Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
#Dungeon23
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="ichabod" data-source="post: 9069222" data-attributes="member: 1257"><p>Fourteen rooms of level 2, which should have me caught up to today. This is the level associated with the Sphere of Fire, and the environmental effect is that you apply the penalties for extreme heat, as per DMG p.110. I decided to try out some symmetry with this level, but I'm not sure I like the effect.</p><p></p><p>[ATTACH=full]290264[/ATTACH]</p><p></p><p><strong><strong>Room I: Emephity</strong></strong></p><p></p><p>This room should be empty of the mephits who went to fight in room VII of level 1. There is a medium treasure here, however.</p><p></p><p><strong><strong>Room II: Firing Line</strong></strong></p><p></p><p>This room has periodic lines of fire shooting across it, north-south and east-west, through the middle of the room. If you can make a DC 15 Intelligence check you can avoid the flame. Someone who has made this check can coach another person to give them advantage on the check. If you fail the check, you must make a DC 15 Dexterity save or take 4d6 fire damage with an extra save against extreme heat, half damage and no extra save for a success. If someone wants to dodge the flames, note that they are at different levels and angles each time. It's a DC 20 acrobatics check to try and dodge, giving you advantage on the reflex save. But if you fail by 10 or more you have disadvantage on the reflex save.</p><p></p><p><strong><strong>Room III: Mercy</strong></strong></p><p></p><p>This room is a temple to Ffvvv, the god of fire (DC 10 Religion to identify it as Ffvvv's). There is a round altar near the south wall carved to look like Ffvvv's fire snake form. On the altar is a stone bowl with molten metal bubbling it it. If a character puts 25 gp worth of coins in the bowl to melt, they are relieved of one level of exhaustion due to heat. If they put any coins in they should get a hint of this effect, like a whiff of cool air.</p><p></p><p>If the altar is defiled in any way the heat in this level rises, and characters must make saves against heat every 20 minutes rather than every hour. This effect lasts until the PCs suitable atone, as determined by the DM. When cooled, the molten metal in the bowl is worth 50 gp.</p><p></p><p><strong><strong>Room IV: Burn Baby Burn</strong></strong></p><p></p><p>This room has two fire elementals. No treasure.</p><p></p><p><strong><strong>Room V: Heated Metal</strong></strong></p><p></p><p>This room contains a fire elemental myrmidon. No treasure.</p><p></p><p><strong><strong>Room VI: Magic Brazier</strong></strong></p><p></p><p>In the south wall of this room there is a fire place with a fire burning in it. Inside the fire is a heap of charred and melted weapons. None of the weapons are in useful shape, but if someone pokes through them they will find a low treasure in gems. If a weapon is held in the fire, it will continue to burn for an hour, and will do an extra 1d6 fire damage while it is burning. If put in a non-magical sheath or quiver, it will burn the sheath or quiver, and any ammunition in it. At the end of the hour, any non-magical weapon subject to this effect is melted and deals half damage.</p><p></p><p>The fireplace has a chimney. A character can take 1d6 fire damage to enter the chimney and climb up it, eventually reaching an exit to the surface.</p><p></p><p><strong><strong>Room VII: Smokey's Nightmare</strong></strong></p><p></p><p>This is an empty room. The western wall has a carving of a forest fire.</p><p></p><p><strong><strong>Room VIII: Snakity Snakity Snake</strong></strong></p><p></p><p>Each wall of this room has a three foot wide brazier with a burning flame in it. If any character goes into the center of the room or if any of the brazier's are closely examined, a fire snake crawls out of each one. When one of these fire snakes dies, another one crawls out of the brazier the dead one came from. This continues until the fires in those braziers are put out. This can be done by taking an action to turn one over. They are also AC 19, 20 hp, immunity to piercing and fire damage, vulnerability to cold damage. Allow for other ways to put out the flames, but they should require a spell slot on an action. Once put out the flames do not restart.</p><p></p><p>The brazier's themselves are a medium treasure. Each one taken out by damage other than cold damage reduces the treasure by 1/4.</p><p></p><p><strong><strong>Room IX: Language</strong></strong></p><p></p><p>Each time a character says 'fire' or 'heat' in this room, a half damage fire ball goes off, centered in the middle of the room.</p><p></p><p><strong><strong>Room X: Reverse Pit Maneuver</strong></strong></p><p></p><p>There is a large pit in the middle of this room. It has what appears to be two 5' x 10' panels made to look like the floor, but those panels are now hanging down into the pit on the east and west sides. If any character moves next to the pit and tries to look down into it, it spews fire up into the room. Everyone next to the bit must make a DC 12 reflex save or take 4d6 fire damage and make another save against extreme heat. If they make the reflex save, they only take half damage and don't have to make the second save.</p><p></p><p>The pit is 30 feet deep and has a low treasure in it. After the trap is set off it makes a low hissing sound for one minute (DC 12 Perception). While it is hissing it is recharging, and it will not go off again until it is done recharging.</p><p></p><p><strong><strong>Room XI: Ashes, Ashes, We All Cough Cough Cough</strong></strong></p><p></p><p>The floor of this room is covered with a thick coat of ashes. Anyone not moving slowly and carefully will kick up a cloud of ashes, forcing everyone within 5 feet to make a DC 12 Consitituion save. Failure means they develop a hacking cough which give disadvantage to any Stealth checks involving sound. The saving throw may be repeated every hour to end the effect.</p><p></p><p>There's a low treasure in coins under the ashes, but anyone search through the ashes will definitely have to make the save against coughing.</p><p></p><p><strong><strong>Room XII: Pressure Cooker</strong></strong></p><p></p><p>The floor, walls, and ceiling of this room have a pattern of octogonal and square tiles of different red and orange stone. The octogonal tiles are pretty obviously pressure plates (Perception DC 10). Each five feet a character moves in this room sets off one of the plates, and a square on one of the walls opens up and shoots a +5, 1d10 firebolt at them. Noting that the squares in the walls can move back is also Perception DC 10.</p><p></p><p>You can avoid setting off the pressure plate for a given 5 feet with a DC 5 Acrobatics check. (I realized after posting the rest of level one that this is the second room full of pressure plates. Whoops.)</p><p></p><p><strong><strong>Room XIII: Coal</strong></strong></p><p></p><p>This room is empty except for three barrels of coal in the north east corner.</p><p></p><p><strong><strong>Room XIV: Columnar</strong></strong></p><p></p><p>Each of these four hallways has a row of twelve columns down the middle. Each column is a depiction of one deity, with the four elemental deities and then the eight regents of the dead. The first column is a depiction of Asmodeus, which is odd. While there is no set order for the regents of the dead, Anubis is always shown first, because the souls go to him first before going to another regent. Furthermore, there are only four flames on Ffvvv's column, and they are usually associated with five flames. But there is a flame on Asmodeus's column, on the contract he is holding. If that flame is pressed, the secret door in the hallway unlocks (The secret door is Perception DC 25 to notice, but DC 20 after hearing the click of it unlocking).</p></blockquote><p></p>
[QUOTE="ichabod, post: 9069222, member: 1257"] Fourteen rooms of level 2, which should have me caught up to today. This is the level associated with the Sphere of Fire, and the environmental effect is that you apply the penalties for extreme heat, as per DMG p.110. I decided to try out some symmetry with this level, but I'm not sure I like the effect. [ATTACH type="full" alt="level002.jpg"]290264[/ATTACH] [B][B]Room I: Emephity[/B][/B] This room should be empty of the mephits who went to fight in room VII of level 1. There is a medium treasure here, however. [B][B]Room II: Firing Line[/B][/B] This room has periodic lines of fire shooting across it, north-south and east-west, through the middle of the room. If you can make a DC 15 Intelligence check you can avoid the flame. Someone who has made this check can coach another person to give them advantage on the check. If you fail the check, you must make a DC 15 Dexterity save or take 4d6 fire damage with an extra save against extreme heat, half damage and no extra save for a success. If someone wants to dodge the flames, note that they are at different levels and angles each time. It's a DC 20 acrobatics check to try and dodge, giving you advantage on the reflex save. But if you fail by 10 or more you have disadvantage on the reflex save. [B][B]Room III: Mercy[/B][/B] This room is a temple to Ffvvv, the god of fire (DC 10 Religion to identify it as Ffvvv's). There is a round altar near the south wall carved to look like Ffvvv's fire snake form. On the altar is a stone bowl with molten metal bubbling it it. If a character puts 25 gp worth of coins in the bowl to melt, they are relieved of one level of exhaustion due to heat. If they put any coins in they should get a hint of this effect, like a whiff of cool air. If the altar is defiled in any way the heat in this level rises, and characters must make saves against heat every 20 minutes rather than every hour. This effect lasts until the PCs suitable atone, as determined by the DM. When cooled, the molten metal in the bowl is worth 50 gp. [B][B]Room IV: Burn Baby Burn[/B][/B] This room has two fire elementals. No treasure. [B][B]Room V: Heated Metal[/B][/B] This room contains a fire elemental myrmidon. No treasure. [B][B]Room VI: Magic Brazier[/B][/B] In the south wall of this room there is a fire place with a fire burning in it. Inside the fire is a heap of charred and melted weapons. None of the weapons are in useful shape, but if someone pokes through them they will find a low treasure in gems. If a weapon is held in the fire, it will continue to burn for an hour, and will do an extra 1d6 fire damage while it is burning. If put in a non-magical sheath or quiver, it will burn the sheath or quiver, and any ammunition in it. At the end of the hour, any non-magical weapon subject to this effect is melted and deals half damage. The fireplace has a chimney. A character can take 1d6 fire damage to enter the chimney and climb up it, eventually reaching an exit to the surface. [B][B]Room VII: Smokey's Nightmare[/B][/B] This is an empty room. The western wall has a carving of a forest fire. [B][B]Room VIII: Snakity Snakity Snake[/B][/B] Each wall of this room has a three foot wide brazier with a burning flame in it. If any character goes into the center of the room or if any of the brazier's are closely examined, a fire snake crawls out of each one. When one of these fire snakes dies, another one crawls out of the brazier the dead one came from. This continues until the fires in those braziers are put out. This can be done by taking an action to turn one over. They are also AC 19, 20 hp, immunity to piercing and fire damage, vulnerability to cold damage. Allow for other ways to put out the flames, but they should require a spell slot on an action. Once put out the flames do not restart. The brazier's themselves are a medium treasure. Each one taken out by damage other than cold damage reduces the treasure by 1/4. [B][B]Room IX: Language[/B][/B] Each time a character says 'fire' or 'heat' in this room, a half damage fire ball goes off, centered in the middle of the room. [B][B]Room X: Reverse Pit Maneuver[/B][/B] There is a large pit in the middle of this room. It has what appears to be two 5' x 10' panels made to look like the floor, but those panels are now hanging down into the pit on the east and west sides. If any character moves next to the pit and tries to look down into it, it spews fire up into the room. Everyone next to the bit must make a DC 12 reflex save or take 4d6 fire damage and make another save against extreme heat. If they make the reflex save, they only take half damage and don't have to make the second save. The pit is 30 feet deep and has a low treasure in it. After the trap is set off it makes a low hissing sound for one minute (DC 12 Perception). While it is hissing it is recharging, and it will not go off again until it is done recharging. [B][B]Room XI: Ashes, Ashes, We All Cough Cough Cough[/B][/B] The floor of this room is covered with a thick coat of ashes. Anyone not moving slowly and carefully will kick up a cloud of ashes, forcing everyone within 5 feet to make a DC 12 Consitituion save. Failure means they develop a hacking cough which give disadvantage to any Stealth checks involving sound. The saving throw may be repeated every hour to end the effect. There's a low treasure in coins under the ashes, but anyone search through the ashes will definitely have to make the save against coughing. [B][B]Room XII: Pressure Cooker[/B][/B] The floor, walls, and ceiling of this room have a pattern of octogonal and square tiles of different red and orange stone. The octogonal tiles are pretty obviously pressure plates (Perception DC 10). Each five feet a character moves in this room sets off one of the plates, and a square on one of the walls opens up and shoots a +5, 1d10 firebolt at them. Noting that the squares in the walls can move back is also Perception DC 10. You can avoid setting off the pressure plate for a given 5 feet with a DC 5 Acrobatics check. (I realized after posting the rest of level one that this is the second room full of pressure plates. Whoops.) [B][B]Room XIII: Coal[/B][/B] This room is empty except for three barrels of coal in the north east corner. [B][B]Room XIV: Columnar[/B][/B] Each of these four hallways has a row of twelve columns down the middle. Each column is a depiction of one deity, with the four elemental deities and then the eight regents of the dead. The first column is a depiction of Asmodeus, which is odd. While there is no set order for the regents of the dead, Anubis is always shown first, because the souls go to him first before going to another regent. Furthermore, there are only four flames on Ffvvv's column, and they are usually associated with five flames. But there is a flame on Asmodeus's column, on the contract he is holding. If that flame is pressed, the secret door in the hallway unlocks (The secret door is Perception DC 25 to notice, but DC 20 after hearing the click of it unlocking). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
#Dungeon23
Top