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Post by thedmg on Jun 19, 2014 20:42:52 GMT
The party enters a room through a simple wooden door. On the opposite wall is another simple door. In one corner of the room is a pile of treasure (obscured from view outside the doorway). In the opposite corner is a skeleton covered in decaying rags. Upon searching the skeleton they find a small bag of copper pieces and a rusty sword. The treasure should be an amount a little more than would be standard for the party level and probably contain a useful magical item or weapon.
When someone picks up anything from the treasure pile the doors immediately disappear, but only for the person who picked up the treasure, anyone else can still see the doors and freely pass through them. The character then hears a voice "Take what you will from the generosity of others, for it is yours to keep forever".
No treasure can pass through the doors. The affected character cannot pass through the now solid walls where the doors once were. Any character that comes in contact with the treasure sees the doors disappear and hears the voice.
If other unaffected characters enter and exit the room it is as though they walked through the walls. If treasure is thrown at doorways it mearly bounces off them as though they were walls. If the treasure is magically transported it reappears at the ceiling above the original location and falls to the ground.
If they return the treasure to the pile nothing happens. If they talk to the dead with the skeleton it tells them not to take the treasure. If they raise the skeleton as an undead, it cannot pass through the doorways as they will be as walls. The skeleton cannot pass through the doorway, but its copper coins and rusty sword can.
The only solution is for the characters affected to give back the treasure and make a generous donation to the pile. 25% to 50% of their wealth (you decide). Once a sufficient donation is made they hear a voice "Thank you for your generosity" and the doors reappear.
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Post by rane on Jun 19, 2014 20:59:32 GMT
ooooooooohhhh so devious
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Post by dungeonmistress on Jun 19, 2014 21:50:33 GMT
He does it again! The Trap Master!
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Post by NORTHMAN3 on Jun 19, 2014 22:13:41 GMT
cool
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Post by Pagemistress on Jun 20, 2014 1:15:30 GMT
Love it. It will be making an appearance in one of my dungeons for sure.
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Post by tauster on Jun 20, 2014 14:38:31 GMT
Wicked. I love it.
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Post by dragon722 on Jun 20, 2014 15:11:29 GMT
Love it! Like it! Using it! Only bad side to this....10 hours later my players might figure it out to get out Muhahaha!!! One question though....Only the copper stuff can leave the room? Or none of it? To set off the trap I mean....
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Post by thedmg on Jun 21, 2014 11:12:09 GMT
Love it! Like it! Using it! Only bad side to this....10 hours later my players might figure it out to get out Muhahaha!!! One question though....Only the copper stuff can leave the room? Or none of it? To set off the trap I mean.... Essentially the copper and the rusty sword being able to leave hints at the demise of the person in the room... they did not donate to the pile. As their stuff was never added to the treasure, it can leave the room. However, their remains are still cursed to remain in the room. The only way the trap is triggered is when someone takes something from the pile. Only that person is trapped.
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Post by dungeonmistress on Jun 21, 2014 16:51:40 GMT
That's so diabolical! I love it!
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Post by dragon722 on Jun 21, 2014 18:26:47 GMT
Love it! Like it! Using it! Only bad side to this....10 hours later my players might figure it out to get out Muhahaha!!! One question though....Only the copper stuff can leave the room? Or none of it? To set off the trap I mean.... Essentially the copper and the rusty sword being able to leave hints at the demise of the person in the room... they did not donate to the pile. As their stuff was never added to the treasure, it can leave the room. However, their remains are still cursed to remain in the room. The only way the trap is triggered is when someone takes something from the pile. Only that person is trapped. Awesome.Thanks
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Post by thedmg on Jun 21, 2014 21:56:52 GMT
This is how you trap baboons. You place an orange in a wooden box with a small hole in the top. The baboon sticks his hand in and grabs the orange, but cannot retract his hand without releasing the orange. They end up just sitting there until the trapper arrives to... say hello and give them a cuddle.
Greed is a players downfall
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Post by gnomezrule on Jun 24, 2014 21:54:46 GMT
This is not so much a trap as it is a solution to the gm problem "My characters exceed the wbl chart."
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Post by beerfrog on Jun 25, 2014 5:16:42 GMT
This is how you trap baboons. You place an orange in a wooden box with a small hole in the top. The baboon sticks his hand in and grabs the orange, but cannot retract his hand without releasing the orange. They end up just sitting there until the trapper arrives to... say hello and give them a cuddle. Greed is a players downfall Same principal for raccoons too. I do love the idea, and will save it for a certain player who is constantly trying to turn everything into gold. He tried cutting up a giant silver statue once. I can't imagine why the deity got so angry and threatened to rearrange his anatomy. (Think Men in Black Ballchinians)
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chd
Tool Gatherer
Posts: 52
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Post by chd on Jul 9, 2014 4:00:09 GMT
The party enters a room through a simple wooden door. On the opposite wall is another simple door. In one corner of the room is a pile of treasure (obscured from view outside the doorway). In the opposite corner is a skeleton covered in decaying rags. Upon searching the skeleton they find a small bag of copper pieces and a rusty sword. The treasure should be an amount a little more than would be standard for the party level and probably contain a useful magical item or weapon. When someone picks up anything from the treasure pile the doors immediately disappear, but only for the person who picked up the treasure, anyone else can still see the doors and freely pass through them. The character then hears a voice "Take what you will from the generosity of others, for it is yours to keep forever". No treasure can pass through the doors. The affected character cannot pass through the now solid walls where the doors once were. Any character that comes in contact with the treasure sees the doors disappear and hears the voice. If other unaffected characters enter and exit the room it is as though they walked through the walls. If treasure is thrown at doorways it mearly bounces off them as though they were walls. If the treasure is magically transported it reappears at the ceiling above the original location and falls to the ground. If they return the treasure to the pile nothing happens. If they talk to the dead with the skeleton it tells them not to take the treasure. If they raise the skeleton as an undead, it cannot pass through the doorways as they will be as walls. The skeleton cannot pass through the doorway, but its copper coins and rusty sword can. The only solution is for the characters affected to give back the treasure and make a generous donation to the pile. 25% to 50% of their wealth (you decide). Once a sufficient donation is made they hear a voice "Thank you for your generosity" and the doors reappear. I think I can take the idea one step further; Make the room a temple cursed for it's priest's greed. The skeleton is the dead priest, who refused to part with the accursed Tithes. The party enters a room through a dilapidated Doorway, On the opposite wall is a pile of treasure (visible from the doorway. outside the doorway). laying sprawled on Altar is a skeleton covered in decaying silken rags. Upon searching the skeleton they find a tarnished amulet (that radiates an unholy aura) and a 'rusted' gold sword (IIRC, gold doesn't rust, so that should be another hint of there being something wrong. The treasure should be excessive, even for 10x the party level, as a means to tempt a player. When someone picks up anything from the treasure pile the door immediately becomes blocked by a magic barrier but only for the person who picked up the treasure, anyone else can't see the barrier and freely pass through them. The character then hears a voice "Take what you will from the generosity of others, for it is yours to keep forever". No treasure can pass through the door. The affected character cannot pass through the now solid walls where the doors once were. Any character that comes in contact with the treasure sees the barrier and hears the voice. If other unaffected characters enter and exit the room it is as though they walked through the walls. If treasure is thrown at the doorways it merely bounces off them as though they were walls. If the treasure is magically transported it reappears at the ceiling above the original location and falls to the ground. If they return the treasure to the pile nothing happens. If they talk to the dead with the skeleton it tells them not to take the treasure. If they raise the skeleton as an undead, it cannot pass through the doorway as they will be as walls. The skeleton cannot pass through the doorway, but its amulet coins and rusty sword can. The only solution is for the characters affected to give back the treasure and make a generous donation to the pile. 25% to 50% of their wealth (you decide). Once a sufficient donation is made they hear a voice "Thank you for your generosity" and the doors reappear. If another player gives all their coin to free another, the voice will say "Giving is it's own reward" and the curse will end. I'd then gift the paying player with a vision of a spellbook to summon a bound magic weapon (Sword of the Savior) that can only be cast once per encounter to be wielded by another, and it's hiding place below under the altar. (The spell-book can be given to another after being read/learned, but it cannot be sold.) YMMV, but the trip to and from the temple/shrine, as well the temple puzzle itself could be a session in itself.
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Post by thedmg on Jul 9, 2014 10:34:25 GMT
No give, only take!
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rhoubhe
Cardboard Collector
Posts: 17
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Post by rhoubhe on Jul 13, 2014 0:56:08 GMT
Take what you can, give nothing back!
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Post by thedmg on Jul 13, 2014 0:59:13 GMT
Rule number 1 of the Ferengi rules of acquisition: Once you have their money, never give it back.
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rhoubhe
Cardboard Collector
Posts: 17
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Post by rhoubhe on Jul 13, 2014 1:01:29 GMT
Rule number 2: Always remember rule number 1??
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Post by DarthTaco18 on Sept 11, 2014 22:10:17 GMT
I love this one. In fact there's an infamous clan of thieves in my campaign setting that are rumored to have an incredibly large amount of wealth hidden away. I always just justified that no body ever looted it before because every one of these guys were master trapsmiths and everyone who entered was pushed back by the dangers of the dungeon, but this would actually make it possible for me to spread stories that the money pit is growing throughout the campaign in their absence and add a bit of mystery to it as well.
I promise you I will be using this one.
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sotf
Advice Guru
Posts: 1,084
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Post by sotf on Sept 12, 2014 21:41:55 GMT
The issue then comes about if the trap works to stop players from using the barbarians lockpick...aka, the adamantine weapon to hack through the wall...
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