Dungeons & Traps

I made this post to highlight one of the many aspects why I love this game.

Traps are tools for the evil forces to hinder or straight up eviscerate the player. Because only a dead player is a good player. Traps make the dungeon an aktive player in the battle between good and evil, and trust me the dungeon is not on your side. Traps also help dungeons get a better rating on rent-a-lair.com.

I love how this game executes traps, most of the time they are fair but sometimes you just die before you realize what just happend. A good trap can be avoided, be it through some jumping around and get the timing right, or through a pipe that can just be opened with enough strength. A good trap should be a danger to the player and not just to slow them down(exept maybe if the goal is to catch a kobold). A good trap let's you have a chance to pass it alive without a trapper, but make it easier you for having a capable trapper. A good trap should reward you for running that dungeon 30+ times(mostly knowledge). A good trap does the same to a naive player as well as to a naive monster. A good trap shouldn't always be a good trap, somtimes it should just be an evil trap, that doesn't care about the players feelings and just transform the players body into a puddle of thick red fluid on the floor.

Here are 10 of my favorite trap Archetypes in no particular order.

  1. The traped trapbox: A good way to scare an artificer of and way to underutelized. Can be found in Chains of Flames and in a bit different in Haywire Foundry.
  2. The monster trap: What do you get if you combine monsters and traps? A suprise party haha! A Very good example are some hags in Ravenloft Castle and the occasional Cube in Rainbow in the dark and The Coalescence Chamber.
  3. Reverse expectation: When when you think you have outsmarted the trap, but now you are just where the trap wanted you to be all along. An example is found in the Tomb of the Forbidden when you run through the middle of the corridor and you get sliced by a blade trap, you think twice and just go near the wall in the next corridor, just to get sliced up again by the next blade trap.
  4. The kill room: I hope the puny chest was worth it because you will only leave this room in bite sized pieces(and I don't mean dragon bites). Found in Through a mirror Darkly and Tomb of the Forbidden
  5. The Alarm System: Only the most rich antgonist can get one of those babies. With real robots in Soul Survivor or with normal guards in GTA
  6. The Tripwire: Despite it's name it doesn't actually trip you, but it can do other wounderous thinks instead. For example alarm the enemies in Obstructing the Orcs or make the floor cruble in Danger at Dunwater.
  7. Spellwards: They can everything you want them to be, or nothing because the Sorcerer dispeled it. Plus points if it animates everything around it, like in What goes Up.
  8. The Wouderous Trap: Ever got your head smashed in by two big tree trunks while stuck in a bear trap? Yeah me neither I don't think that trap in Smash and Burn works correct(or has a minimal hitbox). But at least it looks cool.
  9. THE boulder Trap: Every one knows it, it's a classic. Best used in Undermine but other good contenders are Kind of a big Deal and the Palace of Stone.
  10. The Broken Floor: Nothing screams more, adventure and old tome, than a crumbling floor that reavels a hidden path or some deadly spikes. You can find quite a few of them in The Haunted Halls of Eveningstar or in Bullywugs and Booby Traps.

And that are just a few examples, there are many more out there. A lot of older quest have mastered the art of torturing the player and I love it, the anticipation when the rogue crouches to the ordinary lever on the wall and the whole party waits a few steps, to see if somthing bad happens. I think a lot of games could learn somthing from DDO in the trap department. But I also noticed that the newer content has a lot less of those cool, silly or deadly traps, and with this post I kinda want to encourage the dungeon engineers in the dev team, to get some more deadly devices up and running for future content. The worst thing that can happen to the player is, that he has to try again and if they learned something I don't thing that's half bad.

A spellward that cast flamestrike or wail of the banshee, sounds good. A teleport trap that splits the party, an interesting manouver. A pressure plate that blasts you of a bridge into a moat full of acid and hellhounds, spicy. A trap gauntlet on a small path while archers raining arrows down on you, count me in. Or a tripwire that colapses the floor below your feet, to make you fall in a pit with spellwards that summen animated bolders that what to roll you over, Ohh boy this is gonna get wild.
 

The Blonde

Catalogues Bugs
Excellent post.

On one hand, now's really not a good time to post it, given the crisis the game is currently in.
On the other hand though, maybe this is a good time to post it; to remind us of why we love this game.

Cheers.
 

Aaabbbcccddd

Well-known member
Great post!

My favorite trap is in (what I believe to be) one of the Depths Deneith quests. It is at the end of a small corridor by a collectable. Yes, a trapped collectable; the cruelty of it is brilliant.
Yes it is in the deepth of doom and only the most ruthless dev can create such a perfidious device.
 

Phoenicis

Savage's Husband
In Stromvaulds Mine (sp?) there are a number of flame jet traps. Sometimes the corpses you need to find are IN the flame jet traps.

Fun. :)
 
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Mobius

Well-known member
The best trap is a disarmed one. Aside from that, there are certain traps in the game which are absolutely diabolical in their placement.
 

Aelonwy

Well-known member
I'd actually like to see them use Teleport traps more and more creatively. The last one I remember was in Ravenloft Castle putting you in the cell at the end of the hall of spinning-evil-face monsters... I don't remember what they're called.

What about a Teleport trap that sent you to random locations in a dungeon?... some you might have already cleared, some full of mobs.
Teleport Trap that like rolling a 1 on Teleport drops you from a great height within the dungeon falling through a tower filled with blade and spike traps?
Teleport Trap that drops you in a garbage chute filled with a Gelatinous Cube?
Teleport Trap that drops you in a laser light party with the light pattern constantly changing and painful (but not instant death?)

I would also like to see more natural traps or what I consider hunter's traps like rolling logs (similar to the rolling boulder) or net traps (similar to the traps we use in Lines of Supply.) They created appearing/disappearing land? masses for lava pits like in Price of Freedom but they could do something similar for Icy water with ice breaking and the water giving us a cold DoT or an Acid pit and the land masses dissolving over time with new ones dropping from a cavern ceiling occasionally.
 

festasha

Well-known member
Epic Chains of Flames has got to be the most devious of dungeons ever created, I love it. Wind traps, numerous blade trap designs , grease, fire, trap boxes with trap boxes, the creator of this dungeon should be so proud of this creation.
 

Mand O'Lin

Singer of Songs Drinker of Drinks
How about the quest The Chamber of Insanity where the chest behind the rune guarded door has two traps, with the boxes on opposite sides of the same pillar. While trap finding will detect them both, the casual observer will only see the box on the front side. Devious!
 

droid327

Well-known member
The worst trap in the game is lag traps

A great example is the air blast in Cry for Help...blasts you up into the ceiling spikes, then the game hiccups and you cant tell you're actually back on the floor getting blasted back up into the ceiling spikes again. And you think you've tumbled through them and you're safely opening the door...but no, rubberband back up into the ceiling spikes and die
 

misterski

Well-known member
Evil idea. Disabling one set of traps activates traps in another part of the dungeon, even areas you've already passed through but have to travel through to get to other parts of the dungeon. Maybe make them reactivate random traps that you thought were already disarmed. Muahahaha!
 

Fleming

Well-known member
My favorite trap visually is in Waterworks #4. A pillar in a room with two wolves guarding. Just to put you off spotting the trap I bet :)

And a HUGE blade that spins around the pillar at most peoples neck height.
 

Mindos

CHAOTIC EVIL
The worst trap in the game is lag traps

A great example is the air blast in Cry for Help...blasts you up into the ceiling spikes, then the game hiccups and you cant tell you're actually back on the floor getting blasted back up into the ceiling spikes again. And you think you've tumbled through them and you're safely opening the door...but no, rubberband back up into the ceiling spikes and die
How do you even do this quest on Hardcore?
 

Aaabbbcccddd

Well-known member
I'd actually like to see them use Teleport traps more and more creatively. The last one I remember was in Ravenloft Castle putting you in the cell at the end of the hall of spinning-evil-face monsters... I don't remember what they're called.

What about a Teleport trap that sent you to random locations in a dungeon?... some you might have already cleared, some full of mobs.
Teleport Trap that like rolling a 1 on Teleport drops you from a great height within the dungeon falling through a tower filled with blade and spike traps?
Teleport Trap that drops you in a garbage chute filled with a Gelatinous Cube?
Teleport Trap that drops you in a laser light party with the light pattern constantly changing and painful (but not instant death?)

I would also like to see more natural traps or what I consider hunter's traps like rolling logs (similar to the rolling boulder) or net traps (similar to the traps we use in Lines of Supply.) They created appearing/disappearing land? masses for lava pits like in Price of Freedom but they could do something similar for Icy water with ice breaking and the water giving us a cold DoT or an Acid pit and the land masses dissolving over time with new ones dropping from a cavern ceiling occasionally.
Impressive, you are definitly capable of furnishing the lair of an evil necomancer.
 

Aaabbbcccddd

Well-known member
How about the quest The Chamber of Insanity where the chest behind the rune guarded door has two traps, with the boxes on opposite sides of the same pillar. While trap finding will detect them both, the casual observer will only see the box on the front side. Devious!
I am all for traps that can bamboozle the player. But also never knew that there was a chest behind the wall.
 

Aaabbbcccddd

Well-known member
How do you even do this quest on Hardcore?
The first step is, to have a trapper with evasion. The next step is profit. The next best strategy, when you don't have a trapper is to use a dash or the first person who hugs the right side usualy doesn't get thrown in the air, if the person is fast enough.
 

saekee

long live ROGUE
I'd actually like to see them use Teleport traps more and more creatively. The last one I remember was in Ravenloft Castle putting you in the cell at the end of the hall of spinning-evil-face monsters... I don't remember what they're called.

What about a Teleport trap that sent you to random locations in a dungeon?... some you might have already cleared, some full of mobs.
Teleport Trap that like rolling a 1 on Teleport drops you from a great height within the dungeon falling through a tower filled with blade and spike traps?
Teleport Trap that drops you in a garbage chute filled with a Gelatinous Cube?
Teleport Trap that drops you in a laser light party with the light pattern constantly changing and painful (but not instant death?)

I would also like to see more natural traps or what I consider hunter's traps like rolling logs (similar to the rolling boulder) or net traps (similar to the traps we use in Lines of Supply.) They created appearing/disappearing land? masses for lava pits like in Price of Freedom but they could do something similar for Icy water with ice breaking and the water giving us a cold DoT or an Acid pit and the land masses dissolving over time with new ones dropping from a cavern ceiling occasionally.
Teleport trap in Reach for the Sky and Immortality Lessons!

Hunter style traps is a cool idea, especially in wilderness or outdoor quest settings. A fun example is the covered pit of spikes in Tracker’s Trap or the IQ one on the island (name?).

Kudos to clever trap: Slavers magnetic one for certain armor types

Award for ridiculously abused unrealistic use of traps: The Mask of Deception.
 

Drunken.dx

Well-known member
The worst trap in the game is lag traps

A great example is the air blast in Cry for Help...blasts you up into the ceiling spikes, then the game hiccups and you cant tell you're actually back on the floor getting blasted back up into the ceiling spikes again. And you think you've tumbled through them and you're safely opening the door...but no, rubberband back up into the ceiling spikes and die
haven't had unpleasant experience with it for quite a while, but I still dread it since I remember some bad experiences with it.
 

Sophie The Cat Burglar

Exotic Items Recovery Specialist
Dunno. On the one hand, traps are often a really fun element of this game. On the other, I skip quests with lethal traps. I really only play rogues because of traps. Traps make all other classes pretty much useless accept for niche things. This suggestion could really backfire on me, resulting in yet more quests I skip.

It's kinda funny. Changes to classes push most players from the game. I can tolerate a lot of that. The force pushing me from the game is lack of new quests I like.
 
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