An Epic Trap

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Ok, Epic Traps is the problem.

What kind of wild and woolly ideas might you have for an epic trap?

You need to follow the base rules.

You have to first name a lower level style trap that the epic trap is suitable increase upon.


Example 1: Pit Trap is the heroic trap base.
The Epic Trap is the Dimensional Pit Trap. When this trap activates it carries the character to a small dimmensional plane. Often this event results in a suitable hinderance for return. Ideas for the dimmensional pit trap is dropping the people in the middle of an ocean, dropping people into a volcano, dropping people into an arctic landscape, dropping people onto the event horizon of the elemental Malestrom.

Example 2: Arrow Trap is the heroic trap base.
The Epic Trap is the Elemental Openning Trap. When this trap activates, a small ring gates open to a portion of one of the elemental planes. This brings forth a pure beam of elemental energy. Ideas for these beams of elemental energy include fire, electricity, ice spike, pure negative energy, pure positive energy, stream of acid, and more.

Okay, that is what we are looking to find. Lets see what creative traps lurk in the corners of your brains.
I have to admit surprise with David Noonan talking on traps and Epic traps for the last couple of days that there has not been anyone suggesting ideas here.

Well, anyways, here is another example,

Example 3: The statue comes to life
Epic Trap: This is a clasic trap that works at all levels as the monster can be related to whatever is challenging to the group. Epic versions of this can involve the end moments of quests that can free arch fiends or release great wyrms. Liches being resurected to new bodies and freeing titans from eternal labours. Think of some grand punishment for a truly deserving BBEG that has rattled some god's cages and place them there with a trigger, ritual, or puzzle that frees them to ruin the player's day. A great quest and campaign finisher style of trap.
Speaking of Epic Traps...
I like examples 1 and 3.
Speaking of Epic Traps...

Now that is just offensive...
I like examples 1 and 3.

Now that is just offensive...

Offensive?!

Bridget is a staple of traps. You cannot have one without the other.
No no, Admiral Ackbar is the king of traps.
No no, Admiral Ackbar is the king of traps.

The Admiral is the king of identifying traps. Our dear Bridget is the King/Queen/Whatever of traps themselves.
Offensive?!

Bridget is a staple of traps. You cannot have one without the other.

Yes, yes, offensive. That use of the word "trap" is a derogatory reference to transgendered people, particularly attractive ones, basically cursing them for daring to look good as a different sex than what they were born with, and implying that they are trying to "make you gay" by looking good while "not really" being what they are. Thus, "trap". And thus, it's offensive.
Except Bridget is not a transgendered individual, he is a willful crossdresser who uses his effeminate appearance to beguile and confuse his enemies. Bridget is a trap.

Thanks for taking a simple joke based on a timeless internet meme and dragging it into banned topic.
Lets move back to the topic of the thread, epic traps and what they might look like.

Example 4: Heroic trap is Caltrops
Epic Trap: Time Wrinkles: The effect is time stops to people affected by the time wrinkles. The time wrinkles are hard to see and detect but effect people that pass through the point resulting them being shunted into a time box for a number or rounds before returning. Often used by villians in a room that they expect to fight opponents within.
Example 5: Heroic trap is poison smeared on door handle.

Epic Trap: Add +20 to the poison's DC, and make it invisible and scentless. Oh, and it's a superpoison that even affects creatures with immunity to poison. That was easy. Next!
Example 5: Heroic trap is poison smeared on door handle.

Epic Trap: Add +20 to the poison's DC, and make it invisible and scentless. Oh, and it's a superpoison that even affects creatures with immunity to poison. That was easy. Next!

Nah, on this door handle is a coat of sludge from the bottom of the river styx, which upon contact with the flesh of the living drags the victim's soul to the afterlife. :P
This thread won't be complete till I hear the phrase "sharks with frickin laser beams on their head"
Except Bridget is not a transgendered individual, he is a willful crossdresser who uses his effeminate appearance to beguile and confuse his enemies. Bridget is a trap.

Thanks for taking a simple joke based on a timeless internet meme and dragging it into banned topic.

Banned topic? What? The topic isn't any more banned than homosexuality. Slurs against it are, though. You made an offensive joke.
Do not use, post, distribute or link to obscene, pornographic, sexually explicit, graphically or gratuitously violent, derogatory, demeaning, malicious, defamatory, abusive, offensive, hateful or discriminatory language or content. This includes "masking" language by using alternative characters/spelling/spacing to get around profanity filters or claims of profanity filter "testing."

Don't blame me for pointing it out. Most crossdressers find it offensive, too, by the way, and the fact that it's a "timeless internet meme" doesn't really help its case. The internet consists mostly of bad jokes, worse language, and porn. Yes, I realize that Bridget is intentionally a "trap" in exactly that sense. It doesn't make it any less offensive. The term is derogatory. Ergo, against the CoC.

But since I'm only furthering off-topic discussion, how about a polymorph trap (only vaguely avoiding the temptation to continue the gender-bending theme of the previous discussion...)?

Disintegration? Aging (a lot)? How about shunting them into an anti-magic dimension?

Ooh, poison gas trap. How about...the gas turns them undead?
This thread won't be complete till I hear the phrase "sharks with frickin laser beams on their head"

Okay, I have to do that someday...
One thing I thought of would be a magical trap that took the form of some dungeon floor, and a cage, and some "ray turrets" (for lack of a better example). Any person who stepped on the square was shot at by the turrets, and any who got hit, in addition to being zapped, were teleported into the cage, which also had ray turrets on them. Every few moments, a cage with a trapped person or people would shoot a blast that had an OoE of the entire cage, and anyone who was caught by the blast took electricity damage.


Hope you all like that one! :D
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Off Topic.
Show
Don't blame me for pointing it out. Most crossdressers find it offensive, too, by the way, and the fact that it's a "timeless internet meme" doesn't really help its case. The internet consists mostly of bad jokes, worse language, and porn. Yes, I realize that Bridget is intentionally a "trap" in exactly that sense. It doesn't make it any less offensive. The term is derogatory. Ergo, against the CoC.

I know quite a few crossdressers and transgendered people, and a couple of intergendered people. None of them are offended by the word trap, most find it amusing, and it was from them that I was even introduced to the concept of a trap. Its just like the word Redneck, it only applies to a small group of people, its not an offensive term unless use with malice and no one the word truly applies to finds it offensive. You are reading too much into this, get over yourself.



On Topic.
For High level characters I like traps that make already somewhat challenging encounter far more difficult.

For a party that likes to throw around fireball spells, ranged attacks indoors, what-have-you, set up a combat encounter with a monster that is immune to poisons in a room where there is a billowing cloud of an inhaled slowing/paralyzing poison held behind a illusion covered glass wall.

When any area attack hits that wall, or any ranged attack misses a target adjacent to the wall or someone is bullirushed into the wall it shatters releasing the poisonous gas.

If any creatures have bare-feet moves through the squares on either side of the wall they take 1 point of slashing damage to their feet.
The polymorph trap idea, I think is only a Paragon level trap. Many players that reach the Epic game in 3e have reached a point that they have left their mortal forms behind them. Polymorphing and shapeshifting are common spells and effects for the Epic game which makes such traps usually a momentary delay at best.

One thing though came to my mind that seperates really epic stories from regular stories is the sweeping nature of things going bad. For example Pandora's box opening was not an 'oops, I goofed up' but instead 'I released evil upon the whole world'. This brings me to thinking of King Arthur being injured was not a problem for just King Arthur but 'all the land suffered as long as King Arthur bled'.

I think an Epic version of traps is not that it may necessarily affect the 'heroes' because they are relatively powerful and immune but the trap may instead unleash a calamity upon the rest of the world.

Example 6: Exploding Chest
Epic: Unleashed Calamity: Similar to choose the wrong chest, door, or grab the bait traps that result in an explosive charge that affects the character. The differance is that the trigger unleashes something like a Tsunami on an important city, unleashes a plague of demons on the countryside, triggers a mass wake the dead upon gravesites throughout the players' kingdom or lands, calls forth a meteor to rain devestation upon an important land or city. Players now have a major problem to deal with that may not personally injure them but will likely devestate their known world.
I have no clue if or how this would be done in 4e, but let me talk about something I saw once in Complete Arcane. There is this 'item creation' feat which allows you to make Contingency Spells. These allow a caster to store a spell in the body of a person for use later, and he sets various peramiters for when the spell will activate and be used up.( "When ___ says so" "When ___ is under half HP" "When ____ dies" )

One idea that I came up with is have a goon of some evil wizard come out and attack the players, and he looks like he has 'lots of loot' or something. When the players kill him, his Contingency Delayed Blast Fireball is activated. The PC's Search his body, and BOOM!

I have no clue what this would be qualified as, but just putting it out there.
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From what I understand, the method for creating epic level traps is to disassemble lower level traps it into its individual components and then use the Johnny X-treme methodology on them. Lets say you have a pit trap. Pit traps are cool, but put a jetpack on it with some lasers and searchlights and then you have an epic level trap that's EXTREME, TO THE MAX! :P

Anyway...I decided to try making an epic level trap out of a higher up low level one.

Example 7: Reverse Gravity Trap
Epic: The PCs walk into a large stone room. After they enter both the door they entered and the door on the other side of the room slam shut as spikes come out of all of the walls, the floor, and the ceiling. All of the Spikes are covered in an epic DC sleeping poison. Every turn each PC is subjected to a different random gravity direction. Also throughout the room are Walls of Dispel Magic so that the PC's going flying through them almost every turn.
(hopefully)End of Off-Topic:
Show
I know quite a few crossdressers and transgendered people, and a couple of intergendered people. None of them are offended by the word trap, most find it amusing, and it was from them that I was even introduced to the concept of a trap. Its just like the word Redneck, it only applies to a small group of people, its not an offensive term unless use with malice and no one the word truly applies to finds it offensive. You are reading too much into this, get over yourself.

For the sake of the thread, I'm going to dismiss that "get over yourself" snipe, rude as it was. I will add this, though: change your "none" to "one". Regardless...unless you feel like asking a Wiz-O to prove me wrong about the CoC, I'm all for dropping this and moving on. I'm not going to make any more noise in a situation that could easily be interpreted as my sense of humor failing.

For High level characters I like traps that make already somewhat challenging encounter far more difficult.

For a party that likes to throw around fireball spells, ranged attacks indoors, what-have-you, set up a combat encounter with a monster that is immune to poisons in a room where there is a billowing cloud of an inhaled slowing/paralyzing poison held behind a illusion covered glass wall.

When any area attack hits that wall, or any ranged attack misses a target adjacent to the wall or someone is bullirushed into the wall it shatters releasing the poisonous gas.

If any creatures have bare-feet moves through the squares on either side of the wall they take 1 point of slashing damage to their feet.

You, sir, are evil. I love it. Unfortunately, I'm much better at coming up with these things when it's in the middle of a campaign. Generic stuff is a little harder for me.
Example 7: Reverse Gravity Trap
Epic: The PCs walk into a large stone room. After they enter both the door they entered and the door on the other side of the room slam shut as spikes come out of all of the walls, the floor, and the ceiling. All of the Spikes are covered in an epic DC sleeping poison. Every turn each PC is subjected to a different random gravity direction. Also throughout the room are Walls of Dispel Magic so that the PC's going flying through them almost every turn.

Now that is just sick... But if it's epic, try Disjunction instead of Dispel Magic.
I have visions of a very large room, something tempting in the middle, and a contingency-triggered paralyzation plus a transmute rock to lava.
Bygones, please?

You, sir, are evil. I love it. Unfortunately, I'm much better at coming up with these things when it's in the middle of a campaign. Generic stuff is a little harder for me.

Another one I've inflicted on my heroes: Set up a simple pit trap (50 feet + spikes) with hand holds for climbing out.
However, in actuality one the hand holds is a lever that covers the walls with magical grease and the bottom opens up to a deeper pit of undisturbed water (normal falling damage with a reflex save for half damage, representing tossing something or getting into a pose that disrupts the water face before your full body comes into contact with the surface).
Now they are 100 feet into the ground, 25 of it is water, 25 of it is normal rockface and the top 50 is grease covered rockface.
If you want to be really evil, have the floor that opened up close overhead so its completely dark and closed off in addition to being a drowning hazard and a nigh impossible climb check.

Yeah, I know its closer to mid a Paragon, but I have very little experience running non-planar adventures above level 17.
Bygones, please?

Ooh, happily. :surrender
Another one I've inflicted on my heroes: Set up a simple pit trap (50 feet + spikes) with hand holds for climbing out.
However, in actuality one the hand holds is a lever that covers the walls with magical grease and the bottom opens up to a deeper pit of undisturbed water (normal falling damage with a reflex save for half damage, representing tossing something or getting into a pose that disrupts the water face before your full body comes into contact with the surface).
Now they are 100 feet into the ground, 25 of it is water, 25 of it is normal rockface and the top 50 is grease covered rockface.
If you want to be really evil, have the floor that opened up close overhead so its completely dark and closed off in addition to being a drowning hazard and a nigh impossible climb check.

It...so...just...beautiful... :D

I can just imagine the personal demons carried by someone who survived that...delightful! ...I'm a sick, sick person, aren't I? But oh, the roleplaying opportunities! I'm very emotional, if you hadn't noticed. XD

Okay, now I have to contribute something really interesting...hmm... I shall return...
I don't know if this is an epic enough trap idea, but I've always thought it would be funny to throw a large chest or perhaps an armoire with some extra dimensional space. then you could spring all sort of nasty stuff on the pc's (mostly golems and undead, or other things that don't need to breathe.) or for more of trap over encoutner feel, it could hold a quadruple balista or the like.
:D I love this thread


something WotC should do for Dungeon is have a Weekly Trap Section... and give it some silly or pun like for a title :D i think it would be good since they look at Traps as being more of a part of an encounter then the whole encounter itself...

of the ones above i have to say this is my favorite

For High level characters I like traps that make already somewhat challenging encounter far more difficult.

For a party that likes to throw around fireball spells, ranged attacks indoors, what-have-you, set up a combat encounter with a monster that is immune to poisons in a room where there is a billowing cloud of an inhaled slowing/paralyzing poison held behind a illusion covered glass wall.

When any area attack hits that wall, or any ranged attack misses a target adjacent to the wall or someone is bullirushed into the wall it shatters releasing the poisonous gas.

If any creatures have bare-feet moves through the squares on either side of the wall they take 1 point of slashing damage to their feet.

but i want to play with it a bit in my head... here I'll share...

I see myself playing this out in a room... every time the Player misses with an attack (melee attacks are deflected into the floor, ranged shot past into the wall) i ask him to roll damage anyways... with out telling him why... until one of the wall sections breaks apart and lets the gas in... a round later the glass repairs itself with a "mend" spell that is set on each section that basically resets the trap...

Also have it that every round if the PCs don't move they crack part of a floor section... and if the PC stays in a section of the floor too long after it cracked open the player gets trapped by the floor repairing around them trapping a foot or something... the players then needs to make a Str check to break out... taking slashing damage of course... or attack the floor itself until it breaks again....

O and another thought to make it more EPIC... the Gas that is released Heals the Beast in the room that the PC's are attacking but the beast is too light to break the glass on the floor and too STUPID to attack the glass itself for the gas to heal itself... maybe the beast in the room could be some kind of living spell or other air bond creature... making the room very large...
There were some cool traps in a I.C.E book for LotRs.

On your way to Sauons ring room.

Door with Password. If you dont know the very obscure answer room is sealed and Very bad things happen.

Like Spectral Werewolves that can enter walls as if they were doors to any of the other walls attack.

Room has all air removed and room temp reaches 10d6 fire each round till 24 hours latter.

PCs are targets of high DC save Disjunction spells (magic items become permanently normal items)

that kind of thing.
Ok so I've decided to try my luck at making another epic level trap. Here is what I came up with.

Example 8: Water-Filled Room Trap
Epic: After the PC's enter this room both large adamantine doors shut and lock themselves. The room is under the effect of a Dimensional Lock and all spells cast at the doors reflect back on the caster (or fail if the spell cannot effect the caster). After the doors shut the room begins to fill with lava (takes 5 rounds to fill). Each round a PC makes contact with the door (such as to pick the lock or to try and break it down) they are hit by an epic version of Shocking Grasp. After the room has filled the lava starts to cool off. The PC's take less damage each round but it gets harder and harder to move until after five round the PCs are encased in stone.
Ok so I've decided to try my luck at making another epic level trap. Here is what I came up with.

Example 8: Water-Filled Room Trap
Epic: After the PC's enter this room both large adamantine doors shut and lock themselves. The room is under the effect of a Dimensional Lock and all spells cast at the doors reflect back on the caster (or fail if the spell cannot effect the caster). After the doors shut the room begins to fill with lava (takes 5 rounds to fill). Each round a PC makes contact with the door (such as to pick the lock or to try and break it down) they are hit by an epic version of Shocking Grasp. After the room has filled the lava starts to cool off. The PC's take less damage each round but it gets harder and harder to move until after five round the PCs are encased in stone.

You know... traps made near impossible to beat aren't Epic... they aren't fun... so i ask... How to you expect the PC's to over come this? (and flaw, unless the doors have Fire Immunity the doors would just melt from the lava)
You know... traps made near impossible to beat aren't Epic... they aren't fun... so i ask... How to you expect the PC's to over come this? (and flaw, unless the doors have Fire Immunity the doors would just melt from the lava)

Now that I think about it, your right. This trap is alot harder to overcome then I had originally though. However, It could be fixed. Change the lava to acid (could keep it lava if you need a more epic verison), the doors no longer refelect spells (but are magically warded against the acid), and change the time to fill the room from 5 to 7 rounds.
Actually, the mention of the lava trap reminded me of a trap that appeared a long time ago in Dragon Magazine.

The players walk into the room and the doors shut.

Two pipes in the north wall immediately start to let in lava to the room.

Two pipes in the south wall immediately start to let in water to the room.

The east and west walls start to close in to squish the heroes with spikes starting to come out of the walls as they approach.

Last, a grate in the ceiling starts to pump in a poisonous gas.

------

The result of the trap is that the lava and the water cancel each other out creating solid rock.

The solid rock blocks the walls from closing in.

The steam from the water cooling the lava increases the pressure in the room and drives back the poisonous gas.

Three rounds after the trap started it is all over and the door opens.

The creator of the trap noted there is a slight chance of a heart attack to people that were trapped in this trap. That is except for one ranger that pulled out a sword and killed himself prior to the end of the trap because, 'He was not going to let any trap kill his character'.
:D
I know this isn't epic, but it is pretty evil.

An illustion makes it appear that in the hall in front of the PC's is a already sprung pit trap. The PC's will likely attempt to jump over this, and if they do, they will land on and spring an actual pit trap (with spikes).
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I know this isn't epic, but it is pretty evil.

An illustion makes it appear that in the hall in front of the PC's is a already sprung pit trap. The PC's will likely attempt to jump over this, and if they do, they will land on and spring an actual pit trap (with spikes).

To epic it up a bit, you take the same basic trap idea (tricking the heroes into landing on the trap trigger thinking they avoided the trap) and do this:

Make the "sprung trap" a crumbled bridge over a real 50' wide chasm filled with some sort of highly dangerous liquid (flowing lava, fiendish dire-piranha filled water, etc). The overall jump is a 20' running jump to a lower ledge.
The far side of the chasm is a passage, 20' wide. The 20' square where a jumper or flier would reasonably land is a weight dependent mechanical pit trap when at least three of the heroes land on it it opens up to a chute that drops the heroes into the chasm.
I like the Jedi fight in Star Wars I.

I think a fight that had a series of force walls that prevented movement except on certain rounds would be a fun battle. Nothing like having the player's cool their heels while the BBEG gloats or gets to pick them off in one on one battles.