Monday, 30 January 2012

Castle Bastard Bits

Been playing with my "Three Random Words" method of generating dungeon rooms. Here are the results from the last session, feel free to nick any stuff you like. The "words" are a list of 100 words I wrote down very quickly, trying to tie each new word into the list. More about this process here.

Words - HAMMER, POINT, PULLEY

A statue of a Dwarf engineer/miner. He has a hammer over his shoulder and a pulley hanging from his belt. He is pointed with outstretched finger at something important down a corridor or through an archway or might even be pointing to the exit.

Words - OLIVE, OCTAGON, ROUND

A round room 25' across. An octagon is painted on the floor in a dirty green-ish brown-ish paint. The octagon touches the circumference of the room at it's eight points. Significance unknown.

Words - BLOCK, RED, CRASH

A room with floor, ceiling and walls consisting of 2' square stone blocks covering with peeling, flaking gloss red paint. Ceiling looks uneven and not safe. If more than 2 people enter this room, the ceiling collapses. Damage is equal to dungeon level number x d6. Save vs Petrification to halve damage.

Words - BONE, LION, FACE

A treasure - a 4' x 3' carving of a lions face, facing the viewer. It is carved from a single, monstrous piece of bone from an unknown beast. Value 400gp to collector but may be cumbersome to extract from the dungeon.

Words - RIVET, SHARD, LIFT

A liftcage (elevator). Rusty Victorian steam-punk with huge rivets. The floor is littered with shards of a glowing blue crystal, significance unknown.

Words - WATER, HANG, PROP

A rough mine tunnel with the ceiling supported by pit props both upright and bolted to ceiling. Puddles cover the floor. From the props hang 4 sinister looking nooses. If the water of the puddles is disturbed (as it will be unless the PCs specifically avoid it) the nooses spring into evil animated life.

Each noose is AC5, HD1 and can only be struck by edged weapons. If a noose hits a PC it slips over the PCs neck and chokes(*) for d6 damage per round until either it or PC expires. PCs trapped in a noose attack at -4, PCs trying to kill a noose with another PC trapped in it attack at -2.

(*) Yeah, I know. Hanging kills by snapping the neck, not choking. Have the floor collapse once a PC is trapped if you really care.

Words - COLLAPSE, CARVING, SHARK

Four door room, impassible due to totally collapsed ceiling. It appears from the rubble that room was decorated in carvings with a shark motif.

Words - SUN, ROUND, SOIL

Soil covers the floor to a depth of a couple of inches except for a section in the middle of the room where a 4' rough circle has been cleared to reveal a floor carving of a sun with a scowling face. It's mouth is slightly open if anything is inserted into the mouth it will spit flame hitting anybody over the carving. Damage is dungeon level x d6, Save vs Dragon Breath to halve.

These done, I then tried the other approach which is to pick a monster and then roll up three words to place the monster into an interesting encounter area.

I was reading The Best of White Dwarf Articles III and came across this monster, the Sraim.



This is actually an AD&D conversion of a demon in a Runequest article.



The original is by Dave Morris in Dealing with Demons run across WD44-46 and the AD&D conversion was by Liz Fletcher in WD48. Illo by John Blanche.

Anyway these looked ace for a Dungeon Level 3 monster so I rolled up two encounters with the Sraim.

Words - DISC, CHAIN, OFFAL

Room is a 40' wide circular shaft. The floor is a disc suspended from 4 great chains that are mounted in the ceiling far above. There is a gap of approximately 2'-3' around the disc depending upon how it is swinging. How deep the shaft is under the disc cannot be told.

On the disc lurk 2 Sraim (Hp 17 & 16). The disc is littered with offal which is dropped from a trapdoor in the ceiling in order to keep the beasts fed.

Words - TIP, ILLUSION, GOLD

Illusionary pile of gold coins in the NW corner of a room or cavern. An illusionary pile of rubbish in the NE corner. 3 Sraim (Hp 19,14,9) lurk behind the illusionary pile of rubbish. If the PCs investigate the gold coins first, the Sraim charge them through the illusion (dispelling it in the process) and achieve surprise on a 1-4 on d6.

(I used TIP here in the UK informal sense of a rubbish dump)

2 comments:

  1. I always like your result whenever you showcase this method, I might give it a go myself.

    I also find the fact that the Sraim 'will want a magic potion for its services' interesting, as how can it actually make use of the potion without hands of any kind?

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  2. Really nice, eclectic blog. Thanks for a happy hour's reading!

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