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Great puzzles/traps that you've used/been fried by...
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<blockquote data-quote="RangerWickett" data-source="post: 1428611" data-attributes="member: 63"><p>I had an acoustic trap once. The entry hallway before this room has cloth padding on the floors and ceiling, as does the door that leads on to the next chamber. When they open the door, they see a huge room, two hundred feet across, a perfect hemisphere, with intricate designs all along the walls. The room is dark, so it's impossible to see the ceiling. At the far end, they can maybe barely make out another door that looks like the exit.</p><p></p><p>When the first person steps in, they hear their footsteps loudly, and take 1d6 points of sonic damage. If they say anything to the party, they take 1d6 points of damage, possibly more if they shout it.</p><p></p><p>Usually everyone jumps out of the room and they close the door, so they can figure out how to cross the room safely. This can include Move Silently checks (DC 20), a silence spell, dimension door, etc.</p><p></p><p>If they Move Silently along, someone's gonna get hurt, because you have to make the check every 5 feet you move. But in the middle of the room they find a large key, lying on the floor.</p><p></p><p>If they use a silence spell, they discover when they reach this key that it has an antimagic field, which was triggered when they entered this room. Suddenly, they're taking damage.</p><p></p><p>If they dimension door across, they find that the door on the far side is locked with a very heavy lock, such that picking it would be nigh impossible. The keyhole is sized for a very large key.</p><p></p><p>If they are smart and cast a light spell toward the ceiling to see what's up there, they see a large bell.</p><p></p><p>The key is on a pressure plate, such that if it is moved (without an Indiana Jones-esque 'put a bag to replace it' trick), the bell activates, rocking the room with incredibly amplified noise, dealing 10d6 points of damage every round, and requiring Fort saves (DC 25) to avoid being deafened.</p><p></p><p>Oh, and just in case they get snarky and try to keep the antimagic key as a tool, the spell wears off in an hour or so, and the villains in the temple are psionic.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1428611, member: 63"] I had an acoustic trap once. The entry hallway before this room has cloth padding on the floors and ceiling, as does the door that leads on to the next chamber. When they open the door, they see a huge room, two hundred feet across, a perfect hemisphere, with intricate designs all along the walls. The room is dark, so it's impossible to see the ceiling. At the far end, they can maybe barely make out another door that looks like the exit. When the first person steps in, they hear their footsteps loudly, and take 1d6 points of sonic damage. If they say anything to the party, they take 1d6 points of damage, possibly more if they shout it. Usually everyone jumps out of the room and they close the door, so they can figure out how to cross the room safely. This can include Move Silently checks (DC 20), a silence spell, dimension door, etc. If they Move Silently along, someone's gonna get hurt, because you have to make the check every 5 feet you move. But in the middle of the room they find a large key, lying on the floor. If they use a silence spell, they discover when they reach this key that it has an antimagic field, which was triggered when they entered this room. Suddenly, they're taking damage. If they dimension door across, they find that the door on the far side is locked with a very heavy lock, such that picking it would be nigh impossible. The keyhole is sized for a very large key. If they are smart and cast a light spell toward the ceiling to see what's up there, they see a large bell. The key is on a pressure plate, such that if it is moved (without an Indiana Jones-esque 'put a bag to replace it' trick), the bell activates, rocking the room with incredibly amplified noise, dealing 10d6 points of damage every round, and requiring Fort saves (DC 25) to avoid being deafened. Oh, and just in case they get snarky and try to keep the antimagic key as a tool, the spell wears off in an hour or so, and the villains in the temple are psionic. [/QUOTE]
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