Sunday, April 17, 2011
DMG Sample Level Stocking Project Part 6
This post constitutes Part 6 of my effort to stock the sample dungeon level from the Dungeon Masters Guide p. 95. Interested parties should consult James C.'s original announcement of the project, his updated list of participants, and my own stocking installments Part 1, Part 2, Part 3, Part 4, and Part 5.
Parameters:
(1) I am stocking this map as a Level 3 dungeon.
(2) I 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 "unique" encounters and miscellaneous and/or atmospheric room features.
Now to stock rooms 24 through 27:
Room 24: Rolled and got empty, no treasure. I also rolled on the "Random Original Purpose of Rooms and Chambers" table on p. 32 of Michael Curtis' The Dungeon Alphabet and got "Bedroom, Average."
Room 25: Got empty, no treasure. I subsequently rolled on the Dungeon Alphabet's "Original Purpose" table and got "Cell, Monk."
Room 26: Rolled trap, no treasure. Rolling on the random traps table on p. 147 of the Advanced Edition Companion yielded a result of "Spear Trap."
Room 27: Got empty, no treasure. The Dungeon Alphabet's "Original Purpose" table indicated that this was a "Study," and rolls on the "Random Atmospheric Details" Table (AEC p. 147) and the "Miscellaneous Room Contents" Table (AEC p. 148) got "odor of sea air, misty, with a cold breeze" for the former and "cart, broken" for the latter. This suggests to me that there is a broken cart laden with scattered (and shattered) sea shells here.
So the finished key to Rooms 24-27 looks like:
24. Abandoned Priest's Bedchamber
A broken cot and a wooden holy symbol of some obscure, long-forgotten cult are all that remain in this bedroom.
25. Monks' Barracks and Prayer Niche
The remnants of a few cots and one moldy monk's robe lie scattered about in here. The western L-shaped passageway leads to a small (barely 10' x 10') meditation chamber with a couple of halfway-burned-down (but still usable) candles set into a niche in the west wall.
26. Spear Trap
A faint golden glow or twinkle illuminates the far eastern wall, luring the greedy into this room. The glow is produced by some illusory magic; there is no treasure here. Anyone stepping or flying into the eastern 60' x 20' rectangular section of the room will be fired upon by a deadly spear trap, which attacks as a Level 2 Fighter and inflicts 1d6 + 1 damage per hit. The spear trap fires once per round at anyone in that section of the room, and the supply of spears cannot be exhausted. Any wandering monster encountered here has a 2 in 6 chance of being the carcass scavenger from Room 39.
27. Shell Collector's Study.
A cold mist clings to the floor of this chamber. A broken cart laden with scattered (and mostly shattered) sea shells is parked in front of a splintered desk and bookcase. A few moldy (and therefore valueless) books -- treatises on marine life -- remain, piled amongst the furniture rubble. A cold breeze smelling of salt water wafts in from the northwest passageway, swirling the mists.
Next time: Rooms 28-30!
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