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Two Dozen Nasty DM Tricks
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<blockquote data-quote="Gunton The Terrible" data-source="post: 4678528" data-attributes="member: 16995"><p><strong>Ambush room</strong></p><p></p><p>I designed a room to ambush my PCs. When they were adventuring through a dungeon and came to an obvious liar there were two ways to go. A "Y" intersection with an obvious lair one way and a typical tunnel the other. </p><p></p><p>The entrance of the lair resembled a two story castle gate so it was well fortified with archers on the second floor. Not very inviting. </p><p></p><p>The second tunnel ran some 70 feet to the ambush room. The humanoid tribe behind the gate watches the party go by and alerts the welcoming party at the end of the other tunnel.</p><p></p><p>The room at the end of the tunnel was 5 by 10 squares. The party enters through an open archway in the NW corner. A bare dusty 2 story room (maybe a few dried blood stains on the floor) with a single door in the SE corner. The trap consists of mechanical trap designed to give the ambushers a sever advantage. The ambushers are positioned behind arrow slits on the N and S wall on the second floor. The arrow slits are covered.</p><p></p><p>The mechanical trap springs when the false door in the SE corner is pulled. Three things are set off. </p><p>1) A 10 foot spiked pit opens in front of the false door.</p><p>2) A stone slab the size one square falls from the ceiling from the last hallway square at the entrance. Those making their reflex save had the choice of rolling into the room or the hallway.</p><p>3) The covers on the arrow slits fall away. Eight archers and two spell casters get the surprise round.</p><p></p><p>Roll for initiative!!</p><p></p><p>I threw this at the party with the idea that at least one PC should die. It was a simple non-magic way for the humanoids to remove unwanted pests trying to invade their home.</p><p></p><p>The PCs did surprise me. Not one died. Of course they were wetting themselves which was reward enough. <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=":)" /> </p><p></p><p>The pit offered some cover for those willing to dive in and at their level the damage was just a nuisance at best. The PC that fell in decided to buff up before coming out. Good for him, but the rest of the party was running around the room screaming for him to come out. Through obscuring mists, force walls, and shape rock ( or rock to mud, I forget which) the party managed to escape through the second floor area and found them selves a back way into the lair.</p><p></p><p>They still talk about that battle some two years+ later.</p></blockquote><p></p>
[QUOTE="Gunton The Terrible, post: 4678528, member: 16995"] [b]Ambush room[/b] I designed a room to ambush my PCs. When they were adventuring through a dungeon and came to an obvious liar there were two ways to go. A "Y" intersection with an obvious lair one way and a typical tunnel the other. The entrance of the lair resembled a two story castle gate so it was well fortified with archers on the second floor. Not very inviting. The second tunnel ran some 70 feet to the ambush room. The humanoid tribe behind the gate watches the party go by and alerts the welcoming party at the end of the other tunnel. The room at the end of the tunnel was 5 by 10 squares. The party enters through an open archway in the NW corner. A bare dusty 2 story room (maybe a few dried blood stains on the floor) with a single door in the SE corner. The trap consists of mechanical trap designed to give the ambushers a sever advantage. The ambushers are positioned behind arrow slits on the N and S wall on the second floor. The arrow slits are covered. The mechanical trap springs when the false door in the SE corner is pulled. Three things are set off. 1) A 10 foot spiked pit opens in front of the false door. 2) A stone slab the size one square falls from the ceiling from the last hallway square at the entrance. Those making their reflex save had the choice of rolling into the room or the hallway. 3) The covers on the arrow slits fall away. Eight archers and two spell casters get the surprise round. Roll for initiative!! I threw this at the party with the idea that at least one PC should die. It was a simple non-magic way for the humanoids to remove unwanted pests trying to invade their home. The PCs did surprise me. Not one died. Of course they were wetting themselves which was reward enough. :) The pit offered some cover for those willing to dive in and at their level the damage was just a nuisance at best. The PC that fell in decided to buff up before coming out. Good for him, but the rest of the party was running around the room screaming for him to come out. Through obscuring mists, force walls, and shape rock ( or rock to mud, I forget which) the party managed to escape through the second floor area and found them selves a back way into the lair. They still talk about that battle some two years+ later. [/QUOTE]
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