Post by StoryTeller on Jan 22, 2006 6:59:42 GMT
Kill Yerself Trap
Qubrak Shata
A long corridor, at the end of which are illusionary bars, with an illusionary
(fill in creature that is too tough for the players to handle) behind the bars.
Right in front of the bars is a teleporter that teleports only size T or smaller
items to behind the PCs. In between the two teleporters is a numbing zone, where
pain cannot be felt. If the PCs are smart (and standard players), they will
shoot arrows at the monster. Given enough time, they will kill themselves.
Andy Wolff (arwolff@ppg.com)
The party enters a series of interconnected rooms arranged in an ascending
spiral with 15-25' corridors connecting the rooms. Each door opens towards the
party and all rooms and the corridors have a gentle but noticeable slant to them
(towards the party which is in fact climbing the spiral). The rooms have the
usual assortment of monsters. The corridors have a 1' deep by about 1' wide
channel cut into them, and the corridors themselves are 5' wide. As the party
proceeds, fighting and winning, they eventually cone to the last room. They open
the door and find a room packed with iron cannonballs! The balls exit the room;
the party may or may not survive, although with 5' walls it is certainly
possible to brace against the walls and let the balls roll by underneath. Beyond
the balls is the principle bad guy and the majority of the treasure. Meanwhile,
unbeknownst to the party, the iron balls have assembled in the bottom room into
-- An Iron Golem!
miki (miki@sky.net)
Give the players a set of miscellaneous arranged numbers: 1-5 right side up then
5-1 upside down (written on a wall in magical writing or something.) It is a
combination. The players eventually walk out to a rock overhang and a door
appears on the other side of another overhang. On the left side is an object the
players are to retrieve and on the right side are 3 stone golems. Everything
except the players overhang is surrounded in lighting. There are 10 ropes
hanging from the players' cliff each numbered. Also, in front of each rope is a
symbol of one of the elements. The player needs to step on an element to get a
rope. In the center of the room are 10 pillars, each also numbered, with 10
ropes. To make things more complicated in between each of the pillars are more
ropes barley within reach of the pillars or outcropping. The players need to
grab onto the right rope to swing to a rope not numbered, from that rope to a
pillar of the right number, and from that pillar swing from the right numbered
rope and so on until the combination is complete. If a player choses the wrong
rope, the rope will detach itself from the wall dropping the player to the
ground. If the player lands on the wrong pillar it will start to lower to the
ground. On the ground is an elemental corresponding to one of the symbols on the
cliff. There is always the same number of elemental as pc's. They will not
bother any one unless they are actually on the ground. Then they will attack. If
a player falls to the floor he has to run to the nearest "neutral" rope and make
it back to the original cliff. When swinging on the ropes, players have to make
several checks for dex, for the swing, and attack on an AC of 4 to grab the
other rope, (if that rope is missed, missed a str. and dex to hold on to the
rope swinging from) then a strength to hold on. IF you choose the wrong rope and
it fell (or if the pillars lower) then it would reattach itself and the pc's
would have to start all over again. Once the combination is complete the floor
raises, elementals disappear and the lighting around the golems also. The
players now fight to defeat the golems and when they are defeated then the
lighting around the door and the object disappears and they can grab the object
(which will be needed to solve another puzzle.)
Ben Martin (bmartin@ATCON.COM)
The trap is very simple (but lethal) trap to set up and you can place it almost
anywhere. The trap starts off as a pressure plate. When the PCs step on it will
release another trap that is usually dormant. The second trap is a pit with a
revolving door that locks into place. As one or more PCs step on the floor panel
it drops, so that they fall into the pit, then it spins on and locks into place,
keeping the PC's into the pit. In the bottom of the pit could be a green slime
or if you wanted it to be non lethal, water (then at least the poor PC at least
has a chance to survive, for a little while.)
KNOCK, KNOCK **BOOM**
Michael J. Champlin (AMIC@racoon.com)
Room is a perfect cube (10'+ cubed) with one or two doors (not locked!) The trap
is magical: inside the room is a sphere of pure magical energy (see Note 1) held
in place by 6 RINGS of Spell Turning (see Note 2) place in the exact center of
each wall, floor and ceiling, the door(s) just happen to be in the center of the
wall(s). When the door is opened the Ring no longer contains the sphere's
perfect integrity. The magical energy shoots out of the room like soda pop from
a shaken bottle.
Effects: ALL rods, wands, & Staffs become fully charged then overload as in a
retributive strike (see DMG on damage) other Items gain power then overload as
above. the each PC will take damage in the form of 1d12 / charge in room save vs
magic for half damage (except for the person who opens door [no save])
Note 1. charge in room is size of room cubed (eg 10' room =1000 charges
[10*10*10] a 5'room = 125 charges [5*5*5]. The DM could be "Nice" and subtract
charges from the total used in "CHARGING ITEMS" to reduce damage.
Note 2. When Door is Opened all The RINGS of SPELL TURNING become non-magical,
but if removed without destroying the can be re-enchanted GP value of rings :
1000 gp each
Red light, Green light
Matthew T Sanchez (DJHF92C@prodigy.com)
When the party enters the room, a big flash of red occurs. They will probably
wonder what is going on. (If you have ever played the game Red light, Green
light, you should know that the party must stop or something will happen.) Well
for starters send out an enemy to show what happens when you move when the red
light is flashing. Then the green light will start flashing. This is the time to
move. Any other time they move when the red light is flashing, have something
really bad happen like the floor turning into spikes.
The Anti-Pit Trap
B.Murphy (sirdwarf@pullman.com)
This trap consists of a large chimney with either an opening to the outside or
something really nasty at the end of it. Directly under the trap there is a
"reverse gravity field." When a person steps into this field they will
immediately fall upwards and suffer the consequences. After the first person in
a adventuring party falls into the trap, I would hope that the other adventurers
would find a creative way around it as well as a creative way to get their
friend out of the trap. Note: This is not a trap used specifically to kill
everyone playing!!
Robert W. Murrhee (xadian@earthlink.net)
TRAP 'O' GREED
The characters enter a hallway 5'wide, 10'high, 50'long, with a door at the far
end. The walls are encrusted with huge gemstones, any one of which would be
valued at least 10,000gp. If any character tries in any way to remove one of the
gems (they can easily be pried loose with a dagger), the walls will slam
together, as each has a POWERFUL spring device which will be triggered by the
removal of any one of the gems thus slamming the walls together like two giant
hands clapping! Any character caught between the walls when they slam shut will
take 3d20 points of damage, and ALL breakable items must save vs. crushing blow.
The walls will automatically reset themselves after a single such strike. If the
characters pass through the hall without touching any of the gems, nothing will
happen to them, and they can go through the door, which is unlocked, and
untrapped, if the DM is feeling generous.
Robert W. Murrhee (xadian@earthlink.net)
BUBBLE-BUBBLE-TOIL-IN-TROUBLE
When characters enter this room, they will be unable to see using ANY means, as
there is a magical darkness in the room which can not be dispelled. The floor is
held steady by clamps in the walls. When a character nears the center of the
room, a pressure plate activates the release of the holding clamps, which
withdraw into the walls. At this point, the door to this room will disappear,
and if any characters are in the doorway when this happens, they will be either
caught inside or outside the room, or trapped in the wall where the door used to
be (determined by how far through the door they were),being killed instantly if
caught within the wall. The floor is now a disc upon a pivot. ANY! movements by
characters within the room result in the character losing his/her balance,
unless a dex check is made successfully. Any attempt to cast spells will not
only result in the requirement of a dex check to maintain balance, but will
result in automatic spell failure. The characters will notice a bubbling sound
below them as of liquid boiling. In actuality, this boiling liquid is water with
a device which agitates it causing the bubbling. The water is actually about
room temperature. Also hidden within the walls below are small furnaces which
create a heat & burning smell, which wafts up through small vents from below,
creating the illusion of a boiling death waiting below. In the room, above the
floor, several small blind flying creatures will make swooping attacks upon the
characters doing 1d4 damage per attack. The only way out of this room is to dive
into the water, where they will find a grate at the bottom, which leads out to a
small tunnel. The tunnel will take them to another room and from there they can
get to the rest of the dungeon and more of the DM's nasty toys and devices. The
grate can be removed with a successful strength check.
Knight (af213@lafn.org)
The Scheel
The PCs are running after a nemesis, and into a tiny room (back rooms work
well). They just catch a glimpse of their foe running into one of 5 shimmering
colored portals. [There should be 1 portal for the foe and 1 for each PC.] As
soon as the foe runs through, it disappears. Hopefully, the PCs will want to
follow. As each PC goes through a portal, it closes. Eventually all the PCs will
enter the portals.
The PC's find themselves in a cavern or room. There is a deep pit with acid,
lava, etc. at the bottom. The sides of the pit are slick and no holds are
available to lasso, etc. Slowly lowering into the pit by ropes is a structure
made of 2 small platforms 15 feet apart, connected by a HEAVY 3 inch diameter
rod. Two of the PCs end up on the platforms (1 on each). The others are in a
small room with a glass window watching. They can talk to the PCs on the
platforms, but their oxygen will run out about 10 seconds before the platform
hits the acid, lava, etc. The nemesis is watching from an elevated look out room
behind glass.
The task at hand is straight forward and the solution is quite simple, although
it'll take some thinking by the players. The rod is attached to the platforms
with a simple catch mechanism (make this fairly apparent). If one side is
unhooked, it will rise, while the side attached to the rod will fall. If both
are unhooked, the whole thing will still fall, just a little slower. So all the
players have to do is figure out how to get both platform PCs on to 1 platform
and then release the rod. They will rise, the nemesis will be pissed and take
off, and they can free their friends from the glass room however the GM sees
fit.
castor (castor@ns1.cosmosbbs.com)
This is a fairly simple trap. I usually use it as a second layer. Place a torch
or lantern near a trapped door. Usually, the PCs forget the light and
concentrate on the door. When they successfully open the lock it triggers the
real trap in the wall. Oil runs out of a trough through the flame of the torch
and onto the party. It isn't usually deadly, but it is a good nuisance trap.
Qubrak Shata
A long corridor, at the end of which are illusionary bars, with an illusionary
(fill in creature that is too tough for the players to handle) behind the bars.
Right in front of the bars is a teleporter that teleports only size T or smaller
items to behind the PCs. In between the two teleporters is a numbing zone, where
pain cannot be felt. If the PCs are smart (and standard players), they will
shoot arrows at the monster. Given enough time, they will kill themselves.
Andy Wolff (arwolff@ppg.com)
The party enters a series of interconnected rooms arranged in an ascending
spiral with 15-25' corridors connecting the rooms. Each door opens towards the
party and all rooms and the corridors have a gentle but noticeable slant to them
(towards the party which is in fact climbing the spiral). The rooms have the
usual assortment of monsters. The corridors have a 1' deep by about 1' wide
channel cut into them, and the corridors themselves are 5' wide. As the party
proceeds, fighting and winning, they eventually cone to the last room. They open
the door and find a room packed with iron cannonballs! The balls exit the room;
the party may or may not survive, although with 5' walls it is certainly
possible to brace against the walls and let the balls roll by underneath. Beyond
the balls is the principle bad guy and the majority of the treasure. Meanwhile,
unbeknownst to the party, the iron balls have assembled in the bottom room into
-- An Iron Golem!
miki (miki@sky.net)
Give the players a set of miscellaneous arranged numbers: 1-5 right side up then
5-1 upside down (written on a wall in magical writing or something.) It is a
combination. The players eventually walk out to a rock overhang and a door
appears on the other side of another overhang. On the left side is an object the
players are to retrieve and on the right side are 3 stone golems. Everything
except the players overhang is surrounded in lighting. There are 10 ropes
hanging from the players' cliff each numbered. Also, in front of each rope is a
symbol of one of the elements. The player needs to step on an element to get a
rope. In the center of the room are 10 pillars, each also numbered, with 10
ropes. To make things more complicated in between each of the pillars are more
ropes barley within reach of the pillars or outcropping. The players need to
grab onto the right rope to swing to a rope not numbered, from that rope to a
pillar of the right number, and from that pillar swing from the right numbered
rope and so on until the combination is complete. If a player choses the wrong
rope, the rope will detach itself from the wall dropping the player to the
ground. If the player lands on the wrong pillar it will start to lower to the
ground. On the ground is an elemental corresponding to one of the symbols on the
cliff. There is always the same number of elemental as pc's. They will not
bother any one unless they are actually on the ground. Then they will attack. If
a player falls to the floor he has to run to the nearest "neutral" rope and make
it back to the original cliff. When swinging on the ropes, players have to make
several checks for dex, for the swing, and attack on an AC of 4 to grab the
other rope, (if that rope is missed, missed a str. and dex to hold on to the
rope swinging from) then a strength to hold on. IF you choose the wrong rope and
it fell (or if the pillars lower) then it would reattach itself and the pc's
would have to start all over again. Once the combination is complete the floor
raises, elementals disappear and the lighting around the golems also. The
players now fight to defeat the golems and when they are defeated then the
lighting around the door and the object disappears and they can grab the object
(which will be needed to solve another puzzle.)
Ben Martin (bmartin@ATCON.COM)
The trap is very simple (but lethal) trap to set up and you can place it almost
anywhere. The trap starts off as a pressure plate. When the PCs step on it will
release another trap that is usually dormant. The second trap is a pit with a
revolving door that locks into place. As one or more PCs step on the floor panel
it drops, so that they fall into the pit, then it spins on and locks into place,
keeping the PC's into the pit. In the bottom of the pit could be a green slime
or if you wanted it to be non lethal, water (then at least the poor PC at least
has a chance to survive, for a little while.)
KNOCK, KNOCK **BOOM**
Michael J. Champlin (AMIC@racoon.com)
Room is a perfect cube (10'+ cubed) with one or two doors (not locked!) The trap
is magical: inside the room is a sphere of pure magical energy (see Note 1) held
in place by 6 RINGS of Spell Turning (see Note 2) place in the exact center of
each wall, floor and ceiling, the door(s) just happen to be in the center of the
wall(s). When the door is opened the Ring no longer contains the sphere's
perfect integrity. The magical energy shoots out of the room like soda pop from
a shaken bottle.
Effects: ALL rods, wands, & Staffs become fully charged then overload as in a
retributive strike (see DMG on damage) other Items gain power then overload as
above. the each PC will take damage in the form of 1d12 / charge in room save vs
magic for half damage (except for the person who opens door [no save])
Note 1. charge in room is size of room cubed (eg 10' room =1000 charges
[10*10*10] a 5'room = 125 charges [5*5*5]. The DM could be "Nice" and subtract
charges from the total used in "CHARGING ITEMS" to reduce damage.
Note 2. When Door is Opened all The RINGS of SPELL TURNING become non-magical,
but if removed without destroying the can be re-enchanted GP value of rings :
1000 gp each
Red light, Green light
Matthew T Sanchez (DJHF92C@prodigy.com)
When the party enters the room, a big flash of red occurs. They will probably
wonder what is going on. (If you have ever played the game Red light, Green
light, you should know that the party must stop or something will happen.) Well
for starters send out an enemy to show what happens when you move when the red
light is flashing. Then the green light will start flashing. This is the time to
move. Any other time they move when the red light is flashing, have something
really bad happen like the floor turning into spikes.
The Anti-Pit Trap
B.Murphy (sirdwarf@pullman.com)
This trap consists of a large chimney with either an opening to the outside or
something really nasty at the end of it. Directly under the trap there is a
"reverse gravity field." When a person steps into this field they will
immediately fall upwards and suffer the consequences. After the first person in
a adventuring party falls into the trap, I would hope that the other adventurers
would find a creative way around it as well as a creative way to get their
friend out of the trap. Note: This is not a trap used specifically to kill
everyone playing!!
Robert W. Murrhee (xadian@earthlink.net)
TRAP 'O' GREED
The characters enter a hallway 5'wide, 10'high, 50'long, with a door at the far
end. The walls are encrusted with huge gemstones, any one of which would be
valued at least 10,000gp. If any character tries in any way to remove one of the
gems (they can easily be pried loose with a dagger), the walls will slam
together, as each has a POWERFUL spring device which will be triggered by the
removal of any one of the gems thus slamming the walls together like two giant
hands clapping! Any character caught between the walls when they slam shut will
take 3d20 points of damage, and ALL breakable items must save vs. crushing blow.
The walls will automatically reset themselves after a single such strike. If the
characters pass through the hall without touching any of the gems, nothing will
happen to them, and they can go through the door, which is unlocked, and
untrapped, if the DM is feeling generous.
Robert W. Murrhee (xadian@earthlink.net)
BUBBLE-BUBBLE-TOIL-IN-TROUBLE
When characters enter this room, they will be unable to see using ANY means, as
there is a magical darkness in the room which can not be dispelled. The floor is
held steady by clamps in the walls. When a character nears the center of the
room, a pressure plate activates the release of the holding clamps, which
withdraw into the walls. At this point, the door to this room will disappear,
and if any characters are in the doorway when this happens, they will be either
caught inside or outside the room, or trapped in the wall where the door used to
be (determined by how far through the door they were),being killed instantly if
caught within the wall. The floor is now a disc upon a pivot. ANY! movements by
characters within the room result in the character losing his/her balance,
unless a dex check is made successfully. Any attempt to cast spells will not
only result in the requirement of a dex check to maintain balance, but will
result in automatic spell failure. The characters will notice a bubbling sound
below them as of liquid boiling. In actuality, this boiling liquid is water with
a device which agitates it causing the bubbling. The water is actually about
room temperature. Also hidden within the walls below are small furnaces which
create a heat & burning smell, which wafts up through small vents from below,
creating the illusion of a boiling death waiting below. In the room, above the
floor, several small blind flying creatures will make swooping attacks upon the
characters doing 1d4 damage per attack. The only way out of this room is to dive
into the water, where they will find a grate at the bottom, which leads out to a
small tunnel. The tunnel will take them to another room and from there they can
get to the rest of the dungeon and more of the DM's nasty toys and devices. The
grate can be removed with a successful strength check.
Knight (af213@lafn.org)
The Scheel
The PCs are running after a nemesis, and into a tiny room (back rooms work
well). They just catch a glimpse of their foe running into one of 5 shimmering
colored portals. [There should be 1 portal for the foe and 1 for each PC.] As
soon as the foe runs through, it disappears. Hopefully, the PCs will want to
follow. As each PC goes through a portal, it closes. Eventually all the PCs will
enter the portals.
The PC's find themselves in a cavern or room. There is a deep pit with acid,
lava, etc. at the bottom. The sides of the pit are slick and no holds are
available to lasso, etc. Slowly lowering into the pit by ropes is a structure
made of 2 small platforms 15 feet apart, connected by a HEAVY 3 inch diameter
rod. Two of the PCs end up on the platforms (1 on each). The others are in a
small room with a glass window watching. They can talk to the PCs on the
platforms, but their oxygen will run out about 10 seconds before the platform
hits the acid, lava, etc. The nemesis is watching from an elevated look out room
behind glass.
The task at hand is straight forward and the solution is quite simple, although
it'll take some thinking by the players. The rod is attached to the platforms
with a simple catch mechanism (make this fairly apparent). If one side is
unhooked, it will rise, while the side attached to the rod will fall. If both
are unhooked, the whole thing will still fall, just a little slower. So all the
players have to do is figure out how to get both platform PCs on to 1 platform
and then release the rod. They will rise, the nemesis will be pissed and take
off, and they can free their friends from the glass room however the GM sees
fit.
castor (castor@ns1.cosmosbbs.com)
This is a fairly simple trap. I usually use it as a second layer. Place a torch
or lantern near a trapped door. Usually, the PCs forget the light and
concentrate on the door. When they successfully open the lock it triggers the
real trap in the wall. Oil runs out of a trough through the flame of the torch
and onto the party. It isn't usually deadly, but it is a good nuisance trap.