5 Room Dungeons: Present
5 Room Dungeons: Present
5 Room Dungeons: Present
com
Present
You can download this file, and all other parts in the series as they are released, at www.strolen.com
or www.roleplayingtips.com.
Cheers,
Johnn Four and Strolen
Thanks to the following sponsors who supplied prizes for the 5 Room Dungeon contest held
September 2007:
This is the entrance to the tomb of three brothers, princes who all killed each other before any could inherit the
throne of their kingdom, which quickly fell apart afterward. The solid stone door will open if the names of the
three brothers are said in order from oldest to youngest, or by using a key found in the lair of a nearby monster,
such as a giant bear.
The names of the brothers could have been learned through research in a large-sized library, or the recovery of a
history book from a treasure trove the characters recently plundered. If desired, the relative ages can be
designated in a puzzle such as "Oren poisoned his younger brother Kelleth, and Jarthal only ever attempted to
kill his older brother." Maybe the one stating the names stands to receive an electric shock if he or she gets the
order wrong.
When the characters enter the tomb, the three brothers appear to them. They are cursed to remain in the tomb as
spirits until someone chooses one of them to be king and coronates their skeleton in the burial chamber. They
promise that the characters can have the treasure buried with the brothers if they will just coronate one and
release them all from undeath. Each one makes a pitch why the characters should coronate him:
Oren did attempt to kill his brothers, but he was oldest and should have had the crown by right. Kelleth was his
father's favorite son and claims he was meant to be heir. Jarthal claims to have led the kingdom in successful
wars and trade missions and claims the crown by right of his effectiveness at ruling.
Assuming the characters have chosen one of the brothers already (or the brothers think they know who the
characters have chosen), the other two will attempt to prevent the characters from reaching the burial chamber.
One will spring a trap on or just ahead of the characters, blocking them from reaching the chamber (or
alternatively attempting to kill them by springing the trap on them). The other will activate guardian golems to
capture the characters and try to convince them to coronate him.
If the characters can evade the golems, they can make a break for the burial chamber ahead.
Here each of the brothers' corpses sits on a throne, with the crown on a plinth in front of them. Each controls
undead servants they employ to hinder (by fighting them) or help (by fighting the other undead servants) the
character's attempt to coronate a corpse, depending on whether the characters are trying to coronate them or
their brother. If the characters don't even agree on which brother to coronate, this could be even more of a free
for all.
Coronating a corpse only puts two brothers to rest; the one with the crown becomes even more powerful
(maybe changed into a vampire – the crown itself could be an artifact called The Crown of the Vampire
Kings) and escapes the tomb. What's worse, it's not the brother the characters chose; its another brother, who
had his undead servants swap his corpse with his brothers' while the other two brothers weren't watching.
The Wizard's Retreat is an extradimensional space kept by a wizard long ago. The space is rumored to
contain unimaginable wealth and knowledge, but no one can find it. The players may finally get word that
the entrance is the hearth in the wizard's great room. A key command word causes a portal to form in the
front of the hearth. Maybe an old friend of the wizard's knows the word and will reveal it if the players chase
off a local bandit gang.
Just inside the entrance, there is an anteroom with the walls, floor, and ceiling made from some slightly
spongy black material (tire rubber?). A plaque on the wall reads "Enter as ye were born".
Rooms two through four of the extradimensional space are in a strong magnetic field. Any ferrous metal will
be strongly attracted to the material that forms the floor and ceiling of the space. It requires great strength to
keep hold of any metal, and the players have next to no chance if they are wearing metal armor.
Generally, they'll have to leave their metal weapons and armor to continue.
The floor and ceiling of this room are matching sets of tiles, mostly gray metal tiles with lots of black onyx
or obsidian tiles interspersed. The tiles only cover half the room, and the far half contains what looks like a
library. An old man is sitting in a chair on the far side, staring at something no one sees and not moving at
all, even to breathe.
The gray metal tiles are trapped – if someone makes contact with one, a lightning bolt will arc between the
tile and its corresponding one on the ceiling, using the player as a channel and causing electrical damage.
The players must either fly between the floor and ceiling without touching the metal tiles, or jump from one
obsidian/onyx tile to the next.
The old man is the wizard whose retreat this is, who has been placed in stasis until an electrical discharge
happens in the vicinity. When one does (usually with the trapped tiles in the first half of the room), the stasis
will end and the wizard, having no knowledge of the condition he was in, will be quite annoyed at having
Keep in mind that the players may not have their metal weapons and other combat-valuable metal devices
with them, so they may not be able to handle as much of a challenge as normal.
The room beyond the tiles, and the next room are not in the magnetic field. The treasure should include
numerous gold pieces which are actually gold-plated with a ferrous metal inside. Any player carrying a
significant number of them into the tiled area to leave the space will be drawn to the floor (or ceiling, if they
are closer to it because they are flying). It will be hard not to make contact with the floor or ceiling, thereby
touching a metal tile and causing a discharge (and possibly awakening the wizard at this point if they
managed to avoid it before).
The Shifter
By The Shifter
The PCs become aware.. possibly by arcane means, an earlier plot, or maybe they're tipped off.. that a village
has been infiltrated by one or more monsters that are able to appear as a villager; maybe a shapeshifter,
maybe a creature capable of possessing, perhaps an illusionist or a renegade mage with transmutation
powers, perhaps a parasite that is taking over a person, perhaps a person with a magical scroll that permits a
single use of a spell to be used for hiding.
Most in the village do not know about the threat. Unfortunately, the PCs lack obvious means to pinpoint the
threat. To make this feasible, the monster should lack shapeshift-at-will; whether due to the nature of a
natural ability or a lack of suitable components.
Should the monster learn that it is hunted, it might for example try to isolate and murder a PC, go on a
vengeful rampage, cause damage and confusion by arson, poison wells and defile stockpiles - or simply
leave the village and start over somewhere else. Since none of those scenarios are in the best interests of the
PCs or the village, a discreet search is called for.
How exactly to monkey-wrench the search depends on the means the PCs use to find the monster, who or
what the monster pretends to be, the abilities of the monster, and its nature.
The trick could be that the monster hunt ties into a larger plot, or it could mean repercussions to the PCs.
Such a plot might be that the monster has connections.. it could be a spy, or a princess on the run from an
arranged marriage or fleeing towards forbidden love, yet finding herself in ever deeper trouble; perhaps
If the PCs' search is compromised, the PCs might find themselves harassed, arrested, framed, or otherwise
harmed. Or, the monster might have a guise that the PCs are unlikely to think of, such as the old, half-blind
dog that usually sleeps the days on the warm stones next to the village well - and hears and sees everything
that goes on. Most would probably seek someone hiding as human.
This depends on whether the PCs succeed in finding the monster before the monster finds them. The one to
outdo the other will largely choose the battlefield, and the time of the confrontation. This can be a classic
fight, PCs vs monster and possibly its allies (who might be villagers that the PCs are loathe to harm, but who
defend the monster due to one reason or another, ranging from money to trickery to a crush to monstrous
abilities to blackmail). It can also be an ambush that the monster orchestrated and participates in. Or, it could
be an ambush by the monster, but without the monster's direct involvement, planned simply to be a diversion
to cover the creature's escape; it could mean be the local militia or church, or even another party of
adventurers that was also hunting the monster.
These depend largely on whom the PCs fought, where, and how. It can mean that the PCs thwart a vile plot,
reveal evil-doers and bring the villain to justice, or that a threat is ended in black smelly demon blood and
shattered eggs of hatchlings. But it can also mean that the PCs find themselves fleeing from the militia out to
arrest or kill or expel them. They can pose a true threat to the party by sheer numbers and better knowledge
of the lay of the land and due to some preparations they have in place, but they may also be a weak - yet if
the PCs fight and kill them, they are likely to be hunted down by troops sent by whoever owns the village,
and this would pose a deadly threat. If the monster manages to escape, it is also likely to be resentful of the
PCs, possibly providing a long-term enemy - especially if it had an interest in the village (such as a nest or a
plot) that was endangered or destroyed by the meddling Pcs.
The Braun Castle is guarded by fear. Sitting on a hilltop, overlooking a small farmer village and surrounded
by dark woods, the Castle is indeed a fearsome look. It is surrounded by legends, and players should hear the
most unusual and unsettling accounts. Some say it is deserted and haunted; others, that it is inhabited by the
last descendants of a long lost noble bloodline. Should the players show intention of visiting it, the locals
will try everything to persuade them, and give them all kinds of (useless) protection against its evils (think of
Jonathan Harker and his trip to Castle Dracula).
So the players have faced their demons and reached the tall dark walls of the castle. How should they get in?
The castle does seem inhabited; from this close one can hear chatter inside, and sometimes candlelight is
seen flickering off some window. Should the players find someone from within, they could get invited, or
they might try their foot in the door and face some consequences.
Main problem in getting invited is finding someone to do the invitation. No one has ever been seen getting in
or out of the castle, hence the legends of it being deserted. Actually, there are very few accounts of people
getting out at night - but those weren't really people, they say. Maybe that sinister character who's been
roaming town past few nights knows something - ?
Once inside the castle, the players will find the (few) Brauns very hospitable, yet sinister in their fashion
(again, think of Harker and Dracula). In fact, the players could never say no to the invitation to sleep inside
the castle, even if they tried to - they're trapped. The players will spend days fulfilling their hosts' hunger of
news from the outside world. Should some of them show some occult or otherwise forbidden knowledge,
they will see sparkles of satisfaction on the eyes of the Braun family as they ask about everything they can.
After awhile, the players might try to force their way out, and will find that the castle was build to be harder
to get out than to get in. Its tall walls overlooking sharp hills, its thick wooden walls barred with iron, and the
constant howls of wolves outside are reminders that there is a reason why people shun the castle so much.
And the Brauns within - as time passes, their company should feel always more sinister.
Should the players explore enough, they will soon find the dungeons beneath the castle. And what dungeons
- in fact, they are much, much bigger than the castle itself. Stretching miles underground, this Lovecraftian
cave complex is dark, damp, huge, smelly. The taunt of death is everywhere, until the players actually meet
the dead.
Or better, dead-ish. The dungeons are swarming with undead creatures. Some have skin, some bare flesh,
some are just a pile of bones. Some look more dead, some almost alive. Some can talk, some can run, some
can conjure demons to aid them. Thousands and thousands of things back from the dead populate the
underground of the castle, serving as a reminder to why the players should have never come here.
They might notice it from the tombs; or maybe from the clothes that the dead things bear. Or they might
witness the Brauns not giving orders to the dead, but actually talking to them. The truth is, the undead aren't
an army summoned by the Brauns; they ARE the Brauns. For long has this wizard bloodline raised their
The Brauns never intended for the players to die. Should they, they would probably be brought back anyway.
They are, in fact, ancient seekers of knowledge. Generation after generation, the ones brought back have kept
alive long lost lores and tales, incantations and recipes, names and Old Gods. They will learn all they can
from the players, and will even be willing to share some of their knowledge - but that would taint the players
forever, and they shall always remember that they should have never visited the Braun Castle.