Monday, January 12, 2026

Level 1, Areas 4 through 7


For the next 4 rooms I've made some formatting changes, dropping monster entries (now banished to their own booklet) in exchange for increasing the number of rooms per page. I think having more rooms at a lance is a big benefit to Judges as players meander through a dungeon. But enough about layout choices, on to the rooms themselves!

Rooms 4 & 5 operate as a pair, related to room 3 before them. While room 3 stored living specimens, room 4 serves as a dissection laboratory, & room 5 as storage for the resulting corpses. The latter also is likely to expose PCs to their first brush with a recurring danger on this level, The Astral Hunger, in the form of Astral Maggots. The significant danger is telegraphed very literally, with a placard.

I'll save monster entries for later, as recurring monsters like these will probably get their entries revised multiple times before I finish the level. This room is also tied to the random encounter table for this level, as the table expands with more horrors as quarantined areas are opened by foolhardy adventurers.

Room 6 is the first instance of  what will be a recurring room, a hallway that's also outer space. These will get their own random encounter table, encouraging PCs to revisit these rooms which may serve as roadblocks or shortcuts depending on what astral denizens are prowling this particular delve.

Finally, room 7 offers a possible reward and a hazard for greedy PCs. Another instance of lunar mercury, this reflecting pool serves as a ritual spell focus for communing with the moon. For the price of an offering of silver, even non-wizards can attempt the Consult Spirit spell (wizards with the spell gain a bonus to casting). Doing so also reveals a trove of silver treasure under the deadly waters.

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