| Trap Ideas? | |
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+3Archon King of Phyrexia Barbaric Gnoll 7 posters |
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Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Trap Ideas? Thu Aug 26, 2010 7:17 pm | |
| Post cool ideas for traps here! | |
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Barbaric Gnoll Peasant
Posts : 26 Points : 38 Reputation : 4 Join date : 2010-08-26 Age : 31 Location : Fort Tath
| Subject: Re: Trap Ideas? Thu Aug 26, 2010 7:28 pm | |
| The entire dungeon is utterly empty, the traps have clearly been already set off. As the hallway spirals centerwards, you encounter the corpses of dead adventurers past. The center of the spiral hallway is ocuppied by a large tresure chest. Adorning the chest is the charred corpse of a hafling lockpick poised in what used to be a hand. Once you clear the body, open the lock, and dodge the fire trap, you hear a whirring and a sieries of clicks. The entire Dungeon has reset itself! You must now try to remember the order of traps as you struggle to escape. | |
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King of Phyrexia ADMIN
Posts : 215 Points : 1639 Reputation : 26 Join date : 2010-06-08 Age : 1997 Location : Phyrexia's core
| Subject: Re: Trap Ideas? Thu Aug 26, 2010 9:06 pm | |
| Your trap sounds good. I can't think of anything that isn't lame so I need more to time to think of something. :FACEPALMN00B: | |
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Archon BANNED
Posts : 38 Points : 71 Reputation : 5 Join date : 2010-09-27 Location : די וואָרפּ
| Subject: Re: Trap Ideas? Mon Sep 27, 2010 9:50 pm | |
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Fox Serf
Posts : 17 Points : 42 Reputation : 2 Join date : 2010-06-08 Age : 912 Location : Turn around...HEHE....
| Subject: Re: Trap Ideas? Tue Sep 28, 2010 2:34 pm | |
| You so gonna make a trap that requires someone with l33t sk1llz to get past. You have to have something that has acid/dark magic for our next session. You could make it so that to get past you need to be able to complete a riddle that is inscribed in the wall in a language that isn't commonly spoken (abyssal, primorial, igne) stuff like that would be a complicated and diverse trap idea that might get the party thinking. :WQ42354TD: | |
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Steve the Lantern Archon MOD
Posts : 204 Points : 554 Reputation : 8 Join date : 2011-01-15 Age : 2016 Location : Celestia
| Subject: Re: Trap Ideas? Fri Jan 21, 2011 10:00 pm | |
| - Fox wrote:
- You so gonna make a trap that requires someone with l33t sk1llz to get past.
You have to have something that has acid/dark magic for our next session. You could make it so that to get past you need to be able to complete a riddle that is inscribed in the wall in a language that isn't commonly spoken (abyssal, primorial, igne) stuff like that would be a complicated and diverse trap idea that might get the party thinking. :WQ42354TD: I like this idea. | |
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King of Phyrexia ADMIN
Posts : 215 Points : 1639 Reputation : 26 Join date : 2010-06-08 Age : 1997 Location : Phyrexia's core
| Subject: Re: Trap Ideas? Sat Jan 22, 2011 5:45 am | |
| I had an idea for a trap to be used in something like an egyptian style Tomb. It would be a trap that could be triggered by a pressure pad or tripwire and when triggered, subtly placed vents would spew out noxious gas that would be equivalent to mummy rot. | |
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Steve the Lantern Archon MOD
Posts : 204 Points : 554 Reputation : 8 Join date : 2011-01-15 Age : 2016 Location : Celestia
| Subject: Re: Trap Ideas? Sat Jan 22, 2011 11:16 am | |
| - The Negative Energy plane wrote:
- I had an idea for a trap to be used in something like an egyptian style Tomb. It would be a trap that could be triggered by a pressure pad or tripwire and when triggered, subtly placed vents would spew out noxious gas that would be equivalent to mummy rot.
Is that not the trap you used on us in the desert? | |
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King of Phyrexia ADMIN
Posts : 215 Points : 1639 Reputation : 26 Join date : 2010-06-08 Age : 1997 Location : Phyrexia's core
| Subject: Re: Trap Ideas? Sat Jan 22, 2011 1:07 pm | |
| I did use it against you but you guys all made your stupid fortitude saves. | |
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Steve the Lantern Archon MOD
Posts : 204 Points : 554 Reputation : 8 Join date : 2011-01-15 Age : 2016 Location : Celestia
| Subject: Re: Trap Ideas? Sat Jan 22, 2011 2:03 pm | |
| - The Negative Energy plane wrote:
- I did use it against you but you guys all made your stupid fortitude saves.
What do you mean. I died and Allister got mummy rot | |
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King of Phyrexia ADMIN
Posts : 215 Points : 1639 Reputation : 26 Join date : 2010-06-08 Age : 1997 Location : Phyrexia's core
| Subject: Re: Trap Ideas? Sat Jan 22, 2011 2:10 pm | |
| That was from the actual mummies not from mummy rot gas. | |
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Steve the Lantern Archon MOD
Posts : 204 Points : 554 Reputation : 8 Join date : 2011-01-15 Age : 2016 Location : Celestia
| Subject: Re: Trap Ideas? Fri Jan 28, 2011 11:37 am | |
| I think traps with anti magic fields work best | |
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King of Phyrexia ADMIN
Posts : 215 Points : 1639 Reputation : 26 Join date : 2010-06-08 Age : 1997 Location : Phyrexia's core
| Subject: Re: Trap Ideas? Fri Jan 28, 2011 3:56 pm | |
| - The Mysterious Ulitharid wrote:
- I think traps with anti magic fields work best
It would be hell for any full casters. | |
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Steve the Lantern Archon MOD
Posts : 204 Points : 554 Reputation : 8 Join date : 2011-01-15 Age : 2016 Location : Celestia
| Subject: Re: Trap Ideas? Fri Jan 28, 2011 9:23 pm | |
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Belkar Peasant
Posts : 29 Points : 116 Reputation : 8 Join date : 2011-01-28 Age : 27 Location : Everywhere at once
| Subject: Re: Trap Ideas? Sat Jan 29, 2011 2:21 pm | |
| How about:
You enter the dungeon eager to discover the untold riches that lie within. You walk into the first room only to find that it is a circular room, 20 ft. in diameter, and it is completely empty. As you turn to leave, the huge stone door slams shut behind you and you hear the whirring and clanking of ancient gears and deadbolts being slid into place. Then the ticking and spinning stops and you have just enough time to wonder what is happening before the floor of the room drops, taking you far underground, into an enormous maze filled with terrible monsters and numerous traps. In the first hallway is obscure writing (abyssal) detailing the purpose of the maze. The lever to raise the elevator is at the far end of the maze but the elevator will not rise unless it is held during the entire ascent. One of the party must stay behind. | |
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Matt Rich Merchant
Posts : 80 Points : 1241 Reputation : 4 Join date : 2010-08-24 Age : -3666
| Subject: Re: Trap Ideas? Sat Jan 29, 2011 3:51 pm | |
| Or you could use an undead minion or some rope to hold it. | |
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Steve the Lantern Archon MOD
Posts : 204 Points : 554 Reputation : 8 Join date : 2011-01-15 Age : 2016 Location : Celestia
| Subject: Re: Trap Ideas? Sat Jan 29, 2011 4:49 pm | |
| Yes but undead are not that smart. But also say that there is a giant magic circle against undead spell permanent on the elevator. | |
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Belkar Peasant
Posts : 29 Points : 116 Reputation : 8 Join date : 2011-01-28 Age : 27 Location : Everywhere at once
| Subject: Trap Sat Jan 29, 2011 9:18 pm | |
| As I said, The lever is at the far end of the maze and whosoever is holding it is being attacked by ferocious beasts.
I was kind of thinking that maybe a high enough level spell caster could hold off the beasts and then just teleport out of the dungeon. Though I don't know any spell casters that are willing to do anything for the good of the party. Or any reliable spell casters, for that matter. | |
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Steve the Lantern Archon MOD
Posts : 204 Points : 554 Reputation : 8 Join date : 2011-01-15 Age : 2016 Location : Celestia
| Subject: Re: Trap Ideas? Sat Jan 29, 2011 10:06 pm | |
| You are so flattering. Antimagic fields are the best for annoying the spellcaster. | |
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