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  • File : 1314073270.jpg-(141 KB, 600x900, 1311998630897.jpg)
    141 KB Anonymous 08/23/11(Tue)00:21 No.16031563  
    /tg/, I will be making an enormous dungeon. Throw me your coolest ideas for rooms and encounters. I will assuredly use almost all of them. When I'm done, I will post the maps and information, and let you guys reap the benefits of my labor.

    The ideas don't need to be 100%, and I certainly won't ask you to stat anything out. Something as simple as "A room full of kobolds and their boss eating dinner" would work. But if you don't have to do the work, why not be creative and come up with something cool and challenging?

    Anyways, have at it guys.

    tl;dr elf slave wat do
    >> Anonymous 08/23/11(Tue)00:24 No.16031576
    >Read full post
    >Read tl;dr
    >Re-read full post
    >> Anonymous 08/23/11(Tue)00:29 No.16031606
    bumping. Come on, surely someone has a favorite encounter
    >> Anonymous 08/23/11(Tue)00:29 No.16031608
    I don't trust the results of this to be posted.

    But, essentially, many magical fountains. Including a fountain of death (that kills you), a fountain of doubt (which may not be magic at all), a fountain of youth, and a fountain of bimboization.

    A shopkeeper that sells fake magic items.
    >> Anonymous 08/23/11(Tue)00:29 No.16031610
    A room or series of rooms where time is splintered and the players must open a series of doors and defeat a series of obstacles by utilizing this splintering of time.

    Example: There is a door with a winch, with a pull so heavy no character (or indeed all of the PCs combined) could turn it to open the massive gate. So they grab the large man-sized mirror-like time dilating chrono-polygate (that shows all possibilities inside it reflected into eternity, everything the character ever could be, everything he ever could have been, everything he will never be), drags it over towards the winch, turns it to the winch and then pulls it... and as he pulls it in his world, so do all the copies of himself in the other worlds turn their winches, and time and space compress multiplying their strength by infinity, letting them turn the winch easily.

    Or they become trapped in a tomb with no way out, no levers, no secret doors, only death... unless they shift back through time and open the doors before they ever arrived.

    tl;dr dungeon + time = fuck with heads
    >> Anonymous 08/23/11(Tue)00:30 No.16031619
    Same thing happened to me. Well done, OP, well done.
    >> Anonymous 08/23/11(Tue)00:32 No.16031632
    Awww, wanna be more creative than what you read off of oglaf?
    >> Anonymous 08/23/11(Tue)00:33 No.16031641
    Fluff it up so that one part of the dungeon is 'the Living Hell for all Adventurers and Men of Greed. At the end of the guntlet of impassible traps is a treasury of an ancient noble who comissioned the dungeon's construction to hide his fabulous wealth. Platinum and precious gems, a score-full at the least, blocked off by halls and rooms of traps and trickery designed by the Devil Himself.' Or some such.

    When the party gets to that area, almost all the traps are either sprung and covered with age and decay or just don't work. Door traps that activate perilous survival tests are reduced to the loud and moot clicking of gasless burners, the grinding of rusted pistons in a collapsable roof, the ruined remains of an animated Golem.

    Finally, after many rooms that were long since deactivated, a single hallway. It is long, narrow and dark. A good spot reveals that it is a hallway wherein every step has a deadly trap and all of them have been sprun (except whichever ones you want the party to spring). At the end, just before the corner that leads to the Treasury, is a skeleton jammed in the gears of a failed wall-smashing trap. He holds an extended hand pointing toward the treasury. Near the hand is a scrawled script of ancient wording:

    "Keep going. There are more adventures left for you."

    And then Platinum bars, Platinum bars everywhere.
    >> Anonymous 08/23/11(Tue)00:33 No.16031643
    Seemingly ordinary room, floor is covered in large tiles.

    The room is dark and there are ghosts that point in certain directions. If the PCs don't follow the tiles in the path the ghosts pointed at, a trap is set off.
    >> Anonymous 08/23/11(Tue)00:34 No.16031652
    One of my favorite ideas: the first room has a slightly shifty-looking gnome behind a booth (think lemonade or kissing booth). He offers the party an annotated map of the dungeon, and he'll only charge [slightly outrageous price] for it! He even invites them to look it over, and it seems legit. If the party decides to buy it from him, he grins happily, makes the exchange, then disappears in a puff of smoke! Unfortunately, the map only shows HALF the rooms, or only has half the hazards marked (or maybe both). And if the party decides to try to kill him for the map... well, he's magic, but if he does die, the map's still mostly inaccurate.

    To really throw them for a loop, say that it's difficult to read, and they need to pass a medium-difficulty spot check to understand what that next room is. That'll keep them guessing as to whether the thing really is accurate, or maybe they're just not reading it right....

    Another I saw in a thread like this was a giant pile of gold in the corner of a room. It's got a general magical aura about it, but it's impossible to tell if it's a curse, alarm spell, or what.

    It's just magical gold, nothing to fear about it. It's always been left there by everyone else, because they've always been afraid that it's cursed or booby-trapped.
    >> Anonymous 08/23/11(Tue)00:34 No.16031653
    A series of rooms that look exactly like a pleasant wooden house, but with furniture, windows, doors, etc. on the walls and ceilings in addition to (occasionally) the floors.
    All of the windows lead out into a series of black, labyrinthine tunnels fraught with peril and sharp rocks.
    There should be a front door and a back door, and some rooms should include quickly vanishing images of the party members doing mundane things and also less mundane things.
    >> Anonymous 08/23/11(Tue)00:34 No.16031655
    Jellies and oozes of all manner of colors, acting as random encounters with random abilities (energy absorption, reflection, physical duplication of opponents, causing weather changes (yes, it's now raining in this part of the dungeon).

    They were created by a lonely, crazed half-elf alchemist who is hated by most of the dungeons inhabitants due to his work, and he doesn't yet realize that his most powerful creation is becoming sapient, and angry.
    >> Anonymous 08/23/11(Tue)00:35 No.16031659
    A room with a creature-man-was-not-meant-to-know suspended above. Demand fright checks, commence battle with huge tentacled creature lurking just out of the light.

    After they defeat it, they realize it was made of paper maché the entire time being operated by a series of thin fishing lines and pulleys, and a set of curtains/tapestries along the wall pull to both sides, revealing several dozen Kobolds all dressed in finery, sitting in posh theatre seats, all of them clapping enthusiastically and some of them standing and throwing roses on the stage.

    Before the PCs can react, a huge iron portcullis slams down between them and the Kobolds, and they see them exit through a door in the back somewhere, chattering gleefully among themselves.
    >> Anonymous 08/23/11(Tue)00:36 No.16031668
    A room or series of rooms that induce a vibrating and buzzing feeling in the party when walked through, but have no other purpose.
    >> Anonymous 08/23/11(Tue)00:36 No.16031670
    I think Oglaf has some great encounters.
    >> Anonymous 08/23/11(Tue)00:37 No.16031691

    Oh, another in that other thread was a tunnel with magical windows that showed other places. If you broke the glass, there's only stone behind them.
    >> Anonymous 08/23/11(Tue)00:37 No.16031692
    The whole room is a massive set of scales. If the players don't balance it out carefully, the scales will tip them into acid/lava/poison/spikes/what-have-you below.
    >> Anonymous 08/23/11(Tue)00:37 No.16031696
    A large wiggly (but otherwise immobile) obelisk made of several gelatinous monsters.
    >> Anonymous 08/23/11(Tue)00:37 No.16031698
    A room with 20 tresure chests. One chest is real. The rest are Mimics
    >> Anonymous 08/23/11(Tue)00:38 No.16031705

    Do they have to turn into wolves to see the ghosts?
    >> Anonymous 08/23/11(Tue)00:38 No.16031707
    A ghostly band of adventurers who were trapped and cursed by one of the dungeon's powerful sorcerers. Now they exist solely to hunt down and kill other adventurers.
    >> Anonymous 08/23/11(Tue)00:40 No.16031720
    have a large room with a normal looking house, inside of this house in a room, is a hallway extending out into what should be the middle of the yard, if they choose to go into this hallway they should explore for what feels like a couple of days, at one point, in the middle of what should feel like night, they wake up in the living room of the house, the hallway has vanished, and they arn't sure if the entire thing was real or just a dream
    >> Anonymous 08/23/11(Tue)00:40 No.16031722
    Welp, I know what I'm stealing for a game.
    >> Fat-Thighed Whore ! 08/23/11(Tue)00:40 No.16031724
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    Tesseract dungeon.

    A portion of it is a tesseract. You can get in through a trap door, but once you go back through it just keeps leading you around the hyper cube. There is a puzzle that must be solved to let you back out.

    Picture related. The middle of the cube is the initial room you find yourself in. Then each direction is an additional room. The trick is the rooms don't LOOK warped like they do in this 3D representation. Looking from inside, each room looks like a perfect cube.
    >> Anonymous 08/23/11(Tue)00:42 No.16031742
    A surprising room that resembles a modern day apartment, with a man in his underwear eating fried chicken.
    "Yeah the commute sucks, but the rent's cheap."
    >> Anonymous 08/23/11(Tue)00:43 No.16031749
    The party enters a huge cylindrical room at the bottom (the floor is one of the flat circular bases of the cylinder). The room is filled floor-to-ceiling with climbable surfaces and objects. Something triggers panels on the wall to open up and begin flooding the room with sand. After the party has been climbing for a while, release the giant sand worm to make things more interesting.

    inb4 Tucker's Kobolds
    >> Anonymous 08/23/11(Tue)00:44 No.16031752
    In my one and only time DMing DnD, I had a mcguffin hidden in a massive library where local gravity changed constantly. Touching any surface forced a directional roll, where the PC would suddenly freefall in that direction and require a grapple check to catch their fall on a bookshelf edge, or a tumble roll to stunt the impact, or take freefall damage.

    The PCs were pissed and taking damage everywhere.

    But then a panel opened in the cieling and Tuckers Kobolds started chucking alchemists fire. In a room full of dry, musty, sometimes magical scrolls.

    It was glorious.
    >> Anonymous 08/23/11(Tue)00:44 No.16031753
    Mimic Wrestling Federation.
    >> Anonymous 08/23/11(Tue)00:44 No.16031754
    Don't forget that the outside cube is also a room! There are a total of eight rooms - a door on each wall will lead to each adjacent room. Of course, this plays havoc with gravity...
    >> Anonymous 08/23/11(Tue)00:45 No.16031761
    Running through the dungeon in random patterns are immense bladed golems. Their sole purpose is to grind up and 'clean out' the varius coridors and hallways, leaving a fine powder in their wake that will eventually be biodegraded into the toxic mire (is that the word? Swampy bits, is what I'm going for here) that plague the lower levels of the dungeon.

    A large, spottlessly clean, but utterly empty room.

    A gate/doorway that only opens when one's eyes are closed.

    A door that is labled "push," but is in fact a pull door.
    >> Anonymous 08/23/11(Tue)00:46 No.16031765
    All through the dungeon, there are references to "The Room With Three Goats In It." There are architectural references, maps, trolls who fear to tread near where the three goats are. When the players get to the room, they're puzzled by the fourth goat.

    Each goat is a different shade of grey, and each one has a different collar. One goat has a burnt leather colar, one has a collar made of twisted branches, one has a brown collar with a bell on it, and one does not have a collar. In the center of the room is a crystal which can temporarily (or, if it strikes your fancy, permanently) disable spells. Each goat is really a powerful monster, enchanted by a wizard to appear as a goat so as to contain it in the room.

    The First goat is really a fire elemental. The second, a shambling mound. The third is just a goat that wandered into the dungeon, and is actually a female goat rather than a male goat, as she has been transformed into. The fourth is an advanced umbral rust monster, which ate its metal collar.

    Each of these goats (except for the female goat) can bypass a certain door in the dungeon. Leading goats is particularly difficult, especially when they have the rage of fire burning in their hearts.
    >> Anonymous 08/23/11(Tue)00:46 No.16031773
    A scarred, wild-eyed man with messy hair and dirty clothes is crouched in the middle of the room. He seems to be having an in-depth conversation with a rubber chicken.
    >> Anonymous 08/23/11(Tue)00:47 No.16031775
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    The dungeon is an old gnome fortress, the lowest levels of which are guarded by various semi-autonomous constructs. At the very bottom/end is a mechanically warded and locked tomb opened by three coded lock-bolt cylinders (read: fancy-ass combination keys), in the tomb rests a variant of the BoEF's pleasure golem (we aren't using it for 'that', I promise) infused with a spark of divine elemental power.

    IIRC, I wrote some shit about one of the PCs needing to give up some of their blood to open the tech-coffin holding the golem and placing some sort of attachment on that specific player (artificial souls aren't perfect, she needs a reason to actively stay with the party; one-of-a-kind artifact creature). The personality on the golem should definitely be the Brothers Grimm type of Fey, specific and alien in its motivations and reactions.

    Cerebral plot arc about artificial life? or just let your players pilfer the corpse-queen's body in a half-assed attempt at claiming those elemental sparks animating her consciousness and laugh when they create a new BBEG (construct army burns humanoid lands for any mistreatment the PCs inflict on her? yes).

    Upsides: fuck, I don't know, you either like the idea or you don't.

    Downsides: you're using something out of the BoEF; players might think they have a babysitting job; you have to play a very unique and highly involved NPC for a while.
    >> Anonymous 08/23/11(Tue)00:47 No.16031776
    A 25x25x25 room where the gravity is upside down. At the start of every round or other round, gravity flips again.

    The only two doors are in the middle of the wall. Also, pillars and spikes are everywhere, and there is are some very dizzy and angry flying enemies, think the flying keys puzzle from Sorceror's Stone.
    >> Fat-Thighed Whore ! 08/23/11(Tue)00:47 No.16031780
    Of course.

    It's all a bit complex to explain in full, though.
    >> Anonymous 08/23/11(Tue)00:48 No.16031788
    A room that is a courtroom setting, with various reasonable party level monsters deciding the fate of some kobold for a crime he may or may not have done. PC's either decide to help him out, ensure that he is punished, or kill all of them.
    >> Anonymous 08/23/11(Tue)00:49 No.16031805

    The puzzle requires them to go through various rooms from various other rooms, as it requires gravity's relativity (and the warping of gravity within the tesseract) in order to solve it.
    >> Anonymous 08/23/11(Tue)00:49 No.16031806
    Favorite dungeon I ever ran was for a Lich BBEG. It was 4 layers deep with each layer tougher than the last.

    Forlorn Graveyard - Outside

    Outside it was a massive graveyard filled with ghouls, zombies and wraiths. It had a river flow through it that would animate and try to drown you if you came to close to it.

    Layer one - The Forgotten Kings Crypt.

    Your traditional crypt filled with all sorts of skeles and bone composed creatures. I filled a few trap rooms with boneyards and made the room fill with water while they fought them off. Final room has 3 layers of blue colored torches. After the PCs cross the first torch they make a will save or get shaken as a specter or the King appears and warns them to go no further. They cross the second set of torches and make another will save to stop the shaken effect and the specter gets angry with them for trespassing. Now the third, the PCs can see an giant skele sitting on a throne decked in armor and crown with a greathammer off to the side. The specter goes into the skele and it animates for them to fight.

    Layer 2 - The workshop.

    Filled with constructs and animated objects. Pretty straightforward with an Iron golem guarding the next level with the same torches. He gives his warnings as they pass and then attacks, the room is in if filled with magical items and goodies.
    >> Anonymous 08/23/11(Tue)00:50 No.16031812

    Layer 3 - The blood pools.

    First thing they see is writing on the walls in red "ink" that says "We welcome you to the party." After an intricate lock PCs enter a room filled with vamps and vamp spawn that have been driven insane from no blood, so they attack without warning. Second room requires a puzzle lock that shocks you when you enter something wrong. Inside is the Pool. An artifact that replicates an liquid poured into it, healing potions, acid, blood. This one is pumping out fresh blood for a host of vamp nobles to gorge themselves on. All the Vamps have doubled their hit points from bathing in it. Pass this room is the same eerie torches, will saves an all only at the end of the room is a mirror of the PCs. Only it is actually a vampire party, consisting of disguised vamps with class levels mimicking the parties.

    Liches Lair

    Straight forward, clear shot to the Lich and his profane glory. His phalactry is actually on him, a gold ring of excellent craftsmanship that is very hard to find with the rest of his treasures.
    >> Anonymous 08/23/11(Tue)00:51 No.16031823
    favorite constructs: nimblewrights; shield guardians; rune golem (? it's something similar to a shield guardian, I just can't recall what); automotons; iron golems; animated suits of armor
    >> Anonymous 08/23/11(Tue)00:51 No.16031830

    Once one were to start actually putting it down in detail, it would be pretty intuitive. It wouldn't be the same for the players, though, unless they knew exactly what they were getting into beforehand.
    I love messing with physics in my games.
    >> Anonymous 08/23/11(Tue)00:52 No.16031839
    say OP why not just use this?
    >> Anonymous 08/23/11(Tue)00:53 No.16031849
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    Forgot pic
    >> Anonymous 08/23/11(Tue)00:55 No.16031866
    I never got how the 'Cube' worked in regards to finding your way around. 4th dimensional mapping kind of annoys me.
    >> Anonymous 08/23/11(Tue)01:02 No.16031917
    In some corner of the dungeon is a nest of creatures, similar in appearance and character to spiders, but in reality more akin to spirits or elementals. These are beings infused with the essence of darkness and despair, and they feed on the emotional trauma of those who have lost all hope. In order to procure their food, they spin "webs" of shadow magic that plunge an area into inky darkness and distort sound within their area. Only the most potent magics can pierce the gloom, and no torch or lantern can illuminate the blackness.
    When adventurers enter the shade-spiders' realm, they quickly become separated from each other, as the shadow web blocks all vision and distorts other forms of perception. As they wander through the gloom, the spiders begin to feed upon them, tainting their minds with a mental "venom" that induces fear and distress. Over time, the victim's mental state deteriorates until they are reduced to a quivering wreck, devoid of hope or courage. A victim who becomes trapped in the "web" eventually wastes away to nothing, becoming a twisted shell of a spirit that is incorporated into the web to torment future prey.

    However, a strong-willed adventurer who manages to keep his wits about him can resist the influence of the web, and with the aid of a suitably potent talisman or totem of hope and light can pierce the darkness and make his way to the center of the spiders' lair, where he will find their queen. Upon dispatching the queen, the web will rapidly deteriorate, freeing any still trapped therein who have not yet succumbed to the spiders' venom of despair and rendering the passages safe to walk once more.
    >> Dungeon 08/23/11(Tue)01:04 No.16031930
    I've always wanted to try world's longest dungeon. some friends and i have talked about trying to run it.

    also to help: giant room filled with water and big boats, where you have a pirate battle
    >> Anonymous 08/23/11(Tue)01:08 No.16031970
    Someone posted this a while back, and I thought it was pretty clever.
    >Long hallway with kobolds at the end.
    >Chieftain throws a paper aeroplane with a message written on it.
    >One of the characters reads it. Exploding Runes.
    >> Praetor Lillifag 08/23/11(Tue)01:09 No.16031972
    All the rooms in the dungeon have randomly-placed heavy iron doors that open into a wall.

    They make nice cover in hallways, though.


    A room with a lowered floor ringed with ominous vents, with an even more scary noise faintly echoing from them. There is a huge water clock in the center of the room, which begins to run when the party enters. There is a lever on the clock, that, when pulled, creates more water in the clock's reservoir. There are no traps or monsters in the room.
    >> Anonymous 08/23/11(Tue)01:12 No.16031992
    Take your average cube-shaped maze. Each room connects to an adjacent room.

    In a 4-d cube, each room would not only connect to its 3-d adjacent room, but EVERY room in the cube could be a possible connection. From the top right corner, you could enter the center room, for example.
    >> Anonymous 08/23/11(Tue)01:16 No.16032028
    a room full of traps and assassins i mean traps every couple feet and an exposed assassin on a cage with a werewolf in it....the were wolf attacks all including assassins
    >> Anonymous 08/23/11(Tue)01:25 No.16032102
         File1314077138.png-(1.05 MB, 954x856, 1297329692202.png)
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    There's an elf slave named Watdo in one of the rooms, begging to be let go.

    Attempting to have sex with her (read: rape her) reveals two things. One, it's not a her; it's a him. Two, it's actually a long-dead corpse, and you've been tricked into seeing it as an elf maiden via an illusion that was cast on it. The That Guy of your group is now a necrophile, congratulations.
    >> Anonymous 08/23/11(Tue)01:26 No.16032106
    okay and how do you run with that? have 100 rooms and roll a d% every time a door opens?
    >> Anonymous 08/23/11(Tue)01:34 No.16032160
    You could do that. I can't really think of any other way. There should be set paths to get to the rooms though, but it's too confusing for me.
    >> Indiana Bones 08/23/11(Tue)01:34 No.16032164
    OP here.
    Ideally, I would like to take the ideas and try to form a somewhat reasonable placement of things, including small towns or encampments between levels, so that players can get access to some things or do some roleplaying/get quests.
    >> Anonymous 08/23/11(Tue)01:37 No.16032188
    how's about this one, boss? >>16031775
    a bit d20, but the general concept is certainly adaptable
    >> Anonymous 08/23/11(Tue)01:38 No.16032202
    Room walled with mirrors. Whenever a light source is brought into the room, 1d6 shadows begin coming out of 1d4 mirrors per minute.
    >> Anonymous 08/23/11(Tue)01:40 No.16032212

    It's not that hard. You just have to be able to imagine "warped" space. Once you can do that (which I can't even begin to try to explain), the idea of the "Tesseract room" (i.e. the 8 interconnected warped rooms as explained >>16031724 and >>16031754 ) is actually really simple. It could even be mapped on paper, though it would require some substantial thought in order for it to make sense.
    Basically (no offense intended) if it doesn't make sense to you, don't worry about it. You're just not wired to look at the world that way. That's not to say you CAN'T understand it, it'll just take some time and research for you.
    If you're interested in it, look up Brian Greene. He's good at explaining that kind of shit.
    >> Anonymous 08/23/11(Tue)01:46 No.16032255
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    This is a trap that I am quite fond of, but have never had the chance to employ.

    There is a wooden floorerd hallway, at teh end of the hallway is a ladder leaning against a wall leading up to just shy a few centimeters of a trapdoor. If the trapdoor's latch is touched a second trapdoor opens beneath the ladder, dropping the only way up out of reach. At the mouth of the upper trapdoor is a reset switch.

    To beat the trap the ladders have to either be held up while someone goes up to hit the reset switch or have something going between the ladder's feet and the trap trapdoor.

    I figure it would also work very well on scaffolding or some other suspended enviroment where a fall means certain death.

    Have a toad.
    >> Anonymous 08/23/11(Tue)01:48 No.16032272
    hmm, like stacking the three-dimensional shadows of a hypercube so that layers connect to the interior cube while every other layer connect to a side of the anterior cube? but that would make twelve connections and not the aforementioned eight

    I'm still trying to figure out how to model which layer is accessed when a door is opened

    if I look at fourth dimensional movement through the lens of time, things get easier to imagine, but then we're mucking about with each door having four potential exits: future, past, present, and sidereal

    all of which are constantly changing as each room slides into a new combination set every moment in time

    and all of this is still not addressing how to model future/past interactions alongside sidereal events
    >> Anonymous 08/23/11(Tue)01:54 No.16032305
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    Dread Earwigs. 'Nuff said.
    >> Batbro !!JhxxtG5COHk 08/23/11(Tue)02:01 No.16032343
    A massive banquet hall with a glorious feast. EVERY ITEM OF FOOD IS A MIMIC!

    The room of apathy. The PCs really just don't want to DO anything. They're quite content to just sit down and relax for a while. Force will saves to perform any sort of action, from fighting to leaving the room.

    A labyrinth with narrow hallways and several gelatinous cubes slowly chasing you through the maze. Pac-Man room.

    Fearful symmetry. Pair up the party members, and force them to move in symmetry. If one moves 10 feet to the left, the other is forced to move 10 feet to the right. Work in obstacles or even combat (against symmetrical foes) to force teamwork puzzle-solving. Even funnier if the party members are mismatched, like the fighter and the wizard.

    The digestive tract of some massive creature. Acid pits, small nibbling digestive creatures, sphincters opening and closing, the works.

    Meta-room. Roll your die onto the mat? There's now a giant tetrahedron in the room, hope you didn't hit your miniature. Someone's sitting in front of the lamp, that area of the board is shrouded in magical darkness. Moving across the room? Make a grapple check versus those giant fingers grabbing you. Laugh as players carefully nudge their figures across the mat.
    >> Anonymous 08/23/11(Tue)02:02 No.16032357
    25x25x25 Room filled with a 25x25x25 Gelatinous Cube.
    >> Anonymous 08/23/11(Tue)02:07 No.16032392
    Or better yet, 15,625 1x1x1 Cubes.
    >> Anonymous 08/23/11(Tue)02:21 No.16032500
    A room that distorts scale as one moves through it, like the mirrors at the carnival. Upon entering it, the PCs can see that it contains only a single tiny, indistinguishable lizard in the middle. That lizard is a full-size tarrasque. (This would mean that the room is bloody huge, but it's that's half the fun of it.)

    A room with a table in the center with a bunch of voodoo dolls of the PCs on it. (For extra fun, have one be a phylactery for a lich, or let there be a herd of stampeding commoners who fight over the dolls, or have them save them from a bubbling vat of lava while in a null-magic zone, or.. I don't know. Voodoo dolls of the PCs are just fun.)

    A room where all the PCs are thrust into the room without a choice, the door slams behind them and disappears (as in ceases to exist disappear, not just invisible). Also, there are no other immediately visible doors in the room.

    A room that enchants those that enter with Polymorph: Random.
    >> Anonymous 08/23/11(Tue)02:25 No.16032529
    tuckerskobolds dot com
    average, lowbie kobolds that strategize as if their int is in the thirties
    >> Indiana Bones 08/23/11(Tue)12:04 No.16036563
    Thanks for the ideas guys. I just got home from work, and will start working on them. Also, bump for the day crowd
    >> Anonymous 08/23/11(Tue)13:34 No.16037213
    A room full of humans and orcs doing savage battle
    If attacked they all stop stare at the PCs and shout "Why the hell are you using real weapons asshole?"
    >> Anonymous 08/23/11(Tue)14:35 No.16037688
    >Have a toad.
    >Place Toad at top of trapdoor
    >> Anonymous 08/23/11(Tue)18:18 No.16039787
    A room with another room in it, The inside is in the exit
    >> Anonymous 08/23/11(Tue)18:35 No.16039967
    A tin of red dragon meat
    A fountain that does nothing when you drink from it, but summons a nymph when you kick it
    Kobolds fighting each other over pieces of colorful glass
    A magic marker and a can of grease
    >> Anonymous 08/23/11(Tue)21:11 No.16041397
    Female elf chained to the wall. Her fingernails are removed, her feminine parts are bloodied. Her chest is sullen, and she's skin and bones. The chains are made of gold, the wall made of a single piece of stone. She is nude.
    >> Anonymous 08/23/11(Tue)21:14 No.16041438
    >The chains are made of gold


    Morgenstern, get in here with that pickaxe, we hit the MOTHER LODE

    Wait, what am I doing... has greed really clouded my vision so much?

    Grillik, get the ten-foot pole, we don't want any nasty surprises!
    >> Anonymous 08/23/11(Tue)21:41 No.16041761
    An exquisitely-designed broom closet of black marble and gold. The broom itself is made of the wood of a rare tree, and held together with silk ribbon.

    An ordinary kitchen, completely unattended. The stove is lit, and on it is a pan frying two eggs. There is nothing else unusual, and the eggs can be eaten safely. There is a dining table and chairs to be sat upon.

    An unusually cold room full of bottles resting on shelves. A third of the bottles are empty, a third are various potions, and a third are drinks.

    A large chamber full of giant balls of fluff floating in midair. Anyone who comes into contact with the fluff experiences extreme disorientation and vertigo for a minute.

    A long hallway with the heat and humidity of a sauna.

    A koi pond. The only way across is to wade through the shallow pool.

    Kobold daycare center.

    Several dogs sitting around a table. They appear to be playing a card game. The dogs act like regular dogs otherwise.

    A gigantic iron door protecting a slice of bread.

    A chamber where half the floor is shallow water, and the other half is sand covered by small plants. Your characters then realize they're standing on a miniature beach.

    An abandoned theater. Behind the tattered curtains is a long platform extending into a void, toward which characters feel compelled to approach. At the end of the platform is the exit.
    >> Anonymous 08/23/11(Tue)21:43 No.16041793
         File1314150211.jpg-(1.72 MB, 1611x2091, The_Black_Cyst_of_the_Shadow_Q(...).jpg)
    1.72 MB
    >> Anonymous 08/23/11(Tue)22:03 No.16042059
         File1314151436.gif-(77 KB, 197x144, DizzyYoshi.gif)
    77 KB
    >A large chamber full of giant balls of fluff floating in midair. Anyone who comes into contact with the fluff experiences extreme disorientation and vertigo for a minute.

    >Running a dungeon based on Touch Fuzzy Get Dizzy

    I could see how this would be entertaining.
    >> Anonymous 08/23/11(Tue)22:53 No.16042527
    bumping this thing...
    >> Anonymous 08/23/11(Tue)23:12 No.16042707
    I once ran a dungeon for a long-time group of friends. Every room was comprised of a stone floor, walls that were painted to reflect some sort of terrain, some bookshelves full of scrolls and dusty books, and a number of NPCs that attacked on sight, whose expressions were described as "A mixture of hatred and burning jealousy."

    Now, most of these NPCs were somewhere around level 1-5, and the PCs had absolutely no trouble dispatching them since the lowest-level character was level 10. But as the dungeon continued, the NPCs became stronger, and attacked more fiercely. And always with that same jealous, hateful glare.

    Eventually, towards the end of the dungeon, it dawned on them: The NPCs weren't NPCs, they were the group's PCs from all the campaigns and sessions we started and dropped, or just plain never got around to doing. The walls were painted in the biome of the setting's starting location, and the books on the shelves (originally described as making absolutely no sense) were the notes from said campaigns.

    Before the last NPC died, he spoke- The only one in the entire dungeon to do so.

    "Do not celebrate, 'heroes'," It spat. "You will join us some day, in the planes of dust and darkness."

    "You will join us, and we will be waiting."
    >> Anonymous 08/23/11(Tue)23:16 No.16042744
    A room where you must step on the right floor tiles to teleport to the other side. Jumping or flying is a fine way to go through it.

    The entrance forces you on a tile that teleports you to another tile. Jumping on it teleports you again and you repeat until you're safe. Moving off of any of these tiles has an annoying trap. Not lethal but it will make you think about what you're doing.
    >> Anonymous 08/23/11(Tue)23:17 No.16042762
    thread archived for future GMs
    >> Anonymous 08/24/11(Wed)00:17 No.16043387
    My friend once ran a giant dungeon which was actually the set of a vastly popular reality tv show broadcast in an alternate dimension.

    The entire compound was filled with exotic monsters and treasure in order to to fool adventurers in the local world into thinking it was an authentic dungeon. Besides the typical dungeon fare of traps, monsters and loot, the place was filled with things that were just a little off. There were glowing eye sigils that tracked people's movements everywhere (camer... I mean mad wizards love their sigils), strangely consistent potions of healing that had tiny etchings on the bottles that made them sound more like dangerous poisons than healing potions (alchemist's warning: discontinue use immediately if you develop genital itching that last in excess of 4 hours), an empty half excavated cave filled with odd brightly colored triangular pillars that radiated abjuration magic but didn't appear to do anything (dragon cave set wasn't finished yet), and rival adventurer parties that would show up during lulls who sometimes hid pebbles of divination in their ears or would challenge the players to fights with the weirdest taunts (I would share a bottle of Arden's Mead with you, if I didn't have to kill you! Your arrows are useless against my Wyvernclaw Armor!)

    The finale was going to be the party crossing the dimensional portal and fighting a fiendish Roger Ailes at the alternate universe headquarters of Fox.
    >> Anonymous 08/24/11(Wed)00:18 No.16043399

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