Modular Dungeon
At a glance
Environment overview
A forbidden dungeon full of dangerous monsters and deadly traps.
Potential adversaries
Features
Passives
passive-
Find the Vault
When the PCs enter the dungeon, begin a Countdown with a value of 6 that ticks down when they complete an Exploration room. Once the countdown triggers, they have reached the Vault.
Questions- What item does the vault contain and why do you need it?
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Exploration
As the PCs move through the dungeon, choose or roll a d8 to determine the next room. Remove each option after it is rolled. All the solutions for these rooms are one of many possible solutions. Reward creative play.
1. Trapped hallway - make a group Instinct roll to move through the corridor. On a success, you spot the trap and can attempt to disarm or circumvent it. On a failure, immediately trigger a Trap without spending a Fear. This option can be rolled multiple times.
2. Narrow Corridor - make a group Finesse roll to squeeze through a narrow passageway. On a failure, one of the PCs gets stuck. They are Restrained and must mark a Stress.
3. Moving Platforms - Make a group Agility roll to cross a series of swinging platforms. On a failure, the group doesn't make it across and must all mark a Stress. On a failure with Fear, one of the PCs falls and takes 2d20+5 physical damage.
4. Enchanted Maze - The PCs encounter a series of twisting and turning corridors covered in arcane sigils. It quickly becomes clear that regular navigation will not work as the first path makes three left turns but doesn't lead back to the beginning. The key is in the sigils. If a PC studies these sigils, make a group Knowledge roll. On a success, they make their way out of the maze. On a failure, they still make it out but everyone must mark a Stress from the effort.
5. Climbing Wall - a tall, rough wall with a ledge 70ft up blocks the path forward. Make a group Strength roll to climb. On a failure, the group roll leader marks a Stress. On a failure with Fear, a PC falls, taking 2d20+5 physical damage. Any PC who tries to fly immediately triggers a Wall Squish Trap without spending a Fear.
6. Magic Mouth - the dungeon comes to a dead end with only a mouth on the wall. It speaks to the PCs, telling them it is bored and could use a laugh. The PCs can tell a joke, do some slapstick, or give some other type of humorous performance with a group Presence roll. On a success, the mouth laughs so much it widens into a door. On a failure, it says it will die of boredom and yawns until it creates a door. On a failure, the leader of the roll marks 1d4 Stress as they lose confidence.
7. Guarded Treasure Room - This room has two statues, a Hydra and Chimera, and several precious items on display. These should be items tailored to your PCs and they should be VERY tempting to take. If one of the treasures is taken from its pedestal, the statues come to life and attack.
8. Oasis - The PCs find a safe haven to rest and regroup. If they take a rest here, they can all either clear a Stress or gain a Hope.Questions- What do the looks, sounds and smells of this dungeon reveal about it?
Actions
action-
TrapsFear 1
Spend a Fear to place a trap in the PCs' path. The PCs get a group Instinct Reaction Roll to notice it. Choose from the following or roll a d8 to decide randomly. Remove each option after it is rolled.
1. Rolling Boulder - the path forward and backwards is blocked off, the ceiling opens, and a massive boulder rolls toward the PCs. Anyone run over by the boulder takes 3d12+5 physical damage.
2. Hallucinogenic Gas - All PCs in Close Range must make an Instinct Reaction Roll. On a failure, mark a Stress as frightening visions plague their senses. If a PC fails with Fear they make an attack against their nearest ally.
3. Wall Squish - a wall moves, squishing all PCs in Very Close range. Affected PCs must make an Agility Reaction Roll or take 3d10+4 physical damage.
4. Swinging Blade - make an attack roll with a +3 bonus against up to 3 PCs in a straight line. Each PC you succeed against takes 3d8+3 physical damage as a blade swings out from the wall or ceiling.
5. Pit Fall - All PCs in Very Close range must succeed on an Agility Reaction Roll. Those who fail fall into a spiked pit, taking 2d12+2 direct damage and becoming Vulnerable until they clear a Hit Point.
6. Poison Darts - All PCs in Very Close range must succeed on a Strength Reaction Roll or be Poisoned as hundreds of poison darts fly out of the walls at them. A Poisoned PC marks a Stress each time they make an action roll. This condition can be removed with a Knowledge roll.
7. Fire Spout - All PCs in Close range take 3d6+3 magic damage.
8. Trap Malfunction - The trap doesn't work. All PCs clear a Stress.
Reactions
reaction-
Release Ooze
If the PCs fail a group roll in one of the Exploration rooms, instead of the regular consequences, you can choose to have a Huge Green Ooze emerge from a hidden area. On a failure with Fear, one of the PCs begins the encounter Enveloped as the Ooze falls directly on them.
About this environment
This was designed for some playtesting I was doing for tier 3 characters but could be easily adjusted for other tiers. I’ve made it fairly generic and trap-heavy. Feel free to adjust it and add more monsters if you desire.
Modular Dungeon
Tier 3 Exploration
A forbidden dungeon full of dangerous monsters and deadly traps.
Impulses: Spring traps, Guard the treasure, Drain Resources
Difficulty: 18
Potential Adversaries: Hydra, Chimera, Huge Green Ooze
Features
Find the Vault - Passive: When the PCs enter the dungeon, begin a Countdown with a value of 6 that ticks down when they complete an Exploration room. Once the countdown triggers, they have reached the Vault.
- What item does the vault contain and why do you need it?
Exploration - Passive: As the PCs move through the dungeon, choose or roll a d8 to determine the next room. Remove each option after it is rolled. All the solutions for these rooms are one of many possible solutions. Reward creative play.
1. Trapped hallway - make a group Instinct roll to move through the corridor. On a success, you spot the trap and can attempt to disarm or circumvent it. On a failure, immediately trigger a Trap without spending a Fear. This option can be rolled multiple times.
2. Narrow Corridor - make a group Finesse roll to squeeze through a narrow passageway. On a failure, one of the PCs gets stuck. They are Restrained and must mark a Stress.
3. Moving Platforms - Make a group Agility roll to cross a series of swinging platforms. On a failure, the group doesn't make it across and must all mark a Stress. On a failure with Fear, one of the PCs falls and takes 2d20+5 physical damage.
4. Enchanted Maze - The PCs encounter a series of twisting and turning corridors covered in arcane sigils. It quickly becomes clear that regular navigation will not work as the first path makes three left turns but doesn't lead back to the beginning. The key is in the sigils. If a PC studies these sigils, make a group Knowledge roll. On a success, they make their way out of the maze. On a failure, they still make it out but everyone must mark a Stress from the effort.
5. Climbing Wall - a tall, rough wall with a ledge 70ft up blocks the path forward. Make a group Strength roll to climb. On a failure, the group roll leader marks a Stress. On a failure with Fear, a PC falls, taking 2d20+5 physical damage. Any PC who tries to fly immediately triggers a Wall Squish Trap without spending a Fear.
6. Magic Mouth - the dungeon comes to a dead end with only a mouth on the wall. It speaks to the PCs, telling them it is bored and could use a laugh. The PCs can tell a joke, do some slapstick, or give some other type of humorous performance with a group Presence roll. On a success, the mouth laughs so much it widens into a door. On a failure, it says it will die of boredom and yawns until it creates a door. On a failure, the leader of the roll marks 1d4 Stress as they lose confidence.
7. Guarded Treasure Room - This room has two statues, a Hydra and Chimera, and several precious items on display. These should be items tailored to your PCs and they should be VERY tempting to take. If one of the treasures is taken from its pedestal, the statues come to life and attack.
8. Oasis - The PCs find a safe haven to rest and regroup. If they take a rest here, they can all either clear a Stress or gain a Hope.
- What do the looks, sounds and smells of this dungeon reveal about it?
Traps - Action: Spend a Fear to place a trap in the PCs' path. The PCs get a group Instinct Reaction Roll to notice it. Choose from the following or roll a d8 to decide randomly. Remove each option after it is rolled.
1. Rolling Boulder - the path forward and backwards is blocked off, the ceiling opens, and a massive boulder rolls toward the PCs. Anyone run over by the boulder takes 3d12+5 physical damage.
2. Hallucinogenic Gas - All PCs in Close Range must make an Instinct Reaction Roll. On a failure, mark a Stress as frightening visions plague their senses. If a PC fails with Fear they make an attack against their nearest ally.
3. Wall Squish - a wall moves, squishing all PCs in Very Close range. Affected PCs must make an Agility Reaction Roll or take 3d10+4 physical damage.
4. Swinging Blade - make an attack roll with a +3 bonus against up to 3 PCs in a straight line. Each PC you succeed against takes 3d8+3 physical damage as a blade swings out from the wall or ceiling.
5. Pit Fall - All PCs in Very Close range must succeed on an Agility Reaction Roll. Those who fail fall into a spiked pit, taking 2d12+2 direct damage and becoming Vulnerable until they clear a Hit Point.
6. Poison Darts - All PCs in Very Close range must succeed on a Strength Reaction Roll or be Poisoned as hundreds of poison darts fly out of the walls at them. A Poisoned PC marks a Stress each time they make an action roll. This condition can be removed with a Knowledge roll.
7. Fire Spout - All PCs in Close range take 3d6+3 magic damage.
8. Trap Malfunction - The trap doesn't work. All PCs clear a Stress.
Release Ooze - Reaction: If the PCs fail a group roll in one of the Exploration rooms, instead of the regular consequences, you can choose to have a Huge Green Ooze emerge from a hidden area. On a failure with Fear, one of the PCs begins the encounter Enveloped as the Ooze falls directly on them.
Modular Dungeon
This was designed for some playtesting I was doing for tier 3 characters but could be easily adjusted for other tiers. I’ve made it fairly generic and trap-heavy. Feel free to adjust it and add more monsters if you desire.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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Modular Dungeon Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.