Traps

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wynteriii
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Traps

Post Fri Mar 16, 2012 11:41 pm

Anybody know of a good pdf/book if traps that one could use in OD&D and the like. I want it so I could just take a trap from a book and use it.
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Steveman
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Re: Traps

Post Sat Mar 17, 2012 11:48 am

I went through some of my notes and pulled out traps I've used in games. While it may not be exactly what you are looking for, its worked for me. I also concede that not everyone likes to handle their traps the same way I do, so yeah. I hope it helps.

> Arrow Trap
+5 to hit, 1d6 damage.

> Volley of Arrows Trap
2d4 targets within a 10 foot cube. +5 to hit, 1d6 damage each.

> Volley of Darts Trap
2d4 targets within a 10 foot cube. +2 to hit, 1d3 damage each.

> Poison Needle Trap
Found in a lock, handle or similar feature.
Save vs poison or …

> Poison Dart Trap
+2 to hit, 1d3 damage +save vs poison or …

> Volley of Poison Darts Trap
2d4 targets within a 10 foot cube. +2 to hit, 1d3 damage each +save vs poison or …

> Pit Trap
Save vs. death (+dex) or fall 10 feet into pit, 1d6 damage and trapped in pit.

> Spiked Pit Trap
Save vs. death (+dex) or fall 10 feet into pit, 1d6 damage and trapped in pit.
1d3 Spike attacks, +5 to hit, 1d6 damage each.

> Deeper Pit Trap
Save vs. death (+dex) or fall 30 feet into pit, 3d6 damage and trapped in pit.

> Net Trap
Save vs. Dragon Breath be caught in a net.
Strength check or 1d4 slashing damage to get out.

> Scything Blade/Swinging Block Trap
+5 to hit to all in 15-foot column or row, 2d6 damage, save vs. death (+dex) for half.

> Wall Blade/Spear Trap
+5 to hit, 1d8+1 damage.

> Portcullis Trap Trap
+5 to hit, 2d6 damage, save vs. death (+dex) for half.
Portcullis blocks passageway.

> Floor Spikes/Razor Wire Trap
+5 to hit to all in front marching row, 1d6+2 damage, save vs. death or be slowed until healed. Characters wearing metal boots are immune if the trap is nonmagical.

> Poison Gas Trap
Fills a 20-foot cube with poisonous gas.
Save vs. poison or …

> Falling Rocks Trap
+10 to hit (10-foot area), 6d6 crushing damage, save vs. death (+dex) for be caught underneath the rubble.

> Falling Column Trap
+10 to hit (15 foot column/row), 6d6 crushing damage, save vs. death (+dex) for be caught underneath the rubble.

> Crushing Walls Trap
Special Room. Doors lock, and the walls slowly crush in.
Have 10 rounds to get out or take 6d6 crushing damage per round after that.

> Alarm Trap
Causes a massive blaring alarm that signals the presence of somebody to all within 100 feet.

> Gout of Flame Trap
Save vs. Dragon Breath or take 2d6 fire damage

> Spray of Acid
Save vs. Dragon Breath or take 1d6 acid damage, +1d3 points of damage each round for the next 5 rounds or until washed off.

> Spell Trap
Causes a spell to be cast targeted on the trigger.

> Summon Trap
Summons a hostile monster that lasts for 10 rounds or until defeated.

Poison Types
Save vs. poison or take xd6 damage (x is dungeon level, max 3d6)
Save vs. poison or take 1d3 damage per round for 10 rounds
Save vs. poison or paralysis for 1d6 rounds
Save vs. poison or slow for 1d6 turns
Save vs. poison or weakness (-4 Strength) for 1d6 turns
Last edited by Steveman on Sat Mar 17, 2012 3:12 pm, edited 1 time in total.
Characters:
Himamura Jin (Night Wizard; Level 6 Great One/Level 1 Caster)
Benjamin d'Aide (BFRPG; level 5 cleric of the virtue of Sacrifice) - recurring hireling turned pseudo-DMPC
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dymondy2k
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Re: Traps

Post Sat Mar 17, 2012 1:44 pm

That's a great list!!
Check out my BFRPG Campaign Setting
The Dragonclaw Barony
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SmootRK
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Re: Traps

Post Sat Mar 17, 2012 2:31 pm

dymondy2k wrote:That's a great list!!
I agree, this must be a supplement!!
Is it really the end, not some crazy dream?

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Steveman
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Re: Traps

Post Sat Mar 17, 2012 3:29 pm

How about we use this thread to brainstorm more trap ideas, and then once we have more ideas, we can decide on a unified formatting then, combine unto a suppliment.

I have two more convoluted ones that may require a diagram, my Double Put Trap, and my Sneaky Bridge Trap. I'll draw them up after my afternoon game today.
Characters:
Himamura Jin (Night Wizard; Level 6 Great One/Level 1 Caster)
Benjamin d'Aide (BFRPG; level 5 cleric of the virtue of Sacrifice) - recurring hireling turned pseudo-DMPC
wynteriii
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Re: Traps

Post Sat Mar 17, 2012 5:15 pm

Sweet
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Steveman
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Re: Traps

Post Sat Mar 17, 2012 8:33 pm

The dreaded Double Pit Trap

Image
This trap works like any other spiked pit trap, however if the creature that fell into the pit weighs more than 40 lbs, their weight pushes the second put trap open, dropping them it no the water below, then the heavy springs cause the second pit to close.

Image
This is a simple put trap set 5 feet after the area players have to land from a long jump. The version of the trap I presented here deals no damage, instead dropping them into a piranha waterway.
Characters:
Himamura Jin (Night Wizard; Level 6 Great One/Level 1 Caster)
Benjamin d'Aide (BFRPG; level 5 cleric of the virtue of Sacrifice) - recurring hireling turned pseudo-DMPC
wynteriii
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Joined: Fri Feb 10, 2012 11:54 am

Re: Traps

Post Sat Mar 17, 2012 10:08 pm

what do you mean by +5 to hit? Am I rolling 1d6 or 1d20?
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Steveman
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Re: Traps

Post Sun Mar 18, 2012 12:03 am

The way I do traps;
You roll a normal attack roll (d20 +# to hit) to see if the trap attack hits, if it uses an attack.
Then you roll damage if it hits.
Then if there is a save for half, roll that.
Characters:
Himamura Jin (Night Wizard; Level 6 Great One/Level 1 Caster)
Benjamin d'Aide (BFRPG; level 5 cleric of the virtue of Sacrifice) - recurring hireling turned pseudo-DMPC
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Solomoriah
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Re: Traps

Post Mon Mar 19, 2012 7:09 am

Generally, a trap should EITHER:

-- require a roll to hit; an attack bonus should be provided, OR
-- allow a saving throw to avoid or resist the effect.

You should almost never have both with one trap.

Now... I would ABSOLUTELY publish a supplement like this, esp. if Steveman (or someone) provides illustrations for at least some of them.
My personal site: www.gonnerman.org
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