Dungeon hazards that Vampyres shrug off, but hurt humans?
Posted: Wed Oct 18, 2017 5:55 pm
System used is D&D 5e, although it shouldn't play a big role.
For my Halloween game, I'm prepping a dungeon in form of a monster-infested tenement in one of the abandonded areas in Richemulot's Pont-a-Museau. One of the major factions in it are vampyres, who have walled of 1 1/2 floors for themselves and have only one big logical chokepoint to enter their area from below, the same one they use to leave and to lead human prey from the city through. (There are more thinkable entry points dependent on special abilities or spells such as levitate or climb speeds, but for the typical human who would stumble upon the vampyre lair there is only one logical way.) - I've employed the 5e DMG's Random Dungeon Table to guide and inspire me, and lo and behold, this choke-point would be home to a dungeon hazard.
It would be very logical if the vampyres places there a hazard that greatly inconveniences (demi-)humans, but is harmless to vampyres.
The official examples for dungeon hazards are various molds, green slime and webs, of which none is less dangerous to vampyres than to mortals.
My first idea is to work off the AD&D 2nd idea that vampyres inhabit a higher rung on the food chain than (demi-)humans, and inhabit it with a pest such as bats (classic and classy) or gnats (in reference to the Crimson Court in Darkest Dungeon) who shy away from vampyres, but gladly attack humans. They might have a secondary effect of making the target drowsy and/or more vulnerable to being charmed, which plays to the vampyre's abilities and hunting tactics.
Any better ideas around?
For my Halloween game, I'm prepping a dungeon in form of a monster-infested tenement in one of the abandonded areas in Richemulot's Pont-a-Museau. One of the major factions in it are vampyres, who have walled of 1 1/2 floors for themselves and have only one big logical chokepoint to enter their area from below, the same one they use to leave and to lead human prey from the city through. (There are more thinkable entry points dependent on special abilities or spells such as levitate or climb speeds, but for the typical human who would stumble upon the vampyre lair there is only one logical way.) - I've employed the 5e DMG's Random Dungeon Table to guide and inspire me, and lo and behold, this choke-point would be home to a dungeon hazard.
It would be very logical if the vampyres places there a hazard that greatly inconveniences (demi-)humans, but is harmless to vampyres.
The official examples for dungeon hazards are various molds, green slime and webs, of which none is less dangerous to vampyres than to mortals.
My first idea is to work off the AD&D 2nd idea that vampyres inhabit a higher rung on the food chain than (demi-)humans, and inhabit it with a pest such as bats (classic and classy) or gnats (in reference to the Crimson Court in Darkest Dungeon) who shy away from vampyres, but gladly attack humans. They might have a secondary effect of making the target drowsy and/or more vulnerable to being charmed, which plays to the vampyre's abilities and hunting tactics.
Any better ideas around?