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Describe for me a 10 X 10 room

Sammael said:
My players dislike long descriptions, which is fine by me, since I'm not very good at them. I've tried writing the descriptions down before and reading them to the players, but they either get bored or interrupt me with questions before I'm done.

which is fine. since you are refereeing for a group game.

practice in front of a mirror. much like standup comedians do.
 

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Me: The door is bronzed oak, iron crossbars for support, set into a stone arch. There's a handle, no visible lock or keyhole, no hinges on this side of the frame. No light is coming out from the edges where it meets the arch or floor.

Rogue: How tight is it in the doorframe?

Me: About a half inch clearance all around, more at the very top.

Rogue: Doorjamb?

Me: Just a chair, visible through a crack, on the other side.

Fighter: I knew it. I told you he hid in here.

Rogue: Shut up. The tracks led away.

Wizard: So did his illusion, yesterday.

Rogue: Shut it. Can I get at the chair to drop it?

Me: If you want to stick your fingers into the room. Or use a stick... stick will make noise.

Rogue: Okay, Fighter, your turn.

Fighter: Is it trapped?

Rogue: Dude, it's a CHAIR. He hasn't had time to set traps. Just kick it in.

Fighter: I kick the door in!

(roll, roll, roll)

Me: Two booted kicks later, the chair's top piece shatters and the chair falls to the ground. The door swings in, unhurt by your kicks. For a brief moment, the pitch black inside is dimly lit by something about the size of a candle flame, moving at mach 1, a fireball pellet, fresh from the bat cave. It booms against the back wall of the hallway, just missing the grimy kobold that dropped it on you from inside the room.

(roll, roll, roll)

Rogue: I step in and to the side. How big is the room?

Wizard: Delay.

Me: The kobold, pressed against the back wall, is within your reach having just stepped inside. The room is filled with blankets, a broom, several buckets, soaps, incense, odd tools you've seen servants use at rich and fancy inns... now all on fire, and starting to fill the air with choking smoke.

(roll, roll, roll)

Me: The kobold makes a dash for the door.

Rogue: AOO.

(roll, roll, roll)

etc.

etc.

Me: Scraping the ashes out of the way, you find some bath oils, somehow untouched by the fire, a few soaps that survived carbonation, and some very nice cherrywood shelves that are only a little fire damaged. The kobold has nothing - he pretty much has on the same nighty he had when you failed to murder him in his sleep.

Rogue: So that stuff in his bedroom was it? Geez, hardly worth the hit.

Fighter: What hit?

Rogue: Er, figure of speech. You know. The hit. That we took. In the fight.

Fighter: Oh. Well, we got him, at least, and now he won't bother nobody no more.
 


Impossible

I can't possibly give a "standard" description of a 10 x 10 room.
The description of the room depends on a load of variables.

1. How are the PC's entering? Kick in the door? Stealthily? Seacrching for traps?
2. The purpose of the room - Is this a pantry? The princesses' walk-in closet? A witches hut?
3. What's actually in the room - If there isn't some odiferous substance in the room, I don't bother with smells. If there's nothing inside making noise, obviously sound descriptions are called for either.

At the bare minimum, assuming the PC's are calmly walking into a room with no specific purpose, and no immediate odd sensory details, then the description is simply something like.

"The room is a 10' x 10' square, made of the same stone as the entranceway. The ceiling is 10' high and made of shale. The floor is hard-packed earth. The entire room is dimly lit by torches on the east and west walls.

From there, it all depends what's inside, what the PC's do, etc.
 

diaglo said:
in your best form describe for me a 10 x 10 room. place whatever you want inside that will fit.

only stipulation is ....you are the referee (OD&D), DM (ADnD), or GM (d20) and the audience is your players.

OK

You have slipped through the stone doorway into a room that looks to be about 3 paces on all sides. An out of place feather matress is right corner. Next to it is a flat topped chest being used as a nightstand. Sitting on the chest is a huge ugly housecat hissing balefully at you
 

Fortunately, my players do give me a chance to read a long description, although every once in a while I have to wag a finger and do the "ah ah ah...let me finish!" thing.


The door opens outward, and the smell of rotting meat wafts out. The room's only window, located to the left of the door and in the direct middle of the wall, allows in some dim late afternoon sunlight. Motes of dust, disturbed by the door's opening, dance in the beam. There's a 1'x1' mirror hanging just to the right of the window.

A light socket with a 20-watt bulb dangles from the ceiling. There's a switch immediately to the left of the door, and astute observers can make out the wire that runs from the switch, up the wall, along the ceiling, to the light fixture. The wiring is clearly old and shabby. The ceiling is 8 feet up, the floor is dirty yellow linoleum. Old wallpaper is slowly peeling from the wall, and the initial smell of decay is now mixed with the stale odor of mildew. The air is cold and damp, but that could be from the New England autumn more than anything else. Clearly, the room is not heated.

There's a wooden table and chair set against the wall opposite the door. Seated at the table is a man, or what used to be a man. Dressed in what seems to be a tuxedo, the corpse is clearly in an advanced state of decay. However, there's enough skin and hair left to determine that the man had black hair and a moustache. The remaining eye, the left orb, is also intact, and shows that he had blue eyes. This eye looks misshapen as it lies in the exposed socket. No sign of the right eye.

There's still a fountain pen clutched in the man's left hand, and the pen's tip is resting on a notepad discolored with age. The words "Liver Ivonis", written in flowing script, are readable.

A massive leather-bound book lies open on the table, directly in front of the corpse. In fact, the corpse's right hand lies on the book. No title is in evidence. Judging by the angle and location of the corpse's face, it becomes apparent that the last thing he saw was his own reflection, as the head and the mirror on the wall line up perfectly.

The tiles around and under the chair's legs are warped and discolored courtesy of a variety of fluids that evaporated long ago.

So...who goes in? :D
 

You open the door and look into a 10 ft by 10 ft room. Each of the other three walls have an upright, metal coffin attached to them. The floor is a rusty metal grate, and you can see water or some other liquid about a foot below that.

There are four chains hanging from the ceiling. One is weighted with a metal skull, the next is weighted with a heavy hook, another is weighted with a stone sphere, and the last one is weighted with a birdcage with a small imp-creature inside. He seems to be reading a book.

So who's doing what?
 

The crawl space opens out into a 10x10 chamber. The glowing moss is dim here, but you can all see clearly due to Samuel's lightcoin. There are multiple small holes in the rocky walls, and there is a rocky chimmney leading upwards, Mikael, you spot fresh traces of blood on the floor.
Make a listen check. (to notice the soundsof movement from above)
 

I describe the overall/general apperance of a dungeon (or other area) when the PCs enter, stuff like floor and wall materials and conditions, what the lighting is, the air, and what the furnishings are like (including doors). I give individual description as well, but don't go into as much detail for things I've already described unless they've changed.
 


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