Design a Dungeon with me!
Added 2025-03-08 22:10:06 +0000 UTCat the [Name of Demonic Hotel here] there are 100 [99 maybe?] unique rooms for guests to enjoy. Those rooms include
1] Fresh Juice Bar [most expensive drinks boosts CON +1 for the day]
2] steam sauna (powered by elementals that become hostile if you break the rules)
3] very loud and slippery Kobald sex party [DC 7 Charisma roll to join]
4] 253 pairs of slippers [DC 20 Investigation roll to find a pair that grants +2 CHA]
[and so on and so forth]
You have been hired to design a room - what will yours entail?
Comments
Are you sure you were *just* caffeinated? Lol
EmmieLouLou85
2025-03-11 19:23:00 +0000 UTCI had a blast reading all of your ideas! THIS IS SO FUN AND EXCITING!! I've never played DnD before but I'm hoping one day, I will! Here's my idea below! This was so fun to think about! 😊 The Room of 50 Doors: The player opens the door and inside the room are plain white walls and floors. Nothing else is inside the room except a circle of 50 doors excluding the one you entered in from. Each door is decorated differently with different colours, patterns and designs. Every door is different besides the one you came in from which is a brown wooden door. Once the player is inside the room, they are now trapped and must find the key in order to escape. The key is hidden in one of the worlds, and each world either provides some hint as to where it might be or doesn't. The player/players must combine the clues they gather to figure out which door leads to the key. The goal is to gather the right clues, avoid illusions, and find the key in order to escape through the original door. The player must roll a d50 to choose which door to enter first and so on. The Doors: Each door will open into a different world or scenario. Some worlds will offer helpful clues, while others will create obstacles or illusions to challenge the player. The world are divided into three categories. Helpful Worlds: These worlds provide clues, riddles, or symbols that point to the door with the key. Example: Door 17: Underwater World- a merfolk gives the player a riddle hinting at the key’s location in another door. The player must use the clue to find the right door in the main room. Deceptive Worlds/Effects: These worlds are challenging and may give misleading clues or cause setbacks. Example: Door 32: Mirror Trap- A copy of the player appears in the main room and tries to mislead/confuse them. Mystery Worlds: These could be worlds that don’t give any clues but are safe for the player to explore. They’re just places to test the player’s patience. Example: Door 09: Empty Room World- no clue or purpose, offering nothing but wasting time. Plot Twist: Once the player/s find the true key, a mystery door will appear in the main room. This door wasn’t there prior and its design is completely different from the other doors. Its glowing purple hues. The player must roll a d6 to choose their fate. 1-3 → The mystery door vanishes before they can open it. Player must escape the room using the key. 4-6 → The mystery door opens, revealing a hidden reward or deeper secret before leading the player to their freedom.
mcxyp
2025-03-11 18:03:54 +0000 UTC