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How do you use traps?
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<blockquote data-quote="Doug McCrae" data-source="post: 3861912" data-attributes="member: 21169"><p>I've been using traps a lot recently. They are more prominent in the 'deadly funhouse' old school sort of dungeon. Traps that give the PCs a reasonable chance to get past make most sense in the dungeon-as-test. The dungeon builders have a MacGuffin which they want only the worthy to possess. So they place an interesting variety of obstacles - monsters, traps and puzzles - geared at just such a difficulty that they will kill the unworthy but those who are skilled enough will be able to retrieve the MacGuffin. Traps also commonly protect ancient treasures, tombs or the homes of antisocial individuals.</p><p></p><p>A couple of sessions ago I had a dungeon, a tower, which contained nothing but traps, one on each of its ten levels. They got more deadly the further the PCs progressed up the tower, starting off with a hail of arrows, then poison gas, fireball, a pair of summoned vrocks, mordenkainen's sword and finally a prismatic spray. Carvings on the walls gave small clues as to the type of trap. The progression thing worked quite well. None of them were very complex as I was ad libbing that session.</p><p></p><p>Other traps I've used - crushing walls with the exit blocked by a wall of force (PCs escaped via a teleport ability), a permanent Evard's black tentacles (15th level caster, turned out to be very deadly), magical flashing lights which cast confusion on the party, a cone of cold projector in combination with skeletal monsters and a giant wooden face that 'spat' shards. Most of these were the defences in a wizard's tower.</p><p></p><p>I tried an encounter trap from Dungeonscape once but it turned out less interesting, imo, than a simple one would've been. Your mileage may vary.</p></blockquote><p></p>
[QUOTE="Doug McCrae, post: 3861912, member: 21169"] I've been using traps a lot recently. They are more prominent in the 'deadly funhouse' old school sort of dungeon. Traps that give the PCs a reasonable chance to get past make most sense in the dungeon-as-test. The dungeon builders have a MacGuffin which they want only the worthy to possess. So they place an interesting variety of obstacles - monsters, traps and puzzles - geared at just such a difficulty that they will kill the unworthy but those who are skilled enough will be able to retrieve the MacGuffin. Traps also commonly protect ancient treasures, tombs or the homes of antisocial individuals. A couple of sessions ago I had a dungeon, a tower, which contained nothing but traps, one on each of its ten levels. They got more deadly the further the PCs progressed up the tower, starting off with a hail of arrows, then poison gas, fireball, a pair of summoned vrocks, mordenkainen's sword and finally a prismatic spray. Carvings on the walls gave small clues as to the type of trap. The progression thing worked quite well. None of them were very complex as I was ad libbing that session. Other traps I've used - crushing walls with the exit blocked by a wall of force (PCs escaped via a teleport ability), a permanent Evard's black tentacles (15th level caster, turned out to be very deadly), magical flashing lights which cast confusion on the party, a cone of cold projector in combination with skeletal monsters and a giant wooden face that 'spat' shards. Most of these were the defences in a wizard's tower. I tried an encounter trap from Dungeonscape once but it turned out less interesting, imo, than a simple one would've been. Your mileage may vary. [/QUOTE]
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