Feats: Adamantite Body, Cobat Expertise, Weapon focus longsword<br /><br />Warforged Level 1 Fighter<br />Feats: Dodge, Weapon focus longbow
This fight will be a little harder. But I'm sure your player will have no problem with it. When he wins give him another round (once again the corpses disappear) before the machinery clicks on again. This time out comes 3 warforged (1 level 3 and 2 level 1s). Keep building the encounters until he figures out it's not going to stop until he dies or he disables the machine some how. Once he gets that he might attack the machine. Tell him that a wall of force blocks his path to it. If he searches for a way to disable the wall of force have him beat a search check (set the DC to something moderately hard based on what level character he is). The wall of force goes down and now he may attack the machine (AC 15 [-1 Size +6 Natural]Hardness 10: HP:50). When the machine gets to below 25 hit points have it put out a Level 1 Warforged every round on it's initiative. When it gets below 10 HP have it put out 2 level 1 Warforged every round on it's initiative....
When he destorys the machine amoungest the wreckage he finds the key, along with a decent treasure (maybe 1 minor magic item and some gold).
NOTE: This traps challenge rating is scaleable simply by adjusting the levels of the Warforged that come out of it.
Originally posted by harlequinhelsing:
235. (For the Druid) The PCs walk into a room with statues of animals in various places around the room, and an assortment of similar-looking plants grow in a cirlce lined with stone in the center of the room. Once all are inside, the door swings shut behind them and triggers a mass Flesh to Stone effect. Yes, all of the statues are actually real, and not too happy about being turned to stone, so needless to say they attack the PCs. However, some of the animals will during the fight stop briefly (a move action) for no apparent reason. No apparent reason until the druid tries to Wildshape and discovers that there's a powerful magic effect forbidding changing shape within the room. The animals that stop during the fight are trying to fight the magic. They're not animals; they're lycanthropes! And the plants in the center? One of them is belladonna. Now, I figure that a Flesh to Stone effect would stop all circulatory functions, meaning that the afflicted lycanthropes are still under the hour time limit to be saved, but not by much. Once the fighting stops someone can try their luck at a Knowledge (nature) check to find the belladonna and administer it as necessary to save the afflicted, which is important because they're the only ones who know the password to open the door out. So far, it sounds like this can be solved without a druid. Not for long; the afflicted only speak Druidic.
236. (For the rogue) This room has one door in, three doors out, and a large chest (unlocked) in the center of it. The only door with means to open it is the far one, which has a riddle inscribed on it: "Examine the chest for what it holds, and what you seek is worth far less than gold." The chest, should they open it, does in fact hold gold; plenty of it. But mixed in with the coins are 30 gold keys. One of them is actually tungsten, which has a similar density to gold, covered in gold leaf. (Or another metal similar, I'm not sure if tungsten is more valuble that gold or if it's radioactive ) Let the Appraise checks begin! This will take a maximum of half an hour, which is plenty of time to have the party's buffs wear down. Eventually the rogue should determine which key is different and therefore which key opens the door. Of course, only the tungsten key will open it, anything else will trigger a Lightning Bolt . The correct key doesn't actually open the door; it opens part of the door to reveal another lock that, to the rogue's delight, needs to be picked. Once this is open, a click can be heard from each door and from the chest, which slides into the ground (hope the PCs grabbed the gold!). The rogue will probably open the door he just picked out of curiousity of what could possibly be this well-guarded, and will suddenly be staring down some diabolical trap of Ravenwood's construction. Poor rogue. If only he had gone through one of the other doors that opened. Oh well.
Next: Sorcerer/Wizard and possibly Paladin.
Originally posted by bounces:
...the door swings shut behind them and triggers a mass Flesh to Stone effect.
I am assuming you mean Stone to Flesh?So far, it sounds like this can be solved without a druid. Not for long; the afflicted only speak Druidic.
Um...Maybe I'm wrong...but that doesn't really seem to make sense to me. Since Druidic is a secret language that only druids know it can be assumed that it is the natural language to no one. As such they must speak at least one other tounge. I'm sorry but I don't think this really flies, unless for somereason these aflicted choose not to speak of the exit to anyone except another brother of the forest, because of some druidic reason.Anyways...thats my 2cp.
Originally posted by realms_of_chaos:
Here are several variations of a favorite trap of my own invention, the yum pit.
237: Yum Pit
The Yum Pit is a dome-shaped impression digging 10 feet into the ground with a 20-foot radius. In the center of this pit is a single circular hole with a 5-foot radius that goes down a further 20 feet. There are several additions that can be made to the yum pit to increase its vurility.
1. Ooze Pit: This is how the yum pit gets its name. Dim the lighting so that the party can't see the bottom of the hole and place an ooze of your choice at the bottom of the hole. Optionally, put a grate on the hole so that your players need to actively find the slime. The best part is that as most oozes have a climb speed, it can climb out and attack a foe that does not notice it.
2. Spawn Pit: This particular ooze pit uses no grate but instead uses a Fully advanced summoning ooze, enough to make any party wander what is waiting below. When prey comes by, hordes of creatures start hopping out of the pit.
3. Consumption pit: This pit is instead filled with an Arcane ooze, making the darkness below appear to suck up spells.
4. Slippery Pit: The Entire dome area of the trap is covered in a slippery substance. Anyone walking onto it must make a dc20 reflex save or trip and fall into the pit. As the slippery substance spills into the pit, the dc to climb out is raised by 10. (this is my favorite).
5. Foggy Pit: The dome and pit are both concealed by fog. Note: this works well with slippery pit.
6. Vacuum Pit: This uses the consumption pit, the slippery pit, and sucks everyone within 60 feet of the pit 5 feet closer each round (requiring balance checks for everyone on the slippery surface to not fall prone and fall in.) Notes: If your party gets by this trap without setting it off, don't have the arcane ooze chase them. From their perception, a pit was just trying to eat them. That is alot more suspenseful than revealing that it was all a multi-part trap.
238: Its Door
From behind a chained door, the party can hear heavy breathing and sees the door pound back and forth. This is an illusory effect (although the shaking is really a telekinetic effect).
1. Haha: There is nothing there but you made your party cast buff spells for no reason.
2. LoL: There is an illusion of something there that reacts accordingly to attacks, making your party spend hours fighting something that isn't there and keeps "barely missing you" each time it "attacks".
3. Door of Terror: When the door is opened, a phantasmal killer spell is waiting.
4. Door of Fright: When the chains are opened, mind fog is released from under the door, keyed perfectly with the sound of a loud grunt/snort from the other side of the door. When they open up the door, there is a Wierd spell waiting for them.
Originally posted by harlequinhelsing:
I am assuming you mean Stone to Flesh?
That's the one.Now...
239. (For the Paladin) The PCs walk through a door and into a fork in the road. One direction leads to the rest of the dungeon and almost certain prosperity. The other? I'm getting ahead of myself. The fork is on a balcony looking out over a pool of lava. Hanging above it and being slowly lowered down is the BBEG. The other fork leads to some means of saving him. Here the paladin must make an important decision: whether to finally have a chance to finish off the BBEG, or whether to stay a paladin. As far as I'm concerned, watching someone die slowly is an evil act.
Here's (one of) the catch(es): The BBEG is still a BBEG. He will attack as soon as he's released. Another catch: the fork towards the BBEG's rescue is warded by (I cannot for the life of me remember the spell name, it's pretty much reverse Forbiddance where only one alignment can enter... not even sure if it's a real spell, please help me out) where only an LG alignment can enter. Along the way to the BBEG there are rooms containing mothers grieving over sick children, defenseless people chained to the floor about to be mauled by a rather large creature, etc. The point is, the paladin cant possibly save all of them and the BBEG. And the final catch: As soon as someone enters the warded area monsters come out of the woodwork (not literally, just an expression ) in the non-warded area.
Now the paladin has a wide variety of choices: he can turn back and help his friends, therefore killing the innocents and the BBEG, or he can save the BBEG and kill the innocents and let his friends handle the monsters themselves, or he can save the innocents and kill the BBEG and leave his friends. Decisions, decisions...
Next: Sorcerer and Wizard.
Originally posted by bounces:
239. Bee-Ware
Our hero's are investigating the disappearance of people throughout the city. The trail has brought them to the one thing that links all of the missing, an abandoned warehouse on the slummy side of town. Each victim visited this warehouse for one reason or another about a week before their disapperence.
Upon arriving their arch-nemisis closes the trap that he has been setting for them for months. The doors to the warehouse swing shut and lock (STR DC 30 to break Hardness 20 HP 200 AC 9 [Seach DC 30 to notice the doors are stone covered by wood, elves and dwarves may take search checks automatically by walking by])
As the Hero's search the room they hear a clacking up above followed by a loud buzzing sound. Suddenly they are in the midst of a swarm of insect. Knowledge Nature DC 15 says they are bees DC20 says they are not normall bees DC 25 says they are werebees.
I don't have stats for werebees worked up...but they shouldn't be to hard to make. Then just put them in a swarm for nauseating goodness and let the fighting of lycanthrope begin!
Originally posted by E._Ravenwood:
240. Another Adventure of Nothing But Traps (part 1)
Threshold of Terror
This is a short campaign I've been running with my latest group of victims...eh hem, I mean, PC's. They are traveling in a land torn apart by a war that has lasted for centuries between an array of different armies, there's at least a dozen different ones, because the land is sacred in one way or another to them all. Depending on what the alignment of the party is will depend on which army aproaches them. Because these forces have fought for so long, they have designated battle fields, and let the citizens reside in neutral territory. This is smart because the army's buy there goods from these towns, instead of destroying them and starving. It is in one of the neutral towns you are met by (insert army faction here) who has a proposition for you.
It is rumored that an ancient Dwarven civilization was thought to reside in one of the mountains in the holy land. Inside, the Dwarven crafters forged weapons of war that could lay to waste the opponents that stood before them. Then one day, they just disappeared without a trace (kind of a Monchu Pichu thing)
There weapons or warfare are thought to still exist, and the army this diplomat represents would pay top dollar and the favoured blessing of the gods if they were to retrieve the arms for them. They would do it themselves, but it against the rules of engagement written centuries ago when the war first started that no soldier of any of the armies present for the battle should step foot on sacred land untill it belongs to them.
He gives you a map and a marker for some horses if you need them, and prays for your imenent return.
It is about a day and a half to two days travel to the appropriate spot, and the area is quiet...almost too quiet. The PC's search for the entrance, and finally find, after many hours, a cave that was masoned once, and a rusty iron switch set into the ground outside it.
The switch is so rusted from weathering, it will not budge. The PC's enter and immediatley plunged in darkness.
The cave is steep, about 45 degrees, and seems to go on forever. There are old, rusted steel beams every 50 feet supporting the tunnel, and every fifty feet mounted on the beam is a switch like the one outside.
If a curious PC doesn't go ahead and throw the switch, you can make your PC's roll a balance check every now and then. If they fall, they start to slid down, and they get a reflex save of 10 to catch the next support beam. If they do so, there is a 50% chance they throw the switch on accident.
When the switch is thrown, the PC's hear a deep, thundering sound from below them. They suddenly feel a slight wind picking up and it grows stronger every second. Then, suddenly, the
thundering turns into a roar, and the wind goes from slightly breezy to gale force winds. The PC's are lifted and thrown back through the tunnel, back towards the entrance. There is a 50% chance of them slamming into each support beam they passed on the way down, and doing so incurrs 2d6 points worth of damage. They can roll a reflex save of 15 to catch one of the beams, and then roll a strength check of 20 for every round they hand on, but they most likely will end up flying out of the cavern.
What has happend is the PC's are entering through a ventillation shaft into the Dwarven Warrens, and the switch turns on a huge exhaust fan.
The machinery is so old, however, the mechanical parts eventually shatter and break about a minute after the switch is thrown, so the PC's can again enter, a little bit worse for wear now.
Next time on:
Another Adventure of Nothing but Traps...Statue of the Demon's Demise
Originally posted by realms_of_chaos:
#241 The Entranceway: A tiled floor rests in front of the party. When a party member first steps into the room, the tile they step on raises 10 feet upwards, revealing a column containing a ladder downwards (and at the same time blocking off this entrance to whoever stepped on the tile. At the same time, all other tiles are lowered 10 feet, revealing a pool of acid throughout the rest of the room that they can reach. The floor tile is adamantine and it 1 foot thick.
Originally posted by kraleck:
242. Fireball Slide Maze
The PCs will be chasing the BBEG through a tower. The BBEG will have a head start thanks to a Wall of Force that dissipates after 2 rounds. The PCs find that there are slopes with permanent Grease spells leading down into impenetrable darkness (which is only in the slopes). There are 5 slopes and each slope they take drops them into a 10 ft circular room, but onto a pressure plate triggered and centered Fireball spell for wrong rooms. Each time a PC drops onto the plate the Fireball is activated unless the plate already has something on top of it. There are 4 slopes from each of these new rooms and 3 lead to rooms with stronger Fireball spells. Each of these 4 rooms has 3 slopes and 2 have even stronger Fireball spells. Once again, these 3 rooms have 2 slopes and 1 leads to a Teleport Circle to the start of the maze. The non-Fireball rooms have easy monsters to fight and will only serve as a distraction to buy the BBEG time to escape. The non-Teleport room has an exit door that has the strongest Fireball trap that activates when anybody besides the BBEG passes through it. Outside, the PCs will have to fight the BBEG who specialized in Energy Substituted-Fireball spells. Good luck with that Fire Resistance magic.
Originally posted by kraleck:
243. Bloody/Marry
The PCs will find various magical rings in a pile. There are a few rings that detect as strong magic but actually aren't. These rings are engagement rings and the PCs must now marry a person corresponding to the rings that the PCs will hate being married to. The campaign for this trap should include heavy blasting magic or firearms. If the PCs refuse to marry their would-be spouses, they receive several hundred points of damage from said magic/firearms (wielded by their spouses kin) then get true resurrected by the rings each time. The trick is that the PCs can file for divorce at the local magistrate.
MAJOR NOTE: The resurrecting rings will not function outside of this wedding ceremony.
Originally posted by bounces:
What kind of idiot would wear an unidentified highly magical item?
Originally posted by harlequinhelsing:
Most PCs I've ever played with.
Originally posted by bounces:
That's SO sad...
I only put on an unidentified magic item once...and that's because it was incharacter.
It was back in 2e...turns out it was a belt of gender switching...
...playing a girl was interesting.
Originally posted by harlequinhelsing:
Actually, I can't remember if they ever put on an unidentified magic item, or if I ever gave them one because I knew what the consequences would be. But these are the PCs who scored a nice TPK jumping into 300-foot-deep illusory sand.
Originally posted by kraleck:
What kind of idiot would wear an unidentified highly magical item?
You've never met my fellow players either, I see. Hello, I'm Always-well-prepared-and-the-others-survive-longer-when-they-aren't, this is Don't-need-it and his friend, Don't-want-it.All kidding aside...
244. 100 Bottles of Something on the Wall
The PCs will come across an alchemist's lab with flasks attached to the wall. The flasks are labeled as beneficial potions, but actually aren't. When the PCs try to pull some of the flasks off, roll d4. A 4 means the flask will come free as if it was attached with the Stick spell (Spell Compendium, holds up to so much weight or force before losing stickiness), whereas 1 through 3 means the flask breaks as if it was attached with Sovereign Glue. The flasks that break are full of Acid, Alchemist's Fire, and cold and electricity versions of Alchemist's Fire. The flasks that come free are filled with drinkable water, stagnant water, and various aligned waters (Holy, Unholy, Axiomatic, and Anarchic Water, see Spell Compendium for the last two) with coloring added (roll d6 for type of water and d8 for color (Red, Orange, Yellow, Green, Blue, Violet, White, and Black)). There are 100 flasks attached to the walls and the PCs should be greedy for potions.
Originally posted by harlequinhelsing:
Taking a break from the class-based traps,
245. Yet another strange-looking room. This one has a very high ceiling, so high that the top of it can't be seen, is mostly empty except for a bed in the corner and several wooden poles, and echoes with the din of industrial fans. One such fan, blowing straight up, is part of the floor. About 50-75' up on the wall, near the floor fan, there is an opening leading into a dark hallway, with more fans blowing towards it. How might the PC's get to this opening? Might they use Fly? Nope- Darn Antimagic Fields. Might they try climbing? Maybe- But nobody likes climbing up walls embedded with caltrops. That leaves one option: hitch a ride on the bedsheets.
Please note that creativity pays off in this trap. The PCs could just grab the corners of the bedsheets and be on their way. Unfortunately, this method leaves no room for steering, hence the PCs will miss their intended target and continue to float upwards. This isn't a problem... Until the PCs hear the second fan roaring away above them. It's not covered. Two things may happen here: 1) the bedsheet will be torn to shreds and the PC will fall, possibly breaking the grate over the bottom fan
Originally posted by kraleck:
246. Chains, Cranes, and BRAAAIIINS
The PCs will come across a chamber with several hooks hanging by chains over rings attached to the floor. There is a switch on the floor that will raise and lower the hooks. In the middle of the ceiling (300 ft up) is a hole with a ladder that is out of reach. The PCs should figure out that the hooks latch onto the rings and raise the floor towards the ceiling. However, there are chains that are attached to the bottom of the floor that open several doors higher up on the walls that release dozens of Zombies. The floor moves up at 10 ft per round. Yep, they have to keep Zombies at bay until they can reach the ladder. However, when the floor stops the PCs have 5 rounds to reach and scale the ladder before the rings pull out with chains attached to them. These chains activate a Maximized Fireball when the 5 rounds have passed.
Originally posted by E._Ravenwood:
247. Another Adventure of nothing but Traps (part2)
Statue of the Demon's Demise
Now that the PC's have stumbled their way into the Dwarven Warrens, They find themselves in a dank, drab room that has beena victim of erosion. Once masoned the walls and floor have turned to a gravelly slush, and you appear to be standing in a room that was once a museum or shrine of some type. At least that was what it was. Over time, weather, the elements, tomb raiders, etc, have taken their toll. Display cases that once held great treasures now lay smashed and ruined. In fact, the only thing that lies in this chamber intact is a large stone statue of a demon in it's dying moments, a sword buried deep in it's chest. The statue's face is contorted in great agony, his mouth twisted open in a silent howl.
Skeletons of age old dead grave robbers and adventurers lay at the statue's feet, and it will become apparent why here in a minute.
Upon closer inspection, the sword appears to be seperate from the statue, like a seperate peace. Upon even closer inspection, it appears to be a magical sword.
When someone tries to yonk it from the statue, they must roll a strength check of 20 or more to pull it out. This means that the odds are high that the fighter or paladin in the party will do it. (it was the paladin in my campaign)
Anyway, once the sword slides free, a puff of white dust is fired from the contorted mouth of the demon, and launched into the PC's face. This is called demon dust, a powefull hallucinigenic that causes the PC to believe he has just been transported to the depths of hell (will of 22 to negate)
When he turns around, his fellow PC's to him look like demons about to pounce, so he'll want to fight them off.
The sword is a +5 Brillian Energy Bastard Sword, and the PC's who are watching their buddy skitz out will be even more suprissed when he unleashes his holy vengence upon them.
The drug lasts for 1d4 hours, and the the entire time he is seeking to destroy the demons that the PC's have become in his mind. The others need to find a way to hide from him for the duration of the effect or subdue him without killing him.
The Sword's effects die out of the sword after it's been unsheathed from the statue for 24 hours. If it is not replaced, it will turn to dust.
I my campaign, the Paladin went off the deep end and ended up killing two of his fellow party members. When he snapped out of it, he was cast down by his deity and our next campaign was a holy crusade for his attoinment. Just suggesting, this could set the stage for a side quest or new campaign.
Next time on: Another Adventure of Nothing but Traps...Web of Wetaliation.
Originally posted by harlequinhelsing:
248. (For the Sorceror or Wizard) The circular room the PCs walk into has several distinguishing features. First, there is a ball of some unnamed colored energy floating above a pillar in the center of the room (roll d4 to determine color upon entry: 1=green, 2=orange, 3=red, 4=purple). Second, stones on the walls are inscribed with runes glowing in a uniform color (the color upon entry is the complementary color to the color of the energy ball). Third, there is a large symbol inscribed on the far door glowing red from which demonic-looking creatures are jumping into the room. And finally, this room doesn't like magic. At all. Every arcane spell cast within this room is subject to a variety of effects, based on its school:
-Abjuration, Divination, Enchantment, Necromancy: Negated.
-Conjuration, Illusion, Transmutation: Subject to a wild magic effect.
-Evocation and Universal: Functions normally; see below.
Any evocation with an energy descriptor of fire, cold, electricity, or acid veers into the ball of energy, where its energy type may be changed (roll d4 to decide new type). The change in direction does not affect whether or not the spell hits the target. After such a spell has been cast, the color of the energy and, as a result, changes (roll to determine).
The color of the runes on the wall is very important, because it shows which spells are safe to cast (red=fire, blue=cold, yellow=electricity, green=acid). If a spell of an energy type that does not correspond to the runes is cast, they release a burst of energy (of the same type as the corresponding color) that deals 1d6 per spell level (reflex save for half). Note that this effect takes place before the energy ball changes the spell's energy type.
Now, for the monsters coming out of the symbol. They are only partially real and immune to weapon damage. They also have resistance 10 to the energy corresponding to the color of the runes. This changes as the runes change.
The only way to close the symbol gate and open the door behind it is to destroy the runes. The stones they are printed on are immune to spell effects, so the rest of the party will have to take care of them while the wizard blasts the demons. However, destroying the runes releases a blast of energy, dealing 5d6 damage of the energy corresponding to the color of the rune to everything in a 10-foot radius.
Next: The Monk...
Originally posted by harlequinhelsing:
249. (For the Monk) The PCs come to a stone door with a rather unfortunate note posted to it and a spiked gauntlet lying on the floor before it. The note reads as follows:
"Dear Adventurers,
Please don't bring any metal into the next room. It will be rusted and rendered completely useless upon entry. We are absolutely serious. If you don't believe us, throw the gauntlet we've supplied through the doorway and watch what happens. There's a switch on the other side of the next room that will allow you to avoid this effect. Thank you for your cooperation.
-The Management
P.S. The button to your left opens the door. One at a time in the next room please."
The management was actually serious. Of course with this ominous a note the rest of the party with metal equipment (i.e, everyone) will not want to go anywhere near this room. I guess that leaves the monk.
As stated in the letter, the 'one at a time' rule is strictly enforced. As soon as the monk enters, the door slides shut and can't be opened until he/she leaves. The room is empty except for the switch on the other side of it, as promised. And except for a babau demon. Note that creatures striking babaus with unarmed attacks take damage. While the monk is dealing with their problem, the PCs outside the door might notice that their hallway is suddenly very full of monsters (I use rust monsters, feel free to change this as you see fit).
Should the monk defeat the babau and throw the switch, the rest of the party will avoid the rust effect as promised. But perhaps not in the method they expected. A rather deep pit opens beneath the party, dropping them below the room. At the bottom is a tunnel leading underneath said room, and a shaft with a ladder leading back up. Hey, they avoided it...
Originally posted by cog_and_taz:
nice! FOr the barb and fighter, just zerg em with black puddings and rust monsters, problem solved.
Originally posted by harlequinhelsing:
nice! FOr the barb and fighter, just zerg em with black puddings and rust monsters, problem solved.
While I thought this was supposed to be a CLEVER trap thread, it's a good suggestion.Originally posted by tharivol266_dup:
just so you guys know i have started the long and tedious task of going back through all of the traps and compile the best of the list
Originally posted by realms_of_chaos:
251: Rolling Bone Ooze Trap:
Basically the same as a rolling boulder trap, but the party gets a nasty surprise at the end (see MM II)
Originally posted by harlequinhelsing:
Finally, the last core class trap. This one's for the Barbarian.
252. The statue in the room the PCs walk into is jet black, carved in stunning detail from a single block of obsidian. It's a carving of a warrior from an ancient race, a look of fierce anger on his face, swinging a greataxe. A decent Spot check might notice that the statue has no eyes. The greataxe is not actually part of the statue. Yes, albeit with a high Strength check, the traditional barbarian weapon can be pulled from the carving's hands. Plus it's shiny. No barbarian can resist shiny. Or any PC I've ever DMed for...
Anyway, once the axe is in the barbarian's hands, its true powers become apparent. The wielder is blinded as long as he holds the weapon and for 1d6 rounds after he releases his hold, and is forced to enter a rage (if he can). Removing the axe from the statue also has another effect: a Programmed Image of the PCs being ambushed. All the wielder, being blinded knows is that it sounds like there's a battle going on, and since he's raging he should be eager to join in. The sounds of the battle come from wherever the other PCs are standing so that should be where the barbarian hits. Granted, they still have concealment, but he'll hit them eventually.
Originally posted by angus_cotton:
253. (for high level party, let's say level 15) The PCs travel down a hallway in a dungeon and a proximity trigger opens a trap door in a ceiling, and the bones of a skeleton drop behind them. The skeleton assembles himself and brandishes a rusty sword in front of them. This skeleton is just a normal CR 1/4 skeleton with a normal rusty longsword. The party destroys it and goes on.
A few minutes of travel down more hallways, and the PCs encounter another trap door that drops another CR1/4 skeleton with a rusty sword. The PCs destroy this one too.
Continue having the party hit these trapdoor CR1/4 skeletons till the party has killed about 6 or so skeletons. Then comes the true trap.
After 6 skeletons, the party should be lulled into a false sense of security. After traveling down yet more halls in the dungeon, have yet another proximity trap drop another skeleton with a rusty sword. This skeleton looks exactly like the other 6 skeletons, except this one is a level 10 fighter/10 weaponmaster with a +5 rusty longsword.
A level 15 party should be able to defeat this opponent, but more than likely by the 7th encounter of lame skeletons, they will probably not be taking the encounter too seriously....least until someone takes damage...or dies.
Originally posted by kraleck:
Evil. Me likey much. Have a
.Originally posted by cog_and_taz:
Not a trap, but something to get em into a BBEG's trap-filled lair, I suppose. It sure made it personal for my players (or their characters, rather)
You see, they're in a little rural village, 2 outta 5 wwere born there, and another 2 have family there. The last one kinda likes the place, though it hasn't got much beyond "good people and bad cabbages". Now, the BBEG's first strike against them is this.
"as you sit on the bench, gazing out at the village and its glorious fields of cabbage, you notice from the corner of your eye that the river seems to be rising unnaturally fast. You stand up just in time to see the dams rupture. The river seems to have changed color and taken on a life of its own, rushing forward towards the village in one gigantic wave.
As it pours towards the village, you see that the very ground, plants and animals below it shrivel, melt and die as the raging torrent passes over them. Soon, it reaches the houses, tearing them apart and melting them almost instantly, along with the inhabitants.
All you can hear is the screams of women and children, abruptly cut off as the wave engulfs them.
Within seconds, the village is in ruin, the screaming has ceased,there is no one left. The houses lie in ruin, as does the very earth around you. As the great wave of death closes in on you, there is only one thought in your mind: there's nothing I can do, it's over."
They survived by the way, but only by running away in time.
By the way, any ideas as to what it was?
Fine, it's a colossal gelatinous cube, with a really huge amount of creative description.
Originally posted by bounces:
C&T...you are a mean, evil, terrible, despicable, snake of a DM.
Show
[sblock]I LIKE IT:evillaugh
Sad, smilies don't hide behind spoiler...
Originally posted by E._Ravenwood:
253 & a half, I suppose...
Another Adventure of Nothing but Traps (part 3)
Web of Wetaliation
The PC's should now be recuperating from the last trap, and have searched the other tunnels to find a way into the Dwarven Warrens. The room that holds the statue, and what's left of the tunnels appear to be lit rather well by some kind of glowing fungus that grows on the ceiling and walls. Most of the tunnels have all been caved in, except for one. In this hall way lies curtain upon curtain of spider webs. These webs are so thick it is impossible to see more than ten feet down the tunnel at one time.
Upon closer inspection, the webs do not appear to host any spiders at all, or dead insect or animal husks. The webs are, however, really sticky, and really wet. As the PC's move through the tunnel, which happens to be about 80 feet long, every ten feet they must roll a reflex save of 15. (If you have a thief in the party, they can use their escape artist skill) This check is to see how much spider web they couldn't pass through without it sticking to them. Some PC's will fail most of the time, some might only fail once, this is the round counter for the trap they are about to spring.
About 40 or 50 feet down the hallway, a small trip wire is hidden among the webs. Every PC that steps past it has a 50% chance of setting it off.
When they do, spigets that are hidden in the walls suddenly fire off a short burst of flame. The webs are soaked in a flammable liquid, hence them being wet, and turn the tunnel into an inferno. The webs themselves only burn for one round, casing 1d6 fire damage, but the layers of webs on the players burn longer. For every reflex or escape artist check they missed is how many rounds they are burned by the roasting webs, dealing 1d6 for every round they failed.
More to come, Next time on:Another Adventure of Nothing But Traps...The Rolling Room Of Rampage
Originally posted by bounces:
253 & a half, I suppose...Another Adventure of Nothing but Traps (part 3)
Web of Wetaliation
The PC's should now be recuperating from the last trap, and have searched the other tunnels to find a way into the Dwarven Warrens. The room that holds the statue, and what's left of the tunnels appear to be lit rather well by some kind of glowing fungus that grows on the ceiling and walls. Most of the tunnels have all been caved in, except for one. In this hall way lies curtain upon curtain of spider webs. These webs are so thick it is impossible to see more than ten feet down the tunnel at one time.
Upon closer inspection, the webs do not appear to host any spiders at all, or dead insect or animal husks. The webs are, however, really sticky, and really wet. As the PC's move through the tunnel, which happens to be about 80 feet long, every ten feet they must roll a reflex save of 15. (If you have a thief in the party, they can use their escape artist skill) This check is to see how much spider web they couldn't pass through without it sticking to them. Some PC's will fail most of the time, some might only fail once, this is the round counter for the trap they are about to spring.
About 40 or 50 feet down the hallway, a small trip wire is hidden among the webs. Every PC that steps past it has a 50% chance of setting it off.
When they do, spigets that are hidden in the walls suddenly fire off a short burst of flame. The webs are soaked in a flammable liquid, hence them being wet, and turn the tunnel into an inferno. The webs themselves only burn for one round, casing 1d6 fire damage, but the layers of webs on the players burn longer. For every reflex or escape artist check they missed is how many rounds they are burned by the roasting webs, dealing 1d6 for every round they failed.
More to come, Next time on:Another Adventure of Nothing But Traps...The Rolling Room Of Rampage
Problem with this trap is I know my PCs...they wouldn't walk through spiderwebs...they would burn them out themselves...Need to have something at the start of the hall that prevents burnination until they are actually in the webs and will be caused damage. I would say antimagic field, but just a tindertwig or a torch will set that hall off...
Any ideas?
EDIT: Numbering Correction: Angus Cotton had trap #253...E, yours should be 254.5...or really I would say we can call Cog&Taz's a trap, since the PCs could have been killed and call yours 255.
Anyways, numbering is off. Thanks!
Originally posted by E._Ravenwood:
Problem with this trap is I know my PCs...they wouldn't walk through spiderwebs...they would burn them out themselves...Need to have something at the start of the hall that prevents burnination until they are actually in the webs and will be caused damage. I would say antimagic field, but just a tindertwig or a torch will set that hall off...
The idea that the strange fungus lighting the rooms and hallways is so that the PC's do not automatically light torches or fire. However, clever PC's who would burn off the spider webs in the first place might not if they smell an alcholic smell or oil smell, basically fumes of some accellerant that would lead them to believe that lighting any kind of fire might engulf the entire complex into flames. This might make them weary about open flames as a whole, casuing them to enter the spider webbed hall without burning them out.Hope that helps, and thanx for correcting the numbering
I would suggest bursts of wind at random intervals, or a continuous breeze, that would extinguish any open flames. This coupled with an antimagic field should keep the flames down until the right moment.
Along similar lines,
256? The room the PCs enter has a large body of what would appear to be very cold water. However, the liquid is slightly thicker than water (though not enough to really notice). The only way to get to the other side of the room is to cross this pool, so the PCs will probably sense no danger and swim through it. That's fine since the liquid is perfectly safe. For now...
Originally posted by zombiegleemax:
Ok I dont know if this is any better then one of Es traps but I wanted to present it to you.
Ok your PCs enter a 30ft hallway with a 5ft long pit in the middle, three ropes hang from the last 3 tiles at the halls end, all ropes say dont pull( if your dum youll disobey) pulling the one closest to the pit puts up a ( illusion) wall on the entrey side of pit, cutting hallway in half. second makes a hole above the pit open and ( illuion again ) looks like it lead up and out, 3 activates a convererbelt dropping you into the pit.
when the pit gets enough wieght equal to your whole party it slowly moves up, PCs think its a elevator out( make it after a huge fight) as they reach the fake tunnel outs begining you tell them( you feel your body begin to compress as the partys bones shatter and guts squish) the end
Originally posted by aidanpryde:
These are great traps, but I threw 4 of them at my pc's tonite (all of them E Ravenwood's, glass houses, run like hell, he could go all the SPLAT, and Chimney sweep) and they bypassed the trick part easily on them all until I gave them the chimney sweep trap. I'd have been lost with out this thread guys, good job.
Originally posted by cog_and_taz:
why thank you...
Originally posted by kraleck:
We aim to please.
258. The Idiot Box
The PCs travelling through a ballroom find a door with a sign 65 feet in front of it that reads: "Warning! This room is full of idiots. Do not open the door." When the group opens the door they get thrown back 60 feet taking falling distance equal to half the distance. Their landing activates a magic mouth that announces: "Ladies and gentlemen, presenting The Idiots." From now on, the PCs are branded with a mystical box-shaped symbol that translates as "idiot" in every language.
Originally posted by oorlof:
We aim to please.
I thought we aimed for the knees...anyway. On with the carn-show!259. Walk the line
The PCs enter a round room, 110 feet across and 20 high. In the center of the room, a 10 foot wide hole (circular) filled with magical darkness can be seen. On the stone floor, an intricate maze is laid out. Three paths of glowing stone start at the door and quickly form a maze through the room. Only one line can be seen terminating at the door on the far side of the room.
Furthermore, the floor is divided into 10 feet wide concentric rings. The different paths of the maze will, when followed, all eventually lead a person across all the rings on the floor.
When PCs step from the outer ring onto an inner ring, it and all the rings further to the center drop 5 feet. Thus, when walking in a straight line to the center, the floor becomes an amphitheater, with the outer ring at the old ground level, the next ring 5 feet below the outer one, the next ring 5 feet below that, etc etc. Once the ring next to the central hole drops down, a gelatinous cube (cilinder, actually) trapped in the central hole slithers out... During combat, require climbing/jumping checks to safely scramble up the smooth 5 foot steps of the arena.
Basic solution
Stick to the outer ring. The maze is there as a distraction and there's no need to proceed to the inner ring and kill the gelatinous cube. The door on the other side can be opened with a difficult but manageable open lock-check.
Variations on the exit-condition
Require a piece of slain gelatinous cube to be inserted into a slot OR require the cube's acid to disolve something barring the exit OR once the cube has escaped, require a large weight (i.e., the cube) to be put on a pressure plate in the central hole before the exit will open.
Variations on the puzzle
Reduce the 3 paths of the maze to one and require the PCs to remain on that path. The steps to the central hole will still drop and the cube will still slither out, but anyone stepping off the path gets zapped with fire/electricity appropriate to their level. Require balance-checks to stay on the path when damaged or moving quickly.
Variations on danger level
Have the path start to slowly disolve after the first PC steps on it, imposing a time limit before it's totally gone. OR replace the cube with a more dangerous ooze.
edit: tried to ascii a side view of the floor before and after moving around a bit...didn't work as intended. Hope it's clear from the text how this works...
Originally posted by cog_and_taz:
I thought we aimed for the knees... no, that's only for gnomes.Originally posted by alcari_ambaron:
Originally Posted by Oorlof
I thought we aimed for the knees...
260 (i think) "not in the face"
In a Gnomish barrow, A sign tells the party to face the wall, and not move. Naturally they're reaction will be "Screw this" and walk on. The floor will then be electrified for 3d6 damage/round. The only safe space is on a small strip near the wall.
When the whole party (or party-1) is on this strip, have a magic mouth say something along the lines of "Long legs are not permitted." When several spikes of Force shoot out the wall, impaling anything above 5ft.
The Gnomes who build this had not a problem, it would miss them anyway.
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