Make a Dungeon room by room

I’m worried about being too predictable so I’m crowd sourcing.
Pick a room number. Make an encounter that I will run for my players. Nothing is off limits. The game is Pathfinder at around EPL 10 but don’t be afraid ignore the setting and rules for the sake of your room. Any trap, monster, roleplaying scenario, or item is totally allowed in this complete shitshow.

>Room 1.
> Description: This room is split down the middle in terms of design. On the left is a Silvery marble floor and walls, strafed by thin golden pillars that hold up a dome of cloudy sky. On the right is cold matte stone with a roughhewn floor. two statues of stone strafe the northern doorway, the left is a benevolent looking wizard carved in finest blue azure, he stands on a plinth labelled Nosenra. on the right is a fearsome statue of rough red hematite which depicts a half giant of regal but cruel expression.
>Story: This is the main entrance to the Dungeon of Dichotomy, a subterranean lair showcasing the skills of the mighty dungeon crafters: Xagyg and Nosenra, who couldn’t agree on anything design wise and so they took turns making and revising the rooms until all coherence was gone.
>Encounters: The statues are in fact a pair of Caryatid Columns [B3], if close examination is used then the statues will come to life and attack each other. They totally ignore the players unless held back from attacking the other statue. If the blue statue (Nosenra) wins then it bows to the player characters and returns to it’s plinth, of the red statue (Xagyg) wins it flips the PC's off with both hands and then goes to vandalise the blue plinth. Both statues are restored at midnight each day.
>Treasure: None, any gold or marble pried from the walls or statues turns to fissile Plutonium-239 if taken out of this room. See Technology guide for rules on radiation.

Alright go Apeshit.

Other urls found in this thread:

pastebin.com/s0ih8M5m
twitter.com/SFWRedditImages

>Room 9. Horrible smell, large unidentifiable corpse.

Here's one from a couple months ago
pastebin.com/s0ih8M5m

>Room 4. Gallery withed with glass display cases containing various unremarkable mundane items.
>Players must pass a wisdom save or be compelled to pick one up at random.
>Player receives a curse at random, severity of which ranges from silly to inconsequential to crippling depending on the luck of the die roll.

>Stars: Large statues made in the likenesses of various high ranking fiendish entities
>Room 84 can only be accessed by pressing the eyes of 3 of the statues in a certain order

was there a map to go with this? it sounds hillarious

>room 69 just a succubi

>Room 2
>Description: Behind the Beaded Curtains that make up this room’s door is a room filled with heady tobacco smoke. A fine scarlet pattern rug stretches from wall to wall and a small round table dominates the room’s center. Many Small demons sit around the table and ask if you’re playing. In the middle of the table is a large pot of coins and a revolver.
>Story: The demons in this room are devoted to avarice and gambling, they use a powerful enchantment to rope in new players. The souls of those lost to the game belong to these imps.
>Encounter: If they enter the PC’s are magically compelled to sit down and play a game of Russian roulette with an equal number of imps. The revolver as a 1 in six chances to shoot and does 2d10 Damage, players take turns clockwise until all the imps are dead.
>Treasure: There is a pot of five platinum coins in the middle of the table. For every complete rotation around the table the pot of platinum increases by one for each living player in the game. The winnings are divided between the living party members. They can take the revolver but it only fires one in six times no matter how much ammo if loaded into it.

So what, you travel through her digestive tract to get to Room 70?

Room 18
A pair of large, googly eyes will open in the floor when travelling through this room. They will curiously follow the adventurer's movements, but otherwise do nothing.

Room 55
4 fountains with differently coloured slimegirls willing to provide the adventurers with service for payment in fluids

blue slimes are nice and calm, offers cleaning of body and equipment (both physically and spiritually - lifting curses) for a bottle of fresh water - if players try to enter without payment or try to pollute the pool, the slimegirls will attempt to drown them
red slimes are aggressively demanding blood - not of the adventurer, but of monsters - after payment the players can get transfusion that will boost their abilities depending on the type of donated blood
yellow slimes are a drinkable lemon juice, offering adventurers to quench their thirst for free, will get offended and violent if players try to pee in the pool
green slimes are a poison, offering to coat adventurers' equipment for a kiss that will poison the poor fellow, they don't mind when people force themselves on them, but you'll get slimed and poisoned

I said nothing was off limits. But vore might be a bit much, especially since there's only one way back.

Still, that's one hell of a secret door!

No, there wasn't.at least not one I remember

78: before you is a large, dark room. 10 feet in is a lever.

*approach* as you approach the lever, the far door opens and 2 skeletal minotaurs emerge (or other appropriate CR)
Perception 15+ you see a bunch of spikes along the roof of the far end

perception 25+ you notice the far wall is fake.

When the lever is pulled, it activates an antigravity rune that catapults the party to the spikes hidden behind an illusory wall above the far door, like an aperture science death trap.

Dex or acrobatics save 18 for half damage, 8d6 pierce damage + 3d6 fall.

Room 72
>In this small area a whole ecosystem of tiny fuzzy humanoids. They all have only one eye and are pink and blue (male and female respectively). They live all over the walls in wooden structures with bridges between and bridges to the ‘Great Centre’ as they call it (the pillar).
>Encounter: When first entering this room the creatures are harmless and will fear the party. However they give off some sort of pheromone that makes regular humanoids want to squish them (DC 25 Will save +5 for every previously squished).
Should the pcs leave and come back then time elapses quicker in room 72 then it does every else. So if the pcs did not kill them all than assume some few hundred years have passed from there perspective and they have prepared for ‘The Great Enemy’ and have experienced considerable technological advancements. Repeat as needed with gradually more advanced technology.

Hall 45 is the bathrooms

Rooms A-I are all single seater shitters, sized for various monster races.

>Room 82
>A large, oval table with men in business suits sit discussing global agenda stuff
>They ask the adventurers to politely leave the room when they enter

>Room 18
>The whole room is empty save for a huge statue of a hand in the middle.
>In the palm of the hand a flame is burning/light is brightly glowing
>The shadows cast by said flame/light are cursed
>First round the players are given a hint that something is wrong and some devious shit is going on
>Second round, the PC's shadows come to life. They steal a fraction of PC's health and use it as their own
>The shadows can be killed, but a new shadows are just spawned in place of the destroyed ones
>The only way to permamently destroy the shadows is to put the flame out or somehow turn off the light
>Doing this puts the whole dungeon under the effects of Darkness spell.

You could try to get your hands on the central casting book on random dungeon

Room 88
The upside down room. The contents of this room are above the adventurers on the ceiling.
The contents being a chest in each corner containing an assortment of low denomination coins.

Room 66 is covered in bones. The enemies here are modular skellies.

Room 59

This room is entirely FRICTIONLESS on the floors, cielings and walls.

It is populated by a single RAPEBOT, who will try to rape a PC at random on their turn.

TREASURE: None.

What do the arrows in 94 mean? 95 A is a closet and a huge mimic.

>room 42
the hallway curves off around the corner, its strangely smooth. the floor of this hall is glass with a golden inlay forming an intricate pattern. a bright white light flickers and flashes under the glass. from where you're standing you can see that the hall opens up into a room, a large glimmering statue, encrusted with gems sits at its center

gm notes:
the floor of the room is actually steel enchanted to look like glass with a golden inlay. it is extremely difficult to pull the inlay from it but a determined PC could. the floor is electrified by a lightning golem under the floor, any PC stepping on the floor immediately suffers 3d6 lightning damage and is reduced to moving only 5ft a turn as they fight off their bodies tensing up.

the statue is actually made of wood and acts as the stopper that keeps the lightning golem contained. it is extremely valuable but removing it releases the golem who will proceed to rampage through the PCs until dissipating in 2d4 minutes.

PCs may pry the gems off the statue safely but will find it very difficult, they have been wood shaped into the statue.

Room 21
both doors are locked
Opening the door reveals a wooden fence, 5 feet tall.
room is full of bags of milk (2% 3% and Chocolate 1%)
5 feet deep
Popping any bags is a futile result, they are seemingly endless.

Treasure: Magical Hockey stick engraved with CCM along the bottom somewhere.
+2 to attack and damage when shooting anything with it

For context it was about a wizard that built a dungeon with 100 rooms

Finally somebody gets it. The perfect encounter!

Room 97
At first glance, only appears to contain a single gold coin lying in the middle of the floor
upon closer inspection, every single brick that comprises the floor is a trigger for a trap unique to each brick, some magically summoning demons or nearby wildlife, some deploy bear traps, some are male, others cause small holes in the walls to fire arrows, or themselves shoot fire, lightning, negative energy, etc.

DC 25 to disarm each trap, which must be done 1 brick at a time

Treasure:
a single counterfeit coin

you're a dick

I did this one to my players and it fucked with them more than I could have hoped.

Room 34
>The walls of this room are lined with a variety of porcelain dolls. Their eyes seem to follow you slightly as you move about, but there doesn't seem to be anything else inside. Just hundreds of dolls staring back at you though the darkness.

If they detect magic, there's a slight aura of necromancy. If they break one, it's filled with blood. That's it. No encounter.

My party thought it was the souls or something of a bunch of innocents, and took them all in a bag of holding.

Room 100

The water in this room is over 100 meters deep, but crystal clear. In the bottom of the pool is a solid gold block worth (and weighing the same as) 50,000 gold pieces.

No encounter.

Room 10. There is chest against the back wall. The chest is a mimic. The wall is a mimic. The door is also a mimic. Plot twist the characters are also secretly mimics!

Room 83
A room divided in half by an unbreakable pane of glass. The party can see their reflection on the side but each side has it's own furnishings. The reflections can interact with the other side and can even pocket stuff (you'll find it in your own once you do) and in fact the only way to cross the room is to have your reflection walk out the door (and you into a wall) at which point, you'll swap places. A few foot traps litter the room and will trigger for you and your reflection (sharing pain of course).

i would watch SO many people die in this room

Room 20

the living room

this room is well furnished, a lavish rug sits in the center of the room surrounded by several extremely nice and plush chairs and a soft looking couch. there a a table with several pitchers and goblets across the room from you. sitting on the carpet, between the furniture is a pile of coins and other objects.

subtle hints will give away the nature of this room, for example the carpet is actually hair and the soft leather of the furniture is actually flesh. the pitchers are filled with a thick fluid, saliva. the room will wait until someone is close enough to its center before springing to life, its method of attack is the carpet coming unraveled and pushing adventurers into its maw, hidden under the carpet. it uses the pile of treasure to lure its victims in.

the room itself is hard to damage but it does no damage unless you are pushed into its maw. its method of attack is the unraveled carpet tendril that makes an attack and drags its victim 5ft every round after. once inside the maw players take 2d6 acid damage each round and begin to suffocate. the maw can hold 3 medium sized creatures or 6 small creatures. it cannot digest metal.

its tendril takes 1d4 rounds to form after being destroyed

Room 63, a small pool with several goblets surrounding it. If drunken from your character's sex changes, drinking again will turn you back, and drinking a third time will change your sex again, etc.

Room 25
The door to the room is locked and ornately carved.

Inside is a large, dusty room with various furniture in various states of disrepair. Broken chairs and stools litter the floor and broken cupboards, armoires and tables line the wall.

As soon as the party steps inside the door locks shut and is impossible to open. The party is caught in pitch black darkness. On a successful perception check they hear something move about. It’s a mimic and they have to fight it blind.

Treasure: whatever.

Room 16
The floor of this room is covered in a beautiful tile mosaic of a sunset over a set of hills. The detail is incredible. The spaces between the tiles seem deep and unusually wide. Scattered around the room are a collection of metal objects, buckles, coins, a few weapon.


Gm notes:
A slime monster lives in this room, moving between the tiles. Have some sort of check to have your pcs notice. It reacts to light sources and will move under any light source and attack it.

ITT: Mimics

Room 50
A large wall mounted organ, as in the musical instrument. The pipes take up the whole north wall and run up to the ceiling, some 30 feet high. A sheet of music is laying on the chair. If anyone attempts to play the organ, everyone in the room and connected hallway must make a DC 18 Fortitude save or are deafened for the next 3 hours. The organ is then broken.

>some are male

>Room 7
>Contains the enirety of Tomb of Horrors, Aererak included.

Room 51
A large wall mounted organ, as in not the musical instrument. The pipe takes up the whole north wall and runs up to the ceiling, 30 feet high.

>Marble room with runes engraved on all the walls.
>In the middle there is a pedestal with a lever
>runes are gibberish
>lever does nothing

>Room 27 A large glass teardrop is suspended from the ceiling by chains. Inside is a silvery liquid that fills it halfway. There is about 6 feet of clearance below the teardrop. The liquid is actually a mithral golem kept in liquid form by the magic of the teardrop. At the bottom, sunk in the pool of metal is a rather large diamond, that when broken open releases a glistening liquid that can either revive the dead, increases a random stat by 3 when drunk, or poured onto the skin reduce the age of the wielder back to their prime and slow their aging by half. Otherwise the room has two unlocked doors, and completely barren, black slate walls.

>Room 83
> Description: A small grove of trees. The floor is mostly dirt covered by spotty patches of moss. The skeletal remains of humanoids lay slumped against the trees. Small birds flit from branch to branch.
>Encounters: This room is safe, but any sentient creature that spends more than one hour here resting and hearing the bird song must pass a wisdom check or be overcome with a feeling of overwhelming ennui, compelled to just give up and lay at the feet of the trees listing to the bird song until their death like the room's previous inhabitants.
>Treasure: None of value, some edible fruit growing from the trees.
(Save or die is cheap, but those who pass can know the effect is caused by the bird's singing)

That's shit as it gives the players no agency. You may as well just have them roll a dice and on a 1 something bad, on a 6 something good happens.

17:
There's a large map of the dungeon on the wall. There is an arrow pointing to room 77 saying, "You are here". On a successful hard map reading check, they can figure out they're in rm 17 and take the map with them.

Good point. Needs something to make it more like an actual gamble. Like the ability to opt out and lose some health, or to reverse the turn order.