Jungle:
Army ants are always fun, especially if they wake up to find a
colony bivouaced (sp?) all about them.
A beautiful pool with tempting naiads (of whichever gender)
A creature which is following them but of which they only get
glimpses
Hunger, Thirst, Heat and Humidty all rolled into one
Tummy bugs
Something burrowing under their skin
In the temple, have some frescoes (as in Teotihuacan) which have
that link with home somehow.
Sam.
- In HeroQuest-RPG_at_yahoogroups.com, "L.Castellucci"
<lightcastle_at_...> wrote:
>
> Love the fear spirits idea.
>
> I definitely agree with Mike about dusting off an old dungeon
crawl and seeing
> what you can do with it.
>
> I think the jungle as an EC is a great idea.
>
> For the temple:
> Traps, of course. Falling blocks, pits with poison spikes,
pressure-floors
> that send darts, swinging logs with spikes that knock you into
pits with
> snakes.
> (Oooh - a classic. Rickety beam across a pit, halfway across the
log swings
> out of the wall to knock them over.)
>
> Rushing river that has broken through a section of the temple and
can sweep
> them to worse dangers.
>
> Then we have the fear spirits, the random teleporter, the guardian
statue that
> demands the ritual password. The giant spinning top with scythe
blades. The
> vines stalked by giant skull-bodied spiders...
>
> LC
>
>
>
> On December 11, 2006 08:17 pm, Andrew Solovay wrote:
> > One idea off the top of my head--the temple is scary. Narrow,
dark
> > passages, traps, graphic carvings depicting the horrible fate of
> > intruders--*really* scary. Periodic contests to see if the
adventurers
> > can overcome their fear and keep going.
> >
> > Why? Because the temple is actually guarded by fear spirits. If
the
> > adventurers figure out that they're under magical attack, they
won't
> > have too much trouble driving it off. But unless they've got a
skilled
> > spiritist (or better, a shaman) in the group, it may not occur
to them
> > that they *are* under attack. They'll just think they're scared.
>