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I was longing for a good old dungeon, with rooms, corridors and traps to challenge players, so I created this one. There are 2 versions in the pack, one decorated in a simple way and the other clean, so you can create your challenges.

01 - Great Hall: In the first room I thought of a puzzle. Each torch lit in this room has a symbol (of your choice) that complements the other and this set reveals the answer to the trap in room 02.

02 - A wet trap: The paths ahead are closed when investigating the room players find a switch inside the lamp of the statue. The 4 torches in this room have the same symbols as in room 01, they need to be lit in order for the flooding to stop. Upon solving the trap the doors open and water runs down the corridors also revealing secret room 09a.

03 - Study room: in this room there are 4 sitting skeletons and 1 on the floor, as soon as players enter, a voice will whisper the players' names and ask them what they want, if the answer is to study/search for knowledge about the skeletons if stand up in a non-hostile way, if they don't respond or say they want to take something the skeletons become hostile and attack.

04 - Galleries: In this room, the scattered paintings reveal glimpses of what once was the life of the magician who falls asleep here.

05 - Laboratory: A small room with a strong smell of chemical products, this room contains some old books on alchemy, a table with a magic circle and a cauldron. A player who carelessly touches the table's magic circle activates a gas explosion and shards of old weaklings fly hitting anyone within 10 ft of the table (dex save throw) the gas is toxic to players (con save throw). (Shards deals 1d6 piercing damage and Gas 2d6 poison damage)

06 - False Tomb: An empty tomb was left here, as a trap for those who seek to disturb the rest of the dead, when opened an Invisible Stalker appears and attacks players until they lose 2/3 of their life or die.

07-True Tomb: Remains of a magician rest here, when opened, his spirit frees itself and waits for the players in room 01 to prevent them from leaving with their belongings

08a - Ante room: A statue holding a brazier that never goes out, at some point the dungeon wizard discovered a way to create a flame that doesn't go out. Players can remove part of the compost from the brazier and use it as a torch and carry this flame with them.

08b - Mausoleum: Here was the burial place of those who followed the steps of the magician. In each tomb a body with its belongings. Upon opening their tombs a toxic gas spews up to 10ft and anyone who inhales must resist or takes 2d6 poison damage (with save throw).

09a - Secret room: A chest containing a treasure protected by an Animated Armor, anyone who opens the chest triggers the armor

09b - Fake Treasure: Many years locked in this room a mimic is looking forward to his next meal.

That was the way I thought when making this dungeon, something simple without being too fancy, to yield some good laughs and challenges in a Sunday adventure.

I hope you like it and any suggestions for new maps, comment on the Suggestion Box! 

"This Map was created using the Assets from Forgotten Adventures

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