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Post by kirklas164 on Oct 20, 2015 20:29:06 GMT
My puzzle idea for room 6: there's a sequence of 4 pedestals in the far North end, at the south end set into the wall are 4 statues, one a rogue, a knight, a cleric, and a wizard. They would all have jeweled eyes, and if any of the players try to take a jewel or otherwise move a statue, all the doors are locked in place and a group of undead monsters climb down from the ceiling, probably twice the number in their party's worth of armed skeletons. The wall with the pedestal will have a rudimentary logic puzzle; the knight protects the cleric, the wizard stands last, the cleric cannot allow the rogue to be near them. They will also discover that they can only bring one statue across at a time, because if they try for more than one all but one are ripped from their grasp to return to the wall they came from. The twist is every time a player puts a statue on a pedestal, they are frozen in place by a shield of magic and the same number of skeletons descend from the ceiling as before. Getting all the statues on the wall in the right order kills the skeletons and opens the door.
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Deleted
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Post by Deleted on Oct 23, 2015 7:11:21 GMT
I need one of the larger rooms for this. I think room 2 is still open?
This room contains several features which make passing through it difficult and dangerous.
1) Frictionless floors: The floors look like finely polished platinum. They do not abide by laws of friction. A character who steps entirely into the room must make a DC 15 dexterity check or fall prone. Whether he remains standing or prone, he continues moving in the same direction until he hits something. He moves at a rate on each of his turns equal to the speed with which he entered (5e: 25 feet if a halfling walked into the room, 30 feet if a human walked in, 50 feet if a halfling dashes in, etc). He cannot willingly change directions except by striking a bouncy wall. Each time he changes direction while still standing, he must repeat the check. (note, there is no real penalty to going prone, but consider awarding some kind of bonus to characters who make it through the room without falling)
2) Bouncy walls: The sheer, silvery walls shimmer with reactive force energy. Anytime a character collides with a wall, he must make a DC 10 dexterity check. This check is made at disadvantage if you are prone. On a success, he can choose which direction he bounces. On a failure, he moves in a randomly determined direction. The bounciness extends to the threshold of the doorways, and any attempt to latch onto an area around a door while passing by it automatically fails, as the bouncy wall doesn't like being grabbed.
Each time a character hits a wall, increase his speed by 5 feet per round.
3) Paddle (or slicey) pillars: There are 4 pillars, one central to each quadrant of the room. Each pillar is lined with paddles that retract when inactive, and extend into each space adjacent to the pillar while rotating. At the beginning of each round, randomly determine which two pillars are rotating (roll 1d4 two times, reroll repeats). If a character enters a space adjacent to a rotating pillar, he takes 1d6 bludgeoning damage from the paddles and gets sent into a randomly determined direction. He may make a dexterity saving throw DC 10 to take half damage (for a deadlier room, change paddles to blades, damage to 2d6 slashing, and save DC to 15). His speed also increases by 10 feet.
If a character directly impacts a non-rotating pillar, he bounces off as if it were a Bouncy Wall
4) Abyssal ceiling: The ceiling is 12 feet tall, and appears as a swirling abyss of black and purple energy. The pillars rise into it, but quickly vanish into the darkness. If any character comes within 5 feet of the ceiling, a tentacle lashes out to strike him. Characters over 7 feet tall who remain standing while gliding across the floor will have to crouch to avoid triggering the tentacle. When the tentacle strikes, make a melee weapon attack roll. +5 to attack, 1d8 bludgeoning damage on a hit (Increase attack and damage for more deadly dungeons)
5) A crowded room: If more than one character enters the room at a time, and they impact one another, note the direction of travel for both characters. If they were travelling in the same direction, treat the characters as sharing a space, and set the speed of both characters to the heavier character (including equipment), and add 10. If they were travelling in directly opposite directions (head on collision), they both take 1 point of damage per 10 feet of speed of each character. Treat the characters as sharing the same space, subtract the lower speed from the higher to determine their shared speed, and resume movement in the direction of the heavier character. If they were traveling such that they impact at an angle, they both take 1 point of damage per 10 feet of speed of each character. Change the direction of the movement for each by 45 degrees.
It is possible to grab an ally as a reaction when passing within one space of them, or during an angled impact. The speed and direction of the heavier creature (including equipment) determines the speed and direction for both.
Goal: Just get through the room, and hope you don't have to come back. This room is intended to be played on a square grid. All directional movement, whether randomly determined or selected by a PC succeeding on his dexterity check off a bouncy wall, should occur at multiples of 45 degrees - that is, straight off the face or corner of a square. As an exception to normal grid mechanics, it is permissible to cross the corner of a filled space, for the purpose of passing into a door when moving on a diagonal.
Background: This room was designed to contain an unspeakable evil (the tentacles) which the dungeon's owner experiments upon. It cannot effectively move into the area due to the combination of the pillars, ceilings, and walls.
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Post by whipstache on Oct 23, 2015 12:58:18 GMT
@nevvur just created a pinball machine in a D&D dungeon.
*slow clap, standing ovation*
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Post by frohtastic on Oct 24, 2015 4:37:25 GMT
how about adding some gelatinous cubes to that, as a way to slow down.
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Post by LegendOfZia (formerly DM Phil) on Oct 24, 2015 4:39:40 GMT
And a giant rolling ball of shining adamentine.
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Post by dmmadmaxi on Oct 24, 2015 14:30:44 GMT
I've always thought about creating a single hallway with 'mirrored' walls. At the end of the hallway is a door and three rods that are affixed to the wall next to the door. One at ankle height, one at waist height, and one at shoulder height. Each rod would fire a scorching ray that would reflect off the walls and down the hall.
I see this trap like that of the hallway in Resident Evil, right before they get to the red queen. There is no way to stop the trap from firing so the players are trying to find clues as to setting off the fewest of the rods that way they can dodge or evade it. I am thinking of putting runes into the floor tiles, certain ones are a single shot from one of the three and others will be a combination of rods firing.
Just something I thought of randomly. I think something like this was possibly mentioned in the heists episode too...who knows
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Post by joatmoniac on Oct 26, 2015 20:39:43 GMT
This is really shaping up to be quite the trap-a-palooza, and there is only room 9 left as best I can tell. For the idea from whipstache I think it will work in room 3 based on other's entries. For the idea from frohtastic it will work in room 7 and kirklas164 can go into room 6. Also, the stairs up by room 4 are trapped and so is the hallway from room 1 to 3. There is also the idea from dmmadmaxi that currently isn't placed. It would seem that those stairs down lead somewhere! Figured adding in some more room couldn't hurt if others had ideas to add in as well. So Level 2 of The Sepulcher of Ghastly Secrets is now open for getting trapified!
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Post by frohtastic on Oct 27, 2015 9:38:22 GMT
How about some fake steps in the staircase leading down into the second floor of the dungeon ?
Room 2: will be somewhat like a room where the players can rest, a fountain in the middle of the room and some various furniture here and there. But the trap in this room is the fountain itself, for while its waters are fresh and pure, it will captivate the players into a sense of tranquility, leaving them to be stranded.
And I guess some water elementals can spurt out if you feel like going a bit more lethal on it
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Post by joatmoniac on Oct 27, 2015 18:45:54 GMT
I'll take Room 1 on Level 2. Mimic mayhem is probably the best way to describe it, haha. What's interesting is that in 5E it appears that Mimics can no longer speak Common as they could in 3.5E. I feel like this was one of the least used abilities for them, and makes for a lot of fun, so I'll say it is still there! At the end by the secret door are several archery targets , yep mimics. At the opposite end is a weapon rack or two, yep mimics. Those however could be used to interesting effects as you could place weapons with special abilities on them, do they try to trip, does it have reach, etc. In the middle of the outside wall is what looks like an armoire that could be assumed holds clothes for training or more weapons, but from inside, after the party makes noise, a voice calls out to be set free, yep a mimic! Hopefully it is deceptive enough to have a player get close enough to swallow whole, or roughly that. Easily scalable by adding more or less.
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Post by catcharlie on Oct 27, 2015 21:09:26 GMT
Okay, so I've added in a very rough sketch/outline of the currently mentioned traps, the ones that have no designated placement I've shoved somewhere I thought was appropriate. A couple of notes, Frohtastic got room 6 (in my picture) as he posted first and I put Kirk las164 in room 6 of floor 2 as it was basically a horizontal room 6. I'm sure that I have referenced everyone, if not I will update it. If you want anything changed/updated just say. Floor 1 Floor 2 The images are currently on photobucket, if there is a better way to host them please say as you currently have to go to the photobucket site to see the at full resolution
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Post by joatmoniac on Oct 27, 2015 22:02:10 GMT
Awesome work catcharlie! I had started that, but didn't get very far at all. I think that the photobucket method works just as well as any other. Can't say it enough how much I like this dungeon so far.
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Post by catcharlie on Oct 27, 2015 22:21:11 GMT
Awesome work catcharlie! I had started that, but didn't get very far at all. I think that the photobucket method works just as well as any other. Can't say it enough how much I like this dungeon so far. I love it as well, but I wouldn't want to have to explore it! Lol. Not to mention it's a horrible layout (so many ways you could miss rooms or end up in a dead end) Also I saw this last night and thought it was appropeiate: tabletitans.com/tales/post/a-truly-hopeless-quest
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Post by joatmoniac on Oct 27, 2015 22:23:25 GMT
Yeah, when messing around with the random dungeon builder on donjon I went with the labyrinth setting for the structure. I pick cross as a design for the first and box for the second I think. Made for some out of the ordinary builds I think, and they are just plain weird, and the numbering is beyond be, haha.
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Post by DM Stretch on Nov 23, 2015 4:21:06 GMT
Just came to me: sword in the stone trap!
Imagine how Arthur would have felt grabbing hold of a mimic instead of Excalibur.
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Samuel Wise
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Posts: 989
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Post by Samuel Wise on Nov 23, 2015 6:25:53 GMT
Just came to me: sword in the stone trap!
Imagine how Arthur would have felt grabbing hold of a mimic instead of Excalibur. That is one of the best ideas I've ever heard. Hilarious.
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