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Share Your Meanest, Most Dastardly Trap
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<blockquote data-quote="Shiroiken" data-source="post: 7039901" data-attributes="member: 6775477"><p>The best one I remember from 2E was from an adventure called Tower, Temple, and Tomb (I think). There was a hall with several doors leading from it, all locked and trapped, each in it's own alcove. Failing to disarm the trap triggered it, as did just attempting to push open the door. Once triggered, the hall filled with flames, flying spears and darts, plus maybe some acid. The ONLY space that was safe... was the one directly in front of the door that was triggered. Thus the usually hapless thief (that was universally sent forward to deal with these things, and often slain in the process) was the only one to escape unscathed.</p><p></p><p>A friend did something cruel in a high level 3E game, where he stole the idea of the movie Labyrinth (which was one of the player's favorite movie). A hallway had faces carved on it that called out Doom and Death to any who go farther. If you walked through the door at the end of the hall you had to make a Con save (DC: 30 IIRC) or die. The player who loved the movie suspected something like this, and threw another PC through the portal to prove it was lethal. It turns out there was a secret door behind one of the faces or something.</p><p></p><p>My personal best was painted glass over an acid vat in 1E. Fairly simple, because if you didn't suspect a trap (and players had to describe what they suspected), you'd just walk over it and if you weighed over 150 lbs (with stuff), you broke the glass and fell in. Save vs. Death, taking 20d6 damage if you succeeded. The floor wasn't often checked, unless it was described oddly, but the paint gave it the impression of normalcy, except to the most paranoid.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7039901, member: 6775477"] The best one I remember from 2E was from an adventure called Tower, Temple, and Tomb (I think). There was a hall with several doors leading from it, all locked and trapped, each in it's own alcove. Failing to disarm the trap triggered it, as did just attempting to push open the door. Once triggered, the hall filled with flames, flying spears and darts, plus maybe some acid. The ONLY space that was safe... was the one directly in front of the door that was triggered. Thus the usually hapless thief (that was universally sent forward to deal with these things, and often slain in the process) was the only one to escape unscathed. A friend did something cruel in a high level 3E game, where he stole the idea of the movie Labyrinth (which was one of the player's favorite movie). A hallway had faces carved on it that called out Doom and Death to any who go farther. If you walked through the door at the end of the hall you had to make a Con save (DC: 30 IIRC) or die. The player who loved the movie suspected something like this, and threw another PC through the portal to prove it was lethal. It turns out there was a secret door behind one of the faces or something. My personal best was painted glass over an acid vat in 1E. Fairly simple, because if you didn't suspect a trap (and players had to describe what they suspected), you'd just walk over it and if you weighed over 150 lbs (with stuff), you broke the glass and fell in. Save vs. Death, taking 20d6 damage if you succeeded. The floor wasn't often checked, unless it was described oddly, but the paint gave it the impression of normalcy, except to the most paranoid. [/QUOTE]
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