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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...

Siege-fire Beetle

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Siege-fire Beetle 9 HP, 2 Armor, 12 STR, 7 DEX, 6 WIL, sticky fire (d8, blast) Large beetles with tough shells full of viscous, burning liquid. Solitary and territorial omnivores, they burn or melt down edible matter and feed on the sticky ash. Their shells deteriorate into oozing burning fluid shortly after death. Targets hit by sticky fire with a 5 or greater take an additional d4 STR damage on the next two rounds.  Named for their profitable employment in many wars, siege-fire beetles are well known for their destructive potential. The largest specimens have been observed spraying their burning liquid over 50 ft; once coated in the stuff, a target will continue to burn as the fluid is slowly consumed. Depriving the flames of oxygen will prevent further burning, but unless the fluid is significantly diluted, or dissolved by a total immersion in wa...

Lurking Lily

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Lurking Lily 8 HP, 11 STR, 4 DEX, 4 WIL, throwing spines (d4), toothy petals (d6) Large, carnivorous, white flower that floats on the water. Stalks prey stealthily by slowly drifting across the water's surface, then lashing out with spiny tentacles and a gaping mouth. (12 DEX in water) Critical Damage: Target is wrapped in coiling tentacles and dragged deep under water. Sometimes the most beautiful things are the most dangerous. At first it appears to be an exceptionally large and impressive water lily, drifting innocently across the water. Only the most paranoid observer will recognize that it always seems to be drifting closer... Lurking Lilies grow in places where water and prey are plentiful; the seed-spawn of a mature Lily will produce many new buds, which grow at the bottom of deep, mossy pools for a time before emerging en masse. At first they only swarm under the water like hungry piranhas, growing rapidly in proportion to their meals. Eventually, the strongest individual...

The Trader

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The Trader 10 HP, 5 STR, 10 DEX, 12 WIL, bag-slam (d10) Small, insectoid merchant that frequents deep dungeons. Appears abruptly in hopes of trading for unusual objects; disappears just as abruptly once a trade is made. If given something it shows interest in, it will give an object in return. Roll 1d6. 1-3: Obscure piece of Junk, 4-5: Item of comparable value and interest, 6: Useful Relic. Deep in the dungeons depths, you may be surprised to run into the Trader. They appear suddenly, and they do not speak, they just stare with wide unblinking eyes. In a moment, they pull something unique from their pack--a trinket, it appears, but with hidden value... at least that's what you presume from their eager insistence. However, they do not accept regular money--they seem to have no use for it. Instead, they trade in kind: an oddity for an oddity. The Trader is scrupulous, and makes for no easy dupe. Be wary, however; the Trader's own wares are useless junk just as often as they are...

Vice-spider

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Vice-spider 7 HP, 10 STR, 16 DEX, 6 WIL, claws (d6+d6) Large, agile spiders with spiny forelimbs and a pincer abdomen. Often found in small packs, they prefer to ambush from a ceiling or crevasse. Critical Damage:  The vice-spider grabs the target in it's pincers and makes a hasty getaway to finish their meal elsewhere. Silent and swift predators, you'll be lucky if you hear their chittering and skittering before they appear; stalking across walls and ceilings, skittering legs and long feelers clamor hungrily for their next meal. First, they lash out with their ragged spiny forelimbs, then grab prey in massive grasping pincers to carry them away with wicked speed to be devoured. Often they are encountered in groups of two or three, using limited coordination--through clitcks and chitters--to corner prey. There appears to be some sense of ownership among them, as they never fight over food or steal from each other. Take caution: if they are found alone there is probably a hun...

Dungeon Room Opinions: Mapping at the Table, Part 2 - Abstract Mapping Toolkit

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In my last post I established my preference for Abstract Player Mapping. The summary is this: making players draw the map yields lots of fun benefits, and making sure the map they draw is abstract and minimal prevents player mapping from becoming so burdensome as to overwhelm its benefits.  Today I'm going to give you some tips on how to verbally deliver such a map with as few hitches as possible. Classes of detail The first idea I want to acknowledge is that certain details (and levels of precision) are suited to specific needs. As a game master, you should always be tuned into what your players want to accomplish, and by paying careful attention to what level of detail is needed for that purpose you will save time and attention in the long run. For our purposes, there are at least three classes of detail: Visceral.  The aesthetics of a space--what do the players see, hear, smell, etc? These details focus players on the world , and are therefore the most important for immer...

Adderfolk

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Adderfolk 5 HP, 9 STR, 16 DEX, 6 WIL, bite (d8), longbow (d8) Long, serpentine humanoids with unnaturally long limbs that live among the trees  Hunt in teams of three to five members, preferring to attack at range from high places  Their long limbs and claws make them excellent climbers; they use their long tails for stability and cannot be easily knocked from a perch. Deep in the forest they hunt. High in the trees they move, swiftly and silently; they are relentless and effective hunters.  By most accounts they are merciless and hostile to outsiders, but a few speak of a different impression--of spotting them unawares with a far away look in the eye, as though straining after a song on the breeze that no one else can here.  The truth is tragedy: of a people--noble, cunning, and strong--poisoned by a dark curse, carried on dra...