i remember reading in a book once about a tunnel that the slope kept getting
gradually steeper and steeper until suddenly it was a 90 degee angle and you
would plummet to your death.  i'm assuming it's a dark tunnel.  not sure if
that's what your looking for since there's no gizmos involved.

On 7/27/07, Zan Lynx <[EMAIL PROTECTED]> wrote:
>
> 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
>



-- 
Ryan A. Graham
MIB  #1881
_______________________________________________
GurpsNet-L mailing list <[email protected]>
http://mail.sjgames.com/mailman/listinfo/gurpsnet-l

Reply via email to