Welcome

A Fantasy World

The information below might spoil elements of future campaigns or one-shots. If you are a player you might wish to stop reading to maintain elements of surprise and wonder.
The purpose of this directory is to inspire you with your own Dungeons, provide you with maps, and have fun.

Single Quest Levels: 3-10 Random Encounter

Description

Small Dungeon Nearby Water

An old forgotten wharf.

Objective

N/A; This is a generic dungeon that can be used in random events in attempts to reward the PCs.

Dungeon Master's Guide

This wharf may once have been occupied by someone else, but currently is being used by a powerful wizard or sorcerer of sorts.
They have potions scattered about, books, drawers, and a couple of statues.
There are multiple ways to play this, but in essence: The area only becomes hostile once players start looting things.

Maps

Forgotten Wharf (download link)
Map: Forgotten Wharf
Dungeon Master's Guide

- The PCs can loot the house freely - they will get some potions from it, and leave.
- Opening the chest on the ground floor next to the chair will trigger the two statues in the house, refer to NPCs
- There is a 'secret' trapdoor inside the house under the bed, barely visible. This brings them to the basement through a ladder


Basement (download link)
Map: Basement
Dungeon Master's Guide

- The basement does not have much interesting to loot on the main room, but once you go through the door several dangerous statues will trigger.
- There's gold on the altar, free for the taking. The map might point to somewhere useful, or may just be a general map of the lands
- Some sort of light is required, only the light from the trapdoor above gives off light


NPCs

Resources

Monsters

Galeb Duhr

CR 6 AC 16 HP 85

Elemental
Monster Manual Pg 139


STR 20
DEX 14
CON 20
INT 11
WIS 12
CHA 11

Move: 15
Fly: Cannot fly
Languages: Terran
EXP: 2300

Senses

Passive Perception: 11
Darkvision: 60 ft
Temorsense: 60 ft

Skills

False Appearance: While the galeb duhr remains motionless, it is indistinguishable from an inanimate statue.

Rolling Charge

Actions

Slam

Reach: 5
Range: none
Targets: 1
Radius: none
Type: bludgeoning

Hit Die: 12
Melee Weapon Attack: 2d6 + 5

Gargoyle

CR 2 AC 15 HP 52

Elemental
Monster Manual Pg 140


STR 15
DEX 11
CON 16
INT 6
WIS 11
CHA 7

Move: 30
Fly: 60
Languages: Terran
EXP: 450

Senses

Passive Perception: 10
Darkvision: 60 ft

Skills

False Appearance: While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack

Reach: none
Range: none
Targets: ?
Radius: none
Type: unknown

Hit Die: none
The gargoyle makes two attacks: One with its bite, one with its claws.

Bite

Reach: 5
Range: none
Targets: 1
Radius: none
Type: piercing

Hit Die: 5
Melee Weapon Attack: 1d6 + 2

Claws

Reach: 5
Range: none
Targets: 1
Radius: none
Type: slashing

Hit Die: 5
Melee Weapon Attack: 1d6 + 2

Special

S: h

Ghost

CR 4 AC 11 HP 45

Undead
Monster Manual Pg 147


STR 7
DEX 13
CON 10
INT 10
WIS 12
CHA 17

Move: 0
Fly: 40
Languages: Any
EXP: 1100

Senses

Passive Perception: 11
Darkvision: 60 ft

Skills

Ethereal Sight: The Ghost can see 60 feet into the Ethereal Plane

Incorporeal Movement: The Ghost can move through creatures and objects

Actions

Withering Touch

Reach: 5
Range: none
Targets: 1
Radius: none
Type: necrotic

Hit Die: 17
Melee Weapon Attack: 4d6 + 3

Specter

CR 1 AC 12 HP 22

Undead
Monster Manual Pg 279


STR 1
DEX 14
CON 11
INT 10
WIS 10
CHA 11

Move: 0
Fly: 50
Languages:
EXP: 200

Senses

Passive Perception: 10
Darkvision: 60 ft

Skills

Incorporeal Movement: The Ghost can move through creatures and objects

Sunlight Sensitivity: While in sunlight, disadvantage on attack rolls

Actions

Life Drain

Reach: 5
Range: none
Targets: 1
Radius: none
Type: necrotic

Hit Die: 10
Melee Weapon Attack: 10 3d6, target must succeed DC10 Constitution saving throw

Authors

Zarthus

License: CC0 4.0