Dungeon Build: What should be in this Dungeon Level?

Post/Author/DateTimePost
#1

yellowdingo

Mar 12, 2010 21:26:56
Hi gang! I thought i would offer up this 3D Dungeon which everyone could comment on and make suggestions for the Contents.

Lets call it:

YD1-THE SHRINE OF AMUNRAK

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Enjoy!
#2

strand0

Mar 12, 2010 21:47:48
The hallway between room one and five should have secret doors on both ends.
#3

Grimbus

Mar 13, 2010 5:10:00
What fun!

Number 8 is a statue which was put there to stop folk from going down the stairs and into the more secret levels of the cult. Acolytes had to press a medallion into a groove on the statue chest and say a memorised chant which contained the password, but were never actually told which part of the chant contained the password itself. Anyone who tries to get past without the password is driven back by the statue.

The statue makes a pretty tough combat opponent.

Of course, the amulet and chant can be found somewhere is a locked chest, or around the neck of a zombie acolyte  in one of the preceding rooms. A perception check or a close examination of the statue will reveal the groove  

If you want to make the encouter easier - the players come across a zombie that is pressing the amulet into the groove, but lacking the vocal cords to make the chant is pushed back by the statue. The zombie and the statue have been repeating the same movements for years.  
#4

Fallen_Star_02

Mar 21, 2010 20:53:08


the players come across a zombie that is pressing the amulet into the groove, but lacking the vocal cords to make the chant is pushed back by the statue. The zombie and the statue have been repeating the same movements for years.  



Awesome! im gonna use that one!

Since areas 2, 3, and 4,  are close together, spread minion level monsters around the rooms. then when the pc's start fighting in one room, the others will hear the noise and come running to join in.
#5

fullerena

Mar 22, 2010 5:40:43
Hm, that long corridor looks unpleasant.

5 is fortified against intruders coming down corridor 10 - there's no door, but there's a short wall just inside, with slits for arrow fire... or something heavier, if you're nasty.  Siege weaponry, or a flame trap, perhaps.  Of course, once you're through the doorway (perhaps via the secret passage from 1, or stealth, or just moving really quickly) the major defences aren't going to help the inhabitants, but they could be handy if the PCs need to hold off attackers from upstairs whilst preparing a portal out after finishing up downstairs, or some other ritual.

Edit: The cult's minions don't know about the secret passage - most of the access is via 10.  Calling out the password, bluffing, or disguise can get intruders right up to the entrance with a bit of luck.  The passage isn't an escape route - it's a way back in if the cult experiences "leadership issues" and the ex-leader wants to make a grand entrance when it's time to take down the heretics and convince the poor, misguided fools who went along with them that their true leader has returned.  Also, because the current leader really doesn't want to have to assault 10.
#6

mirri-sthebest

Mar 22, 2010 18:09:42

How do you get to room 7? Surprised

Maybe you can have a drop-in entrace from above, and room 7 is home to some unmentionable beast. When the encounter is over, the beast smashes into the wall, opening up to hallway/room 10.