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[–]urnathok 15ポイント16ポイント  (0子コメント)

  1. At a dinner table...after the party and all the guests have been exposed to a potent Reduce spell, turning the appetizers into difficult terrain.
  2. On a rickety old dwarven locomotive car making its last trip down a railway that's already overgrown and crawling with beasts.
  3. In Paris. The party is fighting the dimension-traveling BBEG through worlds, including our own.
  4. In the middle of another fight they took part in on the game's first session. The dimension-traveling BBEG has a time-traveling sister.
  5. Have the players write down ten things about their characters: five of their greatest desires, five of their greatest fears. Let them forget about it for a few sessions. Then the dream-based villain starts challenging the party in their mindscapes.

[–]FatedPotatoCartographer 23ポイント24ポイント  (2子コメント)

These look awesome! I'll add a few too, if that's ok:

25. On a narrow cliff path, wide enough for two, in the middle of a storm. rockfalls and the path falling out under the feet is frequent.
26. Inside a magic lamp which is carried by one of the players (so the lamp is in the lamp is in the lamp etc etc.) The ground shakes every time the carryer moves far enough, and turns upsode down if they are knocked prone.
27. On the back of a giant (Dire?) mammoth, which has a small settlement woven out of its wool.

[–]rosetiger 14ポイント15ポイント  (1子コメント)

Let me just sit and think about 26 for a few hours...

[–]FatedPotatoCartographer 7ポイント8ポイント  (0子コメント)

Stolen from Sourcery by the late Sir Terry Pratchett. They ask a genie to take them somewhere, and find themselves inside a rounded shiny metal room. They ask where they are, and the genie explains, then tells them to stop talking about it, because if they do then physics will notice and realise there's something wrong.

[–]Koreapsu 8ポイント9ポイント  (3子コメント)

Stolen from all over the place.

Near a volcano with streams of lava running through the battlemap and randomly falling stones - maybe a perception check to have a moments notice before they hit.

Fighting on small icebergs that are moving with the current of the water. Or could be debris down a river.

Fighting on a mine-field. Gnome Tinkerer protected his home (or someone else's for a fee) with a mine field the players are now fighting a battle in.

Fighting on a platform that is balancing with a drop to any side. To keep the platform from falling over, they have to keep the center of balance towards the center. Forces players into close combat and also means that if a body falls dead on the edge, they might have to move it or redistribute weight.

Kind of like your pots – have them fight on top for hundreds of small poles and have to make balances checks/reflex checks or fall. Maybe a climb check if they do fall to grab the poles and climb back up.

Fighting on a Giant sinking ship – picture the movie Titanic. The ship is sinking and what was the ground to start with become walls and the walls become ground as the ship breaks in half and sinks.

Won’t fit in most D&D settings – But fighting on top of a train is always interesting.

Fighting on a rope bridge – Enemies on both sides

Fighting on giant Cogs/Gears within a giant Gnome Tinkerer Machine. Some could be flat and others could be vertical. Random pendulums could swing around.

Swamp setting with vines, hidden under the water, that grapple.

Fighting on Quick Sand Like Ground - slowly pulling the PC's to their death.

Princess Bride: Forest with pockets that shoot up fire.

Fighting in a giant wind tunnel where every so often they have to stop for a round and make a check to stay in place or be blown down the tunnel.

During an earth quake where the ground is being ripped apart and huge chasms are opening up all over. Sink Holes all over that drop whoever falls in into a cave below.

In a swamp or on the shore of a lake. There are hundreds of cypress knees that force PC to either move at half speed, or they can take balance checks (DC15) per move to move at full speed. Throw in a few mud patches that act like grease and have a spot DC to notice.

Castle ceiling or actic, there are support beams crisscrossing each way. Spider webs creating walls that obscure the other side.

A crystal cavern with hundreds of crystals that cover the walls and about a half-dozen to a dozen giant crystals that span from floor to ceiling, or wall to wall, or wall to floor etc., with mirror like surfaces. Spells can reflect of the surface of the giant crystals, ranged touch attack to hit the crystal (AC 15), another one to hit the reflected object (+3 to AC) Throw in a beholder whose eye rays reflect off the crystals as well.

Take a few ideas from legend of zelda. A giant eye in a room that looks at a different corner of a room every round, have it blast anything it can see. Eyes that you have to hit with an arrow (AC 15-25). Lair inside a volcano, a gaint tree etc.

A dungeon filled with rooms that are only connected by portals (each room is unique).

A dungeon filled with various illusions a various DC's to disbelieve, so they know there are illusions there, but they dont know what. So much suspense. Fake walls, fake pits, real pits with a false floor, dangerous looking things that actually are helpful, helpful looking things that are dangerous. The BBEG took the prisoner and makes him look like a beholder and made himself look like the prisoner. Surprises everywhere.

Inside the body of a Colossal++ monster that is hibernating or otherwise inactive (maybe turned to stone?). Have each organ be a room. The halls actually the blood vessels. As you walk down there are dozens of smaller vessels that have smaller and smaller size requirements. Make the whole thing filled with vermin like snakes or spiders that protect the creature.

Surprise anti magic fields turning off all of their magic equipment.

A room with a complicated groove that 3 boulders follow. Or have each one follow their own groove.

[–]wellsdb 0ポイント1ポイント  (1子コメント)

I'm really digging the minefield idea. How would you determine what sets a mine off?

I'm new to DM'ing but I was thinking the player rolls an extra d20 each turn and if it lands on a given number, say 4, they also take some fire damage. But only if it lands on 4.

I'm sure there's a better way to do it, maybe having to do with the players' movement.

[–]Koreapsu 0ポイント1ポイント  (0子コメント)

Maybe more damage for the person on the mine but also a smaller amount of damage for people near the mine?

I'm a planner so I'd have the maps already set up with the mines in random places and I'd swap that d20 you suggested the players roll for a dex save from them to avoid some or all of the damage. I think rolling to see if you are blown up is less inspiring than rolling to see if you hear the click and successfully dive to the side.

Maybe it isn't all explosions - maybe the gnome is insane and some of the mines trigger other effects? They could deal a small amount of damage but maybe it's a comedy encounter with bizarre results?

Maybe the area they have to move through actually looks like a giant chessboard.

Maybe the mine placement isn't random and they have the chance to work out where a good place to stand might be?

I haven't used the mine field but I agree it does look like fun.

[–]LolCamAlphaUndead Ooze Queen 0ポイント1ポイント  (0子コメント)

Take a few ideas from legend of zelda. A giant eye in a room that looks at a different corner of a room every round, have it blast anything it can see. Eyes that you have to hit with an arrow (AC 15-25). Lair inside a volcano, a gaint tree etc.

Maybe a room with wooden and stone platforms, with switches located all around the room that change the water level. Complete with water weirds, elementals, maybe even a baby dragon turtle that can escape once the platform over its prison is raised!

OoT ain't got NOTHIN' on this water temple. >:D

[–]jerwexAwakened Octopus 6ポイント7ポイント  (0子コメント)

I read (wish I had a reference , don't, sorry) the following GMing technique which I think of as the ticking timebomb. You put a d20 as a countdown die on the table. when it reaches 0 s%&t gets epic (ie. boat goes over the falls, lock blows etc.). Each turn it counts down. Some actions by PCs can bump it up or down. Can't wait to use these with the timebomb.

[–]chaoticweevil 2ポイント3ポイント  (0子コメント)

Totally going to use 24. That's hilarious. Every piece the pcs break, they'll be billed for later by an angry dwarf.

[–]LexieJeid 2ポイント3ポイント  (1子コメント)

How could a desert have "dripping fog"?

[–]LaserPoweredDeviltryWandering Monster[S] 13ポイント14ポイント  (0子コメント)

https://youtu.be/ckuAx9CNkHc?t=1001

By being between the mountains and the sea.

[–]Masri788Dragonologist 1ポイント2ポイント  (0子コメント)

How about inside a mirror house where all sound is cancelled out?

[–]MaxSupernova 1ポイント2ポイント  (1子コメント)

Thanks for this series. It has really made me realize how boring my encounters have been.

I'm not GMing D&D right now but last night you all inspired me to have my PCs fight a squad of stormtroopers on the bottom of the outside of a damaged Star Destroyer in the middle of a large space battle...

[–]LaserPoweredDeviltryWandering Monster[S] 1ポイント2ポイント  (0子コメント)

Glad to help. That sounds like a cool fight with an interesting backdrop.

[–]Bane_Firespark 1ポイント2ポイント  (0子コメント)

I DM'ed #20 two sessions ago. Player accidentally disarmed a bandit holding a torch who was standing in a dry grassland. Player had been impersonating a fire warden. The torch proceeded to light entire grasslands on fire. Then they fought burning bandits while attempting to outrun the fire.

Tiefling Warlock pulled out a camp chair and drank some tea in the middle of the inferno; he said it reminded him of home. for kicks and giggles he kept using cantrips to change the colors of the flames.

[–]LolCamAlphaUndead Ooze Queen 0ポイント1ポイント  (0子コメント)

On floating ice sheets that will over turn if one side becomes heavier than the other.

Made even more difficult by the slipperiness of the ice, perchance? DEX saving throws for everybody!