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Describe for me a 10 X 10 room

For lower level characters.

To the players:
You enter the next room through the hallway. It's a rather plain room, with the exeption of a small wooden display case on the left wall. There are no other doorways besides the one of you entered through. Upon closer inspection of the display case, you see that there are three marbles. A red one, a green one, and a blue one.

If the players cast detect magic, they will notice that each marble is slightly radiating magic. A Dwarf will be able to tell that the ground is slightly lower toward the center of the room. Should they choose to drop one of the marbles, it will slowly roll towards the center of the room. Upon reaching the center, a hidden door will open on one of the walls. The red marble opens a door on the left, the green will open one on the opposite wall from where you entered, and the blue will open the door on the right. If more then one of the marbles are dropped at once, the floor will give out from under them dropping them 20 feet into a pit below. They will see on the wall a sign... "To your death your mistake has pushed you..." and from a large hole in the wall of the pit, heavy breathing is heard and a very large Ogre walks out carrying a heavy spiked club. If the characters win the battle, they can go into the hole that the ogre came out of and find a metal grate that will be able to be pushed and lifted out if all of the players work together, letting them out at the beginning of the hallway the used to enter the marble room.




Oi... A little more then just a 10x10 room, but yeah. At least it started in one...

Gorilla
 

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You've spent the past half hour searching for a way out of the sewers, but it feels like forever. The trap door you find is roughly in the middle of a long straight-shot.

*players check for traps/conduct other actions*

You reach down through the half foot of much and grime on the floor and grasp a metal ring about as big as your hand. Pulling the trapdoor open takes some force, and you can hear the hinges groaning in protest. Once the door starts opening, you can feel the sewage around your feet starting to move past, falling into the room, and the timing of its wet splashes tells you that the room can't be more than 12 or so feet tall. With the door fully open, the smell of fresh air rises up, somewhat spoiled by the sewage now falling into the room, but still infinitely better than that in the sewers. Only a spot on the floor of the room is illuminated by [insert party wizard's name here]'s light spell, and you can dimly see the sewage that dripped down there.
 

These really should be written in the style of a famous author.

Monte Cook: You enter the fane of a 10 x 10 Fane ...

James Joyce: (800 pages of describing each iota of dust in an empty chamber)

e e cummings: you enter a small quiet chamber, quietly

Stan Lee: BLAM! POW! You see at 10x10 room. KAPOWEE!

Gary Gygax: The door was trapped with an indiscernable dweomer. You are dead.
 

As the door swings open, a musty scent emerges from the dimly-lit room, and the dust that lays thick on every surface dances and swirls from your entrance. A round table, half-rotted and leaning slightly off-kilter stands on the left-hand side of the room, while a soggy mass that might have been a straw mattress long ago lays against the wall to your right. On the far wall, a faded picture hangs slightly askew, and a small stream of water cascades down past it, forming a pool that trickles through the cracks on the floor. A thin layer of dirt encrusts everything, and a patch of mold in the far right-corner appears to be the source of the faint light.

Whee! That was fun!
 

This damp chamber has an arched, vaulted high ceiling. The walls are masonry, the floor rough flagstone. Thick webs hide the ceiling.

What do you do?


interwyrm said:
It is pitch black. You are likely to be eaten by a grue.

Turn on Lamp.
 

The moisture swollen door off the long corridor opens easily. The stench that wafts out of the small chamber is overwhelming, your torches flare briefly. Looking inside you estimate the room to be 10' by 10' of worked stone coated in a greenish slime, the floor slopes toward a one foot diameter hole in the centre. You here a faint voice "...help me..."
 

The room is a 10 foot cube. You can tell it's a 10 foot cube because the gelatinous cube now squeezing its way through the door is a perfect fit.
 


"Through the doorway, your lantern illuminates a modest-sized room, measuring two squares by two squares. Inside, four orcs stand poised to attack. They appear to be made of plastic and are affixed to round black bases. Make a spot check against DC 15. [PCs make a successful spot check.] The "orc" in the back right corner of the room is actually one of Paul's ten-sided dice. ROLL INITIATIVE!"
 


Into the Woods

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