Workshop 7: 5-Room Dungeons revised
Background Description
The small,
desolate village clings to silence as dusk settles. Fear has taken root in
every home, its tendrils winding tightly around the hearts of the villagers.
Children have vanished without a trace, leaving behind only empty beds and
broken families. Desperation brought the villagers to you, offering what little
they could for your help. Following restless nights of investigation, you’ve
uncovered a sinister clue—a seemingly innocuous well at the village center.
Beneath its crumbling stones lies a passage to an ancient, forgotten dungeon
where the answers—and horrors—await.
Room 1:
Entrance And Guardian
Key words:
sneak, tough battle(optional)
Monsters(optional):
A huge viper in the river
Snake
(huge viper):
HD 6d8+6
(33 hp),
AC 15,
Bite +6
(1d6+4 plus poison)
Successfully
repel when hp < 20
Description:
Shortly after entering the dungeon, you feel a whiff from the darkness that a
creature of great size is moving about in the neighborhood.
As your
descent into the well’s depths begins, the damp, narrow tunnel opens into a
cavern faintly lit by luminescent fungi. A sluggish river cuts through the
chamber, the sound of its gentle flow disturbed by something massive shifting
in the shadows. The air feels thick, carrying the faint hiss of scales scraping
against stone.
Options:
- Cautiously navigate the
shadows and avoid drawing the creature’s attention.
- Confronting the hulking viper
coiled near the river, its eyes glowing faintly as it senses your
presence. The battle will be harrowing, and the serpent cannot be slain
entirely but can be driven back into the depths.
Atmosphere: The oppressive stillness of the
cavern is broken only by the occasional drip of water and the ominous rustle of
unseen danger.
Room 2:
Puzzle or Role-playing Challenge
Emerging
from the cavern, you find yourself in a chamber lit by a flickering lantern. A
gaunt man hunches over, his tattered cloak dragging against the ground as he
adjusts a heavy sack slung across his back. The sack writhes unnaturally, a
muffled whimper audible as you step closer. Before you can speak, the man’s
head snaps up, his face a mask of suspicion. Without a word, he slams his hand
onto a lever, activating a mechanism that sends a stone door crashing down
between you. He vanishes into the shadows, leaving behind only questions and a
choice.
Description:
The way a man acts makes you think he has something to do with this mission. At
this point, you discover:
1. There
are ventilation ducts in the high wall near the stone gate, just in time for
small gnomes to pass through.
2. The
river beside the door seems to flow in the direction behind the door. This
seems to be a way forward, but I don't know how deep the water is and whether
there are monsters in the water.
Options:
- Investigate the ventilation
ducts above the door, large enough for small creatures to pass through.
- Wade into the river that seems
to flow into an adjoining passage, though its depth and dangers remain
uncertain.
Atmosphere: A tense quiet hangs in the room,
broken only by the fading echoes of the stone door and the faint splashes of
water moving downstream.
Room 3:
Confronting the Guard
The
passage beyond twists and turns before opening into a dimly lit antechamber.
The man from before stands at its center, visibly agitated. His hand rests on
the pommel of a worn lance, his eyes darting between you and the door behind
him. “You shouldn’t have followed,” he mutters, his tone somewhere between a
warning and a plea.
Options:
- Attempt to reason with him,
uncovering his motives and perhaps convincing him to cooperate.
- Engage in combat, risking
traps hidden in the room, which could result in imprisonment or
separation.
Trap: A faint glimmer along the edges
of the floor hints at pressure plates, ready to spring should combat grow too
chaotic.
Atmosphere: The space feels like a trap
waiting to be sprung, with the guard’s desperate posture adding a layer of
unpredictability.
Key words:
Monsters:
Human Commoner
(15 hp), AC 16, Lance +1 (1d8+1)
If kill
the guard: item drop - chain mail, shield-heavy steel, lance
Traps: underground
cell
(hidden)Treasure(optional):
If kill the guard: item drop - chain mail, shield-heavy steel, lance
Description:
If you fall into the trap room, you need to check subterfuge skill points to
escape and continue explore the dungeon. If you do not switch into the trap
room, the man will give you clues about the next room, then continue to
explore.
if convince
communication check success - listen to his reasons, proceed to room 4
if fail -
enter combat
during
combat: DEX check
success -
avoid trap
fail -
fall into underground cells
if fallen
for the trap:
decision
1: subterfuge check
success -
open the cell quietly
fail -
nothing happens
decision
2: strength check
success -
break the cell
fail
strength check - get bring to room 4 while weakened - 5 hp each player, 1
weapon get stolen at random
Room 4:
Climax, Big Battle, or Conflict
The next
room is jarring in its opulence. Rich tapestries adorn the walls, and a grand
throne sits upon a dais overlooking a murky pool. Standing near the water is
the Lord of the village, clad in ceremonial robes that glint faintly in the low
light. His cruel smile widens as he steps aside, revealing the monstrous viper
emerging from the depths, its scales slick with black water.
The Lord’s
laughter echoes through the chamber. “You’ve come far, but fools often do. The
children? Merely fodder for my revenge!”
Options:
- Engage in a brutal fight
against the giant viper, which remembers your earlier encounter. Its
movements are slower if weakened in Room 1.
- Attempt to break through the
Lord’s warped mind through communication, restoring his humanity. Each
success diminishes the viper’s power.
Atmosphere: The grandeur of the chamber
contrasts with the sinister aura of its occupants. The scent of damp stone
mingles with the coppery tang of fear.
Key words:
Tough battle, tough communication check
Monsters(optional):
Snake
(huge viper) remaining hp from room1 battle,
AC 15,
Bite +6
(1d6+4 plus poison)
successful
skill check
Weakened
Snake (huge viper):
remaining
hp from room1 battle/2,
AC 12,
Bite +3
(1d6+4 plus poison)
(hidden)Treasure(optional):
Description:
(Only can trigger multiple communication checks) If each communication is
successful, it will restore the Lord's sanity value, which needs to be restored
3 times in total, which will restore the Lord to normal, and the monster will
also be weakened, and the stat value will be halved.
Room 5:
Reward, Revelation, Plot Twist
The fight
ends, leaving the chamber heavy with the weight of revelation. The Lord, now
broken and remorseful, collapses to his knees. “It was grief,” he whispers, his
voice trembling. “The townsfolk poisoned my children, and their faces haunt me
still. I... I fed the beast to silence their cries.”
As his
confession unfolds, the room feels colder, the weight of his sins tangible.
With the Lord subdued and the viper slain, you gather evidence of his crimes
and return to the village.
The
townsfolk greet you with cautious relief. The Captain of the Guard offers both
gratitude and supplies for your journey. Yet, the Lord’s story lingers in your
minds, a bitter reminder that not all monsters are born in darkness—some are
forged by despair.
Atmosphere: The warmth of victory is tempered
by the chill of the truth, leaving an air of bittersweet resolution as the
chapter closes.
Key words:
Plot twist, Reward
Monsters(optional):
Huge viper
(complete body)
Snake
(huge viper):
remaining
hp from room1 battle,
AC 15,
Bite +6
(1d6+4 plus poison)
successful
skill check
Weakened
Snake (huge viper):
remaining
hp from room1 battle/2,
AC 12,
Bite +3
(1d6+4 plus poison)
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