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May 18, 2013, 4:18pm




Original D&D Discussion :: Dungeons & Dragons (1971-1978) :: The Underworld & Wilderness Adventures (1974) :: [GH] Tricks and Traps
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 AuthorTopic: [GH] Tricks and Traps (Read 1,044 times)
crimhthanthegreat
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 Re: [GH] Tricks and Traps
« Reply #15 on Sept 5, 2007, 9:49pm »


Quote:

Quote:
Furniture which is animated to trip, confine, and smother (rugs and carpets) or move about and hug and kick (stools, chairs, divans) or blinds and throws down (tapestries and wall hangings). (Ours is known as the "Living Room".)


OK, besides Grodog . . . anyone else interested in the "Living Room"??

If so, have a look at the fleshed out interpretation of same from Rob Kuntz:

http://www.pied-piper-publishing.com/ind....nal_living_room

And also check the "web intro" line on that page (it wouldn't let me link it here).

Anyway, I have this product, and it's completely loaded, if you will, of the full contents and magic of this room.

Fantastical! ;D



More stuff to buy, "sigh", ;D
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thorswulf
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 Re: [GH] Tricks and Traps
« Reply #16 on Sept 23, 2007, 10:26pm »

Yeah, the tricks and traps are fun. My favorite is the battery trap. The players find themselves trapped in a room with a massive door they cannot move. No secret doors either. In the middle of a room is a set of statues placed on either side of a small basin. One figure has it's hand immersed in the liquid the other looks as if it is trying to reach down and grasp the other statues hand. Both are old and heavily oxidized to resemble bluish/greenish white stone. On careful inspection the hand that is submerged seems to be made of copper. If the players touch the statues they are able to be moved as if they were articulated plate armor. If somebody remembers basic wiring let them have the statues touch hands. They get a nasty 1-6d6 electrical jolt, and the door shudders and opens. The living battery. Gotta love it.
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