Dreadful Deeds: The DMS Trap
Today I bring to you the first of a few guest posts as I prepare to kick off my D5C initiative on twitter, it is written by the very talented (and devious) @Macrogeek so do yourself a favor and start following him on twitter if you’re not already doing so. The DMS trap is a wonderful play on a classic trap that could be found in any dungeon, a bit of a one-two punch but the twist is you’re PC’s minds will end up suffering some quite unique effects.
The role playing possibilities and hilarity that may ensue from the DMS trap are priceless so read on, and prepare to give me your best shot when I call out for D5C tweets starting next week. Also check back later today for another new Pixels & Polyhedrals baddie that will really choke your players for options.
The DMS Trap
Not all RPG traps should exist to try to cause a player death or TPK. Some of the best traps are the ones that give you, the DM, a plot hook to work from in future sessions. Thus I give you a trap designed only to cause fun role playing scenarios for your players – The DMS Trap.
It goes a little something like this:
Near the end of the dungeon the party triggers a trap. It’s not important how it’s triggered, just that it goes off.
Some ideas:
- Have the “boss” character of the dungeon wear an amulet that triggers the trap if he dies or separates himself from the amulet. (a dead-man switch, he can intentionally trigger/drop the amulet if the PC’s don’t kill him, or it can go off when they take it from him as loot)
- The trap can be triggered when the PC’s remove a certain goal item from the dungeon. They have to remove the item to complete a quest, but doing so trips the trap. Alternatively, when they fail a check trying to open a chest, or disarm what appears to be a simpler trap, the DMS trap can be sprung.
- The fumbling NPC. Make the trigger for the trap obvious, supply a clumsy NPC who has much poorer skills than the rest of the party…have them fail a check. Works well with rescued prisoners, the village drunk, liberated henchmen, local politicians.
DM, you’ve made the players set off your evil trap…what happens next?