I wrote fifty more short dungeon room descriptions (see the original ten here)!
All 60 rooms in a single PDF!
11. Mush-Room
Cavemen lurk behind row of giant mushrooms that split the
room in two areas. Enemies shake fungi to release hallucinogenic spores.
12. Arena of the Phoenix-Spider
Great oval hall, knee-deep layer of ashes. Gold banners from
100’ tall ceiling. Arachnid monstrosity rises to challenge all two-eyed
creatures.
13. Oozey Oozeborne’s
Bedroom
Small and cluttered, rare alchemic manuals and implements
everywhere. Domesticated ooze lives under bed, obeys simple verbal orders
(“fetch!”, “engulf!”, “sit!”…).
14. Tidal Chamber
Long, narrow room, floods/empties every 6 hours. Blueprints
of experimental submersible vessel engraved into granite walls. Sluice leads to
underground sea.
15. Spider Theatre
Contrast between total darkness all around and cone of light projected at smiling mask on pedestal. Giant spiders drop from ceiling.
16. Records of the War of the Worlds
Monochrome frescoes depict arrival of spaceships. Recipe of
alien-killing poison under the plaster. Red ink used is actually sample of it.
17. Eerie Aquatic Zoo
Dark room with fifty fish tanks, rare species, glowing
mysteriously. Octopus mastermind communicates by making other creatures light
up or fade.
18. The Field Where I Died
Indoor field of wheat. Scarecrow in middle: eyes are 1000gp
gems, if taken, dozens of angry crows burst out its chest.
19. Quarters of Sleeping Beauty
Dungeon room divided into three floors (rose garden,
library, bedroom), connected by winding staircase. Wizard asleep, in
thousand-year trance, finger pricked.
20. Gnome Fortress
Large hall, gatehouse defended by long-haired gnomes on
opposite end. Demand sacrifice for passage, marble altar right there in the
middle.
21. All Aboard the Mysterious Airship
500’ rope ladder dangling down through chimney, leads to
floating zeppelin. The sky is different then what the characters might
remember.
22. Cavern of Squeezing
Uneven cave floor. A reddish mist limits visibility. Six
boulders are living rock creatures that try to smash people between themselves.
23. Trick Intersection
Four-way intersection, but rotatable segment in middle hides
two passages. Scratch marks on floor give hint. Yellow mold spreads on walls.
24. Imaginary Colosseum
Roman gladiatorial equipment scattered on the sand. Whoever
touches a piece is transported into an arena to fight beasts of warriors.
25. Volcanic Views
Rock balcony inside active volcano. Smoke imps offer to dive
into lava lake and bring up fire pearls for a price.
26. Platinum Mines
Multi-tiered cave complex, ledges and chambers around
central pit, rope bridges. Community of troglodytes, mine platinum under
surveillance by floating eyes.
27. Anti-Sanitary Control
Marble gate carved to resemble slime, inscribed: “I welcome
the sick”. Only those infected with the deadly Purple Plague can pass.
28. Pups in Peril
Dogs stolen from noble estates bark sadly in dirty kennels.
Bandits from the Sundown Gang plan to ransom them to owners.
29. Underground River
Roaring water bisects chamber. Upstream: island with healing
fruit trees. Downstream: crushing maws of cave serpent. Opposite bank: tunnel
towards throne-room.
30. Suspended Animation Choir
Six identical people under glass pyramids, in trance,
humming an eerie tune. Anybody who joins the humming can communicate with them.
31. Remote Reorganizing Room
Complex, loud machinery (cogs & levers), able to rotate
another room in the dungeon. Hungry goblin mechanics reset it every 6 hours.
32. Of Course It Had to Be Snakes
Floor perforated around the edges drops into pit of giant
snakes. Pouch with six orange gems was swallowed by the biggest.
33. Dangerous Dining Room
All carved wood with grotesque images. Long table set for
two. Dwarf assassin with poison darts hides behind secret sliding panel.
34. Observation Gallery
Long, narrow, musty corridor winds along many other rooms of
the dungeon. Spy holes connected to the eyes of ancestral paintings.
35. Cabinet of Curiosities
Inlaid cupboards hold exotic objects. The only thing that
can slay the evil overlord is hidden in plain sight among them.
36. Undead Corridor
Narrow passage. Scythe traps sprung in the past no longer a
danger. Mummified hands reach out of walls and grab characters.
37. Kobold Last Stand
Large hall surrounded by colonnade. Repeating ballista
connected to crackling battery. Kobold leader barks orders from wooden tower.
Ceiling might collapse.
38. Hall of Horns
Cruciform hall. Wall-mounted stone bull-heads sing battle
hymn, breath fire. Boiling pool, liquid never cools, causes damage &
bravery if imbibed.
39. Fragile Collection
Books with dried flowers, leaves. Spider-silk garments. Perfume
vapors spell out magic incantations when bottle is uncorked: be quick to learn!
40. Darkness, Imprisoned
Elemental darkness trapped in iron sphere, whispers to people nearby – craves freedom. Wizard who trapped it lies dead, seems like suicide.
41. Weird Kitchen
Animated utensils, fires, smell of strange spices. Formerly
omnipotent space god content with life as palace chef. Royal food taster
puzzled.
42. Embroidered Garden
Black marble unicorn statue over king’s sarcophagus (glass
crown inside). Carpets with dense floral motifs cover all walls: secret door
behind.
43. Dilapidated Bastion
Four-tiered bastion, inside floors all collapsed. Many
doorways above. Alarm: buzzing insect swarm flies to wake up guards positioned
higher up.
44. Ooze Horror
Ancient chapel. One gate drops behind characters, another
releases deadly ooze. Previous engulfed victim still barely alive inside the
amoebic mass!
45. Premature Burial
Flickering lights. Six bricked-up niches hide
jewel-encrusted mummies. Pressure plate teleports everybody into separate
niche. Like sardines in a tin can!
46. Burnt-out Arcane Laboratory
Charred scientist coagulated with poisonous substances.
Genius equations on ceiling. Tripod-mounted device projects door (Passwall),
artifact itself cannot be taken through.
47. Nudist Congregation
Naked zealots bow before statue (covered by a sheet, never
revealed – depicts yak-person in winterwear). Clothed people are attacked on
sight.
48. Daredevil River
Lava flow bisects cavern. Metal hoops inserted into ceiling.
Shack built into cave wall on opposite bank – home of long-lost hermit.
49. Undulating Corridor
Masonry turns into surreal flesh and squishes characters; if
cut, it bleeds, screams, returns to initial form. Telepathic mind, remembers
everything.
50. Hall of One Thousand Columns
Demon sultan on diamond throne carried by manticores.
Everybody who doesn’t bow is decapitated. Secret elevator to observatory in
column #649.
51. Indoor Orchard
Ripe for picking. Fruits: blue facilitate communi-cation
with spirits, red cause nosebleeds, green are aphrodisiac. Ugly roots mix with
human remains.
52. Lair of the Singing Warlock
Famed arcanist’s doppelganger present: when killed, explodes
into swarm of centipedes. Formidable magic library. Coded message reveals real
warlock still alive.
53. Goblin Antechamber
Dirty footsteps everywhere. Pit trap under suspiciously
clean rug carpet. Small idol of three-headed god in niche, decaying offerings
on altar.
54. Crab Stable
Stalls are saline pools. Giant crab mounts of local knights
attended by blind servants (only they know how to saddle crabs).
49. Forgotten Prisoner
Chained-up, overgrown by moss, but still alive through
ascetic practices. Imprisoned by current king’s father, for knowing state
secrets: still relevant.
56. Enter the Sphere
Spherical chamber, black marble, 120’ radius, four
equidistant doors on “equator”. Gilded orb pendulum swings between them,
electric discharge if touched.
57. Pseudo-Egyptian Tomb
Crocodile-headed acrobats guard sarcophagus (with gold
statue in mummy bandages). Segments of floor collapse into 40’ pits, leaving
little jumpable “platforms”.
58. Machine Room
Whirring machines, certain doors and elevators in the
dungeon controlled from here. Passages leading in/out blocked by rotating fans.
Witch engineers.
59. Panoramic View
Wall-paintings you can step into: storm, lighthouse, ship in
the distance; desert oasis, bandits approaching; fey picnic threatened by
mutant bears.
60. Killer Dust
Dust vortex opens up on floor, particles in air coalescence into elementals. Gold intermixed with regular dust. Cough and wheeze, adventurers!
This is my kind of contest. CONCISION. Great stuff!
ReplyDeleteYeah, it was tons of fun!
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