Results 151 to 180 of 339
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2015-06-11, 12:37 PM (ISO 8601)
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- Nov 2014
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Re: The most paranoia-inducing dungeon
Have the entrance to the dungeon be in a forest clearing. Don't have it pimped out with skulls and gothic architecture and whatever, that's overdone and cliché and won't frighten anybody. Just have a simple doorway leading down. Now here's where the creepy part starts. If there's someone with keen senses, like an elf, just nonchalantly tell them "It dawns on you after standing in the clearing for a few moments that you can no longer hear the wildlife, or even the wind." If there's someone with scent or something like that, just tell them "The air in this clearing smells odd. Or rather, doesn't smell odd. There's absolutely no smell whatsoever." And in the clearing, describe everything with a hint of oddness, almost like an uncanny valley sort of feel, but with landscape. The grass looks TOO much like grass, so much that there's something off about it. The ground is unnaturally flat, with no dents or crevices. The dimensions of the clearing feel odd and unnatural. The party druid might feel absolutely nothing instead of the normal spirits of nature or whatever they call it nowadays. They can still cast, they just don't feel the presence of nature in this clearing. How creepy is that idea?
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2015-06-11, 02:32 PM (ISO 8601)
- Join Date
- Nov 2012
- Location
- Icewind Dale
- Gender
Re: The most paranoia-inducing dungeon
One idea I have in mind for a dungeon that can drive somebody paranoid is a labyrinth of illusions!
Let me explain:
Say you have one giant labyrinth where the PCs have to maneuver through. But what makes this labyrinth so diabolical is that it is made up of real walls and illusions that look like other walls.
Just think of the possibilities you can have with this idea:
- The PCs can get lost forever in a maze where they can't tell the difference between fake walls and real walls, because everything looks the same!
- To make this more interesting, you can do the same with the flooring! Most of the flooring is there, while other flooring may be just an illusion, where any fool who steps through it will stumble into who-knows-what.
- Putting monsters into this complex labyrinth will make this even more interesting. Can you imagine the sheer terror of a monster suddenly "phasing" out through walls to get you?
- While we're at it, why not make illusions where several ways out of this labyrinth turn out to be illusions as well?
- Why should we limit ourselves to illusions? Why not make a wall, floor tile, or even an archway at an "exit" be mimics?
....... Do you think I'm going way too far with this idea?Last edited by Drakeburn; 2015-06-11 at 02:34 PM.
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2015-06-11, 02:34 PM (ISO 8601)
- Join Date
- Jul 2014
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- Avatar By Astral Seal!
Re: The most paranoia-inducing dungeon
Yes. And I like it.
I have a LOT of Homebrew!
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2015-06-11, 02:44 PM (ISO 8601)
- Join Date
- Dec 2013
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Re: The most paranoia-inducing dungeon
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2015-06-12, 04:02 AM (ISO 8601)
- Join Date
- Mar 2015
- Gender
Re: The most paranoia-inducing dungeon
I am certainly going to use these ideas in a dungeon I think. I think my favourite is the dungeon stalking the players although for its appearance to remain the same and to build up the pattern of stalking you would need to remain in the same area/terrain type for some time.
I like the watching eye idea as well - I think that many players do not feel comfortable being watched.
The trouble with a lot of these places is that there is a need to populate them with challenges as well (probably monsters or people to fight). either they are unrelated to the causes of paranoia or they are by themselves very scary. It isn't paranoia if there is actually a Cabal of Liches in the dungeon. On the other hand you don't want it to be too anticlimactic. If you have people there they need a tie to the dungeon or at least can help explain its madness.
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2015-06-13, 11:05 AM (ISO 8601)
- Join Date
- May 2015
- Location
- Elysium
Re: The most paranoia-inducing dungeon
Its not a dungeon at all, but simply an overly bureaucratic level, most monsters are goblins in cubicles. There is a beholder demanding you go on a nice tour of how a dungeon is made, shouting "BEHOLD!" at every stop. In charge of it all is a wizard
If the party attacks them, they go through nine or so levelsGizmo Stien, Vigilante Scientist
Avatar by the Great and Powerful DigoDragon
Nuzlocke Twitter feed @Poke_Trainer_J
Watch as I suffer
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2015-06-13, 01:53 PM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: The most paranoia-inducing dungeon
The party finds the dead and charred remains of one of their members. The ruined remains of the clothing/armor is different however. Later on in the dungeon the party finds some treasure and among the items is the very clothes/armor the dead PC was found in. No matter how hard they search, they never find the dead body again, and any part of the remains they stash in their bags/packs for later mysterious disappears.
I did this once and the party SWORE they were dealing with some kind of mad wizard in the dungeon. They never found one, but I think it's funny that no one thought that if there was a wizard, maybe it was an illusionist.
Maybe a bit more hilarious than paranoid to me, but I'd totally put this in an adventure regardless. :D
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2015-06-13, 04:16 PM (ISO 8601)
- Join Date
- Aug 2014
- Location
- Ontario, Canada
- Gender
Re: The most paranoia-inducing dungeon
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2015-06-13, 04:18 PM (ISO 8601)
- Join Date
- Nov 2007
- Location
- As often as possible
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Re: The most paranoia-inducing dungeon
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2015-06-13, 05:50 PM (ISO 8601)
- Join Date
- Aug 2014
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2015-06-13, 05:58 PM (ISO 8601)
- Join Date
- Dec 2013
- Gender
Re: The most paranoia-inducing dungeon
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2015-06-13, 06:20 PM (ISO 8601)
- Join Date
- Aug 2014
Re: The most paranoia-inducing dungeon
I meant whack it real good with a reach weapon to see if it goes "Graaaargh!" and, if it does, whack it with the aforesaid reach weapon until it's dead. Although I've used polearms with the right kind of pointy bits, choppy bits, or smashy bits on the end to pick up objects too.
And now I want to add a Pole Arm to the List of Mostly Useless Magic Items.Last edited by JAL_1138; 2015-06-13 at 06:23 PM.
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2015-06-13, 06:23 PM (ISO 8601)
- Join Date
- Dec 2013
- Gender
Re: The most paranoia-inducing dungeon
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2015-06-13, 06:31 PM (ISO 8601)
- Join Date
- Aug 2014
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2015-06-13, 07:03 PM (ISO 8601)
- Join Date
- Mar 2010
- Gender
Re: The most paranoia-inducing dungeon
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2015-06-13, 07:15 PM (ISO 8601)
- Join Date
- Aug 2014
Re: The most paranoia-inducing dungeon
Last edited by JAL_1138; 2015-06-13 at 07:17 PM.
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2015-06-13, 07:17 PM (ISO 8601)
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- Mar 2010
- Gender
Re: The most paranoia-inducing dungeon
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2015-06-14, 04:27 AM (ISO 8601)
- Join Date
- May 2015
Re: The most paranoia-inducing dungeon
1. Have a system of narrow tunnels that the PC's can barely fit through.
2. Have a bunch of skinny, climby monsters that can scamper through the tunnels easily and have Sneak Attack or can grab you and yank you in.
3. Put at least two tunnel entrances in every room.
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2015-06-14, 06:43 AM (ISO 8601)
- Join Date
- Aug 2014
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2015-06-14, 08:21 AM (ISO 8601)
- Join Date
- Aug 2014
- Location
- Ontario, Canada
- Gender
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2015-06-14, 01:41 PM (ISO 8601)
- Join Date
- Jul 2010
- Location
- Nowhere Land
- Gender
Re: The most paranoia-inducing dungeon
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2015-06-14, 06:11 PM (ISO 8601)
- Join Date
- May 2015
- Location
- Elysium
Re: The most paranoia-inducing dungeon
A bunch of werewolves sitting at a desk playing poker, they invite the PCs to play
Gizmo Stien, Vigilante Scientist
Avatar by the Great and Powerful DigoDragon
Nuzlocke Twitter feed @Poke_Trainer_J
Watch as I suffer
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2015-06-14, 06:21 PM (ISO 8601)
- Join Date
- Dec 2013
- Gender
Re: The most paranoia-inducing dungeon
“Evil is evil. Lesser, greater, middling, it's all the same. Proportions are negotiated, boundaries blurred. I'm not a pious hermit, I haven't done only good in my life. But if I'm to choose between one evil and another, then I prefer not to choose at all.”
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2015-06-14, 07:48 PM (ISO 8601)
- Join Date
- Apr 2013
- Gender
Re: The most paranoia-inducing dungeon
These ideas are great.
This may just be me, but look at the illustration in Tomb of Horrors for the shaking room with the acidic curtains: in the corner is some statue or stuffed animal of a polar bear. Seems innocuous, right? Except that there's no mention of it (at least in 3.5) and it's tucked away in the back of the room, not disheveled like the rest of the room, and it is grinning! I even called this out in a story I wrote from the point of a party exploring the room. The party, a hobgoblin mage, human fighter, kobold rogue, Boccob priestess dressed only with the fake Acererak's cloak and ring, hobbit bard with a magic guitar, and a bratty drow sorceress, show up. The stout warrior begins flipping out at the sight of the thing, and the wizard says to leave. Then a the room shakes and a gnome merc gets melted by a curtain.
Also, mind flayers are obvious as the villains behind a paranoia dungeon (if cliche). A thread a while ago about either them or eldritch horror mentioned how a single illithid in charge of a complex could delude adventurers into thinking their whole life was traveling and dying horribly in the terrible complex, never seeing the amused captor. Say, go a few poorly lit rooms, until they reach a dead end. Let them search but find nothing. They open the door back up, and find a football-length sea of lava where once the passage was. Then, a door at the back that hadn't been there creaks open, leading into blackness with faint wails issuing forth. Then, magic gets weird. Be prepared for whimpers, people running away, or the sudden need to mop up your kitchen table chairs.Where's what's-her-name, the chick with the pigtails?
Jirix: Tsukiko? She was here when the sewer team reported in...
Anyone seen her since?
Jirix: No.
No.
Demon Roaches: No. Nope.
Not since I brutally murdered her ten minutes ago, no.
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2015-06-16, 07:33 AM (ISO 8601)
- Join Date
- Apr 2015
- Gender
Re: The most paranoia-inducing dungeon
Put a dangerous trap in an obvious place once. Depending on preference, have it show up again in a less obvious spot or just sit in the back or the player's minds.
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2015-06-16, 08:15 AM (ISO 8601)
- Join Date
- Aug 2014
- Location
- Ontario, Canada
- Gender
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2015-06-16, 08:22 AM (ISO 8601)
- Join Date
- May 2008
- Location
- Orlando, FL
- Gender
Re: The most paranoia-inducing dungeon
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2015-06-16, 09:25 AM (ISO 8601)
- Join Date
- May 2015
- Location
- Elysium
Re: The most paranoia-inducing dungeon
The deeper you go, the more primitive the monsters become, eventually you start running into stone age eldritch horrors, or as I like to call them, neanderthralls
Gizmo Stien, Vigilante Scientist
Avatar by the Great and Powerful DigoDragon
Nuzlocke Twitter feed @Poke_Trainer_J
Watch as I suffer
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2015-06-16, 10:53 AM (ISO 8601)
- Join Date
- Nov 2012
- Location
- Icewind Dale
- Gender
Re: The most paranoia-inducing dungeon
What if the dungeon was alive?
What if the adventurers are wandering inside a primordial, a gargantuan animated statue, a slumbering ancient god who has been forgotten?
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2015-06-16, 10:57 AM (ISO 8601)
- Join Date
- Aug 2014
- Location
- Ontario, Canada
- Gender
Re: The most paranoia-inducing dungeon
When the Pc's enter a dungeon, their torches go out. No mundane attempt to relight them succeeds. If they use a magical source of light, an ear-splitting scream emits from deep inside the dungeon.