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<blockquote data-quote="fba827" data-source="post: 4682727" data-attributes="member: 807"><p>note i'm not familiar with the five room dungeon paradigm that you mention, but i'm going off your other comment of wanting this level to be more intellectual rather than "if it moves, hit it"</p><p></p><p>Some possibilities:</p><p> * Ghost: the spirit from *the* last solider using the keep is bound to the keep, specifically to this floor because it was the common area where he spent all his time. He needs some convincing that the PCs aren't part of whatever threat the guard using to guard against. And then his spirit can move on only after the PCs help him find some letter he wanted delivered to his family (or love, or whatever). That gives them the excuse to go from room to room trying to find the letter/item in question. Or maybe his spirit is bound here for some other reason (he failed in some mission or activity, etc etc).</p><p></p><p> * the kitchen area could have some plagued rats scavaging through the remaining crumbs.</p><p></p><p> * a storage room has some traps on it to keep others out</p><p></p><p> * a bedroom or two could have ratlings from the floor below that took refuge up here, favoring the comfy beds</p><p></p><p> * a trap on/near the stairs leading to the third level, the nature of the trap can hint at whatever is on the third floor, put there to keep people out from above.</p><p></p><p> * a being (perhaps the ghost from above, or maybe just a regular human) is found trapped inside a magic circle. he is ageless while trapped inside, perhaps in there for centuries, and his voice can not leave the magic circle to explain. But how did he get there? Maybe he is an old soldier. Maybe he is a bandit that was here with friends but they all left (or were killed and their bodies or undead counterparts can be found on the level), so the PCs have to search the levelt rying to find a way to "rescue" the trapped person. Once he gets rescued they can talk to him and learn the story (or whatever lie he tells them) and any subsequent story based on what that person does (tries to rob them and run or whatever).</p><p></p><p> * entry in to the storage room (or some other special room) triggers a teleportation warding, sending the PCs to some other corner of the level. It isn't much in terms of story, but it gives the PCs an excuse to be at that other end of the same level.</p><p></p><p>I don't know... just some ideas off the top of my head - admitedly some are a little corny. Maybe something in there will trigger a better idea for you or someone else reading this. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="fba827, post: 4682727, member: 807"] note i'm not familiar with the five room dungeon paradigm that you mention, but i'm going off your other comment of wanting this level to be more intellectual rather than "if it moves, hit it" Some possibilities: * Ghost: the spirit from *the* last solider using the keep is bound to the keep, specifically to this floor because it was the common area where he spent all his time. He needs some convincing that the PCs aren't part of whatever threat the guard using to guard against. And then his spirit can move on only after the PCs help him find some letter he wanted delivered to his family (or love, or whatever). That gives them the excuse to go from room to room trying to find the letter/item in question. Or maybe his spirit is bound here for some other reason (he failed in some mission or activity, etc etc). * the kitchen area could have some plagued rats scavaging through the remaining crumbs. * a storage room has some traps on it to keep others out * a bedroom or two could have ratlings from the floor below that took refuge up here, favoring the comfy beds * a trap on/near the stairs leading to the third level, the nature of the trap can hint at whatever is on the third floor, put there to keep people out from above. * a being (perhaps the ghost from above, or maybe just a regular human) is found trapped inside a magic circle. he is ageless while trapped inside, perhaps in there for centuries, and his voice can not leave the magic circle to explain. But how did he get there? Maybe he is an old soldier. Maybe he is a bandit that was here with friends but they all left (or were killed and their bodies or undead counterparts can be found on the level), so the PCs have to search the levelt rying to find a way to "rescue" the trapped person. Once he gets rescued they can talk to him and learn the story (or whatever lie he tells them) and any subsequent story based on what that person does (tries to rob them and run or whatever). * entry in to the storage room (or some other special room) triggers a teleportation warding, sending the PCs to some other corner of the level. It isn't much in terms of story, but it gives the PCs an excuse to be at that other end of the same level. I don't know... just some ideas off the top of my head - admitedly some are a little corny. Maybe something in there will trigger a better idea for you or someone else reading this. :) [/QUOTE]
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