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D&D General Name a great dungeon room, trap, encounter, or puzzle from a published adventure (any edition)

Kobold Stew

Last Guy in the Airlock
Supporter
The inverted ziggurat of scorpions, crayfish, sea lions and manticores in White Plume Mountain.

Blew my mind when I was first shown that picture.

Screen Shot 2020-08-06 at 8.51.51 PM.png
 

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White Plume Mountain's room (I think it was Plume) that had the floor and ceiling as teleportation exits and entryways. You fall down and wind up falling through the ceiling. Repeat your fall, and back to the ceiling. I always thought that was a fun one.
 

Eltab

Lord of the Hidden Layer
Another White Plume room where you get to swing on chains from mesatop to mesatop. Tarzan without the jungle.
 

Stormonu

Legend
Yeah, White Plume had a bunch of good ones. My favorite was the frictionless hall. Nothing like watching PCs ping-pong off walls trying to figure how not to get dumped in the big pit.
 

billd91

Not your screen monkey (he/him) 🇺🇦🇵🇸🏳️‍⚧️
Oh, yeah. White Plume may not have made much sense as anything other than a funhouse, but it sure had memorable puzzle/trap rooms.

I always loved the kitchen in A2 - Secret of the Slaver Stockade. It wasn't that the room itself was anything particularly special. But the encounter in it - with Icar fighting from the fire pit, the wereboars, and the hobgoblins - was evocative and fun. Hell, much of the A series fits the bill for memorable rooms and encounters.
 

Stonehell Dungeon is filled with great rooms... one for now...

Two 8‘ tall, 1‘ diameter stone posts stand in alcoves along the southwest wall of this room. Each post is encrusted with numerous crystal lenses of various hues. The floor of this room is comprised of 1‘ square white tiles. With the exception of a 2‘ wide path (indistinguishable from the other tiles) that runs along the east & north walls of this chamber, stepping on the tile floor of this room causes beams of rainbow colored lights to shine from the posts, bisecting the room. Many of these lights are harmless, but some display strange properties as determined below. Should the room be crossed by walking anywhere other than the safe path, the Labyrinth Lord should roll 3d6 to determine the results of the rays.

Those struck by the beams are allowed a saving throw vs. wands to avoid the effects, but they must announce that they wish to make a save BEFORE the result of the beam is revealed. It is possible to inadvertently dodge a beneficial beam as well as a harmful one.


*The beam effects are based on getting a pair, straight, or 3 of a kind on the 3d6 and ranged from taking damage, being healed of all damage and afflictions, or gaining a level.

It was rather tense when players were asked to decide ahead of time to make the save or not. Most players chose to save. The room was on the way to an area of the dungeon they were interested in exploring, so they had to deal with the room multiple times. They eventually figured out a way to get past it by throwing flour on the posts and preventing them from emitting light.

What I like about the room is the risk/reward choice and that it requires you either take that choice or figure out an outside the box way of dealing with it.
 

CleverNickName

Limit Break Dancing (He/They)
The temple entrance in "X1: The Isle of Dread" is one of my favorites. It's the first hint that the players get about
the previous "gods" of the temple, and how the old faiths and traditions of the ancestors were based on lies and manipulation. Also the fire breath trap.
 

Coroc

Hero
the corridors with stone faces of castle greyhawk, all of them gave you a + on an attribute on interaction, except one which was exceptionally ugly and gave you its look instead with a -2 on charisma
 



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