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Condition: Normal
ID: 1343

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April 25, 2008, 5:42 am

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Frieze Door Trap

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An elaborately worked door, carefully made to balance upright on a horizontal bar, containing a deadly trap.

This door, worked in an elaborate frieze displaying some glorious scene out of history or legend, is in fact a carefully designed trap. Hollow, and balanced carefully on a horizontal pivot while giving the appearance of opening normally, the lower portion of the door contains a liquid; meanwhile, the upper portion contains a powder, kept separate by an easily-dislodged plate. The trap is sprung when the door is disturbed; pivoting on the horizontal axis, the powder and the liquid mix freely, reacting to create a deadly gas that erupts out the myriad hidden holes amid the elaborate frieze, giving the door the appearance of belching the deadly fumes out from countless nostrils, mouths, and eyes.

Generally, this door is used to guard sealed areas which none are meant to enter, or doors which the real owner of the area can bypass by some means, be it a concealed door nearby or magic to skip past it entirely. Particularly paranoid and antisocial individuals might even employ them in the living spaces, although they will tend to reside on a higher floor, safe from the dense fumes.



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Comments ( 10 )
Commenters gain extra XP from Author votes.

Ancient Gamer
November 7, 2005, 11:15
0xp
The distressed mother ran about the house, shouting and searching for her kids. Addressing her host, the venerable lord Randolph she said: "Randolph! Randolph! Do you know where little Rupert is? I cannot find him anywhere!"

Randolph thought for a second and then replied: "Uhhhh.... Ohhh.... Rupert? That bra, err, cute kid? Eh, I think he went... upstairs".

Poor Rupert. The sleeping poison was too hard on his young body and he died from the overdose. After a dozen similar accidents, like the maid who broke her ankle as she fell asleep, or the young son of lord Mandragore who got bruised, Lord Randolph had to settle for a regular door and sold this one back to WotC industries who patented several similar ill conceived trap doors.
Voted Zylithan
November 22, 2005, 16:37
0xp
I like the bit about going into tons of detail on the trap door - a nice touch. There are some rough spots in the rest of the post though.
Voted manfred
November 23, 2005, 3:56
0xp
Well, it can be used, but only if there are no people around that would accidently trigger it.

Problematic for a normal residence, good for restricted places.


(Side note: the door nearby better be tight, or the sleeping gas knocks out the owner, too.)
Voted Cheka Man
April 22, 2006, 20:50
0xp
Good for a tomb or perhaps a bank vault. Not good for a house or anywhere with small children, the elderly, or pets.
Voted valadaar
April 23, 2008, 20:11
0xp
Agree with Manfred on this one.
manfred
April 24, 2008, 17:37
0xp
While troublesome in your common mansion, this is actually a reasonable trap for a paranoid owner. "Don't go up the stairs or something will happen to you!"

As with many other traps, your can simply train your guards to not open this door... hopefully they are not that stupid. :)
Kassil
April 25, 2008, 2:40
0xp
Updated: Even though I never actually submitted this myself, instead making a whimsical and badly-designed sleeping-gas trap for a door-trap thread in the old forums, I finally noticed it was around and commented on.

Presumably this version is more acceptable.
MoonHunter
April 25, 2008, 15:21
0xp
I move over 1000 submissions (and comments on said submissions) from the old forum over. There were some others moved too. We let everyone know we were doing it, and you were around at the time (not during one of your hibernations).

But then again, the "rush of submissions" in the new Citadel seemed to cause many a person to have their eyes gloss over.

Some things were not "perfect", but they were there, useful, and "good enough". And they were used to fill out new categories that occured in Citadel v2.
Voted Ancient Gamer
April 25, 2008, 3:56
0xp
Ah, it was shanghaied from the forums. That explains quite a bit.

I like the new version better and have revised my vote.
Kassil
April 25, 2008, 5:43
0xp
I seem to have a few entries which escaped without my knowledge from the forums and into my list of submissions. I may go through and rework them to be more palatable and less absurd.
Voted Dozus
October 29, 2012, 13:19
Only voted

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While setting up camp for the night, the PC's are aproached by another group of adventurers who seem nice enough. The road is somewhat dangerous and the other group suggests camping together. The two bands split watches, one adventurer from each group watching at once. The night goes by without incident, the next day the PC's travel with the other group as they are going the same way. The group consists of Hordel the ranger, who is skilled with the bow. Hordel is a quiet man who speaks little but appears quite skilled. Dremar is a barbarian who is a little excentric, he seems to be an excasive drinker and thiunk that battle is the solution to everything. He appears to be a stout and powerful fighter with his greataxe. Ferrin is the leader of the group, a rouge by trade. He is daft and witty, speaking with the PCs often and asking many questions. He fights with finesse with his rapier. Preminitat as a cleric but he will not say which god he worships. He uses his spells to empower and heal his party and fights with a club. He sticks close to Ferrin. Ferrin is a great talker and tells much of himself and his party, but asks even more about the history and capabilities of the PCs. He tells of some adventures his party has had, and they seem like an interesting group of mercenaries. Hordel is quite and has little interest in speaking with the PCs, he ignores most questions. He spends a lot of time with Dremar and sometimes Ferrin. Dremar seems to not care about any questions ansked to him, nor does he seem to know the answers. He seems battle hardened and is a simple man. Preminitat rarely starts conversations but will speak with the PCs. However, some of his accounts of the party's history seem to condradict those of Ferrin. The Party spends another night and day with Ferrin's group. One of four things can happen on the third night. 1: While eating dinner around the fire, Ferrin gets into an argument with one of the PCs when he/she mentions the discepincies between Ferrin's stories and Preminitat's. 2: Hordel gets mad after repeated questioning about his life from the PCs. 3. Preminitat gets mad after repeated questioning from the PCs about what god he worships. 4: One of the PCs rejects the offer of a drink from Dremar and he takes it as an insult. All of these scenarios result in a battle between the parties. If Ferrin's party is defeated and still lives he swears vengance. His party may then cross paths with the adventurers again.
By: Almar | Visit | UpVote 0xp

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