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Thread: Clever tricks in dungeons
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2010-07-29, 01:51 AM (ISO 8601)
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Clever tricks in dungeons
This thread is for those neat little ideas that you've used in dungeons (whether ones you created and DMed or played through as a PC), such as...
-having small drainage pipes that connect certain rooms and corridors, but only a fine sized creature could fit through the grates/pipes, thus meaning someone would have to polymorph or wildshape to access them.
-using speak with animals on small unimportant dungeon animals (bats, rats, etc.) to learn things about the dungeon or its inhabitants.
-in a room where one of the inhabitants of the dungeon got into a fight, spellcraft can identify many of the spells cast during such a battle solely from the damage or effects they had on the area (melted stone and the like).
Smoke 'em if you got 'em playground.
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2010-07-29, 03:21 AM (ISO 8601)
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- Jan 2010
Re: Clever tricks in dungeons
Soften Earth and Stone
Stone Shape
Now you can rearrange the architecture of the dungeon to your liking.
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2010-07-29, 03:26 AM (ISO 8601)
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- Jul 2008
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2010-07-29, 03:32 AM (ISO 8601)
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- Jun 2007
Re: Clever tricks in dungeons
When a stone slab fell down to block a doorway, cast Reduce on it.
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2010-07-29, 03:33 AM (ISO 8601)
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Re: Clever tricks in dungeons
Homebrewer's Signature | Avatar by Strawberries
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2010-07-29, 07:34 AM (ISO 8601)
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- May 2006
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- Sunnydale
Re: Clever tricks in dungeons
Stone Tell is pretty much the answer to any question about how to find anything (an object you're seeking, which way out) in a dungeon.
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2010-07-29, 09:10 AM (ISO 8601)
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Re: Clever tricks in dungeons
Buy a large number of dogs and train them to guard and fetch. At the entrance to the dungeon command all but one of them to guard. Bring one with you, and play fetch with him down each hallway until you're satisfied that there are no traps. If your dog is killed by a trap, return to your pack and get other one. You might also need a few trained monkeys, to open doors.
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2010-07-29, 09:19 AM (ISO 8601)
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- Jun 2009
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- The One in the Middle
Re: Clever tricks in dungeons
Multiple floorplans for a dungeon that periodically shifts in a scenario where the dungeon itself was actively hostile.
I had an obsessive map-making party once. I put a lair inside of a tesseract. 4-dimensional geometry confused my 2-dimensional mappers.I drive a quantum car- every time I look down at the speedometer, I get lost.
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As a juggler, I may not always be smarter than a banana. However, bananas aren't often surrounded by children asking for hugs and autographs.
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2010-07-29, 09:30 AM (ISO 8601)
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Re: Clever tricks in dungeons
I've been known to do this on occasion.
Quotebox
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2010-07-29, 10:13 AM (ISO 8601)
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- Dec 2009
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Re: Clever tricks in dungeons
I like traps, that no matter what get you. Like placing use activated AMF arrows in my spring traps, and having an intricate painting of an open pit on the floor, that if examined will trigger the ceiling to collapse.
I also like to convert Grimtooth's traps to D20.
As far as reconfiguring the dungeon, that works both ways. Like having an evil Wizard run down a stone passage only to seal it behind them, then putting up a wall of force right behind it.Just because I'm paranoid doesn't mean they aren't out to get me.
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2010-07-29, 10:53 AM (ISO 8601)
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Re: Clever tricks in dungeons
1. Fire Cloudkill into the dungeon and wait a half hour before entering.
2. Bring a druid.I just published my first novella, Lúnasa Days, a modern fantasy with a subtle, uncertain magic.
You can grab it on Kindle or paperback.
Proud to GM two Warhammer Adventures:
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2010-07-29, 01:11 PM (ISO 8601)
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- Oct 2008
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Re: Clever tricks in dungeons
Homebrewer's Signature | Avatar by Strawberries
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2010-07-29, 01:22 PM (ISO 8601)
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Re: Clever tricks in dungeons
You can project, emulate, represent (like a 3d object can be represented by 3 2d objects, or a 2d object in perspective). Actually visualizing it is too hard.
You can also go the matrix way and just have a few set positions in the 4th axis where you have more 3d environments to work on.
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2010-07-29, 01:23 PM (ISO 8601)
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- Jan 2009
Re: Clever tricks in dungeons
I sometimes put interesting things in the adventures that have no purpose. For instance, I had a sculpture in a room of a cube resting on one corner so that it would rotate around. It was entirely mechanical and the party could push it around, but it didn't actually do anything other than spin around. It was just an artistic sculpture. But the spent a lot of time and resources trying to figure it out.
I also make sure that my castles/dungeons have rooms that actually serve the inhabitants. Bathrooms, dining areas, closets, etc. as well as internal systems of communication. Lights are located where lights would be for those inhabiting the dwelling, etc.
I also use lots of riddles, mechanical puzzles, and encounters where smart players can use the surroundings to avoid or prevail in an encounter without too much bloodshed.Check out my Arboreal Halflings and my Megaliths of Zidydrion.
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2010-07-29, 01:24 PM (ISO 8601)
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- Sep 2005
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- Edmonton, Canada
Re: Clever tricks in dungeons
Not mine, but interesting:
A dungeon that features large stone doors that work on some magic version of hydraulics. The doors open at a slight push, but take a while with hissing and grinding before they actually start to move. In effect, it gives creatures on the other side of the door time to know that someone is coming in. Sure, you can bash down the big stone doors, but by the time you get through, the effect is much the same."We are what we pretend to be, so we must be careful about what we pretend to be." Kurt Vonnegut
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2010-07-29, 02:05 PM (ISO 8601)
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- Aug 2009
Re: Clever tricks in dungeons
I ran an Egyptian-themed pyramid with many undead guardians that had a hidden central chamber filled with black sand. Any undead that escaped encounters with the party would retreat to this room and use the negative energy damage from the black sand to full-heal over the course of a minute or two.
For devious trap-mongering, I'm fond of pit trips placed about 20' ahead of a door, and a glyph or trap of some kind with, say, explosive scintillating sphere of the three thunders on it, lined up juuuust right to knock anyone in the blast back onto the pit trap. Gets 'em coming and going!Subclasses for 5E: magus of blades, shadowcraft assassin, spellthief, void disciple
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2010-07-29, 02:09 PM (ISO 8601)
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Re: Clever tricks in dungeons
Basically you have 8 rooms that are perfect cubes. The inside, the 6 around it, and the outside (the outside is not actually an exterior, and is still a cubic room).
Starting from the inside, if you pick any direction (up, down, right, left, straight, back), and go straight for 4 rooms, you'll be back in the inside. As long as you don't do anything fancy, you're basically waking on the surface of a cube. But once you start going up and down floors, you can situate yourself to be walking on walls or the ceiling. That picture would have up 8 rooms and 48 "floors" to go through.
By taking the door straight ahead, then going down a floor, and going through the right door, you'd be on the wall of the original room.
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2010-07-29, 02:12 PM (ISO 8601)
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- Jul 2010
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- Argonth
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2010-07-29, 02:39 PM (ISO 8601)
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- May 2008
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- In an Octopus's Garden
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2010-07-29, 03:05 PM (ISO 8601)
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- Mar 2010
Re: Clever tricks in dungeons
I've found there can be great fun intricately describing the armors, weapons, amulets, bracelets, etc. that they find. Particularly given your typical player's assumption that anything detailed like that must be magical. Until they find out that nice armor and sword was just some noble kid's parade dress.
One a DM did to us: "you smell a powerful stench up ahead." We went forward and walked in on a pair of trolls using the loo.
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2010-07-29, 03:25 PM (ISO 8601)
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- Jun 2007
Re: Clever tricks in dungeons
Having a kennel for the guard dogs the goblins use. I played in a game with that and we were able to kill the goblin in charge and all the attack dogs. When the goblins outside the door heard the commotion my fighter was able to bluff them by saying "Those dogs were acting up again, but I calmed them down." in Goblinese.
Yeah, I tend to make my characters always have at least one known language be a language our enemies would be using. It was worth it having the goblins outside confused for a second but long enough for use to rush out and attack them all before they knew what was going on.
(edited my post since my previous one involved using Control Winds cheese to suck all the oxygen out of the dungeon.)Last edited by Randel; 2010-07-29 at 03:31 PM.
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2010-07-29, 03:38 PM (ISO 8601)
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- May 2006
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- Sunnydale
Re: Clever tricks in dungeons
Good, because that doesn't come close to working. The most intense hurricane listed on Wikipedia only got down to 870 millibar (i.e., a 13% reduction from normal sea level air pressure), which is about the same as the average pressure at 3800' above sea level ─ easily breathable.
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2010-07-29, 04:04 PM (ISO 8601)
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- Aug 2009
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Re: Clever tricks in dungeons
GM tricks:
obvious great rewards behind impossible for the level traps. . .but easier alternative entries if the party thinks outside the box. . .
1 or 2 painfully high cr monsters that the party really really needs to go around. . . (because i hate it when my party thinks the answer to every monster is, "kill it!")
Traps that the party wont recognize until they're already trapped. . . and must then escape.
false treasure rooms. . .
Player tricks:
Divination spells to see rooms father into the dungeon followed by teleporting. (when applicable)
Summoned minions to set traps off.
Throw the halfling! (solves more difficult dungeon problems than youd realize)
screw disabling the trap just buff the hell out of the fighter and push him through. . . he can break it from the other side. (for when the rogue is not there or not capable)
going ETHEREAL. . . HAHA suckit dungeon! (gm's may throw a book at you. . . or an ethereal monster if you do it too often)RAMS > RAI > RAW
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2010-07-29, 04:45 PM (ISO 8601)
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- Feb 2006
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Re: Clever tricks in dungeons
You know those ginormous imposing adamantine bound steel doors? The ones that are locked 16 times down the front with a sign that says "Trespasser's will be shocked, survivors will be shocked again!"? Yea, they are usually attached to the walls. The stone walls. Use Stone Shape to carve out the hinges and laugh as the door opens backwards.
For bonus points, loot the door.
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2010-07-29, 05:51 PM (ISO 8601)
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- Jun 2007
Re: Clever tricks in dungeons
Well to be fair, my idea was to have the Control Winds spell blow all the wind directly out of the first room and out of the front door. If the spell moves air in only one direction then it would be creating a vacuum that would suck air out of the room and in turn suck in air from other rooms.
Though a dungeon would hopefully have air holes other than the front door so it would be able to replenish the air sucked out. It would be breathable but then again it would still have 175+ MPH winds that could "destroy all nonfortified buildings and uproot large trees" occurring inside a building. Would be breathable but still uncomfortable for its inhabitants.
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2010-07-29, 07:31 PM (ISO 8601)
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- Mar 2010
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- Netherlands
Re: Clever tricks in dungeons
"Quick Draw. It grants the ability to turn any boring non-combat scenario into combat as a FREE ACTION."-Deleted User
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2010-07-29, 07:33 PM (ISO 8601)
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- Sep 2006
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Re: Clever tricks in dungeons
A much simpler logic for doors is that it doesn't make sense for them to be more fortified than the walls they're attached to.
Also, Telekinetic Maneuver + hostile = trap disabled.
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2010-07-29, 07:46 PM (ISO 8601)
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- May 2006
Re: Clever tricks in dungeons
I'm fond of the Summon Elemental Reserve Feat for dealing with traps, myself. Goes well with the Permanancy spell applied to Detect Magic. You'll also want something in a direct-offense reserve feat, for purposes of smashing the source of the trap, if it's one of those pesky rapid-reset traps.
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
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2010-07-29, 07:48 PM (ISO 8601)
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- Aug 2007
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- Virginia
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2010-07-29, 07:54 PM (ISO 8601)
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- May 2006
Re: Clever tricks in dungeons
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.