This room is empty.
A gelatinous cube.
This room is empty.
Randomly select a door. A cave-in blocks this door and does 1d6 damage to any character near it who fails a save.
Every time the party returns to the dungeon, the doorway is completely repaired, without a trace of the cave in, on a 1/10 chance.
This room contains a stairway down to Level 2. It is guarded by 3d4 Giant Ant Soldiers, each with gold tracings throughout their carapaces.
2d4 piercers. If your system has piercers of different hit dice, roll to randomly select how big each one is.
This room is used as a graveyard by the giant ants on Level 2. The giant ants have traces of gold in their carapaces. There is a 1/8 chance that a scavenger is consuming or removing a giant ant corpse. If so, roll 1d6:
All doors to this room are locked with Lock #1. Unlike the rest of this level, which is carved into solid stone, this room's floor is covered in flagstones.
Four levers are set into a wall (roll each time to determine which wall; they shift).
The first lever is set with a four-leafed clover emblem in its handle. Roll 1d8 to determine the effect on the first character to pull it:
A family of harmless mushroom people live in a corner, sheltered by some large fungi. Three of these large fungi are Shriekers who ignore the mushroom people but will not ignore anyone else who approaches the corner.
If attacked, the mushroom people will try to run but will not otherwise defend themselves. If a mushroom person dies, it will release a cloud of spores; all who breath them save or die. Most denizens of the dungeon know this and leave the mushroom people alone.
If treated kindly, these mushroom people will offer a stew which will heal one hp for all who consume it.
The mushroom people survive by scavenging corpses throughout the dungeon and bringing them back for their fungi to consume. They feed on their fungi as well as the corpses themselves.
The mushroom people do not use names.
1d8 small fungi no one in your party has ever encountered before. A sage or herbalist will be able to identify them, but there is as 1/6 chance that they will have lost their potency by then. Roll 1d6 for the effect of these fungi; roll again each time this encounter is rolled.
Against a wall is a semi-circular pool. There are other pools like it throughout the dungeon. If a character pours water from one pool into a second pool, that character may teleport freely from either pool to the other from then on. This is Pool #1.
The twin dragons Mardulopennum and Vergilotolabathar. They are fire-breathing dragons of the youngest age category, barely a year old. They are keenly aware of their vulnerability and willing to have conversation with PCs.
Both are able to speak.
Mardulopennum can cast the spell Sleep once per day. She is inclined to arrange the death of PCs – whether through direct attack, trickery, or timely betrayal – if she suspects they will be a threat to her or her brother.
Vergilotolabathar can cast the spell Charm Person once per day. He is most interested in building the twins' horde. He may suggest teaming up with the party against a stronger monster he believes has prime treasure (and he is correct in choosing treasure-rich targets 90% of the time). He may also betray the party if they have particularly choice treasure on their person – powerful magic items or lots of loot on their way out of the dungeon, for example. He will become very loyal for 3d4 months if the party gives him valuable treasure – a choice magic item or over 1000 gp – and resist any attempts by his sister to kill the party.
Neither dragon is stupid or evil for the sake of evil. If they betray or attack the party it will be when they have maximal advantage – unless they are defending themselves in desperation.
This room's floor, walls, and ceiling are covered in a mosaic depicting a solar system. None of the planets or constellations match those familiar to the party.
This room is home to a giant trapdoor spider who – if not discovered by the party – will wait until the party is leaving the room before emerging from a cutout in the floor and silently attacking the last member of the party to leave the room, attempting to do so without the rest of the party noticing – at least until the party member has been dragged back into the spider's tunnel and the cutout is safely replaced.
Use Dexterity and Wisdom checks, grappling rules, saving throws, called shots, or whatever your system uses to adjudicate the spider's success. Other than that, stat as a standard giant spider.
The corpses of previous prey are buried in the silken walls of the tunnel. PCs who search them can find assorted coinage totaling 5d100 gp but will need to deal with 2d4 lesser giant frogs that serve as pest-control for the spider.
Giant Net-Casting Spider
Stat as a normal giant spider. Hangs out on the ceilings and drops a sticky web net down on a character. Net does no damage but net attack hits at +4. Anyone caught in the net should have a really hard time getting out of it. The character caught in the net is pulled up to the ceiling so only ranged attacks will do anything – and they have a 1/2 chance to hit the character rather than the spider.
Near the village of Ner-lek stands a massive stone structure, somewhere in size between a butte and a mesa. The top of this structure is perfectly smooth and bare of any plant life.
A stairway is carved down into the center of this surface, leading to a stone door. This door opens inward, does not lock, and slowly closes itself if opened.
To the left of the doorway is a slot for coin. Above it, carved into the rock, is the word "Toll." Each time the dungeon is visited, roll to see the toll indicated: 1d12 gp.
Each character who does not pay the toll has a 1/100 chance to be crushed, instantly killed, and drawn into the stone as that character enters the doorway.
For each character who pays the toll there is a cumulative 1% chance that something will be on the pedestal in Room 1.
Rather than re-starting the numbering of rooms at each level, all rooms will be numbered sequentially, à la Caverns of Thracia.
This is a bare 30x30 room. There are six doorways.
There is one doorway in the center of the West, North, and East walls, without doors.
The entrance to the dungeon opens into the center of the South wall and is between two doorless doors similar to those in the other walls.
In the center of the room is a tall, thin pedestal. Near the top of the pedestal is engraved: "Partake freely. Nothing is free."
If the toll dice so indicate, there is an item on top of the pedestal: