D&D Miniatures02/26/2004


Tunnels of Doom
A Random Dungeon for Use with D&D Miniatures



This 4th-level random dungeon uses Dragoneye miniatures. It's meant to play faster than a typical adventure, with fewer and more challenging encounters. Playing through this random dungeon should take only 2 to 3 hours, or less if your PCs die horrible, humiliating deaths before then. If that happens, you can always just start again.

The only materials you need to play this random dungeon are

  • The dungeon rules and deck lists
  • Four to six player characters
  • The downloadable map (280k ZIP/PDF)

Dungeon Rules and Deck Lists

Map: Download the map of the dungeon. It matches the pull-out map from the back of the 3.5 Dungeon Master's Guide, which is scaled for miniatures use. Mark the doors as shown. The entrance is through the stairs.

Rules: Follow the rules given in Chapter 7 of the Miniatures Handbook, except where noted.

Miniatures: This random adventure uses all Dragoneye miniatures. If you lack any of the figures mentioned here, feel free to substitute Harbinger miniatures that possess similar CRs.

Wandering Monsters: At the end of every round, roll a d10 for wandering monsters. On a result of 1 or 2, a wandering monster arrives on the scene. Draw the top card from Wandering Monster deck and place it at the farthest point from the PCs where the creature can still see at least one of the heroes. Defeated wandering monsters go back into the Wandering Monster deck when defeated. Below is the list of cards to place in the Wandering Monster deck for this random dungeon.

Wandering Monster Deck List

  • Baaz Draconian
  • Kapak Draconian
  • Wererat (Hybrid Form)
  • Grimlock
  • Chitine
  • Troglodyte

Doors: Whenever the PCs open a door for the first time, roll a d10. On a result of 1 or 2, the door is trapped and inflicts 1d6 points of fire damage to all creatures adjacent to it. If a hero succeeds at a DC 18 Search check, the trap is disarmed before it goes off. PCs who make a DC 19 Reflex save take only half damage from the trap.

Characters: Players can take their own, standard D&D heroes into this dungeon. You might consider this adventure to take place outside your regular game's continuity, so that you don't need to enforce permanent alterations to the heroes such as ability-score drains, petrification, death, and so on.

Alternatively, players can create new PCs using the classes from the Player's Handbook or the Miniatures Handbook for this random dungeon.

Finally, players may choose suitable heroes from the miniatures themselves and use their printed RPG stats. Four possibilities are given below. These characters also could be hirelings to bolster the strength of the PCs' adventuring party.

  • Cleric of Order
  • Hound Archon
  • Nebin, Gnome Illusionist
  • Dwarven Werebear (Hybrid Form)
Dungeon Deck
# in Deck Card CR Group Habit Room Feature
1 Thayan Knight 7 Bloodthirsty
1 Daring Rogue 5 Attack +1
3 Dwarf Barbarian 2 Half-Elf
2 Half-Elf Sorcerer 2 Half-Elf Cursed Room
2 Medium Air Elemental 3 Elemental
1 Orc Druid 5 Druid Hateful (dwarves)
2 Dire Ape 3 Druid
1 Blue Wyrmling 3 Greedy (300 gp)
2 Cleric of Nerull 4 Pain
2 Medium Water Elemental 3 Elemental
1 Urthok the Vicious 6 Hateful (elves) Damage +1
2 Carrion Crawler 4
2 Bright Naga 3
1 Drow Wizard 4 Drow Evil Attack +1
3 Drow Warriors 1 Drow Distracted
2 Large Monstrous Spider 2 Drow
2 Gargoyle 4
28 Total Cards

About the Author

Dale Donovan is a 14-year veteran of the gaming industry, during which time he edited Dragon Magazine, wrote or edited many Forgotten Realms products (along with every other roleplaying line produced by the company, be it TSR or Wizards), moved from rural Wisconsin to suburban Seattle, and served as a Managing Editor. As a freelancer, he's worked for Steve Jackson Games, Guardians of Order, White Wolf/Sword & Sorcery, the Valar Project, Green Ronin, and Wizards, among others. He loves RPGs, horror and fantasy fiction, comics, movies, most every kind of music, and his lovely wife and wonderful daughter.

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