A couple of months back Riley saw me fiddling with some of the ‘Flip maps’ I have (a nice product put out by Paizo; my only major criticism is that the ‘blank’ cobblestone is so dark that I you can barely see dry erase markers on it).
I explained to her that in my D&D game, I sometimes draw the dungeons as the players explore it, and did a quick sketch of a floor plan to demonstrate. She then shooed me away while she stocked the dungeon, and we played a quick game (she’s gotten pretty good math skills in first grade so we roll dice to resolve fights and other chancy actions). Here’s her set-up:
We were to enter on the right, in the corridor lined with coffins. (She made me use the orc, and rather than the halfling and strige she usually uses, she took a viking with a magic sword.) The quartz crystals are a trap — they teleport you somewhere random. The fountain in the hallway may be good or may be bad, you have to try it to tell. The fireplace conceals a secret door, Scooby-Doo style. She suggested that our characters could make the empty rooms ‘ours’ and keep our treasure in them. The clay pots and piles of gold were the goal, of course.
As the game progressed, I learned the fountain was indeed poisonous, and we ended up claiming the room in the upper left. I think the ghost did not fight us, it just demanded some of the treasure to leave. It’s really fun to see how she takes things from previous games, like the ghost that imposes a quest, and incorporates them into her own dungeons.