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<blockquote data-quote="Loonook" data-source="post: 4678051" data-attributes="member: 1861"><p>Okay... two from The Expedition to the Black Mirror (Modern module I run now and again, a sort of dungeon crawl in a Wolfram and Hart style corporation's abandoned offices):</p><p></p><p>1.) Beggar's Tomb/Miser's Tomb: Pretty simple, classic puzzle I don't see a lot in games (and which fools players for a bit: An individual lies with his hands on the ill-gotten gains of a previous room (a suit of armor, gold pieces, whatever metal items would be fitting and noticed missing). The room makes all metallic items weigh ten times as much as they would in normal gravity (magic, special magnets, etc.) A warning is written above the door of "Tempus Fugit" or simiilar cliche 'move your backside' but the item... so intriguing...</p><p></p><p>The next room is at opposite polarization. If the party spends more than 10 rounds searching or attempting to grasp the heavy item, each most make a Reflex or similar check; any whose (metal item weight * 10) exceeds their own weight, or who fails the check, are thrown upwards into the spiked pit trap.</p><p></p><p>2.) A Beautiful Rug: A beautifully patterned rug sits in the room, below a chandelier of elegantly curved glass. A search check notes that the rug is covered in dust. Disturbing the dust causes the symbol in the dust to activate, summoning the creature bound in the chandelier (in this case, an electric elemental beastie).</p><p></p><p></p><p>Now, for other clever traps from other games I've played in/heard about.</p><p></p><p>Tick, Tock, Tick: As the party enters a room, an hourglass or other time piece dangles and begins to fill. The doors slam shut, obviously something is about to occur. If the party attempts to exit out of the sealed doorway to the inner corridors of the dungeon, they find themselves suffocating; the room is a casting mechanism for a spell which makes the air hospitable, one giant decompression chamber for the whole dungeon.</p><p></p><p>Beggar's Variation: Inspired by Beggar's Tomb, a Tare trap. The room's floor shifts, gears grind... the party looks askance on the rogue for damning them to their current state. If the party passes through the room and has gained any weight (either a new member, or booty) the trap activates.</p><p></p><p>---</p><p></p><p>This one I've been thinking about, as it was inspired by a passage in World War Z. An Iron Golem stands in the middle of the room... dilapidated but functioning. Piles of rotting corpses fill the air with a stench... if the Golem is struck by a metal weapon the room ignites <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />. Alchemy or similar check will tell of the issue with the trap.</p><p></p><p>Not my favorites, but what comes to mind.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 4678051, member: 1861"] Okay... two from The Expedition to the Black Mirror (Modern module I run now and again, a sort of dungeon crawl in a Wolfram and Hart style corporation's abandoned offices): 1.) Beggar's Tomb/Miser's Tomb: Pretty simple, classic puzzle I don't see a lot in games (and which fools players for a bit: An individual lies with his hands on the ill-gotten gains of a previous room (a suit of armor, gold pieces, whatever metal items would be fitting and noticed missing). The room makes all metallic items weigh ten times as much as they would in normal gravity (magic, special magnets, etc.) A warning is written above the door of "Tempus Fugit" or simiilar cliche 'move your backside' but the item... so intriguing... The next room is at opposite polarization. If the party spends more than 10 rounds searching or attempting to grasp the heavy item, each most make a Reflex or similar check; any whose (metal item weight * 10) exceeds their own weight, or who fails the check, are thrown upwards into the spiked pit trap. 2.) A Beautiful Rug: A beautifully patterned rug sits in the room, below a chandelier of elegantly curved glass. A search check notes that the rug is covered in dust. Disturbing the dust causes the symbol in the dust to activate, summoning the creature bound in the chandelier (in this case, an electric elemental beastie). Now, for other clever traps from other games I've played in/heard about. Tick, Tock, Tick: As the party enters a room, an hourglass or other time piece dangles and begins to fill. The doors slam shut, obviously something is about to occur. If the party attempts to exit out of the sealed doorway to the inner corridors of the dungeon, they find themselves suffocating; the room is a casting mechanism for a spell which makes the air hospitable, one giant decompression chamber for the whole dungeon. Beggar's Variation: Inspired by Beggar's Tomb, a Tare trap. The room's floor shifts, gears grind... the party looks askance on the rogue for damning them to their current state. If the party passes through the room and has gained any weight (either a new member, or booty) the trap activates. --- This one I've been thinking about, as it was inspired by a passage in World War Z. An Iron Golem stands in the middle of the room... dilapidated but functioning. Piles of rotting corpses fill the air with a stench... if the Golem is struck by a metal weapon the room ignites :). Alchemy or similar check will tell of the issue with the trap. Not my favorites, but what comes to mind. Slainte, -Loonook. [/QUOTE]
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