Ok before I start stocking the 5 Room Dungeon Meet Thy Doom. My homage to the classic FPS shooter Doom from iD Software.
I thought I better share the “final” map for the dungeon.
Yeah I updated it again after yesterday’s post. The additions are some secret compartments that items and monsters can be hidden in. Plus I show where the trigger is in the red room (door 4). It will be a light beam or some other trigger. I’ve also show in the blue room (door 3) that potion(s) are locked behind the portcullis wall on the raised platform in the room. I’ve also decided that the Green room (door 1) will operate slightly differently. Once they get the key the walls won’t disappear. But the secret doors will still open releasing the monsters inside them.
Ok in D&D sadly looking through the Monster Manual (MM), Volo’s Guide to Monsters (VGM) and Mordenkainen’s Tome of Foes (MTF) an imp like the ones in the game.
However I did find in VGM a Kobold Scale Sorcerer. Which can be used as is, or re-skinned as the imp from Doom. The Kobold Scale Sorcerer is a level 3 spell caster and has a CR of 1. It knows the fire bolt cantrip.
Although if you want something a little easier Magmins from the MM would be worth a look.
Once again there is no Lost Soul but we do have a Flameskull in the MM. It is a CR4 creature, but it’s AC is 14. So not hard to hit. It’s 40 HP and spells (5th level spellcaster) and only destroyed with holy water. Does make it a bitch to kill off.
Shotgun Guy/Zombieman once again classic Doom characters. Which we need to map across.
For these two classic pieces of cannon fodder I’m going to suggest using one or two of the NPC’s from Appendix B of the MM.
For the Zombieman I’d use maybe a Scout, Thug, Bandit or Guard. The CR for these are all under 1. So you could throw a few of these at the players.
For the tougher Shotgun guy I’d use possibly a Bandit Captain, Berserker, Knight or Veteran. Which have a CR of 2 or 3. Possibly even a Gladiator if I wanted to increase the challenge with a CR of 5.
There are no Cacodemons in D&D but there are Beholders and Spectators. Not exactly the same. I’d go with the CR3 Spectator. But like all things it depends on the level of the party tackling the dungeon. I might change the eye rays of the Spectator, and look at what options I had from the related Beholders.
So which monsters go into which room?
Red Room (door 4): Imps
Blue Room (door 3): Lost Souls
Yellow Room (door 2): Mixture of the previous three rooms monsters spread amongst the platforms.
Green Room (door 1): Shotgun Guy and Zombieman.
Hallway: Cacodemon
I do think that there needs to be clues/warnings spread through out the level foreshadowing what they will be facing. So maybe tapestry’s or murals on the the walls.
Which D&D monsters would you use and for which classic Doom creature?