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New Innovative Trap Idea

PostPosted: April 19th, 2011, 3:52 pm
by Ethica
I was getting tile icons for making quest maps and I stumbled on the wandering monster trap icon, if anyone hasn't seen it, it looks like this-
Wandering Monster.jpg


The rule in the Frozen Horror quest book is that if you walk over that square you get attacked by a wandering monster, also you can't find these traps by searching for them.

This gave me an idea I thought was worth sharing-

The "Hidden Monster" trap
1) The hidden monster type is the same as the wandering monster shown in the quest notes.
2) If you search for treasure in a room containing a hidden monster trap symbol you get attacked by the hidden monster.
3) If you search for traps you reveal the hidden monster (place it on the square with the hidden monster icon on the quest map) but it cannot attack until the evil wizard players turn.
4) (this is the best part) The evil wizard can (on his turn) choose to spring any hidden monsters (placing them on the square with the hidden monster icon on the quest map) and move and attack with them as normal.

Having written all this I realise this is similar to traps described in quest notes for ambushes. But I think I would like throwing in hidden monsters without having to describe everytime what to do in the quest notes.

Re: New Innovative Trap Idea

PostPosted: April 19th, 2011, 6:40 pm
by gravaillon
that's interesting...

Re: New Innovative Trap Idea

PostPosted: April 19th, 2011, 7:33 pm
by sadkitchen
Think of the quest that is littered with both these and the wandering monster trap.
Hero enters the room, no monsters.
Hero searches for traps, finds 2 Goblins.
Next hero moves to attack a goblin, steps on a wandering monster trap and 2 more goblins show up and attack.
It makes me smile,

-SadKitchen

Re: New Innovative Trap Idea

PostPosted: April 20th, 2011, 3:14 am
by ken
sadkitchen wrote:Think of the quest that is littered with both these and the wandering monster trap.
Hero enters the room, no monsters.
Hero searches for traps, finds 2 Goblins.
Next hero moves to attack a goblin, steps on a wandering monster trap and 2 more goblins show up and attack.
It makes me smile,

-SadKitchen

Man, you have a nasty sense of Humour :!: :mrgreen:

Re: New Innovative Trap Idea

PostPosted: April 20th, 2011, 7:24 am
by gravaillon
sadkitchen wrote:Think of the quest that is littered with both these and the wandering monster trap.
Hero enters the room, no monsters.
Hero searches for traps, finds 2 Goblins.
Next hero moves to attack a goblin, steps on a wandering monster trap and 2 more goblins show up and attack.
It makes me smile,

-SadKitchen


So delicious ! I want to test that with my players ! :twisted:

Re: New Innovative Trap Idea

PostPosted: April 20th, 2011, 7:40 am
by Baylor_OgreBane
"IT'S A TRAP! :o "

it looks like a cool way for the GM to use reinforcements, and to keep the surprise level up and the pressure on :twisted:

Re: New Innovative Trap Idea

PostPosted: April 20th, 2011, 12:06 pm
by torilen
sad-k - I love it it - your sense of humor is great. I do have to agree, though - it would be lots of fun.

Ethica - something else you could use - it would still sort of work like a "trap of sorts" but would actually
make a bit of sense to the players (at least a little bit, if you take into account that this is fantasy)
1 - a fungus or mold that makes noise - like the Shrieker from D&D - you search for traps or treasure,
and this stuff is all over and you can't help but move near it and it starts making loud noise and calls
a bunch of monsters
2 - there are holes in the walls - the holes lead into adjacent rooms, in which are monsters that hear the
characters enter, and come running in
3 - create monsters that hang on the ceiling and drop onto the unwary heroes from above.

just some thoughts to add a bit of "reality" to a great idea.

Re: New Innovative Trap Idea

PostPosted: April 21st, 2011, 8:27 am
by Ethica
I imagined the monsters were hiding under tables, in dark crevaces or under an old dirty blanket.

SadK has no mercy at all.

Re: New Innovative Trap Idea

PostPosted: April 21st, 2011, 9:28 am
by sadkitchen
Just be glad that the wandering monsters in this quest were 2 goblins and not 3 chaos warriors. Just so I am sure, the Wizard "looses the ability" to search for treasure in the later quest packs right? (and by looses the ability I mean would be complety stupid to do so.)

-SadKitchen

Re: New Innovative Trap Idea

PostPosted: April 21st, 2011, 12:33 pm
by Ethica
I think it might be cool to have turn order randomised per turn using a 24 sided dice. That would make things fairer for the poor old wizard.