Are there any WotC adventures out there that actually have traps anymore?

Felon

First Post
I ask because I am currently running one WotC adventure, and playing in another. These are pretty vast in scope, but the one thing I haven't found in either is traps. Here are the adventures in spoiler tages:
Red Hand of Doom
and
Expedition to the Demonweb Pits
. Come to think of it, even when I've seen them in other adventures, they just turn out to be crappy little glyphs on the door, but at lest a character with ranks in Disable Device was seeing some ROI.

I'm just wondering if the concept of traps has been unofficially dropped from official adventures, or if it's just the particular adventures I'm participating in. I really like the idea of encounter traps presented in Dungeonscape. Crushing walls, spinning blades, rooms filling with red hot magma...that's good stuff.

How about Ravenloft, Undermountain, or the slew of other adventures out there?
 

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Well they're not WotC adventures, but the Shackled City and Age of Worms adventure paths both have traps aplenty.

I'm running Shackled City, and until the group was level 8 they didn't have anyone who could detect traps. I enjoyed myself tremendously. But that's all over now! :(

--Steve
 

Felon said:
How about Ravenloft, Undermountain, or the slew of other adventures out there?

the 2000ed Forge of Fury... iirc had at least a couple traps using the newer trap rules at the time.
 

Hmm, traps...

Red Hand of Doom
Part 1: 1 Trap
Part 3: 1 Trap/Trick
Part 5: 4 Traps, including some really nasty ones.

Expedition to the Demonweb Pits
Chapter 2: 1 Trap/Trick
Chapter 6: 4 Traps

No, they're there. They're not a big percentage of encounters because both those adventures are not, in essence, dungeoncrawls. Go have a look at the Eberron adventures (like Grasp of the Emerald Claw) for lots of traps. :)

Cheers!
 

Yeah, there were a few "crappy glyphs" in
Speaker in Dreams
too, their the only two I've played/ran in the original adventure path.

Given that trapsense is #1 on my list for "Single Worst 3E Rule" I'm not surprised on the lack of traps.
 


MerricB said:
Hmm, traps...

Red Hand of Doom
Part 1: 1 Trap
Part 3: 1 Trap/Trick
Part 5: 4 Traps, including some really nasty ones.

Expedition to the Demonweb Pits
Chapter 2: 1 Trap/Trick
Chapter 6: 4 Traps

No, they're there. They're not a big percentage of encounters because both those adventures are not, in essence, dungeoncrawls. Go have a look at the Eberron adventures (like Grasp of the Emerald Claw) for lots of traps. :)
Was trying to stick to spoiler tags out of consideration, but whatever.

I'll have to take your word on RHoD. I know my rogue/scout went 8 levels without encountering a trap, and I wound up switching to an evoker. Not so much as a rigged chest.

In Demonweb Pits, I don't recall any traps in the first couple of chapters, at least not in the sense that we're discussing here. I know the party didn't encounter any.

But I do take your point about these adventures having a large wilderness component.
 

Our group played through Ravenloft and has started in on Demonweb Pits.

I can recall at least five traps in Ravenloft, and a couple of them were very nasty; the teleporter into the wights and the traps above the Dayheart. Plus there were a couple secret doors which needed locating and were picked up by already searching for traps.

In Demonweb Pits we've encountered one trap so far, but it was a pretty puny trap. A door was warded with Alarm but it was the door to a friendly NPC's house anyway.
 


Eyes of the Lich Queen has plenty of traps. In fact, there is a series of encounters that is trap followed by trap followed by trap.

[SBlock]They require some thought to get through. For example, one trap is a room of whirling blades the PCs have to move through.[/Sblock]
 
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