(WIP)What's that, new dungeon? You think we're going to get along well?

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dice4hire
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Re: (WIP)What's that, new dungeon? You think we're going to get along well?

Post by dice4hire » Thu Jul 12, 2018 6:01 pm

Nice layouts and story!!!
A pretty decent Docent of Valoria

MiyaErku
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Re: (WIP)What's that, new dungeon? You think we're going to get along well?

Post by MiyaErku » Thu Jul 12, 2018 12:40 pm

Heh, I've got trolls and mercs too, but I do like painting khador.

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ForestZ
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Re: (WIP)What's that, new dungeon? You think we're going to get along well?

Post by ForestZ » Thu Jul 12, 2018 12:39 pm

I approve of your WM/H Faction. ;) Also, dig the story and flow the dungeon!

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Re: (WIP)What's that, new dungeon? You think we're going to get along well?

Post by MiyaErku » Thu Jul 12, 2018 12:34 pm

The semi-final version!

Some university students, fancying themselves adventurers, went spelunking in old Tombs near town. This is a common practice, but not safe. They went missing, and a noble father of one of the students will pay handsomely for news of his daughter.

The trail leads to the Tomb of the Twelfth Night.
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Hidden behind a waterfall, the entrance area is a popular camping place due to rumours of it being haunted. Locals used to say it's quite safe, but recently people have been disappearing in the area.

Inside, an eery miasma fills the moist cavern. An undead guardian rises up from strange oozings on the walls, but it is more bark than bite and easily bested. Still, could this be what killed those people?
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The lack of bodies doesn't fit, and there are drag marks that lead to a hidden doorway deeper in. Plus, without evidence of what happened, there's no way to get payment.

A concealed door, made of ancient metals, leads to a crowded antechamber. There are guards here, some kind of clockwork golem. Despite their ominous appearance, they do not react to the players.
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Through the bars, in the shadows, what looks like a pile of corpses can be seen. The bars won't budge, though, and the party is likely to head through the wooden door instead.

This place is well maintained for an ancient tomb. Something has been here recently and cleaned up...
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...as well as adding some new guardians. Stitch golems. Frightening to behold, but easily dispatched.

Beyond the guardians, through an open archway, a room with more clockwork monstrosities and several levers awaits. Once the first lever is pulled the monstrosities attack, and missile traps on the walls activate. This is the first challenging fight of the dungeon, made moreso by the activation of the clockwork guardians from the antechamber, who will come in to flank.
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Still, I don't anticipate the party getting too set back. Once the levers are pulled, the barred door opens.

Yep, that's a pile of corpses all right. Adventurer corpses. More than the group that was reported missing.
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They animate, because what else would they do?
Once defeated and searched, the Signet Ring of the lost adventurer can be found. Do the players investigate this dungeon further, or just leave seeking payment?

I highly doubt they'll let it go.
First the trapped hallway, as above.
I suspect this is where the party will take some real injuries. It's time to tire them out so they can't nova the boss.

Past there, to the Kill box.
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These animated constructs don't hit hard and move slowly, but are insanely durable. Coupled with a trap that keeps spitting necrotic damage, this should be more of a puzzle than a fight. How do you disarm the trap when a solid chunk of iron keeps hitting you with a stick?

Finally, the double doors beyond the necrotic spitting fire lead down stairs to burbling pools of strange fluid.
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Three villains, somewhat familiar to the party, await in this room. They are surprised to see the heroes, not expecting to have been found yet.

How annoying to see you here before we're ready. Still, fate brings what it will. One of you will die today.
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These three are very powerful, mostly interested in escaping, but want to cause a bit of hurt first. I've made them almost impossible for the players to control in combat, so I expect I'll be able to achieve my goal of killing at least one player and getting to briefly roleplay what the player sees in the afterlife, as well as the first Resurrection in this game world (one of the players has revivification, a spell previously unknown here).

Also, terrain trays! This whole thing is in my closet.
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Last edited by MiyaErku on Thu Jul 12, 2018 12:41 pm, edited 2 times in total.

MiyaErku
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Re: (WIP)What's that, new dungeon? You think we're going to get along well?

Post by MiyaErku » Wed Jul 11, 2018 1:21 pm

fnordfriendly wrote:
Wed Jul 11, 2018 11:49 am
That's a cool build, you packed a lot of variety into a relatively small space.
Thanks!

The single tile corners and walls are amazing for making cramped quarters that weren't possible before. That narrow passage leaving the first trap corridor is only a half tile wide... Two single-tile walls and a passage wall.

I wasn't really keen on the first set of dungeon tiles. I'm glad I waited, the DoD stuff can basically build the dungeons I draw on paper.

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fnordfriendly
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Re: (WIP)What's that, new dungeon? You think we're going to get along well?

Post by fnordfriendly » Wed Jul 11, 2018 11:49 am

That's a cool build, you packed a lot of variety into a relatively small space.

MiyaErku
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Re: (WIP)What's that, new dungeon? You think we're going to get along well?

Post by MiyaErku » Wed Jul 11, 2018 10:22 am

It's an easier way to build traps as well. I don't treat them like a puzzle, there's no pattern to be worked out in order to deactivate it. Whatever they think of that could work (and then has a correspondingly effective roll) is the way to disarm it.

A lot of the time, traps wind up smashed or jammed by stuff, I find. Players like breaking things.

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Re: (WIP)What's that, new dungeon? You think we're going to get along well?

Post by JK - 123456 » Wed Jul 11, 2018 5:06 am

I like that..not designed to be escaped! Where does it say players need a fighting chance?

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Re: (WIP)What's that, new dungeon? You think we're going to get along well?

Post by MiyaErku » Tue Jul 10, 2018 12:25 pm

My general approach to traps is "I have no idea how you're going to get out of this, the designer didn't make it to be escaped. I have faith in you though."

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Arcarius2001
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Re: (WIP)What's that, new dungeon? You think we're going to get along well?

Post by Arcarius2001 » Tue Jul 10, 2018 10:33 am

I foresee a lot of 10’ poles being purchased by your player characters after they make it through this dungeon!! And judicious use of disposable henchmen!!
Great build. I am awaiting my add on sets so I will have more traps to use. I am stealing your swinging blades bounded by walls of force idea...you are my kind of DM!

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