That looks a bit too inviting. Those tiles on the path practically scream 'pressureplates'
and who knows what is hiding in the grass.
Knew a player who simply torched all the gras in a dungeon, just to make sure nothing would jump him. And probably a good idea, cause no way plants growing there are natural.
I'd probably check the ceiling of the room too ^^' cause all that attention seeking stuff on the ground level might be there to distract from something nasty coming from above.
Um. I kinda agree with the post above. Burn everything and use a ten foot pole to test for traps. This room would have set off every alarm bell in my head it could find.
In a 3.0 module there's a room with a dragon statue in it. The statue has a plate in it's mouth, and there's a potion bottle on the plate.
Actual "solution": Take the potion bottle. It's fire breathing, I seem to recall.
Our "solution": Search everything. Have the rogue take 20 to find traps. Detect magic on everything (walls, floor, ceiling, statue, potion). Confab about if this is a very clever trap. Serious discussion about how to bypass the trap. Have everyone but the Half-Dragon Paladin leave the room. Half-Dragon Paladin uses a small bag of rocks and does an Indiana Jones swap with the potion. Nothing happens. We leave nervously.
Total time expected in room: about a minute.
Actual time spend in room: about an hour.
I may have to map this place out and use it in my next campaign. This is by far one of the best adventures I've seen so far. Much better than the majority of actual modules.
Sounds good to me!
My big inspiration for how I design dungeons was an old AD&D module called Tomb of Horrors. It has a reputation for being brutally hard, but what really stuck out to me about it wasn't the difficulty but the amount of creativity, interactivity, and uniqueness that was put into every single room; it was as much an oldschool point-and-click adventure game as it was an RPG dungeon. It was my biggest influence as a DM and I've always tried to capture that same level of creativity when I design dungeons.
They're re-done Tomb of Horrors for the newer editions of D&D, but it's not quite the same.
Are those a pair of tentacles I spy in the shadows in the background, reaching up from behind a wall? Betcha this room is infested with tentacled burrowing carnivorous critters.
But what of the fungus to prominently shown in panel 3? Is that foreshadowing an encounter with some fungi creatures?
And yes, I will draw many more dungeon maps and isometric maps. I may not do it in the main comic (revealing the whole floor is not necessarily something I want to do every chapter).
But I will make more for people's own personal use.
and who knows what is hiding in the grass.
Knew a player who simply torched all the gras in a dungeon, just to make sure nothing would jump him. And probably a good idea, cause no way plants growing there are natural.
I'd probably check the ceiling of the room too ^^' cause all that attention seeking stuff on the ground level might be there to distract from something nasty coming from above.
Remember rule #1
Your next skillchecks will be very interetsing."
*Cackles evilly*
- Sir Snoopus Doggus
There is no good in lavander. No good at all!
There is no good in lavander. No good at all!
There is no good in lavander. No good at all!
There is no good in lavander. No good at all!
;)
Actual "solution": Take the potion bottle. It's fire breathing, I seem to recall.
Our "solution": Search everything. Have the rogue take 20 to find traps. Detect magic on everything (walls, floor, ceiling, statue, potion). Confab about if this is a very clever trap. Serious discussion about how to bypass the trap. Have everyone but the Half-Dragon Paladin leave the room. Half-Dragon Paladin uses a small bag of rocks and does an Indiana Jones swap with the potion. Nothing happens. We leave nervously.
Total time expected in room: about a minute.
Actual time spend in room: about an hour.
"Assume EVERYTHING is trying to kill you"
My big inspiration for how I design dungeons was an old AD&D module called Tomb of Horrors. It has a reputation for being brutally hard, but what really stuck out to me about it wasn't the difficulty but the amount of creativity, interactivity, and uniqueness that was put into every single room; it was as much an oldschool point-and-click adventure game as it was an RPG dungeon. It was my biggest influence as a DM and I've always tried to capture that same level of creativity when I design dungeons.
They're re-done Tomb of Horrors for the newer editions of D&D, but it's not quite the same.
But what of the fungus to prominently shown in panel 3? Is that foreshadowing an encounter with some fungi creatures?
Except mine, of course. I know exactly going to happen ;)
And yes, I will draw many more dungeon maps and isometric maps. I may not do it in the main comic (revealing the whole floor is not necessarily something I want to do every chapter).
But I will make more for people's own personal use.