DEADLY DUNGEON
Tier 2 Exploration
A dimly lit subterranean network of tunnels and chambers filled with monsters, traps, and treasure.
Impulses: Devour the party’s resources, spring the trap, tempt them with treasure, throw monsters at them, turn them around
Difficulty: 14
Potential Adversaries: Dungeon Denizens ( Gobstalker , Green Ooze, Ravenous Mockery , Rust Eater ), Rival Adventurers (Giant Brawler, Masked Thief, War Wizard)
FEATURES
Twists and Turns - Passive: Countdown (6). When the party enters the dungeon, activate the countdown. It ticks down when a PC succeeds on an action roll to navigate the passages. When it triggers, the PCs reach the deepest, darkest, best-defended part of the dungeon.
What reward lies at the heart of the maze? Who built this labyrinth to protect it?
Deep Pockets - Passive: Once per rest, the PCs can find a cache of treasure inside the dungeon, either on the corpses of previous delvers or behind hidden doors. On a successful roll to navigate the dungeon, a PC can spend up to 5 Hope to roll that number of d6s . Each result rolled gains the party the following loot or equipment: 1. Loose gemstones, jewelry, baubles, or coins equal to a handful of gold 2. A common item or consumable 3. An uncommon item or consumable 4. A rare item or consumable 5. A legendary item or consumable 6.
A weapon or an armor from the party’s tier What were the previous owners like? How do the PCs plan to get their purloined items out of the dungeon?
Wandering Monster - Reaction: When the party enters a new area of the dungeon, you can spend a Fear to summon 1d4 adversaries at or below the party’s tier within Far range and roll a d6 . On a result of 1 or 2, the PCs notice warning signs and can prepare for the encounter; the first PC to make an action roll gains advantage on it. On a result of 3 or 4, the combat occurs as usual. On a result of 5 or 6, the adversaries get the drop on the PCs and immediately take the spotlight, and you gain a Fear.
How did these creatures come to be here? What were they doing when the PCs encountered them?
Booby Traps - Reaction: When a PC fails an action roll to navigate the dungeon, activate a trap or hazard such as a spike pit, gauntlet of swinging blades, or locked room slowly filling with water. The party must succeed on a group action roll to deactivate, disarm, or escape it. On a failure, each PC involved in the group action roll takes 2d6+3 physical or magic damage (GM’s choice).
What kinds of traps and hazards fill this dungeon? What does their construction tell you about whoever designed them? Have any of them been triggered prior to the party’s arrival?