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Roll a Reflex and die in the best traps you have encountered

sinsolublesinsoluble Registered User regular
edited July 2010 in Critical Failures
I am currently DM'ing a DnD 3rd edition game. We play twice a week, once being on Saturdays where we chew through main story line and once other day of the week when all or most of the players can show up.

Since not everyone is able to show up consistently on the second day we play I have been having the group do research for a wizard they met in the main mages society of the setting. This means that the majority of the players still get to play more then once a week while the ones who are absent don't miss any of the story.

The mage is interested in traps and trap design. He uses a trans-location orb to warp the players to a model dungeon he has on his desk. He then watches their progress through his traps in order to learn more about the psychology of trap disarming.

Heres the rub though. I am running out of ideas for traps. My party has done somewhere in the region of 150 traps already during these sessions. I am at an end to think up new and innovative ways to try and kill them.

I therefore turn to you the PA community to tell me the most fun and innovative traps you have encountered in your role playing.

And not to be a beggar I will post the first one:

The party enters a hallway with a pillar half way down. When they reach the pillar walls slam down on either side of the hallway and begin to move towards them in a classic crusher trap type manner. There is a button on the pillar with a inscription on it that says in common "reset". each time the button is pressed the walls move back to their original positions and begin to come at the party again. There is no way out.
The trick is that all the party needs to do is let the walls come to within 5-7 feet of each other and they will simply move back into the ceiling causing the party no harm at all. My party got stuck on this trap for almost an hour trying all sorts of crazy things to stop the walls from killing them. I had this trap placed just before a treasure room so that when they finally did get out they were so busy looting the treasure that they didn't kill me out of spite.

sinsoluble on

Posts

  • Alistair HuttonAlistair Hutton Dr EdinburghRegistered User regular
    edited June 2010
    Door handle that needs to be turned in opposite direction. Turning it in the normal direction causes the floor underneath the player to open up.

    Alistair Hutton on
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  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    edited June 2010
    Door handle that needs to be turned in opposite direction. Turning it in the normal direction causes the floor underneath the player to open up.

    How exactly would this manifest in a game? Do your players always specify the way in which they are turning the handle?

    Or is it just minor fluff you let them know for a cheap laugh once they overcome the trap challenge?

    Mojo_Jojo on
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  • Alistair HuttonAlistair Hutton Dr EdinburghRegistered User regular
    edited June 2010
    Mojo_Jojo wrote: »
    Door handle that needs to be turned in opposite direction. Turning it in the normal direction causes the floor underneath the player to open up.

    How exactly would this manifest in a game? Do your players always specify the way in which they are turning the handle?

    Or is it just minor fluff you let them know for a cheap laugh once they overcome the trap challenge?

    I have no idea. It's the very first trap/interaction of note in the starter adventure in the first edition of WFRP. If I remember back in the mists of time correctly after taking bad damage from the fall a party mates character then had his leg broken at the very first fight scene cutting the adventure short. The trap description reads that unless the players specifically states that they are turning the knob the 'wrong' way then the trap will trigger.

    Ah, those were the days. A more innocent GM-vs-player times. My mind boggles that people ever thought that that was good adventure design. Even at the age of 13 we wanted a more sophisticated roleplaying experience than that. Except when we played Paranoia where I'd try an get a death or two in before the briefing room at least.

    Of course, even the WFRP door trap doesn't come close the 'real time' death traps from the Teenage Mutant Ninja Turtles 'Adventures' supplement. Individual characters would enter one of seven rooms each with an instant death trap and an obscurely cryptic hint about how not to die. Each room was entered individually, so no team work, and was to be played out in real time 3 minutes if I remember correctly. To solve one of the rooms involved the character not moving for 3 minutes. Riveting roleplaying there.


    The best trap I've ever heard of involved the players being dumped into a dark room and then a glowing skeleton advancing on them that was surrounded by some form of force field:
    It was a gelatinous cube with the remains of the last victim inside, obviously the trap doesn't work if anyone has infra vision and it's more about instilling panic than actually being deadly.

    Alistair Hutton on
    I have a thoughtful and infrequently updated blog about games http://whatithinkaboutwhenithinkaboutgames.wordpress.com/

    I made a game, it has penguins in it. It's pay what you like on Gumroad.

    Currently Ebaying Nothing at all but I might do in the future.
  • PolloDiabloPolloDiablo Registered User regular
    edited June 2010
    I don't know about best trap, but I know the worst trap I've encountered. "Runes of Eyeball Implosion." This was in an official adventure, not just the DM being a total sadist. There's a sign or writing on a wall. If you read it, you're instantly blinded. Half the party was eye-less by the time we gave up and never read anything for the rest of the dungeon.

    PolloDiablo on
  • El FantasticoEl Fantastico Toronto, ONRegistered User regular
    edited June 2010
    Best of the worst traps I've found is the one near the end of the first module WotC put out for D&D 4.0. The Shadowfell Keep one or whatever. It involves a statue with a ridiculous range spinning around and at the other side of the room, a sealed hallway that fills up with water. There's no explanation for the players other than do what you can to live. You can beat on the statue, but it'd take forever, and the DC checks for de-activating the traps in the room are ridiculous for low level adventurers.

    El Fantastico on
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  • EchoEcho ski-bap ba-dapModerator, Administrator admin
    edited June 2010
    You want this.

    3237801593_c577aec41c.jpg

    It's from 1987, and hella hard to find. I think there are seven books in total.

    Echo on
  • PMAversPMAvers Registered User regular
    edited June 2010
    Or this, which is actually in print.

    PMAvers on
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  • illgottengainsillgottengains Registered User regular
    edited June 2010
    one of my favorite traps (stolen from a novel, shamelessly) were magical doors and chairs that attacked the players as they scaled the wizard tower. They weren't anything fancy, but it was fun to see the players react.

    illgottengains on
  • Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    edited June 2010
    I assume you've done the old "illusion of a weak wooden door with gelatinous cube behind it" trick.

    Illusions in general can give good traps, as long as there aren't any characters who can dispel them - for instance, a pit which looks like it can be jumped over with ease, but the far side is the real pit. The problem is, once your characters get wise to illusion traps, then out comes the ten-foot pole to poke everything.

    Which is when you unleash the poke-activated traps, like a door which when pushed opens up a pit ten feet back down the corridor.

    Rhesus Positive on
    [Muffled sounds of gorilla violence]
  • kuhlmeyekuhlmeye Registered User regular
    edited June 2010
    The only trap I can think of off the bat:

    Room with a wooden door that only has a knob on it, no key hole, and is flush with the wall around it, so that you cant wedge anything between the door and wall to pry it open. On first glimpse, it appears to be unlocked, but when you try to open it, a giant conjured fist appears and punched the player who tried to open it, knocking the player back 10-15 feet. The only way to open the door is to knock, and it opens.

    My DM did this to our party on a night I was gone, and heard they took forever to get that door opened. I also believe my DM had a pool of lava located not too far behind the door, to add extra danger.

    kuhlmeye on
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  • GoodOmensGoodOmens Registered User regular
    edited June 2010
    The Grimtooth series were awesome. I had...maybe all of them?...back in the day. Some of the "themed" sections (I remember there was a chapter with sci-fi traps) were annoying, but the basic trap listings were lots of fun.

    GoodOmens on
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  • PMAversPMAvers Registered User regular
    edited June 2010
    There was a variation I've seen of the "closing walls that stops before it crushes everyone" in the Tomb of Iuchiban L5R adventure.

    No reset button, but there was a gap in the wall, so that it'd look like one or two people could survive the walls smashing them. The *idea* was that the evil people the tomb was trying to keep out would bicker and fight each other to try to make it so that they wouldn't be crushed... and hopefully kill each other, either before the walls stop, or in retaliation to any tricks that the others would pull.

    PMAvers on
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  • sinsolublesinsoluble Registered User regular
    edited June 2010
    seems i can get a worst of grimtooth book from amazon ( amazon link ) 87$ new though =/

    i came up with a room that was 60 feet tall with reverse gravity spells on the floor and ceiling. hilarious to watch my players try and stop themselves from falling 60 feet hitting the ceiling and then falling another 60 feet and hitting the floor over and over.

    they managed to catch each other in mid air and spin endlessly in the center of the room until the mage cast a floating disk under them. they then used rope and grappling hook to pull themselves across the room on the disk. If they had only noticed the room "reflected" in the ceiling was not a reflected in a mirror they could have saved themselves a lot of trouble.

    sinsoluble on
  • SUPERSUGASUPERSUGA Registered User regular
    edited June 2010
    Which is when you unleash the poke-activated traps, like a door which when pushed opens up a pit ten feet back down the corridor.
    You magnificent bastard.

    SUPERSUGA on
  • SnowdownSnowdown Registered User regular
    edited June 2010
    I can't remember if we actually played the Tomb of Horrors module (I think we did)
    Or if our DM just stole the sphere of annihilation trap from it.

    Either way, we all thought by touching the sphere the character was getting teleported to another area of the dungeon.

    After the entire party had touched the sphere and disappeared, one by one, the DM gives the reveal.

    "You're all dead. That was a sphere of annihilation. Next DM's turn"

    Suffice it to say we were all a bit ticked.

    Snowdown on
  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    edited June 2010
    Snowdown wrote: »
    I can't remember if we actually played the Tomb of Horrors module (I think we did)
    Or if our DM just stole the sphere of annihilation trap from it.

    Either way, we all thought by touching the sphere the character was getting teleported to another area of the dungeon.

    After the entire party had touched the sphere and disappeared, one by one, the DM gives the reveal.

    "You're all dead. That was a sphere of annihilation. Next DM's turn"

    Suffice it to say we were all a bit ticked.

    That is quite brilliant. And almost fair assuming your only line of inquiry was poking it.

    Mojo_Jojo on
    Homogeneous distribution of your varieties of amuse-gueule
  • Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    edited June 2010
    There's also the trick of giving the players a choice between two doors / chests / routes with grave consequences for picking the wrong one, when it in fact turns out that the right choice was a third option not obviously apparent. For example: two trapped chests and a third one behind a false wall, with instructions saying something like, "Only the chest closest to the wall is safe." The players then have to debate which wall and various definitions of "close" the clue means, all the while not knowing that the chest closest to the wall is the one inside it.

    Or just give them the Monty Hall problem and let them kill each other as a result of the ensuing argument.

    Rhesus Positive on
    [Muffled sounds of gorilla violence]
  • KinahtoKinahto Registered User regular
    edited June 2010
    A DM threw an interesting one at me a while back. It was a trapped chest that, when unsafely opened, casted Color Spray and Invisibility on the victim, meaning they can't see anyone, and the rest of the party can't see them. It's more of an annoyance than anything, but it was a fun annoyance. Though, I did think that if you also added some kind of silence spell on there, or have it summon some monsters, or open a trap door under them, it could honestly be dangerous.

    Kinahto on
  • EchoEcho ski-bap ba-dapModerator, Administrator admin
    edited June 2010
    sinsoluble wrote: »
    i came up with a room that was 60 feet tall with reverse gravity spells on the floor and ceiling. hilarious to watch my players try and stop themselves from falling 60 feet hitting the ceiling and then falling another 60 feet and hitting the floor over and over.

    Grimtooth's Traps had that! :P

    Except it was a pit with a slightly delayed teleport spell at the bottom. Hit the floor, take damage, one second later it teleports you up to the top so you fall down again.

    I liked the non-magical traps the best. There was one with a wooden floor. All the planks were on very sensitive springs, so when you stepped on them, they went down from the weight... and then you were standing on the razor blades between the planks instead.

    Echo on
  • Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    edited June 2010
    I once came up with a trap that made the person who sprung it deaf, and simultaneously set off a klaxon alarm. The character continued down the corridor oblivious to the group of guards now aware of his presence and bearing down upon him.

    That was a short story rather than a campaign, though, so I'm not sure if it's possible to cast Group deafness without people being aware of it, so they don't try and dispel the effect and ruin the surprise.

    Rhesus Positive on
    [Muffled sounds of gorilla violence]
  • SnowdownSnowdown Registered User regular
    edited June 2010
    Mojo_Jojo wrote: »
    Snowdown wrote: »
    I can't remember if we actually played the Tomb of Horrors module (I think we did)
    Or if our DM just stole the sphere of annihilation trap from it.

    Either way, we all thought by touching the sphere the character was getting teleported to another area of the dungeon.

    After the entire party had touched the sphere and disappeared, one by one, the DM gives the reveal.

    "You're all dead. That was a sphere of annihilation. Next DM's turn"

    Suffice it to say we were all a bit ticked.

    That is quite brilliant. And almost fair assuming your only line of inquiry was poking it.

    It was long enough ago, and my memory's bad enough that I honestly don't remember our level, or modes of inquiry.

    We're all seasoned RPG players, however, and if we had any other means of inquiry, divinations or the like, we'd have used them.

    So, either we were too low level to have those at our disposal, or they all failed/didn't reveal anything.

    If you've ever read tomb of horrors...it's basically a slaughterfest with countless ways to die instantly hitched on nothing more than a roll of the dice, etc.

    most players hate the heck out of it...chances of making it out alive are slim, chances of an entire party succeeding are zero.

    The sphere wasn't like a normal sphere either, just hanging mid-air, perfectly round.

    If I remember right, there was a sculpture of a head of some creature that took up almost an entire wall.
    The Sphere was placed inside the creature's mouth...your eye was drawn to the complete lack of any light or shadow...true black in the mouth.

    Snowdown on
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited June 2010
    ToHGraphic6.jpg

    It's inset into a wall as if to be a doorway.

    Arivia on
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  • sinsolublesinsoluble Registered User regular
    edited June 2010
    Its not really a trap but,

    In the last story session of our adventure i placed a jukebox inside one of the areas that the party had to travel through. Of course the players being curious placed a coin in and selected a song. When said song started they all started to dance uncontrollably and guards hearing the commotion of 5 people dancing with a loud song playing came to investigate.
    The jukebox casts a spell of control person dance when it has a record on. Tons of fun to make the players fight when they couldn't stop dancing.

    sinsoluble on
  • trednistrednis Registered User regular
    edited June 2010
    a room filled with traps that shoot huge amounts of dart/ arrows/ etc that are all brilliant energy. also, the room is filled with constructs or undead to make getting through take longer.

    a long corridor with a spiked wall (at least 10x10)moving towards the players with a (fake) locked door on the far side. escape: the players can just climb and ride the wall till it bursts through the locked door.

    not much of a trap, but it happened to me: went to a tavern called "The Burning Man". the place was pretty nice and in one corner there was a fiery cage just big enough to contain the continuously burning man inside. (it also had silent on it so there was no noise) thinking it was a pretty fancy illusion my character decided to touch it , taking huge amounts of fire and charisma damage. the party then proceeded to take several rounds to try to put the fire out over the objection of the other customers who were a bit slow (drunk) in reacting to all this. we put it out only to have the formerly on fire guy break the cage and run out into the city before we could stop him. turns out the place was built around the punishment site of a mass murder with troll blood. we never did catch him and had to pay a hefty sum to the bar owners.

    lava or acid being held in a force container of some kind: "one of the exits is a glowing obviously magical door." [players do stuff] "it is magically sealed/ locked" [players dispel the door]

    trednis on
  • LardalishLardalish Registered User regular
    edited June 2010
    I heard about this one trap that sounded positively devious.

    The players enter a room with a sunken floor, as soon as they all get in the entrance and exit slam shut and lamp oil pours out of spouts in the top of the room. Then a hatch opens up and a torch attached to a chain starts lowering down. No way out, and theres a torch coming towards a room full of lamp oil.
    Teehee! Its an everburning torch! Absolutely no danger at all, just need to wait till it lowers and either reveal some simple trick to opening the doors or just have them open automatically.

    Lardalish on
  • mrflippymrflippy Registered User regular
    edited July 2010
    one of my favorite traps (stolen from a novel, shamelessly) were magical doors and chairs that attacked the players as they scaled the wizard tower. They weren't anything fancy, but it was fun to see the players react.

    Maybe have someone or something sneak up during the night and replace everybody's equipment with equipment that looks exactly the same, but will turn on them after a time or when given a signal.

    I don't know whether there's a spell that could be set as a trap do this sort of thing.

    The idea of having to be captured in order to reach a goal seems interesting as well.

    mrflippy on
  • LibrarianThorneLibrarianThorne Registered User regular
    edited July 2010
    One of the ones I pulled in WFRP was having a party navigate a somewhat standard dungeon, but at the start of it they had to roll a Willpower check (those that made it had to re-roll every 3 game-minutes). When they failed, each party member basically succumbed to witch-sight, making them see the world around them as it existed in the Immaterium.

    Doorways became pretty fantastic challenges when the party can't tell if it's a door or if it really is a giant dragon waiting to eat them.

    A couple of party members did need to get holes drilled in their heads after that session. Insanity Points are way too much fun.

    LibrarianThorne on
  • Garret DoriganGarret Dorigan "Why can't I be DLC for UMvC3?"Registered User regular
    edited July 2010
    674455815_tf4rD-L.jpg

    Applicable, I think.

    Garret Dorigan on
    "Never Hit"
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