Looking for some brainstorming ideas on how to build a Complex Trap for my group.
The party needs to place the skull of a revenant (that they accidentally created) on a pedestal in a small mausoleum located in the center of a graveyard that is surrounded by a 12 ft tall wrought iron fence.
So far I am thinking that the graveyard will have a fog in it with a vampiric effect to cause some damage, skeletal hands that will erupt from the ground to impede movement, a Rune of fear on the door to the mausoleum that will force them back out to the fence, which will then do something else. Also, perhaps some unseen creature that will be romping through the fog.
Anyway, have you guys had success with trap designs that were fun for your party?
My short experience with 5e is that traps suck. They're hardly present in any of the modules and even the manuals hardly mention them. Its as if 5e doesn't want you to use traps at all. My suggestion is to look at older versions. AD&D and 4e actually have a lot of material regarding traps that can be used as inspiration.
Where did they build/place the thing they are guarding; what natural resources of the location also pose obstacles to the party?
This will give you a list of things they can do to safeguard their storage-location / stronghold.
If your traps/safeguards have in-world justifications other than the DM thought it would be cool then the players have a reasonable chance of figuring the hazards out before they step in them.
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Thanks Vedexent, all great points to make it immersive!
That being said, I am more looking for how to build the mechanics. Here is what I have so far. I would love some feedback and suggestions. Please pardon any typos. :)
The goal is to get a skull on a pillar in the center of the mausoleum. The party is Made up of 5 lvl 7 PC's (Barb, Cleric, Wild Sorc, Rogue, Warlock)
a 15' x 15' mausoleum sits in the center of a large graveyard. The graveyard is 100' square fenced in by a 12' wrought iron fence, which is 100' from the fence to the outer wall of the mausoleum. A 10' track of dead earth lines the area just inside the fence all the way around the graveyard.
Trigger: The trap activates as soon as someone steps on the grass, 10 ft from the fence. It remains active while any creature is within the fenced in area.
Initiative: The trap acts on initiative count 10 and 20
Active Elements:
Arcane Fling: On initiative count 20, the crystal atop the mausoleum targets 1 random creature. +8 attack roll, on a hit the target is flung 60 ft towards the fence. 1d6 Damage per 10 ft flung. DC 10 Dex Save or be knocked prone. If the fence is hit, take additional 1d6 / 10ft.
Necrotic Fence: On Initiative count 10, the fence will flood the area 10' out from it with necrotic energy. +12 attack 10d10 on a hit
Dynamic Elements:
Reanimation: The grasping skeletal hands heals 20HP per round.
More Targets: Arcane Fling increases the number of targets by 1 every round to a max of 3 (there are 5 PC's in this group)
Constant Elements
-Vampiric Fog: A Fog obscures everything inside the fence line. When a creature ends its turn within the fog, its necrotic nature begins to consume it. +8 attack roll 2d10 Necrotic on a hit.
-Grasping Skeletal Hands: Skeletal hands erupt from the ground . Creatures in the graveyard must make a DC 20 STR or DEX saving throw (Athletics or Acrobatics?) or be restrained. Graveyard area is also difficult terrain.
Glyph of Fear: If a creature ends his turn within 10' (15'?) of the mausoleum, a glyph of fear flares to life on the wall. Creature must make a DC 15 Wisdom Save or become frightened (the source of the fear being the mausoleum) The creature must take the Dash action and move away from you by the safest available route . The creature may make a DC 15 Wis Save at the end of its turn to shake off the effects.
Unless you're writing a module for sharing or publication, the only person who is going to need this detail is you, and you already know how you want it to go. Details like triggering distance on the Glyph of Fear you can make up on the fly. It's not like the Players have this trap worksheet on hand and can correct you.
I also think you're blurring this is a trap and this is a creature - traps don't typically attack, have HP totals, or regenerate.
I would simplify this way:
All effects happen at the beginning of the turn.
Grasping Skeletal Hands: Players in the field of hands are subjected to a grappling attack by a creature of strength ____. They can break a grapple as per the grappling rules, or inflict 5HP damage with a weapon damage roll ( no attack roll needed; it's grasping their ankle) to destroy the hand grasping them. When X such hands are destroyed by the party, the remaining hands withdraw.
Vampiric Fog: All creatures in the fog must make a Constitution saving throw at DC __________ or take ______ points of necrotic damage. ( optionally ____ points of damage on save ).
Arcane Fling: One creature, chosen at random, must make a Strength save vs. DC ______, or be thrown 1d6 x 10 feet backwards. Suffer bludgeoning falling damage of same distance between creature starting point and fence if impacting fence. Dex save @ DC 10 to remain upright. ( I see no reason to have automatic per distance thrown damage, and the impact damage; it's like you're "double dipping" on falling type damage ).
Necrotic Fence: All creatures within 10' of the fence must make a Constitution saving through at DC __________ or take ______ points of necrotic damage. ( optionally ____ points of damage on save ).
Glyph of Fear: On the mausoleum door. Resolve as per the spell Glyph of Warding
All in all, I think these are really powerful arcane defenses, and unless there was a really good "in game" reason for these defenses to exist, and/or you give the Players clues, and a chance to find / analyze / disarm these traps before they trigger them - then you players might consider these as a "DM Screw Job". I know that - as a player - I certainly would under those circumstances.
Edit: Yeah ... I whipped up a quick build level 7 fighter, with a constitution of 17 - and he came out at 67 hit points.
The Necrotic Fence as you wrote it does 10d10 on a +12 attack roll - so an average damage it would do is 55 points of damage.
That's some serious death level traps for your party - especially squishier ones.
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
You could throw in a ghost or maybe a few skeletons as well, I think that could also really fit the atmosphere- even if it didnt significantly add to the trap portion of this.
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Hey guys,
Looking for some brainstorming ideas on how to build a Complex Trap for my group.
The party needs to place the skull of a revenant (that they accidentally created) on a pedestal in a small mausoleum located in the center of a graveyard that is surrounded by a 12 ft tall wrought iron fence.
So far I am thinking that the graveyard will have a fog in it with a vampiric effect to cause some damage, skeletal hands that will erupt from the ground to impede movement, a Rune of fear on the door to the mausoleum that will force them back out to the fence, which will then do something else. Also, perhaps some unseen creature that will be romping through the fog.
Anyway, have you guys had success with trap designs that were fun for your party?
-J
My short experience with 5e is that traps suck. They're hardly present in any of the modules and even the manuals hardly mention them. Its as if 5e doesn't want you to use traps at all. My suggestion is to look at older versions. AD&D and 4e actually have a lot of material regarding traps that can be used as inspiration.
Hmm, perhaps that is why they revisited them in XGtE.
Questions to consider:
This will give you a list of things they can do to safeguard their storage-location / stronghold.
If your traps/safeguards have in-world justifications other than the DM thought it would be cool then the players have a reasonable chance of figuring the hazards out before they step in them.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
Thanks Vedexent, all great points to make it immersive!
That being said, I am more looking for how to build the mechanics. Here is what I have so far. I would love some feedback and suggestions. Please pardon any typos. :)
The goal is to get a skull on a pillar in the center of the mausoleum. The party is Made up of 5 lvl 7 PC's (Barb, Cleric, Wild Sorc, Rogue, Warlock)
a 15' x 15' mausoleum sits in the center of a large graveyard. The graveyard is 100' square fenced in by a 12' wrought iron fence, which is 100' from the fence to the outer wall of the mausoleum. A 10' track of dead earth lines the area just inside the fence all the way around the graveyard.
Trigger: The trap activates as soon as someone steps on the grass, 10 ft from the fence. It remains active while any creature is within the fenced in area.
Initiative: The trap acts on initiative count 10 and 20
Active Elements:
Arcane Fling: On initiative count 20, the crystal atop the mausoleum targets 1 random creature. +8 attack roll, on a hit the target is flung 60 ft towards the fence. 1d6 Damage per 10 ft flung. DC 10 Dex Save or be knocked prone. If the fence is hit, take additional 1d6 / 10ft.
Necrotic Fence: On Initiative count 10, the fence will flood the area 10' out from it with necrotic energy. +12 attack 10d10 on a hit
Dynamic Elements:
Reanimation: The grasping skeletal hands heals 20HP per round.
More Targets: Arcane Fling increases the number of targets by 1 every round to a max of 3 (there are 5 PC's in this group)
Constant Elements
-Vampiric Fog: A Fog obscures everything inside the fence line. When a creature ends its turn within the fog, its necrotic nature begins to consume it. +8 attack roll 2d10 Necrotic on a hit.
-Grasping Skeletal Hands: Skeletal hands erupt from the ground . Creatures in the graveyard must make a DC 20 STR or DEX saving throw (Athletics or Acrobatics?) or be restrained. Graveyard area is also difficult terrain.
Glyph of Fear: If a creature ends his turn within 10' (15'?) of the mausoleum, a glyph of fear flares to life on the wall. Creature must make a DC 15 Wisdom Save or become frightened (the source of the fear being the mausoleum) The creature must take the Dash action and move away from you by the safest available route . The creature may make a DC 15 Wis Save at the end of its turn to shake off the effects.
Countermeasures:
Treat the hands as a single creature AC13 150hp
More to come
I think that you're overthinking the mechanics.
Unless you're writing a module for sharing or publication, the only person who is going to need this detail is you, and you already know how you want it to go. Details like triggering distance on the Glyph of Fear you can make up on the fly. It's not like the Players have this trap worksheet on hand and can correct you.
I also think you're blurring this is a trap and this is a creature - traps don't typically attack, have HP totals, or regenerate.
I would simplify this way:
All effects happen at the beginning of the turn.
Grasping Skeletal Hands: Players in the field of hands are subjected to a grappling attack by a creature of strength ____. They can break a grapple as per the grappling rules, or inflict 5HP damage with a weapon damage roll ( no attack roll needed; it's grasping their ankle) to destroy the hand grasping them. When X such hands are destroyed by the party, the remaining hands withdraw.
Vampiric Fog: All creatures in the fog must make a Constitution saving throw at DC __________ or take ______ points of necrotic damage. ( optionally ____ points of damage on save ).
Arcane Fling: One creature, chosen at random, must make a Strength save vs. DC ______, or be thrown 1d6 x 10 feet backwards. Suffer bludgeoning falling damage of same distance between creature starting point and fence if impacting fence. Dex save @ DC 10 to remain upright. ( I see no reason to have automatic per distance thrown damage, and the impact damage; it's like you're "double dipping" on falling type damage ).
Necrotic Fence: All creatures within 10' of the fence must make a Constitution saving through at DC __________ or take ______ points of necrotic damage. ( optionally ____ points of damage on save ).
Glyph of Fear: On the mausoleum door. Resolve as per the spell Glyph of Warding
All in all, I think these are really powerful arcane defenses, and unless there was a really good "in game" reason for these defenses to exist, and/or you give the Players clues, and a chance to find / analyze / disarm these traps before they trigger them - then you players might consider these as a "DM Screw Job". I know that - as a player - I certainly would under those circumstances.
Edit: Yeah ... I whipped up a quick build level 7 fighter, with a constitution of 17 - and he came out at 67 hit points.
The Necrotic Fence as you wrote it does 10d10 on a +12 attack roll - so an average damage it would do is 55 points of damage.
That's some serious death level traps for your party - especially squishier ones.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.
You could throw in a ghost or maybe a few skeletons as well, I think that could also really fit the atmosphere- even if it didnt significantly add to the trap portion of this.