Traps with CR 10-15 anyone?

Good thread.
Jaundiced said:
Several spells that require Fort saves work on vamps. Without a Con score they probably can't resist very well.

AFAIK Things without con scores automatically succeed on a fort save unless the spell affects objects.
 

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Jolly Giant said:
The PCs will among other thing encounter a bat-winged half-fiend troll with a MW breatplate the kobold thaumaturge has casted Antimagic Field on. Now, how will they kill a troll with Acid and Fire resistance 20 without magic..? :cool:

Not to be a nudge but I beleive that magical defensive powers stop working in anti-magic fields according to the Sage. So no DR, no Regeneration, no movement faster than 60, etc.
 

Kobold Pit Trap Enhancements

As you wish then. It is difficult to invent complex traps (that is why I bought Traps and Treachery). But it is quite easy to upgrade simple traps. Here are common enhancements for pit traps. By common, I mean easy to justifiy for Kobolds, Goblins, etc.

Grate Lids: A pressure plate in the bottom of the pit causes a grille to slide across the top. This allows additional painful toys to be dropped in after the player is stuck. It also imprisons the player.

Stone Seal: A large heavy stone slab will cause a few difficulties. The lack of light will make escape more difficult, and it is hard to lift a 200 pound slab when climbing out of the pit.

Spikes: Add a DC 20 reflex save or take 1d8 spikes for 1d6 damage each.

Poison Spikes: Add a poison of your choice to the spikes.

Occupied Pit: Put some minor nasties in the pit with the player. Giant Spiders, Carrion Crawlers, Slimes, Oozes. Any size T or S creature should be adequate.

Greased Lip: Having the last 2 feet of the pit heavily greased can cause a player to fall back in as they crawl back out.

Tangle Foot Bag: Putting these on the bottom make escaping the pit much more difficult.

Fire / Acid / Boiling Water: These cause damage on a per round bases for each round that the player is unable to escape from the pit.

Sword Wall: Think of aluminum siding. Now invert it, and put very sharp edges on it. This can give you additional falling damage on the way down (additional 1d4 per 10 ft), and makes climbing painful. You would not want to support all your weight by gripping a knife blade, would you?

Pit + heavy Object: Have something heavy fall on the player when he falls in. It will cause damage on landing, and the player has to lift it off of them self to get out. Give it a DC 20 to DC 30 Str check to lift.

Self Filling Pit: Fill the pit with rocks / gravel after the poor sot lands in it. This will cause a Reflex Save or get buried alive. Perhaps crushing damage on a per round bases (Fort save each round or 1d8 damage). Apply a DC 25 escape artist check to get out.

Warded Pit: Put a glyph of warding set to go off against any creature trying to climb out of the pit.

Cage Pit: Have bottom of a pit contain a cage that can be sealed and removed from the room under it. Cage should be small and cramped (player must be sitting to seal it).

Anihilation Pit: Put a sphere of anihilation at the bottom of the pit. Be prepared to have a PC stab you in the neck if you use this one.

Later, I may go ahead and do some Door enhancements. Unless someone else does it, or this thread goes to page 2 or 3 and I get too lazy to post.

END COMMUNICATION
 

Start the dungen off with a simple trap on a big iron door about 2.5 min in the cave (5 min to kobalds). This is something that most players expect and they likely won't question it.

When the trap is disarmed (the real trigger) a sonic wave crashes into them, doing damage and having the effect of a Knockback (Str 40) that, of course, moves with them. It pushes them through the door and they land in a spike pit (+1 to keep them in good condition; they have to last)--which spins.

It flips over (new spikes now on top) letting the PCs fall off into a room filled with the flesh eating undead of your choice.

This not only starts the campaign off with a bang, it puts the Vamp behind the Undead Wards/Symbols that Lord Zardoz mentioned.

Just beyond these Wards would be traps utilizing Holy Water (immersion would take out undead, they would use it) and Positive Energy. There might also be those doors mentioned in the DMG that can only be opened by using a Turn Attempt. Get the Cleric involved with that.

The real worry I have with this is that the party might get seperated. You'd have to acount for that.
 

Ahh... Mister Brain just got fully fired up. Let's see... nasty, nasty stuff. Well, here are some annoying ideas to throw at people.

Holly maze - or variant thereof, such as walls coated with shards of broken glass. And floors. Sensible clothing will avert damage, until something pushes you into a wall - minotaur gang bullrushing (ouch), grease, or even just acid melting your boots. It's simple and cruel, just what a kobold would go for, and if they have their own tunnels they don't have to use these ones anyway.

Ball bearings. At first, ball bearings are annoying when they fall on you out of the ceiling. Then they begin falling harder, and in greater numbers. Pretty soon, you're scrabbling for your footing (like, say, Home Alone) and trying to avoid not only death from above but any number of pit traps, acid baths, etc. It's like grease but, well, made of metal. (If you don't have ball bearings, use quicksilver or small lead balls, smaller than sling bullets.)

The old staircase => ramp trick. A steep marble staircase whose second-top step triggers the whole set to rotate, turning it into a slippery slope. Bonus points for having a wall with big spikes at the bottom; the PCs are bound to wonder about that when they start climbing the stairs...

Catapults. Bouncy is always fun. A catapult can hurl someone high into the air and then down again, preferably onto something sharp and/or likely to cause skin irritation. You could easily use this in the bottom of a pit trap. And hey, a low ceiling is no penalty to a catapult; you go splat for the full distance anyway. EDIT: You need Profesion: Siege Engineer to properly aim catapults, right? Kobolds wouldn't be too swell at aiming right, which can cause for some truly nasty scrapes (catapulted down the hall, off the wall, and over the pit of spikes, where you bounce off the wall again and back into the spikes).

Slide Of Doom: Oh, look. A chute. It's just the right height for any small humanoid to slide down safely. Unfortunately, around the first corner, the blades come out of the walls at arm height on Medium-size creatures. Whee! The kobolds are fine; the big invaders are suddenly armless. And harmless. Bwaha. Bonus points if you land in vinegar or salt at the bottom. The screams would be heartwarming.

In fact, send kobolds out with bags of salt to throw on their enemies after every injurious encounter. I'd require a moderate Fortitude save to avoid some sort of pain penalty (perhaps the nausea condition would do the trick).

The next two traps are highly vicious and may cause offense; you are warned. The kobolds would think them to be hilarious, however.

The Nutcracker. One of those nasty things you invent when you're young and full of pep. A corridor, just wide enough for a human to walk along. Halfway down, they trigger the trigger, and discover that the floor is divided into three sections across the passage; the outermost two are hinged off the central one. The outer sections fall; the inner one doesn't. Those males who fail their saves fall roughly three feet and find themselves in mind-numbing pain as they straddle the central support. (Then, of course, something attacks and half the party is nauseated, or the effect of choice to reflect their 'injury'; anyone who failed their save is effectively prone, straddling the central barrier, and if they regain their feet they have to make Balance checks to fight on the central barrier.) Kobolds just stick to the inner track. :D

The Nutslicer: I just thought of this one, and it's mean. There is no central support in this variant; the floor is metal, and hinges down to a knife edge. This one does damage, probably more damage for every encumburance rating a PC has; say 1d6 for someone with light encumburance and no armour, with +1d6 for every unit of encumburance or armour (up to 6d6 for someone with full plate and a full loot sack). Of course, male PCs suffer the same nauseation effect, and will DEFINTELY need medical attention afterwards.

I may remember more from my glorious youth... you have been warned.
 
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s/LaSH said:
The old staircase => ramp trick. A steep marble staircase whose second-top step triggers the whole set to rotate, turning it into a slippery slope. Bonus points for having a wall with big spikes at the bottom; the PCs are bound to wonder about that when they start climbing the stairs...

Catapults. Bouncy is always fun. A catapult can hurl someone high into the air and then down again, preferably onto something sharp and/or likely to cause skin irritation. You could easily use this in the bottom of a pit trap. And hey, a low ceiling is no penalty to a catapult; you go splat for the full distance anyway. EDIT: You need Profesion: Siege Engineer to properly aim catapults, right? Kobolds wouldn't be too swell at aiming right, which can cause for some truly nasty scrapes (catapulted down the hall, off the wall, and over the pit of spikes, where you bounce off the wall again and back into the spikes).

Slide Of Doom: Oh, look. A chute. It's just the right height for any small humanoid to slide down safely. Unfortunately, around the first corner, the blades come out of the walls at arm height on Medium-size creatures. Whee! The kobolds are fine; the big invaders are suddenly armless. And harmless. Bwaha. Bonus points if you land in vinegar or salt at the bottom. The screams would be heartwarming.

YOINK!
 

Graf said:


Not to be a nudge but I beleive that magical defensive powers stop working in anti-magic fields according to the Sage. So no DR, no Regeneration, no movement faster than 60, etc.

I've already checked this one out, Graf. Half-fiends' elemental resistance and a trolls regeneration are both extraordinary abilities, meaning it's non-magical and works just fine in an antimagic field.
 
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s/LaSH said:
You have a vampire in your party? EVIL CLERICS! OK, so turning a level 11 vamp isn't easy in the first place; something like a level 15 cleric is needed merely to rebuke them, and commanding is nigh impossible unless you go Epic-level. So you need to amp up an evil cleric, but a couple of magic items and maybe some added demonic blood abilities can easily boost your turning abilities to the point where that vamp is your plaything. (Come on, Orcus is a demon lord of the undead; half-fiends are sure to have undead-controlling abilities.)


There are feats that buff turning in Defenders of the Faith, do you have access to it? This is a great idea- rebuke/command the vampire and make him work for you! Maybe even make a cooperative turning feat where other clerics can aid one another in turning undead (or could they anyhow, without the feat? Hm, that's a decision worth thinking about!)
 

Graf said:


Not to be a nudge but I beleive that magical defensive powers stop working in anti-magic fields according to the Sage. So no DR, no Regeneration, no movement faster than 60, etc.

Yes, but regeneration is an exceptional ability.
 

Ok, the dungeon is made! Thanks for all your ideas and inspirations, everyone! Now I'm really looking forward to the weekend! My five players and me are off to a 3-day pre-christmas dinner/party/gaming session in my country house, friday to sunday.

'Country house'... Makes me sound like a millionaire, doesn't it? It's just an old, abandoned farmhouse that I've spent the last 3 years getting into a decent, functioning state...

Happy Hollidays, everyone! :cool:
 

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