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  • File : 1275818257.jpg-(91 KB, 614x460, best trap ever.jpg)
    91 KB Anonymous 06/06/10(Sun)05:57 No.10311570  
    Let's have a traps thread
    >> Anonymous 06/06/10(Sun)05:58 No.10311580
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    >> Anonymous 06/06/10(Sun)05:59 No.10311597
    Make the stone spheres into spheres of annihilation. Much more effective on players.
    >> Anonymous 06/06/10(Sun)06:00 No.10311610
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    >> Anonymous 06/06/10(Sun)06:03 No.10311629
    actually if done right, the viewer would never see the dagger, you would see around it instead. You can hide things in the center of a telescope if you know what you are doing in designing it.
    >> Anonymous 06/06/10(Sun)06:03 No.10311635
    Anyone have the one with the room turning and the spikes and rubbing alcohol?
    >> Alpharius 06/06/10(Sun)06:05 No.10311645
    In before girly men.
    >> Anonymous 06/06/10(Sun)06:08 No.10311674
    I'm going to now move chests without opening them first into other rooms.
    >> Anonymous 06/06/10(Sun)06:09 No.10311691
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    improvised trap
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)06:13 No.10311750
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    one of my favorites.
    the steps in the middle make the rotating section bottom heavy, so that when they fall in to the bottom pit it rotates back, resetting itself.

    I don't know what the top chamber is for though, it looks like it might be meant to drop something on the guys trapped in the bottom pit but the door opens the wrong way.
    >> Anonymous 06/06/10(Sun)06:13 No.10311753
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    >> COR !!q1pmTSXoGQa 06/06/10(Sun)06:15 No.10311777
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    and of course obligatory, if only for the fact that no matter how many times I look at it, I always laugh.
    >> Anonymous 06/06/10(Sun)06:15 No.10311779
    The trap of probability

    every single stone in a long hallway is a trap that releases magma on the group

    I figure between the 1000 skillchecks there will be at least 1 critical failure
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)06:16 No.10311796
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    my last one, not very good traps, but the principle is cool.
    >> Anonymous 06/06/10(Sun)06:17 No.10311800
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    >> Anonymous 06/06/10(Sun)06:18 No.10311824
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    >> Anonymous 06/06/10(Sun)06:18 No.10311825
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    >> Anonymous 06/06/10(Sun)06:19 No.10311831
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    >> Anonymous 06/06/10(Sun)06:20 No.10311840
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    >> Anonymous 06/06/10(Sun)06:21 No.10311845
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    >> COR !!q1pmTSXoGQa 06/06/10(Sun)06:22 No.10311853
    Someone posted this a while back, and while not a trap, it does make for an interesting hazard.
    "will you risk it, it could kill you, but it could also make you a god"

    Mirror of Distortion: These mirrors, created by mad cultists worshipping the transformative powers of chaos, are usually crafted as body-length rotating mirrors, but there have been stories of handheld and wall-length versions. These mirrors are also known as Canvases of the Deviant Artist by their creators, and they often subject itself. Upon gazing into this terrible mirror, the victim must make a DC 30 Will Save or roll randomly on the following table. Once a victim saves against or is affected by a Mirror of Distortion, they cannot be affected by that Mirror of Distortion for a year.

    1-5: The victim must make an additional DC 20 will save or be transformed into a Chaos Beast.
    6-10: The victim is transformed as though Baleful Polymorph was cast upon them.
    11-15: The victim is transformed as though Flesh to Stone was cast upon them.
    16-20: The victim is transformed into an Animate Object one size category below that of the victim's original size.
    21-25: The victim's alignment is shifted to its polar opposite.
    26-30: The victim cannot bring themselves to tear their gaze away from their reflection, and react violently when someone tries to bring them away from the mirror.
    31-33: The victim's mind is opened to the whole of the universe for a short time, and what they see changes the way they think forever. Intelligence, Wisdom, and Charisma scores are all increased by 6.
    34-36: The victim's body transforms into an image of physical perfection by the whims of chaos. Strength, Dexterity, and Constitution scores are all increased by 6.
    37-46: The victim's shrinks two size categories.
    47-49: The victim grows two size categories.
    >> Anonymous 06/06/10(Sun)06:22 No.10311861
    Now for a decent trap, one I helped design right here on /tg/...
    There stands a solid stone tower with no door with which it can be opened; however, you and your cohorts can see an open window grate and a long braided lock of hair leading from it to make as a crude rope (as per the "Rapunzel" story). As one brave adventurer climbs it and reaches the halfway point, a trigger sets the hair ablaze from the bottom (and we all know how fast human hair burns), so that adventurer is faced with a small dilemma - jump off the tower and suffer damage but yield no glory of perhaps saving a fair maiden, or reach the open window to safety.

    If the adventurer climbs: the tower at the top has the look of an elegant carpeted room, but empty as it is. As the adventurer enters to investigate, the carpet - though seemingly placed on a sturdy floor - falls down to the tower's lowest depths, taking the adventurer with it. At the same time, a short cord connected to the grate pulls it shut where a lock is heard clicking shut. The adventurer is trapped inside with no way up or out.

    Means of death?
    - Concealed spikes;
    - a deep well of water, possibly filled with vicious pirahnas; or
    - for the true sadist, a hard stone floor, broken bones and a slow and painful starvation.
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)06:23 No.10311864
    50-53: The victim must reroll their race as though being returned to life by Reincarnate.
    54-58: The victim's twisted, chaos-wracked form cannot support life. If the victim is not restored to their normal form within a minute, they rise as an allip.
    59-62: The victim is slowly, painfully inflated to a spherical shape. Upon contact with a slashing or piercing weapon, the victim explodes in a shower of gore.
    63-65: The victim's mind is assailed by images of unrelenting chaos and perversity. Intelligence, Wisdom, and Charisma scores are all decreased by 6, and the character can only take one standard or move action in combat.
    66-69: The victim's current weight triples. Strength, Dexterity, and Constitution scores are all decreased by 6, and the victim's landspeed decreases by 10 feet.
    70-79: The victim's gender is swapped. If the victim is genderless, a gender is randomly assigned.
    80-84: The victim is rendered permanently invisible.
    85-87: The victim's physical and mental scores are switched.
    88-90: The mirror acts as a Mirror of Life Trapping, ensaring victim.
    91-95: The mirror acts as a Mirror of Opposition, and summons a murderous duplicate of the victim.
    96-97: The mirror acts as a Mirror of Mental Prowess.
    98-100: The mirror transforms into a portal, offering the victim what is essentially a heaven that they will never return from.

    Don't know what system it's for though.
    >> Anonymous 06/06/10(Sun)06:24 No.10311881
    The Critical Failure trap.
    Down the hallway is a length of 50 pressure-plates and tripwires set into the ground.
    Tripping one of these showers the group with exactly 8,000 jagged grains of rust per party member.
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)06:24 No.10311888
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    4e trap I gave a level up.
    >> Anonymous 06/06/10(Sun)06:25 No.10311899
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    There's kind of a point where those traps don't make sense, given that whoever put something in there to guard isn't able to retrieve it himself, that trap cannot possibly be reset, will wreck up the place, make the intruders unidentifiable, and destroy the guarded items and all the adventurers carried.

    "Mwah hah hah, I see some fools tried to steal my book of vile darkness! A foolish attempt to be certain. Now to retrieve said book from-oh fuck"
    >> Anonymous 06/06/10(Sun)06:28 No.10311929

    Yeah, players call me on that sometimes and I like to have an explanation, even if I don't share it.
    >> Anonymous 06/06/10(Sun)06:28 No.10311930
    I remember a great story about this death trap that was easily beaten by a level 0 spell.

    Basically, it was a ten foot pit trap; you fell down and it cast a spell that summoned a swarm of spiders - not giant, regular sized, but poisonous and hostile. You'd have to fight the spiders, get worn down and maybe poisoned. There's a whole corridor of these traps. Individually, they'd be a nuisance, but all together they're easily an agonising TPK. Especially since it resets and the corridor rotates when you fall in, so it's possible to keep falling in and having more and more swarms summoned.

    So the Cleric looks down the corridor after the first trap, expecting more of the same, and just goes "Create Water". Sends waves of water down the corridor over and over again, flooding the pit-traps, including the ones he can't see. Just a few inches high, admittedly. But enough to, say, instantly drown a swarm of spiders that gets summoned.
    >> Anonymous 06/06/10(Sun)06:30 No.10311939
    Blindfold self, cover mirror, bring mirror to the main orphanage of the largest city in the realm, take the 6/100 children who rolled well on an adventure!
    >> Anonymous 06/06/10(Sun)06:31 No.10311940
    wanna give that cleric bonus experience.

    Shit like that is just plain awesome problem solving.
    >> Anonymous 06/06/10(Sun)06:33 No.10311957
    automatic reset fell drain acid splash traps.
    their Base cost is 2000 gold apiece, and deal a negative level each
    >> Anonymous 06/06/10(Sun)06:34 No.10311965
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    >Start a new game as lvl 1 characters
    >Play a wizard
    >Exploring low level dungeon
    >Fall into a 10 foot deep pit trap with nothing special
    >1d6 points of damage
    >Roll 5, now at 1 hp
    >GM has put a fucking angry CAT at the bottom
    >It wins ini
    >Attacks me, hits
    >1 point of damage
    >Disabled, can't do shit on my round
    >Get knocked out by cat before party comes to help
    >My face
    >> Anonymous 06/06/10(Sun)06:38 No.10311998
    The "DM is Trolling" tumbledryer.
    This trap deals no damage, but is a set of 10 concentric cylinders rotating at a decent speed.
    In their center is the exit.
    A character must make a DC20 Athletics check to pass up into the next highest cylinder. Additionally, a character must pass a DC15 Athletics check to stay in their current cylinder, or else they fall down to a lower one.

    The DM sits back and laugh his asses off as players roll dice for half an hour to get past the one trap.
    >> Anonymous 06/06/10(Sun)06:38 No.10311999
    that's what you get for not using a 10ft pole
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)06:38 No.10312002
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    A bit of clever layout.
    A spear gauntlet where you have to trigger the primary trigger before the other triggers become active.
    In this configuration you have to actually stand on a trapped tile in order to access the traps controls. no problem if you haven't tripped the trap, but if you have you have to willingly walk into an attack to get to it.
    Additionally if you traveling with others they will get attacked by the trap as well if they are following you.
    >> Anonymous 06/06/10(Sun)06:40 No.10312022

    This trap kinda sucks. As in, looks iffy even on 2-d drawing, it really shouldn't kill anyone if implemented.
    >> Anonymous 06/06/10(Sun)06:41 No.10312034

    We lost a lvl 1 cleric to a particularly angry squirrel once.
    >> Anonymous 06/06/10(Sun)06:41 No.10312037
    Additionally, after 100 rounds, the trap deals 1 lethal damage with DC1 poison. DM continues loling his ass off as your character takes 1 point of damage every 20 rounds until he or she dies.
    >> Anonymous 06/06/10(Sun)06:43 No.10312060
    While I agree its probably not possible to reset, perhaps the whole point is to make it so that the object in question isn't able to be retrieved?

    Like if the item was some world ending spoon. They don't want anyone to have it, so they set a shit load of traps to make it as impossible as possible to get.
    >> Anonymous 06/06/10(Sun)06:44 No.10312071
    watch and laugh as the poison heals me because of my choice of feats
    >> Anonymous 06/06/10(Sun)06:46 No.10312098
    Then the trap deals fire damage instead goddamn. :P
    >> Anonymous 06/06/10(Sun)06:46 No.10312099
    Im wondering if the creator has ever heard of the bed of nails trick. Cheese greater effect is impossible in that manner, unless, of course, the weight of the bay doors is several tons. In which cause the cheese grating is unnecessary. They're already dead.
    >> Anonymous 06/06/10(Sun)06:47 No.10312108

    I'm a tiefling. I resist. =p
    >> Anonymous 06/06/10(Sun)06:48 No.10312124
    countered by the tiny poisonous snakes in my pants
    >> Anonymous 06/06/10(Sun)06:48 No.10312133
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    >> Anonymous 06/06/10(Sun)06:53 No.10312190
    Another trap I just made now. Wizards will definitely see the benefit of this, if they have the right feats. A personal favorite spell combination made especially for those pesky and greedy intruders.
    You are given the task of breaking into an old wizard's den and stealing two special items that cannot be reproduced by just anyone - the fact of the matter is they're rods of metamagic*, but not any ordinary rods.

    You creep up to his tower and, through a window, see the powerful wizard practicing with the rods in a way only he can. What you don't see: as the wizard prepares to sleep, he combines the powers of the rods into a triad of devastating - but not at all lethal - spells. They are:

    - a "flesh to stone" spell, bound to the earth;
    - a "shrink item" spell, delayed to trigger only a moment later and bound to the same exact spot; and
    - a "stone to flesh" spell, in the same spot, yet set to trigger after the other two have gone.

    The wizard sets them then on the shelf in his study, unguarded. As the tricky thief breaks in and heads for the shelf, the traps trigger! First, the thief is frozen in stone; after that, he shrinks to fit in the palm of your hand; finally, the spell lets him become human again, a mere four inches tall at best. When the wizard wakes the next morning, he'll find the thief stumbling along the now-endless floor... and if the wizard plays his cards right, perhaps he'll have a new pocket-sized assistant.

    ...but the thief got what he deserved in the end for trying to steal the wizard's greatest treasures - his metamagic rods of Delaying and Earthbinding.
    >> Anonymous 06/06/10(Sun)06:54 No.10312194
    Realisticaly, any traps except hidden pits, or weight based cannot be recharged.
    Unless it is MAGIC, but then no need to think of perverse designs. Eternal Rune of Anal Rape is enough...
    >> Marionette Guy !W1KIAXiDWo 06/06/10(Sun)06:57 No.10312234
    "I prepared explosive runes today."
    >> Anonymous 06/06/10(Sun)07:01 No.10312268
    oh god that is evil.
    >> Anonymous 06/06/10(Sun)07:01 No.10312277
    Why can't you just shrink the thief directly? Or perhaps paralyse the thief. Or turn him into a statue and leave him that way?
    >> Anonymous 06/06/10(Sun)07:03 No.10312314
    Greased slide pit and illusory floor.
    >> Anonymous 06/06/10(Sun)07:06 No.10312347
    with the right modifiers the crafting cost is 84.83gp each
    >> Anonymous 06/06/10(Sun)07:10 No.10312404
    >Why can't you just shrink the thief directly?
    The only spell that does this directly is "Reduce Person" and that only reduces them by one size category.
    "Shrink Item" works only on items (the statue-slash-thief now qualifying) shrinks him to Fine size (if he was previously Medium).
    >Or perhaps paralyse the thief.
    You could, provided the thief doesn't have someone to back him up and find a way to reverse the paralysis.
    >Or turn him into a statue and leave him that way?
    Then you merely have a five- to six-foot-tall lawn ornament (albeit "exquisitely crafted"). You could sell it, but who would want it?

    Plus this way, he's more easily tortured.
    Set him into a small spell component satchel with limited air and watch him beg for release; put him in a bulbous glass vial (fairies from Legend of Zelda, anyone?) and watch him struggle to get out; or simply give him incentive to make you want to bring him back to regular size with permanent Enlarge Person spells re-applied.
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)07:11 No.10312418
    hmm... not may people contributing.
    so far I count OP, >>10312190 , and me.
    Lets expand this thread to include puzzles as well.


    Here's one, throughout the dungeon are rhymes etched into the stone walls, the rhymes give hints and warnings about whats ahead. They never lie, and have eight syllables in each line.
    At the beginning of the dungeon, they don't really mean much, of course there going to look for traps down a suspiciously empty hallway. For the most part they give warnings and threats, but no real advantage to reading them, and the PCs may even fail their spot check to notice them a few times.
    But later down the road the PCs are given a choice between 3 corridors, and the rhymes etched into the floor of each one say its safe, But in reality 2 of the corridors
    are not, one has a impossible to survive trap, and one dumps you into an underground river that washes the PCs all the way back outside forcing them to start again.
    Now here's the solution, all the rhymes say their corridor is safe, but only one of the rhymes has 8 syllables.
    Your players have to pick up on this in order to solve the puzzle.
    >> Anonymous 06/06/10(Sun)07:12 No.10312431
    The lol trap.
    Stepping between two walls activates a wall of force immediately in front of the place where the walls are.
    The floor has sensitive pressureplates that only trigger when roughly 5 times an adventurer's weight is on them (i.e. when you fall down and go bump).
    The trap then casts Laughter at any valid target(s) behind the wall of force.
    >> Anonymous 06/06/10(Sun)07:15 No.10312467
    *shrug* it just seems to be way too many spells for a simple task of "Stop the burgular".
    Is there any Enlarge Object equivalent, that could be used for making giant-sized warriors for use in Sieges or large-scale battle?
    >> Anonymous 06/06/10(Sun)07:15 No.10312471
    Flesh to Stone
    Shape Stone (to literally anything else)
    Stone to Flesh
    >> Anonymous 06/06/10(Sun)07:16 No.10312485
    Ugh. That would be messy.
    >> Anonymous 06/06/10(Sun)07:16 No.10312486
    >his metamagic rods of Delaying and Earthbinding.

    .. does this have any significance to the thief's situation later? or does it just let the wizard make the traps in the first place?
    >> Anonymous 06/06/10(Sun)07:18 No.10312506
    This kinda makes some sense. Couldn't you make the statue massive and turn it into a golem or animate it some other way? Seems like a relatively quick and easy way to make extremely well crafted statue guards.
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)07:19 No.10312522
    here are some of the Rhymes from my dungeon

    If shelter's what you're looking for,
    Go on ahead and through the door.
    If treasure's why you're really here,
    You should go look toward your rear.

    Danger and death lie down this road,
    You would do better as a toad.

    So far treasure is what you've found,
    But journey deeper underground,
    And you shall get a whole new fate,
    One that you will most surely hate.
    Now take your gold and take your dead,
    Go back the way you came instead.

    The corridors rhymes:
    This path is clear So do not fear.

    Do not fear, this path is clear

    You are in the clear, no traps down here.
    >> Anonymous 06/06/10(Sun)07:20 No.10312530
    >> Anonymous 06/06/10(Sun)07:20 No.10312534
    The only one I know of is "Enlarge Weapon" from Complete Scoundrel; it's like "Enlarge Person", but obviously for weapons.
    Flesh to Stone → Rock to Mud.
    If you're in it to kill it, why waste turns?
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)07:22 No.10312558
    Diabolical by the way, pity 4e doesn't have flavor spells like this.
    >> Anonymous 06/06/10(Sun)07:22 No.10312559
    God damn it /tg/, stop trying to find practical uses for some fag's sick fetish. :P
    >> Anonymous 06/06/10(Sun)07:23 No.10312571
    What would happen if you shaped the stone into something still humanoid or something that could still sustain life?

    Like I unno.. Turning a thief into a fairy. Would they still die when transformed back to flesh?
    >> Anonymous 06/06/10(Sun)07:25 No.10312587
    Considering Shape Stone can't change the size, you just ripped wings out of his flesh.
    >> Anonymous 06/06/10(Sun)07:25 No.10312589

    Would a 4 inch tall human even be able to function? Circulatory system, nervous system and skeletal system would all be completely fucked.

    Stuff does not scale to a 1:1 ratio. (ex. I grow twice as tall : I quadruple in weight)
    >> Anonymous 06/06/10(Sun)07:25 No.10312595
    No; the rods are merely there to let the wizard cast the trap spells. With the feats but without the rods, the wizard would have to specially research an 11th-level spell slot. This way, he can still cast it and have it a 6th-level spell.
    There's no real way to enlarge items... though if you were in the market for a massively-sized statue warrior, talk to a Wu Jen. They have two spells that might help: "Giant Size" (allows someone to be Colossal-sized, but I believe it's personal range) and "Terra Cotta Warrior" (turns a statue into a warrior).
    Both are in Complete Arcane, if I recall.
    >> Anonymous 06/06/10(Sun)07:26 No.10312598
    If so, I can think of so very many ways I can abuse the everloving shit out of the system by granting characters chitinous armor, or spikes, or extra arms, or really strong limbs.
    >> Anonymous 06/06/10(Sun)07:26 No.10312599
    This spell restores a petrified creature to its normal state, restoring life and goods. The creature must make a DC 15 Fortitude save to survive the process. Any petrified creature, regardless of size, can be restored.
    >> Anonymous 06/06/10(Sun)07:26 No.10312601
    Because the messier, the funnier. If I wanted no mess, it would be Rock to Air.
    >> Anonymous 06/06/10(Sun)07:26 No.10312603

    They should. You altered the external appearance, not the actual internal makeup. It would be like smashing a human into a fairy-shaped jello mold. They don't suddenly become a fairy, they just suffer serious trauma and expire.
    >> Anonymous 06/06/10(Sun)07:27 No.10312615
    >> Anonymous 06/06/10(Sun)07:27 No.10312616
    That's why if you do that, YOU JUST RIPPED IT OUT OF YOUR FLESH
    >> Anonymous 06/06/10(Sun)07:28 No.10312628
    So it doesn't work at all? Good. No potential for abuse there.
    >> Anonymous 06/06/10(Sun)07:29 No.10312638
    Actually, the theory behind it is sound (and by the way, it's double the size, eight times the weight). I've managed to pull it off in-game once. The statue (and everything in and on it) is reduced by four size categories, and is reduced to 1/4000th of its weight. Tactically speaking, once it's human again, it has no space or reach, but it still functions as a Fine-sized creature.
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)07:29 No.10312639
    If you guys want I could post 2 home-brew 4e rituals that allow you to change creatures in to other creatures.
    >> Anonymous 06/06/10(Sun)07:30 No.10312649
    Can they be ported to 3.5e?
    >> Anonymous 06/06/10(Sun)07:30 No.10312658
    What use would such a thing have?
    Producing exotic pets?
    >> Anonymous 06/06/10(Sun)07:31 No.10312665
    polymorph any object
    >> Anonymous 06/06/10(Sun)07:31 No.10312675
    >> Anonymous 06/06/10(Sun)07:32 No.10312677
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    How would characters survive a trap like this?

    Can you just have hardcore items that protect you?

    Could you just summon monsters to open doors etc for you?

    tell me /tg/
    >> Anonymous 06/06/10(Sun)07:32 No.10312678
    Putting enemies in jars with air holes in the lid and laughing at them.
    >> Anonymous 06/06/10(Sun)07:32 No.10312681
    tiny assassins with a death touch dc 55
    >> Anonymous 06/06/10(Sun)07:33 No.10312697
    swarms of assassins riding swarms of bees
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)07:33 No.10312698
    don't see why not, but you'll have to do it as I don't know what changed ritual wise between 4e and 3.5

    Magical Dissection
    The corpse before you is torn apart piece by piece as knowledge about its inner workings is revealed to you.
    Level: 15
    Category: Divination
    Component Cost: 0 gp
    Market Price: 8,000 gp
    Time: 2 hours
    Key Skill: Varies (no check)
    Duration: Instantaneous
    You magically dissect a corpse that has recently died. On completion of the ritual you know all of its resistances and vulnerabilities, what caused its death, and gain a +5 bonus to heal checks made on that species.
    In order to perform this ritual you must be trained in the skill associated with the origin of the corpse.
    Skill -Origin
    Arcana Elemental, Fey, and Shadow
    Dungeoneering Aberrant
    Nature Natural
    Religion Immortal or Undead

    The formatting might be a bit off.
    >> Anonymous 06/06/10(Sun)07:33 No.10312702
    rolled 3 = 3

    That does sound quite aweso...
    Oh dear god.
    Escape Artist checks.
    Rolling San loss - guaranteed loss, lose 1d20 san
    >> Anonymous 06/06/10(Sun)07:34 No.10312712
    Pull the chest away from the area.
    >> Anonymous 06/06/10(Sun)07:35 No.10312720
    wrong trap dude :P, i'm talking about THIS one >>10311580
    >> Anonymous 06/06/10(Sun)07:36 No.10312730
    Check for traps?
    >> Anonymous 06/06/10(Sun)07:36 No.10312734
    Right now I imagine some perverted old wizard is angry that someone has found a use for his miniature thief collection, and is unnecessarily frustrated whenever news of a swarm of hawk-mounted assassins accomplishes something awesome.
    >> Anonymous 06/06/10(Sun)07:38 No.10312747
    i mean how do you survive it when it goes off?

    sure low levels wont, but higher level guys?
    or epic level characters?
    >> Anonymous 06/06/10(Sun)07:38 No.10312754
    Perhaps. Flesh to Stone and the like do state they work on any one creature, so why would it not apply to non-humans?

    Or as a form of torture, you could easily use Polymorph spells to transform the people into animals once they're reduced to a small enough size and still have it be permanent. For example, if you wanted a pocket-sized wolf in your care, catch a wolf in the "trap" or just PAO a newly-transformed human into a wolf. They fall within the main three categories:

    Same kingdom (animal)
    Same class (mammal)
    Same size

    That automatically qualifies it to be of permanent duration. You can also use this trick to re-size the trapped character instantly back to Medium-size providing they've redeemed themselves first, but permanent Enlarge Person spells stacked gives them more incentive to behave.
    >> Anonymous 06/06/10(Sun)07:39 No.10312765
    Disarm the trap?
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)07:39 No.10312768
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    Part of your post cannot be posted.
    >> Anonymous 06/06/10(Sun)07:40 No.10312780
    in what?

    the split seconds you have left before you get squished by spikes over and over?
    >> Anonymous 06/06/10(Sun)07:41 No.10312787
    It's not hard.
    >> Anonymous 06/06/10(Sun)07:42 No.10312796
    this is if it's already gone off
    >> Anonymous 06/06/10(Sun)07:44 No.10312811
    It's like Tomb of Horrors. If you set it off, either INSTANT DEATH NO SAVE or SAVE VS. DISINTEGRATION/PETRIFICATION/WHAT HAVE YOU
    >> Anonymous 06/06/10(Sun)07:44 No.10312820
    >avoid traps by not setting them off

    top advice, problem is that it often happens by accident
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)07:48 No.10312843
    So can this work for you?
    >> Anonymous 06/06/10(Sun)07:48 No.10312845
    It's called checking for traps on ANY door.
    I do it.
    >> Anonymous 06/06/10(Sun)07:51 No.10312885
    yes but the thing is sooner or later some nub's going to not check, so assuming he's not a level 1 wizard but possibly very high level

    what are the chances of surviving the encounter of this trap of pain?
    >> Anonymous 06/06/10(Sun)07:51 No.10312888
    You know what's interesting about this? It's feasible. The Fine-sized assassin would not only be stealthy and near-impossible to see, but it gets a +8 size bonus to AC in combats. Assuming the assassin was well-armored with magic items beforehand, armor classes for these Fine-sized foes can easily hit 30 or even 40.

    *sigh* ...and I just had a revelation. Why is it that after I renounce namefaggotry, I'm suddenly at my most helpful and informative?
    >> Anonymous 06/06/10(Sun)07:52 No.10312898
    Agility check. That's all you need.
    >> Anonymous 06/06/10(Sun)07:53 No.10312914
    plus they can crawl in your ear and attack your brain
    >> Anonymous 06/06/10(Sun)07:54 No.10312929
    Or in your ass and STAB YOU IN THE PROSTATE GLAND.
    >> Anonymous 06/06/10(Sun)07:55 No.10312934
    >> Anonymous 06/06/10(Sun)07:57 No.10312952
    There is an orc guarding a treasure chest in a perfectly cubical 10 by 10 foot room with paper thin yet indestructible walls and a door with well-oiled hinges.

    The treasure chest is an artifact. If you open it, it changes you into an orc, and requires you to guard it until you die.
    >> Anonymous 06/06/10(Sun)07:57 No.10312956
    Lord, he.. seems to have died out of a thousand fine cuts in his ass.
    >> Anonymous 06/06/10(Sun)07:57 No.10312958
    I winced. I hope he enjoys swimming through shit, though.
    >> Anonymous 06/06/10(Sun)07:58 No.10312969
    hired anti-rape guard
    >> Anonymous 06/06/10(Sun)07:59 No.10312985
    Made out of what, thumbtacks in a sheep's intestine?
    >> Anonymous 06/06/10(Sun)08:00 No.10312993
    no, made out of tiny warforged assassins
    >> Anonymous 06/06/10(Sun)08:02 No.10313004
    Mine's a tiny mage that likes to spam Fireball,
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)08:04 No.10313024
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    Wow I was just going over some of home-brew stuff my gaming group has come up with, and there is some... well I can't think of a word that describes it, but check this one out.
    >> Anonymous 06/06/10(Sun)08:05 No.10313033
    that would be inconvenient as the fire ball would hit everyone
    >> Anonymous 06/06/10(Sun)08:06 No.10313047
    He doesn't mind. He doesn't want to be in a jar anymore.
    >> Anonymous 06/06/10(Sun)08:17 No.10313147
    It's me (>>10311861, >>10312190, etc) again.
    This actually sounds really close to a re-fluffed "Clone" spell from 3.5... it does look pretty good, though.

    But what to do now... it's just after 6 AM here.
    I kind of want to build more elaborate and almost-unnecessary traps because, let's face it, this is getting fun... but I'd like sleep too. What a dilemma.

    Maybe a trap to fit a specific purpose upon someone's request?
    >> Anonymous 06/06/10(Sun)08:17 No.10313156
    >> Anonymous 06/06/10(Sun)08:18 No.10313162
    How would one go about making someone grow so many legs that they cannot walk?
    >> Anonymous 06/06/10(Sun)08:19 No.10313166
    >> Anonymous 06/06/10(Sun)08:20 No.10313188
    how does that work?
    like, when the kid is 5, does he have the knowledge and mentality of a 40 year old?
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)08:33 No.10313312
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    I've also got: Limb Amputation, Limb Graft, Headless Servant, Memory Implant, and the one I'm posting doesn't have a name yet, it was designed as something the PC would have to get for a Quest in order to save a wealthy but starving city. (The surrounding land was cursed to have all it's soil turned to salt or something, I haven't finished putting the quest together yet. basically some greedy nobles make a devils pact or hire a wizard to make them insanely rich, but they don't think of the consequences and cause a famine.)
    Any name Ideas would be appreciated.
    >> Anonymous 06/06/10(Sun)08:36 No.10313354
    gah, I'd love to stick around and contribute, but I gotta dash

    found this on a website

    As the characters enter a room, mention that they see a baby sitting in the middle of the room. After they have been there for a while, have the baby attack them. It has LOTS of strength and can breathe fire. After they have been fighting for a while and are getting their butts kicked, mention offhandedly that the baby they are fighting is a baby DRAGON. Note: Only try this with a VERY good-natured party. Otherwise you may get lynched!
    >> Anonymous 06/06/10(Sun)08:37 No.10313369

    I'd like a trap that doesn't kill the victims but instead takes all their armor/gear/weapons away (either all at once, or in a succession of thefts) and finally dumps them back at the entrance to the dungeon.
    >> Anonymous 06/06/10(Sun)08:38 No.10313386
    >favoured by slavers
    I'd think it's easier and cheaper to feed the slaves than pay 80k ++ for a single slave

    anyways >>10313354 here, got time for one more

    Give the players some sort of strange and cryptic clue (on an old scroll, whatever) and have it pretty hard to figure out. The "answer" will be a magical saying to open up a treasure room in some dungeon or whatever (supposedly). However, when they go to the dungeon and say the magic words, the room doesn't appear, but instead some monster / trap / other nasty thing comes and kills / maims / laughs at them

    cya party people
    >> Anonymous 06/06/10(Sun)08:39 No.10313402
    >level 30
    Level 30 is saving the universe-tier, not performing a ritual for a band of slavers.
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)08:42 No.10313439
    as I said that ones still a work in progress, i think ill reduce the level and cost, might change it from a slavers favorite to a sailors favorite.
    >> Anonymous 06/06/10(Sun)08:44 No.10313469
    Let's see if I can't do this without delving into the Book of Erotic Fantasy. Surely, spells in there will make this more likely, but... bear with me.
    Also, this falls more into the "cursed item" category, but it could be considered a trap.
    The item is actually a two-piece set - it's not just a dagger and sheath, but a piece of armor to match; more specifically, an ornate breastplate fitted specifically to the female form of a light metal like mithril (so that even characters that can't wear armor heavier than light can wear this). When the dagger is wielded and the breastplate worn, they function separately as a cursed +1 merciful vampiric dagger (drains an additional 1d4 damage and adds it to the wielder's HP, does only) and a cursed +1 glamered mithril breastplate.

    >> Anonymous 06/06/10(Sun)08:45 No.10313482
    What the wearer doesn't know is that both the dagger's sheath and the breastplate's crotch have connected ring gates embedded in them, and that these ring gates are activated once the dagger's "vampiric" quality has activated - as well, the title of "vampiric" is in itself not entirely true; it actually stores the genetic material of the last foe it stabbed (this includes blood and, unknown to the wielder, semen) and when the dagger is then sheathed, it activates the ring gates and plunges the blade of the dagger into the woman's slit, thereby releasing the genetic material, seminal fluid and all, into her womb... but while the dagger is treated as "merciful", it deals nonlethal damage. In pain, the wielder unsheathes the dagger to inspect it, but finds nothing, and the ring gates then deactivate when the genetic material is out of the blade, serving as a standard dagger. The breastplate's purpose and its cursed and glamered properties are so that not only can the wearer wear comfortable clothes while having armored benefits, but that the breastplate cannot be removed prematurely to prevent the pregnancy. For as long as the wielder is pregnant, the dagger cannot take in any more genetic material, thereby preventing any injury to the unborn child in its mother's womb.
    >> Anonymous 06/06/10(Sun)08:49 No.10313543
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    >> COR !!q1pmTSXoGQa 06/06/10(Sun)08:53 No.10313607
    hahahaha, Evil to the core.
    >> Anonymous 06/06/10(Sun)09:06 No.10313757
    Well, this one isn't hard, but it's not simple.
    In a desert temple, there's a deep and long pathway that leads merely to a trap - as the adventurers walk, a simple floor plate mechanism seals the room that they enter. After this, sand starts pouring into the hall from every conceivable place; cracks in the wall, the ceiling, even the statues' mouths. The sand was once a rock magically enchanted with the Rusting Grasp spell, and ground so fine that it became the very same sand filling the room and your armor, and the sand dissolves their armor into more rust-colored sand. Then, when the room cannot be filled anymore, a small whirlpool drains into the center of the room, taking the adventurers with it. Anyone who falls within the whirlpool is set under is pushed through a "node door" (as the spell of the same name) to the temple's front step.
    >> Anonymous 06/06/10(Sun)09:14 No.10313869
    Thank you, kind sir... I aim to please.
    >> Anonymous 06/06/10(Sun)09:31 No.10314092
    A nice simple one from way back when:
    A party enters a large, low ceilinged hall.
    At the far end is a barricade of stakes, behind which goblin crossbowmen are hiding.
    Concealed by a slight pitch in the floor is a wide trench just in front of the barricade, spike filled.
    As the party charge forward they find that the floor is coated in oil of slipperiness....
    >> Anonymous 06/06/10(Sun)09:45 No.10314287
    You are the Josef Mengele of traps, my good sir. You would induce San loss in even the hardiest of adventurers. But what about a trap such as: "For the next 1 day per caster level, every thought entering this target's mind has a cat in it somehow, and all feelings the target experiences gives them a sense of deja-vu related to any pet or stray cats they may have known".
    Basically, your mind is infested with cat.
    Is this sufficiently san-loss, or should I try harder?
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)09:46 No.10314300
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    It kind of reminded me of an item I based off this picture.
    A symbiotic creature that serves as armor. It provides protection, enhances strength, and helps heal the wearer, while the wearer provides mobility and food.
    It is telepathic in nature and reads the wearers subconscious in order to fulfill their needs according to their instincts.
    This is fine when it attaches to an unintelligent creature, as it's instincts drive its actions as well.
    But an intelligent creatures actions are driven by their conscious mind, which means that in order for an intelligent wearer to control it, they must posses some form of telepathy.
    Without telepathy, all it has to go on to determine what the wearer wants, is their subconscious instincts.
    When the host feels thirsty or hungry it moves to provide access, when the host is injured it applies a healing solution, when the host feels threatened it locks up to provide better protection.
    Without telepathy it cannot be removed.
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)09:46 No.10314306

    It grows to fit the wearers body perfectly, filling every nook and cranny.
    It feeds of the wearers waste products; dead skin, sweat, urine, basically any dead organic matter.
    If it becomes hungry it will begin to stimulate the host in an attempt to force it to provide it with more food.
    When the host dies it consumes it then enters hibernation and waits for another host, if the next host is to small to support the entire armor, it will leave parts of itself behind for another host to find (this is how it reproduces).

    I never wrote up any stats for it though as it was only an item for the PCs to retrieve for a third party, and then find out how to remove it from said third party.
    >> Anonymous 06/06/10(Sun)09:48 No.10314334
    You want a trap that not only inflicts san loss, but also causes target to lose grasp on any and all of the morals, virtues, and any thoughts/feelings/senses that connect them to reality?

    The trap polymorphs them into a Kender.

    Have fun! :)
    >> Blackheart !!FYEhWpAirtN 06/06/10(Sun)09:49 No.10314346

    Dat armour...
    >> Anonymous 06/06/10(Sun)09:52 No.10314392
    Created by the god of balance this wicked dagger is cursed for both men and women. If by wemon as such this dagger automatically impregnates the user with the seed of whomever she kills, in chronocological order. Alternatively if already pregnant, the child's genetic code is rewritten with those of the user's victim. If not possible for the user to have the all the children of her victims in her lifespan (in single child pregnancies) she will begin to have 'litters.'
    If used my men the result is much the same except that the next child he sires will be of the blood of his victims in chronological order. Alternatively, if said man sires no children post killings with the dagger he will find that if he had ever sired a child at all that said child will be of the blood of his victims in chronological order.
    If said man does not and has not sired any children whatsoever, after a full year, they will gradually turn female and mother the children themselves.
    >> Anonymous 06/06/10(Sun)09:56 No.10314436
    I got hard.
    >> Anonymous 06/06/10(Sun)10:00 No.10314481
    Hey, >>10313757 here. Thank you for your kind compliments first and foremost.
    While that is something that would disturb some people, I don't know if it would qualify as something sufficiently worthy of SAN loss. "Sure, cats are everywhere; the chance that I saw a cat there is pretty common."

    What you want is something that embeds the image of ONE cat into their mind when they think of certain things. One specific cat; a black cat; a black cat with a scar on its eye; a black cat with a scar that you can almost feel its dagger-like stare on your skin. You want something that will start to drive that person paranoid - in the day, he'll start actively looking for the cat but never find it; in his dreams, the cat will appear in the only place he didn't look.

    Then one day, he does encounter the cat, that exact same cat - what does he do? Does he kill it, knowing it could be someone's pet? Does he ignore it, hope to never see it again? But no matter what, even if he can't see that cat ever again... he'll see those fiery yellow eyes staring at him every time he closes his eyes.
    >> Anonymous 06/06/10(Sun)10:02 No.10314505
    I am a male who has sired no offspring. I stab myself with the womb dagger and wait a year. Of what sex is the entity that I give birth to?
    >> COR !!q1pmTSXoGQa 06/06/10(Sun)10:03 No.10314517
    you should probably use a name, even if you pick a new one for each thread.
    >> Anonymous 06/06/10(Sun)10:03 No.10314521
    Right, you're hired. Wanna play some Dark Heresy or CoC?
    >> Anonymous 06/06/10(Sun)10:07 No.10314566
    Oh, yes, the "Greater Womb Dagger", is it?

    That's something beyond even my scope - that's bordering on the edge of being classified a minor artifact. Something like that can only be created by the will of a deity, cruel as that god or goddess may be.
    Simple. Considering that the dagger only imprints the genetic code of "the last person it killed" as per its specific instruction, you sire no offspring whatsoever.
    >> G. D. !!Y8HG2fUusNY 06/06/10(Sun)10:11 No.10314622
    You know what? You're right. I'm taking my name back. I'm Anonymous no more.
    I would sincerely love to... but I don't know a thing about the systems, to be honest (I've only played D&D 2E, 3E and 3.5) and I already have a dedicated set of friends I play with over AIM on my weekends.

    I'm flattered at the offer, really, but I don't know if I can. As a compromise, how about contact information? I have AIM and MSN; you can contact me when you need to brainstorm something.
    >> G. D. !!Y8HG2fUusNY 06/06/10(Sun)10:42 No.10315143
    Bump. I'm still up for creating more traps, or maybe the odd cursed / magic item...
    ...it's either that or I go to - wait, never mind. 8:45 AM here... so much for sleep tonight.
    >> Anonymous 06/06/10(Sun)11:23 No.10315844

    Ok, how about a modification of >>10313757 that takes their non-metal gear too?
    >> G. D. !!Y8HG2fUusNY 06/06/10(Sun)12:07 No.10316444
    Well, most everything that isn't metal is capable if burning (cloth, wood, even leather). With that in mind, your best bet is probably a fireball trap to basically flash-fry all their nonmetal equipment after it's all been rusted away. It does specifically say that "[the fireball] sets fire to combustibles and damages objects in the area". Cloth, wood and leather all have low hardness and HP compared to, say, an iron suit of full plate, so the fireball trap should be enough to destroy any combustible item on their person. They're in for some damage, sure, but this trap has a 20-foot radius spread so even if they're not close together, they should all get caught in the blast. This, as I see it, is the way to go.
    >> Pskyer Ted 06/06/10(Sun)12:08 No.10316472
    rolled 8 = 8

    Hey OP. What levels are you looking at for the trap you posted?
    >> Anonymous 06/06/10(Sun)14:00 No.10318071
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    >> Anonymous 06/06/10(Sun)14:04 No.10318129
    eh, seems sorta unreasonable.

    How does it reset for example? (MAGIC is not a valid answer)
    >> Anonymous 06/06/10(Sun)14:05 No.10318147
    Doesn't need to.
    >> Anonymous 06/06/10(Sun)14:06 No.10318163
         File1275847592.jpg-(51 KB, 772x646, Bear Trap.jpg)
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    >> Anonymous 06/06/10(Sun)14:20 No.10318331
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    >> Anonymous 06/06/10(Sun)14:22 No.10318356
    >> Anonymous 06/06/10(Sun)14:26 No.10318408
    Then it's a shit trap.

    The players are just gonna be pissed because of how unrealistic it is. It was metagame-designed to kill the PCs, doesn't fit into the game world in any other way.
    >> Anonymous 06/06/10(Sun)14:48 No.10318684
    time to raise a deliberate half-dragon army.
    >> Anonymous 06/06/10(Sun)14:53 No.10318752
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    >> Anonymous 06/06/10(Sun)14:54 No.10318773
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    >> Anonymous 06/06/10(Sun)14:55 No.10318799
    haha, i'm gonna use that.
    >> Anonymous 06/06/10(Sun)14:55 No.10318802
         File1275850552.png-(16 KB, 324x600, cube-trap.png)
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    >> Anonymous 06/06/10(Sun)15:15 No.10319068
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    >> Anonymous 06/06/10(Sun)15:17 No.10319104
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    >> Anonymous 06/06/10(Sun)15:17 No.10319109
    what if she gave birth to twin?
    >> Anonymous 06/06/10(Sun)15:21 No.10319177
    What's with the gelatinous cubes?
    >> Anonymous 06/06/10(Sun)15:22 No.10319199
    >> Anonymous 06/06/10(Sun)15:24 No.10319223
    two castings Polymorph Any Object can make any change Permanent as long as the second cast happens before the first Duration expires.
    >> Anonymous 06/06/10(Sun)15:26 No.10319246
    looks like a pressure plate in a hole that stabs you with spikes
    >> Anonymous 06/06/10(Sun)15:37 No.10319420
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    >> Anonymous 06/06/10(Sun)15:42 No.10319532
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    rolled 25 = 25

    >> Anonymous 06/06/10(Sun)15:47 No.10319607
         File1275853663.jpg-(39 KB, 300x225, Grass-booby-trap-with-bamboo-s(...).jpg)
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    rolled 40 = 40

    >> Anonymous 06/06/10(Sun)16:00 No.10319810
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    >> Anonymous 06/06/10(Sun)16:15 No.10320058
    Cool thumbnail, broskii
    >> Anonymous 06/06/10(Sun)16:29 No.10320266
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    >> Anonymous 06/06/10(Sun)16:39 No.10320425
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    >> Anonymous 06/06/10(Sun)16:42 No.10320471
    And this is why I always pick up teleport, and refuse to enter retarded challenge-dungeons with any response except "I go to town, buy a hundred laborers, and have them excavate the place with picks and shovels."
    >> Anonymous 06/06/10(Sun)16:50 No.10320616
    Forbiddance and resetting traps
    >> Anonymous 06/06/10(Sun)17:16 No.10321040
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    >> Anonymous 06/06/10(Sun)17:29 No.10321262
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    >> Anonymous 06/06/10(Sun)18:33 No.10322358

    All the good trap pictures are posted in this thread.

    This thread also seems to have pretty much died.

    More traps!
    >> Anonymous 06/06/10(Sun)21:19 No.10325892
    Good fa/tg/entlemen, this thread has inspired a short campaign:

    A prime material kingdom has just achieved enough magical development to become a planar power, and is sending a large detachment to Sigil to finalize things. Unfortunately, one particular group of clueless bureaucrat lackeys manage to piss off the Lady of Pain, Herself, in Person, and are subsequently sent to a rather interesting maze.

    The party consists of mid-level experts and bureaucrats and other relatively combat-useless commoner classes. The dungeon consists of every trap in this thread, plus as many more as I can find and/or think of. The catch: the maze is filled with "checkpoints", and everytime someone gets killed by a trap they are spontaneously recreated at the last checkpoint they activated.

    The challenge? Navigate the maze, outsmarting the traps via lateral thinking and trial-and-error, probably using the mountains of their own corpses (which remain after they are reformed) that accumulate to solve problems along the way.

    The Lady of Pain is watching them, and has promised to reward them handsomely for the amusement if they make it to the end without going completely mad.

    It is a very, very long maze.
    >> Anonymous 06/06/10(Sun)21:23 No.10325967
    holy fuck


    >> Anonymous 06/06/10(Sun)21:25 No.10326005
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    Jack approves
    >> Anonymous 06/06/10(Sun)21:28 No.10326045
    you are here for punishment
    you can't escape, just write your testament
    you made a mistake, so it's your sake
    you might pray, anyway, it's too late

    this is halfquake
    you are here to die
    this is your last date
    even if you cry

    halfquake, halfquake
    halfquake, halfquake
    you're nothing, we're everything
    you're nothing, we're everything

    we want some entertainment
    so take the gun
    yeah, crawl into your tent
    and forget the sun

    the lone fact
    that you are human
    is reason enough
    to nag your soul
    you try to run
    as fast as you can
    but your head will look
    like a bleeding hole

    this is halfquake
    you are here to die
    this is your last date
    even if you cry

    >> Anonymous 06/06/10(Sun)21:34 No.10326150

    Example: a certain unnecessarily nasty trap consists of a conveyor-belt style assembly, each portion of which is activated by pressure plates, that goes in the following order; flesh to stone, stone to mud, crushing ceiling to flatten the mud. Overkill! Once this is circumanvigated, a passage opens up that leads from one side of it to the other.

    On the other side is a very high spiked wall.

    Possible solution for the wall; jam the smashing mechanism with corpses, shape the mud into blocks, and send the blocks back through the other way to create bricks made of flesh, which can then be stacked to clamber over the wall.
    >> Anonymous 06/06/10(Sun)21:39 No.10326200
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    >> Anonymous Prime 06/06/10(Sun)21:46 No.10326303
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    Set up one cardboard box and make it lean on a fork-shaped piece of wood, which you stick upright into the ground. Attach a piece of string to the wood, and hide in a nearby brush with the other end of the string in hand. Make sure to place some tasty bait underneath the box to lure your prey to the right spot. To catch the it, just pull at the string, making the fork-shaped twig fall away, causing the box to drop on your unsuspecting victim.
    Now you too can catch a Terrasque!
    Protip: use a cow for bait and make sure your cardboard box is the right size!
    >> Anonymous 06/06/10(Sun)22:14 No.10326695
    a switch with a sign dooms-day switch do not pull.
    when the switch is pulled it drops a sphere of annihilation in to the Well of Worlds.

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