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Path: utzoo!watmath!clyde!burl!ulysses!allegra!alice!rabbit!pkh
From: pkh@rabbit.UUCP (Paul Pavlidis)
Newsgroups: net.games.frp
Subject: A Clever Trap
Message-ID: <3236@rabbit.UUCP>
Date: Sat, 13-Oct-84 18:42:22 EDT
Article-I.D.: rabbit.3236
Posted: Sat Oct 13 18:42:22 1984
Date-Received: Sun, 14-Oct-84 07:58:08 EDT
Organization: AT&T Bell Laboratories, Murray Hill
Lines: 23



Here is an interesting trap for which credit goes to an associate DM.

The idea is that the party comes to a `hallway', more accurately a submerged
hallway.  The corridor is normal sized (whatever that means--maybe 20x10x100 or so)
but the floor is the surface of a deep pool of water.  Floating on the water is
a layer of oil, and the party will not notice this unless they check, make some kind
of roll, etc.  There are two side doors, each with a small ledge in front of it so
it may be acessed.  Next to each door is a lit torch in a sconce, several feet
above the surface of the water (oil).  In the center of the hall is moored a boat.
Also, in the water is some kind of nasty monster which can be seen as a dark shape.
The idea is that the party has to reach the doors to reach some kind of goal, and
the trick is to a) get by the monster by fighting it or something and b) avoid
torching the place because, if a character jumps in the water to swim, there is
a chance, perhaps based on the characters weight or size, that the oil will splash
or surge up to the torches, cause mucho damage to the party and demolishing the
boat, door ledges and maybe doors.  

Neato, huh?  Of course, you could easily embellish this basic idea with things of
your own creation (that is the idea of being a DM, isn't it)  Good luck

			Paul Pavlidis