Build a dungeon room


Homebrew and House Rules


I'll start:

Suddenly Soggy:

This room is 40' by 40', players enter this room through a door on the southern wall.

A Permanent Image spell has been cast upon this room, making it appear as though the party has traveled outside. The image will also depict an old dwarf, leaning up against an oak tree smoking a pipe. He will engage the party in idle chat and entice them with apparent knowledge of the location of great riches.

The illusion's purpose is distraction. There is another door to the North hidden by the illusion and sealed with an Arcane Lock spell. As soon as the party enters the room, the southern door will quietly close and also seal with an Arcane Lock. A reservoir above the room begins filling with water as soon as anyone enters the room.

The reservoir takes 1 minute to fill. Once it is full, 4 tiles in the ceiling will pop out and allow the water to flood into the room. The room will fill completely in 3 rounds, at which point you get to dust off the rules for drowning.

Obviously, don't put the party in this situation if they can't deal with Arcane Locks. The difficulty of this room can also be increased through Walls of Force. Additionally, you can also have a Summon Monster spell go off as well, forcing the party into some underwater combat while trying to get out of the room.

Your turn!

The Exchange

Me next!:

Gold?!:
After going through the door through the dwarven illusion, lie more complicated illusions. The room is 20x20, with another door heading West and South. All of the illusions look like gold, when actually they're sleeping Cockroaches the color of gold. If any of the PCs touch them, they actually run away except for 4 squares that are a swarm. The swarm avoids the southern door, but try to flee to the Western door.

NEXT!!

Silver Crusade

where the dark things tread:
after following the gold cockroaches into this 40 by 40 room, the roaches swarm away into tiny cracks in the walls and floor. retreating into the prior room. this room itself has a massive solid iron forge sitting in an altar near the center with dwarven reliefs depicting a faceless dwarf of iron hammering a glowing green crystal. if touched the mechanical forge bursts into smoke and flame, directed up a vent shaft, the shaft is clogged with debris causing smoke and hot ash to slowly start filling the room. from the fire sxzpout 1d6 fire elementals of a size depending on the party's level. there is an iron glutton (beastary 3) in the corner, but requires a decent preception to spot amid the smoke and flame. it contains frorge materals and a few precious metals, it will attack if attacked, and give up the treasure if they speak the command word. there are metal doors in the north and south, but once the fire has been ignited they quickly heat up.


Gobbo shake shake:
As you defeat the Elementals of the last room you open the door on a room that is 60' long and 20' wide and then hooks right. On a DC 20 perception you notice that every 10' is a line cutting each 10' section from the previous (line goes from floor to wall to ceiling to other wall all around). Another perception DC 15 and you feel something odd about the stability of the floor. If that perception is DC 20 you can tells that the floor rocks a little as you walk. Sways maybe?
If the cracks are examined they appear to go deep into the stone and into darkness...
as the first person gets to the hook to the right a bunch of spider riding goblins round the corner. since they are moving faster than a walk, the room sections start to swing against each other. the sound of large chains can now be heard above you and the sections start to grate against each other and collide. Each section is independently suspended from a ceiling far above.
Any turn that anyone moves faster than a standard walk in a section or if there is combat (with the inevitable dodging and weaving), that section gets a DC added of 2 (cumulative) Anyone in that section needs to make a Acrobatics check to stay on their feet. Failure means falling prone. Any section with a DC higher than a adjacent section adds 2 to the sections on either side. so DCs start to get difficult pretty fast.

The spider riders or anyone with spider climb or similar will be fine as the room sections sway and at times one or more of the goblins will do nothing but try and shake up a section as they cackle with glee.
Even if the spiders the goblins are riding are killed some goblins are tempted to sway and shake the room anyways just for the fun of it.

"Shake and rattle, chains go wiggle
Room go shake shake, Goblins giggle.
Spiders are loverly, suck you dry
fall thru cracks and learn to fly"

Once the Acrobatics DC gets above 15, Folks in squares adjacent to an edge must start to make Reflex saves (only if they fail their Acrobatics OR if they are prone at the start of their turn) to prevent damage from the clashing room edges. On a failed reflex equal to the acrobatics DC the person takes 1d6 crushing damage per 5 DC.

once the DC gets above 25, failure on the reflex save by 10 or more means that the character actually falls out thru the crack (taking damage from being ground by the edges as above) but also now falls X feet to the cavern floor below.

Alternatively the goblins could have rigged web nets to catch anyone that falls so they have easy access to treasure and mostly dead victims for their spiders...


A complex puzzle:

This 40' by 40' room is entered through a door in the western end. There is a simple door in the opposite wall.

The northern and southern walls are each covered with 1x1 ft tiles, depicting stranges symbols. Upon closer examination, these tiles can be pushed into the wall.

Both the walls and the door has an aura of abjuration magic.

The door to the following room is unlocked, and the tile puzzle is ultimately unsolveable.
This puzzle favors impatience, and anyone who attempts to find a a solution to the puzzle, should slowly gain additional information of the supposed system therin.

Linguistics might discern that the symbols on the walls are respectively ancient version of Elven and Dwarven.
Connections between the symbols makes sense when viewed with knowledge arcane or religion, but in each case it avails to nothing.

If you want consequences instead of just consuming time, it can be a trap with a will save to avoid a penalty to a mental stat if you concentrate on the puzzle.

For added complexity, the ceiling of the room can display armed elves and dwarfes. Pushing the tiles, moves the figures into a deadly war, where the outcome depending on which tiles are pressed. Depicting a historical situation, this might suggest another possible solution, but still a false one.


You come to a dead end and encounter a 5ft diameter brass plate fixed to the floor. On the plate are two symbols. A DC 18 Linguistics check reveals that the symbols say "Fire Trap". However, an Identify spell reveals it to be a Teleportation plate that will take you to another plate somewhere in the dungeon. The plate has no fire magic worked into it at all. When stepping onto the plate, you are instantly teleported to the next plate. However, this new plate is fixed to the ceiling off a 40x40x40ft room. You immediately begin to fall into a 20ft wide pit of lava that is 10ft deep. You have one round to react before you land in it. If you splash into the lava, you only take 3d6 falling damage from the 40ft drop. However, you take 20d6 fire damage from being submerged. If you manage to survive the fall and escape fiery-drowning death, you find a door that leads down a narrow hall...

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