Using the following start to a DM discription of a newly entered room
within a "dungeon"; the DM's were asked to fill in the rest. Here is
the opening statement...
"After opening the large oak doors you see that you (PCs) are on a ledge
forty feet above the floor of the large circular room. In this circular
room you see..."
And here are their responces...
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"...a large, bubbling kettle of what appears and smells to be soup.
A trio of old hags is stirring the kettle and mumbling some kind of
incantation. Two kobold slaves are piling wood around the kettle to
keep the fire stoked.
One of the kobolds mutters something in common about a "missing ingredient",
when one of the hags kicks him and points up without missing a syllable.
It then runs over to a large windlass and begins to crank. Following
the chain, you see that the next ingredient to be added is inside a
small iron cage...it looks suspiciously like your long-lost pet cat,
Fluffy! Fluffy notices you, ears perking, and meows as if to beg for
help.
A man dressed in crimson robes sits at a table across the room from
the windlass, banging his spoon against an empty silver bowl. "Where's
my lunch?" he shouts over the clatter of tableware."
Scott Gigot
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"...what appears to be the interior of a great round room, like you
are insidea great hallow ball. The roof is smooth and curves downward
until itreaches the floor, the floor extends some 200 spans in diameter
and isperfectly circular. The walls, the floor, and the ceiling is made
of gray stone, streaked with white and polished by its long dead creators.
The room is lit by some 20 or 30 braziers lining the outer circumference
of the walls, and the smoke gathers and exits from the top of this room
by what appears to be some type of circling metal blades affixed to
a central hub. Ingenious!
Looking down from your balcony, you see at regular intervals, stone
tables probably 4 or 5 spans long laid out in a circular fashion, so
they too form a ring, and behind these tables stand or sit what appear
to be influential or noble members of the Stone Elf community. Stationed
at each table is an elf wearing chain mail under his tabard. At their
sides hang a short sword and at their feet is a short bow. Since no
weapons are allowed in the Gray Castle these guards, who number around
50, are noticed very quickly. They are also wearing the royal heraldry
of the Stone Elves.
Hanging from the gray ceiling are what appears to be heraldry of bygone
nobility, or possibly heroic members of the elven community. You are
not sure exactly but the craftsmanship is exquisite with colors and
stitching that make the slowly waving banners almost look alive. The
smell of the room is neutral, though there us a hint of hickory. You
do not smell anything usually associated with large groups of people.
After scanning the circumference of the room your eyes are naturally
drawn to the center of this great chamber. There you see what appears
to be a throne made out of the same gray stone, carved in an exact likeness
of the Gray Castle, except sitting in the throne like some undersized
giant is the Graystone King, Haltha the Wise. The throne swivels on
the dais so the King may address any in the circle and standing close
to the King are two more guards. These two bear the same arms but wear
slightly different clothes and the flowing epaulets signify their rank
as being above the others.
A sound like a cross between a fog horn and a flute signals the gray
Council is to commence, and you follow the nobles and selected members
below by taking your seat and preparing for what you expect to be a
council filled with intrigue."
The Dungeon Master
**************************************************
"...in this circular room you see oil lamps along the walls, just about
knee hight, spaced some thirty feet apart. The light is just enough
to let shadows gather in the center of the room. Because of the light
of your own torches, you cannot see more clearly, but it appears that
the lamps are placed at the three exits. The floor appears to be polished
granite, though the movement of the mountains over time has caused cracks
to form. For such a large room, it is strangely devoid of any furnishings.
The doors obviously lead somewhere, and the lamps have to be maintained.
(Perception checks DC 25 or so)
As you observe the room, it strikes you that the shadows at the center
of the room seem darker than they should be.
(Eventually the characters crawl down)
A. If the characters check the doors and avoid the center of the room,
they find the doors locked from the outside. They are barred and bolted.
Guards have been placed on the other side of each door and will hear
the players talking/messing with the door. It will take them several
minutes to gather the courage to open the doors.
B. If a character moves to the center of the room with a light source,
everything will appear normal (DC 25 to notice that the shadows move
unnaturally). At the center is a deep crevasse, some 100 feet deep,
but only a foot across. Any character that is not surrounded by light
will be attacked. The shadow creature is partially etheril, and cannot
be harmed by non-magical weapons. Also, a character's AC should be based
on Magic and Dex only. Characters with infravision or lowlight can see
the creature as a dark shapeless blob that moves with the passing of
light. When it attacks, it forms a tentacle like appendage that can
be launched up to 10 feet. The creature can attack up to 1d6 targets
at a time.
The shadow creature is only 3 HD, but it moves with complete silence,
and only from the dark side of a light source. It is capable of moving
twice as fast as a human (don't have the stats). Spells of light will
cause the shadow to retreat into the crevasse, but do not cause damage.
Magical fire, or lighting, or other damage spell that
includes a light source will cause 1 point of damage per die rolled.
The creature does 1d6 damage on a successful attack (only magical effects
can reduce this damage), and the character must make a Willpower check
or become possessed by a 1 HP shadow. Characters will suffer massive
pain in their head and throughout their bodies, as if their bodies are
on fire. If the willpower check succeeded then the character remains
"normal", but if it fails, the character is unknowingly the host of
this darkness. If the entire blob is destroyed, it will still live in
a character. Each tentacle represents 1 HP worth of creature, so a fully
pumped mass can possess 24 creatures.
Possessed characters will avoid light but are not harmed by it, lose
its appetite, become less social etc. as if coming down with a flu or
other illness. The sudden desire to leave the room will become the strongest
urge to the character, almost like claustrophobia. When the time is
right, the creature will separate and attack others in the
group. Afflicted creatures will begin to lose Constitution and Strength
at a rate of 1 point per month from lack of eating. The creature simply
wants to survive and multiply and does this through a living host. The
tentacle grows within its host at a rate of 1 HP per week. If there
is more than 1 HP, the creature can have a tentacle leave the host and
attack another creature.
The oil lamps are actually refilled from another place through a tubing
network. The oil has been blessed to prevent the shadow creature from
escaping and will cause it harm if it does not exit through a host.
The guards have heard the stories of the shadow, but are too young to
have seen it. The entrance they came through was and observation tunnel
to ensure the lamps remained lit.
This is part of an ancient evil that griped this culture for some hundred
years. The original captors are long dead, but text exists on how to
purge the evil. Low level bless spells will cause 1d6 damage to both
host and creature as the creature tries to maintain control and escape
(several people died trying to purge the shadow). This
will result in Exorcist like behavior, screaming, gnashing of teeth,
cursing in other languages, etc. If the shadow thinks it cannot escape
with the host, it will leave, and try to find darkness or another host."
Sunderedepoch
**********************************
"...a well-manicured classical garden, lit by a soft golden light that
shines from the ceiling. Terraced marble stairs lead down from your
perch to a grassy lawn. A flagstone path wends its way about the garden.
From your height you can trace its path: first, it meanders by a rose
arbor with a white bench set under it; then, through a
collonade of sweet-smelling trees. Beyond the trees (off the path) are
what appear to be low beds of flowers and herbs, and the rich, spicy
perfume reaches you even here. Beyond the double row of trees, the path
continues to an elegant fountain of green marble. Water cascades down
a small artifical waterfall - you think it may be
coming out of the far wall, but it's hard to tell. The walls are painted
with more nature scenes, making it difficult to tell where the garden
ends and the walls begin. A woman in a white sleeveless dress, her dark
hair piled high onto her head, lounges at the side of the fountain,
playing idly with the water.
If you're feeling particularly nasty and not too logical, shorten the
white dress, lay a bow and arrows by the side of the fountain, and let
a few nude young women be running through the collonade. The lounging
woman is preparing to bathe."
SCA Bard
****************************************
"...that chaos reigns supreme. As you were warned, if you did not reach
the central chambers in time, your very world of existence would be
in peril. As you look down to the main floor you can see where magic
has gone awry. Someone has miscast spells all over this room. From the
bizzare colors of flowers growing out of the stone walls to the bubbling
puddles of much belching forth lightning to the spot on the far side
of the chamber where a fireball seems to appear and explode every minute.
Magic has definately gone off of the deep end...
As bad as the chaotic effects of magic appear to be, you notice one
other feature in the room that raises the hair on the back of your neck.
Seven portals lay scattered throughout the room at various intervals.
Achelerone has been very busy. He has used the Shifter artifact to open
rift portals to the other planes. Nothing has stepped though them yet,
but that could change at any moment. You know the only reliable way
in which to close the portals is to go through them, one at a time,
until you locate Achelerone and wrest the Shifter from him to close
the portals. No other form of magic can close them. If only you can
find him in time. If your group works quickly, you can easily prepare
and enter one of the portals in minutes..."
L Scott
***********************************************
"...a squad (10-20 individuals) from the special forces unit of the
most powerful kingdom in your campaign, racing out of a tunnel on the
other side of the chamber. In the center of the chamber, a mage is keeping
a glowing portal open and waving the soldiers through it.
An officer skids to a stop next to the portal and begins yelling at
his troops, "Come on people! Move! Move! Move!"
After the last soldier enters the portal, the officer & the mage follow,
at which point the portal vanishes."
lfnotter
***************************************************
"...the five individuals we have been seeking. At last after great battles
with foes beyond description, traveling through the labyrinth of time
and space itself. My four other companions are as excited as I am at
the thought of finally doing them in.
After years of their manipulation, their insatiable desire to control
us, sending us into situations where we must continually fight for survival.
Sometimes forced to take actions we know are foolish, yet unable to
resist the compulsion of their will.
Now the moment is here. We will kill them without mercy. We will be
the first of our kind to do so...
I turn to my fellows and say, "You do as you will but save the short
one with the glasses for me. He has seen his last day as my master."
The others make similar agreements and we turn as one to fall upon our
hated, defenseless prey.
The Players..."
Thrandorian
******************************************************
"...the light here is indistinct except...Upon a stand in the center
of the room is a Smapp sphere it has panels rotating slowly in its center
is a glowing gem this causes the shadows to move in eerie patterns.
You look about the room it seems to be smooth and featureless save for
other ledges at doors around the room iat various heights. As your ingenious
"Acess Specilast" manages to set up a rope hooked into the door you
all can climb down to the floor. As you approch the glowing object you
(the magicians expecally sorcerers) note a feeling here as if you are
replenished your spells feel right and all there despite th efights
you had erilyer The Rouge reaches out to touch it. "Don't cries teh
sorcer as the Rouge recoils the lightning flash makes you all blink.
As you blink away the tears you notice a form coalessing over the slowly
spinning object. He is a warrier of mage? both you think. Suddenly he
speaks.
Ok I liked many of the ones I saw by the way. The spinning object is
a Drexil from Rolemaster it helps to detect and utilize places of power
which this so obviously is. What teh anchient warrior mage is going
to say? probably your quest And so it goes."
Jim Elanidil
********************************************************
"...a table that seems to span the room, only floating above your heads.
Seated at this table are 4 semi-transparant sperits, they are chatting
idly about things you cant seem to understand, and odly enough over
a hand of poker:
1: so when do you think the Choson will arive?
2: You have been asking that question every night for the last 300 years,
have we ever had an awser?
1: No, but why should that stop me?
2: I wish we where corpreal, so I could kill you again.
3: Gentalmen. please, lets not bicker, Who has the bet?
1: I do, 4.
2: To ritch for my...whatever, im out. At this point the ghost seems
to turn and spots you.
2:well, we have visiters., perhaps they are the chosen whe have awated
for so long? If so, I already fell sorry for them."
Array
********************************************************
"...that the ledge you are standing on goes around the circumferance
of the circular room. The door you have entered is but one of twenty
such oak doors along this ledge.
The circular room narrows at the bottom, while it widens at the top.
Every ten feet there is another ledge and another series of twenty oak
doors. This place you on the fourth level above the ground floor, and
there are six more levels above you... indicating ten levels, with 200
doors total.
To each side, of each door, is a small torch holder. Although most no
longer have torches in them, and very few of them that do, are lit.
The primary sorce of light within this cylindrical room is coming from
a small bonfire on the bottom floor.
This bonfire sits next to a small stone hut, which itself sits next
to a series of canals. Five canal enter the bottom of this room from
five stylized, square caves. These canals meet in the center, forming
a star pattern of water, as seen from your location. Near the stone
hut, in the canal rests a small, flat-bottom boat with a push-pole laying
across it.
Sitting around the bonfire, at this intersection of canals, are two
armored goblins with spears in their hands, and small crossbows across
their backs. They both are looking up at you, as the noise in opening
the door drew their attention. Now with eye contact made they both start
to scream an alarm. You then hear a hurried rustling of noises coming
from behind many of the doors up and down this cylindrical room..."
Von Romig