Cornucopia - Related to Tetragoren, it is a box sized pylon covered with odd glyphs and a red and white swirling glass orb on the top. If something crosses its boundary, it will summon some edible, but less than tasty food stuffs. This is mostly used to keep monsters fed while adventurers are scarce.

Fuse Trap - Most of the magical barriers are enchanted by carving/ inlaying, or painting, mystical glyphs along the ground or wall. The walls are filled with false glyphs just to cause players to worry. Fuse traps are active glyphs that are not attached to a trap. Once tripped, part of the glyphs glow magically. Then after a moment, another set of glyphs of the series will glow. These normally come in series that are three to five sets long. After the last of the set begins to glow, it sets of a POWERFUL fire/ ice/ electrical/ push burst. A three set series puts out a burst slightly more powerful than a standard burst. A five set is double. Sets can be larger than five, creating a timed trapped.

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.

Poison trap - Cornucopia II- Related to Tetragoren, it is a box sized pylon covered with odd glyphs and a white and red swirling glass orb on the top. If something crosses its boundary, it will summon some edible, but less than tasty food stuffs. This food is either poisonous or illness causing. This is mostly in place to trick adventurers.

Monster-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. In this trap, the bobbing figure is actually a golem or undead thing attached to the spring. They can attack and are hard to hit. If the trap is allalignedth slick floors or narrow walkways, falls and damage will occur.

Push Trap I - The trap itself is a small stone glyph covered plyon with a blue and green slowly swirling glass orb on the top. If someone crosses a predefined boundary, it sends out a powerful burst of magical energy over the standard radius. This will 'push' an average armored man sized target to the end of the radius (pushing a non armored or smaller figure farther, a heavily armored or heavy figure a bit less). When used with cliff sides, pits, walls of spikes, etc., the trap becomes more than an annoyance.

Push Trap II - The trap itself is a small stone glyph covered pylon with a blue and green even slower swirling glass orb on the top. If someone crosses a predefined boundary, it will slowly push people and things away from it until it reaches it maximum radius. When used with cliff sides, pits, walls of spikes, or other trap sets, the slow push trap becomes more than an annoyance. The advantage of these traps is that it gives people a chance to avoid the effects.

Push Trap III - Pull Traps - The trap itself is a small stone glyph covered pylon with a green and blue slowly swirling glass orb on the top. If someone crosses a predefined boundary, it sends out a powerful burst of magical energy over the standard radius. This will 'pull' an average armored man sized target to the pylon (pulling a non armored or smaller figure right to it, a heavily armored or heavy figure a bit away). This is good to draw people into mine fields of activation glyphs. It can also be used to pull people up levels by installing them in ceilings of the level above.

Remember to think of combinations.

A room with a far door has a fuse trap. The door at the far end has a push trap. So characters run the length of the room, open the door and find themselves in the middle of the fused room.

Fuse traps can create timed traps that the players must succeed at some task before the trap goes off.

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