Saturday, February 20, 2016

48 More Things To Populate Your Dungeon

1 magic mirror lies to men but not to women
2 A goblin key which will lock (but not unlock) any door
3 a forgotten account of dwarven history. Anyone familiar with dwarven history who studies this text will find references to a king who has apparently been excised from the modern records
4 A statue of a gargoyle with an open mouth with a switch at the very back of the mouth, just within reach of a Medium creature reaching his arm all the way in. the switch closes the mouth, severing the arm (reflex DC15 reduces to elbow, 20 reduces to hand, 25 pulls completely out in time)
5 Partial and crappy dungeon map (To simulate it, any player is allowed to look at the DM's map for a number of seconds equal to their PC's intelligence divided by 2)
6 mosaic sacred to the god of trickery, figures attempt to steal gold (sleight of hand +10) from anyone who comes within 5'
7 valuable but obscene tapestries
8 safe room: Glowing orb, Monsters will not enter (DC20 Will save negates)
9 A tiny figurine of the goddess of fertility, carved from a rare, fist-sized pearl. For two weeks after it is picked up any woman touching the figurine will become pregnant with a half-celestial child. After the two week period has expired, the figurine will never work again
10 Rotating wall bisects a round room (rotates 45 degrees each round; if it moves you, Balance DC10 or fall prone)
11 Small altar to god of ocean depths. If any [darkness] spell is cast on the altar, the spell energy is absorbed (the effect of the spell doesn't happen) and the caster gains darkvision 60' (or their existing darkvision increases by 60') for a number of days equal to the spell's level. If any [water] spell is cast on the altar, the caster gains the amphibious quality for a number of days equal to the spell's level. If any [evil] or [lawful] spell is cast on the altar, the caster is protected by protection from good or protection from chaos (respectively) for a number of days equal to the spell level
12 a shirt of the leech (MIC) which also attracts 1d4 leech swarms (stormwrack) every time the wearer enters water
13 You feel like you're being watched
14 1d12 human eyeballs in a jar
15 North wall strong magnet, attracts all metals
16 Ring of Extra Ring (magic ring allows you to wear one more ring than normal)
17 barrel, rolling endlessly around the perimeter of the room
18 greater helm of opposite alignment (as helm of opposite alignment but functions 1d10 times before running out of charges and save DC is 17)
19 automagic broom (starts sweeping the area automatically when stood upright)
20 Staff which, when stood on end, balances indefinitely
21 Seeking dagger (Stab it into one of your own body parts and the next time you throw it it will unerringly seek the corresponding body part of the enemy. Works once for each user. Runes on it explain it fairly well in Abyssal.)
22 like a butterfly collection, but not of butterflies
23 +1 dwarven waraxe (2330 gp) which, once drawn, can't be dropped, put away, or exchanged for another item until it has scored a hit
24 A belt of growth (MIC) that makes you grow, but none of your items grow with you. Any armor and clothes worn (except magic items) are destroyed, and your weapon still does its original damage
25 brazier of endless fire that yells obscenities and insults (FOR ME TO POOP ON) at all passersby
26 Huge sphere of sandstone (which is slightly magnetic, having a magnetic core)
27 long-dead humanoid corpse contorted in agony
28 Oak tree which teleports to the surface during the day and remains in the safety of the cave at night or when danger threatens
29 statues of the PCs
30 Little bell and a hammer and a sign that says "Please do not ring this bell"; If bell is rung a huge fire elemental appears and attacks (works 1/day)
31 Insane beholder runs underground trade post with success
32 Ceiling collapses (as cave-in) when anyone steps in the middle of the room. Ceiling is restored (and will do it again) if doors are closed when nobody is inside
33 A loose stone (search DC23), when pushed, reveals a small obsidian altar to the deity of secrets. Sealed to the altar is a book of thousands of secrets, most of which are useless to the reader. However, at the end of the secrets are blank lines. If a characer writes a secret (known only to them and up to 100 other people) into the book, the secret is permanently removed from their mind and replaced with a useful secret (treat as a Commune spell). A character can use the book as many times as they wish, losing a secret and gaining a new one each time.
34 a small granite pebble which registers faintly to detect magic and similar spells but which is otherwise wholly unremarkable
35 Ring of Eyes (when worn, user sees what the ring sees)
36 A tablet of pure gold, inscribed with the core rites and beliefs of the church of the deity of the sun. Careful study of this tablet, however, will reveal subtle – but important – differences between these ancient practices and the current practices of the church
37 a black pudding sealed in a Large stone urn
38 Fountain that permanently swaps the gender of anyone who drinks from it (but only once), DC20 Fort negates
39 Room with three pedestals made from the same rock as the room: on the extreme right an orchid in a small pot; in the center a goblet containing red wine; on the left cake
40 everything spoken in this room comes out backwards
41 1'-tall bronze idol of the god of death that ages anyone who touches it by 1d10 years (fort DC15 negates)
42 succubus (with Mindsight instead of Mobility) takes human form, sets up a trap by summoning a vrock and telling it to eat her. when the PCs rescue her, she befriends them, then tries to seduce them the next night.
43 Speaking stone statue of the god of secrets. Answers questions. All lies.
44 complete set of 7 dice
45 A large signet ring of gold, worked with a unicorn crest. Any commoner who dons the ring will suddenly discover its metal heated to unbearable levels – causing one hit point of damage per round. However, anyone with noble blood (however slight) who does the same will suffer only a momentary flash of pain (with an accompanying 1 hp of damage): They will find that the unicorn crest has reshaped itself to their own heraldry, which has also been branded in miniature form upon the back of their finger. From this point forward, they can put on or remove the ring at will without any further ill effects
46 pile of severed ears
47 pile of severed hands
48 You know what? Just pick a body part. Pile of severed that body part. Skulls? Feet? Intestines? Spleens? Go nuts.

Sunday, February 14, 2016

81 Things To Populate Your Dungeon

Since I've benefited from many such lists in the past, I figured I'd pay it forward and provide a list culled from my personal Big List Of Stuff. Some of these things are stolen from others, I don't remember which.

1 exposed vein of [pick a mineral];
2 room hates a certain group (such as elves or divine casters) so they need to make a Reflex save or Strength check or be forcibly ejected from the room
3 coin-operated door that opens to a donation of at least a certain value
4 a potted fern
5 Potion of Grow Facial Hair (The imbiber grows a random style of facial hair)
6 Illusion of broken bridge. Actually fine to cross.
7 metal cabinet full of bottles of every emotion, carefully labeled
8 Nice rug, it really ties the room together.
9 graffiti
10 steam emitting from vents in the ground
11 Blindfold of Sight (allows you to see like you normally would)
12 +1 Undead-Bane Outsider(evil)-Bane Heavy Mace (glows blue in the presence of evil outsiders, red in the presence of undead, purple in the presence of both)
13 something smells like
14 chasm spanned by an illusory bridge. The first ten feet of the bridge are real.
15 Approximately bed-sized altar to the deity of fertility. If carnal acts are willingly performed on the altar, everyone involved gains a permanent +1 morale bonus to all charisma-based checks. If at least 10gp worth of fine alcoholic beverages are poured on the altar, it immediately sprouts a heroes' feast.
16 gravity is altered in this room -- down is some direction other than down
17 A field where flowers grow to the size of small trees.  Watch out for the giant bees.
18 19 zombies perpetually headbutting floor.  Mostly oblivious.
19 Chute trap that empties into a higher location in the dungeon
20 portal that leaves the user behind but teleports their clothes and items to a specific location for a local greedy monster to collect at their leisure
21 +1 Dragon-Bane Throwing Axe (glows in the presence of dragons with the dragon's colour)
22 Aggressive door approaches you.  Desires to be opened.
23 horn of chickens: a large spiral goat's horn: if you blow into the horn (as a standard action) a chicken appears
24 Huge stone hand projecting from the ground. If somebody puts an item on the hand, it sinks into the ground, then reƫmerges 1d6 days later with an enchantment on the item
25 Grandfather Plaque (Dragon Compendium p207) whom the local creatures revere as a god: cr7 offerings in treasure lie in a heap nearby
26 ancient Flesh To Stone'd princess on a bier
27 A locked chest containing nothing but its own key
28 hobnail. Pound into goblin's head to produce hobgoblin
29 magic circle which removes one subtype (such as [evil]) and adds the opposing subtype (such as [good])
30 Magic Coin (When targeted by the spell Detect Magic or similar effect, this coin detects as magical. That is its magical property.)
31 Amulet of anti-gravity (As soon as you put it on it (and only it) immediately falls upward off your neck)
32 Evil greataxe that hungers for souls. Whenever you kill someone with it it traps their soul and gains a +1 attack/damage bonus for 24 hours (max +5). After 24 hours, the soul is digested and you need wish/miracle/truerez to rez them.
33 A complex clockwork mechanism which close inspection reveals to be an altar to the god of machines. If you lay a construct or machine on the altar, then place at least ten pounds of metal into a receptacle, the altar begins complex apparatusing, taking 1d10 minutes to complete its work. Some of the metal is used to repair the construct, bringing it to full HP. The rest is used to upgrade or decorate the construct, with effects depending on the metal and the construct involved (e.g., cold iron grants the Cold Iron Tracery feat). The altar works 1/day
34 garment that always fits perfectly no matter who wears it but has no other magical properties
35 Ring of Friendship (if you wear one, you know there's another in the world. If you wear both, you know where both of them are)
36 special magic weapon or armor that has sockets for more than one augment crystal (Magic Item Compendium)
37 a splendiferous garment of gorgeous many-colored silk, visible only to people with INT or WIS scores higher than 16
38 It's a hose- You put one end on a magic item and the other end against another, and it swaps their effects.
39 tube that makes change between one kind of coin and another (e.g., put one platinum in, get 10 gold out)
40 Door that reverses the gravity for anybody who passes through it in either direction
41 nest of monster eggs
42 Staff of Rings (permanently sacrifice one finger and the ability to wear rings on your hands; can wear and benefit from up to 10 rings on the staff as long as you're holding it)
43 Machete "Untetherer" (+1 Undead-Bane short sword. If it hits any controlled undead, the controller must make a DC18 Will save or the undead is no longer controlled. If wielded by a character who can turn undead, the machete grants 1 extra turn attempt per day.)
44 you feel like you're being watched
45 wonderfully attractive many-colored garment turns invisible out of shame if anyone with a CHA of 14 or lower wears it
46 a Huge iron magical idol of the deity of secrets. those who are faithful to this deity can ask one question and receive a true yet cryptic answer, once in a lifetime
47 wand of identify that works fine, but any item it's used on turns permanently bright pink
48 divine scroll of Planar Ally, keyed to a specific deity -- DC20 UMD check to cast it to a different deity
49 Indestructible Ring (the ring is indestructable. it does not bestow this property on the wearer)
50 whispering plant -- an ancient king whispered an earth-shattering secret into a hole in the ground. From this hole grew a plant which has muttered the secret ever since
51 door that opens on someplace completely different in the dungeon
52 This area appears to be rather neat and tidy, almost as if somebody has been sweeping
53 Decanter of Endless Slaughter (as Decanter of Endless Water, but blood instead of water)
54 you thought the dungeon continued on here, but it's simply a clever painting on the wall
55 garment that automatically mends itself
56 Giant stone nose sniffs passersby.
57 A room full of corpses frozen in prayer position -- some have treasure, but one is a very patient wight
58 Tapestry depicts party members murdering one another horribly.
59 A plain mirror with a frame of pale ashwood. Whenever someone looks in the mirror, however, they perceive an elven face in place of their own.
60 perfectly healthy rosebush - plucked roses instantly wilt
61 unexplained sound of
62 Lair of a gynosphinx, who says "You've intruded upon my territory. But I will give you the choice of how you are to die: If the next words one of you speaks are true, I will simply maul you to death. If your words are false, I will activate the Symbol of Death hidden somewhere in this room". If they utter a sentence with no truth value (such as "you will activate the Symbol of Death"), she chortles and lets the PCs go
63 a gargantuan faintly glowing millstone, sacred to the deity of agriculture. the hole in the middle is Small; any individual who passes through the hole feels unusually vigorous and gains a +4 divine bonus on saving throws vs disease for the rest of their life
64 Bag of Holding Type III containing 1d4 Shadows for safekeeping
65 Cloak of Gray Tomorrow (1/day invisibility for up to an hour, but once you turn it off you're blind for exactly as long as you were invisible for)
66 A locked chest (DC25) containing nothing but its own key
67 Bag of Infinite Chalk
68 Small, bloodstained, ash-covered altar to the deity of anger. A burnt offering of a sapient creature (intelligence score of at least 3) grants everyone in the room the ability to rage as a level 1 barbarian 1/day (or increases their effective barbarian level by 1 for rage-related purposes if they already have the ability to rage) for a year and a day
69 Summoning circle, brimstone smell, dead wizard.
70 Bag of Infinite Muffins
71 monster, spread open and staked to wall, partially vivisected. Knows secrets.
72 Small altar to the deity of the sun, hallowed with a daylight effect. If a devoted worshipper of the deity or any creature with good dragon heritage touches the altar, they are immediately blessed with cure disease, remove curse, break enchantment, remove paralysis, neutralize poison, and lesser restoration. If a cleric of the deity casts atonement within radius of the altar, the altar pays the XP cost for the spell.
73 you have a good (or bad) feeling when you enter the room
74 Beheadad elves branded with fae rune for "boring"
75 Bag of Holding Type II containing a Noble Djinn who already gave two wishes to the bag's last owner (thus owing only one more to whomever next owns the bag)
76 a shrine to the pantheon, littered with gold and gem offerings. If the PCs present an offering, something good happens; if the PCs steal the offerings, something bad happens
77 door with a face of the deity of trickery with a knocker through their nose -- if you use the knocker, or knock with your hands, or cast Knock, or manifest Psionic Knock, or say "Knock, Knock", the door asks, "Who's there?" If you give it any knock-knock joke, even a terribly unfunny one, it lets you through. If  you fail to give it a knock-knock joke, it hits you with a ray of shimmering light (ranged touch +7 tohit, 5d6 untyped damage))
78 A sealed door which can only be unsealed by simultaneously casting Knock and manifesting Psionic Knock -- "Knock Twice To Enter" is written in Draconic and Gith on the door
79 Small altar to the deity of the sea. If seawater is poured on the altar, everyone in the room immediately feels refreshed, as if they had gotten a good night's sleep, and all movement speeds they already have are increased by 5 feet for 24 hours.
80 A small altar to the deity of nature. If at least a pound of fresh dirt is sprinkled on the altar, a small basket full of 1d100 random seeds (wild plants, bushes, and trees) appears. This works 1/day
81 A single random card from the Deck of Many Things