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7 years ago ::
Aug 26, 2006 - 9:24AM
#51
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My players have come to hate the trap I developed. Take a regular pit trap and fill the bottom with waste (the grosser the better). In each corner of the pit there are tubes running from the bottom to the surface. Suspended above the pit is a vial of alchemist fire. When the trap is set off, the victim falls, followed by the alchemist fire. They land and take damage, then must save against the effects of alchemist fire; the tubes help keep air circulating so the waste keeps burning. Saves against naustiea as well.
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7 years ago ::
Aug 26, 2006 - 9:41AM
#52
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Date Joined:
Oct 24, 2005
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Acro, dude, that is the most @$%#-ing vile trap I've ever heard of...I'm totally using it :D
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7 years ago ::
Aug 26, 2006 - 10:49AM
#53
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Date Joined:
Aug 10, 2009
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#48 Sticks and Stones... This is a good trap for the token meathead tank of the party. The party enters a long, wide hall that has no traps visable at first. After walking about thirty feet, a thick, wooden beam fires out from one wall of the corridor into the next, and a message carved on the wood states "Break me, and ye' shall pass". The Tank will take a wack at it, the beam has a harness of 12, and hp of 20. Once broken, the PCs will walk another 30' down the hall, and a stone beam will shoot out the same size and dimension as the wooden one. The message now says "Is that all ye' got?" The tank will take the challenge, and try to smash through again. Stone beam has a harness of 16, and an hp of 30. Another 30' down the hall, and a steel beam shoots out with the message, "C'mon ye' bonnie lass, try an' break this un'." Steel beam has a hardness of 20, and an hp of 45. After this one, the party gets about fifty feet down the corridor, almost to the end, when a thin wooden pole shoots across the corridor with the message, "Go ahead, laddy, make my day" The wooden pole has a harness of 8 and an hp of 5, but what the tank doesn't know is that this is a staff of pain. When he (or she) breaks it, the tank is hit with 'Inflict serious wounds' (3d6+11 negative energy damage, will22/half) 'Eyebite' (target becomes becomes panicked, sickend and comotose for 8 hours, will22/negate) and 'Wrack' (Renders the victim helpless with pain for 24 hours, will22/negate) Very mean thing to do, that's why I suggest you use it. P.S. - if a spell caster casts 'detect magic' the staff will illuminate, and can be extracted from the wall with a str.check of about 24 or so. 49. Immovable Rods of Falling... This one is fun, and diverts that  ed-off feeling your PCs feel towards you, and towards the player who set it off. At some point in the campaign, the PCs need to scale a wall that leads to somewhere important. In my campaign it was the BBEG's castle. Along one of the walls, they find a hidden ladder (spot of 18 to see) going up the wall. It appears to a mess of immovable rods that leads to the top (approx. 80-120 feet depending on just how sick and twisted you are) When they scale the rods, whoever reaches the top finds that on the top rung are written the words "Decido ut tui Excessum" (latin for : fall to you death...best to write these words down and give them to the PC) These just happen to be the command words to dispell the rods. If the PC utters these words, the PCs fall their various distances and take the appropriate damage resulting in pain, anger, and possibly death. On another note, the falling, screaming, crying of pain and frustration will most likely attract guards with big, scary bows. Have fun :D
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7 years ago ::
Aug 26, 2006 - 12:37PM
#54
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Date Joined:
Oct 24, 2005
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#50 Chinese Water Torture...cranked up a notch The PC's enter a room that reveals quite a bit. When they enter the 30' wide X 60' long room, they notice immediatly that the walls and ceiling are made of glass, and just outside is water, with an abundance of creatures and stuff floating around. Put some bad guys in the room who ain't too smart (ie orcs, goblins, whatever) and have them attack the party. Fighting will have to be done so carefully, because the glass on has a hardness of 2, and an hp of 1 (I could be wrong, whatever it is in the PHB.) Once the glass is struck (easly casued by poorly aimed projectiles) water will start gushing into the room, and let some of the creatures in too. Try not to make a whole panel give out, but enough to make the PC's need to rush to the other door and hold their breath.
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7 years ago ::
Aug 26, 2006 - 10:19PM
#55
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Date Joined:
Jul 26, 2006
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51.This one would be especially good for a group with alot of greedy pcs in it.When the pcs are in a dungeon...have the see at the end of a hall a large room filled with treasure(explain its contents alot...the juicier the better) looking like its going to overflow.There's a pathway leading to a giant gold statue and it looks like there might be adjoining rooms.Make it so they can see a couple of goblin gaurds or maybe some kobolds or any low lvl monsters, but to put only a couple in.Then they go running into it and the monsters disappear.They think they are in the room but actually they are in a giant pool of quicksand but instead of drowning they just sink to the bottom and are transported to another dungeon 200 miles or so away.
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7 years ago ::
Aug 26, 2006 - 10:47PM
#56
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Date Joined:
Aug 10, 2009
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The Halfling Trap: More of a category than a specific trap, this one consists of an irresistable dungeon feature, such as a lever, button, crank, or winch that does nothing but activate some nastiness on the person who uses it. 99% of the time adventurers will use such things just to see what happens...
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7 years ago ::
Aug 27, 2006 - 12:33AM
#57
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I was drafted during the end of the Vietnam war and will always remember the mock Viet Cong village they took us through in target detection in basic training. Some of the simplest, nastiest traps I have ever seen, and they were real.
#54 Paddle trap. On a trail or in a narrow hall are two 2'x2'x3' holes about 18" apart. there is a shallow trough between then on which is laid a strong pole with two spiked paddles on it.Spikes up. This is all slightly below the surface and is well disguised. The unsuspecting individual steps into the first hole (from either direction) and falls in, impailing their foot and causing the paddle to pivot forcefully and impact @ 3' up from the foot. (ie: belly, crotch, face for a halfling or dwarf) The spikes were usually poisoned, as well.
#55 Trail Sweeper. There is a trail or hallway with a curve or turn in it. It should be fairly narrow (5' or less) and works particularly well on bridges. In a variation of the "Daisy Chain", the person at the head of the party triggers a large, heavy spiked ball suspended by a rope or chain from about halfway down the bridge or this part of the trail. It will sweep a bridge clean, often only leaving the lead and trailing people. You might be able to avoid it with a dive to your belly. (Reaction roll) The turn because that is where the ball is attached, waiting to work.
#56 Daisy Chain. There are a line of flasks, containing oil, Greek fire, etc. They start about 15' from the trip wire. The "scout" sets it off, the flasks are ignited and explode, damaging everyone but him.
#57 When is a trap not a trap? The party finds a room that is empty, but has a web of silvery metal embedded in the floor. The "security specialist" or the whole party, go in to investigate, only to find themselves naked after a short time. This is actually a teleport room for inanimate objects to another deeper layer of the dungeon, but trying to get there or out while scrounging weapons and armor can give a whole new appreciation for what you had and for teamwork.Might help to explain what that 18 charisma is really about, too.
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7 years ago ::
Aug 27, 2006 - 7:44AM
#58
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48. Sticks and Stones... ...clip... 49. Immovable Rods of Falling... ...clip...[/quote] I am so using these, Quantrill. You must be some sort of insane genius to come up with these. Moving on...
58. The PCs come to a room with a mirrored wall with spikes at the other side. If the PCs succeed at a simple Spot check, they will notice an inscription above the door they came in reflected in the mirror. The PCs will be unable to read the reflected writing and will have to turn around. Doing so will close and magically seal off the door. The solid wall that was once the door now moves 5ft per round towards the spikes and is deactivated by casting Shatter or a Sonic based spell that inflicts at least 5 points of damage while facing the mirror (the mirrored wall and spikes are all made of glass). Doing so reveals the exit beyond the glass wall. The exit puts them back in the place they were before the room.
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7 years ago ::
Aug 27, 2006 - 3:54PM
#59
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Date Joined:
Aug 10, 2009
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Okay here is how this one works...The PC's enter a room that is filled with mirrors (this can be to kill or just annoy). When they do an impenatrable wall falls and shuts the door they entered. Now each one of the mirrors will show the person in it as beautiful or having the one thing they want the most. However when a PC touches the mirror (or multiple PC's at once) (they are breakable, but when broke the status affects as said below apply to the WHOLE party) they are instantly transported to the other side and the mirror used is gone. Only they are ugly or physically deformed [spine twists into a 360 loop, spleen explodes, tongue splits into 100ths, etc] (never mentally). So take away CHA, STR, DEX, and CON points here there and everywhere. If they don't find their way out they may be killed from ability drain. Eventually they may reach the other side of the room with the exit mirror. This mirror however will be the reflection of a wall (due to the reflections of the wall that fell in the beginning off of the other mirrors in the room. Once this mirror is touched or smashed all the PC's are reverted back to their stats they had when they first entered the room.
:evillaugh[/quote] Did you read a book about a kid who goes into this theme park to save his little brother and the rides or funhouses become killer. Because I remember a book by like, I dunno, but I read a bunch of his books, and this was one of the traps.
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7 years ago ::
Aug 28, 2006 - 1:15PM
#60
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Date Joined:
Aug 10, 2009
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this my trap i made up:
treasure is surrounded by tables and the tables have spikes under them. the only way to get to the treasure is to walk on the tables. what you want is greedy pcs to immediatly (sp?) jump on the tables and to the treasure. the tables have a spell on it that causes the player to dance uncontrollably(lol). the table then breaks after 2 rounds and the pc will fall onto the spikes. the spikes will then give way and the pc will fall down a pit with more spikes, which leads to another pit with more spikes etc. if the pcs make it to the treasure have be an illusion covering a pit with spikes that leads to another pit with spikes which leads to... well you get the idea.:pile:
edit: added number
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