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
