Listing Features for DEADLY DUNGEON

TitleTypeDescriptionQuestionOrder Actions
Lurking Dangers passive This dungeon is populated by roving foes on patrol. When the party enters the dungeon, set a Countdown (Loop 1d6+1). When the Countdown triggers, introduce a random encounter. Choose or roll on the following table to determine the nature of the encounter
1d4 Roll Type of Encounter
Description
1 Patrolling Foes
Introduce a Horde or a number of minions equal to 2x the number of PCs, who appear at a Close range or through a nearby door.
2 Jerk in the Box
A Battle Box springs out of a floor or wall and takes the spotlight.
3 Arcane Threat
A magical recording from the creator or master of the dungeon plays nearby to dishearten the PCs. All PCs must make a Presence Reaction Roll or mark a Stress. On a crit, they gain an insight into the creator/master’s motivation.
4 TBD
Why are these adversaries here? How long has it been since they faced any intruders? Have they discovered that you’re here already or are they stumbling upon you?
The Heart of the Dungeon passive The dungeon conceals a great horde of wealth, an important captive, a magical artifact, or something else of note. Choose or roll to determine what the dungeon is ultimately protecting: 1d4 Roll Type of Treasure
Description
1 Treasure Horde
1d4+2 bags of gold and/or 3 uncommon items ( 2d12 on gear or consumable chart)
2 Captive
Kidnapped, captured, to be ransomed, or just imprisoned, the ruler of this dungeon has taken measures to ensure this captive will not escape. Their bonds require a Progress Countdown (4) to break/undo.
3 Magical Laboratory
The ruler of this dungeon is conducting magical experimentation. A PC can make a Knowledge Roll to analyze the experiments and deduce what the ruler is trying to accomplish. On a failure, a PC might trigger magical protections or mishaps.
4 Villain’s Lair
Introduce a Leader or Solo adversary. You’ve intruded upon their domain for the last time.
How is this room protected? Is it marked/clearly important or unassuming? Is it tucked away in a corner of the dungeon or barred behind several rooms of traps and adversaries? What precautions will keep the ruler’s treasures from escaping?
Concealed Traps action Spend a Fear to introduce a trap from the chart below. If there is a PC within Very Close of the trap, ask them to make an Instinct Reaction Roll. On a success, they notice the trap. Most traps have a trigger or release that can be spotted and disarmed with a Progress Countdown (4).
D4 Roll Type of Trap
Description
1 Pit Trap/Trap Door
When a PC steps on the trigger, they must make an Agility Reaction Roll to be able to jump back in time or fall a Very Close range into the pit and take 2d12 damage phy damage. The gap can be jumped with an Agility Roll and escaping the pit can be accomplished with a Finesse Roll. A PC at the top of the pit can offer advantage.
2 Swinging Scythes/Hall of Slashing Obstacles
When triggered, scythes swing through the hallway in a particular rhythm. Moving through the hallway requires a Finesse Roll, and a PC can gain advantage on that roll by inspecting the scythes to learn the pattern (Knowledge). A PC that fails the Finesse Roll suffers 2d20 phy damage.
3 Crushing Walls or Flooded Room
All the doors to the room close and lock shut. Set a Consequence Countdown (8). If the PCs cannot find and trigger the release (Progress 8) before the Consequence Countdown triggers, they will be forced to make a Death Move.
4 Hidden Fusillade
When the trigger is activated, arrows or magic bolts shoot from hidden holes in the wall. All PCs in front of the hidden holes up to a Far distance must make an Agility Reaction Roll or suffer 2d12 phy or mag damage. When triggered, set a Countdown (3 Loop) until the trap shoots again.
If the walls finish closing in/the water fills the room, do the PCs die, or does the ruler of the dungeon have another plan for them?
Locked Door reaction When the party reaches a door, spend a Fear to have it be locked and/or magically barred. The PCs must complete a Progress Countdown (5) to unlock/open the door. They might try to pick the lock, disenchant the wards, knock the door off its hinges, etc.
Jaquays’s Labyrinth reaction When the PCs reach the end of a corridor, reveal that it loops around to a previous part of the dungeon they’d not explored or could not reach. What new opportunity does this connection present? What can they reach that they could only see before?