I started a new day job last week. That's my excuse for missing Megadungeon Monday. I'm not sure I'm convinced.
Still, here's some #dungeon23 content bringing us up to date, and (gasp) completing Level 1!
39. A small room full of old candles, a single rotting wooden desk and an even more rotten stool. A bone scroll case has rolled under the desk, and contains a beautiful -- and well preserved -- illuminated text that finally resolves a centuries-long academic dispute between rival schools of historians. One group will pay 300sp for the scroll, but their rivals will offer 400sp to "lose" the scroll instead.
40. Single occupancy monastic cells.
41. This cell is packed floor to ceiling with TERROR MOULD. Somewhere in the middle of the fungal blooms is the corpse of a dwarf; good luck getting to it!
The unfortunate fellow was carrying a pair of rusty daggers, and a sack containing 456sp and a magical potion of healing. The problem is that the potion originated in the Opposite Universe and in fact does 1d6+1 points of damage to anyone drinking it, unless they also come from the Opposite Universe.
42. A locked brass gate -- itself an Oversized item worth around 150sp -- blocks access to the outside world. Or the inside world if you're coming the other way. Two 8' statues of generic holy warriors guard the room and pierce visitors with their stony gaze... but are just statues. One's shield features a tree motif, while the other's features a coiled serpent.
43. Through the bars of a heavy -- and locked -- iron gate can be seen a large metal wheel set into the floor. The mechanism is ancient and stiff and turning the wheel requires an Open Doors test, with a +1 bonus if anyone thinks to apply oil. The mechanism activates the watchemacallit in XX.
44. A large but simple dining hall, with huge tables for swashbuckling atop.
45. An old kitchen with all manner of improvised weaponry, and also a nest of seven SKULLBUGS, munching happily on the Terror Mould, to which they are immune.
46. The secret door is small, about 2' by 2', and at ground level. It is concealed from both sides.
47. Four very old wooden chests sit empty and in a state of rotten near-collapse.
48. A weird orange goo drips from the ceiling in this area; save versus Breath every 10' to avoid the drips. The goo is quite sticky and difficult to remove, but is otherwise harmless. It tastes both sweet and sour.
49. A pair of GREENROBES lurk, paying most attention to the corridor to 50.
50. A very fancy spiral staircase, decorated with an elaborate carving of a serpent, leads down to XX. If the carving could be somehow removed -- it is part of the staircase so good luck with that -- it would be worth 10000sp.
51. One YELLOWROBE and three REDROBES loiter here, looking for something interesting to do/kill. A secret panel in the north wall hides a rusted iron box containing 470sp.
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