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Dungeon Room Index: Courtyards

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Courtyards, gardens, and training grounds--"relaxed" open spaces, often centralized and well connected to other dungeon spaces, rather than terminal rooms tucked in a corner. Here are the rooms: Getting a breath of fresh air First, let's address the "vibe" of this category. To my mind, a courtyard is essentially a large, open space that doesn't necessarily have a specific utility. When I think of courtyards, I think of spaces that are almost contemplative in their use--you go and sit for a while or walk around. They break up the floorplan and provide interesting entryways or crossings. "Gardens" are kind of this amped up even further with the additional angle of cultivated things, and stuff like training grounds are kind of adjacently relevant just because I've seen too many training scenes set in courtyards or something like that. I dunno, it feels right. *shrug* So that's where this is coming from. A...

Bedeviled Tatters

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Bedeviled Tatters 12 HP, 8 STR, 16 DEX, 8 WIL, smother, swirl Swirling clouds of blackened rags, paper, or bandages; an angry red light pulses at its center. Unaffected by mundane un-bladed weapons, which are impaired . Smother: tatters wrap around a single target; the target saves STR each turn or is controlled by the tatters. Swirl: tatters swirl like a raging storm for d4 blast damage. On every 4, an open flame is snuffed out. Sometimes, when a soul dies in great anger, that anger lingers.  And especially when that anger finds no body of flesh remaining, it may attach itself to something near to the body's final resting place--bandages, books, seals, shrouds--and so on. This is the beginning of a Bedeviled Tatters. Though it is raw anger that animates these lingering vestiges, they may yet lie dormant for a time, either totally still or drifting in dispersed, lazy patterns. When the tatters are roused--whether by great commotion or direct ...

Batfolk

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  Batfolk 7 HP, 9 STR, 10 DEX, 14 WIL, claws (d6) Nocturnal, bat-like humanoids with poor eyesight and incredible hearing. Capable of "seeing" anything nearby by echolocation. Love music. A first experience with one of the Batfolk can be quite startling. Most often, one finds themself making their way through the dark only to walk face first into them without warning. Long arms and claws carry them steadily and silently through the dark, and huge, sensitive ears give them a form of sight that their eyes no longer provide. So sensitive is their hearing, in fact, that they can even see around corners simply by making a low clicking from their throats. Their short legs are terminated in knobby feet that are just as dextrous as their hands. Despite their offputting appearance, however, the Batfolk are generally quite sociable. Their incredible auditory gifts make them quite adept at picking up the nuances of spoken language, and they have a parti...

Eldercap

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Eldercap 1 STR, 0 DEX, 9 WIL Wicked blue mushrooms that enthrall living creatures to spread their spores. During the day, they fill the air around them with their spores. The larger they grow, the larger the radius affected. Creatures that ingest the Eldercap's spores are infected; they gain an aversion to salty food, and in d4+2 days they become an Elderthrall. Resistant to flame, and vulnerable to salt or cold. Elderthrall (template) +4 STR, +1 Armor, 1 WIL Their skin grows pale and webbed with fungal tendrils, their eyes dull. Within the radius of an Eldercap's spores, they act according to its will. If they stray too far from that radius, they will climb to a high and secluded spot and a new Eldercap will burst from their spine. Does not roll for Critical Damage. Is not phased by physical harm. The lifecycle of an Eldercap is a curious thing. While all Eldercap's seem to possess the same instinct for dominati...

Dungeon Room Index: Preservation Rooms

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Preservation rooms! The places where things are kept safe, for their value, or simply for their future utility. Here are the rooms: Saving stuff for later The basic gist of a "preservation room" is storing stuff. However, throughout this series we've dipped into that idea in many ways: Armories  store armor and weapons; Libraries store books and similar things; Food Rooms included various kinds of food storage; Galleries included museum like spaces... we could go on, but calling Tombs "storage for dead stuff" is verging on silly. What that leaves us is actually quite appropriate in the context of dungeons: we haven't really talked about storing valuables . Given that dungeons--classically speaking--are places where you find treasure (in all its forms), it only makes sense that you'd wander into some kind of vault or treasury. At least sometimes. Of course, that's not all we could place in this c...