A few Epic Traps, opinions please. (long) [Archive] - Wizards Community

Post/Author/DateTimePost
CaineTheInsaine

10-11-04, 04:37 AM
Alright, my long term campaign, two and half years, has finally reached 20th level and are now preparing to go Epic. I have decided until they finish the Epic Quest, which ties up several long term story lines, before they can gain any more experiance. But they will automatically jump to level 21 when its finished. I have designed the following traps to challenge them, and would like some opinions.

Vegas crew: Tarn, Silver, Liandrin, Clay, and Avinari, read no further.
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Alright, first some back ground, the main bad guys are a Great Wyrm Black Dracolich who's spell casting is Enchantment/Illusion orientated, the second is a 3/3/4/10 Cleric of Kirasanlee /Wizard(Necromancer)/Mystic Theurge/True Necromancer(drow specific version from Players Guide to Faerun). Her forbidden schools or Enchantment and Illusion. The dragon was a Dread Lord in Ravenloft for a short time, while there he meet the players. They acepted a geas spell to do all they can to help him return to Faerun if he opened his borders and let them go seek a way home. When they finally did they discovered the spell was broken and did nothing to help the dragon return. When he was finally defeated his spirit returned to his Phylactory.. back in Faerun. Now a cleric of the Goddess of Vengence and a few Invevitables are assiting him in his vengence.

Trap One: A Minion Coffin (found in the Dead Life aritcal, contains up to 16 mindless undead minions, it can expelle up to all 16 in one round). It is hung by a pully system from the ceiling, 20 ft up. It is set up so that the right command word will expel all 16 in 1 round. The undead's last command was to remain still. (so they auto fail any save, dex, etc. check to advoid damage from the fall). Now.. what good are 16 1 hit die skeletons vs a 20th level party? In the Book of Vile Darkness their is a 4th level spell I think.. when an undead creature takes 1 point of damage or more in a single round they explode for 1d6 dmg per 2 caster levels. So.. these skeoltons all fall down, all take dmg, all explode for 7d6 dmg in an over lapping 10' radius.

Trap Two: The other is a stone bridge, it is supported by a very complex series of chains and ropes, forming a web like pattern over the bridge. The bridge is 10' wide, and 120' long, it spands a large body of water, which is an illusion. The illsion covers a 15' deep pool of acid. Now, the chamber has only two ways in or out, on either end of the bridge. The sides of the bridge are covered by Reverse Gravity spells(directied into the acid), while the bridge itself is secure, all the chains and ropes meet at one single point. Now, the bridge is lined with runic carvings, about 60 of them, one every two feet. Now, about half of these are real, and are located near the far end of the bridge.What they do is set off several small explosions.. destroying several small chain clusters.. so that the chains begin to give way. A diversion. As long as the central hookis in place the brideg is fine, but rocks and shakes. Dex checks of 25, or Tumble checks of 20 to keep from falling off. A portculis drops over the far side exit.. the DC goes up by 5 with each round. the number arounds to get back is determined by how far along they where, but the central point gives way after 3 rounds, and the bridge shakes so much that attempts to move at double speed incure an added +5 dc to remain standing, as the motion causes the bridge to rock more, and a full run adds +10 to the DC. If the player is not off the bridge on te 3rd round, but are within 1 round's movment (generally 30') of the "safe" end, thenthey are allowed a Reflex save, DC 15+1 for ever 5' away from the ledge they are.
Now.. as for flying creatures, the snapping chain giving way actually criss cross along the length of the bridge... anyone more then 10' off the surface must make a Reflex save, DC 25, every round or take 6d6 damage and have to make another Reflex save, DC=Dmg dealt, or be knocked to the surface.

Well, that is my two epic traps.. ideas? comments? suggestions? Anyone have any other epics to add? clet me know. :)
Kialindo

10-11-04, 11:27 AM
Trap One sounds simple and nasty .... can't wait to see the look on the PC's faces when they started to laugh at the skeletons and then they go BOOM!!!!!


The second trap sounds cool .... a little confused on teh mechanics of the trap but as long as you understand how it all works that's cool....
EatFlan

10-11-04, 11:53 AM
The sides of the bridge are covered by Reverse Gravity spells(directied into the acid)

Q on trap 2:

how does a reverse gravity spell direct people into the acid if the acid is already under the influence of gravity and hence on the ground. Wouldn't a reverse gravity spell actually help the PCs get over any acid, by walking on the new 'floor' aka the old ceiling?

hope that made sense.
CaineTheInsaine

10-11-04, 01:59 PM
Good question, now that its the next day and I have time to think I think the Reverse Gravity effects are useless, but I have several flying party memebers whom I have to take into account. (2 natural, 1 magical flight). So I need to find away to get them to the surface of the bridge and force them to stay there. (if they think about it there is a 5 foot gap that the two medium flyers can safly fly back, while the Large flyer is still in danger). I was also thinking of adding a rock fall to slow movment and hamber movablity.

To clarify the system of the Bridge trap:

The bridge is 10' wide, 498' long, and 3' thick. The bridge is supported by a complex web of 5" thick chain links, that eventually meet at a single hook in the center of the chamber. It is located inside an ice chamber, the chamber is 60' tall, 60' wide, and 500' long (making the bridge 1 foot to short on each end.) With the bridge hanging 30' above the surface. Under the bridge is a hot springs with signs of fish swimming underneath the surface.

Part 1: Water
The water is actually a Permenent Illusion spell cast over a 10' deep pool of acid. The sides and floor are magically protected against acid, which the black dragon has filled by multipule uses of its breath weapon. (The acid does full breath weapon damage to fully submerged targets.).

Part 2: Bridge
The bridge is fully supported by the chain webbing above it. It is supported securly enough as to not do more then sway an inch or less when touched or walked on. Along the center of the bridge are 6 pressure plates (Search DC 35, Disable Device DC 35). Located close enough together that it is possible to set off all 6 in one rounds worth of movment. Each plate is connected to a dual Melf's Acid Arrow trap located 3 at each end. (Spot check DC 25 to see the arrows fire.) The arrows are aimed at two key chain clusters. and take 2 rounds to do enough damage for a cluster to give way. As the clusters snap the bridge begins to rock violently due to the odd order the supports give way. The bridge takes 10 rounds to collapse once the first pair of clusters are destoried. This time is decreased by 1 round for each additinal acid arrow trap set off. (4 rounds if all 6 are set off.) Due to the rocking, and falling rocks fromt he shaking of the bridge, running is impossible, and a jog causes a Reflex save DC 15+5 per round as the rocking gets worst or be thrown from the bridge. Victims still on the bridge can make a jump check to reach safty on the last round the bridge is still supported.

Part 3: Anti-Flight
Off to the sides of the bridge about 10' above the surface of the bridge are lines of Greater Glyphs of Warding. Each set with Lighting Bolt spells altered by Energy Subsatution to use acid instead (10d6 Acid damage). They are set to fire at anything that passes infront of them within 25' infront of them. There is another row of them just above the surface of the pool, and 5 feet from the ceiling. There is also 2 Glyphs of Warding with Summon Monster III (dretch) spell located on the chain web above the bridge that are set off if a creature passes with 5' of them (flying low over the bridge or trying to make their way climbing the web.) They are lcoated half way along the bridge over the plates. The trap is placed that the closes "safe" place for the Dretchs to arrive is right ontop of a pressure plate. Once the plates are pushed and the chain cluster begin to go, theyswing wildly about above the bridge, causing 6d6 points of damage to anyone more then 5' above the surface of the bridge, can calling for a Reflex save (DC=Dmg dealt) for half damage. A failed save calls for a fortitude save DC=Dmg dealt) or the flying creature's wings are broken and it is forced to land.

Safe way to cross: to fly jsut above three inches above the surface of the bridge, but less them 10' above the surface, or to not step on the plates. (Anything taller then 10' tall walking along the bridge will set off the anti-flying creature glyphs in the webs.)

Yes, I know it is a complex trap, but it is ment to challenge 20th level charecters with a very wide selection of skills and abilities and magical items to have assits them. Of course you can sue this in your campaigns, but note those immune to acid are not bothered by the trap.
EatFlan

10-11-04, 02:17 PM
Instead of the lightning turned acid bolts (epic characters can easily get energy immunity making the bolts and the pool BOTH ineffective) why not create a custom spell?

I know i'm a little rusty on my knowledge of spell descriptors but perhaps a 'SuperGravity' type spell could be in effect. Adds some rediculous amount to their encumberance and/or multiplies their current weight by some set number. That should cut down on flight, and you can even demand a high ref. save for PC's to 'compensate' for the unexpected change in weight.

You could easily describe it incase anyone chucks something into the water image that the rock/coin etc plumments down hard into the water. If they don't pick up on it then, they sure might when they go sinking to the bottom of the pool.

Supergravity may counter: Fly, feather fall, air walk etc.
Thomar_of_Uointer

03-05-05, 06:43 PM
The flying thing is easy. Make it so that there is no air except in the 10' corridor directly above the bridge.
Ginyu549

03-06-05, 04:46 PM
OK, those sound ok, but can be bypassed rather simply by epic characters. I like the exploding skeletons. How about an antimagic field around the outside of the bridge? Something more "epic". My players would destroy those traps. Maybe blow up the bridge and then fly over since it is a pretty obvious trap.

Now, a really epic trap : the inflatable pit of green slime.

Dig some pits in a dungeon, fill them with about 10ft of green slime, then fill the rest with water. Cover the pit with glass, or a thin layer of stone. Pressurize the water in the pit by funneling in more water from an outside source. When someone steps on the surface it breaks, depending on the pressure you will have anything from a flying gout of green slime to an overflow of it onto the surface of the floor covering a 100 ft area to the depth of 1 ft. The slime floats on the water so is pushed up first. There are a few different variations on this theme I have heard of, but the best part is that it only requires some basic engineering and some mid-level spells to create (and a culture of green slime). Thus it is easily hidden, can be placed anywhere and gives off no magic aura. You can make this even worse by adding a reverse gravity that turns on and off every couple of rounds. (shaken not stirred). The trigger could be more complex to assure breakage, like ice layer, and a fireball goes off, or, hide the green slime in a rope trick(permenant) that is made to be easily dispelled. sit it in front of an ominous stone door. Let the PC's detect and dispell it then, fwoosh!!! flood O green slime. In short, add green slime to everything. Its like salt for epic adventurers.