by Robert Plamondon
First published in Dragon Magazine #45, January, 1981.
Note: This is the second of two related articles, both published in Dragon #45. The other is Gas ’em Up and Smoke ’em Out.
A major design flaw in many DMs’ dungeons is the lack of a ventilation system. This is a shame, since DMs can can vary conditions in different parts of the dungeon as a function (or malfunction) of the airflow system. The air can be hot or cold, dry or damp, pure or putrid, according to the source and amount of ventilation.
All dungeons consisting of more than a few rooms a couple of feet below ground need ventilation systems if animal life is to survive (Undead don’t breathe, so they don’t care). Narrow corridors and closed rooms become death traps if the air doesn’t move—which the early explorers of the Great Pyramids found out the hard way. To prevent this (except when you want it), let there be airflow!
by Robert Plamondon
Most players that have played D&D long enough can recite the magic item powers from memory, While 1 have never heard anyone say disgustedly, “Oh, it’s just another Throne of the Gods,” the appearance of an over-familiar magic item may induce terminal boredom in veteran players.
This article was originally featured in Different Worlds #11 (February/March 1981).