From: news@sifon.cc.mcgill.ca
Newsgroups: rec.games.frp.misc
Subject: (Sort of) RE: Shapeshifting trap/item.....
Date: 20 Nov 92 17:14:25 GMT
Organization: McGill University

In article <1992Nov20.071424.14550@nwnexus.WA.COM> phaedrus@halcyon.com (Mark Phaedrus) writes:
>     I'm plotting out an adventure where the PCs are going up against an
>extremely powerful nature wizard who's particularly good at shapeshifting and
>transformation magic of all sorts.  (Assume that if he wants to turn something
>or someone into something or someone else, he can. :) )  He also has a good
>command of mental magic (telepathy, mind control, etc.), and of druidic spells
>of all sorts.  I'm looking for ideas for appropriate traps and items to liven
>up the wizard's house and store a bit.  I'm using GURPS, but traps based on
>another system (or no system at all) are fine.
<etc...>                                                                 laughs
>\o\ Internet: phaedrus@halcyon.com  (Seattle, WA Public Access Unix)     \o\
> \o\ "How'd you like to move a few steps down the food chain, pal?"       \o\
>  \o\ If you enjoy fantasy/SF stories with transformation themes, email me \o\
>   \o\ for a copy of the Transformation Stories List.                       \o\

Realizing these are generally not specific to that type of
wizard, here is, nevertheless, a list I compiled for a
friend a while back:


Workable magical traps for GURPS? The following have served me
well. This is a list of very general generalizations:

-Illusion Shell on something dangerous or vital to find (Enchantment)
-Alchemical Pastilles with One-Shot Link and Ignite Fire Enchantments
 (see Magic Items I for One-Shot Enchantment rules);
 The Eris (madness) elixir and other mental control elixirs make
 excellent traps in a "silly" setting!
-Ice Slick near the top of the stairs (Enchantment)
-Darkness zone with something fell inside (Enchantment)
 (such as the Ice Slick above, and the head of a staircase...)
-Invisible walls or mundane traps....(Enchantment);
 as well as an Invisible iron box (DR 8, HT 40-100),
 with a beast inside that uses a gaze weapon, such as
 as basilisk!
-Pentagrams inlaid in the floor to prevent spells from being cast
 into an area, esp. when that area almost cries out for magic
 use! (Spell)
-No Mana Zones created with Drain Mana, to cancel defensive spells
 and such just before something bad...(Spell)
-Avoid or Hide on a vital exit, or on a trap right out in the open
 (Enchantment)
-Glue zones, especially when the walls are closing in, or undead
 are attacking (Enchantment)
-Watchdog alerting something nasty (Enchantment)
-Sound & Link to ruin a stealthy approach (Enchantment)
-Air Golem swinging a sword, pushing a giant pendulum with blades,
 etc....or even hurling stacks of pies! (Enchanment)

The following can be programmed or commanded to do almost
anything, and they allow the wizard to sit back safely and
watch:

-Golems in general (Enchantment)
-Undead (Spell)
-Demons (Spell)
-Elementals (Spell)

     Note that the best magical traps are either in combination
with a physical trap, with another magical trap, with a monster,
or some combination of *these* combinations. For example: a huge
and virtually indestructible steel bladed pendulum swings back and
forth across the corridor. Four Air Golem Enchantments (each
providing ST15, for a total ST60) keep it swinging eternally. Now
the area behind the pendulum looks OK, but in reality the "floor"
is just a thin rice-paper cover over a deep pit, and the paper
cover has an Illusion Shell made to look like the floor (as a
permanent Enchantment as well). If the players try to dodge the
pendulum and leap heroically through, they fall into the pit.
It isn't likely they'll be able to stop or destroy the pendulum
either. Of course, the mage who made this thing just says the
Password and the golems let up for a few seconds....and he knows
Walk on Air, so who care about the pit?
     Also, ol' boring traps can be beefed up with a little
sorcery. Try enchanting a crossbow bolt in a crossbow trap with
Curse or Sickness....then remind the party that without a Surgery
skill, it could be more dangerous to pull it out than to let the
poor sod just suffer the spell! Consider an Alchemical unguent
instead of generic poison!
     And don't overlook the Link spell. Who knows: maybe the bastard
finds apprentices, sets them to work Linking traps all over the
place for him, and then slays them to make Zombies! The Link spell
is "on" until set off! That could be for centuries! Good spells to
Link are non-resisted ones (remember, spells cast ON the victim are
at a base -5 to skill due to the fact the victim wasn't there...see
the spell description). It is better to use subtle spells like Curse,
too. Deathtouch is not really a threat to a party with Healing. Also,
try Linking a Summon Demon spell! So what if it's uncontrolled?
     Finally, never underestimate the value of "cursed" items.
Boots that radiate magic but which really cast Rooted Feet on the
wearer. A shelf full of unguents marked Chiron which are mostly
real Chiron except for a Thanatos or Morpheus hidden amongst them
in a tin labelled "Chiron".

-I hope this helps,

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