Knuckles Jarvis
|
Looking for some ideas of some rooms in the "home" of an insane wizard.
Basically, this wizard lives in a giant snake-like aquatic machine and has done so for nearly a hundred years. In this time he only has a small group of adventurers that he sees once a month. Other than that he is in complete solitude. I'm looking for ideas on rooms that may have come out of his experiments and research. Pretty much anything is possible as the amount of magic at his disposal is vast. The campaign is heavily into planar travel, evil entities (Devils, Demons, Daemons, Crime lords, etc.) and the "fall" of the gods. I've already got a few rooms going, but any ideas or advice would be great.
| tonyz |
| 5 people marked this as a favorite. |
A summoning room, with altered gravity so walls and ceiling are also floors than can be walked on. (Reflex save to avoid "falling" prone onto the wall if you're adjacent to it; the wizard is immune to this as he's had decades of practice). All six sides of the room have summoning circles on them. This allows him to summon a bunch of different creatures at once and negotiate with them all simultaneously. Or possibly have intraplanar tea parties, given the hovering coffeepot in the middle of the room.
Lots of unseen servants tidying up. Anything dropped is instantly whisked away to a storage shelf; PCs who stand still for too long find invisible hands brushing their clothes, combing their hair, and possibly providing shaves, haircuts, and sponge baths. (The wizard didn't want to waste good research time on personal grooming, and was a little loose in his instructions to the servants).
| Lurk3r |
Well, upside-down rooms are always a classic.(Reverse Gravity)
Maybe a room where sound behaves oddly. If you aren't in your proper seat, you either can't be heard or sound like you're shouting. (Ghost Sound/ Silence)
You could have an Escher maze. (Reverse Gravity again)
A big open room with snaking invisible pathways which only become visible 5 feet in front of you. (some illusion)
A room where everyone is invisible and you have to tell where people are by how objects around the room move. (Invisibility, of course)
A room with an illusion of a lush open field so the wiz doesn't get cabin fever.
| Darigaaz the Igniter |
how about a "power room" where demons and solars are processed into pure essense of good and evil respectively. the esssenses are burned ina the equivelent of a matter/antimatter reactor to power the vessel/construct/artifact....
I'll do you one better. 10,000 skeletal/zombie hamsters endlessly running on wheels connected to the power generator.
| Zenogu |
| 1 person marked this as a favorite. |
The clockwork room which you must rotate in order to make the "doors" appear in the right places. Or else monsters are released if its incorrect.
The cieling comes crushing down, requiring the strongest party member holds it up. Tye others must figure a way out.
The room fills up with water up to your waist, and aquatic denizens attack from below.
A trap room with water knee high, and chains dangling from the cieling. Pull the wrong one, and a lightning bolt shoots into the water, hurting everyone inside. How can we determine which one is right?
The room divides the party in half, with rotating walls of spikes. One side has monsters, the other has a hidden switch to stop the room.
| Gator the Unread |
| 2 people marked this as a favorite. |
A room where the gravity pulls from the walls instead of the floor.
A room of animated chains. With hooks.
A flooded room with an air pocket on top, with the skeletons of some poor souls chained to the floor. When the heroes swim down to investigate the shiny reflections near the skeletons, they discover the skeletons are undead, and the undead try to grapple the swimmers.
A room of giant gears that must be "ridden" in the proper sequence to make it to the other side without being crushed.
A giant room of balconies, with two colored doors per balcony. Going in one door leads to another balcony with a different colored door. Go in the right sequence, and you move on. Go in the wrong sequence, and you might end up leaving out those two doors over there. Ya know, they one without the balcony?
A series of rooms that connect to form a small town. Which would just be interesting if the two thieves guilds in the town were not warring right at that moment.
The typical room of mirrors. Or a maze of mirrors.
The Room of You: A room where, at the same time you enter, twelve other versions of you- from parallel universes- enter from different doors. Some look glad to see you, others not. They all know you. It gets disturbing when one walks in as a mindless zombie, and later, another simply falls through the door as a smoking corpse.
More on the Room of You: Instead of other universes, the other people you meet might be the you of the past and future. None will talk about themselves (sorry, no hints to the future), not why you can't remember these talks. One will be you as a child, another you as a teenager, then yourself, an older you, and so on, until to reach the great old grandfatherly you. But when when younger and older versions of you start to turn up dead, things get creepy...
A room without sound, but any action to cause noise instead causes the word for that sound to appear on the wall.
A room with a glass box floating in the center. Inside the glass box is a 3-D maze where you have to navigate the ball into a cup. Only when you try to turn the box, the whole room rotates (gravity's relationship to what was the floor was a fleeting one).
A room where the heroes can watch a illusionary fight scene, and even bet on the winners. Most of the battles are between strange alien creatures. Then, one day, they see the fight they just had play out on the illusions.
| Gherrick |
A room where every edge of every square is actually an invisible gateway to another non-adjacent square. Map out a route that is "safe", allowing the party to traverse to the other side of the room. You could even get mean and have certain edges lead to a wall (spiked?), much like walking into a glass door :) Tread carefully! Throw in a few squares with spiked pits or other hazards, and best of all, disable other forms of teleportation :)
| Xisifer |
The Room of You: A room where, at the same time you enter, twelve other versions of you- from parallel universes- enter from different doors. Some look glad to see you, others not. They all know you. It gets disturbing when one walks in as a mindless zombie, and later, another simply falls through the door as a smoking corpse.More on the Room of You: Instead of other universes, the other people you meet might be the you of the past and future. None will talk about themselves (sorry, no hints to the future), not why you can't remember these talks. One will be you as a child, another you as a teenager, then yourself, an older you, and so on, until to reach the great old grandfatherly you. But when when younger and older versions of you start to turn up dead, things get creepy...
Sounds like the Maze of Many:
http://goblinscomic.wikia.com/wiki/Maze_of_Many
| Cerberus Seven |
| 1 person marked this as a favorite. |
A sentient room of non-euclidean dimensions. If the PCs try to do something, the room reforms and refuses to cooperate unless they properly negotiate with it. If they try hostile / damaging magic, the room responds with dimension warping, insanity-inducing effects, and animated objects to protect itself. Also, the room has a very odd way of communicating with people, making different INT-based checks necessary instead of normal Diplomacy. Lastly, while the PCs are there, they have to make Fort, Reflex, or Will saves every so often to not be sickened, entangled, or confused by the odd space/time geometry of the room and its contents.
| Justin Rocket |
You need a cartoon room where the PCs turn into cartoons, anvils fall from the sky, and a high speed train rushes from one painted tunnel to another.
A room in which, despite no apparent light souce, PCs can walk through shadows and well-lit zones.
A "Cheshire worm" enigmatically follows the PCs around, grinning at them.
A room in which the PCs change age backward and forward depending on where they are in the room.
A library full of nursery books from various planes.
A room full of sand - packed top to bottom - and one random object (ex. a rocking chair) buried in it.
A never ending ice cream cone.
| Furthermore |
Each "room" need not be on the same place, let alone plane. Each doorway can be a gate or a teleporter that launches you across the planet or into another dimension entirely, with all the pros and cons that dimension has to offer. Well, perhaps some safeguards so the wizard wouldn't actually die. Ambient positive energy in the positive energy plane. Anyone with a good aura feels REALLY uncomfortable in an evil plane, and extra-planar creatures may appear at random to attack them constantly and keep moving. Really, stupidly hot should they touch any walls in the fire plane. Should they use Teleport to get from one room to another... oops! You're in hell! The elemental plane of fire! The plane of positive energy!
From the outside, each room would only appear as a box of equivelent dimensions to the room. There may be one next to their local city. An ordinary looking adamantine box. Heck, it could even have a door in it, so one of the Wizard's magic servants can leave at intervals to go and get that kind of tea he likes that conjuration spells can never quite duplicate and only Bjorik Hflinvir at the corner of Bloom and Bricklayer really knows how to mix the way he likes. The entire final encounter with the Wizard is prevented if the PC's give him some of this tea. It then becomes a tea party.
| Bacon666 |
| 1 person marked this as a favorite. |
Thhink about what a normal house got:
Kitchen: golem chef wanna use the group as dinner unless they convince the fire elemental to heat the soup!
Bedroom, symbol of sleep on the wall, a few bard zombies summoned upon activation singing lullaby for 1D6+1 rounds (may just be an illusion...)
Dinner room: animated chairs want ppl to sit down, so they excell at tripping guests...
Lounge: home of a few succubus guests willing to get friendly with other guests...
Restroom, unless the secret phrase is shouted (con check DC 14 to shout loud enough) or the smelling poop elemental comes... (this elemental gains 1D12 hp each time a player or character says "s@%!" in any language)
ryric
RPG Superstar 2011 Top 32
|
| 1 person marked this as a favorite. |
Have a tesseract. It's a 4 dimensional cube. You can rig it up as a group of 8 cubical rooms connected by the faces in a specific way. Gravity can vary depending on which face the PCs enter each room from. Leaving may be a bit of an issue; normally there would be no way out in our three dimensions(in the same way it's impossible to "leave" a cube by walking along the faces), so you may want to include a teleporter for escape.
Nothing says "insane smart wizard" like warping spacetime itself.
| Loren Pechtel |
Take the unseen servants up a notch--the whole place is under the effect of presdigitation being used to clean. Anything the wizard would regard as dirt is quickly cleaned up, even if it's on visitors. (Earth elementals suffer 1hp/turn of damage.)
It's also under the same magic as a ring of sustenance--the wizard doesn't want to bother to spend time on such mundane things as eating.
A room where several trolls are bound to an arcane apparatus that draws blood from them and uses it to create a regenerative magic over the whole place--1 hp/turn of regeneration is available, it will be distributed evenly over anyone in the place. (Thus if three people are hurt they will get 1 hp/3 turns.) This is full trollish regeneration with no immune types, not merely fast healing. (To actually kill someone you must use death magic, kill the trolls, disable the machine or drag them outside before they recover.)
Rooms that contain limited portals to the astral, ethereal and all the inner planes. Each room has a 6'x6'x6' cube in the center of the room that actually lies on the plane in question. As the cube is entirely bounded by the room there is no connection to the rest of the plane (although you could teleport elsewhere on the plane from within the cube) and thus no creatures. He can redirect the cube to another (random) spot on the plane in order to get a fresh sample if he's used up whatever was of interest in the current sample. While there are barriers around these cubes they aren't locked, beware of things like stepping into the negative material plane!
| Justin Rocket |
| 2 people marked this as a favorite. |
Basically,
you need things that the players can interact with in weird ways and which give opportunities to roleplay in ways they could never interact with anywhere else in this game.
So, a room which is basically a giant ice cream sundae that the PCs can climb over, eat, etc.
You need things that serve no other purpose than to raise questions and drive the PCs mad about why those things are there or what those things do.
So, a telescope which the PCs can look through to see far away places, but places which seem to be of no particular interest or are they (for example, one view might show a young couple having a picnic)? The PCs can gain no idea where these views are from and can't teleport there. The views may not even be of real places (or, the PCs might run into one of the characters they saw through the lens much later in the campaign).
You need places that play around with basic forces of the world in subtle ways
A room in which characters age/get younger according to some odd pattern.
Things which do nothing
A bell in a particular wing of a floor which just *dings* at random moments. The bell can't be seen, but the bell can be clearly heard anywhere on that wing.
| Krivi |
although this isn't completely geared toward a crazy wizard, it could be used by one.
create a demiplane and then use permanent magics that prevent planar travel everywhere within the plane execpt for a 10ft square. place a the 30ft wide, 30ft long, 20ft tall room.
Next, place an Adamantine Golem in the center of the room with a 5th lvl or higher Symbol spell on the ground(your choice how it gets set off).
Then place an 'Energy Transformation Field'(3.5 spell) within the room, set to use SM9 or whatever tickles your fancy, along with the golem, whom you make immune to the SM9 when you set the spell's parameters.
And then insert some poor fool(s) who stumbled in via planar magic. Enjoy their terror when they realize that they cannot escape because their magic fuels the field, along with the triggered symbol, and they have to fight a never ending wave of SM9, along with the golem.
| Rictras Shard |
| 1 person marked this as a favorite. |
I once made a room in which all the walls were mirrors. The characters quickly noticed that none of them were reflected. During a fight with skeletons, and afterwards while looting, they would sometimes see a reflection of a faceless child which would appear to be looking at them, despite having no eyes. When they would look to where the reflection should be, there would be nothing there.
I supplied them with a key to the room's only door, so that they could use the room as a relatively safe resting place. They refused to do so, electing instead to make flimsy barricades in another room rather than sleep with the mirrors.