james@alberta.UUCP (James Borynec) (06/27/84)
All of these magic Items are really great. The logical next step, is for people to post some of their other favorite tricks of the trade. For example, there must be a wagon load of imaginative traps, lurking in the darkness, waiting..... Here are some of my favorite traps: Water trap: This is just great for people in lots of armour, swimming is so much fun, in the bowels of a dungeon. Some variations: Low ceiling (ie no flying over) Black water (can't say just how deep it is, or where. Great for water walking tricks. Acid water - acts like a slow poison, or perhaps it will rust up armour (including magical) unless preventive maintenance is performed. Low, and or narrow twisty passages. Just great for those Conan types. (in a 3' high 18" wide passage a kobold is a formidable foe). Have you ever tried to Unstick plate armour when wedged between solid rock and solid hero. Magnetic trap. Again most Iron weapons are usually pretty useless when stuck to the floor. also try getting out of a mail shirt, when it is atracted to the floor. Use this in conjection with a water trap, and just watch the fun. False Corner. An Illusion of a turn in the passage. Simple spell, but it wrecks the hell out of a lot of maps. Anti-gravity room. Lots of laughs, try taking a swipe at somebody and tumble with mirth. One way teleport doors to various parts of the dungeon. Make them a little fancier by teleporting only certain species, etc... Enjoy..... James Borynec ihnp4!alberta!james
brad@ut-sally.UUCP (Brad Blumenthal) (06/29/84)
Two rooms that I've run as part of a theme dungeon. The characters were snooping around a large set of walls around an open space when: You find yourself in a closed room, no doors, no windows. Eventually someone pushes against the wall and all of a sudden is on the other side of the room. Then there are four somethings about a meter around floating about a meter off the ground. When one is hit by anything but a players body (or armor) it splits in two, each piece splits agian, then each of these pieces is destroyable. The idea here is that the players are playing an asteroids video game -- for real. Damage, and hit dice can be determined based on the strength and size of the party. The only hard part is keeping track of the vectors of all the "rocks". The fun part of course is the room itself. Step out one side, and there you are: on the other side. Variation: Saucers: a different something moving through with missle weapons of some sort (magical or normal). BTW none of these beasties can be engaged. When the "screen" is clear, the players find themselves ... In another room, long, narrow, and high. Out of the gloom at the ceiling come attack waves of dragonettes, large flying insects, and gargoyles. Take out a gargoyle and the rest of that attack wave can't attack. Viola: Galaxians. Again variations in size and strength of attackers can be geared toward the party. Specialized transport gates in the floor put the beasties back up in the rafters. Happy trails, Brad Blumenthal {No reasonable request refused} {ihnp4,ctvax,seismo}!brad@ut-sally
kaufman@uiucdcs.UUCP (07/13/84)
#R:ut-sally:-242600:uiucdcs:9300034:000:563 uiucdcs!kaufman Jul 13 13:52:00 1984 [The Dems left their Hart in San Francisco] For the asteroids room, damage and hit points shouldn't be arbitrarily assigned - they should be set so that the large rocks are worth 20 experience points, the medium ones 50, and the smallest ones 100. Saucers are naturally worth 200 and 1000. Should a character survive and stay in the room long enough to kill 10000 experience points worth of debris, he instantly gets a henchman. Also possible: a pac man room or a donkey kong module. Ken Kaufman (uiucdcs!kaufman) "Reality is an imperfect mirror of fantasy"