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Aldin
December 17th, 2009, 12:53 PM
Welcome one and all. Contained within are devious and harrowing ways to thwart the aspirations of treasure seekers. Binding, bleeding, mauling and more awaits your fiendishly eager attention!

Yeah – I’m stoked by the previews. It looks like traps are bound only by the imagination when creating adventures. Having loved Grimtooth’s Traps (http://www.librarything.com/series/Grimtooth's%20traps) growing up, it only seems proper to gather some ideas here for terrifying the too-bold adventurer. On first glance, it appears that traps will be D20 based – and at a guess, the Rogue gets an advantage in that roll (ETA - Confirmed!). The D20 roll constitutes the difficulty of the trap and is easily adjusted to make a more or less difficult trap.

Here’s just enough to associate one with each possible roll on a D20:

Movement Traps

Minnie’s Mild Misfortune
A strange odor dazes the adventurer giving their opponent the opportunity to immediately move them up to three spaces in any direction

Tom’s Terrific Torrent
A hidden rush of water bursts forth carrying the adventurer to a Water space of the opponent’s choice

Samuel’s Supple Shadows
The adventurer is instantly teleported to an otherwise empty Shadow space of the opponent’s choice.

Larry’s Lasting Limp
A rock shoots out of a previously unnoticed hole – ouch, that’s gonna leave a mark! The adventurer’s movement is permanently decreased by 1.

Harry’s Hideous Heaviness
A hypnotizing glitter leaves the adventurer permanently incapable of climbing, flight and/or stealth if they previously possessed those qualities.

Vinnie’s Vicious Vines
Entangling plants come to life, wrapping the adventurer in a cold, hating embrace. Until the adventurer spends an Order Marker removing the vines, they may not Move or roll Defense Dice.

Damage Traps

Lanny’s Little Lesion
Three small worms crawl up from the ground and eat their way into the flesh of the adventurer causing one unblockable wound.

Danny’s Devious Darts
The air buzzes with the passage of several enormous darts hurtling toward the adventurer! Roll an immediate attack of six attack dice. The adventurer defends normally.

Marge’s Massive Maul
As the adventurer grabs the treasure, an enormous block of stone drops from above. Roll an immediate attack of twelve attack dice. The adventurer defends normally. If the adventurer survives the attack, place them with the treasure (treasure side up) in any adjacent space.

Igor’s Invisible Insects
A swarm of invisible insects inflicts the adventurer. Roll one unblockable attack die. If a wound is caused, roll again until a wound is not caused or the adventurer is dead.

Benny’s Busy Bloodletting
The adventurer is cursed to bleed profusely and takes one additional wound whenever they take damage for any reason.

Pennyworth’s Pathetic Poison
A poisoned needle jabs under the flesh. Roll two attack dice. If neither are skulls, the adventurer has expelled the poison from their system. If one is a skull, the adventurer takes a single unblockable wound. If both are skulls, the adventurer takes one unblockable wound and rolls again.

Bertha’s Big Boom (credit Lamaclown)
A magical explosion detonates around the treasure. Roll three attack dice affecting the adventurer and any figures adjacent to the adventurer. Each figure rolls defense dice separately.

Sally’s Subtle Shock
Upon touching the treasure, electricity arcs into the adventurer. The adventurer and any figures in a chain of adjacent figures containing the adventurer immediately take one unblockable wound.

Other Traps

George's Generous Gesture (credit Toad Rocket)
The adventurer is strongly compelled to give the treasure to an enemy. Though carried, the treasure remains glyph side down and whenever an Order Marker is revealed on the adventurer they must attempt to move adjacent to an enemy figure and give the treasure to them (glyph side up). The adventurer cannot attack or use any special abilities until the treasure has been given to an enemy figure. The treasure cannot be dropped.

Hawthorne’s Unholy Hatred (credit Messenger)
The adventurer is overcome by a sudden loathing of his companions. Your opponent may immediately take a turn with this figure.

Oliver’s Elusive Endowment (credit Oliver Upshaw)
The seemingly solid treasure shimmers and begins to dance lightly away from the adventurer. Your opponent may immediately move the unrevealed treasure glyph up to four spaces into any unoccupied, non-lava space.

Vlad’s Vampiric Vapor
A foul mist rises from the treasure, flowing through the adventurer and into his foe. Your opponent may transfer wound markers from a single one of his army cards to the card of the figure which tripped the trap until the card is empty of wound markers or until taking an additional wound marker would kill the figure.

Ethel’s Entity Exchange
The adventurer is instantly elsewhere! Your opponent switches the location of any figure on the board with that of the adventurer. Figures may only be replaced by another figure occupying the same number of spaces.

Luke’s Lousy Luck
On the way to the treasure, the adventurer unwittingly crushes a genuinely magical four-leaf clover. The next time a D20 is rolled it will have the worst result for the adventurer, a 1 if you roll it or a 20 if your opponent rolls it (for simultaneous rolls, both happen).

As time goes on I intend to update with a growing list of clever traps and would be happy to include input from others if I like it.

Until then, may all your dungeons be filled with the hopeless screams of the dying!

~Aldin, Grimtoothily

Toad Rocket
December 17th, 2009, 01:07 PM
Georges Generous Gesture
The adventurer must give this treasure to any one of his opponents figures of his choosing.

Messenger
December 17th, 2009, 01:36 PM
Hawthorne's UnHoly Hatred
The adventurer is overcome by a sudden loathing of his companions. Your opponent may immediately take a turn with this figure.

Lamaclown
December 17th, 2009, 01:41 PM
Good ideas!
Long ago I created a custom figure with special abilities revolving around the use of traps. Here are the ones I came up with. They are worded as special attacks but could be adapted for Trap Glyph purposes.


http://i219.photobucket.com/albums/cc98/Lamaclown/th_SnareX.jpg (http://s219.photobucket.com/albums/cc98/Lamaclown/?action=view&current=SnareX.jpg)

http://i219.photobucket.com/albums/cc98/Lamaclown/th_Poison.jpg (http://s219.photobucket.com/albums/cc98/Lamaclown/?action=view&current=Poison.jpg)


http://i219.photobucket.com/albums/cc98/Lamaclown/th_HallX.jpg (http://s219.photobucket.com/albums/cc98/Lamaclown/?action=view&current=HallX.jpg)

http://i219.photobucket.com/albums/cc98/Lamaclown/th_AngX.jpg (http://s219.photobucket.com/albums/cc98/Lamaclown/?action=view&current=AngX.jpg)

http://i219.photobucket.com/albums/cc98/Lamaclown/th_AcidX.jpg (http://s219.photobucket.com/albums/cc98/Lamaclown/?action=view&current=AcidX.jpg)

http://i219.photobucket.com/albums/cc98/Lamaclown/th_Explo.jpg (http://s219.photobucket.com/albums/cc98/Lamaclown/?action=view&current=Explo.jpg)

The idea for this trap actually came from a short article in an HS Codex issue. The article was about random glyph placement. When I read it I thought the mechanics of it would make for a cool special ability. I am still working on the wording of this one.
http://i219.photobucket.com/albums/cc98/Lamaclown/th_BlindX.jpg (http://s219.photobucket.com/albums/cc98/Lamaclown/?action=view&current=BlindX.jpg)
http://i219.photobucket.com/albums/cc98/Lamaclown/th_Batt.jpg (http://s219.photobucket.com/albums/cc98/Lamaclown/?action=view&current=Batt.jpg)

Also, I found this link (http://www.scribd.com/doc/9459735/ADD-GrimTooths-Compendium-of-Traps) to a free reading of Grimtooth's Traps. It is good for inspiration.

Also, this guy (http://hubpages.com/hub/101rpgtrapsandchallenges)has some interesting ideas that could be adapted as well.

Anyhow, those are my humble contributions.

Claws of Death
December 17th, 2009, 10:05 PM
Blaze's burning fury

A sudden burst of flame engulfs the hero. Roll 5 unblockable attack dice. If all of them turn out to be skulls, the figure is automatically destroyed.

Velenne
December 30th, 2009, 12:44 AM
Great work, Aldin! I used Igor’s Invisible Insects in my campaign. :)

Oliver Upshaw
January 5th, 2010, 11:33 PM
One idea that I had for a trap was that your opponent gets to move the glyph 4 spaces. They can not place it on another figure, glyph or molten lava space.

Aldin
January 6th, 2010, 02:51 PM
That's great, Velenne! I'm adding a few to the list that are either inspired by or verbatim for ideas posted here. If I have altered your concept in a way that you dislike let me know and I'll remove it from my list.

~Aldin, finally back

twilkerson
January 6th, 2010, 02:56 PM
It would be nice to have an official list of 20 traps and roll the d20 to determine what trap was on Brandar's chest.

Aldin
January 6th, 2010, 03:00 PM
It would be nice to have an official list of 20 traps and roll the d20 to determine what trap was on Brandar's chest.

We're up to 17 now. I imagined that scenario creators would create a scenario specific list of which traps were possible on any given chest. I'd love to have this list grow well past twenty to give lots of fun and interesting choices to everyone.

~Aldin, stocking his lair

LilNewbie
January 12th, 2010, 05:55 PM
Excellent work! These traps are devious and mean...in other words, great!

:twisted:

Newb.

GreyOwl
January 12th, 2010, 06:10 PM
These are great!

(and you should put them on my new Treasure Glyph template :) )

Aldin
January 15th, 2010, 04:33 PM
Thanks guys! We're now at twenty! What do you think, should Vlad's Vampiric Vapor be an "Other" Trap or a "Damage" Trap? How about Ethel's Entity Exchange - should it be "Movement"?

~Aldin, classifyingly

ETA These are the three new ones:

Vlad’s Vampiric Vapor
A foul mist rises from the treasure, flowing through the adventurer and into his foe. Your opponent may transfer wound markers from a single one of his army cards to the card of the figure which tripped the trap until the card is empty of wound markers or until taking an additional wound marker would kill the figure.

Ethel’s Entity Exchange
The adventurer is instantly elsewhere! Your opponent switches the location of any figure on the board with that of the adventurer. Figures may only be replaced by another figure occupying the same number of spaces.

Luke’s Lousy Luck
On the way to the treasure, the adventurer unwittingly crushes a genuinely magical four-leaf clover. The next time a D20 is rolled it will have the worst result for the adventurer, a 1 if you roll it or a 20 if your opponent rolls it (for simultaneous rolls, both happen).

LilNewbie
January 15th, 2010, 04:48 PM
I suggest the following classifications:

Vlad's = Damage

Ethel's = Movement

Luke's = Other

Newb.

BoneSnap
September 8th, 2010, 02:08 AM
It isn't all that special or complicated, but one I've had fun with is:
Awakening
If this trap is triggered immediately place Wo-Sa-Ga adjacent to the figure that triggered the trap. Wo-Sa-Ga must immediately attack and may only attack the figure that triggered the trap. Wo-Sa-Ga will remain until killed or the round ends and will take a turn after each turn the controller of the triggering figure takes. (Wo-Sa-Ga does use coil-crush when able).

I used this one in a Moria recreation. It was a blast. Wo-Sa-Ga followed Drake (SotM) around for the whole round, leaving Drake at 2 life. Wo-Sa-Ga was removed with 1 life left. I don't think Drake ever did get the treasure glyph.:D

If Wo-Sa-Ga is being played, I've also had fun using Tor-Kul-Na or Sujoah, but any kind of monster-type figure will work. Simply adjust the figure for the difficulty of the trap.

Nivik23
September 8th, 2010, 03:06 AM
Metamorphosis
The opponent to your left may replace one of his unique heroes with any different unique hero not in play of equal or lesser point value. Any markers on the original army card are not transferred to the new army card. Any markers that the new army card would normally start with are placed (negation etc). The new army card retains the original army cards Species, Class & Personality.

Turncoat
The opponent to your left now controls this unit for the remainder of the game.

Unaligned Summon
The opponent to your left may place any unique hero not in play anywhere on the board. Any player with an army card with a bonding ability may use this unit instead through the bonding ability. The unaligned summon is always considered to be unfriendly except when taking a turn with him.

Valhalla's Musical Chairs
Starting with the player to your left and moving clockwise, a player may choose to switch all of his army cards for all of yours. If no player decides to, nothing happens.

Lesser Planar Inversion
For the remainder of the round, height is inverted. When counting levels of height (movement, height advantage etc) the number of levels up is now the number of levels down and vice versa.

Greater Planar Inversion
For the remainder of the round, all land terrain is considered to be water, water becomes grass, lava becomes swamp water, swamp water becomes lava, molten lava becomes shadow, shadow becomes molten lava, ice remains the same and height is inverted.

MegaSilver
September 8th, 2010, 08:49 AM
In a map I created, called Hades' Gate, the trap allows your opponent to take a turn with their X OM.

MegaSilver

Messenger
September 9th, 2010, 10:40 AM
Those are some great ideas Nivik23. Just because I like to tweak stuff, I'd do a couple of those differently:
Metamorphosis
The opponent to your left may replace one of his unique heroes with any different unique hero not in play of equal or lesser point value. Any markers on the original army card are not transferred to the new army card. Any markers that the new army card would normally start with are placed (negation etc). The new army card retains the original army cards Species, Class & Personality.The last sentence of Metamorphosis seems confusing and unnecessary. Take it out and you've got a great trap.

Lesser Planar Inversion
For the remainder of the round, height is inverted. When counting levels of height (movement, height advantage etc) the number of levels up is now the number of levels down and vice versa.When I read the first sentence I thought you were going in a different direction. Here's a trap based on what I thought you were leaning toward:


Planar Inversion
Height Advantage is reversed, and now is determined by the figure who's base is LOWER than the opponent's figure.


Now think of all the figures who would be scrambling to get off the hills and down to the lower levels to get 'height' advantage! It's brilliant.

Kaiser Cat
September 11th, 2010, 06:15 PM
Those are some great ideas Nivik23. Just because I like to tweak stuff, I'd do a couple of those differently:

Planar Inversion
Height Advantage is reversed, and now is determined by the figure who's base is LOWER than the opponent's figure.


Now think of all the figures who would be scrambling to get off the hills and down to the lower levels to get 'height' advantage! It's brilliant.

I think that the other point of the trap is that a figure would have to count the levels moving down, while being allowed to "jump" up onto what used to be height in one move.

Would be hilarious in a Castle Map.

Chardar
September 11th, 2010, 06:18 PM
I'd think combining both of those into one trap would be very cool. Or even make an entire scenario with the Planar Inversion.

heroscaper2010
December 4th, 2011, 08:21 AM
Bumper15 posted this in Frylock's Battle Report Thread and I thought it was a pretty comical trap (I did change some of the wording but the main theme is still there):

Falling rocks trap-

Roll the d20, 4-20 Nothing happens

1-3 roll three dice, one wound for every skull. If at least two wounds are inflicted, reduce figures size by one level, i.e. Huge to Large, Large to Medium, Medium to Small.

Adds some cartoon violence into the fight, and could have interesting effects like having Braxas' Acid Breath affecting figures it wouldn't normally affect.

Here's my version (I cut the D20 roll):

Rockslide
Roll three dice, for each skull rolled inflict one wound on the figure. If at least two wounds are inflicted, reduce the figures size by one level (???). Huge to Large, Large to Medium, Medium to Small. If the figure is a Small figure, destroy it.

AMIS
June 11th, 2012, 06:36 AM
It's Necro Time!!!!

Just found this thread and thought, there no wandering monster summoning on the trap list.

Piercing Squeal: DM or Opponent must place a wandering monster, worth up to 100 points, within 2 spaces of trap. It may immediately take a turn.

Aldin
June 11th, 2012, 09:54 AM
What rules do you use for wandering monsters, AMIS?

~Aldin, observing a casting of Raise Dead

AMIS
July 26th, 2012, 07:31 AM
Sorry for not getting back sooner, no sooner had I necrod than I misplaced this thread.:oops:

Winner of Initiative places monster(s) within 3 spaces of Glyph.
Select an opponent to take an immediate turn with the creature.

After the immediate turn the winner of that rounds inititive may then takes a turn with the monster at the end of the round if their "x" marker has not been revealed that round. Same every round after the introduction of the creature(s) with selected opponents rolling defense when required for the monster(s). (Try to chose the person who has offended the dice gods).

This means you could have two immediate turns with the monster or none at all.

Top three wandering for us have been Krug, Rechets of Bogdan (sp?) and Fen Hydra.