The following post contains a few spoilers for the adventure path Rise of the Runelords. If you care about that, stop reading now.

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In Book 5 of Rise of the Runelords as written, there are seven mini-dungeons each themed around a particular sin, associated with a particular school of magic. I didn't particularly like the lust dungeon. It didn't make a whole lot of sense to me, and was moderately squicky besides. And since I'm rewriting large parts of the book anyway, its backstory no longer made sense.

So I found myself in need of a new lust dungeon.

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How often do you get to say that on a public forum? @_@

In the lore of Golarion, the ancient realm of Eurythnia was associated with lust and the enchantment school of magic. The ruler of the place, Sorshen, wanted some way to avoid death and live forever -- a classic villainous goal. She apparently settled on something that involved bathing in blood, a la Elizabeth Bathory, but wasn't keen on notion of becoming a vampire, which would be the most straightforward way to go about it.

So I decided the dungeon I would build for my players would be a research facility dedicated to studying vampirism in the hopes of separating the undead part from the everliving part, so that Sorshen could have the whole living-forever thing without having to invest in boatloads of SPF 10,000 sunscreen.

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This is an initial draft. It's got exam rooms for things like watching people turning into vampires and then dissecting them, holding cells for experimental subjects, exsanguination chambers for extracting and studying the blood of both vampires, normal people, and so on. It's got labs, and chambers for the researchers to sleep in (safely vampire-proofed).

It's also got two big circular rooms labelled Mystery Rooms #1 and #2. I have no idea what went on in there. I stuck them in because I liked the look of them, which is a cardinal sin that I myself have publicly chastised people for. Dungeons should make sense. They should have rooms that support the intended function of the facility. Those rooms should be laid out in such a way that it's possible for the original owners to get from one place to another in the course of doing whatever nefarious deeds the place was built to handle. It bugs the heck out of me when I see dungeons that are so badly laid out that they make it impossible for the original owners to use them.

So I appeal to the guild: what are those two mystery rooms for? I need some kind of reason to have them there.

I could always take them out, along with the associated curvy corridors. But then we'd be left with an awfully linear dungeon. From a game design perspective, I want the players to have options for different paths they might take in exploring the place even if they wind up in the same room at the end.