the Dungeon Cliche

A Quaterling: A creature half the size of a halfling

The evil wizard Bargle

The evil wizard Bargle casting magic missle

The clerics who, before the adventure, don't offer to come and help you with your quest, but instead give you a potion of healing

A rust monster
 

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Dark Jezter said:
You might also want to ask the PCs to play as extremely stereotypical characters, some examples being an axe-wielding dwarf fighter who loves to drink ale

At your service, and your family's! (doffs helmet, bows)

Clichés...

- gotta work in slavers somehow.
- at the end, defeating the BBEG causes the dungeon to self-destruct, players must get out fast.
- at least one Drow (Gygax's, not Greenwood's) with a secret evil agenda, serving a Demon Queen.
- a shrine to an incomprehensible, nauseating aeons-old chthuluoid god-thing which may drive PCs mad, preferably with writhing purple tendrils.

Hmmm.. those aren't clichés, those are classics!
Uh, I guess you could just A1-4 and GDQ1-7, then... :D
 
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Oh, and you absolutle must include

- harpys angry at everyone because "they are all so pretty"

and

-An evil tempting demon in a circle, who keeps trying to get people to free him/her
 

...a room with a medusa and a chest containing ten "stone to flesh" scrolls...

...a room with a trap that shrinks the party as they enter, then a huge pit crossing the entire room and on the other side, a chest containing ten "enlarge person" scrolls...

...a room with poisonous snakes covering the floor and on the far side, a chest, containing (any guesses?) ten potions labelled "neutralise poison"...

ALL HAIL GYGAX!

;)
 

A teleportation trap which makes the PC's think they're going round in circles.

A circle trap which makes the PC's think they're being teleported.

A medusa standing in a quiet garden, hiding her head and weeping.
 

Don't forget the magic fountain that restores hit points to the first drinker and takes them away from the 2nd.

a backbiting sword and or spear is good too
 

Cthulhu's Librarian said:
Some sort of huge monster in a room with doors that are too small for it to have gotten in through or for it to leave

That's the Orc and Pie room.

It doesn't even have a door...

-Hyp.
 

Thought of a few more...

A room with a closed, locked door. The PCs can hear something, very faint, through the door. If the listen at the door, without specifically stating that they are protecting their ears in some way, as soon as they put their ear to the door an Ear Seeker (or whatever they are called these days in 3.5e) burrows into their ear.

A stone statue of an attractive, winged, female with wings. On the base of the statue is a word written in a strange language. The word is the name of the demon represented by the sculpture, and if someone says the word aloud, the demon is immediatly summoned and attacks the party.

Trolls. You must have at least 2 trolls whose limbs get severed and continue to crawl towards the party.

A magic, intelligent sword who talks aloud to the party, maybe even sings, and is itching for a fight. He calls out for something to kill, and if drawn during an encounter, he will challenge the biggest monster to a fight. He continually calls out things like "Yes! Go get him! We can take him! Come here you big ugly thing! Wanna piece of me?" Even when put away, he will keep on talking, making it very difficult, if not impossible, for the party to move quietly. Of course, its very difficult not to use him, as he is something like a +3 Flaming Longsword who can grant the wielder the ability to become invisible 1x day.




 

Go find the DVD for the Don Bluth game Dragonslair...
cant get more cliched than that!

Oh, you have to have the mysterious stranger (the guy that hires the party) sitting in a dark corner, then have him approach. Never forget the dark corner!!!

Aaron.
 

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