>>44629831 A series of traps that work in tandem for maximum saving rolls and rage.
1. Uneven cobblestone floors, causing players to trip. 2.tables, scattered around at different angles and heights, to maximize painful hits and damage. 3. Embedded traps at varying heights that shoot rocks. 4. Non flammable Grease traps that activate randomly, magically created to make any surface frictionless 5. As doors are opened and closed the dungeon moves and adjusts itself to maximize rage. 6. Rooms are filled with mimics, living armor, and other objects that appear normal, but are actually monsters. 7. A rust trap sprays acid into the entire floor, disintegrating armor and weapons.
Party walks into a room with nothing but a big red button on a podium in the center. The doors lock right behind them as soon as they enter. Put a egg timer onto the table and give your players a evil grin. The trap is that every time you press the button the timer resets, but you lose a point of HP. If you let the timer run out the door unlocks and the podium sinks into the floor.
>>44629831 Blah blah passable crossdressers tired joke is tired but obligatory.
Now that that's through with, think about why exactly you're looking for traps. Why do these traps exist? Who built them? Random caverns and basements shouldn't be filled with murder-Rube-Goldberg machines unless there's a very good reason for it, and they often just have the effect of cultivating paranoia in players who are either fucked over or survive and now have to look for traps *everywhere ever.*
Think about why things exist before putting them in. Like, think about the traps in Indiana Jones and the Last Crusade - they existed to prevent people insufficiently faithful from reaching the Grail. Are these traps meant to deter thieves? To ensure that only people with the correct knowledge, cultural background, personal traits, level of intelligence, etc. enter?
seems to me there are three kinds of traps maybe im wrong
the "test" trap. something neat but physically avoidable like swinging blades or related to a puzzle or logic
the "hillbilly" trap which probably has a decent chance not to kill and is a pitfall/ woods/ rigged shotgun home made trap
the kill trap, you start the car and it blows up, the doors instantly seal and the room fills with horrible creatures or substances, the pressure plate you didnt notice 20 minutes ago filled the entrance with cement
>>44629831 long corridor with icy floor. When you get halfway across, you realize the ice is floating on deep, icy water. Turns out it's rotten ice which sinks under your weight. Now you're floundering on slippery, sinking ground and being soaked with deathly cold water.
>>44629831 so basically when someone steps halfway across the trap door falls out from under them dropping them in the pit. then if anyone tries to jump it they hit the invisible wall also dropping them in the pit. if you want to be cruel the pit is filled with spikes. otherwise theres swamp water or something you can use to give them infections/diseases.
Rather than using traps that are meant to deter or kill, just use a bunch of traps designed to annoy.
Obvious trap hides another trap. Hidden trap drops a bucket's worth of water on your head. Later, same situation, prompting rogue to search for hidden trap. Not there. Obvious trap just a noisemaker, loud and screechy, like a banshee or your mum.
Tripwires that just trip you.
Treasure chest in plain sight. No traps to find. Chest is glued shut. Breaking it open releases a swarm of butterflies. Similar chests elsewhere, each one releasing a swarm of annoying flying critters. Only chest they can legitimately open has a piece of paper inside that has "IOU one treasure" written on it.
Just get the players so torqued off that when they finally reach the destination, there's nothing valuable there. Have them find out whole dungeon was a practical joke by some engineer to troll adventurers. Then savour their tears and rage.
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