To celebrate the new year, we have already started spring cleaning at my house, and while cleaning out a binder, I found a pair of warnings in my handwriting, both on scraps of paper.
I'm not sure what I will do with them yet, but wanted them here for a bit of posterity.
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"The Tyrant waits on his iron throne
watched over eternally by guards of bone
Wisdom's path is to let him be,
if you hope the sun to see!"
"Woe to the one
who breaks the seal
for the wrath
of Zur you'll feel."
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The last was likely written when Zur the Enchanter decks were popular (such a linear, yet brutally effective, Commander deck for MtG).
I know that there will be at least one sub-level of tombs and undead in my #Dungeon23, so perhaps these will be found therein on sealed tomb doors and/or sarcophagi. Actually, that may be the best use of these and similar warnings - plainly written (presuming the language is known or magically read) warnings to not open the door.
Most players will ignore such warnings and break the seals, but hey, they were warned, and should expect wights, wraiths, specters, and vampires - and the level drain they bring with them. Then the game becomes one of re-sealing the fiend away with minimal casualties.
Self-inflicted trouble is one of my favorite parts of RPGs. Players are presented with something they know will be dangerous, yet proceed anyhow. Aside from sealed tombs and sarcophagi, weapons in skeletons and big red buttons are two other temptations that many players cannot bypass.
Maybe you should add such temptations to your games.
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