Showing posts with label Steal This. Show all posts
Showing posts with label Steal This. Show all posts

Wednesday, November 4, 2015

Dungeon Crawl Classics: Alternative Divine Disapproval Tables

As I've mentioned before, I am: 

(1) a big fan of Dungeon Crawl Classics the RPG ("DCC"); and

(2) an obsessive-compulsive tinkerer with all things gamey.
 
In particular, one of the things I love about DCC is how clerics can call on their gods and cast spells as often as they like - they don't "run out of juice" or "run out of spells."  But at some point, like a parent dealing with a whiny teenager, the gods just say "enough is enough," and cut you off.  Or, if you've pushed your luck too far, maybe they smack you right in your face for your impertinence.  In DCC, that's called "Divine Disapproval."  With each spell you cast, your disapproval score, and the risk of that smack in the face, grows.
 
The only quibble I have with the DCC rules is that the "Divine Disapproval" table is the same for all kinds of clerics.  But a lawful cleric and a chaotic cleric really should not be rolling on the same table - and the godly "lord of justice" and the demonic "defiler of the dead" should definitely not be expressing their displeasure in exactly the same way.
 
So, of course, for my Skull Mountain game, I tried to fix that.  The result are the three tables below - a separate divine disapproval table for chaotic, lawful, and neutral clerics.  The results go from mild  disapproval (low numbers) to truly terrible, often permanent penalties (very high numbers).

The tables are intentionally pretty similar.  But I tried to add just enough twists that each feels unique at the table.  And, of course, tables like this work best when you *don't* share them with your players in advance.  Each time the PCs roll, it should be a surprise.


 
Divine Disapproval for CHAOTIC Clerics
(Result of Divine Disapproval Roll)
 
1.

“Trifle Not With Me, Mortal.”  Your cruel master looks upon your constant beseeching with mild disfavor, and you must atone for your sins.  Take a -1 penalty to all spell checks until you spend 10 minutes uttering obscene chants and intonations to obtain your deity’s forgiveness.

2.
“Blood, Blood For Mine Altar.”  Your god demands a blood sacrifice.  The victim need not be human (an animal is fine), but must be ritually prepared and dispatched (a process taking 10 minutes).  Until the proper sacrifice is made, you suffer a -1 penalty to all spell checks, lay on hands checks, and turn unholy checks.  If you sacrifice is truly impressive (a monster or dangerous humanoid, or a lawful cleric, sacrificed with all appropriate rituals), make a Luck check:  if successful, you gain a permanent hit point.
3.
“Spread My Word, Mortal, and Great Power Shall Be Yours.”  Your god demands that you recruit a new follower to your dark faith.  Until you recruit such a follower, you suffer a -1 penalty to all spell checks, lay on hands checks, and turn unholy checks.  Recruiting a follower requires a sincerely willing participant of Chaotic alignment, and at least 30 minutes to conduct the proper rituals.  If a follower of Level 1 or greater is recruited, and the ritual is performed properly, you gain a temporary +1 to all rolls for the rest of the adventure.  You may also immediately bond the follower to your god as per the Patron Bond spell, with appropriate benefits, rolling a spell check without penalty for the result.
4.
“Look Ye, Upon the Dark Vicissitudes of Chaos!”  Your god lashes you with the energies of primal chaos.  You immediately suffer Corruption as a Wizard.  Roll 1d6 minus your Luck modifier to determine the severity:  up to 3 (minor), 4-5 (major), 6+ (greater).  Determine corruption randomly, with an eye toward freakish, demonic, and monstrous transformations.
5.
“Destroy Mine Enemies, Faithful Servant, to Prove Thyself Worthy.”  Your god decides that a minor quest is in order—e.g., to loot an enemy shrine, slay a nearby priest of a rival faith, destroy a particular monster, etc., as determined by the GM.  Until the quest is completed, you suffer a -2 to all spell/lay on hands/turn checks.
6.
“Thy Flesh Is Weak.  Grow Stronger, Mortal!”  Your god enervates your body of strength and vitality to test your faith.  You immediately suffer 5 points of Strength damage, which can only be healed by normal rest (1 point per day), you may not use magic to heal the loss. 
7.
“Bother Me Not With These Petty Trifles.”  Make a Luck check.  On a success, you simply lose access to the specific spell or ability (lay on hands, turn undead) that resulted in Disapproval for the rest of this adventure. On a failure, you are wracked with pain and immediately take 1d3 damage per character level.
8.
“Wear My Markings With Pride.”  Your god alters your physical form in accordance with his/her/its ethos.  Roll 1d6 for the feature affected:  (1) eyes change; (2) hair changes; (3) skin/flesh/complexion changes; (4) voice/manner of speaking change; (5) symbol appears on body; (6) equipment changes.  That feature is permanently changed to something appropriate to your faith (actual change and game effect, if any, determined by the GM). 
9.
“Test Not My Patience, Mortal.”  You immediately suffer a -3 penalty to all spell/lay on hands/turn checks for the rest of this adventure.  This penalty is immediately negated if you personally slay a lawful creature or being.
10.
“Only The Strong Are Worthy.”  You are suddenly wracked with pain, and suffer 2 point of damage per current rank of Disapproval.  If this would reduce you to 0 hit points or less, you are left with 1 hit point but reduce your Luck permanently by 1 point.  If you accept the full amount of damage, and choose to fall unconscious, increase your Luck score by 1 point.
11.
“The Howls of the Damned Shall Chastise Thee.”  All inert corpses and remains within range of you (100' per character level) are immediately animated as undead zombies or skeletons.  They are hostile to all life, including you, and will wander about searching for victims.
12.
“You Wish To Serve?  Then Prove Thyself Worthy in a Trial of Arms!”  Your god decides to test your devotion with a feat of arms.  1d4+1 per level minor (Type I) demons immediately appear, attacking you to the exclusion of all others.  If you defeat the demons, even with help, you gain 1d3 Luck points.
13.
“Cast Aside The Shackles Of Flesh.”  Your god demands a sign of devotion, and the sacrifice or destruction of something personal to you.  Roll 1d8 to determine the demand:  (1) destroy/cast away your best weapon; (2) cast/give away/destroy all your treasure; (3) cut off all your hair; (4) cut off one of your fingers; (5) destroy all of your equipment  and cast away all treasure except 1 weapon and a loincloth; (6) burn/abuse your body for at least 6 points of damage, which must be healed normally; (7) mutilate your body in a way that reduces your strength, stamina, or agility (your choice) by 1 point; or (8) slay a favored retainer, friend, or ally.  Until the desired sacrifice is made, you suffer -2 on all spell/lay on hands/turn checks.  At the GM’s discretion, any sacrifice that is truly worthy (that results in ability damage or the loss of significant item or wealth) will be rewarded with 1d3 points of increased Luck.
14.
“Ye Must Choose:  The Power I Offer, or Thy Petty 'Friends.'" Your god deprives you of the ability to cast spells of the highest level known to you for the rest of this adventure.  But your powers will immediately return (and you will gain 1d3 Luck points) if you sacrifice or murder someone who regards you as an ally or friend.
15.
“Suffer My Wrath, Ye Ungrateful Servant!”  Your god punishes your faithlessness, blasting you (and all within 10’ of you, friend or foe) with crackling, black energy for (your level x 4) damage.  This damage may be healed as normal.  Anyone slain by this energy will, on the next round, rise as some form of hostile undead - which hates the cleric above all, and can sense him/her no matter the distance.
16.
“I Will Waste No More Effort On You…”  You lose the ability to turn unholy for the rest of this adventure.  After appropriate sacrifices back in town (i.e., next game) your powers return as normal.
17.
“Only The Weak Cower!  Prove Thy Strength!”  You lose access to the ability to lay on hands for the rest of this adventure.  After appropriate sacrifices back in town (next game) your powers return as normal.
18.
“Perhaps You Are Unworthy of My Gifts....”  You may no longer cast spells for the rest of this adventure.  After appropriate sacrifices back in town (next game) your powers return as normal.
19.
“Begone From My Sight, O Worthless One!”  Your god has tired of listening to your impudent demands for now.  You lose access to all spellcasting and magical abilities (spells, lay on hands, turn undead, and divine intervention) for the rest of this adventure.  After appropriate sacrifices back in town (next game) your powers return as normal.
20+.
"My Pets, Destroy This Impudent Mortal!" You have truly offended the howling hordes of chaos, who immediately send 1d4+1 demons to destroy you.  Roll 1d6 to determine the strength of the demons:  (1-3) Type I, (2-4) Type II, (5) Type III, or (6) Type IV.  Upon slaying (or at least escaping) the demons, your god is appeased...at least for now.  If you are slain by the demons, they carry off your body and any carried equipment to the netherworld, never to return.
 
 
Divine Disapproval for NEUTRAL Clerics
(Result of Divine Disapproval Roll)
 
Quick note:  In my own game, all Neutral clerics worshipped the god of chance, so the results below have a definite "luck" theme.  Of course, feel free to disregard and tweak as appropriate for your own game.
 
1.
“Perhaps Ye Rely Too Much On My Help...”  Your god looks upon your constant beseeching with mild disfavor, but stays its unfathomable hands/tentacles...at least for now.  Increase your Disapproval by 1d6.
2-3.
“A Small Test Of Thy Boldness, Perhaps....” Your god demands an appropriate show of faith—a reckless risk, while calling out his/her/its name...  Until such an sacrifice is made, you suffer a -1 penalty to all spell checks, lay on hands checks, and turn unholy checks.  If your sacrifice is truly impressive, you may make a Luck check:  if successful, you gain 1d3 points of Luck.
4.
“Let’s See How Lucky Ye Really Are…”  A scratched ancient gold coin falls from the darkness above:  Flip it, and roll 1d6+your Luck modifier.  On a 3 or less (tails), increase your Disapproval by 1d10.  On a 4+ (heads), you are fully healed and gain 1 point of Luck.  You may keep the coin.    
5-6.
“No, No, Ye Won’t Be Doing That Again For A While...”  You immediately lose access to the specific spell or ability (lay on hands, turn undead) that resulted in Disapproval for the rest of this adventure.
7.
“Oooh, Lucky Seven!  Good For You!”  Startlingly, and for no apparent reason, your unknowable god is pleased!  You suffer no harmful effect, reset your Disapproval, and gain 1d4 Luck.
8-9.
“Ye Scheme Too Much, and Risk Too Little.  Here, Let Me Help…”  Your god decides to make it easier for you to rely upon chance…by damaging your brain!  After a few seconds of agonizing pain, you suffer 1d3+1 points of intelligence damage.  This damage is permanent unless somehow healed by magic from a different cleric - Your god certainly won't help. 
10-11.
“Ye Weren't Pronouncing These Properly Anyway…"  You lose access to all spells of the highest level known for the rest of this adventure.
12.
“Cowering Is Undignified Anyway…”  You lose access to the ability to turn unholy for the rest of this adventure.  
13.
“Thirteen?  I Forget...Is That Lucky or Unlucky?"  Roll 1d6+your Luck modifier.  On a 3 or less, you immediately gain 1d6 points of Luck.  On a 4+, your Divine Disapproval does not reset, and you gain 3d6 more Disapproval.  Keep playing with fire at your own risk.
14.
“Whine, Whine, Whine…What Is It About “Chance” Ye Find So Confusing?”  You suffer a -4 penalty to all spell/lay on hands/turn checks for the rest of this adventure.
15.
“Now That I Think Of It, Where’s The Sport If I Just Keep Healing Ye?”  You may no longer use lay on hands for the remainder of this adventure.  
16.
“Ye Spin the Wheel, And Takes Your Chances!”  The cleric feels a strange sense of foreboding.  For the rest of this adventure, all spells target a random creature within sight, instead of their intended targets.  Eventually, he'll figure it out.
17.
“Sorry, The Magic Shop’s All Closed For Today.”  You lose access to all spells for the remainder of this adventure.  
18.
“This Should Halt Thy Mewling!”  Your god has tired of listening to your impudent demands for now, and struck you (roll 1d6):  (1-3) blind, (4) deaf, (5) dumb, or (6) deaf, dumb, and blind.  Your senses return to normal (roll 1d6):  (1-3) the next dawn, (4-5) the next midnight, or (6) never.
19.
“Pressing Thy Luck, Eh?  Well, Now Ye Burn.”  Your god has decided to visit some random misfortune on you.  The GM selects a random spell, and rolls a misfire for that spell, and inflicts it upon you.
20+
“I’m Afraid Thy Luck Has Run Out…”  You risk your very soul with each toss of the dice.  Whenever you attempt to use any of your cleric powers for the rest of the adventure, make a Luck check.  On a failure, your god cackles and tosses you into oblivion.  
 
 
 
Divine Disapproval for LAWFUL Clerics
(Result of Divine Disapproval Roll)

1.
“Do Not Abuse My Gifts, Mortal.”  Your god looks upon your constant beseeching with mild disfavor, and you must atone for your sins.  Take a -1 penalty to all spell checks until you spend 10 minutes uttering chants and intonations to obtain your deity’s forgiveness.
2.
“You Must Offer More Than Mere Lip Service….”  Your god demands an appropriate sacrifice—a donation to the needy, the dedication of a special weapon, or any other appropriate sacrifice.  Until an appropriate sacrifice is made, you suffer a -1 penalty to all spell checks, lay on hands checks, and turn unholy checks.  If your sacrifice is truly impressive (a dangerous monster dispatched, a vast treasure dedicated, a beloved weapon discarded) you may make a Luck check:  if successful, you gain 1 point of Luck.
3.
“Gather Ye The Faithful.”  Your god demands that you recruit a new follower to the faith.  Until you recruit such a follower, you suffer a -1 penalty to all spell checks, lay on hands checks, and turn unholy checks.  Recruiting a follower requires a ritual requiring a sincerely willing participant of the correct alignment and at least 30 minutes to conduct the proper rituals.  If a follower of Level 1 or greater is recruited, and the ritual is performed properly, you gain a temporary +1 to all spell/lay on hands/turn checks for the rest of the same game session.  You may bond the follower to your god as per the Patron Bond spell, with appropriate benefits, rolling a spell check without penalty for the result.
4.
“Destroy Mine Enemies, Faithful Servant, and Prove Yourself Worthy.”  Your god decides that a minor quest is in order—e.g., to loot an enemy shrine, slay a nearby priest of a rival faith, rescue a person in danger, destroy a particular monster, etc., as determined by the GM.  Until the quest is completed, you suffer a -2 to all spell/lay on hands/turn checks.
5.
“A Test Of Your Faith Is In Order.”  Your god visits a wasting sickness upon your body to test your faith.  You immediately suffer 2 points of Strength, Agility, and Stamina damage, which can only be healed by normal rest (1 point per day), you may not use magic to heal the loss. 
6.
“Bother Me Not With These Petty Trifles.”  You immediately lose access to the specific spell or ability (lay on hands, turn undead) that resulted in Disapproval for the rest of this adventure.
7.
“Wear My Markings With Pride.”  Your god alters your physical form in accordance with his/her ethos.  Roll 1d6 for the feature affected:  (1) eyes change; (2) hair changes; (3) skin/flesh/complexion changes; (4) voice/manner of speaking change; (5) symbol appears on body; (6) equipment changes.  That feature is permanently changed to something appropriate to your faith (actual change and game effect, if any, determined by the GM).  If your form has already been altered, roll again ignoring this result.
8.
“Test Not My Patience, Mortal.”  You immediately suffer a -2 penalty to all spell/lay on hands/turn checks for the rest of this adventure.
9.
“Greedy Mortal, Cast Aside These Petty Trifles...”  Your god looks with disfavor at your unseemly accumulation of wealth.  You suffer a -4 penalty to all spell/lay on hands/turn checks for the rest of this adventure or until you cast aside (destroy or dispose of, not simply gift to a friend) at least 100 gp in treasure that you have accumulated.  If you destroy or cast off more than 1,000 gp in treasure, you gain 1 Luck point. 
10.
“Abuse Not What I Have Given Ye.”  Your god deprives you of the ability to cast 1 spell, determined at random or picked by the GM, for the rest of this adventure.
11.
“Cast Aside The Shackles Of Flesh.”  Your god demands a sign of devotion, and the sacrifice or destruction of something personal to you.  Roll 1d6 to determine the demand:  (1) destroy/cast away your best weapon; (2) cast/give away all your treasure; (3) cut off all your hair; (4) cut off an offensive limb, or genitals; (5) destroy all of your equipment  and cast away all treasure except 1 weapon and a loincloth; (6) burn/abuse your body for at least 6 points of damage, which cannot be healed by magic; (7) mutilate your body in a way that permanently reduces your strength, stamina, or agility (your choice) by 1 point; (8) slay a chaotic aligned ally or nearby creature.  Until the desired sacrifice is made, you suffer -4 on all spell checks.  At the GM’s discretion, any sacrifice that is truly worthy (that results in permanent ability damage or the loss of significant item or wealth) is rewarded with 1d3 points of increased Luck.
12.
“Remember Whom Ye Serve.”  Your god deprives you of the ability to cast 2 level one spells, determined at random, for the rest of this adventure. 
13.
“I Will Waste No More Effort On You…”  You lose access to 1d4+1 spells, randomly determined from all you know.  These spells cannot be used for the rest of the adventure. 
14.
“Prove Thy Strength, My Champion!”  You lose access to the ability to turn unholy for the rest of this adventure.  After appropriate sacrifices back in town, your powers return as normal.
15.
“I Am Growing Displeased, Mortal.”  You suffer a -4 penalty to all spell/lay on hands/turn checks for the rest of this adventure.
16.
“Are You A Being of Faith or Flesh?”  Your god wishes to test your faith.  You receive a permanent -4 penalty to all spell/lay on hands/turn unholy checks until you donate at least 50% of your wealth to your temple back in town.  This penalty does not reset at the end of the adventure—only the proper donation will suffice.  If you donate more than 1,000 gp in treasure total, you gain 1 Luck point.
17.
“You Have Squandered Enough Of My Power.”  You may no longer use lay on hands for the remainder of this adventure.  After appropriate sacrifices back in town, your powers return as normal.
18.
“Perhaps You Are Unworthy Of My Gifts.”  You lose access to all spells for the remainder of this adventure.  After appropriate sacrifices back in town, your powers return as normal.
19.
“Begone From My Sight, O Worthless One!”  Your god has tired of listening to your impudent demands for now.  You lose access to all spellcasting and magical abilities (spells, lay on hands, turn undead, divine intervention) for the rest of this adventure. 
20+.
“You Beseech Me Again?  Behold The Face Of A Wrathful God!”  Your god, irritated with your incessant demands, allows you a brief glimpse of his/her/its unfathomable immortal form, a sight no mortal was meant to see.  Make a DC 20 Will Save.  If you fail, you are blinded for the rest of this adventure, something that no mortal magic may cure, and knocked unconscious for 2d4 rounds.  If you succeed, you are merely stunned for 2d4 rounds. 

Thursday, October 8, 2015

Steal This: Honey, I Shrunk the PCs

Did your players just ditch tonight's adventure hook?  Need something to throw at them quick? Well, you're in luck!   

I call this one, "Honey, I Shrunk the PCs."


I inflicted this lil' bit of awfulness on the players last week in my Neverwinter Nights "cloud" game, and it was quite a hit. 

The Setup...

An NPC wizard (preferably someone who has sold the PCs potions or other magical goodies in the past) needs adventurers to test out some new potion recipes.  He'll pay good money - either in potions, magic, or coin, whatever the PCs prefer - if they will come to his tower, drink a few potions, and see what the results are.

In my game, the PCs responded to this "want ad" from their friendly, neighborhood potion dealer...


Once the PCs take the bait, the wizard will walk them a bit away from his tower, and plunk down a chest full of random potions.  To earn their pay, all they have to do is drink 1 potion and answer a few questions.  

For my own game, I used this table to randomly determine the effect of drinking a potion. 

Random Potion Effects - Roll 1d20

1-6, Potion is a "dud."  No effect at all, beyond a bit of mild stomach discomfort and some gas.

7-8, Bioluminescence.  The drinker's body glows with an unhealthy orange light.  Not painful, but grants Disadvantage (in D&D 5e) or a penalty of the GM's choice (in other systems) on all Stealth checks.  The effects last 1 day.

9, Speak with Animals.  The drinker naturally understands and can communicate with any natural animal or insect.  This doesn't make the animals or insects any smarter, but crude communication and rudimentary bargaining is possible.  The effects last 1 day.

10, Philter of Hair Regrowth.  If the drinker suffers from baldness, this is permanently cured.  Either way, all of the drinker's hair immediately grows 2d6 inches, and another 2d6 inches each hour.  The cure for baldness is permanent, the other effects fade after 1 day. 

11, Philter of the Rake. The drinker becomes incredibly handsome or beautiful and nigh-irresistible in the romance department. Gain Advantage on all social rolls with anyone attracted to the drinker's sex.  The effects last 1 day.

12, Draught of Absolute Honesty.  No apparent effect, but the drinker becomes unable to tell lies, or say anything but the absolute, complete truth.  Attempts to lie or mislead in any way wrack the drinker with choking fits and agonizing pain (1d6 hp per attempt).  The effects last 1 day.

13, Potion of Rhyming.  The drinker becomes unable to speak except in rhyming couplets.  If the drinker affirmatively tries to speak without rhyming (such as trying to cast a spell), he or she takes 1d6 hp and the attempt fails.

14, Potion of Premature Aging.  The drinker suddenly advances to incredible old age, and gains Disadvantage on all physical ability or skill checks (including attacks).  The effects last 1 day.

15-16, Treant's Draught.  The drinker's skin becomes as tough as bark, and he or she gains an inherent +2 to AC. The effects last 1 day.

17-18, Potion of Partial Invisibility.  The drinker's body (but not his or her equipment) fades into invisibility.  No game effect (but may weird some people out and impose penalties on social checks).  If the character sheds all clothing and equipment, he or she gains the benefits of the Improved Invisibility spell.  The effects last 1 day.

19-20, Trollblood Potion.  The drinker suddenly begins regenerating, as per a Troll.  Even death will not stop the drinker from regenerating and returning to life.  The effects last 1 day.

It's a Small World After All

After the PCs finish drinking their potions, the NPC wizard happily pays them their reward and takes his leave - walking back to his tower nearby. 

A few minutes after that, all of the PCs who drank a potion begin to feel a bit light-headed.  And, one by one, they begin "vanishing" in a flash of light, as each one shrinks down to 1 inch tall - about the same size as a D&D mini...

"Is it just me, or did the grass get really tall all of the sudden..."

Now, if the PCs want to return to their normal size, they need to trek back to the NPC Wizard's tower, get his attention, and persuade him to reverse the effect.

GM NOTE ON SMART OR PARANOID PLAYERS:  You should really push all of the PCs to sample the potions.  Feel free to keep upping the rewards until it becomes too tempting to resist.  Or, if a player is particularly stubborn, have the NPC wizard elect him to help clean up the vials or hold some of the potions - and then just accidentally slop a little potion on him that way.  Of course, very paranoid or clever PCs may be able to avoid this adventure entirely - but that's the breaks. Give him a Spot check to find his "vanished" fellows and, if he fails it, I guess he spends  this game back at the tavern wondering where they went...

Miniature Terrors!

The PCs will quickly discover that their "tiny adventure" is no picnic.  Normal animals and bugs will find the PCs to be a delectable and "bite sized" feast! 

Trekking through the woods, they may face hungry frogs...



A pixie that is eager to get a little payback on the stupid humans who normally torment her (she's several times their size, and excited to be the big bully for once...)


A stray cat is the size of a dragon, but not as nice...


Hordes of pigeons or hungry seagulls can peck the PCs to death...


And, once the PCs manage to get back into the NPC wizard's tower, more danger awaits!  Of course there are plenty of spiders in the tower, eager for a meal...


The PCs may "need a hand" with the NPC Wizard's Crawling Claw...


The wizard's dog seemed cute and friendly before, but not so much now...


And every old tower has plenty of mice...


And roaches...


And even the bookworm infestation in the wizard's library poses deadly peril...


Of course, getting the wizard's attention won't be easy, and he won't watch where he is stepping... 


But, ultimately, if the PCs can get his attention, the NPC wizard will eventually be able to restore them to their normal size.

Some Twists

Here are a few more ideas for spicing up your "small world" adventure...

(1)  Maybe the NPC wizard did not shrink the PCs by accident, and instead has a sinister agenda.  Is he working for one of their enemies?  Does he want some rare and powerful magical items they are carrying?  Or is he just a greedy opportunist, who will happily extort the PCs before agreeing to reverse the potions' effects?

(2)  Were their other test subjects who suffered the same fate?  Maybe the NPC wizard's lab has been contaminated, and he has now unwittingly shrunk down several bands of adventurers.

(3) Maybe a jealous rival purposely contaminated the NPC wizard's lab.  Now, if the PCs don't act quickly, their one hope of returning to normal size will find himself dead.

(4)  Maybe the NPC wizard will shrink himself down too.  Now, the PCs have to figure out some way to manipulate a massive set of alchemical equipment to brew a cure.

Fun Ideas for Miniatures

This turned out to be a *great* game to run a few weeks before Halloween.  Stores are packed with rubber bugs, bats, spiders, and other goodies that you can use as miniatures for your game.

My favorite was a severed hand that worked perfectly for the Crawling Claw in the Wizard's tower...

 Hope you enjoy. And if you are looking for a "players' eye view" of this adventure, be sure to check out the session write-up my buddy T20s grunt posted over at Throwing Twenties here

- Balthazar

Wednesday, September 30, 2015

Steal This: The Hall of Seven Dooms

Got some nice feedback on my last two dungeon rooms.  So, here's another, ready to drop into your next game: The Hall of Seven Dooms.

 
I put this one together for the Neverwinter Nights D&D 5e cloud game I'm currently running.  It's a reworking of some of the design elements I had used in the Deathgate Puzzle Room - another "riddle" dungeon room designed to test the player's cleverness - not their characters' badassery.

The basic idea is fairly simple:  A stone hallway with eight stone doors - four to the left, three to the right, and one on the far end.  Each "door" is really just an archway with a stone wall beyond - no handle, hinges, or other obvious means of opening it.


"You see a hallway, something like this..."

Immediately to the right are a series of glowing runes, with a lever underneath each...

"Aha!  Levers!  They must open the doors.  I wonder what those glowing symbols mean..."

To the left is a glowing riddle - because crazy-ass wizards just love to guard their treasure with a clever riddle, right?  Who doesn't love a riddle?

"Great. Another $@&!ing Riddle..."

Solving the Riddle

Solving the riddle and exiting the hallway is relatively simple.  The riddle tells you to "come ahead," but warns that you cannot "proceed forward."  The answer is:  you must walk backwards (as in, butt-first) down the hallway toward the door on the far side. 

As soon as any PC walks backward for 20', the door on the far side of the hallway grinds open, and the PCs may proceed to whatever waits beyond.  In this way, the owner of the dungeon can easily traverse the hallway without triggering any traps.

Don't Mess with the Levers!

The levers serve absolutely no purpose - other than as a trap to slay intruders Pulling a lever "up" begins opening one of the side doorways.... either releasing a monster or springing a trap!  Pulling a lever "down" slowly closes the same doorway.

Clever PCs will notice that there are eight doors but only seven levers - a sure sign that something fishy is going on.  Of course, what adventurer can resist pulling on a lever in a dungeon?

Here's a quick guide to what I used for the levers in my game, going from left to right along the levers below...


Trident - Door #1 grinds open, revealing a metal wall full of holes - a spear trap that pincushions anyone standing in front of it when the door is fully open.

Cloud - Door #2 grinds open, revealing a metal wall full of holes - this time, they spray a thick, green poison gas into the hallway.

Gear - Door #3 grinds open, releasing a Slaughterstone Eviscerator (or some other clockwork monster of your choosing) from a small room.  It immediately tries to slay anyone in the hallway.
"Yeah, that looks friendly..."

Spider - Door #4 grinds open, releasing a giant spider from a small room full of webbing and cocooned bodies.

Circle with Tentacles - Door #5 grinds open, releasing a hungry Chaos Beast, Roper, or other nasty tentacle monster.

 "My only regret is that I have but one life to give to the monsters of this dungeon..."

Bull Horns - Door #6 grinds open, releasing an undead minotaur eager to kill you all...

"Well, hello there!"
(Cool Art by Karl Kopinski)

Freaky Mouth - Door #7 grinds open, releasing a gibbering mouther!

"Eye see you...get it?  It's a pun!"
(More cool art by:  Marcus Coltrin Awesome Artist!)

Epilogue:  The Hall of Seven Dooms in Play

In my Neverwinter Nights game, the PCs took a job for the local wizards guild to retrieve a package from one of its members, a necromancer.  Our heroes arrived at the  tower to find a full-blown wizard-war raging (the necromancer was a jerk, and his numerous apprentices had decided it was time to murder him and divvy up his stuff).  Of course, faced with a complex situation, the PCs pretty much decided to slaughter everyone and loot the tower...but that's a story for another day.

To my horror, upon entering the Hall of Seven Dooms, one of my players almost immediately (and out loud) guessed and blurted out the riddle's solution!  Fortunately, his comrades scoffed that the answer could be so simple, and proceeded to start pulling various levers.  Only after being stabbed, poisoned, and almost eaten, did they solve the puzzle and proceed to the necromancer's treasure room...

Like this?  Make sure you check out The Cloning Machine Room and The Deathgate Puzzle Room.  And you can be sure I'll write up at least a few more silly little dungeon rooms in the coming weeks.

Enjoy! 

- Balthazar