On Fri, 2007-07-27 at 23:16 +0200, Johannes Trimmel wrote: > > > > > 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.
A section of tunnel that slopes at a steep angle to the left or right into a pit. The pit can contain nothing, spikes, crocodiles, lions, or acid. Walking carefully across this section is not normally a problem. When the traps are active, the pressure of standing on the floor compresses bladders under the floor to shoot oil up from under the floor. The oil makes it *very* difficult to avoid falling into the pit. The trap is disabled by turning a valve on the oil line. A section of floor that is covered by a carpet of very sticky, very smelly substance. The trick here is that you *must* walk on it, otherwise the next section full of poisonous scorpions will get you. The substance is scorpion repellent. Mix it in with another section that looks similar but is some sort of acid that eats your shoes and feet. Disable by rolling up the carpet or just not stepping on it. How about a room full of swinging blades (powered by clockwork and a waterwheel) that can be timed, with some well hidden tripwires mixed in to cause intruders to fall at the worst possible time. When disabled the blades lock into the wall. Some sort of alchemical trap that is constantly producing a low amount of a dangerous chemical such as chlorine gas. Enough to do you in if you enter the room for any amount of time. At the entrances of the room are assorted jugs of chemicals. Adding one will temporarily suppress the gas production. Adding the other will increase it enough to flood that entire tunnel section. The jugs may be unlabelled or the labels may be deceptive. -- Zan Lynx <[EMAIL PROTECTED]> _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
