…now incorporating Popular Toads Monthly
.
.
The Doclopedia #1,566
Dungeon Rooms: The Changing Room
.
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.
.
.
.
The Doclopedia #1,567
Dungeon Rooms: The Junk Room
.
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.