leolad72
Paint Manipulator
I am a DM; it isn't in my job description to "kid around"
Posts: 147
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Post by leolad72 on Mar 30, 2016 2:40:17 GMT
This thread derailment brought to you by not getting the joke. That's when I break out a wand of animate dead and use zombies as Polish Mine Detectors. For my part, BC: I thought it was hilarious.
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Post by bluecloud2k2 on Mar 30, 2016 14:19:54 GMT
THANKYOU!
lol
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Post by thedmg on Mar 31, 2016 0:57:08 GMT
Above 10th level the monsters are high level NPCs with Terrasques as dogs
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Post by l7arkness on Mar 31, 2016 13:10:59 GMT
Above 10th level the monsters are high level NPCs with Terrasques as dogs exactly that or rust monsters with mage’s disjunction collars
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sotf
Advice Guru
Posts: 1,084
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Post by sotf on Apr 2, 2016 6:28:45 GMT
If you want to mess with them, set up a trap where disarming it is what triggers something.
Sure, they might screw up and let something nasty happen, but that arcane device had been letting out a glow that was keeping some rather nasty insects interested in it, ones that now come right at the party...
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Post by geekchris on Apr 9, 2016 22:49:04 GMT
Awhile ago I made a trap for just that situation. Brief summary: There's a locked door, rogue picks it, floor falls out beneath them, door remains locked. If you're extra evil the door can open after everyone is A. at the bottom of a pit that connects to a cave system or B. managed to grab onto something and not fall. It's also useful for splitting up the party between the strong/agile ones and the ones that aren't (Only magic users come to mind). The full trap idea can be found here.
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Post by jesternario on May 28, 2016 18:18:43 GMT
I need ideas for traps that won't set off a rogues trap sense. Does anyone have any ideas? The easiest way to keep the rogue from finding and disarming a trap is to have a magical trap. Rogue's search and Disarm skills only go as far as mechanical traps. They have no ability to locate or disarm a magical trap. Placing a magical trap also does two other things as a bonus: 1) it allows the caster to shine when they have spells that aren't combat based in some fashion, such as flight, wall of force, or even a simple dispel magic. 2) Since magic traps do not have to have a logical mechanic to it, having one allows you to stretch your imagination a bit. Here's one I came across a while back. The PCs come across a expanse of hallway with blackened stone floor down a full two-thirds of the hallway. At the far end, they can see a large entry way designed to look like a face. The eyes are glowing red, and glow brighter as they approach the archway, accompanied by a loud growling. If they get too close to the archway, fire rises through cracks in the floor. At the halfway point of the hallway is a pedestal, the front of which (which faces the "face) has been blasted and scorched like the floor, while the back is perfectly polished. The top, tapered so that it can't get hit has a plaque with writing in draconic. When translated, the plaque reads "Shout Loudly and Clearly the answer to the following question! Answering incorrectly means you face your demise at the wrath of the door's Guardian! WHAT IS THE GREATEST THING IN LIFE? The pedestal, however, is part of the trap. The answer given is meaningless and is just a way to get people a reason to shout loudly and activate the trap. When activated, the eyes unleash a massive fire-based beam that fills the two thirds of the hallway closest to it scorching everything within the blast and doing massive damage. The trick to getting past the trap is to simply IGNORE it. The fire coming up through the crack is a tactile illusion and meant to deter the players from doing so, but by ignoring the trap and walking through without so much as a word, they get past the trap and the person who figured it out has a sense of accomplishment.
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Post by teiwazlonewolf on May 28, 2016 20:22:56 GMT
I need ideas for traps that won't set off a rogues trap sense. Does anyone have any ideas? The easiest way to keep the rogue from finding and disarming a trap is to have a magical trap. Rogue's search and Disarm skills only go as far as mechanical traps. They have no ability to locate or disarm a magical trap. Placing a magical trap also does two other things as a bonus: 1) it allows the caster to shine when they have spells that aren't combat based in some fashion, such as flight, wall of force, or even a simple dispel magic. 2) Since magic traps do not have to have a logical mechanic to it, having one allows you to stretch your imagination a bit. Here's one I came across a while back. The PCs come across a expanse of hallway with blackened stone floor down a full two-thirds of the hallway. At the far end, they can see a large entry way designed to look like a face. The eyes are glowing red, and glow brighter as they approach the archway, accompanied by a loud growling. If they get too close to the archway, fire rises through cracks in the floor. At the halfway point of the hallway is a pedestal, the front of which (which faces the "face) has been blasted and scorched like the floor, while the back is perfectly polished. The top, tapered so that it can't get hit has a plaque with writing in draconic. When translated, the plaque reads "Shout Loudly and Clearly the answer to the following question! Answering incorrectly means you face your demise at the wrath of the door's Guardian! WHAT IS THE GREATEST THING IN LIFE? The pedestal, however, is part of the trap. The answer given is meaningless and is just a way to get people a reason to shout loudly and activate the trap. When activated, the eyes unleash a massive fire-based beam that fills the two thirds of the hallway closest to it scorching everything within the blast and doing massive damage. The trick to getting past the trap is to simply IGNORE it. The fire coming up through the crack is a tactile illusion and meant to deter the players from doing so, but by ignoring the trap and walking through without so much as a word, they get past the trap and the person who figured it out has a sense of accomplishment. Now that's just bloody brilliant.
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Post by jesternario on Jun 1, 2016 20:56:18 GMT
The easiest way to keep the rogue from finding and disarming a trap is to have a magical trap. Rogue's search and Disarm skills only go as far as mechanical traps. They have no ability to locate or disarm a magical trap. Placing a magical trap also does two other things as a bonus: 1) it allows the caster to shine when they have spells that aren't combat based in some fashion, such as flight, wall of force, or even a simple dispel magic. 2) Since magic traps do not have to have a logical mechanic to it, having one allows you to stretch your imagination a bit. Here's one I came across a while back. The PCs come across a expanse of hallway with blackened stone floor down a full two-thirds of the hallway. At the far end, they can see a large entry way designed to look like a face. The eyes are glowing red, and glow brighter as they approach the archway, accompanied by a loud growling. If they get too close to the archway, fire rises through cracks in the floor. At the halfway point of the hallway is a pedestal, the front of which (which faces the "face) has been blasted and scorched like the floor, while the back is perfectly polished. The top, tapered so that it can't get hit has a plaque with writing in draconic. When translated, the plaque reads "Shout Loudly and Clearly the answer to the following question! Answering incorrectly means you face your demise at the wrath of the door's Guardian! WHAT IS THE GREATEST THING IN LIFE? The pedestal, however, is part of the trap. The answer given is meaningless and is just a way to get people a reason to shout loudly and activate the trap. When activated, the eyes unleash a massive fire-based beam that fills the two thirds of the hallway closest to it scorching everything within the blast and doing massive damage. The trick to getting past the trap is to simply IGNORE it. The fire coming up through the crack is a tactile illusion and meant to deter the players from doing so, but by ignoring the trap and walking through without so much as a word, they get past the trap and the person who figured it out has a sense of accomplishment. Now that's just bloody brilliant. Now let's see someone craft it.
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Post by teiwazlonewolf on Jun 1, 2016 22:35:52 GMT
Now that's just bloody brilliant. Now let's see someone craft it. I just might.
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Post by DnDPaladin on Jun 2, 2016 1:37:53 GMT
some traps are just too blatantly made against PCs. like the rogue disarming traps that actually rearm itself. seriously, would you ever make such a trap in real life or even in fantasy knowing that it involves a trap that is not set. a trap made specifically for people who search for it and then try to disarm it. it is blatantly against rogues. it doesn't make sense.
now i have seen scenes that actually rearmed traps. like a lever at one place that if lifted up will just activate traps or rearm traps already busted. and that would be legit. but setting up a trap that is unarmed to begin with and that disarming it actually arms it... does that means that only rogues can get trapped in it and that any other players who just walk over it will be fine ? doesn't that seems a bit too awkward to try and explain to a player ?
nah i preffer the double trap classic. while that rogue disarm the trap he sets off another trap from above his head. classic double trap. you touch any of the two traps and the other is set off anyway. you know that booby trap wire on bombs in movies. same shit, look here while the other trap kills you.
i also like the riddles that leads nowhere. leading characters nowhere is a great way to actually confuse them. i could show you back my endless pit of doom room that ends up being nothing more then a regular room with darkness spell on its floor. the encounter still tooka lot of time to accomplish and yet when they found out they could of just walked in. ideal for stopping players in their tracks.
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sotf
Advice Guru
Posts: 1,084
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Post by sotf on Jun 3, 2016 2:55:50 GMT
Another thing that can work is to pull Viet Kong style booby traps rather than normal traps.
Things like sending the party to retrieve some nobles kid who joined an adventuring party and disappeared, find him and bring him back if he's in trouble...
Well, corridor with a badly injured npc from the kids party on the floor with the obvious results of arrow or dart traps, unfortunately, the reason why the guy was that badly injured was due to the second trap, the one that's far more deadly to the group with a pressure trigger he's trapped on top of, and once the others try to rescue him they discover that the arrow trap was sprung unless the disarmer gets quite high to discover that there is a way it rearms, there's also no visible trigger.
The trick is that adding weight to the pressure point rearms and triggers the arrow trap, and at the same time if pressure is removed from it, the other trap goes off and takes out everyone in the room/corridor such as the floor drops away into lava or something.
The end result leaves an interesting dilemma there along with a bit of trap fun
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Post by bluecloud2k2 on Jun 19, 2016 3:51:59 GMT
One that I used recently: A Corridor made of smooth black marble covered in glowing runes. The ceiling is vaulted and 50 high. Every twenty feet hangs an iron brazier from a single chain. A Perception check reveals the floor is actually glass over water, and the iron braziers have an adamantine spear tip at the bottom. Movement can be seen below the water. A Spellcraft check shows the runes on the walls are just Continual Flame spells bound to the artistic designs on the walls. The Floor however, are actually special wards that make the glass hard as steel but with a trigger that the entire glass floor will vanish if it is so much as cracked. A trigger in the next room causes the chains holding the braziers to vanish at the same time as teleporting the PC's to a spot in the middle of the corrider, twenty feet up. The Braziers fall, breaking the glass floor and releasing a horde of Merfolk Zombies and Lacedons. The party must then fight their way past the horde of underwater undead. This trap was somewhat inspired by the Goblins webcomic. One way I thought of altering the trap was to have the teleport effect drop each player directly under the adamantine spear tips, and force them to make a split-second decision to take the spear or let the glass break. They are not allowed to discuss the situation and must write down their choice: Dodge or Stay. My player's solution spoilered below: They bypassed the trap by dragging the remains of chain-mail clad mummies under the drop points, and they disabled the teleport portion of the trap. The bas+ards.
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Post by onethatwas on Jun 19, 2016 5:12:02 GMT
One that I used recently: A Corridor made of smooth black marble covered in glowing runes. The ceiling is vaulted and 50 high. Every twenty feet hangs an iron brazier from a single chain. A Perception check reveals the floor is actually glass over water, and the iron braziers have an adamantine spear tip at the bottom. Movement can be seen below the water. A Spellcraft check shows the runes on the walls are just Continual Flame spells bound to the artistic designs on the walls. The Floor however, are actually special wards that make the glass hard as steel but with a trigger that the entire glass floor will vanish if it is so much as cracked. A trigger in the next room causes the chains holding the braziers to vanish at the same time as teleporting the PC's to a spot in the middle of the corrider, twenty feet up. The Braziers fall, breaking the glass floor and releasing a horde of Merfolk Zombies and Lacedons. The party must then fight their way past the horde of underwater undead. This trap was somewhat inspired by the Goblins webcomic. One way I thought of altering the trap was to have the teleport effect drop each player directly under the adamantine spear tips, and force them to make a split-second decision to take the spear or let the glass break. They are not allowed to discuss the situation and must write down their choice: Dodge or Stay. My player's solution spoilered below: They bypassed the trap by dragging the remains of chain-mail clad mummies under the drop points, and they disabled the teleport portion of the trap. The bas+ards.
Mr. Fingers... *shudders*
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