|
Post by societalwolf on Dec 3, 2009 4:54:28 GMT -5
Snag a Dungeon:
I was talking with Drozgul and we were hoping that everyone would be willing to explore their imagination and post a fantasy dungeon scenario in their own respective thread. That way with minor alterations and tailoring it can be fit into anyone's storyline, and the GM does not have to spend as much time creating chapter after chapter.
This also aides an idea that we (Drozgul and I) wanted to test. Have your party with character sheets in hand, then on the other side of the table have your antagonists. When the party walks into the dungeon created in your thread, the antagonists random draws character sheets for monsters. Some of the burden has been taken off the GM's shoulders for combat, and the chess match has begun. Surviving Monsters (ie. loose ends) can be recalled by the handler when appropriate to raise the difficulty on the party.
Idea's and tweaks accepted!
|
|
|
Post by Drozgul on Dec 3, 2009 5:14:31 GMT -5
Ooh! Okay, Got one for ya Wolf.
A Royal mausoleum...I'm thinking fantasy setting.
(add plot hook for your adventure here)
There is a hidden chamber within this vast hall of fallen nobles, one that leads well into the earth with a cobbled spiraling of stone with one unlit torch still left hanging on the wall at its opening. Downward it leads, likely to an underbelly where the rats have run freely, scavenging from above, and nesting here below.
These under chambers house yet still more of the tomb, likely belonging to those less worthy of a well placed burial, or perhaps with more valuables required to be buried among them.
A large cavern opens into a high vaulted ceiling, gleaning of dew and stinking of mold. A shadow escapes your pathetic torchlight, and your companion(s) draw a deep breath as you listen for movement.
There. No, over to the other side. No. Just beside us.
(Fill me in an opponent for some grave robbers. Or perhaps a questing party searching to put an end to the merciless wailing heard late every new moon.)
|
|
|
Post by societalwolf on Dec 3, 2009 6:27:18 GMT -5
You come to a fork in the river. The Ferry man lets you out on the island between the forks, and your party must cross a rickety bridge to the left bank. Halfway across the bridge you see that there are two dragon's, one on either side of a crevace in a rock wall (the entrance to the Dark Lords Lair). Each dragon is on a 1000 foot chain offering ti mobility on the ground and by air.
Once inside the crevace you enter a great hall filled with various types of armour from conquered warriors. As the party files down the hall somthing green flies past to fast to see. The party realizes that there is a fine dust settling and then the armour comes to life. Itself it is unarmed as it contests your party members. as the Restling continues you notice that it's purpose is not to kill but acclamate your armour into it's own exhibit.
YOur party leaves the Great hall to another coridor. Snarling an sniffing can be heard at the far end. Upon closer inspection you see a charnel hound guarding a trap door under it and anxious to expand it's own mass. As you turn to survey your retreat options you can not miss a Death Giant. Upon careful observation you notice that massive corridor is poorly lite, and the Giants weapon has some time ago hit the ceiling and walls....and the pup, he is sloppy...probably past his prime.
Throught he hatch leads to an empty kitchen. It is empty, but there are all your standard cooking supplies over stoves which chimmney's at the far end. There are pitchers of a beverage one of the serving tables. Peering into the next room you see servers pouring this beverage into the glasses of 20 goatmen. At the head of the table is the dark Lord (this character you should have figured out by now). The servers are heading back to the kitchen, what to do?
Upon proper vanquishing you now must exit, make sure that you are better prepared to deal with the giant if it still lives and the pup if it's not subdued.
|
|
rlandis
Journeyman
FOR THE EMPIRE!
Posts: 224
|
Post by rlandis on Dec 5, 2009 2:18:05 GMT -5
Standing before you is a manor, a large one at that. The manor is not as your group last left it. One hopes your lord is still alive inside, though it is questionable. Every minute the crack of a Pistole is heard as well as the clash of steel. There is a clear struggle going on inside, though against what?
|
|
|
Post by xenocide on May 25, 2011 14:21:45 GMT -5
You have been traveling for days through a wasteland of sand. destroyed villages, broken waystands, destroyed roads all lay in your wake. You didnt destroy it all, but you might be blamed for it. You stand in front of a tomb, said to be the last standing structure in this hellish region. Upon entry, you find the sarcophogus of an ancient mummified king. stepping up and touching the sarcophogus, the mummy comes to life as does the dozen suits of armor lining the wall.
after dispatching the reanimated king and studying the tomb for some time, you find a secret entrance to an underground tunnel. lighting your torches, you decend into the tunnel.
At the end of the tunnel you find a Huge, Sprawling maze. Its size, matched with the sounds from inside, would bewilder and frighten away the faint of heart. But, then again, the faint of heart would have ran from the mummy, let alone this place. you set out to find the exit.
after navigating the perilous Labarynth and defeating some of the denisens within, you find yourself in another cavern. Wraught from the stone itself, it is nothing like the previous ruins. It seems centuries older. You can feel it pulsating with magic. the tunnels are tubular in design, undoubtedly magically carved from the stone.
You exit one such tunnel and enter into a large, dimly lit cavern. in the center is a sacrafical altar, around it strewn hundreds of the dead, dying, and reanimated. a door on a raised platform is at the other end of the cavern. the only way to enter the cavern is to drop ten feet from the ledge you are standing.
(at this point, you can insert a boss-type to protect the altar and say it is done once the boss and altar are destroyed, but the description keeps going)
after dispatching the undead and destroying the unholy altar, you climb the ledge to the next doorway. there are arcane markings all over the door, and an incredibly intricate lock. after removing the magical wards and opening the lock, you find yourself in a hallway, almost as if you where in a great castle. indeed, there even seems to be windows carved into the sides of the walls. The arcetecture (apologies for my spellin) is nothing like you've seen in the rest of the complex. upon exiting the hall, you enter a spiral staircase that leads both up and down.
Choosing to go farther down into the 'castle' as it has been dubbed, you see the most astonishing thing- It IS a castle! if not for it being hundreds, if not thousands of feet underground, it would be a fine, freestanding castle. The throne room you have entered is lined with suits of armor and, sitting on the throne itself, the body of the once-living king, his chest run-trough by a sword. Stepping forward, the sword begins to glow. A huge wave of magic is expelled from the sword, and the suits of armor, now showing to be warforged, leap into action.
after dispatching the warforged, you step again to the sword. It glows again, but instead of a huge wave of magic, it emits a soft light. an illusiory person steps forth and, sizing your group up, starts to speak.
"You, who have come all this way to this forbidden castle, state thy names."
after speaking your names, the person speeks once again.
"you have traveled far and seen a great many things, i have no doubt. the (insert reason for coming) is not easily obtainable (findable, killable, etc) however. You must pass through yet two more obsticles, each much more ancient than this castle, before obtaining what you seek. Step, brave warriors, into the circle. all but one of you may leave to continue this quest. The other must pull the sword from the chest of the king to activate the portal to send you on your way.
after some thought on the matter and choosing who will stay, the group steps onto the portal's circle. the remaining member pulls the sword from the chest of the king, and sends his fellow adventurers on their way.
the group is teleported into what at first seems to be an enferno. after a few minutes, they realize they are in the heart of a still-active volcano. After navigating the cavern for some time, the enter a large dome, housing a Sleeping (insert name of mythic beast they will fight.) after some thought, you enter the cave, determination in your eyes. the (insert name again) awakens and attacks!
after slaying the beast, the dead, limp body slowly transforms into a crystaline archway, within which a stairway leads down into the volcano.
after much travel and a long time, you enter a grove of willows, their leaves aflame with green fire. a slight breeze is blowing, and in the center of the grove is an alter. upon reaching the alter, the trees awaken, Treants intent on protecting the alter at all costs! One last fight stands between you and your goal.
after finally defeating the last treant and dousing the flames they caused, you step once again up to the alter. There, on the alter, lays (insert name of item they have been searching for) upon grasping the item, a whoosh of air and disorientation follows. You are now back in the original room in the underground castle, your friend sitting on the stairway waiting for you. The voice of the spirit from the sword wafes thru the air, calling to you-
"you have succeded where numerous have not. As a parting gift to you who would stand aside for the glory of your friends, take the sword. you who would put your own destiny aside for your friends, have earned it.
taking the sword in hand, you can feel a fraction of the power once eminating from it. at the same time, you feel a slight tremor, a warning of what is to come. You decide it is time to leave.
upon exiting to the maze, you find that i slight line, barely noticable, is in the sand on the ground. as you start to walk beside it, sparks kick from the start of the line and move down the way. following the sparks leads you to the exit of the maze and to the tunnel.
the aftershocks become a steady shaking as you exit into the mausoleum, and just as you exit into the daylight, you hear the crushing sound of rocks behind you- and the sinking of the mausoleum into the earth is all you see. racing for safe ground, you do not see the mausoleum dissapear into the earth.
(at this point, the rest is up to you.)
|
|