Sunday, August 26, 2018

6 Dungeon Rooms


  1. A rotten library, filled with shelves.  There's a handful of books that remain worthwhile hidden in the stacks- spend 10 minutes and roll a DC20/15 Perception test to search.  If you roll 20 or above, you find the book you need.  If you roll 15-19, the book is there... but it's in the hands of a damn flying monkey, who pokes its head out and chatters at you loudly.  Careful with your attacks, don't want to damage the text...
  2. In each corner of the room, an iron statue of a woman with a veiled face, ropes coiled at the feet of each statue.  On the far wall, a door that says "please go away."  If you leave, nothing happens.  If you approach within 5' of the door, the iron maidens spring open, and the ropes come to life, lashing out to drag party members slowly towards the waiting spiked containers.
  3. A giant frog sits in the center of a room, on wooden floorboards.  He slaps his hands wetly against the ground when he sees you.  Around him are a scattering of objects- a broken chair, an old shirt, etc- but also a brass lantern; a fine silk rope, coiled expertly; a swirling vial of silvered liquid; a finely honed longsword.  If you talk to him, he says only: "BRAAAP.  BRING ME...." (roll 1d6)
    1. HEAVY
    2. LONG
    3. WET
    4. GREEN
    5. ALIVE
    6. (roll twice and combine, ignoring further 6's)
  4. Along the back wall are six valuable urns sitting on a mantlepiece.  In front of them, a heavy stone statue with burning red eyes and a baleful glare!  It's unbelievably slow and heavy- it can only move 5' per round.  However, every time it stomps forwards 5', one of those priceless urns slides forwards right off the shelf, crashing to the ground....  He hits like a truck, too.
  5. In the center of the chamber, a chasm, spanned by a long rope bridge.  About 30' before the bridge, a large, green slime- placid, unconcerned.  It doesn't really care about you.  Hanging above the close side of the bridge, an odd packet of cloth about the size of a waste basket, tied around with rope.  The air smells sickly sweet and sulfurous.
    • Stepping onto the bridge, the three kobold archers far on the other side pop out and fire on the bundle of cloth, breaking it open- rotten meats and fruits and mushrooms spill out onto the bridge.
    • The large green slime- if left intact- slowly oozes over onto the rope bridge to get at the bounty.... its acids working away at the ropes.
  6. A crystal cavern, redolent with crystals of all sizes that tinkle with slight chimes as you pass.  12 large crystals stand tall around the room, each reverberating with a different note on the scale.  Whatever song the players play first by striking the crystals, an Angel of Law and Music appears.
    • If it was a good song, the angel is pleased, and whispers one of the words of Musical Order into a proffered weapon, which becomes a +1 Weapon of Law (+1 when wielded by a lawful creature, or when attacking a chaotic creature).  Once per day, a Bard can strike this weapon against a hard surface as a part of their use of Bardic Inspiration, in order to increase the size of their Bardic Inspiration die by one step.
    • If it was a bad song, turn up Beethoven's 9th symphony (first movement) and play it loud.  The angel attacks the player of the song that summoned it, for as long as the first movement is playing.

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