Appendix H: Tricks



 
 
<RANDOM>

A. FEATURES

01-03. ALTAR 04.06. ARCH AREA BOX BUBBLES
CEILING > CONTAINER
(barrel, jar, vase, etc.)
DOME > DOOR DOOR, SECRET
FACE FIRE > FIREPLACE FORCE FIELD > FOUNTAIN
FRESCO, MOSAIC, OR PAINTING > FURNISHINGS HALL IDOL > ILLUSION >
ITEM MACHINE OR DEVICE MONSTER PARASITE PASSAGE/CORRIDOR
PEDESTAL PILLAR OR COLUMN > PIT POOL > ROOM
STAIRWAY STATUE TAPESTRY > TREASURE VEGETATION
WALL - - - WELL
Appendices - - - DMG

Altar
Arch
Area
Box
Bubbles
Ceiling
Container (barrel, jar, vase, etc.) (Any: jar, box, chest, barrel, vase, casket, etc.)
Dome
Door (Any door: secret, concealed, valve, arch, etc.)
Door, secret
Face
Fire
Fireplace
Force field
Fountain
Fresco, mosaic, or painting
Furnishings
Hall
Idol
Illusion
Item
Machine or device
Mirror
Monster
Mosaic
Painting
Parasite
Passage/corridor
Pedestal
Pillar or column
Pit
Pool
Room
Stairway
Statue
Tapestry
Treasure
Vegetation
Wall
Well
<this list combines DMG.H & OSRIC.157>

B. ATTRIBUTES

AGES ANIMATED ANTI-MAGIC APPEARING/DISAPPEARING ASKS
ATTACKS - - - -
CHANGES - Alignment CHANGES - Attribute CHANGES - Class CHANGES - Minds from Body to Body CHANGES - Sex
COMBINATION COLLAPSING - - -
DIRECTS DISINTEGRATES DISTORTED - Width/Length DISTORTED - Height/Depth -
ENLARGES/REDUCES ENRAGES ELECTRICAL SHOCK 
- If Metallic
ELECTRICAL SHOCK 
- <If> Magical
-
FALSE FLESH TO STONE FRUIT - -
GASEOUS GEASES GRAVITY- Greater GRAVITY - Lesser GRAVITY - Nil
GRAVITY - Varying GREED-PRODUCING - - -
INTELLIGENT INVISIBLE - - -
MOVES/ROLLS - - - -
ONE-WAY - - - -
PIVOTS TWO POSSIBLE WAYS POINTS POISON POLYMORPHING -
RANDOMLY ACTS RELEASES - Coins RELEASES - Counterfeit RELEASES - Gems/Jewelry RELEASES - Magic Item
RESISTING - General RESISTING - Specific RISING/SINKING - -
SHIFTING SHOOTS SLIDING SLOPING SPINNING
SUGGESTS SUSPENDS ANIMATION SYMBIOTIC - -
TAKES/STEALS TALKS - Intelligently/Normally TALKS - Nonsense TALKS - Poetry & Rhymes TALKS - Singing
TALKS - Spell Casting TALKS - Yells/Screams TELEPORTS - -
WISH FULFILLMENT WISH FULFILLMENT, REVERSAL - - -

1. Ages
Animated
Anti-magic
Appearing/disappearing
Asks
Attacks
Changes - alignment
Changes - attribute
Changes - class
Changes - Minds from body to body
Changes - Sex
Combination
Collapsing
Dances
Decreases STR
Decreases INT
Decreases WIS
Decreases DEX
Decreases CON
Decreases CHA
Decreases COM
Directs
Disintegrates
Distorted - width/length
Distorted - height/depth
Electrical shock - if metallic
Electrical shock - magical
Enlarges/reduces
Enrages
False
Flesh to stone
Foretells
Fruit
Gaseous
Geases
Gravity - greater
Gravity - lesser
Gravity - nil
Gravity - varying
Greed-producing
Hovers
Increases STR
Increases INT
Increases WIS
Increases DEX
Increases CON
Increases CHA
Increases COM
Intelligent
Invisible
Laughs
Magnetic
Makes younger
Moves/rolls
Null gravity
One-way
Opposite alignment
Pivots two possible ways
Plays games
Points
Poison
Polymorphing
Random alignment
Randomly acts
Releases (dispenses) - coins
Releases (dispenses) - counterfeit coins
Releases (dispenses) - counterfeit gems
Releases (dispenses) - counterfeit jewellery
Releases (dispenses) - counterfeit magic item
Releases (dispenses) - counterfeit map
Releases (dispenses) - gems/jewellery
Releases (dispenses) - magic item
Releases (dispenses) - map
Repellent/repulses
Resisting - general
Resisting - specific
Resists magic
Reverse gravity
Riddles
Rising/sinking
Sings
Shifting
Shoots
Sliding
Sloping
Spinning
Steals
Suggests
Suspends animation
Symbiotic
Takes/steals
Talks - intelligently/normally
Talks - nonsense
Talks - poetry & rhymes
Talks - singing
Talks - spell casting
Talks - yells/screams
Teleports
Unusual colour/texture/material
Wish fulfillment
Wish fulfillment, reversal
<^DMG+OSRIC^>

As with traps, there are nearly endless numbers of tricks which can be devised and used in the campaign.
Most experienced Dungeon Masters will probably already hove a proud repertoire of clever and innovative (not to mention unique and astounding) artifices, deceptions, conundrums, and sundry tricks which will put to shame the humble offering which follows.
Nonetheless, this enumeration might serve for those who have not yet had the experience and seasoning necessary to invent more clever devices to bring consternation to overbold and incautious characters.
Even if you are fairly conversant with the idea of tricks in the dungeon, check the lists anyway, for you might find one or two useful ideas there.

The first list is features commonly found in a dungeon.
Thereafter is a longer list of attributes.
Select a feature or several, as desired.
Assign one or more attributes to each feature, or combination thereof, in order to develop an interesting trick which will challenge the players and yet not be too difficult for the level of experience of their characters.
When you come to an appropriate spot in your dungeon (or elsewhere for that matter),
enliven the place with the addition of a few tricky attributes to an otherwise unremarkable or now ordinary feature.

The following examples of tricks are offered as a guide only.
Vary such tricks in order to avoid the possibility of player knowledge.

From these examples, you will note that nearly endless combinations are possible even without your own ideas for additions - and these will surely come.
There can be monsters hidden by illusion, illusional monsters, symbiotic monsters, monsters in combined pairs or trios or whatever, parts
of the dungeon which are distorted, invisible, shifting, slanting, spinning,
and so on.
For some further examples of tricks in the campaign you might wish to consult DUNGEONS & DRAGONS, Volume 3, The Underworld & Wilderness Adventures,
and GREYHAWK Supplement I. <edit last sentnc?    mvd ths pp>

<helper links: some kind of a symbol? some kind of a font? just something to let people know that they don't have to use the links>
<similar to the idea of helper rolls: see whale in the MM>
<some kind of an emphasis or accent on the word or, to highlight that there is more than one choice>
<enlightenment: what is greater than the speed of light? the speed of comprehension>
<game school>
<changes: bold, capitalization>
<a couple of D&D items were repeated>
<find a way to return the images to the original size, while the page is being viewed>
<this might be a browser thing>
<40' x 40' is a great size for the appendices (mayb) for the q lists 2 : as long as the gamer can zoom in>

ALTAR >

Touching this feature without uttering the name of the
deity to which it is dedicated will alternately do the
following: age the character 10 years, animate his or her
weapons for 4 rounds and cause them to attack their
owner (cf. Sword of Dancing), or cause cancellation (as
the rod) to drain his or her most powerful magic item of
all of its dweomer. If the deity's nome is uttered when
the altar is touched, then characters of neutral alignment
will have a wish granted if it is mode within the turn;
characters of other alignment will have a geas laid upon
them to go and slay a monster who is inimical to the
deity, but upon successful completion of this duty they
too will be granted a wish.

ARCH >

This feature will exist when the party first enters the
place, but thereafter it will appear and disappear on a
random basis an a 1 in 20 chance for either.
It will alternately  do one of the following: change sex,
enlarge/reduce to giant/brownie size (assuming man
size upon entry), or teleport the individual to an area
where gems grow on plants. Those within the arch when
it disappears are trapped until it reappears again, and
exiting does not cause any of its functions to operate.

AREA >
Have an Area where magical items are forged and constructed, run by next-to unbeatable creatures.
    For an exorbitant price these items can be purchased, but there is no guarantee that they will actually work.
    Examples of prices are;
        trades for a number of other items greater in overall value than the desired item;
        the entirety of a Red Dragon's hoard;
        some item in the possession of an Evil High Priest,
            Wizard or
            Demigod.

Intra-level teleportation Areas, so that a player will be transported to a similar (or dissimilar) area on the same level,
possibly activated by touching some item (such as a gem, door, or the like)

BOX >
A box of animal crackers which will spring to life when grasped;
    for example a bear might dump a bowl of porridge on a character's head,
    a giant fox might demand a bunch of grapes or else he'll attack,
    a lion will attack unless a thorn in his paw is removed, and so on.
At least one of the animals will give some treasure or aid or some sort.

BUBBLES >
Giant bubbles which float about in the corridors and rooms of the dungeons.
    The slightest touch will explode them, causing from 1 to 10 dice damage depending on the level they are on.
    These bubbles (1 in 6) contain a gem.

CONTAINER (barrel, jar, vase, etc.) >
    General Description of Container Contents +

This is a jar which is alternately a polymorphed black pudding which the touch of a character will dispel to its normal form,
or an obsidian vase of the finest workmanship which is worth 5,000 gold pieces.
If a polymorph  spell is cast upon the jar form, or a dispel magic is cast upon the vase form, then the vase will become a normal item of great worth.
Otherwise, each time it is touched  there are equal chances for either form to exist.

Chests and cases with false bottoms and hidden compartments, so the entire treasure is difficult to find.
For example, a wand might contain a secret compartment with a highly valuable magic ring.

DOOR >

Doors which are openable from one side only,
    which resist opening from one side,
    or which appear at random intervals

Doors which will open only for a certain class of player or to one alignment.

Doors which will open only for monsters.

Doors which will open to allow traffic into an area but not out of it.

Doors which have intelligence (and which are usually malign).

DOOR, SECRET >
This pivoting stone portal will always swing open to the
left, giving egress to an area guarded by a basilisk. However,
if a second hidden stud is found (1 % chance), then
it will pivot to the right and allow entry to a chamber containing
a magical fountain.

FACE >
A great bas-relief face which if looked upon will either
    bestow some worthwhile knowledge or increase to the beholder or else
    cause him to save versus magic or else be turned into a wart on its face or something similar
(see A. Merrit's FACE IN THE ABYSS for a good example.)

FIREPLACE >

FOUNTAIN >
This feature is a beautiful work of onyx and jet black stone.
A grinning gargoyle and a lovely nymph are depicted,
the former with an open mouth, the latter with a
pitcher. As soon as the party enters, the gargoyle will ask
a riddle, and if it is not onswered it will spray poison
upon the group (save or dead). If answered, the nymph
will then recite a poem which is a clue to a special
treasure.

FURNISHINGS >
    Furnishings and Appointments, General +
        Religious Articles and Furnishings +
        Torture Chamber Furnishings +
        Magic-User Furnishigs +

Furniture which is animated to trip, confine, and smother (rugs and carpets) or move about and hug and kick (stools, chairs, divans) or blinds and throws down (tapestries and wall hangings). (Ours is known as the "Living Room".)

<note: quote this at animate object>
<also, from there, link to furniture, etc.?>
<dancing objects (cf. dancing sword), lots of objects at dmg.i>

HALL >
A hall of gambling where there are some great items to be won, but where the stakes are large amounts of money or magic items and the games are fixed.
    (Teach the players that you can't expect to get something for nothing!)

ITEM >
Items such as rings, apparel, weapons, etc. which cause bickering, and discord, thus bringing more monsters to the sound of the loud arguing.

Items which cause their wearer to immediately shrink to a minimus, requiring a Growth Potion to restore normal size once again.

Items which cause warning devices to fail and alertness to wane,
    thus ESP doesn't work,
    secret doors are missed,
    slanting passages go undetected,
    and so forth.

MACHINE OR DEVICE >
Devices which have numbers of levers, buttons, dials or whatever;
        and the movement of each will cause a different thing to happen.
        Typical examples of results:
            1) damage to the mover;
            2) change alignment;
            3) become another class;
            4) become a monster;
            5) lose a level;
            6) teleported elsewhere;
            7) release various missiles which come out or down within a certain area;
            8) open pits or slides;
            9) give various treasures;
            10) give a magic item;
            11) give some bonus to experience or abilities.
        <edited and>

MONSTER >
The shriekers found in the area have a heavy growth of yellow mold upon them and if they are struck, the spores will spread in their usual poisonous cloud.
These creatures totally surround a pedestal.

PARASITES >
Lice or other parasites which turn to germs or burrowing killers if removed from the body of a recently killed monster.

PASSAGE OR CORRIDOR >
Sections which dead-end so as to trap players being pursued by monsters

A lengthy Corridor 20' wide, at the end of which is a 20' square room which, upon being entered, slides backward with an imperceptible motion, so that when it is left from its opposite side the party is actually traversing a section of the same 20' corridor again. This process can be repeated with one or more additional rooms in series.

A Passage which slants down one level to a set of stairs which lead to a door to
an elevator room which goes down one or two levels. The exit from the elevator room is
another down-slanting passage at the base of which is a slide down. In this way no
less than five levels will be descended while the party believes that only two have been descended.

Natural Passages and caverns which have varying width and direction, so that it is virtually impossible to accurately map such areas

Space distortion Corridors or stairs which seem longer or shorter than they actually are

PEDESTAL >
This short, thick cylinder has six knobs in the shape of
flowers. Atop the pedestal lies a strangely wrought crown,
but it is untouchable due to a force field.
Turning the knobs will
    1) lower one attribute of the character by 1 point,
    2) give a magical shock for 5-50 hit points,
    3) turn the character to gaseous form,
    4) deliver a scroll upon which is a clue as to how to lower the force field,
    5) turn the character permanently invisible, and
    6) open a trap door in the floor which drops all in the room down a chute to a level far beneath the place.

PIT >
A Pit which is also a transporter, sending anyone who falls into it into an exactly similar pit (or elsewhere).

Slides at the bottom of Pits which lead to a monster.

ROOM >
    Chamber, Room and Other Space List +

Sinking Rooms, including rooms which seem to sink, while the doors remain shut fast for a period of several turns.

Illusion, mind control, and geas Rooms

Room complexes which are all parts of a monster, the first room being the mouth, the next the stomach, and so forth.

Rooms which emit rays or gases which cause unexpected reactions or force players entering to do things they do not necessarily desire to do,
    i.e. a room which causes all who enter to wish to attack each other,
    a room of greed,
    a geas room,
    a room which causes a sex to change,
    a cursed room,
    etc.

Natural passages and Caverns which have varying width and direction, so that it is virtually impossible to accurately map such areas

STAIRWAY >

False Stairs, either up or down

Steps which lead to a slanting passage, so the player may actually
    (A) stay on the same level,
        or
    (B) ascend two levels,
<a, b, formatting>

Trap Steps which lead up a short distance, but then go downwards for at least two levels, with the return passage blocked by bars or a one-way door

Space distortion corridors or Stairs which seem longer or shorter than they actually are

STATUE >

Statues with a small piece missing;
    if the missing portion is found and replaced, the statue turns back to its original form and serves the person.
    A Cyclops with a missing eye, for example, which is a very large diamond held by a nearby monster.
    If the eye is found and replaced the Cyclops will serve for a limited period of time.
    Of course, some such statues are Stone Golems which will attack when made whole.

Statues which have from 1-4, 1-6 or 1-8 different actions they perform when approached within 20'. Options are
    do nothing,
    point in a random direction,
    point towards the nearest treasure,
    recite a meaningless poem,
    give a rhyming clue to a treasure,
    emit a loud sreaming noise,
    pursue and attack,
    offer a real or false map,
    etc.

TREASURE >
Treasures which are hidden as part of the monster:
    Fur that is of great value,
    gem eyes or claws,
    horns of precious material,
    creatures whose hard shells are actually shields of magiccal value,
    magical teeth and fangs,
    gizzards full of gems,
    hollow horns with magical items inside,
    spikes which are platinum,
    and so on.
(Checking this all out requires a lot of time . . . )

Treasures protected by force fields.
    The force fields will give damage if touched,
    but levers and buttons nearby will have a chance of lowering the field.
    Naturally, most of these switches will cause bad things to happen.

VEGETATION >
Vegetation which
    holds (grass if fine for this),
    entwines
        (vines or brambles),
    moves,
    flails branches
        (shrubs and trees),
    shouts warnings,
    hurls missiles
        (fruits, nut thorns),
    or emits perfumes which cause
        death,
        forgetfulness,
        sleep or the like
        (flowers or fruits).

WALL >

WELL >
A wishing well which gives fulfillment of wishes according to the value of the item tossed within it.
    Of course, some wells are inhabited by a horrible monster who hoards treasure.


ATTRIBUTES
 
AGES ANIMATED ANTI-MAGIC APPEARING/DISAPPEARING ASKS
ATTACKS - - - -
CHANGES - Alignment CHANGES - Attribute CHANGES - Class CHANGES - Minds from Body to Body CHANGES - Sex
COMBINATION COLLAPSING - - -
DIRECTS DISINTEGRATES DISTORTED - Width/Length DISTORTED - Height/Depth -
ENLARGES/REDUCES ENRAGES ELECTRICAL SHOCK
- If Metallic
ELECTRICAL SHOCK 
- <If> Magical
-
FALSE FLESH TO STONE FRUIT - -
GASEOUS GEASES GRAVITY- Greater GRAVITY - Lesser GRAVITY - Nil
GRAVITY - Varying GREED-PRODUCING - - -
INTELLIGENT INVISIBLE - - -
MOVES/ROLLS - - - -
ONE-WAY - - - -
PIVOTS TWO POSSIBLE WAYS POINTS POISON POLYMORPHING -
RANDOMLY ACTS RELEASES - Coins RELEASES - Counterfeit RELEASES - Gems/Jewelry RELEASES - Magic Item
RESISTING - General RESISTING - Specific RISING/SINKING - -
SHIFTING SHOOTS SLIDING SLOPING SPINNING
SUGGESTS SUSPENDS ANIMATION SYMBIOTIC - -
TAKES/STEALS TALKS - Intelligently/Normally TALKS - Nonsense TALKS - Poetry & Rhymes TALKS - Singing
TALKS - Spell Casting TALKS - Yells/Screams TELEPORTS - -
WISH FULFILLMENT WISH FULFILLMENT, REVERSAL - - -


Tricks and Traps:
Besides those already indicated on the sample level, there are a #number# of other easily added tricks & traps.
The fear of "death", its risk each time, is one of the most stimulating parts of the game.
It therefore behooves the campaign referee to incl. as many mystifying & dangerous areas as is consistent with a reasonable chance for survival
(remembering that the monster population already threatens this survival).
e.g., there is no question that a player's character could easily be killed by falling into a pit 30' deep or into a shallow pit filled with poisoned spikes,
and this is quite undesirable in most instances.

Here are a few simple items which can be included:

1. False stairs, either up or down.

2. Steps which lead up to a slanting passage, so the player may actually stay on the same level, descend 2 levels, or ascend 2 levels.

3. Trap steps which lead up a short distance, but then go downwards for at least 2 levels, with the return passage blocked by bars or a 1-way door

4. Intra-level teleportation areas, so that a player will be transported to a similar (or dissimilar) AREA on the same level, possibly activated by touching some item (such as a gem, door, or the like)

5. Sinking rooms, incl. room which seem to sink, while the doors remain shut FAST for a period of several turns.

6. Illusion, mind control, and geas rooms.

7. Sections which dead-end so as to trap players being pursued by monsters

8. Doors which are openable from one side only, which resist opening from one side, or which appear at random intervals

9. Natural passages & caverns which have varying width & direction, so that it is virtually impossible to accurately map such areas

10. Space distortion corridors or stairs which seem longer or shorter than they actually are

11. Giant bubbles which float about int he corridors and rooms of the dungeons. The
slightest touch will explode them, causing from 1 to 10 dice damage depending on
the level they are on. These bubbles might (1 in 6) contain a gem.

12. Statues which have 1-4, 1-6, or 1-8 different actions they perform when approached
within 20'. Options are
    do nothing,
    point in a random direction,
    point towards the nearest treasure,
    recite a meaningless poem,
    give a rhyming clue to a treasure,
    emit a loud screeching noise,
    pursue and attack,
    offer a real or false map, etc.

13. A box of animal crackers which will spring to life when grasped; for example,
a bear might dump a bowl of porridge on the player's head,
a giant fox might demnd a bunch of grapes or else he'll attack,
a lion will attack unless a thorn in his paw is removed, and so on.
At least one of the animals will give some treasure or aid of some sort.

14. Rooms which emit rays or gases which cause unexpected reactions or force players
entering to do things they do not necessarily desire to do, i.e.,
    a room which causes all who enter to wish to attack each other,
    a room of greed,
    a geas room,
    a room which causes a sex to change,
    a cursed room, etc.

15. Devices which have numbers of levers, buttons, dials or whatever; and the movement of
each will cause a different thing to happen.
Typical examples of results:

  • 1) damage to mover;
  • 2) change alignment;
  • 3) become another class;
  • 4) become a monster;
  • 5) lose a level;
  • 6) teleported elsewhere
  • 7) release various missiles which come out or down within a certain area;
  • 8) open pits or slides;
  • 9) give various treasures;
  • 10) give a magic item; and
  • 11) give some bonus to experience or abilities

  •  

     

    16. Door which will open only for a certain class of player or to one alignment.

    17. Doors which will open only for monsters.

    18. Doors which will open to allow traffic into an AREA but not out of it.

    19. Doors which have intelligence (and which are usu. malign).

    20. A lengthy corridor 20' wide, at the end of which is a 20' square room which, upon being
    entered, slides backward with an imperceptible motion, so that when it is left from its
    opposite side the party is actually traversing a section of the same 20' corridor
    again. This process can be repeated with one or more additional rooms in series.

    21. A passage which slants down one level to a set of stairs which lead to a door to an
    elevator room which goes down one or two levels. The exit from the elevator room is
    another down-slanting passage at the base of which is a slide down. In this way no
    less than five levels will be descended while the party believes that only two have been
    descended.

    22. Vegetation which holds (grass is fine for this),
    entwines (vines or brambles),
    moves,
    flails branches (shrubs and trees),
    shouts warnings,
    hurls missiles (fruit, nuts, thorns), or
    emits perfumes which cause death, forgetfulness, sleep or the like (flowers and fruits).

    23. Furniture which is animated to trip, confine, and smother (rugs and carpets) or
    move about and hug and kick (stools, chairs, divans) or blinds and throws down (tapestries
    and wall hangings). (Ours is known as the "Living Room".)

    24. Room complexes which are all parts of a monster, the first room being the mouth, the
    next the stomach, and so forth.

    25. Lice or other parasites which turn to germs or burrowing killers if removed from the
    body of a recently killed monster.

    26. A pit which is also a transported, sending anyone who falls into it into an exactly similar
    pit (or elsewhere).

    27. Slides at the bottom of pits which lead to a mosnter.

    28. A great bas-relief face which if looked upon will either bestow some worthwhile
    knowledge or increase to the beholder or else cause him to save versus magic or lese
    be turned into a wart on its face or something similar (see A. Merritt's FACE IN THE
    ABYSS for a good example.

    29. A wishing well which gives fulfillment of wishes according to the value of the item tossed
    within it. Of course, some wells are inhabited by a horrible monster who hoards
    treasure.

    30. Treasures which are hidden as part of the monster: Fur that is of great value, gem eyes
    or claws, horns of precious material, creatures whose hard shells are actually shields
    of magical value, magical teeth and fangs, gizzards full of gems, hollow horns with
    magical items inside, spikes which are platinum, and so on. (Checking this all out
    requires a lot of time...)

    31. Chests and cases with false bottoms and hidden compartments, so the entire treasure is
    difficult to find. For example, a wand might contain a secret compartment with a
    highly valuable magic ring.

    32. Statues with a small piece missing; if the missing portion is found and replaced, the
    statue turns back to its original form and serves the person. A Cyclops with a missing
    eye, for example, which is a very large diamond held by a nearby monster. If the eye is
    found and replaced the Cyclops will serve for a limited period of time. Of course,
    some such statues are Stone Golems which will attack when made whole.

    33. Have an AREA where magical items are forged and constructed, run by next-to unbeatable
    creatures. For an exorbitant price these items can be purchased, but there is
    no guarantee that they will actually work. Examples of prices are: trades for a number
    of other items greater in overall value than the desired item; the entirety of a Red
    Dragon's horde, some item in the possession of a Evil High Priest, Wizard, or demigod.

    34. A hall of gambling where there are some great items to be won, but where the stakes are
    large amounts of money and magic items and the games are fixed. (Teach the players
    that you can't expect to get something for nothing!)

    35. Items such as rings, apparel, weapons, etc. which cause bickering, and discord, thus
    bringing more monsters to the sound of thet loud arguing.
    <e.g. ring of bickering and discord>

    36. Items which cause their wearer to immediately shrink to a minimus, requiring a
    Growth Potion to restore normal size once again.

    37. Items which cause warning devices to fail and alertness to wane, thus ESP doesn't work,
    secret doors are missed, slanting passages go undetected, and so forth.

    38.

    Treasures protected by force fields. The force fields will give damage if touched, but
    levers and buttons nearby will have a chance of lowering the field. Naturally, most of
    these switches will cause bad things to happen.

    39. Altar (roll on Table B).

    40. Arch (roll on Table B).

    41. Area (roll on Table B).

    42. Box (roll on Table B).

    43. Bubbles (roll on Table B).

    44. Ceiling (roll on Table B).

    45. Container (barrel, jar, vase, etc.) (roll on Table B).

    46. Dome (roll on Table B).

    47. Door (roll on Table B).

    48. Door, Secret (roll on Table B).

    49. Face (roll on Table B).

    50. Fire (roll on Table B).

    51. Fireplace (roll on Table B).

    52. Force Field (roll on Table B).

    53. Fountain (roll on Table B).

    54. Fresco, Mosaic, or Painting (roll on Table B).

    55. Furnishings (roll on Table B).

    56. Hall (roll on Table B).

    57. Idol (roll on Table B).

    58. Illusion (roll on Table B).

    59. Item (roll on Table B).

    60. Machine or Device (roll on Table B).

    61. Monster (roll on Table B).

    62. Parasite (roll on Table B).

    63. Passage/Corridor (roll on Table B).

    64. Pedestal (roll on Table B).

    65. Pillar or Column (roll on Table B).

    66. Pit (roll on Table B).

    67. Pool (roll on Table B).

    68. Room (roll on Table B).

    69. Stairway (roll on Table B).

    70. Statue (roll on Table B).

    71. Tapestry (roll on Table B).

    72. Treasure (roll on Table B).

    73. Vegetation (roll on Table B).

    74. Wall (roll on Table B).

    75. Well (roll on Table B).

    76. Altar
    Touching this feature without uttering the name of the
    deity to which it is dedicated will alternately do the
    following: age the character 10 years, animate his or her
    weapons for 4 rounds and cause them to attack their
    owner (cf. Sword of Dancing), or cause cancellation (as
    the rod) to drain his or her most powerful magic item of
    all of its dweomer. If the deity's nome is uttered when
    the altar is touched, then characters of neutral alignment
    will have a wish granted if it is mode within the turn;
    characters of other alignment will have a geas laid upon
    them to go and slay a monster who is inimical to the
    deity, but upon successful completion of this duty they
    too will be granted a wish.

    77. Arch
    This feature will exist when the party first enters the
    place, but thereafter it will appear and disappear on a
    random basis an a 1 in 20 chance for either.
    It will alternately  do one of the following: change sex,
    enlarge/reduce to giant/brownie size (assuming man
    size upon entry), or teleport the individual to an area
    where gems grow on plants. Those within the arch when
    it disappears are trapped until it reappears again, and
    exiting does not cause any of its functions to operate.

    78. Container
    General Description of Container Contents +
    This is a jar which is alternately a polymorphed black pudding which the touch of a character will dispel to its normal form,
    or an obsidian vase of the finest workmanship which is worth 5,000 gold pieces.
    If a polymorph  spell is cast upon the jar form, or a dispel magic is cast upon the vase form, then the vase will become a normal item of great worth.
    Otherwise, each time it is touched  there are equal chances for either form to exist.

    79. Door, Secret
    This pivoting stone portal will always swing open to the left, giving egress to an area <(1-3 chamber, 5-6 room)> guarded by a basilisk.
    However, if a second hidden stud is found (1 % chance), then it will pivot to the right and allow entry to a chamber containing a magical fountain.

    80. Fountain
    This feature is a beautiful work of onyx and jet black stone.
    A grinning gargoyle and a lovely nymph are depicted,
    the former with an open mouth, the latter with a
    pitcher. As soon as the party enters, the gargoyle will ask
    a riddle, and if it is not onswered it will spray poison
    upon the group (save or dead). If answered, the nymph
    will then recite a poem which is a clue to a special
    treasure.

    81. Monster
    The shriekers found in the area have a heavy growth of yellow mold upon them and if they are struck, the spores will spread in their usual poisonous cloud.
    These creatures totally surround a pedestal.

    82. Pedestal
    This short, thick cylinder has six knobs in the shape of
    flowers. Atop the pedestal lies a strangely wrought crown,
    but it is untouchable due to a force field.
    Turning the knobs will
        1) lower one attribute of the character by 1 point,
        2) give a magical shock for 5-50 hit points,
        3) turn the character to gaseous form,
        4) deliver a scroll upon which is a clue as to how to lower the force field,
        5) turn the character permanently invisible, and
        6) open a trap door in the floor which drops all in the room down a chute to a level far beneath the place.

    83. Trick/Trap +

    84. Magic Pool +

    85. "Just" a Door? Not any more! (53.56)

    86. Open Them, If You Dare : A dozen dweomered doors to delight DMs (106.22)

    87. Door Number One, Door Number Two, or ... (115.60)

    88. Getting Into the Flow of Magic Fountains (34.41)

    89. There's Something on the Floor ... : A little ingenuity in dungeon floor design (115.48)

    90. Quickfloor (35.23)

    91. Pedestal Room (35.23)

    92-00. REROLL ON THIS TABLE.

    <The intro and results 1-10 are from D&D: The Underworld and Wilderness Adventures.
    Results 11-82 are from the GREYHAWK supplement.>
     

    TABLE B.
    1. AGES 2. ANIMATED 3. ANTI-MAGIC 4. APPEARING/DISAPPEARING 5. ASKS
    6. ATTACKS - - - -
    7. CHANGES - Alignment 8. CHANGES - Attribute 9. CHANGES - Class 10. CHANGES - Minds from Body to Body 11. CHANGES - Sex
    12. COMBINATION 13. COLLAPSING - - -
    14. DIRECTS 15. DISINTEGRATES 16. DISTORTED - Width/Length 17. DISTORTED - Height/Depth -
    18. ENLARGES/REDUCES 19. ENRAGES 20. ELECTRICAL SHOCK 
    - If Metallic
    21. ELECTRICAL SHOCK 
    - <If> Magical
    -
    22. FALSE 23. FLESH TO STONE 24. FRUIT - -
    25. GASEOUS 26. GEASES 27. GRAVITY- Greater 28. GRAVITY - Lesser 29. GRAVITY - Nil
    30. GRAVITY - Varying 31. GREED-PRODUCING - - -
    32. INTELLIGENT 33. INVISIBLE - - -
    34. MOVES/ROLLS - - - -
    35. ONE-WAY - - - -
    36. PIVOTS TWO POSSIBLE WAYS 37. POINTS 38. POISON 39. POLYMORPHING -
    40. RANDOMLY ACTS 41. RELEASES - Coins 42. RELEASES - Counterfeit 43. RELEASES - Gems/Jewelry 44. RELEASES - Magic Item
    45. RESISTING - General 46. RESISTING - Specific 47. RISING/SINKING - -
    48. SHIFTING 49. SHOOTS 50. SLIDING 51. SLOPING 52. SPINNING
    53. SUGGESTS 54. SUSPENDS ANIMATION 55. SYMBIOTIC - -
    56. TAKES/STEALS 57. TALKS - Intelligently/Normally 58. TALKS - Nonsense 59. TALKS - Poetry & Rhymes 60. TALKS - Singing
    61. TALKS - Spell Casting 62. TALKS - Yells/Screams 63. TELEPORTS - -
    64. WISH FULFILLMENT 65. WISH FULFILLMENT, REVERSAL - - -

    66. ROLL TWICE ON THIS TABLE, IGNORING THIS RESULT HEREAFTER.
     


    Quote:
    Originally Posted by Gentlegamer
    I remember you recounting elsewhere that the origin of such transporters and so on in D&D was to thwart the near-photographic memory of Rob Kuntz. Truly astounding!


    Heh...

    The transporter also has the benefit of making any dungeon level more difficult to explore and map, thus adding to the challenge involved. They are also handy devices to move the player characters to such new and different places as the GM wishes <cool>

    Cheers,
    Gary