WotC Salvage: 1001 Clever Traps

August 2024 ยท 113 minute read
[sblock=Page 7] Originally posted by zombiegleemax:

Deleted! Made a mistake...

Originally posted by solo_phoenix:

And what happens when the rogue tries to pull the chain first, not knowing that it needs a high strength check? :p

Originally posted by harlequinhelsing:

Then he's still stuck to the chain, and if he does somehow get the door open he'll still get yanked through the ceiling, and he still doesn't know Druidic. But it makes the tank's challenge easier.
Or, if the tank tries to help him, they're both stuck, and they both still don't know Druidic.

Originally posted by boundlesslimits:

I think this will be #31: The door that
bites back...

33: The door of Confusion

This trap gave my PCs one hell of a time. It appears to be made completely out of glass and the PC's reflections show, so they can't see through it. Technically this is a mirror of opposition. The door only allows one person to go through at one time. When a PC goes through, he open the door, steps through and the door slams behind him. He has just entered a room facing the rest of his party. Wait for some "what the hell" 's to be murmured from the rest of the party but it goes like this.
There is a party just like you, but of completely opposite alignments. When one PC goes through the door, their member of the bizarro party, goes through too, and finds himself facing what looks like his party, while the PC is on the other side looking at what he thinks is his own party, but is really the Bizarro party. But they don't know that, and it is almost guarenteed that multiple PC's will go through the door, go back through the door, and so on, until they finally realize they're dealing with their opposites, and must fight (now would be a good time to drop hints about the opposing party being evil, or good, whichever...) And now you must fight, but they're so damn mixed up, nobody knows who's who anymore.
This is a very confusing trap, however, it works as a great encounter.

Party On, Dudes!

fireball.gif i had an additional idea of this one, but i need some help of thinking of a way out of this trap.

the party enters a large room with 3 doors(of any size to hold the entire party), the door they just came through shuts behind them.
"you have 3 doors:"
1 door you just came through,
2 doors on the opposite side of the room.

one of those doors are locked and can only be opened on the other side.
when the half of the party(lets call these one party#1) enters the other door, the door shuts, leaving the rest in the large room(party#2), and the other half in a hallway.

(party#1 in the hallway)
on the other side of the room (so in the walkway)
the party opens the door and enters a room, like just one as they came through, and has the same numbers of enemies as lost party members #2

(party#2, in the room) same time
other door unlocks and the same numbers of enemies as lost party#1 members enter the room, they look like shadow's.

$doors are locked behind them$ :D

every time someone moves in real, a shadow will move on the other side. hitting a shadow will do the same damage on allies on the other side, (because he will be hit by a shadow)

so basically they are hitting each other. with no actual knowledge of it

does anyone have any idea of getting out of this trap?:surrender

Originally posted by zombiegleemax:

Sure, both sides of the party will probably eventually realize that these foes are too powerful for them. Then they surrender... Then when the shadows representing those characters surrender, the shadows will disappear... or something.

Originally posted by kraleck:

Wow...#176 is...uh, well...I just can't find the words to describe its awesomeness. It'll put thoughts of clever multiclassing into the heads of a few players experiencing shame from that one.

Originally posted by cog_and_taz:

Yeah, it's fairly good. One thing I rather everyone remembered though, keep it realistic, assuming the BBEG or who/whatever would want to pass once in a while, how would they go about it? Does their castle have giant turtles and a back door?(jumbo cookie if you get the reference.)

Point is, don't make it impassable/impossible unless absolutely no one is supposed to go through. Even then, give em a sporting chance will ya?

Originally posted by harlequinhelsing:

First off, Kraleck, I'm honored.
Second, it isnt quite impassible/impossible. I'll explain more later, but except for the fighter nothing is out of the character's reach.

Originally posted by cog_and_taz:

Okay, thanks, just saying.

Originally posted by kraleck:

177. Batteries Not Included
The PCs find a powerful wand that has a very strong magical aura. The PCs will detect a very powerful fireball spell (Maximized Fireball) in the wand with an indeterminate amount of charges. The PCs will encounter a group of monsters that are weak to the spell, but too many to eliminate with one casting. When the monsters' numbers are thinned by the spell they will go berserk and attack the PCs en masse. When the PCs try to cast the spell again, the wand sparks weakly and sputters out. The wand has activated another charge of a different spell on it: Delayed Blast Fireball with a 3 round delay centered on the wand.

178. Some Assembly Required
The PCs will encounter a weird box with a message written on a broken tablet inside. The message cannot be read without piecing the tablet together. This will take some Wisdom checks to piece together properly. When the PCs get tablet pieces to fit properly, the pieces meld together. The message says: "You just pieced this together and all you got is a worthless message." The message is worthless, but the tablet is not. What they don't know is the tablet is made of raw, rare metal. The tablet in its raw form will attract every rust monster within a 1 mile radius.

Originally posted by zombiegleemax:

firstly ive got to say that this is a brilliant resource which i plan to annoy my PCs with alot until they learn that its not all about charging in and tearing, hacking and smashing anything with a pluse(including the undead) into tiny pieces.

179? i think,

a pit trap,

Essentially a pit trap with a twist.

pit trap with swing open doors on 10' by 10' in the middle of the corridor, when activated the PC's who are on it fall through and down a 100ft shaft of smooth stone, at the bottem is essentially a trampiline. Once theyve finished bouncing around they should notice there are two rope ladders, next to each other on the far side wall. This rope ladder is wide enough for one PC. When one PC puts their weight onto a particular rung, the of the ladder The PC climbing the other ladder will find that the section of the ladder they are climbing on falls away, with them on it. The PCs will have to work out when to cross over to the other ladder to and back again to miss the trap rungs.

This will take them time to climb out off.

if you want to add some pain for them try putting in thin wooden landings that the PC's crash through when they fall in to the trap.

dont know if anyone will be able to understand this but hey just a crazy idea.

Originally posted by harlequinhelsing:

As promised, the solution to #176. Those who want to suspend disbelief that this trap is a perfect TPK, please disregard this post.

In theory only the tank has a good chance of dying. The rogue should have a wand of invisibility or similar magic item that can be used with Use Magical Device and encourages independence from the wizard. With that he can set up for a sneak attack. The wizard was never required to fly over the pit; it's only a suggestion, and the pit's only 10 feet wide. He could instead cast Bull's strength for a boost on his jump check and pray that the forces of fate are with him tonight. Alternatively, if he already fell into the pit he could spider climb his way out. As for the cleric, a simple silence spell should do the trick. The monster stays asleep and he walks around looking for an exit at his leisure. The fighter, however, just has to get really lucky or have some nice fire resistance items.
The whole purpose of this trap is to encourage players to think outside of the cliches of their class. The chain trap is much less dangerous if the druid wildshapes into a bear and opens the door for the fighter to go in first. Then the rogue would probably wind up in the room with the sleeping monster, and the other character deals with the pit. Everyone plays to their strength: The druid, knowing druidic; the fighter, kicking ass; the rogue, sneaking; and anyone else, thinking outside the box.

Originally posted by kraleck:

Loken, we like crazy ideas. That is what makes some traps so great.

180. Look Behind You and Watch Your Step
The PCs enter a room that seems to be no larger than a walk-in closet. When they turn around to leave they hear a loud rumbling as if the wall they just turned their backs to just moved. If they turn to face the wall, the wall is still where they left it. Turn around again, the wall rumbles again. Repeat until they figure out they have to walk backwards through the wall (which is only viewable from one side). This gives them no idea of where they are walking, which just happens to be towards a deep pit half full of caltrops. If they fall in, they take multiple light piercing damages and take penalties to all movements and physical motion based skills until they are healed.

Originally posted by E._Ravenwood:

Hello my fellow PC manipulators, I have returned from a weekend long trip to deep in the heart of the Mid-west. I have not the time to post any new traps at the moment, but have seen that in my absence you all have flourished.
P.S. Kraleck, I have ran your traps across the PC's of my latest campaign, and they now have a deep dark resenting hatred towards you, so....

dancin.gif clap.gif CONGRATULATIONS dancin.gif clap.gif

Originally posted by harlequinhelsing:

181. The floor of a portion of the hallway is pretty much flagstone on paper and can't hold any more than its own weight. The first PC to step on it falls into a fairly deep pit. Not too bad, if the walls of the pit weren't paper. Look in the DMG p. 60. Paper has a Climb DC of 30, and I have a houserule based on common sense that a failed Climb check on a paper wall tears the wall down. Behind the paper walls are another set of walls -- 10-20 feet back from the original pit so the PCs have to make Jump checks from the wall to grab onto the ledge above.
182. As #181, but crueler. Behind the paper walls about 2 inches is a thick sheet of glass. Keep in mind, a perfectly smooth, vertical surface can't be climbed as stated in the PHB. There's no light in the pit, so aside from darkvision there's no way for the PCs to tell what's behind the glass. They can, however, see light from torches on the row of masonry walls about 20 feet away. Since the glass can't be climbed, the only way out is to break down the glass walls. The glass walls holding back an incredible amount of water. The torches were, of course, continual flames.

Originally posted by alcari_ambaron:

180. Look Behind You and Watch Your Step

Which is why one should ALWAYS carry a "small steel mirror" smile.gif

183 - The group walks into a nice looking throneroom, which contains a large stone chair with two arm length hole in the arm rests, right at the back, where one would place his elbows.

The are obvious pictures of a man sticking his arms in there to open a secret door (one the PC's need to take.) So, any pc with his level in gp will know it's a dumb idea to stick your arms in there, but the contructions is thus that only a humanoid hand will work (palms upward with fingers pushing buttons etc)

Once the PC does stick his arms in, the secret door opens. When the hands are removed again, a poisonous gas is released and the doors closed again. To hurry things up a bit here, opening the door also releases several scary monsters. Now one strognest PC (fighter) is stuck on the chair. with the party facing strong monsters.

I preferr the poisonous gas over being really stuck. Variations on this theme could include the one who used the chair to be immune to the poison, and the party in truly dire need.

Originally posted by kraleck:

P.S. Kraleck, I have ran your traps across the PC's of my latest campaign, and they now have a deep dark resenting hatred towards you, so.... dancin.gif clap.gif CONGRATULATIONS dancin.gif clap.gif Excuse me while I run outside and cackle with pleasure at the top of my lungs.

*10 minutes later*

And now for another trap...

184. Useless Books Library
The PCs come across a very expansive Library filled with useless/defective spell scrolls and Tomes that SUBTRACT from Intelligence and a second ability score. The books and scrolls detect as strong beneficial magic when they are non-beneficial.

P.S. Alcari Ambaron, you've never met the guys I play with. Better players and they never encounter the bad stuff I do. My DM has been my best friend for years and the others have played slightly longer than him. They never carry mundane gear like mirrors or rope and are fine throughout the session. I prepare wisely and die quickly and rapidly.

Originally posted by harlequinhelsing:

185. A moderately deep pit with two rope ladders running down opposite walls, and a piece of paper on the ground. The piece of paper explains the real danger behind this trap: The rope ladders, connected at the top of the shaft into the wall, run throug a series of pulleys connecting the two rope ladders and a section of the ceiling directly above the pit. If the weight is unbalanced on the rope ladders as little as 25 pounds, the ropes are cut and the ceiling section falls, completely covering the opening at the top. The PCs in the hole will have to divide their gear among themselves equally according to weight or be trapped forever. Especially fun with a halfling or gnome in the pit.
Please note that the trap blueprint at the bottom of the hole is purely to give the PCs a fighting chance and is optional. Adjust what the paper says at your discretion to a cryptic message or a shopping list, or just not have it at all. For the record, I chose the shopping list :D

Originally posted by kraleck:

186. Polevault of Progressing Peril
The PCs must polevault from loose column to loose column without falling into a pool with (Enemy CR = to PCs' CR) worth of dire crocodiles or sharks (whatever floats your cruel fancy). There are 5x(# of PCs) poles and only (# of PCs) poles will not break when used. The columns will shift when more than half the PCs land on them and fall over when anyone vaults off. Each column is a foot higher than the previous and the dire beasts will bite to shorten the poles by a few feet when the poles provoke attacks of opportunity from the beasts. This increases the Jump DCs progressively. There is the possibility of sniping the dire beasts, but this will take a while because of cover from the lip of each column top and the murkiness of the water granting concealment.

187. Like Cutting a Worm in Half
The PCs enter a long, wide tunnel and see a troll wearing a ring on each hand. When the troll charges down the center of tunnel at the PCs, a vertical blade zips from the troll's starting end of the tunnel, severs the troll's body in half, and continues towards the PCs (Reflex Save to avoid massive slashing damage). The troll with two rings now becomes two trolls with a single ring. The rings are Greater Elemental Resistance Rings: one fire, one acid.

Originally posted by zombiegleemax:

186. Polevault of Progressing Peril

I'm planning on using this in my next adventure. None of my players have mad hops at all!

Originally posted by harlequinhelsing:

188. A room filled with magic armor and weapons, coins, and metallic art objects, but also with an unlockable iron door on the side opposite the PCs. The door looks like a vault door, with a wheel in the center of it obviously meant to open the door. It can be turned counter-clockwise, but not clockwise. After about 20 rotations, the wheel dislodges from the door and it's true purpose becomes very apparent very fast. The wheel was actually acting as a cork, holding back a large amount of acid that only dissolves organic material.

Originally posted by E._Ravenwood:

189. Venus Human Trap

The PC's enter a square room about 50x50 feet with weird disigns all over the floor. Every ten feet there is a small white circular tile in the floor, and a few feet out on either side is a circle that surrounds it (kind of like this (o) )
Anyway, this trap works best if a fight occurs in this room between the PC's and their opposition.
The thing is, as soon as someone steps on the circular tile in the middle, they get a reflex save of about 18 to dodge the trap. When the tile is stepped on, the circle surrounding it suddenly springs from the floor and slams together, like a large bear trap, hitting the PC in the midsection, dealing 3d8 bludgeoning damage.
This is real good to use in a fight situation because the henchmen their fighting can set them off too, or bate them into the traps. Smart PC's learn how to use them to their advantage.
Have fun!:D

Originally posted by kraleck:

190. Flower Garden...From Hell
The pursued PCs should find a large courtyard, greenhouse, or hedge maze filled with exotic plants. The plants can and will attack anybody who enters their reach. There are assassin vines with exotic flowers with tempting scents and delicious fruit, giant flytraps that tangle and reel in victims with tendrils, pitcher plants that slither towards prey with shiny, coin-like lures, roses that thrash about and lash out at all who approach, sunflowers that shoot poison-barbed seeds, and water lillies that snare and drag prey underwater. They do not attack the Evil Druid who planted them, nor the owner of the estate. They have to work their way through this garden to escape their pursuit.

Originally posted by alcari_ambaron:

pitcher plants that slither towards prey with shiny, coin-like lures

bwahahaha, this is so going to be used in my next campaign, purely for the fact that the pc's will feel like total idiots for falling for it. Outsmarted by a plant :p

The wheel was actually acting as a cork, holding back a large amount of acid that only dissolves organic material.

nice, but, small addendum, cork IS an organic material.

191 - Faulty equiment

The Pc's have to cross a rickety bridge, which will collapse when more then [character + armor + gear] cross it. so, the only option will be to drag it on a rope. However, the bridge itself is a cunning trap.

When a pressure plate has been pressed a certain number of times (equal to number of players, or maybe one more or less), two blades slice out from the ground in front of the bridge, cutting the bridge as well as any ropes the party may have to drag their armor and gear.

Players get far more ****** when you hit them where it really hurts, not their HP but their gear

smile.gif

Originally posted by zombiegleemax:

This I don't need:

A large unlit room, dusty and absolutely blanketed in spiderweb. There are great murals on the wall, but thick ropes of grayish web cover everything. A chest sits on a raised platform in the middle of the room, stuck shut with the stuff.

Buried in the webbing somewhere out of sight are monstrous spider egg sacs which, if left alone, still have weeks to gestate. However, if the players try to burn the webbing...

Smoke fills the room, obscuring vision and choking the PCs. The flames spread rapidly and sear away the web. The spiders burst forth from their egg sacs but catch flame! This doesn't deter them. The flaming swarms of spiders descend on anyone unfortunate enough to get in their way.

Players being attacked by a swarm of flaming spiders also catch flame. Both parties take the standard d6 every round in addition to any damage they might otherwise recieve in combat.

Originally posted by harlequinhelsing:

nice, but, small addendum, cork IS an organic material.

I think you missed the point, Alcari Ambaron. I didn't say the screw was a cork, merely acting as one in the sense that it's holding back several thousand gallons of highly dangerous liquid.

Originally posted by E._Ravenwood:

193. Willey Pete

The PC's enter a large square room, maybe 30'X30' or so. There is a small pool of water off in one corner, but what is really eye catching is a huge clay pot hanging from the high ceiling. The pot is attatched to a rope that leads to a pulley to the ceiling, which leads down to a gromit about shoulder height in the wall. Above said gromit is the message "Release all anguish and your pride to receive white treasure that lies inside"
The knot is seared, old, and appears to have no end pieces anywhere, kind of a Gordian Knot type thing going on ( Use Rope 35 to untie or so ) The point is eventually the PC's are going to get impatient to get the white treasure inside, which they probably assume is platinum, but you know what happens when PC's ASSUME...(wink, wink)
If by some stroke of luck the PC's get the knot out and lower the pot, on the lid (which is sealed) is the letters and numbers: P4 O10 and under that is the words: Willey Pete.
Smart people should relize that this is the atomic structure and the nickname of White Phosphorus. A layman might not relize that an alchemist would pay a crap-ton (actual monetary unit, not joking) for a few hundred pounds of the stuff. (hence the "white treasure" remark.
However, if the PC's cut the rope to get the White Treasure inside, the pot falls, crashes, and the moment the Willey Pete hits air, it lights up, dealing 2d10 damage a round they stay in the grasp of oxygen. The only way they can put the stuff out is by denying it Oxygen, so they can all dive into the pool to do so, however, they will need to remain in the water for about 6 or more rounds to get it completely out.
Now your PC's are wet, covered in chemical burns, and known to happy.

Originally posted by E._Ravenwood:

194. Ba Ram You!

This is a good trap to spring on that certain someone who thinks the trap is going to be a lot more complex, and then kick themselves in the a$$ when they spring it.
Put the artifact, relic, etc, the PCs are adventuring for, or come across, in a small circular room with lots of tiles, a big design on the wall with holes in it, basically a lot of signs of viable traps that look likely to spring out at any second. This will cause many a PC to be very weary. The relic, artifact, what ever, sits in the hands of a statue of a mythical beast with the body of a man and the head of a ram. The statue is made of stone and stands about the same height as the PC with his head is bowed. When the PC has taken all the time in the world to check and make sure it's safe, as soon as he/she lifts the artifact from the statue's hands, the head shoots forward and decks the PC in the face. This incurs 1: a broken nose, 2: 2d6 actual damage + 3d10 subdual damage, and 3: dazed for 2d4 rounds and blinded for 1d4 rounds.
Plus some hurt pride is also in order, but they'll get over it...after they gouge your eyes out with their D8.
Heh Heh Heh:D

Originally posted by vader_rocks:

194. Ba Ram You!

That's just mean...

I love it!

devil.gif

Originally posted by cog_and_taz:

195.The gold walks: The PCs walk into a room full of treasure, on e of the things there is a mound of gold, definitely worth about 12000gp total(more or less according to party level). As they approach to take it, the gold begins to hiss, clink and melt into a single puddle before rising into the shape of a golem, which smacks em up. The stats are as a stone golem, but drop the AC down by 2~3 as gold is softer. There is also a sheath for a CL 11 scorching ray wand which requires no UMD check and is destroyed with the golem, plus a reflective section of the armor which can do all kinds of nifty magic, such as the following (silent image to make the entrance "cease to exist", fear "as you watch the golem, you see your faces reflected on its armor. Before long, your faces become twisted and contorted in horrible ways, roll will saves" etc etc.), endless fun and no one expects it. Oh, and for the first two rounds, 2d6 fire damage from attacking it unarmed, getting hit by it or grappling it as it's still hot from being melted together.

Originally posted by kraleck:

196. The Mummy Strikes
The PCs are travelling in an Egyptian style tomb. Lead them to a preparation chamber with a twist. The last person to try to leave the chamber gets separated from the group and is attacked by the animated tools and is bandaged like a mummy. The bandages create a realistic illusion of a mummy down to the appearance of dried, withered flesh. These bandages will force the trapped PC to attack his allies when they force the door open and will burn for 2d6 rounds when they come in contact with any kind of fire. The rest of the PCs should waste most of their fire spells fighting the "mummy" only to later find out they just incinerated their ally. When the bandages start to burn, they cause the PC to slowly lurch towards their allies and the flaming victim will scream uncontrollably. This also causes their allies to hear angry moaning from the bandages that drown out the poor sap's screaming.

Originally posted by cog_and_taz:

Ouch, that is nasty! Now for the next one... beware, humor ahead!

197: the vorpal bunny(I had to)

Throughout a dungeon, give hints that the final room is guarded by some uber-monster, in the final room, there will be precisely one cute fluffy and utterly terrified bunny. Be overly descriptive about it, and how they sense no evil or power from it, it's just an ordinary bunny. Also, litter the room with skeletons, and have the bunny stare at them constantly. Grin alot, and if they ask you something like "okay, so what is it really?" say "what do you mean? it's just a bunny!". Eventually, roll will saves all around in secret, and for those who make it, they see nothing. Those who fail see the bunny's "true form", a flaming horned menacing demon or whatever, be very descriptive and make it seem really tough(note: this is an illusion). Once they burn all their spells and so on on it, the real boss materializes behind them.

Originally posted by egodefluo:

198. Sacrifice

This is a variation on a "room filling with water trap." The PCs enter a room, where the door slams shut behind them (of course). In the middle of the room is a group of statues of poor children who are obviously crying and a paladin standing in front of them and a door on the other side. If the PCs turn their backs on the children they all start crying and begin to fill the room with water.

To disarm the trap, they must search the statues and find that their hands actually have slots on them that fit coins. When a sufficient amount of weight of coins (or value) has been put into the slots, they hear a click and the door swings open, possibly sweeping them through if there was enough water in the room.

Originally posted by E._Ravenwood:

199. You're Yankin' Me

This is yet another trap that includes a mysterious rope hanging down through a tunnel in the ceiling. I relize I have quite a few of these, so much so that my PC's do not even bother with them anymore, but this is a good twist.
The PC's enter a small square room to find that appently the only way up is to climb this rope, with is pretty thick, and even has a bunch of slack laying on the ground. The only thing is it's laced through a pulley system much like those on a set of blinds. As soon as a PC puts his weight on the rope, it releases the catch for the pulley and is not carrying a whole lot of weight, the rope suddenly jerks up and takes the PC for a quick ride about 80 feet up.
The trap part comes when the PC gets to the top. If he doesn't let go, he gets pulled into the pulley system, taking 3d6 damage and a good chance at losing some fingers.
When I ran this trap, I also had the PC roll a 50% chance to get tangled in the rope, so he fell back down, hit the ground, and then jerked the rope again, pulling him back up.
I though it was quite comical, but he didn't...funny.

And the BIG FAT NUMBRO 200!!! (I'll try to do it proud)

200. Flat on yo' Face

The PC's enter a long narrow hallway, about twenty feet wide by about 120 feet long. The hall is empty, has stone floors, and is completely dark. At the other end of the hall way, the hall ends in a dead end with a huge panel of old, rusty, jagged spikes stiking out of it. When the PC's hit the halfway point, the floor suddenly gives away on a huge set of hinges, and the tunnel suddenly falls 90 degrees down, sending the PC's sailing down to the bottom, which now happens to be a bed of spikes. Hitting these babies incurs 5d6 worth of damage (not including falling damage), and if the PC's haven't gotten a tetnus shot recently, a pretty nasty infection.
Now that the floor is covered in spikes, they must now find a way to climb back up to the top, and get over the edge, and back on normal ground, but then phase two of the trap comes into place.
If the PC fails the climb check to get out by more than five, he falls back down to the pit of spikes incurring the appropriate falling damage, and another 5d6 spike damage.
This is a very good trap that sadistic BBEG should have in his basement somewhere. Very good for ticking off the PC's, but hey, which of all of our traps doesn't?
If this trap doesn't sound sadistic enough, try snickering Bwe-he-he through the whole thing, kind of drives it home :D

Originally posted by E._Ravenwood:

201. Workin' My Way Back to You

The PC's enter a long narrow room (sound familiar) It is about ten feet by 100 feet long, and as they walk into it, they see that the hall ends with a wall in a dead end with bed of spikes pointing out of it. Now that little alarm bells are going off in their heads, they head back for the door. When they're about to reach it, it suddenly slams shut, and the sound of lots of locking sounds off from inside it. They see there are about half a dozen different types of locks on it. At this point, they now hear what sounds like ancient gears being rattled back to life, and a low scraping sound from down the hall. The wall of spikes is inching towards them a gaining speed.
The rogue needs to work fast on these locks, because each one needs an open lock check of 35 or more and take about 3 rounds each to work on them, and the wall is moving towards the PC's at about 5 feet a round.
The other PC's who aren't crapping their pants can also try to stall the wall of spikes by jamming stuff in it's path. If there is now rogue in the party, they can either admitt defeat and die, or jam the wall to a stop for 5 or more rounds, incurring the machinery driving it to blow apart, destroying the door, and opening a way to get out.
Works as a good psychological trap.

cool.gif

Originally posted by harlequinhelsing:

202. Another long hallway, with another 10-foot wide pit covered by a double trapdoor. When the PCs are about 3/4 of the way down the hall, that's when it starts getting fun. (The pit, by the way, is about 1/4 down the hall.) The floor, starting at the pit, is essentially a very large balance. Once the PCs are on the other half of it, the weight unbalances and drops the PCs into a pit. But the trapdoor from the first pit is still open and can be climbed up to. However, once a PC reaches the top of the wall (at the trapdoor), the weight unbalances again, tossing the PC at the top into the first pit, and scooping everyone in the second up and throwing them into the ceiling, of which the section at the end of the hall happens to be another spring-loaded trapdoor (that is, it will only open from below), possibly with spikes on the other side so they're thrown up through the trapdoors, then carried back down onto the spikes. There's a hallway leading away from the ceiling door, but part of that is on a balance too. The part directly above the first pit.:D

Originally posted by kraleck:

203. Rubik's Tiamat's-Breath-Cube
The PCs enter a 55x55x35 (L-W-H) room and see a translucent multi-colored cube (25 foot perfect cube) floating in the center. When they get within 5 feet of the cube, they are teleported inside and must solve the cube. They should spend about 3 rounds figuring out the mechanics of the cube. There is a smaller, solid cube identical to the larger cube they are trapped in that shifts the colors and turns the outer cube as it turns and shifts. The thing is, solving the entire cube causes the yellow side to disappear and turns the black, green, white, blue, and red sides into phantom dragon heads with real breath weapons. The PCs must escape through the yellow side within 1d4+1 rounds and take cover. This is simple if the yellow side was vertical when solved. If yellow was on the bottom, they must make Escape Artist checks to slide under the walls of the cube. If yellow was on top, they must make Climb checks to climb out of the cube. When the 5 breath weapons converge, the cube overloads and explodes dealing simultaneous 2d6 fire, 2d6 cold, 2d6 electricity, and 4d6 acid to any thing inside the cube and half that damage to everything within a 25 foot line of sight of the cube. There are 5-foot-wide columns 10 feet away from the walls which provide cover and there is a 5-foot-wide perimeter around the room that is safe from the blast. However, the blast summons 5 Half-Dragon Sorcerers (1 of each Chromatic Dragon type) that the PCs must now fight.

Originally posted by harlequinhelsing:

204. The PCs walk into a big room, and the door slams shut behind them. The room is filled with an assortment of wierd items: a jar of beads, three levers next to each other on one wall, a large pot hanging by a rope from the ceiling, a fountain in the shape of a gargoyle with a stone pitcher next to it, a giant grandfather clock with a key to wind it, seventeen silver door keys of various shapes and sizes, a jade skull, and a tome with a dagger through it. Most curious is a 15-foot cube of thick glass in the center of the room, with an unlockable iron door leading into it. Nothing can be seen through the glass, since the entire cube is filled with thick, swirling fog. Occasionally a face will appear in the fog, but disappear as quickly as it came. On the side of the room opposite the PCs is another unlockable door. As soon as they enter, the temperature of the room will steadily rise, but never above 140F.
The alarm bells in the PC's heads should go off upon walking into the room. If they're anything like mine they will freak out and start searching the entire room for traps and closely examine every single object, trying to determine the purpose it serves in saving them from the certain death the room must bring. Except the levers. The PCs I know are deathly afraid of levers, especially multiple levers, probably for good reason.
The solution? The only thing that serves any purpose in the entire room is the left-most lever. It opens the iron door into the glass chamber. Any PC brave enough to face the perils of the cube will walk through the door, into the fog, and find themselves in a smaller (10-foot cube) room. On the far wall of this room is another lever. This lever, should the brave PC pull it, opens the unlockable door on the far end of the room.
Not really a trap since there's no real danger, more psychological. Good for especially paranoid PCs.

Originally posted by godzilla:

...Inscribed on the floor the PCs are standing, is a simple riddle in common...

...Oh, did I mention that the letters on the tiles are in a language none of the PCs can read :D !... So which is it?

Originally posted by harlequinhelsing:

Druidic!
(see #176)
[/sblock]

[sblock=Page 8] Originally posted by the_soul_collec...:

This is one of the better threads out there, good job everyone.

Originally posted by tharivol266_dup:

ravenwood i have to say your last few entries were rather disappointing. they were either to real worldy, ignored the rules or were just a spike pit trap (200).

205) the gold room

this requires that the players keep track of their weights and such and that you know how much gold weighs but the trap is:

the pcs walk down a rather long corridor and find at the end a vault. in the vault there is enough room to hold all of them and all of the gold of which there is quite alot several hundred pounds at least. here is where the math comes in. as soon as the weight reaches where it would be if 25gp was removed from the vault it triggers. if there is a pc right next to the vault door and said door is open they get a ref save to get out of the room before it slams into the ceiling (treat as falling ceiling) at the far end of the corridor( to try and trap all of them) a portcolis fell with a long sharp blade on the bottom and about 4 feet farther another not sharpened on falls.

the only way to get out is to return enough gold to the room or just leave dead weight somehow. when the room launches it leaves about 6 inches of open space to allow the return of gold. when enough is added the room lowers and the door opens. clever players will load the gold into a big sack and trail rope out to pull it out of the room once they are clear and real it in. thats where the portculises come into play. the first cuts the rope and the second prevents them from reaching through and grabbing the rope to keep pulling unless they are med size with natural reach

Originally posted by kraleck:

206. You Never Know Someone Until...
The PCs come to a chamber with a large uncut diamond in the center. This diamond appears to be worth much more than a dragon's horde. However, when any of the PCs touches the diamond ask for their mental ability scores and related skills, class abilities, etc. and have them roll "initiative." Have character sheets with their physical scores and gear ready. Tell the PCs by initiative roll to pick a number from 1 to (# of remaining waiting PCs -1), record their mental scores and related skills, class abilities, etc. on that character sheet. When they have all "chosen," give them their new character sheets and say the following: "The Diamond cackles and disappears and you all feel disoriented. You all notice you are standing in different positions than you were, but are still in the chamber. *to PC1*You look around and see yourself looking dumbfounded with (PC-whose-body-PC1-is-now-in's name) nowhere in sight. *to PC2 in PC1's body* (PC1's new body's former name) is looking at you strangely, you see yourself standing next to you. *to PC3 in PC4's body* You see your allies looking around in wonder and feel a strange weight on your chest unlike your armor." Continue this until they figure out what is wrong. They have -2 to attacks, skills, class abilities, AC, etc. for 1d4 days (rolled individually) while they get used to their new bodies. They have all their old combat/metamagic/skill booster feats in their new bodies, but cannot use them if their new bodies have insufficient ability scores. Their new bodies retain any feats relating to their physical form, heritage, and health. This effect lasts until they each walk 100 miles in their friends shoes. This trap helps strengthen the bonds between the PCs.
A word of caution to this tale: Should anybody die while inhabiting their ally's body, they all feel a deep emptiness consuming them. They suffer a -1 penalty to all ability scores for every lost ally until the fallen ally is ressurected. Should all of them die, they roam the land as unturnable "ghosts" begging for help and their bodies turn to dust. Only a Wish or Miracle can return them to physical form, but it cannot return them to their old bodies.

Edit: Just thought of posting the next one after reading post #157 in this thread.

207. Reverse Psychology
After making their way through elaborate traps the PCs come to a large circular room with a cord hanging from the middle of the ceiling. The cord has a message glued to it that reads "PULL ME." The party should be wary of such an obvious trap, but the party's idiot should pull it anyway and cause the ceiling to collapse dealing 15d10 damage.

Originally posted by alcari_ambaron:

You'd be surprised how many players will actaully pull ropes that say DO NOT TOUCH. Some may take some precautions though.

"Hitting these babies incurs 5d6 worth of damage, and if the PC's haven't gotten a tetnus shot recently, a pretty nasty infection."

Those must be some pretty scary babies :p

208) EDIT: major rule screwup... nothing to add this time...sorry.

Originally posted by kraleck:

Nothing from me at this time either...except for:

bump.gif

Originally posted by E._Ravenwood:

First off, I would like to thank tharivol266 for calling me on my previous posts. I will be the first to admit that they were sloppy, and thrown together rather quickly. I apologize, I have not been around a computer very much this last week, and when I have, I had little time to use it. I will try my best to keep my posts up to your, and especially my own, expectations.

That being said, I think this is number 209, correct me if I'm wrong...

209. Knob of Knaughty-ness

The PC's approach a door at the end of a non-discript hallway. The hall should be rather long, and up to 10 feet wide. The door is solid wood with reinforced steel across it, and there is a knob to open it with in the motif of a face ( preferably one that is giving the PC's the raspberry

pbbbtt.gif )
However, when a PC goes to twist, or pull the knob, the knob comes off in their hand, behind it, a thick white cord leads through a hole in the door where the knob's axle should have been.
If the PC is curious enough, which most of them are, they will continue to pull the rope, and it will keep coming. However, what they don't know is they are actually winding the trap. A huge log is hanging just in front of the door on the opposite side connected by a rope laced through a series of pulleys, the one the PC is pulling on, and is unknowingly, drawing the log back further and further.
Eventually, after X amount of rounds go by, the PC either gets bored, and lets go, or the rope snaps from tension, but either way, the log is release, and slams through the door. Anyone directly in front of the door take 3d8 damage and must roll a Fort save of 14 or be knocked unconscious, and are thrown back 10 feet. The others behind them must watch for flying PC's, being hit by one incurrs 1d6 worth of damage, plus a 1d8 worth of damage from flying wood, steel, and splinters.
This is a good way to surprise PC's who have dealt with only mild traps, like pits, darts, and poisoned arrows. Makes for a nice wake up call:D

Originally posted by cog_and_taz:

It may be a tad mild, but I like it! Definitely back up to your regular standard E, glad to see it. Oh, and I think I will be using it on my PCs:evillaugh

Originally posted by E._Ravenwood:

It may be a tad mild, but I like it! Definitely back up to your regular standard E, glad to see it. Oh, and I think I will be using it on my PCs:evillaugh

Your support is always appreciated, I hope your PC's hate it! cool.gif

Originally posted by zombiegleemax:

First off, I would like to thank tharivol266 for calling me on my previous posts. I will be the first to admit that they were sloppy, and thrown together rather quickly. I apologize, I have not been around a computer very much this last week, and when I have, I had little time to use it. I will try my best to keep my posts up to your, and especially my own, expectations.

That being said, I think this is number 209, correct me if I'm wrong...

209. Knob of Knaughty-ness

It should be 208, because the original 208 decided his was unruleful. Just letting ya know.

Originally posted by cog_and_taz:

E, after using that trap, I decided to blame you personally for my getting punched in the face, it took a day of bedrest for it to heal...

Originally posted by kraleck:

Ugh. Hate being sick, will keep this short as possible.

209. Dungeons, Dragons, and Dartboards
The PCs will find tiny curtains with holes behind them that look into the next room. The PCs will hear the sounds of metal striking cork past the wall. There are 20 holes evenly spaced from a center hole. If someone pokes their head through a hole to see what is in the next room (the only way to see into the next room) they get a nasty surprise. They are caught by stocks (medieval punishment device, people are bound at the neck and wrists by two hinged planks (carved to fit a person's neck and wrists, of course) that have a lock to secure the prisoner), but only at the neck, and they now provoke an attack of opportunity from a slightly tipsy dragon throwing +1 Keen Returning Darts of considerable size. They can scream all they want, but their allies cannot hear them too well through the dartboard (-8 to Listen checks). When they see their ally thrashing about, they should start panicking.

Originally posted by harlequinhelsing:

Finally thought of one good enough to post. This one's for the psions and the paladins...
210. A large, circular room with statues of golden brains (or illithid heads) on pillars evenly spaced around the room at intervals of about 10 feet, facing inwards, and a door on the other side (locked). Around a 20-foot circle in the center of the room, directly in front of each statue, is a small gold knob, like the lights on the front of a stage but without the light. The statues are surrouded by null psionics fields such that the fields just overlap (the room is big enough that there is about a 20-foot circle in the center of the room without a field over it, and the path to the center is clear for psionics as well), and the knobs are constantly manifesting detect psionics towards the circle. If a sensor detects psionics, it triggers a contaigon effect. The disease: Cascade flu. Each of the sensors detects psionics simultaneously, so there are plenty of opportunities to contract it. Cascade flu has no initial effect, so the psionicist will have no idea he contracted it. Now we wait until the psionicist manifests a power. Keep in mind that a psionicist with Cascade Flu has no control over his psionics after the first one. After the initial detection, the sensors have another consequence for psionics: a Lightning Bolt, or some other damaging spell is fired from the statue directly behind each sensor. Needless to say, there'll be a lot of lightning flying around. The only way to avoid certain death is to jump into the null psionics fields around the statues. Unfortunately, that isn't the only field around the statues. There's also an emanation of electricity surrounding them, for (I'll be nice:schemes

smile.gif 1d4 damage per round until the psionicist is burned out. Once the sensors haven't detected psionics for 2 minutes straight, the door on the other side of the room opens, to a monster with heavy spell resistance or immunity. devil.gif
Suddenly, remove disease becomes a good idea...:D

*EDIT:* Wow, lot of rules problems in there. Hope I got them all.

Originally posted by kraleck:

211. Mudhole Mayhem
The PCs should be travelling through a wet and muddy jungle-like environment. Torrential rains have caused several pits to partially fill with mud. The ground is slick in some areas and slows movement in others as the mud sucks the PCs down as they move. This makes travelling difficult and combat with the Dire Crocodiles and Huge Constrictor-type Snakes makes this even worse. The mudpits take quite some effort to escape and the beasts will take attacks of opportunity against anybody climbing out. There are other dangers as some mudpits have punji spikes in the bottom and some vines that the PCs can use to escape the pits are Assassin Vines.

Originally posted by zombiegleemax:

Hello all, I have been reading this forum for quite a while, and I thought I should chip in my two sense, so, without further ado:

212. The Cold Shoulder
the PCs walk into a room, and the first one in steps on a panel(preferablly the Tank) and is surrounded by a square, hollowed out pillar of force(make the Caster level high enough to be undispelable to any of the party's casters). then a trapdoor above the pillar opens, and out pours water, filling the pillar up in X minutes(whatever you like really, but do try to keep it short, just enough to make them squirm), but keep in mind the water is opaque. After the pillar is full, several cones of coldare issued from the bottom of the floor, freezing the pillar, after which the pillar of force is shut off, a blade barrier surrounds the pillar of now ice for a few seconds, then vanishes, leaving their friend carved out of the ice, but still frozen. before the characters can move, the sides of the wall smash together, breaking their friend into a thousands of tiny little pieces. little do they know that the pillar of water was transported away to a different but identicle in dimensions to the previous pillar of force where the BBEG awaits. and the opaque water is not water at all(although the liquid that is transported in its place to the origional pillar is), but a potion of hold person(no side affects from drinking only a partial amount). as the second Pillar of force is let down, the BBEG steps in and puts on a helm of opposing alignments(+dominate monster+one-way telepathy(recieving), for good measure) and sets them off against their own party.

any questions?

EDIT: for clairification purposes, both dungeon squares under the pillar of force are dugenonspaces of waterbreaithing(potionbreathing, mayhaps) so he doesn't drink the potion, but rather breathes it in(still gets into his system though, so its all good).

Originally posted by kraleck:

Interesting, BobtheMoose, but you could've used Oil of Hold Person. If anything, oils have the same effect as potions when they come in contact with a target. Which is why "Oil of Fireball" is more plausible (holy Ravenwood, I mixed logic and D&D!) than "Potion of Fireball."

On that note...

213. Oil and Water
The PCs come across a mad scientist-type lab that is completely unlabeled. The PCs will have to identify potions, oils, and magical equipment on their own power as the lab has wards against direct magical identification, but magically aided identification still works. There are several oils hanging from the ceiling out of reach. The scientist has an unusually large iron golem for a guardian that has oils strapped around its body, each arm, and lower half. After fighting the Golem and nearly destroying it, the scientist snipes the oil bottle on the Iron Golem's body from the trapdoor above using a sling and True Strike. Those oils on its body and limbs are Oils of Repair Serious Damage (Spell Compendium, works as Cure Serious Wounds for Constructs). After destroying the body, the arms and lower half disconnect and keep fighting. Yup, the limbs are constructs in their own sense. The limbs have reduced strength without the body, but are still deadly. When these get low on health, the scientist will snipe their oil bottles. After destroying the limbs, the scientist will cut the cords holding the oils from above the ceiling. These oils are Oils of Fireball.
For this fight the Golem has 3 slam attacks and the usual breath weapon. Each arm and the lower half get 1 slam (think punch, punch, kick) and the body has the breath weapon. The disconnected arms "walk" with the "fingers," slam with the "shoulder," and have half the Golem's strength score. The lower half retains its normal mode of movement and strength score when disconnected. The assembled Golem has Hit Points as a Huge Construct (the body), two Medium Constructs (the arms), and one Large Construct (the lower half). Each part of the Golem acts simultaneously on the best of 4 initiative rolls and the scientist acts sparingly and at last initiative.

Originally posted by E._Ravenwood:

214. An Intense Case of Hayfever

This trap should be used in a woodland setting, preferably a dark forest with a lot of looney elvin druids.
The PC's find they have wandered into a grove of an evil druids grove of Blood Blossoms. The plants are identifiable as a large green bulb sitting atop a four foot high narrow, woody stalk. They kind of look like a woodland version of a naval mine. (It's a good idea to place the party's objective on the other side of or in the middle of the grove, so they have to go through it)
Eventually, the plants become so thick with them, and it is hard to avoid the plants. The moment a plant is rustled, or bumped, there is a 50% chance the bulb will explode, releasing its spores. The spores or tinny barbs that are ment to cling to an animals bodie for transfer. If the person is standing 5 feet or less from the plant, they are hit with a show spray of tiny thorn spores, up to 2d20 of them, dealing 1 point of damage each.
PC's must roll a Ref. Save of 15 to take half damage, and must roll a Fort. Save of 14 to avoid being: Blinded for 1d4 rounds, and a sneezing fit for 2d4 rounds that causes them to become dazed.
The hitch is that these plants are growing really close to each other, and when one goes off, it can start a chain reaction that will set them all off.
If a plant is withing a five foot vicinity of another that has exploded, there is a 75% chance the it will too explode.
I find this trap is best used when combat insues in the area. Maybe have a patrol of Orcs or Goblins who don't know any better to set up an ambush for the PC's in the middle of the grove.

Originally posted by kraleck:

*looks at #214 and whistles*
Fascinating trap there Ravenwood. I wonder how many times my character would succumb to that one. I'd hate to actually travel through that one in real life. I wonder if it would be possible to fill a forest entirely with those things to make a natural prison.

215. Candygram
The PCs wake up at home/the inn/the secret lair/etc. and hear a knock at their door followed by the words "Candygram for Mr. *mumble*" in a quiet but easy to hear voice. Yes folks, that is an homage to Saturday Night Live right down to the assassin in the shark outfit. The shark outfit gives the assassin a special bite attack that also grants swallow whole. The PCs will never think they are safe at their hideouts ever again after this one.

Originally posted by E._Ravenwood:

*looks at #214 and whistles* I wonder if it would be possible to fill a forest entirely with those things to make a natural prison..

(rubbing chin while thinking out loud) Yes, a wonder indeed......

Originally posted by harlequinhelsing:

216. The PCs walk into a hallway, surprise surprise. A sign on the door into the hall has a cryptic message about courage or bravery on it, implying that bravery will be rewarded. There are 5 grooves running parallel to each other down the length of the hallway, which has a very high ceiling, and the far wall looks rather slimy. At the far end of the hall is a very large statue. Anyway, as soon as the PCs enter 5 giant rolling blades begin to run down the grooves in the floor, right at them. However, where they stand is not only quite safe, but important to the PCs' survival as well. Moving from where they stand will release the pressure plate they were holding down. The pressure plate is holding an important rope out of the path of the blades: an important rope which is holding the 10,000-pound statue at the end of the hall just off the floor, part of which is a balance. The ropes are cut, the statue goes down, the PCs go up and, more importantly, forward into the slimy looking wall. Slimy because it's covered in black puddings, or other oozes.

**WARNING: Terrible Pun Alert**

If the PCs stood their ground, the pressure plate would have held open a pit below the grooves that the blades would have fallen into. But they probably won't and will wind up sandwiched between two gigantic pieces of stone and black pudding. I call it a PC&J. :p

Originally posted by tharivol266_dup:

smart ambushers could use the #214 by shooting at them and hitting them to set them off when the pcs are admidst them.

Originally posted by boundlesslimits:

12.) The PC's enter a long hallway at a T-junction. There is a small step down into the hall, which appears to be about 70'-90' feet long and ten feet across. Down one end appears to be a dead in wall with a bunch of holes in it, down the other end appears to be a door. Once everyone is in the hallway, they here a grinding noise, and the floor starts to slowly move towards the dead end wall. They now notice the floor is made of rubber. The movement increases in speed until the PC's find themselves running. This is pretty much a big treadmill, and the wall with the holes in it now has spike sticking through them. Anyone who is taken into that wall will be impaled on the spikes for 5d6 damage (or however much you like.) In any case, the trick is to run as fast as you can, which could be difficult for heavily burdened or armed folk, and remember, you're only moving about 5-10
forward a turn. About ten feet in front of the door is a stone platform that
the players can jump onto for safety. For every round a PC remains on the treadmill, they have to roll a balance check of about 10 to stay on their feet. If they fail, then they lose about ten feet, and are that much more closer to the spikes.
There is a switch in the wall on the platform by the door that many will mistake to be the 'off' switch. The trick is the machine starts when all feet hit the rubber, and stop when all of them are off. Whoever hits the switch only reverses the direction of the treadmill, knocking everone still on it down and catapulting them onto the platform, perhaps breaking throught the door.
If you are the type of DM like I am, you will perhaps put some hulking bad guys on the other side of that door ready to hack & slash at the PC's who are out of breath and fatigued.
Have fun. devil.gif (217)
(use this to go to town fast, after some bad guys lair quest etc)
the party slowly returns to town, and then suddenly BAMN! the floor crumbles,
and some of the party members who fail a reflex safe fall in.
they enter a long hallway. (one side is closed because of the rumble)
of course they are very curious and start walking in the opposite direction.
then suddenly the roof comes crashing down (illusion)
and the characters are forced into another hallway.
when the pc's look to the left they see a spiked wall,
with some decomposing body's

the walls and ceiling comes somewhat together and the floor starts to move toward the wall.

(its all an illusion)

you are actually running inside a box, wich moves toward where ever you need the pc's to go. (and yes you can make the entire party run against a wall at full speed)

all-right.gif

of course people cant run forever so the characters with the lowest con dies first.
(which where a ranger and a rogue with me) when they pass the wall you tell them "BANG ur dead".
(dont forget the EVIL DM laughter :evillaugh )
every times someone hits the wall a image of them comes on it ...dead
well that's for the ranger and a rogue then.

the samurai suddenly has a great idea
< let the wall push him forth >
ofcourse he hits nothing because the wall is an illusion and the pc's see him die, (this time everyone gets a will safe)
but the roque who runs behind the wall gets the hits.

devil.gif

this also works in evil lair
(roque fails his will safe 3 times and runs three times out of the entire building)...really happend

Originally posted by kraleck:

Quick question, boundlesslimits. Was that an extension, a story, or an entirely new trap? If either of the first two are true then never mind. Otherwise, number it and I will re-number mine:

218. Give Up Now
The PCs come to a dead end down a winding tunnel. There is a message on the wall that reads: "Your quest ends here. Surrender now or die." The PCs will then hear thousands upon thousands of voices rushing down the tunnel. The trick is to NOT fight. Fighting these foes is useless as they are in an unlimited supply. In other words, if they fight, they WILL die. If the PCs surrender, they are teleported with all the treasures they accumulated to a strange demiplane of existance. They are given a new quest by several outsiders of various sizes, shapes, and alignments who place wagers on the PCs' successes and failures and encourage newcomers to place bets of their own.

Originally posted by boundlesslimits:

okay,

what happends after you beat an evil warlock.
in the middle of no-where.

then youre in the middle of no-where

its not always right to say BOEF!! youre back into the city
because the warlock's lair is not right around the corner of the nearest town.
it could take several hours before reaching some kind of city.

the tunnel i kind of designd in 217 is a way to get everyone back to some villige in very little time.

and its all an illusion. so there is no danger atached.
they are just running like hell for absolute nothing.


also i used the quote because it is verry simular to 12
(a player said this trap was on this forrum when i told him in what kind of trap he was in)
so it is a new trap.

Originally posted by E._Ravenwood:

I'm a bit confused on the numbering, I think we're on 220, but then again, I've been known to be wrong...on occaison.

220. The Claw

The PC's enter a large square room, about 50 by 50 feet and a ceiling that is not visible. The ground is just littered with dead bodies and copses in various states of decomposition. The most distinguishing feature the room presents is that one whole wall is a complete glass partition. The PC's can't see through it, only their reflections.
After a few rounds, the PC's hear a loud "Clinka-clinka!" noise, and a mechanical whirring noise. Suddenly a large metal, three pronged claw on a cable drops from the ceiling and begins attacking the PC's. Roll ranged touch attacks against the PC's as the claw attacks them. As soon as the claw hits, it engages a grapple. The claw has a +12 grapple bonus, and as soon as it nabs a PC, it jerks them into the air. It continues carrying them into the air unless they can break the pin, in which case, they take the appropriate falling damage. If the claw doesn't get anybody, they hear occasionally more clinka noises.
If they don't break the pin, they are taken high up, and then jerked horizontally to the left a ways. Then they are dropped. They fall into a chute, so they don't take a crap ton of damage, but it would be good to inflict some on them (just for fun, hee-hee)
When they hit the chute, they slide a long way down, and come to rest in a thirty foot square room. After a second or so of sitting there broken and battered, a wall suddenly opens, and a huge claw comes in and grabs the PC. The PC is brought up and suddenly finds himself staring into the scaley face of the Tarrasque. He turns around slowly, and says, "Huh, I usually never win anything at that claw machine."

rimshot.gif Thank you, thank you...is this thing on???

Originally posted by harlequinhelsing:

I'm a bit confused on the numbering, I think we're on 220, but then again, I've been known to be wrong...on occaison.

220. The Claw

The PC's enter a large square room, about 50 by 50 feet and a ceiling that is not visible. The ground is just littered with dead bodies and copses in various states of decomposition. The most distinguishing feature the room presents is that one whole wall is a complete glass partition. The PC's can't see through it, only their reflections.
After a few rounds, the PC's hear a loud "Clinka-clinka!" noise, and a mechanical whirring noise. Suddenly a large metal, three pronged claw on a cable drops from the ceiling and begins attacking the PC's. Roll ranged touch attacks against the PC's as the claw attacks them. As soon as the claw hits, it engages a grapple. The claw has a +12 grapple bonus, and as soon as it nabs a PC, it jerks them into the air. It continues carrying them into the air unless they can break the pin, in which case, they take the appropriate falling damage. If the claw doesn't get anybody, they hear occasionally more clinka noises.
If they don't break the pin, they are taken high up, and then jerked horizontally to the left a ways. Then they are dropped. They fall into a chute, so they don't take a crap ton of damage, but it would be good to inflict some on them (just for fun, hee-hee)
When they hit the chute, they slide a long way down, and come to rest in a thirty foot square room. After a second or so of sitting there broken and battered, a wall suddenly opens, and a huge claw comes in and grabs the PC. The PC is brought up and suddenly finds himself staring into the scaley face of the Tarrasque. He turns around slowly, and says, "Huh, I usually never win anything at that claw machine."

rimshot.gif Thank you, thank you...is this thing on??? :heehee That was almost as terrible as my last pun, which I am completely ashamed of. But after that I feel a little bit better. Thanks, Ravenwood.

Originally posted by kraleck:

221. Sin Stone Shenanigans
The PCs come across seven pedestals in a circular pattern. There is a crystal sitting on top of each pillar. The crystals radiate nearly overwhelming magic auras. Unfortunately these crystals are actually crystallized undiluted sin. Yep, Wrath, Lust, Sloth, Greed, Envy, Pride, and Gluttony in pure crystallized form just ripe for the picking. Their Evil auras are undetectable until someone takes them. Make sure each PC gets a sin stone that keys into their classes, exalted vow feats, and characters (Wrath for Barbarians and Vow-of-Nonviolence Players, Greed for Rogues and Vow-of-Poverty Players, Pride for noblehearted characters, Lust for the Charismatic characters and Vow-of-Celibacy Players, etc.). The PCs cannot rid themselves of the sin stones unless they give in to their sin and receive Atonement from a powerful Paladin/Cleric or Being of Deific Power. The sin stones reappear at the pedestals when they leave their victims.

222. Gate of the Feuding Dragons
The PCs come across a wide corridor with two Colossal Dragons made of stone blocking all but 30 ft of the middle of the corridor. When the PCs get between the dragons they get forced back 20 feet and are told to not interfere with their battle by two loud voices. If the PCs try to pass between again, they must make a medium-high Diplomacy check (Kobolds, Sorcerers, and Half-Dragons get a +2 cumulative bonus on this check, i.e. Half-Dragon Kobold Sorcerers get +6) to stop their feud to let them and their friends pass. Failure causes the stone dragons to use their Fire and Cold breath weapons (2 Reflex Saves for half each) and the PCs can pass on if they survive. Success causes the stone dragons to disappear and opens two concealed doors to treasure rooms.

Originally posted by saberus:

221. Sin Stone Shenanigans
The PCs come across seven pedestals in a circular pattern. There is a crystal sitting on top of each pillar. The crystals radiate nearly overwhelming magic auras. Unfortunately these crystals are actually crystallized undiluted sin. Yep, Wrath, Lust, Sloth, Greed, Envy, Pride, and Gluttony in pure crystallized form just ripe for the picking. Their Evil auras are undetectable until someone takes them. Make sure each PC gets a sin stone that keys into their classes, exalted vow feats, and characters (Wrath for Barbarians and Vow-of-Nonviolence Players, Greed for Rogues and Vow-of-Poverty Players, Pride for noblehearted characters, Lust for the Charismatic characters and Vow-of-Celibacy Players, etc.). The PCs cannot rid themselves of the sin stones unless they give in to their sin and receive Atonement from a powerful Paladin/Cleric or Being of Deific Power. The sin stones reappear at the pedestals when they leave their victims.

Would the stones give penalties/bonuses, i.e. Wrath granting rage 1/day (or add another use daily for barbarian) but at the cost of reducing Cha based skill checks by 2, increasing after so many uses (as it's power consumes them). This can play into just how powerful an atonement is needed, truly sinful characters will need a more powerful spell, while PCs that are actively trying to avoid the terrible power can be more easily forgiven.

Originally posted by E._Ravenwood:

222. It slices, It dices...

The PC's are walking down a dim hallway that leads for a while in one direction. a bit of a ways down the hall, there is a small circular roomy thing, ( kind of like this =0=). In the middle of the floor of this hallway is a shaft of light coming from above (and apparently out of no where) on a golden great sword stuck in the ground. All who gaze upon its luster must roll a will save of 17 or they feel a sudden urge to pull the thing out of the ground. They must have it, it's their precious! The sword is not aligned in any direction, so anyone can be drawn to it.
The sword takes a strength check of of 20 to pull free from the ground, and as soon as it's free from it's earthen prison, it goes crazy. The PC is no longer in control of his actions, and the sword begins to swing until everyone and everything is dead within a 30' diamerter. Every round, the PC gets a new Will save of 17 to stop his actions and drop the sword. As soon as it's dropped, that PC can touch it normally for up to 24 hours at which time, it's effects are reset.
The PC's who aren't felled by the sword can run away, but so long as the PC fails his Will saves, the sword stays in his hand, and continues to hack and slash at all living things that surround it.

In my campaign, my friend playing level 5 paladin got ahold of this baby and killed two players (one of which, to my dismay, was my own) Once he succeeded the Will save to drop the sword, he was cast down as a paladin, and was offered an attoinment to reach paladin-hood again. this sproited into a new campaign that lasted until the PC's hit level 16.

Originally posted by kraleck:

223. It slices, It dices...

Just a nitpick. Sorry.

Would the stones give penalties/bonuses, i.e. Wrath granting rage 1/day (or add another use daily for barbarian) but at the cost of reducing Cha based skill checks by 2, increasing after so many uses (as it's power consumes them). This can play into just how powerful an atonement is needed, truly sinful characters will need a more powerful spell, while PCs that are actively trying to avoid the terrible power can be more easily forgiven.

Those decisions are up to the DM. Generally, Wrath makes the victim want to shed the blood of others regardless of guilt or innocence, strength, or weakness (you'd slaughter innocent children and fierce dragons alike without preference), Greed makes the victim want to compulsively steal and hoard everything regardless of value (even badly played Kender would be appalled at the Greed sinner), Lust...you can probably guess, and so on. This should really hamper the victims until the sin drives them to insanity, suffering, or even death...usually at the hands of a dragon (a very good way to dispatch the Greed sinner I might note).

Originally posted by alcari_ambaron:

I love this thread, it's starting to ripen and age to an ancient and venerable status

224

When the party walk into this huge sphere shaped room, the door shuts and disappears behind them. The only way to open the room again is to touch a ball hovering in the middle of the sphere (with their hand or similar apendage). Reaching it however will not be easy.

There are no objects inside the sphere, it is increadibly smooth, made out of polished steel. The intire room is mounted on ball bearings and will rotate if a player walks in it. It will also turn in a random direction when an object comes within X' of the central ball. So, when the players try a ladder, or stand on each others shoulder, the whole room will turn away from under their feet. Variable with the level of the party you can add spikes to the floor, or cover it in grease.

I ran this one on my party, had to add an antimagic field to stop flying. They ended up sovereign glueing themselves to the floor, then running around to get the glued partymember above the ball, then having him use some solvent to drop, and grab the ball in doing so :D :D

Originally posted by E._Ravenwood:

Just a nitpick. Sorry.QUOTE]

That's right. Kraleck, I didn't number it right, cus' I'm an

fear.gif ANACHIST fear.gif Bwa-ha-ha!!!
Just kidding, I'll try to watch my numbering in the future...I'm not really an anachist...seriously...guys???
Originally posted by kraleck:

225. Choose Your Demise
The PCs find a circular room that has several doors. The sign in the center says: "These doors lead to your deaths. Choose your demise." The PCs will be freaked out when the door they came through disappears and they will have to take one door each to escape. The doors disappear when somebody enters them. Each door is labeled with words and phrases like like "drowning," "decapitation," "strangulation," "impalement," "crushed," "boiled in oil," "buried alive," "drawn and quartered," "rapidly aged," "submerged in acid," "eaten to death slowly," "heart ripped out," and "flesh torn from your bones." There are several choices beyond these that are up to the DM and the PCs will die if they enter and they will not be able to prevent it in any way. The PCs should be given search checks to notice the labels are peeling on the corners. If the PCs remove the labels, the door has a different description underneath. These new descriptions include things like "gem vault," "coin vault," "armory," and "exit." However, some of the new descriptions are written in explosive runes. The labels can be reapplied to any door or thrown into a portal and will function as the demise on the label when the door or portal are entered.
This is also a way to reveal how the players who cannot figure out the labels want to die. Just ask them why they chose those deaths after their character has died. Just say their characters are being asked by some obscure and highly curious deity who newly acquired his/her powers. You can even use their dead characters as a plot hole filling device from this.

Originally posted by kraleck:

*

tap.gif taps thread* Hello? Is this thing on? No response to the last trap, eh? Tough croud. Maybe this will get your synapses firing...

226. Shock and Awww...
The PCs will come across a room full of cute and cuddly stuffed animals (Tiny sized objects). The PCs will have to make a Will save or be overwhelmed (but by any means not helpless) by cuteness (failure means they are flat-footed for the first round of the upcoming fight). Now the real fun begins. When the PCs look carefully at the stuffed animals they will notice a teddy bear (the only Small sized stuffed animal) that has metal claws and fangs. This bear is similar to an animated object and its claw and bite attacks deal electricity damage as if they had the Shocking Burst quality. The bear also has the ability to fly. When the PCs beat the stuffing out of the bear (which has DR 5/slashing or piercing), the other stuffed animals will grow the same claws and fangs and start to attack in waves of swarms.

Originally posted by harlequinhelsing:

227. The room the PCs enter is rather strange in appearance. There are spikes covering wall to their left, and the wall to the right ends about 2 feet off the ground. On the far wall is a rack of bows and several quivers, and a balista bolted to the ground in the center of the floor. Beyond the low wall on the right is a 50-foot wide pit, and on the other side of that is a platform with lots of barrels bolted to the ground in front of a very large fan. It takes up the entire wall and turns on as soon as the PCs enter, generating winds starting at moderate and increasing severity by 1 step every 2 rounds. As a piece of paper by the bows tells them, some of the barrels are filled with gunpowder and the only way to shut off the fan and open the door is to blow it up. Now, unless the PCs want to take their chances with a 50-foot jump in a windstorm, they're gonna have to shoot at the barrels. Unfortunately, any shot that misses the intended barrel will veer off course due to the winds and strike a barrel filled with inhaled poison, I'm thinking burnt othur fumes, which is then blown towards them. After 6 rounds they will be forced to use the balista, which only has 3 bolts left, and after 10 rounds there's nothing they can do except get blown back by the tornado-force winds into the spikes behind them.
**Note: For extra cruelty, make the spikes behind them poisoned as well. Add Antimagic Fields as needed for pesky spellcasters.

devil.gif

Originally posted by E._Ravenwood:

**Note: For extra cruelty, make the spikes behind them poisoned as well. Add Antimagic Fields as needed for pesky spellcasters. devil.gif Nasty ! I will have to try this... devil.gif

Originally posted by kraleck:

Nasty ! I will have to try this... devil.gif Ditto.

228. Caught With Your Pants Down
The PCs will be travelling through a corridor past a malfunctioning blade trap (it springs late, i.e. after the last PC has barely passed it) when the PC in the back starts to feel a draft. The PC in back will activate a Tasha's Hideous Laughter spell on their friends and enemies when they see that the blade trap cut off the back of their pants and left a runic symbol (Tasha's Hideous Laughter effect on any who see the symbol). The boss they soon encounter will say something like "What a dis-***ed-er" before succumbing to T.'s H. L. This should tip off the lagging PC to the condition of their pants.

Originally posted by harlequinhelsing:

229. The room that the PCs walk into is completely empty, save a piano in the corner. 5 tiles on the floor display a black symbol that looks something like this: #. Yes folks, that is a sharp sign in music, and 5 is the number of sharps in the key of A. The other door in the room is locked, as is the one the PCs just entered through which just slammed shut behind them. The only way to open the door on the other side is to play a chord in the key of A on the piano in the corner. Any, any incorrect note or combination of notes triggers a Shout spell, even if the right notes are played seperately. The chord mus be played at once for the door to open. For extra fun, replace the suggested chord with some obscure minor key!:D
230. This room has 6 statues in it, 2 on every wall except the far one. The far wall has 6 stone weapons in racks against it, and the statues are of dieties. Very, very obscure dieties (you can choose your own, I haven't picked up Deities and Demigods), and the weapons are their favored weapons. Each statue has a hand outstretched, and when a weapon is placed there the hand closes around it. If it's the deitiy's favored weapon, nothing happens for awhile. If it isn't, the statue's eyes glow red and everyone within 10 feet of the statue gets blasted with divine energy. Once every statue has their favored weapons in hand, they are all animated and attack.

devil.gif When destroyed, they crumble to dust leaving a small gem, each of which fit into a notch in the unlockable door on the side of the room with the weapon racks.

I'm currently designing traps specific to the 11 base classes in the PHB (though some may be combined, like sor/wiz and bbn/ftr). Here's the list so far:
227. Archery-oriented Ranger
229. Bard
230. Cleric
Next up: Druid and Rogue. I promise the Rogues' will not be a Search/Disable Device DMG-style trap.;)

Originally posted by kraleck:

231. Re-Assembly Line
The PCs should hear whirring, grinding, tearing, and clanking all throughout the dungeon. The PCs are walking through a hall with illusionary pit traps and a golden figurine on the far end. The Pits are all illusionary and the PCs will expend most of their Jump and Teleport-like spells and powers until they realize the pits are fake. When the figurine is taken, the floor collapses beneath them. The PCs will land on a conveyor belt and will be stuck to it. Metal arms will tear the PCs apart (but they are kept magically alive) and magically piece them back together with each other's parts (i.e. the Halfling gets the Dwarf's legs, the Half-Orc's arms, and the Elf's ears, the Dwarf gets the Gnome's eyes and the Half-Orc's legs, just mismatch them as much as possible). When they get off the conveyor belt, they are dumped into a pile of unfinished mismatched golems. The wizard who runs this golem factory will come by to inspect the new golems and destroy the rejects. If the PCs manage to win with their "new" parts, they get put back together right by the wizard's "minion" (he's a psychic who was forced into servitude by the wizard's mind controlling magic).

Originally posted by alcari_ambaron:

232) stone walls do not a prison make...

When the party is walking in a druid grove, several steel bars spring up from the ground and capture the party. The cage is then slowly lowered through a spray of rust monster essence. This will destroy all their metal equiment (something the druids who made the trap are unbothered by)

They can escape when the rustmonste spray dissolves the bars. They can push away the cage and wait for the spray to end to descend.

This could be the entry trap for a secret grove dungeon or something. Alternatively, the players could be aware beforehand, and must either pack up all their metal items, or use only wood and stone ones.

Originally posted by oorlof:

233) Kitty door
The PCs climb a long set of stairs, which go up in a straight line for lotsalotse feet. The room they're coming from, at your option, contains something nasty but immobile. Spikes and pits are a favorite.
At the top of the stairs are two huge doors. The lock and handle are dummies, as are the big honking hinges at the side of the doors. The door is actually suspended from the ceiling by retractable bars and leans ever so slightly towards the party (exaggerated side view: ___\). When the PCs try to open the door by working the lock, the bars retract, the stairs fold down to form a smooth ramp (grease at your whim) and the door tumbles down. Difficult reflex-saves can save the party, but anyone unlucky enough to fail the save will receive damage for the door falling on them, will then slide down the chute, the door'll land on top of them for some more damage, and then the nastiness in the room does it's thing.
The door can be opened (hinging back towards the ceiling) by answering a riddle of your choice, written in an invisible arcane mark on the wall a few yards before the door. Detect Magic can reveal the riddle, but the players will have to search the entire landing, not just the door to find it.
[/sblock]

[sblock=Page 9] Originally posted by bounces:

Made this trap for someone else that was looking for one...saw this thread and thought I would repost it....

224) The Machine

Try making a puzzle trap where the first thing they have to accomplish is realize that it is actually a puzzle.

As the character enters the second room have a 50 pound pressure switch on the floor activate some strange machinery against the wall. A door on the opposite side of the room opens and out steps a warforged level 1 fighter with a long sword and shield (feats weapon focus longsword, combat expertise). Your character will most likely ready for an attack but if not have the warforged close and begin attacking without explanation. Undoubtedly your player will defend himself.

Once the warforged is destroyed give him one round to collect himself and do actions. The corpse disappears along with it's equipment. Then tell him the strange machinery clicks on again and makes more grinding noises. This time when the door opens a level 2 fighter warforged with a longs sword and shield come out along with a level one fighter warforged with a long bow and 20 arrows.

Warforged Level 2 Fighter<br />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.

devil.gif

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 :p ) 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:D . 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.
As for the question about the Druidic language, I propose 2 answers. First, they were raised by a clan of druids and taught Druidic as their first language but were outcast for not revering nature. Otherwise, I believe there's a spell in CA that modifies memories and may be able to add or remove languages; but I'm not sure if that's within the spell description.

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 :p ) 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...

devil.gif
The solution: walk down the other hallway to prosperity. Opening the door at the end of it will literally solve everyone's problems: Remove Disease, free the innocents, and save the BBEG. Sometimes it pays to go with the lesser of two (or four ;) ) evils.

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.

banghead.gif

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

devil.gif or 2) The PC will be sucked into the fan and deposited all over the room as soup. Alternatively, the PCs could use the poles to make overly large umbrellas or sails and have a means of steering.
So, the PCs were clever, they steered into the hall, they're safe... Wrong. I can't let them go that easily :D Thus, the walls, floors, and ceilings are covered in caltrops as well, and at random intervals blasts from fans will push the floating PCs into those poky surfaces. Let the Reflex saves and Dexterity checks begin! :evillaugh

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...

plotting.gif

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...

iyala.gif As for the monk, the switch also opens another door in the room leading to the exact same spot as the other PC's pit does.
Next: The last two, fighter and barbarian.

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. :p
But as it stands...
250! (For the fighter) The room the PCs walk into is rather dark, but it is still visible inside (though the ceiling is not). There's a locked (DC 40) trapdoor in the center of the room, which is sthe only way out after the door swings shut behind them. Shortly after entry the PCs will hear a grinding noise, and the ceiling will come into view. It's "slowly", by which I mean slightly slower than freefall, descending on the room, and except for two copper tiles in the center of the ceiling it's covered in spikes. Someone very strong will have to hold up the ceiling via these tiles. Who could that be...? Note that the copper plates are positioned such that anyone holding up the ceiling with them would also have to be standing on the trapdoor.
While the fighter is praying to Kord that he keeps succeeding on the Strength tests, the rogue is under some considerable pressure to get the lock open. Too bad every time he fails Heat Metal is cast on the tiles. Should he ever get the lock open, the fighter will have to move away from the tiles in order to get the trapdoor open. The trapdoor which weighs several hundred pounds. Yes, the fighter will have to pull off one more Strength check to save the party...again.
Next: The final core class-Barbarian.

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.

devil.gif
That's it. A trap for every core class. Now my life has no purpose... all%20alone.gif

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

beholder.gif .

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

clap.gif :evillaugh[/sblock]

Sad, smilies don't hide behind spoiler...

weep.gif

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

smile.gif
Originally posted by harlequinhelsing:

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...

plotting.gif
The liquid is very cold, as is the iron door on the other side of the room. Behind the other door is a hallway with rows of barred cells containing bleakborns. See Libris Mortis page 86 and note that their touch deals cold damage, and they deal cold damage in a radius around them. The bars are close enough together that they can't be attacked through effectively, bu the bleakborns can still reach out through them and grab at the PCs.
This is when the liquid becomes dangerous. It has slightly higher freezing point than water, and freezes much harder. Creatures covered in this liquid (namely the PCs) take a -4 penalty on saves against cold, and take double damage from cold. If they take any damage from cold, the liquid freezes solid. If it's a targeted cold effect (like the bleakborn's touch) the liquid around the affected area freezes. If it's an area effect, roll for what freezes first. Specific areas affected pose a variety of penalties:
1-Leg: -10 to all movement forms, -2 on Dexterity-based checks.
2-Arm: -2 on all Strength- and Dexterity-based checks, and an additional -2 to attack and damage rolls.
3-Chest: -3 to Fortitude and Reflex saves.
4-Head: Blinded and deafened, must begin holding their breath.
Once frozen, the liquid can be broken off either with a Strength check (DC 20) or by dealing damage sufficient enough to shatter it. It has 20 hit points and hardness 8.

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

smile.gif smile.gif :p smile.gif

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.

confused.gif 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:

confused.gif 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...

no, that's only for gnomes. Exactly, use humans go for the face, which bring me to this trap:

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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