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- #A SONG OF ICE AND FIRE CAMPAIGN GUIDE PDF FULL#
- #A SONG OF ICE AND FIRE CAMPAIGN GUIDE PDF PASSWORD#
A good example would be an L-shaped hallway that has doors at both ends and a floor covered with about three inches of gasoline. Stragglers in the party get caught in a trap. If the players go inside, they find a sickeningly macabre scene of dismembered corpses-and then the door locks, and the walls (or the ceiling) sprout knives and start to move.ģ3. Blood and gore have seeped out through the door of the smaller room and soaked the floor. The party walks into a room with another, smaller room inside of it. This works like the chains in #21, except the characters need to form a conductive link to power the door and get it to open.ģ2. Two electrified handles are attached to opposite sides of a 30-foot chamber. The door shuts quickly, so they must also find a way to connect the chains to keep the door open.Ģ2.
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Players need to pull the two together (a feat of strength) to open the door. There are two chains retracted into the walls 30 feet apart.
#A SONG OF ICE AND FIRE CAMPAIGN GUIDE PDF FULL#
You can make it something really cheesy like "open sesame." Alternately, you can put full words on the backs of the paintings and require the characters to put together a sentence that could even be a hint to another puzzle further on (lots of people learn by doing).
#A SONG OF ICE AND FIRE CAMPAIGN GUIDE PDF PASSWORD#
How do they get out? There is a letter written on the back of each of the paintings, and when they're combined (and de-jumbled) and the password is spoken aloud, the door opens. The door out is locked and impassable, but it seems to have a strange mesh quality to it. The characters enter a gallery full of paintings. You can also make the door more complex to really put an edge on things and give the characters an additional reason to break the dome.Ģ0. The real trick is that if they break the glass on the dome, the sky illusion also shatters, and an underground lake (previously held back by the dome) pours into the room/dungeon/facility through the hole. You can put the key somewhere really obvious to unnerve them, like on a hook next to the door. The characters enter a room with a locked door and a dome of glass overhead through which they can see the sky. What opens the door is up to you-maybe the characters have to cover up a key rune word to open the door, or maybe they have to cover all the runes except for those that make the word, or maybe they need to create a certain color (or series of colors, as with multiple locks) in order to open the door.ġ5. On the face of the monolith are glowing runes that are each a different color and shine their light across the face of the door. There's an impassable door in a room with a large monolith in it.