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D&D 3E
Let's talk about traps 
7th-Nov-2005 10:46 am
Dat Vas TIGHT!
So who has some really kickass home brew traps?

I think at some point I am going to drop one from the most recent KODT into a dungeon. Basically there is a stone door in a corner, with a sign above saying "Only the strong may enter". Attempting to open the door will require str checks every round starting at 10 and going up by 2 each round all the way to 20. However, while pushing the door they are constantly depressing a spring behind it. If they fail the strength check, the spring releases and the door swings back slamming the PC into the adjacent wall, doing more damage for how far back they managed to push it.

The really evil thing is there isn't anything behind said door, and if they do manage to push it all the way back it releases and does the maximum damage possible. *evil grin*
Comments 
7th-Nov-2005 04:07 pm (UTC)
It would be hilarious to make another door just like that one that actually opens outwards.
7th-Nov-2005 04:08 pm (UTC)
I'm a sucker for the basics, but that is awesome.

If I was evil, I'd use a disjuntion spell (isn't that the one that kills magical items?) clickiepad or door or chest. :3

The dummie clickyplate is my favorite, though. "You step on a cobble, and it clicks. Ominously."

"D:"

"There is a sound of mechanics whirring and clicking, and then a roar. Then there is nothing."

"D:"

X3
7th-Nov-2005 04:14 pm (UTC)
ok, 3 parter....

Setting, a hallway.

step one, simple pit trap that takes up the majority of the hallway

step two, farther down the hall, a boulder drops and rolls toward the players after they've crossed the pit trap.

step three, when the boulder drops, a few delayed blast fireballs manifest between the pit and the players. they turn to run from the boulder, assuming that if they get past the pit the boulder will simply fall in, only to run smack into the DBFs
7th-Nov-2005 04:15 pm (UTC)
Oh damn. Just damn.
7th-Nov-2005 04:47 pm (UTC)
I was the only one to survive it, hehe... rest of the party got toasted. God bless high HPs and barbarian speed.
7th-Nov-2005 04:20 pm (UTC)
I always liked the simple doorway where when they walk through it they are teleported to location X (usually a jail cell, though it may be in extreme dissarray) and anything they were carrying made of metal is teleported to location Y (a seperate room somewhere else, or perhaps a large holding bin). This is fun because without weapons and armor the players have to depend on what they can find or non metal items until they get back to their stuff.
7th-Nov-2005 04:23 pm (UTC)
Nice!

Another one is there is a pit trap with spikes, and going through the door at the end of the hallway teleports them to the beginning of the hallway where the pit trap is reset. The goal is that the players won't understand that they are tripping the same pit trap over and over again.
7th-Nov-2005 04:42 pm (UTC)
Teleportation traps are ALWAYS good.
7th-Nov-2005 04:44 pm (UTC)
Heh thinking about it more all their coin disappears as well, that's evil :)
7th-Nov-2005 05:02 pm (UTC)
Keep going.. Lockpicks, belt buckles, sheath's, pitons and mallots, grappling hooks, keys, weapons, magical rings and helmets, shields, etc.
7th-Nov-2005 05:04 pm (UTC)
Belt buckles, HA!

This trap will fit in nicely next time I feel the players need to learn to not take the heads on approach all the time.
7th-Nov-2005 05:32 pm (UTC)
I'm always inclined to teleport players to a place that looks identical to the one they left.
7th-Nov-2005 04:39 pm (UTC)
Ouch. *LOL*
Good one.
7th-Nov-2005 05:03 pm (UTC)
It's also fun having a random chain hanging from the ceiling. When you pull the chain the ceiling collapses. You would be surprised how many PC's just walk up and pull it.
7th-Nov-2005 05:05 pm (UTC)
LOL!
7th-Nov-2005 05:28 pm (UTC)
I've used a similar principle, but with the rope / chain attached to a bell elsewhere (far enough away what the PCs can't hear it) that warns the dungeon's inhabitants that there are intruders. After all, the locals know well enough not to pull on it. It's best put where the movement of the PC's can be reasonably predicted for a while.

So, the PCs investigate this mysterious chain by pulling on it, and nothing happens. A while later, they start running into well-placed ambushes...
7th-Nov-2005 08:17 pm (UTC)
I saw that one yesterday. I immediately began plotting to spring that on my players.
7th-Nov-2005 08:19 pm (UTC)
It's sort of an irresistable primal urge.

Thing is, we are just about to start a new game after being away from RPGs for a few years. I'm going to be at the helm, and I really want to pull out all the stops. Before I wanted no PCs to die, I have since shed this desire.
7th-Nov-2005 08:22 pm (UTC)
One of my favorite traps I built myself was this pile of iron-ore that block a hallway. The players eventually find a switch that activates a magnetic field strong enough that all the iron-ore gets sucked up into this upside down pit in the cieling.

However, when the players pass under the iron-ore, they trigger a trap that deactivates the iron-ore, causing it to crush the players.
8th-Nov-2005 12:10 am (UTC) - Evil.
Now that's clever AND mean. Love it!
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