Showing posts with label dungeon23. Show all posts
Showing posts with label dungeon23. Show all posts

Friday, September 18, 2026

Kingdom of the Tooth Fairies - A Dungeon Patch

Here is a modular dungeon node to connect to others, with potential connectors left exposed for the GM. Since I showed my brainstorming process before, I'll skip doing it for this week and get right to the good stuff. 

This next dungeon patch is set in the dungeon seed called the Spires, which is basically like this level from Dungeon Meshi. Each area is a Ewok treehouse-like platform connected by rope bridge hallways. The skeletal trees glow with ghostly mushrooms.



1. Fairy Toll

A crossroads between two bridges. Nailed into the tree is a sign post carved like two fingers pointing: one west and one east. Each finger is marked with Cant sign. Empty lanterns hang on the branches of the trees: [0-3] tooth fairies nest in the lanterns, waiting to demand a toll from passersby.
  • Tooth fairies: Tooth fairies look like the kind from Victorian children's books, but wear arms and armor made from milk teeth. Each tooth fairy present demands 20g to put under children's pillows. They'll waive the fee for gnomes, who they see as children.
    • Those who fail to pay the toll have 1-14 extra teeth magically grown into their mouth. There is no test to avoid this.
  • Sign post: The Cant reads: (West) Down Staircase | (East) Monsters

2. Shrine

Tucked into the hollow of the giant, desiccated tree is a small wayside shrine. On a cairn of stones sits a wide, shallow brass bowl with a few teeth (various kinds) in it. A tiny bell hangs above the bowl. Behind the bowl is an empty pedestal. The trunk of the tree bulges out to offer a semicircular bench near the shrine.

  • Bowl: A place where offerings of teeth can be made. Already present is an orc's tusk, a pig's tooth, and a handful of bat teeth.
  • Bell: If the bell is rung, in a couple of minutes a tooth fairy will zip in from area 3 to inspect the offering. 
    • If there is no new offering, the tooth fairy will pull a tooth (painlessly) from whoever rang the bell and put it in the bowl. 
    • If there is a new tooth in the bowl, the tooth fairy will bless the character. They can draw 1 minor arcana card and use it instead of drawing a card (for either a test or Challenge) at any time until the end of the next City Phase.
  • Empty pedestal: Obviously, something important is missing here. A statue or idol?
Potential connection: Put a statue in another dungeon patch. Hauling it back here and installing it will improve the shrine, win favor from the tooth fairies, or unlock a hidden treasure in this location.

3. Northern Ruined Spire

One of the towers of the Castle of Crossed Destiny stabs upthrust like a skeletal finger here. Inside the tower is a winding staircase down to another level.

This area key is intentionally left mostly blank to be used in service of a connecting dungeon patch. Fill it with a quest item, key, treasure, gate, rumor, lore, or other item needed to make a connect patch work.

4. Kingdom of Teeth

The rotting trunk of this colossal tree is patched and held together with a gigantic papery nest, like that of a paper wasp: where it bulges from the top of the tree, it is shaped like an extracted human tooth. Tooth fairies buzz hither and thither from the nest. 

  • Papery nest: This is the castle of the tooth fairies. They have bored countless hexagonal chambers into the tree and reinforced it from the outside with chewed pulp and calcium-rich spit.  It is home to Dentania the Queen of the Kingdom of Teeth. It is too small for adventurers to enter.
  • Tooth fairies: The tooth fairies will challenge anyone approaching the castle or crossing through the area. Tooth fairies have the logic of toddlers playing make believe. Each time the guild crosses through this area, generate a random disposition (core book, p. 100). 
    • If the tooth fairies ever feel intensely surprised or frightened, they will summon Queen Dentania to handle the situation.
Queen Dentania
Likes: Milk, Small Dogs 
Hates: Candy, Tooth-worms, Cold

Fairy queens are the most intelligent of fairies, but still have a simplistic view of the world. Roleplay them like the Ghost of Christmas Present from The Muppets Christmas Carol. 

Queen Dentania, like all tooth fairies, can grow and remove bones (especially teeth) painlessly. If her subjects have inconvenienced an adventurer with an abnormal amount of teeth, she'll usually fix the problem.

Potential connection: Queen Dentania could have a bounty for guilds who meet with her based on the rest of your dungeon: forge an alliance with another dungeon faction, retrieve a stolen artifact, defeat a bothersome monster and bring back its teeth. In exchange, she will exempt the guild from the fairy toll (area 1). 

5. Wood of Webs

These wooden walkways, supporting towers, and branches of colossal trees are all covered in the ghosts of cobwebs, covering everything like Spanish moss.

Refer to the top card of the discard pile for a special encounter in this area:

  • Swords: Four sword spiders descend from above, ambushing the guild unless they specifically mention looking up. They weave webs as their initial attack.
  • Pentacles: Attached to the side of the stone tower, about 12' high, is a bulging bundle of webs around an adventurer's backpack. It potentially contains loot, but how will the guild approach the task?
    • Careful inspection reveals almost invisible gossamer tripwires attached to the backpack. 
    • If the tripwires are severed (by pulling the backpack down, etc.), a web trap is activated: a web net falls, automatically capturing any adventurers in the area, then is pulled into 25' into the air. 
      • Four sword spiders will return within a watch to inspect their captured prey.
    • The backpack is full of 100g.
  • Cups: An adventurer with a Cups 4 will notice that there are 3 webbed bodies hanging under the wooden walkways. These are the mummified remains of adventurers. They potentially contain loot, but how will the guild approach the task?
  • Wands: The first adventurer in the marching order walks through a web (unless probing the area with a 10' pole, or similar). It is gross, but not harmful.


Tuesday, September 15, 2026

The Theater of Tragedy - A Dungeon Patch

This post delivers on the promise of our last brainstorming post. Go and read that one (and the definition of a dungeon patch) first, if you haven't.

Here is a dungeon patch called the Theater of Tragedy: a 6 room segment of a larger dungeon to be mixed and remixed with other dungeon patches to create a much larger configuration for your players. Rules are for His Majesty the Worm, but adaptable to your OSRish system of choice.


1. Theater

A lavish indoor theater lit by six chandeliers hanging from the wooden crossbeams. The stage (1a) rises five feet from the rush-strewn auditorium. Surrounding the stage are two levels of galleries (1b), which provide seating. 

1a. Stage
A wooden stage extending out into the auditorium. Three curtained doors at the back of the stage allow actors to enter and exeunt.* There is a rotten smell nearby.
  • Walking on stage: Any character heavier than a gnome or halfling triggers a trap door when they cross center stage. They must test Pentacles or fall 10' into the stage mechanisms (area 2).
  • Smell: The stink of the zombie in area 2.
1b. Galleries
The galleries surround the stage on three sides, providing simple bench seating. The upper gallery directly across from the stage is lavish, with boxed seats and three high-backed thrones.

  • Investigating the thrones: There is a hidden button in the arm rest of each throne that allows the platform on which they are set to pivot, so that the thrones swing away from the wall. Behind the thrones is obscured a small, secret door.
    • Small, secret door: Like what Alice had to go through in Wonderland. A Shrink spell is required to use it. The door leads to area XX (a connection to another dungeon level). 

* Pursued by stats-as-bear.

2. Stage Mechanisms

Under the stage is an access hatch filled with interlocking gears that power machines used during productions. A dead wood elf lies facedown beneath the trap door of area 1a.
  • Dead wood elf: A former adventurer (named Ducat Dangerous-Game) wearing a badgerskin hood. If disturbed, he raises as a zombie (core book, p. 286). Its legs are broken; it Moves by dragging itself along the ground. The zombie carries a purse with 55g and a smoke-bomb mushroom. 
  • Machines: The machines under the stage perform a variety of simple functions. Each machine is man-powered through cranks and bellows.
    • Raise and lower a platform through the trap door.
    • Raise and lower a variety of backdrops on stage (a cityscape, a wilderness, a wedding, a night sky). 
    • Cause a rumble like thunder.
    • Play a merry melody.
    • Latching the trap door: The trap door on the stage may set into a locked position from the access hatch. The "trap" of the trap door on the stage is essentially an OSHA violation.

3. Backstage

The backstage is an unlit storage area. There are several pieces of stage scenery stored here. There are two life-sized wooden mannequins, a king and a queen; both have completely blank faces. 

  • Scenery: A variety of simple, wooden props to be placed on the stage to add color or set a scene; each stands on its own and is light enough to be moved by two people. There's a tree, a wall, a box, a (fake) chest, a lamppost, and a cloud-throne. None have any value.
  • Mannequins: Life-sized puppets. Inanimate. Their faces are blank and unpainted, but have fastenings as if a theatrical mask could be placed on them.

Potential connection:

Elsewhere in the dungeon, there can be masks that animate these two mannequins. Perhaps they want to perform a play? This could be like the opera scene from Final Fantasy 6, where the players are given a brief amount of time to memorize some lines and then need to regurgitate them at the appropriate times. Perhaps they have six lines and can write down a number of them equal to their Cups score and remember the rest? 

Or, more simply, the would-be actor will have to play the Listener Limerick Challenge from Wait Wait! Don't Tell Me. 

4. Tiring House

An unlit dressing room filled with tables and chairs. A variety of costumes hang from a rack. There are character masks hanging from pegs on the wall. Props spill from a wooden box. In the corner, there is a humanoid figure draped with a cloth.

  • Costumes: A collection of costumes depicting: 
    • A particular commoner's profession (weaver, tinker, tailor, actor, etc.)
    • Noble's clothes (fake, but convincing)
    • God's robes (obviously fake)
    • A monster (convincing in low light)
      • The Lavritic (the geas-bound servants of the Castle of Crossed Destinies) will treat anyone wearing a costume of any kind as a person of that rank or profession (a potential connection).
  • Masks: There are ten masks here, each portraying some stock character: a villager who pretends be rich, a foolish senator, a mean-but-not-evil braggart, a cunning clown, etc. 
    • When appearing in a play (a potential connection), a mask must be worn to define the role. 
  • Props: There's an array of props; all fake but rather convincing: jewelry, two swords, crown, fairy wings, fireworks, wizard's wand, military banner, and six potions of various colors.
  • Humanoid figure: A life-sized, inanimate puppet. It is dressed and painted to look like a sun god (a sort of stock character). 

5. Puppeteer's Workshop

A wood wright's shop: a workbench, pile of lumber, and specialized carving tools. A variety of life-sized puppet parts litter the area, unfinished: an arm joint, a lower jaw, a roughly-carven head. Elaborate cuckoo clocks hang on the walls. It is dimly lit with a single candle.

This is the lair of the Rude Mechanical.
  • Rude Mechanical: The Rude Mechanical is an animate life-sized mannequin. It is a blank slate: unpolished, unpainted, unfinished. Because of this, it has a personality crisis and pretends to be the puppet maker (it isn't), kidnapping adventurers to turn into its puppet children. It current is holding a halfling named Tom Joiner captive.
    • If the Rude Mechanical was "finished" by given a painting, a costume, and a purpose, it would change its personality to match.
  • Tom Joiner: A halfling adventurer. Ambushed and enslaved by the Rude Mechanical, he is currently dressed up like a Punch puppet, and is bound at the wrists and ankles by fishing wire attached to a cross (like a marionette). He is starving and weak.
  • Cuckoo clocks: Each cuckoo clock is a work of intricate art. There are 12 total. Each is worth 100g in the City. Each is fragile.

New keyword: Fragile

A fragile item breaks if the adventure carrying it suffers any Wounds. A fragile item can be bundled with cloth to make it an oversized item, but reduces the chance for it to break to 1-in-4.
Art by Felipe Faria


6. Storage Room

This room is intentionally left blank to be used in service of a connecting dungeon patch. Fill it with a quest item, key, treasure, gate, rumor, lore, or other item needed to make a connect patch work.


Here is a simple map of the area. Hand drawn and looks like shit, but this is what my players get from me!



Note: I have failed my own challenge of doing one of these a week because of Real Life Stuff (TM). But I hope--like my brainstorming blog post before this one--it is helpful to show how the actual sausage is made. Sometimes you miss deadlines! That doesn't mean you stop working on the project if you're still having fun with it. You keep trucking forward because making stuff is fun! Excelsior! 

Sunday, September 6, 2026

Making a Dungeon Patch - Sausage Making

Per this post last week, I have issued a challenge to start writing chunks of a dungeon as a creative exercise. The Worm community is calling this elemental, nodal building block a dungeon patch. 

This post is a stream of consciousness description of how I'm going to start putting together my first patch. I'll clean it up for publication (on the blog) in a future post.

To recap, I've argued that a dungeon patch should have five things:

1. Something that advances your dungeon checklist

2. 3-6 keyed rooms

3. An intentionally blank room that can hold a key for a lock in another section of the Underworld. I should call these spaces potential connections.

4. A gate that connects to a different section of the Underworld.

5. An evocative name

Basic brainstorming

My patch will start with just the germ of an interesting idea: "An animate wooden golem ventriloquist dummy torturing a dressed up halfling."

I want to write patches for His Majesty the Worm, so I'm going to ground my writing in one of the dungeon seeds that are included in the game. I flip through those for a little while until I find one where it seems to fit: The Castle of Crossed Destinies. One of the most vanilla dungeon seeds. 

Warren's position in the Designing Dungeons Course is that making a 30-room dungeon is essentially the act of using the elements of the B/X stocking procedure to make six-room nodes five times:

1-2: Monster (50% chance of guarded treasure)

3: Trap (~30% chance of trapped treasure)

4-5: Empty Room (~15% chance of hidden treasure)

6: Special (which are unique rooms)

I'm not writing towards this stocking procedure, but having prompts (2 monsters [1 with treasure], a trap, 2 empty/lore rooms, 1 special) is helpful for any exercise. I'll keep this ratio in the back of my mind.

Sketching out the core concept

This dungeon patch will be centered around a monster: a human-sized wooden doll controlling (horribly) a halfling as a living puppet.

This is a related concept, but not quite right


We Need to Talk About Kevin Pinocchio

I'm picturing the wood golem to look like those mannequins used for drawing references


The idea of a ventriloquist's dummy feels very modern to me, but a Punch and Judy puppet feels perfectly cromulent for a dungeon game. So the wooden golem will be a mannequin--an uncarven, unpainted blank slate--but its prisoner will be forcibly dressed like Punch, and tied up like a marionette. 

I always thought Lady Elaine from Mr. Roger's looked upsetting. Maybe this is how the halfling is dressed up.


Perhaps self evidently, Googling pictures for inspiration is part of my creative process.

The wood golem puppet a living creature both as revenge (maybe?) but also to express itself in a way that it cannot without being completed. A believable need to be understood, but escalated to an upsetting extreme. Also, perhaps the wood golem could be completed as a matter of negotiation. Perhaps an enemy-to-friend scenario? And if the players don't do a good job, the golem goes berserk?

What sort of room does this duo call their lair in the Castle of Crossed Destinies? I assume a theater? In a makeshift puppet's theater in a courtyard? In a woodcarver's workshop?

I'm inclined to say all three might exist. The empty puppet's theater in a courtyard will point towards the more adult theater inside the castle. Backstage of the theater will be the woodcarver's workshop. Perhaps the woodcarver's workshop is the wood golem's main lair.

Finalizing the stats will be come later. This idea will give me enough to flesh out a room description.

Brainstorming additional rooms

Since I want to focus my energy on a single node--a cluster of rooms--I'd tuck "outdoor puppet theater" away for later development if I was building out an entire dungeon level.

Right now I have two rooms: woodcarver's workshop and an adjoining theater.

Aiming for ~6 rooms, let me just write out some other ideas. I'll select the ones that are most compelling for development.

Box office. I know that the term "box office" comes from Shakespearean times where patrons' money was collected and kept in an office in a strong lock box. Players love picking locked boxes! Maybe a box office. [Trap + Treasure?] Although, on second thought, if this stage is part of a castle, would there be paying patrons? Perhaps not.

Backstage. If there's a theater, there should be a backstage. The empty room would have unused scenery, prop weapons, costumes, wigs, etc. ["Empty" room?]

In Disney's Pinocchio, Geppetto had lots of cuckoo clocks. Should those feature somehow? [Trap? Treasures in their own right?] 

This reminds me of the terrifying clockwork music box doll from Chitty Chitty Bang Bang. Can that complement the idea of cuckoo clocks? Is a finished full-sized doll what the wood golem was supposed to be, but it is still unfinished? [Special?]

Puppets were a plot point in Being John Malkovich. Maybe I should put a tiny door somewhere in here because that's just a nice dungeon feature to have. Perhaps that's the gate that connects to another dungeon level. Maybe the door is very small and requires the players to cast Shrink before using it.

Hang on. What sort of things would an olde timey theater have in them anyway? Well, wait, let's look up Renaissance theaters. The most famous one I know: The Globe.

OK cool, I found this map online.



At first glance, I thought 12 keyed locations would almost be enough to make several patches out of a theatrical section of a castle, but on closer reading, many of these would be a single room key. I think the only meaningful ideas from reading this pamphlet was that calling the dressing room "Tiring House" would be flavorful and that the stage itself should have a trap door. There's a trap for us! [Trap]

Where did the marionette-ified halfling come from? An adventurer, I assume. Perhaps some of his old companions are still lurking here as undead. [Another monster]

Final rooms to be keyed 

OK, that's enough brainstorming. Let's actually conceptualize what rooms I want to write.

This dungeon patch is part of the Castle of Crossed Destinies.

1. Theater. The stage of the theater has a trap door. Under the gallery, there is a curiously small door that leads to another section of the Underworld. [Trap, Gate]

2. Under the stage. Mechanisms that power the trap door. An undead adventurer (fallen victim to the trap) has some loot. [Monster with Treasure]

3. Backstage. Storage for stage props, including other blank but inanimate mannequins. [Empty]

4. Tiring house. The dressing room for would-be actors, filled with different stage costumes. This will be a type of treasure. [Treasure]

5. Puppeteer's workshop. The workshop of an artisan who created the puppets, the sets, and other objects of the theater--now haunted by the Rude Mechanical, an unfinished wooden golem, who puts on performances with Tom Joiner, a captive halfling dressed up as a marionette. Valuable cuckoo clocks hang on the walls. [Monster, Treasure]

6. Storage room. A storage room near the puppeteer's workshop. This room's key will be intentionally left  (mostly) blank to form a potential connection with another patch. [Potential Connection]

This area will be called the Theater of Tragedy. Because of har har, stupid joke. It contains a reason to fight, a reason to talk, and a reason to explore.

Saved ideas: I liked the idea of a cuckoo clock/music box room and an outdoor puppet theater that would connect conceptually to this patch, but don't want to lose focus. These ideas will be saved for later development.

Further reading from other big brains about this subject

Murkdice had the idea of "Patchwork Megadungeons" a while back as a way to chunk the work. Great minds!

Aryxmaraki reminds us that patches (and hexes, and points) are all just a type of node. 

The first to heed the challenge of the dungeon patch for Worm

Lusunati of the Worm Discord was the first person to accept the challenge and show off a dungeon patch for Worm. They've created a couple others in the past as well!

By the by

If you're interested in reading my process for building dungeons, I've written a course on the subject. It's free! It won a golden ENNIE this year.


Tuesday, December 27, 2022

23 Dungeon Features for #dungeon23

For Christmas this year, Sean McCoy has given me a community project to be excited about: dungeon23. There are a lot of people compiling resources for this project and all of its variations, so I won't attempt to cover that here. 


For my own projects, I'm planning:

  • Tarot-themed dungeon (78 rooms, potential future HIS MAJESTY THE WORM supplement)
  • Explore your eccentric halfling uncle's mansion depthcrawl (100 rooms, potential future Under Hill, By Water supplement)
  • Unknown???
(I even got the fancy daily planner!)

I plan on starting on January 1st to establish the habit, but to get the brain juice flowing, here are twenty-three dungeon features. 

1 Altar

An altar is a table intended for sacrifice. Altars are shaped in the semblance of the god to which they are dedicated. It is a conduit to a higher power, and prayers to the appropriate divinity carry more weight here. 

Example: The altar of the Black Goat is a table shaped like a standing she-goat, her back forming the flat surface of the table. On it, candles have burned down into wax puddles on top of goat skulls. It is blood stained. 

A sacrifice of a living creature on this altar will cure any magical curses or magical diseases of the celebrants on a 1-in-6 chance.

2 Cage

A prison, a hanging gibbet, a jail designed to constrain its prisoners. What crimes could they have committed to be bound to such a fate? Are they imprisoned unjustly or are there sins on their conscience that cannot be forgiven? 

Example: A hanging cage made of thin sticks lashed together with leather cords. The door is fastened simply with a knot of herb (monkshood). The cage looks like you could kick it apart easily. Inside, an old man named Zacchaeus claims to be brought here as food for vampires and begs to be let out. 

In truth, Zacchaeus is a werewolf. The monkshood (otherwise known as wolfsbane) keeps him so weak he cannot break the bars.

3 Circle of Power

Sites of power constructed where the leylines of the dungeon converge. These circles are designed as gates between the realm of flesh and the far realms--either to seal outside entities out or beckon such entities in.  They are dangerous things, whose magic is more than any single mortal sorcerer can master. 

Example: A glyph written on the floor crackles with obvious magical energy. The glyph is surrounded by five, five-pointed pyramidal stones. The side of each stone is marked with runes that read "AB-RA-KA-DAB-RA". 

If the PCs step onto the glyph without changing the set up, they are teleported to a deeper level of the dungeon turned inside out (instant death, no save). The glyph must be made harmonized by turning pyramidal stones so the runes facing the inside of the glyph read "Abrakadabra." This word can start from any stone, but should proceed in order until every syllable is used sequentially in a clockwise manner. When this is done, the teleportation magic is safe to use.

4 Elevator

Elevators are platforms or chambers that move around the dungeon (vertically, horizontally, or in stranger ways). Different levels of the dungeon may be connected by elevators that need to be activated. 

Example: The PCs step into the bottom of a deep pit. A colossal chain ending in a huge hook dangles from an unseen place high above. A giant earthworm is pierced by the hook, wiggly feebly. If the PCs manage to make a significant pull on the chain (requiring a total 18 Strength points), the giant at the top of the pit pulls hook and chain up to the upper level. He's not interested in the PCs and will discard them at this upper level as being "under his limit."

5 False Tomb

There are tombs down here. But there are also false tombs intended to baffle and punish grave robbers. These facades obscure the true burial chambers behind secret doors and deadly traps. 

Example: A mosaic depicts a bull-headed man holding a scale with a feather and a heart. Beneath it, two doors. Ancient writing on the wall (when translated) reads: "The just enter on the left to pass to paradise. The unjust enter to the right to meet their punishment."

The doors both lead to the same small chamber. About five seconds after the doors are opened, a two-ton block drops into the small chamber, crushing anyone within who doesn't succeed in a Dexterity save (or equivalent) to dodge back into the false tomb.

6 Fountain

Fountains in dungeons are often enchanted as the water flows past veins of mithril. Drinking or bathing or dipping items into the fountain activates their enchantments. 

Example: A merry face is carved on the outlet of the spring where this fountain flows. The face speaks simple phrases, welcoming travelers to drink from its waters. 

Drinking from the waters causes mild euphoria and hallucinations. If under any persistent negative enchantments, geasa, mind control, or similar effects, characters who drink the water are allowed a new saving throw to attempt to overcome them. However, characters who have drunk from the water always move last in initiative and cannot cast spells due to consistent giggling interrupting their incantations. This effect lasts until the PC sleeps.

7 Fungus

There are strange growths in the depths of the earth where the sun has never shone. Fungi, mushrooms, and molds bloom in dark places, often with unwholesome and uncanny effects. 

Example: A circle of yellow mushrooms with a little mouse inside. As the PCs watch, the mouse passes the circle of mushrooms and becomes a stirge, who flaps a few times before learning the trick of its wings and then flies away.

If the PCs step over the edge of the mushroom circle, they are transformed into a random creature. Roll for a random page on your Monster Manual. If there are multiple monsters on that page, let the player choose between them.

8 Hearthfire

This place looks safe enough for now. Here, other adventuring parties have encamped. An ember of their fire remains. Light it again to kindle some hope in this dark place.

Example: A small shrine with a campfire in which a ruined sword has been driven. Those who camp here regain full HP during a night's rest.

9 Idol

The Underworld contains giant idols of strange gods. Some say they were raised by ancient troglodytes. Some say they were gods that crawled into the veins of the earth and became fossils. In either event, there is still some strange power in these colossi.

Example: A giant statue of a seated devil with gemstone eyes sits. It holds a huge brazier of coals. Clerics can hear the statue whispering obvious blasphemies.

Attempting to pry out the idol's gemstone eyes causes the idol to tip the brazier over, pouring liquid fire into the room. The room's floor becomes lava. The would-be thieves are trapped on the statue with no obvious way out.

10 Lava Flow

Lava is the lifeblood of the earth. It flows, here, in the earth's veins. It is, of course, death for adventurers.

Example: Lava cascades from an unseen height like a waterfall. It flows into cut channels which feed into a forge's fire. Nearby, an anvil sits. The heat is unbearably intense.

The PCs cannot approach unless they have some defense against the heat. If they have fire resistance or similar, PCs can spend time here to transform mithril ingots into +1 weapons.

11 Library

Books and scrolls are hoarded by scholars, lore-masters, and wizards. Libraries house books that are written on papyrus, vellum, and wax tablets. Many things that are forgotten on the surface can be found trapped in letters here. However, it takes time to carefully pour over the tomes here, translating the antique dialects and shepherding the fragile pages. 

Example: The necromancer Crabbe made the Library of Heads: mummified heads sitting on concentric circular shelves in a circular room. If you pick up the heads and blow through their neck hole, they begin to recite their life's story in their native tongue. There are 102 heads here. Many have nothing interesting to say to an adventurer. A few hold some esoteric knowledge worthy of a researcher in a niche subject. At least three were rival sorcerers who speak eloquently about their forays into astral space.

12 Machine

Mechanisms made by ancient hands, the purpose and the logic of which are not known. Some machines are malfunctioning, producing imperfect results. Some are broken, but can be fixed (though not understood) by replacing an obvious part or providing a power source. Some work perfectly, but exactly what they do and why is beyond mortal ken. 

Example: The workings of the Unmaking Machine are hidden inside its body, which resembles a 40' x 40' x 40' Borg cube. 

The first time the Unmaking Machine is encountered by the PCs, there is a single, six inch, cube-shaped section missing from the left side of the cube. This missing cube can be found elsewhere in the dungeon and inserted like a key into it. The machine thereafter begins to function.

Once repaired, the only interface with which to operate the machine are two apertures, both square holes exactly 13" in diameter, both on the cube's "front." When an item is placed into the upper hole, it slides into the darkness as if drawn in by a hand. The cube emits a series of grinding sounds. Then, the component construction materials of the item issue out from the lower hole. 

For example, if a sword was entered into the top hole, the cube emits the following: an ingot of iron, small cubes of trace minerals involved in embellishment, a strip of leather and a solid block of wood (both from the hilt), a dollop of animal-based glue, and a single droplet of oil (residual from maintenance). 

If an item is jammed into the lower hole, it comes out of the top hole terribly mangled. 

13 Magic Wall

Magical barriers may be raised to gate certain sections of a dungeon. These could be magical force fields or walls made of esoteric energies, such as walls of fire or walls of ice. The key to these walls are almost always magical. Often, the artifact or structure generating the wall needs to be disabled.

Example: An archway of skulls bifurcates a room. The keystone skull once belonged to a giant bird. A malicious presence haunts the bird skull, whose evil will allows only those who bear the tokens of its master the Pigeon King to pass. 

This is not a physical barrier but a mental command screaming DO NOT FUCKING ENTER. It cannot be resisted by any sentient, living creature. Arrows and spells may pass under the archway. 

The keystone skull's evil will can only work on creatures it can see. Blinding the skull (with a Flare spell) or sneaking past while invisible will also allow passage. 

14 Merchant

Rule of Acquisition 34: War is good for business. Adventurers are a desperate sort, and their pockets are often weighed down with grave goods, golden idols, and other ill-gotten gains. Shrewd merchants have learned that you can make more selling a single candle to an adventurer in a dark dungeon than you can selling candles to a cotter's wife all year. That said, most merchants you find in a dungeon aren't the sort to go in for a brick-and-mortar business. 

Example: Grinnin' Grimnir is a goblin who hauls around a sleigh filled with assorted goods. He always sells balls of twine (1 gold), candles (5 gold), torches (10 gold), daggers (20 gold), and iron rations (30 gold). He also has 10 items from this table every time you encounter him. Put him on your random encounter table.

Grinnin' Grimnir is protected by a curse. Anyone who kills him will be cursed with vile luck for a year. For an adventurer, this spells certain death. Those who try to run away from the bad luck in remote townships undergo so much trauma they eventually resemble a little, constantly giggling goblin. They  are eventually seized with the strange compulsion to load up a sleigh and start a little trade in the local dungeon.

Additional dungeon merchants may be found at Goblinpunch. 

15 Mirror

Magical mirrors create aberrant reflections of the real world. They sometimes serve as traps, creating doppelgangers of the PCs. They also serve as portals, perhaps to an alternate dimension or pocket plane. These also might be the focal piece of a puzzle, where the mirror must reflect a ray of light in a different direction.

Example: A hall of twelve mirrors, three of which bear the frozen visage of an adventurer and three of which are broken. Those who look into an empty mirror see their own reflection frozen there. 

PCs who look into an empty mirror create a "save state." At any point, they can choose to reset their bodies directly to this point - same EXP, same HP, same stats, etc. This must be done consciously, i.e., before they are unconscious or dead. When this ability is activated, the image disappears from the mirror and the mirror breaks.

16 Oubliette

An oubliette is where you put someone to forget about them. Accessed only by a trapdoor, these deep pits serve as prisons for those now long abandoned.

Example: This oubliette contains two skeletons: one of a human (wearing the tattered remains of a once fabulous gown) and one of a dwarf. The human skeleton has tooth marks indicative of a cannibalistic end. Written on blood on the wall is a crude map of the dungeon. Careful inspection of the map reveals a small secret room.

Those who find the secret room find it empty except for an unmounted door. This is a magical door that can be hammered into any wall to create a permanent door there. 

17 Painting

Paintings, tapestries, frescoes, and mosaics provide more than simple dungeon decoration. They often hide secrets, carry an enchantment, or provide important context to nearby puzzles. 

Example: A framed painting of a door with no knob. Elsewhere in the dungeon are magical paints. Painting a knob onto the door will turn the painting into a functioning secret door.

18 River

Delvers beware! Underworld rivers notoriously have uncanny properties, and drinking even a drop of their water will rob you of your memories, plunge you into eternal sleep, cause ceaseless weeping, or deliver other terrible curses.

Underground rivers initially serve as barriers that restrict travel--how will the adventurers get across the rushing river? Once the appropriate vehicles or tools are discovered, these rivers can actually serve as connective arteries to deeper sections of the dungeon. Boats can be used to travel the rivers to hitherto inaccessible sections. 

Example: The River Phlegethon looks like a normal river but the water is acidic, earning it the nickname the "River of Fire." It exudes a noxious, sulphurous scent. Any normal item submerged into the waters is quickly destroyed. 

If the PCs can persuade Iago the Lion-Turtle to take them onto his back, he can wade and withstand the waters of this river, and ferry them to the other side.

19 Sepulcher 

Past the false tombs, sepulchers entomb the dead. Sometimes these dead are restless, sometimes they have are withered away to bones. Adventurers low in scruples and funds often loot these sepulchers in hopes of grave goods, but often find traps and curses instead.

Example: A sarcophagus whose stone lid depicts a snake-headed human. The lid is massively heavy and can only be moved with a combined 30 Strength; tools like a ten-foot pole used as a lever add +5 Strength, but usually snap the lever unless it is unusually sturdy. Inside, a mummy. 

The mummy is just a normal mummy, not an undead. It does carry a disease, however. If you handle the body directly without gloves, save vs disease to avoid contracting mummy rot.

The wrappings around the mummy contain ancient spells. Unwrapping the mummy yields two "scrolls" of random 5th level spells. 

20 Statue

These graven images bear the semblance of ancient kings, heroes, and mythological figures. They reflect the culture of those who shaped them, and provide clues to their creator's world view with regards to the local dungeon environment. A recent poll of dungeon delvers found that 70% of puzzles incorporated statues in some way. 

Example: A three-faced statue of the elven Tripartite - the Maiden, the Mother, and the Crone - stands in the middle of a triangular room. Examination of the statue reveals scratch marks on the floor near its base, indicating the statue has been turned from its original position.

Two of the walls of the room are decorated with mosaics. One bears a crescent moon. One bears a white circle. The third wall is blank.

If the statue is turned so that the face of the Maiden is turned towards the crescent moon, the face of the Mother is turned towards the white circle, and the face of the Crone is turned towards the blank wall, the blank wall will become a misty portal that will teleport the party to a new location. 

21 Throne

The thrones of the former rulers of the Underworld still contain some power within them. Those who sit on them are often given a measure of control over some dungeon feature or a special awareness of a facet of the Underworld. However, thrones often possess magical curses or traps laid on them to ensure only the worthy sit upon them.

Example: At the top of a pyramid of stairs, each spaced too wide for the human gait, is a colossal throne. It is covered in dust, mice skeletons, and owl droppings. The back of the throne is sculpted like spread owl wings. The arms of the throne each depict a closed eye. 

Sitting on the throne with a light source causes the light source to suddenly flare and go out. The victim must pass a saving throw or be blinded until after they next sleep. 

Those who sit on the throne find their hearing greatly improved. They have blindsight for as long as they sit on the throne. Immediately, they hear the whistling of wind through a crack in a secret door on the north wall. Additionally, they hear whispering far above them. For each dungeon turn they spend concentrating, they hear one rumor about the current dungeon level.

22 Waterwheel

Waterwheels harness the power of the strange rivers of the Underworld. Adventurers may find the state of the dungeon changed if a waterwheel is stopped or started.

Example: The flow of the river is split into three waterfalls by a series of locks and dams controlled by levers inside the dungeon. When the water turns the northern waterwheel, the colossal door to the necropolis is raised. When the water turns the eastern waterwheel, the lamps inside the Castle of Crossed Destinies are lit, allowing adventurers to forego carrying their own torches. When the water turns the western waterwheel, the bridge extends from the castle towards the City of Ruin. Only one waterfall can flow at a time.

23 Well

Wells in the Underworld contain bizarre things: wine, treacle, oil, pudding. Almost anything but water. Moreover, wells often have some denizen who lives off their contents, either dwelling at the bottom of the well or guarding it from interlopers. 

Example: A tiny blue dragon lives at the bottom of a wishing well. He demands you throw coins down and he'll grant you wishes. He is a liar. However, for each coin thrown, the dragon will cast bless.