Need Trap Heavy Scenarios


GM Discussion

Grand Lodge 4/5

Our convention board just announced that this year's RPG convention theme is "It's a Trap!" Not overly original, but okay. As such, the board members are asking that the scenarios and games this year be on the heavier side of involving traps.

Aside from Emerald Spire level 2, nothing immediately stands out to me. What other modules and scenarios out there have a decent number of traps for the PCs to trip over?

3/5 5/55/55/55/5 *** Contributor

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Oh, you want #49: Among the Dead.

Spoiler:
Zyphus cultists and a ton of traps.

Grand Lodge 4/5

Just read that #55: The Infernal Vault and 6-06: Hall of Flesh Eaters are pretty trap heavy too. Confirm?

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

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Scenarios with traps that made an impression on me, spoilered per-season to protect the unwary:

Season 0:
Prince of Augustana has hazards

Season 1:
The Beggar's Pearl has a funny trap, and a trap that's likely not be found on time because it's part of a combat and you can get lured onto it.

Among the Dead has soooo many traps.

The Infernal Vault has a few traps, but not that spectacular.

Season 2:
I think The Rebel's Ransom had some nasty traps in it.

Fury of the Fiend fits the theme quite well.

The Flesh Collector has a really heavy trap.

Forbidden Furnace of Forgotten Koor has some traps with bite.

Season 3:
I'm fairly sure Sewer Dragons of Absalom has to have had traps in it.

The Ghenett Manor Gauntlet is one big trap. Even the parts that aren't technically a "trap" mechanic.

Echoes of the Overwatched has enough things you can trip and fall on.

The Haunting of Hinojai has... wait for it... haunts!

God's Market Gamble has a significant trap.

Rats of Round Mountain 1 has traps and ambushes.

Temple of Empyreal Enlightenment is a trap for the unwary.

Storming the Diamond Gate has a couple of traps.

Portal of the Sacred Rune also feels trappy.

Season 4:
Golemworks Incident fits the theme.

Feast of Sigils has things that might as well be traps, they're that in all but name.

My Enemy's Enemy has traps.

Tower of the Ironwood Watch has very good traps.

Night March of Kalkamedes is a bit of an obstacle course. And probably the best 1-5 scenario ever.

Glories of the Past 1-3 are trappy.

The Waking Rune is a deathtrap.


Season 5:

Port Godless has significant traps.

The Traitor's Lodge is very trappy.

Library of the Lion has traps that matter.

Destiny of the Sands II has noteworthy traps and shenanigans.

The Stranger Within has particularly lethal traps.


Season 6:

Trial by Machine is trap-themed

Hall of the Flesh Eaters has a lot of trap-like things.

Scions of the Sky Key 3 has traps the PCs can use too.

Fires of Karamoss wouldn't pass a fire safety inspection.

Returned To Sky has one of the most lethal traps I've ever seen.

True Dragons of Absalom has the PCs as kobolds setting traps.


Season 7:

Bronze House Reprisal has traps you don't want to trigger

Thralls of the Shattered God is the absolute crown jewel of trap adventures.

Sun Orchid Scheme is an interesting take on traps.

In Orders From The Gate, trap triggers you.


Season 8:

Refugees of the Weary Sky is like a grudge level in a video game

Season 9:

Grand Lodge 4/5

Lau Bannenberg wrote:

Scenarios with traps that made an impression on me, spoilered per-season to protect the unwary:

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Thanks for these. Season 9 seems to be empty though. Guessing nothing came to mind.

Scarab Sages 5/5 5/5 *** Venture-Captain, Netherlands

What is the one where you trap the aspis base? Its super fun, and you get to set traps for others instead of falling in them yourself.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

kevin_video wrote:
Lau Bannenberg wrote:

Scenarios with traps that made an impression on me, spoilered per-season to protect the unwary:

** spoiler omitted **
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Thanks for these. Season 9 seems to be empty though. Guessing nothing came to mind.

Yeah, either it didn't impress me, it's not there at all, or I haven't played it yet.

It's also totally subjective of course. I included some things that have a definite "we just walked into a trap" feel even if it's not strictly something that Disable Device covers. Haunts, hazards, ambushes and such can definitely qualify.

Scarab Sages 1/5

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The Gauntlet has what you are looking for.
It’s a free module. Felt kind of like a Bonekeep lite.

Grand Lodge 4/5

TheZombiePunch wrote:

The Gauntlet has what you are looking for.

It’s a free module. Felt kind of like a Bonekeep lite.

Interesting. Does that mean Bonekeep has traps as well? I haven't ran them myself. The VL and VCs usually do that.

Scarab Sages 1/5

The first one does but I meant it more as in every room has a new challenge.

Liberty's Edge 1/5

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#5–99: The Paths We Choose can have some quite nasty traps, depending on which factions you run. As I recall, Osiriani and Sovereign Court both had some dangerous ones.

#3-25 Storming the Diamond Gate had a unique and dangerous 'trap'.

6-06: Hall of Flesh Eaters definitely has trap-ish shenanigans going on.


Sort of related to this, which APs have the most traps?

Grand Lodge 4/5

UnArcaneElection wrote:

Sort of related to this, which APs have the most traps?

Mummy’s Mask can get pretty nasty at times. Those ancient tombs don’t fool around.

@keerawa — the last two you mentioned were brought up in the spoiler tags prior. I’ll have a look at Paths.

Shadow Lodge 4/5 5/55/55/55/5 ***** Contributor

#1-55 Infernal Vault gets a rather major call-back in the current season, so I'd recommend it as having a decent amount of traps and having something in it for players when they dig into higher level Season 9 scenarios!

5/5 5/55/5

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Lau Bannenberg wrote:


Thanks for these. Season 9 seems to be empty though. Guessing nothing came to mind.

The trap for season 9 is most scenarios the party needs a face or your party fails. If the face player dominates conversations then all non-face players get pretty bored. That's the trap. It's so well hidden you didn't even know.

Grand Lodge 4/5

roysier wrote:
Lau Bannenberg wrote:


Thanks for these. Season 9 seems to be empty though. Guessing nothing came to mind.
The trap for season 9 is most scenarios the party needs a face or your party fails. If the face player dominates conversations then all non-face players get pretty bored. That's the trap. It's so well hidden you didn't even know.

*is confused* Somehow you managed to erase my name from my own quote. o_O

Yeah, Season 9 isn't a lot of people's favourites here. There's a lot of groaning, and most of our players aren't showing up any more if a Season 9 scenario is being put up. If they can't dump their three mental stats to 5-7 with almost all 18's for physical, and have AC 32, they it's not worth their time. And the players who are the faces, if they see the power gamers sign up for Season 9, who try to disrupt things or will likely cost them their 2nd PP, they won't sign up either. It's getting pretty bad. I'm hoping Season 10 balances things to be inclusive to both.

Another scenario I got pointed towards is 1-45 Delirium’s Tangle (Tier 1-5).

5/5 5/55/5

Sorry i was under the gun trying to squeeze the quote in at work before running off to a meeting and probably erased the wrong name for the quote.

My problem is there are few players who dominate the social conversations and go on and on about non-relevant things with the NPC's. So other players just sit there for long periods of time, can't get a word in, nothing to do, and eventually don't want to get a word in and just want to get on with the scenario.

It's overkill for season 9 their needs to be a better mix then have almost every scenario be diplomacy/and or investigate for 2 or 3 hours and then have a few combats. Some scenarios there must be good diplomacy player in the party or you fail. So skill monkeys don't matter unless they also have diplomacy.

Grand Lodge 4/5

roysier wrote:

Sorry i was under the gun trying to squeeze the quote in at work before running off to a meeting and probably erased the wrong name for the quote.

My problem is there are few players who dominate the social conversations and go on and on about non-relevant things with the NPC's. So other players just sit there for long periods of time, can't get a word in, nothing to do, and eventually don't want to get a word in and just want to get on with the scenario.

It's overkill for season 9 their needs to be a better mix then have almost every scenario be diplomacy/and or investigate for 2 or 3 hours and then have a few combats. Some scenarios there must be good diplomacy player in the party or you fail. So skill monkeys don't matter unless they also have diplomacy.

Understandable. The downside of rushing at work.

I did 7-22 Bid for Alabastrine in Core and had a face problem. Core! Not even a cleric among them. I haven’t been exposed to much Season 9, but I know one group did the Sages adventure and literally only succeeded because of a Core build bard in a standard game. Blew my mind. All I know about Season 9 is the one quote someone posted by John and Thurston. That it’d be mainly tying up loose ends from previous seasons.

Grand Lodge 4/5 5/55/55/55/5 ***** Venture-Agent, Minnesota

Doom comes to Dustpawn! Best traps ever in a PFS sanctioned adventure. You will love them!

Also I think that you will find that 9-09 is a good mix of face and melee. The kobold arc is a bit more trap-centered than normal.

Hmm

5/5

I'll reiterate The Gauntlet and Thralls of the Shattered God.

Liberty's Edge 4/5 5/5 ** Venture-Captain, Texas—Waco

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Lau Bannenberg wrote:

Scenarios with traps that made an impression on me, spoilered per-season to protect the unwary:

Night March of Kalkamedes is the Best. 1-5. Scenario. EVER!

Fixed that for you. ;)

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