I am taking part in the Dungeon 23 challenge. I am writing it by hand in a journal with hand-drawn maps. For January and part of February I detailed the "rescue prisoners" plot a goblin lair, hobgoblin lair, and the entrance to the as-of-yet unnamed dungeon. I struggled through this. But in mid-February, I decided to rough out an entire dungeon level. Below are my rough notes that I later turned into full text in my journal. I also created a map of the level in Dungeondraft. I am not remembering to write a room every day. When I forget I make it up the next day.
I now wish that I had gone with a 12-level (1 level per month) dungeon. The dungeon level was much more fun to come up with every day.
LEVEL 2: Hall of the Sea Demon
Wandering Monsters (1-6)
1. Goblins (2d)
2. Giant Spiders (1d3)
3. Kobolds (2d4)
4. Escaped prisoner (1) Harald Hopson.
5. Zombies (1d4)
6. Ominous Shadow (1) event, see an ominous shadow moving along a wall.
Dungeon Key
1. Entry Hall: Statues have a mechanism that activates a blade trap. Tracks lead to area 6.
2. Mermen Hall: fresco on the walls shows mermen hunting. Spears deactivate the trap on the door to area 18.
3. Mermaid Hall: a fresco of mermaids
4. Chamber of Doors: dusty, empty.
5. Zombie Chamber: Zombies (2).
6. Holding Area: evidence prisoners were chained here. There is a trip wire on the door triggering a crossbow.
7. Zombie Chamber: Zombies (3)
8. Kobold Raiders: 12 kobolds with bags of loot. hp 5x4, 5x2, 2x3.
9. Shrine: Tall statue of a sea god. Once approached the door closes and a stone block closes the corridor. The eyes of the statue are sapphires (25 gp each).
10. Chamber of Pillars: dart trap. A skeleton on the floor has a pouch holding 20 gp, 30 sp, and 60 cp.
11. Statue Chamber: A statue is in the center of the room, and the doors lock behind players. Spin the statue to open a door.
12. Antechamber: fish images painted on walls. Lying on the floor are fish bones. Pushing the eye socket of a fish painted on the wall opens a secret door.
13. Chamber of Statues: statues of people with looks of horror on their faces.
14. Adventurers' End: skeletal remains behind some debris. It has a sack with 220 sp and a scroll of protection from the undead.
15. Food Hall: abandoned but 2 hobgoblins are searching it.
16. Waiting area: 4 hobgoblins hp 7,5,4,4 with the treasure of 65 sp.
17. Guardroom: 2 hobgoblins hp 8,8. Hobgoblin chief.
18. Trapped Slide: trapped slide down into iron spikes.
19. Spider Trap: black widow spider hp 18.
20. Changing Room: wood pegs, some rags.
21. Secret Room: three chests on stone platforms. Two untrapped, hold 150 and 165 cp. The trapped chest (blade trap) holds 180 gp.
22. Secret Room: Ancient tombs. But ransacked.
23. Guards: Human warriors hp 15,13,12. With a Treasure of 450 gp.
24. Pools of Repose: two long pools full of clear liquid - poison.
25. Sea God Shrine: statue resets for the trap in area 9.
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