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orcuss18

PostPosted: Thu Oct 04, 2007 10:21 am


I'm DMing a D&D game at my house the 28th of this month and I want some of you most twisted ideas so I can try them in my game
PostPosted: Thu Oct 04, 2007 5:53 pm


I didn't come up with this one, but I tried it. Didn't work as well for my group as it did for his, but my group is pretty impatient. Anyways, this requires a lot of skill as a DM to pull off. The PC's enter a room, and once they are all inside, the door magically shuts and locks itself. Treat it as a stuck adamantine, arcane locked door for purposes of escape. Next, there is a dimensional anchor on the room that prohibits teleportation spells. How you want to handle any dispel checks your players have is your decision. In any case, you must describe in great detail, the large grated vents above them, from which acid is dripping steadily. There are three skeletins in the room, all appearing as though they had been cleanly burned away, as though by acid.

In the middle of the room in a pillar with a big, red, button. Let it taunt the PC's for a round or two to discover what they've gotten themselves into. Then, tell them that above the button, the rune for the number 10 appears in magical letters

:10
:09
:08
:07
:06
:05
:04

The PC's now have a round to act. At this point, you can throw in some sounds from the grates if you are feeling really evil. In any case, the sane PC will press the button, and quickly. Then, have the numbers reset to 10 and start counting down again. Hand the player whos charecter is pressing the button a stopwatch. Tell them to click the button to reset the timer. Then, you wait. The PCs should try several methods of escape, but, of course, there are none. Eventually (in the other guy's game, it took 1-1/2 hours) the players will give up, and decide to just end their torment. They will let the button go to zero. At this point, open the door twisted

Anketh
Crew


Anketh
Crew

PostPosted: Thu Oct 04, 2007 6:02 pm


Here's one of my own devices. Somewhere in the dungeon, let slip in some way that if the PC's need help/guidance, they should look to the stars/heavens. Try to make this come from some sort of mystic (either friend or foe) as they will tend to regard it less. Later, they will enter a large room with spiked walls. On the ceiling are a collection of black and white gemstones, but do not tell them anything other than that. If a player attempts a spot check in the room, set a DC to tell if they can notice a pattern of white stones that leads in a zigzagging pattern across the ceiling. These white stones ("stars") tell of the only safe path across the floor. Any misstep prompts the walls to contract and crush whoever is in the room. Treat as, say, 6 spike attacks with +10 to hit and 1d4 damage a hit or some such nonsense.
PostPosted: Thu Oct 04, 2007 6:42 pm


This idea takes a while, but it was part of something I did in a campaign I'm doing, & it worked damn wel, it's also a way to test pc alignments. (oh, & it's Orcus, not Orcuss ninja ) :

Have it so that the pcs are in this dungeon for whatever reason(i had it so that they were going after an artifact) The following numbers are the rooms & the following traps are in them(all rooms are entered by teleportation)(also, unless everyone dies, don't end the campaign, I'll explain later):

1: A 60 foot long, 10 foot wide room. At the end of the room is a teleportation zone. When you enter, the room, you appear next to a tapestry of silk. If the pcs cross the room, they die, due to beyond sharp wires that have greater invisibility, & non detection on them. The silk is the only possible way to survive, use it as a shield.

2. a 60x40 ft room. In the center is a pedestal, with two seats. If a PC sits in a chair, glowing red chains come out & surround them, they can't be broken, etc., & glowing red blades comes out of the floors, surrounding them, & two leavers appear. If another pc pulls a lever, the blades turn inside out, killing them. The gods don't let thoughtless killers of friends go unpunished. The chains then disappear, & a teleportation pad appears.

I'll add more l8tr, when I find the papers.

Eveth Morromere


Rettu Skcollob
Crew

PostPosted: Thu Oct 04, 2007 7:27 pm


One of my own devising, which I call the overkill trap, that I liked, was to place a horde of gold pieces in a room, and when the PC's went to get it, one of them gets filled with poison darts, then the floor beneath them springs, smashing them into the opposite wall, then it turns out that 1 third of the floor isn't there, next to the wall they just got catapulted into. They fall 80ft into this pit and onto poisoned spikes, scything poisoned blades come out of one wall, fire gouts from another, lightning from the third and poisoned gas from the last. After this, a large stone block falls from the ceiling and falls perfectly into the pit, crushing the person inside. The rest of the PC's discover that the gold was an illusion, and an arm comes from the wall, and places a single gold piece on the ground, brushes it off, and retracts.

You can always change the traps for different level PC's, but it has to remain deadly enough to say; "Surprise, b***h!"
PostPosted: Thu Oct 04, 2007 7:45 pm


DAAAAAAAAAAAAAAAAAAAAYMN!!!

Eveth Morromere


Rettu Skcollob
Crew

PostPosted: Thu Oct 04, 2007 10:01 pm


DylanluvsEl
DAAAAAAAAAAAAAAAAAAAAYMN!!!


Qué?
PostPosted: Fri Oct 05, 2007 5:00 am


Hmm something sadistic... Well you could put the players In a magic maze of connected rooms where every room looks exactly the same. 4 exits in each room that each lead to a random room. the only way to their goal is the pass through the doorway that they enterd from the first room.... add 1 of each kind of trap in each room.

some good trap ideas is:
mind swaping (the characters minds jump in each others body)

dopplegangers are always fun and a good way to test a players strength

The floor falling in front of then but it just being a illusion so they have to take a leap of faith

illusions of their goal

Rooms that have increased gravity or no gravity

lock all the doors and give the players the choice of killing a team member or never leaving the room (the killed player will then be in the next room they choose.)

A binding trap sets off and the only way to get free is to think a certain thought (i like vines that pop out of nowhere)

Have a spirit posses one of the characters and then attack the other players and jump in and out of their bodies.

Have Two people standing there, they both say that they tell the way but one only tells lies and the other only tells the truth.

Have the fire shoot out of the floor and the only way to get through it is for each player to time the intervals of the fire and walk to the other side (best as i can explain it)


Yeah thats all i can think of, i hope they are good.

Blade Cast
Vice Captain

Dangerous Bloodsucker

4,650 Points
  • Consumer 100
  • Tycoon 200
  • Profitable 100

Eveth Morromere

PostPosted: Fri Oct 05, 2007 6:42 am


Rettu Skcollob
DylanluvsEl
DAAAAAAAAAAAAAAAAAAAAYMN!!!


Qué?

No tu pensas es asunto un pequeno muy muerto? (Don't you think that's a little overkill?)
(Sorry, my Spanish isn't the greatest)
PostPosted: Fri Oct 05, 2007 8:42 pm


DylanluvsEl
Rettu Skcollob
DylanluvsEl
DAAAAAAAAAAAAAAAAAAAAYMN!!!


Qué?

No tu pensas es asunto un pequeno muy muerto? (Don't you think that's a little overkill?)
(Sorry, my Spanish isn't the greatest)


With PC's like I've got in my group, nothing is too much overkill. NOTHING!

Rettu Skcollob
Crew


Anketh
Crew

PostPosted: Fri Oct 05, 2007 9:05 pm


In my group, the PC's gang up on each other and take turns killing one another. Of course, everyone knows im the all-powerful one who makes awesome charecters, so they never dare fight me.

In that kind of setting, overkill is something so little as when the DM is responsible for someones death!
PostPosted: Sat Oct 06, 2007 8:40 am


The more ways you can kill a PC the more they tend to fear and respect you.

Blade Cast
Vice Captain

Dangerous Bloodsucker

4,650 Points
  • Consumer 100
  • Tycoon 200
  • Profitable 100

Frozen In Flames
Crew

PostPosted: Sat Oct 06, 2007 1:48 pm


DylanluvsEl
This idea takes a while, but it was part of something I did in a campaign I'm doing, & it worked damn wel, it's also a way to test pc alignments. (oh, & it's Orcus, not Orcuss ninja ) :

Have it so that the pcs are in this dungeon for whatever reason(i had it so that they were going after an artifact) The following numbers are the rooms & the following traps are in them(all rooms are entered by teleportation)(also, unless everyone dies, don't end the campaign, I'll explain later):

1: A 60 foot long, 10 foot wide room. At the end of the room is a teleportation zone. When you enter, the room, you appear next to a tapestry of silk. If the pcs cross the room, they die, due to beyond sharp wires that have greater invisibility, & non detection on them. The silk is the only possible way to survive, use it as a shield.

2. a 60x40 ft room. In the center is a pedestal, with two seats. If a PC sits in a chair, glowing red chains come out & surround them, they can't be broken, etc., & glowing red blades comes out of the floors, surrounding them, & two leavers appear. If another pc pulls a lever, the blades turn inside out, killing them. The gods don't let thoughtless killers of friends go unpunished. The chains then disappear, & a teleportation pad appears.

I'll add more l8tr, when I find the papers.
Trust me this works, But I found another way around it that he didn't see(expensive unless you're a caster but hey it works)anyone can PM me if they need to know how, unless of course your in dylans campaign, oh and, if you saw our D&D groups chars then you would run screaming in terror, He makes THEM seem weak with his ideas.
PostPosted: Sun Oct 07, 2007 11:26 am


Alright, send them into a place they know almost nothing about, this place should have some laboratories and a library, also some bedrooms/guard-quarter or something like them. In the library there is a huge pile of gold (ours was like 100k, library needs to be big by the way) along the walls behind the books there is holes, these are behind the books and unless someone decides to read something(kinda weird that we did but o'well) There is a chest in the corner of the room, if you open it darts coated with drow sleeping poison shot out(reflex save DC 20 will avoid) As soon as the chest is moved(as there is way to much stuff in there for anything normally carried) a pressure plat moves up and water starts to come out of the holes in the wall, (you can give them maybe a round of movement to escape, with a reflex save to see if they made it if they get within 5 feet) The door shuts and another door, this one metal has 10 different locks of different designs and metal bars that go into holes in the ground that appear when the trap activates, slams down, the people in there have a little while to live, the people outside just lost some of there group. The doors can be broken, but it is extremely hard (str 25 took natural 20 to make it) this is extremely useful for getting rid of that annoying healer.

Frozen In Flames
Crew


Rettu Skcollob
Crew

PostPosted: Tue Oct 09, 2007 7:48 pm


Three Words: Intellect Devourer, Children.
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