101 Ready Rooms
No more "Ho-hum¸ another boring dungeon room..."; with 101 Ready Rooms to choose from¸ you'll have a supply of unique rooms with sights¸ sounds¸ and smells to fill in the blanks in your dungeon.
101 Ready Rooms
The adventurers have followed a trail of clues to the dungeon which conceals the the Staff of Niffugam¸ a long-lost artifact of great power.
Party Leader: Well¸ that first room was pretty straightforward. Stone walls¸ stone floor¸ nothing much to it. Looks like your typical dungeon room. I think we've got a good feel for what's to come
Kalthros: Yes. We should get through quickly¸ I think.
Garin: I'm not so sure about that.
Jarmak: I listen at the door. Do I hear anything?
The GM rolls some dice behind his screen.
GM: You don't hear anything through the door.
Garin. I have my crossbow ready.
Party Leader: Guess it's up to me to open the door. I do¸ carefully¸ ready to slam it if I need to.
GM: The room is lit by a dim violet light. In that¸ you can see it's moderately small.
Garin: Do I see anything that these humans can't?
GM rolls dice again.
GM: No¸ the room seems to be empty.
Party Leader: We'll move in slowly¸ weapons ready¸ and look around.
GM: The room is longer than it is wide¸ maybe 20 feet by 25. The door you've entered is on the north wall. There are two other doors that both look like plain wood: one in the west wall¸ one in the east wall¸ both near the southern ends of the walls. The floor is covered with a lot of broken stone¸ maybe from the ceiling¸ but under that it seems to be brick. This makes the footing slightly unstable. There seems to be sort of a well in the center¸ and some discoloration or something on the walls in the northeast. And you are starting to feel very uneasy.
Party Leader: Garin and Kalthros will stand guard. Lyry will check out the discolored wall. Jarmak will check out the well. I'll see if I can see where the light is coming from.
GM: There's some kind of arcane sigil or mage's mark scrawled on the wall in the northwest; that's what's glowing. Kalthros doesn't like the look of it. Lyry sees some marks on the wall that looks like someone hacked at it with an axe¸ and there's a note scraped in the wall. It's hard to read¸ but it seems to say beware of something. A copper kobold? Jarmak checks out the well. It's dark down there... and he hears something moving.
Welcome to the "101 Things" collections
This¸ like the Item Histories and Deadly Dragons¸ is somewhat unusual. There are just 101 entries in this collection¸ but they are more detailed (only a handful fit on a page) than the more common 1001 Things listings
You miss the days of huge OSR megadungeons¸ so you want to run one. But you're not in high school anymore¸ with time to make up rooms during math class. You have all sorts of ideas for things to do with specific rooms¸ but when do you have time to detail fifty or more other rooms? You don't want boring empty rooms¸ or all those rooms looking alike.
That's where 101 Ready Rooms comes in ‐ a hundred and one rooms all ready to use. Just drop them in where you need them. Add a random encounter from your favorite encounter table¸ as appropriate to your game system and dungeon level¸ and perhaps a trap or treasure (see some of Wintertree's 1001 Things line for some options from altars and art objects to swords and fungi)¸ and your work is done
Like all of the 101 Things line¸ this is a bit experimental. If these rooms are popular¸ there will be more and different ones to come.