Larsson the Maudlin, Quest 2: Arming Tyren by Going Past the Door [D100 Dungeon] [Recap]

Normally when you play D100 Dungeon , you enter into these single-use nowhere dungeons that represent a kind of combined possibility state of a number of largely symbolic rooms/places. It is perhaps an irony that a game that has a d100 table of weapons that rarely differentiate more than a couple of points — a maul vs a morning star is mostly a matter of one taking a bit more to repair — has a lot of rooms and spaces where only a few have any real distinguishing marks. This has improved as the books have gone on but in the base set experiences — essentially what was played in the first episode of this arc — mostly only the Green/Geographic rooms have true character. Blue depends on the quest. Red brings a guaranteed fight. For the rest, it is effectively a d100 table of how many exits and if those exits have doors. While contemplating this, and wanting this to be a fairly Doug -style playthrough, I thought a fun twist might be to have all the Training quests be handled a...