AmorFati
First Post
I'm currently working on a dungeon inspired by the movie Cube.
Seeing, as I've planed to make it a 6*6*6 20 ft. square rooms dungeon, it'll be pretty huge.
There will of course be several bigger rooms as well, but still it will be a dungeon with about 150 rooms.
The rooms will also shift around during play. Seeing as this will be a forum game, I'm planning to shift the rooms one time per day. I'll roll a 2d6 to determine what room I'll use as starting point for the shifting (x-axis and y-axis), then roll 1d12 to determine if this room shift nort, east, south or west. When it shift, it will the push all other rooms on that same row as well. Because of this shifting, doors that opened up to rooms before might very well open up to a stone wall now, etc.
Now, I've got lots of ideas for encounters, traps, puzzles etc that will fill up the rooms, but no where enough for ALL the rooms!
I'd appreciate any fun puzzles, interesing encounters (Combat an otherwise), innovative traps etc that you could come up with, quests they get from "inhabitants" etc etc.
I am aiming for anything in the range of ECL 10 - 16.
What I got so far, is:
Each level of the dungeon have a special feature. Bottom level is underwaters, so the PC's would have to find some way to breathe water. Mostly underwater creatures live there, of course.
Top level gave no gravity, so they'll be flying around, together with airborne creatures.
I'll have one Elemental level.
I want one "humanoid" level as well.
now, I've got 2 levels with undetermined features. Possible features could be undead, magical beasts, animals and plants, outsiders etc.
Now, to get out from the dungeon, they'd have to collect 6 keys/stones/whatevers, to open the exit on the top level. One of these keys can be found on each level, after some kind of "boss fight" for that level.
The "boss fights" I've pretty much got covered, I think, but suggestions would be appreciated there as well.
Seeing, as I've planed to make it a 6*6*6 20 ft. square rooms dungeon, it'll be pretty huge.
There will of course be several bigger rooms as well, but still it will be a dungeon with about 150 rooms.
The rooms will also shift around during play. Seeing as this will be a forum game, I'm planning to shift the rooms one time per day. I'll roll a 2d6 to determine what room I'll use as starting point for the shifting (x-axis and y-axis), then roll 1d12 to determine if this room shift nort, east, south or west. When it shift, it will the push all other rooms on that same row as well. Because of this shifting, doors that opened up to rooms before might very well open up to a stone wall now, etc.
Now, I've got lots of ideas for encounters, traps, puzzles etc that will fill up the rooms, but no where enough for ALL the rooms!
I'd appreciate any fun puzzles, interesing encounters (Combat an otherwise), innovative traps etc that you could come up with, quests they get from "inhabitants" etc etc.
I am aiming for anything in the range of ECL 10 - 16.
What I got so far, is:
Each level of the dungeon have a special feature. Bottom level is underwaters, so the PC's would have to find some way to breathe water. Mostly underwater creatures live there, of course.
Top level gave no gravity, so they'll be flying around, together with airborne creatures.
I'll have one Elemental level.
I want one "humanoid" level as well.
now, I've got 2 levels with undetermined features. Possible features could be undead, magical beasts, animals and plants, outsiders etc.
Now, to get out from the dungeon, they'd have to collect 6 keys/stones/whatevers, to open the exit on the top level. One of these keys can be found on each level, after some kind of "boss fight" for that level.
The "boss fights" I've pretty much got covered, I think, but suggestions would be appreciated there as well.