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101 Ready Rooms

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No more "Ho-hum, another boring dungeon room..."; with 101 Ready Rooms to choose from, you'll have a supply of unique rooms with sights, sounds, and smells to fill in the blanks in your dungeon.

101 Ready Rooms

The adventurers have followed a trail of clues to the dungeon which conceals the the Staff of Niffugam, a long-lost artifact of great power.

Party Leader: Well, that first room was pretty straightforward. Stone walls, stone floor, nothing much to it. Looks like your typical dungeon room. I think we've got a good feel for what's to come

Kalthros: Yes. We should get through quickly, I think.

Garin: I'm not so sure about that.

Jarmak: I listen at the door. Do I hear anything?

The GM rolls some dice behind his screen.

GM: You don't hear anything through the door.

Garin. I have my crossbow ready.

Party Leader: Guess it's up to me to open the door. I do, carefully, ready to slam it if I need to.

GM: The room is lit by a dim violet light. In that, you can see it's moderately small.

Garin: Do I see anything that these humans can't?

GM rolls dice again.

GM: No, the room seems to be empty.

Party Leader: We'll move in slowly, weapons ready, and look around.

GM: The room is longer than it is wide, maybe 20 feet by 25. The door you've entered is on the north wall. There are two other doors that both look like plain wood: one in the west wall, one in the east wall, both near the southern ends of the walls. The floor is covered with a lot of broken stone, maybe from the ceiling, but under that it seems to be brick. This makes the footing slightly unstable. There seems to be sort of a well in the center, and some discoloration or something on the walls in the northeast. And you are starting to feel very uneasy.

Party Leader: Garin and Kalthros will stand guard. Lyry will check out the discolored wall. Jarmak will check out the well. I'll see if I can see where the light is coming from.

GM: There's some kind of arcane sigil or mage's mark scrawled on the wall in the northwest; that's what's glowing. Kalthros doesn't like the look of it. Lyry sees some marks on the wall that looks like someone hacked at it with an axe, and there's a note scraped in the wall. It's hard to read, but it seems to say beware of something. A copper kobold? Jarmak checks out the well. It's dark down there … and he hears something moving.

Welcome to the "101 Things" collections

This, like the Item Histories and Deadly Dragons, is somewhat unusual. There are just 101 entries in this collection, but they are more detailed (only a handful fit on a page) than the more common 1001 Things listings

You miss the days of huge OSR megadungeons, so you want to run one. But you're not in high school anymore, with time to make up rooms during math class. You have all sorts of ideas for things to do with specific rooms, but when do you have time to detail fifty or more other rooms? You don't want boring empty rooms, or all those rooms looking alike.

That's where 101 Ready Rooms comes in – a hundred and one rooms all ready to use. Just drop them in where you need them. Add a random encounter from your favorite encounter table, as appropriate to your game system and dungeon level, and perhaps a trap or treasure (see some of Wintertree's 1001 Things line for some options from altars and art objects to swords and fungi), and your work is done

Like all of the 101 Things line, this is a bit experimental. If these rooms are popular, there will be more and different ones to come.

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Rule System(s)
Pages
12
Publisher Stock #
3601
File Size:
0.72 MB
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File Last Updated:
July 05, 2020
This title was added to our catalog on July 05, 2020.