
1 Redbrick
2 Goblin Mine
3 Gothic Tomb
4 Magic Mansion
5 Glacial Chasm
6 Jungle Shrine
7 Underland Cavern
8 Auldwood Grove
9 Sunken City
10 Desert Ruin
11 Eldritch Monolith
12 Hell Gate
Very timeless as my Hawksmire Island D&D5 game is doing well. Have 3-4 players and hoping to get more regulars. I might stick up a big map in shop and mark on where players go.
Will have to get my old salty seaman book of mrine tables. A reminder each of these mini 6-room dungeon types is a super simple version of my larger dungeon dozen series since 2012 and on my links page (ive not updated in a while) - i have so much data i cant manage it all - 36000 images of mine online too and some music.
Sunken CIty
Long ago, fish folk walked on land and made an empire. They built cities and monuments and taught humans many secrets of civilisation. Over time, they left their human vassals and hybrids in charge. They failed and a revolt drove the fish cult back to the sea and wild isolated waters. Some tyrant hybrids held on for a time but then the People of Exilon arose and built their own cities and took control of the former fish folk ruins. Fish folk ruins might be found in deserts or jungles with possibly mad fish folk in wells or isolated cisterns. Many are on coasts or even encrusted in coral reefs, semi-submerged. Some areas and levels will be flooded, and passages may be designed to air spaces for slaves. Tides may affect access to these sites. Fish folk have kept slaves and trap prisoners in air cells to labour. They may give them a special weed that allows humans to breathe briefly to work in the water. They might surgically modify them into aquatic abhumans who cannot return to the surface with arcane surgery. Sometimes other marine creatures or even pirates or undead sailors might occupy. Some reef ruins might even become islands where people could live. Unknowingly, on the pinnacle of some reef-encrusted, semi-ruined city. Are they truly abandoned? More are cursed by monsters or used by marine cults. The barbarian clan fish people may occupy a ruin with their pets. Advanced fish folk with gold and magic may be manipulating local politics or making bybrids. Hybrids might live among people until their unholy heritage is revealed. Not all fish folk are evil or the same kind of evil. Humans cannot fathom the mysteries if the undersea kingdoms. Some sea magic is in fact, a form of a marine version of faerie land. If you have breath water you need to swim everywhere but ith free action you can walk around like its land. Aquatic farieland has sea alves walking while mermaids and fish swim about them. Many faerie beings can choose if the swim or use free action. Free action users can talk more clearly, too. Their are courts of the undersea peoples and faerie lords who rule marine kingdoms. Some rulers are also dragons. Undersea spirit folk of kelp, sea grass and fish are common citzens. They can shift from fish to humanoid or any combination.
Random flooding? Roll d12-2 then multiply by 10 for a final % for water in a chamber. Low amounts might just bee pools or a low channel tide water flows through. Fush folk might have carved specific chanels to use like clocks and warn the tide is coming or going.
d12 Sunken City Decor
1 Sand
2 Kelp and seaweed
3 Schools of fish, squid or crabs
4 Shells, shellfish or barnacles
5 Shipwreck and fishing junk
6 Driftwood or barrels
7 Coral or sea anemones
8 Dark holes and crevices
9 Rockpools of tiny creatures
10 Dead fish or bones
11 Sea chest
12 Skeletons, possibly encrusted in barnacles
d12 Sunken City Hazards
1 Stinging coral, anemones or jellyfish
d12 Sunken City Encounters
1 Sharks or giant crabs
1 Shoggoth or slumbering crinoid old one
d12 Sunken City Entry
1 Cliff cave may be flooded high tide. May be used by smugglers, wreckers or pirates or some marine faction or monster will be in the enterance. All kinds of flotsam and jetam will be scattered here and possibly stolen goods. Passages go deeper under waterline or under higher ground under the land
d12 Sunken City Subroom
1 Cell with barnacle-covered bars, chains and bones
d12 Sunken City Feature Room
1 Temple where once the fish gods were worshipped. With a huge vault held by statues of fish gods. The walls are
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d12 Sunken City Hazards
1 Stinging coral, anemones or jellyfish
2 Poison sea snakes or spiny fish
3 Entangling kelp
4 Giany clams
5 Hungry sharks or deadly fish
6 Trapped chest
7 Cursed scroll
8 Gold baited snapping or scythe trap
9 Drugged water
10 Cloud of ink
11 Deadfalls of rubble
12 Tentacles
1 Sharks or giant crabs
2 Swarm of fish, squid, jellyfish, or sea birds
3 Giany starfish or sealug
4 Giant sea snake or eel
5 Marine zombies or skeletons, former sailors or pirates or cultists
6 Fish folk patrol
7 Wereshark or seawolf
8 Dolphins, possibly friendly or wicked cultists
9 Giant lobster or prehistoric marine scorpion
10 Sea troll or ogre
11 Sea elves or spirit folk
12 Marine abhuman best folk
d12 Sunken City Static Encounters1 Shoggoth or slumbering crinoid old one
2 Water elemental and party of wizards or cultists, possibly marine people
3 Fish priest with minions and cultists
4 Wereshark or selkies
5 Spirit folk lord with minions
6 Merfolk clan, possibly horrible deep sea ones or pretty man-eating ones
7 Spectre with undead pirate crew
8 Plesiosaur or nest of huge pterasaurs
9 Kelpie or shambling seaweed horror
10 Sea serpent or sea dragon
11 Giant squid or octopus
12 Sea hag or nymph with minions
1 Cliff cave may be flooded high tide. May be used by smugglers, wreckers or pirates or some marine faction or monster will be in the enterance. All kinds of flotsam and jetam will be scattered here and possibly stolen goods. Passages go deeper under waterline or under higher ground under the land
2 Coastal ruin may be semi flooded or overlooking sea. May be a human castle or tower but could be more ancient of the fishfolk and overgrown in marine flora. These locations are good bases for facions or monster lairs and passages into the rock may be dungeons or fish folk temples. You could imply the human builders were secretly hybrids or fish cultists
3 Reef cave on a section of reef possibly reachad on foot low tide. Their could be a dry chambers used by marine monsters human slaves that has air when entry sealed by water. A entry chamber might have pools or be partly flooded and swimming might be required to reach passages. There may be ruins and the cave might be natural or passages overgrown in coral, barnacles and plants
4 Sinkhole or a rocky coastline drops into a semi flooded cave system in the deep. Some marine species or monster may lurk in the entry chamber at the bottom of the shaft. Other deeper chambers may be more or less flooded
5 Shipwreck on a rocky outcrop sways to the rythm of the sea. A possible salvage target but risky. Inside the wreck creatures may lurk and other hazards of the wreckage. Normal ship deckplans will be moot as spaces filled with shateered wood, cargo crates and rocks where rooms might be. The wreck mignt be on top of a marine cave system or sea ruins. Giant octopi and clams love such locations and undead sailors are likley
6 Sargassum of giant seaweed with treetrunk like stalks rises from the water and can be climbed like walkways. Their are parts of shiprecks, fishing boats and nets caught up in the trunks. A vegetal arch leads into a chamber of kelp possibly woven or grown ito a structure. Some creature or faction will be here protecting passages beyond
7 Beach Wrack a vast mountain of seaweed on a coast with a gaping wet hole into the mound squirming with tiny sea creatures. A central chamber will have some giant creature lair or some marine faction camp. Driftwood, flotsam and jetsam will be scattered inside the entry
8 Seaside Manor usually a worn old noble house with an impressive view, now run down and dilapidated. May have some bandits, a hermit tor some animals like vermin swarms in the house but the cellar has passages into ancient mystertious sea caves. Some faction or a monster might limit entry
9 Lighthouse ruin wich might be semi intact with some life, even a bird colony. In the basement enterance where fuel was stored their are older stone tunnels into the rock. Factions might use the tower remnants like smugglers. A sperate marine faction in the cellar chamber leads on to an older complex and sea caves
10 Dead behemoth, some titanic seabeast has died and washed up on the beach (wonder what caused those huge bite marks. Giant vermin crawl over it and burrow into its flesh leaving a gaping enterance. The dungeon might be inside the beast with stomachs or other cavity chambers or the vermin might have burrowed into an ancient complex
11 Sand castle an fabulous giant sand castle on a beach. Some giant crabs made it from some ancient memory of their seige fighting ancestors. Creatures like giant sea beasts or sea faerie beings will defend the inner courtyard using the gatehouse. Other passages might be within sand or it may incorporate a older ruined complex. Crab folk or other creatures might battle to control this complex. It might wash away in a few days
12 Burrow mound in sand dig by some giant creature. It may have burrowed the complex or just opened a long forgotten complex. The creature may be in the chamber and remains of its meals or offspring might be in the entry chamber
1 Cell with barnacle-covered bars, chains and bones
2 Treasure vault with bars or locked metal door, coins might be coroded and fused into lumps
3 Sealed lmetal locker or stone slab door with racks of ancient coroded weapons inside
4 Holes and crevices with small dangerous animals like eels
5 Mass of seaweed, good place to hide stuff or someone
6 Collection of flotsom and jetsam, possibly a barrel or chest
7 Idol of a fish god with altar and offerings
8 Cursed fish folk gold (curses theif and can be tracked by cult)
9 Lungfish folk wizard in slimy hibernation pod
10 Mass of eggs or baby crittersm, possibly a swarm
11 Secret passage or crawlspace
12 Blocked rubble once a larger room or passage
d12 Sunken City Main Room
1 Sargassum room with giant kelp, a good place to hide, make an ambush or may have dangerous seaweed. Will have some natural light or magic light. Something may be overgrown by plants like parts of a shipwreck or stone coffers. May be a lair or creatures
2 Grave room with broken coffins, bones or ancient sarcophogi. May attract marine undead like sea ghouls or undead ship crew or ancient undead fish folk
3 Temple Chamber with ancient fish cults worshiped with idols of fish folk and their gods. Niches for shrines and releif carvings of fish gods gover the walls.
4 Split level cave with deep floor and ceiling with crude rock and shipwreck debris walkways at various levels. The lowest is partly flooded. A prefect place for an faction ambush or residence for some hermit or weirdo with a bed and stove. A creature in the pool with tentacles sure would be inconveniant
5 Pool cave with natural pool or a squre carved one with steps. A creature or passages out might be submerged
6 Garbage room filled with sea debris of shipwrecks and fishermen. Driftwood, nets, floats, seaweed, rowboats, a ship prow, anchors and the usual flotsam and jetsam crap from the sea. Dead sea creatures may lay about and some creatures come here to loot or find food. A passage could be under garbage
7 Machine room of rusted pipes and metal walls. May be making noise and doing something. Built by some ancient magical civilisation or some villain as a hiding place. A cult migt be trying to understand the machine or some ancient guardians could protect and maintain it. Some may be rust proof polished steel or seametal but rust and decay looks nice too. Their may be metal hatches and air tight doors in here
8 Ancient sea cave grottow with pools but also prehistoric or prehuman cave art and calcium
9 Treasure room with piles of coins, chests and other treasures looking fabulous and tempting. Either it is bait for a trap possibly an illusion or the property of a dangerous monster or planar being. It might be bargained with if you dont upset it or touch its loot
10 Eldritch cavern with prehuman monoliths and unatural eerie lights. Alien glyphs glow softly. Cults and fish folk wizards might be here seeking lore or how to activate this magic place. A planar being or eldritch horror might live here. Perhaps an imprisoned horror is in a stone capped pit
11 Chamber steeped in ancient intact frescos and colums. Its an illusion of the past. May be spirits or a ghost or some supernatural deciever. Perhaps it is some echo of the past. A magician could be preparing an ambush with illusionary cover. Perhaps guardian beings come out from the wall art or carved collumns
12 A Beautiful grotto pool with crystals and mist The pool has magic powers or might be a portal to another fish dungeon or the plane of elemental water. Possibly a guardian like a naga or nymph might be here or an elemental
d12 Sunken City Feature Room
1 Temple where once the fish gods were worshipped. With a huge vault held by statues of fish gods. The walls are
2 Throne Room where ancient fish folk bullied their air breathing slaves with spectacles and tyranical judgements. Has spectacular carvings of the fish religion. May be magical guardians or some degenerate offspring lurking here or a hybrid cult with their treasure
3 Vault of Ancestors chamber with niches or sarcophagi. The inhabitants may instead of being dead (or undead) may be ancient evil fish folk convinced they still rule the surface world.They might revive if intruders break a seal or some cult or faction will protect them
4 Egg Chamber where some monster has a nest and many eggs. It may protect them or its remains might be here. Other creatures may be here hiding among them or harvesting them as food or pets. Perhaps mother awakens from hiding or comes back at an awkward moment
5 Arena where gladiators once battled. May be a monster lair, have undead gladiators or could be operational run by criminals, a cult or fish folk
6 Secret Crime Cave a gigantic cave with a hidden enterance and a whole ship inside. Their are shacks with hammocks and workshops with equiptment. The occupants may be smugglers, wreckers, pirates or undead remnants. Other monsters or factions may have taken over with charms or replaced occupants
7 Inside stomach of some sea monster, their are several wrecked ships inside where some faction dwells. Perhaps their is a mouth or sphinceter door to get in. All kinds of treasure or lost beings might be trapped inside or willingly gather here where no sane person would enter
8 Elemental portal or node leaking power into our world. May have a planar guardian water elemental or may have a cult pr faction here to use the magic for themselves. Dead adventurers of the past and some strange sea magic items might be here
9 Sea Kingdom Outpost where one of the undersa factions operates a base. Will have some baricades and possibly an escape tunnel. Will be mostly soldiers and led by priest or a wizard. WIll have supplies and a payroll chest or some recovered treasure
10 Great Kelp Chamber with thick giant kelp trunks and a raised platform up high above a weed choked pool. Some creature will live on the platform or once did and will have a nest or furnashings. Maybe the pool has a monster or dangerous plants, slime or vermin swarms
11 Trident Chamber a holy chamber where a sea god keeps a magic trident. It will be trapped in rock or lava or behind a magic barrier. Magical guardians or treasure hunters of some faction might be here (or several arive via a seperate entry), maybe several and you can have a 3 or 4 way fight. Their is often a statue of the god and undersea ancient script of the fish cult and elemental water
12 Behemoth Pit where some huge beast is trapped in a pit or is sleeping here from ancient times. Someone has built a shrine here and suspended walkways over the beast with a platform to hurl victims from. A cult may be here or some magical explorers. The monster might be divine and bound by fragile magic. A greedy looter may try and remove the silver wards around the chamber. Perhaps a treasure is inside the creature
d12 Top Fish Cults
1 Dagon god of hybridisation, domination. He is a jerk who encourages evil to humans
2 Cthulhu god of alien wizardry and dreams asleep beneathe the sea on a city of darkness
3 Shoggoth cult who handle amorphous horrors with music. May grow them in vats or families use same ones for thousands of years. Use them for construction or war or as transport
4 Lampgulp a inscrutible anglerfish goddess of light, darkness, true love and hunger. Her cult marry males to her and they fuse into her flesh forever as her thousands of husbands
5 Sea Singers - lure humans into their arms with magic songs to enslave, eat or experiment on
6 Typhon - father of volcanoes, destruction and monsters, wants to get revenge on the human gods and destroy their creations and breed monsters
7 Fish Mother - goddess or spawning, healing and growing food who is mostly benevolant and even humans like her
8 Moon God/Godess - who controls the night sky, tides and protects night travellers and sleeping fish. Weakens the strong and strengthens the weak
9 The Outer Darkness - worship alien gods from beyond who need mortal help to invade and devour the universe. They are hungry for souls let them in!
10 Spirit Cults - various powerful spirits of bodies of water, undersea mountains, reefs and islands. Has links to spirit folk citizens of a under sea faerie civiliasation. Spirit fish folk can live as fish or humans or hybrids and live along side a variety of inteliegent sea creatures
11 Sea Dragon Cult - Tiamat & Apsu the primal dragons, Apsu was slain by Enki and tiamat waged war on human kind. The cult care for marine dragons and make sure their are plenty of monsters to menace coastal peoples. Other dragons are divine rulers of the oceans or seas with faerie spirit folk and inteligent marine creatures
12 The Lord of the Sea - Enki/Neptune/Possieden are some human names but to fish folk he will be a fish man rulling a court of his family always embroiled in drama. Some prefer his wife as no1




