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    Random Roominations

    The object of this game is simple, create a description of a single room that could be encountered by any PCs who enter it. The room could be located in a dark dank cavern or in a palatial estate. The idea is to put your imagination and skills at descriptive writing to work. Feel free to include hidden items that may not be immediately visible.

    Example:

    Upon entering the cavern your nose is immediately offended by the stench of offal and something undefinable that smells similar to soured milk. The flickering light of your torch reveals a floor littered with small bones and carcasses of rodents that appear to have been half eaten and discarded rather quickly. The cavern walls are not visible from this distance and you wonder at what else you'll find if you move deeper.
    The party has entered a cavern that is home to a small group of feral halflings... the halflings are huddling far back in the shadows and will attack the group should the party move all the way into the cave. The halflings are not a large group, but they are vicious. There are 5 adults and 3 children. All of them will attack from the shadows at once. They have animal intelligence and teeth sharpened to razor points for the tearing of flesh. For weapons, the halflings have naught but sharpened sticks and clubs of deadwood.
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    #2
    Re: Random Roominations

    With a groan and metallic screech, the door hinges burst out of the walls, causing the iron portal to fall into the room beyond with a deafening crash. The empty square room beyond is rather small, no larger than that of a jail cell, and is only illuminated by your torch light. A putrid stink immediately overwhelms you, and the source is obvious: A single, ragged, and famished goblin squats in a corner of the cell in the process of relieving himself. His expression is one of absolute shock, mingled with a sense of dread. Besides the vermin, the room is completely empty.
    The goblin was locked in here by his companions after being caught stealing some loot. He has been here for 2 weeks, and managed to stay alive by drinking from a small leak in the ceiling and eating small insects. However, he recently ran out of insects, and so decided to eat the concealed coin he had. If the PC's search his fresh pile feces, (Search DC 10) they'll find 2 gold pieces, and 1 platinum piece. The goblin's name is Oko, and he commits sepaku with his hand before the PC's can get to him

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      #3
      You enter through the door and find yourselves in a cozy room adorned with several small paintings. A fireplace blazes merrily in one corner of the room, giving of both a yellowish glow and comforting warmth. A sconce is set into each wall and the torches within illuminate the room.

      At the nearest wall is a bed and a small table littered with parchents, at the far wall is a long desk, seated there is a man wearing blue robes and a peaked cap. He is hunched over the desk scribbling, he is so intent in his work that he seems to take no notice of you.
      The man is none other than Emeric Toth, the scribe the party has been sent to eliminate.

      Toth is an absent minded old man and is nearly deaf, making him an easy, if pitiable, target for the PCs to murder. Should they instead take a moment to ask Toth about the contract on his life, he is quite willing to share the story of how his jilted lover (Dara) has threatened to kill him, and will be even more willing to pay the PCs twice the amount Dara has offered if they promise to turn her over to the athorities and 'take care' of any other bounty hunters she has hired.

      If , for whatever reason, the PCs decide to kill Emeric, he has nothing of value on himself, the desk has a secret compartment (search DC 30) containing a sack with 100GP, the key to which is hidden underneath the bedside table (Search DC 20). The PCs may try to pick the rather poor lock (DC 20).

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        #4
        The iron door slides open, allowing a noxious blast of heat to emanate from the room. There are three forges situated in each corner of this large triangular room, with a brackish pool of water in the center. Four dwarves circle the room holding whips, while several Fire Gnomes are pushed to work.
        This is the foundry hidden under a tomb of a dwarven hero. It has a secret trade with the Underdark, giving weapons in exchange for magical items.

        The four dwarven slave masters terify the fire gnomes, so if the party engages them the gnomes will simply cower. Also, the forges contain one large fire elemental each, which will attack should the party enter the area. The dwarves carry +1 whips and a ring of resist elements each.

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          #5
          You emerge into a room that is unbearably hot. A dim sanguine light casts an eery glow throughout the place. A quick glance around reveals it to be a large cavern that spans the length and breadth of a strong shot cast from a longbow. A massive ravine, about a stone's toss across, splits the floor from the east to west. A shimmering in the air above the crevasse hints that it is the source of the stifling heat.
          The floor is naught but barren rock on the side you find yourselves standing. Across the gap you notice many stactites and stalagmites through the haze. Small shadowy forms dart back and forth between the aerial protrusions but from this distance, you cannot discern the nature of the creatures casting them.

          Approaching the gap, the temperature quickly rises and sweat begins rolling off your bodies in small rivulets if one is not protected from extremes of this nature. A glance over the edge shows a molten river of lava slowly flowing from west to east. There is a 10 ft drop from the edge of the floor to the top of the flow.

          This room is the home of a colony of fiendish stirges. Should the party remain on the southern side of the chasm, the creatures will leave them alone as they have recently fed and are not particularly hungry. Should anyone deign to venture to the other side of the gap though... the beasts will see them as intruding upon their territory and will attack en masse.

          There are a total of 5-10 fiendish stirges in the room dependant upon the size and level of the party. Should the party be 1-3 level, remove the fiendish template and just use normal stirges.

          The creatures recently feasted on a small party of deep dwarves who's drained carcasses will be found spread around amongst the stalagmites.

          Anyone standing within 15 ft of the lavaflow will suffer 1d6 fire damage per round.

          Suggested Treasure:
          --Dwarf Explorers--
          1d10+4 gp per dwarf
          3 chain shirts
          3 normal battle axes

          --Dwarf Leader--
          1 Mithral vest
          1 Battle Axe +1
          3 potions of cure moderate wounds
          1 bag of holding containing:
          250 gp, 10 individual gallons of stout dwarven brew, A journal denoting the exploits of the crew's adventures, 1 quill, 1 vile of ink
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