On The Thursday Trick, Detours and Agency

An extremely underused trap.

Detours (Restraints/Hazards)

Trigger: VariousEffects:Multiple Targets
Save:None Duration:Varies
Resets: AutomaticBypass: None (Avoid), Disarm

Description:This is a corridor or hallway trap. The basic premise is that when it is triggered, no damage is done to the players, but their passage through the dungeon is altered.
When the players walk down a corridor, the way forward and back are sealed off. Then the wall slides back to reveal a chamber. A four-way corridor intersection seals various passages as the characters pass.

Detection/Disarming: The create danger by exposure to unselected paths and preventing easy escape forcing another way out of the dungeon. On the plus side it can make for a very exciting game. Downsides include frustration and the need to have time to resolve the situation before the end of the session.

Detection is crucial to providing agency of these puzzles. The relief at discovering one before it is triggered is equal to the fear at attempting to survive after falling prey to one.

If there are sliding walls, then there are methods for the characters to detect where the walls slide from. Dwarves gain a bonus for detecting just this type of thing. There will also be marks on the walls and floors where the walls slide across.

The triggers are detectible in the normal ways.

Another clues may be treasure maps, or maps purchased from other characters which do not match the environment visible to the players.

Noises may be audible through the walls that may lead to discovery of the threat of hidden chambers and sliding walls.

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