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Dungeons & Dra.. What's a DM to Do? 1001 Clever Traps for Beginners (DMs especially)
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Switch to Forum Live View 1001 Clever Traps for Beginners (DMs especially)
7 years ago  ::  Aug 08, 2006 - 5:16AM #31
Kraleck
Date Joined: Dec 2, 2005
Posts: 431
*heavy sigh* Nobody cares...

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7 years ago  ::  Aug 08, 2006 - 6:13AM #32
Kargush
Date Joined: Jan 23, 2006
Posts: 58
Not sure about the number, but here goes:

The Flaming Rod:

The PCs enter a large room(say, 100x100 ft). They are standing on a small stair(sai a couple of feet high) The floor before them is covered with about a foot of oil. On the other side of the room is the exit, a large stone door. The PCs will ofcourse want to continue. However, as soon as they step into the oil, the door behind them closes(it's a large, heavy stone slab). From the ceiling, a torch starts to lower on a chain(ca 10 rounds before it hits the oil). The PC will scramble madly to get out. The doors leading out will each have a fiendinsh riddle on them, that must be solved, or a large number of difficult locks(or whatever).


And now, the trick: the torch is an everburning torch. It cannot, under any circumstances, light the oil... More of an annoyance than a trap really.
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7 years ago  ::  Aug 08, 2006 - 12:07PM #33
mtgfan101
Date Joined: Jan 2, 2006
Posts: 1,702
This may be an easy trap, but,

The players enter a room with a 25-foot ceiling, and a floor of 30-feet by 20 feet. Two levers are on the far wall. As soon as they enter the room, both doors bolt down and the PCs are trapped. Closer inspection on the levers reveals two traps, Wall Trap and Ceiling Trap respectively. (The room's exit walls are 20 feet apart, while the wall-trap walls are 30 feet apart.)

An inscription on the wall reads in Common: "Throw one switch and start the other." That is to say, if the players deactivate the Wall Trap, the Ceiling Trap automatically starts falling down to the floor, or vice-versa, where the two non-exit walls close in on each other. The doors do not open after a trap activates.

In the room there are many random items (You can change this list as much as you like):
-A Jar filled with beads
-A large Beam (approx 25 feet long)
-A chest containing sand
-Any other random items you choose (the more there are, the harder it is to figure out the trap.)

The Solution- put the beam straight-up from ceiling to floor. Then deactivate the wall trap. The ceiling trap will not fall down on the PCs, and the doors open.
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7 years ago  ::  Aug 08, 2006 - 8:37PM #34
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
Okay here is how this one works...The PC's enter a room that is filled with mirrors (this can be to kill or just annoy). When they do an impenatrable wall falls and shuts the door they entered. Now each one of the mirrors will show the person in it as beautiful or having the one thing they want the most. However when a PC touches the mirror (or multiple PC's at once) (they are breakable, but when broke the status affects as said below apply to the WHOLE party) they are instantly transported to the other side and the mirror used is gone. Only they are ugly or physically deformed [spine twists into a 360 loop, spleen explodes, tongue splits into 100ths, etc] (never mentally). So take away CHA, STR, DEX, and CON points here there and everywhere. If they don't find their way out they may be killed from ability drain. Eventually they may reach the other side of the room with the exit mirror. This mirror however will be the reflection of a wall (due to the reflections of the wall that fell in the beginning off of the other mirrors in the room. Once this mirror is touched or smashed all the PC's are reverted back to their stats they had when they first entered the room.

:evillaugh
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7 years ago  ::  Aug 08, 2006 - 8:47PM #35
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
The PC's enter a room and there is a pillar in the middle. Upon entering they may step on a pressure plate or trip wire that causes the exit door across the room to close. The pillar in the middle of the room however has a lever or button. Upon activating the 5 foot squares surrounding the pillar in an X open up (the lever pusher falls thru). Then iron bars swing above the trapped from the top of the pit out of the stone to seal them in. Then the pit starts to fill with a liquid of your choice (or if you are evil ochre jellies and slimes ). Then the other PC's have up to 1d10 rounds to break the iron bars holding their comrade and get him out. Once the time is up the pit is full to the top with liquid and a Cone of Cold spell is cast multiple times upon the liquid. Effectively freezing the caught PC within a block of ice. This extra weight also sets off a pressure plate opening the exit door, but now how do you free the frozen PC? If you take him out the pressure drops and the door shuts again. :evillaugh :evillaugh :evillaugh
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7 years ago  ::  Aug 11, 2006 - 4:42AM #36
Kraleck
Date Joined: Dec 2, 2005
Posts: 431
Wow...this thread is fighting to stay alive. CLEAR!!!

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7 years ago  ::  Aug 11, 2006 - 1:38PM #37
zombiegleemax
Date Joined: Aug 10, 2009
Posts: 470,906
I haven't read the entire thread and hope I'm not repeating anyone here.

This is one I used to kill off some of those greedy bastard players. They enter a room, filled with hordes of unimaginable treasure. The only thing between them and plunder it all is a pair of demonic looking wolves, engulfed in flames. The elemental creatures will not leave the piles of treasure they guard for any reason but will attack anyone who tries to come near the piles. If anyone pays attention they will notice the stench of oil filling this room, and that is what they are standing ankle deep in. Killing the wolves will cause them to fall to the ground, igniting the oil and burning away the hemp ropes that hold this rooms heavy iron porticullis up. The porticullus will slam down and trap everyone inside with the inferno. you can even go the Ninja Scroll route and have them become covered in molten gold, eventually cooling into statues of themselves.
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7 years ago  ::  Aug 11, 2006 - 2:15PM #38
E._Ravenwood
Date Joined: Oct 24, 2005
Posts: 484
I think this will be #31: The door that bites back...

This is a good trap for those hulking fighters who never appreciate their rogues. The PC's approach a door that looks like heavy, reinforced, and strong, however, it appears to be made from very soft wood, like Balsa, or some other kind. Their are no visible key holes, or anything to pick as far as locks go, but the door appears to be stuck. This whole door is trapped, however, so the Rogue will be able to disable it if he finds it to be trapped. However, most fighter/barbarian types will probably just try to smash on through. In doing so, the moment a momentous force (ie, axe, sword, fists, etc) strike the door, the door will explode, sending shards of wooden fragments into the PC's. The PC who struck the door in the first place will take 3d6 piercing damage, people within 5 feet take 2d6, and people within 10 feet take 1d6, and those outside of that get to point and laugh at the splinter covered party.

32: The "Home Alone II" trap

Our brave and fearless PCs come to a door that is heavy reinforced wood. It does not appeared to be locked. However, when the knob is turned and pulled, there is a lot of resistance, like someone on the other side is pulling on the door also. The person pulling the door should roll a strength check of about 15 or so, and then everyone must make a listen check to hear distant rumbling getting closer. The door opens freely now, and anyone can see that it opens to a ramp leading up, and that a rope attached to the otherside of the door just pulled the support out from a large, round boulder, and now it's hurdling towards the PCs. This is really fun especially if they make a run for it, because the boulder take up all the space, so there's no getting around in, and in the campaign I ran when I put this in, the corridor leading to the door in the first place was really long, and on a slight grade, giving the boulder a never ending slope to role down.

33: The door of Confusion

This trap gave my PCs one hell of a time. It appears to be made completely out of glass and the PC's reflections show, so they can't see through it. Technically this is a mirror of opposition. The door only allows one person to go through at one time. When a PC goes through, he open the door, steps through and the door slams behind him. He has just entered a room facing the rest of his party. Wait for some "what the hell" 's to be murmured from the rest of the party but it goes like this.
There is a party just like you, but of completely opposite alignments. When one PC goes through the door, their member of the bizarro party, goes through too, and finds himself facing what looks like his party, while the PC is on the other side looking at what he thinks is his own party, but is really the Bizarro party. But they don't know that, and it is almost guarenteed that multiple PC's will go through the door, go back through the door, and so on, until they finally realize they're dealing with their opposites, and must fight (now would be a good time to drop hints about the opposing party being evil, or good, whichever...) And now you must fight, but they're so damn mixed up, nobody knows who's who anymore.
This is a very confusing trap, however, it works as a great encounter.

Party On, Dudes!
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7 years ago  ::  Aug 11, 2006 - 3:46PM #39
Doklahar
Date Joined: Apr 26, 2005
Posts: 9
34: Levers of Doom

As the PCs move into this 50ft by 50ft room, they can see that there is a door on the opposing wall, and that the ceiling is 20ft high. The ceiling and floor of this chambre are made of smooth stone, and the door on the opposing wall is made out of a stone. About 1/4 of the way up the wall is a ring of green metal, about 6 inches wide. On the sides of both doors (the one the pcs entered and the one on the opposing wall) are 2 levers, and there are 2 others, 1 on each of the other walls. These are painted Red, Blue, Yellow, Orange, Purple, and Black. Also, they are set at the same level as the green metal ring, breaking the ring into several peices along the wall.

The placement of the levers doesnt actually matter, nor do the order of the colors. But as all of the PCs move into the room, both of the doors shut and seal themselves, becoming completly unopenable. Also, the ceiling begins to slowly fall down, at about 1ft per round. The PCs should begin to panic at this point, and will notice the levers. Pulling these will not cause the ceiling to stop or rise, it will actually cause one of the following effects:

1: Causes the ceiling to fall faster, at 2ft per round instead of 1.
2: Causes holes in the ceiling to open up.
3: Causes spikes 1ft long to come out of the holes in 2
4: Engulfs the lever puller in flames, dealing 2d6 fire damage.
5: Gives the lever puller a short shock, dealing 1d6 electricity damage.
6: Force effect pushes lever puller back 10ft.

The answer to this trap is actually the ring of green metal. Touching the metal on each of the walls causes the ceiling to slop falling, and reverses the effects of 2 and 3 above. Running ones hands along the entire length of the metal ring causes the ceiling to return to normal height, along with unsealing the 2 doors.

For increased Evilness, you can swap out the effects of the levers with more devastating events, such as causing the room to be slowly filled with water.
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7 years ago  ::  Aug 12, 2006 - 4:40AM #40
Kraleck
Date Joined: Dec 2, 2005
Posts: 431
Good work, contributors. Keep them coming.
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Dungeons & Dra.. What's a DM to Do? 1001 Clever Traps for Beginners (DMs especially)
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