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I want to make a gauntlet - and not the glove kind.
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<blockquote data-quote="Ariosto" data-source="post: 5233237" data-attributes="member: 80487"><p>_________________________________</p><p>FLOOR GAMES (For the Flight-Impaired)<u></u></p><p><u>*********************************</u></p><p><u></u></p><p>1) Bare-Footin'</p><p></p><p>The floor is coated with a substance that eats dead organic material -- such as the leather or fiber in the soles of shoes (enchanted footwear getting a saving throw). </p><p></p><p>The floor in the next room offers some nastiness for the unshod.</p><p></p><p></p><p>1A) Bare-Footin' II: The Sole of Wit</p><p></p><p>More subtly, the substance (regardless of what it coats) combines with a substance in the next room to form an instantly bonding cement. Your choice as to what might dissolve it.</p><p></p><p>Inflict whatever seems appropriate upon immobilized adventurers.</p><p></p><p>Those who end up barefoot may be subjected to the same sequel as for (1) above.</p><p></p><p></p><p>2) The Cook, The Thief, The Knives, Take Cover </p><p></p><p>Here is a standard-issue pit (piranhas optional). Concealed, it may catch a delver while revealing itself. The walls and ceiling in the corridor above are hostile to climbing -- I suggest that they be heated like a cook's griddle, made of stuff too tough for pounding in any but magical pitons (if even those) in any reasonable time.</p><p></p><p>Yes, time should be off the essence. A wall advancing from the rear while hurling magical knives should ensure that. It has an arbitrarily large number of eyeballs (hey, if the walls can have ears ...) to help it aim.</p><p></p><p>Leaping over the apparent trap is not too difficult. However, the far side is not the safe landing it seems. Any impact leads to perforation of the floor by, and impalement upon, poisoned spikes (with their own spring-loaded impetus). The second such impact (or third, or as you please) simultaneously unleashes a catapult beneath the near side, sending anyone in that area (nearer or further from the pit as you see fit) hurtling on a trajectory calculated to intercept the poisoned-spike patch.</p><p></p><p>The catapult cannot fire if the moving wall is on top of it. If the wall has passed it, then the trajectory is into the wall's poison-spiked other side. (How characters have got there, and what otherwise becomes of them, is not the concern of the Frobozz Magic Trap Company.)</p><p></p><p>When the wall reaches the edge of the pit, it collapses as a lid (and continues throwing knives for a while).</p><p></p><p>The pit offers convenient (temporary) cover from the flying blades. However, it is filled to the rim with a vapor that after sufficient exposure produces unconsciousness, death, or murderous psychosis (other formulations available).</p><p></p><p>There is a door, not obvious to casual observation but easily spotted upon careful examination, partway down the far side of the pit. A thief can climb around to it, inside the pit (as can someone else with appropriate assistance). The latch is easy to find and operate.</p><p></p><p>However, each time the door opens (swinging into the pit) it unleashes a barrage of magical missiles from the end of the corridor -- which may be a dead end, or lead on after a turn -- on the far side of the pit. (Ask your FMTC agent about optional substitutions.) It also swings shut after only time enough for one person to pass, unless a Hold Portal spell is applied immediately. (Other magic, superhuman strength, etc., may defeat this feature as well.)</p><p></p><p>It can be stopped with a body, as in the case of trying to slip a second person past. That leads to crushing damage until the trapped one is (with some difficulty) pulled free. The door must close fully before it can be opened again.</p><p></p><p>The doorway opens onto a passage that rejoins the dungeon (via the same corridor or otherwise) some distance onward.</p><p></p><p></p><p>3) Take the Long Way Home</p><p></p><p>Here's an oldie but baddie:</p><p></p><p>There's a big chamber with a narrow ledge around it, just out of reach of a big monster. The ledge is crumbling, plainly rickety, but adventurers who take care should get around safely to the other side and up the stairs there. (It may be more interesting for the monster to have cunning and belligerence enough to pelt passers-by with missiles -- possibly causing one to fall into its clutches.)</p><p></p><p>If subjected to attack from above, the monster can retreat behind the great columns of a corridor that runs around the bottom of the chamber further back than the ledge.</p><p></p><p>At the top of the stairs are a landing with a pressure plate, and a door, contacting either of which causes the stairs to turn into a well oiled slide, and swinging blades to sever ropes, so dumping hapless victims (possibly alight from the meeting of torch and oil) into the pit.</p><p></p><p>The chute is harder to get back up, and there might be no way forward there anyhow.</p><p></p><p>The monster (and the dungeon environs) should be terrible enough to make fighting it a sucker's bet. However, there is at least one crevice, in the wall of that encircling corridor, that will admit a man but is too narrow for the monster to pass. By this way, our subjects proceed to the next station of their ordeal.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5233237, member: 80487"] _________________________________ FLOOR GAMES (For the Flight-Impaired)[U] ********************************* [/U] 1) Bare-Footin' The floor is coated with a substance that eats dead organic material -- such as the leather or fiber in the soles of shoes (enchanted footwear getting a saving throw). The floor in the next room offers some nastiness for the unshod. 1A) Bare-Footin' II: The Sole of Wit More subtly, the substance (regardless of what it coats) combines with a substance in the next room to form an instantly bonding cement. Your choice as to what might dissolve it. Inflict whatever seems appropriate upon immobilized adventurers. Those who end up barefoot may be subjected to the same sequel as for (1) above. 2) The Cook, The Thief, The Knives, Take Cover Here is a standard-issue pit (piranhas optional). Concealed, it may catch a delver while revealing itself. The walls and ceiling in the corridor above are hostile to climbing -- I suggest that they be heated like a cook's griddle, made of stuff too tough for pounding in any but magical pitons (if even those) in any reasonable time. Yes, time should be off the essence. A wall advancing from the rear while hurling magical knives should ensure that. It has an arbitrarily large number of eyeballs (hey, if the walls can have ears ...) to help it aim. Leaping over the apparent trap is not too difficult. However, the far side is not the safe landing it seems. Any impact leads to perforation of the floor by, and impalement upon, poisoned spikes (with their own spring-loaded impetus). The second such impact (or third, or as you please) simultaneously unleashes a catapult beneath the near side, sending anyone in that area (nearer or further from the pit as you see fit) hurtling on a trajectory calculated to intercept the poisoned-spike patch. The catapult cannot fire if the moving wall is on top of it. If the wall has passed it, then the trajectory is into the wall's poison-spiked other side. (How characters have got there, and what otherwise becomes of them, is not the concern of the Frobozz Magic Trap Company.) When the wall reaches the edge of the pit, it collapses as a lid (and continues throwing knives for a while). The pit offers convenient (temporary) cover from the flying blades. However, it is filled to the rim with a vapor that after sufficient exposure produces unconsciousness, death, or murderous psychosis (other formulations available). There is a door, not obvious to casual observation but easily spotted upon careful examination, partway down the far side of the pit. A thief can climb around to it, inside the pit (as can someone else with appropriate assistance). The latch is easy to find and operate. However, each time the door opens (swinging into the pit) it unleashes a barrage of magical missiles from the end of the corridor -- which may be a dead end, or lead on after a turn -- on the far side of the pit. (Ask your FMTC agent about optional substitutions.) It also swings shut after only time enough for one person to pass, unless a Hold Portal spell is applied immediately. (Other magic, superhuman strength, etc., may defeat this feature as well.) It can be stopped with a body, as in the case of trying to slip a second person past. That leads to crushing damage until the trapped one is (with some difficulty) pulled free. The door must close fully before it can be opened again. The doorway opens onto a passage that rejoins the dungeon (via the same corridor or otherwise) some distance onward. 3) Take the Long Way Home Here's an oldie but baddie: There's a big chamber with a narrow ledge around it, just out of reach of a big monster. The ledge is crumbling, plainly rickety, but adventurers who take care should get around safely to the other side and up the stairs there. (It may be more interesting for the monster to have cunning and belligerence enough to pelt passers-by with missiles -- possibly causing one to fall into its clutches.) If subjected to attack from above, the monster can retreat behind the great columns of a corridor that runs around the bottom of the chamber further back than the ledge. At the top of the stairs are a landing with a pressure plate, and a door, contacting either of which causes the stairs to turn into a well oiled slide, and swinging blades to sever ropes, so dumping hapless victims (possibly alight from the meeting of torch and oil) into the pit. The chute is harder to get back up, and there might be no way forward there anyhow. The monster (and the dungeon environs) should be terrible enough to make fighting it a sucker's bet. However, there is at least one crevice, in the wall of that encircling corridor, that will admit a man but is too narrow for the monster to pass. By this way, our subjects proceed to the next station of their ordeal. [/QUOTE]
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I want to make a gauntlet - and not the glove kind.
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