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New Trap Ideas

Discuss new Rules for HeroQuest.

Re: Grazul's Traps & Deadly Devices

Postby Big Bene » August 20th, 2013, 5:16 am

Goblin-King wrote:Well get down to Grazul's!

Are you somehow related to Grimmtooth?
Anyone remember Grimmtooth's Traps?
Have a look ;)


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Re: Grazul's Traps & Deadly Devices

Postby Goblin-King » August 20th, 2013, 5:24 am

Sjeng wrote:Play some Orcs Must Die 1+2, plenty of traps to take inspiration from :P

grinders, stompers, pushers, acid spitters, swinging maces, dart shooters, air vents, freezing vents, tar pits, fire spewers, spring traps, etc. etc.

We need creative gameplay mechanics for those! Get to it man!
My intention with this thread is to discover new traps that are more interesting than just "You loose 1 BP".

IvenBach wrote:As this is in the HQ area are we restricting it to Straight HQ or can we post and have people mod them into HQ equivalent traps? All mine are D20 variants based around D&D.

I think we should keep it HQ. Try and convert your ideas to HQ rules.


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Re: Grazul's Traps & Deadly Devices

Postby chaoticprime » August 20th, 2013, 6:16 am

What grim teeth you all have.


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Re: Grazul's Traps & Deadly Devices

Postby Count Mohawk » August 20th, 2013, 7:12 am

Goblin-King wrote:
Sjeng wrote:Play some Orcs Must Die 1+2, plenty of traps to take inspiration from :P

grinders, stompers, pushers, acid spitters, swinging maces, dart shooters, air vents, freezing vents, tar pits, fire spewers, spring traps, etc. etc.

We need creative gameplay mechanics for those! Get to it man!
My intention with this thread is to discover new traps that are more interesting than just "You loose 1 BP".

Challenge accepted!
  • Grinders, stompers and pushers: These seem to all fall into the same category, as I would imagine if the trap goes off they all move the Hero in some fashion. Grinders would crush whatever got caught in them, although they would have a harder time with strong and durable metals. Sadistic Zargons could threaten the loss of limbs with them! Stompers, which I assume are large things from the ceiling that crush anything beneath them, would probably end up being You lose 1 BP traps, but if you're on a Quest where vertical movement is implied, you could get stomped through a trapdoor in the floor and have to climb back up! And the pushers would be best used to shove the Heroes down a hallway they don't otherwise want to travel, or as with the stomper above, through a wall into an adjoining room!
  • Acid spitters: Acid destroys metal. Instant Rust trap. Or alternatively, the Hero could suffer acid burns and roll fewer dice in combat until he can wash that stuff off!
  • Swinging maces: This seems functionally equivalent to the swinging axe trap.
  • Dart shooters: Spear traps only work once; dart shooters, at least in Indiana Jones movies, never run out of sharp and pointy things to shoot and therefore do not deactivate after use.
  • Air vents and freezing vents: Cold Heroes can't move as fast! Anyone who springs a vent trap rolls half as many Movement Dice, rounded down, for a certain number of turns. I would personally play the freezing vent as equivalent to being hit by a Tempest spell, though; ie, turn ends and you skip your next one entirely.
  • Tar pits: Localised quicksand! If you fall into a tar pit, you can't climb out yourself; somebody needs to pull you out! Tar pits probably don't kill you all that quickly though, unless they are boiling hot tar or something.
  • Fire spewers: Once triggered, they alternate between standing idle and spewing a stream of fire to block a few squares for one round! It's not impossible to pass through fire, but it will cost any Hero who tries a Body Point per attempt.
  • Spring traps: The polar opposite of the stomper. Triggering this trap will send your hapless Hero crashing into the ceiling of the dungeon! If the dungeon has multiple floors, you could install a trap door in the ceiling to separate that Hero from his peers!


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Re: Grazul's Traps & Deadly Devices

Postby roomandu » August 20th, 2013, 7:31 am

hmmmm intereeesting thread. Maybe start with(on any level or dungeon or expansion),
"As you Heroes descend the staircase into the depths to the (next level, or where ever you are going), a loud "SNICK" is heard, followed by the harsh grinding of stone cogs. Looking around, there has been no change, until the solid staircase you were just climbing down becomes a solid SMOOTH SLIDE. (pause here and follow immediately with an evil laugh) You all immediately loose your footing and plunge ungracefully the rest of the way down what was the stair case into a fetid, stinking pool(four squares wide :?: sounds good :twisted: ).
(now you get to play the caring GM :lol: and tell them) The only way to escape is to remove ANY armour, drop all but 10gp(or gems to the equal value) and all but your basic (starting) weapons.
by the way as an extra bonus for the truly :twisted: of us, they move at half rate whilst in the pool and have to roll one shield every turn or loose a BP as the pool slowly poisons them with toxic slime from unknown eons of build up of filth.
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Re: Grazul's Traps & Deadly Devices

Postby Goblin-King » August 20th, 2013, 9:14 am

Poison Gas:
All heroes in the same room or corridor loose 1 BP.

Magic Trap:
You loose 3 BP. Roll 1 attack die for each MP. For each white shield the damage is reduced by 1.

Demonic Blast:
All (or D3) your potions have been corrupted by Chaos and are now rendered useless.

Disappearing Door:
Once a hero walk through this door it magically disappears. The hero must find another way than his comrades.


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Re: Grazul's Traps & Deadly Devices

Postby chaoticprime » August 20th, 2013, 10:16 am

Disintigration Doorway:
This trap will appear on the board as a typical open door, only facing outward from one the board's edges. Looking through the doorway reveals another hall--that exactly opposite of the current location. Only metal may pass through this doorway, anything else passing through it is instantly disintigrated. Always include a pile of equipment that is just laying in the trapped square's board-opposite square.


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Re: Grazul's Traps & Deadly Devices

Postby Goblin-King » August 20th, 2013, 11:40 am

So this is an insta-death-no-defend trap?
That's just... so cruel! :cry:


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Re: Grazul's Traps & Deadly Devices

Postby IvenBach » August 20th, 2013, 11:49 am

Yeah but who posted it? I thought we were supposed to restrict chaotic's access to this thread. I myself dislike insta-death traps. I had way too many lame rolls mainly 1 on D20 and other sordid lame-ities happen to me to really dislike them. Plus I lake watching heros worry and fret over their heros dying instead of 'give me your paper it's going on the dead hero file'. I used to keep every hero that I killed as a reminder to them and myself.


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Re: Grazul's Traps & Deadly Devices

Postby knightkrawler » August 20th, 2013, 3:18 pm

IvenBach wrote:Yeah but who posted it? I thought we were supposed to restrict chaotic's access to this thread. I myself dislike insta-death traps. I had way too many lame rolls mainly 1 on D20 and other sordid lame-ities happen to me to really dislike them. Plus I lake watching heros worry and fret over their heros dying instead of 'give me your paper it's going on the dead hero file'. I used to keep every hero that I killed as a reminder to them and myself.


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