Alarm Trap - When triggered by enemy creatures, this little number will alert your nearby minions to their presence. This is often a step plate and a gong embedded in the wall. However, if you want to make it magical, it is a small stone glyph covered plyon with a blue and red swirling glass orb on the top.

Barricade - This trap is set up by the 'intelligent' monsters in your dungeon. It is a bunch of refuses, timber, and rocks four feet tall. This will slow down invading heroes for a short time, and allows their long-range fighters to wear them down a bit. Note that once a barricade has been set up, no one, not even your own creatures, can travel through it easily.

Delusion Trap - The trap itself is a small stone glyph covered plyon with a purple and green swirling glass orb on the top. If someone crosses a predefined boundry, it sends out a powerful burst of magical energy. It appears to do nothing. In a few moments, usually when they are down the hallway, the players will begin to see an illusionary monster.

Draw Trap: The trap itself appears to be a 'standard trap', a small stone glyph covered pylone with an orb of swirling color on the top. After a while, many players will start shooting and breaking trap orbs with crossbows and such. This does work, it creates a small explosion of the correct type plus some concussion. However, like Fake Out traps, these are scattered about. They only go off when you break them. The explode with a greater range than a normal trap burst. There are Tetragoren appearing versions of this trap.

Dummy Trap I - In side a small room there is a hanging cage with the remains of a fellow adventurer. It has a dummy, prepared (magicked possibly) with mechanics to appear alive. As the adventurers rush to his aid, an appropriate floor trap is activated.

Fake Out trap: The trap itself is a small stone glyph covered plyon with a swirling glass orb on the top. The orbs could be odd colors or colored like an actual fire/ lightning/ cold traps. The players will see one then proceed cautiously for no real reason.

Fake Out Trap II: Most of the magical barriers are enchanted by carving/ inlaying, or painting, mystical glyphs along the ground or wall. So similar glyphs and letterings are painted along the walls and floors, just to make the characters worry. Careful study of glyphs can tell if they are active or just false. A few are active glyphs, but there is no trap yet attatched to them.

Fear Trap - Much like Dummy trap I, in side a small room there is a hanging cage with the remains of a fellow adventurer. It is not as magiced to appear lifelike. However, it is magicked to emits powerful images of pain and death. The adventuring types open the door and see the guy hanging there all gorey and probably dead. Then the enchantment kicks in. Any creature that triggers one of these things will back away to collect itself. Of course there is a trap on the wall behind the door which they will accidently set off.

Fireburst - The trap itself is a small stone glyph covered plyon with a red glassy orb on the top. If someone crosses a predefined boundry, it sends out a powerful burst of magical energy over that radius. Any creature caught in the blast radius will be in a world of hurt.

Freeze Trap - The trap itself is a small stone glyph covered plyon with a blue and white swirling glass orb on the top. If someone crosses a predefined boundry, it sends out a powerful burst of magical energy over a that radius. In addition to the damage, some will be trapped in small blockes of ice (easy to free them from the outside). If this follows up a water trap or a wet/ waterfall crossing, the damage is increased.

Glyph Lines - Most of the magical barriers are enchanted by carving/ inlaying, or painting, mystical glyphs along the ground or wall. So similar glyphs and letterings are painted along the walls and floors, just to make the characters worry. Glyph lines are often in celtic weave patterns or patterns that can be jumped across and avoided. Glyph lines can be there for decorations or attached to a trap.

Jack-in-the-Box Trap - The advancing person sets off a Jack in the Box like thing set in the floor. This will usually startle characters. If the trap is alligned with slick floors or narrow walkways, falls will occur.

Lightning Trap - The trap itself is a small stone glyph covered plyon with a purple and yellow swirling glass orb on the top. Sends a bolt of electricity to any enemy creatures in range. Just like dropping the hair-dryer in the bathtub, it holds a special surprise for any enemies standing in water.

Manna Generator - This handy item is a large brass sphere with many flanges and glyphs attached to it. It is large and nearly immobile object is normally installed and a room is built around it. These empower many of the magical traps in the dungeon area.

Monster Generator - Tetragoren - The item is a phone booth sized pylon (2 meters by .9m by .9m). One side is open or has a shutter which opens and closes. Aboved this shutter door is a monsterous face and a colored orb. This item is enchanted to constantly summon small monster from other realms. They will produce one every minute or two, until the local population of monsters reaches a certain number. Thus imps, goblins, gorts, and so on, will constantly refill to harrass invaders.

Spike Trap - One of my personal favorites, This nasty little surprise will provide some extra ventilation in the armor of unsuspecting heroes. Touch the wrong section of floor or wall and out from a nearby area slides a number of spikes.

To make your players wary, have entire corridors have spaced spear sized holes in the wall. Unless the players stand right in front of them, with a torch or lamp, they will unsure if they are just holes inthe wall or possible extending spears.

Stasis Trap -Tetrajar- It is like a monster generator, but it stores some large/ powerful monster in stasis until the activation condition is met (usually crossing a boundry). The monster emerges. Sometime within the next moon, the TetraJar will summon another creature to replace that one.

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