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Two Dozen Nasty DM Tricks
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<blockquote data-quote="Iron Sky" data-source="post: 4680914" data-attributes="member: 60965"><p>A couple of my favorite traps:</p><p></p><p>An iron door that opens easily, but a giant magical fist punches whoever opened it and then pulls the door shut again. The solution is to knock, in which case the magical hand opens the door for them.</p><p></p><p>In the same wizard's tower, there was the following item:</p><p></p><p>A solid gold Necklace. Upon examination, it boosts the wearer's defenses. The party identifies it and someone puts it on. Upon leaving the tower, or the wizard casting dispel magic on it, the <em>Enlarge </em>spell cast on the Ring of Protection ends, strangling whoever was wearing it and thought it was a necklace.</p><p></p><p>A pit trap about 10-15 feet wide - just enough that players will try to jump it. The last 5 feet of it has a pressure plate that drops a door closed on the other side of the pit flush with the other edge of the pit. The players leap, their last step triggering the door, then slam into the door on the other side and fall into the pit.</p><p></p><p></p><p>In my last 4e game I had a creature in mind that I never ended up using. The game featured some scarab beetle constructs (think the Mummy) that could tunnel into corpses and animate them (very creepily). After a fight with a big pile of minions, a special kind of those "scarab zombies" was going to show up with a breath weapon of scarabs that not only covered the PCs with flesh-burrowing scarabs, but rose all the minions just killed with more scarab zombies.</p><p></p><p>I'm sure there are more, but can't think of them atm...</p></blockquote><p></p>
[QUOTE="Iron Sky, post: 4680914, member: 60965"] A couple of my favorite traps: An iron door that opens easily, but a giant magical fist punches whoever opened it and then pulls the door shut again. The solution is to knock, in which case the magical hand opens the door for them. In the same wizard's tower, there was the following item: A solid gold Necklace. Upon examination, it boosts the wearer's defenses. The party identifies it and someone puts it on. Upon leaving the tower, or the wizard casting dispel magic on it, the [I]Enlarge [/I]spell cast on the Ring of Protection ends, strangling whoever was wearing it and thought it was a necklace. A pit trap about 10-15 feet wide - just enough that players will try to jump it. The last 5 feet of it has a pressure plate that drops a door closed on the other side of the pit flush with the other edge of the pit. The players leap, their last step triggering the door, then slam into the door on the other side and fall into the pit. In my last 4e game I had a creature in mind that I never ended up using. The game featured some scarab beetle constructs (think the Mummy) that could tunnel into corpses and animate them (very creepily). After a fight with a big pile of minions, a special kind of those "scarab zombies" was going to show up with a breath weapon of scarabs that not only covered the PCs with flesh-burrowing scarabs, but rose all the minions just killed with more scarab zombies. I'm sure there are more, but can't think of them atm... [/QUOTE]
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