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The Trap Thread
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<blockquote data-quote="Gunton The Terrible" data-source="post: 2207066" data-attributes="member: 16995"><p>One of my favorites is the "Ambush Room." Where the trap just signals the beginning of combat.</p><p></p><p>My PCs were heading into a hobgoblin liar. The main entrance was more like a fortress entrance then a cave. Iron doors. Murder holes. So the party would have no chance to sneak up or surprise the hobgoblins. Their other choice was to check out a long hallway.</p><p></p><p>Now, I am not known to place very many traps in any dungeon so the party happily went down the long hallway to see if there were any other options.</p><p></p><p>At the beginning of the corridor was an alarm spell, the mental signal type. This alerted the hobgoblins to rush to the ambush room at the end of the hallway. The hallway did wind a bit to allow the hobgoblins to reach there first.</p><p></p><p>The room was 40 x 40 with a 20ft ceiling. The hallway entered in the NW corner and a door was located at the SE corner. If the PCs had searched there was a chance they would have noticed a groove around the ceiling of the last square in the hallway and shallow grooves on the north and south walls 15ft from the floor. </p><p></p><p>The fun began when one PC tries the door in the SE corner. It’s a false door of course and it triggers three mechanisms simultaneously. </p><p>In the last square of the hallway was a large stone block that fell from the ceiling. One PC was in that square and rolled a reflex save. I can’t remember if he made it or not, but I don’t do auto kills. So if he missed he would have to take some damage and I rolled randomly to see if he rolled in or out of the room. Wait. He did make it because I did let him choose the direction he rolled. He chose “In” so the party would not be separated. Silly boy.</p><p>The second bit of the trap was a simple 30ft spiked pit in the square in front of the door. The guy opening the door fell in. He was the lucky one.</p><p>The third part slid open arrow slits (grooves in the walls 15ft up) from the weight of the stone block crashing down and sealing the exit. 5 each side with archers (fighters w/ missile feats) and rangers (human and elf favorite enemies) one floor above the PCs. I made the center arrow slits manned by a cleric and a sorcerer. So on the surprise round all the baddies shoot and then we rolled initiative.</p><p></p><p>The first couple rounds were hilarious (for the DM) <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> . Every PC scrambling around, while arrows and spells fly, trying to figure out how to escape or survive.</p><p></p><p>The party did prove resourceful enough to avoid the untimely death of any PC (although all were beat up).</p></blockquote><p></p>
[QUOTE="Gunton The Terrible, post: 2207066, member: 16995"] One of my favorites is the "Ambush Room." Where the trap just signals the beginning of combat. My PCs were heading into a hobgoblin liar. The main entrance was more like a fortress entrance then a cave. Iron doors. Murder holes. So the party would have no chance to sneak up or surprise the hobgoblins. Their other choice was to check out a long hallway. Now, I am not known to place very many traps in any dungeon so the party happily went down the long hallway to see if there were any other options. At the beginning of the corridor was an alarm spell, the mental signal type. This alerted the hobgoblins to rush to the ambush room at the end of the hallway. The hallway did wind a bit to allow the hobgoblins to reach there first. The room was 40 x 40 with a 20ft ceiling. The hallway entered in the NW corner and a door was located at the SE corner. If the PCs had searched there was a chance they would have noticed a groove around the ceiling of the last square in the hallway and shallow grooves on the north and south walls 15ft from the floor. The fun began when one PC tries the door in the SE corner. It’s a false door of course and it triggers three mechanisms simultaneously. In the last square of the hallway was a large stone block that fell from the ceiling. One PC was in that square and rolled a reflex save. I can’t remember if he made it or not, but I don’t do auto kills. So if he missed he would have to take some damage and I rolled randomly to see if he rolled in or out of the room. Wait. He did make it because I did let him choose the direction he rolled. He chose “In” so the party would not be separated. Silly boy. The second bit of the trap was a simple 30ft spiked pit in the square in front of the door. The guy opening the door fell in. He was the lucky one. The third part slid open arrow slits (grooves in the walls 15ft up) from the weight of the stone block crashing down and sealing the exit. 5 each side with archers (fighters w/ missile feats) and rangers (human and elf favorite enemies) one floor above the PCs. I made the center arrow slits manned by a cleric and a sorcerer. So on the surprise round all the baddies shoot and then we rolled initiative. The first couple rounds were hilarious (for the DM) :lol: . Every PC scrambling around, while arrows and spells fly, trying to figure out how to escape or survive. The party did prove resourceful enough to avoid the untimely death of any PC (although all were beat up). [/QUOTE]
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