TH e Classic Adventuring Environment, The Dungeon Is
TH e Classic Adventuring Environment, The Dungeon Is
and, not surprisingly, chooses this exact moment chamber, the gap 3d4-ft wide and several
to collapse. Each PC must make a Dexterity dozen feet deep. Below, at the bottom of the
check; those who fail are struck by debris chasm, the PCs can make out a river of magma,
1 Wooden crates and barrels stacked haphazardly to 7 The spiral stairs lead down for dozens of feet, (inflicting as much damage as the GM wishes). bubbling and hissing, violently splashing
the ceiling litter the room, making it impossible each step slick with moss. Once the party reaches Immediately following the collapse, the dungeon against the sides of the tear in the earth. The
for more than two heroes to enter the area at a the foot of the stairway, they’re surprised to find floor is littered with stone and it is possible that party will have to make a bridge, turn back, or
time. If the party starts pushing the crates and that it leads to a dead end. Unless you’re feeling particularly cruel gamemasters will rule that an jump the chasm.
barrels aside to make more space for the group, particularly generous, there’s not even a secret entrance is blocked by difficult to move stones. (A
The classic adventuring environment, the dungeon is they discover that every single object in the room door waiting at the foot of the stairs. What a deranged GM may also state that a dozen or so 14 The floor gives way unexpectedly, dumping
the place where heroes cut their teeth, learning quickly is connected by a thin cord; unless the party’s waste of time! large spiders also fell when the ceiling collapsed all who fail a Dexterity check into a pit of
that opening every closed door without first checking rogue successfully identifies and disarms the and are now attacking the party.) poisonous snakes. If you’re feeling cruel, the
for traps isn’t the best way to survive and explore a trap, moving one or more item causes everything 8 A shimmering blue ooze coats one of the ceiling above opens at the same time, liberally
second dungeon. Welcome to Dungeons, Uselss Ideas, to tumble; any PC in the room when the pile of dungeon’s many doors, the sticky substance 11 A discarded sack in the middle of the passage raining even more snakes onto the adventurers.
a random collection of bad ideas for those days when crates and barrels falls suffers 2d6 damage. If the completely obscuring the door’s lock and handle. catches the attention of the heroes. It’s an empty
you – the gamemaster – simply don’t care. This title heroes look inside the objects, they find that each If someone foolishly touches the ooze, even when sack, holding nothing of value. Let’s see how long 15 A troll, armed with a giant cleaver and a wicked
is packed with information that will prove to be as is filled with stone and bricks. wearing gauntlets or gloves, they instantly suffer the object distracts the party from the adventure. grin, is devouring the remains of a half-orc who
unnecessary and worthless as anything that I have ever 3d4 damage. Fire destroys the ooze. clearly got up on the wrong side of the bed.
created. You’re welcome. 2 Spiderwebs cling to the walls and ceiling of the 12 As they open the door, the party notices a thick, The troll glances up from its meal at the party
chamber, hanging like a thick cloud over the area. 9 Whispers on the wind reach the ears of the party, dark cloud seeping from the newly-revealed and cackles madly. Will the troll feast, or with
• Random encounters. At right, so just glance 2d3 large spiders are in the room. If one of the making them question what dangers may await chamber. The room is completely filled with an the heroes defeat this slavering villain? If the
over there and you’ll instantly know what to do players has been particularly annoying, feel free at every turn as they work their way through inky, heavy smoke that makes it difficult to see heroes defeat the troll and inspect the half-orc’s
with this. to upgrade the 2d3 arachnids to giant spiders. the dungeon’s many corridors. Roll 1d4: 1. A and even harder to breathe. If they investigate the body, they find a coin purse with 3d6 silver, a
wizard enchanted one of the dungeon’s many room, they find a circular pit in the center of the +1 magic dagger, and an empty waterskin. The
• What’s behind the door? At right, but down a 3 A patch of inky tar bubbles and burps, the thick doors, binding a spirit to the wooden door. The chamber. The smoke is rising from the pit and corpse’s other possessions are too battered and
bit, you’ll find 1d12 terrible ideas for what the substance blocking the passage. To cross, the apparition is forever trapped . . . and it has seen any who descend to explore the situation soon abused to be of any value.
PCs may find when they open a locked door in heroes must successfully jump to the other side. some things. Will it share some of its knowledge find a portal to a demiplane of smoke. Unless the
the dungeon. Those who fail the leap fall into the sticky mess with the heroes? 2. A trio of goblins pursues the heroes have a magical means of breathing, they 16 A metal cage hangs from the ceiling, a dust-
and suffer 2d4 damage every round until they party, hanging back just out of reach and hoping die if they spend more than a few moments on covered skeleton wearing tattered, ruined robes
• More dungeon encounters. If you dare, flip this manage to escape the tar pit. to scavenge whatever scraps the adventurers may this distant world. chained to the cage’s metal bars.
sheet over and you’ll find more worthless ideas. leave in their wake. 3. The indecipherable voices
4 Human bones are scattered across the corridor, are coming from a gateway between worlds; one
• 3d6 dungeon inhabitants. Where the other many of them still covered with scraps of flesh. A of the nearby dungeon doors – stuck and will not 17 A light cuts through the darkness of the passage,
tables feature all sorts of things, this bloody trail leading away from the party suggests open no matter how hard the heroes may try – bobbing gently as it slowly – though steadily
one is only living creatures and that whatever slaughtered and dismembered this leads to another world. Currently, all that may – advances toward the adventurers. Prudence
characters. unlucky explorer may have been dragging chunks cross between the worlds is sound. 4.Swinging Baxter is lost. The villager, an elderly man of
of corpse with it when it left. Should the fact that from a rope by his neck, the choking and gasping some sixty winters, is searching for his missing
As you And that’s it! Please don’t be the stench of death clings to the bones concern wizard is near death when the party happens grandson and asks the PCs for help.
use the too upset that this work the adventurers? It is clear that these bones have across him in the dungeon. He can barely speak
many ideas sucks. been laying here for only a few hours. and is begging for his life. Who strung this wizard 18 Slick with moss and slime, the dungeon floor is
presented within up? It had to have happened recently, because potentially treacherous. Anyone moving at more
this worthless work, 5 A discarded torch. The smell of smoke lingers, how else would he still be breathing? than a walk across the slippery stone floor must
please consider making suggesting that the torch was recently dropped. make a successful Dexterity check or slip and fall.
a mark by each item as you Who dropped it and where are they now?
throw it at your players. That 19 Several crystals, most the size of a man’s finger,
way you’re less likely to repeat ideas 6 One wall of the room is made entirely of are embedded in the walls of the chamber. These
and keep things fresh and exciting at stained glass, the artistic work as elaborate and crystals glow in the presence of evil. If the party
your table. impressive as any stained glass window seen in tries, they may be able to hack away at the rock
the wealthiest of cathedrals. The scene, a trio of around the crystals and take a few of them.
Or, if you’re worried about marking up this dragons attacking a small town, is in motion, the Unfortunately, separating the crystals from the
spectacularly unnecessary expansion, you can always glass itself shifting and changing as the PCs watch walls drains them of their enchantment and
keep detailed notes in a journal. I mean, I would never in amazement. If attacked, the glass breaks and makes them completely worthless.
bother with notes, but you do what’s best for you and the enchantment is shattered. The scene can be
your campaign. seen from both this room and the adjacent one; 20 This area is surprisingly well-kept, as if someone
breaking the glass is the only way to enter the has been sweeping and cleaning the room in
If you want to tell me why these encounter ideas suck, nearby chamber. preparation for guests. The two doors both lock
you can reach me on Twitter: @philipjreed
from the inside; maybe the party can take a little
time to rest?