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Speculating about traps
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<blockquote data-quote="Surgoshan" data-source="post: 4104752" data-attributes="member: 61205"><p>Thanks!</p><p></p><p>I like that cage idea. You could expand it by making it a sort of shifting maze; every few turns bars retract or extend to make paths. Before you had four minions threatening you, now you can't reach them because of walls! But the BBEG has a straight path to charge you!</p><p></p><p>Hey, that and the conveyor one give me an idea... lemme see if I can flesh it out. A room full of a system of hooked chains (wall to wall, ceiling to floor). Every round, the room rolls initiative and on its turn it rearranges the chains, attacking the players (against their reflex) to get dragged to a new square. If they fail their save, then they remain tangled in the chain and keep getting dragged. The room doesn't need to attack their reflex the next turn, and they're prone until/unless they save. Where they get moved is random on a d8. If they get moved into the center of the room, though, then they're tangled until a teammate gets them out (strength check? untangling your kitten's yarn check?) and they take some small amount of damage every turn. For the players to move, they have to make a check and a bad failure means they're tangled, no save. Oh, and you can throw in some monsters, too. </p><p></p><p>That room's more passive, so I don't think you'd need to provide a mechanism for turning it off... I can imagine a fighter striving to push all the minions into the center of the room.</p><p></p><p>Man, I am loving this! I really, really wish I didn't live in such a small town; I've been jonesing for D&D for months!</p></blockquote><p></p>
[QUOTE="Surgoshan, post: 4104752, member: 61205"] Thanks! I like that cage idea. You could expand it by making it a sort of shifting maze; every few turns bars retract or extend to make paths. Before you had four minions threatening you, now you can't reach them because of walls! But the BBEG has a straight path to charge you! Hey, that and the conveyor one give me an idea... lemme see if I can flesh it out. A room full of a system of hooked chains (wall to wall, ceiling to floor). Every round, the room rolls initiative and on its turn it rearranges the chains, attacking the players (against their reflex) to get dragged to a new square. If they fail their save, then they remain tangled in the chain and keep getting dragged. The room doesn't need to attack their reflex the next turn, and they're prone until/unless they save. Where they get moved is random on a d8. If they get moved into the center of the room, though, then they're tangled until a teammate gets them out (strength check? untangling your kitten's yarn check?) and they take some small amount of damage every turn. For the players to move, they have to make a check and a bad failure means they're tangled, no save. Oh, and you can throw in some monsters, too. That room's more passive, so I don't think you'd need to provide a mechanism for turning it off... I can imagine a fighter striving to push all the minions into the center of the room. Man, I am loving this! I really, really wish I didn't live in such a small town; I've been jonesing for D&D for months! [/QUOTE]
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