The Dungeon Masters Guild
Ask the DM's Guild

This Months Question
#1:
This month Richard Brenand has asked us to answer the following question for him:
Dear Dungeon Masters Guild,
I'm kinda new to the world of the web, the net and surfing. I've been looking online for traps. Not just the run of the mill traps, pits with spikes at the bottom, the stairs that turn into a slide trap, I guess I'm looking for inventive, imaginative, challenging traps. The kind that DMs and players can sink their teeth into. Most of my dungeons have started out similar to "Tomb Raider" but now I'm developing into more character interaction with NPCs and mixing it with the "puzzle" type dungeons that I created earlier in my career of dungeon crafting. I've been exploring as many avenues as I can for new types of traps but have come to a standstill on the web. If you could point me in the right direction or give me some tips for searching for traps I would be very grateful. Thank You, The Blackwell.

Here Are the Responses:

From Bitterlemming:

Well, I don't know about on-line. Off line in print there is a series known as Grimtooth's traps by a company called Flying Buffalo Games. Sorry about the shameless plug, but when it comes to traps, those things ROCK!!! I heard they're putting out something of a revised Grimtooth compilation for 3E sometime next year as well. Now, if I could only stop salivating. :}

You might also check out Dungeons by AEG. Nothing new by way of specifics, but a lot of great tips.

IF you can find one, there is also a 1st Ed AD&D book that I would recommend called The DM's Design Kit. It's worth the investment. Once again, it's more advice than actual traps, though.

I'm looking forward to seeing if there are any web sites, too. I haven't had to look for new traps in a while. (Grimtooth's is good!) Great Topic, T! Good luck to you The Blackwell!

 

From Torsh 374:

Hello Blackwell. I'm somewhat new to DMing and due to my geographic location, have had to use the web quite extensively for Dm help. Recently I found this great RPG newsletter called Role-playing Tips. It's totally free and you can submit questions to the publisher for other DMs to respond to. I have to say this is by far the best Tip archive I have found so far :) Go to the address below and check out the "Role-playing Tips Archive" section. http://www.roleplayingtips.com/
I know for sure that issue #85 has tips on Traps. There may be more, but I didn't notice any when last I checked. Torch.

Hope that helps out.



From Von Romig:

My favorite type of traps have always been the 'future problem' ones... Setting off a trap within an area, by some means, causes an action elsewhere that the PCs MAY hear but not know for a while. Examples: The trap is sprung and elsewhere... -a room that they came from is filling with water, beyond this room there is no other way out. -Large blocks slide down, blocking hallways in sections that encloses the party into their present area. -a magical gong is rung, awakening a horde of undead warrior guardians. And others... Traps set in the same area as the players allows the thief to detect them easier and they all get saving/ability throws. These types don't. They can cause the PCs major headaches moving back through previously cleared rooms and sections. One way to multiple the difficulty of a dungeon setting without the need to add rooms/areas. Von Romig.

From LF Notter:

I probably won't be the only one to suggest this, but Grimtooth's Traps is the definitive gaming resource on how to kill a party. If you can't find it (since, IIRC the books are mostly OOP) then do a web search on guerrilla warfare and the tactics of groups like the Viet Cong and the Mujahadin. Not wishing to enter into a political debate here, but a brief study of what the US taught the Mujahadin during the Soviet occupation of Afghanastan (with regards to things like booby traps and remote ambushes) could be useful to you. You might also do searches on Bond films and spy literature for references to classic deathtraps. Also, don't be _constantly_ fiendish. Save the really good ones for dramatic effect. Your players will appreciate the more mundane traps once they've been confronted with a really deadly masterpiece, but if you overuse the really good ones, they'll get blase` about them. Bryan.

From Reverend Zen:

A groove in the floor runs from a door down a hall, roughly 15' long (distance can vary). A trap cannot be discovered (since there isn't really a trap on the door), but if someone looks under the door, there is something stuck, wedged under the door (which swings away from the group). When the door is opened, a small marble-looking object (mine was black, but color doesn't matter) rolled down the groove (5'/round). The trap is activated when either a) someone stops the marble, or b) it reaches the end of the groove. It then detonates into a 6d6 fireball. I had this trap in a thieves' tower, which was riddled with traps and trapped with riddles.

I got the whole idea from cartoons (Thundercats to be specific). Love my daughter for making me watch that one. Same adventure: stairs leading up 30'. The first 10' were slick, the second 10' were rubbery, the third 10' were sticky. (Based on a climbing rate of 10'/round.) Each 10', the PC must make a reflex save. If the first save is successful, make a second save for the next 10'. Same with the third set. If any of these fail, the PC could end up at the bottom. First 10': save failed (DC 15) fall to bottom, 1d6 falling damage. Failure from 20', make second save (DC 20) as the PC falls back 10'. If both fail, PC ends up at bottom, 2d6 falling damage. If the PC makes it to the third 10', fails reflex save, make second save @ DC 20, then third save DC 25, or end up at the bottom, 3d6 falling damage.

I get ideas for my traps just by looking around wherever I am. Safety hazards work well (though not fun in real life). A ladder sitting on unstable ground might fall, a platform held up on ropes, perhaps one of the ropes is weak or has a bad knot, and "x" weight will break the rope. Zen.

From Thrandorian:

I thought I was the only one who used "Thundercats" in designing my campaign!. Here is a link to a zipped file I found at another on-line site. It contains several interesting traps. I have unzipped it and uploaded it for your convenience:
The book of tricks and traps    T.

This Months Question 
#2:
Thrandorian asks: What are the limits of a wish spell? If you word it properly, won’t it do almost anything? I have never read a complete description that explained it’s limits nor have I seen a full guideline. How do you rule when adjudicating the infrequent but game shaking “Wish Spell”?
Thx, T
Here Are the Responses:

 

From Sir Bluetooth:

I have always just told my players that if they try to push it too much than no matter what the wording if will have bad results. For some reason they give me more credit than I deserve in this and none of my players is yet to use a wish for more than little things. On the rare occasion they tell me they want to wish for something big the other players do a pretty good job of threatening them with bodily harm if they do and the wish gets changed.

Things I would allow without punishment include: the creation of a magic item of some power (basically anything the mage in the party could make without too much trouble), a point or two in an ability score, the affect of any spell in the book (modified up to level 8 or 9 with the metamagic feats...if it does not make it too powerful), changing time by a few minutes (but with some major limitations...time gets reset a few rounds, but no one will remember what happened the first time and they will not even know why the wish is gone.

I also go by the theory that the wish is granted by the nearest diety, they have some sort of a cosmic deal worked out if the wish isnt too much trouble they have to grant it as part of the deal for being a diety (never said I made much sence). So if the players ask for too much it not only will go wrong, but they may have made a god or two angry with them. Sir Bluetooth.

 

 

From Von Romig:

First and foremost, the moment a player gets a Wish spell I sit them down and tell them the following. "If you try to push the envelope you will crash. It is best to treat the Wish spell as a means to cast any other spell in the books, just that you decide the perimeters (strength, area of effect, lasting time, power, etc) and can manipulated the spell like the skills; empower, enlarge, extend, heighten, maximize, etc. But with few limitations." Therefore, you can... -Wish to be able to fly anytime you want (Spell: Fly, No time limit). -Wish to be the strongest man (Spell: Strength or Bull's Strength, Maximum human STR ability score.

To have godlike STR is not possible) -Wish to never be seen unless you want (Spell: Improved Invisibility, No time and attack limits) So if you can match a spell or magic-item power to your Wish, within a few acceptable limitations then I will allow it. Just note that I do not allow the mages in my world to put the Wish spell in their spell books. Wish Spells are one time things... a scroll, 1-3 charge wands or lamps, or one-use artifacts. And they are VERY RARE! *I DO allow the spell 'Limited Wish' in spell books, but this is treated only as being any spell in the book, of any class, casting at 30th level. And to use a Limited Wish spell causes the Mage to lose 2 hps and -1 CON for two days. (With the Wish spells there are no penalties, unless they push the envelope.)   Von Romig.

 

From Kimball G:

"What are the limits of a wish spell? If you word it properly, won’t it do almost anything? I have never read a complete description that explained it’s limits nor have I seen a full guideline." Well...The 3rd Edition PH does a pretty good job of placing limits on a wish and limited wish. But exceptions are always an option.

Depending on the cleverness of the PC, and the earth shattering effects, just about anything is possible. Only on item/personal stat/effect can be created/modified per wish. Nothing is allowed that would rival the gods themselves. They would just interfere with the wish and make it fizzle. Kimball_G.

From SCA Bard:

A friend of mine has the rule that only the first seven words after "I wish that" count towards the wish. This prevents PCs from drawing up giant legal documents with clauses like "without affecting the timestream." I agree with Von; if they're not trying to be punks about it, I'd be less likely to try and twist their wish.

In particular, if they were using the wish non-selfishly (to heal someone of an otherwise incurable ailment, for instance), I'd certainly allow it. When a PC is prepared to give up the sort of power a wish can confer for a friend's benefit, the gods smile. Also, how "twisty" I'll be depends on who is granting the wish.

If they did some boon for a good god/dess and s/he's rewarding the PCs, the wish should go as planned (unless the deity is disgusted by the request). On the other hand, if they're dragooning an ifrit to serve them, they should expect the creature to be as perverse as possible. (As a PC, personally, if I were offered a wish by an ifrit, demon or other creature of dubious moral standing, I think I'd turn it down, or just wish for the creature to leave me alone.) SCA Bard.

From Bitterlemming:

"I wish this spell never existed." I think it's one of those things that it's better off to flat-out not allow, ever, period. I have a couple of really basic reasons for this. One: I've seen too many, way too many DM's hose the player or the whole group with one. Some DM's, no matter how the player words the spell, will make sure it totally backfires. Two: It never fails that when a wish becomes available, the party squabbles because someone's agenda just HAS to be filled with it.

The player will usually end up pulling some cheese monkey maneuver for his own gain. I do, however, not mind limited wish and miracle. Miracle is granted by the gods. The god can always say "no" and then grant it later when the PC's really NEED something. Limited wish is good for mimicking spell effects. In all fairness, why should the PC's be the only ones allowed to use a Wish? If I allow it, I'm allowed to use it as well. The only time I'm ever allowing the party to have a Wish spell is if they ever run into the Tarrasque. And it will be with the understanding that they need the wish or a miracle to kill it.

I'd also allow a regular wish, because the wording is a little better in 3E, to duplicate spell effects and restore ability scores that had been LOST due to accidents, resurrections, etc. Although it's likely the party won't know they're carrying a wish spell until they really need it. I usually leave it as a "mystery effect" that can't be identified on an item. The last thing I'll say is that I have more or less banned some spells from my world all together, like any of the teleport effects. Half of the thrill of having your own campaign is to have vast amounts of unexplored terrain and adventures the PC's haven't seen. Spells like wish and teleport negate that, and I think that makes the game less fun for everyone. Bitterlemming.

From Fabian Ra:

Let the player make his wish - if he makes a just wish - well done. If not, smile with evil joy and give him what he wants. Then remind him that wealth invites thieves, strength invites challenges from mortal and immortal alike, magic invites envy, etc... That extreme ability/item had to come from somewhere and the old owner is going to want it back. Any GM who offers a wish spell needs to plan for the unplanned.

Also, if you ever get a dwarf who wishes for a really outstanding ham and cheese sandwich - by all means - give it to him (plus heal him to full, grant regeneration ability for the next four conflicts, and always have him remember fondly this one ham sandwich!) Fabian Ra.

 

From Thrandorian:

I have used wish spells as a method of achieving goals both for the party as well as the NPC enemies when nothing else will work. I rarely have had a player character magic user of sufficient level to cast the spell, so in most cases it has come from a sympathetic NPC MU or by purchasing the casting at great cost.

I limit the power of the spell in the following ways:

1) You may never use the word "And".
2) You may never "list" items.

2) The more words you use, the more I can twist the intent.
3) I place Wish Spells as protection against other wish spells over:
    a) Anti-Teleport fields over cities (I use these to control the use of T-port in most major cities).
    b) The highest level Magic-using enemies protect themselves against Wish spells by using wishes worded to protect against those cast against them.

     c) Any Magic used to protect a city, fortress, or provide a city service (i.e.: a permanent "Wall of Force" reinforcing a dam) will be so protected. Sometimes with more than one "Wish".

I feel "Wish" is an exciting if dangerous and game shaking spell. The way you as a DM handle it will determine if it works into your campaign smoothly or takes it over. Thrandorian.