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<blockquote data-quote="gorice" data-source="post: 8992376" data-attributes="member: 7032863"><p>Another week, another 7 horrible rooms. If/when I revise all this, I want to add some tone changes and more opportunities for social play. Not too much obviously, because despair and ruination is apparently core to my conception of a dungeon. But, making this journalling exercise actually work as a tool for play is a whole other can of worms!</p><p></p><p></p><p>8: Fisher’s Grotto</p><ul> <li data-xf-list-type="ul">A little room in the rock, connected to the boardwalk.</li> <li data-xf-list-type="ul">A hoarder’s room, filled with weird detritus & crude fishing rods. If you need something, it might be here.</li> <li data-xf-list-type="ul">(!) Lair of the Fisher, an antisocial mutant. Likes to trick intruders into upsetting the Judge. Might be persuaded to trade.</li> </ul><p></p><p></p><p>Region: Ordered Halls</p><p>The cleaning demon makes its home here, ordering the filth of the midden.</p><p></p><p>9: Hall of Leavings</p><ul> <li data-xf-list-type="ul">Ascends from the wound in the earth.</li> <li data-xf-list-type="ul">A rough tunnel, like a mineshaft. The floor is covered with crunching layers of worthless human possessions – dice, wretched clothing, clay amulets, fractured lamps, knucklebones, soiled ragdolls.</li> <li data-xf-list-type="ul">(!) DIfficult terrain due to the detritus. Movement makes noise.</li> </ul><p></p><p>10: Hall of Swords</p><ul> <li data-xf-list-type="ul">A vaulted gallery, its sides piled with weapons and armour of all kinds, broken, corroded, chipped, and ruined.</li> <li data-xf-list-type="ul">(??) Whichever weapon or piece of armour you want, a successful search will reveal a crappy but usable version.</li> </ul><p></p><p>11: Cleaning Demon’s Lair</p><ul> <li data-xf-list-type="ul">(!) Lair of the shaggy, many-jointed nightmare beast that tends the midden. Intruders are to be placed in the Hall of Hooks until it can sort them out.</li> <li data-xf-list-type="ul">An immaculate stone room that smells like death. The reek is overpowering.</li> </ul><p></p><p>14: Hall of the Left</p><ul> <li data-xf-list-type="ul">An ossuary made entirely of left arms and legs.</li> </ul></blockquote><p></p>
[QUOTE="gorice, post: 8992376, member: 7032863"] Another week, another 7 horrible rooms. If/when I revise all this, I want to add some tone changes and more opportunities for social play. Not too much obviously, because despair and ruination is apparently core to my conception of a dungeon. But, making this journalling exercise actually work as a tool for play is a whole other can of worms! 8: Fisher’s Grotto [LIST] [*]A little room in the rock, connected to the boardwalk. [*]A hoarder’s room, filled with weird detritus & crude fishing rods. If you need something, it might be here. [*](!) Lair of the Fisher, an antisocial mutant. Likes to trick intruders into upsetting the Judge. Might be persuaded to trade. [/LIST] Region: Ordered Halls The cleaning demon makes its home here, ordering the filth of the midden. 9: Hall of Leavings [LIST] [*]Ascends from the wound in the earth. [*]A rough tunnel, like a mineshaft. The floor is covered with crunching layers of worthless human possessions – dice, wretched clothing, clay amulets, fractured lamps, knucklebones, soiled ragdolls. [*](!) DIfficult terrain due to the detritus. Movement makes noise. [/LIST] 10: Hall of Swords [LIST] [*]A vaulted gallery, its sides piled with weapons and armour of all kinds, broken, corroded, chipped, and ruined. [*](??) Whichever weapon or piece of armour you want, a successful search will reveal a crappy but usable version. [/LIST] 11: Cleaning Demon’s Lair [LIST] [*](!) Lair of the shaggy, many-jointed nightmare beast that tends the midden. Intruders are to be placed in the Hall of Hooks until it can sort them out. [*]An immaculate stone room that smells like death. The reek is overpowering. [/LIST] 14: Hall of the Left [LIST] [*]An ossuary made entirely of left arms and legs. [/LIST] [/QUOTE]
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