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Help on fleshing out wizard laboratory
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<blockquote data-quote="Gez" data-source="post: 726088" data-attributes="member: 1328"><p>The first D&D dungeon I made, briefly sumed-up for you to dig ideas, was also the abode of a necromancer. Not a very powerful this one, but that's not important, as he found the forsaken planar lab of a previous wizard.</p><p></p><p>There was 5 layers, with gates linking all. The first was empty, except for traps. Someone with <em>fly</em> or<em>levitation</em>, and knowing the place, could avoid all traps and reach the next layer safely.</p><p></p><p>The second layer was home to research on fungi. Think Zuggtmoy. Aberrant fungi everywhere, plus some oozes.</p><p></p><p>The third layer was the undeath lab. Huge pool of a sickly glowing green liquid were hollowed in several little locked rooms. The "water" was strongly imbued with negative energy: someone taking a dive would lose 5d8 hp per round, and once dead become a wight in two rounds. Undead, even destroyed one, falling in would become reconstructed. Some pools were empty, but the room with the biggest pool was swarming with a nightmarish crew of them.</p><p></p><p>Some pools were interconnected with tunnels, giving a chance for creature emerging at any time.</p><p></p><p>One room contained old musty texts explaining how to create the negative fluid. Definitely something Vile. That liquid may be a component for creating the endless cauldron of zombies from the BoVD. On the table, scattered among the loose-leaf parchments, some ghastly dissected remains, and a nigh-empty wand of <em>disrupt undead</em> (activation word being "<em>crève !</em>" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) used by the necro to "work quietly".</p><p></p><p>Among the creatures used; wights, zombies and skeletons were omnipresent. Most of the mindless ones were of animal origin (snakes, bear, horse, wolf primarily) but a wide range of the humanoid races was covered, orcs, humans, dwarves, halflings; primarily children of these species, easier to catch.</p><p></p><p>A new monster created for the place was a sort of medusa-dog. A wolf zombie, with several venimous serpent zombies grafted on its head and neck, their poison gland filled with the vile fluid. The serpent heads had a chance to go bogus and attack themselves or the dog part (accidentaly healing it with the 1d8 negative energy dose).</p><p></p><p>The fourth layer was a fiery forge, full of toxic metal fumes, lava flows, ore storage yards, and dantesque constructions (like a lavamill, functionning like a watermill, but using a lava fall rather than a water fall). Denizens of this layer were mephits, magmins and some metallic constructs (animated armors).</p><p></p><p>The fifth layer was the house/library, with the failed lich and several beholderkin (of a new type, no antimagic cone, no eyerays, small, with two tentaclesque arms like a choker's, and an ability to spit magic missiles like the cacodemons from doom spat fiery balls -- and as they get healed by force effects, a group of them was virtually invincible). The "recipe" for the construction of these spotter could be found in this level.</p><p></p><p>The last two layers were a bit tricky to navigate, as they did not have real layout: they were rooms with a number of door, each door opened to a corridor of random length, leading to another random door. The destination of a door was reassigned each time it was re-opened. The only constant was a door was always between a room and a corridor. There was a cantrip that allowed to choose destination and length of corridor upon opening a door, for 1H per level, but that cantrip wasn't, of course, in the player's hand. Extradimensional planes are fun this way.</p></blockquote><p></p>
[QUOTE="Gez, post: 726088, member: 1328"] The first D&D dungeon I made, briefly sumed-up for you to dig ideas, was also the abode of a necromancer. Not a very powerful this one, but that's not important, as he found the forsaken planar lab of a previous wizard. There was 5 layers, with gates linking all. The first was empty, except for traps. Someone with [i]fly[/i] or[i]levitation[/i], and knowing the place, could avoid all traps and reach the next layer safely. The second layer was home to research on fungi. Think Zuggtmoy. Aberrant fungi everywhere, plus some oozes. The third layer was the undeath lab. Huge pool of a sickly glowing green liquid were hollowed in several little locked rooms. The "water" was strongly imbued with negative energy: someone taking a dive would lose 5d8 hp per round, and once dead become a wight in two rounds. Undead, even destroyed one, falling in would become reconstructed. Some pools were empty, but the room with the biggest pool was swarming with a nightmarish crew of them. Some pools were interconnected with tunnels, giving a chance for creature emerging at any time. One room contained old musty texts explaining how to create the negative fluid. Definitely something Vile. That liquid may be a component for creating the endless cauldron of zombies from the BoVD. On the table, scattered among the loose-leaf parchments, some ghastly dissected remains, and a nigh-empty wand of [i]disrupt undead[/i] (activation word being "[i]crève ![/i]" :) ) used by the necro to "work quietly". Among the creatures used; wights, zombies and skeletons were omnipresent. Most of the mindless ones were of animal origin (snakes, bear, horse, wolf primarily) but a wide range of the humanoid races was covered, orcs, humans, dwarves, halflings; primarily children of these species, easier to catch. A new monster created for the place was a sort of medusa-dog. A wolf zombie, with several venimous serpent zombies grafted on its head and neck, their poison gland filled with the vile fluid. The serpent heads had a chance to go bogus and attack themselves or the dog part (accidentaly healing it with the 1d8 negative energy dose). The fourth layer was a fiery forge, full of toxic metal fumes, lava flows, ore storage yards, and dantesque constructions (like a lavamill, functionning like a watermill, but using a lava fall rather than a water fall). Denizens of this layer were mephits, magmins and some metallic constructs (animated armors). The fifth layer was the house/library, with the failed lich and several beholderkin (of a new type, no antimagic cone, no eyerays, small, with two tentaclesque arms like a choker's, and an ability to spit magic missiles like the cacodemons from doom spat fiery balls -- and as they get healed by force effects, a group of them was virtually invincible). The "recipe" for the construction of these spotter could be found in this level. The last two layers were a bit tricky to navigate, as they did not have real layout: they were rooms with a number of door, each door opened to a corridor of random length, leading to another random door. The destination of a door was reassigned each time it was re-opened. The only constant was a door was always between a room and a corridor. There was a cantrip that allowed to choose destination and length of corridor upon opening a door, for 1H per level, but that cantrip wasn't, of course, in the player's hand. Extradimensional planes are fun this way. [/QUOTE]
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