Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

What is the most insidiously Evil Trap in D&D

1,222 views
Skip to first unread message

Clangador

unread,
Aug 19, 2002, 8:20:30 PM8/19/02
to

What is the most insidiously Evil Trap in D&D? I'd like to know...

~Clangador
==========================
http://clangador.com/index.html -- Clangador on AIM, MSN & ICQ
==========================
Obligatory Quote: "I'll give up gaming when you pry my dice from my cold, dead
hands."

Christopher Burke

unread,
Aug 19, 2002, 8:38:58 PM8/19/02
to
clan...@aol.comSPAMBLOC (Clangador) wrote in
news:20020819202030...@mb-ch.aol.com:

> What is the most insidiously Evil Trap in D&D? I'd like to know...

The rope.

--
---
/* Christopher Burke - Spam Mail to cra...@hotmail.com
|* www.craznar.com -
\* Real mail to cburke(at)craznar(dot)com

Ken Andrews

unread,
Aug 19, 2002, 9:24:22 PM8/19/02
to
On 20 Aug 2002 00:20:30 GMT, clan...@aol.comSPAMBLOC (Clangador)
wrote:

>
>What is the most insidiously Evil Trap in D&D? I'd like to know...

One that I saw from Grimtooth's a number of years ago.

A chest, sitting on a dirt floor. You pick the lock and then try to
lift the lid. The lid is very heavy (actually coated with thick
lead). When the lid finally flips back, it turns out to be heavy
enough to make the entire box flip over backwards.

That's when you find out about the 2X4 nailed to the underside of the
box, sticking forward about 4 feet, and just barely covered by the
dirt.

Pastor of Muppets

unread,
Aug 19, 2002, 9:43:42 PM8/19/02
to
On Tue, 20 Aug 2002 01:24:22 GMT, gob...@degook.com (Ken Andrews)
wrote:

Illusion traps kick uberass if no one has the forethought to consider
it's an illusion.

Perfect example: create the illusion of a 10 x 10 x 100+ foot pit in a
hallway, right in front of a REAL 10 x 10 x whatever pit that has an
illusion over it to make it look like a floor. If the characters jump,
they fall into the real pit. If the party throws someone over, they
throw their comrade into the pit.

Fun eh?


-----
"There'll be someone else sitting here for Comedy Central.
And that person... or woman... will have to face the fact
that this is the network built on... South Park."
- Craig Kilborn, The Daily Show

"That's a big Twinkie." - Winston Zeddemore (Ernie Hudson),
Ghostbusters

CARRIER LOST

unread,
Aug 19, 2002, 10:07:14 PM8/19/02
to
Cheap Jedi Mind Tricks led Clangador <clan...@aol.comspambloc> to write:
> What is the most insidiously Evil Trap in D&D? I'd like to know...

an alignment thread on rgfd.

--
\i/ (( dr...@visi.com (CARRIER LOST) <http://www.visi.com/~drow/>
/^\ ))----------------------------------------------------------------
/ \ (( "... ich bin in einem dusenjet ins jahr 53 vor chr ... ich
( o o ) )) lande im antiken Rom ... einige gladiatoren spielen scrabble
(( ... ich rieche PIZZA ..."

Justisaur

unread,
Aug 20, 2002, 1:14:59 AM8/20/02
to

Clangador wrote:
>
> What is the most insidiously Evil Trap in D&D? I'd like to know...
>

Tome of Horrors. IMHO this is not an adventure, it's a death trap to
kill off high level characters with (nearly) no possible reward, or
reason to do so.

- Justisaur -
"When trouble arises and things look bad, there is always one individual
who perceives a solution and is willing to take command. Very often,
that individual is crazy." - Dave Barry

Scott Schimmel

unread,
Aug 20, 2002, 1:58:52 AM8/20/02
to
clan...@aol.comSPAMBLOC (Clangador) wrote:
>What is the most insidiously Evil Trap in D&D? I'd like to know...

The pressure plate.

DM: "As you walk forward along the hallway, one section of the floor
depresses slightly, making an audible clicking noise."

[Players scramble to dive for cover. Time passes.]

Player: "Well? What happens?"

DM: "Nothing, as far as you can tell."

[Players spend more time searching around, trying to figure it out.]

Player: "I guess something else must have set it off first. Lucky
us."

Ten minutes later, *click*.

Half an hour after that, *click*.

And so forth. The first few will incite that panic reaction. But
that's not the insidious part. The insidious part is that, sooner or
later, they'll start ignoring those clicks.

And eventually, they'll hit one that actually triggers a trap. ^_^

Scott Schimmel * Ex ignorantia ad sapientium;
http://schimmel.sandwich.net * ex luce ad tenebras.
"You really aren't normal, are you?" - Miki Koishikawa

D.J.

unread,
Aug 20, 2002, 2:07:18 AM8/20/02
to

schi...@voicenet.com (Scott Schimmel) wrote:
] And eventually, they'll hit one that actually triggers a trap. ^_^

Or them finding a secret door and open it. Which opens a long deep
pit blocking the way out. And none of them have the spell, etc. Fly
or Levitate.

Or a stairs, that when they say 'Open Sesame', parts vertically in
such a was as to block the way out completely. The only way left to
go is to go down the passageway that just opened. No, they didn't
have stone to mud, etc. available.

JimP.
--
Disclaimer: Standard.
Updated: August 9, 2002
my 1E AD&D game world.
http://blue7green.crosswinds.net/crestar/index.html

Douglas Bailey

unread,
Aug 20, 2002, 3:13:48 AM8/20/02
to
Pastor of Muppets <powers...@SPAMSUXcomcast.net> wrote:
> >clan...@aol.comSPAMBLOC (Clangador) wrote:

> ...create the illusion of a 10 x 10 x 100+ foot pit in a


> hallway, right in front of a REAL 10 x 10 x whatever pit that has an
> illusion over it to make it look like a floor. If the characters jump,
> they fall into the real pit. If the party throws someone over, they
> throw their comrade into the pit.

Along similar lines: I always liked the simple hallway-width pit (of
acid, spikes, or whatever) with a _wall of force_ on the other side,
parallel to the far wall of the pit but blocking the hallway.

If the party bothers to _detect magic_, they'll know better than to try
jumping it. But if not... *jump* *bounce* *fall* *scream*.

It's the simple things in life that make us happy. :-)

doug

--

---------------douglas bailey (trys...@world.std.com)---------------
this week dragged past me so slowly; the days fell on their knees...
--david bowie

Tim Fitzmaurice

unread,
Aug 20, 2002, 3:19:33 AM8/20/02
to
On 20 Aug 2002, Clangador wrote:

>
> What is the most insidiously Evil Trap in D&D? I'd like to know...

Cleverly designed teleport zones in long straight corridors.....everyone
teleports instantly, ideally backed up with illusions to show what they
would see beyond the corridor.

Plays all hell with mapping, and really allows some nasty surprises...but
is detectable but assorted psi abilites and if done right with a dwarf or
similar undergroundy.

Tim
When playing rugby, its not the winning that counts, but the taking apart
ICQ: 5178568

Piotr Kapis

unread,
Aug 20, 2002, 4:26:32 AM8/20/02
to
Tim Fitzmaurice <tj...@cus.cam.ac.uk> wrote

> On 20 Aug 2002, Clangador wrote:
>
> > What is the most insidiously Evil Trap in D&D? I'd like to know...
>
> Cleverly designed teleport zones in long straight
corridors.....everyone
> teleports instantly, ideally backed up with illusions to show what
they
> would see beyond the corridor.

There is only one trouble. The only spell that allows teleporting
unwilling creatures is Teleportation Circle, and it costs a lot to
cast, and IIRC 4000 XP to make it permanent. If you want to have
several such things, you will spend a lot of power.

> Tim

--
Codiac
http://strony.wp.pl/wp/pkapis/


Tim Fitzmaurice

unread,
Aug 20, 2002, 9:13:10 AM8/20/02
to

1) Its a trap....specially made most likely so perfectly acceptable to
have non standard magic in it. This is a routine phenomenon in DnD. Whats
presented in the PHB isnt the full extent of magic...just what the PCs
have iniital access to as standard...

2) So its expensive...does this make it less insidiously evil.

Gordon Emore

unread,
Aug 20, 2002, 9:42:16 AM8/20/02
to

Clangador wrote:

> What is the most insidiously Evil Trap in D&D? I'd like to know...

Background details thrown in for color.

Gordon

Firelock

unread,
Aug 20, 2002, 10:47:05 AM8/20/02
to
powers...@SPAMSUXcomcast.net (Pastor of Muppets) wrote in message news:<3d619de4...@news.comcast.giganews.com>...
> Fun eh?

Of course.

A variation on Doug Bailey's variation on pit traps...
a nasty corridor-width trap that the characters can
jump over. While a Wall of Force at the far end of
the pit is fun, it is also detectable by magic. How
about stringing a fine, strong wire at the appropriate
height across the middle of the pit? In the dim lights
of a dungeon, it ought to be quite hard to spot.

He leaps...he trips!...the DM scores! ;-)

For more entertainment, have the wire be a "tripwire"
as well - got to give the rest of the party something
to do while their comrade is boiling alive, don't we?

Walt Smith
Firelock on DALNet

Tim Fitzmaurice

unread,
Aug 20, 2002, 11:00:13 AM8/20/02
to
On 20 Aug 2002, Firelock wrote:

> A variation on Doug Bailey's variation on pit traps...
> a nasty corridor-width trap that the characters can
> jump over. While a Wall of Force at the far end of

I had a variation once...nasty pit trap in an area populated by really
short monsters...controlled by a taller (ie man sized) group. The trap
being the alleged entry way....

The way across was a swing-rope...which just happened to be a rope of
entangling with non detection cast on it and permanenced.

Oh the fun.....

Mr. M.J. Lush

unread,
Aug 20, 2002, 12:09:24 PM8/20/02
to
In article <20020819202030...@mb-ch.aol.com>,

Clangador <clan...@aol.comSPAMBLOC> wrote:
>
>What is the most insidiously Evil Trap in D&D? I'd like to know...

(a grimtooth trap)

A bog standard pit trap filled with whipped cream
if you fall in you can't see the way out its too slippery to
climb and your drowning in whipped cream....

Add a light sprinkle of hundreds and thousands
for humiliation and death in equal measure.


--

Michael
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
NPC rights activist | Nameless Abominations are people too.

Kirby Kuah

unread,
Aug 20, 2002, 1:49:22 PM8/20/02
to
On 20 Aug 2002 00:20:30 GMT, clan...@aol.comSPAMBLOC (Clangador)
wrote:

>


>What is the most insidiously Evil Trap in D&D? I'd like to know...
>

Just came up one... game last weekend...

The PCs went into a gnome shop filled with their latest inventions. A
horde of gnome sorcerers stayed in the background and kept on casting
suggestion spells.

"Buy! Buy! Buy! Buy! Buy!"

The PC ran, long and hard...

K.

Willie

unread,
Aug 20, 2002, 3:07:43 PM8/20/02
to

"Clangador" <clan...@aol.comSPAMBLOC> wrote in message
news:20020819202030...@mb-ch.aol.com...

>
> What is the most insidiously Evil Trap in D&D? I'd like to know...
The best trap I have seen was showed in a Dragon Magazine adventure.
Gorgolunds Gauntlet I believe was the adventure. The trap was a web
of fine fishing line complete with tiny fishhooks. Of course, never one to
leave well enough alone, I put a mild poison on the tip of the hooks. The
look on the faces of the people caught in the trap was priceless. They
were lower level characters (as well as lower level players! hehe) and
all I had to do was have a giant spider (actually a husk of one) swing
down from the ceiling to scatter them into the next room! While they were
trapped in the "web" small critters plinked them with tiny javelins. It was
totally unexpected and a GREAT time! Noone died, but everyone re-
membered it for a LONG time.

Kershek

unread,
Aug 20, 2002, 3:42:04 PM8/20/02
to
In article <Pine.SOL.3.96.102082...@libra.cus.cam.ac.uk>,
tj...@cus.cam.ac.uk says...

> I had a variation once...nasty pit trap in an area populated by really
> short monsters...controlled by a taller (ie man sized) group. The trap
> being the alleged entry way....
>
> The way across was a swing-rope...which just happened to be a rope of
> entangling with non detection cast on it and permanenced.

Put a skeleton hanging from the rope and see if they get the hint :)

William Travis

unread,
Aug 20, 2002, 7:06:47 PM8/20/02
to
>
> >What is the most insidiously Evil Trap in D&D? I'd like to know...

I like one of the simple ones adapted from Traps & Treachery (a D20 add on).
The trap appears to be a simple pit trap covered by a thin false floor, easy
enough to find and then work around, the pit drops down to a set of poison
coated spikes. Nothing new, nothing hard the characters think, however on
the far side of this corridor wide, 10 foot long, 30 foot deep pit is a nice
10 feet wide by 5 feet long pressure plate which triggers a 10 feet long, 3
feet diameter log that falls from the ceiling hanging longways on chains
that swings back towards the pit knocking anything it its path backwards
5-10 feet. The pull of the chains in turn triggers a set of spike to rise
from the floor in front of the pressure plate, not a lot of them but they
cover a nice 10 foot section.
Thus leaping, vaulting, or in anyway crossing the pit that involves touching
the floor on the other side will drop the swinging log on a chain that
knocks the character backwards into the pit trap they just avoided. Reflex
save DC 20 to avoid being hit by the log (jumping over it or under it,
failure requires a DC30 Fortitude save to avoid being knocked backwards into
the pit, if the person makes the 1st reflex save they have to make a second
set to avoid getting knocked forward on the back-swing into the fresh set of
spikes.

No magic needed, just pulleys and poisons.

Zarchery

unread,
Aug 20, 2002, 4:11:59 PM8/20/02
to
Justisaur <rpil...@rcsis.com> wrote in message news:<3D61CFEA...@rcsis.com>...

> Clangador wrote:
> >
> > What is the most insidiously Evil Trap in D&D? I'd like to know...
> >
>
> Tome of Horrors. IMHO this is not an adventure, it's a death trap to
> kill off high level characters with (nearly) no possible reward, or
> reason to do so.

I hear the Tomb of Horrors is pretty nasty too. The traps are so
deadly that even the most talented rouge will get tripped up.

-----Zarchery-----

Bill Silvey

unread,
Aug 20, 2002, 5:39:08 PM8/20/02
to

"Clangador" <clan...@aol.comSPAMBLOC> wrote in message
news:20020819202030...@mb-ch.aol.com...
>
> What is the most insidiously Evil Trap in D&D? I'd like to know...

A 10x10x10 pit filled with whipped cream.

Too much to eat.

Too thin to swim in (even if the PC's remove their armor).

Too thin to "dig" your way out of.

IIRC, no *known* spells work on whipped cream. Airy Water? Nope.
Transmute Mud to Rock? Nope...

'Course there's teleporting out, and so forth, but the idea that they'd TRY
to swim or eat their way out is amusing in an of itself. IIRC the trap is
from a Grimtooth book (Traps Too?)

--
http://home.cfl.rr.com/delversdungeon/index.htm
Remove the X's in my email address to respond.
Me: "What you have to understand, dear, is that the internet is a global
community...a village!"
My Wife: "And you're the village idiot, right?"


Scott Schimmel

unread,
Aug 20, 2002, 5:51:05 PM8/20/02
to

This is true. If you're wearing holy eyeshadow, however, you should
be fine.

Justin Bacon

unread,
Aug 20, 2002, 10:21:26 PM8/20/02
to
Justisaur wrote:
>Tome of Horrors. IMHO this is not an adventure, it's a death trap to
>kill off high level characters with (nearly) no possible reward, or
>reason to do so.

The Tomb of Horrors works on only one level: A one-shot where the players know,
going in, that this is a death trap and the real challenge is seeing how long
they can survive. At that level, it's a blast.

Justin Bacon
tria...@aol.com

Neosaurus

unread,
Aug 20, 2002, 10:37:08 PM8/20/02
to
>The Tomb of Horrors works on only one level: A one-shot where the players
>know,
>going in, that this is a death trap and the real challenge is seeing how long
>they can survive. At that level, it's a blast.

The Tomb of Horrors is great as a tourist trap, too. "Oooh, it's the idol
mouth! Quick, throw a coin in and make a wish!"

--Sean Curtin

Jason Tamez

unread,
Aug 20, 2002, 11:36:22 PM8/20/02
to
On Tue, 20 Aug 2002 16:06:47 -0700, "William Travis"
<the...@charter.net> wrote:

>Thus leaping, vaulting, or in anyway crossing the pit that involves touching
>the floor on the other side will drop the swinging log on a chain that
>knocks the character backwards into the pit trap they just avoided. Reflex
>save DC 20 to avoid being hit by the log (jumping over it or under it,
>failure requires a DC30 Fortitude save to avoid being knocked backwards into
>the pit, if the person makes the 1st reflex save they have to make a second
>set to avoid getting knocked forward on the back-swing into the fresh set of
>spikes.

This sounds suspiciously like a "Home Alone" movie....

-- Jason
(replace the nonsense with druid816 to email me)

Karkadinn

unread,
Aug 20, 2002, 11:37:54 PM8/20/02
to
Justin Bacon said:

>The Tomb of Horrors works on only one level: A one-shot where the players
>know,
>going in, that this is a death trap and the real challenge is seeing how long
>they can survive. At that level, it's a blast.

Okay... now I just HAVE to ask. I've been repressing the query for quite some
time now but can't do it anymore.
What makes tToH so much more deadly than any other adventure published? I
tried a google search to find a review of the product, but came up with "Return
to the Tomb of Horrors", which probably isn't quite the same thing. I'm REALLY
curious now....

Tim Fitzmaurice

unread,
Aug 21, 2002, 3:24:08 AM8/21/02
to

Pah...what are you, a soft DM?... :) Put the skeleton in the pit where it
would fall, right in the middle under the rope..a pile of skeletons with
the lower ones crushed if you really want to give a clue :)

Leif Magnar Kj|nn|y

unread,
Aug 21, 2002, 5:02:04 AM8/21/02
to
In article <20020820233754...@mb-mp.aol.com>,

Karkadinn <kark...@aol.com> wrote:
>Justin Bacon said:
>
>>The Tomb of Horrors works on only one level: A one-shot where the players
>>know,
>>going in, that this is a death trap and the real challenge is seeing how long
>>they can survive. At that level, it's a blast.
>
>Okay... now I just HAVE to ask. I've been repressing the query for quite some
>time now but can't do it anymore.
>What makes tToH so much more deadly than any other adventure published?

It's classic Gygax at his best/worst, with the dial set to 11.
Full of instant-death minimal-warning traps and "puzzles".

--
Leif Kj{\o}nn{\o}y | "Its habit of getting up late you'll agree
www.pvv.org/~leifmk| That it carries too far, when I say
Math geek and gamer| That it frequently breakfasts at five-o'clock tea,
GURPS, Harn, CORPS | And dines on the following day." (Carroll)

Bradd W. Szonye

unread,
Aug 21, 2002, 5:50:12 AM8/21/02
to
>> Justin Bacon said:
>>> The Tomb of Horrors works on only one level: A one-shot where the
>>> players know, going in, that this is a death trap and the real
>>> challenge is seeing how long they can survive. At that level, it's a
>>> blast.

> Karkadinn <kark...@aol.com> wrote:
>> Okay... now I just HAVE to ask. I've been repressing the query for
>> quite some time now but can't do it anymore. What makes tToH so much
>> more deadly than any other adventure published?

Leif Magnar Kj|nn|y <lei...@pvv.ntnu.no> wrote:
> It's classic Gygax at his best/worst, with the dial set to 11. Full
> of instant-death minimal-warning traps and "puzzles".

In the introduction to Return to the Tomb of Horrors, Gary Gygax wrote:

Why then the scenario in the first place? ... I developed the
material that was to become the /Tomb of Horrors/, and I admit to
chuckling evilly as I did so. There were several very expert players
in my campaign, and this was meant as yet another challenge to their
skill -- and the persistence of their theretofore-invincible
characters. Specifically I had in mind foiling Rob Kuntz's PC,
Robilar, and Ernie Gygax's PC, Tenser. [Robilar], by expending a lot
of orc servants, managed to get through to the final encounter ....
[He and Tenser] managed to attain the ultimate, destroyed Acererak,
and ... left laden with loot ....

Although most who dared the hazard failed, at least on the first
go-round, there were those exceptional few who managed to play
through and succeed to some degree.

So there you have it: He originally conceived it as a "killer dungeon"
to finally kill off Robilar and Tenser, but they managed to win against
the incredible odds.
--
Bradd W. Szonye
http://www.concentric.net/~Bradds

Firelock

unread,
Aug 21, 2002, 8:07:32 AM8/21/02
to
"Bill Silvey" <bxsxixl...@cfl.rr.com> wrote in message news:<0Gy89.226350$s8.44...@twister.tampabay.rr.com>...

> "Clangador" <clan...@aol.comSPAMBLOC> wrote in message
> news:20020819202030...@mb-ch.aol.com...
> >
> > What is the most insidiously Evil Trap in D&D? I'd like to know...
>
> A 10x10x10 pit filled with whipped cream.
<snip>

> IIRC, no *known* spells work on whipped cream. Airy Water? Nope.
> Transmute Mud to Rock? Nope...

A cold spell should freeze the whipped cream, and it has so many
air bubbles that it should then be easily shattered.

A fire spell should evaporate the liquids from it and carmelize the
rest into a sticky, but survivable mess.

If spells for controlling water work on any water-based liquid,
then they should work in this situation - whipped cream could be
seen as just a thick liquid beaten to a froth.

Kershek

unread,
Aug 21, 2002, 2:21:34 PM8/21/02
to
In article <Pine.SOL.3.96.102082...@draco.cus.cam.ac.uk>,
tj...@cus.cam.ac.uk says...
> > > I had a variation once...nasty pit trap in an area populated by really
> > > short monsters...controlled by a taller (ie man sized) group. The trap
> > > being the alleged entry way....
> > >
> > > The way across was a swing-rope...which just happened to be a rope of
> > > entangling with non detection cast on it and permanenced.
> >
> > Put a skeleton hanging from the rope and see if they get the hint :)
>
> Pah...what are you, a soft DM?... :) Put the skeleton in the pit where it
> would fall, right in the middle under the rope..a pile of skeletons with
> the lower ones crushed if you really want to give a clue :)

Ah, that's a better idea :)

Justin Bacon

unread,
Aug 21, 2002, 9:24:43 PM8/21/02
to
Karkadinn wrote:
>Okay... now I just HAVE to ask. I've been repressing the query for quite some
>time now but can't do it anymore.
>What makes tToH so much more deadly than any other adventure published? I
>tried a google search to find a review of the product, but came up with
"Return
>to the Tomb of Horrors", which probably isn't quite the same thing. I'm
>REALLY curious now....

A module with, essentially, random death traps. Traps on the variety of: "The
PCs walk into a room which they can have absolutely no idea is trapped. Roll
1d6. On a roll of 1-5, the PCs die."

Classic Gygaxian DM vs. Player.

Justin Bacon
tria...@aol.com

Roland Steiner

unread,
Aug 21, 2002, 11:04:36 PM8/21/02
to
On 20 Aug 2002 00:20:30 GMT, clan...@aol.comSPAMBLOC (Clangador)
wrote:

>

> What is the most insidiously Evil Trap in D&D? I'd like to know...

That's EASY: it involves a simple wooden door, a few rabid rats, some
glue and a one-legged Dwarf. It allegedly resulted in four PC deaths,
two failed attempts at resurrection, and a decapitation!!!

</obscure reference>

^_^ Roland
-----
(remove uppercase seasons to reply by mail)

Kitsune

unread,
Aug 21, 2002, 11:46:03 PM8/21/02
to
Firelock wrote:

> powers...@SPAMSUXcomcast.net (Pastor of Muppets) wrote in message news:<3d619de4...@news.comcast.giganews.com>...
>
>>Fun eh?
>>
>
> Of course.
>

<snip>

> He leaps...he trips!...the DM scores! ;-)
>
> For more entertainment, have the wire be a "tripwire"
> as well - got to give the rest of the party something
> to do while their comrade is boiling alive, don't we?


Hrmmm another variation.

imagine a corridor (10' wide, and 30'+ long)
in the middle of the dust covered floor is a very obvious pit (with a
rope allowing characters to swing across)

however, when the characters swing across, they land on thin wooden
planks which are lightly covered in dirt - instead of a stone floor like
they are expecting)

this leads the characters to plummet into a pit (not spiked as they are
expecting) lined with wet hay. When the characters try to light a fire
so they can see, they soon discover that the hay is soaked in oil (or
some other flamable substance)

To make it more dramatic, have the characters stumble on this pit after
chasing a kobold (or goblin - or other similarly smaller creature) as
the planks will support 30 - 50 lbs, but nothing much heavier.


I can't remember where we encountered that one...

Kits, yep scary thought (kobolds with torches)
--
-Quis Hanc Felem Exhaurit-

Franklin Bratcher

unread,
Aug 22, 2002, 3:16:31 AM8/22/02
to

I kind of enjoyed that sphere of annihilation though, made for some
rather humourous death scenes. ;O)

Niilo Paasivirta

unread,
Aug 22, 2002, 2:23:43 AM8/22/02
to
Franklin Bratcher <ach...@earthlink.net> wrote:
>I kind of enjoyed that sphere of annihilation though, made for some
>rather humourous death scenes. ;O)

Yeah, one group played the module. When they found the demon mouth on
the wall at the very beginning of the adventure, they formed a line,
and jumped through the mouth. Game over.

--
Niilo Paasivirta E-mail: n...@co.jyu.fi URL: http://www.co.jyu.fi/%7Enp/

Christopher Burke

unread,
Aug 22, 2002, 4:01:59 AM8/22/02
to
n...@horus.co.jyu.fi (Niilo Paasivirta) wrote in
news:slrnam94...@horus.co.jyu.fi:

> Franklin Bratcher <ach...@earthlink.net> wrote:
>>I kind of enjoyed that sphere of annihilation though, made for some
>>rather humourous death scenes. ;O)
>
> Yeah, one group played the module. When they found the demon mouth on
> the wall at the very beginning of the adventure, they formed a line,
> and jumped through the mouth. Game over.

The cube cylinder is my invention... and entry way into a high level monk's
home.

100 foot high, 3 foot diameter shiny metal cylinder with a trapdoor at the
top and bottom that both open in towards the inside.

Stretching the entire length of the cylinder are 8 fine wires against the
surface of the inside of the cylinder recessed into fine indentations in the
cylinder. They are equally spaced around the cylinder.

if any wire is touched, all eight wires spiral in and out again (in pairs)
within 2 seconds doing 20d6 points of damage per pair.

A reflex saving throw per move action at DC 35 avoids touching any wires.

Climb rolls may also need to be made - a failed climb roll gives you a faster
movement rate, but a -20 on your save.

If you move at faster than 100 feet in one round you get an additional reflex
save to take half damage (as you leave the cylinder before the wires snap
fully in).

Finally magic is dampened (read anti-magic) in the entire cylinder.

Neither trapdoor is locked, but they do open toward the inside (so it is a
little difficult to open the bottom one ...).

--
---
/* Christopher Burke - Spam Mail to cra...@hotmail.com
|* www.craznar.com -
\* Real mail to cburke(at)craznar(dot)com

D.J.

unread,
Aug 22, 2002, 8:44:54 AM8/22/02
to

n...@horus.co.jyu.fi (Niilo Paasivirta) wrote:
] Yeah, one group played the module. When they found the demon mouth on

] the wall at the very beginning of the adventure, they formed a line,
] and jumped through the mouth. Game over.

My players went through part of Tomb of Horrors with the characters
that came with the module. They didn't jump in because they had run
into plenty of non-obvious traps in dungeons I ran before that one.

JimP.
--
Disclaimer: Standard.
Updated: August 9, 2002
my 1E AD&D game world.
http://blue7green.crosswinds.net/crestar/index.html

Neil Cerutti

unread,
Aug 22, 2002, 9:44:52 AM8/22/02
to

I think you mean the silly teleporters that teleport you, and your
possessions (including clothing), to separate locations.

--
Neil Cerutti <cer...@trans-video.net>
*** The solar collectors on your energy mules are dirty.
Cleaning cost you $50 each for a total of $100. ***

Overdose Underpants

unread,
Aug 22, 2002, 10:26:50 AM8/22/02
to
Kitsune spoke with the Good Lord, and this is what She told him:

> imagine a corridor (10' wide, and 30'+ long)
> in the middle of the dust covered floor is a very obvious pit (with a
> rope allowing characters to swing across)

Out of curiosity:

If your character came upon something that obvious, how many of you *would*
use the rope to swing across?

Or am I just too paranoid?


Anivair

unread,
Aug 22, 2002, 10:49:22 AM8/22/02
to
>Out of curiosity:
>
>If your character came upon something that obvious, how many of you *would*
>use the rope to swing across?
>
>Or am I just too paranoid?

I would if the kobald I was chasing did. You're running downa hall after a
kobald. he leaps onto a rope and swings across a pit and then ducks around a
corner. Wouldn't you use the rope to follow? No reason not to.


--
later,
~Anivair
Ani...@aol.com

Tim Fitzmaurice

unread,
Aug 22, 2002, 10:55:10 AM8/22/02
to

In the appropriate setup then it should appear to be a used method by the
normal inhabitants....part of the problem with these things and the
metagaming that players put on top of it is that dungeon adventures
were all to often written as static box by box traesure sites and trap
hordes...so any pit was a trap...not part of a real ecology...

As such a 'pit trap' is spotted and treated as such...also the non trap
ones were few and far between so you wouldnt waste time.....

This promotes the idea that if you see something out of place...unusual in
the real world you assume its targetted at you....placement becomes an
issue.

Willie

unread,
Aug 22, 2002, 4:03:57 PM8/22/02
to

"Clangador" <clan...@aol.comSPAMBLOC> wrote in message
news:20020819202030...@mb-ch.aol.com...
>
> What is the most insidiously Evil Trap in D&D? I'd like to know...
>
I kinda like the idea of a set of metal armor or a sword of mastercraft
quality
setting on a raised platform that requires a bit of a climb to get on. As
the
character(s) step up to get the item(s) a pressure plate opens secret doors
with rust monsters. The characters will have to get thru the rust monsters
to escape the room (only way in is the way they came). Very seldom do
characters prepare for rust monsters. Nothing makes a fighter cringe like
having to take a swing at a rust monster with his new, shiny, obviously
magic
sword and hope it doesn't connect! And just for giggles, add some
skunks into the mix. Maybe make them drop onto the platform. Lets see
the party sneak up on monsters when they can be smelled from 20' Not
deadly, but evil just the same!

8-)


Kitsune

unread,
Aug 22, 2002, 7:18:53 PM8/22/02
to
Overdose Underpants wrote:

You're too paranoid.
Then again, it depends on how often your party encounters traps...

I've noted that in the campaigns I've been involved with, traps are used
primarily to guard something valuable.

The trap I described above, was used in a corridor leading to an empty
room (probably an old vault that was cleared ages ago "campaign time")
but not something we'd expected

As an aside, the first one over the rope was our halfling rogue and due
to the halfling's weight - not much more/less than a kobold - the trap
wasn't set off.

It wasn't until the party cleric (played by me) swung across. (followed
by our impatient fighter who jumped across) that we noticed the trap...

So with our halfling rogue on one end, and our mage & druid on the
other, we had the heavyest characters stuck in a 20' deep hole. (with
kobolds then charging the rogue, and throwing burning torches into the hole)

Suffice to say, we found the trap infuriating, and ended up checking
every bit of floor for the next four game sessions (which didn't help in
the next adventure - as we had a deadline)

Kits, I say good trap placement counts for higher ELs

Rob Bruce

unread,
Aug 23, 2002, 10:06:40 PM8/23/02
to

"Clangador" <clan...@aol.comSPAMBLOC> wrote in message
news:20020819202030...@mb-ch.aol.com...
>
> What is the most insidiously Evil Trap in D&D? I'd like to know...

Corridor about 1' deep with water.

Actually, make that 6" deep with green slime and 6" of water in top of
that.........

R

Rob Bruce

unread,
Aug 23, 2002, 10:10:56 PM8/23/02
to

"Bradd W. Szonye" <bra...@concentric.net> wrote in message
news:slrnam6omg...@concentric.net...

>
> In the introduction to Return to the Tomb of Horrors, Gary Gygax wrote:
>
> Why then the scenario in the first place? ... I developed the
> material that was to become the /Tomb of Horrors/, and I admit to
> chuckling evilly as I did so. There were several very expert players
> in my campaign, and this was meant as yet another challenge to their
> skill -- and the persistence of their theretofore-invincible
> characters. Specifically I had in mind foiling Rob Kuntz's PC,
> Robilar, and Ernie Gygax's PC, Tenser. [Robilar], by expending a lot
> of orc servants, managed to get through to the final encounter ....
> [He and Tenser] managed to attain the ultimate, destroyed Acererak,
> and ... left laden with loot ....
>
> Although most who dared the hazard failed, at least on the first
> go-round, there were those exceptional few who managed to play
> through and succeed to some degree.
>
> So there you have it: He originally conceived it as a "killer dungeon"
> to finally kill off Robilar and Tenser, but they managed to win against
> the incredible odds.

Well, personally I'd phrase that as "Gary Gygax says Tenser and Robilar made
it through...."

But that may just be me being paranoid AND cynical!

R

Grant Gainey

unread,
Aug 24, 2002, 9:15:05 AM8/24/02
to

"White Plume Mountain", anyone?

(Ow - I think I just dated myself...)

Grant

Paul Millington

unread,
Aug 24, 2002, 11:48:59 AM8/24/02
to
I like the classic 10ft pit...

only it's not a pit, its an open Portable hole and the party has a bag
of holding ...

or

another group favourite is a potion vial of white liquid ....milk
maybe or a potion of healing ?
Pressurized white pudding.

Jasin Zujovic

unread,
Aug 24, 2002, 1:37:50 PM8/24/02
to
Grant Gainey wrote:

> > > What is the most insidiously Evil Trap in D&D? I'd like to know...
> >
> > Corridor about 1' deep with water.
> >
> > Actually, make that 6" deep with green slime and 6" of water in top of
> > that.........
>
> "White Plume Mountain", anyone?
>
> (Ow - I think I just dated myself...)

I'm DATING MYSELF rite now IYKWIM AITYD!


--
Jasin "ow" Zujovic
jzuj...@inet.hr

Willie

unread,
Aug 24, 2002, 3:19:50 PM8/24/02
to

"Clangador" <clan...@aol.comSPAMBLOC> wrote in message
news:20020819202030...@mb-ch.aol.com...
>
> What is the most insidiously Evil Trap in D&D? I'd like to know...
>

/Flame ON

Actually, IMHO the most insidiously evil trap in D&D is ........E-TOOLS!
hehehe

/Flame OFF

Katherine F.

unread,
Aug 24, 2002, 6:24:21 PM8/24/02
to
On Sat, 24 Aug 2002 19:37:50 +0200, Jasin Zujovic <jzuj...@inet.hr>
typed into his/her/its keyboard the following:

Ahem. I quote John Rowat, posting to
rec.arts.sf.written.robert-jordan:

"That's okay, I think that's still legal in your state. It's
your COUSINS that you have to watch out for."

Thankyouverymuch.

--
Katherine F. replace "dot" with "." http://puritybrown.diaryland.com/
'"Do I look like some mystical butt-sex pixie who leaves lovers under
your pillow in exchange for a tooth?...The correct answer is 'no', Jhim."'

Jackhammer John

unread,
Aug 25, 2002, 9:35:40 AM8/25/02
to
The Wizard's Web site. Ever tried to find a page that you once visited? I
swear the pages move around on you.


========================================
Jackhammer John

"Sometimes the question is more important than the answer."

Jasin Zujovic

unread,
Aug 25, 2002, 12:10:49 PM8/25/02
to
Paul Millington wrote:

> another group favourite is a potion vial of white liquid ....milk
> maybe or a potion of healing ?
> Pressurized white pudding.

"Gee, here's a strange vial we found in the dungeon. Maybe it's milk or a
healing potion!" Well, if the players think that... they have it coming.

--
Jasin Zujovic
jzuj...@inet.hr

Jason Tamez

unread,
Aug 25, 2002, 6:05:56 PM8/25/02
to
On Sun, 25 Aug 2002 18:10:49 +0200, Jasin Zujovic <jzuj...@inet.hr>
wrote:

>> another group favourite is a potion vial of white liquid ....milk
>> maybe or a potion of healing ?
>> Pressurized white pudding.
>
>"Gee, here's a strange vial we found in the dungeon. Maybe it's milk or a
>healing potion!" Well, if the players think that... they have it coming.

You usually have to unstopper the bottle to even test it....

-- Jason
(replace the nonsense with druid816 to email me)

Certic

unread,
Aug 26, 2002, 2:53:39 PM8/26/02
to

Willie <wr...@net-link.net> wrote in message
news:3d65445a$0$3575$bbae...@news.net-link.net...
--------
I think I've posted these before, but...
1. a straight pit trap, except that halfway down the pit is a Prismatic
Sphere: make all the saves, take all the damage, reach the centre, then on
the way out repeat the procedure. At the bottom of the pit, there is a
trampoline...
2. a great big boulder rolls down the corridor towards you. At the end of
the corridor is a wall covered in spikes. A bit before that, there is an
alcove. If you dive inside, you got it wrong. The corridor narrows slightly
at this point, wedging the boulder in front of the alcove - which is covered
in brown mold.

--
You are Not entering Chapeltown.
We walk on two legs, the one abstract
the other surreal.
"No-one ever suddenly became depraved"
- Juvenal, Satires
--


-Tempest-

unread,
Aug 26, 2002, 3:43:50 PM8/26/02
to
"Certic" <P...@winwaed.demon.co.uk> wrote in message
news:1030387808.21297....@news.demon.co.uk...

> I think I've posted these before, but...
> 1. a straight pit trap, except that halfway down the pit is a Prismatic
> Sphere: make all the saves, take all the damage, reach the centre, then on
> the way out repeat the procedure. At the bottom of the pit, there is a
> trampoline...

This reminds me of a spell combo our party mage came up with (which was very
effective with him in planetar form).

Time Stop
Reverse Gravity centered near your opponent
Prismatic Sphere centered 10' above your opponent
Grapple the opponent
Wait for the fun to begin

-Tempest-


Rob Bruce

unread,
Aug 25, 2002, 5:42:41 AM8/25/02
to

"Grant Gainey" <gga...@nc.rr.com> wrote in message
news:3D678788...@nc.rr.com...

That's the one baby. An oldie and a damn fine goodie. Nothing beats it for
simplicity, undetectability and with a few mods sheer bastardry. eg The
party finally get the upper hand on the Drow archvillain they have been
hunting for several modules. Villain turns and runs disappearing around a
corner. PC's pursue and see he has crossed a bit of water. If you want to
be really nasty have him drop some rocks or caltrops or something to make
ripples so the PC's suspect NOTHING, or have a rope tethered across the far
side of the pit.

Muahahahahahahahahaha!!

R


DataPacRat

unread,
Sep 3, 2002, 3:37:35 AM9/3/02
to
Roland Steiner <roland....@mindspring.autumn.winter.com> wrote:
> On 20 Aug 2002 00:20:30 GMT, clan...@aol.comSPAMBLOC (Clangador)
> wrote:

>> What is the most insidiously Evil Trap in D&D? I'd like to know...
>
> That's EASY: it involves a simple wooden door, a few rabid rats, some
> glue and a one-legged Dwarf. It allegedly resulted in four PC deaths,
> two failed attempts at resurrection, and a decapitation!!!
>
> </obscure reference>

Welp, I know about the gazebo, and Tucker's Kobolds, and a few others -
but where's this one from?


Thank you for your time,
--
DataPacRat: amateur alchemist, agnostic Gnostic, and memetic engineer.
The Rrangoon species is at http://home.earthlink.net/~ryan_wynne/

Clangador

unread,
Sep 3, 2002, 4:48:53 AM9/3/02
to
>> That's EASY: it involves a simple wooden door, a few rabid rats, some
>> glue and a one-legged Dwarf. It allegedly resulted in four PC deaths,
>> two failed attempts at resurrection, and a decapitation!!!

KoDT?

~Clangador
==========================
http://clangador.com/index.html -- Clangador on AIM, MSN & ICQ
==========================
Obligatory Quote: "I'll give up gaming when you pry my dice from my cold, dead
hands."

0 new messages