TooManySecrets
2009-12-29, 05:53 AM
Okay, so I've got what I think is sort of a cool idea for a dungeoncrawl: a persistent dungeoncrawl, which is to say that anything you do in the dungeon remains there for the people who come afterwards. For instance, if you slaughter all the kobolds in the dungeon, then no one else will face kobolds. If you make a rune circle, then that rune circle remains. If you die in a trap, then your body is still there.
Now the problem is is that I haven't run a dungeoncrawl in a long time. So, I need ideas and stuff like that. This dungeon is going to be huge (at least big enough to go from level 1 to level 20, though I'm probably going to multiply XP gain by x2 or even x3 or x4.
The story behind the dungeon is that this building just rose up out of the ocean. Legends tell of such a place, built by gods now long dead. It holds great treasure and power, but is also deadly beyond compare. The place only exists for a short time (though how short, the legends don't say) before it disappears, putting everything and everyone inside of it into a deep stasis [that's the justification for why all the opponents aren't constructs, undead, or immortals, though those will certainly show up].
So far, I've just been going through monster books finding interesting monsters to populate the dungeon with (I'm going to be trying to make the dungeon a "living" one i.e. if the orcs and goblins are fighting and somebody kills off the goblins, the orcs are going to move into Goblintown). Fiend Folio has some really cool stuff to use.
I'm also going to need to make some pretty cool traps. I've already gone through the Netbook of Traps a while ago.
I'm also thinking of some general threat things that could attack you at almost any level. Right now, I'm thinking of portal storms (random teleporters, which can also move monsters around), different densities of Shredstorms (MM3, pg. 153), and also changing the way that stuff like fireball works (I have the rules in my head, but it's basically just making it so that "long corridor" = "long fireball").
Anybody else got any input? Favorite traps? Favorite monsters? General advice? All that stuff is good.
Now the problem is is that I haven't run a dungeoncrawl in a long time. So, I need ideas and stuff like that. This dungeon is going to be huge (at least big enough to go from level 1 to level 20, though I'm probably going to multiply XP gain by x2 or even x3 or x4.
The story behind the dungeon is that this building just rose up out of the ocean. Legends tell of such a place, built by gods now long dead. It holds great treasure and power, but is also deadly beyond compare. The place only exists for a short time (though how short, the legends don't say) before it disappears, putting everything and everyone inside of it into a deep stasis [that's the justification for why all the opponents aren't constructs, undead, or immortals, though those will certainly show up].
So far, I've just been going through monster books finding interesting monsters to populate the dungeon with (I'm going to be trying to make the dungeon a "living" one i.e. if the orcs and goblins are fighting and somebody kills off the goblins, the orcs are going to move into Goblintown). Fiend Folio has some really cool stuff to use.
I'm also going to need to make some pretty cool traps. I've already gone through the Netbook of Traps a while ago.
I'm also thinking of some general threat things that could attack you at almost any level. Right now, I'm thinking of portal storms (random teleporters, which can also move monsters around), different densities of Shredstorms (MM3, pg. 153), and also changing the way that stuff like fireball works (I have the rules in my head, but it's basically just making it so that "long corridor" = "long fireball").
Anybody else got any input? Favorite traps? Favorite monsters? General advice? All that stuff is good.