|
6 months ago ::
Dec 06, 2012 - 1:15PM
#2591
|
Date Joined:
Nov 28, 2012
|
I am only about half way scrolling through all these traps, and my PC are in for some nasty surprises in the up coming weeks.
But ... I know this sounds strange, but if anyone here remembers the Dragon's Lair game ... has anyone thought about making the traps that are in that game?
I realize some won't work, and most of this comes from memory ... I am going to break the game out tonight and get some trap ideas ... but the mechanical horse room/trap, granted that could be used if someone gets seperated from the group.
Until then :
3008 - The Fake Dragon's Breath
In a cave the path narrows down to the point where only one person can fit through at a time. It slopes upwards getting more and more narrow. Then it drops off deeply, only about 15 feet, to avoid any massive falling damage. The PC will feel something akin to broken pottery on the ground and hear the clinking of coins every now and then while searching around.
This drop off in the cave is a natural methane pocket. If anyone lights a torch it will ignite the methane causing an explosion. (damage to how you see fit) The fireball then jets out of the hole that the first PC climbed through to get in and streams like a fire jet onto those outside. (again damage as to how you see if)
|
|
|
|
6 months ago ::
Dec 06, 2012 - 5:49PM
#2592
|
|
|
This is a simple one, yet can be fun, depending on your players. Used it in one of my adventure for quick easy brain teaser. It can be adapted for any situation for a simple riddle, whether it is a pair of talking doors, statute or two spirits giving conflicting answers. Two Spirit Guardians standing by two one-way unmarked portals where players are stuck for whatever reason and must choose. Gate #1 leading to where PC wants to go (home etc). Gate #2 leading to a very bad place. (abyssal plane etc) One Spirit can only tell the Truth. Other Spirit can only tell Lies. Which does the PC listen to? "Is portal #1 where I want to go?" Truth spirit: Yes. Lie spirit: No "Is portal #2 where I want to go?" Truth spirit: No. Lie spirit: Yes "Are you telling me the truth?" Truth spirit: Yes. Lie spirit: Yes. It is simple though, but added layer of entertainment.
|
|
|
|
5 months ago ::
Dec 21, 2012 - 12:40PM
#2593
|
Date Joined:
Dec 10, 2012
|
This one isn't really a "trap" per say, but there's an inn in a major city in my world called "The Kickgut". It's called that because of it's famed Kickgut Ale, which is literally magically delicious - players who drink it must actually roll will saves to not take another drink automatically when drinking it. It is very difficult not to get blasted drunk and end up vomiting like you've been kicked in the gut. The dwarves in your party are in for a treat. This can lead to great drunken-party situations.
|
|
|
|
5 months ago ::
Dec 22, 2012 - 10:20PM
#2594
|
Date Joined:
Jan 23, 2003
|
3009
On the left side at the end of a hallway is a gaint carved frog face with wide nostrils and open mouth. To the right side, across from the frog, is a staircase going down 40 feet. At the bottom of the stairs is a 15' x 15' room with a rune covered door, the door has some minor trap that is easy to detect and disarm.
However, there is nothing on the other side of the door. If the rune-door is opened, the frog at the top of the stairs begins spraying hundreds of gallons of thick mud down the stairs into the room. Attempting to climb the mud coated stairs is an athletics check of {hard for the PC's level} +8 for each 10 feet. Attempting to swim in the mud is an athletics check of {hard} +3.
The mud sprays untill the bottom room is compleatly flooded, and the dungoneers must fight hard to avoid drowning in it.
|
|
|
|
4 months ago ::
Feb 01, 2013 - 5:34PM
#2595
|
|
|
I've got the best one because you can make it whatever is best for the situation
You walk into a strangly uninteresting hallway. Cobwebs hang from the grey stone walls but something red catches your eye. You look a bit closer and see it, a small red button with inscriptions above it reading "do not push". . . .
and insert whatever you want to happen if the PC's push it or don't
|
|
|
|
4 months ago ::
Feb 06, 2013 - 12:26AM
#2596
|
Date Joined:
Nov 28, 2012
|
3010 - Elemental Sphere of Dwarven Creation
Once the first two PC enter this room the entrance seals up with an iron door and an anti-magic field. On the outside of the door appears a swirling shape. After 5 rounds the shape solidifies into a dwarf face and then swirls again before splitting up into 15 parts that fly into room the PC just entered from. DC 23 WIS to get the parts back together in the right order.
In the room which is round has on the wall all the way around four bands of colors. Starting at the bottom is red, brown, blue, then white. After the dwarf face flies off the door four symbols appear glowing on the floor. They are dwarven rune: fire, earth, water, and air in a cross pattern F A W E
In order to open the door the dwarf face must be placed on the door and the runes must be stepped on in order they appear on the wall. If they are stepped on in the wrong order that element will blast through the walls.
Fire - flames shoot out doing 2d10 Damage Earth - stone spikes shoot out of wall, 2d10 damage Water - rays of frost shoot out of the wall, 2d10 damage Air - large gusts of wind blast out, DC 20 Str, or get slammed into the wall 1d10 damage
The damage will repeat until the runes are stepped in order, or if stepped on before the dwarf face is put back on the wall.
(adjust damage as see fit)
|
|
|
|
4 months ago ::
Feb 06, 2013 - 12:13PM
#2597
|
Date Joined:
Nov 28, 2012
|
3011 - Tree of Pain
In this room is a large stone with a chunk that has been hacked out of it. The missing section is broken it 3 sections on the floor. Putting the sections together and in the large stone cause it to raise to the ceiling. Once it reaches the top it "clicks" into place. Small holes, about quarter inch around, appear in the stone. Then tree branches slow "grow" out of the holes.
The tree branches have a faint magical glow about them, and no nature check can identify them. An arcanna check of DC 25 will reveal that are from an ancient tree known as the "Tree of Pain".
Touching the Tree of Pain will curse whoever touches it. The curses don't show up right away, instead they appear over the next 1d10+1 rounds.
First curse - Eye Bleeding: Happens once with a Fortitude save DC 18 to resist. The character’s eyes bleed, causing blindness for 1 day as well as 1d4 Constitution damage.
Second Curse - Gnarled Teeth: Fortitude save DC 18 to resist. Can be dispelled with a DC 14 Heal check or remove curse. Causes -2 on Perform skill checks involving vocalization.
Final Curse - Stop Hitting Yourself: Will save DC 18 to resist. Character deals one round's worth of damage (counting all possible attacks of the character) to his or herself once per day. May be removed with a remove curse spell.
|
|
|
|
2 months ago ::
Mar 10, 2013 - 2:51PM
#2598
|
Date Joined:
Mar 10, 2013
|
3012- That Armor Didn't Help Now Did It? Firstly let me thank each and every one of your brilliant Ideas, Secondly I did not read every single trap, so if this is a repeat trap let me know. The Trap: Goblins have been raiding a town/city and stealing many mundane objects, with one remarkable aspect... They are all made of metal. Note this often and make sure the PCs don't forget it. Make sure that they know that after killing a group of the little buggers they see a bent up sword, a candleholder, an Iron boot or gauntlet, a big pot, whatever suits the setting of the story. Do Not Mention that all of the items are Magnetic! Tell them it is made of metal or iron or steel but do not point out anything related to magnitism! This is important later on... As they get farther into the dungeon crawl have the Adventurers find hammered bits of the metals, all crudely bent into conical shapes, kind of like arrowheads... the goblin archers are using these as arrowheads so use that to trip them up even more... While the adventurers are fearing a large raiding group of bow-wielding goblins they come to a set of big thick Barred Wooden Doors, so of course the rogue checks the doors for all sorts of traps. There are none. So when the meathead is enlisted to lift the thick wooden bar the bar lifts off of a lock on the trap beneath the fighter's feet. A pressure plate. All of a sudden the fighter is yanked backwards off of his feet, slamming into the wall. The wall is covered in an overpowered magnetism trap. so the meathead will be joined by the Paladin and possibly the cleric... the mage and possibly the rogue are being knocked in the head by the big wooden bar in the Fighters hands... then they hear a faint clinking noise, then a sound like a pile of gold coins falling over... then they see the door across from them fly open followed by a bunch of these conical Iron projectiles (hundreds if your nice...) which procede to slam into the wall and helpless adventurers dealing XdX points of damage... Allowing a Reflex Save for the Mage, Rogue, Druid... (anyone not wearing metal, or carrying a large amount of it) ---This is the first trap I ever designed, I worked it into a campaign about thieving goblins with a clever goblin Cleric/Tinker--- Feedback would be great... Thanks for reading
|
|
|
|
2 months ago ::
Mar 24, 2013 - 6:53PM
#2599
|
Date Joined:
Jul 18, 2010
|
I like that one. It's wacky and it's functional. Works as a joke and as a serious encounter at the same time.
Which is part of the appeal of traps, to me.
|
|
|