so, imagine a treasure chest that, instead of the trap being its a mimic, the chest is normal but the coins inside are all little gold mimic spiders.. just all legs and teeth... they check the chest for normal traps and to see if its a mimic, nothing. open it up and its filled to the brim with gold. this could then go a few different ways. 1) the coins swarm the party, lame but effective. or (2) my prefered option: the mimics wait. let the players take the gold. pocket it. spend it. spread it around. the mimics reproduce by eating other gold coins and asexually splitting using that material. then, after months of this going on, the gold mimics strike. cities are overrun, people carrying gold eaten on the spot. the whole kingdom (or kingdoms if they managed to be used in trade) is in a crisis. the kingdom's court wizards are able to trace the origin of the mimics to one dungeon.. the dungeon the party raided. the trap? the party is now wanted dead or alive for unleashing a major disaster on the world.
This will be great for an evil campaign, and leave hints and clues, then they could give the “gold” to whichever poor soul they want, maybe a Noble that got maimed, except, they lure a poor soul or few, maybe some other adventurers into the dungeon, and bait them into spreading the Kingdom-wide catastrophe!
Holy Crap. That Dance Club trap completely opened my mind to the possibilities of DM'ing. I'm surprised there wasn't a "Trap Remix" joke in that post. That was amazing!
Yep because you technically can give enemies the capacity to easily counteract the party and their favored tactics using their own and stack the odds in their favor so you gotta show at least a little restraint to keep things fair.
@@puppetmaster1420 the fun part is i'll make the party meet with this one and it won't work the way it should, cuz instead it would be an illusion of Sphere of Annihilation and a note on the ground that reads "don't jump into this", but it'll actually just be covering a spike pit,
Maybe I’ve been on Reddit too much, but that is NOT where I thought he was going when he said “He downs the Catgirl in one hit, whips out his oversized, super powered”
My favorite is the japanese noise floor trap. Basically, it's a loose floorboard with a nail positioned in a way that if you step on the board it makes a loud shrieking noise of metal on wood.
An extra level of difficulty would be to poison the drinks they got at the beginning. You could go for a hallucinogenic to add into the chaos that was the dance floor.
Bard: I want to seduce the barkeep Dm: Roll Persuasion and an arcana check Bard: Nat 20 and an unnatural 8 Dm: The barkeep drags you upstairs Bard: Ok nex- Dm: Ok the Barkeep lets down its major illusion revealing it to be the Litch you were hunting Litch come on baby "play your song for me" Bard: Oh Shi- Bard: "Screaming noises"
@William Sheridan I’m planning to throw this onto my players during my next session for my 5E Dungeon of the Mad Mage game. That is, if they’re planning to explore.
I think my favorite trap had to be when we were in a high level dungeon we came across a room where everything. And I mean everything had the grease spell cast on it. It was just a large room, had a small exit, had a few chairs and tables and other random things in it. And every item had grease cast on it.
@William Sheridan. It was. Imagine being a fighter with plate mail. A heavy tower shield. An ax. And countless other items. And you’re stuck in a room full of grease.
Ok, i can't stop laughing at the "peasant railgun"! "The ladder pole reached the speed of light, shooting into the mouth of the cave, causing a giant explosion"! Gotta try that!
Its briliant! Although having just read up on what would happen if you accellerate that much mass to the speed of light im preeeety sure you and everybody in a 1,6Km radius would be killed by the ensuing explosion's centered at the point of release from runaway fussion! xD
95% of dms (myself included) wont allow it because its obviously nonsense and is just abusing the vague language of 3.5. if your DM will allow this, go ahead and make pun pun, discover city bomb, and "box full of densely packed particles" creation cheeses as well
The Plebstick doesnt work tho in any edition. No matter how fast you accelerate the passing of the item, the final peasant will throw it at around 4-6 m/s for 1, 1d2, 1d4 damage or if 5e and DM is kind 1d6 damage (and likely miss).
Ha! I love the picture for the title. That's really thinking outside the box. A Mimic as an Amazon box. That's awesome! My favorite trap is a simple maze or labyrinth without an ending or if it does have an ending, then it's a magical exit.
God my DM must hate me. Every time there's "A wooden chest at the end of a dark damp corridor" i charge the chest full speed and beat the shit out of the chest. Mimic? I got the drop. Treasure? Easy access!
My solution is the porcelain treasure chest trap. A fine porcelain treasure chest with gilded edges, with nothing else of note in the room. I run it one of two ways: A. If you break it you get a health potion and a note saying how clever you are, but if you open it normally it's chest of fireball. B. If you break it open you face a rat swarm or a couple of skeletons or w/e, and if you open it normally you get some loot. Roll the dice!
Not necessarily the deadliest trap, but one that my players have NEVER let me forget about. 2nd edition Forgotten Realms Dungeon of Death. 1st floor of the dungeon had a secret door with a set of stairs going down to a landing and continuing down to the left. Once they get to the landing the ceiling at the top of the stairs dropped and set free a massive steel ball (Yes, just like Indiana Jones). Some ran as fast as they could, others thought they'd be heroic and slow the ball down with their bodies. They ended up being minor speed bumps at best. The thing that really made them mad was when they got to the bottom of the stairs only to find a dead end... *SPLAT* No secret doors or hidden levers, just a dead end and a steel death sphere.
The trap looks like a pentagrame drawn on the floor that shines red, when something is thrown into it it incinerates it and leaves ash behind, but what you cant tell is that the thing wasnt incinerated, but rather was made invisible and the ash is an illusion, so when a player steps into it they are made invisible but everyone else thinks they are dead, lesds to funny shenanigans
My favorite trap doesn't deal any direct damage: It's a puzzle that, when solved, makes a series of suspect noises to imitate a secret door being opened in the vicinity, and then resets with a different combination. Attempting to solve the puzzle runs out a clock that calls in more monsters.
My favourite trap that I designed for a DM (I help to create encounters/NPCs/Traps) was a multi-story ever-shifting maze. This maze took them about 5 4-hour sessions to finish due to its constant shifting of walls and floors. Every 30 minutes, one floor would rearrange its self (still solvable, but nonetheless annoying) and due to the fact that it was a multi level building (3 stories high, 2 basement), this meant that every time that they re-entered a floor, it had a chance to be the same... the party didn’t catch on to the changing floors till about session 3... Oh did I mention the monsters, yup many low level encounters even though the party was about level 11 (leveling up via completing quests, not killing monsters) designed to keep them on their toes and not get ‘laxed. What was fun, is the fact that we were playing irl, so I had to plan out the entire building plus an extra floor to change every so often.
My personal favorite way to rule on the peasant railgun is that RAW it works. You can definitely move something faster than usual by sacrificing several actions/reactions to transport an object. RAW also states spears deal 1D6 damage, and doesn't ever bring up dealing more for greater speed. If a player then tries to argue for realistic physics they have to explain how the peasants don't just explode before they can pass along a light speed spear. The railgun is a result of selectively using RAW and real world science, when the DM holds final authority on both of those in the game.
A favorite trap of mine is for low level characters.It works in wilderness or in a dungeon.The part stumbled across one or two corpsesHave the corpses laying face down wearing seemingly nice gear or a backpack. If any of it is disturbed 1d4 giant centipedes rush out to attack. Alternatively if your sadistic use rot grubs. Of course the gear/armor backpack is ruined upon closer inspection.I usually have the centipedes pour out of its mouth or backpack depending on the situation for dramatic effect.
I love the "its all just illusion" kind of trap once ive made one PC so confused that player accidentally committed suicide by decapitating herself with a scythe thru a portal
@@kamirostorino9416 making BBG expert in illusion opens so many doors to unexpected plot twist and impossible plot points like making illusion of entire town while villages are all dead or invisible casstle mind tricks and many more you neme it you have it sadly dispel or counterspell kinda cockblock it
I feel bad for the dragon in the first one. It was probably in the middle of a nap and was woken up to the sound of a pole from god breaking lightspeed and then died a second after from either 1: Being impaled by said god pole. 2: The explosion made by the god pole. 3: The collapse caused by the explosion made by the god pole.
The first one is some serious mechanical fuckery, which I can appreciate. The second one, somebody's DM is being *very* generous with what Mage Hand can do.
You guys should do a "I told you so" thread. Because I have a juicy story for it. Story: So I'm a dragonborn Rogue. I forget the rest of the party's races but I know one was a Bard, a paladin (who took a lvl in bard later on), and forget the rest. Well we came across a paladin or knight in a tomb in a graveyard. I was fine healing him but his health wasn't really going up no matter what we do. And even when we did successfully healed him, he still didn't look any better. So I figured out that something was wrong with him so I said as Scarlett (Dragonborn Rogue), "We should just mercy kill him." Rest of the party: "No." "We should bring him along." "We could heal him later." Well we had to go downstairs thinking this ain't going to go well. Once we got to the final flower and looked around, a wraith came out of the sickly paladin and killing him in the progress. Then I said, "I said we should have killed him. But does anyone listen to the rogue? Noooo." (Lol.) Than fight initiative and we won in the end. TLDR: Rogue says to mercy kill an ill looking paladin, party doesn't listen, and Rogue rubs it in the party's face.
One time right at the beginning of a dungeon I put in a room with stairs that led down to a chamber loaded with piles of coins and treasure chests. The players didn't investigate AT ALL. They just turned around and left. I had never, not even once, given them any kind of "save or die" trap and had been generous with letting them earn treasure all campaign long. But they still didn't even seem to even consider it. Ya'all DMs got these people conditioned, and I love it. The only way in which it was even trapped was that all the coins were electrum.
That DJ one... between the song Thriller making real zombies and Hatchbuster bursting in dancing to Gangnam Style... that's both REALLY creative and fucking terriying!
Hey mate it ain't easy to work up the courage, but just go for it. Find a group on any of our Discords, go on roll20, anything! Just find a quick one-shot to jump in and out of with a character you don't get terribly attached to.
That last one was amazing walking the edge quite nicely as it said in the comment it is good to have your players pushed sometimes and as a player i would have loved that session...after the inital panick subsided.
A trap I've thought of is something I still want to show the party Something I want to say first is I prefer the type of trap made by smart movement of the right people to put the party in a corner where they can escape, but with some creativity from the party Background: the party are performing sabotage tasks behind enemy lines, the world has WW1 style tech and guns, and brutal trenches make the front lines The place: a small abandoned town behind enemy trenches The goal: to eliminate the anti-air guns The catch: the anti-air guns are there, work but are also a crucial part of a trap specifically for the party, the other part, we'll get into The party are moving into town, told that there's a map of the guns under a chalk rock in the community centre. The map is there and is the actual map of the anti-air guns, but when they find the map and leave, they come under fire from infantry just outside the centre. While the party deal with the infantry, the actual trap springs into place, the centre is actually a decent distance away from buildings that contained gasmen. The gasmen are elite infantry made of just psychopaths, each gasman has a standard bolt action, 15-20 years of training (starting from age 5) and a large metal barrel on their back containing flammable mustard gas, the gasmen have the appropriate equipment to survive in the gas, the party doesn't. The gasmen surround the centre and start pumping gas to keep the party there. From the gas the gasmen shoot at the center (not aiming to hit, but to suppress) by now, the aarakocra will probably try to fly up and out, where they will discover the anti-air guns are aimed at them. The solution: remember when I said the gas was flammable, the players will have seen the flammable side of the gas several times by now, that combined with produce flame, or firebolt will send the gasmen into flames, the anti-air guns don't have line of sight on the center and are ontop of buildings, so don't know what happened, allowing the party to go in the buildings, and destroy the guns by whatever way they can, if they don't have a way to disable the guns, then I'll give them explosives to plant underneath or on the guns
Natural gas. You fight the undead and suddenly your party starts making saves. The dugout you found for shelter has a pressure plate that releases the sand inside a wall. The weight of the sand pulls the plug on the gas container. Everything is going well until sleeping PCs don't wake up or someone lights a fire in the fireplace.
The name thief. This is one of my favorite traps to use in D&D for a number of reasons, the first being sheer shock value. I tend to throw this at my players around the mid-game, when they least expect it. Essentially while traveling they run into a helpless stranger being attacked by low level enemies, if they choose to help them, the poor NPC asks if they can have the names of their saviors. If the players give this person their names, it reveals itself to be a fae prince, and since it now OWNS THEIR NAMES, it has Essentially enslaved them, operating on the same rules as the vampire mechanic, they can roll to resist, but good luck. It makes for a good plot hook, to drive the players forward.
The simple bear trap in a pit with caltrpos and ball bearings on all sides of the pit, setting off the bear trap sounds an alarm which causes a trap door in the wall with a goblin and a bag of holding inside the bag is completely filled with ball bearings and the goblin turns it inside out.
My favourite “trap” that I used was in a bar that my party frequently visits. There is a certain mug that is stored in a reinforced case, and is never used. One day, after the party came back from a successful quest, they were allowed to drink from the mug. One of the players, a kobold wild magic sorcerer, failed their con save and got drunk, and accidentally bumped over the mug. The ale inside began to flow out, but didn’t stop. There is a rule in the bar, never touch another’s drink (otherwise magic kicks in) and the now passed out sorcerer was the owner of that drink. The ale continued to flow and almost ended up drowning the entire party because they could pick up the infinity ale mug. The kobold was banned from drinking after that
2:24 I just did the math, and that ladder piece hit with at least approximately 1.7 million newtons, which is equivalent to a large, fully loaded garbage truck driving 65 mph. I reckon that will collapse a cave.
Also, the speed of light is about 300 million meters per second, so the pole would have to have taken almost 1 thousandth of a millisecond to break that speed, so a butt-ton faster than a millisecond.
Best trap I used was less of a trap and more of an environmental hazard. The dungeon is a series of interconnected tunnels with skeleton guards and gelatinous cubes as wide as the walls and tall as the ceiling moving down the tunnels randomly. The walls have alcoves which a player or a guard can hide in as a cube passes and there isn't enough for everyone. This all results in a hectic battle for control of the alcoves as cubes race down the halls with anyone (both PC and enemies) without one trying to outrun the cubes in a huge maze.
At low levels mine is always a magically trapped, locked chest. The greedy buggers always try to bustem open and spring them, sometimes busting them open in taverns....
trap idea: two pressure plates but one of them is an illusion and underneath it is a bag of devouring and in order to get through you just have to freaking say open sesame
A simple magic trap.that casts a spell. The spell: summon monster Sure pit traps are neat but a hallway suddenly filling with monsters is just so much more satisfying.
My favorite trap is from a module. The party enters a treasure room filled with gold and gems and weapons! They start looting, one reaches for a beautiful long sword, and then the crossbars on all the swords in the room begin to flutter, and the room is filled with flying swords! Humorously, my party had already found some strange eyepatches that had an unknown protective enchantment placed on them. One player put one on as a gag, but he never took it off. And the party discovered the reason none of the swords attacked him was that he wore an eyepatch. Now everyone in the party has a flying swords!
A nice assortment of potions, that are questionable yet useful in nature, something along the lines of: Teleportatium: for the next minute, every turn, at the start of your turn, pick a direction, you teleport 50 feet in that direction, if you would end up inside an occupied space, you instead do not teleport and take 4d6 force damage. That with 5 similar colorful concoctions. While only describing the effect along the lines of: "This shimmering sky blue liquid seems to be at multiple places at the same time" before drinking it. Then they decide to feed it to the ranger who instantly transforms into kite prime
Over 300 feet long stone bridge over a chasm with a circular area at its center with a radius of 20 feet. Around the edges there are glass coverings over a huge piles of loot. However, those are impossible to break, since they are magically locked. After a succesful investigation check, they notice a turning mechanism at each cover. At the center of said area is a pedestal with a sun clock on it and a writing: "I turn at dawn." If they use some light source (torch, spell, whatever) and place it so the sun clock shows 6 in the morning, it will turn. But not the glass covers, *whole bridge*, making them fall off, if they dont manage to climb on the other side during next 3 turns or get a hold of something quickly.
The peasant railgun could be used in a attack on a castle as the rod could destroyed the walls and the castle as the rod goes speed of light so everything dead
The net and sawblade. At the start of a rather long hallway, a player triggers a tripwire or a trap panel. A net drops from the ceiling over them. Can make the net woven from steel cord to make it immune to slashing. Once the net falls, a sawblade pops out of the floor vertically on the other side of the hallway and starts moving towards the net. If they are unable to escape in time, they take a lot of slashing damage. Has lots of variations.
Trouble with the peasant railgun is DnD has never factored projectile velocity into damage, a spear does it's damage regardless of speed so RAW it just doesn't work. Not saying not to use it, just that you're going to be entirely dependant on the DM to approve a "rule of cool" judgement for it to function, so best to make sure you know your Dm is into that sort of thing, because if they don't want to let you do it, they can easily shut you down.
I like this idea: Have a long hallway with a door at the end. There’s a glyph of warding on the door that triggers magic mouth saying a certain phrase (it really doesn’t matter). Then have another glyph of warding next to some bags of ball bearings cast thunderwave. When the players trigger it the ball bearings should be shot out the door into the hallway.
leaving this for the algorithm
Replying and pining for the algorithm, don't for get to like it :)
FOR THE ALGORITHM!
For the alg
@@MrRipper homebrud: sack of holding (bag of holding x5) under a rug
for sir algorithm
so, imagine a treasure chest that, instead of the trap being its a mimic, the chest is normal but the coins inside are all little gold mimic spiders.. just all legs and teeth... they check the chest for normal traps and to see if its a mimic, nothing. open it up and its filled to the brim with gold. this could then go a few different ways. 1) the coins swarm the party, lame but effective. or (2) my prefered option: the mimics wait. let the players take the gold. pocket it. spend it. spread it around. the mimics reproduce by eating other gold coins and asexually splitting using that material. then, after months of this going on, the gold mimics strike. cities are overrun, people carrying gold eaten on the spot. the whole kingdom (or kingdoms if they managed to be used in trade) is in a crisis. the kingdom's court wizards are able to trace the origin of the mimics to one dungeon.. the dungeon the party raided. the trap? the party is now wanted dead or alive for unleashing a major disaster on the world.
nice
Beautiful
That’s an incredible idea, I wish I was a DM now lol
@@skurneha7163 100% truth... Im not a dm either.. But if i was.. >=D
This will be great for an evil campaign, and leave hints and clues, then they could give the “gold” to whichever poor soul they want, maybe a Noble that got maimed, except, they lure a poor soul or few, maybe some other adventurers into the dungeon, and bait them into spreading the Kingdom-wide catastrophe!
Holy Crap. That Dance Club trap completely opened my mind to the possibilities of DM'ing. I'm surprised there wasn't a "Trap Remix" joke in that post. That was amazing!
It's a slippery slope. If you use good tactics, you have to put the kiddy gloves on for every encounter or 6 goblins will tpk your level 4 party.
Yep because you technically can give enemies the capacity to easily counteract the party and their favored tactics using their own and stack the odds in their favor so you gotta show at least a little restraint to keep things fair.
I know, right! That encounter was so over the top in all the best ways!
Sphere of Annihilation and a note on the ground that reads "DO NOT JUMP INTO THIS"
The sad part is the number of people who would jump in thinking it was a trick
@@puppetmaster1420 the fun part is i'll make the party meet with this one and it won't work the way it should, cuz instead it would be an illusion of Sphere of Annihilation and a note on the ground that reads "don't jump into this", but it'll actually just be covering a spike pit,
Maybe I’ve been on Reddit too much, but that is NOT where I thought he was going when he said “He downs the Catgirl in one hit, whips out his oversized, super powered”
Oh god no
ok, i get oversized, how can it be superpowered? does it glow?
My favorite is the japanese noise floor trap.
Basically, it's a loose floorboard with a nail positioned in a way that if you step on the board it makes a loud shrieking noise of metal on wood.
Whoa,that's a real thing?
@@chee.rah.monurB yep, it was specifically designed to ward against ninja
god, the last one is just perfect. I want that too
Fucking. Gold, props to the dm, pulled of a nightmare Ian encounter that was badass
An extra level of difficulty would be to poison the drinks they got at the beginning. You could go for a hallucinogenic to add into the chaos that was the dance floor.
@@maxeaster3681 That was what I thought as soon as they were offered drinks.
Bard: I want to seduce the barkeep
Dm: Roll Persuasion and an arcana check
Bard: Nat 20 and an unnatural 8
Dm: The barkeep drags you upstairs
Bard: Ok nex-
Dm: Ok the Barkeep lets down its major illusion revealing it to be the Litch you were hunting
Litch come on baby "play your song for me"
Bard: Oh Shi-
Bard: "Screaming noises"
BREAKING NEWS: Bard takes Big F from Big D thanks to Lich!
Okay but what if the Lich was a bard beforehand and tries to seduce the party?
The last one is why I don’t go clubbing. Never know when it can be a death trap.
Nothing beats a good old fashion magical illusion of a naked babe that turns out to lead people into a pit trap.
True
@William Sheridan I’m planning to throw this onto my players during my next session for my 5E Dungeon of the Mad Mage game. That is, if they’re planning to explore.
Same basic idea as the kelpie
ok, how many bards fell for this one...
I'm fond of my Universal Key of Create Mimic. It's just a key that unlocks any lock, then turns whatever was unlocked into a mimic.
I think my favorite trap had to be when we were in a high level dungeon we came across a room where everything. And I mean everything had the grease spell cast on it. It was just a large room, had a small exit, had a few chairs and tables and other random things in it. And every item had grease cast on it.
@William Sheridan. It was. Imagine being a fighter with plate mail. A heavy tower shield. An ax. And countless other items. And you’re stuck in a room full of grease.
Ok, i can't stop laughing at the "peasant railgun"! "The ladder pole reached the speed of light, shooting into the mouth of the cave, causing a giant explosion"! Gotta try that!
Its briliant! Although having just read up on what would happen if you accellerate that much mass to the speed of light im preeeety sure you and everybody in a 1,6Km radius would be killed by the ensuing explosion's centered at the point of release from runaway fussion! xD
@@JMAssainatorz lol
But they did explain how DnD physics are (paraphrased) janky at best, so i guess they'd survive the shockwave
@@blutarchmann9070 non-eucledian geometry and non-newtonian physics is what keeps dnd world from collapsing in on itself
95% of dms (myself included) wont allow it because its obviously nonsense and is just abusing the vague language of 3.5. if your DM will allow this, go ahead and make pun pun, discover city bomb, and "box full of densely packed particles" creation cheeses as well
The Plebstick doesnt work tho in any edition. No matter how fast you accelerate the passing of the item, the final peasant will throw it at around 4-6 m/s for 1, 1d2, 1d4 damage or if 5e and DM is kind 1d6 damage (and likely miss).
Ha! I love the picture for the title. That's really thinking outside the box. A Mimic as an Amazon box. That's awesome!
My favorite trap is a simple maze or labyrinth without an ending or if it does have an ending, then it's a magical exit.
God my DM must hate me. Every time there's "A wooden chest at the end of a dark damp corridor" i charge the chest full speed and beat the shit out of the chest. Mimic? I got the drop. Treasure? Easy access!
At some point that chest is going to contain something fragile
My solution is the porcelain treasure chest trap. A fine porcelain treasure chest with gilded edges, with nothing else of note in the room. I run it one of two ways: A. If you break it you get a health potion and a note saying how clever you are, but if you open it normally it's chest of fireball. B. If you break it open you face a rat swarm or a couple of skeletons or w/e, and if you open it normally you get some loot. Roll the dice!
Not necessarily the deadliest trap, but one that my players have NEVER let me forget about. 2nd edition Forgotten Realms Dungeon of Death. 1st floor of the dungeon had a secret door with a set of stairs going down to a landing and continuing down to the left. Once they get to the landing the ceiling at the top of the stairs dropped and set free a massive steel ball (Yes, just like Indiana Jones). Some ran as fast as they could, others thought they'd be heroic and slow the ball down with their bodies. They ended up being minor speed bumps at best. The thing that really made them mad was when they got to the bottom of the stairs only to find a dead end... *SPLAT* No secret doors or hidden levers, just a dead end and a steel death sphere.
Mage Hand *does* have a defined speed, it's in the spell description.
Excellent part 2.
I don't play DnD, but I will listen to the different adventures and the UA-cam readers of DnD adventures
That last story was one hell of an encounter
The trap looks like a pentagrame drawn on the floor that shines red, when something is thrown into it it incinerates it and leaves ash behind, but what you cant tell is that the thing wasnt incinerated, but rather was made invisible and the ash is an illusion, so when a player steps into it they are made invisible but everyone else thinks they are dead, lesds to funny shenanigans
Wouldn't they hear the person still talking though? Or does it also have Silence on it?
Peasant railgun sounds amazing. Imagine that in a videogame...
My favorite trap doesn't deal any direct damage:
It's a puzzle that, when solved, makes a series of suspect noises to imitate a secret door being opened in the vicinity, and then resets with a different combination.
Attempting to solve the puzzle runs out a clock that calls in more monsters.
I have one homebrud: sack of holding (bag of holding but x5) under a rug.
@William Sheridan put spike balls at the bottom.
@William Sheridan or d4's
@@redditersinn4737 You are just plain evil.
@@Attaxalotl caotic nutrul
I do what I have to do.
My favourite trap that I designed for a DM (I help to create encounters/NPCs/Traps) was a multi-story ever-shifting maze. This maze took them about 5 4-hour sessions to finish due to its constant shifting of walls and floors. Every 30 minutes, one floor would rearrange its self (still solvable, but nonetheless annoying) and due to the fact that it was a multi level building (3 stories high, 2 basement), this meant that every time that they re-entered a floor, it had a chance to be the same... the party didn’t catch on to the changing floors till about session 3...
Oh did I mention the monsters, yup many low level encounters even though the party was about level 11 (leveling up via completing quests, not killing monsters) designed to keep them on their toes and not get ‘laxed.
What was fun, is the fact that we were playing irl, so I had to plan out the entire building plus an extra floor to change every so often.
My personal favorite way to rule on the peasant railgun is that RAW it works. You can definitely move something faster than usual by sacrificing several actions/reactions to transport an object. RAW also states spears deal 1D6 damage, and doesn't ever bring up dealing more for greater speed. If a player then tries to argue for realistic physics they have to explain how the peasants don't just explode before they can pass along a light speed spear. The railgun is a result of selectively using RAW and real world science, when the DM holds final authority on both of those in the game.
STOP THIS IS NOT FAIR i'm already laughing & crying just from the first one x'DD
the pesant railgun is so infamous i, who has only been playing for a few weeks knows about it
Ok,first,the catgirl needed a giant squeaky hammer to complete the look,and two the technomancer needed a mask like Deadmaus!😆😆😆
A favorite trap of mine is for low level characters.It works in wilderness or in a dungeon.The part stumbled across one or two corpsesHave the corpses laying face down wearing seemingly nice gear or a backpack. If any of it is disturbed 1d4 giant centipedes rush out to attack. Alternatively if your sadistic use rot grubs. Of course the gear/armor backpack is ruined upon closer inspection.I usually have the centipedes pour out of its mouth or backpack depending on the situation for dramatic effect.
I love the "its all just illusion" kind of trap once ive made one PC so confused that player accidentally committed suicide by decapitating herself with a scythe thru a portal
that is evil....
please tell me more
@@kamirostorino9416 making BBG expert in illusion opens so many doors to unexpected plot twist and impossible plot points like making illusion of entire town while villages are all dead or invisible casstle mind tricks and many more you neme it you have it sadly dispel or counterspell kinda cockblock it
As a newbie DM...
-grabs notepad-
SAME.
Pesant railgun is a classic
But the "mage shotgun" is batently running afoul of the rules
Definitely
in my opinion it should be no faster than 2x speed of sound... close to speed of light is just... illogical with the mage shotgun.
I am sure that Mage Hand connot make attacks, and does not have the strength and speed to push something to lightning speed
I thought that the "DM" part was like the "Slide into the DMs" kind of DM.
I feel bad for the dragon in the first one. It was probably in the middle of a nap and was woken up to the sound of a pole from god breaking lightspeed and then died a second after from either
1: Being impaled by said god pole.
2: The explosion made by the god pole.
3: The collapse caused by the explosion made by the god pole.
The only thing the dragon could hear is the pole breaking the sound barrier as it reaches the second peasant
I can literally hear Chills narrating the first entry of the Peasant Railgun and so on.
i absolutely love to use the mimic of myth, but i hide it as a glorious chest or a pigeon sword so they can fall for it everytime
The first one is some serious mechanical fuckery, which I can appreciate. The second one, somebody's DM is being *very* generous with what Mage Hand can do.
When you make part 3, just have the thumbnail be Astolfo.
Yes
Yes
Yes
@@clockworkpotato9892 yes
@@shootymcshootfacekoff7972 Yep
Wow... I don't do sci-fi but that last story... just wow.
For the railgun, I wouldn't have allowed an action to pass a javelin they do not have in their hands.
Fun nontheless, but certainly not kosher
You guys should do a "I told you so" thread. Because I have a juicy story for it.
Story: So I'm a dragonborn Rogue. I forget the rest of the party's races but I know one was a Bard, a paladin (who took a lvl in bard later on), and forget the rest. Well we came across a paladin or knight in a tomb in a graveyard. I was fine healing him but his health wasn't really going up no matter what we do. And even when we did successfully healed him, he still didn't look any better. So I figured out that something was wrong with him so I said as Scarlett (Dragonborn Rogue), "We should just mercy kill him."
Rest of the party:
"No."
"We should bring him along."
"We could heal him later."
Well we had to go downstairs thinking this ain't going to go well. Once we got to the final flower and looked around, a wraith came out of the sickly paladin and killing him in the progress.
Then I said, "I said we should have killed him. But does anyone listen to the rogue? Noooo." (Lol.)
Than fight initiative and we won in the end.
TLDR: Rogue says to mercy kill an ill looking paladin, party doesn't listen, and Rogue rubs it in the party's face.
Put a very ornate and obvious chest on a rug in the middle of the room. The chest is fine the rug is a pit trap.
Couch mimic that just wants people to sit comfortably
Peasant railgun is magnificent. And so this peasants never had a dragon issue ever again.
Im... pretty sure ANYTHING traveling at the speed of light would have leveled that mountain
Peasant railgun, i thought it shot out peasants
not gonna lie, when I heard "peasant railgun", this was not what I expected
I want that DM so so so badly. They are so awesome!!
So this is where the peasant rail gun came from
The peasant rail gun story really feels like its metagaming
One time right at the beginning of a dungeon I put in a room with stairs that led down to a chamber loaded with piles of coins and treasure chests. The players didn't investigate AT ALL. They just turned around and left. I had never, not even once, given them any kind of "save or die" trap and had been generous with letting them earn treasure all campaign long. But they still didn't even seem to even consider it. Ya'all DMs got these people conditioned, and I love it.
The only way in which it was even trapped was that all the coins were electrum.
oh, i think i've heard of that "peasant railgun" trick before!
If peasants can form a railgun, it appears we adventurer's are no longer needed.
That DJ one... between the song Thriller making real zombies and Hatchbuster bursting in dancing to Gangnam Style... that's both REALLY creative and fucking terriying!
I love this channel so much. I just wish I had the courage to actually join a end game😭😭
Hey mate it ain't easy to work up the courage, but just go for it. Find a group on any of our Discords, go on roll20, anything! Just find a quick one-shot to jump in and out of with a character you don't get terribly attached to.
That last one was amazing walking the edge quite nicely as it said in the comment it is good to have your players pushed sometimes and as a player i would have loved that session...after the inital panick subsided.
The peasant rail gun is amazing lol I need to use this
11:24 "and they brace themselves for another one-shot."
I think this says a lot about that GM, and (creativity aside) it isn't good.
I'll be honest, when I heard 'peasant railgun', I was thinking more along the lines of physics shenanigans and peasant projectiles.
Basically a lot of people have DM's that don't care about physics nice DM's you have
A trap I've thought of is something I still want to show the party
Something I want to say first is I prefer the type of trap made by smart movement of the right people to put the party in a corner where they can escape, but with some creativity from the party
Background: the party are performing sabotage tasks behind enemy lines, the world has WW1 style tech and guns, and brutal trenches make the front lines
The place: a small abandoned town behind enemy trenches
The goal: to eliminate the anti-air guns
The catch: the anti-air guns are there, work but are also a crucial part of a trap specifically for the party, the other part, we'll get into
The party are moving into town, told that there's a map of the guns under a chalk rock in the community centre. The map is there and is the actual map of the anti-air guns, but when they find the map and leave, they come under fire from infantry just outside the centre. While the party deal with the infantry, the actual trap springs into place, the centre is actually a decent distance away from buildings that contained gasmen. The gasmen are elite infantry made of just psychopaths, each gasman has a standard bolt action, 15-20 years of training (starting from age 5) and a large metal barrel on their back containing flammable mustard gas, the gasmen have the appropriate equipment to survive in the gas, the party doesn't. The gasmen surround the centre and start pumping gas to keep the party there. From the gas the gasmen shoot at the center (not aiming to hit, but to suppress) by now, the aarakocra will probably try to fly up and out, where they will discover the anti-air guns are aimed at them.
The solution: remember when I said the gas was flammable, the players will have seen the flammable side of the gas several times by now, that combined with produce flame, or firebolt will send the gasmen into flames, the anti-air guns don't have line of sight on the center and are ontop of buildings, so don't know what happened, allowing the party to go in the buildings, and destroy the guns by whatever way they can, if they don't have a way to disable the guns, then I'll give them explosives to plant underneath or on the guns
hey MrRipper
A+ Arnold Schwarzenegger impression
Brian here, your local narrator for the video, I'm always doing that impression for people to get'm laughing!
Natural gas. You fight the undead and suddenly your party starts making saves. The dugout you found for shelter has a pressure plate that releases the sand inside a wall. The weight of the sand pulls the plug on the gas container. Everything is going well until sleeping PCs don't wake up or someone lights a fire in the fireplace.
Was there for Brain's stream last night, was good fun! Amazing video too rip daddy :D
The name thief. This is one of my favorite traps to use in D&D for a number of reasons, the first being sheer shock value. I tend to throw this at my players around the mid-game, when they least expect it. Essentially while traveling they run into a helpless stranger being attacked by low level enemies, if they choose to help them, the poor NPC asks if they can have the names of their saviors. If the players give this person their names, it reveals itself to be a fae prince, and since it now OWNS THEIR NAMES, it has Essentially enslaved them, operating on the same rules as the vampire mechanic, they can roll to resist, but good luck. It makes for a good plot hook, to drive the players forward.
The simple bear trap in a pit with caltrpos and ball bearings on all sides of the pit, setting off the bear trap sounds an alarm which causes a trap door in the wall with a goblin and a bag of holding inside the bag is completely filled with ball bearings and the goblin turns it inside out.
The thumbnail really got me
Yoooo the peasant railgun!
PANR has tuned in.
Henlo
@@donutlover417 morning big cat!
@@postapocalypticnewsradio good morning! I’m afraid I was busy and got here late :(
@@donutlover417 no worries. The content will always be here
My favourite “trap” that I used was in a bar that my party frequently visits. There is a certain mug that is stored in a reinforced case, and is never used. One day, after the party came back from a successful quest, they were allowed to drink from the mug. One of the players, a kobold wild magic sorcerer, failed their con save and got drunk, and accidentally bumped over the mug. The ale inside began to flow out, but didn’t stop. There is a rule in the bar, never touch another’s drink (otherwise magic kicks in) and the now passed out sorcerer was the owner of that drink. The ale continued to flow and almost ended up drowning the entire party because they could pick up the infinity ale mug. The kobold was banned from drinking after that
2:24 I just did the math, and that ladder piece hit with at least approximately 1.7 million newtons, which is equivalent to a large, fully loaded garbage truck driving 65 mph. I reckon that will collapse a cave.
Also, the speed of light is about 300 million meters per second, so the pole would have to have taken almost 1 thousandth of a millisecond to break that speed, so a butt-ton faster than a millisecond.
Op: Arnold Schwarzenegger the wizard!
Me: Crom?
WHAT GODS DO YOU PRAY TO?!
@@BrianVaughnVA
Talos. Now and always!
“Burnt out “ tank that is still active
Best trap I used was less of a trap and more of an environmental hazard. The dungeon is a series of interconnected tunnels with skeleton guards and gelatinous cubes as wide as the walls and tall as the ceiling moving down the tunnels randomly. The walls have alcoves which a player or a guard can hide in as a cube passes and there isn't enough for everyone.
This all results in a hectic battle for control of the alcoves as cubes race down the halls with anyone (both PC and enemies) without one trying to outrun the cubes in a huge maze.
For the bag of ball bearings, mage hand at the speed of sound would have been sufficient to simulate a shotgun.
At low levels mine is always a magically trapped, locked chest. The greedy buggers always try to bustem open and spring them, sometimes busting them open in taverns....
All of these are absolutely epic
The first one should have rendered a nuclear crater that would kill the party.
Suspend a portable hole above a bag of holding in a 5 ft room that slowly lowers down
A note flier or posted sign that says "I prepared explosive runes today"
These are amazing i cant wait to find a dnd group
trap idea: two pressure plates but one of them is an illusion and underneath it is a bag of devouring and in order to get through you just have to freaking say open sesame
Reverse gravity, long hallway with a fake roof over a reg pit trap.
The first one sounds like a gmod prop glitch.
All hail the peasant railgun
lich terroizing your town? peasant cannon. dragon torching the crops? peasant cannon. neighboring lord wants your land? peasant cannon.
A simple magic trap.that casts a spell.
The spell: summon monster
Sure pit traps are neat but a hallway suddenly filling with monsters is just so much more satisfying.
Mimics... as doorknobs...benches....outhouses....all coins in a treasure room....hats...etc.
Aka how to manipulate the behavior of your pcs
Technomancer Fey DJ.
MAGNIFICENT.
good ol peasent railgun. i remember that one well.
My favorite trap is from a module. The party enters a treasure room filled with gold and gems and weapons! They start looting, one reaches for a beautiful long sword, and then the crossbars on all the swords in the room begin to flutter, and the room is filled with flying swords! Humorously, my party had already found some strange eyepatches that had an unknown protective enchantment placed on them. One player put one on as a gag, but he never took it off. And the party discovered the reason none of the swords attacked him was that he wore an eyepatch. Now everyone in the party has a flying swords!
A nice assortment of potions, that are questionable yet useful in nature, something along the lines of: Teleportatium: for the next minute, every turn, at the start of your turn, pick a direction, you teleport 50 feet in that direction, if you would end up inside an occupied space, you instead do not teleport and take 4d6 force damage.
That with 5 similar colorful concoctions. While only describing the effect along the lines of: "This shimmering sky blue liquid seems to be at multiple places at the same time" before drinking it.
Then they decide to feed it to the ranger who instantly transforms into kite prime
Book mimics in an ancient library
Last one was long... but it made me thrilled...
Over 300 feet long stone bridge over a chasm with a circular area at its center with a radius of 20 feet.
Around the edges there are glass coverings over a huge piles of loot.
However, those are impossible to break, since they are magically locked.
After a succesful investigation check, they notice a turning mechanism at each cover.
At the center of said area is a pedestal with a sun clock on it and a writing: "I turn at dawn."
If they use some light source (torch, spell, whatever) and place it so the sun clock shows 6 in the morning, it will turn.
But not the glass covers, *whole bridge*, making them fall off, if they dont manage to climb on the other side during next 3 turns or get a hold of something quickly.
The peasant railgun could be used in a attack on a castle as the rod could destroyed the walls and the castle as the rod goes speed of light so everything dead
The net and sawblade.
At the start of a rather long hallway, a player triggers a tripwire or a trap panel. A net drops from the ceiling over them. Can make the net woven from steel cord to make it immune to slashing. Once the net falls, a sawblade pops out of the floor vertically on the other side of the hallway and starts moving towards the net. If they are unable to escape in time, they take a lot of slashing damage. Has lots of variations.
Trouble with the peasant railgun is DnD has never factored projectile velocity into damage, a spear does it's damage regardless of speed so RAW it just doesn't work. Not saying not to use it, just that you're going to be entirely dependant on the DM to approve a "rule of cool" judgement for it to function, so best to make sure you know your Dm is into that sort of thing, because if they don't want to let you do it, they can easily shut you down.
using mage hand with unbound speed makes it worthy of a 7th level spell slot
I like this idea:
Have a long hallway with a door at the end.
There’s a glyph of warding on the door that triggers magic mouth saying a certain phrase (it really doesn’t matter).
Then have another glyph of warding next to some bags of ball bearings cast thunderwave.
When the players trigger it the ball bearings should be shot out the door into the hallway.
I swear I've heard the words "peasant railgun" before on another ripdaddy video somewhere xD