Showing posts with label tripwire. Show all posts
Showing posts with label tripwire. Show all posts

Tuesday, March 19, 2019

Trap Tuesday - Fog

Found on Wikipedia
I love fog. It's elegant and frightening. It elicits an emotional response just at the word. Tracy Hickman used it to great effect in Ravenloft, so much so an entire line was born from the Fog. Today we are going to look at fog in RPGs and specifically as a trap mechanic.
Fog is especially wonderful in RPGs because of the inherit danger of itself. Getting lost, things hidden in its tendrils, lack of vision and losing companions all are very real terrors inside of a fog. Using a poisonous fog like chlorine gas amps the danger up.

Setting up a fog encounter for overland travel is straightforward. Just have the fog roll in on the characters. This alone brings up the tension level, especially in players that have dealt with Ravenloft in the past. But, this does not make the encounter a "trap." It needs additional elements. The fog is just a clue that a trap is imminent.
The next element for using the fog as a trap is a change in the environment. A wolf howls in the distance, with a response from a different direction would be a good example. Now, the players know that something is different. The "landscape" has changed. 5E players should be using Nature or Survival rolls at this point to figure out how to get away from the wolves. OSR players are probably asking for exact descriptions of trees and surrounding environs. (Don't give it to them. They are in a fog, remember?)
At this point, they need to run away from our trap, or spring the trap. Either way, the action gets intense. Running may lead to separation or getting lost. (5E DMs need to use penalties to Survival/Perception/Nature to mimic the fog's effects on the senses.)
The fog in the previous example acts like the tripwire or pressure plate in a typical trap. It lets the players know something isn't right, and something bad could happen. The howling of wolves pushes the characters to action (and actually springs the trap.)
Image from Skyrim
Using fog in a dungeon creates a more immediate reaction. It isn't just another weather condition that the characters are dealing with. Fog in a dungeon is unnatural. The players will immediately know that something is wrong. And they will be cautious.
Hitting a pressure plate (one of our classic trigger elements) the party causes the fog to roll into the room they are in. We could use a Save or Die for chlorine gas (in OSR). A more interesting variant though is concealing something valuable. The trap door in the ceiling actually is a hidden way out of the dungeon. The players will be too worried about surviving to find the hidden prize, though. After 5 minutes the trap closes and resets. Whatever the fog hides, have the players make Saves (PPD for OSR, Con for 5e). Nothing bad happens when they fail, but it keeps them guessing.

Until next time, see you in the dungeon halls.

Tuesday, January 8, 2019

Trap Tuesday

Hello all, Rocky here, trying to make good on my New Year's resolution to make at least one blog post a week. Today, I thought I would look at some trap tropes. These are rudimentary level ideas, with the goal to build upon them throughout the year. To build a house, you need the blocks, right?
Punji Stake Pit

The first trap trope that comes to mind is the pit trap. This trap shows up everywhere. B2, S1, G1 . . . the list goes on and on. Covered or uncovered, the pit trap pushes low level adventurers to find creative solutions to moving through dungeons. Add spikes at the bottom of the pit for more effect. This trap gets old, but never goes out of style.

randomnerdshit.com/dnd-dungeon-trap-ideas
The next trap that fledgling adventurers usually deal with is the needle trap. The needle is shot by a spring, when something disturbs it. It could be pushing a tumbler out of the way without the key, opening a chest (or door, or pretty much anything) or stepping on a pressure plate. In older editions of D&D, this trap generally meant Save or Die. In newer editions, it could be a Save or gain a status effect (exhaustion, stunned, or even poisoned).

Raiders of the Lost Arc
Pressure plates are part of a larger trap trope. Remember the boulder that chased Indiana Jones in Raiders of the Lost Arc? That was a pressure plate trap. As a DM, this element of a trap may be the most useful of all trap parts. Need a trigger to shut a door? How about a ceiling collapse? Alerting monsters with a loud noise? Need to open a pit trap? The list of pressure plate uses is endless. They can be concealed in walls, floors, chests, doors, hinges or pretty much anywhere its needed.

hackslashmaster.blogspot
The next type of trap is a tripwire. Tripwires are similar to pressure plates, because they can have a myriad of uses. Going back to Lucas, the net trap that captures the rebels on the Forest Moon of Endor is a tripwire trap. In D&D tripwires frequently are used to alert creatures of intruders. This may be a bell, or rocks falling or anything else that makes noise. Sometimes tripwires are used to immobilize creatures (like the net trap above.) Other tripwires may cause a cave-in, release rushing water, or another hazard that doesn't directly hit the characters.

When thinking of traps, don't forget monsters. I did a blog listing some monsters that double as traps a while ago. You can read (or re-read) it: Lurker Above.

Throughout the year, Ian and I will be revisiting this topic as we have material. We will look at combining these triggers with other effects (swinging blades for example.) Traps in fantasy gaming are limited only by your imagination.

I'll see you in the dungeon corridors.
-Rocky