Into the Maw Dungeon Dressing (minor spoilers probable)


Savage Tide Adventure Path

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Liberty's Edge

103. Every time anybody takes a step in this room, a loud bloodcurdling scream is emitted. The denizens of the prison are so used to rats setting off the screaming room that they don't even investigate. The party doesn't know this. Good time to roll dice and chuckle, dungeonmaster!


104: This unfurnished room features nothing but a small rusted grate in the center of the floor. Spanning out from the grate in several directions are small grooves and scratches on the ground, some of which upon closer inspection have fingernails stuck in them.

105: Nailed to the wall of this cell is a woman with the sinew and skin of her back ripped open and spread out like hellish wings behind her. A smile of ecstasy graces her lifeless face.

106: In this chamber you see a skeletal child scratching into every surface the cryptic words, "I will not tell lies." Any attempt to speak to the small skeleton receives no answers and the undead thing does not fight back if attacked.

107: Hanging from the ceiling of this room are spiked chains which seem to twitch and almost follow, ever so slightly, the characters who walk beneath them. Several dried pools of blood cover the floor.

108: This room full of odd maps and decaying scrolls fills you with an unexplainable urge to conquer the weak, making you notice annoying traits of your own companions.


109. This room is lit by red lamps, their light subdued by black scarves thrown over the shades. In the far corner lies a large bed with stained sheets of what probably used to be white, but now has faded into a dingy yellow with splotches of a darker color speckled sporatically. Two women lie twisted in the sheets, oblivious to the world. A once handsome man sits in the center of the room at a small round table. He is painstakenly using a white powder to create a map and mutters constantly to himself about the shape. His hands shake vioelntly and his movements are erratic. Every few seconds, he takes a dab of the powder and rubs it on the inside of his mouth and then corrects the border again. Small rough cut diamonds and pebbles have formed mountains and rivers.

110. A pretty little girl in a simple shift sits in the center of the room at a washtub. She is scrubbing a dress covered in mud in the dirty water and quietly crying. Every few seconds, the sound of a man's voice raised in anger can be heard. The language is unknown. (It's Spanish. I watched Pan's Labrynth again today)

The Exchange RPG Superstar 2010 Top 32

110 A large, cathedral-like area with arching ceilings covered in stained glass. Think of the Sagrada Familia with a glass roof. The aisles are empty and the rest of the space is taken up by rows and rows and rows of double-headed, red-petalled, 8 foot tall sunflowers, about 50 or 60 thousand of them. Every so often they simultaneously turn their heads to face the same new direction, though what that is, you have no idea.


111. You open the door. Before you is a small room with a rug on the floor and a few comfortable chairs around a table. Toys are scattered here and there on the floor. You notice a child is playing with a wooden dragon on the floor on the other side of the table. When you enter the room the unkempt, long-haired child gets up and begins to approach you.

[Observant characters notice the rotting wounds and peeling skin before the child reaches them, DC whatever, you decide]

Once it closes this 7 year old Zombie begins to growl in a raspy voice and tries to eat the closest character. It's not a fight, but whoever chops it up won't forget it.

Liberty's Edge

I'ma keep coming with them; having did 50+ I'm kinda tapped out for a few, though.


This one is a twist on an earlier one, they exploded adventurer...

112. The Scanners Room. Three solid 6 foot posts are evenly spaced and a few feet away from one of the walls--with a man bound to each. The men are clearly dead: their necks blossom into flowers with petals of meat and torn skin, the spinal column pink and jagged in the middle. Splattered blood, brain, and shards of skull cover the walls. Blood is still trickling into drains at their feet and the bodies are warm. If they search the room they will find nothing larger than eyeballs.


112. The room has a comfortable chair in the middle, a few bookshelves, and a locked cabinet with glass doors positioned against one wall. Hundreds of figurines fill the cabinet, inlcuding, if the characters look really carefully, figurines that resemble themselves and other well known NPCs from earlier in the game.


113. Armoury. The walls are covered in mounts and racks for all manner of weaponry, some of exceptional craftmanship and beauty, others of striking and unusual appearance (go crazy, tell them everything they want to hear, everything they want to have.) You appear to have stumbled into a vault of incredibly valuable weapons.

When you start to look closely you hear whispers. Draw your finger across a blade or touch a handle and your skin erupts in goosebumps; you can feel the power.

[Alas, it is ALL cursed--it shouldn't take them long to figure it out, unless someone is stupid enough to take one without a little divination first]


114. The Mobius Pit. Prominently, in the middle of this otherwise empty room is a pit that descends into darkness. Above the pit is another opening of the same size which rises into darkness. The pit is harmless, but if someone throws anything in it will soon reappear, falling upward into the hole above, then down again, quicly reaching terminal velocity. It will continue to fall up and down ad infinitum. Anyone who flies into the pit, up or down, will just keep returning to the room, just flipped around.


115. The Timer. When the door opens you see that a string running through a conduit has flipped a large fast running hourglass mounted in a rack on a table in the middle of the room. It looks to have about two minutes of sand in it.

The room is full of chests and locked cabinets that look VERY searchable.

33 seconds before the time runs out everyone's hair stands on end, they feel goosebumps, and a half a second later chain lightning rips through the room.

The timer is broken.


Kruelaid wrote:
112. The room has a comfortable chair in the middle, a few bookshelves, and a locked cabinet with glass doors positioned against one wall. Hundreds of figurines fill the cabinet, inlcuding, if the characters look really carefully, figurines that resemble themselves and other well known NPCs from earlier in the game.

Add: A table in the middle of the room has a diorama of jungle terrain. A variety of dice rest on the diorama ground among the model trees.


116. The floor and walls are grown over with moss. It is raining in the room, and the water flows into a drain in the floor. Strangely enough, You can see the ceiling above--the rain seems to be coming out of nowhere.


117. The odor is horrendous. The room is an enormous wall-to-wall pit, with no steps or bridges of any kind that allow you to cross the room.

Fortunately, this pit is also full of the corpses of all manner of beings, so that all one need do to cross the room is step down 2 or 3 feet to the heap of corpses and scramble over to the other door(s).

While the characters cross the room they feel a powerful low frequency vibration and noise that lasts 5 seconds, and feel the corpses shift underneath them as if something far below is removing (or perhaps grinding) bodies. The heap drops about 5 or 6 inches during this event.

One wonders, how deep is the pit?


Wyatt Schlaufman wrote:
...106: In this chamber you see a skeletal child scratching into every surface the cryptic words, "I will not tell lies." Any attempt to speak to the small skeleton receives no answers and the undead thing does not fight back if attacked...

heh heh. Or should that be haHaH.


119. An aged and tired looking gnome with long hair and beard blinks in confusion. He is standing in the center of one of three circles until he sighs, lifts his leather shoulder bag, and steps forward. The smell of brimstone erupts and an aged and tired looking gnome with long hair and beard blinks in confusion. He is standing in the center of a different circle until he sighs and steps forward. The smell of brimstone erupts and an aged and tired looking gnome blinks in confusion. He is standing in another circle until he sighs and steps forward....

The gnome's shoes are falling apart and his blue uniform is worn, but a patch with the letters 'U' 'S' 'P' and 'S' can be made out. The shoulder bag has a document titled 'Dungeon 147' addressed to somewhere in the Inland Empire.

I think there were two 112s?


Yup. there be 2 of them.


120. The walls of this room are lined with small shelves cluttered with tiny jars. Suspended in clear fluid in each jar is a single elvish eyeball with a golden straight pin driven through the pupil.

121. The far wall of this room is completely covered in a mosiac made of sparkling stones depicting an adventuring party similar to the PCs battling an enormous balor. A successful search check (DC 30) reveals that the eyes of each figure in the mosiac are gemstones. No force on the Abyss can remove the balor's eyes, but if the adventurers eyes are pried out, the figures thrash and clutch at their empty sockets, and blood weeps from the wall.

122. In the center of the room are two stone hands jutting from the floor, clasped as if in prayer. No seams are visible between floor and wrists.

123. Someone has glued several silver pieces to the walls of this room, apparently at random.


124. A bucket of foreskins sits next to a slightly bloodied stool. A razor blade sits on the floor nearby.


Kruelaid wrote:
124. A bucket of foreskins sits next to a slightly bloodied stool. A razor blade sits on the floor nearby.

EEwww!

Scott & Le Janke wrote:
119. ...The gnome's shoes are falling apart and his blue uniform is worn, but a patch with the letters 'U' 'S' 'P' and 'S' can be made out. The shoulder bag has a document titled 'Dungeon 147' addressed to somewhere in the Inland Empire.

wheh!! the gnome must have escaped as it finally arrived.

125. A pirate runs back and forth in this room as if trying to balance on a rocking deck. One leg has been replaced by a wooden peg, one arm by a hook, and one eye with a patch. On the hook are three eyeballs and each turns to look at anyone as the pirate passes by.


Well I am getting close to into the maw so I thought I might as well compile these into list. Since I already went through the trouble I thought I would share:

01. an albino python slithers through the room, carrying an ear in its mouth.
02. a pair of immense wheezing, animatedly respiring lungs dominates the floor of this room.
03. a small fluffy dog with the head of a vulture sits in the middle of this room. On it's barbwire collar is one of Lavinia's earrings.
04. a large scroll, 2 feet wide by 35 feet long. Unraveled, it seems to be of pairs of dretches practicing kendo moves.
05. a dropped prison shank made from the spine of a spined devil and a strip of leather wrapped tightly around the base for a handle.
06. the walls are covered with hundreds of flies, 2 inches long, stuck in a gooey paste. They buzz loudly but cannot escape the goo.
07. In the far corner of this debris filled room lies the body of a once human female, decomposing and maggot ridden. But before she died she had given birth, between her legs a two-headed fetus still attached to the umbilical cord. As you get closer to inspect The fetus wakes up and starts crying In a horrifically fiendish manner.
08.There Is a secret door In the corner of this room that leads down to another whole building level.
09.The PC's run Into exact duplicates of themselves cept' for the look of hopelessness and fear that seem to scar their being. The duplicates say only "Leave now"! After a few rounds they dissapear.
10. an animated skeleton is dancing a jig in this room. every 5 rounds, it stops, pronounces, "duuuh...I'm Graz'zt," and flogs itsself in the head with a plucked chicken repeatedly for 2 rounds.
11. a discarded 2' tall wooden nutcracker Yeenoghu. Watch those fingers...
12. A Larvae with a face very similiar to one of the PC's dead relatives or friends.
13. upon entering this room the PC's see a little Spider Monkey who seems to be locked into the center of a table by the neck so It appears as If his head Is showing, he's screaming holy hell. A loud buzzer goes off after 3 rounds and he freezes In terror and looks at you, secret panels open up In the walls and he looks around wildly at something circling him. Then his head Is forced back his mouth IS opened up more than It should his teeth are getting yanked out one after the other, his ears are ripped off his eyes sucked from their sockets. Aloud buzzer sounds again the panels open and close, they look back the monkey Is as good ad new again. If the PC's look closer they notice a collar around his neck that reads "Olangru"
14. A bar of soap rests on the floor.
15. a choker (necklace) made of tiny black pearls. It is a locket, with a small painting of Shami Amourae.
16. The skeletons of several kittens float within a viscous, opaque solution inside a crystalline trough.
17. a bedsized board with hundreds of nails sticking straight up out of it; covered with filth and gore.
18. The head of a statue of a human male; the head is three feet tall and lying on its side. Graffiti written in infernal coats every inch of the head.
19. the left wall is covered with marks; 5 vertical and 1 horizontal. There's tens of thousands of them. Someone or something with 6 fingers had been counting the days for a loooooooong time.
20. a circular sigil is drawn on the floor in white powder; the powder is salt.
21. a cracked anvil sits in the corner of this room. Underneath the 300 pound hunk of metal is a blank scroll.
22. the floor of this room is covered in broken glass from potion bottles.
23. a dead frost giant lies here. He has been tarred and feathered with V'rock feathers.
24. a coinpurse made out of reptilian hide. The "money" within is strange; 274 ceramic pieces.
25. a monkey with a parrot's head skitters by, squawking something imitated in infernal.
26. a map of an island lies on the floor; there is an "X" marking some spot on the island's western beach. No coordinates, however.
27. A metallic, helmeted head seems to grow out of the ground. Every time its eyes flash a tiny ice elemental appears hanging in the air in front of the hulking head. As it slowly begins to melt, the helmeted head utters metallic, orgasmic moans.
28. Eighteen 5 foot by 3 foot mirrors on easels are scattered throughout this room. Anyone's reflection in one of the mirrors is of a demonic visage; it appears how the character would if converted into a lemorian half-fiend.
29. A tiny horseshoe--apparently a shod tiefling lost it.
30. An immense brazier with hot coals, topped by a grill. On the grill, thirteen screaming larvae are being roasted.
31. 4 zombies, with 1foot by 1foot square metal cages around their heads dangling from chains attached to the ceiling rattle and shuffle about aimlessly in this room.
32. A cryptic bit of grafitti in the common tongue graces the wall here. "note to self. never trust a snickering tiefling...."
33. A rancid chamberpot is in the corner of this room.
34. A pile of old barbed wire in a tangle, and bent bars and broken branding irons.
35. Two quasits playing backgammon with rat skulls for pieces; they swiflty fly away when the party enters, leaving their board, rat skulls, and dice.
36. This storage room Is were the Big "D" would store all of his fiendish adult toys,abyssal lubricants and sinfully seductive love potions when Divided's Ire use to be his Pimp Palace.
37. This moldy smelling damp cell has a bright blood-red ring of mushrooms In the center of the floor. Anyone stepping Into It Is Instantly transported to Zuggtomoy's layer on the Abyss.
38. A thick black rope hangs down from the ceiling In this room(similiar to the rope for ringing church bells) cept these are unholy bells anyone tugging on the rope who Is a Paladin, or cleric of a good-aligned diety or good alignments for that matter will cover their ears In absolute pain blood will gush out and will take 2d8 hp of damage each time the bell Is rung.(no save)
39. Everyone who enters this room hears whispers urging them to kill the other members of the party before they kill him/her.
40. A small hawk-sized pterosaur is tethered by the leg to a leather cord, the other end of which is tethered to a punctured breastplate. It feebily flies around in a circle.
41. An animated 2 foot wide mouth on the wall of this room is chewing something crunchy. Periodically, it spits out shards of broken bone.
42. Part of a humanoid leg lies on the floor, its flesh rotting. The protruding shin bone has been partially fashioned into a bone flute.
43. A dead stirge is nailed to one wall, it's wings spread out and pinioned in place. Someone has written, in tiny hand writing, prayers to Orcus in Abyssal all over it's wings.
44. A two headed rat chews at the body of a tiny demon - perhaps a quasit. It looks up and hisses as you enter the room, then scurries off into a small hole in the wall.
45. A recipe, on a piece of paper. Most of the ingredients are appalling. And you smell the delicious odours of the horrifying recipe and feel ... hungry.
46. As you glance around the room at [insert some gruesome and violent scene from above] you feel caresses, kisses, and gentle breaths on your neck, yet when you turn, nobody is there.
47. A love letter from the Shator Demodand to S'sshara, sloppily written, and smudged with his greasy leavings. The poetry is actually not half bad, but the interspersed prose is hideous in conception and in execution. It seems the poetry itsself is in another's hand altogether. Anyone who can read infernal is sure to be disgusted.
48.The first person to enter the room begins to projectile vomit what appears to be just blood, but upon closer inspection is found to contain the partially masticated remains of human fingers, ears, eyes and other small body parts. The spasms are so violent the player is totally incapacitated and must be carried out, and although this causes no damage, if the character is not removed from the room, it will slowly fill....
49. A small guillotine sits on a crude, round, blood soaked table. On the floor at the other side of the table is a basket full of right hands. Nearest you, in front of the table, is a small stool.
50. This is a charnel pantry the demodands have thrown together. Sides of dinosaur hang from hooks, and piles of pieces are heaped on the gore slickened floor. The entire place reeks horribly, and flies are everywhere, none of which serves to deaden the demodands' depraved hungers.
51. At a writing table in the corner of the room sits a lithe figured woman in ragged dress who is shackled to a table and writing slowly with a quill which she periodically dips in a bucket of ink. The floor is littered with millions of pages of descritpion of torture, obscenity, and all manner of abomination written in infernal. If the characters speak to her, she does not respond. When they approach they discover that her eyelids, ears, nose and mouth are sewn shut. If they try to rescue her she struggles violently, and should they break her chains and drag her from the room she will begin to tremble, seizure, and will, before long, die.
52. Trophy room--the heads of numerous dinosaurs are mounted on the walls of this room. They are magic mouthed to sing, although they do so horribly.
53. The room is clean and featureless other than a red button on the floor in the middle of the room. Should anyone press the button, and no matter what they do to distance themselves [eg. telekinesis] the character who presses the button [and only that character] immediately hears a ringing noise, feels an intense pain in his or her skull, and recieves 1d10 damage, no attack roll is necessary--give them a saving roll vs. ? if you are that kind of DM [but come on, who's stupid enough to press a button in this place?]. Other than the expression of pain and discomfort on the victims face, nobody else knows what has happened. The DM should handle this occurence by passing a note to the player.... First victim to the others. "Hey, it kinda tickles, then it feels good."
54. Any character in this room feels the sensation of bugs crawling around inside of his or her clothing and/or armour. It ceases the moment they leave.
55. A dropped hand compass. In this realm with no magnetic north, it randomly twists and bobs. Every once in a while it twirls to point in a random direction, then goes back to twisting and bobbing randomly.
56. A fleshy mouth in the wall with a dead-looking 7 year-old child, struggling to keep the teeth from chewing him up.
57. A sobbing teddy bear wrapped in barbed wire hanging upside down from the ceiling.
58. A mural of bloody handprints that spells out in giant Abyssal letters "IVE BEN BAD".
59. A dessicated near-dead squid emitting a baby's screams.
60. A long to do list is stuck in a crack in the wall. As the characters read through the list they see all kinds of ordinary tasks (drop by the bakery) occasionally interspersed with acts of indescribably horrendous violence and obscenity that only Dave or Clive Barker would describe.
61. 10 stuffed cat-headed humanoids in heroic warrior poses; rare evidence that rakastas once dwelled on the Island of Dread.....
62. The floor is covered in blood with humanoid bones all around. A small hole in the base of the wall across from the door shows small foot prints going inside. When the characters enter the room, a small white bunny peeks out the hole, (DC 25 spot to notice). When a character approaches within 15 feet of the wall, the bunny leaps out and goes straight for the neck, (with its set of vorpal front teeth).
63. From a grating in the floor the hollow, echoing sound of sobbing and begging for mercy. The grating covers a narrow drain pipe not much wider than a hobbit's head. It leads into darkness and curves away in the distance. After a half minute or so the party hears the distant crackle of electricity accompanied by screams and louder begging. This goes on with the sobbing and screaming getting weaker every time, until, after five crackles and weakening screams, all noise ceases.
64. From nowhere yet everywhere in this empty room the sound of man speaking quietly (DC 15 listen to understand). Slowly and deliberately you hear him confess his crimes in vivid and excruciating detail. His story seems to never end. (DM. Do you know the comfort threshold in your group?)
65. A pile of Chicken bones spin and whirl through the air, as if caught inside a tornado.
66. The room's walls and ceilings are covered with womens breasts, and bare all kinds of oddities, from fur, to scales and the odd few have tentacles writhing from the fleshy mass.
67. Heavy thick mucus drips from the ceiling, making a gloopy *splat* as it hits the floor. The mucus rapidly dissolves.
68. In the middle of the room is a small ziggurat, about 2 feet high. A steady stream of ants heads from the base of the ziggurat towards a tiny (1") gate in a wall at floor level. A parallel stream of ants comes out of the same gate and enters the ziggurat from a slightly higher entrance. This stream of ants is carrying fingers, eyeballs and less identifiable chunks of flesh.
69. The floor of this room is made of some sort of glass. Looking down an enormous turtle is visible, hanging in empty space. The top of its skull is missing and vrocks are dancing on its brain. The legs spasm as they jump.
70. A special guillotine has been built here with eight blades and baskets. Eight rotting hydra-heads lie stinking in the baskets. Whether or not this victim was a Lernaean hydra is subject to the whim of the DM!
71. There are 6 boxes, about 2ft by 2ft wooden; they seem to be hopping around the room. There's a larva inside each box.
72. A lifesize statue of Shami Amourae is in this room. The wings are knocked off, and the statue is dressed in the actual vestments of a priest of Pelor.
73. The jawbones of a megalodon, 12 feet wide and 9 feet tall, with teeth nearly a foot long, decorate the wall of this room.
74. The room is full of beer. It does not flow out of the room, just hangs there in the doorway. A smiling, dead dwarf is floating in it.
75. The floor, walls and ceiling are covered in blood. Here and there, a bone fragment or tooth can be made out. Around the bases of the walls, the red seems to be of a slightly thicker consistency. Someone has exploded in here.
76. An acridly sweet smell greats the characters as they enter the room. A small pile of eyeballs of various kinds is stacked on the floor next to a simple brass brazier. In it are the liquified remains of many eyballs. The walls are covered with poorly rendered drawings of eyballs with smoke ascending from them.
77. The room is full of milkmen, some of whom are... are... very... old.
78. A 2' diameter circular hoop of iron stands jutting out of the floor; the inner edge is studded. Numerous marilith below-torso sheddings litter this room, where she crawls through this hoop to scrape off the old skin.
79. This room smells of freshly mown lawn. It is paved in cool, smooth granite.
80. A carrot in breastplate moans in a corner of this room. "Oh the horror," it says trying to remove the skewer that is piercing its flesh.
81. A blinding, bleached white room is inhabited solely by a hunched over mane, circling backwards, a bucket in one of its misformed hands, a scrubbing brush in the other. As it walks, it leaves filthy, maggot-ridden footsteps, that it hurriedly scrubs clean in its own wake. Voices whispering "clean...clean..." in Abyssal echo throughout the pristine cell.
82. In the middle of the room a chopping block (18 inches of trunk cut from a really sturdy tree) which is dripping in blood and peppered with bits of skin and hair. Here and there you see a little piece of brain. Next to the block is a big hammer. On either side of the block are big bags that hold things that look to be about the size of melons. When the bags are opened the characters find that one contains heads and the other contains head that have been cracked like nuts and had their brains removed.
83. A plain gold ring glints from the floor in the center of this room. Anyone who tries to pick it up is slammed to the floor by a sudden, massive increase of gravity in the square containing the ring, automatically taking 2(or more?)d6 points of damage (Give 'em a Ref save DC ?? to negate the damage, if you're feeling nice). No strength or force of any kind can move the ring or the person trying to pick it up. Anyone else touching the ring or another person under the super-gravity effect is also hit with the effect. The effect ends the instant the ring (or other afflicted character) is released (though of course the damage remains).
84. Two dead manes hang in this room, attached to macabre puppet strings. Anyone with even a fleeting experience with the Styes immediately recognizes their costumes as Cackle and Gall.
85. Three trembling kenku huddle in the corner of this room. They have been plucked bald.
86. Malfunctioning undead. A skeleton walks in a 10 foot diameter circle, but has been walking for so long that his legs have been worn down and he now hobbles on half worn away thighbones. His path is marked by the off white dust of ground bone. The skeleton does not respond in any way to the presence of the characters. If he is pushed or moved he will continue his circle in his new location. If he is turned then normal turning results apply.
87. A dessicated humanoid corpse lies huddled in the exact centre of the room. Three skeletal velociraptors, chained to the walls of the room in such a way that each of them can almost reach the body, strain and snap, their jaws closing mere inches away from the corpse.
88. The leathersmith is out. The skins of dinosaurs fill this room in all stages of preparation from tanning to beautifully wrought works of leather fashions than fit all manner of humanoids, or whatever else likes to wear T-rex leather armour, raptor boots, crotchless pterosaur pants.... Each player has a 5% chance of finding something that fits just right.
89. The skeleton of a cambion, a former complex guard, sits on a throne in this room. Worms form trails to him, and crawl all over the skeleton, seemingly trying to form a body over the bones.
90. A corpse is slumped at a desk, one hand hanging limp, one under its head. The feet are chained to the floor. On the desk lies a mirror and if you lift the head you will see a small glass tube in the hand it is resting on. The nose is missing and a hole seems to have been eaten into the brain. On the floor is a small packet of a white powder. It is not safe.
91. Thousands of Human sized teeth in various states of growth and decay litter the floor.
92. A fantastically painted scene of a hillside and cherry orchard fills one of the walls of this room.
93. This room appears to be a cloak room, several dozens salt covered cloaks, hang from hooks in this room. The cloaks appear to be sized and shaped for humans.
94. A beautifully framed full length mirror that reflects a horribly bruised and lacerated version of yourself. Eyeball hanging out, arm severed... pull out that critical hit deck and you won't want for wounds.
95. The Chef is out. Three gutted, scaled and partially fileted merfolk lie on a table against one wall. A table in the middle of the room looks like it is used for food preparation. The thin, raw slices of merfolk are being wrapped with tender vegetables inside a roll of rice covered with a thin skin of dried kelp. Beautiful and simple presentation. Subtle flavour. Try some.
96. The unpleasant odour of formaldehyde greets you. As you light the room you see a table with a partially assembled Flesh Golem built from various reptilian humanoid beings. The eyes follow you and the lips tremble and occasionally move, but it is unable to do anything else.
97. A sweet smell and pall of smoke fills the air. A brazier lights the room with an eerie red glow. On the table in the middle of the room is an enormous hookah with 8 hoses. The gigantic bowl is loaded with a fragrant narcotic herb, no longer smoking, and slumped on the tables, stools, and floor are half a dozen catatonic Quasits. A small sack of the drug is sitting on the table.
98. In this room two cambion guardsmen died in battle. The first ran the second through with a spear whilst kneeling, and the second pulled himself up the shaft of the spear and plunged his sword into the other. They still stand thusly.
99. A dead and dessicated rogue lies on the floor in the middle of the room. Clutched in his right hand is an empty bottle of poison, in his left the cork. The body has been stripped of any remaining valuables.
100. The back wall of this room is a mirror. Your reflection has only one hand, blood drips down your leg and pools round your feet, and you are apparently missing an eye. You look absolutely awful; tired, in terrible pain, scorched, disheartened. None of your companions have reflections at all.
101.The Hall of Skulls.The great doors open revealing a massive chamber shrouded in shadow, the air is thick with the smell of decay.The sound of water drips making soft echos.The chamber floor is covered in skulls of humans. The ceiling is hidden by thick black chains of a blacken metal, barbed and bladed that run the length and width of the chamber. A misty rain falls from the darkness far above. Whole skeletons are tangled within the canopy of chains all headless. Suddenly a great gust of wind sweeps through the chamber, the chains rattle and ring like chimes of death, bones fall from above clattering on the skulls...
102. A nightmarishly beautiful bed lies In the center of this room, This bed Is made from the body parts of two twin fallen Angels named "Kaelyss" and "Mysteevashh" who were seduced by "Demogorgon" when Divided Ire was a Pleasure Palace. When he was finished he slew them and had this bed of stained Innocence created. The framework Is made mostly out of their bones and sinew with other materials such as wood from a tree found only on "Malcanthet's" layer Shendilavri called Mourning Wood(hehe had to do It). Also their hides stretch to produce a matress with the same texture as a winebag, forming a kinda' water bed...but filled with their blood! The large white pillows are filled with the feathers that once adorned their wings the pillow covers and bedsheets are made from their once flowing white robes and the top blanket Is a beautifully made golden silk sheet made from their once beautiful hair. On the headboard Is crafted a beautiful but vulgar depiction of "demogorgon" and the two nasty angelic sisters. On each side of the board atop bed posts adorns their skulls. Anyone who sleeps In this bed will fall Into a deep sleep and dream all nite of these two allurring sisters, all of their desires will come true and the only thing they will want to do Is sleep. The PC"s will loose a point off each of their abilities permanaently for each nite of sleep.
103. Every time anybody takes a step in this room, a loud bloodcurdling scream is emitted. The denizens of the prison are so used to rats setting off the screaming room that they don't even investigate. The party doesn't know this. Good time to roll dice and chuckle, dungeonmaster!
104. This unfurnished room features nothing but a small rusted grate in the center of the floor. Spanning out from the grate in several directions are small grooves and scratches on the ground, some of which upon closer inspection have fingernails stuck in them.
105. Nailed to the wall of this cell is a woman with the sinew and skin of her back ripped open and spread out like hellish wings behind her. A smile of ecstasy graces her lifeless face.
106. In this chamber you see a skeletal child scratching into every surface the cryptic words, "I will not tell lies." Any attempt to speak to the small skeleton receives no answers and the undead thing does not fight back if attacked.
107. Hanging from the ceiling of this room are spiked chains which seem to twitch and almost follow, ever so slightly, the characters who walk beneath them. Several dried pools of blood cover the floor.
108. This room full of odd maps and decaying scrolls fills you with an unexplainable urge to conquer the weak, making you notice annoying traits of your own companions.
109. This room is lit by red lamps, their light subdued by black scarves thrown over the shades. In the far corner lies a large bed with stained sheets of what probably used to be white, but now has faded into a dingy yellow with splotches of a darker color speckled sporatically. Two women lie twisted in the sheets, oblivious to the world. A once handsome man sits in the center of the room at a small round table. He is painstakenly using a white powder to create a map and mutters constantly to himself about the shape. His hands shake vioelntly and his movements are erratic. Every few seconds, he takes a dab of the powder and rubs it on the inside of his mouth and then corrects the border again. Small rough cut diamonds and pebbles have formed mountains and rivers.
110. A pretty little girl in a simple shift sits in the center of the room at a washtub. She is scrubbing a dress covered in mud in the dirty water and quietly crying. Every few seconds, the sound of a man's voice raised in anger can be heard. The language is unknown. (It's Spanish. I watched Pan's Labrynth again today)
111. You open the door. Before you is a small room with a rug on the floor and a few comfortable chairs around a table. Toys are scattered here and there on the floor. You notice a child is playing with a wooden dragon on the floor on the other side of the table. When you enter the room the unkempt, long-haired child gets up and begins to approach you. Once it closes this 7 year old Zombie begins to growl in a raspy voice and tries to eat the closest character. It's not a fight, but whoever chops it up won't forget it.
112. The room has a comfortable chair in the middle, a few bookshelves, and a locked cabinet with glass doors positioned against one wall. Hundreds of figurines fill the cabinet, inlcuding, if the characters look really carefully, figurines that resemble themselves and other well known NPCs from earlier in the game. A table in the middle of the room has a diorama of jungle terrain. A variety of dice rest on the diorama ground among the model trees.
113. Armoury. The walls are covered in mounts and racks for all manner of weaponry, some of exceptional craftmanship and beauty, others of striking and unusual appearance (go crazy, tell them everything they want to hear, everything they want to have.) You appear to have stumbled into a vault of incredibly valuable weapons. When you start to look closely you hear whispers. Draw your finger across a blade or touch a handle and your skin erupts in goosebumps; you can feel the power.
114. The Mobius Pit. Prominently, in the middle of this otherwise empty room is a pit that descends into darkness. Above the pit is another opening of the same size which rises into darkness. The pit is harmless, but if someone throws anything in it will soon reappear, falling upward into the hole above, then down again, quicly reaching terminal velocity. It will continue to fall up and down ad infinitum. Anyone who flies into the pit, up or down, will just keep returning to the room, just flipped around.
115. The Timer. When the door opens you see that a string running through a conduit has flipped a large fast running hourglass mounted in a rack on a table in the middle of the room. It looks to have about two minutes of sand in it. The room is full of chests and locked cabinets that look VERY searchable. 33 seconds before the time runs out everyone's hair stands on end, they feel goosebumps, and a half a second later chain lightning rips through the room.
116. The floor and walls are grown over with moss. It is raining in the room, and the water flows into a drain in the floor. Strangely enough, You can see the ceiling above--the rain seems to be coming out of nowhere.
117. The odor is horrendous. The room is an enormous wall-to-wall pit, with no steps or bridges of any kind that allow you to cross the room. Fortunately, this pit is also full of the corpses of all manner of beings, so that all one need do to cross the room is step down 2 or 3 feet to the heap of corpses and scramble over to the other door(s). While the characters cross the room they feel a powerful low frequency vibration and noise that lasts 5 seconds, and feel the corpses shift underneath them as if something far below is removing (or perhaps grinding) bodies. The heap drops about 5 or 6 inches during this event.
118. The Scanners Room. Three solid 6 foot posts are evenly spaced and a few feet away from one of the walls--with a man bound to each. The men are clearly dead. their necks blossom into flowers with petals of meat and torn skin, the spinal column pink and jagged in the middle. Splattered blood, brain, and shards of skull cover the walls. Blood is still trickling into drains at their feet and the bodies are warm. If they search the room they will find nothing larger than eyeballs.
119. An aged and tired looking gnome with long hair and beard blinks in confusion. He is standing in the center of one of three circles until he sighs, lifts his leather shoulder bag, and steps forward. The smell of brimstone erupts and an aged and tired looking gnome with long hair and beard blinks in confusion. He is standing in the center of a different circle until he sighs and steps forward. The smell of brimstone erupts and an aged and tired looking gnome blinks in confusion. He is standing in another circle until he sighs and steps forward.... The gnome's shoes are falling apart and his blue uniform is worn, but a patch with the letters 'U' 'S' 'P' and 'S' can be made out. The shoulder bag has a document titled 'Dungeon 147' addressed to somewhere in the Inland Empire.
120. The walls of this room are lined with small shelves cluttered with tiny jars. Suspended in clear fluid in each jar is a single elvish eyeball with a golden straight pin driven through the pupil.
121. The far wall of this room is completely covered in a mosiac made of sparkling stones depicting an adventuring party similar to the PCs battling an enormous balor. A successful search check (DC 30) reveals that the eyes of each figure in the mosiac are gemstones. No force on the Abyss can remove the balor's eyes, but if the adventurers eyes are pried out, the figures thrash and clutch at their empty sockets, and blood weeps from the wall.
122. In the center of the room are two stone hands jutting from the floor, clasped as if in prayer. No seams are visible between floor and wrists.
123. Someone has glued several silver pieces to the walls of this room, apparently at random.
124. A bucket of foreskins sits next to a slightly bloodied stool. A razor blade sits on the floor nearby.
125. A pirate runs back and forth in this room as if trying to balance on a rocking deck. One leg has been replaced by a wooden peg, one arm by a hook, and one eye with a patch. On the hook are three eyeballs and each turns to look at anyone as the pirate passes by.
126 A large, cathedral-like area with arching ceilings covered in stained glass. Think of the Sagrada Familia with a glass roof. The aisles are empty and the rest of the space is taken up by rows and rows and rows of double-headed, red-petalled, 8 foot tall sunflowers, about 50 or 60 thousand of them. Every so often they simultaneously turn their heads to face the same new direction, though what that is, you have no idea.


This was an esp. fun thread, let us know how your players liked It and I hope they get to encounters 07 and 102 I was esp. proud of these!
DAve


Kruelaid wrote:
114. The Mobius Pit. Prominently, in the middle of this otherwise empty room is a pit that descends into darkness. Above the pit is another opening of the same size which rises into darkness. The pit is harmless, but if someone throws anything in it will soon reappear, falling upward into the hole above, then down again, quicly reaching terminal velocity. It will continue to fall up and down ad infinitum. Anyone who flies into the pit, up or down, will just keep returning to the room, just flipped around.

Now you're thinking in Portals.


I'm planning on using these to enhance the actual encounters, to increase the very sense of the demonic when meeting up with the denizens. So for instance the encounters 102 and 7 will take place in and around Belshamoth's place to give some foreshadowing of his awful lusts.


I loved writing posts on this one. The funny thing is I didn't see the mag until after it was all finished. So I didn't really know what I was trying to contribute to. It was just fun.


MrFish wrote:

I'm planning on using these to enhance the actual encounters, to increase the very sense of the demonic when meeting up with the denizens. So for instance the encounters 102 and 7 will take place in and around Belshamoth's place to give some foreshadowing of his awful lusts.

I don't know when I'll get a chance to run a game, everyone's older now, married, kids, work. So I was hoping to hear some of my Ideas being used, and esp. what the players reactions will be? So please keep us up to date on that.

DAve


Room 127: The Chamber of Flies: As soon as the solid iron door to this room is opened, a mass of flies pours from the room, so many infact that the door cannot be closed. The flies continue to pour out of the door forming a cloud of flies 80'high 100'ft wide and 7 miles long.


OK, I am finally to the start of Into The Maw with my group. I will let you guys know what happens in a week or two when they get there.

I have been resisting but here is mine:

128. A bare room with a simple elegant tea table with a small but violent cloud hovering one foot above the tabletop. A copper bound small casket lies in the back corner of the room. On the table an immaculate bone china tea set is set out on a tarnished copper platter. A single teacup is filled with roiling water and it the constant target of the boiling storm. Upon the surface of the water there is apparently a caravel battling the tempest. A greenish nimbus surrounds the tea cup and makes it too hard to make out the details.
If someone get with one foot of the tea cup or touches the nimbus they must make a DC 23 will save or be sucked in to join the cursed crew of githyanki struggling for eternity. (Teleporting out just makes a tiny PC but some of the crew my try to join the PC in the breakout. Break Enchantment to return PC to normal size. Does not work on crew, also they cannot leave the room.)
The chest is locked with a good quality lock and trapped to send people to the teacup (Search DC 30/ Disable DC 35) Inside is a finger from each githyanki crew member. (The key to removing the curse.)

The Exchange RPG Superstar 2010 Top 32

This was such a fun thread I thought of another one too.

129 - Once someone enters the room, the floor starts to squeak, even when they stand still. Investigation reveals thousands of kittens stuck under the floorboards. Nails sticking out of the underside of the floorboards are the cause of the squealing. (Did I say squeaking earlier?)

Dead kittens are replaced from ... somewhere.


130 - The door is opened to a great hall. The hall is filled with every notable NPC from the campaign world, both past and present, chatting away. As the PCs enter, the room quiets and the crowd splits creating a path for the PCs to walk through. The path leads directly to a raised dais with a massive ornate throne. On the throne sits a man that they recognize all too well. To the PCs chagrin or horror, the crowd starts chanting, "ALL HAIL AVNER!! GRAND EMPEROR OF OERTH!!", repeatedly.

The Exchange RPG Superstar 2011 Top 32

Grim Hunter wrote:
130 - The door is opened to a great hall. The hall is filled with every notable NPC from the campaign world, both past and present, chatting away. As the PCs enter, the room quiets and the crowd splits creating a path for the PCs to walk through. The path leads directly to a raised dais with a massive ornate throne. On the throne sits a man that they recognize all too well. To the PCs chagrin or horror, the crowd starts chanting, "ALL HAIL AVNER!! GRAND EMPEROR OF OERTH!!", repeatedly.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHH HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH HHHHHHHHHHH!


As promised here is what I rolled and the player reactions.

I modified them on the fly as the muse struck me and rerolled some (some were too hard to run like the one about another dungeon level and some that did not strike me right). I rolled for random creatures inside as fancy struck me.

This is rooms #: 6, 27, 28 (with a Glabrezu), 35, 38 (with a Marut), 54 (modified - bugs in mouth only, with a Leonal Guardial trapped by a curse), 62 (which he forgot to blog), 67 (with a sucubus) 71 (modified - added nails stuck all through them), 90 (modified - skelton is animated), 97, 105, 107 (with a Leonal Guardial), 109 and 121 (my favorite room).

As for their reactions here is an excerpt from our player wiki.
It is long but amusing.

FYI: The speaker is Cameron (Helldrath's black sheep daughter) a half-elf hex blade, Veras is a Sea Kin druid, Irl is a kobold Scarlet Corsair, H'rm is an Orc ancane trickster and Kiela is a halfling Favored Soul of Rudd.

Cameron Kellani wrote:

Hah! The vaunted elite Death knight Vanthus proved to be of little concern. If this is the best Demogorgon has to offer than we should have no problem cutting off both of his heads and feeding them to Chompy. We immediately agreed upon continuing into the main complex in order to locate Lavinia. H'rm mumbled something about the fact that the poison on the door I just opened was more likely to kill innocent people I touched than it was me. Whoa! Sure enough, I had green coppery substance all over my hands which I immediately wiped off on Irl. What?!?! He's not INNOCENT and besides he's appreciates my help in building up immunity to Churtle's food. No sooner than we had entered we were immediately accosted by the apparent guards of the place. I recalled running into some of these frog like demons (Hezrou) on the ancient Olman isle. This time they proved to be of little challenge to our prepared group. Veras grew some giant demonic cross between a scorpion and a centipede out of the local fauna to attack the creatures while Irl tried to steal my kill. Hah again! You're too slow lil lizard! Keeps trying to show me up though, gonna have to put him in his place soon to reaffirm my alpha position as he seems to have forgotten over his recent solo sea voyages. One of the Hezrou managed to crash through a cell door which revealed a metal head stuck or sunk into the floor with a small ice sprite or elemental dancing around it. The lil sprite would melt and the head would moan in ecstasy at which point the sprite would reform and start the whole process over again. H'rm eventually de-animated the head releasing the sprite to flit off to who knows where. Sometimes I don't understand that orc woman.

Anyway, a Vrock came screaming out of the first cell I opened and insisted upon attacking me. Since it would not listen to the reason of words I decided to make my point with my blade. Upon dispatching the creature I noticed the walls were covered in a mosaic of an adventuring party fighting a Balor made out of semiprecious stones. Calling H'rm over to take a closer look she discovered that the eyes of the adventurers were made out of valuable gems. She proceeded to pry the stones out of the eyes of the paladin figure at which point the mosaic changed to show the figure grabbing its head with rivulets of blood streaming from its now empty eye sockets. We proceeded to have an argument about whether we were doing any actual damage or not with H'rm finally being barely convinced to hold off on prying out the rest of the eyes until we could consult Kiela's god. I don't understand how she could even entertain the idea that mere sparkly stones were important enough to possibly maim another good creature.

After this I moved on to the next cell which contained boxes with a myriad of nails hammered through the sides forming a sort of iron maiden for whatever resided within. The boxes were hopping around like a macabre version of jumping Achaierai eggs. I cracked one open to find it contained a larval form of demon which also apparently double as currency on this plane. I informed H'rm who immediately collected them in the portable hole, hope she isn't keeping anything perishable in there.

The third cell contained a man making a sand painting of the planes on his desk he also had two petrified women on his bed. After trying unsuccessfully to remove the ladies from their predicament I decided that this would have to wait until we had a chance to rest and acquire spells to break the curses found in some of these cells. Irl also messed up the guys sand painting making him rather agitated which seemed be the effect he was going for.

The forth cell contained a outsider from the plane of Elysium called a Leonal. He seemed unfettered but wandered about the room apparently agitated with something that was in his mouth. Veras entered the room only to have the same problem as unseen bugs filled her mouth too. The creature was trapped here by another curse. Damn! He would be an excellent ally. We would have to return later to free him.

The fifth cell contained two quasits playing backgammon on a board carved from rat skulls. They immediately flew away and the board was collected by Irl who said it reminded him of home. I don't care to put too much more thought into that.

The next cell contained a very dejected looking succubus that had slime dripping all over it from the ceiling. She magnanimously decided to stick around and chat for a few minutes after being freed because Irl prodded her with a knife in some lower part of her anatomy. Which brings up the question, "How high can a kobold reach"? She informed us of "Lillianth" the Marilith guarding this section of the prison, the warden named "Kululblax" or somesuch, and a Kelvezu demon named S'Sharra. I actually think H'rm was contemplating some extracurricular activities with the bat winged woman in the middle of this RESCUE! Luckily for us? her? she seems to have realistically high standards for women after Scuttlecove. The succubus took off miffed after Hr'm's disparaging comments about the perkiness of her breasts and lack of piercings. By Wee Jas's wrath, I wonder what horrible things she says about me behind my back?!

The seventh cell had a woman manacled to the wall with the skin on her back flayed and staked around her like grisly wings. I took the stakes out and freed her but she had apparently expired.

The eighth cell contained another Leonal except this one was bound by barbed and serrated chains hanging from the ceiling, H'rm proceeded to rust through the chains freeing the creature. We discovered his name was Axgraw and he was more than a little itchy to sink his claws and teeth into some demon flesh. We gladly accepted his company.

After allowing the narcotic smoke to plume from the room until it cleared I discovered the ninth cell contained about eight quasits lying on the floor surrounding a giant hookah. We all fondly recalled our friend Bop at this moment and H'rm filched the bag of drugs from under the device to give to him later.

Still feeling a little dizzy from the smoke in the last cell I opened the next one to find a room with wall made out of gooey flypaper. Several hundred flies were stuck to the walls in here and looking at them closer I noticed they all had tiny screaming human heads on them! Veras decided to try and free one of them and was luckily able to resist the call of the flypaper. She was successful and upon removing the fly from the room it shifted back into its original human form except it was hopelessly insane. We'll heal its mind later and leave it locked in the backgammon room for now.

<SNIP encounters with Lynnara (they totally bought the act), Jariaxer (the rescued Leonal tore her apart) Lillianth (Lynnara rolled two crits during the backstab, party stunned as her throat was cut) and Lavinia's rescue>

At this point we explore the remaining cells in this area. The first one contains a massive humanoid, pincer clawed demon surrounded by mirrors which immediately tries to attack us. We slam the door and wash our hands of that.

The next chamber contains a lich like creature snorting some sort of drug up it's nose that then plumes out the decomposed top of it's head. Close second door.

Next we discover a huge clockwork creature that is holding a bell rope in the center of it's room. It and us begin examining one another at which point I realize it is something called a Marut whose sole purpose is to confront those who would try to deny the grave itself. "Um, there is a cocaine snorting lich just down the hallway, if your interested". We quickly get out of the way as it thunders down the hallway, followed by cracking wood and stone, followed by a puff of narcotic dust and bone debris...
-Cameron Kellani


IT'S ALIVE!

The Exchange RPG Superstar 2010 Top 32

Brilliant! AH, that brings back memories!

Can't wait til my group get here. At the current rate it'll be, oh, 2012...

The Exchange RPG Superstar 2010 Top 32

Well, its 2012 and we're only at City of Broken Idols.
I could always skip Scuttlecove... nah, too much fun to be had there!

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