Wandering Tavern
Spoilers ahead! Proceed at your own risk.
Basic idea is to have the obelisk/engine/whatever be a giant heart at the center of a crystal mountain. The stuff the mountain is made of is destructible by a lot of sstuff but most importantly dynamite.
There's an old abandoned mine with a shop at the entrance which sells basic adventuring gear and
stuff I can have in the crystal caverns:
- Explosives, both static and not
- Glowing red crystals which explode if damaged (DC 13 3d6 15ft)
- Dynamite (lots of this) (DC10 2d6 10ft)
- Remote charges (DC10 2d6 20ft)
- Proximity mines (DC10 2d6 10ft)
- Fireworks (DC10 1d6 blindness 10ft)
- explosive arrows (+1d6 5ft)
- grenades (but they're like cartoon bombs) (DC10 2d6 10ft)
- Magic items (explosive or otherwise demolishing)
- Wand of fireball
- potion of makes your fists explode (works for excavation) (plus 1d6 fire damage on unarmed in 5ft radius)
- instant wall
- sax-a-boom
- Excavation items (not useful in combat)
- Drills
- Laser drills (can be used to cut stalactites for DC15 5d6 damage)
- tunneller (implodes a long ass cylinder of terrain) (rare asf)
- Environmental effects
- Massive resevoirs of oil in the wall which is leaking into the combat arenas and covering the floor
- stalactites (lots, see above)
- minecarts of dynamite
- cannons
- explosive cannons
- gas leak
- loot you don't want to blow up
12 interesting arenas
- Starter one with just some explosive crystals and a high platform :tick:
- a series of crystal bridges over an abyss with ropes between them :tick:
- a basin with rolling crystal balls :tick:
- a cave with spike pits and tons of stalactices :tick:
- a densely-packed network of rectilinear tunnels (walls can be blown up)
- A swaying thin rope bridge
- A room with oil spilling through the middle of it down some sort of channel (can be diverted)
- A room with a bunch of capped-off oil wells in the walls
- An armoury-type room with a ton of cannons around
- A minecart storage depot but all the minecarts are filled with explosives
- A room with a shitload of glyphs of warding (draw these on in a smiley face)
- A room with a gas leak which starts as the players entereee
plus treasure rooms - each has some rolls on the following treasure table:
| Roll | Item |
|---|---|
| 1-20 | 1d6 Dynamite |
| 21-30 | 1d4 Remote Charges |
| 31-40 | 1d4 Mines |
| 41-50 | 1d4 Fireworks |
| 51-60 | 1d6 Explosive Arrows |
| 61-70 | 1d4 Bombs/Grenades |
| 71-75 | Wand of fireball (single-use) |
| 76-80 | Potion of makes your fists explode |
| 81-85 | Instant wall (throwable) |
| 86-90 | sax-a-boom |
| 91-95 | drill |
| 96-99 | laser drill |
| 100 | tunneller |
ac 13 +3 2d8 2 (inop)