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Post by frohtastic on Nov 23, 2015 7:59:04 GMT
Just came to me: sword in the stone trap!
Imagine how Arthur would have felt grabbing hold of a mimic instead of Excalibur. That is one of the best ideas I've ever heard. Hilarious. Or instead of a mimic it just makes the person grabbing the sword, stuck. like superglued onto the sword (try to lift with right hand then right hand stuck, etc.) So many nice possibilities on that one.
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DM_Lunitar
Commoner
Posts: 17
Favorite D&D Class: Bard Blade
Favorite D&D Race: Drow
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Post by DM_Lunitar on Nov 25, 2015 0:28:35 GMT
The hallway in between room 7 and 9 is the location of my trap. When entering the room the doors at both ends seal shut and the adventurers hear the sound of grinding rocks as the ceiling slowly starts sliding down. Dust and small particles of rock crumble from the walls as the ceiling scrapes ever so slowly down. The only thing in the room is two wall sconces that are glass globes with magical fire inside. There seems to be no way out, the doors are sealed and won't budge and the locks cannot be picked, no amount of force can destroy them either. The ceiling gets just to the top of the magical sconces and knocks them from the walls, they stay lit as they are magical, but there are holes where they fell from. The ceiling grinds to a halt and everything gets quiet. Then a faint sound can be heard, almost like the waves on a beach. First a few drops of water come out of the two holes were the sconces were. Then slowly the amount and force of the water amplifies and the corridor starts filling up with water. The sconces are floating in the water and illuminate something swimming around in the water. The water starts churning as things start falling out of the hole and are swimming around the adventurers. In the water with the adventurers are 10 hatchling aboleths (a scaled down version of the Aboleth). The adventurers, if regular human size, are crouched down just a little from the lowered ceiling and knee deep in the still rising waters teeming with aboleths.
The only way out is to smash both sconces and releasing the magic from inside, plunging them into complete darkness for a short time. Then in the dark, they hear the grinding of the ceiling again and feel small rocks and dust fall on them, the ceiling lurches down just a little bit, then retracts into the ceiling. They feel a small grind from under the water and small grates open in the floor, allowing the water to drain out. Both doors open and let light enter the room. the aboleths are still there and if not already, have to be dealt with.
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DMForeclosure
Squire
Posts: 33
Favorite D&D Class: Wizard
Favorite D&D Race: Gnome
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Post by DMForeclosure on Nov 25, 2015 0:58:00 GMT
My "trap" (really a puzzle) is one I've always wanted to try and pull off, and it would occur in Floor 2, Room 5 (as long as that's not spoken for, and I don't THINK it is). Honestly, it could be any room, but one that's perceivably small to the players would likely be the most off-putting. After trudging through trial after trial, the adventurers approach a red door and step into... a fancy party. People turn to look immediately as the heralds announce their arrival, and they giggle at the state of their gods-awful appearances ("Who would show up to ANY event of importance dressed like THAT?"). The banquet hall will be massive and beautiful, with crystal chandeliers and golden goblets overflowing with mead and debutantes dancing in incredibly ornate outfits. Of course, the players can't leave through the door they came in (or even find it, for that matter), but there is another set of red double doors in the room, which everyone claims to lead to the "courtyard." That is the way out, but it's locked, and the more the adventurers attempt to pry it open, the more the guests will stare.
Depending on the owner of the dungeon, this trap/puzzle can be dangerous for a number of reasons. An easy one could be time: the longer the adventurers are stalled in high-society conversation, the less time they have to catch up with the villain. This could extend to time passing more quickly within this room, either wasting hours or YEARS of the party's time (depending on DM cruelty). More complex might be the dangers of the food or patrons: some uppity lords might get stabby (not that anyone but the PCs notice this) or some of the delicious entrees might secretly be reducing ability scores to nothing-ness.
The question, of course, is how do you get out? Well, like any door (even in an illusion), the red doors to the "courtyard" have a key. That key is somewhere in the party and they (yes, they) are a guest. The guest will be wearing an all-red outfit and will "stand out" somehow, either by being very attractive, very personable, very rich, etc. To escape the dungeon, this NPC in Red must be befriended, enchanted, intrigued, seduced, or otherwise socially impressed by a PC. When that condition is met, the NPC in Red will suggest they leave the party to discuss business, grab a pint of "real" ale, spend some alone time, or something of the sort. Only when led out to the "courtyard" by the NPC in Red will the doors finally open and the players be allowed to escape the room.
Sample Escape (using 5e skills): - "Search for clues in the room" (Investigation DC 15) - "Talk to NPC in Red" (RP) - "Learn about an interest (such as shipbuilding)" (Insight DC 17) - "Convince the NPC in Red that I am a master shipbuilder" (Deception DC 20; ADV if using History DC 15 to recall some shipmaking facts first) - "Say that you'd be happy to show the NPC in Red your latest project as soon as the party's over" (Performance DC 15) - "Oh, if you'd rather go now, that's fine with me." (Escape)
Social Actions: - "Grab some drinks for the pair of us" (Reduce future DCs) - "Grab some food for everyone" (Reduce future DCs) - "Lure someone into a hallway and steal clothing" (ADV on Persuasion depending on the kind of outfit stolen)
tl;dr - Social Dynamics Lockpicking or Bard, Eat Your Heart Out
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mjrollins
Commoner
Posts: 15
Favorite D&D Class: Bard?
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Post by mjrollins on Oct 14, 2017 23:20:57 GMT
Well! I got randomized here by The Great DMNastics Randomizer (Congratulations on 100 DMNastics!) After reading through the posts and looking at the map, I have decided to take Room 9. The only entry into this room is from the northern passage. Upon entering the room, the passage in is sealed instantaneously, and the passage that led the travelers here caves in. As the rumbling subsides, all in the party hear a voice in their heads: "Th-th-th-th-th-that's all folks!" (Only if comic relief is needed; and really, after looking at this dungeon, it may be needed). The room is masterfully hewn from stone, and the floor is paved with marble. Hewn into the Southern wall is a large sepulchre or tomb, decorated with pearl inlay ghosts and spirits. The "resting space" is longways, parallel to the wall. The lid is open, hinged along the southern border of the sepulchre (I hope this makes sense ). Inscribed on the side of the sepulchre, in large letters: "THE GHASTLY SECRET To begin again, there must first be an end. There can be no gaps in the cycle." So, if someone lays down in the sepulchre, they are trapped, and the rest of the party is transported to the beginning. To free their comrade, they must reenter the dungeon. Unless of course, they find the secret door in the South-Eastern corner. On a 19/20 Investigation check, they find it. If not, then as a player begins to climb into the sepulchre, the party hears in their heads, giggling from the secret passage. They can investigate again, and success on 15 or higher. If they follow that passage to its end, then they are all magically transported back to the entrance. Something like that. EDIT: Whoops... I didn't actually see the other pages of posts... So I guess this could be in any room or no room
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Post by joatmoniac on Oct 15, 2017 7:38:30 GMT
You have made my day, and even more! The joy of the randomizer will be known by all!
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Post by DM Lord Neptune on Oct 15, 2017 23:51:51 GMT
You have made my day, and even more! The joy of the randomizer will be known by all! This also makes me super happy.
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