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Fire and Water: Designing themed dungeons
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<blockquote data-quote="Imaculata" data-source="post: 7190428" data-attributes="member: 6801286"><p>Why thank you. The actual drawing of the map is something I hadn't really discussed yet, but I might later on, because it is worthy of discussion.</p><p></p><p></p><p></p><p>I wrote an adventure a long time ago, where the players encountered a huge set of doors that could only be opened with a mechanism, that was missing a gear. They also found a forge nearby, with various molds for gears. I made it clear that they needed to create a new gear from scratch by using a mold from the forge. You could say the key was hidden, and they had to make their own key. That is one way to mix up the classic door and key scenario.</p><p></p><p></p><p></p><p>Something I was pondering just now, is that maybe the valve in room D is missing its handle, and its on the other side of the hot steam, about 20 ft. away from them. This would add yet another way for them to possibly open the door, if they are smart and can figure out a way to get the valve handle over to them.</p><p></p><p></p><p></p><p>Yes, my players have a habit of constructing a 20 ft. pole out of what ever they carry with them, or they'll just cast Protection from Fire and walk through the steam. Which is why I make sure that not a whole lot of the dungeon is behind that steam-locked door. If they skip it, thats fine.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7190428, member: 6801286"] Why thank you. The actual drawing of the map is something I hadn't really discussed yet, but I might later on, because it is worthy of discussion. I wrote an adventure a long time ago, where the players encountered a huge set of doors that could only be opened with a mechanism, that was missing a gear. They also found a forge nearby, with various molds for gears. I made it clear that they needed to create a new gear from scratch by using a mold from the forge. You could say the key was hidden, and they had to make their own key. That is one way to mix up the classic door and key scenario. Something I was pondering just now, is that maybe the valve in room D is missing its handle, and its on the other side of the hot steam, about 20 ft. away from them. This would add yet another way for them to possibly open the door, if they are smart and can figure out a way to get the valve handle over to them. Yes, my players have a habit of constructing a 20 ft. pole out of what ever they carry with them, or they'll just cast Protection from Fire and walk through the steam. Which is why I make sure that not a whole lot of the dungeon is behind that steam-locked door. If they skip it, thats fine. [/QUOTE]
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