1d20 | encounters |
1 | An adventurer that recently was caught in a bear trap through careless footing. If the party helps him out he can give them information about the adjacent rooms. |
2 | This room is full of old dusty wooden furniture. If searched, a cupboard contains a small leatherbound book titled "A PILGRIM'S JOURNEY TO KNIGHTHOOD". Reading this book from cover to cover takes 1d4 weeks and can only be done during down time. Upon completion of the book it will turn to ash and the reader will gain 1 random first level cleric spell, regardless of their class or level. The spell may be cast once per day. If the player already knows that spell, the book turns into a scroll conaining the spell instead. |
3 | A stone statue of a pig-faced humanoid creature standing with a terrified expression and arms outstretched. |
4 | The ground is loose. If the gravel here is disturbed, a living crawling hand jumps out of the hole and attacks. This living hand has been hoarding rings and jewelry in this tunnel. |
5 | An armory with mostly rusted and unusable weapons, although there still appear to be 1d4 that may still be partially usable (-1). |
6 | A crack in the floor that constantly streams out a thin wisp of smoke. It smells of honey. |
7 | An untouched 20lb block of cheese. |
8 | A hoard of tarnished silver coins. If the coins are touched, they reveal themselves to be a swarm of tiny coin-sized mimics. |
9 | The tempurature in this room is significantly cooler. Could it be there is a draft coming from above? Or maybe deeper below. |
10 | The skeletal remains of a(n) 1d4 [Human, Dwarf, Elf, Halfling] chained to the wall. It looks like it has been here for 1d6 years. |
11 | A small door about knee high sits inside this room. It is locked and cannot be unlocked without impressive skill. If one were to knock politely, a rat will answer the door dressed in a suit and top hat. He does not talk, but if given a piece of cheese, will close the door and return with 1gp per 1oz of cheese he is provided. |
12 | A barren room with a standing mirror at one end. The mirror is cracked, it appears someone took an axe or sword to it some time ago, but the magical runes around it's edge still flicker faintly with power. |
13 | A room with two levers on the wall. An observant adventurer may notice trapdoors in the ceiling above each lever. Adjacent to each lever are signs that read "Fame", "Fortune". If one is pulled, the other locks permanantly. If Fame is pulled, the trapdoor above the lever opens dumping caustic acid in a 5' square, save vs Death. If Fortune is pulled, the trapdoor above the lever opens dumping 1000 copper coins onto their victim's head dealing 1d4 damage. |
14 | A room stacked with framed pictures with signifigant damage. These are surely no longer valueable, but most of them depict scenes of ships sailing on the sea. |
15 | The ghost of a friendly adventurer that became lost in the dungeon years ago. |
16 | A room of rubble and trash. A keep eye will notice piled with the usless garbage is a paper fan in pristine condition. |
17 | The floor in this room is covered in shattered glass. It would be extremely dangerous to sleep here. |
18 | This room is empty, but the door(s) is/are equipped with a large steel bar that can be slid to a locked postion from the inside. |
19 | A merchant (Avg HD of party +1) has set up shop here. He acts strange, as if he isn't in the bowels of deep dungeon. He is willing to sell most adventuring supplies for 2x their normal cost in the player's handbook. If the party leave the room, he will be gone. |
20 | There is a pit in the middle of this room. It is 20ft deep. There is nothing at the bottom. |