105 Eccentric Dungeon Themes


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65. A regular alchemist's laboratory, trapped such that when the PCs enter, they are all shrunk to 1 inch in height (size Fine). The PCs then have to adventure through what's now a giant-sized dungeon, which they have to explore to find the potions that will restore them to full size... and fight the cockroaches, rats, spiders, and Tiny alchemical constructs... which are now effectively size Medium or larger, in relation to the PCs!


66. Tunnels dug through the matted hair of a massive beast by ticks and other parasitic insects. The hair is too thick and moist to be burned, however. Fort save for nausea.


67: Dungeon of the Ages. It seems to just be an area of ruins. Then they go through a doorway into a greco roman temple complex complete with an arena. Then there is another door, beyond which is the inside of a pharaoh's pyramid. Farther on there is a tunnel entrance to a cave age area where primitive cave men are being invaded by couatls, celestials, elves, and other advanced races from the sky. If they dare go further they will end up in the age of Dinosaurs.

They can turn back at any time, and return later, because these warps are here permanently.

68: Futureland. Nearby is a cinder block warehouse with a cloaked door in the back that leads to an old west general store in a town rife with outlaws and gunslingers. In the jail there is a strange metal security door that leads into a modern office building. In the cellar is a secure door with a keypad that if picked leads to a domed, automated, seemingly abandoned city in the Spacefinder game. Outside the dome is an inhospitable wasteland with mutant plants and animals adapted to the poisonous atmosphere.


69. Dungeon where when the characters make it out (those that survive), they discover they were inside a stupendously colossal animal.

70. Dungeon where you must never touch the floors...

71. Acrobatic dungeon where the floors move and things constantly fly about and the characters have to constantly make acrobatic checks.

I don't claim these to be great ideas, just eccentric.


72. A dungeon where every adventurer is instantly older once they cross the threshold. They have to fight their way out to be young again. Adjust stats for age accordingly.

73. A large cavernous dungeon where each adventurer must mount a flying, uh, thing, and complete all encounters while mounted. - Wow, I'm stealing this one for my other personality.


74. The litch morgan morganstein, was 90 when he achieved undeadness. His dungeon was built and stocked by someone senile. There are chests full of ancient hard candies. He turned all his dead cats into created undead. Stinking cloud traps made of his aftershave. His granddaughter is a quarter Marilith, half red dragon, Churgeon, who is sick of fixing the place up after it gets wrecked by adventurers.


75. A fear-causing dungeon where even saving against said effect only lasts 1 hour (and changes during combat to be every 10 rounds). Creatures immune to fear, have to save to avoid becoming agitated with those they travel with that aren't immune, which could cause interesting party dynamics. Not an appropriate dungeon if everybody is immune to fear.

76. A dungeon of total anti-magical darkness that only lights up 5' around each character. No darkvision, no magical seeing in the dark. Nothing. But, they are not alone...


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76 is a perfect home for a shadow grue.:)


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77. After being swallowed by a gargantuan beast, the PCs have to escape the monster's innards. Run as a dungeon crawl, with lots of environmental hazards and monsters re-skinned as the beast's organs and immune system.


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78. A dungeon of air-swimming aquatic life. They magically breath the same air as the adventurers. And there is no water. But they "swim through the air" as if they are in water. You're walking under great white sharks...and those are the easy encounters!


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79. A town has been attacked by wererats. The wererats actually have identified that doppelgangers have been infiltrating the city, and the wererats are the only ones that are trying to stop the invasion. The wererats are actually protecting the city, because it is their home too. Unfortunately, even the wererats have been infiltrated by the doppelgangers.

80. An underwater city, that has areas with trapped air. They need to uncover the ritual used to sink the city many years ago. This is needed in order to stop an efreet lord that has opened a portal and destroyed a town on the coast. He plans to expand his kingdom through the portal into the prime material plane. If the heroes can plunge the coastal city under the waves they will be able to stop this powerful enemy they can not overcome face to face.

81. A nightmare dungeon that is set in the realm of dreams. Someone has been watching the heroes, and has plans to stop them before they can put a stop to his plans. The heroes are attacked by an old foe they have defeated before. They learn that they are dreaming but their real bodies are sleepwalking, and if they kill anything in the dream world their real bodies may be killing someone/thing in the real world (they see that they killed an animal in the real world). The heroes need to find a way to wake up without killing anything in the dream world.


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82. An adventure sight on the back of a colossal sea turtle.

83. Already mentioned I think, but adventure takes place in the canopy of a rain forest, with vines, rope bridges, and traps set high in the air.

84. Time travel collect the keys type of adventure.

85. Ettercap underground fortress. Hard climbing challenges, with traps and spider guardians.

86. Ancient treasure was buried in purple worm breeding area. Worm tunnels that twist in every direction, crossing in confusing ways.

87. Classic; it is a volcano location.

88. Shadow Town. The enemy can move back and forth to the Shadow Plane. The shadow echos of the homes of the people are used as the enemy's base. The enemy killed all of the shadow people before moving on to kill the prime people.

89. Gear dungeon: The rooms of the dungeon can be shifted by pulling levers. Not all the levers are together, and some traps cause the rooms to shift as well.


90. Monochromatic dungeon. Everything is in black and white. Things like Colorspray do not work. Cannot immediately tell by color what colorful thing you are fighting unless you really know the shape - because it's black or white. Shadows work both ways. Things that are black hide in the black. And things that are white stay hidden in the white.


91. Dungeon of Silence...everything is completely silent! Which means, spells with a verbal component do not work! You cannot hear your foes coming (which I guess means they cannot hear you either). No ambient sounds. And you are unable to communicate with your fellow adventurers save for a few hand gestures (maybe a pencil and piece of paper).


92. Doppelganger Danger! The dungeon is full of Doppelgangers and as the party gets split up, they get...reunited with their "companions".

93. Crawl Tube Dungeon. The dungeon consists entirely of crawl tubes. The adventurers can only move on their bellies, exposing their feet to attack.

94. Baby Dungeon. Everything the adventurers encounter is in baby/larval stage. The dungeon, depending on the encounter, isn't too dangerous, thus exposing the players' moral ambiguity - do they kill the babies attacking them, or ignore them?


95. Cross-winds dungeon. Various tunnels provide near gale-force winds (see example below). As the players come up to a four way connecting tunnel, they must try to cross to the other side, fighting the winds that threaten to blow them towards a different part of the dungeon (causes damage too).
.
.
.
.
.........| |
.........| |
_____| |_____
<-- <-- <-- <--
_____ . . _____
.........| |
.........| |
.........| |

Bonus: The winds also blow things (weapons, treasure, etc.) past the adventurers (up to the adventurers if they want to attempt to grab these items or follow them in to the winds).

Scarab Sages

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96. There was an old AD&D adventure where every room was linked to the other rooms by teleport gates, but with a twist. A doorway from Room A lead to Room B, but trying to return through that same doorway landed the character in Room C. There was a consistent pattern to the room connections, but it took some trial and error to figure it out.


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97. Upside down dungeon where the adventurers appear to walk on a cave ceiling. About 40 feet above them, everything else is upside down: dirt paths, trees and shrubs, treasure chests, monsters/beasts, and waterfalls flow up and away from the players. The players will have to figure out how to interact with the dungeon. Martial characters will have a hard time with some of the monsters, unless they have ranged weapons. They'll also have to figure out how to get to the treasure (climb up a rope?).


98. A dungeon consisting of several areas, each linked to a PC. Each area contains events from the PC's past cloaked in a generic "evil guy vs. good guy" costume, but with a twist: the PC is the bad guy. Killing yourself in these twisted memories damages your mind and body bit by bit; will the PCs realize the dungeon's secret in time, or will they succumb to the illusion of righteousness?


99. Dungeon of alternate selves: The adventurers run in to other adventurers who are alternate version of themselves if they had chosen different paths. For example, The Great Stenn, a mighty, muscular barbarian meets The Great Stenn, a skinny wizard of mighty power. Kind of a way for the players to see different character realizations. Would be a lot of work for the DM though.

100. Murder mystery! The adventurers, traveling with an envoy of ambassadors, encounter an empty temple. The problem is that one by one, someone is killing the ambassadors. The creative trick is that before the session, the DM assigns one player's character as the killer. It's up to the rest of the player's characters to figure it out because once the ambassadors are all dead, the other player's characters are next!


101. Inspired by Michael Ende's 'The Neverending Story': Each room has two doors, with some decoration as hints what to expect next. Expect some fierce discussions among the players. Muhahaha.


102. The bleeding dungeon. There is dripping blood everywhere. And the adventurers start suffering bleed effects the longer they stay there. This works like a Bleed spell, except there is no Will save and the adventurers do not need to be at zero hp. Instead of 1 hp dmg/rnd it could be 10hp/hr or something similar depending on the character levels.


103. A dungeon that's actually a pinball machine.


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104. The talking dungeon. A disembodied voice talks to the characters, knows them by name, and gives both truth and fiction about the rooms/encounters. The players can take the advice or leave it. But the dungeon persistently talks to them. Sort of like a mischievous narration. Tough on the DM, but can get interesting for the players. Voice cannot be disbelieved nor motive sensed.


105! Dungeon of Cloud Walk. Unbeknownst to the adventurers, upon stepping in to this dungeon, they are transported to another place. The dungeon is composed of wispy cloud-like material, lit by some inner light so torches are not needed. The wispiness moves around the adventurers. Some of it can be pushed through, some of it is too dense of a strange material that cannot be broken through. Stairs and doors are made of this wispy material. At various points in the dungeon, the floors are open revealing that the adventurers are extremely high up in the air and able to see landmasses, coastlines, etc. The openings are not an illusion; if the adventurers do not step on the cloudy material, they will fall to their death from miles above. They'll have to find the place where they're safely transported back to Golarion.


106. Character themed dungeon: A dungeon (or quick module) for one type of character. It can be run as a type of pvp (where all rogues compete to get to the end of a trapped maze [no actual pvp combat, but first one wins); or it can be a co-op (where all wizards are going to need every spell they've got to get through the encounters together [this particular dungeon wouldn't need a rogue for trap finding because traps wouldn't exist]).


107. Music themed dungeon. Sure, you've heard his one before, but this dungeon is a little more integrated. So, take a list of songs with lyrics and without. The songs with lyrics actually describe the encounters or provide the clues to the level/encounter/location. The instrumentals are the battle songs or locations of course. So how would that look?

The DM would play a song and the players would try to figure out where they are and what they need to do. The DM would only need to answer questions not explicitly answered by the songs. Geez, the more I write the more complicated it sounds, but everyone loves music so it certainly would be an eccentric way of playing.

Cliffs of Dover - Eric Johnson: The players would come to realize they are standing at the precipice of a cliff looking out to an open ocean. After they introduce themselves to each other the DM would provide another song for their next actions.
...
Demon Woman - Flight of the Conchords: Some place during the adventure, the players are looking at some kind of succubus or witch, which either leads to a battle or a role playing opportunity.
...
Lady of the Valley - White Lion: Another place in the adventure, the players have to figure out how to complete an encounter by using the lyrics to decipher their next move, etc.


You come to shore, DaDum, Dadum, Dadum, Dadum...


108- a corn maze.


Captain collateral damage wrote:
108- a corn maze.

Hats off to you, sir. It's simple. It's elegant. And it fits a Halloween theme so neatly. I can imagine the characters running past the pumpkin patch from this Pumpkin Golem in to the corn maze, where their own dread drives them mad!

*Bonus* call it a Maize maze.


109. We Be Monsters. The players are the monsters (Dragons, Drow, Dolphins, what have you) and they're just minding their own business (talking about last night's game between the Derros and the Duergars) when the DM shows up with fully statted adventurers of the appropriate level, looking to kill the players, mess up their dungeon, and take stuff that doesn't belong to them.

Dark Archive

110. A tesseract or hypercube. This dungeon is a 4 dimensional structure with 8 rooms. There are gravity is subjective, in a way. You can see monsters on the walls and ceilings but you can't get to them directly. The only way to get to the ceiling or wall of a room is by going through the other rooms and finding a door that leads to a ceiling or wall.
(I hope this makes sense.)

111. A comet. The entire comet is made out of enchanted ice. Within it are Ice Elementals guarding a special set of prisoners. A group of Hellfire Elementals and their Helfire Elemental god. (Elder Hellfire Elemental with 6 mythic tiers and the Divine Source Mythic Ability.)


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Love the comet idea, the David, especially if the adventurers can see the universe passing by while near the outter hallways.


112. A dungeon covered with warning signs. After the characters bash down the nailed shut doors they step through to find, they stepped out of the simulation. The beta testing has had some weird side effects. The testers have forgotten who they were.


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Actually ... that comet idea sounds like a magnificent seed to transition from Pathfinder to Starfinder. You're riding the comet kicking evil butt and doing your thing when due to plot contrivance the comet drops into The Drift, catapulting the PCs and the Hellementals forward in time...

Shadow Lodge

Captain collateral damage wrote:
108- a corn maze.

I beleive they have something like that in The Skinsaw Murders.


113: A maze in the shape of a circuit board.


114: I did this one decades ago for Ars Magica - an astrological dungeon, where the area is arranged in a circle, made up of twelve rooms, each one having a theme of the astrological sign that would correspond to the placement of the room. It could be a simple 'get to the twelfth room to find the door out', or some variant of linking pathways based on the elemental correspondences of the signs to find the secret room that has the way out, etc.


115. The Binding: All the party members are magically bound to each other and require serious cooperation in order to survive the dungeon. How this would look is, say, 6 adventurers are in a circle of sorts touching shoulders and hips. It's magic so there is nothing they can 'see' or untie. It hinders ambulatory movement (you'd have to coordinate how to walk and how to move your arms together) as well as 'fitting' places where 6 people cannot twist and bend enough to get through. At least the party cannot be flanked...but if the party wizard was being charged by a Minotaur, the circle would have to quickly pivot to get the party Fighter to face the beast and protect the Wizard.


JTDV wrote:
115. The Binding: All the party members are magically bound to each other and require serious cooperation in order to survive the dungeon. How this would look is, say, 6 adventurers are in a circle of sorts touching shoulders and hips. It's magic so there is nothing they can 'see' or untie. It hinders ambulatory movement (you'd have to coordinate how to walk and how to move your arms together) as well as 'fitting' places where 6 people cannot twist and bend enough to get through. At least the party cannot be flanked...but if the party wizard was being charged by a Minotaur, the circle would have to quickly pivot to get the party Fighter to face the beast and protect the Wizard.

Sounds like more trouble than it'd be worth to run, let alone play through. Unless the players have been talking up Human Centipede for some ghastly reason. Then by all means give it to 'em with both barrels!


Dungeon of Hot Naked Elf Superbabes Chained up by the Evil Overlord? No?


Sissyl wrote:
Dungeon of Hot Naked Elf Superbabes Chained up by the Evil Overlord? No?

It's not eccentric unless the players are the ones who are the Hot Naked Elf Superbabes Chained up by the Evil Overlord! :P


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JTD wrote:
Sissyl wrote:
Dungeon of Hot Naked Elf Superbabes Chained up by the Evil Overlord? No?
It's not eccentric unless the players are the ones who are the Hot Naked Elf Superbabes Chained up by the Evil Overlord! :P

Or they're the Evil Overlords. ;)


116. A series of encounters on a giant pop-up book, with each new page being a new encounter.


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Captain collateral damage wrote:
116. A series of encounters on a giant pop-up book, with each new page being a new encounter.

Bonus points for putting together the pop-up book as an at-your-table prop.


117. A dungeon built by eccentric billionaires. Some of the builders are based on Fischoeder, Burns, and that guy who owns the park in Regular Show. In any case, they compete in most awesome magic item, most interesting room, nastiest trap, and scariest monster.

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