Dungeons/All

Random brainstorming

 * A huge central room that acts as the entrance/exit to all other rooms
 * Dynamic connections/mechanics for opening paths
 * More complex than "A is open | B is open"; instead, "pieces A, D, and E are in place, so R4 is open"
 * Not many paths are opened in a session; several "dungeons" are contained.
 * Maybe it's a hub for all the dungeons (but not the only way to get to them)

Lore

 * 

Story/Interaction

 * What drives each player?
 * What are their values?
 * What are their strengths?
 * What are their fears?
 * What domain(s) do the players most relate to?

Mechanics

 * Teleportation Attempts
 * NPCs
 * Other people get wrapped up in dungeons, similar to how the players do
 * (surprised/confused) MERCHANTS
 * Revisit/Continue previous dungeons
 * Physical re-entry
 * Deaths
 * Maze, trials
 * Absent players
 * Hidden door / trap sweeps them away; similar re-entry

Puzzles

 * Types
 * Water
 * Pillars/levers
 * Timing (order / precision)
 * Timed (chase / collapse)
 * Use sparingly:
 * Reveal all the things
 * Correctly arrange all the things
 * Use more:
 * What to do is the puzzle, not how to do it.

Traps

 * Types
 * Launch pad
 * Block passage
 * Stone claw

Treasures

 * Puzzle-locked chests (caches) of Long Rest
 * Marked with Arxsec's symbol
 * Character presses in hands and concentrates during short rest

Guidelines

 * DON'T FORGET SMELLS/SOUNDS!
 * Avoid symmetry! Too much symmetry can be boring.
 * Not every room is a puzzle / trap / encounter!
 * But the ones that aren't should have info / lore / interaction!
 * Remember, the cult goes through these dungeons, too!
 * A HUGE room, once in a while
 * Presentation
 * Multi-level puzzle/encounter
 * DETAILS
 * Furnishings, sculpture, suspension, extra functions (transport, gears/ropes, etc.)
 * Interesting encounters
 * Non-combat mechanics
 * Abstract combat mechanics
 * Enemies inhabit these dungeons!
 * They may  wander around , or hide!
 * Some of them may be in unexpected places
 * They may need to explore the dungeon in search of potential new sources of food/water
 * Like a slime crawling on a hallway ceiling, rather than the center of a foreboding room.
 * They may need to get food/water that the dungeon sustainably provides, in some form.
 * For example, a slime may live on a static mineral deposit (that regenerates because magic)
 * Make some of them more like environmental dangers than encounters!
 * Maybe this means they can be avoided, or dealt with using non-combat methods.
 * Optional Goals
 * Pre-solve a puzzle
 * Leave a clue
 * Combat aid (effect, item, etc.)
 * Hidden doorway or tunnel/path
 * outside(-ish) view of the dungeon (painting, waterway, etc.)
 * May be previous room or future room
 * May contain information (peek at creatures/puzzles, people, lore, etc.)
 * extra room or set of rooms
 * OPPORTUNITIES FOR STEALTH