Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site alberta.UUCP Path: utzoo!watmath!clyde!burl!mgnetp!ihnp4!alberta!james From: james@alberta.UUCP (James Borynec) Newsgroups: net.games.frp Subject: After Magic, what comes next. Message-ID: <315@alberta.UUCP> Date: Tue, 26-Jun-84 19:00:03 EDT Article-I.D.: alberta.315 Posted: Tue Jun 26 19:00:03 1984 Date-Received: Thu, 28-Jun-84 03:45:39 EDT References: <1169@ucbvax.UUCP> Organization: U. of Alberta, Edmonton, AB Lines: 39 All of these magic Items are really great. The logical next step, is for people to post some of their other favorite tricks of the trade. For example, there must be a wagon load of imaginative traps, lurking in the darkness, waiting..... Here are some of my favorite traps: Water trap: This is just great for people in lots of armour, swimming is so much fun, in the bowels of a dungeon. Some variations: Low ceiling (ie no flying over) Black water (can't say just how deep it is, or where. Great for water walking tricks. Acid water - acts like a slow poison, or perhaps it will rust up armour (including magical) unless preventive maintenance is performed. Low, and or narrow twisty passages. Just great for those Conan types. (in a 3' high 18" wide passage a kobold is a formidable foe). Have you ever tried to Unstick plate armour when wedged between solid rock and solid hero. Magnetic trap. Again most Iron weapons are usually pretty useless when stuck to the floor. also try getting out of a mail shirt, when it is atracted to the floor. Use this in conjection with a water trap, and just watch the fun. False Corner. An Illusion of a turn in the passage. Simple spell, but it wrecks the hell out of a lot of maps. Anti-gravity room. Lots of laughs, try taking a swipe at somebody and tumble with mirth. One way teleport doors to various parts of the dungeon. Make them a little fancier by teleporting only certain species, etc... Enjoy..... James Borynec ihnp4!alberta!james