Trap Intro

Rechan

Adventurer
I'm not sure where this should go. Because it kinda relates to RPGs, but only loosely.

I'm writing a short story. An almost typical adventuring party in the middle of an Enemy's Fortress or possibly a Maze, coming across a Very Involved Trap. The story starts in the middle of the trap's activity, as just an intro to the situation.

Problem is, I can't think of a really good visual trap.

The necessary critera are thus:

1) It should be enough to fill a room or segment of a hallway, and be overly cinematic and action packed, so it gets the reader's attention. But not too complex that it would take too long to describe. Maybe the good ol' standard "Swinging pendulums" or spikes that continually stab upwards.

2) It'd work as an alarm to warn troops or monsters in another section.

3) Some manner of poisoning or crippling the rogue who attempts to disarm the main control when he succeeds.

The story itself is just a fun piece where the tension is "We need to heal the rogue fast, he's our melee guy!" while trying to keep the nasties from overwhelming the group.
 

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Hmm... Could be a combination trap, perhaps a nightingale-floor with a combination of poisoned-arrow slots. So steps on nightingale-floor the sound is made along with the arrows shooting out.

*Shrugs shoulders* just a idea. Could even have it really dark, and you can hear the enemy on the floor coming toward the party, (I would assume they know how to walk across it properly without setting off the arrows).
 


Lord Zardoz said:
Traps and Treachery
Unfortunately I don't think this applies.

T&T have single-use traps. Nothing that's a continual effect, like essentially, the Encounter Traps that are being designed for Xen'drik/Dungeonscape/4e.
 


Spiral stair with lit torches held in gargoyle mouths along central column.
Central column is filled with oil, which sprays out gargoyle mouth when trigger activated, igniting torch and causing flaming oil to douse PCs.
When oil falls to a certain amount, alarm gong falls. Accessing the alarm mechanism requires rogue to get to top of stair and disable poison needle.
To further complicate, add live gargoyle, spiraling scythe trap on outer wall, pursuing enemies, caving stair, etc.
 

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