| Post/Author/DateTime | Post |
|---|---|
| wizard of Newfoundland01-31-06, 05:19 PM | this is a place to post the most inventive or funny traps the you have ever encontered/created |
| Dragoon01-31-06, 05:42 PM | I am tinkering with a trap that is pretty much a hole in the wall. Now, from the character's eyes it's a hole in the wall with a shiny (coins, gem, etc...) at the end. It's long enough for you to shove your arm in, but not big enough where you can do that and look in it. There is also a wire. When you trip the wire, which is by the shiny, a spear or some other long pointy object shoots out the wall. Turns out it's a T shaped hole. The spear should go through the hand, and the spear in the hand means you can't get your hand out without some serious damage. Still working on translating that into D&D terms. Oh, and it doesn't help that you are being charged by some monster, perferrably an gelantinous cube. -Dragoon |
| Deacon Liadon01-31-06, 05:59 PM | Most of the stuff in the tomb of horrors. |
| wizard of Newfoundland02-01-06, 09:02 AM | heres one of mine. its placed on a door, perhaps the boss room. a greater glyph of warding with an exploding (metamagic feat from complete arcane) fireball in it. the PC's who fail their save are pushed to the edge of the spell. behind them an illusionary wall conceals a pit trap, which the PC's are pushed into. on the way down they trigger another greater glyph of warding with a wall of stone in it. The wall blocks the pit and any hope of escape. :evillaugh |
| BlueFlames02-01-06, 12:08 PM | I played a halfling barbarian once, who built bear traps. Not just any bear traps would suffice though. These were just like the ones straight out of Loony Toons. I even had it set up to where the unlucky victim had to drag the thing along if he got caught in the trap's jaws. The sheet that I wrote this trap down on has become a permanent addition to my PHB. Medium (single-jaw) Bear Trap Cost: 1500gp Craft DC: 20 Trigger: Touch (requires a force greater than 35 lbs. to activate) Reset: Manual (full-round action, provoking attacks of opportunity and requiring a DC 13 strength check) Bypass: None Search DC: 15 Disable DC: 20 Saving Throw: Reflex DC 20 to avoid all damage and effects Damage: 4d4 piercing Special • Attaches to the victim's leg, reducing speed by half, until the trap is removed. • A bleeding wound causes 1d2 CON damage, until the trap is removed and the victim receives a DC 15 Heal check or magical healing. • The trap must be reset (see above) to be removed. • This trap does not affect creatures smaller than tiny or larger than large. Weight: 5 lbs. Large (double-jaw) Bear Trap Cost: 2500gp Craft DC: 25 Trigger: Touch (requires a force greater than 55 lbs. to activate) Reset: Manual (full-round action, provoking attacks of opportunity and requiring a DC 15 strength check) Bypass: None Search DC: 15 Disable DC: 20 Saving Throw: Reflex DC 20 to avoid all damage and effects Damage: 5d6 piercing Special • Attaches to the victim's leg, reducing speed by half, until the trap is removed. • A bleeding wound causes 1d3 CON damage, until the trap is removed and the victim receives a DC 15 Heal check or magical healing. • The trap must be reset (see above) to be removed. • This trap does not affect creatures smaller than small or larger than huge. Weight: 10 lbs. |
| DM Dave02-01-06, 05:33 PM | Caution This block subject to sudden movement At some point in the dungeon the PCs come across this sign... Note that the caution is significantly larger, and the subtext is much smaller and repeated over and over without spaces or punctuation. :D The best way to do this is to draw it on a piece of drawing paper and hold it up during play. Its printed on the block, so the player can't touch it. The DM doesn't move... if the player want's to see what the small print says they will have to get up and come see for themselves. :devil: Once the player moves into striking range its too late... move the paper suddenly and quickly towards the player. Give the character a DC 20 reflex roll, or the spring loaded dungeon block moves out and smacks the character in the face for 1d6 points of damage. Not that deadly, but original and funny. :D especially if your players have a good sense of humore. |
| Shotgun_badger02-01-06, 08:16 PM | My favorite was one my DM used in a dungeon/wilderness adventure. The very final trap, right before the exit of the dungeon into the woods, was a nozzle that sprayed our entire party with a "Strange liquid". Needless to say out cleric/druid broke out all of their anti-poison spell/items and we carried on with only stained clothes as our concern. It wasn't until midway through the woods that we realized that we had been in a shockingly large amount of animal encounters. We finally realized why when a pack of dire wolves still managed to track us despite our darkness spells, they were all following the smell of the "strange liquid" (blood). That was the single most unique, nonpuzzle trap that our DM threw at us. |
| Watchdog_of_Hades02-01-06, 08:27 PM | Okay, so you have a kitten in a room. It's in a cage. Someone in the party goes into the room to save or dice the kitty, and the door closes as they step on a pressure plate. The door closing sets off a Contingency that dispels the Polymorph on the dire lion. The Contingency going off triggers another Contingency that makes a Wall of Force so the PC can't escape. The guy dying sets off yet another Contingency to Polymorph the lion into a kitty, put it into the cage, open the door, and dispel the Wall. The next PC wonders what could've possibly made that wet ripping sound. After all, there's only a kitten in there... |
| CryoSilver02-01-06, 09:51 PM | There's a pit trap;an open pit 10 feet wide, 10 feet across, 20 feet deep, from wall to wall across a 10 foot corridor. Not even hidden. So, what's the first PC do? Why, he jumps, since there's pretty much no way he can fail. He hits the wall of force on the other side and falls into the pit. 2d6. This triggers the second wall of force over the top of the pit. When he hits the bottom, it triggers a Reverse Gravity, whereupon the PC hits the Wall of force at the top. 2d6. This triggers a Greater Dispel, getting rid of the RG, so the PC falls. 2d6. This triggers a Reverse Gravity effect... |