I had my high level players trapped in a submersible pod that the big bad had built deep underwater. The big bad was aware and had tried to kill them by destroying the control winches, but they survived the initial problems.
The big bad casts sending. I went into a private chat with the player for a short evil monologue. He informs the druid he called that "You may have dealt with my last trap, but lets see how you deal with THE SPAWN OF TIAMAT."
There is no Spawn of Tiamat in my world, but there is a spell I love called Symbol. The villain had built the pod and had cast Symbol on the floor, set to go off if anyone in range says "Spawn of Tiamat" https://mobdro.bio/.
The druid tells his allies the contents of the call and triggers the Symbol within 2 sentences. It was set to fear and the barbarian who failed was instructed to use any means necessary to get at least 30ft away from the symbol in the 20ft wide pod.
They lived, but only because another player beat him in initiative and made their check to dispel the symbol before he could act on it.
So there, that's how I nearly got a PC kill with Sending.
Way back when, in 1e and 2e era, I had rooms in these elaborate dungeons that a door would open in the middle of a something that was wild. The door would open 10 feet off the ground, with a small, five foot by foot ledge. The wall it opens in is a round wall, 25 feet high. The door to it was at the end of a short passage with another door that had to be closed in order to open the door to the weird room. That space was 10 by 10.
The room with the round wall stretched out for 25 feet, ending in a small 3 by 3 door, and the walls stretched from the 3 by 3 door, made of some kind of metal, all the way to the edges of the round wall -- the room was a cone. 3 by 3 metal door to the place the adventurers enter.
The 3 by 3 door has a complex lock on it. A large oval gem, probably an opal, sits embedded in the door above it. The room is otherwise empty, but has a kind of apothecary smell, with all kinds of medicine like scents to it.
It is otherwise empty.
On the other side of the tiny door is a really angry dragon, trapped in a tiny room they want to escape, who is normally fed through the little door.
The door to the entry chamber locked when they passed through. And as a whole (back then) the room is actually slightly smaller than the breath weapon of the dragon.
The trick is to talk to the dragon. Which is angry.
Also, look up a book called Grimtooth's Traps.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
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I had my high level players trapped in a submersible pod that the big bad had built deep underwater. The big bad was aware and had tried to kill them by destroying the control winches, but they survived the initial problems.
The big bad casts sending. I went into a private chat with the player for a short evil monologue. He informs the druid he called that "You may have dealt with my last trap, but lets see how you deal with THE SPAWN OF TIAMAT."
There is no Spawn of Tiamat in my world, but there is a spell I love called Symbol. The villain had built the pod and had cast Symbol on the floor, set to go off if anyone in range says "Spawn of Tiamat" https://mobdro.bio/ .
The druid tells his allies the contents of the call and triggers the Symbol within 2 sentences. It was set to fear and the barbarian who failed was instructed to use any means necessary to get at least 30ft away from the symbol in the 20ft wide pod.
They lived, but only because another player beat him in initiative and made their check to dispel the symbol before he could act on it.
So there, that's how I nearly got a PC kill with Sending.
Heh.
Way back when, in 1e and 2e era, I had rooms in these elaborate dungeons that a door would open in the middle of a something that was wild. The door would open 10 feet off the ground, with a small, five foot by foot ledge. The wall it opens in is a round wall, 25 feet high. The door to it was at the end of a short passage with another door that had to be closed in order to open the door to the weird room. That space was 10 by 10.
The room with the round wall stretched out for 25 feet, ending in a small 3 by 3 door, and the walls stretched from the 3 by 3 door, made of some kind of metal, all the way to the edges of the round wall -- the room was a cone. 3 by 3 metal door to the place the adventurers enter.
The 3 by 3 door has a complex lock on it. A large oval gem, probably an opal, sits embedded in the door above it. The room is otherwise empty, but has a kind of apothecary smell, with all kinds of medicine like scents to it.
It is otherwise empty.
On the other side of the tiny door is a really angry dragon, trapped in a tiny room they want to escape, who is normally fed through the little door.
The door to the entry chamber locked when they passed through. And as a whole (back then) the room is actually slightly smaller than the breath weapon of the dragon.
The trick is to talk to the dragon. Which is angry.
Also, look up a book called Grimtooth's Traps.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds