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<blockquote data-quote="Calzone" data-source="post: 5615095" data-attributes="member: 87629"><p>One thing I keep in mind when placing traps is that your average evil overlord isn't going to want to spend several hours disarming them to get to his inner sanctum after an impromptu trip to the grocery store.</p><p></p><p>I recently ran an adventure where my players ventured into a kobold warren to stop a sinister ritual from occurring. The warren was an old mine that had been taken over, and as such the original design was fairly linear. The kobolds laced this entire linear section with traps, murder holes, sally ports, and other such nastiness. The kobolds then excavated a set of interconnected passages parallel to the old mine shafts and hid them behind secret doors. These passages provided safe access to the common rooms, ritual chamber, and living quarters, as well as staging areas for mopping up adventurers working through traps. The adventure went great, with the players discovering an entrance to the side tunnels immediately, partially exploring and clearing out a good part of the warrens, and then backtracking and stumbling their way through the trapped section while the remaining kobolds ambushed them. We had a blast.</p><p></p><p>For very cumbersome or lethal traps, consider using them to guard ancient tombs, hidden treasures rooms that were never meant to be disturbed, etc. These traps can provide challenges to players in places devoid of monsters and help reinforce the bleakness of the setting. Alternatively, scatter them liberally in an old-school megadungeon - the dungeon is a quasi-conscious malevolent entity that actively opposes the players during exploration, so it's quite possible that the jammed door two hallways back opens easily for dungeon denizens, allowing them to bypass the hall-of-whirling-blades-poison-darts-and-bad-poetry-recitation.</p></blockquote><p></p>
[QUOTE="Calzone, post: 5615095, member: 87629"] One thing I keep in mind when placing traps is that your average evil overlord isn't going to want to spend several hours disarming them to get to his inner sanctum after an impromptu trip to the grocery store. I recently ran an adventure where my players ventured into a kobold warren to stop a sinister ritual from occurring. The warren was an old mine that had been taken over, and as such the original design was fairly linear. The kobolds laced this entire linear section with traps, murder holes, sally ports, and other such nastiness. The kobolds then excavated a set of interconnected passages parallel to the old mine shafts and hid them behind secret doors. These passages provided safe access to the common rooms, ritual chamber, and living quarters, as well as staging areas for mopping up adventurers working through traps. The adventure went great, with the players discovering an entrance to the side tunnels immediately, partially exploring and clearing out a good part of the warrens, and then backtracking and stumbling their way through the trapped section while the remaining kobolds ambushed them. We had a blast. For very cumbersome or lethal traps, consider using them to guard ancient tombs, hidden treasures rooms that were never meant to be disturbed, etc. These traps can provide challenges to players in places devoid of monsters and help reinforce the bleakness of the setting. Alternatively, scatter them liberally in an old-school megadungeon - the dungeon is a quasi-conscious malevolent entity that actively opposes the players during exploration, so it's quite possible that the jammed door two hallways back opens easily for dungeon denizens, allowing them to bypass the hall-of-whirling-blades-poison-darts-and-bad-poetry-recitation. [/QUOTE]
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