Tomb
Catacombs, barrows, and graveyards are frequently the realms of the undead—although living necromancers and sinister priests may also frequent them. Unlike most other types of dungeon, a tomb has little need for bedrooms, kitchens, and the other requirements of the living.
Tiers. Tombs are common adventuring locations at any tier. While low-level tombs feature skeletons and ghouls, others are home to mighty vampires, dread knights, and dragon liches.
Tomb Size. Each 50-foot-square node of a tomb contains either a room or passage. A small tomb is about 150 feet square (a 3 × 3 grid of nodes); a medium one is 250 feet square (a 5 × 5 grid); and a large one is 350 feet square (a 7 × 7 grid).
Unholy. The influence of the gods can’t reach easily into areas overrun with undead creatures. In some tombs, checks to turn undead are made with disadvantage .
Creating a Tomb
To generate a new map, roll on the Description table for the initial area and follow its instructions, and then do so again to see what’s past each exit, and so on. If you’re filling a premade map, roll on Inhabitants and Contents for each location
Tomb: Description
1 - 2 |
Narrow passage. Roll on Passage Contents and Exits. For passage width, roll 1d6: |
|
1 - 2 | 2 1/2 ft. | |
3 - 6 | 5 ft. | |
2 - 7 |
Passage. 10 feet wide. Roll on Passage Contents and Exits. |
|
8 | Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d4: | |
1 | 15 ft. | |
2 - 3 | 20 ft. | |
4 | 30 ft. | |
9 - 14 |
Small room. Roll on Room and Chamber Contents and Exits. For room size, roll 1d4: |
|
1 |
15 x 15 ft. |
|
2 |
15 x 20 ft. |
|
3 |
20 x 20 ft. |
|
4 | 20 x 30 ft. | |
15 - 20 | Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6: | |
1 | 30 x 30 ft. | |
2 | 30 x 40 ft. | |
3 | 40 x 40 ft. | |
4 | 50 x 50 ft. |
Tomb: Passage Contents
1 - 10 |
Empty |
|
11 - 14 |
Roll on Passage Scenery |
|
15 - 18 |
Roll on Escalations |
|
19 - 20 |
Roll on Obstacles |
Tomb: Room and Chamber Contents
Roll 1d20 in small room, 1d20 + 2 in large chamber.
1 - 3 |
Empty |
|
4 - 8 | Roll on Small Room Scenery or Large Chamber Scenery |
|
9 - 11 |
Roll on Novelties |
|
12 - 14 |
Roll on Obstacles |
|
15 - 16 |
Roll on Discoveries |
|
17 - 19 |
Roll on Escalations and on Small Room Scenery or Large Chamber Scenery |
|
20+ |
Roll on Set Pieces |
Tomb: Exits
If the die roll is odd, a room’s exits are blocked by doors. Otherwise, they are open.
1 - 3 |
No Exits |
|
4 - 5 |
One exit left |
|
6 - 7 |
One exit straight |
|
8 - 9 |
One exit right |
|
10 - 11 |
Two exits, left and right |
|
12 - 13 |
Two exits, left and straight |
|
14 - 15 |
Two exits, straight and right |
|
16 - 18 |
Three exits, left, straight, and right |
|
19 - 20 | Stairs. Roll 1d8 to determine stair type. Then roll again on this table for other exits. | |
1 - 2 |
Stone stairs down |
|
3 |
Stone spiral staircase down |
|
4 |
Ladder up or down (50 percent chance of each) |
|
5 |
Stone spiral staircase up |
|
6 |
Sloping passage up or down (50 percent chance of each) |
Tomb: Novelties
1 |
Pitch-black room that can’t be lit by any mean |
|
2 |
An undead skeletal elephant (follows orders but doesn’t attack) digging graves with its tusks. It’s too big to go through the door. Nearby is a wooden case, 8 feet long, big enough to pack the skeleton’s bones. The case is narrow enough to fit through the door |
|
3 |
An empty sarcophagus. The carving on the lid magically transforms to depict the most recent person to enter the room |
|
4 |
Giant hourglasses rise to the ceiling like pillars. Some are nearly full and some have nearly run out. Each is labeled with a well-known name. If an hourglass is broken, that person instantly dies |
|
5 |
An enormous statue of a skeletal reaper, so big its hunched shoulders brush the ceiling. The statue’s eyes glow blue. The life energy of any creature that dies on this dungeon level flows visibly into the statue. The creature can’t be raised as undead or resurrected by any means short of true resurrection until the statue is destroyed |
|
6 |
Blood drips from red stalactites into bloody pools |
|
7 |
The doors in this dungeon are grave steles or featureless slabs of black stone; you can’t open them but you can pass through them as if they were illusory |
|
8 |
The dungeon is lit by ghostly, glowing apparitions that can’t affect or be affected by living creatures |
|
9 |
Dust gathers in the corners of every room. No amount of sweeping can clear the dust completely |
|
10 |
Living creatures appear skeletal when reflected in a mirror |
Tomb: Obstacles
1 |
Lock: A door with a keyhole in the eye socket of a skeleton. Key: A key made of bone with a skull-shaped handle |
|
2 |
Lock: An arcane locked door imprinted with the indentation of a skeletal hand. The door can be pushed open easily by any dead or skeletal hand. Key: A skeletal arm and hand |
|
3 |
Lock: An arcane locked door etched with a riddle: “Speak the name of the last door you will open.” Speaking the answer (Death) unlocks the door. Key: A skull etched in gold with the words “Remember death, the last door” |
|
4 |
Lock: An arcane locked stone door set with three opals, with an indentation where a fourth is missing. The door unlocks if an opal is placed in the missing slot. Key: An opal |
|
5 |
A coffin leans against the wall. Opening the coffin reveals a door to the next area |
|
6 |
A coffin leans against the wall. Opening the coffin reveals a door to the next area |
|
7 |
Alcoves contain skeletons that attack if touched |
|
8 |
Skeletal arms reach from the walls and floor to grab passing creatures (escape DC 14) |
|
9 |
Visions of dead loved ones or rivals appear to the characters. The visions are harmless, but each player must describe who their character sees |
|
10 - 17 | Trap based on the dungeon level: level 1–2 darkness statue or hidden pit trap; 3–4 gnashing teeth trap or scorpion needle trap; 5–10 hourglass room or poison spiked pit trap; 11–16 black tentacles trap or symbol of death trap; 17–20 balor trap or poison dart skulls | |
18 - 20 | Burial chamber containing a Treasure Hoard and an elite trap: level 1–2 false hoard trap; 3–4 sacred flame gem trap; 5–10 ghost trap; 11–16 rolling icosahedron; 17–20 deepest collapsing dungeon |
Tomb: Discoveries
1 - 4 |
Roll 1d4 on the Obstacles table. You find the key listed in that entry. Make a note of the matching lock. The next Obstacle encountered is that lock. |
|
5 |
Nonhostile ghost or skeleton repeating its daily routine, traveling from place to place, possibly opening secret doors, bypassing traps, or revealing other secrets |
|
6 |
Talking skull that is eager to exchange information for conversation |
|
7 |
A vase containing 1d4 spell scrolls of speak with dead |
|
8 |
An inanimate corpse holding a magic weapon |
|
9 |
A gold and silver-etched coffin, weighing a ton and worth 50 gp (or 5,000 gp on dungeon level 7 or higher), surrounded by luxury goods and a Treasure Hoard |
|
10 | A sarcophagus with a map or clue carved into the lid | |
11 |
A corpse clutches a [[wand of secrets]] that functions only inside the tomb |
|
12 |
A skeleton that obeys the characters’ commands. The skeleton collapses into a pile of bones if reduced to 0 hit points or if ordered to leave the tomb |
Tomb: Escalations
25 percent of guards possess a Minor Treasure.
1 |
Undead guards: on patrol. If they meet living creatures, they attack while sending messengers to the local overlord (roll or choose from Set Pieces) |
|
Level 1–2: 1d4 skeletons or zombies | ||
Level 3–4: mummy |
||
Level 5–10: 1 or 2 wraiths |
||
Level 11–16: skeletal warlord (DDG) with skeleton horde ; 3 wraiths |
||
Level 17–20: wraith lord with 2 wraiths ; 2 vampires |
||
2 |
Intelligent undead: will grant passage or offer information for a price |
|
Level 1–2: ghoul |
||
Level 3–4: wight |
||
Level 5–10: 1 or 2 revenants or vampire spawn |
||
Level 11–16: vampire |
||
Level 17–20: vampire warrior with 1 or 2 vampire spawn |
||
3 |
Guardians: attack if disturbed |
|
Level 3–4: ghost or walking statue |
||
Level 5–10: 1 or 2 wraiths |
||
Level 11–16: warlord’s ghost with 2 to 4 zombie knights ; banshee with 2 or 3 wights |
||
Level 17–20: 2 bone devils or vengeful ghosts |
||
4 |
Guardians: attack on sight |
|
Level 1–2: 1d4 giant poisonous snakes or swarms of bats |
||
Level 3–4: 3 or 4 death dogs or ghouls |
||
Level 5–10: zombie knight with skeleton horde or zombie horde ; 2 or 3 wights |
||
Level 11–16: vampire assassin or vampire |
||
Level 17–20: rakshasa with 2 bearded devils |
||
5 |
Guardians: guarding a location |
|
Level 1–2: 2d4 bonespawn (DDG) |
||
Level 3–4: 3 or 4 animated armor or skeleton immortals (DDG) |
||
Level 5–10: 3 to 5 ogre zombies |
||
Level 11–16: 3 or 4 shadow demons |
||
Level 17–20: vampire or vampire mage with vampire spawn |
||
6 | Guardians: hungry | |
Level 1–2: 1 or 2 ghouls or shadows | ||
Level 3–4: 1 or 2 ghasts | ||
Level 5–10: 2 or 3 ghosts | ||
Level 11–16: forgotten god with 2d10 skeletons ; 3 wights |
||
Level 17–20: 2 vampires |
||
7 - 10 |
Roll 1d6 on this table to determine an encounter group. The group is nearby (in the nearest unexplored room) and may be detected by tracks, noises, flickering torchlight, or other signs |
Tomb: Set Pieces
Set piece encounters usually feature a Treasure Hoard.
1 - 2 |
Undead Prison. A beam of blue moonlight shines down from a moon painted on the ceiling. The moonbeam engulfs a sarcophagus. Inside the sarcophagus is an imprisoned undead creature. Opening the sarcophagus or blocking the moonbeam frees the creature. |
|
Level 3–4: revenant , its vengeance focused on the characters (when the revenant is released, 1d4 specters also appear) |
||
Level 5–10: mummy lord |
||
Level 11–16: demilich |
||
Level 17–20: demilich or dread knight champion |
||
Setting: The beam of moonlight acts as a permanent moonbeam spell that damages undead creatures only. |
||
3 - 4 |
Army of Darkness. An undead creature gathers an army to sweep away the living. |
|
Level 1–2: wight with 3 or 4 zombies . Reinforcements: 1d6 bonespawn |
||
Level 3–4: wraith with 1d4 specters . Reinforcements: 1d4 specters |
||
Level 5–10: skeletal warlord (DDG) with 1d4 skeleton immortals (DDG). Reinforcements: 1d4 skeleton immortals . |
||
Level 11–16: vampire warrior with 2 vampire spawn . Reinforcements: vampire spawn |
||
Level 17–20: mummy lord or wraith lord with 2 or 3 wraiths . Reinforcements: 1 or 2 wraiths |
||
Setting: At the end of each round, reinforcements arrive, clawing up from the ground or floating through the walls. |
||
5 - 6 |
Death Magic. A spellcaster commands an army, their eyes fixed on conquest. |
|
Level 3–4: high priest , mage , or necromancer with 3 or 4 skeletons or zombies |
||
Level 5–10: archmage , forgotten god , or vampire mage with 3 or 4 ogre zombies |
||
Level 11–16: archmage , archpriest , or adult black dragon lich with 1d4 + 1 wraiths |
||
Level 17–20: lich with 4 ghosts or shadow demons |
||
Setting: The area glows with arcane runes. A creature can use an action to make an Arcana check (equal to the spellcaster’s DC) to deactivate a rune. When the spellcaster is reduced to half its hit points or less, all destroyed undead creatures return to full health unless all runes have been deactivated. |
||
7 - 8 |
The tomb is cleansed only if you complete a powerful spirit’s unfinished work. Roll 1d6: |
Tomb: Minor Treasure
1 |
Burial mask with value appropriate to tier (tier 0 or 1: 50 gp, tier 2: 500 gp, tier 3 or 4: 5,000 gp) |
|
2 |
Spell scroll containing a spell appropriate to the area’s tier (tier 0: cantrip or level 1 spell, tier 1: level 2–3 spell, tier 2: level 4–5 spell, tier 3: level 6–7, tier 4: level 8–9) |
|
3 - 6 |
Coins or jewelry worth an amount appropriate to the tier (tier 0: 25 gp, tier 1: 75 gp, tier 2: 750 gp, tier 3: 7,500 gp, tier 4: 75,000 gp). 25 percent chance that the item is an easily identifiable crown, signet ring, or other item associated with a historical figure or family |
|
7 |
1d6 vials. Roll 1d6: 1–3 potions of healing , 5–6 potions of greater healing |
|
8 | Magic weapon or shield appropriate to tier (tier 0 or 1: +1 item, tier 2: +2 item, tier 3 or 4: +3 item) | |
9 | Bulky grave goods (gilded furniture, ewers, fine clothes, masterwork weapons, etc.) with value appropriate to tier (tier 0 or 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp) | |
10 | Prayer scrolls. Studying one grants a cleric or paladin a new rare spell or a spell not on their normal spell list | |
11 | A magic potion that changes your type and appearance to undead for 24 hours | |
12 | A diamond worth an amount appropriate to tier (tier 0 or 1: 300 gp, tier 2: 500 gp, tier 3: 25,000 gp, tier 4: 25,000 gp) |
Ruin: Treasure Hoards
Dungeon Level 1–2 |
Valuables: 1d4 × 100 gp in jewelry Magic (30 percent chance): +1 breastplate, +1 scale mail, or +1 weapon |
|
Dungeon Level 3–4 |
Valuables: 2d4 × 100 gp in silver and gold coins or jewelry Magic (40 percent chance): pipes of haunting or spirit lantern |
|
Dungeon Level 5–10 |
Valuables: 1d6 × 1,000 gp in gilded grave goods, jeweled masterwork weapons or instruments worth 500 gp each, or artworks Magic (50 percent chance): dimensional shackles or sword of life stealing |
|
Dungeon Level 11–16 |
Valuables: 1d4 × 10,000 gp worth of gold and platinum coins, jewelry such as crowns, scepters, and necklaces, or gems Magic (60 percent chance): mace of terror or Emperor’s blade |
|
Dungeon Level 17–20 |
Valuables: 1d4 × 100,000 in gold coins, hundreds of pounds of golden statues and furniture, or jeweled weapons and implements worth 10,000 gp each Magic (70 percent chance): holy avenger or scarab of protection ] |
Tomb: Passage Scenery
1 |
Dusty floor criss-crossed by skeletal footprints |
|
2 |
Skulls mortared into the walls |
|
3 |
Alcoves contain inanimate skeletons |
|
4 |
Bones or inanimate mummies heaped against the walls |
|
5 |
Necromantic runes carved into the walls and floor |
|
6 |
A bas relief of skeletons, angels, or tormented souls |
|
7 |
Shovels and a dirt-filled wheelbarrow |
|
8 |
Everburning torches in wall brackets |
|
9 |
Bloodstained floors and walls |
|
10 | An ice-cold draft |
Tomb: Small Room Scenery
1 |
Antechamber filled with uncomfortable pews intended for mourners and other visitors |
|
2 |
Dusty, abandoned chapel |
|
3 |
Chapel under the influence of the hallow spell |
|
4 |
Unholy chapel with a bloody stone altar, lit by candles in skulls |
|
5 |
Jars containing knucklebones, for use in divination magic |
|
6 - 8 |
Crypt containing 1d6 sarcophagi |
|
9 |
Crypt containing niches filled with bones |
|
10 |
Crypt containing caskets and a dusty pipe organ |
|
11 |
Dozens of empty graves dug into the earth floor, each with a pile of dirt next to it. Shovels nearby |
|
12 |
A guardroom with musty beds and an altar to the god of death |
Tomb: Large Chamber Scenery
1 |
Room contains mirrors, scrying pools, and other ritual divination equipment |
|
2 |
Skulls carved in bas relief; a ritual circle is etched into the floor |
|
3 |
Canopic jars sealed with symbols of death. One jar contains a Minor Treasure |
|
4 |
The room is ringed by a balcony accessible by stone steps. Dozens of inanimate skeletons stand atop the balcony |
|
5 |
A giant-sized statue of a deity or mortal hero stands in the middle of the room. Stone coffins are arranged along the walls |
|
6 |
Square stone slabs set into the walls, each with a name and date. Behind each is a niche containing bones |
|
7 |
A dozen glass-walled tanks of brine, each containing a perfectly preserved corpse |
|
8 |
A dozen open sarcophagi containing inanimate mummies, each wearing a death mask |
|
9 |
A funeral barge too big to fit through the door. On the deck is an inanimate mummy and a Minor Treasure |
|
10 |
A life-sized equestrian statue. The statue can be pushed across the floor, revealing a trapdoor leading to a tomb and a Treasure Hoard |
|
11 |
Hundreds of unlidded pots, each containing the bones of an inanimate skeleton |
|
12 |
Dozens of dusty wooden coffins, some splintered open and empty |