Showing posts with label door. Show all posts
Showing posts with label door. Show all posts

28 September 2020

grodog's Castle Greyhawk - Campaign Journal 25 September 2020

We had an excellent Castle Greyhawk session last night, with some really fun roleplaying among the PCs and goblins in particular, which setup the rest of the session's action very nicely!  

 

 

After exploring into some waterway areas in Castle Greyhawk's level 1 dungeon, The PCs headed back to investigate a door under the entry stairs, discovering what may be a one-way door (the hard way).  Afterward, they explored a bit off of a Y intersection, and then met some local goblins in the other Y, and got in good with them through some judicious role-playing (and a charismatic half-orc and MU able to speak goblin).  It helped a lot that the PCs mentioned that they were a) a part of the Horned Society, and b) that they had recently routed a bunch of kobolds (back in March at the start of the game), which the goblins had been following up on.  

The goblin captain (Captain Nieder, pronounced like Needa ;) ) asked them to bring him the head of the Kobold King (who is now likely be be anagrammed from Yuri Gagarin, since "Bring me the head of Yuri Gagarin" is the title of an old Hawkwind bootleg from the Space Ritual era), which they agreed to do, at which point Captain Nieder will take them to meet the Goblin King ("down below").  

Now allied with Captain Nieder and his goblins (of the Moon Flayers tribe), he still wouldn't allow them into their "Echo Base" goblin territory, but did agree to take them through blindfolded to the eiger toll keepers (eiger = ogre in Greyhawk alternate races parlance), which would then allow them back south to go back after the Kobold King.

After blindfolding, the PCs were spun around, etc., and the long trek through the dungeon halls to the toll keepers was 250-400 feet or more.  The PCs were hands-free, and had a goblin hand-holder with each, and two additional goblins (including Nieder still). When they got to the eiger toll keepers, Nieder advised the PCs to be respectful.  And this is where things got very interesting:  the first WM check on the way passed uneventfully, but the 2nd came up positive (I had the PCs rolling the checks, including the actual monster and # appearing), as a 17 kobold war party coming into this section of the dungeon to (obviously) raid upon the goblins!!

A chaotic three-way battled ensued:  kobolds attacking everyone, ogres attacking kobolds (and perhaps goblins/PCs?), goblins and PCs attacking mostly-together vs. the kobolds.  And these were not your run of the mill kobolds either:  several leaders were garbed in strange carapace armor (from giant crabs slain near their lair earlier in the year by the PCs!).  

Round 1:  PCs have initiative but mostly hold actions, unsure what's going to happen; kobolds act 2nd, and charge everyone:  five of them significantly wound the first ogre, nearly kill the second one outright! (I rolled some very high damage rolls for them vs. the L-sized ogres), and nearly kill the PC MU (who's AC 10 and is now at 2 hp!).  The goblins and ogre kill a kobold or two.

Round 2:   Kobolds have initiative, coup de grĂ¢ce the severely wounded ogre, hit the other one again, but miss the PC MU, wound another PC or two lightly, and fail to hit any of the goblins.  The surviving ogre acts next, kills a goblin and bellows for help---at the end of the round, 3 more ogres are coming to join the fray!  The goblins and PCs simultaneously act last, and battle kobolds while shifting position (goblins in response to a command from Captain Nieder) into a more defensive formation, but the PC MU misses with his shocking grasp attack on his kobold, too!

Round 3:  PCs act first, and drop some more kobolds (but none of the giant crab armored ones); the ogres kill 2 more kobolds---however the biggest ogre, while it hits one of the carapace-armored kobolds, it fails to kill it (!); the goblins kill some kobolds; the kobolds act last in the round, and with ~12 dead, their morale breaks and they flee (with only one fleeing-from-melee kobold being hit, and that not killing it).  

Round 4:  the goblins and kobolds act first (kobolds are now completely out of sight and retreating toward greener pastures!); at a command from Captain Nieder, the goblins shift into Sardaukar-like triads, with 2 set spears defensive and 1 ready to throw; the ogres are pissed of still, smash some dead and/or wounded kobolds, but do not attack the goblins or PCs (after some quick reaction response checks to Captain Nieder's speech); the PCs sheathe weapons and stand down.

After calming down a bit, and negotiating new toll rates with the "hoch eiger," the PCs exit the same way that the kobolds entered/fled, and the ogres close the portcullis, effectively cutting the PCs off in a completely new section of the dungeon, with no idea where/how to connects to what they've known to date.  

And that's where we left off :D

Allan.

04 May 2017

Dungeon Strangitude: Variations on Dungeon Dressing and Setting the Tone

Dungeons are the antithesis of the “real” world in D&D—the world of plowing crops and brewing beer, where cattle and horses are valuable commodities.  Once the PCs enter the dungeon, they walk willingly into the Unknown, into Otherness—into another world that is out to get them, and from which they may never return.

Dungeon dressing sets the tone for the dungeon overall, but also plays to variations within sections of levels and sub-levels, and helps each to define and retain its own unique flavor in play.  Consider Dave Cook’s A1 Slave Pits of the Undercity, with its reeking sewers level and the orcish water-dripping drum beats resonating as PCs slosh through foul waters, desperately trying to be quiet.  Contrast that with Lawrence Schick’s A4 In the Dungeons of the Slave Lords, where inbred kobolds and stranger creatures stalk the crumbling caverns, and players must be ingenious to create light, to find arms,  and to escape before the earthquakes and burgeoning volcanic eruption claim their lives.  Each differs strongly from the other, and these nuanced differences can be reinforced by a Dungeon Master who employs dungeon dressing to good effect. 

Dungeon dressing breathes life into the empty rooms and hallways that occupy roughly 60% of any given dungeon level’s space.  Dungeon dressing punctuates the otherwise drab 10’ x 10’ x 10’ cube with hints of something mundane or mysterious, of the magical, or the odd, or the out-of-place.  Something that will, hopefully, pique the players’ curiosity, whet their appetite, and fire their imagination with possibilities:  will the old boots in the corner be mismatched and rat-gnawed, or contain gems in a secret compartment in the sole; be riddled with rot grubs, or be boots of elvenkind? 

Like the use of verticality in the dungeon environment in general, dungeon dressing should not always be placed at floor level:  the aforementioned boots could be hanging from a peg on the wall or sit on a shelf 18’ up, and dungeon graffiti may be scrawled on the ceiling or floor, as well as the walls, or even hang magically in mid-air (in which case, it may reveal a different message if read from the back instead of the front!).  Driving vertical challenges to the players at the local level of a room or a wall or a hallway, in addition to the verticality of large-scale features, helps to ground players in the need for climbers, multiple lengths of 50’ rope, 10’ poles, iron spikes, pitons, hammers, and the quotidian utility of movement and exploration spells like feather fall, jump, levitation, rope trick, and spider climb.

Similarly, the style, frequency, and types of dungeon dressing should vary depending upon the tone that the level sets.  Through taunting riddles, strange portals, the sheer busyness of its elaborate frescoes and bas-reliefs—and hideous death traps, of course—S1 Tomb of Horrors builds an overwhelming feeling of dread in PCs (and players, perhaps!), and of ancient, undisturbed secrets best left unsought.  In S1, there is no surety—of return at all, of return via the same path trod entering, of exiting with any possessions at all, of being the same sex/race/alignment/class upon exit.  Dungeons like S1 change adventurers, one way or the other.  In some cases, such changes are obvious (change of sex or race), others are more-subtle, but regardless none who enter the Tomb of Horrors and similar environs, who partake of its dark feasts and then return to tell their tales in taverns—none are the same, ever again.  In S4 Lost Caverns of Tsojcanth the details of battling Drelnza within her opulent and spherical lair—and desperately trying to kill her without destroying the treasures she guards—stand in stark contrast to the odious and oppressive depths of Greater Caverns, and their myriad of strange portals and warped inhabitants.  The siren call of such dungeons lure explorers into change from which they will only truly escape in death, and their dungeon dressing acts as the foci around which the mood of the dungeons condense in slow, rippling evil. 

Some mysteries of dungeon dressing are not meant to be solved immediately, if ever—otherwise they’re not mysteries, right?  The whys, wherefores, and whens of who created a shelf 18’ up the wall are best left unsolved for some time, especially if players grow paranoid about flying creatures, giants, wall-crawlers, and such in the meanwhile!  That admonition applies to both sides of the screen:  DMs can and should seed hints that raise player curiosity, that can blossom into future encounters—or not—based on player activity in response, and leads that are not followed-up on are sometimes more interesting than ones that the players latch onto, as well….  When the players imbue minor elements of dungeon dressing with greater significance as a result of their attention, they are driving the game forward in the direction they desire, which makes the game easier to manage and run, bridges the gap between encounters, and makes D&D more fun for all of the participants.  

Levels of Player Engagement with Encounters


In my campaign dungeons, encounter types typically span four “levels” of player engagement (I used to use five levels, but combined two levels of dungeon dressing into one after feedback):
  1. Nothing: literally nothing to see here—search for secret doors and move along; I try to insure that that a number of seemingly-empty rooms are, in fact, empty, to help dungeon dressing stand out further
  2. Dungeon dressing: spot color to maintain the game’s flow, provide distraction, and avoid player boredom; some dressing will be simple spot color, while some will be “special” dungeon dressing---dressing with inspirational potential that could build into a something of significance, and perhaps even a true encounter, depending upon the players’ actions in response (i.e., when I'm winging it); in general, dungeon dressing should also highlight the unique aspects of a level in the small, details that make A1 differ from A4 (I dislike the term “special” so if you think of a better adjective, please let me know!)
  3. Encounters: the usual mix of monsters, treasures, traps, hazards, riddles, puzzles, tricks, enigmas, and other dungeon features that wreak havoc upon PCs
  4. Centerpiece encounters: the unique and distinctive encounters that resonate with players across the years of a campaign, like the Black Reservoir and Great Stone Face of Castle Greyhawk, and the Unopenable Doors and Terrible Iron Golem of Maure Castle
Special dungeon dressing offers players spot color that contains an order-of-magnitude-more potential than standard dungeon dressing.  Dungeon strangitude is when the dungeon background foregrounds, and intrudes into the PCs’ reality — lacing it with mystery and madness, marvels and mayhem.  Dungeon strangitude defines Zagig’s whimsy and Halaster’s cruelty—where the surreal and the anachronistic are living, breathing laws of the land. 

When I use standard dungeon dressing, it’s mostly scenery, with some interesting bits thrown in for variety.  With dungeon strangitude, the monsters and environment often play dirty.  For example, the PCs discover staked corpses set before the dungeon entrance, to warn away potential invaders (or deeper within, at a hallway eventually leading to the lair of an intelligent and puissant foe).  The corpses span local PC and monstrous races:  an elf, dwarf, and human, side-by-side with a kobold, bugbear, gnoll, and ogre.  Any creature who cares sufficiently about their own kind to remove the corpses from their stakes to provide a proper burial, may—in the minds of those issuing the warning—also be a credible threat.  So they infested the corpses with rot grubs or yellow mold, covered them with contact poison, or turned them into buboed incubators for disease.  The noble few who not only ignore the warning but act against with compassion can hopefully be slain with little to no risk.  That said, special dungeon dressing must not become a “Special” detector:  for special dungeon dressing to be unique and interesting, dungeon dressing should usually remain mundane:  most of the time, corpses are just dead bodies rather than trap-laden warnings.  When special dungeon dressing appears too frequently and is overdone—as with any element in a dungeon’s environment—it spoils the encounter, ruins the mood, and detracts from the tone of the entire level. 

Example of Dungeon Dressing:  Doors


Consult this table when you want to insert some colorful doors into your dungeon; the table mixes together what I consider levels 2-4 of encounter types:

d100                Result
01-08               Door is wizard locked at level (roll 2d6): 
                                    2:         Dungeon level – 2d4 (minimum, level 3)
                                    3-4:      Dungeon level – 1d4 (minimum, level 3)
                                    5-6:      Dungeon level (minimum, level 3)
                                    7-9:      Dungeon level + 1d6 (minimum, level 3)
                                    10-11:  Dungeon level + 2d6
                                    12:       Dungeon level + 4d4
09                    Door is held (hold portal; roll 1d10 on the table above for wizard lock to
determine level of the caster, and wing the remaining duration; given the
short duration on hold portal, the caster is either nearby, or likely already
in flight….)
10-11               Door is variable (see “One-Way Doors, Variable Stairs, and the Accessibility of Sub-Levels” from Knockspell #1)
12-15               Door is one-way
16-22               Door is locked
23-27               Door is barred (roll 1d6:  1-3 singly, 4-5 doubly, 6 triply)
28-30               Door frame is present, but the door and its hinges and hinge pins have
been removed
31-40                         Door is trapped (DM to provide details)
41-47                         Door is of special construction (roll 2d6):
2:         Door is metal, air tight, and looks and functions like a
submarine hatch
3-4:      Door is a Dutch door (split in half horizontally; each half
opens and locks independently)
5-6:      Door is equipped with a covered aperture (which may
or may not have a grille on the other side of the cover to prevent passage of objects through the aperture when open)
7-9:      Door is equipped with a peep hole (that may be obvious or
hidden, one-way or usable from either side)
                                    10-11:  Door is created from an interesting but non-valuable
substance:  steel bars, stone, blood, mercury, magma,
moonlight, flesh, etc.
                                    12:       Door is a composite, whether a mosaic, jigsaw puzzle, or
simply created from multiple substances, and may or may
not be complete, and may open once complete (or when
made incomplete)
48-50               Door only opens to (roll 2d6):
                                    2:         Creatures from its home plane (not the dungeon’s plane)
                                    3-4:      Monsters only
                                    5-6:      Creatures of a particular class
                                    7-9:      Creatures of a particular alignment (could be an particular
alignment like LE or a general ethos like “any Neutral”)
                                    10-11:  Creatures of a particular sex
                                    12:       Creatures of a minimum level or HD
51                    Door is intelligent; DM will have to create its personality and
motivations, which will influence whether it allows PCs to pass, as well
as whether and how it can defend itself
52-53               Roll 1d6:  1-3 Door is a teleporter, 4-5 Door is a gate, 6 Door is a teleporter or
gate and functions only after 2-5 characters pass through the door
54-57               Door is monstrous, or has a monster bound within it or nearby (roll
1d12):
                                    1:         Demon/devil/guardian daemon/deva or other outer-
planar monster
                                    2-3:      Undead (shadow, wraith, spectre, etc.; the infamous
                                                “Dread Portal” from Undermountain)
                                    5-6:      Mimic (roll 1d6:  1-4:  intelligent mimic, 5-6:  killer mimic)
                                    7-9:      Ear seekers have infested the door
                                    10-11:  Yellow or brown mold has infested the door
                                    12:       Door is a golem, and will animate to attack PCs
58                    Door is made from a precious metal, gemstone, or some other valuable
substance, and is worth a fortune; it presumably cannot be removed for
some reason, or else it would probably be gone already
59-63               Door is written upon (roll 2d6):
                                    2:         Nonsense verses (I recommend Lear or Carroll)
                                    3-4:      Dungeon graffiti in a PC language
                                    5-6:      A palimpsest of overlaying graffiti, much of which has
been rendered illegible over time
                                    7-9:      Dungeon graffiti in a monster language
                                    10-11: Door depicts some scene or map, whether drawn,
painted, gouged, carved, etc.
                                    12:       Magical writing (explosive runes, sepia snake sigil,  confuse
languages, symbol, glyph of warding, wizard mark, etc.), or
other effects (magic mouth, secret page, maze, sanctuary, etc.)
64                    Door only opens upon the proper answer to a riddle, or when told a
story or sung to, or when kissed by a virgin, or when fed, etc.
65-72               Door is concealed
73-82               Door is a secret door
83-86               Door is a false door (roll 1d6:  1-3 Door is false, 4-5 False door is trapped,
                        6 False door conceals a secret door)
87                    Door can only be opened (or unlocked) from a remote location
88-92               Door is scarred by (roll 2d6):
                                    2:         Acid
                                    3-4:      Scored by monstrous claws, hacked by axes, pitted, etc.
                                    5-9:      Fire
                                    10-11:  Water (water marked and swollen, rotten wood, etc.)
                                    12:       Door has been warped (if wood) or stone shaped in some
manner, to enable passage in (or out)
93-94               Door is features bas-relief or is sculpted to resemble some creature, scene,
object, person, etc.
95                    Door is invisible, ethereal, out of phase, a shadow door, or otherwise not-quite-
there (and may be periodic, in the manner of variable features)
96-97               Door is open (roll 1d6:  1-4 Door works normally, 5-6 Door won’t remain
closed unless spiked)
98-99               Roll twice
100                  Roll three times

Enjoy!

Allan.

"Dungeon Strangitude:  Variations on Dungeon Dressing and Setting the Tone" first appeared in Knockspell Magazine #2 (Spring 2009). This version of the article includes the errata published in FKQ#3 that fixed the entries for 31-40 and 41-47, which were dropped from table when originally published.  I've also collapsed the original five levels of encounter engagement down to four after feedback from readers.

26 April 2017

One-Way Doors, Variable Stairs, and the Accessibility of Sub-Levels

At GenCon 2007 I received a refresher course on one-way doors while co-DMing the Bottle City level of Castle Greyhawk with Rob Kuntz.  This was my first play experience using one-way doors in at least 15 years, and Rob’s take on them was quite a bit different from how I had always pictured them in my head.  In Rob’s view, one-way doors acted as normal doors from the “door side” and once the PCs passed through them, the door closed (automatically if not spiked), and was gone.  From the “wall side” the one-way door was detectable as a secret door, but even then could not be opened with a knock spell.  I had always pictured one-way doors as doors visible from both sides, but only being openable from the one-way side---the other side appeared as a normal door that could not be opened (I may have unconsciously been following the lead of Roger Musson’s “Dungeon Architect” comments on one-way doors here).  I like Rob’s version better, for reasons that’ll become clear soon.

On the Bottle City map, Rob used the now-standard false door symbol to represent one-way doors.  This shared symbol appears in the sample dungeon map in Underworld & Wilderness Adventures on page 4, and denotes a false door on that map.  The now-standard false door symbol is also used as the one-way door symbol in the 1978 monochrome editions of G3 Hall of the Fire Giant King and S1 Tomb of Horrors, and the S1 usage of the symbol is easy to confuse with a false door (a problem even more evident in the 1975 Origins tournament version of Tomb of Horrors).  The symbol for one-way doors standardizes in 1981’s Moldvay Basic rulebook, also used for the 1981 green-cover edition of S1.  One-way doors are specifically mentioned in OD&D:   “Doors which are openable from one side only” (U&WA, page 6)  and “Doors which will open to allow traffic into an area but not out of it” (Greyhawk: Supplement I, page 61).  Appendices G and H of the Dungeon Masters Guide also list “door, one way” and doors and stairwells as sample trap- and trick examples and building blocks (pages 216-217).   

I like Kuntz’s definition of a one-way door---any door that appears like a normal door from one side, but is a wall from the wrong side, with no physical hint that a door exists on the other side.  One-way doors reinforce the utility of iron spikes as standard equipment for PCs, and (if detectable) also provide DMs with leverage against players who constantly search for secret doors---PCs may discover the wrong side of a one-way door, with no way to open it from that side, which will waste time and generate more wandering monsters while they futilely roll d6s…. 

One-way doors can be placed as standard one-way doors or as one-way secret doors, and other dungeon features can easily be defined as one-way corridors, stairwells, chutes, covered pits, etc.  

Variable Stairs*


One-way doors are the most-basic element of what I think of as a suite of related dungeon features which limit and/or channel PC movement.   Variable stairs are a great example of “upping the ante” from one-way doors, but unlike one-way doors, variable stairs are only hinted at in OD&D.  Page 6 of Underworld & Wilderness Adventures mentions: 
  • Steps which lead to a slanting passage, so the player may actually stay on the same level, descend two levels, or ascend two levels
  • Trap steps which lead up a short distance, but then go downwards for at least two levels, with the return passage blocked by bars or a one-way door
  • Doors which are openable from one side only, which resist opening from one side, or which appear at random intervals
Variable features behave with more uncertainty than reliable, though tricky, dungeon features like one-way doors:  the variable stair can lead up or down, and while it is still trustworthily predictable, the PCs don’t know that, of course---to them the stairs appear very unpredictable, and their maps will be befuddled.  While the change in the state of a variable stairwell from up to down is obvious, it has some subtle implications.  How often does the stairwell change?  What triggers the change?  Can the change be specifically invoked to shift the stair to the direction the PCs desire, and if so, how?  What does the stair look like from the other/up side, when the stairwell is currently going down (and vice-versa, of course)?  The answers to these questions lead to a variety of adventure possibilities for a DM, and potential headaches (and challenges, and perhaps rewards) for the players. 

The key to take away from the U&WA suggestions above, and the idea of variable stairs in general, is uncertainty:  after exploring a dungeon level for awhile, PCs shouldn’t necessarily know with surety that they are still on the same level, and they shouldn’t necessarily be able to rely on their return route being the same as they attempt to exit the dungeon, even if they’ve mapped correctly.  Variable stairs help to drive that uncertainty, in two stages of features:  predictable and unstable.

One of they key differentiators between one-way- and variable dungeon features is their reliability.  That is, a one-way door behaves the same way each time you encounter it:  the door cannot be opened from the wrong side, but when it is opened, it always opens into the same hallway or room (although the PCs cannot return to their original location by simply reversing their direction of travel).  Predictable variable stairs (or other variable features) may lead to different places when encountered at different times:  when first found, variable stair A leads down; when passed on the way back out, stair A leads up instead of down.  That is, stairwell A leads down to level 2 or up to sub-level 1a, but within the scope of those two constraints, stair A behaves otherwise itself.  It is predictable, though variable.  Now, if the DM changes the frequency of stair A’s options, it become a bit more uncertain, and a bit more dangerous:  if stair A leads down to level 2 5 times in 6, and up to sub-level 1a 1 time in 6, that’s going to make level 1a much harder to access (and potentially to leave when the time is right).  It’s also going to make sub-level 1a a place that the PCs can be stranded within, that will require them to pack plenty of iron rations in case the stairwell gods are not with them when they’re trying to leave (or enter) that sub-level….

The second stage of uncertainly for variable stairs is unstable, which is simply a push beyond predictable variation into unpredictable variation.  Variable stairs are variable because they lead to different (though fixed and binary) destinations.  By opening up the destination possibilities for variable stairs, trap doors, hallways, pits, etc., the DM starts to play in the realm of unstable variable stairs (or other dungeon features):  these lead to multiple potential destinations rather than the simple binary options that an up/down stair suggests.  For example, variable stairway B on level 4 key #62 leads: 



d12
Roll


Result
1
Down to level 5 key #4
2-3
Down to level 6 key #14
4-6
Down to level 7 key #24
7-9
Down to level 7 key #44
10-11
Down to level 8 key #34
12
Up to level 4c key #12

Clearly, stairway B is not nearly as predictable as stairwell A.  And we’re not done yet!  What if stair B also disappears completely after it is traversed, and doesn’t reappear for 1-6 turns, or hours, or even days!?  If the feature is gone, is another area revealed in its absence---that is, with stairwell B not present at all in key #62, is a door (perhaps one-way?) into key #63 now visible that would otherwise be inaccessible while the stairs were present?   Worse, what if stair B behaves differently upon ascent vs. descent:  the PC will have fought their way through a level 8 encounter, and decided to beat a hasty retreat back to level 4, only to find that stair B now leads elsewhere upon ascent (and perhaps even “ascends” into a deeper level from below!).  The possibilities and combinations are practically limitless!


The Accessibility of Dungeon Sub-Levels


Sub-levels are generally thought of as more-remote areas that are offset from the main dungeon’s levels; classic examples include the three levels of WG5 Mordenkainen’s Fantastic Adventure (sub-levels to the main Maure Castle/Castle El Raja Key complex), and the Interdicted Prison of Zuggtmoy and the Elemental Nodes sub-levels in T1-4 The Temple of Elemental Evil.  However, using one-way and variable dungeon features, DMs can insert new levels into old, well-trodden paths, by changing an existing door or stair into a variable one. 

This new sub-level is territory added to the known and explored regions of the level, but is accessible through a newly-changed dungeon feature (or the newly-discovered property of a rarely-varying feature, if the stair only leads up 1 time in 20, for example).  PCs could learn of the new sub-level’s existence by hearing rumors at the local alehouse, or through finding a map that disagrees with their own, or observing the feature behave differently when employed by monsters or an NPC party, or from legends that “The Fox’s Hole” is only accessible from the SE stair when the moon is full.  Regardless of the method, by employing one-way doors, variable stairs, and the other sundry dungeon feature combinations, DMs can easily insert new levels or sub-levels to expand existing territory beyond the map’s edge, or even to overlap new and existing territory within a level.  That is, with a variable door, an entirely different map may exist beyond the door, a level with features that would conflict with the previously-known level map.

If the new sub-level is self-contained and only accessible from the variable feature, then living creatures will probably be less common on the level unless it has a food supply and/or its inhabitants can create food and water (or don’t require such, like golems, undead, etc.).  Any sub-level isolated by a 1 in 8 or greater chance of not being found becomes a very appropriate challenge for higher-level adventurers, and presumably for placement in the lower dungeon levels.  However, don’t discount the possibility of making such rare sub-levels accessible from one of the upper levels of the dungeon complex, too, since any group of explorers (lower-level or higher-level) are less-likely to find the Hideous Sub-Level of Doom in the first place.  To introduce this concept of variable stairs providing access to sub-levels, a DM should insert some examples that will teach players the ropes of such features:  perhaps some of the sub-levels have multiple means of ingress and egress, and perhaps the variable features are strictly binary, or if they disappear completely they’re only gone 1 time in 2 to 1 time in 4.  Springing such features on players with no experience with this kind of trick can be very frustrating, so building up their confidence by setting expectations with background information in-character, as well as an initially–forgiving play experiences will allow a DM freer reign to turn the heat up on such challenges as the PCs and players grow more experienced. 

In addition to their utility for managing access to sub-levels or to new levels added within a well-known and explored level, one-way doors and variable stairs provide an additional level of variety and challenge within the campaign dungeon environment.  These trick features force players to stay on their toes and also reward careful player mapping---and mapping is perhaps the best way to defeat these devices (along with knock, dimension door, and passwall, of course!).  A word of warning though:  one-way doors are easily susceptible to abuse as channeling devices if over used.  The occasional series of one-way doors that herd PCs toward some special encounter or to a stairwell down four levels is OK, but if one-way doors always force players into yet-another Kobayashi Maru or Catch-22, the features will quickly lose their charm.

I tend to think of one-way doors primarily as trick encounters but they can also act as channeling traps too by forcing PCs into environments that they would not have otherwise explored, or by trapping them in an environment that would not otherwise have willingly chosen to enter, without a known path of return.  Variable doors and stairs are potentially much more dangerous, since they force PCs to wait for the feature to return or reopen (which may take hours or days!), or to explore further in the hope of finding egress and a return to known paths.  If the variable feature opens into a sub-level, however, it’s entirely possible that the feature itself may be the only means of entrance (and exit!) to that sub-level….

One-way doors and variable stairs can help hidden sub-levels to remain hard to find, and hard to return from, and keep your players on their toes as they wonder whether the stairwell that they used to access the Hidden Crypts of Boccob will still be there when they are ready to return to sunlight, fair maidens, and fine ale.  I hope you’ll enjoy adding them to your campaign dungeons! 

Happy Delving!

Allan.

* I haven’t been able to track down the exact origin for variable stairs as I’ve described them; I’m pretty sure that I read about them somewhere, but it’s possible that I just combined the U&WA descriptions of the trick stairs and added my own twists.  If you find a definitive source, please let me know!

"One-Way Doors, Variable Stairs, and the Accessibility of Sub-Levels" first appeared in Knockspell Magazine #1 (Winter 2009). This version of the article includes the errata published in FKQ#2 that expands and corrects the second paragraph.