Dungeons are the scars of civilizations long dead —
crypts, fortresses, temples, prisons, vaults, and labyrinths carved into the bones of Tallanon.
Here, the air is stale with:
dust
old magic
rust
and the memory of violence
Ruins are not empty.
They are claimed — by the dead, the forgotten, the hungry, and the cursed.
Dungeon encounters emphasize:
Tight corridors (movement restrictions)
Traps & hazards (Awareness tests)
Undead & constructs (Magic Resistance matters)
Echoing sound (ambushes)
Line‑of‑sight tricks (corners, pillars, doors)
Use:
Charm tests for fear
Awareness tests for traps
Agility tests for collapsing stone
Magic tests for cursed relics
Dungeons should feel oppressive — every step a risk.
d12
Encounter
1
Rust‑Gnaw Vermin chewing through armor straps
2
Bone‑Latch Skeletons rising from debris
3
Chain‑Bound Ghoul dragging chains across stone
4
Grim Idol Guardian awakening
5
Blade‑Hall Gargoyle swooping from above
6
Soul‑Siphon Wight draining warmth
7
Iron Maiden Torturer stalking the halls
8
Labyrinth Minotaur charging through corridors
9
Obsidian Sentinel activating near a relic
10
Cursed glyph detonates (Magic test)
11
Echoes of chanting — cultists nearby
12
The Dungeon Heart awakens and seals exits
Below are all 10 creatures for this chapter, fully statted.
Tiny metal‑eating rodents.
Rank: Novice • Role: Swarm • Block: Mini
Speed: 6
HP: 1d6+1
Offense: Might+1
Defense: 0
Key Skills: Agility 3, Awareness 2, Dark Sight 3
Attack — Rust Bite: Offense = Might+1, damage 1d3.
Metal armor loses −1 Defense (min 0).
Traits:
• Swarm Body — immune to knockdown
• Metal Hunger — attracted to metal gear
Loot: 1–5 nothing, 6 rust‑core pellet
Bones bound by cursed wire.
Rank: Novice • Role: Minion • Block: Mini
Speed: 6
HP: 2d6+2
Offense: Might+1
Defense: 1
Key Skills: Brawl 2, Magic Resistance 2, Dark Sight 3
Attack — Bone Slash: Offense = Might+1, damage 1d6.
Traits:
• Undead — immune to poison, fear
• Bone Latch — when destroyed, fragments deal 1d3 to adjacent foes
Loot: 1–4 bone shards, 5–6 cursed wire
Undead prisoner dragging iron chains.
Rank: Skilled • Role: Lurker • Block: Mini
Speed: 6
HP: 3d6+3
Offense: Might+2
Defense: 2
Key Skills: Agility 3, Brawl 3, Magic Resistance 3
Attack — Chain Lash: Offense = Might+2, damage 1d6+1.
Fail Endurance (3) → Paralyzed 1 round.
Traits:
• Hunger for Flesh — advantage vs wounded targets
• Chain Drag — Awareness (3) to detect before ambush
Loot: 1–3 rusted chain, 4–5 ghoul tooth, 6 cursed shackle
Stone idol animated by ancient faith.
Rank: Skilled • Role: Defender • Block: Mini
Speed: 4
HP: 4d6+4
Offense: Might+2
Defense: 3
Key Skills: Magic Resistance 4, Brawl 3, Awareness 2
Attack — Stone Fist: Offense = Might+2, damage 1d6+2.
Traits:
• Stone Body — half damage from slashing
• Idol’s Command — protects relics; +2 Offense near them
Loot: 1–3 stone dust, 4–5 idol fragment, 6 glowing rune
Winged stone predator perched above doorways.
Rank: Elite • Role: Ambusher • Block: Full
Speed: 6, Fly 8
HP: 6d6+6
Offense: Might+3
Defense: 4
Size: Medium
Awareness 6, Agility 5, Might 7, Endurance 6, Charm 0, Roguery 2, Wilderness Lore 1, Folk Lore 3,
Brawl 6, Sword‑Play 0, Marksmanship 0, Craftsmanship 1, Dark Sight 4, Healing 1, Magic 0, Magic Resistance 4
• Stone Skin: Half damage from non‑magical weapons
• Perch Ambush: First attack from above deals +1d6
• Shriek of Stone: Charm (4) or −1 to all tests for 1d3 rounds
Primary — Talon Slash: Offense = Might+3, damage 2d6
Special — Dive Strike: Move 4 squares; Offense = Might+3, damage 2d6+2
1–3 stone chips, 4–5 gargoyle shard, 6 rune‑etched talon
Undead spirit that drains warmth and memory.
Rank: Elite • Role: Controller • Block: Full
Speed: 6
HP: 7d6+7
Offense: Might+1
Defense: 3
Size: Medium
Awareness 6, Agility 4, Might 2, Endurance 7, Charm 0, Roguery 3, Wilderness Lore 1, Folk Lore 5,
Brawl 2, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 6, Healing 0, Magic 7, Magic Resistance 6
• Soul Drain: Offense = Magic+2, damage 2d6 cold; target Endurance (5) or −1 to all tests
• Chill Aura: Adjacent foes take 1d3 cold
• Wight Resilience: Half damage from physical attacks
Primary — Cold Touch: Offense = Might+1, damage 1d6 cold
Special — Siphon Burst: 3‑square radius, 2d6 cold; Agility (4) halves
1–3 frost dust, 4 wight shard, 5 soul‑echo crystal, 6 wight heart
Animated torture device filled with screaming souls.
Rank: Veteran • Role: Brute • Block: Full
Speed: 4
HP: 8d6+8
Offense: Might+4
Defense: 5
Size: Large
Awareness 4, Agility 3, Might 9, Endurance 8, Charm 0, Roguery 1, Wilderness Lore 0, Folk Lore 4,
Brawl 8, Sword‑Play 0, Marksmanship 0, Craftsmanship 3, Dark Sight 4, Healing 0, Magic 3, Magic Resistance 5
• Impale (Action): Offense = Might+4, damage 3d6; target Agility (5) or trapped inside
• Soul Screams: Charm (5) or −2 to all tests for 1 round
• Iron Body: Half damage from slashing
Primary — Spiked Slam: Offense = Might+4, damage 2d6+2
Special — Torturer’s Embrace: Grappled target takes 2d6/round
1–3 rusted spikes, 4 torture tools, 5 soul‑iron shard, 6 cursed iron core
Horns scraping stone, breath steaming with rage.
Rank: Veteran • Role: Brute • Block: Full
Speed: 7
HP: 9d6+9
Offense: Might+4
Defense: 4
Size: Large
Awareness 5, Agility 5, Might 10, Endurance 9, Charm 1, Roguery 2, Wilderness Lore 4, Folk Lore 3,
Brawl 9, Sword‑Play 0, Marksmanship 0, Craftsmanship 1, Dark Sight 3, Healing 1, Magic 0, Magic Resistance 4
• Gore Charge: Move 4; Offense = Might+4; damage 3d6; Agility (5) or Prone
• Labyrinth Sense: Cannot be lost in dungeons
• Rage of the Bull: Below half HP, +1 Offense
Primary — Horn Gore: Offense = Might+4, damage 3d6
Secondary — Hoof Stomp: Offense = Might+3, damage 2d6
1–3 horn fragments, 4–5 minotaur hide, 6 labyrinth charm
Black‑glass construct guarding ancient relics.
Rank: Legendary • Role: Defender • Block: Full
Speed: 6
HP: 10d6+10
Offense: Might+5
Defense: 7
Size: Large
Awareness 7, Agility 5, Might 11, Endurance 10, Charm 0, Roguery 0, Wilderness Lore 1, Folk Lore 5,
Brawl 10, Sword‑Play 0, Marksmanship 0, Craftsmanship 4, Dark Sight 5, Healing 0, Magic 4, Magic Resistance 7
• Obsidian Armor: Half damage from physical attacks
• Shard Burst: 3‑square radius, 3d6 piercing; Agility (6) halves
• Relic Guardian: +2 Offense & Defense near relics
Primary — Obsidian Fist: Offense = Might+5, damage 3d6
Special — Shard Lance: Ranged 8, Offense = Might+3, damage 2d6+2
1–3 obsidian shards, 4 obsidian plate, 5 sentinel core, 6 relic‑heart crystal
The living core of a cursed ruin.
Rank: Mythic • Role: Controller • Block: Full
Speed: 0 (immobile)
HP: 14d6+14
Offense: Magic+6
Defense: 8
Size: Huge
Awareness 10, Agility 0, Might 0, Endurance 14, Charm 8, Roguery 0, Wilderness Lore 0, Folk Lore 10,
Brawl 0, Sword‑Play 0, Marksmanship 0, Craftsmanship 0, Dark Sight 8, Healing 6, Magic 14, Magic Resistance 10
• Dungeon Mastery: Controls doors, traps, walls within 20 squares
• Pulse of Ruin: 4‑square radius, 3d6 force; Agility (6) halves
• Summon Guardians: Summons 1d3 Bone‑Latch Skeletons or 1 Grim Idol Guardian
• Mythic Core: Regains 2d6 HP/round unless core exposed
Primary — Arcane Pulse: Offense = Magic+6, damage 4d6
Mythic — Collapse the Hall: 6‑square line collapses; 3d6; Agility (6) halves
1–2 shattered stone
3–4 glowing runes
5 dungeon‑heart shard
6 mythic core crystal
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