Post by StoryTeller on Jan 22, 2006 7:09:06 GMT
Death's Gate
Stephen Sandford (Stephen@s-hill.demon.co.uk)
Ok, this is a trap for catching thieves who are breaking into a powerful
wizard's house/laboratory. Lying on the desk right in front of the door are
three gems, they give off a strange blue/red glow. There are two slots on the
wall behind the desk, these are a sort of key hole. Each stone is inscribed with
a rune. The way to disarm this trap is to put the right two stones in the right
two slots. If the wrong two gems are put in the holes then the thief's soul is
pulled through the gems to a random plane. If the right gems are placed in the
holes the wall parts, allowing passage. If the thief just tries to leave with
the gems when he passes the doorway on the way out all three gems explode and he
is trapped inside one of them.
Salt Pit
Aaron Walker (dwalker14@hotmail.com)
The salt pit is sort of like the sand trap but the sand is replaced by salt.
There is a pit with steps going into it and a chest or item at the bottom to
attract attention. If the PCs go to get the item they will set off the trap when
they pick it up. The false ceiling and wall tiles will burst pouring salt onto
everyone inside the pit, then the roof starts to lower to the floor. The pain of
the salt in the parties wounds will hamper their abilities to move making it
vary hard to get out. The ceiling takes 1d4 rounds to lower if the party doesn't
get out in time suffocate inside with a very painful death.
Sand Bubble From Hell
Kevin Miller (Kevin@pstbbs.com)
The trap is a normal 30'X30' pit trap fill with what appears to be quicksand for
the first 10' from the top of the pit. If PCs are caught in the trap they sink
through the sand and fall twenty feet into a chamber at the bottom with 2d20
animated skeletons of people who have fallen in. If they kill all the skeletons
they are teleported to the top of the pit to move on.
Emergency Exit
Matt Penniman (pennimac@k2.kirtland.cc.mi.us)
As the characters are rushing to escape the dungeon, they go through a door and
come out on a landing at the middle of a stairway. They go up, of course, hoping
to reach the surface. At the top of the stairway is a pair of large wooden doors
which radiate faint magic around the edges and read "Emergency Exit." The doors
have simple brass handles. When the first character touches the handle, the
magic holding the doors shut is dispelled.
The doors open into the bottom of a well. Unfortunately, the well is still quite
full of water. The water blasts out, knocking the characters down the stairs all
the way to the spikes at the bottom. Their equipment may becrushed, their spell
books ruined, etc.
However, once the water has drained away, they will be able to exit the dungeon
by climbing up the well shaft.
Jhonglar The Unseen One (moyg@worldpath.net)
There is a somewhat long hallway about 5' wide. The floor is covered with
pressure plates. These pressure plates release multiple darts when triggered. If
a PC is running, the darts are delayed just enough not to hit them. After
running down the hall a short way the PC triggers a pressure plate which makes a
small array of black-painted wooden, poison-tipped spears come out of the ground
at a 45 degree angle. If a PC runs into these spears he triggers a pressure
plate under the floor attached to the end of the spears. Triggering this
pressure plate causes a 5'x5'x3' block of rock to fall on the PC's head. This is
funny since a failed roll to dodge the spears means almost certain death after
the character thinks they're home free!
Not Quite a Trap, Buuuuuut...
pciccol@ibm.net
It is simply a good way to assassinate someone in AD&D. Simply whip up a whole
batch of delayed blast fireballs (in case you didn't know, this is a spell that
creates a time-bomb-like item.) Wait until they have about a minute on them
left, then cast gate into their home, chuck all the delayed blast fireballs in,
and close the gate. This is almost undefeatable and untraceable- the fantasy
equivalent of a bombing.
Fun with Invisibility
pciccol@ibm.net
The way this trap is constructed is that it starts as a normal corridor, then a
wall is built in the middle of it and stones are taken out of the floor in the
general area of the wall. (I.e. if the wall weren't there, it would be a pit
trap. It should look like this-
____________________________________________________________
_________________________ | ________________________________
| |
| |
| |
Then a mage casts invisibility on the wall. All the PCs will see is an easily
jumpable pit, but when they try, they're going to hit that wall and slide
(comically) down into the pit.
Fun with Teleporters
pciccol@ibm.net
A teleporter leads the PCs into a small room FULL of teleporters on the floors
and ceilings. Whenever a PC touches the floor, they are moved to a random
ceiling teleporter, and since the ceiling is only 7 feet above the floor, they
are teleporting too fast to cast a spell of do anything else.
Copper Corridor
yoshi (dejavu@hotmail.com)
The corridor for this trap should be long -- the longer the better. The entire
corridor is plated 6" thick (or so x-ray vision won't see the stone behind) with
copper this, so that spells that effect stone or rock won't work. Anyone
travelling the corridor will trigger a pressure plate that will drop a copper
plated stone block at each end of the corridor, sealing it. Then the corridor
will begin filling with acid (or some other deadly substance.)
Mary Ann Stringer (jmtype@flash.net)
1. A trap door is found on the floor. Upon opening it the party sees a set of
stairs leading down. They have to descend single file. Near the bottom is a
pressure plate. On one of the steps that opens a trap door in the ceiling above
the one on the floor. A stream of some sort of corrosive liquid pours down the
opening and the stairs and whoever happens to be standing on them.
2. The party finds a door to room that they know they must go through. The door
is not locked and when someone turns the knob or handle, a clearly audible
'click' in heard in the walls. Nothing appears to happen. When the door is
opened, only a small part of the room can be seen. A large metal cage stands
open. The door of the cage is attached to a rope that runs into the ceiling. The
click was the sound of the mechanism pulling the rope and opening the cage.
Whatever was in the cage is up to the DM, but there is something in that room
they have to have, so they have to deal with the monster.
3. The front gates of a keep or castle or dungeon block the way of the party.
There are two large switches, one on each side of the gate. One opens the gate
and the other closes it. The one that opens the gate also opens up a double trap
door in the ground directly in front of the gates. Anyone standing there will
fall down a large hole into... whatever the DM chooses. The trap doors close
after being set and will not open again for at least 1 hour (some sort of timing
mechanism will not allow it). Whoever pulled the switch would not have fallen
down the trap door, effectively separating the party. The party at the bottom
will have to find a way out of their new surroundings and to reunite with the
others.
4. If the party above ground decides to continue into the castle, keep, etc.
Just inside the front door is a pressure plate that will create the sound of
running water at a long distance when activated. The party below ground will
begin to notice that water is seeping into the room. The above ground party has
set off a trap that is filling up the room the below ground party is in, making
it imperative they find a way out.
ROOM OF DOOM
By the PHANTOM (lytfngr@infomagic.com)
The characters step into a room,(40x40 feet)and a trip wire is triggered and the
door shuts and locks. The door is by NO MEANS OPENABLE, except by solving the
puzzle. The only thing in the room is a big grandfather looking clock, a
skeleton with a sword in his hands (the sword may be magical, or it could be a
normal sword, or any thing the DM chooses it to be. The players can use the
sword.) There are also 10 stone slab doors around the room (which, by no means,
can be opened.) Every hour on the hour something bad happens. The entrance to
the room opens when the clock strikes twelve, the characters know this because
on the entrance door reads, "At 12:00 thou shall be free." When the PC's enter
the room the clock starts on 1:05. Every 5 minutes normal time equals an hour PC
time in the room.
HOW TO SOLVE THE PUZZLE:
There is a very small knob on the back end of the clock. And turning it will set
the clock to whatever hour the PC chooses. (The PC can turn the clock to 12:00
and get the hell out of there.)
ROLL A 20 SIDED DICE TO DETERMINE WHAT HAPPENS EVERY HOUR
One of the stone slab doors opens and 1D4 monsters come out of DM's choice.
Spikes shoot out of the floor and any one within a 5 foot area of the clock
suffers 2D6.
One of the stone slab doors opens and acid pours out. Anyone within a 5 feet
area suffers 1D6+3 wounds.
Two stone slabs open and a boulder comes out one and rolls across to the
opposite door, if a PC happens to be standing in the way save vs. crushing.
One of the stone slabs open and 5 darts each doing 1D4 shot out.
Fall in pit(5x5) doing 1D6+2.
A koo-koo bird comes out of the clock and attacks. (Raven, or any type of
bird.)
Skeleton animates (Treated as normal skeleton, as in monsters manual.)
Uneventful.
Stone slab opens and a vacuum sucks the PC(s) closest into spikes doing
2D6+3.
A stone tile from the ceiling falls on a PC of DM's choice for 1D4.
Stone slab opens and inside is a sword, treasure, or staff, or whatever DM
chooses. If a PC removes this item from its place, the slab shuts and the PC
is in there until the puzzle is solved.
Uneventful.
Stone slab opens and 1D6 monsters of DM's choice come out.
Uneventful.
Stone slab opens if the character searches the tiny 5x5 room, oil and a
torch will drop on his head.
A cage falls out of the ceiling on a PC for 1D6 turns.
Stone slab opens and 1D12 monsters of the DM's choice will come out.
PC steps on a floor tile and it gives away, and PC steps in acid.
Uneventful.
NOTES:
The stone slabs, clock, and other traps may be arranged in any order in the
40x40 foot room. A teleport spell won't work in this room and the clock cannot
be broken by anything.
The Heebie Jeebie Trap
Biozome (Biozome@aol.com)
If a character has a phobia or squeamishness with insects, spiders, etc., you
can introduce the character into an extremely unpleasant situation. Walk the
character into a dark corridor and start dropping whatever he has problems with
on his head.
Ant Trap
Don Wise (sswise@hotmail.com)
The trap is a regular trap door that leads to a steel shaft (that nobody can
climb out of without magic). As soon as the PC hits rock bottom, it opens 2
doors above him. One pours out honey, and the other pours out ants.
Glue Trap
Don Wise (sswise@hotmail.com)
The PC steps on a pressure plate and it triggers a geyser that shoots out a
super adhesive. The PC will then try to get himself unstuck, but the adhesive is
so strong, he will eventually rip his own skin off (Owww!).
Tough Kobold Trap
A kobold was scouring a dungeon one day, and came across a dead dwarf, who still
had his armor and potions. This kobold was large for his race, and can barely
fit into the armor. He takes all of the dwarf's equipment, which includes a
potion of super-heroism and other such items.
When the PCs find him, he runs off and ducks into around a corner and quaffs all
of the potions. Now he fits in the armor perfectly and does a lot of damage and
has a lot of hp and an excellent AC.
Alluring Ooze
Mike Wrenn (Dakkon14@aol.com)
In a cubby hole on the side of a wall resides a powerful weapon (DM's choice but
make it so the PCs will want it.) As the greedy adventurer reaches out to grab
the weapon, his hand gets stuck in a gelatinous ooze. He cannot remove his hand
unless he successfully makes a bend bars/lift gate check. After the check the
ceiling lowers and crushes the PC.
The Purple People Eater
Guy Jett (gajett@ix.netcom.com) The party sees an all-powerful artifact that
they were told to find. It is on a small pedestal or table with a faint purplish
force field around it. When this force field is crossed the person, or thing,
touching it is surrounded by a purplish force field bubble. The force field
commences to shrink until gone, which takes 5 minutes. The force field around
the object vanishes for another minute after that.
The solution is simple, just throw a object of little value at the force field.
They probably won't think about it until they have lost someone valuable. Also,
for the really mean DM, the room they are in has no rocks or anything else in
it.
Endless Drop
Ivica Folnovic (idif@hotmail.com)
The PCs walk into a room with an unusually high ceiling. The room is totally
barren, save one door on the other side of the room. The room is large enough
that the entire party can fit into it. The floor, however, is actually a switch.
When enough weight is put onto the floor, (such as the combined weight of the
PCs) the gravity will reverse, causing the adventurers to 'drop' to the ceiling.
However, the ceiling has a switch similar to the floor's, so when the PCs hit
the ceiling, the gravity again reverses, and they fall to the floor, which
causes the switch on the floor to reactivate, and the fall up again, etc. Damage
can be based on the distance between the floor and ceiling, and the PCs should
be allowed to attempt to flip so that they land on their feet (which is also
determined by the height of the ceiling).
Cyclone of Pain
Ivica Folnovic (idif@hotmail.com)
The PCs enter a circular room, with a strong wind constantly blowing around the
edge of the room. The only door here is the one the PCs enter. Some item or
treasure is in the center of the room, (no wind in the center). When one of the
PCs takes or moves the item, darts fly out of the wall. The darts then get
caught by the wind, and swirl around the edge of the room. The adventurers are
safe as long as they don't get into the path of the darts. But of course, the
darts are blocking the only exit.
Anti-Grav Stone Room
by Nickolaus Wing (wickning1@rattlers.net)
The PCs must cross a room, any shape, with 6 stones per 1000 cubic feet
(10x10x10) bouncing around at terminal velocity, with totally elastic collisions
on the walls. The PCs must make a dexterity and intelligence check for every ten
feet crossed, (for speed and dodging) to avoid being hit. For extra long
corridors or large rooms, constitution checks for running do apply. If they are
struck, they take 2d6 damage regardless of armor. The stone slows considerably,
but speeds up quickly. The PC must then make a Strength check and a
determination (Charisma) check or they will not be able to continue for 1d4
rounds because of the lasting sting. To add a little surprise, or if you're a
nasty DM, the stones could have illusionary invisibility, and only those who
disbelieve the room is empty are allowed a save. After the first PC is hit, they
would all get a save though. Without attempting to dodge the stones, there
should be a 60% chance per 10 ft to be hit (6 stones, ten foot cube, you get the
idea).
Infinite Corridor
Adam (amaube@ns.imlay.k12.mi.us)
This has to be done in a LONG corridor (at least 500 yds), with a teleporter 200
yds from the entrance (end teleporter). This teleporter links to another
teleporter that is 20 yds from the entrance (entrance teleporter). Now, the end
teleporter only triggers going down the corridor (coming back won't trigger it)
and the entrance teleporter works the exact opposite. So the PCs hit the end
teleporter, get warped to just past the entrance teleporter, keep going, and so
on. To escape the trap, simply turn around and go through the entrance
teleporter. This warps you to just past the end teleporter. The players can then
continue. Note that this also makes the corridor entirely one-way. Dispel Magic
can be cast on the entrance teleporter, but will prevent the PCs from going down
the corridor. The end teleporter is completely permanent. PCs discover the trap
by turning around and walking backwards. They will see the door move farther
away and then suddenly get close. They should be able to figure it out from
there.
Ghost Dice
Erica Strife (grapeape@frontiernet.net)
The party walks into a room and finds two goblins playing with dice. These dice
are actually hp dice that raise the goblin's HPs. The longer the party sits and
watches the goblins the higher their HPs become. So you can have each goblin
have 20,30 + HPs. I find this great at higher levels when the party has really
big egos. They come in and think that the monster is a real pushover, surprise.
If the party defeats the goblins and tries to retrieve the dice, which is most
likely, use your imagination on what you can do to make these dice a living
nightmare for them.
Stephen Sandford (Stephen@s-hill.demon.co.uk)
Ok, this is a trap for catching thieves who are breaking into a powerful
wizard's house/laboratory. Lying on the desk right in front of the door are
three gems, they give off a strange blue/red glow. There are two slots on the
wall behind the desk, these are a sort of key hole. Each stone is inscribed with
a rune. The way to disarm this trap is to put the right two stones in the right
two slots. If the wrong two gems are put in the holes then the thief's soul is
pulled through the gems to a random plane. If the right gems are placed in the
holes the wall parts, allowing passage. If the thief just tries to leave with
the gems when he passes the doorway on the way out all three gems explode and he
is trapped inside one of them.
Salt Pit
Aaron Walker (dwalker14@hotmail.com)
The salt pit is sort of like the sand trap but the sand is replaced by salt.
There is a pit with steps going into it and a chest or item at the bottom to
attract attention. If the PCs go to get the item they will set off the trap when
they pick it up. The false ceiling and wall tiles will burst pouring salt onto
everyone inside the pit, then the roof starts to lower to the floor. The pain of
the salt in the parties wounds will hamper their abilities to move making it
vary hard to get out. The ceiling takes 1d4 rounds to lower if the party doesn't
get out in time suffocate inside with a very painful death.
Sand Bubble From Hell
Kevin Miller (Kevin@pstbbs.com)
The trap is a normal 30'X30' pit trap fill with what appears to be quicksand for
the first 10' from the top of the pit. If PCs are caught in the trap they sink
through the sand and fall twenty feet into a chamber at the bottom with 2d20
animated skeletons of people who have fallen in. If they kill all the skeletons
they are teleported to the top of the pit to move on.
Emergency Exit
Matt Penniman (pennimac@k2.kirtland.cc.mi.us)
As the characters are rushing to escape the dungeon, they go through a door and
come out on a landing at the middle of a stairway. They go up, of course, hoping
to reach the surface. At the top of the stairway is a pair of large wooden doors
which radiate faint magic around the edges and read "Emergency Exit." The doors
have simple brass handles. When the first character touches the handle, the
magic holding the doors shut is dispelled.
The doors open into the bottom of a well. Unfortunately, the well is still quite
full of water. The water blasts out, knocking the characters down the stairs all
the way to the spikes at the bottom. Their equipment may becrushed, their spell
books ruined, etc.
However, once the water has drained away, they will be able to exit the dungeon
by climbing up the well shaft.
Jhonglar The Unseen One (moyg@worldpath.net)
There is a somewhat long hallway about 5' wide. The floor is covered with
pressure plates. These pressure plates release multiple darts when triggered. If
a PC is running, the darts are delayed just enough not to hit them. After
running down the hall a short way the PC triggers a pressure plate which makes a
small array of black-painted wooden, poison-tipped spears come out of the ground
at a 45 degree angle. If a PC runs into these spears he triggers a pressure
plate under the floor attached to the end of the spears. Triggering this
pressure plate causes a 5'x5'x3' block of rock to fall on the PC's head. This is
funny since a failed roll to dodge the spears means almost certain death after
the character thinks they're home free!
Not Quite a Trap, Buuuuuut...
pciccol@ibm.net
It is simply a good way to assassinate someone in AD&D. Simply whip up a whole
batch of delayed blast fireballs (in case you didn't know, this is a spell that
creates a time-bomb-like item.) Wait until they have about a minute on them
left, then cast gate into their home, chuck all the delayed blast fireballs in,
and close the gate. This is almost undefeatable and untraceable- the fantasy
equivalent of a bombing.
Fun with Invisibility
pciccol@ibm.net
The way this trap is constructed is that it starts as a normal corridor, then a
wall is built in the middle of it and stones are taken out of the floor in the
general area of the wall. (I.e. if the wall weren't there, it would be a pit
trap. It should look like this-
____________________________________________________________
_________________________ | ________________________________
| |
| |
| |
Then a mage casts invisibility on the wall. All the PCs will see is an easily
jumpable pit, but when they try, they're going to hit that wall and slide
(comically) down into the pit.
Fun with Teleporters
pciccol@ibm.net
A teleporter leads the PCs into a small room FULL of teleporters on the floors
and ceilings. Whenever a PC touches the floor, they are moved to a random
ceiling teleporter, and since the ceiling is only 7 feet above the floor, they
are teleporting too fast to cast a spell of do anything else.
Copper Corridor
yoshi (dejavu@hotmail.com)
The corridor for this trap should be long -- the longer the better. The entire
corridor is plated 6" thick (or so x-ray vision won't see the stone behind) with
copper this, so that spells that effect stone or rock won't work. Anyone
travelling the corridor will trigger a pressure plate that will drop a copper
plated stone block at each end of the corridor, sealing it. Then the corridor
will begin filling with acid (or some other deadly substance.)
Mary Ann Stringer (jmtype@flash.net)
1. A trap door is found on the floor. Upon opening it the party sees a set of
stairs leading down. They have to descend single file. Near the bottom is a
pressure plate. On one of the steps that opens a trap door in the ceiling above
the one on the floor. A stream of some sort of corrosive liquid pours down the
opening and the stairs and whoever happens to be standing on them.
2. The party finds a door to room that they know they must go through. The door
is not locked and when someone turns the knob or handle, a clearly audible
'click' in heard in the walls. Nothing appears to happen. When the door is
opened, only a small part of the room can be seen. A large metal cage stands
open. The door of the cage is attached to a rope that runs into the ceiling. The
click was the sound of the mechanism pulling the rope and opening the cage.
Whatever was in the cage is up to the DM, but there is something in that room
they have to have, so they have to deal with the monster.
3. The front gates of a keep or castle or dungeon block the way of the party.
There are two large switches, one on each side of the gate. One opens the gate
and the other closes it. The one that opens the gate also opens up a double trap
door in the ground directly in front of the gates. Anyone standing there will
fall down a large hole into... whatever the DM chooses. The trap doors close
after being set and will not open again for at least 1 hour (some sort of timing
mechanism will not allow it). Whoever pulled the switch would not have fallen
down the trap door, effectively separating the party. The party at the bottom
will have to find a way out of their new surroundings and to reunite with the
others.
4. If the party above ground decides to continue into the castle, keep, etc.
Just inside the front door is a pressure plate that will create the sound of
running water at a long distance when activated. The party below ground will
begin to notice that water is seeping into the room. The above ground party has
set off a trap that is filling up the room the below ground party is in, making
it imperative they find a way out.
ROOM OF DOOM
By the PHANTOM (lytfngr@infomagic.com)
The characters step into a room,(40x40 feet)and a trip wire is triggered and the
door shuts and locks. The door is by NO MEANS OPENABLE, except by solving the
puzzle. The only thing in the room is a big grandfather looking clock, a
skeleton with a sword in his hands (the sword may be magical, or it could be a
normal sword, or any thing the DM chooses it to be. The players can use the
sword.) There are also 10 stone slab doors around the room (which, by no means,
can be opened.) Every hour on the hour something bad happens. The entrance to
the room opens when the clock strikes twelve, the characters know this because
on the entrance door reads, "At 12:00 thou shall be free." When the PC's enter
the room the clock starts on 1:05. Every 5 minutes normal time equals an hour PC
time in the room.
HOW TO SOLVE THE PUZZLE:
There is a very small knob on the back end of the clock. And turning it will set
the clock to whatever hour the PC chooses. (The PC can turn the clock to 12:00
and get the hell out of there.)
ROLL A 20 SIDED DICE TO DETERMINE WHAT HAPPENS EVERY HOUR
One of the stone slab doors opens and 1D4 monsters come out of DM's choice.
Spikes shoot out of the floor and any one within a 5 foot area of the clock
suffers 2D6.
One of the stone slab doors opens and acid pours out. Anyone within a 5 feet
area suffers 1D6+3 wounds.
Two stone slabs open and a boulder comes out one and rolls across to the
opposite door, if a PC happens to be standing in the way save vs. crushing.
One of the stone slabs open and 5 darts each doing 1D4 shot out.
Fall in pit(5x5) doing 1D6+2.
A koo-koo bird comes out of the clock and attacks. (Raven, or any type of
bird.)
Skeleton animates (Treated as normal skeleton, as in monsters manual.)
Uneventful.
Stone slab opens and a vacuum sucks the PC(s) closest into spikes doing
2D6+3.
A stone tile from the ceiling falls on a PC of DM's choice for 1D4.
Stone slab opens and inside is a sword, treasure, or staff, or whatever DM
chooses. If a PC removes this item from its place, the slab shuts and the PC
is in there until the puzzle is solved.
Uneventful.
Stone slab opens and 1D6 monsters of DM's choice come out.
Uneventful.
Stone slab opens if the character searches the tiny 5x5 room, oil and a
torch will drop on his head.
A cage falls out of the ceiling on a PC for 1D6 turns.
Stone slab opens and 1D12 monsters of the DM's choice will come out.
PC steps on a floor tile and it gives away, and PC steps in acid.
Uneventful.
NOTES:
The stone slabs, clock, and other traps may be arranged in any order in the
40x40 foot room. A teleport spell won't work in this room and the clock cannot
be broken by anything.
The Heebie Jeebie Trap
Biozome (Biozome@aol.com)
If a character has a phobia or squeamishness with insects, spiders, etc., you
can introduce the character into an extremely unpleasant situation. Walk the
character into a dark corridor and start dropping whatever he has problems with
on his head.
Ant Trap
Don Wise (sswise@hotmail.com)
The trap is a regular trap door that leads to a steel shaft (that nobody can
climb out of without magic). As soon as the PC hits rock bottom, it opens 2
doors above him. One pours out honey, and the other pours out ants.
Glue Trap
Don Wise (sswise@hotmail.com)
The PC steps on a pressure plate and it triggers a geyser that shoots out a
super adhesive. The PC will then try to get himself unstuck, but the adhesive is
so strong, he will eventually rip his own skin off (Owww!).
Tough Kobold Trap
A kobold was scouring a dungeon one day, and came across a dead dwarf, who still
had his armor and potions. This kobold was large for his race, and can barely
fit into the armor. He takes all of the dwarf's equipment, which includes a
potion of super-heroism and other such items.
When the PCs find him, he runs off and ducks into around a corner and quaffs all
of the potions. Now he fits in the armor perfectly and does a lot of damage and
has a lot of hp and an excellent AC.
Alluring Ooze
Mike Wrenn (Dakkon14@aol.com)
In a cubby hole on the side of a wall resides a powerful weapon (DM's choice but
make it so the PCs will want it.) As the greedy adventurer reaches out to grab
the weapon, his hand gets stuck in a gelatinous ooze. He cannot remove his hand
unless he successfully makes a bend bars/lift gate check. After the check the
ceiling lowers and crushes the PC.
The Purple People Eater
Guy Jett (gajett@ix.netcom.com) The party sees an all-powerful artifact that
they were told to find. It is on a small pedestal or table with a faint purplish
force field around it. When this force field is crossed the person, or thing,
touching it is surrounded by a purplish force field bubble. The force field
commences to shrink until gone, which takes 5 minutes. The force field around
the object vanishes for another minute after that.
The solution is simple, just throw a object of little value at the force field.
They probably won't think about it until they have lost someone valuable. Also,
for the really mean DM, the room they are in has no rocks or anything else in
it.
Endless Drop
Ivica Folnovic (idif@hotmail.com)
The PCs walk into a room with an unusually high ceiling. The room is totally
barren, save one door on the other side of the room. The room is large enough
that the entire party can fit into it. The floor, however, is actually a switch.
When enough weight is put onto the floor, (such as the combined weight of the
PCs) the gravity will reverse, causing the adventurers to 'drop' to the ceiling.
However, the ceiling has a switch similar to the floor's, so when the PCs hit
the ceiling, the gravity again reverses, and they fall to the floor, which
causes the switch on the floor to reactivate, and the fall up again, etc. Damage
can be based on the distance between the floor and ceiling, and the PCs should
be allowed to attempt to flip so that they land on their feet (which is also
determined by the height of the ceiling).
Cyclone of Pain
Ivica Folnovic (idif@hotmail.com)
The PCs enter a circular room, with a strong wind constantly blowing around the
edge of the room. The only door here is the one the PCs enter. Some item or
treasure is in the center of the room, (no wind in the center). When one of the
PCs takes or moves the item, darts fly out of the wall. The darts then get
caught by the wind, and swirl around the edge of the room. The adventurers are
safe as long as they don't get into the path of the darts. But of course, the
darts are blocking the only exit.
Anti-Grav Stone Room
by Nickolaus Wing (wickning1@rattlers.net)
The PCs must cross a room, any shape, with 6 stones per 1000 cubic feet
(10x10x10) bouncing around at terminal velocity, with totally elastic collisions
on the walls. The PCs must make a dexterity and intelligence check for every ten
feet crossed, (for speed and dodging) to avoid being hit. For extra long
corridors or large rooms, constitution checks for running do apply. If they are
struck, they take 2d6 damage regardless of armor. The stone slows considerably,
but speeds up quickly. The PC must then make a Strength check and a
determination (Charisma) check or they will not be able to continue for 1d4
rounds because of the lasting sting. To add a little surprise, or if you're a
nasty DM, the stones could have illusionary invisibility, and only those who
disbelieve the room is empty are allowed a save. After the first PC is hit, they
would all get a save though. Without attempting to dodge the stones, there
should be a 60% chance per 10 ft to be hit (6 stones, ten foot cube, you get the
idea).
Infinite Corridor
Adam (amaube@ns.imlay.k12.mi.us)
This has to be done in a LONG corridor (at least 500 yds), with a teleporter 200
yds from the entrance (end teleporter). This teleporter links to another
teleporter that is 20 yds from the entrance (entrance teleporter). Now, the end
teleporter only triggers going down the corridor (coming back won't trigger it)
and the entrance teleporter works the exact opposite. So the PCs hit the end
teleporter, get warped to just past the entrance teleporter, keep going, and so
on. To escape the trap, simply turn around and go through the entrance
teleporter. This warps you to just past the end teleporter. The players can then
continue. Note that this also makes the corridor entirely one-way. Dispel Magic
can be cast on the entrance teleporter, but will prevent the PCs from going down
the corridor. The end teleporter is completely permanent. PCs discover the trap
by turning around and walking backwards. They will see the door move farther
away and then suddenly get close. They should be able to figure it out from
there.
Ghost Dice
Erica Strife (grapeape@frontiernet.net)
The party walks into a room and finds two goblins playing with dice. These dice
are actually hp dice that raise the goblin's HPs. The longer the party sits and
watches the goblins the higher their HPs become. So you can have each goblin
have 20,30 + HPs. I find this great at higher levels when the party has really
big egos. They come in and think that the monster is a real pushover, surprise.
If the party defeats the goblins and tries to retrieve the dice, which is most
likely, use your imagination on what you can do to make these dice a living
nightmare for them.