Dungeon
- extremely long hallway with doors on either side. takes 20 turns to walk down.
- some locked, some open, some missing, some broken
- table of random room contents (d100):
- 1-30 are empty
- 30-40 contains a skeleton in rags manacled to the wall
- 40-55 contains skeleton in rags lying on the ground
- 45-50 contains a skeleton sitting in a chair facing the corner
- 50-100 tbd
- one is a door to a minor dwarven kingdom, deep below the earth. There is a vertical passage that opens into a huge cavern. A massive stone tower rises up in the center, atop a rocky island, surrounded by still black waters. There are chain bridges festooning this cavern that attach to the tower at all different heights. The bridges lead to different tunnels that intersect a dwarven tunnel system.
- in the water is a cave, which is the lair of an ancient aboleth. the dwarves don't stray down below a certain level of the tower for this reason.
- Random Encounters (in a room):
- armored skeleton guards playing games in one room.
- playing one of these games, whose pieces are worth 500gp (roll 1d4):
- cards, poker chips (actual gp)
- a miniature wargame (skeletons vs. goblins, miniatures worth a lot to a collector)
- chess, but on a globe (exotic game worth money to the right person)
- dice (made of ivory and gem insets)
- sleeping minotaur, cradling a terrified prisoner.
- green slime dissolving a pile of bodies. kill it to reveal level 2 treasure hoard.
- goblins busted through the wall from their secret tunnel (1d6). tunnel can be followed to the goblin's secret network of passages and dwellings.
- ghost of former prisoner that forgot it's dead. wants pardon for its crimes. promises to offer information (roll 2x on rumor table).
- disturbed a rat's nest made of discarded prisoner's belongings (level 2 treasure hoard)
- torture room - a ghost torturing a dwarf (can lead PCs back to the Dwarven castle, which is a good place to rest and regroup).
No comments:
Post a Comment