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Moritz
02-26-2009, 10:53 AM
We've got a favorite Monster thread. Why not have a favorite trap type thread?

mrken
02-26-2009, 01:12 PM
Moritz, thanks for the topic. I think I will keep this topic on the top of my favored list.

As a GM I have many favorite traps, but one that I like to keep for special times is the one where the person breaks through the dungeon floor and slides into a tube and right into a coffin like slot on a ferris wheel like rotating holding cell. The trap is self resetting as the trap door is on a hinge and connected to the wheel. Door is stepped on and falls down pushing the wheel down one more slot. When the body falls into the slot the weight of it pushes the trap door back up into the set position.

But that is just one trap, I have many more and am always looking for more, thus I will keep a keen eye on this post. :)

DragonPrince
02-26-2009, 01:32 PM
Well I would like to say mine is the shin splitter....spring loaded blades shoot out after a person steps on plate that lowers 6"...OUCH....Can we say MEDIC!!

wbrandel
02-26-2009, 02:11 PM
My personal favorite are pressure release traps. Acid, flame, hot tar (usually followed by feathers-for humiliation). Flame jet traps have been recurring with me so far and for me are the most fun, you can put the nozzles any where. One thing I like to do is put the trigger where the point man trips it but the tail end get it.

spotlight
02-26-2009, 02:55 PM
mine is the little hole in the wall trap. Look in and you see the gold bar. Reach in and bring back a nub. Heck, why don't my players trust me any more?

Malruhn
02-26-2009, 09:09 PM
I think my ultimate favorite is just a McGuffin.

A simple 10x10x10 room with a large wooden door that opens outward. Inside is a large arrow, 4" diameter x 8' length, dangling from a rope that disappears into a hole in the ceiling that is barely large enough to allow the rope to pass through. The arrow has large feather fletchings (roc feathers), and a stone arrowhead, and is presently pointing towards one corner - angled down ever so slightly. It moves and can be manipulated easily. If somebody sniffs, that particular corner smells slightly of urine.

No matter what they do, as the party walks away (30' or more), they suddenly hear a "Whoosh-whoosh" sound that will remind the party of the sound of a large arrow spinning around in a circle. When they investigate, the arrow is totally still and looks quite innocent.

Also, no matter what happens, the arrow will regenerate any damage done to it - hacked apart, burned, even taken away, there it will be hanging (Hey, where'd it go?? I put it in my bag of holding, and now it's gone!!)

The beauty of it is that it doesn't DO anything... it is just a time waster that will keep a party there for hours, trying to figure it out.

Blue Phoenix
02-27-2009, 04:32 AM
I don't really have a favorite trap, what I do like to use is Illusions.for example the palyers came to a ruined cathedral where a bone naga had its lair.the players where looking for a general of the orcish army's. so they entered the cathedral and came in the effect of the mind reading capability's of the bone naga, and it studied them as they fought some minor enemy's.then it used a illusion spell to create a image of a captured paladin in a cell (the cell was real).then it went and interogated them using the illusion, which staed that they shouldn't come nearer because the "orc" general had put a spell on him that he would die if they tried to recue him(wich explained why he had a magic auro around him(the naga also masked the illusion aura)).even with this precaution the players didn't trust it so they began to ask it questions hat only a real paladin should know.but because the monster was reading their thoughts as they asked the question it could give the correct awnser.then it asked what kind of firepower they had "so it could help them against the orc", and then began feeding them false information that they best could use cold spell because it was furnable to it(actually it was immune).so they finally confront the naga(which was invissible(improved)). and started to pelt it with all kind of cold spells.at the end of he combat only 2 of the 6 players survived.now they suspect everything I throw their way is a illusion.wonder why that is

Sneaksta
02-27-2009, 11:42 PM
Not a fav, but i just dreamed this one up......

prepare in advance......

Have a boulder/block at the top of a cliff, wall, etc... rope hanging.... the Boulder/block is rounded off on the drop side... 1 person climbs, its ok, get 2 or more on, and it is just enough weight to roll the boulder/block off the edge........

Bombs away! :laugh:

nijineko
03-01-2009, 12:57 AM
http://elouai.com/images/yahoo/46.gifhttp://elouai.com/images/yahoo/46.gifhttp://elouai.com/images/yahoo/46.gif
http://elouai.com/images/yahoo/46.gifhttp://elouai.com/images/yahoo/46.gifhttp://elouai.com/images/yahoo/46.gif traps are my favorite. (some of you will get the reference... ^^) the no-holds barred, go for broke, wreck the dungeon, close the book, throw the alchemical sink at them, we don't need no stinking reset, where's my pound-o-dice for damage, kinda trap. an example:

the party comes to a wooden door at the end of a hallway. it's kinda stuck in it's frame. once they get it open, they are at a t-junction. to the left some thirty-ish feet along, there appears to have been some kind of cave in. if any of the party approaches, they will notice that it is somewhat humid and warm. water appears to be slowly forcing its way through the cave in. there is even a slight trickle of highly mineral tasting water. there are variously colored crystals, mostly cracked and shattered but a few are not, mixed in with the rock. some of them might be valuable.

the other end of the corridor ends in another door about thirty-five feet down. There are some boards nailed in across the door and something written on a sign. behind the boards, the door is slightly ajar, and creeks every so often. it seems that something is moving it. the sign, if approached closely enough to read is, "danger! do not open this door." there is a pack leaning up against the wall just to the right of the door. it appears rather full. there is a rope attached to a piton, hammered into the rock next to the door frame. the rope goes through the open door, and moves every so often making the door creak.

the hallway is otherwise worked stone and featureless.


for the dm to know and the players to find out....
this entire setup is a time waster. after a bit, if the door the players entered the hallway is open, it will be crushed as a massive 10x20 section of the ceiling lowers itself into the hallway the players used to enter this cross-hallway. this first section is followed by three more down the length of the entry hallway. if the door was closed, then the first clue that something is wrong is when the door handle falls off (as the other half on the other side of the door is crushed and broken off the door.) the party is now trapped in the small cross hallway.

then the "cave-in", actually a massive piston mocked up to look like a cave-in, rockets down the hallway catapulting the party into the room beyond and sealing the door. they fly about fifty feet and hit the far wall, where a rope ladder descends from the heights above to the depths of the large pit below. those that manage to grab the door, door frame, or more likely the rope will be brought up short from flying across the room, and instead swing downward, slamming into the banked racks of razors embedded into the floor that steeply angles down from the door into the pit. the rope is likely to be nicked by the razors and splits under the weight of whomever is on it.

putting weight on either rope causes it to drop a few inches and then catch again, supporting the weight(s) of whomever managed to not be stunned by the abrupt end of their flight into the wall. there are a few torches attached to the walls giving light upon the prediciment. the ceiling is lost in shadow. but soon the oil released by putting weight on the rope runs down the rope, soaking it and making it very slippery. the bottom of the pit is not visible, but turns out not to be that far when someone falls off the rope or simply was stunned by the wall.

unfortunately, the bottom of the pit is actually a large plate of crude glass, which shatters under the impact of a falling body. as the falling body/bodies contine to fall, they break through several plates of similar material, finally through a very expensive sheet of obsidian. the true bottom of the pit is revealed several hundred feet below the door, filled with widly spaced tall narrow spikes. breaking the sheets of glass and obsidian also released plugs in the wall showering more oil down upon the party.

next a hail of spears is launched from the ceiling down into the pit, followed by a volley of crossbow bolts from above the doorway into the far wall. that is, flaming spears and flaming bolts. alchemists fire to be precise. also at this time the torches in the walls are released to fall into the pit. this should take care of any laggards still somehow on one of the ropes. after a jolly good roast, the ceiling blocks fall into the pit.



oh yeah. ^^ sometimes it's fun to be evil-dm-ish. but only when they deserve it. or when it's a dream sequence. =P

Arch Lich Thoth-Amon
03-01-2009, 02:46 PM
Hey Moritz... Great thread. I will defintitely keep this in my favorites. Now, on to my answers for this particular post. My traps vary widely based on the party and my mood.
Some i steal from movies, others from books, games, and my imagination.

1) Indiana Jones and the rolling boulder, light trap, snake, insect, and spider traps.
2) Spike traps like those found in Rambo and Predator.
3) Rot grubs for the stupid adventurers crawling through refuse and dead bodies.
4) Shiny items found at the bottom of a pool of water. Always a classic.

I'll come back to add more. Gotta go to lunch with the relatives. Again, awesome thread.

kirksmithicus
03-02-2009, 05:29 PM
4) Shiny items found at the bottom of small body's of water. Always a classic.


I was planning on using this one in my new campaign / encounters I'm working on. When the player swims down to get the shiny thing they have to make a perception check or they become disoriented and swim back the wrong way. They come up out of the water to show off the shiny thing that was easily obtainable, and not at all trapped by the DM (that bastard) when they find themselves staring face-to-beak with an owl bear. Sure the character could easily be killed at this point, but I'm going more for drama. So I'll let the character flee and swim back through the water if they want. They jump up out of the water and scream "RUN!" just as the Owl Bear breaks through the surface of the water.

Not really a trap, but an entertaining way to start an encounter :biggrin:.


My favorite traps are the ones that kill halflings. :laugh:

bitemytail
03-02-2009, 06:03 PM
Time wasters:
-Female barmaid isn't really female :eek:
-auto locking one way doors
Pain causer:
-big pit
-arrow trap
-big pit with spikes

My PCs tend to be dense. They pull many an ally out of holes.

Arch Lich Thoth-Amon
03-02-2009, 09:03 PM
I was running a WARHAMMER rpg campaign just recently where the group was investigating mysterious disappearances in town. Well, long story short, one of the group was flirting with the barmaid and went to her room while the rest of the group stayed downstairs and continued to drink ale and observe the customers. Well, anyway, early the next morning, the "lucky" adventurer was in the forest strapped to a ritual platform being drawn and quartered as a sacrifice to one of the demon gods. The rest of the players awoke-hung over-and never did find out-in character-what became of their missing adventurer. Ah, good stuff.

spotlight
03-03-2009, 01:38 PM
I have had characters die in my champaignes. But, it is usually thru their own stupidity, as I do not tend for the deadly traps, only the harassing and painful ones. If your stupid enough to reach in a hole twice to get a gold bar, the you DESERVE two nubs instead of one. Which means the party probably will get rid of the dead weight that can no longer hold a weapon or cast a spell.
The deadly traps are there, I just make an out for them. let the player (and character) use his imagination.

The Dread Dormammu
03-03-2009, 01:53 PM
Illusions do make great traps.

I remember reading about a trap setup where there was a big chasm with pillars that you had to jump across to reach the other side. Basically a big jumping puzzle.

The trick was that the fifth pillar was actually an illusion. Not necessarily fatal, unless the characters are really dumb, but entertaining nonetheless.

Kalanth
03-03-2009, 03:07 PM
Aside from that Orb of Destruction in the Tomb of Horrors I prefer my traps to be straight forward and yet cunningly evil. My favorite trap is one that I stole from DDO in which the players find a secret door that opens to a wall, once open several spears thrust out from the wall. After a few seconds (I did one round) another set of spears thrust up from the ground. This was a great trap cause the rogue was so excited to find the secret door he forgot to search for traps and when he survived the first thrust and backed up to recover from the shock he never thought that there would be a second trap. May that rogue forever RIP. :)

tesral
03-03-2009, 06:14 PM
Depends on the setting. One thing I remember is if someone needs to get back in there or not.

I had the footbridge that hung on three cables strung through the planks. When meeting the Cultists would pull the lever that retraced the cables on the sides leaving the middle cable only.

A 10x10 room with a 60 foot ceiling and a water tight outward swinging door. Filled with water. I did a variation on this without the door, just a sealed opening. No getting in and out, it was a tomb. The drill popped out of the stream of water, they ran and the whole wall crumbled away leaving the tomb submerged. That was much deeper than 60 foot and much larger. Add the fact that the tomb was in a null magic zone ant was all the harder to get around.

The floor read trapped, but was the real way in, the way forward was the trap. You needed to set off the "trap" to get into the place.

A pitcher trap. A steep slope leads down, the spring at the top makes the mud on the slope like grease. You check in, you don't check out.

Arch Lich Thoth-Amon
03-03-2009, 06:37 PM
STOP! BEWARE! Ye Be Warned!
Spoilers for Q1: Queen of the Demon Web Pits, found below...

Oh man, i forgot a few great ones-oldies, but goodies, found in Q1: Queen of the Demonweb Pits. Anyone remember it? Well, these "circumstances" caused some serious problems with the party.

I... Half naked hot chick strung up to shackles. Party could only see her bare side, but it was enough. Anyway, the fighter ran over there first only to find, in his horror, a hot medusa. Very cool.

II... Party walks into a room only to find themselves, weapons, whatever is made of metal, stuck to the wall of magnetism. Basically requiring around an 18 strength to escape. If that wasnt bad enough, Lolths brigands entered the room and started to stab our prone characters with non-metallic weapons.

III... And let us not forget the hot captive women in cells, needing to be rescued (werewolves).

IV... Witch-demon? in crone form with a Deck of Many Things. Yeah, that took out a greedy character or two.

Dont recall exactly but i believe each of these events took out a party member. All good memories.

waxlion78
03-04-2009, 12:24 AM
Time waster: Goose chase puzzle. Cryptograms that once solved become riddles, the first letter of each spells out a name. They find this person and the person congratulates them on solving his puzzle. He gives them another puzzle to solve and once they solve that he excitedly gives them another. The guy just loves puzzles and riddles and seeing if people can solves them. No reward, just an excited, geeky NPC of no import. I even threw the players a bone by putting the guy in the Crimson Fish Tavern.

Damage Dealer: Pressure tile that seals the 15X15X60 room which quickly begins to fill with freezing cold water. from a 3.5 ft diameter hole in the cieling, which is essentially a very long slippery shaft. Water fills to slightly above the bottom of the shaft. First one through and clear of the opening (or after 10 minutes) it seals up and the water drains from the main room. If the players try to re-trigger the trap to get their companion the hole opens and the companion falls 60 ft. SPLAT! If they leave the companion to his own devices the shaft fills completely with freezing cold water (It IS the resevoir for the trap, after all.) I love punishing those eager to escape.

tesral
03-04-2009, 01:39 AM
STOP! BEWARE! Ye Be Warned!
Spoilers for Q1: Queen of the Demon Web Pits, found below...

I... Half naked hot chick strung up to shackles. Party could only see her bare side, but it was enough. Anyway, the fighter ran over there first only to find, in his horror, a hot medusa. Very cool.

III... And let us not forget the hot captive women in cells, needing to be rescued (werewolves).
.

http://phoenixinn.iwarp.com/SS_Modeler/porny.jpg

Arch Lich Thoth-Amon
03-04-2009, 02:12 AM
Yep, that was her except for the fact she was wearing nothing, and upon closer proximity, had snakes for hair. Ah well, i guess we all have our flaws.

Moritz
03-04-2009, 09:28 AM
Wow

I feel all simple now. Yall have some great ideas.

My favorite is a pit trap with spikes. And among those spikes is a carrion crawler feasting on a previous kill. But it sees fresh meet and attacks.

Or the helmet of x-ray vision. Allowing the wearer to see through walls at a max of 50 feet. However, the third time they put it on, it gouges out the wearers eyes.

And finally, the exploding rocks on the raised altar. Touch it, they explode doing 20d6 fire damage.

bitemytail
03-04-2009, 09:49 AM
I remember a friend of mine once put an exploding runes spell in an inn closest and left the town without dispelling it. On a later visit, we couldn't find the inn again...

Arch Lich Thoth-Amon
03-04-2009, 10:23 AM
Wow

I feel all simple now. Yall have some great ideas.

My favorite is a pit trap with spikes. And among those spikes is a carrion crawler feasting on a previous kill. But it sees fresh meet and attacks.

Or the helmet of x-ray vision. Allowing the wearer to see through walls at a max of 50 feet. However, the third time they put it on, it gouges out the wearers eyes.

And finally, the exploding rocks on the raised altar. Touch it, they explode doing 20d6 fire damage.
Pit trap with a carrion crawler feasting on the recently killed? One can never go wrong with a classic. :biggrin:

tesral
03-04-2009, 11:13 AM
I remember a friend of mine once put an exploding runes spell in an inn closest and left the town without dispelling it. On a later visit, we couldn't find the inn again...

Wanted posters with his face plastered all over them.

Another I was rather proud of. You have a door dividing a straight hall. The end of the short hall is a spear trap, an obvious one. Lots of spears that come flying down th hall and an alarm, but that isn't obvious.

The deal, if you open the door and boldly walk down the hall, nothing happened. However, if you open the door slightly, peek then close the door the trap arms, and locks the door. The next time the door is opened fully the spear trap springs and the alarm goes off.

There was a door to the side of the hall further down that was the protected thing. The castle's "war room" it had absolutely nothing of current value.

Time wasters. Nysul's magic aura and a Leomud's trap spell. they spent half and hour trying to figure out there was nothing there.

Somthing as simple as a written curse and a magic mouth can be an effective trap. It isn't what it does, it is what the adventurers think it will do. They read the curse it glows and the mouth appears "Doooomed, you are all doooooomed Hahahahahaha!"

Recursive self referencing prophecy as to their short and eventful future are a good one as well. If you can reasonably toss is a few will saves to think they failed a will save all the better.

Arch Lich Thoth-Amon
03-04-2009, 11:24 AM
How could i have forgotten, Magic Mouth spells are awesome. I have some "sweet" memories of said spells.

I agree with phoenix tesral concerning the time wasters spells. I rarely, if ever, use them.

Kalanth
03-04-2009, 01:58 PM
Oh how quickly this thread became dangerous at work... *looks up nervously*

:D

DMMike
03-04-2009, 08:47 PM
These are some elaborate traps in this thread. My villains, when faced with the price tags for them, usually choose to buy scrolls, rings, or henchmen with the money instead. But that said...

The dragon statue, facing the door that has scorch marks at its base, can be pretty rewarding.

Another cruel one, that tends to need resetting, is the symbol of sleep placed halfway down a large ladder or shaft. :laugh:

By the way, Dungeonscape has some really good trap info.

Kalanth
03-05-2009, 01:59 PM
I just went through one for my PnP game that is not so much designed to kill the players, but the prisoner that they are supposed to be rescuing.

There prison cell is a solid iron door with no windows or gaps. There are three locks that are all locked. Inspecting the door tells the player that all three locks are connected and that disabling one disables all three locks. Each lock is trapped individually and are set to discharge on different events and the firing mechanisms are in different locations and each are progressively harder to find and disarm. The prisoner is in the cell chained and hangining from the ceiling.

One is easy, which is the poison dart trap. This trap is set to trigger when the locks are disengaged and needs to be disarmed prior to the locks being disabled. The dart jets are in the wall directly behind the prisoners back. The traps automatically hit the prisoner if the traps is sprung.

The second is an acid shower that releases from the ceiling of the cell and the area immediately in front of the cell door (where the players would be standing). This is triggered when the door is opened and must be disarmed prior to the door opening. If this trap triggers the acid fills the cell with acid that is 3 inches in depth and causes 2d6 persistent damage (save ends).

And the final trap, which is a flame jet trap set in the cell and angled to fire directly at the prisoner in the cell, is triggered by a pressure plate in a 3 x 3 area directly in front of the cell door. Creatures of small size or smaller will not trigger the plate, but anyone of medium or larger will set the trap off. This trap deals the same initial damage as the acid trap, and the same persistant damage. This trap needs to be disabled before inspecting the door istelf.

Each of these traps has a lever release in a guard station down the hall and the reason for the excessive traps is because this is the maximum security section of the prison.

When the players came through here they charged right past the switches, assuming they released the doors to several empty cells in the immediate area (3 switches and there were 3 cells in that area). The rogue, a brutish human, ran right up to the door and heard a wooshing sound. He noted the door was hot to touch and heard a muffled scream on the other side. inspecting the locks the rogue disarmed the locks, thus setting off the dart trap which was accompanied by another scream. At this the rogue threw the door open which release the acid bath. It was great fun to watch because the rogue forgot all about traps in his hurry to save the prisoner from the fire trap that he had set off. The rogue was so beat up by this point that he fell to below 0 hit points because of the acid and the prisoner had died from all the traps.

Ahhhh to be evil and play on the fact that your players don't always search for traps.

DMMike
03-07-2009, 10:48 PM
Ahhhh to be evil and play on the fact that your players don't always search for traps.

They will now.

nijineko
03-17-2009, 01:53 AM
http://elouai.com/images/yahoo/46.gifhttp://elouai.com/images/yahoo/46.gifhttp://elouai.com/images/yahoo/46.gif
http://elouai.com/images/yahoo/46.gifhttp://elouai.com/images/yahoo/46.gifhttp://elouai.com/images/yahoo/46.gif traps are my favorite. (some of you will get the reference... ^^) the no-holds barred, go for broke, wreck the dungeon, close the book, throw the alchemical sink at them, we don't need no stinking reset, where's my pound-o-dice for damage, kinda trap. an example:

the party comes to a wooden door at the end of a hallway. it's kinda stuck in it's frame. once they get it open, they are at a t-junction. to the left some thirty-ish feet along, there appears to have been some kind of cave in. if any of the party approaches, they will notice that it is somewhat humid and warm. water appears to be slowly forcing its way through the cave in. there is even a slight trickle of highly mineral tasting water. there are variously colored crystals, mostly cracked and shattered but a few are not, mixed in with the rock. some of them might be valuable.

the other end of the corridor ends in another door about thirty-five feet down. There are some boards nailed in across the door and something written on a sign. behind the boards, the door is slightly ajar, and creeks every so often. it seems that something is moving it. the sign, if approached closely enough to read is, "danger! do not open this door." there is a pack leaning up against the wall just to the right of the door. it appears rather full. there is a rope attached to a piton, hammered into the rock next to the door frame. the rope goes through the open door, and moves every so often making the door creak.

the hallway is otherwise worked stone and featureless.





oh yeah. ^^ sometimes it's fun to be evil-dm-ish. but only when they deserve it. or when it's a dream sequence. =P

having said all that, i don't think i've ever actually used one. ^^ they are just fun to contemplate. ^^

Envikin
03-17-2009, 12:32 PM
I have always loved traps as a DM. So much as to bog down the play because the players would not go anywhere without searching for traps.

My most used trap is a well placed pit (or 3) with spikes, skulls, monsters, or whatever at the bottom.
My favorite twist is to put a permanent teleport spell/portal at the bottom of the pit. This takes the player to the top of the long shaft directly above the pit trap and they fall down past the other charaters into the pit again... wash, rinse, repeat. I like the image of the player continusly falling and the different methods of rescue that players invent (usually without killing the free falling companion).

Arch Lich Thoth-Amon
03-17-2009, 12:41 PM
That reminds me, long ago while playing in a campaign, we came across a stone statue with an open mouth. Our fighter, having more muscles than brains, w/o thinking, stated that he reaches inside of the mouth. Long story short, hand was caught, baddies started arriving, we were outnumbered and had to flee for our lives so we had a choice: should we leave him to a certain doom or chop his hand off? The LG and G players were arguing the option, while, I, the dark one, pulled out my bladded weapon an decapitated him at the elbow. He survives, but the LG and G players were outraged. He he he.

Moritz
03-17-2009, 01:35 PM
I, the dark one, pulled out my bladded weapon an decapitated him at the elbow. He survives, but the LG and G players were outraged. He he he.

You chopped off his head at his elbow? What evil wizard grafted his head to his forearm?

Arch Lich Thoth-Amon
03-17-2009, 01:39 PM
You chopped off his head at his elbow? What evil wizard grafted his head to his forearm?
Well, i didnt want him to suffer. :laugh:

I am so tired, after pulling an all-nighter writing a paper, that i didnt even realize what i wrote. :confused:

nijineko
03-18-2009, 05:07 AM
didn't you watch mib? ;D

Arch Lich Thoth-Amon
03-18-2009, 10:42 AM
mib? I did catch an episode or two of Tutors, as a welcomed break from my current reality.

nijineko
03-20-2009, 12:11 AM
men in black. ^^ there was this one alien who's apparent head turned out to be a somewhat different appendage. free associative relation and all that. =D

Arch Lich Thoth-Amon
03-20-2009, 12:40 AM
Taken from an old 1ed. module: i like the circular platforms hanging from chains. Characters need to hop from one to the next to get to the other side. If one falls off, dead, so be careful and inventive to get bonuses to your success roles. To complicate things, time is of the essence. This is a great scenario for players to test their skills/stats/inventiveness. Guaranteed to draw beads of sweat from players foreheads. Good times.

DragonPrince
04-06-2009, 08:30 PM
One of my favorite traps include a rope bridge with missing planks. The rope is very old and almost ready to break. There isn't enough rope to send the lightest over with fresh rope for a safety line. Everyone must make checks and also leave items behind to continue.

Arch Lich Thoth-Amon
04-06-2009, 08:41 PM
One of my favorite traps include a rope bridge with missing planks. The rope is very old and almost ready to break. There isn't enough rope to send the lightest over with fresh rope for a safety line. Everyone must make checks and also leave items behind to continue.
Very cool scenario, DragonPrince. That one, and its variations, never gets old.

Here's a funny one kinda similar to yours. Had a character crawling upside down on the ceiling above a robe bridge(i was the GM). Just as he was halfway to the other side, he was swarmed by 1000's of black widows. Here's how it played out"

DM to player: (player hesitating) So, what are you going to do?
Player: I have a high armor class.
DM: This is a swarm, your ac wont protect you. (players eyebrows move up)
Player: That's okay, i have high hp's and great saves, i can take the damage and am sure i can make my poisen saves.
DM: R-E-A-L-L-Y? (with this, character glimpses his own death)
Player: (just before being swarmed) I jump to the rope bridge below.
Rest of Players: WHAT? (Some soda and liquid refreshments being projected acrosss the gaming table, plus a bunch of q-bert profanity expressed). Kept clean for FC.
Long story short, everyone failed their rolls and fell from the rope bridge to an even bigger problem, except for our guy on the ceiling. He actually made his role and held to the rope bridge.

Great fun!

Thoth challenges his readers, the winner earning a few minutes of respect.

The trivia question: What was the theme of this game. Give me race/s, God/s, location, etc. :confused:

Party is primarily dealing with...
Primary Race:
Primary God:
Primary Location:

tesral
04-07-2009, 12:11 AM
Taken from an old 1ed. module: i like the circular platforms hanging from chains. Characters need to hop from one to the next to get to the other side. If one falls off, dead, so be careful and inventive to get bonuses to your success roles. To complicate things, time is of the essence. This is a great scenario for players to test their skills/stats/inventiveness. Guaranteed to draw beads of sweat from players foreheads. Good times.

White Plume Mountain. The cleric in one party eared the name "Clambake" for falling into the boiling mud. They did managed to get him back out to enjoy the nick.

Arch Lich Thoth-Amon
04-07-2009, 01:51 AM
White Plume Mountain. The cleric in one party eared the name "Clambake" for falling into the boiling mud. They did managed to get him back out to enjoy the nick.
Yes, i believe that scenario was in White Plume Mountain, tesral.

Sooo, can you, or anyone, guess my latest trivia questions: race, god, location?

Hint: These all have one-word answers.

tesral
04-07-2009, 02:32 AM
Yes, i believe that scenario was in White Plume Mountain, tesral.

Sooo, can you, or anyone, guess my latest trivia questions: race, god, location?

Hint: These all have one-word answers.

Off the top of my head Drow, Loth, underdark. You would bring that up with old modules.

agoraderek
04-07-2009, 02:34 AM
having said all that, i don't think i've ever actually used one. ^^ they are just fun to contemplate. ^^

Yeah, you look at the five skull traps, giggle, and never use them. Players can't handle that kind of stuff these days :)

Arch Lich Thoth-Amon
04-07-2009, 05:31 AM
Off the top of my head Drow, Loth, underdark. You would bring that up with old modules.
I'm old school, as i have been there. It doesnt surprise me you guessed all three, tesral.

tesral
04-07-2009, 11:46 AM
I like sensible traps or inadvertent traps. Inadvertent are wonderful because they have no intent behind them. A detect traps spell is useless, and the rogue has a high DC because the thing isn't a "trap" in the usual sense. It will not fit the pattern of "traps" they are familiar with.

However if you mess around with that unfinished expeiment in the magician's long forgotten lab it will bite you ass, sometimes literally. Moving that last log from in front of the partly covered door brings down the rest of the landslide. And of course, the old rope bridge that hasn't seen maintenance in many a year.

Arch Lich Thoth-Amon
04-07-2009, 11:48 AM
I like sensible traps or inadvertent traps. Inadvertent are wonderful because they have no intent behind them. A detect traps spell is useless, and the rogue has a high DC because the thing isn't a "trap" in the usual sense. It will not fit the pattern of "traps" they are familiar with.

However if you mess around with that unfinished expeiment in the magician's long forgotten lab it will bite you ass, sometimes literally. Moving that last log from in front of the partly covered door brings down the rest of the landslide. And of course, the old rope bridge that hasn't seen maintenance in many a year.
Agreed. I make it a point to throw them in to every one of my campaigns, as per the reasons you gave. Great minds do think alike, even if we are as different as Liches and Phoenix's.

cmac
04-07-2009, 03:09 PM
Not sure of if this was said but when I read the title "what is your favorite trap type"? I isntantly thought "The One That Works"

Tamerath
04-17-2009, 01:27 PM
It's funny that I saw this post...yesterday while converting some of Castle Ravenloft over to 4th Edition I ran across a very cool death trap. The sucker is on one of the highest towers in Castle Ravenloft and it's a trap door that shoots you out the side of the tower...260 feet of falling to the ground...1d10 + 125 damage...hehehe...something tells me an unlucky level 10 pc isn't going to survive the drop.

Arch Lich Thoth-Amon
04-17-2009, 01:32 PM
It's funny that I saw this post...yesterday while converting some of Castle Ravenloft over to 4th Edition I ran across a very cool death trap. The sucker is on one of the highest towers in Castle Ravenloft and it's a trap door that shoots you out the side of the tower...260 feet of falling to the ground...1d10 + 125 damage...hehehe...something tells me an unlucky level 10 pc isn't going to survive the drop.
I'm aware of your Ravenloft campaign and sincerely wish i was involved, Tamerath. Since i know many of the players in your Ravenloft campaign, please be sure to update us on who got caught in the trap. Oh, and i promise not to make Jermaine aware of your devious Evil DM plans.

Tamerath
04-17-2009, 01:51 PM
I'm aware of your Ravenloft campaign and sincerely wish i was involved, Tamerath. Since i know many of the players in your Ravenloft campaign, please be sure to update us on who got caught in the trap. Oh, and i promise not to make Jermaine aware of your devious Evil DM plans.

Awesome :) and I will for sure. I post most of my campaign stuff on my blog these days so anyone wishing to read what my plans are for Ravenloft drop on over and feel free to post till your hearts content :)

BrotherDog
04-25-2009, 03:22 AM
Not a big damager, this is mostly for lower levels, but causes party to become very paranoid.

When they enter the dungeon through the main door, many barely audible stony slides and clicks of traps resetting can be heard. In the long hallway to the next door just past some suddenly self lighting torches at the halfway point, movement can be seen ahead. 42 nasty looking caltrops with glowing tips are tumbling and sliding in an area blocking the way. One is set apart but moving from a "mousehole" at the wall base and heading toward the others. If they pick it up, it explodes doing 2d4 pts of damage reflex saves for half(this is the only one that does this, maybe one other if others are too eager to start clearing them). They cover an easily jumped 5 foot expanse. On the other side of the caltrops is an area that has an invisible permanent grease spell spread on the floor. Once they jump across, they slip and land butt first in the caltrops. Set damage as you wish, maybe even have them poisoned. The rest of the dungeon only has fake obvious looking "traps" that do nothing but waste their time, but they won't know that.


I think my ultimate favorite is just a McGuffin.

What in Hastur's name be a "McGuffin"?

tesral
04-25-2009, 10:32 AM
What in Hastur's name be a "McGuffin"?


From The Trek Creative Lexicon (http://phoenixinn.iwarp.com/trkguid/lexicon.html)
McGuffin A McGuffin could be a person, an object, or an event that characters of a story are interested in but that, intrinsically, if of little concern. For example, in Hitchcock's movie North by Northwest, thugs are on the look out for a character named George Kaplan. Roger Thornhill, an ad executive, gets mistaken for Kaplan and so he is chased instead. Meanwhile Thornhill himself tries to find Kaplan who doesn't even exist.
Hitchcock explained the term in a 1939 lecture at Columbia University: "In regard to the tune, we have a name in the studio, and we call it the 'MacGuffin'. It is the mechanical element that usually crops us in any story. In crook stories it is always the necklace and in spy stories it is always the papers. We just try to be a little more original." (quoted from the OED)
Hitchcock borrowed it from a shaggy-dog story where a train passenger is carrying a large odd-shaped package. The passenger calls it a MacGuffin and explains to the curious fellow passengers that it's a device used to catch lions in Scottish Highlands. When they protest that there are no lions in the Highlands, he simply replies, "Well, then this can't be a MacGuffin." [Coined by Alfred Hitchcock]

BrotherDog
04-26-2009, 02:33 AM
From The Trek Creative Lexicon (http://phoenixinn.iwarp.com/trkguid/lexicon.html)
McGuffin A McGuffin could be a person, an object, or an event that characters of a story are interested in but that, intrinsically, if of little concern. For example, in Hitchcock's movie North by Northwest, thugs are on the look out for a character named George Kaplan. Roger Thornhill, an ad executive, gets mistaken for Kaplan and so he is chased instead. Meanwhile Thornhill himself tries to find Kaplan who doesn't even exist.
Hitchcock explained the term in a 1939 lecture at Columbia University: "In regard to the tune, we have a name in the studio, and we call it the 'MacGuffin'. It is the mechanical element that usually crops us in any story. In crook stories it is always the necklace and in spy stories it is always the papers. We just try to be a little more original." (quoted from the OED)
Hitchcock borrowed it from a shaggy-dog story where a train passenger is carrying a large odd-shaped package. The passenger calls it a MacGuffin and explains to the curious fellow passengers that it's a device used to catch lions in Scottish Highlands. When they protest that there are no lions in the Highlands, he simply replies, "Well, then this can't be a MacGuffin." [Coined by Alfred Hitchcock]

Many thanks. As long as I've been around, and never heard this term ever used until now. It must also have localcolor connections as well. T'would be me guess.

Arch Lich Thoth-Amon
04-26-2009, 11:28 AM
Here's one: adventurers are going through a narrow corridor.

Here's the step by step:

1) A slick substance gets dropped on our heroic adventurers.
2) Secret holes are opened on the walls and kobolds stab adventurers with spears.
3) No more heroic adventurers.

That's just one version. There are hundreds more. Kobolds in my game, however weak, make up for it in being clever and inventive... they even the odds.

tesral
04-26-2009, 12:52 PM
Here's one: adventurers are going through a narrow corridor.

Here's the step by step:

1) A slick substance gets dropped on our heroic adventurers.
2) Secret holes are opened on the walls and kobolds stab adventurers with spears.
3) No more heroic adventurers.

That's just one version. There are hundreds more. Kobolds in my game, however weak, make up for it in being clever and inventive... they even the odds.

Adventurers enter complex, wander around, encounter Kobolds and have a small fight. They kill a few Kobolds, and leave for the night.

Next day they come back. The Kobolds have barricades across halls. They have spread lamp oil in the entry room. They are out in force and have bows and other ranged weapons. the PCs get stuck, burned, stuck some more and frustrated again and again. They kill Kobolds, but cannot get around them. They back up having run out of ways to neutrilize the poison the Kobolds are using.

Next day they open the doors to the place and the entry hall has been filled with rubble. (The Kobolds never used it) They give up.

Good thing as they had dragged a coffin with a mummy in it and stood it up in the rubble fill, and pulled the lid off and filled behind it. That mummy is still there and the dungon is still untouched.

cplmac
05-01-2009, 10:23 AM
As a player:

One that has not cought me.


As a DM:

One that caught the party by surprised and actually worked as planned.

nijineko
05-02-2009, 12:05 PM
my favorite trap as a player: one that has a way out/around that we find.


... as a dm: one that makes the party sweat.

tesral
05-03-2009, 09:35 AM
my favorite trap as a player: one that has a way out/around that we find.


... as a dm: one that makes the party sweat.

The trap that isn't there that makes the party sweat.

Many a year ago one of my players had a character that was called "The Spider". Highly disabled he sat in his web and worked secretly from within. Truly evil.

Now, they are playing in a dark analog of that same city. I have placed a "crime lord" (so described by rumor) in the same neighborhood called "The Spider". He is twisting himself into knots over whether it's an analog of that old and very evil character. It's not, but it is fun watching him squirm.

nijineko
05-13-2009, 04:08 PM
ah, yes. it's great when the players draw a wrong conclusion that furthers the story line.

templeorder
05-13-2009, 06:39 PM
I don't really have a favorite trap, what I do like to use is Illusions.s

I also rely heavily on illusion, misdirection, and the lure of "what if". I like to use illusions to either lure or cover a classic trap. I also use mirrors and effects (makeup, fire, water, smoke...) to make enemies appear bigger and badder then they are. Chains, levers, buttons, pulleys, knobs, dials... things to trigger curiosity.

Malruhn
05-14-2009, 01:36 PM
For illusions, I've always considered the locals first... what kind of quasi-permanent (or oft used) illusions will be usable?

A stone bridge with a section in the center that is painted on one side... like the north-bound lanes of a automobile bridge painted... usually a rather garish color. When the party wants to cross, what do they think? Of COURSE the painted side is suspect!! Not so - it's the safe side - with the other "normal" looking side is illusory.

I recently ran one of the better "traps" I've ever created.

Consider this: The entrance to a mine complex. An arrow-straight 5' corridor that opens to the outside, and ends in a thick wooden door with arrow slits. In the hallway, there are barricades - but only on the UPPER section of the hallway. Suspended by hooks and pitons, four or five VERY sturdy barricades force interlopers to duck below them (quarter movement rate), unless they are small sized. The defenders get wonderful shots with cross-bows down the corridor - and spellcasters with lightning bolts (if party levels can support it) can REALLY impact a party's interests. Since the party is coming in from outside, they are wonderfully silhouetted by the ambient outside light - OR will have their own light sources with them. An easy paint-job can make the door look like a perspective painting of the corridor continuing forever. Add to this, one or two spots of oil or grease on the floor to slow the party even more.

(insert evil laugh here!!)

The longer I play, the more respect and awe I have for kobolds and koboldian tactics.

Nocturne
05-18-2009, 08:58 AM
I used to prop a flask of acid in on top of doors when I played this rogue character. Simple prank turned painful, worked well to discourage theft while staying at the inn.
One thin I never got to use but really wanted to some day was set up a trapped room where a major boss battle would take place. Imagin this, youn find a dragon curled around a dais with an idol on it, lieing in his hord of treasure, all of wich is weapons of verious types. The room is fairly small with mud daub walls and Iron spikes sticking out of the wall. Now the dragon fights to the death using mostly tail slaps to knock the party into the wall spikes. Figure the hard part is over right? No the real problem is the idol is balancing a counter weight that when the idol is removed, and no adventurer could resist, the weight pulls the spiked chains hidden in the walls tight, creating an iron cage that constricts to the center of the room impaling and crushing any one in its way. Complete with plenty of pointy debris I expect TPK at lower levels. Never got to try this devious trap but always wanted to.

Baldwin Stonewood
05-18-2009, 01:41 PM
Not necessarily my favorite trap but one I used last session - so its fresh in my mind - was a multiple crossbolt trap. The lead adventurer triggered the trap, while on a rough trail, and it shot several cross bolts at the person who triggered the trap. Then there was a one round delay and cross bolts shot at the rear adventurers. It gave the impression that the group was surrounded by the enemy. Creating a bit of chaos.