- Bed of hot embers used for firewalking and post-firewalk barbecue. Trial by firewalking used by nearby humanoids to determine innocence. Last meal of condemned takes on whole new meaning.
- Cooking fire for cauldron of mystery stew. 1 in 6 chance cauldron is occupied by something that would prefer being the eater. 1 in 6 chance of hand or conspicuous body part floating to surface.
- Divinatory fire used by oracles in diverse ways to predict fate or fortune. 1 in 6 chance an oracle will be available to offer advice on a course of action. This is totally accurate 70% of the time.
- Funeral pyre for 1d4 Medium-sized corpses; burning quite lively, difficult to distinguish species due to smoke and charred flesh. 1 in 6 chance some grave goods survive the flames.
- Furnace used to smelt iron. A bloomery with chimney stack and animated bellows. Can create up to 30lbs of iron in a day. About a week's charcoal and two sledge hammers are stored nearby.
- Masonry stove used to heat room and bake. Uses wood or coal. 1 in 6 chance it is magical.
Magical stoves can talk and will create 1d6 loaves of rye bread if lit and tended by anyone willing to talk for 6d6 minutes.
- Open-hearth forge for creating arms, armour and even ironwork. Forge is ready-lit, tended by twin dwarves. Magic is not welcome here without hefty bribes.
- Punishment for 1d4+2 criminals of heinous crime versus faith and local ruler. Stakes and pyres are already burning. 1% chance a criminal survives, smell doubles chance of wandering monsters.
- Purifying fire being jumped over by 2d4+2 humanoids; taking turns to goad each other into jumping over the fire in order to purge themselves of spiritual taint. Sinful items are fuelling the flames.
- Refining fire kindled to burn off alchemical dross; fumes cause nausea if inhaled (Fortitude DC12, nauseated for 2d6 rounds). 1 in 6 chance of 1d6 gold nuggets (worth 50gp each), still red hot.
- Sacrificial fire for 1d3 Medium-sized creatures fully aflame. Offerings are already dead but anointed bodies burn excellently in any event. Extinguishing will incur divine wrath from nearby clerics.
- Self-immolating fanatic makes supreme sacrifice to immolate tyrant. Direct contact does 4d6 fire damage; anyone in 5' risks 1d6 damage. 1 in 6 chance that tyrant's bodyguards notice in time.
Thursday, 6 March 2014
assorted dungeon fires
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