From 952f4d2316f51b622b866e565da12bb4d94b4de1 Mon Sep 17 00:00:00 2001 From: "Brian S. Stephan" Date: Sat, 11 Feb 2023 23:41:23 -0600 Subject: [PATCH] some dungeon23 updates from a couple weeks ago --- pages/dungeon23/floor01.md | 37 +++++++++++++++++++++++++++++++++---- 1 file changed, 33 insertions(+), 4 deletions(-) diff --git a/pages/dungeon23/floor01.md b/pages/dungeon23/floor01.md index b82a4f9..5371e7e 100644 --- a/pages/dungeon23/floor01.md +++ b/pages/dungeon23/floor01.md @@ -77,7 +77,7 @@ of fine razor-sharp threads. **RAZOR SNARE TRAP:** level 4; deals damage in addition to entanglement, otherwise as net. -**PROGRESSING:** a simple wooden door to the north yields a passage to ???. +**PROGRESSING:** a simple wooden door to the north yields a passage to the [Gaming Room](#14-gaming-room). ## 04. Lake in the Cave: @@ -173,7 +173,8 @@ the corridor is trapped with a collapsing ceiling, which, if triggered, blocks t > Small alcoves are cut into the walls of this room, many of them seem to have been disturbed, yet it appears some may > still hold treasures. It appears that his room was once used for interment. -This room has exits to the west (the corridor which leads to [Empty Room](#08-empty-room), north (???), and east (???). +This room has exits to the west (the corridor which leads to [Empty Room](#08-empty-room), north (???), and east (stone +door) to the [Spider Den](#16-spider-den). **TREASURE:** Successfully searching (difficulty 2) the alcoves yields a small sack of gems worth 35 gp, and two cyphers. @@ -241,9 +242,18 @@ somehow, the bridge breaks or is otherwise cut. **GM INTRUSION:** The rope bridge breaks while a PC is traversing it. -**EXITS:** From the east, the corridor leads to the [Empty Room](#11-empty-room), and continuing to the west leads to +**EXITS:** From the west, the corridor leads to the [Empty Room](#11-empty-room), and continuing to the east leads to ???. +## 14. Gaming Room + +> This small room seems to have once been used for recreation purposes at some point, as the prominent feature is a +> large wooden table, upon which rests a pair of dice, a deck of cards, and sheets of paper with writing in an unknown +> language. + +A wooden door to the south leads to the [Snare Room](#03-snare-room), and to the east, a short corridor leading to a +wooden door, behind which is the [Trap-Worker Room](#15-trap-worker-room). + ## 15. Trap-Worker Room > The scuttle of homunculi can be heard in this room filled with arcane levers, gears, and switches. The room is small @@ -260,6 +270,24 @@ only when being attacked. They can be reasoned with, or convinced to take certai [Flooded Room](#10-flooded-room)), but they do not speak common, so special action will have to be taken to communicate with them. If destroyed, the dungeon spawns new homunculi in 1d10 hours. +**EXITS:** A wooden door to the west leads to the [Gaming Room](#14-gaming-room), and to the south, beyond a stone door, +is the [Spider Den](#16-spider-den). + +## 16. Spider Den + +> Spider webs and egg sacs dominate this moderately-sized room. Passage through it seems perilous, but enticing, as this +> room seems to have multiple exits and entrances. + +Six giant spiders (as core) lurk on the web structure in this room. The PCs may avoid this encounter entirely if they +are particularly wise or fleet of foot, but practically any disturbance of the webs alerts the spiders, who strike. +Treat tasks to avoid, etc. the webs as at least level 4 tasks. + +**TREASURE:** With time to search the room, the party finds among the cocooned corpses 3d10 + 100 gp and 4 cyphers. + +**EXITS:** The party may have come and go in a number of directions: north (stone door) is the [Trap-Worker +Room](#15-trap-worker-room), south is ???, west (stone door) is the [Alcoves](#09-alcoves), and east is a corridor that +winds its way to a stone door leading to [The Hall of Shadows](#18-the-hall-of-shadows). + ## 18. The Hall of Shadows If the party does not have the *shadowward*: @@ -283,4 +311,5 @@ avoiding them difficult if not detected. the *shadowward* is touched against the cage. The cage is small enough to be carried, though it eminates a small amount of conspicuous shadow, and feels cold. -**EXITS:** A stone door on the west end leads to ???, and an alike door on the east end to ???. +**EXITS:** A stone door on the west end leads to a corridor ending at the [Spider Den](#16-spider-den), and an alike +door on the east end to ???.