100 Random Rooms


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You can pretty much assemble dungeons and Fortresses from a buch of random Rooms. :)

1. 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.

The Exchange

2.Hall of Mirrors
Dimensions: 90' long hallway 10' wide
Description: Thousands of mirrors showing various scenes. Some of you, some of other people walking the same corridor. Some of reflections of other times and places.


3. Curious Specimen Room
Dimensions: 30'x30x30' in height
Description: Shelves align all four walls of this room. Each shelf contains a specimen jar holding a creature or a portion of its anatomy in clear embalming fluid. The jars come in various sizes, but none longer than 1 foot in length. Some of the specimens are easily recognized [Knowledge: Arcana DC 12] and some are not [Knowledge: Arcana - DC 20]. Some are mundane while some hold pieces of well recognized monsters.

Scarab Sages

4: Restroom
Dimensions: 10'x10'x10'
Description: Simple rough stone walls. There is a white throne against one wall with a hole in it. Three seashells are set into the wall near the throne. In the hole is a one-way portal to another plane (preferably one you don't like, but also one that won't hunt you down). The portal is closed until you correctly touch the three seashells in the correct sequence. Another programmed sequence will shoot a small stream of water up out of the hole. Light is provided by permanent fairy fire.

The Exchange

5. 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.


6. Anchorite's Cell

Dimensions: 5'x5', 8 feet high.
Description: You come upon the obvious outline of a doorway in the wall, which has been bricked up entirely save for a single slot just wide enough to pass a bowl through. Peering through the slot reveals a long-neglected monastic cell, the cot rotted through. A very spare chest, nightstand, and three-legged stool complete the furnishings, all well-used and now covered with dust. The shattered remains of a chamber pot lay on the floor opposite the slot, something glinting and silver amid the broken ceramic. An immobile skeleton lays sprawled on the floor, half-draped in rotted robes, one arm stretched out towards the ceramic shards.


Pathfinder Rulebook Subscriber

7. Surgical Theatre- A 60' Rotunda style room with semi-circular tiered seating for 30, surrounding a dark stained raised platform equipped with adamantine manacles. A mounted silver tray of wickedly sharp and sinister instruements awaits dark hands. One entrance at floor level is barred by an iron door and a distinct rotting stench lingers in its vicinity. A small stone stair splits the tiers from the floor to a fine crafted wooden double door at the top.


8. Chamber of the World Traveler. This is a simple 30 foot by 30 foot empty room; upon entering it all the places the occupant has been to are extracted and duplicated by an unknown force. The occupant is immediately posited in their home or the nearest inn that they have recently spent a night at. From there the occupant is able to go all the places they have been to before, but they are limited to observing and not able to interact with their environment. At any time the occupant wishes to leave the chamber, an open portal to the real world forms where the door to the chamber should be.


9. The Chamber of the Shattered Dead.
Dimensions: 80' x 80' x 40' in height.

The door to this room feels extremely heavy to open. Upon entering the room, you realize it once served as the lair of a basilisk, Medusa, beholder, or other monster capable of petrification. The monster itself has long been since slain having meet its match against a superior opponent. Its victims, all petrified however, remain as a grim, paranoid reminder that the life of an adventurer is often short and inglorious in the end. A variety of races: elf, dwarf, gnome, orc, drow, and goblin, can easily be identified upon entering the room. Each statue has some catastrophic damage inflicted upon it. Severed or fractures heads are littered across the floor. Some statues have toppled onto each other with the weight of one shattering the other or both as they strike the floor. Some are torn in half at the torso. Some have holes blasted through key sections of their body. Death seems permanent as there are simply too many part and pieces to adequately reanimate and raise the dead via magic. Unorthodox wizards may salvage significant material for cloning, flesh golems or necromantic oddities.

The Exchange

10. 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.


11. 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.


12. The Abode of the Eye

Dimensions: 40'x40'x20'in height
Description: Levitating by magical means in the center on this room is a large [2 feet in diameter] ceramic eye with a single emerald green iris. Wherever the party moves, the eye follows them, as if it were tracking their general direction and motion. It makes no hostile moves, but when the party moves to the opposite side of the room to access and open the door, the eyes approaches them until it bumps into one of party members. It does not communicate, so its function remains a mystery.

Careful examination of the eye reveals it can be shattered. The door on the opposite end of the room is locked and can be only opened when predetermined conditions are met.

The Exchange

13. 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.

RPG Superstar Season 9 Top 32, RPG Superstar 2009 Top 32

14. Star of Desna

Dimensions: 35 ft long, 30 ft wide, 20 ft high ceiling
Description: Torches are mounted on the colorful walls of this chamber in a star-shaped pattern. A hole in the ceiling opens every night at midnight, acting as an observatory for the night sky. The body of a dead fey creature lies slumped over inside a small cage against the back wall. If anyone touches the body, it crumbles to dust. Dozens of tiny butterflies fly up from the dust, racing towards the ceiling.

The Exchange

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Community Built Megadungeon

Liberty's Edge

15. The Orc and Pie room

The Exchange

Ashe Ravenheart wrote:
15. The Orc and Pie room

The Idea is to create one...


16. Well's bottom

Dimensions: 4 ft. diameter

Description: The sense of claustrophobia is palpable in this small space. You stand in a pebbled streambed: the water is several inches deep and very cold. It emanates from a crack in the south wall and flows across the chamber into a tunnel cut into the north wall, rushing away swiftly into darkness. The tunnel is just large enough that a man can crawl or slither into it, its mouth 4 feet wide and its ceiling 3 feet from the ground; it is reinforced with brick and mortar. 40 feet overhead, the puteal frames a 4-foot wide circle of blue sky and treetops. A pair of purplish-black butterflies, whitish in the glare of the sun, tumble down into the hollow cylinder, fluttering up and out of sight a moment later. The walls of the well are nearly sheer and glisten with slime. Tiny white flies flitter about the chamber, disappearing into crevices in the walls. From somewhere far beyond the tunnel mouth, you seem to hear a plangent groan.

Liberty's Edge

yellowdingo wrote:
Ashe Ravenheart wrote:
15. The Orc and Pie room
The Idea is to create one...

Yeah, but this one was too good not to include. ;)

The Exchange

Ashe Ravenheart wrote:
yellowdingo wrote:
Ashe Ravenheart wrote:
15. The Orc and Pie room
The Idea is to create one...
Yeah, but this one was too good not to include. ;)

Maybe...but KoboldCleaver likes to demand 'Orc Pie' once every often...Best not summon the Devil by mentioning his favourite food.

The Exchange

Room that is empty save for a blank sheet of paper folded neatly laying in the exact center of the room.


18: Stone Serpent

Dimensions: 80 foot diameter hemisphere

Description: Nine columns glow with an internal light and form a circle fifty feet wide.. A disturbingly gaunt man leans on a column and stares up, into the center of the circle at a constantly shifting stone serpent suspended just out of arm's reach. It coils unto and through itself, and when the scales reveal an empty spot, stones fly from the dusty floor, seeking its correct place. The man groans when a spot is not filled. If approached, the man only asks to give him a moment, he KNOWS that he is so close to finishing. Scattered about the room are the remains of former adventurers, all in seated positions, thier dead eyes watching as the man struggles with the stones.

The Exchange

Crimson Jester wrote:
Room that is empty save for a blank sheet of paper folded neatly laying in the exact center of the room.

Ooo! You are Evil!

The Exchange

yellowdingo wrote:
Crimson Jester wrote:
Room that is empty save for a blank sheet of paper folded neatly laying in the exact center of the room.
Ooo! You are Evil!

thank you.

The Exchange

19. 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

Bump


Ashe Ravenheart wrote:
15. The Orc and Pie room

Hey cowboy Here's your pie!

https://rpg.stackexchange.com/questions/136486/what-is-the-origin-of-the-ph rase-orc-and-pie

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