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Help Me Trap This Temple
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<blockquote data-quote="Rechan" data-source="post: 4486530" data-attributes="member: 54846"><p>For my next session, I plan on running my PCs through a trapped temple, to definitely engage them a little more than I have been thusfar. They've merely been having slugfests with monsters, so I want to toss a little variance at them. </p><p></p><p>I want traps. More importantly, I want some clever trap suggestions/designs.</p><p></p><p>The current story is this: The site is an ancient temple/palace of amazons that were cursed, and turned into the first harpies. They sought help from Demogorgon, who in turn made them the carriers of a possession-based disease, and made demons revere the harpies, as his twisted version of their request. </p><p></p><p>So the temple/palace is 1) is an aztec/jungle type theme, 2) old, containing undead harpies, and 3) filled with demons and likely infused with abyssal energy.</p><p></p><p>The area that will be trapped is the bottom level of a ziggeraut, which now constitutes the "Treasure Vaults" and whathaveyou. (For the curious, I had the PCs enter into the middle level of a 3 level building. The top level houses the Queen, the bottom level has the vaults).</p><p></p><p>[sblock=4th Edition mechanics specific information]My party is comprised of a Warlord, Paladin, Ranger (TWF) and a wizard (eladrin). All level 2. So ranged capability is a little limited, and no thievery; thus the traps' countermeasures should be via Arcana/Acrobatics or Athletics/Heal or religion/Nature or Dungeoneering.</p><p></p><p>I am dead set on using two enemies: a flying zombie, and a corruption corpse. Nothing else is necessary. Disease based effects, however, are a plus.[/sblock]</p><p>You don't need to give specific stats, or even existing traps. I am just looking for ideas and inspiration for exciting stuff. Free reign of design, and the layout of the dungeon level, location of treasure, etc. </p><p></p><p>Just keep in mind it must be contained to the dungeon level (or go into sub-levels dug into the earth), be engaging in an encounter sense, work with my party's dynamics, and be thematically appropriate (centuries old, thus not depending on living monsters, fit in an Indiana-Jones style adventure site, etc).</p></blockquote><p></p>
[QUOTE="Rechan, post: 4486530, member: 54846"] For my next session, I plan on running my PCs through a trapped temple, to definitely engage them a little more than I have been thusfar. They've merely been having slugfests with monsters, so I want to toss a little variance at them. I want traps. More importantly, I want some clever trap suggestions/designs. The current story is this: The site is an ancient temple/palace of amazons that were cursed, and turned into the first harpies. They sought help from Demogorgon, who in turn made them the carriers of a possession-based disease, and made demons revere the harpies, as his twisted version of their request. So the temple/palace is 1) is an aztec/jungle type theme, 2) old, containing undead harpies, and 3) filled with demons and likely infused with abyssal energy. The area that will be trapped is the bottom level of a ziggeraut, which now constitutes the "Treasure Vaults" and whathaveyou. (For the curious, I had the PCs enter into the middle level of a 3 level building. The top level houses the Queen, the bottom level has the vaults). [sblock=4th Edition mechanics specific information]My party is comprised of a Warlord, Paladin, Ranger (TWF) and a wizard (eladrin). All level 2. So ranged capability is a little limited, and no thievery; thus the traps' countermeasures should be via Arcana/Acrobatics or Athletics/Heal or religion/Nature or Dungeoneering. I am dead set on using two enemies: a flying zombie, and a corruption corpse. Nothing else is necessary. Disease based effects, however, are a plus.[/sblock] You don't need to give specific stats, or even existing traps. I am just looking for ideas and inspiration for exciting stuff. Free reign of design, and the layout of the dungeon level, location of treasure, etc. Just keep in mind it must be contained to the dungeon level (or go into sub-levels dug into the earth), be engaging in an encounter sense, work with my party's dynamics, and be thematically appropriate (centuries old, thus not depending on living monsters, fit in an Indiana-Jones style adventure site, etc). [/QUOTE]
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