To continue on with the dungeon creation we had this:
Level One
So we have:
Corridor 01 - front right
Corridor 02 - front left
Corridor 03 - left front
Corridor 04 - left rear
Corridor 05 - right front
Corridor 06 - right rear
Corridor 07 - rear left
Corridor 08 - rear right
And on the 1st we looked at Corridor 01 front right. Today we will begin looking at Corridor 02 - front left.
This corridor runs straight for about 60' at which point it reaches a dead-end. It is not a dead-end, that happens to be an illusion. About 10' from the apparent end of the corridor there is a door on the left wall of the corridor. That door will open easily and quietly as though the hinges were well oiled. This door opens onto a 5' wide corridor that runs 20' to another door .
#9 When this door is opened (also easily and quietly) the first door will instantly close and will be very difficult, though not impossible, to open. The second door opens into a room that is circular and featureless. In the center of the room is a circular table with a dozen chairs, each is padded and look very comfortable. There is not a trace of dust in the room anywhere. On the table are blank scrolls, quill pen and ink wells at each seat. There is also a plate, an eating knife, a large mug and pitcher at each place. The pitcher is full of a hot liquid that smells very good. There is also bread and cheese present at each place.
If the entire party enters the room, the door will close behind them and then disappear. If at least one member of the party seats their self, then the room will start to rotate and 15 doors will appear (none of which is the original door). (If everyone seats themselves, these will all disappear, the room will stop rotating and then perhaps the original door reappears.)
Once the room is rotating, you may choose to open one door at a time. When you open a door the room stops rotating, when it is closed the room rotates until another door is chosen. There are a large number of places behind each of these 15 doors. No door will open to the same space a second time within a very large number of tries. A small sample of places that these doors may open to ranges from any number of any other places in this dungeon on any number of different levels, to any number of other places on this continent, to any number of other places on this planet, to any number of there places on this plane or on other planes. These doors lead to relatively safe places to extremely hazardous places. One door might open to an oasis one time and another time open into the center of a sun. A wary player would stick something through the opening first, such as 10' pole instead of a hand or arm, and observe what happens to it. If it flares and disintegrates into ashes you might not want to step through, or if it becomes so cold that the cold is being propagated along the wooden pole, again you might not want to step through. Foolish decisions at this point could bring a quick death. You experience nothing good or bad unless you pass through the opening either partially or completely. Wise decisions could bring great wealth or other benefits. 99.99% will be somewhere between the two extremes.
If they try the food and drink, they find it very tasty, filling and energizing. (This time) If they pick up a quill pen while seated they will see that some scrolls are not blank. There is a 10% chance that at least one scroll is a spell scroll. 50/50 chance that it will be for a magic-user or a cleric (1st level spell only).
A good touch is to have different things happen based on how many members of the party are or are not seated.
Typically the doors leading somewhere else in the dungeon should be the highest frequency. If you need to you may want to construct two or more tables with 20 options each to use for this area. This room will create essentially an infinite number of options.
When the players exit the room by the original (??) door, they may find that they are on a completely different level from that they entered on. This room is 40' in diameter.
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