The Toad Collector’s Gazette

…now incorporating Popular Toads Monthly
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The Doclopedia #1,566

Dungeon Rooms: The Changing Room

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This room is a large living area comprised of a sleeping area, a living room area and a kitchen/dining area. There is also a separate bathroom. The entire area is fully furnished and has bookshelves, dressers, desks, etc. There is a whole lot to explore and search.

The room is also enchanted and the magic is only detectable by a high level Wizard. The enchantment is that any intelligent creature in the room will slowly change. This could be as simple as a change in hair or eye color, or it could be a change in sex, race or age. GMs are advised to check the clock starting as soon as characters enter the room, then have them all do a difficult Perception check after 3 minutes. Every 3 minutes, have them do a check. Make the check a little easier each time. Note that these checks are to notice changes in others, not themselves. A total change takes 7 checks, or 21 minutes. Watch your clock. Each characters change should be different.

Once they figure out what is up, they will probably leave the room. The changes will last for 1d6+3 days after they leave the dungeon.

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The Doclopedia #1,567

Dungeon Rooms: The Junk Room
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You know how every home has a “junk drawer”? Well, this is the dungeon equivalent. It’s a 20′ long X 20′ wide X 10′ high room just packed full of all kinds of useful (mostly), but common stuff. Tools, ropes, candles, empty bottles & pots, etc. If you are a kindly GM, there can be a 5% chance of finding something valuable or cool.

Let’s Not Talk About Olaf

…he’s probably listening

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The Doclopedia #1,564

Dungeon Rooms: The Round Room Of Doors
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The door leading into this large room is made of solid steel. It is locked, but not trapped. The room itself is 60 feet across and round. There are 16 doors along the wall, not counting the steel door.

Opening any door will reveal a wall of bright light. Stepping through a door will transport you to a random room in the dungeon. Each door only transports you to the same room as whomever first stepped through went to.

Be aware that once you are in the random room you entered, there is no door back to the round room.

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The Doclopedia #1,565

Dungeon Rooms: The Long Tall Room

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This room is 100 feet long by 15 feet wide with a 30 foot ceiling. The entry door is stout wood, but has no lock or traps. There is a door at the opposite end of the room, and it is exactly like the door you stepped through. There are several boxes and crates along the wall which may contain interesting or valuable items.

The main thing about this room are the many slimes, jellies and oozes on the ceiling. They seem to be dormant, but any noise louder than a whisper will cause them to wake up. All of them are large and hungry.

Whenever a PC opens a box or crate, the GM should roll a D20. On a roll of 1,2,19 or 20, the box gives off a loud alarm and the ceiling dwellers wake up and start moving.

Note that the oozes, jellies and slimes will leave the room in pursuit of tasty tasty adventurers.

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It’s Not Smart To Tease A Moose

…the first thing Canadian kids learn
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The Doclopedia #1,562

Dungeon Rooms: The Small Empty Room

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This room appears to be a 10’X10′ room, completely empty with the exception of some sort of silvery veins of metal in the rear wall. To examine these in any detail, the examiner must be within a couple of feet of them.

The door to the room has two locks, but no traps. The locks are sturdy, but not very hard to pick. Once the locks are unlocked, the metal door swings open easily.

Except this room is a huge Mimic and as soon as one person get close to the silvery veins, the door/mouth shuts and tentacles start to emerge from all 4 walls to attack everyone in the room. There will be from 1 to 3 tentacles per person. There will also be 4 tentacles on the outside where the door was, to deal with anyone outside.

The Mimic will start excreting digestive fluids once one person is at 0 hit points.

You must kill the Mimic to escape/free your friends.

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The Doclopedia #1,563

Dungeon Rooms: The Large Empty Room

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This 40’X40′ room really is just a large empty room, and is safe to stay in. But after encountering the Small Empty Room (which they should always do before encountering this one), expect your players to check this one out ten ways from Sunday and still not trust it.

My Life Among The Wild Bandanas

…VERY wild, they are
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The Doclopedia #1,560

Dungeon Rooms: The Fungus Garden

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This room, which has no door, just an open archway, measures 30 feet wide by 90 feet long. The ceiling is 15 feet high. A dizzying array of fungi are growing here, from 12 foot high toadstools to slimy fungal smears on rocks. About half of these fungi are deadly poisonous and a few are hallucinogenic. The other half are harmless, although not all are really edible. Several of both kids are worth upwards of 100 gold pieces per ounce.

The Fungus Garden is tended by 4 Fungus Dwarves, dwarves who were infected by a rare fungus. They should be treated as 4th level fighters who feel no pain and attack until they are hacked to bits (-10 hit points).
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The Doclopedia #1,561

Dungeon Rooms: The Room Of Pools
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Filled with 7 small pools of water, each measuring 5 feet across, this room emits very powerful magic.

The door to this room is trapped with a needle trap and a gas trap. It is also locked. Once you get inside it, the room is round with 6 pools along the wall and one pool in the center. Each pool is a different color. Drinking from them has no effect, but bathing in them while naked will have these effects.

Orange Pool: Makes you immune to fire.
Green Pool: You can cause plants to grow at an accelerated rate.
Yellow Pool: Allows you to polymorph once a day.
Purple Pool: Heals all wounds and diseases.
White Pool: Increases your strength and constitution by 2 points each.
Red Pool: Removes a curse or immunizes you against any 1 curse.
Blue Pool: Bestows the ability to speak with any one animal.


You can only ever bath in one pool, one time. All effects except healing and curse removal last one week. Once you leave, the room will vanish for a month.