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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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Those *&^%$# traps!
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<blockquote data-quote="Quasqueton" data-source="post: 628185" data-attributes="member: 3854"><p>Let's talk about embarrassing/aggravating encounters we've had with traps.</p><p></p><p>Party has been fighting crazed "beastmen" in their caverns. We enter one chamber where several enemies stand beside a large open pit in the floor. The badguys back away from our party. We slowly walk into the room, and my cleric approaches the hole. I step to the edge to look down into it, the edge crumbles, and down goes my cleric. He falls 10' and lands right on top of a gibbering mouther. The party fighter jumps down into the pit with me to help. Then the badguys charge the remaining two party members in the room. We're not proud of our strategy that day.</p><p></p><p>Party is exploring a small "dungeon". The 10'-wide corridor turns left, but my dwarf cleric notices that the stone wall at the corner is fake. We reach to touch it and find it is just a visual illusion. My dwarf cleric, in half-plate armor steps through the illusionary wall. 40' feet down he lands in 10' deep water and sinks quickly to the bottom, where there are many rusty spikes sticking up. The party pulls me back out with a rope. We later find a talking/intelligent magic item that is really annoying (and won't shut up). We toss it through the illusionary wall into the water pit, and leave the dungeon. Days later in-game (two-weeks later real time) we learn that the magic item was valuable and we have a buyer if only we could get it back. Most of the party (without my character) return to the dungeon, with a hired rogue (new PC), to retreive the dumped item. The plan is for the rogue to drop down into the safely deep water with a rope tied on, pick up the item, and get pulled back out. When the party pulls him back out, he is quite angry at not being told about the spikes under the water. (Everyone had forgotten about them.)</p><p></p><p>Party has destroyed all the undead beasties occupying a wizard's tower. Finding a secret door that accesses a 5' hallway, we move forward to explore. My paladin takes the lead. The corridor ends in a 10'x10' room with a ladder leading up to a trap door. Stepping up to the ladder, my paladin trips a pit trap and falls 30'. The party uses a rope to haul him back up. Jumping the pit to catch the ladder, my paladin climbs up 20' (we had no party rogue). Opening the trap door above sets off a fire trap. Fortunately I made my climb check (but only barely) to avoid falling again into the pit.</p><p></p><p>Party makes an assault on a troglodyte lair in an abandoned dungeon fortress. Entering through the "back door", the lead fighter leaps into the room ready to fight. The room is full of tall statues. Tripwires are everywhere. A statue falls across the entrance-way, blocking the rest of the party from entering. The fighter inside sees trogs standing just beyond doorways out of the room. While the rest of the party manages to push and climb their way into the chamber, the fighter charges one doorway. Crash! Another statue falls, blocking off his target doorway. The party is in the room now (6 characters including a grizzly bear animal companion). Crash! Another statue falls on us. The lead fighter charges another doorway. Crash! Another statue falls on him, but at least it doesn't block the doorway. The lead fighter makes it into the next room to fight trogs. Two other party members charge through another doorway. Slip! They slip and fall down on the oil slick floor. A trog tosses a burning torch on the oil strip. Woosh! Flames leap up and the two party members retreat, stop, drop, and roll. The lead fighter tries chasing retreating trogs but falls in to a pit trap. OK, you get the picture. I don't think there were any other traps in that battle, and the party did end up winning in the end.</p><p></p><p>What trap stories do you have?</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 628185, member: 3854"] Let's talk about embarrassing/aggravating encounters we've had with traps. Party has been fighting crazed "beastmen" in their caverns. We enter one chamber where several enemies stand beside a large open pit in the floor. The badguys back away from our party. We slowly walk into the room, and my cleric approaches the hole. I step to the edge to look down into it, the edge crumbles, and down goes my cleric. He falls 10' and lands right on top of a gibbering mouther. The party fighter jumps down into the pit with me to help. Then the badguys charge the remaining two party members in the room. We're not proud of our strategy that day. Party is exploring a small "dungeon". The 10'-wide corridor turns left, but my dwarf cleric notices that the stone wall at the corner is fake. We reach to touch it and find it is just a visual illusion. My dwarf cleric, in half-plate armor steps through the illusionary wall. 40' feet down he lands in 10' deep water and sinks quickly to the bottom, where there are many rusty spikes sticking up. The party pulls me back out with a rope. We later find a talking/intelligent magic item that is really annoying (and won't shut up). We toss it through the illusionary wall into the water pit, and leave the dungeon. Days later in-game (two-weeks later real time) we learn that the magic item was valuable and we have a buyer if only we could get it back. Most of the party (without my character) return to the dungeon, with a hired rogue (new PC), to retreive the dumped item. The plan is for the rogue to drop down into the safely deep water with a rope tied on, pick up the item, and get pulled back out. When the party pulls him back out, he is quite angry at not being told about the spikes under the water. (Everyone had forgotten about them.) Party has destroyed all the undead beasties occupying a wizard's tower. Finding a secret door that accesses a 5' hallway, we move forward to explore. My paladin takes the lead. The corridor ends in a 10'x10' room with a ladder leading up to a trap door. Stepping up to the ladder, my paladin trips a pit trap and falls 30'. The party uses a rope to haul him back up. Jumping the pit to catch the ladder, my paladin climbs up 20' (we had no party rogue). Opening the trap door above sets off a fire trap. Fortunately I made my climb check (but only barely) to avoid falling again into the pit. Party makes an assault on a troglodyte lair in an abandoned dungeon fortress. Entering through the "back door", the lead fighter leaps into the room ready to fight. The room is full of tall statues. Tripwires are everywhere. A statue falls across the entrance-way, blocking the rest of the party from entering. The fighter inside sees trogs standing just beyond doorways out of the room. While the rest of the party manages to push and climb their way into the chamber, the fighter charges one doorway. Crash! Another statue falls, blocking off his target doorway. The party is in the room now (6 characters including a grizzly bear animal companion). Crash! Another statue falls on us. The lead fighter charges another doorway. Crash! Another statue falls on him, but at least it doesn't block the doorway. The lead fighter makes it into the next room to fight trogs. Two other party members charge through another doorway. Slip! They slip and fall down on the oil slick floor. A trog tosses a burning torch on the oil strip. Woosh! Flames leap up and the two party members retreat, stop, drop, and roll. The lead fighter tries chasing retreating trogs but falls in to a pit trap. OK, you get the picture. I don't think there were any other traps in that battle, and the party did end up winning in the end. What trap stories do you have? Quasqueton [/QUOTE]
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