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Author Topic: Tricks, Traps, and Puzzles [DnD 3.5]  (Read 37442 times)

Jack_Bread

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Tricks, Traps, and Puzzles [DnD 3.5]
« on: May 14, 2010, 01:10:29 am »

Recently, I've been playing D&D with a friend. For our first few sessions, we've been playing using dungeons generated by donjon kick-in-the-door style. The party currently consists of two of his characters and two of mine. A kobold rogue 1/sorcerer 2(originally rogue 2/sorcerer 2, but she was killed and raised), a human fighter 4, an evolved human necropolitan pact maker 2(200+ year willingly undead woman, she counts as a level 4 character), and a level 5 elan psion.
It's getting boring breaking doors which are usually stuck and killing monsters hidden within with little to no money gained.
I wanted to know if any had any creative traps, puzzles, and the like. I realize I could do this myself, and I am, but I'd like some other ideas. ;)

By the way, make this a real challenge for our level 4 party, because my friend is a true munchkin who knows how to exploit anything he can get his hands on. :\

Thanks! I don't have much time, now, but I will post some of my ideas and how they went with our little group.

EDIT: Forgot to mention that I'm using DnD 3.5. 4e stuff is acceptable, but please say if it's 4e or not.
« Last Edit: May 14, 2010, 01:35:16 am by Jack_Bread »
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piecewise

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #1 on: May 14, 2010, 01:44:09 am »

try this
http://donjon.bin.sh/d20/dungeon/
Sets up all the traps, monsters and loot for you and give you a map.

Mishy

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #2 on: May 14, 2010, 01:58:48 am »

Courtesy of /tg/.

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Jack_Bread

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #3 on: May 14, 2010, 11:11:25 am »

try this
http://donjon.bin.sh/d20/dungeon/
Sets up all the traps, monsters and loot for you and give you a map.
Quote
we've been playing using dungeons generated by donjon kick-in-the-door style
Yes and it's quite good, but it uses the DMG traps.

Courtesy of /tg/.

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OoooOooh. :) Looks good.

MrRoboto75

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #4 on: May 14, 2010, 02:04:04 pm »

  Look into a book called Dungeonscape.  It includes rules for things called Encounter Traps, basically its a huge trap meant to be sprung, acts for several rounds, and hopefully gets the whole party involved in dodging, smashing, dispelling, or disabling the device.  It also gives Boon Traps, which instead of harming players, helps monsters by buffing.  Then again, it gives you ideas for other stuff too, so yeah.

  Knights of the Dinner Table Magazine always had a section for traps, and is planning to sell a book with all articles released so far.

  Just because its a trap, does not mean it hurts.  you could use traps to slide rooms, lower portcullises, make chutes, and generally reroute and slit the party.  Look up the spell Leomund's Trap, it makes something appear trapped but isn't.  Silence spells negate most spells (vocal components).  Darkness makes range and darkvision useless.  And those are all 2nd level spells.
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LeoLeonardoIII

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #5 on: May 14, 2010, 05:20:57 pm »

OK first off, you need to introduce some variation in the dungeon environment. But these changes will be WEIRD. So you need a reason for the dungeon to be so strange. The best one I've found is "this place is the castle dungeon of a mad wizard!" It's as cliche as it is effective.

First off, you need to map things out ahead of time. You can use random rolls for inspiration, but you can place things also. Sort of follow the random tables for purposes of how much treasure to give, or what Challenge Rating of monsters to use. With some exceptions, which I'll mention later.

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LeoLeonardoIII

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #6 on: May 14, 2010, 07:12:14 pm »

Some further points:

Write up two levels below where they have been before. That is, prepare levels 1-3, and then when they reach Level 2 then between that and the next session you need to have finished Level 4.

You can do parallel levels, too. They don't need to be all stacked on one another.

You can also change the dungeon to add a passage leading to a side level. This works best if it's an unexplored side area, because parties tend to not explore areas they have already cleared.

Refresh the dungeon, adding new monsters and new treasures if they would bring them (though these transient monsters should be of the poorer variety). In this way you can revitalize a "cleared" level if the PCs let it rest for some months. But if they scour the area occasionally it should discourage new creatures from moving in.

Presence of new creatures can change the dungeon areas they have already explored. For example, the creatures may have left open a secret door in a place they didn't search yet. Or maybe the monster broke through a wall from the other side, where a passage leads to your new level of the dungeon.

Remember to up the ante when it comes to things like this, but leave some sections easier to give a breather. In fact, of the dungeon spaces (rooms, hallways, etc) only 1/3 should contain anything dangerous or valuable. The rest can be unused areas, or have some scattered junk, but these places make the dungeon feel a little more real because the monsters have space between them.

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Cthulhu

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #7 on: May 14, 2010, 09:29:21 pm »

10x10 grid of identical, featureless 103 foot rooms.  Each room has four levers, one on each wall.  The rooms are actually suspended in a nondimensional space, and flipping a switch teleports everyone in the room to the room adjacent to that switch, with no obvious transition.  Unless they use Detect Magic to pick up the residual magic from the teleport, it seems as if nothing happened.

For example, the players are in room (0,0).  They flip the switch on the east wall, and are seamlessly teleported to room (0,1).  One of the rooms contains a teleporter that leads out.  There should be some indicator, preferably cryptic, that tells the players what's going on, and which room is the exit, but it should be designed so that they only figure it out after they've flipped the switches a bunch of times and have no idea which room they're in.  Optionally, add traps and monsters to some of the rooms to spice things up.  Optionally, make it a 10x10x10 grid and watch your PCs starve to death.
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sonerohi

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #8 on: May 17, 2010, 09:59:12 pm »

Force the party to break up or face painful, painful traps. Some of them are actively coming towards them. Make a single person head down an ominous, boss monster-y corridor. If the party debates too long, the traps get them. If they decide on the fly, they might choose an ill-equipped person. The boss is a rat feasting on the corpse of the real boss. Mad loots abound. Room is destroyed after leaving (hope you have high carrying capacity). Other players have been in a labyrinth. A boring one. The center is the goal, with stairs to the top of the structure. A hatch closes once they are up top. Boom. Nefarious.
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Soadreqm

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #9 on: May 17, 2010, 10:48:12 pm »

Optionally, make it a 10x10x10 grid and watch your PCs starve to death.
You remember the movie "Cube" by Stanley Cubrik? 'Twas a good film.
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LeoLeonardoIII

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #10 on: May 18, 2010, 01:46:00 pm »

Optionally, make it a 10x10x10 grid and watch your PCs starve to death.
You remember the movie "Cube" by Stanley Cubrik? 'Twas a good film.

Hahah yeah ... "Cuberick" did that? I never knew that. There are apparently two sequels.
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Nivim

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #11 on: May 19, 2010, 02:47:51 am »

I'm sure I am remembering this from somewhere, but I'm not sure where.
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alway

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #12 on: May 19, 2010, 08:45:49 pm »

You could always do something like this: http://www.darthsanddroids.net/episodes/0339.html
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ein

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #13 on: May 19, 2010, 09:45:02 pm »

I used a trap recently that dumped a clear, water-like fluid on the PCs.
The fun really began when they fought the boss of the dungeon, a baby red dragon.

Red Fortune

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Re: Tricks, Traps, and Puzzles [DnD 3.5]
« Reply #14 on: May 20, 2010, 02:09:19 am »

My friend complained that I was giving him too many simple "kill monsters to unlock next room" situations... I felt a little ashamed, so I designed a room.

When the PCs enter, they notice a group of 10 resigned looking goblins, who watch them warily. There is a cracked runed pillar in the center of the room, which two symbols, one of a spirit, and one of a giant goblin warrior; there also seems to be some energy field around the room, centered on the pillar. The door at the opposite end of the room has something carved on it.

One of the goblins tries to reason, but can't be understood, he points to the door, and then himself, says something, mimes a throat-slitting action and then points at the door. The more goblins that are killed, the brighter the runes glow and the louder the pillar hums. If all of the goblins are killed, the pillar shatters, and a giant goblin spirit warrior emerges, who is a very, very tough battle. After the spirit is killed, the PCs walk up to the door, they see that it is slightly ajar, they note that the carvings were goblin graffiti, and that there is a smell of goblin urine on it, no magical residue can be detected on the door, and there's no lock.
« Last Edit: May 20, 2010, 02:11:03 am by Red Fortune »
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