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Traps & Tricks (Page 4)

Page: 1234

61. Treasure Chest of Doom

An elaborate chest sits in the center of a room. Standing directly in front of the chest triggers the pressure plate at its base, springing the would be thief against the far wall, which is actually an illusionary wall. The thief travels about ten feet further, smacking into a real wall and dropping into a 50ft chasm with some spikes at the bottom. Hitting the wall triggered oil to fall atop the thief and a few seconds later a flame arrow fires down the chasm into the spikes and the oil covered thief.
Afterthought: You can add poison to the spikes if you want to further damage the thief.
Solution: Reflex saves abound, this trap is designed for a high level rogue who needs to be humbled.
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62. The Shifting Transparent Labyrinth

Your adventures are trailing behind their mark as he disappears in a cave. Upon entering the cave they see a long corridor with eventually engulfs all light.

As they venture deeper and deeper. They emerge form the long tunnel into the edge of a huge room. In the center of room they see a shining object on a pedestal.

If they venture forward they smash into an invisible wall of some kind stops them. (Stone wall augmentation - Transparency). They can only go left or right. They will choose either direction. This is when the fun begins. As they progress through the labyrinth they will be constantly banging in the walls (no damage - except for a sore nose, until they learn to walk with their hands in font of them.) As they are walking parts of the wall are constantly shifting positions. If you want to instigate a bit of panic, at some point one of the wall shifts could cut party members off form on another. The rest is up to you.
Afterthought: What about their mark you ask? If the party had turned around and looked up, when they first got into the edge of the cave, they might have seen a small dark hole in the ceiling. This leads to the marks hiding spot. This can be as simple or as complex as you want, but a main room with 2-3 other smaller rooms should do the trick. Remember that behind on of the doors will be their mark and who knows what else!
Solution: Smear something on the walls or scorch with fire. The goo or the charcoal will stick and be visible
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63. Dragon Door

Inside a room, which the party enters from one door, there is nothing but four walls and a 6-foot tall statue of a dragon. the dragon is sitting upright on its haunches, it is also staring straight at the party members with its mouth open. The dragon will have what appears to be a doorway inside of its belly. If a player attempts to enter the door, they will be shocked worth 2 points of damage and flung back. Players must figure out the door or be slowly shocked to death.
Afterthought: This trap could be used to relieve a too-rich party of their gold. A DM could make the test easier by having a sign saying "feed me", or even more specifically: "feed me riches".
Solution: The party must drop all their money into the statues mouth to pass through.
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64. Fountain Keys Puzzle

The heroes enter a room with a door on one side and nothing but a box and a fountain. The room size doesn't matter, but should not be unfitting, upon opening the box they find that it is full of keys and has a single scroll, that reads "One of us is mythril, the others naught but iron." The door can't be picked, broken, etc.
Solution: Picking up the box and emptying it into the fountain will cause the iron keys to sink and the mythril one to float letting them move on.
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65. Legless Door

The door out of this coridoor has no lock, door knob etc. Although, at the top and bottom it has metal pannels. This door is clearly meant to be broken through. When the door is kicked through, the top metal pannel reveals its true form which is a guilotine - it falls down and severs the characters leg. If the player charges through the door, ramming it with his shoulder, then more dire consequences can result.
Afterthought: There may be body parts strewn around the door, and blood stains ... anything suggesting the danger. (perhaps, when the door is broken through, it magically repairs itself, so the door resets the trap)
Solution: As breaking through the door can cause serious injure, and permanent damage, an alternative solution may be found. Use a spell to break through. Find another way around. Con an npc to attempt to break down the door (possible "evil" action). A regeneraltion spell may heal chopped-off limbs.
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66. Jewel Dust

As the players approach a door (untrapped and unimportant), the players hear something shatter on the other side. When the door is opened, the players see the floor of this new chamber covered in a multi-colored sand-like substance. Intelligent characters may realise that the sand is actually crushed jewels - worthless, unless the players can find some eccentric mage or jeweller interested in them. In addition to this, one side of the room is pockmarked with about a hundred small holes, about the size of a ring.

By the time players have taken all this in - and they probably still haven't moved into the room - sparkling objects have begun to shoot from the holes and crash into the opposite wall, creating more puffs of the sand. Unknown to the players, but most likely assumed, the 'sparkling objects' are of course gems ... but gems that are cut to be very sharp and happen to be flying from the wall at a considerable speed! Any attempts to catch or stop the gems before they are destroyed will result in nasty gouges, and even well armoured characters may suffer wounds as there is no way of discovering from which holes the gems will come from. After a wound has been taken, a gem can be recovered though (each worth about 1000 - 2000 gp) and if players specify that they are 'avoiding the missiles/gems' the room can be crossed safely (with a successful dexterity check).
Afterthought: Maybe the jewel dust, rather than being worthless, could help players blind or poison a creature later on.
Solution: This doesn't need to be solved; greed may lead to injuries but careful characters can pass safely.
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67. Issues Creature

The players open a door and see a large monster. This creature is limited only by the DM's imagination; it could be a dragon, a giant minotaur, a golem - it doesn't really matter. The creature will act offensively, yelling or roaring (think things like 'You're gonna die!' or even just 'Die!') and may raise weapons or rear back in anticipation of a strike. But all is not as it seems. The creature is fully real and alive, but the nature of this room is very strange. As soon as you enter the chamber, you can thrash and kick and swipe all you like, but within the dimensions of this room combat is prevented. You simply cannot make contact with any other any creature! This can have thousands of uses, and is particularly useful for cowardly characters who flee from encounters.
Afterthought: Maybe archers shooting from outside the room could still damage those within.
Solution: A powerful dispel magic might be able to remove the charm, but unless someone in the room has a great treasure there's really no need. Of course, the big introduction with the creature is unneccessary if you can come up with something better.
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68. Giant Hoax

The party finds a giant bear trap (or other enlarged trapping device). As bait there is some treasure - if the party is on the run, make sure that the treasure is something they want. Well, rogues will inspect the trap. Tell them that they don't find anything that suggests the trap would work. Mages will then cast spells to see if magic is involved. Tell them they've found nothing. By this time any pursuing monsters will have caught up, and the party will have to make a quick decision; do they risk a nasty fate or sacrifice the riches?
Afterthought: This trick will definitely have to be used on the run, otherwise the party might waste too much time trying to figure it out.
Solution: Well, the bear trap is fully UNoperation, and there's no enchantments involved. It's just a model of a bear trap! This trick will reward gutsy characters.
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69. Antigrav Tunnel

The party is climbing up a chute, preferably in an area that has been high in magical references. There's no sign of danger, you tell the party that they can relax... then suddenly whoever is leading the climb is yanked from the wall and somehow manages to be falling upward!

The next few characters in line are meant to be a bit scared. If their personalities are particularly cautious chances, then they may not proceed at all. But apart from a possibly painful landing, the falling leader simply tumbles down from the roof of a new room entirely. When you think about it, that must mean that this new set of rooms is built upside down, but the freak of magic that is reversing gravity still means that the new rooms can be explored normally. In any case, chances are that the party may spend a while working it out.
Afterthought: This fortress is definitely owned by a powerful wizard. There's no way anyone else could have created something so confusing!
Solution: If there is something powerful and evil hiding in the second set of rooms a powerful dispel magic could bring their perfect world crashing down! Danger for the mage below, however, would still be high.
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70. Prickly Lock

This is a simple trick to fool a low level rogue, or perhaps a non-rogue who is just trying his hand at lockpicking.

Tell the party that they are approaching a door with what appears to be a complicated lock, then specify to the rogue that though the lock is fancy, he thinks it will be simple to pick. Unbeknown to the poor rogue, the lock has two catches, each with its own DC ... and the lock is in fact incredible complicated!

The two DC's are 15 and 25-30. If the rogue passes the first one he has managed to turn the first catch - the false catch. So the rogue has his hands close up to the lock, and he turns his pick, and from small holes all around the key hole poisonous needles stab out, one or two at a time in an unpredicable fashion. The poison is of your choice, but as the rogue is meant to be low level don't make it anything too potent.
Afterthought: This was based on a small line from the Dungeon Master's Guide. Perhaps if the rogue is very, very inexperienced you could make the needles longer rather than poisonous. This way a few stabs will make his fingers sore enough to prevent him from lock picking, but otherwise he'll be fine.
Solution: As each needle stabs out, they can be broken off with a crushing weapon. Only when all the needles are broken can the rogue or another character make a second attempt on the second DC.
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71. Ring of the Stab

Players find a very thick and chunky ring - it's about half an inch thick and fits very akwardly on the finger. A fat ruby sits in the centre of it, and the ring is accompanied by a simple, roughly scrawled note:

'While wearing ring, think of injury location, press ruby HARD!'

Players will most likely keep the ring until one of them is hurt, and then the ruby will be pushed. The ruby is actually attached to a very thick and pointy spike, which when pushed will break through the weak inside of the ring and stab into the poor injured person who is wearing it. Then the poison that was sitting inside the metal band can pour into a freshly opened wound and enter the bloodstream.
Afterthought: This is a very nasty little trick, and though it may seem a little 'unreal' it is actually very possible. It's just a hollow band, filled with poison, with a weak underside and a spiked ruby. (I never said it would be common, just very possible!) This ring can even easily fool high level characters, especially if the note also specifies that it might only have one charge left. A minor charm of no significance might also have been cast on the gem, so that if a detect magic is cast the ring will appear to be enchanted.
Solution: Don't push the ruby.
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72. Trusting Stab

Players find an elaborately carved altar, with a very intricate fleur-de-lis swirls and elvish symbols (as opposed to a darker design of thorns and skulls). Engraved somewhere nearby are the words:

'If thy wishes to make a wish,
A sacrifise I demand.
Take the dagger, slit thy throat,
Enter the sacred land.'

A beautiful shell dagger lies on the altar ... a dagger stained with blood. Despite the calm and welcoming design, there are also a few blood stains on the floor around the altar.

It's a simple setup - a few words and some pretty carvings, with no wish spell or sacred land. So will a member of the party be stupid enough to kill themselves? Statistics show results may vary.
Afterthought: If you want to make the trap nastier then perhaps whoever created it cleans it up after each use. Cancel the bloodstains, make the altar even more inviting by saying it has crystals inset in it's top, have a spell of no consequence over the area to throw off detect magics... it all comes down to how trusting the party is.
Solution: Just pass on by. A detect magic will show there's nothing going on and the adventure can continue.
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73. The Never-Ending Corridor

Players enter through a non-descript wooden door that has no magical qualities about it. Once the players have past through the doorway and have begun to walk down the corridor they will find that they are getting no closer to the end (even though the door always appears to be 100 meters away) and if they look over their shoulders they will find that they are not getting any further from the entry door, no matter how fast or for how long they run. If they turn around and walk towards the entry door, they will find that they can still not get any closer.
Afterthought: It would be interesting to see the players enter the corridor while being chased by a monster. They monster would not be able to attack them but to escape they must walk backwards TOWARD the moster. Fighting a monster over your shoulder would be very hard indeed.
Solution: Simply walk backwards. Players may look over their shoulders but if at any point they turn and walk directly towards the door, they will again be stuck fast.
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74. Here but for the Grace of God

In a plain, low-lit room, players find a large obsidian mirror (obsidian being a highly reflective Volcanic rock). The mirror, however, does not reflect the players images as a normal mirror dose. If touched, the magic mirror will transport players to a different plane of existance, an "Opposite World".

The rest is up to the DM's imagination. The players could find themselves as a different sex, race, alignment or class. (A neutral evil, male dwarf Warrior suddenly becomes a lawful good, Female Elf magic user!) Poisons could become healing potions! There are no limits as to what could happen!
Solution: Simply retouch the mirror. However, if this solution is to easy, then the mirror may have moved to a different location, or players may have to find a completely differnt mirror(made of White Diamond?).
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75. Letter Pattern

The party finds an old, stone door - not of dwarven design, but of humans. Above the door seven letters are carved boldly in the human script:

W I T N L I T

Accompaning the door is a statue of a human, fairly poorly carved. When the party approaches it speaks.

"WHAT IS THE NEXT LETTER IN THIS SEQUENCE?"

The statue will take one answer from each party member. If noone can answer the statue then the door will remain firmly shut.
Afterthought: The fact that the door and statue were human made hints that the puzzle may not have the usual dwarven depth and cunning. The 'riddle' is a very simple letter puzzle - each is the starting letter of a word in the question the statue asked. The next letter is 's'.
Solution: If players just begin to guess letters and by chance stumble upon the correct one, you can have the statue ask why. If they cannot tell you the correct method then they still cannot pass.
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76. Voodoo Dungeon

After players have fought their way through a fairly earth-based or magical dungeon they come across a small chamber with an intricate sculpture in the middle. You can pass the players a sketch of the winding shapes portrayed on this sculpture, and if they have been keeping an accurate map then the mystery of the carving will be revealed - the sculpture is a three dimensional map of the dungeon.

The sculpture is built on a raised board that reaches waste height on a human. Players can easily mainpulate the walls, doors or other features in the mock-up dungeon... but powerful, dark magic is attached to the board. If the players destroy a wall, the wall collapses elsewhere in the dungeon. If the players flick down a door, a door explodes somewhere else. Powerful voodoo magic is at work, and let Pelor help the fool who tries to destroy the entire board.
Afterthought: The board is only a threat to party if they collapse any area that leads to the exit or any room a party member is in. Used appropriately, the sculpture can be used to destroy doors the party was unable to unlock or have the party gain access into entirely new areas.
Solution: The magic used to create the sculpture was of a dark kind. Perhaps the DM could tell any clerics that they have a bad feeling about the board, leading to the suggestion it should be destroyed...

If the players realise how they can use board the dungeon can become their plaything. It is fair to say that that room is the 'heart' of the dungeon - don't let the party find it too easily.
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