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Need nasty traps for dungeon.

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Thread replies: 20
Thread images: 4

File: Duergar guy.jpg (123KB, 1600x932px) Image search: [Google]
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So I've got a session coming up soon, and it's in a dwarven hold that duergar have sort of taken over. the leader of this group is a religious fanatic, and a sadistic motherfucker that likes to flay humanoids alive as an offering to his god. I need some traps that are meant to maim but not kill, so that the victims could be collected and sacrificed. anybody got any nasty ideas?
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File: 1485470252716.jpg (873KB, 1300x691px) Image search: [Google]
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>>51834299
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>>51834316
I should've seen that coming. and those traps aren't even nasty.
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There's a locked door which can be opened by one of the five levers. If you pull the wrong one, a hammer will smash your hand.
There is no right lever, they all activate the trap. The door is magical and is opened by a codeword.
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File: Evil.gif (464KB, 400x290px) Image search: [Google]
Evil.gif
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>>51834316
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>>51834299
Landmines.
Particularty small ones, that only blow up feet when steppen on.
It's simple, effective, cruel and yet none use it,
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>>51834333
The door opens after hearing five screams of pain.
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>>51834373
It leads to a dead end.
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File: This fits the bill.jpg (91KB, 799x742px) Image search: [Google]
This fits the bill.jpg
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>>51834299
I believe this should fit the bill
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>>51834463
Perfectly sadistic, but then the victim has no skin left to flay. where's the fun in that?
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>>51834299
Poison, the more painful and incapacitating the better.
Which may be an issue, for non-dwarves, but only the best get sacrificed

Fire, oh so much fire - if it can burn painfully, but not kill, that'd be great for it.

Punji sticks under seemingly harmless gravel

A pool that has to be waded across, with all sorts of holes, tripfalls, and maybe heated to scalding levels
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Razor tripwire, slice them ankles.
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>>51834299
>Flail Storm
A spinning device covered in a multitude of flails of varying lengths. It's spinning fast enough that a hit from the flail will do damage, but won't kill. It fills a 10x10 meter area with nothing but spinning flail. Deploy it by dropping the players into the storm of flails or drop the flail storm on them. Have fun watching them bumble out of a horrific battery of cold steel and spikes.

>Flagellator
A sprung trap that strikes the back with several whips covered in bits of metal that tear away strips of flesh.

>Flesh Offering
A door that will only open should an adventurer put their hand inside a hole on the door and give up a finger to the contraption inside. If you wanna go further, make it a hand. Another thing you could do is make it a blood toll, so that the adventurers are weak from loss of blood just opening the door.

>Wax Pool
Burning hot, melted wax is dumped on the adventurers, or the adventurers fall into a pool of the stuff. It's incredibly painful, and gets inside of armor and solidifies after the fact, hindering the adventurers.

>Half-Deadfall
The ceiling drops down swiftly, but only enough to hit the tallest adventurers on the head and knock them out. It raises back up into its original position slowly, readying for another strike. Kind of like a jackhammer for your party's noggins.
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>>51834543
that was an Idea I had actually. a indiana jones-esque saw trap, but at ankle height, to cut off their feet.
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>>51834481
Turn off the room and retrieve them after they're tired and maimed, and finish the job by hand.
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Brown mold inactivated by cold but brought back by the heat of a torch.
Brown Mold (CR 2): Brown mold feeds on warmth, drawing heat from anything around it. It normally comes in patches 5 feet in diameter, and the temperature is always cold in a 30-foot radius around it. Living creatures within 5 feet of it take 3d6 points of nonlethal cold damage. Fire brought within 5 feet of brown mold causes it to instantly double in size. Cold damage, such as from a cone of cold, instantly destroys it.
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>>51834316
>No smug gyaru trap

Dropped
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>>51834299
>Create a vast labyrinth maze
>Path it with cobblestones of varying size
>Have the walls conceal traps at all different heights
>Periodically random wall traps will shoot small rocks aimed at random heights
>The cobblestones conceal pressure plates if you step on the wrong one it activates more traps permanently
>The labyrinth has a permanent darkness spell laid over it which is indispellable
>There are tables laid out in random locations prime for stubbing toes or walking into
>The unlevel cobblestones can make you trip, the traps constantly firing causes minor damage.
>Water is constantly filling the labyrinth, super slowly
>You have 2 days before the labyrinth fills
>Once the labyrinth is cleared, in the center is a magical mcguffin which deactivates the traps.
>It also drops water monsters into the water filled labyrinth
>Hitting a hidden pressure plate causes oil to spread on the waters surface, coating everything in oil.
>The magical mcguffin starts emitting a small flame
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>>51837270
>The flame dispells the darkness in a 10ft radius
>you have to navigate the labyrinth holding fire covered in oil being chased by monsters before drowning.
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A staircase that has a false step in it that breaks easily under the weight of medium sized creatures. The stair gives way to a hole lined with barbed downward-pointed barbs.
Thread posts: 20
Thread images: 4


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