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Traps Wanted : Originals clever traps
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<blockquote data-quote="AFGNCAAP" data-source="post: 1897374" data-attributes="member: 871"><p>Here's something that's potentially <em>very lethal</em>, and by its very nature, may need a spellcaster to detect/disarm than a rogue. It's also a one-shot trap, at best. Don't know how effective this may be, though.</p><p></p><p>The core idea is that the PCs are following a path that leads to a dead end--pretty much a corridor with rooms spaced out along it's length. At the end of this long passage are 2 rooms, one next to the other. All throughout this series of rooms & passages is clues (& then direct information) that a massive room of great importance lies beyond--a main hall, an arcane library, the lair of a BBEG, etc.--in essence, a place where the PCs want to go.</p><p></p><p>The first room is a guardroom/lair, where the PCs encounter a somewhat challenging foe (but not a TPK threat). At the other side of this room is a massive door, made of stone, iron, adamantine, or other such sturdy (i.e., non-bashable) materials. The door is locked, & the quality of the lock is extremely good (basically having a DC number higher than what the PCs can achieve w/ an Open Lock roll; they could do it with some bonus due to bard's song, a spell , or some combination thereof).</p><p></p><p>In the room is a chest. In the chest is a some interesting items: some coins/gems, a couple of minor magic items, an ornate key (for the door), and a <em>portable hole</em>.</p><p></p><p>Ideally, the PCs will take the treasure (& pack it up), then use the key on the door. Using the key activates the trap.</p><p></p><p>The room is a bare, modest-sized room. However, using the key activates a massive spell, transforming the room into a large extradimensional space (exactly like the extradimensional space in a <em>bag of holding</em>, as well as an illusion of the sort of room the PCs were looking for).</p><p></p><p>Once the PC w/ the <em>portable hole</em> enters the room, the dimension collapses on itself, taking the PCs in the room with it (i.e., IIRC, just like what happens when placing a <em>portable hole</em> inside of a <em>bag of holding</em>). No save allowed. Those in the room are pretty much gone.</p><p></p><p>However, a spellcaster could discern the danger the room poses if they study it for a while (using Spellcraft or Knowledge [arcana], in conjuction with a divination/detection spell or two). The DC should be high, but not impossible for the character to make--allowing the character to realize what the room is should enable the characters to avoid the trap (that is if the character w/ the <em>portable hole</em> doesn't enter the room while the spellcaster is studying it).</p><p></p><p>If the PCs don't use the key & pick the lock instead, then they see the room for what it is--an unadorned dead-end. They will have to go back (or rest up first & then go back) to achieve their goal.</p><p></p><p>You could make the corridor tougher by having some resetting traps along its length (so that the PCs may have to deactivate them again). To be a bit kind, you could have the <em>portable hole</em> play an important role later on (like needing it to achieve a task vital to the adventure's success). Of course, if a PC or two are lost to the trap, & the item was needed to successfully perform the mission, then the surviving PCs are <em>really</em> out of luck.</p><p></p><p>How's that sound?</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 1897374, member: 871"] Here's something that's potentially [I]very lethal[/I], and by its very nature, may need a spellcaster to detect/disarm than a rogue. It's also a one-shot trap, at best. Don't know how effective this may be, though. The core idea is that the PCs are following a path that leads to a dead end--pretty much a corridor with rooms spaced out along it's length. At the end of this long passage are 2 rooms, one next to the other. All throughout this series of rooms & passages is clues (& then direct information) that a massive room of great importance lies beyond--a main hall, an arcane library, the lair of a BBEG, etc.--in essence, a place where the PCs want to go. The first room is a guardroom/lair, where the PCs encounter a somewhat challenging foe (but not a TPK threat). At the other side of this room is a massive door, made of stone, iron, adamantine, or other such sturdy (i.e., non-bashable) materials. The door is locked, & the quality of the lock is extremely good (basically having a DC number higher than what the PCs can achieve w/ an Open Lock roll; they could do it with some bonus due to bard's song, a spell , or some combination thereof). In the room is a chest. In the chest is a some interesting items: some coins/gems, a couple of minor magic items, an ornate key (for the door), and a [I]portable hole[/I]. Ideally, the PCs will take the treasure (& pack it up), then use the key on the door. Using the key activates the trap. The room is a bare, modest-sized room. However, using the key activates a massive spell, transforming the room into a large extradimensional space (exactly like the extradimensional space in a [I]bag of holding[/I], as well as an illusion of the sort of room the PCs were looking for). Once the PC w/ the [I]portable hole[/I] enters the room, the dimension collapses on itself, taking the PCs in the room with it (i.e., IIRC, just like what happens when placing a [I]portable hole[/I] inside of a [I]bag of holding[/I]). No save allowed. Those in the room are pretty much gone. However, a spellcaster could discern the danger the room poses if they study it for a while (using Spellcraft or Knowledge [arcana], in conjuction with a divination/detection spell or two). The DC should be high, but not impossible for the character to make--allowing the character to realize what the room is should enable the characters to avoid the trap (that is if the character w/ the [I]portable hole[/I] doesn't enter the room while the spellcaster is studying it). If the PCs don't use the key & pick the lock instead, then they see the room for what it is--an unadorned dead-end. They will have to go back (or rest up first & then go back) to achieve their goal. You could make the corridor tougher by having some resetting traps along its length (so that the PCs may have to deactivate them again). To be a bit kind, you could have the [I]portable hole[/I] play an important role later on (like needing it to achieve a task vital to the adventure's success). Of course, if a PC or two are lost to the trap, & the item was needed to successfully perform the mission, then the surviving PCs are [I]really[/I] out of luck. How's that sound? [/QUOTE]
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