Storyteller01
First Post
I've always liked traps that took that extra step towards being evil. WOrks well for menatl as well as physical torture.
My three favorites:
1) In FFG's Traps & Treachery, there's a trap that triggers when the first member of the party walks in a room, then leaves the others alone. There happens to be a crystal ball in the middle of the room.
The targeted individual is teleported into a room with no doors or windows. No way out, and anti magiced as an option. In the room is some rather gruesome critters. The crystal ball in the original trapped room allows the rest of the party to see what happens...
2) In the 2nd ed adventure Labrynth of Madness, one of the first traps was a basic 'seal you in a room with the walls closing in'. Problem is, the Labryth did some strange things to spells (no teleports, to start) so magic was out.
The catch: One wall had an inset shelf holding vases. If you moved the vases, you could fit two individuals inside. So... who gets saved, and who takes the damage?
3) anotheer from the FFG book:
A party runs into a 10 foot pit. NO big deal, until the pressure plate you stepped on releases a pump, filling the pit with water.
Not a problem, you say? Well there is a catch: The plate also activated a Suggestion. You've been enchanted with water breathing, and it would be great to play in the pool!
The best part is the insult added to injury: After a suffiecieny time, the pit empties leaving your drowned carcass. After the pit empties, another spell is triggered, bringing you back as a zombie. Then, a magic mouth appears giving you instructions, usually to the effect of 'do so and so to maintain this trap'.
My three favorites:
1) In FFG's Traps & Treachery, there's a trap that triggers when the first member of the party walks in a room, then leaves the others alone. There happens to be a crystal ball in the middle of the room.
The targeted individual is teleported into a room with no doors or windows. No way out, and anti magiced as an option. In the room is some rather gruesome critters. The crystal ball in the original trapped room allows the rest of the party to see what happens...
2) In the 2nd ed adventure Labrynth of Madness, one of the first traps was a basic 'seal you in a room with the walls closing in'. Problem is, the Labryth did some strange things to spells (no teleports, to start) so magic was out.
The catch: One wall had an inset shelf holding vases. If you moved the vases, you could fit two individuals inside. So... who gets saved, and who takes the damage?
3) anotheer from the FFG book:
A party runs into a 10 foot pit. NO big deal, until the pressure plate you stepped on releases a pump, filling the pit with water.
Not a problem, you say? Well there is a catch: The plate also activated a Suggestion. You've been enchanted with water breathing, and it would be great to play in the pool!
The best part is the insult added to injury: After a suffiecieny time, the pit empties leaving your drowned carcass. After the pit empties, another spell is triggered, bringing you back as a zombie. Then, a magic mouth appears giving you instructions, usually to the effect of 'do so and so to maintain this trap'.
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