Showing posts with label traps. Show all posts
Showing posts with label traps. Show all posts

Saturday, April 25, 2020

What's in The Tombs, Jackson?

Jackson has been busy cobbling together some excellent maps on 'vintage' notebook paper for folks to keep themselves entertained during our communal isolation.

A few days back he posted this bundle of joy:

http://www.msjx.org/2020/04/qa04-tombs.html
with the teaser,

"You traveled the gorge, met Tomlin and he mentioned that farther along the gorge there is rumored to be some tombs. So, being of sound mind, you decide to explore further.
He mentions one tomb is rumored to already be open, inside it is haunted but there is some sort of glowing archway that the old timers say used to whisk you away somewhere. Where? He has no idea, perhaps to a secret tombs locked away in the rock?
Another tomb is rumored to be in the same area, one for the three sister of Agmorda who prayed to the toad god Ptturib. It is said, around the drunken tables at The Dead Rabbit, that the tomb is home to a room littered with gold coins. So many that it would take multiple trips to remove them all. Course, the sisters aren't too keen on all their pretty coinage leaving their tomb, but hey, y'all are adventurers, brave and whatnot, right?"

So - the current ongoing environment is wearing on me. Like most of us. Even though I can get out of the house for work, it's still an isolating world, and I just feel unmotivated and dull. So this morning it was time to bear down and create a bit.

Normally when I write, I'll note/outline each room, maybe use Moldvay's 2d6 random stocking method to suggest some fillings, then backfill the room descriptions, contents, and encounters. Today, I wrote from the empty page, starting at "Room 1" and moving in order through the complex. Matt threw enough seeds in there (Three Sisters, possible teleportation, toad god, and room of gold) that I just allowed myself to point and go.

So here it is - writing in a single sitting (more or less), one draft straight through. Written with the assistance of:



Yeah, it's a potential meatgrinder (besides the (SPOILER) literal meatgrinders)... Written primarily with OSE and a few extra bits and bobs.

Have fun, and...



Sunday, October 8, 2017

Inktober 8

"Crooked"

A bit of a puzzle to find a safe pathway through a trapped corridor...

Download

Thursday, March 3, 2016

Trap, Shower of Gold

Murder-hobos, scavengers, and looters are drawn to the lure of unguarded gold. And the mythical image of being rained with gold and treasure may be too much to resist....

The trap is baited with runes along passages or elsewhere declaring that anyone entering a particular room will be showered with gold.  Those blinded by greed will not realize it is a warning, a literal mis-translation.

The trap is a typical, empty, 10x10 room. Gold flecks and spatters may be observed scattered on the floor.

Anyone looking up will notice a grid of small holes covering the ceiling.  The floor is rigged to be pressure-sensitive, requiring at least 400 lbs to trigger the trap as trespassers enter the room to scavenge the  "gold" detritus.


After two minutes, a warm whoosh will emanate from the ceiling, followed by rain of molten "gold" - an alloy-tinted lead melted by alchemical means.

Those caught in the molten rain will receive 2d6 burn damage, distributed between all those in the room (characters wearing metal armor and/or helms reduce damage 1 point), with 1d6 damage the 2nd round (minimum of 1 point damage per character). Additionally, removing the solidified metal that has embedded itself will cause 1d2 additional damage.


Monday, June 29, 2015

Geomorph Map Contest, Traps!

Skipped a few weeks of Joe Wetzel's weekly Geomorph Contest, so, as per usual, a couple of dodgy, last-minute entries...

Trap 1: Kobold's Paradise:  A series or corridors built out by a troupe of kobolds with a penchant for the classics.  All in one area... Explorers will trip a portcullis (P), blocking retreat.  A stone ball (S) will tumble down a narrow corridor, squashing any who fail to dodge into a side-tunnel.  A pair of well-hewn corridors lead to a lovely tapestry, marred by several holes.  Those, of course made by a pair of crossbow traps (C).  On the other side, a stone block (B) will fall, both blocking retreat and perhaps crushing a straggler... Those exploring farther may be trapped under a weighted net covered in bells (N), notifying allied gnolls that fresh slaves have been delivered.  And finally, a trapdoor will open to engulf the first 1-2 in the marching order, its hatch snapping shut, the fate of the trapped unknown....

Trap 2: Explorers entering a large hall from any of the four doors will find a smooth stone floor. Hung from the arched roof is a naked girl in a cage, calling, "Please sirs, before the ogre returns and eats me!"
The 'girl' is actually an aged naga, her true form hidden in illusion.  Upon stepping below her cage, a pair of massive springs release, hurling a stone block against the far war.  Perhaps a sharp-eyed explorer, less-distracted by the apparent damsel in distress will have noticed the stained wall and floor.
After the sprung trap is re-set, the naga descends from her cage to consume pulped adventurers (her teeth long gone) and pick through the detritus for a few valuables...

Friday, July 18, 2014

Hall of Mirrors trap


Hallway lined on one side by d4+4 full-length mirrors.  The mirrors are 'unbreakable' - only magic weapons can damage them.  The mirrors are glamoured to compel a character to look upon them (as per Charm); however, if the mirrors themselves are covered, or otherwise magically blocked, such as by Obscuring Mist, their effects will be negated.  Random effects as per list, below:

Friday, June 27, 2014

What's at the bottom of the slide?

Because the old standby stairs-into-slide trap always can use a bit of variability...


1. Spikes, because an extra 1d8 damage is always a good standby.
2. Pick your favorite slime.
3. Oil, coupled with those ignition sources carried by the characters....
4. Rats.  Lots of rats.
5. A pair of hungry rust monsters, ready to add insult to injury.
6. The remains of the last party that fell.  And a carrion crawler.
7. As 6, but other random scavenger(s).
8. Frictionless floor.  For the pratfalls.
9. Area floods with water after 1 round.
10. Trampoline.
11. Ball pit!
12. Reanimated dead of the last fallen party.
13. Injured survivor(s) of the last fallen party.
14. Amorous Ogre.
15. Sarlacc pit.  Because slow digestion.
16. Pick your favorite fungus/mold.
17. Asshole fairies who laugh at you and steal your stuff.
18. Big opportunistic spider and web.
19. Spinning blades, because life should be more like a Bond film.
20. Pool of piranhas (because 19.)
21. Jello (or gelatinous cube, your call)
22. Engulfing sand.
23. Purple Pile of Putrescence
24. Snakes. Why'd it have to be snakes?
25. Pillows and kittens.

Friday, June 13, 2014

What's in the Hole II (June 2014 RPG Blog Carnival)

June 2014 RPG Blog Carnival Post #2



The Wall of Holes...

There they are.  Your character has stepped into a room only to be confronted by a grid of small holes in the wall.  Perhaps a stone block slides in place behind, blocking any retreat.  And perhaps the room begins to fill with water or sand.  You know, just to add a bit of tension.