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.
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