| Post/Author/DateTime | Post |
|---|---|
| pierow3710-18-05, 03:12 PM | all traps... they must do dmg... heere is the form you should put it in everyone can only make 3 traps... they can be ones in your adventure... and name: type: description: dmg: [type of dmg included here] why is it the bset frap?: 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] why is it the bset frap?: it's completly agenst metagaming.. totallly obliterating the factor of truth in a riddle, giving the players a new twist and spicign up the game a little |
| trollbill10-18-05, 04:12 PM | Name: Pit of Cold Death Type: Mechanical and Magical Description: The trap is an otherwise typical 55-ft. deep, 10-ft square pit trap with several twists. The pit is filled with 15 feet of ice-cold water with the top covered by a reduced effectiveness Wall of Ice (Caster level 1). The Wall of Ice renews itself every minute. One hour after the trap is triggered corpses within the pit are affected by an Animate Dead spell (Caster Level 7). Dmg: Anyone falling into the pit takes 4d6 of falling damage when they strike the Wall of Ice. The Wall also takes this damage. Since it only has 3 HP and no hardness, it is automatically breached and the victim plunges through to the icy water below, taking 1d6+1 cold damage for passing through the breach of a Wall of Ice. The victim must make a Swim check (DC 10) to avoid going under water. Since keeping your head above the water means passing through the breach in the Wall of Ice again, the victim takes 1d6+1 cold damage for every round they are not wholly below or above the surface of the water. The victim also takes 1d6 non-lethal cold damage every minute he/she is in the icy water. Finally, the Animate Dead spell keeps the pit continuously stocked with Zombies that attempt to grapple and drown anyone they can reach. Why is it best? Because danger from the trap comes in many different forms it is difficult to counter all of them at once, creating a good deal of panic amongst PCs. |
| pierow3710-18-05, 04:19 PM | i got another one... here it is name: the 2 room killer type: mechanical description: the trap always has a room above it... with an entrance door and a exit door.... if a chest on the bottom room is opened, the top one falls over... with a DC 45 ref save the falling room can be avoided, but because the top room literally fell on the bottom one, the top one has no exit anymore... so there must be lots of checks to get across. also, 5 feet below the door is a disspel magic traps, so that anyone tryign to fly accrros can't makit it accoss dmg: from the falling room is 10d10... why it's the best... because it makes a killer squash... a trap... and a entracne block all in the same thing! |
| Phrennzy10-18-05, 05:20 PM | Name: Pit of Cold Death Evil. I love it and plan to use it. Description: The trap is an otherwise typical 55-ft. deep, 10-ft square pit trap I love that a 55' deep pit is 'typical'. :rofl: |
| Androcus Divinicus10-18-05, 05:35 PM | Name: The Ogre's Fist Type: Mechanical Description: A large spiked log/battering ram/similar device (to function as the "fist" itself) is rigged to the ceiling such that it will swing through the entry door of the room. A rope is run from the back of this device, up through a pulley in the ceiling, and attached to a tether in the back of the entry door. When the door is completely open, the "fist" should hang about 2-5 inches back from "neutral". The door is then closed and latched (locked?), drawing the "fist" back into a fully cocked position. This trap is designed in such a way that when the door is opened, the weight of the "fist" tears it completely open and off of its hinges as it swings through the open doorway. Obviously the trap depends upon weak door hinges, so those are important. CR (variable) 2 and up (depending upon damage and other tie in effects). Search DC 23, Disable DC N/A (trap cannot be disabled, it can only be "sprung" with everyone out of the way). Dmg [Type]: 2d6 to 4d6 [Bludgeoning] (or higher) depending upon the size of the trap (i.e. how heavy is the log, and how much room it has to gain momentum), any spikes or other objects added to the face of the "fist", etc. Also, you may rule that, if the log is large enough (relative to the victim), it may make either a Bull-Rush or Trip attempt at the victim with a strength of 14-18 depending upon how large the log is. Why is it the best trap?: Because it is simple, easy to construct, and easy to work in with other traps (e.g. poisoning any spikes at the face of the "fist"; positioning it on a ledge, or next to some other hazard so that the trap has a chance to knock a victim into/over that hazard, etc.). Also, it cannot be disabled. At the very best case, it can be sprung with everyone out of danger, but the trap will still make a lot of noise as it tears the door off of its hinges, so it is impossible to navigate stealthily without magically bypassing the wall/door aparatus. More to follow .... Regards, Justin. |
| Phrennzy10-18-05, 05:36 PM | name: Flooding Room of Fiery Doom type: Room description: This is a room 20' square. On entrance, one exit, on opposite sides of the room. Both entrance and exit are recessed 5' into the walls. There are at least 4 support pillars made of stone. A pressure plate bisects the room. Stepping on the plate triggers the trap. A 2' thick stone wall drops, covering both entrance and exit. Anyone standing in the doorway suffers 10d6 if they fail a Reflex DC 15 save. Success indicates jumping clear, and they can choose which side of the stone wall to be on. Next, the pillars rise up 2 feet, and water gushes from the exposed holes. The holes are 6-12 inches in diameter - too small to swim down for most people. (Below the room is another room with number of endless decanters). The room fills at a rate of 2' per round. (cieling height is 10'). Once the water fills the room, is remains filled for 4 minutes before the pillars drop down and cover the holes. Smaller drain holes then open in the base of the wall, draining the water away in 10 rounds. Once the 10 rounds have passed, a Wall of Fire springs up around the walls, the heat facing inward. Caster level is 12. The wall remains for 12 rounds, doing 2d4 each round to everyone within 10' of the wall (and since it's a 20' room, and the Wall of Fire is on all walls, everyone is within 10'). Once the 12 rounds have passed, an Ochre Jelly is Summoned by spell. Caster Level 12. It will attack anyone still standing, and devour the remains of any corpses. 12 rounds later, it vanishes. The stone walls then raise and the trap has reset. The Best: It's a self cleaning, multi-attack trap. |
| Androcus Divinicus10-18-05, 06:13 PM | The room fills at a rate of 2' per round. :) Since this is a fantasy world, I suppose it doesn't much matter, but if you did this with a sub-room full of Decanters of Endless Water, you realise that it'd take 200 Decanters going at full stream, right? If there are 200 Magical items worth 9,000 gp each as only a part of this trap, I'd love to see what this trap is defending. :) 20ftx20ftx2ft (per round) = 800 cu ft/rd 800/6 (seconds in a round) = 133.33 cu ft/second 133.33 cu ft/second = 997.38 gallons/second At its highest setting, a Decanter of Endless Water outputs 30 gallons/round So ... 30/6 = 5 gal/sec 997.38/5 = 199.48 Decanter of Endless Water: <snip> • “Geyser” produces a 20-foot-long, 1-foot-wide stream at 30 gallons per round.<snip> Not that I don't like the trap, I think it kicks ass ... :) I just like figuring things like this out. Plus, I have to wonder ... how much would the wall of fire increase the temperature of the water in the minute that it was effective? And would that be enough to deal heat damage to the Ochre Jelly? Inquiring minds want to know! Again, great trap, Phrennzy. BTW ... what would the CR be on a vile bag of death like that? Regards, Justin. |
| pierow3710-18-05, 06:26 PM | wow the ogre fist thign was good... i cant wait to use it in my next adventure! i think i'll put some kind of poisen or acid at the end of it! lo! i love the firething one... it was great! man that would kill like anyone i know of! |
| Gene232410-18-05, 06:32 PM | Since this is a fantasy world, I suppose it doesn't much matter, but if you did this with a sub-room full of Decanters of Endless Water, you realise that it'd take 200 Decanters going at full stream, right? I'd put money on an alternate water source, like a tapped river/lake. Or even an ocean if need be. Now for my ever so devious trap! :chicken: (phear teh chiken(intentionally misspelled for all you grammer nazis!)) Name: Bridge of Hazardous Doom Type: It's a bridge over a VERY deep chasm(like 500 feet, probably more) Description: It's a fifty foot long bridge that crosses the aforementioned chasm. However, when the party gets halfway across they are greeted by the guardian (I recommend some nasty outsider for effect, one is provided with the post though.) that poses a challenging riddle that the PCs must answer else he attacks (Thats why you use something a bit over-powered that the players should run from.) Also, the bridge is constantly under the effects of a gust of wind spell that attempts to blast the Players off the edge to their doom. Damage: Standard falling damage (for 500+ feet) if they fail the save for the Gust of Wind spell (Fortitude save DC = 18) make them have to save every 10 feet they walk (5 saves total) and if they fail they fall. Also, if they fail to answer the guardains riddle they must then face the guardian in combat.(Detailed below) Why it's so good?: Well, for one the PCs need some luck to not fall(unless they're high level of course) plus they have to use their brains to solve the riddle or else they must survive a difficult encounter. The sample guardian is as follows: Ogre Mage(3wiz/4fig) He's memorized nothing but damaging spells, aside from mage armor. And wields a +2 Greatsword of Clouting that sends foes off the edge of the bridge if he hits them in the right direction. Hope it helps, -Gene |
| pierow3710-18-05, 06:42 PM | good one~ i got another one~! here goes flaming dagger chest magical it is a chest made of mahagony wood and it has silver and gold laced around it, but inside it is encased with a thick layer of a black material DC int to tell it's dried lava and there inside lies a dagger that glows hot with flame... it will not burn anyone who grips the handle but touchign the knife ignites anyone who touches it into flames, the flames extimguish after 2 minites adn the dagger once gripped flings itself at the player heart and lashes out at you torso with a metal coil that comes from the dagger, clutchign you to it so it hits ur cloths... if the creature that toches it first dosn't have knife... then it goes for the head... oh... and the gripping from the coil lasts 2 minites after the flame is ignited 1d10 per round... lasts for however the hell 2 minites is y its the best... it would be great but after it has killed your player... the dagger is useless... hahahahahahahahahahahahahaha! |
| prettyripples10-18-05, 06:51 PM | Gene2324: Please consider leaving two spaces between a full-stop and the beginning of the following sentence. I realise that this isn't compusory when typing, but it's still good practice. "phear" is not only misspelt, but as the first word in a sentence, it should have been capitalised. You misspelt chasm as "chasam". There should be a space between chasm and the bracket. You misspelt chasm again. You failed to close the last bracket in your "Description". There are more mistakes, but these are left as an exercise for the reader, as I am short on time - a grammar nazi's work is never done. You misspelt grammar, by the way. |
| Gene232410-18-05, 06:54 PM | *runs away crying like a girl* I have been smote! Furthermore, I can't believe I misspelt chasm. I pride myself on my spelling too. *cries more* -Gene Counter attack: There were no brackets in my post. Only parentheses! (<- May be misspelled. Dunno though as Microsoft Word is being evil again.) |
| Always-Late10-18-05, 07:01 PM | Name: The no-save falling trap. Type: Falling and Illusion. Description: An underground chasm, about 30 feet across, with three levitating platforms, five feet apart, which make a path to cross. The PC's will have to make some jump checks, DC 10, to reach the next platform. The middle platform is illusionary. Damage: 20d6 falling damage. Why is it the best trap?: No save. You're at least 5 feet from anything you could grab on to. Simple and deadly. Can't beat that. Scalable to higher levels, to (anti-magic net below, creatures living at the bottom, darkness, prismatic wall below, lots of stuff to keep it very, very, nasty.) |
| Androcus Divinicus10-18-05, 07:34 PM | I'd put money on an alternate water source, like a tapped river/lake. Or even an ocean if need be. Well ... since you've already been smote by prettyripples, I won't make this too harsh ... but, referencing Phrenzy's post: Next, the pillars rise up 2 feet, and water gushes from the exposed holes. The holes are 6-12 inches in diameter - too small to swim down for most people. (Below the room is another room with number of endless decanters). J. |
| Gene232410-18-05, 08:00 PM | Well ... since you've already been smote by prettyripples, I won't make this too harsh ... but, referencing Phrenzy's post: Thankyou for being gentle... And now the proper emotes: :banghead: :headexplo :banghead: :tantrum: :bigeyes: BRAIN FART TO THE EXTREME!!! -Gene |
| DungeonMaster_3510-18-05, 08:13 PM | All these trap ideas are great, but, what CR are they all? |
| Androcus Divinicus10-18-05, 08:33 PM | All these trap ideas are great, but, what CR are they all? Yeah, that's what I'm sayin! J. |
| chimp man10-18-05, 08:36 PM | monkey :censored: Type ? Description:A large room on top a cage filled monkeys. The room has 2 doors upon entering the monkeys are fed magic laxitives.The laxatives make monkeys poop alot.The room fills with poop slowly.At 1 foot a minute.When the adventures are killed an ellder colasal black pudding comes and eats the poop. Why its best? Who doesnt like drowning adveturers in poop? |
| Androcus Divinicus10-18-05, 08:38 PM | monkey :censored: Type ? Description:A large room on top a cage filled monkeys. The room has 2 doors upon entering the monkeys are fed magic laxitives.The laxatives make monkeys poop alot.The room fills with poop slowly.At 1 foot a minute.When the adventures are killed an ellder colasal black pudding comes and eats the poop. Why its best? Who doesnt like drowning adveturers in poop? lol ... oh Booo! |
| moby10-18-05, 09:11 PM | *snip* Name: Bridge of Hazardous Doom *snip* Also, if they fail to answer the guardains riddle they must then face the guardian in combat.(Detailed below) *snip* The sample guardian is as follows: Ogre Mage(3wiz/4fig) He's memorized nothing but damaging spells, aside from mage armor. And wields a +2 Greatsword of Clouting that sends foes off the edge of the bridge if he hits them in the right direction. Hmmmm.. No traps to add at the moment, but working on some for my group for tomorrow. However, I will attempt to inject more humour! Change the ogre mage's greatsword to a greatCLUB... better yet, an IRON greatclub... with a thin shaft and a flat rectangle-ish piece at the end. Dress him/her in plaid pants, a dapper hat, button down shirt, immaculate vest, etc. Give him/her the Awesome Blow feat (-4 melee, hit forces a save vs being thrown 10'). Make the battle cry "FOOOOOORE!" And, voila! The Pimp-Dressed Character-Golfing Ogre Mage of DOOM :) moby |
| pierow3710-18-05, 09:13 PM | lol... monkeys... hahahahahahahahahahahaha... thats a good one...lol! i like the wall one the best.. or the one with the fake tile in the middle... i think my sundial of lies is good too though.. if i do say so myself |
| Androcus Divinicus10-18-05, 10:01 PM | i like the wall one the best.. or the one with the fake tile in the middle... Which one is the "wall one"? I don't see it. J. |
| Androcus Divinicus10-18-05, 10:44 PM | I've been running into a couple of trap threads lately, and it inspired me to search for the old Blue Troll Netbook of Traps that I first stumbled upon in the days of 2e AD&D. Below are the links to Blue Troll's Netbooks, and the download links to the two trap books themselves. As you've probably figured out by now, the information in them is from 2e, but it isn't too difficult to convert the necessary information into 3e. Plus, you can always just use them as idea fuel. Blue Troll's Netbooks (http://www.fortunecity.com/victorian/byzantium/55/dmbooks.htm) (scroll down below the links for a description of the document) Traps Collection Pt. I (http://www.fortunecity.com/victorian/byzantium/55/traps.zip) Note: This is a download link, not a link to a page. Traps Collection Pt. II (http://www.fortunecity.com/victorian/byzantium/55/traps2.zip) Note: This is also a download link. Regards, J. |
| Lalkin10-18-05, 11:29 PM | Here is one I thought up a while back. (My goal was to have a fairly powerful trap that doesn't instant-TPK the party) Magical trap. Trap triggers if anyone approaches within 5' and doesn't deactivate within 2 rounds (via disable device or the key). When triggered the trap fires a Melf's Acid Arrow (Persistant, randomly chosen Energy Substitution(Acid, Fire, Cold, Lightning)) at the closest living creature within 40'. This repeats each round (remember to randomly determine energy-type :evillaugh ) Trap Automaticly resets once no living creatures are within 40'. I believe this trap would be CR 9. |
| kajinoryu10-19-05, 01:52 AM | Here's one I used on a lower-level party a few years ago that I was happy with... well, at least a variation so you get the basic idea. Name: I never did come up with one... the original adventure involved a wizard of no particular repoir and is probably a trap best suited to a gnome, dwarf or illusionist Type: Mechanical/Magical Description: The PCs enter a room with pipes running along the floor/ceiling connected to open pipes, a la bunsen burner (sp) style. At the entrance end there is a larger pipe that feeds (or at least seems to feed) into the smaller pipes and another large pipe at the exit. This pipe has a handle, fairly loose, that has steam jetting from it. The exit door at the far end is very thick steel, and a successful search check reveals that the pipes are a mechanism to open the door, the same goes for the entrance. By closing the larger pipe (via the handle) the smaller pipes alight with small flames, each with gas providing the fuel. One of the pipes is not actually alight, but instead enchanted with a continual flame and releasing a heated, poisonous gas. The pressurization behind the now closed handle keeps the entrance door shut tight. The heat slowly causes the characters' demise. Here's a slightly tricky part to understand, there are actuall three mechanisms involved here. The first is the entrance door, which shuts tight when the handle is turned, a screw or somesuch will keep the control for that door shut after it has been closed. The second is the torches, which serve a purpose to both confuse and hint to the source of the problem. The third is the poisonous gas, which is also the control for the exit door. By blocking the proper pipe, the characters open the exit and prevent further damage. Blocking the wrong pipe does nothing except possibly burn up the item the character attempts to use. In the instance I used it, each torch represented a school of magic with the continual flame on the torch for illusion. The trap assumes you are running in local rounds (1 minute each). Damage: It'll take a few rounds for the room to fill with gas and the heat from the torches to start causing difficulties for the party also. The room heats to 90 F in two rounds and to 110 F in another four. The poison fills the room completely in three rounds. Heat, Fort DC 15+ (as environmental hazard), 1d4 non-lethal/lethal damage per period. Poison, Fort DC 13 (save each round exposed), Fatigue/1d2 WIS and 1d2 INT. Why is it the best trap?: Best? Maybe not, but I still think it's a good one for low level parties. It could probably be beefed up for a higher level party. But it gives a sense of impending doom especially when the characters take too long, the INT and WIS damage from the poison (as well as the fatigue) slowly saps at the will, perserverance, and logical perception of the characters while the heat slowly roasts them. |
| Phrennzy10-19-05, 09:53 AM | :) if you did this with a sub-room full of Decanters of Endless Water, you realise that it'd take 200 Decanters going at full stream, right? It's one really large decanter. ;) Plus, I have to wonder ... how much would the wall of fire increase the temperature of the water in the minute that it was effective? And would that be enough to deal heat damage to the Ochre Jelly? Inquiring minds want to know! The water drains away before the Wall of Fire appears. The Ochre Jelly is summoned after the Wall has expired, which is after the water has drained, so no part of the trap interacts with any other. It's built to drown intruders, dry the room, and clean up the mess, in case there is a lot of activity in the dungeon that day. Again, great trap, Phrennzy. BTW ... what would the CR be on a vile bag of death like that? Oh, probably something like 6. The flooding room in the DMG has a CR of 7 but floods in 3 rounds (and is 10'x10') So you can adjust the CR by changing the flood rate, the duration of the Wall of Fire, and the ooze (could be a Black Pudding for a much tougher room, or a Gelatinous Cube for an easier time.) |
| pierow3710-19-05, 02:56 PM | wow guuys... these are really good! |
| trollbill10-19-05, 03:58 PM | Name: Sticky Situation Type: Mechanical Description: A 10-ft square section of the floor in the middle of a room is a pressure plate. When triggered, two things happen. Wholes in the ceiling open in a 20-ft. square area centered over the pressure plate and Tanglefoot Bags drop out, 1 in each 5-ft. square (+10 ranged touch attack to hit each creature in this area). The pressure plate also opens a secret door to a small cell that contains an Ochre Jelly or similar slow moving creature(s). Dmg: None. But the players now have to deal with the monster(s) while suffering from the effects of a Tanglefoot bag. Why is it best? Because it forces the players, who would normally run from slow moving dangerous monsters and take them out with ranged attack, to deal with the monster directly, and, again, because it creates a situation ripe for panic. As a note, I find tricks and traps that create a situation of impending doom far more memorable than ones that instantly kill, especially if there are clever ways to escape the impending doom. The panic such situations cause inspires excitement and energy in the players, and the ability to escape the trap with clever play leaves the players rewarded when they succeed and shifts blame from the DM when they fail. |
| Gene232410-19-05, 05:18 PM | And, voila! The Pimp-Dressed Character-Golfing Ogre Mage of DOOM And we shall call him The Party Punter! And lo, much death was caused by it. :D -Gene |