D&D General #Dungeon23

Reynard

Legend
Supporter
In addition to Room 8, this entry has the sketch of a trinket and art generation system for the manor -- just because I like random stuff and it should produce more interesting results than I could come up with otherwise.
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Inside Parenix Manor

Parenix Manor was the home of the strange, ambitious, arcane and perhaps even evil Alastairn Family. Steeped in eldritch lore and willing to breach the veil between the many worlds for power, the family decorated their demesne with unusual baubles and weird artifacts. Some came from the far reaches of the world, but most were excavated from the extensive ruins below the manor in Mornrax Hill and deeper.

While some such baubles are detailed in the following room descriptions, they represent only a small portion of the items discoverable within the manor. Unless otherwise noted, any given room contains 1d4 such items. Depending on their size and nature, they might be trinkets forgotten on shelves, or great works of incomprehensible art.

Use the tables below to describe any given artifact. Simply roll a handful of dice: 1d4, 1d6, 1d8, 1d10 and 1d12.

1d4: Size
Entries

1d6: Type
Entries

1d8: Style
Entries

1d10: Weird Factor
Entries

1d12: Dungeon level of Origin. NOTE: If a 1 or 2 is rolled, the item originated from some distant part of the world rather than beneath parenix manor. It is important to record the level of origin for any items the PCs choose to keep on their person, for reasons described in each dungeon level entry.

01.08: Grand Foyer

Accesses: Large bronze double door depicting the Alastairn family crest -- an abstract image that brings to mind some rising from water -- on the south wall connect the foyer to the Grounds. These doors are locked with a complex mechanism, but can be easily opened by smearing blood on the door. The blood must be from a fresh wound suffered by a living creature, but the creature need not be willing. Dried blood on the Grounds side of the doors hints at this method. A sturdy door in the east wall leads to 01.10 and another in the north wall leads to 01.12. Neither is locked.

Description: The Grand Foyer of parenix Manor is large and empty with marble floors and stone walls. Every step taken and every word spoken echoes ominously. At first it appears that the walls are unadorned, but if one stares long enough texture and shadows in the stone reveal an unsettling semblance of fog or smoke that seems to drift across the walls -- or is it an illusion. Ancient coat racks hand on the east and west walls but cannot hold the weight of even a light cloak. In the northern corners of the room stand statues. In the northwest stands the marble image of a man: rail thin, sever of countenance, dressed in a minister’s gown. The statue in the west is a ruin, made of marble but seemingly melted like wax. What it might have looked like cannot be discerned but hints suggest it had been a female form: the hem of a dress, the curve of a bosom, a set of full lips twisted in a scream.
 

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bedir than

Full Moon Storyteller
The catacombs and the office space for the Temple of the Lords of the End


 

Cadence

Legend
Supporter
Room 42 - Cornwallow's Closet

If he's not out cleaning, the janitor Cornwallow lives in this 10'x20' room. The cot on the south wall is halfling sized and there are several crates underneath. One contains clothes with a children's reading instruction book in common (pictures of humans nursery rhymes) hidden underneath and the other contains shaving equipment, a comb, and a tea set. The tool rack and wood blanks on brick shelving on the north wall has a regular broom and dust pan, a push broom, a mop, two buckets, several brushes and sponges, a crow bar, a hammer, and a buck of nails. There is a curtain in the middle of the room that has a subtle aura of evocation magic. It keeps the smell from the back half of the room trapped there as long as it is at least half shut.

The back half of the room is covered in garbage and is home to a swarm of rats and the tame (!?!) carrion crawler Tasslehoff that obeys Cornwallow much as a dog would.

If encountered, the halfling Cornwallow (actually a Wererat - sling instead of Crossbow) will likely try to wait for a more advantageous opportunity to kill the party (with his pets) or betray them to others on the floor. (He will come to the aid of Eleandra who seems nice to him at some risk to himself, but is otherwise generally a coward). He is happy to show the party to some empty rooms that "should be safe to sleep in" and will lie or not-lie about the other rooms as the mood hits him. He is typically sleeping from 4am to noon, and spends the afternoon and night cleaning the various rooms and hallways (often with several rats tagging along under his shirt or in his pickets).

View attachment 271645

Room 44 - Anabelle's Lab

The double doors to this room open outward and are typically locked from the inside. There is a picture of two flasks on the door and a small bell that can be rung.

This is the laboratory of Anabelle, a human Alchemist, who others on the floor will know has left the room less often the last few years. This is because they were absorbed by the Adult Oblex that now inhabits the room. Anabelle dislikes making potions (as they often require flame), but still has the ability if needed.

The Wardrobe contains standard clothes, including a heavy protective apron. The canopied bed appears to be well made (can't tell anyone slept in it - but the Oblex is often underneath). Table 1 has the made potions on it, and table 2 has a variety of ingredients, flasks and burners (the burners apparently make the air a bit sulphureous when run, although they are not on now) and her recipe book written in code. There is a wooden chair for anyone visiting and a stool for her.

Currently in stock are:
(1) Oil of Slipperiness
(1) Potion of Climbing
(3) Potion of Healing - Common
(2) Potion of Healing - Uncommon
(2) Potion of Poison <- she might not tell you about this one
(2) Potion of Resistance Fire <- she would only part with one of these

The common potions are 100gp and the uncommon are 300gp (it's hard to get ingredients). She would trade for potions she doesn't have in stock or for other valuable things that are likely to be enticing to others. Depending on your session zero agreements, if there is a bard in the party, she might be willing to trade for some "personal and private attention" (of a permanent sort it will turn out).

There is 1" wide x 1' tall removable stone in the east and west wall that she can use to leave the room if needed (typically secretly).

While some on the floor may have suspicions that something is up with Anabelle, she avoids going after the floor's residents so that she doesn't give herself away. (The "guests" on the other hand...).

She also sometimes appears as a male goblin warrior (Schizix) and a male half-elf cartographer (Orwellan) who are "regular visitors to the floor from a ways over".

1673233947988.png


The next room created (#45) is in post #229 D&D General - #Dungeon23
 
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Eyes of Nine

Everything's Fine
So, how are we all doing, one week in?

I spent the week working on background, which I find helps inform my later creative decisions ("well, if King Astorbath's tomb was robbed, there should be a few hallways of activated traps and possibly a few chambers that remain unlocked that were too much of a hassle for previous thieves") and learning a new writing software package (Scrivener) which will work better with my writing process generally and which definitely lends itself to 52 weeks of content creation.

Today, I'll get all of the background written up and overall structure created and begin work on the first overland encounter areas. Each of these three weeks will be a different overland area, each with their own entry point into the dungeon. The harder it is to find the entry point, the deeper it'll go as a reward (?). (Honestly, I'm not sure first level characters getting an express train to the fifth level is much of a reward, but they'll appreciate finding a quick exit to the surface later on.)
Missed yesterday, although I did set up my 2nd level; I hadn't created an encounter yet. Challenging because unlike my first level, which was pretty bereft of cultures, my 2nd level has 6(!!) full cultures and is an urban setting. I also figured out how people get from one level to the next - through a series of teleportation gates. Each gate is guarded by a guardian who has a riddle (I recently found Mark Bryant's Dictionary of Riddles that contains 1400+ riddles in it from sources throughout history! See image). In fact there is a black market economy buying, trading, and selling the riddles and fragments of riddles. I'm now going to have some Tower "experts" who travel the tower and provide "guidance" sometimes real, sometimes false through-out the tower...
1673289445098.png
 

Reynard

Legend
Supporter
01.09: Guest Stair

Access: A door in the north wall leads to the Sitting Room (01.11). Stairs lead up to the guest hall (01.xx).

Description: This once elegant little hall is filthy with water damage, mold and pst droppings. A large oil painting hangs crookedly on the stair wall. It is a portrait of the second generation of the Alastairn family, but is so warped and blackened that do member can be identified. In the south east corner there are the remains of a comfortable, elegant chair and a small bookshelf, both nearly collapsed. The books are mostly destroyed by time, water and pests, but one readable spine of a book remains: The Voices of the Outer Dark and How to Hear Them. The pages of the book are nothing but black mold and smeared ink.

Watch Your Step: The water damage here is extreme. The stairs are weakened about halfway up and anyone over 100 pounds in weight has a 10% chance per 10 pounds over 100 of falling through the stairs (100% at 200 lbs or more). A character can hug the wall and half the chance of collapse, or jump the gap if they detect the fault before stepping. The space beneath the stairs is infested with stinging, venomous centipedes that attack anyone crashing into their hive.
 

Cadence

Legend
Supporter
Room 44 - Anabelle's Lab

The double doors to this room open outward and are typically locked from the inside. There is a picture of two flasks on the door and a small bell that can be rung.

This is the laboratory of Anabelle, a human Alchemist, who others on the floor will know has left the room less often the last few years. This is because they were absorbed by the Adult Oblex that now inhabits the room. Anabelle dislikes making potions (as they often require flame), but still has the ability if needed.

The Wardrobe contains standard clothes, including a heavy protective apron. The canopied bed appears to be well made (can't tell anyone slept in it - but the Oblex is often underneath). Table 1 has the made potions on it, and table 2 has a variety of ingredients, flasks and burners (the burners apparently make the air a bit sulphureous when run, although they are not on now) and her recipe book written in code. There is a wooden chair for anyone visiting and a stool for her.

Currently in stock are:
(1) Oil of Slipperiness
(1) Potion of Climbing
(3) Potion of Healing - Common
(2) Potion of Healing - Uncommon
(2) Potion of Poison <- she might not tell you about this one
(2) Potion of Resistance Fire <- she would only part with one of these

The common potions are 100gp and the uncommon are 300gp (it's hard to get ingredients). She would trade for potions she doesn't have in stock or for other valuable things that are likely to be enticing to others. Depending on your session zero agreements, if there is a bard in the party, she might be willing to trade for some "personal and private attention" (of a permanent sort it will turn out).

There is 1" wide x 1' tall removable stone in the east and west wall that she can use to leave the room if needed (typically secretly).

While some on the floor may have suspicions that something is up with Anabelle, she avoids going after the floor's residents so that she doesn't give herself away. (The "guests" on the other hand...).

She also sometimes appears as a male goblin warrior (Schizix) and a male half-elf cartographer (Orwellan) who are "regular visitors to the floor from a ways over".

View attachment 271750

Room 45 - Hotel Room

This 20'x20' room has 4 fairly comfortable looking fairly large beds (with a clean sheet, a blanket, and a pillow each), a chamber pot, and a water basin - Cornwallow makes sure it is tidied up. The doors open outwards, and have a flimsy latch inside. Many of the floor's residents will happily guide visitors here if they need to rest. What could be safer?

The 1"x1' stone in the side wall that slides out (leading to Anabelle's room) is DC 25 to find if the bed isn't moved. DC 18 if it is.

1673322043072.png


The next room created (#46) is in post #234 D&D General - #Dungeon23
 
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