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Example Trap Handle of Shocking Trigger : Grasping the handle Reset : Yes - Automatically when the next person grabs the handle Search/Disable : Search(20) – Disable (20) Damage/Effect : As someone goes to grasp this handle, they can roll a Spot check at DC 20. If they succeed, they notice that their hand hairs are standing up, as if in an electrical storm. This should give them enough warning that something is wrong. Failure to notice this warning is their own problem. On grasping the handle they are shocked for 1d6 electrical damage. If the player is unfortunate to be wearing metal gloves or gauntlets of any kind, then the effect is doubled. Optional Effect If the player fails a Reflex saving throw at DC 10, the muscles in their hand clench the handle instead of letting go, shocking them again in the next round; after which they may make a fresh saving throw, failure of which will sick them a second time, repeating the process. On the likely chance that another party member tries to grasp the victim to pull them off the handle, they suffer the same effect as the electricity passes through them as well. Lore: The inventor of this trap sadly died while demonstrating this device. It's believed his last words were “if this doesn't work may L'urk strike me down....Assumptions For All Traps Unless stated all traps have a default DC of 20 to spot, when appropriate Unless stated all traps have a default DC of 25 to disarm, if possible Note : if these are too high for your players, then refer toy the DM guide for appropriate DC's. It should be hard , but not impossible. The DC to disarm a trap should normally be higher then the DC to spot. The Caster Level for any traps that use a spell effect , or that have spells cast on them is 9 Optional - Failure to successfully disarm a trap will set it off Ennead Games Sample file

Example Trap - DriveThruRPG.com · 2018. 4. 28. · Example Trap Handle of Shocking Trigger : Grasping the handle Reset : Yes - Automatically when the next person grabs the handle

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  • Example TrapHandle of ShockingTrigger : Grasping the handleReset : Yes - Automatically when the next person grabs the handleSearch/Disable : Search(20) – Disable (20)Damage/Effect :As someone goes to grasp this handle, they can roll a Spot check at DC 20.If they succeed, they notice that their hand hairs are standing up, as if in an electrical storm.This should give them enough warning that something is wrong.

    Failure to notice this warning is their own problem.

    On grasping the handle they are shocked for 1d6 electrical damage. If the player is unfortunate to be wearing metal gloves or gauntlets of any kind, then the effect is doubled.

    Optional EffectIf the player fails a Reflex saving throw at DC 10, the muscles in their hand clench the handle instead of letting go, shocking them again in the next round; after which they may make a fresh saving throw, failure of which will sick them a second time, repeating the process. On the likely chance that another party member tries to grasp the victim to pull them off the handle, they suffer the same effect as the electricity passes through them as well.

    Lore:The inventor of this trap sadly died while demonstrating this device. It's believed his last words were “if this doesn't work may L'urk strike me down....”

    Assumptions For All Traps Unless stated all traps have a default DC of 20 to spot, when appropriate

    Unless stated all traps have a default DC of 25 to disarm, if possible

    Note : if these are too high for your players, then refer toy the DM guide for appropriate DC's. It should be hard , but not impossible. The DC to disarm a trap should normally be higher then the DC to spot.

    The Caster Level for any traps that use a spell effect , or that have spells cast on them is 9

    Optional - Failure to successfully disarm a trap will set it off

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  • Door Traps

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  • Doppelgänger Door (Broken)Trigger: Using the doorReset: After 24 hoursSearch/Disable: Search : N/a – Disable (35)Damage/Effect:On crossing through this door, the last member of the party crossing the threshold a bright light flashes, blinding the players for 1 round. Nothing appears to have happened. The key being, appeared. Something DID happen.

    Across the other side of the dungeon, a group of Doppelgänger has been created. Their purpose is simply to hunt down the other players and wipe them out.

    These creations are actually the opposite of you in every way except race. If tall, then they are short. If male the doppelgänger is female, etc. They are also stupid, and have blind luck when it comes to bumping into the players.

    Optional Effect:The door is fully working and the doppelgängers are a perfect match, except their alignments is the opposite.

    Lore:Many countries have banned the using of this trap, after the monarch of a remote country was copied and lead his people on a bloody war. No until later was it discovered he was a fake but by then it was too late.

    Hinge of AcidTrigger: Attempting to break or remove the hinge.Reset: N/a – Once this trap has done its duty that's it.Search/Disable: Standard.Damage/Effect:This nasty hinge(yes hinge!) is on a otherwise normal door. If the door is opened normally, the trap will not be sprung, however interfering with hinge in anyway cause the trap to spring. A small acid splash on the PC, causing 1d3 of Acid Damage, normally to the face.

    A Spot check at -2 penalty(having Knowledge(traps) will negate this) will allow any investigating player to notice there's something odd about the hinge.

    Optional Effect Adding obvious trap to another location of the door will increase the chances that the hinges are interfered with, E.g., the Handle of Shocking.

    Lore:“I hate acid traps...installed wrong they can do damage to the person using them instead”

    Quote from James “Lefty” Peterson, ex Trap-master(retired on medical grounds).

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  • Invisible blocking doorTrigger: Ongoing.Reset: resets after 1 hour.Search/Disable: Search (40) – Disable (20)Damage/Effect:Technically, this is not a trap on it's own, but some may consider it to be so. When the door is opened, travel is allowed through as normal. After 1d4 rounds a invisible/clear panel silently drops into place in the frame.

    This makes the room airtight and soundproof.

    This can be opened by magic, or by doing 100 points of damage to it.

    Optional EffectThe panel is in fact a ultra-thin wire mesh. The room is no longer sound proof or airtight and magic will not work on it. However, running into this is not advised as the fine wires cut.

    Lore:First recorded use was by the infamous prankster and Trap Master, Leon Smith. It was also his last known prank as he installed it when he was inside the room. Rumours are his body is still there, perfectly preserved.

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  • Midas DoorTrigger: Using the door.Reset: Ongoing.Search/Disable: Search (N/a) – Disable (40).Damage/Effect:Any See Magic type effect will notice a powerful aura about this rather plain looking archway.

    Looking through the doorway will show unclear images of large room with lots of shiny and glittering items.

    Anything going though this archway becomes a valuable metal, such as Gold. The items size, shape do not change. This means whatever goes through that gateway is now VERY valuable, but if alive is now stuck and cant move under it's own power.

    The walls near the arch do seem a bit crumbly, so a bright player may have the idea of breaking down the walls to bypass the arch.

    The effect ends after 2d4 hours and the item or creature return to normal, unharmed.

    Optional EffectThe spell effect isn't stable. Each time an object is pushed through the arch(in either direction) it produces a different effect.

    1. Base metal like lead.

    2. Valuable metal such as Gold or Platinum

    3. Glass.

    4. Organic material such as wood or grass.

    5. Organic material that is hazardous, such as some type of contact poison.

    6. Gemstone such as Amethyst or Diamond

    Lore:Another Leon Smith trap, this was first created for a baron who wanted to get rich quick. All went well until, during the demonstration, his pet dog ran through the door and the baron, on instinct, ran after it....

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  • Panel of BreakingTrigger: On anyone kicking a door panel.Reset: None – the panel is broken.Search/Disable: Search (30) – Disable (n/a – Simply don't kick the door).Damage/Effect:Many times, the first instinct of a combat orientated party member when confronted with a locked door, is to kick it open. Annoying isn't it? So why not make them pay for it? When confronted with a door they wish to kick, they will discover that the panels of the door have been modified in a new and interesting fashion. Roll a d4(not all panels are made the same way) for the panel to have the following effects when an attempt is made to break it:

    1 - Noisy – There is simply a loud noise, alerting any nearby creatures to the party's presence.

    2 - Reinforced – This panel is stronger than it first appears and as such it does a slight amount of damage to the attacking player. Dd4 HP loss, and a temporary loss of 1 Dexterity point (Lasts 24 hours or until the player takes and extended rest).

    3 - Weaker – The kickers or other appendage goes too far. They spend the next 1d4 rounds untangling their leg from the mess that they have made in that door.

    4 - Activation – This sets off another trap very close by.

    Optional EffectThe other side of the door panel is a rather annoyed Kobold with an axe, who's not that happy that you just kicked in his nice new door. The fact your leg is now stuck as well doesn't help. This works well with effect #3, above.

    Lore:One of the few traps invented by an orc, who truly got fed up with his doors being broken down, just after he fixed them from the last kicking. His chief didn't see the point of the this item until he got the chiefs head and forced it through the door. Thus leading to the orc phrase “Pulling a Grishnak!” i.e. smacking your boss around in a embarrassing way that will get your grimbles cut off when he gets free.

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  • Teleporting DoorTrigger: Using the door. (e.g. Stepping through it)Reset: Resets after 1d4 hours.Search/Disable: Search (30) – Disable (35).Damage/Effect:This is a nice and simple trap. This trap is magical in nature.

    The first person to use this door is teleported to a random, but basically safe location within the dungeon.

    Optional Effect:A random party member is teleported instead of the leader.

    Lore:This trap is one of the reasons given by many people why those who mess around with Chaos or Wild Magic should not create items.

    There are rumours that there are some versions without the “safety” feature built into them and can teleport users literally anywhere within a mile radius. Anywhere....

    “Welcome” MatTrigger: Stepping on mat.Reset: After 1d6 rounds.Search/Disable: Search(25) – Disable (25).Damage/Effect :Roll a 1d8. With 1 being North, 2 being North-East, 3 being East and so forth. The person is flung in that direction upon stepping on the mat.

    This simply moves the player into the appropriate tile/direction.

    If there is someone else in the tile they get knocked down and must spend a round untangling themselves and standing back up.

    Optional Effect:Stepping on the welcome mat results in the player being unable to move whichever – or both – feet landed on the mat... and any other appendages that they touch it with. This ends in 1d6+1 rounds.

    Lore:Another Leon Smith early model. Legend has it that he was working on this with one of his assistants when it went off early. Apparently Leon had fled the building before the poor fellow had landed.

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  • Room & Corridor

    Traps

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    CreditsLegalIntroExample TrapHandle of ShockingAssumptions For All Traps

    Door TrapsDoppelgänger Door (Broken)Hinge of AcidInvisible blocking doorMidas DoorPanel of BreakingTeleporting Door“Welcome” Mat

    Room & Corridor TrapsBridge BallChess BoardDisappearing doorFoot TrapperFountain of FunFriend Squash-erNever ending corridorPortal of escape velocityRoom of Blinding LightRoom of SilenceRotating StaircaseSlide StepsVacuum ChamberWashing Machine

    Item TrapsBook of DevouringBoots of LimpingBow of SlicingGem Of Sticking

    Trap Skills & FeatsSkillsFeats

    Spells, Miracles and PsionicsSpellsMiraclesPsionics

    The Trap MasterTrap EquipmentMundaneEnchanted

    Coming Soon...Summary