Showing posts with label places. Show all posts
Showing posts with label places. Show all posts

Sunday, 22 December 2019

Santicorn 2019: Tide-Flooded Caverns

Santicorn baby! The second annual Santicore-alike we've organised on the OSR Discord channel!
Everyone requests a thing, we shuffle the requests around, and everyone fulfils one of them as a Christmas Santicorn gift! How wholesome!

I got this one from Wizzzargh:
"Dungeon room fills, be they tricks, traps, treasure, or monsters, for a dungeon regularly flooded by seawater at high tide. Bonus points for fills that require very different approaches at different water levels"

So here goes!


The Tide-Flooded Caverns

The smell of salt and smoke. Rumours of smugglers and sea-witches. Warnings of a rising tide that claims all who enter. Everyone in the village built on the bluffs above knows of the caves, and all are wise enough not to explore them.
At low tide the seawater slides around the cave mouths like a lover's tongue, sloshing over the slick sand and sucking mud and shifting stones of a treacherous beach.
The tide turns and waves of cold scummy seawater gush into the waiting mouths, pouring in through the twisting passages and wider caverns that honeycomb the headland.
Exploring the caves is dangerous, the rising tides changing the nature of the chambers inside, but there are stories of vast treasures and strange creatures within...

How to Use

There are 20 caverns detailed below, each with a description for Low, Mid and High Tide.
There are also 10 treasures to spice up a chamber, or maybe to find if they loot a room.
Finally, 6 random encounters because of course.
Do whatever you feel like with them!

You could roll randomly as PCs travel through the caves (maybe 1d20 for chamber and 1d20 for treasure, where treasure results 11-20 are "nothing extra"), or pre-build the cavern complex.

If you do the latter I suggest room 9 (Gillifier) be placed fairly deep in the caves, since it's a gimmick room that reverses whether you breathe air or water and it might be fun to recontextualise all the other chambers they've been in already.
Room 10 (Lamprey Witch) contains a powerful foe so could be used as a boss room if that's something you like doing.
Room 6 (Cork Golem) would make a good guard fairly close to the entrance, especially since the poor chap becomes a bit useless when the water level rises!

Either way the routes between the chambers are up to you. I envisage twisty slippery seaweedy passages that fill up at high tide.

Tracking the Tide

Time from Low to High tide is apparently 6 hours, which is a lot for your average delve, but whatever. Hopefully they get a bit trapped by the time Mid Tide rolls around and have to make some hard decisions.
I suggest having a row of six boxes like so:

☐ ☐ ☐ ☐ ☐ 
  Low 
|   Mid  |  High

Use an Overloaded Encounter Die and have result 3 say "Tide rises - Check off a tide box". That should mean you get about one box ticked off per hour.
Result 4 could even be something like "Freak Surge - treat as next Tide in cycle for next 10 minutes" to add some more watery unpredictability!

Drowning

You might have drowning rules already, but if you don't here's how I do it -

If you get a chance to take a deep breath before diving, you can hold your breath for 5 rounds +/- your Constitution modifier.
If you don't get to take a breath first, you have 1d6-1 rounds of air left, also +/- Con Mod
Once you run out of air you take 1d6 damage per round until you can breathe again.




The Chambers

1. Aqua-Pause Pillar

Any Tide:
A chamber with water seemingly frozen in time, forming a bowl-shape around a vibrating glass-and-stone pillar. The pillar is honeycombed with glass panels revealing the glowing bubbling blue liquid within. Smash the pillar and a ripple shudders through the water. Hit hard enough, the vibration stops all the water within a mile in place! It still feels like water, but it doesn't move or ripple or pour. The effect lasts for an hour, after which the water suddenly springs back to where it should have been.


2. Barnacle Spear

Any Tide:On a raised barnacle-encrusted dais in the middle of this frieze-carved chamber is a long tool with a rusty barnacle-scraping edge filed to a point on the end. Water rushes down the holes at the foot of the dais, keeping the water in this chamber knee-high.
The Barnacle Spear counts as an ordinary spear when nowhere near the sea. When it's near the sea it's a spear with powers based on the tide.
Low Tide: Ebb - on hit, get a free move and disengage backwards.
Mid Tide: Splash Zone - on hit, push everyone in front of you 20' away.
High Tide: Surge - On hit, pierce through and hit another target behind the first. This can combo indefinitely until you run out of targets. You can move up to 20' forwards between strikes.


3. Bastard Seagulls

Low Tide: Seagulls fly into this guano-covered chamber through the many small holes in the ceiling. They are fiercely territorial and massive bastards who will flock and kill in a barrage of savage pecks.

Mid Tide: Seagulls float happily on the surface of the chest-high water in this chamber, occasionally flying in and out of the many small holes in the ceiling. They are fiercely territorial and will swarm anyone who enters above the water, but won't attack anyone swimming below.

High Tide: A few seagulls bob on the surface of the neck-high water in this chamber. There's not much room though, so most of them have already flown out to the outside world through the small holes in the ceiling. Anybody with their head above the water will be attacked by the seagulls who paddle over to peck at their face - there's not enough room to swoop.

-

Bastard Seagulls
HD1 AC unarmoured ML9
Attacks: 1d2 Peck or 1d4 flyby swoop attack
Abilities: At will, a seagull can detect the distance and direction of hot potato chips within a half mile radius.
Attitude: Extremely bad-tempered. Swoop if there's room, peck if there isn't, squawk no matter what.



4. Bluebottles

Low Tide:
The slimy, lumpy floor of this chamber is covered with small pale blue pear-shaped balloons and tangles of bright royal blue tendrils. Touching a tendril brings hot red whip-like marks on the flesh and extreme agony. 

Mid Tide:
The waist-high water in this chamber has many small pale blue pear-shaped balloons bobbing about in it. Their bright blue tendrils drift about beneath the water. Wading or swimming through the water inevitably leads to these stinging tendrils drifting into you and bringing up incredibly painful whip-like welts on any body parts which went beneath the water - legs if wading, pretty much all of you if swimming.

High Tide:
Pretty blue strings drift about in the currents of this water-filled chamber, seemingly hanging from the ceiling above. If you swim through this room you are beset by the agonising stings of the tendrils and risk death by drowning.

-

Bluebottles (Hazard)
Effect:
Their tendrils bring great pain through a powerful venom. 
If touched by a tendril (even through cloth), Save vs Stun or keel over prone from the pain - you can Save again each round to recover. You take 1d4 damage each round you have clothing touching the affected body parts for the next 10 minutes. Additionally, for small areas (a hand, a foot), that body part becomes useless for the next hour. For larger areas (torso, multiple limbs), you count as having 1HP for the next hour until the pain fades away.
Main Danger:
Keeling over from the pain on land likely makes you fall onto more of them. Doing it in water risks stinging more and more of you as you stir up the water (and tendrils) in your agony, leading to your inevitable drowning.





5. Chasing Crab

Low Tide:
This crab is big and hungry and now it wants to eat YOU. It scuttles sideways at twice human speed across the wet floor of this chamber, claws bared, ready to PINCH! It will chase you until you either kill it, or get two chambers ahead of it at which point it gives up.

Mid Tide:
This crab is big and hungry and ANNOYING SLOW IN WATER! It scuttles sideways through the waist-high water at human unencumbered speed, claws bared, ready to CLAMP! It will chase you until you either kill it, or get two chambers ahead of it at which point it gives up.

High Tide:
This crab is big and hungry and AGONISINGLY SLOW SUBMERGED. It scuttles sideways under the water at a quarter human speed, claws bared, extremely FRUSTRATED! It will chase you until you either kill it, or get two chambers ahead of it at which point it gives up.

-

Chasing Crab
HD8 AC plate ML10
Attacks: 2 Pincer attacks for 1d10 each. If both hit, dents your armour giving you -1 AC until you get it repaired.
Abilities: Fast on land, slow in water. Max speed on land is twice human. Max speed submerged is quarter human.
Attitude: Chase down victims, but try to keep on land where it's fast!



6. Cork Golem

Low Tide: A huge golem made of cork stomps around this slippery chamber floored with black cave-kelp, guarding the way deeper into the complex.

Mid Tide:
A huge golem made of cork bobs around in the chest-high water in this chamber, flailing around because of how floaty it is. It's slow but powerful. Black cave-kelp waves on the floor.

High Tide:
A chamber filled completely with water, black cave-kelp waves in the water below. A huge golem made of cork is pinned to the ceiling by the water.

-

Cork Golem
HD10 AC leather ML12
Attacks: Powerful punch deals 1d12 damage and blasts victim back and prone - hitting a wall or other creature deals an extra 1d6 damage to both.
Abilities: Floats, immune to fire when wet (always in here), 1 damage per die from bashing attacks.
Attitude: Stomp around, punch people into other people, stomp on people while they're lying on the floor!


7. Dehydrated Ooze

Any Tide:
The passage slopes up to a small cave above the waterline. Inside is a crusty aquamarine bulge with gold coins glimmering under the hardened candy-like shell.
Pour a bunch of water on the lump and it rehydrates into a massive absorbent Aquamarine Goop! Run! Or kill it somehow to claim the treasure...

-

Aquamarine Goop
12HD AC leather ML12
Attacks: 1d8 Dehydrating Slap - On hit, Save vs Doom or lose 1d4 Strength from sudden dehydration!
Abilities: If hit by a water or ice-based attack, gets an immediate free turn. If hit by a fire-based attack, stunned for a round as it loses moisture.
Attitude: Schlorp after the juiciest foe and steal all their juices!


8. Eel Pit

Low Tide: The way out of this chamber is on the other side of a 50' deep pit with a shallow pool of water at the bottom. Electric eels hide at the sandy bottom of the pit, but won't attack when the water is this shallow. How come this pit isn't just a permanent deep pool? - The water in the pit drains away slowly through narrow shafts beneath the sand.

Mid Tide: The way out of this chamber is on the other side of a deep pit with a 20' deep pool of water 30' down. Electric eels hide at the sandy bottom of the pit, and will swarm out at anyone who jumps into the water.

High Tide: The way out of this chamber is on the other side of a 50' deep pool of water. The water is infested with electric eels which will swarm out at anyone who gets into the water.

-

Electric Eel
1HD AC unarmoured ML6
Attacks: 1d4 bite deals double damage vs metal armour - On hit, zap makes target drop whatever they're holding
Abilities: Electric bite
Attitude: Swarm anything that moves, zapping them so they drop their stuff and have to jump in to get it back.


9. Gillifier

Low Tide:
This damp stone chamber smells of salt and earth and wet metal, small fish flop industriously around the room. The walls are lined with nooks that shimmer with layers of with valuable mother-of-pearl, and a squid peers curiously down from one of these nooks. This room reverses whether you breathe air or water for 24 hours. Anyone who spends a minute or so in this room finds it hard to breathe, and soon they discover that they have grown gills and can no longer breathe air! They begin to suffocate immediately.

Mid Tide: This stone chamber with knee-high water smells of salt and earth and wet metal. Small fish float about with their faces on the surface, gulping down air. The walls are lined with nooks that shimmer with layers of with valuable mother-of-pearl. This room reverses whether you breathe air or water for 24 hours. Anyone who spends a minute or so in this room finds it hard to breathe, and soon they discover that they have grown gills and can no longer breathe air! They must go on their hands and knees to dip their newfound gills into the low water, else begin to suffocate.

High Tide: This stone chamber with chest-high water smells of salt and earth and wet metal. Small fish float about with their faces on the surface, gulping down air. The walls are lined with nooks that shimmer with layers of with valuable mother-of-pearl. This room reverses whether you breathe air or water for 24 hours. Anyone who spends a minute or so in this room finds it hard to breathe, and soon they discover that they have grown gills and can no longer breathe air! They begin to suffocate unless they submerge themselves into the water.


10. Lamprey Witch

Low Tide: A smoky chamber with shallow pits filled with water and black oily shapes - lampreys. A smoky blue driftwood fire is in the centre of the chamber, surrounded by stones. Hiding in one of the pits during the low tide is the Lamprey Witch - an emaciated old woman with lampreys latched onto every piece of her. She always seeks more food for her children and will strike from the smoke!

Mid Tide:
A hazy chamber that smells of salt and woodsmoke. Oily black shapes writhe and twist through the knee-high water- lampreys! They wriggle through the water towards you, awful mouths wide! If you turn back you see a horrible writhing figure, a human form with lampreys latched onto every inch - the Lamprey Witch is behind you already!

High Tide: The water surges behind you, barrelling you from the tunnel into this chamber of neck-high water. When you manage to catch a breath the air smells like woodsmoke. Black oily shapes writhe towards you in the water - lampreys! They're all around you, and you hear a choking laugh as a mass of lampreys bursts from the water - a mass of lampreys in human shape - the Lamprey Witch!


Lamprey Witch
HD8 AC chain ML10
Attacks: Lamprey Toss - throw lampreys at a target, 50' range - 1d6 damage and the target gains attached lampreys equal to damage.
Lamprey Surge - AoE lamprey attack - all foes in 20' Save vs Blast or take 1d4 damage and gain attached lampreys equal to damage.
Abilities: Can breathe underwater, never takes damage from lampreys, breeds lampreys rapidly.
Attitude: Wants to find food for her babies! Main technique is to hang back and lob lampreys from afar, then use Lamprey Surge if she starts to get surrounded. Optimally foes will be so busy trying to get the lampreys off themselves that they can't concentrate on her!

Jumping Lamprey
HD0 (1HP) AC unarmoured ML5
Attack: Leaps up to 30' and latches on with its horrifying bloodsucking mouth! Each attached lamprey deals 1 point of damage per round. An attached lamprey can be pulled off as an Action (occupying your hand) or attacked with a weapon. If attacking, roll to hit vs AC 10. On hit, it's dead. On miss, it's dead and you deal weapon damage to the person it was latched onto.
Attitude: Swim or jump in, latch onto flesh, suck the blood!"


11. Octopus in a Hole

Low Tide: A fairly large cavern with slippery kelp floor and a pool of black murky water at the side of the room. A giant octopus lives here, and anyone touching the water will be grabbed by the octopus within and dragged down into its lair below!

Mid Tide:
A fairly large cavern filled with sloshing knee-high water. The water gets blacker and murkier towards one side. A giant octopus lives here, flattening itself beneath the water. It will try to grab anybody who separates from the party and drag them to its lair, although its big body will be visible above the water as it does so!

High Tide: A fairly large cavern filled with rolling neck-deep water. The water is murky, but swimmable. A giant octopus lives here, and it will drag anyone it likes beneath the water and drag them to its lair. Anyone who seems hurt or vulnerable is a prime target!

-

Giant Octopus
HD7 AC leather ML7. 
Attacks: On hit, Grapples for 1d6 choking damage per round, preferably dragging into water where you'll drown. Can move while grappling no problem.
Abilities: Ink cloud - Cloud of ink obscures the area. Squeeze - can squeeze through pretty much any crack.
Attitude: Smart but alien ambush predator who wants to pick off one person and devour them. Grabs, drags into water, leaves an ink cloud behind to obscure where it's going.



12. Oysters

Low Tide: 
Shallow, warm, knee-high water in a fairly flat sandy chamber. Huge oysters tower out of the water, tightly shut. Their shells are hard as rocks.

Mid-Tide:
 
Tepid chest-high water in a flat, sandy chamber. The lips of huge oysters stick about a foot out of the water. They are slightly open and frilled with strange flesh, but will suck it in and slam shut if disturbed.

High Tide: 
Cool water fills this flat, sandy chamber. Huge oysters lazily open and close under the water. Several of them have valuable pearls within! They snap shut if you touch them and their shells are hard as rocks, so it might take some doing to claim the pearls.


13. Reversible Merman

Low Tide: 
There is a horrifying creature in this damp chamber. Human legs from the waist down and a monstrous anglerfish head and body where the torso should be! It runs, warbling, seeking to rip gobbets of warm flesh from live prey.

Mid Tide: 
A handsome merman swims below the surface of the waist-high water in this chamber. He mimes a warning not to get too close. If you approach, he emerges from the water and shifts into a horrifying creature with human legs and an angelerfish top half which seeks to devour you!

High Tide: 
A handsome merman swims below the surface of the water that fills this chamber. He's quite pleasant if you can find a way to speak to him, but he has a horrible curse that turns him into a monster if he ever comes above water.

-

Merman: Horror Form
HD9 AC leather ML12
Attacks: 1d10 monstrous bite or 1d6 Anglerfish electric lamp-slap targets all in front of him.
Abilities: Horrifyingly fast. Changes back into a merman if completely submerged in water.
Attitude: Chase down and FEAST. Big bite on lone targets, lamp-slap on two or more in melee.

Merman: Handsome Form
HD9 AC leather ML6
Attacks: None. Unarmed attack at best.
Abilities: Fast in water. Changes into Horror Form if any part of him touches air.
Attitude: Prevent himself from going above water and becoming the Horror!



14. Safe Cave

Low Tide: An easy climb upwards towards a flat sandy cave. Small crabs scatter as you approach.

Mid Tide: Splash through knee-high water towards an easy climb upwards towards a flat sandy cave. Small crabs flee to plop into the water below as you approach.

High Tide:
Though it seems to be filled with water, swim through and upwards from the entrance and you'll find yourself in an air pocket with a flat, dry sandy cave to rest in. Little crabs live here, and flee if you approach!


15. Sea Anemones

Low Tide:
Thin downward-sloping chamber scattered with closed-up wrinkled lumps the size of beach balls. Knee-high water at the lower end.

Mid Tide:
Thin downward-sloping chamber with colourful tendrils waving beneath the water that comes halfway up the chamber. Travel through the lower waterlogged half of the chamber and you'll be attacked by the giant sea anemones!

High Tide:
Thin downward-sloping chamber filled with water. Colourful tendrils wave beneath the surface. Swim through here and you'll be attacked by the giant sea anemones!"

-

Giant Sea Anemone
3HD AC plate (closed) or leather (opened) ML12
Attacks: Grapples with its sticky tendrils - on success deals 2d6 damage and paralyzes for 10 minutes if you fail a Save vs Stun.
Abilities: Closes up outside of water, gaining armour but becoming useless. If killed in its closed state, gets one last attack as its tendrils burst out and flail around.
Attitude: Just wait around for something to come close, then sting the fuck out of them. Especially hates people who can't say "anemone" - an em oh nee.


16. Smuggler's Elevator

Low Tide:
A steep high chamber that rises diagonally from the entrance below to another entrance above. Five rough-looking men loading crates onto a large sodden wooden platform resting on the floor of the chamber, connected by a damp rope to a trapdoor on the ceiling. Two more men shout encouragement and crude insults from above. The water is ankle-height. The trapdoor is a secret entrance to a hidden basement under the smuggler's fish-smoking hut above. The crates contain valuable contraband.

Mid Tide:
A steep, high chamber with neck-high water that rises diagonally from the entrance below to another entrance above. Faint voices can be heard. There is a large wooden platform stacked with crates floating in the neck-high water, connected by a rope to an open trapdoor on the ceiling. The trapdoor is a secret entrance to a hidden basement under the smuggler's fish-smoking hut above, where seven smugglers toast to their recent haul.

High Tide:
A steep, high, water-filled chamber that rises diagonally from the entrance below to another entrance above. Voices can be heard chatting amongst the echoing sounds of wood being moved. Two rough-looking men on a large floating wooden platform pass crates up through a trapdoor to their five smuggler friends above.

-

Smugglers
1HD AC unarmoured ML5
Attacks: Knives and long hooked poles
Attitude: Defend selves foremost, extort tribute from weaker groups if possible, pay stronger groups for their silence.


17. Toxic Scum

Low Tide: A virulent green scum coats the damp floor of this chamber. Touching it with bare flesh means your flesh starts to melt away! Each round you're touching it, Save vs Doom or take 1d4 Con damage.

Mid Tide: A virulent green scum floats on the waist-high water in this chamber. Touching it with bare flesh means your flesh starts to melt away! Each round you're touching it, Save vs Doom or take 1d4 Con damage.

High Tide: A virulent green scum coats the ceiling of this water-filled chamber. Touching it with bare flesh means your flesh starts to melt away! Each round you're touching it, Save vs Doom or take 1d4 Con damage.


18. Trapdoor Crabs

Low Tide: 
A large sandy cavern with obvious circular sandy manhole-sized discs scattered around the place. Trapdoor Crabs hide beneath, and if you get close they burst from their trapdoors and try to drag you into their burrows!

Mid Tide: 
A large, sandy cavern with knee-high water. Trapdoor crabs hide under their trapdoors beneath the sand, and will burst out to drag you into their burrows if you get close!

High Tide: 
A large, sandy cavern with chest-high water. Trapdoor crabs hide under their trapdoors beneath the sand, but won't attack unless you really fuck with them.

-

Trapdoor Crab
HD4 AC chain ML7
Attacks: 2 Pincer attacks for 1d6 each. If both hit, drags you wherever it wants.
Abilities: Trapdoor - gets a surprise round when it bursts out of its trapdoor
Attitude: Burst out, grab a victim, and drag them into the burrow where it can't fight back easily in the confined space.


19. Vertical Chamber

Low Tide: 
The tunnel dips down into the bottom of a tall, narrow chamber with thigh-height water and a ledge high above. Mussels and hanging strands of seaweed dangle from the walls.

Mid Tide: 
A waterlogged tunnel dips down into the bottom of a tall, narrow chamber. Dive in and you can get into the air pocket inside the chamber. A ledge is within reach above. Mussels and hanging strands of seaweed wave in the water, attached to the walls.

High Tide: 
A waterlogged tunnel dips down into a tall, narrow chamber filled with water. Dive in and you can get to the small air pocket and ledge at the top of the chamber. Mussels and hanging strands of seaweed wave in the water, attached to the walls.


20. Whirlpool

Low Tide:A low chamber with a hole in the middle of it. Water slowly rises out of the hole until it reaches ankle height, then gets sucked back down the hole. This repeats every few minutes.

Mid Tide:
A low chamber with waist-high water getting sucked towards a whirlpool in the middle of the chamber. Get close and Save vs Stun or be drawn down the funnel and stuck where the hole narrows.

High Tide: A low chamber with shoulder-height water surging towards a whirlpool in the middle of the chamber. Entering the chamber risks getting sucked in - Save vs Stun or be drawn down the funnel and stuck where the hole narrows. 



Random Encounters

Roll 1d6
  1. 2d4 Smugglers
  2. Giant Coneshell
  3. 2d6 Bastard Seagulls
  4. 1d6 Kleptomorphic Nudibranchs
  5. 1d6 Stoneshell Crabs
  6. 1d20 Jumping Lampreys

1. Smugglers
1HD AC unarmoured ML5
Attacks: Knives and long hooked poles
Attitude: Low or Mid Tide - Follow quietly until the party is in trouble, then extort or kill them. High Tide - they've been caught out in the todal surge and will work with anyone if they can escape!

2. Giant Coneshell
HD6 AC plate ML9
Attacks: Neurotoxin Harpoon - Reach weapon deals 1d6 damage and Save vs Stun or fall unconscious for 10 minutes.
Gulp - Swallow a victim whole, dealing 1d10 damage per round as they're smothered.
Abilities: Insulin Cloud - Once per day while in water, ejects weaponised insulin into the surrounding water. Anyone in the cloud must Save vs Stun every round or lose their turn. Water-breathing creatures get no save.
Attitude: A chest-high conical shell containing an ambush predator mollusk. Waits in ambush then harpoons a victim in the ankle and engulfs them. Much more dangerous in water since its weaponised insulin cloud can prevent others fighting back. Not fast, but good at burrowing into sand and gravel.

3. Bastard Seagulls
HD1 AC unarmoured ML9
Attacks: 1d2 Peck or 1d4 flyby swoop attack
Abilities: At will, a seagull can detect the distance and direction of hot potato chips within a half mile radius.
Attitude: Extremely bad-tempered. Swoop if there's room, peck if there isn't, squawk no matter what.

4. Kleptomorphic Nudibranch
HD1 AC leather ML5
Attacks: Whatever their target is using!
Abilities: Morph Mucus - At will, exudes a massive amount of mucus in the form a nearby creature and pilots it from inside the chest! It has all the physical attacks of the target, but none of the magic or armour etc. The mimic has 1 HP for every HD of the target, and when it is destroyed the whole thing sucks back into the nudibranch's mouth ready to be re-exuded on their next turn.
Attitude: Create mucus mimic of whatever looks most threatening, recreate the mimic any time it's destroyed to defend core body.

5. Stoneshell Crab
HD2 AC plate ML5
Attacks: 1d6 pincer - On hit, grapples.
Attitude: Grapple foes and pinch them to death! Their stone shell gives them powerful armour, but once one is killed their crappy morale will send them packing.

6. Jumping Lamprey
HD0 (1HP) AC unarmoured ML5
Attack: Leaps up to 30' and latches on with its horrifying bloodsucking mouth! Each attached lamprey deals 1 point of damage per round. An attached lamprey can be pulled off as an Action (occupying your hand) or attacked with a weapon. If attacking, roll to hit vs AC 10. On hit, it's dead. On miss, it's dead and you deal weapon damage to the person it was latched onto.
Attitude: Swim or jump in, latch onto flesh, suck the blood!



Treasures

Roll 1d10:
  1. A silver locket with a severe woman's face in profile
  2. A tarnished silver crown, studded with black gems
  3. Golden sand dollars
  4. Hyper-umami kelp, valuable to specialist chefs
  5. Long boxes containing strange ornamental harpoons carved with grotesque frogs
  6. Proper pirate treasure chest
  7. A set of fishbone cutlery
  8. An iron-bound narwhal horn
  9. A cask of well-aged rum
  10. An overstuffed walrus taxidermy sealed in a glass box.


Happy Santicore, Wizzzargh!



Wednesday, 28 December 2016

The Lair of the Holly Spirit

Dungeon PDF here

The local group of evil cultists have been hard at work for the past year preparing for the culmination of their plan to SUMMON SATAN!
Unfortunately their leader was dyslexic and fucked up the final ritual.
Now their mountain lair is full of CHRISTMAS FEAR! Prepare to meet your doom in… THE LAIR OF THE HOLLY SPIRIT!



This was the dungeon I ran for Christmas last year and it was quite well received!
The session began with a bunch of generic black-robed cultists fleeing down the mountain past the PCs.
If stopped, one of the cultists will inform them that their Satan summoning ritual went wrong because it turns out the cult leader's dyslexic!
The best part was that the players somehow didn't work out the dumb Satan-Santa dyslexia joke until right at the end, up until then they'd been hunting the "Ice Satan" and his christmas themed minions.


Download the pdf here


Monsters
- Christmas Gremlins
- Evil Snowmen
- The Toy Soldier
- The Nutcracker
- The Snugglebear
- Santa


Christmas Gremlins
HD 1, AC unarmoured, 1 snowball attack dealing 1 damage, morale 7
Snowballs auto-hit and deal a single embarrassing point of damage.
Ineffective in close combat, but their friends can throw snowballs into combat with perfect accuracy.

Evil Snowmen
HD 2, AC leather, 2 attacks dealing 1d6  + freeze, morale 10
On hit, save vs Paralyze or be frozen in a block of ice until you break free with a successful wrestle (Ice gets +0 to wrestle), every round you’re trapped you take another 1d6 damage.
Snowmen are immune to fire.

The Toy Soldier
HD 4, AC plate, one gun attack dealing 1d8 + gun benefits OR bayonet dealing 1d8, morale 12
Gun attack pierces 5 points of armour and deals exploding damage (ie. If they roll 8 for damage, roll 
again and add to total. Keep going until they don’t roll an 8). Gun takes a round to reload.

The Nutcracker
HD 4, AC chain, grapples to CRACK NUTS, morale 12
Doubles wrestle bonus (ie  total of +8 bonus to wrestle). CRACK NUTS deals 2d8 damage to men or 1d4 damage to women.

The Snugglebear
HD 4, AC leather, one snuggly attack dealing 1d6 damage + snuggle, morale 12.
Takes only 1 damage from smashy weapons. On hit, forces you to snuggle it – jump on and just give it big hugs. Save vs paralyze on subsequent turns to stop snuggling, but you can’t attack the bear on the turn you stop snuggling because it’s so warm and lovely and you love it.



Santa
HD 6, AC leather, multiple attack options, morale 12.
Santa can attack twice a round with his choice of the following attacks:
- SACK WHACK – 2d8 damage from overhead sack smack
- HO HO HO – blasts all nearby away from him! Those blasted into walls take 1d6 damage.
- HELLVES – Summon 1d4 Christmas Gremlins to his side!
Additionally, Santa is surrounded by CHRISTMAS MAGIC BULLSHIT
Every time a character attacks Santa (no matter whether they hit or miss) roll 1d6 –
1. Mistletoe Mayhem! Random character has mistletoe appear above their head, Save vs Magic or smooch random person nearby. Obviously both miss their next go due to smooching.
2. Christmas Cheer! Random character is doused with magic eggnog and is fucking trashed. Save vs Booze (aka vs Poison) or -4 to all actions and AC for the next ten minutes.
3. Ice to Meet You! Terrain in a 20’ radius around Santa is suddenly slippery as fuck. Characters who want to move through it must save vs Paralyze or fall on their arse. Santa is immune of course.
4. Elf on the Shelf! Random character has a Christmas Gremlin appear on their head and start attacking their mates with snowballs while giggling joyfully.
5. Family Argument! Random character attacks their closest ally, who also attacks them back. Save vs Magic to avoid this if either player brings up a legitimate grievance they or their character has against the other.
6. In a Single Night! Santa teleports behind a random character and attacks them with his SACK WHACK.
The person who strikes the KILLING BLOW against Santa, as in classic Tim Allen documentary The Santa Clause, becomes the new Santa!
They gain the following abilities during the winter months:
- Immunity to cold weather, half damage from cold attacks
- Heart beats in time to “Jingle Bells”
- Unerring aim with snowballs, dealing 1 damage
- Children will always tell you the truth
- Detect Naughty or Nice at will
- Ability to ascend/descend small vertical shafts instantly
- If killed, killer slowly becomes Santa Claus

But also the following penalties during the winter months:
- Must return to grotto in the Frozen North for the entirety of December
- Massive weight gain no matter what you do
- Hair turns white
- Cannot lie, cheat or steal.
- Craving for sugar, brandy and milk




THE DUNGEON
1. Out the front of the grotto are 2d10 Christmas Gremlins! They’re in two teams having a snowball fight and it’s obviously a great time. They keep throwing really impressive trick shots to hit each other behind the snow barricades. They’re pretty friendly.
2 Evil Snowmen are also here, but they look like normal snowmen unless they and/or the Christmas Gremlins are attacked.

2. 13 Reindeer are harnessed to a sleigh, facing a misty portal. Their leader has a red nose. The portal leads to a similar misty portal halfway up the mountain. This is the launch pad for the Santa’s reindeer team.
If one of the players flicks the reins and can recite the reindeer’s names in order for real without looking it up, the reindeer fly out of the misty portal and into the sky! Anyone in the sleigh itself can easily steer. The reindeer run out of magic in January.

3. The Workshop was once the kitchen and pantry for the Satanists. Now it contains 2d6 Christmas Gremlins who hate their jobs making shitty anachronistic branded toys from wood and plastic. The toys are worth 3000sp if sold to somebody who realises how incredible Thomas the Tank Engine and Meccano are to pre-modern society.

4. The Playroom was once the bedroom for the cultists. Now the Toy Soldier, the Nutcracker and the Snugglebear are in this room, but they look like set dressing. They will come to life if the Christmas Gremlins and/or Santa are attacked… or if someone searches the room.
The cultists stored various valuables in this room. Notable are a small silver goat statue worth 500 sp, a case of miscellaneous magical herbs which give a one-time +5 bonus to a casting of Summon, and a pack of Satanist pamphlets that mention the cult’s address in a nearby town.

5. The Grotto was where the summoning of Satan was supposed to take place. Too bad the dyslexic cult leader summoned Santa instead.
Above the door to the south, Mistletoe is on the ceiling. Anyone who enters the room must Save vs Magic or smooch their nearest ally.
Santa is in this room. He’s jolly, but does not take kindly to people interrupting his Christmas preparations! Santa will fuck you up if you come into this room. Also, if he’s attacked, a massive siren will sound and everyone else in the complex will come to defend Santa.
To the north, a Portal to the Christmas Dimension swirls inside a pentagram. Floating in a frozen shard of ice above it is the cult leader whose name is Tranquilix Vern (real name Herbert Schuster) who just wants to go home.





Inside Santa’s sack, if you defeat him, are the following things:
- A Terry’s Chocolate Orange. 20 charges. Each “charge” heals 1d6 HP, but temporarily costs a single point of Constitution. Lost points of Constitution come back after a good sleep.
- The Ice Shard Sword. A critical hit means the target is frozen in ice like they were hit by an Evil Snowman! Only works in the winter months (in-game and real life) otherwise the blade melts.
- Candy Cane Daggers. A paired set that taste deliciously minty. Killing someone with one dagger creates a Christmas Gremlin. Killing someone with both (ie. When you roll the same damage on both rolls when dual-wielding) creates a Christmas Gremlin under your control.
- Horrible Christmas Jumper so impossibly horrible that people blank it out of their minds. +3 to Stealth. On successful Stealth roll though, lights up with a loud fun jingle!
- 10 Mince Pies that count as rations for adults, but force a morale check in children.
- Santa’s Expanding Sack will expand to encompass anything you put in it.

Monday, 27 July 2015

On-the-Fly Village Generation

Ah yes, the humble generic D&D village. The well, the washerwomen, the loosely described homes, and who can forget the remarkably large tavern?
This is all especially true since the nearest adventure locale is a few miles away and so you haven't really thought about this place. You can just sit back and say "uh yea uh sure" to most requests the players will make about local village services, so it isn't a big deal.

But! What if it could be ever so slightly more interesting? Here's a way to do that.

Some notes:
- This is meant to spice up a generic village, not create a proper adventure locale like Scenic Dunnsmouth. If you want a proper adventure locale, Logan at Last Gasp has got you covered.
- This is for creating a village quickly at the table when your players stop in. If they hang around, definitely bulk up the descriptions in the place between sessions.
- This is for making a small village of a few hundred people, most of whom the PCs won't meet immediately.



Procedure

  • Throw a bunch of stuff onto the table. These are the buildings in the village centre.
    • I use a handful of the ever-useful Jenga blocks due to their excitingly chunky shapes.
    • You could also use dice, cards, or possibly snacks.
    • Don't worry too much about how many, 10-20 is about right. You can always add more later.
    • Every village will have a watersource, a church, and an alehouse. Place these wherever.
      • The Watersource depends on the area. Mostly this will be a well in the largest open space in town.
      • If you've got a range of socially acceptable gods, feel free to roll for which one the Church is devoted to. Otherwise it's the prevailing religion of the region.
      • An Alehouse (or Public House from where we get the term Pub) was the current house in the village where someone's wife (an Alewife) had finished brewing up a whole lot of ale. This was important because the water all stank like shit.
        In medieval times this could be any woman who wanted to make a living, but in the Early Modern era it was married women working alongside their husbands in an increasingly male-dominated industry.
        If the village is on a thoroughfare the alehouse will likely be the classic country pub where the proprietors live upstairs. In a backwater this is definitely just someone's house.
    • Every village will have three interesting tradespeople amongst the Generic Townfolk who are probably farmers or something. Place these wherever.
      • Three tradespeople probably isn't that realistic, but it's enough choice without being overwhelming.
      • I drop some dice on the Vornheim buildings chart to generate these tradespeople, but you could roll on my failed medieval careers table and re-roll anything that's dumb. Or not! It's up to you!
    You're done! You just tossed some stuff on the table, added a few key buildings, and added some random tradespersons. That's enough to get going with and only took a minute or two.

    In the example below, there was a house way out to the side so I made it the Church. The standing block totally represents the steeple.
    The blue gem is the location of a well in the village green.
    I usually make the Alehouse one of the blocks that lands on-edge (marked with coin in picture) but if you're using dice pick one of the 6's.
    Rolling for tradesmen I got Mason, Fortuneteller and Furrier, so I marked them with the coloured disks.

    Example!

    Now the PCs can enter the village and start deciding what to do. When you've got a chance, you can quickly establish some relationships between people in the town. I use whichever people the PCs have interacted with so far, which usually ties the Alewife and a few of the Tradespeople into a little web of intrigue.
    Vornheim, again, has a Connections Between NPCs Diagram which is very helpful in this regard.
    Alternatively Logan has a list of relationships in the post I linked to before.

    Make sure to add some sort of small-town intrigue in case the party ever comes back. It doesn't always have to be secret cults and mutant children chained in basements, just a bit of simmering jealousy brought to the boil by the sexy Fighter when he passed through or maybe a kid who wants to learn from the Magic User in spite of his apprenticeship to his father's trade.

    Thursday, 5 February 2015

    Terrence Rapmaster's 31st Annual Trap Expo and Dungeon of Terror

    I ran this dungeon filled solely with nefarious traps for the UK OSR game day last Saturday.
    If you live in the UK you should come to the next one! Join this G+ community to learn more.

    The basic setup is thus -
    The players wake up in a dungeon.
    Above them, members of their family are trapped in cages suspended from the ceiling. Above that, maybe 60' from the floor, are long windows of a viewing gallery. A fancy looking eccentric is surrounded by a large variety of well dressed individuals sipping champagne and sampling canapés while peering down at the PCs.

    "Hello and welcome to Terence Rapmaster's 31st Annual Trap Expo and Dungeon of Terror! Any traps you see here today are available for purchase after the show.
    "Below us are our involunteers. In the likely event of their death and dismemberment at the hands of the traps of this establishment, another member of their statistically improbably statistically identical family members will be released to take their place.
    "Around the maze are chests which, though potentially also trapped, may contain items that will give you a competitive edge. Find the exit and you and your remaining family are free to leave.
     "In the centre of the room you will find some mercifully untrapped items to assist you, don't say I don't do anything for you lovelies. Good luck!"

    Terence and the socialites will follow the party around from room to room watching their progress. Every room has some sort of viewing gallery, usually high up, which allows the guests to view the proceedings. Terence himself will make pithy comments and bad puns as the PCs experience the many traps in the maze, occasionally spruiking their price and describing the vagaries of magic items for the assembled audience.

    The family members are replacement characters with identical stats. They have two spare family members each, and when they die another character is released from their cage in the central chamber. Due to Terence's ongoing commentary the new character knows pretty much everything the old one did.
    Three lives! Use them wisely.
    When replaced, the player must name the new character and state their relationship to the deceased.
    "Bob 2, Bob's brother" is, of course, totally acceptable.

    The Map

    Bereft of scanner, I present this crudely cropped photograph


    The dungeon is loosely themed around a bunch of different elements. See Room (8) for a picture of it.
    The layout came to me in a dream and since I only had a couple of days to go until game day I was very glad to have the inspiration.

    The traps are meant to start out more classic and traditional in the centre and get more ridiculous and esoteric as you get to the edges. Magic items found in one side of the dungeon tend to be useful for traps on the opposite side, both for irony's sake and to make the dungeon get easier over time, and if the players happen to head away from the exit they'll generally find more helpful items for the same reason.

    Rooms are usually lit by ever-burning torches in sconces which can be removed easily and safely. Light's not meant to be a big issue here. Every room and corridor has magical unbreakable glass (installed after the contestants broke through and killed everyone at the party a few years ago) through which the trap and its effects can be viewed.

    Obviously these traps are based around player skill. If you use pathfindery perception and disable device checks it'll be much more boring.
    Pictures of the original design/inspiration included when I can find it!

    Though the map has charming little memory joggers drawn all over it so you might be able to use it like a one-page dungeon, here are the traps in detail.


    Hallway Traps

    a. Flame trap operated by pressure plate. 2d6 damage, save vs breath for half.
    b. Covered pit trap. 10' deep. 1d6 fall damage.
    c. Stairs become ramp halfway down, slide towards (11). Save vs Paralyse to catch yourself but anyone that fails knocks down everyone below them anyway.
    d. Ramp drops at the top to release a rolling boulder when a pressure plate is stepped on halfway down. Checks depend on what the players do to escape. If it gets them they're squished no save.
    e. Mirror gives impression of continuing corridor across 50' deep pit but is, in fact, reflecting a fake corridor set at a 90 degree angle. Fake corridors lead to short fake room painted like the lava room in (4), candles behind holes in wall give impression of glowing lava from a distance.
    f. Entire staircase built on axle in centre. If weight unbalanced at top, whole thing spins into spikes.
    g. Foot caught in step by snare, gas ensues ten seconds later. Save or Die for victim and anyone helping them.
    h. Gravity trap switches "down" to "east" when crossing halfway point, sending people flying out into (13) where they will be dumped in the piranha infested water.
    i. 30' pit behind black curtain. 3d6 damage.
    j. Long, low passage requires crawling. Rubber wheels in walls send them flying into spike wall.
    k. Spikes on ceiling seem connected to some sort of stamping mechanism. In fact, swings outwards on a hinge. 3d6 damage, save vs paralyze to jump out of the way in time.
    l. Pit has spiky iron bar across it, foiling attempts to jump across. Feeding items into the nearby hopper (1/3 chance any particular item is enough) retracts the bar.
    m. Green slime. A classic!
    n. Metal vault door has wheel to open it and lifts upwards. Warm to the touch - contains molten lead that spills out under the door and down the stairs if opened.
    o. Spring loaded door blasts opener backwards, likely into the fire-and-spikes pit. Save vs Paralyze to land "safely" on the M pillar as you fly past.
    p. Dip in passageway (see picture), upper section contains pure hydrogen. Detonates if torches brought in. 3d6 damage, Save vs Breath halves.


    Room Traps

    1. Central room. No traps! Replacement family members in cages.
    Four coloured archways: North - Red, East - White, South - Blue, West - Brown.
    In centre of room - Two 10' poles, a sling, a bag of 20 rocks, a lantern with oil.

    2. Room is warm.
    Weapon rack attached to north wall holds a sword, axe, hammer, spear and shield. Each, if examined, has metal wire spiraling down the hilt from the head.
    Weapon heads lean on incredibly hot metal nodes, conducting intense heat through the heads and the wires. Picking one up without taking it off the node and letting it cool down deals 1d6 damage.

    3. Black stone golem on slim walkway across a lake of boiling wax.
    Wax vapor fills the steamy air and the bubbling wax has slopped all over the walkway.
    The golem has 6HD and is made of flint. Striking the golem with steel creates an explosion in the paraffin-fume air for 2d6 damage, throwing the golem backwards 20' and the striker back 50'.
    See, Patrick? It's in the book!
    4. Glass floor over glowing magma.
    Room is stinking hot, especially close to the two open holes in the glass in the corners of the room.
    Long, low corridor has a chest and a glowing sign at the end, but the words on the sign cannot be made out at distance.
    Halfway along the corridor the magma begins rising in the main room, being forced up through the open holes and spreading across the entrance to the long corridor.
    Sign says "You blew it!", chest contains Helm of Internal Oxygen Supply. Works via a small portal that leads to a Rapmaster-brand Air Box in which your personal supply of air is stored (array of scented airs available for premium customers). The portal, of course, works both ways, so taking the helm off underwater or in poisonous gas will fill your personal air storage with that substance.

    5. Billowing, heavier-than-air poison gas in cavernous room, giving the impression of a large, gaseous underground lake beyond a small sandy shoreline.
    An island pokes out from the lake, on which can be seen a chest.
    An illusory boat bobs about on the gas, anyone attempting to get in will fall through into the poisonous cloud.
    A fishing rod is buried in the sand of the beach. It seems to have something tugging on the end of the line. If the sand is dug away, it will be discovered to be merely two foot deep with the fishing rod held steady within a stone tube. Any person gripping the rod will have their hands magically glued to it. Pulling the rod from the stone tube or otherwise releasing the tension means the person will be slingshotted far across to the island where they will take 2d6 damage on impact.
    The chest contains a Belt of Levitation that causes the wearer to float 5' above the ground. Needless to say, the poison gas is not solid ground.
    6. Rickety room laid out like an empty room of a dilapidated house. Hole in centre of floor goes clear down three storeys.
    Rickety wooden beam across hole in centre is safe but looks splintery and awful. North wall looks like it could collapse any moment but has thin ledge you could walk on. If you walk on the north ledge the wall will collapse and throw you to your doom. South wall looks safer but the thin ledge is much more cracked and horrible. If you walk on the south ledge it will collapse from under you and send you falling to your doom.
    Behind north wall is a chest on a section of dependable dungeon floor. The chest contains a Whistle of Turkey Summoning which, if blown, summons a turkey onto your head. It is the same turkey each time, so if you get the turkey killed you'll keep teleporting the turkey's corpse onto your head.

    7. Doors close on entry and re-open on their own after 30 minutes.
    3-inch holes in glass floor, murky and poisonous green-tinged water beneath.
    Lever in centre of room. Pull it and the water heats up, becoming hot enough to create steam in a couple of minutes. This fills the room with poisonous steam and cooks those within for ten minutes.

    8. Balcony overlooking diagram of dungeon theme areas, oriented to the dungeon layout.
    The layout is painted on wooden floor. If someone jumps off the balcony the boards are spring loaded with blades between, annihilating their legs.

    9. Pit trap seems to be a short jump over a 40' deep pit to the chest on the opposite side of the room, in fact there is just a wall painted like that attached to the ceiling in between.
    Chest does actually exist if you can swing under the wall somehow and contains a Crown of Darkest Timeline - creates a ghost of you who goes towards the nearest trap and gets killed by a spectral version of it. 3 charges.
    Door on west wall releases poisoned dart from small hole in east wall to hit the opener at arse-level. If party members are in between they might get hit instead. Save or die.
    Behind door, a chest containing a Ring of Door Passing - allows you to walk straight through doors (and only doors) like they ain't even there.

    10. Chest in centre of pool on small island.
    Pool contains three 2HD water elementals. Chest contains a Ring of Plant Control - psychic mastery over plants and plant monsters.

    11. A bare room with three trapdoors on the ceiling and holes around the upper walls.
    The trapdoors have got a skull, an hourglass and a black cat painted on respectively.
    Steel wall slams shut over entrance from (c) and water begins pouring into the room over the next ten minutes.
    The trapdoors are set up such that only one can be opened at a time.
    The skull trapdoor contains thousands of poisonous spiders. Save or die.
    Opening the hourglass trapdoor causes the water to rapidly drain from the room... then refill.
    The black cat trapdoor is the exit because cats hate water.

    12. Scything blades swing through grooves in the ice-covered floor. Getting the timing right would be easy were it not for the ice. If proper precautions aren't taken, Dex check per blade to avoid 2d6 damage.

    13. Pool full of piranha and shark-infested water, small island with chest across lake.
    Boat against shore begins leaking halfway across and will sink unless swift action is taken.
    Chest contains Ring of Fire Resistance - immunity to flame and steam, half damage from thicker hot substances like lava and boiling wax.

    14. 30' pit trap followed by another 30' pit trap with an illusory floor hiding it. Jumping over one will make you fall through the floor into the next.

    15. Floor covered in gold coins, ten foot poles, and a chest. Chest contains a Decanter of Endless Water.
    Floor is actually thin planks of wood covering murky black piranha-infested water, the weight of a single adventurer will cause everything to collapse.

    16. Room halved by glass wall with door in between. Room behind glass contains a chest, a noose attached to the ceiling, and a chair beneath the noose.
    When the chest is opened the door slams shut. Inside the chest is a note saying "Tough luck buddy, you're here forever" and a Knife of Eternal Wounds. The knife inflicts wounds which never heal, dealing 1 damage per turn per wound inflicted by the knife... forever.
    Sustained weight on the noose for 20 seconds opens the door.
    17. Spongy black floor. Two eyes in middle of room retract as party enters. Floor safe, smooth grey ceiling is actually a Lurker Above.

    18. Fourteen glass statues stand at attention around the room. If smashed form very sharp shards that go everywhere. If chest opened the guards do not animate as one might expect. Instead the floor hinges downwards at the dotted line to form a funnel that slides everything in the room into a heap in the middle. Deals 1d6 damage plus 1d6 for each statue that has been smashed. Those shards'll getcha.
    Chest contains an Armlet of Schadenfreude. Any character who witnesses the death of the wearer gains 1d8 HP even above normal maximum.


    19. Spikes slowly emerge from floor and ceiling, ceiling begins moving downwards to crush anyone inside in three rounds. Holes in wall outside north door contain insects and a lever each.
    Reaching in to pull a lever requires a Wisdom check (or Willpower, if available) due to the squickiness of the bugs. If failed, next round anybody inside the room can make a Charisma check to force the lever-puller to reach in.
    East lever opens the east door but a hand grabs their wrist as they get their hand around the lever, pulling it requires winning a wrestling roll versus the hand.
    The west lever opens the west door but its hole contains poisonous bugs which force a Save or Die if gloves or other precautions aren't taken.



    20. Fleshy fungal pillar in centre of room has four tentacles and 4HD and can attack up to 4 targets for d4 damage. Killing the plant monster collapses the ceiling around its corpse, dealing 4d4 damage to all inside.
    21. Rolling boulder from (d) stops in a depression at the end of the room. If touched, a metal rod blasts it back out like a pinball and it rolls all the way back up the stairs and up the ramp, resetting the trap and squishing anybody in its way.

    22. Chest in middle of semicircular room. If chest opened, the room spins to reveal a wall of fire arrows which shoot anybody standing back in the corridor. 2 rows of 5 arrows dealing d6 damage each and setting victims on fire as though they're covered in burning oil. The opener of the chest is perfectly safe.
    Chest contains Ring of Poison Resistance set with three glowing green gems. Each charge allows the wearer to automatically pass a save versus poison. Three charges, as each charge is used one of the gems stops glowing.

    23. Metal fan on ceiling, holes high up on walls, sandy floor, chest.
    If chest opened - door locks, fan starts on ceiling, sand flows in from holes, sandy whirlwind starts up. After 2 rounds the sand blast deals 1d6 damage per round for 5 rounds.
    Chest contains a geiger counter that crackles based on proximity to magic.

    24. Ridiculous wheel trap. Behold diagram. The only difference is that there's no metal wall at the top and the wheels are attached to the walls by long bars, allowing the trap to be reset.

    25. Sheep-in-sheep's-clothing. Lovely forest glade, four trees strewn with vines, the ground is covered in flowers and lush green grass, stepping stones lead from doors to centre. In centre, rabbit sitting on stump turns to face any door that opens.
    Vines on trees are venomous snakes. Grass tangles your feet and releases a deadly soporific. Even the soil is corrosive.
    Rabbit is simply a painted wooden model of a rabbit mounted on a swivel in the stump, and the garden paths are not dangerous.

    26. Cut-off pillars are the only means of getting across this room. Fire and spikes cover the floor 100' down. On each pillar is inscribed a letter. The wall reads "Walk in the Name of God".
    On the diagram players can jump 6 squares distance safely.
    The correct path is IEHOVA.
    The wrong pillars do as follows -
    J: Collapses. Fall into the fire and die.
    S: Sticky. Permanently stuck to pillar, but you could conceivably take off your shoes and keep going.
    U: Unstable. Top of the pillar wobbles around, dex check to stay on, another dex check to jump off.
    M: Madness. Go insane, attacking anyone who jumps near your pillar.
    E: Explosion! Deals 2d6 damage and throws in random direction. Does not apply to the E on the right (soz Patrick).
    H: Hands. Hands grab from the wall and hold you while other hands punch you in the face for 1d4 damage per round.
    Possible other paths are JEHOVAH, JESUS, IESUS and (in case they went that meta) JAMES. If you're running this dungeon yourself I'd suggest putting your own name in there somehow.


    Movie mystery: If there's no J in the Latin alphabet, who wrote it on the stones?

    27. Door to room has "Over thinking, over analysing, separate the body from the mind" carved into the wood.
    In the centre of the room is a dais upon which rests a chest. Mounted on the wall is a glowing green sign depicting a running man, a downward arrow, and a vertical rectangle. If you are running this in a place with an exit sign nearby, describe the nearest exit sign in similar terms.
    All of these things are perfectly safe... until the psychic metatrap comes into play.
    Whatever traps or evidence of traps the players search for are there. They exist and were already in the room when they entered it because the psychic trap has read the characters' fears via their players.
    If outside the room, traps are set off by opening the door. If inside the room, opening the chest or messing with the exit sign sets off all the traps at once then makes the wall slide back to reveal the way out.
    For instance if the players check for arrow holes in the walls, there will be arrow holes in the walls from which arrows will fly. If they check for evidence of a crushing ceiling they will find grind marks down the walls. If they look for the seam of a pit trap on the floor they will find the seam of a pit trap all the way across the floor.
    If the players don't check for traps they'll be completely safe. It's a pity you've spent a whole dungeon making them paranoid.


    To illustrate the final room, when I ran this Chris assumed the clue meant a blade would come out of the wall and cut his head off if he opened the door without courage (literally separating the body from the mind). Verily, when he checked there were slots in the walls through which blades might pop out! Unfortunately even if he had been right they spent another ten minutes or so deliberating and trying out another door, and so they were sprung when he opened the door and cut his head off.
    Inside, Paolo (I think it was?) checked the chest for all sorts of poison darts and a poisoned lock and scything blades and discovered it was covered with the things all over every inch of the surface. When Patrick pressed the exit sign, everyone had to save vs death against a spray poisonous darts that hit everyone in the room. Luckily he and Nathan passed their saves and managed to escape the dungeon. Good end!

    Since I'm naming people, Barry got the fishing pole from (5) stuck to his hands for basically the whole game, surviving the trap since Paolo had Unseen Servant'd the levitation belt over from the island. The people hanging onto him (Patrick and Nathan) died on impact with the island. Nathan later talked about the game day (including this dungeon!) in a podcast.
    My favourite bits were Paolo managing to take off his Belt of Levitation just before he jumped into the mirror pit trap in (e), and everyone's massive paranoia in room 25 as I described a nice safe forest glade with what everyone knew was a wolf-in-sheeps-clothing in the middle of it.