Traps

What are some ingenious methods that ensure the player dies?

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Rock falls.

1d4chan.org/wiki/Old_Man_Henderson
Old Man Henderson Refuses

This was an excellent read. Thank you.

Couldn't you just fill the pit with spikes? Seems a lot more reliable and easy.

Well, duh. But where's the style in that?

You lack imagination.

>player tried to open a door
>the door knob is a mimic, bites the players hand, but lets them open the door
>on the other side of the door, there is a negative pressure vacuum, so the entire party is sucked in
>the actual door is also a mimic
>so is the entire room afterwards
>the entire dungeon is just mimics within mimics within mimics
>when a player becomes a mimic, they're immune to being eaten by the mimics
>but there are mimics that now mimic the player and the party
>now the party must fight must mimic their way out of the mimic'd mimic dungeon, kill their mimic'd friend a million times, and hope to god they don't get mimic'd themselves, all because some jackass tried to go through a door

fuckin EPIC lmao xD

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>Curious is the trapmaker's art.

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>
>1d4chan.org/wiki/Old_Man_Henderson
>Old Man Henderson Refuses
Well holy fucking shit he deserves a movie

>play a sea sorcerer
>can breathe underwater from level one
I suppose I would starve to death.

>What are some ingenious methods that ensure the player dies?
>the player dies?

Umm...

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Play Druid. Have a fish form, and create food/water as a cantrip.

If you're a GM, you can pull stuff out of your ass and say it kills the player. Both the way you suggested and the way I suggested will cause people to walk away from a shit game like that.

Have an intelligent enemy that monitors the PCs, studies their personalities, and exploits their flaws in a definitive way.

The problem with the trap in the OP is that it's not only impractical, it's also uninteresting.

From a world design perspective, the trap requires a lot of effort to construct, hollowing out a sizeable underground hollow transporting water to deep within your dungeon, and is very impractical to reset, requiring not only repairing the floor, but moving a gigantic boulder. which is at the bottom of a chasm. This is especially bad considering that it kills at most a single humanoid. The main problem is that the majority of measures that work against a deepish pit with spikes at the bottom, also works against the over-engineered monstrosity presented in the OP. Featherfall, flight, being too light to trigger weight based trap mechanisms, agile enough to get off a collapsing section of floor or having enough basic awareness of traps to avoid the section of floor rigged to collapse all get you out of this scot free. So this unnecessarily complicated pit trap is only practical against parties who are dumb enough to fall hard into a pit trap, are superhuman enough to survive a pit trap with no significant impact, but also not superhuman enough to remove a boulder before one of their members drowns to death.

From a game design perspective, it's a mildly interesting puzzle pit trap that if you fall for it, you have to figure out a way to remove a boulder before a party member drowns, but desu, any OSR party dumb enough to fall for a pit trap are going to be inexperienced enough, and almost certainly not powerful enough to destroy a boulder within a minute or so, which makes it a save vs death pit trap, which is incredibly boring.

In answer to the OP's question, if you're looking for ingenious ways to ensure players (I'm assuming there's a "character" missing here if not please seek immediate professional help (psychologists not hitmen)) dies you're approaching GMing from an angle that's not going to make the game fun for anyone involved.

Something like this

Literally the plot of Undertale.

What an inefficient stat spread.

>implying a door with vacuum on the other side wouldn't take an unbelievably high amount of force to open

But user, the mimic opens its mouth, releasing some of the pressure, and bites the hand of the player who touches it.

Not if it opens inward dumb dumb. The mimic was just clinching the door frame tight to keep tge vacuum in.

Logistics of the vac door aside that post you were refrencing was bad and the poster should feel bad for making it.

If you're designing a trap meant to just kill PCs you're a bad GM

>What are some ingenious methods that ensure the player dies?
Heavily poisoned drinks. The trickier part is making sure you're not arrested afterwards.

The rear naked choke is a lot quieter than you'd imagine. Wait until he goes to the bathroom, get up and follow him. The rest of the group will think you're just going to do something gay, or get more pizza. Hold the choke for about 10 minutes, then burn down your house.

Clever try, Mimic. We're on to you now.

>hold the choke for 10 minutes

Nigga, if you're choking him right you could finish it in 60 seconds. Cut off the bloodclow, not the air.

That's the point. You want to be sure he's dead. Ten minutes is incredibly excessive, but better than him escaping and telling everyone you were hugging him in the bathroom when you set the house on fire.

10 minutes with your hands wrapped around a corpse? You want to be in and out as quici as possible. Ten minutes is enough time for someone to catch you in the act.

It's my house, I'll burn it if I want to, and be as thorough as I can.

how do you re-set this?
actually, how do you set this up to begin with?
on the gameplay side, is this even interesting, for either the DM or players? how do you even describe what's happening? it just seems like another variant of 'you fall into the pit and die'

these issues always crop up in my head whenever i see convoluted traps like this, including pretty much everything in grimtooth's.
they never seem like they'd be fun to play, or even to run as a DM.
i for one don't want to exposit to a group, for example, how a ceiling swung down and knocked the point-man into a doorway filled with monomolecular wire (seriously?), while simultaneously a hook swung and killed the guy behind him, and at the same time the lastmost guy is catapulted onto a bed of spikes on the aforementioned ceiling section by a seesaw that previously went unmentioned. it's an absolute unmitigated clusterfuck, and i'm pretty sure i missed some critical piece of it explaining that abomination from memory just now.
it's the dungeon design equivalent of one of those porn things where the artist's drawn this very complicated machine or situation, but as a result has to cover the page in text explaining how it works; it's interesting and creative when it's not fucking stupid, but it's not what we're here for.

>How reset
Magic telekinesis to roll the boulder. Floor is hinged or just sticks
>How make
Form Stone and goblin workers
>Is it interesting
Of course. The trap in question allows three checks, one to notice it, disarm it (bring your pole always) and one to swim out of the bottle before it closes. The genius bit of this trap isn't the killing but the sealing. You're all forgetting that Revive is a spell, but you can't revive no one without the body. It could be just hard ground or spikes, but then the others can just rappel down and bring him back to the nearest good cleric. Getting the body back is a puzzle in itself.

best trap coming thru

>be party
>enter into dungeon
>dungeon crawling as normal
>dm has us making spot checks
>not seeing anything
>cool and good
>get to boss of the dungeon
>fighting
>mid fight, dm rolls another initiative
>pushes button on his phone, house goes into lock down mode
>he takes a gun out and shoots one of us at the table
>every turn he does this
>manage to defeat the ogre right before his turn came up
>im the last person alive
>dm starts clapping
>pick up the gun and shoot him
>hear a weird ticking noise
>he's wearing a suicide vest
Well played.

Seeing how we still have anons who had never read that makes me think we could use a sticky sometimes

Awful idea

Mimic posts. A mod posts something infuriating and retarded, then bans anyone who takes the bait by replying.