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<blockquote data-quote="ichabod" data-source="post: 9062967" data-attributes="member: 1257"><p>Okay, first week's posting for me. As I started working on it, it just sort of became a fun house dungeon. I think that's appropriate if you aren't supposed to spend a ton of time planning things.</p><p></p><p>[ATTACH=full]289580[/ATTACH]</p><p></p><h3>Level 1 - Sphere of Air</h3><p></p><p><strong>Room I: Breezeway</strong></p><p>A wind blows across the room, without visible vents, from the south to the north. You can only open doors in the direction of the wind. You can change the direction of the wind by all getting together and blowing in one direction.</p><p></p><p><strong>Room II: Twin Winds</strong></p><p>Two air elementals on guard near the southern door. High treasure.</p><p></p><p><strong>Room III: Woon</strong></p><p>Carvings of the air god Woon.</p><p></p><p><strong>Room IV: Suckage</strong></p><p>There are small holes all over the room. They sense changes in the air. If someone passes the halfway point, air comes through the holes creating suction to the ceiling. Each round each character on the floor must make a Dexterity save to avoid flying 20 feet into ceiling and taking 2d6 falling damage. The DC for the save is 22 minus 1 for every 25 pounds of body weight the character has. The suction is turned off after 1 minute/10 rounds, or if someone exits the room. When it turns off, characters on the ceiling fall to the floor, taking 2d6 falling damage.</p><p></p><p><strong>Room V: Widdershins</strong></p><p>The air in this room moves in a counter-clockwise direction. There were carvings on the wall, but they have been worn away by the constant air movement.</p><p></p><p><strong>Room VI: Vacuum</strong></p><p>The doors to this room swing shut and lock if not held open. If all the doors are ever closed with more than 20 lbs of weight on the floor, all the air is sucked out of the room in one round. The doors closing is obvious, the pressure sensors are very subtle (DC 25 Perception).</p><p></p><p>The doors are DC 20 Thieves' Tools to pick the locks and DC 25 Athletics to force open. While they appear to be light wood like the other doors on this level, they are actually light wood over metal. The secret door is DC 20 Perception to find, and once found it is obvious how to open it. It is not locked.</p><p></p><p>Low treasure.</p><p></p><p><strong>Room VII: Steam Pit</strong></p><p>The pit in the northwest corner goes down to level 2. Climbing down it is DC 15 without a rope. It is a 30 foot drop</p><p></p><p>There are eight smoke mephits in this area. They will be poking around in the adjacent hallways as well. Once combat starts, 1d3 mephits fly out of the pit every round until 8 have come out of the pit. These are removed from the room below. Medium treasure (here and below).</p><p></p><p>The secret door is DC 20 Perception to find, DC 15 Investigation to operate.</p><p></p><p><strong>Room VIII: Monty Hall</strong></p><p>All three doors have two locks, but only the lower one is locked. The lower locks are DC 15, the higher locks are DC 25. If you unlock a lower lock, a bell rings in a random other adjacent room with a monster and the monster slams against that door. If any of the doors are opened, all of the locks on the other doors re-lock.</p><p></p><p>The mephits in Room VII will hear the bell and come it to the adjacent hallway to yell conflicting advice at the PCs. Some will tell them to open the door, and other will tell them to open the other door. If they go to the door with the bell, they all says "No! The other other door!"</p><p></p><p><strong>Room IX: Goat #1</strong></p><p>This room has an Air Myrmidon, upscaled to CR 8.</p><p></p><p><strong>Room X: A New Carriage</strong></p><p>This room has a beautiful new carriage. The carriage is enclosed, painted blue, and has beautiful cloud and wind designs painted on it in silver. It does not have any animals to pull it, and it does not fit through the doors. However, it does contain a very high treasure. The door to the north is one way and reinforced metal.</p><p></p><p><strong>Room XI: Goat #2</strong></p><p>This room has a Howler and a couple of Quasits. </p><p></p><p><strong>Room XII: Ghost Dice</strong></p><p>Two ghosts playing dice. They are playing over a lesser MacGuffin. It's going on forever because they are having rules arguments and accusing each other of cheating. If a character can make a DC 18 Charisma or Intelligence check, they can resolve the dispute or catch the cheater, and the game ends with the ghosts fading away. Otherwise they have to fight the ghosts to get the MacGuffin.</p><p></p><p><strong>Hallway XIII: Wind Tunnel</strong></p><p>There is a strong wind blowing south in this tunnel, making the tunnel difficult terrain. In addition, to move or take the dash action requires a DC 15 Strength save or the action is wasted. On a failure of 5 or more, the character is pushed back 15 feet. A secured rope at the end of the passage (or something similar) provides advantage on the save.</p><p></p><p><strong>Room XIV: Funny Smell</strong></p><p>The northern door in this room is locked. However, the ostensible lock is not really the lock (DC 15 Perception to spot, DC 15 Investigation to find the fake brick you can push to unlock the door). The ostensible lock is only DC 10 to unlock, but it unlocks a resevoir of posion gas (DC 15 Constitution save, 2d8 poison damage and poisoned for 1 hour on failure, half damage and not poisoned on success).</p></blockquote><p></p>
[QUOTE="ichabod, post: 9062967, member: 1257"] Okay, first week's posting for me. As I started working on it, it just sort of became a fun house dungeon. I think that's appropriate if you aren't supposed to spend a ton of time planning things. [ATTACH type="full"]289580[/ATTACH] [HEADING=2]Level 1 - Sphere of Air[/HEADING] [B]Room I: Breezeway[/B] A wind blows across the room, without visible vents, from the south to the north. You can only open doors in the direction of the wind. You can change the direction of the wind by all getting together and blowing in one direction. [B]Room II: Twin Winds[/B] Two air elementals on guard near the southern door. High treasure. [B]Room III: Woon[/B] Carvings of the air god Woon. [B]Room IV: Suckage[/B] There are small holes all over the room. They sense changes in the air. If someone passes the halfway point, air comes through the holes creating suction to the ceiling. Each round each character on the floor must make a Dexterity save to avoid flying 20 feet into ceiling and taking 2d6 falling damage. The DC for the save is 22 minus 1 for every 25 pounds of body weight the character has. The suction is turned off after 1 minute/10 rounds, or if someone exits the room. When it turns off, characters on the ceiling fall to the floor, taking 2d6 falling damage. [B]Room V: Widdershins[/B] The air in this room moves in a counter-clockwise direction. There were carvings on the wall, but they have been worn away by the constant air movement. [B]Room VI: Vacuum[/B] The doors to this room swing shut and lock if not held open. If all the doors are ever closed with more than 20 lbs of weight on the floor, all the air is sucked out of the room in one round. The doors closing is obvious, the pressure sensors are very subtle (DC 25 Perception). The doors are DC 20 Thieves' Tools to pick the locks and DC 25 Athletics to force open. While they appear to be light wood like the other doors on this level, they are actually light wood over metal. The secret door is DC 20 Perception to find, and once found it is obvious how to open it. It is not locked. Low treasure. [B]Room VII: Steam Pit[/B] The pit in the northwest corner goes down to level 2. Climbing down it is DC 15 without a rope. It is a 30 foot drop There are eight smoke mephits in this area. They will be poking around in the adjacent hallways as well. Once combat starts, 1d3 mephits fly out of the pit every round until 8 have come out of the pit. These are removed from the room below. Medium treasure (here and below). The secret door is DC 20 Perception to find, DC 15 Investigation to operate. [B]Room VIII: Monty Hall[/B] All three doors have two locks, but only the lower one is locked. The lower locks are DC 15, the higher locks are DC 25. If you unlock a lower lock, a bell rings in a random other adjacent room with a monster and the monster slams against that door. If any of the doors are opened, all of the locks on the other doors re-lock. The mephits in Room VII will hear the bell and come it to the adjacent hallway to yell conflicting advice at the PCs. Some will tell them to open the door, and other will tell them to open the other door. If they go to the door with the bell, they all says "No! The other other door!" [B]Room IX: Goat #1[/B] This room has an Air Myrmidon, upscaled to CR 8. [B]Room X: A New Carriage[/B] This room has a beautiful new carriage. The carriage is enclosed, painted blue, and has beautiful cloud and wind designs painted on it in silver. It does not have any animals to pull it, and it does not fit through the doors. However, it does contain a very high treasure. The door to the north is one way and reinforced metal. [B]Room XI: Goat #2[/B] This room has a Howler and a couple of Quasits. [B]Room XII: Ghost Dice[/B] Two ghosts playing dice. They are playing over a lesser MacGuffin. It's going on forever because they are having rules arguments and accusing each other of cheating. If a character can make a DC 18 Charisma or Intelligence check, they can resolve the dispute or catch the cheater, and the game ends with the ghosts fading away. Otherwise they have to fight the ghosts to get the MacGuffin. [B]Hallway XIII: Wind Tunnel[/B] There is a strong wind blowing south in this tunnel, making the tunnel difficult terrain. In addition, to move or take the dash action requires a DC 15 Strength save or the action is wasted. On a failure of 5 or more, the character is pushed back 15 feet. A secured rope at the end of the passage (or something similar) provides advantage on the save. [B]Room XIV: Funny Smell[/B] The northern door in this room is locked. However, the ostensible lock is not really the lock (DC 15 Perception to spot, DC 15 Investigation to find the fake brick you can push to unlock the door). The ostensible lock is only DC 10 to unlock, but it unlocks a resevoir of posion gas (DC 15 Constitution save, 2d8 poison damage and poisoned for 1 hour on failure, half damage and not poisoned on success). [/QUOTE]
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