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General Tabletop Discussion
D&D Older Editions
City of Carse (2nd Edition)
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<blockquote data-quote="ilgatto" data-source="post: 8575026" data-attributes="member: 86051"><p>If nothing is done about it, the 'problem' with empty rooms does, indeed, crop up from time tot time, especially since there are entire sections of the dungeon where nothing happens. So I added some tables with non-monstrous, non-treasure contents for each empty room, as per a series of tables I have concocted from various tables in the DMG1. Whenever the PCs enter an empty room, I roll for its contents and presto. You'd be surprised how much time PCs can spend inspecting a firkin in an empty room, especially when its presence is announced with just the right amount of innuendo.</p><p></p><p>I have also made tables with around 20 additional encounters and even as many unguarded treasures for each level, which I can throw in if I should notice the players getting bored. However, I have not had to use them so far.</p><p></p><p>What I did do after the party got to the 3rd level (mainly to keep myself entertained) is fabricate yet another table (part in attachment), this one containing some 200 very minor, interesting, and often tongue-in-cheek traps, challenges, items, collectibles, spell components, riddles, alchemical ingredients, tasks, and hints to items or events in the deeper levels. To keep in line with the project, I have taken the vast majority of these from some of the oldest publications on D&D.</p><p>I have now spent a day or two rolling dice again for the contents of the empty rooms up to level 7 so some of them now contain items from this table. For example, the PCs have already found two pieces of a chess set, which, when complete, er... no idea yet. Also toying with the notion of spreading playing cards throughout the dungeon - yup, deck of many things when complete - but this would perhaps rather overdo the collectibles thing. Hmm.. a chess set of many things?</p></blockquote><p></p>
[QUOTE="ilgatto, post: 8575026, member: 86051"] If nothing is done about it, the 'problem' with empty rooms does, indeed, crop up from time tot time, especially since there are entire sections of the dungeon where nothing happens. So I added some tables with non-monstrous, non-treasure contents for each empty room, as per a series of tables I have concocted from various tables in the DMG1. Whenever the PCs enter an empty room, I roll for its contents and presto. You'd be surprised how much time PCs can spend inspecting a firkin in an empty room, especially when its presence is announced with just the right amount of innuendo. I have also made tables with around 20 additional encounters and even as many unguarded treasures for each level, which I can throw in if I should notice the players getting bored. However, I have not had to use them so far. What I did do after the party got to the 3rd level (mainly to keep myself entertained) is fabricate yet another table (part in attachment), this one containing some 200 very minor, interesting, and often tongue-in-cheek traps, challenges, items, collectibles, spell components, riddles, alchemical ingredients, tasks, and hints to items or events in the deeper levels. To keep in line with the project, I have taken the vast majority of these from some of the oldest publications on D&D. I have now spent a day or two rolling dice again for the contents of the empty rooms up to level 7 so some of them now contain items from this table. For example, the PCs have already found two pieces of a chess set, which, when complete, er... no idea yet. Also toying with the notion of spreading playing cards throughout the dungeon - yup, deck of many things when complete - but this would perhaps rather overdo the collectibles thing. Hmm.. a chess set of many things? [/QUOTE]
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