Tell me about a cool room in your dungeon...


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35ft wide room. 50ft long.
Down the center of the room is a bridge 5 feet wide that extends from the door the PCs entered through to the other side of the room where there is an open door the PCs need to get through. Between the bridge and the walls is a very deep pit.
Lining both walls at 5ft intervals are silver scupltures of a white dragons head, assign each head a number.
As soon as the PCs enter the room skeletons begin to pour out the door opposite of them (I think I used 30 since the PCs can only fight them one at a time).
Every round roll a d10 for each side of the room twice. The indeicated dragon head scultures go off. Shooting a cold bolt across the bridge damaging any one in the square (3d6 damage Ref half DC 13).
The skeletons are immune to cold so they cannot be hurt by the cold.

To make the encounter more difficult up the DC/damage of the breath weapon or use more powerful creatures.
Another possible variant is to use a different weapon in place of cold bolt that could 'bull rush' the PCs in addition to dealing damage.
 

I once used the ancient greek steam engine created by Heronas of Alexandria as a puzzle in one of my dungeon rooms.

Basically the room was a large 50x50x15 room. The party comes through 1 door and across the room is a very large stone & metal door. In the room were what seemed to be pillars. Although at the base of each pillar was a small fire place about 5 feet from the ground. Once the players lit enough fires in the pillairs, they heated water tanks built into the pillars above the fires. The steam then was used to turn a pully and slowly the extremly heavy door on the other side of the room opened.

It was kinda funny cause one of the kids playing was an avid Legend of Zelda fan, and when he saw all the 'fire places' kinda guessed thats what had to be done. But because in the Zelda games, the doors open as soon as the torches are lit, he was taken a little off guard when it took about half an hour for the fires to warm up the water and start to get the gears working :)

Hmm.. I guess that wasn't really all that special. Maybe we have too many outdoor encounters ;)
 
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Actually that is tremendously cool! It's something I can run with (fire elementals, etc.)

Nice! Consider it sniped! ;)

Woas said:
I once used the ancient greek steam engine created by Heronas of Alexandria as a puzzle in one of my dungeon rooms.
[snip]
Hmm.. I guess that wasn't really all that special really. Maybe we have to many outdoors encounters ;)
 

My favorite pit trap

A deep pit, like 100 feet deep. The pit is ten feet wide and ten feet long.

Halfway down the pit, there is a gelatinous cube in stasis, awoken when touched.

If adventurers fall down the pit, they land in the cube (taking it out of stasis). There's a chance that they fall through the cube (because it's, well, gelatinous), but most likely they get caught in it. Either way, they have to save or be paralyzed.

If they're lucky enough to not be paralyzed, they can struggle to get out, but realistically the best they can do is fall farther down to the bottom of the pit (where there are spikes, of course). But now, if they survive that, or if they fell through the cube to begin with, they're trapped in a pit with a gelatinous cube above them. It starts inching down toward them. Their first instinct is to probably use a ranged weapon or a spell to kill the cube before it reaches them. If they're successful...

it falls on them, burying them in 10 feet of paralyzing gelatinous goo.
 


My second favorite pit trap

This one is an even higher level threat than the first.

It's a really deep pit, with a ladder. At the bottom, there's magical darkness. If you climb down the ladder, about halfway down (well before the darkness), you hit a powerful electrical trap that's sure to knock you way low on hit points. Then you fall (the ladder breaks away). When you hit bottom, there's a power word: kill trap that goes off. This is sure to take out all but the toughest of characters. Pretty mean, and by itself not all that interesting.

And of course, a simple levitate spell will bypass it (although if it's a mage using levitate, the PW:K will probably take him out even without the electrical trap and the fall).

But when the person dies, they are immediately animated as a zombie down in the pit, and get their own levitate. Then they float up out of the pit and attack their friends. When I ran this, and described the rogue falling down into darkness and then a horrible undead thing (wearing his clothes) coming back up, the paladin in the group immediately used turning, dusting the rogue for good. I guess I live the deviousness of having your comrades take you out, thinking that they're doing the right thing.

(The group playing, based on an old trap in the Ravenloft module for some reason, immediately assumed that the rogue had been teleported out and replaced with a zombie.)
 

fredramsey said:
In the center of the room is a human skeleton standing on its own, with a scimitar in one hand and holding a steel shield in the other, with a shortbow and quiver on its back. But the scene is stranger still: an identical skeleton stands on the back wall as though it were a floor!

Piratecat has described something similar, involving several interconnected rooms, trapdoors in the center of each wall, and relative gravity. Heck if I can find it now, though.
 


Here's one I created and ran recently:

A large square room, 50-ft x 50-ft. A passage going in from the south and a passage going out to the north. A note on the floor that reads: "Beware the Waves!" (this is optional).

Inside the room, the east and west "walls" are made out of water resembling waves. Beneath the waves, an undersea landscape can be seen (complete with shipwrecks!), going back a fair distance. At the bottom and inside the watery walls, piles of armour and weapons lay rusting.

In fact, the water walls are only 5 feet deep. Behind the water are regular walls that have been painted to appear to have depth. The actual walls are made out of metal and are super-charged with magnetism.

As soon as any piece of metal, even as little as a coin, enters the room it is pulled through the air into the water walls and magnetized against the metal walls beneath the waves. The attraction is almost instantaneous and is enough to pull characters off their feet and hurtle them through the air. Once pinned against the metal wall, a character has extreme difficulty pulling free. If minimal metal is worn, then it can be discarded and the character can escape (Woe to the paladin in full plate!).

Once pulled beneath the water, the character in question begins to drown. Ultimately, the body rots away and the arms and armour fall to the ground - adding to the pile.

When I ran this room, it almost killed several characters. It took them a little bit to realize what was happening. This trap is particularly lethal for small groups of PCs or those carrying lots of metal. You can set DCs to shed metal items accordingly to raise/lower the EL of the trap.

Of course, you could always make the water acid if you're a truly evil DM...
Mwa-HA-HA!!!
 
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