“ Have a large room that elevates either up or down when triggering a trap. The floor can bring the players to new levels, where a mighty beast roams, or the floor flattens the players into the ceiling or drop into a pit of lava.”
“ AutoMedon A mechanical poet of renown not for his vast catalog of poetry, but for his complete lack of anything written or spoken, having had no output in his programmed profession. His creator is unknown or at least unaccredited, and there are those in great number in the artistic world who wonder and marvel at his inability to produce poetry, crediting that flaw to his creator who is unknown or at least un-credited. There is also a small faction of scholars who believe that when he finally, finally speaks, it will be the most beautiful or sorrowful verse ever spoke or will ever be spoken. Whether his creator is among either group or dead is unknown. AutoMedon sits alone under a tin roofed enclosure, upon a stone chair, with his gaze off in the distant as if thinking.
'It's strange to look at this mechanical man and think what thoughts are working through its' workings or even if the damn thing is' Aralis of Qurim, poet and pottery salesman”
“ The Yugzhee, or 'hedgehog-people', guard a great, secret treasure inside their giant burrowed lair. The mysterious Wall of Keys, a 12'x10', foot-thick, cold-iron, 'wall', upon which, on iron hooks, hang 100 ornate iron keys of all shapes and sizes. Each key opens some heretofore un-openable barrier, door, or gate, in the particular game world of choice.
The PCs have come upon a great boon, except for the fact that the keys cease to function properly if separated from the iron wall for more than a few minutes. Higher level characters will be able to figure out how to take the wall 'with them' via magic. Lower level characters will have to get creative.”