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"Under Pressure" David Bowie and Queen |
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Area 1 Room 4 |
The Unfinished Domain of Scarlet Prince
Part I - The Entry
Part 2 - The Grating Chasm
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"Under Pressure" David Bowie and Queen |
![]() |
Area 1 Room 4 |
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5 foot squares Adding details as I generate the rooms |
Doorway behind stage - when I looked at my drawing, I changed it to the rear left corner of the stage - a player's entrance. ToAD Tables 3-27 through 3-29 - archway is painted in a repeating pattern. The theme of the dungeon gave me the inspiration for the pattern, Doorway is painted with red and white tragedy/comedy masks. Door itself is plain. Room 2 is a 30x40 Rectangle. I used ToAD Table 3-39, think I'll just use the DMG in the future for room sizes, more variety. Contains monster only. DMG Table V-F. Undead, incorporeal, semi-intelligent, does not create more monsters. ToAD Tables 2-1 Monster Type and 2-64 Undead. I then went through the incorporeal undead from the Monster Manual and settled on Shadow. This differs from the the ToAD result as Shadows can reproduce by creating other Shadows.
Area 1 Room 2
Shadow of the Prop Master
Room 2 is accessed by the doorway off of the rear left corner of the stage. The door posts are painted with a pattern crimson masks of comedy and tragedy running down them, the door itself is unadorned. Try as you might you discover no indication of a trap. The door is not locked, nor is it stuck.
Quick Look - shadows predominate in this room. Your light striking tables and chairs, rolls of canvas stacked haphazardly and racks of clothing decaying into gossamer spider webs, casts them on the far walls and between piles. The room is about 30 feet across and extends to the right into the gloom past what your light illuminates
Detailed Examination - the room is 30x40 and piled with theater props. Bards will recognize this immediately, as will anyone with any skill or experience in acting. For the others, the clothing looks expensive, but the cloth is cheap. Armor is knitted chain mail and tin plate. The rolls of canvas, if unrolled, are painted scenery. Of more interest, to the pecuniary minded adventurers, are the unlocked chests on the far wall. They will prove to contain wood discs painted gold, obviously fake, and costume jewelry. If the party has determined this is a prop room, give them a +4 on any appraisal check to determine the gems and jewelry are fake. Otherwise they can carry them out and pay to learn they are fake. Under a jumble of canvas rolls is a skeleton.
Monster - the room is haunted by the Shadow of the Property Master. This being will use the shadows to hide and reach out to steal life from random characters. The only way to avoid the shadows would be to push all the props up against the walls. To banish the Prop Master, the skull from the skeleton must be taken on stage and a play performed with the skull playing the lead role.
Shadow (14 HP), AC 7, 3+3 HD, One attack for 1d4+1 Damage + Strength Drain (1 pt/hit). Shadows are 90% undetectable and require a +1 weapon or better to hit. Strength loss returns in 2d4 turns. Characters reduced to 0 Hit Points or Strength are turned into Shadows themselves.
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5 foot squares Updating the layout as I generate the rooms |
Getting a sense of how to combine Tome of Adventure Design with the DMG.
The Unfinished Domain of Scarlet Prince
In which I determine what the Tome of Adventure Design isn't and start detailing the rooms in Area 1.
ToAD is not a dungeon generation system, which isn't obvious at first look, although I had my suspicions by the third look. Great tables for coming up with creative features, but no guidance on how often such features should crop up. This isn't an issue for anyone with access to the DMG, it's really a matter of choosing when to move between the two.
I really like ToAD's area design, so starting with that, as I said in the previous post, I know Area 1 Room 1 will be of unusual size. Table 3-40 gives me a room nominally 50x80, with far end a ziggurat like stepped triangle with a 20' point.
OK, what about the door into the room from the chasm? Have to jump around, but Tables 3-27 and 3-28 treat Archways. ToAD defines an Archway as where ever a tunnel or corridor leads out of the room. Leading into one is the same thing, so I have a Trap! We'll leave that for a minute while I get more information. Table 3-29 Normal Doors; Basic Description of - comes to the rescue saying the door while otherwise normal is painted an unusual color. Table 3-30 tells me it's painted a red and white checkerboard.
Traps, there's a whole chapter in ToAD with tables for randomly generating a trap. And none of my random rolls gave me anything I liked. Finally I started reading the table entries and after eight pages came across a magical trap effect "Floating image of person, monster or animal." That, with the door pattern, gave me an idea.
Other than that, ToAD has lots of random room content tables, but as I said no room content distribution table, so back to the DMG Table V-F Chamber or Room Contents. If I roll a Special I'll jump back to ToAD. And I roll an eleven, it's empty.
Area 1 Room 1
Theater of the Crimson Mime.
Crossing the grating, the ledge on the other side is differs only in minor details. The wall on the far side contains a gaily painted door in a red and white harlequin pattern. Successfully detecting traps will find a spring compressed at the top of the door. The trap may be disabled. Detect Magic will detect a a strong illusion dweomer.
Opening the Door- if the trap has been disabled, nothing happens. If it was not disabled, the crimson figure of human wearing a jesters cap and bells appears to have opened the door, it mimes pulling a stout rope (seemingly connected to the party) towards itself, bows and vanishes. Behind it, there is darkness as your feeble light doesn't illuminate the far wall.
Quick Search - the room is 80 feet long and 50 feet wide, the final fifteen feet decrease to a twenty foot width as shown. The last twenty feet of the room, including the reduced width, are raised approximately five feet higher than the floor, forming a stage. There are three doors in the other walls (to be subsequently placed and detailed when I create the rooms.)
Detailed Examination - nothing new.
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Area 1 Room 1 5 foot square |
And now I know more about the Scarlet Prince, it's the title given to the Guildmaster of the Community of the Crimson Clowns, a guild of Bards and Jesters.
The Unfinished Domain of Scarlet Prince
Or when to know when to quit rolling dice.
Having created the entry in Part 1, I decided there should be a transition between there and the first dungeon area. ToAD has a table for that, which has many possibilities branching from it.
Transitions Between Dungeon Areas (Table 3-23) gave me 'A bridge over a river or chasm' and on the second column of the table a Hazard Trick.
Hazard Tricks (Table 3-92) gave me 'Venting steam, bad air or dangerous gases. Reasonable hazards for a chasm, so no river we have a bridge over a pit. And that gives me the idea that one of the other levels connects back in at the bottom of the chasm.
Wait a minute, I need a description of the actual area where the chasm is bridged. Back to Corridor, Basic Description of (Table 3-24) which gives me a 10' wide, 10'high natural cavern...with two unusual features!
Corridor, Unusual Features of (Table 3-25) gives me 'Large grates in floor' - must be in the bridge deck. And a Trap. Basic Mechanical Traps (Table 3-126) gives me 'Magentism'. As long as I'm here, I'll roll up the gas from the Hazard Trick on Gases (Table 3-128) which provides the information, 'Removes Oxygen' and 'Lies near floor, lingers'.
At this point I realized the process had gone off the rails, there were too many features being crammed into a minor corridor - and I hadn't even rolled up a description of the Bridge yet. But it had given me a number of inspirations to put together.
I decided to strip it down to the basics, a cavern crossed by a loose grating. Which immediately put in mind of driving over the old Jamestown Bridge to Newport, Rhode Island the first few times I went there for schools in the Navy. Let me tell you an open metal grating 135 feet over Narragansett Bay, if not terrifying, at least gives the driver an immense sense of relief to have gotten over it.
Corridor
Leaving the entry through the opening under the frieze of the bridge, the party steps out onto a narrow ledge 5'wide and 10' long. A grating bridges a chasm.
Quick Search
The chasm is about 15 feet wide and it's roof is about 10' over the bridge. Based on what your torch illuminates, it's more than 30 feet deep. You get the impression that the chasm narrows in both directions, but the light doesn't illuminate the ends. The grating itself isn't fastened to the ledge but rests about halfway across the ledge. It's made of joined wood, with 2 inch members and 10 inch holes. Any characters moving at greater than half speed need to make a Dexterity (Balance) check or fall. Potential consequences of the fall range from dropping anything in hand to plummeting into the dark below.
Detailed Examination
Better illumination will show the chasm is approximately 45 feet deep. If they drop the light off of the left hand side of the grating, there is a 50% chance they will spot a doorway at the bottom (Perception check). If they state that they are doing the detailed examination while on or across the grating, they will notice likely handholds in the chasm wall nearest the Entry that can be used to reach the bottom.