…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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