Locking-Lidded Pit Trap
Locking-Lidded Pit Trap
Lidded PIt Trap
Lidded PIt Trap
Gelatinous Cube Pit Trap
Gelatinous Cube Pit Trap
Acid Pit Trap
Acid Pit Trap
Bastions
Bastions
From underground lairs to mighty castles, bastions are well-defended homes inhabited by creatures worried about attacks from the outside world. A bastion usually contains barracks, food preparation and storage areas, and a throne room or other command center.
Tiers. Tier 0 and 1 bastions are usually bandit lairs. Tier 2 and higher bastions are frequently the mighty castles of rulers and conquerors.
Bastion Size. Each 50-foot-square node of a bastion contains either a room or passage. A small bastion 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).
Alert. After each of the first 3 encounters, one additional creature is added to each future encounter. The extra creature is of the encounter’s lowest-CR type.
Creating a Bastion
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.
Bastion: Description
1 |
Narrow passage. Roll on Passage Conetns and Exist. For passage width, roll 1d6: |
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1 - 2 | 2 1/2 ft. | |
3 - 6 | 5 ft. | |
2 - 7 |
Passage. 10 feet wide. Roll on Passage Contents and Exits. |
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8 |
Wide passage. Roll on Passage Contents and Exits. For passage width, roll 1d4: |
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1 |
15 ft. |
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2 - 3 |
20 ft. |
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4 |
30 ft. |
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9 - 14 | Small room. Roll on Room and Chamber Contents and Exits. For room size, roll 1d4: | |
1 |
15 x 15 ft. |
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2 |
15 x 20 ft. |
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3 |
20 x 20 ft. |
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4 |
20 x 30 ft. |
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15 - 20 |
Large chamber. Roll on Room and Chamber Contents and Exits. For chamber size, roll 1d6: |
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1 |
30 x 30 ft. |
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2 |
30 x 40 ft. |
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3 |
40 x 40 ft. |
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4 |
50 x 50 ft. |
Bastion: Passage Contents
1 - 10 |
Empty |
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11 - 14 |
Roll on Passage Scenery |
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15 - 18 |
Roll on Escalations |
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19 - 20 |
Roll on Obstacles |
Bastion: Room and Chamber Contents
Roll 1d20 in small room, 1d20+2 in large chamber
1 - 3 |
Empty |
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4 - 8 | Roll on Small Room Scenery or Large Chamber Scenery | |
9 - 11 |
Roll on Novelties |
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12 - 14 |
Roll on Obstacles |
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15 - 16 |
Roll on Discoveries |
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17 - 19 |
Roll on Escalations and on Small Room Scenery or Large Chamber Scenery |
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20+ |
Roll on Set Pieces |
Bastion: Exits
If the die roll is odd, a room's exits are blocked by doors. Otherwise, they are open
1 - 3 |
No Exits |
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4 - 5 |
One exit left |
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6 - 7 |
One exit straight |
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8 - 9 |
One exit right |
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10 - 11 |
Two exits, left and right |
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12 - 13 |
Two exits, left and straight |
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14 - 15 |
Two exits, straight and right |
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16 - 18 |
Three exits, left, straight, and right |
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19 - 20 |
Stairs. Roll 1d8 to determine stair type. Then roll again on this table for other exits |
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1 - 2 |
Stone stairs down |
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3 |
Stone spiral staircase down |
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4 |
Trapdoor down (50 percent chance concealed under rug or furniture) |
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5 |
Ladder up or down (50 percent chance each) |
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6 |
Stone spiral staircase up |
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7 |
Trapdoor up |
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8 |
Stairs going 1d4 levels up and 1d4 levels down |
Bastion: Novelties
1 |
Cannon; nearby are cannonballs and barrels of powder |
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2 |
Magic wall map of the area around the stronghold, identifying the locations of any non-hidden creatures |
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3 |
Arched bridge leading to an iron door halfway up a wall |
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4 |
Immense, monstrous statues on either side of a door |
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5 |
Drawbridge made of wall of force |
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6 |
Miniature model of this fortress, populated by tiny illusions of its inhabitants |
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7 |
Beast heads mounted on the wall; although bodiless, they are alive and can bite |
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8 |
A marble table around which sit the spirits of dead warriors re-enacting an ancient feast |
|
9 |
Hundreds of life-sized, sculpted warriors standing in battle array |
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10 |
A war banner 20 or 30 feet on a side |
|
11 |
Portrait gallery; each portrait enchanted with a permanent magic mouth |
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12 |
Narrow shafts that carry sound; perfect for eavesdropping or communicating between distant chambers |
Bastion: Obstacles
1 |
Lock: A door that demands today’s password. Key: A list of passwords, each next to a day of the week |
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2 |
Lock: A door bearing a family crest. Key: A key bearing the crest |
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3 |
Lock: A door with an indentation in the shape of a gauntlet. Key: A gold-plated gauntlet |
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4 |
Lock: A door with an indentation in the shape of a gauntlet. Key: A gold-plated gauntlet |
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5 |
Locked wardrobe. Inside the wardrobe is a concealed door |
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6 |
Arcane locked door bearing a bronze face that changes its facial expression every minute. The door is unlocked to any creature imitating the expression |
|
7 |
A bricked-up door, requiring a DC 16 Strength check to smash. Nearby is a secret door in a fireplace that bypasses the door |
|
8 |
Door concealed behind a full-length mirror leaning against the wall. The edges of the mirror are covered with fingerprints as if it is often moved |
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9 |
Door on a balcony high up the wall. The ladder to the balcony is missing |
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10 |
Mounted bronze deer head, dull except for one shiny antler. Turning the antler opens a secret door |
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11 |
Throne room; pressing a button on the throne’s right armrest opens a hidden pit trap , pressing the left button opens a secret door |
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12 |
Only the (harmless) ghost of the bastion’s former seneschal knows the location of a secret door |
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13 - 20 |
Trap based on the dungeon level: |
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1 - 2 | ||
3 - 4 | ||
5 - 10 | ||
11 - 16 | ||
17 - 20 |
Bastion: 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 |
Lone creature from a guard patrol (roll 1d4 on Escalations table), not particularly loyal and willing to talk |
|
6 |
Guard patrol (roll 1d4 on Escalations table), dissatisfied with their commander and willing to turn a blind eye or even aid intruders |
|
7 |
Guard patrol (roll 1d4 on Escalations table), exchanging revealing gossip about their commander and not paying attention to surroundings |
|
8 |
Messenger with urgent news |
|
9 |
An armory containing ranged weapons, ammunition, and ballistas. A dozen +1 arrows. 50 percent chance of a javelin of lightning or other Minor Treasure |
|
10 |
A richly furnished bed chamber containing a four-poster bed, a desk, wardrobes, and treasure chests containing a Treasure Hoard |
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11 |
A chest containing officers’ armor and uniforms |
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12 |
Treasure vault filled with several splintered chests and one locked iron chest containing a Treasure Hoard |
Bastion Escalations
50 percent of guards possess a Minor Treasure.
1 |
Guards: on patrol. If they meet creatures not dressed as guards, they sound the alarm and attack |
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Level 3–4: 2d4 hobgoblins or soldiers |
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Level 11–16: blackguard or holy knight with priest and soldier squad ; 2 gladiators with mage |
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Level 17–20: ascetic grandmaster or knight captain with soldier squad ; archmage with gladiator and 1d6 thugs |
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2 |
Guards: off duty but alert |
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Level 5–10: duelist with apprentice mage and 1d4 thugs ; 2 or 3 veterans |
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Level 11–16: gladiator or high priest with 2 or 3 veterans |
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Level 17–20: assassin or mage with 2d6 cutthroats or spies |
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3 |
Guards: guarding a particular location |
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Level 5–10: ogre or warhordling orc eye with 1d4 orc urks or thugs |
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Level 11–16: frost giant with 1 or 2 ettins |
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Level 17–20: marilith or minotaur champion with 2d6 guards or warriors |
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4 |
Inhabitants: planning to ambush a different inhabitant, perhaps a group of guards or the local overlord (roll or choose from Set Pieces). They may be disloyal, ambitious, or looking to exact revenge for a past betrayal |
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Level 1–2: apprentice mage or thug with 1d4 bandits |
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Level 11–16: vampire mage , vampire , or wraith lord |
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Level 17–20: archpriest with skeleton horde or water elemental |
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5 |
Guardians: guarding a location |
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Level 1–2: animated armor |
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Level 3–4: rug of smothering with gargoyle |
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Level 5–10: 2 or 3 mummies or walking statues |
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Level 11–16: chain devil with 1 or 2 mummies or walking statues |
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Level 17–20: 2 chain devils , clay guardians , or giant elementals |
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6 |
Guardians: following instructions |
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Level 1–2: gargoyle or hound guardian |
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Level 3–4: 1 or 2 bolt-throwers or ogre zombies |
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Level 5–10: 1 or 2 clockwork sentinels or fire elementals |
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Level 11–16: iron guardian or nalfeshnee |
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Level 17–20: 2 crushers[[, [[glabrezus , or stone guardians |
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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 |
Bastion: Set Pieces
Set piece encounters usually feature a Treasure Hoard.
1 - 2 |
Raiders’ Lair. The area is home to a wellguarded settlement or camp. The bastion’s denizens may raid nearby areas for food and treasure or merely defend themselves against outside threats. |
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Level 1–2: goblin boss with goblin warlock and 3 or 4 goblins ; 4 or 5 hobgoblins |
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Level 3–4: bandit captain with 2 thugs and 2d6 bandits |
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Level 5–10: gladiator or warhordling war chief with 1d6 + 1 berserkers |
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Level 11–16: hill giant chief with cave bear and 1d4 + 1 hill giants ; 3 frost giants |
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Level 17–20: troll hulk with 4 or 5 trolls |
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Setting: The room features a large drum, gong, bugle, or other loud instrument. If combat starts, a creature tries to sound the alarm, summoning a guard patrol (choose one from Escalations). |
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3 - 4 |
Army Headquarters. The inhabitants are part of an organized military, either defending a fortification or prison or preparing to conquer the local countryside. |
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Level 3–4: hobgoblin captain , knight , or veteran with 1d4 + 4 hobgoblins or soldiers |
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Level 5–10: blackguard , cambion , or holy knight with priest and 1d4 knights |
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Level 11–16: archmage or knight captain with mage and 1d4 knights |
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Level 17–20: blademaster with 3 gladiators or holy knights ; archmage with 5 gladiators |
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Setting: Ladders lead to balconies or ledges. If the alarm has been sounded, creatures with ranged attacks are up high. |
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5 - 6 |
War Caster. A spellcaster commands an army. Their eyes are fixed on conquest. |
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Level 5–10: mage or necromancer with soldier squad or wraith |
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Level 11–16: archmage with 3 or 4 elementals |
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Level 17–20: archpriest or blademaster with 3 or 4 champion warriors or gladiators |
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Setting: This lair features an exit concealed behind a throne, tapestry, or other room feature. Besides their other spells, the primary spellcaster has prepared either expeditious retreat or sanctuary to escape. |
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7 - 8 |
Prison cells contain friendly creatures that could aid the adventurers if freed. |
Bastion: Minor Treasure
1 |
+1 weapon that glows like a torch when wielded |
|
2 |
Magically animated playing cards; the face cards trash talk each other during games |
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3 |
Bundle of 12 pieces of +1 ammunition that ignite when fired, dealing an additional 1d6 fire damage |
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4 |
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) |
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5 - 6 |
Bag of coins or cache of rare wine worth an amount appropriate to the tier (tier 0: 10 gp, tier 1: 100 gp, tier 2: 1,000 gp, tier 3: 10,000 gp, tier 4: 100,000 gp) |
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7 |
1d6 vials. Roll 1d6: 1–3 potions of healing , 5–6 potions of greater healing |
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8 |
Cup, ewer, or drinking horn of precious metal, worth an amount appropriate to the tier (tier 0: 25 gp, tier 1: 75 gp, tier 2: 750 gp, tier 3: 2,500 gp, tier 4: 25,000 gp) |
|
9 |
A dozen masterwork weapons or shields, worth 150 gp each |
|
10 |
Signed order from the bastion’s commander allowing free entry |
Bastion: Treasure Hoards
Dungeon Level 1–2 |
Valuables: 1d4 × 100 gp worth of silver and gold coins Magic (30 percent chance): +1 weapon or gauntlets of ogre power |
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Dungeon Level 3–4 |
Valuables: 2d4 × 100 gp worth of gold coins or trade goods Magic (40 percent chance): armor of resistance or berserker axe |
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Dungeon Level 5–10 |
Valuables: 1d6 × 1,000 gp worth of gold coins or gems Magic (50 percent chance): +2 weapon or bracers of defense |
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Dungeon Level 11–16 |
Valuables: 1d4 × 10,000 gp worth of platinum coins or gems Magic (60 percent chance): +2 shield or rod of rulership |
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Dungeon Level 17–20 |
Valuables: 1d4 × 100,000 gp worth of gold coins, gems, or jewelry Magic (70 percent chance): +2 armor or belt of storm giant strength |
Bastion: Passage Scenery
1 |
Dusty suit of armor or mounted monster head |
|
2 |
Weapons crossed on the wall |
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3 |
Racks or barrels hold spare weapons and ammunition |
|
4 |
Three camp stools gathered around a small table |
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5 |
Tapestries line the walls |
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6 |
Brackets hold unlit torches |
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7 |
Pushed into a corner is an archery target bristling with arrows |
|
8 |
A shrine or statue of a war god |
Bastion: Small Room Scenery
1 |
Tables bearing candles and decks of cards are scattered around the room |
|
2 |
Armory containing spears, shortswords, crossbows, and light armor. 50 percent chance of holy water, acid, alchemist’s fire, or caltrops |
|
3 |
Elegant dining room for six or so guests. Table settings are worth 200 gp. Two bottles of vintage wine, worth 50 gp each, stand on a side table |
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4 |
Barracks with neatly made beds, weapon racks, and a table heaped with armor, game boards, and personal possessions |
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5 |
Comfortable barracks used by high-level guardians. On the walls are weapon racks, armor stands, paintings, and a full-length mirror |
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6 |
A shrine on which are laid fresh offerings |
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7 |
A guardroom containing benches and tables, cards and game boards, wine jugs and plates of half-eaten food |
|
8 |
A small kitchen containing a fireplace, wine ready to mull, cheeses, and barrels of biscuits |
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9 |
A pantry stocked with flour and beans and hung with herbs |
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10 |
A library containing works of strategy and history, as well as atlases and sheafs of papers |
|
11 |
A latrine: the smelly privy may lead down to a lower level |
|
12 |
A locked room containing spy holes that let you see what's happening in adjoining areas |
Bastion: Large Chamber Scenery
1 |
A comfortable lounge with couches, overstuffed chairs, bookshelves, and a wine bar |
|
2 |
An armory containing plate armor, chain mail, horse barding, and swords |
|
3 |
Audience chamber or throne room. Columns or martial statues line the walls |
|
4 |
A banquet hall with a huge central table stacked with drinking horns and platters |
|
5 |
A mess hall for servants or soldiers. Rows of tables and chairs are set with clay bowls |
|
6 |
A guardroom decorated with war banners and shields. Several round tables are littered with candles, card decks, and empty bottles |
|
7 |
A kitchen; a cauldron of soup simmers inside a blazing fireplace |
|
8 |
A store room containing barrels of foodstuffs and crates of weapons |
|
9 |
A training room with target dummies. The floor is strewn with armor and weapons, and several cracked mirrors line one wall |
|
10 |
A prison containing several prisoners manacled to a wall |
|
11 |
A ballroom with a balcony accessible by a rickety staircase. On the balcony are dozens of instruments |
|
12 |
A crypt containing stone caskets |
Dungeon Mounts
Dungeon Mounts
While horses are poorly suited to dungeons and caverns, dungeon denizens tame and ride many other creatures. Besides mules and mastiffs, which can thrive as underground mounts, the following creatures can be used as mounts by those who can tame them. Their riders gain the advantage of their different forms of movement.
Table: Mounts
Item |
Cost |
Speed |
Carrying Capacity |
Strength |
100 gp | 30 ft., climb 30 ft. | 420 lbs | 14 | |
400 gp |
30 ft., climb 30 ft. |
420 lbs. |
14 |
|
200 gp |
20 ft., swim 40 ft. |
420 lbs. |
14 |
Shadow Elf Equipment
Shadow Elf Equipment
Shadow elves often find themselves on the front lines against the undead who stalk the caverns of the world below, and have armed themselves accordingly. Against foes whose mere touch can paralyze or kill outright, mobility, protection, and the ability to keep enemies at bay are top priorities. To achieve these aims, the shadow elves turn to their bestial allies, the myriad of giant spiders living underground. Weaving armor from their silk and creating their own versions of the spiders’ webbing, shadow elves face their deathless foes not as quavering prey, but as apex predators.
Dark Iron. Found only in the most lightless depths of the world, dark iron is comparable to adamantine in many respects. Though incredibly durable, the metal has a critical weakness: it dissolves almost instantly in sunlight. Dark iron weapons or armor that spend 1 round in direct sunlight become pitted and obviously worn. A second round causes the item to acquire the broken condition (a broken weapon deals half damage and broken armor provides half its AC bonus, rounded down). A third round causes the item to disintegrate to nothingness.
Item |
Cost |
Weight |
---|---|---|
Mycellium Stake | 15 gp | - |
Radiant Trap | 70 gp | 2 lbs. |
Spiderweb Bomb | 60 gp | 1 lb. |
Mycelium Stakes. These stakes are just as effective at destroying vampires as those made of wood, but they have an additional benefit: when driven into the corpse of a creature, the mycelium in these stakes creates a fungal colony that slowly consumes the corpse, preventing it from returning as an undead. The fungus can consume the corpse of a newly dead creature in 1d6 days, but it works much faster on undead flesh, destroying such remains in a mere 1d4 hours.
Radiant Trap. This metal sphere is perforated with dark iron plugs and filled with pressurized holy water. When the sphere is rubbed with glaring oil, takes at least 1 point of radiant damage, or enters an area of natural or magical sunlight, the plugs dissolve, spraying holy water in a 10-foot radius around the trap. Undead and fiends in the area must make a DC 13 Dexterity saving throw , taking 2d6 radiant damage on a failed save or half the damage on a success.
Spider Silk. This incredibly light and strong cloth is made from woven spider silk. It can be used to create light armor and textiles. Cloth and rope made from spider silk has twice the usual number of hit points, and the AC and the DC to break spider silk rope increases by 2. The difficulty of weaving with spider silk accounts for its high price.
Spiderweb Bomb. A creature can use an action to throw the bomb up to 30 feet at a point it can see. When it lands, the bomb detonates into a mass of sticky webs in a 10-foot radius. If there are at least two solid surfaces within 10 feet of the bomb, the strands adhere to them, creating a lightly obscured area of difficult terrain. The webs dissolve after 30 minutes. A creature in the bomb’s detonation radius or that enters the area while the webs remain must make a DC 12 Dexterity save or be restrained . A restrained creature can escape the webs by using its action to make a DC 14 Strength check. Each 5-foot cube section of the webs can be hacked through (AC 11, 12 hit points, immunity to poison and psychic damage) or burned. A creature restrained by the webs when the webs are burned takes 2d4 fire damage.
Material |
Description |
Cost |
Properties |
Repairability |
Dark Iron |
Comparable to adamantine in its physical characteristics, dark iron is an inky black metal with a faint purplish iridescence. |
×4 |
Hardy, lightweight |
DC 25 smith’s tools, access to a forge |
Spider Silk |
Spider silk is the spun webbing of giant spiders. It is incredibly light and strong. It can be used to make light armor. |
800 gp + 10 x the usual price of the item |
Comfortable, fortified |
DC 25 sewing kit |