RFLS
2013-03-31, 02:39 PM
I'm sending a level 9 gestalt party into a decently sized dungeon. It's located in the tomb of a fire giant king, in the middle of a ruined underground city, in the middle of a lake, on the abandoned continent of Xen'Drik (because cliches are the best). Anyway, they've been sent to retrieve MacGuffin #02934 from his tomb, and, of course, it's guarded. I need a third obstacle to round out the other two, and I'm having trouble coming up with something thematic.
Room 1.
The first room has a hemispherical floor shape at first glance, with the players entering the rounded side. The back wall is a falling sheet of lava. In front of it is a simple stone pedestal with an engraving (in ancient Giant) saying "Here lies blah blah blah."
The sheet of lava is a permanent illusion with a Will save to disbelieve. Past it lies a narrow pathway, with actual lava on both sides. The pathway dead-ends into another sheet of lava, identical in appearance to the first, but this one is real. The goal is to get the players to voluntarily go into the lava at some point. They definitely possess the spellcasting ability to bypass the second sheet, though. Past the second sheet of lava is room #2.
Room 2.
The pathway out of the first room leads into a brief tunnel that opens into a massive cavern (spherical, roughly 70 foot radius). On entering, the players can see that there's a bridge connecting to the other side of the cavern from where they're at. They can also see a fine mist, or dust, hanging throughout the cavern.
The Dangers
The mist forces a Fort save and a Will save every round. Making either save grants immunity to that save for 1d3 rounds. Failing the Fort save inflicts 1d3 Con damage. Failing the Will save hits the subject with Hideous Laughter (that can change if there's a better effect. A fear effect would be great).
The bridge is a classic see-saw bridge. 500 pounds of weight on one side or the other drops the heavier side into the pit, which contains dozens or hundreds of rot grubs (http://www.d20pfsrd.com/bestiary/monster-listings/vermin/rot-grub/parasite-rot-grub-giant).
Finally, the gargoyles. When anyone gets halfway across the room, these gargoyles will awaken from their spots on the walls and charge, trying to bull rush the PCs into the pit. They're currently fairly deadly foes, with a handful of templates and levels of Antipaladin to boot.
...
So what should the third and final room be? I'm looking for something that's not immediately solvable by a skill check or a spell, is subtle, and is deadlier than the other two rooms put together, but not obviously so.
Room 1.
The first room has a hemispherical floor shape at first glance, with the players entering the rounded side. The back wall is a falling sheet of lava. In front of it is a simple stone pedestal with an engraving (in ancient Giant) saying "Here lies blah blah blah."
The sheet of lava is a permanent illusion with a Will save to disbelieve. Past it lies a narrow pathway, with actual lava on both sides. The pathway dead-ends into another sheet of lava, identical in appearance to the first, but this one is real. The goal is to get the players to voluntarily go into the lava at some point. They definitely possess the spellcasting ability to bypass the second sheet, though. Past the second sheet of lava is room #2.
Room 2.
The pathway out of the first room leads into a brief tunnel that opens into a massive cavern (spherical, roughly 70 foot radius). On entering, the players can see that there's a bridge connecting to the other side of the cavern from where they're at. They can also see a fine mist, or dust, hanging throughout the cavern.
The Dangers
The mist forces a Fort save and a Will save every round. Making either save grants immunity to that save for 1d3 rounds. Failing the Fort save inflicts 1d3 Con damage. Failing the Will save hits the subject with Hideous Laughter (that can change if there's a better effect. A fear effect would be great).
The bridge is a classic see-saw bridge. 500 pounds of weight on one side or the other drops the heavier side into the pit, which contains dozens or hundreds of rot grubs (http://www.d20pfsrd.com/bestiary/monster-listings/vermin/rot-grub/parasite-rot-grub-giant).
Finally, the gargoyles. When anyone gets halfway across the room, these gargoyles will awaken from their spots on the walls and charge, trying to bull rush the PCs into the pit. They're currently fairly deadly foes, with a handful of templates and levels of Antipaladin to boot.
...
So what should the third and final room be? I'm looking for something that's not immediately solvable by a skill check or a spell, is subtle, and is deadlier than the other two rooms put together, but not obviously so.