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 1,001 Traps

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Kilsek
Encounter Killer
Defender of the Faith: DM

Encounter KillerDefender of the Faith:  DM
Kilsek

Number of posts : 2557
Age : 47
Hit Points : 1,001 Traps Fulllife
<b>View of DDM 2.0</b> : 1,001 Traps Censor11
<b>View of 4.0</b> : 1,001 Traps Censor11
<b>Trade Topic</b> : HERE
Reputation : 1
Registration date : 2007-02-17

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PostSubject: 1,001 Traps   1,001 Traps EmptyWed Apr 02, 2008 8:14 pm

I thought this would be a good idea to post your favorite traps. I use many of them in my campaigns.

Lets number them as we go. For example, I will post number 1 and the next person will post number 2. You can post more than one, just remember to number them accordingly.

1 Blackstone's Blade Storm

Trap Type: Scything Blades
Construction Type: Complex mechanical
Activation Type: Instant
Trigger: Local; switch
Mechanism: Gear
Effect: Injury
Attack Bonus: +8
Damage: 1d8
Save: Reflex save (DC 15) to avoid trapped floor
Search DC: 21
Disable Device DC: 25
Challenge Rating: 8
Construction Time/Cost: 8 weeks; 8,000 GP

The trap is constructed in a circular room about 20 feet in diameter. In the center of the room is a cylindrical stone column running from floor to ceiling. Aside from this column, there is nothing in this room apart from the plain, bare stone.

Note: I have left a leather bag with a couple gems falling from it in the room close to the far wall.

When the door of the room is opened, the trap is activated. A trigger mechanism in the door releases the first component of the devise. The 10-foot-square section of the floor immediately before the door springs up to a vertical position so that it completely seals up the doorway. Characters standing on this section of the floor must make a Reflex save (DC 15) to jump free or be hurled sprawling into the room. The floor section has a hardness of 8 and 60 hit points.

Note: the DC may have to be altered per you PC as it may be too low of a dc

A few moments later, long blades unfold from concealed slits in the central column. When fully extended, these blades reach just short of the room's walls and run up and down the length of the column. Once the blades have unfolded, the pillar begins to turn, filling the entire room with sweeping blades. Each round a character is in the room, he is subject to one attack by the blade storm. The pillar spins for 2d6 rounds before winding down to a grinding halt.

Note: The only way to disable this trap without setting it off, is for a character to stay clear of that 10 foot floor section and to disarm or break the door latch mechanism.

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When the end is near the PCs yell out for the Encounter Killer!
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Pinky Narfanek
Chainmail Guru
Chainmail Guru
Pinky Narfanek

Number of posts : 830
Age : 45
<b>View of DDM 2.0</b> : 1,001 Traps Woot10
<b>View of 4.0</b> : 1,001 Traps Woot10
Reputation : 0
Registration date : 2007-02-20

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PostSubject: Re: 1,001 Traps   1,001 Traps EmptyWed Apr 02, 2008 9:31 pm

Is this just an exercise in being a sadistic *****? Or are there actual rules to follow?

Because I can be a sadistic *****....with or without rules.

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No RPG for old men.
Poit
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Kilsek
Encounter Killer
Defender of the Faith: DM

Encounter KillerDefender of the Faith:  DM
Kilsek

Number of posts : 2557
Age : 47
Hit Points : 1,001 Traps Fulllife
<b>View of DDM 2.0</b> : 1,001 Traps Censor11
<b>View of 4.0</b> : 1,001 Traps Censor11
<b>Trade Topic</b> : HERE
Reputation : 1
Registration date : 2007-02-17

1,001 Traps Empty
PostSubject: Re: 1,001 Traps   1,001 Traps EmptyThu Apr 03, 2008 7:46 am

Pinky Narfanek wrote:
Is this just an exercise in being a sadistic *****? Or are there actual rules to follow?

Because I can be a sadistic *****....with or without rules.

LOL all we are doing is just numbering the traps to 1,001 you can be as sadistic as you want!

Just number each one. I started at #1

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