A good dungeon will have many places in it that the players wish to go. On their way, they will need to overcome many obstacles which make their journey interesting. Sometimes the “lock” they encounter will be a goblin, and the “key” is a sharp sword and a good attack roll. Sometimes the lock is an illusory wall, and the key is realizing there’s a breeze coming from nowhere. Sometimes the lock is a literal lock, and the key is in a chest at the other end of the dungeon.
One must always remember, however, that in Adventure Games, no lock is always going to be overcome with the intended key. The goblin could easily be avoided with some clever sneaking, the location of the illusory wall could be bullied out of the goblin, and that locked door could have its hinges popped out. One must never get too attached to their keys, and sometimes I do not even plan out a key at all. I simply trust that the players are clever enough to figure their way past an obstacle.
It must be mentioned that a good dungeon is one where the players can walk away from a barrier if they can’t figure out how to deal with it. Don’t design a dungeon that will come to a complete grinding halt just because the players can’t get past a single barrier. There should always be some other direction to explore in.
I will also note that some of the keys below imply the presence of a door keeper who controls who gets in and out. In most cases it will be best to make these guardians difficult to kill. They might operate the door remotely for example, and speak only via an intercom. They might be shouting from the other side of the door. The guardian might be an incredibly powerful and dangerous creature that is otherwise not interested in doing the party harm, or the guardian could even be the door itself via an animated face. If the door guard is available to be killed, and the players do so, then whoever put that guard there is going to send more later, and with increased security to back them up.
Thanks to Gus L. for reading through this post to ensure it all made sense.
The Dungeon d100s
1 – Themes
2 – Structures
3 – Rewards
4 – Doors, Floors, Walls, & Ceilings
5 – Factions
6 – Locks & Keys
Bonus – Auto-roller, at Liche’s Libram.
d100 Dungeon Locks & Keys:
- A landslide has blocked the path forward. Time must be taken to dig it out.
- A great tree has grown through the doorway. Chopping it down from one side will be awkward.
- The passage is high up, and in the middle of a vaulted ceiling. Getting there would require something like a skillfully thrown grappling hook, a very tall ladder, a flight or spider climb spell, etc.
- The way forward is tiny, barely big enough to get your hand through. A person would have to shrink, or transform into a small animal to get through.
- A well constructed and unattended drawbridge on the other side of a chasm. There is no prescribed way to open it from this side.
- An energy barrier bars the way forward, sustained by the life essence of some notable creature who may or may not reside in the dungeon. So long as this creature lives, the barrier will remain impassable.
- The pathway is out of phase with our reality. It can only be moved through by shifting oneself into the phase where the pathway exists. This phase will doubtless have other differences as well, and may not be friendly to outerphasic life.
- There is a combination or password which must be entered. It might be written down or known by someone elsewhere in the dungeon, or it may require searching outside of the dungeon to learn.
- A particular sound opens the way forward. Perhaps it is a specific song, or the sound of a specific instrument.
- The key to the door is has been copied several times by a certain faction. Many members of the faction carry a copy.
- They key is in some treacherous location: tangled in a spiders web, or on a plinth in the center of a pool of lava.
- They key is itself hazardous or difficult to handle, requiring the players to make some clever plan for transporting it to the lock. As examples, the key might generate enough heat to melt through steel, or it could be incorporeal. The key might be possessed by an intelligence that dominates whoever holds it, or it might bestow some curse on whomever touches it, etc.
- The key to the door is an object of importance to some particular dungeon faction. It may be a sacred object used in their religious devotions, or a symbol of office worn by their leader.
- The door ought to be easy to open, but some essential element of its mechanism has been removed by previous adventurers. Perhaps a golden sprocket or magic gem. It must be found and returned here to open the way forward.
- The way forward is blocked by a terrible guardian beast, who will allow passage so long as they are brought the food that they like to eat.
- A door opening ritual must be performed. Its details may be provided, at least in part, by carvings on the door, or it may need to be learned in dusty tomes in the basements of old libraries.
- The lock and key are both obvious, and near one another, but the key is a huge 250lb object which must be carried up a vertical ladder to reach the keyhole.
- A biometric scanner will only open the way forward for certain people, using eye/face/voice/hand scan to identify them. The scanner may or may not have measures to prevent its being used by force.
- Some previous adventurer got all set to destroy the barrier. There’s a ram, or a cannon, or some TNT, etc set up here, but for some reason they didn’t do it, and now an essential component has been removed, and must be replaced to clear the way forward.
- The way forward is opened by placing three objects of power (gems, medallions, orbs, etc.) in the proper place. All three might be found in the dungeon, or may require adventuring outside the dungeon, or some combination of the two.
- Before the sealed door is a round table with a bronze statue sitting at it, and several empty seats with pressure plates on them. Adding the exact correct amount of weight to each seat will be tricky, but might take less time than recovering the other bronze statues which have been taken as trophies by various dungeon factions. Either way, once the correct weight is in place the door will open.
- A terra cotta warrior stands guard before a sealed door. Portions of the figure are clearly less worn and dirty than others, implying it once wore armor which has been removed. If the warrior is fully outfitted once again, the way forward will open.
- Two feuding factions must work together to open the way forward. Perhaps each knows half a password, or there is a ceremonial table which only opens if representatives from each both sit at it.
- The way forward can only be opened by a doorkeeper who is too sad to do their job. The party must somehow cheer them up, or otherwise convince them.
- The lever which opens the door is visible, but inaccessible. Perhaps behind bars, or glass, or in the middle of an acid lake. There is a creature near it who can open it, but they are incapable of understanding language. Perhaps a monkey, or a toddler golem.
- Vampire rules apply to everyone. Anyone who wishes to pass through this barrier must be invited by someone who lives beyond it.
- The walls of the room are covered in dozens or hundreds of forearm-sized holes. One of these contains the lever which will open the way forward, while many others are trapped, or have become nests for potentially poisonous plants or animals.
- The way forward opens only for those who have legitimately achieved some particular social position. (Mayor, King, Priest, Spouse, etc). To enter, the players may need to win an election, gain an appointment, complete training or rituals, etc.
- There is no actual barrier to entry. However, surrounding cultures all observe a strict taboo against going through. At the very least people who disregard this taboo will be shunned.
- Only those dressed a certain way will be allowed inside. The guard may be checking for a certain uniform, or for formal wear, or perhaps ritual garb.
- Anyone who wishes to enter must commit some suitable crime, so that the doorkeeper knows you’re cool before letting you through.
- The door is a philosopher. It postulates that as a door its purpose is to bar entry, and further that the party are the exact sort against whom the way forward must be protected. The door is willing to listen to counter arguments.
- An impenetrable physical barrier will only open for those who have accomplished some specific deed, such as raising a child, or slaying a dragon. They may bring guests with them if they wish.
- No one may pass unless they convince the gatekeeper that they’re qualified to handle the hazards beyond the gate. They do not want blood on their hands by allowing brash young folk to charge straight to their doom.
- The way forward is blocked by a thick tangle of vines and briers. An axe, machete, or sword will be adequate to hack a path through, but it will take time to do so, and there may be consequences for damaging these plants.
- The way forward is opened by paying a toll. There may be a powerful toll taker, like a dragon, or simply a coin slot which opens a door when sufficient gold is dropped into it.
- The way forward is hindered by customs officials who wish to inspect goods, assess taxes, and collect information for their records.
- The dungeon seals up when outsiders enter it. If they wish to leave again they must deposit some item into a chest. It may be a specific key located further in the dungeon, or perhaps it’s just 10% of their total carried wealth.
- The space ahead is an “X Free Zone.” Players can only enter it if they relinquish whatever X is: weapons, armor, illumination, meat, or whatever else the players are accustomed to having access to.
- The space ahead is subject to magically enforced terms and conditions. Failure to adhere to the agreement will result in being hurled back out by a mysterious and irresistible force. This usually hurts quite a bit.
- Anyone who goes through this passage experiences severe time dilation. There are no barriers, but those who go through must accept that they will miss some significant span of time. Months, or even years will pass by in the outside world.
- The door is opened by performing a spell on it. It doesn’t matter what spell, so long as the party’s magical resources are somewhat diminished.
- The door requires an offering of blood before it will open. Approximately d4 hp worth.
- The way forward explicitly only opens for a certain sort of creature: rats, dogs, goblins, etc. Characters who wish to enter will need to find means of transforming themselves into the appropriate shape.
- Dungeons do not tidy themselves. Chores are carved in the stone of the door. It will only open once an appropriate amount of cleaning has been done.
- The way forward only opens at a certain time, and for a certain length of time. It may open once a day, once a year, or once every hundred years.
- The switch to open the door is far away, and the door slowly closes immediately after it opens. Getting through the door before it closes requires either splitting the party, or moving with great haste.
- The way forward will open itself only after everyone in the room has slept in its presence, so that the spirit in the door may observe their dreams.
- This room is a sort of airlock. Before the way forward opens, the way back must be sealed, and vice versa. The process takes time, such that the party could easily become cornered in this room if they’re being pursued.
- The way forward opens when a target is hit. It may be near enough for thrown weapons, or distant enough that a sling, or a bow is required.
- The way forward is on the other side of a peculiar court. A ghostly figure challenges you to a match. The nature of this game has been lost to history, but the way forward will only open once you can win a round.
- The way forward is through a complex clockwork mechanism. You could jam it to make it safe, but doing so will cause the machine to stop functioning. Depending on its purpose, players may not wish to do that. Another option is to observe the timing of the mechanisms carefully, and attempt to dodge through them as they move. This would be a difficult check with dangerous consequences for failure.
- A surveillance system activates deadly countermeasures against any who attempt to pass through. To reach the other side, one must move stealthily.
- The passage forward is large, heavy, and imbued with magical intelligence. It spends most of its time asleep, and open. If roused by heavy steps or clanging armor it will slam itself closed, crushing to pulp anyone who was attempting to pass.
- The way forward is blocked by a heavy door which must be lifted or pushed aside. Requires either great strength, or a clever use of leverage.
- A tumultuous body of water lies between where the characters are, and where they wish to be. They must navigate it using some seaworthy vessel. This may involve the characters being shrunk to cross some tiny body of water, or the dungeon might contain a subterranean lake.
- The way forward is open, but is much too hot to pass through. It must somehow be cooled to a safe temperature.
- The way forward is a long hallway with a ceiling that begins to lower as soon as anyone enters it. Not even the fastest runner could get through safely. It must be wedged open somehow.
- The players must pass through a literal minefield to reach the other side. Doing so safely requires that they find some way to detect the mines, or perhaps acquire a map which shows a safe path through.
- The way forward is a maze shrouded in magical darkness, and filled with spike pits and other traps. If the darkness could be dispelled, or the traps turned off, it would be easy to pass through safely just by taking a little time. While both are active, it is certain death to try.
- A bridge used to span a deadly gap here. It has long since collapsed.
- Unbelievably powerful magnets line the corridor. Enough that a ferrous sword would fly out of its sheath, and require immense strength just to drag it along a few feet. Gods save you if you’re wearing ferrous armor. Those who pass through can only reasonably expect to bring non-ferrous metals with them.
- The way forward is underwater. It would take an excellent swimmer 5+ minutes to reach the other side if they were unencumbered.
- The path forward is up-stream of a powerful flow of water. It must be turned off or diverted in order to progress.
- The path forward is through a swamp or sewer. The players should be informed that they will definitely contract an illness if they don’t take precautions.
- A series of powerful lasers bar the way forward. Powerful enough to slice through most materials easily, but mirrors or heavy stones will redirect them long enough to allow the characters to slip through.
- A great blind guardian beast sniffs everyone who passes through. Those who smell correctly are let by, those who don’t are devoured.
- The way forward is blocked by a belching geyser of fire, a waterfall of acid, or other constant source of harm with an identifiable “type.” It is contingent on those who pass to procure the correct potions of temporary immunity. Preferably enough both to get in, and to get out again.
- Axe wielding statues stand on either side of the door, and will swing mighty blows at anyone they see walk past. Their attacks are deadly, but they are simple constructs. If their eyes are covered with a blindfold or a basket, they cannot see, and will not attack.
- A winding corridor with an electrified floor, spinning buzz saws, or similar impassable danger. The ‘off’ switch for these is at the other end, and could be activated by a creature or device capable of getting through safely.
- Writhing, grasping tentacles protrude from every surface of the corridor. Instinctively they tangle and crush any object that comes within reach. They must be occupied, or made docile in order to skirt through.
- A room filled with air so noxious it will melt skin from bones. Some sealed protective clothing is required to survive moving through it.
- Three or more objects rest on a plinth. A riddle describes one of those objects in an obscure way. Anyone holding that object as they pass through will be safe. Anyone who isn’t, or who is holding multiple objects, will be subject to deadly traps of some kind.
- The lock is a huge cylinder pin-tumbler. Large enough for people to walk inside it, and each push one of the pins. If all are pushed just right, then others standing outside the lock can rotate the chamber their companions are standing in.
- The door is sealed by a heavy magnetized bar, which is completely hidden within the door and wall. Characters may notice ferrous metal objects being drawn towards it if they stand near. If a substantial ferrous metal object is dragged along the wall, the magnetized bar can be moved to unseal the door.
- Were the whole dungeon annihilated by the angry fist of God, this door would still stand. It is absolutely impenetrable. It will only open if knocked on politely, in which case it swings easily inward.
- The way forward was walled up, but that nearby column doesn’t look terribly stable, and it’s probably not load bearing…
- A statue holds out their hands in anticipation. Clues elsewhere in the dungeon indicate that the statue wants some sort of common object: a stick, rock, string, some water or a bit of money. If that object is placed in the statue’s hands, the way forward will open.
- A sort of guest book rests on a lectern beside the door. It prompts anyone who wishes to pass through to write their name, the current date and time, as well as to enter an example of some specified wordplay. Perhaps characters must write an alliterative sentence of at least 2d4 + 2 words, or a unique joke, or a set of seven rhyming words, etc. Once this is done, the door will open. The magic doesn’t work if the characters lied about their name or time, or if they copied an example from elsewhere in the guest book.
- Near the door are several torches which, if lit, will open the way forward. For added complexity, one of the torches may be in a previous room, it may be disguised, or it may have been destroyed and need to be replaced.
- A plinth with an obvious weight pad sits in front of the door. It requires an immense weight to open the door. The players will either need a material of unusual density (like an anvil made from osmium), or devise some contraption that allows them to balance a great deal of weight on this tiny plinth.
- Candles rest on inset shelves on either side of the door. Clearly many candles have been placed here over the years, because there is a sheet of melted wax an inch thick coating the wall. If this sheet is chipped away, the lever for opening the door will be revealed.
- A skeleton lies in an open coffin beneath a headstone which reads “Here lies a bastard who deserves what he got.” If the long dead corpse is in any way abused or desecrated, the way forward will open.
- The way forward is high up, and a powerful current of air prevents throwing grapples, climbing sheer walls, or placing ladders. There is a strange plot of soil beneath the passage. Anything planted here will go through its whole life cycle very rapidly, so if one were to plant an oak tree, it would quickly grow large enough to be climbed, then rot away and die by the end of the day. Note that this magic is tied to the spot, not to the soil.
- The door forward has a clock face on it, which must be set to some appropriate time which is hinted at either on the door itself, or elsewhere in the dungeon. It may be a fixed time (the minute on which the door builder’s child was born), a fluid time (the minute that the clock-turner woke up this morning), or not a time at all but simply a number that can be expressed by clock hands (such as 3:14 representing pi). In any event, the time must be held in place for at least 60 seconds to prevent characters simply spinning the hands quickly through every possible option.
- The players come upon a place that is clearly labeled “The Dark Stair,” or “The Dark Passage.” If they attempt to traverse it with illumination, it will seem to go on infinitely. If they bravely douse their lights and go through it in complete darkness, they will reach the other end easily.
- Murals in the room depict a story where a fisherman catches a fish, it spits out a key, and the key opens the way to great treasure. The room contains a pool of water, but no fish. If a living fish is brought to this room and placed in the water, the way forward will open. Transporting a live fish and keeping it healthy through the dungeon up to this point may prove to be somewhat difficult.
- The room appears to have been the site of a battle. There are skeletons leaning against the walls, spatters of dried blood, gouges in the walls, blades stuck in mortar or wood. Examining any of these objects will reveal that they have been staged. Everything is fixed in its place by adhesive or nails. One of the items in the room (perhaps a spear stuck in the floor) is actually a disguised lever. When pulled, the way forward will open.
- The door is shaped like a great closed mouth in the middle of licking its own lips. Above the mouth is a nose. If the smells of good food are wafted beneath the nose, the mouth will open.
- The way forward is blocked by a magic cube which transforms into whatever material has most recently touched it (with the exception of gases that naturally occur in its environment, such as oxygen). Regardless of what material it transforms into, it always retains its exact shape. If touched by sand, it will transform into a cube of sand without sliding out into a loose heap. If transformed into water, it will be a cube of standing water which players may swim through. When the players enter the room the cube is likely made of stone or steel.
- Though the door appears to be a three dimensional object of wood and stone, to the touch it feels like a single smooth sheet of glass. If a mirror is held up which reflects the door, the reflection will have the texture which the door ought to have, and the characters can travel through it.
- The way is opened by performing a human sacrifice.
- The way forward requires you to climb into a sealed room (or box, or carriage). Unseen forces will move you along an unseen route, eventually depositing you at your destination. The journey may be quite long, and require that players provision themselves so they do not die of thirst and hunger while traveling. Alternately there may be some appropriate offering or behavior with which to request this service, and failure to do so may result in being dropped off in some undesirable location.
- Each character who passes through must first reveal something which they would rather keep to themselves. The barrier detects both truth, and reluctance. If either are not present in a person’s statement, they would be incinerated.
- A crank near the door opens it, but clearly does something else as well. There are too many mechanisms for this to simply be a door opener, but it’s not immediately clear what consequences there will be for turning it.
- Only the dead may enter. Those who die in the doorway may inhabit an empty homonculous in the chambers beyond. If they are resurrected their souls will be destroyed. When they return back through the entry, they may be resurrected properly.
- Passing through requires that a person allow their mind and body to be thoroughly scanned and recorded. Who knows that is done with that information? Definitely something.
- An adjunct to the fates guards the way forward. They show the characters visions of two people. One of those people will die today, and the party must choose who it is. If they attempt to pass without choosing, then they themselves will die instead. There is no save.
- One side of a great scale is held down by a feather. Someone must stand on the other side and be balanced against the feather for the path to open. The scale determines whether or not you are a good person, according to the precepts of the dungeon builders.
- Before reaching the door, in some unrelated situation, a mysterious stranger will test the party’s virtue. If they pass, the door will be open for them. If not, it will not. (Did they give alms to the homeless man they met on the road? No? Then the door is sealed.)
And with that, The Dungeon d100s has come to an end. It has been absolutely exhausting to ensure that this project would be completed before the end of the year, but I didn’t want 2020 to pass by without Papers & Pencils getting a little more attention than I had given it. There will be one more post yet to come this year, my annual Christmas Embarrassment, so I’ll save the sappy end of year stuff until then. Please stay safe, love one another, and never stop fighting for Trans Rights.
This was an excellent series. You have earned a well deserved rest for sure!
You mind if I add them to the Links to Wisdom?
Please do!
The rest are great too but this is my favourite; it’s great to see paths closed by something that can’t be beaten with a roll!