- Magical wall paintings. These would be akin to those found in the Chauvet Cave and other neolithic subterranean labyrinths, but rather than merely being paintings they would come alive as intruders walked by.
- Some system for, basically, randomly discovering whether the party become the target of dungeon muggers. If an adventuring party went away somewhere, came back with lots of treasures, then went off somewhere again and came back with lots of treasure again... Wouldn't opportunists begin to notice this? And, like, follow them, and lie in ambush waiting for them to emerge from the dungeon and then rob them of all their gains? I want to think up a system for determining the likelihood of this, the type of muggers encountered, and so on. Likewise, I think any DM worth his salt has used the "somebody notices that suddenly those impoverished adventurers have lots of cash" motif to annoy his players, but I'd like to think up a system for determining how frequently this occurs, who notices, etc.
- Build-ups of hazardous gases from mining operations of dwarves, orcs, and the like. Hydrogen sulphide, carbon monoxide, you name it. PCs would have to be able to smell the gas, of course, before it just killed them randomly, but whether they knew what the smell meant would be based on their own research (or lack of it).
- A quasi-runic magic system, like you get in many roguelike games, like Angband, allowing magic-using monsters (and PCs) to learn how to scrawl runes on the floor or wall of the dungeon to ward off good or evil, explode, cause a collapse, summon a monster when stepped on, etc.
- Subterranean lakes... of acid!!!
Friday, 6 January 2012
Potential Dungeon Hazards
Here is a list of various hazards I'd like to include for D&D dungeoneering: