Platforms

Introduction: A single room that could be used for an interesting combat.

Setting/System: I designed this with an old-school D&D dungeon in mind, but it could be adapted to all sorts of settings. It does need to be used in a system that runs combats on a map with miniatures; otherwise it will be tough to track.

Description: The room contains several platforms that move around via rails or magic. The floor is a short drop/a long drop/a pool of acid, as appropriate to the setting and power level of the players.

Platforms

Mechanics: Each round the platforms switch positions, according to the arrows on the map (to be clear, there are two separate cycles of three platforms). Treat this movement as instantaneous at the start of the round (or give it an initiative roll if initiative is rolled each round); this will work best if each platform is represented by a tile that can simply be picked up and moved, bringing any miniatures with it. The two adjacent platforms in the centre can simply be stepped between; platforms that are not adjacent may be jumped between (the size of the room can be adjusted to make the distances harder or easier to jump, depending on the system and character abilities). Getting knocked off a platform has penalties appropriate to whatever may be beneath them.
[Practical note: If short on table space, the platforms can be bunched closer together and the distance between them simply described to the players. For the most part, PCs are either going to be on the platforms or off them – there is no need to physically represent the full distances between platforms.]

Encounter: A mix of melee and ranged enemies will keep the players on their toes; ranged enemies will prevent ranged PCs from staying entirely out of harm’s way, while melee enemies should either be flyers or good jumpers, to ensure they can engage. I would recommend not having the platforms move at all until the players step onto the first one, so they don’t have time to study the sequence before the first gets started.
One slight variation would be to have a very tough, but immobile enemy on the platform that starts next to the exit door. This will force the players to figure out a way to switch platforms at least once if they want to avoid engaging it in the middle as they cross the room.

Temple of Intersection

Introduction: An unusual location that could be inserted into a campaign or fleshed out into a standalone adventure.

Setting/system: Soft sci-fi or fantasy for the setting, due to the extradimensional elements. The system could be anything (I originally created the temple for my Numenera campaign, but my players never visited it).

Temple of Intersection

Description: The temple appears to be a small monastery; a fairly typical one for the setting, whatever that might look like. The buildings are utilitarian, but reasonably sized; the monks and any guests maintain a basic, but comfortable standard of living.
The temple in the centre has a fairly typical layout; pews for the congregation, a pulpit for one of the monks to lead a service. However, there is a distinct lack of any real symbology and where an altar might be expected, there is just an empty space. Services are daily and short; one of the monks will lead everyone in a brief prayer and then the congregation is invited to reflect on their grief, guilt, anger and other negative feelings. Over the next ten minutes or so, the congregation feel themselves letting go of their emotions and by the end, they feel refreshed. At the close of the service, a collection plate is passed around for general maintenance and upkeep of the temple (no one is obliged to contribute, but most feel such genuinely relief at the end of the service that they donate happily).

NPCs: There are six monks in permanent residence at the temple; one is nominally in charge, but this is primarily because he is the most organised, rather than through any major sense of seniority. The monks are experts at spotted when someone is troubled… indeed, if any of the PCs has experienced a recent or significant bereavement, the monks are likely to to greet them by saying, “Sorry for your loss.”
There are also ten to twenty guests at any one time. These may be locals who have just turned up for that day’s service or noblemen who may be staying for a few days as part of a pilgrimage. The monks don’t turn anyone away, so a wide spectrum of people pass through the temple.

The truth: The empty spot at the front of the temple intersects in some nth dimension with an extra-dimensional creature (PCs with unusual vision powers might be able to perceive the edges of it, but to most it is completely invisible and intangible). This creature feeds off the negative emotions of the congregation; that this grants them a sense of relief is really just a side effect.

Adventure hooks: There are plenty of potential ways this could be taken, but here are a couple of the obvious ones…
1) There is a killer in the area that authorities have been unable to catch. The locals are turning to the temple for solace, due to their grief over the victims. The killer is actually one (or all) of the monks, trying to increase the amount of emotion fed to the creature; if it reaches a critical level, the creature will be able to break through into this reality.
2) The temple is exactly what it appears and is just an interesting locale in a larger world. The creature is likely unaware of the temple’s existence and has no malicious intent; the monks are genuinely interested in helping people let go of their negative emotions and move on from things; the relief felt by those who attend the services is real and many lives have been improved as a result of it.

 

Wind Tunnel

Introduction: A final level of protection for a treasury or other target of interest. The PCs start out at a definite disadvantage and will need to work hard to overrun the guards.

Setting/System: This particular set up is probably fantasy or sci-fi, but the mechanics could be adapted for a straight wind tunnel in a modern game. In terms of system, a map and minis are probably necessary, but the mechanics could be made a little more fuzzy for systems that aren’t as rigidly square based as D&D or similar.

[Note: The map is sized for 4th ed. D&D, where character movement is in the region of 6 squares… clearly this could be resized for other systems easily enough.]

Wind Tunnel

Description: The tunnel walls are smooth and streamlined, whether by design or due to erosion by the wind that is rushing through the tunnel at high speeds. The airflow is pretty constant round the entire donut – this could be magic or simple engineering.

Mechanics: Anyone in the airflow will find themselves blown along if they don’t make an active effort to resist it. At the end of each round all characters are blown a number of squares anticlockwise equal to about two thirds of the normal movement for their race (small races aren’t blown as far, since they present a smaller surface area; monks or characters with increased movement aren’t blown any further than characters of similar size). Characters can choose to reduce this forced movement by subtracting any squares of movement they may have left at the end of their turn. In this fashion, all characters can make slow progress against the wind by moving about a third of their movement and using the remaining squares to resist being blown at the end of the round. Ranged attacks may be affected if appropriate; the ranges are short enough that guns are probably unaffected, but thrown weapons could have their ranges greatly increased or decreased, depending on the direction of the throw.

Encounter: Characters enter at (1) and are trying to reach the door at (2); guards are positioned in the alcoves (3) and don’t step into the airflow until the PCs are close enough to engage. In the first round that any characters enter the tunnel, they do not get the opportunity to resist the wind, as they are not prepared for it. Describe the curvature of the tunnel, but don’t confirm that it is a complete circle until one of the characters actually investigates. Of course, the guards are well aware of the fact and will circle quickly round, rather than struggle against the wind, if they are knocked too far out of position.

 

Staircases

Introduction: An odd Escher-esque set of rooms that could be inserted as an interesting peculiarity in a dungeon.

Setting/System: Given the impossible nature of these rooms, this is either fantasy or very very soft sci-fi. The system is fairly irrelevant; there are no real mechanical implications.

Staircases

Description: The map speaks for itself really; it is a continual staircase that leads back on itself. The rooms can contain whatever you like, though my recommendation would be for them to be bare enough that it is not immediately apparent to the players what is going on (all the more fun if they’re mapping as they go). The room in the middle joins the four outer rooms on a single level, despite the staircases between them. The doors to the central room could be easily opened, require a puzzle of some sort or be magically sealed, depending on the contents of the central room.

Mechanics/Encounter: No real mechanics here. You could run an encounter in these rooms or just leave them as a weird oddity/puzzle.

 

Ranged combat arena

Introduction: A single largish room designed to challenge a group that is heavy on ranged characters.

Setting/System: Practically, this could exist in most settings, though realistic modern settings would likely have no reason to build it. In terms of system, it will work best with one that has rules for tactical movement, line of sight, etc… If the combat is too abstract, the moving parts of the room will lose their impact.

Arena

Description: The area is spartan, probably designed specifically for the purpose of combat as entertainment (non-lethal for the masses or to the death for the big bad’s enemies). High platforms and deep trenches are randomly placed around the arena; the walls of these have sufficient small indentations to be climbable by a skilled character. At three places in the arena are large and obvious buttons.

Mechanics: The coloured areas on the map can change height to become either trenches (10′ deep) or platforms (20′ high) – the two different colours are at opposite heights at any one time. The change is caused by either using one of the buttons around the arena or occasionally at random (perhaps 1 in 6 chance each round) – whenever a button is pressed, the areas toggle; platforms become trenches and trenches become platforms (they change quickly – treat it as near enough instantaneous for practical purposes). The buttons are large, easily pressed and robust; characters should be allowed to press them as a free action, even in the middle of a movement. Characters can also potentially activate the buttons from a distance, depending on their weapon (guns probably wouldn’t work, but a crossbow or a heavy thrown weapon might).

Encounter: The arena works best with two groups of primarily ranged combatants; melees will quickly become static and the platforms/trenches irrelevant. Line of sight should be ruthlessly enforced for characters on the ground, but interpreted generously for those on platforms; this will encourage players to try and constantly take the high ground. The area around each button is deliberately clear of cover; anyone camping by a button can be quickly put down with ranged attacks.

Time traps

Introduction: A small complex, designed to protect something of great value. Intruders who don’t know its secrets will have a hard time getting through it.

Setting/System: This is pretty much pure fantasy, though the mechanical system could be just about anything.

Time trap

Description: There is nothing visually special about the rooms; they most likely have normal functions (kitchen, library, drawing room). Overall, the place should seem well used by the priests/guards/whoever lives there. The only exception is the room at the back, marked X, which is the shrine/treasure room/other destination of interest.

Mechanics: Each of the rooms shaded in red is a time trap. When both doors to the room are closed, time ceases to flow within the room. A select few individuals have amulets that suppress this effect and allow them to pass through; intruders who know the secret could work in pairs to get through (making sure that the next door is opened before the previous one is closed); anyone else will quickly get trapped before reaching the end.

Encounter: Assuming the characters are not aware of the traps, their initial encounter will probably go something along the lines of… “You sneak into the room, which appears to be some sort of library. However, as you close the door, things get weird. The instant the door closes, it is immediately opened by a priest, who wasn’t following you a second ago. Upon seeing you, he quickly slams the door shut and the door at the far end of the room immediately opens as several guards file into the room. There seems to be daylight coming in from outside the room, which is odd, considering that it’s currently two hours after midnight.”

 

Just keep moving…

Introduction: Possibly a trap room in a dungeon or maybe some sort of arena that the big bad makes his enemies fight in, this room requires the characters to constantly be moving.

Setting/System: Practically, this could exist in near enough any setting; it will probably be most appropriate in fantasy or sci-fi, but could exist in a modern game if someone had a good reason to build it (Bond villain, maybe?). In terms of system, this room is going to work best in a system with square-based tactical combat, opportunity attacks and so on (I had D&D in mind, but similar systems would work fine). It also needs to be a system where characters are hurt by small hits that build up, rather than a few large hits that clear a threshold.

Just Keep moving

Description: The room is empty of furnishings or anything like that. However, the floor of the room is covered in clearly delineated areas, each marked with one of three different colours. If this is some sort of fight arena, ditch the second corridor and add a viewing gallery.

Mechanics: Each round, a different coloured area is electrified. Anyone standing on those areas at the start of the round or entering the area during the round takes electrical damage (of course, characters can jump or fly over active tiles without taking damage). The amount of damage will depend on the system, but should be small, yet noticeable – a shock or two shouldn’t take down a character, but repeated shocks should add up quickly. The sequence of colours being electrified is cyclic, rather than random; the players may know what it is ahead of time, there may be an indicator on the wall of the next colour in sequence, or the players may just have to figure it out through trial and error.

Encounter: This room really requires melee combatants; if both sides are heavily range-based, they will have no issues moving between areas while shooting at each other. This should play out as a tactical exercise in always staying off the electrified tiles, while trying to avoid opportunity attacks from moving and also manoeuvring enemies onto the tiles… lots of pushes, knocking prone and such like will work well.

Teleporters

Please check out the ReadMe page for general principles…

Introduction: A small series of rooms that will quickly split up a party and provide a short, chaotic combat.

Setting/system: Sci-fi or fantasy, due to the presence of teleporters, but no particular mechanical requirements from the system.

Teleporters

Description: Each room can contain anything you see fit, as appropriate to the location of the rooms. The exits to the room should be noted to the players though; they may either be obvious portals or teleporters, or they could appear as normal doors into another room (though the room viewed through the door should be generic and not one of the actual rooms involved – see mechanics below).

Mechanics: There are no specific mechanics for within the rooms; run combats as normal and add details as required. However, when anything passes through a teleporter, roll randomly to see which room it is transported to (red numbers), then randomly to see which teleporter they arrive through (blue numbers). The only restriction is that it is impossible to teleport straight from room 1 to room 4 or vice versa – characters must pass through one of the other two rooms on the way. An amusing addition would be to also allow teleportation straight back into the current room, just exiting through a different teleporter… I leave that one up to the GM.

Encounter: There are no enemies in room 1, but they are found in rooms 2 and 3 (and possibly 4, depending on the level/abilities of the PCs). Initiative should be rolled pretty much as soon as the first character passes through a teleporter, but if everyone is trooping through in quick succession, then hold off on rolling to see what room they end up in until everyone is through (to preserve the surprise for the players). The occupants of the rooms know how the teleporters work and have no problem retreating through one momentarily to catch their breath (they may even be able to target specific rooms, rather than jump randomly… up to the GM); as a result, this combat should be very mobile with lots of small fast enemies… you don’t want to simply devolve into two separate combats that have no interaction.

Bonus idea for keen GMs: If you have lots of space and some decent sized pieces of card, you could construct a large X-shaped screen and place it along the dotted lines on the map. As each PC is teleported, the player must move around the table to the relevant quarter, so that they are unable to see what is going on in the other rooms. If anyone tries this, I’d love to hear how it works out.

 

Water Room

Please check out the ReadMe page for general principles…

Introduction: This flooded room could be inserted into any adventure as an interesting combat location.

Setting/System: The loose physics of the room, as well as its lack of obvious purpose, suggest this would be best used in a high fantasy or soft sci-fi setting. System-wise, it could be used in any system that has at least a small element of tactical combat.

Water Room

Description: Each of the four double doors (1) opens about six inches above the water, which covers the entire room. The water is about 2 feet deep and is relatively calm in the alcove with each door, but has a strong current once the characters step out into the main room. The current flows towards a large whirlpool in the centre of the room (2) where the water disappears; it is replenished by 4 waterfalls that fall from the ceiling in each corner of the room (3).

Mechanics: The current is strong and hard to move against; depending on the system, this could mean extra squares of movement required to cross each dotted line or a strength check to cross more than one in a round. Anyone knocked prone is immediately swept 2 squares towards the centre of the room. Anyone who enters the whirlpool in the middle is immediately carried, via plumbing or magic, to a random corner and takes appropriate falling damage.

Encounter: Many different encounters could be run in this room. My own approach would be to have several flying creatures roosting in alcoves near the ceiling. These creatures attack the characters and try to push them towards the centre, so that they can pluck the bodies from the water once everyone is dead. The flying creatures obviously have the advantage of mobility, but they are also fragile and are easily killed if they can be knocked into the water themselves.