This post constitutes Part 3 of my ongoing effort to stock the sample dungeon level from the DMG p. 95. (See also James C.'s original announcement of the project, his updated list of participants, and my own stocking installments Part 1 and Part 2.)
I am stocking this map as a Level 3 dungeon and am using the Labyrinth Lord basic dungeon stocking tables on LL p. 124 to stock the map, with a few customized twists, i.e., I am deliberately placing a few monsters and treasures as I see fit. I am also using Michael Curtis' Dungeon Alphabet and some of the random tables in the back of the Advanced Edition Companion to randomly generate "special" encounters and miscellaneous and/or atmospheric room features.
So here we go, stocking rooms 9 through 14:
Room 9: Rolled and got "unique." So next I rolled on the "Random Features" and "Random Characteristics" Tables (AEC p. 148-149) and got "portcullis repulses." I therefore rule that the concealed door leading to Room 23 is in fact a magical portcullis, which shocks anyone touching it for 2d6 electrical damage, and may ONLY be raised via a knock spell being cast upon it.
Rooms 10-13: Rolled and got "empty" for all four of these rooms. Thus I decided to assign some features myself (rooms 10-11) and to roll on the "Random Original Purpose of Rooms and Chambers" in The Dungeon Alphabet and the random "Atmospheric Details" table in the AEC (for rooms 12-13) to determine these rooms' original purpose and add some atmosphere and flavor. My results are given in the key entries below.
Room 14: Rolled and got "unique." I then rolled on the "Random Features" and "Random Characteristics" Tables (AEC p. 148-149) and got "alcove heals." In response to this I posit that there is a shallow alcove in the middle of the east wall -- right across from the number "14" on the map -- which will accommodate one human-sized being at a time, and will heal 1d4 points of damage per individual, once per day, for anyone stepping fully into it.
Thus my finished key to Rooms 9-14 looks like:
9. Magic Portcullis Chamber.
The concealed door leading to Room 23 is in fact a magical portcullis, which shocks anyone touching it for 2d6 electrical damage, and which may ONLY be raised via a knock spell being cast upon it.
10. Cell Block Guard Post.
A broken partial spear haft leans against the east wall here, and anyone examining the wall above the leaning haft will find some obscenities etched there in bugbear. All of the doors along the passageway to the south are locked.
11. Cell Block Guard Room.
Rusty keys to the cells in the cell block hang on a peg. Otherwise empty.
12. Waiting Room.
A humid breeze blows through here; splotches of foul mold coat most of the walls. Otherwise empty.
13. Trophy Room.
A humid breeze blows through here; a ferrous smell permeates. Many empty shelves and trophy cases here, long since looted. Otherwise empty.
14. Chamber of the Healing Alcove.
This otherwise empty chamber features a shallow alcove in the middle of the east wall -- right across from the number "14" on the map. The unmarked alcove will accommodate one human-sized being at a time, and will heal 1d4 points of damage per individual, once per day, for anyone stepping fully inside it.
Next time: Rooms 15-18!
[New Magic Item] Ward Against Birds
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