Time to enter the Forgotten Dwarf Infirmary. There's a "rooms" table. I'm going to start by rolling on that.
- Rooms (page 14) 95 - Training Hall
- Room Details (page 15) 34 - Dais
Okay, since this place is supposed to be mainly a hospital. I imagine a large triage area where healers in training would greet new patients. A large central platform in the center of the room gave the teacher a vantage point from which to survey the area and quickly intervene when needed. (Now to roll on the Dungeon Hazard table.)
- Dungeon Hazards (page 13) 3 - Burn: Lit torches burn out.
Okay, cool. I don't see my torch burning out in the first room. But, this is a good indicator that it's surprisingly dark in here and that Piers has to light a torch in order to look around. (So far, Piers has consumed a ration and a torch.) Let's try the Dungeons table next.
- Dungeons (page 16) 36 - Feasting Hall
Piers moves on to an area which must have been where healers in training (and maybe patients) shared their meals.
- Dungeon Hazards (page 13) 6 - Free: No effect.
After a quick look around Piers continues to explore the building.
- Rooms (page 14) 31 - Crematorium
- Room Details (page 15) 70 - Roots
Piers comes across an area with a large stone chamber filled with ash and bone: a crematorium. Roots from trees growing above ground over head have broken in through the ceiling of the room.
- Dungeon Hazards (page 13) 5 - The players find a sign that a random encounter is nearby.
- Signs (page 10) 23 - Droppings
Piers finds the droppings of some kind of large creature here. Perhaps the creature entered through the ceiling where the tree roots have broken in leaving a large hole. Piers may not be alone and needs to be on his guard.
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