Dungeon Geomorphs Traps Contest Entries, Deadline Extended

Due to my vacation last week and several other things going on (Dungeonmorph Dice & Cards as well as other card decks) we need to push our deadline out a bit.  I simply wasn’t able to make my usual midpoint and day before the end of the contest reminder posts. So instead of ending it late tonight we’ll make the deadline late Thursday night–or what is actually Friday morning at 3am eastern time.

Here are our entries so far:

First Andrew Durston of Campaign Nook Offers Two Designs, with 2 Versions Each:

Trap 1 by Andrew C Durston of campaign-nook.blogspot.com.  He shares it with a Creative Commons Attribution 4 license.
Trap 1 by Andrew C Durston of campaign-nook.blogspot.com. He shares it with a Creative Commons Attribution 4 license.
Trap 1a by Andrew C Durston of campaign-nook.blogspot.com.  He shares it with a Creative Commons Attribution 4 license.
Trap 1a by Andrew C Durston of campaign-nook.blogspot.com. He shares it with a Creative Commons Attribution 4 license.

Here is Andrew’s description: The passageways in the Vault of the Titan converge on the central chamber but may never reach it.

(A) Explorers encounter animations who question the intruders. Their answers cause the corner hall to rotate (B) in various directions. Some lead to corridors with dead-end secret doors (C) triggering terrible traps. Others lead to identical paths with working secret doors (D) (but retaining possibly deadly traps) leading to the Titan’s Vault (E) and its defenses, traps and treasures therein.

Andrew’s second design:
Trap 2 by Andrew C. Durston of campaign-nook.plogspot.com. It is released with a Creative Commons Attribution 4 license.
Trap 2 by Andrew C. Durston of campaign-nook.plogspot.com. It is released with a Creative Commons Attribution 4 license.
Trap 2a by Andrew C. Durston of campaign-nook.plogspot.com. It is released with a Creative Commons Attribution 4 license.
Trap 2a by Andrew C. Durston of campaign-nook.plogspot.com. It is released with a Creative Commons Attribution 4 license.
 Description: The tunnels that the Dwarves once thought safe, now fall prey, due to their complacency, to the simplest of Underdark traps.
(A) The Dwarven hallways, with their ornate and timeless decorations, meander through the depths. (B) Their enemies (variously Orcs, Kobolds or other digging races) delve underneath and about those passageways. (C) Concealed nooks provide spots for spies to watch for high value targets. (D) Below the weakened floor, a deep deadly spiked pit awaits, eager enemies filling the chamber between.

Andrey Makarov of Russia’s Pen & Paper RPG Has Two Entries:

Trapbrekaz Wuz Here by Andrey Makarov of pnprpg.ru.  He shares it with a Creative Commons Attribution Share-Alike 4 license.
Trapbrekaz Wuz Here by Andrey Makarov of pnprpg.ru. He shares it with a Creative Commons Attribution Share-Alike 4 license.

“Trapbrekaz Wus Here” is about group of adventurers, who usually will deactivate and totally disassemble every trap on the way.

Maybe a Trap by Andrey Makarov of pnprpg.ru.  He shares it with a Creative Commons Attribution Share-Alike 4 license.
Maybe a Trap by Andrey Makarov of pnprpg.ru. He shares it with a Creative Commons Attribution Share-Alike 4 license.
 “Maybe a Trap” is about four guys, who were not so sure about this magical floor-contour trap.

Erin Smale of the Welsh Piper Offers This Design:

A trap by Erin Smale of welshpiper.com.  It is shared with a Creative Commons Attribution Share-Alike 4 license.
A trap by Erin Smale of welshpiper.com. It is shared with a Creative Commons Attribution Share-Alike 4 license.
 Attached is the Lightning Trap, which triggers when an explorer steps on the inverted triangle within the Hall of Statues. Upon stepping on the central trigger, lightning bolts fire from the eyes of the statues, striking anyone on the central square. Drinking water from the fountain in the west heals lightning damage, or if imbibed before entering the Hall, grants a +1 bonus to saves against the statues’ electric bolts.

Alex Welk of Anarchy Dice Offers Three Designs:

Jump Around by Alex Welk of anarchydice.blogspot.com.  It has a Creative Commons Attribution Non-Commercial 4 license.
Jump Around by Alex Welk of anarchydice.blogspot.com. It has a Creative Commons Attribution Non-Commercial 4 license.
Twist and Shout  by Alex Welk of anarchydice.blogspot.com.  It has a Creative Commons Attribution Non-Commercial 4 license.
Twist and Shout by Alex Welk of anarchydice.blogspot.com. It has a Creative Commons Attribution Non-Commercial 4 license.
Give It a Whirl  by Alex Welk of anarchydice.blogspot.com.  It has a Creative Commons Attribution Non-Commercial 4 license.
Give It a Whirl by Alex Welk of anarchydice.blogspot.com. It has a Creative Commons Attribution Non-Commercial 4 license.

Peter Regan of Square Hex Enters This Design & Description:

Block Runner by Peter Regan of squarehex.co.uk.  The design is all rights reserved.
Block Runner by Peter Regan of squarehex.co.uk. The design is all rights reserved.

Block Runner Geomorph

All the entrances of the geomorph open into a large chamber. Running along the length of the middle of the chamber are 8 giant blocks. In the floor, beneath each one, are channels that run the entire width of the room. In each corner, there is an alcove. Inside each alcove is a large metal lever. As soon as someone walks 3 squares into the chamber from any direction each block begins moving rapidly along its channel. The blocks start moving in the direction shown by the arrows, and then change direction when they reach the end of their channels. The blocks move 1d6 per round. Any character hit by a block will take a lot of damage, but you may allow a saving throw or similar and let them dodge a block that crosses their path.
There are alcoves in the middle of the perimeter walls that offer some respite from the sliding blocks. However, two of the levers in the corner alcoves have the potential to make them just as deadly as the blocks.
If the levers are pulled they have the following effects:
Lever 1 – Doubles the speed of the blocks.
Lever 2 – Halves the speed of the blocks.
Lever 3 – Pushes spikes through the wall at A and B.
Lever 4 – Releases poisonous gas in a 20′ radius at C and D.
The trap resets 10 minutes after all movement (other than the blocks) in the room has ceased.

Greg MacKenzie of Busy Game Master Made This Trap Design and Key:

Giant Spike Ball (non-reproduce-able blue version) by Gregory MacKenzie of www.busygamemaster.com.  It is shared with a Creative Commons Attribution Share-Alike 4 license.
Giant Spike Ball (non-reproduce-able blue version) by Gregory MacKenzie of www.busygamemaster.com. It is shared with a Creative Commons Attribution Share-Alike 4 license.
Giant Spike Ball (black line art version) by Gregory MacKenzie of www.busygamemaster.com.  It is shared with a Creative Commons Attribution Share-Alike 4 license.
Giant Spike Ball (black line art version) by Gregory MacKenzie of www.busygamemaster.com. It is shared with a Creative Commons Attribution Share-Alike 4 license.

Giant Spike Ball Trap: Wind blows here swinging the ball back and forth; which is suspended from the 100′ ceiling by a massive chain. The spiked ball is constructed as a cage of sorts, for it is hollow but made of heavy iron bars, and within are the remains of corpses in varying states of decay. There is a padlocked chest within the ball, and a heavy lock holds shut the hinged door of this deadly cage, a bone protrudes from the lock.

Key:
a. A winch is here, the mechanism is rusted and needs to be freed before it will wind. The winch controls the tilt of the floor raising or lowering it in this corner but a Check Roll based on strength or similar attribute is required to manipulate the floor from this side.

b. If this winch is used it raises or lowers the floor 10′. Raising the floor drops the spike ball onto the floor, but it can still roll.

c. The floor here tilts, and when it does it sets the massive spiked ball swinging in the direction the floor is stepped on. The floor can tilt in any direction and if it goes too far out of level it becomes a slippery floor dumping any who cannot cling to it into the void below, a 100 foot pit with spikes at the bottom. The swinging ball is a cage containing a treasure in a chest, and both the chest and the spike ball are each locked with a padlock. More complicated, there are undead corpses within the padlocked ball.

d. This winch squeals terribly when used, possibly attracting monsters. It causes the floor and spikes below Map Key (c) to rise upward 80 feet.

e. A winch is here, the mechanism is rusted and needs to be freed before it will wind. The winch controls the tilt of the floor raising or lowering it in this corner but a Check Roll based on strength or similar attribute is required to manipulate the floor from this side.

f. This winch is broken and cannot be repaired. It can however be jammed which will temporarily and unpredictably restrict the motion of the floor.

g. This winch is marked with a goblin rune scratched into the case, meaning trick. Winding it releases spikes which fall from the ceiling at map keys (a through i, except platform c).

h. A winch is here, the mechanism is rusted and needs to be freed before it will wind. The winch controls the tilt of the floor raising or lowering it in this corner but a Check Roll based on strength or similar attribute is required to manipulate the floor from this side.

i. A winch is here, the mechanism is rusted and needs to be freed before it will wind. The winch controls the tilt of the floor raising or lowering it in this corner but a Check Roll based on strength or similar attribute is required to manipulate the floor from this side.