The Curse of Doors: D10 Rooms Part 1
I got a chance to run the start of my curse of doors concept at the table and I am super excited about it. The players found the necklace in a room in a small dungeon they were going through. Despite the clear risks a player picked it up and I rolled a 12 on my d20 so +2 means they are going to need to open 14 brand new doors and enter in to the weirdness and insanity through those doors to rid themselves of the curse. I used some individual rooms from modules and megadungeons I was interested in, some of which I wanted to run for them in the future and some that I did not think I could fit in easily. I had specifically selected some because of the interesting sorts of interactions and experimentations that were in the room. Some I moved nearby doors, that existed in the room as described in the modules, around to allow a bit more exploring about the area without them immediately moving around. Some things that I quickly noticed about this sort of system is that there was some narrati