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7 years ago ::
Jul 26, 2006 - 5:36AM
#1
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Are you a DM? Do you need a clever trap but have no time or imagination? Then do we have a thread for you Explosive Runes. There are all sort of traps that we would like to make but cannot properly implement due to difficulty or vast complexity of the trap. Let's come up with some good, mostly simple traps everyone.
Let me kick things off with:
1. The PCs hear growling in the next room (just a magically looping recording through a speaker). Through the door is a long, darkened (but not completely dark) hallway that the PCs are unable to see the other side of. Eventually the PCs find that the hallway just goes on and on and on and on and on... This trap is actually a teleportation trap. When the PCs get so far down a long hall, let's say 2/3 of the way through, they are teleported back to about the 1/3 mark of the hall. This is a good way to kill time to wear out buff spells that the PCs will have cast before entering the hall and wasted. If the PCs see that they are looping back with Search checks or by having one person scout ahead and come up from behind his allies, then the PCs can avoid the teleportation effect by making an Escape Artist check (aided by Balance if they have 5+ ranks) to slide against the wall around the teleport field (it is 3 feet away from both walls).
Let's see what traps you can come up with for beginner players and DMs.
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7 years ago ::
Jul 26, 2006 - 5:58AM
#2
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Date Joined:
Oct 14, 2005
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OK.
The PC's enter a 15 foot, by 15 foot room. On the far side is a locked door. in the middle of theh room is a time telling device, but the hands are movable. They are also detachable. but come back if you are not touching the squares adjacent to the time telling device. Just use as the returning ranged magic weapon effect. One is red, and has in absyll: 1, the other is dragonic and reads: 2. There are 2 runes of each side, one north, one south. the north one reads, in dragonic: OPEN, while the other reads in absyll: CLOSE. One of the two hands is facing one of them, one racing open, other facing closed. If both hands are put on open, the time telling device explodes dealing 4d8+12 to everyone in the room. but also opens the door. If both hands are on closed, then the same thing happens. a DC search check 20 reveals a small hole on each side of it, if BOTH clock hands are inserted into the things, then itn will work. but the Absyll one MUST go in the dragonic one. and vis versa. If they are inserted the wrong way, the same thing happens as above, but dealing a critical hit X2.
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7 years ago ::
Jul 26, 2006 - 11:12AM
#3
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Date Joined:
Aug 10, 2009
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Simple pit trap - worked well as follows ; pit has two flaps over it first one has its pivot at the near end and is 10 feet long . Second flap has its pivot half way along its length and is also 10 feet long . A spring loaded prop supports the first flap ( by flap i mean a foot or two thick section ) and does not collapse until 200 lbs is at the far end of it - usually this is the fighter - it then swings down and thanks to a lip at the bottom edge the other flap now swings downwards as well . The theif , who is usually very light goes across and pronounces that all is well so then the rest of the party follows . When the big heavy fighter in all his heavy armour crosses he sets off the trap , which would be a reflex save - not exactly a fighters forte - and drops into the very deep pit . Other PC's after hearing from the rogue that all is clear would probably be close behind . Anyone trying to jump backwards has a long way to go , anyone trying to jump forward has a 5 foot wall in front of them now . For a really nasty touch make the force of the PC's hitting the pit floor the driver for some gears to close the flaps !! :D
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7 years ago ::
Jul 26, 2006 - 12:26PM
#4
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Date Joined:
Apr 22, 2005
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I like the pit-trap. However, there has to be a way passed it if it was constructed as part of someone's defense. How do they get passed if without falling for their own trap?
So, in your construction, the pits are always shifted to one side, meaning their is a walkway that is safe on an edge. Now, this pushes for a balance check (or a jump if they characters want to try that).
After a few of these traps, have two ledges on a couple traps. One ledge is safe. The other is not!
Towards the end of the adventure, the bypasses to the trap must change.
The key to this is to setup the rogue's expectation that the next trap is bypassed like the one before.
Another thing: Making characters bypass a trap that isn't a trap is funny... Make the pit a foot deep. They don't know that but make the trapdoors easy to spot. They'll think of all kinds of ways to bypass what really isn't a problem at all. (this works well with doors that don't open anywhere. There's just rock behind them. Could always put something behind the door to make noise just to make it interesting - or in the pit.)
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7 years ago ::
Jul 26, 2006 - 12:31PM
#5
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Date Joined:
Oct 14, 2005
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the pillars of jumping. a set of pillars is over a 250 foot hole in the ground. with spikes at the bottom. comved in knock out poisen. and ebola... well not really... but they're really dangerous spikes... The pillars are 1 foot apart. and you enter a room with the tops of the pillars showing. when you jump on the first pillar it's all good. second pillar is an illusion. making you fall rite through it. so is the 4th, and 7th pillar. They are such losers. the PC's must DIE!
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7 years ago ::
Jul 26, 2006 - 12:45PM
#6
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Date Joined:
Aug 10, 2009
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I posted this trap on a thread similar to this one. It requires a bit of thinking on the PCs part.
4. The PCs enter the room, and a huge stone slab falls from the ceiling, trapping them in the room. The floor of the room is divided up into 5ft by 5ft tiles, except for where the PCs are standing. Each tile is also inscribed with a letter. Across the room, the PCs can see a door, and next to the door is a switch. Inscribed on the floor the PCs are standing, is a simple riddle in common. The PCs must spell out the answer by stepping on the tiles. If they step on a wrong tile, an arrow will shoot out of the wall (CR1 Basic Arrow Trap), a poisoned dart will shoot out of the wall (CR1 Poison Dart Trap), or a stone block will fall from the ceiling (CR1 Swinging Block Trap). The switch on the other side of the room will disable all the traps and raise the stone slab. Oh, did I mention that the letters on the tiles are in a language none of the PCs can read :D !
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7 years ago ::
Jul 26, 2006 - 12:49PM
#7
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A few pit trap varients, oldies but goodies:
5. The reverse gravity pit trap: Put spikes above illusionary (or not, no one checks the ceiling) ceiling. Put permanet reverse gravity here so that victims go flying up into the spikes.(owner uses anti-magic field to walk through)
6. Double pit trap: Place two seperate pit traps next to each other so that somone leaping over one will land on the other.(owner flies)
7. wall pit trap: Anyone leaping over the pit strikes a wall (either made invisible through magic, being made of glasssteel, or being a wall of force). (used when no one intended to pass through)
edit: added numbers
I haven't lost my mind I've simply misplaced it
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7 years ago ::
Jul 26, 2006 - 12:52PM
#8
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Date Joined:
Oct 14, 2005
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I posted this trap on a thread similar to this one. It requires a bit of thinking on the PCs part.
4. The PCs enter the room, and a huge stone slab falls from the ceiling, trapping them in the room. The floor of the room is divided up into 5ft by 5ft tiles, except for where the PCs are standing. Each tile is also inscribed with a letter. Across the room, the PCs can see a door, and next to the door is a switch. Inscribed on the floor the PCs are standing, is a simple riddle in common. The PCs must spell out the answer by stepping on the tiles. If they step on a wrong tile, an arrow will shoot out of the wall (CR1 Basic Arrow Trap), a poisoned dart will shoot out of the wall (CR1 Poison Dart Trap), or a stone block will fall from the ceiling (CR1 Swinging Block Trap). The switch on the other side of the room will disable all the traps and raise the stone slab. Oh, did I mention that the letters on the tiles are in a language none of the PCs can read :D ![/quote] A langauge no one reads. My only guess is uncommon. I mean come on. It even says no one speaks it, in the name!
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7 years ago ::
Jul 26, 2006 - 1:02PM
#9
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Date Joined:
Aug 10, 2009
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A langauge no one reads. My only guess is uncommon. I mean come on. It even says no one speaks it, in the name![/quote] No. Just choose a language none of the PCs know. No Druid in the party, choose druidic. The PCs are a bunch of dwarves, choose elven. The PCs can still use Decipher Script (DC 25) or [i]Comprehend Language.
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7 years ago ::
Jul 27, 2006 - 5:18AM
#10
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Hmm, only 7 traps so far (and please number your traps, please)...in that case...
8. The PCs have to choose from (# of PCs +1) ropes to swing across a pit. All of the ropes appear sturdy, but only one will not break when somebody swings on it.
9. (variant of #8) More ropes are sturdy, but they ring bells to alert monsters in the room whose door is across the pit.
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