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Describe your favorite traps
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<blockquote data-quote="John Morrow" data-source="post: 1961849" data-attributes="member: 27012"><p>The best trap design I've seen was in the Hackmaster adventure Little Keep on the Borderlands (though it might have appeared elsewhere). Basically, goblins have sections of floor that are strong enough to support a golbin but not strong enough to support heavier humans and other creatures. What makes this design so great is that it's something that the goblins can largely ignore in their day to day life but which will catch unwary PCs and makes a lot of sense. In the adventure, the trap is marked, in goblin, with a warning that they should cross the area one at a time (so they don't trigger the trap with more weight). That gives the PCs a clue that something is up if they pay attention. Not easy to assign a CR to, though.</p><p></p><p>Another good trap is to include a lever at each end of a hallway. The PCs need to decide whether the level sets the trap or unset is. It's always interesting if the objective is for the PCs not to pull the lever. Again, this is something that the inhabitants can live their life around without having to worry about trapping themselves</p><p></p><p>Two that managed to snag my players were a simple covered pit trap in an otherwise untrapped tomb (they let down their guard) and a Symbol of Pain with a curtain over it (open the curtain or look at the symbol and it triggers). The latter is another one of those cases where the goal is to leave well enough alone.</p></blockquote><p></p>
[QUOTE="John Morrow, post: 1961849, member: 27012"] The best trap design I've seen was in the Hackmaster adventure Little Keep on the Borderlands (though it might have appeared elsewhere). Basically, goblins have sections of floor that are strong enough to support a golbin but not strong enough to support heavier humans and other creatures. What makes this design so great is that it's something that the goblins can largely ignore in their day to day life but which will catch unwary PCs and makes a lot of sense. In the adventure, the trap is marked, in goblin, with a warning that they should cross the area one at a time (so they don't trigger the trap with more weight). That gives the PCs a clue that something is up if they pay attention. Not easy to assign a CR to, though. Another good trap is to include a lever at each end of a hallway. The PCs need to decide whether the level sets the trap or unset is. It's always interesting if the objective is for the PCs not to pull the lever. Again, this is something that the inhabitants can live their life around without having to worry about trapping themselves Two that managed to snag my players were a simple covered pit trap in an otherwise untrapped tomb (they let down their guard) and a Symbol of Pain with a curtain over it (open the curtain or look at the symbol and it triggers). The latter is another one of those cases where the goal is to leave well enough alone. [/QUOTE]
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