Level 9

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Level 9

Postby Mythmere » Wed Feb 04, 2009 9:49 am

Post ideas for tricks, traps and monsters to go in this level.
Also any proposed names and themes for the level.
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Re: Level 9

Postby ragnorakk » Fri Jul 02, 2010 10:03 pm

Gonna try to work on this daily for a while, long night at work tonight though...
Devils & imps, lemures in an evil shrine.
Ogre magi + attendant ogres, bugbears.
Gargoyle variations.
Nixies in a section submerged in water.
Berserk elementals (earth, water)
Lots of alchemical ruin, old broken symbols
Wand of leprosy
"I want to be in Kentucky when the end of the world comes, because it's always 20 years behind" - Mark Twain
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Re: Level 9

Postby ragnorakk » Sun Jul 04, 2010 7:49 pm

The devil shrine
Hidden behind an illusionary wall, a devil sits, waiting for PC's to wander past. As they pass, it throws a powerful spell of suggestion through the false wall at them: "Sleep is good and important, you should sleep now..." Save at -3. If all the PCs fail this save, they will be slain and eaten. Those who resist the suggestion will be subjected to a powerful fear spell (again, save at -3) next turn, unless they've discovered the illusionary wall and threaten the devil on the other side.

The devil is a muscular seven foot tall humanoid with three 6' long arms and three red eyes.
Armor Class: 2 [17]
Hit Dice: 8+8
Attacks: 2 claws (2d8), 1 claw (1d8)
Saving Throw: 6
Special: Immune to 1st & 2nd level spells, Telepathic Suggestion (1/day, -3 to save),
Fear (1/day, -3 to save)
Move: 24
Challenge Level/XP: 11/

*detail of shrine room*
"I want to be in Kentucky when the end of the world comes, because it's always 20 years behind" - Mark Twain
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Re: Level 9

Postby ragnorakk » Mon Jul 05, 2010 7:45 pm

In the passageway leading to this room, the voices of three drums becomes obvious on approach. In the room 3 goblins are manacled to the walls which have no doors. They each beat a drum and are oblivious to intrusion - they ignore any who open the door or enter their room, only staring blankly ahead and continuing their slow patterns. Goblins suffering damage will pause for that round, but resume playing if they survive.

If the drumbeat is broken, a berserk ghost is summoned, appearing in 3 rounds after the beat changes or is stopped. It will vanish if the beat somehow resumes.
GHOST
Armor Class: 2 [17]
Hit Dice: 10
Attacks: 1 touch (1d8, save or age 10-60 years)
Saving Throw: 6
Special: magic or silver to hit
Move: 12
Challenge Level/XP: /
"I want to be in Kentucky when the end of the world comes, because it's always 20 years behind" - Mark Twain
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Re: Level 9

Postby ragnorakk » Mon Jul 05, 2010 8:05 pm

Some berserkers have come to this level, led by an evil cleric. They've holed up in four out of the way rooms, and the passage to this area is watched. The cleric communes with the devil in the hallway, and has learned to seek a greater evil in the levels below.

All intruders will be savagely attacked, but not pursued past the long entry hallway. All of the berserkers are armed with +2 swords. This enchantment will last on these swords as long as the berserker cleric lives.

1. Watchers of the hallway (3 - begin to hoot and howl like wild dogs if anything is sighted in the passage, alerting the others and sounding scary)
2. Barrack 23 berserkers
3. Barrack/Storeroom 10 berserkers, mundane loot
4. Cleric's room (hell hounds on loan?)
"I want to be in Kentucky when the end of the world comes, because it's always 20 years behind" - Mark Twain
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Re: Level 9

Postby ragnorakk » Wed Jul 07, 2010 2:45 pm

One of the entrances from an above level, long set of stairs leads to a room (entry in the middle of south wall, no door, no landing - room is 25' north-south, 125' east-west, ~15' high). North wall is mosaic tiled. Doors on east and west wall, both are teleporters to the same location - anyone touching a door is teleported, no save.

The mosaic depicts the body of an octopus, and 4 of it's tentacles run the length of the north wall. Artistically tempered PC's may note the quality of the work, particularly the well-rendered human eyes. The octopus is depicted eating a red-haired man, half hanging from its beak. To the east forests are shown growing from its tentacles, gradually getting thicker - to the west, icy mountains rise.

Approaching the eyes brings an uneasy feeling. Should a PC stare into them for 5 minutes, roll d6, effects depend on class:
1-3 cleric/magic user: lose 1 spell casting (of highest level known), other: take d20 damage
4-6 cleric/magic user: restore cast spells, other: heal d20
"I want to be in Kentucky when the end of the world comes, because it's always 20 years behind" - Mark Twain
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Re: Level 9

Postby ragnorakk » Sat Jul 17, 2010 6:51 pm

A clear crystal ball resting atop a 4' stone pedestal. If it is removed from the pedestal, it vanishes, returning to its place an hour later. It is a magical crystal ball and can otherwise be used as such. If the pedestal is destroyed, the crystal ball will vanish and not return.
"I want to be in Kentucky when the end of the world comes, because it's always 20 years behind" - Mark Twain
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