Things a DM can put in a dungeon to totally mess with players


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Pathfinder Adventure Path Subscriber
Liranys wrote:
Chyrone wrote:


Teleportation tiles, you'd need to jump over them or you'd return to the entrance of the dungeon.

Genius. I must use this someday!

I think the players need a certain mindset to not ragequit after the 3rd time of being sent back. I can see the players throwing hate towards the DM for such a thing.

I think it would be an interesting inclusion, especially if the players are making their own map, and they can mark which ones are the bad ones.


Adjule wrote:
Liranys wrote:
Chyrone wrote:


Teleportation tiles, you'd need to jump over them or you'd return to the entrance of the dungeon.

Genius. I must use this someday!

I think the players need a certain mindset to not ragequit after the 3rd time of being sent back. I can see the players throwing hate towards the DM for such a thing.

I think it would be an interesting inclusion, especially if the players are making their own map, and they can mark which ones are the bad ones.

Yup. I would put a clue as to how to choose the right tiles too, so they don't spend hours trying to figure it out.


Liranys wrote:
Adjule wrote:
Liranys wrote:
Chyrone wrote:


Teleportation tiles, you'd need to jump over them or you'd return to the entrance of the dungeon.

Genius. I must use this someday!

I think the players need a certain mindset to not ragequit after the 3rd time of being sent back. I can see the players throwing hate towards the DM for such a thing.

I think it would be an interesting inclusion, especially if the players are making their own map, and they can mark which ones are the bad ones.

Yup. I would put a clue as to how to choose the right tiles too, so they don't spend hours trying to figure it out.

Summon some low-level monsters, send them through to map out the path.


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Adjule wrote:
I think the players need a certain mindset to not ragequit after the 3rd time of being sent back. I can see the players throwing hate towards the DM for such a thing.

A little riddle on some plaque telling them how to deal with it.

Let it be them to figure out what it's about :)

That or it's just a teleport back down the corridor.

@ Liranys, talking about tiles, it reminds me of that Indiana Jones puzzle where he's tasked to spell the name of the almighty.
A Kn. religion to remember the name is spelled slightly different in that particular region of land.


Chyrone wrote:
Adjule wrote:
I think the players need a certain mindset to not ragequit after the 3rd time of being sent back. I can see the players throwing hate towards the DM for such a thing.

A little riddle on some plaque telling them how to deal with it.

Let it be them to figure out what it's about :)

That or it's just a teleport back down the corridor.

@ Liranys, talking about tiles, it reminds me of that Indiana Jones puzzle where he's tasked to spell the name of the almighty.
A Kn. religion to remember the name is spelled slightly different in that particular region of land.

Good idea.


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Tiny fey pranksters. They don't mean harm or anything, but they're bored. And they can fly, become invisible for free, and have tricksy magic.


Orthos wrote:
Tiny fey pranksters. They don't mean harm or anything, but they're bored. And they can fly, become invisible for free, and have tricksy magic.

I've used that one a few times.


.


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Pugwumpis.


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Old "Grimtooth" trap. A room with 16 foot deep plush carpet.


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Pathfinder Lost Omens, Rulebook Subscriber

Not one I used, but one I experienced as a player. A dungeon with an area of illusory floor that was really just a pit that fell 40 feet down into a tank of dire sharks. And then later, a trap that raised the water level in this pit to flood the dungeon creating a horrible Deep Blue Sea situation with the sharks roaming the halls.


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We had a dungeon called montezuma's revenge that was wall to wall grimtooth's traps


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So many good ideas... I'm almost ashamed to mention this one.

A couple of stone statues carved into the likenesses of gargoyles with a series of magic mouth spells making it appear as if they were arguing with each other.


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Orthos wrote:
Tiny fey pranksters. They don't mean harm or anything, but they're bored. And they can fly, become invisible for free, and have tricksy magic.

hey man! Fey get bored to!!! And we are not tiny! We are just fun sized.


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Non-hostile NPCs that want to talk, not fight.

Shadow Lodge

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PIXIE DUST wrote:
Orthos wrote:
Tiny fey pranksters. They don't mean harm or anything, but they're bored. And they can fly, become invisible for free, and have tricksy magic.
hey man! Fey get bored to!!! And we are not tiny! We are just fun sized.

Every size is fun size for the fair folk.


boldstar wrote:
Old "Grimtooth" trap. A room with 16 foot deep plush carpet.

LOL! The Granddaddy of all Trappers.


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Te'Shen wrote:

So many good ideas... I'm almost ashamed to mention this one.

A couple of stone statues carved into the likenesses of gargoyles with a series of magic mouth spells making it appear as if they were arguing with each other.

No need to be ashamed. That one could be put to many a subtle and nefarious use. :>


Lathiira wrote:
Non-hostile NPCs that want to talk, not fight.

I'm pretty sure the rules disallow that.

Shadow Lodge

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Quark Blast wrote:
Lathiira wrote:
Non-hostile NPCs that want to talk, not fight.
I'm pretty sure the rules disallow that.

Perhaps not the rules, but the PCs are likely to disallow it. :D


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Kthulhu wrote:
Quark Blast wrote:
Lathiira wrote:
Non-hostile NPCs that want to talk, not fight.
I'm pretty sure the rules disallow that.
Perhaps not the rules, but the PCs are likely to disallow it. :D

Yeah, same experience points either way, right?

:>

Scarab Sages

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Quark Blast wrote:
Kthulhu wrote:
Quark Blast wrote:
Lathiira wrote:
Non-hostile NPCs that want to talk, not fight.
I'm pretty sure the rules disallow that.
Perhaps not the rules, but the PCs are likely to disallow it. :D

Yeah, same experience points either way, right?

:>

Me As DM In A Situation Like This: "As you smite, cleave, blast, and backstab your way through another pile of strangers, a bitter feeling starts tingling up your neck: You realize your lives and minds have managed to settle into predictable grooves, and where such experiences once opened whole new doors into the cosms within and without you, they are now curling in on themselves and actually corroding your skills, minds, and spirits. Your experience gains from combat now become equivalent experience losses until you can manage to wrest yourselves free of this mental rut."


I'm Hiding In Your Closet wrote:
Quark Blast wrote:
Kthulhu wrote:
Quark Blast wrote:
Lathiira wrote:
Non-hostile NPCs that want to talk, not fight.
I'm pretty sure the rules disallow that.
Perhaps not the rules, but the PCs are likely to disallow it. :D

Yeah, same experience points either way, right?

:>
Me As DM In A Situation Like This: "As you smite, cleave, blast, and backstab your way through another pile of strangers, a bitter feeling starts tingling up your neck: You realize your lives and minds have managed to settle into predictable grooves, and where such experiences once opened whole new doors into the cosms within and without you, they are now curling in on themselves and actually corroding your skills, minds, and spirits. Your experience gains from combat now become equivalent experience losses until you can manage to wrest yourselves out of this rut."

Or... just have the party cleric cast Speak With Dead to get the info we should have gleaned with parley.

Meanwhile I count the loot and ponder these new and deadly experiences. If there is a Million Ways to Die in the West just imagine how many I've yet to execute in Golarion!

Hail Vecna!

Scarab Sages

Quark Blast wrote:

Or... just have the party cleric cast Speak With Dead to get the info we should have gleaned with parley.

Meanwhile I count the loot and ponder these new and deadly experiences. If there is a Million Ways to Die in the West just imagine how many I've yet to execute in Golarion!

Hail Vecna!

You've...kind of missed my point.

Hail Vecna, though - I can drink to that.

Shadow Lodge

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atheral wrote:

Wrote a scenario one time that involved an....er...unusual mercenary company exploring a ruin. PCs asked to be healed so they were told to go see the company horse doctor.

When they got to her they found an Alchemist (Chirurgeon) 5/ Wizard 1 awakened pony named Buttercup.

That's brilliant.


Or a portal that puts them into a plane filled with oh i dunno.....things that sing happy songs all the time. Or some place with lots & lots of colorful ponies. (Imagine your equinephobic barbarian ending up there)

But only for a minute or so. Whatever door they open, it would suck them into a place for a minute unless they make a Reflex save vs the suction of the portal.


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-A chasm the players must cross, with a riddle encouraging them to take a leap of faith.

There is, of course, no bridge. There is a stairway at the bottom of the chasm, and the floor is enchanted to cast 'Cure Critical Wounds' on impact.

-Upon entering a hallway, the players see headless corpses wearing all sorts of gear. The spectacular blood splatters on the floor, ceiling, and walls gives some hint as to how they died and what happened to their heads.

The players cannot see what's at the other end of the hallway.

Sovereign Court

Quark Blast wrote:
boldstar wrote:
Old "Grimtooth" trap. A room with 16 foot deep plush carpet.
LOL! The Granddaddy of all Trappers.

Indeed. Pathfinder could use more of the "you die, no save" that Grimtooth epitomizes.


*Snerk* These are great, guys, keep it up!

And those Gargoyles... I can see SO many uses for them...


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Haladir wrote:
Aaron Bitman wrote:
Haladir wrote:
A magic fountain that has random (usually bad) effects. (Cliche, but PCs always drink from it!)

They do?!? The players I've known would think someone crazy for even considering it!

But maybe my players are atypical in that respect. And here I thought that the use of such fountains (such as the one in "Horror on the Hill") was a waste of space.

Magic fountains were a staple in old-school modules. Off the top of my head, I can think of at least 6 old TSR modules that had one! But they fell out of favor in the late '90s, so you don't see them in dungeons much any more. I think part of the reason is that adventure design matured, so you see far less crazy $#i7 that doesn't make any sense, combined with players who are far more invested in their characters and consequently more cautious than in days of yore.

Hmm, I still always have one in my games...does that mean I am "Old-school" or a "crazy $#i7"? ;-)

A statue that detects as off the chart magic, with odd glyphs. It does nothing. Even better if there's a coin slot.

The Sword in the Stone. (No, you are not "rightwise king born of England")

The Runes "AS" (Arne Saknussemm) with a arrow pointing.

Graffiti.

A normal everyday animal, say a rat that sez "hello". It doesnt talk, it just has a spell.


DrDeth wrote:

Hmm, I still always have one in my games...does that mean I am "Old-school" or a "crazy $#i7"? ;-)

A statue that detects as off the chart magic, with odd glyphs. It does nothing. Even better if there's a coin slot.

The Sword in the Stone. (No, you are not "rightwise king born of England")

The Runes "AS" (Arne Saknussemm) with a arrow pointing.

Graffiti.

A normal everyday animal, say a rat that sez "hello". It doesnt talk, it just has a spell.

A duck. Make it a duck!


DrDeth wrote:
Graffiti.

I did that once. My PC's spent half the session trying to decode a hidden meaning to a random bit of writing I had scribbled up on the wall. :)


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Triphoppenskip wrote:
DrDeth wrote:
Graffiti.

I did that once. My PC's spent half the session trying to decode a hidden meaning to a random bit of writing I had scribbled up on the wall. :)

My dungeons usually include lots of weird stuff in them and on the walls. I love the Donjon dungeon creator because some of the descriptions of the rooms are hilarious. I usually end up modifying them a bit, but they are a total riot. I remember one dungeon had "Morg was here" written on a wall in Orcish. :) It was funny.


A duck that's cursed, you pick it up and you can't let go.


Chyrone wrote:
A duck that's cursed, you pick it up and you can't let go.

Never... pick up a duck in a dungeon... Which is why I made one part of one of my games. A dungeon where you can't get out UNLESS you pick up the duck!


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A duck that's a high-level spell caster. (She was hit with a baleful polymorph, failed the first save but made the second.)


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Duck says "No, really. I'm a wizard, but I got turned into a duck and I can't cast spells now. I'm good, I promise. It was an evil dragon that did this to me, honest!"

Duck is actually said evil dragon that got polymorphed by the wizard :D


I really don't get the duck references.


DungeonmasterCal wrote:
I really don't get the duck references.

I believe it's from an old D&D comic or the cartoon...


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I think it's a reference to Munchkin, as There is a Curse Card called Curse of the Duck.


RHMG Animator wrote:
I think it's a reference to Munchkin, as There is a Curse Card called Curse of the Duck.

Doh! That's right, I'd forgotten about that card.

<--- has not played Munchkin in a long time


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Actually, in a REAL old Greyhawk book, the Peoples Constables will fine adventurers for "fondling a waterfowl in public", and it's sorta related to a minor quest where you have to get a duck.


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DrDeth wrote:
Actually, in a REAL old Greyhawk book, the Peoples Constables will fine adventurers for "fondling a waterfowl in public", and it's sorta related to a minor quest where you have to get a duck.

That's hilarious. "Unhand that duck, you fowl theif!"


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A variant gargoyle that is just stone when you're looking at it but becomes animate when you look away...or blink.


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Dustin Ashe wrote:
A variant gargoyle that is just stone when you're looking at it but becomes animate when you look away...or blink.

I sense a Dr. Who fan...


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RHMG ANimator wrote:
I think it's a reference to Munchkin, as There is a Curse Card called Curse of the Duck.

Dead on.

Try a few of the cards, it has several curses.
Chicken on the head...irremovable, you can't wear anything on your head untill the curse is lifted.


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There is also a Grimtooth hallway trap called Duck.
not as lethal as most of the other traps, but the most humourous and head messing trap


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Someday, I'm going to put a Gazebo in a dungeon. Under ground. Because I can.


Pathfinder Adventure Path Subscriber
Liranys wrote:
Someday, I'm going to put a Gazebo in a dungeon. Under ground. Because I can.

Knights of the Dinner Table in-joke?


Alex Martin wrote:
Liranys wrote:
Someday, I'm going to put a Gazebo in a dungeon. Under ground. Because I can.
Knights of the Dinner Table in-joke?

The Bride-of-Portable-Hole has a Gazebo of terror in it.

Note it contains NSFW content.

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