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Creative ways to place traps in dungeon?
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<blockquote data-quote="Grogg of the North" data-source="post: 5852003" data-attributes="member: 6682960"><p>Remember that with searching you're looking at a 5x5 area within 10 feet of you. So the evil GM thing to do is ask "Where are you searching?" Traps on the ceiling are just as viable as the floor and wall. So while your rogue is poking the floor with his pole or using a shuffleboard kit to check for pits, he won't get a chance to notice the spikes slamming down from above. </p><p></p><p>Second, just because the trigger is in one place doesn't the trap is there. One of my favorite things is a pressure plate that activates the trap farther down the hall. </p><p></p><p>Third, traps can have mechanical trigger that can be activated by monsters. So if a monster lures the PCs down the hall, his buddies can throw a switch causing The Horrible Hall of Rotating Knives to activate. </p><p></p><p>Fourth, just because you find the trap doesn't mean you can deactivate it. And if you fail by 5 or more bad things happen. For my games that usually means you activate the trap and it goes off in your face. </p><p></p><p>Finally, magical sensors and automatic reset. Having the trap go off when an arcane eye or some other sensor detects people entering the room/hall/whatever may be cruel or unfair but it adds some extra tension and excitement if your rogue is now frantically trying to disable the trap before it goes off again!</p></blockquote><p></p>
[QUOTE="Grogg of the North, post: 5852003, member: 6682960"] Remember that with searching you're looking at a 5x5 area within 10 feet of you. So the evil GM thing to do is ask "Where are you searching?" Traps on the ceiling are just as viable as the floor and wall. So while your rogue is poking the floor with his pole or using a shuffleboard kit to check for pits, he won't get a chance to notice the spikes slamming down from above. Second, just because the trigger is in one place doesn't the trap is there. One of my favorite things is a pressure plate that activates the trap farther down the hall. Third, traps can have mechanical trigger that can be activated by monsters. So if a monster lures the PCs down the hall, his buddies can throw a switch causing The Horrible Hall of Rotating Knives to activate. Fourth, just because you find the trap doesn't mean you can deactivate it. And if you fail by 5 or more bad things happen. For my games that usually means you activate the trap and it goes off in your face. Finally, magical sensors and automatic reset. Having the trap go off when an arcane eye or some other sensor detects people entering the room/hall/whatever may be cruel or unfair but it adds some extra tension and excitement if your rogue is now frantically trying to disable the trap before it goes off again! [/QUOTE]
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Creative ways to place traps in dungeon?
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