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*TTRPGs General
What's the best trap you've ever unleashed upon your players?
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<blockquote data-quote="devilbat" data-source="post: 2580435" data-attributes="member: 20624"><p>My most recent trap is my favorite. </p><p></p><p>The party finds a door behind a waterfall. They enter and discover that the floor is covered in symbols (think Indiana Jones and the Last Crusade). The symbols seem to be random, but a Druid, or someone who make a Knowledge:Nature roll realize that certain symbols are druidic runes. Close inspection (Knowledge:Arcana or spellcraft) of the floor also shows that there is a summoning circle inlaid into the ground. On the other side of the room, is a locked door.</p><p></p><p>If the party step only on the tiles with druidic symbols, they will cross the floor safely. If they step on non druidic symbol, they trigger a greater glyph of warding located in the roof, and the door they entered through automatically closes and locks. The glyph is of the spell <em>soften mud and stone</em>. Within five rounds, water is pouring into the room from the river above them. If thats not bad enough, once the water covers the summoning circle, a second glyph is triggered, this time summoning a water elemental.</p></blockquote><p></p>
[QUOTE="devilbat, post: 2580435, member: 20624"] My most recent trap is my favorite. The party finds a door behind a waterfall. They enter and discover that the floor is covered in symbols (think Indiana Jones and the Last Crusade). The symbols seem to be random, but a Druid, or someone who make a Knowledge:Nature roll realize that certain symbols are druidic runes. Close inspection (Knowledge:Arcana or spellcraft) of the floor also shows that there is a summoning circle inlaid into the ground. On the other side of the room, is a locked door. If the party step only on the tiles with druidic symbols, they will cross the floor safely. If they step on non druidic symbol, they trigger a greater glyph of warding located in the roof, and the door they entered through automatically closes and locks. The glyph is of the spell [I]soften mud and stone[/I]. Within five rounds, water is pouring into the room from the river above them. If thats not bad enough, once the water covers the summoning circle, a second glyph is triggered, this time summoning a water elemental. [/QUOTE]
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What's the best trap you've ever unleashed upon your players?
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