Post by StoryTeller on Jan 22, 2006 6:57:57 GMT
Ramon Dailey (ocs@olympus.net)
Watch Your Back!
The first is this. The characters walk into a room, which seals up behind them.
There's a large chasm, lava pit or some other type of stumbling block between
the characters and the far wall. The far wall is blank except for a very visible
target, complete with bullseye. The idea is that the players think that if they
shoot an arrow into the bull's eye, the door will open back up. So, their best
archer lines up to take his best shot. He hits the bullseye... BUT... the
bullseye is actually a transporter pad, and its mate is directly opposite it...
in other words, directly behind the archer. So, the arrow hits the bull's eye,
and is transported to shoot the archer in the back! Or, anyone who is in the
way. The DM can use whatever means he wishes to finally let the players out of
the room. I would make it that the arrow has to hit any part of the wall EXCEPT
the target to set them free, so a really bad shot would be best to start with.
Which would be embarrassing.
Use the Handrail!
The characters come to a staircase, which has a sign reminding the characters to
use the hand rail. I realize that this is pretty obvious, but I'm willing to bet
a lot of players will ignore it. Well, when they get so far down, if all
characters aren't touching the hand rail, it turns into a slide and ends in
whatever nasty that the DM feels necessary. Or, for an even more evil version,
this could be a bridge across a great chasm. When someone takes their hand off
the rail, it becomes ethereal for that character, and (s)he falls through. This
would be a good time to send some winged nasties at the characters! It's hard to
get off any arrows with only one hand...
VampD (jballou@inlink.com)
And we all fall DOWN!
The PCs come to a circular room, with two doors, one the PCs are at and the
exit. Along the edge the room is a red border about 1/2 foot to 1 foot wide. In
the center of the room is a pit. Have a delayed pit fall (i.e. wait 1 rd., wait
for the 3rd person out, etc.). The pit falls out. There are now in another
circular chamber. Where the two doors were there are two long ladders. As the
PCs climb the ladders one of the rungs will slip free. This sets off a cave in
from above (ceiling). The rocks knock the PCs off the ladder (even into the
ladder). All the rungs after that still do the same (or any other traps (all the
rungs fall off, etc.)). The PCs have to fly, jump, or climb out of the pit. The
edge is really slick so make dexterity checks and remember how close the
character is to the wall with nothing to hold on to.
Palidorn@aol.com
The Rolling Hallway
There is a slanted hallway, angled at 45 degrees, and no less than 12' long,
(for 4 adventurers, and adding 3' for each over 4.) The point of the trap, is to
pretty much kill the last person in the hallway, so.. it's angled, and at the
end of the hallway, is a pressure plate, that when stepped on, seals off the
lower portion that has 6" spikes in it. If they try to run, the top gets sealed
off. Then, every three feet, a hand hold opens on each side of the wall, but
have spikes on them. And, if grabbed, cause 1d6 points of damage. The floor then
slides away to reveal rollers under the floor, which force the players to either
grab the hand holds and pull their way to the top, (taking the damage) and the
person to fall on the spikes automatically loses half their life, and if someone
falls on them, they die.. and the person who falls on them also loses half their
life.
P.S. the dimensions of this hallway is 6" over the tallest persons head and 3"
to either side of the widest person (within reason).
Palidorn@aol.com
A Stitch in Time
The first part of the trap is a standard orc/ogre type door smash trap, with the
log behind the door so that when it is opened, all persons in front of the door
get slammed, usually into something. Now.. when someone touches the door, Time
Stasis is cast on them. And if the door is opened, the log, or whatever the DM
decides on, comes down and smashes the PC (or PCs) and they then take 2d6 damage
for it, then the PC(s) are flung into yonder wall, which is enchanted with a
Reverse Time spell. When hit, the Reverse Time spell is cast, and the Enchanted
PC's are flung back to the time a millisecond before they got hit, so, there
stuck in an endless loop until they die... and if anyone is enchanted and not
hit, they are forced to watch as there friends die right before their eyes and
they can't stop it anyway. Of course, all those NOT enchanted wonder what
happened, because even that simple type of trap shouldn't kill their ally,
right?
Dan Ackerman (Felikide@ix.netcom.com)
The Dart Room
The PC's come to a door at the end of a corridor. They will likely search it for
traps. There are none. If the PCs open the door, they cannot see anything beyond
the doorway. It is dark, and the players get a feeling of vastness. There is, in
fact, something there: a very, very thin thread is suspended from wall to wall
about 3 feet beyond the doorway, and one foot above the floor. A PC within 2
feet of the thread has a chance see it (1/3 Wisdom score). When it is broken,
the PC may not even feel it, depending on clothes worn on the shins. However,
ten seconds after it is broken, the front few players feel a slight puff of air
on exposed skin. Half a round later, all PC's are struck by a shower of whizzing
darts, taking 2d20 hits. Each dart causes 1d2 points of damage. The darts can be
retrieved by surviving PC's. They are about an inch long and the fletching is
skewed, causing a very irregular flight path, which makes them useless for any
weapon, but ensures that all PCs within the room are struck. It the PC's collect
the darts, there are 1000 darts found lying about the room. This trap doesn't
sound like much, but for some masochistic reason, my players got a real kick out
of it.
Gerald Dupuy (gdupuy@pcisys.net)
Thieves' Revenge
A party comes upon a clearing. In the middle of the clearing is a small hut or
building of some sort. The ground around the hut is barren and covered with
stones and gravel. Any player who steps into the clearing wearing metal armor is
struck by 1-5 stones with no visible creatures to have thrown them. This can be
quite perplexing to the players because no magic is involved or detected. Though
players struck must make intelligence rolls to see if they notice that the
stones are still adhering to their armor. The stones in the clearing are
LODESTONES, natural occurring magnetic rocks. Thieves don't usually wear metal
armor so are able to walk freely into the clearing without too much trouble
(maybe a dagger could cause minor problems). Hence the name Thieves Revenge.
Andy Warner (awa@wpo.nerc.ac.uk)
The Troll Trap
The entrance to a dungeon is near a waterfall, hence area is always wet and
misty. The dungeon is ancient and sealed. DM describes the old, ancient, dusty
and dry corridor, and the dust clouds caused as the door finally gives way. The
players complete the dungeon but on return, the dust has gotten wet, revitalized
and reformed the HUGE troll it once was. Just love regeneration, don't you?
Joseph BlackBear (blackbea@ntrek.com)
Hot n' Cold
This trap involves 2 rooms in a dungeon (or castle or whatever) that are joined
to each other by a single doorway (no door, unless you want to make it REALLY
hard on your players)
The first room of the trap is enchanted to make it very cold (I run Palladium
FRPG so I use hundreds of wards on the walls that are permanent) and the doorway
(or door) to the other side is a good 100 feet away. The party must pass through
this room in order to get to their goal.
The 2nd room is enchanted in the same way, except that it is to the HEAT
extreme. Most players that I throw this trap up against make themselves
resistant to cold to get through the 1st room, but once they do that, then they
can't make themselves resist fire for the 2nd one (there is a time period to
prepare, and since they are in the extreme cold room, they would freeze to death
before the time period expired)
Therefore, they have to REALLY think (or get really lucky on their saving throw,
that is at -10 if they go through the heat room while resisting cold) in order
to get past the Heat room. Once a player gets trough the trap, the rest can
follow easy enough provided there is a mage in the group that can Teleport each
member to the one that got past it all.
BTW, failure to make the saving through when passing from the Cold to Heat room
(if the player is resisting cold) means death. Ashes, to tell the truth. No hope
of reincarnation.
Shawn Marion (wizard@ca.securenet.net)
The Mirror Room
The PCs enter a room made entirely of mirrors. at the far side of the room is a
group of pedestals with spiked armor, stone armor, and black armor. When a
character takes one, the others disappear. (All armors are equivalent to plate
mail) (The door open and closes)
Spiked Armor: Suddenly the characters hear something moving. A pillar covered
with spiked smashes down at random locations, and the number of pillars keep
growing. Any character that is smashed by the pillar get his or her HP halved,
and next time the character is killed. The characters must escape the room
before they die.
Stone Armor: The PCs cannot get out of this one unless they use some kind of
spell. A stone pillar breaks through a random mirror and smashes another mirror.
Then a pillar breaks out of that mirror and smashes diagonally. Then it smashes
straight, etc. After that, the door opens again and they can exit.
Black Armor: The room goes dark for a while and when the light comes back, it is
from a glowing sphere held by a dark magic user. The rest of the monsters in the
room should be equal or less (For larger amounts of monsters) to the PCs. When
all the monsters are dead, you may leave the room. All the stuff on the monsters
can be taken if your game allows it. All the stuff is non magical, and usually
the weapons are maces, axes, and stuff the PCs find weak.
Shawn Marion (wizard@ca.securenet.net)
Objects of Envy/Pity
The characters enter a room made out of red metal, and it has a small mirror at
the far side. The room is filled with every from potions with awesome labels,
magical weapons, legendary armor etc. The characters will probably take the
stuff. If one looks in the mirror, the swords will be glowing with an evil aura,
the potions will be labeled 'HEAVY POISON' etc. when the characters leave the
room, the objects will be cursed and instead of girdles of giant strength etc.
they will be girdles of giant brain, girdles of unfed person strength, broad
sword of missing, mace of crumbling, scrolls of destroy brain, helmet of amnesia
etc. stuff that may kill the characters before they even get a chance to uncurse
it.
VampD (jballou@inlink.com)
The PCs reach a room with metals bars going across the room. The First Bar is 2'
from the ground. The second is 5' from the ground. The Third is doubled up, one
2' from the ground, and one 5' from the ceiling. Then the fourth is 4' from the
floor and 4' from the ceiling (10 ft. Tall ceiling, ground refers to hall
level). The floor drops 20ft from the hall level and then there is a pool of
acid. The acid is any contact acid you chose. You might not want it to do much
damage cause it would really be hard to rescue the PC in the first place (acid
on there hands when they grab the rope to pull them selves out, and there would
be acid all over them in the first place. The acid is only like 1 1/2' deep.
____________________________________
o
o o
---> o o o ---->
______ o o o o ________
| |
|~~~~~~~~~~~~~~~~~~~~|
Chris Disch (dischc01@TIGGER.STCLOUD.MSUS.EDU)
CHEMISTRY KABOOM!
Have the adventurers walk through a room that negates all magical light sources,
a rock with continual light and/or magical weapons, then the characters are
forced to use torches. A side view of the room follows:
---\ /----\ /----\ /----\
IN-> \--/ \--/ \--/ \________
--\ /--\ /--\ /--\ OUT->
\____/ \____/ \____/ \_________
Each dip in the gradually sloping floor is filled with chlorine gas, just enough
to make the adventurers gag and run to higher ground, the next rise in the
floor, without thinking. In each of the vaulted ceilings there is hydrogen gas,
and when hydrogen comes in contact with fire...KABOOM! Add in the amount of
damage you feel is adequate. The sound from the explosion will cause deafness
for 2d6 rounds. This is great for spellcasters! Of course all flammable
materials will catch on fire (this a nice way to burn the clothes right off the
back of the pc's). See if the pc's figure it out by the third ceiling. If a
couple of the pc's continue naked, add another trapped room that is extremely
cold, and watch what happens.
Vince Tasslehoff Tomasso (taselhof@aztec.asu.edu)
Drain Blades
This trap consists of a room that is twenty feet across and ten feet deep. A
tilting floor leads to the trap room, dumping the players on the floor, taking
falling damage from 1d4 spikes in the chute. The spikes cause 1d6 damage each.
After the players hit the water in the room (which is eight feet high), they
fell a sucking sensation below their feet. There is the sound of a mechanism
moving, then water is sucked out of the room at the rate of a 1/2 foot per
round. The players have to make a successful strength check to stay afloat in
the water every round the water is sucked out. If they fail the check, they get
sucked down with the rest of the water into a long, narrow tube. In about a
round, they feel a soft breeze that turns into a roar. A blade is below the
players. It spans the entire tunnel and the players cannot escape it. Roll a
1d10 to see what part of the body is cut off:
1-3 left arm
4-5 right arm
6-7 left leg
8-9 right leg
10 decapitation (death)
After getting part of the body cut off, the player falls into a plain room, two
levels lower than they were originally.
Vince Tas Tomasso (taselhof@aztec.asu.edu)
Dark Mirror
This trap consists of a large, tunneling room and a tilting floor in the room
above. As soon as the players are dumped into the tunneling room, they land
about twenty feet down, suffering falling damage. They then see a mirror that
seems misty and cloud-like. All of sudden, out comes a duplicate of the player
looking into the mirror! It has all the same abilities of the player it is
duplicating! Even weapons, knowledge and abilities like Strength. And if the
player is a wizard, the duplicate has all the same spells as the wizard. All
successful attack go right through the duplicate, but all the successful
duplicate attacks have real damage! The only way the duplicate can be destroyed
is by destroying the mirror. Then the duplicate will scream and dissipate into
the air. Then the DM can use any means of exiting the room he wishes.
Jeremy Smith (taselhof@aztec.asu.edu)
Its So Simple You're Sure To Die
The PC are walking down a hallway, room, passageway, etc. They discover without
much observation that there is a tripwire near the bottom of the floor. It is
much thicker than most trip wires, so it can be seen very easily. Once it is
seen the PC will most likely avoid the trip wire. The PC go a few more steps,
and then the entire floor will crumble to dust. The PC will then end up in a
torture chamber, dungeon, pit, watery grave, etc. However, if they had hit the
trip wire a secret passageway would have opened up in the right side of the
wall. If they go down it they will have avoided the collapsing floor.
The Strangeling (The_Strangeling@wow.com)
Unseen Spikes by Kevin Burke
Start with a large room (at least that's what it looks like) . Its best to use
this trap with intelligent monsters using DETECT INVISIBILITY scrolls . The room
is actually a maze with caltrops/spikes lining its walls . What makes it really
dangerous is that the maze is enchanted with invisibility so that no one except
the monsters can see the spiked walls . Characters will probably head straight
for the monsters (or you could pile gold around a little) and run right into the
spikes . However , the monsters can't see the party because of the walls that
only they can see . The only ways that I've figured out to get through are to
poke the air all through the area, which isn't very convenient when you get to
the monsters , use any number of spells (the easy way) , or attempt to bribe the
monsters . Note that the monsters will most likely either be employed by a high
level mage or have many additional scrolls nearby . The spikes do 3d4+the
character's AC when walking or 3d6 +AC when running .
Adrian Gudas (gudas@interlog.com)
The Poison Arrows
An oldie but a goodie. A pile of gold sits in one corner of the room. As the
players cautiously step into the room, nothing will happen. They will then
cautiously walk further into the room. Still, nothing will happen. But as soon
as someone reaches for the gold.. Tzing! Poison arrows shoot out of the wall.
The damage they inflict is up to you, but in my AD&D adventures, there are 2d4,
each THAC0 14. The poison is type K (contact, 5 points of damage without save, 0
w/ save).
Adrian Gudas (gudas@interlog.com)
The Spider
As the players enter a room, a huge spider is waiting for them. It does not
move; it is simply clinging to a huge web. There is a torch in the wall, and the
players will notice that the web is quite flammable. The spider is, in fact, a
bomb. Lighting the webs not only sets everything aflame, it also detonates the
bomb. Ouch.
Paul Henrichsen (henryrap@ix.netcom.com)
Sword in the Falls
This is an item trap. It consists of a room behind a waterfall. The bigger the
waterfall the better. The doorway to this room has a magical field to keep water
out. (Note this will do no harm to typical adventurers, but it will exclude
water elementals and the like.) The room is lit by a glowing sword set in a
large white (marble) stone in the center of the room. (Think of Arthur's test.)
A crystal dome covers the hilt and the portion of the blade which extends from
the sword. The stone and the crystal are enchanted with a spell to destroy
water. (Again this will not harm the typical adventurer.) The crystal dome is
fairly easy to break and any warrior worth the name should be able to pull the
sword from the stone without difficulty. There is no sheath for the sword and it
is silver of very high workmanship and obviously enchanted. If the adventurers
leave the sword and the crystal dome alone, nothing happens. The room would even
make a good place to camp since everything but the adventurers ignores the place
entirely. If the crystal or stone is broken or the sword somehow removed from
the stone, all the spells against water in the room vanish. If they look the
party will notice that spray from the falls now enters through the doorway, but
it did not earlier.
Upon further examination it will be noted that the sword is actually made of two
very soft silvery metals--sodium and potassium. (The sword is soft enough that
you could cut it with a butter knife.) If the party has the sword in the air in
the room for more than 2 hours they will notice that it has tarnished. If they
carry the sword from the room, without taking extreme precautions, it will
spontaneously ignite and do lots (6d6 GURPS or 6d10 AD&D) of damage to whomever
is carrying it. If the sword is left exposed in the room, for more than one hour
after the protective spells fall, there is a 10% chance per ten minutes that it
will ignite.
Watch Your Back!
The first is this. The characters walk into a room, which seals up behind them.
There's a large chasm, lava pit or some other type of stumbling block between
the characters and the far wall. The far wall is blank except for a very visible
target, complete with bullseye. The idea is that the players think that if they
shoot an arrow into the bull's eye, the door will open back up. So, their best
archer lines up to take his best shot. He hits the bullseye... BUT... the
bullseye is actually a transporter pad, and its mate is directly opposite it...
in other words, directly behind the archer. So, the arrow hits the bull's eye,
and is transported to shoot the archer in the back! Or, anyone who is in the
way. The DM can use whatever means he wishes to finally let the players out of
the room. I would make it that the arrow has to hit any part of the wall EXCEPT
the target to set them free, so a really bad shot would be best to start with.
Which would be embarrassing.
Use the Handrail!
The characters come to a staircase, which has a sign reminding the characters to
use the hand rail. I realize that this is pretty obvious, but I'm willing to bet
a lot of players will ignore it. Well, when they get so far down, if all
characters aren't touching the hand rail, it turns into a slide and ends in
whatever nasty that the DM feels necessary. Or, for an even more evil version,
this could be a bridge across a great chasm. When someone takes their hand off
the rail, it becomes ethereal for that character, and (s)he falls through. This
would be a good time to send some winged nasties at the characters! It's hard to
get off any arrows with only one hand...
VampD (jballou@inlink.com)
And we all fall DOWN!
The PCs come to a circular room, with two doors, one the PCs are at and the
exit. Along the edge the room is a red border about 1/2 foot to 1 foot wide. In
the center of the room is a pit. Have a delayed pit fall (i.e. wait 1 rd., wait
for the 3rd person out, etc.). The pit falls out. There are now in another
circular chamber. Where the two doors were there are two long ladders. As the
PCs climb the ladders one of the rungs will slip free. This sets off a cave in
from above (ceiling). The rocks knock the PCs off the ladder (even into the
ladder). All the rungs after that still do the same (or any other traps (all the
rungs fall off, etc.)). The PCs have to fly, jump, or climb out of the pit. The
edge is really slick so make dexterity checks and remember how close the
character is to the wall with nothing to hold on to.
Palidorn@aol.com
The Rolling Hallway
There is a slanted hallway, angled at 45 degrees, and no less than 12' long,
(for 4 adventurers, and adding 3' for each over 4.) The point of the trap, is to
pretty much kill the last person in the hallway, so.. it's angled, and at the
end of the hallway, is a pressure plate, that when stepped on, seals off the
lower portion that has 6" spikes in it. If they try to run, the top gets sealed
off. Then, every three feet, a hand hold opens on each side of the wall, but
have spikes on them. And, if grabbed, cause 1d6 points of damage. The floor then
slides away to reveal rollers under the floor, which force the players to either
grab the hand holds and pull their way to the top, (taking the damage) and the
person to fall on the spikes automatically loses half their life, and if someone
falls on them, they die.. and the person who falls on them also loses half their
life.
P.S. the dimensions of this hallway is 6" over the tallest persons head and 3"
to either side of the widest person (within reason).
Palidorn@aol.com
A Stitch in Time
The first part of the trap is a standard orc/ogre type door smash trap, with the
log behind the door so that when it is opened, all persons in front of the door
get slammed, usually into something. Now.. when someone touches the door, Time
Stasis is cast on them. And if the door is opened, the log, or whatever the DM
decides on, comes down and smashes the PC (or PCs) and they then take 2d6 damage
for it, then the PC(s) are flung into yonder wall, which is enchanted with a
Reverse Time spell. When hit, the Reverse Time spell is cast, and the Enchanted
PC's are flung back to the time a millisecond before they got hit, so, there
stuck in an endless loop until they die... and if anyone is enchanted and not
hit, they are forced to watch as there friends die right before their eyes and
they can't stop it anyway. Of course, all those NOT enchanted wonder what
happened, because even that simple type of trap shouldn't kill their ally,
right?
Dan Ackerman (Felikide@ix.netcom.com)
The Dart Room
The PC's come to a door at the end of a corridor. They will likely search it for
traps. There are none. If the PCs open the door, they cannot see anything beyond
the doorway. It is dark, and the players get a feeling of vastness. There is, in
fact, something there: a very, very thin thread is suspended from wall to wall
about 3 feet beyond the doorway, and one foot above the floor. A PC within 2
feet of the thread has a chance see it (1/3 Wisdom score). When it is broken,
the PC may not even feel it, depending on clothes worn on the shins. However,
ten seconds after it is broken, the front few players feel a slight puff of air
on exposed skin. Half a round later, all PC's are struck by a shower of whizzing
darts, taking 2d20 hits. Each dart causes 1d2 points of damage. The darts can be
retrieved by surviving PC's. They are about an inch long and the fletching is
skewed, causing a very irregular flight path, which makes them useless for any
weapon, but ensures that all PCs within the room are struck. It the PC's collect
the darts, there are 1000 darts found lying about the room. This trap doesn't
sound like much, but for some masochistic reason, my players got a real kick out
of it.
Gerald Dupuy (gdupuy@pcisys.net)
Thieves' Revenge
A party comes upon a clearing. In the middle of the clearing is a small hut or
building of some sort. The ground around the hut is barren and covered with
stones and gravel. Any player who steps into the clearing wearing metal armor is
struck by 1-5 stones with no visible creatures to have thrown them. This can be
quite perplexing to the players because no magic is involved or detected. Though
players struck must make intelligence rolls to see if they notice that the
stones are still adhering to their armor. The stones in the clearing are
LODESTONES, natural occurring magnetic rocks. Thieves don't usually wear metal
armor so are able to walk freely into the clearing without too much trouble
(maybe a dagger could cause minor problems). Hence the name Thieves Revenge.
Andy Warner (awa@wpo.nerc.ac.uk)
The Troll Trap
The entrance to a dungeon is near a waterfall, hence area is always wet and
misty. The dungeon is ancient and sealed. DM describes the old, ancient, dusty
and dry corridor, and the dust clouds caused as the door finally gives way. The
players complete the dungeon but on return, the dust has gotten wet, revitalized
and reformed the HUGE troll it once was. Just love regeneration, don't you?
Joseph BlackBear (blackbea@ntrek.com)
Hot n' Cold
This trap involves 2 rooms in a dungeon (or castle or whatever) that are joined
to each other by a single doorway (no door, unless you want to make it REALLY
hard on your players)
The first room of the trap is enchanted to make it very cold (I run Palladium
FRPG so I use hundreds of wards on the walls that are permanent) and the doorway
(or door) to the other side is a good 100 feet away. The party must pass through
this room in order to get to their goal.
The 2nd room is enchanted in the same way, except that it is to the HEAT
extreme. Most players that I throw this trap up against make themselves
resistant to cold to get through the 1st room, but once they do that, then they
can't make themselves resist fire for the 2nd one (there is a time period to
prepare, and since they are in the extreme cold room, they would freeze to death
before the time period expired)
Therefore, they have to REALLY think (or get really lucky on their saving throw,
that is at -10 if they go through the heat room while resisting cold) in order
to get past the Heat room. Once a player gets trough the trap, the rest can
follow easy enough provided there is a mage in the group that can Teleport each
member to the one that got past it all.
BTW, failure to make the saving through when passing from the Cold to Heat room
(if the player is resisting cold) means death. Ashes, to tell the truth. No hope
of reincarnation.
Shawn Marion (wizard@ca.securenet.net)
The Mirror Room
The PCs enter a room made entirely of mirrors. at the far side of the room is a
group of pedestals with spiked armor, stone armor, and black armor. When a
character takes one, the others disappear. (All armors are equivalent to plate
mail) (The door open and closes)
Spiked Armor: Suddenly the characters hear something moving. A pillar covered
with spiked smashes down at random locations, and the number of pillars keep
growing. Any character that is smashed by the pillar get his or her HP halved,
and next time the character is killed. The characters must escape the room
before they die.
Stone Armor: The PCs cannot get out of this one unless they use some kind of
spell. A stone pillar breaks through a random mirror and smashes another mirror.
Then a pillar breaks out of that mirror and smashes diagonally. Then it smashes
straight, etc. After that, the door opens again and they can exit.
Black Armor: The room goes dark for a while and when the light comes back, it is
from a glowing sphere held by a dark magic user. The rest of the monsters in the
room should be equal or less (For larger amounts of monsters) to the PCs. When
all the monsters are dead, you may leave the room. All the stuff on the monsters
can be taken if your game allows it. All the stuff is non magical, and usually
the weapons are maces, axes, and stuff the PCs find weak.
Shawn Marion (wizard@ca.securenet.net)
Objects of Envy/Pity
The characters enter a room made out of red metal, and it has a small mirror at
the far side. The room is filled with every from potions with awesome labels,
magical weapons, legendary armor etc. The characters will probably take the
stuff. If one looks in the mirror, the swords will be glowing with an evil aura,
the potions will be labeled 'HEAVY POISON' etc. when the characters leave the
room, the objects will be cursed and instead of girdles of giant strength etc.
they will be girdles of giant brain, girdles of unfed person strength, broad
sword of missing, mace of crumbling, scrolls of destroy brain, helmet of amnesia
etc. stuff that may kill the characters before they even get a chance to uncurse
it.
VampD (jballou@inlink.com)
The PCs reach a room with metals bars going across the room. The First Bar is 2'
from the ground. The second is 5' from the ground. The Third is doubled up, one
2' from the ground, and one 5' from the ceiling. Then the fourth is 4' from the
floor and 4' from the ceiling (10 ft. Tall ceiling, ground refers to hall
level). The floor drops 20ft from the hall level and then there is a pool of
acid. The acid is any contact acid you chose. You might not want it to do much
damage cause it would really be hard to rescue the PC in the first place (acid
on there hands when they grab the rope to pull them selves out, and there would
be acid all over them in the first place. The acid is only like 1 1/2' deep.
____________________________________
o
o o
---> o o o ---->
______ o o o o ________
| |
|~~~~~~~~~~~~~~~~~~~~|
Chris Disch (dischc01@TIGGER.STCLOUD.MSUS.EDU)
CHEMISTRY KABOOM!
Have the adventurers walk through a room that negates all magical light sources,
a rock with continual light and/or magical weapons, then the characters are
forced to use torches. A side view of the room follows:
---\ /----\ /----\ /----\
IN-> \--/ \--/ \--/ \________
--\ /--\ /--\ /--\ OUT->
\____/ \____/ \____/ \_________
Each dip in the gradually sloping floor is filled with chlorine gas, just enough
to make the adventurers gag and run to higher ground, the next rise in the
floor, without thinking. In each of the vaulted ceilings there is hydrogen gas,
and when hydrogen comes in contact with fire...KABOOM! Add in the amount of
damage you feel is adequate. The sound from the explosion will cause deafness
for 2d6 rounds. This is great for spellcasters! Of course all flammable
materials will catch on fire (this a nice way to burn the clothes right off the
back of the pc's). See if the pc's figure it out by the third ceiling. If a
couple of the pc's continue naked, add another trapped room that is extremely
cold, and watch what happens.
Vince Tasslehoff Tomasso (taselhof@aztec.asu.edu)
Drain Blades
This trap consists of a room that is twenty feet across and ten feet deep. A
tilting floor leads to the trap room, dumping the players on the floor, taking
falling damage from 1d4 spikes in the chute. The spikes cause 1d6 damage each.
After the players hit the water in the room (which is eight feet high), they
fell a sucking sensation below their feet. There is the sound of a mechanism
moving, then water is sucked out of the room at the rate of a 1/2 foot per
round. The players have to make a successful strength check to stay afloat in
the water every round the water is sucked out. If they fail the check, they get
sucked down with the rest of the water into a long, narrow tube. In about a
round, they feel a soft breeze that turns into a roar. A blade is below the
players. It spans the entire tunnel and the players cannot escape it. Roll a
1d10 to see what part of the body is cut off:
1-3 left arm
4-5 right arm
6-7 left leg
8-9 right leg
10 decapitation (death)
After getting part of the body cut off, the player falls into a plain room, two
levels lower than they were originally.
Vince Tas Tomasso (taselhof@aztec.asu.edu)
Dark Mirror
This trap consists of a large, tunneling room and a tilting floor in the room
above. As soon as the players are dumped into the tunneling room, they land
about twenty feet down, suffering falling damage. They then see a mirror that
seems misty and cloud-like. All of sudden, out comes a duplicate of the player
looking into the mirror! It has all the same abilities of the player it is
duplicating! Even weapons, knowledge and abilities like Strength. And if the
player is a wizard, the duplicate has all the same spells as the wizard. All
successful attack go right through the duplicate, but all the successful
duplicate attacks have real damage! The only way the duplicate can be destroyed
is by destroying the mirror. Then the duplicate will scream and dissipate into
the air. Then the DM can use any means of exiting the room he wishes.
Jeremy Smith (taselhof@aztec.asu.edu)
Its So Simple You're Sure To Die
The PC are walking down a hallway, room, passageway, etc. They discover without
much observation that there is a tripwire near the bottom of the floor. It is
much thicker than most trip wires, so it can be seen very easily. Once it is
seen the PC will most likely avoid the trip wire. The PC go a few more steps,
and then the entire floor will crumble to dust. The PC will then end up in a
torture chamber, dungeon, pit, watery grave, etc. However, if they had hit the
trip wire a secret passageway would have opened up in the right side of the
wall. If they go down it they will have avoided the collapsing floor.
The Strangeling (The_Strangeling@wow.com)
Unseen Spikes by Kevin Burke
Start with a large room (at least that's what it looks like) . Its best to use
this trap with intelligent monsters using DETECT INVISIBILITY scrolls . The room
is actually a maze with caltrops/spikes lining its walls . What makes it really
dangerous is that the maze is enchanted with invisibility so that no one except
the monsters can see the spiked walls . Characters will probably head straight
for the monsters (or you could pile gold around a little) and run right into the
spikes . However , the monsters can't see the party because of the walls that
only they can see . The only ways that I've figured out to get through are to
poke the air all through the area, which isn't very convenient when you get to
the monsters , use any number of spells (the easy way) , or attempt to bribe the
monsters . Note that the monsters will most likely either be employed by a high
level mage or have many additional scrolls nearby . The spikes do 3d4+the
character's AC when walking or 3d6 +AC when running .
Adrian Gudas (gudas@interlog.com)
The Poison Arrows
An oldie but a goodie. A pile of gold sits in one corner of the room. As the
players cautiously step into the room, nothing will happen. They will then
cautiously walk further into the room. Still, nothing will happen. But as soon
as someone reaches for the gold.. Tzing! Poison arrows shoot out of the wall.
The damage they inflict is up to you, but in my AD&D adventures, there are 2d4,
each THAC0 14. The poison is type K (contact, 5 points of damage without save, 0
w/ save).
Adrian Gudas (gudas@interlog.com)
The Spider
As the players enter a room, a huge spider is waiting for them. It does not
move; it is simply clinging to a huge web. There is a torch in the wall, and the
players will notice that the web is quite flammable. The spider is, in fact, a
bomb. Lighting the webs not only sets everything aflame, it also detonates the
bomb. Ouch.
Paul Henrichsen (henryrap@ix.netcom.com)
Sword in the Falls
This is an item trap. It consists of a room behind a waterfall. The bigger the
waterfall the better. The doorway to this room has a magical field to keep water
out. (Note this will do no harm to typical adventurers, but it will exclude
water elementals and the like.) The room is lit by a glowing sword set in a
large white (marble) stone in the center of the room. (Think of Arthur's test.)
A crystal dome covers the hilt and the portion of the blade which extends from
the sword. The stone and the crystal are enchanted with a spell to destroy
water. (Again this will not harm the typical adventurer.) The crystal dome is
fairly easy to break and any warrior worth the name should be able to pull the
sword from the stone without difficulty. There is no sheath for the sword and it
is silver of very high workmanship and obviously enchanted. If the adventurers
leave the sword and the crystal dome alone, nothing happens. The room would even
make a good place to camp since everything but the adventurers ignores the place
entirely. If the crystal or stone is broken or the sword somehow removed from
the stone, all the spells against water in the room vanish. If they look the
party will notice that spray from the falls now enters through the doorway, but
it did not earlier.
Upon further examination it will be noted that the sword is actually made of two
very soft silvery metals--sodium and potassium. (The sword is soft enough that
you could cut it with a butter knife.) If the party has the sword in the air in
the room for more than 2 hours they will notice that it has tarnished. If they
carry the sword from the room, without taking extreme precautions, it will
spontaneously ignite and do lots (6d6 GURPS or 6d10 AD&D) of damage to whomever
is carrying it. If the sword is left exposed in the room, for more than one hour
after the protective spells fall, there is a 10% chance per ten minutes that it
will ignite.