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Table of Contents

Using This Module and What You Can Expect 3 Rogues and Roguelikes 5 Not In 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 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 98 Ocean 100 Epilogue 103 Map 104

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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 experience, however around this we have constructed a unique experience. 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, however dangerous creatures can be found in any biome. A Party may encounter simple creatures such as goblins, wolves, giant rats,or more dangerous creatures like a dragon or dinosaur ­ all while on 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 .

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❖ True Adventurer: All Party members begin at level one, rules as written, with standard equipment and gold. ❖ : 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. It is said, the laws of probability are such, that enough monkeys in a room will create Shakespear. 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 self­acknowledged 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 be 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 [email protected]. 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 role­playing games such as Dungeons & 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 top­most 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 in­game money, while having to fight monsters that roam the dungeon.” ­­ Wikipedia

The Dungeon Land is a module, and 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 to 20th level. Every monster in the has been placed on a table to be ​ ​ 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 Mini­Dungeons, 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.

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We’re Not In Greyhawk Anymore The Players Introduction

❖ 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

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Monsters, gold, and Magic Swords Slay the Mutant, Take its Horde

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

Introduction continued...

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; Mini­Dungeons and Towns. Every biome has one of each and no more. Mini­Dungeons 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 Mini­Dungeon 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. Weather 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 multi­floored 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, , 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 non­magical 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 Half­Dragon 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 4­6.

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 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 detailing the quests for the dungeon master. The , Not In Greyhawk Anymore, is ​ ​ 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 emblazoned 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 How ​ 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 non­threatening, discovers Ye 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 Mini­Dungeon 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 We 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, The 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. Continued 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 re­memorized and their items recharge. The beam of light prohibits spell casting and magic item use.

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❖ The Wizard That Did It After being abducted into the unidentified flying object the Party has completed The Edge Of ​ 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 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 Move 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 Mini­Dungeon.

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

After reaching the end of the Tarrasque Mini­Dungeon, and completed Awakening The World ​ Eater read the following passage to your players. ​

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If The Party Chooses To Fight The Tarrasque…

The Tarrasque will fight till the death when provoked like this. Using its Frightful Presence as the ​ ​ 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 re­memorized 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 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 Optional Rule, terrain, trap, legendary ​ ​

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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, once per round, he can alter the laws of the plane to follow the Optional Rules of any other ​ ​ non­prime 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 4­6.

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 , 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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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 Mini­Dungeon 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 Fear 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 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 Dungeon Master's Guide throughout pages ​ ​ 290­301. 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 new possibilities and detail. Although the Dungeon Master’s Guide has random dungeon ​ ​ 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 Roll ​ 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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lies at the end of staircases, just below Staircase Type and Vector. Trap chances are ​ ​ 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 Mini­Dungeons (Found in The Many Mini­Dungeons 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. Mini­Dungeons 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, Mini­Dungeons, 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, Mini­Dungeon, 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 Mini­Dungeon 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, Mini­Dungeons 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 tricks for dealing with this type of behavior. Some doors will protect themselves with a Wall of ​ 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 Mini­Dungeon works differently than all other randomly generated terrain in Dungeon Land; they are not randomly generated. Their placement 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 Mini­Dungeon 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 demi­plane and can support additional floors for Mini­Dungeons.

Each Mini­Dungeon 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. Mini­Dungeons 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 Mini­Dungeons 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 Mini­Dungeon in the underdark biome. Legendary creatures found in wandering monster charts are treated like any other monster. Each Mini­Dungeon has its own named legendary creature that is unique to the dungeon, which after all have been slain, completes the Fear No Evil side quest. Each Mini­Dungeon is detailed ​ ​ ​ separately within the Many Mini­Dungeons of Dungeon Land Manual. ​ ​

❖ Mountain; The Scorched Death Valleys of the Undead Dragon Dracolich ​ ❖ Arctic; That Is Not Dead Which Can Eternal Lie Kraken ​ ❖ Desert; Gaze Upon My Works Ye Mighty And Despair Mummy Lord ​ ❖ Badlands; If Greed Is Thy Virtue, Knowledge is Thy Bane Sphinx ​ ❖ Grasslands; Knock Knock Knockin On Heaven’s Door! Solar ​ ❖ Forrest; Sealed Them Away, Yet Some Roam Free Empyrean ​ ❖ Jungle; A Thousand Eyes Stare Back From Darkness Beholder ​ ❖ Swamp; Cruel, But Most Entertaining For The DM Demilich ​ ❖ Crypt; Onna no Mōnen Mayoiaruku Koto Vampire ​ ❖ Underdark; Never Forgive, Never Forget Aboleth ​ ❖ Ocean; In That Sordid State, He Remained Until Ragnarok Tarrasque ​ ​

Super Secret Optional Mega Bonus Boss There is a 10% chance that at the end of any Mini­Dungeon 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 Mini­Dungeon, each floor also contains a Town, and like the Mini­Dungeons, 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

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Dungeon Land’s end. With all the non­stop 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

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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 Stair Traps, as well as ​ ​ organised into magic and non­magic 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 Confusion 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

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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 non­magical 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

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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

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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 , 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 spider climb) falls, taking normal ​ ​

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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, 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. ❖ De­Mutate: 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 non­spellcasting 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 , Mechanus, ​ ​ ​ ​ ​ ​ ​ ​ , , The Astral Plane, and The Githzerai City (also in Limbo). 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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1­6 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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1­9 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.

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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.

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❖ 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 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.

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● The Whack­A­Mezzoloth 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 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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❖ 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 Mini­Dungeon, 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 none the less. 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, Mini­Dungeons, and towns random monster encounters do not occur. Therefor players may set up temporary encampments in cleared rooms and Mini­Dungeons. 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 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

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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 mid­glitch 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

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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, Strong , and High Altitude ​ ​ ​ ​ ​ also permeate the biome, while any water found in this biome is considered Frigid 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 1­3 1/4 2d4 10%

Basilisk 4­6 3 1­2 30%

Behir 7­8 11 1 35%

Cyclops 9­10 6 1­3 40%

Pteranodon 11­13 1/4 1d4 15%

Djinni 14­15 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, 20­21 Roll Again / As 1 15% Red Base Monster

Air Elemental 22­24 5 1 5%

Galeb Duhr 25­26 6 1 50%

Gargoyle 27­29 2 1d6 5%

Cloud Giant 30­31 9 1d4 5%

Stone Giant 32­33 7 1d6 10%

Gorgon 34­35 5 1 15%

Griffon 36­38 2 1d4 35%

Harpy 39­41 1 1d6 15%

Hobgoblin 42­44 ½­6 2d6 10%

Lamia 45­46 4 1 50%

Manticore 47­48 3 1 25%

Oni 49­51 7 1 65%

Pegasus 52­53 2 1 5%

Peryton 54­56 2 1 20%

Roc 57 11 1 5%

Rust Monster 58­60 1/2 1­2 20%

Wyvern 61­62 6 1 20%

Yeti 63­64 3 1 20%

Abominable Yeti 65 9 1 25%

Dire Wolf 66­68 1 1d4 15%

Eagle 69­71 0 1 5%

Giant Eagle 72­73 1 1 5%

Giant Goat 74­75 1/2 1 10%

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Giant Lizard 76­78 1/4 1 5%

Giant Vulture 79­80 1 1 5%

Giant Wasp 81­82 1/2 2d4 10%

Giant Wolf 82­84 1/4 1 10% Spider

Goat 85­87 0 1 5%

Mule 88­89 1/8 1 5%

Saber Tooth 90­92 2 1­2 5% Tiger

Vulture 93­97 0 1d4 5%

Worg 98­100 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 Thin Ice and ​ ​ Slippery Ice are pervasive on almost every surface, and all water sources are considered Frigid ​ ​ 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

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moved will freeze in place having to be thawed out. Bodies will freeze dry and become like mummies if left too long, requiring a Greater 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 Strong 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. 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 4­10 8 1d4 10%

Half Dragon, 11­15 Roll Again / As 1 10% White Base Monster

Half Dragon, 16­20 Roll Again / As 1 10% Silver Base Monster

Ice Mephit 21­27 1/2 1d4 15%

Wereboar 28­32 4 1 5%

Remorhaz 33­39 5 1 25%

Dire Wolf 40­44 1 1d4 5%

Mammoth 45­51 6 1d4 5%

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Orc 52­56 ½­4 2d4 25%

Raven 57­61 0 1d6 10%

Saber Tooth 62­68 2 1­2 5% Tiger

Swarm of 69­73 1/4 1 25% Ravens

Tiger 74­79 1 1 5%

Will­o­Wisp 80­44 2 1­2 10%

Winter Wolf 85­90 3 1 5%

Wolf 91­95 1/4 2d4 5%

Worg 96­100 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 Strong Winds occur, ​ ​ ​ ​ ​

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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 1­2 2 1d4 5%

Needle Blight 3­5 1/4 1d6 10%

Efreeti 6­7 11 1 5%

Blue Dragon 8 By Age 1 5%

Brass Dragon 9 By Age 1 5%

Half Dragon, 10­11 Roll Again / As 1 10% Blue Base Monster

Fire Elemental 12­14 5 1 5%

Fire Giant 15­16 9 1­2 20%

Jackalwere 17­24 1/2 1 20%

Magman 24­27 1/2 1d6 15%

Mummies 28­36 3 1­2 40%

Mummy Lord 37 15 1 65%

Dust Mephit 38­40 1/2 1d4 10%

Magma Mephit 41­43 1/2 1d4 10%

Androsphinx 44 17 1 10%

Gynosphinx 45 11 1 5%

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Thri Kreen 46­47 1 2d6 5%

Camel 48­52 1/8 1d8 5%

Death Dog 53­55 1 1d6 15%

Elephant 56­60 4 1d12 10%

Giant Hyena 61­62 1 1­2 5%

Giant Lizard 63­66 1/4 1 15%

Giant Scorpion 67­70 3 1 25%

Hyena 71­75 0 1d6 5%

Jackal 76­80 0 1d4 5%

Lion 81­83 1 1d6 5%

Rakshasa 84­85 13 1 25%

Rhinoceros 86­87 2 1d4 5%

Scorpion 88­91 0 1 5%

Fire Snake 92 1 1­3 5%

Salamander 93 5 1­2 10%

Vulture 94­98 0 1d6 10%

Worg 99­100 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 1­3 1­3 1d6 10%

Bulette 4 5 1 15%

Cockatrice 5­7 1/2 1­2 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 13­14 4 1­2 20%

Hill Giant 15­16 5 1­2 20%

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Gnoll 17­21 1­4 1d6 10%

Gorgon 22 5 1 35%

Hell Hound 23­26 3 1­3 20%

Hippogriff 27­29 1 1d4 5%

Minotaur 30­34 3 1­2 5%

Nightmare 35­36 3 1 10%

Rust Monster 37­42 1/2 1­2 20%

Stirge 42­45 1/8 1d6 5%

Dire Wolf 45­52 1 1d6 5%

Draft Horse 52­57 1/4 2d8 5%

Elephant 58­60 4 1­2 10%

Giant Boar 61­63 2 1­2 10%

Giant Hyena 64 1 1d4 5%

Giant Lizard 65­68 1/4 1­2 15%

Giant Wasp 69­72 1/2 1d6 5%

Hyena 73­78 0 2d4 5%

Lion 79­81 1 1d6 5%

Panther 82­86 1/4 1d4 5%

Rhinoceros 87­88 2 1­2 5%

Saber Tooth 89­90 2 1 5% Tiger

Vulture 91­95 0 1d6 10%

Worg 96­100 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

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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 11­13 hours before the ‘sun’ will rise again.

Creature Encounter Challenge Number Chance of Number Rating Appearing Mutation

Ankheg 1 2 1­2 40%

Bulette 2 5 1 45%

Cat 3­4 0 1­3 5%

Centaur 5­7 2 2 5%

Cockatrice 8­11 1/2 1­2 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 15­17 1/4 1 5%

Triceratops 18­19 5 1 20%

Tyrannosaurus 20 8 1 60% Rex

Earth Elemental 21­22 5 1 5%

Goblin 23­25 ¼­1 1d4 25%

Half Ogre 26­28 1 1­2 15%

Harpy 29­30 1 1­2 5%

Hell Hound 31­33 3 1 25%

Kobold 34­37 ⅛­1/4 1d6 15%

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Ogre 38 7 1 15%

Scarecrow 39­41 1 1­2 5%

Thri Kreen 42­44 1 1d4 25%

Axe Beak 45­47 1/4 1­3 10%

Baboon 48­50 0 2d6 20%

Blink Dog 51­53 1/4 2d4 10%

Death Dog 54­56 1 1­2 15%

Dire Wolf 57­59 1 1­2 10%

Draft Horse 60­62 1/4 2d6 5%

Elephant 63­64 4 1 15%

Giant Rat 65­67 1/8 1­3 25%

Giant Wasp 68­69 1/2 1­3 15%

Giant Weasel 70­71 1/8 1­2 10%

Giant Wolf 72 1 1 10% Spider

Lion 73­75 1 1 10%

Mammoth 76 6 1 20%

Mastiff 77­78 1/8 1­2 5%

Mule 79­81 1/8 1 5%

Pony 82­83 1/8 1d4 5%

Rat 84 0 1d4 10%

Boar 85­86 1/4 1d4 5%

Rhinoceros 87 2 1 10%

Riding Horse 88­89 1/4 2d6 5%

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Saber Tooth 90 2 1 10% Tiger

Vulture 91­93 0 1d4 15%

War Horse 94­95 1/2 2d6 5%

Wolf 96­97 1/4 1d6 10%

Worg 98­100 1/2 1d4 10%

FOREST

The entire forest floor is subject to the whims of the empyrean at all times, even before the Mini­Dungeon 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 the peace is broken and the animals scatter. Dungeon Lands encounter

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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 1­2 25%

Banshee 2 4 1 40%

Twig Blight 3­4 1/8 3d4 15%

Bugbear 5­6 1 1d4 20%

Centaur 7­9 2 2 20%

Allosaurus 10 2 1d6 45%

Ankylosaurus 11 3 1d12 45%

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Displacer Beast 12­14 3 1­2 30%

Green Dragon 15 By age 1 70%

Dryad 16­17 1 1 50%

Ettercap 18 2 1d4 20%

Faerie Dragon 19­20 1­2 1­2 60%

Griffon 21 2 1 35%

Green Hag 22 3 1­3 75%,1 per group

Hippogriff 23­24 1 1d4 10%

Kenku 25 1/4 1d4 20%

Werebear 26 5 1 40%

Werewolf 27­28 3 1d4 30%

Ogre 29­31 2 1d6 25%

Owlbear 32­33 3 1 10%

Pegasus 34 2 1 5%

Peryton 35 2 1 30%

Pixie 36­37 1/4 2d6 5%

Pseudodragon 38 1/4 1 40%

Satyr 39­40 1/2 1 10%

Shambling 41­42 5 1 75% Mound

Sprite 43­45 1/4 1d4 20%

Treant 46­47 9 1 65%

Unicorn 48 5 1 1%

Wyvern 49­50 6 1 10%

Ape 51­52 1/2 1d4 15%

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Awakened Tree 53­54 2 2 10%

Awakened Bush 55 0 1 20%

Badger 56­57 0 1d4 5%

Black Bear 58­60 1/2 1 10%

Blink Dog 61­62 1/4 2d4 10%

Boar 63­64 1/4 1d4 5%

Brown Bear 65 1 1 5%

Constrictor 66­67 1/4 1 25% Snake

Deer 68­70 0 2d6 20%

Dire Wolf 71 1 1d4 10%

Eagle 72­73 0 1 5%

Elk 74­75 1/4 1d4 20%

Giant Badger 76 1/4 1 10%

Giant Boar 77­78 2 1 15%

Giant Centipede 79­80 1/4 1­2 20%

Giant Eagle 81 1 1 10%

Giant Elk 82 2 1 20%

Giant Fire 83 0 1d6 20% Beetle

Giant Owl 84­85 1/4 1 10%

Giant Toad 86 1 1­2 20%

Giant Vulture 87 1 1 15%

Giant Weasel 88­89 1/8 1 15%

Hawk 90 0 1 5%

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Owl 91­92 0 1 5%

Raven 93 0 2d6 1%

Swarm of 94­95 1/2 1 5% Insects

Vulture 96 0 1d4 10%

Weasel 97 0 1 5%

Wolf 98­100 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, infact 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

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pits, is prone to fits of heavy precipitation almost every night, and Extreme Heat fills the jungle ​ ​ 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 1­3 1/2 2d4 25%

Carrion Crawler 4­5 2 1­2 8%

Chimera 6 6 1 25%

Couatl 7 4 1­3 2%

Allosaurus 8­9 2 1­2 15%

Green Dragon 10 By Age 1 50%

Half Dragon, 11 Roll Again / As 1 25% Green Base Monster

Violet fungi 12­14 1/4 10­40 2%

Green Hag 15­16 3 3 35% 1 per group

Invisible Stalker 17­18 6 1 5%

Weretiger 19­21 4 1d4 10%

Nothic 22­23 2 1d6 100%

Orc 24­25 ½ ­ 4 2d4 20%

Rakshasa 26 13 2 50%

Shambling 27­28 5 1­2 20% Mound

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

Troll 32­34 5 1d4 35%

Yuan Ti 35­36 1 ­ 7 1d4+4 55%

Ape 37­40 1/2 1d4 10%

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Awakened Tree 41­42 2 1 20%

Awakened 43­44 0 1d4 10% Shrub

Constrictor 45­48 1/4 1 5% Snake

Elephant 49­51 4 1d6 30%

Flying Snake 52­54 1/8 1d6 10%

Frog 55­57 0 1d4 75%

Giant Ape 58­59 7 1 25%

Giant 60­61 2 1 25% Constrictor Snake

Giant Frog 62­64 1/4 1d4 25%

Giant Poisonous 65­66 1/4 1 25% Snake

Giant Toad 67­69 1 1d4 25%

Giant Spider 70­72 1 1d8 25%

Lizard 73­75 0 1 10%

Panther 76­78 1/4 1d4+1 15%

Phase Spider 79­80 3 1d6 25%

Poisonous 81­83 1/8 1 5% Snake

Swarm of 84­86 1/2 1 5% Insects

Swarm of 87­88 2 1­2 10% Poisonous Snakes

Spider 89­92 0 1­100 1%

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Smoke Mephit 93­95 1/4 1­2 25%

Tiger 96­100 1 3­4 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 1­3 1/2 1d4 15%

Bullywug 4­6 1/4 2d8 15%

Cambion 7­8 5 1 35%

Chimera 9 6 1 25%

Ankylosaurus 10­11 3 1d4 8%

Black Dragon 12 By Age 1 15%

Half Dragon, 13 Roll Again / As 1 20% Black Base Monster

Doppleganger 14­15 3 1d4 2%

Shrieker 16­17 0 10­40 2% Mushrooms

Gibbering 18­19 2 1 20% Mouther

Green Hag 20­22 3 3 35% 1 per group

Hydra 23 8 1 45%

Lizardfolk 24­25 ½­4 1d6 20%

Spirit Naga 26­27 8 1 25%

Mud Mephit 28­30 1/4 1­3 15%

Spider 31­34 0 1­100 7%

Black Pudding 35­36 4 1 10%

Ochre Jelly 37­38 2 1 15%

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Otyugh 39­40 5 1 50%

Awakened Tree 41 2 1d4 15%

Awakened Bush 42­43 0 1d6 15%

Constrictor 44­45 1/4 2 20% Snake

Crocodile 46­48 1/2 1d6 15%

Invisible Stalker 49­51 6 1 10%

Frog 52­56 0 1d20 20%

Giant Crocodile 57­58 5 1d4 25%

Giant Frog 59­60 1/4 1d8 25%

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

Giant Spider 63­65 1 1d8 25%

Giant Toad 66­68 1 1d6 25%

Lizard 69­72 0 1d4 10%

Phase Spider 73­75 3 1d6 20%

Poisonous 76­78 1/8 1d4 10% Snake

Quipper 79­81 0 1d6 5%

Swarm of 82­83 1/2 1­3 5% Insects

Swarm of 84­85 2 1­2 5% Poisonous Snakes

Swarm of 86­87 1 1d10 5% Quippers

Troll 88­89 5 1d4 30%

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Water Weird 90­91 3 1 40%

Will­o­Wisp 92­100 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 1­2 4 1 5%

Basilisk 3­5 3 1­2 25%

Death Tyrant 6 14 1 75%

Crawling Claw 7­9 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 16­18 4 1­2 5%

Gargoyle 19­20 2 1d6 10%

Ghost 21­23 4 1­2 5%

Ghouls 24­27 1 1d4 5%

Clay Golem 28­29 9 1­2 0%

Flesh Golem 30­31 5 1­3 0%

Iron Golem 32­33 16 1 0%

Stone Golem 34­35 10 1­2 0%

Helmed Horror 36­38 4 1d4 15%

Homunculus 39­42 0 1d4 60%

Invisible Stalker 43­45 6 1 10%

Lich 46 21 1 25%

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Wererat 47­49 2 3d8 30%

Medusa 50­52 6 1d4 25%

Mimic 53­54 2 1d4 5%

Minotaur 55­57 3 2d4 30%

Bone Naga 58­60 4 1d4 5%

Guardian Naga 61­63 10 1 5%

Gray Ooze 64­65 1/2 1 30%

Revenant 66­69 5 1d4 10%

Shadow 70­72 1/2 2d8 5%

Shield Guardian 73­75 7 1 5%

Skeletons 76­81 1/4 3d10 10%

Specter 82­84 1 1­2 5%

Succubus/ 85­86 4 2d4 15% Incubus

Vampire 87 13 1 30%

Vampire Spawn 88­89 5 1d6 15%

Wight 90­91 3 1­2 5%

Wraith 92­93 5 1­2 5%

Zombie 94­96 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 1­2 1 4 0%

Behir 3­4 11 1­2 25%

Beholders 5 13 1 50%

Cambion 6­8 5 1 25%

Carrion Crawler 9­10 2 1d6 25%

Chuul 11­12 4 1d4 15%

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Cloaker 13­14 8 1 40%

Darkmantle 15­17 1/2 5d4 10%

Doppelganger 18­19 3 1d6 15%

Dao 20­22 11 1 20%

Drider 23­24 6 1d4 25%

Duergar 25­29 1 2d6 45%

Drow 30­33 ¼ ­ 8 2d6 20%

Flumph 34­36 1/8 1 5%

Fomorian 37­38 8 1d6 35%

Gas Spore 39­40 1/2 1d4 2%

Shrieking 41­44 0 10­40 5% Mushrooms

Violet Fungi 45­47 1/4 10­40 5%

Svirfneblin 48­51 1/2 2d4 33%

Grell 52­53 3 1­2 15%

Grimlock 54­56 1/4 1d6 25%

Hook Horror 57­60 3 1d4 35%

Intellect 61­62 2 1­2 10% Devourer

Mind Flayer 63­65 7 1d4 35%

Myconids 66­68 0­2 2d6 15%

Night Hag 69­70 5 1 70%

Nothic 71­73 2 2d6 100%

Purple Worm 74 15 1 35%

Quaggoth 75­76 2 1d6 10%

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Roper 77­78 5 2d4 15%

Rust Monster 79­80 1/2 2d4 20%

Troglodyte 81­82 1/4 2d6 25%

Umber Hulk 83­85 5 1­3 30%

Xorn 86­87 5 1­3 25%

Bat 88­91 0 1d8 10%

Death Dog 92­93 1 3d4 10%

Giant Bat 94­95 1/4 2d4 25%

Giant Centipede 96­97 1/4 1d4 25%

Giant Fire 98 0 3d8 25% Beetle

Giant Lizard 99 1/4 1­2 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 Dungeon ​ 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 1­2 10 1 75%

Chuul 3­6 4 2d4 15%

Plesiosaurus 7­10 2 1 20%

Bronze Dragon 11­12 By Age 1 20%

Dragon Turtle 13 17 1 50%

Water Elemental 14­17 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 20­21 13 1 15%

Sea Hag 22­24 2 1d6 35%

Tarrasque 25 30 1 See Appendix

Hydra 26­28 8 1 45%

Kraken 29­30 23 1 20%

Kuo­toa 31­36 ¼­6 1d4 35%

Marid 37­39 11 1 35%

Merrow 40­45 2 1d4 10%

Sahuagin 46­51 ½­5 3d6 15%

Crab 52­56 0 1d100 5%

Giant Crab 57­61 1/8 1d12 25%

Giant Crocodile 62­65 5 1 25%

Giant Octopus 66­69 1 1 25%

Giant Sea Horse 70­72 1/2 1 25%

Giant Shark 73­75 5 1 25%

Hunter Shark 76­78 2 1d4 10%

Killer Whale 79­81 3 2d6 15%

Octopus 82­85 0 1 5%

Reef Shark 86­88 1/2 1d4 15%

Sea Horse 89­92 0 1d10 5%

Steam Mephit 93­95 1/4 1d4 25%

Water Weird 96­100 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 Mini­Dungeons. 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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