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New Trap Ideas

Discuss new Rules for HeroQuest.

Re: New Trap Ideas

Postby Malcadon » November 29th, 2014, 1:24 pm

The Road Warrior wrote:Image

:shock: . . .

:o ...!!!

I would totally buy a case of that, and I'm not even a beer drinker! :D


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Re: New Trap Ideas

Postby slev » November 29th, 2014, 3:22 pm

somebody needs to make a printable version of that label!


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Re: New Trap Ideas

Postby knightkrawler » November 29th, 2014, 3:28 pm

25 years and nobody has had that freakin' brilliant idea? Road Warrior, you genius, you!
I'll take two cases. One for my collection and one to play with.
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Re: New Trap Ideas

Postby IvenBach » November 29th, 2014, 11:46 pm

From another classic
Image


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Re: New Trap Ideas

Postby mako-heart » November 29th, 2014, 11:55 pm

IvenBach wrote:From another classic
Image

Its a secret to everyone :lol: :lol:
ALL YOUR WALL SPELL BASES ARE BELONG TO US!!!


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Re: New Trap Ideas

Postby Daedalus » January 1st, 2015, 4:17 pm

Jasper Akhkharu wrote:Ok, I'm reiviving this thread cause I think it's great and it shouldnt be buried at the back of the list. Plus I have an idea of my own...

The Grazul's Traps & Deadly Devices topic started by Goblin-King has been merged in. You should go back to p.2 and give this thread another read.
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Re: New Trap Ideas

Postby Anderas » January 2nd, 2015, 5:01 pm

What about a variant of the teleport trap, by the way?
- It is pretty harmless
- It counters Door blocking tactics
- It prefers Mind point rich heroes

If a hero moves on the trap, roll one combat dice per Mind Point.
If no black shield is rolled, exchange the positions of him and the wizard.
If it was the wizard who set of the trap, exchange him with the dwarf.


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Re: Grazul's Traps & Deadly Devices

Postby pumonca333 » January 24th, 2015, 8:16 am

chaoticprime wrote:Disintigration Doorway:
This trap will appear on the board as a typical open door, only facing outward from one the board's edges. Looking through the doorway reveals another hall--that exactly opposite of the current location. Only metal may pass through this doorway, anything else passing through it is instantly disintigrated. Always include a pile of equipment that is just laying in the trapped square's board-opposite square.

:shock:
StratosVX wrote:How about a trap that blocks off a room with treasure or a remote trap that destroys a chest. If heroes are losing treasure (which can't be replaced as easily as body points) they'll take the traps seriously.

:lol: This^
Bravo! there's some really good ideas in this thread. I really like anything that makes searching traps feel more pressing, without just crushing the will to go on.
A couple thoughts... Separating traps and triggers could be used to stop heroes from stacking up to go through a door, or even making it through a door in the same turn. Envision a corridor that is door,safe tile, spear, spear, trigger, spear, spear, trigger, heroes would have to stand several squares apart to avoid harm. Combined with the exploding doors and rotating walls, or the rolling ball to add time pressure, you could have one hell of a run up to a legendary treasure room. Or even ....1 dungeon that doesn't have any monsters left (cept for the Mimic of course :twisted:)

To run with Chaotic's disintegration door idea, how about a Teleport Possessions trap: A hero's possessions are teleported away, to beginning stairs, ending or next room ??, hero must fight back/forward to them unarmed, or a trap that teleports the naked hero away
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Re: New Trap Ideas

Postby Malcadon » January 25th, 2015, 1:01 am

Common Traps

Notes on Poison damage: As a houserule, I make Poison a nasty form of damage that cannot be healed like normal damage with spells and potions. The only way to remove Poison damage is with items like the Anti-posion Quill and the Venom Antidote, or normal rest between adventures.

False Traps: This is more of an annoyance then anything harmful. This type of trap might be stuck, broken or previously disarmed, but to anyone searching for traps, it would appear like a normal trap. Heroes can freely move over them without harm or interruption.

Snare Trap: This is a rather harmless trap, only used to halt the Heroes. Roll a Combat Die. If it rolls a Skull, the Hero's ends his movement for this turn, and takes no damage. Any other results means that to trap triggers harmlessly, and the Hero can continue his turn normally. If triggered, the trap is so crude, it gives way by the turn's end.

Slide Trap: This is best used when stairs are used. When triggered, the Stairs Tile is flipped (or replaced with a proper tile) to show that it has became a slide. If triggered, anyone on the slide rolls a Combat Die. If it rolls a Skull, the Hero's is moved along a path to a marked spot on the quest map. Any other results means that the Hero avoided the trap. Any upright figure in the way of a sliding Hero must also roll to avoid falling with him, with both taking one point of damage from the impact. If he (they) pass any traps (found or otherwise), the trap is triggered. If it is a pit trap, the player must roll to avoid falling into the pit. Otherwise the Hero lands on the opposite side of the pit unharmed, and no longer subjected to the slide trap. Triggering a falling rock trap would cause an avalanche that would cause everyone caught in the slide or in the path to take damage once they reach the end. The rocks would not settle where they were triggered, but at the spot were the slide ends, or in a pit, if triggered.

Jaw-Trap: This is a nasty trap used to harm and ensnare the Heroes. Roll a Combat Die. If it rolls a Skull, the Hero's ends his movement for this turn, and takes one point of damage. Any other results means that to trap triggers harmlessly, and the Hero can continue his turn normally. If caught, the Hero stuck on that square, unable to move, until it is removed. It requires an action -- be it the stuck Hero, or an adjacent Hero -- to remove the trap. If the Hero forgoes this, the Hero can still act normally, but he would take another point of damage on a skull at the end of each turn it is allowed to remain on.

Sticky Trap: The Hero's feet are caught in something thick and sticky! The Hero's movement is reduced to one die (or if already that slow, roll two dice and use the lowest). The Hero mist spend an action to clean-off the gunk, and it cannot be done while monsters are in sight.

Irritant Spray: The Hero is sprayed in the face by something that makes it hard to see and breath. The Hero's turn ends immediately, and losses his next turn.

Smoke Trap: The whole room fills with smoke, so it is hard to see and breath! Place a Smoke Tile (cut out gray or black construction paper) over the room to note the room is covered in smoke. The smoke lasts for one turn. The EWP rolls two Combat dice behind the screen. Far each Skull rolled, add a turn to how long the smoke lasts. (Do not tell the players the result.) Within the smoke, visibility is reduced to adjacent spaces. As long as a Hero is in the smoke he can only move and loose his next action.

Poisoned Needle: This is typically found on chests. Roll a Combat Die. If a Skull is rolled, the Hero takes 1 point of poison damage. For anything else, the trap goes off harmlessly.

Acid Spray: This nasty liquid can eat metal and wood. Roll a Combat Die. If a Skull is rolled, the Hero ether looses one piece of equipment, or takes 2 Body Points of damage, with one of them being poison damage. For anything else, the trap goes off harmlessly. If hit, roll a red die. On a 1-2, loose the weapon the hero is currently carrying. On a 3-6, loose one piece of armor (player's choice). If there are no weapons to destroy, armor is hit instead. If there are no armor to destroy, the player takes damage instead. Artifacts are immune to this form of attack.

Sleeping Gas: This might effect a small 3x3 area or entire room. Anyone caught in the gas must resist the effect to stay awake. The effects are similar to the Sleep spell, but unlike the spell, this effects the Hero's body, and thus requires the player to roll Combat Dice equal to the Hero's Body Points, with only a White Shield needed to resist the effect.

Poisoned Gas: This might effect a small area or entire room. Anyone caught in the gas takes 2 points of poison damage. Each player rolls two Combat Dice. For each die that rolls a White Shield, one point is ignored.

Oil Trap: Boiling oil pours down on the Hero! The Hero takes 1 Body Point of damage. The player rolls a Combat Die. If a White Shield is rolled, the damage is ignored.

Fire Trap: The Hero is engulfed in fire! The Hero takes 2 Body Points of damage. The player rolls two Combat Dice. For each die that rolls a White Shield, one point is ignored. Anyone adjacent takes 1 Body Point of damage, with a single roll to negate the damage.

Inferno Trap: This might effect a small 3x3 area or entire room. Anyone caught in the flames takes 3 Body Points of damage. Each player rolls two Combat Dice. For each die that rolls a White Shield, one point is ignored.

Explosion: This trap is best used when loaded into furniture like a crate or barrel. This spell effects a small 3x3 area. Anyone caught in the explosion takes 2 points of poison damage. Each player rolls two Combat Dice. For each die that rolls a White Shield, one point is ignored. On top of that, the heroes are dazed by the blast, so they loose their next turn.

Magic-based Traps & Tricks

Traps of this sort are magical in nature, or is a riddle or puzzle, and so normal methods of trap-removal (The Dwarf, the Tool Kit) will not work. They could be anything, form a Tomb with a magic curse on it, to a magically locked door with a clue carved on it. The actual effects can range form that are like normal mechanical traps (exploding runes, fire barrier, etc.), to some sort of lock or barrier, but many would have spell-like effects. For example, a treasure chest (that is rigged with a normal trap of its own) is surrounded by magically trapped squares. Anyone who moves adjacent to the chest is hit with a Fireball spell and is thrown back one space, so no one can deal with the chest until the magical trap is cleared. Puzzle-based traps and tricks are nor necessarily magical in nature, but are treated as such when trying to figure them out.

To remove a magic-based trap (riddle or puzzle), the Hero would have to be adjacent to the trap, and would have to roll a Combat die for each of the Hero's Mind Points. If two White Shields are rolled, then the trap is disarmed (or solved). If the Hero fails, the magic remains, and the Hero takes to effect of the trap. If it is some riddle or puzzle, the Hero cannot make another roll, as he is stumped (and making rolls after rolls would get really boring, fast). (Requiring two White Shields makes things harder for the Heroes, so the Wizard has to best chance to deal with them.)

Illusionary and invisible traps and hazards are another form of magical trickery. In this case, these are tricks that are used to fool the senses. Doors, walls, floors, furniture, traps and monsters can be imaginary, invisible or appear as something entirely different. For example, traps and hazards can be made invisible (like an open pit covered by an illusionary floor), and would require a Mind roll (as above) to see through them. Goblins can be made to look like Chaos Warriors, and vice versa to dupe the players.

Invisible monster are somewhat tricky, as they players would have to be just as blind to them as the Heroes. The EWP can place tiny markers on the quest map to track movement, or the EWP can place Hit Markers on the board once they move. If an invisible monster attacks, it become visible to the Heroes, and the EWP places the figure on the board.

Although a suggestion, magical traps and effects on quest maps can be highlighted blue to distinguish them form normal traps (orange). Illusionary elements on quest maps can be highlighted yellow, while invisible monsters and elements can be highlighted green (like camouflage).

The strange nature of magic gives EWPs a lot of liberty with what they can do. The possibilities are endless!

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So, what do you guys think?


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Re: New Trap Ideas

Postby cynthialee » January 25th, 2015, 2:08 am

I love slide traps, my players ... not so much. Every time I spring this type of trap on them I get go to hell looks from them.
So it is said that if you know your enemies and know yourself, you can win a hundred battles without a single loss.
If you only know yourself, but not your opponent, you may win or may lose.
If you know neither yourself nor your enemy, you will always endanger yourself.
~Sun Tsu The art of War~


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