SpikeFightwicky
2021-05-10, 06:49 PM
Howdy folks,
I have a dungeon of sorts based on the 4 elements. I'm have some basics on hazards for navigation based on which element they are currently challenging. For extra spice, when one of the challenges is complete, it modifies the remaining ones. Like, passing the water challenge causes mud terrain in the earth challenge, heavy rain in the air challenge and solidified magma in the fire one (technically making the fire one a bit easier).
So I'm wondering what are some quick environment things that can change things up. For example:
Earth - I want there to be something bad that happens if the players are ever not on the ground. So if someone jumps, it causes a dead fall above, or the the ground opens up when they land. Same if they teleport. What are some hazards or challenges that can work to that? I was thinking of something like a 10 ft. pit with a rope tied to the ceiling. But the pit has to be climbed around. If anyone tries to use the rope (hence the character leaves the ground), the rope snaps and they fall into the pit. Or if they teleport across, they're stopped just before landing on the other side, also falling into the pit. Any other possibilities? Secrets can be found if a deadfall happens and a character falls, there will be nests of underground beasts that can hold secret stuff.
Fire - If the players wait too long in the same spot, the spot starts to get hot (and eventually burst aflame). So I want them to literally hot step it through there. I have a bridge over lava that they will want to hurry through due to a pyrohydra, but it leads into a hallway with radiant beams all over the place. What kind of "stuff" can they go through in that hallway that would make them want to take it slowly or make them stop for a round? There will be a cache of secret stuff along the base of a wall that they can find if they get very close to the lava.
Air - This one I have pretty much set. It involves floating platforms that need to be jumped to, but there will be high winds and air "spirits" that can gust of wind them. In this case, NOT jumping will cause a bit of lightning to strike. And if they fall off a platform into the swirling storm clouds below, they get "thunderstepped" back to their platform, taking a bit of thunder damage. I'd like to work the fickle and unpredictable nature of wind into this, but I'm not sure of any better way than randomly determining the wind direction every round. No idea where to put any kind of secret fun discoverables, though.
Water - This one I have set as well. It'll involve a boat moving through still waters, and they have to figure out the way to create a current to get to the next part. Staying on the boat is a bit of a red herring, and will get them hurt. No idea where to put a secret fun cache, though.
So... any ideas? I'd love a brainstorm if anyone thinks of anything! :smallsmile:
I have a dungeon of sorts based on the 4 elements. I'm have some basics on hazards for navigation based on which element they are currently challenging. For extra spice, when one of the challenges is complete, it modifies the remaining ones. Like, passing the water challenge causes mud terrain in the earth challenge, heavy rain in the air challenge and solidified magma in the fire one (technically making the fire one a bit easier).
So I'm wondering what are some quick environment things that can change things up. For example:
Earth - I want there to be something bad that happens if the players are ever not on the ground. So if someone jumps, it causes a dead fall above, or the the ground opens up when they land. Same if they teleport. What are some hazards or challenges that can work to that? I was thinking of something like a 10 ft. pit with a rope tied to the ceiling. But the pit has to be climbed around. If anyone tries to use the rope (hence the character leaves the ground), the rope snaps and they fall into the pit. Or if they teleport across, they're stopped just before landing on the other side, also falling into the pit. Any other possibilities? Secrets can be found if a deadfall happens and a character falls, there will be nests of underground beasts that can hold secret stuff.
Fire - If the players wait too long in the same spot, the spot starts to get hot (and eventually burst aflame). So I want them to literally hot step it through there. I have a bridge over lava that they will want to hurry through due to a pyrohydra, but it leads into a hallway with radiant beams all over the place. What kind of "stuff" can they go through in that hallway that would make them want to take it slowly or make them stop for a round? There will be a cache of secret stuff along the base of a wall that they can find if they get very close to the lava.
Air - This one I have pretty much set. It involves floating platforms that need to be jumped to, but there will be high winds and air "spirits" that can gust of wind them. In this case, NOT jumping will cause a bit of lightning to strike. And if they fall off a platform into the swirling storm clouds below, they get "thunderstepped" back to their platform, taking a bit of thunder damage. I'd like to work the fickle and unpredictable nature of wind into this, but I'm not sure of any better way than randomly determining the wind direction every round. No idea where to put any kind of secret fun discoverables, though.
Water - This one I have set as well. It'll involve a boat moving through still waters, and they have to figure out the way to create a current to get to the next part. Staying on the boat is a bit of a red herring, and will get them hurt. No idea where to put a secret fun cache, though.
So... any ideas? I'd love a brainstorm if anyone thinks of anything! :smallsmile: