Dungeons, Maps -

Dungeon 15: The House of Plagues.

Our Fifteenth Dungeon is The House of Plagues.

Today’s Dungeon is mostly populated by traps, hazards, and obstacles. There are lots of opportunities to challenge your players with non-combat encounters, that test their puzzle solving skills and make use of lore, history, and arcane skills.

Dungeon Creation Information

Location: Beneath a Graveyard.
Creator:  Worshippers of an Evil Deity.
Dungeon Purpose: Lair
History: Abandoned Due to Plague

The House of Plagues is a dark dank, dangerous place. The Cult that used to inhabit this place practiced alchemy and dark magic, creating magical and non-magical plagues and diseases.

Unfortunately for them, one of their experiments went awry and wiped them all out. Now the place is abandoned, the alchemical secrets they had waiting for someone to brave the mists, and clouds of vapour that still cling to the rooms and corridors of this place.

Dungeon Environment:

These environmental and atmospheric features should be used to give a general feeling for the dungeon and can be placed in any rooms that you feel they should feature. They can be used as little or as often as you feel is appropriate for your game.

Noises: Sobbing, Twanging, Bubbling, Screaming and Splashing.
Air: Clear with mist covering the floors.
Odours: Acrid, Metallic & Sulphurous.
General Features: Cobwebs, Wall Scratchings, Sticks, Harmless Slime, Cracks in the Floor, Dust, Rotten Rope.

Room 1: Guard Room

Contents: Empty
Door 1: Locked Wooden Door.
Room Purpose: To Protect the Complex
Current Chamber State: Rubble, Partially collapsed.

Room 2: Banquet Room

Contents: Dungeon Hazard
Room Purpose: For feeding the members of the House.
Current Chamber State: Rotten food and spoiled wine sit on plates and in goblets on tables.

Room 3: Storage

Contents: Trap
Room Purpose: To store perishable goods and mundane equipment.
Door 1: Locked Iron.
Current Chamber State: Filled with barrels and Crates

Room 4: Vault

Contents: Dungeon Hazard
Room Purpose: To store the Potions and Disease Bottles the alchemists created.
Current Chamber State: Secret Door is Locked, and there are 1d10 diseases, and their antidotes in this room.

Room 5: Workshop

Contents: Empty Room with Treasure
Room Purpose: For the Construction of weapons, armour, tools and other goods.
Current Chamber State: Ingredients, tools and alchemical equipment in various states of repair litter this room,

Room 6: Chapel

Contents: Monster
Door 1: Locked Stone.
Room Purpose: The Lair’s Inhabitants worship here.
Current Chamber State: Destroyed

Room 7: Laboratory

Contents: Empty Room with Hazard
Door 1: Locked Iron
Door 2: Wooden
Room Purpose: for conducting experiments relating to poisons and disease.
Current Chamber State: Tables, flasks, and alchemical equipment are set up around the room.

Room 8: Library

Contents:
Room Purpose: holding books about the alchemy, herbalism and disease.
Current Chamber State: Dusty and forgotten.

Room 9: Armoury

Contents: Empty Room with Treasure
Door 1: Locked Stone.
Room Purpose: Stocked with weapons and armour
Current Chamber State: Filled with simple weapons, and leather armour.

Room 10: Storage

Contents: Trick
Room Purpose: To store perishable goods and mundane equipment.
Door 1: Locked Iron.
Current Chamber State: Filled with barrels and Crates

Room 11: Bedroom

Contents: Obstacle
Door 1: Locked Wooden.
Room Purpose: Guest Bedroom
Current Chamber State: Untouched, but dusty, and forgotten.

Room 12: Storage

Contents: Trap Protecting Treasure.
Room Purpose: To store perishable goods and mundane equipment.
Door 1: Locked Iron.
Current Chamber State: Filled with barrels and Crates

Room 13: Audience Chamber

Contents: Monster
Room Purpose: Used to Received Guests.
Current Chamber State: Old dark wood furniture, a small drinks station.

Room 14: Bedroom

Contents: Monster
Door 1: Locked Wooden.
Door 2: Double Door, Ornate Iron and Locked.
Room Purpose: Used by the Houses leader.
Current Chamber State: Untouched, but dusty, and forgotten.

Room 15: Barracks

Contents: Monster with Treasure
Door 1: Wooden Locked.
Room Purpose: Housing for the Alchemists.
Current Chamber State: Dusty and forgotten but furniture still intact.

Room 16: Barracks

Contents: Monster with Treasure
Door 1: Wooden Locked.
Room Purpose: Housing for the Alchemists.
Current Chamber State: Dusty and forgotten but furniture still intact.

Room 17: Throne Room

Contents: Monster Guarding Treasure
Room Purpose: Where the Leaders of the house held court and tested their creations.
Current Chamber State: Destroyed.


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