Fun ideas for jaquaysing your dungeon

It's come to my attention that legendary game designer Jennell Jaquays has recently passed away. I am sorry to say I am not, in general, terribly familiar with Ms. Jaquays's contributions to the hobby, but I am aware of one: a particular dungeon design ethos which has come to be known as jaquaying, or more properly, jaquaysing, in recognition of her role in pioneering and popularizing it. As I understand it, this in a nutshell is the art of creating non-linear dungeons with multiple and often unexpected points of connection between different locations.

I had always tended to apply this philosophy to my dungeon maps, albeit in a dilute form, sporadically, and without conscious intent, (and I may well have been influenced in that subconscious attitude by either the actual, unrecognized-at-the-time work of Jaquays, or indirectly by that of others inspired by it), so of course I was delighted to learn of Jaquays's technique as an intentional design philosophy, and thus enabled to apply it purposely and with consistency in my own dungeons. In any case, it thus seems a fitting tribute to post some ideas on how to jaquays your dungeons. These are ideas I've either used in the past or thought up on the spot as I compose this post. I make no claim to their ultimate originality; though they seemingly to me have boiled up from my own brain, it's quite possible most of them have been done before. I may even have seen some of them before, but if so I have since become completely oblivious to their proper origins.

RIP Jennell Jaquays, and thank you for your profound influence on the tabletop RPG hobby. 

Now, without further ado...

1. A balcony or walkway on one dungeon level overlooking another, preferably from a great height. It's not exactly meant to allow access, but players being players, they'll almost surely figure out something with ropes, climbing thieves, or levitate/feather fall magic.

2. An elevator that goes several levels deep, but only allows access to the top- and bottom-most levels, or to even or odd levels along the way. On the levels from which there is no direct access, barred windows allow passengers a glimpse of very intriguing rooms.

3. A blind revolving door. Inside is a very small chamber, with a single exit door. The exit door cannot be opened until the entrance door has been closed. Each time a door is closed, the chamber rotates to a different room.   

4. A shaft running the height of several levels, with entrance points to those levels visible within, and a permanent feather fall enchantment for easy downward travel, and potentially much more difficult upward transit.

5. A network of waterways which connect the rooms and chambers of the dungeon in ways the regular corridors do not, but which require characters to duck under and hold their breath while following the stream beneath the wall to the next room. For an added twist, these are flowing with swift current, making them one-way unless some clever means is used to fight upstream. Watch out for the waterfalls that will drop you onto a lower level, though!

6. A room, or small suite of rooms, which has no entry from the level on which it is located, but can be accessed by trapdoors, stairs, ladders, elevators, or some other means of vertical movement from a level (or multiple levels) above or below it.

7. Some sort of gigantic fungus with hollow stalks has grown through various dungeon rooms on many levels. By cutting through its outer wall, characters can gain access to these mycelial pathways, though they may have to crawl, slide, rappel, or climb, depending on the diameter and angle at which the stalk is growing. Openings might remain permanently or a long time, or heal closed in a few turns or hours.

8. A control room or control panel, with levers or ropes that open or close various routes through the dungeon. Doors may open or seal shut; corridors, stairs, and rooms may rotate, shift horizontally, rise, sink, or tilt in different ways, either to provide or remove access to different areas or simply to change the routes one must take to get to the same places. Could be a real mind-screw for the players if someone else in the dungeon activates it and their only clue is the grating of stone and ancient mechanisms while things shift.

9. A pressure plate or other trigger that seals a passage behind the party, blocking it from returning the way it came, but simultaneously opens one or more ways ahead (or to the side, or up or down). 

10. Rooms or corridors with grated floors/ceilings, allowing those on both sides to see, communicate with, and possibly attack the other without allowing direct access... unless either has access to magics such as diminution, gaseous form, short-range teleportation, or disintegration.

11. A chute connecting two rooms, so smooth and frictionless, characters can't help but slide down it at a rapid rate as it descends, and then slowly decelerate as it ascends an equal distance to its opposite end, possibly leaving characters confused as to which dungeon level they're on.

12. A huge central cavern or atrium, with tiers of walkways or balconies leading to various dungeon levels, possibly connected to each other by stairs or ladders.

13. An island in the middle of an underground body of water, with trapdoors in the floor and/or ceiling, through which special areas can be accessed, which are either inaccessible from other directions, or otherwise accessible only through more difficult/hidden ways. A small watercraft, suitable for transport to or from the island, may be stashed on one or more shores.

14. A large chamber with several platforms along its perimeter, each with a doorway opening from it, but no direct access between them. The middle of the room is a hazard such as a long fall/pit of fire or acid/ pool infested with crocodiles. Hanging from the ceiling is a rope, chain, or a swinging basket suspended from a rope or chain, which can be used to swing across to other platforms. Especially fun if the room is some shape other than plain rectangular, making for an interesting puzzle to figure out the angles. 

15. A corridor with doors at either end and an unseen central fulcrum point on which it pivots like a balance, causing it to slowly change its tilt as a person or group walk down it. Depending on weight distribution, the other end could open onto two, three, or even more possible destinations. Depending on how long it is, the difference in pitch might be subtle enough to cause confusion. 

16. A dungeon complex with all the traditional corridors for getting around, but with a secondary network accessed by some mode other than walking, such as rail carts, cable cars, or canals with gondolas.

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