At January 13th, I posted this on my Twitter account.
Yes I do get behind on my megaoffice #dungeon23. Yes the dungeon doesn't make sense. I'll try to scan & upload the details about the rooms both here and my blog. For now, please enjoy and throw some critique pls.
— FromTheseRolls / Rizki Aditya (@fromtheserolls) January 13, 2023
Shoutout to Keir @probabletrain for the Dungeon Scrawl 2. Love it. pic.twitter.com/FLPEVUOid0
Making 365 room of dungeon is easy. You can make it as simple as empty room, or you can put it all the way to the top with traps and monsters and details and such. But the thing is, the thing that makes it kinda hard, is consistency.
At 13th, I only get 9 room. I promised to myself in the first day of 2023, I'll sit down and create one single room and leave it when it's done. But no. I expecting much more than what I supposed to do: drawing the room, with details and crosshatching and shadows, writing some detailed d12 encounter possibilities, creating items that I won't remember soon it existence.
I wanted to make this post a grumbling and self-defence shit, but I think the reader deserve better. Down below, I'll rewrite all the details of the rooms that available on that image. Don't worry about the relevance or the sense of it - it doesn't.
001/365 - The Grand Lobby
- Nothing happens. The Grand Lobby is empty.
- The Lobby filled with papers all over the floor. An Insurer hiding under it near one of the pillars.
- 1d4 of Insurers are roaming around the lobby.
- An insurer jumped you (and team) as you step inside.
- Greeted by the Receptionist.
- Distinguishable aroma of dried blood all over the room.
- A person standing behind the Receptionist's Desk. Player need to greet them first. If not, the person will be revealed as an Insurer and strike the player.
- The lobby is dimly lit. A drop of light shine the receptionist's table. Phone rings three times in the distance.
- A janitor seen mopping the floor. If interacted, they won't responds.
- On every searts, there's skeletons wearing suits & briefcases.
- A black cat crossing the lobby casually & lost in the darkness at one corner of the room.
- Blood splats all over the pillars & scratch marks all over it too. Seats broken.
002/365 - Triangle Room
003/365 - Lv. 1 Praying Room
Item:
004/365 - Empty Room
005/365 - Morelife's Lobby & Agents' Nest
- There's nothing happen
- A pen fall from one of the table. It has the Morelike Company logo on it
- A Receptionist walks in from the entry door
- Loud sound came from D, like a thick document falling to the floor (Insanity +1)
- They saw someone was sitting on one of the chair. It was an Insurer. INT Check (DC 4): it already dead
- Three living Insurers running from inside E
006/365 - The Hub
007/365 - Cafetaria
008/365 - Deep Kitchen
D: Preparation Area
- Inside the Freezer (Point A), there's a KEY that could open an unopened door of traverse (true)
- The Chef could be persuade by bring it a correct herb (False)
- The Chef weakness is cold (true)
010/365 - Foto-Copier Room
- Upon entering, Player could see the humongous Ultra-X3ROX at the back of the room, unoperational.
- In front of the machine, a skinny table for preparing r collecting finished documents covered with dust.
- PERCEPTION CHECK (DC 5) : There's a faint prints of hands, fresh ones.
- Next of the table, two cabinets stands. One near the table, was filled with stationaires, but most of them already used up. The other one only have 1 item : Paper Cutter.
- PERCEPTION CHECK (DC 2) : There is visible stains of dried blood on the blade of the cutter.
- On the north wall, there are a lot of paper pasted on. A lot of it already unreadable; the inks fades or teared somehow.
- INVESTIGATION CHECK (DC 6) : behind thick layer of paper, there's a readable one. It says "AN INTERVIEW OF THE CENTURY: Dr. MELLISA MENTARE". The rest of the paper was torn.
- For Storage Room (A), player roll 1d6 for encounters.
- As the door to the storage open, piles of papers fall out from inside the room. Smells of old paper fill the air.
- The door to the storage is well shut. There's no way to open it somehow.
- Inside the room, player see a can of meat - empty but not dried. Also spots of dried blood and bloodied bandages can be located near it.
- Inside the storage, there's an Insurer (alive), kind of focusi to the south wall, standing. Close the door to left them alone (DC 5).
- As entering the foto-copier room, player could hear faint growls from the storage room. Then around 5 minutes later, a heavy pound slam on the door. When opened, it's empty (Insanity point +1)
- As the door open, 1d6 Insurers storms out the room.
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