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I want to make a gauntlet - and not the glove kind.
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<blockquote data-quote="Obryn" data-source="post: 5230614" data-attributes="member: 11821"><p>Alright, so the whole "Do you pull the chain?" thread has got me thinking. First off, I'd like a chance to throw more treasure at my players' characters. Weird stuff, too. Oh, and money, as well. And traps. Oh, yes, traps.* </p><p></p><p>While this is for a 4e game, this shouldn't matter, frankly. I want to create a devious (but preferably relatively short) MAZE OF DEATH. Low-combat, high-trap, high-"just-doing-this-to-mess-with-you" factors. Classic, Tomb of Horrors-style stuff of escalating difficulty. Yeah, not entirely unlike that otherwise-execrable movie which I'd leave unnamed, did it not share the name of the game we're playing.</p><p></p><p>What sorts of things would YOU put in a short, devious dungeon such as this? They should preferably be solvable, difficult, dangerous, and not <em>completely</em> arbitrary.</p><p></p><p>-O</p><p></p><p></p><p></p><p><span style="font-size: 9px">* Funny story - my players still check <em>every single chest and door </em>for traps despite not having a single trapped door in 17 levels' worth of play. 4e is a lot more about trapped <em>rooms</em>, rather than trapped locks. You know - rooms which are trying actively to kill you while a monster is trying to bite your face off. They have been conditioned well.</span></p></blockquote><p></p>
[QUOTE="Obryn, post: 5230614, member: 11821"] Alright, so the whole "Do you pull the chain?" thread has got me thinking. First off, I'd like a chance to throw more treasure at my players' characters. Weird stuff, too. Oh, and money, as well. And traps. Oh, yes, traps.* While this is for a 4e game, this shouldn't matter, frankly. I want to create a devious (but preferably relatively short) MAZE OF DEATH. Low-combat, high-trap, high-"just-doing-this-to-mess-with-you" factors. Classic, Tomb of Horrors-style stuff of escalating difficulty. Yeah, not entirely unlike that otherwise-execrable movie which I'd leave unnamed, did it not share the name of the game we're playing. What sorts of things would YOU put in a short, devious dungeon such as this? They should preferably be solvable, difficult, dangerous, and not [I]completely[/I] arbitrary. -O [SIZE="1"]* Funny story - my players still check [I]every single chest and door [/I]for traps despite not having a single trapped door in 17 levels' worth of play. 4e is a lot more about trapped [I]rooms[/I], rather than trapped locks. You know - rooms which are trying actively to kill you while a monster is trying to bite your face off. They have been conditioned well.[/SIZE] [/QUOTE]
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I want to make a gauntlet - and not the glove kind.
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