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*TTRPGs General
Describe your favorite traps
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<blockquote data-quote="AuraSeer" data-source="post: 1962634" data-attributes="member: 1331"><p>I like puzzle-ish traps that have simple, obvious, wrong solutions.</p><p></p><p>Example:</p><p>The party opens a door at a corridor's end and finds themselves peering out the middle of a wall. The floor of this large room is much lower than the rest of the dungeon, about 50' below the corridor. There are doors in the other walls too, also very high off the ground, and a bunch of 5-foot-wide pillars of the same height are placed in lines from door to door.</p><p></p><p>The players immediately recognize this as a platform puzzle. Obviously, they are supposed to make their way to the other doors by means of Jump checks, hopping from pillar to pillar. This turns out to be the wrong answer, because jumping to the pillars is not safe. One of them is weak, and crumbles when a PC lands on it. Another has been greased. A third is actually a hollow metal cylinder, with a false top made of paper; when a PC falls in and tries to grab the edge, he'll find it to be razor sharp. There are lots of unique traps, and every path between doors includes at least three of them, making it impossible to use the pillars to cross the room.</p><p></p><p>The real solution for this puzzle is to find the <em>invisible</em> ledge that leads around the room's edge. It's heavily used, and will be revealed by any DC 10 Search check-- but only if the players actually search the room before jumping to conclusions.</p></blockquote><p></p>
[QUOTE="AuraSeer, post: 1962634, member: 1331"] I like puzzle-ish traps that have simple, obvious, wrong solutions. Example: The party opens a door at a corridor's end and finds themselves peering out the middle of a wall. The floor of this large room is much lower than the rest of the dungeon, about 50' below the corridor. There are doors in the other walls too, also very high off the ground, and a bunch of 5-foot-wide pillars of the same height are placed in lines from door to door. The players immediately recognize this as a platform puzzle. Obviously, they are supposed to make their way to the other doors by means of Jump checks, hopping from pillar to pillar. This turns out to be the wrong answer, because jumping to the pillars is not safe. One of them is weak, and crumbles when a PC lands on it. Another has been greased. A third is actually a hollow metal cylinder, with a false top made of paper; when a PC falls in and tries to grab the edge, he'll find it to be razor sharp. There are lots of unique traps, and every path between doors includes at least three of them, making it impossible to use the pillars to cross the room. The real solution for this puzzle is to find the [i]invisible[/i] ledge that leads around the room's edge. It's heavily used, and will be revealed by any DC 10 Search check-- but only if the players actually search the room before jumping to conclusions. [/QUOTE]
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Describe your favorite traps
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