The baked clay urn, a single piece of hard brown storage, contains within it the Quill of Cursing, whose written wrathful words always come true. It has enough ink to spell out thirty two more letters. The urn bears this engraving, scribed in suspiciously narrow letters- "Whosoever seeks to open me shall meet Death, who flies on swiftest wings."

This whole room was designed by an alien intelligence, or a mad man. Because of the precision architecture, all noises echo for several seconds, hitting the natural resonance frequency of the human inner ear at least once as the pitch modulates. So every noise shakes, rattles, and pervades the ears of the hearer. Earplugs block out weak noises, but the vibration will travel through the face flesh if the noise is loud enough. Yelling, swords clashing, magical proclamations, steel on flint, a plate armoured sell sword flinging themselves across the room... any of these can stun a humanoid, barring a save.

Intelligent, non human monsters will seek to engage the party here, if they can manage it through ambush or false retreats.

Consider using this as a modification to another room with it's own challenges.

This underground library is just filled with intricately carved wooden shelves loaded with fragile, brittle, ancient tombs. A warm wind gusts throughout the room, wicking away moisture. Of course, digging through the slitted walls the wind blows through opens a tunnel to the greater depths or the surface, depending on which wall is broken through.

Every three turns spent searching the shelves with a question in mind has a Language Skill-in-twenty chance of revealing something useful.

Many of the books are written in Habriciled Quicksilver, a ridiculously expensive ink that has been shown to avoid wearing away over time. However, unbeknownst to most of those who used it over the centuries, after several hundred years it becomes explosive on contact. As hinted previously, the room is FULL of dry paper, animal skin, books of finely woven cotton pages, wooden furniture, etc. I'm sure your players have been stuck in a burning building before : use those rules here. There are books scattered a bit haphazardly across the floor as well. Think highly visible landmines - probably safe, unless people start running around without concern of where they are stepping..

A philosopher hermit sits in front of the door to the next room, cloaked in tattered rags and wheezes. If you would pass, he requires only something cheap enough for a pauper's purse but of extreme worth. Something new, he's not here to collect things so much as to broaden his appreciation for the casual wealth of the modern world.

Something new from each person passing, please. He has already acquired a book of matches, a (now rotten) biscuit, a wooden bowl full of water, some bandages and a small canvas tarp.

He's not unreasonable and could probably be talked into letting people pass if he agrees, morally, with their quest. Or if they offer a sufficient alternative proposal. If attacked he's just a level one specialist/rogue, trained in hiding and languages. Each melee attack against him requires a d100 throw over the attack value rolled to avoid catching his Spiral Rot, though. (Every day roll a save. On a failure, add one to your disease total and roll against it. Another failure means the rot will claim a random limb over the next month. No more checks until that's completed, after which the disease total resets to one. On any given day, instead of rolling, the player can choose for a lesser body part to rot off and reset the disease total to one. You'd probably want to start with individual teeth.)

Doom-doom the fire imp was summoned to serve his master, but his master went away, and now he spends his time helping others. Literally anyone he runs across. Doesn't speak a lick of any language, side from repeatedly chanting his name. If found via a random encounter roll will deliver some mundane item the party either needs or is likely to need soon. Tends to sprint towards people unexpectedly. Explodes as per fireball spell if dealt any damage at all(or if he gets too emotional). Reconstitutes four hours later. Doesn't remember what killed him. Tends to set off traps. Sentient bad guys will probably make use of him. A pacifist carnivore. Accidentally lights wood on fire when he touches it. Knows the location of a minor Mcguffin.

There's a door made of jet dark wood in this room. It's not attached to anything, although it is hinged as if it ought to be resting in a frame. Three inches thick, eight feet tall, and absolutely saturated in carvings and engravings. Like Rodin's depiction of hell, but with a little more detail and significantly less bodies.

Pulling on the door... pulls it over. It's heavy. You wouldn't want it crushing you. Middling lethal for a level zero character. Pushing it hard enough just tips it over. Either way, roll for a random encounter, twice.

The door neither burns nor scorches if exposed to flame.

The door is a work of art. It takes twenty points of collective strength to carry it, and it's way too big to move through doorways at full speed. Imagine moving an over built dining room table.

If both of the heavily rusted hinges are pried open at the same time it opens a slit into a plane of fire between them. The portal's width, and heat, increases with the distance between the hinges when they're opened. As mounted on the door it is hot enough to boil water in a pot, given ten minutes or so, and illuminates as a torch.

If both hinges are open and more that fifty feet apart, the portal is wide enough for a few fire imps to slip through (1d8-2 per minute). Alternately, roll on a fire plane random encounter table.

If open and more than a mile apart, a fire worm will slip through in a few rounds. Three hundred feet long, it ironically freezes all it touches to absolute zero. Also likes smashing things for fun.

If open and more than three miles apart the hinges will instantly melt, which does not close the portal. Fire creatures will pour out of the gap, the area will glow like the sun, anything flammable within a few miles will spontaneously ignite, and Fun Times will occur.

Time demon. Anything that approaches within 10' ages a million years. Metal rusts apart, wood turns into dust. Also immine to magic, unless that magic effect is permanent. Kill it.

The man your murderhobo rogue killed was carrying a letter that the party needed. The murderhobo is congratulated for the victory only to discover that the message is encoded. It is very clearly what the party needs to know but they just killed the one who wrote the code. If trying to use speak with dead, they will obviously be hostile to the folks who just killed him and gave pats on the back to the party member who did it.

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I'm running an adventure for a group of kids that ends with a very unsatisfying confrontation with a dragon (the party either dies or is enslaved). So I'm replacing it with the something based on the logic problem, below. The actual logic problem won't hold up, because I can't control the exact number of characters (what if someone's unconscious or dead? What if they've rescued the prisoners? Or a player doesn't show up?). And one clever use of a spell could throw the whole thing off. But I still like the basic dilemma.

The scenario:
•The dragon will allow the players to load their packs with as much gold as they can carry (encumbrance rules in full effect!). 
•There are three exits from the dragon's lair, which will take about 5 minutes to traverse, unecumbered.
•Two of the paths lead to doom, one to freedom.
•As many as half the party have been ensorcelled to see doom when the spot the safe exit, and safety when then spot doom.
•In fifteen minutes, the dragon will call down his lizardman army.
•Of course the dragon is lying, and will call down his army the moment he sees the party choose the right exit.

Because these are kids, and they have shown some difficulty in choosing cooperation over immediate personal gain, I'll make a pretty small number of characters ensorcelled. As long as they bother to plan, they should be able to find their way to safety, and the only real question is how much loot do they have to abandon in order to escape. But with a group of adults, the unreliability of information could be much more compelling.

Let's have a new Obstacle-prompt!
What's keeping you from getting through this door?
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