Dungeon Geomorphs Contest Traps Edition Wrap-Up

Getting our various new projects (City/Village/Ruins Geomorphs dice & cards; new RPG Card Decks) ready to ship to Kickstarter backers and packaged for GenCon has delayed contest posts.  But now all of those items are at the printers (or already back to me) and I’m caught up until other items I need (packaging, etc.) arrive.  So I’ve got a breather and can now post the remaining entries and announce a winner.

But before we get into that, our DungeonMorph Dice are up for an ENnie award!  Please vote for us!

  • To celebrate/promote that, if you want to buy the dice, use the coupon code “ennies2015” to get 10% off your purchase (which offsets shipping–you’ll still pay a bit extra for shipping if you order one set, but if you order 2+ you’ll come out ahead depending on where you live) and we’ll also include a random bonus die with each set you order. (You’ll get 6 dice per set instead of 5.)
  • We’ve also made the matching print-them-yourself cards pay-what-you-want at DriveThruRPG/RPGNow. (It has all the designs from all three sets of dice.)

Vance Atkins of Leicesters Ramble has our final two entries to this edition of the contest:

Vance Atkins of http://leicestersramble.blogspot.com shares his first trap design with a Creative Commons attribution 4 license.
Vance Atkins of www.leicestersramble.com shares his first trap design with a Creative Commons attribution 4 license.

Trap 1: Kobold’s Paradise: A series or corridors built out by a troupe of kobolds with a penchant for the classics. All in one area… Explorers will trip a portcullis (P), blocking retreat. A stone ball (S) will tumble down a narrow corridor, squashing any who fail to dodge into a side-tunnel. A pair of well-hewn corridors lead to a lovely tapestry, marred by several holes. Those, of course made by a pair of crossbow traps (C). On the other side, a stone block (B) will fall, both blocking retreat and perhaps crushing a straggler… Those exploring farther may be trapped under a weighted net covered in bells (N), notifying allied gnolls that fresh slaves have been delivered. And finally, a trapdoor will open to engulf the first 1-2 in the marching order, its hatch snapping shut, the fate of the trapped unknown….

Vance Atkins of http://leicestersramble.blogspot.com shares his second trap design with a Creative Commons attribution 4 license.
Vance Atkins of www.leicestersramble.com shares his second trap design with a Creative Commons attribution 4 license.
Trap 2: Explorers entering a large hall from any of the four doors will find a smooth stone floor. Hung from the arched roof is a naked girl in a cage, calling, “Please sirs, before the ogre returns and eats me!”
The ‘girl’ is actually an aged naga, her true form hidden in illusion. Upon stepping below her cage, a pair of massive springs release, hurling a stone block against the far war. Perhaps a sharp-eyed explorer, less-distracted by the apparent damsel in distress will have noticed the stained wall and floor.
After the sprung trap is re-set, the naga descends from her cage to consume pulped adventurers (her teeth long gone) and pick through the detritus for a few valuables…

Winner!

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.

Our winner is “Block Runner” by Peter Regan with a nod to classic arcade games (it also reminds me of “Galaxy Quest”!)  Here is Peter’s description again:

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.

Wrap Up

As noted above, we fell behind with the contest while getting products ready for backers and for GenCon. And there will be a rush again starting in a few days, so we’re putting the contest on hiatus until after the con.  If you’ll be at GenCon, be sure to see us at booth 1929.  We have a coupon in the coupon book and specials and of course our Dungeon Geomorph Dice & Cards will be there as well as our new City/Village/Ruins Geomorph Dice & Cards!