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/tg/ - Traditional Games


File: 1349074184757.jpg-(153 KB, 760x596, oglaf trapmaster.jpg)
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ha!
>>
Sums up my group pretty well.
>>
tell me /tg/ why can't you build traps this efficiently?
>>
Any body got that pic with all those inescapable traps to piss people off with?
>>
Actually, I recall someone deliberately exploited this by letting the PCs find a huge ass diamond in the middle of the room, just sitting there.
The paranoia drove them nuts.

I think there was another where the 'trap' wasn't an actual threat in so much that random panels of the floor would depress, there would be long periods of hearing 'clicks', 'whirrs', and so forth. In otherwords an expansion on the former with sound effects.
>>
>locked door on the other side of the room
>large, obvious countdown display of some sort
>button in the middle of the room which resets the countdown
>door unlocks at the end of countdown
>>
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Down the staircase, there are four statues of orc warriors. The statues are posed as if ready for battle. There is a skeleton in the middle of the room with a cracked skull and missing its right leg. According to the map, the treasure is on the other end of this hallway.

>players think of a plan to sneak around the statues
>mfw I just made it look like a pirate tripped down the stairs a long time ago
>>
You guys are dicks.

I'm stealing these ideas.
>>
this is now a story thread, tell us yours, obviously, pic related...
>>
>>20943644
I remember this one. They never escaped, right?
>>
>>20943613
>>20943644
Evil. Stealing these.
>>
>>20943613
>I think there was another where the 'trap' wasn't an actual threat in so much that random panels of the floor would depress, there would be long periods of hearing 'clicks', 'whirrs', and so forth. In otherwords an expansion on the former with sound effects.

I'd add some sort of counter, like 3 flags. At random, when a floor panel is stepped on, one of the flags will go down. When all 3 go down, the door leading out of the room unlocks.
>>
>>20943955
better yet. make it the third time in one round for it to open the door. So it can't happen on accident easily.
>>
>dark room, square in shape
>light reveals "lights out, get out" written on one wall
>another wall has a hidden door which only opens if there is no light
>>
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>>20942896
Reminds me of when one of my antagonists used this on of my Black Crusade players. The character had very high intelligence and logic trained to 30 so he had a starting chance of around 85% of succeeding in the test. He managed to finally succeed on the test when he had dropped down to 3 intelligence. The amount of buttrage was delicious.
>>
>pc's enter room
>portcullis falls down behind them
>they see a big hourglass in the ceiling, just turned
>oh shit a countdown
>someone is gonna break the hourglass
>the sand or water in the hourglass is an angry elemental or ooze
>they just had to let the time pass...
>>
>demon faced statue with open mouth
>runes on base reads "feed me riches"
>players throw gold in
>eyes of statue lights up slightly
>more riches more light
>when the eyes reach full brightness... they dont get an reward
>the statue shoots them with eye lazors
>>
>>20944498

Oh god that would be fucking great. Some Lich makes sure to put that somewhere in his dungeon just in case adventurers try to pull some shit. The loot goes to a pocket dimension, and if the adventurers end up destroying his dungeon he teleports to the dimension, picks up their stuff, and uses it to fund a new base elsewhere.
>>
>anyone who touches the doorknob gets a strange mark on their hand
>paranoia everywhere
>it goes away after 24 hours
>still paranoia
>t'was but a return stamp
>they never knew
>>
>>20944498
I would have done

>feed me riches
>3 wheels with different symbols begin turning
>symbols do not match up, the feed me riches sign lights up again.
>>
>>20944498
this gives me an idea for a magic weapon... a sword or whatevs with a slot in the hilt like the slot in a piggy bank.
You but money in to receive combat bonuses
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>>20944513
http://www.youtube.com/watch?v=0Z4sfjGfQxY
>>
>>20944513
Now that is funny.
>>
OK, now put it all together to create a dungeon as deadly and/or infuriating as Tomb of Horrors.
>>
>>20944524
instead of belonging to a lich it belongs to some primeordeal trickster
>>
>>20944516
Kamen Rider OOO did that
>>
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>Players set themselves up with a pretty bitching keep, using it as a base of operations for further adventure
>They also have the place legitimized as a small watchtower of sorts, making sure the next kingdom over doesn't attack in exchange for a pittance of upkeep money, so they don't have to constantly dump cash on it to keep it running
>Fighter eventually opts to set his place up with some traps with some of his own money
>Makes a show of hiring some gifted craftsmen
>Rogue slowly goes ballistic over it, saying it's not safe and "WHAT IF WE NEED IN THERE?!"
>Fighter gives no fucks
>Rogue attempts to prove it's not that safe by breaking in
>First three traps in the hallway are joke-traps that dump water on the person that set it off, shoots an empty poison dart at them, etc
>Rogue gets sick of it and attempts to just walk through it all
>Gets nailed with a big rock that leaves a bruise in the shape of the word "IDIOT" on his forehead and takes half of his health
>Two hours and thirty feet of trapped corridor later, he finds that the door was actually welded shut
>Rogue tracks him down and demands an explanation for this bullshit
>Fighter laughs and says that he had his personal room removed from the building because it was making the tower unstable, something that had been pointed out early on
>"Then WHY DID YOU TRAP THAT HALLWAY"
>Fighter's face when he says"Because it's not safe to try to go through that door, you idiot. You'd fall to your death."
>>
>>20944538
and we shall call it...
MISTER SNAPPY'S FUNGEON
>>
>>20944553
The most diabolical dungeon ever to be concieved! Watch it be cleared in ten minutes by an all-barbarian party who then travels to the one place you hadn't fully fleshed out.
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>>20944608
Fucking players, scum all of them I swear.
>>
File: 1349088828463.jpg-(Spoiler Image, 51 KB, 470x304)
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>characters enter an ancient dungeon with long, winding corridor downwards
>the path is blocked with heavy metal doors and rocks, with dire curses on the walls
>at long last they find a chamber with a pool glowing with magical energies
>>
>>20944553
>>20944608
>>20944613

I lol'd
>>
>>20944631

Cancer is no joke, man.
>>
>>20944545
YES

Also, this is obviously Loki's house we're building guys.
>>
>>20944645
No, it's the punchline.
>>
And in the treasure room is what appears to be a large diamond.
Upon taking it to a jeweller the material will be revealed to be glass.
It is lightly enchanted with a spell of unidentifiability
>>
To make MISTER SNAPPYS DUNGEON even better make sure to sprinkle some dangerous traps in and one or maybe two that are actually lethal.

Dangerous traps could be anywhere between 1 out of 10 to 1 out of 20.

Lethal traps could be 1 out of 50 or 1 out of 100.

Just to keep them on their toes.
>>
>>20944669
Lol
>>
>>20944693
And of course ONE real trap near the end
>>
need some sort of lock that if the party tries picking it (instead of using the key) they get teleported back to the start
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>>20944682

Fuck it.

We'll make this a random adventure. Grab a deck of cards, shuffle that bitch, and pick one every time they go into a new area. Diamonds are high-risk-high-reward, Spades are the highway to the danger zone, Clubs are all about traps, and Hearts are whatever you fucking want, like flavor rooms (LOOK, LOOK AT THIS FUCKING FOUNTAIN, IT'S ALL WET AND SHIT).

If they start mapping this shit out and realize that some rooms encroach on each others' territories without actually leading into each other, tell them to roll for a Knowledge skill. Does it matter which one? Fuck no. Find a way to say "This dungeon, holy shit, it's at the seam of the fabric of space and time. This is some crazy fuckery. Mister Snappy is obviously a wizard with a bachelor's degree in Fucking With Your Head."

Somebody with more sobriety make this happen.
>>
>No one can disable traps
>Replace trap damage with pies to the face

That will teach them!
>>
>>20944721
>one room clearly has arrow holes
>all the holes shoot muffins
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>>20944697
Nah, near the middle.
>>
>>20944724

>Another room has a steep incline
>They step on a pressure plate
>A giant donut hole falls out of the ceiling, a bunch of mud starts spouting out of spigots on the incline
>Mudslide race to the bottom to escape the delicious confectionery
>>
>>20944716
Okay, everyone post all the paranoia/troll traps they can think of, we assign each one a number. Roll d100 or whatever and that's your next room. Given the nature of the dungeon I think random generation with MAGIC I DON'T GOTTA EXPLAIN SHIT to shut down "this doesn't seem physically possible" players.
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>>20944730
No, right at the beginning. And then they're waiting for the next one...
>>
>As you enter the room you notice that the floor in front of you is covered in fist sized holes
>Engraved on the far wall is the word TRAP
>The floor has a spike trap
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>>20944738
>room literally filled with treasure on piedestals
>if you touch them you get a cream pie to the face
>floor is also littered with traps
>these also throw cream pies at adventurers
>next room is a pool of water to clean themselves up
>when they walk through the exit door to pool room they are completely splattered with cream from every side
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>>20944753
oh and lets not forget
>the treasure is really chocolate, with a tiny gold shell
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>>20944697
Usually one in party too.
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>>20944716
sobriety just gets in the way of fun. This is just an idea of randomly generating the hypercube for use in a game.

hearts are safe spaces (the royal suite of hearts contains the levers to leave), diamonds are wealth spaces (the royal suite of diamonds contains the clues to escape), clubs are kinetic traps (the royal suite of clubs contains sentient beings) and spades are elemental traps (the royal suite of diamonds contains elemental enemies chosen by the hierarchy of archomentals).

>idea admair
>>
Oh hey, almost forgot, one of my DMs old ones.

A bunch of coins in a giant pile. When you try to pick them up, they uncurl into SWARMS OF MECHANICAL CENTIPEDES.
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>>20944775
How horrifying.
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>>20944775
JESUS CHRIST, HOW HORRIFYING
>>
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>>20944762

>Draw two at once
>Jack of Clubs and Ten of Spades
>"The room before you has small fires licking along the walls, coming from a series of spouts set into them. The stink of alchemist's fire is thick, but not nearly as worrisome as the fire mephits flitting around the room. One happens to glance in your direction and draws a breath, as if to shout to alert its friends. Roll initiative."
>>
>>20944796
Indeed. They're also coated in a fine dust of copper, fine enough that it can be inhaled and dropped into wounds, but of such volume it can cause heavy metal poisoning.

I was the only one who was unaffected because of a standing rule that I am not allowed to touch anything valuable unless it's handed to me.
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>>20944800
Hahaha, that's just evil.
>>
>big empty room with an assortment of giant levers in the walls, big heavy wooden door at one end
>pulling a lever has you doused in goblin urine or pebbles rain down on you
>door is unlocked
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>>20944775
>A bunch of coins in a giant pile. When you try to pick them up, they uncurl into SWARMS OF MECHANICAL SPIDERS THAT SOUND LIKE BEES.
>>
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>>20944813

"Collected that stuff by squeezing goblins for a week."
"Worth it."
>>
need some sort of lock that if the party tries picking it (instead of using the key) they get teleported back to the start
>>
>You see a door that labelled "PUSH"
>You must pull it to open it
MUAHAHAHAHAHA, I AM PURE EVIL
>>
>>20944827
Better yet, a door that's locked such that the knob turns one way while locked and another while unlocked. If it's locked, completely turning the handle forces a portable hole into a bag of holding.

10 feet of instant death, no save, no time to react. Nothing.

And then the survivors step into the first room of the dungeon!
>>
>There's a key laying around in every room of the dungeon
>None of them do anything, ever
>>
Alright, I'm going to make something like this for my future whf campaign.

It's going to be a dungeon, and the clues leading to it will imply that the creator uses fear to defeat his enemies without fighting. They enter, and room one, there are a ton of obvious traps: holes in the floor, ciealing, stuff like that. No matter how well they roll they will never find the trap triggers: there aren't any. In fact, none of the traps work.

they progress through, and enter room two. There's a heavy metal door and 6 levers in the room. The levers move a number of gears and cogs, but otherwise are just expensive noisemakers. The door is unlocked, but cannot be opened without initiating a strength test.

cont.
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>>20944854
You find a key in the dungeon.

The handle is actually what you need to put into the slot, not the coded key itself.

They will never escape that room.
>>
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>>20944833
>>
My favorite trap:

>30x30' rectangular room, with hallways on both ends and a high ceiling. The top of the room is covered in chains, which descend to about 15' above the floor, and have meathooks on the end. On the end of each meathook is a zombie.

>A lever in the middle of the room lowers the chains, so that the zombies stick about a foot above the floor--and perfectly lined up to attack whoever is in the room, including the guy who pulled the lever.

After two or three minutes of discussion, the PCs figured it out... but still ended up pulling the lever anyway, as the one player who wasn't paying enough attention wandered himself into it.
>>
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>Warlock develops trap
>Casts Darkness on a small object
>Place object under a Bag of holding
>Cast swarm into the bag
>Leave it in the middle of a room if being perused
>First person to pick up the bag unleashes the darkness
>Pursuers start screaming as swarms of BEES start attacking them in the dark
>Warlock who was hiding in the shadows hops into the window
>Turns the Darkness into Bats
>Turns himself into bats
>Flys away
>>
>>20944838

Even better, have a gordian knot puzzle.

Handle will turn one way if a key is in the lock
Handle will turn other way if lock is picked

Sign above door: 'Certain doom awaits if you do not unlock the door correctly'

You just need to pull the door open
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>>20944862
Third room has a tiled floor. every tile is a pressure plate. Activating them does nothing except raise/lower some old flags randomly. The flags are completely unimportant, but if all 3 are ever lowered, a loud *CLICK* is heard.

Fourth room has a ton of tripwires attached to bells.

Fifth room, the PCs are expecting some kind of gimmick, nothing dangerous. They realize it's another tiled room, pressure plates, yada yada. Stepping on one opens one of the four doors around the room besides the exit, chosen at random. Each one leads down a hallway with no exit, all are full of skeletons, the door is set up so that unless someone is on a pressure plate it will close. It is possible to have all but the main door open at once, the main door must be opened manually. If they manage to get trapped in any hallway, they're basically starving to death.

cont.
>>
>>20944903
6th room is finally the treasure room. There's a large chest, closed, in the middle of the room. It has several tripwires attached, all of which activate nearby spike traps. Beyond, they see a throne with a skeleton on it, holding a folded piece of fine, thick parchment.

The parchment reads thus:
I know not why you enter
this ancient tomb
I know not how you've made it
Through fear of your doom
I know not who you are
But I do know this
You've made it this far
But where's the exit?

Opening the chest reveals a tripwire inside(assuming they succeeded at disarming the ~6 outside), which triggers the greatest trap in the tomb: It releases a large stone pillar which fully blocks the entrance to the tomb.

Whaddya think? Needs more cowbell?
>>
>>20944946
I'm stealing this like I'm a kender
>>
>>20944994

needs an actual way out, but looks good
>>
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>group has been through a harrowing dungeon
>they enter a large room filled with riches and ancient weapons
>they awaken a dragon in the room that was behind some piles of gold
>ask what they want to do
>theres something special about my dragon, but dont tell them
>im thinking they will grab what they can and run for it
>they want to attack the dragon
>I ask, "seriously?"
>"we've come this far. We cant back down now."
>amazingly they manage to slay it
>it wasnt very powerful anyway
>a large black void opens up in the ceiling of the room
>the dragons begins to speak!
>"all....you had to do........was ask........."
>all the riches begin to be sucked into the void
>heroes are left with all the crappy loot they found throughout the dungeon, and not all the awesome shit that was in the dragon room at the end
>>
>>20945007

That depends.

If we're talking Paragon dnd levels or higher, then no it doesn't. The players should have sufficient tools at their disposal by then to improvise a solution.

In general, its usually better to have no clear and pre-defined solution to the problems you present your players, you let them come up with a plan themselves, and when they do you don't just tell them "that won't work" no matter how crazy it is; you just complicate it appropriately.
>>
>>20945019
I like this one.
>>
>>20945019

very lame. This isn't a challenge or a potential "gotcha, you didn't read between the lines" at all, it's just counterintuitive and stupid on every level.
>>
>>20945019
Dragon could've just said "Wait, stop, why are you attacking me holy shit I was going to give you the stuff anyway goddamn stop stabbing me, take my gold and go you faggots"
>>
>>20945042
>>20945036

And that's when you realize you've got That DM.
>>
>everybody forgets that dragons have above human intelligence and arent all enraged killing machines

Fucking racists.
>>
>>20945042
>>20945049

Yep.

I imagine the next encounter with a large and intimidating monster would involve one poor player saying "wait, before we attack, let me stop out and just ask him if we can take the stuff."

Then That DM laughs at how "stupid" his players are and gives the boss a free surprise round or something.

Textbook powertripping faggotry beyond even Tomb of Horrors. I would not play in this game, unless I really liked the other players and then I would probably be trying my best to avoid any of the DMs actual "content."
>>
>>20945049
Eh, not really. We all make mistakes. That GMs just tend to make mistakes more often, and refuse to learn from them.
>>
>>20945036
>>20945042
>>20945049
These anons are correct, there's no trap here, just a 'ha ha fuck you, players'.
Change the encounter so that when the characters enter the room, the dragon intones 'Each of you may pick one and one item only off my hoard, choose wisely', and the hoard disappears only if the players get greedy and try to take more/attack the dragon.
This isn't rocket science, you know...
>>
File: 1349094510750.gif-(1.6 MB, 270x230, YEAHBABEH.gif)
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>player gets bit by strange creature
>bite area turns black and blue like bruising
>discoloration begins spreading
>doesnt inflict any status ailments
>resident healer tries to help
>oh shit, its spread to the healer now, what shall we do
>its contagious
>rest of group singles out the two infected players
>doesnt want them near the rest of the group lest they all be infected
>group is divided and paranoid

>discoloration was harmless and wore off a few days later
>>
>>20945081
also, it is important that the dragon 'intones', not 'speaks' or 'says', it sets the mood for the encounter.
>>
>>20945075

That's not a mistake, good sir, that's a straight up "dick move".
>>
>>20945085
Nice one!
>>
This thread reminds me of a room I threw into the middle of one of my dungeons that had been trying to kill my party for three sessions.

>big long hallway full of skulls and dried blood patches, lots of old arrows and throwing knives sticking out of the various corpses
>slits in the wall intermittently
>party crawls down this hallway all facing the walls with weapons drawn, doing their best impression of that roman tortoise shield thing
>end up at the end of hallway, nothing happened at all
>>
>>20945090
Well, the guy hasn't given any other information, so you can't really call him a That GM just yet. Yes, it was a dick move, that may have been born of temporary ill judgement or perhaps inexperience.

>>20945081
>These anons
Nigga I was the only anon out of those 3.
>>
>>20945103
Fine, 'these fags', happy now?
>>
>>20945123
Yes.
>>
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>>20945151
>>20945123

How do you know that they are fags?
>>
>>20945159
Everyone's a fag on 4chan.

newfag, lurk moar, etc. etc.
>>
>>20945172

You.

You don't belong here.

Get out.

Now.
>>
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>giant indiana jones style boulder comes crashing down sloped hallway
>made hallway tube shaped so they cant hide in the 90 degree angle corners of a square hallway to try and avoid it
>they get brought to a dead end
>expecting death
>boulder is made of balsawood like material with an enchantment to make loud noises
>>
>>20945191
Eh, relax buddy, I was just joking with the guy.
>>
>>20945201
>jokes
>on my /tg/
>I don't think so, buster
>>
>>20945201

I'm not your buddy, guy.
>>
>>20945192
>the hollow balsawood boulder is filled with wasps
>>
>>20945212
Well I'm not your friend, guy.


Aw shit, we're seriously doing South Park now?

>>20945209
To be fair I should've included a spoiler saying I was joking. Or put an explanation in the email thread that would look like I was saging at first glance.
>>
>>20945214
That's just evil, you know.
EEEEEVVVVIIIILLLLL
>>
>start quest on a beach, a wizard explains he has hired the party to find an artifact, however the wizard is senile and can not provide much more information
>Party goes on an adventure through a forest, finds a sunken submerged temple
>after diving through, the party finds the spherical artifact, but on contact it turns the party into fishmen
>the party must fight through a huge network of underwater caverns and eventually gets caught in a strong underwater current that empties out into a rive
>party finds their way back to the beach and on contact with the air turn back into their original selves and causes the artifact to dissolve
>a wizard explains he has hired the party to find an artifact
>repeat
>this time the party tries to destroy the artifact, which causes all the water to drain, stranding them at the bottom of a large now-empty labyrinth
>make their way back to the river
>a wizard explains he has hired the party to find an artifact
>the solution is to bring the wizard with you
>>
>>20945214
Haha, a trapped trap. Nice.

Maybe have the sound enchantment alter once the boulder is stationary to sound like shifting coins, so they have an excuse to crack it open?

PI√ĎATA.
>>
>>20945435
That's just annoying, though. Who'd want to put up with a senile wizard while working through all that anyway?
>>
>>20945468

It was indeed very irritating for my group. It took us five loops to get it.
>>
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>>20945463
>>20945406
>>20945214

>they arent actually wasps
>they are flies that have been hand painted to look like wasps
>they are totally harmless but still cause people to shit their pants
>>
>>20945473
>That's right, woodchuck-chuckers - it's...
>GROUNDHOG DAY!

Was the temple reset each time, or did it get easier?
>>
>>20945555
If you let them land on you, they whisper "You're a cool dude" into your ear before flying away.
>>
>>20945571
But it turns out that they're like botflies, and have laid eggs into you
>>
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>hell hounds that shoot chaos tainted hornets when they bark at you
>>
>>20945557

All the monsters respawned, but we knew where the traps were so it wasn't a huge pain.
>>
>>20945627
How would've you felt if the senile old wizard had actually already received the artifact from another group of adventurers he hired, but didn't remember?
>>
>>20945609
The eggs are easily removable with a low DC heal check or a heal spell forces them out.

They're actually cleverly disguised shrunken rubies, with an unidentifiability enchantment on them.
>>
>>20945718
The rubies crumble to dust after three days.
This dust makes a great cupcake flavoring.
>>
>>20945728
Tastes great, but houses a dc20 fort save disease

You're eating fly eggs dude, thats nasty
>>
>>20945718
>the rubies are actually delayed fireballs
>>
>>20945728
the cupcakes seasoned with the ruby dust cause the eater to break out into hives

lets see how far we can take this matryoshka doll cursef
>>
>>20945738
>the disease looks like bubonic plague, but really is just a skin rash
>>
>>20945744
After two days flies start to pop out of the hives and paint themselves with the pus seeping out of them.
>>
>>20945748
The skin rash is infectious, but gives the inflicted a +5 luck bonus to all charisma based checks until it is cured
It can be easily cured
>>
>>20945753
the flies instinctively attempt to locate and colonize the biggest spherical piece of balsa wood they could find

WE'VE COME FULL CIRCLE!
>>
>>20945766
But how do they get painted to look like wasps?
>>
>>20945786
With the pus from the hives that they burst out of.
>>
>>20945786
MAGIC
>>
>>20945766
Well done gents, i think we've solved it now.

A boulder trap with a huge piece of spherical balsa wood, with an enchantment to be loud, but not heavy at all, and a separate enchantment to make it sound like its full of coins when stood still. When broken it releases a swarm of wasp painted flies which, upon informing the players that theyre pretty cool guys, sting them for harmless damage but implant "eggs" into them, which are in fact very tiny, unidentifiable "rubies." If left alone, the rubies will explode as per delayed fireball, but if crushed, they create a fine dust which, if seasoned upon, or added to cupcakes,c reates an extremely delicious, yet highly contagious disease.
This disease produces bubonic plague like hives upon the skin, which do no damage, but are like an infectious rash, spreading acrosds to other players on touch. This rash unknowingly gives a +5 luck bonus to all CHA skill tests until the rash is healed or left to run its course, at which point thousands of flies burst from the hives, using the various juices expelled from their birth to paint themselves wasp coloured and retreat to find some soft wood to colonise and craft into a sphere.

The entire process takes around 10 to 15 days from first infection.

Well done /tg/
>>
>>20945817
They need a name.
>>
>>20945823
We shall name them after how the players would react;

>FFFFUCKING DICFLIES!!!
>>
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>>20945817
I love you.
>>
>>20945823
Turns out that they're actually called dragons, and what people often think of as dragons are really called chazwozzas
>>
>>20945817
This needs writing down or something for future generrations of evil genius
>>
>>20945823

They shall be known as Wutflies.
>>
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>Magic door with six locks
>Six keys scattered around the dungeon
>After a key is used in a lock it disintegrates
>Only half the locks are actually locked
>>
>>20945817
Dear christ what?
>>
>>20945917
Its beautiful, dont deny it
>>
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>>20945817
>capped for educational purposes only
>>
>>20945921
You are a star anon, and we thank you for your...starrishness
>>
>>20945921
Okay, /tg/. How many more cyclical curses/curses within curses/traps within traps can we come up with?
>>
>>20945939
Dude, we invented a self-replicating hollow balsa boulder fly plague seasoning trap, think about that for a while.
>self-replicating
>>
>>20945939
A single card with bold faced font across it lies face down on the floor. The back reads reads:
The ORIGINAL Deck of Many Things!
Often imitated,
Never duplicated!

If the players draw the card, the other side simply reads "Extra turn. Draw again."
>>
>>20945847
It's archived on suptg
>>
>>20945964
The card is distinctly non-magical and seemingly nothing happens. But no matter where the hero goes, around every corner, in every chest, at the end of every search check waits the same card always with the same text: "Extra turn. Draw again".

Almost imperceptibly, every time the card is read, the hero and any who perceive him or her are moved back in time 6 seconds.
>>
>>20945996
If they ever figure this out, the game is broken.
>>
>>20943519
One DM I had gave us a giant magically locked door.
Behind it was another magically locked door.
Behind that was another.
And another.
And another.
And one more.
On the other side of that?
A tiny room with nothing in it.
NOTHING.
You better believe we searched for the "something" that surely had to be there.
>>
>>20943554
Uh... this?
http://penny-arcade.com/comic/2009/10/09
>>
>>20945817
But why would the players crush the rubies and sprinkle the powder on cupcakes ?
>>
>>20946140
Why not?
>>
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>>20946140
>not crushing rubies into your cupcakes
>>
>>20946140
Because they're players. They normally don't do what normal people would do and get retarded ideas. Like trying to get high on fake-wasp-botlfy-rubydust-cupcakes. Don't try to argue it.
>>
>>20946184
Normal people make cupcakes. Adventurers usually don't. They also rarely damage their loot willingly.
>>
>>20946202
Well the adventurers that dont, get obliterated in a huge explosion from the fireballs
>>
>>20946202
We had a baker paladin that was allowed to imbue cupcakes and other assorted baked goods with charges of her lay on hands.
>>
>>20946234
You have rubies under your skin. I'm sure they're at least willing to get them out of there to sell them. Not to speak of the fear of fucking botfly larvae eating their shit.
>>
>>20946256
Cleverly disguised rubies

As in they dont appear as rubies.

You take the ggs out, theyre just eggs to the eye. Leave them on the floor and theyre gonna explode, crush em under foot like an angry fly-bitten savage would, and they turn to a ruby coloured dust.
Adventurers like random dusts.
>>
A room with multiple statues, all armored and wielding weapons made of metal. They are enchanted to turn and face the lead member of any group moving through the room.

If tampered with, they explode, dealing damage to anyone within twenty feet.
>>
A room with an armored, armed statue that's enchanted to turn and track your movement through the room.
By the statue there is a small table with a heap of pastries on it, with a small collection box and a sign that says "Pastries: 1 silver, [Deity of choice] is watching!"
If you take one without paying the statue makes a disapproving face.
>>
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>>20943613
>>20943644
>>20943765
>>
>>20945939
For it to be truly cyclical they should form their own boulder/hive out of wood or something. How many large chunks of balsa wood are lying around in your typical campaigns?
>>
>>20946360
You mean your campaigns aren't set in the Balsawood Plane?
What's wrong with your dm
>>
>>20946251

>baker paladin

Please tell me she was a redheaded baker's daughter.
>>
>LOL
No.
>>
>>20946406
>LOL
Yes.
>>
>>20944513
>Vorpal sword
>Vorpal sword!
>Cherry
>>
>>20946379
Nah, doddering old woman.
she started with a baking tray as a shield, and a rolling pin as a weapon.
>>
>>20944807
Copper doesn't work like that... it's not poisonous except in MASSIVE quantities. Copper is overall a nice element.
>>
>>20946478
>Drop in another copper coin:
>Cherry.
>Cherry!!
>Cherry!!!
>The Demon shits out three copper coins.

Oh Fuck you Vay-gus. I don't care what happens here, I ain't staying.
>>
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>>20946615
>Drop in another gold coin, for the 63rd time
>Cherry.
>Cherry!!
>Cherry!!!
>63 hoard scarabs come out
>>
>>20946565

It would take so much copper to poison someone you'd be better off just bludgeoning them with it.

>>20946509

That's not as hot.
>>
>>20946641
>The hoard scarabs present you with a tiny receipt.
>if you take this to the cashier, you get your winnings.
>There is no cashier.
>>
>>20943644
gaah fucking this. except our DM put a lever in the centre of the room that reset the clock.
>>
>>20946686
>the cashier is the next prize for getting triple cherries.
>>
>>20946727

>the cashier has no money
>cashier starts playing until he wins enough money to pay you out
>>
>>20946686
or better yet;
>the casher is long dead
>their skeleton is still in their office
>raising them or using speak with dead causes them to lead you to the cash storage vault, which they'll unlock for you.
>all the cash is either paper or non-precious metals, and the country that minted them is long gone.
>>
>>20946737
>cashier wins hoard scarabs' receipt
>>
>>20946767
>Hoard scarab receipts become widely accepted paper money.
>>
>>20946798
>Hoard scarab retires and lives like a king.
>>
>>20945817
>>20945762
I'm not clear as to why a skin rash that looks like the bubonic plague would give you a CHA bonus.
>>
>>20946977
Bulbous lymph nodes are in this season.
>>
>>20946988
Oh. /fa/ be crazy I guess.
>>
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Players hear rumors about a cave that houses the ulitmate hidden deep within a fungeon.
>Fungeon
Deep inside they find picture related.
>>
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Its the abandoned Aperture Arcane Workshop.

Pic related is the Arch-mage that founded the place.
>>
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This thread is now rated

Fungeon.
>>
A long corridor with ornate archways. Closer examination reveals that there's actually something written on each arch:
here's a hint
so listen well
this hallway has
an evil spell
Explosive Runes
>>
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>>20947094
>>
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>>20947643
>>
>>20944724
>party slowly starving
>arrow holes shoots muffins
>they're poisoned
>>
>>20942896
There's a hidden panel over the word "thinking" that opens a door to the room of undertaking.
>There is no panel under taking.
>>
>>20947643

yes.

yesssssssss.

please continue.
>>
>>20948046

NOW LOOK SHARP

DON'T BE A CHUMP

GET READY FOR

A SUDDEN THUMP

BLAST GLYPH
>>
>>20948100
>>20947643
"Yo, I'm Snoop Lich and this is ma crib"
>>
>>20948122
If you're havin' 'ndead problems I feel bad for you son
I've got 99 problems but a Lich ain't one.

I ain't sayin she a gold digga
But she ain't messin with no broke wizza.
>>
>>20948100

HELLO, MY FRIEND

HOW IS YOUR DAY?

IT'S ABOUT TO GO

A STRANGER WAY

SYMBOL OF CONFUSION
>>
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>>20948162
>>20948146
>>20948122
>>20948100
>>20947643
>>
>>20944741
Is someone gonna put this table together?
>>
>>20948162

WATCH OUT FOR GOBLINS

GHOULS AND GHASTS

BUT DON'T FORGET

TO WATCH YOUR ASS

BALEFUL POLYMORPH

>the person who reads the last sign is turned into a donkey
>>
>>20948146
Da da da da daaaa
it's tha motha fuckin' Li 'ache cee (evil necro!)
Da da da da daaaa
You know im risin' from da dead
>>
>>20948405
We been spendin' most our unlives
Livin in a caster's paradise
>>
>>20948237
YOUR MAGIC PLATE

AND ENCHANTED AXE

EVEN MIGHTY

ARTIFACTS

DISJUNCTION
>>
>>20948237
I love this so much.
The last one has to be something like this:

THIS IS IT

YOU'RE NEAR THE END

ONE MORE RIDDLE

MY DEAR FRIEND

THIS ONE'S LONGER

AS LONG AS TWO

BUT I SWEAR

IT WON'T KILL YOU

TELEPORT TO TREASURE ROOM
>>
>>20948465
>teleport to treasure room
>not the beginning of the corridor

If it's a double one, you should end on a couplet that teleports them to the beginning and erases their memories of the hallway.
>>
>>20948485
Good idea.

HERE WE ARE

YOU'VE COME FAR

WITH SOME HELP

A FEW YELPS

BUT FUN WAS HAD

DON'T BE MAD

YOU SHALL NOT DIE

WITH THAT GLINT IN YOUR EYE

BUT HERE'S A HINT:

TELEPORT TO START, MINDWIPE
>>
This 15' by 15' room appears to be empty save for several layers of dust and a small pedestal in the center of the room. The room smells faintly of ozone. Beneath the dust you can faintly make out what appears to be a checkerboard pattern on the floor.

Upon closer inspection, resting upon the pedestal is a small red button. If the players wipe away the dust they also find a hastilly scrawled inscription in an old tongue reading "This is a trap"

Pressing the red button causes all the floor tiles but the center one to start shaking and then fall away, one by one into a deep pit.

The pit ends on an inclined plane, causing anyone in it to slide or roll down a long passage until it lets out in a room full of gold.

The gold is also trapped.
>>
>>20948569
>The gold is also trapped.
With what?
>>
>>20948664
Pictures of your most embarrassing memories
>>
>>20948664
It's lead with a thin covering of gold. The PCs leave a massive wake of death-by-lead-poisoning as they travel. They are tracked down by a fasting monk, looking for revenge.
>>
>>20948664
Girly dudes in skirts.
They are actually golems rigged to explode
>>
>>20948717
Revenge for what?
It's not like they told people to suck on the damn things
>>
BY THE WAY
YOU'RE NOT CRESCENT FRESH
>>
>Playing CN Cavalier, Order of the Cockatrice
>Enter Temple of the god of just causes and companionship
>God hates greedy people
>Literally NEED to be greedy or I fall from my order
>Temple has owls everywhere
>Giant owl statue in the middle of the room
>Owl has a big diamond in one clenched talon
>Other talon is open
>Other players deduce they need to give something in exchange
>I'm taking 20 on a search of the area
>Priest gives blood from his hand
>Open talon closes, other opens
>Get diamond
>I find a creepy chained up box
>Other player puts booze in the open talon
>Talon closes, other opens revealing better booze
>See the exchange thing going on, want in
>I put creepy box in talon
>Talon closes
>Lose box, get nothing
>Mad, keep searching

Cont.
>>
>>20948890
Well, they were indirectly responsible for killing everyone he knew and loved via negligence and greed, which seems like pretty good reasons for a monk to hunt them down for honorable justice.
>>
>>20948963
Cont.

>Find gem large enough for a rez
>Decide to keep it for myself
>Owl statues turn their heads and glare at me
>Glares follow me around the room
>Creeped out
>Decide to avoid possible lazer eye beams
>Place gem in talon
>Get a fancy dagger
>Have it identified
>When used to help other people, its a +1 dagger
>When used for greedy reasons, its a normal dagger and causes uncontrollable farting and other disturbing bodily noises
>I've gained the Dagger of Greedy Flatulence
>God must think he's so clever
>I sell it to the Thieves Guild for lots of money
>>
>>20948426
been spending most our unlives
livin in a liche's paradise
>>
>Set up wizards tower with traps and nifty loot.
>First floor and the front door is open so everyone wary.
>Wild dogs attack the group for entering.
>Party kills dogs and prepare to continue onward.
>One player decides to look around and finds puppies.
>Everyone forgets about the tower and is keen on raising puppies instead.

>MFW Puppies are a better "trap" then an entire dungeon I had prepared.
>>
>>20949180
The perfect trap is a room full of dart-holes that all shoot poisoned puppies at you.

The players will have no choice but to nurse them to health.
>>
>20949254
That is quite possibly the most diabolical trap so far. Maybe shooting them out is a bit unreasonable but suddenly, sick puppies everywhere!

I know that my group wouldn't be able to resist stopping to heal the puppies. Also, they'd then more then likely make a vow to ruin the un/life of whoever made the dungeon.
>>
The entrance of this dungeon is a heavy door, that can be opened with a crank. Using it will move the door (which is actually just a slab of stone) very slowly towards the inside of the dungeon, and you have to move it beyond the thickness of the walls (say, 50cm or so) before you can see inside. It's slow, but it's easy and doesn't require uncommon strength. It doesn't creak either, it's all well-oiled.

But as you move the door, you hear a cat meow. As you move it further, it becomes louder and more alarmed, until it's a wail.
>>
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Every chest.
Every closet.
Behind every door.
There is a screaming skeleton.
>>
>>20949254
How about if they shoot flaming poisoned puppies? then they'll be distracted healing both the sickness and burn wounds!
>>
>>20949787

it also needs sad music from "In the arms of the angel" by Sarah McLaughlin playing in the background from a illusion spell or two.
>>
I once had a shady butler serve my adventuring party tea. They were CONVINCED that the tea was poisoned so they did every roll they could think of that was a variation of "detect poison". This went on for 15 minutes because they wouldn't believe I didn't do something to the tea. Of course I would never be that blatant, I had trapped the cup handle.
>>
My DM had our first encounter be an assassination ambush on the mage we were escourting. After the 3 of us dispatched the 3 assassins, we found a note said "... you should succeed because you outnumber them..." and we spent the next 20 minutes making search spot and knowledge rolls. There was no more enemies [spoilers] we ended up killing some hermit crabs out of anger
>>
>Room full of darkness. Just a room a black that can't be made not dark as fuck.
>Outside the door to the room is scrawled, "Look before you leap"
>No way to look, just solid black, no sounds or smells or tastes.
Room is a normal room with the floor about 2 feet lower than other rooms. There is another door on the other side that is totally normal.
>>
>>20953443
>>20950904
Oh YES. This kind of thing is the most perfect kind of thing.
>>
>>20946711
I would put the lever on the ceiling, to make the players think that resetting it is the reward for a hard challenge.
>>
>>20950904
Read Detective Conan, didn't cha?
(For those who don't know, there's a moment where one detective poisons another with cyanide spread out on his tea cup's handle; when the victim starts biting his nails, well...)
>>
>>20948968
Only problem is. lead isn't poisonous to that degree.
>>
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Dungeon dedicated to a god of chance. Door to treasure room made of sturdy metal. As players go to open it they hear a loud "PING" noise. When they get inside, the room except for the door is covered in a soft fungal moss. Inside is a large quantity of ancient looking silver coinage and the floor is covered with a fine silvery powder. The coins are enchanted to fly at extreme speeds at random times in random directions with force equivalent to a sling bullet. Silver powder is decades worth of coins banging together or against the door.
>>
>>20946039
FUUUUUUUUUUUUUU
>>
We need to categorize dungeon rooms somehow. So far there's the harmless-lethal axis, trap-reward axis, annoying-clever axis... what else?
>>
>>20948548
ARGH, how do you roleplay that? That would have to be a god-tier group.

Best end: they get teleported to the start and mind-wiped but there's a chest with treasure in it.
All they remember is that they are here for some loot, and if there is a chest here then there must be more treasure further in.
>>
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These guys are not looking at it the right way. It is definitely a clue, but not the kind they are thinking. You see, clearly whoever painted that ran out of space. The original clearly was "over thin king", an anorexic monarch if you will.

Now, why would a king starve? Maybe if there was a famine going on even the ruler would have to go on a forced diet. But where would a ruler allow the country to go without food?

Egypt. Egypt had plagues and famine, so the sign is clearly pointing to a mummy residing in the next chamber.
>>
>>20957704
Rest Areas-chock full o' women and wine. The paranoid fucks will, of course, respond accordingly.
>>
Room 1, party finds a key with the number 1 on it.

Room 2, they find key #2.

Room 3, nothing.

Room 4, they find a door with 4 keyholes. Next to the door are two 30 ft tall cyclops statues and several crushed skeletons. They also find a key numbered 4.

There is no key #3, the third keyhole is fake, and the statues are just statues. They need a thievery to add up to 20 to discover slot 3 is fake, and anything less will make the lockpick break in the hole.

The party will never try to open the door without the 3rd key, and will never leave the 3rd room.

Thoughts?
>>
Bumpin this.
>>
>>20958178
When they make an attempt to pick lock #3 that fails, have the statues make a loud KLUNK noise.
And nothing else.
>>
>>20958178
I cast mage hand to retrieve key 4
>>
I had an idea for a dungeon made up of circular rooms in rows of 5 making a total of 25 connected circular rooms, each with only one or two doors.
The doors are always unlocked and rooms with two doors always have them at opposite ends of the room.

In each room there's 25 levers, each one linked with a different room, none of the levers do anything if any of the doors in the dungeon are open.

Each lever is linked with a certain room in the dungeon and pulling it will cause the room it's linked to to rotate 90 degrees.
This gives it the effect that the levers do nothing if you're not in the room the one you pull is linked to or close enough to a room the one you pull is linked to to hear it moving.

There's nothing other than the levers in all 25 rooms (or traps, I'm not sure yet).

The trick is to open a door while the room you're in is rotating (an open door causes it to stop until closed) stopping it while facing one of the 16 maintenance rooms located in the space between the circular rooms, all of which are filled with traps, but one of them has a staircase leading to the actual dungeon.

I'm not sure it's a very original idea though... or even if it's in the same vein as the rest of the ideas in the thread.
>>
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>>
>>20962018
>>20962025
Where's the stun jelly? And the mimic in the middle of the room? And the cloakers hanging on the wall?
>>
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>>20962045

Did someone say mimic?
>>
>>20962045
Needs moar sheet phantom.


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