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TOPIC: New Traps
#54769
Re:New Traps 1 Year ago  
thats really nice, my super sculpey FINALLY came in after 2 weeks i think im going to play around with a few of these to see what i can do
Crimson_King_of_the_Tower
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#65543
Re:New Traps 1 Month, 3 Weeks ago  
Teulisch wrote:
a 'crushing wall' trap would be cool too. just modify a 6" straight corridor piece to have an indent in one wall, and have a piece that can slide down into that slot, then be pushed forward to crush against the far wall. you could have a couple different trap pieces- normal wall, fake door, and wall of spikes.


I've been away for a while but never forgot this idea. Some days ago I kept playing with the pencil and the result is what you see below..
The first drawing is what came in my mind at the beginning.

not sure what the minimal wall thickness would be, for resin or for the trap parts.


The second drawing shows the same corridor with a slight ramp instead of the plain floor, just to add thickness to the sliding piece.

The last drawing is what a 4x4 room (like that from RoTA) would be with the same trap.

^RIGOR^
Goblin
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#65551
Re:New Traps 1 Month, 3 Weeks ago  
RIGOR - that is an awesome idea!

For those of us on the GT side, we could simply blue tak a FS wall to two other walls and then slide a whole floor section under the FS wall - hadn't thought of it, but seeing your illustration makes it so easy and obvious - THANKS!
kitenerd
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#65554
Re:New Traps 1 Month, 3 Weeks ago  
Fun Traps! Thanks for sharing the evil drawings, and evil ideas...

Now to crush my players with freestanding walls...
JasonYoung
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#65555
Re:New Traps 1 Month, 3 Weeks ago  
I think a couple of freestanding walls, or possibly 2"x2"x2" cubes, would be a much simpler way to trap a dungeon. No need for large specialized sculpts with moving or interlocking parts, just a couple of very simple sculpts that could be placed anywhere in any environment. (They could even follow the party through the set-up, forcing them to move forward without rest or respite)

Some freestanding walls and cubes sculpted and painted to look like iron (with iron bands?) would make a nice add-on for a future KS. There might also be versions with iron spikes on one side or face. And a couple-few that would accommodate the slightly-less-than-two-inch floors of wall and corner pieces would be very nice to have.

Finally, some kind of mechanism or apparatus might be included, for those who want to give their rogues a chance to deactivate the trap at its source. Or we could put an ogre or two on the other side, or a team of goblins or kobolds.

(Here come the cleaners!)
jackattack
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Last Edit: 2014/06/03 03:28 By jackattack.
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#65697
Re:New Traps 1 Month, 2 Weeks ago  
now that is a nice looking crushing wall. interesting approach, to pull the floor through like that. i could see that doubling as a normal T intersection with a floor tile, or as a secret door with its own trap.
Teulisch
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10 resin sets, 5 KS game tile sets
 
#65699
Re:New Traps 1 Month, 2 Weeks ago  
Ya. crushing wall is sick.

The reason I would NOT want trap pieces though, is because players will recognize the pieces and know whats coming, and also, I would never actually swing something or drop something on my minis.
The crushing wall is well hidden though. I like.

Perhaps I should use my old beat up plastic minis as "Stunt Minis"!

DM - you failed your sense motive on Gregors play dead Bluff...your going to want to swap out your Oberyn Martell mini for this.


I guess I could just swap in the trap piece once the players spot it or trip it.



How about someone draws up a spring loaded floor that would activate with a button on the side.
That one I would
Cody N
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