• he/him

A tabletop enthusiast, for better or worse.
Where to Find Me After Cohost:
Blog

Projects & Campaigns:
Clouder's RPG Spreadsheet
dungeon23: The Tree & The Tower
D&D: Old Flames
Break!!: Mossgrave
Erasure Adventure Prep


Taking another easy day today. I hopped back to the northwestern section and labeled the first room west of the list 1/21. This room is a short hall bounded by two sets of doors. Two hidden halls parallel it. When a switch is thrown in one of the hidden halls, the floor drops out in the main hall, dropping folks 10 ft. down into a pit. When the adventurers arrive, it is already sprung, and two goblins - Fast Trudy and Flit - are trapped in the pit with an undecided amount of hostile dwarf skeletons. Both are injured, but Flit has a broken leg.


I'm in a grumpy mood and also got done running my regular Beyond the Wall game a bit ago, so my creativity is run dry. So instead of wracking my brain to do with the eastern part of the floor, I changed up the keying I made yesterday and went back to a room I mostly figured out already. I knew it was going to be a pit trap - another defensive tool of the dwarves who used to live here - but I didn't know anything else beyond that. I considered having monkeyshines playing with the switch and possibly dumping the players in the pit, but that both didn't make a ton of sense (Why are tree creatures underground?) and would have been a dick move - untelegraphed traps are just gotchas.

Next I considered adding slimes, but I already used those in 1/19. I also considered just having it open and empty - more a navigation puzzle than anything - but then remembered the two goblins in 1/17 were concerned about friends. So that's where we get Fast Trudy and Flit, facing off skeletons when the party arrives.

I really hope I'm in less a mood tomorrow. Beyond having a bunch of chores and errands to do, I really want to spend some time thinking through the next few parts of this floor, because I know I'm going to be busy in the evenings this week.


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