TG creates a dungeon

Rules are simple.
Each post is a dungeon room. Describe it, what theme it has, traps, monsters, optionally some loot. Post replies are connections between rooms.

Dungeon entry.
This dungeon once was a sealed labolatory for kingdom magicians to perform their experiments in remote and safe location. There is almost decade pass since public research reports were presented to the kingdom nobility and now archmage circle openly admitted they lost contact to the lab and all who were sent there never return. Fearing that some experiments gone bad king send his trustworthy party of adventurers to scout this dungeon and report if there is some major threat present. If threat is minor party is authorized to deal with it.

>Dungeon Pantry

By far the most overrun with plants and "nature" part of the dungeon. Apples have apple trees growing out of them, curling like smoke to fill the nooks and crannies of the walls, somehow still living without sunlight. Pies growing like a cancer to cover and hang off a table like a dinner sheet, still piping hot. Butter churn pumping endlessly, it's butter being piling up and being eaten by the inhabitants of the dungeon every few hours.

This room housed tons of experiments about self growing food.

If you follow trails from butter fountain you can find small utility room occupied by kobold family. Their its a second generations of kobold living here. If you are not totaly murderhobos you can ask them about most safe and usefull nearby rooms. They never ventured in rooms even remotely looking dangerous. "You have to be happy with what you have" old Stinkypaw used to say.

Off the kitchen hallway is a door. Thin and rectangular, it reaches neither the ceiling nor the floor. The lock has rusted long ago and it is closed with grime alone. It is full of clean linens. Clean and b mundane linens

There is a cubical room ten feet to a side embedded within the foundation. The walls are bare stone, worn smooth. On the west wall is a runic symbol etched in silver. Against the north wall are stacked a half-dozen chests of middling quality, containing spoiled potions and long-term foodstuffs, moldering cloth, and a collection of well made but otherwise mundane knives and axes. The south wall is occupied entirely by a mirror of polished hematite. The mirror reflects the room and the shadows of those within it, but not their bodies nor the rune on the west wall. In the center of the room is a pedestal. On the pedestal is a ring of black jade and a scrap of paper, the writing illegible with age. The room contains no physical means of entry, but the rune faintly radiates magic similar to that found elsewhere in the building. The room contains no light sources.

Here is some kind of presentation chamber. Floor is empty with few broken chairs scattered around. Pictures of creatures you never see painted on the wall, something that looks like alchemical formulas with a picture of large crystal with a human for a scale. There are display cabinets everywhere all broken and glass shattered. All text in this rooms is encrypted you cant read it. If you look carefully you can find a booklet among paper trash on the floor. Its encrypted too, but there is something like map on it and you can deduce where you are on it. It actually covers small terrytory and things beyound marked with red symbols that begin too pulsate when you come nearby.

Behind a door hidden by a wall of hanging linens lies a strange domed, circular chamber. There is no furniture, and the center of the room is occupied by a semi pyramidical heap of severed heads. The heads are in various stages of decomposition, and once belonged to members of various humanoid and demihuman species. Jutting from the top of the pile is a viral sword. The floor is encrusted with dried blood. The room stinks horribly, flies buzz about, and maggots writhe through the heap of heads. The bodies the heads were once attached to are nowhere in sight, but it is possible to a trail of blood and drag marks leading to one side of the strange chamber, stopping at the base of the circular wall.

If you listen intently and can get the kobolds to be silent, muffled groans can be heard under the floor. A hidden trap door leads down a shabby wooden staircase to a small earthen chamber. One one side of the chamber are shelves, upon which rest about a dozen model boats. On the other side, three nude elven women are chained to the wall, groaning and crying.

Security checkpoint. Round room with checkpoints and glass cabinets. All intact, no trash or other broken things only layer of dust covers everything. When you enter the room eyes of 8 golem guards begin to shine and then they start repeating same phrase in 8 different most common laguages. They say "Thresspassing without permission is forbidden. Please contact authorised personel". If you try to path further they attack you.

Hidden doors in both of these rooms lead to a series of hallways that interconnect several rooms on this level via hidden doors, including a crude barracks, another kitchen/larder, and a training area for the guards of this level, a motley group goblins, orcs, hobgoblin, and kobolds. Their armor and weapons are cobbled together assortments of gear stolen from previous intruders. At this point it is unknown why they stay here, and why they refuse to descend the spiral staircase at the end of the maze of hallways. A single goblin constantly maintains the torches lighting the place. There are occasionally bones and scattered remains of tunics or dresses lying about.

There is subset of rooms connected to each other. Everytime you visit it its allways filled with enemies. It can be orcs, goblins, mercenaries, bandits, undead any kind of generic adventure trouble. Pattern are allways the same - few raiders, large camp, chieftan\leader\necromancer with elite soldiers. When you come back same rooms after killing last boss there are no corpses or loot. Each time you return different kind of enemy occupies this cave. They all talk like real creatures and remember their past and insist they live here for a long time. Creatures from other rooms say that this rooms allways were empty but nothing enhabits them due reasons.

>dungeon harem

A decadent chamber, incense burning in blazing brazers, nude, nubile elf and human women crawling about, as if drugged or under some spell. Some of these women seem to bear battle scars. If spoken to they will enthusiastically comply with any and all demands. If snapped out of their sex kitten programming, many will break down in tears or erupt in anger. It seems that most of these women were adventurers who had come to conquer the dungeon. Their respective parties were killed, and the women brainwashed and kept as pets for the inhabitants of the dungeon. Some may consider suicide. Those who were not adventurers were simply hapless women abducted from neighboring areas.

A room with a long as far as you can see pit with spikes on the bottom. If you somehow manage to pass there is stone tablet on the wall. Its written "Ha-ha-ha".

IF the inscription is read aloud, the tablet cracks, and the wall opens, revealing a staircase downward. If not, it's back across.

The brainwashed harem girls are afflicted with magical STDs. If a PC takes advantage of them, they must save vs petrification or their genitals turn to granite. This causes movement and dexterity penalties, and a loss of 2d6 hp per day that the condition isn't cured due to waste building up in the body.

To the right of the harem is a door leading to the dungeon library. The walls are lined with ancient, moldy tomes, and the floor of this huge chamber is lined with a maze of tall bookshelves, similarly stocked. Somewhere among the stacks lurks a lich, combing through the tomes for a method of rising to a higher (lower?) form of life/being/undeath. He is assisted in this Grokka, a nude, morbidly obese orcess, whose body is covered in lesions, and who is similarly brainwashed to the harem girls. She has the image of a boat branded into her left buttock, and was apparently rejected from the harem because she is so hideous that none of the dungeon's inhabitants wished to make sport of her. The lich's phylactery is located somewhere on the 3rd level, guarded by various undead.

Bump

>dungeon latrine
Moaning can be heard as the party gets closer the oaken door, and with closeness comes a stench as well. If the party investigates the moaning noise they'll center on the middle latrine. If they make their presence known, the moaning will stop, and the voice will begin for them to lift him out of the hole.
The voice belongs to a "mud" man, who was one of the researcher's familiars. In return for rescuing him he will let the party know about a treasure hidden in one of the other rooms.

There is large and more then 10 feet thick door. Metal of this construction is unknown to you, but its open and its all you need. Behind them is a large empty hall with multiple exits. Every door has its own unique ornament. From left to right.
Dragons, unicors, chimeras bronze bas-reliefs.
Lush green flowers and strangely alive snakes. Upon inspections you see that snakes actually part of the flowers.
Red hot glowing crystals on one side, blue cold crystals on another. You get comfortable temperature only in the middle.
Door that looks like an eye. You bet it blinks when you dont look on it.
Entrance covered by waterfall. Its actually pure alcohol and series of pumps and drains ensurre it keeps working.
Door covered with jewels and gold and whole mountains of money are discarded here.

To the left of the harem is door, frozen shut, despite the warmth of the harem. This is the door the mud man directs the party to. Beyond the door, an icy cavernous hallway leading into a room with strange writing and pictographs of bizarre cone shaped creatures zapping squids with lightning. A chest in the room's center contains a rod which discharges 10 lightning bolts per day! If one knows the command word, that is. The chilly room leads into a network of frozen catacombs, from which can occasionally be heard shrill cries of "Tekili-li!" If the party investigates, they will first be surprised by a couple of large peguins fleeing from something in the catacombs...

Alternatively, if you kill the mud man and jump into the latrine, you will be magically sucked through filth encrusted, ribbed intestinal tubing and deposited randomly into another area of the dungeon. Upon being deposited, you are still covered in excrement, but the hole and tubing which spit you out have closed up and vanished.

Unironically stealing some of this.

If you read from any of the tomes you automatically lose 1d6 WIS and are rendered brainwashed like the harem girls for 2d4 turns.

Bump, you bastards.

Beyond dragons door is a bestiary. Most cages are empty, creatures either died inside or broke out. Wandering around you find stairs leading down. There you find dragon chamber. And dead dragon. Chamber is trashed and charred. Poor beast tried to get out but cant fit inside small passage. Walls are meltet, there are few skeletons of men lying around. Most of them are trumped to dust, but one still have glasses on him. They are burned and dragons heat probably disformed them, but if you clean the lenses you can read all encrypted text all over the dungeon.

The lich, in life, was a former adventurer who retired after an injury and years wasted on womanizing and alcoholism to open a tavern. For years he soaked up the adoration of the regulars who lived vicariously through his exploits with women. Realizing he was getting older, he started down the dark road that eventually led to his lichdom. He had the dungeon built as a way of reliving his basement tavern days while looking for a way to become a super lich. He misses womanizing, and has magically enslaved the harem chicks so that he can live vicariously through his minions when they defile them. He hopes to become a babehound once more one day...

The encrypted text reveals quite a story, as well as giving clearly dileanated directions through the often confusing dungeon, which may or may not have been built over an old haunt for strange beings from another dimension, or illithids, and seems to have been renovated and built over by a pervy lich.

>random encounters
1st floor: kobolds, orcs, goblins?
2nd: wandering brainwashed nude hoes, female ghosts, penguin, shoggoths?, illithids?, escaped chimera? Shouldn't the harem have guards of some kind or someone to feed these poor women? Maybe zombified adventurers milling around?

Bump! Wtf, people? Contribute!

Bump

Shouldn't there be a torture chamber?

There is a long narrow hallway with a series of alcoves on the sides, and a vaguely human statue with a pair of glowing gems for eyes at the end.

Halfway down the corridor there is a pair of skeletal figures lying on the ground, their rotting clothes appear blackened and scorched. A rusty sword lays next to one. The backpack, waterskin and pouches appear as if they once contained travel fare but that has since been scavenged by rats and insects.

Stepping into any of the alcoves triggers a mechanism which opens a hole adjacent to the alcove in the ceiling. Once three holes are open brackish water begins to pour out of them.

Approaching the statue within 10 feet causes it to trigger a bolt of lightning to emanate from the mouth of the statue. If water is on the ground, it will electrocute everyone in contact with the floor throughout the hallway and the alcoves.

The statue has enough magical energy to shoot exactly 4 bolts of lightning before it needs to recharge from the ambient magical energy of the dungeon, a process of weeks.

The statue itself is made of some strange unnatural dark stone, and is probably far too heavy too move.

The gemstones in it's eyes can be removed and are quite valuable. The hallway has nothing else of note.

>Dungeon Butchery

In one of the medium floors of the Dungeon, is a large room, with 3/4'th of available space behind Iron bars. (A high enough craftsmanship check identifies that the bars are forged from Deep-Iron, an exceedingly rare and difficult to work with metal that creates incredibly dense and powerful weapons and armors and is highly valued by Dwarven smiths.)
In the barred cell is a mountain of a man, with thick, wild sideburns and short hair. He is a mixture of fat and muscular and is wielding a brutal looking cleaver to butcher a dungeon monster.
The party can communicate with him to reveal he is a simple but goodhearted man, cursed with obsessive bloodlust by a spurned lover who turned out to be a witch. He locked himself within the dungeon to protect others.
The party can offer monster corpses for him to reduce into edible meats, and potentially valuable materials such as hides and bones.
The door to his cell is magically locked, but if he is freed, (either by a key kept by the lich, a mixture of magic and lockpicking, or simply destroying an adjacent wall) he can join the party.
He is an absolute beast in melee and his cleaver can harm incorporeal beings.
His curse requires him to either mutilate or kill two living beings every 48 hours or he blacks out in a psychotic rage.
His curse is difficult to undo, but is possible.
He has no way to defend himself if the party decides to attack him through the bars beside hiding behind the butchery table in his cell.

This room is about 60x80 with a 15 foot ceiling and is completely empty. There are no doors. There are 2 secret doors out but they are difficult to find and one only opens from the other side.

A room with tall, vaulted ceilings. The walls have been engraved with effigies of nobles and mages, although none are historically recognizable. The effigies once had words engraved underneath them, but they have been scoured into illegibility, The path through winds around corners and columns. Muffled voices can be heard echoing softly through the area. A slowly spinning iron chandelier creates silhouettes of the effigies on the stone walls.

A Nothic climbs the walls, muttering a list of names and dates in a guttural tongue. Shadows are summoned by the Nothic's call if it begins to feel threatened,