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View Full Version : DM Help How do I make a level-appropriate trap-based dungeon? I don't trust the sample traps.



AnonymousPepper
2014-08-26, 08:08 PM
I feel like a lot of the sample traps are really, really badly mis-leveled. I don't trust them not to cause TPKs, especially not en-masse.

And yet I really do need to pull out some traps. There have been very few of them, and the Archaeologist might start to feel somewhat useless.

For my 3.PF game, we've got a level 5 - about to become level 6 - party consisting of an Elf Artificer, a Human Oracle, a Human Archaeologist, a Kobold Bloodrager, and a Gnome Alchemist. Artificer is high-op, Oracle is built around PRAISING THE SUN (his Travel Cloak produces Sunny D, to put it into perspective), Archaeologist is experienced but not high-op, ditto for the Bloodrager, and the Alchemist's player is kind of special.

Current party situation:
Setting is, as I've elaborated on before here, a combined setting because Sigil is totally a thing. Red Wizards are the bad guys, PCs are working for an interplanar peacekeeping group and currently dealing with said Thayans.

They're currently in Xen'drik at what appears to be an excavation of some sort - the Red Wizards are here digging up what the party suspects is a Creation Forge (aka, bad news for Halruua and Rashemen).

They're about to enter the site one way or another to sabotage it and/or gather some information. The organization's going to offer them a little bit of muscle - in the way of a Fell Drain [War] Magic Missile scroll, but not direct intervention because plausible deniability is a thing - to get through the very large crowd of workers, or they may try to sneak in by procuring some Mass Invis (that was what they were discussing, but they phoned home to request support), or any other method they might think up to get their way inside.

Once they're in deep, though... they're exploring the underworld of Xen'drik. You know, partially functioning ruins of the giants that once ruled the place. There's bound to be magical traps galore, which will be the main opponents for the next day or so. Put it this way - the recurring BBEG, a Red Wizard, is an abjuration specialist for a reason.

Which brings me to the main point.

How do I properly set up a magical-and-mundane-trap-based-dungeon without ruining the party's day?

I'm looking for ideas on traps, mostly, what sorts to have, how to space them out, how to set them up, creative ways to use them, etc.

Fax Celestis
2014-08-26, 08:28 PM
There is a whole chapter on this in Dungeonscape. It's very thorough and well made.

Beneath
2014-08-26, 08:35 PM
This article (http://arsludi.lamemage.com/index.php/90/bad-trap-syndrome/) and its follow-up might be helpful to draw out what you have in mind.

In particular, giving away the presence of the traps might help. The place that explodes in flames? Yeah, there are scorch marks there, and you tell the players this if they don't roll anything. After the first time scorch marks or animal skeletons indicate a trap, they'll start taking what you say as clues. If the magic working is going to malfunction when touched, it's probably done that before (and maybe not in the same way)

Rubik
2014-08-26, 08:58 PM
http://www.giantitp.com/forums/showsinglepost.php?p=8664950&postcount=25

and

http://www.giantitp.com/forums/showsinglepost.php?p=8665487&postcount=30

AnonymousPepper
2014-08-26, 10:12 PM
danke guys

I'll come back if I have any specific questions then

although as a side note I am not at all surprised that somebody recommended something written by The Giant :smallamused: