D&D General #Dungeon23


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Reynard

Legend
01.04: The Coachman’s Room

Access: The coachman’s room is accessed through an unlocked door in the south wall that leads to the carriage house and stables (01.03).

Description: Despite a leaky roof and broken windows, the coachman’s room has survived mostly intact over the decades since Parenix Manor was abandoned. The furniture is sturdy but unassuming. The small table and chairs are beneath a hole in the roof and thus most deteriorated but the bed in the corner is still functional. Any provisions that were left here are long since rotted away, The hearth is in decent shape minus some pests up the chimney and may be used. Against the north wall there is a coat and hat rack. The mildew and moth eaten remains of a pair of velvet cloaks and tall hats hang there.

Lovelorn: If the PCs search they find a surprising well preserved hat box under the bed. In it are a dozen or so pieces of folded parchment. Each one is a love letter. They are brief but obviously written with a careful hand. Neither the writer nor intended recipient are noted, but the writer spends each letter extolling the chaste virtue of the recipient and their (the writer’s) desire to run away with the recipient. All the letters read like this, except one. It is crumpled in a ball and stained with what appears to be ancient blood. In the same handwriting as the others, it reads only: “I demand you stop your advances at once or I shall be forced to reveal all. Good bye.”

Connections: These letters were written to the coachman (a man named Arthur) by Mithwell Alastairn, whose unquiet spirit still haunts Parenix Manor. See room 01.XX.
 


Cadence

Legend
Supporter
Finally home from the winter travels, but too wiped out to get to room 2 yet, so...

Room 6 - Toilet

This 5'x5' room with a 10' ceiling has a 17" tall seat with a hinged wooden lid on it against the east wall (opening to room 9 below). The ceiling has continual flame cast on it. The door has a sliding lock on the inside that could be easily picked from the outside and would fail on an 18 Str check. On south wall there is a small stand with a metallic bowl (suitable for washing hands in), a 1 gallon water jug, and a vase with several very fragrant flowers on top, and a shelf below that with a stack of several layers of soft moss. If there has been no commotion outside, there is a 2% chance during the day and negligible chance at night that someone is using the room and it is locked.

View attachment 271204

Blah, blah, room 2...

Room 10 - Kitchen Trash Disposal

A 5' wide by 15' long room with 10' ceiling. The three small holes (6") holes in the ceiling go to the bottom of the sinks in the kitchen above. The room smells faintly of decay and there is the faint sound of running water. The bottom 5' of the north wall clearly seems like it should move, and a 20 Str check can forcibly slide it up against some resistance (with something able to support 100 pounds weight being enough to easily keep it propped open at whatever height it is lifted to; it will slowsly shut once that is removed). It opens at 6 and 10 (both am and pm; goes to room 9). From 6 to 10 the medium gelatinous cube (see room 9) is doing cleaning duties. From from 5:30am to 6 am and 1:30pm to 6:00pm there will be a small amount of food and water on the floor by the first hole waiting to be cleaned (dropped around 5:30am for breakfast preparation and around 1:30pm for lunch preparation). The part dropped at 7:30pm for dinner preparation will be gotten right away. There is a 5'x5' a slightly dented thick-metal fine-screen on the floor in the middle of the room that allow water to escape (and observation would reveal the floor slopes very gently toward it). The screen takes two more successful 25 Str checks to break (something already had one success from below - see room 11), and there is the sound and smell of running water below. It is fastened shut with two strong metal bars that can be slid out with no difficulty to allow for the grate to be lifted. There is a very nice butcher knife blade and tang on the floor, the handle has apparently been dissolved away.

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The next room created (#11) is in post #199 D&D General - #Dungeon23 .
 
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M_Natas

Hero
Day 5:
The market in Freehaven is a madcap and chaotic place, where you can find almost anything if you're brave (or foolhardy) enough to look for it. The stalls and stands are packed together like sardines in a tin, with merchants shouting out their wares in a variety of languages and dialects. It's a sensory overload, with the smells of cooking food and exotic spices mixing with the sounds of haggling and the sight of all manner of goods and creatures on display.

But be warned, dear traveler: not everything in the market is as it seems. There are those who would sell you a bill of goods (quite literally, in some cases) and those who would gladly sell you out for a handful of coppers. There are pirates and thieves lurking in the shadows, looking to unload their loot on unsuspecting buyers. And then there's old Sam and his "mysterious" food stand, where you never know what you're going to get (though it's probably best not to ask too many questions). But if you can brave the dangers and the chaos, the market in Freehaven is a place of endless possibility and adventure. Just be sure to keep your wits about you, and your purse strings even tighter.


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Bill Zebub

“It’s probably Matt Mercer’s fault.”
1.5.jpeg


  • Spiders! Will respond to noise in adjacent rooms.
  • Webs in ceiling, 15' up. Skeleton tangled in webs, extremely difficult to spot from below.
  • Skeleton still wearing mostly intact violet robe (matches tatters in coat closet from 1.3). Strangely well-preserved. Will radiate magic if detected.
  • Crevice above webs too small for medium creatures. Leads outside after difficult climb.
 


Cadence

Legend
Supporter
Blah, blah, room 2...

Room 10 - Kitchen Trash Disposal

A 5' wide by 15' long room with 10' ceiling. The three small holes (6") holes in the ceiling go to the bottom of the sinks in the kitchen above. The room smells faintly of decay and there is the faint sound of running water. The bottom 5' of the north wall clearly seems like it should move, and a 20 Str check can forcibly slide it up against some resistance (with something able to support 100 pounds weight being enough to easily keep it propped open at whatever height it is lifted to; it will slowsly shut once that is removed). It opens at 6 and 10 (both am and pm; goes to room 9). From 6 to 10 the medium gelatinous cube (see room 9) is doing cleaning duties. From from 5:30am to 6 am and 1:30pm to 6:00pm there will be a small amount of food and water on the floor by the first hole waiting to be cleaned (dropped around 5:30am for breakfast preparation and around 1:30pm for lunch preparation). The part dropped at 7:30pm for dinner preparation will be gotten right away. There is a 5'x5' a slightly dented thick-metal fine-screen on the floor in the middle of the room that allow water to escape (and observation would reveal the floor slopes very gently toward it). The screen takes two more successful 25 Str checks to break (something already had one success from below - see room 11), and there is the sound and smell of running water below. It is fastened shut with two strong metal bars that can be slid out with no difficulty to allow for the grate to be lifted. There is a very nice butcher knife blade and tang on the floor, the handle has apparently been dissolved away.

View attachment 271300

Seriously, there is a room 2.

Room 11 - The Sewer System

The 5'x5' grate from room 10 drops 10' down to the surface of the water in a 150' long segment of a stream that is 15' deep. The ceiling at the north end rises 20' and the water rushes out of 1-6" tall caracks in the rocks near it. At the south end the ceiling also rises to 20' (albeit with no water causing the extra height) , while at the water level there are two large rocks and many small ones that provide some protection before one is rushed over the 100' tall water fall (to room 300 below). There is faint glow provided from an edible lichen on the ceiling that is home to a variety of moths and a plethora of bats. There are a scattering of carp in the stream ranging from a few inches to a few feet that often manage to hide various rock formations on the bottom of the stream, hide from the very angry giant crocodile that feeds on them. There are normal sized cray fish and snails providing sustenance to both the crocodile and carp (in addition to the occasional bat death and their guano). An underwater search of the stream near the middle will reveal that a Black Dragon Wyrmling once tried to hide in some of the rocks as the front half is stuck in between some. The back half is missing and and the fleshy inside meat has been either eaten by the carp or washed out.

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The next room created (#120) is in post #205: D&D General - #Dungeon23 .
 
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Reynard

Legend
My regular game ran long so here is my first truly boring empty room.
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01.05: Cookhouse

Access: The main prep area of the cook house is accessed from the Grounds by a door in the south wall and from the Kitchen (01.06) by two doors in the north wall.

Description: The cook house prep room is large and open with a big solid table, counter space and various pans and utensils hanging from the ceiling. Like the rest of the manor, it has seen bad weathering and damage from pests. When in use this room could accommodate the preparation for large meals served to the Alastairn family and their guests.

Heavy Metal: Much of what is found in this room is decayed beyond use, but the Alastairn did not skimp on tools for cooking and some items remain. Two large cast iron pots, a set of rusted but easily repaired knives, and a full set of porcelain crockery can be found among the rubbish. These could be of some use, or sold for a long stay at the Bridgeroad Inn.
 

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