solid	
    ground	
    
  Locked	
    in	
    place	
    by	
    my	
    breath	
    
  	
    
  Villains	
    await	
    their	
    death	
    
  Ere	
    my	
    namesake	
    changes	
    hands	
    
  	
    
  Reflected	
    in	
    mirrored	
    spell-­‐light	
    
  A:	
    Silver	
    
  D R A G O N  R I D D L E S  ( C H R O M A T I C )  
  These	
     five	
     acrostic	
     riddles	
     cover	
     the	
     five	
     types	
     of	
     chromatic	
    
  dragons:	
    black,	
    blue,	
    green,	
    red	
    and	
    white,	
    and	
    a	
    sixth	
    riddle	
    that	
    
  covers	
    dragons	
    as	
    a	
    whole.	
    
  	
    
  Born	
    of	
    the	
    marshes	
    
  	
    
  Living	
    in	
    water	
    
  Acid-­‐tongued	
    
  	
    
  Cousin	
    of	
    the	
    lizards	
    
  Keen-­‐eyed	
    coin	
    collector	
    
  A:	
    Black	
    
  	
    
  Born	
    of	
    the	
    desert	
    
  	
    
  Living	
    skin	
    of	
    lightning	
    
  Under	
    schemes	
    and	
    dreams	
    
  	
    
  Even	
    senses	
    are	
    untrusted	
    
  A:	
    Blue	
    
  	
    
  Gleaming	
    in	
    forests,	
    horn	
    
  	
    
  Rearing	
    from	
    the	
    nose	
    
  Entangled	
    undergrowth	
    
  	
    
  Easily	
    parts	
    for	
    me	
    
  Now	
    binds	
    you	
    at	
    my	
    word	
    
  A:	
    Green	
    
  	
    
  Raging	
    ruin	
    born	
    of	
    fire	
    
  	
    
  Eyes	
    that	
    see	
    through	
    smoke	
    
  Desiring	
    golden	
    crowns,	
    king	
    of	
    my	
    kind.	
    
  A:	
    Red	
    
  	
    
  Whisper	
    in	
    the	
    snows	
    
  	
    
  High	
    in	
    the	
    mountains	
    
  Icewalker	
    without	
    care	
    
  	
    
  Taking	
    gems,	
    bright	
    yet	
    cold	
    
  Even	
    my	
    very	
    breath	
    
  A:	
    White	
    
  	
    
  Swifter	
    than	
    swallows,	
    darting	
    through	
    blue	
    air,	
    
  	
    
  Winged	
    I	
    am,	
    mightily,	
    but	
    no	
    bird	
    am	
    I.	
    	
    
  Armour	
    I	
    wear,	
    many-­‐scaled,	
    shining,	
    
  	
    
  But	
    no	
    fish	
    spawned	
    me	
    in	
    green	
    depths	
    under	
    foam.	
    
  Flame	
    is	
    my	
    breathing,	
    fear	
    is	
    my	
    shadow,	
    
  	
    
  Long	
    have	
    I	
    waited	
    and	
    garnered	
    my	
    wealth.	
    
  A:	
    Dragon	
    
  	
    
   
  
  200	
    
  R I D D L E S :  D E S C R I P T I V E  
  A	
    riddle,	
    a	
    riddle,	
    a	
    farmer’s	
    riddle	
    
  	
    
  Alive	
    at	
    both	
    ends	
    and	
    dead	
    in	
    the	
    middle	
    
  What	
    am	
    I?	
    
  A:	
    A	
    horse-­‐drawn	
    plough	
    
  	
    
  A	
    box	
    without	
    hinges,	
    key	
    or	
    lid	
    
  	
    
  Yet	
    golden	
    treasure	
    inside	
    is	
    hid	
    
  A:	
    An	
    egg	
    
  	
    
  From	
    cracks	
    of	
    stone	
    I	
    came	
    in	
    molten	
    flood,	
    
  	
    
  While	
    flames	
    were	
    battering	
    the	
    rocky	
    core,	
    
  And	
    the	
    loud-­‐roaring	
    furnace	
    brightly	
    glowed.	
    
  	
    
  Now	
    clear	
    as	
    ice	
    am	
    I,	
    capricious	
    too,	
    
  And	
    very	
    brittle;	
    men	
    may	
    break	
    my	
    neck,	
    
  	
    
  Taking	
    my	
    slippery	
    body	
    in	
    their	
    hands.	
    
  Yet	
    wits	
    I	
    alter,	
    when	
    I	
    kiss	
    men's	
    lips,	
    
  	
    
  And	
    fill	
    their	
    cheeks	
    with	
    Bacchic	
    sweets,	
    and	
    make	
    
  Their	
    tottering	
    footsteps	
    bring	
    them	
    to	
    the	
    ground.	
    
  A:	
    A	
    wine	
    glass	
    
  	
    
  Four	
    brothers	
    were	
    all	
    born	
    together.	
    	
    
  	
    
  The	
    first	
    runs	
    and	
    never	
    wearies.	
    	
    
  The	
    second	
    eats	
    and	
    is	
    never	
    full.	
    	
    
  	
    
  The	
    third	
    drinks	
    and	
    is	
    always	
    thirsty.	
    	
    
  The	
    fourth	
    sings	
    a	
    song	
    that	
    is	
    never	
    good.	
    
  	
    
  Who	
    are	
    they?	
    
  A:	
    Water,	
    fire,	
    earth	
    and	
    wind	
    
  	
    
  A	
    cloud	
    was	
    my	
    mother,	
    the	
    wind	
    is	
    my	
    father,	
    	
    
  	
    
  My	
    son	
    is	
    the	
    cool	
    stream,	
    my	
    daughter	
    is	
    the	
    land’s	
    fruit.	
    	
    
  A	
    rainbow	
    is	
    my	
    bed,	
    the	
    earth	
    my	
    final	
    resting	
    place,	
    and	
    I'm	
    
  	
    
  The	
    torment	
    of	
    man.	
    
  What	
    am	
    I?	
    
  A:	
    Rain	
    
  	
    
  What's	
    black	
    when	
    you	
    get	
    it,	
    	
    
  	
    
  Red	
    when	
    you	
    use	
    it,	
    	
    
  White	
    when	
    you've	
    finished	
    with	
    it?	
    
  A:	
    Coal	
    or	
    charcoal	
    
  	
    
  If	
    you	
    break	
    me	
    I	
    do	
    not	
    stop	
    working,	
    
  	
    
  If	
    you	
    touch	
    me	
    I	
    may	
    be	
    snared,	
    
  If	
    you	
    lose	
    me	
    nothing	
    will	
    matter.	
    
  A:	
    Your	
    heart	
    
  	
    
  Each	
    morning	
    I	
    appear	
    to	
    lie	
    at	
    your	
    feet,	
    
  	
    
  All	
    day	
    I	
    follow	
    no	
    matter	
    how	
    fast	
    you	
    run,	
    
  Yet	
    I	
    nearly	
    perish	
    in	
    the	
    midday	
    sun.	
    
  A:	
    Your	
    shadow	
    
  	
    
  An	
    iron	
    horse	
    with	
    a	
    flaxen	
    tail.	
    
  	
    
  The	
    faster	
    the	
    horse	
    runs,	
    
  The	
    shorter	
    his	
    tail	
    becomes.	
    
  A:	
    Needle	
    and	
    thread	
    
  	
    
  I	
    cannot	
    be	
    other	
    than	
    what	
    I	
    am,	
    
  	
    
  Until	
    the	
    man	
    who	
    made	
    me	
    dies	
    
  Power	
    and	
    glory	
    will	
    fall	
    to	
    me	
    finally,	
    
  	
    
  Only	
    when	
    he	
    last	
    closes	
    his	
    eyes	
    
  A:	
    Heir	
    to	
    the	
    throne/prince	
    or	
    princess	
    
  	
    
  I	
    wear	
    a	
    red	
    robe,	
    
  	
    
  With	
    staff	
    in	
    hand,	
    
  And	
    a	
    stone	
    in	
    my	
    throat.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    A	
    cherry	
    
  	
    
  She	
    awakes,	
    I	
    touch	
    her	
    and	
    she	
    spreads	
    her	
    legs	
    apart.	
    	
    
  	
    
  We	
    are	
    both	
    nervous	
    but	
    I	
    continue.	
    	
    
  Finally	
    the	
    white	
    liquid	
    comes.	
    	
    
  	
    
  What	
    happened?	
    
  A:	
    Milking	
    the	
    cow	
    
  	
    
  This	
    old	
    one	
    runs	
    forever,	
    but	
    never	
    moves	
    at	
    all.	
    	
    
  	
    
  He	
    has	
    not	
    lungs	
    nor	
    throat,	
    but	
    still	
    a	
    mighty	
    roaring	
    call.	
    	
    
  A:	
    Waterfall	
    
  	
    
  Halo	
    of	
    water,	
    tongue	
    of	
    wood	
    
  	
    
  Skin	
    of	
    stone,	
    long	
    I've	
    stood.	
    
  My	
    fingers	
    short	
    reach	
    to	
    the	
    sky	
    
  	
    
  Inside	
    my	
    heart	
    men	
    live	
    and	
    die.	
    
  A:	
    A	
    castle	
    
  	
    
  Snake	
    coiled	
    round	
    and	
    round,	
    
  	
    
  Snake	
    deep	
    below	
    the	
    ground,	
    
  Snake	
    that's	
    never	
    had	
    a	
    head,	
    
  	
    
  Snake	
    that	
    binds	
    but	
    not	
    with	
    dread.	
    
  A:	
    Rope	
    
  	
    
  Thirty	
    white	
    horses	
    upon	
    a	
    red	
    hill	
    
  	
    
  First	
    they	
    champ,	
    then	
    they	
    stamp,	
    then	
    they	
    stand	
    still	
    
  A:	
    Teeth	
    
  	
    
  	
    
  	
    
  
  201	
    
  Once	
    I	
    was	
    water,	
    full	
    of	
    scaly	
    fish;	
    
  	
    
  	
    
  But,	
    by	
    a	
    new	
    decision,	
    Fate	
    has	
    changed	
    
  	
    
  My	
    nature:	
    Having	
    suffered	
    fiery	
    pangs,	
    
  	
    
  	
    
  I	
    now	
    gleam	
    white,	
    like	
    ashes	
    or	
    bright	
    snow.	
    
  A:	
    Salt	
    
  	
    
  Now	
    I	
    plough,	
    now	
    I	
    toil,	
    
  	
    
  Jaded	
    throughout	
    the	
    years;	
    
  Many	
    harvests	
    come,	
    but	
    no	
    bread	
    I	
    get;	
    
  	
    
  Many	
    acres	
    I	
    cultivated,	
    but	
    never	
    tasted	
    malted	
    ale.	
    
  A:	
    A	
    plough-­‐ox	
    
  	
    
  One	
    by	
    one	
    we	
    fall	
    from	
    heaven	
    
  	
    
  Down	
    into	
    the	
    depths	
    of	
    past	
    
  And	
    our	
    world	
    is	
    ever	
    upturned	
    
  	
    
  So	
    that	
    yet	
    some	
    time	
    we'll	
    last	
    
  A:	
    Sand	
    in	
    an	
    hourglass	
    
  	
    
  Weight	
    in	
    my	
    belly;	
    trees	
    on	
    my	
    back;	
    
  	
    
  Nails	
    in	
    my	
    ribs;	
    feet	
    I	
    do	
    lack.	
    
  A:	
    A	
    ship	
    
  	
    
  What	
    force	
    and	
    strength	
    cannot	
    get	
    through,	
    
  	
    
  I,	
    with	
    a	
    gentle	
    touch,	
    can	
    do.	
    
  And	
    many	
    in	
    the	
    street	
    would	
    stand,	
    
  	
    
  Were	
    I	
    not	
    a	
    friend	
    at	
    hand.	
    
  A:	
    A	
    key	
    
  	
    
  I	
    have	
    learned	
    that	
    something	
    grows	
    in	
    the	
    corner,	
    
  	
    
  Swells	
    and	
    expands,	
    has	
    a	
    covering;	
    
  On	
    that	
    boneless	
    thing	
    a	
    woman	
    grasps	
    
  	
    
  Around	
    with	
    hands,	
    with	
    a	
    garment	
    
  The	
    lord's	
    daughter	
    covered	
    the	
    swollen	
    thing.	
    
  A:	
    Bread	
    dough	
    
  	
    
  When	
    I	
    am	
    alive	
    I	
    do	
    not	
    speak.	
    
  	
    
  Anyone	
     who	
     wants	
     to	
     takes	
     me	
     captive	
     must	
     cut	
     off	
     my	
    
  head.	
    
  	
    
  They	
    bite	
    my	
    bare	
    body.	
    
  I	
    do	
    no	
    harm	
    to	
    anyone	
    unless	
    they	
    cut	
    me	
    first.	
    
  	
    
  Then	
    I	
    soon	
    make	
    them	
    cry.	
    
  A:	
    An	
    onion	
    
  	
    
  My	
    home	
    is	
    not	
    quiet	
    but	
    I	
    am	
    not	
    loud.	
    
  	
    
  The	
    lord	
    has	
    meant	
    us	
    to	
    journey	
    together.	
    
  I	
    am	
    faster	
    than	
    he	
    and	
    sometimes	
    stronger,	
    
  	
    
  But	
    he	
    keeps	
    on	
    going	
    for	
    longer.	
    
  Sometimes	
    I	
    rest	
    but	
    he	
    runs	
    on.	
    
  	
    
  For	
    as	
    long	
    as	
    I	
    am	
    alive	
    I	
    live	
    in	
    him.	
    
  If	
    we	
    part	
    from	
    one	
    another	
    it	
    is	
    I	
    who	
    will	
    die.	
    
  A:	
    A	
    fish	
    
  Voiceless	
    I	
    cry,	
    wingless	
    I	
    flutter,	
    
  	
    
  Toothless	
    I	
    bite,	
    mouthless	
    I	
    mutter.	
    
  Who	
    am	
    I?	
    
  A:	
    The	
    wind	
    
  	
    
  This	
    creature	
    is	
    odd,	
    its	
    habits	
    unaccountable.	
    
  	
    
  It	
    sings	
    through	
    its	
    sides.	
    Its	
    neck	
    is	
    curved,	
    
  Skilfully	
    carved,	
    and	
    above	
    its	
    back	
    
  	
    
  It	
    has	
    pointed	
    shoulders.	
    It	
    plays	
    its	
    fated	
    part	
    
  As,	
    gracefully,	
    it	
    stands	
    by	
    the	
    roadside,	
    
  	
    
  High	
    and	
    handsome,	
    useful	
    to	
    men.	
    
  A:	
    A	
    harp	
    
  	
    
  I	
    am	
    the	
    black	
    child	
    of	
    a	
    white	
    father,	
    	
    
  	
    
  A	
    wingless	
    bird,	
    flying	
    even	
    to	
    the	
    clouds	
    of	
    heaven.	
    	
    
  I	
    give	
    birth	
    to	
    tears	
    of	
    mourning	
    in	
    pupils	
    that	
    meet	
    me,	
    	
    
  	
    
  Even	
    though	
    there	
    is	
    no	
    cause	
    for	
    grief,	
    	
    
  and	
    at	
    once	
    on	
    my	
    birth	
    I	
    am	
    dissolved	
    into	
    air.	
    	
    
  	
    
  Who	
    am	
    I?	
    
  A:	
    Smoke	
    
  	
    
  When	
    you	
    stop	
    and	
    look,	
    you	
    can	
    always	
    see	
    me.	
    	
    
  	
    
  If	
    you	
    try	
    to	
    touch	
    you	
    cannot	
    feel	
    me.	
    	
    
  I	
    cannot	
    move,	
    but	
    as	
    you	
    near	
    me,	
    I	
    move	
    away.	
    
  A:	
    The	
    horizon	
    
  	
    
  Some	
    ducks	
    were	
    walking	
    down	
    a	
    path.	
    	
    
  	
    
  There	
    was	
    a	
    duck	
    in	
    front	
    of	
    two	
    ducks,	
    	
    
  A	
    duck	
    behind	
    two	
    ducks,	
    	
    
  	
    
  And	
    a	
    duck	
    between	
    two	
    ducks.	
    	
    
  How	
    many	
    ducks	
    were	
    there	
    in	
    all?	
    
  A:	
    Three	
    ducks,	
    in	
    single	
    file.	
    
  	
    
  An	
    eye	
    in	
    a	
    blue	
    face	
    saw	
    an	
    eye	
    in	
    a	
    green	
    face	
    
  	
    
  That	
    eye	
    is	
    like	
    to	
    this	
    eye,	
    said	
    the	
    first	
    eye	
    
  But	
    in	
    a	
    low	
    place,	
    not	
    a	
    high	
    place.	
    
  A:	
    Sun	
    on	
    the	
    daisies	
    
  	
    
  What	
    has	
    roots	
    that	
    nobody	
    sees,	
    is	
    taller	
    than	
    trees,	
    
  	
    
  Up,	
    up	
    it	
    goes,	
    yet	
    it	
    never	
    grows?	
    
  A:	
    Mountain	
    
  	
    
  I'm	
    up	
    and	
    down	
    and	
    round	
    about,	
    
  	
    
  Yet	
    all	
    the	
    world	
    can't	
    find	
    me	
    out.	
    
  There's	
    neither	
    chariot,	
    coach	
    nor	
    mill	
    
  	
    
  May	
    move	
    one	
    inch	
    except	
    I	
    will.	
    
  What	
    am	
    I?	
    
  A:	
    A	
    circle	
    
  	
    
  
  202	
    
  R I D D L E S :  G A M E  M E C H A N I C S  
  Some	
     GMs	
     like	
     to	
     reward	
     player	
     knowledge	
     by	
     basing	
     their	
    
  riddles	
     on	
     game	
     mechanics	
     –	
     things	
     of	
     which	
     strictly	
     the	
     PCs	
    
  would	
    have	
    no	
    real	
    knowledge.	
    These	
    two	
    pages	
    present	
    several	
    
  sets	
    of	
    such	
    riddles.	
    
  A B I L I T Y  R I D D L E S  
  These	
    six	
    riddles	
    cover	
    the	
    six	
    basic	
    abilities,	
    Strength,	
    Dexterity,	
    
  Constitution,	
    Intelligence,	
    Wisdom	
    and	
    Charisma	
    
  	
    
  Muscle	
    bound,	
    yet	
    not	
    dependent	
    
  	
    
  I	
    am	
    a	
    friend	
    of	
    conviction	
    and	
    of	
    argument	
    
  I	
    will	
    bear	
    your	
    load.	
    
  	
    
  Who	
    am	
    I?	
    
  A:	
    Strength	
    
  	
    
  Nimble-­‐footed,	
    nimble	
    fingered,	
    
  	
    
  Dodging	
    blows	
    by	
    reflex,	
    doling	
    extra	
    attacks	
    
  Faster	
    than	
    blades,	
    	
    
  	
    
  I	
    speed	
    arrows	
    on	
    their	
    way.	
    
  A:	
    Dexterity	
    
  	
    
  Canny	
    body-­‐builder,	
    body-­‐guarder,	
    
  	
    
  Fortitude	
    my	
    friend.	
    
  I	
    am	
    with	
    you	
    night	
    and	
    day	
    
  	
    
  Only	
    death	
    can	
    bring	
    my	
    end.	
    
  A:	
    Constitution	
    
  	
    
  The	
    brains	
    of	
    the	
    outfit,	
    I.	
    
  	
    
  Gifted	
    to	
    wizards	
    and	
    witches	
    alike.	
    
  Smart	
    at	
    failure,	
    think	
    ahead,	
    
  	
    
  Plans	
    on	
    plans	
    I	
    raise	
    on	
    high.	
    
  A:	
    Intelligence	
    
  	
    
  Born	
    of	
    sorrow,	
    	
    
  	
    
  Grows	
    with	
    age,	
    
  You	
    need	
    a	
    lot	
    to	
    be	
    a	
    sage.	
    
  A:	
    Wisdom	
    
  	
    
  Silver-­‐tongued	
    and	
    charming,	
    
  	
    
  I	
    befriend	
    with	
    but	
    a	
    word.	
    
  I	
    am	
    the	
    song	
    on	
    the	
    bard’s	
    lips,	
    
  	
    
  The	
    cry	
    of	
    the	
    paladin	
    leading	
    the	
    charge.	
    
  A:	
    Charisma	
    
  A L I G N M E N T  R I D D L E S  
  These	
    five	
    riddles	
    cover	
    the	
    five	
    types	
    of	
    alignment:	
    law,	
    chaos,	
    
  good,	
    evil	
    and	
    neutrality.	
    These	
    can	
    even	
    be	
    combined	
    to	
    spell	
    
  out	
    specific	
    alignments,	
    if	
    necessary.	
    
  	
    
  I	
    am	
    the	
    indifferent	
    centre	
    
  	
    
  The	
    fence	
    sitter	
    
  Touching	
    all	
    
  	
    
  Embracing	
    none	
    
  Spin	
    me	
    upside-­‐down,	
    
  	
    
  I	
    yet	
    remain	
    the	
    same.	
    
  A:	
    Neutral	
    (N)	
    
  	
    
  I	
    am	
    the	
    rigid	
    right	
    angle	
    
  	
    
  Sitting	
    on	
    the	
    left	
    
  Quick	
    to	
    judge	
    
  	
    
  Quick	
    to	
    command	
    
  Others	
    seek	
    my	
    loopholes	
    
  	
    
  For	
    I	
    do	
    not	
    bend	
    or	
    break	
    
  A:	
    Law	
    (L)	
    
  	
    
  I	
    am	
    the	
    crazy	
    curve	
    
  	
    
  Nestled	
    on	
    the	
    right	
    
  Ever	
    changing	
    
  	
    
  Never	
    bound	
    
  Flip	
    me	
    like	
    a	
    coin	
    
  	
    
  See	
    my	
    face	
    remain	
    the	
    same	
    
  A:	
    Chaos	
    (C)	
    
  	
    
  I	
    am	
    the	
    written	
    coil	
    
  	
    
  Set	
    above	
    the	
    others	
    
  All	
    I	
    serve	
    
  	
    
  And	
    to	
    me	
    all	
    turn	
    
  I	
    hold	
    all	
    virtues	
    
  	
    
  At	
    the	
    heart	
    of	
    my	
    coil	
    
  A:	
    Good	
    (G)	
    
  	
    
  I	
    am	
    the	
    three	
    pronged	
    base	
    
  	
    
  Supporting	
    all	
    above	
    
  I	
    do	
    not	
    question	
    
  	
    
  Save	
    for	
    what	
    serves	
    me	
    
  Those	
    who	
    join	
    me	
    
  	
    
  Rarely	
    return	
    
  A:	
    Evil	
    (E)	
    
  	
    
   
  
  203	
    
  E N E R G Y  T Y P E  R I D D L E S  
  These	
    five	
    riddles	
    cover	
    the	
    five	
    main	
    types	
    of	
    spell	
    energy:	
    acid,	
    
  cold,	
    electricity,	
    fire	
    and	
    sonic	
    
  	
    
  Alchemy’s	
    friend	
    
  	
    
  Concealed	
    in	
    a	
    flask	
    
  I	
    burn	
    without	
    fire	
    
  	
    
  Destroy	
    without	
    weapons	
    
  A:	
    Acid	
    
  	
    
  I	
    am	
    the	
    heart	
    of	
    ice	
    and	
    snow	
    and	
    wind	
    
  	
    
  All	
    things	
    freeze	
    at	
    my	
    touch	
    
  Yet	
    I	
    am	
    caught	
    by	
    many	
    	
    
  	
    
  Come,	
    shiver,	
    yet	
    chill.	
    
  A:	
    Cold	
    
  	
    
  I	
    drift	
    forever	
    with	
    the	
    current	
    down	
    these	
    long	
    canals	
    they've	
    
  made.	
    
  	
    
  Tame,	
    yet	
    wild,	
    I	
    run	
    elusive,	
    multitasking	
    to	
    your	
    aid.	
    
  Before	
     I	
     came,	
     the	
     world	
     was	
     darker.	
     Colder,	
     sometimes,	
    
  rougher,	
    true.	
    
  	
    
  But	
     though	
     I	
     might	
     make	
     living	
     easy,	
     I'm	
     good	
     at	
     killing	
    
  people	
    too.	
    
  A:	
    Electricity	
    
  	
    
  I	
    can	
    be	
    touched	
    
  	
    
  But	
    I	
    hurt	
    those	
    who	
    touch	
    me	
    
  I	
    move	
    swiftly	
    through	
    a	
    dry	
    forest	
    
  	
    
  But	
    die	
    in	
    a	
    mountain	
    stream	
    
  Where	
    I	
    pass	
    I	
    leave	
    a	
    black	
    shroud.	
    
  A:	
    Fire	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  I	
    
  shatter	
    
  glass	
    
  and	
    
  crystal	
    
  	
    
  Yet	
    form	
    a	
    bat’s	
    night	
    sight.	
    
  Sound	
    and	
    fury	
    signifying	
    
  	
    
  Nothing	
    visible	
    at	
    all.	
    
  A:	
    Sonic	
    
  W E A P O N  D A M A G E  R I D D L E S  
  These	
     three	
     riddles	
     cover	
     the	
     three	
     main	
     types	
     of	
     damage:	
    
  bludgeoning,	
    piercing,	
    and	
    slashing	
    	
    
  	
    
  Not	
    sharp,	
    but	
    dull-­‐edged,	
    
  	
    
  I	
    beat	
    others	
    into	
    submission.	
    
  Breaking	
    heads.	
    Breaking	
    bones.	
    
  	
    
  As	
    simple	
    as	
    a	
    stick	
    or	
    stone,	
    
  As	
    true	
    as	
    the	
    smith’s	
    hammer	
    
  	
    
  Pounding	
    iron.	
    
  A:	
    Bludgeoning	
    
  	
    
  Spiked	
    and	
    pointed	
    
  	
    
  I	
    puncture,	
    not	
    cut.	
    
  A	
    straightforward	
    thrust	
    
  Driving	
    me	
    deep	
    into	
    my	
    foe.	
    
  	
    
  I	
    leap	
    from	
    a	
    bow,	
    	
    
  Glower	
    from	
    the	
    ranks	
    
  	
    
  of	
    a	
    phalanx.	
    
  A:	
    Piercing	
    
  	
    
  Swift	
    slicing,	
    I	
    
  	
    
  Cut	
    to	
    the	
    bone.	
    
  Sword-­‐blade	
    catching	
    the	
    sun	
    
  	
    
  Once,	
    twice	
    and	
    again.	
    
  Red	
    to	
    the	
    hilt,	
    
  	
    
  Reaping	
    lives	
    
  	
    
  As	
    a	
    scythe	
    reaps	
    wheat.	
    
  A:	
    Slashing	
    
  	
    
  
  204	
    
  R I D D L E S :  L O G I C  &  N U M B E R S  
  There	
    are	
    four	
    girls,	
    and	
    four	
    apples	
    in	
    a	
    basket.	
    	
    
  	
    
  Every	
    girl	
    takes	
    an	
    apple,	
    	
    
  Yet	
    one	
    apple	
    remains	
    in	
    the	
    basket.	
    	
    
  	
    
  How	
    is	
    this	
    possible?	
    
  A:	
    The	
    last	
    girl	
    took	
    the	
    basket	
    with	
    her	
    apple	
    still	
    in	
    it	
    
  	
    
  Two	
    sailors	
    stand	
    on	
    opposite	
    sides	
    of	
    a	
    ship.	
    
  	
    
  One	
    looks	
    east	
    and	
    the	
    other	
    west,	
    
  Yet	
    they	
    have	
    each	
    other	
    in	
    view	
    at	
    all	
    times.	
    
  	
    
  How	
    is	
    this	
    possible?	
    
  A:	
    One	
    stands	
    on	
    the	
    east	
    side,	
    looking	
    west,	
    	
    
  the	
    other	
    on	
    the	
    west	
    side	
    looking	
    east	
    across	
    the	
    ship	
    
  	
    
  What	
    letter	
    completes	
    this	
    sequence?	
    
  	
    
  O,	
    T,	
    T,	
    F,	
    F,	
    S,	
    S	
    
  A:	
    The	
    letter	
    E	
    (they	
    are	
    the	
    initials	
    of	
    the	
    numbers	
    1-­‐8)	
    
  	
    
  A	
    man	
    is	
    asked	
    what	
    his	
    daughters	
    look	
    like.	
    	
    
  	
    
  He	
    answers,	
    "They	
    are	
    all	
    blondes,	
    but	
    two,	
    	
    
  All	
    brunettes,	
    but	
    two,	
    and	
    all	
    redheads,	
    but	
    two."	
    	
    
  	
    
  How	
    many	
    daughters	
    did	
    he	
    have?	
    
  A:	
    Three	
    daughters	
    –	
    1	
    blonde,	
    1	
    brunette	
    and	
    1	
    redhead	
    
  	
    
  Every	
    day	
    a	
    man	
    leads	
    a	
    loaded	
    packhorse	
    out	
    of	
    the	
    town	
    gates	
    
  	
    
  Every	
    day	
    the	
    town	
    guards	
    search	
    the	
    horse’s	
    packs,	
    	
    
  But	
    find	
    nothing.	
    
  	
    
  Yet	
    they	
    know	
    the	
    man	
    is	
    smuggling	
    something	
    out	
    of	
    town	
    
  What	
    is	
    the	
    man	
    smuggling?	
    
  A:	
    He	
    is	
    smuggling	
    the	
    horses	
    –	
    the	
    packs	
    are	
    the	
    disguise	
    
  	
    	
    
  Can	
    you	
    find	
    a	
    four-­‐digit	
    number	
    in	
    which	
    
  	
    
  The	
    first	
    digit	
    is	
    one-­‐third	
    the	
    second	
    digit,	
    
  The	
    third	
    is	
    the	
    sum	
    of	
    the	
    first	
    and	
    second	
    and	
    
  	
    
  The	
    last	
    is	
    three	
    times	
    the	
    second?	
    
  A:	
    1,349	
    
  	
    
  Six	
    glasses	
    are	
    in	
    a	
    row.	
    	
    
  	
    
  The	
    first	
    three	
    are	
    filled	
    with	
    milk,	
    	
    
  And	
    the	
    last	
    three	
    are	
    empty.	
    	
    
  	
    
  By	
    moving	
    only	
    one	
    glass,	
    	
    
  Can	
     you	
     arrange	
     them	
     so	
     that	
     the	
     full	
     and	
     the	
     empty	
     glasses	
    
  	
    
  alternate?	
    
  A:	
    Yes,	
    pick	
    up	
    the	
    2nd	
    glass,	
    pour	
    the	
    milk	
    into	
    the	
    5th	
    glass,	
    	
    
  then	
    return	
    the	
    2nd	
    glass	
    to	
    its	
    place	
    
  	
    
  How	
    can	
    you	
    cut	
    a	
    cake	
    into	
    eight	
    equal	
    pieces,	
    
  	
    
  With	
    only	
    three	
    cuts?	
    
  A:	
    Make	
    two	
    vertical	
    cuts,	
    one	
    front	
    to	
    back,	
    one	
    side	
    to	
    side,	
    
  then	
    one	
    horizontal	
    cut	
    halfway	
    down	
    the	
    cake	
    
  What	
    number	
    gives	
    the	
    same	
    result	
    when	
    it	
    is	
    added	
    to	
    1.5	
    	
    
  	
    
  As	
    when	
    it	
    is	
    multiplied	
    by	
    1.5?	
    
  A:	
    3	
    
  	
    
  Which	
    of	
    these	
    numbers	
    is	
    the	
    odd-­‐one-­‐out?	
    
  	
    
  43,	
    26,	
    50,	
    37,	
    17,	
    82	
    
  A:	
    43,	
    all	
    the	
    others	
    are	
    1	
    greater	
    than	
    a	
    square	
    number	
    
  	
    
  The	
     number	
     8,549,176,320	
     has	
     a	
     rather	
     special	
     characteristic.	
    
  	
    
  What	
    makes	
    it	
    unique?	
    
  A:	
    It	
    has	
    all	
    the	
    digits	
    from	
    0	
    to	
    9	
    in	
    alphabetical	
    order	
    
  	
    
  What	
    should	
    the	
    tenth	
    number	
    in	
    this	
    series	
    be?	
    
  	
    
  3,	
    3,	
    5,	
    4,	
    4,	
    3,	
    5,	
    5,	
    4	
    
  A:	
    3	
    (they	
    are	
    the	
    number	
    of	
    letters	
    in	
    the	
    numbers	
    1,	
    2,	
    3	
    etc)	
    
  	
    
  A	
    hand	
    of	
    cards	
    consists	
    of	
    one	
    Queen,	
    two	
    Diamonds,	
    	
    
  	
    
  Three	
    Aces,	
    and	
    four	
    Spades.	
    	
    
  What	
    is	
    the	
    minimum	
    number	
    of	
    cards	
    the	
    hand	
    could	
    contain?	
    
  A:	
    7	
    
  	
    
  What	
    is	
    the	
    next	
    number	
    in	
    this	
    series?	
    
  	
    
  2,	
    4,	
    8,	
    10,	
    20	
    
  A:	
    22	
    (it	
    alternates	
    +2	
    and	
    x2)	
    
  	
    
  Water	
    lilies	
    double	
    in	
    area	
    every	
    24	
    hours.	
    	
    	
    
  	
    
  In	
    spring,	
    there	
    is	
    one	
    water	
    lily	
    on	
    a	
    lake.	
    	
    	
    
  In	
    sixty	
    days	
    the	
    lake	
    is	
    completely	
    covered	
    with	
    lilies.	
    	
    	
    
  	
    
  How	
    many	
    days	
    did	
    it	
    take	
    to	
    cover	
    half	
    of	
    the	
    lake?	
    
  A:	
    59	
    days	
    
  	
    
  My	
    first	
    is	
    a	
    number,	
    my	
    second	
    another,	
    
  	
    
  And	
    each,	
    I	
    assure	
    you,	
    will	
    rhyme	
    with	
    the	
    other.	
    
  My	
    first	
    you	
    will	
    find	
    is	
    one-­‐fifth	
    of	
    my	
    second,	
    
  	
    
  And	
    truly	
    my	
    whole	
    a	
    long	
    period	
    reckoned.	
    
  Yet	
    my	
    first	
    and	
    my	
    second	
    (nay,	
    think	
    not	
    I	
    cozen),	
    
  	
    
  When	
    added	
    together	
    will	
    make	
    but	
    two	
    dozen.	
    
  How	
    many	
    am	
    I?	
    
  A:	
    Four-­‐score	
    
  	
    
  I	
    am	
    a	
    three	
    digit	
    number.	
    
  	
    
  My	
    tens	
    digit	
    is	
    five	
    more	
    than	
    my	
    ones	
    digit.	
    
  My	
    hundreds	
    digit	
    is	
    eight	
    less	
    than	
    my	
    tens	
    digit.	
    
  	
    
  What	
    number	
    am	
    I?	
    
  A:	
    194	
    
  	
    
  	
    
   
  
  205	
    
  R I D D L E S :  O B J E C T S  ( I N T A N G I B L E )  
  For	
    some	
    I	
    go	
    fast	
    
  	
    
  For	
    others	
    I'm	
    slow.	
    
  To	
    most	
    people,	
    I'm	
    an	
    obsession	
    
  	
    
  Relying	
    on	
    me	
    is	
    a	
    well	
    practiced	
    lesson.	
    
  A:	
    Time	
    
  	
    
  If	
    you	
    take	
    away	
    my	
    whole	
    
  	
    
  You	
    still	
    have	
    some	
    left.	
    
  What	
    am	
    I?	
    
  A:	
    Wholesome	
    
  	
    
  What	
    can	
    be	
    heard	
    and	
    caught	
    but	
    never	
    seen?	
    
  A:	
    A	
    remark	
    
  	
    
  What	
    goes	
    through	
    the	
    door	
    without	
    pinching	
    itself?	
    	
    
  	
    
  What	
    sits	
    on	
    the	
    stove	
    without	
    burning	
    itself?	
    	
    
  What	
    sits	
    on	
    the	
    table	
    and	
    is	
    not	
    ashamed?	
    
  A:	
    Sunlight	
    or	
    the	
    sun	
    
  	
    
  At	
    the	
    sound	
    of	
    me,	
    men	
    may	
    dream,	
    	
    
  	
    
  Or	
    stamp	
    their	
    feet.	
    	
    
  At	
    the	
    sound	
    of	
    me,	
    women	
    may	
    laugh,	
    	
    
  	
    
  Or	
    sometimes	
    weep.	
    
  A:	
    Music	
    
  	
    
  I	
    am	
    all	
    that	
    I	
    am	
    and	
    all	
    that	
    you	
    see,	
    
  	
    
  Yet	
    I'm	
    nothing	
    at	
    all	
    and	
    from	
    you	
    I	
    flee.	
    
  Formed	
    of	
    distortion,	
    perceptions	
    awry,	
    
  	
    
  I	
    play	
    the	
    horizon	
    where	
    always	
    I	
    lie.	
    
  What	
    am	
    I?	
    
  A:	
    A	
    mirage	
    
  	
    
  I	
    am	
    purple,	
    yellow,	
    red,	
    and	
    green	
    
  	
    
  The	
    king	
    cannot	
    reach	
    me	
    and	
    neither	
    can	
    the	
    queen.	
    
  I	
    show	
    my	
    colours	
    after	
    the	
    rain	
    
  	
    
  And	
    only	
    when	
    the	
    sun	
    comes	
    out	
    again	
    
  A:	
    A	
    rainbow	
    
  	
    
  What	
    do	
    the	
    following	
    words	
    have	
    in	
    common?	
    
  	
    
  Mellow,	
    Slack,	
    Clue,	
    Grown,	
    Bold	
    
  A:	
    Changing	
    the	
    first	
    letter	
    makes	
    the	
    word	
    into	
    a	
    colour	
    	
    
  	
    
  I	
    never	
    was,	
    am	
    always	
    to	
    be,	
    
  	
    
  No	
    one	
    ever	
    saw	
    me,	
    nor	
    ever	
    will,	
    	
    
  And	
    yet	
    I	
    am	
    the	
    confidence	
    of	
    all,	
    
  	
    
  To	
    live	
    and	
    breathe	
    on	
    this	
    terrestrial	
    ball	
    
  What	
    am	
    I?	
    
  A:	
    Tomorrow	
    
  My	
    head	
    and	
    tail	
    both	
    equal	
    are,	
    
  	
    
  My	
    middle	
    slender	
    as	
    a	
    bee.	
    
  Whether	
    I	
    stand	
    on	
    head	
    or	
    heel	
    
  	
    
  Is	
    quite	
    the	
    same	
    to	
    you	
    or	
    me.	
    
  But	
    if	
    my	
    head	
    should	
    be	
    cut	
    off,	
    
  	
    
  The	
    matter's	
    true,	
    though	
    passing	
    strange	
    
  Directly	
    I	
    to	
    nothing	
    change.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    The	
    number	
    eight	
    
  	
    
  What	
    always	
    ends	
    everything?	
    
  A:	
    The	
    letter	
    G	
    
  	
    
  What	
    is	
    it	
    that	
    we	
    often	
    return	
    but	
    never	
    borrow?	
    
  A:	
    Thanks	
    
  	
    
  What	
    herb	
    cures	
    all	
    ills?	
    
  A:	
    Thyme	
    
  	
    
  When	
    do	
    bad	
    days	
    usually	
    fall	
    apart?	
    
  A:	
    At	
    daybreak	
    
  	
    
  Only	
    one	
    colour,	
    but	
    not	
    one	
    size,	
    
  	
    
  Stuck	
    at	
    the	
    bottom,	
    yet	
    easily	
    flies,	
    
  Present	
    in	
    sun,	
    but	
    not	
    in	
    rain,	
    
  	
    
  Doing	
    no	
    harm,	
    and	
    feeling	
    no	
    pain.	
    
  A:	
    A	
    shadow	
    
  	
    
  I	
    cannot	
    be	
    smelt,	
    
  	
    
  I	
    cannot	
    be	
    dealt,	
    
  I	
    cannot	
    be	
    touched,	
    
  	
    
  I	
    cannot	
    be	
    felt.	
    
  What	
    am	
    I?	
    
  A:	
    Darkness	
    
  	
    
  I	
    cannot	
    be	
    felt,	
    seen	
    or	
    touched,	
    
  	
    
  Yet	
    I	
    can	
    be	
    found	
    in	
    everybody,	
    
  My	
    existence	
    is	
    always	
    in	
    debate,	
    
  	
    
  Yet	
    I	
    have	
    my	
    own	
    style	
    of	
    music.	
    
  A:	
    A	
    soul	
    
  	
    
  With	
    no	
    wings,	
    I	
    fly.	
    With	
    no	
    eyes,	
    I	
    see.	
    With	
    no	
    arms,	
    I	
    climb.	
    	
    
  	
    
  More	
    frightening	
    than	
    any	
    beast,	
    stronger	
    than	
    any	
    foe.	
    	
    
  I	
    am	
    cunning,	
    ruthless	
    and	
    tall;	
    in	
    the	
    end,	
    I	
    rule	
    all.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    Imagination	
    
  	
    
  	
    
   
  
  206	
    
  R I D D L E S :  O B J E C T S  ( T A N G I B L E )  
  You	
    hear	
    it	
    speak,	
    for	
    it	
    has	
    a	
    hard	
    tongue.	
    	
    
  	
    
  But	
    it	
    cannot	
    breathe,	
    for	
    it	
    has	
    no	
    lung.	
    	
    
  What	
    is	
    it?	
    
  A:	
    A	
    bell	
    
  	
    
  Anyone	
    can	
    spin,	
    wheel	
    and	
    twist,	
    
  	
    
  But	
    I	
    can	
    turn	
    without	
    moving.	
    
  What	
    am	
    I?	
    
  A:	
    Milk	
    
  	
    
  Walk	
    on	
    the	
    living,	
    they	
    don't	
    even	
    mumble.	
    	
    
  	
    
  Walk	
    on	
    the	
    dead,	
    they	
    mutter	
    and	
    grumble.	
    
  What	
    are	
    they?	
    
  A:	
    Leaves	
    
  	
    
  What	
    is	
    more	
    useful	
    when	
    it	
    is	
    broken?	
    
  A:	
    An	
    egg	
    
  	
    
  I	
    have	
    two	
    hands	
    and	
    a	
    round	
    face	
    
  	
    
  I	
    run	
    and	
    run	
    but	
    stay	
    in	
    place.	
    
  What	
    am	
    I?	
    
  A:	
    A	
    clock	
    
  	
    
  Dies	
    half	
    its	
    life	
    
  	
    
  Lives	
    the	
    rest	
    
  Dances	
    without	
    music	
    
  	
    
  Breathes	
    without	
    breath	
    
  What	
    am	
    I?	
    
  A:	
    A	
    deciduous	
    tree	
    
  	
    
  We	
    travel	
    much,	
    yet	
    prisoners	
    are,	
    	
    
  	
    
  And	
    close	
    confined	
    to	
    boot.	
    	
    
  With	
    the	
    swiftest	
    horse	
    we	
    keep	
    pace,	
    	
    
  	
    
  Yet	
    always	
    go	
    on	
    foot.	
    
  A:	
    A	
    pair	
    of	
    spurs	
    
  	
    
  Nothing	
    inside,	
    nothing	
    outside,	
    at	
    least	
    that	
    you	
    can	
    see.	
    
  	
    
  I'm	
    as	
    light	
    as	
    a	
    feather,	
    yet	
    ten	
    men	
    can't	
    lift	
    me!	
    
  What	
    am	
    I?	
    
  A:	
    A	
    bubble	
    
  	
    
  What	
    has	
    eyes,	
    but	
    no	
    nose	
    
  	
    
  A	
    tongue,	
    but	
    no	
    teeth	
    
  And	
    is	
    a	
    foot	
    long?	
    
  A:	
    A	
    laced	
    boot	
    or	
    shoe	
    
  	
    
  What	
    comb	
    has	
    no	
    teeth?	
    
  A:	
    A	
    honeycomb	
    
  	
    
  What	
    runs	
    around	
    a	
    cemetery	
    but	
    doesn’t	
    move?	
    
  A:	
    A	
    fence,	
    a	
    wall	
    etc.	
    	
    
  	
    
  When	
    you	
    take	
    away	
    two	
    letters	
    from	
    this	
    five-­‐letter	
    word,	
    	
    
  	
    
  You	
    get	
    one.	
    	
    	
    
  What	
    word	
    is	
    it?	
    
  A:	
    Stone	
    
  	
    
  What	
    is	
    nothing	
    but	
    holes	
    tied	
    to	
    holes,	
    yet	
    is	
    as	
    strong	
    as	
    iron?	
    
  A:	
    A	
    chain	
    or	
    chainmail	
    
  	
    
  What	
    is	
    the	
    difference	
    between	
    an	
    oak	
    tree	
    and	
    a	
    tight	
    shoe?	
    
  A:	
    One	
    makes	
    acorns,	
    the	
    other	
    makes	
    corns	
    ache	
    
  	
    
  I	
    can	
    be	
    long,	
    or	
    I	
    can	
    be	
    short.	
    
  	
    
  I	
    can	
    be	
    grown,	
    and	
    I	
    can	
    be	
    bought.	
    
  I	
    can	
    be	
    painted,	
    or	
    left	
    bare.	
    
  	
    
  I	
    can	
    be	
    round,	
    or	
    I	
    can	
    be	
    square.	
    
  What	
    am	
    I?	
    
  A:	
    Fingernails	
    
  	
    
  I	
    have	
    many	
    feathers	
    to	
    help	
    me	
    fly.	
    
  	
    
  I	
    have	
    a	
    body	
    and	
    head,	
    but	
    I'm	
    not	
    alive.	
    
  It	
    is	
    your	
    strength	
    which	
    determines	
    how	
    far	
    I	
    go.	
    
  	
    
  You	
    can	
    hold	
    me	
    in	
    your	
    hand,	
    but	
    I'm	
    never	
    thrown.	
    
  What	
    am	
    I?	
    
  A:	
    An	
    arrow	
    
  	
    
  My	
    first	
    is	
    in	
    run,	
    but	
    not	
    in	
    won;	
    	
    
  	
    
  My	
    second	
    in	
    apple	
    and	
    also	
    in	
    talk;	
    	
    
  My	
    third	
    is	
    in	
    miss	
    but	
    not	
    in	
    score;	
    	
    
  	
    
  My	
    last	
    in	
    win	
    but	
    not	
    in	
    more.	
    
  A:	
    Rain	
    
  	
    
  When	
    liquid	
    splashes	
    me,	
    none	
    seeps	
    through.	
    	
    
  	
    
  When	
    I	
    am	
    moved	
    a	
    lot,	
    liquid	
    I	
    spew.	
    	
    
  When	
    I	
    am	
    hit,	
    colour	
    I	
    change.	
    	
    
  	
    
  And	
    colour,	
    I	
    come	
    in	
    quite	
    a	
    range.	
    	
    
  What	
    I	
    cover	
    is	
    very	
    complex,	
    and	
    I	
    am	
    very	
    easy	
    to	
    flex.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    Your	
    skin	
    
  	
    
  What	
    runs	
    around	
    town	
    all	
    day	
    and	
    	
    
  	
    
  Under	
    the	
    bed	
    at	
    night	
    it	
    lies	
    with	
    its	
    tongue	
    hanging	
    out?	
    
  A:	
    Your	
    shoes	
    
  	
    
  What	
    food	
    is	
    absolutely	
    no	
    good	
    until	
    it's	
    cracked?	
    
  A:	
    A	
    coconut	
    or	
    an	
    egg	
    
  	
    
   
  
  207	
    
  R I D D L E S :  P E O P L E  &  J O B S  
  The	
    faster	
    you	
    work,	
    the	
    longer	
    it	
    is	
    before	
    you're	
    done,	
    	
    
  	
    
  The	
    slower	
    you	
    work,	
    the	
    sooner	
    you're	
    finished?	
    
  What	
    are	
    you	
    doing?	
    
  A:	
    Roasting	
    meat	
    on	
    a	
    spit	
    
  	
    
  Two	
    girls	
    have	
    the	
    same	
    parents.	
    
  	
    
  They	
    were	
    born	
    at	
    the	
    same	
    hour	
    	
    
  Of	
    the	
    same	
    day	
    of	
    the	
    same	
    month,	
    	
    
  	
    
  But	
    they	
    are	
    not	
    twins.	
    	
    
  How	
    can	
    this	
    be	
    possible?	
    
  A:	
    They	
    were	
    born	
    in	
    different	
    years	
    
  	
    
  What	
    man	
    can	
    shave	
    25	
    times	
    a	
    day	
    
  	
    
  And	
    still	
    have	
    a	
    beard?	
    
  A:	
    A	
    barber	
    
  	
    
  There	
    was	
    an	
    old	
    woman	
    who	
    lived	
    in	
    a	
    giant’s	
    castoff	
    shoe,	
    	
    
  	
    
  And	
     the	
     only	
     food	
     she	
     had	
     for	
     her	
     ten	
     children	
     was	
     six	
    
  potatoes.	
    
  	
    
  How	
    did	
    she	
    make	
    sure	
    that	
    each	
    child	
    had	
    an	
    equal	
    share?	
    
  A:	
    She	
    mashed	
    the	
    potatoes	
    and	
    spooned	
    them	
    out	
    
  	
    
  Seven	
    men	
    arrive	
    at	
    a	
    meeting.	
    	
    
  	
    
  Each	
    of	
    them	
    shakes	
    hands	
    once	
    with	
    each	
    of	
    the	
    others.	
    	
    
  How	
    many	
    handshakes	
    does	
    that	
    make?	
    
  A:	
    21	
    
  	
    
  Someone	
    at	
    a	
    banquet	
    introduces	
    you	
    	
    
  	
    
  To	
    your	
    mother's	
    only	
    sister's	
    husband's	
    sister	
    in	
    law.	
    	
    	
    
  He	
    has	
    no	
    brothers.	
    	
    	
    
  	
    
  What	
    do	
    you	
    call	
    this	
    lady?	
    
  A:	
    Mother	
    
  	
    
  A	
    carpenter	
    was	
    in	
    a	
    terrible	
    hurry.	
    	
    	
    
  	
    
  He	
    had	
    to	
    work	
    as	
    quickly	
    as	
    possible	
    
  To	
    cut	
    a	
    very	
    heavy	
    ten-­‐foot	
    plank	
    into	
    ten	
    equal	
    sections.	
    	
    	
    
  	
    
  If	
    it	
    takes	
    one	
    minute	
    per	
    cut,	
    how	
    long	
    will	
    it	
    take	
    him	
    to	
    get	
    
  the	
    ten	
    equal	
    pieces?	
    
  A:	
    9	
    minutes.	
    It	
    only	
    takes	
    9	
    cuts	
    to	
    get	
    10	
    pieces.	
    
  	
    
  Johnny's	
    mother	
    had	
    three	
    children.	
    	
    
  	
    
  The	
    first	
    child	
    was	
    named	
    April.	
    	
    
  The	
    second	
    child	
    was	
    named	
    May.	
    	
    
  	
    
  What	
    was	
    the	
    third	
    child's	
    name?	
    
  A:	
    Johnny.	
    He’s	
    the	
    third	
    child	
    
  	
    
  What	
    is	
    the	
    difference	
    between	
    a	
    fisherman	
    and	
    a	
    lazy	
    student?	
    
  A:	
    One	
    baits	
    his	
    hook,	
    the	
    other	
    hates	
    his	
    book	
    
  	
    
  What	
    kind	
    of	
    music	
    scale	
    makes	
    a	
    good	
    military	
    leader?	
    
  A:	
    A	
    sharp	
    major	
    
  	
    
  What	
    did	
    the	
    moneylender	
    say	
    to	
    the	
    abacus?	
    
  A:	
    I’m	
    counting	
    on	
    you	
    
  	
    
  For	
    what	
    person	
    do	
    all	
    men	
    take	
    off	
    their	
    hats?	
    
  A:	
    A	
    barber	
    
  	
    
  At	
    this	
    moment	
    everyone	
    in	
    the	
    world	
    is	
    doing	
    the	
    same	
    thing.	
    	
    	
    
  	
    
  What	
    is	
    it?	
    
  A:	
    Getting	
    older	
    
  	
    
  What	
    is	
    the	
    difference	
    between	
    a	
    composer	
    and	
    a	
    courier?	
    
  A:	
    One	
    writes	
    notes,	
    and	
    the	
    other	
    delivers	
    them	
    
  	
    
  Why	
    is	
    a	
    book	
    like	
    a	
    king?	
    
  A:	
    Because	
    they	
    both	
    have	
    pages	
    
  	
    
  How	
    can	
    you	
    avoid	
    hitting	
    your	
    fingers,	
    
  	
    
  When	
    driving	
    in	
    a	
    nail	
    with	
    a	
    hammer?	
    
  A:	
    Hold	
    the	
    hammer	
    in	
    both	
    hands	
    
  	
    
  What	
    is	
    the	
    difference	
    between	
    a	
    farmer	
    and	
    a	
    seamstress?	
    
  A:	
    One	
    gathers	
    what	
    he	
    sows,	
    the	
    other	
    sews	
    what	
    she	
    gathers	
    
  	
    
  If	
    a	
    hobgoblin	
    army	
    marches	
    south	
    at	
    ten	
    miles	
    a	
    day	
    to	
    attack	
    
  	
    
  The	
    elves’	
    city	
    
  And	
    the	
    elven	
    army	
    rides	
    north	
    at	
    15	
    miles	
    a	
    day	
    to	
    stop	
    them,	
    
  	
    
  Which	
    army	
    is	
    closest	
    to	
    the	
    city	
    when	
    they	
    meet	
    and	
    fight?	
    
  A:	
    They	
    are	
    the	
    same	
    distance	
    from	
    the	
    city	
    when	
    they	
    meet	
    
  	
    
  What	
    teaches	
    without	
    talking?	
    
  A:	
    A	
    book	
    
  	
    
  What	
    kind	
    of	
    nails	
    do	
    carpenter's	
    avoid?	
    
  A:	
    Fingernails	
    and	
    Thumbnails	
    
  	
    
  A	
    farmer	
    had	
    18	
    sheep.	
    Unfortunately	
    all	
    but	
    2	
    died.	
    
  	
    
  How	
    many	
    sheep	
    did	
    the	
    farmer	
    have	
    left?	
    
  A:	
    2	
    sheep,	
    all	
    the	
    others	
    died	
    
  	
    
  Two	
    boys	
    play	
    checkers.	
    They	
    play	
    five	
    games.	
    	
    
  	
    
  They	
    win	
    the	
    same	
    amount.	
    
  How?	
    
  A:	
    They	
    don’t	
    play	
    each	
    other	
    
  	
    
  	
    
  	
    
  
  208	
    
  R I D D L E S :  P L A C E S  &  L O C A T I O N S  
  Where	
    is	
    the	
    ocean	
    deepest?	
    
  A:	
    At	
    the	
    bottom	
    
  	
    
  When	
    is	
    a	
    house	
    not	
    on	
    land	
    
  	
    
  And	
    not	
    on	
    water?	
    
  A:	
    When	
    it’s	
    on	
    fire	
    
  	
    
  What's	
    in	
    the	
    shrine,	
    but	
    not	
    in	
    the	
    steeple;	
    
  	
    
  The	
    priest	
    has	
    it,	
    but	
    not	
    the	
    people?	
    
  A:	
    The	
    letter	
    R	
    
  	
    
  There	
    was	
    a	
    one-­‐storey	
    house,	
    and	
    everything	
    was	
    blue.	
    	
    
  	
    
  The	
    grass	
    was	
    blue.	
    The	
    brick	
    was	
    blue.	
    	
    
  The	
    people	
    were	
    blue.	
    Their	
    beds	
    were	
    blue.	
    	
    
  	
    
  Their	
    clothes	
    were	
    blue,	
    and	
    their	
    food	
    was	
    blue.	
    	
    
  What	
    colour	
    were	
    the	
    stairs?	
    
  A:	
    No	
    colour,	
    there	
    are	
    no	
    stairs	
    in	
    a	
    one-­‐storey	
    house	
    
  	
    
  What	
    type	
    of	
    ship	
    can	
    be	
    found	
    anywhere	
    
  	
    
  Even	
    in	
    the	
    desert?	
    
  A:	
    Friendship	
    
  	
    
  I'm	
    sometimes	
    full,	
    but	
    I	
    never	
    overflow.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    The	
    moon	
    
  	
    
  What	
    is	
    a	
    ship	
    for	
    good	
    writers?	
    
  A:	
    Penmanship	
    
  	
    
  There	
    is	
    a	
    six-­‐letter	
    word	
    of	
    which	
    “la”	
    is	
    the	
    middle,	
    	
    
  	
    
  Is	
    the	
    beginning,	
    and	
    the	
    ending.	
    	
    	
    
  What	
    is	
    the	
    word?	
    
  A:	
    Island	
    
  	
    
  What	
    is	
    the	
    difference	
    between	
    here	
    and	
    there?	
    
  A:	
    The	
    letter	
    T	
    
  	
    
  I	
    have	
    four	
    wings,	
    but	
    cannot	
    fly,	
    I	
    never	
    laugh	
    and	
    never	
    cry.	
    	
    
  	
    
  On	
    the	
    same	
    spot	
    I’m	
    always	
    found,	
    	
    
  Toiling	
    away	
    with	
    little	
    sound.	
    	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    A	
    windmill	
    
  	
    
  Man	
    walks	
    over,	
    man	
    walks	
    under,	
    	
    
  	
    
  In	
    times	
    of	
    war	
    he	
    burns	
    asunder.	
    What	
    is	
    it?	
    
  A:	
    A	
    bridge	
    
  	
    
  I	
    am	
    a	
    path	
    situated	
    between	
    high	
    natural	
    masses.	
    	
    
  	
    
  Remove	
    my	
    first	
    letter	
    &	
    you	
    have	
    a	
    path	
    situated	
    between	
    
  man-­‐made	
    masses.	
    	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    A	
    valley	
    (alley)	
    
  	
    
  I	
    am	
    larger	
    than	
    you	
    can	
    imagine,	
    possibly	
    without	
    bounds.	
    	
    
  	
    
  My	
    last	
    five	
    letters	
    name	
    something	
    found	
    in	
    poetry.	
    	
    
  What	
    am	
    I?	
    
  A:	
    A	
    universe	
    
  	
    
  My	
    thunder	
    rolls	
    beneath	
    me,	
    my	
    lightning	
    flares	
    above.	
    	
    
  	
    
  I	
    dust	
    the	
    crust,	
    and	
    when	
    I	
    bust,	
    all	
    I	
    touch	
    will	
    I	
    shove.	
    
  What	
    am	
    I?	
    
  A:	
    A	
    volcano	
    
  	
    
  I	
    look	
    flat,	
    but	
    I	
    am	
    deep,	
    	
    
  	
    
  Hidden	
    realms	
    I	
    shelter.	
    
  Lives	
    I	
    take,	
    but	
    food	
    I	
    offer.	
    At	
    times	
    I	
    am	
    beautiful.	
    
  	
    
  I	
    can	
    be	
    calm,	
    angry	
    and	
    turbulent.	
    
  I	
    have	
    no	
    heart,	
    but	
    offer	
    pleasure	
    as	
    well	
    as	
    death.	
    
  	
    
  No	
    man	
    can	
    own	
    me,	
    	
    
  Yet	
    I	
    encompass	
    what	
    all	
    men	
    must	
    have.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    An	
    ocean	
    
  	
    
  Round	
    like	
    an	
    apple,	
    deep	
    like	
    a	
    cup.	
    	
    
  	
    
  Yet	
    all	
    the	
    king’s	
    horses	
    can’t	
    pull	
    it	
    up.	
    What	
    is	
    it?	
    
  A:	
    A	
    well	
    
  	
    
  A	
    house	
    of	
    wood	
    in	
    a	
    hidden	
    place	
    built	
    without	
    nails	
    or	
    glue	
    
  	
    
  High	
    above	
    the	
    earthen	
    ground,	
    	
    
  It	
    holds	
    pale	
    gems	
    of	
    white	
    or	
    blue.	
    	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    A	
    bird’s	
    nest	
    
  	
    
  I	
    run	
    through	
    hills;	
    I	
    veer	
    around	
    mountains.	
    
  	
    
  I	
    leap	
    over	
    rivers	
    and	
    crawl	
    through	
    the	
    forests.	
    
  Step	
    out	
    your	
    door	
    to	
    find	
    me.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    A	
    road	
    
  	
    
  Why	
    is	
    an	
    island	
    like	
    the	
    letter	
    “T”?	
    
  A:	
    Because	
    it	
    is	
    in	
    the	
    middle	
    of	
    water	
    
  	
    
  	
    
   
  
  209	
    
  R I D D L E S :  M I S C E L L A N E O U S  G R O U P S  
  This	
    section	
    presents	
    groups	
    of	
    riddles	
    focused	
    on	
    a	
    wide	
    range	
    
  of	
    miscellaneous	
    subjects.	
    
  E C H O  R I D D L E S  
  These	
    three	
    riddles	
    all	
    have	
    the	
    same	
    answer:	
    echo.	
    
  	
    
  Lives	
    without	
    a	
    body,	
    	
    
  	
    
  Hears	
    without	
    ears,	
    	
    
  Speaks	
    without	
    a	
    mouth,	
    	
    
  	
    
  To	
    which	
    the	
    air	
    alone	
    gives	
    birth.	
    
  	
    
  	
    I	
    am	
    sometimes	
    strong	
    
  	
    
  And	
    sometimes	
    weak,	
    
  But	
    I	
    am	
    nobody’s	
    fool.	
    
  	
    
  For	
    there	
    is	
    no	
    language	
    that	
    I	
    can’t	
    speak,	
    
  Though	
    I	
    never	
    went	
    to	
    school.	
    
  	
    
  You	
    heard	
    me	
    before,	
    
  	
    
  Yet	
    you	
    hear	
    me	
    again,	
    
  Then	
    I	
    die,	
    
  	
    
  Until	
    you	
    call	
    me	
    again.	
    
  E X O R C I S M  R I D D L E S   
  These	
     three	
     riddles	
     cover	
     the	
     traditional	
     ingredients	
     for	
    
  exorcism:	
    bell,	
    book	
    and	
    candle.	
    
  	
    
  I	
    am	
    hollow,	
    yet	
    I	
    holler	
    when	
    I’m	
    hit	
    
  	
    
  In	
    school	
    and	
    in	
    temple	
    
  On	
    cow	
    and	
    on	
    cat	
    
  	
    
  On	
    ships	
    I	
    cut	
    time	
    
  Yet	
    I’m	
    rounded,	
    not	
    flat.	
    
  A:	
    Bell	
    
  	
    
  Inside	
    me	
    the	
    adventurous	
    find	
    
  	
    
  Quests	
    and	
    treasures	
    of	
    every	
    kind.	
    
  Trolls,	
    goblins,	
    orcs,	
    and	
    more,	
    await	
    
  	
    
  Within	
    my	
    closed	
    walls	
    for	
    
  All	
    those	
    that	
    wish	
    to	
    visit	
    me.	
    
  	
    
  Your	
    hands	
    are	
    the	
    key	
    
  To	
    secrets	
    untold,	
    
  	
    
  And	
    your	
    mind	
    will	
    unlock	
    the	
    door.	
    
  What	
    am	
    I?	
    
  A:	
    Book	
    
  	
    
  Always	
    wax,	
    yet	
    always	
    wane:	
    	
    
  	
    
  I	
    melt,	
    succumbing	
    to	
    the	
    flame.	
    
  Lighting	
    darkness,	
    with	
    fate	
    unblest,	
    	
    
  	
    
  I	
    soon	
    devolve	
    to	
    shapeless	
    mess.	
    
  A:	
    Candle	
    
  F O U R  H O R S E M E N  R I D D L E S  
  These	
     riddles	
     link	
     the	
     four	
     traditional	
     horsemen	
     of	
     the	
    
  apocalypse:	
     War,	
     Famine,	
     Pestilence,	
     and	
     Death.	
     A	
     final	
     riddle	
    
  deals	
    with	
    the	
    horsemen	
    as	
    a	
    whole.	
    
  	
    
  A	
    harvest	
    sown	
    and	
    reaped	
    on	
    the	
    same	
    day	
    	
    
  	
    
  In	
    an	
    unplowed	
    field,	
    
  Which	
    increases	
    without	
    growing,	
    
  	
    
  Consuming	
    all,	
    yet	
    unconsumed.	
    
  Is	
    useless	
    and	
    yet	
    the	
    staple	
    of	
    nations.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    War	
    
  	
    
  I	
    am	
    the	
    failure	
    of	
    the	
    fields	
    
  	
    
  Seven	
    years	
    upon	
    the	
    land	
    
  Starvation	
    lies	
    beneath	
    my	
    hand	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    Famine	
    
  	
    
  I	
    will	
    plague	
    you	
    night	
    and	
    day	
    
  	
    
  Doctors	
    come	
    and	
    go	
    away	
    
  Boil	
    and	
    rash	
    and	
    fever	
    heat	
    
  	
    
  Are	
    my	
    tools,	
    which	
    you	
    will	
    meet.	
    
  What	
    am	
    I?	
    
  A:	
    Pestilence	
    
  	
    
  A	
    nightmare	
    for	
    some.	
    
  	
    
  For	
    others,	
    as	
    a	
    saviour	
    I	
    come.	
    
  My	
    hands,	
    cold	
    and	
    bleak,	
    	
    
  	
    
  It's	
    the	
    warm	
    hearts	
    they	
    seek.	
    
  A:	
    Death.	
    
  	
    
  One	
    thin,	
    one	
    bold,	
    
  	
    
  one	
    sick,	
    one	
    cold.	
    
  The	
    earth	
    we	
    span,	
    
  	
    
  to	
    prey	
    upon	
    man.	
    
  What	
    are	
    we?	
    
  A:	
    The	
    Four	
    Horsemen	
    of	
    Apocalypse	
    
  	
    
   
  
  210 
  H E A R T  R I D D L E S   
  These	
    four	
    riddles	
    all	
    have	
    the	
    same	
    answer:	
    heart.	
    
  	
    
  A	
    red	
    drum	
    which	
    sounds	
    
  	
    
  Without	
    being	
    touched,	
    
  And	
    grows	
    silent,	
    
  	
    
  When	
    it	
    is	
    touched.	
    
  	
    
  You	
    feel	
    it,	
    but	
    never	
    see	
    it	
    and	
    never	
    will.	
    	
    
  	
    
  What	
    am	
    I?	
    
  	
    
  If	
    you	
    break	
    me	
    
  	
    
  I	
    do	
    not	
    stop	
    working,	
    
  If	
    you	
    touch	
    me	
    
  	
    
  I	
    may	
    be	
    snared,	
    
  If	
    you	
    lose	
    me	
    
  	
    
  Nothing	
    will	
    matter.	
    
  	
    
  I'm	
    the	
    source	
    of	
    all	
    emotion,	
    	
    
  	
    
  But	
    I'm	
    caged	
    in	
    a	
    white	
    prison	
    
  Where	
    air	
    flows	
    freely	
    in	
    and	
    out.	
    
  	
    
  What	
    am	
    I?	
    
  I N S T R U M E N T  R I D D L E S  
  These	
    three	
    riddles	
    cover	
    three	
    common	
    kinds	
    of	
    instrument.	
    	
    
  	
    
  I’m	
    silver	
    and	
    narrow	
    and	
    held	
    in	
    your	
    hands.	
    
  	
    
  Just	
    blow	
    across	
    me	
    for	
    you	
    woodwind	
    fans.	
    
  A	
    piccolo’s	
    my	
    cousin,	
    but	
    I’m	
    just	
    a	
    bit	
    longer.	
    
  	
    
  I	
    bet	
    you	
    know	
    now,	
    or	
    do	
    you	
    still	
    have	
    to	
    wonder?	
    
  A:	
    Flute	
    (or	
    wind	
    instruments)	
    
  	
    
  I	
    have	
    four	
    short	
    strings,	
    but	
    you	
    can’t	
    tie	
    a	
    knot.	
    
  	
    
  I	
    do	
    have	
    a	
    bow	
    so	
    you	
    can	
    play	
    me	
    a	
    lot!	
    
  A:	
    Violin	
    (or	
    stringed	
    instruments)	
    
  	
    
  You	
    can	
    beat	
    me	
    and	
    I	
    won’t	
    get	
    red	
    in	
    the	
    face.	
    
  	
    
  I	
    come	
    in	
    all	
    sizes	
    from	
    snare	
    down	
    to	
    bass.	
    
  All	
    bands	
    like	
    to	
    use	
    me	
    to	
    keep	
    a	
    good	
    beat.	
    
  	
    
  As	
    you	
    march	
    me	
    along	
    on	
    your	
    two	
    little	
    feet.	
    
  A:	
    Drum	
    (or	
    percussion	
    instruments)	
    
  L O V E  R I D D L E S  
  These	
    three	
    riddles	
    all	
    have	
    the	
    same	
    answer:	
    love.	
    
  	
    
  What	
    can	
    touch	
    someone	
    once	
    and	
    last	
    them	
    a	
    lifetime?	
    
  	
    
  You	
    can	
    feel	
    me,	
    but	
    you	
    can't	
    hold	
    me.	
    	
    
  	
    
  You	
     can	
     be	
     pierced	
     by	
     me,	
     but	
     you	
     don’t	
     bleed	
     from	
     my	
    
  wounds.	
    	
    
  	
    
  Many	
    seek	
    to	
    keep	
    me,	
    but	
    I	
    cannot	
    be	
    caged.	
    	
    
  What	
    am	
    I?	
    
  	
    
  I	
    am	
    something	
    you	
    can't	
    see	
    but	
    still	
    desire,	
    	
    
  	
    
  Can't	
    wrap	
    your	
    hands	
    around	
    but	
    still	
    hold	
    tight.	
    	
    
  Something	
    that	
    can	
    make	
    you	
    cry,	
    	
    
  	
    
  Laugh,	
    weak,	
    and	
    strong	
    all	
    at	
    the	
    same	
    time.	
    
  M I R R O R  R I D D L E S  
  These	
    three	
    riddles	
    all	
    lead	
    to	
    the	
    answer	
    of	
    Mirror.	
    
  	
    
  Look	
    into	
    my	
    face	
    and	
    I'm	
    everybody;	
    
  	
    
  Scratch	
    my	
    back	
    and	
    I'm	
    nobody.	
    
  	
    
  If	
    you	
    drop	
    me	
    I'm	
    sure	
    to	
    crack	
    	
    
  	
    
  But	
    give	
    me	
    a	
    smile	
    and	
    I'll	
    always	
    smile	
    back	
    
  	
    
  In	
    me	
    is	
    all	
    reversed	
    
  	
    
  In	
    me	
    you	
    see	
    what	
    you	
    never	
    see	
    elsewhere	
    
  But	
    none	
    can	
    reach	
    within.	
    
  M O O N  R I D D L E S   
  These	
    four	
    riddles	
    all	
    have	
    the	
    same	
    answer:	
    moon.	
    
  	
    
  Rises	
    only	
    in	
    darkness,	
    
  	
    
  But	
    rises	
    only	
    in	
    light.	
    
  It	
    is	
    always	
    the	
    same,	
    
  	
    
  But	
    is	
    yet	
    always	
    different.	
    
  	
    
  Scythe	
    of	
    darkness,	
    
  	
    
  Shadow’s	
    light.	
    
  Guiding	
    eye	
    
  	
    
  Of	
    thirteenth	
    sight.	
    
  	
    
  I	
    am	
    the	
    hole	
    in	
    the	
    night,	
    
  	
    
  The	
    ever	
    watchful	
    eye.	
    
  I	
    return	
    in	
    a	
    cycle,	
    
  	
    
  To	
    enlighten	
    the	
    sky.	
    
  	
    
  My	
    face	
    is	
    always	
    changing,	
    	
    
  	
    
  But	
    is	
    always	
    the	
    same.	
    
  	
    
   
  
  211 
  O A K  R I D D L E S  
  These	
    three	
    riddles	
    all	
    have	
    the	
    same	
    answer:	
    oak.	
    
  	
    
  	
    Its	
    fruit	
    is	
    in	
    a	
    cup,	
    but	
    you	
    can't	
    eat	
    its	
    apple	
    
  	
    
  My	
    first	
    is	
    in	
    owl,	
    and	
    also	
    in	
    rook	
    
  	
    
  My	
    second	
    in	
    bat	
    but	
    not	
    in	
    book	
    
  My	
    last	
    is	
    in	
    knot,	
    but	
    not	
    in	
    tie	
    
  	
    
  Tell	
    me	
    quickly,	
    what	
    am	
    I?	
    
  	
    
  I	
    was	
    born	
    in	
    a	
    wood	
    and	
    a	
    wood	
    is	
    within	
    
  	
    
  Tanners	
     strip	
     me,	
     shipwrights	
     carve	
    
  me,	
    
  Pigs	
     consume	
     my	
     children	
     and	
     kings	
    
  call	
    me	
    royal.	
    
  	
    
  What	
    am	
    I?	
    
  S H A D O W  R I D D L E S  
  These	
     three	
     riddles	
     all	
     have	
     the	
     same	
    
  answer:	
    shadow.	
    
  	
    
  They	
    are	
    dark,	
    and	
    always	
    on	
    the	
    run.	
    	
    
  	
    
  Without	
    the	
    sun,	
    there	
    would	
    be	
    none.	
    
  	
    
  I'm	
    as	
    small	
    as	
    an	
    ant,	
    as	
    big	
    as	
    a	
    whale.	
    	
    
  	
    
  I'll	
     approach	
     like	
     a	
     breeze,	
     but	
     can	
    
  come	
    like	
    a	
    gale.	
    	
    
  By	
    some	
    I	
    get	
    hit,	
    but	
    all	
    have	
    shown	
    fear.	
    	
    
  	
    
  I'll	
    dance	
    to	
    the	
    music,	
    though	
    I	
    can't	
    
  hear.	
    	
    
  Of	
     names	
     I	
     have	
     many,	
     of	
     names	
     I	
     have	
    
  one.	
    	
    
  	
    
  I'm	
    as	
    slow	
    as	
    a	
    snail,	
    but	
    from	
    me	
    
  you	
    can't	
    run.	
    	
    
  	
    
  What	
    am	
    I?	
    
  	
    
  	
    
  	
    
  	
    
  	
    
  I	
    am	
    closer	
    than	
    
  any	
    friend	
    you	
    have.	
    	
    
  	
    
  I	
    know	
    your	
    thoughts	
    and	
    your	
    fears.	
    	
    
  You	
    see	
    every	
    day	
    and	
    night.	
    	
    
  	
    
  When	
    you	
    see	
    me,	
    either	
    you	
    don't	
    care	
    or	
    you	
    play	
    with	
    me.	
    	
    
  Even	
    when	
    you	
    are	
    alone,	
    I'm	
    there	
    by	
    your	
    side.	
    	
    
  	
    
  I	
    see	
    every	
    good	
    and	
    bad	
    things	
    you	
    do.	
    
  T I M E  R I D D L E S  
  These	
    four	
    riddles	
    all	
    have	
    the	
    same	
    answer:	
    time.	
    
  	
    
  This	
    thing	
    devours	
    all	
    things:	
    	
    
  	
    
  Birds,	
    beasts,	
    trees,	
    flowers;	
    	
    
  Gnaws	
    iron,	
    bites	
    steel;	
    	
    
  	
    
  Grinds	
    hard	
    stones	
    to	
    meal;	
    	
    
  Slays	
    king,	
    ruins	
    town,	
    	
    
  	
    
  And	
    beats	
    high	
    mountains	
    down.	
    What	
    am	
    I?	
    
  	
    
  Never	
    ahead,	
    ever	
    behind,	
    yet	
    flying	
    swiftly	
    past;	
    	
    
  	
    
  For	
    a	
    child,	
    I	
    last	
    forever;	
    	
    
  For	
    an	
    adult,	
    I'm	
    gone	
    too	
    fast.	
    	
    
  	
    
  What	
    am	
    I?	
    
  	
    
  I	
    can	
    run	
    swiftly	
    and	
    silently	
    when	
    you	
    
  want	
    me	
    to	
    stay	
    still,	
    	
    
  	
    
  I	
     can	
     move	
     slowly	
     and	
     cautiously	
     and	
    
  am	
    yours	
    to	
    fill.	
    
  You	
    look	
    at	
    me	
    often	
    and	
    yet	
    you	
    always	
    
  forget	
    me,	
    	
    
  	
    
  I	
     am	
     the	
     most	
     feared	
     killer,	
     yet	
     you	
    
  can't	
    live	
    without	
    me.	
    
  Sometimes	
    you	
    have	
    me	
    for	
    all	
    to	
    share,	
    	
    
  	
    
  Yet	
     when	
     you	
     need	
     me,	
     I	
     am	
     not	
    
  there.	
    
  You	
     can	
     waste	
     me,	
     or	
     cherish	
     me,	
     you	
    
  choose	
    the	
    track,	
    	
    
  	
    
  But	
    once	
    you're	
    done	
    you	
    can	
    never	
    
  get	
    me	
    back.	
    
  	
    
  It	
    runs	
    and	
    runs	
    but	
    can	
    never	
    flee.	
    	
    
  	
    
  It	
    is	
    often	
    watched,	
    yet	
    never	
    sees.	
    	
    
  When	
    long	
    it	
    brings	
    boredom,	
    	
    
  	
    
  When	
    short	
    it	
    brings	
    fear.	
    What	
    
  is	
    it?	
    
  	
    
   
  
  212	
    
  R I D D L E S :  T H E  S E V E N  D E A D L Y  S I N S  
  The	
    seven	
    deadly	
    sins	
    are	
    a	
    classic	
    feature	
    of	
    many	
    adventures	
    
  and	
     one	
     very	
     notable	
     adventure	
     path.	
     A	
     GM	
     building	
     an	
    
  adventure	
     or	
     campaign	
     around	
     the	
     seven	
     sins	
     can	
     use	
     these	
    
  riddles	
     at	
     opportune	
     moments	
     to	
     provide	
     the	
     party	
     with	
     vital	
    
  guidance.	
    
  T H E  S E V E N  S I N S  
  The	
    answer	
    to	
    this	
    very	
    long	
    riddle	
    is	
    the	
    Seven	
    Sins,	
    in	
    the	
    order	
    
  of	
    Pride,	
    Wrath,	
    Envy,	
    Sloth,	
    Gluttony,	
    Greed	
    and	
    Lust.	
    
  	
    
  	
    We	
    are	
    but	
    the	
    children	
    of	
    darkness	
    and	
    evil,	
    
  	
    
  We	
    make	
    people	
    do	
    the	
    most	
    regrettable	
    deads.	
    
  Let	
    us	
    introduce	
    ourselves	
    to	
    you,	
    
  	
    
  So	
    you'll	
    know	
    who	
    is	
    who.	
    
  	
    
  Our	
    eldest	
    is	
    a	
    not	
    so	
    bad	
    guy,	
    
  	
    
  But	
    thinks	
    of	
    himself	
    so	
    high.	
    
  Our	
    next	
    is	
    not	
    cool,	
    and	
    rarely	
    is	
    cheery	
    
  	
    
  But	
    hot-­‐headed,	
    bad-­‐tempered	
    and	
    rather	
    more	
    fiery.	
    
  	
    
  Another	
    of	
    us	
    wants	
    this	
    and	
    that,	
    
  	
    
  Whatever	
    others	
    do	
    and	
    have.	
    
  A	
    brother	
    of	
    ours	
    seems	
    to	
    be	
    too	
    tired	
    and	
    weary,	
    
  	
    
  To	
    do	
    this	
    and	
    that,	
    but	
    he's	
    just	
    lazy.	
    
  	
    
  We	
    have	
    the	
    twins	
    who	
    are	
    not	
    brave,	
    
  	
    
  Also	
    not	
    yet	
    cowards,	
    but	
    they	
    always	
    crave.	
    
  One	
    desires	
    food	
    and	
    all	
    it	
    can	
    consume.	
    
  	
    
  The	
    other	
    for	
    the	
    wealth	
    and	
    power	
    that	
    leads	
    to	
    doom.	
    
  	
    
  Last	
    but	
    not	
    the	
    least,	
    
  	
    
  Is	
    our	
    sister	
    who	
    desires	
    like	
    a	
    beast.	
    
  Sexual	
    and	
    sensual	
    desires,	
    
  	
    
  Are	
    those	
    that	
    feed	
    her	
    fire.	
    
  	
    
  Now	
    answer	
    us,	
    don't	
    be	
    a	
    poop,	
    
  	
    
  Who	
    are	
    we,	
    as	
    individuals	
    and	
    as	
    a	
    group?	
    
  	
    
  I N D I V I D U A L  S I N S  
  These	
     seven	
     riddles	
     each	
     depict	
     one	
     of	
     the	
     traditional	
     seven	
    
  deadly	
    sins:	
    Pride,	
    Sloth,	
    Envy,	
    Greed,	
    Gluttony,	
    Lust	
    and	
    Wrath.	
    	
    	
    
  	
    
  I	
    ride	
    high,	
    looking	
    down	
    at	
    those	
    below	
    
  	
    
  Who	
    wait	
    for	
    me	
    to	
    fall.	
    
  Lions	
    bear	
    my	
    name,	
    
  	
    
  For	
    they,	
    like	
    me,	
    are	
    the	
    first	
    of	
    their	
    kind.	
    
  A:	
    Pride	
    
  	
    
  Slow,	
    slower,	
    slowest	
    
  	
    
  Dreaming	
    away	
    the	
    days.	
    
  No	
    matter	
    the	
    need	
    
  	
    
  There	
    is	
    no	
    hurry.	
    
  Let	
    others	
    rush	
    to	
    act.	
    
  A:	
    Sloth	
    
  	
    
  I	
    covet	
    what	
    you	
    have	
    
  	
    
  Green	
    eyes	
    glinting	
    
  Alighting	
    always	
    on	
    something	
    beyond	
    my	
    grasp.	
    
  A:	
    Envy	
    
  	
    
  For	
    wealth	
    I	
    hunger	
    
  	
    
  Gold-­‐fingered	
    touch	
    my	
    desire	
    
  Yet	
    as	
    much	
    as	
    I	
    acquire	
    
  	
    
  I	
    am	
    not	
    satisfied.	
    
  I	
    desire	
    more	
    than	
    I	
    have.	
    
  A:	
    Greed	
    
  	
    
  Gourmet,	
    my	
    desire	
    
  	
    
  Food	
    and	
    wine	
    of	
    the	
    best	
    
  Yet,	
    quantity	
    has	
    a	
    quality	
    all	
    its	
    own.	
    
  	
    
  Feed	
    me,	
    I	
    hunger.	
    
  A:	
    Gluttony	
    
  	
    
  Desire,	
    that	
    universal	
    thing,	
    
  	
    
  My	
    province.	
    
  Rousing	
    the	
    quietest	
    sleeper	
    
  	
    
  Until	
    he	
    stands	
    erect	
    at	
    my	
    service,	
    
  While	
    I	
    lie	
    unquenchable	
    
  	
    
  In	
    the	
    rut	
    between	
    sheets.	
    
  A:	
    Lust	
    
  	
    
  I	
    see	
    red	
    at	
    all	
    times	
    
  	
    
  Fury	
    of	
    old,	
    	
    
  Vengeance	
    I	
    take	
    
  	
    
  Crushing	
    others	
    like	
    grapes	
    for	
    my	
    wine	
    
  A:	
    Wrath	
    
  
  213	
    
  R I D D L E S :  T H E  E L E M E N T S  
  Many	
     adventures	
     deal	
     with	
     the	
     supposed	
     power	
     the	
     four	
    
  elements	
     can	
     unleash	
     if	
     harnessed	
     by	
     a	
     powerful	
     enough	
    
  spellcaster	
    or	
    legendary	
    item.	
    	
    
  E L E M E N T  R I D D L E S  ( T R A D I T I O N A L )  
  These	
    riddles	
    link	
    the	
    four	
    traditional	
    elements	
    of	
    earth,	
    air,	
    fire	
    
  and	
    water.	
    A	
    final	
    riddle	
    links	
    the	
    four	
    elements	
    together.	
    
  	
    
  I	
    am	
    always	
    hungry,	
    I	
    must	
    always	
    be	
    fed.	
    	
    
  	
    
  The	
    finger	
    I	
    lick	
    will	
    soon	
    turn	
    red.	
    
  A:	
    Fire	
    
  	
    
  Three	
    lives	
    have	
    I.	
    
  	
    
  Gentle	
    enough	
    to	
    soothe	
    the	
    skin,	
    
  Light	
    enough	
    to	
    caress	
    the	
    sky	
    
  	
    
  Hard	
    enough	
    to	
    crack	
    rocks.	
    
  What	
    am	
    I?	
    
  A:	
    Water	
    
  	
    
  I	
    pass	
    before	
    the	
    sun,	
    
  	
    
  But	
    make	
    no	
    shadow.	
    
  What	
    am	
    I?	
    
  A:	
    Air	
    
  	
    
  I	
    am	
    mother	
    of	
    all	
    and	
    all	
    I	
    feed.	
    
  	
    
  My	
    back	
    is	
    warm	
    and	
    my	
    belly	
    cold,	
    
  Green	
    and	
    brown	
    and	
    dirty	
    black	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    Earth	
    
  	
    
  There	
    are	
    four	
    brothers	
    in	
    this	
    world	
    that	
    were	
    all	
    born	
    together:	
    
  	
    
  The	
    first	
    he	
    runs	
    and	
    never	
    wearies,	
    
  The	
    second	
    eats	
    and	
    is	
    never	
    full.	
    
  	
    
  The	
    third	
    he	
    drinks	
    and	
    is	
    ever	
    thirsty,	
    
  And	
     the	
     fourth	
     sings	
     a	
    
  song	
    that	
    is	
    never	
    good.	
    
  	
    
  Who	
    are	
    we?	
    
  Answer:	
    Water,	
    Fire,	
    Earth	
    
  and	
    Wind.	
    
  E L E M E N T  R I D D L E S  ( E X T E N D E D )  
  In	
    addition	
    to	
    the	
    traditional	
    elements,	
    this	
    set	
    of	
    riddles	
    covers	
    
  the	
    other	
    elements	
    that	
    have	
    elementals.	
    
  	
    
  I	
    am,	
    in	
    truth,	
    a	
    yellow	
    fork	
    
  	
    
  From	
    tables	
    in	
    the	
    sky	
    
  By	
    inadvertent	
    fingers	
    dropped	
    
  	
    
  The	
    awful	
    cutlery.	
    
  Of	
    mansions	
    never	
    quite	
    disclosed	
    
  	
    
  And	
    never	
    quite	
    concealed	
    
  The	
    apparatus	
    of	
    the	
    dark	
    
  	
    
  To	
    ignorance	
    revealed.	
    
  A:	
    Lightning	
    
  	
    
  A	
    precious	
    stone,	
    as	
    clear	
    as	
    diamond.	
    
  	
    
  That	
    shuns	
    the	
    sun’s	
    bright	
    fire.	
    
  Though	
    you	
    can	
    walk	
    on	
    water	
    with	
    its	
    power,	
    
  	
    
  Try	
    to	
    keep	
    it,	
    and	
    it’ll	
    vanish	
    ere	
    an	
    hour.	
    
  A:	
    Ice	
    
  	
    
  I	
    thrive	
    under	
    pressure,	
    	
    
  	
    
  Go	
    hard	
    when	
    it’s	
    hot.	
    
  I	
    flow	
    like	
    sullen	
    water,	
    
  	
    
  Dance	
    under	
    children’s	
    feet,	
    
  Yet	
    am	
    never	
    chosen	
    to	
    drink	
    
  A:	
    Mud	
    
  	
    
  I	
    flow	
    from	
    earth	
    to	
    sky	
    
  	
    
  Boiling	
    upwards	
    in	
    smoke	
    and	
    fire	
    
  Then	
    change	
    my	
    name	
    as	
    I	
    emerge,	
    	
    
  	
    
  Tumbling,	
    flowing,	
    burning	
    all	
    in	
    my	
    path.	
    
  A:	
    Magma	
    
  	
    
   
  
  214	
    
  R I D D L E S :  W O R D P L A Y  
  My	
    first	
    is	
    in	
    sob	
    but	
    never	
    in	
    weep	
    
  	
    
  My	
    second	
    in	
    crawl	
    but	
    never	
    in	
    creep	
    
  My	
    third	
    is	
    in	
    woe	
    but	
    never	
    in	
    joy	
    
  	
    
  My	
    fourth	
    in	
    forever	
    and	
    ever	
    is	
    found	
    
  My	
    fifth	
    in	
    the	
    sheep,	
    but	
    not	
    in	
    the	
    hound	
    
  	
    
  My	
    whole	
    is	
    a	
    counter	
    to	
    day’s	
    active	
    ploy	
    
  And	
    a	
    child	
    will	
    find	
    me	
    tucked	
    in	
    with	
    a	
    toy.	
    
  A:	
    Sleep	
    
  	
    
  What	
    walks	
    all	
    day	
    on	
    its	
    head?	
    
  A:	
    A	
    nail	
    in	
    a	
    horseshoe	
    
  	
    
  I	
    am	
    the	
    beginning	
    of	
    sorrow,	
    and	
    the	
    end	
    of	
    sickness.	
    	
    
  	
    
  You	
    cannot	
    express	
    happiness	
    without	
    me,	
    	
    
  yet	
    I	
    am	
    in	
    the	
    midst	
    of	
    crosses.	
    
  	
    
  I	
    am	
    always	
    in	
    risk,	
    yet	
    never	
    in	
    danger.	
    	
    
  You	
    may	
    find	
    me	
    in	
    the	
    sun,	
    but	
    I	
    am	
    never	
    out	
    of	
    darkness.	
    
  A:	
    The	
    letter	
    S	
    
  	
    
  What	
    always	
    runs	
    but	
    never	
    walks,	
    	
    
  	
    
  Often	
    murmurs,	
    never	
    talks,	
    	
    
  has	
    a	
    bed	
    but	
    never	
    sleeps,	
    	
    
  	
    
  Has	
    a	
    mouth	
    but	
    never	
    eats?	
    
  A:	
    A	
    river	
    
  	
    
  A	
    mile	
    from	
    end	
    to	
    end,	
    yet	
    as	
    close	
    as	
    a	
    friend.	
    	
    
  	
    
  A	
    precious	
    commodity,	
    freely	
    given.	
    	
    
  Seen	
    on	
    the	
    dead	
    and	
    on	
    the	
    living.	
    	
    
  	
    
  Found	
    on	
    the	
    rich,	
    poor,	
    short	
    and	
    tall,	
    	
    
  But	
    shared	
    among	
    children	
    most	
    of	
    all.	
    	
    
  A:	
    A	
    smile	
    
  	
    
  What	
    comes	
    once	
    in	
    a	
    minute,	
    	
    
  	
    
  Twice	
    in	
    a	
    moment	
    	
    
  But	
    never	
    in	
    a	
    thousand	
    years?	
    
  A:	
    The	
    letter	
    M	
    
  	
    
  I	
    am	
    pronounced	
    as	
    one	
    letter	
    but	
    written	
    as	
    three,	
    
  	
    
  There	
    are	
    two	
    of	
    me,	
    I	
    am	
    single,	
    I	
    am	
    double,	
    
  I	
    can	
    be	
    blue,	
    brown,	
    black	
    or	
    green.	
    
  	
    
  I	
    can	
    be	
    read	
    from	
    right	
    to	
    left	
    or	
    	
    
  Left	
    to	
    right	
    and	
    am	
    still	
    the	
    same.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    An	
    eye	
    
  	
    
  I	
    can	
    run	
    but	
    not	
    walk.	
    	
    
  	
    
  Wherever	
    I	
    go,	
    thought	
    follows	
    close	
    behind.	
    	
    
  What	
    am	
    I?	
    
  A:	
    A	
    nose	
    
  When	
    things	
    go	
    wrong,	
    	
    
  	
    
  What	
    can	
    you	
    always	
    count	
    on?	
    
  A:	
    Your	
    fingers	
    
  	
    
  I	
    have	
    five	
    faces	
    that	
    call	
    one	
    name	
    
  	
    
  I	
    have	
    a	
    twin	
    who	
    will	
    never	
    be	
    the	
    same	
    
  But	
    together	
    we	
    laud	
    a	
    hero’s	
    name	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    A	
    hand	
    
  	
    
  What	
    goes	
    round	
    the	
    house	
    and	
    in	
    the	
    house	
    but	
    	
    
  	
    
  Never	
    touches	
    the	
    house?	
    
  A:	
    The	
    sun	
    
  	
    
  What	
    is	
    it	
    that	
    you	
    will	
    break	
    even	
    when	
    you	
    name	
    it?	
    
  A:	
    Silence	
    
  	
    
  Until	
    I	
    am	
    measured	
    I	
    am	
    not	
    known,	
    
  	
    
  Yet	
    how	
    you	
    miss	
    me	
    when	
    I	
    have	
    flown.	
    
  A:	
    Time	
    
  	
    
  What	
    does	
    man	
    love	
    more	
    than	
    life	
    
  	
    
  Fear	
    more	
    than	
    death	
    or	
    mortal	
    strife	
    
  What	
    the	
    poor	
    have,	
    the	
    rich	
    require,	
    
  	
    
  And	
    what	
    contented	
    men	
    desire,	
    
  What	
    the	
    miser	
    spends	
    and	
    the	
    spendthrift	
    saves	
    
  	
    
  And	
    all	
    men	
    carry	
    to	
    their	
    graves?	
    
  A:	
    Nothing	
    
  	
    
  What	
    has	
    a	
    neck	
    but	
    no	
    head,	
    	
    
  	
    
  Two	
    arms	
    but	
    no	
    hands?	
    
  A:	
    A	
    shirt	
    or	
    tunic	
    
  	
    
  It	
    may	
    only	
    be	
    given,	
    not	
    taken	
    or	
    bought,	
    
  	
    
  What	
    the	
    sinner	
    desires,	
    but	
    the	
    saint	
    does	
    not.	
    
  A:	
    Forgiveness	
    
  	
    
  The	
    more	
    of	
    me	
    you	
    take,	
    
  	
    
  The	
    more	
    you	
    leave	
    behind	
    
  What	
    am	
    I?	
    
  A:	
    Footsteps	
    
  	
    
  What	
    has	
    no	
    beginning,	
    end	
    or	
    middle?	
    
  A:	
    A	
    ring	
    
  	
    
  What	
    is	
    the	
    difference	
    between	
    a	
    tailor	
    and	
    a	
    groom?	
    
  A:	
    One	
    mends	
    the	
    tears	
    and	
    the	
    other	
    tends	
    the	
    mares.	
    
  	
    
  	
    
  	
    
  
  215	
    
  Deep-­‐delver	
    	
    
  	
    
  War-­‐monger	
    	
    
  Axe-­‐wielder	
    	
    
  	
    
  Real-­‐ale	
    drinker	
    	
    
  Forge-­‐firer	
    
  	
    
  Speak	
    my	
    name	
    
  A:	
    A	
    dwarf	
    or	
    dwarves	
    
  	
    
  What	
    has	
    a	
    head	
    and	
    a	
    tail,	
    but	
    no	
    body?	
    
  A:	
    A	
    coin	
    
  	
    
  The	
    one	
    who	
    made	
    it,	
    didn't	
    want	
    it.	
    
  	
    
  The	
    one	
    who	
    bought	
    it,	
    didn't	
    need	
    it.	
    
  The	
    one	
    who	
    used	
    it,	
    never	
    saw	
    it.	
    What	
    is	
    it?	
    
  A:	
    A	
    coffin	
    
  	
    
  What	
    creation	
    allows	
    you	
    to	
    look	
    through	
    a	
    wall?	
    
  A:	
    A	
    window	
    
  	
    
  What	
    loses	
    its	
    head	
    in	
    the	
    morning	
    but	
    gets	
    it	
    back	
    at	
    night?	
    
  A:	
    A	
    pillow	
    
  	
    
  What	
    is	
    something	
    that	
    is	
    feared	
    by	
    everyone,	
    	
    
  	
    
  Yet	
    you	
    cannot	
    touch,	
    see,	
    smell,	
    or	
    hear	
    it?	
    	
    
  A:	
    Fear	
    itself	
    
  	
    
  What	
    is	
    put	
    on	
    a	
    table,	
    	
    
  	
    
  Cut,	
    but	
    never	
    eaten?	
    
  A:	
    A	
    deck	
    of	
    cards	
    
  	
    
  I	
    go	
    up	
    and	
    down,	
    
  	
    
  But	
    never	
    move.	
    
  What	
    am	
    I?	
    
  A:	
    A	
    staircase	
    
  	
    
  I	
    am	
    thought	
    to	
    be	
    everywhere.	
    
  	
    
  I	
    only	
    have	
    one	
    rival.	
    	
    
  He	
    hides	
    within	
    himself,	
    	
    
  	
    
  And	
    stays	
    wherever	
    I	
    cannot	
    reach.	
    
  Who	
    am	
    I?	
    and	
    Who	
    is	
    my	
    rival??	
    
  A:	
    Light,	
    and	
    its	
    rival	
    dark	
    
  	
    
  I	
    am	
    like	
    day,	
    
  	
    
  You	
    can	
    find	
    me	
    near	
    the	
    river	
    	
    
  And	
    you	
    can	
    make	
    almost	
    anything	
    out	
    of	
    me.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    Clay	
    
  	
    
  What	
    flies	
    when	
    it's	
    on	
    and	
    floats	
    when	
    it's	
    off?	
    
  A:	
    Feather	
    
  I	
    have	
    an	
    eye	
    but	
    cannot	
    see.	
    	
    
  	
    
  I	
    am	
    stronger	
    and	
    faster	
    than	
    any	
    man	
    alive,	
    
  But	
    have	
    no	
    limbs.	
    
  	
    
  What	
    am	
    I?	
    
  A:	
    A	
    hurricane	
    
  	
    
  I	
    can	
    be	
    cracked,	
    I	
    can	
    be	
    made.	
    
  	
    
  I	
    can	
    be	
    told,	
    I	
    can	
    be	
    played.	
    
  A:	
    A	
    joke	
    
  	
    
  Give	
    me	
    food	
    and	
    I	
    live;	
    
  	
    
  Give	
    me	
    water	
    and	
    I	
    die.	
    
  Who	
    am	
    I?	
    
  A:	
    Fire	
    
  	
    
  I	
    have	
    four	
    fingers	
    and	
    one	
    thumb,	
    	
    
  	
    
  Yet	
    am	
    not	
    flesh,	
    fish,	
    bone,	
    or	
    fowl.	
    
  What	
    am	
    I?	
    
  A:	
    A	
    glove	
    
  	
    
  Remove	
    the	
    outside,	
    	
    
  	
    
  Cook	
    the	
    inside,	
    	
    
  Eat	
    the	
    outside,	
    	
    
  	
    
  Throw	
    away	
    the	
    inside.	
    
  A:	
    A	
    chicken	
    (or	
    corn	
    on	
    the	
    cob)	
    
  	
    
  How	
    can	
    you	
    calm	
    down	
    an	
    angry	
    fire-­‐breathing	
    dragon?	
    
  	
    
  A:	
    Throw	
    water	
    at	
    him	
    and	
    he	
    will	
    let	
    off	
    steam.	
    
  	
    
  Everyone	
    needs	
    it,	
    asks	
    for	
    it	
    and	
    gives	
    it,	
    	
    
  	
    
  Almost	
    nobody	
    takes	
    it.	
    	
    
  What	
    is	
    it?	
    
  A:	
    Advice	
    
  	
    
  What	
    is	
    the	
    beginning	
    of	
    eternity,	
    	
    
  	
    
  The	
    end	
    of	
    time	
    and	
    space;	
    	
    
  The	
    beginning	
    of	
    every	
    end,	
    	
    
  	
    
  And	
    the	
    end	
    of	
    every	
    race?	
    
  A:	
    The	
    letter	
    E	
    
  	
    
  	
    
  What	
    is	
    the	
    difference	
    between	
    a	
    dog	
    and	
    a	
    gossip?	
    
  A:	
    One	
    has	
    a	
    wagging	
    tail,	
    the	
    other	
    a	
    wagging	
    tongue	
    
  	
    
  What	
    has	
    six	
    legs,	
    yet	
    only	
    walks	
    on	
    four?	
    
  A:	
    A	
    horse	
    and	
    rider	
    
  	
    
  A	
    farmer	
    stands	
    in	
    a	
    field	
    with	
    two	
    horses,	
    a	
    donkey,	
    a	
    mule	
    
  	
    
  Three	
    cows,	
    four	
    sheep,	
    a	
    cat	
    with	
    six	
    kittens,	
    and	
    his	
    dog.	
    
  How	
    many	
    feet	
    are	
    in	
    the	
    field?	
    
  A:	
    2	
    –	
    The	
    farmer’s	
    (everything	
    else	
    has	
    hooves	
    or	
    paws)	
    
  
  216	
    
  O G L  V E R S I O N  1 . 0 A  
  The	
    following	
    text	
    is	
    the	
    property	
    of	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    and	
    is	
    Copyright	
    2000	
    Wizards	
    of	
    the	
    Coast,	
    
  Inc	
    ("Wizards").	
    All	
    Rights	
    Reserved.	
    
  	
    
  1.	
     Definitions:	
     (a)"Contributors"	
     means	
     the	
     copyright	
     and/or	
     trademark	
     owners	
     who	
     have	
    
  contributed	
     Open	
     Game	
     Content;	
     (b)"Derivative	
     Material"	
     means	
     copyrighted	
     material	
     including	
    
  derivative	
     works	
     and	
     translations	
     (including	
     into	
     other	
     computer	
     languages),	
     potation,	
     modification,	
    
  correction,	
    addition,	
    extension,	
    upgrade,	
    improvement,	
    compilation,	
    abridgment	
    or	
    other	
    form	
    in	
    which	
    
  an	
     existing	
     work	
     may	
     be	
     recast,	
     transformed	
     or	
     adapted;	
     (c)	
     "Distribute"	
     means	
     to	
     reproduce,	
     license,	
    
  rent,	
     lease,	
     sell,	
     broadcast,	
     publicly	
     display,	
     transmit	
     or	
     otherwise	
     distribute;	
     (d)"Open	
     Game	
     Content"	
    
  means	
    the	
    game	
    mechanic	
    and	
    includes	
    the	
    methods,	
    procedures,	
    processes	
    and	
    routines	
    to	
    the	
    extent	
    
  such	
    content	
    does	
    not	
    embody	
    the	
    Product	
    Identity	
    and	
    is	
    an	
    enhancement	
    over	
    the	
    prior	
    art	
    and	
    any	
    
  additional	
     content	
     clearly	
     identified	
     as	
     Open	
     Game	
     Content	
     by	
     the	
     Contributor,	
     and	
     means	
     any	
     work	
    
  covered	
    by	
    this	
    License,	
    including	
    translations	
    and	
    derivative	
    works	
    under	
    copyright	
    law,	
    but	
    specifically	
    
  excludes	
     Product	
     Identity.	
     (e)	
     "Product	
     Identity"	
     means	
     product	
     and	
     product	
     line	
     names,	
     logos	
     and	
    
  identifying	
    marks	
    including	
    trade	
    dress;	
    artifacts;	
    creatures	
    characters;	
    stories,	
    storylines,	
    plots,	
    thematic	
    
  elements,	
    dialogue,	
    incidents,	
    language,	
    artwork,	
    symbols,	
    designs,	
    depictions,	
    likenesses,	
    formats,	
    poses,	
    
  concepts,	
     themes	
     and	
     graphic,	
     photographic	
     and	
     other	
     visual	
     or	
     audio	
     representations;	
     names	
     and	
    
  descriptions	
     of	
     characters,	
     spells,	
     enchantments,	
     personalities,	
     teams,	
     personas,	
     likenesses	
     and	
     special	
    
  abilities;	
     places,	
     locations,	
     environments,	
     creatures,	
     equipment,	
     magical	
     or	
     supernatural	
     abilities	
     or	
    
  effects,	
     logos,	
     symbols,	
     or	
     graphic	
     designs;	
     and	
     any	
     other	
     trademark	
     or	
     registered	
     trademark	
     clearly	
    
  identified	
    as	
    Product	
    identity	
    by	
    the	
    owner	
    of	
    the	
    Product	
    Identity,	
    and	
    which	
    specifically	
    excludes	
    the	
    
  Open	
    Game	
    Content;	
    (f)	
    "Trademark"	
    means	
    the	
    logos,	
    names,	
    mark,	
    sign,	
    motto,	
    designs	
    that	
    are	
    used	
    by	
    
  a	
    Contributor	
    to	
    identify	
    itself	
    or	
    its	
    products	
    or	
    the	
    associated	
    products	
    contributed	
    to	
    the	
    Open	
    Game	
    
  License	
     by	
     the	
     Contributor	
     (g)	
     "Use",	
     "Used"	
     or	
     "Using"	
     means	
     to	
     use,	
     Distribute,	
     copy,	
     edit,	
     format,	
    
  modify,	
    translate	
    and	
    otherwise	
    create	
    Derivative	
    Material	
    of	
    Open	
    Game	
    Content.	
    (h)	
    "You"	
    or	
    "Your"	
    
  means	
    the	
    licensee	
    in	
    terms	
    of	
    this	
    agreement.	
    
  	
    
  2.	
    The	
    License:	
    This	
    License	
    applies	
    to	
    any	
    Open	
    Game	
    Content	
    that	
    contains	
    a	
    notice	
    indicating	
    
  that	
    the	
    Open	
    Game	
    Content	
    may	
    only	
    be	
    Used	
    under	
    and	
    in	
    terms	
    of	
    this	
    License.	
    You	
    must	
    affix	
    such	
    a	
    
  notice	
     to	
     any	
     Open	
     Game	
     Content	
     that	
     you	
     Use.	
     No	
     terms	
     may	
     be	
     added	
     to	
     or	
     subtracted	
     from	
     this	
    
  License	
     except	
     as	
     described	
     by	
     the	
     License	
     itself.	
     No	
     other	
     terms	
     or	
     conditions	
     may	
     be	
     applied	
     to	
     any	
    
  Open	
    Game	
    Content	
    distributed	
    using	
    this	
    License.	
    
  	
    
  3.	
    Offer	
    and	
    Acceptance:	
    By	
    Using	
    the	
    Open	
    Game	
    Content	
    You	
    indicate	
    Your	
    acceptance	
    of	
    the	
    
  terms	
    of	
    this	
    License.	
    
  	
    
  4.	
    Grant	
    and	
    Consideration:	
    In	
    consideration	
    for	
    agreeing	
    to	
    use	
    this	
    License,	
    the	
    Contributors	
    grant	
    
  You	
    a	
    perpetual,	
    worldwide,	
    royalty-­‐free,	
    non-­‐exclusive	
    license	
    with	
    the	
    exact	
    terms	
    of	
    this	
    License	
    to	
    Use,	
    
  the	
    Open	
    Game	
    Content.	
    
  	
    
  5.	
     Representation	
     of	
     Authority	
     to	
     Contribute:	
     If	
     You	
     are	
     contributing	
     original	
     material	
     as	
     Open	
    
  Game	
     Content,	
     You	
     represent	
     that	
     Your	
     Contributions	
     are	
     Your	
     original	
     creation	
     and/or	
     You	
     have	
    
  sufficient	
    rights	
    to	
    grant	
    the	
    rights	
    conveyed	
    by	
    this	
    License.	
    
  	
    
  6.	
    Notice	
    of	
    License	
    Copyright:	
    You	
    must	
    update	
    the	
    COPYRIGHT	
    NOTICE	
    portion	
    of	
    this	
    License	
    to	
    
  include	
    the	
    exact	
    text	
    of	
    the	
    COPYRIGHT	
    NOTICE	
    of	
    any	
    Open	
    Game	
    Content	
    You	
    are	
    copying,	
    modifying	
    
  or	
    distributing,	
    and	
    You	
    must	
    add	
    the	
    title,	
    the	
    copyright	
    date,	
    and	
    the	
    copyright	
    holder's	
    name	
    to	
    the	
    
  COPYRIGHT	
    NOTICE	
    of	
    any	
    original	
    Open	
    Game	
    Content	
    you	
    Distribute.	
    
  	
    
  7.	
    Use	
    of	
    Product	
    Identity:	
    You	
    agree	
    not	
    to	
    Use	
    any	
    Product	
    Identity,	
    including	
    as	
    an	
    indication	
    as	
    
  to	
    compatibility,	
    except	
    as	
    expressly	
    licensed	
    in	
    another,	
    independent	
    Agreement	
    with	
    the	
    owner	
    of	
    each	
    
  element	
     of	
     that	
     Product	
     Identity.	
     You	
     agree	
     not	
     to	
     indicate	
     compatibility	
     or	
     co-­‐adaptability	
     with	
     any	
    
  Trademark	
    or	
    Registered	
    Trademark	
    in	
    conjunction	
    with	
    a	
    work	
    containing	
    Open	
    Game	
    Content	
    except	
    as	
    
  expressly	
    licensed	
    in	
    another,	
    independent	
    Agreement	
    with	
    the	
    owner	
    of	
    such	
    Trademark	
    or	
    Registered	
    
  Trademark.	
    The	
    use	
    of	
    any	
    Product	
    Identity	
    in	
    Open	
    Game	
    Content	
    does	
    not	
    constitute	
    a	
    challenge	
    to	
    the	
    
  ownership	
    of	
    that	
    Product	
    Identity.	
    The	
    owner	
    of	
    any	
    Product	
    Identity	
    used	
    in	
    Open	
    Game	
    Content	
    shall	
    
  retain	
    all	
    rights,	
    title	
    and	
    interest	
    in	
    and	
    to	
    that	
    Product	
    Identity.	
    
  	
    
  8.	
    Identification:	
    If	
    you	
    distribute	
    Open	
    Game	
    Content	
    You	
    must	
    clearly	
    indicate	
    which	
    portions	
    of	
    
  the	
    work	
    that	
    you	
    are	
    distributing	
    are	
    Open	
    Game	
    Content.	
    
  	
    
  9.	
     Updating	
     the	
     License:	
     Wizards	
     or	
     its	
     designated	
     Agents	
     may	
     publish	
     updated	
     versions	
     of	
     this	
    
  License.	
     You	
     may	
     use	
     any	
     authorized	
     version	
     of	
     this	
     License	
     to	
     copy,	
     modify	
     and	
     distribute	
     any	
     Open	
    
  Game	
    Content	
    originally	
    distributed	
    under	
    any	
    version	
    of	
    this	
    License.	
    
  	
    
  10	
    Copy	
    of	
    this	
    License:	
    You	
    MUST	
    include	
    a	
    copy	
    of	
    this	
    License	
    with	
    every	
    copy	
    of	
    the	
    Open	
    Game	
    
  Content	
    You	
    Distribute.	
    
  	
    
  11.	
    Use	
    of	
    Contributor	
    Credits:	
    You	
    may	
    not	
    market	
    or	
    advertise	
    the	
    Open	
    Game	
    Content	
    using	
    the	
    
  name	
    of	
    any	
    Contributor	
    unless	
    You	
    have	
    written	
    permission	
    from	
    the	
    Contributor	
    to	
    do	
    so.	
    
  	
    
  12	
    Inability	
    to	
    Comply:	
    If	
    it	
    is	
    impossible	
    for	
    You	
    to	
    comply	
    with	
    any	
    of	
    the	
    terms	
    of	
    this	
    License	
    
  with	
    respect	
    to	
    some	
    or	
    all	
    of	
    the	
    Open	
    Game	
    Content	
    due	
    to	
    statute,	
    judicial	
    order,	
    or	
    governmental	
    
  regulation	
    then	
    You	
    may	
    not	
    Use	
    any	
    Open	
    Game	
    Material	
    so	
    affected.	
    
  	
    
  13	
    Termination:	
    This	
    License	
    will	
    terminate	
    automatically	
    if	
    You	
    fail	
    to	
    comply	
    with	
    all	
    terms	
    herein	
    
  and	
    fail	
    to	
    cure	
    such	
    breach	
    within	
    30	
    days	
    of	
    becoming	
    aware	
    of	
    the	
    breach.	
    All	
    sublicenses	
    shall	
    survive	
    
  the	
    termination	
    of	
    this	
    License.	
    
  	
    
  14	
    Reformation:	
    If	
    any	
    provision	
    of	
    this	
    License	
    is	
    held	
    to	
    be	
    unenforceable,	
    such	
    provision	
    shall	
    be	
    
  reformed	
    only	
    to	
    the	
    extent	
    necessary	
    to	
    make	
    it	
    enforceable.	
    
  	
    
  15	
    COPYRIGHT	
    NOTICE:	
    Open	
    Game	
    License	
    v	
    1.0	
    ©2000,	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    
  	
    
  Open	
    Game	
    License	
    v1.0a.	
    Copyright	
    2000,	
    Wizards	
    of	
    the	
    Coast	
    Inc.	
    
  	
    
  System	
    Reference	
    Document:	
    ©2000,	
    Wizards	
    of	
    the	
    Coast,	
    Inc.	
    Authors:	
    Jonathan	
    Tweet,	
    Monte	
    
  Cook,	
    Skip	
    Williams,	
    based	
    on	
    material	
    by	
    E.	
    Gary	
    Gygax	
    and	
    Dave	
    Arneson.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game.	
    ©2008,	
    2009,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    Jason	
    Bulmahn.	
    
  	
    
  Pathfinder	
    RPG	
    Bestiary.	
    ©2009	
    Paizo	
    Publishing	
    LC;	
    Author	
    Jason	
    Bulmahn,	
    based	
    on	
    material	
    by	
    
  Jonathan	
    Tweet,	
    Monte	
    Cook	
    and	
    Sip	
    Williams.	
    
  	
    
  The	
    Book	
    of	
    Experimental	
    Might.	
    ©2008,	
    Malhavoc	
    Press;	
    Author:	
    Monte	
    Cook.	
    
  	
    
  Tomb	
    of	
    Horrors.	
    ©2002,	
    Necromancer	
    Games,	
    Inc.;	
    Authors:	
    Scott	
    Greene,	
    with	
    Clark	
    Peterson,	
    
  Erica	
    Balsley,	
    Kevin	
    Baase,	
    Casey	
    Christofferson,	
    Lance	
    Hawvermale,	
    Travis	
    Hawvermale,	
    Patrick	
    Lawinger,	
    
  and	
    Bill	
    Webb;	
    Based	
    on	
    original	
    content	
    by	
    TSR.	
    
  	
    
  Advanced	
    Player’s	
    Guide.	
    ©2010,	
    Paizo	
    Publishing,	
    LLC;	
    Author:	
    Jason	
    Bulmahn.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Bestiary	
    2.	
    ©	
    2010,	
    Paizo	
    Publishing,	
    LLC;	
    Authors	
    Wolfgang	
    Baur,	
    
  Jason	
     Bulmahn,	
     Adam	
     Daigle,	
     Graeme	
     Davis,	
     Crystal	
     Frasier,	
     Joshua	
     J.	
     Frost,	
     Tim	
     Hitchcock,	
     Brandon	
    
  Hodge,	
    James	
    Jacobs,	
    Steve	
    Kenson,	
    Hal	
    MacLean,	
    Martin	
    Mason,	
    Rob	
    McCreary,	
    Erik	
    Mona,	
    Jason	
    Nelson,	
    
  Patrick	
    Renie,	
    Sean	
    K	
    Reynolds,	
    F.	
    Wesley	
    Schneider,	
    Owen	
    K.C.	
    Stephens,	
    James	
    L.	
    Sutter,	
    Russ	
    Taylor,	
    
  and	
    Greg	
    A.	
    Vaughan,	
    based	
    on	
    material	
    by	
    Jonathan	
    Tweet,	
    Monte	
    Cook,	
    and	
    Skip	
    Williams.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     Bestiary	
     3.	
     ©	
     2011,	
     Paizo	
     Publishing,	
     LLC;	
     Authors:	
     Jesse	
     Benner,	
    
  Jason	
    Bulmahn,	
    Adam	
    Daigle,	
    James	
    Jacobs,	
    Michael	
    Kenway,	
    Rob	
    McCreary,	
    Patrick	
    Renie,	
    Chris	
    Sims,	
    F.	
    
  Wesley	
    Schneider,	
    James	
    L.	
    Sutter,	
    and	
    Russ	
    Taylor,	
    based	
    on	
    material	
    by	
    Jonathan	
    Tweet,	
    Monte	
    Cook,	
    
  and	
    Skip	
    Williams.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     GameMastery	
     Guide.	
     ©	
     2010,	
     Paizo	
     Publishing,	
     LLC;	
     Author:	
     Cam	
    
  Banks,	
    Wolfgang	
    Buar,	
    Jason	
    Bulmahn,	
    Jim	
    Butler,	
    Eric	
    Cagle,	
    Graeme	
    Davis,	
    Adam	
    Daigle,	
    Joshua	
    J.	
    Frost,	
    
  James	
     Jacobs,	
     Kenneth	
     Hite,	
     Steven	
     Kenson,	
     Robin	
     Laws,	
     Tito	
     Leati,	
     Rob	
     McCreary,	
     Hal	
     Maclean,	
     Colin	
    
  McComb,	
    Jason	
    Nelson,	
    David	
    Noonan,	
    Richard	
    Pett,	
    Rich	
    Redman,	
    Sean	
    K	
    reynolds,	
    F.	
    Wesley	
    Schneider,	
    
  Amber	
    Scorr,	
    Doug	
    Seacat,	
    Mike	
    Selinker,	
    Lisa	
    Stevens,	
    James	
    L.	
    Sutter,	
    Russ	
    Taylor,	
    Penny	
    Williams,	
    Skip	
    
  Williams,	
    Teeuwynn	
    Woodruff.	
    
  Pathfinder	
     Roleplaying	
     Game	
     Advanced	
     Player's	
     Guide.	
     ©	
     2010,	
     Paizo	
     Publishing,	
     LLC;	
     Author:	
     Jason	
    
  Bulmahn.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     Ultimate	
     Magic.	
     ©	
     2011,	
     Paizo	
     Publishing,	
     LLC;	
     Authors:	
     Jason	
    
  Bulmahn,	
    Tim	
    Hitchcock,	
    Colin	
    McComb,	
    Rob	
    McCreary,	
    Jason	
    Nelson,	
    Stephen	
    Radney-­‐MacFarland,	
    Sean	
    
  K	
    Reynolds,	
    Owen	
    K.C.	
    Stephens,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
     Roleplaying	
     Game	
     Ultimate	
     Combat.	
     ©	
     2011,	
     Paizo	
     Publishing,	
     LLC;	
     Authors:	
     Dennis	
    
  Baker,	
    Jesse	
    Benner,	
    Benjamin	
    Bruck,	
    Jason	
    Bulmahn,	
    Brian	
    J.	
    Cortijo,	
    Jim	
    Groves,	
    Tim	
    Hitchcock,	
    Richard	
    
  A.	
    Hunt,	
    Colin	
    McComb,	
    Jason	
    Nelson,	
    Tom	
    Phillips,	
    Patrick	
    Renie,	
    Sean	
    K	
    Reynolds,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Pathfinder	
    Roleplaying	
    Game	
    Ultimate	
    Equipment.	
    ©	
    2012	
    Paizo	
    Publishing,	
    LLC;	
    Authors:	
    Dennis	
    
  Baker,	
     Jesse	
     Benner,	
     Benjamin	
     Bruck,	
     Ross	
     Byers,	
     Brian	
     J.	
     Cortijo,	
     Ryan	
     Costello,	
     Mike	
     Ferguson,	
     Matt	
    
  Goetz,	
     Jim	
     Groves,	
     Tracy	
     Hurley,	
     Matt	
     James,	
     Jonathan	
     H.	
     Keith,	
     Michael	
     Kenway,	
     Hal	
     MacLean,	
     Jason	
    
  Nelson,	
    Tork	
    Shaw,	
    Owen	
    KC	
    Stephens,	
    and	
    Russ	
    Taylor.	
    
  	
    
  Dungeon	
    Dressing:	
    Altars.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Creighton	
    Broadhurst.	
    	
    
  	
    
  	
    
  Dungeon	
    Dressing:	
    Archways.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Brian	
    Gregory.	
    
  	
    
  Dungeon	
    Dressing:	
    Bridges.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Ben	
    Kent.	
    
  	
    
  Dungeon	
    Dressing:	
    Captives.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  Dungeon	
    Dressing:	
    Ceilings.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Aaron	
    Bailey.	
    
  	
    
  Dungeon	
    Dressing:	
    Chests.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Eric	
    Hindley.	
    
  	
    
  Dungeon	
    Dressing:	
    Corpses.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    David	
    Posener.	
    
  	
    
  Dungeon	
    Dressing:	
    Doom	
    Paintings.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Mike	
    Welham.	
    
  	
    
  Pathfinder	
     Campaign	
     Setting:	
     Distant	
     Worlds.	
     ©2012,	
     Paizo	
     Publishing,	
     LLC;	
     Author:	
     James	
     L.	
    
  Sutter	
    
  	
    
  Dungeon	
    Dressing:	
    Doors.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Jeff	
    Erwin.	
    
  	
    
  Dungeon	
    Dressing:	
    Double	
    Doors.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Creighton	
    Broadhurst	
    
  	
    
  Dungeon	
    Dressing:	
    Dungeon	
    Entrances.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Greg	
    Marks.	
    
  	
    
  Dungeon	
    Dressing:	
    Dungeon	
    Names.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Dungeon	
    Dressing:	
    Fiendish	
    Traps.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    David	
    Posener.	
    
  	
    
  Dungeon	
    Dressing:	
    Fiendish	
    Traps	
    II.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    David	
    Posener.	
    
  	
    
  Dungeon	
    Dressing:	
    Floors.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Mike	
    Welham.	
    
  	
    
  Dungeon	
    Dressing:	
    Fountains.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Ben	
    Armitage.	
    
  	
    
  Dungeon	
    Dressing:	
    Gates	
    &	
    Portals.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Greg	
    Marks	
    
  	
    
  Dungeon	
    Dressing:	
    Goblin’s	
    Pockets.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Eric	
    Hindley.	
    
  	
    
  Dungeon	
    Dressing:	
    Legends	
    I.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Pierre	
    van	
    Rooden.	
    
  	
    
  Dungeon	
    Dressing:	
    Legends.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Pierre	
    van	
    Rooden.	
    
  	
    
  Dungeon	
    Dressing:	
    Mundane	
    Chest	
    Contents.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Josh	
    Vogt.	
    
  	
    
  Dungeon	
    Dressing:	
    Pits.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Dungeon	
    Dressing:	
    Pools.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    John	
    Bennett.	
    
  	
    
  Dungeon	
    Dressing:	
    Portcullises.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Aaron	
    Bailey.	
    
  	
    
  Dungeon	
    Dressing:	
    Sarcophagi.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    David	
    Posener.	
    
  	
    
  Dungeon	
    Dressing:	
    Secret	
    Doors.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Greg	
    Marks.	
    
  	
    
  Dungeon	
    Dressing:	
    Simple	
    Magic	
    Traps.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Julian	
    Neale.	
    
  	
    
  Dungeon	
    Dressing:	
    Stairs	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Dungeon	
    Dressing:	
    Statues.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Creighton	
    Broadhurst.	
    
  	
    
  Dungeon	
    Dressing:	
    Tapestries.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Aaron	
    Bailey.	
    
  	
    
  Dungeon	
    Dressing:	
    Thrones.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Greg	
    Marks.	
    
  	
    
  Dungeon	
    Dressing:	
    Trapdoors.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Thomas	
    King.	
    
  	
    
  Dungeon	
    Dressing:	
    Walls.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Author:	
    Alexander	
    Augunas.	
    
  	
    
  Dungeon	
    Dressing:	
    Wells.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Brian	
    Gregory.	
    
  	
    
  So	
    What’s	
    The	
    Riddle	
    Like,	
    Anyway?.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Liz	
    Smith.	
    
  	
    
  So	
    What’s	
    The	
    Riddle	
    Like,	
    Anyway?	
    II.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Liz	
    Smith.	
    
  	
    
  So	
    What’s	
    The	
    Riddle	
    Like,	
    Anyway?	
    III.	
    ©Raging	
    Swan	
    Press	
    2013;	
    Author:	
    Liz	
    Smith.	
    
  	
    
  So	
    What’s	
    the	
    Hoard	
    Like,	
    Anyway?	
    ©Raging	
    Swan	
    Press	
    2012;	
    Authors:	
    Thomas	
    King	
    and	
    Chad	
    
  Perrin.	
    
  	
    
  So	
    What’s	
    The	
    Hoard	
    Like,	
    Anyway?	
    II	
    ©Raging	
    Swan	
    Press	
    2012;	
    Authors:	
    Andrew	
    J.	
    Martin	
    and	
    Liz	
    
  Smith.	
    
  	
    
  So	
    What’s	
    The	
    Hoard	
    Like,	
    Anyway?	
    III.	
    ©Raging	
    Swan	
    Press	
    2012;	
    Author:	
    Ben	
    Kent.	
    
  	
    
  GM’s	
    Miscellany:	
    Dungeon	
    Dressing.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Authors:	
    Ben	
    Armitage,	
    Alexander	
    
  Augunas,	
    Aaron	
    Bailey,	
    John	
    Bennett,	
    Creighton	
    Broadhurst,	
    Jeff	
    Erwin,	
    James	
    Graham,	
    Brian	
    Gregory,	
    Eric	
    
  Hindley,	
    Ben	
    Kent,	
    Thomas	
    King,	
    Greg	
    Marks,	
    Andrew	
    J.	
    Martin,	
    Jacob	
    W.	
    Michaels,	
    Julian	
    Neale,	
    Chad	
    
  Perrin,	
    David	
    Posener,	
    Brian	
    Ratcliff,	
    Pierre	
    van	
    Rooden,	
    Liz	
    Smith,	
    Josh	
    Vogt	
    and	
    Mike	
    Welham	
    
  	
    
  GM’s	
    Miscellany:	
    Dungeon	
    Dressing	
    System	
    Neutral	
    Edition.	
    ©Raging	
    Swan	
    Press	
    2014;	
    Authors:	
    
  Ben	
    Armitage,	
    Alexander	
    Augunas,	
    Aaron	
    Bailey,	
    John	
    Bennett,	
    Creighton	
    Broadhurst,	
    Jeff	
    Erwin,	
    James	
    
  Graham,	
     Brian	
     Gregory,	
     Eric	
     Hindley,	
     Ben	
     Kent,	
     Thomas	
     King,	
     Greg	
     Marks,	
     Andrew	
     J.	
     Martin,	
     Jacob	
     W.	
    
  Michaels,	
    Julian	
    Neale,	
    Chad	
    Perrin,	
    David	
    Posener,	
    Brian	
    Ratcliff,	
    Pierre	
    van	
    Rooden,	
    Liz	
    Smith,	
    Josh	
    Vogt	
    
  and	
    Mike	
    Welham	
    
  	
    
  	
    
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
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SOURCE: textdata/thevault/Old School Revival (OSR(ic))/[Adventure Design & Dungeoncraft]/Dungeon Dressing/Raging Swan GM's Miscellany Dungeon Dressing/Raging Swan GM's Miscellany Dungeon Dressing Neutral screen.pdf