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Dragon Ninja
ICQ#34140852
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LOCATION TYPE: Hallway
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CONTEXT: A false door that looks important
to the party. It should look like it opens inward and is
locked (unpickable).
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TRIGGER TYPE: mechanical
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TRIGGER: Trying to force open the door
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EFFECT TYPE: mechanical
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EFFECT: The door is a thin panel of wood
attached to springs. behind the panel is a set of spikes.
If the party tries to force the door open the springs will
compress and the panel will give way, which usually means
that the person forcing the door open will impale him/herself
on the spikes. The damage done is adjustable by the number
of spikes that were behind the panel and their depth, but
should follow something like (for AD&D): 3d4 + strength
damage bonus of the person trying to knock the door down
(since the harder they push the door, the more forcefully
the spikes go in).
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LOCATION TYPE: Room
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CONTEXT: A rusty lever protrudes from the
far wall. Overhead, a tremendous block of iron hangs from
a cable.
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TRIGGER TYPE: mechanical
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TRIGGER: pulling lever
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EFFECT TYPE: mechanical
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EFFECT: The GM should listen to the characters'
debate about what to do. If they decide to pull the lever
for reasons such as "To leave no stone unturned"
then pulling the lever opens a secret door. If they decide
to pull the lever "Just for the hell of it" then
pulling the lever will drop the block, crushing all in the
room.
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LOCATION TYPE: Room
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CONTEXT: The floor is covered with 2 inches
of dust; there is miscellaneous broken furniture around
the room.
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TRIGGER TYPE: mechanical
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TRIGGER: tripwire or pressure plate
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EFFECT TYPE: mechanical
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EFFECT: 1D12 spikes, doing 1D10+10 damage
each, strike and impale the character automatically (no
dodge or parry). An impaled character can't get off the
spikes unless helped by another character, or unless s/he
can fly or levitate off.
VARIANTS: If there are other characters, skeletons in the
furniture come to life and attack them.
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LOCATION TYPE: Chest
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TRIGGER TYPE: mechanical
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TRIGGER: failing to pick lock
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EFFECT TYPE: mechanical/magical
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EFFECT: A blade chops off a piece of the
player's finger, teleporting it to a high-level mage's tower,
where the mage will create a duplicate (clone) of the character.
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LOCATION TYPE: Door
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CONTEXT: 20' x 20' room, with 4 kobolds
(originally).
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TRIGGER TYPE: magical
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TRIGGER: Any party member touches door to
enter room.
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EFFECT TYPE: magical
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EFFECT: A bright flash of light blinds the
players and when their vision clears each player is in a
room with many kobolds. Each player in the party is teleported
to a different location in the room and an illusion spell
is cast on each party member. Each party member sees the
other members of his party as kobolds but none of his/her
companions are anywhere in sight. Plus the extra four kobolds
of course.
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LOCATION TYPE: Room
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CONTEXT: In the center of the room is a
pit (spikes optinal). Covering the pit is a rug or tapestry
with a levitation spell on it. In the center of the rug
is a small table, also levitated, on which is a small object
of the DM's choice.
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TRIGGER TYPE: Mechanical
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TRIGGER: Stepping on the rug
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EFFECT TYPE: Mechanical
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EFFECT: Falling into the pit, taking damage.
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LOCATION TYPE: Room
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CONTEXT: Any large circular room. Thousands
off glass shards (like broken window panes) lying about
the entire room. A pillar in the center of the room, with
some valuable object sitting upon it.
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WARNING: Touching the object causes a wind
to blow through the room, causing the shards to jingle together.
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TRIGGER TYPE: magical
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TRIGGER: taking the object
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EFFECT TYPE: magical
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EFFECT: A constant wind storm causes all
the crystal shards to fly about the room striking the party.
Each party member in the room will take damage (3D6) per
round until the object is put back or the party can leave
the room.
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LOCATION TYPE: Room
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CONTEXT: Any room not on the lowest floor.
A large hole is cut in the floor of this room. On the far
side of the hole is a shelf on which is sitting a valuable
object. Through the hole, the floor below can be seen. The
hole is actually a pane of glass thick enough to hold up
a person. A spell has been cast upon the window pane to
give it the look and feel of stone. (Have characters find
this out on their own, so they will hope the hole is an
illusion).
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TRIGGER TYPE: mechanical or magical
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TRIGGER: picking up the object
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EFFECT TYPE: mechanical
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EFFECT: The illusion on the object is disspelled;
it's really a small rock. Large boulders fall from the ceiling
directly onto the window pane, shattering it, and the person
who took the object will fall through to the floor below
taking damage (2D6) from the fall.
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LOCATION TYPE: Stone floor
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TRIGGER TYPE: mechanical
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TRIGGER: Stepping on a pivoted stone
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EFFECT TYPE: mechanical
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EFFECT: When stepped on, one of the flagstones
pivots on edge and drops the leg into a hole, breaking the
knee on the pivoted stone and piercing the foot with the
spike down in the hole. Then the spike, when stepped on,
triggers a crossbow firing into the leg *under the floor*.
The bolt is barbed along its length, with flange for feathers
that stops its progress. It is also longer than the hole
is wide, trapping the pierced leg. This is a bitch to remove,
it takes a bolt cutter, hacksaw, or clever magic to remove
the leg from the hole now that is is pinned.
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VARIANTS: The firing of the crossbow can
ring the dinner bell in the room of the monster next door,
can start flooding the room with burning oil, or sewage,
or water, or whatever. It can trigger a Magic Mouth that
growls like something hungry down in the hole. Good for
panic. Or simply a springblade that leaves a stump looking
for a pegleg.
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LOCATION TYPE: Door
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CONTEXT: A plain metal featureless door.
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TRIGGER TYPE: Mechanical
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TRIGGER: The locking mechinism is a chime.
It magically or mechanically listens for the ringing sound
made when two metal objects clang together (such as hitting
a sword against the door). This sets up the proper vibrations
in the door to create the proper pitch to automatically
unlock and open the door.
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LOCATION TYPE: Room
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CONTEXT: Spherical room.
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TRIGGER TYPE: magical or mechanical
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TRIGGER: entering room
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EFFECT TYPE: mechanical
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EFFECT: The room is actually a sphere within
a sphere. The inner surface of the outer sphere and the
outer surface of the inner sphere are lubricated with highly
slippery slime (non-toxic.) When someone enters, the door
will close. Due to Newton's Law, for every action there
is an equal and opposite reaction. When the character tries
to move one way, the inner sphere will rotate and the outer
sphere will rotate in the opposite direction.
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LOCATION TYPE: Pit
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CONTEXT: Any pit big enough for one individual
(human) is perfect. It contains a waist high pool of slime
(non-toxic, no ill-effect) that acts as an extremely effective
lubricant.
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TRIGGER TYPE: mechanical or magical
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TRIGGER: 1-4 rounds after entering pit
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EFFECT TYPE: mechanical effect The floor
will drop out from under the person in the pit, who will
fall onto a slightly tilted slide. It would be best to use
the Slime Ball trap as the destination of this slide.
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LOCATION TYPE: Hallway
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CONTEXT: A dead-end hallway, with spikes
on the wall at the end of the hall.
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TRIGGER TYPE: mechanical
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TRIGGER: Party crosses fulcrum point of
hallway.
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EFFECT TYPE: mechanical
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EFFECT: The "hallway" pivots 90
degrees, becoming a pit trap with spikes at the bottom.
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LOCATION TYPE: Room
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CONTEXT: Circular room 20' in diameter and
15' high, with a catch on the ceiling with a leather bag,
and a 2' diameter hole in the floor, directly below the
bag.
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TRIGGER TYPE: magical
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TRIGGER: About 5 seconds after anyone enters
the room, the bag starts falling toward the hole.
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EFFECT TYPE: magical
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EFFECT: Explosion when the Bag of Holding
enters the Portable Hole.
VARIANTS: For low-level parties, the bag might be subject
to Feather Fall to let people have more time to do something,
or the ceiling might be higher.
The Ghostly Mother-In-Law
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LOCATION TYPE: Any
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TRIGGER TYPE: Magical
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TRIGGER: Stepping on a certain location
by any sentient non-undead creature.
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EFFECT: The victim is beset by a Ghost that
is a Mother-In-Law with a vengeance. No attacks, no damage,
but life will be a misery. You can't turn her with anything
but a court order.
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LOCATION TYPE: Hallway
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Warning: The characters will begin to feel
very disoriented and have a lack of energy. This may warn
them that there is something afoot. Also, any character
carefully studying the wall may notice that the patterns
of stone are exactly the same every ten feet.
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TRIGGER TYPE: Magical
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TRIGGER: By some magical enchantment not
known to any, including the vile Gamemaster, the electrical
impulses from a character's body striking the first teleportation
field are channeled back and activate the second teleportation
field. Any contact with the second teleportation field provides
energy to it by the same use of human (or elven or dwarven...)
vital energy.
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EFFECT TYPE: Magical
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EFFECT: As a party of characters walks down
a hallway, they contact a (permanent) teleportation field,
instantaneously teleporting them back ten feet and creating
a second teleportation field just behind them. The teleportation
is of a such a nature that it is too fast to be noticed,
except for a slight feeling of disorientation. Thus, the
party would walk, contact the field, be teleported back,
and continue walking without any stop. After about ten minutes
of walking, the characters may begin to get worried. If,
however, they turn and go back the other way down the hall,
they will encounter the second field and be teleported just
before the first field, and much the same thing will happen.
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DISARM: The only way to disarm this trap
that I can see, other then digging around it, is that the
second teleportation field times out after twenty minutes
of the characters not contacting either of the fields, thus
not providing the field with any energy. The first field,
as stated before, is permanent.
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LOCATION TYPE: Chest
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TRIGGER TYPE: mechanical
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TRIGGER: opening lock
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EFFECT TYPE: magical
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EFFECT: Within the lock of the chest are
poison needles. If the character fails to save against the
poison, he/she loses 3 wisdom points, 4 strength points,
and 5 intelligence points. The character will also turn
into a juvenile (13 to 15 human years.) The "aging"
poison can be cured with a Remove Curse by a high level
mage.
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LOCATION TYPE: Room
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CONTEXT: The party walks into a room with
stone walls. In the center of the room is a metal pole with
arms extending from it, near the top. The floor is shiny
and slick with some liquid.
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TRIGGER TYPE: mechanical
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TRIGGER: Pressure plates in floor inside
and outside room detect when the whole party is inside room
(that is, pressure plate outside has nothing on it, and
the one inside has something on it).
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EFFECT TYPE: mechanical
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EFFECT: The door swings closed. The metal
pole begins turning, and the arms extending from it rub
against the wall. More of the liquid is pumped out of the
top of the pole. The pole is made of steel, the walls are
flint. The liquid is oil.... you can guess what happens
next.
The "King Arthur" Syndrome
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LOCATION TYPE: Room
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CONTEXT: There is a mound of earth surrounded
by a moat of acid. A strong-looking rope is magically held
so that anyone could take hold of the rope and swing across
to the mound. Stuck in the mound is a quite beautiful sword.
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WARNING: The rope is really frail and decayed,
but disguised by an illusion.
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TRIGGER TYPE: mechanical
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TRIGGER: Swinging on the rope breaks it
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EFFECT TYPE: mechanical effect The character
falls into the moat.
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LOCATION TYPE: Lock
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TRIGGER TYPE: mechanical
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TRIGGER: Early in the adventure, the characters
will find a large (2') Crystal Key. After some time (hours?)
of wandering the characters will find a keyhole that the
Crystal Key will fit perfectly into.
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EFFECT TYPE: magical
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EFFECT: Keyhole swallows Key As characters
continue through maze, if place where Key was found originally
is crossed again, Key will be there.
The Pointless Trap (Part II)
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LOCATION TYPE: Room
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CONTEXT: Machine with 24 levers next to
a door and lots of pretty Lights
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TRIGGER TYPE: mechanical
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TRIGGER: pulling lever
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EFFECT TYPE: magical or electrical
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EFFECT: The door cannot be broken through
or opened; it's false. If any level is pulled, everyone
in the room feels an electrical jolt, but suffers minimal
damage (1 point). Lights change color. The purpose of this
trick is to see how long the characters will pursue a completely
irrelevant track.
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LOCATION TYPE: Room
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CONTEXT: Any large cave (at least 20 x 20').
Upon close examination of the floor and ceiling, many holes
about the size of dimes and nickels (in the thousands on
both) are clearly visible. A large amount of treasure on
the opposite end of the room is piled against a wall.
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TRIGGER TYPE: mechanical
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TRIGGER: The first player to step over the
holes will set off the trap.
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EFFECT TYPE: mechanical
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EFFECT: The holes on the floor will lift
the character into the air with a constant blast of air
(up to 350 pounds). The holes in the ceiling will also blast
air of the same force downward, sending the character spinning
and tumbling in mid-air. The character caught in the trap
will get sick and suffer 1 point of damage after his constitution
score divided by 4 (rounding down) number of rounds have
past. If the character is in the trap more than 5 rounds,
he will black out.
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DISARM: Behind the holes are large fans
run by magical means. If a staff of considerable strength
(magical, etc.) are shoved into the holes, and a strength
roll is successful, the fan is jammed; otherwise, the character
attempting to disarm it will suffer d4 of damage. If the
floor fan is stopped first the character in the trap will
be forced to the floor, suffering damage and vice-versa
for the floor fan.
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LOCATION TYPE: Room
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CONTEXT: A 40' circular chamber with exits
on opposite sides. Contains a 30' circular pool with a 7'
diameter base for a 20' high statue of a minotaur in the
center of the pool. The statue looks loose. Moving the statue
causes it to fall down and block the door through which
the party entered; below it appears to be a tunnel down
to a passage parallel to the line between this room's entrances.
This is actually an illusion.
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TRIGGER TYPE: mechanical
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TRIGGER: Entering "tunnel"
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EFFECT TYPE: magical
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EFFECT: The character who entered the tunnel
will see that s/he is in a concave 6' deep pit. A force
field goes up covering the top of the pit. When another
character tries to poke at the force field, s/he will be
pushed into the center of where the statue used to be by
a rising wall of water. A Water Weird (see Monster Manual)
will attack the party. As long as the water weird is alive,
the force field covering the pit will drop 4 inches every
round. When the Water Weird is dead, the force fields will
be broken.
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