|
Traps
Mar 24, 2008 15:55:32 GMT -5
Post by greycloak on Mar 24, 2008 15:55:32 GMT -5
To make up completely evil traps or just silly ones take your pick. ;D
|
|
Snadgeros
Moderator
The Goddamn Batman!
Need a dispenser here!
Posts: 116
|
Traps
Mar 24, 2008 17:33:04 GMT -5
Post by Snadgeros on Mar 24, 2008 17:33:04 GMT -5
A sphere of annihilation in a statue's mouth? Exploding runes, prepared that morning? I kid, I'm more original than that.
-Make the magical macguffin the heroes are seeking a lodestone. -Invisible sphere of annihilation, located anywhere. Head-height in an open doorway is always good. -Give them an immovable rod, but it's REALLY immovable. As in, when activated, it flies off into space as Earth, the galaxy, and the entire universe keep moving. Roll dice to determine which way it goes, and anything in the way will be taking a lot of freaking damage. -Variation: the semi-immovable rod. It SEEMS immovable, but will fall easily when the heroes use it to say....hang on for their lives above a chasm.
I'm sure my sadistic mind will come up with more later.
|
|
|
Traps
Mar 24, 2008 20:18:15 GMT -5
Post by acclue lockheart on Mar 24, 2008 20:18:15 GMT -5
hmmm...
-permanent sphere of annihilation set into motion in a square room made of walls of force. The sphere will continually move quickly around the room in random bouncing patterns XD
-anyone familiar with the rogue's roulette? It's a gigantic circular room with at least two dozen identical doors, if not more. two doors are exits, one where you started and one where you want to go; all others just have walls behind them. All other doors except one (set that aside for the moment) have magic traps such as high-level burning hands or lightning when they are opened. However something separates this from an ordinary room full of trapped doors. As soon as all the PCs enter the room, the door they came through closes and the perfectly circular room's walls begin to spin clockwise, while the floor spins counter-clockwise. The doors are also wiped of any marks by magical means. Now, they not only have a room full of trapped doors, but they don't know their way out! Now, think back to that door we set aside earlier. This door has a special trap. When that one is opened, all other doors shut and reset their traps, the doors are cleared of any markings the players may have put on them this time, and the room rotates both ways again! Truly an evil trap XD
|
|
rushfire
Site Designer
why does the avatar never work right?
Posts: 178
|
Traps
Mar 25, 2008 8:27:50 GMT -5
Post by rushfire on Mar 25, 2008 8:27:50 GMT -5
i would say mine but i dont want to ruin the surprise for razak, acclue, kurst and ect.
|
|
KurstDisciple
Moderator
Master of Illicit Activities
An Adventurer Is I!
Posts: 113
|
Traps
Mar 25, 2008 10:10:35 GMT -5
Post by KurstDisciple on Mar 25, 2008 10:10:35 GMT -5
A bag containing a bag of infinite holding sewn open to the sides of the bag with a portable hole magically held inside the opening to the bag. Whenever anything enters the portable hole, the magic holding the portable hole over the BoIH dissapates causing the hole to descend into the BoIH...and we all know the outcome of that action.
Or modify this method to a puzzle within a dungeon, create a door or some portal that needs to be opened by way of inserting an item hidden within the dungeon. This easily enables the magically properties of the items to be explained without giving away the trap. Also fill the dungeon with the most cliche' and uninventive traps immaginable to make experianced players believe you are an inexperianced DM, and catch them off guard with this.
|
|