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Old 08-19-2017, 09:13 PM   #17
Culture20
 
Join Date: Feb 2014
Default Re: brainstorming noncombat encounters for my mega dungeon

Quote:
Originally Posted by robkelk View Post
Got food?
A different take: A series of farm caverns tended by the serf equivalent of a semi-dominant "evil" humanoid species. As long as the players don't start killing all the farmers, they'll gladly trade food for anything. An infinite food source if the players aren't kill-crazy. Maybe the PCs have to regularly "liberate" the farms from different factions of dungeon dweller masters.

There's always the classic magic fountain. Do you drink? Do you force/trick a fellow player to drink first?

Insanely intricate valuable glass statue too big to move through openings, and essentially worthless if broken into pieces. Some players love to waste time figuring out how to take home the dumbest things.

A room illusioned-up to look like the exit, complete with a view of the actual outside doorway (used by a long-dead dweller to observe the dungeon entrance).

A Scooby-Doo hallway where all the doors are portals that lead only to other doors in the hallway. Another great PC time waster as they try to discover "the one door that leads somewhere" If it's a curved hallway, it may take a long time before they discover the truth.

A room covered in torches with a Minecraft style tree inside. Cubical sections, grows incredibly fast from branch cuttings (if placed in a cube of dirt), etc.

An abandoned prison (an actual dungeon!), with acceptable cots for sleeping.

Dead adventurers scattered here and there... from old age. Sometimes covered in a cairn by former party members, sometimes out in the open. If they're communicated with via necromancy/divination, they ask to be reburied topside.
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