The fun Indiana Jones type that would be impossible to justify but fun to role play through. If it fits in your style, this is a great selection of entertaining obstacles for your crew of power/money hungry players!
Here's a good one to piss off those impatient types. The PC's come into a room completely empty save an iron door that reads "Only the mild mannered may enter." Anytime one of the PC's attempts to open the door an ethereal giant fist smashes them hard dealing about 2d6 damage or so after a Fort save and sending them flying back across the room. If they hit anyone standing behind them deal 1d6 damage to that respective player and knock them prone. After this occurs the ghostly fist immediately shuts the door resetting the trap. The solution? In order to gain entrance one must knock (politely) on the door and wait for 18 seconds (about 3 rounds) at which point the ethereal fist will open the door and gesture for them to enter before vanishing.
Here was another one I enjoyed (though it really upset my players when they couldn't figure it out). A room is completely empty; No doors, no windows, nothing, save a pedastal with an upright vase. By examining it the PC's find that the vase is filled with water to the brim. If they attempt to leave the room they will find that the door no longer exists and that they are now trapped in this room with no way out. At about this time they'll do one of two things: check for false walls, or knock over the vase. When the vase is tipped over thousands of gallons of water begin to flow from it filling the room quickly with water. In five turns the entire room is filled. In order to escape (and survive) the players must roll a high enough check (you decide the DC) to reveal that the ceiling has a section that is a magical illusion that feels and looks completely real. Once identified that portion of the ceiling vanishes and the rising water carries the party safely into a chamber above them. Go to Comment
1. The setting is not explained, we have what sound like very advanced guns and such taking on siege technology that is several hundred years old.
2. A 100 foot tall wall is going to be much much more than 8 feet thick, especially if it is a defensive structure.
3. What is the AX-43, why is it ideally used, and not standard equipment? Is this type of gun frequently being pulled and used other places?
4.What is a DC-12 infantry gun?
5. What is an HX-59 gun? Sounds like a flak or AA weapon, and BTW 50 lbs is a really big bullet.
6. What is a XN-201 Heavy Artillery?
7. What is an AX-51?
8. What is an XM-205 Siege Cannon?
These are a lot of questions, but as the submission is, it feels like a lot of letters and numbers thrown together and pastiched onto a simple fort. Historically firearms didnt start acquiring alphanumeric nomenclature until mass production, and many were simply known by manufacturer and the diameter of the round they fired. Artillery and heavier guns are generally notated not by manufacturer or a market name, but rather than the diameter of their round given in milimeters. Go to Comment
Learning how to post can be a learning experience here, but you've made some progress.
Some story, some reason this is different than normal burning flasks, would be a great place to start, and of course, stay away from stats or system references, which you have done well to avoid so far.
As the entry stands now, it is pretty much a description of your standard Molotov and some uses for them. The bit about lining the defenders battlements with them is almost an intro for some backstory, but as short and disjointed as it is, it just doesn't make sense yet.
I'll be looking forward to seeing how this develops. Go to Comment