Collapsing Room Traps for D&D

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  • Опубликовано: 7 фев 2025

Комментарии • 9

  • @KorocDM
    @KorocDM 4 года назад +9

    That is a cool trap designes! I love to use enemies that are smart and use their surroundings. Especially when it is their base

  • @dylanord1873
    @dylanord1873 4 года назад +7

    I love all of these traps I love how you explained it logically

    • @masterthedungeon
      @masterthedungeon  4 года назад +3

      We're very happy to hear that our trap explanations are clear to our viewers. Let us know if that's ever not the case.

  • @NomDePlumage
    @NomDePlumage 2 года назад +3

    If you don't want the sheer damage, you can always use collapsing rooms to seal characters out or in. Being trapped in a dungeon and forced to look for an alternate route is one option. Having to dig their way in while the denizens have the opportunity to prepare is also a possibility.

  • @trevynlane8094
    @trevynlane8094 2 года назад +5

    Kobold's are particularly fond of these traps.

  • @paul.a.clayton6640
    @paul.a.clayton6640 2 года назад +1

    In terms of reasonable dungeon design, the clean-up/reset effort should also be considered. A permanent collapse might be appropriate if the occupants expect to leave the area if that trap would ever be triggered. A collapse might not need to be cleaned up if it only produces a rubble pile - which could also facilitate looting the bodies - or blocks a merely useful passage. A warren of tunnels might not have any critical passages. Soft or soluble rocks might significantly ease clean-up but would be make resetting the trap less practical.
    A collection of pumice falling from the ceiling could have much lower damage but might have glassy dust to breathe after the fall and a deep enough heap of pumice might behave a little like a ball pit, hindering movement even though individual rocks are light.
    If the trap needs to be set - removing a primary support, e.g., - to be effective, the party might encounter an unset trap earlier. This could give a false sense of security if the setting factor is not recognized - see the rickety-looking supports are supplemented by newer, stronger supports - or give a warning of future danger (the warning might be reinforced with "you hear a wooden thunk"). The side of the stronger supports might also be taken as indicating from which direction threats are expected.
    (Depending on how many levels of "I know you know I know you know" are applied the presence of seemingly new strong supports on specific or both sides of the hazard might have different implications.)
    (Collapsing floor/bridge/stairway is just a variant that is perhaps more obviously triggerable by weight. Rope bridges are fairly easy to replace as would be weak planks in a generally sturdy structure.)

  • @chanarinadavidovici2146
    @chanarinadavidovici2146 3 года назад +1

    what if the collapsing structure pushed or trapped the players into another room, possibly a trapped room or murder hole?

    • @jasonreed7522
      @jasonreed7522 2 года назад +1

      You couod either have a tunnel chain collapse (effectively the same as a rolling boulder pushing the party in specific direction) and have the collapse stop when they reach a trapped room or kill box. The benefit of this is that the way back is now blocked.
      Additionally you could just push them into a dead end and trap them the way the miners IRL get trapped after a cave in. Just stuck in a tiny room with no way out. (Many magical ways, and digging by hand. Be kind and have some idea in mind for how they can escape, they may have to use teleport or repeated uses of dimension door to evac in the worst case)