In my last session I had a party of Lv.1 characters a Ranger, Gunslinger, Magus and Barbarian. Yes, this is a party without Rouge; I think you guys don’t quite understand the fun I’m going to have with this party designing traps and rooms. When I make my custom settings with sketchy terrain I try not to involve battles unless the characters are a level high enough, in my heart I’m a fuzzy and warm GM who love his players but that doesn’t mean I’m going to make their lives easy nor difficult. Let me show you what I put them through the last time we played.

The Room:

The Room

Yes, it’s quite big (that’s what she said) for a room. This is The Stoning Room or The Room of The Four Tempting Doors. The backstory of this room is that this is one of the many rooms and/or levels that are in a prison made just for one person, a Rouge, which escaped and now is threatening the city and the world. So this room is called The Stoning Room because it is filled with water that can and will turn your players into stone. The water is whatever is not a drawn square is in the playing mat. It is also called The Room of The Four Tempting Doors because it has four doors that are filled with traps and they are made of precious and rare materials such as Gold, Adamantine and Mithral and the last door is made of Iron.  The positions of the doors as you can see in the photo are located wherever there is a rectangular form of three squares or 15ft. in the border of the map, also where the miniatures are standing.

Schematics:

Schematics

For moving inside the room the characters must move doing parkour or jumping from block to block for arriving to the desired door. In the image above you can see I have marked some movement patters that are horizontal, diagonal and “L” shaped.

  • In Fig.1 you can see I’ve marked t point A and B if the player wants to make a jump from A to B he has to make an acrobatic or jump check OF DC15 since its moving on an irregular pattern for making a jump.
  • In Fig.2 and 3 you can see the pattern for jumping in a diagonal pattern. In Fig.2 for jumping from A to B the player must make a jump or acrobatic check of DC5, a normal movement. If the player wanted to skip the B point and jump to point C  but as shown in Fig.3 the player must make an acrobatic or jump check of DC15, after the first diagonal block each block would count as double so if Fig.3 had a point D it would have been and acrobatic or jump check of DC25.
  • In Fig.4 is represented as a horizontal jump but it would be the same rule for a vertical. For jumping from A to B the acrobatic or jump check of DC5 for point C a DC10 and finally for point C it would be a DC15

 

Tricks of the room:

The first image I showed was a picture I took of our actual game play, in this image you can see there are some squares marked with a diagonal mark, what does this means? These blocks are ice blocks. The movement of a character inside these blocks is half the speed. What if the players want to jump to an ice block? As soon the player lands on a block the player must make a Reflex check to DC15 if not the landing fails and a body part of the player falls into the water and it turns into stone with no chance of making a save roll for not turning into stone. Whatever item falls into this water it turns into stone and it loses its magical properties if it has any.

As a GM I use a d6 and a decimal dice (the one from 10 to 00) or a d100 for throwing a percent for determining the body parts affected. Each number in the d6 is going to be assigned a body part, torso, left arm, right arm, left leg, right leg and the head.

  • If the head land in the water the player is automatically dead.
  • If any of the legs falls in the water it turns into stone but in this case you would have a 50% of chance that the character crotch and butt is turn into stone. If the crotch or butt turns into stone turn into stone the player don’t have to pee or poo anymore but the character takes a d6 of damage right after rolling initiative on each encounter, because of the pee and poop accumulating inside of his body. Having one leg only turned into stone will reduce your speed to half of the total speed and both legs would mean that you can only move to one third of the total speed.
  • If the torso lands in the water the player takes a d4 of damage after each initiative roll in each encounter because it hard to breathe
  • If one of the arms fall in the water the player have a 50% chance of the whole arm turning into stone or just the fists. If the whole arm is made of stone the player can cause a d10 of damage but if it’s just the fist it can a make a d6 of damage. These two would be natural weapon.  If something breaks the arm or fist or any limb  that is turned into stone the player loose it forever, unless the party or character finds a certain potion that is hidden in the room, and I will explain it in the next section of this post.

 

The treasures:

The reasons I used doors made of precious metals is to determine which door and to lure players to check what is hidden in the back of them.  There are 4 doors in this room and one is the one you enter through, another the correct path to find what you came looking for and two of them have treasures behind them.

The only mandatory treasure in this room I must say is a potion that will cure the stone effect cause by the water to the characters of the players and some healing potions.  The potion used for healing the stone effect can also be used in the actual water of the room and it wouldn’t cause players to turn into stone anymore. If the players have lost one of their stone limbs the potion would. The number of potions will be equivalent to the size of the adventure party.

In the final treasure room I hid a mysterious sphere that is a complete home brewed item and I will explain it in my next post here in the blog. The most important thing is that you can custom this room as you wish, you don’t have to take this as canon, the important thing is to enjoy it and if you can make it your own.

Well, this has been a long post and explanatory post. Take care and may your d20 always crit.

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