1 Name: 4shenfell : 2025-06-08 13:31 ID:agpujMFv [Del]
Hi peeps, decided to start this thread as a compilation of my D&D dungeons. these are all made to be fairly short and only take a few sessions maximum to complete.
To preface, these are build for an open world sandbox game using OSE, a retroclone of B/X D&D. As such, it's expected that any adventuring party will be taking their time checking for traps and secrets so I'd reccomend any GM track how much time is being spent in the dungeon, for torches and the like
Anyways, I hope y'all enjoy these
2 Name: 4shenfell : 2025-06-08 13:49 ID:agpujMFv [Del]
Nasharum Mines - The mines connected to the small dwarven town of Nasharum. Recently the dwarves opened up a new section, finding an ancient elven ruin deep under the ground. Swarming out of these mines, however, came small lizard-like monsters wielding weapons. The miners fled, causing multiple cave-ins to quell the horde as they ran to the surface. The monsters are now trapped in the mines, unable to return to their lair in the elven ruins, and are willing to fight to the death.
These monsters are running low on resources. If the dungeon is not fully cleared of the kobolds by the end of week, they will swarm out of the mines and destroy the mostly unguarded town.
- The Foreman of the mine is willing to offer 15GP per kobold scalp as well as a share in the mine once it has been made safe enough to operate again.
- A Dwarf by the name of kowalski will also ask after his dagger, a hand me down from the old world, it is magic and he is willing to offer a bag of gems for its return (100gp) .
- A dwarf lost one of his wives in the mines, wants her either out of the mines safe or at least a memento (500gp for safe return, 100gp for marraige necklace)
3 Name: 4shenfell : 2025-06-08 14:30 ID:agpujMFv (Image: 1268x979 jpg, 256 kb) [Del]
L1 - upper mines
Entrance:
Northwest storeroom, leads to town
Exits:
eastern room, corridor leads down to the Northwest corridor of L2
Central room, chute on the eastern wall leads down to the barracks on L2. the Kobolds in this room will use this exit if they fail a morale check in battle or they hear combat in the barracks
Key:
K: kobold encounter
K+: kobold enounter with 2x kobold bodyguard
T: traps, simple pit traps made by the kobolds. they are easy to spot (+50% on a spot check). kobolds are light enough to run over these traps without triggering them
G: treasure, dead miners with gems in their pockets
L: locked door
C: cave-ins. these sections can be opened up once the mine is cleared, leading to new dangers or additional income for the mines.