Okay, so my overall (vague) #Dungeon23 concept is that it is the massive main temple of an ancient and long dead god of mischief and chaos. (Gives me a little wiggle room to throw nonsensical stuff in.) All rooms are, of course, first drafts, which is the point.
Notices by Skulls in the Stars (drskyskull@mastodon.social), page 2
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:31 UTC Skulls in the Stars -
Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:30 UTC Skulls in the Stars ... If the PCs engage these skeletons one-on-one, and do not use anything other than melee weapons, the other skeletons watch until the PCs are victorious, and present bony applause, along with one of the skeletons presenting a rapier +1 to the party. If anyone attacks as a group, uses spells, or otherwise does not fight an honorable duel, the skeletons attack en masse.
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:30 UTC Skulls in the Stars 3. Skeleton fencing club. When this room is entered, there are two skeletons involved in a fencing contest with rapiers, with another ten standing on the sidelines watching. If the PCs approach within ten feet without attacking, the two dueling skeletons turn and take up ready positions towards the PCs, waiting for opponents. (cont)
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:30 UTC Skulls in the Stars 2. 2. Pool of Goo. The 10’ diameter circular pool is shallow and has what appears to be 50 gp scattered at the bottom. The pool is not filled by water, but a gelatinous cube. There are three decorative floor panels and three plain floor panels around the pool. Any vibration stronger than a coin disturbing the surface of the pool causes the three plain panels to catapult anyone standing on them into the pool. (Can aim to avoid falling into the pool if targeted with a DC 17 acrobatics check.)
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:29 UTC Skulls in the Stars ... 1-4 points: 1st item, 5-6 points: 2nd item, 7-8 points: 3rd item, 9-11 points: 4th item, 12 points: boots. When the handles are released (and can be at any time, it is magical electricity), the item illuminated is magically deposited before the character. This case works only once, for one person, and then the entire case goes dark and inactive.
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:29 UTC Skulls in the Stars 5. Test of Pain. A magical case stands in one corner of this relatively small room. It contains a number of fancy items, and it is otherwise unbreakable. Two metal rods project from the ground in front of the case, and touching both together causes an electrical current pass through the character, causing 1 point of damage per second. As points are taken, increasingly more valuable items are illuminated in the case, up to a maximum for Boots of Elvenkind at 12 points. (cont)
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:29 UTC Skulls in the Stars 4. Tunnel of flames. This tunnel has four pipes along its length, each of which periodically shoots out bursts of flame. The first is active one of three rounds, the second three of four rounds, the third 2 of 6 rounds, and the fourth 5 of 8 rounds. Each round that a player is caught in flame causes 1d6 fire damage. A player can in principle run through all four flame regions in a single round, if desired. (Want to work on the timing of this one, but put rough ones in to give the idea.)
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:28 UTC Skulls in the Stars 6. Temporal stasis chamber. This 30 foot diameter chamber has 6 hobgoblins in it, all apparently frozen in place. One looks like they are in mid-strike with their sword. In the center of the chamber is a small chest. The hobgoblins are in temporal stasis, and in that state are invulnerable to any attacks or damage. The stasis ends instantaneously when a PC enters the 20’ circle in the center of the room. (cont)
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:27 UTC Skulls in the Stars ... Their clothes and equipment are intact, but their flesh has vanished clean to the bone. It appears that three were in the midst of a long rest, bundled in their sleeping bags, while the fourth was sitting on watch. The group included a fighter, a rogue, a wizard, and a priest, and the supplies that remain are the standard adventurer’s pack for each type, which can be scavenged by the PCs. (cont)
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:27 UTC Skulls in the Stars 7. Adventurer’s camp. The original purpose of this room is unknown, as it appears to have been stripped of its contents long ago. In its place right now is the recent campsite of a group of adventurers. Their lantern is still warm to the touch, indicating that the camp was very recently active. However, all the adventurers are dead, and completely skeletonized. (cont)
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:27 UTC Skulls in the Stars ... The small chest is locked and has a poison needle trap (DC 13 to detect and disarm, 2d6 poison, DC 13 save for half). Within are 23 sp, 10 gp, and a key seemingly made out of obsidian.
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:27 UTC Skulls in the Stars ... The stasis reestablishes if all PCs leave the 20’ circle. The first time the stasis is broken, the hobgoblins are surprised (they remember fighting a different group of adventurers) but after the first break, they will attack readily in regular initiative order. Clever PCs could use the stasis to rearrange themselves and break stasis at an opportune initiative point. (cont)
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:26 UTC Skulls in the Stars ... The well is made of tightly fitted bricks; anyone investigating at the 20’ mark and succeeding at a DC 13 Investigation check will notice a brick protruding from the side; if this brick is pulled out, a Ring of Feather Falling is found wedged behind it.
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:26 UTC Skulls in the Stars 8. “Bottomless” well. The center of this room has a circular well 10’ in diameter that seems to have no bottom. However, at the 30’ mark at the bottom of the well, there is a portal that transports anything that passes it to the 20’ ceiling above the well. PCs swimming down and through the portal (which is not visible; the well appears to continue down indefinitely) find themselves falling from the ceiling back into the pool, where they take 1-2 points of damage (DC 10 Acrobatics for half)...
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:26 UTC Skulls in the Stars ... The skeletons will not rise up, and there is no current threat in the room, but let the PCs wonder and play up the ominous nature of the scene.
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:25 UTC Skulls in the Stars 9. This perfectly circular room, 30’ in diameter, has doors on either side. After the whole party enters, the door closes and the room begins to spin rapidly within 2 rounds, creating a centrifugal force making the circular wall act as the floor. A DC 13 Athletics check can help a character make it to the center of the room before getting “pinned” to the wall, but on round 3 a gibbering mouther is teleported above the center and drops down. #Dungeon23 (cont)
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:25 UTC Skulls in the Stars (Might do screenshots for future rooms, so I don't have to use multiple posts.) #Dungeon23
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:24 UTC Skulls in the Stars 10. Contested altar. This 15’ square room has only one door, and an altar on the opposite wall. This altar is apparently contested by two gods, one of law, one of chaos. The image of the statue is divided by a flaming sword, with part of the image of each god on either side. A PC can grasp the hilt of the flaming sword, and force it to be pure Law or Chaos. If this is done, the opposing deity gets angry! cont
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:24 UTC Skulls in the Stars ... On the same round, 4 zombies are teleported to the wall-now-floor. Ranged attacks are at -2 due to confusion of the geometry. When all monsters are destroyed, the room spins down and the doors open. This encounter happens only once.
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Skulls in the Stars (drskyskull@mastodon.social)'s status on Saturday, 04-Mar-2023 17:11:23 UTC Skulls in the Stars ... They will ideally wait for someone to try a robe on to attack (with advantage), but if anyone strikes at them or the party moves to leave, they will attack as one. The cabinet contains 5 miscellaneous liturgical objects that could be sold to a historian for 100 gp total, or 20 gp each object.