Monday, January 16, 2023

Dungeon23: 010-016

Week two of #Dungeon23! Crikey.

10. The ceiling in the shaded area is sagging. Poking, prodding, loud noises, and other dramatic activity will cause it to collapse, burying unfortunate spelunkers in debris causing 3d6 damge, or half on a successful save versus Breath Weapon.

11. Six 10' deep pits, each covered with a heavy stone slabs that require two average strength characters -- or *ROBES -- to move. Two REDROBES stand guard over the pits, which contain any prisoners of your choice, or the unlucky GEOFF:

GEOFF, stuck in a hole: Armour 12 (none), Move 120’, 1st Level Fighter, 4hp, no weapons, Morale 9. Geoff is an average bloke with a strong sense of right and wrong.

Discarded in one corner of the room is a muddy cape. Close examination reveals it to be of very fine make indeed and worth 500sp if cleaned and repaired. It was owned by a foreign prince who may still be alive, and may reward its return.

12. A huge pile of skulls, picked clean. One REDROBE noodles around, sweeping up any skulls that have rolled away from the main pile. A single YELLOWROBE stands nearby, "supervising"; if it's possible for a faceless bunch of cloth to look bored, it does.

The pile contains a high proportion of dwarf skulls, should anyone bother to catalogue them. Underneath the pile is a trapdoor leading to room XX; the *ROBES have no idea it is there.

The LotFP rules on excavations are weird, so let's say it would take one person 12 hours to clear enough skulls to access the trapdoor, and a full day to clear the entire room, plus the time taken to transport the skulls elsewhere. Playing around with the skulls invites haunting by disgruntled dwarven ghosts. Thanks to Calvin for the suggestions!

13. A huge grub thing slips and slides around in its own slime. Two REDROBES are feeding bits of prisoner -- from room 11 -- to it; the grub doesn't like skulls so spits those out, and they are taken to room 12. While huge, the grub is quite weak and more or less mindless. Treat it as being unarmoured -- Armour 12 -- and having only a single Hit Point.

14. This room seems to have been an office long ago, although it is now ruined.

15. These corridors have been blocked by barricades made of junk. Two REDROBES stand guard at each barricade, watching for... something.

16. A faded mural depicts the deities/heroes/saints from room 2, with the faces scratched away. The -- literal -- defacement seems to be recent.

5 comments:

  1. CalvinPitt17/1/23 1:51 am

    In Room 12, with the pile of skulls, how does on determine how long it takes to clear them away, in case some member of the party likes diving through skulls for earrings or gold teeth?

    Is there a curse if the party decide to play croquet with the skulls?

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  2. I'm digging this. The ROBES definitely bring Zelda to mind for me, and I now see in another comment section that I'm not the only one struck that way. Great start to the year!

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  3. That Zelda comment has given me an idea...

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