A bit of a spoiler space
And a bit more
Ok i have a campain that is set in Rome around 90 AD. Sofar i have kept
the campain moderatly realistic and i intend to keep it there. Meaning
among other i try to stick to historic technology.
For one adventure i want to make a dungeon crawl, as close as possible
without throwing out realism entirely.
The background is that an excentric and wealthy roman has a fortified and
well guarded villa in the countryside, where the pcs have a reason to
break in. The villa has an exit tunnel, that is protected by traps. For
the design of that tunnel, price does not matter and coolness beats
effectivity. There will be little of cheap mundane effective but boring
defences such as bolted doors, but traps that are expensive, work only a
third of the time but you can go all evil genius when explaining them will
be the norm.
Now i need ideas for such traps or other dungeon features.
The Villa with tunnel will aready exist for a while (at least 20 years) so
traps based on recent technology can only be installed later.
It remains an exit tunnel (apart from a toy that makes you feel evil
overlord, what is its main purpose) so for all traps there should be a way
to pass them savely if you know about them.
There also is a room with guards. The procedure is that the owners
lieutnant deactivates the traps on the part of the tunnel leading to the
room, then the guards change, then the lieutnant activates them again. The
guards don't know the traps. So i also need traps that can be deactivated
not only ones where you need to know where to step. (That setup explains
why there is a room with guards, but they don't call for reinforcements).
One mans groundfloor is an other mans earthmissle
@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@@
Johannes Trimmel
@@@@@@@@@@@@@@@@
_______________________________________________
GurpsNet-L mailing list <[email protected]>
http://mail.sjgames.com/mailman/listinfo/gurpsnet-l