Bed
Four "Spirits of the Plague" will be awakened at midnight. Delacroix, Veliadoul, Helen, and Vain will rise as incarnations of death should no one stop the Plague Lord of the crypt...
Three spirits will be awakened at midnight. Delacroix will escape the crypt to find sustenance. Veliadoul will entice the living to the crypt, whereupon they will feed. And gentle Helen will betray those who awaken her...
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You enter the room, looking out across a purple, darkly-lit space, from a raised platform. To your right is a stairway leading down to where 8 statues seem to reside in front of, and behind, pathways across three gaping chasms. The chasms are filled with swirling purple mists. On the far side of the room you see another raised platform with no obvious way to reach the top.
The party should take 10% of their total HP in damage from fighting, and at least one character loses access to their spells and abilities.
Cumulative Damage: 10% of the party's total HP
Through the platform's door you see a short hallway. In the low light, you can make out the outlines of what are clearly two spellcasters. They jump at your entrance, and immediately being casting at you.
At least 1 party member should be charmed, and begin attacking allies. The party should take 10% of their total HP in damage from the charm effect, and from later hunting down and fighting these "Custodians of Dark Magic" again.
Cumulative Damage: 20% of the party's total HP
When the "Custodians of Dark Magic" flee, there are 3-possible directions they could go. The nearest path (what you see in this picture) leads to an ornate black chest, with gold trim on the right, and another pathway on the left (through which the custodian(s) flee).
The narrow pathway opens into a medium-sized room which contains more of the purple, swirling mist at its center. Only, this mist seems to pulse with power. Additionally, set into the wall on the left side of the room are two columns of bright-burning fire, each emitting golden sparks.
Most likely, one character will lose access to their spells and abilities.
Just beyond the room containing essence of dark magic is a nondescript room containing a monstrosity of undeath. This creature seems to be a massive undead construct of goat corpses, complete with horns sticking out at strange angles all over its body. This creature is over 10ft tall, probably weighs close to 1,000lbs, and was clearly "pieced together" in this room, as it is too large to fit through the hallways that both lead in and out of the room. The creature attacks anything it sees.
The monstrosity of undeath can potentially be evaded, but will find its way back to the party eventually if it isn't dealt with now (probably though, the party shouldn't try to deal with it now). Most likely, one character will take 10% of the party's total HP in damage from being on the receiving end of "Dark Magic Grip."
Cumulative Damage: 30% of the party's total HP
Beyond the room containing the monstrosity of undeath is another ornate black chest, with gold trim. The short entryway to this section of the dungeon is too small for the monstrosity of undeath to fit through. This room appears to be a dead end.
Should players open the secret door, a magical archway appears directly through the stone, creating an opening to the other side. Within is a red teleportation crystal, exactly like the one at the start of the dungeon. From the players' earlier experiences, they can easily deduce that this stone too, is sealed.
If a character gains 5 stacks of "Hellfire" from "Coven's Fire" they instantly teleport to this dungeon room. Alternatively, if a character manages to unseal the teleportation stone in Dungeon Room 7, then they may also teleport here. When characters arrive at the Witch's Dream, they're met with a very harsh heat that blows in the wind. Indeed, all around them on all sides are raging walls of hell fire, with a starry night sky above them. On each corner where the fiery walls meet is a golden-gleaming light. Contained within the walls is a field of trees with fallen leaves, which are cast all over the ground. Dark pines form a circle around a solitary gnarled tree, and interspersed throughout the field are small pockets of pure, dark magic.
It's difficult to precisely measure how much damage the party will take in the Witch's Dream. Most likely, at least one character will be here multiple times, and probably every character will visit at least once. The Witch's Dream is a major part of the dungeon, so the damage dealt here - though very high - shouldn't be too concerning. Most likely, the party will cumulatively take 100% of the party's total HP in damage from their multiple trips to this dungeon room. It goes without saying that since this major dungeon room is deadly, so the faster players figure out the mechanics of the room, the better their survivability will be for the entire dungeon. So, it may not hurt to throw in some "Medium" knowledge check opportunities for the players (50% success rate) that provide hints as to the dungeon room's mechanics.
Cumulative Damage: 130% of the party's total HP
When the initial "Custodians of Dark Magic" from Dungeon Room 2 flee, there are 3-possible directions they could go. The middle path (what you see in this picture) leads to a very long hallway intermittently lit by columns of bright-burning fire, each emitting golden sparks. At the end of the hallway are two more "Custodians of Dark Magic" who will not hesitate to reinforce their allies and attack unwelcome guests. This is the only path of the 3-available from Dungeon Room 2 that progresses to the rest of the dungeon.
At least 1 party member should be charmed, and begin attacking allies. The party should take an additional 10% of their total HP in damage from the charm effect, and from later hunting down and fighting these "Custodians of Dark Magic" again.
Cumulative Damage: 140% of the party's total HP
When the initial "Custodians of Dark Magic" from Dungeon Room 2 flee, there are 3-possible directions they could go. The far left path (what you see in this picture) appears to be a dead end. If players head this direction, they may be able to find a hidden doorway (the purple gateway)...
It is possible that one or more of the "Custodians of Dark Magic" runs this direction, where they will make a last stand should the party attack.
Past the first hidden doorway in this hallway are three chests full of what appear to be supplies for denizens of the crypt. This hallways also ends in a dead end... or does it? The hallway is also intermittently lit by columns of bright-burning fire, each emitting golden sparks.
Past the second hidden doorway in this hallway are three chests full of what appear to be very valuable supplies for denizens of the crypt. This hallways also ends in a dead end again... or does it? Probably by now, the party will know that there is in fact a final hidden doorway at the end of this hallway, as well. The hallway is also intermittently lit by columns of bright-burning fire, each emitting golden sparks.
Past the third hidden doorway in this hallway is one very ornate chest. Shockingly, there is no hidden doorway beyond this point, though you can certainly expect your party to spend a little time making sure of that fact.
This hallways is accessed via Dungeon Room 9, and acts as the central point of travel between all of the most important rooms in this dungeon. As such, it is guarded by two "Dark Magic Spawn." Likely, the two "Custodians of Dark Magic" from Dungeon Room 9 will still be alive, when players access this dungeon room. There are three pathways out of this room - one below (an open door), one to the right, and one to the right and up.
The party should take about 10% of their total HP in damage from the "Dark Magic Spawn." Damages and effects from the "Custodians of Dark Magic" are counted in Dungeon Room 9.
Cumulative Damage: 150% of the party's total HP
This hallways is accessed via Dungeon Room 14 by taking the right doorway. This dungeon room is a fenced in space for goats. At the top of the room is another doorway leading to a separate room. The players may recognize that these creatures could be used not only as food for the denizens of this dungeon, but also for creating the "Monstrosity of Undeath."
This hallways is accessed via Dungeon Room 14 by taking the top right doorway. This dungeon room is a very long hallway intermittently lit by columns of bright-burning fire, each emitting golden sparks. In the middle of the hallway are two more "Custodians of Dark Magic" who will not hesitate to attack unwelcome guests. There are also two treasure chests towards the back of the room, with vivid bloodstains covering the floor before an evil-looking altar.
At least 1 party member should be charmed, and begin attacking allies. The party should take an additional 10% of their total HP in damage from the charm effect, and from fighting these "Custodians of Dark Magic."
Cumulative Damage: 160% of the party's total HP
Revenant's Revival is accessed from the Goat Pens, as this dark corridor is used to feed the four Revenant Chrysalis in the "Witch's Dream" following a sacrifice. At the foot of this room are two wardrobes, which denizens of the crypt use to remove their own "Cloak of the Covens" for safekeeping. To feed the four Revenant Chrysalis, denizens then allow themselves to gain 5-stacks of "Hellfire" (from the "Coven's Fire" in the room) to transport themselves to the "Witch's Dream," where the actual four Revenant Chrysalis are located. Two doorways at the top of this room lead to additional dungeon areas.
There are 2-rooms that extend upwards from Dungeon Room 17. This small room is on the top left. This simple room features a "Custodian of Dark Magic" guarding a locked door, with a single columns of bright-burning fire, emitting golden sparks.
Perhaps 1 party member will be charmed, and begin attacking allies. The party should take an additional 5% of their total HP in damage from the charm effect, and from fighting this "Custodian of Dark Magic."
Cumulative Damage:
165% of the party's total HP
This room is foul-smelling, though brightly lit. Within, the players find four prisoners, cramped together in a small space, too close to one of the many "Coven's Fire" pillars set within the walls of this crypt...
There are 2-rooms that extend upwards from Dungeon Room 17. This room is on the top right. This simple room features a glowing, and bubbling fountain of apparently purified water which stands in stark contrast to the darkness and diabolical air of the rest of the crypt. A second doorway continues upwards.
When prisoners are taken from their confinement, they are cleansed by the fountain prior, then forced to into this room which contains a purple, swirling mist at its center. The mist seems to pulse with power, and a general aura of despair permeates the very walls, ceiling, and floor. This room appears to be a dead end.
This hallway can only be found through a secret doorway in the previous dungeon room. The problem is that the doorway is about half the size that a normal person could fit through. Perhaps a child could fit through, an animal, or a summoned creature. For prisoners taken to the previous room, if they resist touching the dark magic for any length time, they are actually likely to find this hidden hallway. What's therefore maddening about it is that they see a possible escape route, but realize they are far too large to make use of it. About that time is usually when prisoners give up any thoughts of escape, accept their fate, and simply touch the "Dark Magic," as commanded. At the far end of this hallway is another outline of a door...
Should the party's smallest member make it through the small passageway to this room, they may expect some kind of great reward. After all, the other secret doors and difficult spaces in this dungeon have all provided great treasures. Sadly for this player though, things are about to take a turn for the worse. The only item in this room is a large box (3ft high, 3ft deep, 3ft wide) fashioned entirely of silver.
It's not a given that the party will find both secret doors in this area, and will open the silver box. If they do, however, they will probably take about 20% of the party's total HP in damage.
Cumulative Damage:
185% of the party's total HP
This room is accessed via Dungeon Room 14 by taking the bottom pathway. There are 9-beds neatly arranged in this very clean, very open room. At the far end is a single doorway out. There is one ornate black chest, with gold trim, next to two of the beds.
Continuing through the barracks is an ornate room with its ceiling, walls, and floor literally crafted out of gold, silver, and bronze. Clearly, this is an important room to the denizens of the crypt. As such, it is guarded by two "Dark Magic Spawn." It also features a glowing, and bubbling fountain of apparently purified water which stands in stark contrast to the darkness and diabolical air of the rest of the crypt. At the far end is a single doorway out. And finally, somewhat near the door is another chasm (which seems very out of place in this room), filled with swirling purple mists.
The party should take about 10% of their total HP in damage from the "Dark Magic Spawn."
Cumulative Damage:
195% of the party's total HP
Just before the players enter this room, they hear a loud "bang!" as if another door were closing, within. This is the sound of the plague lord escaping through the secret door. Hopefully, this will cue the players to search for the hidden doorway. The Plague Lord's chamber is also made of pure silver and gold through the ceiling, walls, and floor. Four very large bookcases adorn the room, complete with various spell books, divine texts, scrolls, and letters of correspondence. One very spartan-looking bed lies in the room's corner, which is quite opposed to the extravagance shown in the rest of the room.
This small room is made entirely of stone. Gleaming brightly in the darkness is a single teleportation crystal, large enough for the entire party.
The second players teleport into this room, they are convinced that doing so was a bad idea. Before them are two "Custodians of Dark Magic," who have just finished summoning the "Monstrosity of Undeath" via the purple teleportation stone in front of them. Furthermore, the teleportation stone the players just used to arrive in this room is not active, and cannot be used to escape.
At least 1 party member should be charmed, and begin attacking allies. The party should take an additional 10% of their total HP in damage from the charm effect, and from fighting the "Custodians of Dark Magic." Meanwhile, the monstrosity of undeath is very powerful, and the party should take an additional 40% of their total HP in damage from fighting and slaying it.
Cumulative Damage: 245% of the party's total HP
This is a very subtle room, quite small, with a large, glowing red teleportation stone set into the floor. There are no other exists or distinguishing features.
The deepest room in this Crypt of the Plaguebringers features four magical floating auras of a crimson shade. Numerous stone pillars provide a kind of pattern, leading to another dark altar, covered in blood both fresh and crusted. Before the altar, a lithe figure in black armor and deep purple garb is holding a drooping figure. As you adjust to the low-light of the room, you see the drooping figure placed on the altar. Immediately after, the four crimson auras each flare a bright red light, and a horned demon appears beneath each.
The Plague Lord should use defensive magic, skills, and abilities, taunting effects, debuffing effects, and healing magic - all to preserve the "Revenants of the Plague" for 10-rounds. However, the party should take 50% of their total HP in damage from the "Revenants of the Plague," who though trying to escape the party, should also attack as they're able.
Cumulative Damage:
295% of the party's total HP
The deepest room in this Crypt of the Plaguebringers features four magical floating auras of a crimson shade. Numerous stone pillars provide a kind of pattern, leading to another dark altar, covered in blood both fresh and crusted. Before the altar, a lithe figure in black armor and deep purple garb is holding a drooping figure. As you adjust to the low-light of the room, you see the drooping figure placed on the altar. Immediately after, the four crimson auras each flare a bright red light, and a horned demon appears beneath each.
Beyond the room containing the monstrosity of undeath is another ornate black chest, with gold trim. The short entryway to this section of the dungeon is too small for the monstrosity of undeath to fit through. This room appears to be a dead end.
Use the following descriptions as a key for "Crypt of the Plaguebringers" dungeon rooms.
Bed
Bloodstain
Bookcase
Cleansing Fountain
Dark Altar
Dungeon Door
Dungeon Door - Secret: a hidden dungeon door that requires intentional investigation to discover. The difficulty of discovering each secret door is determined according to each dungeon room
Dungeon Entrance
Platform: a solid black line indicates a platform 40ft above the dungeon's ground floor
Prisoner
Stairway
Teleportation Stone: a crystal that teleports you to another teleportation stone, as described within each dungeon room
Teleportation Stone - Sealed: this teleportation stone is sealed and cannot be used until conditions are met (as described within each dungeon room) to activate the crystal
Wardrobe
Boss Monster: this icon indicates a very difficult monster or enemy. Exact details are given in each dungeon room
Custodian of Dark Magic
Dark Magic Spawn
Revenant Chrysalis
Revenant Revival Altar
Revenants of the Plague
Statue Guardian
Statue Mage
Teleportation Stone - Summoning
Dark Magic
Dark Magic - Contained
Dark Magic - Font
Coven's Fire
Treasure Chest
Treasure Chest - Dungeon Specific
Bed
Bloodstain
Bookcase
Cleansing Fountain
Dark Altar
Dungeon Door
Dungeon Door - Secret: a hidden dungeon door that requires intentional investigation to discover. The difficulty of discovering each secret door is determined according to each dungeon room
Dungeon Entrance
Platform: a solid black line indicates a platform 40ft above the dungeon's ground floor
Prisoner
Stairway
Teleportation Stone: a crystal that teleports you to another teleportation stone, as described within each dungeon room
Teleportation Stone - Sealed: this teleportation stone is sealed and cannot be used until conditions are met (as described within each dungeon room) to activate the crystal
Wardrobe
Boss Monster: this icon indicates a very difficult monster or enemy. Exact details are given in each dungeon room
Custodian of Dark Magic
Dark Magic Spawn
Revenant Chrysalis
Revenant Revival Altar
Revenants of the Plague
Statue Guardian
Statue Mage
Teleportation Stone - Summoning
Dark Magic
Dark Magic - Contained
Dark Magic - Font
Coven's Fire
Treasure Chest
Treasure Chest - Dungeon Specific
Bed
Bloodstain
Bookcase
Cleansing Fountain
Dark Altar
Dungeon Door
Dungeon Door - Secret: a hidden dungeon door that requires intentional investigation to discover. The difficulty of discovering each secret door is determined according to each dungeon room
Dungeon Entrance
Platform: a solid black line indicates a platform 40ft above the dungeon's ground floor
Prisoner
Stairway
Teleportation Stone: a crystal that teleports you to another teleportation stone, as described within each dungeon room
Teleportation Stone - Sealed: this teleportation stone is sealed and cannot be used until conditions are met (as described within each dungeon room) to activate the crystal
Wardrobe
Boss Monster: this icon indicates a very difficult monster or enemy. Exact details are given in each dungeon room
Custodian of Dark Magic
Dark Magic Spawn
Revenant Chrysalis
Revenant Revival Altar
Revenants of the Plague
Statue Guardian
Statue Mage
Teleportation Stone - Summoning
Dark Magic
Dark Magic - Contained
Dark Magic - Font
Coven's Fire
Treasure Chest
Treasure Chest - Dungeon Specific
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As an Amazon affiliate, we earn from qualifying purchases.
Eternity TTRPG offers unofficial fan content for major TTRPGs and the companies that own them, in addition to our own games.