Online source for 4e Traps/Hazards

Otterscrubber

First Post
Is there a good online source for traps/hazards? I dont see much on DDI and I'm trying to design about 5 good encounters with traps and whatnot. Thanks for any advice.
 

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Not that I'm aware of. I've been creating a lot of traps for my Exp. to Castle Ravenloft conversion, and this has been the most time consuming aspect of the conversion. It'd be nice if they'd at least update the Compendium with traps.
 

Yep. For all the talk from designers about cool and dynamic locations, and making the terrain participate in the fight, and hazards and resources and traps and magical terrain etc etc etc the whole of (non-PC) 4e is remarkably fixated on churning out the monsters and almost ignoring everything else.

I really don't get it... There's this gigantic, overflowing, pulsating opportunity for anybody, be it WotC or 3pp to publish something to the tune of "The Big Book of Traps, Hazards and Fantastical Terrain" which would be an instant must-have for anybody with 4e. Yet nobody's stepping up to the plate.

I mentioned this very same thing a year ago, actually. Back then I thought it a cinch that Goodman games would end up having brought it out by now. No such luck... We'll have to wait and see.

Meanwhile, try The Wurst of Grimtooth's Traps, it's good even though you need to convert everything yourself. Plenty of wicked ideas.
 

Ya, this would be nice as I've noticed that my PCs tend to walk over any encounters that are of level unless I throw in a cool terrain and/or hazard to spice things up. Some of the best fights we had from the published adventures where ones with pillars or something that would mess with the group while otherwise engaged in combat. Although without a big list to draw from I'm running the risk of re-using some ideas and I dont want them to get old hat. I'm going to throw in some ideas here and see if anyone else can add to it:

Pillar of Healing - heals all enemies within 5 squares of it 5hp/round. I used this during an undead encounter with a lot of skeletal minions that kept popping back up after the PCs wiped them out until the figured out they had to take out the pillar if they wanted to get out alive.

River or stream - a 15 foot wide stream that was difficult terrain that divided up the PCs. Made it hard to get to the first monsters and allowed a carrion crawler to hide in it and attack a ranger who normally like to hang out back. Very fun encounter.

Deathtrap Sarcophagus - this was from either Dragon or Dungeon Magazine. It basically grabbed and trapped a PC inside of it until it can either be destroyed or lock picked by someone with thievery. Again made the fight interesting as our warlock, who is very tough to take out, was trapped inside while the rest of the party got stuck dealing with the monsters outside of it.
 

So far I've been designing my own traps/hazards, and while it's improving my understanding of the game mechanics it is time consuming. I see a shift in monster design for the better, but traps/hazards seem to be left behind. Hopefully DMG2 remedies this.

Here's my attempt at the cliche net trap as a .pdf file.
 

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Dragon did have the article on making traps. But:

A book on Traps/Hazards/Fantastic Terrain? I'd buy that for a dollar.
 


I'm assuming the DMG2 will contain lots of extra traps, and clear rules for making your own.

At least, I hope that's what it will contain. That's really the only reason I'd buy it.
 


I'm assuming the DMG2 will contain lots of extra traps
And hazards. And terrains.

clear rules for making your own.
Here I'm much less sure. In fact, I wouldn't hold your breath if I were you.

Rules for creating monsters, weapons and stuff from scratch simply seems to not be on WotC's agenda.
Apart from "look at a similar monster/trap/etc and start from there" of course.



I suppose it boils down to a simple case of selling fish making more money than teaching fishing. *shrug*
 

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