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<blockquote data-quote="Imaculata" data-source="post: 7822069" data-attributes="member: 6801286"><p><strong>The Malfunctioning Elevator</strong></p><p></p><p>The players come upon an elevator shaft with a steam powered elevator inside. The elevatir is little more than a square wooden room with a metal ring on a chain, which should normally activate the elevator. But for some reason the elevator does not seem to be responding. If the players search the elevator, they can find a hatch in the ceiling, allowing them to climb to the floor above. The players either have to restore steam pressure to the elevator to reach higher floors, or the elevator starts moving by itself just as the players start climbing into the shaft. If the elevator starts moving while the players are in the shaft, it won't actually crush the players, even though they may think so, because there is enough space at the top of the elevator shaft for a person to crouch in.</p><p></p><p><strong>The Steam Leak</strong></p><p></p><p>A corridor is filled with steam pipes and a leak of scolding hot steam is blocking the way. The steam can be shut off with a metal handle, which is currently missing from a pipe. The players must search to find the missing handle, or use magic to overcome the obstacle. The steam deals 4d6 fire damage on touch.</p><p></p><p><strong>The Belltower</strong></p><p></p><p>The dungeon has a tower with a large copper bell. When this bell is sounded while anyone is below it, they are deafened and cannot communicate with each other verbally. The bell can also be used as a trap to drop onto unsuspecting intruders, dealing 12d6 damage if it hits. Make an attack roll for the bell as if it were an attacker. After the bell has crashed to the ground, it blocks the way and is too heavy to move.</p><p></p><p><strong>The Rickety Bridge</strong></p><p></p><p>A simple rope bridge spans a chasm. Crossing the bridge can be done safely, along as individuals move slowly. Any round where a creature runs or takes a combat action on the bridge, there is a 50% chance a plank gives way underneath their feet and they find themselves dangling from the bottom of the bridge. Such a creature is then considered prone, until they spend a move action to climb back up.</p><p></p><p>For added difficulty you can plan a surprise attack on the players here. You can also track the spaces on the bridge that have collapsed, and rule that a player automatically falls when there are no more safe adjacent spaces left to hold onto.</p><p></p><p><strong>The Rotating Room</strong></p><p></p><p>The players find a small triangular room with one wall that is at a curved angle (like the outer edge of a slice of cake). Just outside the room is a heavy wheel that requires a strength check. A maximum of 3 other people can assist in pushing the wheel. As soon as the wheel is turned, the room rotates 45 degrees, giving access to a whole different area of the dungeon. This set up can be used to make complicated puzzles, especially if there are 3 other similarly shaped rooms that rotate along with it.</p><p></p><p>The trick to building puzzles around the rotating room, is to restrict access to the wheel that rotates the room. It can also be used as an effective way to force the party to split up, by having 2 people turn the wheel, while the rest of the party stands inside the room. Once the party is split by a rotated room, the walls in between make it impossible for the separated players to communicate verbally by normal means (magic still works).</p></blockquote><p></p>
[QUOTE="Imaculata, post: 7822069, member: 6801286"] [B]The Malfunctioning Elevator[/B] The players come upon an elevator shaft with a steam powered elevator inside. The elevatir is little more than a square wooden room with a metal ring on a chain, which should normally activate the elevator. But for some reason the elevator does not seem to be responding. If the players search the elevator, they can find a hatch in the ceiling, allowing them to climb to the floor above. The players either have to restore steam pressure to the elevator to reach higher floors, or the elevator starts moving by itself just as the players start climbing into the shaft. If the elevator starts moving while the players are in the shaft, it won't actually crush the players, even though they may think so, because there is enough space at the top of the elevator shaft for a person to crouch in. [B]The Steam Leak[/B] A corridor is filled with steam pipes and a leak of scolding hot steam is blocking the way. The steam can be shut off with a metal handle, which is currently missing from a pipe. The players must search to find the missing handle, or use magic to overcome the obstacle. The steam deals 4d6 fire damage on touch. [B]The Belltower[/B] The dungeon has a tower with a large copper bell. When this bell is sounded while anyone is below it, they are deafened and cannot communicate with each other verbally. The bell can also be used as a trap to drop onto unsuspecting intruders, dealing 12d6 damage if it hits. Make an attack roll for the bell as if it were an attacker. After the bell has crashed to the ground, it blocks the way and is too heavy to move. [B]The Rickety Bridge[/B] A simple rope bridge spans a chasm. Crossing the bridge can be done safely, along as individuals move slowly. Any round where a creature runs or takes a combat action on the bridge, there is a 50% chance a plank gives way underneath their feet and they find themselves dangling from the bottom of the bridge. Such a creature is then considered prone, until they spend a move action to climb back up. For added difficulty you can plan a surprise attack on the players here. You can also track the spaces on the bridge that have collapsed, and rule that a player automatically falls when there are no more safe adjacent spaces left to hold onto. [B]The Rotating Room[/B] The players find a small triangular room with one wall that is at a curved angle (like the outer edge of a slice of cake). Just outside the room is a heavy wheel that requires a strength check. A maximum of 3 other people can assist in pushing the wheel. As soon as the wheel is turned, the room rotates 45 degrees, giving access to a whole different area of the dungeon. This set up can be used to make complicated puzzles, especially if there are 3 other similarly shaped rooms that rotate along with it. The trick to building puzzles around the rotating room, is to restrict access to the wheel that rotates the room. It can also be used as an effective way to force the party to split up, by having 2 people turn the wheel, while the rest of the party stands inside the room. Once the party is split by a rotated room, the walls in between make it impossible for the separated players to communicate verbally by normal means (magic still works).[B][/B] [/QUOTE]
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