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View Full Version : The Cracks [Dungeon] - help out!



streakster
2007-10-01, 08:17 PM
In the beginning of the world, there was a Sphere. The Sphere, in a way, was the universe, and held it together. One day, however, a strange figure, one not from any known reality, rode against the Sphere, and before the Stranger could be stopped, he had cracked it. It ripped both time and space to shreds, leaving a tattered, maddened reality. Eventually, the universe knit itself together, but in several places, the world could not be fixed. Cracks formed, linking random places in time and space. Out of these rifts poured hideous mutants, creatures reshaped by the Stranger's whims. Now, to evict the Stranger from this world and seal the cracks, the greatest team in all the world is assembled to journey through them, sealing them as they go.


HOW IT WORKS:

This will be a community built dungeon, each poster submitting a different room. Each room starts and ends in a Crack, leading to another time and place. Other than that, anything is fair game! Once it's complete, it might be useful for forum games or such. I dunno.

Room #1:

As the party leaves the first Crack, their jaws drop. A massive obsidian statue, carved from the waist up, bars the next Crack. An enormous sword is slung across his back, and his eyes burn with a green flame. Gold jewelry covers his body, and his teeth are diamond. Huge horns sprout from his screaming face, and as you begin to walk toward him he bellows and draws his blade...

[Notes: If the party takes any action against the statue, touches it, or uses any type of shield or protection spell, the statue kills them. Roll for the statue's attacks, to keep the players guessing, but don't tell them that all of the statue's rolls are considered enough damage to instantly kill any player. The statue should kill any party member in one hit. It might attack with its blade, with a fiery gaze, or simply grabbing and crushing. None of the party should get past it, unless they ..... ignore it! That's right, if they pretend it's not there, it will ignore them too! Should take the party a while to figure out. Fun trap.]

TheLogman
2007-10-01, 09:24 PM
A little difficult, and could be a little not fun for a first room, but okay!

Room #2

As you walk through the Crack into the next room, you see a golden harp on the floor, about 10 feet ahead of you. (If the players attempt to move the harp, it is attached permanently to the floor with Universal Glue) The room itself is not large at all, about 40 feet by 40 feet.

If the players attempt to play the Harp, ask them to roll a Preform (Strings) check. A check of 1-5, nothing happens, but the players know that the playing is terrible. On a check of 6-10, a hallway behind the harp that is 10 feet wide by 40 feet long opens, revealing 2 Medium Skeletons, and the Crack behind them. On a check of 11+, then a Solar appears, demanding the players play more, obstructing the passage until the player makes another Preform check of any type that succeeds a DC 15 check.

Notes: If they players need any hints, tell them through Subtle DM signs that this is the Harp of Mediocrity, or the room of Mediocrity.

streakster
2007-10-01, 10:06 PM
Hehe, nice one. The Harp of Mediocrity. Heh.

Bit tough for a first room, yes, but makes the randomness apparent, I feel.

Bitzeralisis
2007-10-01, 10:44 PM
Room #3: The Plain Room or is it!?

Through the crack you go, and into a strangely empty room. The air currents in this room are constantly shifting, as if something invisible were flying around. The next crack is at the other side of the room, which is roughly 50 feet wide by 50 feet long.

If the players attempt to move in any direction at all, read this to them:

Something bumps into you, and knocks you down. Suddenly, you are barraged by a thousand invisible creatures!

The invisible creatures are undetectable. Moving into any square causes you to fall prone and make a reflex half save or take 10d6 bludgeoning damage. The creatures cannot be killed, not slain, hurt in any way, disintegrated, teleported, moved into another plane, gain a condition, be dominated, etc. In other words, they're not affected by anything.

So how do you get through? Simple. Either have the character with the highest reflex save and improved evasion go through first or simply ask the creatures in the air, "Excuse us, but could you let us through? Thanks." If they do do so, which is very unlikely, then...

The moving air stops, as if though the invisible creatures in the air had moved out of the way.

Once again, you can give subtle DM signs that good manners will help. Literally.

TheLogman
2007-10-02, 02:20 PM
Can I make more rooms, or is kind of a 1 room per person thing?

streakster
2007-10-02, 02:40 PM
Got more? Post more! I've got a couple more yet too, but they need worked over a bit.

Skelengar
2007-10-02, 03:08 PM
Room 4: the dark room

You exit the crack, and enter a 50X50 room. The room is pitch black and in the darkness you can discern an unlit torch

The room is coated in oil and full of barrels of tnt. If the torch is lit, then the entire room will go up in flames, and the explosives will go off. There is nothing preventing people from stumbling around until they find the crack, though.

TheLogman
2007-10-02, 09:21 PM
Alright now, time for something a little different.

Room 5: The Bloody Gulch As you wander through the crack, you step into a huge expanse. It's around 200 feet long, and 100 feet wide. The expanse is a valley, forming a large Gulch, and on the sides of the Gulch is the blood of 1000 fallen warriors. As you walk into the battleplace, a deep, reassuring, calm voice proclaims: "CAPTURE THE FLAG!". Suddenly, your armor, clothing, and robes turn a deep blue. Around you are bows and arrows, scattered on the ground. You seem to be standing on a large metal fortress, with a blue flag displayed in the center. An army of Human fighters in red armor are coming out from the other base on the opposite side.

The answer to this puzzle is obvious. Go to the other side of the Bloody Gulch, get the flag, and return it to your base. If the humans make it to the player's base, and get the flag (At which point the voice proclaims: "Red team has the flag"), they can be killed or disabled. When the flag is touched, it returns to the player's base, and the voice proclaims: "Blue team: flag returned". If the humans or players are killed or disabled, they are True Resurrected in their base. Once a point is scored, a Crack opens on the other side of the base.

Notes: The Humans are 3rd level fighters, wielding Nonmagical greatswords, and wearing Full Plate. The Metal and Rock inside and surrounding the Gulch is impassable, and the top of the Gulch is protected by a Wall of Force, CL 2000. Award knowledge of the Map with the secret passages the players remember, and remember that since this is D&D, flying, levitating, and fireballing are all better tactics to use than you might usually go for. Any weapons and bows found inside the map disappear when the player dies and is Resurrected, and disappears forever once the players leave.

A cookie to anyone who gets the reference, don't worry, I have a box of them. It's a little wordy, but if you understand the basic concepts of the game referenced, you can skip most of that text. For greatest effect, please read the Italics in whole. Heh heh "Bloody Gulch"

DrowWolfrider
2007-10-02, 09:47 PM
That would be Blood Gulch, the multiplayer map from the origional Halo known as Coagulation in Halo 2

TheLogman
2007-10-02, 09:50 PM
This is why I brought a box of cookies, I felt most people would get it. For those of you that don't, yup, it's HALO! Also, Streakster, since you discribed the universe as being kinda broken, I figured that some outdoors rooms would be okay, they are aren't they? Because a volcano is more exciting than a 20 by 20 room! At least, according to the DM's guide, but I think a 20 by 20 room has more possibilities, but maybe that's just me.