Deadly Dungeons 10: The Fleeing Golem

The players encounter an archway, and beyond it a long hallway with many doors. The hall extends beyond the furthest edges of their light source–no matter how far that light extends. About 60ft from the archway is a very strange statue. It appears to be carved in the rough shape of a man’s torso and legs, with no arms or head. The construction is very bulky, with flat surfaces and sharp corners. The body is turned away from the hallway entrance, but a large face has been carved on the statue’s back. Its eyes are deep cavities which appear black and dark. The mouth is large, and open. Upon the strange face’s tongue is a marvelous treasure, to be determined by the GM.

If the players pass through the archway, the statue will eerily come to life. The face and the expression on it will remain still, but the legs will walk further down the hallway, away from the players. Within this hallway, the statue will always match the lead player’s movement, step for step. No matter how fast the characters run the statue will match their pace, even moving at speeds which might seem impossible for a stiff creature made of stone. This strange golem is also able to detect magical travel, and has been equipped with the ability to use dimensional door at will. If the players attempt to get close to the creature using spells such as teleport, ethereal jaunt, or even dimensional door, the golem will sense their magic use, and activate its own dimensional door nearly simultaneously, keeping itself well out of reach.

In truth, this hallway is not very long at all. A few feet before the end of the hall, a powerful illusion makes it appear as though the hallway extends beyond sight. This illusion is nearly perfect. The hallway it displays will react correctly to any light sources the players may bring, or to any objects they may throw into it. Only inches in front of this illusion is a one-way teleportation portal, which warps anything that moves through it back towards the start of the hallway, near the arches. Like the illusion, this portal was crafted by a true master of the magical arts. It is completely invisible, without any light or sound to give away its position. Furthermore, those who pass through the portal do not feel any of the physical sensations which normally accompany magical travel.

The portal does not function in the opposite direction, however. Nor is there any illusion near the hallway’s entrance. If the characters look behind them, they will be able to accurately see their current distance from the archway, and they can easily leave at any time.

It’s important to note that the golem’s movements are always in reaction to whoever appears to be closest to it, but the golem can only detect creatures with the eyes of its face. As such, if one player remains still while another player pursues the golem, the teleportation will eventually cause the character who is remaining still to be behind the golem, where they cannot be seen. Additionally, the golem is not intelligent. It has only a very simple set of instructions which it will follow strictly. As such, it will not use dimensional door to escape unless it detects magical travel being used. And despite its fearsome appearance, the stone creature has no means with which to defend itself from an attack.

Once the treasure is removed from the golem’s mouth, all spells in the hallway are broken. The golem turns into a simple statue, the illusion disappears and the teleportation effect ends. Replacing the treasure within the golem’s mouth will not restore these effects. The treasure is not necessarily magical, but it served as the switch which kept the magical circuit active. Once the switch is removed, it would take a wizard of untold skill to reactivate it.

Deadly Dungeons 9: Staircase of Hunger

Somewhere, perhaps beneath the false bottom of a mysterious sarcophagus, the adventurers discover a twisting staircase. It’s width of 7ft would seem safe, if not for the dizzying drop to the ground below, and the complete lack of a railing. The steps are broad, and wind lazily around the edge of the massive cylindrical chamber. The outside edge of the staircase, where it drops off into open air, has become strangely worn. The stone slopes downward sharply, almost as though the stone had been eroded by decades of flowing water. The rest of the stairs show no sign of such wear, only the edge.

In the center of the chamber is a tall pillar which rises roughly half as high as the staircase does. Atop the pillar is a statue of a man, twice life sized. He is depicted as emaciated, starving, and in great pain. His arms are spread wide as if beseeching the gods to end his suffering, and his head is tilted back in a silent, eternal moan. At his feet is a stone feast: a roast bird, a cask of wine, numerous styles of fruit and fish which are so masterfully carved that they actually look appetizing. Like the stairway, the outside edge of the pillar is worn around the edges, sloping sharply down in a way which appears as though it might be erosion.

If the players position themselves on the stairs so they can look within the statue’s mouth, they will be able to see a glint of gold. Closer inspection will reveal that the statue has a tongue of gold within its mouth.

If an amount of gold equal to at least one gold piece is placed within the statues mouth, it will immediately melt and fuse with the golden tongue. When this happens, a click will be heard from the stone bird. If the players pull on the roast bird’s leg after they feed the statue, they will find that it twists off, revealing the fowl to be hollow. Within are are twenty brilliantly green emeralds, each worth no less than 50 gold pieces.

Unfortunately, the tasks of feeding the starving statue and reaching its pillar, are not so simple. The room is under a strange enchantment. With the exception of the stairs and the pillar of the starving statue, the chamber is affected by ten times the normal force of gravity. Any item tossed or held over the edge of the stairs will suddenly become ten times heavier, and any character who falls from the stairs will suffer damage as though they had fallen ten times further than they had. (ex. In Pathfinder every 10ft fallen results in 1d6 damage, thus in this room, 10ft fallen would result in 10d6 damage). Note that the floor at the base of the chamber is not affected by this enchantment, and characters can walk on the floor there normally.

Deadly Dungeons 8: Shockfloor Crypt

Beyond the archway is a short stone staircase descending 4ft into a large room filled with water. The water is three and a half feet deep, and all but the first step are submerged beneath its surface. The water does not flow, and a thorough examination of the room will not reveal any point at which fresh water comes into the room. Yet strangely, the water lacks any of the stagnant murkiness one would expect to find in still dungeon water. It is crisp and clear, allowing anyone standing at the stairs an easy view of the stone floor beneath the water’s surface. There are no deadly creatures lurking in this water, it appears to be nominally safe.

The main features of the room are the four large sarcophagi. spaced roughly 12ft from both the walls, and from each other. The lid of each sarcophagus is level with the water, such that it is obvious water will not pour into them the moment they are opened; but even slight movement would cause ripples large enough to splash the bodies within. Each of the sarcophagi is adorned with a large stone depiction of an object. Atop one is a large stone book which lies open. The writing on the exposed pages of the book is magical, and can only be read by casting Read Magic. The stones function as a Scroll of Knock which can be used unlimited times. Any attempt to remove the book from the top of the sarcophagus will cause the runes to crack, and become unusable.

Another sarcophagus bears a large stone depiction of a sword, while a third is topped with a massive stone rat who appears feral and hungry. The final sarcophagus is topped with an elaborate feast of stone. It depicts a roast bird, several piles of fruits, a large of wine, and a large fish on a tray.

The room is constructed of simple stone, and the ceiling is 15ft above the floor. The only other obvious feature of the room are three metal rods–one of gold, one of silver, and one of copper. Each is 3ft in length, and they hang down from the center of the ceiling in a triangle pattern.

Anytime one of the sarcophagi is opened, the copper rod in the ceiling will send a lightning bolt down into the water. Anyone standing within the water or who is anywhere near the rods is subject to this damage. [In pathfinder, 10d6 damage, Reflex save DC: 20 for half; in OD&D 6d6 damage, save v. wands for half].

Within the sarcophagus with the book on top of it, there is the dessicated body of a woman. On the underside of the lid is a fist-sized dial. When it is turned, a previously unseeable seam will appear amongst the pages on the stone book. The page will turn, revealing a blank page with three very thin strips of metal embedded into it. The first is silver, the second is copper, and the last is gold.  If, for some reason, the stone book’s pages are up against the wall or another hard surface, and cannot turn, then the player will also be unable to turn the dial on the lid’s underside.

Within the sarcophagus adorned with a statue of a feral rat, there is the dessicated body of a man. Immediately upon being opened, a blast of blue-grey smoke will be released. The  cloud will force anyone within 5ft to make a saving throw. (Pathfinder: Fortitude, DC 16; OD&D: Save v. Poison) Failure causes the victim’s muscles to become limp and unresponsive for a turn (10 minutes). If they fall into the water, they may drown if they are not rescued.

The sarcophagus with a sword atop it is deeper than the others, and packed tightly with bones. They have been neatly stacked according to their type (femurs with femurs, ribs with ribs, skulls with skulls…). There are exactly enough bones here for 8 human bodies. The bones are not undead. They do not have any aura, and will not react to turn undead. However, if the lightning bolt is ever activated while this crypt is open, the bolt will angle off to the side, striking these bones rather than the water. At this point, the bones will leap from the sarcophagus and form into 8 undead skeletons, where each bone is bound to the others with a tiny arc of electrical static. These skeletons fight as standard skeletons do, but have an additional 2 HD, and deal additional electricity damage in addition to their normal damage (Pathfinder: 2d6; OD&D: 1d6).

The sarcophagus with the feast atop it contains the dessicated remains of a woman. If the players choose to search for a false bottom, they will discover that beneath the body is a stairway which leads to the next level of the dungeon.

The rods on the ceiling can be removed easily enough. Once they are gripped, a simple quarter turn will release them, and allow them to be pulled easily from the holes they’re mounted in. However, the lightning will activate if the rods are not removed in the proper order. The proper order is silver first, followed by copper, followed by gold. Once removed from the ceiling, the rods have no magical properties. However, the copper rod is worth 50gp, the silver rod is worth 200gp, and the golden rod is worth 800gp!

Deadly Dungeons 7: Skeletal Assembly Line

Note that the below describes a single instance of a Skeletal Assembly Line room. It functions on its own, but if one of these rooms exists, then there are likely more of them. Hidden behind stone walls and false book shelves, producing the tools of war and sending them to who-knows-where for who-knows-what purpose. If this room is used, the GM is encouraged to hide several similar rooms. And don’t forget to add material gatherers to the random encounter table!

The secret door was more difficult to find than most; just a sliding section of wall in the middle of a corridor. The players never would have found it if they hadn’t seen a skeleton run by with an armful of old chains, then be gone from sight too quickly to have used any of the visible exits. Even with that to go on, it took the characters an hour to finally find the loose stone which, when turned, unlatched the hidden door and allowed it to swing open freely, revealing a short corridor leading to a room filled with the red glow of a fire.

Within the room was like nothing the players had ever seen. The soundproofing on that door must have been remarkably, because the characters were suddenly assaulted by a cacophony of sound once they stepped through it. Flames roared, hammers clanged, and the omnipresent clacking of bones against steel and stone. The room was filled with skeletons, dozens upon dozens of them, each repeating some mundane task over and over again. And not a one of them paid the intruders any mind.

Right in front of the players as they entered the room was the pile of refuse; dead adventurer’s armor,  a thousand goblin spear heads, countless belt buckles and chains and other detritus. All of it steel. Skeletons swarmed over the pile, disassembling each piece, discarding anything that wasn’t steel. Leather, cotton, twine, even gold and gems were tossed into a wheelbarrow held by another skeleton. When it was full, the skeleton would wheel it away down another corridor, out another secret door, to dispose of it. Another skeleton with another wheelbarrow was already there to take the place of the first.

The steel that was left over was piled into another cart on a small rail. Whenever it was full, it was rolled up a ramp and dumped into a boiling vat of liquid metal. When the steel was ready, the skeletons at the vat would tip it forward, spilling the steel into a mold where it was shaped into the component parts of blades. A half dozen skeletal smiths cooled these parts in a communal pool of water, and hammered each piece into the proper shape before other skeletons take them to sharpen on a whetstone, before finally dropping them onto the conveyor belt.

Still more skeletons standing on either side of the belt deftly assemble the swords component pieces into usable weapons. Leather strips for the sword handle is periodically carried in by a blood-covered skeleton who probably comes from a similar room elsewhere in the dungeon. Given the denizens the players have encountered in the dungeon so far, they can only imagine the leather comes from goblins, orcs, or human adventurers like themselves.

The belt is turned by a skeleton with crank in hand, who moves it at a perfectly efficient speed to allow all of the work to be finished before it reaches the end of the belt, where the completed swords are dropped into a mysterious chute. The swords can be heard sliding against the stone for a long while, descending to some unknown depth for some unknown purpose. Who, the players wonder, could possibly need so many swords?

At least they have one clue to that riddle. The final step before the swords are dropped into the chute is for a strange symbol to be engraved on each blade. The players don’t recognize it, but perhaps someone else will? At least it’s something to look out for as they delve deeper into the dungeon.

The skeletons will continue to ignore the players indefinitely. Even if the players attack one of the skeletons, it will do whatever it can to continue working at its task for as long as possible. A disruption in the production chain will be noticed, however. The skeletal assembly line is a well oiled machine. And the moment any given skeleton no longer has a task to perform, they will immediately attack any living thing in the room, whether it’s a rat, or an adventurer.

Deadly Dungeons 6: The Fallback Corridor

Each of the three “Against The Giants” modules, which I recently picked up as pdfs, serve the player with a similar task. Assault the fortress of some giants–be they of hill, frost, or fire variety. This presents an odd problem if the GM is attempting to portray the giants intelligently. What’s to stop every giant in the place from descending on top of the players, swarming them with more foes than they can handle? And if the players need to retreat to tend their wounds, why wouldn’t the giants fortify their positions against further invasion, thus making it difficult or impossible for the adventurers to return?

After all, a fortress isn’t like a dungeon. A dungeon is simply filled with monsters, who may or may not be working in conjunction with other creatures in the dungeon. But at best a given creature will control only part of a dungeon. A fortress is a different matter entirely. The nature of a fortress is that everyone within is working together to mount a singular defense against outside intrusion. Gygax recommends that, once the players have the giants on the defensive, the giants will set up ambushes and traps. I can’t help but wonder why the Giants don’t use their time to, ya know, lock the door. Maybe bar it from the inside.

Perhaps an analysis of NPC “A.I.” is in order, but that’s for another post. Lets imagine that the players never left the fortress in the first place Or they did, but they’re very skilled at scaling walls and shuffling through air ducts. The giants can’t keep them out for whatever reason, so they’re forced to come up with a trap which will be effective, and can be ready to go before the PCs get back.

I came up with the fallback corridor, which doesn’t require much. The most important element is a hallway with pillars, or anything a sizable number of folks could hide behind. Everything else the trap requires should be easy to locate in any local: a large, thick tarp or blanket, weights, and rope.

The blanket, with as much weight attached to its edges as possible, is suspended from the ceiling. Ropes are used to form a crude trip line mechanism which will release the tarp from its suspension, dropping it on whatever unsuspecting interlopers are snooping about below.

Once the blanket falls, the adventurers will be blinded to anything around them, while remaining highly visible (as big lumps) to attackers. I would say that disorientation & the weights on the tarp will prevent the players from acting for at least 1 round. After that, they’re entitled to a dexterity check (In Pathfinder, DC: 14) to escape on the 2nd round. If that is failed, the players can automatically free themselves by the third round.

While the players fumble to escape from the ridiculous prison, the giants hiding behind the pillars will have ample time to step out, fire a round from their crossbows or hurl a boulder, then flee down the corridor and around the corner. Of course, there ought to be some chance for them to miss, but I don’t think it should be too high. Perhaps 30% concealment at most. The trapped adventurers should probably not receive a dexterity bonus to their armor class either.

The trap is stupidly simple, but should be an effective way of waging guerrilla war against the guerrillas who invaded your fortress.

Some options to make the trap more interesting or deadly:

  • Secret doors behind the pillars allow the giants to escape quickly.
  • Instead of using a tripwire, one of the giants has mounted a mirror high on the wall where it is unlikely to be noticed. It allows him to spy on the corridor without poking his head out, and if enemies wander by, he can manually release the tarp by tugging on the rope.
  • Even if the players have a difficult time getting out from under the tarp, they will likely see the giants flee (assuming there are no secret doors). The giants would recognize this, and assuming the players give chase, they could be led directly into a second trap.

Deadly Dungeons 5: Sepulchre of Order of The Gavel

A long forgotten order of paladins used this circular room to inter their dead. For whatever reason it has remained largely undisturbed by monsters. Perhaps it can only be accessed through a secret door, or maybe the sanctity of the site has held monsters at bay.

The walls and ceiling of the room are simple, unadorned stone. The ceiling is 7ft high at the edges of the room, and rises in a shallow cone to a height of 9ft at the room’s center. The obvious focus of the room is a large terraced pit which dominates most of the floor. The pit has four levels, including the bottom. Each level is about three and a half feet lower than the one above it, and there are no stairs, forcing anyone who wishes to descend to climb awkwardly down the steep steps. Each of the three upper levels is roughly 7ft wide, with urns evenly spaced around them. The bottom level is bare, save for a 3ft diameter circular hatch of iron, with four bold red lines painted across its surface.

The urns are simple grey ceramic, and stand two feet tall. Each one is banded by 1-3 horizontal red stripes, similar to those on the hatch at the bottom. While there is no immediate way for the players to determine the function of the stripes, the GM should be aware that urns with 3 stripes contain the ashes of a great hero of the Order of the Gavel, urns with 2 stripes contain the ashes of those who led the order, and urns with a single stripe contain the ashes of a great evil doer whom the order brought to justice. Each of the urns contains 2 copper pieces, used in the burial rituals of the order.

Behind each urn, on the wall of the steppes, is an engraving memorializing the individual whose ashes are contained within. A hasty inspection will reveal that the urns on the lowest tier are the oldest, and the urns on the upper tier are the most recent. The dates cover a range of 150 years, ending about 300 years ago. I’ve included dates on the list below, though obviously, these will need to be modified to suit your campaign setting.  For players who inspect these inscriptions more carefully, they read:

  1. [Three Bands] Senjar Okin / Fell in the year 702 / “None stood at The Citadel’s Gates more proudly than he. Fell to Orcs during the Seige of Lawund”
  2. [Three Bands] Yendew Nidaa / Fell between the years 688 and 690 / “We know not why she chose to venture so far afield, nor what it is that she fought. But the monstrous remains found near her body say all that must be said of her boundless courage.”
  3. [Three Bands] Custis Garret / Fell in the year 682 / “He stood before the sea and demanded it obey the laws of righteousness.”
  4. [Two Bands] Mahraha of the Mithril Fist / Fell in the year 672 / “Taken from us even as she led us to victory over the prowlers of the southern lands. By her request, she is interred with the dagger of her assassin, that she may return it to him in the next life.” [Burried in the ashes is a +2 Keen Dagger, or other dagger appropriate to your campaign.]
  5. [One Band] Revet Taroggaram / Slain in the year 660 / “There can be no quarter given to the unjust. No thief, no murderer, no inhuman beast can be allowed to profit from their evil.”
  6. [Two Bands] Murraha Slevali / Fell in the year 654 / “Unjustly taken from us while held as a captive of the Okarum. Justice will be done in her name.”
  7. [Two Bands] Torvil Brinebeard / Went to Rest in the year 653 / “The last to stand beside He Who Was First. The first to stand amongst the compassionate, the charitable, and the just.”
  8. [Three Bands] Hukatee Bularus / Went to Rest in the year 644 / “Those who speak the words of peace must be recognized. They are heroes as much as any who wield a blade.”
  9. [One Band] [Faint runes surround the edges of the urn’s lid] Erosm Muck / Slain in the year 643 / “Not all evil can be ended with fire and steel.” [If the runes current positioning is disturbed, Erosm Muck, a vampire, will become reconstituted.]
  10. [One Band] [Top of this urn is sealed with flaking wax.] Donnorel Thinn, Wizard of the Black Gaze / Slain in the year 636 / “It is unjust that one who took the life from so many, only has one life to give in payment for his crimes.” [If opened, an ash monster, ghost, or other appropriate creature is released. It is hostile towards the party.]
  11. [Two Bands] Shenwa Evacord / Went to Rest in the Year 628 / “When those who brought us peace were toppled, she steadied their triumphs. Interred with her is the Opal of Unariac, a gift from those who died in the wars she prevented.” [Burried in the ashes is a large opal mounted in a golden disk, surrounded with emeralds. Worth 3,000gp]
  12. [Three Bands] Edinea Kodas / Fell in the year 619 / “Charge forth always, in battle, and in parley.”
  13. [One Band] Uma Thistledown / Slain in the year 616 / “Let the east wall of the citadel remain forever cracked, as a reminder of the price required by faltering vigilance.”
  14. [Three Bands] Vinn Drekos / Fell in the year 611 / “Even as the gnoll’s javellins pierced her body, she did not falter in her defense of those innocents she had sworn to protect. Interred with her are the ashes of, Gerek Haverock, whom she loved.”
  15. [Three Bands] Hedsig Agham / Fell in the Year 591 / “Through the lens of Justice, truth can be found, and the good of all served.” [Urn contains a finely crafted monocle. Looking through it allows the wearer to see Good, Evil, and Untruth, as though they had cast Detect Good, Detect Evil, and Detect Lies.]
  16. [One Band] “Let none speak the name of the one who was slain in the year 591; for it is they who to he who was first from us.”
  17. [Two Bands] Karkis, Lady of the Hunt / Fell in the year 580 / “Justice is done by her grace alone.”
  18. [Three Bands] Mmij Hippamus / Fell in the year 568 / “The Titan Slayer.”
  19. [Two Bands] Amee The Bold / Fell in the year 555 / “Without her guiding wisdom and swift action, the order would never passed through those turbulent years after the fall of He Who Was First.”
  20. [Three Bands] Horace the Watchman / Fell in the year 549 / “By the side of He who was First did he fight, and by His side did he fall. May we all know the courage of the Watchman.”

If the players inspect the hatch at the bottom, they will see an inscription in the iron which reads simply: “He who was first.” There is a heavy clamp holding the hatch closed, but it is not locked and can be removed with a bit of effort. When it is opened, the hatch reveals a mumified corpse standing upright. These are the remains of the founder of the Order of The Gavel; a human man named Hassid Gurtoch, The Clear Speaker. The body is still wrapped quite tightly, and seems well preserved. It can be fished out with minimal difficulty. Nothing else is apparent within this small tomb.

If removed from his tomb, Hassid will be temporarily reanimated by positive energy. If there are any non-good being present, Hassid will tear his wrappings off, revealing that he was burried with a sanctified longsword which glows a brilliant yellow. He attacks as though he were a mummy (though he is not of evil alignment, and lacks the Mummy Rot special attack). If only good characters are present, Hassid will question them thoroughly about why they have chosen to loot the tomb of his order. If the players cite sufficient need, Hassid will tell them of the false bottom to his tomb. If they cannot convince him that their need for treasure is mandated by a goodly quest, then he will ask them to leave. If they refuse, or if the characters are caught lying, Hassid will attack them as vigorously as he would attack non-good characters.

The bottom of Hassid’s tomb is false, and can be lifted to reveal an assortment of coins, gems, and at least 2 good-aligned magic items.

Deadly Dungeons 4: The Wet Passage

The Wet Passage is a secret means of moving from one area of the dungeon to another. It can provide the players with much greater mobility than they would have otherwise, provided they are clever enough to discover and harness it. Depicted to the left is a wet passage room which can be accessed from four different dungeon locations.

When the players enter a room which connects to the wet passage room, it should be noted that a fountain is present. The actual construction of the fountain may vary. Some may be more ornate, or feature sculptures, while others may be quite simple, and appear to have a primarily functional use rather than a decorative one. All of the fountains will have a clear space at the bottom at least 3ft square. A fountain with a total diameter of 5ft could not have a statue mounted in the center of it, for example.

If the players choose to inspect the fountain, roll a die whose max number is equal to (or approximates) the total number of fountains which connect to the wet passage room. In the example shown here, 1d4 would be rolled. On a roll of 1, this fountain is currently the ‘active’ fountain. If the players look down into the fountain, they sill see a heavy iron grate. The grate is not fixed, and can be lifted aside by a character with average strength.

If a number higher than 1 is rolled, then the bottom of the fountain appears to be only stone with no obvious drainage. If dirt, or some other particulate substance is thrown into the water, the players will be able to see that the water is sucked into very faint seams at the bottom of the fountain. Moving the stone aside to access the aforementioned grate is not easy. The seams are much too small for a crowbar or even a sharper implement to be of use. The stone could be smashed with a heavy blow from a sledgehammer, though. You may wish to create some other mechanical means of opening the secret stone door, but none is included here.

Once the grate is exposed and moved aside, a 3′ x 3′ opening is visible in the bottom of the fountain, leading down into absolute darkness. It would be difficult to angle a lightsource to examine this area without the water dousing it. If the players are able to do that, they’ll see a passageway of hewn stone, which is very much unlike the rest of the dungeon’s construction (whatever that construction may be).

If the players attempt to swim into the secret caverns, they must be able to hold their breath the entire time. For the passages depicted, this should not be difficult for most characters. However, the other end of the passage way is only opened if the fountain’s passage was opened properly. If the players opted to smash the stone covering the grate, or force it open by some other means, then when they reach the other end of the underwater tunnel they will be confronted with a similar slab of stone. At this point, players should be required to make a constitution check to determine they can continue to hold their breath, or if they take 1hd worth of damage per round until they can reach oxygen.

Once inside, the wet passage room appears to be a natural cave with a ceiling about 10ft high, and water 3ft deep. In the center of the cave is a good sized patch of land. It’s a large piece of solid stone covered in mud, so it is no the most hospitable place to rest. Regardless, it is amply sized (at least 30′ x 30′) if the players would like to set up camp here. The islands only feature is a chest-height pedestal in the center, with a bronze bust of a regally dressed gentleman atop it. If the bust is lifted from the pedestal, the players can see that its base has a large, star-shaped protrusion which fits snugly into a mechanism on the pedestal. If the statue is placed back upon the pedestal, it can turn the mechanism. Each time the bust’s face is turned towards one of the secret doors, the pedestal clicks, and the underwater passageway opens. As soon as the bust is turned away, the passage closes again.

Deadly Dungeons 3: Blastdoor Room

For a long while I’ve wanted to use Papers & Pencils as a means to share dungeon stuff, but I’ve never quite been able to figure out how I wanted to do it. The first Deadly Dungeons post was my attempt to convert the World of Warcraft dungeon Scholomance into a tabletop dungeon. Aside from the fact that I never finished the project due to the overwhelming amount of work I created for myself, I now view even the results I did produce to be undesirable. My second, much more recent attempt to make the Deadly Dungeons series work was just last month, when I posted the GM notes for The Ironbone Tower. Ultimately I don’t think that was a very good post either.

Unsure of how to post this kind of content in a useful way, I set the Deadly Dungeons series aside again until I could figure something better out. Then, while reviewing my archives to find things I could build upon, I stumbled upon to some unexpected inspiration while reviewing one of my least favorite posts ever. Instead of trying to post entire dungeons, like a moron, why wasn’t I simply posting modular dungeon rooms like a smart person would?

So that’s what I’m doing now. Deadly Dungeons will be joining Colorful Characters, Magical Marvels, Merciless Monsters, and Lively Locals as one of the regular Friday posts. I hope you enjoy!

The Blastdoor Room is a circular stone room, which the players enter via an archway. A multitude of doors are spaced around the rooms outside edge. Each door is of simple wooden construction, but is sturdy, mounted on excellent hinges, and banded with iron. The stone floor of the room slopes slightly towards the room’s center, where an 18″ diameter hole is placed. It is dark within, but if the players bring a light source to bear, they will discover that the interior of the hole is very smooth, and less than 2ft down it turns off to the side. They are unable to see further.

Upon closer inspection, the players may notice that between the doors, there are areas of the wall which seem much more dilapidated than the rest of the room. They are cracked and dented, with bits of gravel on the floor beneath them. These damaged areas of wall are only about 3ft square, while the walls around them appears to be in much better condition.

Behind every door in the room is a cannon, which is loaded and prepared by a sophisticated mechanism behind the walls. The doors each hold down a spring mechanism mounted on the door’s frame. A moment after a door is opened–even if it is only opened an inch–the cannon will fire. The cannonball will travel along the dotted lines indicated, and smash into the wall directly opposite the door. The walls are extremely sturdy and will not break, but observant players will notice that each of the damaged sections of wall mentioned above has a corresponding door on the opposite side of the room. After striking the wall, and perhaps bouncing on the floor a bit, the ball will gradually roll along the slope of the floor, and fall into the hole at the center of the room, where it will be returned to the loading mechanism behind the walls.

Characters standing in the path of the cannonball will take an amount of damage appropriate to the game being played. (OD&D: 2d6, Pathfinder: 6d6). If the door was not fully opened, then it may be destroyed by the cannon’s fire. If this is the case, characters within 5ft of the door are subject to damage from the wooden shrapnel. (OD&D Save V. Breath, 1d6 damage; Pathfinder Reflex save DC: 18, 2d6 damage). Note that the cannon will not fire continuously if the door is destroyed. The spring switch must be depressed between the cannon’s firings.

If the characters take the time to match sections of damaged wall to doors, then they will discover that every single area of damaged wall is directly opposite from a door. However, there is one door which is not opposite from a section of damaged wall. This section of wall is constructed of the same materials as the rest of the room, but lacks the special reinforcement that the other walls have. If the door opposite this section of wall is opened, then the cannonball will blast through the wall, revealing a secret hallway.

Depending on the dungeon, there may or may not be creatures who will replace broken doors and broken walls. Players who enter the secret hallway may return to find their way back has been bricked up!

Deadly Dungeons 2: Ironbone Tower, Sublevel 1

Below are the notes I promised in yesterday’s post. If you haven’t read that post, they will doubtless seem sketchy and incomplete. Long story short: my new method of keying dungeons is to describe them on a single line of notebook paper, with one additional line each added for Monsters, Traps, Secrets, and Loot. These notes are meant to provide a starting point for the imagination, so the GM can come up with more detailed room descriptions during play.

This is going to be quite lengthy, but a few notes first:

1) If you are playing in my D&D&LB campaign, do not read any further than this line. I don’t think any of those players actually read my website. But on the off chance you see this post, do not read it. It’ll make the game pretty damned boring for you.

2) If you’re interested in how this system works, I’ve already played two sessions using this very dungeon. And I’ve finished a play report for the first of those sessions.

3) The rule-set I’m using is a hideous bastard child of OD&D, and my own rulings. You’re better off not trying to make sense of things, because I’m making a lot of it up as I go. Though if you’re curious, monsters which show up commonly have their stats on index cards, which is why most don’t have listed stats.

4) Courtney of Hack & Slash recently pointed me to a post of his where he described a method very similar to the one I’m using here. I’m certain his ideas will work their way into how I prepare my own dungeons in the future.

5) Bear in mind these are my personal gaming notes, transcribed word-for-word from my notebook. They’re not pretty, and perhaps this will not be interesting to read. But it’s okay if I post something that isn’t interesting to read sometimes, because there’s just gonna be another post up soon anyway!

And with that out of the way:

Ironbone Tower Dungeon: Sublevel 1

Room 1: Stone room, simple wooden doors. Piles of refuse in corners. 3 skeletons worth of bones scattered around.
T: SE door is locked.

1-W1: Tables to left and right. Chairs on north and south. Dead goblin in center with arrow in head.
T: Square 10×10 pressure plate in center of room. Crossbow bolt from ceiling.  THAC2: 17

1-W2: Four rough chalk circles are drawn on the stone floor. Hay and scraps of cloth are piled in the corner like a bed.
M: 3 goblins wrestle with one another in one of the circles. Weapons are nearby.
L: In one of the hay piles is a small leather purse with 40 silver coins.

1-W3: Two bookshelves. Floor covered in torn books. Large piles of charred books 2ft high. Was bonfire.
L: Under charred bonfire pile is an intact scroll of cure light wounds.

1-W4: Room is filled with counters and broken class. Two cabinets against the wall.
T: Right cabinet shoots a crossbow bolt when door is opened. THAC2: 16
L: Right cabinet. Potion of +1 attack for 1 turn. Ruby worth 20gp.

1-W5: Crates block the entrance. Goblins have made a tiny fortress of crates here.
M: 10 goblins w/ swords and bows.
T: Tripwire 5ft from the entrance causes crossbow above door to fire. THAC2: 16
L: Chest with 40 gold coins, 3 rubies worth 20gp/ea, & wood cat worth 100gp

1-W6: A well stocked alchemical lab. Extremely dusty. Single long counter with chairs around it.
L: 2 cure light wounds potion, 1 invisibility potion.

1-W7: Torture chamber. Iron maidens, thumb screws, racks, southern wall lined with cells.
L: One of the iron maidens has a body in it. Clutching jade statue worth 120gp.

1-W8: A small room with hay and a tin plate on the floor.
M: Skeleton. Only animates when secret door in 1-W9 is opened.

1-W9: Completely bare stone room.
S: Stone wall is mounted on a wooden door. Slides away if trigger in 1-W11 activates.

1-W10: Used as storage. 2 crates with rotted grain, moldy rope.

1-W11:Stone cell. Chains & manacles mounted on the wall.
S: Pulling chains on wall opens secret door in 1-W9

1-W12: Bare stone sell. Hay in the corner.

1-W13: Four suits of full plate are on display here, each holding an axe.
T: If the armor is jostled, axe will swing. THAC2: 17
L: Each of the four has an emerald worth 50gp behind visor.

1-W14: Targets set up near the entrance. Arrows all over the floor.
M: Two goblins with shortbows up on the catwalk.

1-W15: Small armory. Simple swords, boxes of arrows, some bows. Spears on a rack across from the stairs.
T: First step depresses. Rack angles down, and all 4 spears shoot at the stairs from behind. THAC2: 15

1-W16: Workshop filled with stonecutting tools. Life sized statue of a woman in the center.
L: In a box on the shelf are 2 sapphires cut to look like eyes. 60gp each.

1-W17: The outside edge of the hallway is straight. Inside edge is rounded.
S: Pressing on a stone at foot level on the door marked S opens it.

1-W18: An active smithy. Anvil in center. Forge on west wall. Racks & raw materials.
M: 3 goblin smiths. Will spill molten iron on the floor.

1-W19:Fountain against north wall. Dry, but small bit of standing water at bottom.

1-W20: Small altar on south wall. Broken pews fill the rest. Torn drapes cover stone walls.
T: 5x5ft pressure plate north of the altar. Flame from above. Save V. Breath, 1d6+1
L: Behind torn drape is small alcove. Gold holy symbol of bloody jaw. 30gp  standard/100gp collector.

1-W21: Small table and chairs on right side of the room.
M: Two goblins play cards at the table.

1-W22: South door is iron. Faded mosaic of bloody jaw above door. Circular carpet.
T: Poison needle trap on door handle. Save V. Poison. Fail: 1d2 con per turn, 5 turns.
S: Under rug is a pressure plate. It is very small, and must be pressed intentionally. Opens 1’x1′ in east wall.
L: Secret alcove in east wall contains chest. 60gp in there.

1-W23: Four statues, one in each corner, all depict a woman. Each is a different age. All are defaced.
T: Each statue’s pedestal can be opened. If opened, the statue comes alive.
M: Four faceless statues. HP 7, AC5, DR: 3, THAC2: 16
L: Statue 1,2,3,4: 200gp, +1 short sword, Diamond worth 100gp, Scroll of Fireball

1-W24: A library apparently filled with ancient text, in an old dialect. (Tongue Before The Fall)
S: Texts are religious worship of Neve Canri, though never mentioned by name. One contains a “Hymn of Release”

1-W25: A formerly elegant bed chamber. Torn apart by goblins. Defaced paintings, rotted mattress, etc.
M: Two giant snakes under the bed. AC: 6, THAC2: 15
L: In the snake’s nest is an exquisitely carved silver crown worth 300gp.

1-W26:A faded mural covers the walls of this room. With an empty pedestal in each alcove.
S: The part of the mural over the S door shows a woman in profile. Her eye strangely looks directly out into the room. Press eye, open door.

1-W27: A sword in the center of this small room.
S: Sword can only be removed with the hymn from 1-W24
L:  Longsword. Deals +1d6 damage v. undead.

1-W28: Vestebule. Racks for clothing, but empty. Double doors to the south.

1-W29: I apparently forgot to add 1-W29 to the map. Whups.

1-W30: Statue of a kobold with a scythe. Head is smashed off, on the ground. Door is barred on this side.

1-W31: Stone stairs down into darkness.

1-W32: Cathedral. High ceiling. 3 altars. Statue of a woman, lich, and demon. Dry fountain in center w/ dark stains on it.
M: 10 goblins. 3 goblins +1.
T: Statue pedestals open, have poison gas inside of them. Save v. Poison 1d6 Wis damage/3 rounds.
L: Under demon: Ruby worth 200gp, Under Lich: dagger +1, Under woman: spellbook with 4 random level 2 spells.

1-W33: Side chapel. Large frame on west wall with tatters of canvas on edges.
T: When leaving the room, door has needle trap. 1d6 str dmg for 2 turns.
L: Strapped to the bottom of a pew is a silver dagger.

1-W34: Opulent, trashed, bedchamber. Bookshelf north, bed south, fireplace east, dresser west.
M: Ash monster in fireplace. Activates if ash disturbed. Killed w/water. THAC2: 16
L: In fireplace, obsidian orb worth 60GB. Bookcase: Scroll with Wizard Lock

1-W35: Dormitory. 3 Bunkbeds. Fireplace on east wall.
L: Bag of gold under top mattress on 1 bed. 40gp.

1-X1: Large fountain in center. Mirrors on angled walls. Fountain has stagnant water.
L: Press on the SW mirror. Clicks & swings open on hinges. Box w/20gp behind.

1-X2: Kitchen. Tables, knives, rotting food. Large counter down center.
M: 2 Zombies

1-X3: Storage room. Boxes filled with rotted grain. Barrels of old wine.

1-X4:Weapons storage. Rock of swords, spears, bows, shields.
L: One longsword is silvered.

1-X5: Guard room. Table & chairs, piles of bones.
M: Bones form into 2 skeletons when people leave the room.

1-X6: Painting of a noble warrior hangs on wast wall. Broken bed.

1-X7: Slabes which are meant for dead bodies. 3ft wide walkspace between each.
M: 6 zombies. Have difficulty moving between slabs.

1-X8: Alchemy lab. Shelves & broken glass. Rug on the floor in the center.
T: Rug covers a pit 10ft deep w/ spikes at the bottom.
L: Bookshelf has wand of magic missile on it. 3 charges.

1-X9: Bodies hang from hooks on the ceiling. Magic circle in center.
L: Bodies each have some gold. 10 bodies, 40gp total.

1-X10: Dirt floor, dead plants. Room is lit very dimly from above magic spell. Dry fountain to the north.

1-X11: Mirrors on every wall, except walls w/doors. Pillows & couches.
M: 1 Skeleton
S: Press on mirror on S wall. It swings open to reveal a door.
T: Press on any mirror aside from S mirror. Spear launches from behind mirror. THAC2: 15

1-X12: Parlor, couch, chair, fireplace on east wall. Sword hangs above fireplace.
T: If sword is removed from hooks, flame shoots from fireplace. Save v. Breath, 2d6
L: Sword is +1 v. goblinoids. Says “Goblinbane” on blade.

1-X13: Dusty wineracks with only 4 bottles remaining.
L: Wine is old & very fine. 50gp for each bottle.
T: Snake living behind winerack. Poison bite deals 1d2 con damage for 6 turns.

1-X14: Toilet area. Very dirty.
T: Crossbow bolt activated by sitting on toilet. No save.

1-X15: A small, hidden armory.
L: 1 set of silvered full plate armor, 3 vials of poison (1d6 str for 3 turns), Crossbow w/ Bayonet & 30 silver bolts.

1-X16: A small library with a few shelves of books written in old common.
L: One of the books is a spellbook with 3 first level spells, and 4 second level spells.

1-X17: A large dining hall with 3 long tables. Tapestries cover the walls.
M: 3 Skeletons
L: Tapestries are worth 100gp each. 4 of them total.

1-X18: Room is filled with tables stained darkly. Large cleavers present.
M: 2 zombies.
T: East door has needle trap. 1d2 Con for 6 turns.

1-X19: Chains on wall & floor restrain long-dead bodies. East has shrine to demon.
L: Demon’s eyes are obsidion gems worth 50gp each.
T: If eyes are removed, all 15 bodies animate. Still chained, though. Zombie stats.

1-X20: Statue of woman w/ wings dominates center. She points with spear at entrance of room.
S: Statue can be turned. Point at S door, and it opens.
M: 2 Zombies behind S door.

1-X21: A clerical workspace. Symbol of bloody jaw all over. Books, and kneeling bench.
S: If you kneel on the bench, a small door opens in the wall, revealing box.
L: Box contains +1 dagger w/ ruby in hilt.
T: If box is removed, trap door opens beneath. 10ft down, rusty spikes.

1-X22:Large, pool-sized bathhouse. East door is locked.
M: 3 Zombies are wandering around under the water.
L: A locked safe fell into the water. Contains amazing  silver cup worth 170gp.

1-X23: Music hall. Couches face a large organ. Broken instruments scattered about.
M: A wight sits at the organ, slamming hands on keyboard.
S: Playing song from 1-X24 on organ opens trapdoor in floor.
L: Trapdoor contains 100gp, Scroll of Lightning Bolt, 2 potions of Cure Light Wounds, Key to 1-X26

1-X24: Room is filled with papers & scattered music notes.
L: One piece of paper has a complete score on it, signed by Vastug Stutt, famous composer. Worth 300gp.

1-X25: Storage. Cleaning tools for the organ, other rusted and broken instruments.

1-X26: Stairs lead up to an empty throne. Statue of woman on one side, lich on other.
T: Sitting on throne causes spikes to come out of it. Drain life. Turn player into zombie. No save.

1-Y1: Small anteroom of simple stone.

1-Y2:Mural covers wall. Faded. Figures staring angrily into the room are clear.
T: 10×10 center of the room is a plate. Drops boulders from ceiling. No save.

1-Y3: Junk covers the floor in big piles, most is soft.
M: 3 dire rats are nested in this room, protecting broods.
T: SW Door is locked.

1-Y4: Toilet is here. Very dirty.

1-Y5:Torture chamber. Racks, iron maidens. In the stocks is half eaten body.
M: 2 dire rats are under the racks.
S: Opening one of the iron maidens reveals a lever among the spikes.
L: Pulling the lever opens small alcove with 15gp stashed there.

1-Y6: Tapestry on the wall. Rug on the floor.
S: Behind tapestry is small circular button. Opens S door.

1-Y7: Tapestry on the wall. Rug on the floor.
T: Rug covers 10ft pit filled with spikes

1-Y8: Shelves have glass bottles on them. Jeweler’s work bench in center.
M: Large snake hides in this room. AC: 6 THAC2: 15
L: Shelves have 3 cure light wounds potions. Bench has necklace worth 100gp.

1-Y9:Bed chamber. Statue of halfling on west corner. Fireplace in east corner.
M: Dire bat lives in chimney. Doesn’t like to be disturbed.

1-Y10: The room’s purpose is difficult to determine. Wall has collapsed, opens into cavern.

1-Y11: Large cavern. Extends high. Some openings back into manmade areas.
M: Ever 10 minutes, 50% chance of being attacked by 1d4 dire bats.

1-Y12: Foyer. Couches and a painting of a wealthy family on E wall.
M: A dire spider hides behind the stairs.
L: A diamond is under the stairs, worth 200gp.

1-Y13: Hallway with nice carpet on the floor. 3 Paintings hang on the wall.
L:Each painting is worth 50gp.
T: center painting holds down a pressure plate. THAC2: 14

1-Y14: Bedchamber. Still in decent shape. Armoire, safe.
T: Save has needle trap. Poison is dry, but deals 1 damage.
L: Armoire contains 2 fine gowns worth 100gp/ea. Safe contains land deed to “North Tower.”

1-Y15: Parlor. Fireplace on the west wall. Bookshelf of rotted books on south wall.

1-Y16: Miniature bath house. Shelf filled with scented oils and bath salts.
M: Large water snake in the fetid water. AC: 6 THAC2: 15

1-Y17: Bedchamber, well furnished. 2 dead dire rats. Stripped.
L: Under bed is a case. Contains 100gp and a glass orb.
T: Needle trap on case’s latch. Save v. Poison. 1d2 con for 3 turns.
Glass orb: If you stare into it you see blackness. It is linked to an orb on sublevel 2.

1-Y18: 3 cages hang from the ceiling. 2 have skeletons in them. 1 is open & empty.
T: If there is weight in the cage, it will close and lock.
L: One of the skeletons is hiding a gold pendant worth 80gp.

1-Y19: Stinks. Bed, table, rat carcases on hooks. Several crates.
T: Door locked.
NPC: Prisoner escaped from 1-Y18. Put here for food for orcs below. Been here 6 months.

1-Y20: Narrow stairway leads down side of cliff into large dark cavern below.
T: First stair flips up when weight is put on it, flinging w/e is on it off the cliff.

1-Y21: Parlor. Empty pedestals in corners. Statue in the center with arms out, palms up. Floor covered w/ rug.
T: Right hand has dagger pointing towards fingers carved on it. If pushed down, fire from statue eyes, Save v. Breath 1d6
S: Left hand has dagger pointing towards wrist carved in it. If pushed down, S door opens.

1-Y22: Stone hands are mounted on the wall. They hold a warhammer.
T: If the hammer is taken, statue in previous room comes to life. HP6 DR2 THAC2:16 AC:8
L: +1 warhammer. For a cleric it is +2 v. evil. Hammer is engraved and bejeweled.
M: 1 dire bat flies out of the room when it is disturbed.

1-Y23: A dining room. Large table, chairs, fireplace on south wall.
M: Four dire rats have a nest under the table, and will scurry out if the room is disturbed.
L: Silver plates and goblets worth 300gp (total) adorn the table (6 plates, 6 goblets)

1-Y24: A kitchen. Counters, icebox, racks, knives, cupboards.
L: In icebox, jar containing red spheres. Rare spell component worth 500gp. Only lasts 4 hours out of ice.

1-Y25: A very simple bedchamber. Corner of the room collapsed.
L: Off ledge, a bag of 25gp fell. Rests 8ft below, on lower ledge.

1-Y26 Sitting room. Rotted couches, fireplace on North wall.
M: Giant centipede lives in couch. AC: 7, THAC2: 15, Poison: 1d6 con/ 4 turns

1-Y27: Study. Shelves w/books (ancient common. Law books) Large oaken desk.
S: Locked drawer on desk. Drawer has button to open S door.
L: Drawer contains bag of 40gp, small hand held crossbow, vial of poison (1d6 con/4 turns)
M: 1 dire rat is under the desk.

1-Y28: A storage space. Very dusty. Cleaning tools, old clothing, all moth eaten.

1-Y29: A small shrine with a pedestal. Atop it is an ancient bust of Neve Canari
T: Lifting the bust from the pedestal Freezerburns exposed flesh. Will drop. 60% chance to break.
L: Bust is worth 1000gp.

1-Y30: A sculptor’s workshop. Chisels of different sizes, half-formed humanoid shape.
L: On a shelf is a small box of assorted gems worth 200gp.

1-Y31: A large room with a dirt floor, and a pentagram made of salt.

1-Z1: A large open Plaza area. Troughs of sitting water & dry fountains w/ benches.
M: 6 beetle people are on patrol here. They all hold spears and crossbows.

1-Z2: Nesting chamber for guards. Cloth & pillows. 3 chests with personal items.
L: One chest has a false bottom, hiding 40gp.

1-Z3: Armory. Swords, spears, shields, 2 chests on west wall.
T: Chests have needle traps. 1d2 con over 6 turns.
L: Chests contain mundane leather & chain armor.

1-Z4: Secondary armory. Anvil and forge here, but not in use. 2 Chests.
T: Chests have needle traps. 1d2 con over 6 turns.
L: Chest 1: Silver shield 2/ Spike. Chest 2: 4 silver ingots worth 100gp/ea.

1-Z5: This room is filled with dirt, and stones, and water. An artificial environment for growing moss & algae for food.

1-Z6: Guard post. Barricade in center.
M: 4 Beetle People guard here. All have crossbows.
T: Space in front of barricade (center 10×10) activates flame. Save v. Breath, 2d6.

The ‘Z’ wing of the dungeon isn’t yet finished. If this post proves to be of interest, I may post the rest of the Beetle-People’s caverns when they are finished. Otherwise I think the four completed wings of the dungeon above get the point across sufficiently!
 

Changing my Dungeon Notation

I’m a long-winded kind of guy. When you get me talking, I tend to go on for a little bit longer than anybody wants to listen. It’s a failing which has often crept into my game mastering. When it’s time for me to make a dungeon, I’m inclined towards writing detailed descriptions for each room. Sometimes these descriptions can be a paragraph long or longer, noting what’s in the room, where that stuff is, what the room smells like, what it’s used for, and so on. It takes forever for me to finish a dungeon. And because of the time it takes, I’ve often had difficulty keeping to a gaming schedule. If I’m being honest, the paragraphs I write about rooms aren’t even that useful to me at the table. Every time the players enter a new room I need to flip through a large stack of papers, and once I find the description I need, reading it takes even more time. All the while my players wait, twiddling their thumbs and making dice towers.

My saving grace has always been improvisation. I’m good at figuring out what comes next while my players are describing what they’re doing right now. In fact my verbose note taking has given me many opportunities to practice my improvisation. I’ve sunk so much time into my notes in the past, that I often don’t have time to finish everything which need to be finished by game day. When the players arrive, I’ve often needed to come up with more content on the fly just to keep the game rolling. It doesn’t help that I have a penchant for games which last until everyone is exhausted of playing. One of my fondest memories is a ~14 hour overnight game session. I think I ran out of prepared material for that session within ~2 hours.

A couple months back whilst I was improvising a dungeon, it occurred to me that I’ve been a fucking moron. As much as I may personally enjoy writing comprehensive notes for my dungeons, this strategy has obviously not served me well, while improvisation always has. Why in the world have I wasted all of this time trying to write notes so detailed that I would never need to improvise? What I should have been doing instead is writing brief notes which give me structure, but still allow me to do most of my elaboration at the table.

Thus was born my new rule: Dungeon room descriptions must fit on a single line of handwritten notebook paper. One additional line each can be added for traps (T), secrets (S), monsters (M), and loot (L) if any (or all) of those are present. The descriptions need not be complete, because anything missing can easily be filled in during play.

If the descriptions says “Bedroom in bad shape. Rotted. Bed, Armoire Fireplace, Painting of a woman.” then when the players enter the room I might say “It looks as though this bedroom was once very fine. The bed appears to be made of oak, but the mattress sags to the floor and emits a stench of mold. From the bed’s canopy you can hear the skittering of vermin. An ornately carved Armorie rests against the north wall, while on the east wall is a fireplace filled with ash. Above it is a painting of a woman.” And if, for some reason, my players decide they want to smash the bed and ask if there are any blunt object nearby, I may say “There’s an iron firepoker laying next to the fireplace.”

Additional lines are just as easy, and might add bits of detail to the room which were omitted in the original description. For example, in one octagonal room I have mirrors on every wall which doesn’t have a door on it. The S line says only “If the mirror on the wall marked with an S is pressed, it swings open revealing a locked safe.” The T line reads “Safe has needle trap [relevant numbers]. If any mirror other than that one is pressed, a spear is launched from behind the mirror. [relevant numbers].” Finally, the L line reads “Safe contains bag of 200gp, and a small bronze statue of a cat. Non-magical. Worth 50gp.”

I’ve already run 3 sessions using this notation system, and I’ve found it to be remarkably effective. I’ve never found dungeons more fun to run, or more fun to create, in all my years of GMing. I expect that the system will continue to evolve the more I use it. Tomorrow I’ll post the first sublevel of The Ironbone Tower dungeon, to serve as a full example of how I’m currently using this method.