Saturday 1 August 2020

RPGaDAY2020 - Dungeon Map Key

    For RPGaDAY2020—my first foray into this challenge—I am keeping it simple and just keying the beautiful dungeon map that Simon Miles from Dunromin University Press made to present the prompt words. I am using each prompt as my prompt for the room. I will simply keep editing this post with new entries throughout the month. 


    For keying dungeons, I like to use this little table which I stole from the Two Week Megadungeon post at paperspencils.com. 

    1-10: Empty
    11-13: Creatures
    14-16: Creatures with Treasure
    17: Trap
    18: Trap with Treasure
    19: Something Weird
    20: Unguarded Treasure

    "Empty" doesn't mean empty of course—it means steal something from Courtney Campbell's On Tricks, Empty Rooms, and Basic Trap Design which is worth ten times what I paid for the PDF. 


    ---------------

    Dungeon Key

    1. Beginning. A twenty-foot wide wattle portcullis made from living woven maple saplings. Damaging the saplings causes them to sprout new rapidly-growing branches to fill the gaps, squirting thick sap from the wounds. 
    2. Change. Wide corridor with a kink in the middle. Walls are covered in flowering vines: smelling different coloured flowers causes skin to change to the colour of the flower, plus increase a random ability by 2, and decrease a random ability by 2. This lasts for one hour; only one flower effect can be active at a time. Once the random abilities are rolled for a certain colour, all subsequent sniffs produce the same pair. At the far end is a thick curtain of hanging flowering vines, hiding a stuck wooden door
    3. Thread. Vestibule with large spools of ancient thread fixed to the West wall. East wall has some collapsed rubble: one spool of green thread leads from a spool into the collapsed rubble (probably someone was marking their trail with it and the passage collapsed behind them). Open archway to the South. 
    4. Vision. Octagonal room with mirrored doors to the East and West. They will only open if no living thing is reflected within them, and no living thing observes the reflection. 
    5. Tribute. The ceiling is supported by two black stone pillars in the centre of the room. In the south there is a black stone altar, depicting a two-headed god (Cow & Bull) with its hands carved into the shape of an alms bowl. To the West there is an iron door locked with a rusty keyhole. 
    6. Forest. This natural cavern holds a dozen full-grown big-leaf maple trees. Despite the darkness, they are thriving and appear to be in full leaf as if it were mid-summer. A rough-hewn passageway leads to the North. 
    7. Couple. Two large maple logs have been buried in narrow pits so the logs stick straight up like telegraph poles—each log has a face carved into. The faces are kissing at each other. 
    8. Shade. This room has been enchanted with magical Darkness. It smells like oil and there are faint jingling sounds from the ceiling. The doorway to the East is rimmed with razor wire, so that people feeling their way along will get cut. There are delicate copper chains hanging from the ceiling—worth about 100gp total if removed. 
    9. Light. In the centre of this octagonal room an iron brazier burns on a metal stand. It gives off no heat (it is actually a permanent illusion). Anything flammable placed in the brazier will "ignite" with illusory flames, which give off no heat and cause no damage. They object will burn about as long as it would if it really were on fire. 
    10. Want. A small temple—rows of stone pews facing a thin trough full of scented oil
    11. Stack. The floor has a large colourful mosaic, with an interlocking square pattern. Three enormous skulls are stacked atop each other. Then turn with a grind to face you. The referee should roll on a reaction table. The middle skull can speak, albeit with an ancient accent. The skulls want to determine the meaning of the floor mosaic. The stack levitates and can attack with bites. If a skull is knocked off the stack it goes into a berserk rage and gains +1 or advantage (or whatever suits your system) on all attacks until it is crushed into dust. 
    12. Message. An enormous mirror in a gilded frame covers the east wall. Inscribed into the surface is: "See here your true self/bloody, bare and once more alone." A pressure plate in front of it triggers a huge spear to crash through the glass, straight into the viewer. Behind the mirror there is a low metal chest with 250gp inside. 
    13. Rest. This room has two heavy iron doors, each with a key inside the lock on the inside side of the door (doors are unlocked to begin with). Four iron posts surround a large iron sarcophagus. The sarcophagus has a relief image of an ugly woman wearing fine silks. Inside the sarcophagus (opens easily on hinges) is a long-dessicated corpse of someone wearing disintegrated silk clothing, plus 500 silver coins in a circle around the body. 
    14. Banner. An empty bestiary, with unlocked rusty cages lining the walls and hanging from the ceiling. Each cage has a tattered banner depicting the animal it used to house. 
    15. Frame. This room has a huge stone platform in the centre, 15x30 feet. The platform is four feet high and has an inlaid mosaic depicting weavers. 
    16. Dramatic. A walkway supported by posts crosses over a deep pool of water towards a set of stairs leading upwards. On the north-east corner of the room there is a balcony rimmed with iron bars overlooking the pool (area 18). Bobbing in the water are three living wooden masks, depicting a happy face, angry face, and sad face. They speak in unison and are willing to trade information. If they are taken from the water they fall still and silent. 
    17. Comfort. This small room has a cold fireplace, two damp cushioned chairs, and an oak table scarred with scratches. Sitting in one of the chairs is a fungus-covered ape, with weeping green tears dripping down its face. 
    18. Meet. This large room is open on its southwestern side, rimmed with iron bars, and overlooking a deep pool of water (area 16). There is a huge stone table surrounded by chairs. Levitating above the table is a sphere of cloudy liquid, which smells strongly of bleach. There is a panel on the wall next to the North door, with three buttons on it. One button is labelled with a steak, one with a drumstick, and one with two hands grasping each other. Pushing the buttons makes the ball of bleach move around atop the table, pass through the iron bars, or disperse and splash down wherever it stands. 
    19. Tower. This high-ceilinged square room contains three iron balls connected to each other by chains. Anyone touching any one of the balls is magically glued onto it, and the three-ball-chain apparatus begins spinning very fast, and levitating up towards the ceiling. If one of the outer balls is touched, the person touching it gets slammed into the side walls over and over until they reach the top, when the ball-chain-apparatus lowers down safely. If they touch the middle ball, they levitate to the ceiling without getting hurt (just spun around a bunch) and can crawl into a trapdoor in the ceiling, which leads to area 24. The balls crackle with magical energy, hinting at their danger. 
    20. Investigate. The two forks of this path are narrow and twisting hallways. At the end of each hallway lies a huge circular magnifying lens, as tall as a human, which magnifies what can be seen from the end of the other fork (i.e. each fork has a viewing lens into the other fork). 
    21. Push. The third fork of twisting narrow hallways has a blank wall at the end, guarded by a tortoise as large as a horse. It has a grinning mouth and a dark orange shell. The tortoise charges anyone who approaches the blank wall and attempts to crush them up against the opposite wall. The blank wall has a conspicuous space of dust-free floor in front of it (secret door leading to the next area). 
    22. Rare. There is a low-sloped four-sided pyramid encompassing much of this room. At the tip there is a crashed meteorite, glowing with the blue energy of the stars. Flitting around it are a dozen star imps, crackling with electricity and eager to defend what they believe to be their mother. There is a hole large enough to crawl into on the side of the meteorite: inside is a glowing blue chunk of star steel worth 1500sp. 
    23. Edge. A narrow path along the south side of the pyramid. Wire mesh with large openings covers the top of the path, strung between the edge of the pyramid and the outer wall. The star imps cannot pass through the wire mesh, as touching metal shocks them. 
    24. Humour. The floor contains one obvious pressure plate and two trapdoors. A dead-end corridor to the south has a third trap door at its end (leads to area 19). Whenever weight is depressing the pressure plate, the two other trap doors open into a 1 foot pit and a loud farting noise. If the plate is not depressed, they open into 11 foot pits and a burping noise. A stone hand extends from the north wall. If you grasp it, you get a little shock from a joy buzzer and a secret door opens up. 
    25. Lever. Small room tucked off to the side of the corridor. A metal lever is in the far wall. Picking it's nails, sitting in front of the lever, is a chicken vampire. It has feathers, beak, fangs, unibrow, etc. It only speaks ancient dialects and wants to protect the lever. Pulling the lever activates the portal in area 30. 
    26. Strange. An alcove at the end of the hall holds a tiny zoo: bolted to the wall is a rack of minute cages holding miniature animals. Each animal is a chimera: a combination of two animals. Any animals released immediately grow to their normal size. Half the cages are full, for a total of 6 animals. Roll combinations randomly or invent as needed. 
    27. Favour. Hanging from the ceiling in the centre of the room is a homemade craft donkey. There is a wooden stick leaning on one wall. The paper donkey splits open upon being hit, releasing a swarm of angry wasps who attempt to sting any nearby creatures. 
    28. Close. There is a slat on the NW wall which can be peered through: it views the entrance to the dungeon. On the East wall there is a closed iron door with five knobs, all arrange in a vertical line. Any one of them opens the door. 
    29. Ride. At the end of this hallway there is an obvious trapdoor. Anyone who stands on it falls down a narrow shaft towards area 30. 
    30. Portal. A swirling green-blue vortex fills this room. Jangling noises can be heard within. It is a portal to area 31. 
    31. Experience. The inside of a giant wooden treasure chest. The keyhole is large enough to crawl through, or strong characters can work together to push the lid upwards. It seems to be floating on a great sea swell...

                                                                No comments:

                                                                Post a Comment