Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
What's Your Proudest Moment in DMing?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="WanderingMonster" data-source="post: 4223032" data-attributes="member: 573"><p>I think last night when I was called a "genius, devious bastard" for a series of encounter traps was one of the prouder moments I've had. All the traps were designed to either a) require multiple talents or skills to overcome, and b) not require that any ONE talent or skill was critical to disarming the trap. In the end, the skill that beat the test was player creativity.</p><p></p><p>Out of context trap descriptions here:</p><p>[sblock]The Coils</p><p></p><p></p><p>Antechamber</p><p></p><p>The antechamber of The Coils has two exits: the dock and a passage leading to an unlit hallway. The passage is "guarded" by two serpent-headed maidens wielding axes, and a 10'x10'x50' pit. The pit happens to be home to two (2) carrion crawlers. The green proximity line activates the pit in the antechamber and lowers the axes violently on anyone adjacent to the doorway (DC 23 Reflex Save; 2d6 damage x2). The green proximity line also activates the shredder trap below.</p><p></p><p>The Shredder</p><p></p><p>Each red pillar has two rapidly spinning blades at about 2' and 4' high. They attack as a 6th level fighter (21/16 vs. AC), and the damage is 1d6 per blade. The pillars have a hardness of 8 and 720 hit points, however, the blades are more brittle and can be sundered. They have a hardness of 10 and 10 hit points. The worst part is that when someone crosses the blue proximity line, a greasy substance (per the grease spell) coats the floor, walls, and ceiling of the Shredder hall. The DC to stay upright is 15. Since the floor is steeply sloped, characters must make a Balance check (DC 15) if they move more than 1/4 of their normal move. If anyone falls, they will move along the incline for 10 feet/round until they reach the pit at the end of the hallway.</p><p></p><p>The Pit</p><p></p><p>The Pit is 50 ft. deep. The good news is that there are ornamental mouths that make good hand/foot holds up to the surface. The bad news is that for every 10 ft. of climbing using the mouths as handholds causes the mouth to exhale a large puff of greenish gas. A Fortitude save must be made versus an Inhaled Poison (gorgon's breath) DC 18. Initial damage is slow (as the spell) and secondary damage is 1d6 Dexterity.</p><p></p><p>The Spitting Cobras</p><p></p><p>Once the pink proximity threshold is crossed, the cobra heads (pink triangles) will start repeatedly firing arrows at the party in the hallway. Each arrow is a DC 25 save versus AC, and causes 1d8 damage. If the arrow misses cleanly (by 5 or more), the arrow sails past the target and attacks the next person in line. Each target after the first, gets a +4 cover bonus to AC.</p><p></p><p>The Disco Room</p><p></p><p>There are ten pillars in the room. Each pillar has between 2 and 4 floor-to-ceiling mithral mirrors which face another pillar. Between the magical mirrors a dazzling sheet of light dances continually. Anyone crossing through the sheet must make a Willpower save (DC 18) or be stunned for 1d4 rounds. If the save succeeds, the character is only dazzled for a round. Closing one's eyes give a +2 circumstance bonus to the save. One needs to be truly sightless to avoid the effects of this trap.[/sblock]</p></blockquote><p></p>
[QUOTE="WanderingMonster, post: 4223032, member: 573"] I think last night when I was called a "genius, devious bastard" for a series of encounter traps was one of the prouder moments I've had. All the traps were designed to either a) require multiple talents or skills to overcome, and b) not require that any ONE talent or skill was critical to disarming the trap. In the end, the skill that beat the test was player creativity. Out of context trap descriptions here: [sblock]The Coils Antechamber The antechamber of The Coils has two exits: the dock and a passage leading to an unlit hallway. The passage is "guarded" by two serpent-headed maidens wielding axes, and a 10'x10'x50' pit. The pit happens to be home to two (2) carrion crawlers. The green proximity line activates the pit in the antechamber and lowers the axes violently on anyone adjacent to the doorway (DC 23 Reflex Save; 2d6 damage x2). The green proximity line also activates the shredder trap below. The Shredder Each red pillar has two rapidly spinning blades at about 2' and 4' high. They attack as a 6th level fighter (21/16 vs. AC), and the damage is 1d6 per blade. The pillars have a hardness of 8 and 720 hit points, however, the blades are more brittle and can be sundered. They have a hardness of 10 and 10 hit points. The worst part is that when someone crosses the blue proximity line, a greasy substance (per the grease spell) coats the floor, walls, and ceiling of the Shredder hall. The DC to stay upright is 15. Since the floor is steeply sloped, characters must make a Balance check (DC 15) if they move more than 1/4 of their normal move. If anyone falls, they will move along the incline for 10 feet/round until they reach the pit at the end of the hallway. The Pit The Pit is 50 ft. deep. The good news is that there are ornamental mouths that make good hand/foot holds up to the surface. The bad news is that for every 10 ft. of climbing using the mouths as handholds causes the mouth to exhale a large puff of greenish gas. A Fortitude save must be made versus an Inhaled Poison (gorgon's breath) DC 18. Initial damage is slow (as the spell) and secondary damage is 1d6 Dexterity. The Spitting Cobras Once the pink proximity threshold is crossed, the cobra heads (pink triangles) will start repeatedly firing arrows at the party in the hallway. Each arrow is a DC 25 save versus AC, and causes 1d8 damage. If the arrow misses cleanly (by 5 or more), the arrow sails past the target and attacks the next person in line. Each target after the first, gets a +4 cover bonus to AC. The Disco Room There are ten pillars in the room. Each pillar has between 2 and 4 floor-to-ceiling mithral mirrors which face another pillar. Between the magical mirrors a dazzling sheet of light dances continually. Anyone crossing through the sheet must make a Willpower save (DC 18) or be stunned for 1d4 rounds. If the save succeeds, the character is only dazzled for a round. Closing one's eyes give a +2 circumstance bonus to the save. One needs to be truly sightless to avoid the effects of this trap.[/sblock] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What's Your Proudest Moment in DMing?
Top