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Title: Syrneth Traps
  
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silverdawnatl
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(Date Posted:07/08/2007 23:17:13)

I'm going to be running a one shot 7th Sea game in a few weeks where the PCs are going to explore the frozen wreck of Cristobel Gallegos' ship (The Santa Anna). Seeing as how this ship has traveld through time and has been beyond the barrier I imagine there are going to be all kinds of nasty traps.Some of my current ideas are to have at least one Night Terror, some sort of trap that automatically activates all hubis's with in the effect area, plus some standard pit traps and rotted planks and such.Does anyone else have suggestions for good Syrneth Ruin style traps that would add to the creep 'Boat From Beyond' flavor?Thanks!
Black Jack Rackham
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(Date Posted:07/09/2007 04:00:39)

Ever seen "Event Horizon?" 


Mark


(oh and welcome aboard!)

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"At times one remains faithful to a cause only because its opponents do not cease to be insipid."
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silverdawnatl
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(Date Posted:07/09/2007 21:21:52)

Sadly yes!  Horrible movie, but I think you are on the right track for it being inspirational.


So far I've added to the above ideas a room with a gravity well and some physical/dexterity challenge and a room where a the doors keep leading back into the room instead of out.


I'll have to get Horizon and see what else I come up with.


S~

Aardappel
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(Date Posted:07/09/2007 21:46:28)

"Grimtooth's Traps" is an old series of books basically made for D&D, but easily adaptable to just about any game. There are a lot of devious and wicked traps in those books. One of my favorites is a false tripwire. The players enter a hallway and see a poorly concealed wire strung across the path. Their obvious reaction would be to jump over the tripwire... and into the waiting spike laden pit concealed by false flooring just on the other side...oops. The trip wire must be tripped in order to secure the floor and make it passable, but the players probably won't realize it until it's too late.

Grimtooth's has lots of wicked room and tunnel traps like that. Really vicious stuff.
Ian Mackinder
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(Date Posted:07/14/2007 16:39:17)

  There is a very good thread here someplace talking about Syrneth-type traps.


  In general, do everything possible to mess with the PCs' heads.  Make unnecessary rolls behind your DM screen now and then (give an occasional snigger for added effect), ask for clarification for seemingly harmless actions ("So, WHO is picking up that empty rum bottle?"), occasionally ask out-of-the-blue questions about things like the party's marching order or what people are actually carrying, have a few things happen that may seem sinister but are otherwise harmless (odd noises, funny glows, weird-looking slimes, whatever), and so on.


  Trust me, handle this right and the PCs will be so paranoid that they will practically write the scenario for you.  They might even be coming up with ideas better than yours - if so, don't be afriad to do a little ad-libbing to include them.


  And, yeah, I wholeheartedly second the recommendation about 'Grimtooth's Traps'.

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