Corridors

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6 Responses

  1. John says:

    May I point you to some very non-rubbish corridors in this tumblr feed?

    http://subterraneandesign.tumblr.com/

  2. drow says:

    all completely true. and something i’ve been thinking about for the dungeon generator, but haven’t completely figured out how to implement it.

  3. UHF says:

    Good place for a trap. I like using a trip line to DISABLE the spike pit. Let the players find it, but make it extremely difficult to understand what it does. Seriously… do this old school… let them argue it out for 10-20 minutes.

  4. by_the_sword says:

    There was one really cool trap in the original S2 White Plume Mountain, where the corridor was lined with large copper disks that gradually heated any metal that passed between them. At first there was only a little warmth but by the time characters made it to the end of the passageway, they could have cooked in their armor.

  5. Quite intriguing Sir Greywulf….if you don’t mind a little cross-blog pollination here’s the link to my take on this, which was a response to Greg Bilsland’s take on it….enjoy!

    http://www.escapevelocitygaming.com/featured/my-dungeon-doesnt-even-have-corridors/

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