Post by Random on Aug 5, 2009 15:11:49 GMT -6
A random thread idea, how about we come up with some more craziness as is shown in the books?
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An underground pool creates large magical bubbles that burst when striking the ceiling. However, they do not burst when grasped and can in fact be ridden to softly arrive at a lower dungeon level through a colossally deep pit.
Statues that stand motionless (well, they're statues!) unless adventures pass by them without saying hello or acknowledging their existence. They will then animate as rather insulted creatures, making a big enough fuss to be heard by nearby monsters.
A bowl of Alpha-Bits rests upon an altar. The letters must be removed and arranged in correct sequence to answer a riddle plastered upon a magical door.
Rooms which cause those entering them to gain temporary bonuses to their ability scores. These rooms might also contain monsters who benefit from the same (perhaps a Super Hero with maximum strength!).
Devices which have a multitude of buttons and levers, none of which do anything whatsoever, although the devices can be smashed. They contain hidden treasures (and perhaps monsters as well).
Doors which do not open under torchlight.
Doors which serve as magical gates to other dungeon levels (although this will not be immediately apparent).
Doors which may only be opened by group effort.
Doors which lead nowhere, but have a large matching key that sets off a trap, dealing dice of damage equal to the dungeon level to the wielder of the key.
After a falling portcullis trap, a lengthy corridor, perhaps several miles long, eventually ends with a teleporter back to the main dungeon area, but travelers will have long ago worried for suspicion of magical transportation and probably run short of torches.
A passage which seems to lead to a dungeon exit actually leads to a parallel world where every creature's alignment is reversed (other than those who are aligned with Neutrality). If desired by the DM, the adventurers may meet their "anti-selves" at the point of transition and have a grand battle.
Vegetation which appears to be deadly, evil, poisonous etc., is actually a garden of magical healing plants which cure blindness, disease, or insanity.
Furniture is animated to greet guests and invite them to sit down and relax, that the "master" will be in soon. They are actually covered in magical glue, and soon the "master" arrives to devour the helpless adventurers.
Room complexes which are all part of an ancient contraption built by an extinct race of colossal dwarves/gnomes.
Lice or other parasites that feed upon gold. They cling invisibly to adventurers' bodies and make their way to the gold pouches where they destroy coins over a period of several hours. If the destruction of the gold causes a change in encumbrance, the problem will be noticed by the affected character. The lice may be washed off by submerging in water.
A large pit which is also a teleporter leading to mid-air above the pit, causing the character to fall repeatedly until rescued (or starvation sets in).
Slides at the bottom of a pit which lead to lost treasures. Unfortunately, there is no obvious way to get them back out (the treasures are too large!) Even if a clever adventurer manages, most of the treasure will prove to be an illusion, with perhaps 1,000 GP per dungeon level being real.
A massive stone face has a dark mouth which is actually a portable hole. It can be stripped off, rolled up, and used later.
A wishing well grants one wish for every 100 GP (or perhaps 500 GP) thrown into it. These wishes last only for as long as the wishers remain within the room. The gold, of course, vanishes when it hits the water.
Monsters which are hidden as part of the treasure: Spears that sprout arms and legs and thrust their heads forward, gold coins that swarm and smother, etc.
Chest and cases that have different contents when placed upon various pedestals. Contents will range from treasures to monsters to maps to poison gas to just about anything.
Statues with missing parts made from valuable materials (gem eyes, a golden arm, etc.), which will simply reattach and turn to stone when placed upon the statue. This may or may not trigger anything special.
Have an area where monsters are magically constructed, run by next-to-unbeatable creatures. These constructs can be sold for exorbitant prices, but there is no guarantee that they will be very useful, or even follow orders properly.
A hall of gambling where various creatures win and lose large fortunes in short spans of time. The adventures may get in on the games, but will be accused of cheating when they win, requiring them to either run for their lives or take on the gambling hall's "security staff" in combat.
Items such as rings or swords that cause wielders to save or be trapped within the item. They are released upon the items' destruction.
Items which cause a character to grow inseparably attached to them, totally delusional about the items' "magical powers" of which they actually have none.
Items which are very useful (magical items), but are cursed and can never be employed when needed: Swords that won't come out of their sheaths, rings that fall off fingers, etc.
Treasures protected by magical cages. The items may be retrieved by using a 10' pole or similar device, although accidentally touching them to the cage causes an explosion.
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An underground pool creates large magical bubbles that burst when striking the ceiling. However, they do not burst when grasped and can in fact be ridden to softly arrive at a lower dungeon level through a colossally deep pit.
Statues that stand motionless (well, they're statues!) unless adventures pass by them without saying hello or acknowledging their existence. They will then animate as rather insulted creatures, making a big enough fuss to be heard by nearby monsters.
A bowl of Alpha-Bits rests upon an altar. The letters must be removed and arranged in correct sequence to answer a riddle plastered upon a magical door.
Rooms which cause those entering them to gain temporary bonuses to their ability scores. These rooms might also contain monsters who benefit from the same (perhaps a Super Hero with maximum strength!).
Devices which have a multitude of buttons and levers, none of which do anything whatsoever, although the devices can be smashed. They contain hidden treasures (and perhaps monsters as well).
Doors which do not open under torchlight.
Doors which serve as magical gates to other dungeon levels (although this will not be immediately apparent).
Doors which may only be opened by group effort.
Doors which lead nowhere, but have a large matching key that sets off a trap, dealing dice of damage equal to the dungeon level to the wielder of the key.
After a falling portcullis trap, a lengthy corridor, perhaps several miles long, eventually ends with a teleporter back to the main dungeon area, but travelers will have long ago worried for suspicion of magical transportation and probably run short of torches.
A passage which seems to lead to a dungeon exit actually leads to a parallel world where every creature's alignment is reversed (other than those who are aligned with Neutrality). If desired by the DM, the adventurers may meet their "anti-selves" at the point of transition and have a grand battle.
Vegetation which appears to be deadly, evil, poisonous etc., is actually a garden of magical healing plants which cure blindness, disease, or insanity.
Furniture is animated to greet guests and invite them to sit down and relax, that the "master" will be in soon. They are actually covered in magical glue, and soon the "master" arrives to devour the helpless adventurers.
Room complexes which are all part of an ancient contraption built by an extinct race of colossal dwarves/gnomes.
Lice or other parasites that feed upon gold. They cling invisibly to adventurers' bodies and make their way to the gold pouches where they destroy coins over a period of several hours. If the destruction of the gold causes a change in encumbrance, the problem will be noticed by the affected character. The lice may be washed off by submerging in water.
A large pit which is also a teleporter leading to mid-air above the pit, causing the character to fall repeatedly until rescued (or starvation sets in).
Slides at the bottom of a pit which lead to lost treasures. Unfortunately, there is no obvious way to get them back out (the treasures are too large!) Even if a clever adventurer manages, most of the treasure will prove to be an illusion, with perhaps 1,000 GP per dungeon level being real.
A massive stone face has a dark mouth which is actually a portable hole. It can be stripped off, rolled up, and used later.
A wishing well grants one wish for every 100 GP (or perhaps 500 GP) thrown into it. These wishes last only for as long as the wishers remain within the room. The gold, of course, vanishes when it hits the water.
Monsters which are hidden as part of the treasure: Spears that sprout arms and legs and thrust their heads forward, gold coins that swarm and smother, etc.
Chest and cases that have different contents when placed upon various pedestals. Contents will range from treasures to monsters to maps to poison gas to just about anything.
Statues with missing parts made from valuable materials (gem eyes, a golden arm, etc.), which will simply reattach and turn to stone when placed upon the statue. This may or may not trigger anything special.
Have an area where monsters are magically constructed, run by next-to-unbeatable creatures. These constructs can be sold for exorbitant prices, but there is no guarantee that they will be very useful, or even follow orders properly.
A hall of gambling where various creatures win and lose large fortunes in short spans of time. The adventures may get in on the games, but will be accused of cheating when they win, requiring them to either run for their lives or take on the gambling hall's "security staff" in combat.
Items such as rings or swords that cause wielders to save or be trapped within the item. They are released upon the items' destruction.
Items which cause a character to grow inseparably attached to them, totally delusional about the items' "magical powers" of which they actually have none.
Items which are very useful (magical items), but are cursed and can never be employed when needed: Swords that won't come out of their sheaths, rings that fall off fingers, etc.
Treasures protected by magical cages. The items may be retrieved by using a 10' pole or similar device, although accidentally touching them to the cage causes an explosion.