Looking for ideas: Abandoned dwarven mountain... need good traps and puzzles


Pathfinder First Edition General Discussion


My players have decided to explore a mountain that has been in the game world for awhile, but I never really expected them to dive into this soon.

I'm looking for some inspiration so if you have a suggestion for a trap or puzzle I'd greatly appreciate it.

Location : Inside a large mountain

History : Somewhere around 500-700 years ago a very wealthy and powerful dwarven nation simply vanished. Any that has gone looking for them has yet to be successful. It seems that they left their mountain stronghold well protected, and many assume its to guard great wealth simply waiting to be claimed.

Truth: The dwarves simply decided years ago that surface folk were not to be trusted and essentially sealed off the all surface entrances to their home with guardians, traps and puzzles.

The dwarves left behind a long series of traps, puzzles and guardians to test any surface dweller that came along. Should someone be strong and swift enough in body and mind to pass these "tests" they would be deemed worthy of friendship.

SO...

If you want to, share a trap, puzzle or encounter that would make sense for this setting.

Thanks for the ideas!

Liberty's Edge

This is the Society forums, I think you need the Pathfinder RPG forums.

Edit: Nevermind, it got moved :)


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JohnFlyTN wrote:

I'm looking for some inspiration so if you have a suggestion for a trap or puzzle I'd greatly appreciate it.

SO...

If you want to, share a trap, puzzle or encounter that would make sense for this setting.

I think I will. Thought of this one as soon as I read the request. So... thanks for the inspiration. It still needs to be worked out to include certain details, but I still feel its solid.

THE ETERNAL AXE TOSS
- - - - - - - - - - - - - - - - - -
The PCs come to the entrance to a long hallway. Looking though the doorway, they notice pairs of statues depicting fierce dwarven warriors line both sides of the hall. Each statue stands arms at his side, but with his forearms out and hands open. A single axe is held by each one of the statues. If one statue has an axe in his right hand, then the opposite statue has an axe in his left hand.

The hallway 15 ft. wide by 60 ft. long. Along each wall are pairs of statues. There are twelve pairs. When a PC steps between a pair of statues he triggers the trap.

What's Going On: Strong magnetic forces are at play. Each axe has a magnetic charge. As do the hands wielding them. When the axes are "tossed", they are actually being repulsed by a sudden change in polarization of the wielding hand.

The axes shoot out from the statues, to be caught by the opposite statue unless they hit a player. Axes that hit a PC, fall to the ground at their feet, but have a 25% chance (1-5 on a d20) of falling close enough to a statue to have another 25% of resetting into the statue's hand the next time the trap is tripped.

Treat the PCs as being FLANKED by the statues, if each statue wields an axe.

If the PC is carrying more than 50 lbs of metal, they are affected as if by the spell, slow.

So what ya think?

Liberty's Edge

Even the best laid plans of dwarves are often buggered up by kobolds. Some level appropriate encounters with a kobold tribe that has recently set up shop could be fun.

The kobolds might also have explored the tunnels more than the PC's, so they might be willing to serve as guides in exchange for help in dealing with some of the more troublesome guardians.

Shadow Lodge

There are things I've always wanted to put into a dwarven hold adventure:

1) I really think focusing on the dwarven height "advantage" is important. Maybe an passage that was design to be adjustable with a switch to drop from glorious 15' height down to 5' height in cases of emergency. The Dwarves will still be able to fight effectively, but taller enemies would be hindered (this would work well for the tunnels near the surface that may be raided by orcs, hobgoblins, or even humans). Now the tunnel has been locked down in the 5' height location and shorter creatures may have taken up roost (spiders for example). It could add flavor to an encounter.

2) Work with the fact that Dwarves have darkvision and other races may not. Dwarves would set up traps to extinguish light sources and generally make navigating difficult for those that can't see in the dark. Combine this with pit-traps, trap-doors, and other hallway moving elements that cause disorientation and you have the beginnings of a pretty descent trap.

3) I've always envisioned Dwarves to be the kind that are willing to permanently seal up passageways if needed (since they can always dig out a new one). Maybe a single set of hallways with giant stone blocks held up by chains over key chokepoints. If the trap is triggered the giant stone blocks drop down on the area below. Some may be set to be quick-triggering, others may be set to drop slowly (again to take advantage of their shorter stature). These blocks can only be lifted by winch mechanisms located in a separate set of tunnels riding above the main tunnels.

The Exchange

Xuttah wrote:

Even the best laid plans of dwarves are often buggered up by kobolds. Some level appropriate encounters with a kobold tribe that has recently set up shop could be fun.

The kobolds might also have explored the tunnels more than the PC's, so they might be willing to serve as guides in exchange for help in dealing with some of the more troublesome guardians.

First, I love the eternal axe toss. That is gold.

I also love the idea that some kobolds may have explored some of the upper levels of the Dwarven mountain but I think only a small bit...make it so that the dwarven defenses are too much for them, make there a chasm they couldn't cross, a trap they can't bypass....something to leave the rest of the mountain free from the kobolds.
Then the dwarven traps show up...I would think this would be a lot of pits and collapsing stuff.
Perhaps a pit trap that drops the victim down a chute and into the magical furnace that heats most of the complex complete with binded fire elementals and such.
There is some really good stuff in the Book of Challenges that you could convert over. Also that link has some WOTC free web enhancements related to the book that you can download.
I highly recommend looking into the Book of Challenges if you can find it.

Number one thing to remember: Dwarves are D&D's engineers. They could divert a river of lava to make it serve some purpose if they wished to.


Those dwarves in that one movie had a really good defense system before they all left their cave city.

You know, the narrow bridge with the Balor on it...

Yeah, that would be an awesome trap!


Fake Healer wrote:

First, I love the eternal axe toss. That is gold.

Fake Healer, thanks, this made my day.


Rescuing Little Timmy describes a few traps and puzzles found in Gorgoldand’s Gauntlet. Don't know if you'll find any of 'em useful, but at least they're free.

:)


I have always found a ledge running right around the room at about 5' high and falling roof handy for defending dwarves. Just to make it awkward have the normal sized doors open into the room.

Grand Lodge

What level are the characters? Depending on what powers they have (e.g., stone shape, passwall, teleportation, flight) would have a big impact on what traps and tests they would find challenging.

Actually, a brief rundown of the PC roster with their levels and salient strengths and weaknesses would be handy. Is there a party Rogue? Is he optimized for finding and disabling traps?

Ideally you want traps that will both encourage use of abilities they have, and require lateral thinking to get past things they are not as well prepared for.

Liberty's Edge RPG Superstar 2015 Top 16, RPG Superstar 2013 Top 16

:((( I had written a bunch of ideas but the post monster ate my post :(((

If you can get your hands on http://en.wikipedia.org/wiki/Under_Illefarn there's a cool dwarf waterworks puzzle in there.


Depending on the level, a stone golem or something of the like would be a perfect boss/guardian for particular areas.

something i always try to give my players are " evolving" dungeons. if the party is going to have to trek back and forth through the Great hall twelve times while visiting the various parts of the dungeon, it would be a great bit of dungeon dressing to have them watch while the ceiling rises from 5' to said, Glorious 15ft. reviling statues of dwarven ancestors as well as the stairs to the next segment of the dungeon.

or, have one big, bottomless chasm that they cant cross safely.... only to find out that behind the kobald altar, there is a secret lever that raises a bridge across it.

also: dwarves need a place to keep their beer, so make sure to put some sort of mini- brewery somewhere in there.


forges of the mountain king

I played this one (it is a 4E adventure which was converted to 3.5 by my DM) and it fits the bill. Abandoned dwarf citadel in a mountain, now infested with monsters. there were some pretty nasty engineering/architecture type traps. It is meant to be for 1st level characters, but we really struggled with a party of 2nd level characters and had to level up several times (we ended up being 5th level I think) and the trap DCs, etc could be adjusted as needed, but the flavor is right.

Shadow Lodge

My thought for a similar scenario was to have a 5-7th level party encounter hordes of undead, skeletons mostly. They wouldn't be much threat to the party beyond burning up resources and making a bigger threat to them (whatever killed the dwarves).


In one game I played, The DM used Iron Golems with readied actions (its basically a trap).

Also I have always been a big fan of mirror traps. (reflecting doubles of the party/evil opposites).

Scarab Sages

If you're going to be needing a LOT of traps, you could do worse than check out THIS.

The original, system-neutral books from the early to late 80s had some awesome ideas, and this updates them to 3.5.


I'm surprised that nobody has mentioned Boatmurdered. That place would be a stunning maze of terror and tragedy to explore as players. And so many unlabeled levers!


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Block slide:

A very long and wide set of stairs with low railings on either side. The trap triggers around the halfway mark, with pressur eon one of three consecutive stairs.

When triggered a square, flat block of stone drops onto those rails, and slides down at speed.

Knowledge dungeoneering (knowledge appropriate DC) to notice the obvious flaw ('if I lie down flat between two stairs the block will slide over me'). If so, a reflex save (DC level appropriate) to do so BUT having a huge pack, or being a large creature means you are SOL.

The alternative is to race the stone down. It moves 40 feet on the first round, then moves 60 feet then 80 (so the block triggers around 180 feet up the stairs, about 40-60 feet ahead of the players. The terrain prevents all out movement, so It's double move to get down. An acrobatics check may be needed to stay upright. Damage should be Big, but not game breaking.

Last Note. the triggered trap can be pushed up the stairs again. a Dwarf would appreciate the power of hard work.

Torag's Forge
This room is bisected by a pair of giant hammers swinging out of synch with each other. The way past is to duck past both hammers through a 10x10 opening.
The catch is the 10x10 opening is a pit trap. The trigger is a timer. You can run through the area, but if you pause for more than a second or two, it opens (and your only free points to move to are in the path of one of a pair of giant swinging hammers.)

If someone wants to time the hammers right, and run through one to get to the opening, a knowledge dungeoneering check can be used to judge the approximate reflex save to avoid the hammer. Running through both hammers requires a slightly higher reflex save. If anyone pauses in the 10x10 gap (to take 2 easy saves rather than one larger) then the trap opens, and dumps them down and via a chute to another location. If they make a reflex save for that trap, then the only place to stay is in the path of a giant hammer.

2 10 foot wide hammers on either side of a 10 foot wide alcove means that the subject must move a total of more than 60 feet to avoid the trap in one run.

Torch Run.

This corridoor room is flanked by 2 rows of dwarven statues and ends at a heavy obstacle. Each dwarven statue bears a rune, and each hasan outstretched hand curled into a mostly closed fist. for each statue there is a lit torch, also marked with a dwarven rune. a small water feature lies at the end, possibly incorporated into the obstacle

Putting the torches in the status hands is the obvious solution. If the torches are all lit, then the statues animate and tear down supporting pillars (refer to the section on avalanches and cave ins) If the torches are unlit then they move the obstacle aside (dwarves have little use for lit torches after all) The torches cannot be extinguished normally, but the water feature douses them for 20 minutes. when the statues have doen their work, they return their torches before standing back in position.

as a special feture, you could make the runes on the statues and torches relevant >:)

Hot foot.
the room in question is 35 feet wide. In the dead centre is a steel (or harder) column 7 feet high carved in the shape of a dragon's head. The far door is a big steel one with three locks. The trap is activated by weight in the 5 foot area in front of the door.

When activated, the dragon's mouth triggers a burning hands trap, and a heat metal trap. it fills its 15 foot cone. then once per round it turns 90 degrees clockwise and activates another burning hands trap. continuing every round. The heat metal duration continues until the door is opened.
The locks have nothing to do with the door. they are 'locked' but are not in any way connected to the actual mechanism that opens the door. Worse, unlocking one, locks the others.
The easy way to unlock the door is to open the dragon's mouth DC 18 strength check, up to 2 people can try and reach the hand in and flick the switch inside.
The hard way is the same, but involves touching the metal pole affcted by a heat metal spell. If you feel kind, have the mouth open and shut with each trap. that way, they can try to duck their hand in in the moment between the jaws opening and the trap being set off (reflex save, 15+apl if you want it to be hard.)

Room of faces.

This wide room rises a significant distance upwards and is adorned with giant faces carved into the walls and ceiling, with the exception of the bottom 10 feet. The walls are littered with secret doors leading to shortn arrow and trapped cooridoors that lead nowhere.

In addition, the centre of the floor has a pit trap, that seals fater 2 rounds. The DC for the pit trap's reflex save should be considerebly lower than normal, so that people are very unlikely to actually fall into it.

The way out: The pit trap in the centre is leads to a hidden door. a climb check (DC 10) can be used to climb the 20 feet down to the floor of the trap, where a pathetically easy secret door leads on.

Waterfall way

A ledge runs out over a large pool of water. It's five feet wide, so traversable, but a full 20 feet of it's length is being consistently pounded by awater fall.

Crossing the affected area means being exposed to a bull rush by the waterfall once for each 5 foot space (it should be harsh but level appropriate). Dwarves, of course have their stability bonus to help. anyone bullrushed off the walkway, but not more than 5 feet, can make a reflex save to grab on to the ledge but have to make a merciless climb check to keep hanging on.

Solutions: Big dwarves can tough it out if they want. alternatively a good climber could attempt to climb underneath (say...with spiderclimb) If you need a more helpfull solution, then install metal rings in the walkway. a perception check (DC set as necessary) reveals the rings. a grappling hook with secure rope could be used to secure a person to the walkway as he drags his way through.

Batts

To get out.


A metal room with fire or electricity based monster.

The worst kind of this was a self-sealing metal coated room with an ironwyrm golem (or what was that thing called, it's a CL 17 from Draconomicon) standing in the center. The golem gives off warning by releasing a cloud of steam as soon as anyone tries to pass around without saying the proper password. If the PCs continue forward the golem pulls a switch sealing the room (poth physically and magically) and attacks, using it's breath to rise the temperature to insane levels.

A narrow bridge over a chasm (yeah, hello Tolkien) leading directly into a closed metal gate on the other side. the bridge is relatively mundane aside from strong wind blowing around, but the gate is fake and there is no passage behind it. Teleporting will shove you drectly into the chasm. Attempts to open the door will only unhinge them and send them crushing on the bridge, revealing a symbol etched to the wall behind them (metal gate blocked divinations).

Shadow Lodge

Here's another. I've run this before with fun results, but unfortunately Pathfinder changed the AoE dispel rules, so this is a slight adaptation to that trap (and not quite as fun).

A longish hallway with a large stone door on the far end. The stone door is marked with six large runes, one for each of the Dwarven characters for the elements (which radiate evocation magic) and one rune that simply spells a pair of Dwarven names (which radiate transmutation magic). The named runes read at a higher level than the elemental runes (but should be designed in a way to be extremely easy to disable, even with non-magical techniques). Flanking the hallway (about 50 feet from the door) is a pair of life-sized Dwarven statues in full guard regalia of the time.

When the door is touched, each of the elemental runes triggers a gout of "Element X" from the door with a range of 30 feet, where X is the rune triggered (all four runes would be triggered the first time you attempt to enter the door). These do level appropriate damage and reset every 2-3 rounds). The name runes do nothing (at this time) when the door is interacted with. There are a couple of steps to disarming this trap.

1 - The party rogue could try to disable, but but being magical traps, getting all of them would be difficult, and trying to unlock the door with even one of the elemental runes remaining would not be fun. Each of the elemental runes should be set at a moderate disable DC. The name runes though should be much much easier even though the spells themselves are a much higher level (you'll see why in a second)

2 - You could also cast dispel magic. Since the door itself would be the target, the high-level name runes would be the first targeted. They are linked, so when one is dispelled, they are both dispelled.

3 - The surprise element of this trap is that the two name runes are maintaining the stone to flesh spells on the two Dwarven guards tasked with forever guarding this door. When triggered, the two guard "statues" transform into full-fledged appropriate level Dwarven guards who immediately attack any intruders in the hallway (which continues to gout flame occasionally if you get too close). Hopefully at this time the PCs are outside the 30 foot mark for the door, but inside the 50' mark for the statues, which will cause them to be buttoned in with the gout of elemental damage at their backs.

In the "old days" this used to be a set of just the elemental runes on the door. When one would cast an area of effect dispel on the door (since that was by far the easiest way to disable the runes), the two guard statues (which at the time were flanking the door) would also get caught in the AoE burst and would have their stone to flesh dispelled as well. It was a fun trap to run, a bit of combat and a bit of trickery.


I was just thinking of something using two Dwarven Ancestors (MM IV) to guard a door. The door is sealed (magically, mechanically, normally locked, whatever) and above the door hangs a banner that reads, in Dwarven, "Speak friend and enter." (It's a LotR riddle, the key being the same - it has to be spoken aloud in the native language). Any attempt to open the door without speaking the password will trigger the Dwarven Ancestors to attack. Speaking the passphrase will cause the Dwarven Ancestors to cease attacking if they were and open the door. Or they can be defeated and door attempted to be opened at the players' leisure.

The point was mainly the Dwarven Ancestor door guards so a better trick may be thought up.


Since the PCs want to get in (or down) let them find an easy way down to around level 10, the easy way vanishes and now they have to go up 10 levels of Dwarven created defenses to get back to the Door.

I think Dwarves would do that! it is a bumpy short ride to the bottom and a long trek back up...They may even have to leave and come back to face the true dangers of the Dwarven Citadel....


•There's a gate or drawbridge or whatever that the party must pass or face some less-preferable route. The thing won't open; it is missing a piece, and there's a big dwarven rune right at that spot that translates to "missing piece." There's also a forge (cold), a great stock of fuel, and some ingots. Get to work forging the missing piece, dwarf-friend!

•There's a long, wide hall of runed tiles. The safe path is to step on the runes that stand for the names of the rulers in a long line of kings, in order. Other tiles are trapped, with more dangerous traps further down the hall toward the far end.

The Exchange

Didn't check whether anyone had mentioned this, but if you can get your hands on the 2nd Edition boxed "Dragon Mountain" it would be a wealth of ideas. It is in fact an abandoned dwarven citadel built into a mountain, currently ruled by a red dragon and thier kobold guards.

It's got a multitude of nasty and deadly as well as just darned clever dwarven traps in it.


Cartigan wrote:

I was just thinking of something using two Dwarven Ancestors (MM IV) to guard a door. The door is sealed (magically, mechanically, normally locked, whatever) and above the door hangs a banner that reads, in Dwarven, "Speak friend and enter." (It's a LotR riddle, the key being the same - it has to be spoken aloud in the native language). Any attempt to open the door without speaking the password will trigger the Dwarven Ancestors to attack. Speaking the passphrase will cause the Dwarven Ancestors to cease attacking if they were and open the door. Or they can be defeated and door attempted to be opened at the players' leisure.

The point was mainly the Dwarven Ancestor door guards so a better trick may be thought up.

Actually I'd change the riddle to 'talk friend and enter' or 'speak friend and enter', claiming that dwarven word for speak and talk is the same. The door would be safe to walk through if you were talking while walking through (it wouldn't matter what is being said). This thing would be a great thing for Dwarven guards, as it's hard to sneak around while you talk...


Zmar wrote:
Cartigan wrote:

I was just thinking of something using two Dwarven Ancestors (MM IV) to guard a door. The door is sealed (magically, mechanically, normally locked, whatever) and above the door hangs a banner that reads, in Dwarven, "Speak friend and enter." (It's a LotR riddle, the key being the same - it has to be spoken aloud in the native language). Any attempt to open the door without speaking the password will trigger the Dwarven Ancestors to attack. Speaking the passphrase will cause the Dwarven Ancestors to cease attacking if they were and open the door. Or they can be defeated and door attempted to be opened at the players' leisure.

The point was mainly the Dwarven Ancestor door guards so a better trick may be thought up.

Actually I'd change the riddle to 'talk friend and enter' or 'speak friend and enter', claiming that dwarven word for speak and talk is the same. The door would be safe to walk through if you were talking while walking through (it wouldn't matter what is being said). This thing would be a great thing for Dwarven guards, as it's hard to sneak around while you talk...

I don't think you got the gist of the Riddle...


I had a large section of a dungeon that had a gravity trap. Every 5 minutes each PC rolled a 1d6 the result coordinated with the direction gravity was in affect for him. so some people ended up on various walls or the ceiling or the hallway suddenly became a pit. Also all of their belongings also took their orientation with them... so if someone had loaned another party member a sword he could drop it and it would "fall" to the ceiling or whatever the owners orientation was. It made for some very funny fight scenes but does take a bit management to run well.


Cartigan wrote:
Zmar wrote:
Cartigan wrote:

I was just thinking of something using two Dwarven Ancestors (MM IV) to guard a door. The door is sealed (magically, mechanically, normally locked, whatever) and above the door hangs a banner that reads, in Dwarven, "Speak friend and enter." (It's a LotR riddle, the key being the same - it has to be spoken aloud in the native language). Any attempt to open the door without speaking the password will trigger the Dwarven Ancestors to attack. Speaking the passphrase will cause the Dwarven Ancestors to cease attacking if they were and open the door. Or they can be defeated and door attempted to be opened at the players' leisure.

The point was mainly the Dwarven Ancestor door guards so a better trick may be thought up.

Actually I'd change the riddle to 'talk friend and enter' or 'speak friend and enter', claiming that dwarven word for speak and talk is the same. The door would be safe to walk through if you were talking while walking through (it wouldn't matter what is being said). This thing would be a great thing for Dwarven guards, as it's hard to sneak around while you talk...
I don't think you got the gist of the Riddle...

I did, but since almost everyone already had read the LotR, or saw the movie, I'd let the PCs bathe in it somewhat...


You could have an otherwise impenetrable set of doors with 2(or however many you wish) depressions either on the door or along side. Each with either a symbol or dwarven writing above them giving a clue as to the 'key' each depression needs. One could be a certain sized, very heavy, stone found only at the bottom of a body of water. Or a weapon shaped depression that needs a particular weapon found in the smith with the appropriate rune inscribed on it.

They could be found in the mountain or perhaps outside. Depending on how much time you'd like to spend on one puzzle, they could be placed in obscure places. Like the weapon might be with a dwarven smith in a nearby town. The party would have to talk him into giving the weapon up.

And a holy symbol of whatever god these dwarves prayed to. Lots of things could be 'keys' for this.


Zmar wrote:
Cartigan wrote:
Zmar wrote:
Cartigan wrote:

I was just thinking of something using two Dwarven Ancestors (MM IV) to guard a door. The door is sealed (magically, mechanically, normally locked, whatever) and above the door hangs a banner that reads, in Dwarven, "Speak friend and enter." (It's a LotR riddle, the key being the same - it has to be spoken aloud in the native language). Any attempt to open the door without speaking the password will trigger the Dwarven Ancestors to attack. Speaking the passphrase will cause the Dwarven Ancestors to cease attacking if they were and open the door. Or they can be defeated and door attempted to be opened at the players' leisure.

The point was mainly the Dwarven Ancestor door guards so a better trick may be thought up.

Actually I'd change the riddle to 'talk friend and enter' or 'speak friend and enter', claiming that dwarven word for speak and talk is the same. The door would be safe to walk through if you were talking while walking through (it wouldn't matter what is being said). This thing would be a great thing for Dwarven guards, as it's hard to sneak around while you talk...
I don't think you got the gist of the Riddle...
I did, but since almost everyone already had read the LotR, or saw the movie, I'd let the PCs bathe in it somewhat...

That's why I said change the riddle but I don't like the "keep talking or be doomed!" thing since it just seems ridiculous


As I scrolled through on my phone I saw "room of faces" and think that sounds cool. Last winter I came up with a trick for challenging the characters, I totaled their hit point, added 1 and distributed them amung the upcoming night's creatures. I wanted to suggest a psychological challenge: walk through the mirror, but now I think that isn't really "dwarfish." In terms of a gaurdian I had too much luck with a denizen who could only be damaged with magical bonuses (this one was AD&D), he was big and slow with little ability to hit and was constantly forgetting to stand in front of the door. They refused to by-pass him for many many rounds and it was quite frustrating.


Iczer wrote:

Block slide:

snip

Last Note. the triggered trap can be pushed up the stairs again. a Dwarf would appreciate the power of hard work.

I really like this one, but I think I would add that in order to progress further (farther?) you MUST push the block back to the top of the stairs. After all, what intruder takes the time to reset traps?


Cartigan wrote:
Zmar wrote:
Cartigan wrote:
Zmar wrote:
Cartigan wrote:

I was just thinking of something using two Dwarven Ancestors (MM IV) to guard a door. The door is sealed (magically, mechanically, normally locked, whatever) and above the door hangs a banner that reads, in Dwarven, "Speak friend and enter." (It's a LotR riddle, the key being the same - it has to be spoken aloud in the native language). Any attempt to open the door without speaking the password will trigger the Dwarven Ancestors to attack. Speaking the passphrase will cause the Dwarven Ancestors to cease attacking if they were and open the door. Or they can be defeated and door attempted to be opened at the players' leisure.

The point was mainly the Dwarven Ancestor door guards so a better trick may be thought up.

Actually I'd change the riddle to 'talk friend and enter' or 'speak friend and enter', claiming that dwarven word for speak and talk is the same. The door would be safe to walk through if you were talking while walking through (it wouldn't matter what is being said). This thing would be a great thing for Dwarven guards, as it's hard to sneak around while you talk...
I don't think you got the gist of the Riddle...
I did, but since almost everyone already had read the LotR, or saw the movie, I'd let the PCs bathe in it somewhat...
That's why I said change the riddle but I don't like the "keep talking or be doomed!" thing since it just seems ridiculous

No, you said that I don't get the gist of the riddle. I can't see any mention of the suggested riddle change either. You know, there are people who CAN read.


The players enter a room with a water trough, a pedastal with a large hollow in it, a 3 gallon bucket and a 5 gallon bucket. In order to open the next doorway, the players have to fill the pedastal with exactly 4 gallons of water on a single pour. If they don't, something suitably horrible happens before they get a chance to try again.

The Solution (and I hope I did this tag right)

spoiler:
The players need to fill the 3 gallon bucket once, and empty it into the 5 gallon bucket. THen fill the 3 gallon bucket again, giving them 3 gallons in each. By topping off the 5 gallon bucket with the 3 gallon, you are left with 5 gallons and one gallon. Empty the 5 gallons back into the trough, and put the 1 gallon from the 3 gallon bucket into the 5 gallon bucket. Refill the 3 gallon bucket, add it to the 1 gallon in the 5 gallon bucket, and there you have your 4 gallons to put into the pedastal

I like that puzzle a lot :)

Scarab Sages

Iczer wrote:

Block slide:

A very long and wide set of stairs with low railings on either side. The trap triggers around the halfway mark, with pressure on one of three consecutive stairs.

When triggered a square, flat block of stone drops onto those rails, and slides down at speed.

Knowledge dungeoneering (knowledge appropriate DC) to notice the obvious flaw ('if I lie down flat between two stairs the block will slide over me'). If so, a reflex save (DC level appropriate) to do so BUT having a huge pack, or being a large creature means you are SOL.

The alternative is to race the stone down. It moves 40 feet on the first round, then moves 60 feet then 80 (so the block triggers around 180 feet up the stairs, about 40-60 feet ahead of the players. The terrain prevents all out movement, so It's double move to get down. An acrobatics check may be needed to stay upright. Damage should be Big, but not game breaking.

Last Note. the triggered trap can be pushed up the stairs again. a Dwarf would appreciate the power of hard work.

Don't forget, that the people who jump into the gap between the rails, then see a second, smaller block, rolling down in the gap they just jumped into....

Jumping out of the pit, at just the right time between the large block going over, and the small block squashing them like an egg, should be harder than their initial jump into the gap...

Yes, Grimtooth has a lot to answer for...


Erik Mehring wrote:

The players enter a room with a water trough, a pedastal with a large hollow in it, a 3 gallon bucket and a 5 gallon bucket. In order to open the next doorway, the players have to fill the pedastal with exactly 4 gallons of water on a single pour. If they don't, something suitably horrible happens before they get a chance to try again.

The Solution (and I hope I did this tag right) ** spoiler omitted **

I like that puzzle a lot :)

Unless the PCs happen to carry a clay 1 gal. jug, waterskin, whatever... with them it's good puzzle! :D

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Traps eh?

Water Hazards
Deadly Darts,
Fear the Arrow,
Devious Pit Design,
Portcullis,
Hellish Fire,
Hand of God,
Corridor of Remembrance,
Refuse Pit,
Shadowspores,
Skull-on-a-rope,
Smoke and mirrors,
Boulders,
Swinging Blocks,
Water Hazard II,
Death by poison,
The Bite of Steel,
Funky Fungus,
Trapped Curio


Zmar wrote:
Erik Mehring wrote:

The players enter a room with a water trough, a pedastal with a large hollow in it, a 3 gallon bucket and a 5 gallon bucket. In order to open the next doorway, the players have to fill the pedastal with exactly 4 gallons of water on a single pour. If they don't, something suitably horrible happens before they get a chance to try again.

The Solution (and I hope I did this tag right) ** spoiler omitted **

I like that puzzle a lot :)

Unless the PCs happen to carry a clay 1 gal. jug, waterskin, whatever... with them it's good puzzle! :D

Yeah, but to simplify and streamline gameplay, my charachters, who always have a cleric among their rank, just say "we have create water, so don't need to worry about that" which I am okay with. Of course yo could make it more of a railroad and enchant the water that it only stays in those buckets, or something like that, but yeah, I loike how you think outside the box :)


Well, the PCs tend to carry weird things and come up with unexpected solutions. Perhaps you can take some inspiration from Harry Potter an the two-blooded Prince, where they had to use only the special shell to collect water. You're the DM, so the cruelty is your's tool first and foremost ;)


Just my two coppers here, but remember that with Dwarves, any trap is going to be brutally effective, but most importantly, efficient.

In regards to the Dwarves in this situation, the traps are there to force creatures out of the mountain, not trap them inside. pre-made rock-falls, explosive traps and the like are fine on the outside, where nobody cares if you have dead elves stinking up the surface, but inside the tunnels? There, the Dwarves will probably mix it up, having actual lethal traps interspaced with 'demoralizing' traps and non-lethal trap.

Traps like a battering ram hidden under a retracting roof tile, magical evocation traps that create a Wall of Force while simultaneously 'flushing' the party back into the previous chamber or down into a funnel that will spew them out onto the mountainside with a deluge of conjured water, Repulsion spells, Iron Golems given orders specifically to push anyone not a Dwarf out of certain rooms, thereby blocking vital intersections, magically reinforced stone walls so they cannot be penetrated by anything short of adamantite digging weapons or high-level casters, the good old advancing wall trap, Ancestor Ghosts of the Dwarves offering to let the characters pass if only they'll perform a small task, which might actually be truth or could just be some undead Dwarf having a spot of fun on the 'idjit surfacers' (incidentally, having the party haunted by the ghost of a epic-level Dwarf Fighter because they're the most hilarious thing he's seen in the past few centuries could be a great way to clue them in to ancient history that might help with their current quests, or even help certain classes such as Barbarian, Paladin and Fighter have Role-Playing chances to learn certain feats) and finally, the Dwarves themselves, rushing forward in rank with tower-shields and bull-rushing the party into a teleportation circle that ... teleports them to the very base of the mountain, possibly with one bemused/horrified/irate Dwarf in the process, who's now in the same boat as they are.

Apologies for the Wall of Text.

The Exchange

An 80ft long by 50ft wide room. Opposing doors on the long walls.
At one end stands 10 orc statues holding spears.
At the other end is a similar line of dwarves holding hammers.
When you cross the center of the room, the doors seal closed, the trap is triggered; The room tilts, sending the players onto the orc spears (Att +10, 1d8+5) Then the dwarven hammerheads drop from the now ceiling dealing 3d6 points of damage to anyone at the now bottom Reflex DC 15 for half damage.

I stole this from one of the Darkmoon Vale books its a great memorable trap because it does not work like most players suspect.

BTW - Haunts work great in abandoned creepy places.


I always appreciated the dwarven steam roller that is a large spiked cylinder that rolls downhill making paste out of everything in front of it. and exactly fits the corridor for a great distance....

The other thing I suggest are traps that have been sprung and have the corpses (bones) there to show how effective the traps are....

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