gorice
Hero
Another week, another 7 horrible rooms. If/when I revise all this, I want to add some tone changes and more opportunities for social play. Not too much obviously, because despair and ruination is apparently core to my conception of a dungeon. But, making this journalling exercise actually work as a tool for play is a whole other can of worms!
8: Fisher’s Grotto
Region: Ordered Halls
The cleaning demon makes its home here, ordering the filth of the midden.
9: Hall of Leavings
10: Hall of Swords
11: Cleaning Demon’s Lair
14: Hall of the Left
8: Fisher’s Grotto
- A little room in the rock, connected to the boardwalk.
- A hoarder’s room, filled with weird detritus & crude fishing rods. If you need something, it might be here.
- (!) Lair of the Fisher, an antisocial mutant. Likes to trick intruders into upsetting the Judge. Might be persuaded to trade.
Region: Ordered Halls
The cleaning demon makes its home here, ordering the filth of the midden.
9: Hall of Leavings
- Ascends from the wound in the earth.
- A rough tunnel, like a mineshaft. The floor is covered with crunching layers of worthless human possessions – dice, wretched clothing, clay amulets, fractured lamps, knucklebones, soiled ragdolls.
- (!) DIfficult terrain due to the detritus. Movement makes noise.
10: Hall of Swords
- A vaulted gallery, its sides piled with weapons and armour of all kinds, broken, corroded, chipped, and ruined.
- (??) Whichever weapon or piece of armour you want, a successful search will reveal a crappy but usable version.
11: Cleaning Demon’s Lair
- (!) Lair of the shaggy, many-jointed nightmare beast that tends the midden. Intruders are to be placed in the Hall of Hooks until it can sort them out.
- An immaculate stone room that smells like death. The reek is overpowering.
14: Hall of the Left
- An ossuary made entirely of left arms and legs.