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Room 65

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  65 – Mushroom and Boar Room The door to the north is made of lead – and is very hard to move – the doorknob is iron, the other passageways are framed with stone archways, weathered and festooned with green and tan vines – some with small purple flowers. The room itself has a fallen tree taking up most of the space- on its rotting boughs mushrooms grow in abundance. The Mushrooms are Amanita Muscaria This room attracts Delirium Boar , so this room almost always (95%) has 1d6 Delirium Boar wandering around and eating the mushrooms. Delirium Boar These average sized wild pigs are normal in almost all respects – save the fact that as a species, they crave and seek out poisons hallucinogenics and any other kind of repellent plant with extreme zeal – and due to this, the boar are almost always hallucinating. HD 3 HP 16 Speed 120’ Armor 13 Morale 12 Attack : 1d6 Gore, 1d4 Trample Special : These boar hallucinate wildly, and may act erratica...

Room 64

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  64 – Strange Plants This chamber has no doors, just three stone archways, covered in orange and grey lichens. This room is grey and tan – dried and dead. It is filled with reeds and vines and trellised plants – blooms and small saplings. It had many plants, like a thicket untended. The plants are – upon inspection – unlike any plants ever seen in the world of natural sunlight, and defy all taxonomy – they appear to be dead but stand and wait. If the sun passes through this room, for 20d6 minutes the plants will all spring to life, green and verdant as a grove in rain – and a grey green humid day will commence – as the plants off-gas, bloom, fruit, and pollinate within the short period following the sun. One bush has life berries (each berry heals 1Hp when eaten, there are 3d20 berries when it grows in the sun ) In the tan and grey grass in this room, are four I search the body table Results , each one takes 1d8X3 minutes to find,...

Room 63

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  63 – Firearm Storage This room’s doorways are very stiff and stuffed with paper in the hinges – with some kind of paste in the actual doorjambs – this is to prevent any fire entering or escaping – it is built to burn quickly and weld the door to the hinges. The room proper has five large kegs of gunpowder – several tables stacked with paper, and crates and crates of lead and iron balls. There is a wall rack with the tools required to load an arequebus – and six arequebi. There are also carrying straps – and chairs. The room is roughly 15X25 feet, each hallways/passage in and out is around 5 feet wide.  

Room 62

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  62 – Fermenting Mash Chamber The two doors to this room are of damp stone – and are very heavy and hard to move. This room smells slightly musty – it has been nearly filled save a small path – the room is dominated by the presence of one layer of about 3 ½” high urns – all of which are lidded. Most contain beets or potatoes fermenting – all beyond what would be usable – but after a little searching, there are d8 urns of actually usable mash. These were intended for the Still (Room 57) The room is roughly 25X15 feet, each hallways/passage in and out is around 5 feet wide.    

Room 61

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  61 – Wasp Chamber This chamber has no doors, just five stone archways, heavily worn and muddied. Anywhere near this room – have the players hear a sound, a low buzzing thrum. This room contained plants – an apple tree – but now the tree is alive with the sound and movement of hundreds of wasps and their home. When anything enters this room – have them realize the error of their ways – and if they move or perform any actions other than leaving the room – the wasps respond. There will be a group of wasps for each PC that does not immediately flee. Wasps HD * HP X, where X is the first amount of damage dealt to it Speed Everywhere. They are everywhere. Armor 12 Morale 12 Attack Sting – Roll 1d8 and that many sting you for one sting each, each subsequent amount of stings must be higher – so if a PC takes 5 stings, the next time they are attacked they will have the amount of stings rerolled until it is greater than 5 – the max...

Room 60

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  60 – Radioactive Material Storage This rooms three doorways are made of lead – they are very hard to move – the doorknobs are iron. The room itself has lead-paneled walls – in the room is a large glass and wood display case – inside it are various lumps of metal and ore. They are all radioactive – and being in this room for any kind of time will induce elevated levels of radiation – make your best judgment if they stay too long or try to take any of the radioactive objects. The room is roughly 28X15 feet, each hallways/passage in and out is around 5 feet wide.  

Room 59

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  59 – Garden Proper This chamber has no doors, just three stone archways, covered in mosses and slightly worn. This room is filled with rows and rows of planters – containing, in no particular order, Beta vulgaris, Pastinaca sativa, Pisum sativim, Brassica oleracea, Petroselinum crispum, Apium graveolens, and Solanum tuberosum. There are four rows – the plants are all mixed. There is a rusty shovel sticking out of the western bed, towards the bottom. The room is roughly 28X30 feet, each hallways/passage in and out is around 5 feet wide.  

Room 58

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    5 8 – Rubus idaeus Room This chamber has no doors, just three stone archways, crossed with vines and studded with lichens. This room is populated with short stocky b rambles - Rubus idaeus bushes. In the soil in this room, there are 1d12 bones – boar bones , each one takes 1d8X3 minutes to find, or three sun moves. The room is roughly 17X15 feet, each hallways/passage in and out is around 5 feet wide.  

Room 57

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  57 – The Still This room’s doorways are oak – unlocked brass doorknobs – though they could be locked. The room is mostly filled with an elaborate looking device – any dwarves will immediately know what the device is – A copper-clad still fills the room. It is much larger than a normal still. It is empty – but if filled, this device could be use to distill alcohol – though one would also need to supply running water – fuel – the actual thing to be distilled – and time. The room is oddly shaped, and is roughly 20X25 feet with a chunk of wall in a corner, each hallways/passage in and out is around 5 feet wide.  

Room 56

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  56 -Sorting Machine This room’s doorways are oak banded with iron – they are locked behind brass doorknobs. The room has a complex looking floor that comprises a full two foot step up from the doorway – this is a machine that has five holes and an inner chamber that looks clean empty – when objects are put in, after about a minute, the holes close over and the room gently expels people if people stay in the room – then after no-one can see the device – it sorts the objects, sometimes using a strange parameter that is unexpected. It will sort objects into - Colors general Shape Material Value Distance Found From One Another Psychic Energy Residing Number of Letter in Name Parabolically Randomly And any other order you would like – roll D10, but make sure you add one of your own – and you could add 3 for a D12, or 11 for a D20. The room is roughly 15X15 feet, each hallways/passage in and out is around 5 feet wide.