Tuesday, January 24, 2023

Dungeon23: 017-027

Sorry for the delay; my computer decided that it wasn't having any of this "internet" business yesterday. To make up for it, I've done a couple of extra #Dungeon23 rooms.

17. A locked Bluestone Door, carved with tree designs. Don't worry, I will explain Bluestone Doors in a follow-up post.

18. A spiral staircase down to XX. Carvings of serpents line the walls all the way down.

19. The walls are covered with faded, but just about legible, graffiti in an ancient language, spoken by no one in centuries. If deciphered, the text mostly concerns an individual called Emlaan and the various sordid activities they are alleged to conduct with livestock.

20. A dusty but empty room. After a few moments, a frail, croaky voice whispers for help. It seems to be coming from the south-west corner but beyond that there is no evident source. The "voice" -- characters will hear it even if they somehow block their hearing -- is a mystical projection from Haaker in room XX and it is too weak to hold a conversation at this distance, but can at least instruct adventurers to go "below".

21. The *ROBES have no idea that this secret door exists.

22. The tunnel goes on for about 800 metres before emerging from a hidden panel in the floor of a ruined hut. A mouldy sack at the hut end contains 20sp.

23. The alcoves contain the mummified remains of priests and other personalities important to the temple in ancient days, standing upright as if to attention. Loose coins totalling 60sp and 10gp can be found between the three rooms.

24. The floor, walls, and -- most worrying of all -- the ceiling are gouged with great scratches, very similar to those of the shaft at 5.

25. A couple of dwarven skeletons can be seen, overgrown with black Terror Mould; see below. Tiny spores dance in the air. One of the ex-dwarfs has a purse containing 40sp, but digging around to find it will cause spores to fill the room, not just the dotted spaces. The purse itself is made of some sort of strange rubbery material that is watertight and impervious to decay -- which is why it survived the Terror Mould -- and is worth 30gp to a sage or other dubious old geezer. The purse has a capacity of 87 coins.

26. This hidden chamber contains the preserved body of a high priest or other noble figure. Wrapped around its shoulders is the pelt of some fabulous creature, shining in a rainbow of colours that have not faded over the centuries. The mantle is worth 60gp.

27. This hidden chamber contains nothing of interest but looks like it probably should.

A creature roans between rooms 23, 24, and 25; the *ROBES were not able to deal with it so built barricades at 15 to at least keep it away. Let's call it the CLAWED BASTARD, and we'll do statistics and a nice picture in a day or so.

M: The dotted squares indicate Terror Mould. It covers every surface in a thick carpet of fuzzy death, and spurts deadly spores into the air; characters that breathe must succeed on a save versus Poison if they enter a Terror Mould square, or die in 1d8 Rounds of asphyxiation -- as their airways melt -- accompanied by horrible hallucinations.


  1. CalvinPitt25/1/23 7:24 pm

    The Terror Mould is appropriately named. Would there theoretically be ways to shield themselves so they didn't have to keep rolling to avoid Poison?

    I'm very interested to see the CLAWED BASTARD. I'm picturing everything from Wolverine to a giant sphere just covered in claws or swords or buzzsaws or something.

    1. Of course! One of the great things about tabletop rpgs is the "tactical infinity"; problems can be solved in as many ways as the players can imagine.

      Perhaps they have a spell that clears the air, or they can summon a skeleton to go in and have a look, or one of the characters is a robot, or they fashion a makeshift breathing mask.