Inspired by a brief conversation from tonight's role playing session, here are some false trap ideas for your dungeons. They're brief themselves; so be it.
Alternate Flooring
One way to keep your party (especially the rogues) on their toes is to mix up the flooring. Drop in fitted stone where there is mostly naturally-hewn rock, or parquet in the middle of a wealthy treasure chamber. These false positives will set the party up to let their guard down for the real traps awaiting them!
Spurious Tripwires
Have tripwires in dungeons that don't set off any traps. These wires might set certain levers, building to a larger trap, be lines to traps already set off, or simply be duds, traps that never seem to work.
False Pits
Have floors drop out from under the party, only to have them land 6" below the normal floor. This will set them at ease... Or will it!?!?
Anti-trap Tripwires
Have these tripwires drop shields that protect the party from the falling rocks in the next room, or provide other potential escapes and work-arounds, such as opening up a side chamber or otherwise revealing a potential escape.
Thursday, October 29, 2009
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