Friday, 10 December 2021

Quality Reusable Traps (d6)

When I prep for games, I appreciate resources that I can reuse.

I've written about this before with reusable dungeon maps. Another example is the same die roll table I use to help me stock dungeons. I also use Chris McDowall's Small Tables format for all my encounter tables (d6, 1-3 are three variations of a common creature, 4-5 are two variations of a uncommon creature, and 6 is something big and special).

So here are six reusable traps. The mechanism is simple and the details can be reflavoured again and again. I believe that you could use any of these traps with the exact same group of players at least twice before anyone would notice. Even if they do notice, that doesn't mean it's not fun. 


d6 Quality Reusable Traps


1. Glue Sword Pond: A pond/lake of clear water, at least eight feet deep. A magic/bejewelled sword is stuck at the bottom, quite visible from above. The sword is covered in a strong adhesive that isn’t soluble in water. This cannot be seen from above -- anyone grabbing the hilt is stuck fast. (Stolen wholesale from Prismatic Wasteland). 

Monday, 6 December 2021

Play Report - Slime Baroness (Session Three)

This is the third session report for my game where I ran two players through Slime Baroness and the Lady of Unterbranch Keep, a dungeon of my own making. Click here to see the other play reports as well as my series detailing my full dungeon process for creating the dungeon. 

During Session One, my two players entered the Keep for the first time and explored the upper levels, discovering the Slime Baroness herself. In Session Two they explored the main level, and almost got dispatched completely by some flying pots and pans (RIP Henrietta the hireling). 

Now, in Session Three, they suited up with a new retinue of hirelings and descending into the lower levels. This is where the true fun began. 

My two characters were a Garden Wizard and a Butcher/Warrior. 

Highlights from Session Three: 

  • I started the session by having them overhear some villagers outside the Butcher's house discuss the diamonds. These were found by the players in Session Two in the pocket of an undead brigand, but they hadn't sold them off for profit yet. 
    • This was Rumour #3: the diamonds had been stolen by the brigands from the village hetman (leader) and the village needed them to pay off back taxes to the Baron. 
    • The players bit this hook and immediately went to speak to the hetman (an NPC I had to make up on the spot) and suss out more information. 
    • I said that the Baron desperately wanted the back taxes, and implied that anyone caught selling diamonds anywhere in the Barony would be investigated, as the theft had been long-reported since the Brigands' original arrival a month ago. 
    • The Baron would be arriving in the village with his retinue in three days time. This was to kick their action into overdrive by putting a time limit on some stuff, and to force them to make a decision about the diamonds. 
  • The Butcher and the Wizard then descended back into Unterbranch Keep, heading for the last bit of unexplored ground-level, i.e. the Armoury and Vault.