1001 Sampler

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Shay Blechman (Order #17883277)

1001 Things Sampler #2


This free collection showcases the items in each of Wintertree's "1001 Things" collections.
Included here are 10 examples each from 1001 Interesting Islands, 1001 Ancient Altars, 1001
Flowing Fountains, 1001 Fantastic Fungi, and the special 1001 Dangerous Doors collection
that is only available in the bundle of the previous four collections, 5005 Things #2.

The samples from each collection are on separate pages, along with the flavor text that
accompanies them in the original. Remember that these are just 10 out of the 1001 items in each
of the 1001 Things collections. For less than the price of a cup of coffee, you can get 991 more
of any one. Or for about the price of a sandwich, you can get another 4,955 things, i.e., another
991 each for all five. Plus the ones in this sampler, of course, because they're pulled from the
first pages of all the real 1001 Things collections.

Watch for more free 1001 Things samplers from Wintertree!

Contents:
1. Interesting Islands
2. Ancient Altars
3. Flowing Fountains
4. Fantastic Fungi
5. Dangerous Doors

Shay Blechman (Order #17883277)


10 Interesting Islands
The adventurers, relaxing at last after weeks of hard and dangerous work, are enjoying their current task. In the sloop
Swallow, they have been cruising around through numerous small tropical islands, looking for the brother of their
patron, who was last seen heading for this area with what he believed was a treasure map.
GM: You're coming up on the largest island you've visited to date. It looks to be ten or twelve miles in diameter, with a
volcanic peak at the center from which a faint trickle of smoke is rising. As you pass the north end, you see a jutting
outcrop of rock that resembles a skull.
Party Leader: This may be the place. (after consulting with other players) We'll continue sailing around the island and
see if there's a protected cove on the west side; that's what was supposedly on Jorgen's map.
Cleric: If there is a cove, maybe I can find some time to do some more fishing. A fish fry on the beach would be
delicious.
Warrior: You and your fishing. We could be facing down a giant crocodile and you'd want to know if the fishing was any
good in its pond. *grumbles*
GM: Yes, after a little while you see the cove you're expecting on the western side of the island.
Party Leader: This definitely looks like the place. We're going to drop anchor, go ashore, and start searching for signs of
Jorgen and his companions.
GM: I think the pirates who have a small base there may have something to say about that....

This is a collection of 1001 islands of all shapes and sizes. They range from tiny atolls only a few acres in size to
mountainous islands measuring hundreds of square miles. They might have only sand and a few palm trees, or active
volcanoes, high waterfalls, and native villages. There are castaways, treasure hunters, and, yes, pirates to be found there,
not to mention the occasional giant crocodile, or giant ape.

This collection is much more flexible in time and place than many of the others, which are primarily focused on fantasy,
especially OSR-type fantasy, milieus. The islands could certainly be in any type of fantasy world. But they would also fit
in perfectly to an early 20th-century pulp adventure campaign, or one set in the modern day, or even in a spacefaring
game – with 1001 of them, you have enough to equip an entire watery planet! An island could be home to a necromancer,
a millionaire recluse, a villain building a secret base, smugglers, outlaws, or just about anyone and anything else.

1: This tiny island, only a few acres in area, is a coral atoll with no terrain more than a few feet above sea level. Its
vegetation consists of palm trees, grass, and a few tough bushes. The only water that may be present is rainwater
caught in temporary pools. Notable features include a wooden sculpture of a chief facing toward the sea on the
southern shore, and strange ancient ruins.

2: This medium-sized island, 70 square miles in area, is mountainous, and has two active volcanos. It is almost
rectangular in shape, with a cove on the northeastern side. Its vegetation consists of a dense jungle. The only water
that may be present is rainwater caught in temporary pools. Notable features include a mysterious shrine that
appears to have had offerings left within the past few days, a coral sculpture of a chief facing toward the sea on the
northwestern shore, a rock outcrop shaped like a skull on the southeast end of the islanda volcanic crater with a
lava lake and fire fountains, and a coral sculpture of a local legendary figure facing south at the center of the island.
A shipwrecked castaway is living in a lean-to on the southwestern shore. A closer look will reveal a crude grave
marker on the southeastern end of the island. Digging there reveals only a few old bones.

3: This medium-sized island, 71 square miles in area, is made up of jutting rocks surrounded by a barrier reef. It is
roughly oval in shape, with a cove on the southeasern side. Its vegetation consists of a few palm trees along the

Shay Blechman (Order #17883277)


shore. There is a small freshwater spring. Notable features include a small native village, a stone sculpture of a
canoe at the highest point of the island, and a rock outcrop shaped like a man's head on the south end of the
island. Further examination will reveal nothing else interesting.

4: This tiny island, 3 square miles in area, is made up of jutting rocks, which are the mostly-submerged remains of a
long-extinct volcano, surrounded by a barrier reef. It is roughly rectangular in shape, with a cove on the southern
side. Its vegetation consists of bushes and scattered clumps of palm trees. There are several freshwater streams. It
has no notable features. A mutinous sailor who was marooned here is living in a lean-to on the western shore.

5: This medium-sized island, 69 square miles in area, is made up of jutting rocks, which are the mostly-submerged
remains of a long-extinct volcano, surrounded by a barrier reef. It is roughly rectangular in shape, with a jutting spit
of land on the northeastern side. Its vegetation consists of a few palm trees along the shore. There is a small
freshwater spring. It has no notable features. A shipwrecked castaway is living in a crude hut near the highest point
of the island. Further examination will reveal marks of a recent canoe landing on the southwestern beach.

6: This medium-sized island, 86 square miles in area, surrounds an active volcano (40% chance of eruption). It is
almost oval in shape, with a cove on the eastern side. Its vegetation consists of bushes and scattered clumps of
palm trees. There are several freshwater streams. It has no notable features. A shipwrecked castaway is living in a
rough hut on the highest point of the island. Further examination will reveal a seabird rookery on some offshore
rocks to the southwest.

7: This small island, 7 square miles in area, is made up of jutting rocks, which are the mostly-submerged remains of
a long-extinct volcano, surrounded by a barrier reef. It is nearly circular in shape, with a barren islet offshore on the
western side. Its vegetation consists of bushes and scattered clumps of palm trees. There are several freshwater
streams. Notable features include mysterious ancient ruins, and a small native village. Exploration will reveal
nothing else interesting.

8: This huge island, 373 square miles in area, surrounds an apparently extinct volcano. It is generally circular in
shape, with a sheltered lagoon on the southwestern side. Its vegetation consists of open forest. There are several
freshwater streams. Notable features include a small native village, and a swampy area. Exploration will reveal a
lake in the volcano's crater, and marks of a recent canoe landing on the southwestern beach.

9: This huge island, 441 square miles in area, is mountainous, and has four active volcanos. It is almost circular in
shape, with a sea cave on the western side. Its vegetation consists of open forest. There are numerous freshwater
streams and three ponds. Notable features include a 139-foot-tall waterfall, a very fine beach, a lava tube cave, a
small native village, and a rock outcrop shaped like a skull on the west end of the island. Exploration will reveal
some random flotsam and jetsam on the western beach, and some random flotsam and jetsam on the
southwestern beach.

10: This tiny island, 3 square miles in area, is made up of jutting rocks, which are the mostly-submerged remains of
a long-extinct volcano, surrounded by a barrier reef. It is long and narrow in shape, with a sheltered lagoon on the
southern side. Its vegetation consists of palm trees, grass, and a few tough bushes. There is a small freshwater
spring. Notable features include a very fine beach, and a mysterious shrine that appears to have had offerings left
within the past few days. A mutinous sailor who was marooned here is living in a grass hut invisible from the shore
on the northeastern side of the island.

Shay Blechman (Order #17883277)


10 Ancient Altars
The adventurers have entered a large chamber deep in the dungeon. It appears to be empty aside from a few vermin, but
there is a large altar on a low dais at the far end. They gather around it.
GM: The altar is made of black marble. It's rectangular, and is carved with images of monsters devouring humans. There
is something that looks like it might be dried blood on the top. Jarmak, you and Lyry feel extremely uncomfortable just
being near it.
Party Leader: An altar … maybe there's a clue to Torkan's treasure here. Yash knows there hasn't been one anywhere else
in this forsaken pit.
Lyry: Being a priestess, do I recognize anything about this?
GM: Yes, you spot some distinctive symbols among the carvings; this was used by worshipers of Gul-Zon, Lord of
Scorpions.
Party Leader: That's not good. We'll spread out and check the area around for traps.
GM: You don't find anything out of the ordinary, just a lot of dust. It looks like this place hasn't been used much lately.
Jarmak: I'm going to check out that altar. Can I tell why it's making me uncomfortable? And is there any sign of a secret
compartment?
GM: When you touch it … well, zzzzap.
Jarmak: Ribbit!
Mage: Not again....

Since the selection of deities varies widely among campagins, the specific deities have not been specified, merely good,
neutral, or evil. If you're designing a temple, you might select the deity first and then choose an altar that suits them;
conversely, if you're designing a dungeon or ruin, pick an altar and then assign it a deity.

The list is slanted in favor of evil altars, as players are more likely to find such altars in dungeons, lost cities, and other
places where adventures tend to happen. But with 1001 of them in the full list, there are hundreds of good and neutral
ones in there, too, so you're sure to find one that fits your needs.

1: This altar dedicated to a good deity stands on a 4-foot-high dais. It is made of crystal, and shaped like a rectangle
roughly 3' wide and 6' long, supported on a pillar at each end. It is decorated with carvings of the moon. In the area
around it, all checks to detect wandering monsters suffer a minor penalty. Food or water placed on the altar by a
good person who invokes the deity is purified, while evil characters who disturb the altar are tormented by a demon
only they can see (it's a hallucination) for 3 hours.

2: This altar dedicated to an evil deity is made of close-fitted blocks of travertine with recently touched up blood-red
paint, and shaped like an ellipse roughly 2' by 8'. It is decorated with bas-reliefs of distorted humanoids. Evil
characters feel a sense of power nearby, while good characters are reluctant to approach closer than 2 paces. In the
area around it, non-evil characters feel groggy and suffer a major reaction penalty. Evil devotees of the deity who
make an offering here gain the ability to fly for up to 20 minutes at a time for 7 hours, while good characters who so
much as touch the altar suffer incapacitating pain for 2 hours.

3: This altar dedicated to an evil deity is made from a pile of all sorts of bones, and shaped like a rectangle
approximately 2' wide and 7' long, supported on legs at each end. Any cup or cuplike container placed on the altar
slowly fills with blood. In the area around it, all checks to detect wandering monsters suffer a major penalty. Evil
clerics or priests who make an offering here become immune to electrical damage for 1 day, while good characters
who disturb the altar have their Agility and Willpower stats swapped for 5 weeks.

Shay Blechman (Order #17883277)


4: This altar dedicated to an evil deity is made of obsidian, and shaped like a pentagon approximately 6' by 4' in
size. It is decorated with mosaics of evil holy symbols. In the area around it, all spells cast by evil characters are cast
as if the caster was 4 levels/20% higher. Evil clerics or priests who make an offering here are restored as if fully
rested and well fed, while good characters who attempt to use the altar have their Willpower and Intelligence stats
swapped for 6 days.

5: This altar dedicated to an evil deity is made of black granite, and is circular, roughly 2' in diameter. It is decorated
with carvings of spiders. Evil characters feel a sense of power nearby, while good characters are uneasy. In the area
around it, all spells cast by non-evil characters are cast as if the caster was 3 levels/15% lower. Evil devotees of the
deity who make an offering here are restored as if fully rested and well fed, while good characters who attempt to
use the altar become delirious for 1 hour.

6: This altar dedicated to an evil deity is made of black marble, and shaped like a rectangle roughly 2' wide and 7'
long, supported on 4 legs. It is decorated with paintings of demons. Evil characters feel a sense of power nearby,
while good characters are reluctant to approach closer than 3 paces. In the area around it, non-evil characters feel
groggy and suffer a minor reaction penalty. Evil clerics or priests who make an offering here are restored as if fully
rested and well fed, while good characters who attempt to use the altar are slowed for 21 hours.

7: This altar dedicated to a good deity stands on a 3-foot-high dais with 2 steps. It is made of gold-leafed stone, and
shaped like a rectangle roughly 2' wide and 4' long. It is decorated with carvings of sea creatures. Good characters
feel a sense of peace nearby, while evil characters are reluctant to approach closer than 3 paces. In the area around
it, all checks to detect wandering monsters suffer a minor penalty. Good characters who make an offering here
become immune to fire damage for 6 hours, while evil characters who disturb the altar are slowed for 6 hours.

8: This altar dedicated to an evil deity stands on a 4-foot-high dais with 1 step. It is made of obsidian, and shaped
like an ellipse about 2' by 5', supported on a pillar at each end. It is decorated with crudely-chiseled carvings of
staring eyes. The top of the altar is stained with dried blood. In the area around it, evil characters heal at double
normal rates within five paces. Evil devotees of the deity who make an offering here gain a moderate bonus to skill
checks for 7 hours, while good characters who so much as touch the altar are slowed for 20 days.

9: This altar dedicated to an evil deity stands on a 3-foot-high dais with 1 step. It is made of iron-bound wood, and is
circular, about 4' in diameter. It is decorated with crudely-chiseled carvings of symbols of death. In the area around
it, all checks to detect wandering monsters suffer a moderate penalty. A flask of water placed on the altar by an evil
person who invokes the deity is converted into unholy water two times a day, while good characters who so much as
touch the altar are turned into dogs.

10: This altar dedicated to a neutral deity stands on a 3-foot-high dais with 1 step. It is made of permanent ice, and
shaped like a rectangle approximately 2' wide and 9' long. It is decorated with carvings of stylized flames. In the area
around it, non-neutral characters feel groggy and suffer a moderate reaction penalty. Neutral devotees of the deity
who make an offering here gain a moderate bonus to skill checks for 4 days, while good characters who disturb the
altar are tormented by a demon only they can see (it's a hallucination) for 6 hours.

Shay Blechman (Order #17883277)


10 Flowing Fountains
The adventurers, hot and weary, straggle into the lush, green glade. At the center of the sunny clearing, surrounded by
flowers, is a beautiful fountain, with a nymph pouring silvery water out of a pitcher. Near the fountain, ethereal music
can be heard.
GM: You seem to have left your pursuers behind, but now you're lost, and Jarmak can't go any further.
Ranger: This isn't a good place to camp; where there's a fountain, there are people. Or … things.
Jarmak: That looks like it might be a healing fountain. I need it.
Ranger: Looks can be deceiving. It looks too good.
Mage: This looks like a good time to use my magical coin for today.
The mage finds a small pouch in his many pockets and brings out an odd, shimmering coin.
Coin of Wisdom, answer me now: Will this fountain make Jarmak healthy and well?
He flips the coin in the air and catches it: Heads.
Jarmak, the wounded fighter, staggers to the fountain, scoops up water in his helmet, and quaffs it.
GM: The coin was accurate. Jarmak is now healthy and well.
Mage: Yeah, he's a very healthy … um, Rana pipiens, I think.
Jarmak: Ribbit!

You rolled a magical fountain on the random wilderness encounter table, but you don't want it to look like every other
fountain. You certainly don't want it to work like every other fountain.

That's where 1001 Flowing Fountains comes in handy. Here are hundreds of fountains ready for you to drop into your
campaign. With descriptions of the fountains, their water, special effects, and of course what they do and how often, you'll
have a fountain on hand any time you need one.

1: This marble fountain has a central statue of a lion spouting water from its mouth. The water is clear amber. It is a
fountain of knowledge; its water allows the drinker to know the answer to a single yes/no question, then dries up.

2: This porphyry fountain has a single tall spray of water. The water is clear amber. It is a fountain of protection; its
water makes the drinker invisible for 3 hours. It is usable once, then dries up.

3: This stone fountain on a pedestal has water flowing down two tiers of bowls in graduated sizes. The water is vivid
blue. It is a fountain of power; its water raises the drinker's Dexterity by 1 point for 3 months. It is usable once a year.

4: This stone fountain has 8 small water jets spraying upward. The fizzy water is crystal clear. Colored bubbles rise
from the water and burst a few inches above it. It is a fountain of wealth; its water converts a small amount of bronze
to electrum, then dries up.

5: This bronze fountain on a pedestal has water flowing down two tiers of bowls in graduated sizes. The foaming
water gradually shifts from milky orange to vivid violet. It is a fountain of chaos; the first time it is drunk, the water
turns the drinker (but not their stuff!) into gaseous form for 12 hours.

Shay Blechman (Order #17883277)


6: This porphyry fountain has water cascading down three tiers of bowls in graduated sizes. The water is crystal
clear. The water contains tiny points of light, like stars, as long as it is in the fountain. It is a fountain of power; its
water raises the drinker's Endurance by 2 points for 6 days. It is usable thrice a month.

7: This wall-mounted porphyry fountain has water pouring from a decorative spout. The effervescent water is palest
silver. The water seems to be cold. It is a fountain of wealth; its water converts a small amount of brass to electrum,
then dries up.

8: This stone fountain has a central statue of a crab with water spraying around it. The sparkling water is crystal
clear. The basin is checkered with dark green and black tiles. It is a fountain of knowledge; its water allows the
drinker to know the answer to a single yes/no question. It is usable once a month.

9: This stone fountain has water flowing down two tiers of bowls in graduated sizes. The bubbling water is crystal
clear. It is a cursed fountain of knowledge; its water makes the drinker unable to use or understand any language for
five days.

10: This stone fountain on a pedestal has water gushing down four tiers of bowls in graduated sizes. The water is
rainbow-colored. It is a fountain of chaos; the first time it is drunk, the water exchanges the drinker's Alertness and
Personality for 4 hours.

Shay Blechman (Order #17883277)


10 Fantastic Fungi
The trek through the caverns of the deep darkness has been long and arduous. The adventurers' guide, Squag, a wizened
little creature who seems to be half gnome and half goblin and only communicates with hisses and growls, has been
indefatigable, urging them on across difficult terrain, through mazes of twisty little passages, across bottomless gorges,
and even along a subterranean river. Somewhere ahead of them is the means to restore their comrade to human form.
GM: On the far side of this cavern, Squag has scampered to a dark opening. He is waving you forward, and seems to be
very excited.
Party leader: We'll move up carefully, looking for any signs of an ambush.
Warrior: When I look away from the lantern light, do I see anything in what is dark to these humans?
GM: You see nothing; all seems to be quiet.
Mage: Too quiet. We're supposed to be going somewhere we can get a potion for Jarmak. That has to be some kind of
underground trading post, or even city. Fellows, I don't like this.
Party leader: We follow Squag, very carefully.
GM: You see light ahead of you. Beyond where Squag is crouching, you see a cavern lit by a faint glow that appears to
be from phosphorescent fungi coating the walls. It is clear this is where that mushroom-like smell you've detected a few
times is coming from. Squag is jumping up and down and pointing into the room.
Party leader: Creeping up to where Squag is, what do I see?
GM: Mushrooms. Lots of mushrooms. Mushrooms in every imaginable size, shape, and color. They are anywhere from
knee high to twice your height. Some are in clumps, some are solitary, and there look to be hundreds of them.
Squag: (hissing, for the first time producing almost human speech) Youssss fffriend eeeeeetss mussssshhhrooommmsssss
From within a bucket carried by the mage comes a despairing "ribbit!"

Need a few strange mushrooms for a dungeon? Or a few hundred? This is where 1001 Fantastic Fungi comes in handy.
Here are hundreds of mushrooms (along with stinkhorns, puffballs, and even weirder things) completely described and
ready to drop into your campaign. They can be as mundane or magical as you want them.

Of course, strange fungi are certainly not the province of fantasy alone. They might be found choking the passageway into
lost ruins where an adventuring archaeologist's goal awaits, or filling the cargo bay of a crashed alien spacecraft, or
growing in the basement of a house reputed to be haunted.

1: These mushrooms have cylindrical mustard-yellow caps with wavy edges and cracked surfaces, atop smooth,
stubby, pink stalks that have small, ragged annular rings and large basal cups. They average about six feet tall.
They grow individually. They smell like honey.

2: These mushrooms have bell-shaped blue caps with bumpy surfaces, atop ridged, narrow, green stalks that have
ragged annular rings. They average about 10 feet tall. They grow in small clusters.

3: These mushrooms have rounded pink caps with fringed edges and irregular dark-red spots, atop wrinkled, stubby,
white stalks that have ragged annular rings and almost unnoticeable basal cups. They average about two feet tall.
They grow in small groups. They emit faint chiming sounds when touched. Their flesh, if eaten, is a deadly poison.

Shay Blechman (Order #17883277)


4: These mushrooms have funnel-shaped, dark blue caps with smooth surfaces, atop ridged, tall, white stalks with
large basal cups. They average about nine feet tall. They grow in small groups. Their flesh, if eaten, causes
unconsciousness for 7 hours.

5: These mushrooms have egg-shaped, dark green caps with wavy edges and cracked surfaces, atop wrinkled,
ordinary-shaped, white stalks that have almost nonexistent annular rings and almost unnoticeable basal cups. They
average about 10 feet tall. They grow individually. Their flesh is nutritious and satisfying.

6: These mushrooms have egg-shaped white caps with rough surfaces, atop ridged, short, dark red stalks. They
average about seven feet tall. They grow in large clusters. Their flesh, if eaten, is a deadly poison.

7: These mushrooms have egg-shaped, dark blue caps with slimy surfaces, atop wrinkled, extremely tall, thin, white
stalks that have almost nonexistent annular rings and large basal cups. They average about six feet tall. They grow
in large clusters. Their flesh, if eaten, causes hallucinations for 6 hours.

8: These fungi consist of five or more light orange, fingerlike growths emerging from a common base. They average
about 10 feet tall. They grow individually. They smell like manure. Their outer skin can be dried into a leathery
material. Their flesh, if eaten, causes hallucinations for 8 hours.

9: These mushrooms have high-arched mustard-yellow caps with irregular edges and spiny surfaces, atop smooth,
fat, light-purple stalks that have small annular rings. They average about five feet tall. They grow individually.

10: These mushrooms have bell-shaped red caps with wavy edges and rough surfaces, atop wrinkled, ordinary-
shaped, tan stalks that have almost nonexistent annular rings. They average about three feet tall. They grow in large
clusters.

Shay Blechman (Order #17883277)


10 Dangerous Doors
The adventurers have been exploring the catacombs under the ruins of Castle Eltsac-Deniur. After fighting innumerable
vermin and nuisance monsters, and one very determined band of goblins, they are clearing away fallen timbers and
stones blocking one of the deeper passages.
GM: You have cleared enough of the debris so you can see through to the other side.
Party leader: Garin will look before we go through. Besides his darksight, his sturdiness will come in handy if there's
something waiting to leap through at us.
GM: The passageway continues beyond the debris. It seems to contain nothing but dust and cobwebs, plenty of both.
After about ten feet, it ends in a door.
Warrior: A door, eh? This may be the way to the deep levels rumor spoke of. What's it look like?
GM: It's made of rusty iron, decorated with a pattern made of rivets. The hinges are on the left, and there is a doorknob
on the right. There are traces of gray paint on it, but most of that flaked off long ago. Oh, and there's a door knocker right
in the center.
Party leader: Okay, we'll all squeeze through the gap in the debris and move into the passage where the door is.
Jarmak: A knocker? I'll....
Party, collectively: Noooo!
Jarmak: ...knock with it.
GM: (after rolling dice ominously behind screen) It produces only a faint knocking sound, much quieter than you might
expect.
Party leader: (looks at Jarmak and sighs) But nothing attacked us? The floor didn't open up or anything? I guess we
dodged the arrow on that one.
In the remote reaches of the dungeon, something chuckles evilly.

Doors in a dungeon should be much more than mere obstructions between one place and another, of interest only for
listening at or spiking open or shut. A door can be as much a part of the ambiance as any dungeon decor, and as much a
part of the opposition as a monster. This is where 1001 Dangerous Doors comes in handy. Here are hundreds of doors
completely described and ready to drop into your campaign.

Perhaps more than any of the other 1001 Things created to date, this collection is particularly useful for dungeon and
adventure area design. Many of the special features, such as noisemakers, signs, and so on, are an indication of something
hostile, and possibly organized, beyond the door. The sounds heard while listening at a door can be given causes: a
sighing noise, for instance, might come from the breathing of a large beast, or air flowing through a vent shaft. There are
all sorts of traps, or of course you can replace them with your favorites. Just picking ten entries off the list and assigning
them to ten doors on your map can spark your imagination and really make a dungeon interesting.

1: This flimsy wooden door is plain and unadorned. There is a doorknob on the right. The door opens on the right,
away from this area. It is moderately old and rather worn. There is a small window (about 2" by 4") in it. The door
should be opened by turning the doorknob clockwise, but it is locked (Very Easy task to pick), and the lock is
trapped to spray a sleep liquid that hits anyone who inserts a key without pressing a secret button. Anyone listening
at the door hears a faint sneezing.

2: This wooden door has elaborate metalwork decorations in geometric patterns, ornamented with decorative
stones. There is no apparent doorknob. The door opens on the left, away from this area. It is clearly very new. The

Shay Blechman (Order #17883277)


door is stained with what appears to be blood, and metal plates have been used to reinforce parts of it. It should be
opened by pushing gently near the middle, but it is locked (Ordinary task to unlock) and stuck (Very Hard task to
unstick). Anyone listening at the door hears nothing.

3: This wooden door has carved designs in geometric patterns. There is a ring on the left. The door opens on the
left, toward this area. It is fairly new. The door has recently been painted with red paint. It can be opened by pushing
left on the ring then pulling out on it. Anyone listening at the door hears nothing.

4: This wooden door is plain and unadorned. There is no apparent doorknob. The door opens in both directions with
hinges on the right. It is quite old. A stretched humanoid skin has been fastened to the door. The door should be
opened by pushing very hard near the lower right corner, but it is locked (Hard task to unlock) and stuck (Easy task
to unstick). The door is trapped: it explodes when tampered with. Anyone listening at the door hears a loud fluttering.

5: This iron double door is plain and unadorned. There is no apparent doorknob. The doors open in both directions
with hinges on the both sides. It is moderately old and rather worn. A magical seal made of lead has been affixed to
the door, and the door has recently been painted with yellow paint. It can be opened by pushing gently near the
bottom of either half. Anyone listening at the door hears a quiet chirping.

6: This rusty iron door has a picture of a battleaxe roughly drawn with chalk. There is a handle on the left. The door
opens on the left, away from this area. It is clearly as old as the dungeon. A magical seal made of lead has been
affixed to the door. The door should be opened by turning the handle counterclockwise, but it is locked (Ordinary
task to unlock) and stuck (Easy task to unstick). Anyone listening at the door hears nothing.

7: This wooden door is plain and unadorned. There is a handle near the center. The door opens by sliding upward
into the ceiling. It is clearly very new. A stretched human skin has been glued to the door, and the door is in a much
larger archway that has been bricked up. It should be opened by turning the handle clockwise, but it is locked
(Ordinary task to pick), and the lock is trapped with a needle covered with a substance causing hallucinations that
pricks anyone who listens at it. Anyone listening at the door hears a faint gurgling.

8: This wooden door has painted designs in abstract patterns. There is no apparent doorknob. The door opens like a
stable door, with split upper and lower halves. It is moderately old and rather worn. The door is stained with what
appears to be blood. It should be opened by pushing gently near the left side, but it is locked (Hard task to pick). The
door is trapped: it is hollow and filled with rotting substance that splashes everyone within 10' when it is bashed
open. Anyone listening at the door hears nothing.

9: This wooden door has a tentacled creature sloppily drawn in blood. There is a doorknob on the left. The door
opens on the left, toward this area. It is clearly very new. There is a large knocker attached to the door; knocking
produces an abnormally loud sound, alerting the occupants of the room, if any, and attracting someone (or
something) to investigate, and assorted bones are tacked to the door. It can be opened by turning the doorknob
clockwise. Anyone listening at the door hears a muffled sneezing.

10: This wooden door has bas-relief designs in decorative patterns. There is a doorknob on the right. The door
opens on the right, toward this area. It is moderately old and rather worn. There is a bloody pawprint on the door,
near the middle, and there is a small window (about 5" by 2", covered by an iron grill) in it. It should be opened by
turning the doorknob counterclockwise, but it is locked (Very Easy task to unlock) and stuck (Easy task to unstick).
Anyone listening at the door hears a loud scratching.

Shay Blechman (Order #17883277)


Other Things
Check the Wintertree Software page on DriveThruRPG for:

More 1001 Things collections

Useful software such as CRYPTER and the free TextJiggler

Many types of fonts:


historic, esoteric, cipher, dice, and decorative alphabets
(including the unique decorative font DarkCity)

Free borders you can use for printouts

A free Cipher Disc to cut out and assemble

Wintertree Software
www.wintertreeredux.com

Shay Blechman (Order #17883277)

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