DangerousThing
SOC-13
Love it! The _best_ red herrings are the ones the players come up with themselves! All you have to do as a ref is stir the pot a bit, every now and then, and eventually take full credit for the tortuous plotline ('natch!!)
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Back in the days of my misspent youth we played D and D and drew our dungeons on graph paper with all squares used. I created a level where all but one square in the middle was used. The remaining ten ft by ten ft block was just stone with a strong anti-magic spell on it. The player spent a *long* time searching for that secret door they knew had to be there. Eventually they went at it with pick axes until they made it rubble. Then there was a rumbling and shaking for several minutes before the dungeon collapsed around them. Luckily I allowed their teleportation spells to work despite the presence of all that anti magic dust in the air.