Support the GITP forums on Patreon
Help support GITP's forums (and ongoing server maintenance) via Patreon
Page 1 of 3 123 LastLast
Results 1 to 30 of 63

Thread: worst dm trap

  1. - Top - End - #1
    Halfling in the Playground
     
    NecromancerGuy

    Join Date
    Jul 2009
    Gender
    Male

    Default worst dm trap

    hey just wondering.
    whats the worst trap a dm has pulled on you
    1) what were you doing
    2) where were you
    3) what did they do
    4) was it personal or against the whole party
    and 5) did you tick them off

    edit: by "trap" i mean anything you didnt see coming
    Last edited by almightyk; 2009-07-31 at 09:39 PM.
    If at first you don't succeed, roll another dice
    my player registration

    Countdown To Zombie Apocalypse 99
    when you first see this, copy this into your signature and subtract 1 from it.

  2. - Top - End - #2
    Orc in the Playground
     
    Goblin

    Join Date
    Mar 2006
    Location
    Collegeville, MN
    Gender
    Male

    Default Re: worst dm trap

    My favorite trap to have ever used on the players was the magnetic armory.

    They walked into an armory in an old fortress, with the walls covered in various bladed weapons loosely held on pegs. The center of the room had a big blackish obelisk on the center with various carvings on markings on it, and ornate-looking weapons stored on it. The weapons, with Nystul's Magic Aura, look like enchanted items to a Detect Magic spell, but the aura does not because it isn't. Stepping up to the pillar to retrieve the weapons causes the floor panel to depress slightly, completing a circuit and activiating the giant carved magnet in the center of the room- the pillar. All the weapons in the room fly towards the magnet, shredding, puncturing, and bludgeoning every inhabitant of the room for however much damage the DM feels like assigning to the trap.

    It can work out well if you create another room or challenge that involves the battery/power source and deactivating it so you can get the weapons- especially if you decide just to put a real magic weapon in there.


    Koboldsarbeiter avatar by Mindfreak

  3. - Top - End - #3
    Halfling in the Playground
     
    NecromancerGuy

    Join Date
    Jul 2009
    Gender
    Male

    Default Re: worst dm trap

    ouch!
    you, my friend, must not be angered
    If at first you don't succeed, roll another dice
    my player registration

    Countdown To Zombie Apocalypse 99
    when you first see this, copy this into your signature and subtract 1 from it.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Limos's Avatar

    Join Date
    Nov 2008

    Default Re: worst dm trap

    I personally liked the delayed pitfall trap. It goes something like this. There is a hallway, 5 feet wide and very long. Roughly halfway through there is a pitfat, then ten feet in front of that trapdoor there is the trigger panel to the trapdoor.

    Depressing the panel severs a cord which runs through a channel in the floor and one in the wall which leads into the ceiling. When cut it simultaneously releases the trapdoor and drops a large stone block 6x5 ft from the ceiling.

    The block slam down around the empty space, sealing the trapdoor as well as the corridor but is not wide enough to go down the shaft.

    At the bottom of the shaft of course are the requisite poisoned spikes. The walls of the shaft have been studded with caltrops dipped in more poison. There is no light source.

  5. - Top - End - #5
    Halfling in the Playground
     
    NecromancerGuy

    Join Date
    Jul 2009
    Gender
    Male

    Default Re: worst dm trap

    reminding not to tick either of you off while playing
    If at first you don't succeed, roll another dice
    my player registration

    Countdown To Zombie Apocalypse 99
    when you first see this, copy this into your signature and subtract 1 from it.

  6. - Top - End - #6
    Orc in the Playground
     
    Strawman's Avatar

    Join Date
    Jul 2009
    Location
    NY
    Gender
    Male

    Default Re: worst dm trap

    The bloody see-saw.

    Basically there is a long rectangular room with a very high ceiling and a solid steel floor. The room slopes upward. In the middle of the room is a panel that activates the trap. The trap is audible as it activates, a loud whirring sound. The trap is getting ready to release a giant stone block in front and above the players.

    If the players run forward, the block crushes them. If they run backwards, the block lands on the other side of the floor (secretly a giant see-saw) and launches them into the ceiling with extreme force.

    And the best part is that the trap is designed so that if they stay still, they're completely fine. That rarely happens.

  7. - Top - End - #7
    Bugbear in the Playground
     
    Catch's Avatar

    Join Date
    Mar 2006
    Location
    Romancing the Windy City
    Gender
    Male

    Default Re: worst dm trap

    Tucker's Kobolds.
    Yotsubatar by Dr. Bath

  8. - Top - End - #8
    Dwarf in the Playground
     
    OldWizardGuy

    Join Date
    Feb 2009

    Default Re: worst dm trap

    Haha, oh wow

    - A square room with a small opening in the ceiling that allows light from sun/moon to come in.
    - A chest full of identical saphires and some mirrors can be found in the room.
    - One of the walls has carvings in which the saphires fit, but there are twice as many cavings as saphires.
    - A closed stone double-door (which is what the player's will attempt to open)

    The saphires have to be put in the right spots or, if put in the wrong ones, water will start to fall from the ceiling, and the door behind them will be closed. Now the tricky part is: the window in the celing is an Illusion with magical moonlight. So if they just keep trying they will actually drown.

    The solution: use the mirrors to direct the moonlight to the wall oposing the carved wall. This will reveal markings that show where the saphires will go.

  9. - Top - End - #9
    Dwarf in the Playground
     
    OldWizardGuy

    Join Date
    Feb 2009

    Default Re: worst dm trap

    Or you can just try the delayed pit trap, but instead of a stone block falling you make a Gelationous Cube fall. Lol.

  10. - Top - End - #10
    Halfling in the Playground
     
    NecromancerGuy

    Join Date
    Jul 2009
    Gender
    Male

    Default Re: worst dm trap

    or worse
    a vampiric gelatinuos cube, that drains levels
    If at first you don't succeed, roll another dice
    my player registration

    Countdown To Zombie Apocalypse 99
    when you first see this, copy this into your signature and subtract 1 from it.

  11. - Top - End - #11
    Orc in the Playground
     
    Strawman's Avatar

    Join Date
    Jul 2009
    Location
    NY
    Gender
    Male

    Default Re: worst dm trap

    Quote Originally Posted by almightyk View Post
    or worse
    a vampiric gelatinuos cube, that drains levels
    Does it turn the players into a vampiric gelatinuos cube spawn?

    Better yet- a gelatinuos cube with several vampires stuck inside it. "Welcome to the new ecosystem. From highest to lowest it's: cube, us vamps, and then you."

  12. - Top - End - #12
    Bugbear in the Playground
     
    Limos's Avatar

    Join Date
    Nov 2008

    Default Re: worst dm trap

    Here's a good one.

    Create a transparent magical barrier in the hallway, behind it fill the room with pressurrized explosive gas. The barrier is airtight. On the player's side line the hallway with torches. On the gas side line the hallway with illusory torches.

    Most players will attempt to dispel the barrier and thus release the gas, burning the party to death.

    The actual path is an illusory wall just next to the barrier.

  13. - Top - End - #13
    Orc in the Playground
     
    Strawman's Avatar

    Join Date
    Jul 2009
    Location
    NY
    Gender
    Male

    Default Re: worst dm trap

    Quote Originally Posted by Limos View Post
    Here's a good one.

    Create a transparent magical barrier in the hallway, behind it fill the room with pressurrized explosive gas. The barrier is airtight. On the player's side line the hallway with torches. On the gas side line the hallway with illusory torches.

    Most players will attempt to dispel the barrier and thus release the gas, burning the party to death.

    The actual path is an illusory wall just next to the barrier.
    I know a good follow up trap for that one, once the players know it. Have a similar room with a barrier, except this time place a monster on the other side of the barrier. The monster should be something way too powerful for the players to face.

    The hidden passage is actually filled with lots of traps, and the real door is behind the barrier. When the players finally decide to dispell the barrier and face the monster, they find out it's an illusion.

  14. - Top - End - #14
    Barbarian in the Playground
     
    Phae Nymna's Avatar

    Join Date
    Dec 2007
    Location
    New Orleans, Louisiana
    Gender
    Male

    Default Re: worst dm trap

    I don't remember his name quite right, but there was a wonderfully sadistic trapmaker on the WotC name something like Ravenwood. Those days were grand, sippin' ice tea late at night reading how he murdered his party... Ah...
    I lost all of his trap which I had saved with my old DnD binder, but this guy was the best.

    My favorite was a square, well lit room made of sandstone with a sand covered floor. PCs entered through the west door which closed and sealed utterly when the pressure plate by the east door was pressed. The east door had a hard lock DC or perhaps, several hard locks. The ceiling of the room, oddly enough, was made of glass. On the other side of the glass was gold and silver coins and trinkets and treasures galore. Above the glass continued a 50 ft shaft. The way it works, is, rogue picks on lock, and other PCs are wary after door closes. One gets the idea to break glass to get stuff. *SMASH* it all comes raining down, the pick stuff out of the sand for five minutes. In this time, poison gas which does DEX and INT damage (I think.) seeps down and gets everyone. Rogue struggles to fumble with the door as the poison works its way on him, and everyone slowly becomes vegetative and paralyzed and braindead.

    EDIT: Aha! Here we are:
    TRAPS
    Last edited by Phae Nymna; 2009-08-01 at 01:29 AM.
    Avatar by Dihan

  15. - Top - End - #15
    Ettin in the Playground
     
    Jair Barik's Avatar

    Join Date
    Jun 2009
    Gender
    Male

    Default Re: worst dm trap

    Quote Originally Posted by Jogi View Post
    Or you can just try the delayed pit trap, but instead of a stone block falling you make a Gelationous Cube fall. Lol.
    Done this one before.

    Also done one similar to the magnet idea. Room with paper walls that the players can walk through or round in a spiral to reach the center. Floor is made of coloured tiles that play a musical note when stepped on. As a result of this any attempt to search for traps shows that every square is an individual trap as they are all pressure pads. Only real trap is near the centre of the room, a pressure pad that fires hundreds of poisoned needles at the party from the walls shredding the paper barriers in the process. Every point they fail the save by is 1 damage and a poison DC save.

    The old fashioned "spider sitting ina chimney shaft" is good for a laugh too.

    Oh just remembered another good one. Underground, mine room made entirely of wooden supports, key at one end with a fire trap spell on it. Grab the key take the damage and then run or get stuck in the cave in.

    He who fights monsters should see to it that he himself does not become a monster. And when you gaze long into an abyss, the abyss gazes also into you.
    Friedrich Nietzsche, Beyond Good and Evil


    My characters
    Spoiler
    Show

  16. - Top - End - #16
    Ettin in the Playground
     
    Planetar

    Join Date
    Dec 2006
    Location
    In the Playground

    Default Re: worst dm trap

    My favorite one which I'm using (my players, don't read this if you're here )

    Spoiler
    Show
    The giant spiky boulder drop.

    So, there's a door. The door is trapped if you check. There's a giant spiky boulder suspended well above it. It's pretty obvious what's about to happen. The boulder is high enough that it's possible to run out from under before it would reach the ground.

    Open the door, and reverse gravity is cast in a field, with the trap operating as a simple deep spike pit followed by a pretty large drop back down to the floor.
    Last edited by Icewalker; 2009-08-01 at 04:05 AM.

  17. - Top - End - #17
    Ogre in the Playground
     
    SolithKnightGuy

    Join Date
    Jan 2008
    Location
    My head
    Gender
    Male

    Default Re: worst dm trap

    PC dartboard. Dark narrow corridor, magical darkness that counters magical light, all that. High listen checks, know. dungeons etc. will reveal a big open area up ahead.

    The only real 'trap' part consists of paralyzing poison. (Or spell, whichever is most effective in the system being run.)

    In front of a big slide. That has a nice upward ramp at the end. On the far wall there are a number of spikes, painted in concentric circles of alternating red and white.

    Had one group 'solve' it when the mage grabbed the meatsheild in a tin can and used him to take all the damage from the spikes.

    He neglected to figure out how to get down, though, and was left hanging onto a bleeding corpse 50 up a sheer drop for half of a session as the other party members did some creative nonsense with a rope.

    Cruel? No, I've run worse. Humiliating? Oh yes.
    *rolls dice* "Hmm..."
    "Wait, we already rolled for damage, what was that for?"
    "Seeing where you landed on the dart board. Tsk. Not even close to a bullseye. 2 points!"

    Then there's the 'perfectly smooth ceiling with the obvious crack right near the door. As soon as we trigger the trap by stepping on the doormat, the roof around the door falls. Yawn. I step on the mat and jump back.'
    Then everything but the door falls.

    I also like traps that douse the PC's in flamable oil or something. Preferably with some burnt out torches also in the line of fire. Rather then avoid the trap, the PC's congradulate me for adding the flavorful addition of a trap that needed maitenece to work, pick up their roleplaying xp by complaining about getting their cloths dirty but not actually expending effort to avoid the oil.

    Three, four, twenty rooms later, they meet a fire elemental. A fire mage. A recurring villian with a pack a day habit. *BWAHAHAHAHAHAHAH!!!*
    Last edited by The_JJ; 2009-08-01 at 04:13 AM.

  18. - Top - End - #18
    Ettin in the Playground
     
    Planetar

    Join Date
    Dec 2006
    Location
    In the Playground

    Default Re: worst dm trap

    I like the idea of having a whole giant network of traps, each one of which in some way helps set up the next. Like an oil trap, then a fire trap which forcibly leads into an overly flammable room trap...

  19. - Top - End - #19
    Ettin in the Playground
     
    Jair Barik's Avatar

    Join Date
    Jun 2009
    Gender
    Male

    Default Re: worst dm trap

    Remembered another one!

    Giant mirrors at the end of some passages. Players walk down the passage and see this massive creature runnning up behind them from round the corner, they turn round nothings there its an illsuion in the mirror. Do this a couple of times but then you spice it up with either a creature actually being behind them or even better the creature they can see in the mirror being invisible in real life. Then later on you repeat this trap, they turn around to attack the creature when it runs at them as they near the "mirror", in reality its a big moonster and some dopplegangers/mirror of opposition creatures/shapeshifters that are charging at them with a giant monster from the other side of a wall of glass from down an identical corridor.

    He who fights monsters should see to it that he himself does not become a monster. And when you gaze long into an abyss, the abyss gazes also into you.
    Friedrich Nietzsche, Beyond Good and Evil


    My characters
    Spoiler
    Show

  20. - Top - End - #20
    Titan in the Playground
    Join Date
    Sep 2007

    Default Re: worst dm trap

    A large square room with a grid on the ground. In the grid there are seemingly random letters. Players will obviously think of a combination/password type of thing to pass. The catch is, every square is trapped.

    Smart, right? Right?

  21. - Top - End - #21
    Ogre in the Playground
     
    Szilard's Avatar

    Join Date
    Oct 2007
    Location
    California (GMT -8)
    Gender
    Male

    Default Re: worst dm trap

    Troglodytes.

    In a barrel.
    Want an avatar? Shoot me a PM.
    Current DYF Avatar by the fantastic Alarra

    Awards/Trophies/Quotes
    Spoiler
    Show


    Quote Originally Posted by Supagoof View Post
    Bravo Szilard. Bravo!
    Quote Originally Posted by Oblivion View Post
    And Szilard, great job! You make me proud!
    Quote Originally Posted by Sneak View Post
    Szilard is wise.
    Quote Originally Posted by Lix Lorn View Post
    In Soviet Russia, internet give you.
    (is given to Szilard. With bow. Clothes optional.)
    ABR: SDSB Archive



  22. - Top - End - #22
    Dwarf in the Playground
     
    MonkGuy

    Join Date
    Dec 2008

    Default Re: worst dm trap

    Quote Originally Posted by Limos View Post
    Here's a good one.

    Create a transparent magical barrier in the hallway, behind it fill the room with pressurrized explosive gas. The barrier is airtight. On the player's side line the hallway with torches. On the gas side line the hallway with illusory torches.

    Most players will attempt to dispel the barrier and thus release the gas, burning the party to death.

    The actual path is an illusory wall just next to the barrier.
    Not a very good one at all, I'm afraid. With this setup, it's either trivial (if the PCs have a means of reliably detecting illusion) or arbitrarily deadly (if they don't). There's no way of telling the trap is present until it's triggered, no matter how cautious they are -- and the means of triggering it is to do what would otherwise be the logical thing.

    It's the kind of trap that works logically from the designer's point of view, but is bad for the game.

    Of course, it's always possible to plant clues earlier in the dungeon. Sort of takes away from the impact, though.

    My favorite trap?

    The pressure plate.

    It's not hooked up to anything, not any more. There's just a click as it's stepped on, that sensation of the floor sinking slightly, maybe a distant rumble. And nothing.

    Drives the players crazy.

    Then they go further into the dungeon, and click -- and nothing. Click -- and nothing.

    Eventually they start ignoring the pressure plates.

    Usually that's just around the time when they penetrate far enough into the dungeon that they reach the traps that haven't been disarmed or tripped by previous parties...
    A Butterfly Dreaming - 4e monks and other roleplaying stuff

  23. - Top - End - #23
    Troll in the Playground
     
    Devil

    Join Date
    Jul 2005
    Location
    Over there!
    Gender
    Male

    Default Re: worst dm trap

    I will now reveal unto you the single most effective trap I have ever deployed. At least it is the one responsible for most PC deaths over the years. And the thing is, I feel that it is cheating to call it a trap.

    There is a small room (just large enough for your regular party) underground (ie in a dungeon) near an underground river. In this room there is a large bronze level set into the oposite wall. There is only one door. When the pull the lever the doorway is sealed off by a huge grante block and a passage to an underground river opens, flooding the chamber. After an hour the counterweights shift and a stone moves, draining the room.

    Variation exist.

    Drowning is one of the nastiest enviromental rules in DnD and so few wizards take silent spell. And the wonderful thing? They are litterly so stupid they can't blame me! They where the ones to pull an unusual lever. And yet they allways fail to resist the urge.
    GNU Terry Pratchett

  24. - Top - End - #24
    Ogre in the Playground
     
    Owrtho's Avatar

    Join Date
    Jul 2008

    Default Re: worst dm trap

    Well, there's always the Room of Death.

    A room where the floor is made of Trappers, the ceilings lurker aboves, the walls stunjellys, and all the items in the room are mimics.

    "Hello adventurer. You walk into the room. That's when the floor starts to fight with the ceiling about who gets to eat you. While they fight you sneak along the wall, hoping to escape...only to find out the wall's already starting to digest you the moment you touch it. Adventurer, I hope you've enjoyed your stay in the Room of Death. Remember to fill out your comment card."

    Owrtho
    Tables
    Want them to look nice? Have a guide

    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

  25. - Top - End - #25
    Dwarf in the Playground
     
    GnomePirate

    Join Date
    Jan 2009
    Gender
    Male

    Default Re: worst dm trap

    Electrical current in a sewer based dungeon.

  26. - Top - End - #26
    Barbarian in the Playground
     
    Thatguyoverther's Avatar

    Join Date
    Jun 2009
    Gender
    Male

    Default Re: worst dm trap

    The worst one I ever was caught in was one we all saw coming. We we're traveling through a dungeon when we came to a part with a path that was filled with rubble. We clear out the rubble to reveal a room filled with some skeletons of various sizes, some weapons (Picks and other piercing weapons) and about 50 gold pieces scattered around on the ground. The thief leaps into the room and starts shoveling gold into his pack. I was playing a swashbuckler so I leaped into the room after him, expecting the skeletons to rise up and attack. They did.

    The biggest skeleton swings a pick at the thief and misses slamming into the doorway, collapsing our recently dug out tunnel, separating me and the thief from the rest of the party. It also cut us off from our only light source. So I'm in the dark with the idiot thief and only my pointy rapier to fight off the skeletons. I could try and grab one of the weapons on the floor but their all piercing too, and my guy was only really good with his rapier. At least I could club them with the hilt of my sword right? Wrong, in the dark one of the skeletons manages to disarm me.

    I some how miraculously survived, the thief didn't.
    Pwn 4 teh pwn god! N00bs 4 teh n00b thr1!

  27. - Top - End - #27
    Barbarian in the Playground
     
    Rixx's Avatar

    Join Date
    Jul 2009
    Gender
    Male

    Default Re: worst dm trap

    Create a door with a large, obvious puzzle on it or nearby. Attempting to solve the puzzle in any way sets off a trap. The correct thing to do is ignore the puzzle and open the door, just walking through.

  28. - Top - End - #28
    Dwarf in the Playground
    Join Date
    May 2009

    Default Re: worst dm trap

    A particularly evil DM had a castle above the clouds, where there were no floors. Everyone inside is affected by the air walk spell. There were several dead magic zones scattered about. There was an NPC who warns people about these. Unfortunately, you wouldn't be able to find a dead zone without stepping into one.

  29. - Top - End - #29
    Barbarian in the Playground
    Join Date
    May 2009
    Location
    California
    Gender
    Male

    Default Re: worst dm trap

    My particular favorites:
    a room about 200 ft tall, 25 ft wide, and 15 ft long, when you enter, a large spiral staircase appears to descend to the exit you want (at the bottom, your at the top) every stair has a 50% chance of being illusory, if not it has a 50%chance of being a "Trigger". about 3/4 of the way down, a targeted dispel magic strikes anyone with featherfalling or other slow falling spell. When a "Trigger" step is touched the entire stairwell dissipates, dropping you down the shaft. The walls, roof and platform are all smooth an very difficult to pound a stake with a rope into. if you reach the ground, a network of tiles greets you with four colors of tile: red green blue, and gray. randomly stepping, there is a 76% chance of hitting blue, 10% chance of hitting red, 10 % chance of hitting green, and 4%chance of hitting gray, stepping carefully you need a jump and a balance check of 18 to land on a gray tile. Stepping on the blue ones teleports you to the top of the room (if you fall on them you take no damage but keep your momentum), the red ones launch a set of poison needles (1d2, reflex dc 18,m sassone leaf residue), while the green ones are illusions covering a poisoned caltrop (sassone leaf residue), the gray ones do nothing, when you reach the door, it turns out to not be a door, just the illusion of one, attempting to get back up to the top is nigh impossible seeming, as it appears the only way up is a groove where the door you wanted was. touching the groove causes it to widen to far to climb up however (you can get to the top by using the blue tiles portal style, just be careful, if you pass through the tiles one full set you've fallen 200+ft). The secret to the trap is that there is no room, its a two foot ledge down from the door, and the door is on the far side, but stepping into the room activates the trap. There is a hidden passage which runs along the side of the room, coming out on the other side, the entrance lies inside the door frame (not in the room) and brings you over to the actual door.

    A companion trap is an exact replica of the room (traps and all). Halfway along the secret passage however, a cord and pressure plate system crosses the floor, stepping on the Pressure plate lowers it, dropping a pair of boulders (one on either side), so does cutting the cord which lets the pressure plate rise, the wall into the room is ilusory however, and you can step right in (avoiding the boulders) but doing so recreates the trap room (which is the real room, this time the ilussion is the 2 foot ledge room) at the very bottom 15 ft, a featherfall spell lies, making it so anyone who jumps in slows to a feathers pace 15ft from the ground.

    my other favorite trap is one where your fighting a few deadly foes, just as they seem beaten, they step into an alcove and dissaper. (use either fantics of some sort, or flying monsters) when you follow them, it turns out the area teleports you 1,800 ft into the air (Fanatics would die willingly while fliers would just leave)
    Last edited by Sissyphus; 2009-08-03 at 06:06 PM.

  30. - Top - End - #30
    Pixie in the Playground
     
    SwashbucklerGuy

    Join Date
    Aug 2009

    Default Re: worst dm trap

    Ok, this one was a Doozy.
    Everyone has seen the trap where you fall through the illusory floor onto the pit of spikes. This gets more devious than that.
    Start with the pit. Instead of being simply dug into the floor, the trap builder picked up a portable hole and affixed it to the floor with sovereign glue before laying the permanent illusion of continuous floor over the top. Seems a little over the top to make you fall 10 ft. but it gets better. In case you actually see through the illusion, nestled among a few easily avoidable spikes there's a small chest filled with gold/precious gems sitting at the bottom just waiting to be picked up.
    So, don't see the fake floor? Fall in the hole. See the fake floor? You'll climb in after the treasure.
    The trick? The entire bottom of the portable hole is one big pressure plate. When you jump down, the plate shifts, pulling a rope with permanent invisibility on it down a couple of inches. Unfortunately for whoever is inside the hole that rope connects to a small trap door in the ceiling above which a bag of holding waits to fall. Once that plate is activated, the bag falls down into the portable hole causing both items as well as their contents (including the poor person who fell/climbed in) to be utterly destroyed.
    The whole thing is pretty expensive. Running around 35,000 gold if I remember the numbers right off the top of my head. But if it works it'll kill at least one person.
    This can also be run with the portable hole set up against a wall, just nix the spikes and use a gust of wind to fire the bag of holding from the opposite wall. This configuration eliminates the chance that someone will just fall in and die without getting a save, instead ensuring that they will only die without a save because of greed.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •