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Thank you so much for your incredibly detailed response. It's given me a lot to work with.
(I love the idea of the dungeon being part of a demiplane, and it beginning to crumble away once you complete a section.)

With regards to point number 4, about good vs good, I was considering having a Hound Archon in the 'Good' room. If they choose to turn against it so be it, but I will have the Hound Archon offer a deal to the PC's.

In the evil room, the key will be accessible on the main floor. However, if I were to include a lower level in which there was a BBEG that is strong enough to be a challenge to both the PC's and the Hound Archon working together. If they help him to defeat this BBEG he will allow them to take the key from the 'Good' room.

So the PC's can have a way to access the key from the 'Good' room without going against their alignments.

Do you think this would work?

And do you have any ideas for the Order/Chaos rooms?

I was considering having a fountain inside the door of each of the rooms that would allow 1/2 drinks and would heal people if their alignment matched that of the room, and it could allow for some recovery between battles.

(Also that monster search is a god-send, it saves so much time)


I'm relatively new to Pathfinder, but am confident enough running my own stuff now.

I came across an idea for a dungeon that seems like it could be fun to run on Reddit recently.

The premise was based around a dungeon that was balanced on a spire above a pit. It was created by a mad Druid that was obsessed with the laws of good, evil, chaos and order. The wizard believed that understanding the nature of these balancing primordial forces led to true enlightenment.

Put a group of magically trapped monsters of good, evil, lawful and chaotic alignment in four corners of a single-floor dungeon. Have a piece of a four part key placed in each of the rooms, which they need to unlock a chest in the centre of the room.

If they kill a monster, a hole opens beneath the body and it falls into the pit. The weight loss changes the weight balance of the dungeon and the whole dungeon tilts (as it is balanced on the point of a spire).
If it tilts too far, it will fall into a bottomless pit. They can restore the balance by killing something of the opposite alignment.

I really liked the idea, and am planning on running it in a couple of sessions.
I was hoping for advice from the community for how to fill the rooms for each alignment. I have a couple of ideas but I'd like to see what other directions other people could take it in.

(Oh, almost forgot, I'm planning on making four level 3 / 4 characters for the players, so you have an idea of the difficulty of what to include)


I had listened to some podcasts over the last few months which had made me curious enough to go out and buy the beginner box. I wasn't sure if my friends would enjoy it, or how much they would get into it, but we all really enjoyed it. Noone had had any previous experience with this kind of game, so we got a bit caught up at points with regards to rules. I have a couple of things Id like to ask! (I'm planning on going out and buying the Core Rule Book but these things were kind of bugging me).

1. There was no wizard or cleric in the group, so for level 1's there was no magic users. They were still kind of coming to grips with the game as a whole so any time they found a magical item I hinted at it and allowed them to pay a wizard when they returned back to town to test each item for them. If there is no way for fighters and rogues to identify the magic items, is it best to say nothing and maybe tell them if the ability comes up in combat or if they try to sell it and have the merchant recognise it as a magical item?

2. One of the players filled out his character sheet wrong, and made himself fairly under-powered as a result. (I realised midway through the game that he was rolling with the wrong attack bonus, and rolling 1d6 rather than 1d12 of damage). Because of this there was a near death situation. His constitution was 15, and his hitpoints got to -14 and then he rolled a natural 20. What I couldn't figure out from the basic rules though was how he could go about recovering back to positive hit points. We had no magic user to use heal spells, so I allowed them to rest for a few days while the other character stood watch. Is there anything else that can be done? Can another PC give him a healing potion when he's in this state?

Sorry for the long post! These might be really simple things to answer, but again, I'm really quite new to all this!