1001 Fiendishly Horrible Traps Competition [Archive] - Wizards Community

Post/Author/DateTimePost
Fencerboy

03-07-07, 10:58 PM
Ok, here we go, another 1001 competition!!!
:clap::clap::clap::clap::clap::clap:
Alright, I know this isn't an original idea, but I haven't seen one in a while, so here we go.

The rules will be as follows:

1). Only 1 trap per round per entrent(sp?). Repeat entries will be ignored.

2). Each round will consist of 5 entries, then I will hand out a :cookie:, along with some :tiphat: and :thumbsup: if I feel like it.

3). I will be judging on Originality, Workability and Presentation. Kudos will be lost for entries that are so poorly spelled or posted that I can barely decipher them.

4). We are all here to have FUN!!! No flame wars or nasty comments about anothers work, and please don't clutter the competition with long analyzations of something.

I may add new rules if problems come up.

I will keep a record of who has won the most in this sblock:

Ikyotojin with the Water water... Trap!! :cookie:

ZeronHitaro with Heaven and Hell, separated by a looking glass... Trap!! :cookie:

ZeronHitaro gets the :cookie: again with the Shooting Gallery!!

Tie this time, with khyron1144's Great Power and Euclid's Well, that's a relief- WHAT!! taking some :cookie::cookie: honors.

ZeronHitaro is this rounds champion!! :cookie:

Another tie, with khyron1144(again) and fun2223 getting a few :cookie::cookie:s

Wolfpack takes it with the first Perfect Score!!! :cookie: for you sir!!


And just because I said fiendish doesn't mean every trap requires a fiend...

Traps please!!!

Consider this competition paused until Monday the 23rd of April. Please prevent pruning though!
Chrono Nexus

03-07-07, 11:19 PM
Well-Camouflaged Pit/Slimy Brown Mold Trap: CR4; mechanical and natural; location trigger; repair reset; DC20 Reflex save avoids; 20 ft deep (2d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); 5-ft. cold Aura (3d6, cold nonlethal);Search DC 20. Market Price: 7,000 gp

This hidden pit trap is unusual as far as pit traps come- the inside of the entire pit is covered in thick Brown Mold. Brown Mold radiates an aura of cold within 5 ft., dealing 3d6 nonlethal cold damage each round (no save). (See page 76 of the DMG for a more detailed description of Brown Mold) Nonlethal cold (pg. 302 DMG) automatically fatigues (301) creatures- thus weakening and slowing any creature that falls in. Also, the walls of the trap are covered in slick slime, and a -10 circumstance penalty is applied to climb checks when scaling them.
Adding undead to the pit to further impede the weakened characters is a useful tactic.
ktgodstgarden

03-07-07, 11:30 PM
Trapped in Chest Trap CR:5 Special Trigger: Charcter tries opening chest.

The chest appears normal, but when a character opens it, they must make a DC 15 Reflex save or be pulled into it by a mechanical arm, and then not so gently jammed in it (Medium or smaller) The chest allows air, and is not water tight. To break from the chest, it takes a DC 34 escape artist check, or a DC 23 Strength check to break free. The chest also locks itself from the inside and out, requiring a DC 24 Open Lock check to open (which is required before making an escape artist check) While commical, this trap can be lethal if a lone adventurer is caught in it for too long.
Chrono Nexus

03-07-07, 11:47 PM
Trapped in Chest Trap CR:5 Special Trigger: Charcter tries opening chest.

The chest appears normal, but when a character opens it, they must make a DC 15 Reflex save or be pulled into it by a mechanical arm, and then not so gently jammed in it (Medium or smaller) The chest allows air, and is not water tight. To break from the chest, it takes a DC 34 escape artist check, or a DC 23 Strength check to break free. The chest also locks itself from the inside and out, requiring a DC 24 Open Lock check to open (which is required before making an escape artist check) While commical, this trap can be lethal if a lone adventurer is caught in it for too long.
I like this, if you could work immersion into it, this would be a truly fiendish (and dynamic) trap. The drama of being trapped in a locked and barred chest, water slowly filling the inside, the panic of being trapped underwater... and the scramble to pull off the high dc disable device and escape artist checks.
I think as written, the CR is too high. This trap poses little threat in most circumstances.
ktgodstgarden

03-08-07, 09:18 AM
I like this, if you could work immersion into it, this would be a truly fiendish (and dynamic) trap. The drama of being trapped in a locked and barred chest, water slowly filling the inside, the panic of being trapped underwater... and the scramble to pull off the high dc disable device and escape artist checks.
I think as written, the CR is too high. This trap poses little threat in most circumstances.

Yeah, I know, and I didn't really sit down and put all the statas into the format the DMs Guide goes into,but I just thought the trap was funny, especially as a punishment to the rogue in my campaign who abandons the other party members to load up on treasure while they fight the enemies. I hated trying to figure out just how much gold he could snag from a chest while evading an attack of opportunity. So, next chest he went to BAM! Locked in it! And now, those angry fire elementals want to say something to the man trapped in the iron chest filled with rogue and gasoline...
Seeker95

03-08-07, 12:28 PM
Timing is Everything.
This trap is triggered as soon as the party enters the warded tomb within the dormant volcano. Exactly three hours later, the volcano will erupt, flooding the entire tomb with lava. The party has to get its job done or become immersed in lava.

Essentially, this is a save or die trap with a timer. The magic of the warded entrance is ended when the party passes through the tomb entrance. The magic is all that kept the volcano dormant. The only way to not trigger the trap is for the party to somehow enter the tomb without passing through the entrance.
Fencerboy

03-08-07, 09:36 PM
Ok, please don't start critiquing the traps, at least until this round is over. I have some :thumbsup: and :thumbsdow: stuff, but we need at least a few more entries.
Keep 'em comin'!!
Ikyotojin

03-08-07, 09:51 PM
Water water....

Well we've all seen rooms with large holes in the walls, floors and ceiling. Everyone thinks - Oh - spikes and spears.

Nope. Nothing happens. Till the last character steps off the pressure plate at the entrance of the room and someone steps on the plate at the exit (alternatively tries to open the door - which is just a false door stuck to the wall anyway.)

That's when the holes start spraying water into the room. No big deal for our band of adventurers - they can just walk out, right?

Nope. The holes on the floor aren't spraying water, they are spraying barnacle glue (treat as any sort of magical glue you like). So they take off their shoes and run for the door that lead in - oh.. the one that isn't there? But how is THAT possible?

Smart characters will have been watching the stone block slide up from the floor to seal the doorway.

Wait... Up?

Nope. The room is sinking. The glue on the floor is contained in huge bags and just being squished up through the floor holes by the weight of the party. The valves that kept he water out were just off set from the holes in the sliding room's walls. The only way out is to figure out how to get rid of the water AND get everyone off the walls, floors and ceiling so the room floats back UP into position and they can leave.

The mechanics are simple - once the room starts to fill, the room just sinks. Anything taken off and dropped is glued to the floor. IF they survive, the party should be down a few spells, some goods and just be generally miserable - don't forget to put out any non-magical lights. Torches and oil lamps are useless after this. The oil will float out of the lamps and the torches are just big black goo sticks now.
Bluehero

03-08-07, 10:10 PM
They wouldn't put two traps...
This trap consists of an easily spotted trap and a well hidden one. You have a ten foot wide hallway and blocking the way is a horribly concealed trapdoor style pit trap. The rouge easily diarms it (the spot and disable DC's are both 10) then the PC's go on their merry way. Well until the stone block in the celing falls, crushing the PC(s) and breaking the trapdoor for some extra distance. This can easily be modified by changing numbers or locations, giving the block and/or pit spikes, etc. The key to this trap is that the PC's don't do a search check, since they only need to spot the pit trap.
Fencerboy

03-08-07, 10:35 PM
Alright, the first round is officially over, the winner is... In the winners sblock along with his/her :cookie:.
A few notes on these traps: Spelling is important! Especially rouges... bad in my mind (sorry just a pet peeve). Keep the descriptions clear, and make sure you think the work through completely.

Keep on trappin'!!!
ZeronHitaro

03-08-07, 11:53 PM
Ah, I like this topic. It'll give me a chance to get feedback on the SAW style dungeon I constructed last game.

Trap Name: Heaven and Hell, separated by a looking glass

Character Type Built For: Bard

Requires: One hall, one large room, two alcoves covered with thick glass, 5 wine glasses.

Clue: (Told upon entering the trap)
Sing too low and heaven won't know...
Sing too high, be heard by the devil's spy...

Mechanics: Upon entering the hall a wall of force closes behind the bard. This wall of force has a small indentation in it where a small stone block could fit. Down the hall is a 10x10 room with two alcoves built into the wall. Inside the one on the left is they key to a treasure box the bard has come across earlier and is aware that this key opens it. Inside the one on the right is the small cube to remove the force wall sealing him/her inside the area. Above the bard on the ceiling are 5 special wine glasses. All the glass in the area is specially made, no ammount of blunt force trama can break it and spells are stopped by an anti-magic field. However with the right sound pitch the glass can be shattered...

DCs: Prior to the game the DM needs to look over the Bard's character sheet. The key to this puzzle requires the Bard to make a perform check (singing or any sort of instrument will do). The DC to break the glass is as follows:

Glass sealing block: Bard's Perform Total + 10
Glass sealing key: Bard's Perform Total + 13

The Catch: If the Bard goes too high on his/her perform check, the wine glasses above his/her head will shatter. These glasses are sealing over decanters of endless water built into the ceiling.

DCs:

Wine Glass 1: Bard's Perform Total + 11
Wine Glass 2: Bard's Perform Total + 12
Wine Glass 3: Bard's Perform Total + 13
Wine Glass 4: Bard's Perform Total + 14
Wine Glass 5: Bard's Perform Total + 15


The Death:
To cut down on confusion, we'll say the room will be completely flooded with water after it has obtained 50 units.

1 Wine Glass Broken: Room fills at a rate of 4 units per round
2 Wine Glasses Broken: Room fills at a rate of 8 units per round
3 Wine Glasses Broken: Room fills at a rate of 12 units per round
4 Wine Glasses Broken: Room fills at a rate of 16 units per round
5 Wine Glasses Broken: Room fills at a rate of 20 units per round

Once the room is completely filled perform checks can no longer be made.

The Solution: The stone block they obtain can be inserted into the wall of force to deactivate it. In order to simply survive this trap, the clue given is suggesting the Bard take 10 on their perform check. Doing so allows access to their stone block without shattering any wine glasses. However upon unlocking the force wall the key will be crushed be a stone pillar within the glass compartment. The player is made aware of this if they manage to obtain the stone block without shattering any wine glasses. So if they wish to risk death to get the key...


Final Note to DMs: Be warned, if the player casts Heroism or any other stat boosting thing such as that before entering the trap be sure to adjust the DCs accordingly or else you may have an unbeatable trap scenario without meaning to.
ZeronHitaro

03-09-07, 12:55 PM
:bump:
Montravont

03-09-07, 08:42 PM
Simple Chest Trap.

Party enters the room and finds a chest. Lock DC 10ish. Trap DC extremely high (50ish) as the trap is completely internal to the chest.

Inside the chest is a rigged explosive (delayed blast fireball) covered in Quinesence just before explosion. Opening the chest lid peals away the Quinesence allowing detonation.
Chrono Nexus

03-10-07, 11:50 AM
Silver piece on the floor trap
1. Place one innocuous silver piece on the floor, in the center of the room.
2. Place damaging traps around the perimeter of the room.
3. Watch the fireworks.
Requiem_VampireKnight

03-10-07, 12:48 PM
The Room of Greed
For the Players: You open the door to the room, and you are blinded by the bright light from with in. As you cautiously enter the room, the light fades slightly, allowing you to see. Before you is a room filled with treasure. Wall-to-wall with loot. Just waiting for you to stake your claim.

The Trap
The room is protected by an Anti-Magic Field so spells will not function here.
The trap will play on the greed of the PCs. Let them take as much loot as they wish, for they have little chance of surviving this trap.
As soon as more than 50 lbs. of loot has be packed up, the trap is set. When the first PC is out the door, the floor starts to rise up at an alarming rate. The treasure was the only thing holding the floor down.
With the treasure being 'wall-to-wall' nobody will notice the seams along floor (if any. They could have been filled with clay or sand).
Feel free to put spikes or something on the ceiling.
At least 1 PC will survive. I have used this trap. It works.
Montravont

03-10-07, 01:04 PM
The Room of Greed
For the Players: You open the door to the room, and you are blinded by the bright light from with in. As you cautiously enter the room, the light fades slightly, allowing you to see. Before you is a room filled with treasure. Wall-to-wall with loot. Just waiting for you to stake your claim.

The Trap
The room is protected by an Anti-Magic Field so spells will not function here.
The trap will play on the greed of the PCs. Let them take as much loot as they wish, for they have little chance of surviving this trap.
As soon as more than 50 lbs. of loot has be packed up, the trap is set. When the first PC is out the door, the floor starts to rise up at an alarming rate. The treasure was the only thing holding the floor down.
With the treasure being 'wall-to-wall' nobody will notice the seams along floor (if any. They could have been filled with clay or sand).
Feel free to put spikes or something on the ceiling.
At least 1 PC will survive. I have used this trap. It works.

not trying to kill the trap, but what about the weight of the party members?
SeptimusMagistos

03-11-07, 02:11 PM
Bungee Trap: CR10; mechanical and magical; location trigger and timed triger; manual reset for part; DC 20 Reflex Save avoids.; 40 ft deep (4d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares);Atk +10 ranged (4d4) Search DC 25. Market Price: 90,000 gp

The trap is fairly devious. For the first part, it's a fairly standard pit trap 40 feet tall, covered by a permanent image that matches the floor around it. However, as the character passes the middle, four darts will shoot out at him from the walls, each causing 1d4 damage if it hits. As the character nears the bottom, a reverse gravity spell will spring into effect, causing him to fall back up to the ceiling and get shot at again on the way up. However, as he nears the ceiling, the spell will turn off again, cauing him to fall again. Each of the dart launchers holds 25 darts, and will need to be reset manually after it is empty. To disable these launchers, a Disable Device DC 20 check needs to be made (Although there might be circumstance modifiers if reverse gravity spell still functions).
Fencerboy

03-11-07, 08:50 PM
Alright, this round was a particularly good one!!

The winner is placed in the sblock above, and as for extra stuff, some good and some bad.

Chrono Nexus: :tiphat: for the totally horrendous trap that only completes the round.

Septimus Magistus: You may not be aware of it, but Cryosilver created a trap that was practically identical to this one in a thread now long dead. I won't disqualify you or anything, but please no "purjery" in this contest. :thumbsdown:
ZeronHitaro

03-12-07, 12:48 AM
Here's part 2 of my trap series. This one I designed after wondering what a good varriation of a save or die trap could be.

Trap Name: Shooting Gallery

Character Type Built for: Psion, Level 4

Important Note for DMs: My psion had the power energy push. Be sure that your Psion has at least 1 power that is a ranged attack and has enough power points to use it repeatedly.

Requires: 1 room with a 5x5 pit that is 3-4 feet deep. 1 wall with 6 indentations.

Clue (told upon entering room): Round and round goes the wheel of fate. Make too many roudn shotsand you'll find yourself in it's path.

Mechanics: As in "Heaven and Hell...." a wall of force seals off the room upon entering with an indentation for a small block to be inserted. Doing so will unseal the wall. After the wall goes down a Hold Person spell will be cast on the victim (DC 15). Also a construct arm will be lowered down from the ceiling.

Note: It'll be covered later what to do if the save is made.

If they fail their save the construct arm grabs the character by the back of the neck and holds tight (DC 25 Strength or 23 Escape Artist to get free). It will lift them up and lower them into a pit in the middle of the room. This pit is filled with Sovereign Glue. Upon entering the room a timer was setin motion, after 2 minutes pass the wall on the far end of the room lights up, revealing 6 colored panels on it.

Note: The two minutes is there for the sovereign glue to bind itself to the character assuming they failed their save. If the save was made skip the 2 minute time limit.

These panels will change colors in set intervals, moving in a clockwise motion.

If the character made their save against Hold Person: They are free to move about the room, however when they stop to do anything they will have to make a dexterity check (DC 15) to avoid the construct arm trying to latch around their neck (+15 to grapple for the arm). Once it latches on it will take them to the pit as though they had been caught in the first place.


The Catch: In order to beat this trap, the Psion needs to hit 2 of the 6 panels. Of the 6-

3 are red
1 is yellow
2 are green.

The powers involved for this are mostly revolving around ranged touch attacks. And AOE used against the wall panel will cause protective stone to close over them. The AC to hit an object is 10, so it shouldn't be outside of the Psion's range to do so reguarly. However there is a miss chance when the Psion aims at any panel. When a panel is destroyed the remaining panels spin faster. If the Psion misses, they have a 50/50% chance of hitting a different panel.

Ex. If a Psion aims at a green and misses, 1-49 results in a red being hit and 50-00 results in a yellow being hit.

6 panels remaining- 30% miss chance
5 panels- 45%
4 panels- 55%
3 panels- 65%
2 panels- 75%

The Death: If all 3 red panels are broken the construct arm forces the character's face into the glue pit and holds it there. Effectively gluing them to the dungeon floor forever...or until they can no longer hold their breath.

The Solution: In essence there are two ways to help beat this trap.

1. Use of the Autohypnosis skill to memorize the timing of the panel changes. (DC 15 - panels remaining) A successful check will reduce the miss chance by 10%. This check has to be remade each time a panel is broken.

2. Once the miss chance exceeds 50% the secondary solution is to aim for the one you "don't" want to hit. I.E: With a 75% miss chance at 2 panels remaining it would be better to aim for the red one and have it turn to green when you "miss".

Once all green panels are gone Universal Solvent is realeased in gallons into the pit, freeing the character. Then their block will be dropped down beside the pit for them to collect. The yellow panel stops glowing if it hasn't been hit yet. (As in my prior trap the yellow panel exists as a encouragement for the character to not be focused on escaping before they obtain the key to their extra treasure)
Scholar_of_Nature

03-12-07, 02:30 AM
Stone of Death: CR 6:Magic trap activates when pc touches stone.


The stone of death appears to be a brilliant jewel of great value but in reality can bring a very painful death. Upon touching the stone the character must make a reflex save (DC 22) or fall into a Gate that is opened and then as the pc falls they must make a fort save (DC 22) or take 5d8 fire damage and then as they reach the ground in the other dimension another gate opens and they fall back into the normal dimension to fall through a wall of blades only to fall back into the gate below them. Repeat this until dead.
SeptimusMagistos

03-12-07, 06:04 PM
Septimus Magistus: You may not be aware of it, but Cryosilver created a trap that was practically identical to this one in a thread now long dead. I won't disqualify you or anything, but please no "purjery" in this contest. :thumbsdown:

Never heard of it.
Fencerboy

03-12-07, 09:57 PM
Alright, well, now you know. Its still a really good idea though (and I will be using it *hopes no players read this* very soon)

Keep posting them people, I have a full jar of cookies waiting...
DaemonSaDiavlo

03-12-07, 10:53 PM
Anti gravity trapThe trap is simple. It starts out as a normal preasure plate arrow shooting out of the wall trap. However, the arrowhead has an antimagic field centered upon it. The arrow in itself is not meant to hit the target, but instead plant it's self in the wall hitting another pressure sensative plate. When this plate is triggered the spell that reverse's gravity (can't remember the name of it for the life of me) is activated. Upon the activation of the anti gravity field a fire wall is brought into existance on the ceiling. When the Wall of fire encounters anything, even the slightese touch it sets of another anti gravity field (setting gravity straight) and bringing into existance a prismatic wall on the floor. Once the prismatic wall encounters any resistance it activates the last part of the trap. In the last part, the cieling brings into existance a wall of iron, and with nothing to hold it there it falls down crushing the player again into the prismatic wall. Now if any of you are wondering how the mechanics of this trap work, most of it would be through the use of the spell that activates other spell once a certain requirment is met (again the name eludes me). Sorry for not writing up the CR and such. But yeah, there it is.
ZeronHitaro

03-13-07, 09:05 PM
:bump:
DMDaddy

03-14-07, 02:39 AM
Lightning bolt room fills with water to 2 feet deep: CR 7-10: magic device, Proximity trigger (alarm); automatic reset: spell effect is 4 Lightning bolts 6d6 reflex DC20 for 1/2 damage; four lightning bolts from gems in each ceiling corner 15' high; Search DC32; Disable Device DC32 if you find the secret locked door (open lock DC27, then pull lever).

Description:
---a chest in a 30' by 30' room in the center back. Proximity trigger is within 15' radius of chest.
---Rnd 1: 2 stone slabs fall to block door (hardness 10, hp60) with locks (open lock DC27). + four lightning bolts hit those who stand in 15' radius of chest (choose randomly).
---Rnd 2: 4 more lightning bolts as above; plus room fills with 6inches of water from edge of ceiling.
---Rnd 3: 4 lightning bolts strike water causing damage to all in water for 4d6
---Rnd 4. Water rises to 1 foot and lightning strikes water causeing damage to all within for 8d6
---Rnd 5: Water rises to 2 feet and lightning strikes water for 8d6 to all in water.
---Rnd 6: Water drains and no lighting as it resets.
---Rnd 7: If any remain within 15' radius of chest, trap resets

There are 3 ways out:
1. Destroy the gems
2. Find secret door and unlock and pull lever
3. Bust through or open locks on 2 stone slabs to cover the entrance

I've never written a detailed trap, I hope I did well at my first attempt.
Fencerboy

03-14-07, 12:35 PM
C'mon, one more and this round is done. Consider this a bump :P
Magetastic

03-14-07, 01:35 PM
This is a trap i thought of and used as a PC (not DM) can you say "trash compactor"
Smash trap
underneath the floor of this room is a stone block 1/16th in all dimensions of the room which is a actually a permanent shrunken item. When anything enters the room it activates an antimagic field which lasts for 1 round thus suppressing the magic of the shrunken item it grows full size instantly, filling the entire room and crushing everything that happened to be in it into a fine pulp. As soon as the antimagic field wanes the block shrinks back to to it's small size returning the room to normal (except possibly a little bloodier).

Price: Automatic reset magic device trap +500 gp × caster level × spell level, +40 XP × caster level × spell level. The trap is an antimagic field trap the shrunken block is a separate item. I lowered the antimagic's duration down to one round but i didn't change the price on it.

33000 gold + 2640 XP + 1500 XP for a permanent shrunken item.
Chrono Nexus

03-14-07, 01:44 PM
This is a trap i thought of and used as a PC (not DM) can you say "trash compactor"
Smash trap
underneath the floor of this room is a stone block 1/16th in all dimensions of the room which is a actually a permanent shrunken item. When anything enters the room it activates an antimagic field which lasts for 1 round thus suppressing the magic of the shrunken item it grows full size instantly, filling the entire room and crushing everything that happened to be in it into a fine pulp. As soon as the antimagic field wanes the block shrinks back to to it's small size returning the room to normal (except possibly a little bloodier).

Price: Automatic reset magic device trap +500 gp × caster level × spell level, +40 XP × caster level × spell level. The trap is an antimagic field trap the shrunken block is a separate item. I lowered the antimagic's duration down to one round but i didn't change the price on it.

33000 gold + 2640 XP + 1500 XP for a permanent shrunken item.
Awesome trap there. I really feel like changing "block" to "silver piece" though. It would really throw my players off if the silver piece itself was the trap:D
Aricomus

03-15-07, 09:52 PM
This one is similar to DaemonSiDiavlo's but I swear I created this before I even knew this thread existed...

NAME- How well do you follow directions?
*designed for a party with one or more barbarians/Chaotic characters*

Description- This room is aprox. 100-200ft. high (depending on how devious the DM is) On the wall oppostite the entrance to this room are two levers, each with an inscription above it. On one of them, them the word "PULL" is written in (insert most esoteric/unkown laguage in your campaign here). Above the other "DO NOT PULL" is written in Common. When the lever with "PULL" above it is pulled, a floor tile in the corner of the room slides open, revealing a completely unlocked and untrapped treasure chest with awesome loot inside. If the lever marked "DO NOT PULL" is pulled (likely to be done by the Bbn/Chaotic character), a Reverse Gravity is triggered. When the PC(s) is(are) 50ft from the ceiling(floor), a Spike Stones is activated.
Euclid

03-15-07, 09:54 PM
Well, that's a relief- WHAT!!
The PCs are walking down a hallway medium deep into the dungeon when one triggers a pressure pad. There's a loud rumbling and clanking of gears and pullies as a large section of the ceiling behind them comes down, and skims about two feet above the floor towards them. They can run down the hallway towards the locked door at the end, and have the rogue frantically try to open it, which is what most parties will do, and will result in them opening it just before the slab arrives. The block reaches the end of the hallway in about a minute (it's going pretty slow). This seems like a fairly ineffectual trap, but that's because it's a distractor. The real trap is the fact that the locked door opens onto a blank wall, and while the slab is slowly coming at them, the door leading into the hall is closing. The way to get out is to instead let the slab pass over them, and then run out the door to the hallway to escape being trapped. Provide hints that this might be the solution, so that they don't all get trapped and die.
Fencerboy

03-15-07, 10:07 PM
OK, this round is officially finished and Round Four has begun with Aricomus.
Round three's winner is in the winner sblock with their cookie, and Round four needs just a few more posts...
I apologize for my tardiness in finishing this round. :tiphat: to DMDaddy, you came down by one point... Excellent traps all around!!
ZeronHitaro

03-15-07, 11:48 PM
This next one was heavily inspired by the frozen pipes from Saw III and I admit it's not really as complex or intricate as my other ones. Then again when dealing with a Barbarian complexity is irrelevant. :D

Trap Name: Frozen Pillars, Frostbitten Hands

Character Type Built For: Barbarian, 6th level

Needed for trap: 1 narrow hall with magnetic lining, 1 very small room with 8 pillars of ice separated by two walls separated by a very narrow gap.

Clue: You hold the power of life and death within your hands. Now use that power to overcome the cold heart of adversity

Mechanics: In order to escape this trap (using the force wall "keyed" door method of sealing them in the hall), the Barbarian must first get to the end of the hall and melt the pillars of ice in a small room until they find the block they need to escape. To get to the room the Barbarian must first near with a very powerrful magnetic wall, as long as he wears any metal items he cannot move forward, or if he fails his strength check (DC 15) he will be pulled up to the wall. There is only a small gap separating the hall and the room containing 8 pillars of ice, meaning only an arm (or leg) can be shoved through to reach any of the pillars. Melting a pillar takes 3 rounds, each round the character takes 1d4+1 cold damage. Due to the frozen nature of the pillars no spot checks can be made to determine which pillar contains the stone block needed to unlock the force wall.

DM Note: If the Barbarian has any wooden weapons or the like find some reason to make them leave them behind or the purpose of the trap is rather defeated. I don't have any suggestions for this scenario as my party is rather laden with metal and fear rust monsters like no other.

Example Room Setup: (also using my treasure reward system for the traps)

o- pillar
s- stone block
k- key
- - wall
*- gap and excuse to fill space on the diagram
o-o-s
*k-o*
o-o-o
--* --

DCs: None, although a warning to DMs. If your characters are using off brand/homemade race be wary of those who are vulnerable to cold damage. To combat the near double lethality of this trap on said characters, place in a Fort save (DC 10+Barbarian's base Fort save) for half damage.

The Catch: The catch here is that with 8 pillars to chose from and only one of them containing the block to freedom (along with one containing a treasure key if using my reward method described in previous traps) the odds are the Barbarian will take a fair ammount of damage before finding what he needs.

Average Barbarian HP @ level 6: d12 (36) + Con 16 (+3 per level) 18 = 54 HP

Rage Average HP: 66 HP

Average damage per pillar: 1d4+2 = 4*3 (rounds to melt)= 12 damage per pillar.

Theoretically the Barbarian should get his choice of 4-5 pillars with average rolls. (Even 6 on average rolls if he thinks to use his raging ability)

DM Note: If your Barbarian rolls poorly for his HP consider taking the damage down to 1d4+1. Conversely only consider bumping the damage up to 1d6+2 if your player has been rolling 11's and 12's for HP.

The Death: This one's rather simple. Death occurs once -10 HP has been reached.

The Solution: There's no elaborate solution to this one. The barbarian just has to use his guts and sheer brute force to endure this trial of endurance.

DM Note: If your Barbarian worships the God of Luck or something like that it might be reasonable to drop a hint as to which side of the room the block "might" be in. ;) And if they just can't decide what pillar to grab I found suggesting just them rolling a d8 to see which pillar they grab speeds up the process nicely.
ZeronHitaro

03-17-07, 01:54 AM
:bump:
ZeronHitaro

03-18-07, 01:51 AM
:bump:
khyron1144

03-18-07, 02:20 AM
Great Power
I don't know all the 3.x mechanics for traps, but here's an old school one that's fun for DMs.

There are two pillars about four to six feet apart (about as far as a full-grown adult man of reasonably normal size can fully extend his arms out to the sides). There are depressions sized and shaped like human hands and an inscription in a forgotten language that almost nobody in the party is likely to know. A pathetically easy (DC 5) Decipher Script roll will reveal that the inscription contains the words great power. A staggeringly difficult Decipher Script roll (DC 30+) will reveal the full message of: Warning: Great Power.

The pillars are electrified. Anyone who puts his hands into both pillars will complete a circuit and recieve great power indeed.

In the old days, I would say: Save vs. Death to avoid instant death. If that's a success the character still takes 25d10 damage with a save vs. magic applicable for half damage. After that if he took over 50 points of damage that round: one more save vs. death for the massive damage.

In 3.x I'd call that a fort save (DC 25) to live, a Ref save (DC 25) to halve the 25d10 damage and then whatever the rules say about massive damage and instant death.
ZeronHitaro

03-18-07, 03:03 AM
:D I rather like that one. Think I'll use a toned down version of it for my party tomorrow.
khyron1144

03-18-07, 03:55 AM
:D I rather like that one. Think I'll use a toned down version of it for my party tomorrow.


The triple jeopardy for one trap is probably the least fair aspect, but I'm tired and cranky and thinking about D&D traps.
Euclid

03-18-07, 10:37 AM
Water Rations
This only works in a desert, preferably very far away from civilization, and is really cruel if the PCs must ration water. The key to get on to the next room is mounted on a pedestal beneath the surface of what appears to be just running water. Woe betide the PCs if they've drunk from it. So, it appears to be just a "send the best swimmer in, he fights the current, gets the key, leaves", but its complicated by the fact that the water is not pure water. It has aboleth slime mixed in. Dilute, yes, but still enough to cause a transformation that makes the PC rather more water reliant. And the water that he's swimming in? It's salt water. So, guess where the nearest bunch of fresh water is? The PCs water stores. Whoever gets transformed is not going to be having a fun time, especially if you include a rather time consuming sequence of rooms.
Fencerboy

03-18-07, 08:09 PM
Euclid, one trap per round please. Water rations will be the first entry in round five, so one more from someone who hasn't already entered this round please, then I'll start round five.
kingroyvii

03-19-07, 06:54 PM
CR: ?
Designed for: Party member who relys way to much on armor and weapons
This is a proximity trap there is a stone wall on one side of the room and behind it there is a stone grate with lots of rust monsters behind it. This grate is very magnetic. a proximity trigger raises the stone wall allowing the characters magnetic items to be pulled within the grasp of the rust monsters. Goodbye metal armor and weapons.

and for round 5
Fun with rust monsters 2
A stone chest filled with rust monster larve (complete scoundrel) When a party member opens the chest out come the rust monsters. Hve the larve climb on the opening caracter and start rusting like crazy.
Euclid

03-19-07, 08:43 PM
Oh, sorry. I thought my last one was for the previous round.
Jear77

03-19-07, 09:16 PM
Squished
This trap is the exact image of what happened on an old episode of the "Fantastic Four" where the Invisible Girl / Woman was entrapped by Dr. Doom, who had her in a room with all the sides of the room enclosing in on her.

Have all the players enter a room. A spot check DC 35 is required to notice that something is wrong with the room (unless someone has Knowledge: mathmatics or is a geomancer). What's "wrong" with the room is that it's based on the idea of perfect squares, the floor, ceiling, and 4 walls have X^2 cubes 1 foot square. I would suggest that the room be based on at least 121 sqares (a 121 cubic foot room). After a player steps on a pressure plate, a slab slams down in front of the door they came in. The walls, ceiling and floor start to close in on them. Within 5 rounds, the door is no longer accessible, as the room has shrunk so much that they can no longer reach it. If they don't get out they take 25d6 points of damage each per round til dead. To add insult to injury, all of the final blocks (up, down, left, right, forward, backwards) when it reaches the center, casts "disintigrate" at anything left in the center.

How to beat it. Teamwork. If everyone in the party pushes against the stone slab, it will move. The combined strength/ weight of everyone will allow it to move.
ZeronHitaro

03-21-07, 11:51 AM
:bump:
Wolfpack

03-21-07, 03:46 PM
I didn't come up with this trap myself, but a friend was telling me that his DM pulled this trap on his party a while back.

The setup: A round room (with many scorch marks on the walls) about 30ft in diameter although size can be adjusted by DM. Sitting in the center of the room is a statue of a dragon with very nasty (and razor sharp) looking wings and tail positioned to prevent someone from climbing onto any portion of the dragon except if they hang from the head.

The trap: When the entire party enters the room the door closes and completely dissappears, another door appears elsewhere in the room, however the door is locked and has no visible way of being opened. The statue begins to rotate at a very quick pace and the head begins randomly moving and spitting out gouts of flame. A successful spot check causes a PC to notice a button on the wall if the button is pressed in the statue stops shooting out flame and instead just rotates opening and closing it's mouth, if the PC releases the button the statue resumes it's spitting of fire.

The Solution: While one person presses the button another must jump onto the head and while holding on to that push their hand down the statues throat and press a button to disable the trap and open the door.

Extra: Have the room be a central hub in the dungeon with more than two doors each leading to a different part of the dungeon, only have one random door appear each time the party enters the room so that they have to go through this trap many times.

Notes: DC's and damage were intentionally left out to give the DM freedom to throw this at any level of party.
Fencerboy

03-21-07, 10:07 PM
:bump:
CplWilks

03-22-07, 11:54 AM
A usual favourite of mine is the following;

A typical pit trap, about 15ft deep at the bottom of which is a Gelatinous Cube, easily fed by dungeon inhabitants by tossing food stuff into the pit. Anyone falling into pit trap will at least have a squelchy landing:D

As a variation, I once had a simultaneous pit open in the roof above the pit trap, also containing a Gelatinous Cube. Nothing worse than landing in a Cube and then have one fall on top of you.
Aricomus

03-24-07, 04:17 PM
:bump:
Aricomus

03-25-07, 07:27 PM
:bump:
Aricomus

03-27-07, 09:43 PM
we've got 8 traps this round...you're slackin on us fencerboy

o yea and :bump:
Fencerboy

03-27-07, 10:18 PM
I am extremely sorry for my extreme tardiness (deja vu anyone?) in completing the round.

We actually have a tie, so both users get a cookie. Check the winners block to find out who. Or just read the :tiphat:s

ZeronHitaro, you get a :thumbsup: for Frozen Pillars, Frostbitten Hands, but I was seriously impressed with some of the other entries. Pretty much everyone scored extremely high this round, and you came down by only 1 point from this being a three-way tie.

Round five is well on its way and I will try to stay on time this time.

:D
Narris

03-28-07, 02:11 AM
Narris' Trap of TPK:

Long corridor that is rests on an axle. The edge of the first half rests on a ledge so walking on the first half won't cause the corridor to tip. Walking on the far end will cause the corridor to tip down and become a chute. Anyone in the corridor-now chute-falls down a corkscrew of a chute lined by large razors. The corkscrew measures a 100ft from the top of the corkscrew to the bottom. The corkscrew continues into a 30ft drop. At the end of the drop is a stone floor which is pushed down by the weight of whatever fell. This allows 2 blocks to crash together.
ZeronHitaro

03-28-07, 02:47 AM
Giving my saw traps a break in palce for this random idea.

Name: Tripple the Damsels, Tripple the...pain?

Requires: 3 sets of rooms, 2 locked with a special wall of force

Used against: A party with Good members and possibly Lawful Neutral

Note: Try to avoid using this against Paladins.

Mechanics: This one's rather simple. These three rooms function as the entry way to the villian's hideout. The all the rooms are connected, with rooms 1-2 and 2-3 separated by a wall of force that allows creatures of Evil alignment to freely pass through.

In the middle of each room, the PCs will see what looks to be a helpless maiden about to be horribly mauled by some devious mechanical device. In rooms 1 and 2 this is generated by a Major Image spell.

http://www.d20srd.org/srd/spells/majorImage.htm

With a DC 21 Search check PCs can find the button to lower the wall of force, allowing them into the next room.

If the PCs attempt to free the maiden they will learn the nature of the illusion...as well as triggering a proxemity trap that fills the room with explosive fire, dealing 6d6 damage to everyone inside it.

Upon reaching the 3rd room they willbe greeted by a the same sight with a 3rd maiden held bound. The way out of this room is through a locked metal door. The catch is this maiden is real, and unless the PCs help her she will be killed in 6 rounds by the device binding her. Around her neck (noticeable by a DC 21 Search check) is a key that the other two maidens did not have. This key opens the door leading to the villian's lair, however if the maiden is killed the key is destroyed as well.
DragonStrife

03-28-07, 04:57 PM
I got a real evil trap

The Horrible Death Trap of Evilness (or HDTE for short)

The person(s) are being chased down a narrow hallway that has poisoned spikes on every stone by a pack of Displacer Beasts! Then after accidentally tripping a switch they fall down into a pit with *shudder* fuzzy pink bunnies! All plays (besides the ones with and C/E alignment) must save verse will or be charmed then devoured by the rabid bunnies. After slaying all of the bunnies a Lich will start to attack the group once defeated a lever will poof and let the one survivor with one hit point escape only to be attacked by a group of rats.
Hope this is evil enough! :plotting:
Fencerboy

03-28-07, 09:26 PM
Once again, I come in slightly too late. This rounds winner is in the block, and guess who it is!!

:tiphat: to Wolfpack, I will be using this trap in the near future, I like the concept so much!!

Round Six is going now!
Narris

03-28-07, 10:38 PM
It's bad enough to have one guy take all the awards in one contest. It's another to lose to someone who didn't even enter the round.
ZeronHitaro

03-29-07, 12:00 AM
It's bad enough to have one guy take all the awards in one contest. It's another to lose to someone who didn't even enter the round.

*assuming this refers to me*
1. I did too make an entry. See the post a few posts up with the trap titled: Tripple the Damsels, Tripple the...pain?

2. I have not won "all" the awards. I just seem to have made a good impression with my entries thus far. I don't pretend to be the most creative trap-maker in the world so just keep trying and odds are you'll beat me. My ideas aren't infinite.
GraveDigger

03-29-07, 12:58 AM
Teleportation Screens!

As one walks through the dungeon they will once in a while feel as if they had walked though a thin film though not wet they realize they are now alone in the dungeon and the party realizes their rogue is missing! And then the cleric! There is no save you simply are teleported to predetermined section of the dungeon. This trap causes a great mount of confusion and is very deadly, while a party of six united might be nigh unstoppable but split apart they are very vulnerable.
Fencerboy

03-29-07, 10:24 PM
Narris, please don't be a spoil-sport. Zeron hasn't won them all, and even if he had it was because he scored the best. The rounds have been close, hence the :tiphat:s and everyone else is either having fun or has left to allow the rest of us to enjoy it.

So don't try to ruin it because you are jealous. Your best bet is to enter a trap that you have obviously put as much work into as Zeron, and make it good, and try again.
khyron1144

03-29-07, 11:22 PM
The Halls of Illusion
1st Dungeon Room:
Have a programmed illusion of a small, friendly guy (doesn't really matter if it looks like a gnome, browny, or leprechaun) tell the party:
"Welcome to the Halls of Illusion where nothing is at it seems."
In the next room put in a wall of fire. The PCs will very likely attempt to disbelieve and walk through. The catch is, the wall of fire is real.
DragonStrife

03-30-07, 12:22 PM
This trap I have thought about putting into my dungeon, so here it goes!
Cubes of Death!
Set Up

One 30 by 30 room
About 12 Gelatinous Cubes ( or how ever many the DM wants)
Group of adventurers

Steps
Hopefully there is a Rogue or Illusionist in the group, other wise it is a death trap.
Ok, first have the PC walk into the normal looking room. then have the door, unless forced to stay open shut as soon as everyone is in. At this point the "walls" will start to move toward them. The "walls" are really carefully painted Gelatinous Cubes moving at the pace of 6 Ft per round. A Illusionist/Rogue has a 15% chance of noticing what the walls really are and +5% every round gnome Illusionists get 20% to start and +7% every round. If the PC try to push the walls, they will have to make a Flat-footed AC and a 15 reflex save or fall into the cube. After this, all watching PC will know that they can attack the walls and a 10 knowledge (nature) check will revile that the walls are Gelatinous Cubes. Hold spells do work and once all cubes are killed a Key will appear letting them escape out of one of the three new doors. The DM can place objects or anything else they want in the Cubes.
Hope that is good enough!:plotting:
fun2223

03-30-07, 01:10 PM
Okay, so the PC's are walking through the dungeon, when they stumble into a room, the walls are covered in vials of alchemists fire (is that what its called), the floor is a giant pressure plate, which makes the door seal, and a single arrow shoots out of the opposite end, if it hits the PC's they're fine, but if it misses, it hits the wall and the whole room explodes due to the alchemists fire.

I *heart* cookies.
DragonStrife

03-30-07, 08:02 PM
:bump:
Dorox1

03-30-07, 08:49 PM
:) Ok now for my first trap. It starts with the party entering a room about 110ft by 110ft. However, only the middle 40ft by 40ft has a floor, the rest is a 40ft drop off into lava. The only way in is a bridge that collapses when they get into the middle. In the middle is some huge gong with a stick beside it. The players then hear a loud bubbling sound and they see the lava start to rise. The lava rises at 10ft per round. The only way out is to hit the gong 4 times. This may seem to simple, but it gets worse. Every time the PC's hit the gong, 10ft fall off each end of the platform. This happens three times. When they hit it the fourth time (if they hit it a fourth time) the lava stops rising and a new bridge rises out of the lava allowing them to continue. The trick to this trap is that the PC's are supposed to be too worried to hit the gong after they see that it knocks the edges off of the platform. Hope you like it.
ZeronHitaro

03-30-07, 10:31 PM
Bleh, need to reword some of my trap notes. >.<; Rain + Notebook = illegibility. I'll be sitting a few rounds out.
Cartigan

03-31-07, 01:11 AM
The trick to this trap is that the PC's are supposed to be too worried to hit the gong after they see that it knocks the edges off of the platform.
Yeah, I suppose they would because you can only fit 2 PCs on the platform after 3 gong hits.
DragonStrife

03-31-07, 08:32 AM
Yeah, I suppose they would because you can only fit 2 PCs on the platform after 3 gong hits.

Well, it depends, what if they climb on the gong, what if they are all gnomes, halflings and elves? If the hit it fast enough then the bridge might come and as the fall they land on it.
DragonStrife

03-31-07, 07:08 PM
Fencerboy it's sort of time to judge this round. I'm dying to know who wins. Whoops I just did!:ghosted:
fun2223

03-31-07, 08:42 PM
:schemes: :P :schemes: Fencerboy it's sort of time to judge this round. I'm dying to know who wins. Whoops I just did!:ghosted:

Ohh yes im "sure" you won.

Now gelatinus cubes a transparent, so why does it appear the walls are moving? and also, the gelatinus cubes might have remains of food floating in them...

also, shouldn't it be a Knowledge(Dungenering) Check??

:clap: congratulations.

Sorry i am spiteful today.
Kardanok

04-01-07, 12:17 AM
Fool's Courage - A Fiendishly Horrible Trap

The players enter a dimly lit room, of a moderate size. The door they came through dissapears into the wall. Two doors leads out of the central room, but both are locked. After searching carefully, the players discover a piece of paper wrapped around the key to one of the doors. It reads:

"I see you have stumbled upon my little trap. When you entered this room, a toxic gass entered your lungs. You will fall to death unless you are to retrieve the antidote within the next twenty minutes. Through the door this key unlocks, you will be tested."

The players unlock the door and walk into a narrow corridor. In front of them is a dark pit, across from it the antidote and key to the exit sit. The pit looks to be a challenging jump, but still possible. The players also spot text on the wall, written in blood. It reads:

"Prove your courage and strength, and you shall be free."

One of the players will jump, but will fall no matter his roll. The pit actually goes on for much longer, and the key and antidote were merely an illusion. The remaining players can now go back into the original room, and find that the exit is open. Through the exit hallway they will read a sign. It reads:

"There was no toxic gass. Quick to believe a stranger, aren't you?"
StalkerEntreri

04-01-07, 03:07 AM
This trap is pretty simple :

The players are in a dungeon, as they walk through a door they get teleported to "The Elemental Plane of Fire" or any other plane appropriate to the level of the party; but they still think they're in the dungeon. When they leave they are subjected to all of the traits of the plane. The part of the dungeon that they were in was a hospitable part of the plane; but the door closes and they must find another way to get out of the plane
DragonStrife

04-01-07, 09:11 AM
:schemes: :P :schemes:

Ohh yes im "sure" you won.

Now gelatinus cubes a transparent, so why does it appear the walls are moving? and also, the gelatinus cubes might have remains of food floating in them...

also, shouldn't it be a Knowledge(Dungenering) Check??

:clap: congratulations.

Sorry i am spiteful today.

I understand, I have those days to. Just remember the cubes are carefully painted. Otherwise the would have seen Elan being a pineapple piece inside one.
hope you are less spiteful soon!
fun2223

04-01-07, 11:15 AM
OK new day and im all better. Today will be a nice day, yesterday I was mad becaude my dad made me cut up a couch and take it and throw it away. FOR FREE!
Fencerboy

04-04-07, 10:53 PM
Ok, round six is finished! Winner(s) in the sblock.

ZeronHitaro: NOOooOOoo... All your traps have been rained on? :raincloud:

khyron1144: Awesome trap, I love it!! Totally cool.

DragonStrife: One trap per round please...

Kardanok: (a bit early) Get out of here you, I was gonna use some of these!!;)
darkdragonk

04-04-07, 11:02 PM
The PCs come to a door. When opened a giant hand Comes out and Punches the person who opened the door for 1d10 damage. The hand moves back and closes the Door behind itself. Watch as the PCs continuily open the Door and get punched. Knocking disables the Trap.
DragonStrife

04-05-07, 01:27 PM
Whoops! Double Posting kicks me in the shorts every time.
DragonStrife

04-05-07, 01:28 PM
Ok, round six is finished! Winner(s) in the sblock.

ZeronHitaro: NOOooOOoo... All your traps have been rained on? :raincloud:

khyron1144: Awesome trap, I love it!! Totally cool.

DragonStrife: One trap per round please...

Kardanok: (a bit early) Get out of here you, I was gonna use some of these!!;)

Hate to tell you this, but I have only summited 2 traps total out of the inter thing, both in different rounds. Do I get a happy note now? :bigeyes:. Also, can I resubmit a trap in a different round?
Hasta Luego
DragonStrife

04-05-07, 01:41 PM
More notes!!!

And I posted once in round 5 and once in round 6. I checked 5 time just to be sure I will admit I posted a lot in round 6 and my 2 traps were mere posts away, but they are in 2 different rounds!
Wait, did I get a :tiphat: , :cookie:, :thumbsup: or nothing. I'm so confused!

It's OK, even I make mistakes (obliviously with BIG explosions hehehe)
Fencerboy

04-05-07, 08:46 PM
Dragonstrife, your mistake lies in the fact that my posts are not timed correctly. Your HTDE started that round, or else because of my bad timing it would have been the sixth trap for that round, and five is the limit. CUbes of Death counted as your second trap in that round, so I bumped it to the next.
No problem, I'll try to be more punctual.
DragonStrife

04-05-07, 08:58 PM
Dragonstrife, your mistake lies in the fact that my posts are not timed correctly. Your HTDE started that round, or else because of my bad timing it would have been the sixth trap for that round, and five is the limit. CUbes of Death counted as your second trap in that round, so I bumped it to the next.
No problem, I'll try to be more punctual.

Whoops, my bad sorry! Thank so much,... wait now which Round is Cubes of death in? Once again, thanks.
Fencerboy

04-05-07, 09:08 PM
Cubes of Death is in Round 7, going on now. Round 7 needs one more trap and then I will judge.
Euclid

04-06-07, 01:57 PM
Have I submitted?
Wolfpack

04-07-07, 01:29 AM
Not really fiendishly horrible but fun all the same.

Name: Someone catch that...door?

The Setup:
The party enters a circular room, about 40ft in diameter with a domed roof, with no other exit than the one they are entering by, in the center is *insert whatever would get your party's attention so that they enter the room*. Once the party has fully entered the room the door slams shut, (in the event that they try to block the door open, as my party is prone to do, have it knock the person/object into the room as it shuts). If anyone tries detecting magic before the door slams shut the room appears normal, afterwards the walls, door, floor etc radiate magic.

The Trap:
When the party decides they want to leave the room (or whenever they approach the door) they find that the door moves away from them around the circumference of the room, the door always stays 5 ft away from the person chasing it. Assuming that the party tries to trap the door between two members the door slides up along the domed roof. If the party ever figures out a way to corner the door it opens to solid rock.

The Trick:
The moving door is an illusion, if the party can accurately determine where they entered the room the door is there hidden behind the illusion of a wall.
BlooCat

04-07-07, 02:13 AM
They Hunger

The party are in a dank cave and find a large door that opens upwards. opening the door starts a clicking noise. entering the door puts you directly onto a fairly lengthy bridge over a large and dark pit. the clicking noise can be heard through the marble walls getting slower and softer. on the other side of the bridge is a grate with an almost ridiculously hard lock on it. on the other side of the grate some treasure can be seen that would be especially useful to the party. some strange mechanical noises keep comming from the walls. after two minutes the bridge detaches in the middle and collapses, and everyone standing on the bridge falls down into a pit, and thousands and thousands of rats (if they are killed somehow they keep comming so its kind of a bit useless) squeeze out of cracks in the pit wall and devour every scrap of flesh in the pit within a a minute.
also climbing out of the pit would be extremely difficult because of the grease that only a pit of this purpose possesses.
Fencerboy

04-11-07, 04:03 PM
I am sorry that I am late again... :bigeyes:

The winner is... With a perfect score, actually!! :tiphat:

Kardanok, yours was very nice as well. :tiphat:
darkdragonk, I also liked yours. That concept shall be pulled on my players sometime...
Wolfpack

04-12-07, 10:09 AM
Wolfpack takes it with the first Perfect Score!!! :cookie: for you sir/ma'am!


:bow: Thank you :bow:

I'm a guy btw :)

Now Off to finish Tick Tock, Tick Tock
Fencerboy

04-13-07, 12:56 PM
Ok, qhick note to everyone: I am going on vacation until Monday next (Monday the 23rd of April), so please save your traps until then. I will suscribe to the thread so I can find it when I get back, but if you all could keep it bumped to prevent pruning.
I want some really excellent traps when I return!
Wolfpack

04-24-07, 04:26 PM
:bump:
Fencerboy

04-24-07, 09:43 PM
I have returned. Please continue with the contest now.
And thank you Wolfpack, for saving the thread.
anonymous460

04-24-07, 10:59 PM
ok I'm new so i'm going to try this.

Ok, so the party is walking along in a cave or dungeon what ever the DM wants, so there walking and than one of the party trips on something and stumbles to the ground. In the process he grabs something. The others try to help him up and there is something blocking there way. An invisable pillar has traped him inside of it. The only way that someone can get out is by steping on a tile or a stone on the wall. It depends where you are playing this. At the top of the pillar a tourch starts to turn on and within one min. a flame shoots down and unless the victum is immune to fire they pretty much burn to death.

oh well good try for late at night, I think.
Fencerboy

05-11-07, 01:36 PM
:bump:
Euclid

05-12-07, 10:46 AM
What pit trap?
The party is walking down a hallway, when a (very, very well hidden) pit trap about 200 feet deep opens up, swallowing one member, the first one through. It then closes, and a set of spells triggers. Everyone in the party gets hit by a Programmed Amnesia or three, completely erasing their memory of the former comrade and the existance of the pit trap, plus all other traps they've gotten past already. The guy in the pit, if alive, is hit by one as well, erasing the memory of his party. They are then teleported back a few feet, and everything has reset. Except for the fact that one party member has vanished, but they don't know that. And another is soon to follow. This will likely result in most of the party getting stuck in the pit, and not knowing who any of eachother are. You can add in some aggression causing spells if you like, to encourage a fight that will finish them off. Even if they survive all this, they will still have to get out of the pit, which may be hard, seeing how no one knows they are there.
Chaos Theory

05-12-07, 08:23 PM
A pile of Loadstones made into coins and painted gold.

A few hallways later, a pressure plate.

Step on the plate, and the right side wall slides back to reveal an enormous gong.

Behind the gong is a electro-magnet, which will suck anyone with ferrous materials right onto the gong.

A lovely noise will attract anything in the vicinity while even the mages should be nicely stuck due to the coins in their pockets.

Add one kobold with a stone dagger

- Serves 4
Fencerboy

05-13-07, 09:38 PM
One more for the round!
*Grim_Reaper*

05-14-07, 02:07 AM
This is a fairly devious trap. It consist of a door trapped with sort of mechanism to launch an projectile (I.e. rock, bolt, arrow, dart, or a spear). The trap is fairly easy to locate requiring only a search DC of 12 to locate the trap and a disable device DC of 15. Now here is where the trap turns devious. The trap is not functioning unless the PC’s make a successful disable device check. In which case the trap is repaired and is trigger against the PC that was attempting to disable it. It’s great to mess with Rogues
Imreallyagreatredwyrm

07-17-07, 01:34 AM
:lightbulbHere's a good one: the PC steps on a flagstone (enchanted) that teleports them to a cavern far below the dungeon. There's a shaft with a ladder going upwards. Every flagstone within 10 feet, if stepped on, generates an earthquake spell. The room is 10x10 ft. The magic used to make the trap repairs the room within an hour.:evillaugh
Feredenil

07-20-07, 03:55 AM
This one is simply fiendish. It is called;

'Welcome'

The entry door of the dungeon leads to a 10X10 dead-end room with a teleport circle that warps them to a Large round room.
The PCs appear twenty feet from a globe in the center of the room with a 'repel metal' spell always in effect. Each wielding anything metal, swords, rings and -sadly-armour get carried and slammed on the walls of the room.
Even if they manage to destroy the globe they realise that their valuable items (or in some cases their valuable 'allies') are still on the wall, that under closer inspection seems to be covered with the 'everlasting glue'

The room does have a door, open. The dungeon's true entrance, enscribed on which is the phrase 'Now, you are ready and welcomed to enter'
skydin

07-20-07, 04:11 AM
well, theres going to be some nekkid weaponless people running around THAT dungeon.

oh, and just to make it worse. in a thin trench below, which is full of some sort of parasite.
Ariath Ska'Vhor

07-20-07, 06:41 AM
I don't know if anything like this has ever been posted, but likely so since it's so obvious. If not, here I go;

Welcome to the Astral Plane
CR 10;mechanical;location trigger;no reset;DC 20 Reflex save avoids;10 ft. deep(1d6, fall);Search DC 27;Disable Device DC 22. Market Price 22,500 gp.

This trap consists of two simple aspects, a well-hidden 'pit-trap' and a mechanical device set to drop an object into the pit from above once at least one person has fallen into it. Once someone has indeed fallen in a hidden mechanical door will open and a Bag of Holding (Type I) will fall into the pit where the player lay. The pit however is no normal pit, but a Portable Hole.

Kaboom.
HuManBing

07-30-07, 01:23 AM
A tricky trap using not-particularly-high-level enemies.

Corridor has a secret door at one end, a portcullis drop in the middle, and something nice at the other end. (In my actual dungeon, this was actually just two doors leading off to other rooms.)

PCs enter at one end, pass the secret door, and towards the portcullis part. They have Spot checks to reveal the secret door or the portcullis holes. Also, they could have Spot checks to reveal that something's not quite right with the floor - there's no carpet or anything, and the "skirting" near the bottom of the walls near the floor appears to be cylindrical. (They're hinges.) The walls of the corridor are normal, with torch sconces and some tattered wall hangings, and the ceiling is normal too, with a few simple chandeliers to hang torches.

The secret door opens and a few Dread Guards come through it to attack the PCs. Dread Guards are CR 2, making them not particularly difficult. In my dungeon, I had advanced them to 15HD and Large constructs, making them CR 5. Still not a huge problem.

The only problem is, the Dread Guards aren't trying to hack the PCs to death. They're bull rushing them instead, to push them down the corridor to the two doors and under the portcullis.

Once that's done the Dread Guards close the portcullis by turning a wall sconce. The portcullis drops, sealing the PCs on the other side of the corridor. If they're not careful (or just unlucky) they trigger pressure plates in the floor, which causes the entire floor to open along a middle seam. (Spot check can show this slightly larger than usual crack between flagstones.) PCs who fail a tough Reflex save are unable to grab a sconces, chandelier, or the wall hinge skirting and plummet 20' into a pit that's the same dimensions as the corridor segment.

Those who do succeed have to hang on for two rounds, whereupon the corridor closes again and they can (and should) sit on the skirting, not the flagstones.

Fall victims only take 1d4 damage per 10' fallen. This is because the corridor below is filled with mold and fungi digesting the rotted remains of past adventurers. They land in something soft, but the air here is choked with foul gases from decomposition, and they must make a Fort save or become sickened.

Worse still, the trap has another component - a Large Dread Guard once fell into the trap, and now patrols the pit looking for live prey to kill. The M-sized PCs have to make Dex checks each round of movement or suffer a penalty to movement amid the rotting much, but the L-sized Dread Guard can easily crush corpses underfoot without losing its footing.

The PCs now have to fight a large Dread Guard in distinctly hostile conditions!

The final sting in the tail is this: if the pit trap closes reasonably quickly, most of the methane gas is still contained in the pit. Any exposed flames will set off an explosion, dealing fire damage to all PCs in the pit. (The Dread Guard, being a metal construct, is immune or at least resistant to this.) This most likely happens if the PCs were carrying torches or lanterns while they fell. In this scenario, the explosion is not so bad, because the pit is still open, diluting the air and allowing much of the explosive force to go upwards.

However, if the PCs did not set the methane on fire during their fall, they may have a worse fate in store for them. The Dread Guard's sword can cause sparks if it hits enemy weapons or enemy armor, and especially if the guard misses and hits the stone wall. Igniting the fumes while the pit trap door is shut will cause a lot more damage to characters in the pit.

Finally, to escape the pit, it's worth noting that the flagstones that trigger it from above also respond to pressure from below. The PCs can use a pole and trial and error to find the trigger flagstones, keeping the floor open for two rounds so they can climb back up. They'll somehow have to cover 20' climbing in two rounds or less (unless they can permanently depress a trigger flagstone). Once out of the pit, they can sit on the skirting hinge safely without triggering the trap.

They will probably progress very slowly down the corridor from here on. :)

http://www.geocities.com/enixine/PortcullisFlammablePitTrap.gif
skydin

07-30-07, 10:18 AM
thats awesome, now to just replace the dread gaurd with something wiht tentacles...
demonsaintdante

07-30-07, 05:48 PM
I have noticed that most of these traps are just meant to kill the PC's ... I've never considered those to be good traps.

TRAP NAME: Scale of justice
CHARACTER TYPE: Group
STRUCTURE: A large room with a door level with the floor on either side and a single door about 15 feet above the door across from where the party enters. On the side walls two tapestries hanging about 15 feet from the doors hang with (DM's choice) symbols on it.

CLUES:A DC 25 spot check will allow the PC's to spot that the tapestries seem to continue under the floor.

MECHANICS: After the first 10 feet of movement the floor gives way causes all the players to fall approximately 15 feet (The floor gives way like a teeter totter when one side has more weight than the other it tilts). When the floor lowers on one side the PC's will encounter a large dragon that will use its breathe weapon on them.

SOLUTIONS:
1. Climb: The players can try to climb the tapestry and swing over but if they weight more than 200 LB. than the tapestry will rip.
2. Balance: They PC's can try to balance themselves out on the floor to try to get to the even door or simply drop their armor and hope there is enough weight on one side to climb to the higher door.
3. Magic: Levitate, dimension door, fly or even a rope trick are all plausible methods but you can always throw an anti magic field to disrupt these.
4. Dead weight: The best way to do this is to kill the dragons on either side and try to balance out the weight with them. If you don't want this to occur you can do what i did and use air elementals.


http://img.photobucket.com/albums/v497/deadofthought/map.jpg
HuManBing

07-31-07, 01:38 AM
Interesting trap! You uploaded a picture, too, which alone helps a great deal!

Personally, I have no problems with killing PCs in a trap, but I prefer to give them a fighting chance to neutralize it. That's why my Dread Guard falling floor trap has so many Spot checks to notice something wrong, and a few Reflex checks to avoid the worst of it.

My biggest beef is with traps that seem like they're terribly contrived. I respect that other DMs and players are fine with that. However, my gaming group likes their games to be a bit heavier on realism and atmosphere and they tend to react poorly to "traps just as though a jesting dungeon crafter had left a few tricks and toys around".

However, a little bit of backstory usually goes a long way to making seemingly contrived rooms seem more palatable. This room I'm detailing below is one example, and which my players liked.

Generally, most of my traps will have the same set of traits:

1. No reset needed, or mechanical reset.
2. If it uses creatures, they're almost invariably constructs or undead, because those don't require any sustenance. Elementals will do in a pinch.
3. They're there to do damage to the PCs and other intruders, not to trick them or play mind games with them. Dungeon lords in my campaign would much prefer their traps to capture, kill, or otherwise neutralize incoming intruders, rather than calculate their IQ and lateral thinking ability to the nearest integer.

That having been said, here is one room that's not much of a trap so much as a vital dungeon area. The backstory is that the dungeon lord (a lich) had a storage room where it stored potions, poisons, vaccines, and even a few strains of dreadful plague virus. It needed to keep this room cold.

The Cooling Room

Some things need to be kept reasonably cool and dry, such as potions and scrolls. The lich has stacked certain rooms in an array that allows air to pass through them and ventilate them. In order to do this, he makes use of two of his more outlandish artifacts:

The cooling room is accessed by a deep air shaft about 2' wide leading up to the surface. There is a powerful series of magicks, including a triggerable Horrid Wilting (or possibly a series of several permanent Dessicating Bubble spells) along a length of the shaft to dry out the air coming in (and to kill anything passing through that relies on water, e.g. most living things). There also is a series of enchantments to exclude undead from entering.

The air through the shaft arrives in a room that has a turning pedestal and a specially-treated severed insectoid head - that of a Gelugon, a cold-dwelling Devil or Ba'atezu - trapped between electrically-pulsing generators that are powered by the wind coming through. The electric generators are an artifact in themselves, producing electricity through wind fans. However, their purpose here is to keep the Gelugon's head in a constant state of injury, thus counteracting the Gelugon's natural fast healing.

The head has a powerful Geas placed on it that states it must continuously use its Cone of Cold power each round until the Geas is broken. The circular pedestal turns, getting through a rotation every eight rounds (or roughly 48 seconds) and thus cooling the air in this room relatively evenly. The Geas prevents the Gelugon from using any of its other spell-like abilities until the conditions for ending the Geas are met.

Any intruders walking into the room will start to take 1d6 cold damage per round unless they have some means of protection. They also will not be able to see the Gelugon's head clearly - instead, they'll see something crackling with sparks and billowing out a plume of freezing air, laden with crystals and icicles, every few seconds as it rotates on a turntable.

For physical protection, the lich left an Air Elemental in this room, with the mission of guarding the electrical apparatus and the Gelugon's head. A Censer of Controlling Air Elementals also is in the room, and if the Air Elemental is ever destroyed, it will automatically summon another one with the exact same mission as the first.

I'm toying with the idea of making the Geas expire when the Elemental is slain. This will force intruders to deal with a Gelugon head that, though physically helpless, is able to Gate in various Devils to help it escape the electrical apparatus. Once the Gelugon escapes the apparatus, it starts regenerating, eventually regrowing itself a new body. At that point it is likely to go on a rampage, destroying much of the Vault's upper level contents.

The lich summoned the Gelugon centuries ago, but was forced to destroy it when the devil refused to bow to a human lich. To spite the Gelugon, the lich kept the head alive, thus preventing it from returning to its home plane by "trapping" its consciousness in the Prime Material plane. The Gelugon went even more insane than usual by ba'atezu standards and will likely go on a permanent rampage of destruction until stopped.

Ventilation and The Vacuum Room

Cooling one room is useless if there's no way to draw the air out of it. The lich carefully arranged rooms in a way that the Vacuum Room [below] draws air into it in a gentle flow (roughly the same as modern day central heating/cooling systems do). The Vacuum Room is placed directly underneath the scroll room and has a few very small vents leading to it.

Inside the Vacuum Room is a rigidly-contained Sphere of Annihilation with a few alterations made to it by the lich. Most Spheres of Annihilation somehow insulate themselves from the surrounding atmosphere (otherwise, like the Umbral Blot (Epic Level Handbook), they'd be at the center of a constant howling maelstrom). The lich tweaked this one so that its disintegrating effect could also destroy atmosphere around it. The sphere is only 2' in diameter, so even at its greatest disintegratory powers, it would only create a Strong wind effect (see DMG, page 95). Currently, the Sphere sits largely inert, activating only at a very low disintegration level to keep a constant flow of air coming through the relevant rooms. It creates a vacuum here, which draws air from other rooms, which eventually draws cooled air from the Gelugon room to keep the lich's potion room cold.

Handling a Sphere of Annihilation is a tricky business, however. Left unchecked, an intruder could take control of it and send it hurtling through the Vault to destroy things at random. The lich initially put it into the Vault to keep it out of harm's way, but even inside it, he laid down protective measures to stop it from causing too much damage.

Every so often, the lich's minions stumble across a Rod of Cancellation, which function to destroy magical items. As a connoisseur of magical items, the lich hates these Rods, viewing them as a means of vandalizing perfectly decent magic. Instead, he stores his Rods of Cancellation as far away from other magical items as possible, in the Vault. Fortunately, his research showed that these rods, combined with a Sphere of Annihilation, would destroy the sphere and the rod together (admittedly in a violent explosion). The Sphere is contained in a lattice of invisible Rods of Cancellation, such that anybody attempting to control the Sphere must maneuver it through a three-dimensional lattice or risk a large explosion.

This also would destroy the troublesome Rods of Cancellation too, which suits the lich just fine.

Any intruder doing this would first have to contend with the direct damage suffered from the explosion. However, it's worth noting that if the Sphere disappears, the vacuum room fails to function as a vacuum room. This has negative implications on the survivability of the Potions and Scroll rooms, but more immediately, it means the wind-powered electrical artifact in the Cooling Room will eventually stop working, releasing the Gelugon.

The Air Elemental can create a wind, in case of emergency, to power the electrical apparatus and keep the Gelugon trapped. It can also go down to the Vacuum room itself and cause a wind to blow, though it will be less efficient than the Sphere was (not being a vacuum, it creates positive air pressure throughout the dungeon complex).

If the PCs interfere with the Gelugon head, the Air Elemental is forced by its commands to stop them. If the PCs kill the Gelugon head, the Air Elemental's geas is fulfilled and it thanks the PCs by showing them where the lich stored the Gelugon's unholy weapons. It then returns to the Plane of Air.

If the PCs kill the Air Elemental, the censer summons another one and they have to deal with that one too. If they kill two Air Elementals, they're home free - the censer will not function again until the next day.

The worst that could happen is to tamper with the Sphere of Annihilation. Not only do the PCs risk hurting themselves by losing control of the Sphere, but they also risk setting off an explosion if they collide the Sphere with an invisible Rod of Cancellation. If the Sphere is destroyed, air pressure eventually evens out in the room complex and the electricity generator stops working. The Gelugon immediately starts healing and is able to eventually Gate in devils and start an almighty ruckus.

http://www.geocities.com/enixine/GelugonCooling.gif
demonsaintdante

07-31-07, 07:45 PM
I must say... i think that trap would win almost any round 0_o i want to use that set up now.
Feredenil

07-31-07, 07:56 PM
I thought only 'one' trap per round was allowed
????
Gryllmyre

07-31-07, 08:09 PM
This trap involved a spell created by the lich that the PC's were hunting in his maze of tricks. The spell basically defines an area on any flat surface and opens a portal to another flat surface with any orientation. So what looks like a hallway in front of you could actually be a portal at the end of the hallway opening up to a vertical pit.

The party comes upon a very visible pit in front of them. It's very easy to jump over. Any PC that proceeds 20 feet past the pit steps through a portal, ending up in a vertical shaft whose bottom opens at the side of yet another vertical shaft. What the other PC's see is this:

The PC falls forward through the rest of the hallway ahead, smacks into the wall at the corner, taking falling damage, then falls sideways out of sight. A short time later, the same PC is heard falling through the illusionary ceiling above the pit, and of course, ends up in the pit, taking more falling damage and whatever other kind of damage you wish for him to take (rusty spikes, acid, what have you).

I think they were rather paranoid after that.
Azaringotaheartagram

07-31-07, 08:26 PM
This trap is a nasty way to get revenge on a bad player who argues too much, or for the truly foolish. :plotting:
A monkey sits at atop a pedestal holding a golden banana. He waves it tauntingly and points to the targeted PC (or perhaps just the party). Should the PC go and take the banana from the monkey, who then runs like hell. :eek: (he's the distraction). The floor turns into a whirlpool the leads into what looks like a chamber full of golden bananas (an illusion only the taker of the Golden banana can see). The true bottom of the whirlpool is a small portal the negative material that can only be resealed by the death of the PC that stole the banana in the first place. The monkey will reappear once the PC is dead, to retrieve his prized banana and to laugh an evil monkey laugh. :evillaugh
demonsaintdante

07-31-07, 08:44 PM
I thought only 'one' trap per round was allowed
????

The guy hasnt been on for over 10 days... i dont think the contest is still even active... i think of this place more as a place to just put up trap ideas now... 0_o... unless he plans on coming back later... or possibly something happened.
Huzzah!

07-31-07, 08:53 PM
This one might be for medium to high level parties that would have access to the requisite magic.

The party comes to a room with a 6-inch by 6-inch square hole in the wall. Looking into the hole reveals that it extends through roughly 20 feet of stone before terminating in a room where torchlights and wooden chests can be seen.

Someone in the party will utilize magic to shrink themselves, only to trip the rune of dispel magic which is on the inside wall of the hole about halfway between the two rooms.

A Medium or Small sized character is suddenly forced to fit their mass into a 6-by-6 inch hole. Damage would be arbitrarily up to the DM, but it seems to me that a mop would be needed. :)
Azaringotaheartagram

07-31-07, 08:57 PM
I would have to ask just how big the victim is cause i'm 5'7" but i'm skinny and i could fit in that space.
Feredenil

08-01-07, 04:06 AM
I would have to ask just how big the victim is cause i'm 5'7" but i'm skinny and i could fit in that space.

'What' ?
Did you say that because you're actually interested in the trap,
'or' to see if any guys here jump on the opportunity to tell you to 'eat more'..and thus ask you out ?
Huzzah!

08-01-07, 04:24 PM
Well, I'm no doctor (of medicine), but I'd be pretty skeptical if you claimed that your skull, let along your hips, could fit through a 6"x6" square.

Try drawing it on a piece of paper to get an idea.
demonsaintdante

08-02-07, 03:34 PM
It might be like when you become material or transport to an area... were you are just bumped 1d6 damage for every 5 feet (cumulative d6) until you reach an exit.
_Jayne_Cobb_

08-02-07, 04:10 PM
This is off the top of my head so I haven't worked out the specific details:

Cubed

A 10x10 passage sits a large cubical stone block, completely blocking the corridor. The block rides has carved ridges which ride in channels on the walls, allowing it to be moved with the combined effort of the group. The wall-channels, not the floor, actually bear the block's weight (see below for why this is important).

Moving the block allows a hinged panel in the ceiling - previously held in place by the block being in the way to swing down and lock, blocking retreat.

The hinged panel was holding in place a gelatinous cube in a 10x10x10 cavity above, which now falls on top of the party.

The weight of the g-cube's impact breaks through the thin false-floor, previously covered by the block, directly beneath, dropping both party and g-cube into a 10x10x10 pit.

The weight of the cube hitting the bottom triggers a counterbalance system which moves the stone block back into place overtop of the pit.

Edit: I did a quick little sketch:

http://i2.photobucket.com/albums/y36/TheSulaco/Cubed.jpg
Tedronai

08-02-07, 04:15 PM
Most Devious Trap of Deviousness

Simple, and yet so darned effective...

A simple open pit interrupts this hallway, concealed by both Silence (to muffle any screams) and Deeper Darkness (to prevent the detection of the pit) effects (note that the area of the Silence is much smaller than the area of the Deeper Darkness, covering only the mouth of the pit itself), with a Gelatinous Cube sitting in the bottom (for the kill). Add in a Gust of Wind with a proximity trigger to catch those pesky flyers and/or a Grease spell for wall-climbers.
Since they're all spell effects, an auto-reset should be easy enough to manage, and can double for counter-spell negation. (while, for instance, a Daylight would remove the Deeper Darkness from the area for an instant, thus revealing the trap, the darkness would return in the next round, and the danger remain)

Not sure on what the CR of this trap would be, I've never seen anyone that encountered it actually survive (some decided not to venture in, but those that did never returned)
HuManBing

08-03-07, 01:32 PM
Jayne Cobb, I love your trap! So simple, yet so elegant! Using gravity and friction and support to your advantage... the PCs will never know what hit em! :D

I went back and put in a few .gifs for my two traps above (the Gelugon Cooling trap and the Flammable Pit Trap) so it's easier to understand.
Foderal

08-03-07, 05:43 PM
Fools Errand

The PC's enter a cylindrical room that goes really high up. A voice projects into the room saying, "the key is in the corners." There is a supossedly locked door at the other side and the door behind is now closed.A really big spiked block is going down towards them from the ceiling that will crush them in one minute. It's a cylindrical room so there are supposedly no corners but the walls actually do have corners; it was just an illusion. In one corner, there is a chest. The chest is trapped so that when you open it, a fireball comes out and it closes. Automatic reset. The supossedly locked door is actually just a fake lock that will break real easy(strength DC 13) and doesn't open. Watch as they try to open the chest for the key and get fireballed and then crushed if the PC's don't examine the lock closely.
Shinigami42

08-03-07, 11:04 PM
Painfully Obvious
The PCs enter a large room shaped like an X, with each leg being 40' long.(the PCs enter between the two bottom "legs" of the X). Immediately, one of the PCs notice that there is no door behind them. They also notice that directly in front there is a door with four glowing crystals attached. Each crystal glows with a different color. Each of these four colors also radiates from the four legs of the X. The PCs can easily see from the center of the room that there is one crystal at the end of each leg that corresponds to one of the crystals on the door. As the PCs walk down the first leg, they are assaulted by magical energy every 10'. The energy deals 5d10 damage with a Will DC 20 to resist the damage. The second leg finds the party barraged with arrows for the same damage and a Reflex DC 20 to resist all damage. The third leg sprays poison, resulting in a Fort DC 20 to resist all damage. The final leg has pressure plates on the ground every 10' that deal 5d10 damage and require a Spot check DC 20 to find and avoid. When a party member lays their hand on a crystal, it deals 2d20 damage to them and stops glowing. The corresponding crystal on the main door also stops glowing.
The way to get out of this trap is to simply walk up to the main door and open it. The crystals in the room have to effect on opening the main door and only exist to trick the players.
Reashi

08-05-07, 12:37 PM
The Only Way Out

Can be in a room of any size. Preferably a long rectangular room. Roughly 30 feet tall.

Motion activated trap. Revolving Room. Pit Trap, Spiked Trap. Illusion Trap. Invisible Trap. Its a package deal.

When the party enters the room have them make spot checks. DC 10 to see that there are spikes on the ceiling. This is simply to add dread, and as a distraction. The door at the far end of the room has a plate with the following written on it:

Two Levers Up, Must Come Down.
One Leads to Safety, the Other Leads to Harm.
What Goes Up Must Come Down.
The Only Way In, Is the Only Way Around

There are also murals on the wall approximately ten feet wide each, there are Six of these. A dragon, a demon, a sphinx, a Medusa, an eagle, and a bear.

How the trap functions:

This is a devious trap. That is only compacted by the levers.

Upon entering the room the door leading in closes shut.

There is a crude drawing on the door if the PCs make a DC 10 Spot check of a Dragon, a Sphinx, and an Eagle

The PCs must walk across the floor to the door and read the plate.

Above the left lever are scratched in markings of arrows (DC 15 Spot check to find):

Row One: Down, Up, Right
Row Two: Down, Right
Row Three: Up, Right
Row Four: Down

Above the right lever is written in red lettering in common, goblin, and any third language you wish the word "HARM"

The trick is that you start with the Right lever. The trick is in the riddle "One Leads to Safety" thus the Harm lever must be pulled first. Then you "lead" over to the Safety lever. Whenever it says right, you "lead" back to the Harm Lever. "Two Levers Up, Must come down" is obvious, with the clues the PCs should be able to bring both levers down.

Upon completing the riddle. Inform the players that they feel mechanisms begin to move around them.

here comes the fun part. Once the movement stops (the room is revolving) the Reverse Gravity spell comes into play.

This is where the PCs will freak out. As they fly up towards the spikes to their doom. But they stop shy of impaling themselves.

There is an Permanent Invisible Net stopping them from getting impaled. The spikes are a distraction for the real trap.

The pit trap.

When the PCs hit the net it activates pressure plates on the side walls where the net ends are connected. Which causes the floor to slide apart.

The PCs can not see this, because there is a Permanent Illusion of a floor placed on the area. The PCs might be able to detect it when walking in, but may be more concerned with the spikes, if the floor is solid to start.

Getting the picture yet?

After this occurs, both doors will slide open.

to the experienced player this is enough warning for them to get ready for something to happen. If the players have not grabbed the net at this point, they must make a Reflex DC 18 to grab on at the last second as the Reverse Gravity spell is unactivated.

Any players not lucky enough fall into a 60 foot deep spiked pit. If they happen to survive, the trap doors close after a third level is pulled, imprisoning the PC, the only way to extricate him is to reactivate the trap.

If the PCs don't fall, they are left hanging from the invisible net, a Spot check DC 20 is enough to notice there is an area with no spikes. A DC 15 climb check is required to navigate the invisible net for hand holds to reach the area. There is no web in the area of the missing spikes, instead there is an invisible lever which can be found with a DC 16 Search check (holding out your hand in front of you waving it around for invisible stuff)

The lever does not move upon pulling it, but must be weighed down by the player. He will slowly dangle down to the bottom closing the trap floor, the lever is actually also converted into an invisible ladder for the other PCs to climb down.

The trap is not over. The room was rotated remember?

So at this point the players will be walking towards the door they think leads to the exit. When they exit the room through this door they are exactly where they entered through, the door closes behind them and the trap resets. The PCs having to redo the whole process again.

If the PCs walk towards the "Entrance" the doors close again.

The PC's have exactly 15 seconds (3 rounds) to run towards the three murals of the Dragon, The Sphinx and the Eagle. Approximately a 10'x10' wide area infront of these paintings are safe.

After the 15 seconds pass the ceiling falls destroying the net and crushing anyone not in the safe areas.

After the ceiling falls it retracts up and the door out opens.

Releasing the PC's to safety.

Treat this trap as a CR 10 for XP purposes.

There is my trap, it is actually from a very evil dungeon i am crafting, that involves similarly evil traps and creatures designed to test ingenuity and creativity among my players and their ability to analiticly thing through something.

They'll be in for a surprise