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<blockquote data-quote="Eltab" data-source="post: 7373671" data-attributes="member: 6803337"><p>- I've mashed a candle on an arrow, lit it, shot the arrow, and asked the DM if that would count as Fire damage. (He was generous.)</p><p>- We were fleeing a powerful foe and found his trapped and summoned demon. We asked it, "If we let you out, will you attack the next thing that comes through that door?" In came BBEG chasing us.</p><p>- <em>Mage Hand</em> plus a rope equals a way to climb up on top of something. (Have the <em>Hand</em> tie the rope in a knot around a tree / crenallation / whatever, something that can hold up your weight.)</p><p>- Shelf full of books (which we wanted to destroy anyways). Sweep the books all over the floor and toss a match. Run the other way. Let the villain decide if he wants to save his research or chase you.</p><p>- You know your caravan is being trailed by two separate groups (bandit and monster). Lead the two into each others' path. Pick off bandits who try to flee. Finish off the weakened monster.</p><p>- Look through the Equipment chapters in <em>Complete Adventurer</em> and <em>Complete Scoundrel</em>.</p><p>- Periscope to look around corners without sticking your head out; plan assault / ambush.</p><p>- Give enemy one of a pair of <em>Sending Stones</em>; claim your patron has the other one and they can listen in on his plans. Actually you have the other one and can listen in on them.</p><p>- <em>Dust of Dehydration</em> into a flooding room gives you the world's biggest sponge.</p><p>- Fill a 10-foot pit trap with Cool Whip. Your character suffocated / drowned in whipped cream topping! (Maybe Snorlax could eat his way out; you can't.)</p><p>- Grimtooth Trap: pit trap fills with water and lid moves over top. At 9-foot-deep mark, the character can read the message on the underneath of the lid: "The next trap will be fatal. You have been warned." Reading the message causes the water to drain out and the lid to swivel aside.</p><p>- Grimtooth Trap Mk 2: not-very-accurate arrow trap at end of long hall goes off when it detects light. It launches a telephone pole, not an arrow, with a heavy 'WHOOMP" sound. Impressive as all get-out, even if the slow-moving pole misses everybody.</p><p>- "Click plate" - doesn't trigger a trap ... this time.</p><p>- Use common rope as obvious "trip wire". A few steps farther along, use real hard-to-see wire as tripwire. "No worries, we cleared the trap in this room."</p><p>- 10-foot-pole is an impromptu lance with a LOT of reach (but only one use).</p></blockquote><p></p>
[QUOTE="Eltab, post: 7373671, member: 6803337"] - I've mashed a candle on an arrow, lit it, shot the arrow, and asked the DM if that would count as Fire damage. (He was generous.) - We were fleeing a powerful foe and found his trapped and summoned demon. We asked it, "If we let you out, will you attack the next thing that comes through that door?" In came BBEG chasing us. - [I]Mage Hand[/I] plus a rope equals a way to climb up on top of something. (Have the [I]Hand[/I] tie the rope in a knot around a tree / crenallation / whatever, something that can hold up your weight.) - Shelf full of books (which we wanted to destroy anyways). Sweep the books all over the floor and toss a match. Run the other way. Let the villain decide if he wants to save his research or chase you. - You know your caravan is being trailed by two separate groups (bandit and monster). Lead the two into each others' path. Pick off bandits who try to flee. Finish off the weakened monster. - Look through the Equipment chapters in [I]Complete Adventurer[/I] and [I]Complete Scoundrel[/I]. - Periscope to look around corners without sticking your head out; plan assault / ambush. - Give enemy one of a pair of [I]Sending Stones[/I]; claim your patron has the other one and they can listen in on his plans. Actually you have the other one and can listen in on them. - [I]Dust of Dehydration[/I] into a flooding room gives you the world's biggest sponge. - Fill a 10-foot pit trap with Cool Whip. Your character suffocated / drowned in whipped cream topping! (Maybe Snorlax could eat his way out; you can't.) - Grimtooth Trap: pit trap fills with water and lid moves over top. At 9-foot-deep mark, the character can read the message on the underneath of the lid: "The next trap will be fatal. You have been warned." Reading the message causes the water to drain out and the lid to swivel aside. - Grimtooth Trap Mk 2: not-very-accurate arrow trap at end of long hall goes off when it detects light. It launches a telephone pole, not an arrow, with a heavy 'WHOOMP" sound. Impressive as all get-out, even if the slow-moving pole misses everybody. - "Click plate" - doesn't trigger a trap ... this time. - Use common rope as obvious "trip wire". A few steps farther along, use real hard-to-see wire as tripwire. "No worries, we cleared the trap in this room." - 10-foot-pole is an impromptu lance with a LOT of reach (but only one use). [/QUOTE]
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