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Table of Contents

Using This Module and What You Can Expect 3


Rogues and Roguelikes 5
Not In Greyhawk Anymore The Player Introduction 6
The Dungeon Land Up and Down DM Introduction 8
What Is The Dungeon Land 8
Gems, Truly Outrageous 9
Magical Journeys 10
Magical Mutations 11
Where Are We and Why 17
Story Quests 17
A maze With No End 18
A Light At the End 29
We Need your Help 20
Reaching For the Top 20
The Edge of The World 21
The Wizard That Did It 22
Finding the Wizard 23
Into The Heart of darkness 24
Slaying the World eater 24
At Last We Meet 26
The Fight With Vecna 29
Side Quests 38
Fear No Evil 38
How Many Roads 38
A fish Out Of Water 39
Legacy of Achaikos 39
A Chance Encounter 41
Random Generation 42
Using These Tables 42
How to Making The Map 43
Hallways and Staircases 44
Doors 48
Rooms 49
Mini-Dungeons 50
Towns 53
Traps 60
Gates 61
Biomes 69
Random Encounters 69
Mountains 72

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Arctic 75
Desert 77
Badlands 79
Grasslands 82
Forest 85
Jungle 89
Swamp 92
Crypt 95
Underdark 98
Ocean 100
Epilogue 103
Map 104

2
Using This Module and What You
Can Expect
The Dungeon Land is a work with many uses. At its core, is a roguelike, randomly generating
the dungeon and brings an unique experience to the player and DM. The Dungeon Land is a
module; it is designed to be easy to use, and easy to start for a small play session. It can be
started and stopped as the players wish without needing to halt the story or cancel the dungeon.
Characters in Dungeon Land may even leave and complete another dungeon before continuing.
The Dungeon Land is also a campaign, with an intriguing story which will last the Party through
20th level. The Dungeon Land even simulates travel to new lands and new towns as the Party
fights to defeat the villain. Finally, The Dungeon Land is also a new way of playing D&D all
together. Every magic item, creature, terrain, race, and spell that exists in D&D lies within
Dungeon Land. This combined with its ability to be played with characters of any level, from 1st
through 20th creates a microcosm of the ​Dungeons & Dragons world.

It is recommended that a Party beginning The Dungeon Land, for the first time, contains four to
ten members with levels ranging between 1 and 10; for a total Party level of 15 to 25. This is
because the dungeon randomly generates itself. Biomes separate the dungeon into various
difficulty levels, yet dangerous creatures can be found in any biome. A Party may encounter
simple creatures such as: goblins, wolves, and giant rats. More dangerous creatures like
dragons or dinosaur,​ all while in the first biome! We suggest having a few weak members within
the Party lead by one or two powerful characters. This allows the Party to be challenged as well
as victorious. If the Party is unprepared or overleveled, experience quality may vary.

Beginning Dungeon Land can be a strange prospect. The Dungeon Land is a very different
world. Some may want to make new characters, or some players may have no established
characters; so where do they begin? We have some imagined difficulty “modes” to provide a
framework for character generation - but you are free to come up with your own system as a
dungeon master.

❖ True Adventurer: All Party members begin at level one, rules as written, with standard
equipment and gold.

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❖ Forgotten Realms: All Party members begin at level three, with wealth equivalent to
three times their True Adventurer counterparts.
❖ Scenic Route: All Party members begin at level five, with wealth equivalent to two times
their Forgotten Realms counterpart.

True Adventurer or ​Hard Mode is a setting where all creatures have the maximum hit points
possible for their hit dice.

But what can one expect from Dungeon Land? The Dungeon Land is a complex and magical
place. The wild nature of D&D is reflected and focused: talking doors, magical pools, and
bizarre monsters are the norm. Players should expect extremely frustrating and perplexing
encounters that may not be similar to anything they have encountered before. It is suggested
that players keep an open mind, not only to enjoy the experience but to simply survive it. There
is a saying: Put enough monkeys in a room with typewriters for long enough, and they will
create the complete works of William Shakespeare. Such are the laws of probability. The
dungeon master can expect to be surprised by the ingenious nature of what can be randomly
generated. In The Dungeon Land tears of sadness and joy are common.

The key ingredient to Dungeon Land is camp. “​ Camp is a social, cultural, and aesthetic style
and sensibility based on deliberate and self-acknowledged theatricality.” -- Wikipedia -- What
this means for Dungeon Land is a sense of self realisation that it is a dungeon. Unlike the
traditional dungeon which is a confrontation through a fortress or some such location, The
Dungeon Land was created by a powerful being to b ​ e a dungeon. The dungeon is aware of the
relationship between dungeon master and player. Often tropes may appear in a way that
acknowledges the trope, yet uses it unironically still. Camp is consuming or performing culture
“in quotation marks”, in this sense Dungeon Land, its villain, and the adventurers represent the
idea of a dungeon, a villain, and the part of heroes.

Finally, if you like this book or have any questions, tell your friends and email us at
PerilousPrints@gmail.com​. Once a week a random fan will win a personal, perilous email from
us the authors full of sneak previews of what we're working on next!

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Rogues And Roguelikes
“Deriving from the concepts of tabletop role-playing games such as D ​ ungeons & Dragons,
nearly all roguelikes give the player control of a character, which they may customize by
selecting a class, race, and gender, and adjusting attributes points and skills. At the start of the
game, the character is placed at the top-most level of a dungeon, with basic equipment such as
a simple weapon, armor, torches, and food. Following along the roleplaying concept of a
dungeon crawl, the player moves the character through the dungeon, collecting treasure which
can include new weapons, armors, magical devices, potions, scrolls, food, and in-game money,
while having to fight monsters that roam the dungeon.” -- Wikipedia

The Dungeon Land is a module, a campaign, and a way of playing D&D​. Inspired by roguelike
gaming, we have prepared a dungeon that will last a group of approximately 4 players from 1st
​ onster Manual has been placed on a table to be
to 20th level. Every monster in the M
encountered in Dungeon Land, including legendary monsters, such as the demilich. Carefully
chosen traps, treasures, and scenery give The Dungeon Land a rich flavor and an old school
identity.

Over several sessions and versions of The Dungeon Land, we have tailored and trimmed until
we found the finished product. The Dungeon Land is designed to keep a Party moving and
wanting, constantly seeking out new locations and quests. It accomplishes this by placing
Mini-Dungeons, Gates, quests, Towns, and events throughout the tables to be discovered. As a
Party moves through Dungeon Land they will unwittingly turn gears and advance the story,
eventually becoming enthralled with the plot and with the dungeon itself. Dungeon Land is long
and gets better with age, adding to its group's momentum and increasing in difficulty alongside
their growing power.

The Dungeon Land is hardcore. It's not a simple dungeon to beat. Dungeon Land can be cruel
as well as rewarding which is derived from its random generation system. With Dungeon Land
no one, including the DM will know what to expect. Which, as we have discovered through play
testing, is especially entertaining. No other D&D experience is quite like it.

5
We’re Not In Greyhawk Anymore
The Players Introduction

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Not In Greyhawk Anymore
Agreeing to enter The Dungeon Land constitutes the beginning of the module and the
acceptance of the quest ​Not In Greyhawk Anymore. This quest lasts until the group encounters
their first mutated monster. Once they slay this monster each member gains a bonus of 1,000
experience.

Hello, Goodbye
Some of You Will surely Die
Monsters, gold, A Magic Sword
Slay the Mutant, Take its Horde

Read the following passage to your players when they have completed the quest.

Introduction continued...

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At this point the dungeon master should read to their players the Grasslands biome description
on page 80.

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The Dungeon Land Up And Down
DM Introduction

What is The Dungeon Land


The Dungeon Land is a near endless maze of winding corridors, deadly monsters, and deadlier
traps. It generates itself through complex tables and massively expansive encounter and trap
matrices to provide a unique experience for each and every group as they complete the story of
Dungeon Land.

Dungeon Land is constructed of 11 floors, each containing a distinct biome with its own
encounter charts. The
Party will begin on the
1st floor, the
Grasslands biome.
Here they will explore
Dungeon Land for the
first time; eventually,
the Party will come
upon a Staircase, the
primary means of
travelling through and
to the various biomes.
Sometimes these
Staircases will skip
floors, ascending or
descending two or
three at a time. This
makes travel through
The Dungeon Land difficult - just attempting to reach the desired biome can be an arduous task.

Each biome has two key features that participate greatly to the story and functionality of the
Dungeon Land; Mini-Dungeons and Towns. Every biome has one of each and no more.
Mini-Dungeons are the layers of Legendary Monsters, some of which appear in the story of
Dungeon Land. Others are hidden within and must be encountered. Each Mini-Dungeon could
also contain an artifact placed under the guard of its inhabitants. In contrast Towns are the
Party’s rest areas. Towns are peaceful and willing to provide food, shelter, and trade to the
characters. Each Town is inhabited by an intelligent creature located on that floor, be it humans,
goblins, centaurs, or galeb duhr.

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The Dungeon Land was created by the powerful God of Secrets, Lord Vecna (The Wizard That
Did It), and harbors powerful magics unknown to man. The maze is endless and yet takes up no
space - it is a universe inside of a building. A universe that works as its creator desires. This
means the walls that make up the halls of Dungeon Land are indestructible and impassible, and
adventurers cannot teleport out of The Dungeon Land through normal means. Whether it be a
villager, NPC, or animated object; no one in Dungeon Land is aware of how they came to be
here, how long they have been here, or where they were before this moment. When confronted
with this, they will acknowledge it’s weird, but give it no further thought. They do not know, and
cannot remember, neither torture nor persuasion can get information that is not there.

Gems, Truly Outrageous


To ease travel through The Dungeon Land various magic crystals allow their users to teleport
inside, outside, and through Dungeon land. Each player gains one pink crystal at the beginning
of The Dungeon Land, others are able to be found as treasure throughout. The crystals teleport
a single creature instantly when shattered, teleporting the last creature that touched it before
breaking. Unwilling creatures may make a Wisdom saving throw DC 10 to resist this effect.
Teleport crystals are linked to sets of sending sigils; large stone pads engraved with celtic knots
which act as teleportation circles. The crystals will always teleport members of the same group
through the same set of sending sigils.

❖ Black Gem

❖ Pink Gem

❖ Green Gem

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❖ Red Gem

❖ Yellow Gem

❖ Blue Gem

Magical Journeys
Much of the danger in Dungeon Land arises from its multi-floored design and endlessly winding
halls. However, The Dungeon Land holds many more surprises for its players. Firstly, the
monsters encountered within will sometimes be strange and unfamiliar. This is because of The
Dungeon Land’s mutation system. Magical pools located throughout grant powerful variant
forms to monsters who stumble across them. Each creature within Dungeon Land has a chance
of being a mutant, some have a much larger chance than others but all can be encountered with
a mutant variant of some sort. Players may also develop mutations. Either by wandering into a
magic pool themselves, or by contracting it from a contagious creature. For example a psionic
werewolf could pass on psionic lycanthropy, however we leave this to the dungeon master for
appropriate rulings.

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Traps of magical nature are also one of the major threats of Dungeon Land. Many of these are
without saving throw, or otherwise irreversible once triggered. Players that do not heed the
possibility of traps may experience body switching, shrinkage, teleportation, sleep loss, nausea,
body odor, uncontrollable dance, and other more life threatening symptoms. The Dungeon Land
is a very magical and very chaotic place, players should be warned to prepare for the bizarre.

Yet other forms of magical mayhem lie within. Gates, for example, appear throughout The
Dungeon Land as randomly generated features on the map. These are challenge zones. Portals
to other planes where great danger and treasure reside. Although it is important to note that
players have no way of knowing where these Gates lead, or what lies behind them.

However deadly, the various obstacles of Dungeon Land are not a death sentence. The
Dungeon Land contains a cure for every ailment, and an answer to every problem. Among the
endless maze of corridors and rooms are Towns, caravans, stores, and rest areas. The
Dungeon Land contains a rich world within its walls; complete with quests, NPCs, adventures,
and treasures. As the group continues through they will reach the top and the bottom of
Dungeon Land, they will fight legendary monsters and meet wise sages. An entire world is
waiting beyond its doors. The world of Dungeon Land.

Magical Mutations
The magical pools located throughout Dungeon Land work on their own set of special rules.
These are uniform with all pools, regardless of their effects. These pools were created this way
and placed within The Dungeon Land by the maze’s creator, Vecna. They are designed to
perplex and challenge the would be champions of his maze. The various Magical Mutations are
listed below, along with their effects. Roll a 1d100 when determining the mutation of a monster
or the effect of a pool.

1. Pools automatically and instantaneously grant their mutation. They will grant their
mutation to whatever creature comes in contact with the water. There is no saving throw
or magic resist able to combat the effects of the water. Only by remaining untouched can
a creature save itself from the magical effects.
2. The pools’ water behaves as if normal water in all other ways. This includes for spells
that freeze, evaporate, polymorph, or control the water. If the water is polymorphed,
disintegrated, or otherwise changed it loses its magical properties.
3. Creatures with magical mutations are capable of gaining additional magical mutations.
4. Pools may only grant one fixed type of mutation. Pools cannot change what mutation
they grant. If “roll again twice/roll again three times” is rolled when determining the
magical mutation a pool will grant, roll again as directed. These magical pools grant each
of those mutations every time without variation.

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5. Creatures already possessing a mutation cannot gain that mutation a second time. Nor
can a creature possessing an ability gain that ability a second time; i.e. a troll cannot
gain ​Loathsome Limbs.

Magical mutations can be gained in other ways other than pools; traps, curses, and other
magical obstacles can cause mutations. The Dungeon Land also selects specific individuals of
great worth to grant mutations to. For each natural 20 rolled by a creature, roll a 1d100, on a
100 or a 1 that creature gains a mutation. Mutations are permanent and cannot be removed by
a remove curse or a dispel magic. However there is a trap with the power to remove all
mutations from its target, and a ​Wish spells may remove 2d4 mutations.

# Mutation Effect

1 Fear Gaze Attack Action: Any number of targets in view make a Wisdom saving throw DC
13.

2 Deafening Screech Attack Action: All targets in 30 feet make a Strength saving throw DC 13.

3 Blinding Flashes Attack Action: All targets in view make a Dexterity saving throw DC13.

4 Petrifaction Gaze Attack Action: All targets in view make an Intelligence saving throw DC 13.

5 Charming Speech Bonus Action: All targets in 30 feet make a Charisma saving throw DC 13.

6 Paralyzing Toxin On Touch: Effected target makes a Constitution saving throw DC 13.

7 Invisible As the effect of the spell, this effect is permanent.

8 Grappler +4 to ​Athletics when grappling.

9 Nauseating Toxin On Touch: Effected target makes a Constitution saving throw DC 15.

10 Proning Shout Attack Action: All targets in 15 feet make a Strength saving throw DC 11.

11 Web Slinger Bonus Action: Innate spellcasting; ​Web once per round

12 Sleep Toxin On Touch: Effected target makes a Constitution saving throw DC 13.

13 Super Strength +4 Strength to a maximum of 24.

14 Super Dexterity +4 Dexterity to a maximum of 24.

15 Super Constitution +4 Constitution to a maximum of 24.

16 Super Intelligence +4 Intelligence to a, maximum of 24.

17 Super Wisdom +4 Wisdom to a maximum of 24.

18 Super Charisma +4 Charisma to a maximum of 24.

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19 Necrotic On Touch: Effected target takes 1d6 necrotic damage.

20 Lightning On Touch: Effected target takes 1d6 lightning damage.

21 Burning On Touch: Effected target takes 1d6 fire damage.

22 Freezing On Touch: Effected target takes 1d6 cold damage.

23 Acidic On Touch: Effected target takes 1d6 acid damage.

24 Poison On Touch: Effected target takes 1d6 poison damage.

25 Radiant On Touch: Effected target takes 1d6 radiant damage.

26 Thundering On Touch: Effected target takes 1d6 thunder damage.

27 Gaseous Form As the effect of the spell, this effect is permanent.

28 Ethereal Immunity to bludgeoning, piercing, and slashing from non-magical weapons.

29 Flying As the effect of the spell, this effect is permanent.

30 Bonus Movement Your speed doubles.

31 Extra Attacks You can attack twice instead of once when you make an attack on your turn.

32 Haste As the effect of the spell, this effect is permanent.

33 Shape Change As the effect of the spell, this effect is permanent.

34 Light As the effect of the spell, this effect is permanent. Centered on this creature.

35 Darkness As the effect of the spell, this effect is permanent. Centered on this creature.

36 Barbarian 1 level gained in barbarian. Cannot exceed 20th Barbarian, total level max. +1.

37 Bard 1 level gained in bard. Cannot exceed 20th Bard, total level max. +1.

38 Cleric 1 level gained in cleric. Cannot exceed 20th Cleric, total level max. +1.

39 Druid 1 level gained in druid. Cannot exceed 20th Druid, total level max. +1.

40 Monk 1 level gained in monk. Cannot exceed 20th Monk, total level max. +1.

41 Fighter 1 level gained in fighter. Cannot exceed 20th Fighter, total level max. +1.

42 Paladin 1 level gained in paladin. Cannot exceed 20th Paladin, total level max. +1.

43 Sorcerer 1 level gained in sorceror. Cannot exceed 20th Sorcerer, total level max. +1.

44 Wizard 1 level gained in wizard. Cannot exceed 20th Wizard, total level max. +1.

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45 Warlock 1 level gained in warlock. Cannot exceed 20th Warlock, total level max. +1.

46 Rogue 1 level gained in rogue. Cannot exceed 20th Rogue, total level max. +1.

47 Ranger 1 level gained in ranger. Cannot exceed 20th Ranger, total level max. +1.

48 Ooze This creature gains ​Amorphous trait and ​Ooze Nature Page. 242​ Monster
Manual.

49 Rust Touch On Touch: Effected target turns to rust it it was iron or steel.

50 Midas Touch On Touch: Effected target turns gold or makes a Constitution saving throw DC
11.

51 Giant This creature becomes one size class larger.

52 Tiny This creature becomes one size class smaller.

53 Slow Aura As the effect of the spell, this effect is permanent. Centered on this creature, 10’.

54 Stone Flesh +4 to Armor Class.

55 Fire Flesh This creature gains immunity to fire damage.

56 Water Flesh The creature gains the ​Amorphous Form trait, and can breathe under water.

57 Air Flesh Resistance to bludgeoning, piercing, and slashing damage.

58 Wood Flesh Do not require food or sleep. Cannot become unconscious.

59 Greasy +2 to Armor Class, gain +10 speed, and exudes grease continuously.

60 Otto’s Irresistable As the effect of the spell, this effect is permanent.


Dancing

61 Lycanthrope This creature becomes a random lycanthrope variety.

62 Half-Dragon This creature gains the Half Dragon template, Page 180 of the​ Monster Manual.

63 Shadow This creature gains ​Living Shadow, Page 85 of the​ Monster Manual.

64 Zombie This creature gains the Zombie template, Page 315 of the​ Monster Manual.

65 Demon Summoning This creature gains the Demon Summoning template, Page 54 of the​ Monster
Manual.

66 Devil Summoning This creature gains the Devil Summoning template, Page 68 of the​ Monster
Manual.

67 Wish Granter This creature gains the Genie Powers template, Page 144 of the​ Monster
Manual.

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68 Scaly Skin This creature gains +2 to Armor Class and Draconic language proficiency.

69 Mephit Summoning This creature gains the Mephit Summoning template, Page 217 of the ​Monster
Manual.

70 Troll Blood This creature gains 10 HP at the start of each of its turns, this cannot heal fire or
acid damage.

71 Loathsome Limbs This creature gains the Loathsome Limbs template, Page 291 of the​ Monster
Manual.

72 Yugoloth Summoning This creature gains the Yugoloth Summoning template, Page 311 of the​ Monster
Manual.

73 Water Walking As the effect of the spell, this effect is permanent.

74 Water Breathing As the effect of the spell, this effect is permanent.

75 Heightened Senses This creature gains advantage on perception checks.

76 Spider Climb As the effect of the spell, this effect is permanent.

77 Blinking Bonus Action: Teleport to an unoccupied space 40’ away, recharge 4-6.

78 Extra Appendages This creature gains an additional limb of a limb type they already have.

79 Telepathic This creature gains the Telepathic language proficiency.

80 Truesight This creature gains Truesight sense of 60’.

81 Blindsight This creature gains Blindsight sense of 60’.

82 Darkvision This creature gains Darkvision sense of 60’.

83 Herculean This creatures encumbrance weight limit is increased tenfold.

84 Aware This creature gains the feat ​Alert.

85 Sneaky This creature gains double proficiency modifier to stealth.

86 Potion Maker This creature gains proficiencies in Alchemy, Herbalism, and Poisoner.

87 Ageing Touch On Touch: Effected target ages 1d4 x ten years.

88 Acrobat This creature gains double proficiency modifier to acrobatics.

89 Clone As the effect of the spell, this effect is permanent.

90 Sticky On Touch: Effected target becomes grappled, escape DC 13.

91 Musical This creature gains proficiencies in singing and one musical instrument.

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92 Quick Attack This creature gains advantage on initiative rolls.

93 Shapechange As the effect of the spell, this effect is permanent.

94 Smelly Creatures that can smell within 15’ of this creature must make a Constitution
saving throw DC 11 at the start of each of their turns or become poisoned.

95 Tongues As the effect of the spell, this effect is permanent.

96 Clean Slate Removes all mutations.

97 Random Pool grants a different mutation each time/ Roll again.

98 Roll Twice Pool grants two mutations.

99 Roll Three Times Pool grants three mutations.

100 Immortality This creature gains status immunities to Unconscious, Petrified, and Dead.

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Where Are We And Why
Many quests will appear throughout The Dungeon Land. Some advance the story that ties
everything together, while others are side objectives and collectibles. In this section we will be
​ ot In Greyhawk Anymore, is
detailing the quests for the dungeon master. The first quest, N
already detailed above.

The Quest Log, a journal found by the Party at the start of the dungeon magically updates and
organises the objectives of the Party. Each time a quest is obtained a title and description
emblazon itself on a new page, deeper within the journal. These passages are detailed below
as well as dungeon master only information. For each quest, the opening, passage written in
The Quest Log, and the closing passage is detailed, as well as the conditions and rewards for
gaining and completing the quests.

Story Quests
The story of Dungeon Land begins with innocent curiosity. The Party of adventurers stumble
across a strange abandoned fortress filled with all manner of eerie and bizarre scenery,
monsters, and treasure. As the Party journeys deeper into the dungeon they realise that,
wherever it is they find themselves, is very much separated from the world of reason. The
hallways seem to stretch on forever, ascending to heights, and descending to depths far greater
than appear possible. Within they will find strange characters, strange locations, and strange
dangers. As well as find towns, and people making a life for themselves, here in the dungeon.

The more the Party learns and the deeper they delve, the more they will grow to realise that
something is seriously wrong. What was once cheery and fanciful is now twisted and macabre.

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The vanier of saccharin charm rusts under questions and suspicion. Finally the group will find
their answer.

When they journey to the highest peak in The Dungeon Land clues will begin to present
themselves. Clues that lead to the location of the creator, The Wizard That Did It. On the
journey to find out why and how they will travel to the lowest pits of Dungeon Land. But some
questions are better left unanswered.

The first two quests, ​A Maze With No End and A ​ Light At The End, are in a sense
interchangeable. Not in that both quests function similarly within the story, but in the sense that
neither comes first. In The Dungeon Land both a grim dark world and a noble bright world are
represented. As the Party climbs up floors a very different feeling is inspired than if that Party
would descend through the floors. Similarly, as quests are gained at different times due to
random generation, the feelings surrounding the story are subject to change. One way that this
is highlighted is in which of these quests is gained first. After gaining the ​Not In Greyhawk
Anymore quest, one of these will be the next story mission. If the Party follows a Staircase into
another biome before finding a Town they gain the A ​ Maze With No End quest first, and vice
versa. ​Not In Greyhawk Anymore followed by A ​ Maze With No End, cultivates a very different
atmosphere than ​Not In Greyhawk Anymore followed by A ​ Light At The End.

A Maze With No End


This quest begins as the Party finds themselves crossing the threshold into a new biome. As
they enter into this new area they will discover that Dungeon Land is much larger than it
appears. Not only are the floors sprawling and endless, but many of these floors exist. This
quest is made to inspire a sense of being lost. Players should feel daunted by the size of this
undertaking. The quest is completed by either reaching the top or bottom of Dungeon Land.

Here the dungeon master should describe for their players the new biome.

This World Ends Here


You’ve Found an Exit

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Many More Out There
Try Not to Hex It

Read the following passage to your players when they have completed the quest.

Here the dungeon master should describe for their players the biome they have arrived at, being
either the mountains or the ocean.

A Light At The End


This quest is gained as the Party encounters their first Town, at the same time gaining the H ​ ow
Many Roads side quest. The Party emerges from the maze to find a Town, not a town of
humans, but most likely of monsters. It is normal for them to feel slightly hesitant; for there is no
way of the characters having known that friendly villages would exist within the maze. The quest
is completed when the Party realises that the villagers are non-threatening, discovers Y ​ e Olde
Shoppe, and stays for a long rest inside the village walls.

Home is where the heart is.


-Pliny The Elder

Read the following passage to your players when they have completed the quest.

Continued in ​We Need Your Help.

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We Need Your Help
This quest is gained at the end of ​A Light At The End and is continuous with the end of that
quest. This quest can also be gained after the Party is done raiding their first Town for the
Legacy Of Achaikos side quest. If this is the case the villager emerges from hiding carrying
tribute for the Party. This quest is completed after defeating the Mini-Dungeon for the same floor
this quest was gained in. She is always in an out of the way spot inside a locked iron cage,
which opens if a Party member so much as touches it.

A Town of Smoke and Mirror


A Dungeon Much Queerer
A Girl Used as Bait
A Wizard Left to Wait

Read the following passage to your players when they have completed the quest.

Continued in ​Reaching For The Top.

Reaching For The Top


This quest is gained after completing W​ e Need Your Help. After defeating the legendary
creature the Wizard has taken an interest in the party. To tempt the adventurers foreword he
has chosen to deliver a message to them, via the girl from the village. He claims to be waiting
for them at the top of the world and this quest is completed once the Party has reached the
Mountain biome.

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What the Girl Said is True
Where Earth Meets Sky
This World I Made For You
Find It’s Secrets or Chose to Die

Read the following passage to your players when they have completed the quest.​ Continued
from the Mountain biome description

Continued in ​The Edge Of The World.

The Edge Of The World


After completing ​Reaching For The Top the Party starts another quest. This quest, T ​ he Edge Of
The World, is the halfway point of The Dungeon Land. After the Party completes this quest they
will come face to face with The Wizard That Did It. This quest requires that the Party defeats the
legendary creature that guards this biome, Dragotha. From her death the Wizard will reveal
himself.

I've Waited For So Long,


For One to Reach the Top
Prove to Me You’re Heroes,
At the Dragon Dare Not Stop

Read the following passage to your players when they have completed the quest. C ​ ontinued in
The Wizard That Did It. Each of the Party members feels as though they have completed a long
rest and are fully healed. Their spells are re-memorized and their items recharge. The beam of
light prohibits spell casting and magic item use.

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The Wizard That Did It
​ he Edge Of
After being abducted into the unidentified flying object the Party has completed T
The World and begun ​The Wizard That Did It. This quest is rather short and yet one of the most
deadly. The Wizard himself is aboard the craft and this quest serves as the Party’s first
impression to the Wizard. If he finds their manners lacking they may pay with their lives.

The Wizard That Did It is in reality a mortal incarnation of Vecna, Dark Lord of Secrets! Although
this is not known to the party, he is the one who orchestrated all of this and he is who stands
before them now… however he takes the form of a hologram currently. Vecna’s form is a 20th
level Necromancer Tradition Wizard and a 20th level Death Domain Cleric, in addition to this
Vecna may change domain and tradition between encounters.

If The Party Attempts To Flee…


The Wizard will with his attack of opportunity/reaction action to cast ​Time Stop, then will attack
with mass subdue spells such as ​Hypnotic Pattern, ​Hold Person cast using a higher spell slot
(Max 9th), or ​Entangle, then activating the teleportation circle if all else fails. If the Party fails
their saving throws and becomes charmed or restrained by The Wizard he will begin his
monologue. (See ​If The Party Talks To The Wizard.)

If The Party Attacks...


The Party is standing on a teleportation circle and will be teleported out of the U.F.O. to the
outside of the The Dungeon Land. Along with them will be a note, claiming that he is at the

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bottom of Dungeon Land, under a ravenous beast. Failing to teleport them the weapons around
them will open fire (antimatter riffles, six of them, initiative 19). When these fail the ship will
autodestruct dealing each member of the Party 100 fire damage and 50 lightning damage,
unless they succeed in a DC 20 Dexterity saving throw.

If The Party Talks To The Wizard…

The teleportation circle transports the Party to the entrance of The Dungeon Land.

Read the following passage to your players when they have completed the quest.

Finding The Wizard


This quest starts when the party arrives at the entrance to The Dungeon Land. At this point the
Party may choose to abandon this place, choosing to venture elsewhere. However, this quest is
not time or level sensitive. Years may pass and still those characters, whom may have since
become 20th level, may still enter Dungeon Land. This quest is about finding information on The
Wizard. The Quest Log informs the Party that they must find him and suggests that he has left a
clue with one of his loyal minions. The bust is the one they must confront, forcing it to speak its
masters clue is no easy task however. The bust can feel no fear.

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Hello, Goodbye
Some of You Will Likely Die
Traps, and Clues, and Magic Wards
Find The Wizard, Fate Rewards

Read the following passage to your players when they have completed the quest. To complete
this quest they must succeed in forcing the bust to tell them of his master's secret clue. This
requires a Persuasion check DC 25, but the attempt will automatically fail if the bust is solicited
sex, money, or any other bribes. The bust can defend himself with M ​ ove Earth and ​Earthquake,
each once per round. No one around town or any NPCs in Dungeon Land know the location of
this clue. The owner of ​Ye Olde Shoppe knows who The Stone Lord is and will tell the Party for
50,000 gold.

Continued in ​Into The Heart Of Darkness.

Into The Heart Of Darkness


This quest is much the same as Reaching For The Top, but reversed. Instead, the Party must
journey down, a far more daunting task. The ocean biome is their destination, which lies below a
series of increasingly hostile and dark floors. Once they submerge themselves in the ocean they
complete this quest.

Went To The Top, To Outer Space


Now Travel to The Darkest Place
Dunk Your Head, Hold Your Breath
Fight Against Bitter Death

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After first reading to your players the Ocean biome description. Read the following passage to
your players when they have completed the quest.

Slaying The World Eater


This is perhaps the most difficult encounter in all of Dungeon Land. This quest is so
tremendously difficult that the Party is not expected to complete it. It is an optional quest.
However, if the Party could not have defeated the Tarrasque then they would have little chance
surviving what comes next. This quest begins when the Party adventures down to the bottom of
the Ocean, where if they follow it to its deepest point, will find grand sunken city. The quest ends
when they have defeated the Tarrasque.

Read the following passage after first reading to your players the introduction of the Tarrasque
Mini-Dungeon.

Dark and Cold


Deadly and Old
Save The World or Save Yourselves
Into Darkness You must Delve

​ wakening The World


After reaching the end of the Tarrasque Mini-Dungeon, and completed A
Eater read the following passage to your players.

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If The Party Chooses To Fight The Tarrasque…

​ rightful Presence as the


The Tarrasque will fight till the death when provoked like this. Using its F
Party approaches and ​Swallowing whenever possible because of the extra effect the water
provides. Unless it sees an opportunity for attack, the Tarrasque will always fight to the best of
its ability. If the Party is successful they complete the quest and gain 10,000 experience, plus an
additional amount equal to the experience from the Tarrasque divided evenly to each Party
member. Then proceed to the next passage; ​Beneath The Tarrasque.

Beneath The Tarrasque…

Continued in At Last We Meet. Each Party member ​feels as though they have completed a long
rest and are fully healed. Their spells are re-memorized and their items recharge.

At Last We Meet
This is the last quest of The Dungeon Land. Here Lord Vecna waits for his champions to arrive
for their final meeting. This quest takes the Party below the deepest floor of Dungeon Land, into
a new plane, an outer plane where there is only the will of Vecna. It is a lost place, unknown to
mortal men and hidden from the rest of the Gods. It is here the party will make their last stand
as they face the God of Dark and Destructive Secrets! The quest is completed one of two ways;
the first being the defeat of Vecna’s mortal form (enough to foil his plans, yet a minor wound to a
God), the second method being joining him. All the Party has done, seen, and slain are simply
trials to get them where they are now. This has all played out to Vecna’s wishes and now he is
eager to finish what he started!

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The following four passages each represent a different ending to The Dungeon Land. In the end
there are only two choices that matter to Vecna; whether the Party has slain the Tarrasque and
whether the Party joins him in the conquering the world. Or, if the Party possesses the Hand
and Eye of Vecna, advance to the Epilogue.

The Party Ignored the Tarrasque and Refuses to Join Vecna…

After this the battle begins.

The Party Ignored the Tarrasque and Joins Vecna…

Continued in the Epilogue.

The Party Has Slain the Tarrasque and Refuses to Join Vecna…

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After this the battle begins.

The Party Has Slain the Tarrasque and Joins Vecna… (Vecna Wins)

Continued in the Epilogue.

The Fight With Vecna


Vecna will fight to kill. He will try his best and be as methodical, ruthless, and sinister as
necessary; no mercy. With his ability to summon any O ​ ptional Rule, terrain, trap, legendary

30
effect, and spell, the dungeon master has an arsenal at their disposal. You are expected to use
them in any way you deem most cruel, which is of course widely varying depending on the
Party. You, at this point in the campaign, know your Party very well, and so does Vecna. Use
their weaknesses, avoid their strengths, in short; play dirty.

The Party has entered Vecna’s domain and challenged him with their refusal to join him in
conquest. He now wishes to destroy them completely and beyond hope of saving, for he dreads
the day that his prodigy will be the end of him. To do this he has perfected the ability to control
his domain and will unleash its full potential upon them. As the Party battles his minions he
gazes down, far too large to do battle himself he begins controlling the very fabric of existence
against the Party. Once per round, as an action, he can conjure a field of any difficult or
hazardous terrain of any size which affects any and all those he wishes. As a bonus action,
​ ptional Rules of any other
once per round, he can alter the laws of the plane to follow the O
non-prime material plane. He can also use either of these abilities as a reaction action. He can
also conjure any trap found in Dungeon Land, to any position on the map not already occupied
by a creature once per round; recharge 4-6.

Once per turn Vecna can conjure a massive magic storm, calling upon the huge magic runes
that float in the sky above his domain. This way he can cast any spell of any class with unlimited
range expending a 9th level spell slot.

Fighting for him are three lieutenants he has created to lead his cult during the creation of The
Dungeon Land. These fill the highest positions on his hierarchy, just below himself. The leader
of his cult is the Heart of Vena, second to her are the two hideous beasts of the sinister cabal;
the Hand and Eye of Vecna. (Not the artifacts, those will be addressed later.) The last Hand and
Eye were a pair of golems; one made of eyeballs, and the other a man with a left hand as a
head. These new monsters are familiar faces to the players; ​The Quest Log, and ​The Bust (aka.
The Stone Lord). ​The Quest Log takes the form of a Rakshasa with no head; and in its place
lies ​The Quest Log, open and emanating ancient magics. The Bust’s head lies atop a massive,
left hand, made entirely of marble. It is a specialised stone golem that radiates legendary effects
across Vecna’s domain. Their leader, The Heart of Vecna, is also familiar the Party, if not more
so than her underlings. She is the shopkeeper of ‘​Ye Olde Shoppe’ and has been familiarising
herself with the group all of these long levels.

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The Hand will try to engage the Party is melee range while the Eye keeps at a distance to
maintain spell superiority. The Heart will use her mastery over magic items and stealth to sneak
attack important party members.

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34
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When Vecna appears in mortal form it represents the moment where his plans have failed and
all safety measures he has taken have fallen short. He is on the verge of losing control and this
fight will push him over the edge. He is slowly wavering on his control of the plane. As such the
entire plane is consumed by a constant wild magic zone (roll on the Wild Magic Surge table in
the ​Player's Handbook whenever a spell is cast within the zone, even those cast by Vecna). The
plane itself, so full of secrets and magic, will answer any question voiced to it truthfully; the
plane has all the knowledge of the dungeon master.

His grip slides, yet Vecna still retains control over much of his domain. He has prepared many
spells, and their components he is able to conjure out of thin air. Whenever he wants to
summon undead bodies will be created from nothing just to be resurrected by him. In the final
stage of this fight the terrain changes to his homeland of Fleeth.

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Side Quests
There are many distraction and objectives that do not contribute to the main story of The
Dungeon Land. Completing these grants the Party boons and other treasures to reward them
for their efforts. Below is a description of each side quest and the rewards for completing them.

Fear No Evil (Good Quest)


This quest is gained by the Party the first time they cross into a Mini-Dungeon and enter into the
domain of a legendary creature.​ After the Party slays and recovers a trophy (the scale of
Dragotha, an eyestalk from a beholder, etc.) from each of the 11 legendary monsters they must
travel to the mountain biome and climb to the top of a mountain. Here their trophies will ascend
on a beam of light. Afterwards they will gain the F​ ear No Evil boon. ​The Party has become
greater than ever thought possible. They have plunged into and emerged from the deepest and
most dangerous of all lairs and crypts. The Party no longer ages naturally, they also gain status
immunity to being frightened and stunned.

Journey to the 11 dungeons, slay the 11 beasts


With a token from each travel to the mountains peak
When your trials are through and task complete,
The Gods Of Fear And Death Shall Weep

How Many Roads (Good Quest)


This quest is gained when the Party encounters their first Town, at the same time gaining the ​A
Light At The End story quest. The Party must then find and visit each of the other 10 Towns,
each one located on its own floor to complete the quest. When the quest is complete caravans
will appear to travel between Towns. This allows the Party to fast travel between Towns and all
shopkeepers within Dungeon Land will also grant the Party a 25% discount.

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The best part of traveling to new places
Is learning new customs and meeting new faces
Far and wide your journey will take you
Make friends, not enemies
Or the journey will break you

A Fish Out Of Water (Neutral Quest)


This quest is gained when the Party finds their first Gate within The Dungeon Land. There are 8
Gates scattered throughout the floors, each one is a portal to another plane. By passing through
the Gate the Party will find themselves in a challenge area. These challenge areas are
extremely dangerous but each contains bonus treasure. Each time the Party closes a Gate,
Dungeon Land will rain gold from the ceiling onto the players. There is no danger from this.
Each gate grants the Party 5,000 gold once it is closed. When all eight are closed the Party will
gain an additional 10,000 gold.

They will be made to crawl on their bellies,


Into the Kingdom of Darkness.
Abandon All Hope, Ye Who Enter Here

Legacy Of Achaikos (Evil Quest)


This quest is gained when and if the Party attacks a Town within Dungeon Land. The quest is
completed once the characters have pillaged each Town; a Town is considered pillaged once it
has taken more than 20 casualties or lost 5000 gold worth of belongings. This is an evil quest,
pillaging Towns and murdering civilians will lower a character's alignment. For each Town

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pillaged the Party members’ alignments will shift toward chaotic evil at the rate of 1 alignment
shift per Town. When each Town has been pillaged one of the characters’ weapons, determined
randomly, will gain intelligence and an ego and become the living weapon Achaikos. Achaikos
never manifests within an already sentient magic item.

To this day, Achaikos soul remains


Embedded in all weapons of war
He fuels the greed of all who bear arms.
Greed to conquer all and kill any
With lack of remorse and empathy

Achaikos
Along with any abilities previously held by the weapon Achaikos grants the following properties
to the weapon. The weapon also changes in appearance. The colors of the item change to deep
red and gold. All gems encrusted into the weapon or its scabbard darken and glow from within
with a purple light. As the item moves through the air a trail of gold sparks and purple waves
echoes its form.
Abilities; Intelligence: 13 Wisdom: 13 Charisma: 24
Communication; The Item can speak, read, and understand common. In addition, the item can
communicate telepathically with any character that carries or wields it.
Senses; Hearing and normal vision out to 30 feet.
Alignment; Chaotic Evil
Characteristics; Dealing damage with Achaikos causes the recipient to bleed gold coins. For
each one point of damage caused by Achaikos one piece of gold appears from the wound. For
each 100 gold attained by Achaikos the item gains a permanent additional +1 to a max of +6.
Special Purpose; Achaikos fancies himself worthy of godhood. He seeks to conquer and pillage
all that there is. He is consumed by greed, and grants this greed to all who use arms in combat.

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He stands as a warning against letting our want destroy us and others. As a sentient weapon he
seeks to steal and murder all that he can and attempts to convince its wielder to do the same.
Conflict; Achaikos will ALWAYS attempt to control its wielder.

A Chance Encounter (Evil Quest)


The Party gains this quest when they encounter a NPC party for the first time and more than
half of the Party are playing evil characters. When this happens the NPC party will be entirely
comprised of lawful good characters, one per Party member, of the same class and level as the
Party. Every time the NPC party encounter is rolled it will be with this group. They will try and
avoid a confrontation with the Party, although ​The Quest log has a different intent. The quest is
completed when the NPC party is dead. When this quest is complete they get the great boon
True Villains Never Die. True Villains Never Die: Once a month the each member of the Party
which has received this boon, and is dead, will resurrect in the center of Town in the grasslands
biome.

To Each of Us A Darker Side


Ambition, Lust, and Homicide
Take Your Pick, Choose Your Side
If Reflections Leave You Unsatisfied

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Random Generation
Roguelike games such as The Dungeon Land randomly generate encounters, terrain, and other
aspects. This allows a seemingly endless amount of adventuring to be done. With very little on
paper, giant sprawling dungeons can be produced through random generation. The tables
below provide everything needed for a unique, dangerous, and expansive D&D experience. We
have taken great care in crafting The Dungeon Land not only to be dangerous and long, but
also entertaining and somewhat addictive.

Random generation is also highlighted in the D ​ ungeon Master's Guide throughout pages
290-301. These are wonderful charts full of complex design and character. However, The
Dungeon Land’s tables are custom built to work with each other, the monster tables, Gates,
Quests, and the other aspects of the dungeon. Our tables have also been expanded to include
​ ungeon Master’s Guide has random dungeon
new possibilities and detail. Although the D
generation, The Dungeon Land is a new system and comes complete with a fascinating
campaign surrounding random generation. Not simply a rework of these tables.

Using These Tables


The Party begins at the entrance to Dungeon Land in a hallway with a talking door at the end.
Once they have passed through this door they will enter a straight and empty hallway. Past this
threshold everything in
the dungeon is
randomised.

Beginning at the
Hallways and Staircases
chart, the dungeon
master’s job is to
generate the terrain
ahead of the players.
After the group makes it
to the end of the hallway
the dungeon master will
roll a d6 and use the R​ oll
At The End Of Hallways
table. The end of a
hallway can lead to
another hallway, in which
case roll for type, then roll
variation. Hallways can also lead to Staircases and rooms. Every time an adventurer makes it to
the end of a hallway roll in this fashion. Staircases work the same way; there is a table for what

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​ taircase Type and Vector. Trap chances are
lies at the end of Staircases, just below S
determined by the variation of Hallway or Staircase. Be sure to remember to roll for the
presence of traps.

Doors follow different tables all together. Both hallway and rooms will have doors. For each door
use the Door Chart. First roll for the type of door, and its personality if it is talking. Then, roll for
what it lies beyond.

Doors, Staircases, and Hallways can all lead to Rooms. Rooms in Dungeon Land are often very
dangerous. Low level characters may find it helpful to avoid rooms altogether. Rooms are
randomly generated and can contain monsters, traps, treasure, powerful magic pools, and any
combination of these.

Lastly Mini-Dungeons (Found in ​The Many Mini-Dungeons of Dungeon Land Handbook) and
Towns can also be encountered within The Dungeon Land. These can only be found at the end
of Staircases or behind doors. Mini-Dungeons and Towns are limited so that there can only be
one per floor, if more than one is encountered within the same biome, roll again.

How To Make The Map


With many rooms, hallways, Mini-Dungeons, Staircases, and Towns to deal with how does one
create a map for Dungeon Land? Well first you will need graph paper with fairly large squares, I
suggest 1cm, or to use a program that allows you to make a square tile map. Each centimeter
square on the map should be considered 15’x15’. We provide sample sheets to use, which can

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be printed out and used for maps. When DMing The Dungeon Land the dungeon master may
find it helpful to make the map prior to playing, plotting down all of the details for easy use later.
This can be helpful but is not necessary, and sometimes may subtract from the spontaneity of
the dungeon.

When mapping hallways use the 15’x15’ squares as units of measurement. Hallway corridors
are always one square wide. Straight hallways are two squares, or 30’ long. Halls that turn are
two squares long, and over one square in the appropriate direction. Intersections are one
square in length in each direction, surrounding a center square. Stairs extend for 15’, or one
square in length, for every floor they ascend or descend. However spiral Staircases only take up
a 10’x10’ space within the area they are found, if a spiral Staircase is found when generating
hallways, the hallway will continue on beyond the Staircase.

You may notice that, in hallways that turn, left and right are not mentioned. Left and right are not
a matter of random generation, due to the tendency towards overlapping. Overlapping occurs
when the tables below generate terrain that occupies space already occupied. To stop this from
occurring the dungeon master needs to get involved. One way this can be done is by choosing
the direction of one way turns. Simply, when presented with one way turns that may cause
overlapping, or may steer The Dungeon Land back over itself choose the direction that causes
the least problems. When this fails, dead ends occur; and the generation process stops.
Another method of avoiding this is to, when presented with a room, Mini-Dungeon, or Town that
would overlap already existing material create a long hallway that places the room or dungeon
further on. When in these hallways encounters don't occur, and neither do traps. Another
method is, when faced with a Mini-Dungeon or Town, simply mark it on the map; have it take up
no space, and instead working somewhat like another area altogether. There is no exact
method of preparing the map, the best coarse of action is to make it work. Keep an eye out for
hallways and rooms that might connect, and do not worry if rooms become scrunched.

Other than this basic advice it is up to the dungeon master, or some other individual, to map
The Dungeon Land. Each person has their own style and capabilities. More map making advice
can be found online. There are many sources on Youtube, Dungeon Master's Guild, and
elsewhere.

Hallways And Staircases


Each biome has its own architecture and design, the appearance of the hallways will change
and the halls may become filled with ice, or vegetation, or other materials like sand. However
the rules of Dungeon Land do not change from one biome to another.

Hallways will take up the majority of the dungeon maps and are the means of horizontal travel
across Dungeon Land. Staircases generate less frequently and are the means of vertical travel
throughout Dungeon Land. All hallways are 15’ (one square) wide with ceilings that stretch high

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above the adventurers, most 30’ high. Rooms, stairwells, Mini-Dungeons and other areas may
have even higher ceilings, but no ceilings will be lower than 20’.

Hallways come in a variety of forms. Straight, turned, and two types of intersection. Each has
their own variations of doors, as well as their own trap chances. Each time a hallway type is
rolled its variety must also be determined and its trap chance rolled. Hallways that turn or that
have doors to one side are neither left or right, it is up to the dungeon master to decide which
direction hallways that turn face, and to which side of hallways doors appear.

❖ Straight halls have a low trap chance and one exit makes them a good spot for rests
between dangerous fights. However, they contain a much larger number of doors than
most other hallways.
❖ Hallways that turn have a fairly low trap chance and a low number of doors. However,
they can be very dangerous because monsters often hide behind blind corners.
❖ Three way intersections are still fairly safe from traps, and contain a fairly low number of
doors on average. When mapping, it may be easier for the group to enter from another
side than depicted in the diagram, this is both a simple solution and suggested.
❖ Four Way intersections are by far the most dangerous and challenging hallway type.
With Many directions and an increased trap chance they make a terrible place to remain
idle.

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Doors
“We were coming back from the swamp, nasty place. At least it was for the fighter who couldn’t
levitate. We were low on supplies and wounded but we were almost out. We followed our track
back up to the first floor, and toward the exit when we noticed a door we forgot to check… You
think you know what you're getting into on the first floor, but we had no idea. There they were,
locked in battle; an archmage versus a magically enchanted lightning tyrannosaurus and her
lightning babies. I got a spell off on the old lizard, and that's how I got my pet rabbit norbert.”
-- Amros the Extra Planar, on the uses of polymorph

The many varieties of doors in Dungeon Land provide obstacles. The Dungeon Land would be
much too boring if all passages were open. Because it is a roguelike, the presence of a locked
door won't stop the dungeon. It will never come down to abandoning The Dungeon Land
because the Party can’t get through a locked door. However, the presence of locked doors
forces players to go around and find other paths. Doors in Dungeon Land have a DC for
breaking them down as well as picking their locks. This offers players more than one way to get
past doors, although forcing the door open is usually the more difficult option.

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The final variety of doors are talking sentient doors, which are a common sight within Dungeon
Land. Talking doors have been magically animated to perform a specific task by The Wizard
That Did It. These doors have varying alignments and conditions that need to be met in order to
open them. Some require a riddle to be answered in order to pass through, others might require
a password. If the dungeon master wishes, doors may possess bonds, flaws, and traits of
NPCs. Some players will attempt to force sentient doors open. The dungeon master has a few
​ all of
tricks for dealing with this type of behavior. Some doors will protect themselves with a W
Force, others are not but walls until they decide to open, others may simply shriek in pain.

Rooms
Rooms in Dungeon Land are often microcosms of entire dungeons. They serve as nexuses,
connecting the many halls, stairs, and dungeons. They contain groups of monsters; which use
these rooms as homes, vast treasures; accumulated over the years, and dangerous traps;
which the creatures use to protect their treasures. Not only do rooms contain treasure, but they
are advantageous to the Party of adventurers to clear. Sometimes, with proper planning, groups
may clear and connect several rooms, which then serve as a foothold within the maze.

When generating a room with these tables the first step is to determine the size and shape of
the room with a D12. Small rooms fit within a 30’x30’ square, medium within a 45’x45’, and large
within an 60’x60’ square. Next with a D8 determine the number of entrances to the room. The
minimum on the table is 1; the entrance used to enter the room. The maximum is 4; three

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additional entrances. Place the room and its entrance locations on the map. The position of the
entrances within the room is decided by the dungeon master, in accordance with the map.

As for room contents, roll for each category in every room. Monsters and traps roll on a D8
table, treasures and magic pools roll on a D10. Monsters are determined by rolling on the
appropriate biome’s wandering monster table, for rooms with multiple monsters roll multiple
times; each group having an appropriate number of members as indicated on the monster
tables. Treasure is rolled as normal, from treasure tables in the ​Dungeon Master’s Guide, for the
appropriate challenge rating of monsters in the room. Traps are detailed on page 54. Each trap
is determined separately and its trigger is placed by the Dungeon Master. Lastly in each room
there is a chance of finding a magical pool. In these instances roll on the Magical Mutations
chart on page 10, this determines what type of pool or pools have been found. Each creature
that enters the pool or drinks its waters gains the according Magical Mutation, no saving throw.
All monsters in that room will also have that Magical Mutation.

When rolling treasure for rooms in The Dungeon Land, there is a 35% chance per treasure that
a portal gem is located among the other valuables. This gem is of random variety and is
immediately recognisable as a portal gem, however their portal’s destination is unknown to the
players.

Room decorations can be used by the dungeon master to add flavor and content to otherwise
bland rooms. It is advised that they do not do this too often or it loses its sense of uniqueness.
Above are some examples, more can be found in the ​Dungeon Master’s Guide, under ​Dungeon
Dressings on page # 298.

Mini-Dungeons
A Mini-Dungeon works differently than all other randomly generated terrain in Dungeon Land;
they are not randomly generated. Their p ​ lacement is randomly generated, so ​when a Party
wanders across them is still left to chance, but their content is fixed to a degree. Some aspects
will still be a matter of random determination, while most are prewritten.

Each Mini-Dungeon will have a unique opening, some will have hidden entrances, trap
entrances, or moving entrances. Some have additional floors, or basement levels. These do not
carry over onto other biomes. Although every floor in The Dungeon Land has its own biome,
each biome is a demi-plane and can support additional floors for Mini-Dungeons.

Each Mini-Dungeon contains a legendary boss monster, hidden within its lair. They contain
various monsters populating the dungeon, traps, and treasures unique to them. Each also
contains a randomly determined artifact! No artifact can be rolled more than once, as they are
unique, and only one piece of artifact sets are found at a time. Mini-Dungeons are incredibly
dangerous, no one should ever try to complete one and claim it’s awesome treasure. It is too
dangerous and your players are not good enough. Baby back baddies.

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The legendary creatures within their Mini-Dungeons are also found sometimes in the wandering
monster charts. Although for example the aboleth is encounterable in the ocean, it is not the
same aboleth as dwelling within the aboleths Mini-Dungeon in the underdark biome. Legendary
creatures found in wandering monster charts are treated like any other monster. Each
Mini-Dungeon has its own named legendary creature that is unique to the dungeon, which after
​ ear No Evil side quest.​ Each Mini-Dungeon is detailed
all have been slain, completes the F
separately within the ​Many Mini-Dungeons of Dungeon Land Manual.

❖ Dracolich Mountain; ​The Scorched Death Valleys of the Undead Dragon


❖ Kraken Arctic; ​That Is Not Dead Which Can Eternal Lie
❖ Mummy Lord Desert; G ​ aze Upon My Works Ye Mighty And Despair
❖ Sphinx Badlands; O ​ nly The Worthy
❖ Solar Grasslands; ​Knock Knock Knockin On Heaven’s Door!
❖ Empyrean Forest; ​Fe, Fi, Fo, Fum
❖ Beholder Jungle; B ​ eauty Is In The Eye Of The Beholder
❖ Demilich Swamp; ​Cruel, But Most Entertaining For The DM
❖ Vampire Crypt; ​Onna no Mōnen Mayoiaruku Koto
❖ Aboleth Underdark; N ​ ever Forgive, Never Forget
❖ Tarrasque Ocean;​ ​In That Sordid State, He Remained Until Ragnarok

Super Secret Optional Mega Bonus Boss


There is a 10% chance that at the end of any Mini-Dungeon that a super secret optional mega
bonus boss appears. This Legendary Creature was a beautiful, elven, maiden paladin, without
equal. However when fleeth was conquered Vecna, in his cruelty, cursed her with a plague most
foul. She merged with her mount, a unicorn from the Feywild, and created the accursed Were
Unicorn. As a test, Vecna will summon this beast to attack the party. However, in this he also
has the hopes of creating other Were Unicorns; a transformation none have survived thus far.

When this creature is defeated it will rise from the grave, as is Vecna’s will. It then pledges to
serve the Party until it dies once more. She then leaves, however the Party can summon her
(1/Day) to aid them for a ten minutes. The Were Unicorn will fight without the fear of death and
will perform any task the party asks of it.

Super Secret Optional Mega Bonus Boss

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As this boss is optional the dungeon master may wish to forgo this creature from their
campaign. Although if the Were Unicorn is removed, it is suggested that the dungeon master
add a possible encounter with the unicorn because it's a legendary creature. However, as the
unicorn is legendary for it’s rarity, the encounter should be special and rare.

Towns
Just as each floor of The Dungeon Land contains a Mini-Dungeon, each floor also contains a
Town, and like the Mini-Dungeons, there's only one per floor. The many towns of Dungeon Land
are just as much a part of the maze as any other room. However, Towns serve a very different
purpose. Towns let the Party catch their breath by offering shelter, trade, and other goods and
services. Each Town is large enough to contain all the following structures, and a healthy
population; Inn/Tavern or both, General Store, Artisan Guild, Blacksmith, Fletcher, Beastmaster,
Library, Bathhouse, Clergy/Abby or both, Jailhouse, Mill, and some sort of manse for the ruling
class.

Towns will have four entrances, north, west, east, and south. When a Party is entering a Town
from one of these directions it is important for the dungeon master to give themselves room to
map. Towns are massive, about the size of the largest rooms. Because of this, mapping Towns
alongside the other rooms and hallways can be difficult. To solve dilemmas caused by a
massive city clogging up the map use one of
these suggested methods. Either place it on a
new piece of paper connecting to the old map,
or simply do not map it, ​instead working
somewhat like another area altogether.

Towns are important to many quests, A ​ Light At


The End, ​How Many Roads, and ​Legacy of
Achaikos. Because of this, when entering a
Town ​The Quest Log will inform the players that
they have entered a safe zone and give the
name of the city. Whether aiding the Town by
offering service and protection, or raiding the
Town for its supplies, it is crucial for players to
find refuge if they wish to survive to The

54
Dungeon Land’s end. With all the non-stop adventuring and magical mayhem of the maze, it is
important to allow players to cleanse their palate and relax every now and then.

The people populating the towns are of mixed race, and some are adventurers like the players’
characters. However the largest portion of the population of every town is made up of local
inhabitants. Some of whom are normally considered monsters, however if the players do not
attempt to attack the villagers they have nothing to fear. Towns are able to provide all services
and items for their normal cost and willingly perform any task asked of them, assuming it is not
illegal and they're getting paid for it. Among the people of the Town’s NPCs are other
adventurers, guards, and many others; all of which will resist an attack if ever there is one. Many

55
citizens will have classes and the ability to defend their home from harm. Whether walking down
a busy street, or besieging one, use the above table for city encounters.

Three towns are described in brief for each biome above. The table uses a d6 roll to determine
the inhabitants of the Town, gives the name of each Town, and provides a short description on
the architecture of the Town. Because their is only one Town per biome, only one of the three
examples can be encountered by the same adventuring Party. However, different parties have
the opportunity to encounter new, never seen before Towns. Finding unique and bizarre towns
can drastically change the mood of the dungeon, for variable play experiences.

Lastly, each Town will contain a replica to the store described under the yellow port crystal on
page 9. This shop buys and sells magic items. The shop will buy items for their listed value in
the ​Dungeon Master’s Guide. The shop does not have a limited amount of money or storage
and will buy any items the players bring in. The shop can also sell any magic item in the game;
all items can be sold by the vendor - and will be sold for three times their buy value, no
exceptions or discounts. The shop does not sell artifacts! The shop will buy artifacts for a
negotiated sum, no less than 60,000 - no more than 85,000. However, the shop will never sell
these items back. These stores are unable to be robbed as they do not have any real
merchandise. Items and coins disappear and reappear when being exchanged, but do not exist
otherwise. Robbing the store will not only yield nothing, but will ‘break’ that store leaving it
forever nonfunctioning.

Traps
Multiple varieties of traps exist within
the halls of The Dungeon Land,
some are found throughout while
others are specialized to fit specific
locations.Traps are organised into
two lists, ​Hallway and Room Traps,
and S​ tair Traps, as well as
organised into magic and non-magic
traps. Some traps have prerequisites
for their placement, such as rolling
boulders which must be placed at
the top of slopes. However, most
others can be placed anywhere
within the area they have been
found. The dungeon master has free
range to place traps and their
triggers as they desire.

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Most traps are detectable by an investigation or perception, requiring the detection DC listed in
the traps description. Some traps may also be disarmed by a successful sleight of hands
performed by a creature with proficiency in thieves tools, requiring the DC listed in the traps
description. No traps are without a solution which provides safety from harm. Through constant
detection, successful saving throws, quick thinking, and breath holding, players can remain safe
from even the most devious trap.

❖ Hidden Pit: See ​Dungeon Master’s Guide, page # 122.


❖ Spiked Pit: See ​Dungeon Master’s Guide, page # 123.
❖ Spear Trap: A semicircular array of 1 inch holes in the floor and walls, each one
containing a retractable spear. When triggered the spears emerge dealing 4d8 piercing
damage to the victim of the trap. A successful DC 15 dexterity saving throw halves this
damage.
❖ Poison Darts: See ​Dungeon Master’s Guide, page # 123.
❖ Razor wire: A garrot of razor wire hangs across the hallway or room six feet off the
ground. When the trap is triggered each creature of medium or larger size must roll a
Dexterity saving throw DC 11, or die from decapitation.
❖ Stomping pillars: The room is filled with stone columns which repeatedly rise and fall,
crushing anything that lies beneath them. Any creature that begins its round in this area
must make a DC 15 athletics or acrobatics check or take 6d6 bludgeoning damage.
❖ Poison gas: Any creature that begins its round in the area and is not holding their breath
becomes poisoned for 1d4 rounds. A creature breathing the gas takes 2d6 poison
damage each round.
❖ Confusion gas: Any creature that begins its round in the area and is not holding their
breath becomes confused, as the C ​ onfusion spell, for 1d8 rounds.
❖ Sleep gas: Any creature that begins its round in the area and is not holding their breath
falls unconscious for 2d4 hours.
❖ Sand trap: The area seals off its exits. Large stone slabs begin to close over hallways
and doors. Any creature, not currently in combat within the area, may use its reaction
action to make a DC 15 athletics or acrobatics check and escape before the doors close.
After these doors close any unexplored passageways become dead ends.
Once the doors have finished closing the room will begin to fill with sand at a rate
of three feet of sand per round. Any creature buried in sand becomes restrained and
begins to suffocate. Once the room is completely filled with sand the trap ceases.
❖ Water trap: The area seals off its exits. Large stone slabs begin to close over hallways
and doors. Any creature, not currently in combat within the area, may use its reaction
action to make a DC 15 athletics or acrobatics check and escape before the doors close.
After these doors close any unexplored passageways become dead ends.
Once the doors have finished closing the room will begin to fill with water at a
rate of three feet per round. Once the room completely fills with water the trap ceases
❖ Oil trap: The area seals off its exits. Large stone slabs begin to close over hallways and
doors. Any creature, not currently in combat within the area, may use its reaction action

57
to make a DC 15 athletics or acrobatics check and escape before the doors close. After
these doors close any unexplored passageways become dead ends.
Once the doors have finished closing the room will begin to fill with boiling oil at a
rate of three feet per round. Any creature, that starts its round inside the boiling oil and
that does not have fire resistance, takes 2d8 burning damage plus 1d8 burning for each
previous round spent inside the boiling oil.
❖ Acid trap: The area seals off its exits. Large stone slabs begin to close over hallways and
doors. Any creature, not currently in combat within the area, may use its reaction action
to make a DC 15 athletics or acrobatics check and escape before the doors close. After
these doors close any unexplored passageways become dead ends.
Once the doors have finished closing the room will begin to fill with acid at a rate
of three feet per round. Any creature, that starts its round inside the acid and that does
not have acid resistance, takes 3d6 acid damage plus 2d6 acid for each previous round
spent inside the acid.
❖ Beetle trap: The area seals off its exits. Large stone slabs begin to close over hallways
and doors. Any creature, not currently in combat within the area, may use its reaction
action to make a DC 15 athletics or acrobatics check and escape before the doors close.
After these doors close any unexplored passageways become dead ends.
Once the doors have finished closing the room will begin to fill with beetles. Each
round a swarm of insects spawns within the area. This continues for 4d4 rounds.
❖ Snake trap: The area seals off its exits. Large stone slabs begin to close over hallways
and doors. Any creature, not currently in combat within the area, may use its reaction
action to make a DC 15 athletics or acrobatics check and escape before the doors close.
After these doors close any unexplored passageways become dead ends.
Once the doors have finished closing the room will begin to fill with snakes. Each
round a swarm of poisonous snakes will spawn within the area. This continues for 3d4
rounds.
❖ Spinning saw: A six foot long slot lies across the floor, covered in debris and almost
undetectable. The slot hides a massive spinning saw blade that will emerge when
triggered. Any creature caught on top of the blade must make a dexterity saving throw,
DC 17, or take 3d10 slashing damage. Creatures without resistance to slashing from
non-magical weapons suffer limb loss of one leg.
❖ Fire spouts: A semicircular array of 1 inch holes in the floor and walls, each one
containing a small jet of flammable liquid. Once triggered they will spout forth a 10 foot
cone of fire. Any creature caught in the fire must succeed in a constitution saving throw,
DC 15, or take 4d8 fire damage. Creatures with fire resistance take half as much.
❖ Falling ceiling: The area seals off its exits. Large stone slabs begin to close over
hallways and doors. Any creature, not currently in combat within the area, may use its
reaction action to make a DC 15 athletics or acrobatics check and escape before the
doors close. After these doors close any unexplored passageways become dead ends.
Once the doors have finished closing the ceiling begins to fall. The ceiling slowly
slides down the walls at a rate of six feet a round, as iron spikes emerge from both the

58
floor and ceiling. If the trap is not disabled before it reaches the ground all creatures in
the area are crushed to death.
❖ Crushing walls: Each round the walls suddenly slam together crushing anything caught
in the area. Once this trap is activated the walls will begin slamming together and do not
cease. A creature hoping to avoid being crushed must travel from one side of the area to
the other in one round.

Staircase traps are usually triggered by the use of trigger steps. Unless a player describes that
their character is skipping steps on their way, the trap will activate. Players that are skipping
steps run a chance of missing the trap but require athletics checks to perform safely. Skipping
one step provides 50% chance of dodging the trap, but requires a DC 11 athletics or acrobatics
each round. Skipping two
steps provides a 66% chance
of dodging the trap, but
requires a DC 15 athletics or
acrobatics check each round.
If a failed check is rolled the
character tumbles down the
stairs. Tumbling down stairs
deals 1d4 bludgeoning
damage for every ten feet of
distance traveled.

❖ Collapsing Stair Slide: The steps of the Staircase retract from their upright position to a
slant, creating a slide. Any creature on the Staircase that cannot fly or cling to walls (as
spider climb), slides down to the bottom of the Staircase. Attempting to climb the slide
requires a successful DC 17 athletics or acrobatics check.
❖ Rolling Boulder: A large stone boulder begins rolling down the Staircase, crushing
everything in its path. The stone moves at 30’ its first round and 50’ on each consecutive
round. Any creature of medium or smaller size that is caught in the boulder's path is
knocked prone and takes 4d8 bludgeoning damage. Large or larger creatures may
attempt to make a DC 20 athletics check to stop the boulder, taking 4d8 bludgeoning
damage on a failed check.
❖ Locking Pit: See ​Dungeon Master's Guide, page #122.
❖ Burning Banister: The banister is superheated, any creature touching the hand rail takes
2d6 burning damage.
❖ Swinging Axes: Large pendulous blades swing back and forth across the Staircase.
Once triggered they will descend from the ceiling. All creatures on the Staircase must
make a Dexterity saving throw DC 13 or take 3d4 slashing damage and fall down the
stairs. Any creature starting its round on the stairs or is moving up or down the stairs
must also make a dexterity saving throw.
❖ Drop Cage: A steel cage descends from the ceiling capturing any creature below it in a
10’x10’ square. Once the captives have been abducted the cage ascends back to its

59
original position. To escape the cage from inside requires a strength saving throw DC
19. The cage may also be unlocked from outside by a sleight of hands DC 15 check.
❖ Oiled Stairs: The stairs are coated in oil. Oiled stairs are difficult terrain, if a creature
does not notice the oil, is walking at their normal speed or an increased speed, or is
skipping steps they will fall down the stairs.

Magical traps cannot be disarmed by a sleight of hands roll. They have magical triggers that
must be detected with an arcana check of the listed DC and must be dispelled instead of
disarmed. Listed below are the magical traps found within The Dungeon Land. Magical traps
can be encountered anywhere, but are very rare. Whenever ‘Magic Trap’ is rolled when
determining the type of trap encountered, one of these traps is encountered. Magical traps are
extremely dangerous, and often
frustrating. Magical traps will only
go off once, then their
enchantment is exhausted. This
makes some, such as the ‘Mind
Swap Trap’, terrifying to some
adventurers.

Some magic effects can be


removed, others cannot. Under
each magical trap the cure, if any,
will be listed after the effect. Some
are as simple as a remove curse,
others may require more drastic
measures.

❖ MInd Swap Trap: A strange two headed stone idol sits atop a pedestal. Once triggered
the trap fires two beams of light from its eyes. Two target creature swap minds. Their
players switch control for as long as this effect lasts. The trap targets player characters
over NPCs and animals, preferring ones with classes which are different from one
another. The traps effect ends when the characters gain a deeper understanding for the
struggles of one another (dungeon master's discretion), or if a ​Wish is used to reverse
the effects.
❖ Petrify: A sudden and surprising image of a medusa appears shrieking before the Party.
Each creature witnessing this must make a DC 14 Constitution saving throw. If the
saving throw fails by 5 or more the creature is instantly petrified. Otherwise, a creature
that fails the save begins to turn to stone and is restrained. The restrained creature must
repeat the saving throw at the end of its next turn, becoming petrified on a failure or
ending the effect on a success. The petrification lasts until the creature is freed by the
Greater Restoration spell.
❖ Reverse Gravity: After triggering this trap the gravity in the area reverses, permanently.
All creatures that cannot fly or cling to ceilings (as s​ pider climb) falls, taking normal

60
falling damage for the height of the room. Falling objects can also cause harm to
creatures. Once a creatures leaves the area it falls again, this time back toward the
ground.
❖ Aging: An old man lies collapsed in the center of the room, upon closer inspection the
man is dead. Any creature touching the body must make a Constitution saving throw DC
13 or becomes extremely old. As this effect doesn't age a number of years, but rather
ages until old, elves are affected by this trap just as shorter lives races are. Old
creatures gain disadvantage to all Strength, Dexterity, and Constitution skill checks,
attacks, and saving throws. Old creatures also gain advantage on all Intelligence,
Wisdom, and Charisma skill checks, attacks, and saving throws. This effect lasts until a
Potion of Longevity is consumed.
❖ Weightless: Upon activating the trap, the activator, and all their belongings becomes
weightless. Any object worn or held by the weightless individual become weightless as
long as the object does not exceed their carry weight. Weightless creatures are
extremely susceptible to being knocked around. Any damage, slight breezes, or
explosions can cause weightless individuals to drift and fly away unless they are holding
onto a secured object. Weightless creatures that do not have a fly speed have their
movement reduced to zero, as they hover without the ability to control themselves.
❖ Level Drain: This powerful curse has been lost to the ages. Once an ability carried by all
powerful undead, it has been since forgotten. This trap is most likely triggered by the
touching of a powerful treasure or the passage through a doorway. Once it has been
triggered the one who triggered it must make a Wisdom saving throw DC 17, or have
their life essence drained. A failed save causes all HP, feats, features, stat increments,
spells, and spell slots earned in the character’s last two levels to be useless and
forgotten until the effect ends. To restore lost levels a ​Greater Restoration spell is
needed.
❖ De-Mutate: Suddenly the triggerer of this trap loses all mutations gained from Dungeon
Land.
❖ Dragon: The trigger for this trap is usually a piece of art, armor, shield, mosaic, or
anything else that has a depiction of a dragon placed upon it. The first creature to touch
this trigger object activates the trap. That creature then is permanently transformed into
a young dragon of the same alignment type. That creature loses all non-spellcasting
features until the effect ends. A ​Polymorph spell is needed to reverse the effects of the
trap.
❖ Mutations: The usual trigger for this type of trap is a doorway or other precipice. The first
creature to cross the trigger is struck with 2d4 magical mutations. The target must make
a DC (7 + 1 for each mutation rolled) Constitution saving throw. If the target fails they
gain mutations equal to the amount they failed the check by, up to the maximum amount
of mutations rolled.
❖ Teleport: When this trap is triggered all creatures in the area must make an Intelligence
saving throw DC 13 or be teleported to either the top or the bottom of Dungeon Land. All
creatures teleported by this trap arrive at the same destination in an unoccupied space.

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Treat this mode of travel the same as port gems, describing to your players the
corresponding description.
❖ Inebriation: This trap is a passive enchantment upon the area itself and is always active.
Any food eaten within this area becomes intoxicating. Each time a creature eats or
drinks in this area they must make a Constitution saving throw DC 17, or become
inebriated. Inebriated creatures have disadvantage on skill checks, saving throws, and
attack rolls using Dexterity, Intelligence, and Wisdom. However, they also gain
advantage on skill checks, saving throws, and attack rolls using Strength, Constitution,
and Charisma.
❖ Bankruptcy: The creature who triggers the trap loses all wealth. All gold carried by or
owned by the one who triggered the trap disappears. All property owned by that creature
is auctioned off. The trigger for this trap is usually a treasure.

Gates
When a Gate is encountered within The Dungeon Land it does not appear in front of the
characters. Instead, the Gate is positioned not to block any hallways or doors, preferring to be
placed somewhere on the wall and out of the way of normal travel. Gates do not, under any
circumstances, attempt to abduct, coerce, or otherwise pull creatures through by force. They
exist as challenges for the adventurer desiring a true contest.

Each Gate is a portal to another plane of existence. Each one leads to a different plane,
however not all planes have Gates, and each one leads to an encounter with that plane's
denizens. The eight Gates lead to ​Mount Celestia, ​The Abyss, ​The Nine Hells, ​Mechanus,
Limbo, ​Gehenna, ​The Astral Plane, and The Githzerai City (also in L
​ imbo). When a Gate is
encountered there is no way of determining where the portal leads, and Gates are encountered
in random order. Each of the eight Gates will have a different type of creature inhabiting it;
devas, demons, devils, modrons, slaadi, yugoloths, githyanki, and githzerai.

Gate to Mount Celestia

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1-6 Deva appear always in even number, lead by a planetar.

The optional rule, Blessed Beneficence is in effect.

The group can complete this Gate in several ways;


1. The Party can convince the deva they are good. Deva never compromise or acquiesce,
and are very rarely tricked, but if the Party can somehow debate the deva, distract the
deva, or mislead the deva, evil members of the Party may yet survive.
2. The Party can escape. Although the number of deva on Mount Celestia is endless, and
fighting against the deva will only lead to the emergence of further deva, Lord Vecna will
open a portal back into Dungeon Land, but only if the Party slays the planetar. Which
causes whomever is responsible for its death to become evil.
3. The Party can plead with the deva. If the Party decides to submit to the deva, and to
seek their mercy, they will hold their onslaught. If the Party then atones for their sins,
however many or varied, the deva will allow the Party to leave. If the Party will not atone,
the deva will attack. Atonement usually takes the form of servitude, routine tribute, and
most of all volunteer work.

Gate to The Abyss

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1-9 Demons appear always in odd number; most of which will be dretch, however they are lead
by either a Shadow Demon 15%, Vrock 25%, Nalfeshnee 25%, Chasme 15%, or a Glabrezu
20%. They are accompanied by various undead and succubi, however these will not take any
combat actions.

The optional rule, Abyssal Corruption is in effect.

The group completes the Gate by defeating all of the demons sent to force them into the
carnival of the damned celebration. The demons will fight to the death, and will sometimes force
the undead to join in battle against the adventurers. However this costs an action to do. Once all
the demons have been slain, a portal will appear and the adventurers may return to The
Dungeon Land. The demons, if searched, will each have individual treasure appropriate for their
challenge rating.

Gate to The Nine Hells

The Optional Rule, Pervasive Evil is in effect.

The Party can survive this one of two ways.

64
1. The Party can quietly congratulate the couple for their happiness, backing away slowly
before leaving a wedding present. This will open the portal back to Dungeon Land.
However, rudeness will not be tolerated. Any disturbances, remarks, or further
interruptions will cost the Party their lives unless they can succeed in a DC 30
Persuasion check to be allowed to leave. Although if they are polite and sociable they
may be allowed to stay for the wedding.
2. The Party can try and stop the wedding. Any disruptions caused by the Party will not be
tolerated. However, when Asmodeus prompts “speak now or forever hold your peace” a
cleverly worded Persuasion check, DC 30, will succeed in convincing Fierna that this
wedding is a mistake and she will flee. At this point a portal will open back to The
Dungeon Land. However this creates permanent animosity between the Party and
Asmodeus and his daughter Glasya.

Gate to Machinus

The Optional Rules: Law of Averages and Imposing Order are in effect.

The group can complete this Gate in several ways;


1. By quelling the resistance and upholding order. Once all of the rogue modrons are dead
a portal will open.
2. A DC 19 perception check reveals the location of a portal back to the prime material
plane. If the party fights their way to the portal protecting the rogues they may rescue
them and complete the Gate. Then will be teleported back into The Dungeon land. The
lawful modrons will come in waves of troops in number with the fibonacci sequence
(1,1,2,3,5,8,13,21,etc…).
3. The party can simply ignore the struggle and take a short or long rest, without being
hassled by the modrons. Then a portal will open.

65
Gate to Limbo

The Optional Rule: Power of The Mind is in effect.

Only by defeating all of the slaadi can the party return to Dungeon Land. If the party happens to
capture the slaad control gem from the grey slaad they may bring it back to The Dungeon Land
as a slave after the others have been slain.

Gate to Gehenna

Optional Rule: Cruel Hinderance is in effect.

Collecting enough tokens can buy your freedom (35 each for a trip through their portal). Each
game costs a precious item (usually a magic item, potion, or valuable gemstone, although items
of sentimental value are treasured most of all) and grants 10 tokens if beaten.
● The High Striker is a test of strength. By swinging a mallet against a target (in this case
the face of an unlucky mephit) the contender sends a ball high into the air, striking a bell
if they are strong enough. It is secretly an intelligence test, the stronger you are the
weaker the result.

66
● The Whack-A-Mezzoloth is a test of dexterity. A mezzoloth head appears from one of
nine holes three times per round for five rounds. The goal is to hit the head ten times.
Secretly this is a test of strength, the counter only records hits that do damage but the
mallet being used deals 1d6 -10 bludgeoning damage.
● Yugoloths Chess is a test of intelligence where two match wits in a strategy board game.
Few other than the arcanaloth understand the undertones so central to yugoloth chess.
The undertone of cheating as hard as possible. It is secretly a dexterity test, one must
cheat with a successful DC 20 sleight of hands roll.

The carnival also offers items in exchange for tokens, these always appear to be of great value;
“hand crafted by Moridin himself, if you can believe it”. They will boast fantastic effects and
contain infinite charges (as long as they are on this plane). Items will cost 100+ tokens and will
each be unique. Rides and spectacles also charge tokens, get creative.

Gate to The Astral

Characters moving through the Astral plane have a speed of their intelligence score x3.

After the dragon is defeated the portal to leave opens. If the Party defeats the pilots (1 Githyanki
captain, and three Githyanki warriors) without dealing more than 50% of the dragons HP the
Party has a chance to recover the dragon for their personal use. The recovery process is only
possible if one of the Party is able to fly the dragon. Which requires an arcana check DC 30.

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68
The Githzerai City (Limbo)

The Optional Rule, Power of The Mind is in effect.

For those over tenth level a zerth monk appears instead.

The Party can complete this gate and return to Dungeon Land by winning or losing the battle.
Either way they are allowed to return. However, losing the fight grants no experience or treasure
upon return. For each member that defeats their challenger they are offered a chance to stay in
the citadel, learning to use psionics and to live the githzerai lifestyle. However, they are not
forced to do so.

The monks will never kill an opponent in a training match unless they have somehow offended
the monk. Combat is extremely personal to the githzerai and the monks will see foul play as a
direct offense. If a Party member kills a githzerai the entire group will be forced to leave in
disgrace or be killed by wave after wave of githzerai zerth monks.

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Biomes
Each biome is home to a wide array of creatures, many found nowhere else in Dungeon Land.
Each biome is home to a Town and a Mini-Dungeon, both of which are unique and only appear
once per floor. The architecture, terrain, and conditions vary wildly from biome to biome. Some
contain difficult terrain varieties, others are filled with other dangers such as pitfalls and places
for any number of devious creatures to hide. Weather, and day night cycles can vary between
biomes as well, sometimes resulting in a ‘jet lag’ like effect - leaving players awake in the night.

When mapping out multiple floors it is suggested that Staircases should be mapped both on the
page they were encountered on, and on a new page, with a legend notation connecting the two
floors. Staircases that travel from one floor to another can generate any number of times,
leading to an awful maze for those who don’t keep proper notation.

Survival can be difficult in some biomes. Some, like the jungle, are plentiful in food, water, and
shelter; others such as the desert lack all of these resources. When players have been without
the comforts of town long enough it may become necessary to forage for food. Some classes
such as the druid and ranger may have an easier time with this problem, but it may pose a very
real risk nonetheless. When foraging for food a survival check is rolled, starting at a DC of 13
and increasing by 1 for each floor above or below the first floor.

Random Encounters
Random encounters provide
a constant challenge for
players wandering the halls.
While in rooms,
Mini-Dungeons, and towns
random monster encounters
do not occur. Therefore
players may set up temporary
encampments in cleared
rooms and Mini-Dungeons.
However, this is assuming
the Party has a dedicated
lookout at all times. Parties
that fall asleep without guards
are running the risk of a nasty
wake up call.

Each creature has a chance


to be mutated. This chance

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changes from biome to biome and in some areas creatures may reach up to 100% chance of
having a mutation, and in large groups the chance of encountering a creature with a mutation is
extremely high. Monsters have a very low chance to be carrying treasure about with them in the
halls, normally 0%, although the dungeon master may choose to award treasure after some
random encounters.

When generating an NPC on this table, roll in the first category, then the second, then the third..
Together this outlines a rough description of the NPC, i.e. a dragonborn bard entertainer, an
ameable elven sorcerer, or a mutant half-orc bandit captain.

NPCs with classes are


between 1st and 8th level.
With a tendency to stay
within one class, however
this is not always the case.
The other varieties of NPC
are as described within the
monster manual; with the
exception of their humor.
The various humors are
either backgrounds,
described within the
Player's Handbook, page
#127; or personality
adjustments (marked with
an *), the dungeon master
is encouraged to play these
NPCs as though they are
permanently within their
current emotional state.
The exception, Mutant**, is
given a Magical Mutation, then rerolled adding an additional mutation until a humor other than
Mutant** is rolled.

Within Dungeon Land, rules start to lose rigidity. This holds true for even the rules of The
Dungeon Land itself, and when the rules begin to bend strange things can happen. Below are
some of those strange things. Every now and again events will occur near enough to the players
for them to take notice. When an event is scheduled to take place the dungeon master rolls a
1d6, then describes one of the following events to the players.

Unnatural weather
Strange and unnatural weather is sometimes known to occur within Dungeon Land. From snow
in the desert, to rain falling upwards. Sometimes these strange weather patterns occur before a

71
great incident or discovery. The strange weather has never been known to cause harm,
although it has become a bad omen for the natives. Any NPC travelling with the Party will flee if
able.

Monster spawning
No one knows how monsters arrive to be within The Dungeon Land, some believe they are born
within its walls, others believe that some force is conjuring them. This theory is propagated by a
strange phenomenon, monster spawning.

When this event occurs, monsters will suddenly appear in the vicinity of the Party, no less than
30’ away in an unoccupied space. 1d4 Varieties of monster, from the appropriate biome
encounter table, in normal encounter number materialise from thin air. These creatures never
have mutations and are not immediately hostile. The first two rounds after being conjured into
Dungeon Land the creatures spend the round either unconscious or confused.

❖ Monster despawning / glitching


Some events found within the maze have no clear reason or culprit. Unlike monster spawning
and unnatural weather, which have both become the subject of much debate, monster
despawning and glitching is simply bizarre. There are two separate events that are placed into
this category; despawning and glitching.

Despawning is hard to anticipate and extremely sudden. As the Party continues on, their path is
suddenly interrupted by an encounter. The dungeon master rolls an encounter on the
appropriate biome table, however the moment before combat begins the monster simply
disappears. The monster leaves no trace and cannot be found by any sort of scrying, divination,
or detection magic. Infact, it in all likelihood ceases to exist.

Monster glitching is a horrifying thing. All creatures that encounter a monster mid-glitch must
succeed in a DC 13 wisdom saving throw or flee in panic, and for good reason. Monster
glitching can take various forms from creatures being stuck within objects and walls, to monsters
having been strangely contorted in spectacular ways. Monsters which have glitched seem to be
unaware of their surroundings and unable to make actions. Save actions in attempt to free
themselves from the glitch, which usually exacerbate the glitch.

Wildmagic
Some events are too hard to detect until they have already happened; events like wildmagic
storms. When a wildmagic storm occurs all spells cast for three turns cause the dungeon master
to roll on the Wild Magic Surge table.

❖ Day / Night
The day night cycle in Dungeon Land roughly simulates outdoor conditions to allow characters
and monsters to sleep. This is necessary for the dungeon’s ecology to thrive; Towns, creatures,
and even adventurers need sleep. However, sometimes this cycle behaves irregularly. When

72
this occurs day suddenly becomes night, and night can suddenly become day. If this occurs
during a long rest, players only recover ½ their normal amount of HP and items and spells that
recharge at dawn do not recharge until the following dawn.

Missing textures
The last and most confusing event found in The Dungeon Land is missing textures. This has no
negative side effects and cannot in any way cause harm to the Party or to Dungeon Land’s
many creatures. Objects will simply be without details or coloring. However these objects are
still solid and function normally although, visually, they are replaced with solid gray rectangles.

Terrains and Monsters


Below each biome is described for both the players and the dungeon master. The terrain,
architecture, and hazards are explained and the conditions for day and night are provided.
Monster encounter charts are given alongside those monsters mutation chances. Encounters do
not change from day to night.

MOUNTAINS

The mountain biome is very different from other biomes because it doesn’t have a ceiling, which
can sound like a big problem. However, it just takes a change of strategy for the dungeon
master. On other floors the ceilings provide a box, the Party moves through the box, but only
through doorways and halls. Here, on the top floor, creatures that fly through magical means
can simply move over walls and other obstacles. This puts a major halt on randomly generating
terrain because the speed of which the player can move is much greater than the speed that the
dungeon master can generate terrain. However that is not very important, because the rooms of
the Mountain biome are mountainous peaks, the maze is just a valley between the tops of
mountains. The players will see these landmarks and be able to travel between them. But

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speeding up the travel pace comes at a cost. By flying over the maze the party runs the risk of
running into many flying encounters, and if they crash into an unexplored area of the maze they
may become dreadfully lost.

Along with the hazards of ​Extreme Cold found in the arctic, S


​ trong Winds, and ​High Altitude
also permeate the biome, while any water found in this biome is considered F ​ rigid Water.

Any rooms found in this area are replaced with ​Peaks. Peaks resemble the tops of mountains,
removed, and placed into the maze. Some will have small caves where monsters may hide.
Monsters encountered in these areas usually have a den of some sort on or in the peak.
Treasure is always located either at the top of the peak, or the very back of a monster’s den.
Some traps such as the stomping pillars don't seem to make any sense in these areas; if you
feel this is the case, reroll, chose a trap, or simply remove the trap. Finally, magical pools found
in this area take the form of waterfalls cascading over the rocks.

The last main difference between the mountains biome and others is the day night cycle. While
other biomes have many different day night systems the cycle here is by far the most extreme.
Both day and night last for around 30 days here; plunging into the deepest dark, before
returning for days of blistering sun. Both the lack of light and the endless day can drive a person
mad, it is unwise to stay in this biome for very long, characters who do stay often lose track of
time completely.

Creature Encounter Challenge Number Chance of


Number Rating Appearing Mutation

Aarakocra 1-3 1/4 2d4 10%

Basilisk 4-6 3 1-2 30%

Behir 7-8 11 1 35%

Cyclops 9-10 6 1-3 40%

Pteranodon 11-13 1/4 1d4 15%

Djinni 14-15 11 1 5%

Blue Dragon 16 By Age 1 5%

Copper Dragon 17 By Age 1 5%

Red Dragon 18 By Age 1 10%

Silver Dragon 19 By Age 1 5%

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Half Dragon, 20-21 Roll Again / As 1 15%
Red Base Monster

Air Elemental 22-24 5 1 5%

Galeb Duhr 25-26 6 1 50%

Gargoyle 27-29 2 1d6 5%

Cloud Giant 30-31 9 1d4 5%

Stone Giant 32-33 7 1d6 10%

Gorgon 34-35 5 1 15%

Griffon 36-38 2 1d4 35%

Harpy 39-41 1 1d6 15%

Hobgoblin 42-44 ½-6 2d6 10%

Lamia 45-46 4 1 50%

Manticore 47-48 3 1 25%

Oni 49-51 7 1 65%

Pegasus 52-53 2 1 5%

Peryton 54-56 2 1 20%

Roc 57 11 1 5%

Rust Monster 58-60 1/2 1-2 20%

Wyvern 61-62 6 1 20%

Yeti 63-64 3 1 20%

Abominable Yeti 65 9 1 25%

Dire Wolf 66-68 1 1d4 15%

Eagle 69-71 0 1 5%

Giant Eagle 72-73 1 1 5%

Giant Goat 74-75 1/2 1 10%

75
Giant Lizard 76-78 1/4 1 5%

Giant Vulture 79-80 1 1 5%

Giant Wasp 81-82 1/2 2d4 10%

Giant Wolf 82-84 1/4 1 10%


Spider

Goat 85-87 0 1 5%

Mule 88-89 1/8 1 5%

Saber Tooth 90-92 2 1-2 5%


Tiger

Vulture 93-97 0 1d4 5%

Worg 98-100 1/2 1 5%

ARCTIC

The arctic biome is very dangerous. The monsters that wander the halls are extremely
challenging and hazardous terrain is everywhere. The entire floor is ​Extreme Cold and finding
nutrients is almost impossible without hunting something. Dangers such as T ​ hin Ice and
Slippery Ice are pervasive on almost every surface, and all water sources are considered F ​ rigid
Water. The cold is ever present and it affects more than just the players well being. Cantines will
freeze, food will freeze, even some potions will freeze. After long periods, objects that have not

76
moved will freeze in place having to be thawed out. Bodies will freeze dry and become like
mummies if left too long, requiring a G​ reater Restoration spell before they can be returned to
life. The extreme conditions of this floor also can cause other troubles. In areas where this floor
connects to hot climates like the desert, differential pressures cause S​ trong Winds.

Rooms in the arctic are usually the permanent homes of creatures found inside them, and have
been carved out by those creatures. The rooms are littered with the evidence of their occupants,
which combined with snow tracks means that rangers have advantage on tracking in the arctic.

The day night cycle in the arctic raises and lowers the temperature so severely and quickly that
it can be difficult to survive the night. Wind speed increases to terrifying levels, picking up debris
and freezing small creatures within moments. Through the 18 hours of darkness each day
creatures without complete cold immunity will eventually succumb to the ceaseless chill. During
the night it becomes so cold, that every hour creatures without cold immunity gain one level of
exhaustion. Without cover, throughout the night, short and long rests are impossible. Creatures
that attempt to sleep without cover such as a snow tent, or very thick sleeping bag will begin to
suffer cold damage at the rate of 1d4 points every ten minutes until they have suffered half of
their total HP and awaken.

Creature Encounter Challenge Number Chance of


Number Rating Appearing Mutation

White Dragon 1 By Age 1 5%

Silver Dragon 2 By Age 1 5%

Empyrean 3 23 1 5%

Frost Giant 4-10 8 1d4 10%

Half Dragon, 11-15 Roll Again / As 1 10%


White Base Monster

Half Dragon, 16-20 Roll Again / As 1 10%


Silver Base Monster

Ice Mephit 21-27 1/2 1d4 15%

Wereboar 28-32 4 1 5%

Remorhaz 33-39 5 1 25%

Dire Wolf 40-44 1 1d4 5%

Mammoth 45-51 6 1d4 5%

77
Orc 52-56 ½-4 2d4 25%

Raven 57-61 0 1d6 10%

Saber Tooth 62-68 2 1-2 5%


Tiger

Swarm of 69-73 1/4 1 25%


Ravens

Tiger 74-79 1 1 5%

Will-o-Wisp 80-44 2 1-2 10%

Winter Wolf 85-90 3 1 5%

Wolf 91-95 1/4 2d4 5%

Worg 96-100 1/2 1d4 5%

DESERT

The desert is extremely inhospitable. It feels more like an oven than a desert. It ranges from
Extreme Heat during the day to ​Extreme Cold during the night. Sometimes S ​ trong Winds occur,

78
creating dust storms which can blind creatures who travel too long through them. It is suggested
that any Party wishing to travel the desert have a desert ranger, or hire one as a guide; far too
many travelers have fallen afoul of ​Quicksand pits that litter the dunes. Metal objects will heat
after an hour, becoming hot to the touch; darker metals heat quicker, and objects grasped for
longer than one round will cause 1d6 fire damage to non resistant creatures per round. Objects
heated this way do not gain extra fire damage.

During the night, the temperature becomes unbearably cold. Water will freeze, and the sand
feels as ice. Dust storms are more dangerous during the night, and can deal 1d6 cold damage
to non resistant creatures that do not protect themselves.

Creature Encounter Challenge Number Chance of


Number Rating Appearing Mutation

Azer 1-2 2 1d4 5%

Needle Blight 3-5 1/4 1d6 10%

Efreeti 6-7 11 1 5%

Blue Dragon 8 By Age 1 5%

Brass Dragon 9 By Age 1 5%

Half Dragon, 10-11 Roll Again / As 1 10%


Blue Base Monster

Fire Elemental 12-14 5 1 5%

Fire Giant 15-16 9 1-2 20%

Jackalwere 17-24 1/2 1 20%

Magman 24-27 1/2 1d6 15%

Mummies 28-36 3 1-2 40%

Mummy Lord 37 15 1 65%

Dust Mephit 38-40 1/2 1d4 10%

Magma Mephit 41-43 1/2 1d4 10%

Androsphinx 44 17 1 10%

Gynosphinx 45 11 1 5%

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Thri Kreen 46-47 1 2d6 5%

Camel 48-52 1/8 1d8 5%

Death Dog 53-55 1 1d6 15%

Elephant 56-60 4 1d12 10%

Giant Hyena 61-62 1 1-2 5%

Giant Lizard 63-66 1/4 1 15%

Giant Scorpion 67-70 3 1 25%

Hyena 71-75 0 1d6 5%

Jackal 76-80 0 1d4 5%

Lion 81-83 1 1d6 5%

Rakshasa 84-85 13 1 25%

Rhinoceros 86-87 2 1d4 5%

Scorpion 88-91 0 1 5%

Fire Snake 92 1 1-3 5%

Salamander 93 5 1-2 10%

Vulture 94-98 0 1d6 10%

Worg 99-100 1/2 1d4 5%

BADLANDS

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The heat is uncomfortable and dry. Adventurers who travel long through this area will become
sunburnt, chapped, and discouraged. Some characters and creatures, who have backgrounds
or habitats in similar climates (savannas, high deserts, and badlands) are not affected by the
heat and lack of humidity.

Other than the heat the badlands are really quite nice. Where there is water an abundance of
life flourishes, enticing visitors from the depths of the desert. Fruit, small animals, nuts, roots,
and bugs provide plenty of food for hunters and gatherers. The shade is bearable, the land is
tillable, and life can be comfortable for those who embrace the struggle. The only major threat
being watering holes. The main source of water in the badlands, magical pools, often take the
form of watering holes and will cause rooms that contain them to attract twice as many
creatures!

Creature Encounter Challenge Number Chance of


Number Rating Appearing Mutation

Bugbear 1-3 1-3 1d6 10%

Bulette 4 5 1 15%

Cockatrice 5-7 1/2 1-2 10%

Triceratops 8 5 1d4 20%

Brass Dragon 9 By Age 1 5%

Copper Dragon 10 By Age 1 5%

Half Dragon, 11 Roll Again / As 1 10%


Brass Base Monster

Half Dragon, 12 Roll Again / As 1 10%


Copper Base Monster

Ettin 13-14 4 1-2 20%

Hill Giant 15-16 5 1-2 20%

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Gnoll 17-21 1-4 1d6 10%

Gorgon 22 5 1 35%

Hell Hound 23-26 3 1-3 20%

Hippogriff 27-29 1 1d4 5%

Minotaur 30-34 3 1-2 5%

Nightmare 35-36 3 1 10%

Rust Monster 37-42 1/2 1-2 20%

Stirge 42-45 1/8 1d6 5%

Dire Wolf 45-52 1 1d6 5%

Draft Horse 52-57 1/4 2d8 5%

Elephant 58-60 4 1-2 10%

Giant Boar 61-63 2 1-2 10%

Giant Hyena 64 1 1d4 5%

Giant Lizard 65-68 1/4 1-2 15%

Giant Wasp 69-72 1/2 1d6 5%

Hyena 73-78 0 2d4 5%

Lion 79-81 1 1d6 5%

Panther 82-86 1/4 1d4 5%

Rhinoceros 87-88 2 1-2 5%

Saber Tooth 89-90 2 1 5%


Tiger

Vulture 91-95 0 1d6 10%

Worg 96-100 1/2 1d4 5%

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GRASSLANDS
Continuing from Introduction...

Various different grasslands and plains around the world are extremely seperate in appearance,
wildlife, and conditions, as are the halls of Dungeon Land. Every so often, as the group
continues through the maze of rooms and hallways The Dungeon Land’s decor will alter slightly.
Here are some descriptions of alternative Grassland biomes.

❖ Steppe: The air is just south of comfortable. As it cools it also dries. It seems this area is
permeated with a stiff, slow wind that leaves you stifled. The grass here is thick and
resilient. Long stalks sprout up from patches scattered among large stretches of exposed
soil. Small shrubs, low to the ground and covered with small delicate flowers dot the
landscape. Every now and then a small hole can be seen, dug into the soil, yet its
residents are nowhere to be found.
❖ Pampas: Between rolling hills there lies a stretch of plains, fertile and warm. As you pass
through it you feel the ground become wet and spongy. The ground is covered, thick and
full with a coat of short grasses, mosses, and small flowers. The air is very humid. Steam
can be seen drifting on the winds in some places as the moisture raises into the air, and
is picked up by the breeze that cycles through these halls. Underfoot many a small
creature skitters or slithers by, footsteps sometimes scare small birds that flee from their
hiding places.

Within rooms of the Grasslands biome, walls sometimes change to brick, granite, or other
materials. Sometimes decorated with mosaics, tapestries, ritualistic paintings, fountains, or other
somesuch. Sometimes small holes have been made by goblins or other creatures, however
these are much too small and often too shallow to explore. Variation is key to creating the
atmosphere central to The Dungeon Land’s main theme. For inspiration on the architecture of
walls and ceilings of the Grasslands biome see ancient Roman and Greek buildings. For decor

83
and miscellaneous objects found within this biome use simple tools such as pickaxes, shovels,
or buckets.

After nine hours of exploring the Grasslands biome the ‘sun will begin to set’. The glow that
permeates Dungeon Land begins to fade, the temperature cools, and fireflies begin to emerge
from the grass surrounding the Party. Night will last about 11-13 hours before the ‘sun’ will rise
again.

Creature Encounter Challenge Number Chance of


Number Rating Appearing Mutation

Ankheg 1 2 1-2 40%

Bulette 2 5 1 45%

Cat 3-4 0 1-3 5%

Centaur 5-7 2 2 5%

Cockatrice 8-11 1/2 1-2 15%

Cyclops 12 6 1 15%

Gold Dragon 13 By Age 1 5%

Half Dragon, 14 Roll Again / As 1 5%


Gold Base Monster

Pteranodon 15-17 1/4 1 5%

Triceratops 18-19 5 1 20%

Tyrannosaurus 20 8 1 60%
Rex

Earth Elemental 21-22 5 1 5%

Goblin 23-25 ¼-1 1d4 25%

Half Ogre 26-28 1 1-2 15%

Harpy 29-30 1 1-2 5%

Hell Hound 31-33 3 1 25%

Kobold 34-37 ⅛-1/4 1d6 15%

84
Ogre 38 7 1 15%

Scarecrow 39-41 1 1-2 5%

Thri Kreen 42-44 1 1d4 25%

Axe Beak 45-47 1/4 1-3 10%

Baboon 48-50 0 2d6 20%

Blink Dog 51-53 1/4 2d4 10%

Death Dog 54-56 1 1-2 15%

Dire Wolf 57-59 1 1-2 10%

Draft Horse 60-62 1/4 2d6 5%

Elephant 63-64 4 1 15%

Giant Rat 65-67 1/8 1-3 25%

Giant Wasp 68-69 1/2 1-3 15%

Giant Weasel 70-71 1/8 1-2 10%

Giant Wolf 72 1 1 10%


Spider

Lion 73-75 1 1 10%

Mammoth 76 6 1 20%

Mastiff 77-78 1/8 1-2 5%

Mule 79-81 1/8 1 5%

Pony 82-83 1/8 1d4 5%

Rat 84 0 1d4 10%

Boar 85-86 1/4 1d4 5%

Rhinoceros 87 2 1 10%

Riding Horse 88-89 1/4 2d6 5%

85
Saber Tooth 90 2 1 10%
Tiger

Vulture 91-93 0 1d4 15%

War Horse 94-95 1/2 2d6 5%

Wolf 96-97 1/4 1d6 10%

Worg 98-100 1/2 1d4 10%

FOREST

The entire forest floor is subject to the whims of the empyrean at all times, even before the
Mini-Dungeon is discovered. Its mood is directly controlled by the health of the forest; when it is
healthy and untouched the empyrean is happy and the forest blooms, when it is damaged or
disturbed the empyrean is sad and the forest takes on a darker side.

Blooming Forest: Players Have Made Little Impact...

This only lasts for as long as the players have remained completely undiscovered and have left
no trace of their presence, As soon as they reveal themselves, disturb the environment, or
attack an animal the peace is broken and the animals scatter. Dungeon Lands encounter

86
system returns to normal and the fey have disappeared. While undisturbed all fruit and berries
are nutritious and nonpoisonous. The ‘sun’ never sets.

Waning Forest: Players Have Made Some Impact…

Berries and fruit must be identified before consumption, they have a 50% chance of being
poisonous. Day and night each last twelve hours.

Dark Forest: Players Have Made A Noticeable Impact...

Any fruits, if present, will be poisonous. The sun never rises. The underbrush turns to razorvine,
which covers the floor of the forest almost completely.

Creature Encounter Challenge Number Chance of


Number Rating Appearing Mutation

Ankheg 1 2 1-2 25%

Banshee 2 4 1 40%

Twig Blight 3-4 1/8 3d4 15%

Bugbear 5-6 1 1d4 20%

Centaur 7-9 2 2 20%

Allosaurus 10 2 1d6 45%

Ankylosaurus 11 3 1d12 45%

87
Displacer Beast 12-14 3 1-2 30%

Green Dragon 15 By age 1 70%

Dryad 16-17 1 1 50%

Ettercap 18 2 1d4 20%

Faerie Dragon 19-20 1-2 1-2 60%

Griffon 21 2 1 35%

Green Hag 22 3 1-3 75%,1 per group

Hippogriff 23-24 1 1d4 10%

Kenku 25 1/4 1d4 20%

Werebear 26 5 1 40%

Werewolf 27-28 3 1d4 30%

Ogre 29-31 2 1d6 25%

Owlbear 32-33 3 1 10%

Pegasus 34 2 1 5%

Peryton 35 2 1 30%

Pixie 36-37 1/4 2d6 5%

Pseudodragon 38 1/4 1 40%

Satyr 39-40 1/2 1 10%

Shambling 41-42 5 1 75%


Mound

Sprite 43-45 1/4 1d4 20%

Treant 46-47 9 1 65%

Unicorn 48 5 1 1%

Wyvern 49-50 6 1 10%

Ape 51-52 1/2 1d4 15%

88
Awakened Tree 53-54 2 2 10%

Awakened Bush 55 0 1 20%

Badger 56-57 0 1d4 5%

Black Bear 58-60 1/2 1 10%

Blink Dog 61-62 1/4 2d4 10%

Boar 63-64 1/4 1d4 5%

Brown Bear 65 1 1 5%

Constrictor 66-67 1/4 1 25%


Snake

Deer 68-70 0 2d6 20%

Dire Wolf 71 1 1d4 10%

Eagle 72-73 0 1 5%

Elk 74-75 1/4 1d4 20%

Giant Badger 76 1/4 1 10%

Giant Boar 77-78 2 1 15%

Giant Centipede 79-80 1/4 1-2 20%

Giant Eagle 81 1 1 10%

Giant Elk 82 2 1 20%

Giant Fire 83 0 1d6 20%


Beetle

Giant Owl 84-85 1/4 1 10%

Giant Toad 86 1 1-2 20%

Giant Vulture 87 1 1 15%

Giant Weasel 88-89 1/8 1 15%

Hawk 90 0 1 5%

89
Owl 91-92 0 1 5%

Raven 93 0 2d6 1%

Swarm of 94-95 1/2 1 5%


Insects

Vulture 96 0 1d4 10%

Weasel 97 0 1 5%

Wolf 98-100 1/4 1d6 10%

JUNGLE

The jungle is one of the most dense and specialised biospheres. This intricate world contains
more species of life than any other ecosystem. Not all are beasts, in fact there is a relative
scarcity of large creatures within the jungle. However, the number and type of plants, insects,
birds, and animals of all variety is staggering. The most challenging hazard of the jungle is its
constant barrage of creatures. Even when no encounters are present creatures of some variety
should be interfering with the Party. Mosquitos, leeches, crabs, ants, and all other pests should
be attacking the Party, hiding in their gear, crawling into their tents and so on. Not to mention
the frequent patches of Brown Mold that grow on the jungle floor.

While in the jungle foraging attempts have advantage and they return will twice the amount of
food, however not everything about the jungle is hospitable. The jungle is filled with quicksand

90
​ xtreme Heat fills the jungle
pits, is prone to fits of heavy precipitation almost every night, and E
during the day. In addition the perplexing nature of the jungle can cause the Party to get lost at
intersections, requiring a DC 15 Survival check to keep their bearings when the dungeon master
deems appropriate.

Creature Encounter Challenge Number Chance of


Number Rating Appearing Mutation

Vine Blight 1-3 1/2 2d4 25%

Carrion Crawler 4-5 2 1-2 8%

Chimera 6 6 1 25%

Couatl 7 4 1-3 2%

Allosaurus 8-9 2 1-2 15%

Green Dragon 10 By Age 1 50%

Half Dragon, 11 Roll Again / As 1 25%


Green Base Monster

Violet fungi 12-14 1/4 10-40 2%

Green Hag 15-16 3 3 35% 1 per group

Invisible Stalker 17-18 6 1 5%

Weretiger 19-21 4 1d4 10%

Nothic 22-23 2 1d6 100%

Orc 24-25 ½-4 2d4 20%

Rakshasa 26 13 2 50%

Shambling 27-28 5 1-2 20%


Mound

Displacer Beast 29-31 3 1d4+6 5% / alpha 45%

Troll 32-34 5 1d4 35%

Yuan Ti 35-36 1-7 1d4+4 55%

Ape 37-40 1/2 1d4 10%

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Awakened Tree 41-42 2 1 20%

Awakened 43-44 0 1d4 10%


Shrub

Constrictor 45-48 1/4 1 5%


Snake

Elephant 49-51 4 1d6 30%

Flying Snake 52-54 1/8 1d6 10%

Frog 55-57 0 1d4 75%

Giant Ape 58-59 7 1 25%

Giant 60-61 2 1 25%


Constrictor
Snake

Giant Frog 62-64 1/4 1d4 25%

Giant Poisonous 65-66 1/4 1 25%


Snake

Giant Toad 67-69 1 1d4 25%

Giant Spider 70-72 1 1d8 25%

Lizard 73-75 0 1 10%

Panther 76-78 1/4 1d4+1 15%

Phase Spider 79-80 3 1d6 25%

Poisonous 81-83 1/8 1 5%


Snake

Swarm of 84-86 1/2 1 5%


Insects

Swarm of 87-88 2 1-2 10%


Poisonous
Snakes

Spider 89-92 0 1-100 1%

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Smoke Mephit 93-95 1/4 1-2 25%

Tiger 96-100 1 3-4 5%

SWAMP

The swamp is one of the most deadly floors in all of Dungeon Land. Water can be a powerful
resource and a deadly foe, and the swamp illustrates this. When sneaking through the water
creatures have disadvantage due to splashing and ripples, however creatures moving under the
water do not receive disadvantage, but instead gain total obscurement. In addition the floor is
muddy, algae covered stone; your feet begin to sink and stick into the floor, yet when walking it
is easy to slip and fall into the water. Treat this effect as difficult terrain and ​Slippery Ice. The
water carries diseases, leeches, and irritation causing algae making it dangerous to swim in as
well. Attempts to track creatures through the swamp have disadvantage while the darkness and
obscurement make finding the tracked creature nigh impossible. The ever present water makes
long rests unfeasible, and non magical fires burn dim, smoky, low, and useless.

During the ‘day’, which lasts a mere three hours, the swamp fills with a thick fog that cuts vision
to 30 feet. This can cause the Party to get lost at intersections, requiring a DC 15 Survival check
to avoid becoming lost. Whether by the fog of day or the darkness of night the creatures of the
swamp use stealth to get the upper hand in fights. The denizens of the swamp often make use
of hit and run tactics, seeking to incapacitate and abscond with a member of the Party.

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Finally, the swamp holds one additional hazard. Green Slime grows in large colonies overhead
and Yellow Mold covers much of the walls. These can be detected by a DC 20 Perception
check, or a DC 17 Nature check. Once these are detected they can be avoided, however, if
these go unnoticed they may easily spell doom for the Party; especially when a room or hall
contains both in addition to a monster encounter.

Creature Encounter Challenge Number Chance of


Number Rating Appearing Mutation

Vine Blight 1-3 1/2 1d4 15%

Bullywug 4-6 1/4 2d8 15%

Cambion 7-8 5 1 35%

Chimera 9 6 1 25%

Ankylosaurus 10-11 3 1d4 8%

Black Dragon 12 By Age 1 15%

Half Dragon, 13 Roll Again / As 1 20%


Black Base Monster

Doppleganger 14-15 3 1d4 2%

Shrieker 16-17 0 10-40 2%


Mushrooms

Gibbering 18-19 2 1 20%


Mouther

Green Hag 20-22 3 3 35% 1 per group

Hydra 23 8 1 45%

Lizardfolk 24-25 ½-4 1d6 20%

Spirit Naga 26-27 8 1 25%

Mud Mephit 28-30 1/4 1-3 15%

Spider 31-34 0 1-100 7%

Black Pudding 35-36 4 1 10%

Ochre Jelly 37-38 2 1 15%

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Otyugh 39-40 5 1 50%

Awakened Tree 41 2 1d4 15%

Awakened Bush 42-43 0 1d6 15%

Constrictor 44-45 1/4 2 20%


Snake

Crocodile 46-48 1/2 1d6 15%

Invisible Stalker 49-51 6 1 10%

Frog 52-56 0 1d20 20%

Giant Crocodile 57-58 5 1d4 25%

Giant Frog 59-60 1/4 1d8 25%

Giant Poisonous 61-62 1/4 1d4 25%


Snake

Giant Spider 63-65 1 1d8 25%

Giant Toad 66-68 1 1d6 25%

Lizard 69-72 0 1d4 10%

Phase Spider 73-75 3 1d6 20%

Poisonous 76-78 1/8 1d4 10%


Snake

Quipper 79-81 0 1d6 5%

Swarm of 82-83 1/2 1-3 5%


Insects

Swarm of 84-85 2 1-2 5%


Poisonous
Snakes

Swarm of 86-87 1 1d10 5%


Quippers

Troll 88-89 5 1d4 30%

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Water Weird 90-91 3 1 40%

Will-o-Wisp 92-100 2 1d4 5%

CRYPT

The crypt is plunged into utter blackness throughout the entire day. There is no light and any
light sources disturb the undead gathered in the tomb. If the Party is travelling with a bright light
the roll to determine if there is an encounter with a creature is rolled twice as often. Although
darkness has its own disadvantages. Undead scarcely appear in darkvision and neither do the
Webs that fill the halls of the crypt.

Foraging is almost impossible here, the only food sources are rats and spiders that crawl
through the bones. Party members may need to resort to feasting on monsters, although not
many of the creatures in the crypt can be eaten. Disease is also a concern here, all rats found
will carry some sort of sickness, and all food found will be rotten or putrid.

However the most dangerous aspect of the crypt is only felt by the clerics and paladins. The
entirety of the crypt is desecrated ground. Once this is known to the group they may begin an
attempt to purify the crypt. This, however, is a futile effort. Shortly after an hour of time since its
last purifying the crypt will begin desecrating purified areas once again. The evil of this place
hangs too heavily in the air and cannot be rid of. In truth the very location is evil, and the spirits
will play havoc with the Party, shutting portcullises behind them, extinguishing lanterns, and
attempting to distract the Party into triggering traps or encountering lethal monsters.

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Creature Encounter Challenge Number Chance of
Number Rating Appearing Mutation

Banshee 1-2 4 1 5%

Basilisk 3-5 3 1-2 25%

Death Tyrant 6 14 1 75%

Crawling Claw 7-9 0 1d10+10 10%

Death Knight 10 17 1 35%

Demilich 11 18 1 0%

Dracolich 12 Variable 1 15%

Shadow Dragon 13 Variable 1 20%

Bronze Dragon 14 By Age 1 25%

Half Dragon, 15 Roll Again / As 1 35%


Shadow Base Monster

Flameskull 16-18 4 1-2 5%

Gargoyle 19-20 2 1d6 10%

Ghost 21-23 4 1-2 5%

Ghouls 24-27 1 1d4 5%

Clay Golem 28-29 9 1-2 0%

Flesh Golem 30-31 5 1-3 0%

Iron Golem 32-33 16 1 0%

Stone Golem 34-35 10 1-2 0%

Helmed Horror 36-38 4 1d4 15%

Homunculus 39-42 0 1d4 60%

Invisible Stalker 43-45 6 1 10%

Lich 46 21 1 25%

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Wererat 47-49 2 3d8 30%

Medusa 50-52 6 1d4 25%

Mimic 53-54 2 1d4 5%

Minotaur 55-57 3 2d4 30%

Bone Naga 58-60 4 1d4 5%

Guardian Naga 61-63 10 1 5%

Gray Ooze 64-65 1/2 1 30%

Revenant 66-69 5 1d4 10%

Shadow 70-72 1/2 2d8 5%

Shield Guardian 73-75 7 1 5%

Skeletons 76-81 1/4 3d10 10%

Specter 82-84 1 1-2 5%

Succubus/ 85-86 4 2d4 15%


Incubus

Vampire 87 13 1 30%

Vampire Spawn 88-89 5 1d6 15%

Wight 90-91 3 1-2 5%

Wraith 92-93 5 1-2 5%

Zombie 94-96 1/4 2d8 10%

Bat 97 0 1d6 15%

Swarm of Bats 98 1/4 1d10 5%

Swarm of Rats 99 1/4 2d20 20%

Swarm of 100 1/4 1 10%


Ravens

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UNDERDARK

The greatest threat to the Party in the underdark is the powerful creatures that reside there.
Slippery rocks, similar to ​Slippery Ice often coat the floor. Cave ins are possible if enough
damage is done to the Parties surroundings. But other than this the underdark is rather
hospitable. It has no fierce weather, no extreme conditions, and there are many sources of food
and places to rest hidden throughout. Small fungus provide light which illuminates the caves
enough to see, and fresh water is present in supply enough to care for animals.

Indeed it is the creatures that pose a threat to the Party. The aberrations found in the underdark
are ruthless, cunning, and often have the ability to use magic. These creatures will craft
ambushes, magical traps, and utilize subterfuge to defeat the Party rather than face them
directly. Creatures that escape will follow the group, gathering allies and plotting the Parties
downfall. It is not uncommon for a group to be stalked by an entire cabal of evil masterminds.

Creature Encounter Challenge Number Chance of


Number Rating Appearing Mutation

Animated Object 1-2 1 4 0%

Behir 3-4 11 1-2 25%

Beholders 5 13 1 50%

Cambion 6-8 5 1 25%

Carrion Crawler 9-10 2 1d6 25%

Chuul 11-12 4 1d4 15%

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Cloaker 13-14 8 1 40%

Darkmantle 15-17 1/2 5d4 10%

Doppelganger 18-19 3 1d6 15%

Dao 20-22 11 1 20%

Drider 23-24 6 1d4 25%

Duergar 25-29 1 2d6 45%

Drow 30-33 ¼-8 2d6 20%

Flumph 34-36 1/8 1 5%

Fomorian 37-38 8 1d6 35%

Gas Spore 39-40 1/2 1d4 2%

Shrieking 41-44 0 10-40 5%


Mushrooms

Violet Fungi 45-47 1/4 10-40 5%

Svirfneblin 48-51 1/2 2d4 33%

Grell 52-53 3 1-2 15%

Grimlock 54-56 1/4 1d6 25%

Hook Horror 57-60 3 1d4 35%

Intellect 61-62 2 1-2 10%


Devourer

Mind Flayer 63-65 7 1d4 35%

Myconids 66-68 0-2 2d6 15%

Night Hag 69-70 5 1 70%

Nothic 71-73 2 2d6 100%

Purple Worm 74 15 1 35%

Quaggoth 75-76 2 1d6 10%

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Roper 77-78 5 2d4 15%

Rust Monster 79-80 1/2 2d4 20%

Troglodyte 81-82 1/4 2d6 25%

Umber Hulk 83-85 5 1-3 30%

Xorn 86-87 5 1-3 25%

Bat 88-91 0 1d8 10%

Death Dog 92-93 1 3d4 10%

Giant Bat 94-95 1/4 2d4 25%

Giant Centipede 96-97 1/4 1d4 25%

Giant Fire 98 0 3d8 25%


Beetle

Giant Lizard 99 1/4 1-2 25%

Giant Rat 100 1/8 1d10 25%

OCEAN

First, it needs to be mentioned that the Ocean Biome doesn’t function like the rest of The
Dungeon Land. NPC encounters, and glitches are almost entirely absent. There are no walls,

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rooms, traps, or any other aspect of the random generation of Dungeon Land. It is empty ocean.
Encounters in the ocean are rolled every 100 feet of travel the Party moves deeper into the
ocean and every 1000 feet they have travelled over its surface. While adventuring through the
ocean it is not uncommon for whirlpools, shipwrecks, sunken cities, icebergs, and many more
hindrances to appear: get creative.

Most of the ocean biome takes place underwater, however this is not the only means of travel.
The ocean is big enough that ships are a viable means of transportation. Although this is risky.
Weather can change quickly in this undersea, and waves of rather large size threaten to launch
ships into the rocks above. Seamen will lose moral and become frightened as they journey
through this black sea and mutiny is a very real concern. There are no places to repair the
ships, or restock on supplies, and the ocean is filled with dangerous sea monsters. Becoming
lost is also a constant concern, for staircases that lead up and out are rare indeed. Visibility over
the surface is limited by the utter darkness and so is the visibility underwater. In addition to this
the ocean can feel more like a desert than sea. Not a drop to drink, fish are scarce, and the
constant salt burns the skin. As for shipwrecks, ignore the warning given in the D ​ ungeon
Master’s Guide regarding the fair use of sinking; there is nothing to save you down here.

To get to The World Eater the Party must journey deep, deep under the surface, to the bottom
of the ocean and the core of the world. The water is ​Frigid Water and often turbulent, with strong
currents that can force ships to drift and Parties to become separated. The Party must swim
unless aided by magic and must deal with the low visibility causing encounter ranges of 10 feet.
Finally the pressure of the deep water can crush adventurers to death, unless they are
protected by a ​Free Action spell or immune to force damage. Otherwise they will receive 1d6
force damage per round for each 100 feet they are below the ocean surface.

Creature Encounter Challenge Number Chance of


Number Rating Appearing Mutation

Aboleth 1-2 10 1 75%

Chuul 3-6 4 2d4 15%

Plesiosaurus 7-10 2 1 20%

Bronze Dragon 11-12 By Age 1 20%

Dragon Turtle 13 17 1 50%

Water Elemental 14-17 5 1d4 10%

Half Dragon, 18 Roll Again / As 1 12%


Bronze Base Monster

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Half Dragon, 19 See Appendix 1 25%
Turtle

Storm Giant 20-21 13 1 15%

Sea Hag 22-24 2 1d6 35%

Tarrasque 25 30 1 See Appendix

Hydra 26-28 8 1 45%

Kraken 29-30 23 1 20%

Kuo-toa 31-36 ¼-6 1d4 35%

Marid 37-39 11 1 35%

Merrow 40-45 2 1d4 10%

Sahuagin 46-51 ½-5 3d6 15%

Crab 52-56 0 1d100 5%

Giant Crab 57-61 1/8 1d12 25%

Giant Crocodile 62-65 5 1 25%

Giant Octopus 66-69 1 1 25%

Giant Sea Horse 70-72 1/2 1 25%

Giant Shark 73-75 5 1 25%

Hunter Shark 76-78 2 1d4 10%

Killer Whale 79-81 3 2d6 15%

Octopus 82-85 0 1 5%

Reef Shark 86-88 1/2 1d4 15%

Sea Horse 89-92 0 1d10 5%

Steam Mephit 93-95 1/4 1d4 25%

Water Weird 96-100 3 1 15%

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Epilogue
On Our Way Home

The epilogue has two parts, one where the ending is described as the return home after your
encounter with Vecna in ​At Last We Meet. The other part is the ending for those who have
gathered the Hand and Eye of Vecna artifacts from the Mini-Dungeons. This secret ending is
the ‘canonical’ ending so to speak.

You Have Completed At Last We Meet… 50,000 experience, 100,000 if Vecna Has Been Killed

To Be Continued...

Secret Ending, The Party has retrieved the Hand and Eye of Vecna…

To Be Continued?

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