100 Random Rooms [CLEAVES]


Homebrew and House Rules

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53. The Powder Room

Against the far wall of this finely decorated room is a large gilded vanity with three ornate chairs sat before it. Once a PC of the female gender sees the mirror she is immediately drawn to it and must make a DC 15 Will save to beat the compulsion to sit and stare into it.

Any PC females that fail there save, squeal with glee and go running to the mirror where they sit and begin complaining about their own features, complimenting the features of their fellow female PCs and complaining about the males in the adventuring party.

If a male PC attempts to enter the room any females inside the room, who are enchanted by the mirror, will turn and start throwing things at the male, calling him a pervert and telling him to 'get out'. Thrown objects deal 2d4/female/round (Two 1d4 items thrown per female per round).

The mirror itself sucks the youth and beauty from any under its spell causing 1d4 temporary damage per round and 1d4 temporary CHA per day. The longer a female sits before the mirror the more withered and haggish they appear. Once the mirror is covered or broken all HP and CHA lost is restored over the course of 1d6 rounds.

If a female, that is not enchanted, enters the room she must make a DC 25 Will save per round to prevent being drawn to the mirror.

All PCs are treated as their base gender for these effects, no magical transmutations or disguises alter the effects of the mirror.

To break the spell the mirror must be broken or covered.

In this room the PCs may recover:
Powder (3)
Broach of Bosom Bloating (See Unusual Treasures)


54. Golem Workroom
There are 2 tables, cabinets lining one wall, and various wooden boxes on the floor. On one table is some sort of 4 foot wide pinball with arms and legs. It looks to be cut open and emptied. DC20 to identify an OLGG Sphere. It’s a Construct(ExtraplanarLawful). Spellcraft DC20 will tell a person that putting the glowing crystal tube in the holder in the golem will make it work.DC17 will tell them that the involved symbol engraved inside the body cavity is some sort of magic symbol spell. It will then step the characters through putting it back together with parts in the boxes. The other table is empty, sort of. Anyone with craft construct will recognize the leftovers from a child sized advanced construct being made.
Characters can retrieve: The tools and materials in the cabinets can reduce the cost of creating a golem by 10%. The lenses in a special box allow detect magic. The gloves sitting on the other table provide the feat Craft Golem and are worth about 32,500GPs.
The Order Loving Geometric Golem Sphere will be neutral leaning after being repaired with prime material materials. It can be roleplayed by a player who lost their PC. These things that reside in the plane of pure law are made of an unfamiliar alloy. They all have spirits of purest lawful neutral anchored inside of their hull by a soul symbol. Their eyes(1 per roman numeral) can be closed and their limbs can be retracted (2 arms and 2 legs seemed practical) allowing them to roll for charges and running speed.
Thus a OLGG Sphere is size M and can slam for +4 Plus 2 for charge, 2D6 with at least a 10 start. It might have 4D10+20 before class levels. Perhaps Int, Wis, Charisma 5Xtype number.
Dimensions: 50 by 70 with a 10fthigh lighted ceiling.

The Exchange

55. The Shield Generator

Description: This great horizontal shaft is dominated by a perpetual wind blowing left to right with incredible force. The Feature dominating the cave is two iron frame bridges that streach out from cave tunnels cut in sheer rockface to the Large Structure defying gravity at the heart of the tunnel shaft. It has all the Appearance of a huge crystal encased in a metal ring to which the iron bridges attatch. The Crystal has a half dozen mechanical leavers about its base which when switched down cause the wind to change direction. Why the change in wind direction - it is uncertain.

Dimensions: The Shaft is a rough shaft a hundred feet in diameter and a mile in either direction (cant see past those extreemes). The Iron bridges are narrow (10 feet wide) and they reach out thirty feet from the sheer wall to the ten feet wide Gantry that circles the Crystal.


yellowdingo wrote:

55. The Shield Generator

Description: This great horizontal shaft is dominated by a perpetual wind blowing left to right with incredible force. The Feature dominating the cave is two iron frame bridges that streach out from cave tunnels cut in sheer rockface to the Large Structure defying gravity at the heart of the tunnel shaft. It has all the Appearance of a huge crystal encased in a metal ring to which the iron bridges attatch. The Crystal has a half dozen mechanical leavers about its base which when switched down cause the wind to change direction. Why the change in wind direction - it is uncertain.

Dimensions: The Shaft is a rough shaft a hundred feet in diameter and a mile in either direction (cant see past those extreemes). The Iron bridges are narrow (10 feet wide) and they reach out thirty feet from the sheer wall to the ten feet wide Gantry that circles the Crystal.

Don't turn it off till the Falcon is ready to leave.

The Exchange

56. The Gallery of Helmets

Description: THis chamber is lined with old Helments of various and random types and styles mounted on hooks. Helemts with horns, spikes, Feather plumes, Gold, Brass, Iron, Bronze, Studded Leather, Small, Large and even huge. The helmets are fixed to their hook but can be released by a knock. THey belong to Warriors who have died in the cleaves.

Dimensions: 100 feet long, 20 feet wide, 30 feet high.


57. Planetarium
It looks like you just stepped out underneath the night sky. The room is flooded with moonlight. (The moonstone is flooding the room with moonlight. Any lycanthrope will turn into their animal form, but dire. If someone can pry the moonstone lose from the ceiling, they can stop its effect with any container that gives full cover.) The rest of the stars are ornimental gems. They are in a pattern appropriate to thousands of years ago.

Dimensions: This room is 90 feet wide circular. The walls go up 8 feet to accomadate doors, then it is a dome, with the stars set in the inner surface of the ceiling.


58. Storage Closet

This small closet (5X10) sits off to one side of a larger room at random. Opening it reveals 1d6+3 items stored inside of it. These items are also completely random and can range everywhere from brooms, coats, and furniture to magic items, dead bodies, and artifacts.

There is also a secret door in the back activated by turning one of the hooks attached to the back wall.


Random closet theme(optional)
A closet will have something it is supposed to contain, and the majority of the contents will be that. There will also be a number of items just thrown in there.
1. Linen closet: Sheets and pillowcases on (removeable)shelves
2: Coat closet. Top shelf has 1-6 scarves and gloves. 1-20 coats on hangers. 1-6 boots on floor.
3. Clothes closet. Top shelf has 1-4 hats. Hanger bar has 1-20 suits, dresses, shirts, or pants. Floor has 1-8 shoes.
4. Broom Closet. 1-4 each brooms, dustpans, buckets, and mops.
5. Furniture. 1-6 folding chairs and a card table.
6. Game/toy closet. Chess set, checkers, dice, stuffed animals and monsters, tin soldiers, jigsaw puzzles,ect, all on removable shelves. 50% chance to be missing a piece, button eye, ect.

Shoes, boots and gloves are 1-60% left, 61-100% right.
If the treasure(or monster) for the room is too big, select it from the lists or put it in the secret room behind the closet.

The Exchange

59. The Generator Room

Description: This large vaulted chamber is dominated by a single feature. A huge Engine or Generator currently switched ON, is transmitting something to a weird looking antenna Array. Sparks jump between poles, and a couple of Grey Dwarves wearing goggles and leather clothes with multibuckle belts are constantly manipulating levers to keep it operational. The instant they notice the PCs, they shut the Generator Down and pull some pretty nasty knives. Oddly enough this Generator keeps Magic Operational in this chamber. Once Switched off - Magic no longer functions in this room.

Dimensions: 50' diameter room with 5' wide vaulted arches spaced 5' feet apart. Iron frame steps lead down five feet to the chamber floor.

The Exchange

60. Hells Antechamber

This small room has a Wooden Door at one end and a Stone Door being proped shut by an Iron Chest, a Sword, a holysymbol, and a Half-orc Paladin who compells you not to remove the Sword and the Holy-symbol wedged in cracks and asks you to find some place to dispose of the Iron chest - it's contents are the corpse of a Beholder with it's central eye replaced with the eye of Vecna (or some organic artefact appropriate to Pathfinder Golarion - Lets call it the Glittering Eye: a large Gemstone that grafts to the eyesocket and allows you to move through time into the past though it strikes others insane and Chaotic Evil simply looking into it's depths). He is Dying and that which is on the otherside of the Stone Door wants through - the scratching sound is horrible.

Dimensions: 10'x 10' With a halforc sitting with his back to the Stone Door, an Iron chest under one arm.


61. Sphere
The walls are polished smooth forcing any who enter to slide to the middle of the curved "floor". The "walls" are -10 to climb. Any treasure, discoveries, or monsters will be in the center of the room. The entrance door and any other doors will be along the equator.
Dimensions: The room is the inside of a 50 foot wide sphere.


62 : The Grand Ballroom

This room is a masterwork of marble. A clockwork band plays in the corner eternally, while ghostly apparitions dance on the huge dance floor. The room itself can easily fit 200 dancers, in addition to the two dozen large round tables, each of which contains 10 full place settings, full of fresh food and wine.

The food is edible, and tastes very good. Anything in the room that is removed dissolves as it is taken over the thresholds, and reappears in it's proper place.

If any of the ghostly dancers are attacked, all the dancers will turn on the attackers, all 200 of them. If any of the clockwork band-members are attacked, all the band members will sprout weaponry and attack the attackers.

Either way, once the intruders are dead, they will go back to playing, while the souls of the attackers join the souls of the previous adventurers, forever trapped in an eternal dance.

If the adventurers do manage to destroy all 5 band members automatons, then all the souls are freed. The room loses it's magic, and the marble turns to stone, the tables disappear, and the ballroom is forever gone. There are old skeletons of the previous adventurers (and their equipment) left behind.

The Exchange

63. This long hallway ~100, crosses a fault line. The fault lies near the middle and has been cleared several times with the rubble strewn throughout both sides of the fault. Approximately 25' on either side is rough terrain, with the middle very difficult and uneven. Small PCs may be able to explore some narrow passages along the faultline.

64. Abandoned mining operation, this room has an overwhelming stench, identifiable by Dwarven or Gnome folk. Further investigation by PCs reveals an asphalt seep covering the back floor in sticky oozing layers. PCs messing around in the asphalt will find it difficult to remove and monsters using scent will have no problem tracking them.


65. Glacial Slope

The door to this wide room opens to reveal a steep slope of ice that angles down and away, leading to a wide pit. The air in the room is hot and wet but the icy slope seems strangely unaffected.

The ceiling of the room is obscured by a dense cloud of steam that steadily rises from the wide pit. Through the steam an iron bound door can be seen, resting some 40' above the wide pit, set within the far wall at the opposite end the room. Beneath the far door is a small ledge of viscous looking blades..

Dimensions: 60'wide, 20' tall, 40' long.


66. The Audition

This dimly lit room has a long, narrow iron table located near the far wall. Behind it rest four statues, styled to resemble sitting humanoids. In front of each statue, set into the iron table, are two unlit lanterns, one with red glass and one with white.

In the centre of the room is a 5' radius pillar of light.

If a PC steps into the spot light a loud, raspy voice booms from the four corners of the room..

''SO, YOU THINK YOU CAN DANCE?''

Should a PC make a Perform:Dance check and beat at DC of X, the white lanterns become lit and each statue raises a hand, giving the PC the 'thumbs up' sign.

The successful dancing PC is healed of all wounds and receives Y bonus hit points for 24 hours.

PC's failing the to beat the target DC find the red lanterns become lit. They are then promptly lighting bolted by each of the four statues and the voice sounds again with..

''THAT WAS TERRIBLE. TRY AGAIN?''


BenignFacist wrote:

66. The Audition

This dimly lit room has a long, narrow iron table located near the far wall. Behind it rest four statues, styled to resemble sitting humanoids. In front of each statue, set into the iron table, are two unlit lanterns, one with red glass and one with white.

In the centre of the room is a 5' radius pillar of light.

If a PC steps into the spot light a loud, raspy voice booms from the four corners of the room..

''SO, YOU THINK YOU CAN DANCE?''

Should a PC make a Perform:Dance check and beat at DC of X, the white lanterns become lit and each statue raises a hand, giving the PC the 'thumbs up' sign.

The successful dancing PC is healed of all wounds and receives Y bonus hit points for 24 hours.

PC's failing the to beat the target DC find the red lanterns become lit. They are then promptly lighting bolted by each of the four statues and the voice sounds again with..

''THAT WAS TERRIBLE. TRY AGAIN?''

I'd give each 'judge' a different DC. So, judge one is easy, DC 10. Judge 2, DC 15. Judge 3, DC 20, and Judge 4 DC 30 for example.

Judge 1 : Banishes Fatigue
Judge 2 : Heals full HP
Judge 3 : Removes any negative statuses (poison, etc) and restores lost attribute points
Judge 4 : Removes any negative levels.

Each judge that is not pleased sends a lightning bolt. 1D6 for judge 1, 2d6 for Judge 2, 4d6 for judge 3, and 8d6 for judge four. :)


67. The Game of Balance.
The room is a round cylinder with a clear plastic platform at door level. Magic does not work here except the teleport effect. Natural powers such as were forms, winged flight, ect. work normally. Through the open door characters will see the chest in the middle. There are 3 smashed corpses equally spaced around the chest. When a character first steps on the platform, it tips toward them. If caused to tip over everything is dumped off. Everything falls 100 feet teleporting up from the bottom to the top, landing in a balanced pattern on the disk, with the chest in the middle.
DM notes: In this dead magic zone extra dimensional spaces are locked shut. The chest always weighs 50 lbs. It is sort of a portable hole with twice the internal volume (20X20X20). It has the predatory feature as any bag of holding put within will add it’s volume to the chest and become non magical. There is an ex bag of holding in there with 500Gps spilling out. There is also an unusual treasure, a bottle of air without a cork, and a discovery. For the room at large, any monsters will enter from a door on the opposite side of the room. The corpses have rotted down to all of them being 100lbs. Somebody looted the corpses so there is some hope. You have to roleplay from opening the door.
Dimensions: 60'wide, 100' tall, cylinder. The platform is 58’ wide with a 1 foot wide gap at the sides. The pillar underneath is 3 feet wide and is not affected by the teleport effect.

The Exchange

68. The Crossing

Description: This is a Dark narrow Tunnel with no floor. Fortunatly there seem to be Timber poles sticking up out of the Dark on which you may stand to make your crossing. Balance DC15 required every ten feet.

Dimensions: 10 feet wide x 80 feet long x no bottom...

The Exchange

Attention All: THE CLEAVES - 101 Unusual Treasures is now available as a PDF Card Deck with Artwork
Contact: reddeerrun@hotmail.com

The Exchange

69. The Hothouse

Description: This long chamber has a glass panneled ceiling through which sunlight streams. Three rows of assorted stunted and pruned rare (and extinct) Fruit Trees grow here. Smashing the Glass roof reveals a Stone Cave ceiling.

Dimensions: 30 feet wide x 10 feet high x 80 feet long

The Exchange

70. The iron-banded oak door to this room is difficult to open (DC X). Careful inspection of the door (perception X) reveals no play in the locking mech nor hinges. In fact, this reinforced door has a slight outward bow to it. When opened, the contents of the room start spilling out, causing everone within 10' to make a reflex save or take X damage. The outside the room is now considered difficult terrain, the inside remains nigh impossible unless Small or Tiny. The room is filled with the detritus, castoffs, lost or hidden items of many years of occupants of the Cleaves (any and all equipment items found with the equipmrny list can be excavated) Sure you might find something useful or functional, but unless you have a craft skill, all things found are in broken condition.


71. The Latrine
When you open the door you see a 10x20ft stone room. The first thing you notice is the dominating odor of excrement. It has a long wooden bench running along the entire 20ft length of the right wall. The bench wraps along the far wall. Every 5ft, there is a round hole in the bench about 15inches in diameter. The floor in places has a layer of yellow crust and the bench has brown smears around most of the holes. A few flies buzz around busily.


72. The Laboratory
You enter this room pushing open a steel door. The room's stone walls extend 10ft to either side of the door and 30ft to the opposite wall.
In center of the opposite wall is an identical door of steel.
On the walls to either side of the doors are diagrams and charts.
Along the left wall, every 5ft is a steel door. Each door has a barred window near the top. Each window has a small hinged door that can be locked in place. The doors open into the cell and are locked from this side by a short, hinged iron bar.
Along the right wall is a 10ft wide bookcase that reaches the 15ft ceiling. A wheeled wooden step ladder stands nearby to aid in reaching the higher shelves.
Next along the wall is a glass cylinder, 5ft wide by 10ft tall, filled with a translucent fluid. There appears to be some kind of creature in the cylinder. Tubes reach from the cylinder to a mechanical contraption next to it with buttons, dials and levers.
The last 10ft of wall is covered with tin storage cabinets.
In the center of the room is a long, stone bench (15ftx5ft) covered with alchemical equipment. Under the bench are more tin storage cabinets.

The Exchange

73. Meditation Chamber

Description: This Circular Chamber is dominated by five large bronze bowls filled with a Strange burning Rock that illuminates the Chamber with a Blue Flame. At the Centre of the Chamber a fine divan which allows an individual to meditate.

Dimensions: 30' diameter chamber, 50' high ceiling.

The Exchange

74. This long 100' by 50' wide chamber with 50' arched ceilings, has unlit sconces every 20'. As long as no light is brought into the room, sound is dampened (-5 percption/10' audio only); As soon as any light is brought forth, and for 1d4 rounds afterwards, a programmed illusion of a crowded royal party performing a ballroom dance starts. It is very loud (music/conversations) and brightly lit with much movement (-5 Perception/10' Visual and audio or conversely +5/10' stealth).


ReckNBall wrote:
74. This long 100' by 50' wide chamber with 50' arched ceilings, has unlit sconces every 20'. As long as no light is brought into the room, sound is dampened (-5 percption/10' audio only); As soon as any light is brought forth, and for 1d4 rounds afterwards, a programmed illusion of a crowded royal party performing a ballroom dance starts. It is very loud (music/conversations) and brightly lit with much movement (-5 Perception/10' Visual and audio or conversely +5/10' stealth).

This could be a haunt. It could hit the characters with a daze spell and be challenge rating 1.

The Exchange

75. The Crystal chamber

Description: This large cave seems to be the heart of a large geode cavity with giant crystals growing inwards toward the centre. Its Awe inspiring. Unfortunatly it is also a deathtrap. The instant the PCs entered, their core body temperature began to slowly rise. within a half hour (3 Turns) they will experience dehydration. Within an Hour they will be dead. Cooked alive.

Dimensions: The cave is about fifty feet in diameter and sort of spherical if it were not for the unusual crystal growths.


75. About 1D6 damage a round like on the plane of fire?


76. (Quantum) Hall of Mirrors.
This looks like a hall of mirrors, but there is something wrong with the left one at the far end. It has a jagged edge and it shows 2 knights in armor and some device on a tripod. The knights are wearing some sort of cat themed armor. They hold out some sort of staff at anyone who approaches. The end seems to open up.

GM Notes: They are Goa'uld warriors of Bastet and the quantum mirror is a doorway. If someone gets ahold of the device on the tripod have it burn out irreparably when someone starts pushing buttons. To switch alternate Prime Material Planes takes a concentration check of 25. It also takes that to turn it off or on. When turned off it seems to be a normal mirror. The other mirrors may be normal, or you can throw in a mirror of opposition or something. Some mirrors hide a door behind them. You can have some attuned mirrors. You step into one and climb out the other.

Dimensions: 100 feet long, 10 feet wide and tall. Each mirror is about 9'10" by 4'11"

The Exchange

Goth Guru wrote:
75. About 1D6 damage a round like on the plane of fire?

I was thinking more like a cooking pot. bring the heat up slowly so they dont notice they are being cooked alive. No damage rolls - just fortitude checks and then death.


77. The Music Room

Six musical instruments sit upon or beside six comfortable seats. There is a violin, a cello, a harp, a flute, a bugle and a clavichord; before each of which is several sets of sheet music. The song on top of five are to the same song, the one for the violin is for something totally different.

Scarab Sages

I'm going to let Lore Sjoberg make my contribution for me.


Wolfsnap wrote:

I'm going to let Lore Sjoberg make my contribution for me.

Actually Dire Reahs are right at home in dungeons. :P

I'm going to add a huge spear so the adventurers can rotisserie the birds over the lava with the cloves.

The Exchange

Do please try and create something yourself. We dont want to use other peoples work. Intellectual Property and all that.


It’s ironic that over 10 years ago I designed a random dungeon just like that. The room with 1+2D6 walls and 5+3D6 foot high ceilings was my idea. There was a chance of lava or water running through the room. Having some of the barrels be full of spices is neat but open barrels however rare ruins the fun if they smash them open looking for treasure. I like the statue with a random size, material, species, and gem eye color.


78. Limestone Cavern + Crack
This cavern has a mostly flat floor with a few stalagmites and a crack that also runs up the East wall. The crack is 5 feet at it’s widest, 10 feet long and 45 feet deep. The bottom of the crack is the only real corner here, but there is a small hole in it that the water leaks out of. Wedged deep in the crack is a brass bottle. (It will take a strength of at least 18 somehow brought to bear to pull it out. It is the stopper less Efreeti bottle mentioned elsewhere. The brass bottle is somehow indestructible.)
Dimensions: The floor is a 100 foot square, with a 50 foot high very irregular ceiling above it. There are no real corners where the floor, walls, and ceiling meet, just a gradual slope of the solid rock. The stalactites on the ceiling are gradually dripping water onto the stalagmites.


79. The Waiting room

The room is long and smells like almonds. The walls are lined with uncomfortable looking chairs many of which are filled with wounded or otherwise miserable looking individuals. Each creature holds a small ticket in their hand. On the far wall next to a the door at a large ornate desk sits a small spindly armed Goblin in a nurses hat. On the desk is a chalkboard that displays the current number. Every few minutes the goblin calls out NOW SERVING NUMBER ** and one of the creatures gets up and hands him his ticket and exits the room.

Any questions asked of the goblin will result in the following line. Take a ticket and please be seated.

The door can not be opened without the appropriate ticket and any attempt to go through the door before their turn will result in the patients in the room attacking the players.

passing through the door will heal 1d6 damage to each character.

The Exchange

80. The Maze

Description: This appears as a small chamber scribed on the floor with a Large rune.

DM: The Rune is a permanent Maze spell. The PCs will be hurled into the Maze until they escape and simply be expelled out the other door.

Dimensions: 10' x 10' x 15' high.

The Exchange

81. The Abyssal Shaft

Description: varying in diameter, this shaft is a natural drive that descends down into the darkness. No amount of rope would seem to get you anywhere but the drop. There are a dozen pitons with fragments of other ropes and a lot of scratchmarks indicating that a number of fools fell to their deaths.

Dimensions: Fluctuating between fifty and a hundred feet in diameter, the shaft drops a thousand feet to an exit at the bottom.


yellowdingo wrote:

81. The Abyssal Shaft

Description: varying in diameter, this shaft is a natural drive that descends down into the darkness. No amount of rope would seem to get you anywhere but the drop. There are a dozen pitons with fragments of other ropes and a lot of scratchmarks indicating that a number of fools fell to their deaths.

Dimensions: Fluctuating between fifty and a hundred feet in diameter, the shaft drops a thousand feet to an exit at the bottom.

How long woyuld you need to feather fall or fly(spell) to reach the bottom? Feather fall is 60 feet a round.


Goth Guru wrote:
yellowdingo wrote:

81. The Abyssal Shaft

Description: varying in diameter, this shaft is a natural drive that descends down into the darkness. No amount of rope would seem to get you anywhere but the drop. There are a dozen pitons with fragments of other ropes and a lot of scratchmarks indicating that a number of fools fell to their deaths.

Dimensions: Fluctuating between fifty and a hundred feet in diameter, the shaft drops a thousand feet to an exit at the bottom.

How long woyuld you need to feather fall or fly(spell) to reach the bottom? Feather fall is 60 feet a round.

1 round = 6 seconds

60 feet / 10 seconds = 6 ft/second

360 ft in 60 seconds

1000/360 ~ 2.777

~2.7 minutes (or 16.6 rounds)


82. The Atrium

Description:

This 25x25 square room is open to the sky and contains many varieties of plant life. A single path, leading from one exit to another, divides the room in two. The walls are cover in creeping vines and a small stagnant pond, choked with water lilies and algae, burbles nearby.

Random Encounter Table (1d10):

1 – 1d4 Venomous Snake(s)
2 – 1d4 Brownie(s)
3 – 1d4 Giant Bee(s)
4 – Yellow Musk Creeper
5 – Purple Moss
6 – Giant Toad (2)
7 – Mandragora
8 – Ascomoid
9 – Phycomid
10 - Basidirond


83. The Blood Feast

Massive splatters of blood wet the ground and walls of this dimly lit, circular room, accompanied by what seem to be the shattered remains of vital organs. At this room's center are the ruined remains of a man, splayed over a small pedestal, apparently torn asunder by some kind of beast. However, a successful Perception or Heal check reveals that this man's wounds appear to have come from within.


84. The Wishing Well
A high wall, around a small hill, with a typical looking well on top. The wall is open to the sky. The doors in the wall all lead into the Cleaves. If you climb over the wall you find yourself in storybook land. The well has a bucket on a rope with a crank so you can get pure drinking water. The well radiates strong universal magic. Throw a coin in and make a wish, and there is a chance it will come true.
DM Notes: The chance is 1% per gold piece value. Roll percentiles, preferably in secret. Any valuables thrown in the well vanish completely. There is a small piece of the font at the bottom of the well(Artifacts are priceless so they don’t count as valuables). If anyone wanders out past the wall, people in storybook land will ask about the well.
Dimensions: The wall is 200 feet wide, the hill is only 30 feet high, and the wall is 80 feet tall.

The Exchange

85. Coalseam

Description: This strange chamber seems to be little more than a crawlspace high out into the dark. At the far edge is a strange black rock where a number of Worktools (picks and shovels) have been abandoned.
Torches and other open flame will ignite Firedamp causing an explosion (10d6) and likely a cavein soon after - forcing the PCs to flee.

Dimensions: The Ceiling varies between three and five feet high, the mine area is fifty feet wide and a hundred feet deep.


yellowdingo wrote:

85. Coalseam

Description: This strange chamber seems to be little more than a crawlspace high out into the dark. At the far edge is a strange black rock where a number of Worktools (picks and shovels) have been abandoned.
Torches and other open flame will ignite Firedamp causing an explosion (10d6) and likely a cavein soon after - forcing the PCs to flee.

Dimensions: The Ceiling varies between three and five feet high, the mine area is fifty feet wide and a hundred feet deep.

http://en.wikipedia.org/wiki/Coal

The earliest reference to the use of coal as fuel is from the geological treatise On stones (Lap. 16) by the Greek scientist Theophrastus (c. 371–287 BC):

Among the materials that are dug because they are useful, those known as coals are made of earth, and, once set on fire, they burn like charcoal. They are found in Liguria… and in Elis as one approaches Olympia by the mountain road; and they are used by those who work in metals.[4]
In medieval times they will know what coal is and can mine it.
Keep your tools wet so you won't set it off.
Knowledge nature or profession miner.

The Exchange

86. Valley of Dust

Description: As you approach, this tunnel seems to be drowning in a dust storm. Eventually you exit into a huge opening that is choked with dust. The wind causes the choking gravel and dirt to blind you and fill your lungs. In the distant you think you can hear voices and strange noises. Magic doesnt work and the winds prevent scaling of the sheer cliffs. You are lucky to be able to see five feet in front of you.
Dimensions: This is an open valley with sheer cliffs perhaps 800' high. The Valley widens to 100' wide and a mile long.


yellowdingo wrote:

86. Valley of Dust

Description: As you approach, this tunnel seems to be drowning in a dust storm. Eventually you exit into a huge opening that is choked with dust. The wind causes the choking gravel and dirt to blind you and fill your lungs. In the distant you think you can hear voices and strange noises. Magic doesnt work and the winds prevent scaling of the sheer cliffs. You are lucky to be able to see five feet in front of you.
Dimensions: This is an open valley with sheer cliffs perhaps 800' high. The Valley widens to 100' wide and a mile long.

This is one of those intelligence tests to see if they are smart enough to turn around and go back while they are still in the tunnel. You could have the monster come up behind them. Maybe they see a chest in the distance just before the dust storm hits.


87. Court Room
This room is full of rotten and busted timbers all pushed aside. A spot or woodworking DC20 will reveal that this was once a courtroom.
Dimensions: 50 by 80, by 40 feet high.
GM notes: This is sort of a brick joke as this is the courtroom that The Gavel takes people to. In some horror movies the land of the dead looks just like the land of the living, but a long time ago.

The Exchange

88. The Ladder Well

Description: The room beyond the door is a narrow well occupied by a ladder leading up to a wooden trapdoor in the ceiling. The circular, rough hewn shaft is painted red.

Dimensions: 5' diameter. 20 feet high.

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