100 Random Rooms [CLEAVES]


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100 RANDOM ROOMS
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1. The Well Room

The Roar of falling water is deafening...

Description: This chamber is forty feet in diameter with a five feet wide walk around its perimeter. Pouring from the hole in the Ceiling twenty feet up is a solid fall of water thirty feet in diameter that vanishes into the hole in the floor. In fact the Shaft is unknowably deep both upward and downward and it is uncertain where the water comes from and goes to.
There is no railing to prevent the destruction of anyone who reached out to catch themselves a drink.

2. Library of Pain
Dimensions: Circular (10' diameter), 100 feet High Roof, Exits at top and Bottom of Stairs.
Description: 3 feet wide Iron Spiral Staircase descends down the Walls of the Room with a Bookshelf Tower up the Core. The Books are blank - yet bound in Human Skin.

3. Chamber of Indulgence
Dimensions: 20' x 100', Twenty feet high.
Description: The Throne sits at one end of the Chamber. Dominating the room is a low water pool (4'deep, 10 feet wide x 80 feet long) filled with Jars containing each Gemstone/Semiprecious Stone type between which large fish swim. The Throne is covered with gold cloth and a dozen statues of naked women slumber about it waiting.

4. THE PIT OF MANHOOD
Dimensions: 40 feet diameter, 60 feet from high of domed ceiling to pit floor.
Description: The Chamber itself is forty feet in diameter with a domed ceiling, and a five feet wide perimeter that steps down one foot by one foot to a depth of five steps ending at the edge of a Pit. The Pit itself is twenty feet deep (down from the audience seating) and twenty feet diameter.
It is here that young males (and females looking to declare independance) are expected to fight to the death with some predator of suitable threat.


5: The Creche:
Dimensions: cavernous and low, perhaps a smidge over 5' at the highest point, a roughly circular chamber about 30' in diameter.

This grotto is slicked with moisture and the stone walls are covered in emerald green lichen. The floor itself is muddy and rocky, but in patches the moss extends across the cave floor to form soft, welcoming bowers. In most of these is the cracked shell of a 3' long jade-like egg. The cracked eggshells are still filled with a gelatinous substance a similar color of green to the lichen adorning the walls. The cloying air is humid, warm and sweetly rank with an offal-like stench. Sounds echo strangely, making it feel as if the very cavern is breathing.

The Exchange

6. The Cesspit

'A Poisonous Aroma permeates the air...'

This rough hewn cave is perhaps thirty feet long, thirty feet to the ceiling and twenty feet wide at the back of the chamber. Half way up the back wall is an inaccesible tunnel shaft.
The Floor is coated in foul and the smell is poisonous.

The waste here has been building for decades. The room is fifty feet deep (not thirty) Twenty feet deep of the chamber is filled with waste. Just being here will give you a disease (select one at random from Manual).

RPG Superstar 2012 Top 32

7. The Flooded Ballroom

This room is about 40 feet wide and 90 feet long. Each end has a 15 foot wide mezzanine looking down over 8 giant wrought iron candelabras that are barely a foot or two above the murky water that floods the lower depths of this chamber.

And something lurks beneath the surface of the dark water....


The Clock Room.
A room shaped like a huge sun-dial approx. 100ft in diameter. Walls and floors are made of black marble, and the numbers are made of pure silver and are 5ft long. The shadow of the dial moves across the room, but there is no visible source of light and nothing/no one else in the room casts a shadow.

Lighting Sand Room
This room seems like a plain stone or wood room with absolutely no distinguishing marks. It is 30 feet across and a perfect cube. The first party member to cross the floor triggers the trap, and when the second one crosses, the floor turns into quick-sand sucking down everyone not standing on the squares next to the walls.

The Exchange

10. The Moving Room

"Its just down here...this is the room where I saw the Sundial." Haros pulled open the door to find an empty chamber with a staircase leading down into the room.
"Thats odd!...I must have got it wrong."

Dimensions: The room is a 30'x 30' x 30' cube and the PCs step down a staircase to enter.

DM Briefing: This room will when the PCs are inside and the Door Shut - Shunt a random Room taking it's place - So when ever they exit they might exit elsewhere. .

The Exchange

11. Pippa's Market

Description: Considered the only 'safe haven' in the entire Cleaves, Pippa's Market is a hive of scum and villany where the fine wares you entered into the Cleaves with and were likely stolen on arrival have likely been sold on to others. Resources are in short supply. Unfortunatly you need to buy your way in and probably dont have anything to trade at this time...The floor teems with buyers and sellers trading in food and equipment salvaged from the rest of the Cleaves.
What they dont tell you is that Pippa's Market was once a Crypt full of Undead. Now they rent those cells cut in the high up wall to the living looking for a night's rest.
Inside the Crypt, Above the only entrance, is a makeshift gatekeep fixed to the wall above the stone doors. It is here that the 'governing authority' rules Pippa's Market.

Dimensions: A 1000 feet long, 100 feet wide corridor 100 feet high Arched ceiling. It as faced with small hollows cut to take coffins.


12. The Chat Room
A broad and open chamber streatches before you. Within the chamber are a seemingly unlimted number of tables and chairs lying in great heaps throughout. Stacked next to each of these piles of furniture are books on every subject imaginable.

The Exchange

13 The Hollow.

This round room has small holes in the wall. When listening to them you can hear distant sounds coming from other areas of the complex.

Notes are scribbled under certain holes indicating where the noises may be coming from.


14. The Canyon-walk or The One Step

"A chill wind whistles past, as from a great distance..."

This room is accessed from a long, descending flight of stairs. It appears from the entrance as a long, winding canyon that stretches in a seemingly endless expanse in all directions, except for the small platform (8'x5') upon which the PC's stand. The far wall is approximately 40' distant. The wind is powerful in the center of the canyon, exceeding 50 knots. Once all of the PC's arrive at the platform, the door disappears behind them in a supernatural manner -- the DC to notice this is a perception check of 35. There is no way to remain on the far side, as the passage becomes solid stone.

The far wall is smooth and featureless. All attempts to cross will fail in a manner determined by the GM.

The only way to cross is to step into the air in the canyon, and that PC will immediately be transported to the far side of the canyon, within a hidden passage on the far side of the wall. They will have full perception of their companions, but they will not perceive the adventurer on the far side; they will only have seen her step into air and disappear.

15. The next room, The Second Step, is the same space as the Canyon, except is has been rotated by 90 degrees. The walls are now the floor and ceiling, and it extends/loops back in itself after several kilometers. There are no features other than solid stone. After 1 hour, the room will begin to slowly rotate back to it's "vertical" nature of the canyon.

To escape, the PC's must reach their terminal falling velocity. This takes just under 15 seconds of free fall in a random posture, and is a speed of 117-125 miles per hour.

Upon reaching this speed, they will be transported to a friendly/neutral room of the GM's choice. Their inertia and velocity will not be transported with them, and they will arrive with no damage and zero velocity.

If the PC's return to the Canyon, they may use this technique to travel to any previously visited, friendly room. The third use will return them repeatedly to the entrance stair, with no other result. A perception roll at this stage will yield a small graffito upon the wall, "Do NOT take the third Step."

16. The Third Step

The entrance to this room is a door opening into darkness. Upon the door are three deep lines, cut from the adamantine plate that covers it. Entering this room will result in the character falling for as long as it takes for them to find the sensation mundane, then they will immediately hit a wall/floor and die. There is no save for this. There are other warnings throughout the Cleaves of this room, once the party has visited the First Step. This room will not appear until they have read the warning upon the First Step. (GM note: The Third Step is intended as a trap room for the PC's to use against a possibly insurmountable foe. Only the stupidest of PC's would fall victim to it, and finding it requires stubborn exploration.)

The Exchange

17. The Hive

THis large chamber is covered wall to wall in Honeycomb. There is a hole in the ceiling that allows what ever lairs here to exit into some other part of the Cleaves.

Dimensions: 80'high Parabolic, 50'diameter floor. Hole in ceiling is only entry. PCs likely fell in.


18. The Exit.
A long tunnel streatches undefended before you. A light shines at the end, beckoning you on-ward. As you race towards it, you find yourself never gaining ground on it. The faster you run, the further from you it gets. When you turn around, you find that you have gotten no further than 10ft. from the entrance to the room. When you step back through the way you came, you find yourself back in the original room in which you entered the dungeon. This room appears at random, a 1% chance everytime a PC walks through a door or doorway.

The Exchange

19. The Mushroom Farm

Description: This long Tunnel is covered in Edible and poisonous mushrooms, spores, moulds and fungi. There is food to be had here but there are also dangers. On the lowest part of the 'pipe' a stream of moisture seems to have collected.

Dimensions: Circular pipe of 20 feet diameter with 5280 feet of length.

The Exchange

20. The Body Dump

Description: This very cold, very large chamber is dominated by a Seal covered pit filled with corpses. Poor souls caught in the cleaves and unable to survive have been dumped here. It's pretty terrible. only the intense cold has prevented the rotting of Corpses.

DImensions: The Chamber itself is a rough hewn cave thirty feet in diameter. The Seal is bronze and looks to pivot on a rod across it's diameter. Below the Seal is a pit 1000 feet deep and filled to about 45 feet from the top with the dead.

Liberty's Edge

21.Home-Away-From-Home

A short hallway leads to a solid oak door. It is unlocked and the inside appears at first to be an empty chamber (Measuring 35x35) with a stone floor and torches on the walls. 10 seconds after entering the room each PC is given a DC 20/25/30 (Varying on level) will save to resist a forced Teleportation effect. Those failing their saves are teleported into an exact replication of their childhood home, complete with the typical amenities, childhood pets, and possessions. If it is a building all doors and windows are locked and windows are barred. For an outdoor setting natural obstacles prevent the PC from leaving or using magic to escape.

The home is void of life save mentioned beloved pets. The PC may interact in this environment as they please but the area remains inescapable by either mundane or magical means (Short a limited wish spell) until they decide to settle down, have a meal, and fall asleep. If the player does not require sleep (Through class or racial abilities) they must instead rest for no less than a halfhour.

Upon this rest they are caught off guard by a "loved one." This could be a mother, a mentor or otherwise depending on the character. This person is treated as under the effects of a confusion spell (This is not a dispelable effect). The "loved one" would have all applicable knowledge of this actual NPC. Once this NPC is either successfully calmed down with a DC 15/20/25 Diplomacy/Intimidate/Charisma check or killed the player is teleported back to the doorway they entered. Any PC that kills their "loved one" must succeed a DC 10/15 will save or go insane(See insanity spell). All PCs exit this trap simultaneously regardless of how long they were in this space.

This trap only triggers once per PC.

Each player would find that upon exit all of their copper and silver coins on their person have been turned into Gold and all equipment they carry has miraculously become of masterwork quality.

Dark Archive

22. The White Room

Upon entering this room the players are surrounded by white brightness. This is not blinding, but it can be disconcerting.

The floor is not flat, the walls are not even, and the exits are not apparent. Marks made on the walls vanish. There are no creatures here to make sound other than the pc's. With no shadows to guide them, can the party discover where the exits to this room are?

Sovereign Court

23. The Platform Chamber

This room is made up entirely of levitating platforms over a pit of acid. Each platform ranges in size from roughly 5x5 feet to 10x10 and is made of smooth stone. Each platform hovers 1d4x5 feet over the acid and has a weight limit equal to 300lbs per square of the platform on the grid. If a platform goes over the weight limit, it descends towards the acid at 5 feet per round at Initiative count 0 until the weight that causes it to drop is removed. The platforms are immune to Acid damage. Each platform is spaced 1d4x5 feet apart.

The acidic fumes force a DC 13 Fortitude save each round from everyone in the room who has no resistance to acid or take 1 point of Constitution damage. Immersion in the acid deals 10d6 points of damage per round.


24. The Long Library
Dimensions: 220 feet long, 50 feet wide, stained glass arced ceiling all throughout (60 feet from floor to ceiling).
Description: This is a library which has large wrought iron double doors that swing inward. Each door is 10 feet wide and arcs at the top. The library consits of three floors. The first floor has bookshelves lining the majority of the walls, desks and workstaions strewn about and support pillars for the second floor.

There are two wrought iron staircases (both taking up a 20 foot radius) that face opposite each other on the walls fifty feet in from the foyer that spiral up to the second floor. The second floor is pretty much the same as the first, except that there are a few pieces of artwork hanging from the walls in some places. This level is 140 long. 50 feet in from this level are another set of wrought iron spiral staircases that lead up to the third level.

The third level is 70 feet long. This level has two vertical hideaway queen beds, lots of couches, tables and comfortable chairs.

The distance from floor to seiling for each level is 20 feet. The third and second floor overlook the bootom levels freely and have rail guards along the floor ledges to avoid accidental falls.

Encounters: Some books are blank, set as traps for those bold enough to try to loot the place. These books are animated and anyone that enters the library has one minute (10 rounds) to speak the proper command word to deactivate the trap. Treat the animated books as a bat swarm colony with 1d6+2 larger books acting as dire bats.

The Exchange

25. The Skywalk Market

Description: This is a Stone bridge linking two holes in the sheer rockface of this sinkhole. Down both sides of this 'bridge' tumble water down the rock surface. There are people here trading goods. It seems almost rural compared to the Corruption and crowds of Pippa's Market. Far above, Water seems to pour through a narrow collection of fissures in the rock strata becomming a torrent.

Dimensions: The Bridge is about 30 feet wide and 100 feet long. The Sinkhole/natural chimney itself seems to have a pool of water about 100 feet down from the Bridge. 100 feet up from the bridge is the source of the waterfalls.


26. The Variolite of Varying Viscosity

The floor in this large (130ft. by 130ft.) hall is dark-green and smooth. The walls and ceiling are of a different rock. At the opposite side of the room, the corridor continues.

This room is filled with a quick-sand like liquid - variolite sand mixed with a weak acid. A successful perception check (DC 12) reveals that there are pillars hanging from the cealing, but they end after just a few feet, and that there are scorch marks on the walls. A check result over DC 20 reveals that the floor doesn't look solid before moving in on it.

As long as one moves on it or otherwise pressures it, it's solid - it even takes a DC 8 perception check to notice that it isn't normal rock when moving on it. As long as a creature moves at least 30ft. per round, nothing happens, but if a creature moves less, it begins to sink.
Treat this as quicksand for anyone who has begun sinking, except that it's slightly acidic - it deals 1 point of acid damage per turn, or 1d4 points if the creature is fully immersed.

Plot: The risk for meeting another creature in this room is extremely small, as most denizens of the dungeon know about the risk of this area. Should the players pursue a creature though, the creature might run to the opposite side and take a stand in the corridor. The players may think they've just caught up with the creature, until they realize they are waist-down in the liquid.

Treasure: About 20ft below the surface, the bottom of the room is. In the southwestern corner, a character with some means of detecting it can find the bones of a huge dragon as well as the remains of the wizard that was eaten - a magic rod that survived the acid of the black dragon's stomach.

History: Once, a battle took place here between a green dragon and a sorcerer with fiery powers. The dragon managed to eat the sorcerer, but was lethally wounded. The blasts from the sorcerer had melted the floor and pillars of the room, transforming it into the volcanic rock type it is now, but when the acidic blood of the dying dragon mixed with the still hot variolite, they interacted and became a thick liquid with varied viscosity.

The Exchange

27. Aler's Shaft

Description: This narrow, circular shaft is marked with numerous foot and handholds allowing vertical movement. Examination of the Foot and handholds reveals them to be the teeth of upturned skulls cemented into the rough masonry wall. They will not support the weight of anyone heavier than a Halfling.

Dimensions: 10' diameter and 50'high

The Exchange

28. The Cavern of the Tree

Description: This cavern seems dominated by the tangled branches of a tree that seems to tower upward from the Cavern floor toward some source of light (despite the fact that there seems to be no opening to convey that light). The Tree itself is simply monstrously big and because the cavern is also huge there are numerous entry points both on the bottom of the cavern and up its rough rock face. The Tree branches are sufficiently large enough to allow a traveller to enter from one of these holes in the cavern wall high above the ground to move through the branches to an alternate cave tunnel thus providing access to an alternative dungeon level via the tree. There are also creatures that live in the branches of the tree making it a route of hazardous travel.

Dimensions: The Cavern is 5,000 feet high and perhaps 1,000 feet diameter and the Tree is likewase scaled that its brances seem overly confined by the cavern's lack of size.

The Exchange

29. The Ice Caves

Description: The broken stone face of this small misshapen cavern are so cold that They will burn exposed flest that is in contact with stone. The Cold will freeze water in a container and make stone or metal objects unbearable to touch. The cave curves down to the right and then up to the left forcing the Traveller to climb. THe Ceiling is covered in Ice Stalagtites.

Dimensions: Perhaps one hundred and eighty feet long across 'multiple chambers' that exist as a consequence of the narrowing of the walls to within twenty feet at certain points. The Cave varies between 20-50 wide and the varies over 10-50 feet in ceiling height.

The Exchange

30. The Council Chambers

Description: This large cave is identified by the dozen rock outcropings ten to twenty feet above the floor that look like large and perfectly smooth rock seats and thrones facing in on the centre. Though it takes some climbing skill to avail yourself of such a seat they will indeed support the weight and size of any one up to an ogre. The Seats are dispersed evenly around the circle.

Dimensions: Large cave about fifty feet diameter and fourty feet to the ceiling.

The Exchange

Good job so far...I will try to contribute as time allows...

The Exchange

31. Tomb of Mists

Description: Mist fills this crypt-like chamber. This terrible choking cloud is infact the remains of a beholder looking to posess the nearest and Most powerful Wizard in the Room. The chamber is engraved with strange wards that keep the mist from coalescing into the original being. If the Wards are damaged the prisoner will reform. For-Avin the Beholder knows the layout of the entire Cleaves.

Dimensions: 20 feet wide x 80 feet long x 30 feet high

The Exchange

32. The Spiral ramp

Description: This Chamber seems nothing more than a Spiral Ramp that descends down the surface of the Upside down cone to a central point fifty feet below the only door. Only when you are at the bottom of the spiral ramp - at the tip of the cone crouching down do you hear noise echoing from some random room elsewhere in the cleaves.

Dimensions: THis chamber is 30 feet diameter upturned cone of 50 feet depth.


33. Undead Room

Description: This 100 by 100 square room has a door in each wall. The mosaic on the floor has a pattern depicting a god of the undead. In any case there are undead here appropriate to the character's levels and numbers. When an undead is reslain, it rises again next round as an undead one hit die weaker. Any remains brought into this room will rise as an undead one dice weaker than the person was in life. Zombies become skelitons. Two skeletons become one.

Notes. This is a room I designed for the Thrice Cursed Dungeon. Let me know how your players deal with it. :)

The Exchange

34. Chamber of the Stone Face

Description: This circular chamber is dominated by a giant stone head that props up the ceiling of the Chamber at it's very centre like some carved stone column. Anyone who aproaches hears a whisper from the lips: "To escape one must be left behind."

Dimensions: 50 feet diameter room with a 10 foot diameter stone head propping up the low 10 foot high ceiling.

The Exchange

35. The Leadworks

Description: This huge chamber contains a giant Ceramic Pot filled with molten Lead heated by the magma 100 feet below the lower balcony (over which it is suspended). It is overlooked by an Upper Balcony, and a lower and wider one where great mechanisms allow the pot to be tipped to an angle and poured onto Moulds. The fumes are poisonous and burn the eyes. ANyone pouring lead into a mould will create a man sized Lead Golem that will be obedient in service for the year it will last before it must be resmealted and poured into a mould. There are a selection of Moulds.

Dimensions: Octagonal, 50 feet diameter, 200 feet deep. The Pot is 10 feet in diameter. The Upper Balcony is five feet wide. The Lower balcony is 20 feet wide and covered in Control mechanisms, wheels for power, and large pouring moulds.


36.The L shaped room.
Basically an empty room, but cursed so wandering monsters enter from the far end whenever the PCs enter, surprise!
Dimensions: 30 feet wide, 90 feet long, door at each end.


37. Losertown
This village is made of junk. It is surrounded by garbage with various funguses growing on it. They farm Stench Cows(Dire Cows with Skunk traits) and Osquip(Dire mutant rats). The villagers include a nihilist drider named dephilia, a Halfling Vampire named Toby, and muts called mongrel men. Occasionally a self important goblin named George comes to collect 'rent'. Rent involves work crews, drider venom, vampire blood, ect. Drider venom is sleep poison while vampire blood will give the living a barbarian rage and DR5/magic or silver for a half hour. Add any loser monsters you can think of, maybe a minotaur Were-squirrel.

Dimensions: On a large shelf or even on this worlds Tarrasque shell. It should be as close to the bottom of the rift as possible. You can walk to the other side if you like walking on garbage and dodging huge monsters.

The Exchange

38. Why upside down room
The door opens into the midway point of a cubed chamber. This rough hewn "floor" has scattered stalactites dripping up, the "ceiling" 30 feet up is worked stone with rough furniture, chests and gear similiar to a barracks room. Closer inspection also reveals the "ceiling" is covered in a miscellanous debris (random treasure and lots of gear ie arrows, hats, weapons, a backpack) and some skeletal remains that appear to have fallen there. Closer inspection (perception) will discover a footholds carved alongside the door leading to the ceiling but not to the floor.

Only non-living matter is affected, being pulled "up". If the character drop a rope down to the floor or throw an object in, it falls up. Fire/heat is also affected. Any gear not secured against an upward pull of gravity falls up. Living matter (not undead) is affected normally in a downward direction. If the character is carrying gear greater than his weight, then he is falling upwards as well.

Liberty's Edge

39. The Water Hole

This is an exposed area to a naturally-occurring underground river. The current looks fairly slow and lazy, but the water is very deep and very cold. There is a very long wooden bridge crossing the river to the other side. There are no light sources in the room, and a small altar adorns the near bank of the river, about ten feet away from where the bridge starts.

If the PC's make an offering of meat to the aquatic creatures who live in the Water Hole, they are welcome to fill up their waterskins, drink as much as they like, and even cross the river. If they do not, then the creatures below (any aquatic creature with darkvision) will attack.

The creatures do not attack, however, until they feel that they have an advantage. If the PC's attempt to cross the bridge together, that is the ideal time for them to attack. They will destroy the bridge, cast darkness on any light source the PC's have, and use nets (especially on those who aren't in the water yet) along with tridents (especially on those who can't swim) to entangle the PC's and stab them, and aren't afraid to grapple the PC's under water.

The water is also very cold, and the current near the bottom can sweep a PC away at a rate of 5 feet per round (10' below surface) or 10 feet per round (20' below surface).

Dimensions: 40 feet by 90 feet. Goes up to 30 feet deep.


40. The furnace room
One wall is entirely taken up by the furnace. The grating serves as a mouth, 2 dials are like eyes(temperature and power), and the warning sticker is where a nose would be. When the characters first arrive the lights are flickering and the furnace is saying, “Feeeeeeeeeeeed Me!”. The Sticker says,”To operate furnace, add magic items, and please remove all artifacts. Warning, opening grate and reaching in with organic limbs can cause mutations.”
Anyone opening the grate will see a strange rod interfering with the burning process. The rod is one part of the font. Note that curse items can be burned off as in a remove curse. When the rod is removed, one or more magic items are thrown in, and someone gets a mutation(See Magical Mutations) the lights will go to full power.

Dimensions: 40 by 50 feet, with another 30 feet taken up by the furnace.

The Exchange

41. The Chimney

Description: This large rough-cut chamber has a vertical shaft that extends up some distance to another tunnel. The Chamber floor is covered in loose gravel. It is possible to scale the Chimney to the upper level.

Dimensions: The rough cut chamber is about fifty feet in diameter. The Chimney shaft itself ascends a hundred feet.


42. The Octaganol Room
The hall leads around this oddly shaped room, by-passing it entirely if you don't find the hidden entrance. Inside the 8 sided room, there is a continous stop time spell cast, affecting only things or people who remain in the room for more than 24 hours. There is currently a hobogoblin frozen sleeping in the room.


43. The Pool Room
There are 6 pools and a fully stocked pool table in the middle of the room. Pool cue racks on either wall.
1: Acid Pool: 3 feet of acid does 3D6 of damage per round to anything that touches it. At the bottom of the pit is some sort of metallic band. It’s part of the artifact and it’s hard to get to.
2: Fish Pool: 5 feet of water with fishes in it. A swarm of piranha can do 2D6 and has 10 dice total.
3: Hot Pool: Steam is rising from 4 feet deep boiling water. There are half foot wide platforms on the inner surface of the wall.
4: Healing Pool: There is a thin layer of pink liquid on the bottom of this pool. 8 vials of cure light wounds can be collected from here. It is renewed each time the room moves(i.e. This room happens randomly again).
5: Ice Pool: There is a pile of ice cubes heaped up over the edge of this pool. It’s dry ice so it burns to the touch. 3D6.
6: Slime Pit: The blackish green slime on the top of the water, if put on the skin, will make a person sickened for an hour, but all diseases and parasites in the body will die. (With Mummy Rot, the curse will persist. Till the curse is removed, no magical healing will work.) The 3 feet of water is leaking in from The Far Realm.
Dimensions: 100 by 60. There are 6 ten foot wide pools, 3 on each side of the room, each 6 feet deep, and the edge of each pool wall extends 3 feet above the floor.

The Exchange

44. The Torture Chamber

Description: Filled with racks, Pokers, Shackles, and all manor of Instruments of Pain, an old circular furnace/firepit dominating the centre of the chamber, this room is precisely what it appears to have been, though now it is long unused and dusty.
A small iron grate covers a large chamber below the torture chamber. It is here where prisoners were stored when not under persuasion.

Dimensions: 50 feet x 50 feet x 30 feet high/ The Cell is 10 feet x 10 feet x five feet deep.


45. The Stable

A standard appearing, 3 floor stable. However, unlike most multi-level stables, there are no ramps leading from one floor to the next for the horses. Most of the stalls seem sized for a Large creature, but a few are much larger, a few much smaller. There are ladders leading from level to level, but no other methods of moving the stabled creatures is apparent. There is tack, feed and straw on the floor, but no visible creatures or people. Searching the straw filled stalls will yield only still fresh dung and rats.

The Exchange

46. The Ferryman's Crossing

Description: You stumble down to the edge of a great Waterway flowing in a huge tunnel. There, a ferryman, pushing against all the force of the river poles into the bank to await your pleasure. Given a few silvers he offers to take you down river to the opposite tunnel.

Dimensions: The Waterway is a rough cylinder of 50' diameter. The Crossing points are displaced along the river by about a mile.


47. The White Room
Description: This room is all white except the huge mirror on one wall. There is the door you came in from, framed in stone and freestanding in one end of the room. In the other end of the room is a table with a monster strapped to it(Roll up a monstrous encounter, just one monster). The monster has several cuts, sewn up. A voice is always coming out of the ceiling asking strange questions. “Where did you come from?”,” What planet is The Cleaves on?”, ”Where does magic energy come from?” If the characters go through the other side of the door, they end up in the next room of The Cleaves. (The mirror is one way but coated with Plexiglas, which disrupts magic)
Dimensions: This 30X30 room has a 9ft high ceiling. (The secret door is DC30 to find and is locked from the outside. If you want to drive the characters into a modern campaign, let them get out into the complex and not find their way back.)


Goth Guru wrote:

47. The White Room

Description: This room is all white except the huge mirror on one wall. There is the door you came in from, framed in stone and freestanding in one end of the room. In the other end of the room is a table with a monster strapped to it(Roll up a monstrous encounter, just one monster). The monster has several cuts, sewn up. A voice is always coming out of the ceiling asking strange questions. “Where did you come from?”,” What planet is The Cleaves on?”, ”Where does magic energy come from?” If the characters go through the other side of the door, they end up in the next room of The Cleaves. (The mirror is one way but coated with Plexiglas, which disrupts magic)
Dimensions: This 30X30 room has a 9ft high ceiling. (The secret door is DC30 to find and is locked from the outside. If you want to drive the characters into a modern campaign, let them get out into the complex and not find their way back.)

Are there black curtains over the mirror? Please?


48. The Jade Pool

This room is fairly large and rectangular, though the "walls" are silk screens, with the space beyond them obscured in mist. The images on the screens seem to shift continuously, either childishly nonsensical or tragic and relevant to the PC viewing them. They often appear different to different PCs. The way the PCs entered has transformed into another silk screen. The ceiling is relatively low, appearing to be a weathered mosaic. The mosaic shows tranquil daydreams from the PCs' own childhood, though everyone portrayed seems sad and downcast. The silks hover (using no detectable magic) exactly over the pool, which covers the entire visible floor. The pool is three feet deep and steamy, the temperature in and out of the water being warm and balmy. The tiled floor is a dark green jade. The light in the room is dim. Lotus float on the water and precious vases stand about in the water, each one full of dull pebbles. If the PCs touch the water, they must make a (fairly difficult) save vs. amnesia. If the PCs stare hard through the silks, they see the faint silhouettes of elegant people moving slowly about in the mist. If the PCs look through the water under the silks, they see the pale bare feet of the silhouettes, as if there were real people...
There is a 25% chance that a dragon of some sort will be sleeping in the pool. There is a 2% chance a nymph will be resting in the pool, waiting to impart obscure and important foretellings on brave adventurers.
The pebbles in the vases have a 10% chance of being some sort of magical item. They have a 15% percent chance of being cursed.
If the PCs force their way through the silk screens, there is a 25% percent chance they will be transported to another (random) plane of existence, a 50% chance they will be transported to a random room in the Cleaves, a 23% chance they will not be transported and instead enter an elegant ballroom dance held by morose undead, and a 2% chance they will be transported to the dimension of dreams.
The ordinary exit is a silk curtain opposite from where the PCs enter.


Sphen86 wrote:
Goth Guru wrote:

47. The White Room

Description: This room is all white except the huge mirror on one wall. There is the door you came in from, framed in stone and freestanding in one end of the room. In the other end of the room is a table with a monster strapped to it(Roll up a monstrous encounter, just one monster). The monster has several cuts, sewn up. A voice is always coming out of the ceiling asking strange questions. “Where did you come from?”,” What planet is The Cleaves on?”, ”Where does magic energy come from?” If the characters go through the other side of the door, they end up in the next room of The Cleaves. (The mirror is one way but coated with Plexiglas, which disrupts magic)
Dimensions: This 30X30 room has a 9ft high ceiling. (The secret door is DC30 to find and is locked from the outside. If you want to drive the characters into a modern campaign, let them get out into the complex and not find their way back.)
Are there black curtains over the mirror? Please?

In your version.

In my version the scientists forcibly recruited by the government are watching through the one way mirror. B)


49. The Vanishing Cupboard

Description: This unusual floor-standing cupboard is finely carved from solid dark wood. The faces and legs are shod with silver and all the facets and edges are highly decorated. The cupboard stands nearly a foot from the ground on four sturdy curved legs and is roughly three feet long by three and half feet wide and nearly two feet deep.The interior of the cupboard is plain and without shelves or hooks of any kind.

Once closed, the cupboard acts as a one way portal to a magically linked room or spot to anything or anyone inside. As soon as the door close the item or individual drop out of thin air in the magically linked destination.


The magically linked destination is full of bunnies, doves, and a white tiger. They are hiding from the magician. The person who disappeared can come back the next time it is opened. If they make their handle animal roll they can get the tiger to come with them.


50. The Consumption Room

Anything in this room may be eaten safely, poison is non-poisonous, acid will not burn, even Green Glime may be injested by a brave adventurer. Non food items will provide no nutrition, trying to subsist on them will lead to starvation. Leaving this room will not make consumed dangerous substances become harmful again, anything uneaten will return to normal.

Artifacts are unaffected by this room.


51. The Empty Room

There's nothing in here, not a ceiling, not a floor, not even gravity, just the doorway that leads here. Any unsecured, non-flying players entering will find themselves floating off, away from the doorway.

If someone should make their way around the back of the doorway they will discover another door leading out of the room.


I just noticed, there are two white rooms. On the card call mine "In The White Room". Black curtains optional.

52. Crusher
This looks like a normal room at first. There's a hidden tile in the floor. If not found, or not searched for, someone will step on it producing a click. The doors will close, then lock, and the walls will will slowly start to come together. The characters have 6 rounds to stop the walls. The doors are DC25 to unlock. Unlock one and the walls stop. The trap is DC25 to reset by jamming the walls. If the walls are stopped by an indestructible rod or polearm, the floor drops out and the contents of the room fall into another random room, then the walls spring back apart dropping the brace in too(along with any characters hanging onto it).

Dimensions: A 50 foot cube, at first. There are no doors on the opposite walls that converge.

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