Dark Dragon
Explorer
Hi folks,
some days ago, I was planning some dungeon crawl stuff for the group I'm DMing. The dungeon is complete along with most of its undead inhabitants, the four BBEG are ready to do evil (one 21st level alhoon sorcerer (member of the Twisted Rune), a 29 level wizard lich (the senior of the Twisted Rune), and two level 18 wizards of House Aldhanek from Tethyr)...but I'm not sure about the two major traps I designed. Note that the party (level 19) has no rogue character and relies on their magic items. Due to a Weird Stone (a powerful item from Player's Guide to Faerûn), teleportation spells do not work in the dungeon. I do not intend on a TPK, the Twisted Rune wants to punish these arrogant adventurers alive.
Trap 1:
This an idea from Grimtooth's Book of Traps. Consider a huge ball of solid rock and 5 ft. wide and 30 ft. long pathway right through its center (like a tunnel). The ball rests on a set of smaller balls, so that it can easily turn in one direction. Above and under the huge ball is a cavern. The upper cavern is inhabited by a Death Tyrant (see FRCS). It is locked up in a cage, the central antimagic eye looking downwards. The lower cavern (20x20 ft.) is inhabited by a Black Pudding. If someone reaches the end of the tunnel (which is a locked door), the ball with the tunnel inside will turn by 90°, ending in a vertical position and connecting the two caverns.
As you can imagine, all magic in the tunnel and the caverns is negated when the trap is sprung. This means: no magic light, no spells, no magic weapons, no shape change,...The Black Pudding's abilities are all extraordinary, so they'll work fine in the presence of an undead beholder...
Problem: The party will lose some amount of equipment if not some members, unless they manage to get out of the pit with the pudding. I was thinking about a reset of the trap after some rounds. This would allow spellcasting again, because the caverns become disconnected again.
Trap 2:
Grimtooth was also helpful here. Take a pit, 15 ft. deep. It is locked by a stone plate that won't crack when someone steps on it. However, if a creature steps on a hidden trigger 10 ft. behind the plate, it will open the pit if somebody is standing on the plate, causing some damage by falling and impaling by some poisoned spears. The stone plate has a second trigger: If the pit is open, a huge stone block is released from the ceiling and falling right into the open pit, crushing the victim from above (each round crushing damage).
Problem: This is quite deadly because teleport won't help, and a feather falling creature wouldn't stop a huge rock... How much crushing damage would a 10x10x10 ft rock do per round, by the way?
some days ago, I was planning some dungeon crawl stuff for the group I'm DMing. The dungeon is complete along with most of its undead inhabitants, the four BBEG are ready to do evil (one 21st level alhoon sorcerer (member of the Twisted Rune), a 29 level wizard lich (the senior of the Twisted Rune), and two level 18 wizards of House Aldhanek from Tethyr)...but I'm not sure about the two major traps I designed. Note that the party (level 19) has no rogue character and relies on their magic items. Due to a Weird Stone (a powerful item from Player's Guide to Faerûn), teleportation spells do not work in the dungeon. I do not intend on a TPK, the Twisted Rune wants to punish these arrogant adventurers alive.
![Devious :] :]](http://www.enworld.org/forum/images/smilies/devious.png)
Trap 1:
This an idea from Grimtooth's Book of Traps. Consider a huge ball of solid rock and 5 ft. wide and 30 ft. long pathway right through its center (like a tunnel). The ball rests on a set of smaller balls, so that it can easily turn in one direction. Above and under the huge ball is a cavern. The upper cavern is inhabited by a Death Tyrant (see FRCS). It is locked up in a cage, the central antimagic eye looking downwards. The lower cavern (20x20 ft.) is inhabited by a Black Pudding. If someone reaches the end of the tunnel (which is a locked door), the ball with the tunnel inside will turn by 90°, ending in a vertical position and connecting the two caverns.
As you can imagine, all magic in the tunnel and the caverns is negated when the trap is sprung. This means: no magic light, no spells, no magic weapons, no shape change,...The Black Pudding's abilities are all extraordinary, so they'll work fine in the presence of an undead beholder...
Problem: The party will lose some amount of equipment if not some members, unless they manage to get out of the pit with the pudding. I was thinking about a reset of the trap after some rounds. This would allow spellcasting again, because the caverns become disconnected again.
Trap 2:
Grimtooth was also helpful here. Take a pit, 15 ft. deep. It is locked by a stone plate that won't crack when someone steps on it. However, if a creature steps on a hidden trigger 10 ft. behind the plate, it will open the pit if somebody is standing on the plate, causing some damage by falling and impaling by some poisoned spears. The stone plate has a second trigger: If the pit is open, a huge stone block is released from the ceiling and falling right into the open pit, crushing the victim from above (each round crushing damage).
Problem: This is quite deadly because teleport won't help, and a feather falling creature wouldn't stop a huge rock... How much crushing damage would a 10x10x10 ft rock do per round, by the way?