Post by StoryTeller on Jan 22, 2006 7:17:56 GMT
Where The **** Is My Leg?
Tomas is een Luldebehanger (vtm@pi.net)
There is a small hole covered up with leaves and branches. When a PC stands on
the hole with both legs he falls through, though he manages to hold on to a
branch or something like that. He is hanging just above a teleport but his legs
are in the teleport and are teleported away... Now there is a rotating blade
coming down on him and all he has to do is let go of the branch, but most likely
he will try to escape but this doesn't work (he's too slow without legs).....
Spontaneous Kobold Kombustion
Credit duely goes to my friend, nemesis, and favorite DM: James Reaney
Gregg Schoonover (greggs+@cs.cmu.edu)
So, we're a group of 5 PC's of levels 7 to 9, merrily traipsing through some
tunnel in an underground cavern in pursuit of some holier-than-thou objective.
We come to an opening that reveals a deep fissure in the cavern, with a
wide-and-sturdy stone bridge leading across to the continuation of our passage.
There are many ( > 20 ) kobolds on the other side, taunting us!! The leader, we
suppose, steps onto the bridge and beckons to our overgrown barbarian (who's at
the head of our march), like he's gonna kick his ass. We scoff at this and begin
to engage. After 1/2 a round, we've taken out a handful of over-anxious kobolds.
Suddenly, one of the kobolds on the other side pulls something off a chain
around his neck, and throws it at the melee crowd. It seems that the evil dude
we're chasing had given all 20+ kobolds a single bead from a necklace of
missiles. They were instructed to defend their position; if things looked grim,
throw a bead.
This had the obvious domino effect of setting off every bead around the head of
every kobold in melee. A chain reaction of Spontaneously Kombusting Kobolds. We
suffered much fire damage, one of us missed a dex-check and fell off, suffering
falling damage, and those miserable KamiKazee Kobolds Kicked our Keysters.
Great story though, I just wish I weren't the victim...
Shocking Surprise
CullAfulMoshuN... (S703989@student.gu.edu.au)
Are you familiar with chemical cells (batteries)? If you get two different types
of metal, i.e. copper and zinc, with an electrolytic solution, i.e. salt water,
between them and connect metal plates with wire to complete circuit, you get a
current induced. This trap is of a set of double doors:
-------
/ | \
/ | \
/ | \
| [ | ] |
| | |
| | |
| | |
with metal handles on the iron reinforcing of the door. The metal of either door
is NOT touching the other but the metal hinges are connected to the iron
reinforcing and to the metal handrails of the stairs leading up the door. The
other ends of the rails end in two corroded statues (one zinc, one copper) in
the center of a little crescent pool of salt water. The two pools are connected
underground through a pipe. The trap is sprung when someone grabs one handle in
each hand, with skin or conductor, closing circuit They take 2d6 each round
till they let go. Catch is that it is electricity (HUGE battery) so they can't
let go, plus anyone else who touches them takes 2d6 dmg and is flung back 10
feet, or if they grab, and stuck to them and take 2d6 each round too until
released. Also anyone touching rails or statue at time takes dmg too and may
also become stuck.
**********DD***********
/--\
___ /----\ ___
\ \/------\/ /
| SS SS |
/___/ \___\
Wet Death
Jon R. Johansen (jojo@prosjektdata.no)
Enter a small chamber through a corridor (A). On the other side of the chamber
is a door (C). When someone opens the door, they realize that it is really a
mimic which holds them and attacks them. Behind them, a hidden portcullis (B)
falls down preventing the retreat.
The builders made a tunnel to a subterranean river (D) on the other side of the
mimic door. In time the river has grown and flooded the tunnel. When the mimic
door is opened the water rushes in and fills the entire chamber and most of the
corridor (A) which they came from.
To escape they will have to locate the hidden lever (E) at the other end of the
tunnel and pull it without being swept away by the current of the river. The
lever opens a door (F) in the tunnel by just by the mimic. The door leads to
some stairs (G) which goes up above the water level.
The party DOES have a chance of getting out alive, but they will have to act
very quickly.
To make things more interesting a sadistic DM may let a water elemental pass by
just as they open the mimic door. It will believe that it is under attack and
will defend itself with every means in what is it's natural habitat.
If the group manages to parlay with it, it might help them to survive...
The Mysterious footprints
Vovoid (plucas@ultra.net.au)
The PCs come to an iron-bound door which opens easily. Behind the door is an
armory with many weapons hanging from racks all over the walls except for one
spot directly opposite them. In the thick dust on the floor, a trail of
footprints can be seen to lead to the bare patch on the wall... but not away
from it. The players will obviously suspect a hidden door, but they couldn't be
more wrong... If they step up to the wall, all the weapons in the room animate
and attack them, but they are rusty and easy to break. However once several of
the weapons are destroyed, a teleport spell is activated and all the animated
weapons appear behind them! Then if a few more are destroyed the same thing
happens again! This continues until the PCs try to escape... running out the
door, straight into the arms of a party of orcs attracted by the noise! Luckily,
the animated weapons fall to the ground once the PCs leave the room.
Running Water
Kelly Smith (smitty@EagleWeb.net)
The PCs discover a valve (hidden). After turning the valve they can hear water
running in the distance. Tracking the sound of the water they come to a door(has
a clasp handle). The door appears to be water tight but is damp to the touch.
This would lead the PCs to the conclusion that the room is filling up with
water. In actuality the room is draining. If the PCs grasp the clasp handle a
wall shifts from behind them to reveal a bed of spikes. The door then swings
open and throws the helpless PCs against the bed of spikes. They can save for
half damage.
You Again!
bucaillo@esiee-amiens.fr
A magical networks of rooms, the intentions of which was to test the trust of
the characters in their companions, as well as their general good intentions...
First separate the party members by a teleportation device (a narrow portal
should do just fine, as they can enter it only one by one). Have each of them
appear at the end of a corridor, with a nice huge stone eye with a hole for
center engraved on the wall behind. It is not necessary, but it adds a nice
touch, I'd say. The corridor runs a few meters before meeting with a side
passage connecting (in an 'H' shape) with another parallel corridor (supposedly
the appearing site for another PC). Have a clone of another character coming at
the same time from this second corridor, and acting exactly as if it was the
second PC. Then, they have to go on advancing along either corridor (they should
not feel like splitting again after finding themselves together again). Then
have your creature use the very first opportunity to attack the real PC.
Now it gets tricky for both the DM and the players: have the same thing happen
to the real character impersonated above, and so on with every couple of PCs.
Let's call X the real character and X' the mimicked one. As the attack goes on,
the DM should spend his time running from one player to the other, as the attack
of X on Y' is exactly the same as X' on Y (after the initial attack made by both
X' and Y' -don't choose a character so disgustingly caring and good that s/he
will let him/herself be beaten to death). The players should feel something is
wrong as they are not allowed to talk to each other (the clones doesn't talk
anymore once combat is engaged), but they will guess that it really is the other
player's attacks that damages him, so... On the very moment one of the player
should die (one of the clones too), have only the clone die, and then both
clones be sucked up with their possessions by the stone eye (we wouldn't want
some clever-minded party end up with double their items -magical included- would
we?
Now the corridor goes on for a long time (say 100') before meeting a
perpendicular passage, leading to a parallel corridor...you got it right, the
same situation, but this time, it really is the connection between the two
corridors. The two REAL PCs should meet, one next to death and the other in a
bad shape if you thought to balance the powers... Of course the DM should still
talk to the players separately if they are to believe they face another clone.
Good-natured players will talk first and discover what really happened (but can
they really be sure the other is what he says he is ?), while aggressive players
will either strike or run...
| | | |
| | | |
| |______| |
| |
| (2)_______ (2) |
| | | |
| | | |
| | | |
-----------------------------------------------------------------------
| | | |
| | | |
| |______| |
| |
| (1)_______ (1) |
| | | |
| | | |
| | | |
| | | |
| (0) | | (0) |
|__/\__| |__/\__|
_/\_ : stone eye
(0) : arrival site of X and Y
(1) : encounter with the clone
(2) : encounter with the real character
------- : means a great distance (possibly an unremarked teleportation)
I love this 'trap' for 2 reasons :
It is necessarily non-lethal (unless the players decide otherwise)
In every party there is an ongoing feeling between at least two characters
having to do with which of them could beat the other in a duel-like fight.
Glue-Time!
bucaillo@esiee-amiens.fr
This is the classical kind of trap, that you can set in front of a door, or in a
corridor, or virtually anywhere you like... Jars of Universal Glue (for those
who don't know it, imagine the ultimate glue... this is a hundred time worse).
Try to prevent a jar from breaking ON a PC unless that's what you want... You
can allow a Saving Throw, or DEX throw, or whatever you like if you feel in the
mood... Now at least one character should find himself walking bare-footed, and
there are plenty of ways to have fun in this situation (for those who don't
remember the scene in Die Hard with the riffle-shattered glass panels, I am sure
they can get an idea by themselves...) What! the character was already
bare-footed ? My, that's just too bad, isn't it ? Variants:
What about a nice spray of fast-working, sleep inducing gas? Splash! Of
course a powerful, non-lethal dissolver should be made available within a
few days to rescue the fully glued floor-lover(s).
It would be a shame if something dangerous appeared just after (say a
boulder rolling down on them (would it be stopped by the glue?), or a hungry
beast just passing by?
Magic Amulet
Vovoid (plucas@ultra.net.au)
The PCs find a rune-carved amulet which on closer inspection (detect magic,
scrying spells, etc.) is revealed to have magic powers. The power of the amulet
is this: when the person wearing the amulet is in danger, the amulet heats up
and glows. Unfortunately, when a PC puts the amulet on, it immediately starts to
glow! But however much the PCs look around they can't find the danger. Then the
amulet's second power is revealed; it blows up!
Ability scores R' us
Daniel Yurovsky
This trap is not necessarily deadly but can be. The PCs enter a room filled with
potions. The first player to quaff a potion has one of their ability scores
raised temporarily. (Which ever the DM chooses.) then after a time chosen by the
DM it starts dropping at a much faster rate.
Karim (karim@ambr.com.br)
1) This trap should be used to stop PC's greed.
It should take place in a room with difficult access. In the room, there will be
nothing but a chest. The DM should lead the PCs to think that it is probably
where all the treasure of the dungeon lie. The chest is locked but will be
opened easily with an open doors check. When opened, it will create an energy
capsule containing the character who opened the chest. Suddenly the capsule will
start closing upon the character. It will completely close upon the PC in 5
rounds, obviously killing him. If the character touches the capsule, it will
inflict 1d10 damage. The only way to cancel the trap is for another character of
the party to close the chest. Inside the chest there will be a short sword +3
(but how will they get it out?)
2) This trap will challenge the PC's intellect.
While walking through a corridor, all the PCs with some kind of metal will stick
to the wall. The wall contains some sort of magnet that will stick any piece of
metal to it. If carrying some metal there is no way (even with super str.) to
get free. The only way out is by leaving all metal items on the wall. If PC's
are smart, they will slide the metals out of the corridor.
Jon larsen (kmlarsen@ptialaska.net)
There's a large room about 20'x20' with two doors opposite each other. The
ceiling to this room rises high into darkness and hanging out of the darkness to
the floor are three ropes. As soon as the last PC enters the room, the door
slams shut and magically locks behind them. Both door are very difficult to
force, or pick open as there are no visible key holes.
The object here is to get the PCs to try to climb the ropes. Once a force
greater than fifty pounds is applied, the rope pops free from the ceiling,
dropping the contents of a small secret compartment to the floor below. One
drops a delayed blast fireball, another a stinking cloud, and the third releases
the key to get out of here. Placing the key near the door will allow it's magic
to show the key hole that earlier was non-existent.
I hope other gamers out there find this one as fun to use as I did. I used it in
a higher level campaign to prevent actually killing the PCs but to teach them
not to yank things that they are clueless to where they lead!
Tomas is een Luldebehanger (vtm@pi.net)
There is a small hole covered up with leaves and branches. When a PC stands on
the hole with both legs he falls through, though he manages to hold on to a
branch or something like that. He is hanging just above a teleport but his legs
are in the teleport and are teleported away... Now there is a rotating blade
coming down on him and all he has to do is let go of the branch, but most likely
he will try to escape but this doesn't work (he's too slow without legs).....
Spontaneous Kobold Kombustion
Credit duely goes to my friend, nemesis, and favorite DM: James Reaney
Gregg Schoonover (greggs+@cs.cmu.edu)
So, we're a group of 5 PC's of levels 7 to 9, merrily traipsing through some
tunnel in an underground cavern in pursuit of some holier-than-thou objective.
We come to an opening that reveals a deep fissure in the cavern, with a
wide-and-sturdy stone bridge leading across to the continuation of our passage.
There are many ( > 20 ) kobolds on the other side, taunting us!! The leader, we
suppose, steps onto the bridge and beckons to our overgrown barbarian (who's at
the head of our march), like he's gonna kick his ass. We scoff at this and begin
to engage. After 1/2 a round, we've taken out a handful of over-anxious kobolds.
Suddenly, one of the kobolds on the other side pulls something off a chain
around his neck, and throws it at the melee crowd. It seems that the evil dude
we're chasing had given all 20+ kobolds a single bead from a necklace of
missiles. They were instructed to defend their position; if things looked grim,
throw a bead.
This had the obvious domino effect of setting off every bead around the head of
every kobold in melee. A chain reaction of Spontaneously Kombusting Kobolds. We
suffered much fire damage, one of us missed a dex-check and fell off, suffering
falling damage, and those miserable KamiKazee Kobolds Kicked our Keysters.
Great story though, I just wish I weren't the victim...
Shocking Surprise
CullAfulMoshuN... (S703989@student.gu.edu.au)
Are you familiar with chemical cells (batteries)? If you get two different types
of metal, i.e. copper and zinc, with an electrolytic solution, i.e. salt water,
between them and connect metal plates with wire to complete circuit, you get a
current induced. This trap is of a set of double doors:
-------
/ | \
/ | \
/ | \
| [ | ] |
| | |
| | |
| | |
with metal handles on the iron reinforcing of the door. The metal of either door
is NOT touching the other but the metal hinges are connected to the iron
reinforcing and to the metal handrails of the stairs leading up the door. The
other ends of the rails end in two corroded statues (one zinc, one copper) in
the center of a little crescent pool of salt water. The two pools are connected
underground through a pipe. The trap is sprung when someone grabs one handle in
each hand, with skin or conductor, closing circuit They take 2d6 each round
till they let go. Catch is that it is electricity (HUGE battery) so they can't
let go, plus anyone else who touches them takes 2d6 dmg and is flung back 10
feet, or if they grab, and stuck to them and take 2d6 each round too until
released. Also anyone touching rails or statue at time takes dmg too and may
also become stuck.
**********DD***********
/--\
___ /----\ ___
\ \/------\/ /
| SS SS |
/___/ \___\
Wet Death
Jon R. Johansen (jojo@prosjektdata.no)
Enter a small chamber through a corridor (A). On the other side of the chamber
is a door (C). When someone opens the door, they realize that it is really a
mimic which holds them and attacks them. Behind them, a hidden portcullis (B)
falls down preventing the retreat.
The builders made a tunnel to a subterranean river (D) on the other side of the
mimic door. In time the river has grown and flooded the tunnel. When the mimic
door is opened the water rushes in and fills the entire chamber and most of the
corridor (A) which they came from.
To escape they will have to locate the hidden lever (E) at the other end of the
tunnel and pull it without being swept away by the current of the river. The
lever opens a door (F) in the tunnel by just by the mimic. The door leads to
some stairs (G) which goes up above the water level.
The party DOES have a chance of getting out alive, but they will have to act
very quickly.
To make things more interesting a sadistic DM may let a water elemental pass by
just as they open the mimic door. It will believe that it is under attack and
will defend itself with every means in what is it's natural habitat.
If the group manages to parlay with it, it might help them to survive...
The Mysterious footprints
Vovoid (plucas@ultra.net.au)
The PCs come to an iron-bound door which opens easily. Behind the door is an
armory with many weapons hanging from racks all over the walls except for one
spot directly opposite them. In the thick dust on the floor, a trail of
footprints can be seen to lead to the bare patch on the wall... but not away
from it. The players will obviously suspect a hidden door, but they couldn't be
more wrong... If they step up to the wall, all the weapons in the room animate
and attack them, but they are rusty and easy to break. However once several of
the weapons are destroyed, a teleport spell is activated and all the animated
weapons appear behind them! Then if a few more are destroyed the same thing
happens again! This continues until the PCs try to escape... running out the
door, straight into the arms of a party of orcs attracted by the noise! Luckily,
the animated weapons fall to the ground once the PCs leave the room.
Running Water
Kelly Smith (smitty@EagleWeb.net)
The PCs discover a valve (hidden). After turning the valve they can hear water
running in the distance. Tracking the sound of the water they come to a door(has
a clasp handle). The door appears to be water tight but is damp to the touch.
This would lead the PCs to the conclusion that the room is filling up with
water. In actuality the room is draining. If the PCs grasp the clasp handle a
wall shifts from behind them to reveal a bed of spikes. The door then swings
open and throws the helpless PCs against the bed of spikes. They can save for
half damage.
You Again!
bucaillo@esiee-amiens.fr
A magical networks of rooms, the intentions of which was to test the trust of
the characters in their companions, as well as their general good intentions...
First separate the party members by a teleportation device (a narrow portal
should do just fine, as they can enter it only one by one). Have each of them
appear at the end of a corridor, with a nice huge stone eye with a hole for
center engraved on the wall behind. It is not necessary, but it adds a nice
touch, I'd say. The corridor runs a few meters before meeting with a side
passage connecting (in an 'H' shape) with another parallel corridor (supposedly
the appearing site for another PC). Have a clone of another character coming at
the same time from this second corridor, and acting exactly as if it was the
second PC. Then, they have to go on advancing along either corridor (they should
not feel like splitting again after finding themselves together again). Then
have your creature use the very first opportunity to attack the real PC.
Now it gets tricky for both the DM and the players: have the same thing happen
to the real character impersonated above, and so on with every couple of PCs.
Let's call X the real character and X' the mimicked one. As the attack goes on,
the DM should spend his time running from one player to the other, as the attack
of X on Y' is exactly the same as X' on Y (after the initial attack made by both
X' and Y' -don't choose a character so disgustingly caring and good that s/he
will let him/herself be beaten to death). The players should feel something is
wrong as they are not allowed to talk to each other (the clones doesn't talk
anymore once combat is engaged), but they will guess that it really is the other
player's attacks that damages him, so... On the very moment one of the player
should die (one of the clones too), have only the clone die, and then both
clones be sucked up with their possessions by the stone eye (we wouldn't want
some clever-minded party end up with double their items -magical included- would
we?
Now the corridor goes on for a long time (say 100') before meeting a
perpendicular passage, leading to a parallel corridor...you got it right, the
same situation, but this time, it really is the connection between the two
corridors. The two REAL PCs should meet, one next to death and the other in a
bad shape if you thought to balance the powers... Of course the DM should still
talk to the players separately if they are to believe they face another clone.
Good-natured players will talk first and discover what really happened (but can
they really be sure the other is what he says he is ?), while aggressive players
will either strike or run...
| | | |
| | | |
| |______| |
| |
| (2)_______ (2) |
| | | |
| | | |
| | | |
-----------------------------------------------------------------------
| | | |
| | | |
| |______| |
| |
| (1)_______ (1) |
| | | |
| | | |
| | | |
| | | |
| (0) | | (0) |
|__/\__| |__/\__|
_/\_ : stone eye
(0) : arrival site of X and Y
(1) : encounter with the clone
(2) : encounter with the real character
------- : means a great distance (possibly an unremarked teleportation)
I love this 'trap' for 2 reasons :
It is necessarily non-lethal (unless the players decide otherwise)
In every party there is an ongoing feeling between at least two characters
having to do with which of them could beat the other in a duel-like fight.
Glue-Time!
bucaillo@esiee-amiens.fr
This is the classical kind of trap, that you can set in front of a door, or in a
corridor, or virtually anywhere you like... Jars of Universal Glue (for those
who don't know it, imagine the ultimate glue... this is a hundred time worse).
Try to prevent a jar from breaking ON a PC unless that's what you want... You
can allow a Saving Throw, or DEX throw, or whatever you like if you feel in the
mood... Now at least one character should find himself walking bare-footed, and
there are plenty of ways to have fun in this situation (for those who don't
remember the scene in Die Hard with the riffle-shattered glass panels, I am sure
they can get an idea by themselves...) What! the character was already
bare-footed ? My, that's just too bad, isn't it ? Variants:
What about a nice spray of fast-working, sleep inducing gas? Splash! Of
course a powerful, non-lethal dissolver should be made available within a
few days to rescue the fully glued floor-lover(s).
It would be a shame if something dangerous appeared just after (say a
boulder rolling down on them (would it be stopped by the glue?), or a hungry
beast just passing by?
Magic Amulet
Vovoid (plucas@ultra.net.au)
The PCs find a rune-carved amulet which on closer inspection (detect magic,
scrying spells, etc.) is revealed to have magic powers. The power of the amulet
is this: when the person wearing the amulet is in danger, the amulet heats up
and glows. Unfortunately, when a PC puts the amulet on, it immediately starts to
glow! But however much the PCs look around they can't find the danger. Then the
amulet's second power is revealed; it blows up!
Ability scores R' us
Daniel Yurovsky
This trap is not necessarily deadly but can be. The PCs enter a room filled with
potions. The first player to quaff a potion has one of their ability scores
raised temporarily. (Which ever the DM chooses.) then after a time chosen by the
DM it starts dropping at a much faster rate.
Karim (karim@ambr.com.br)
1) This trap should be used to stop PC's greed.
It should take place in a room with difficult access. In the room, there will be
nothing but a chest. The DM should lead the PCs to think that it is probably
where all the treasure of the dungeon lie. The chest is locked but will be
opened easily with an open doors check. When opened, it will create an energy
capsule containing the character who opened the chest. Suddenly the capsule will
start closing upon the character. It will completely close upon the PC in 5
rounds, obviously killing him. If the character touches the capsule, it will
inflict 1d10 damage. The only way to cancel the trap is for another character of
the party to close the chest. Inside the chest there will be a short sword +3
(but how will they get it out?)
2) This trap will challenge the PC's intellect.
While walking through a corridor, all the PCs with some kind of metal will stick
to the wall. The wall contains some sort of magnet that will stick any piece of
metal to it. If carrying some metal there is no way (even with super str.) to
get free. The only way out is by leaving all metal items on the wall. If PC's
are smart, they will slide the metals out of the corridor.
Jon larsen (kmlarsen@ptialaska.net)
There's a large room about 20'x20' with two doors opposite each other. The
ceiling to this room rises high into darkness and hanging out of the darkness to
the floor are three ropes. As soon as the last PC enters the room, the door
slams shut and magically locks behind them. Both door are very difficult to
force, or pick open as there are no visible key holes.
The object here is to get the PCs to try to climb the ropes. Once a force
greater than fifty pounds is applied, the rope pops free from the ceiling,
dropping the contents of a small secret compartment to the floor below. One
drops a delayed blast fireball, another a stinking cloud, and the third releases
the key to get out of here. Placing the key near the door will allow it's magic
to show the key hole that earlier was non-existent.
I hope other gamers out there find this one as fun to use as I did. I used it in
a higher level campaign to prevent actually killing the PCs but to teach them
not to yank things that they are clueless to where they lead!