Underworld Lore | Stheno's Immaculate Borgesian Metadungeon


-Circles above a door represent the d6 rooms this door will open to. Each room needs its own description (see below).

-The dotted lines show relationships to other doors. There is an 80% chance that the Door of ulfire-veined black marble will be found in any of the a rooms. There is also a 30% chance that the Door that smells of hot tears will be in any a room too.

This is a BORGESIAN dungeon in the sense that normal physics and spacial relationships do not necessarily apply. Also there is the suggestion of infinite variation -- the metadungeon can keep on growing forever. 

All rooms are IMMACULATE in the sense that they are unreasonably clean and seemingly timeless. Anything filthy or nasty is always contained within something. There is no graffiti. 

MONSTERS are chimerical and not necessarily biologically feasible.

Scattered throughout the metadungeon are THREE ARTIFACTS that were once possessions of Stheno. They are perilous.

Pick a room designation (1a, 1b, 2c, etc.) and post a description for it in the comments here.

6a. The Hall of the Headless -- A 50' long gallery featuring a series of taxidermic displays. 2d6 large beasts, perfectly preserved in every way aside from their lack of heads stand like sentinels along the walls. The beasts will become animated and attempt to hurl themselves at any N/PC who touches the ornate silver collars around their necks. 


    A square 15 x 15 ft room tiled in pale ochre ceramic tile. A raised dais holds 1d30 bottles of wine and 1d30 dozen red roses. The bottles are of a fine vintage and the roses are pungently pleasant.

    Sampling a wine or smelling rose has no effect; doing both causes the PC to strip all their clothing and begin furiously masturbating. No save.

    The door opens on an infinite void of jale. A low droning hum issues forth; the hum is an incredibly slow rendering of the chant “Iä! Jaash im raa!” which takes a full 24-hours to render. PCs entering the void must make a Save vs. Sanity or be lost in the void for eternity, becoming one with the hum. Successful saves mandate an audience with the Jale God or one of his avatars.

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    A dancing goat madly tap-dances to a non-existant tune on a sheet of plywood in a dimly-lit subway station. It smiles and drools as it feverishly flashes its hooves. An upturned fedora sits on the ground, half-filled with coppers and silvers.

    If a PC tosses in a copper coin, the goat will stop smiling and do an intricately difficult and impressive combination of dance steps that is simply breathtaking. If the PC tosses in a silver coin, the goat will stop and take a bow. If the PC tosses in a copper and a silver at the same time, the goat will turn into a satyr wearing a tuxedo jacket. He will pull out a pan flute and serenade the party with a mean version of “Mack the Knife.” Tips thrown in after the satyr appears have no effect.

    There is a 30% chance a subway cop will show up and harass the satyr for busking without a permit and a 25% chance that an empty subway train will show up; the subway train leads to a room on Door B.

    Attacking the goat or satyr transforms it into a hungry chimera.

    There’s about 219sp and 132cp in the hat.

  5. A creative and ingenious idea. Especially the monsters which are chimerical and necessarily biologically feasible.

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  7. 4c. The Room of Mirrors:

    Three full-length mirrors made of beaten bronze, silver and gold stand in this 30’x30’ (10mx10m) room, arranged in a triangle facing inwards. They show distorted and disturbing images of the character looking into it. If the character stands in the centre and examines his or her reflection by asking for details of what they see in any of the mirrors, the image in that mirror will acquire a life of its own.

    The bronze mirror shows an image of the character with some mutations – consult a suitable table for cosmetic effects (blue skin, feathers, decayed flesh etc), then a table for more substantial mutations (claws for hands, snake body, different species etc).

    The silver mirror shows an image of the character of the opposite sex. Throw a die – on an even number, there is no other change. On an odd number, there are other mutations as with the bronze mirror.

    The gold mirrors show an image of the character that is much older (odd roll) or much younger (even roll) than the character’s current age. These differences in age are extreme – the equivalent for humans of 80 and 8, for example.

    If ‘awakened’ by being looked at (ie described), the image will step out and attempt to either fight (on an odd roll) or seduce (on an even roll) the character. Seduction will be through some suitable method eg by matching Wisdom/Power, or through the use of a Charm spell or similar.

    The image has the same statistics and equipment as the character, except that mutations are real (so if the character has a sword, but the image has snakes for hands, the image could use a sword or attack with its snake bite). Cosmetic mutations do not affect statistics. ‘Younger’ or ‘older’ images have the same characteristics as characters, youth and age not being mutations. Images of spell-casters do not necessarily have the same spells however, there being no way for the mirror to reflect these. Spells known by images should be randomly-determined.

    If the image wins the fight or seduces the character, it forces the character into the mirror and the player must now play with the image as their character. This can perhaps be regarded as a form of ‘Curse’ involving a long-term quest for a cure. This cure should always involve a quest for a specific person or item rather than being curable through standard spells. Re-entering the Room of Mirrors and consulting the mirror in which the original character was trapped will merely produce another distorted image of the new character-shape. Instead of having blue skin and snake hands, the new character on consulting the mirror again could be the opposite sex, be an Orc, and also have blue feathery skin and snake hands.

    There is no treasure in the room, but the new character will know one secret not previously known (the location of an enemy, the history of a lost item etc). This will be the case no matter what the result of the encounter – even if the original character wins, the information will come to them as a flash of inspiration.

    Further attempts to access this room within 24 hours will instead produce a room exactly the same, but chillingly (and damagingly) cold, with 3 lead mirrors. If the character consults these mirrors, an undead image of the character (of suitable type for the character’s power-level) will come out and fight instead. Roll a d6 – on a 1, the undead image is very young; on a 3-4 it is of the opposite sex; on a 6 it is very old. Losing this fight will mean that the character dies.

  8. 1a. The Gallery of Statues.
    This room is around 40’ (12m) long and 15’ (4.5m) wide. The doors open into a kind of long gallery with raised platforms to either side, lined with statues that resemble the tableaux of Greek myths found on the Parthenon friezes, 6 black marble tableaux on the right side and 6 white marble tableaux on the left. The figures on the tableaux seem to be in motion, perpetually in the process of doing the things depicted in the tableaux.

    Characters can climb onto the tableaux to become part of the action. However, each 10 seconds they are there, there is a 1-in-6 cumulative chance that another figure will step down from that side and into the space between the doors. White marble figures will attempt to leave by the doors at the far end, black marble figures by the doors the characters entered. Statues can be compelled to return to their pedestals; if they do not, and instead make it to one of the doors, they will disappear for ever and characters who ventured up onto the pedestals will be trapped for all save direct divine intervention – unless another character climbs up; then with suitable test of Will or similar the first character may step down, otherwise a random figure from that side may step down as before. Statues forced to return to their pedestals will drop any portable equipment they had (but not armour or clothing). This will always constitute some form of suitable magical treasure (a magical weapon, a wine cup that functions as a potion of healing, etc).

    A heart-shaped Singing Gelatinous Blob floats in a room of pure pink crystalline glass, its back to the door. The moment the blob becomes aware of the PCs, it begins to sing ear-piercingly high notes. Roll d%. If >80, the room's glass shatters, inflicting 2d12 damage. There is a 20% chance that any missile or spell attack will also shatter the glass.

    If killed, the flesh of the blob contains 2d30 gems and 2d30x100 sp, along with the half-digested corpses of 2 goblins, 3 gnomes, and a giant rat.

    If the glass shatters, the PCs will find themselves ensconced in a room completely absent of light; illumination of any kind will not work, nor will any ability to see or scry in the dark. They can feel the boundaries of the room but cannot see them, and the construction material is of unknown provenance. The floor, of course, will be littered with large shards of broken glass.

    PCs can easily identify the door they entered and an identical door on the opposite end of the room (Roll on Door Chart B). It is completely possible to re-enter this room from the doors within this room.

  10. 1C. Latrine
    The PCs enter a small 10x15 latrine room. The walls are of rough wooden plank, through which filters flickering, unworldly light. Crude graffiti is etched on every surface, some of which is easily translated (see Underworld Lore #2, page 2). Three squatting holes on a raised short wooden platform run along the side opposite the door. There is a 20% chance a grimp inhabits one of the holes.

    Squatting above the far left hole is an orc, praying to Numathoth (see UL #4, page 6) while he sweats and grunts. Squatting above the far right hole is a goblin choking a crypt cockerel (see UL #2, page 20). The middle hole is unoccupied.

    If a PC should pop a squat over the middle hole, the other two occupants will immediately stand, wipe themselves with their hands (Save vs. Disease or –1hp just out of grossness), and verbally harangue the squatting PC about latrine etiquette and the unspoken "1 hole rule" that every dungeoneer knows by heart.

    If the PCs attack either the orc or the goblin, the other will quietly finish his business and attempt to leave. If the PCs attack both squatters at once, there is a 50% chance that both will immediately dive headfirst into the latrine IF there is not a grimp in the slosh. If there is a grimp, the orc and goblin will fight to the death. The orc carries a mace +1 and the goblin has a silver-bladed scythe head on a sword hilt.

    If there is a grimp in the slosh, it will only come out and attack the party if both the goblin and orc are dead. Treat the grimp as a troll that is immune to fire.

    The slosh contains 1d30x10 golden nuggets, most no larger than a halfling's thumb. There is also a trap door leading to another room on Door Chart C .

  11. I'm pasting this in from the G+ thread by Jonas Mustonen, posted on Dec 31, 2014:

    6b. Large chamber 20 feet in diameter, 30 feet high with domed ceiling. In the center of the room is a round shallow pool 10 ft. in diameter and 1 ft, deep, from the center of the pool rises a corinthian style white stone pillar 5 ft. in diameter that rises 20 ft. up. On top of the pillar sits almost starved ascetic minotaur with a curious mechanical bronze head resembling a intricately detailed great helm with eyes closed. It spurs any contact and regular sustenance, if forced to fight it will open it's dark crystal eyes that shoot death rays.

  12. A2. Coat Closet

    The door opens outward to reveal a 3 ft x 3 ft x 8ft coat closet. A wooden bar hangs across the closet 5.5 ft above the ground, from which hangs a single wire clothes hanger upon which is a single white satin cloak decorated with thousands of small sparking gems. The cloak has a non-decorated red flannel lining.

    Removing the cloak from the closet or the hangar triggers a Magic Mouth spell on the cloak, which intones in a nearly incomprehensible southern drawl: "Hands off! Any day now, big boss man come along, make the world go away. It's time for you to go. Kiss me, quick!"

    Should the PC holding the cloak kiss it within 30 seconds of triggering the Magic Mouth, a Fog Cloud will roil out the top of the closet, accompanied by Dancing Lights. Roll on Daddy Grognard's Cloak of Elviskind to discover the power of the cloak.

    If the PC kisses the cloak after 30 seconds but before 3 minutes have passed, they've gained a warm, sparkly cloak that forces a –2 for any hide in shadows check.

    Should the PC not kiss the cloak within 3 minutes of the Magic Mouth being triggered, a Phantasmal Killer spell is released, affecting only the PC holding the cloak.

    The hanger is made of bendable iron; the wooden bar is a stave +1.

  13. 3A. Pyramid Room

    The door opens into a 100 x 100 x 100 foot room. A square pyramid with a 60 ft base and an apex of 60 feet fills most of the room. There is a halfling-sized entrance into the pyramid directly across from the doorway into the room. Mounted 40 feet above the doorway is a large bronze plaque depicting a gorgon's head (much like this one).

    If a PC enters the pyramid alone, they will find a looted tomb. A sarcophagus with a smashed lid leans off its pedestal, various smashed pottery and urns litter the floor, and an intricate mosaic depicting a minor bureaucrats life has been defaced and graffitied. A disinterred human-sized mummy lays in a half-burned hump on the floor; the non-burnt portion of the mummy resembles a snake. Should the PC place the mummy in the sarcophagus, the mummy will utter a loud hiss and 50gp will fall out of its skull.

    However, should more than two PCs enter the pyramid, the bronze plaque immediately slides down and blocks the pyramid doorway. It cannot be moved by any mechanical or magical means and will remain closed until at least 3 urns (see below) have been opened.

    Instead of a looted tomb, the PCs will find 1d30 ceramic burial urns. Roll to discover what's in the urn:

    1. Desiccated organs.

    2. Mummy cat; if removed from jar, will attack [HD 2, AC 7 [10], Atk 2/1 (2 claws or 1 bite), Dmg 1d6/1d6/1d6 + Save vs. Paralysis]

    3. Mummified dog head too large to be removed through urn opening. Will open eyes and bark or snarl if poked or prodded. If urn is smashed, the head will immediately turn to dust.

    4. Dried Chick Peas.

    5. Pomegranate seeds covering a bronzed statue of a hideous beast with the body of a wolfhound and six snarling, snake-like heads. If removed from the urn, it will spring to life and attack the creatures unless its command word is spoken. Its command word is carved on its underbelly in ancient Arkanian ("umamanan", roughly translated as "holy bastard, heel!"). If brought under command, it will serve its owner until the statue is destroyed [HD 9, AC 5, Atk 2/6 (claws / 6 bites), Dmg 1d6/1d8 per bite + Save vs. Poison]

    6. Desiccated mummy cat; inside the cat is a desiccated mummy mouse; inside the mummy mouse is a mummy flea (treat as rot grub + Save vs. Paralysis or be paralyzed within 1d6 turns).

    7. Dried figs. Eating at least 3 figs grants 1d4 hit point recovery; eating more than 6 figs results in 1d6 hit point loss.

    8. Mice skulls. Some have been engraved with strange symbols. At the bottom of the urn is a small scrap of parchment with the rules to a game resembling zonk.

    9. Teleportation urn. Anyone opening the urn will be immediately teleported to the Minor Plane of Ash & Woe, where the remains of the cremated dead swirl and wail in the winds of desiccation.

    10. 1,245 sp, covered in Yellow Mold.

    11. The entire urn is filled with an infinite coiled strand of goblin finger bones linked with thin copper wire. The urn can never be emptied and will accept nothing but the strand of bones.

    12. Empty; the urn continually emits extremely loud moans and groans of sexual ecstasy unless filled to the brim and stoppered.

    13. 3 baby skeletons. Will animate and crawl out of urn, wailing and crying out for mama [1/2 HP, AC 11, Atk 0].

    14. 1d30 zombie asps [HD 1d6hp; AC 5[14]; Atk 1 bite (1hp + lethal poison + disease]

  14. 15. Mummified Hand of Anvec the Damned; will immediately leap out of urn and attempt to meld to the top or back of the head of a character. If successful (75% chance), it will act as a symbiotic parasite, granting its host a +3 INT bonus and the ability to Animate Dead and Speak with Dead at will. After 1d12 days, the PC suffers a permanent alignment shift to Chaotic and is compelled to seek out the remaining parts of Anvec that might be scattered through the realms. The hand can only be removed by a cleric of at least 20th level casting Remove Curse or a 18th level magic user casting Symbol of Death directly on the Hand. If a magic user attempts the removal, there is a 15% chance that the hand will suddenly shift location at the last second.

    16. Empty, but looking directly into the urn results in overwhelming feelings of nausea and despair. PC must make a Save vs. Sanity or suffer a –3 to WIS for 1d8 days.

    17. Dried pumpkin seeds. Buried in the seeds is an oblong tri-dimensional communicator with a half-full battery. Turning it on sends a distress signal to the planet Abbith, where the metallic brains keep Nyarlthotep imprisoned in a kingdom under the ice.

    18. Beams of Continual Light burst forth from the urn's mouth.

    19. 1d20 Hands of Glory packed in olive oil.

    20. Giant Bee Honey. 1 spoonful grants 1d8 hp recovery if Save vs. Poison is successful; otherwise, 1d8 hp poisoning effect.

    21. 25 feet of tightly packed, rotted hemp rope. If removed from urn, it will act as a strangle vine and attempt to entangle and choke the nearest PC. Can only be harmed by magical or silver weapons [HD 4, AC 6[13], Atk. 3 (1d6) + strangulation].

    22. Face-up gorgon head. Save vs. Paralysis or permanently turn to stone.

    23. A post-apocalyptic bottle city; this one, in fact, completely inhabited by weird mutants

    24. Finely ground mealworm flour. 1 serving of hardtack made with this flour results serves as an extended iron ration; the PC does not feel hunger and has no need to eat for two weeks. However, PCs also suffer –3 to all CON checks during this time.

    25. Semi-dehydrated hibernating rot grubs. Dousing them with water awakens them.

    26. The entire inside of the urn is inscribed with a now-useless Arkanian summoning spell for Dramonloteltpish, a demon prince who was supposedly destroyed in some minor and now forgotten war.

    27. Empty, but is an Urn of Holding, capable of holding up to 500 incorporeal undead (phantoms, ghosts, shadows, etc.).

    28. Empty, but a familiar voice continually calls out "Can you hear me? Are you there? Somebody help me! Help! Please!" every time the urn is open.

    29. The PC opening the urn is immediately reduced to 1/32 normal size and sucked into the urn, which then self-stoppers; the PC retains a shrunken size if removed from the urn until a 12th level cleric or magic user casts Remove Curse on the PC.

    30. Dried raspberries.

  15. #5 in the table should read "attack the PCs" not "attack the creatures".

  16. 5A. The Suspended Doorway
    Behind this door is a 10 x 10 room. In the middle of the room is a normal looking, free standing locked door; there is no door jamb. The door is made of wood with iron fittings. The PCs can walk around the door and try the handle on both sides. The door is locked. The door has a normal locking mechanism and can be easily unlocked using whatever game mechanic rule is currently in play.

    If the door is successfully unlocked, it will swing open, revealing another 10 x 10 room. In the middle of the room is a normal looking, free standing locked door; there is no door jamb. The door is made of wood with iron fittings. The PCs can walk around the door and try the handle on both sides. The door is locked. The door has a normal locking mechanism and can be easily unlocked using whatever game mechanic rule is currently in play.

    If the door is successfully unlocked, it will swing open, revealing another 10 x 10 room. In the middle of the room is a normal looking, free standing locked door; there is no door jamb. The door is made of wood with iron fittings. The PCs can walk around the door and try the handle on both sides. The door is locked. The door has a normal locking mechanism and can be easily unlocked using whatever game mechanic rule is currently in play.

    If the door is successfully unlocked, it will swing open, revealing another 10 x 10 room. In the middle of the room is a normal looking, free standing locked door; there is no door jamb. The door is made of wood with iron fittings. The PCs can walk around the door and try the handle on both sides. The door is locked. The door has a normal locking mechanism and can be easily unlocked using whatever game mechanic rule is currently in play.

    It's the same damn door in the same damn room. This same pattern continues in an infinite regress.

    Attempts to destroy the door will have no effect, nor will the door reveal any magical properties under a Detect Magic spell.

    The room will immediately cease to exist if the door is removed from the room.

    If the locking mechanism of the door is disassembled, roll on the table below to discover what is hidden inside (1d8):

    1. A 7,000gp promise note drawn on the treasury of a debtor king.
    2. An imp trapped in a miniature amber-encased hamster wheel.
    3. 6 extremely small demonstar rubies worth 1,000gp each.
    4. A woefully incorrect map of the connections of all the doors in Stheno's Metadungeon, signed with Stheno's own authentic signature and seal verifying the map as accurate and true.
    5. A lock of hair from a unicorn's mane.
    6. Plain old lock parts.
    7. Empty. There is no lock mechanism in the lock box. Yet the door was locked and the PCs unlocked it. Hmmmm...
    8. A wizards's lair (if desired, see Underworld Lore #4, pages 56–76).


    In the center of the room is a purple-veined marble pillar approximately the height of a full-grown halfling. An 8-inch diamater silver bowl filled with ashes and cinders sits on top of the pillar.

    Hidden within the ashes are 2 opals worth 2,218 gp each.

    If the opals are removed from the ashes, the pillar unfolds (Transformer style) to reveal a staircase that appears to lead to a sub-level, from which rushes (roll 1d6):

    1. 2d12 goblins disguised as hobgoblins disguised as bugbears
    2. A roiling cloud of poison gas (Save vs. Poison)
    3. 2d8 bolts of magical lightning
    4. 1d4 djinn in whirlwind form
    5. 1d24 animated adamantium-plated skeletons (magic weapons only; magic weapons do half-damage)
    6. A dwarf-sized minotaur wielding a battle axe & riding a ferocious armored dwarf rhinoceros

    If the threat released from the stairway is successfully defeated/avoided/lived through, the ashes will begin to sparkle and smoke. The wisps of smoke will slowly waft around and eventually coalesce into a Brown Jenkin-like creature smoking a pipe and wearing a green smoking jacket. He will offer to truthfully answer one question in exchange for each opal (a total of 2 questions).

    If the PCs agree, he will answer their questions truthfully in a roundabout manner, and then disappear into a hazy mist.

    If the PCs decline to ask questions, the creature will nod twice and disappear into a hazy mist. One of the opals will slowly transform into a chunk of worthless basalt.

    If the PCs decide to attack the creature, the creature will utter a screeching hiss and disappear into a hazy mist. Both opals will slowly fade to chunks of worthless basalt.

    The staircase actually ends at a blank wall. If a PC is in the staircase for longer than it takes to check for traps, then the staircase will refold, trapping the PC inside.

    It is not possible to re-open the pillar once the opals have been removed from the ashes. Placing the opals back in the bowl and removing them will have no effect. If a PC was trapped in the pillar, it's time to roll a new character, man.


    PCs entering the room must make a Save vs. Spell or begin dancing as if affected by the spell Irresistible Dance (see Labyrinth Lord rules, p 33.) while a Prismatic Spray (LL Advanced Companion, p. 53) is triggered.

    Every inch of the room's floor is covered in dance footprint diagrams. A fire elemental and a water elemental are about to engage in a winner-take-all dance-off for a small bronze statue of a dancing nalfeshnee (LL p. 112).

    The elementals will allow the PCs to enter the dance-off if asked. If the PCs lose, there is a 30% chance the winning elemental will demand the losing elemental attack the party. If the PCs win, they get the trophy.

    If touched by human hands (even through gloves), the statue will turn into an actual nalfeshnee which will thank the party for freeing it from its statue form and offer the PCs the choice between a minor boon or the chance for one PC to defeat it in combat for an even greater reward.

    If the PCs take the boon, it will hand the PCs two cases of Boon's Farm Blue Hawaiian Wine and quickly retreat to the Hellish Plane.

    If the PCs choose combat, they must elect one PC to face the nalfeshnee in one-on-one combat. When the demon is reduced to 0 hit points, it will revert to statue form. It will never manifest as a demon again. The statue is worth 701 gp.

    The elementals are good sports and will cheer for the PC in combat against the demon, but will not interfere unless they think someone is cheating—in which case they will happily join the fight against the cheater.


    The PCs enter to find themselves the last folks in an incredibly long line of people waiting to reach a single service desk staffed by a single, harried clerk. Everyone is grumpy and grousing, but all are getting along as most people do when standing on queue for inordinate amounts of time. As the PCs get closer to the front of the line, one of the PCs will recognize the clerk as one of the first humanoids they successfully killed. Other PCs will then begin to recognize that the people in line are also dead––past combatants, relatives, former allies, etc. All supposedly dead, but here they are very much alive. Attempts to turn undead will have no effect.

    No one knows why they are standing in line. If the PCs interact with the standees, the people will be friendly enough and not hold any grudge for their deaths at the PCs hands. They will remember their deaths in gruesome detail and will engage in backslapping and reminiscing about "the good old days" and will harbor no grudges. This should come across as kind of creepy to the PCs.

    If the PCs attempt to attack any member of the room, their blows will have no effect. Detection spells will indicate a powerful dweomer is in effect in the room, but the details of such are beyond the ken of even the most petty of the gods.

    If the PCs hang around long enough to reach the front of the line, the clerk will ask to see their paperwork. If they do not have the required paperwork, he will send them to a different door in the dungeon (roll on the dungeon door chart as appropriate) and tell them that once they have secured the proper paperwork, they may come directly to him without having to stand in line again.

    If the PCs have the appropriate paperwork, the clerk will find SOMETHING wrong with it and send them to find yet another piece of paperwork located behind a different door in the dungeon (roll on the door chart as appropriate).

    The PCs will NEVER have the appropriate paperwork.

    The clerk will NEVER remember what he told the PCs.

    The 7th time the PCs enter this room, it will be completely empty except for the clerk's desk and chair. On the desk is a half-eaten ham sandwich wrapped in a crimson napkin. Any PC sampling the sandwich must make a Save vs. Death or die.


    The door will not open. No matter many times the PCs unlock, lock, or try to open it, the door will not budge. The door cannot be harmed by normal or magical means; it is impervious to fire and ice and will withstand any and all other kinds of attacks.

    The door can be breached only with a Passwall spell.

    On the other side of the door is closet-sized room containing two extinguished candles and the perfectly preserved corpse of a long-dead goblin king. The PCs will immediately recognize the goblin king by his fine garments; he is an infamous villain of tales they heard in childhood.

    The goblin king's corpse contains nothing of value beyond his dust-covered finery. In his pocket is a warrant advertising a bounty on his head from a still-existing kingdom promising 5,000gp for his return, dead or alive.

    The two candles are half used. If lit, they will emit a wavering black light. If lit within the room, the light will reveal the goblin king's last will and testament. If a PC reads the will aloud, he will be compelled by a Quest spell to fulfill the goblin king's dying wish to be buried in his clan's traditional burial grounds, which lies 5,000 leagues away in the mountains beyond the Forgotten Sea.

    The backlight candles are worth 150sp each.

    1. Note: The goblin king's last will and testament are scrawled on one of the walls in goblin blood, which, when dried, is only visible under blacklight.


    When the PCs enter the room, they are standing on the ceiling. There are staircases leading to other walls and to the floor and as they traverse these stairs, their perspective shifts so that they are always "right side up". However, any item dropped by the PCs will immediately fall up to the ceiling; they may take a staircase to the ceiling and retrieve the item, which will then be at their feet. In short, they are trapped in an Escher-like construction .

    The room is the lair of a clan of Stair Stalkers; one inhabits each stairway, and they make a loud ruckus hooting across the banisters to one another. They are actually discussing the woeful inaccuracies of Pliny the Elder's Natural History in their own animal-like language.

    Also in the room are a Lurker Above (which is actually chilling on the "floor" when the PCs enter the room), a Trapper (hanging out on the left "wall" from the entry way into the room).

    The right "wall" isn't a wall at all, but a Stunjelly; the actual wall is three feet behind the Stunjelly.

    The corpses of three recently killed Flumphs are in a small pile on one of the staircases. One of the Flumphs was beginning to bud 1d8 young on its underside; there is a 50% chance one bud has survived and can be nurtured to maturity if treated appropriately.

  22. 5C. NOPE

    This isn't a door, but a door mimic. Deal.

  23. Replies
    1. So are we going to see this in Ul #5? (hint hint nudge nudge get that mutha out)

    2. Yup! I hope to get #5 out before spring.

  24. I keep coming back to this because I think it's a great idea. My own '3rd room' (the Tower Suite) that I started working up about five minutes after I submitted the Gallery of Statues is now, 2 months later, about 8 pages, four maps, nearly 2 millennia of history of Stheno and the location of her mansion, a dozen pics culled from different parts of the net, and still woefully unfinished though now threatening to become an important adventure locale for my PCs.

    But also, given that on my own blog there are musings about the idea of 'random rooms' as opposed to 'wandering monsters' - http://fantasyadventuringblog.blogspot.co.uk/2014/12/more-on-dragons-dungeons-and-new-euro.html - I'm surprised it took me so long to see the connection to what you've done with this idea, Greg.

    1. That is awesome! (And now I want to make room tiles for Stheno's dungeon!) I'm looking forward to reading how the crawl goes with your players.