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Schools of Magic dungeon traps (looking for suggestions as well!)
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<blockquote data-quote="Arravis" data-source="post: 7252950" data-attributes="member: 327"><p>Hey guys, I'm running a game in an abandoned school of wizardry and I'm setting up a series of rooms that were part of the graduation process for students (a group of 4th-5th level of so students). There are puzzle rooms for each school of magic and are meant to be more or less non-lethal, but can injure. For those interested its for the Forgotten Realms campaign and is a Narfelli school, that trained many demon-binders, thus their prominence in some of the traps.</p><p></p><p>Anyway, I'd love feedback, new ideas, edits, anything. Its still a work in progress and I'm not at all happy with the Enchantment one and I hadn't done the Conjuration one yet.</p><p></p><p><strong>Abjuration: </strong>At the center of this room is an iron vat filled with a roaring fire (no obvious fuel) and a bronze key can be seen glittering at the bottom of it, additionally the door leading out of the room is covered in ice.</p><p><em>Clue:</em> Turn your enemy into your ally.</p><p><em>Problem: </em>Getting the key will cause severe burns and the keyhole is completely frozen over.</p><p><em>Solution:</em> There are several ways to resolve this, but the easiest would be to cast the Absorb Elements spell (1st level), "You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends", grab the key out of the fire, then go over to the door and release d6 points of fire damage on the keyhole, thawing it out.</p><p></p><p><strong>Conjuration:</strong> ?</p><p></p><p><strong>Divination: </strong>The room has a marble font filled with water.</p><p><em>Clue:</em> Though the choices are many, magic often shows us the way.</p><p><em>Problem: </em>The door leading out of this room has a hundred keyholes and the key is nowhere to be found.</p><p><em>Solution: </em>Detect Magic: The glass key, which has the same refraction index as the water in the font, glows with divination magic and the locks glow with a variety of schools, but only one keyhole glows with divination magic as well.</p><p></p><p><strong>Enchantment: </strong>A large demonic statue holds out a hand, a bronze key gripped in its fist. </p><p><em>Clue: </em>Only those of perfect stillness will be awarded the key.</p><p><em>Problem: </em>Statue does not release the key.</p><p><em>Solution:</em> Hold Person on the person next to the demon.</p><p></p><p><strong>Evocation:</strong> Atop a pedestal is a small chest covered in demon-scale.</p><p><em>Clue: </em>Know the weakness of those you seek to control, lest they turn on you.</p><p><em>Problem: </em>The demon-scale chest has no keyhole, hinges, or any opening. Attacks on the chest cause the chest to spew out a cloud of poison to all adjacent to it.</p><p><em>Solution:</em> Acid, Force, Psychic, or Radiant damage destroys the demon-scale, revealing the key inside.</p><p></p><p><strong>Illusion:</strong> One wall of this room is a mirror.</p><p><em>Clue:</em> Lies and facades are tools: use them rather than be used by them.</p><p><em>Problem: </em>No key is found in this room, but the reflection of the PCs have demonic features on them: glowing eyes, stunted limbs, a puss-filled eye, etc. Additionally, the reflection shows each of the PCs carrying a key on a leather thong around their neck.</p><p><em>Solution:</em> Disguise Self too look like the reflection causes the key to appear on their necks.</p><p></p><p><strong>Necromancy: </strong>Floating in the center of this room is a sharp looking knife.</p><p><em>Clue: </em>The knife that does not draw our blood, bends to our will.</p><p><em>Problem: </em>No key is found in the room.</p><p><em>Solution:</em> False Life or any magical temporary hit points, that allows the person to cut themselves with the blade without causing injury to their primary hit points, causes the blade to fall apart, revealing the key within.</p><p></p><p><strong>Transmutation: </strong>High on the ceiling of the room is a large round hole, which is filled with water, that seems to defy gravity. “Floating” on the surface of the water are delicate glass orbs. One has a stopper and an iron key is within, but the other orbs are filled with blue-white crystals. Deeper in the water, at the top of the water-filled chamber is a small keyhole.</p><p><em>Clue: </em>Changes in your environment, might require a change in you.</p><p><em>Problem:</em> A reverse gravity directly under the hole will cause anyone moving there to shoot up to the water, shattering the crystal-filled orbs, causing them to explode, freezing the water and damaging the PCs.</p><p><em>Solution: </em>There are several potential solutions, but the simplest would be casting Feather Falling and falling into the water slowly enough as to not shatter the globes, allowing the PC to grab the key and “sink” up to the keyhole.</p></blockquote><p></p>
[QUOTE="Arravis, post: 7252950, member: 327"] Hey guys, I'm running a game in an abandoned school of wizardry and I'm setting up a series of rooms that were part of the graduation process for students (a group of 4th-5th level of so students). There are puzzle rooms for each school of magic and are meant to be more or less non-lethal, but can injure. For those interested its for the Forgotten Realms campaign and is a Narfelli school, that trained many demon-binders, thus their prominence in some of the traps. Anyway, I'd love feedback, new ideas, edits, anything. Its still a work in progress and I'm not at all happy with the Enchantment one and I hadn't done the Conjuration one yet. [B]Abjuration: [/B]At the center of this room is an iron vat filled with a roaring fire (no obvious fuel) and a bronze key can be seen glittering at the bottom of it, additionally the door leading out of the room is covered in ice. [I]Clue:[/I] Turn your enemy into your ally. [I]Problem: [/I]Getting the key will cause severe burns and the keyhole is completely frozen over. [I]Solution:[/I] There are several ways to resolve this, but the easiest would be to cast the Absorb Elements spell (1st level), "You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends", grab the key out of the fire, then go over to the door and release d6 points of fire damage on the keyhole, thawing it out. [B]Conjuration:[/B] ? [B]Divination: [/B]The room has a marble font filled with water. [I]Clue:[/I] Though the choices are many, magic often shows us the way. [I]Problem: [/I]The door leading out of this room has a hundred keyholes and the key is nowhere to be found. [I]Solution: [/I]Detect Magic: The glass key, which has the same refraction index as the water in the font, glows with divination magic and the locks glow with a variety of schools, but only one keyhole glows with divination magic as well. [B]Enchantment: [/B]A large demonic statue holds out a hand, a bronze key gripped in its fist. [I]Clue: [/I]Only those of perfect stillness will be awarded the key. [I]Problem: [/I]Statue does not release the key. [I]Solution:[/I] Hold Person on the person next to the demon. [B]Evocation:[/B] Atop a pedestal is a small chest covered in demon-scale. [I]Clue: [/I]Know the weakness of those you seek to control, lest they turn on you. [I]Problem: [/I]The demon-scale chest has no keyhole, hinges, or any opening. Attacks on the chest cause the chest to spew out a cloud of poison to all adjacent to it. [I]Solution:[/I] Acid, Force, Psychic, or Radiant damage destroys the demon-scale, revealing the key inside. [B]Illusion:[/B] One wall of this room is a mirror. [I]Clue:[/I] Lies and facades are tools: use them rather than be used by them. [I]Problem: [/I]No key is found in this room, but the reflection of the PCs have demonic features on them: glowing eyes, stunted limbs, a puss-filled eye, etc. Additionally, the reflection shows each of the PCs carrying a key on a leather thong around their neck. [I]Solution:[/I] Disguise Self too look like the reflection causes the key to appear on their necks. [B]Necromancy: [/B]Floating in the center of this room is a sharp looking knife. [I]Clue: [/I]The knife that does not draw our blood, bends to our will. [I]Problem: [/I]No key is found in the room. [I]Solution:[/I] False Life or any magical temporary hit points, that allows the person to cut themselves with the blade without causing injury to their primary hit points, causes the blade to fall apart, revealing the key within. [B]Transmutation: [/B]High on the ceiling of the room is a large round hole, which is filled with water, that seems to defy gravity. “Floating” on the surface of the water are delicate glass orbs. One has a stopper and an iron key is within, but the other orbs are filled with blue-white crystals. Deeper in the water, at the top of the water-filled chamber is a small keyhole. [I]Clue: [/I]Changes in your environment, might require a change in you. [I]Problem:[/I] A reverse gravity directly under the hole will cause anyone moving there to shoot up to the water, shattering the crystal-filled orbs, causing them to explode, freezing the water and damaging the PCs. [I]Solution: [/I]There are several potential solutions, but the simplest would be casting Feather Falling and falling into the water slowly enough as to not shatter the globes, allowing the PC to grab the key and “sink” up to the keyhole. [/QUOTE]
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