Creating a dangerous dungeon to challenge adventurers is a lot of work. While the various architecture aeons, drafter devils, engineering elementals, and other dungeon designing minions here at Paizo are generally great at their job, there are some times when the rooms they create don’t quite hit the mark. While we typically just set those aside for incineration at a later date, we were running out of space at the delving warehouse. To clear up a bit of space, we figured that we could just set a few of those unused rooms out on the curb for anyone to pick up. So, today on April Fools’ Day, we invite you to come on by and grab any of these rooms and throw them into your next dungeon!
Rooms Designed by Cosmo Eisele (Director of Sales), Vanessa Hoskins (Developer), and Luis Loza (Creative Director)
Chamber of Bouncing
This large chamber looks inconspicuous at first glance. There are open doorways at either end of the chamber. The floor and walls of the room are magically enchanted to forcibly bounce creatures that come in contact with them. A creature that moves through the room finds itself springing and bouncing around. Every time the creature moves 5 feet, they are bounced 10 feet in the same direction. This bouncing doesn’t count against the creature’s movement. Creatures that collide against a wall are bounced back 10 feet in the opposite direction. Alternate versions of these chambers include trapped doorways that magically move along the length of the walls, making it difficult to reach an exit while bouncing around, or glass walls within the room that are effectively invisible to the naked eye and serve to block the bouncing in the chamber.
This room contains a miniaturized version of the very building in which it’s located. The miniature building takes up the entirety of the room, blocking access to the door on the opposite of the chamber. The miniature’s doorways are large enough for a person to crawl inside. Creatures that enter the room are subject to a magically-enhanced gravity, causing the creatures to collapse to the ground. Reaching the other side of the room requires crawling through the building replica and traversing the miniaturized dungeon. The miniature version of this room doesn’t contain its own miniature and is instead filled with small piles of treasures.
Grand Sycamore Ballroom
This vast chamber is large enough to contain a legion. Hanging high on the walls, out of the reach of most, are massive tapestries displaying legendary heroes, each standing thrice as tall as they would appear in life. The room is filled with a carefully positioned pattern of round tables, each surrounded by eight chairs, and sporting different colored adornments, arranged in broad sections. In the center of the room, against the far wall, stands a magnificent stage. A long table at the front edge of the stage has four chairs for the Grand Coordinator and their closest officers. Several double doors exit the room on all four sides.
Helpful Warning Room
This 10-foot-by-20-foot room has a packed dirt floor and unlocked wooden doors at both ends. In the center of the room there is a long gash cut through the dirt, and a notched and rusty shield stuck into the floor in the exact center of the gouge and room. Scrawled upon the shield, in an obviously unskilled hand, is the word “TRAP!” written in red paint with an arrow pointing straight up. Following the arrow up shows an enormous greataxe attached to the ceiling and rigged to swing through the room when a barely concealed tripwire is tripped. This obviously is the source of the gouge, and the swinging axe is easily avoided when the trap is tripped. Upon closer inspection, there is another scrawled word on the head of the axe itself in the same red paint: “BOOM!” This word is painted on top of a fireball rune (Core Rulebook 524), which goes off when the axe head swings within 20 feet of the party.
The walls of this room are decorated with colorful artwork. All objects and creatures within the room have their appearance drastically altered, resembling stylized artwork that’s made up of small groupings of black, cyan, magenta, and yellow dots. Anytime a creature would speak or make some other sound within this chamber, the sound doesn’t occur normally. Instead, a large image of the words or sound effect appears in the air near the creature. This alteration to appearance and sound doesn’t prevent creatures from acting normally, casting spells, and so on.
Delving the Fool’s Dungeon
Saturday, April 1, 2023