101 traps for YOUR adventure.. [Archive] - Wizards Community

Post/Author/DateTimePost
pierow37

10-17-05, 07:14 PM
all traps... they must do dmg... heere is the form you should put it in

name:
type:
description:
dmg: [type of dmg included here]
any extra stuff:

here's the first one



name: the sundial of lies
type: magical
descriptoin: it is a basic limestone sundial with [in elvish writing] the words
open and close... when a magical light is shown on open, the
sundial explodes.... if a magical light is show on close, the door
that the sundial is in front of raises up
dmg: 6d10 [halved if a DC 25 fort save is successful]
type of dmg: buldgdroning [i think thats the type]
any extra stuff: always in front of a door, and most often gaurding a big
baddie!
homey188

10-17-05, 07:45 PM
2:astral destruction
magical
a portable hole soverieghn glued to the wall, across the hall is a arrow luancher,a bag of holding is tied to the arrow,at the same time the arrow is fired an earthquake spell goes off,can be activated by pressing a rune or coming within 10ft of the trap
damage:8d6+teleport to astral plane
note: can be used as a castle destruct rune,DC 15 will save to avoid pressing the rune
pierow37

10-18-05, 02:59 PM
keep the thread alive!
sessho_maru

10-18-05, 03:52 PM
?
Magical
A 10ft wide pit drops 50 ft. Along the way down are symbols of pain and exploding runes. At the bottom are runes of reverse gravity. The character flies back up 100ft through another hole in the ceiling with the same traps along the way with spikes at the top. The original hole closes and the character falls back to the ground.
Regular damage for runes symbols of pain spikes and falling damage