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Moving Players with Traps in D&D
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- Опубликовано: 19 авг 2024
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you can drop a player trough a hole with an invisible portal, so they THINK they know were to go but they don't
I tend to forget about moving traps and just use damaging ones. Thanks for the reminder!
I am creating a setting where there are so many dungeons that dungeon delving is an industry. Many dungeons extend seemingly infinitely down into the ground and whole communities pop up around their entrances like mining towns. These dungeons have no builder, and are in fact the byproduct of an incredibly powerful curse.
What about debuff traps? Stuff like the floor suddenly spinning like a carousel or pumping the room full of hallucegnic gas.
One of my favorite traps is from the Xanathars lair in the Dragon Heist module, where if a player is hit with a certain beam they are teleported into a hidden room, but to the rest of the party it just looks like their friend has been disintegrated
That reminds of an episode of Doctor Who, where it looks like a character was disintegrated but she was actually teleported onto a Dalek ship.
Wow, great video! This seems so obvious after someone else points it out but I had never thought of it myself! I also haven't thought of entire rooms as traps, such as a labyrinth. Great explanation!
Thank you, glad you enjoyed it!
I like hallways that always turn left. When you try turning around you hit a wall as soon as you turn right. Now there stuck in a infinite loop and need to find out how to stop it. I like making it a left turn limit, after they turn left 30 times they find a door and get out costing them time. Adding a illusion that something is chasing them or the room is filling with water is a great way to make them freak out.
A portcullis teleporting portal...
That falls on the character and transports them to a maze...
Yes, yes... It is all coming together...
...Diabolical.
@@masterthedungeon Although the dungeon creator doesn't wanna hurt the intruders, just the amount of _annoyance_ seems like a fate far worse
Like Wallmasters in the Legend of Zelda. Not physically punishing, but the psychological toll...
my favorite thing to do is to combine illusions and one way portals it might look like a door to a room but they will find themselves somewhere completely different
At this point fully half of my "D&D" playlist is videos from this channel!
Trap that dumps players in the owlbear pit, but the dungeon is old, the owlbears have wandered off, and a bunch of dwarves are wondering why some guy just dropped out of the ceiling and into their jacuzzi.
The Bagpipes are just... I say "Leave that bard in the pit!"
Your multiple teleporter puzzle is giving me flashbacks to Silph Co from pokemon blue and red.
Snare traps are perhaps another good player mover trap.... (For moving them up in particular....) Or gravity reversal traps....
or for a trap that is "Pit adjacent" slides.... (Could put a pit at the bottom of the slide, or a door enemies using the slide to escape can drop closed and bar to stop players from easily following them, and of course it's difficult terrain if you're trying to go the wrong way up...)
Maybe the slide drops the players into a gelatinous cube....
Another trap idea I had was simply a heavy door that is hinged at the bottom, and to open it you have to lift on the door handles which would slide up the bar on the opposite side unbarring the door and allowing it to swing open under the power of it's own weight... This of course would pull the player prone if they are too slow to let go of the door handles before it pulls them onto the door and leaving them prone.... (Add a couple door guards waiting on the other side to take advantage of this and now the trap is an ambush...)
It’s soo usefull! Thank youuuuu, I love your videos
Hear me out, a pit trap that dumps them through a portal into a maze.
Oh nice
Don't forget to feed the monsters that you put in the mazes. Unless the dungeons are occupied by undead or constructs. Or maybe the players are there to feed the monsters and not rob the dungeon at all. They are just paid to go in and toss each monster a bucket of food.
Insta-like for Jareth.
Have you ever actually used the boxing glove trap?
Non-lethal or harmless traps sound nice, but if I drop a player down a pit trap, I will split the party and slow everything down, unless the whole party follows them. Any idea?
Don't be afraid to split your party and don't feel like you have to rush through your encounters. It's ok for different players to be doing different things at the same time. Just be sure you're giving everyone something to do and switching between groups at regular intervals.
what if the players were moved into a whole other part of the dungeon, possibly a trapped one?