Table 1: A Dozen Arches.
- Bald arch – Stones show signs of decay. 1 in 6 chance stone falls out for 1d6 damage and 10% chance the arch then collapses, blocking access until the rubble is cleared.
- Blind arch - Sealed to stop passage between areas or for decoration.
- Carved arch with dozens of faces. Each face has sunken pits for eyes. 10% chance per dungeon level an obscuring mist reducing visibility to 3' surrounds the arch.
- Conspiring arch is magically linked to another arch so words spoken at one are heard at the other.
- Decorated with skulls cemented into the arch. 10% per dungeon level chance d6+4 skulls speak to whoever passes through.
- Gilded arch with 10% per dungeon level chance of d6x10gp of gold leaf that can be removed (if not it's gold paint or iron pyrite).
- Memorial arch contains the tomb of a fallen dignitary. 10% chance per dungeon level the tomb still has it's original occupant and grave goods.
- Natural arch made of a single piece of weathered rock. 10% chance per dungeon level of swirling mists in the arch that act as a crystal ball.
- Raised portcullis has 1 in 6 chance of falling on unwary. Winch to raise bars on other side with 50% chance use will draw monstrous attention.
- Teleportal arch that instantly and safely teleports those passing through to an identical linked arch elsewhere in the dungeon.
- Triumphal arch with carvings and commemorative inscription to mark historic event (GM's choice).
- Vault – An arched ceiling runs the length of the room. Drow optional.
Ha! Who knew so much could be done with just an arch? ;)
ReplyDeleteArchitecture is a nice way to show not tell that stuff is going on. :)
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