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WotC Salvage: 1001 Clever Traps
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<blockquote data-quote="SuperTD" data-source="post: 6712335" data-attributes="member: 6776899"><p>[sblock=Page 4] <strong>Originally posted by the_soul_collec...:</strong></p><p></p><p>Cursed items will get beginners almost every time.</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p>X+1: There is a table, decked out with a feast the likes of which should make the players **** themselves. The room is lavishly decorated, with table decorations and the whole nine yards. When the party enters the room, the door locks behind them and is then concealed behind a stone block, or something that basically says "lawl no" to them. </p><p></p><p></p><p>On the table is a little notecard that reads "The food and drink are poisioned. -Management." None of the bowls can be removed from the tables, due to the fact that it's held down with Soverign Glue. The table itself is resting on four pressure switches which, when the table is lightened (from, say, the food being eaten) they slide back to reveal a trap door underneath the table.</p><p></p><p></p><p>The thing is, the food isn't poisioned. Neither is the ale, it's a trick. <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> Absolutely no risk is posed to the characters as they rest in this room, except from their own paranoia.</p><p></p><p></p><p><strong>Originally posted by cog_and_taz:</strong></p><p></p><p></p><p></p><p>Stolen, resistance is useless.</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p></p><p>Ditto.</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>108. Respect Your Sorcerous Elders</p><p>The PCs find themselves in a treasure room that has a mere 3 gp. Upon entering, a statue of a Dragon's head demands they pay tribute in song and swag. The PCs will have to sing a tune to the greatness of Dragons (in Draconic or else) while emptying their pockets and pouches of valuables. Failing either requirement causes the statue to blast the PCs with a jet of fire-ice-lightning-and-acid. Failing both requirements doubles the damage inflicted. If the PCs try to Disable Device, they will have to place the three gp in three slots on the back of the head (and this is the most important part) simultaneously.</p><p></p><p></p><p><strong>Originally posted by cog_and_taz:</strong></p><p></p><p></p><p>Nice one kral! Also, I thought that my explosive book was the ebst one, but it seems like the dance to death one is more popular, weird...</p><p></p><p></p><p><strong>Originally posted by Richmud:</strong></p><p></p><p></p><p></p><p>The first time I DMed I gave each member of my group what appeared to be a tailor made item when they got to loot a dragon's hoard. They assumed I was just being a nice DM when in fact each item had a tailor made curse to stop them.</p><p></p><p></p><p>Of course I wasn't just being mean, they knew the dragon they were fighting had made some sort of deal with BBEG in order to become a dracolich. They also had been fighting the BBEG's agents long enough that he knew their fighting styles</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>109. A Sadistic Takeshi's Castle/MXC Knockoff</p><p>(Anybody familiar with either show will get the gist of the kind of stunts the PCs will have to pull off. If not, keep reading or search for "Takeshi's Castle Challenges" on Wikipedia.)</p><p>The PCs will have to ride a rotating arm and make Jump and Balance checks (and Reflex Saves if they fail any checks) to avoid obstacles and make it to the next room. They will be over a pit filled with a deadly object of your malicious choice (magma, acid, spikes, dire crocodiles, etc.). The next room has them running from uneven roller to uneven roller (making the same checks at a harder check level over the same kind of pit) to get to the third room where they will have to make more insane stunts and so on until they have cleared a number of rooms to your sadistic liking.</p><p></p><p></p><p><strong>Originally posted by alcari_ambaron:</strong></p><p></p><p></p><p>well it's slowing down a bit, at least now that i've used another trap I can put it up here. </p><p></p><p></p><p>Inspiration from someone here somewhere on the forum, the trap is mine though.</p><p>110) Truly sadistic</p><p></p><p></p><p>A room which contains a locked door and four colored cubes and 4 slots where they should fit. The slots are at chest hight and each have a hole above. The puzzle should be obvious to every player. In each hole one can see the color of the cube which should be inserted below.</p><p></p><p></p><p>The catch here is that in the second last hole, there is an invisible needle in front of the hole :evillaugh </p><p></p><p></p><p>Possible effects could be penalties to ranged attacks (the Leela effect) or just simply some damage, add poison as desired.</p><p></p><p></p><p><strong>Originally posted by saberus:</strong></p><p></p><p></p><p>111 (damn, looks like binary...) Illusionary Fireball Trap</p><p></p><p></p><p>This is placed in a 15 x 15 room, the PCs trigger a fireball in the room, and find that they are on fire! the flames continue to burn, regardless of method to extinguish them, roll damage as usual. After all players are 'dead' have them wake up, in the same room, or captured by the enemy, as they were before the blast. (Minus what they used to try and stop the fire and/or damage)</p><p></p><p></p><p>a variant is that the fireball is still illusionary, but also plants an olfactory illusion that the rest of the party reeks, but not them. watch the hilarity insue!!</p><p></p><p></p><p><strong>Originally posted by alcari_ambaron:</strong></p><p></p><p></p><p>112) one trap I used once was rather ingenious. (if i say so myself<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" />)</p><p></p><p></p><p>when the BBEG is beaten, he runs out through a secret door, into a special room. This room contains a raised altar with a gateway like arch. this arch serves two distincly different functions. When a person bearing a special sigil (bbeg) walks through, A bright flash of light is brought forth, and the user is teleported away. (obvious, gate-like structure, who goes in doesn't come out, the party adds this up rather quickly)</p><p></p><p></p><p>When anyone else walks through, the following effects happen.</p><p>1 - A bright flash of light (like before)</p><p>2 - A disintergrate spell on the user</p><p>3 - Presidigitation to clean up the mess.</p><p>4 - A magic mouth which says, "all clear"</p><p></p><p></p><p>This resulted in a full TPK as the party decided to send the cleric (with teleport spells) though first, followed by fighter, mage, rouge, second fighter and psion.</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>113. In Case of Emergency...(sort of a variant of #112)</p><p>This trap takes place best atop a very tall tower over underground magma caverns. The PCs find the BBEG has already been slain. They see a cloaked figure press a "self-destruct" button and exit through a newly appeared door while holding the BBEG's amulet. If the PCs go through the door, have them make a Reflex save or else they fall X feet to the base of the tower. The door is a one person portal that anybody carrying the BBEG's amulet can use. Any survivors will have 2 times X rounds to descend the tower before it drops into the magma filled caverns below. There are no windows to jump out at the last second and the walls are twice as thick as a normal tower's (as well as being magically treated if you are a spiteful little b******). If the PCs must make it out the door, they have X divided by 10 rounds to get away from the crumbling foundation (and save their fallen comrade's body if they plan to ressurect him/her).</p><p>(X is a constant number in this trap. Recommend taking the total of the PCs' levels and doubling the result.)</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p>I have a personal fondness for illusions in trapping. Permanent and Programmed illusions are cheap and easy to add for any discerning dungeon owner. Hence:</p><p></p><p></p><p>114: Permanent illusion of an injured and unconscious paladin on a floor to match the rest of the environment (covering area ten feet in front and behind the body). Figure is waering shiny armor, has a big sword, and is blood-stained but still breathing. Whoever enters the five foot square before the figure's triggers a contact poison trap (carrion crawler juice) forcing a Fortitude save. It also simultaneously triggers a Hold Person spell and flips the lid of the pit trap over which they're standing (Will save and Reflex save). If your agile rogue triggers it, the combined Fort and Will saves give a good chance of paralyzing him and ensuring that the reflex save fails. Just for fun, I usually add a gelatinous cube to the bottom (into which the victim falls)...</p><p></p><p></p><p>In order to find the trap, the rogue first has to interact with (ie. enter the area of) the illusion and succeed on a will save to disbelieve it (min DC would be 18 - will is not the strong suit of most rogue types) then make a successful search check.</p><p></p><p></p><p><strong>Originally posted by mysticaloctopus:</strong></p><p></p><p></p><p>115: The Mysticaloctopus Brand <span style="font-size: 9px">(TM) (R) (C)</span> Training Pits.</p><p>This is a trick I used on my group to make them think about how they handled pits. First off, throw in two or three moderately well-hidden pits that rogues and elves can find if they make the roll on walking past. Then, throw in an obvious pit (no covering whatsoever, a 5 foot hole the width of the room). After that, have another one later on, with a difference: there is a <em>Programmed Image</em> of a pit just in front of the real pit, and the image also hides the real pit. PCs jump over the pit (All together now! #jump! jump! jump! jump! jump over the pit!) and when they do, they go easily over the illusion... into the disguised 10-foot deep pit. No problem, getting out of it, especially if it's full of water, but it makes them cautious. Next, have a similar trap, but the real pit is just in front of the illusion! PCs find out there's an illusion around the room with a <em>detect magic</em>, edge up to the illusion to prod it and the ground behind it with sticks (#poke! poke! poke! poke the dungeon with sticks!) and... WHEEE! fall into the pit! (#climb! climb! climb!... you get the idea...) Eventually, have pits that go from just inside the doorway to halfway across the room, hidden! PCs will spend the whole dungeon prodding around with 10-foot poles! It's fun, especially with added Gelatinous Cubes!</p><p></p><p></p><p>Afterwards, promise not to do it again and stick to it, as it makes an interesting diversion, but can turn players paranoid about pits and illusions - this was the work of two gnome brothers, an artificer and an illusionist.</p><p></p><p></p><p><strong>Originally posted by serpymatt:</strong></p><p></p><p></p><p>I've only DM'd one campaign before my current one, so I don't have that much insane tarp experience. My only trap was to make sure the PCs wound up in the gnoll prison.</p><p></p><p></p><p>When they entered the cave they found themselves in a round room surround by huge doors. None of them bothered to make a search or spot check and when the first one grabbed a door, they learned the door weren't on hinges and were being used by gnolls as tower shields <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>I came up with these ones over the weekend, hope they come in handy...</p><p></p><p></p><p>116. That's Using Your Head</p><p></p><p></p><p> The PC's have walked down a hallway quite a ways and reach a heavy, reinforced wooden door. The door is either stuck, or lock very well, for the PC's find it very hard to open the thing. There is a cord hanging directly in front of the door that leads up through a hole in the ceiling. After a few minutes (or hours) of working on the door, the PC's are having no luck. This door seems to be alive. If anyone attempts to hack it to pieces, the gouge marks start to heal themselves after a few minutes of being hit. Eventually, the door gets tired of you hacking on it, and a message appears in the door. It states, 'Pull Cord'. If a PC does as the door says, they hear a loud mechanical screech, and the door now reads 'Duck'.</p><p> All the PC's standing directly 15 feet in front of the door who don't duck are about to be introduced into a world of pain. A huge battering ram sweeps down from the ceiling and goes for the door, and all the PC's standing in front of it. If they haven't ducked, they are struck by the large wooden log and take 6d8 bludgeoning damage and are carried into any PC's in the way and eventually through the door. Any other PC a PC stuck on the log hit takes an additional 1d6 damage, and which ever PC hits the door takes an additional 1d8 damage.</p><p> Now there's a gaping hole through the door, and any PC's still on the other side of the door must climb through quick because the door starts healing itself immediately. Then the battering ram resets itself.</p><p></p><p></p><p>117. And Now for Something Completely Different...</p><p></p><p></p><p> The PC's enter a vast circular room about 75 feet in diameter. There are four wooden pillars even spaced in the room and a large switch set in the floor. It is best to put some bad guys in there so that a fight would ensue. If the PC's don't throw the switch, the bad guys will. When they do, the pillars start spinning, and suddenly, a 30 foot chain flies out with a spiked or bladed ball on the end of it (like a larger version of the weapon Go-Go Yubari used in the first 'Kill Bill' movie) The PC's and Bad guys have to watch these because getting hit by the spiked of bladed ball deals 4d4 damage (slashing or piercing) and the getting hit with the chain causes the chain to pivot, wrap around the person, the ball eventually buries itself in the person, and then they're lifted off the floor and spun around until the chain unwraps and the ball is jerked out, and then their thrown most likely into a wall. What's even more fun is to have one of your PC's try to turn the thing off by throwing the switch the other direction, but I just made it release the chains from the pillars, sending them cascading across the room and then another set of chain and ball exudes from the pillars. Guaranteed to really get your PC's panties in a wad.</p><p></p><p></p><p>118. No Good Deed Goes Unpunished</p><p></p><p></p><p> The PC's enter a room that has a round, stone platform on it. Once all the PC's are aboard, it takes them up through the ceiling, like a elevator. It takes them up pretty high and they are deposited in a room. Once they're all off, the elevator goes back down. They are standing in what looks like the bottom of a huge bowl about 200 feet in diameter. Quite a ways up, there is a flat ridge that leads to a few different doors out. Once they start getting a little bit up the grade, they hear what sounds like a drumming noise that grows louder. Then suddenly, from the ceiling of this room, two stone discs come shooting down a slope, and hit the bowl, sending them flying around the whole circumference of the room.</p><p> This is based on those big donation 'things' set up for some organization, the ones that looks like a, well, a huge bowl. Then you put a coin or two down the slot and the coins go flying around and around until they hit the hole in the bottom of the bowl.</p><p> This trap is a blown up version of this. The stone disks are about ten feet high and about three feet wide and are slowly working their way towards the PC's who are probably wigging out right now. But you may be asking yourself, "Two disks, that's it, that doesn't sound too hard to get around." And you would be correct.</p><p> Every few rounds another disk comes sliding down the track, although each one after the initial two are different sizes and materials, so they all don't follow the same path. Some will go fast, others slow, some will only go around a few times, others will take a long time. If a PC's is hit, or ran over, by one of these stone disks while scrambling for the doors, they take 10d6 bludgeoning damage, and must role a Fort save of 15 or fall unconscious. This means that the other PC's will most likely be hauling the dead weight of the sorry sack that got creamed by one of those disks. Give them something good after this though, because this is one trap that will really <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/censored.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> a party off.</p><p></p><p></p><p>Party on...</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>Once again E. Ravenwood, you have proven your sheer diabolical awesomeness. Rock on.</p><p></p><p></p><p>Hmm, rock...</p><p></p><p></p><p>119. Between a Rock and a Hard Place</p><p>The PCs should be just past the 3/4 point of a long upward sloping corridor with a boulder choking the other end shut. When they reach this point, the PCs must make balance checks or slide downhill to the far door (actually an illusion cast upon a stone or metal wall, the corridor is now locked in place). If they keep their balance, they must Reflex Save into several indentations in the walls to avoid the boulder rolling down the corridor into the far wall. When the boulder is moved, a new entryway is opened for the PCs to go through and a new corridor runs perpendicular to the sloped corridor. When they do, the corridor resets and the boulder goes towards its initial position...but doesn't stop. Yup, another Reflex Save to avoid becoming pancakes, but if they succeed, make them flip coins to determine which branch each person dives towards. The boulder (now unmovable) leaves the PCs separated and unable to communicate to each other. Two paths, two groups: the long, heavily-trapped path (heads), or the short, difficult-monster-filled one (tails).</p><p></p><p></p><p>120. Troll Trolley Tantrums</p><p>The PCs are in a multi-ore (iron, silver, gold, diamonds, and mythril in rare occurences) mine with an elaborate (and still working) trolley system. Unfortunately, the mine was abandoned after trolls from the nearby swamp started hunting and killing the miners. The miners knew that the trolls were too stupid to understand the trolley system and used it to cause the trolls to become lost in the winding, overlapping tunnels. Now the PCs are trying to hunt every last troll down <u>without using fire</u>, since the gases in the mine would cause the whole mountain to crumble and completely destroy the town built into the side of it. The troll leader, much to the PCs' dismay, has gotten ahold of a Ring of Greater Acid Resistance from one of the dead miners.</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>I know I'm 2 hours early for this, but I have to move our computer stand out of the part of the house we will be reflooring. So without further ado:</p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bump.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>121. An adventure with nothing but traps (Part 1)</p><p></p><p></p><p> My PC's actually enjoyed this, because it was more of the way they got through it as opposed to the actual traps.</p><p> The PC's are on a mission to discover the tomb of a local hero, but explorers and archeologists can't place it. There are local bands of nomads in the area that aren't hostile unless provoked, and the party is hired to interview the chiefs of these tribes to discover the whereabouts of the grave. They keep refering the party to the ancient amphitheatre. They discover the vast, round amphitheatre on semi holy ground (this could lead to combat perhaps). The theatre is set in the ground, and leads down quite a ways in a stepped fassion. At the bottom of the theatre is the stage, and set dead center in the stage is a huge statue of our hero. Upon further investigation (many search checks needed) the pc's find that the statue covers a hole in the ground. Once they push the statue out of the way (many strength checks) enough to get a person through, they look down into total blackness (140 foot deep). The moment they through a rope down, they hear what sounds like a puff of wind from below in the dark. The PC who climbs down finds that 80 feet down, the rope has stopped, and it looks like it's been cut. There is a thin line in the stone wall of the hole, and if a PC does what one of mine does, he stuck his torch down below his feet to investigate. A blade comes whirling out of the line in the wall, and severes the torch. An implement of some kind is needed to obstruct the blade, like a sword or tent stake, and jam it into the space of the blade hole. The blade takes 3 rounds to reset, and becoming struck by the blade deals 6d6 damage to the PC and a 50% chance to loose their grip on the rope. Once the blade is ubstructed, another rope needs to be tighed off to the rope their on, and remember, the PC's are doing this all one handed. Tougher than it sounds.</p><p></p><p></p><p> More to come... next, The Efreti is never your friend...</p><p></p><p></p><p><strong>Originally posted by saberus:</strong></p><p></p><p></p><p>I vote to name E. Ravenwood as the Master of Traps!</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>I second the vote.</p><p></p><p></p><p>122. Seasick Room</p><p>This room is in the cellar of a seaside fortress. Because of this, the floor is slick (Balance Checks are needed) from the tides, but it never becomes submerged. The room has semi-round objects of various sizes and weights and was designed to toughen up sailors on the high seas. The PCs must place the rolling objects in their proper spots while the floor tilts slowly yet wildly. The danger of the room comes from the rolling nature of the objects. If the PCs fail a Balance Check, they fall prone and must make a Reflex Save (at a steep penalty) to avoid being crushed by cannonballs/barrels/cannons/stumbling allies/etc. On top of that, the PCs must make Fortitude Saves (at steadily increasing difficulties) to keep their lunch down (failing gives them a penalty to checks and saves for as long as they keep moving around plus one hour (during rest) for every failure), hence the name "Seasick Room." Although, those who have Knowledge based around diseases and the high seas will know various cures and preventatives for Seasickness (ginger, for example, works wonders as a preventative).</p><p>(If they succeed several times (at higher difficulties and shorter timeframes each time) they gain +2 unnamed bonus to Balance and Profession (Sailor) Checks. Throw a few sea monster challenges in to give them some variety, i.e. they have to fight tame/controlled sea beasties while sorting the rolling objects alongside an experienced sailor or two. This should teach them that they should concentrate on doing their job while other sailors are tackling monsters.)</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p>123. <strong><u>Crash and Burn</u></strong></p><p></p><p></p><p>illusionary wall, appears to be made of wood, appears to have treasure behind it.</p><p>so.... when greedy PCS see the illusionary wall they of course will want to break through and grab the treasure. One of the following things can happen:</p><p>1. pc charges straight into illusionary wall and falls into oil which if they are carrying a torch will burn themselves, or if not carrying a torch, one will fall from the ceiling.</p><p></p><p></p><p>2. pc attempts to burn wall with fireball, lights oil and causes a massive inferno.</p><p></p><p></p><p>3. pcs ignore wall completely. (unlikey)</p><p></p><p></p><p>4. pc attempts to kick down wall ( sounds weird, i know, but this actually attempted.) and will slip on gravel. therefore falling into oil and torch falls from ceiling (it just will due to a pressure plate thing in the oil.) and INFERNO TIME.</p><p></p><p></p><p>i know, may not be super good but hey, it might work. </p><p></p><p></p><p>so yeah. :evillaugh</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p>oh yeah <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bump.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by boozerker:</strong></p><p></p><p></p><p>124. Coin Plug. </p><p></p><p></p><p>A coin is laying on the floor. DC 20 strength check to pull off the ground. When that happens, PCs hear a giant echoing GLUG-GLUG-GLUG and an immediate roar, the entire place is flooded ceiling high by water coming from their left and right. Out of a hole below the coin a little note floats out, attached to a chain. The note's paper glows fainlty so PCs can read it, becuase likely any light sources got extinguished by water. </p><p></p><p></p><p>The note says "<em>Flipping the coin on its reverse side before plugging the hole won't clear the water, but it will grant those nearby magic to walk on water</em>" </p><p></p><p></p><p>Replacing the coin on its reverse side basically casts a <em>Water Walk</em> spell, and the players probably won't think of this, but it shoots them upwards at 60 feet per round to conk their heads againt the ceiling. Only thing is, the coin trap had also activated spikes on the celing above. </p><p></p><p></p><p></p><p>The bump trap? </p><p></p><p></p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by makuya:</strong></p><p></p><p></p><p></p><p>And the greedy shall suffer....</p><p></p><p></p><p><strong>Originally posted by alcari_ambaron:</strong></p><p></p><p></p><p>Hmm, if you need to make a strength check to pick up a coin, it doesn't take a genius to figure out it's a trap. so, indeed this one's nice</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>Bravo on the coin trap.</p><p></p><p></p><p>125. It's On Like Donkey Kong</p><p>The PCs enter a 15 ft wide staircase area. At the top is a barrel launcher in the shape of a gorilla. When the PCs start to climb the stairs, the "ape" moves back and forth releasing wooden barrels (d% roll of 85 and under) and metal kegs (d% roll of 86+). The barrels will break on contact with the PCs and douse them (and those near them) with alchemists fire (or whatever nasty you decide) while the kegs will knock the PCs (and those behind them) back 10 feet unless they make Reflex Saves (only if they are in the path of a barrel/keg) that increase in difficulty as the PCs approach the launcher. When any of the PCs gets within 5 feet of the ape-shaped launcher, they must make a difficult Reflex Save to avoid a hammer swinging down from the "head" of the launcher. Failure means they get thrown back 20 feet and are in the path of the next barrel/keg (as well as getting laughed at by the "ape"), but success means the launcher deactivates when it can't hit anybody.</p><p></p><p></p><p><strong>Originally posted by lordhawkeye:</strong></p><p></p><p></p><p></p><p>One thing though, what's stopping them from just removing the food and tossing it aside rather than eating it?</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p></p><p>The player's lack of Intelligence and creativity.</p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>126. An Adventure with nothing but traps (part two)</p><p></p><p></p><p>The Efreti is never your friend...</p><p></p><p></p><p> After the PC's have by-passed the blade trap from #121, the find themselves in a cave-like chamber that is in the shape of an elipse. It is about forty feet wide, eighty feet long, and tapered at both ends, with a bunch of crevaces and nooks that lead into different chambers. It should be mentioned that there are skeletons littering the floor, some skewered on stalagmites, some look as though they just keeled over, with twisted death screams frozen on their mouths. As the PC's move along, they find that at one tapered end of the oval chamber leads into a hallway, the other end has a large statue of an Efreti with eight arms, seven of which hold valuable things, one is empty. The Efreti is made of highly polished bronze and large ruby's have been set into the metal all over his body. When any light hits the statue, it looks as though "fire swells around him in a quite inferno" The Statue's face is contorted in what looks like a war face (you know what a war face is?...AAAAHHHH, that's a war face, now let me see your war face!)</p><p> His eyes are narrowed evily and his mouth is open in a silent scream of carnage, lust for battle and to kill.</p><p> The "valuable items" are weapons and armor, each of which appear to be magical in some way (up to the discretion of the DM) the point is, the PC's can have anything the Efreti offers, however, he can't have it for free. The empty hand must be filled with something that is valuable (no mundane crap here) before a PC can take anything from the efreti...safetly anyway.</p><p> If an item is taken from the efreti without an offering first, a bellow will arise deep within the statue. From his mouth, blue flame spouts from the statue in a huge fire ball that is launched from one end of the chamber to the other. Everyone must roll a reflex save for half daamge (DC18) or they are roasted. Seriously. They take 5d12 worth of fire damage, and everything burnable on their person has done so. That means clothes, hair, backpacks, items, if they were carrying gold coins, it's no a solid lump, most likely the sheaths to their weapons are gone, but more importantly, magical items aren't even safe. That means gloves of dexterity, cape's of charisma, boots of striding and springing, are all now a pile of ash on the stone floor.</p><p> The statue will continue to launch fire balls until the PC's discover they must make a trade, and if they do try to put a mundane object in the statue's hand (ie: common sword or dagger, shield, armor) the efreti will also spit fire.</p><p> This is also a good way to work in a cursed item...</p><p></p><p></p><p>More to come, next time on Adventure of Traps...Slip and Slide Hallway.</p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>127. Adventure with nothing but Traps (part 3)</p><p></p><p></p><p>Slip and Slide Hallway</p><p></p><p></p><p> Now that the PC's are well done from the Efreti, once they're done farting around with it, they're ready for the other end of the chamber. They are plunged into immediate darkness as they enter the hall, which appears to be masoned, so it is finely worked stone, with smooth walls and floors. Eventually, the lead PC starts smelling something funny. He must roll a wisdom check of 12 to recognize the scent. It's oil. But there appears to be no reason why. As they proceed, the tunnel takes a sudden plunge, a 45 degree slope that goes down about thirty feet. If the PC has recognized the smell, the DC for this will not be as high as it would be if he hadn't. the floor of the slope is covered with oil, making it slick (and flammable, hopefully your PC's were smart enough to extinguish open flames and use something else as a light source) The PC's, however, do not know there is oil on the floor, they only smell it, now stronger than ever. Once they step foot on the slope, the must roll a balance check (DC 15, if they smelled the oil, DC 20, if they didn't) Either way, they're sliding down the slope, the balance check is just to see if they do it on their feet, or on their a$$e$. Once they go the thirty feet, the hallway levels off again, and they are skating down the hallway at a pretty good speed. Some might even enjoy this (at least the ones who are doing it standing up), until...</p><p> They suddenly see a fork in the hallway, a hallway suddenly juts to the left. they need to make a Reflex save of 15 (20 if they're on their butts) to catch the wall and save themselves. If the catch it, they can make their way into the wallway. If they keep going straight down the slippery hallway, the floor suddenly stops, and their launched over a thirty foot deep pit...or stalagmites. (3d6 falling damge + 5d8 piercing damge = <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/ghosted.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> )</p><p></p><p></p><p> If your PC is still alive, he's going to have a hell of time getting out of this one. Again, skeletons litter the spike ridden floor, and it's a flat, oil slick wall to climb up. The PC's are eventuall going to need to get out through this tunnel again, so eventually their going to have to do this...hopefully when nobody's in the tunnel. But for the guy down in the pit, he's going to need to do it to get out of it period. He has to light the oil on fire. The oil blazes up the wall and tunnel, and is completely burned off in six rounds. But for anybody caught in the tunnel, that means 3d6 burning damage each round they stay in the blazing inferno.</p><p> This may not look like a dangerous trap at first glance, but it turns deadly real quick...which is why I like it.</p><p></p><p></p><p>More to come, Next time on Adventure of Traps...Rips Cords and Murder Holes</p><p></p><p></p><p><strong>Originally posted by saberus:</strong></p><p></p><p></p><p>Ok, we have two votes to name E. Ravenwood the Master of Traps, do I hear a third to make it official?</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p>E. Ravenwood has my vote for the master of traps.... The PCs in my campaign hate his traps with a deep passion, but it is still much more interesting (and easy for the DM) then hordes of monsters for the 7-8 players he DMs for!</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p>E. Ravenwood has my vote as well. I'm planning on using some more of his in my next few. Boy are my players hating it!</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p>Illusionary passage/Spike door.</p><p></p><p></p><p>128) You have a normal door, except the door is covered in spikes. The doorway itself is covered in an illusion of just normal wall for the environment. Your bad guy of the day bolts through the illusion and slams the door shut behind him. The PC charge into the illusion, just like they saw the badie do, only to run headlong into spikes.<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/banghead.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>129. And Now For Something Completely Different</p><p>The PCs will have to walk in silly and ridiculous ways (Dexterity Checks) to pass through a spike filled tunnel to find a ghost's lost parrot. Upon returning with the parrot, the PCs will have to convince the ghost that the parrot they retrieved is no more, it has ceased to be. If they do, the ghost lets them leave (they cannot leave until the ghost opens the door from the other side).</p><p></p><p></p><p>130. And Now For Something Completely Similar</p><p>As #130, except the parrot is Undead and attacks them viciously. They will have to capture it in a gold cage that the ghost provides them. The ghost uses the parrot as the key for the door when retrieved.</p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>131. An Adventure of nothing but Traps (Part 4)</p><p></p><p></p><p> Rip Cords and Murder Holes</p><p></p><p></p><p> If the PC's have survived the Slips and Slide tunnel (#127) they are ready for their next trap. As they make their way down the hall, they suddenly notice that the floor has shifted from stone to sand. As they continue on, they auddenly find a portion of the hallway goes under a large arch, with the message: He who seeks Enlightenment shall drown in a sea of Darkness.</p><p> This may not mean much now, but it will in a few seconds. As they enter the hall,the passage narrows to five feet in width, and there are a few things that should catch their attention immediately. One, the hall is about sixty feet long, and every ten feet on the ceiling is hole, about a foot in diameter. Every hole has a 3 foot in diameter shaft of brilliant light shining out through it, illuminating the entire portion of the hallway.</p><p> Two, all along both side of the wall is a freso of crashing waves made of what appears to be tiny bead with tiny little holes in each of their centers. Thirdly, the is another archway much like the once they passed through at the other end of the hallway.</p><p> Now time for the trap.</p><p> The first person to disrupt a beam of light is in for a suprise. When they interrupt a beam of light, 2d4 pitons connected to thin wire fire from the right side of the wall, pierce the PC, and keep going until they connect with another hole on the opposite wall. This will freak most of the PC's out, now that they're a human kabbob, but each piton does only 1d4 damage each. Don't worry, it gets worse. Role a 1d6 to find out where the PC was struck, 1=chest, 2= R.arm, 3=L.leg, 4=torso (belly to hips), 5=L.arm, and 6=R.leg</p><p> Each one of these wires is super thin, I'm talking high E# piano wire, and trying to pull them out will only result in a sliced up hand, dealing 1d6 to the idiot who tried it.</p><p> The only way to get them out is to cut the wire (hardness of 10, hp of 5) but even this can result in lots of damage (have you ever seen a guitar string pop, it's not like it just goes limp) So do what I do and have there be a 50% chance of someone getting hit with wire when it goes flying after it's cut. Odds are it'll probably be the guy skewered.</p><p> However, this can only occurr if you PC's are smart and jumped right on the task. Give them a few rounds, and then tell them they hear a loud "kong" come from above, like a sledge hammer being dropped into a steel bucket after it's been dropped from the Sear's Tower. Suddenly, gouts of water begin to pour in from the holes, and huge stone slabs are shutting on both arches, sealing the room off. If the PC's ditch their buddy and take off, they should be able to make it through safetly. However, the guy just 'hangin' there is screwed. The room is now sealed both ways, and the room is filling up a foot of water every two rounds with a ten foot ceiling.</p><p> There's really only two ways out of it for this guy, he can either...</p><p> 1) He carefully snips each wire taking tedious, gentle movements to keep the wire from launching back into his face, stringing the wire back through him, careful not to hit anything "important" inside of him, and then drown, or</p><p> 2) He can simply tear the wire from his flesh by simply jerking that part of his body, forcebly ripping it from the inside out. This is going to cause hellacious damage, 3d6 for each appendage, 5d6 if it's a Torso and/or chest shot. This is the quickest way to do it, and believe me, it hurts like a mo-fo. </p><p> So now he's in a flooding room with sealed doors on either end. Things are looking pretty bleak, but fret not, I'm not a total jerk. Above the arches, which are nearly as high as the ceiling, is a switch that will release both doors, sending a tidal wave of water into the hall, and the room the PC's who high tailed it just ran into. Then the trap resets itself once all the water's gone.</p><p> When I ran this side quest in my campaign, one of my PC's who had been hit by all eight of the wires refused to tear himself free once the water started pouring in, and I really didn't want him to die (strange as it may sound, I actually prefer my PC's to live, and even through my traps are evil and diabolical, they rarely kill my PC's) So any way, if you have a PC who's too stubborn (or too stupid for that matter) who doesn't want to rip himself free, just do what I did. Have the force of the water do it for him.</p><p></p><p></p><p>More to come, next time on Adventure of Traps, The Writing on the Floor</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/eek.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>I...I...I've...got nothing to top that...</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p><a href="http://www.dndadventure.com/html/riddles.html(x)" target="_blank">http://www.dndadventure.com/html/riddles.html(x)</a></p><p></p><p></p><p>great trap and riddle link</p><p></p><p></p><p><strong>Originally posted by solo_phoenix:</strong></p><p></p><p></p><p>Here's a nasty obstacle that I came up with for an upcoming adventure</p><p></p><p></p><p>132. Shafted</p><p></p><p></p><p>The adventurers find themselves at a large hole in the ground, this hole (or shaft) can either be an entrance to a dungeon, or a passage between two parts. Looking down into the shaft will not reveal much to the adventurers, only that they can't see the bottom due to darkness. In fact, the bottom of the shaft is obscured by magical darkness, unaffected by standard forms of lighting. The shaft depth can be chosen by the DM depending on how much they want the PCs to hurt if they fall while climbing down. The interior walls of the shaft are smooth stone and run vertically, and thus, the shaft can't be descended by climbing on the walls. The adventurers must use rope or whatever to reach the bottom. About 20ft from the bottom is where the darkness starts, the PCs should easily be able to continue down the rope until they find floor.</p><p></p><p></p><p>Now is where the fun begins</p><p></p><p></p><p>The PCs, finding themselves in magical darkness, will behave like most people would and walk in a straight line until they find the edge, probably with arms extended in front of them for safety. Unfortunately though, this offers no safety here. About 20ft above the floor (where the darkness started) the shaft widened, but the floor at the bottom of the shaft is still the same diameter as the top opening, and so, the adventurers are on a platform of sorts, surrounded by a "moat" of no-floor. PCs attempting to find an edge to the darkness have a 98% chance of finding the moat (unintentionally) rather than the narrow bridge that leads out of the darkness. PCs discovering the edge must make a reflex save DC16 to avoid falling over the edge into whatever the DM decides. If the PCs take the extra cautious road of crawling, the reflex DC changes to 5, and if the PCs just walk normally then increase the DC to 20, if they're dumb enough to run, DC50.</p><p></p><p></p><p>Once a PC finds the edge and doesn't fall over s/he can follow it to find the bridge and escape.</p><p></p><p></p><p>Also, I asked a friend how he would react in game and he said he'd have everyone link arms and walk forward, in this case use the appropriate reflex save on one of the PCs at the end of the line, if they fail, make a reflex save of 10 for everyone else in the group, those that save get to make a combined strength check to stop the other guy from falling.</p><p></p><p></p><p>[/sblock]</p><p></p><p>[sblock=Page 5] <strong>Originally posted by alcari_ambaron:</strong></p><p></p><p></p><p>You have a fifth vote. Is that enough to get a WiZo to change your title?</p><p></p><p></p><p><strong>Originally posted by solo_phoenix:</strong></p><p></p><p></p><p>He's got my vote too by the way <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>133. An adventure of nothing but Traps (part 5)</p><p></p><p></p><p> The Writing on the Floor</p><p></p><p></p><p> Once the PC's have stopped the bleeding from thier wire wounds, they find themselves in a semi-circular room, the circle part towards the arch, the flat part leading across a huge floor of scattered stone tiles with different symbols on each tile. The tiles span about thirty feet, with a ten foot platform the PC's are standing on now, and a ten foot platformafter the tiles, so fifty feet in all, about fifteen feet wide. Across the room, after the tiles, is a set of heavy, wooden, double doors.</p><p> The floor again has turned from sand to stone, and in front of the tiles is the message, "You one you seek, is the one you shall find, produce his name, or fall victim to time". I have just noticed I have not mentioned the hero's name you seek, but I'm sure you can come up with something. My hero's name was Credence Brahn.</p><p> The tiles are set up in jagged, un-patterned shapes about 8x8 inches. Each stone is either marked with a letter from one of the three alphabets, Common, (insert language of the area you're in now), and Draconic. This is one of those traps that may appear easy at first, and casue people to jump the gun. This is a big no-no.</p><p> Most people will figure, "Oh, spell out this dude's name, well, shaa-right, this'll be cinch." These people deserve what's about to happen to them. Because these are the people who are going to hop on the Common symbols.</p><p> Now, the tiles sprawl about thirty feet up this room, so their's really no jumping it. If someone starts hoping on the Common tiles, they find about halfway up the tiled part of the room, they have run out of letters. The Common tiles are just fillers. The only tiles that will work are the Draconic, or the other language. Hopefully their is a member of the party that can read one of these too languages. If not, mention that one of the PC's remembered in passage the other language being written on the wall near the efretti or something, so they have to back through all the rooms to find it, and then try to figure out if it's the hero's name.</p><p> Either way, this is no easy feat. Even if they figure out the symbols to hop from, their so small, a balance check of 12 is needed for anyone carrying over a light load. If someone hits a wrong tile, the tile gives out and the PC falls through into blackness. The PC's not dead, but he won't be joining the party for a bit. Once they've made it to the other platform, they pull the double door open, revealing another set of tiles, shorter this time, about twenty feet. The symbols are the same, except each tile is a uniform square foot all around. The message in front of the tiles no reads, "A test of knwoledge you'll now mount, the shortest distance between two objects, and zero does not count".</p><p> This is a trick question, however, if they want to figure out how to spell out "straight line" in one of the languages, it will work. The idea is to pick a row of tiles, and travel straight across, in a straight line (ha, see, it's funny, right?) Once that's done, they now pull open the next set of heavy wooden double door and reveal...</p><p></p><p></p><p>More to come, next time on Adventure of Traps, The Tomb of Terror</p><p></p><p></p><p><strong>Originally posted by keevo_darkwood:</strong></p><p></p><p></p><p></p><p>A-freakin'-men! Neo-Grimtooth does it again!</p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by destrieth:</strong></p><p></p><p></p><p>134. Deep Fried</p><p></p><p></p><p>The PCs are of course in one of your nefarious Dungeons! The PCs are walking along in a dank, slimy dungeon. The walls are lined with tapestries depicting various cooking practices featuring people as the main course (boiled, baked, flambe'd adventurer, you name it). Well, there's one that features a paladin in a vat of oil. This is interesting because hidden behind the tapestry is a high-powered magnet (DC 15+AC bonus of armor strength check, so 23 for plate) that pulls the victim through the tapestry. Behind it there is a lip meant to trip the victim, sending him down the chute. He lands in a big bowl of gooey yellow stuff. (You know this to be an egg wash!) After floundering around for awhile and trying to scramble up the chute again (DC 20 climb check, apply a -4 penalty for being covered in egg) the bowl-shaped room begins to drain.</p><p></p><p></p><p>After draining, the bowl flips entirely and the victim lands on a big pile of white 'sand'. (Flour, bread crumbs, whatever is aesthetically pleasing to you, the DM) After more confused floundering around, a big fan opens in the wall and blows the 'sand' through a grate on the opposite wall. After this, the floor begins to recede into the wall, revealing a big vat of cooking oil below!</p><p></p><p></p><p>Without some serious acrobatics, the meathead will become a hushpuppy. I only recommend about 2d6 damage or so per round in the oil, for about 5 rounds (30 seconds). Then, the room drains again, and on the far wall, a door slides open revealing a hungry Tyrannosaurus Rex or something. Whatever you think would be willing to eat a golden brown adventurer!</p><p></p><p></p><p>For added effect, have a door open up next to the chute, allowing the rest of the party to follow him down sets of tunnels next to the rooms, complete with grating to allow the party to watch him suffer as he gets egged, breaded, fried, and then possibly eaten.</p><p></p><p></p><p>Recommended for higher level parties! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p><strong>Originally posted by cog_and_taz:</strong></p><p></p><p></p><p>135: You enter a room and suddenly the ceiling splits, dumping dozens of cookies and my vote on you<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p></p><p>Oh! You guys...<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/rolleyes.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by saberus:</strong></p><p></p><p></p><p>I wish I had the power to bestow a title.</p><p></p><p></p><p>Will the WizO moderating this thread please hear our call to name <strong>E. Ravenwood</strong> the <strong><u>Master of Traps</u></strong>?</p><p></p><p></p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/twocents.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/twocents.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/twocents.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/twocents.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/twocents.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>would'ja do it for ten coppers?</p><p></p><p></p><p><strong>Originally posted by vader_rocks:</strong></p><p></p><p></p><p>He's got my vote, too!</p><p></p><p></p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bump.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by solo_phoenix:</strong></p><p></p><p></p><p>Got to use my aformentioned trap today...stupid dwarf fighter made his reflex save with a lucky roll and then stared tapping about with a 10ft pole like a cane.</p><p></p><p></p><p><strong>Originally posted by cog_and_taz:</strong></p><p></p><p></p><p>E.ravenwood= that guy in the sky who bosses <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/angel.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> s around.</p><p></p><p></p><p>The rest:<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>Who else agrees?</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p></p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/cheerpink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> I do, He's got my vote! <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/cheerpink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by saberus:</strong></p><p></p><p></p><p></p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/woot.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> I do! I do! <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/woot.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by vader_rocks:</strong></p><p></p><p></p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/king.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> All hail the Almighty Ravenwood!<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/king.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>I can't wait for the next one!</p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>136. An adventure of nothing but Traps (Part 6)</p><p></p><p></p><p> The Tomb of Terror</p><p></p><p></p><p> If your PC's have crossed the tiles without wracking their brains too hard, they are ready to proceed.</p><p> They open the heavy, wooden double doors to reveal...a small circular room a heavy rusted switch in the center. If the PC's wander in, they notice the room is about thirty feet in diameter, and the ceiling goes up, and up, to high for them to see. Skeletons lie in small crevices in the walls like a catacomb from the bottom all the way to the top, all around the room. The switch looks as though it has not been used in years, but the PC's will need it if they didn't put jack-squat into climb. Now even though the PC's will need this to get to the right place, it is going to deal damage to them. It only depends on how much armor their wearing. On the switch's long, slender handle, barely readable, is the message, "Throwing me forward will send you forth, when you are south, and what you seek is north".</p><p> Eventually, someboady is going to through this lever, and when they do, that's when the fun begins.</p><p> The ceiling is about 150 feet up above, and about 120 feet up is a lip to a circular platform about 30 wide that surrounds the tunnel with a hallway leading out of it. (kinda looks like this (O)= )</p><p> At the top of the ceiling is a huge fan with three long, fat, iron blades When the switch is thrown, the blades become magnatized, nad start to spin. Then, all PC's wearing armor or carrying anything substacially metal, feel themselves being drawn up, kind of a floating feeling. Except for PC's is plate mail, and other heavy armors of the like. Instead of floating, they feel like they're plummeting...upwards. Eventually, they are hauled up and attach to the blades, or in the heavy armor PC's case, slam into it, causing 2d8 bludgeoning damage. The power to the blades only last 3 rounds, it should take on 1 round for heavily armored PC's to reach the top, and only 2 rounds for anyone wearing light/light-medium armor. The 3rd round is for stragglers and to torture the heavy armor players, for every round they are attatched to a blade, they are generating electricty, taking 1d6 shocking damage every round.</p><p> Once the three rounds is up, the power cuts out, and the PC's are thrown from the fan like a magnatized catapult, tossing them on the platform around the pit. Along these wall, too, are catacombized tombs of skeletons long dead, and the lip of the pit has huge stones with weird archaic writting across them. The is a hallway that leads out of the room, above it reads the meassage, "Doubt not, and you shall find him".</p><p></p><p></p><p>More to come, Next time on Adventure of Traps, Grotto of Gravitation</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p>Ok ravenwood YOU ROCK. You are my idol <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by solo_phoenix:</strong></p><p></p><p></p><p>Woo Ravenwood!</p><p></p><p></p><p><strong>Originally posted by Qube:</strong></p><p></p><p></p><p>137) jump against the wall:</p><p></p><p></p><p>you'll need a ending corridor (preferably 5 or 10 ft wide)</p><p>a pit</p><p>an illusion:</p><p></p><p></p><p>the pit is the last square(s) of the corridor. on the endwall of the corridor there is an illusion that the corridor coontinues. when one of the partymembers tries to jump over the pit, to (what he believes to be) the other side of the pit, he hits the wall (because their actually IS no other side to the pit to jump to) and falls in the pit.</p><p></p><p></p><p>As DM: act asthough their is a wall of force <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> (draw the other side on the map, ...)</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>138. A Deadly Version of Chutes and Ladders</p><p>The PCs come to a maze of slides and ladders. Some of the slides have spinning blades at the bottom activated by weight in the chute (R). Some of the ladders are trapped (fire jets when they touch a certain rung (R), electrified ladder rung (F), contact poisoned rung (F), broken rung (R)). Any danger induces a Reflex (R) or Fortitude (F) Save. When the PCs make their way out of the maze, they step on a one-way teleport circle with a small amount of charges left. Yup, all PCs must make individual Will saves. If anyone fails, <strong>everyone</strong> goes back in the maze, but those that make their Saves don't have to make another Save when they step on the teleport circle again.</p><p></p><p></p><p>139. Carpentry Guild's Bad Joke</p><p>The PCs enter a room with a wood-plank floor and stairs leading down. The PCs are allowed difficult Search Checks to initially notice certain planks are not nailed down on one end. The Search checks are easier when they see that stepping on certain planks causes them to pivot and smash the PCs in the face (1d4 for Small PCs, 1d6 for Medium, 1d8 for Large, increase the die size for every Load Size beyond Light Load, Reflex save to avoid). This is made more difficult by a rotted patch of planks that drop them into the floor below. The second floor has loose planks that sandwich the PCs and Low-Light (increase to normal light if they fall through the floor above) conditions. The floor below that has sandwich planks with caltrops scattered along the floor and No Light (increase to Low-Light if they fell through the floor before) conditions. When they step on the planks here, the caltrops fly to a new five foot square. There is yet another floor below that has No Light no matter what. Here there are sandwich planks, caltrops, and a strange dust that scatters into the air when they walk about (decreases any available visibility by half). Hopefully the PCs are not carrying open flames since the dust is flour and will explode when burned, consuming the floors above and dropping them into the caverns below.</p><p></p><p></p><p><strong>Originally posted by radijs:</strong></p><p></p><p></p><p>I'm not sure wether or not this trap is clever. It had my players stuck behind a door for about 2 hours game time.</p><p></p><p></p><p>After a long struggle through the party arrives at the dreaded fortress of doom. An ominous black tower decorated with jagged spikes and all sorts of evilness. Its surrounded by a wide moat which appears to be filled with black liquid. There is no bridge and no appareant way into the tower.</p><p>If the PC's examine the water they can see that its covered bty a thick layer of lamp oil.</p><p>The tower is in fact an illusion designed to distract from the actual entrance. But this isn't the clever part!</p><p></p><p></p><p>The clever part is that the dungeon actually begins at the bottom of the lake where a sealed hatch can be seen.</p><p></p><p></p><p>If the PC's open the hatch they can swim down in a second water filled room where any number of metal doors can be seen. These doors are featureless and offer no lock or handhold. The floor of the room has a few grates. Hidden in one of these grates is a simple glass bottle that when inspected is found to be jetting water into the room but only a small amount.</p><p></p><p></p><p>The doors are stuck tight and cannot be broken because the room doesn't offer any kind of handholds or sure footing.</p><p>If they do manage to open the doors even a tiny bit the water will begin to rush out at an extremely alarming rate and the people who where attempting to open the door are possibly sucked into the hole where their bodies would be mangled and torn apart by the extreme current.</p><p>Closing the door will let people escape normally to the surface.</p><p></p><p></p><p>The players may want to attempt to close the hatchway. This can be done but close inspection of the hatch reveals that its not watertight. There are a few carved holes at the side which let water rush in even when the hatch is closed.</p><p></p><p></p><p>So here's the trick to the whole ordeal:</p><p>The doors are magically sealed to open only when the room is empty of water. A second enchantment removes all the water that flows through.</p><p>The bottle is a decanter of endless water which spouts in conjucnction with the water level of the lake. The bottle doesn't spout normal water though. The water it spouts turns to thick burning oil when it comes in contact with air and turns back when its only in contact with oil or water that came from the decanter. (PC's don't want to set fire to the lake.) So when the decanter spouts water while on the surface it will appear as if oil was coming out.</p><p></p><p></p><p>So what is the key to disabling this trap? Simple. Deactivate the decanter of endless oilwater. Its command word activated and an identify spell will reveal the command word. When the decanter has been deactivated the lake will drain over the course of a few hours and the doors will open.</p><p></p><p></p><p>It stumped my players. They tried UMD on the decanter but didn't meet the DC and they forgot about the rod of identify I supplied them with a few weeks earlier.</p><p></p><p></p><p>So if you spring this on your PC's make sure they have means to identify the bottle.</p><p></p><p></p><p><strong>Originally posted by boozerker:</strong></p><p></p><p></p><p><span style="color: Blue"><strong>#141. Bite-Size Death </strong></span></p><p></p><p></p><p>A deep part of a dungeon is filled with surprisingly clear water. Along the walls (<em>barely above its floor</em>) are "sconces" with <em>Continual Flame</em> on them. Their light is enough to reveal shiny bits of treasure (<em>gems and coins</em>) scattered here and there. If anyone swims down and picks up any of it, a heavy metal grate whips across 15 feet above and traps the PC below. The steel bars are 8 inches thick. </p><p></p><p></p><p>The fun begins when the same mechanism releases a swarm of piranas which haven't eaten in days. </p><p></p><p></p><p><span style="color: blue"><strong>#142. Orc of Falling </strong></span></p><p></p><p></p><p>The PCs are in a cavernous dungeon where some orcs are known to be about or escaped. When PCs near the bridge over a gorge, an orc darts from behind a rocky pillar and scurries across the gorge's bridge to disappear beyond in the dark. </p><p></p><p></p><p>However, the bridge is an illusion spell triggered when PCs enter this area, and the orc is a second illusion triggered when PCs near the pillar. </p><p></p><p></p><p>If any PCs decide to pursue, they fall (<em>perhaps a high Reflex save to reach for the cliff's edge before plunging, then a Climb check to hang on</em>). The fall is particularly deadly because above the gorge, there are multitudes of pointy stalactites hanging... which means that down below, hundreds of pointy stalagmites await.</p><p></p><p></p><p><strong>Originally posted by tharivol266_dup:</strong></p><p></p><p></p><p>142: look alike</p><p></p><p></p><p>this is a trap set in a long narrow passage lets say 100 feet long 5 feet wide with one bend halfway</p><p></p><p></p><p>at the beginning the pcs go through a arch that is protuding from the walls so there is a noticable lip and the arch is about three feet wide made from three bands of different stone</p><p></p><p></p><p>sandstone/granite/some other really strong stone.</p><p></p><p></p><p>fifty feet down is the bend. enough to hide the enterence. at the far end they can see a treasure chest. as the pcs walk up to the chest they see that the passage ends after it. the first person who gets within 5 feet of the chest trips the switch and the wall in the arch (the granite part) slides sideways and is now a reinforced stone wall. this makes a loud bang.</p><p></p><p></p><p>as soon as someone touches the chest they realise that it is a mimic and there is another mimic that is stretched out as the floor leaving a five foot step for the first pc. the second mimic is only 15 feet long and anyone on it realises they cant move anymore. </p><p></p><p></p><p>the mimic on the floor releases his hold on the stone and with his load drops down the X foot pit and fights with whomever is with him.</p><p></p><p></p><p>after the mimics are dead they still have to get out and from this area there is no way to open the wall but there is a secret door at the bottom of the pit.</p><p></p><p></p><p><strong>Originally posted by retiredthief:</strong></p><p></p><p></p><p></p><p>Witchcraft, that's cool! And the setup with the darknes and brazier, really makes it come alive.</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>143. Dirty/Hairy</p><p>The PCs are making their way through a room covered in dust, dirt, and debris. When they notice there is a trapdoor made of gold (it isn't, it is an illusionary coloration) they also see that it can be easily removed. When they do, a large, hair and dirt covered beast climbs out of the trapdoor and savagely pummels the PCs within an inch of their lives (doesn't kill them outright, just beats the crap out of them), then grabs the door, resecures it, and shuts it behind itself. Hitting the creature with water based spells and attacks causes it to flee the room to re-cover itself in dirt.</p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>144. Adventure of nothing but Traps (part 7)</p><p></p><p></p><p> Grotto of Gravitation</p><p></p><p></p><p> As the PC's enter the hallway above the pit, like I previously stated, skeletons line the walls in a catacomb fashion. As they make their way down the hall, they find they're begining a decent further down into the ground. Also, as they make their way further down the hall, the crypts appear to become more fancy, with epitaphs and stone statues of fully armored soldiers, hero's, etc. Eventually, they find they are walking in a slow spiral, like the ramps at a major league sports stadium, traveling further down. The grade also becomes steeper, and the stone floor turns into crude steps. They are decending so far beneath the surface, moisture and gooey stuff line the walls and floors, so much so, it is hard for any (even the most nimble) PC to keep their footing, so a balance check will be needed at some point. If someone loses their footing, they get a CHOICE to make a reflex save on a torch holder. If they don't take the chance, they fall on their tails and go skipping down the stairwell. If the do take it, they have to make a Refsave of 14 or go skipping down the stairwell on their two good cheeks.</p><p> If they succeed, then the fun begins. When they grab ahold of the torch holder, it is rigged, and comes off in the PC's hand. When that happens, a fifteen foot portion of the stairs comes free and goes sliding down the stairwell. All PC's stading on that 15' portion of the slab are no in for one hell of a ride as they're sent flying down the staircase. Any PC in front of the portion of the staircase, or standing on the edge of the breakaway point, must make a reflex save of 15, or the people on the edge are thrown forward, and they, including PC's standing in front of the slab, are ran over by the runaway portion of the stairs for 6d6 damage.</p><p> Those who remain on the slab are whirled around the stairwell a few time, so a Fort save of 13 is needed, or they are considered sickened and dazed for 3d6 rounds. Any who haven't lost their lunch suddenly find themselves launched out of the exit of the stair well into a vast room filled with statues, epitaphs, tombs, and monuments. There is a raised step of stone about thirty feet into the room, so when the PC's on the slab pile into that, they are launched into the rows of tombs, impacting xdx amounts of damage (DM's discretion) The rest of the PC's have to stoop and stumble down the rest of the steps to enter the vast room.</p><p> Since they haven't just done an impression of a meterorite, it is probably a safe bet they're the first ones to see the small mountain in the center of the large room with a shaft of light falling brilliantly upon a white temple that sits at its peak with a large row of steps leading to it.</p><p></p><p></p><p>More to come on Adventure of Traps, next time, Mausoluem of Malevolence</p><p></p><p></p><p><strong>Originally posted by retiredthief:</strong></p><p></p><p></p><p></p><p>(I'm a newbie on these boards, but I'd vote for him too. Overwhelming combo of good quality trap ideas, and lots of them.)</p><p></p><p></p><p><strong>Originally posted by someonelse812:</strong></p><p></p><p></p><p>There is a riddle written on the floor of the room, it says, “It flies but has no wings, kills but has no arms, once grand and full of life, as a corpse it brings us harm.” </p><p>The door on the left has a human skull with glowing red eyes mounted on it, the door in the center has an arrow stuck in it, the door to the right has a clock mounted on the wall next to it. The clock is of gnomish design and displays the current date and time. </p><p></p><p></p><p>The skull door has a negative energy trap on it. </p><p> The path of the skull leads to undead, mummies, zombies, skeletons, Bodaks, vampire spawn, ghouls, Ghasts, ghosts, and eventually a Lich. there is no treasure to be found here. </p><p></p><p></p><p>The clock door has a Slow Curse on it; this requires a DC15 will save when it goes off. If you fail you are permanently slowed as the spell cast at level 15 until you get a Remove Curse spell cast on you. </p><p>The path of the clock will have simple traps; it will seem almost too easy. It will continue infinitely in a straight line, one trapped room after another. Each room they enter slows their speed through time so drastically, it takes a full day in real time for each room they enter. So if they go through 20 rooms before realizing that this will never end, then they will have lost 20 days, it will take another 20 days to return, even though to them the whole trip only took an hour at most. </p><p></p><p></p><p>The correct path is the door with the arrow in it. It has an arrow trap on it.</p><p></p><p></p><p><strong>Originally posted by vader_rocks:</strong></p><p></p><p></p><p></p><p>What's the answer to the riddle?</p><p></p><p></p><p><strong>Originally posted by tharivol266_dup:</strong></p><p></p><p></p><p></p><p>the arrow. it fills out the last 2 parts of the riddle because it was once a tree and now it is dead and is a corpse that is dangerous. the skull fills the last two parts only and the clock fills the first two only.</p><p></p><p></p><p><strong>Originally posted by myeviltwin:</strong></p><p></p><p></p><p>One very simple and one not so simple.</p><p></p><p></p><p>The Leg-Catcher:</p><p>Dig a hole in the ground about 2-3 feet deep and less than 1 foot wide. Place a pressure plate inside, with spikes set to close in a manner like a bear trap. Cover with gravel or leaves.</p><p></p><p></p><p>Anyone who steps on the trap and fails an initial Ref save is quite effectively pinned in place. A successful escape artist or Str check can pull the leg out, but deals damage to the character. A successful disable device check can release a pinned character without damage.</p><p></p><p></p><p>Only a step above a booby-trap, mechanically, it can be very effective for "mining" an area where combat may go down. Considered great fun by kobolds and the like.</p><p></p><p></p><p>The Lock:</p><p>I put this effective locking mechanism in an inverted tower; the PCs had to negotiate it in order to descend a level.</p><p></p><p></p><p>The first room is round. On the floor in the center of the room is a grate or iron door that can be pulled to one side by a hidden mechanism in the floor. A clay golem is standing on top of the door.</p><p></p><p></p><p>A short hallway leads into a second, smaller room. This room has a number of gargoyle-spouts along the wall, an open drain on the floor, and a large round crank in the center.</p><p></p><p></p><p>The golem will attack anyone who tries to enter the second room.</p><p></p><p></p><p>Turning the crank in the second room has four effects, in this order: a door closes the second room off from the hallway, the grate in the floor closes, water begins to fill the second room, and the door in the first room opens. There is no mechanism in this second room to open its own door or drain the room.</p><p></p><p></p><p>The door in the first room leads to a third room, which is where the party wanted to go in the first place. This room contains another round crank. Turning this crank has three effects, in this order: it opens the grate and drains the second room, it opens the door to the second room, and it closes the door to the third room.</p><p></p><p></p><p>And how do the players pass without drowning or losing at least one party member? The answer is obvious to the dungeon's masters: you ask the golem to open the door for you.</p><p></p><p></p><p>Ways to make the trap more dangerous include setting the golem to only obey people carrying or wearing a certain symbol, or to put a significant delay in the second crank mechanism.</p><p></p><p></p><p>Note that this trap tends to break up the party, so don't use it unless you know one player won't mind being the sacrifice.</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p></p><p>I thought it was a vargule (Sp?) you know the monter in the back of the MM 1 that it just a head with wings</p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>148. Adventure of nothing but Traps (part 8)</p><p></p><p></p><p> Mausoluem of Malevolence</p><p></p><p></p><p> As the PC's gaze in wonder at the temple, the others pick themselves off the floor. This room is vastly huge, with tombs all over the floor in rows with designs and scenes of the entombed soul's life. As the PC's head up the staircase towards the temple, the find it is very roman-esque, pillars, columns, the whole 9 yards. When they finally get inside, there is a huge statue with the message at the base that states, "The one you seek is he." The large statue of the hero appears to be made of marble, stands about nine feet high with a large platform around it about ten feet in diameter. The room is shaped like a rectangle with the party entering from one end, and the statue in an apse at the other. The floor in front of the party is littered with treasure. Thousands of coins, among which are several magical items and weapons. Give them something good, this has been a hell of a ride.</p><p> But this is still a trap, so I've got to make it good. Along the walls of this room are small insets with statues of warriors. If one of your PC's fell through the tiles in the "writing on the floor" trap, the PC's now recognize that their is a statue of them in one of the insets.</p><p> Set in the wall is a small switch in the downward position. If you're PC's put two and two together, they might figure this is a way to bring their buddy back to the real world. And it is, but the problem in throwing the switch is it brings all the statues, skeletons, bodies, back to reality.</p><p> What the PC's may not have known was that the hero died in a war, and up above on the surface, a great battle was fought generations ago. All the bodies were buried in this mausoluem, from both sides.</p><p> When the PC's pull the switch, the PC who was a statue comes out of it immediately, probably a little freaked out. Then a great rumbling occurrs, and the statue of the hero begins to shake. Out below, statues and skeletons are rising from their graves, and old rivalries begin to come back as the undead army's clash below. Eventually, they'll make their way up to the PC's, who will have good position up so high, but eventually will be overwhelmed.</p><p> The statue of the hero breaks from its base, and begins to rise up in the are, being driven up by a large pilar that has a spiral staircase wrapping around it. The statue eventually is driven up throught the ground from below, and the PC's can scale the steps to escape, fighting off the skeletons as the ascend. Once their out on the surface, they have completed thier quest, although they have just unleashed a horde of undead upon the lands...possible foder for their next campaign.</p><p></p><p></p><p>This has been, Adventure of Traps, I hope you enjoyed it, and that it will come in handy. Thank You.<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/cool.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by tharivol266_dup:</strong></p><p></p><p></p><p></p><p>well thats a good guess but the original riddle says "it flies but has no wings"</p><p></p><p></p><p><strong>Originally posted by solo_phoenix:</strong></p><p></p><p></p><p></p><p>Best. Adventure. Ever!</p><p></p><p></p><p>Go Ravenwood! Master of Traps!</p><p></p><p></p><p><strong>Originally posted by tharivol266_dup:</strong></p><p></p><p></p><p>i deff need to echo the genreal consensus. ravenwood for master of traps</p><p></p><p></p><p><strong>Originally posted by keevo_darkwood:</strong></p><p></p><p></p><p><em>*smiles happily after reading the eighth installment of the adventure*</em></p><p></p><p></p><p>WOOOOOOOT!! <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/woot.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/dancin.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/woot.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>Neo-Grimtooth does it again, folks!!</p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by solo_phoenix:</strong></p><p></p><p></p><p>/me copies adventure into word for later. My PCs are gonna wish they never levelled up enough to face this.</p><p></p><p></p><p><strong>Originally posted by cog_and_taz:</strong></p><p></p><p></p><p>ravenwood, you <strong>WIN</strong>, congratulations and thank you!</p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>My apologies...in #127: Slip and Slide Hallway of the Adventure of traps, I mentioned that the PC's would need to eventually need to go through the tunnel again to get out. This was not to mean that once they were done with the adventure, they needed to go back all the way through the mess of traps, just that in the campaign I ran this in, my PC's on a few occasions needed to leave the underground chamber a few times to go find some healing stuffs, and on one occassion, about halfway through, they needed to stop and rest, but did not feel safe in the chamber, so left to sleep in the ampitheater for the night.</p><p> Thought I'd let you know so no confussions would arise, thank you again.</p><p> -E.<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>149. It Takes Two, Baby</p><p></p><p></p><p> The PC's enter a long, narrow room (ten feet wide by 30 feet long) with two, heavy steel doors leading out. They are locked by two hatch wheels set into the doors, but are too far apart for one person to open them. On the door is the message, "those who open my gate, shall be bound by fate"</p><p> Very cryptic<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/scratch.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> This means that two different PC's will need to unlock the doors, but they are set so far into the door, they need to reach their whole arm in to turn the wheels. The pair that is brave enought to do this act stick their arms in, and turn the wheels. As soon as the door is unlocked, they feel their arms suddenly seized by a force inside the door. But before they can struggle, it is released. When the both pull their arms out, each now has a shackle around their wrist and about a 3 to 5 foot chain connecting them. Not just any chain...magic chain.</p><p> Anyone who tries to bust these guys loose aer in for a surprise. If anyone tries to break the chain connecting the two, nothing happend to the chain, but the guy trying to break it is suddenly wracked with pain (2d12 subdual damage and dazed) Anybody who tries to pick the locks of the shackles sends 3d6 electrical damage to all person (including chained PC's) for each round they attempt to pick them.</p><p> There's only two ways to get rid of the shackles.</p><p>1) Somewhere in the depths of the dungeon the PC's are in, there is a magical key that will unlock them. This could be in a hiding spot or on an evil bad guys person, or </p><p>2) They must seek some outside help form a high level wizard who will only be able to get them off with a miracle or wish spell. This means your PC's get to go through the whole campaign chained together until they can reach a town with a high enough leveled wizard to deal with the trapped shackles, and then pay oodles of money to pay for his services.</p><p> Either way, the PC's are going to be close friends for a while. Good to teach a couple PC's the meaning of teamwork.</p><p>[/sblock]</p><p></p><p>[sblock=Page 6] <strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>What the hell happened to that?</p><p></p><p></p><p>I move for Kralek to be voted the Godfather of Trapsmithery<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/all-right.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p>Wow! What great ideas all of you had... Fantastic! People like you that keep the game alive.<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p></p><p>You forgot the "c." Don't worry, everybody does around here at one time or another. Now to prove my position as Godfather of Trapsmithery...</p><p></p><p></p><p>150. Make Them An Offer They Cannot Refuse</p><p>There is a chamber with four doors. Each door has this inscription above it:</p><p>"Come on in,</p><p>But don't be hasty.</p><p>Treasures past those</p><p>That find you tasty."</p><p>Each door leads to treasure guarded by monsters with Swallow Whole. For every treasure they take, the monsters get more numerous. The trick is to slay the monsters THEN take the treasure. Unfortunately, they must fight a dragon when they leave with any of the treasures. The treasures cause dragons within 200 feet of them to gain special and very unfair advantages:</p><p>Treasure 1 - +1 Mythril Chain Shirt that grants a +5 Unnamed bonus to AC, +2 to Constitution, and Regeneration to nearby dragons.</p><p>Treasure 2 - +1 Silver Longsword that grants a +5 Unnamed bonus to Strength, doubles critical threat range of natural weapons, and the effects of the spell <em>Wraithstrike</em> (Spell Compendium) to nearby dragons.</p><p>Treasure 3 - +1 Adamantine Shield that grants a +5 Unnamed bonus to all Saves of nearby dragons.</p><p>Treasure 4 - Boots that grant PCs +20 move speed and grants a +50 move speed, the effects of the spell <em>Haste</em>, and allows consecutive breath weapon attacks (no breath weapon recharge turns) to nearby dragons.</p><p>The treasures are always encountered in this order in the dungeon. These advantages also apply to creatures with the Dragon-blooded subtype.</p><p></p><p></p><p><strong>Originally posted by cog_and_taz:</strong></p><p></p><p></p><p>Nice one K! You started this all, but I still think E is the best, sorry. Keep up the awesome work both of you! Us mortals will just sit here and gawk<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> .</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>151. The Rack of Ultimate Terror</p><p>The PCs find a broken stone pedestal against a wall. There are pressure plates on the pedestal and on the wall spread far enough that they have to reach as far as they can to press them all. The wall has a magic mouth that tells them that "only one person may pass to the treasure room if they press the four switches." The trick is that the allies of the one to enter the room ("they") press the switch plates while their buddy enters the treasure room. If the person that tries to enter the treasure room presses all four plates themself, they get a minor shock (1d4 electricity + 1 round stun, Fortitude halves damage and negates stun) and get manacles attached to each limb and across the neck (Reflex Save to avoid if they made the Fortitude, otherwise no save) that very slowly pull the victim apart (10 minutes until the victim meets a messy and violent end). The magic mouth tells them that the manacles must be removed simultaneously or else the victim gets blasted by Acid, Cold, Fire, or Electricity depending on which manacle gets loosened first. The PCs must find levers from four separate tunnels and simultaneously unlock the manacles. Unfortunately, the lever fetchers must answer a riddle about a certain energy type in each tunnel or fight tough monsters with energy attacks depending on the correct answer and correct corresponding lever hole (Fire aura, Cold breath, Acidic slam, Electric shocks). The lever holes have buttons in them that release jets of the corresponding energy at the lever fetchers once (Reflex Save is 5 higher for the first jet since the PCs will suspect jets from the other lever holes). When all four levers are in place the trapped victim is moved into the treasure room and a transparent, impenetrable barrier goes up over the entrance. When they throw the switches (regardless of simultaneous throws or not) their friend gets torn apart and decapitated (be as graphic as you can possibly be). This is only an illusion, their buddy is actually released and a fear effect is activated in the room before the treasure room. Their buddy sees a lever that deactivates the barrier.</p><p>Watch your PCs try to turn the "ghost" of their fallen friend and laugh at their futility.</p><p></p><p></p><p><strong>Originally posted by alcari_ambaron:</strong></p><p></p><p></p><p>krale<strong>C</strong>k makes a comeback, nice, but a long way to go.</p><p></p><p></p><p>152 - Teamwork ??</p><p>The party (asuming 4 players) enters a square room with one 5ft by 5ft square plate in each corner. Standing on all four plates at the same time will raise the room. When the room rises, only floor and ceiling move, the walls do not.</p><p></p><p></p><p>The room moves past several corridors from which all sorts of scary monsters poor forth. Every player must now fend for himself, as the elevator room will drop when preasure is removed for more then one round. </p><p></p><p></p><p>153 - panic button (i suck at making up names)</p><p>Chase the party into a hallway with something along the lines of "You hear sniffing and grunting like that of a very large dragon" coming from the opposite end of the hallway. This is all part of the trap.</p><p></p><p></p><p>After the party gets chased down a hallway they see a large "door", covered in button, levers and archaic switches. The party (likely to be extremely willing to escape, will start pushing and pulling and flipping like mad (I ruled a move action to operate two switches.)</p><p></p><p></p><p>The catch here is that every operation deals one point of damage. No save allowed. I've had the party rogue get himself knocked to withtin an inch of his life on this trap. </p><p></p><p></p><p>After a certain number of buttons has been pushed, a more lethal trap containing an area of effect spell (cloudkill etc) is triggered to finish the PC's of. That door however, cannot open in any way, it is simply a dead end wall.</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p></p><p>For 152, if you want a better name, I'd name it Tower of Terror, after the Twilight Zone episode/Ride</p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>154. The Door that Bites Back #2</p><p></p><p></p><p> This is different from the first "door that bites back" trap I posted, but holds a little more truth to its name.</p><p> The PC's come upon a heavy wooden door with gnarled marks all over it, jett black fittings, which include a monster with his mouth gapping upon surrounding the door knob, so it appears the door knob is coming out of the monster's gullet. The only way to get through is a successful lock check of 42 (otherwise, the rogue might lose his lockpicks in the process...you'll see why in a moment) or a tongue shaped key is needed to unlock the door, which the players <em>should</em> have found somewhere in the dungeon before reaching this door.</p><p> If the knob is tried without inserting the key, what looks like a bear trap snaps from the hiden depth within the door, shattering the wood around the knob, and latching onto the PC's hand.</p><p> It should be quite easy opening the door now that there's a gapping hole in it, but the PC now with the huge, spiked spring loaded trap around his wrist probably doesn't really notice.</p><p> The doomed player takes an initial 5d8 damage, and has a 5% chance of losing the hand all together. It takes a Str. Check of 18 to release the trap form the player's gushing hand, which should be impossible for him to take it off himself with his one good hand.</p><p> This is a good way to take out that meathead of the party who thinks he's indestructable. Have fun</p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p></p><p>My bad, yo...but sweet trap!</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>155. Cut the Roots and Topple the Mountain</p><p>This works best against heavy meatshields, especially those with low Reflex Saves. The PCs have made it to a large ballroom in the creepy castle. When they split up to search the room let them stand on 5x5 rugs in front of Large statues of warrior weilding weapons. When the weight on top of the rugs exceeds (DM's decision) pounds, the PC must make a Reflex Save or fall through onto short spikes that pierce the feet and activate the springblade trap. The PC has 1 round to remove themself from the spikes (Strength check DC 18) or else they have a 15% chance of losing their legs to the springblade below. In any case, they must now avoid the falling statue trap they just accidentally activated.</p><p></p><p></p><p><strong>Originally posted by razorboy:</strong></p><p></p><p></p><p>A ripoff from Banewarrens Campaign (published by Malhavoc Press) with a minor twist at the end.</p><p></p><p></p><p>Banewarrens Trap (more fun with teleporters... or is it?)</p><p>Covered pit trap, 60 feet deep (100 feet deep works well too). Midway down the shaft there is a plate that swings up to block the shaft. The plate has a magical contingency effect on it - produce a loud "Ding!" noise and a bright flash of light. It also has a circle of runes carved into it. The idea is that when a person falls into the trap, the plate immediately swings up, blocking the shaft behind the person while making a teleportation-like visual and auditory effect. The person in reality is lying at the bottom of the pit (feel free to introduce spikes, poison spikes or whatnot), but the party assumes that the person has been teleported elsewhere in the dungeon and run off searching for him.</p><p></p><p></p><p>For a twist, I also added a permanent Silence effect on the true bottom of the pit so that the trapped person could not scream for help, as well as an illusion of the corpse of the trapped person appear elsewhere in the dungeon, thus spooking the rest of the party who thought something in that room had killed the teleported person. When they realized that the corpse was an illusion they were even more spooked, speculating as to what really happened to the hapless person who was still trapped in the original pit trap.</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>157. Sadistic Stairwell Shenanigans</p><p>The PCs are travelling up/down a long winding staircase that stretches in both directions. The stairs are enclosed on both sides and there are no windows, but there are doors that keep appearing on the inside wall. There should be giant rotating blades that buzz through archways intermittently that the PCs will have to time to avoid. The PCs should slog on forever in one direction only to notice that the doors they keep passing are the same door when one person decides to quit going in the direction their buddies are going they will meet their buddies when they go the opposite way. When the PCs notice this and try to exit the way they came in, they will find the door doesn't open as it is now a solidly unbreakable barrier. Touching the door will deactivate the looping teleport field, straighten the staircase, and allow nasties to ambush them on both sides. Bulky polearm specialists and sharpshooting longbowmen will force the PCs back towards their polearm and crossbow wielding foes coming at them from the bottom. The PCs will have to fight their way through a very bloody battle to clear the stairwell. Both sides will consider the PCs hostile. Because of the battle, most of the PCs and warriors will completely forget about the archways with the rotating blades. This is simple to set up, difficult to control, and hard enough to ensure the players will learn about high ground advantages, but not overwhelmingly difficult. Good for novice, intermediate, and expert DMs alike.</p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>159. Harpooned Ye!</p><p></p><p></p><p> The PC's enter a long narrow room with floors of sand and walls of stone. The room is 60x30 feet, and the floor of sand covers only about half the floor length wise, ending in a drop off of 5 feet into a river of acid. On the side of the wall the floor is on, there are strike marks, and pieces of the wall have been busted out of it, and on the opposite wall, there are several holes about 5 feet from eachother about 4.5 feet from the floor. You should tell any weary PC's that they appear to be murder holes for archers long dead.</p><p> This might put their mind at ease.</p><p> If any PC walks in front of the holes from across the room, a loud 'SPROING' sounds off, and a heavy, arrow-like projectile attached to heavy rope fires forth from the hole.</p><p> Role as if it is attacking with a +X attack bonus (X = PC's level) If the arrow hits the PC, it pummels completely through their body, and masive broadhead spikes spring forth like from the arrowhead, and the line goes tight, and the spikes act as a claw, or anchor, as a winch starts pulling the PC towards the drop off into the acid at about 5 feet a round. The harpoons (I guess that's what they are) deal 2d8+X (X=PC's level) damage. The rope has a harness of 5 and an HP of 5, and it takes 3 rounds for a harpoon launcher to reload itself. If a players is pulled into the acid, hea takes 1d6 acid damage each round he remains in the pool.</p><p> I tried this on my party, an two of them got hooked, and the others had a hell of a time trying to help them while being fired on by the other launchers. I thought they hated it and absolutly loathed me, but after they made it out, they thought it was, and I quote, "<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/censored.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> -ing Sweet!"</p><p> Hopefully, your PC's will have the same outlook<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p>#160. Koblod Kolision Kourse</p><p></p><p></p><p> My astute Ravenwood put this one in a campaign he ran that my character happened to be leading, but since he has no recolection of it, I will have to guide you fellow members through it.</p><p> All righty. This is a trap you should wait to pull on you PC's when they've bedded down for the night in a room of the dungeon with hallways leading in directions they have yet not explored. In the middle of the night, one of them hear's a rustling about, and wakes to find a pair of Kobolds digging through all the PC's stuff. The PC spooks them, and the Kobolds bound away with a pricy magical item crucial the role of your player (in my case, my Female Paladin's cloak of charisma was made off with, causing me to go from drop dead sexy to drop dead purdy in less than six seconds)</p><p> 9 times out of 10, the PC will pursue with his party in tow, but have the Kobolds dash down one of the halls they haven't exploded yet. Now this is where it gets juicy.</p><p> In our party, nobody had darkvision, and nobody took the time to light a torch, so it wouldn't have mattered, but just in case, have your PC in lead roll a Will save of 16.</p><p> If they fail, the invisible bar that stradles the hallway 4 feet off the ground just closelined the PC into an oblivion of pain and suffering not describable in mere words, inflicting 2d10 worth of damage if they were in a full run, plust the 50% chance they just knocked themselves unconscious.</p><p> Now because the Kobolds are only 3 feet flat, they just run under it unawares, but if the dungeon is their place of residence, maybe they knew about it all along and brought the PC down this hallway just to see him run head first into a bar.</p><p> Either way, this is a good trap to get rid of that certain item a PC possess that is making them unstoppable.</p><p> The good DM taketh, and he good DM taketh away...<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/devil.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> On a funny note, it was this little transgretion that lead to the Kobold Kamakazi trap. (#68)</p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p></p><p>I swear, I do not remember putting this trap in before the Kamakazi Kobolds, but it does sound like something I'd do...hmm...<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/scratch.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p>#161. Ants are to a Magnifying Glass, like PC's are to _____?</p><p></p><p></p><p> This is a very sick and sadistic trap, so for those of you with virgin eye, I suggest you turn away now.</p><p> The PC's enter a room of a dungeon (castle, keep, fort, yadda, yadda...) that is about 30 feet by 30 feet square, with what appears to be a large skylight in the ceiling. A group of henchmen enter the room, and upon discovery of the party, initiate the engagment.</p><p> The floor tiles are white, so the sun shining through lights up the whole room, but it also makes a consentrated beam of solar light invisble to the eye. Anybody who crosses over the beam in any way, whether it by through fighting, grappling, shoving, falling, whatever, they immediatly take 3d8 heat damage. It is amazing how long it takes for PC's to figure out that the skylight is acting like a big magnifying glass, and I actually had a PC enter the beam to fight, and stood there fighting for a few rounds because he thought some spell caster was casting something on him so that he took 3d6 damage ever round with no save. What drove him insane was that a party of nothing but axe wielding orcs was attacking the party, so he thought the spellcaster was in cognito <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/incognito.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p> Good way to get away from those poison arrow, dart and pit traps.</p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p></p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/love.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> This is why I love you <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/love.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p></p><p>You shmooze<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p><strong>Originally posted by E._Ravenwood:</strong></p><p></p><p></p><p>162. Score one for the Druids</p><p></p><p></p><p> I once hosted an army campaign were the PC's were all part of a legionairy crusade cutting across unexplored land. One of their missions was to go find a water supply in a forest and then clear a route to get troops there. They hiked through the forest and found a crystal clear lake, but were warned by native elven druids that no more outsiders should enter their realm, or the PC's and their troops would suffer the consequences.</p><p> Had my PC's not acted like jerks, I probably would not have sprung this trap on them, but they really have something against druids, and they basically told the chief druid to cram it, and their entire army was going to march in here.</p><p> So I brainstormed, and had the chief tell the PC's they would never leave the forest alive.</p><p> They laughed and hooted, and started hiking out.</p><p> They were attacked a few times by druid archers, but no side really ever gained or lost anything. And then I introduced the traps. An arrow trap there, a pit trap here. They would fall ten feet in, and then would climb out, cursing along the way. I was really just giving them a false pretense as to how difficult the traps in the area were.</p><p> Then I had a band of Elven braves come out of the woods and attack, hit them hard, and then ran.</p><p> My PC's, already at my blantant attempts to keep them in the forest, ran off for the druids, stepping into <strong>THE</strong> trap.</p><p> Have you ever seen those net traps that when a person steps into it, it pulls them off the off the ground so now their just hanging from a netted bag, more or less. This trap works around that same concept, except tie the ends to two seperate trees, keep the top open, and make sure the tension is tight, and you have yourself a fully customized, 100% organic PC slingshot big enough to handle any sized party.</p><p> All members stepped into that thing and the next thing they knew they were zooming above the tree tops making like Hendrix in a purple haze...only they kissed the ground and not the sky.</p><p> This is just an idea for a trap, so what ever checks and amounts of damage you want to instill upon your party is up to you, but this trap is worth putting in just to see the looks on your player's faces</p><p>:OMG! <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/eek.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/what.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/nonono.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/rant.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/blink.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>Party on!!!<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/fireball.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by saberus:</strong></p><p></p><p></p><p></p><p>This is just awesome, I can see this launching my dwarf right into a nearby mountain, right into his old clanhall, quickly realizing why he left...</p><p></p><p></p><p>E., you must take your crown ---> <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/king.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>Long Live the King! </p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/fireball.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/monk.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/elf.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> :fight!: < E. Ravenwood's new elite guard</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>I got this in a PM *clears throat and puts on sophisticated reading glasses*:</p><p></p><p></p><p>Subject line: About your latest trap. (I don't check these very often and it was apparently about #150)</p><p></p><p>Thanks Makuya, I'm flattered. Sadly, nay, I am just dedicated to this thread with a deadly passion.</p><p></p><p></p><p>Now back to the PC slaughterhouse thread...er, traps thread at hand.</p><p>P.S. Watch your number jumps carefully, Ravenwood, you skipped 158, so this is the real #162.</p><p></p><p></p><p>162. The Arena</p><p>The PCs are waiting in line for a seat at the bar to listen to a Bard's performance. They get to the door and find that there is a lightly guarded side entrance that they can pay a smaller cover charge for. The side entrance leads them to a gladiatorial arena filled with menacing beasts and the PCs are the new combatants. The Bard's performance makes the audience oblivious to the sounds of combat below. The PCs do not know, however, that the combatants are all doomed to the same fate: Death. The Arena Boss cheats the odds using the Bard's performance to siphon the luck away from the combatants while he presses buttons, levers, and switches to screw up the combatants fighting prowess (moving the terrain, spraying poisoned needles, opening pits, silencing the combatants, etc.). Should the PCs emerge victorious, the Arena Boss threatens them into a fight or else the Bard's audience succumbs to multiple <em>Wail of the Banshee</em> spells. The Arena Boss cheats constantly and frequently while having his minion manipulate the trap control panel.</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p></p><p>Technically, razorboy didn't number his trap above, so that makes this #163<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/pbbbtt.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p>(No disrespect intended, please don't have me wacked, Godfather:weep<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by tharivol266_dup:</strong></p><p></p><p></p><p>164) the mirror room</p><p></p><p></p><p>this trap is good for the gready people. they enter a room in the dungeon and see oh ten to fifteen mirrors but they just look like doorways to other rooms which are full of treasure. if they try to go through a mirror tell them that they feel glass in the way. if they decide to break the glass you roll the dice because each mirror is tied to a skill and when the dice land on the skill they lose one rank in that skill (even able to take it to -1 or lower if they are really unlucky) and that skill counts as cross class until they get a remove curse and make up the lost rank. the key is that you have one that is really just glass and lets them through to some nice loot</p><p></p><p></p><p>as for the skills id suggest like swim, ride, balance tumble bluff climb hide move silently etc the nice juicy ones</p><p></p><p></p><p><strong>Originally posted by zombiegleemax:</strong></p><p></p><p></p><p></p><p>No, Kraleck counted in that one. So the <u>last </u>one should have been 163.</p><p></p><p></p><p><strong>Originally posted by harlequinhelsing:</strong></p><p></p><p></p><p>164. The PCs walk into a room with wood flooring. A rope bolted to the floor leads up farther than can be seen into a shaft and is surrounded by small holes in about a 10-foot square. The rope looks like the only way out of the room.</p><p>Now it gets fun. The rope connects to a winch about 300 feet up, and the winch is connected to a blade resting on a few more ropes. The other ropes won't cut until two or three PCs get on the rope or one reaches about the halfway point. Now that the ropes are cut, there's nothing holding the adamantine bars below the floor in place and therefore nothing holding the 10-foot cube of solid stone attached to the floor and the original rope either. It falls, so do the PCs on the rope. If you're a nice DM you might give them some reflex saves to avoid falling into the hole that the block pulled away.</p><p>What about the holes? There's a reason the block was held by bars, not a trapdoor. Pressure plates on the bottom of the block, when pressed in, push spikes up through the holes.</p><p>165. A sign on the door reads 'beware of good fortune' or some other cryptic message. The first PC to walk into the hallway triggers an <em>Iron Body</em> spell. Say nothing about it and watch that PC's face when a pressure plate down the hall with a 600-pound trigger opens two adjacent doors with rust monsters behind them <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /></p><p></p><p></p><p><strong>Originally posted by cog_and_taz:</strong></p><p></p><p></p><p><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/gelatinouscube.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/incognito.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/emperor.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bobafett.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/dragon.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /><img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/turkey.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> :coolcthul <--- add us to E's guard! </p><p></p><p></p><p>By the way, don't insult him by calling him king. I believe I established it a while back that he is "that guy up in the sky that bosses <img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/angel.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> s around.</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>I found #165 to be very interesting. Sort of a "beware of Greeks bearing wooden horses" kind of deal. Unfortunately folks, I do not have something at this time for you. Sorry, maybe later.</p><p></p><p></p><p><strong>Originally posted by harlequinhelsing:</strong></p><p></p><p></p><p>Thanks Kraleck. That's exactly what the party tank thought as well <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite7" alt=":p" title="Stick out tongue :p" loading="lazy" data-shortname=":p" /> Anyway...</p><p>166. The PCs find themselves in a very dark, very humid hallway. The ground is covered up to their knees in damp straw. Either the hall is too far to be seen across with darkvision or there's magical <em>darkness</em> in the middle of it. Point is, they can't see to the end of it. So of course, to find their way, one PC will light up a torch. Which is too bad, since the air was humid from having gas fumes pumped into it and the straw damp from years of gas fumes. All the PCs took some sizable fire damage from the air igniting and I treated the burning straw as lava in terms of fire damage per round.</p><p>On the upside, now that everything's on fire they can see down the hallway...<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/devil.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p></p><p><strong>Originally posted by saberus:</strong></p><p></p><p></p><p></p><p>My bad, but E needs a celestial crown (or is it an infernal one?)</p><p></p><p></p><p>but anyway, what good is an elite guard without an ordinary guard?</p><p></p><p></p><p>Voila!</p><p>:invasion:</p><p>here's your cannon fodder E., just ask if you need more for your 'research'</p><p></p><p></p><p><span style="font-size: 9px">I work on Kamino!</span></p><p></p><p></p><p><strong>Originally posted by cog_and_taz:</strong></p><p></p><p></p><p>My bad:<img src="http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/iyala.gif" alt="" class="fr-fic fr-dii fr-draggable " style="" /> is that better?</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>167. Bag of Tricks and Traps</p><p>The PCs come across a seemingly normal bag of holding. Unfortunately, this bag teleports any item (or person) dropped into the bag (that doesn't exceed its size or weight limits, of course) to a dungeon filled to the brim with deadly traps. Preferably ones by Ravenwood and myself.</p><p></p><p></p><p>168. Pride Will Give You A Swelled Head</p><p>The PCs will come across a hat/headband/helmet that has plenty of unlimited major powers. Although when it is used, people viewing its use will give compliments despite how much they may hate the user. This triggers the headgear's special curse. Whenever the wearer is complimented, be it from the powers of the headgear or general praise for accomplishments, the headgear caused the wearer's head to swell slightly. After 25 compliments the headgear cannot be removed. After 50 the wearer takes a -2 penalty to Concentration for every 10 compliments past 40. Finally, after 100 compliments, the wearer's head is subject to an implosion effect. The wearer must make a Fortitude save or lose his/her head. Even if they make the save, they now take a -2 penalty to Intelligence, Wisdom, and Charisma. There is a way to nullify the effects of the headgear: they must take their swell-headed friend to a witch doctor in a swamp and have him shrink their head. This also has repercussions as the witch doctor shrinks the PC's head too far. This doesn't kill the PC, but it will make them have to buy new hats.</p><p></p><p></p><p>169. Escher's Revenge</p><p>The PCs will walk into a strange room with numbered staircases and numbered doors heading in every direction (Up, Down, Side-to-Side, Upside-Down, you name it, they must navigate it). The PCs will have to navigate their way through this mess while throwing switches to change the way the doors connect and the locations of the stairs. This is best used to kill time while you think up tough monsters for them to fight when they leave through the door they came in. It won't take them back to the place before this room, it takes them to a different chamber for each switch combination (some different combinations lead to the same place, only one leads to the original entrance and the true exit).</p><p></p><p></p><p><strong>Originally posted by harlequinhelsing:</strong></p><p></p><p></p><p>170. Have the PCs come across a door with no method of being opened except for a curious riddle: "The Eldritch Syllable is your key." The party wizard will probably waste every spell he has prepared on this door, to no avail.</p><p>The solution? Eventually one of the PCs might realize that "Eldritch Syllable" means the same as "Magic Word." Some time after that a PC might remember what they were taught in kindergarten, and that the magic word is <em>please.</em> If you're truly a cruel DM, have a monster or sphere of annihilation or something materialize on the other side of the door if the PCs don't say "thank you" as well.</p><p></p><p></p><p><strong>Originally posted by boozerker:</strong></p><p></p><p></p><p>A nice command is often heard, less than a cantrip this magic word.</p><p></p><p></p><p><strong>Originally posted by boozerker:</strong></p><p></p><p></p><p><strong><span style="color: Blue">#171: Catapult Slam.</span></strong></p><p></p><p></p><p>PCs arrive at a door that opens at its top, swinging down to rest on the floor -- so long as someone stands on it. When the PC has nearly crossed the door's length, it springs shut with the force of a catapult, slamming the PC into the stone wall above. </p><p></p><p></p><p>Other PCs behind the first one simply get tossed down the corridor they came from. </p><p></p><p></p><p><strong>Mean additions</strong>: When the PC falls from having slammed the wall, the door crashes back down on top of PC before rising shut again. </p><p></p><p></p><p>The trap releases a pack of monsters from the far end of the corridor, so remaining PCs have to get past the door quickly or face the new danger.</p><p></p><p></p><p><strong>Originally posted by cog_and_taz:</strong></p><p></p><p></p><p>172:A humble pit trap... or is it?</p><p></p><p></p><p>Good ol' pit trap, except that when the PCs fall in, their fall is broken by a jellylike substance, which begins to eat away at their equipment and is, in fact, several black puddings. The look on their face when all their equipment is melted is priceless. </p><p></p><p></p><p>173: Don't be greedy.</p><p></p><p></p><p>The PCs come across a door, which has the following written on it: "Show greed, and you shall be smitten. Forsake your worldly possesions, and you shall be rewarded with greatness." or some such. Point is, if they walk through carrying gold, gems or any such valuables, it's disintegrated. If they carry magic items in, mordenkainen's disjunction. If they dump it all before they walk through though, it's teleported over to them once they pass, and they get an ability increase of their choice(IE +1 to any one stat.)</p><p></p><p></p><p><strong>Originally posted by kraleck:</strong></p><p></p><p></p><p>Sorry folks, another number mix-up thanks to boozerker this time (sorry for singling you out, pal). Should be:</p><p>171. Catapult Slam.</p><p>172. A humble pit trap... or is it?</p><p>173. Don't be greedy.</p><p>Just a reminder to carefully watch the numbering.</p><p></p><p></p><p>And now back to your regularly scheduled trap.</p><p></p><p></p><p>174. See No Evil, Hear No Evil, Speak No Evil...Or Else...</p><p>The PCs come to a room with piles of treasure behind forcecages with a sign that says: "Spite thy friends aloud and thou shall receive." Speaking a command word to activate an effect that dispels the walls or speaking words to spite the other PCs will release an invisible Evil creature from one of the forcecages and activate a Silence effect centered on it.</p><p></p><p></p><p><strong>Originally posted by boozerker:</strong></p><p></p><p></p><p>Jerk.. </p><p></p><p></p><p><strong>And you know what else?</strong></p><p>[sblock]<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> You're not.[/sblock]</p><p></p><p></p><p><strong>Originally posted by harlequinhelsing:</strong></p><p></p><p></p><p>175. The PCs walk into a hallway with metal strips running parallel to each other down the length of the hall, charged with static electricity. When they're about halfway down the hall the door behind them slams shut and a very large, very metal ball starts rolling towards them. And with the help of the charged strips, it's now a very large, very metal, very magnetic ball. Fun for the party tank, especially since at the end of the hallway there's an open pit. I figure the Jump DC for it should be increased by at least 15 since it's pretty much like trying to jump across something with bungee cords attached to your back.</p><p></p><p></p><p><strong>Originally posted by harlequinhelsing:</strong></p><p></p><p></p><p>176. For convenience, let's assume a typical party of 4: fighter, rogue, wizard, cleric. At the end of the hallway is two doors and a chain. One door has no method of being opened (yet), and the other can be opened by pulling the chain, but since the door's heavy it'll require a high strength check, though nothing outside the tank's range. As soon as one person (assume rogue) enters through the door, it slams shut and the chain is pulled upward sharply. The tank, holding onto the chain, will have some insentive to continue doing so: <em>soveirgn glued</em> to the chain, a short pit with a <em>sphere of annihilation</em> at the bottom, etc. At this point the door the rogue went into can't be opened, but the other door can. The cleric and wizard will rush through that door, and are promptly seperated as a wall rises between them and the floor tilts 90 degrees.</p><p>Now the party is completely seperated, and each PC is facing their own weakness. For the tank, it's a riddle, the answer to which must be spelled out by swinging the chain and pressing lettered tiles on the walls, probably requiring both Int and Dex checks. Every incorrect letter casts <em>heat metal</em> on the chain. Oh, and the letters are in Druidic <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> For the rogue, it's a straight-up fight in a brightly-lit room. Or it could be a roleplaying encounter (they will revise their character in short odrer after this, maxing out Diplomacy). For the cleric, a stealth encounter: maybe sneaking around a sleeping monster or something similar. And for the wizard, a pit to jump or <em>fly</em> across, with an <em>antimagic field</em> across it.</p><p></p><p></p><p><strong>Originally posted by makuya:</strong></p><p></p><p></p><p></p><p>No way around it, and no way to defeat it. You are cruel beyond my expectation.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="SuperTD, post: 6712335, member: 6776899"] [sblock=Page 4] [B]Originally posted by the_soul_collec...:[/B] Cursed items will get beginners almost every time. [B]Originally posted by zombiegleemax:[/B] X+1: There is a table, decked out with a feast the likes of which should make the players **** themselves. The room is lavishly decorated, with table decorations and the whole nine yards. When the party enters the room, the door locks behind them and is then concealed behind a stone block, or something that basically says "lawl no" to them. On the table is a little notecard that reads "The food and drink are poisioned. -Management." None of the bowls can be removed from the tables, due to the fact that it's held down with Soverign Glue. The table itself is resting on four pressure switches which, when the table is lightened (from, say, the food being eaten) they slide back to reveal a trap door underneath the table. The thing is, the food isn't poisioned. Neither is the ale, it's a trick. [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG] Absolutely no risk is posed to the characters as they rest in this room, except from their own paranoia. [B]Originally posted by cog_and_taz:[/B] Stolen, resistance is useless. [B]Originally posted by zombiegleemax:[/B] Ditto. [B]Originally posted by kraleck:[/B] 108. Respect Your Sorcerous Elders The PCs find themselves in a treasure room that has a mere 3 gp. Upon entering, a statue of a Dragon's head demands they pay tribute in song and swag. The PCs will have to sing a tune to the greatness of Dragons (in Draconic or else) while emptying their pockets and pouches of valuables. Failing either requirement causes the statue to blast the PCs with a jet of fire-ice-lightning-and-acid. Failing both requirements doubles the damage inflicted. If the PCs try to Disable Device, they will have to place the three gp in three slots on the back of the head (and this is the most important part) simultaneously. [B]Originally posted by cog_and_taz:[/B] Nice one kral! Also, I thought that my explosive book was the ebst one, but it seems like the dance to death one is more popular, weird... [B]Originally posted by Richmud:[/B] The first time I DMed I gave each member of my group what appeared to be a tailor made item when they got to loot a dragon's hoard. They assumed I was just being a nice DM when in fact each item had a tailor made curse to stop them. Of course I wasn't just being mean, they knew the dragon they were fighting had made some sort of deal with BBEG in order to become a dracolich. They also had been fighting the BBEG's agents long enough that he knew their fighting styles [B]Originally posted by kraleck:[/B] 109. A Sadistic Takeshi's Castle/MXC Knockoff (Anybody familiar with either show will get the gist of the kind of stunts the PCs will have to pull off. If not, keep reading or search for "Takeshi's Castle Challenges" on Wikipedia.) The PCs will have to ride a rotating arm and make Jump and Balance checks (and Reflex Saves if they fail any checks) to avoid obstacles and make it to the next room. They will be over a pit filled with a deadly object of your malicious choice (magma, acid, spikes, dire crocodiles, etc.). The next room has them running from uneven roller to uneven roller (making the same checks at a harder check level over the same kind of pit) to get to the third room where they will have to make more insane stunts and so on until they have cleared a number of rooms to your sadistic liking. [B]Originally posted by alcari_ambaron:[/B] well it's slowing down a bit, at least now that i've used another trap I can put it up here. Inspiration from someone here somewhere on the forum, the trap is mine though. 110) Truly sadistic A room which contains a locked door and four colored cubes and 4 slots where they should fit. The slots are at chest hight and each have a hole above. The puzzle should be obvious to every player. In each hole one can see the color of the cube which should be inserted below. The catch here is that in the second last hole, there is an invisible needle in front of the hole :evillaugh Possible effects could be penalties to ranged attacks (the Leela effect) or just simply some damage, add poison as desired. [B]Originally posted by saberus:[/B] 111 (damn, looks like binary...) Illusionary Fireball Trap This is placed in a 15 x 15 room, the PCs trigger a fireball in the room, and find that they are on fire! the flames continue to burn, regardless of method to extinguish them, roll damage as usual. After all players are 'dead' have them wake up, in the same room, or captured by the enemy, as they were before the blast. (Minus what they used to try and stop the fire and/or damage) a variant is that the fireball is still illusionary, but also plants an olfactory illusion that the rest of the party reeks, but not them. watch the hilarity insue!! [B]Originally posted by alcari_ambaron:[/B] 112) one trap I used once was rather ingenious. (if i say so myself[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG]) when the BBEG is beaten, he runs out through a secret door, into a special room. This room contains a raised altar with a gateway like arch. this arch serves two distincly different functions. When a person bearing a special sigil (bbeg) walks through, A bright flash of light is brought forth, and the user is teleported away. (obvious, gate-like structure, who goes in doesn't come out, the party adds this up rather quickly) When anyone else walks through, the following effects happen. 1 - A bright flash of light (like before) 2 - A disintergrate spell on the user 3 - Presidigitation to clean up the mess. 4 - A magic mouth which says, "all clear" This resulted in a full TPK as the party decided to send the cleric (with teleport spells) though first, followed by fighter, mage, rouge, second fighter and psion. [B]Originally posted by kraleck:[/B] 113. In Case of Emergency...(sort of a variant of #112) This trap takes place best atop a very tall tower over underground magma caverns. The PCs find the BBEG has already been slain. They see a cloaked figure press a "self-destruct" button and exit through a newly appeared door while holding the BBEG's amulet. If the PCs go through the door, have them make a Reflex save or else they fall X feet to the base of the tower. The door is a one person portal that anybody carrying the BBEG's amulet can use. Any survivors will have 2 times X rounds to descend the tower before it drops into the magma filled caverns below. There are no windows to jump out at the last second and the walls are twice as thick as a normal tower's (as well as being magically treated if you are a spiteful little b******). If the PCs must make it out the door, they have X divided by 10 rounds to get away from the crumbling foundation (and save their fallen comrade's body if they plan to ressurect him/her). (X is a constant number in this trap. Recommend taking the total of the PCs' levels and doubling the result.) [B]Originally posted by zombiegleemax:[/B] I have a personal fondness for illusions in trapping. Permanent and Programmed illusions are cheap and easy to add for any discerning dungeon owner. Hence: 114: Permanent illusion of an injured and unconscious paladin on a floor to match the rest of the environment (covering area ten feet in front and behind the body). Figure is waering shiny armor, has a big sword, and is blood-stained but still breathing. Whoever enters the five foot square before the figure's triggers a contact poison trap (carrion crawler juice) forcing a Fortitude save. It also simultaneously triggers a Hold Person spell and flips the lid of the pit trap over which they're standing (Will save and Reflex save). If your agile rogue triggers it, the combined Fort and Will saves give a good chance of paralyzing him and ensuring that the reflex save fails. Just for fun, I usually add a gelatinous cube to the bottom (into which the victim falls)... In order to find the trap, the rogue first has to interact with (ie. enter the area of) the illusion and succeed on a will save to disbelieve it (min DC would be 18 - will is not the strong suit of most rogue types) then make a successful search check. [B]Originally posted by mysticaloctopus:[/B] 115: The Mysticaloctopus Brand [SIZE=1](TM) (R) (C)[/SIZE] Training Pits. This is a trick I used on my group to make them think about how they handled pits. First off, throw in two or three moderately well-hidden pits that rogues and elves can find if they make the roll on walking past. Then, throw in an obvious pit (no covering whatsoever, a 5 foot hole the width of the room). After that, have another one later on, with a difference: there is a [I]Programmed Image[/I] of a pit just in front of the real pit, and the image also hides the real pit. PCs jump over the pit (All together now! #jump! jump! jump! jump! jump over the pit!) and when they do, they go easily over the illusion... into the disguised 10-foot deep pit. No problem, getting out of it, especially if it's full of water, but it makes them cautious. Next, have a similar trap, but the real pit is just in front of the illusion! PCs find out there's an illusion around the room with a [I]detect magic[/I], edge up to the illusion to prod it and the ground behind it with sticks (#poke! poke! poke! poke the dungeon with sticks!) and... WHEEE! fall into the pit! (#climb! climb! climb!... you get the idea...) Eventually, have pits that go from just inside the doorway to halfway across the room, hidden! PCs will spend the whole dungeon prodding around with 10-foot poles! It's fun, especially with added Gelatinous Cubes! Afterwards, promise not to do it again and stick to it, as it makes an interesting diversion, but can turn players paranoid about pits and illusions - this was the work of two gnome brothers, an artificer and an illusionist. [B]Originally posted by serpymatt:[/B] I've only DM'd one campaign before my current one, so I don't have that much insane tarp experience. My only trap was to make sure the PCs wound up in the gnoll prison. When they entered the cave they found themselves in a round room surround by huge doors. None of them bothered to make a search or spot check and when the first one grabbed a door, they learned the door weren't on hinges and were being used by gnolls as tower shields [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG] [B]Originally posted by E._Ravenwood:[/B] I came up with these ones over the weekend, hope they come in handy... 116. That's Using Your Head The PC's have walked down a hallway quite a ways and reach a heavy, reinforced wooden door. The door is either stuck, or lock very well, for the PC's find it very hard to open the thing. There is a cord hanging directly in front of the door that leads up through a hole in the ceiling. After a few minutes (or hours) of working on the door, the PC's are having no luck. This door seems to be alive. If anyone attempts to hack it to pieces, the gouge marks start to heal themselves after a few minutes of being hit. Eventually, the door gets tired of you hacking on it, and a message appears in the door. It states, 'Pull Cord'. If a PC does as the door says, they hear a loud mechanical screech, and the door now reads 'Duck'. All the PC's standing directly 15 feet in front of the door who don't duck are about to be introduced into a world of pain. A huge battering ram sweeps down from the ceiling and goes for the door, and all the PC's standing in front of it. If they haven't ducked, they are struck by the large wooden log and take 6d8 bludgeoning damage and are carried into any PC's in the way and eventually through the door. Any other PC a PC stuck on the log hit takes an additional 1d6 damage, and which ever PC hits the door takes an additional 1d8 damage. Now there's a gaping hole through the door, and any PC's still on the other side of the door must climb through quick because the door starts healing itself immediately. Then the battering ram resets itself. 117. And Now for Something Completely Different... The PC's enter a vast circular room about 75 feet in diameter. There are four wooden pillars even spaced in the room and a large switch set in the floor. It is best to put some bad guys in there so that a fight would ensue. If the PC's don't throw the switch, the bad guys will. When they do, the pillars start spinning, and suddenly, a 30 foot chain flies out with a spiked or bladed ball on the end of it (like a larger version of the weapon Go-Go Yubari used in the first 'Kill Bill' movie) The PC's and Bad guys have to watch these because getting hit by the spiked of bladed ball deals 4d4 damage (slashing or piercing) and the getting hit with the chain causes the chain to pivot, wrap around the person, the ball eventually buries itself in the person, and then they're lifted off the floor and spun around until the chain unwraps and the ball is jerked out, and then their thrown most likely into a wall. What's even more fun is to have one of your PC's try to turn the thing off by throwing the switch the other direction, but I just made it release the chains from the pillars, sending them cascading across the room and then another set of chain and ball exudes from the pillars. Guaranteed to really get your PC's panties in a wad. 118. No Good Deed Goes Unpunished The PC's enter a room that has a round, stone platform on it. Once all the PC's are aboard, it takes them up through the ceiling, like a elevator. It takes them up pretty high and they are deposited in a room. Once they're all off, the elevator goes back down. They are standing in what looks like the bottom of a huge bowl about 200 feet in diameter. Quite a ways up, there is a flat ridge that leads to a few different doors out. Once they start getting a little bit up the grade, they hear what sounds like a drumming noise that grows louder. Then suddenly, from the ceiling of this room, two stone discs come shooting down a slope, and hit the bowl, sending them flying around the whole circumference of the room. This is based on those big donation 'things' set up for some organization, the ones that looks like a, well, a huge bowl. Then you put a coin or two down the slot and the coins go flying around and around until they hit the hole in the bottom of the bowl. This trap is a blown up version of this. The stone disks are about ten feet high and about three feet wide and are slowly working their way towards the PC's who are probably wigging out right now. But you may be asking yourself, "Two disks, that's it, that doesn't sound too hard to get around." And you would be correct. Every few rounds another disk comes sliding down the track, although each one after the initial two are different sizes and materials, so they all don't follow the same path. Some will go fast, others slow, some will only go around a few times, others will take a long time. If a PC's is hit, or ran over, by one of these stone disks while scrambling for the doors, they take 10d6 bludgeoning damage, and must role a Fort save of 15 or fall unconscious. This means that the other PC's will most likely be hauling the dead weight of the sorry sack that got creamed by one of those disks. Give them something good after this though, because this is one trap that will really [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/censored.gif[/IMG] a party off. Party on... [B]Originally posted by kraleck:[/B] Once again E. Ravenwood, you have proven your sheer diabolical awesomeness. Rock on. Hmm, rock... 119. Between a Rock and a Hard Place The PCs should be just past the 3/4 point of a long upward sloping corridor with a boulder choking the other end shut. When they reach this point, the PCs must make balance checks or slide downhill to the far door (actually an illusion cast upon a stone or metal wall, the corridor is now locked in place). If they keep their balance, they must Reflex Save into several indentations in the walls to avoid the boulder rolling down the corridor into the far wall. When the boulder is moved, a new entryway is opened for the PCs to go through and a new corridor runs perpendicular to the sloped corridor. When they do, the corridor resets and the boulder goes towards its initial position...but doesn't stop. Yup, another Reflex Save to avoid becoming pancakes, but if they succeed, make them flip coins to determine which branch each person dives towards. The boulder (now unmovable) leaves the PCs separated and unable to communicate to each other. Two paths, two groups: the long, heavily-trapped path (heads), or the short, difficult-monster-filled one (tails). 120. Troll Trolley Tantrums The PCs are in a multi-ore (iron, silver, gold, diamonds, and mythril in rare occurences) mine with an elaborate (and still working) trolley system. Unfortunately, the mine was abandoned after trolls from the nearby swamp started hunting and killing the miners. The miners knew that the trolls were too stupid to understand the trolley system and used it to cause the trolls to become lost in the winding, overlapping tunnels. Now the PCs are trying to hunt every last troll down [U]without using fire[/U], since the gases in the mine would cause the whole mountain to crumble and completely destroy the town built into the side of it. The troll leader, much to the PCs' dismay, has gotten ahold of a Ring of Greater Acid Resistance from one of the dead miners. [B]Originally posted by kraleck:[/B] I know I'm 2 hours early for this, but I have to move our computer stand out of the part of the house we will be reflooring. So without further ado: [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bump.gif[/IMG] [B]Originally posted by E._Ravenwood:[/B] 121. An adventure with nothing but traps (Part 1) My PC's actually enjoyed this, because it was more of the way they got through it as opposed to the actual traps. The PC's are on a mission to discover the tomb of a local hero, but explorers and archeologists can't place it. There are local bands of nomads in the area that aren't hostile unless provoked, and the party is hired to interview the chiefs of these tribes to discover the whereabouts of the grave. They keep refering the party to the ancient amphitheatre. They discover the vast, round amphitheatre on semi holy ground (this could lead to combat perhaps). The theatre is set in the ground, and leads down quite a ways in a stepped fassion. At the bottom of the theatre is the stage, and set dead center in the stage is a huge statue of our hero. Upon further investigation (many search checks needed) the pc's find that the statue covers a hole in the ground. Once they push the statue out of the way (many strength checks) enough to get a person through, they look down into total blackness (140 foot deep). The moment they through a rope down, they hear what sounds like a puff of wind from below in the dark. The PC who climbs down finds that 80 feet down, the rope has stopped, and it looks like it's been cut. There is a thin line in the stone wall of the hole, and if a PC does what one of mine does, he stuck his torch down below his feet to investigate. A blade comes whirling out of the line in the wall, and severes the torch. An implement of some kind is needed to obstruct the blade, like a sword or tent stake, and jam it into the space of the blade hole. The blade takes 3 rounds to reset, and becoming struck by the blade deals 6d6 damage to the PC and a 50% chance to loose their grip on the rope. Once the blade is ubstructed, another rope needs to be tighed off to the rope their on, and remember, the PC's are doing this all one handed. Tougher than it sounds. More to come... next, The Efreti is never your friend... [B]Originally posted by saberus:[/B] I vote to name E. Ravenwood as the Master of Traps! [B]Originally posted by kraleck:[/B] I second the vote. 122. Seasick Room This room is in the cellar of a seaside fortress. Because of this, the floor is slick (Balance Checks are needed) from the tides, but it never becomes submerged. The room has semi-round objects of various sizes and weights and was designed to toughen up sailors on the high seas. The PCs must place the rolling objects in their proper spots while the floor tilts slowly yet wildly. The danger of the room comes from the rolling nature of the objects. If the PCs fail a Balance Check, they fall prone and must make a Reflex Save (at a steep penalty) to avoid being crushed by cannonballs/barrels/cannons/stumbling allies/etc. On top of that, the PCs must make Fortitude Saves (at steadily increasing difficulties) to keep their lunch down (failing gives them a penalty to checks and saves for as long as they keep moving around plus one hour (during rest) for every failure), hence the name "Seasick Room." Although, those who have Knowledge based around diseases and the high seas will know various cures and preventatives for Seasickness (ginger, for example, works wonders as a preventative). (If they succeed several times (at higher difficulties and shorter timeframes each time) they gain +2 unnamed bonus to Balance and Profession (Sailor) Checks. Throw a few sea monster challenges in to give them some variety, i.e. they have to fight tame/controlled sea beasties while sorting the rolling objects alongside an experienced sailor or two. This should teach them that they should concentrate on doing their job while other sailors are tackling monsters.) [B]Originally posted by zombiegleemax:[/B] 123. [B][U]Crash and Burn[/U][/B] illusionary wall, appears to be made of wood, appears to have treasure behind it. so.... when greedy PCS see the illusionary wall they of course will want to break through and grab the treasure. One of the following things can happen: 1. pc charges straight into illusionary wall and falls into oil which if they are carrying a torch will burn themselves, or if not carrying a torch, one will fall from the ceiling. 2. pc attempts to burn wall with fireball, lights oil and causes a massive inferno. 3. pcs ignore wall completely. (unlikey) 4. pc attempts to kick down wall ( sounds weird, i know, but this actually attempted.) and will slip on gravel. therefore falling into oil and torch falls from ceiling (it just will due to a pressure plate thing in the oil.) and INFERNO TIME. i know, may not be super good but hey, it might work. so yeah. :evillaugh [B]Originally posted by zombiegleemax:[/B] oh yeah [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bump.gif[/IMG] [B]Originally posted by boozerker:[/B] 124. Coin Plug. A coin is laying on the floor. DC 20 strength check to pull off the ground. When that happens, PCs hear a giant echoing GLUG-GLUG-GLUG and an immediate roar, the entire place is flooded ceiling high by water coming from their left and right. Out of a hole below the coin a little note floats out, attached to a chain. The note's paper glows fainlty so PCs can read it, becuase likely any light sources got extinguished by water. The note says "[I]Flipping the coin on its reverse side before plugging the hole won't clear the water, but it will grant those nearby magic to walk on water[/I]" Replacing the coin on its reverse side basically casts a [I]Water Walk[/I] spell, and the players probably won't think of this, but it shoots them upwards at 60 feet per round to conk their heads againt the ceiling. Only thing is, the coin trap had also activated spikes on the celing above. The bump trap? [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG] [B]Originally posted by makuya:[/B] And the greedy shall suffer.... [B]Originally posted by alcari_ambaron:[/B] Hmm, if you need to make a strength check to pick up a coin, it doesn't take a genius to figure out it's a trap. so, indeed this one's nice [B]Originally posted by kraleck:[/B] Bravo on the coin trap. 125. It's On Like Donkey Kong The PCs enter a 15 ft wide staircase area. At the top is a barrel launcher in the shape of a gorilla. When the PCs start to climb the stairs, the "ape" moves back and forth releasing wooden barrels (d% roll of 85 and under) and metal kegs (d% roll of 86+). The barrels will break on contact with the PCs and douse them (and those near them) with alchemists fire (or whatever nasty you decide) while the kegs will knock the PCs (and those behind them) back 10 feet unless they make Reflex Saves (only if they are in the path of a barrel/keg) that increase in difficulty as the PCs approach the launcher. When any of the PCs gets within 5 feet of the ape-shaped launcher, they must make a difficult Reflex Save to avoid a hammer swinging down from the "head" of the launcher. Failure means they get thrown back 20 feet and are in the path of the next barrel/keg (as well as getting laughed at by the "ape"), but success means the launcher deactivates when it can't hit anybody. [B]Originally posted by lordhawkeye:[/B] One thing though, what's stopping them from just removing the food and tossing it aside rather than eating it? [B]Originally posted by kraleck:[/B] The player's lack of Intelligence and creativity. [B]Originally posted by E._Ravenwood:[/B] 126. An Adventure with nothing but traps (part two) The Efreti is never your friend... After the PC's have by-passed the blade trap from #121, the find themselves in a cave-like chamber that is in the shape of an elipse. It is about forty feet wide, eighty feet long, and tapered at both ends, with a bunch of crevaces and nooks that lead into different chambers. It should be mentioned that there are skeletons littering the floor, some skewered on stalagmites, some look as though they just keeled over, with twisted death screams frozen on their mouths. As the PC's move along, they find that at one tapered end of the oval chamber leads into a hallway, the other end has a large statue of an Efreti with eight arms, seven of which hold valuable things, one is empty. The Efreti is made of highly polished bronze and large ruby's have been set into the metal all over his body. When any light hits the statue, it looks as though "fire swells around him in a quite inferno" The Statue's face is contorted in what looks like a war face (you know what a war face is?...AAAAHHHH, that's a war face, now let me see your war face!) His eyes are narrowed evily and his mouth is open in a silent scream of carnage, lust for battle and to kill. The "valuable items" are weapons and armor, each of which appear to be magical in some way (up to the discretion of the DM) the point is, the PC's can have anything the Efreti offers, however, he can't have it for free. The empty hand must be filled with something that is valuable (no mundane crap here) before a PC can take anything from the efreti...safetly anyway. If an item is taken from the efreti without an offering first, a bellow will arise deep within the statue. From his mouth, blue flame spouts from the statue in a huge fire ball that is launched from one end of the chamber to the other. Everyone must roll a reflex save for half daamge (DC18) or they are roasted. Seriously. They take 5d12 worth of fire damage, and everything burnable on their person has done so. That means clothes, hair, backpacks, items, if they were carrying gold coins, it's no a solid lump, most likely the sheaths to their weapons are gone, but more importantly, magical items aren't even safe. That means gloves of dexterity, cape's of charisma, boots of striding and springing, are all now a pile of ash on the stone floor. The statue will continue to launch fire balls until the PC's discover they must make a trade, and if they do try to put a mundane object in the statue's hand (ie: common sword or dagger, shield, armor) the efreti will also spit fire. This is also a good way to work in a cursed item... More to come, next time on Adventure of Traps...Slip and Slide Hallway. [B]Originally posted by E._Ravenwood:[/B] 127. Adventure with nothing but Traps (part 3) Slip and Slide Hallway Now that the PC's are well done from the Efreti, once they're done farting around with it, they're ready for the other end of the chamber. They are plunged into immediate darkness as they enter the hall, which appears to be masoned, so it is finely worked stone, with smooth walls and floors. Eventually, the lead PC starts smelling something funny. He must roll a wisdom check of 12 to recognize the scent. It's oil. But there appears to be no reason why. As they proceed, the tunnel takes a sudden plunge, a 45 degree slope that goes down about thirty feet. If the PC has recognized the smell, the DC for this will not be as high as it would be if he hadn't. the floor of the slope is covered with oil, making it slick (and flammable, hopefully your PC's were smart enough to extinguish open flames and use something else as a light source) The PC's, however, do not know there is oil on the floor, they only smell it, now stronger than ever. Once they step foot on the slope, the must roll a balance check (DC 15, if they smelled the oil, DC 20, if they didn't) Either way, they're sliding down the slope, the balance check is just to see if they do it on their feet, or on their a$$e$. Once they go the thirty feet, the hallway levels off again, and they are skating down the hallway at a pretty good speed. Some might even enjoy this (at least the ones who are doing it standing up), until... They suddenly see a fork in the hallway, a hallway suddenly juts to the left. they need to make a Reflex save of 15 (20 if they're on their butts) to catch the wall and save themselves. If the catch it, they can make their way into the wallway. If they keep going straight down the slippery hallway, the floor suddenly stops, and their launched over a thirty foot deep pit...or stalagmites. (3d6 falling damge + 5d8 piercing damge = [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/ghosted.gif[/IMG] ) If your PC is still alive, he's going to have a hell of time getting out of this one. Again, skeletons litter the spike ridden floor, and it's a flat, oil slick wall to climb up. The PC's are eventuall going to need to get out through this tunnel again, so eventually their going to have to do this...hopefully when nobody's in the tunnel. But for the guy down in the pit, he's going to need to do it to get out of it period. He has to light the oil on fire. The oil blazes up the wall and tunnel, and is completely burned off in six rounds. But for anybody caught in the tunnel, that means 3d6 burning damage each round they stay in the blazing inferno. This may not look like a dangerous trap at first glance, but it turns deadly real quick...which is why I like it. More to come, Next time on Adventure of Traps...Rips Cords and Murder Holes [B]Originally posted by saberus:[/B] Ok, we have two votes to name E. Ravenwood the Master of Traps, do I hear a third to make it official? [B]Originally posted by zombiegleemax:[/B] E. Ravenwood has my vote for the master of traps.... The PCs in my campaign hate his traps with a deep passion, but it is still much more interesting (and easy for the DM) then hordes of monsters for the 7-8 players he DMs for! [B]Originally posted by zombiegleemax:[/B] E. Ravenwood has my vote as well. I'm planning on using some more of his in my next few. Boy are my players hating it! [B]Originally posted by zombiegleemax:[/B] Illusionary passage/Spike door. 128) You have a normal door, except the door is covered in spikes. The doorway itself is covered in an illusion of just normal wall for the environment. Your bad guy of the day bolts through the illusion and slams the door shut behind him. The PC charge into the illusion, just like they saw the badie do, only to run headlong into spikes.[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/banghead.gif[/IMG] [B]Originally posted by kraleck:[/B] 129. And Now For Something Completely Different The PCs will have to walk in silly and ridiculous ways (Dexterity Checks) to pass through a spike filled tunnel to find a ghost's lost parrot. Upon returning with the parrot, the PCs will have to convince the ghost that the parrot they retrieved is no more, it has ceased to be. If they do, the ghost lets them leave (they cannot leave until the ghost opens the door from the other side). 130. And Now For Something Completely Similar As #130, except the parrot is Undead and attacks them viciously. They will have to capture it in a gold cage that the ghost provides them. The ghost uses the parrot as the key for the door when retrieved. [B]Originally posted by E._Ravenwood:[/B] 131. An Adventure of nothing but Traps (Part 4) Rip Cords and Murder Holes If the PC's have survived the Slips and Slide tunnel (#127) they are ready for their next trap. As they make their way down the hall, they suddenly notice that the floor has shifted from stone to sand. As they continue on, they auddenly find a portion of the hallway goes under a large arch, with the message: He who seeks Enlightenment shall drown in a sea of Darkness. This may not mean much now, but it will in a few seconds. As they enter the hall,the passage narrows to five feet in width, and there are a few things that should catch their attention immediately. One, the hall is about sixty feet long, and every ten feet on the ceiling is hole, about a foot in diameter. Every hole has a 3 foot in diameter shaft of brilliant light shining out through it, illuminating the entire portion of the hallway. Two, all along both side of the wall is a freso of crashing waves made of what appears to be tiny bead with tiny little holes in each of their centers. Thirdly, the is another archway much like the once they passed through at the other end of the hallway. Now time for the trap. The first person to disrupt a beam of light is in for a suprise. When they interrupt a beam of light, 2d4 pitons connected to thin wire fire from the right side of the wall, pierce the PC, and keep going until they connect with another hole on the opposite wall. This will freak most of the PC's out, now that they're a human kabbob, but each piton does only 1d4 damage each. Don't worry, it gets worse. Role a 1d6 to find out where the PC was struck, 1=chest, 2= R.arm, 3=L.leg, 4=torso (belly to hips), 5=L.arm, and 6=R.leg Each one of these wires is super thin, I'm talking high E# piano wire, and trying to pull them out will only result in a sliced up hand, dealing 1d6 to the idiot who tried it. The only way to get them out is to cut the wire (hardness of 10, hp of 5) but even this can result in lots of damage (have you ever seen a guitar string pop, it's not like it just goes limp) So do what I do and have there be a 50% chance of someone getting hit with wire when it goes flying after it's cut. Odds are it'll probably be the guy skewered. However, this can only occurr if you PC's are smart and jumped right on the task. Give them a few rounds, and then tell them they hear a loud "kong" come from above, like a sledge hammer being dropped into a steel bucket after it's been dropped from the Sear's Tower. Suddenly, gouts of water begin to pour in from the holes, and huge stone slabs are shutting on both arches, sealing the room off. If the PC's ditch their buddy and take off, they should be able to make it through safetly. However, the guy just 'hangin' there is screwed. The room is now sealed both ways, and the room is filling up a foot of water every two rounds with a ten foot ceiling. There's really only two ways out of it for this guy, he can either... 1) He carefully snips each wire taking tedious, gentle movements to keep the wire from launching back into his face, stringing the wire back through him, careful not to hit anything "important" inside of him, and then drown, or 2) He can simply tear the wire from his flesh by simply jerking that part of his body, forcebly ripping it from the inside out. This is going to cause hellacious damage, 3d6 for each appendage, 5d6 if it's a Torso and/or chest shot. This is the quickest way to do it, and believe me, it hurts like a mo-fo. So now he's in a flooding room with sealed doors on either end. Things are looking pretty bleak, but fret not, I'm not a total jerk. Above the arches, which are nearly as high as the ceiling, is a switch that will release both doors, sending a tidal wave of water into the hall, and the room the PC's who high tailed it just ran into. Then the trap resets itself once all the water's gone. When I ran this side quest in my campaign, one of my PC's who had been hit by all eight of the wires refused to tear himself free once the water started pouring in, and I really didn't want him to die (strange as it may sound, I actually prefer my PC's to live, and even through my traps are evil and diabolical, they rarely kill my PC's) So any way, if you have a PC who's too stubborn (or too stupid for that matter) who doesn't want to rip himself free, just do what I did. Have the force of the water do it for him. More to come, next time on Adventure of Traps, The Writing on the Floor [B]Originally posted by kraleck:[/B] [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/eek.gif[/IMG] I...I...I've...got nothing to top that... [B]Originally posted by zombiegleemax:[/B] [URL]http://www.dndadventure.com/html/riddles.html(x)[/URL] great trap and riddle link [B]Originally posted by solo_phoenix:[/B] Here's a nasty obstacle that I came up with for an upcoming adventure 132. Shafted The adventurers find themselves at a large hole in the ground, this hole (or shaft) can either be an entrance to a dungeon, or a passage between two parts. Looking down into the shaft will not reveal much to the adventurers, only that they can't see the bottom due to darkness. In fact, the bottom of the shaft is obscured by magical darkness, unaffected by standard forms of lighting. The shaft depth can be chosen by the DM depending on how much they want the PCs to hurt if they fall while climbing down. The interior walls of the shaft are smooth stone and run vertically, and thus, the shaft can't be descended by climbing on the walls. The adventurers must use rope or whatever to reach the bottom. About 20ft from the bottom is where the darkness starts, the PCs should easily be able to continue down the rope until they find floor. Now is where the fun begins The PCs, finding themselves in magical darkness, will behave like most people would and walk in a straight line until they find the edge, probably with arms extended in front of them for safety. Unfortunately though, this offers no safety here. About 20ft above the floor (where the darkness started) the shaft widened, but the floor at the bottom of the shaft is still the same diameter as the top opening, and so, the adventurers are on a platform of sorts, surrounded by a "moat" of no-floor. PCs attempting to find an edge to the darkness have a 98% chance of finding the moat (unintentionally) rather than the narrow bridge that leads out of the darkness. PCs discovering the edge must make a reflex save DC16 to avoid falling over the edge into whatever the DM decides. If the PCs take the extra cautious road of crawling, the reflex DC changes to 5, and if the PCs just walk normally then increase the DC to 20, if they're dumb enough to run, DC50. Once a PC finds the edge and doesn't fall over s/he can follow it to find the bridge and escape. Also, I asked a friend how he would react in game and he said he'd have everyone link arms and walk forward, in this case use the appropriate reflex save on one of the PCs at the end of the line, if they fail, make a reflex save of 10 for everyone else in the group, those that save get to make a combined strength check to stop the other guy from falling. [/sblock] [sblock=Page 5] [B]Originally posted by alcari_ambaron:[/B] You have a fifth vote. Is that enough to get a WiZo to change your title? [B]Originally posted by solo_phoenix:[/B] He's got my vote too by the way :D [B]Originally posted by E._Ravenwood:[/B] 133. An adventure of nothing but Traps (part 5) The Writing on the Floor Once the PC's have stopped the bleeding from thier wire wounds, they find themselves in a semi-circular room, the circle part towards the arch, the flat part leading across a huge floor of scattered stone tiles with different symbols on each tile. The tiles span about thirty feet, with a ten foot platform the PC's are standing on now, and a ten foot platformafter the tiles, so fifty feet in all, about fifteen feet wide. Across the room, after the tiles, is a set of heavy, wooden, double doors. The floor again has turned from sand to stone, and in front of the tiles is the message, "You one you seek, is the one you shall find, produce his name, or fall victim to time". I have just noticed I have not mentioned the hero's name you seek, but I'm sure you can come up with something. My hero's name was Credence Brahn. The tiles are set up in jagged, un-patterned shapes about 8x8 inches. Each stone is either marked with a letter from one of the three alphabets, Common, (insert language of the area you're in now), and Draconic. This is one of those traps that may appear easy at first, and casue people to jump the gun. This is a big no-no. Most people will figure, "Oh, spell out this dude's name, well, shaa-right, this'll be cinch." These people deserve what's about to happen to them. Because these are the people who are going to hop on the Common symbols. Now, the tiles sprawl about thirty feet up this room, so their's really no jumping it. If someone starts hoping on the Common tiles, they find about halfway up the tiled part of the room, they have run out of letters. The Common tiles are just fillers. The only tiles that will work are the Draconic, or the other language. Hopefully their is a member of the party that can read one of these too languages. If not, mention that one of the PC's remembered in passage the other language being written on the wall near the efretti or something, so they have to back through all the rooms to find it, and then try to figure out if it's the hero's name. Either way, this is no easy feat. Even if they figure out the symbols to hop from, their so small, a balance check of 12 is needed for anyone carrying over a light load. If someone hits a wrong tile, the tile gives out and the PC falls through into blackness. The PC's not dead, but he won't be joining the party for a bit. Once they've made it to the other platform, they pull the double door open, revealing another set of tiles, shorter this time, about twenty feet. The symbols are the same, except each tile is a uniform square foot all around. The message in front of the tiles no reads, "A test of knwoledge you'll now mount, the shortest distance between two objects, and zero does not count". This is a trick question, however, if they want to figure out how to spell out "straight line" in one of the languages, it will work. The idea is to pick a row of tiles, and travel straight across, in a straight line (ha, see, it's funny, right?) Once that's done, they now pull open the next set of heavy wooden double door and reveal... More to come, next time on Adventure of Traps, The Tomb of Terror [B]Originally posted by keevo_darkwood:[/B] A-freakin'-men! Neo-Grimtooth does it again! [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG] [B]Originally posted by destrieth:[/B] 134. Deep Fried The PCs are of course in one of your nefarious Dungeons! The PCs are walking along in a dank, slimy dungeon. The walls are lined with tapestries depicting various cooking practices featuring people as the main course (boiled, baked, flambe'd adventurer, you name it). Well, there's one that features a paladin in a vat of oil. This is interesting because hidden behind the tapestry is a high-powered magnet (DC 15+AC bonus of armor strength check, so 23 for plate) that pulls the victim through the tapestry. Behind it there is a lip meant to trip the victim, sending him down the chute. He lands in a big bowl of gooey yellow stuff. (You know this to be an egg wash!) After floundering around for awhile and trying to scramble up the chute again (DC 20 climb check, apply a -4 penalty for being covered in egg) the bowl-shaped room begins to drain. After draining, the bowl flips entirely and the victim lands on a big pile of white 'sand'. (Flour, bread crumbs, whatever is aesthetically pleasing to you, the DM) After more confused floundering around, a big fan opens in the wall and blows the 'sand' through a grate on the opposite wall. After this, the floor begins to recede into the wall, revealing a big vat of cooking oil below! Without some serious acrobatics, the meathead will become a hushpuppy. I only recommend about 2d6 damage or so per round in the oil, for about 5 rounds (30 seconds). Then, the room drains again, and on the far wall, a door slides open revealing a hungry Tyrannosaurus Rex or something. Whatever you think would be willing to eat a golden brown adventurer! For added effect, have a door open up next to the chute, allowing the rest of the party to follow him down sets of tunnels next to the rooms, complete with grating to allow the party to watch him suffer as he gets egged, breaded, fried, and then possibly eaten. Recommended for higher level parties! :D [B]Originally posted by cog_and_taz:[/B] 135: You enter a room and suddenly the ceiling splits, dumping dozens of cookies and my vote on you[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG] [B]Originally posted by E._Ravenwood:[/B] Oh! You guys...[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/rolleyes.gif[/IMG] [B]Originally posted by saberus:[/B] I wish I had the power to bestow a title. Will the WizO moderating this thread please hear our call to name [B]E. Ravenwood[/B] the [B][U]Master of Traps[/U][/B]? [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/twocents.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/twocents.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/twocents.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/twocents.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/twocents.gif[/IMG] would'ja do it for ten coppers? [B]Originally posted by vader_rocks:[/B] He's got my vote, too! [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG] [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif[/IMG] [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bump.gif[/IMG] [B]Originally posted by solo_phoenix:[/B] Got to use my aformentioned trap today...stupid dwarf fighter made his reflex save with a lucky roll and then stared tapping about with a 10ft pole like a cane. [B]Originally posted by cog_and_taz:[/B] E.ravenwood= that guy in the sky who bosses [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/angel.gif[/IMG] s around. The rest:[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG] Who else agrees? [B]Originally posted by zombiegleemax:[/B] [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/cheerpink.gif[/IMG] I do, He's got my vote! [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/cheerpink.gif[/IMG] [B]Originally posted by saberus:[/B] [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/woot.gif[/IMG] I do! I do! [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/woot.gif[/IMG] [B]Originally posted by vader_rocks:[/B] [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/king.gif[/IMG] All hail the Almighty Ravenwood![IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/king.gif[/IMG] [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG] I can't wait for the next one! [B]Originally posted by E._Ravenwood:[/B] 136. An adventure of nothing but Traps (Part 6) The Tomb of Terror If your PC's have crossed the tiles without wracking their brains too hard, they are ready to proceed. They open the heavy, wooden double doors to reveal...a small circular room a heavy rusted switch in the center. If the PC's wander in, they notice the room is about thirty feet in diameter, and the ceiling goes up, and up, to high for them to see. Skeletons lie in small crevices in the walls like a catacomb from the bottom all the way to the top, all around the room. The switch looks as though it has not been used in years, but the PC's will need it if they didn't put jack-squat into climb. Now even though the PC's will need this to get to the right place, it is going to deal damage to them. It only depends on how much armor their wearing. On the switch's long, slender handle, barely readable, is the message, "Throwing me forward will send you forth, when you are south, and what you seek is north". Eventually, someboady is going to through this lever, and when they do, that's when the fun begins. The ceiling is about 150 feet up above, and about 120 feet up is a lip to a circular platform about 30 wide that surrounds the tunnel with a hallway leading out of it. (kinda looks like this (O)= ) At the top of the ceiling is a huge fan with three long, fat, iron blades When the switch is thrown, the blades become magnatized, nad start to spin. Then, all PC's wearing armor or carrying anything substacially metal, feel themselves being drawn up, kind of a floating feeling. Except for PC's is plate mail, and other heavy armors of the like. Instead of floating, they feel like they're plummeting...upwards. Eventually, they are hauled up and attach to the blades, or in the heavy armor PC's case, slam into it, causing 2d8 bludgeoning damage. The power to the blades only last 3 rounds, it should take on 1 round for heavily armored PC's to reach the top, and only 2 rounds for anyone wearing light/light-medium armor. The 3rd round is for stragglers and to torture the heavy armor players, for every round they are attatched to a blade, they are generating electricty, taking 1d6 shocking damage every round. Once the three rounds is up, the power cuts out, and the PC's are thrown from the fan like a magnatized catapult, tossing them on the platform around the pit. Along these wall, too, are catacombized tombs of skeletons long dead, and the lip of the pit has huge stones with weird archaic writting across them. The is a hallway that leads out of the room, above it reads the meassage, "Doubt not, and you shall find him". More to come, Next time on Adventure of Traps, Grotto of Gravitation [B]Originally posted by zombiegleemax:[/B] Ok ravenwood YOU ROCK. You are my idol [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG] [B]Originally posted by solo_phoenix:[/B] Woo Ravenwood! [B]Originally posted by Qube:[/B] 137) jump against the wall: you'll need a ending corridor (preferably 5 or 10 ft wide) a pit an illusion: the pit is the last square(s) of the corridor. on the endwall of the corridor there is an illusion that the corridor coontinues. when one of the partymembers tries to jump over the pit, to (what he believes to be) the other side of the pit, he hits the wall (because their actually IS no other side to the pit to jump to) and falls in the pit. As DM: act asthough their is a wall of force [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG] (draw the other side on the map, ...) [B]Originally posted by kraleck:[/B] 138. A Deadly Version of Chutes and Ladders The PCs come to a maze of slides and ladders. Some of the slides have spinning blades at the bottom activated by weight in the chute (R). Some of the ladders are trapped (fire jets when they touch a certain rung (R), electrified ladder rung (F), contact poisoned rung (F), broken rung (R)). Any danger induces a Reflex (R) or Fortitude (F) Save. When the PCs make their way out of the maze, they step on a one-way teleport circle with a small amount of charges left. Yup, all PCs must make individual Will saves. If anyone fails, [B]everyone[/B] goes back in the maze, but those that make their Saves don't have to make another Save when they step on the teleport circle again. 139. Carpentry Guild's Bad Joke The PCs enter a room with a wood-plank floor and stairs leading down. The PCs are allowed difficult Search Checks to initially notice certain planks are not nailed down on one end. The Search checks are easier when they see that stepping on certain planks causes them to pivot and smash the PCs in the face (1d4 for Small PCs, 1d6 for Medium, 1d8 for Large, increase the die size for every Load Size beyond Light Load, Reflex save to avoid). This is made more difficult by a rotted patch of planks that drop them into the floor below. The second floor has loose planks that sandwich the PCs and Low-Light (increase to normal light if they fall through the floor above) conditions. The floor below that has sandwich planks with caltrops scattered along the floor and No Light (increase to Low-Light if they fell through the floor before) conditions. When they step on the planks here, the caltrops fly to a new five foot square. There is yet another floor below that has No Light no matter what. Here there are sandwich planks, caltrops, and a strange dust that scatters into the air when they walk about (decreases any available visibility by half). Hopefully the PCs are not carrying open flames since the dust is flour and will explode when burned, consuming the floors above and dropping them into the caverns below. [B]Originally posted by radijs:[/B] I'm not sure wether or not this trap is clever. It had my players stuck behind a door for about 2 hours game time. After a long struggle through the party arrives at the dreaded fortress of doom. An ominous black tower decorated with jagged spikes and all sorts of evilness. Its surrounded by a wide moat which appears to be filled with black liquid. There is no bridge and no appareant way into the tower. If the PC's examine the water they can see that its covered bty a thick layer of lamp oil. The tower is in fact an illusion designed to distract from the actual entrance. But this isn't the clever part! The clever part is that the dungeon actually begins at the bottom of the lake where a sealed hatch can be seen. If the PC's open the hatch they can swim down in a second water filled room where any number of metal doors can be seen. These doors are featureless and offer no lock or handhold. The floor of the room has a few grates. Hidden in one of these grates is a simple glass bottle that when inspected is found to be jetting water into the room but only a small amount. The doors are stuck tight and cannot be broken because the room doesn't offer any kind of handholds or sure footing. If they do manage to open the doors even a tiny bit the water will begin to rush out at an extremely alarming rate and the people who where attempting to open the door are possibly sucked into the hole where their bodies would be mangled and torn apart by the extreme current. Closing the door will let people escape normally to the surface. The players may want to attempt to close the hatchway. This can be done but close inspection of the hatch reveals that its not watertight. There are a few carved holes at the side which let water rush in even when the hatch is closed. So here's the trick to the whole ordeal: The doors are magically sealed to open only when the room is empty of water. A second enchantment removes all the water that flows through. The bottle is a decanter of endless water which spouts in conjucnction with the water level of the lake. The bottle doesn't spout normal water though. The water it spouts turns to thick burning oil when it comes in contact with air and turns back when its only in contact with oil or water that came from the decanter. (PC's don't want to set fire to the lake.) So when the decanter spouts water while on the surface it will appear as if oil was coming out. So what is the key to disabling this trap? Simple. Deactivate the decanter of endless oilwater. Its command word activated and an identify spell will reveal the command word. When the decanter has been deactivated the lake will drain over the course of a few hours and the doors will open. It stumped my players. They tried UMD on the decanter but didn't meet the DC and they forgot about the rod of identify I supplied them with a few weeks earlier. So if you spring this on your PC's make sure they have means to identify the bottle. [B]Originally posted by boozerker:[/B] [COLOR=Blue][B]#141. Bite-Size Death [/B][/COLOR] A deep part of a dungeon is filled with surprisingly clear water. Along the walls ([I]barely above its floor[/I]) are "sconces" with [I]Continual Flame[/I] on them. Their light is enough to reveal shiny bits of treasure ([I]gems and coins[/I]) scattered here and there. If anyone swims down and picks up any of it, a heavy metal grate whips across 15 feet above and traps the PC below. The steel bars are 8 inches thick. The fun begins when the same mechanism releases a swarm of piranas which haven't eaten in days. [COLOR=blue][B]#142. Orc of Falling [/B][/COLOR] The PCs are in a cavernous dungeon where some orcs are known to be about or escaped. When PCs near the bridge over a gorge, an orc darts from behind a rocky pillar and scurries across the gorge's bridge to disappear beyond in the dark. However, the bridge is an illusion spell triggered when PCs enter this area, and the orc is a second illusion triggered when PCs near the pillar. If any PCs decide to pursue, they fall ([I]perhaps a high Reflex save to reach for the cliff's edge before plunging, then a Climb check to hang on[/I]). The fall is particularly deadly because above the gorge, there are multitudes of pointy stalactites hanging... which means that down below, hundreds of pointy stalagmites await. [B]Originally posted by tharivol266_dup:[/B] 142: look alike this is a trap set in a long narrow passage lets say 100 feet long 5 feet wide with one bend halfway at the beginning the pcs go through a arch that is protuding from the walls so there is a noticable lip and the arch is about three feet wide made from three bands of different stone sandstone/granite/some other really strong stone. fifty feet down is the bend. enough to hide the enterence. at the far end they can see a treasure chest. as the pcs walk up to the chest they see that the passage ends after it. the first person who gets within 5 feet of the chest trips the switch and the wall in the arch (the granite part) slides sideways and is now a reinforced stone wall. this makes a loud bang. as soon as someone touches the chest they realise that it is a mimic and there is another mimic that is stretched out as the floor leaving a five foot step for the first pc. the second mimic is only 15 feet long and anyone on it realises they cant move anymore. the mimic on the floor releases his hold on the stone and with his load drops down the X foot pit and fights with whomever is with him. after the mimics are dead they still have to get out and from this area there is no way to open the wall but there is a secret door at the bottom of the pit. [B]Originally posted by retiredthief:[/B] Witchcraft, that's cool! And the setup with the darknes and brazier, really makes it come alive. [B]Originally posted by kraleck:[/B] 143. Dirty/Hairy The PCs are making their way through a room covered in dust, dirt, and debris. When they notice there is a trapdoor made of gold (it isn't, it is an illusionary coloration) they also see that it can be easily removed. When they do, a large, hair and dirt covered beast climbs out of the trapdoor and savagely pummels the PCs within an inch of their lives (doesn't kill them outright, just beats the crap out of them), then grabs the door, resecures it, and shuts it behind itself. Hitting the creature with water based spells and attacks causes it to flee the room to re-cover itself in dirt. [B]Originally posted by E._Ravenwood:[/B] 144. Adventure of nothing but Traps (part 7) Grotto of Gravitation As the PC's enter the hallway above the pit, like I previously stated, skeletons line the walls in a catacomb fashion. As they make their way down the hall, they find they're begining a decent further down into the ground. Also, as they make their way further down the hall, the crypts appear to become more fancy, with epitaphs and stone statues of fully armored soldiers, hero's, etc. Eventually, they find they are walking in a slow spiral, like the ramps at a major league sports stadium, traveling further down. The grade also becomes steeper, and the stone floor turns into crude steps. They are decending so far beneath the surface, moisture and gooey stuff line the walls and floors, so much so, it is hard for any (even the most nimble) PC to keep their footing, so a balance check will be needed at some point. If someone loses their footing, they get a CHOICE to make a reflex save on a torch holder. If they don't take the chance, they fall on their tails and go skipping down the stairwell. If the do take it, they have to make a Refsave of 14 or go skipping down the stairwell on their two good cheeks. If they succeed, then the fun begins. When they grab ahold of the torch holder, it is rigged, and comes off in the PC's hand. When that happens, a fifteen foot portion of the stairs comes free and goes sliding down the stairwell. All PC's stading on that 15' portion of the slab are no in for one hell of a ride as they're sent flying down the staircase. Any PC in front of the portion of the staircase, or standing on the edge of the breakaway point, must make a reflex save of 15, or the people on the edge are thrown forward, and they, including PC's standing in front of the slab, are ran over by the runaway portion of the stairs for 6d6 damage. Those who remain on the slab are whirled around the stairwell a few time, so a Fort save of 13 is needed, or they are considered sickened and dazed for 3d6 rounds. Any who haven't lost their lunch suddenly find themselves launched out of the exit of the stair well into a vast room filled with statues, epitaphs, tombs, and monuments. There is a raised step of stone about thirty feet into the room, so when the PC's on the slab pile into that, they are launched into the rows of tombs, impacting xdx amounts of damage (DM's discretion) The rest of the PC's have to stoop and stumble down the rest of the steps to enter the vast room. Since they haven't just done an impression of a meterorite, it is probably a safe bet they're the first ones to see the small mountain in the center of the large room with a shaft of light falling brilliantly upon a white temple that sits at its peak with a large row of steps leading to it. More to come on Adventure of Traps, next time, Mausoluem of Malevolence [B]Originally posted by retiredthief:[/B] (I'm a newbie on these boards, but I'd vote for him too. Overwhelming combo of good quality trap ideas, and lots of them.) [B]Originally posted by someonelse812:[/B] There is a riddle written on the floor of the room, it says, “It flies but has no wings, kills but has no arms, once grand and full of life, as a corpse it brings us harm.” The door on the left has a human skull with glowing red eyes mounted on it, the door in the center has an arrow stuck in it, the door to the right has a clock mounted on the wall next to it. The clock is of gnomish design and displays the current date and time. The skull door has a negative energy trap on it. The path of the skull leads to undead, mummies, zombies, skeletons, Bodaks, vampire spawn, ghouls, Ghasts, ghosts, and eventually a Lich. there is no treasure to be found here. The clock door has a Slow Curse on it; this requires a DC15 will save when it goes off. If you fail you are permanently slowed as the spell cast at level 15 until you get a Remove Curse spell cast on you. The path of the clock will have simple traps; it will seem almost too easy. It will continue infinitely in a straight line, one trapped room after another. Each room they enter slows their speed through time so drastically, it takes a full day in real time for each room they enter. So if they go through 20 rooms before realizing that this will never end, then they will have lost 20 days, it will take another 20 days to return, even though to them the whole trip only took an hour at most. The correct path is the door with the arrow in it. It has an arrow trap on it. [B]Originally posted by vader_rocks:[/B] What's the answer to the riddle? [B]Originally posted by tharivol266_dup:[/B] the arrow. it fills out the last 2 parts of the riddle because it was once a tree and now it is dead and is a corpse that is dangerous. the skull fills the last two parts only and the clock fills the first two only. [B]Originally posted by myeviltwin:[/B] One very simple and one not so simple. The Leg-Catcher: Dig a hole in the ground about 2-3 feet deep and less than 1 foot wide. Place a pressure plate inside, with spikes set to close in a manner like a bear trap. Cover with gravel or leaves. Anyone who steps on the trap and fails an initial Ref save is quite effectively pinned in place. A successful escape artist or Str check can pull the leg out, but deals damage to the character. A successful disable device check can release a pinned character without damage. Only a step above a booby-trap, mechanically, it can be very effective for "mining" an area where combat may go down. Considered great fun by kobolds and the like. The Lock: I put this effective locking mechanism in an inverted tower; the PCs had to negotiate it in order to descend a level. The first room is round. On the floor in the center of the room is a grate or iron door that can be pulled to one side by a hidden mechanism in the floor. A clay golem is standing on top of the door. A short hallway leads into a second, smaller room. This room has a number of gargoyle-spouts along the wall, an open drain on the floor, and a large round crank in the center. The golem will attack anyone who tries to enter the second room. Turning the crank in the second room has four effects, in this order: a door closes the second room off from the hallway, the grate in the floor closes, water begins to fill the second room, and the door in the first room opens. There is no mechanism in this second room to open its own door or drain the room. The door in the first room leads to a third room, which is where the party wanted to go in the first place. This room contains another round crank. Turning this crank has three effects, in this order: it opens the grate and drains the second room, it opens the door to the second room, and it closes the door to the third room. And how do the players pass without drowning or losing at least one party member? The answer is obvious to the dungeon's masters: you ask the golem to open the door for you. Ways to make the trap more dangerous include setting the golem to only obey people carrying or wearing a certain symbol, or to put a significant delay in the second crank mechanism. Note that this trap tends to break up the party, so don't use it unless you know one player won't mind being the sacrifice. [B]Originally posted by zombiegleemax:[/B] I thought it was a vargule (Sp?) you know the monter in the back of the MM 1 that it just a head with wings [B]Originally posted by E._Ravenwood:[/B] 148. Adventure of nothing but Traps (part 8) Mausoluem of Malevolence As the PC's gaze in wonder at the temple, the others pick themselves off the floor. This room is vastly huge, with tombs all over the floor in rows with designs and scenes of the entombed soul's life. As the PC's head up the staircase towards the temple, the find it is very roman-esque, pillars, columns, the whole 9 yards. When they finally get inside, there is a huge statue with the message at the base that states, "The one you seek is he." The large statue of the hero appears to be made of marble, stands about nine feet high with a large platform around it about ten feet in diameter. The room is shaped like a rectangle with the party entering from one end, and the statue in an apse at the other. The floor in front of the party is littered with treasure. Thousands of coins, among which are several magical items and weapons. Give them something good, this has been a hell of a ride. But this is still a trap, so I've got to make it good. Along the walls of this room are small insets with statues of warriors. If one of your PC's fell through the tiles in the "writing on the floor" trap, the PC's now recognize that their is a statue of them in one of the insets. Set in the wall is a small switch in the downward position. If you're PC's put two and two together, they might figure this is a way to bring their buddy back to the real world. And it is, but the problem in throwing the switch is it brings all the statues, skeletons, bodies, back to reality. What the PC's may not have known was that the hero died in a war, and up above on the surface, a great battle was fought generations ago. All the bodies were buried in this mausoluem, from both sides. When the PC's pull the switch, the PC who was a statue comes out of it immediately, probably a little freaked out. Then a great rumbling occurrs, and the statue of the hero begins to shake. Out below, statues and skeletons are rising from their graves, and old rivalries begin to come back as the undead army's clash below. Eventually, they'll make their way up to the PC's, who will have good position up so high, but eventually will be overwhelmed. The statue of the hero breaks from its base, and begins to rise up in the are, being driven up by a large pilar that has a spiral staircase wrapping around it. The statue eventually is driven up throught the ground from below, and the PC's can scale the steps to escape, fighting off the skeletons as the ascend. Once their out on the surface, they have completed thier quest, although they have just unleashed a horde of undead upon the lands...possible foder for their next campaign. This has been, Adventure of Traps, I hope you enjoyed it, and that it will come in handy. Thank You.[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/cool.gif[/IMG] [B]Originally posted by tharivol266_dup:[/B] well thats a good guess but the original riddle says "it flies but has no wings" [B]Originally posted by solo_phoenix:[/B] Best. Adventure. Ever! Go Ravenwood! Master of Traps! [B]Originally posted by tharivol266_dup:[/B] i deff need to echo the genreal consensus. ravenwood for master of traps [B]Originally posted by keevo_darkwood:[/B] [I]*smiles happily after reading the eighth installment of the adventure*[/I] WOOOOOOOT!! [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/woot.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/dancin.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/woot.gif[/IMG] Neo-Grimtooth does it again, folks!! [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/clap.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bow.gif[/IMG] [B]Originally posted by solo_phoenix:[/B] /me copies adventure into word for later. My PCs are gonna wish they never levelled up enough to face this. [B]Originally posted by cog_and_taz:[/B] ravenwood, you [B]WIN[/B], congratulations and thank you! [B]Originally posted by E._Ravenwood:[/B] My apologies...in #127: Slip and Slide Hallway of the Adventure of traps, I mentioned that the PC's would need to eventually need to go through the tunnel again to get out. This was not to mean that once they were done with the adventure, they needed to go back all the way through the mess of traps, just that in the campaign I ran this in, my PC's on a few occasions needed to leave the underground chamber a few times to go find some healing stuffs, and on one occassion, about halfway through, they needed to stop and rest, but did not feel safe in the chamber, so left to sleep in the ampitheater for the night. Thought I'd let you know so no confussions would arise, thank you again. -E.[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG] [B]Originally posted by E._Ravenwood:[/B] 149. It Takes Two, Baby The PC's enter a long, narrow room (ten feet wide by 30 feet long) with two, heavy steel doors leading out. They are locked by two hatch wheels set into the doors, but are too far apart for one person to open them. On the door is the message, "those who open my gate, shall be bound by fate" Very cryptic[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/scratch.gif[/IMG] This means that two different PC's will need to unlock the doors, but they are set so far into the door, they need to reach their whole arm in to turn the wheels. The pair that is brave enought to do this act stick their arms in, and turn the wheels. As soon as the door is unlocked, they feel their arms suddenly seized by a force inside the door. But before they can struggle, it is released. When the both pull their arms out, each now has a shackle around their wrist and about a 3 to 5 foot chain connecting them. Not just any chain...magic chain. Anyone who tries to bust these guys loose aer in for a surprise. If anyone tries to break the chain connecting the two, nothing happend to the chain, but the guy trying to break it is suddenly wracked with pain (2d12 subdual damage and dazed) Anybody who tries to pick the locks of the shackles sends 3d6 electrical damage to all person (including chained PC's) for each round they attempt to pick them. There's only two ways to get rid of the shackles. 1) Somewhere in the depths of the dungeon the PC's are in, there is a magical key that will unlock them. This could be in a hiding spot or on an evil bad guys person, or 2) They must seek some outside help form a high level wizard who will only be able to get them off with a miracle or wish spell. This means your PC's get to go through the whole campaign chained together until they can reach a town with a high enough leveled wizard to deal with the trapped shackles, and then pay oodles of money to pay for his services. Either way, the PC's are going to be close friends for a while. Good to teach a couple PC's the meaning of teamwork. [/sblock] [sblock=Page 6] [b]Originally posted by E._Ravenwood:[/b] What the hell happened to that? I move for Kralek to be voted the Godfather of Trapsmithery[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/all-right.gif[/IMG] [b]Originally posted by zombiegleemax:[/b] Wow! What great ideas all of you had... Fantastic! People like you that keep the game alive.[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG] [b]Originally posted by kraleck:[/b] You forgot the "c." Don't worry, everybody does around here at one time or another. Now to prove my position as Godfather of Trapsmithery... 150. Make Them An Offer They Cannot Refuse There is a chamber with four doors. Each door has this inscription above it: "Come on in, But don't be hasty. Treasures past those That find you tasty." Each door leads to treasure guarded by monsters with Swallow Whole. For every treasure they take, the monsters get more numerous. The trick is to slay the monsters THEN take the treasure. Unfortunately, they must fight a dragon when they leave with any of the treasures. The treasures cause dragons within 200 feet of them to gain special and very unfair advantages: Treasure 1 - +1 Mythril Chain Shirt that grants a +5 Unnamed bonus to AC, +2 to Constitution, and Regeneration to nearby dragons. Treasure 2 - +1 Silver Longsword that grants a +5 Unnamed bonus to Strength, doubles critical threat range of natural weapons, and the effects of the spell [i]Wraithstrike[/i] (Spell Compendium) to nearby dragons. Treasure 3 - +1 Adamantine Shield that grants a +5 Unnamed bonus to all Saves of nearby dragons. Treasure 4 - Boots that grant PCs +20 move speed and grants a +50 move speed, the effects of the spell [i]Haste[/i], and allows consecutive breath weapon attacks (no breath weapon recharge turns) to nearby dragons. The treasures are always encountered in this order in the dungeon. These advantages also apply to creatures with the Dragon-blooded subtype. [b]Originally posted by cog_and_taz:[/b] Nice one K! You started this all, but I still think E is the best, sorry. Keep up the awesome work both of you! Us mortals will just sit here and gawk:P . [b]Originally posted by kraleck:[/b] 151. The Rack of Ultimate Terror The PCs find a broken stone pedestal against a wall. There are pressure plates on the pedestal and on the wall spread far enough that they have to reach as far as they can to press them all. The wall has a magic mouth that tells them that "only one person may pass to the treasure room if they press the four switches." The trick is that the allies of the one to enter the room ("they") press the switch plates while their buddy enters the treasure room. If the person that tries to enter the treasure room presses all four plates themself, they get a minor shock (1d4 electricity + 1 round stun, Fortitude halves damage and negates stun) and get manacles attached to each limb and across the neck (Reflex Save to avoid if they made the Fortitude, otherwise no save) that very slowly pull the victim apart (10 minutes until the victim meets a messy and violent end). The magic mouth tells them that the manacles must be removed simultaneously or else the victim gets blasted by Acid, Cold, Fire, or Electricity depending on which manacle gets loosened first. The PCs must find levers from four separate tunnels and simultaneously unlock the manacles. Unfortunately, the lever fetchers must answer a riddle about a certain energy type in each tunnel or fight tough monsters with energy attacks depending on the correct answer and correct corresponding lever hole (Fire aura, Cold breath, Acidic slam, Electric shocks). The lever holes have buttons in them that release jets of the corresponding energy at the lever fetchers once (Reflex Save is 5 higher for the first jet since the PCs will suspect jets from the other lever holes). When all four levers are in place the trapped victim is moved into the treasure room and a transparent, impenetrable barrier goes up over the entrance. When they throw the switches (regardless of simultaneous throws or not) their friend gets torn apart and decapitated (be as graphic as you can possibly be). This is only an illusion, their buddy is actually released and a fear effect is activated in the room before the treasure room. Their buddy sees a lever that deactivates the barrier. Watch your PCs try to turn the "ghost" of their fallen friend and laugh at their futility. [b]Originally posted by alcari_ambaron:[/b] krale[b]C[/b]k makes a comeback, nice, but a long way to go. 152 - Teamwork ?? The party (asuming 4 players) enters a square room with one 5ft by 5ft square plate in each corner. Standing on all four plates at the same time will raise the room. When the room rises, only floor and ceiling move, the walls do not. The room moves past several corridors from which all sorts of scary monsters poor forth. Every player must now fend for himself, as the elevator room will drop when preasure is removed for more then one round. 153 - panic button (i suck at making up names) Chase the party into a hallway with something along the lines of "You hear sniffing and grunting like that of a very large dragon" coming from the opposite end of the hallway. This is all part of the trap. After the party gets chased down a hallway they see a large "door", covered in button, levers and archaic switches. The party (likely to be extremely willing to escape, will start pushing and pulling and flipping like mad (I ruled a move action to operate two switches.) The catch here is that every operation deals one point of damage. No save allowed. I've had the party rogue get himself knocked to withtin an inch of his life on this trap. After a certain number of buttons has been pushed, a more lethal trap containing an area of effect spell (cloudkill etc) is triggered to finish the PC's of. That door however, cannot open in any way, it is simply a dead end wall. [b]Originally posted by zombiegleemax:[/b] For 152, if you want a better name, I'd name it Tower of Terror, after the Twilight Zone episode/Ride [b]Originally posted by E._Ravenwood:[/b] 154. The Door that Bites Back #2 This is different from the first "door that bites back" trap I posted, but holds a little more truth to its name. The PC's come upon a heavy wooden door with gnarled marks all over it, jett black fittings, which include a monster with his mouth gapping upon surrounding the door knob, so it appears the door knob is coming out of the monster's gullet. The only way to get through is a successful lock check of 42 (otherwise, the rogue might lose his lockpicks in the process...you'll see why in a moment) or a tongue shaped key is needed to unlock the door, which the players [i]should[/i] have found somewhere in the dungeon before reaching this door. If the knob is tried without inserting the key, what looks like a bear trap snaps from the hiden depth within the door, shattering the wood around the knob, and latching onto the PC's hand. It should be quite easy opening the door now that there's a gapping hole in it, but the PC now with the huge, spiked spring loaded trap around his wrist probably doesn't really notice. The doomed player takes an initial 5d8 damage, and has a 5% chance of losing the hand all together. It takes a Str. Check of 18 to release the trap form the player's gushing hand, which should be impossible for him to take it off himself with his one good hand. This is a good way to take out that meathead of the party who thinks he's indestructable. Have fun [b]Originally posted by E._Ravenwood:[/b] My bad, yo...but sweet trap! [b]Originally posted by kraleck:[/b] 155. Cut the Roots and Topple the Mountain This works best against heavy meatshields, especially those with low Reflex Saves. The PCs have made it to a large ballroom in the creepy castle. When they split up to search the room let them stand on 5x5 rugs in front of Large statues of warrior weilding weapons. When the weight on top of the rugs exceeds (DM's decision) pounds, the PC must make a Reflex Save or fall through onto short spikes that pierce the feet and activate the springblade trap. The PC has 1 round to remove themself from the spikes (Strength check DC 18) or else they have a 15% chance of losing their legs to the springblade below. In any case, they must now avoid the falling statue trap they just accidentally activated. [b]Originally posted by razorboy:[/b] A ripoff from Banewarrens Campaign (published by Malhavoc Press) with a minor twist at the end. Banewarrens Trap (more fun with teleporters... or is it?) Covered pit trap, 60 feet deep (100 feet deep works well too). Midway down the shaft there is a plate that swings up to block the shaft. The plate has a magical contingency effect on it - produce a loud "Ding!" noise and a bright flash of light. It also has a circle of runes carved into it. The idea is that when a person falls into the trap, the plate immediately swings up, blocking the shaft behind the person while making a teleportation-like visual and auditory effect. The person in reality is lying at the bottom of the pit (feel free to introduce spikes, poison spikes or whatnot), but the party assumes that the person has been teleported elsewhere in the dungeon and run off searching for him. For a twist, I also added a permanent Silence effect on the true bottom of the pit so that the trapped person could not scream for help, as well as an illusion of the corpse of the trapped person appear elsewhere in the dungeon, thus spooking the rest of the party who thought something in that room had killed the teleported person. When they realized that the corpse was an illusion they were even more spooked, speculating as to what really happened to the hapless person who was still trapped in the original pit trap. [b]Originally posted by kraleck:[/b] 157. Sadistic Stairwell Shenanigans The PCs are travelling up/down a long winding staircase that stretches in both directions. The stairs are enclosed on both sides and there are no windows, but there are doors that keep appearing on the inside wall. There should be giant rotating blades that buzz through archways intermittently that the PCs will have to time to avoid. The PCs should slog on forever in one direction only to notice that the doors they keep passing are the same door when one person decides to quit going in the direction their buddies are going they will meet their buddies when they go the opposite way. When the PCs notice this and try to exit the way they came in, they will find the door doesn't open as it is now a solidly unbreakable barrier. Touching the door will deactivate the looping teleport field, straighten the staircase, and allow nasties to ambush them on both sides. Bulky polearm specialists and sharpshooting longbowmen will force the PCs back towards their polearm and crossbow wielding foes coming at them from the bottom. The PCs will have to fight their way through a very bloody battle to clear the stairwell. Both sides will consider the PCs hostile. Because of the battle, most of the PCs and warriors will completely forget about the archways with the rotating blades. This is simple to set up, difficult to control, and hard enough to ensure the players will learn about high ground advantages, but not overwhelmingly difficult. Good for novice, intermediate, and expert DMs alike. [b]Originally posted by E._Ravenwood:[/b] 159. Harpooned Ye! The PC's enter a long narrow room with floors of sand and walls of stone. The room is 60x30 feet, and the floor of sand covers only about half the floor length wise, ending in a drop off of 5 feet into a river of acid. On the side of the wall the floor is on, there are strike marks, and pieces of the wall have been busted out of it, and on the opposite wall, there are several holes about 5 feet from eachother about 4.5 feet from the floor. You should tell any weary PC's that they appear to be murder holes for archers long dead. This might put their mind at ease. If any PC walks in front of the holes from across the room, a loud 'SPROING' sounds off, and a heavy, arrow-like projectile attached to heavy rope fires forth from the hole. Role as if it is attacking with a +X attack bonus (X = PC's level) If the arrow hits the PC, it pummels completely through their body, and masive broadhead spikes spring forth like from the arrowhead, and the line goes tight, and the spikes act as a claw, or anchor, as a winch starts pulling the PC towards the drop off into the acid at about 5 feet a round. The harpoons (I guess that's what they are) deal 2d8+X (X=PC's level) damage. The rope has a harness of 5 and an HP of 5, and it takes 3 rounds for a harpoon launcher to reload itself. If a players is pulled into the acid, hea takes 1d6 acid damage each round he remains in the pool. I tried this on my party, an two of them got hooked, and the others had a hell of a time trying to help them while being fired on by the other launchers. I thought they hated it and absolutly loathed me, but after they made it out, they thought it was, and I quote, "[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/censored.gif[/IMG] -ing Sweet!" Hopefully, your PC's will have the same outlook:D [b]Originally posted by zombiegleemax:[/b] #160. Koblod Kolision Kourse My astute Ravenwood put this one in a campaign he ran that my character happened to be leading, but since he has no recolection of it, I will have to guide you fellow members through it. All righty. This is a trap you should wait to pull on you PC's when they've bedded down for the night in a room of the dungeon with hallways leading in directions they have yet not explored. In the middle of the night, one of them hear's a rustling about, and wakes to find a pair of Kobolds digging through all the PC's stuff. The PC spooks them, and the Kobolds bound away with a pricy magical item crucial the role of your player (in my case, my Female Paladin's cloak of charisma was made off with, causing me to go from drop dead sexy to drop dead purdy in less than six seconds) 9 times out of 10, the PC will pursue with his party in tow, but have the Kobolds dash down one of the halls they haven't exploded yet. Now this is where it gets juicy. In our party, nobody had darkvision, and nobody took the time to light a torch, so it wouldn't have mattered, but just in case, have your PC in lead roll a Will save of 16. If they fail, the invisible bar that stradles the hallway 4 feet off the ground just closelined the PC into an oblivion of pain and suffering not describable in mere words, inflicting 2d10 worth of damage if they were in a full run, plust the 50% chance they just knocked themselves unconscious. Now because the Kobolds are only 3 feet flat, they just run under it unawares, but if the dungeon is their place of residence, maybe they knew about it all along and brought the PC down this hallway just to see him run head first into a bar. Either way, this is a good trap to get rid of that certain item a PC possess that is making them unstoppable. The good DM taketh, and he good DM taketh away...[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/devil.gif[/IMG] On a funny note, it was this little transgretion that lead to the Kobold Kamakazi trap. (#68) [b]Originally posted by E._Ravenwood:[/b] I swear, I do not remember putting this trap in before the Kamakazi Kobolds, but it does sound like something I'd do...hmm...[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/scratch.gif[/IMG] [b]Originally posted by zombiegleemax:[/b] #161. Ants are to a Magnifying Glass, like PC's are to _____? This is a very sick and sadistic trap, so for those of you with virgin eye, I suggest you turn away now. The PC's enter a room of a dungeon (castle, keep, fort, yadda, yadda...) that is about 30 feet by 30 feet square, with what appears to be a large skylight in the ceiling. A group of henchmen enter the room, and upon discovery of the party, initiate the engagment. The floor tiles are white, so the sun shining through lights up the whole room, but it also makes a consentrated beam of solar light invisble to the eye. Anybody who crosses over the beam in any way, whether it by through fighting, grappling, shoving, falling, whatever, they immediatly take 3d8 heat damage. It is amazing how long it takes for PC's to figure out that the skylight is acting like a big magnifying glass, and I actually had a PC enter the beam to fight, and stood there fighting for a few rounds because he thought some spell caster was casting something on him so that he took 3d6 damage ever round with no save. What drove him insane was that a party of nothing but axe wielding orcs was attacking the party, so he thought the spellcaster was in cognito [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/incognito.gif[/IMG] Good way to get away from those poison arrow, dart and pit traps. [b]Originally posted by E._Ravenwood:[/b] [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/love.gif[/IMG] This is why I love you [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/love.gif[/IMG] [b]Originally posted by zombiegleemax:[/b] You shmooze:D [b]Originally posted by E._Ravenwood:[/b] 162. Score one for the Druids I once hosted an army campaign were the PC's were all part of a legionairy crusade cutting across unexplored land. One of their missions was to go find a water supply in a forest and then clear a route to get troops there. They hiked through the forest and found a crystal clear lake, but were warned by native elven druids that no more outsiders should enter their realm, or the PC's and their troops would suffer the consequences. Had my PC's not acted like jerks, I probably would not have sprung this trap on them, but they really have something against druids, and they basically told the chief druid to cram it, and their entire army was going to march in here. So I brainstormed, and had the chief tell the PC's they would never leave the forest alive. They laughed and hooted, and started hiking out. They were attacked a few times by druid archers, but no side really ever gained or lost anything. And then I introduced the traps. An arrow trap there, a pit trap here. They would fall ten feet in, and then would climb out, cursing along the way. I was really just giving them a false pretense as to how difficult the traps in the area were. Then I had a band of Elven braves come out of the woods and attack, hit them hard, and then ran. My PC's, already at my blantant attempts to keep them in the forest, ran off for the druids, stepping into [b]THE[/b] trap. Have you ever seen those net traps that when a person steps into it, it pulls them off the off the ground so now their just hanging from a netted bag, more or less. This trap works around that same concept, except tie the ends to two seperate trees, keep the top open, and make sure the tension is tight, and you have yourself a fully customized, 100% organic PC slingshot big enough to handle any sized party. All members stepped into that thing and the next thing they knew they were zooming above the tree tops making like Hendrix in a purple haze...only they kissed the ground and not the sky. This is just an idea for a trap, so what ever checks and amounts of damage you want to instill upon your party is up to you, but this trap is worth putting in just to see the looks on your player's faces :OMG! [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/eek.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/what.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/nonono.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/rant.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/blink.gif[/IMG] Party on!!![IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/fireball.gif[/IMG] [b]Originally posted by saberus:[/b] This is just awesome, I can see this launching my dwarf right into a nearby mountain, right into his old clanhall, quickly realizing why he left... E., you must take your crown ---> [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/king.gif[/IMG] Long Live the King! [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/fireball.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/monk.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/elf.gif[/IMG] :fight!: < E. Ravenwood's new elite guard [b]Originally posted by kraleck:[/b] I got this in a PM *clears throat and puts on sophisticated reading glasses*: Subject line: About your latest trap. (I don't check these very often and it was apparently about #150) Thanks Makuya, I'm flattered. Sadly, nay, I am just dedicated to this thread with a deadly passion. Now back to the PC slaughterhouse thread...er, traps thread at hand. P.S. Watch your number jumps carefully, Ravenwood, you skipped 158, so this is the real #162. 162. The Arena The PCs are waiting in line for a seat at the bar to listen to a Bard's performance. They get to the door and find that there is a lightly guarded side entrance that they can pay a smaller cover charge for. The side entrance leads them to a gladiatorial arena filled with menacing beasts and the PCs are the new combatants. The Bard's performance makes the audience oblivious to the sounds of combat below. The PCs do not know, however, that the combatants are all doomed to the same fate: Death. The Arena Boss cheats the odds using the Bard's performance to siphon the luck away from the combatants while he presses buttons, levers, and switches to screw up the combatants fighting prowess (moving the terrain, spraying poisoned needles, opening pits, silencing the combatants, etc.). Should the PCs emerge victorious, the Arena Boss threatens them into a fight or else the Bard's audience succumbs to multiple [i]Wail of the Banshee[/i] spells. The Arena Boss cheats constantly and frequently while having his minion manipulate the trap control panel. [b]Originally posted by zombiegleemax:[/b] Technically, razorboy didn't number his trap above, so that makes this #163[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/pbbbtt.gif[/IMG] (No disrespect intended, please don't have me wacked, Godfather:weep[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/smile.gif[/IMG] [b]Originally posted by tharivol266_dup:[/b] 164) the mirror room this trap is good for the gready people. they enter a room in the dungeon and see oh ten to fifteen mirrors but they just look like doorways to other rooms which are full of treasure. if they try to go through a mirror tell them that they feel glass in the way. if they decide to break the glass you roll the dice because each mirror is tied to a skill and when the dice land on the skill they lose one rank in that skill (even able to take it to -1 or lower if they are really unlucky) and that skill counts as cross class until they get a remove curse and make up the lost rank. the key is that you have one that is really just glass and lets them through to some nice loot as for the skills id suggest like swim, ride, balance tumble bluff climb hide move silently etc the nice juicy ones [b]Originally posted by zombiegleemax:[/b] No, Kraleck counted in that one. So the [u]last [/u]one should have been 163. [b]Originally posted by harlequinhelsing:[/b] 164. The PCs walk into a room with wood flooring. A rope bolted to the floor leads up farther than can be seen into a shaft and is surrounded by small holes in about a 10-foot square. The rope looks like the only way out of the room. Now it gets fun. The rope connects to a winch about 300 feet up, and the winch is connected to a blade resting on a few more ropes. The other ropes won't cut until two or three PCs get on the rope or one reaches about the halfway point. Now that the ropes are cut, there's nothing holding the adamantine bars below the floor in place and therefore nothing holding the 10-foot cube of solid stone attached to the floor and the original rope either. It falls, so do the PCs on the rope. If you're a nice DM you might give them some reflex saves to avoid falling into the hole that the block pulled away. What about the holes? There's a reason the block was held by bars, not a trapdoor. Pressure plates on the bottom of the block, when pressed in, push spikes up through the holes. 165. A sign on the door reads 'beware of good fortune' or some other cryptic message. The first PC to walk into the hallway triggers an [i]Iron Body[/i] spell. Say nothing about it and watch that PC's face when a pressure plate down the hall with a 600-pound trigger opens two adjacent doors with rust monsters behind them :D [b]Originally posted by cog_and_taz:[/b] [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/gelatinouscube.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/incognito.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/emperor.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/bobafett.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/dragon.gif[/IMG][IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/turkey.gif[/IMG] :coolcthul <--- add us to E's guard! By the way, don't insult him by calling him king. I believe I established it a while back that he is "that guy up in the sky that bosses [IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/angel.gif[/IMG] s around. [b]Originally posted by kraleck:[/b] I found #165 to be very interesting. Sort of a "beware of Greeks bearing wooden horses" kind of deal. Unfortunately folks, I do not have something at this time for you. Sorry, maybe later. [b]Originally posted by harlequinhelsing:[/b] Thanks Kraleck. That's exactly what the party tank thought as well :P Anyway... 166. The PCs find themselves in a very dark, very humid hallway. The ground is covered up to their knees in damp straw. Either the hall is too far to be seen across with darkvision or there's magical [i]darkness[/i] in the middle of it. Point is, they can't see to the end of it. So of course, to find their way, one PC will light up a torch. Which is too bad, since the air was humid from having gas fumes pumped into it and the straw damp from years of gas fumes. All the PCs took some sizable fire damage from the air igniting and I treated the burning straw as lava in terms of fire damage per round. On the upside, now that everything's on fire they can see down the hallway...[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/devil.gif[/IMG] [b]Originally posted by saberus:[/b] My bad, but E needs a celestial crown (or is it an infernal one?) but anyway, what good is an elite guard without an ordinary guard? Voila! :invasion: here's your cannon fodder E., just ask if you need more for your 'research' [SIZE=1]I work on Kamino![/SIZE] [b]Originally posted by cog_and_taz:[/b] My bad:[IMG]http://community.wizards.com/sites/all/modules/custom/forest_site/smileys/wizards/iyala.gif[/IMG] is that better? [b]Originally posted by kraleck:[/b] 167. Bag of Tricks and Traps The PCs come across a seemingly normal bag of holding. Unfortunately, this bag teleports any item (or person) dropped into the bag (that doesn't exceed its size or weight limits, of course) to a dungeon filled to the brim with deadly traps. Preferably ones by Ravenwood and myself. 168. Pride Will Give You A Swelled Head The PCs will come across a hat/headband/helmet that has plenty of unlimited major powers. Although when it is used, people viewing its use will give compliments despite how much they may hate the user. This triggers the headgear's special curse. Whenever the wearer is complimented, be it from the powers of the headgear or general praise for accomplishments, the headgear caused the wearer's head to swell slightly. After 25 compliments the headgear cannot be removed. After 50 the wearer takes a -2 penalty to Concentration for every 10 compliments past 40. Finally, after 100 compliments, the wearer's head is subject to an implosion effect. The wearer must make a Fortitude save or lose his/her head. Even if they make the save, they now take a -2 penalty to Intelligence, Wisdom, and Charisma. There is a way to nullify the effects of the headgear: they must take their swell-headed friend to a witch doctor in a swamp and have him shrink their head. This also has repercussions as the witch doctor shrinks the PC's head too far. This doesn't kill the PC, but it will make them have to buy new hats. 169. Escher's Revenge The PCs will walk into a strange room with numbered staircases and numbered doors heading in every direction (Up, Down, Side-to-Side, Upside-Down, you name it, they must navigate it). The PCs will have to navigate their way through this mess while throwing switches to change the way the doors connect and the locations of the stairs. This is best used to kill time while you think up tough monsters for them to fight when they leave through the door they came in. It won't take them back to the place before this room, it takes them to a different chamber for each switch combination (some different combinations lead to the same place, only one leads to the original entrance and the true exit). [b]Originally posted by harlequinhelsing:[/b] 170. Have the PCs come across a door with no method of being opened except for a curious riddle: "The Eldritch Syllable is your key." The party wizard will probably waste every spell he has prepared on this door, to no avail. The solution? Eventually one of the PCs might realize that "Eldritch Syllable" means the same as "Magic Word." Some time after that a PC might remember what they were taught in kindergarten, and that the magic word is [i]please.[/i] If you're truly a cruel DM, have a monster or sphere of annihilation or something materialize on the other side of the door if the PCs don't say "thank you" as well. [b]Originally posted by boozerker:[/b] A nice command is often heard, less than a cantrip this magic word. [b]Originally posted by boozerker:[/b] [b][COLOR=Blue]#171: Catapult Slam.[/COLOR][/b] PCs arrive at a door that opens at its top, swinging down to rest on the floor -- so long as someone stands on it. When the PC has nearly crossed the door's length, it springs shut with the force of a catapult, slamming the PC into the stone wall above. Other PCs behind the first one simply get tossed down the corridor they came from. [b]Mean additions[/b]: When the PC falls from having slammed the wall, the door crashes back down on top of PC before rising shut again. The trap releases a pack of monsters from the far end of the corridor, so remaining PCs have to get past the door quickly or face the new danger. [b]Originally posted by cog_and_taz:[/b] 172:A humble pit trap... or is it? Good ol' pit trap, except that when the PCs fall in, their fall is broken by a jellylike substance, which begins to eat away at their equipment and is, in fact, several black puddings. The look on their face when all their equipment is melted is priceless. 173: Don't be greedy. The PCs come across a door, which has the following written on it: "Show greed, and you shall be smitten. Forsake your worldly possesions, and you shall be rewarded with greatness." or some such. Point is, if they walk through carrying gold, gems or any such valuables, it's disintegrated. If they carry magic items in, mordenkainen's disjunction. If they dump it all before they walk through though, it's teleported over to them once they pass, and they get an ability increase of their choice(IE +1 to any one stat.) [b]Originally posted by kraleck:[/b] Sorry folks, another number mix-up thanks to boozerker this time (sorry for singling you out, pal). Should be: 171. Catapult Slam. 172. A humble pit trap... or is it? 173. Don't be greedy. Just a reminder to carefully watch the numbering. And now back to your regularly scheduled trap. 174. See No Evil, Hear No Evil, Speak No Evil...Or Else... The PCs come to a room with piles of treasure behind forcecages with a sign that says: "Spite thy friends aloud and thou shall receive." Speaking a command word to activate an effect that dispels the walls or speaking words to spite the other PCs will release an invisible Evil creature from one of the forcecages and activate a Silence effect centered on it. [b]Originally posted by boozerker:[/b] Jerk.. [b]And you know what else?[/b] [sblock];) You're not.[/sblock] [b]Originally posted by harlequinhelsing:[/b] 175. The PCs walk into a hallway with metal strips running parallel to each other down the length of the hall, charged with static electricity. When they're about halfway down the hall the door behind them slams shut and a very large, very metal ball starts rolling towards them. And with the help of the charged strips, it's now a very large, very metal, very magnetic ball. Fun for the party tank, especially since at the end of the hallway there's an open pit. I figure the Jump DC for it should be increased by at least 15 since it's pretty much like trying to jump across something with bungee cords attached to your back. [b]Originally posted by harlequinhelsing:[/b] 176. For convenience, let's assume a typical party of 4: fighter, rogue, wizard, cleric. At the end of the hallway is two doors and a chain. One door has no method of being opened (yet), and the other can be opened by pulling the chain, but since the door's heavy it'll require a high strength check, though nothing outside the tank's range. As soon as one person (assume rogue) enters through the door, it slams shut and the chain is pulled upward sharply. The tank, holding onto the chain, will have some insentive to continue doing so: [i]soveirgn glued[/i] to the chain, a short pit with a [i]sphere of annihilation[/i] at the bottom, etc. At this point the door the rogue went into can't be opened, but the other door can. The cleric and wizard will rush through that door, and are promptly seperated as a wall rises between them and the floor tilts 90 degrees. Now the party is completely seperated, and each PC is facing their own weakness. For the tank, it's a riddle, the answer to which must be spelled out by swinging the chain and pressing lettered tiles on the walls, probably requiring both Int and Dex checks. Every incorrect letter casts [i]heat metal[/i] on the chain. Oh, and the letters are in Druidic :D For the rogue, it's a straight-up fight in a brightly-lit room. Or it could be a roleplaying encounter (they will revise their character in short odrer after this, maxing out Diplomacy). For the cleric, a stealth encounter: maybe sneaking around a sleeping monster or something similar. And for the wizard, a pit to jump or [i]fly[/i] across, with an [i]antimagic field[/i] across it. [b]Originally posted by makuya:[/b] No way around it, and no way to defeat it. You are cruel beyond my expectation. [/sblock] [/QUOTE]
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