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help fleshing out a dungeon
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<blockquote data-quote="Shallown" data-source="post: 1709142" data-attributes="member: 1368"><p>Well there are some good undead and no reason not to make some normal undead Good to guard the place. Shadows that are good aligned. You just describe them diferently and keep the stats. the strength drain is positive energy being moved from the target to the shadow (not that they need it) That sort of thing. No reason to limit yourself too much.</p><p></p><p>I did an undersea adventure that had an ecology that was sealed. I had two levels one was ruled/controlled by Vegepygmies which are basically plant people. With this being the sun gods place you could have a whole level that has naturtal sun light and soul. Provide some magical or Divine way to recycle the air and you can have a whole plant culture that wa sonce gaurdiands but in a thousand years has evolved into something else. Plants having short generations and under magical "radiation" from the divine sun may evolve.</p><p></p><p>I also used mechanical creatures from the MMII the name escapes me but the were classed gold, electrum, silver, and platnium. They had a group mind that was interesting. I made them sort of ant like and switched out a few powers on the Platnium since he had like Mordenkainen's disjunction, which I didn't want to use. But it made for an interesting possibility the two waring factions. Plant versus mechanical.</p><p></p><p>You could develop some of those into ideas. You could take most anything and slap the construct traits on it and use it. </p><p></p><p>Also think of lower powered Outsiders (lantern, hound archons) and elementals as guardians.</p><p></p><p>Throw in an ooze or two that lives on various nasty things and you have a themed dungeon with some surprises.</p><p></p><p>later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1709142, member: 1368"] Well there are some good undead and no reason not to make some normal undead Good to guard the place. Shadows that are good aligned. You just describe them diferently and keep the stats. the strength drain is positive energy being moved from the target to the shadow (not that they need it) That sort of thing. No reason to limit yourself too much. I did an undersea adventure that had an ecology that was sealed. I had two levels one was ruled/controlled by Vegepygmies which are basically plant people. With this being the sun gods place you could have a whole level that has naturtal sun light and soul. Provide some magical or Divine way to recycle the air and you can have a whole plant culture that wa sonce gaurdiands but in a thousand years has evolved into something else. Plants having short generations and under magical "radiation" from the divine sun may evolve. I also used mechanical creatures from the MMII the name escapes me but the were classed gold, electrum, silver, and platnium. They had a group mind that was interesting. I made them sort of ant like and switched out a few powers on the Platnium since he had like Mordenkainen's disjunction, which I didn't want to use. But it made for an interesting possibility the two waring factions. Plant versus mechanical. You could develop some of those into ideas. You could take most anything and slap the construct traits on it and use it. Also think of lower powered Outsiders (lantern, hound archons) and elementals as guardians. Throw in an ooze or two that lives on various nasty things and you have a themed dungeon with some surprises. later [/QUOTE]
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