Any of these traps good ideas?

Post/Author/DateTimePost
#1

jimprofit

Dec 31, 2008 4:35:36
Mind you, I'm going to be in a kobold oriented game. We're the badguys, and we're crappy, low-level, minion badguys at that.. So if I was willing to spend my gold to make these crappy, low-level, minion traps.. Would a sensible GM let me?

I'm talking about things like

Kitty Kat Katapult:
These vicious little felines are perfect to use against our humanoid enemies! Especially commoners! But rather then spend the better half of our years training them to kill. We simply put them on the katapult and launch them at those damn humans! The Kitty will undoutedly land on it's feet and proceed to do a coup de grace for the poor human being in the rong place at the wrong time!

Dung Beetle Meat Loaf:
Adventurers seem to carry everything except basic essentials for survival. Like food and shelter! They would never suspect a seemingly harmless meatloaf waiting for them to be filled with malevolent, disease ridden, properties! The dung beetle meatloaf has a secret ingrediant.. But I'll never tell!


Machete Beholder:
Sometimes you just got to fake it to make it! Who has the time to study complex illussion spells to render their foe a babbling mess?! You can save yourself years of study and just put together this machete beholder! Don't give the foe a chance to get a word in and contradict you! Believe you're a beholder! And threaten to turn him into stone if he pisses you off! How does he know beholders don't turn people into stone?! Is he some kind of beholder expert?!


+0 Club Of There's a Sucker Born Every Day:
A great way to get bastard merchants to trade with you. Or have an adventurer spare your life.. Is to glitter your cheapest, most mundane weapons, and offer it to those tall warmbloods.. They just love thier magic weapons! Especially when they're shiny and sparkle!


The Little Zombie That Could:
Why bother cleaning up the mess the adventurers left of your siblings and grand pappy? Just prop up some strings, through the floor tiles and leave some tape recordings of mumbles and grumbles! Let those bastards tire themselves out hacking away at your zombie grand pappy while you make your escape!


I Has a Bucket:
This one requires precision, patience, and team work! A fellow kobold will have to allow himself to be chased by an adventurer, then, when he gets over the door way! Kablam! Pull the rope and drop a bucket filled with sticky glue all over him! The quick drying glue will have the bucket stuck to his head. Bestowing blindness as some of the best poisons, and suffocating him...probably...

Guerrilla Warfare:
IMAGE(http://msnbcmedia1.msn.com/j/msnbc/Components/Photos/060219/060219_CinGorilla_vmed.widec.jpg)
What do you mean I'm doing it wrong?
#2

kouk

Dec 31, 2008 6:10:51
No, none of them are good ideas. Doesn't mean they won't be allowed (depending on your game) just that they won't work against pesky adventurers.

Aside from the bucket one and maybe the fake magic item, none of those would do anything other than give adventurers pause for a minute or two, though that may be enough I suppose.

Personally as a DM I would try to describe the failures in an entertaining fashion, so at the least it was fun to watch them go off even if they didn't really do anything.

I think though that the Kobolds would eat any cats they had long before being able to throw them, and also they would be liabilities because they tend to squirm and make noise when they are picked up and forced to do things.
#3

dankster1221

Dec 31, 2008 9:52:23
The bucket idea is a good one but only if it has some sort of contact poison filling it and only if it has some sort of projectile trap that goes off right as the bucket lands on your head.
#4

evilbob76

Dec 31, 2008 12:53:17
The sad part is that with just minor alterations, joke traps like this can be REALLY effective.

The glue trap could be rigged by modeling the attack roll after a Blastpatch. The effect could vary from lasting 1 round to even requiring a saving throw.

I've actually done a variant of the zombie thing before and could be done with Eye of Alarm. It makes an excellent distraction if you fill the decoy with a toxic gas that will fill the room for a couple rounds if someone slashes into it or plugs it with an arrow. :D

As for the +0 club, I've seen that work too many times to count... and it's hilarious. I've yet to see a working "kitty kat katapult" though. I could see it working as a great propoganda tool. A kobald tribe sets up next to a village and begins launching kittens into the arms of all the children. They are loved by the all the villagers! Now the adventures can't kill them unless they want to face exile/pitchforks/torches.
#5

stonehydra

Jan 01, 2009 0:32:57
1,4-6 would work not sure about 7 are you launching the gorillas in the catapult like the cats?

don’t bother with the meatloaf its not worth it. As for the beholder idea if you turn it on its head and had a ether a beholder who believed themselves to be well anything else, or an npc who was a beholder and was cursed and can not use there powers well thus would work well for plot lines.
#6

welkin_heathcote

Jan 02, 2009 7:05:39
Instead of firing cats, fire a bag full of spiders and scorpions. The bag will burst of impact and those poisonous little arachnids will by mighty angry and ready to bite for many round to come as they get lost in the hapless characters clothes. If this cute little fellow from the 2ed monster manual has taught me anything, its that kobolds love little bitey things:

IMAGE(http://www.dotd.com/mm/kobold.gif)

It would be fairly easy to breed masses of spiders, just put a few in a securely lidded barrel and chuck something dead into it now and then. Getting them out and into launchable bags safely would be a little trickier, thus the spider handler would likely be one of the most respected members of the tribe.