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Build a Room in a Dungeon!

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Thread replies: 20
Thread images: 2

File: 659833.jpg (41KB, 460x396px) Image search: [Google]
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Hey guys making a one shot dungeon run for 3.5. If anybody has any ideas for a level of the dungeon that would be awesome. Each level thus far is themed and with a monster theme and a mini boss like thing at the end. They start at level 3 and level up at the end of each floor. Ending at 16.
>>
a bunch of fish men, witha water themed trap
>>
5 swamplight lynxes.

OR

A group of 3d6 shadows

(Hope your party is high dex)
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>>44085143
Two wizards have a bet what is better: constructs, or lesser demons. They duke it out on this level of the dungeon
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>>44085143
Clockwork. Everything is clockwork. And British. If you're a Brit, put on your absolute best Received Pronunciation voice for the inhabitants.

They start off in what looks like a victorian era lobby. It's swanky, it's cozy, it's warm and it looks expensive, even if it is mostly just brass and nice rug.
A gold and copper cogged butler with an animatronic porcelain face sits dormant by the door to the rest of the level. He/it won't do anything until his key is cranked. He will ask them if they have a reservation to enter the "Master's Level". Bluffing, diplomancing or even reprogramming him are all on table. Up to you how you want the discussion to go. Once/if he acknowledges them, he emits a high pitched whistle and the door unlocks itself before settling down in his chair again to wind down in peace.
Should the players ignore/destroy the butler and force/pick the door themselves, a couple of the pillars split and reveal themselves to be minor stone golems. Not too difficult. Investigating the pillars in some manner beforehand can reveal their existence and be destroyed before awakening.
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>>44090197
The door opens, and the party is at first almost blinded by the golden glow that emanates from the doorway.
The room beyond is like.. you ever watched Willy Wonka and the Chocolate Factory? Either one. It's like the room where everything's edible. Except everything is clockwork again.
The sky is a massive painted dome that incredibly slowly revolves from day to night again, with a magical glowing sun and moon, this shines off of all the metal to become uncomfortably, but not overbearingly bright. Low light specialists may be hindered.
The ground is built to emulate a small grassy hill and pond, all in shades of copper, gold and clear crystal. Small clockwork animals populate the room, birds and a single squirrel appear to live in the bronze fruiting apple tree at the top of the hill, and green copper patina fish swim around in the water. When one winds down another will wind it up again. Destroying one visibly agitates and worries the inhabitants, but no ill effects occur.
"Sleeping" by the door to the exit however are construct forms of -LEVEL/PARTY APPROPRIATE ENCOUNTER- the party has the initiative and can formulate an attack or try to take them out in one strike with some clever planning.
Sneaking past reveals that the door is locked, and the key is set into the shell/armor of the construct's leader. It is possible to steal the key from the sleeping construct, but it is very difficult.
The foes are too heavy to swim and will become trapped in the pond, will attempt to wind up any nearby 'dead' constructs if awake and are closest, as well as falling fast asleep if the ceiling dome is currently or forced to be night and not currently fighting or performing any other vital activity. In addition, they will be distracted by apples from the bronze tree and squabble for it before apparently eating the fruit.
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>>44090384
>>44090197
Dunno if that's any use or even at all good. But it's what I first thought of. And it's all I got.
Miniboss would be some mad hermit artificer who sits in the chest of a large metal golem, the only non-clockwork construct, instead electrical and sparking constantly. Cutting power lines to the golem weakens it, or just aiming for the bastard directly. Killing the clockwork master causes the butler to turn up who promises to sort the mess out, dreadfully sorry the master was so rude to his guests, and hopes they'll come back soon. If destroyed, he comments he's been smashed apart before, and while a bother he's somewhat used to it.
A shiny elevator will take them down to the next level, with the butler constantly slightly smiling at them until out of sight.
Destroying the butler again causes the lights in the level to die, leaving it near entirely dark.
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>>44085143
Undead creatures trying to get away from carrion crawlers who are trying to eat them alive. The two of them are preoccupied with each other, so the party can either wait until one is dead and then pick off the weakened victor, or just sneak past them. Maybe throw in a zombie carrion crawler attempting to eat itself.

The boss at the end is a giant angry undead in a room full of carrion crawler corpses, possibly wielding a pair of them as a weapon.
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>>44085143
That Chess room from that harry potter movie/book.

But instead of chess, it's Go/Monopoly/Parcheesi/Checkers/Mouse Trap/Warhammer Fantasy Battles/Ect.
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>>44090851
It's D&D.
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>>44090860
Shit, we going full recursion?
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>>44085143
A level that is a huge tank of gelatinous cubes, ochre jelly etc. Garbage disposal for a ruined magocracy, maybe. The only safe way through is a maintenance tunnel made from glass.

The only living thing inside the tunnel is a small man with a big hammer and absolutely nothing to loose.
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>>44090902
Only if their characters have to play the dungeon.
As soon as their characters reach the puzzle room, the door opens and the player's character's characters enter the same room as the player's characters.
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>>44085143
A long corridor will tip once most of the party had crossed over its center, sending them into a tunnel and eventually into a spear pit. They should be notified that the corridor seems oddly long for no reason, the floor uniform and the few torches hand high in the sealing. They might be able to grab onto the walls to survive should they spring the trap. If they manage to cross the corridor there's a lever which will reset the floor and another one to lock it in position.

Alternatively, if spear traps are too dangerous, they fall into a prison cell with a werewolf, and the other cells around them stir with life at the noise. (Depending on character level, more werewolves will break out of the cells and attack the players)
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>>44090924
And so the cycle continues.
mrboneswildride.jpg
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>>44090967
Eventually the room fills up with adventurers.
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>>44090999
This is the real trap. You have to solve the puzzle before enough adventurers come in and suffocate you.
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>>44085143
The entire room is a mimic
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>>44085143
how about a floor that starts out pitch dark, but when the players look around they notice little waist high aqueducts running all around carrying oil throughout the room. When the players drop a torch or a match in the aqueducts it spreads through the entire stone room creating perfect light in all corners but sectioning off parts with walls of fire.
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File: 1439804180071.jpg (13KB, 268x311px) Image search: [Google]
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A room with holes in the walls, in which the most select buttsluts are mounted: fertile humans and perky gnomes and exotic blue succubi et cetera ad nauseam. they're all fed and watered and given strong aphrodisiacs by an automated system on the other side of the wall.
The door only opens when you've inseminated and filled all the asses, of course.
Thread posts: 20
Thread images: 2


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