An innocent pair of crossbow bolts, sunk into a dungeon wall, speaks volumes now. Perhaps it’s a clue that some trap trigger is nearby, or perhaps it’s simply the remnants of some melee fought within these walls in the past. This is not to say that as a referee, when designing your campaign, that you need to detail each and every trap in some complicated, logical manner within your written descriptions. If you enjoy such things, by all means it’s possible. I typically assume a loose floor stone trigger for traps that ‘fire’, a pull chain or spring mechanism on doors and chests, and counter-balanced trap doors above my pits. The level of detail and variety is left to the referee, to be preplanned, or invented on the spot.
Monday, May 12, 2008
Sham's followed up on his post about the thief class and traps to explain how these thoughts influence the creation of traps for his mega-dungeon Ulin Uthor, the Dim Expanse: