the Dungeon Cliche

As irony would have it, when you collect all the cliches into one place, for some reason it always becomes original...

Case in point: This thread, and Discworld...

Aaron.
 

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If the PCs are high-enough level, make sure there's a beholder for them to fight.

Along with the gelatinous cube, the beholder is one of those monsters that just screams Dungeons & Dragons.
 
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I didn't read everyones post (sorry) but for cliches you should limit the wizard in your group to only being able to cast Magic Missle and Fireball. Maybe Melf's Acid Arrow if your feeling froggy.
 

And the evil clerics need the princess to serve as a host for the spirit of their long-dead leader...

A room where goblins tend a garden of edible fungi.

(while we're thinking about fungi...) Lumenescent fungi.

A chest containing a blade trap (sword with strong spring attached to hilt)

A pile of valuable gems and stuff, but it's really an illusion!

A room that's a temple to a good god so the bad guys are afraid of it and have never gone in there (safe place to rest). This room contains a healing fountain that only works once per character per day.

A chest that's really a mimic!

A gargoyle that attacks the party and then flees into a neighboring room - which is full of statues of gargoyles. Which is the real one?

A pool of water. If drinking from the pool, roll 1d12 and consult the following table to determine the effects (include a table with wacky effects). This pool functions only once per individual.

A wishing well (non magical).

A crypt full of coffins standing upright against the walls - but surprise! They all contain animated skelitons!

Giant rats.

Giant bugs.

A magical sword in a stone that only one "of pure heart" can remove.

A wand of light.

A horde of kobolds.

A room with an arched ceiling. Thick webs conceal the top of the room. There's a giant spider in the webs.

A humanoid skull in a firepit with a semiprecious stone inside.



That's all I can think of for now...
 

Oh, I just remembered! Don't mark this stuff on your map. Just make a big table and every time they go into a new room, roll on the table to see what is inside.

And make the rooms 30'x30' (except for the orc & pie room). It's a standard D&D room size - almost cliched in my mind. Gives room to fight. Have a door in the center of each wall.

Have a section of the map where a room should be - but there are no doors. Surprise! It's accessable via secret doors instead! There's treasure inside!

Ok, I'm done now, really.
 


Don't forget the skeleton in rusting chain mail, clutching a piece of parchment (somehow not affected by the elements) which contains the cryptic message:

"The dog-men live in the lower caves" :eek:
 

a door in the shape of a yawning mouth. and with darkness cast on it. the pcs have to crawl thru. ghouls on the other side. or the sphere of annihilation bit.

a set of plates on the wall of a corridor that cause armor and metal to heat as you move down the corridor.
 


dreaded_beast said:
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

OMG... I forgot all about Bargle. Don't forget a large poisonous snake and some ghouls. Bargle needs a charmed goblin (if I remember correctly). Bargle needs to kill the PC's love interest, a fairly attractive female cleric wearing form fitting chainmail and wielding a mace but no shield.

Water Weirds are also always cool as are wererats chasing the PC's through a dungeon. Give them a overhead room that they can get into by stepping on a stone block that is just sitting in the middle of a passageway. Of course the wererats figure out where the party has gone and begins breaking through the trapdoor.

A underwater skeleton covered by mineral deposits clutching a scroll tube which breaks off and begins flowing downstream.
 

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