Dungeon Design Help [ My players stay out ]

Gregor

First Post
Hey everyone, help me flesh out a dungeon!

In another thread, I asked what you might find in a series of caves beneath the lair of a young green dragon? Within the cave is a small waterfall that falls down into a pool (where the dragon sleeps and bathes) which then runs off down a small shaft into the earth. The dragon is quite young, is new to the cave, and has not ventured down into the shaft. As a result, he uses it as a place to dump his garbage (bones, feces etc). The PCs must go down into the caves to find an old Elven artifact that was hidden there hundreds of years ago. The artifact is deep in the earth and most likely at the bottom level.

What sort of baddies would the PCs deal with? Im thinking lots of oozes and vermin on the top level, that would be drawn to all the biological matter that the dragon dropped down the shaft. But what about some lower levels? Maybe an older elven crypt? A chasm inhabited by big spiders in a web network? A magma flow where fire salamanders have started a forge-town? The possibilities are endless!

Come on you creative dungeon designers, let me know your ideas!

The party consists of five very tough level 4 characters (cleric, ranger, rogue and two fighters)

Cheers,
 

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I'm suddenly drawn to the idea of an otyugh with characteristics of an oozemaster. It would be too tough for this group, but he wouldn't have to be hostile. :)
 

Ok, so it's a natural cave, the lair of a green dragon. A waterfall flows down into a deeper level. Elves hid a widget here.

The first couple things point to this being a natural cave. Probably limestone, carved out by this flowing water. There's probably an exit for all this water, somewhere, after it winds down through the caverns down deeper.

What would one find here? Probably nothing intelligent, at least near the top. Smart critters would have fled the arrival of the dragon, or driven it out.

So your first instinct is probably correct- oozes, molds, cave-dwelling critters. Piercers, I love piercers.

The environment will be a major hazard. All this moisture will make everything slippery and hard to climb.

Deeper down, of course, the elven widget. The elves wouldn't have just dropped it in a dark corner and left it. There should be a fairly elaborate protected area for them to seal it in.

Oh, it should be behind some reworked stone, though. They didn't really intend for anyone else to find it, after all. So the wall should look just like the rest of the wall there, but you know how slowly stalactites grow? If the area was reworked as recently as a few hundred years ago, the stalagmites (the ones on the floor) in this area should be very small, while the ones hanging from the ceiling would be normal sized. That's the clue for your players about where the entrance is.

So in a big cavern, maybe have some combat here so you can have a map, there are lots of big stalagmites on the floor, except in one area, where they're very little. So it's a visual clue, lots of big circles representing columns, except off to one side. That might be too hard. Hrm.

What else could live here? Maybe some jermelaine or something, guys that wouldn't want to drive out the dragon because it makes their back door that much safer. The party doesn't have to fight them, just talk their way through to get on with their real mission.
 
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At the bottom of the shaft; I would keep it simple, undead, the body parts of past meals, fungus and molds, insects, bugs, toads. Think of the creatures that would live off the waste of a dragon and that you see in a cave.

The bottom of the shaft opens from a waste heap to a underground marsh, water from the falls becoming a shallow pond, before flowing deeper into the underdark. Bats can be heard clinging to the roof of the cave, large cockroaches and other insects scurry under foot.

Now do you make the water into a stream leading to a river? Do Trogs hunt rats and carrion crawlers along its banks, spearing blind fish?
 

The elves left a guardian to watch over the widget. The guardian might be a construct, an elemental, or some type of unique good undead. But since the elves thought "Well, we want to be able to get the widget back in 300 years" they would have left some mean of bypassing the guardian without actually killing it.

Maybe the guardian asks a riddle (in elvish) that relies on obscure clues. Characters can make an appropriate knowledge check to understand the clues well enough to begin solving the riddle. This will reward players with knowledge ranks.

Try this: Use the Magical Construct Template from Monte Cook's site.

www.montecook.com

Apply the template to a sphinx or a pixie.



Creating a Magical Construct

"Magical Construct" is a new monster template you can add to any corporeal creature that is not of the shapechanger, elemental, or ooze type -- hereafter referred to as the "base creature." The resulting creature is of the construct type. The material used to make the construct (stone or metal) helps determine its powers and abilities.

A magical construct uses all the base creature's statistics and special abilities except as noted here.

Hit Dice: Increase to d10 (if the base creature has d12 HD, do not reduce the total).
Speed: Constructs have 75% of the speed of the base creature, unless the speed is for flying; in that case, the speed is 50% of the base creature and the maneuverability falls to Poor.
AC: Natural armor increases by +8 if the construct is made of stone, +12 if it is made of metal.
Attacks: The magical construct retains all the attacks of the base creature.
Damage: The magical construct retains the damage values of the base creature.


Special Attacks: A magical construct retains all the special attacks of the base creature, except those that involve changing shape (something the magical constructs cannot do). It also gains one of the following.
Breath Weapon (Su): First or second round of combat -- cloud of poisonous gas, 10-foot cube directly in front of the construct lasting 1 round, free action every 1d4+1 rounds; Fortitude save (DC 17), initial damage 1d4 temporary Constitution, secondary damage death. Available to metal constructs only.
Breath Weapon (Su): Turn to stone permanently, cone of gas 60 feet long, every 1d4 rounds (but no more than five times per day); Fortitude save (DC 17).
Breath Weapon (Su): Sleep gas cone, 60 feet, every 1d4 rounds (but no more than five times per day); Fortitude save (DC 17) or fall asleep for 1d10 minutes.
Slow (Su): The construct can use slow as a free action once every 2 rounds. The effect has a range of 10 feet and a duration of 7 rounds, requiring a successful Will save (DC 13) to negate. The ability is otherwise the same as the spell.
Haste (Su): After it has engaged in at least 1 round of combat, the construct can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.


Special Qualities: A magical construct retains all the special qualities of the base creature and also gains the following:
• Immune to mind-influencing effects, poison, disease, death affects, paralysis, stunning, sleep, and similar effects.
• Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
• Darkvision 60 feet
• Destroyed when reduced to 0 hp, cannot be raised.


Saves: Same as the base creature.
Abilities: Modify the base creature as follows: Str +10, Dex -4, Con [No score], Int [No score], Wis -2, Cha -10 (minimum 1).
Skills: Constructs have no skills.
Feats: Constructs have no feats.


Climate/Terrain: Any land and underground
Organization: Solitary or gang (2-4)
Challenge Rating: Up to 10 HD: as base creature +3 (+4 if metal); 11+ HD: as base creature +2 (+3 if metal)
Treasure: None
Alignment: Always neutral
Advancement: Same as the base creature

Construction

The cost for each construct includes that of the physical body and all the materials and spell components that are consumed or become a permanent part of it. It amounts to 10,000 gp per HD.

The first task is carving or assembling the construct's physical body. The creator can assemble the body or hire someone else to do the job. The builder must have the appropriate skill, which varies with the construct.

The real work of creating a construct involves extended magical rituals that require two months to complete. Understanding the rituals requires a character of the appropriate level with the Craft Magic Arms and Armor and Craft Wondrous Item feats. The creator must labor for at least eight hours each day in a specially prepared laboratory or workroom. The chamber resembles an alchemist's laboratory and costs 500 gp to establish.

For stone constructs, the creator must be 16th level and able to cast either arcane or divine spells. Completing the ritual drains from the creator 100 XP for each of the construct's HD and requires geas/quest, limited wish, polymorph any object, and stone shape.


For metal constructs, the creator must be 16th level and able to cast arcane spells. Completing the ritual drains from the creator 150 XP for each of the construct's HD and requires geas/quest, limited wish, polymorph any object, and iron body.


When not working on the rituals, the creator must rest and can perform no other activities except eating, sleeping, and talking. If personally crafting the construct's body, the creator can perform the rituals while building it. If the creator misses a day of rituals, the process fails and must be started again. Money spent is lost, but XP spent are not. The construct's body can be reused, as can the laboratory.


Completing the ritual drains the appropriate XP from the creator and requires casting any spells on the final day. The creator need not cast the spells personally; they can come from outside sources, such as scrolls or other assisting casters.
 

Elves would be unlikely to use traps, except of the magical variety. You may have some magical traps, again deactivated by a codeword or gesture. Perhaps the traps rely on alignment or ethos.
 

Cheers,

Thanks for all the input, it really helped me to plan the dungeon out. Lets see how my players deal with oozes, huge vermin, slippery floors and a little group of ooze mephits. Moreover, I enjoyed the suggestion for magical traps left over from the elves....so my players may need to dodge a lightning bolt or two ;)

Thanks again!
 

It would be cool to see what you came up with, if you ever feel like sharing. Maybe also let us know how it turned out?
 

Sure thing, my session is this Sunday. After which, I'll try and post the map and give a run down of what happened. I just hope the young dragon (CR 5) doesnt trounce the party before they get a chance to explore the caves ;)

Cheers,
 

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