Saturday, January 5, 2019

Trap Dimension of Zygot the Unwise

This is my beginning design notes for a new dimension comprised of (hopefully) 8, session-level traps/encounters/tricks. The goal is to present problems that the party will need to think about and mess with for a while to figure out. Let me know how you would solve some of these problems--

This dimension is a series of 9 rooms and nothing more.
What is in this text is all that remains.
Good luck, don’t die.

Invisible Path

The entire dimension is made of invisible paths, walls, and the like. As the DM you can make a map of this place, but that is of little importance. What is important is how your party is going to navigate this? These paths and rooms hover over a limbo-existence. One false step and you fall from the path.
Goblins hide behind invisible panels to shoot at people when they can (so basically, if the party starts crawling and not being clever, they get poked).

Room Setup

The Rooms are set up as follows:
Door - all doors are locked, some of them in interesting ways
Trick - things that can be interacted with, typically with weird effects
Trap - things that can be activated and are typically dangerous
Encounter - things that can be fought or spoken too, NPCs or monsters

Room 1

Door - Unlocked by dispensing a spell-slot into it
Trick - None
Trap - There’s a sigil in the middle of it, indiscernible until you enter the room. Anyone with arcana can make a check to read it. This is a Death Sigil, and after you see it, you will die if you leave sight of it.
Encounter - None

Room 2

Door - everyone must say their "last words" to one another.
Trick - A room of silence where the Players (not the characters) can only communicate through the written word.
Trap -
Encounter - A word puzzle unlocks the path forward. “Spell mississippi with one I (eye).” - they just have to write it with one eye closed. Or all but one eye closed. Or they have to give up an eye.

Room 3

Door - not locked
Trick - Room affects you based on your highest stat.
  • STR shrink to half-size
  • DEX turn into a BIG BOWLING BALL
  • CON become a skeleton
  • INT become a huge ogre
  • WIS become a child
  • CHA become a medusa
Trap - none
Encounter - Must fight YOUR ORIGINAL SELF

Room 4

Door - None.
Trick - None.
Trap - Portcullis splits the party. The walls close in slowly on one side while the other side is ambushed. If the walls are stopped, the other chamber begins to flood.
Encounter - Portcullis side is ambushed by 2d12 goblins

Room 5

Door - Unlocked
Trick - Room is only 30x30', but for every foot you move, you shrink by 50%.
Trap - none
Encounter - none

Room 6

Door - A door will only open if you get it to look away from you
Trick - none
Trap - the floor is 300’ long and made of lava
Encounter - none

Room 7

Door - can only be opened if you give up something you love. Can be a word or a thing. Just ask your players “what do you give up?” This thing is taken to Room 9.
Trick - the room is magically dark. A compliment will light the room up for the next person’s turn.
Trap - none
Encounter - 4 tentacles per party member of inky blackness

Room 8

Door - expend a spell slot to open it
Trick - none
Trap - none
Encounter - Invisible Monster stalks the room. It is indestructible, can walk on walls, and is silent. Door will only unlock if you get the key off the Invisible Monster.

Room 9

The big treasure room! Put the big plot hook here.
In my campaign, the demon ring of Vanity is here. When worn, you can influence people into acting on their vanity. They must roll a charisma check, trying to roll above your charisma score.

Here's my blogspot. There's a backlog of some older stuff. I've mainly used it as a place to store some ideas. But that's soon going to change.
If you want to support me, buy Hauntedand tell me if it was useful or not. In the meantime--
Good luck, don't die.

No comments:

Post a Comment