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#Dungeon23 – Week 7

Each week I will be posting my progress in creating the dungeon, NPCs, lore, and the surrounding area. My version of #Dungeon23 is to make progress every day. Most days that will mean a room description or using a dice drop to generate a section of the dungeon. Other days will include adding lore, NPC, and other descriptions needed to fill out the document to my satisfaction. The blog post each week will be a copy-and-paste directly from my personal google doc. My hope is to show how this dungeon and area evolves over the year.
Change Log. hallway 8, map of level 3, some rooms of level 3
Previous Entries. Week 1. Week 2. Week 3. Week 4. Week 5. Week 6.
**for the original post on Dungeon23 see the post on Sean McCoy’s blog https://seanmccoy.substack.com/p/dungeon23
**for a list of resources for Dungeon23 see https://itch.io/blog/462261/dungeon23-resources
Cover and spot art by Perplexing Ruins, I highly suggest you check out their Patreon. Maps are made with Dungeon Scrawl.


Deep in the Kyusoku Mesa hides the ancient vault of ‘Vaelving Gamles’ which holds a fabled warhammer with the power to unite the local tribes. A deep scar carves a wedge into the middle of the mesa. A lush jungle covers the scar and other portions of the mesa. The rest is an unforgiving desert. The tribes of the Resu’suteppu have called this area home for centuries.
The ancient vault was built centuries ago by the local stone giants to protect (and hide) their most sacred possessions. Long after the giants abandoned the vault local tribes of elves used parts of the upper floors as an emergency shelter in times of need. Most recently it has been the focus of a foreign War Priest (with claims of local blood) to find the fabled warhammer Endbringer, and unite, and rule, the tribes of the mesa once and for all.
Hook: The retired General Hualpa is hiring adventurers to map the halls of Vaelving Gamles.
Hook: A foreign War Priest is paying anyone who brings them magic items from the depths of the vault.
The town of Unrock provides many accommodations for the locals and the many adventurers that pass through the region.
Topside provides more goods and services to the area and is more affluent than Unrock.
General Features
The vault of Vaelving Gamles is made up of a combination of smooth, worked stone and hand-hewn stone, with the occasional natural tunnel or cavern. Some areas have exceptional architectural features that are noted in the text.
Ceilings. Built to accommodate many types of giants, the room ceilings are at least 35 feet at the least and as high as 50 feet in the more important spaces. Ceilings in hallways are approximately 40 feet in height.
Doors. Locked wooden doors require a successful DC 20 Dexterity check with thieves’ tools or a key found on the same floor. Large stone doors require a successful DC 15 Strength (Athletics) check.
Light. Large sconces can be found in most rooms and hallways. Whether they are lit is another question.
The Giant Archway, Vkhod Arku, Floor 1
Wandering Monsters. Check for wandering monsters if the players move to a new area, make a lot of noise, spend too much time in one area, or at the dungeon master’s discretion. Also, an encounter can occur at the dungeon master’s discretion without a roll. Check for wandering monsters by rolling a d20. On a roll of 17-20, an encounter takes place. Roll a d6 and consult the wandering monsters table. On a 20, roll twice on the table and use both results.

Roll Result 1 1d4 + 2 Giant Rats 2 1d4 + 2 Giant Centipedes 3 1d4 + 2 Skeletons 4 1d4 Troglodytes 5 1d4 Swarms of Bats 6 1 Grey Ooze Giant Rats. An oily smell precedes the sight of rats gnawing on bat carcasses.
Giant Centipedes. The skittering of hundreds of legs on the floor approaches slowly out of the darkness.
Skeletons. Undead skeletons can be found repeating echoes of ancient actions of their past lives like standing guard, patrolling a hallway, or playing cards. The dark energy that animates their bones compels them to attack any living creatures on sight.
Troglodytes. A group of troglodytes is scouting the vault for a possible new lair.
Swarm of Bats. Screeches pierce the air as a group of bats erupts from the darkness above flying around chaotically.
Gray Ooze. Blending in with the stonework, the gray ooze waits for the perfect moment to strike unsuspecting adventurers.
- The Vkhod Arku
A giant archway built into the mesa holds an alcove that nature re-claimed long ago. Faded murals dedicated to the giant god Annam All-Father. Small scripts in ancient elvish provide directions beyond the stone doors. Two giant-sized stone doors require a successful DC 13 Strength (Athletics) check to open. There is a chance this room is occupied. 1d6: 1d4 kobolds and 1 giant goat; 1d4 kobolds; 1 giant goat; nothing; Spy, Priest, Knight fighting 1d4 kobolds; Spy, Priest, Knight resting after a bad fight.
- Armory
Rotten wood, cobwebs, and rusted weapons lie scattered around. More elven writing marks the two doors. The south corner of the room ceiling has collapsed causing the floor to rise to a ledge in the corner. In the north corner, Goblins and Kobolds are fighting each other over some treasure. In the south corner of the room, a Goblin Boss and a couple Goblins are harrying an adventurer perched on the ledge protecting a large chest. The Scout cries for help as soon as they see the characters. Treasure. 210 sp, 80 gp, black velvet mask, gold vestments, potion of climbing, dust of dryness, and a key to the stairwell in room 4.
- Antechamber
The floor is partially collapsed in the southeast corner. Several Kobolds are attempting to dig through to access a room 4 floors below. They rigged an old well to be a hidden pit trap that fills with poisoned water over 1 minute. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of the floor that forms the pit’s cover.
- Main Stairwell
This main stairwell room was originally used as a staging area for going deeper into the vault. Touching any of the small doors causes the character to take 1d10 poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. There is a chance this room is occupied. 1d6: goblins, empty, kobolds, empty, adventurers, empty.
- Guard Room
The heavy stone door is slightly ajar. Once used as a base for the guards of the vault now the room serves as a camp for adventurers. Written on the wall are instructions on how to seal the room from the inside for safety. An almost empty wooden cask holds travel rations and waterskins. Attached inside is a parchment with dates written on it indicating when the rations were last restocked.
- Empty Vault
The secret door to this chamber was found long ago and was fully pillaged shortly after. All that remains are scraps of broken storage and furniture that have been used here over the centuries. There is a chance that the room is occupied. 1d6: goblins, empty, empty, empty, empty, kobolds.
- Fake Barracks

This chamber is set up like a small barracks but is a trap to thwart intruders. As soon as the characters enter the room scything blades emerge from the ceiling and walls. DC 11 to detect the trap and the same DC to disable the trap via a panel in the doorway. Each creature in the doorway must make a DC 11 Dexterity saving throw, taking 5 (1d10) slashing damage on a failed save, or half as much damage on a successful one. A mimic disguises itself as a fancy door with no traps. The room guards a chest containing a bag of gems (tiger eye, 2 rhodochrosite, 3 moss agate, malachite, lapis lazuli, 3 hematite, and azurite), a scroll of greater restoration, a scroll of protection (undead), and a potion of frost giant strength.
H1. Gas Trap Hallway
The hallway between rooms 6 and 7 contains a poison gas trap. When triggered small holes appear in the walls hissing out a purple noxious gas and causing the area to be lightly obscured. DC 13 to detect the trap and the same DC to disable the trap via a panel in the floor. Each creature in the area must make a DC 13 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.
The Giant Archway, Vkhod Arku, Floor 2

Roll Result 1 1d4 Swarms of Bats 2 1d4 + 2 Giant Centipedes 3 1d6 Skeletons 4 1d4 Giant Frogs 5 1 Gray Ooze 6 1 Giant Spider w/ 1 swarm of spiders Wandering Monsters Level 2 
Swarms of Bats. Screeches pierce the air as a group of bats erupt from the darkness above flying around chaotically.
Giant Centipedes. The skittering of hundreds of legs on the floor approaches slowly out of the darkness.
Skeletons. Undead skeletons can be found repeating echoes of ancient actions of their past lives like standing guard, patrolling a hallway, or playing cards. The dark energy that animates their bones compels them to attack any living creatures on sight.
Giant Frogs. Splashing and croaking grow louder as slimy bodies hop towards them, their wide jaws gaping open to reveal rows of sharp teeth.
Gray Ooze. Blending in with the stonework, the gray ooze waits for the perfect moment to strike unsuspecting adventurers.
Giant Spider. Many, many eyes reflect in the dim light as many-legged creatures scrabble their way gracefully with sharp fangs and venom dripping from its mouth.
H2. Collapsed Hallway
The entrance to room 8 has a 1 in 6 chance in being blocked by a collapsed ceiling.
8. Cistern
Many kobolds and a couple goblins fight over the water contained in the cistern. The kobolds are looking for the goblin who sabotaged their water supply. The goblins are fleeing a bad situation with their tribe. Part of the ceiling has collapsed creating partial cover and difficult terrain. A secret door in the southwest corner reveals a secret staircase that goes up and down one floor each.
9. Audience Chamber
Three tiers separate this room. Some furniture still lingers in the far east corner where a historical text can be found in an unknown language (ancient giant). A secret door in the far west corner leads to a hidden hallway. A rotten skeleton can be found in the secret hallway with 6 gp, a dead mouse, a page torn from a spellbook, and a ring of iron keys.
10. Goblin Museum
What was once a torture chamber in ages past has been turned into a gallery for some of the goblin clans’ prized possessions. Ancient slabs of stone are now pillars for trinkets. 1d4 + 1 Goblins are making simple repairs to some furniture and cleaning up after a scuffle with some kobolds. The goblins are willing to help the PCs in exchange for wealth of any kind. Among the items on the pillars are a small mirror set in a painted frame, a giant gold locket, a silver pitcher, a black velvet mask, a potion of animal friendship, and a potion of greater healing.
11. Goblin Game Room
The Goblins turned this old barracks into a game room. Broken wood, scraps of fabric, and a makeshift toy ball lay scattered about amongst odd markings on the floor and walls. A fancy painting depicts a small black line emanating a shaded blend of reds, oranges, and yellows. When touched a wall of force is created splitting the room in half. Any attacks made by magic weapons bounce off and cause 1d6 force damage on the wielder. Normal weapons and physical attacks do damage as normal. The force wall disappears after it takes 10 total damage.
12. Goblin Campsite
An old guardroom has been turned into a campsite and training room for the defenders of the goblin clan. A large patch of green slime clings to the ceiling above a raised platform guarding an enchanted treasure chest. Inside the chest is 15 cp, about 450 gp in gemstones, and a seamless rectangular obsidian box. The only way to open the box is to ask it nicely to open. Any attempt to damage it destroys the contents. The obsidian box contains a potion of animal friendship, a potion of poison, and a potion of greater healing.
13. Ritual Chamber
The magic circle used for rituals can still be seen etched into the floor. Ancient basreliefs depict giants fighting enormous beasts. The north section of the room contains a variety of glass humanoids in several poses. A greater restoration spell or equivalent reverses the glass curse. Using the magic circle triggers a wild magic surge. A group of Kobolds are trying to help one of their friends stuck in a paralyzing mushroom field in the southeast corner of the room.
H3. Vaelving Chasm
This hallway features a chasm approximately 20ft wide and 80ft deep. The rooms below are in view and accessible. The chasm divides the floor between the warring kobold and the goblin clans.
H4. Fleeing Goblins
1d4 Goblins are running from a fight with some kobolds. One of the goblins is badly injured and they are looking for a place to rest before returning to the tribe.
H5. Goblins vs Kobolds
A group of 1d4 goblins is losing poorly to 2d4 kobolds. The injured goblins have retreated towards room 14 (see H4). The goblins are trying to reclaim some of their territories.
14. Shield Vault
What was once a main vault room indicated by the giant rune on the stone door has been turned into a workroom for the Gathering. A group of adventurers loosely working together in solving the mysteries and plundering the treasure, of the vault. Pedestals and tables are piled with notes, notebooks, and trinkets. A large table holds a map in progress. A map of the current floor can be found among the scattered papers. Books: gear inventory, old adventurers journal, and a letter from the retired General Hualpa asking for a progress report. Trinkets: monster tooth, hand mirror, and an empty bottle.
15. Trapped Campsite
An empty firepit sits in front of two abandoned tents. A suit of armor lies untouched by age in one corner and an old target dummy stands in the opposite corner. When either one of these is touched or moved they both begin to animate. Use the Animated Armor and Medium Animated Object stat blocks. Treasure: 16 sp, a pair of cloth gloves, and a trilobite fossil.
16. Kobold Guard Room
1d6 Kobolds are stationed in this room as a guard post. They are currently hiding and resting after a scuffle with some goblins. Pieces of broken furniture lie next to a set of faded wooden chairs and tables. Kobold graffiti is painted on one of the walls containing a secret door leading to a stairwell that goes down one floor to a section of the kobold lair. Treasure: 7 ep, a herbal poultice, and a set of fine brushes
17. Kobold Laboratory
This dimly lit space features two tables filled with various alchemical equipment and ingredients. A small furnace burns in the corner and shelves line the walls filled with vials of colored liquids and jars of strange substances. With one hours time and a successful DC 20 Intelligence check one of the following potions can be made: potion of healing, potion of fire breath, potion of growth, Keoghtom’s ointment, oil of slipperiness, potion of gaseous form. Eight hours can be spent studying the equipment to lower the DC by 1, the limit of five. In both cases, wandering monster checks should be made every 30 min. A 10 ft. raised ledge contains a Mimic disguised as a treasure chest. Treasure: 15 cp, a block of soap, a bundle of seven twigs, fragments of a shattered sword
H6. Secret Stairwell
A sconce on the wall once pulled reveals a secret staircase going down one floor to level 3.
18. Trapped Pass
A Rug of Smothering lies in the center of the room waiting to attack any who doesn’t know the command word: Qaavric. A glass sculpture of a tall kobold with scaled armor wielding a spear. If touched the statue attacks. Use the Animated Armor stat block adding a Death Throes explosion, DEX save DC 15 vs 1d6 piercing damage when it reaches 0 HP.
19. Kobold Armory
A few racks of old rusted weapons line the south wall. The ceiling has partially collapsed creating a pile of rubble that is just tall enough to reach a high ledge. The ledge contains a small passageway that leads to Level 3 below. 1d4 + 1 Goblins are attempting to sneak into the Kobold section and run amok.
20. Watch Room
Filling the room is a weave of thick spider webs. Until removed, use the Web hazard in the DMG. A few stools line the walls below holes in the wall. Each hole contains a tunnel with a series of mirrors that show the contents of other rooms in the vault. Knobs and levers allow the user to rotate the mirrors slightly to see more of the space. There are 8 holes in total but only two of them are in working condition. 1 in 6 chance there is a Giant Spider inside.
H7. Kobold and Goblin Skirmish
1d4 Kobolds are guarding room 21 against a group of 1d4 Goblins.
21. Empty Cages
Scorch marks on most of the surfaces in the room. Large metal cages of various sizes lie in disarray along the perimeter of the room. Arcane glyphs are etched into the baseboards and a faded magic circle is inscribed in the floor. A DC 15 Intelligence (Arcana) check reveals … a DC 20 reveals …
22. Kobold Lounge
A collapsed ceiling fills most of the room. A couple wooden tables and chairs fill the rest of the space.
23. Kobold Dining Hall
At any given time there are 1d6 kobolds eating a meal or in the middle of cleaning up. The flimsy furniture is cobbled together from broken pieces.
24. Meditation Room
Rugs and pillows cover the floor. A strong smell of incense lingers in the air. Behind one of the tapestries on the wall lies a well-hidden secret stairwell directly to the 6th floor.
H8. Kobold Procession
A group of 1d6 Kobolds and 1 Kobold Sorcerer are slowly walking from room 24 to room 25. Strong incense fills the air as the kobolds bring plundered gifts to pay respects to their god.
25. Kobold Shrine
Tapestries and frescoes of old gods adorn the walls of the chapel. An old shrine to the god of the giants has been defaced and converted to the kobold god, Kurtulmak. A small secret stairwell behind the statue goes down one floor to level 3. A pair of stone obelisks flank the altar causing any who pass through to shrink down one size so they can fit into the secret stairwell. Coins and trinkets can be found scattered and hidden around the room. Treasure: 17 cp, silk handkerchief, carved bone statuette, wand of web, +1 wand of the war mage, bracers of archery, +1 mace once wielded by an ancient hero (can understand giant, lets out an angelic ring when used).
26. Kobold Smithy
The kobold smith Ratle Slimtorch does not have much equipment nor is very good at their craft. Sparks from the forge and the clanging of metal ring out loudly. Weapons and armor of questionable quality lie piled in a corner. 1 in 6 chance there are 1d6 Goblins ransacking the room.
27. Ratle’s Room
Ratle uses the well in the next room for his smith work. The nasty water partly contributes to the low quality of his work. A ladder hidden in the stone wall leads to Ratle’s sleeping quarters about 15 ft up. Dust, metal scraps, and trinkets are scattered around the room while a large pile of various cloths resembles a bed.
28. Empty Room
Scraps of furniture, weapons, and armor lie scattered around the room.
The Giant Archway, Vkhod Arku, Floor 3

29. Main Stairwell
The air is clear and damp with a moldy smell in the air. Dung, fur, and a large puddle of acrid water lies in front of the north door. An old tapestry featuring two large moose locked in the middle of a fight adorns the south wall.
30. Goblin Guardroom
The western side of the room’s ceiling is collapsed. A gray ooze hangs from the ceiling guarding a goblin treasure chest. Treasure: 250 cp, 100 sp, 60 gp, 100 gp in various gems, scroll of catapult, potion of healing.
31. Testing Room
Derelict cages, broken furniture, and busted equipment line the walls. Greasy rags sit on a crooked workbench. Acid stains and scorch marks can be seen on the walls, floor, and ceiling. Wooden crates hold various supplies for the goblins. Among the contents are balls of yarn, a tin whistle, aged bat wings, and a broken ceramic mug.
Appendix
NPCs
General Hualpa
General Hualpa is a proud and wise male elf known for his plate mail and powerful battle axe. Despite his conceited nature, the retired general is a skilled and experienced leader. Patron to the Gathering, Hualpa wants to completely map the vault so it can be inhabited again.
Order of the Fox
An adventuring group that can be found from time to time in the vault or general area.
Trym Greenleaf the Halfling Spy
A cautious and honest halfling spy with a wild mop of hair that he struggles to keep under control. Trym’s keen observational skills and quick thinking have saved his life on more than one occasion.
Nissa Glittergem the Gnome Priest
Tending to take things at face value the noisy priest wears her heart on her sleeve, literally with the many tattoos she has. Despite her quirks, Nissa is well-loved for her kind heart and unwavering devotion to her faith.
Nuraval Orcfoe the Dwarf Knight
Taking great pride in his appearance and his family’s legacy, Nuraval is known for his unwavering loyalty to his comrades in battle. His fiery passion for justice means he will stop at nothing to defend his honor and the honor of his clan.
Chem Ennui the Tiefling Scout
They have a talent for creative problem-solving and often come up with unusual solutions that catch their enemies off guard. Despite her playful and carefree nature, Chem is fiercely dedicated to her mission and the beautiful feathered earrings they wear 24/7.
The Stonewalker Goblins
This tribe of goblins has been living in the ancient vault for generations. They call the sprawling vaults their home and most of them have never been outside. The kobolds that have recently moved in have been causing havoc to the supplies and resources of the tribe.
Skrax the Goblin King is looking to end the fighting with the kobolds soon so he can go back to breeding his prized hunting rats.
1d8 Goblin Names. Biks, Jorg, Leechbrain, Gnatface, Jhibi, Igugg, Mudleg, Belch.
The Sharpsnout Kobolds
In the past few months, one of the kobold leaders has led them into the depths of the vault in search of ancient artifacts. They tell the kobolds not of what they seek but just to bring them anything they believe is valuable and shiny. Deadly encounters with the goblins have caused some dissent among some of the tribe.
A young sapphire dragon called Jharthanach is using them to begin building their hoard that’s located in another section of the giant vault.
1d8 Kobold Names. Kirg, Kloh, Erla, Then, Scuz, Trig, Chroma, Tema.
The Broken Crown Troglodytes
Having been chased out of their home this group of troglodytes is looking for a new lair. Their name comes from the obsidian and ruby broken crown worn by the patriarch, Zarm. The trogs have knowledge of the evil that lurks below due to the years they lived there. The trogs also want to find out why more adventurers have shown up in recent months.
1d6 Troglodyte Names. Silk, Skriss, Koldar, Grist, Lid, L’gronk
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Dice Label Table: The Ultimate Tool For New Players
As a dungeon master, I run games for new players often enough that I went ahead and made a Dice Label Table. It can be overwhelming trying to remember all the different types of dice. I tried to make this as simple as I could. Print it out, cut it up, and then put out the dice. The shapes and labels will help players find the dice faster leading to less frustration on all sides. Let me know how it works for you!
Update: I made a rainbow version too!
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- Helping Granny Gnawtooth | Free 4-Hour Adventure
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- Support me on Ko-fi! Ko-fi.com/craigofinspiration
- Save 10% on your order from Dice Legion with code INSPIRAT10N at checkout
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The Dungeon Master’s Handbook: 3 Rituals for Getting the Session Started
You and the players are gathered around the table, the dice are ready to go, notes and character sheets shuffle around, and anticipation hangs in the air. But what do you say at the beginning of the session to get the ball rolling? Use these 3 rituals at the beginning of every session to get the players in their character’s mindset, get the creative juices flowing, and jumpstart the session.
Character Information
As everyone is getting settled in and the players begin to grab their character sheets I like to ask them for some information about their character. The first thing I ask them to do is look over their character sheet for a minute and take note of any abilities or items they want to try using during the session. Then I pass around a note card and have them write down their characters’ current Hit Points (HP) and Armor Class (AC). If we’re playing online I just ask them and write it down myself. I don’t use this to track their HP during the session but I do use it to reference the characters’ AC during combat to help move it along. Those seconds it takes the player to look up their AC every round add up. My other goal for this is it gets the player used to looking for their AC and HP. I’d rather the first time they check for that information is NOT during combat 20 minutes or more into the session.
Character Questions
This next step is quite fun and I’m sure your players will enjoy being able to be creative while adding their pieces to the world you’ve created for them. I like to ask the characters a getting-to-know-you question. I like to use questions like ‘What’s your favorite color?’, ‘Did you have a childhood pet?’, or ‘What’s your favorite gift you’ve ever received?’. It’s a small thing to do and it accomplishes two separate goals. One is getting the players to start thinking like their characters. The second is getting information about the characters that you can use later in the session or the campaign. Using the examples above I would use a favorite color in the description of a sunset, perhaps an NPC has a pet of the same breed, or maybe an NPC is in the same profession as the gift you received. Adding in little details like this makes the players feel more connected to the world and, by association, to the game.
A good source for questions is the video from Ginny Di titled ‘50 Character Builder Questions for your Tabletop Character.’ There’s a link in the description that has a link to a list of all the questions if you don’t want to watch the video.
The Story So Far
After those two rituals are taken care of it’s time to start recapping the story so far. I like to ask a player to volunteer to summarize what’s been going on and what happened last session. This helps me understand what the players remember and, more importantly, what the players think is crucial to the story. Then I will do a short recap of my own repeating what the player said as well as reiterating anything they didn’t include. If the session is a continuation of the last one (like a cliffhanger or something similar), I find it best to describe the scene as best as possible and then give the chance for a couple of ability or skill checks by the players. The goal is to get the dice rolling as soon as possible.
Secret Surprise 4th Ritual
My secret fourth ritual is one of the ‘8 Steps of D&D Prep’ from Sly Flourish’s book ‘Return of the Lazy Dungeon Master.’ Step 2 is to create a ‘Strong Start’ for the session. Starting with some action allows everyone to get focused on the story quickly. The best way to do that is to have something the characters will react to or will want to investigate further. A fancy noble person could bump into the party and threaten to arrest the characters for something harmless. Then later during an important meeting, there is tension in the air as the noble person is needed for an important decision involving the characters. Perhaps the characters catch a glimpse of a couple reported missing days ago being harassed or chased by monsters. A friendly spirit guides the characters to the dwelling of an old magic user wanting brave heroes to carry on his legacy. If only they can retrieve a stolen amulet from the Spired Barrow of Marrone the Corrupt, an exiled priest who wishes to control all forms of life. Use the characters to start with action and you will have the beginnings of a fun session!
Notice, these rituals do not focus on the game system you are using. These can be applied to a variety of games like Dungeons & Dragons, Call of Cthulhu, Pathfinder, Worlds Without Number, and many more. Try some or all of these in your next session and let me know how they work for you. I would like to hear your thoughts in the comments!
Good luck with your next session, I believe in you. See you in the future.
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#Dungeon23 – Week 6

Each week I will be posting my progress in creating the dungeon, NPCs, lore, and the surrounding area. My version of #Dungeon23 is to make progress every day. Most days that will mean a room description or using a dice drop to generate a section of the dungeon. Other days will include adding lore, NPC, and other descriptions needed to fill out the document to my satisfaction. The blog post each week will be a copy-and-paste directly from my personal google doc. My hope is to show how this dungeon and area evolves over the year.
Change Log. rooms 24 – 28, kobold NPC Ratle Slimtorch the blacksmith, Order of the Fox info, level 2 wandering monsters
Previous Entries. Week 1. Week 2. Week 3. Week 4. Week 5.
**for the original post on Dungeon23 see the post on Sean McCoy’s blog https://seanmccoy.substack.com/p/dungeon23
**for a list of resources for Dungeon23 see https://itch.io/blog/462261/dungeon23-resources
Cover and spot art by Perplexing Ruins, I highly suggest you check out their Patreon. Maps are made with Dungeon Scrawl.


Deep in the Kyusoku Mesa hides the ancient vault of ‘Vaelving Gamles’ which holds a fabled warhammer with the power to unite the local tribes. A deep scar carves a wedge into the middle of the mesa. A lush jungle covers the scar and other portions of the mesa. The rest is an unforgiving desert. The tribes of the Resu’suteppu have called this area home for centuries.
The ancient vault was built centuries ago by the local stone giants to protect (and hide) their most sacred possessions. Long after the giants abandoned the vault local tribes of elves used parts of the upper floors as an emergency shelter in times of need. Most recently it has been the focus of a foreign War Priest (with claims of local blood) to find the fabled warhammer Endbringer, and unite, and rule, the tribes of the mesa once and for all.
Hook: The retired General Hualpa is hiring adventurers to map the halls of Vaelving Gamles.
Hook: A foreign War Priest is paying anyone who brings them magic items from the depths of the vault.
The town of Unrock provides many accommodations for the locals and the many adventurers that pass through the region.
Topside provides more goods and services to the area and is more affluent than Unrock.
General Features
The vault of Vaelving Gamles is made up of a combination of smooth, worked stone and hand-hewn stone, with the occasional natural tunnel or cavern. Some areas have exceptional architectural features that are noted in the text.
Ceilings. Built to accommodate many types of giants, the room ceilings are at least 35 feet at the least and as high as 50 feet in the more important spaces. Ceilings in hallways are approximately 40 feet in height.
Doors. Locked wooden doors require a successful DC 20 Dexterity check with thieves’ tools or a key found on the same floor. Large stone doors require a successful DC 15 Strength (Athletics) check.
Light. Large sconces can be found in most rooms and hallways. Whether they are lit is another question.
The Giant Archway, Vkhod Arku, Floor 1
Wandering Monsters. Check for wandering monsters if the players move to a new area, make a lot of noise, spend too much time in one area, or at the dungeon master’s discretion. Also, an encounter can occur at the dungeon master’s discretion without a roll. Check for wandering monsters by rolling a d20. On a roll of 17-20, an encounter takes place. Roll a d6 and consult the wandering monsters table. On a 20, roll twice on the table and use both results.

Roll Result 1 1d4 + 2 Giant Rats 2 1d4 + 2 Giant Centipedes 3 1d4 + 2 Skeletons 4 1d4 Troglodytes 5 1d4 Swarms of Bats 6 1 Grey Ooze Giant Rats. An oily smell precedes the sight of rats gnawing on bat carcasses.
Giant Centipedes. The skittering of hundreds of legs on the floor approaches slowly out of the darkness.
Skeletons. Undead skeletons can be found repeating echoes of ancient actions of their past lives like standing guard, patrolling a hallway, or playing cards. The dark energy that animates their bones compels them to attack any living creatures on sight.
Troglodytes. A group of troglodytes is scouting the vault for a possible new lair.
Swarm of Bats. Screeches pierce the air as a group of bats erupts from the darkness above flying around chaotically.
Gray Ooze. Blending in with the stonework, the gray ooze waits for the perfect moment to strike unsuspecting adventurers.
- The Vkhod Arku
A giant archway built into the mesa holds an alcove that nature re-claimed long ago. Faded murals dedicated to the giant god Annam All-Father. Small scripts in ancient elvish provide directions beyond the stone doors. Two giant-sized stone doors require a successful DC 13 Strength (Athletics) check to open. There is a chance this room is occupied. 1d6: 1d4 kobolds and 1 giant goat; 1d4 kobolds; 1 giant goat; nothing; Spy, Priest, Knight fighting 1d4 kobolds; Spy, Priest, Knight resting after a bad fight.
- Armory
Rotten wood, cobwebs, and rusted weapons lie scattered around. More elven writing marks the two doors. The south corner of the room ceiling has collapsed causing the floor to rise to a ledge in the corner. In the north corner, Goblins and Kobolds are fighting each other over some treasure. In the south corner of the room, a Goblin Boss and a couple Goblins are harrying an adventurer perched on the ledge protecting a large chest. The Scout cries for help as soon as they see the characters. Treasure. 210 sp, 80 gp, black velvet mask, gold vestments, potion of climbing, dust of dryness, and a key to the stairwell in room 4.
- Antechamber
The floor is partially collapsed in the southeast corner. Several Kobolds are attempting to dig through to access a room 4 floors below. They rigged an old well to be a hidden pit trap that fills with poisoned water over 1 minute. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of the floor that forms the pit’s cover.
- Main Stairwell
This main stairwell room was originally used as a staging area for going deeper into the vault. Touching any of the small doors causes the character to take 1d10 poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. There is a chance this room is occupied. 1d6: goblins, empty, kobolds, empty, adventurers, empty.
- Guard Room
The heavy stone door is slightly ajar. Once used as a base for the guards of the vault now the room serves as a camp for adventurers. Written on the wall are instructions on how to seal the room from the inside for safety. An almost empty wooden cask holds travel rations and waterskins. Attached inside is a parchment with dates written on it indicating when the rations were last restocked.
- Empty Vault
The secret door to this chamber was found long ago and was fully pillaged shortly after. All that remains are scraps of broken storage and furniture that have been used here over the centuries. There is a chance that the room is occupied. 1d6: goblins, empty, empty, empty, empty, kobolds.
- Fake Barracks

This chamber is set up like a small barracks but is a trap to thwart intruders. As soon as the characters enter the room scything blades emerge from the ceiling and walls. DC 11 to detect the trap and the same DC to disable the trap via a panel in the doorway. Each creature in the doorway must make a DC 11 Dexterity saving throw, taking 5 (1d10) slashing damage on a failed save, or half as much damage on a successful one. A mimic disguises itself as a fancy door with no traps. The room guards a chest containing a bag of gems (tiger eye, 2 rhodochrosite, 3 moss agate, malachite, lapis lazuli, 3 hematite, and azurite), a scroll of greater restoration, a scroll of protection (undead), and a potion of frost giant strength.
H1. Gas Trap Hallway
The hallway between rooms 6 and 7 contains a poison gas trap. When triggered small holes appear in the walls hissing out a purple noxious gas and causing the area to be lightly obscured. DC 13 to detect the trap and the same DC to disable the trap via a panel in the floor. Each creature in the area must make a DC 13 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.
The Giant Archway, Vkhod Arku, Floor 2

Roll Result 1 1d4 Swarms of Bats 2 1d4 + 2 Giant Centipedes 3 1d6 Skeletons 4 1d4 Giant Frogs 5 1 Gray Ooze 6 1 Giant Spider w/ 1 swarm of spiders Wandering Monsters Level 2 
Swarms of Bats. Screeches pierce the air as a group of bats erupt from the darkness above flying around chaotically.
Giant Centipedes. The skittering of hundreds of legs on the floor approaches slowly out of the darkness.
Skeletons. Undead skeletons can be found repeating echoes of ancient actions of their past lives like standing guard, patrolling a hallway, or playing cards. The dark energy that animates their bones compels them to attack any living creatures on sight.
Giant Frogs. Splashing and croaking grow louder as slimy bodies hop towards them, their wide jaws gaping open to reveal rows of sharp teeth.
Gray Ooze. Blending in with the stonework, the gray ooze waits for the perfect moment to strike unsuspecting adventurers.
Giant Spider. Many, many eyes reflect in the dim light as many-legged creatures scrabble their way gracefully with sharp fangs and venom dripping from its mouth.
H2. Collapsed Hallway
The entrance to room 8 has a 1 in 6 chance in being blocked by a collapsed ceiling.
8. Cistern
Many kobolds and a couple goblins fight over the water contained in the cistern. The kobolds are looking for the goblin who sabotaged their water supply. The goblins are fleeing a bad situation with their tribe. Part of the ceiling has collapsed creating partial cover and difficult terrain. A secret door in the southwest corner reveals a secret staircase that goes up and down one floor each.
9. Audience Chamber
Three tiers separate this room. Some furniture still lingers in the far east corner where a historical text can be found in an unknown language (ancient giant). A secret door in the far west corner leads to a hidden hallway. A rotten skeleton can be found in the secret hallway with 6 gp, a dead mouse, a page torn from a spellbook, and a ring of iron keys.
10. Goblin Museum
What was once a torture chamber in ages past has been turned into a gallery for some of the goblin clans’ prized possessions. Ancient slabs of stone are now pillars for trinkets. 1d4 + 1 Goblins are making simple repairs to some furniture and cleaning up after a scuffle with some kobolds. The goblins are willing to help the PCs in exchange for wealth of any kind. Among the items on the pillars are a small mirror set in a painted frame, a giant gold locket, a silver pitcher, a black velvet mask, a potion of animal friendship, and a potion of greater healing.
11. Goblin Game Room
The Goblins turned this old barracks into a game room. Broken wood, scraps of fabric, and a makeshift toy ball lay scattered about amongst odd markings on the floor and walls. A fancy painting depicts a small black line emanating a shaded blend of reds, oranges, and yellows. When touched a wall of force is created splitting the room in half. Any attacks made by magic weapons bounce off and cause 1d6 force damage on the wielder. Normal weapons and physical attacks do damage as normal. The force wall disappears after it takes 10 total damage.
12. Goblin Campsite
An old guardroom has been turned into a campsite and training room for the defenders of the goblin clan. A large patch of green slime clings to the ceiling above a raised platform guarding an enchanted treasure chest. Inside the chest is 15 cp, about 450 gp in gemstones, and a seamless rectangular obsidian box. The only way to open the box is to ask it nicely to open. Any attempt to damage it destroys the contents. The obsidian box contains a potion of animal friendship, a potion of poison, and a potion of greater healing.
13. Ritual Chamber
The magic circle used for rituals can still be seen etched into the floor. Ancient basreliefs depict giants fighting enormous beasts. The north section of the room contains a variety of glass humanoids in several poses. A greater restoration spell or equivalent reverses the glass curse. Using the magic circle triggers a wild magic surge. A group of Kobolds are trying to help one of their friends stuck in a paralyzing mushroom field in the southeast corner of the room.
H3. Vaelving Chasm
This hallway features a chasm approximately 20ft wide and 80ft deep. The rooms below are in view and accessible. The chasm divides the floor between the warring kobold and the goblin clans.
H4. Fleeing Goblins
1d4 Goblins are running from a fight with some kobolds. One of the goblins is badly injured and they are looking for a place to rest before returning to the tribe.
H5. Goblins vs Kobolds
A group of 1d4 goblins is losing poorly to 2d4 kobolds. The injured goblins have retreated towards room 14 (see H4). The goblins are trying to reclaim some of their territories.
14. Shield Vault
What was once a main vault room indicated by the giant rune on the stone door has been turned into a workroom for the Gathering. A group of adventurers loosely working together in solving the mysteries and plundering the treasure, of the vault. Pedestals and tables are piled with notes, notebooks, and trinkets. A large table holds a map in progress. A map of the current floor can be found among the scattered papers. Books: gear inventory, old adventurers journal, and a letter from the retired General Hualpa asking for a progress report. Trinkets: monster tooth, hand mirror, and an empty bottle.
15. Trapped Campsite
An empty firepit sits in front of two abandoned tents. A suit of armor lies untouched by age in one corner and an old target dummy stands in the opposite corner. When either one of these is touched or moved they both begin to animate. Use the Animated Armor and Medium Animated Object stat blocks. Treasure: 16 sp, a pair of cloth gloves, and a trilobite fossil.
16. Kobold Guard Room
1d6 Kobolds are stationed in this room as a guard post. They are currently hiding and resting after a scuffle with some goblins. Pieces of broken furniture lie next to a set of faded wooden chairs and tables. Kobold graffiti is painted on one of the walls containing a secret door leading to a stairwell that goes down one floor to a section of the kobold lair. Treasure: 7 ep, a herbal poultice, and a set of fine brushes
17. Kobold Laboratory
This dimly lit space features two tables filled with various alchemical equipment and ingredients. A small furnace burns in the corner and shelves line the walls filled with vials of colored liquids and jars of strange substances. With one hours time and a successful DC 20 Intelligence check one of the following potions can be made: potion of healing, potion of fire breath, potion of growth, Keoghtom’s ointment, oil of slipperiness, potion of gaseous form. Eight hours can be spent studying the equipment to lower the DC by 1, the limit of five. In both cases, wandering monster checks should be made every 30 min. A 10 ft. raised ledge contains a Mimic disguised as a treasure chest. Treasure: 15 cp, a block of soap, a bundle of seven twigs, fragments of a shattered sword
H6. Secret Stairwell
A sconce on the wall once pulled reveals a secret staircase going down one floor to level 3.
18. Trapped Pass
A Rug of Smothering lies in the center of the room waiting to attack any who doesn’t know the command word: Qaavric. A glass sculpture of a tall kobold with scaled armor wielding a spear. If touched the statue attacks. Use the Animated Armor stat block adding a Death Throes explosion, DEX save DC 15 vs 1d6 piercing damage when it reaches 0 HP.
19. Kobold Armory
A few racks of old rusted weapons line the south wall. The ceiling has partially collapsed creating a pile of rubble that is just tall enough to reach a high ledge. The ledge contains a small passageway that leads to Level 3 below. 1d4 + 1 Goblins are attempting to sneak into the Kobold section and run amok.
20. Watch Room
Filling the room is a weave of thick spider webs. Until removed, use the Web hazard in the DMG. A few stools line the walls below holes in the wall. Each hole contains a tunnel with a series of mirrors that show the contents of other rooms in the vault. Knobs and levers allow the user to rotate the mirrors slightly to see more of the space. There are 8 holes in total but only two of them are in working condition. 1 in 6 chance there is a Giant Spider inside.
H7. Kobold and Goblin Skirmish
1d4 Kobolds are guarding room 21 against a group of 1d4 Goblins.
21. Empty Cages
Scorch marks on most of the surfaces in the room. Large metal cages of various sizes lie in disarray along the perimeter of the room. Arcane glyphs are etched into the baseboards and a faded magic circle is inscribed in the floor. A DC 15 Intelligence (Arcana) check reveals … a DC 20 reveals …
22. Kobold Lounge
A collapsed ceiling fills most of the room. A couple wooden tables and chairs fill the rest of the space.
23. Kobold Dining Hall
At any given time there are 1d6 kobolds eating a meal or in the middle of cleaning up. The flimsy furniture is cobbled together from broken pieces.
24. Meditation Room
Rugs and pillows cover the floor. A strong smell of incense lingers in the air. Behind one of the tapestries on the wall lies a well-hidden secret stairwell directly to the 6th floor.
25. Kobold Shrine
Tapestries and frescoes of old gods adorn the walls of the chapel. An old shrine to the god of the giants has been defaced and converted to the kobold god, Kurtulmak. A small secret stairwell behind the statue goes down one floor to level 3. A pair of stone obelisks flank the altar causing any who pass through to shrink down one size so they can fit into the secret stairwell. Coins and trinkets can be found scattered and hidden around the room. Treasure: 17 cp, silk handkerchief, carved bone statuette, wand of web, +1 wand of the war mage, bracers of archery, +1 mace once wielded by an ancient hero (can understand giant, lets out an angelic ring when used).
26. Kobold Smithy
The smith Ratle Slimtorch does not have much equipment nor is very good at their craft. Sparks from the forge and the clanging of metal ring out loudly. Weapons and armor of questionable quality lie piled in a corner. 1 in 6 chance there are 1d6 Goblins ransacking the room.
27. Ratle’s Room
Ratle uses the well in the next room for his smith work. The nasty water partly contributes to the low quality of his work. A ladder hidden in the stone wall leads to Ratle’s sleeping quarters about 15 ft up. Dust, metal scraps, and trinkets are scattered around the room while a large pile of various cloths resembles a bed.
28. Empty Room
Scraps of furniture, weapons, and armor lie scattered around the room.
Appendix
NPCs
General Hualpa
General Hualpa is a proud and wise male elf known for his plate mail and powerful battle axe. Despite his conceited nature, the retired general is a skilled and experienced leader. Patron to the Gathering, Hualpa wants to completely map the vault so it can be inhabited again.
Order of the Fox
Adventuring group that can be found from time to time in the vault or general area.
Trym Greenleaf the Halfling Spy
A cautious and honest halfling spy with a wild mop of hair that he struggles to keep under control. Trym’s keen observational skills and quick thinking have saved his life on more than one occasion.
Nissa Glittergem the Gnome Priest
Tending to take things at face value the noisy priest wears her heart on her sleeve, literally with the many tattoos she has. Despite her quirks, Nissa is well-loved for her kind heart and unwavering devotion to her faith.
Nuraval Orcfoe the Dwarf Knight
Taking great pride in his appearance and his family’s legacy, Nuraval is known for his unwavering loyalty to his comrades in battle. His fiery passion for justice means he will stop at nothing to defend his honor and the honor of his clan.
Chem Ennui the Tiefling Scout
They have a talent for creative problem-solving and often come up with unusual solutions that catch their enemies off guard. Despite her playful and carefree nature, Chem is fiercely dedicated to her mission and the beautiful feathered earrings they wear 24/7.
The Stonewalker Goblins
This tribe of goblins has been living in the ancient vault for generations. They call the sprawling vaults their home and most of them have never been outside. The kobolds that have recently moved in have been causing havoc to the supplies and resources of the tribe.
Skrax the Goblin King is looking to end the fighting with the kobolds soon so he can go back to breeding his prized hunting rats.
1d8 Goblin Names. Biks, Jorg, Leechbrain, Gnatface, Jhibi, Igugg, Mudleg, Belch.
The Sharpsnout Kobolds
In the past few months, one of the kobold leaders has led them into the depths of the vault in search of ancient artifacts. They tell the kobolds not of what they seek but just to bring them anything they believe is valuable and shiny. Deadly encounters with the goblins have caused some dissent among some of the tribe.
A young sapphire dragon called Jharthanach is using them to begin building their hoard that’s located in another section of the giant vault.
Ratle Slimtorch. Ratle is a sneaky kobold smith who prefers impractical solutions to problems. He’s been known to steal the occasional shiny bauble from his customers and often picks his teeth with a small dagger when he thinks no one is looking.
1d8 Kobold Names. Kirg, Kloh, Erla, Then, Scuz, Trig, Chroma, Tema.
The Broken Crown Troglodytes
Having been chased out of their home this group of troglodytes is looking for a new lair. Their name comes from the obsidian and ruby broken crown worn by the patriarch, Zarm. The trogs have knowledge of the evil that lurks below due to the years they lived there. The trogs also want to find out why more adventurers have shown up in recent months.
1d6 Troglodyte Names. Silk, Skriss, Koldar, Grist, Lid, L’gronk
Related Posts
- Three-Point Planning, or How to Session Prep Like a Zelda Game
- The Best Supplement For Your Session Zero (for any game system)
- Dice Label Table: The Ultimate Tool For New Players
My Favorite Posts
- d100 Magical Trinkets and Relics
- My #1 Tip For New Dungeon Masters
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- Happy International Game Masters Day!
- Top 10 DnD Resources So Good They Should Be Illegal- Experience Points Vol. 7
- How to Make DnD Combat More Fun – Experience Points Vol. 6
- Dungeons & Dragons Takes Center Stage!
- 5 Must-Read Blog Posts for Dungeon Masters – Experience Points Vol. 5
Support the Blog
- Support me on Ko-fi! Ko-fi.com/craigofinspiration
- Save 10% on your order from Dice Legion with code INSPIRAT10N at checkout
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The Dungeon Master’s Handbook: Tips from January 2023
Here is a list of the top ten dungeon master tips that I posted to various social media channels in January 2023. These tips can apply to more than just Dungeons & Dragon adventures but also other TTRPGs like Pathfinder or Dungeon Crawl Classics.
- Have players roll skill checks off of their turn to discover bits of information during a battle and keep them involved.
- Try running random encounters without a battle map. Just use descriptions. Mix them with skill challenges and chase scenes.
- Small poker chips can work as monster tokens in a pinch. Get different colors and write on them with a marker.
- For an extra challenge, put unholy relics in a room that prevents the use of healing surges until destroyed.
- Give a monster a grab-and-toss ability to make use of interesting environmental effects.
- Defending an area can make for a fun multi-battle encounter. Give the PCs a chance to build up their defenses.
- Pay attention to the choke points in your battle space. They can be challenging or totally boring if misused.
- Add some normal minions two or three rounds into your big solo battle.
- Avoid the “destiny” plot motivator. It’s no fun to think you have no control over the outcome.
- Be specific when roleplaying. Write down key notes for any NPC you’re going to step into. Goals and attitude are key.
These tips are courtesy of Mike Shea at slyflourish.com.
If you have any questions please leave them in the comments below. Cheers!
Related Posts
- Three-Point Planning, or How to Session Prep Like a Zelda Game
- The Best Supplement For Your Session Zero (for any game system)
- Dice Label Table: The Ultimate Tool For New Players
My Favorite Posts
- d100 Magical Trinkets and Relics
- My #1 Tip For New Dungeon Masters
- Three Secret Questions for Combat Encounter Locations
Recent Posts
- Happy International Game Masters Day!
- Top 10 DnD Resources So Good They Should Be Illegal- Experience Points Vol. 7
- How to Make DnD Combat More Fun – Experience Points Vol. 6
- Dungeons & Dragons Takes Center Stage!
- 5 Must-Read Blog Posts for Dungeon Masters – Experience Points Vol. 5
Support the Blog
- Support me on Ko-fi! Ko-fi.com/craigofinspiration
- Save 10% on your order from Dice Legion with code INSPIRAT10N at checkout
- As an Amazon Associate, I may earn from qualifying purchases https://amzn.to/4bg50tj
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#Dungeon23 – Week 5

Each week I will be posting my progress in creating the dungeon, NPCs, lore, and the surrounding area. My version of #Dungeon23 is to make progress every day. Most days that will mean a room description or using a dice drop to generate a section of the dungeon. Other days will include adding lore, NPC, and other descriptions needed to fill out the document to my satisfaction. The blog post each week will be a copy-and-paste directly from my personal google doc. My hope is to show how this dungeon and area evolves over the year.
Change Log. rooms 20 – 23, hallways H5 – H7, updated map
Previous Entries. Week 1. Week 2. Week 3. Week 4.
**for the original post on Dungeon23 see the post on Sean McCoy’s blog https://seanmccoy.substack.com/p/dungeon23
**for a list of resources for Dungeon23 see https://itch.io/blog/462261/dungeon23-resources
Cover and spot art by Perplexing Ruins, I highly suggest you check out their Patreon. Maps are made with Dungeon Scrawl.


Deep in the Kyusoku Mesa hides the ancient vault of ‘Vaelving Gamles’ which holds a fabled warhammer with the power to unite the local tribes. A deep scar carves a wedge into the middle of the mesa. A lush jungle covers the scar and other portions of the mesa. The rest is an unforgiving desert. The tribes of the Resu’suteppu have called this area home for centuries.
The ancient vault was built centuries ago by the local stone giants to protect (and hide) their most sacred possessions. Long after the giants abandoned the vault local tribes of elves used parts of the upper floors as an emergency shelter in times of need. Most recently it has been the focus of a foreign War Priest (with claims of local blood) to find the fabled warhammer Endbringer, and unite, and rule, the tribes of the mesa once and for all.
Hook: The retired General Hualpa is hiring adventurers to map the halls of Vaelving Gamles.
Hook: A foreign War Priest is paying anyone who brings them magic items from the depths of the vault.
The town of Unrock provides many accommodations for the locals and the many adventurers that pass through the region.
Topside provides more goods and services to the area and is more affluent than Unrock.
General Features
The vault of Vaelving Gamles is made up of a combination of smooth, worked stone and hand-hewn stone, with the occasional natural tunnel or cavern. Some areas have exceptional architectural features that are noted in the text.
Ceilings. Built to accommodate many types of giants, the room ceilings are at least 35 feet at the least and as high as 50 feet in the more important spaces. Ceilings in hallways are approximately 40 feet in height.
Doors. Locked wooden doors require a successful DC 20 Dexterity check with thieves’ tools or a key found on the same floor. Large stone doors require a successful DC 15 Strength (Athletics) check.
Light. Large sconces can be found in most rooms and hallways. Whether they are lit is another question.
The Giant Archway, Vkhod Arku, Floor 1
Wandering Monsters. Check for wandering monsters if the players move to a new area, make a lot of noise, spend too much time in one area, or at the dungeon master’s discretion. Also, an encounter can occur at the dungeon master’s discretion without a roll. Check for wandering monsters by rolling a d20. On a roll of 17-20, an encounter takes place. Roll a d6 and consult the wandering monsters table. On a 20, roll twice on the table and use both results.

Roll Result 1 1d4 + 2 Giant Rats 2 1d4 + 2 Giant Centipedes 3 1d4 + 2 Skeletons 4 1d4 Troglodytes 5 1d4 Swarms of Bats 6 1 Grey Ooze Giant Rats. An oily smell precedes the sight of rats gnawing on bat carcasses.
Giant Centipedes. The skittering of hundreds of legs on the floor approaches slowly out of the darkness.
Skeletons. Undead skeletons can be found repeating echoes of ancient actions of their past lives like standing guard, patrolling a hallway, or playing cards. The dark energy that animates their bones compels them to attack any living creatures on sight.
Troglodytes. A group of troglodytes is scouting the vault for a possible new lair.
Swarm of Bats. Screeches pierce the air as a group of bats erupts from the darkness above flying around chaotically.
Gray Ooze. Blending in with the stone work, the gray ooze waits for the perfect moment to strike unsuspecting adventurers.
- The Vkhod Arku
A giant archway built into the mesa holds an alcove that nature re-claimed long ago. Faded murals dedicated to the giant god Annam All-Father. Small scripts in ancient elvish provide directions beyond the stone doors. Two giant-sized stone doors require a successful DC 13 Strength (Athletics) check to open. There is a chance this room is occupied. 1d6: 1d4 kobolds and 1 giant goat; 1d4 kobolds; 1 giant goat; nothing; Spy, Priest, Knight fighting 1d4 kobolds; Spy, Priest, Knight resting after a bad fight.
- Armory
Rotten wood, cobwebs, and rusted weapons lie scattered around. More elven writing marks the two doors. The south corner of the room ceiling has collapsed causing the floor to rise to a ledge in the corner. In the north corner, Goblins and Kobolds are fighting each other over some treasure. In the south corner of the room, a Goblin Boss and a couple Goblins are harrying an adventurer perched on the ledge protecting a large chest. The Scout cries for help as soon as they see the characters. Treasure. 210 sp, 80 gp, black velvet mask, gold vestments, potion of climbing, dust of dryness, and a key to the stairwell in room 4.
- Antechamber
The floor is partially collapsed in the southeast corner. Several Kobolds are attempting to dig through to access a room 4 floors below. They rigged an old well to be a hidden pit trap that fills with poisoned water over 1 minute. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of the floor that forms the pit’s cover.
- Main Stairwell
This main stairwell room was originally used as a staging area for going deeper into the vault. Touching any of the small doors causes the character to take 1d10 poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. There is a chance this room is occupied. 1d6: goblins, empty, kobolds, empty, adventurers, empty.
- Guard Room
The heavy stone door is slightly ajar. Once used as a base for the guards of the vault now the room serves as a camp for adventurers. Written on the wall are instructions on how to seal the room from the inside for safety. An almost empty wooden cask holds travel rations and waterskins. Attached inside is a parchment with dates written on it indicating when the rations were last restocked.
- Empty Vault
The secret door to this chamber was found long ago and was fully pillaged shortly after. All that remains are scraps of broken storage and furniture that have been used here over the centuries. There is a chance that the room is occupied. 1d6: goblins, empty, empty, empty, empty, kobolds.
- Fake Barracks

This chamber is set up like a small barracks but is a trap to thwart intruders. As soon as the characters enter the room scything blades emerge from the ceiling and walls. DC 11 to detect the trap and the same DC to disable the trap via a panel in the doorway. Each creature in the doorway must make a DC 11 Dexterity saving throw, taking 5 (1d10) slashing damage on a failed save, or half as much damage on a successful one. A mimic disguises itself as a fancy door with no traps. The room guards a chest containing a bag of gems (tiger eye, 2 rhodochrosite, 3 moss agate, malachite, lapis lazuli, 3 hematite, and azurite), a scroll of greater restoration, a scroll of protection (undead), and a potion of frost giant strength.
H1. Gas Trap Hallway
The hallway between rooms 6 and 7 contains a poison gas trap. When triggered small holes appear in the walls hissing out a purple noxious gas and causing the area to be lightly obscured. DC 13 to detect the trap and the same DC to disable the trap via a panel in the floor. Each creature in the area must make a DC 13 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.
The Giant Archway, Vkhod Arku, Floor 2

H2. Collapsed Hallway
The entrance to room 8 has a 1 in 6 chance in being blocked by a collapsed ceiling.
8. Cistern
Many kobolds and a couple goblins fight over the water contained in the cistern. The kobolds are looking for the goblin who sabotaged their water supply. The goblins are fleeing a bad situation with their tribe. Part of the ceiling has collapsed creating partial cover and difficult terrain. A secret door in the southwest corner reveals a secret staircase that goes up and down one floor each.
9. Audience Chamber
Three tiers separate this room. Some furniture still lingers in the far east corner where a historical text can be found in an unknown language (ancient giant). A secret door in the far west corner leads to a hidden hallway. A rotten skeleton can be found in the secret hallway with 6 gp, a dead mouse, a page torn from a spellbook, and a ring of iron keys.
10. Goblin Museum
What was once a torture chamber in ages past has been turned into a gallery for some of the goblin clans’ prized possessions. Ancient slabs of stone are now pillars for trinkets. 1d4 + 1 Goblins are making simple repairs to some furniture and cleaning up after a scuffle with some kobolds. The goblins are willing to help the PCs in exchange for wealth of any kind. Among the items on the pillars are a small mirror set in a painted frame, a giant gold locket, a silver pitcher, a black velvet mask, a potion of animal friendship, and a potion of greater healing.
11. Goblin Game Room
The Goblins turned this old barracks into a game room. Broken wood, scraps of fabric, and a makeshift toy ball lay scattered about amongst odd markings on the floor and walls. A fancy painting depicts a small black line emanating a shaded blend of reds, oranges, and yellows. When touched a wall of force is created splitting the room in half. Any attacks made by magic weapons bounce off and cause 1d6 force damage on the wielder. Normal weapons and physical attacks do damage as normal. The force wall disappears after it takes 10 total damage.
12. Goblin Campsite
An old guardroom has been turned into a campsite and training room for the defenders of the goblin clan. A large patch of green slime clings to the ceiling above a raised platform guarding an enchanted treasure chest. Inside the chest is 15 cp, about 450 gp in gemstones, and a seamless rectangular obsidian box. The only way to open the box is to ask it nicely to open. Any attempt to damage it destroys the contents. The obsidian box contains a potion of animal friendship, a potion of poison, and a potion of greater healing.
13. Ritual Chamber
The magic circle used for rituals can still be seen etched into the floor. Ancient basreliefs depict giants fighting enormous beasts. The north section of the room contains a variety of glass humanoids in several poses. A greater restoration spell or equivalent reverses the glass curse. Using the magic circle triggers a wild magic surge. A group of Kobolds are trying to help one of their friends stuck in a paralyzing mushroom field in the southeast corner of the room.
H3. Vaelving Chasm
This hallway features a chasm approximately 20ft wide and 80ft deep. The rooms below are in view and accessible. The chasm divides the floor between the warring kobold and the goblin clans.
H4. Fleeing Goblins
1d4 Goblins are running from a fight with some kobolds. One of the goblins is badly injured and they are looking for a place to rest before returning to the tribe.
H5. Goblins vs Kobolds
A group of 1d4 goblins is losing poorly to 2d4 kobolds. The injured goblins have retreated towards room 14 (see H4). The goblins are trying to reclaim some of their territories.
14. Shield Vault
What was once a main vault room indicated by the giant rune on the stone door has been turned into a workroom for the Gathering. A group of adventurers loosely working together in solving the mysteries and plundering the treasure, of the vault. Pedestals and tables are piled with notes, notebooks, and trinkets. A large table holds a map in progress. A map of the current floor can be found among the scattered papers. Books: gear inventory, old adventurers journal, and a letter from the retired General Hualpa asking for a progress report. Trinkets: monster tooth, hand mirror, and an empty bottle.
15. Trapped Campsite
An empty firepit sits in front of two abandoned tents. A suit of armor lies untouched by age in one corner and an old target dummy stands in the opposite corner. When either one of these is touched or moved they both begin to animate. Use the Animated Armor and Medium Animated Object stat blocks. Treasure: 16 sp, a pair of cloth gloves, and a trilobite fossil.
16. Kobold Guard Room
1d6 Kobolds are stationed in this room as a guard post. They are currently hiding and resting after a scuffle with some goblins. Pieces of broken furniture lie next to a set of faded wooden chairs and tables. Kobold graffiti is painted on one of the walls containing a secret door leading to a stairwell that goes down one floor to a section of the kobold lair. Treasure: 7 ep, a herbal poultice, and a set of fine brushes
17. Kobold Laboratory
This dimly lit space features two tables filled with various alchemical equipment and ingredients. A small furnace burns in the corner and shelves line the walls filled with vials of colored liquids and jars of strange substances. With one hours time and a successful DC 20 Intelligence check one of the following potions can be made: potion of healing, potion of fire breath, potion of growth, Keoghtom’s ointment, oil of slipperiness, potion of gaseous form. Eight hours can be spent studying the equipment to lower the DC by 1, the limit of five. In both cases, wandering monster checks should be made every 30 min. A 10 ft. raised ledge contains a Mimic disguised as a treasure chest. Treasure: 15 cp, a block of soap, a bundle of seven twigs, fragments of a shattered sword
H6. Secret Stairwell
A sconce on the wall once pulled reveals a secret staircase going down one floor to level 3.
18. Trapped Pass
A Rug of Smothering lies in the center of the room waiting to attack any who doesn’t know the command word: Qaavric. A glass sculpture of a tall kobold with scaled armor wielding a spear. If touched the statue attacks. Use the Animated Armor stat block adding a Death Throes explosion, DEX save DC 15 vs 1d6 piercing damage when it reaches 0 HP.
19. Kobold Armory
A few racks of old rusted weapons line the south wall. The ceiling has partially collapsed creating a pile of rubble that is just tall enough to reach a high ledge. The ledge contains a small passageway that leads to Level 3 below. 1d4 + 1 Goblins are attempting to sneak into the Kobold section and run amok.
20. Watch Room
Filling the room is a weave of thick spider webs. Until removed, use the Web hazard in the DMG. A few stools line the walls below holes in the wall. Each hole contains a tunnel with a series of mirrors that show the contents of other rooms in the vault. Knobs and levers allow the user to rotate the mirrors slightly to see more of the space. There are 8 holes in total but only two of them are in working condition. 1 in 6 chance there is a Giant Spider inside.
H7. Kobold and Goblin Skirmish
1d4 Kobolds are guarding room 21 against a group of 1d4 Goblins.
21. Empty Cages
Scorch marks on most of the surfaces in the room. Large metal cages of various sizes lie in disarray along the perimeter of the room. Arcane glyphs are etched into the baseboards and a faded magic circle is inscribed in the floor. A DC 15 Intelligence (Arcana) check reveals … a DC 20 reveals …
22. Kobold Lounge
A collapsed ceiling fills most of the room. A couple wooden tables and chairs fill the rest of the space.
23. Kobold Dining Hall
At any given time there are 1d6 kobolds eating a meal or in the middle of cleaning up. The flimsy furniture is cobbled together from broken pieces.
Appendix
NPCs
General Hualpa
General Hualpa is a proud and wise male elf known for his plate mail and powerful battle axe. Despite his conceited nature, the retired general is a skilled and experienced leader. Patron to the Gathering, Hualpa wants to completely map the vault so it can be inhabited again.
Order of the Fox
Trym Greenleaf the Halfling Spy
Nissa Glittergem the Gnome Priest
Nuraval Orcfoe the Dwarf Knight
Chem Ennui the Tiefling Scout
Adventuring group that can be found from time to time in the vault or general area.
The Stonewalker Goblins
This tribe of goblins has been living in the ancient vault for generations. They call the sprawling vaults their home and most of them have never been outside. The kobolds that have recently moved in have been causing havoc to the supplies and resources of the tribe.
Skrax the Goblin King is looking to end the fighting with the kobolds soon so he can go back to breeding his prized hunting rats.
1d8 Goblin Names. Biks, Jorg, Leechbrain, Gnatface, Jhibi, Igugg, Mudleg, Belch.
The Sharpsnout Kobolds
In the past few months, one of the kobold leaders has led them into the depths of the vault in search of ancient artifacts. They tell the kobolds not of what they seek but just to bring them anything they believe is valuable and shiny. Deadly encounters with the goblins have caused some dissent among some of the tribe.
A young sapphire dragon called Jharthanach is using them to begin building their hoard that’s located in another section of the giant vault.
1d8 Kobold Names. Kirg, Kloh, Erla, Then, Scuz, Trig, Chroma, Tema.
The Broken Crown Troglodytes
Having been chased out of their home this group of troglodytes is looking for a new lair. Their name comes from the obsidian and ruby broken crown worn by the patriarch, Zarm. The trogs have knowledge of the evil that lurks below due to the years they lived there. The trogs also want to find out why more adventurers have shown up in recent months.
1d6 Troglodyte Names. Silk, Skriss, Koldar, Grist, Lid, L’gronk
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Essential Resources You Need to Know About (for any game system)
The following resources are useful to dungeon and game masters of all types. Many of these are system agnostic and can be used for Pathfinder, Call of Cthulhu, Worlds Without Number, Dungeons & Dragons, and many more. If there are more that you think should be on the list, let me know.
Sly Flourish
The number one resource that has had the most positive impact on my game sessions is the Sly Flourish blog. He has been writing articles on running great games since the fourth edition. The books ‘Return of the Lazy Dungeon Master’ and the ‘Lazy DM’s Companion’ are among the best at teaching the skills needed to run fun, exciting sessions. The best part? This information can be applied to other game systems besides Dungeons & Dragons. The 8 Steps of the Lazy DM include going over the characters, having a strong start, outlining potential scenes, listing any secrets and clues the PCs can learn, creating fantastic locations, defining important NPCs, picking any monsters, and choosing any rewards or magic items. None of those steps include dice, rule systems, or world settings and can be used in a variety of systems like Pathfinder, Call of Cthulhu, 13th AGE, Worlds Without Number, etc.
Many adventure books have been released by Sly Flourish, and “Ruins of the Grendleroot” is the most useful supplement for 5th Edition Dungeon Masters. On the sales page for Grendleroot is a link to a pdf containing twelve pre-generated characters, one for each core class, that include details for levels 1 – 5. There are certain checkboxes that are labeled with the level that they come into play. These character sheets are great for players of any skill level and there are even spell descriptions included. If you are teaching new players the game, I recommend using these character sheets for your first set of adventures. You can even use the adventures in Ruins of the Grendleroot or you can change any character information to suit your campaign.
Lastly, I have switched out my official DM screen for the Lazy D&D Cheat Sheet, which contains much of the same information but on one side of a sheet of regular printer paper. It has ability skill pairs, setting DCs, and conditions in addition to a bonus table of names and some handy combat homebrew rules. I keep the cheat sheet in my GM folder and it goes with me to every session. I’ve even referenced it as a player! Along with the weekly blog articles, and the twitch/youtube Q&A’s and Session Prep for one of his weekly games, there is an amazing discord channel full of wonderful game masters willing to share their knowledge with you.
Check out the Lazy Dungeon Master at slyflourish.com.
Dyson Logos
The first place I look for battle maps is Dyson’s Dodecahedron. They have been uploading maps to their blog since 2009, creating an extensive back catalog. They have also had their maps featured in official book releases (Fizban’s Treasury of Dragons). I use an updated version of their first “One Page Dungeon Contest” entry for introducing players to the game and it works well. When I am prepping for a session I scroll through the map page and pick the first one that fits. The map doesn’t need to be perfect because players won’t see it. I often make adjustments or abstract the map to suit my needs for the session. The hallways can be tunnels, the rooms can be as big as needed, and any details can be changed to suit your needs for your table. To find a map faster, you can also type a few keywords into the search bar. About two dozen other adventures have also been released for free and are worth checking out. There is also a page containing all the maps that have a free commercial license; all you need to do is attribute the artist. There are posts weekly, however often I see updates multiple times per week.
Check out Dyson’s Dodecahedron here.
The Alexandrian
Prolific writer and game developer Justin Alexander has created an award-winning blog. He posts reviews, tips, campaign journals, and even whole remixes of published adventures. This guy is a treasure trove of information and his blog has been running since 2005. One of his best articles is called ‘Jaquaying the Dungeon’ and should be required reading for anyone looking to create dungeon maps. The article is based on the work of Jennell Jaquays, who is known for the adventures The Caverns of Thracia and Keep on the Shadowfell. He was able to boil down her methods for creating dynamic and elaborate environments to the following techniques: multiple entrances, loops, multiple level connections, discontinuous level connections, secret & unusual paths, divided levels, nested dungeons, and minor elevation shifts. You don’t have to use all of these all the time, but including a few in each dungeon will create a special experience for each group that delves in. Other amazing articles from Alexander include the Three Clue Rule and Don’t Prep Plots.
Check out The Alexandrian here.
Dungeon Scrawl
When I’m looking to make my own dungeon maps for a session or adventure, Dungeon Scrawl is my go-to program. Dungeon Scrawl is a simple old-school battle map maker. There are a handful of styles to choose from as well as the ability to use layers. They added a group of images from creators like Daniel F. Walthall and Angry Golem Games. You are also able to save a file of the dungeon letting you work on it later. Exporting as an image is also available. I have been using Dungeon Scrawl for my own #Dungeon23 project. Another feature is being able to import maps from popular generators like Watabou’s 1PDG and donjon.bin.sh allowing you to change their style or make your own edits.
Check out Dungeon Scrawl here.
donjon.bin.sh
If you need a random generator for your next session, the donjon is sure to have it. There are name generators, world generators, dungeon map generators, calendar, adventure, and quest generators for D&D 5e and also 4e, AD&D, Pathfinder, and Sci-Fi. My favorite is the treasure generator. There are options for different CR levels as well as to include random salvage like trinkets and personal items. For session planning I’ll copy a few of the ‘Individual Treasure with Items’ in the CR range I expect encounters to be in my session notes. Now when the players say I loot the body; I refer to this list and cross off any that I use. It’s also great for coming up with treasure for a horde, quest, or adventure. This website is one of the best when it comes to assisting with session prep.
Check out donjon here.
Raging Swan Press
Looking to add detail and get the creative spark going? Look no further than Raging Swan Press. The supplements available are easy to use and detailed. There are resources here for 5e, OSR, and Pathfinder, but they could be used for many other fantasy tabletop role-playing games. Each pdf available comes in dual formats (print & screen) making it easy to use on your phone as it is printed on paper. If the GM’s Miscellany doesn’t get you then The Dread Thingonomicon will. It’s a 476-page resource full of system-neutral-themed lists, flavourful NPCs, and fantastic locations. If you are a dungeon or game master, this is one book you should have on your shelf.
Check out Raging Swan Press here.
Lost Atlas
The best search engine for battle maps is Lost Atlas. More than 5,000 maps are indexed on the site and are available for free. They even host premium battle maps for sale if you want to pay for extra features or support independent creators. It’s amazing the level of quality maps that are available. You’ll find maps from artists like Dungeon Mapster, DnDavid, 2-Minute Tabletop, and even Cze and Peku. If you need a VTT map for your next game session, Lost Atlas is a good place to start.
Check out Lost Altas here.
Tabletop Audio
Setting the mood with music and atmosphere is a great way to keep players immersed in the game session. That’s where tabletop audio comes in. They have over 300 of what they call ambiances, which are 10-minute segments of an audio environment. They can be looped or made into a playlist that you can share with friends. These range from Tavern Celebration to Myconid Colony all the way to Cyberpunk City and are great for any game system. In fact, not only do tabletop and board gamers use the site but writers, coders, artists, graphic designers, teachers, house cleaners, lucid dreamers, and even gym rats have emailed in saying they use it.
Another site feature is the SoundPad which contains over 1000 sounds in pre-made groups or you can create your own custom sound pads. If you feel like supporting the award-winning website, their Patreon membership grants you access to alternate versions of the tracks.
Up the level of your next session with Tabletop Audio here.
Printable Heroes
Printable Heroes has a sheer volume of options available. There are paper minis for monsters, PCs, NPCs, animals, and even map props like trees, walls, and rocks. You can even sort by what sourcebook or adventure the creature is from. New entries are added regularly and if you subscribe to their Patreon you get even more options like alternate colors and VTT tokens.
One thing to note about the paper minis is that there is some assembly required. I recommend practicing with some cheap paper before using nice photo paper. It took me a couple tries to get the minis looking good before I was happy using them in a session. Be sure to check out the youtube video with a basic tutorial on making your own paper minis. If you would rather save time and effort, there are different sets of premium plastic minis of the same art for purchase over at Geek Tank Games.
Check out Printable Heroes here.
Fantasy Name Generators
This website is your one-stop shop when you need to come up with a name for almost anything. There are over 1400 name generators ranging from D&D, Pathfinder, and Shadowrun all the way to Doctor Who, Marvel, and World of Warcraft. There are also description generators for weapons, armor, characters, places, and much more. Also available are generators for towns, solar systems, and even flags. I have used the calendar creator to make a custom calendar for my homebrew world. If all of that doesn’t get you, they have also partnered with Eden Reforestation Projects to plant trees to offset the resources the websites use.
Check out Fantasy Name Generators here.
The Monsters Know What They’re Doing
The Monsters Know is an award-winning blog from Keith Ammann detailing combat tactics and strategies for creatures in Dungeons and Dragons Fifth Edition. This is the best source when using a monster in combat or as an NPC for the first time. Between reading the entry in the monster manual and the entry on The Monsters Know, you can provide a challenging encounter for your players.
Not only does Keith have a blog, but he has also published four books on the subject. Two books, The Monsters Know What They’re Doing and MOAR! Monsters Know What They’re Doing, go into detail about creatures found in the Monster Manual, Volo’s Guide to Monsters, and Mordenkainen’s Tome of Foes. For those looking to get creative with dungeons and strongholds, How to Defend Your Lair is all about security strategies that can be applied to many situations in most tabletop games. For those on the other side of the screen, Live to Tell the Tale is all about combat tactics for player characters.
Check out The Monsters Know What They Are Doing here.
Newsletter from M.T. Black
The best newsletter in the industry comes from M.T. Black who is regarded as one of the most successful indie creators. I recommend The Anatomy of Adventure for those wanting to learn more about adventure design.
Each newsletter includes a list of ‘ten cool D&D things” he thinks are worth sharing. There are amazing articles in there every week from creators across the internet. Links range from popular blog posts to all the way to Reddit threads. Some recent gems include 100 Goblin Tribes from DnDSpeak, creating dynamic factions in a dungeon from Dump Stat Adventures, and a great tip from Reddit on how to make combat more interesting. Much of the info is D&D-focused, but some of it can be used in many other tabletop role-playing games.
Sign up for M.T. Blacks Newsletter here.
All of these resources have been instrumental in my growth as a dungeon master. Take a look at them and let me know in the comments something new you discovered.
I have no affiliation, paid or otherwise, with any of these products or companies.
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Qifer’s Left Boot | Magic Item
Qifer’s Left Boot
Wondrous Item, rare
Qifer Step. As a bonus action, you can throw this leather boot up to 30ft to an unoccupied space you can see. You then teleport where it lands in a puff of silvery mist.
The original owner of the boot Qifer Sparkrest was a prolific scholar and mage. His teleportation magic was so strong that Qifer’s boots absorbed the ability to teleport the wearer short distances.
Adventure Hook. An eccentric collector hires the party to find a legendary magic item called ‘Qifer’s Left Boot.’ The collector believes that it is located in a tomb, deep within a dangerous jungle filled with deadly creatures and treacherous terrain.

Related Posts
- Three-Point Planning, or How to Session Prep Like a Zelda Game
- Essential Resources You Need to Know About (for any game system)
- The Best Supplement For Your Session Zero (for any game system)
My Favorite Posts
- d100 Magical Trinkets and Relics
- My #1 Tip For New Dungeon Masters
- Three Secret Questions for Combat Encounter Locations
Recent Posts
- Happy International Game Masters Day!
- Top 10 DnD Resources So Good They Should Be Illegal- Experience Points Vol. 7
- How to Make DnD Combat More Fun – Experience Points Vol. 6
- Dungeons & Dragons Takes Center Stage!
- 5 Must-Read Blog Posts for Dungeon Masters – Experience Points Vol. 5
Support the Blog
- Support me on Ko-fi! Ko-fi.com/craigofinspiration
- Save 10% on your order from Dice Legion with code INSPIRAT10N at checkout
- As an Amazon Associate, I may earn from qualifying purchases https://amzn.to/4bg50tj
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#Dungeon23 – Week 4

Each week I will be posting my progress in creating the dungeon, NPCs, lore, and the surrounding area. My version of #Dungeon23 is to make progress every day. Most days that will mean a room description or using a dice drop to generate a section of the dungeon. Other days will include adding lore, NPC, and other descriptions needed to fill out the document to my satisfaction. The blog post each week will be a copy-and-paste directly from my personal google doc. My hope is to show how this dungeon and area evolves over the year.
Change Log. rooms 14 – 19, hallway H4, added map details, NPC info on General Hualpa and the Order of the Fox
Previous Entries. Week 1. Week 2. Week 3.
**for the original post on Dungeon23 see the post on Sean McCoy’s blog https://seanmccoy.substack.com/p/dungeon23
**for a list of resources for Dungeon23 see https://itch.io/blog/462261/dungeon23-resources
Cover and spot art by Perplexing Ruins, I highly suggest you check out their Patreon. Maps are made with Dungeon Scrawl.


Deep in the Kyusoku Mesa hides the ancient vault of ‘Vaelving Gamles’ which holds a fabled warhammer with the power to unite the local tribes. A deep scar carves a wedge into the middle of the mesa. A lush jungle covers the scar and other portions of the mesa. The rest is an unforgiving desert. The tribes of the Resu’suteppu have called this area home for centuries.
The ancient vault was built centuries ago by the local stone giants to protect (and hide) their most sacred possessions. Long after the giants abandoned the vault local tribes of elves used parts of the upper floors as an emergency shelter in times of need. Most recently it has been the focus of a foreign War Priest (with claims of local blood) to find the fabled warhammer Endbringer, and unite, and rule, the tribes of the mesa once and for all.
Hook: The retired General Hualpa is hiring adventurers to map the halls of Vaelving Gamles.
Hook: A foreign War Priest is paying anyone who brings them magic items from the depths of the vault.
The town of Unrock provides many accommodations for the locals and the many adventurers that pass through the region.
Topside provides more goods and services to the area and is more affluent than Unrock.
General Features
The vault of Vaelving Gamles is made up of a combination of smooth, worked stone and hand-hewn stone, with the occasional natural tunnel or cavern. Some areas have exceptional architectural features that are noted in the text.
Ceilings. Built to accommodate many types of giants, the room ceilings are at least 35 feet at the least and as high as 50 feet in the more important spaces. Ceilings in hallways are approximately 40 feet in height.
Doors. Locked wooden doors require a successful DC 20 Dexterity check with thieves’ tools or a key found on the same floor. Large stone doors require a successful DC 15 Strength (Athletics) check.
Light. Large sconces can be found in most rooms and hallways. Whether they are lit is another question.
The Giant Archway, Vkhod Arku, Floor 1
Wandering Monsters. Check for wandering monsters if the players move to a new area, make a lot of noise, spend too much time in one area, or at the dungeon master’s discretion. Also, an encounter can occur at the dungeon master’s discretion without a roll. Check for wandering monsters by rolling a d20. On a roll of 17-20, an encounter takes place. Roll a d6 and consult the wandering monsters table. On a 20, roll twice on the table and use both results.

Roll Result 1 1d4 + 2 Giant Rats 2 1d4 + 2 Giant Centipedes 3 1d4 + 2 Skeletons 4 1d4 Troglodytes 5 1d4 Swarms of Bats 6 1 Grey Ooze Giant Rats. An oily smell precedes the sight of rats gnawing on bat carcasses.
Giant Centipedes. The skittering of hundreds of legs on the floor approaches slowly out of the darkness.
Skeletons. Undead skeletons can be found repeating echos of ancient actions of their past lives like standing guard, patrolling a hallway, or playing cards. The dark energy that animates their bones compels them to attack any living creatures on sight.
Troglodytes. A group of troglodytes is scouting the vault for a possible new lair.
Swarm of Bats. Screeches pierce the air as a group of bats erupts from the darkness above flying around chaotically.
Gray Ooze. Blending in with the stone work, the gray ooze waits for the perfect moment to strike unsuspecting adventurers.
- The Vkhod Arku
A giant archway built into the mesa holds an alcove that nature re-claimed long ago. Faded murals dedicated to the giant god Annam All-Father. Small scripts in ancient elvish provide directions beyond the stone doors. Two giant-sized stone doors require a successful DC 13 Strength (Athletics) check to open. There is a chance this room is occupied. 1d6: 1d4 kobolds and 1 giant goat; 1d4 kobolds; 1 giant goat; nothing; Spy, Priest, Knight fighting 1d4 kobolds; Spy, Priest, Knight resting after a bad fight.
- Armory
Rotten wood, cobwebs, and rusted weapons lie scattered around. More elven writing marks the two doors. The south corner of the room ceiling has collapsed causing the floor to rise to a ledge in the corner. In the north corner, Goblins and Kobolds are fighting each other over some treasure. In the south corner of the room, a Goblin Boss and a couple Goblins are harrying an adventurer perched on the ledge protecting a large chest. The Scout cries for help as soon as they see the characters. Treasure. 210 sp, 80 gp, black velvet mask, gold vestments, potion of climbing, dust of dryness, and a key to the stairwell in room 4.
- Antechamber
The floor is partially collapsed in the southeast corner. Several Kobolds are attempting to dig through to access a room 4 floors below. They rigged an old well to be a hidden pit trap that fills with poisoned water over 1 minute. A successful DC 15 Wisdom (Perception) check discerns an absence of foot traffic over the section of the floor that forms the pit’s cover.
- Main Stairwell
This main stairwell room was originally used as a staging area for going deeper into the vault. Touching any of the small doors causes the character to take 1d10 poison damage and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. There is a chance this room is occupied. 1d6: goblins, empty, kobolds, empty, adventurers, empty.
- Guard Room
The heavy stone door is slightly ajar. Once used as a base for the guards of the vault now the room serves as a camp for adventurers. Written on the wall are instructions on how to seal the room from the inside for safety. An almost empty wooden cask holds travel rations and waterskins. Attached inside is a parchment with dates written on it indicating when the rations were last restocked.
- Empty Vault
The secret door to this chamber was found long ago and was fully pillaged shortly after. All that remains are scraps of broken storage and furniture that have been used here over the centuries. There is a chance that the room is occupied. 1d6: goblins, empty, empty, empty, empty, kobolds.
- Fake Barracks

This chamber is set up like a small barracks but is a trap to thwart intruders. As soon as the characters enter the room scything blades emerge from the ceiling and walls. DC 11 to detect the trap and the same DC to disable the trap via a panel in the doorway. Each creature in the doorway must make a DC 11 Dexterity saving throw, taking 5 (1d10) slashing damage on a failed save, or half as much damage on a successful one. A mimic disguises itself as a fancy door with no traps. The room guards a chest containing a bag of gems (tiger eye, 2 rhodochrosite, 3 moss agate, malachite, lapis lazuli, 3 hematite, and azurite), a scroll of greater restoration, a scroll of protection (undead), and a potion of frost giant strength.
H1. Gas Trap Hallway
The hallway between rooms 6 and 7 contains a poison gas trap. When triggered small holes appear in the walls hissing out a purple noxious gas and causing the area to be lightly obscured. DC 13 to detect the trap and the same DC to disable the trap via a panel in the floor. Each creature in the area must make a DC 13 Constitution saving throw, taking 3 (1d6) poison damage on a failed save, or half as much damage on a successful one.
The Giant Archway, Vkhod Arku, Floor 2

H2. Collapsed Hallway
The entrance to room 8 has a 1 in 6 chance of being blocked by a collapsed ceiling.
- Cistern
Many kobolds and a couple goblins fight over the water contained in the cistern. The kobolds are looking for the goblin who sabotaged their water supply. The goblins are fleeing a bad situation with their tribe. Part of the ceiling has collapsed creating partial cover and difficult terrain. A secret door in the southwest corner reveals a secret staircase that goes up and down one floor each.
- Audience Chamber
Three tiers separate this room. Some furniture still lingers in the far east corner where a historical text can be found in an unknown language (ancient giant). A secret door in the far west corner leads to a hidden hallway. A rotten skeleton can be found in the secret hallway with 6 gp, a dead mouse, a page torn from a spellbook, and a ring of iron keys.
- Goblin Museum
What was once a torture chamber in ages past has been turned into a gallery for some of the goblin clans’ prized possessions. Ancient slabs of stone are now pillars for trinkets. 1d4 + 1 Goblins are making simple repairs to some furniture and cleaning up after a scuffle with some kobolds. The goblins are willing to help the PCs in exchange for wealth of any kind. Among the items on the pillars are a small mirror set in a painted frame, a giant gold locket, a silver pitcher, a black velvet mask, a potion of animal friendship, and a potion of greater healing.
- Goblin Game Room
The Goblins turned this old barracks into a game room. Broken wood, scraps of fabric, and a makeshift toy ball lay scattered about amongst odd markings on the floor and walls. A fancy painting depicts a small black line emanating a shaded blend of reds, oranges, and yellows. When touched a wall of force is created splitting the room in half. Any attacks made by magic weapons bounce off and cause 1d6 force damage on the wielder. Normal weapons and physical attacks do damage as normal. The force wall disappears after it takes 10 total damage.
- Goblin Campsite
An old guardroom has been turned into a campsite and training room for the defenders of the goblin clan. A large patch of green slime clings to the ceiling above a raised platform guarding an enchanted treasure chest. Inside the chest is 15 cp, about 450 gp in gemstones, and a seamless rectangular obsidian box. The only way to open the box is to ask it nicely to open. Any attempt to damage it destroys the contents. The obsidian box contains a potion of animal friendship, a potion of poison, and a potion of greater healing.
- Ritual Chamber
The magic circle used for rituals can still be seen etched into the floor. Ancient bas reliefs depict giants fighting enormous beasts. The north section of the room contains a variety of glass humanoids in several poses. A greater restoration spell or equivalent reverses the glass curse. Using the magic circle triggers a wild magic surge. A group of Kobolds are trying to help one of their friends stuck in a paralyzing mushroom field in the southeast corner of the room.
H3. Vaelving Chasm
This hallway features a chasm approximately 20ft wide and 80ft deep. Rooms below are in view and accessible.
H4. Fleeing Goblins
1d4 Goblins are running from a fight with some kobolds. One of the goblins is badly injured and they are looking for a place to rest before returning to the tribe.
- Shield Vault
What was once a main vault room indicated by the giant rune on the stone door has been turned into a workroom for the Gathering. A group of adventurers loosely working together in solving the mysteries and plundering the treasure, of the vault. Pedestals and tables are piled with notes, notebooks, and trinkets. A large table holds a map in progress. A map of the current floor can be found among the scattered papers. Books: gear inventory, old adventurers journal, and a letter from the retired General Hualpa asking for a progress report. Trinkets: monster tooth, hand mirror, and an empty bottle.
- Trapped Campsite
An empty firepit sits in front of two abandoned tents. A suit of armor lies untouched by age in one corner and an old target dummy stands in the opposite corner. When either one of these is touched or moved they both begin to animate. Use the Animated Armor and Medium Animated Object stat blocks. Treasure: 16 sp, a pair of cloth gloves, and a trilobite fossil.
- Kobold Guard Room
1d6 Kobolds are stationed in this room as a guard post. They are currently hiding and resting after a scuffle with some goblins. Pieces of broken furniture lie next to a set of faded wooden chairs and a table. Kobold graffiti is painted on one of the walls containing a secret door leading to a stairwell that goes down one floor to a section of the kobold lair. Treasure: 7 ep, a herbal poultice, and a set of fine brushes
- Kobold Laboratory
This dimly lit space features two tables filled with various alchemical equipment and ingredients. A small furnace burns in the corner and shelves line the walls filled with vials of colored liquids and jars of strange substances. With one hours time and a successful DC 20 Intelligence check one of the following potions can be made: potion of healing, potion of fire breath, potion of growth, Keoghtom’s ointment, oil of slipperiness, potion of gaseous form. Eight hours can be spent studying the equipment to lower the DC by 1, the limit of five. In both cases, wandering monster checks should be made every 30 min. A 10 ft. raised ledge contains a Mimic disguised as a treasure chest. Treasure: 15 cp, a block of soap, a bundle of seven twigs, fragments of a shattered sword
- Trapped Pass
A Rug of Smothering lies in the center of the room waiting to attack any who don’t know the command word: Qaavric. A glass sculpture of a tall kobold with scaled armor wielding a spear. If touched the statue attacks. Use the Animated Armor stat block adding a Death Throes explosion, DEX save DC 15 vs 1d6 piercing damage when it reaches 0 HP.
- Kobold Armory
A few racks of old rusted weapons line the south wall. The ceiling has partially collapsed creating a pile of rubble that is just tall enough to reach a high ledge. The ledge contains a small passageway that leads to Level 3 below. 1d4 + 1 Goblins are attempting to sneak into the Kobold section and run amok.
Appendix
NPCs
General Hualpa
General Hualpa is a proud and wise male elf known for his plate mail and powerful battle axe. Despite his conceited nature, the retired general is a skilled and experienced leader. Patron to the Gathering, Hualpa wants to completely map the vault so it can be inhabited again.
Order of the Fox
Trym Greenleaf the Halfling Spy
Nissa Glittergem the Gnome Priest
Nuraval Orcfoe the Dwarf Knight
Chem Ennui the Tiefling Scout
Adventuring group that can be found from time to time in the vault or general area.
The Stonewalker Goblins
This tribe of goblins has been living in the ancient vault for generations. They call the sprawling vaults their home and most of them have never been outside. The kobolds that have recently moved in have been causing havoc to the supplies and resources of the tribe.
Skrax the Goblin King is looking to end the fighting with the kobolds soon so he can go back to breeding his prized hunting rats.
1d8 Goblin Names. Biks, Jorg, Leechbrain, Gnatface, Jhibi, Igugg, Mudleg, Belch.
The Sharpsnout Kobolds
In the past few months, one of the kobold leaders has led them into the depths of the vault in search of ancient artifacts. They tell the kobolds not of what they seek but just to bring them anything they believe is valuable and shiny. Deadly encounters with the goblins have caused some dissent among some of the tribe.
A young sapphire dragon called Jharthanach is using them to begin building their hoard that’s located in another section of the giant vault.
1d8 Kobold Names. Kirg, Kloh, Erla, Then, Scuz, Trig, Chroma, Tema.
The Broken Crown Troglodytes
Having been chased out of their home this group of troglodytes is looking for a new lair. Their name comes from the obsidian and ruby broken crown worn by the patriarch, Zarm. The trogs have knowledge of the evil that lurks below due to the years they lived there. The trogs also want to find out why more adventurers have shown up in recent months.
1d6 Troglodyte Names. Silk, Skriss, Koldar, Grist, Lid, L’gronk
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Stormstrike Gauntlets | Simple Weapon
Stormstrike Gauntlets
Weapon (gauntlets), rare
Simple weapon (gauntlets), melee weapon, rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Strength of the Storm. When you hit with an attack, you can force the target to make a STR saving throw (DC 8 + STR MOD + PB). On a failure the creature is pushed back 10ft, and on a success there is no effect.
Storm Strike. Once per day, you can smack the gauntlets together letting out a powerful Lightning Bolt spell (DC 8 + CHA MOD + PB). This ability recharges on a long rest.
These solid gold gauntlets are intricately designed with fine swirling patterns resembling bolts of lightning. A series of small gems on the knuckles represents a different aspect of the storm and glow when being used. These gauntlets were said to have been created by the powerful sorcerer Raven Stormweaver, who imbued them with the power of the storm, to protect and aid them in battle.
Adventure Hook. A group of thieves has stolen the Stormstrike Gauntlets from a sorcerer’s tower. The sorcerer wants the return of the gauntlets before the thieves can unleash their power upon the land.

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- Support me on Ko-fi! Ko-fi.com/craigofinspiration
- Save 10% on your order from Dice Legion with code INSPIRAT10N at checkout
- As an Amazon Associate, I may earn from qualifying purchases https://amzn.to/4bg50tj