Cube Herder Equipment
Cube Herder Equipment
This unique way of life requires equally unique equipment.
|
Item |
Cost | Weight |
| Cube Herder Poncho | 10 gp | 6 lbs |
| Cube Saddle | 10 gp | 5 lbs |
Cube Herder Poncho. Made of a blend of acid-resistant mushroom fibers and the hides of gelatinous cubes, this oversized poncho can be worn over any armor. While wearing a cube herder poncho, you reduce any acid damage you take by 1. Once this gear has prevented 10 points of damage in this way, it is damaged beyond repair and must be replaced.
Cube Saddle. Made from mushroom fiber and lined with the membrane of a gelatinous cube, this 5 by 5 foot square mat can be placed over an ooze to protect a rider from its acidic surface, though they can still be engulfed. The domesticated gelatinous cubes of the Cuberos will not automatically use their Engulf attack against such a rider unless they are attacked, though other oozes are unlikely to be as accommodating.
Luz Mala
Luz Mala
Minotaur Conqueror
Minotaur Conqueror
Lost Prospector
Lost Prospector
Cervid
Cervid

Cervid Traits
Characters with the cervid heritage share a variety of traits in common with one another.
Age: Cervids mature and age at a similar rate to humans.
Size: Most cervids are slightly taller than humans, typically standing between 6–7 feet tall (not including their antlers) and weighing between 150 and 300 pounds. Your size is Medium.
Speed: Your base walking speed is 30 feet.
Fleet-Footed. You may use a bonus action to Hide or Disengage
Naturally Shod. You have a pair of cloven hooves instead of bare feet, meaning you cannot wear regular footwear such as boots and other shoes. However, your hooves are naturally hard and tough. Choose one type of terrain your deerlike form is adapted to: arctic, desert, forest, grassland, or mountain. You ignore naturally-occuring difficult terrain in that environment. You also take half damage from sharp terrain hazards, such as sharp rocks or broken glass.
Specialized Senses. You gain an expertise die on Perception checks made within the terrain you chose for your Naturally Shod feature.
Cervid Gifts
Cervids come in a variety of shapes and sizes, from slim and elegant to broad and barrel-chested. In addition to the traits found in your cervid heritage, select one of the following gifts.
Fleet Feet
While all cervids are quick on their hooves, you are especially aware and agile. You gain the following traits:
Alert Senses. You gain proficiency in Perception checks.
Bounding Vault. You may make a 10-foot leap in any direction. This leap does not provoke opportunity attacks . You may use this ability a number of times equal to your proficiency bonus per long rest .
Cervine Sprint. Your base Speed increases by 5 feet
Regal Antlers
While plenty of cervids have antlers, yours are particularly impressive—and dangerous. While this means you cannot wear headgear such as helmets, circlets, and diadems, you gain the following traits:
Intimidating Presence. You gain proficiency in Intimidation checks. You can always choose to use Strength when making Intimidation checks.
Natural Weapons. Your antlers are more than just for show. Choose bludgeoning or piercing damage. As a bonus action you may make an unarmed strike, dealing damage of the chosen type equal to 1d6 + your Strength modifier. This strike does not require the use of your hands to execute
Cervid Paragon
When you reach 10th level, you exemplify the best aspects of your kind and gain one paragon gift from the following list.
Like the Wind
Your Speed increases by 10 feet. You ignore difficult terrain when you Dash. When you make a melee weapon attack against a creature, until the end of your turn you do not provoke opportunity attacks from it.
Monarch of the Wilds
You gain an expertise die in Intimidation checks. Additionally, as a bonus action, you can draw on the terrifying majesty of the wilderness, stomping and pawing at the ground or giving a battle cry. All creatures you choose within a 30-foot radius to make a Wisdom saving throw versus your passive Intimidation. On a failure, they become frightened of you until the start of your next turn. You may use this ability a number of times equal to your proficiency bonus per long rest .
Cervid Culture
Most cervids tend to form extended, closeknit family groups where children are raised communally. While some of these families are sedentary, settling into cities and villages, many cervid groups in rural areas opt for a more transient lifestyle, foraging as they go. Obligate vegetarians, any hunting cervids participate in is almost always for fur, feathers, and hides, and they frequently enlist the aid of others who will benefit from the meat produced by their kills. Whether cosmopolitan or itinerant, cervids are often reluctant warriors, turning to violence only when threatened or provoked. Some underestimate their skills due to their slight build, but even the slimmest of cervids are fierce combatants, leveraging their natural speed and agility to their advantage.
The family groups of cervids wandering the wilds often make frequent stops in local settlements to trade, coming out of the woods or down from the mountains on a fairly set schedule. Among these itinerant cervids there is often a member known as a hedge witch : a wise stag or doe who serves as a soothsayer and has extensive knowledge of the remedies of the wilds. Though the occupation of hedge witch is not restricted to the cervid people, to them this title is highly-respected and often hereditary. This hedge witch may provide their services to outsiders for payment or as a reward for assisting the group.
Cervids found in city centers often style themselves as more urbane than their kin, melting into a settlement’s culture with almost chameleon-like proficiency. They excel at a wide range of professions, from palace advisor to village blacksmith. Though some may eschew what they view as the “mystical” trappings of the cervids in the wilds, many still make pilgrimages to the lands of their forebears and a few choose never to return.
Regardless of their lifestyle, nearly all cervids retain a cultural affinity for incorporating the antlers and tusks of the departed into family heirlooms. These items, including weapons, jewelry, and other implements, are passed down from generation to generation as a way of honoring those who came before them. Carefully polished and carved, such heirlooms are treated with great respect and are often reminiscent of beautiful art objects. Cervids may also gift a carved antler to a particularly dear friend or present it as a reward for accomplishing a great deed in their family’s service.
Suggested Cultures
While you can choose any culture for your cervid character, the following cultures are linked closely with this heritage: artisan , cosmopolitan , nomad , villager , wildling .
Dungeon Delver's Dungeon Generation
Dungeon Delver's Dungeon Generation
This section contains random dungeon generators, each of which lets you map and stock a complete dungeon of any size. Each generator is themed around a common type of dungeon locale: bastion, cavern, laboratory, mine, ruin, sewer, temple, and tomb.
You can use each of these generators to produce a dungeon map of rooms and passages, populated with novelties, obstacles, discoveries, and specific room details, as well as level-appropriate combat and noncombat encounters and treasure. These generators are intended to inspire you: once they’ve done so, feel free to follow your inspiration and not the printed instructions! You might use a generator only to help you create a random map and ignore the rest. Conversely, if you already have a map you want to use, you can skip the map generation process, instead rolling on the Passage Contents and Room and Chamber Contents tables for each dungeon location. Or you can browse through the entries, cherry-picking your favorites to add the finishing touches to a dungeon of your own creation.
Try the Dungeon Builder tool! ⇨
Dungeon Delver's Traps
Dungeon Delver's Traps
Tomb
Tomb
Catacombs, barrows, and graveyards are frequently the realms of the undead—although living necromancers and sinister priests may also frequent them. Unlike most other types of dungeon, a tomb has little need for bedrooms, kitchens, and the other requirements of the living.
Tiers. Tombs are common adventuring locations at any tier. While low-level tombs feature skeletons and ghouls, others are home to mighty vampires, dread knights, and dragon liches.
Tomb Size. Each 50-foot-square node of a tomb contains either a room or passage. A small tomb is about 150 feet square (a 3 × 3 grid of nodes); a medium one is 250 feet square (a 5 × 5 grid); and a large one is 350 feet square (a 7 × 7 grid).
Unholy. The influence of the gods can’t reach easily into areas overrun with undead creatures. In some tombs, checks to turn undead are made with disadvantage .
Creating a Tomb
To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a premade map, roll on Inhabitants and Contents for each location
Tomb: Description
| 1 - 2 |
Narrow passage. Roll on Passage Contents and Exits. For passage width, roll 1d6: |
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| 1 - 2 | 2 1/2 ft. | |
| 3 - 6 | 5 ft. | |
|
2 - 7 |
Passage. 10 feet wide. Roll on Passage Contents and Exits. |
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| 8 | Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d4: | |
| 1 | 15 ft. | |
| 2 - 3 | 20 ft. | |
| 4 | 30 ft. | |
| 9 - 14 |
Small room. Roll on Room and Chamber Contents and Exits. For room size, roll 1d4: |
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| 1 |
15 x 15 ft. |
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| 2 |
15 x 20 ft. |
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| 3 |
20 x 20 ft. |
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| 4 | 20 x 30 ft. | |
| 15 - 20 | Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6: | |
| 1 | 30 x 30 ft. | |
| 2 | 30 x 40 ft. | |
| 3 | 40 x 40 ft. | |
| 4 | 50 x 50 ft. | |
Tomb: Passage Contents
|
1 - 10 |
Empty |
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| 11 - 14 |
Roll on Passage Scenery |
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| 15 - 18 |
Roll on Escalations |
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| 19 - 20 |
Roll on Obstacles |
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Tomb: Room and Chamber Contents
Roll 1d20 in small room, 1d20 + 2 in large chamber.
| 1 - 3 |
Empty |
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| 4 - 8 | Roll on Small Room Scenery or Large Chamber Scenery |
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| 9 - 11 |
Roll on Novelties |
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| 12 - 14 |
Roll on Obstacles |
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| 15 - 16 |
Roll on Discoveries |
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| 17 - 19 |
Roll on Escalations and on Small Room Scenery or Large Chamber Scenery |
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| 20+ |
Roll on Set Pieces |
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Tomb: Exits
If the die roll is odd, a room’s exits are blocked by doors. Otherwise, they are open.
| 1 - 3 |
No Exits |
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| 4 - 5 |
One exit left |
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| 6 - 7 |
One exit straight |
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| 8 - 9 |
One exit right |
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| 10 - 11 |
Two exits, left and right |
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| 12 - 13 |
Two exits, left and straight |
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| 14 - 15 |
Two exits, straight and right |
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| 16 - 18 |
Three exits, left, straight, and right |
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| 19 - 20 | Stairs. Roll 1d8 to determine stair type. Then roll again on this table for other exits. | |
| 1 - 2 |
Stone stairs down |
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| 3 |
Stone spiral staircase down |
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| 4 |
Ladder up or down (50 percent chance of each) |
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| 5 |
Stone spiral staircase up |
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| 6 |
Sloping passage up or down (50 percent chance of each) |
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Tomb: Novelties
| 1 |
Pitch-black room that can’t be lit by any mean |
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| 2 |
An undead skeletal elephant (follows orders but doesn’t attack) digging graves with its tusks. It’s too big to go through the door. Nearby is a wooden case, 8 feet long, big enough to pack the skeleton’s bones. The case is narrow enough to fit through the door |
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| 3 |
An empty sarcophagus. The carving on the lid magically transforms to depict the most recent person to enter the room |
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| 4 |
Giant hourglasses rise to the ceiling like pillars. Some are nearly full and some have nearly run out. Each is labeled with a well-known name. If an hourglass is broken, that person instantly dies |
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| 5 |
An enormous statue of a skeletal reaper, so big its hunched shoulders brush the ceiling. The statue’s eyes glow blue. The life energy of any creature that dies on this dungeon level flows visibly into the statue. The creature can’t be raised as undead or resurrected by any means short of true resurrection until the statue is destroyed |
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| 6 |
Blood drips from red stalactites into bloody pools |
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| 7 |
The doors in this dungeon are grave steles or featureless slabs of black stone; you can’t open them but you can pass through them as if they were illusory |
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| 8 |
The dungeon is lit by ghostly, glowing apparitions that can’t affect or be affected by living creatures |
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| 9 |
Dust gathers in the corners of every room. No amount of sweeping can clear the dust completely |
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| 10 |
Living creatures appear skeletal when reflected in a mirror |
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Tomb: Obstacles
| 1 |
Lock: A door with a keyhole in the eye socket of a skeleton. Key: A key made of bone with a skull-shaped handle |
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| 2 |
Lock: An arcane locked door imprinted with the indentation of a skeletal hand. The door can be pushed open easily by any dead or skeletal hand. Key: A skeletal arm and hand |
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| 3 |
Lock: An arcane locked door etched with a riddle: “Speak the name of the last door you will open.” Speaking the answer (Death) unlocks the door. Key: A skull etched in gold with the words “Remember death, the last door” |
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| 4 |
Lock: An arcane locked stone door set with three opals, with an indentation where a fourth is missing. The door unlocks if an opal is placed in the missing slot. Key: An opal |
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| 5 |
A coffin leans against the wall. Opening the coffin reveals a door to the next area |
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| 6 |
A coffin leans against the wall. Opening the coffin reveals a door to the next area |
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| 7 |
Alcoves contain skeletons that attack if touched |
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| 8 |
Skeletal arms reach from the walls and floor to grab passing creatures (escape DC 14) |
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| 9 |
Visions of dead loved ones or rivals appear to the characters. The visions are harmless, but each player must describe who their character sees |
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| 10 - 17 | Trap based on the dungeon level: level 1–2 darkness statue or hidden pit trap; 3–4 gnashing teeth trap or scorpion needle trap; 5–10 hourglass room or poison spiked pit trap; 11–16 black tentacles trap or symbol of death trap; 17–20 balor trap or poison dart skulls | |
| 18 - 20 | Burial chamber containing a Treasure Hoard and an elite trap: level 1–2 false hoard trap; 3–4 sacred flame gem trap; 5–10 ghost trap; 11–16 rolling icosahedron; 17–20 deepest collapsing dungeon | |
Tomb: Discoveries
| 1 - 4 |
Roll 1d4 on the Obstacles table. You find the key listed in that entry. Make a note of the matching lock. The next Obstacle encountered is that lock. |
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| 5 |
Nonhostile ghost or skeleton repeating its daily routine, traveling from place to place, possibly opening secret doors, bypassing traps, or revealing other secrets |
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| 6 |
Talking skull that is eager to exchange information for conversation |
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| 7 |
A vase containing 1d4 spell scrolls of speak with dead |
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| 8 |
An inanimate corpse holding a magic weapon |
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| 9 |
A gold and silver-etched coffin, weighing a ton and worth 50 gp (or 5,000 gp on dungeon level 7 or higher), surrounded by luxury goods and a Treasure Hoard |
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| 10 | A sarcophagus with a map or clue carved into the lid | |
| 11 |
A corpse clutches a [[wand of secrets]] that functions only inside the tomb |
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| 12 |
A skeleton that obeys the characters’ commands. The skeleton collapses into a pile of bones if reduced to 0 hit points or if ordered to leave the tomb |
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Tomb: Escalations
25 percent of guards possess a Minor Treasure.
| 1 |
Undead guards: on patrol. If they meet living creatures, they attack while sending messengers to the local overlord (roll or choose from Set Pieces) |
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| Level 1–2: 1d4 skeletons or zombies | ||
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Level 3–4: mummy |
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Level 5–10: 1 or 2 wraiths |
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Level 11–16: skeletal warlord (DDG) with skeleton horde ; 3 wraiths |
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Level 17–20: wraith lord with 2 wraiths ; 2 vampires |
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| 2 |
Intelligent undead: will grant passage or offer information for a price |
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Level 1–2: ghoul |
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Level 3–4: wight |
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Level 5–10: 1 or 2 revenants or vampire spawn |
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Level 11–16: vampire |
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Level 17–20: vampire warrior with 1 or 2 vampire spawn |
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| 3 |
Guardians: attack if disturbed |
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Level 3–4: ghost or walking statue |
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Level 5–10: 1 or 2 wraiths |
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Level 11–16: warlord’s ghost with 2 to 4 zombie knights ; banshee with 2 or 3 wights |
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Level 17–20: 2 bone devils or vengeful ghosts |
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| 4 |
Guardians: attack on sight |
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Level 1–2: 1d4 giant poisonous snakes or swarms of bats |
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Level 3–4: 3 or 4 death dogs or ghouls |
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Level 5–10: zombie knight with skeleton horde or zombie horde ; 2 or 3 wights |
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Level 11–16: vampire assassin or vampire |
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Level 17–20: rakshasa with 2 bearded devils |
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| 5 |
Guardians: guarding a location |
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Level 1–2: 2d4 bonespawn (DDG) |
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Level 3–4: 3 or 4 animated armor or skeleton immortals (DDG) |
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Level 5–10: 3 to 5 ogre zombies |
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Level 11–16: 3 or 4 shadow demons |
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Level 17–20: vampire or vampire mage with vampire spawn |
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| 6 | Guardians: hungry | |
| Level 1–2: 1 or 2 ghouls or shadows | ||
| Level 3–4: 1 or 2 ghasts | ||
| Level 5–10: 2 or 3 ghosts | ||
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Level 11–16: forgotten god with 2d10 skeletons ; 3 wights |
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Level 17–20: 2 vampires |
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| 7 - 10 |
Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, noises, flickering torchlight, or other signs |
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Tomb: Set Pieces
Set piece encounters usually feature a Treasure Hoard.
| 1 - 2 |
Undead Prison. A beam of blue moonlight shines down from a moon painted on the ceiling. The moonbeam engulfs a sarcophagus. Inside the sarcophagus is an imprisoned undead creature. Opening the sarcophagus or blocking the moonbeam frees the creature. |
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Level 3–4: revenant , its vengeance focused on the characters (when the revenant is released, 1d4 specters also appear) |
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Level 5–10: mummy lord |
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Level 11–16: demilich |
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Level 17–20: demilich or dread knight champion |
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Setting: The beam of moonlight acts as a permanent moonbeam spell that damages undead creatures only. |
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| 3 - 4 |
Army of Darkness. An undead creature gathers an army to sweep away the living. |
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Level 1–2: wight with 3 or 4 zombies . Reinforcements: 1d6 bonespawn |
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Level 3–4: wraith with 1d4 specters . Reinforcements: 1d4 specters |
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Level 5–10: skeletal warlord (DDG) with 1d4 skeleton immortals (DDG). Reinforcements: 1d4 skeleton immortals . |
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Level 11–16: vampire warrior with 2 vampire spawn . Reinforcements: vampire spawn |
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Level 17–20: mummy lord or wraith lord with 2 or 3 wraiths . Reinforcements: 1 or 2 wraiths |
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Setting: At the end of each round, reinforcements arrive, clawing up from the ground or floating through the walls. |
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| 5 - 6 |
Death Magic. A spellcaster commands an army, their eyes fixed on conquest. |
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Level 3–4: high priest , mage , or necromancer with 3 or 4 skeletons or zombies |
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Level 5–10: archmage , forgotten god , or vampire mage with 3 or 4 ogre zombies |
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Level 11–16: archmage , archpriest , or adult black dragon lich with 1d4 + 1 wraiths |
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Level 17–20: lich with 4 ghosts or shadow demons |
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Setting: The area glows with arcane runes. A creature can use an action to make an Arcana check (equal to the spellcaster’s DC) to deactivate a rune. When the spellcaster is reduced to half its hit points or less, all destroyed undead creatures return to full health unless all runes have been deactivated. |
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| 7 - 8 |
The tomb is cleansed only if you complete a powerful spirit’s unfinished work. Roll 1d6: |
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Tomb: Minor Treasure
| 1 |
Burial mask with value appropriate to tier (tier 0 or 1: 50 gp, tier 2: 500 gp, tier 3 or 4: 5,000 gp) |
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| 2 |
Spell scroll containing a spell appropriate to the area’s tier (tier 0: cantrip or level 1 spell, tier 1: level 2–3 spell, tier 2: level 4–5 spell, tier 3: level 6–7, tier 4: level 8–9) |
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| 3 - 6 |
Coins or jewelry worth an amount appropriate to the tier (tier 0: 25 gp, tier 1: 75 gp, tier 2: 750 gp, tier 3: 7,500 gp, tier 4: 75,000 gp). 25 percent chance that the item is an easily identifiable crown, signet ring, or other item associated with a historical figure or family |
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| 7 |
1d6 vials. Roll 1d6: 1–3 potions of healing , 5–6 potions of greater healing |
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| 8 | Magic weapon or shield appropriate to tier (tier 0 or 1: +1 item, tier 2: +2 item, tier 3 or 4: +3 item) | |
| 9 | Bulky grave goods (gilded furniture, ewers, fine clothes, masterwork weapons, etc.) with value appropriate to tier (tier 0 or 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp) | |
| 10 | Prayer scrolls. Studying one grants a cleric or paladin a new rare spell or a spell not on their normal spell list | |
| 11 | A magic potion that changes your type and appearance to undead for 24 hours | |
| 12 | A diamond worth an amount appropriate to tier (tier 0 or 1: 300 gp, tier 2: 500 gp, tier 3: 25,000 gp, tier 4: 25,000 gp) | |
Ruin: Treasure Hoards
| Dungeon Level 1–2 |
Valuables: 1d4 × 100 gp in jewelry Magic (30 percent chance): +1 breastplate, +1 scale mail, or +1 weapon |
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| Dungeon Level 3–4 |
Valuables: 2d4 × 100 gp in silver and gold coins or jewelry Magic (40 percent chance): pipes of haunting or spirit lantern |
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| Dungeon Level 5–10 |
Valuables: 1d6 × 1,000 gp in gilded grave goods, jeweled masterwork weapons or instruments worth 500 gp each, or artworks Magic (50 percent chance): dimensional shackles or sword of life stealing |
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| Dungeon Level 11–16 |
Valuables: 1d4 × 10,000 gp worth of gold and platinum coins, jewelry such as crowns, scepters, and necklaces, or gems Magic (60 percent chance): mace of terror or Emperor’s blade |
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| Dungeon Level 17–20 |
Valuables: 1d4 × 100,000 in gold coins, hundreds of pounds of golden statues and furniture, or jeweled weapons and implements worth 10,000 gp each Magic (70 percent chance): holy avenger or scarab of protection ] |
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Tomb: Passage Scenery
| 1 |
Dusty floor criss-crossed by skeletal footprints |
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| 2 |
Skulls mortared into the walls |
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| 3 |
Alcoves contain inanimate skeletons |
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| 4 |
Bones or inanimate mummies heaped against the walls |
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| 5 |
Necromantic runes carved into the walls and floor |
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| 6 |
A bas relief of skeletons, angels, or tormented souls |
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| 7 |
Shovels and a dirt-filled wheelbarrow |
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| 8 |
Everburning torches in wall brackets |
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| 9 |
Bloodstained floors and walls |
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| 10 | An ice-cold draft | |
Tomb: Small Room Scenery
| 1 |
Antechamber filled with uncomfortable pews intended for mourners and other visitors |
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| 2 |
Dusty, abandoned chapel |
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| 3 |
Chapel under the influence of the hallow spell |
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| 4 |
Unholy chapel with a bloody stone altar, lit by candles in skulls |
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| 5 |
Jars containing knucklebones, for use in divination magic |
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| 6 - 8 |
Crypt containing 1d6 sarcophagi |
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| 9 |
Crypt containing niches filled with bones |
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| 10 |
Crypt containing caskets and a dusty pipe organ |
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| 11 |
Dozens of empty graves dug into the earth floor, each with a pile of dirt next to it. Shovels nearby |
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| 12 |
A guardroom with musty beds and an altar to the god of death |
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Tomb: Large Chamber Scenery
| 1 |
Room contains mirrors, scrying pools, and other ritual divination equipment |
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| 2 |
Skulls carved in bas relief; a ritual circle is etched into the floor |
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| 3 |
Canopic jars sealed with symbols of death. One jar contains a Minor Treasure |
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| 4 |
The room is ringed by a balcony accessible by stone steps. Dozens of inanimate skeletons stand atop the balcony |
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| 5 |
A giant-sized statue of a deity or mortal hero stands in the middle of the room. Stone coffins are arranged along the walls |
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| 6 |
Square stone slabs set into the walls, each with a name and date. Behind each is a niche containing bones |
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| 7 |
A dozen glass-walled tanks of brine, each containing a perfectly preserved corpse |
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| 8 |
A dozen open sarcophagi containing inanimate mummies, each wearing a death mask |
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| 9 |
A funeral barge too big to fit through the door. On the deck is an inanimate mummy and a Minor Treasure |
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| 10 |
A life-sized equestrian statue. The statue can be pushed across the floor, revealing a trapdoor leading to a tomb and a Treasure Hoard |
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| 11 |
Hundreds of unlidded pots, each containing the bones of an inanimate skeleton |
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| 12 |
Dozens of dusty wooden coffins, some splintered open and empty |
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Temple
Temple
Sand-choked shrines to ancient gods, abandoned abbeys, and cultists’ crypts are built as places of worship and havens for the faithful, but are also designed to guard against profane intruders. A temple usually contains barracks, living areas, and well-defended sacred spaces.
Tiers. Temples range from catacombs at tier 0 to vast, underground cathedrals at higher tiers, with tiers 0 to 2 being the most common.
Temple Size. Each 50-foot-square node of a temple contains either a room or passage. A small temple is about 150 feet square (a 3 × 3 grid of nodes); a medium one is 250 feet square (a 5 × 5 grid); and a large one is 350 feet square (a 7 × 7 grid).
Signs of Faith. Adventurers clad in appropriate robes or holy symbols make Deception checks with advantage when trying to masquerade as inhabitants of the temple
Creating a Temple
To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a premade map, roll on Inhabitants and Contents for each location.
Temple: Description
| 1 - 2 |
Narrow passage. Roll on Passage Contents and Exits. For passage width, roll 1d6: |
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| 1 - 2 | 2 1/2 ft. | |
| 3 - 6 | 5 ft. | |
|
2 - 7 |
Passage. 10 feet wide. Roll on Passage Contents and Exits. |
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| 8 | Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d4: | |
| 1 | 15 ft. | |
| 2 - 3 | 20 ft. | |
| 4 | 30 ft. | |
| 9 - 14 |
Small room. Roll on Room and Chamber Contents and Exits. For room size, roll 1d4: |
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| 1 |
15 x 15 ft. |
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| 2 |
15 x 20 ft. |
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| 3 |
20 x 20 ft. |
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| 4 | 20 x 30 ft. | |
| 15 - 20 |
Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6: |
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| 1 |
30 x 30 ft. |
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| 2 |
30 x 40 ft. |
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| 3 - 4 |
40 x 40 ft. |
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| 5 |
40 x 50 ft. |
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| 6 |
50 x 50 ft. |
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Temple: Passage Contents
|
1 - 10 |
Empty |
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| 11 - 14 |
Roll on Passage Scenery |
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| 15 - 18 |
Roll on Escalations |
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| 19 - 20 |
Roll on Obstacles |
|
Temple: Room and Chamber Contents
Roll 1d20 in small room, 1d20 + 2 in large chamber.
| 1 - 3 |
Empty |
|
| 4 - 8 |
Roll on Small Room Scenery or Large Chamber Scenery |
|
| 9 - 11 |
Roll on Novelties |
|
| 12 - 14 |
Roll on Obstacles |
|
| 15 - 16 |
Roll on Discoveries |
|
| 17 - 19 |
Roll on Escalations and on Small Room Scenery or Large Chamber Scenery |
|
| 20+ |
Roll on Set Pieces |
|
Temple: Exits
If the die roll is odd, a room’s exits are blocked by doors. Otherwise, they are open.
| 1 - 3 |
No Exits |
|
| 4 - 5 |
One exit left |
|
| 6 - 7 |
One exit straight |
|
| 8 - 9 |
One exit right |
|
| 10 - 11 |
Two exits, left and right |
|
| 12 - 13 |
Two exits, left and straight |
|
| 14 - 15 |
Two exits, straight and right |
|
| 16 - 18 |
Three exits, left, straight, and right |
|
| 19 - 20 | Stairs. Roll 1d8 to determine stair type. Then roll again on this table for other exits. | |
| 1 - 2 |
Stone stairs down |
|
| 3 |
Stone spiral staircase down |
|
| 4 |
Trapdoor down (50 percent chance concealed under rug or furniture) |
|
| 5 |
Round pit with metal ladder rungs, descending 1d4 levels |
|
| 6 |
Stone spiral staircase up |
|
Temple: Novelties
| 1 |
Huge, unlocked door made of semiprecious stone. The door’s etchings illustrate the mythical creation or destruction of the world |
|
| 2 |
A vaulted, echoing chamber filled with 10-foottall statues. The statues sing beautiful liturgical music |
|
| 3 |
This room’s ceiling is radiant with a permanent sunlight spell. The ground is covered with grass and flowers. A tree grows in the middle of the room |
|
| 4 |
Altar on an island rising from a lake of magma |
|
| 5 |
Massive wall or cliff face pierced with sleeping cells. Ladders provide access to each cell |
|
| 6 |
A giant-sized throne, empty or supporting a Gargantuan inanimate skeleton |
|
| 7 |
Ritual room with a floor etched with an arcane circle; flaming skeletons hang from the ceiling like chandeliers |
|
| 8 |
Nave of a cathedral decorated with animated stained glass windows or tapestries |
|
| 9 |
An immense sword is planted into the floor and can’t be removed. It radiates divination magic. A creature that touches the sword gains the benefits of a detect evil and good spell for 10 minutes |
|
| 10 |
Morgue containing six stone slabs, each of which supports an apparently fresh corpse. A magic field encompasses the room; any corpse in the room gains the benefit of gentle repose, and it can answer three questions per day as if targeted by a speak with dead spell |
|
| 11 |
A font or fountain fills with 5 gallons of water or holy water when touched |
|
| 12 |
A cloud of illusory butterflies, moths, or tiny angels fills the area, limiting visibility to 10 feet |
|
Temple: Obstacles
| 1 |
Lock: An animated statue or stone guardian stands in front of a door, attacking anyone who tries to pass. Key: A clay figurine with the word “stag” carved into its chest. Speaking this password deactivates the guardian |
|
| 2 |
Lock: Arcane locked door, above which is written “Passage is denied to unbelievers.” The passphrase “Only the divine name opens the gates” causes the door to open. Key: A holy book on a lectern, with a bookmark at the passage “Passage is denied to unbelievers. Only the divine name opens the gates |
|
| 3 |
Lock: A permanent wall of fire covers an archway of green stone. Key: A chest containing 10 pendants of green stone, each depicting a figure walking through fire. Anyone wearing a pendant can walk through the wall of fire unharmed |
|
| 4 |
Lock: A magically sealed white door. Anyone who can’t see the door can open it. Key: A tapestry shows a blindfolded person opening a white door |
|
| 5 |
Doorways to the left and right; one door is blocked by a portcullis. A lever beyond the open door lowers one portcullis and raises the other |
|
| 6 - 7 |
Tapestry depicts the gates to a divine or fiendish domain. Concealed behind the tapestry is a door. (Examination or DC 15 Perception check: a draft ruffles the tapestry) |
|
| 8 - 9 |
An unlit fireplace flanked by two wall-mounted candelabras. (Examination or DC 15 Perception check: One of the candelabras is shinier as if frequently touched. Pulling the candelabra opens a secret door) |
|
| 10 |
Door inscribed with the words “The Door of Night.” It unlocks in total darkness and locks when in light |
|
| 11 |
Before crossing a certain threshold, unbelievers must make a Wisdom saving throw (DC 10 + half dungeon level) or become frightened. Frightened creatures who proceed take 2 (1d4) psychic damage per dungeon level |
|
| 12 |
Creatures must make a Deception or Religion check (DC 10 + half dungeon level) to recite a prayer before entering the area. A creature that fails to recite the proper prayer suffers 1 level of strife |
|
| 13 - 20 |
Trap based on the dungeon level: level 1–2 commanding voice trap or intoxicating brazier trap; 3–4 cursed altar or sacred flame gem trap ; 5–10 bright mirror trap or sword guardian trap ; 11–16 contagion trap or geas trap ; 17–20 forbidden tome or guilty soul trap |
|
Temple: Discoveries
| 1 - 4 |
Roll 1d4 on the Obstacles table. You find the key listed in that entry. Make a note of the matching lock. The next Obstacle encountered is that lock |
|
| 5 |
Lone creature from a guard patrol (1 or 2 on Escalations table), not particularly loyal and willing to talk |
|
| 6 |
Guard patrol (1 or 2 on Escalations table) controlled by a heretical faction that seeks to overthrow the temple’s leader. From now on, 50 percent of Escalations are with the heretical faction |
|
| 7 |
Guard patrol (1 or 2 on Escalations table) loyal to a paranoid leader trying to root out heretics. From now on, 50 percent of Escalations are with the heretical faction |
|
| 8 |
Acolyte washing the floor; trusting and helpful |
|
| 9 |
A dusty armory contains a locked and trapped chest. Inside is a +1 weapon that deals +2d6 radiant damage to creatures that worship the temple’s deity |
|
| 10 |
Behind a sliding wall (DC 12 Perception check) is an abandoned chapel to another god. It contains a Minor Treasure and can be used as a haven until enemies discover it |
|
| 11 |
A comfortable lounge with furniture and bookcases on the floor, walls, and ceiling. Gravity in this room is relative: anyone can effortlessly walk up the wall and across the ceiling. 50 percent chance of a Minor Treasure in an end-table drawer on the ceiling |
|
| 12 |
Locked treasure vault containing chests of coins and holy items (one Treasure Hoard and one Minor Treasure) |
|
Temple: Escalations
50 percent of guards possess a Minor Treasure.
| 1 |
Guards: may attack intruders unless they’re wearing the proper robes or holy symbols |
|
|
Level 3–4: 3 or 4 soldiers or [[scout |
||
|
Level 5–10: blackguard with guard squad ; 2 priests with 1d6 scouts |
||
|
Level 11–16: priest with 3 shadow demons |
||
|
Level 17–20: mage with 2 invisible stalkers |
||
| 2 |
Guards: may attack intruders who don’t speak the right password |
|
|
Level 5–10: bone devil or ogre mage |
||
|
Level 11–16: 3 or 4 clockwork sentinels or veterans |
||
|
Level 17–20: knight captain with guard squad ; mage with shield guardian and earth elemental |
||
| 3 |
Denizens: a faction that predates and is hostile to the local overlord (roll or choose from Set Pieces) |
|
|
Level 3–4: cult fanatic with 1d8 cultists |
||
|
Level 5–10: 2 or 3 mummies , skeletal champions , or walking statues |
||
|
Level 11–16: ascetic grandmaster , vampire , or vampire assassin |
||
|
Level 17–20: 2 bone devils or cyclops myrmidons |
||
| 4 |
Guards: patrolling |
|
|
Level 1–2: 1d4 guards or flying swords |
||
|
Level 5–10: 2 or 3 hell hounds or horde demons |
||
|
Level 11–16: 4 or 5 wights or zombie knights |
||
|
Level 17–20: adult black dragon lich ; demilich |
||
| 5 |
Guardians: protecting a sacred space |
|
|
Level 1–2: 1 or 2 death dogs or spies |
||
|
Level 5–10: hydra |
||
|
Level 11–16: 4 elementals (one per element) |
||
|
Level 17–20: stone guardian with 3 walking statues ; solar |
||
| 6 | Guardians: lurking | |
|
Level 1–2: animated armor or ghast |
||
|
Level 3–4: 2 gargoyles |
||
|
Level 5–10: 2 or 3 mummies |
||
|
Level 11–16: crusher with flame-spitting statue ; 2 invisible stalkers |
||
|
Level 17–20: 2 chain devils or erinyes |
||
| 7 - 10 |
Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, noises, flickering torchlight, or other signs |
|
Temple: Set Pieces
Set piece encounters usually feature a Treasure Hoard.
| 1 - 2 |
Return of the Kings. Freed after a long imprisonment, immortal monsters prepare to venture forth and restore their ancient empire or religion. They need knowledgeable advisors—or captives—who can inform them about the state of the modern world. |
|
|
Level 3–4: priest with 1 or 2 zombie knights ; 2 lamias |
||
|
Level 5–10: deva or forgotten god with 2 high priests |
||
|
Level 11–16: mummy lord with 3 or 4 mummies |
||
|
Level 17–20: dread knight champion with 3 or 4 skeletal champions ; balor with 2 priests and 4 veterans |
||
|
Setting: Throne room decorated with tapestries. Behind one tapestry is a permanent gate leading to another plane. |
||
| 3 - 4 |
Secret Society. The leaders of this shrine are dedicated to hiding secret knowledge, prophecies, or an artifact from the outside world. They fight anyone who reaches their inner sanctum. |
|
|
Level 3–4: priest with nightmare or walking statue |
||
|
Level 5–10: guardian naga with 1 to 3 basilisks |
||
|
Level 11–16: archpriest with clay guardian ; 2 planetars |
||
|
Level 17–20: greater sphinx with 2 sphinxes or stone guardians ; lich with 6 hell hounds |
||
|
Setting: The floor’s tiles represent a labyrinth. Whenever a creature first walks on its turn, it can make an Intelligence check. The result is the number of feet it can move on its turn without stepping over a line. The first time on its turn that a creature steps over a line, it takes psychic damage equal to the dungeon’s level. The room’s inhabitants are immune to this damage. |
||
| 5 - 6 |
Holy Terror. The leaders of this cult are preparing a ritual to loose an extraplanar being into the world or summon a powerful undead creature. Their plans are on the verge of completion. |
|
|
Level 1–2: cult fanatic with 1 or 2 cultists |
||
|
Level 5–10: high priest with 1d4 mummies or skeletal champions ; 3 cambions with 1d6 + 3 thugs |
||
|
Level 11–16: archpriest with chained one and 1d8 cultists ; archmage with 4 knights and 2d8 cultists |
||
|
Level 17–20: archpriest or planetar with solar and 5 or 6 priests |
||
|
Setting: A 20-foot-diameter portal is forming on the far side of the room. It is an object with AC 10, 20 × the dungeon’s level hit points, and immunity to bludgeoning, piercing, slashing, psychic, and poison damage. If the portal is destroyed, the ritual is ruined. Ladders lead to a balcony around the room. |
||
| 7 - 8 | The characters gain an audience with a powerful being in service to the temple’s god, such as an archpriest or solar. The being offers them a choice of two magic treasures, one holy, one cursed. Characters can use their knowledge of religion and clues from the temple’s artwork and statuary to determine which is the holy item. | |
| 9 - 10 | Characters who immerse themselves in a magical pool gain a vision of the past that illuminates the present. | |
Temple: Minor Treasure
| 1 - 2 |
Book of prayers or forbidden lore containing a rare version of a spell from the cleric or warlock spell list (such as Sebirus’s Imprisoning Skeletal Hands (DDG) |
|
| 3 - 4 |
Spell scroll containing a spell from the cleric list appropriate to the area’s tier (tier 0: cantrip or level 1 spell, tier 1: level 2–3 spell, tier 2: level 4–5 spell, tier 3: level 6–7, tier 4: level 8–9) |
|
| 5 |
Jeweled holy symbol, gem, or bag of coins worth an amount appropriate to the tier (tier 0: 10 gp, tier 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp) |
|
| 6 |
Holy symbol, garment, or weapon that once belonged to a holy person. Acts as a single bead of necklace of prayer beads |
|
| 7 |
1d6 vials. Roll 1d6: 1–2 holy water, 3–4 potions of healing , 5–6 potions of greater healing |
|
| 8 |
Heretical documents that portray the faith in a startling new light or reveal corruption within its ranks |
|
| 9 |
Holy book that reveals a cosmic secret (such as a previously unknown familial or romantic relationship between a good and evil god) |
|
| 10 |
Sentient item, such as a skeletal hand, a +1 weapon, or a holy symbol. It has Intelligence, Wisdom, and Charisma scores of 10 + 1d6, can communicate telepathically with a creature touching it, and has a goal it wishes to fulfill |
|
Temple: Treasure Hoards
| Dungeon Level 1–2 |
Valuables: 1d4 × 100 gp in jewelry, rare silks, or bulky tapestries Magic (30 percent chance): pearl of power or periapt of health |
|
| Dungeon Level 3–4 |
Valuables: 24 × 100 gp in gold coins, gilded artworks, Magic (40 percent chance): bowl of commanding water elementals or staff of the python |
|
| Dungeon Level 5–10 |
Valuables: 1d6 × 1,000 gp in gold coins, rare books worth 1,000 gp each, or gold tableware Magic (50 percent chance): magic mirror (handheld) or necklace of prayer beads |
|
| Dungeon Level 11–16 |
Valuables: 1d4 × 10,000 gp in platinum coins, holy relics, or jewelry Magic (60 percent chance): amulet of health or mace of smiting |
|
| Dungeon Level 17–20 |
Valuables: 1d4 × 100,000 gp in platinum coins, Magic (70 percent chance):
crystal ball
or talisman of |
|
Temple: Passage Scenery
| 1 |
A fresco, mosaic, or tapestry depicting a god, ritual, myth, holy symbol, or sacrifice |
|
| 2 |
Lit braziers |
|
| 3 |
Statues or busts depicting gods or holy champions |
|
| 4 |
Niches in the wall contain statuettes or candles (50 percent chance of a Minor Treasure) |
|
| 5 |
Lectern bearing a holy book (50 percent chance of a Minor Treasure) |
|
| 6 |
Stone slabs set into the floor each bear a name and dates. The slabs are the lids of underground sarcophagi |
|
| 7 |
Wet, scrubbed floor; nearby are buckets of water |
|
| 8 |
Wall-mounted shields, each etched or painted with a holy symbol |
|
Temple: Small Room Scenery
| 1 - 2 |
Cabinets stocked with vestments, ritual books, candles, incense, and holy symbols (50 percent chance of a Minor Treasure) |
|
| 3 - 4 |
Chapel or shrine with an altar and a few benches |
|
| 5 |
Armory. Roll d4: 1 chain mail and martial weapons, 2 light armor and simple weapons, 3 ranged weapons, ammunition, ballistas, and bolts, 4 holy water and potions of healing (50 percent chance of a Minor Treasure) |
|
| 6 |
A comfortable bedroom with beds, chests, and wardrobes for 1d4 + 2 occupants. On the walls are weapon racks, armor stands, and religious paintings (50 percent chance of a |
|
| 7 |
Sparsely furnished bedroom or cell for 1d4 occupants |
|
| 8 |
Latrine or bath |
|
| 9 |
A luxurious dining room with fine wine and silver plates |
|
| 10 |
Ritual room containing a scrying pool |
|
| 11 |
Morgue where corpses are ritually prepared for burial. Contains stone slabs, empty sarcophagi, and chests packed with burial shrouds |
|
| 12 |
Crypt with an altar, religious statues, and a sarcophagus topped with a stone angel (50 percent chance of a Minor Treasure) |
|
| 13 |
Guardroom containing weapon racks, a fireplace, and a small shrine |
|
| 14 |
Kitchen with a baker’s oven and bread-baking ingredients |
|
| 15 |
Kitchen where dead animals are being butchered and cooked |
|
| 16 |
Pantry stocked with flour and beans and hung with herbs |
|
| 17 |
Pantry stocked with fine wines, sweetmeats, and expensive spices |
|
| 18 |
Library containing forbidden texts (50 percent chance of a Minor Treasure) |
|
| 19 |
Study containing a fireplace, comfortable chairs, bookshelves, and a desk covered with sheafs of notes (50 percent chance of a Minor Treasure) |
|
| 20 |
Store room containing paintings, statues, and furniture draped with dusty drop cloths (50 percent chance of a Minor Treasure) |
|
Temple: Large Chamber Scenery
| 1 |
An audience chamber: rows of benches or pews face a dais |
|
| 2 |
A richly decorated throne room: the doors are inlaid with gold, the ceiling is a magnificent religious painting, and the throne is carved to resemble the seat of a god |
|
| 3 |
A dining hall: religious passages warning against gluttony are carved into the walls |
|
| 4 |
A banquet hall with long tables, stacks of clay bowls, and a gruel-filled cauldron in a huge fireplace |
|
| 5 |
Barracks or communal sleeping chamber |
|
| 6 |
Dormitory containing bunk beds, chests of identical uniforms or vestments, and a small shrine |
|
| 7 |
Temple with an altar or pulpit surrounded by benches |
|
| 8 |
Temple containing statues of gods and divine servants. The altar is a stone slab |
|
| 9 |
Temple with a balcony, an altar atop a dais, and braziers of incense (50 percent chance of a Minor Treasure) |
|
| 10 |
Scriptorium containing desks, writing supplies, and shelves of scrolls (50 percent chance of a Minor Treasure) |
|
| 11 |
Training room containing armor, shields, and stacks of prayer books. Against one wall are scorched training dummies |
|
| 12 |
A giant pipe organ (50 percent chance one note doesn’t play; a Minor Treasure is hidden in one of the pipes) |
|
| 13 |
Crypt containing sarcophagi (50 percent chance of a Minor Treasure) |
|
| 14 |
A guardroom decorated with war banners and shields. Candles, decks of cards, and empty wine bottles litter several small tables |
|
| 15 |
Kitchen where vast quantities of gruel or soup are being prepared |
|
| 16 |
Library containing religious texts |
|
| 17 |
Store room containing odds and ends of all sorts: religious vestments, barrels of foodstuffs, statues, a ballista (50 percent chance of a Minor Treasure) |
|
| 18 | Room where holy water is blessed. 2d6 full vials sit on an altar. Fonts, statues, and holy books fill the room | |
| 19 |
A magical prison with several cells. Each cell is filled with a permanent antimagic zone (DDG) |
|
| 20 | Library under the effects of a permanent silence spell. The doors to this room bear a sign that reads “Silence in the reading room!” (50 percent chance of a Minor Treasure) | |