Funhouse-style room

I'm not entirely sure I like the symbols in the Dungeon Designer 2 catalog.  They don't seem old-school enough.  I'm probably going to create new symbols - but this will of course slow my dungeon mapping down.  I'll give them a try on the gatehouse level and post the results, maybe they'll grow on me.

Below is a funhouse-style room (well, not an actual funhouse, that will be on Level 2).  You should be able to tell why I say my dungeon keys are much much much longer than most megadungeon examples.  I've still got that last room to detail, which is driving me nuts.  It's room 160 on the map.  I decided to put a bunch of tattered banners in room 159, which leads into 160 (if you don't take the side doors), but I can't figure out what kind of trap to actually put in room 160.  The most coherent thoughts I've had so far is "trap with monster."

Enough complaining, here's one of my "specials":

150. Misty Arches
The walls of this room are lined with archways, leading into small 10’ by 10’ rooms.  Each archway is filled with a thick mist of a different color (red, orange, yellow, white, black, green, blue, and purple), blocking vision into the room beyond.  In the center of the room is a stone pedestal, with a bronze jug standing upon it.  The jug has the image of a monkey-headed winged serpent carved into it.  The jug is full of fresh water.

Characters attempting to walk through the mists will find that only one player can be present in the room beyond at a time; other characters will be stopped as if the mist was made of solid stone.  Should two characters attempt to enter simultaneously, roll randomly to see which character makes it through the mist.

Each room has a painted scene on the walls, floor, and ceiling, and large stone basin sticking out of the far wall, with a drain hole in the bottom.  Whatever plumbing connects to the drain hole, it must be running through the wall, as the drain hole does not exit on the underside of the basin.  Should a character pour water from the bronze jug into the basin, a magical effect will be triggered.  The mist colors, painted scenes, and magical effects are detailed below.

Once an effect has occurred, it will not be available for another year’s time.  Pouring anything less than a full jug of water will have no effect, nor will pouring water from a container other than the jug.

a. Red Mist: the mural here is of flames and burning coals.  Pouring the water down the basin will cause a small glowing ball of red-yellow firelight to fall onto the floor, next to the character.  If thrown, this ball will act as the fireball spell, doing 3d6 points of damage (and consuming itself in the process).  If not used within 24 hours, it will turn to a small ball of cold charcoal.

b. Orange Mist: the mural here is of a field of orange poppy flowers.  Pouring the water down the basin will cause the character to become intoxicated, and will have a -2 on all to hit rolls for the next 24 hours.

c. Yellow Mist: a scene depicting a costume ball, with the guests recoiling in horror from a figure dressed in rags, wearing a tattered white mask.  Pouring the water down the basin will cause the scene to animate, and the character will see a horrible crowned figure in yellow robes enter the room, before the walls fade entirely to whitewashed plaster.  Having seen the King in Yellow, the character permanently loses 1d3 points of wisdom.

d. White Mist: the room beyond is painted sky-blue, with fluffy clouds.  Pouring the water down the basin will cause the character to be able to fly, as per the magic-user spell, for the next 24 hours.

e. Black Mist: the walls, floor, and ceiling are painted black.  Pouring the water down the basin will cause the player’s pupils to expand, until they occupy the entire visible portion of the eyeball.  The character will now have wide-spectrum vision, such as dwarves and elves possess, for the next 24 hours.  If the character already has wide-spectrum vision, they are able to briefly see between space and time, and must save vs. magic or become comatose for the next 1d6 turns, as their mind cannot handle the sights revealed.

f. Green Mist: this room is painted in a jungle scene, with thick vegetation, and lianas and other vines painted on the ceiling overhead.  Pouring the water down the basin in this room will cause a monkey to leap out of the image overhead, and land on the character’s back.  The monkey has 4 hp, is AC 9, and will not let go of the character.  Any hits to it will split the damage between the character and the monkey.  It has no attacks.  The monkey will hoot and holler for the next 24 hours, making surprise impossible, and increasing the chance of wandering monster by 1.  After the 24 hour period expires, the monkey will fall to the floor, dead.

g. Blue Mist: the room is painted in an undersea scene, with fishes, octopuses, and coral reefs painted on the walls and ceiling.  Pouring the water down the basin in this room will cause the character to be able to breathe water for the next 24 hours.

h. Purple Mist: the room is painted with veins of purplish color, ranging from near-black to lavender.  Pouring the water down the basin will cause the veins to being to shift and move around the floor, walls, and ceiling of this room.  The tendrils will then reach up from the floor, and wrap themselves around the character.  The writhing bands of color will twist around him for the next 24 hours, giving him +2 to his armor class for the duration.


  1. This is fantastic! Wish I'd thought of it myself for my megadungeon.

  2. My descriptions also go somewhat longer than seems to be the status quo for dungeon keys.

  3. The long descriptions do two things for me:

    a) I don't have to improvise. I'm not super-strong at that

    b) I can flesh out ideas by writing them down in detail, and they usually are far improved over the original concept by the time I'm done