Tricks and Traps

Tricks and Traps

Postby Mythmere » Mon Dec 21, 2009 2:29 pm

Has anyone got some cool tricks and traps for inclusion in the next issue? Alternatively, could anyone point to someone else's cool trick or trap that has been posted on a blog so I can contact the blog's author about using it?
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Re: Tricks and Traps

Postby bliss_infinite » Mon Dec 21, 2009 3:54 pm

Random over on the OD&D boards started a post on some Tricks and Traps. I'm not sure if they were used for Fight On! #7 or not as I haven't received my printed issue from Lulu yet. But you can contact him and see what's up?

http://odd74.proboards.com/index.cgi?board=adventures&action=display&thread=2494
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Re: Tricks and Traps

Postby Random » Tue Jan 19, 2010 9:32 pm

http://odd74.proboards.com/index.cgi?bo ... 097&page=3

Sorry about the jerk-around, Mr. Finch. This was an old failed attempt at a community project (that Mr. Calithena wanted to use for FO! a while back). I had told him to talk to you about it, as he PMed very quickly after you had done so.
He had asked me first (upon posting the old thread), but it just never solidified at the time. Now it looks more solid.

I recommend you start up something similar here. Ignore the cheesy Greyhawk spoofs like I started with though.
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Re: Tricks and Traps

Postby Mythmere » Tue Jan 19, 2010 10:58 pm

Random wrote:http://odd74.proboards.com/index.cgi?board=fanzine&action=display&thread=3097&page=3

Sorry about the jerk-around, Mr. Finch. This was an old failed attempt at a community project (that Mr. Calithena wanted to use for FO! a while back). I had told him to talk to you about it, as he PMed very quickly after you had done so.
He had asked me first (upon posting the old thread), but it just never solidified at the time. Now it looks more solid.

I recommend you start up something similar here. Ignore the cheesy Greyhawk spoofs like I started with though.


Heh, no problem at all! :D
It's a good idea to start Knockspell ideas from threads here - the creativity level is really intense on this board. I don't really know what the chemistry of that is - I wish I did.
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Re: Tricks and Traps

Postby Fitz » Wed Jan 20, 2010 2:07 am

How about this:

A large gem in a golden mount is set in the lid of a sarcophagus. Inspection indicates that it could be prised loose relatively undamaged, with care. And indeed it can be.... except that it is actually attached to the head of a stake which passes through a hole in the lid and into the chest of a vampire, immobilizing it within the coffin.

When the jewel (and stake) is prised loose, or if the lid of the sarcophagus is lifted off along with the jewel and stake, the vampire is freed (and hungry, and probably pretty angry). It will emerge, gaseous, through the hole and begin to feed.

NOTE: this only works, of course, if a stake through the chest immobilises, but does not kill vampires. It still works if vampires in your campaign can't go gaseous, but then the lid of the sarcophagus would have to be removed to free the vampire. Since vampires in most rpg systems are pretty strong, this shouldn't prove much of an obstacle, but even if the vampire isn't strong enough to do it itself, the greed of the players should usually take care of it.
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Re: Tricks and Traps

Postby Mythmere » Wed Jan 20, 2010 9:22 am

Fitz wrote:How about this:

A large gem in a golden mount is set in the lid of a sarcophagus. Inspection indicates that it could be prised loose relatively undamaged, with care. And indeed it can be.... except that it is actually attached to the head of a stake which passes through a hole in the lid and into the chest of a vampire, immobilizing it within the coffin.

When the jewel (and stake) is prised loose, or if the lid of the sarcophagus is lifted off along with the jewel and stake, the vampire is freed (and hungry, and probably pretty angry). It will emerge, gaseous, through the hole and begin to feed.

NOTE: this only works, of course, if a stake through the chest immobilises, but does not kill vampires. It still works if vampires in your campaign can't go gaseous, but then the lid of the sarcophagus would have to be removed to free the vampire. Since vampires in most rpg systems are pretty strong, this shouldn't prove much of an obstacle, but even if the vampire isn't strong enough to do it itself, the greed of the players should usually take care of it.


That is insanely evil. :lol:
I'm totally yoinking it for KS #5, if you have no objections.
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Re: Tricks and Traps

Postby ragnorakk » Wed Jan 20, 2010 11:31 am

Fitz wrote:How about this:
Nice!
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Re: Tricks and Traps

Postby Fitz » Wed Jan 20, 2010 2:24 pm

Mythmere wrote:That is insanely evil. :lol:
I'm totally yoinking it for KS #5, if you have no objections.


Go right ahead :)
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Re: Tricks and Traps

Postby iamtim » Thu Jan 21, 2010 2:13 pm

How about a standard pit trap in a narrow hallway, the bottom of which is a pressure-release switch. This switch releases two large, glass spheres containing green slime - each at the top of a hidden incline to either side of the pit. As the spheres begin rolling down towards the pit, the walls next to the pit slide open to allow the spheres to impact each other and shatter over the pit, draining their contents onto the hapless adventurer in the pit.

Of course, the spheres would roll slowly and loudly enough to hopefully give the other adventurers time to realize something was amiss and, again hopefully, rescue their comrade from the pit before the spheres crash into each other, shatter, and fill the bottom of the pit with green slime. :)
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Re: Tricks and Traps

Postby Random » Thu Jan 21, 2010 5:49 pm

iamtim wrote:How about a standard pit trap in a narrow hallway, the bottom of which is a pressure-release switch. This switch releases two large, glass spheres containing green slime - each at the top of a hidden incline to either side of the pit. As the spheres begin rolling down towards the pit, the walls next to the pit slide open to allow the spheres to impact each other and shatter over the pit, draining their contents onto the hapless adventurer in the pit.

Of course, the spheres would roll slowly and loudly enough to hopefully give the other adventurers time to realize something was amiss and, again hopefully, rescue their comrade from the pit before the spheres crash into each other, shatter, and fill the bottom of the pit with green slime. :)

Not to defecate on your creativity, but why wouldn't the builder of this trap simply keep some green slime in the bottom of the pit instead of constructing some elaborate slime-filled sphere-rolling mechanism?
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