What goes in this dungeon? Doesn't have to be D&D stuff. Put whatever.
I'll start us off.
#11 This room is locked and requires a key to be opened (or a high DC str check, or someone higly skilled in thievery). The room itself is quite simple, with stone walls that extend 30' in the air and a bell-shaped roof.
Two large tapestries (worth 50 coins each) hang on the side walls. The far end of the room is raised up 2' from the ground, and on the ground before it are several "donations" to the owner of the facility (is it a garden, temple, or what?). These are mainly worthless, but among them is a coin that always lands on tails, and a rose that will never wilt.
Sitting on the platform is a sentient, liquid-metallic sphere. It is a bio-mechanical creature that speaks in binary (the DM should do this) and wants nothing but to help all other organic life assimilate with mechanical life.
It does this by releasing paralytic gas (low DC), and forcing the paralyzed victim to ingest a tendril of the creature's material. What it doesn't understand is that this kills people. Doesn't do anything fancy.
If creature is met with significant resistance, it will whimper and attempt to flee, escaping through the gap in the roof in area 6. If defeated completely, the liquid metal can be harvested and inside the body, where the core would be, is a small computing motherboard. Who knows how this can be used?
>>50804285
Room Eight.
A foreboding voice will speak as soon as the adventurer's enter the room, indicating that it is not only aware of their presence, but has been watching them. And as a result, it has taken the time to set up a test for them.
There are three doors. The one on the left contains something that will help someone from the party. The middle one contains something that will help a few strangers. The one on the right will hold money, far more than either item is worth.
All of these are not true. Behind the first (left) door, there is a strange beast, acquainted with the scent of one of the party members. It will do it's best to flee the room when the door is open. Should the party slay said beast, it will split into two when no one is about, and these two will hunt it's slayer. Should they let it go, it will one day return as a loyal companion to whomever the kindest party member is.
The second (middle) door holds a small box atop an alter. Inside the box is a diminutive vial with swirly blue liquid. The vial is an incomplete cure, with the virus inside still very much alive and potent. Should they merely take the vial, it will never kill the virus, keeping the vial to be very potent. However, should they bring the vial with the box, it will kill the virus and create the cure in 2d6 days.
Finally, the third door opens to reveal a skeleton. It has been stuck there by magic, as it was once a greedy person. The first, actually. And the only way for him to be freed is if the entire party leaves all their possessions in that room with him, then closes the door. If they do nothing, the skeleton remains trapped. If they do, then open the door again at another point, the most valuable possession will be gone, along with the skeleton. In place of the possession is a 'Ring of Empathy'. It grants a decent bonus on any roll where Empathy is required.
The room itself is rather plain, stone. All in all, this is to hide the complexity of the challenge
#1 The entrance to this dungeon is in the trunk of a mighty, cursed tree. There is a large set of steel, double doors that require strength to push open, revealing the carved out interior. The walls are super-hardened wood, making it black and etched with warped tree rings, creating chaotic patterns.
Spaced evenly are steel sconces with glass orbs that glow softly. If broken open the light is created by bio-luminescent moss rolled into a ball.
In the two alcoves to the left are statues of tall, Elven priests. When walked by, the statues are triggered, so that when the next person walks by, they breathe a stream of fire (moderate DC, moderate damage for PC's level). The fire extends three squares.
There's also a stream that flows into the tree to the left of the entrance. It's small enough that any medium sized creatures can't fit. Anything smaller though? Totally fine. Also, they can walk under the flames without taking damage, as the statues are so tall.
bump for interest but no talent
Clearly, #6 is a large, open-air atrium.
So I was planning on doing a live stream of essentially this. I would be doing the drawing as the watchers get to vote and suggest things. Basically live dungeon building and live world building. Live campaign building that I would then also run people though on live stream (not people who watched it being created). Would anyone have any sort of interest in this?
>50807087
What's residing in there?
6 - This atrium lets the moonlight shine down, even if it was daylight when you entered. The moon looks down into the pit and smiles with its sinister mouth and razor teeth. All the plants are otherworldly, with red grass, white bark, and red leaves (as if you're looking through an infrared camera).
The pathway is just trampled down grass and leads to the steel doors of the other side of the structure.
In the trees there are several druids who watch the party. They hate metal, civilization, anything of that sort. There's as much as 2d6 of them. They don't plan on killing the party, but they do plan on making an example of one specifically squishy, gaudily glad member of the party.
Hiding at the bottom of the little pond is a powerful ring. It grants the wearer the ability to cast polymorph once a day. But it's cursed to weigh two-hundred lbs. while under the water. So good luck with that.
>>50804285
1. Doors with tarrasques on them
2. Statue of a tarrasque
3. Room to worship the tarrasque
4. Stream of tarrasque piss
5. Vault of tarrasque food
6. Here by tarrasque
7. Bedroom of a tarrasque keeper
8. Tombs of former tarrasque-keepers
9. More tarrasque piss
10. Storage
11. Kitchen/dining room combo