| Post/Author/DateTime | Post |
|---|---|
| Ranger_ORB02-28-05, 09:46 PM | want to make a list of 1001 things you can put in a room in a dungeon |
| Mirikon02-28-05, 09:50 PM | 1) Murals on the wall. Especially if they tie in with the 'boss' of the dungeon somehow (like showing how to beat him) |
| Elrathh02-28-05, 10:07 PM | 2) The good old statues 3) Insects 4) Evidence of past battles |
| MortalPlague02-28-05, 10:11 PM | 5) Pillars 6) Columns 7) Statues that serve as columns 8) Broken columns :D |
| Jkol the Butcher02-28-05, 10:59 PM | 9) Statues with Amethyst or Ruby Eyes. They reflect the torchlight well outside the usefull radius of a light source and seem to be a fearful creature. 10) A cracked oval mirror with dark and forboding gilding for a frame. 11) A deck of Tarot cards tucked in a niche marked with a holy symbol. Every card drawn from the deck portents death. 12) A crack in the ceiling. Every few moments water collects at the lowest point of the fracture and falls in a drop that seems to echo throughout the dungeon |
| VirgilCaine02-28-05, 11:17 PM | They have these in the DMG, you know. 13) [Tomb] Wall carvings of unrelated monsters, gods, tools and items for the dead, etc. |
| mastroyo02-28-05, 11:30 PM | They have these in the DMG, you know. Let's take it up a knotch then... 14) Stalacites and Stalacmites ..... of blood pouring down the upper level. 15) Levitating-Candles. That light up when you pass near them. 16) Roots if the dungeon is not properly build. Living Roots perhaps. 17) Moss covered walls. Humidity everywhere. A corpse with signs of drowning...(no injuries, in armor, etc...) |
| krichaiushii02-28-05, 11:40 PM | 18) Claw marks on the wall. LARGE claw marks. 19) Metal shavings. 20) The ceiling is blackened by years of smoke, except in one location... 21) Candles are found to be still smoking, as if only recently extinguished... Toolbox from AEG has 400 assorted items (20 tables of 20 items each - and that is just for dungeon fixtures!). |
| Vharuck02-28-05, 11:53 PM | 22) A storage room in which foodstuffs are kept (for the more sentient-inhabited dunegons) 23) Rotting carcasses with only a few of the organs left (somebody had a quick snack) 24) A pile of crushes bones in front of the door (what's that clicking sound?) |
| Guy Humual03-01-05, 12:05 AM | 23) A poisoned fountain. 24) A lever on a staircase marked "super happy fun side" 25) A wall that looks like a door . . . but isn't. 26) A fountain of health 27) A bottomless pit 28) A pit that has a bottom . . . but's a long, long, long way down. 29) A staircase to nowhere. 30) A kitchen sink |
| nytemare6603-01-05, 12:11 AM | 31. Pile of dung 32. Small trap with some harmless animal in it(rabbit,squirrel etc.) 33. Sleeping bugbear(or other creature) 34. Small well 35. Coffers 36. Large map on the wall of some exotic far off place |
| TLomon03-01-05, 12:17 AM | 37. A shattered mirror. 38. An iron spike at the base of a splintered door. 39. A fountain of hydrochloric acid and a golden key at the bottom. 40. A turnstyle next to a demolished ticket booth. |
| MortalPlague03-01-05, 12:43 AM | 41) A hole between floors with a grate at either end. Between is a charred and blackened skeleton, and there are signs of melting to the stone and metal nearby, as if lava were poured down the hole while the prisoner was still alive. 42) A copy of the Hitchhiker's Guide to the Galaxy. |
| bastetie03-01-05, 01:05 AM | 43. A pile of 50 goblin ears. 50 right goblin ears....... 44. A single piece of gold just sitting there 45. A creature that is locked in a room, that speaks common, and says let me out and take my treasure. Does it lie? |
| icuall03-01-05, 05:51 PM | Cursed Music Box The owners of the item wanted to secure the item as best they could. They placed the item in a sealed wooden box, no seams of any kind (used Shape Wood) that contains a very strong Sleeping gas (DC 20) with a radius of 20 ft. The sleaping gas is a warning to those who will break the wooden box. The sealed wooden box is placed in a locked and trapped chest (adjust DC for your party) behind a secret half door, also locked. The item is a beautiful and most stunning musical box, even the most macho and bravado of fighters are impressed with its beauty. :eek: The artistry is amazing and breathtaking. Gems sparkle clearly, the gem quality is the best ever seen by a dwarf. The music is the best ever heard by mortal ears, angelic or godlike in comparison. The music is memerizing that those that hear it would like to hear it all the time. It is pleasing and an enjoyment. :) The music box has various 1 " height characters, made of gold, spinning in twisting circles as most music boxes do. There are elves, humans, and dwarves spinning in tune to the music which are the previous victims. Whomever was the first to hold and open the music box is the potential victim, Will Save DC 15. Each time thereafter, if the potential victim makes the save, the Will Save DC increases by 1, for each time he has opened the music box. Once the PC has failed his Will ST, he loses 1 Con on the first day, then 1 STR the second day, and on and on, and is compelled to open and play the music box when available during downtime or making breakfast, or bedding down for the night. The compulsion is subtle. The PC will not depart nor let the music box be damaged or destroyed. He will fight for the death for it. It is 'HIS' music box. Each day as one Con or STR point is being drained, the life force of the PC is fueling the music box. The PC will die when either STR or CON reach zero. The PC will not complain to other PCs about his STR or Con loss. He accepts and relishes in the evil relationship with the music box. Once the PC dies his soul is captured in the music box and a new gold figurine that looks exactly like him appears in the music box spinning and dancing the next time it is opened. The party must recognize over time what is happening or let their comrade fall victim. ;) Need Remove Curse to break the tie to the box and Restoration to heal their friend. |
| Vatras03-01-05, 05:59 PM | 47. Four times 99 raging barbarians and one Fred (for old times sake). :) 48. The landlord who is just confiscating the loot and chucking the monsters out because they didnt fulfill their killing quota. |
| Dreaming_in_the_void03-01-05, 07:41 PM | 49. 2d10 Nilbogs 50. Skeletons left over from the players' previous PCs. |
| kliate03-01-05, 08:11 PM | 51. Long-dead skeletons of orcs, surrounded by broken spears and sundered shields litter the floor. The stench of dead maggots that once consumed every ounce of the fallen's flesh rapes your nostrils as you look about and beg to whatever god you follow that the next room won't be anything like this. |
| Iyestorm03-01-05, 09:08 PM | 52) Oxygen. (I'm sorry) 53) a scale on the wall, charting the growth of the BBEG's pet hydra. Wow! 20 feet in just 1 year. Who's a big strong hydra?! whooz a bib stwong hydwa?! 21) The BBEG's report card. 22)graffitii. 56) A latrine. Even BBEGs need to poop. 56a) A trapped latrine (Evil, yes, I know.) |
| Shocker25003-01-05, 09:09 PM | ooh ohh... 52. Metal Reinforced doors that don't have doorknobs. Magicly emporwerd to prevent breaking down. Spot checks of DC 22, u can change that depending on the strength of ur PCs. Successful spot check leads them to notice scraping on the floor in a somewhat circular fashion leading to/from the door. Don't tell them directly there are hinges on their side, let them figure that out for themselves. Hinges arnt magicly enhanced and can be busted or disable deviced. Inside that room, u can put what ever you want. 53. This is the best, what u do, is have a long hallway which has a door to the right and strait... and going strait theres a room with a door going right, and in that room is another door going right, and then back to the hallway. PCs spend hours wasting time thinking there MUST be some secret door somewhere. 54. A REALLY large swiss cheese in a room, with dire rats living in the holes. |
| Ekranoplan03-01-05, 10:54 PM | 55. A fountain of Hawaiian punch 56. An extensive collection of charts detailing the population of sea turtles over the course of 4 years. The charts appear ancient. 57. A collection that features every National Geographic ever published, all in mint condition except for the most recent one which is partially burnt. 58. Pockets of methane gas (add some torches to the mix, its a real blast) 59. Mustard gas 60. 1000 Lbs. of wheat 61. A magic eight ball 62. A table with a book that cannot be removed. Each page of the book has a creatue, and when you turn the page that creature is summoned and tries to kill you. Each page features an increasingly stronger foe. 63. A bucket filled with molases 64. bits of string and paper 65. a bucket sculpted out of clay 66. A bucket that is actually a bunch of insects formed to look like a bucket 67. A bucket made out of molases 68. A bucket made out of water, when you leave the dungeon it loses its form 69. Radioactive material 70. A room filled with unfinished furnisher 71. some lab results that are 40 years old 72. Lab results that reveal one of the PCs has a tumor 73. Lab results that reveal the BBEG has a tumor 74. Blowfish poison 75. incriminateing documents 76. An undergroung lake that is just a giant whirlpool. |
| pres_man03-02-05, 12:16 AM | 77. Unicorn horn on a table with a note beside saying, "Oh yes, she will live again." |
| Johnny3D3D03-02-05, 02:59 AM | 78: An evil mime 79: A gigantic chess board (the floor being the board) with gigantic pieces. Everything seems to be in order except for the fact that one of the knights is missing on the side you entered. There's a door on the other side of the room, but there aren't any monsters; it seems a little too easy. 80: You walk into the room and it's the exact mirror image of the room you just left. You also see dark, shadowy imitations of your party looking at you from across the way; they don't look particularly friendly. 81: A series of huge gears is in the center of the room, but the rest of the room is barren. Upon careful study of the gears, the adventurers find a crank. If they can manage to turn the crank, it engages the gears; the whole room is on a series of pullies, gears, and crankshafts. The entire room turns 180 degrees, and the same door you came in becomes the door which leads deeper into the dungeon. 82: You open the door and your eyes are filled with amazement! The very walls are made of gold, but what catches the party's eye is the large treasure chest against the far wall. What they fail to realize is that it's not a treasure chest at all; instead, it's a Mimic. 83: A long forgotten artifact in the realm of D&D, the spork. |
| Mr. Bungle03-02-05, 05:34 AM | 84) Fill a large room with water (or acid if you want TPK), and swimming monsters. When PCs open the door, they have to swim and fight for their lives. 85) BBEG torturing the previous adventurers. 86) A huge sarcophagus in the middle of the room. Inside the PCs find the mutilated body of someone they know (friend/lover/parent) and a small letter. 87) The room has no floor, just an abbyss leading down into infinity. It is also a dead-magic zone, but the PCs don't know that until they enter... 88) A single person sits inside the room at a table, and there are (insert number of PCs) free chairs beside the one he sits on. Behind a small screen concealing his hands, you hear the noise of dices rolling. Absently he picks up a book and flicks through the pages, reads something, and nods to himself. Satisfied he put the book back down, looks up on you and say "At last! I have been waiting for you. Shall we begin?" |
| Maeren03-02-05, 08:07 AM | 89) what about monsters? (sorry about that one) 90) Chains with blood 91) An abbatoir. Let dead mutilated people and animals hang down from the ceiling. At the end of the room you see a table with chair and a plate, cuttlery and a glass of red wine. 92) Voodoo doll. If it's used, one of your PC will feel the pain. 93) Something referring to an other campaign, player or situation IRL 94) Musical instrument playing itself. |
| Joe Khol03-02-05, 11:46 AM | 95)A massive underground lake. 96)A big red cross painted on the floor beneath a mysterious dark hole in the ceiling. 97)An intricately carved scale model of the entire dungeon. 98)A broom closet. 99)A cleaner scrubbing the floor while complaining to themselves about the blood stains never coming out. 100)Something totally indescribable :) |
| Glenn4Moose03-02-05, 01:02 PM | can't believe no onementioned this one 101) Kobolds!! |
| Iyestorm03-02-05, 05:56 PM | 102) Action figures. |
| Ekranoplan03-02-05, 06:00 PM | 103. Iron ore 104. A list that details everything to be found in the dungeon 105. a duck 106. A gazebo 107. An underground weapons research facility 108. An underground weapons research gazebo that can fold space and project holograms. It is also half organic and it can create its own arrows and bolts threw some biological process and shoots them at enemies. 109. People who have been turned to stone 110. benches |
| Johnny3D3D03-03-05, 04:37 AM | 110: An NPC named Roku Darkwolf who is locked inside of a prison cell. His attire is comprised of a green bandana, a badly ripped white cotton shirt, leather leggings, and badly worn boots. In physical stature he appears just as any other orc would, but he has a certain aura about him which gives you the impression that he may be a bit more friendly than your average orc. Is he a possible ally, a bluffing foe, or is he just desperate to escape his cell before whatever it is that put him there comes back? 111: Classic cartoon door trap: A rope is tied to both the door and some object in such a way that opening the door causes the object to fall onto the head of the first person coming through the door. It's usually something harmless yet humiliating such as manure, cooking flour, and/or water; however, more dangerous things could be used. 112: Inside this dungeon is a vastly different world compared to what is on the surface. Long ago a persecuted race sought refuge from their enemies. A small group of them fled to this dungeon where they hid themselves along with a few heard animals, food, water, and seeds. They found ways of growing food and surviving in the dungeon; soon, after a generation or two, they had forgotten much of the outside world. Those who remembered didn't care to go back for they enjoyed their now peaceful life and had/have no desire to risk it. The dungeon you are in is now their home with various rooms belonging to various families and the bigger rooms being used as underground farms and various other purposes. |