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On the Thursday Trick, Collapsing Walls

"In spite of the artificial setup of this room, collapsing walls don't show up often enough in published materials." -Brendan S.

I agree!

The room in question:
"At the top of the stairs are the remains of a door, beyond which is a room. The floor here is almost entirely gutted as is the floor below. 30' below is the gray stone of the cellar floor. There is an open door-way on the opposite side of the room on this level. Any exits from the first floor or the cellar have been completely filled with rubble. There are three possible ways to walk across the space—a charred and crumbling section of floor clings to the left wall, a narrow pathway of fallen beams stretches across the center like a bridge, and a sounder section of floor, only burned at the edge, runs along the right wall. All three paths are accessible from this end and lead to the doorway on the opposite side."
If the crumbling ledge is probed, large pieces of burned wood will crash to the floor. If any character steps on the ledge, it will collapse beneath them. The center path is narrow and will wobble slightly when stepped on. Plaster and ash will fall and the wood will creak and groan. As unsafe as it seems, the path is sturdy and may be crossed without falling. The ledge to the right is sound and solid. However, when the lead character reaches the halfway point, their weight will cause a loose beam underfoot to shift. The wall beside them will collapse inwards, knocking the figure off the ledge. If characters are roped together when this happens, each figure after the first must roll a successful bend bars/lift gates to stay on the ledge. Characters that fail will be pulled over the side. The fallen wall will block this ledge. A fall to the cellar will do 3-18 points of damage. (FOR TOURNAMENT USE: 12 points of damage). -A1:Slave Pits of the Undercity

The Collapsing Wall (Restraints/Hazard)
Trigger: VariesEffects: Multiple Targets, Never Miss
Save: Dexterity
Reflex
Rod/Staff/Wand
Duration: Instant
Resets: NoneBypass: None (Avoid)

Description: A wall is unstable or has been designed to collapse. A falling wall can expose the party to new hazards, such as basilisk, poisonous monsters or snakes, rushing water or lava, or anything better kept hidden. It can move party members or knock them over causing them to fall or separating them. The falling wall itself can do damage, or even release dangerous substances like asbestos, yellow mold, or acid. It can create new passageways and routes through an area for both the party and their allies.

Detection/Disarming: A collapsing wall is difficult to detect. As noted in the above boxed text, there is no special characteristic or description given to the wall, and indeed, it appears to be the most stable of the paths. The clue is given in the surrounding area. Collapsing walls may not be mortared or may even be described as walls of rubble. Walls designed to collapse may be plastered and smell or appear to be different. Depending on the type of collapsing wall, dwarves should automatically get their chance to detect this. Elves should also be able to use their sense of detecting secret doors to detect plastered or disguised walls.
Other indicators that the wall is unstable include:

  • Bulges or sagging walls, walls that are no longer completely vertical. ("The walls of this room bulge inward", "The convex walls of the chamber frame a. . . ")
  • A non-standard wall or a wall formed of a different substance. ("This chamber looks formed by rock collapse, the walls being piles of boulders stacked atop each other to the ceiling", or "The grey cemented bricks give way in this chamber to bricks surrounded by loose mortar")
  • Sounds or other descriptions could clue the players in ("The sound of rocks shifting as you enter this chamber gives way to dripping water. . ." or "There's a light static sound, as if sand were falling or settling")
  • There may be visible signs of wear on the walls. ("The stone walls in this room are cracked and worn with disrepair")

The Tricks and Traps series examines original and classic traps discussing how to present the traps while maintaining the agency of the players. A complete list of sources and inspiration may be found here. The Tricks and Traps Index page contains a complete listing of all the tricks and traps on this site, or you may browse by tags.

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On Magical +1 Weapons

It's not only swords that need the +1 love.

Part of a series in the OSR on magical +1 swords that are not +1 swords.
Different Magic Swords: A Proposal by JD Jarvis
Evocative +1 Sword Replacements by Gus L.
Weird Swords and Not Swords by Arnold K.
On Magical +1 Swords by -C

Studded Stunner
This mace is notable because the ball that the rounded metal studs are attached to is invisible. It is also known as Sharak-mok in dwarven low speech, as the weapon is of dwarven make. When striking an opponent, a bright burst of light is released from this invisible ball with what sounds like a clap of thunder, causing all low intelligence and lower creatures to immediately make a morale check. On a critical the target hit by the mace must save versus paralyzation or be stunned for a moment, losing their next action. The mace is quite heavy, doing +1 damage for those who can effectively wield it.

Scythe of Blood
This is an ancient weapon, looking tarnished with use. It appears as a normal scythe, except in the hands of a druid. When held by a druid it appears rich in color and vibrant, rather than an arcane relic. Anyone struck by this weapon when wielded by a druid continues to take a point of damage from bleeding every round. This blood flies through the air and into the scythe which then grants that hit point to the druid. The bleeding and hit point absorption is cumulative. When worn by a druid it is always mistaken for a tool and never a weapon.

Spear of Force
This is a wizard weapon. It consists of no more than a 9" piece of arcane wrought silvered steel cylinder. When the command word is said (Munder-Ca, death lance in the old arcane speech.) a 8' glowing shaft of force with a sharp point springs from the steel. This force is cool to the touch and unbreakable. The tip is quite sharp and any wizard may use this weapon as if he is proficient with it.

Orcish Maul
Yugish the smith of the bloodtooth clan forged this mighty maul. Those who chant the battle cry of death to their enemies deal devastating blows. Each time the player is able to shout the battle cry (TORK! TORK! TORK!) from the moment the damage die leaves their hand till it stops rolling, can add 1 point of damage to the attack. They must yell this quite loudly, and there is a 1% chance per yell that their voice goes out for 2-24 hours.

Dwarven Hammer
This well-balanced hammer has the screaming face of a dwarf at the top, with arms going out to either side, the heads of the weapon dwarven fists. When wielded by a dwarf it is light and agile, granting a +1 to hit and damage, but it may also be thrown to do double damage. The weapon need not be retrieved. There is a 25% chance per melee round that the hammer returns to it's scabbard, a golden ring that the hammer hangs from.

Bow of Brilliance
This shortbow is made from golden wood. It is unstrung. When drawn as a normal bow, it produces a bowstring and arrow made from light. This missile is fired with no bonus from strength to damage. It does normal damage, however it will also affect incorporeal targets and targets only affected by magical weapons.


Hack & Slash

On Magical +1 Swords

Swords should feel magical.

Part of a series in the OSR on magical +1 swords that are not +1 swords.
Different Magic Swords: A Proposal by JD Jarvis
Evocative +1 Sword Replacements by Gus L.
Weird Swords and Not Swords by Arnold K.

Blackthumb

This shortsword appears to have a metallic green blade that quickly darkens to black as it moves towards the tip. Vegetation and plants near the wielder curl, rot, and wither as he passes by. It can be stuck into earth to salt the soil, and does triple damage versus plants and vegetative creatures. It has a scabbard made of stone and set with a single opal.

Fearflame
This longsword is scorched and blackened. It is unwieldy and heavy making it somewhat difficult to use with one hand. The blade appears to constantly weep some sort of thick viscous substance. This substance with a modicum of effort can be set aflame by taking 1 round. When aflame, the blade does an additional 1d6 points of damage to targets, and on a roll of 6 or if the target is covered in oil, may set the target aflame. The blade is unharmed by this flame, but it provides no protection to the wielder, who takes 1 point of damage per round the sword is aflame, as well as taking 1-6 points of damage from fire on a roll of a '1' to hit in combat.

Alchemist's Friend
This short blade always appears immaculate and new. The round pommel of the sword unscrews. and there is space for up to 3 doses of any alchemical reagent to be placed within the sword. Once placed within the sword, the user may either have these alchemical items be triggered on a successful hit, or, can attack any target they are in melee with the reagent at no danger or penalty. This attack is with the alchemical item itself, usually requiring only a touch attack versus the target, as opposed to having to bypass the armor class of the target (as the attack triggered on a successful hit must do).

Cat's claw
This short blade has a green cast to it's metal. Anyone who wields this weapon for a substantial amount of time finds their pupils becoming more and more vertical. When drawn and held forth, the wielder can see in the dark up to 120'. Also the blade is light and agile. Any hit that exceeds the targets armor class by 4 or more allows the user to immediately attack again once per round. The weapon is too light to take advantage of a high strength, strength provides no to hit or damage bonuses with this weapon, though any bonuses to dexterity do provide a bonus to hit and damage.

Stinkshaft
When wielding the sword, you smell like garbage. The scabbard is some kind of plastic sack filled with filth. Any wound you cause with this sword has an 80% chance of getting a nasty infection. Anyone who engages you in combat must save versus poison become weak and nauseated, receiving a -1 on rolls and armor class each round they engage in combat with you. Leaving the sword behind, attempting to hide the sword, or using perfumes and magic to mask the scent does nothing. This affects all your social interactions providing a substantial penalty.

Temper's edge
This sword pulses red when drawn. The wielder receives a penalty to wisdom and becomes extremely argumentative. They find themselves believing that people are plotting against them, and start developing plants to murder or destroy people and things around them. They don't take action on these feelings, recognizing them as abnormal, but their patience is extremely limited. During any encounter where an opponent is neutral or worse, the bearer must roll a saving throw versus paralysis to avoid attacking. All of that said, once combat begins, the sword glows and pulses red granting both an extra attack and a +2 bonus to damage against all targets.


Further entries to this series should link the earlier entries. . .


Hack & Slash

On the Thursday Trick, Sliding Staircase

Locked Inside
Sliding Staircase (Special)

Trigger: Mechanical: Pressure PlateEffects: Never Miss
Multiple Targets
Save: DexterityDuration: Instant
Resets: AutomaticBypass: None (Avoid)
Disarm

Description: Not enough attention is given to stairways.

I have lots of them in my dungeon and my players are much too trusting. I've seen plenty of Scooby Doo, and even the most naive gamer should know that when you're chasing ghosts, stairways invariably turn into slides.

Note that unless the stairs are very steep, characters may not slide to the bottom of the stairway. A dexterity or reflex check may be used to stop your fall. Modifications may be made. Variations include:

  • Coating the stairs with oil
  • Setting fire to said oil
  • Having a pit trap open up at the bottom of the stairway
  • Weapons such as razors, hammers or spikes coming from the ceiling or the landing where the characters end up.

Detection/Disarming: If you describe something interesting about this stairway when you have never said anything about stairways before, then your players will of course not be tricked. They will immediately become suspicious and examine this stairway like it hides the secret to the eternal life.

So make sure you always mention some things about each stairway your players traverse. That said, when the players examine the stairs, these are some of the things they will note.

  • There will be gouges and scratch marks from where metal has scraped along the stairs.
  • Near the walls, there will be curved marks from the stairs shifting down
  • Each step may have some fairly minor "give" because of the fact that it mechanically moves up and down
  • If the stairways are coated in oil (or set aflame) residue, scent, and other physical detritus from that should be detectable
  • There may be bloodstains or other signs of injury. Also, if people slide to the bottom and die, there may be a pile of dead bodies

The Tricks and Traps series examines original and classic traps discussing how to present the traps while maintaining the agency of the players. A complete list of sources may be found here. The Tricks and Traps Index page contains a complete listing of all the tricks and traps on this site, or you may browse by tags.

On the Thursday Trick, A Thorny Corridor

A Thorny Corridor (Melee Attacks, Restraints/Hazards)


Trigger: Mechanical: Latch or Switch
OR Magical: Proximity
Effects: Multiple Targets
Save: Armor ClassDuration: Instant
Resets: AutomaticBypass: None (Avoid)
Disarm

Description: The player characters come to a section of the hallway that has spikes sticking up from the floor. The first time and possibly second time this is encountered it is suggested the spikes do nothing.

Then, when you are ready to spring the trap escalate it as follows:

  • Sections of the wall spring out making a melee attack against delvers, knocking them to the ground if they fail a save versus paralyzation with a minus equal to the damage dealt. The sections should be a few square feet and be at least 2 feet off the ground.
  • The ceiling can drop or swing down (or possibly just use a swing weapon of some sort, like a log or a metal bar) to knock the characters on the floor in the same way.

Characters will likely respond by climbing on the walls or ceiling, or perhaps choosing to fly.

Climbing characters can eventually be dealt with by having a break away ceiling, dropping her onto the spikes. To make that even more deadly, the spike patch can be mounted on a teeter-totter swivel hinge, spinning around till the delver is upside down. At which point they slide off the spikes and fall down into the pit on the underside of the floor. Which can also be filled with spikes. Covered in poison.

When the characters begin flying to bypass the spikes, the trigger for various attacks to push the delver into the spikes can be made magical. Casting a dispel magic on a character is also a possible option.

Detection/Disarming: Detection is simple. The hallway is filled with spikes. Both the latch trigger on the spike path can be discovered, as well as close inspection of the wall which can reveal the sections of wall that spring out.

If the ceiling is breakaway, the instability can be noted by contrast from the surrounding ceiling. Teeter-totter swivel hinges are more difficult to notice, but can be noticed by both a floor seam and possible instability in the floor.

An effective way of bypassing the trap without disarming the above triggers is to shoot a rope with an arrow down the hall, lodging it in a door or wall and then shimmying across. Adding surprise jets of flame can make this option super-entertaining.

This trap works best in sequence. Adding and changing each trap make the players not know what to expect.

Be sure to check out the index for more traps like this!

On the Thursday Trick, The Dividing Ladder

Dividing Ladder (Restraints/Hazards)

Trigger: Mechanical: Latch or SwitchEffects: Never Miss
Multiple Targets
Save: Dexterity
Duration: Instant
Resets: AutomaticBypass: Disarm

Description: This ladder appears normal, but upon reaching a specific rung over halfway up the ladder, all the rungs separate in the middle.

Detection/Disarming: If the trap is normal, the extra heft will be noticed by anyone who carries the ladder. Any close inspection of the latter will note the segmented joins.

Variations: Other examples of ladder traps include a suspension ladder that swings down, hitting the opposite wall, forming an upside down L in the chimney. The characters, if they hold on, can then monkey climb back to the main ladder. This can be made more difficult by having the rungs slip out when pressure applied in a direction other than that which is normal by climbing.

The switch can also trigger the ladder to spring out and smash against the back wall. It may be difficult to maintain ones hold on the ladder as it slams onto the back wall. Also, the wall could be covered with spikes.

Putting a ladder in a pit and putting a second pit in front of the ladder is also entertaining for the enterprising delver slayer.

And then there are the standard ladder tricks. Oiled rungs, breakaway rungs, melee or ranged attacks behind rungs, illusionary rungs, et. al.


On Interesting Treasure, Jade Bowl

You didn't find anything but some dirty humanoids no longer living and some sort of ancient kitchen.

An ancient kitchen where apparently they all ate off jade dinnerware.

Jade bowl, 800 gp

On Interesting Treasure, Emerald Clip set with Diamonds

Diamonds! Around a cut emerald. Priceless. Well, not really.

Emerald clip set with diamonds, 4,500 gp

On Interesting Treasure, Golden Flagon

That little man on top is gonna announce the hell out of your success when you get back to town. You are selling the rest of your loot but keeping this.

It's not like your going to keep drinking and whoring till you're out of money this time is it?

Gold flagon with figurine, 750 gp

On Interesting Treasure, The Wood Wolf

What a beautiful carving!

The wizard you filched it from will never notice it missing. It even appears to be magical. Every time you sell it, it reappears in your possession the next day. It has made the last few weeks a bit exciting for you.

Now if they can just get someone to kill that hideous beast that's terrorizing the countryside at night, everything will come up roses!

Wooden carving, warm to the touch (except the skull) 750 gold

On Interesting Treasure, Death Onyx

Your party slew that hideous desiccated corpse that attacked you. Striking the killing blow, and after the blasted thaumaturge found there was only a 'mild magical emanation' from the ring said you could have it.

It is beautiful, but so dark and cold. You just can't seem to get the ring warmed up. Also, you don't seem to recall eating or drinking since acquiring the ring. No matter, surely it will fetch a pretty penny.

Onyx ring set with black opal will sell for 1300 gp to a jeweler. Slightly less on an open market.

On Interesting Treasure, the Gift Cup

You found it with a ribbon wrapped around it in your yard.

It must be a sign! Off to the alehouse, to hell with adventuring today.

For sale, any money you receive for this object becomes coal. Any substance drunk causes no hangover or other negative effect.

On Interesting Treasure, the Brain Jewel

You've been killing dozens of these horrible slime beasts. After a lucky blow, a gleam caught your eye and you discovered each had a beautiful jewel surrounded by gold inside their slimy brains! So far you've collected 12 of these, though when you check your pack, you only count 9. Nothing to worry about through, you'll still make a hefty profit.

The Brain Jewel is worth 250 gold to an ignorant buyer.

On Interesting Treasure, Silver Shield Ring

This ring was found on the hand of a warrior that did not carry a shield. The rest of your party says it isn't magic, but you know better.

Silver Shield Ring, 220 gold pieces to an interested buyer.

On Interesting Treasure, Sapphire Skull Brooch

You thought a skull was a strange place to find this. However it's coated with diamonds and sapphires. You're not even worried about anyone seeing you have it -- your helm seems a natural place to store this until you get back to town to sell it.

Assuming you can survive to sell it, it has a fair market value of 8600 gold pieces

On the Thursday Trick, Signs

Signs (Category: Special)

Trigger: Mechanical: Interaction 
Other: Player Greed
Effects: Varies
Save: VariesDuration: Varies
Resets: AutomaticBypass: None (Avoid)
Special

From the Highly Recommended Oglaf
Description: Sometimes you want to challenge the player. Are they suspiscious? Are they greedy? Are they brave?

Some examples.

A trigger (lever, button, etc.) next to a sign that says "Treasure Vault Release". When pulled it opens a chute that drops coins of selected denominations on top of the players. If coins weigh 10 to the pound, it takes relatively little treasure to crush the players. This sign can be found inside of a pit to increase the lethality. This is an example of the literal sign. The sign is literally true and sounds positive but has negative consequences. Another example is a slide labeled "Safe Exit". It will allow you to exit the dungeon safely, but leaves you thousands of feet in the air.

A sign with text on it surrounding the trigger. The sign says "Push to X" where X is opening a door or some other desired effect. The trigger itself has a negative effect, setting off a trap or the like. The sign itself is what must be depressed in order to trigger the correct effect.

A warning or truth sign. This sign presages a trap, but does so in a way that misleads the characters into triggering the trap. A "Danger" sign with small text that you have to be close to read. This will trigger the proximity trap.


Detection/Disarming: Traps like this contribute to the myth of "DM versus Player" play, because it presents a choice that depends on the player himself to actually think. Given this requirement, an unscrupulous Dungeon Master might engage in Quantum Ogre finagling to get the result he desires to see. This all around results in bad play.

But the idea of a sign is not. In fact, it leads to engaging play. The key is, as mentioned above, that the Dungeon Master remain impartial -- that he look at the situation objectively when the players interact with the trap. This is important because these traps rely on misdirection, puns, and inappropriate assumptions made by the players.

The examples of signs originate from the Wurst of Grimtooth's Traps, which is a trademark of Flying Buffalo Inc. games.

On the Contents of Cells in Prison

On a list of what you might find in a prison cell!

From Empty Rooms, Tricks & Basic Trap Design, a prison cell is a room or chamber designed for the purpose of confining people awaiting trial or sentencing. The contents of a cell that is 'empty' can include: a pallet, bed, desk, quill, paper, scrolls, books, bench, privy, straw, cot, stool, waste, stale or urine odor, blood, skeletons, manacles, wall cressets, trash/refuse, jug, plate, fork, spoon, file, barred window

What kind of interesting things can be found in a cell? Look below!

1. A window to the outside or surface.
2. A skeleton with basic gear
3. Rats or other vermin eating scraps of remaining meals
4. A monster, such as a dungeon inhabitant or spy.
5. A wild animal.
6. A small tool or key hidden under a mattress.
7. A baby.
8. A secret hidey-hole, filled with food, or the start of a tunnel to freedom (perhaps even completed!)
9. Coins or a small piece of jewelry.
10. A stash of porn, perhaps monster-girls?
11. Makeshift weapons, such as a shank.
12. A prisoner, ripe for recruitment or to replace a player character!

On Interesting Treasure, Wooden Snail

This delicate wooden carving is of a snail. It is obviously elvish in origin.

It will fetch a handsome price at market, however any elves you run across when you mention that you wish to sell it respond only with an arched eyebrow.

You don't give a second thought to what the fae aren't telling you. . .

Gold piece value 800 gp.

On the Thursday Trick, the Dangers of Comfort

Dangers of Comfort (Special)

Trigger: Mechanical: Interaction Effects:Onset Delay
Save: VariesDuration: Instant
Resets: VariesBypass: None (Avoid)

Description: Your players should really really know better. Somewhere in the dungeon they find a feature, such as a toilet, campsite, suspension bridge or other useful functional area or feature. Only the area is really a trap. The fire burns away until it explodes or perhaps there are well placed bolts to strike at a very uncomfortable place when the toilet seat is used.

Detection/Disarming: First of all, you should be aware that if you've been running a game for several weeks and the players run across something like this, nothing short of a million gold coins will cause them to fall for this trap. So it is important that you provide many areas like this and make them mostly harmless. Perhaps provide a temporary benefit either in mobility (Can carry more weight, is refreshed) or a small bonus to abilities (+1 to saving throws for 6 turns). You can even sometimes provide a large bonus for erratic reinforcement.

The idea is to train the party so that they look forward to these little amenities. Then when your delvers encounter one, they will not do the very simple and very basic detective work necessary to notice and disarm traps.

Most of the relevant agency for these has been covered in other articles ("Why yes, there does appear to be an extra hole in the toilet. Why yes when you examine it you discover that it does indeed contain a rusted iron bolt!") The key with a trap like this is training your players and using the idea of trap escalation to stymie their greedy attempts to empty out your Mega-Dungeon.

On Interesting Treasure, Golden Wall Tile

You may be a hireling, but you're no fool. They left you to guard the mules and the supplies in a room with golden wall tiles. Let them risk their life. You're going to pry this one off and retire.

Golden wall tile, worth 420 gold each.