Monday, 30 March 2026

6-Room Dungeon 5: Glacial Chasm



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

Redbrick episode has some great comments and a map made by a reader. 1 million xp for every dungeon map you make. Im sure your DM will be fine with your level-ups.

As I write these, I refine what some elements mean. When I've done these, I will revise and compile. The first monster table is for wandering monsters and minion types. Will revise so the final room is a more obvious boss fight.

I could do for each zone type:
Rumour table
Mission table
Door or corridor types
Treasure
Dungeon intelligence? 

Suggestions welcome
Will keep it simple and maybe revise some of the older, bigger versions later.

Glacial Chasm
This was the state of much of the world once in the age of stone and bone. You can still find them in cold regions, mountains or even in winter locally. These frigid crevices are havens for ancient creatures rarely seen in most lands. Some spawn seasonally and even grow as new passages melt or creatures may even expand them. Compared to other zones, the inhabitants are less likely to not be cooperative and might be indifferent or hostile. The dungeon type is in some ways more like wilderness, but some more deliberate and dungeon-like with a purpose. Peoples come here to learn of the past, including wizards who seek the foundations of their craft


d12 
Glacial Chasm Decor
1 Columns of ice

2 Frozen standing corpse, often lots of meat chewed off
3 Stained snow d4 1=red 2=yellow 3=black 4=green
4 Huge icicles
5 Soft, fluffy snow or ice crystals
6 Muddy stream with loose gravel
7 Dripping icy hole
8 Ice over water, possibly with an opening
9 Frozen corpses under the floor
10 Chasm with ice bridge
11 Stunning ice crystals or formations
12 Iceflow covers the passage or door

d12 Glacial Chasm Hazard
1 Natural deadfall of ice or avalanche
2 Thin ice over d4 1=pit 2=pit with icicles 3=cold water 4=shaft to lower level
3 Slippery slope into 1=pit 2=wall of icicles 3=icy water 4=lower level
4 Icicle fall
5 Sleeping monster
6 Qake and falling ice and rifts
7 Survivor shack with deranged residents
8 Icy wind chill save or d3 damage (1 in winter gear) 
9 Ice, cold or winter monster lair
10 Volcanic steam vent and melting ice
11 Dangerous ice bridge over a chasm or icy water
12 Portal to elemental planes of ice and cold or icy hell

d12 Glacial Chasm Monsters
1 White apes or yeti
2 Wolves, possibly dire or supernatural
3 Elk or stag folk
4 Ice or steam imp 
5 Mammoth or woolly rhino
6 Goblin or orc gunters with pets (wolves or giant bats)
7 Terror birds or giant albino cave penguins hunting
8 Ogres or a hill giant or a cyclops
9 Herd beast 1=cattle 2=elk 3=giant goat 4=auroch herd
10 Snow leopard or sabretooth ambush
11 Bear d4 1=black 2=panda 3=brown 4=cave 5=polar 6=giant ice koala
12 Humanoid ice folk, cave folk or ape folk

d12 Static Monsters
1 Ice toads
2 Ice Trolls
3 Ice living statue
4 Ice mummy, possibly with minions
5 Wendigo humanoid or gnopkeh (cross woolly rhino and basilisk)
6 Ice golem or ice crystal animals
7 Ice devil or Ice Nymph and followers
Ice worm or woolly horned serpent
Frost salamander or giant ice lizard
10 Cold or ice or air or water elemental
11 Frost giant with pets and followers
12 White dragon on treasure

d12 Entry Content (roll d4 extra doors)
1 Dripping glacial cave with meltwater pool, beautifully sculptured and other worldly. Eerily calm and tranquil. May be empty, have some random monsters camping or perhaps a supernatural spirit or faerie folk
2 Crack in ice wall through the ice into ancient glacial caves. May be trapped or have a deadfall or other hazard to reach interior
3 Chilly ice cave with gravel and icy slurry. Loose chunks of ice drop as thaws. May be lair of some prehistoric beast and remains of kills visible. An older passage beyond continues
4 Iced over frozen water entry into an ice cave, ice is too thin for an armoured human with a burden. May be covered in powdered snow and hard to detect without cold-weather experience. In some cases, an aquatic guardian might live in the water or even a hungry monster
5 Ice cave in the bottom of a steep chasm exposed by an ice quake. A great shaft could be climbed but easy with ropes and planning. A guardian might lurk at top or bottom. Some ice might fall and the wall might shake for an added moment of drama
6 Ice worm burrow entrance made by giant creatures. It may have breached an older ice cave system, possibly artificial or ruins. Iceworm may be around and left eggs or infants. Other creatures might use the chamber or live in the shadow of the worm, eating lesser vermin that pester the worm
7 Ice mine chisled out by humanoids trying to extract something like a frozen mammoth for meat, precious ice crystals or to make an ice tomb. May have accessed older tunnels or built the complex
8 Entry carved into a huge ice skull. Inside is a deeper passage, a meltwater pool and rune carved dolmen of ice. Was this made by hands or supernatural influence. Other shrine decor here and possibly some kind of guardian being like an ice golem. Creatures or humanoids or even a cult might be attracted here or even bloodthirsty adventurers
9 Ice crystal monoliths carved with symbols around an icecave. An extraordinary entry like a ancient barrow or hill temple complex but made of ice. May be inhabited by living peoples or ancient icy undead. Inside are other chambers 
10 Carved by ice giants, an ornate ice gatehouse occupied by a gang of servitors or perhaps the last giant or a pet. Huge ornate chamber with relief sculpture of ancient giant lords. They may have built complex or guarding it from humans
11 Ice crystal or stone monolith is a portal to an eternal ice dungeon realm. Usually access is limited with a small staging pocket dimension with a real passage to the other realm within. Such a dungeon will have strange properties with unmelting ice and stranger inhabitants and ice spirits
12 Carved with ornate elven style, as a wondrous faerie or spirit outpost. Ice is made to be unmelting and have properties of stone or wood. Has ice doors and windows and will have a guardian or magic trap even if long abandoned

d12 Subrooms
1 Tomb with an ancient frozen mummified corpse with stone tools and ochre
2 bottles or other objects holding evil spirits, hopefully for all time
3 Niche with furs and a campsite good to sleep in with support from hides and mammoth bones. Grindstones and some flint flakes
4 Cachet of d6 1=stone and bone tools 2=fish food 3=tusks 4=dried blubber 5=barley 6=seaweed
5 Meat locker full of frozen meat, dead livestock and possibly people
6 Airshaft or sinkhole to surface but a long climb
7 Pit of frozen sewerage
8 Pit full of bones
10 Pit with live creature or pet
11 Cage or pit with prisoner
12 Shrine with magical trinkets and crude idols

d12 Major Rooms
1 Great hall cave with fire, meltwater catchment, gravel floor where families of creatures once relaxed together here. Often, a fireplace and small huts of bone or hide. May be inhabited by living or dead monsters or wild creature as a lair 
2 Holy gallery with relief rock carvings, paintings, and clay sculptures. Rituals are often performed here with priests and ceremonial initiates into cave mysteries. There may be tribal folk here for a ceremony, an ancient cave spirit or a beast lair. Many ritual objects and art materials here
3 Bone room where prehistoric animals fell into a sinkhole or washed here after a disaster long ago. Looks like a scene of horrific carnage. Maybe bones or frozen gore piles. A creature might still be alive or an undead prehistoric beast or assemblage of body parts might form 
4 Butcher's cave with bloody bones, drying racks and tools with troughs for blood. Frozen bodies in rows, in blocks or on hooks. Pristine, clean or frozen blood everywhere. The butchers may be here at work and happy to butcher visitors too
5 Barren cave living creatures shun, but maybe haunted. Some remains or disturbing art might be a warning. Maybe curses or have a spirit here, perhaps it could be befriended?
6 Water cave with pools and perhaps a flowing creek or bigger. An aquatic monster is brumating here and will awaken if anyone moves or talks in the area. Maybe waterways flowing into the underland are used for trade
7 Burial cave with niches in stone for bodies with stone trinkets. An ancient mausoleum may have guardians or spirits protecting them from robbers or perhaps the dead are evil. Vermin might dwell here or ghouls
8 Prehistoric shrine with idols, ceremonial firepit and altars. May include ancestral remains and other treasures. May be inhabited by tribal beings or spirit who will be angry but may be appeased with communication. They might also be hungry or hateful of intruders
9 Fungus cave with giant and luminous fungi. Giant bugs, worms and maybe even goblinoids or brumating frog or lizard folk might live here
11 Cavern with mysterious deep pit into the depths d4 1=well 2=portal 3=lava 4=cavern leval 5=prehistoric ruin dungeon 6=prehistoric undead pit with treasure 
12 Ground down, worn basalt ruins covered in dripping ice, pillars and pylons with prehuman runes. Strange altars with symbols and niches gems on the top had some purpose. Other niches for skulls in pillars might exist for more bloody cults. A prehistoric construct might guard here or perhaps adventurers camping or some faction seeking ancient lore  

d12 Feature Rooms
1
 Crystal cave with waterfalls, crystals may be dangerous or affect the mind or magic. It may have strange harmonics. A magical monster lives here, maintained by the local manna fields
2 Tar pit of black sludge with skeletal or fleshy remains in it. Some came here for tar to make torches or waterproofing. Others to collect flammable oil. At some time cult rituals here created a tar horror amalgam of corpses that now adds to its mass of gore. On a bad day cultists are here sacrificing or worshipping as the tar horror appears. Dangerously flammable with pools of rock oil
3 Sinkhole from main level has collapsed into an ancient cave or prehistoric temple at the bottom. Hostile wizards, ancient undead or spirits may lurk here. Possibly, this recent cave opening has awakened an ancient evil frozen for thousands of years. May be partly flooded or have a pool damaging ancient mummies
4 Haunted ice tomb carved by tribal humanoids or civilised peoples. Door will be a massive slab, possibly trapped and protected by magic. Inside ancient undead or competative arcane plunderers. May be a central crypt and or burial niches
5 Faerie Stronghold with magical unmeting ice used by winter court faeries and sylvan folk. Might have modified a previous chamber seasonally or it may be an ancient ruin. May have magical defences and may have living or undead occupants. May have been an outpost for renegades or some faerie kingdom intruding into the world. The most powerful inhabitant will use powerful magic. There will be many petty magical trinkets and faerie luxuries here 
6 Frozen prison made to keep some beings imprisoned. Proisoners will be trapped in ice columns in rows. There may be a magical guardian warden but it may have recently failed and prisoners are thawing out. These ancient beings will be prehistoric horrors unseen for ages. They may have been raiding outside and have some prisoners and treasure
7 Thawing monster of the ancients, possibly trapped deliberately. The creature is huge and semi-exposed, possibly in magic ice. Other creatures, cults or explorers may be trying to help it or seal it. Some might be harvesting it for meat or occult materials. The creature is a type unseen since prehistoric times and would certainly be a menace if it awoke
8 Imprisoned elder god trapped in magical ice or in a magic symbol with warning signs and spikey hostile architecture made to warn future peoples. May have a guardian or attracted servitors or worshipers who seek to free it, possibly unknowingly. The creature is hideously otherworldly and might summon allies to out world
9 Some magic apparatus here needs repairs and special fuel and has an artefact like magic effects over the region. Requires months of study to comprehend and start operation. Wizards or cultists will be here to restore the machine. Maybe an artificial god, a gigantic colossus, a magic item factory, an apocalypse engine or worse
10 Temple complex with savage finery, rune-carved monoliths and a crude stone altar. Ancient spirits, undead or some cult may be here. An ancient construct or holy guardian may remain guarding ancient treasures
11 Stone moulded by stone age sorcery with prehistoric arcane sigils on the walls, where cave wizards once lurked. Some are long sealed with haughty wizards inside undead or sleepers. Explorers may be trying to open or perhaps residents inside has called out through dreams to find dupes to release them
12 Portal Chamber where a cult or wizard faction try to activate an ancient portal to travel or summon something. The portal might be usable or require some work to activate but strangers are not welcome unless they bring portal parts or fuel (blood, gems). If another plane connected beings from there may be guardians like salamanders or ice devils

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