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Five Room Dungeon
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== Entrance with Guardian == There has to be a reason why nobody else has come here before. It's difficult to get to, it's hidden, there's a guard posted outside, or a strange big nasty decided the entrance makes for a good lair, something only heroic types could overcome. An antagonist right away gets the player's excitement up, and gets the dice rolling. (Sometimes you can switch the first and second room, if having a puzzle at the entrance makes more sense.) * The entrance is trapped. * There's multiple entrances, but only one is correct ([[Tomb of Horrors]]) * The entrance requires a special key or ceremony: "speak friend and enter," decker must hack the entrance. * A guardian was deliberately placed at the entrance: golem, guard dog, nightclub bouncer. * A hidden ambush waits in the shadows. * A portcullis that the kobold guards can pass through easily, but heroes must expose themselves to lift ([[Kobold Hall]])
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