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Post by joatmoniac on Aug 8, 2017 20:47:39 GMT
Just got done recording with Mike Mearls for this one, and he had done his homework of this thread, and there will be some great shout outs on the way!
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Post by tigrannosaurus on Aug 13, 2017 6:14:50 GMT
1. Think about a single encounter, an entire level, a monster, some piece of amazing treasure.
There is a secret level, slightly out of phase with the rest of the mega dungeon where a group of refugee modrons from the plane of mechanus have taken up residence. they are here because under the leadership of a rebel Modron Prime they have become sentient - anathema to their kin. they have fled here for a life of contemplation and peace. occassionally sending a phase shifted mining party into the mega dungeon proper to collect resources.
their role would be to function as a mid tier 'home base' potentially. they would exhange succour for raw materials (metals etc) they can use to heal each other. they also have a cadre of philosphers who specialise in the magic of consciousness. their wizards know the secrets of phase shifting - and interplanar travel - this secret could be a reward that would be provided at high level and would be the product of a hard one trust over many character levels of allegience
2. Think of how a group of players would learn of the thing you create to toss into the dungeon.
the players would find them by either stumbling onto one of the mining parties or onto the remanants of a mining party that has been ambushed by other denizens of the dungeon. potentially they could find a 'phase key' that could slip them into their secret level
3. What quest could be tied to the two pieces above?
the modrons are in need of energy and are seeking a source of same
4. How does it tie to something else that has been posted? If at all.
not sure
5. Quite literally anything, this is again the place to go crazy with your ideas, and hopefully we can get Mike Mearls back on to talk about them!
i think there could be a lot of awesome RP between a race of newly sentient modrons who are fascinated by their own consciousness. "how long have you been thinking for?" they ask, "when did you realise you were alive?", "what is the purpose your consciousness serves?", "what is the meaning of your existence"
you could also hint at them by having one or two low level doudrones captured and in service of the other races.
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Post by letterlost on Jan 26, 2022 8:53:55 GMT
1. Think about a single encounter, an entire level, a monster, some piece of amazing treasure.
Lode zone - A mile diameter area 30–60 feet high riddled with 10 ft wide lodestone columns every 100 ft or so, streams of glowing lava flow slowly away from a 600 ft pool in the center of the cavern. Lava streams are 1d10 ft wide with occasional 20 ft diameter pools (Mrung and Lava Lobster, see #5). The ceiling is held by darkness, but hides bats, spiders, giant spiders, prowlers, dark mantles, anything
- The dungeon has large pockets of naturally occurring lodestone deposits (here columns, see #5). These are not terribly dangerous unless you happen to be carrying or wearing very much metal, in which case you may find yourself forcefully pulled to and restrained by the lodestone deposit. The strength DC is determined by the size of the deposit, but many are high enough to restrain your average NPC indefinitely.
Some magical items (alongside Catalogers) are magnetized to the pillars, most dangle precariously to a half consumed lode column just above the reach of a dire rust blossom. One such weapon is the “Mace of Mrungging'' a.k.a. “Mibbit” (intelligent mace with mace head being in the form of a Mrung’s head which can talk, upon striking can discern creature type and any weakness, head may then morph to piercing hair spikes or slashing mohawk axehead). Mibbit has been trapped down here for at least a century and is now terrified of rust monsters and lava (as well as it’s fear of creatures without “weaknesses”), has whined and whimpered tirelessly the entire time and is still stuck up there pleading for help to this day. 2. Think of how a group of players would learn of the thing you create to toss into the dungeon.
All compasses point to the same area of the mega dungeon, a point definitely not north. The compass may need to be tilted to one side or the other but it will always find the Lode Zone. As you approach the temperature gets steadily warmer until those in heavy armor become fatigued if they don’t take a short rest every 2 hours. 3. What quest could be tied to the two pieces above?
Refugee modrons are curious about where the compass is pointing to, hoping it is a powerful item to help renew energy. Once in the Lode Zone, the Mrung will help you with nearly anything if you can take “Mribbit” out of the cavern, they can’t remember what silence sounds like. 4. How does it tie to something else that has been posted? If at all.
Refugee modrons, dire rust monster, and catalogers (kind of) 5. Quite literally anything, this is again the place to go crazy with your ideas Columns (1d4) 1: dire rust blossom/ monster column- large portion of column has been consumed by (dc 11 to spot) dire rust-monsters that have been trapped together by magnetic lodestone in their bellies creating a dire rust blossom (Dire rust monsters stats x3 and 30 foot range on tentacles, 5 move speed). Attacks with metal weapons (including metal arrowheads) have disadvantage (r/t the lode column). 2: magnetic forces pull any metal/ iron within 30 feet towards the column, strength save dc 5+ 1 per 2 ft towards the center ( dc = 6 to 20), characters in heavy armor have disadvantage. Metal items may be discarded or removed but remain on pillar, If being assisted by rope from over 30 ft away add strength saves. 3: negative magnetic forces push metal items within 30 ft away from column, strength save dc 5+ 1 per 2 ft towards the center ( dc = 6 to 20), characters in heavy armor have disadvantage. 4: within 30 ft unusually moist and muggy. Mold, mildew, lichen, fungus, moss flourish; insects and other invertebrates swarm; almost sentient mushrooms vibrate with hums and chuckles. Lava pools: 0-3 (1d4) Mrung’s (magma Grung’s) inhabit pool, hostil if provoked bot usually will just watch. Snatch bats or large insects from the air with 10 ft tongue attack; if players eat within 10 ft. will try to snatch food from pc’s with tongues. Mrung’s speak ignun. In and around the lava are also Lava Lobsters: 1d6 lobster sized white crickets with hops and claws which feed on the lava. Drink lava, able to spit it up to 10 feet away, always fighting with Mrog’s. 20 other monsters in cavern: bats (swarms), giant fire beatles, giant spiders, rust monster (dire and normal), dark mantles, Basilisk, Behir (around perimeter), cloakers, rats/ cranium rats/ giant rats, ettercaps, hook horror, magmin, mephit (magma, smoke), myconids, piercer, roper, Salamanders, Umber hulk, flail snail.
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