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<blockquote data-quote="Calzone" data-source="post: 5613830" data-attributes="member: 87629"><p>Here's a few that might help you. I might sit down and come up with some more later.<strong></strong></p><p><strong></strong></p><p><strong></strong></p><p><strong>...and not a drop to drink.</strong></p><p></p><p>A small round room holds what appears to be an old well, filled to the brim with sand. On a hook by the well is a bucket, half full with clear water. Pouring some water onto the sand turns all of the sand to water. Shortly thereafter, the mummified remains of an unfortunate adventurer float to the surface. Looking down the well reveals a glint of gold deep at the bottom. At the bottom of the well are a few gold pieces strewn from a small niche in the side of the well. The niche contains a small pocket of air, within which are vast treasures loosely embedded in sand. If any of the sand from the niche touches the well water (say, tiny grains of sand on an adventurer's greedy wet hands), all of the well water immediately turns into sand, entombing any within it.</p><p></p><p></p><p><strong>Virtue</strong></p><p></p><p>A small stream of water burbles from a hole in the wall. Above it is a small plate with the word "Virtue" engraved in it. Drinking from this water has amazing restorative properties (gain a healing surge, stat pluses, or some such). Later on, there is a treasure room, above whose door is a small plate with "Greed is the corruption of Virtue, Giving the height" written above it. Leaving loot in the treasure room increases the duration/effectiveness/etc. of the properties of the stream, while taking from the treasure house causes the amazing restorative properties of the stream to become amazing destructive properties (lose a healing surge, stat penalties, disease track, what have you). </p><p></p><p></p><p><strong>Through the Looking Glass</strong></p><p></p><p>The party encounters a large mirror with a gilt frame carved in the monstrous image of a mouth wide open. Examining the mirror, they notice the figure of an adventurer, sitting forlornly behind them in the mirror image. The figure is not behind them in the real world, but only appears to be sitting behind their reflections in the mirror. If they tap on the mirror or linger, he soon notices and moves excitedly next to their images in the mirror, as if he were only on the other side of a pane of glass, gesturing wildly for them to wait. </p><p></p><p>He cannot be heard as he excitedly speaks, but attempts to pantomime that he was trapped and needs help. If he can convince the party, he holds out a hand to one of the party members, beckoning them to grab him and pull him through. If the party member attempts to grab his hand, they succeed, but find that they have switched places with him, and he is now outside the mirror and they are trapped within. Apparently, the only way to escape the mirror is to have someone outside willingly reach out to you, swapping places when your hand touches theirs.</p><p></p><p></p><p></p><p><strong>And, a variation on an oldie...</strong></p><p></p><p>An ancient stone door stands before you, eldritch runes carved prominently on the arch above it. After painstaking translation, you interpret them as "Speak fiend, and enter." Speaking in Abyssal or some other demonic tongue will grant entry.</p></blockquote><p></p>
[QUOTE="Calzone, post: 5613830, member: 87629"] Here's a few that might help you. I might sit down and come up with some more later.[B] ...and not a drop to drink.[/B] A small round room holds what appears to be an old well, filled to the brim with sand. On a hook by the well is a bucket, half full with clear water. Pouring some water onto the sand turns all of the sand to water. Shortly thereafter, the mummified remains of an unfortunate adventurer float to the surface. Looking down the well reveals a glint of gold deep at the bottom. At the bottom of the well are a few gold pieces strewn from a small niche in the side of the well. The niche contains a small pocket of air, within which are vast treasures loosely embedded in sand. If any of the sand from the niche touches the well water (say, tiny grains of sand on an adventurer's greedy wet hands), all of the well water immediately turns into sand, entombing any within it. [B]Virtue[/B] A small stream of water burbles from a hole in the wall. Above it is a small plate with the word "Virtue" engraved in it. Drinking from this water has amazing restorative properties (gain a healing surge, stat pluses, or some such). Later on, there is a treasure room, above whose door is a small plate with "Greed is the corruption of Virtue, Giving the height" written above it. Leaving loot in the treasure room increases the duration/effectiveness/etc. of the properties of the stream, while taking from the treasure house causes the amazing restorative properties of the stream to become amazing destructive properties (lose a healing surge, stat penalties, disease track, what have you). [B]Through the Looking Glass[/B] The party encounters a large mirror with a gilt frame carved in the monstrous image of a mouth wide open. Examining the mirror, they notice the figure of an adventurer, sitting forlornly behind them in the mirror image. The figure is not behind them in the real world, but only appears to be sitting behind their reflections in the mirror. If they tap on the mirror or linger, he soon notices and moves excitedly next to their images in the mirror, as if he were only on the other side of a pane of glass, gesturing wildly for them to wait. He cannot be heard as he excitedly speaks, but attempts to pantomime that he was trapped and needs help. If he can convince the party, he holds out a hand to one of the party members, beckoning them to grab him and pull him through. If the party member attempts to grab his hand, they succeed, but find that they have switched places with him, and he is now outside the mirror and they are trapped within. Apparently, the only way to escape the mirror is to have someone outside willingly reach out to you, swapping places when your hand touches theirs. [B]And, a variation on an oldie...[/B] An ancient stone door stands before you, eldritch runes carved prominently on the arch above it. After painstaking translation, you interpret them as "Speak fiend, and enter." Speaking in Abyssal or some other demonic tongue will grant entry. [/QUOTE]
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