Any good trick, traps or backstabs I can use on my pc's? [Archive] - Wizards Community

Post/Author/DateTimePost
Kael_426

09-23-05, 03:26 PM
Hey everyone, I’m looking for any good ideas you might have for Trick's Trap's and betrayals I can use against my new group. Let me know, thanks.
Tek

09-23-05, 04:18 PM
Give us alot more detail on what's currently happening in your game. Where are the PC's? Who are they working for? What do they usually do?
LugWrench

09-23-05, 05:04 PM
give the bad guys a few Moonsilver Shards. (Arms & Equipment Guide)
They are darts that turn into magic missiles when thrown. 50gp, 1d4+1 damage, 100 foot range, single use. If I remember my rules right, a person or creature can throw a maximum of 3 darts in one attack. And since they become magic missiles, they wont miss.
Underhanded, but effective.
yossarius

09-23-05, 05:06 PM
the problem with most tricks is that once you use one, your players will start looking from a way to use it as well. Just the same, here's a few I've used in the past.


NPC's in combat with high scores in Bluff, Improved Feint and some sneak attack damage. Perfect for the party who hasn't been taking combat seriously the last few encounters.

Mimics in the form of a helmet.

A herder of rust monsters, possessing a wand of invisibility.

Umber hulks attacking from below.

Stereotypical 100 ft pit trap, 10ft × 10 ft. Halfway down is a gelatenous cube. PC falls into cube and takes acid damage (no fall damage at this point). PC swims out of cube in the only direction that allows him to exit it; down. PC falls remaining 50 ft onto spikes. Takes damage from spikes and falling. Gelatinous cube, being hungry and denied its meal, climbs (slides?) down pit to get PC. If PC is even still alive at this point, he must either fireball the cube before it reaches him (if the cube dies it still falls on him; your call as to whether a dead gelatinous cube still deals acid damage), or SWIM BACK THROUGH IT to get above it, and still needs to find a way back up 90 ft to the top of the pit.

The little kid street urchin the PC's occasionally pay to find things out for them also sells this info to their enemies.

(Only for high level parties) Similar 100 ft pit trap as above. No gelatinous cube. At bottom of trap is spikes, as usual, but also a magical touch trigger trap on the floor of the pit that casts three spells in quick secession; power word, kill (which only effects creatures with hit points currently totaling less than 101 hit points; the pc might have entered the pit with more than 100 hit points, but I doubt he does after the fall), animate dead (probably as a zombie, unless the pc has 10 or more hit dice that don't come from class levels <like racial hit dice>, in which case it's a skeleton), and levitate. Zombie or skeleton is levitate back up to the party, and attacks. Undead creatures cannot be raised, only resurrected. Resurrection has a casting time of ten minutes, so it can't be cast during combat. Thus the undead creature must be either destroyed or subdued in some way (halt undead only lasts 1 round per level, but command undead lasts one day per level; what are the chances someone has it memorized?) But if the PCs undead body is completely destroyed somehow in the ensuing battle, only True Resurrection, TWO wish spells or maybe miracle can bring him back. And all this assumes that the PC that was effected wasn't the party's cleric.


How that for a start?
LugWrench

09-23-05, 05:25 PM
How about a pit trap with a Teleport spell in it? The Teleport sends the poor sap to the top of the corridor DIRECTLY ABOVE THE PIT. Done right, and the unlucky sucker ends up falling forever. I wouldnt dispell the Teleport either. Under the teleport zone at the bottom of the pit is a forest of spikes. Given enough time, and the sap will be traveling at terminal velocity when he hits those spikes.......
That will ruin your day.
DrunkMonk

09-23-05, 05:41 PM
My DM is my girlfriend's little brother. He is a lot younger and smarter than me, but he has a real talent for story-telling and he loves this stuff (Eberron most). I have not played D&D since "elf" was a class. I just join in randomly when I go over there and they are playing. I am not use to player characters dying.

Your pit trap reminded me of something he pulled out that resulted in me beating him up (playfully but I ended up throwing a lazyboy on him). He had us fall into a pit trap that was full of acid (not very strong), but then a grate fell over the top of the pit and we were stuck. Everybody died.

He normally is very fair and does not pull this kind of stuff. If anything, he cheats for us to win. But he was real crappy about this and said that the trap was avoidable, and forseeable, and blah balh blah.

I pounded him.

DM
ekomega

09-23-05, 08:55 PM
give the bad guys a few Moonsilver Shards. (Arms & Equipment Guide)
They are darts that turn into magic missiles when thrown. 50gp, 1d4+1 damage, 100 foot range, single use. If I remember my rules right, a person or creature can throw a maximum of 3 darts in one attack. And since they become magic missiles, they wont miss.
Underhanded, but effective.

You can't throw three darts a round anymore, that's from way back in Second Edition. You can throw as many as your BAB, same as any other weapon, and they are about as effective as a dagger. I guess they're more like lawn darts now than small darts.

The description says they are the size of a large arrow, and are small javelins. That's a BIG dart.
Majorafire77

09-23-05, 11:14 PM
Your pit trap reminded me of something he pulled out that resulted in me beating him up (playfully but I ended up throwing a lazyboy on him).
Yup, it's all fun and games until someone gets a lazyboy chucked on them.
a_psh

09-24-05, 01:48 AM
I think the best kind of betrayals are made by the player characters, not NPCs. I have a lot of fun setting up 20 different allegiances, alliances, and sympathies in a party and seeing which way they take things.

E.g. in a campaign we did over the summer, the group was helping the Boromar Clan against the Daask (they were also interested in a psionic artifact with ties to Dal Quor that they had gotten into Boromar's possession). When things really hit the fan, Boromar starts organizing an attack on the Temple of the Dark Six. There's been some rioting in the city, so he wants to convince the Council to send some of the city's own men to "clean things up" (a bunch of Watch guards, yes, but Saiden's more interested in the Redcloaks). The party is going to be the vanguard of any such assault. Through various favors, tasks, personal appeals, and general tricksiness, the group had the ear of a number of Council members as far as this one specific vote was concerned. Worried about their own employer's growing power and about the lives of the Watch men who would go with them, they actually rigged the vote so that it would fail. (Subsequently, they went in with backing from Deneith mercenaries, corrupt royal guardsem, and some criminals. They finally and unequivocally betrayed Boromar when they found out what he gave to the Sharn Deneith in exchange for their services - namely, the artifact.)

I love it when the PCs are active rather than reactive, and just as tricky and intelligent as their enemies and allies.
Kael_426

09-26-05, 05:07 PM
not proof read
Kael_426

09-26-05, 05:09 PM
Wow, those are all some great idea's guy's thanks. a few I had herd before, like the acid pool and grate but, just wow, u guy's are completely psychotic, especially you yossarius those are some great isea's, thanks. Oh LugWrench, and the teleporting pit, Loved it. I have been playing for about three years now, and this is a new dnd group I just put together, I am also using Eberon for the first time, most of them are as smart, smarter or more creative than me, so it makes it really hard to get the upper hand on them, when I get the drop on one of them the other three get the drop on me. So with this all new campaign, and first time with this group together, I just wanted to gather all the ammo I could muster. Thanks for the posts, if you have any thing else feel free to post, or email me cjlong_426@yahoo.com. Thanks
DarkWarriorKarg

09-26-05, 05:43 PM
Influenced from Grimtooth's Traps (If you can find some copies, good luck)

a PC falls into a pit trap.
It's angled (say... 60 degrees)
Greased/Oiled walls. (doesn't have to be amgical)

It's 5 ' wide. The tunnel splits off further down into two directions. It's a sharp turn either way.

At the divider is... well. a divider... a large blade set to seperate the PC in two parts.

Then there's the illusionary floor covering the spiked pit, right after the illusionary spiked pit.
Rogue Newb

09-26-05, 05:55 PM
Or my personal favorite. The NPC bard, with darkvision, agrees to help with watch duty. Charms The other watcher and tells that guy to run back to town to get help. He then coup de graces the rest of the party. Insta-TPK.
LugWrench

09-26-05, 07:39 PM
All hail the Lord and Master of Killing PC's......Grimtooth.
Why not dump someone in a big damn vat of whipped cream? Its too airy to float in, and too thick to breathe. That and it makes your grip to slippery to get out, even if someone tosses in a rope.
So you can brag about drowning a character in whipped cream to kill them.
Lup1n3

09-26-05, 08:24 PM
One of my personal favorites is a rotating circular room.

Yes, I used this one, and yes, I had someone survive it.

It is a 40' diameter chamber with two obvious exits, a domed ceiling, the walls covered in small circular metal plates, and a pressure switch in the center of the room. Upon entering the room, the doors both slam shut.

When and if the switch in the middle is triggered the room drops 5' with a very mechanical grinding noise, and slowly starts to rotate. It continues to accelerate at a constant rate, until it is rotating fast enough to generate 5g of centrifugal force(or 1d20 rounds). In the center of the room, it is negligable, but if a pc steps out of the exact center of the room the pull of gravity draws them to the walls. If the room is at speed, the PC's take falling damage x 1.5 as centrifugal force slams them against the walls.

1d12 rounds after reaching full speed 1' spikes(2d6 piercing damage every round) begin to slide out of the walls, piercing through the metal plates covering them. The only places affected by the spikes are the actual walls of the room. The ceiling, floor, and doors are unaffected.

1d10 rounds after the spikes protude from the walls, a trapdoor in the ceiling opens, dropping 1d6 brown oozes into the room, flinging them to the walls.

1d4 rounds later, the room stops spinning, the room raises, the doors open, while a magical wall of force rises from the floor to the domed ceiling(taking 1 full minute or 10 rounds), forcing the oozes and the remains of whatever triggered the trap up through the ceiling where the trapdoor closes again, and the trap is reset.