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Old 06-14-2021, 06:09 AM   #43
ak_aramis
 
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Join Date: May 2010
Location: Alsea, OR
Default Re: When did traps get silly?

I often have bypass methods, and most traps in dungeons I've created are fairly sensible.

For example, a door with a fire-trap... which can be disabled from the dungeon side via a physical disconnect which is not reachable from the outside.

the basic mechanism is a flint in the door and a ceiling strike plate, with a series of holes connected to a flush tank leading to above the door swing sprinkler holes. Pulling the lever disconnects the flush valve and raises the striker plate, so no sparks and no fuel. Normal mode? those entering knock, and give the word of the day. A guard inside then disconnects it. And there's a vent shaft, too... but it doesn't connect inside...

This leads to a hall leading to a 30'x30' room, divided into a 25x30 and a 5x30 foot path, separated by fixed iron bars (set in using Slush-Yuck, the T&T version of Earth to Mud). The exit from the narrow side is locked with a steel bar in a hidden slot which is locked when the handle is 15' from the door, and unlocked at 23'. .. noting that the handle is in the large side. Also in the large side is the door to the barracks. There are spears galore in the wide side. So players get stabbed at through the bars, and don't have room to effectively use their own long weapons...

The only other traps in that dungeon are a trapped chest, using a blue puppet dragon (or sometimes, a rasta puppet dragon), and the unintentional traps: the septic pits and the enchanted cold room. Oh, and the drains for the wash-water.
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