Page 3-16

Page 3-16
<<First Latest>>
14th Oct 2017, 2:48 PM in Chapter 3
Average Rating: 5 (1 votes) Rate this comic

Author Notes:

Rocktopus 14th Oct 2017, 2:48 PM edit delete
Such an inviting pathway.

Support Marblegate on Patreon! And get the next two pages released early! Plus bonus content!


Worstcase 14th Oct 2017, 5:31 PM edit delete reply
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.
Rocktopus 14th Oct 2017, 7:31 PM edit delete reply
What if the grass itself is the monster/trap?
Remember rule #1
Worstcase 14th Oct 2017, 8:52 PM edit delete reply
DM: "So you burnt an entire room full of cannabis plants in a closed off dungeon?
Your next skillchecks will be very interetsing."
*Cackles evilly*
Lurker 14th Oct 2017, 10:17 PM edit delete reply
*Which* rule #1? ;)
Rocktopus 15th Oct 2017, 12:51 AM edit delete reply
Rule #1: Smoke Weed Everyday.
- Sir Snoopus Doggus
Urbam 14th Oct 2017, 5:38 PM edit delete reply
Is this lavander?
There is no good in lavander. No good at all!
Rocktopus 14th Oct 2017, 7:33 PM edit delete reply
Only something truly born from evil could deliver such a fresh scent to your carpet and furniture.
Lurker 14th Oct 2017, 10:19 PM edit delete reply
No, it's not lavender, it's *lava*-nder. The plant exists at a temperature upwards of 1000 degrees, and woe betide the fool who dares touch it!
Rocktopus 15th Oct 2017, 12:49 AM edit delete reply
Urbam 14th Oct 2017, 5:38 PM edit delete reply
Is this lavander?
There is no good in lavander. No good at all!
Urbam 14th Oct 2017, 5:38 PM edit delete reply
Is this lavander?
There is no good in lavander. No good at all!
Urbam 14th Oct 2017, 5:38 PM edit delete reply
Is this lavander?
There is no good in lavander. No good at all!
Haegan2005 14th Oct 2017, 6:26 PM edit delete reply
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.
Rocktopus 14th Oct 2017, 7:34 PM edit delete reply
Sometimes, the biggest trap is the one where nothing is a trap at all.
StLOrca 14th Oct 2017, 7:37 PM edit delete reply
Oh, sure...that’s just what they WANT us to believe...
Rocktopus 14th Oct 2017, 7:39 PM edit delete reply
Maybe they WANT you to believe that that's what they want you to believe....
Zudz 14th Oct 2017, 8:17 PM edit delete reply
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.
Rocktopus 15th Oct 2017, 12:47 AM edit delete reply
Lol well at least they're following rule #1:
"Assume EVERYTHING is trying to kill you"
Vulcan 14th Oct 2017, 10:08 PM edit delete reply
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.
Rocktopus 15th Oct 2017, 5:50 AM edit delete reply
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.
Lurker 14th Oct 2017, 10:23 PM edit delete reply
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?
Rocktopus 15th Oct 2017, 5:55 AM edit delete reply
At this point, it's anyone's guess what's what and what's going to try and kill them.
Except mine, of course. I know exactly going to happen ;)
pkrankow 15th Oct 2017, 12:13 AM edit delete reply
Green growing in the dark, this is more than a little suspicious.
Rocktopus 15th Oct 2017, 5:51 AM edit delete reply
It is, isn't it?
David Argall 15th Oct 2017, 5:38 AM edit delete reply
This seems to be the first room not shown on 2-1. Are we likely to see more room maps?
Rocktopus 15th Oct 2017, 5:46 AM edit delete reply
Look closely at the bottom right of 2-1.

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.
pkrankow 17th Oct 2017, 12:49 PM edit delete reply
You need to smash some sketchbook into that vote incentive.
Rocktopus 17th Oct 2017, 1:26 PM edit delete reply
Just did!
Alex Groggett 18th Jul 2019, 6:23 AM edit delete reply
That last scene gives me the creeps, and I read Lovecraft to relax. Something about it is too... Ideal.