I need this for a book I’m writing. A lot of people know about the existence of the room I’m talking about, but almost nobody has access to it.

  • alex [they/them]@beehaw.org
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    3 years ago

    As many potential rooms as possible in as many locations as possible, and no way to distinguish the right one. Of course, rotate it regularly.

  • MiddleWeigh@lemmy.world
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    3 years ago

    Where is the room exactly? In a house? Palace? What now?

    Hiding in plain sight is usually the best way to go about hiding (ime).

    But plenty of people know about it…hmm

    The room could just be closed off and unaccesible and unnoticeable at the same time…like a hobbit hole with no doors etc.

    I’d love more context tbh…and do you write books often?

  • humdrumgentleman@lemmy.world
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    3 years ago

    The room is filled with a deadly gas. Either it is built so that it vents into the room naturally from deep under ground, or a diffuser is periodically refilled by whoever controls access to the room.

    The McGuffin is the antidote to the gas, which you must obtain and administer before entering.

    • perviouslyiner@lemmy.world
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      3 years ago

      One way of getting a very localised danger like this would be to put it near radioactive ore deposits? You can only go in with a lead shield, and have to angle it correctly

  • Jakylla@sh.itjust.works
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    3 years ago

    Magic force field ? Or some gaz or magic that disable, give pain or kill when aproaching or entering it, without anybody knowing particularly that “a gaz” is the problem; just that whoever enters get sicks as hell and cannot move anymore

    (If want to have a reason why nobody never entered, but your players needs to be able to enter)

  • lorddresefer@lemmy.world
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    3 years ago

    Smoke and mirrors. Optical illusions. Puzzles. Riddles. Trap doors. Hidden sharp objects. Hidden blunt objects. Needing multiple people to complete something or turning multiple keys or keylike objects from other parts of the story perhaps?