Let's Play Betrayal at Krondor #88: The Flaw of Skeleton Keys
When running a dungeon or prison, it's imperative that you both ensure that your captives can't escape and that your guards can travel about without too much difficulty. This can be achieved a number of ways, but the best way is through locked doors. They can be locked with complciated mechanisms or magical sigils, but the most straightforward is the use of keys. Sure, heroes tend to be pretty good of getting ahold of them, but they're a special case.
One thing you might be tempted to do is create a master key that allows you to move about most of the dungeon with relative ease. Don't.
The downside of doing this is that it only takes that one key to be stolen for your entire dungeon to be compromised. Having lots of different keys is a pain to keep track of, sure, but the heroes getting one of those normal keys means they can only get so far, if anywhere at all. Of course, villains in fiction tend not to think about these things, leading to hilarious situations like the one that Gorath and Oywn are in.
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