
Rawr. or raar. Or Wor, for that matter. Here be the booty, created by jb!
RPGear
1.
DMGear
1. The T-section Trap
This trap is not so much of a trap as an interesting way to make dungeons more entertaining. The "trap" is a room that connects two or more hallways in an intestecting fashion. The room actually appears to be a t-section connection to the other hallway, no matter what direction one comes from. ex: Hall 1 and Hall 2 intersect. We will enter from the north entry into the intersection. From there, as you can see in the diagram, the only exits are to the east and west.
For the purpose of returning, you can either apply the same rule, or you can assume that the trap "closes" behind the character. In the first instance, if the character turns around and attempts to cross the room again, the options are again limited to turning; no going straight. This method allows characters to notice that once they cross, one of the last options has been eliminated. This way they may figure the trap out much faster than option #2. If you use option #2, the trap "closes" the exit they used the same way it "closes" the oposite hall, with illusions and a ward. To create either version, the caster must have wall of force, silent image, and permanecy. The spot to detect the trap for what it is is 50. Will to disbelieve (only if you've spotted it) is usually around 21, dependent on the caster.
2. The Armykiller Trap
This devastating contivance is generally reserved for giant caves or areas where numerous battles will occur. This often entails the protection of an artifact, the lair of a great beast or dragon, or the penultimate and final chalenge of a massive dungeon. The Armykiller Trap can decimate hundreds of elite individals, and thus is probably the most expensive and costly trap known. The first effect of Armykiller is a Forbiddance spell cast on a large, preferrably massive enclosed area. This wards off the only creatures who can enter without setting of the rest of Armykiller: Evil creatures. Next, the entering party is hit with a Blasphemy effect triggered by the entrance into the room and is often covered by Undetectable Aura. Also on entry, the room is sealed. The Blasphemy effect deals nicely with the smallest individuals in the group. Next, the survivors are assaulted by harm spells triggered on large (10 ft) floor panels covering the room. (one might note that four medium sized individuals could fit on a single square Harm panel, this is solved by allowing the characters to make opposed reflex saves. the lowest save takes the effect. note that this is simply to soften the targets to the Power Word: Kill that follows.) Then, every set of nine 10 ft. sq. Harm panels recieves a Power Word: Kill Spell.
So, in order, the party finds a large safe-haven from evil creatures, only to be assaulted inside with a Blasphemy(no Save, Search [Traps required] DC 35) then Harm(no Save, lowest reflex, qv.) then PW: Kill(no Save, 200 hp in each 9 squares). The Armykiller requires Permanency, Power Word: Kill, Blasphemy, and Forbiddance to create, and is thus very. very expensive.