Queue to the Dungeon

Megadungeon area 1: Picked clean

A challenge

It was always clear to me that the first area of a megadungeon that has been there a while should be already looted. But how do you make that interesting? This is me trying to figure that out.

References

I will be pulling material from the OSE Advanced Referee's Tome and Advanced Player's Tome. When I do, I will indicate OSE ART ## or OSE APT ## so that you can also reference that information.

Description

An old foyer and wing for guests to the Keep. Long since picked over, it is now the home to wild animals and the home of lost secret stashes.

General room description

Unless otherwise stated, rooms are dusty marble floors and fine engraved walls, now rotting and scratched.

Factions

Map

yon-area-1-map

Random Encounters (d6)

  1. Black bear (OSE ART 25) and d3 cubs (as Normal Human, OSE ART 91).
  2. d4 Giant Bats (OSE ART 24), nesting. At night, flying.
  3. Desiccated adventurer corpse, has been dead for d8 weeks.
  4. A bear's (d4) roar (1), snort (2), sneeze (3), or fart (4) is heard from an adjacent room.
  5. d2 x 10 bats (OSE ART 24) sleeping in the ceiling. At night, swarming.
  6. A strong draft blasts through the room.

Room key

1: Foyer

Grand entryway of cracked marble floors and crumbling wooden accents. Old mahogany furniture shattered to pieces. Trail of sticky liquid to far corner of the room. Faint buzzing.

2: Coat check

Very small room with a great many coat racks. Smells like mold.

3: Great hall

A grand hall, large enough to host hundreds. The fine furniture is in ruin. The whole room is caked in sickly-sweet-smelling mud. The ceiling is cloaked in shadow.

4: Guest quarters

Six small, dormitory-style guest rooms; now derelict, once luxurious. One is locked. Dusty hallway is scattered with large animal droppings.

5: Servant's suite

For the head housekeeper. A working space one could live in. A spartan library covers every wall except for the outer. Outer wall has a bed, nightstand, desk, and a portrait.

6: Orator's balcony

Winding stairs at the end of the great hall spiral to this shattered balcony. Positioned perfectly to address the crowd. Shares a ceiling with Room 3.

7: Staging area

An area for servants to stage the various meals and beverages they would serve in room 3. Full of cutlery and flatware on simple tables and carts. Some scattered on the floor. Sickly sweet smell (guano).

8: Dueling room

A room arranged perfectly for two to spar in a fencing duel. A man in armor stands, bent over, in the center of the room.

9: Kitchen

Kitchen, abandoned and partially burnt. Rusted cookware and charred countertops. Likely to clatter through this room if moving quickly.

10. Pantry

A maze of shelves; some empty, some stocked with jars and baskets which are themselves either rotten or empty. There is a heavy metal cask stashed among them.

11: Negotiation chamber

A large, paper-covered table is in the center of the room. An improvised camp is off to one side. A regional map, greatly antiquated, barely clings to the north wall.

12: Trophy room

Open your favorite bestiary, pick 3d6 creatures from it which are stuffed and mounted here with equal grandeur and care. Identical suits of armor stand at attention between the doors. A dead adventurer is splayed across the floor.

#area #megadungeon #osr #ttrpg