Post by StoryTeller on Jan 22, 2006 6:58:50 GMT
Shamus Peveril (peveril@isn.net)
Fake Treasures
When entering the area (generally a series of rooms and halls) the players see
valuable treasures scattered along the halls. These range from silver and
platinum figurines to gold brooches (very, very valuable). The players will
follow along, picking up the treasure (don't let them stop because of
encumbrance). When reaching the end, they will enter a room through a door. When
all the players bearing the treasure they picked up get through, a stone wall
will drop over the door, sealing them in. Then a powerful monster(s) will be
teleported into the room, and the treasures will turn to tin and lead. When the
monster is defeated, and only then, the stone wall covering the door they
entered through will disappear, thus letting them out.
Eli the Unnamed (EGMeyer@tiac.net)
A really simple trap: an illusionary pit. When the PCs try to jump or swing over
it, they hit a tripwire , suspended a few feet off the ground. This will trigger
poison darts or whatever other type of trap you want.
Rodney "Atlas" Dunn (DLSLD@worldnet.att.net)
TITLE: It's Weird
Explanation: The PC's open a door and are immediately teleported to the center
of a room right next to a well filled with water. The room is circular and has
eight doors all around. The well is in the center. There is also a hole in the
ceiling (2 inch radius) that is shining light onto the well(also the reflection
of a gold key). Whenever a PC touches any part of the door, they are teleported
back to the center of the room.
The well has 3d10 water weirds in it that will attack whenever anything gets
close enough. In the well, the PC's see a gold key (which is really a reflection
from above) in the bottom of the well. The gold key will let the one holding it
get out, but then it disappears and appears back where it was.
Jason Kahler (carolyn2@bellatlantic.net)
Title: Those Pesky Shriekers
This is a very simple trap. Cast an invisibility spell on a shrieker mushroom
and put it in a narrow hallway (so the PCs will have to come near it but won't
touch it). Then have the hall lead into any room, where any large and hard to
beat sleeping monster or NPC awaits.
Shea Leonard --- "StormShield"
Right now I don't have a place for the magic items and NPCs, so I'll just
include them with Shea's trap submission.
TRAPS
DAGGERED FLOOR: The party finds a treasure chest with many thin slits in the
floor before it. Natch, the chest is opened and many daggers fly upward into the
feet of the person opening the chest (5d4 damage, possible Poison).
DOOM DAZZLER: A special pattern of hypnotic lights flies from a mirror the PCs
carry --- save vs Death at -4 or die. In this case, Raise Dead will not work ---
the mind is completely destroyed.
SPIKE SPINE: This is hidden in the ceiling above a pool of black liquid and
falls to impale for 1d12 + a save vs Poison or fall in the black liquid
(actually black pudding mixed with acid) for a further 2d12 damage + paralysis
until magically cured.
WIND BEAM: This is a "Trick" trap, anyone hit by it gets hit by an Improved
Invisibility spell (which doesn't make this trap too bad).
BEAM LASER: This fires from a magical lock on a chest to do 5d12 damage (talk
about powerful traps) Save vs. Spell and avoid all damage.
ELECTRIC FIREWATER: One of my favorites, it hits a PC first with a 3d6 fireball,
then cools off the PC with a 3d8 Icebolt, then as the Ice finishes melting, a
Lightning Bolt hits the PC for 3d10 damage, and we ALL know what happens when
electricity touches water!
FISTCRUNCH: Another favorite of mine, this causes a stone fist to pop up out of
a chest, hitting a character on the jaw. Save vs Death to live, otherwise your
skull is shattered.
NPCS:
DIALSLADE: This is a Dwarf with a "Captain Picard" personality. He offers to buy
gems off of the characters for 35% of what they're worth. If the PCs do not wish
to sell, he leaves while if Dialslade is attacked, he is a F8 with an AC of -4.
He is worth 2500 Xp and has 100 Hp.
DWERF: This dwarf delights in killing the enemy. Who his enemy is, he doesn't
really know. He'll join the party on his own and is a F5 with 37 Hp (ac 3, 450
xp). If he is attacked, he will use his magical Ring of Teleportation (5 uses)
to zap himself away.
ALAHANDRA: This bare-chested beauty carries a battle axe and will take offense
at wisecracks directed at her. She has a permanent strength of a Stone Giant, is
Ac 6, and is worth 6000 Xp. She has 146 Hp, and there is a 50% she will strike
before the PCs will be able to say or do anything.
KITANDRA: This female Elven Mage is a M9 and wishes to be left alone to explore
wherever the PCs are on her own. If attacked, she will use her Wand of Fire (44
charges) in one hand and her Wand of Lightning (16 charges) in the other in
order to obliterate her opposition. She has 72 Hp and is worth 4000 xp (Ac 2 due
to her Bracers of Prot AC2).
RIKO: This little Psuedodragon is locked in a cage when the PCs first find him.
A keyboard magically locks the cage, and a riddle is inscribed on the underside
of the keyboard. The riddle: "What keeps a couple together, yet can drive a
couple apart if what keeps them together is voiced to the public?" --- TRUTH. If
this word is spelled out on the keyboard, Riko will be free and will be a PCs
Familiar for life (choose a mage over another character).
MAGICAL ITEMS:
STAFF OF DIAMONDS: The Staff has 50 charges and any number of them can be used
in a round. Each charge protects against 12 points of any type of damage, be it
weapons, magic, Breath weapons, etc. It creates a purple force field around a
character which provides the protection. It cannot be recharged.
GEM CRYSTAL: When held in the hand, it energizes. The longer it is held before
it is dropped and its magic is used, the more damage it will do. It will cause
sharp crystal spikes to appear and impale a monster for 1d8 per round it was
held before using (up to 8 rounds). Note that if a character holds it he can't
do anything else until he decides to drop it to release the magic.
GLASSES OF ANALYZATION: One of my favorites, when a PC puts on these glasses, he
can stare at an unknown magical item and magically learn its name AND function.
When this item is used there is a 50% chance +2% for every use that it will
break and become useless.
Robert St. James (rstjames@earthlink.net)
Title: Flipping Door
There are two doors one going up and one going down. When someone tries to open
the door it flips forward and makes the top door the bottom door but it also
pulls the character with it unless they make a saving throw (any one will do).
If they don't make it the fall 20' and land on a hard stone floor and are
trapped unless someone pulls away some of the bricks in the floor and pulls the
trapped character out.
flagg@Alpha.Fact.Rhein-Ruhr.De
Magnetic Passage
I used a magnetic passage (like an open door) which can only passed through
without any metal. If a player tries to pass with any metal in his hand or on
his body, he feels a resistance and can not walk through. Any non-metal
substance passes through without resistance (but there is a magnetic field which
will repulse the whole hand if there is a ring on, etc.)
Examining the door the PCs can see a little piece of metal (e.g. a nail), which
is hanging at the wall near the border. Every PC can try to take or move this
piece in vain. Even a tool or weapon can not move it but a metal weapon will be
captured by the wall and cannot be removed, too. The only way to get through is
to lay down all metal things. I know that only some metals are magnetic but this
passage is a magical passage so that every metal is banned.
Robert W. Murrhee (friend's e-mail: xadian@earthlink.net)
"CHUTES & WEDGIES"
When the characters enter this hallway, they'll be in for a rude surprise. The
hallway floor is actually balanced on a pivot, with the side they enter on
supported underneath. The other side, however, is unsupported, as there is a
chute underneath. When enough weight is put on the unsupported side of the floor
(such as characters walking on it) the floor pivots like a teeter totter,
tilting to about a 45 degree angle. As this happens, the edge of the floor (that
the characters are not on) strikes the ceiling, causing the release of several
gallons of oil, which will pour down the chute, covering and dislodging any
characters in the hallway. Characters will be unable to climb back up, as the
chute is now much too slippery. As the characters slide helplessly down the
chute, they will notice two torches pop out from the wall as they pass. About 20
seconds later, they will hear the torches ignite, and if they look back, they
will see the flames gaining on them...thus realizing (if it had not occurred to
them before now) that they were covered in "flammable" oil! If the characters do
nothing to slow their descent, they can stay barely ahead of the searing flames.
Wondering about the "Wedgie" part? Well here it is.... At the end of the chute
(a 1/2 mile joyride) is a wall with a roughly triangular wedge cut into it, just
big enough for one person. When the first character hits the wedge, it rotates,
locking the first character in and simultaneously opening another wedge for the
next character in line. It is a large stone wheel with wedges cut into its edge,
which turns like a gear, locking into place as a wedge is filled then clicking
to the next empty wedge. The characters can barely hear each other, but this is
to no avail since breaking through the walls that separate each section will
release the green slime that is inside the walls. As the wheel rotates (provided
there are enough characters entrapped), one wedge at a time will open on the
opposite side of where they entered it, freeing that character onto a ledge just
wide enough to inch sideways across. Below is what appears to be a vast pit
containing 1-20 (DM's call) Kobolds skeletons or other such nasties. At the
bottom of this pit is a narrow trail that goes up the side of the pit to connect
to the ledge on which the character is standing, at the opposite side. On the
ledge above this trail is the only door out. If the character is still standing
on the ledge when another character comes out of the wheel, said character will
be flung off the ledge into the embrace of those waiting below.
James R. Fricton (frict001@maroon.tc.umn.edu)
Don't let the dog out!
The PCs come across a 10' long hallway. At the end there is an angry looking
monster or impossible-to-beat beast securely tied to a strong yet thin rope that
goes into a hole in the wall behind the monster. About 5' down, the hallway
turns right.
As the PCs walk down the hall to the exit there is a weak tile that has a razor
under it with the rope running under the razor, so as the PC in the front steps
on the tile it will cut the rope letting the monster free to tear the PCs apart.
Depending on the DM's mood you could have the tile also trigger a trap that
makes two doors close (and maybe lock) off both exits!
Mark Hill (altasrch@knox.mindspring.com)
Pit and a Spike
This trap should be positioned in a thin hallway. When a player steps on a
pressure sensitive block, the block falls 20 feet, setting off another mechanism
which drops a 7 foot spike from the ceiling.
Marc Menier (marcm@imaginet.fr)
The Trapped Telescope
The PCs come across a telescope which radiates a strong magical aura. If a PC
looks through the telescope, it views through to the lair of a medusa. Perhaps
the telescope has command words to change where it is looking?
Janice Fitzgerald (janicef@csd.uwm.edu)
The Un-Openable Door
There is a rope attached next to a door. The player must pull the rope to the
side of the door. If the player yanks it, then the door will spin and spikes on
the other side will get them. It also helps to limit their time by having them
be chased by a minotaur or something.
Collapsing Columns
This works best on first level guys. You bait the ground with gold. They rush
towards it (when your at the beginning of the game you want gold to buy stuff.)
When they pick it up you can do anything you want. You can have the room
collapse in and crush them, but have an easy way out so they don't die. also
archers could be alarmed and shoot them.
On the Lookout for Magic Weapons
Once a guy has gotten farther they can use special weapon. You can put this on a
giant minotaur head only the top is flat like a table. If the guy grabs
something off of it, the horns come in and prick their arm. This can be poisoned
if you want. Anyway they pull there arm away without the weapon. they must first
put something else there. The pressure plate will go down and the horns come in
and retract back to their old position. Then they may grab the weapon, but lose
what they left.
Indiana Jones Rock Chase
If a person enters a preferably small tunnel and hasn't searched the other
floors of a dungeon then a wizard could make a giant rock fall and chase the
people through a giant maze.
It Ain't Nice to Kill Everybody
If there is a person that kills anybody he can, and there is no mage in the
party, you can have a magician in a bar talk jibberish. Most likely the player
will try to kill it. Then the magician turns into a giant creature and wails on
the guy.
Fake Treasures
When entering the area (generally a series of rooms and halls) the players see
valuable treasures scattered along the halls. These range from silver and
platinum figurines to gold brooches (very, very valuable). The players will
follow along, picking up the treasure (don't let them stop because of
encumbrance). When reaching the end, they will enter a room through a door. When
all the players bearing the treasure they picked up get through, a stone wall
will drop over the door, sealing them in. Then a powerful monster(s) will be
teleported into the room, and the treasures will turn to tin and lead. When the
monster is defeated, and only then, the stone wall covering the door they
entered through will disappear, thus letting them out.
Eli the Unnamed (EGMeyer@tiac.net)
A really simple trap: an illusionary pit. When the PCs try to jump or swing over
it, they hit a tripwire , suspended a few feet off the ground. This will trigger
poison darts or whatever other type of trap you want.
Rodney "Atlas" Dunn (DLSLD@worldnet.att.net)
TITLE: It's Weird
Explanation: The PC's open a door and are immediately teleported to the center
of a room right next to a well filled with water. The room is circular and has
eight doors all around. The well is in the center. There is also a hole in the
ceiling (2 inch radius) that is shining light onto the well(also the reflection
of a gold key). Whenever a PC touches any part of the door, they are teleported
back to the center of the room.
The well has 3d10 water weirds in it that will attack whenever anything gets
close enough. In the well, the PC's see a gold key (which is really a reflection
from above) in the bottom of the well. The gold key will let the one holding it
get out, but then it disappears and appears back where it was.
Jason Kahler (carolyn2@bellatlantic.net)
Title: Those Pesky Shriekers
This is a very simple trap. Cast an invisibility spell on a shrieker mushroom
and put it in a narrow hallway (so the PCs will have to come near it but won't
touch it). Then have the hall lead into any room, where any large and hard to
beat sleeping monster or NPC awaits.
Shea Leonard --- "StormShield"
Right now I don't have a place for the magic items and NPCs, so I'll just
include them with Shea's trap submission.
TRAPS
DAGGERED FLOOR: The party finds a treasure chest with many thin slits in the
floor before it. Natch, the chest is opened and many daggers fly upward into the
feet of the person opening the chest (5d4 damage, possible Poison).
DOOM DAZZLER: A special pattern of hypnotic lights flies from a mirror the PCs
carry --- save vs Death at -4 or die. In this case, Raise Dead will not work ---
the mind is completely destroyed.
SPIKE SPINE: This is hidden in the ceiling above a pool of black liquid and
falls to impale for 1d12 + a save vs Poison or fall in the black liquid
(actually black pudding mixed with acid) for a further 2d12 damage + paralysis
until magically cured.
WIND BEAM: This is a "Trick" trap, anyone hit by it gets hit by an Improved
Invisibility spell (which doesn't make this trap too bad).
BEAM LASER: This fires from a magical lock on a chest to do 5d12 damage (talk
about powerful traps) Save vs. Spell and avoid all damage.
ELECTRIC FIREWATER: One of my favorites, it hits a PC first with a 3d6 fireball,
then cools off the PC with a 3d8 Icebolt, then as the Ice finishes melting, a
Lightning Bolt hits the PC for 3d10 damage, and we ALL know what happens when
electricity touches water!
FISTCRUNCH: Another favorite of mine, this causes a stone fist to pop up out of
a chest, hitting a character on the jaw. Save vs Death to live, otherwise your
skull is shattered.
NPCS:
DIALSLADE: This is a Dwarf with a "Captain Picard" personality. He offers to buy
gems off of the characters for 35% of what they're worth. If the PCs do not wish
to sell, he leaves while if Dialslade is attacked, he is a F8 with an AC of -4.
He is worth 2500 Xp and has 100 Hp.
DWERF: This dwarf delights in killing the enemy. Who his enemy is, he doesn't
really know. He'll join the party on his own and is a F5 with 37 Hp (ac 3, 450
xp). If he is attacked, he will use his magical Ring of Teleportation (5 uses)
to zap himself away.
ALAHANDRA: This bare-chested beauty carries a battle axe and will take offense
at wisecracks directed at her. She has a permanent strength of a Stone Giant, is
Ac 6, and is worth 6000 Xp. She has 146 Hp, and there is a 50% she will strike
before the PCs will be able to say or do anything.
KITANDRA: This female Elven Mage is a M9 and wishes to be left alone to explore
wherever the PCs are on her own. If attacked, she will use her Wand of Fire (44
charges) in one hand and her Wand of Lightning (16 charges) in the other in
order to obliterate her opposition. She has 72 Hp and is worth 4000 xp (Ac 2 due
to her Bracers of Prot AC2).
RIKO: This little Psuedodragon is locked in a cage when the PCs first find him.
A keyboard magically locks the cage, and a riddle is inscribed on the underside
of the keyboard. The riddle: "What keeps a couple together, yet can drive a
couple apart if what keeps them together is voiced to the public?" --- TRUTH. If
this word is spelled out on the keyboard, Riko will be free and will be a PCs
Familiar for life (choose a mage over another character).
MAGICAL ITEMS:
STAFF OF DIAMONDS: The Staff has 50 charges and any number of them can be used
in a round. Each charge protects against 12 points of any type of damage, be it
weapons, magic, Breath weapons, etc. It creates a purple force field around a
character which provides the protection. It cannot be recharged.
GEM CRYSTAL: When held in the hand, it energizes. The longer it is held before
it is dropped and its magic is used, the more damage it will do. It will cause
sharp crystal spikes to appear and impale a monster for 1d8 per round it was
held before using (up to 8 rounds). Note that if a character holds it he can't
do anything else until he decides to drop it to release the magic.
GLASSES OF ANALYZATION: One of my favorites, when a PC puts on these glasses, he
can stare at an unknown magical item and magically learn its name AND function.
When this item is used there is a 50% chance +2% for every use that it will
break and become useless.
Robert St. James (rstjames@earthlink.net)
Title: Flipping Door
There are two doors one going up and one going down. When someone tries to open
the door it flips forward and makes the top door the bottom door but it also
pulls the character with it unless they make a saving throw (any one will do).
If they don't make it the fall 20' and land on a hard stone floor and are
trapped unless someone pulls away some of the bricks in the floor and pulls the
trapped character out.
flagg@Alpha.Fact.Rhein-Ruhr.De
Magnetic Passage
I used a magnetic passage (like an open door) which can only passed through
without any metal. If a player tries to pass with any metal in his hand or on
his body, he feels a resistance and can not walk through. Any non-metal
substance passes through without resistance (but there is a magnetic field which
will repulse the whole hand if there is a ring on, etc.)
Examining the door the PCs can see a little piece of metal (e.g. a nail), which
is hanging at the wall near the border. Every PC can try to take or move this
piece in vain. Even a tool or weapon can not move it but a metal weapon will be
captured by the wall and cannot be removed, too. The only way to get through is
to lay down all metal things. I know that only some metals are magnetic but this
passage is a magical passage so that every metal is banned.
Robert W. Murrhee (friend's e-mail: xadian@earthlink.net)
"CHUTES & WEDGIES"
When the characters enter this hallway, they'll be in for a rude surprise. The
hallway floor is actually balanced on a pivot, with the side they enter on
supported underneath. The other side, however, is unsupported, as there is a
chute underneath. When enough weight is put on the unsupported side of the floor
(such as characters walking on it) the floor pivots like a teeter totter,
tilting to about a 45 degree angle. As this happens, the edge of the floor (that
the characters are not on) strikes the ceiling, causing the release of several
gallons of oil, which will pour down the chute, covering and dislodging any
characters in the hallway. Characters will be unable to climb back up, as the
chute is now much too slippery. As the characters slide helplessly down the
chute, they will notice two torches pop out from the wall as they pass. About 20
seconds later, they will hear the torches ignite, and if they look back, they
will see the flames gaining on them...thus realizing (if it had not occurred to
them before now) that they were covered in "flammable" oil! If the characters do
nothing to slow their descent, they can stay barely ahead of the searing flames.
Wondering about the "Wedgie" part? Well here it is.... At the end of the chute
(a 1/2 mile joyride) is a wall with a roughly triangular wedge cut into it, just
big enough for one person. When the first character hits the wedge, it rotates,
locking the first character in and simultaneously opening another wedge for the
next character in line. It is a large stone wheel with wedges cut into its edge,
which turns like a gear, locking into place as a wedge is filled then clicking
to the next empty wedge. The characters can barely hear each other, but this is
to no avail since breaking through the walls that separate each section will
release the green slime that is inside the walls. As the wheel rotates (provided
there are enough characters entrapped), one wedge at a time will open on the
opposite side of where they entered it, freeing that character onto a ledge just
wide enough to inch sideways across. Below is what appears to be a vast pit
containing 1-20 (DM's call) Kobolds skeletons or other such nasties. At the
bottom of this pit is a narrow trail that goes up the side of the pit to connect
to the ledge on which the character is standing, at the opposite side. On the
ledge above this trail is the only door out. If the character is still standing
on the ledge when another character comes out of the wheel, said character will
be flung off the ledge into the embrace of those waiting below.
James R. Fricton (frict001@maroon.tc.umn.edu)
Don't let the dog out!
The PCs come across a 10' long hallway. At the end there is an angry looking
monster or impossible-to-beat beast securely tied to a strong yet thin rope that
goes into a hole in the wall behind the monster. About 5' down, the hallway
turns right.
As the PCs walk down the hall to the exit there is a weak tile that has a razor
under it with the rope running under the razor, so as the PC in the front steps
on the tile it will cut the rope letting the monster free to tear the PCs apart.
Depending on the DM's mood you could have the tile also trigger a trap that
makes two doors close (and maybe lock) off both exits!
Mark Hill (altasrch@knox.mindspring.com)
Pit and a Spike
This trap should be positioned in a thin hallway. When a player steps on a
pressure sensitive block, the block falls 20 feet, setting off another mechanism
which drops a 7 foot spike from the ceiling.
Marc Menier (marcm@imaginet.fr)
The Trapped Telescope
The PCs come across a telescope which radiates a strong magical aura. If a PC
looks through the telescope, it views through to the lair of a medusa. Perhaps
the telescope has command words to change where it is looking?
Janice Fitzgerald (janicef@csd.uwm.edu)
The Un-Openable Door
There is a rope attached next to a door. The player must pull the rope to the
side of the door. If the player yanks it, then the door will spin and spikes on
the other side will get them. It also helps to limit their time by having them
be chased by a minotaur or something.
Collapsing Columns
This works best on first level guys. You bait the ground with gold. They rush
towards it (when your at the beginning of the game you want gold to buy stuff.)
When they pick it up you can do anything you want. You can have the room
collapse in and crush them, but have an easy way out so they don't die. also
archers could be alarmed and shoot them.
On the Lookout for Magic Weapons
Once a guy has gotten farther they can use special weapon. You can put this on a
giant minotaur head only the top is flat like a table. If the guy grabs
something off of it, the horns come in and prick their arm. This can be poisoned
if you want. Anyway they pull there arm away without the weapon. they must first
put something else there. The pressure plate will go down and the horns come in
and retract back to their old position. Then they may grab the weapon, but lose
what they left.
Indiana Jones Rock Chase
If a person enters a preferably small tunnel and hasn't searched the other
floors of a dungeon then a wizard could make a giant rock fall and chase the
people through a giant maze.
It Ain't Nice to Kill Everybody
If there is a person that kills anybody he can, and there is no mage in the
party, you can have a magician in a bar talk jibberish. Most likely the player
will try to kill it. Then the magician turns into a giant creature and wails on
the guy.