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RPG» Forums » General Discussion » RPG Design

Subject: Let's Make a Dungeon Together rss

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Clark Timmins
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** NOTE ** All the rooms have been claimed. If you want to participate it'll have to be something "extra" that you come up with. A lot of scenarios have legends, minor side quests, or "other stuff". There's room for that if you want to go that route.

The incomparable Dyson Logos makes amazing maps, and a lot of them are free for use. Check out https://rpgcharacters.wordpress.com/maps/commercial-maps/

I've (more or less randomly) picked this map, titled "The Breached Fortress of Anoros". Thanks Dyson!

Let's make this dungeon together. Here's how this is gonna work. First, look at the map on the right and then pick an area you want to develop. Reply here and "claim" the area.
. When you are done crafting your area then edit your original post and add in the room description, contents, inhabitants, etc. Try to keep it in Ye Olde Fantasy standard genre. Be system neutral as much as you can so anybody can use it with whatever system they use. And don't step on intellectual property rights so we can share it around without a problem.

Keep in mind it's gonna be a strange (random) place so as a basic operating assumption lets assume that most of the critters will be on "friendly" (that means non-eating) terms with most of the other critters. And most of the critters will know about most of the traps and tricks, etc. So in the loose sense of the old Gygaxian parlance, inhabitants should be team chaos.

If you pick "Room A" or "Room Y" you are responsible for detailing one of the dungeon's two entrances. Note appearance, accessibility, guards, etc.

If you pick "Room Z" then you need to come up with a random wandering something. It could be a monster but let your imagination go crazy.

We also need somebody to claim/develop these thingies:

1. The Introduction (including history of Anoros)
2. The Surrounds (what's right outside)
3. Thank You (a cheesy, flowery, sloppy-wet-kiss type of thank you to Dyson for letting us use his map)
4. Something (whatever else I'm forgetting that you want to add)

Let's be done with all the entries by the end of August. Any unclaimed room by the end of August gets the old "E" marker (Empty). If you claim a room but don't develop it, then you'll get an "E" room to your credit
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Clark Timmins
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Collaborative progress is being done here:

https://rpggeek.com/wiki/page/RPGG_Build_a_Dungeon_Together


1 cosine
2 skalchemist
3 adularia25
4
A downeymb
B ThroughTheDeckGlass
C Bombadillo
D pdzoch
E Graewulf
F fubfubfub
G cosine
H cosine
I Mavis101
J gnoll_commissar
K Purplebroccoli
L adularia25
M jodokast
N Mulligans
O dragontrainer
P kazozza
Q oberon166
R Badger242
S Red Wine Pie
T pdzoch
U Karkared
V pdzoch
W sdonohue
X kazozza
Y Kezle
Z vestige

General clarifications:
"Difficulty" - about "mid" level (not intro, not epic)
Grid squares indicate 5' x 5'
Ceilings abt. 10' unless noted in description
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Have you joined the 2017 Secret Cthanta yet?
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I'd like to cover room W.
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Caroline Berg
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Room L: The Cistern

The faint sound of dripping water may be heard in the hallways before reaching the cistern. There is a slight gap in the walls at the narrowest point of the hallways. This gap is easily missed unless specifically looked for. Unusually perceptive adventurers might notice the stone on one side of the gap is different from the stone on the other.

The floor of the room is beautifully patterned with swirling mosaics. If the adventures stare at it they must make a save to prevent being hypnotized by the pattern. The hypnotism does nothing except waste time, the speed of time lost is at the GM's discretion. Disguised as part of the pattern, there is are four pressure plates on the floor, one at each of the cardinal directions where the adventures could enter the room.

There are only two doorways present, one to the south, heading to Room K, and one to the west, heading to Room M. Shaggy moss covers walls carved from slick soapstone and hides 1d3 small embedded gems. Water drips from the moss at random intervals creating an atonal melody as it pings against the various stones in the room.

The focal point of the decorations are four pillars in various states of disrepair supporting the ceiling. Moss grows over their feet and up their robes, bringing the cold carvings to life. Several of the statues have been defaced, though it is not recent as moss has grown over some of the damage. The statue to the northeast had its face completely shattered. The statue to the southeast holds out its arms, though its hands are missing. The statue to the southwest stares at the center of the north wall. The statue to the northwest extends its hands; the right hand holds a bowl, tipped so that anything poured into it will flow into the cistern, while the left hand holds the shattered remains of a vial. It is impossible to tell what liquid the vial once held.

Inside the circle of the statues, the floor forms a shallow bowl, with the center at the lowest point. The center of the floor contains a rusted hatch in a puddle of brackish water. It is difficult to pry the hatch open, but not impossible. If the hatch is opened, any adventurers bravely reaching into the water have a chance of finding something (roll on the table below).

The north passage is not initially visible when in the room. First the room must rotate for it to be accessed. The end of the passage is blocked by rockfall. Some of the mosaics decorating the walls are still intact, though obscured by creeping moss. The passage slopes upwards so that the rockfall is at the height of the cistern ceiling. Perceptive adventurers may spot the crushed fragments of the old sluice gate and the decayed remains of some unfortunate traveler trapped between the gate and the rocks. There is a chance the adventures can find something on the body (roll on the table below) as well as the missing hands from the statue in the cistern. Icy cold water weakly trickles from beneath the rocks, slowing winding its way down the passage into the room.

If the players step on one pressure plate, the entire room rotates clockwise once. The doorway to the south, becomes the doorway to the west. The doorway to the west become the doorway to the north. The first rotation blocks the passageway south, but reveals the passageway north. Adventurers need to make a successful roll to continue standing upright while the room rotates. Once the rotation starts, there is no way to halt it. A loud grinding noise can be heard as far as Room I and Room N.

Stepping on any pressure plate a second time does not rotate the room. To rotate the room counterclockwise, the adventurers must pour any liquid into the missing bowl of the statue. However, if they do not find the missing hands or reattach them, they may continue to rotate the room to clockwise by pouring any liquid into the bowl of the intact statue. If the adventurers replace the broken vial with an empty vial before pouring something into the bowl, the vial will become filled with a weak healing potion. If the adventurers replace the broken vial with a full vial, nothing happens.

Table while searching:
1) 1d6 poison damage from a rusty edge. Ongoing -1 HP loss a turn.
2) The key to sluice gate
3) Holy symbol of a forgotten deity
4) Dried moss bandages, heals 1d4 points and stops ongoing bleeding
5) 1d10 silver coins
6) A dagger etched with vines on the blade (+1 when cutting plants)
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Patrick Zoch
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Passage D: The trapped stairs.

This winding passage is lined with jagged rock outcroppings along the wall. The observant will note that several spots along the walls have been worn smooth as if used as common hand holds while navigating the passage. Midway through the passage, rocks form a natural set of uneven steps accompanied by similar worn spots along the cave walls.

If searched, the observant will note that a spot on the passage floor five feet beyond the natural stair landing is worn smooth. This has been caused by years of the cavern denizens leaping over the landing. The landing surface is a false floor made of thin shale. It may be detected as a shale surface if examined by someone knowledge in rock formations. It will collapse if stepped on by any small or larger creature. The person who steps on the landing will fall into a small pit taking minor damage. However, the pit is lined with sharpened sticks that will trap the leg of the person who triggered the trap. Attempting to remove the leg will cause additional damage. Forcibly removing the leg will be successful but cause significant damage and maim the victim, causing them to move slowly until fully healed. The leg may be removed by carefully sliding a firm object alongside the leg to press the spikes down and away from the leg on all sides. The shards of the shale are strong enough for this purpose if utilized.
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Oliver Scholes
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Fun. Gimme Q!
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The Few, The Proud, The Steves
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I'd like Z please!

Great idea!
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Randy Saxon
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J please.
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Ryan Shellito
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no, not the Hollister on the tee shirts. that place does not exist.
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Ia! Ia! Shub-Niggurath! The Black Goat of the Woods with a Thousand Young!
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I'll take Room R
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The Few, The Proud, The Steves
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I should probably say that with "Z" I have claimed the wandering monster table, so please do let me know if there's something that you'd like to see from your room reflected on the table!
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Eric Dodd
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I'll take 'S', please. Just had an inspirational idea from a history documentary.
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Alain Curato
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U, U ,U, I need U. Seriously, I'll take room "U".

Location U : the Shrine of the Brotherhood
In the times of old, when the place was a stronghold of Light, room U was at first a guards' post before the nearby entrance (room Y). As more passageways were hollowed out, it fell into neglect and was used as a storage room.

One day though, a commander thought of creating some brotherhood among the soldiers. To enhance this, he had the room cleared and made it into a shrine to a great Angelic general of Anoros.

The neophyte would enter the room through the exit-facing door. All three doors then automatically closed, and he would be subjected to several spells.

One Fear spell cast the room into darkness and ensured that the neophyte would need nerves to think at all.

Another spell cast an animated image of the divine being into the room. The image then spoke in a riddle, which the neophyte had to solve to find the correct door out of room U. The image had a catalog of two dozen riddles, so that no two soldiers could accidentally give each other directions.

If the neophyte succeeded, he would walk into Room N where the senior officers and priests greeted him into the order.

If he failed, he would be forcefully expelled by a motion spell into Room T, where the whole garrison was free to slap him around and otherwise humiliate him.

The spells still function but time has taken its toll. The doors still close. The Fear spell still casts darkness, but it merely makes people uncomfortable. The illusion of the Founder speaks in an ancient tongue nobody understands anymore, thus making the test an automatic fail. The motion spell then acts more forcefully than intended, violently hurling the victim into Room T.

If anyone enters who is a scholar or able to magically understand the riddle, it is still very difficult to find the answer because it is hidden in ancient lore.

The components for the spell are small gemstones hidden within the mortar. A sapphire closes the doors. An obsidian stone in the ceiling casts Fear and darkness. A diamond in the wall casts the illusion. if any other treasure was in there, it has been looted. The walls of the room are still adorned in frescoes of the angelic warriors, though.

The spells are activated regardless of which door one enters through, but if any the doors is prevented from closing, the spells do not work. A command word could deactivate them to allow for cleaning; the ghosts in room T can tell it, it's "Newakten" (an Angelic word).

The monsters in the complex know of the room and still use it as a prank : if the adventurers talk with them but do not get along, they will instruct them to enter the room so that the spells take effect. The ghosts in room T will then believe any flying adventurer to be one more unlucky neophyte, and toy with him until he manages to convince them otherwise. Any monster in the knowledge will come to watch the show.
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Mavis
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"I have set my life upon a cast, And I will stand the hazard of the die."
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I would like to take Room I.
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Hein Ragas
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F: The Respite

Following the path along the pool in room C to the north will bring you to a camping site. A symbol signifying truce is scratched into the rock of the wall. The floor here is cleared of rubble. To the north, the floor drops 20' down into area G: climbing this is a difficult task, and the slime on the floor down there makes accessing the sheer rock face difficult at best.

This makes the area relatively safe, and its proximity to fresh water makes it an ideal place to rest. Over time, various adventuring groups have set up their camps here, even though it's a bit cramped. Anyone entering the area will find it prepared for a short or long rest.
On the floor, a circle of rocks are used as a fireplace and there's a modest pile of firewood off to the side. There's not much room for bedrolls, but one can sit and lean against the walls.
Many groups have simply tossed their garbage down the cliff. If one would climb down and sift through the refuse, they could find some modest treasure -- nothing worth more than 5 gold pieces.

Everyone you meet here will respect the truce and not attack unless provoked. If the party attacks anyone here, those present will try to flee. If at least one manages to escape alive, they will alert others in the dungeon, and the party will get a serious penalty to any social rolls when meeting dungeon denizens or other adventurers.

There is a 25% chance that there are 1d4 adventurers resting here. There is a 10% chance of meeting one of the dungeon inhabitants here too. With this being considered neutral ground, it also has become a spot for adventurers and denizens to trade.
If the party is looking to re-supply, there is a chance they can buy the items from someone here, at 2x the normal price.
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john Whyte
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I'll take M for Murder.
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Keep On Gamin'
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As you guide your cursor over the blue avatar a strange feeling of dread comes over you.
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Location "N": The Offering

Tucked into the two alcoves and facing inwards, towards each other, stands a pair of masterfully carved obsidian statues. One of them depicts a muscular, brutish looking man, the other a beautiful woman with a gentle presence. Their eyes locked on one another in an endless gaze, they each hold a large bowl out in front of them.

The bowl held by the woman is filled with an iridescent liquid that gives off the faint odor of lilacs, while the bowl held by the man is empty save for a thin needle-like protrusion, about six inches in length, that extends straight up from the bottom of the bowl. The sculpting of the obsidian is so precise that the needle is just as sharp as it would be had it been made from steel.

At the base of each statue several words are carved in an ancient language.

Game Master:

A successful Lore test, or other relevant test, would reveal the identity of the two gods. The man is the God of Agony, the woman is the Goddess of Comfort.

A successful Language, or relevant Knowledge type test would reveal what is inscribed on each statue.

God of Agony statue - "An ounce of pain is worth a pound of power."

God of Comfort statue - "Fear not the dark of night, dawn is certain."

Drinking the water in the bowl held by the goddess will heal any wounds or disease affecting the one who drinks the water. Any attempt to bottle, or otherwise contain, the water for transport is ineffective. You might fill up a waterskin, only to find it empty moments later.

If a character makes a blood offering into the bowl held by the god of agony, they feel a surge of power run through their body and soon find it difficult to keep their anger in check. For the next hour they must continually struggle to keep from entering a state of berserk rage and, if a fight were to break out in their presence, they would not be able to hold back. Once they enter this berserk state they will attack the nearest living creature at every opportunity, be it friend or foe.

Also, their strength during this period is incredible and they should receive considerable bonuses to any attack and damage rolls that might be made, as long as they are using a melee weapon.
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Patrick Zoch
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Mulligans wrote:

"N" please!

I see what you did there.
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Andrew Orel
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This is my first attempt, feedback more than welcome! Links are used for a rough idea of what I was aiming for, happy to change them to be more generic.

Location P (for pool)

Worn stairs lead down into a narrow bending passage. You notice a cool, damp, earthy smell as you descend into the darkness. A faint breeze passes through which indicates there’s more cavern ahead. You press on, falling into a pool of liquid. The splashing water hits the walls and the sound reverberates in the small chamber. Two Razorfish (http://www.dandwiki.com/wiki/Razor_Fish_(3.5e_Creature)) attack from below, indicating the pool is deeper than you thought.

Fight them off and you can explore down into the depths. The pool is big enough to swim down a few metres, then it becomes too small for a human to fit. There’s loot down there, a dagger dropped by a previous visitor.
Climbing out of the pool, your eyes have adjusted to the darkness and you can make out the path ahead goes off to the left…. Into Q….

Location X (marks the spot... of doom)

Coming from T or U, you head cautiously down some well-worn stairs and around the corner. More stairs to the right lead further downward and you’re sure it’s getting brighter in that direction. But what’s that straight ahead? Looks shiny. There’s something partly buried in the rubble, the more astute will notice the remains of a cave in trap above. Better be careful, there might be another.

A pit trap is in the rightmost complete square. The partially hidden shiny object lodged in the rubble is the lure. Step on the square with the X on it (in the corridor) and the pit opens up waiting for you to eagerly fall in. You fall 3 metres into a pit full of sharp sticks coated with sleep powder. Take damage from the sticks and pass out for a few rounds. A handful of leeches (https://www.dandwiki.com/wiki/Leech_(5e_Creature)) are waiting down there and will feast on your sleeping self unless you are not alone and someone can get you out of the pit.

The trap is sprung with a pressure plate right on the square with the X. When you leave the X square, the trap goes off silently, so someone walking past would not notice it going off or resetting a few minutes later. A successful detect trap roll will have you notice the tile with the trap is slightly more scraped than the tiles around it. You also catch a faint tainted whiff of decomposing matter as the smell wafts up through the edges of the tile. The really astute will feel the pressure plate move slightly when stepped on. The trinket is worth 20 gold pieces, if you can get it loose! If you do, a withered hand comes with it. Further digging will yield a smaller trinket worth 8 gold pieces.

Down the stairs and you can see the exit! On to Y….



I’m not sure exactly how sleep powder would work. Ideally the adventurer is knocked out for a while as the leeches do their thing. I’m not sure if their attacks would wake them up though. The pit is deep enough the adventurer is likely to keep putting themselves to sleep as they fumble about trying to get out and fight off the leeches. Maybe that’s a bit too gruesome…
I’m also hazy on how much the trinkets should be worth…. I guess the DM has the final say on that one!

I'll rework this one slightly as I now know the size of the squares is much larger than I thought it would be.
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Keep On Gamin'
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pdzoch wrote:
Mulligans wrote:

"N" please!

I see what you did there.


Quite unintentional, I assure you!
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Scott Trudeau
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This is a very cool idea! I'll take room 'E'.

edit: Sorry if this is too long! Once I started, I couldn't stop!

Nug's Room:

A crude, but undeniably sturdy, wooden door has been made to fit into the existing stonework of this part of the tunnel. The aged, oaken door is quite old and even though some gapping is evident between the planks used to construct this door, perhaps from moisture or something else (a successful Investigation check will reveal something has been used in an attempt to pry the planks apart, a crowbar or…claws?), it holds fast against any intrusion. Peeking between the planks will only reveal that it is dark inside the room.

**The door has an average quality lock and is currently locked, as well as barred from the inside. There is also a magical lock/alarm enchantment on the door. It is not trapped, however.**

Upon opening the door, perceptive adventurers will note the room actually smells pleasant (springtime?), unlike the dank, moldy underground smell they would expect. To the left is a crudely fashioned bed frame, sized for a small human or child (if anyone looks, the mattress is stuffed with straw, old cloth, horsehair or wool...and a pouch containing a small amount of silver coins). Oddly, it is well kept and neatly made. At the foot of the bed is a closed, wooden chest (locked and trapped with a small poison needle trap).

**The chest contains some finely tailored clothing and robes (brightly colored, non-magical, and child-sized), some not-so-good quality clothes (child-sized), several days worth of sturdy rations (hardtack, cheese, etc.), a bottle of high quality wine, and buried at the bottom, a small pouch with a few gold coins.**

To the right, the room stretches out across an open stone floor to a long table that takes up most of the far wall. Two unlit sconces are fixed to the center of the east and west walls about five feet off the floor. A small stool lies tipped over on the floor in front of the table (both the table and the stool are made for a smaller than human-sized person). A small humanoid form lies motionless on the ground (as if it fell off the stool). The floor is wet in the area where the body and stool are. Upon inspection, the body is that of a goblin dressed in green and gold robes, wet and unconscious, but alive.

The left side of the table has many small bottles lined neatly (though not labeled), a mortar and pestle, a small brazier, several small pouches filled with various herbs, and a scale: a small, but functional alchemical lab.

The right side has many books standing neatly along the back of the table (mostly texts about herbology and alchemy; also a few on local history), several candles, some parchment, a quill pen, and a few ink wells (of varying levels, color, and consistency). Also on the table, are two small, empty bottles lying on their side (as if dropped) and an open book (excellent quality, red leather bound with gold leaf inlay...and magical, if checked). The left page has text written in a strange language (magical) and the right shows a painting or 'picture' of a very old goblin, well-dressed in green and gold robes (successful check will reveal that the old goblin is dripping wet). Further searching the room will reveal a rat hiding under the table.

**The sconces hold some burnt embers mixed with dried herbs and flowers (hence the pleasant smell). The mundane items on the table may actually be useful to some adventurers or might fetch a decent price if taken and sold. The rat is scared and will lash out if attacked. If treated nicely, it will not bother the adventurers and scamper over to the goblin and insist on staying with it. The goblin is actually a wizard and the rat is his familiar.

If the goblin is slain while unconscious, the adventurers learn nothing further, though the magical book can be studied later to understand its use (very difficult skill check) and the spell book and ring can be looted from Nug’s body.

If they let the goblin live, upon waking (if his body is disturbed by the adventurers or if revived) the goblin will introduce himself as ‘Nug’ and his rat friend as ‘Peep’. He’s apprehensive at first and looks himself over often, revealing a hint of relief when he does so. If interrogated about the dungeon, he knows little of what lies deeper into the fortress (though he does know of the pit trap near his door in area ‘D’). He took up residence in this room some time ago and made it his own, spending most of his time doing research. He’s normally left to his own devices as most of the other denizens he’s seen are afraid of him and his magic.

If pressed for information about him, Nug will explain that two years ago, he was accused of stealing something (the small spell book in the pocket of his robes) from his former master (a mean half-orc wizard). As punishment, the master cast a Death Curse on Nug. It took hold and Nug began aging at an accelerated rate. He figured he’d have no more than a couple of years before he would die of old age. A year ago, Nug acquired a magic item that could end his ordeal. It took Nug this long to acquire everything else he needed for the ritual and learn the exact recipe for the required elixir. The magic of the book can remove a curse that has been placed on someone or something. The incantation must be read properly while the cursed person or item is anointed with a special liquid solution.

Nug will make a deal with the adventurers: If they let him live, he won’t bother them and he’ll give them the magical book, the proper incantation, and enough elixir to remove one curse (that’s all he has left). The book itself can only hold two more curses. After that, it no longer functions. The only magical items in this room are the Book of Curse Removal, the small spell book (weak magical aura), and a Ring of Jumping that Nug is wearing (and will use to escape if attacked; also useful for avoiding pit traps…). If somehow cornered, unable to escape, and sensing his end, Nug will use his spells to inflict as much damage on as many people as possible.**



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Hans Messersmith
Canada
Hamilton
Ontario
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With your head held high and your scarlet lies You came down to me from the open skies It's either real or it's a dream There's nothing that is in between
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Twilight, I only meant to stay awhile Twilight, I gave you time to steal my mind Away from me.
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I love Dyson, I'm using his mega-dungeon for a Dungeon World game at the moment.

Since vestige beat me to Z, and Alain claimed U, I would like to claim the Surrounds (2). I would want to wait on writing it, though, until I see what someone writes A, B, C, D.
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Eric Jome
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Franklin
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F, G, & H if all are still available.

Pick any three for me. This is moving too fast to keep up with who wants what.
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Alain Curato
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Albi
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skalchemist wrote:
I'm using his mega-dungeon for a Dungeon World game at the moment.


Maybe someday he'll patch everything to make a Dyson Sphere and that'll be a true Dungeon World !

Seriously, I found his ruined city and that's exactly what I needed. Thanks.
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Patrick Zoch
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Kansas
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What kind of motorcycle does Santa ride?
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We can do more than one room? I'd also like Room "S" then. There's a pit calling to me.
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Allen Park
Michigan
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Have you joined the 2017 Secret Cthanta yet?
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pdzoch wrote:
We can do more than one room? I'd also like Room "S" then. There's a pit calling to me.


I think Red Wine Pie beat you to it.
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