The grand evil wizard has hired you to fill his mega dungeon with stuff, he'll pay you by making your waifu real

The grand evil wizard has hired you to fill his mega dungeon with stuff, he'll pay you by making your waifu real

Choose a number in the rooms and fill it with something, same with the letters on the hallway

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Room 49 is filled with lava

Room 33 is filled with my waifu

Room 85 is empty, except for an end table with a mediocre vase.

Room 85's closet, however, is stuffed full of undead skeletons.

room 27 is filled with hot bubbling lava that isn't solid and easy to walk over like most other lava

Room 30 is empty except for a pedestal with an amulet placed on it.

room 12 is empty except for a pedestal with an amulet placed on it. the amulet isn't cursed like most other amulets.

Room 60 has nothing but a portal in the center of the otherwise barren room, which activates every 10 seconds after opening the door, spewing out a sheep. If players enter the portal, it completely disappears and every sheep in the room becomes hostile.

Room 66 has a mirror the size of a man that creates a doppelgangers

Room 15 contains a locked chest with one coin inside, glued to the bottom.

Room 36 has a minotaur living in it.

He's lost. He has a ball of yarn but no idea what to do with it or how it'd help with his predicament. He's scared of the skeletons in room 85's closet: if harassed by adventurers, he tells them his treasure is kept there.

The entire floor of Room 25 is a giant chessboard, with statues of pieces set up partway through a game. If the players enter any square where they could be taken by a piece (e.g. diagonally from a bishop, in a straight line from a rook, etc.) that piece comes alive as a stone golem and attacks that player.

room 8 has a mirror the size of a man that creates doppelgangers which don't have constant explosive diarrhea like most doppelgangers do.

Room 77 has a single, massive snail

Room 75 has a catapult trap that chucks the victim miles away from the dungeon

room 35 contains a smaller version of the whole maze which magically shrinks you down

time is perceived to move at double speed in room 18, except in the small subroom it has.

Room 11 shunts the target into another room at random. Only by rolling an 11 can you enter and leave normally.
There is nothing of note inside.

Room 77 contains a smug looking slaad. Upon entering the slaad will join the player's party, whether they like it or not.

Room 85.
>First person stepping through the door is transported to a small raised platform in the center of the room, magically stripped of all belongings, and dressed in brightly colored gender-appropriate undies and a helmet with a large bucket attached to the top.
>Anyone else passing through the door within five minutes of the previous event is similarly stripped, but are provided with heavy leather gloves instead of the bucket helm.
>After five minutes have passed, the door seals behind the party, and multiple cockatrices are released into the room.
>To open the door, the party must catch the cockatrices and fling them into the bucket atop their companions head without anyone getting petrified by the creature's touch.
>Once three cockatrices have been collected in the bucket helm, the door opens and a side alcove is revealed, containing the party's belongings as well as some other things left behind by previous contestants.
>The PCs may also keep the helmet, gloves, underwear, and any cockatrices they can keep a hold of.

3 is nothing but a room with a moose.

6 is a room enchanted to be filled with the illusion of each characters most bizarre magical realm fueled harem. The illusions seek to lure the PCs up the stair way to the right which is the actual trap.

Room 69 is empty, but those that enter hear an adolescent of their race constantly giggling while they remain in the room.

Room 5 isn't there anymore.

You can still go inside, but it isn't there.

the doors to corridor E electrocute every 3rd person to pass through

Room 87 is a grill and bar known as the Sunset Grill.
Everything is overpriced, but it's super-comfy and eating a meal there (which you can only do once per day) counts as a rest.

Room 48 has a Balor and Pit Fiend enjoying tea together, disturbing them and not politely excusing yourself cause both of them to attack the party.

Room 16 has a button in the middle of the room, pressing it locks all the doors and creates a countdown. pressing the button again resets the clock, but they are still trapped. Letting the countdown finish unlocks the doors.

Room 1 contains a wax doll of the wizard that appears to be sleeping in a bed, when touched he bed explodes.

I like it.

Room 14 has a banquet table and chairs. You can pay to order food and drink which will magically appear. While it's all gourmet quality, it's very overpriced.

Every corridor "r" contains a pirate.

Every corridor "a" contains a scouser.

Every corridor "c" is flooded.

some corridors have more than one letter, I think letters are supposed to be a feature at that location.

44 used to be excavator's quarters, and has picks, shovels, mine carts, and other things miners would have in their quarters. Each player may name 1 nonmagical item valued at less than 50g and roll d6, 3 or better and they find it.

Alcove east of 44, 2, and 76 dead ends in a rugged rock wall. This part of the complex used to be a small mine. The alcove slopes slightly downward and is wet and dank like your mom's puns about new daddy. There's a slight puddle at the base of the wall such as form under females that stumble into the OSR thread. A vein of gold runs through the wall and can be seen by anyone who looks closely at it. The vein can be extracted by anyone with a pickaxe. The total amount of gold that can be gathered is worth (party level x 500gp).

If the party tries to mine it, the following people are granted a 3 in 6 check: any character with a mining background, any character of a race that usually mines; 2 in 6: any character with a rat or other burrowing mammal familiar, any character with genius level intelligence. Any successful check privately alerts the player by note that there is an underground spring of extremely hot water behind the wall. Each round of mining yields (Strength) gp worth of gold after a check is made against chance of the spring bursting through (roll 16 or higher on d20), +1 to the roll each round cumulative. The spring does (party level X d8) burn damage to anyone and will completely fill the corridor in 20 rounds. The doors at 44 and 76 are airtight and can withstand the water, but the ones at 2 are loose and will allow 2 to flood to a depth of 4 feet. If doors from 2 or 44 to the down staircase are opened, the water will flow down there and subside to a depth of 6 inches.

Room 741 is pitch-black and filled with ninjas.

Hallway Φ has pits with bear traps at the bottom.

Hallway W is doppelgangers of the adventuring party's waifus.

Room 13 has a hostile dire lion with black fur.

Didn't notice the bar and grill already in another room, so to differentiate 14 more: the food is better, though even more drastically overpriced, it's quite uncomfortable to sit in the chairs

77 and 85 were already done, should these get different rooms?

>6666
>Black dire lion
My original oc do not steal

The door between room 57 and room 3 locks and cannot be opening from inside room 3. Room 3 has a magical gem on the ceiling which shoots a crystal arrow at a random party member in each corner of the room (up to 4 if there's someone in each quarter of the room). The arrow has a 45% chance to hit an average level character's ac, and does about 10% of an average characters hp, depending on your system.

The hallway to nowhere is trapped with electrically charged doorknobs. The first character to open them without proper precautions is hit as though by a lightning bolt. If this kills the character, they become a charcoal pile, beyond resurrection.

The narrow middle corridor has a huge guardian made of wax, who can put himself back together with ease, and has a huge number of hitpoints. Fire attacks will hit him in the weak point for massive damage. Inside the guardian's body there are seventeen extremely valuable gems (roll d20 for each gem, 1-10=10,000 gp, 11-17=50,000 gp, 18-19 100,000 gp, 20=500,000 gp)(if these values seem wrong for your game, divide by 10, 100, or 1000)

Beyond the guardian is a lever on the wall. The lever is trapped with a poison needle cannot be detected by a search roll, though with proper precautions (such as metal gloves) the pc will not be effected. The needle has a saving throw that is not terrible challenging for a mid-high level character, but if they fail it is certain death. (if you're playing a system where death is easily reversed, lose 2 points of constitution permenantly as well). The lever will jam halfway through unless pulled by bare hand, meaning the trap will need to be disabled, saved against, or broken. The lever opens the door back into room 57.

Room 7 has a large hoard of gold and jewelry piled up around a statue that looks unsatisfied. If someone tries to take any of it, the statue animates and attacks.
However, if someone puts the amulets from room 30 and room 12 around its neck, it is satisfied. It vanishes, along with most of its hoard, but leaving a small amount behind as thanks.

Unforgotten Realms did this, but the button resets a slowly lowering spike ceiling.

Room 71 has a long table with 4 chairs on each side in the center of the room. The North wall has a large fireplace with a warm, crackling fire eternally burning in it and a soft woolen rug on the floor in front of it. On the other side of them room are four bunk-beds with fresh linen sheets and fluffy pillows. The table is set with plain but well-made plates, bowls, cups, and utensils. If a character sits down at the table, the tableware in front of them will magically fill itself with the favorite food and drink of that character. The food tastes good, and is both real and nourishing. Anyone sitting at the table is magically compelled to remain seated, eat, and drink. When the food or drink is finished, it is magically replaced with more. A Wisdom save with a DC of 15 negates the compulsion to sit and eat, and a new save is made with every "course". If the player sits down again they must make the save again or be compelled once more.

Eating a course at the table grants 5 temporary HP that remains until the character finishes their next short rest. These temporary hit points stack with each course eaten. If the temporary HP exceeds 15, then the character loses those points when he or she stands up from the table and takes as many points of damage. This damage cannot be reduced by any means.

In room 9, there is a single human warrior who greets the party as friends, and declares that his strongest desire is to be slain by a tougher foe in a proper duel.
There is no trap or anything, but if you don't take on him 1v1 he will be most displeased.

I'll steal that maze map.

Anyone else got Dungeon maps?

had said there was only a moose in 3, but that's so damn good I think the moose should be moved to 57

the walls of room 34 sprout various forms (plant, squid, mechanical, slime, etc.) of tentacles which are more interested in rape than murder

Room 2
>=
Has a lots of swords in it, when the adventures enter it one sword flys up and says:
" Ill rek ur face m8".
Then 6 swords charge at them, roll initiatie.


Please put this in a PDF when we are done with this. Would make an amazing Gonzo.

the hallway between 44 and 37 seems to be a spiked pit, but can be walked on normally, except for the end of the side branch where there is a floating chest at what would be floor level in the rest, where you actually do fall if you get too close.

everything in room 4 is four times as heavy while in the room

Salad to 76 where it's empty?
84's empty and could be used for this

Room 22 is full of treasure chests. Half of them are mimics. One of the non-mimics has the key to the door to room 27. A displacer beast wanders the room, giving the illusion that some mimics are real and vice versa.

Room 67 has a weird old wizard that is making a spell but need a last ingredient: a slaad. He tells you that ir you can find one he will compensate you.
If the party kills the wizard instead and loot him they can find lots of sex toys with him
If you go in room 67 with the slaad the wizard will instantly transform him in a huge dildo and show happiness and proudness.
When dealing with the compensation he will procede to suck all the party member's dicks (he will suck vaginas also if you have female members but he will show displeasure in doing so). If one (or more than one) refuses yo have his Dick sucked by the old lad he will (after sucking everyone else's genitalia) upgrade all of his/her gear. After all of this happens he will request privasy. After leaving if you go back you will find the old mand pleasuring himself with the huge dildo maade from the chaotic neutral being.

Room number 85 is empty, save for some rats.
The hidden door to the dead-end is actually magical, and walking through it back into 85 warps space so that you walk right back into the dead end.
There is a pile of skeletons in the dead end.

Entering room 23 makes you feel like you'll have diarrhea. The small room on its east has a door open to a toilet, but if you use it, everything will teleport to fall on your head. There's a normal toilet in the other small room in the west of 23, but the door is locked and no key exists.

both these sound good, but they're mutually exclusive and trips clearly favors the latter

Empty Rooms:
Room 6
Room 10
Room 17
Room 19
Room 20
Room 21
Room 24
Room 26
Room 28
Room 29
Room 31
Room 32
Room 37
Room 38
Room 39
Room 40
Room 41
Room 42
Room 43
Room 44
Room 45
Room 46
Room 47
Room 50
Room 51
Room 52
Room 53
Room 54
Room 55
Room 56
Room 58
Room 59
Room 61
Room 62
Room 63
Room 64
Room 65
Room 68
Room 69
Room 70
Room 72
Room 73
Room 78
Room 79
Room 80
Room 81
Room 82
Room 83
Room 84
Room 86
Room 88
Room 89

I have composed a notepad with all of the rooms, once we fill them all up I shall upload it on pastebin. I shortened some stuff for it is too fucking long for notepad. Also no corridors included, too much work.

I marked rooms posted. Invalid numbers or attempts to overwrite a posted room number were ignored.

Also added my own feature:
>corridor in NE part has a teleport in the middle that will teleport the entire party exactly 180 degrees around, so if they continue they'll emerge in the same direction they entered. It pings as magic use on activation, but the corridor bricks are deliberately symmetrical so it's extremely hard to spot unless you already know something's wrong with the corridor. It can be bypassed by turning back immediately after getting teleported.

*turn the entire party

pastebin.com/cVuEFYzj

Room 55: Full of Slaad. Literally full, as in there's no room to pass through. Or air.

Room 83 contains a seemingly normal door that leads to room 26.

Nah, it's been tampered with. Shit/10, originals or GTFO.

Room 19 tool shed. Seems mostly unused with most items slightly dusty, but some tools look recently used. If the party searches they can find some very old and hard oatmeal biscuits as well as the usual spades and brushes.
Taking anything from the room will have them tagged as a thief by the grounds keeper.

>lava
>easy to look over

nigga what?

>Room 59
upon entering, players are reduced in size by three size categories. They then need to navigate the massive maze sprawling out on the floor filled with spiders and ants looking to kill them

Room 28 contains standard tavern furniture and a large cauldron of potato soup with a lone pubic hair floating on top
if ingested the hair will grant the adventurer the power to understand the last unknown language he encountered

51: top secret room with aliens. Full-on MIB decor, modern tech, well-armed guards.

Hardened lava or a layer of lava on hard floor might be walkable if you have fire protection/immunity. I assume this one adds the added attraction of trying not to sink in boiling mud.

>Room 68
Each square of the room's floor except on the one in the very center of the room has an enchanted hunting trap set on it. The room is otherwise bare except for a few spluttering torches in sconces on the walls. The hunting traps are identical to ordinary hunting traps, except they are permanently invisible (can be temporarily dispelled with dispel magic or invisibility purge, while invisible characters have disadvantage on Dexterity saves to evade the trap) and and an immovable rod (button-side down) secures their chains to the floor. The one square in the center of the room without a trap is occupied by a humanoid skeleton clad in finely crafted half-plate and clutching a large coin-purse containing 200 gold pieces.

>The room is otherwise bare except for a few spluttering torches in sconces on the walls.
Oops, ignore the otherwise bare part.

Room 52 has Grant Morrison and a pile of DC New 52 comic books.

>Not a wizard named The Great Morriso in a room filled with 52 spell scrolls that he uses against the party

Room 38: snarky vampire is setting up home here. Has coffin, chests of velvet drapery, etc.
He's recently fed, so not outright hostile, but tries to get rid of PCs with long suffering sarcasm (and possibly vicious combat if provoked).

Dammit, that's even smarter.

Number 26 is a small sized brothel that caters to succubi, in order for the party to escape they have to Hold hands and talk about a succubus's day

>Room 63
In the center of the room is a pedestal, atop that pedestal is a carved stone basin filled with 23 largeish polished red pebbles. An inscription on the basin in Undercommon reads "See through his/her eyes," with the pronoun appearing as the opposite pronoun of the gender of the creature reading the inscription. When one of the red pebbles is touched with bare flesh by a creature that has a gender, over the course of one round the creature transforms into a member of the opposite sex of the same species. The creature retains distinguishing features, abilities, its mind, and its spirit. Its clothes and gear change shape accordingly to suit its new body. Once the transformation is complete, the pebble touched disintegrates into dust and is destroyed. A second pebble can revert the transformation, but otherwise the effect is permanent unless curse removing magic is used.

Slaad is in room 76

Room 29 has a floor made of mouths. everything put into the mouths go to room 77 (). The doors are also mouths, but they just lead to the adjacent rooms like normal.

Room 6 is inhabited by 9 odd men. The men have numbers tattooed on their back, like so:

Man 1: 1-9
Man 2: 10-19
Man 3: 20-29
Man 4: 30-39
Man 5: 40-49
Man 6: 50-59
Man 7: 60-69
Man 8: 70-79
Man 9: 80-89

Each man naturally knows the content of the room which numbers correspond to the numbers on their bodies. Each man will only tell the PCs about what they know if the rest of the men are dead. The men cannot attack nor be attacked by anyone but themselves.

this

It's a generated map. You can make your own at donjon.bin.sh/

>Several square holes are cut into the walls here
I don't know if its because I'm not a native English speaker or not. But how is this a trap? What did the site meant by this?

Room 29 contains a single portal that leads into an incredibly large demi-plane that consists of a giant city full of skeletons. Each and every skeleton is peaceful and are very friendly, and there are tons of hotels, shops, theaters, etc. each of which are very cheap, which makes the city a popular tourist destination.

Room 73 is magically filled all the way to the top with clear water, with a few large air bubbles floating inside. Once the party enters the room, aggressive giant crabs attempt to drown the party. The doors unlock when either group is dead/disabled or the door is forced open.

Room 72 is the home and library of the Evil Wizard himself. Prepare for a massive fight! He doesn't have time to deal with you or damage his library, he'll casually avoid you by floating around the room shooting simple bolts of magic.
First person to crit or do 50 damage in one hit dispels the illusion. All books in the room are filled with mocking comments about the adventurers and their terrible taste in strategy.

Room 88 is a see of packing peanuts about 3 feet deep. Somewhere in the room is are magical peanuts that take the shape of keys needed to exit the room as all the doors lock upon entry.

That's fucking brutal.

Hallway leading to room 34 has a spiked ceiling and reversed gravity

room 17 is stained in dark, deeply aged blood, smeared over almost every available surface. there are few other features of note.

entering room 17 begins a causal loop, where exiting the room causes you to re-enter the room twelve seconds after the first version of you entered the room. this continues an unlimited number of times. the room can only be safely exited if the person who enters murders every previous version of themself, until only the most recent one is left alive.

room 2 contains a sad, dejected looking frogman. when asked what is the source of his dejection, he says he lost his pet snail if the party successfully reunites frogman with his snail friend, frogman imparts unto the party his two most prized possessions - a *ring of protection +1* as well as a small pouch containing some chalk. pictures drawn with the chalk can speak and behave as sentient beings for up to 1 hour, although they are limited to being two-dimensional. they experience no discomfort or pain when their existence times out

So if you get back to room 35 again, do you escape the mini maze or go into a new mini maze?

room 44 is full of crickets. other than being very loud and annoying, they are all ordinary crickets - except for a single golden cricket, hidden among the teeming millions. catching the golden cricket causes it to disappear and instantly transforms all other crickets in the room into money - totalling a value of 6,432,879 gold pieces, 4 silver pieces and 7 copper pieces.

How will the surviving man be decided? The GM just decides who lives and with that which rooms to reveal?

Battle royal wrestling match, but losing means death.

Room 21 contains a four-armed gargoyle with a collar studded with ten gems. The closet contains the statue of a demon's head, containing an orb of annihilation.

>captcha: AURORA GARY

Room 19 is a bare room with only two torches and an old man. When talked to he simply says "DODONGO DISLIKES SMOKE" and disappears.

Room 20 has a bunch of kobolds beating the shit out of a goblin. You can do 3 things:
1-Help the goblin and Kill the kobolds. The goblin is an ashole and a coward and will want to follow you so you can still protect him. If the goblin is injure a lot he will become a Lich and attack the party.
2-Help the kobolds and beat the goblin: the goblin becomes a Lich and this becomes a Boss fight. When killed one kobold takes his Magic amulet. The kobolds will thank you, talk with you about safe sex and sexual education and will give you a bunch of condoms. Then they will leave. The room has nothing else but if you come back you will encounter a kobold fucking a huge dragón. They will clímax and then get angry at you for watching then proced to fight you
3-If you dont do anything and exit the room, if you come back you encoounter a pile of kobold bodies and the goblin stained with Blood. This goblin will fight you and is a tough one, he has the stats and abilities of a Lich. After you kill Jim you can loot him a magic amulet that if you wield nothing happens until you have 10hp and then you lose control of your body and become possesed by a Lich that will attack your Friends.

85 is because trips

I imagine they'd have to turn some men against others, and try to help one as much as possible.