tp
3rd Level Troll
Posts: 234
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Post by tp on Jun 12, 2017 1:47:20 GMT -5
Here's the place to leave all your dungeon rooms and wandering monsters.
At the moment we want: 1) 1st Level Dungeon Rooms 2) 1st Level Wandering Monsters 3) Surrounding Countryside (=1st to first level.
1st Level is aimed at PCs of levels 4-6 with overall combat adds of about 200.
Maps to follow.
Please make sure you include all the following: 1) Room description/dimensions 2) All stats/MRs for all inhabitants 3) A description of where you room should go on the map (if you want it to go somewhere soecific, leave this out and I will add it randomly)
***Artwork: please include artwork for your room if you have even a shred of artistic talent, even if you don't please consider it. Art can be B&W or colour and should be as high res as possible, at the very least 120dpi. If you don't want to illustrate your room yourself then you can include a request to other members to produce some.***
***Please proof read all submissions before you submit them. I will be colating this dungeon, not editing it.***
***All types of rooms are welcome, silly, sensible, dark or just plain wierd.***
The city of Hailjan was situated in a lush valley found deep in the Dargonfire Range. The people of Hailjan followed the teachings of Aermyd, a powerful healer and, some say, immortal. Hailjan began as a shrine sheltering a large crystalline form thrust up out of the valley floor. Aermyd, a priest of the shrine, had discovered that he could tap into the resonant energy flowing from the crystal and use it to heal himself and those around him. As word of the shrine spread, people arrived and a shrine grew into a village and, eventually, into a city - Hailjan. As with all items of power there was another who desired to possess the crystal and bend it to his will, Mitrozolon. Aermyd declined to teach Mitrozolon the secrets he demanded and disagreement became argument which turned into arcane battle. So powerful were the forces unleashed that day the valley floor itself was sundered and most of the city fell into the chasm. It is rumored that Hailjanese survived the cataclysm along with Aermyd and Mitrozolon. The healing power of the crystal, itself lost in the chasm, enough to keep the people on this side of death's gate but not enough to heal all of them fully. Of Aermyd, nothing is known but rumors and hushed whispers of Mitrozolon and his fell use of the crystal can be heard on nights where the moon is dark and the wolf's howl entwines with the wind. It is said Mitrozolon filled the dungeon with fell beasts and bizzar magicks as he used the crystals to raise the dead. Recently though people have been saying Mitrozolon has gone and that the city, now intertwined with caverns and tunnels is rich for the picking if anyone is brave enough to descend...
What the PCs don't know is that Mitrozolon is just biding his time. The creatures that moved there, or he created, had become a nuisance. When they have been partly cleared by drivers Mitrozolon will return...
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Bud
2nd Level Troll
There's whiskey in the jar
Posts: 93
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Post by Bud on Jun 13, 2017 1:56:12 GMT -5
Here is the first room I've come up with, it's aimed to be both deadly and fun. You can locate this off of any old hall, it has double doors of iron and bronze swinging inwards, no other exits, 45' by 100' by 20' (height). A particularly cunning character might make a very difficult SR to notice that none of the tracks of the local tunnel denizens go in here...
The Riddle of Bronze room
This unlit room is a long hall, about forty-five feet wide by one hundred feet long, the ceiling perhaps twenty feet up, a half a dozen pillars support it. The floor is large fine stone, the walls of dusty marble brick. The remnants of tapestries hang along parts of the wall, as do torch sconces, a few of which hold serviceable torches. Rats are picking through skeletons and broken bones and rusty old armaments on the floor. At the far end from the door, about ten feet from the far wall, is a simple bronze pedestal, upon which is a troll skull. Surrounding it are four bronze statues, each looking like an ancient classical human soldier, each holding a bronze spiked mace.
Once any party member is more than about a half the way into the room, the heavy oak and bronze doors will swing shut and lock (Good lock, L4SR or equivalent to pick lock or magic it open, L9SR to smash it with STR).
Once anyone is within a couple yards of the pedestal, a deep voice sounds;
“Answer four and fear no more,
Answer three and you should flee,
Answer two and you will rue,
Answer one and no more fun,
Answer none and you are done…”
The voice will pause before continuing – the heroes have no specific time limit for each riddle, but should get just one guess for the whole party, unless the skull is feeling particularly generous (L4SR vs LK for an extra guess).
These are the riddles;
“You use a knife to slice my head and weep beside me when I am dead. What am I?”
Answer: An onion.
“My seas have no water, my mountains have no rock, and my land has no grass. what am I?”
Answer: A map.
“What has no lid, hinges or key, yet golden treasure can be found inside?”
Answer: An egg.
“If you tell me the truth I will kill you with my sword, if you tell me a lie I will kill you with my riddle. What must you say to survive?”
Answer: You will kill me with your riddle.
The skull is just an old troll skull, smashing it will do nothing, the voice continues disembodied. the power is in the pedestal. For every riddle that is answered incorrectly or not answered at all, one of the bronze statues will come to life and attack, although not until all the riddles have been answered. Correctly answered, the riddles are worth about 50 AP for each of the first three, 100 for the fourth.
1 to 4 Bronze Golem(s) MR 120 each (13 dice +60 adds each, this includes their mace)
Armor of 15 hits (they’re made of solid bronze)
Consider them to have WIZ 20 and SPD 9.
They can see in the dark for about 60 feet. They will not leave the Riddle of Bronze room. Bolas or Nets may be effective against them.
Spells such as Oh Go Away, Beastmaster, Rock-a-Bye, and Breaker-Breaker will probably not affect them. Dis-Spell and such won’t work, Mitrozolon created the Golems and the pedestal at umpteenth level with the aid of the Hailjan Crystal. Befuddle and Glue You will affect them. GM’s happy discretion, as per usual.
There are about 12 complete skeletons on the floor that can be animated with a Dem Bones spell.
If a Bronze Golem is animated and defeated, an adventurer can pry the bronze mace from it’s cold, dead hands. In game terms, the Bronze Maces are Large Bludgeons, Balanced (+1), Heavy (+1), made by a Master Smith (+2), high quality bronze (no minus for material, no rolling for breakage) (6d6 +4 dmg, STR 19 / DEX 10 required, 140 weight units). As weapons, they’d sell for up to 250 GP, a collector might pay twice that amount.
Searching the skeletons will reveal some rusty weapons and moldy gear, and a few (party size minus 1, heh) average size Fire Opals (worth 200 GP each), 10d6 SP, 4d6 GP, and three unbroken full bottles of Bushstills Shamrock whiskey. There is also a set of magical Brass Knuckles that do 3d6 +3 damage, and never tarnish.
If all four riddles are answered correctly, or if the appropriate number of Bronze Golems are defeated, the doors will unlock with an audible “clickity-click”. Wandering monsters tend to avoid this room. The adventurers should have as well.
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Bud
2nd Level Troll
There's whiskey in the jar
Posts: 93
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Post by Bud on Jun 13, 2017 2:00:26 GMT -5
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Post by khaboom on Jun 13, 2017 2:22:03 GMT -5
Good job - we're off to a flier. Can I have a bottle of the whiskey please?
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tp
3rd Level Troll
Posts: 234
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Post by tp on Jun 13, 2017 5:27:51 GMT -5
love this room, you've set the standard high!
I've added the following to the first post:
***Artwork: please include artwork for your room if you have even a shred of artistic talent, even if you don't please consider it. Art can be B&W or colour and should be as high res as possible, at the very least 120dpi. If you don't want to illustrate your room yourself then you can include a request to other members to produce some.***
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Post by khaboom on Jun 15, 2017 3:37:37 GMT -5
Room #2
The Shrouded Hall of Makadee
The door to this room (5’ wide and 15’ high, 3” thick) has a steel, virtually indestructible, clock set into its bronze surface. The hands of the clock are not moving. Magic can be detected from the clock – it has a ‘duration’ spell on it. Skulls are embossed around the edges of the door.
The door can be opened only if the hands of the clock – currently at 6.30 – are moved to 12 o’clock. If this is done, a ‘click’ will be heard which signifies the lock mechanism being sprung. Once started, the clock winds anti-clockwise. An Omnipotent Eye spell will now reveal that anyone not passing through the door will have a Hell Bomb Bursts go off inside their head when the clock completes its cycle back to 12 again. [Note for GM – if the pcs do not use Omnipotent Eye and then Glue You, they will really be racing against time.]
The hands are moving at a speed that will allow them to get back to 12 in 30 minutes. A further OE spell will reveal that the clock can be slowed by a Glue You spell to give double the time.
Beyond the door, the room is 50’ wide by 120’ long, with a ceiling covered with spikes some 20’ above the floor, which is a sheet of heavily oiled steel – very slippery so L1 DEX for physical activities requiring moderate movement, L2 + for more ambitious manoevres. The spikes will only fire downwards if the ceiling is struck hard (eg by the statue in a fight perhaps) – each pc would be hit by 1d6 spikes doing 2d6 damage each directly through armour with the level of a SR made on their choice of LK, DEX or SPD reducing the damge by 2 per level.
The walls are mirrors and the room is filled with musky mist, coming from large braziers burning in each of the 4 corners. Visisbility is no better than a half-moon, cloudy night. The braziers could be overturned with L4 SRs on STR. The mist saps those breathing it in so that SRs become 1 level higher every 5 minutes (L2 INT to notice, GM to get players to roll without telling them what for).
In the centre of the room is a statue of a 6-armed spider-eyed humanoid monster. The statue is 10’ up on a pale blue cube of rock, 10’ for all dimensions. The statue is itself 8’ tall and carries 3 bows and has a large sheaf of arrows on its back, as well as having 2 scimitars on each hip. It is magical and cannot be affected by magic less than L10 while un-animated. Its many eyes are rubies which can fire heat rays when it is active. The rubies are worth 2000 GPs in total.
The statue activates when a mirror is cracked. If this happens, the pc breaking a mirror must make a L7 SR on LK or appear to become instantly unlucky – a black cat tattoo appears on the back of each hand with the number 13 beside it (permanent). In fact, the pc just suffers the next SR being 13 levels higher (APs to boot) unless a critical fumble was rolled in which case the unlucky run is 13 SRs.
When a mirror is broken, the room begins to fill with thick green slurry from the place where the glass broke. The slurry smells very nasty. PCs need to make a L1 SR on CON of fight at 50% combat adds until washed off. If it is consumed, it reduces all physical attributes by 1d6 permanently. The slurry can be used to hide from the animated statue – or be hurled at it (the slurry will make bow shots harder by 1 level and the monster fights at 50% effectiveness if knocked into it – as do the pcs unless they make L3 SRs on the average of STR and DEX).
The monster has MR600 and cannot be harmed by magic or physical assaults until activated. Makadee will fire at the unluckiest 3 pcs each round until forced to join melee combat. It needs only avoid a critical fumble to be on target and does 4d6 damge directly through armour per hit. PCs can reduce the damage taken with successful LK SRS – L1 reduces by 25%, L2 by 50% and so on. The monster resists direct magical attacks if the caster’s WIZ is less than 60. It will attempt to slash ropes thrown about it once animated (its SPD is 20 if this is needed should the pcs attempt to topple it). The mosnter’s eyes can also do damage – it will target the smartest pc and do 2d6 direct damage unless that pc is able to make a L2 SR on either DEX or SPD to evade the attack.
The block of stone the monster stands on has 2 secret doors, one facing the pcs aas they enter, the other at the rear. They take an Oh There It Is spell or a L3 SR on any of INT, LK or DEX to find (the GM should listen carefully to what the pcs say they are doing rather than give an easy choice). The door at the front is unlocked and teleports pcs out of the room.
The rear door in the stone is also unlocked and contains a slim silver headband with the words, “Don’t Think To Possess Me”. The crown is magical but gives off a zap doing 2d6 damage if anyone attempts to cast magic on it (eg Omnipotent Eye). To possess the power of this artefact, a pc must fail a L1 SR on INT – the gain is to be able to cast the equivalent of Hold That Pose with one’s eyes (need to lock onto the target’s eyes) - the immobilising effect lasts for 30 seconds and impacts on creatures with MRs up to 10 times the wearer’s INT (or not greater than the caster’s INT for npc, etc).
All this against the clock! GMs might adjust the time allowed if it seems clear it will be too short but the screws should be turned! Any pc surviving this room should be awarded 600 APs.
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tp
3rd Level Troll
Posts: 234
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Post by tp on Jun 15, 2017 4:24:50 GMT -5
Another awesome room! I will write my first one up as soon as I get back to civilisation and my laptop.
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Post by joelmarler on Jun 17, 2017 2:08:55 GMT -5
Inside this room are nine portals. Each portal leads back to this room and lowers a stat of the player's choice for the rest of the adventure when used. The room can be exited by going through the same portal twice in succession.
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Post by khaboom on Jun 18, 2017 12:56:58 GMT -5
That's just mean! Hah, they're going to hate it! Nice work 
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tp
3rd Level Troll
Posts: 234
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Post by tp on Jun 18, 2017 14:01:35 GMT -5
Joelmarler I keep thinking I'm reading posts by the England prop.
Nice room!
Could yo just fill out a few details. What does the room look like? How do the PCs enter the room?By a door or by a portal. If its a door, can they leave that way? If its a portal where is it located? What do the portals look like? And finally where do they go when they are teleported out of the room?
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Post by joelmarler on Jun 18, 2017 14:42:18 GMT -5
Maybe they fall into the room through a trapdoor. The 1st, 3rd, and 8th portals can be red, the 2nd, 4th, and 7th portals can be blue, and the 5th, 6th, and 9th portals can be yellow, implying some kind of complex relationship between each set of three portals. When the red portals are walked through successfully they could lead to a different room in the dungeon a red chest, when the blue portals are walked through successfully they could lead to a different room in the dungeon containing a blue chest, and when the yellow portals are walked through successfully they could lead to a different room in the dungeon containing a yellow chest. Every sound in the room also echoes: that's a very obscure kind of clue, right?
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tp
3rd Level Troll
Posts: 234
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Post by tp on Jun 20, 2017 15:26:09 GMT -5
I've tried to send this message three times, dodgy internet I think. I'll try again...
Cool stuff!
Do you want to fill in the rooms with the coloured chests or leave it to others?
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Post by joelmarler on Jun 20, 2017 20:53:53 GMT -5
Leave it to others for now I reckon.
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Post by speed1000 on Jun 22, 2017 14:29:29 GMT -5
One day I am going to start reading this blog and at bare minimum print out the maps. Most massive thing I've seen. Castle Triskelion
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Post by khaboom on Jun 22, 2017 16:03:45 GMT -5
Awww... wrong game 
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