Bedeviled Dungeons
Draw or find a map. Around 10 rooms is enough for one night's session.
What is the dungeon? (d12 + d12)
| d12 | Adjective | Noun |
|---|---|---|
| 1 | Slaughter | pit |
| 2 | Death | church |
| 3 | Night | temple |
| 4 | Hadean | tunnels |
| 5 | Hell | crypt |
| 6 | Plague | grave |
| 7 | Sin | fort |
| 8 | Doom | ziggurat |
| 9 | Dark | den |
| 10 | Murder | maze |
| 11 | Torture | house |
| 12 | Slave | waste |
Status (d6)
1–2 Still active. 3–6 Inactive, because (d4):
- The place was invaded.
- Everything ended in disaster.
- It was no longer needed.
- A Misery was fulfilled — roll on the Misery Table (p. 10).
Imminent Danger (d10) — what state is it in?
- Is slowly flooding with (d4): 1–2 oil / 3–4 water.
- Berserkers are appearing.
- Is about to collapse.
- Senses are being distorted.
- Underworld emissions of poisonous spores.
- A hunted cult intends it to be their new hideout.
- A terrible, dormant curse about to be unleashed.
- Fire is spreading from the deepest chamber.
- The gate will shut and seal, and not open again until seven days have passed.
- A lethal mechanism is about to activate.
Who lives there? (d12)
- Animated suits of armor battling goblins.
- Nechrubel-worshipping lich with a skeletal court.
- Heretic cult lead by a possessed 11-year old.
- A vengeful cabal of undead porcelain dolls. (Lady Porcelain)
- Desperate thieves guild dying slowly of cholera.
- A meaty mass of slime, larvae and spider legs.
- Wickheads running from foreboding darkness.
- A Bark-Witch and her root-children.
- Four-legged pale gremlins stinking of dirt.
- Tergol's escaped experiment.
- Disease spreading ochre-beetles.
- Dissident courtiers dedicated to the occult.
Distinctive Feature (d12) — what did they leave?
- Portal to the land of the dead, soon ready.
- Lab where corpses are assembled into golems.
- Black prism which twists all Powers.
- 300 emaciated, mutilated prisoners.
- Blind hermit, firmly rooted in the ground, spreading his vile corruption.
- Bony remains of the Basilisk's spawn.
- Obelisk that separates body and soul.
- Rooms move around the dungeon's centre.
- High ceilings, whispers in the upper dark.
- Artwork affecting the surroundings.
- Ensnaring, intelligent plants.
- Giant pools of boiling tar.
Room details (d4 × d6) — (partial in plaintext)
d4=1
- Inscriptions, the motifs are (d6): Vomit-inducing / Terrifying / Hypnotic / Childish / Teleportation causing / Ugly and pointless
- Bloodied beds
- Flooded
- Leaning
- Stinks
- Fire damage
d4=2
- Obvious traps
- Full of blood
- Torture chamber
- Sooty walls
- Freezing draft
- Creaking doors
d4=3
- Compact darkness
- Locked sarcophagi
- Shelves with (d4): 1–2 obscure literature / 3–4 rotting food
- Abyssal pits
- Mirrors everywhere
- Ungodly yet exquisite chandeliers
d4=4
- Utterly silent
- Full of debris
- Sacrificial altar (d4): 1–2 cracked / 3–4 fresh blood
- Remains of a throne
- Smoke-filled
- Bonfire in the center
Connections
Tergol, Wickhead, Lady Porcelain, Nechrubel, Misery Table, Basilisks
Gaps / Expansion Notes
"Bark-Witch and her root-children" (Who 8), "four-legged pale gremlins" (Who 9), the blind rooted hermit (Feature 5), the corpse-golem lab (Feature 2), the obelisk that separates body and soul (Feature 7), and the rooms-that-move dungeon (Feature 8) are vivid, named-once-and-never-again ideas — perfect seeds for expansion modules.