I like the idea overall but am missing all the parts on how to use it.
Wouldn't the buttons be in different rooms that might open doors or trap them depending on their choice vs one long room of buttons? What forces them to actually have to push any of them?
Buttons should have the description on them too in order to show how they are a trap/puzzle. Just describing results is cool, but it doesn't help much with why the players would push that particular button.
Are their anti-buttons. Like can the cold button be corrected by the heat button? And are the button icons that obvious that you could quickly figure it out.
I enjoy the classic dungeoness of it, but I think it needs some work to be usable. Please give me some more information, I would really love to see your full thoughts behind it! Go to Comment
Insidious Melody Trap:
A strange otherworldly piece of music starts, played by the tortured spirit of a bard who was captured by the dungeonbuilders. It starts at a low volume, but it risis slowly, while the irritation gets worse and worse.... Go to Comment
I like the simplicity of it, and the fact it makes the PCs hurt themselves. But what do the other buttons do? Just open the door, or do some do other things, like provide food, healing, etc? Another question- why would it exist? Whoever made your dungeon will not want to go to the expense of installing several traps in one room. A good first sub.
The Earthblood Warrens are a series of caverns in which dwell men who live around the Earthblood Vein, a river of magma. They use the magma from the Earthblood Vein to warm and light their homes and cook their food. The Warrens are several miles long, stretching along the banks of the Earthblood Vein, and since nobody wants to walk that far, the Earthbloodmen capture large, magma-swimming serpents, which they train and ride.