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The Grand List of Dungeon Challenges
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<blockquote data-quote="Imaculata" data-source="post: 7820243" data-attributes="member: 6801286"><p>Every now and then us Dungeon Masters suffer a moment of designers block when creating our dungeons. Our dungeon seems to be missing something... an interesting obstacle, or a simple puzzle to spice up that boring maze of corridors and rooms. If only there were a thread with ideas, ready for use.</p><p></p><p>The rules of this thread are simple. Describe one or more simple dungeon challenges in a way so that any DM can easily insert it into their dungeon. The challenge can be limited to just one room, or span across multiple. Try to also think about ways in which the players might try and break the challenge (for example, with magic). Is this allowed or not? Illustrations of the challenge are optional. The challenges can be presented independently of system or edition. If you want to provide DC's for elements of the challenge, you are free to do so, but it is not required.</p><p></p><p>I'll start us off, but anyone is welcome to add their ideas.</p><p></p><p>[ATTACH=full]114393[/ATTACH]</p><p></p><p><strong>The Crevice of Creatures</strong></p><p></p><p>This challenge revolves around two rooms, separated by an old iron portcullis. The players must attempt to open a set of heavy steel doors in one room, but in order to do that they need to get into the other room to reach a heavy lever. Unfortunately the portcullis is broken, and the mechanism to lift it seems to be long gone. But there is a hidden crevice behind a bookshelf that also leads into the room with the lever. This crevice is just large enough for a medium person to squeeze through, where upon they are attacked by vermin. While squeezing through the crevice a character is unable to swing their weapon effectively (it is either impossible, or the DM may give a severe penalty). A succesful perception check may reveal the sound of insects near the crevice. The players can also use magic to overcome this obstacle. A simple Knock spell will lift the portcullis, or open the steel doors.</p><p></p><p><strong>Repairing the Statues</strong></p><p></p><p>Two stone statues hold a set of stone doors closed. The statues contain a hidden mechanism that allows them to open and close the doors whenever someone kneels onto a pressure plate in front of the doors. A stone engraving on the wall shows a monk kneeling on the pressure plate, saying a prayer and the doors opening. Unfortunately currently several body parts of the statues are missing and the statues will not operate unless they are complete. The players must search the rest of the dungeon to recover the missing pieces, as well as find the text of the prayer (found on a stone tablet elsewhere in the dungeon). The stone doors are warded against magic.</p><p></p><p><strong>The Flooded Corridor</strong></p><p></p><p>A tunnel descends towards a dead end where the tunnel is partially flooded and has collapsed. The murky water reaches up to the players' neck and hides an underwater corridor from view that allows the players to bypass the rubble. The players must dive underwater to see the corridor. The rubble is too heavy and plentiful to clear by hand, although an explosion might clear the blockade as well.</p><p></p><p><strong>Forging a new Gear</strong></p><p></p><p>The players encounter a large door operated by a mechanism of gears and a large winch in the floor (which must be operated by multiple people). One of the gears is missing. The players must locate a forge elsewhere in the dungeon to make a new gear. Optionally, they may need a mold to make the gear, which could also be elsewhere in the dungeon. The door is warded against magic.</p><p></p><p><strong>The Bridge of Hymns</strong></p><p></p><p>The players must cross a deep ravine. If the players sing a specific hymn, magical stone platforms start to float upward and form a bridge. Elsewhere in the dungeon, a stone carving shows singing priests walking across the ravine via the floating platforms, as the players are expected to do. Religious characters may already know the hymn, or the players may need to find it elsewhere in the dungeon. If the players are expected to find the hymn first, it is best to place it in a logical location, such as a church or shrine.</p><p></p><p><strong>The Scorched Priest</strong></p><p></p><p>Above a pool of sulfuric acid dangles a steel cage, suspended from the ceiling by a rusty chain and just out of reach. Inside the cage are the remains of a dead priest. The cage was originally used to allow the priest to inhale the sulfuric gasses to receive spiritual visions, but this priest seems long deceased. He carries with him a key item that the players need. This key item does not melt in acid, should the players completely bungle this challenge. A counter weight keeps the cage at its current height, although any added weight will cause the cage to descend into the acid. The players can use a Spider Climb spell to reach the cage, or they can jump to the cage. Another player can hold onto the counter weight, to keep the cage from descending. Alternatively, if the key item is light enough, the players may use a mage hand spell to acquire the item.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7820243, member: 6801286"] Every now and then us Dungeon Masters suffer a moment of designers block when creating our dungeons. Our dungeon seems to be missing something... an interesting obstacle, or a simple puzzle to spice up that boring maze of corridors and rooms. If only there were a thread with ideas, ready for use. The rules of this thread are simple. Describe one or more simple dungeon challenges in a way so that any DM can easily insert it into their dungeon. The challenge can be limited to just one room, or span across multiple. Try to also think about ways in which the players might try and break the challenge (for example, with magic). Is this allowed or not? Illustrations of the challenge are optional. The challenges can be presented independently of system or edition. If you want to provide DC's for elements of the challenge, you are free to do so, but it is not required. I'll start us off, but anyone is welcome to add their ideas. [ATTACH type="full"]114393[/ATTACH] [B]The Crevice of Creatures[/B] This challenge revolves around two rooms, separated by an old iron portcullis. The players must attempt to open a set of heavy steel doors in one room, but in order to do that they need to get into the other room to reach a heavy lever. Unfortunately the portcullis is broken, and the mechanism to lift it seems to be long gone. But there is a hidden crevice behind a bookshelf that also leads into the room with the lever. This crevice is just large enough for a medium person to squeeze through, where upon they are attacked by vermin. While squeezing through the crevice a character is unable to swing their weapon effectively (it is either impossible, or the DM may give a severe penalty). A succesful perception check may reveal the sound of insects near the crevice. The players can also use magic to overcome this obstacle. A simple Knock spell will lift the portcullis, or open the steel doors. [B]Repairing the Statues[/B] Two stone statues hold a set of stone doors closed. The statues contain a hidden mechanism that allows them to open and close the doors whenever someone kneels onto a pressure plate in front of the doors. A stone engraving on the wall shows a monk kneeling on the pressure plate, saying a prayer and the doors opening. Unfortunately currently several body parts of the statues are missing and the statues will not operate unless they are complete. The players must search the rest of the dungeon to recover the missing pieces, as well as find the text of the prayer (found on a stone tablet elsewhere in the dungeon). The stone doors are warded against magic. [B]The Flooded Corridor[/B] A tunnel descends towards a dead end where the tunnel is partially flooded and has collapsed. The murky water reaches up to the players' neck and hides an underwater corridor from view that allows the players to bypass the rubble. The players must dive underwater to see the corridor. The rubble is too heavy and plentiful to clear by hand, although an explosion might clear the blockade as well. [B]Forging a new Gear[/B] The players encounter a large door operated by a mechanism of gears and a large winch in the floor (which must be operated by multiple people). One of the gears is missing. The players must locate a forge elsewhere in the dungeon to make a new gear. Optionally, they may need a mold to make the gear, which could also be elsewhere in the dungeon. The door is warded against magic. [B]The Bridge of Hymns[/B] The players must cross a deep ravine. If the players sing a specific hymn, magical stone platforms start to float upward and form a bridge. Elsewhere in the dungeon, a stone carving shows singing priests walking across the ravine via the floating platforms, as the players are expected to do. Religious characters may already know the hymn, or the players may need to find it elsewhere in the dungeon. If the players are expected to find the hymn first, it is best to place it in a logical location, such as a church or shrine. [B]The Scorched Priest[/B] Above a pool of sulfuric acid dangles a steel cage, suspended from the ceiling by a rusty chain and just out of reach. Inside the cage are the remains of a dead priest. The cage was originally used to allow the priest to inhale the sulfuric gasses to receive spiritual visions, but this priest seems long deceased. He carries with him a key item that the players need. This key item does not melt in acid, should the players completely bungle this challenge. A counter weight keeps the cage at its current height, although any added weight will cause the cage to descend into the acid. The players can use a Spider Climb spell to reach the cage, or they can jump to the cage. Another player can hold onto the counter weight, to keep the cage from descending. Alternatively, if the key item is light enough, the players may use a mage hand spell to acquire the item. [/QUOTE]
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