Sunday, January 1, 2023

dungeon23 week 1: Nothing good will come of this

I'm jumping on the dungeon23 bandwagon, although it is doubtful I'll stay on it long. I feel the format will lead to a lot of overdone setpiece funhouses.

Tools:

"Solo Dungeon Adventures" from The Strategic Review - a prototype of the 1e DMG Appendix A. So far seems to generate room clusters as opposed to 1e's corridor webs

Monster Tables from Fiend Folio - to add a bit of weirdness to the vanilla

Advanced Dungeons & Dragons 1st Edition Dungeon Master's Guide

Dice

Pencil

Notebooks (2)

Imagination

2 hours (not counting the time writing this post)


1 square = 10 feet

Doors are presumed to be 5 feet wide, made of wood banded with metal, and opened according to normal rules

Ceilings are 10 feet high

No light sources unless otherwise stated

 

1. Entrance

Stairs lead up to the lower works of Castle Silverlion. The black stone pillars have vertical script on each of them:

D                               P                         C                          W  

E faces south            O faces east        H faces west        I faces north

S                               W                         A                          L

I                                E                          N                          L

R                              R                          C

E                                                           E

The pillars detect as evil but have no other special features.

 

2. Room of Secret Doors

Otherwise empty.


3. Piles and Parasite

There's a messy pile of 1000 sp in the center of the room, along with a (probably) human skeleton. Closer examination: The skeleton's skull has scratches/gouges on top and its fingers are dulled/cracked/split. Hidden within the pile is a Cerebral Parasite if the party has psionics or a Vital Parasite otherwise. It will take four people a full turn to gather all the SP and there is a cumulative 10% chance per round that a random person gathering the coinage will be infected.

Cerebral Parasites drain psionic power points when the host uses psionic powers and can only be removed via Cure Disease. cf.  Monster Manual 1e p 14

Vital Parasites are similar but drain vital energy, reducing all healing by 1. This means that a host using RAW recovery rules regains no hp. A Cure Disease destroys the parasite.


4. Empty

Unidentifiable scraps of fabric and some bones.


5. Empty

But cramped.


6. Secretary Room
The remains of a brittle skeleton with a rusted manacle shackled to totally rotted and collapsed desk/table

-edit-

7. Hidden Hexagonal Room

This room is filled with various (harmless fungi) but there is a Shrieker (HD 3, 8hp, MV 1, AC 7, Al N; light with 30' or movement within 10' causes shrieking, 50% chance of additional encounter per turn) in a clump of foot-tall fungi at the approximate spot of the "7"

2 comments:

  1. >the format will lead to a lot of overdone setpiece funhouses

    100% agree with this assessment. Regardless, I hope you stick with the project.

    ReplyDelete