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Post traps. Pic related.

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Thread replies: 157
Thread images: 41

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Post traps.
Pic related.
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>>51684350
Oh you almost had me!
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>>51684350
yeah well killing people is easy. I don't want a dungeon that kill adventurers. I just want a dungeon of incredibly annoying mild inconveniences.
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>>51684350
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>>51684704
What am I looking at exactly?
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Oooh... nasty.
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>>51684758
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>>51684772
Cage falls and traps someone, rats go in to swarm that someone.
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>>51684792
I get the cage. What I'm curious is as to why there are floating rats near the ceiling?
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>>51684777
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>>51684772
Looks like a pressure plate that drops an open topped cage that shortly fills with giant rats. No explanation how the guy lost his sword though.
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>>51684802
>floating
The ceiling is transparent so you can see the rats
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>>51684805

>>51684802
Those are tunnels in the ceiling that the skeevers are moving through.
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>>51684802
They're in tunnels, the bottom or sides aren't being shown for the purposes of the picture.
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>>51684819
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>>51684832
now that's comedy
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Traps are a cool idea, but I feel like using them a lot would have the consequence of training players to avoid, well, interacting with things in general. From the perspective of GMing, that seems like an undesirable outcome. How do you handle it?
>>
Most of these traps seem very interesting, but they also seem like they would require insanely immense amounts of work and or magic to construct.

What about simple, effective, and easy to make, something goblins and kobolds would actually use?
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>>51684865
Tripwires with bound crossbows.

Tripwires with heavy objects like rocks/cages

Tripwires attached to bellows that spew poison gas

Tripwires that do absolutely nothing but scare the shit out of the party when they accidentally trip them
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>>51684865
>Sticky Sap Tree
An adventurer spots something shiny or otherwise enticing inside a knothole or some other small crevice (not necessarily in a tree, but that's what I'm using). Unbeknownst to them the tree (including the knothole) is coated in a layer of an extremely sticky glue. Once they're good and stuck the monsters show up.

Though that is still kind of a lot of prep. The monsters more than the glue, though.
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>>51684777
>>51684758

I'd just leave if my GM pulled either of these on someone in my party. Those are just bullshit "fuck you" traps.
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>>51685583
Hey, the rope burn one isn't too bad.
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These are coming off the top of my head so they might not be the best, or at least might need some refining.
>Voluntary Pit Trap
The party stumbles across what appears to be a crank-powered elevator leading down into the ground. They feel a light breeze coming through the slats of the elevator, and decide to hop on and start lowering themselves down.

It doesn't actually lead anywhere, and the elevator crank is ratcheted so they can't raise it up. Some vents too narrow to accommodate a person pump in air. I'm imagining the elevator supported by some kind of jack from below rather than chains from above so they can't climb out.

>Hot Prize
A treasure chest in a small chamber (so small you have to close the door to access the chest) which is in fact the cap on a water main of sorts. When opened it sprays water uncontrollably into the chamber until it's flooded.

>Contingency Plan
The party is backed into a corner but see a way to escape by diving off a cliff into the waiting sea below. The water is relatively calm, so they should be able to swim to safety. And of course they have to think it's their idea--"oh, back us up against a cliff, eh? Bet you didn't expect this!"

That's when they land on the Wall of Force just above the water.
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>>51684772
1984's room 101 in trap form.
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>>51684908
That woman seems pretty content with possible tentacle rape
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>>51685829
You're making a lot of assumptions there, buddy. For all we know the tentacles are their old friend who's there to save the day.
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>>51685583
The real issue I have with these traps is that they give way more mundane utility to casters to the point where there is no point to being a non-caster if traps like this tend to pop up in a game.
>>
>>
After avoiding an acid pit, and making their way to the other side, the party finds a treasure chest. The rogue goes to unlock it, but it's a Mimic. The rogue is stuck to the beast, which being immune to acid, decides to hang out in the pool with the rogue.
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>>51685855
What I want to know is why the wizard seems to have dark skin on his face, but light skin everywhere else. This sure as hell isn't vitiligo.
>>
My issue with these traps is they're designed to maim or outright kill a party member so that the rest of the party can avoid the trap after the fact. Traps like these are no fun for players and should only be employed in extreme cases. I get that traps should be dangerous, since the point of a trap is to punish would-be thieves and intruders, but making them function in such a way that you're basically forced to sacrifice a player to understand/avoid the trap is where I draw the line.

For reference, one of my best traps was a collapsing ceiling I shamelessly stole from Ocarina of Time. My table enjoyed it because it was different, beatable, and wasn't unfair. These traps are just unfair, especially because they're mundane in nature with essentially no triggering mechanism that can be detected before triggering the trap. This means mages can't use Detect Magic to see if something is off and Rogues wouldn't be able to disarm or even recognize the trap before it's too late.

About the only one I actually like is the double-pit, because that one doesn't kill you and presents an obvious second trap that anyone falling into deserves to die for.
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>>51687199
A poor attempt at showing that his face is shrouded underneath the hood.
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I love how dumb this trap is.
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>>51687199
Clearly the dark-skinned wizard had to graft his head onto the light-skinned body of a recently-deceased man. The wizard's original body was destroyed by a devious trap and they had to make field repairs.
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>>51687199
He's one of those weird creations that comes out of modding a videogame.
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>>51684673
Why is that old as fuck bleached skeleton surrounded by fresh blood?
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>>51684350
Im not sure I want to click on these...
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>>51684856
Do as anon here wants >>51684720

Make all of your "traps" incredibly annoying, so players become cautious, but not anything MORE than annoying. Make sure to regularly throw in a prize or loot to keep their spirits up, basically generate a "Totally worth it!" attitude.

For instance, my personal take on this >>51684758 wouldn't be steadily increasing damage. Rather the rope is somehow hollow, with sausage like bags inside filled with some kind of magic/alchemy resistant sticky goo. As soon as a player grabs hold of the rope, the sacks inside burst, and the goo squirts out to cover the hands/face/chest of player. The player can't scrape it off without removing layers of their own skin, and magic/alchemy has no effect on it. So they are forced to walk around covered in it. Everything they touch has to be slowly peeled off like velcro.

If I'm being a real asshole I make it glow in the dark.
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>>51684350
Damnit, I was expected the double bluff.
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>>51684758
...What if I'm wearing metal gauntlets, as I always will if I'm the first to go in?
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>>51688179
It explains that case, but it's a BS trap anyway.
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>>51688211
Yeah, the grimtooth traps as a whole suffer from being in the ha ha fuck you category of traps, as a lot of them are basically undetectable or have something in function that you have no way of knowing if its good or bad. Some will help, some are fuck you. They're also really fond of instadeath or crippling effects as well. So the only time I think you should use them is if you make it very clear that this is a meat grinder game where anything and everything is out to get you. Otherwise they'd probably be a bit more in the "fuck you gm" region.
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>>51688464
That was my main gripe, as explained here: >>51687201

Traps like these should basically never be used unless, like you said, the point of the campaign is to see how far you get before you die. Reminds me of a GM my friend used to play with that made it his goal to kill the party every time they sat down. Would often create foes with weaknesses he didn't think anyone would have, and my friend would always accidentally figure it out and survive otherwise fatal encounters because he often does stupid shit for the hell of it.

Like... using Ray of Frost on the Lich. Turns out that Lich was inexplicably deathly weak to frost and instantly died. That sort of thing.
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>>51687199
His hands and feet are covered while he spends endless days wandering outside, but his face is largely uncovered. It's like a farmers tan, but your whole body.
>>
So, it's a door, but when you open it, the walls around you move and slam the entire party inside before you could take a look, and you fall down a long pit. On the walls of teh pit are alcoves packed full of bodaks with everlasting lights who look at you and instakill you as you fall, and at the bottom of the pit are poisoned spikes of soul-capturing stone, that are themselves bathed inside a fully evolved, collosal sized half-red dragon black pudding. And when the victim reaches the bottom, it activates a presure plate that cause the ceiling to fall throughthe pit. On said ceiling are engraved a large variety of Symbol spells and explosive runes.
Ah ah ah, that thaught you well about opening doors inside a dungeon ! This was a tricky lesson, because I am a trickster DM.
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>>51688626
An other clever trap that is so tricky is patch of shrieker mushrooms that occupy the entirety of the only possible passage into the important part of teh dungeon, and there is a spell on the zone that forbids passages to the astral (and so all kind of teleportations and planar workaround). But there are none of the violet fungi that usually comes with shrieker fungi.So, the group is obligated to approach and to cause the shriekers to shriek, and the shriek causes the anti-astral spell to drop and then there are 145 ethereal filchers who drop from the planes and take away all their magical gear, and the shrieks of the shriekers attracts nearby creatures, that is THE ENTIRE BLOOD WAR because there was a gate to the fiendish battlerfields nearby. And if they surive I give them the Xp for having defeated a CR 1 monster. And I guffaw a lot about my trickiness.
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>>51688699
But the trickiest trap is the simplest one, really.
It's an invisible, undetectable tripwire that is just behind the entrance door of the dungeon.
Once tripped, the entire plance is annihilated.
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>>51685800
Or just make the water two feet deep.
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>>51688719
How about, an invisible tripwire at the entrance of the dungeon, that becomes visible once tripped with a loud "click" noise. Then a "grrrr-thunk" is heard, like a stone wall sliding into place, except nothing happened.

The trip-wire triggered the sound to play, and so the party spends the session looking between the bricks in the wall for a draft, checking everything for the secret passageway they seemingly closed off, giving the hunting party of whatever lives in the dungeon time to return and flank the party.
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>>51688751
It's... not very tricky. Perhaps if the flanking hunting party are parangon half-troll werediretyranausorusrex lich LeShays....
No, better, we keep your idea of the tripwire making a noise of rumbling stone, but it actually releases a colourless tasteless odourless insta-kill poisonous gas ! It's really tricky because they think that they will be killed by stones and they get killed by air instead !
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A friend in high school ran a quick adventure for the group we had then and made up one of my favorite traps ever in it.

>A long, dark room with a small pathway of tea light candles leading in a straight line through.
>Just outside the light, and crossing through the entire room attached from floor to ceiling are barely visible razor wires, sharp enough to seriously injure anyone who touches them.
>The wires are covered in flammable oil, and their anchor points to the floor and ceiling are made of highly flammable cloth.
>The wires are also holding up the floor. If the wires burn or are cut, the floor drops several hundred feet into an underground chasm.

For what was at the time like a second level party, it was awesome.
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>>51688965
How about, there's a tripwire and a door, and if the players open the door but don't pull the tripwire, they open the door and find fantastic treasure beyond their wildest imaginations and win the campaign?

The trap is that this is the first encounter for level 18 characters that the players took hours optimising for and now after two minutes of play the campaign is over
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Do mimics count?
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>>51690658
oh I'm stealing this one for the next everything is a mimic game.
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>>51684832
Okay, how is that paper going to not degrade in dungeon conditions?
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Is this for GMs or can players ask too? I need stuff for safehouses, not dungeons
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>>51684636
I guess this is a magical enhanced trap, right?
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>>51684772
possibly the single worst way to die
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I had my group of players scared shitless.

A maze of Walls of Force with minotaur that can be seen progressing through the maze and can see the players.

The players know they could be attacked at ANY moment, they have no idea how close the minotaurs really are, and there is also a series of lesser traps inside.

Made for a fun encounter.
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>>51692808
You know this is a blueboard, right?
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>>51692808
source?
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>>51693099
Kalindra-chan
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>>51684758
Hilarity ensues when a level 1 chacarcter gets in instagibbed by a handful of tiny spikes.
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>>51684673
where is his armor
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>>51692843
holy hell, I want to wash that creature thoroughly and watch is blush and squirm
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>>51693353
There is no armor, and in fact that wasn't even a proper adventurer in the pit.

It's actually a very ancient skeletal undead waiting for someone to fall in there.
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>>51690770
It's not necessarily paper, they just mean a break-away floor.
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>>51687622
one of his blood veins must have popped
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>>51686318
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>>51687736
Basically the "kill a puppy get a cookie" thinking
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>>51693842
Superior OCG art
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>>51696897
I don't know, I think I prefer the ancient Egyptian shotgun.
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https://www.youtube.com/watch?v=_486KVrqGuI
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>>51684350
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>>51684350
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>>51687199
I figured he's wearing a wooden mask.
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>>51684350
I have a better trap than any of those.

I apply to a Roll20 game appearing to be a completely reasonable person, asking the GM for feedback, being pleasant and respectful of the other players and engaging with the campaign.
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>>51684908
fixed
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>>51684975
>Tripwires that do absolutely nothing but scare the shit out of the party when they accidentally trip them
>mfw this is the perfect way to battle meta-gaming
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>>51697760
>the character is terrified they triggered something
>the player is terrified they triggered something

where exactly is the metagaming?
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>>51697406
WHITED
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No love for the classics?
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>>51696897
Normally I'd agree with you, but ancient guns are just the right sort of gonzo.
And the shitty, modern jury-rigging gives a nice juxtaposition.
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>>51684865
Pretty much any combination of clutches (pressure plates, tripwires, etc), springs (of any sort, helical springs, bows, torsion spring, yadda yadda...), latches (generally between cliches and springs), and pointy bits (spikes, needles, arrows... bonus points for poison).
If you get fancy and use gravity, add snares (nooses, ropes that trip people...) pits (i.e. pits), and dead falls (rocks fall and everyone's hurt).

Shit can get really simple.
Literally a rope to trip people placed next to a spikes is a solid trap, if you're in the dark.
If you're getting chased, a rope to trip people works even without spikes.
If you're in nasty foliage, spikes work by themself (and probably carry disease even without poison).
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>>51693842
>Ancient egyptian revolver

THE HAMMER IS EVEN A COBRA.
>>
this wasn't the traps that i expected
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>>51699045
I made a trap for one of my goblin caves that is a foot nose that lifts the character towards the ceiling, sup side down, and also sprints a giant log that's been suspended and sharpened like a battering ram. The ram then drops and swings like a pendulum into the trapped character who is too busy trying to cut themselves down to notice.
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>>51693353
Looted
>>51687622
Skin was looted too
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>>51698486
Put one in my game last week. Unfortunately he triggered it from the wrong way so he saw it coming and had plenty of time to jump out of the way.
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>>51699045
A friendly archwizard had an invisible tripwire next to an invisible paralysis poisoned spike in her bedroom because being out of spells was a dangerous time for wizards.

Fully half the party got tripped, failed reflex and their fort save, and got tied up by tiny golem Spiders.

The archwizard they were trying to wake up wasn't even there.
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Has never failed me when I place this in game.
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>>51688179
Most metal gauntlets don't cover your palms.
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>>51697912
Players who memorize the trap entries in the books and know every trap by their appearance from a successful perception check.
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>>51707037

kek
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>>51697406

sensible_chuckle.gif
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>>51697306
You... monster
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>>51708997
Except metagaming is actually using player knowledge when the character lacks the knowledge.

Besides that, ANY trap made from scratch and to suit the context will be always be something new, which is what traps should be like.

And lastly, a tripwire can represent a dozen different things, and in itself tells you nothing.
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>>51684819
this trap is stupid how would they know the rollers are stuck unless they make the jump first thing, something what should look like suicide?
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>>51690804
Nah, he just pulled the chain really, really hard.
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>>51687622
He fell down there as just a skeleton. That's marrow leaking from his bone wounds.
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>>51711888
>Besides that, ANY trap made from scratch and to suit the context will be always be something new, which is what traps should be like.

This can't be said enough, this is why I enjoy DMing for newer players. They don't bring a bunch of bullshit expectations to the game. I pretty much never use stock monsters/traps/etc. from the rulebooks, usually I will alter their stats for specific encounters and have a few pages of miscellaneous monsters statted up for unplanned scenarios like random fights and so on. On top of that I make plenty of my own monsters/NPCs that don't follow the guidelines in the books. Nobody gives a shit about this when they are learning the game and are taught that you shouldn't have metagame expectations and should instead just try to think rationally, in and out of character, and build your character as balanced as you can.

I have played games where players got butthurt because I gave a monster higher initiative than usual. They saw the rolls and whined that there's no way it could have beaten theirs with initiative +2, I said well this monster apparently doesn't have +2. I could see attitudes going downhill after the realization that I was making my own stuff for monsters and the campaign was basically nixed by 2 sessions later. It seems like a lot of players feel entitled to use their metagame knowledge.

note: there are plenty of situations where a character would reasonably expect to know about certain monsters like rangers of course, but therein lies the art of knowing your players' characters in the first place.
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>>51714376
>why I enjoy DMing for newer players
Couldn't agree more. New players are always refreshing.

They ask questions (specifically the best and most important question: what does my character know about ...), which is the opposite of metagaming, using large amounts of character knowledge that the player doesn't know.
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>>51684704
>bars are more than adequate for a rodent to squeeze through
>top of cage is open and appears to be easy enough for a competent climber to escape in short order
>adventurer could simply hop up and down for a few minutes and trample the rats as they land

I feel like this would be better and scarier with 4 solid walls, floor-to-ceiling, and some nice rat holes in the walls, plus maybe some sewage at the bottom.
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>>51699128
It's a matchlock. That cobra is just decoration.
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>>51687296
>do you want to play a game?
>"What? No!"
>"What the fuck is this, giant lobsters?"
>"Why do I have handles in this cage?"
>"Why is there a ladder? Why would I climb down a ladder?"
>"What the fuck, feathers?"
>"Is this supposed to be menacing or funny?"
>"Oh, my shit, great. how the fuck do I get out of this room?"
>>
>>51687296
>you all awake in prison
>like in oblivion/skyrim?
>no like in a large cage suspended over giant lobsters
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>>51697184
Alesha is trap?
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>>51697912
https://www.youtube.com/watch?v=cRBcP6MmE8g
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>>51716318
MaRo thought it was very important to introduce Magic's first trans* character.

He also considers Kaladesh the "awesome" set because everyone is brown and all the good guys are women.
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>>51716642
But Ajani's a good guy there and he's both male and white.
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>>51716642
Is it any surprise that (((Rosewater))) is so pleased with that?
I swear to God /pol/ is right.
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>>51716830
Even a broken clock is right twice a day.
They spew so much shit, something is bound to stick.
>>
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>make an elaborate structure that looks like a dungeon full of treasure
>the whole place is actually really really long labyrinthine hallway with twists and turns, it would take hours to walk all the way through it
>at the end of it is what appears to be a door and windows overlooking a room full of gold and jewels
>they are actually just realistic paintings
>they have to walk all the way back to leave
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>>51717200
>they are actually just realistic paintings
¯\_(ツ)_/¯ Treasure is treasure.
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I am a bad person
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>>51718241
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>>51697306
Are you me?
>>
How do you make this -fair- to your players? I'm a new DM, and the only traps I've made were ones with obvious triggers detectable via a Search check (or situational awareness, for instance a single "treasure chest" on a pedestal in an otherwise empty room). I can't imagine using any of these undetectable traps on my players unless they really pissed me off.
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>>51684350
While we're talking about traps, how often do you get to use them as a player/how often do you let your players use them?
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>>51719077

Mayng, Scooby-Doo got fuckin' weird.
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>>51719119
I'm more concerned about Fred's trap escalation. Like, he used to just tie a net in a tree and hope it'll fall on the grimy ghost, now he's got fucking sawblade launchers built into the chimney?

What would happen if Shaggy and Scooby got hit with that like they normally do, Fred? WHAT DO YOU THINK WOULD HAPPEN? They'd DIE, Fred. Nobody survives getting their fucking head lopped off, Fred. You're supposed to CATCH the guy dressed as a corpse, not turn him into one!
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>>51719119
You have no idea.

>>51719169
Don't fuck with Fred, man. He'll fuck you up.
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>>51719077
That's why you subscribe to traps illustrated
>>
>a pit trap in a well lit area dumps the players into a pitch black dungeon
>they hear slithering and claws scraping against stone floor as some large beast rouses itself from sleep
>after they hurry to light a torch they see it's a basilisk
>>
>>51719215
Am I understanding it right that someone blew up the Mystery Machine?
>>
>>51720280
You are correct. It's the movie were Velma goes all Dr Frankenstein.
>>
>>51687382
Neato. Someone got the soviet guerrilla tactics book on similar topics?
>>
>>51716642
>He also considers Kaladesh the "awesome" set because everyone is brown and all the good guys are women.
Also marxism.
>>
>>51685583
>>51685781
The invisible wall one is one you could check for by throwing a pebble over the pit. The rope one you could infer the presence of by its conspicuous obviousness -- why would the people making this deathtrap of a dungeon leave a rope to swing on? The trick to making fair traps is to gradually ramp them up in how deadly and how deviously hidden they are so the players can learn to predict where the next one is going to be even without any obvious clues. A good trap should make the player think, "Fuck, that was so obvious; how did I fall for that one?" after falling for it.
>>
>>51690804
>>51713764
Why need magic or excessive force?
Pulling the coin/chain flips a trigger that launches spring loaded spikes.
>>
>>51716318
>Greet death with sword in hand.
>>
>>51718044
I think >>51717200 meant that they're painted on the dungeon wall
>>
>>51684758

it hurts physically to see this trap, damn...
>>
This thread is kobold porn.
>>
>>51685875
>that they give way more mundane utility to casters to the point where there is no point to being a non-caster if traps like this tend to pop up in a game.

Umm, not really. Just teaches players to bring more utility items and to observe their surroundings more, especially since a caster could just as easily fall into these traps.
>>
>>51684758
... I'm a warforged.
>>
>>51728412
Nah that thread is in /trash/.
>>
>>51729919
Still going to scratch up your finish something awful.
>>
>>51719023
The kind of game that has this kinds of traps is not about being fair.
It's about making players move through dungeon slowly poking at everything with ten foot pole, while trowing small rocks around constantly.
Then you tell them that going at such speed means they burn three torches on one longish corridor and they only took 5 total with them.
>>
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>>51719023
Dungeon's pretty much have to be trapped and/or have a ridiculously dangerous creature inside that has managed to kill everyone else who came before, otherwise there wouldn't be any treasure left. They are supposed to be places where no sane normal person would go.

That said, not all traps have to be instant death. Even a simple tripwire attached to some distant cans/metal will act as an alarm to any inhabitants of the dungeon, and are the sort of thing any cunning monster with two working hands could have set up.

The point of the traps is that the players have to be careful, or very creative. There's plenty of ways to recognize, get around, or safely trigger traps.

My personal favorite method include keeping livestock and forcing them inside. Typically animals will refuse to go underground, into damp places, places that smell of death and decay, etc. so you'll have to figure out some creative ways to force them.

Chickens, goats, sheep, whatever. The point is that they will draw out hidden monsters, trigger traps, etc. It helps that they're both cheap, plentiful, and also double as walking rations in a pinch.
>>
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>>51690658
if you liked ladder mimics than I think barrel mimics will warm your heart alsom
>>
>>51733188
Jewel Case baby mimics are fun and games until the rogue loses a finger
>>
>>51733188
Do you have the pic of the bonfire mimic?
>>
>>51733335
>>let me Google that for you.
>>
In one of the new Bond movies didn't he put shotgun shells in a chandelier and use the circuit to fire them?
>>
>>51731099
>Chickens, goats, sheep
Only problem is they won't trigger any of the traps that require a lot of weight, and you'll lose some to pits, but that's ok, they don't have to be foolproof and the cost of a few silver pieces is still worth the benefits.
>>
>>51684758
I pulled this one on my group tonight. I also include a mechanism that pulled the entire rope to the ceiling and then dropped back down like a fishing real. Fun was had and I will defiantly use again
>>
>>51733411
i vaguely remember someone who works at from software commenting about this. apparently there were ideas to make boobytrapped or mimic/fake bonfires, but it was decided that a bonfire was the one haven of safety the player could rely on. To betray the feeling of safety was often the "tipping point" to people quitting.
>>
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Thread posts: 157
Thread images: 41


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