Goodman Games
CREATOR
6 months ago

Project Update: Next stretch goal cleared! Poll results! And 3,177 backers!

As I write this (under Grimtooth's glaring supervision), there are 3,177 backers for Grimtooth's Old-School Traps. Awesome! This means we are closing in to a record for Goodman Games. If we can get to 3,248 backers, this will be our 4th most-backed project ever. So we are going to make that a new stretch goal:

We just cleared the "I Go Weak In The Knees!" stretch goal bonus trap at $180k...and at 3,248 backers you all get another bonus trap, "Trapezoid Corridor"!


Today we have some game stats for you. We polled backers on which trap you'd like to see statted up, and it was a close race. Options C and D were neck-and-neck for most of the polling. But in the end, option C came out ahead - and there were so many fun comments along the way. So here are the official game stats for this one.

We appreciate all the support, everyone, and look forward to a strong finish as we close out this project tomorrow!




5E Stats: 

VARIOUS KILLERS OF PARANOIDS, 3 Skulls


Ever get tired of watching characters open chests and such from a distance with a pole, thus avoiding all your careful traps directed at anyone trying to loot the treasures within? Scott Rhoads apparently did, and developed the following Various Killers of Paranoids. With each of these traps, the character who opened the chest is safe, but a person standing a respectable distance away is in trouble—and someone standing out of the room entirely is subject to an even worse fate… 

Type. The Various Killers of Paranoids traps are four Tier 2 Simple traps that are established around the same idea: getting at characters who try to stay away from danger. Each has a Deadly threat.

Each trap contains a chest. The chest is unlocked, and it may or may not contain anything of value—although the trap does hurt more if the chest is empty.

Detection. For each trap, a DC 18 Wisdom (Perception) check notices that the walls or floors have seams in the stonework that suggest they can move. Each trap can also be detected with a successful DC 16 Intelligence (Investigation) check on the lid of the chest. If successful, the trigger for the trap is revealed, but not the exact nature of the trap.

Trigger. Each trap triggers when the chest is opened.

Option C. A Wall Too Close

The chest stands next to the far wall of a 15-foot-by-10-foot chamber, which is entered through a double door at the end of a 40 feet-long corridor. See diagram C.

Effect (Reaction). The walls of the room and the final 20-feet of the corridor close abruptly. Creatures standing near the chest are safe, but each creature standing in the corridor must succeed on a DC 16 Dexterity saving throw to leap back down the hall or forward toward the chest. On a failed save, a creature is flattened for 27 (5d10) bludgeoning damage and restrained until the trap resets or the creature escapes with an action and a DC 16 Strength saving throw. Additionally, restrained creatures cannot breathe and start suffocating. A suffocating creature can survive for a number of rounds equal to its Constitution modifier (minimum of 1 round), before dropping to 0 hit points.

A Snake! (Initiative +2). The new position of the walls leaves two new openings at the beginning of the corridor. Behind these are two secret chambers, the left containing a hezrou, the right holding a giant constrictor snake. The monsters leap through the openings to attack anyone who is standing outside of the corridor, rolling for initiative as normal. 

DCC Stats: 

VARIOUS KILLERS OF PARANOIDS, 3 Skulls

Ever get tired of watching characters open chests and such from a distance with a pole, thus avoiding all your careful traps directed at anyone trying to loot the treasure within? Scott Rhoads apparently did and developed the following Various Killers of Paranoids. With each of these traps, the character who opened the chest is safe, but a person standing a respectable distance away is in trouble—and someone standing out of the room entirely is subject to an even worse fate. Still, I feel that these traps speak for themselves, thus…

Detection:
A thief searching the floor or lower portion of the walls in both the chest room and short hallway for traps and succeeding on a DC 12 find trap check notices the walls do not fully connect to the floor and are capable of movement. Also, a thief searching the chest for traps and succeeding on a DC 14 find trap check notices a wire attached to the lid that runs into the floor.

Trigger:
The trap is triggered when the lid of the chest is opened.

Effect:
(Instantaneous, then Init as per creature)
Once triggered, the spring-loaded walls on either side of the chest and the 15’ hallway beyond slam together crushing anyone standing within the hall for 6d6 damage. A successful DC 15 Ref save allows the character to jump out of the path of the crushing hallway walls for no damage. In addition, two fearsome creatures are released from their hiding spots within the walls to wreak havoc on anyone beyond the 15’-long hall.

Deactivation:
The trap may be deactivated by severing the wire attached to the chest. Alternatively, the walls may be lodged into place with several iron spikes, daggers, or similar objects accompanied by a DC 18 disable trap check. 

Reset:
The trap is reset by affixing the wire to the closed chest lid and pushing the walls back into their original position. Note that a combined Strength score of 50 is required to successfully move the walls. Alternatively, if the character destroys the springs (AC 12, hp 10), the walls can be moved with a simple DC 15 Strength check. 


Free bonus trap: Trapezoid Corridor
Goal: 3,248 backers reached! — We did it! This project reached this goal!
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