A dungeon crawl which consists of a series of door-monster-treasure encounters can become pretty boring. More interesting dungeon rooms present the players with some decision to make. Now we all probably encountered rooms of the type "You enter a room with a red button on the wall. (If somebody presses the button a fireball explodes)." That is a decision, but not a very fun one. You can't find out what is the good decision without making the bad decision. So I am looking at rooms which answer the following design questions:
I would like to challenge your creativity. What interesting dungeon rooms can you think of, which you can describe using the above template?
- What do the players see? (Example: A room with an exit that can't be opened by normal means. Left and right of it are altars with statues of two different gods, with censers before them. In a nearby chest there is some incense.)
- How can the players find out more? (Example: A religion check, or looking through books in a library the players passed earlier, reveals that one of the gods is the god of light, the other the god of darkness.)
- What is the bad decision and it's consequence? (Example: Lighting the incense in the censer of the god of darkness opens the door, but also casts a spell of darkness on the room. The players are then attacked by shadows from the room behind the door, which have advantage due to having blindsight.)
- What is the good decision and it's consequences? (Example: Lighting the incense in the censer of the god of light also opens the door and releases the shadows on the players. But it also casts a spell of permanent light, which gives some disadvantage to the shadows.)
I would like to challenge your creativity. What interesting dungeon rooms can you think of, which you can describe using the above template?