Monday, March 19, 2012

Mini-Module: Shrinking Room

For use in any of your dungeons. Obviously, it is something that you adjust according to the needs of your campaign, but it's originally designed for one of the more pulpy D&D genre gaming.

If you're stumped for reasons why this dungeon exists, working under the assumption you need a reason for it to be there, feel free to use this random table for it.

Reasons for the Shrinking Room (d6)
1. Door is a malfunctioning portal to the microverse, maybe it can be repaired
2. Temporary storage closet, the door on the other side will reverse the process
3. A wizard was cursed to have everyone near him feel as small as he did, his corpse lies buried beneath the floor while the magic continues, the process will reverse once you move 20' beyond the door
4. The mushroom emits magical spores. Killing it will undo the effects of anything shrunk in the last 24 hours
5. It is a prison for a giant, ancient, sentient, & evil bacterium that has been shrunk several times. If the magic is undone, the reversal will release it upon the world. Undoing the magic is as simple as finding the stone carvings in the room as marring them significantly
6. In the back of the mouse hole, there is a portal to another room/wing of the dungeon that also reverses the shrinking magic

A1. Shrinking Room

A plain and simple cubical room of aged, cracked stonework, 10’ on each side. Spiderwebs, moss, dustbunnies, and mouse droppings are almost everything of note in the room. On the opposite wall is a stoutly reinforced wooden door, and in the center is a mushroom with a tiny sign sticking out of it with two words written on it, “EAT ME.”

Any who enter the room will shrink to 1/70th their original size, making the average human one inch tall and the room 700’ in each dimension while shrunk. The door’s shrinking property functions only one way, and going through a second time will cause the character to shrink into nothingness, forever lost. Every twenty subjective feet there is a 10’ wide crevasse where the stonework has separated, going down between 10’ and 20’.

Halfway from the door to the mushroom, there is a large trapdoor spider that will attack the party from one of the crevasses. There are seven others; one over the exit door, two in two different ceiling corners, three inside the abandoned mouse hole guarding a single gold piece, and another between the mushroom and one of the corners on the floor.
Three roving packs of small dust bunnies roam the room, attacking anything except spiders and will not approach within 6” of the mushroom or any spider. Each pack is 80 strong.




The mushroom in the center will attack anything that comes within it’s 6” reach. There is small text on the bottom of the sign reading “one side will make you grow larger, the other will make you grow smaller.” Eating from one side of the mushroom will make the character grow to their original size, while the other will cause them to shrink into nothingness.

The coin from the mouse hole will grow with player if it’s carried with them, but it weighs 15 tonnes in total. If any part of the coin is broken off and subsequently enlarged, the remainder will not enlarge.


1E D&D
Dust Bunny - AC 8, MV 3”, HD 1hp, #AT 1, D 1-3
Mushroom - AC 7, MV 1”, HD 6, hp 63, #AT 4, D 1-4/1-4/1-4/1-4; two simultaneous attacks against the same character equal entanglement and force a save against poison or be unconscious for one turn
Large Trapdoor Spider - AC 4, MV Nil, HD 4+4, hp 28, #AT 1, D 2-8, save vs poison at +1 or be killed with a bite

3.X/Pathfinder
Large Trapdoor Spider - Use giant black widow hunting spider


Mushroom - Use violet fungus with 20’ reach, no movement speed, and camouflaged to look innocuous (Perception 20 to recognize)


Dust Bunny Swarm (CR 2)
N Tiny (swarm)
Init +6; Senses Low-Light vision, Scent; Perception +8
Defense
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
HP 16 (3d8+3)
Fort +4, Ref +5, Will +2
Defensive Abilities swarm traits
Offense
Speed 25’
Melee swarm (2d6)
Space 10’; Reach 0’
Special Attacks Distraction (DC 12)
Statistics
Str 2, Dex 15, Con 13, Int 2, Wis 13, Cha 2
Base Atk +2; CMB -; CMD -
Feats Improved Initiative, Skill Focus (Perception)
Skills Acrobatics +6, Climb +10, Perception +8, Stealth +14

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