1001 Evil traps (PEACH) [Archive] - Wizards Community

Post/Author/DateTimePost
savant_warlord13

09-09-06, 07:20 PM
1 The poison room

A primitive hydraulic plate is held down by a giant pile of coins in a dragon's lair. The coins cover the entire plate, making detection impossible by non-magical means. When enough weight is removed, the plate is pushed up far enough to trigger the release of a portcullis that traps characters in the vicinity of the burnt othur fumes (enough for the whole room), which are released simultaneously. Lifting the portcullis triggers the dumping of a trough of dragon bile. CR ?
Piggyfreak6

09-09-06, 08:04 PM
The same fourm is on the What's A DM to Do? board. Go check it out!
CryoSilver

09-09-06, 08:08 PM
The Ultimate Pit Trap

This trap is placed in a 10 foot wide corridor. It is, for the most part, a simple pit; not even covered, ten feet wide and 50 feet deep. The corridor is well lit; the pit is obvious.

What is NOT obvious is the invisible wall of Force on the opposite side of the pit, extending from the ceiling to the bottom of the pit; the wall also covers the other three sides of the pit, including the walls of the corridor, but not including the side from which the PCs approach (see illustration).

http://i29.photobucket.com/albums/c294/cryosilver/DnD%20Stuff/pit1.gif

The red surfaces are the walls of force; the PCs approach from the open side, and can't see the walls unless they succeed at a DC 30 Spot check.

Hopefully, a PC will attempt to jump the pit; obivously, you should let them take 10, which automatically clears the pit if they have at least a +0 Jump modifier. However, they hit the wall of force and fall into the pit. Another wall of force closes over the top as the PC falls. See next illustration.

http://i29.photobucket.com/albums/c294/cryosilver/DnD%20Stuff/pit2.gif

The blue surface is the new wall. When the PC hits the bottom, he takes 5d6 falling damage and triggers a Reverse Gravity effect. This causes him to fall up into the wall of force and take 5d6 falling damage. His impact triggers the dismissal of the Reverse Gravity effect, and he falls to the bottom of the pit and takes 5d6 falling damage. He also triggers the Reverse Gravity effect. Etc.

By x=.5a*t^2 (50=16*t^2), we get that it takes about 1.5 seconds for him to fall one way. Therefore, he takes 20d6 damage per round (4 cycles).
Waterhammer

09-09-06, 08:36 PM
Thus making the ring of feather falling all the more useful.

One of these would be interesting to come across shortly after it was triggered. "You look down into the pit, as a kobold comes flying up at you. Just at ground level the kobold hits an invisible wall its face is flattened comically, before it once again plummets into darkness."

Not to worry it's Pun-Pun, he can take it.:evillaugh
savant_warlord13

09-09-06, 09:17 PM
3 Pretty helmet of death.

Anyone who touches this beautiful, gem encrusted helmet must succeed on a DC 24 will save or be plane shifted, with perfect accuracy, to the center of a pool of cerulean magma (Dragon 347) on the Elemental Plane of Fire. To make matters worse, you are stranded.


4 Cave of doom

The cave is an extradimensional space, but you can't tell by looking. Outside of the entrance to the cave is a bag of holding or heward's handy haversack.


5 Oil filled dungeon

This entire section of the dungeon is filled knee deep with oil. Some of the doors are rigged to strike flint against steel as they are opened.


6 Dropping ceiling

When you pull on the handle of the cleverly disguised trigger mechanism (it looks like a door handle, and is set in what appears to be a door), the ceiling drops down. The ceiling weighs 500 tons.
SageBahamut

09-09-06, 10:43 PM
7 Which pit is which?

There is a wide pit in the middle of a ten-foot hallway, much like in CryoSliver's trap above. No walls of force, just a simple ten-foot pit.
The difference?
The real pit is on the other side. Where the floor isn't real. Add insult to injury by making it so the original pit is an illusion too. :D

8 The Wizard-Killer
You open a door. Beyond it is a long hallway, filled with orcs, kobolds, and other plentiful but weak enemies. The wizard, having just the Lightning Bolt for this instance, steps up to the fore. Releasing his blast of eldritch wrath...
he promptly shrivels up and dies as his lightning bolt is reflected back at him from the wall of the illusion-enchanted closet.
(This trap worked so much better in 2nd when Lightning Bolts bounced on their own - nowadays it requires a Spell Reflection in the far wall of the closet.)

9 The "Is it gonna be today?" trap
The party enters a large, round room. At the center is a red button on a pedestal. As they enter, the outer wall cycles to the left, ceiling them in. There is a rumbling, and the grates in the ceiling begin to clatter. As the timer around the red button counts down from 10 minutes, one finally panics and hits the red button. The whole thing resets, but the door is still shut. Again, it counts down from ten minutes, and someone panics and hits the button, resetting it. When they've been through this, oh... four hundred times... they finally dispair and let the timer run out. As soon as it hits zero...
The door cycles open and they're free to move on. :D

10 I think I saw this in a horror movie once...
A pit trap opens, and you fall ten feet. Into a gelatinous cube. Sinking through it, you fall another ten feet to the bottom of a hole. There is a ladder on the wall, easy enough to climb out of. If you can will yourself to climb back up through a gelatinous cube on purpose.

11 "It weighs how much...?"
You step on a pressure plate. The ceiling gives way above you. From the trap door drops... a dead gelatinous cube, stiffened and calcified. It deals damage as per its weight falling on you. Just figure out the weight of 1000 cubic feet of jell-o (10x10x10).
RavenDrake

09-10-06, 05:01 AM
#12. The "Rock Tumbler"

The party enters a roughly circular room approximately 50ft across. At each of the cardinal directions(N, E, S, W) there is a large, crystaline statue of an armoured knight with a lance on a pedestal. At each of the corners(NE, SE, SW, NW) there is a door. Search Checks to detect traps in the area will fail unless the subject is within 10ft of the center of the room(the central preasure plate is well disguised, DC 28). Searching the rest of the room will reval levers at the base of each pedistal and a small, locked panel beside the NE door(see below for more details).

In the center of the room is the activating mechanism, a 10ft by 10ft wide preasure plate. However, it will only trigger if at least two people stand on it at the same time. If they do, they trigger the trap. The four statues are flung from thier pedistals by a telekenetic force to crash in the center of the room and shatter against each other. Anyone in a direct line with the statues(includeing anyone standing on the preasure plate) takes 6d6 points of piercing, slashing, and bludgeoning damage as they're battered by flying statue and statue debris. When the shatter violently in the center of the room, they explode into small, deadly sharp shards, and anyone within 30ft of the center of the room(still includeing anyone standing on the preasure plate) takes an additional 3d6 points of piercing and slashing damage.

The real danger of this trap, however, is realized when someone comes to help the two in the center. If three or more people have thier weight on the central preasure plate(after the statues effect is triggered) the second phase of the trap engages. Metal grateings drop down over the doors and the room begins to spin, slowly at first, then accelerateing. Each round of movement requires at least a DC 15 ballance check to move at half speed, and each round after the first the DC increases by 1 point(to a maxiumum of 25). Anyone who fails thier balance check cannot move, and anyone who fails their balance check by more than 10 points fall prone and is rolled around in the crystaline shards taking 2d6 points of piercing and slashing damage. Anyone who falls prone is rolled along the floor and moves at least 5ft in the direction of the room's spin.

After 3 rounds of spinning, the floor beings to drop down(starting in the center) in 5ft intervals 5ft at a time. Ie the center of the room, where the preasure plate is, drops first at 5ft, then that and the next 5ft circle of floor drops 5ft, and so on, until the floor is a conical depression.

After 8 rounds of spinning, the pedistals begin to gush water, slowly filling the conical depression. The water rises by 5ft every round, and the combination of the spinning room and the force of the water creates the equivilent of Rough Water, requireing a DC 15 Swim check each round to stay afloat. The gushing water and spinning room churn up the crystaline shards on the floor and anyone who is forced to make a swim check automatically takes 3d6 points of slashing and piercing damage.

The portcullis' that fall over the doors can be raised, however the winch assembly for them is inside the walls. Hanging on the wall by each door is a Z shapped crank handle to raise the portcullis. However, if the water reaches these handles, they can be swept away, requiring a difficult spot check(DC 27) to find in the water, then a swim check to actually claim them. Raising the rusty portcullis takes a DC10 Strength check each round to make progress, and you must make at least 2 rounds of progress to allow a character to pass under, though a successful Escape Artist check(DC 20) will allow a character to squeeze under after only 1 round. The portcullis will be fully opened and lock into place after 5 rounds. Failing your Strength Check means that you make no progress this round. Failing your strength check by more than 5 points means that you've let go of the portcullis and it's come crashing down, forceing you to start over. Note that characters still have to make thier balance check(or swim check, depending on how much time has passed) or be knocked down/washed away and forced to release the portcullis.

There are several ways to deactivate the trap. First, there are levers at the base of each pedistal. If two people can pull the levers on two pedistals directly opposite each other at the same time, the trap will reverse itself(water will drain out at a rate of 5ft per round, the floor will slowly raise itself to the propper height).

Alternately, there is a small panel hidden beisde the main door(search check DC 25), but it is securely locked (Open Lock DC 30). Inside is a single lever which, when pulled, will jam the timeing chain of the room mechanism and stop the room in it's tracks, however it also engages a locking mechanism on the porculus preventing it from being raised, and sounds a rather persistant alarm bell.
savant_warlord13

09-10-06, 10:16 AM
13 I didn't do it

If a character steps on this square, they are teleported to a different trap, which baleful polymorphs them into an orc before teleporting them back to the room they started in.


14 the biggest fan

Juming across the crevice seems easy, but only because of the silence effect hiding the hurricane force winds created by the fan. As you jump across, hurricane force winds suck you into the whirling blades of the fan.


15 Dangling death

The rope ladder hanging down over the pit of lava looks easy enough to jump onto and climb up. And indeed it would be, if it was securely fastened to something at the top.


16 Big hug!

This statue has a big chunk of glass cut to look like a diamond set in its face. If the 'diamond' is touched, the arms of the statue animate and it tries to kill you. The statue has a +14 grapple modifier and can constrict for 3d6+10 points of damage per round. The 'diamond' is worth 20 gp.


17 Elevators

The dungeon has 5 elevators. Elevator number 4 leads underwater, causing drowning. Elevator number 5 leads to the treasure room.


18 "That statue sure looks real"

There is a statue of a behir in the treasure room. It sure looks realistic. Walking within ten feet of it (to get that nice looking suit of armor) activates a stone to flesh spell. The statue was once a real behir.


19 Portcullis of pain

This portcullis will drop itself on anyone who passes beneath. It weighs 1500 pounds.


20 Reverse pit

This entire hallway is has a reverse gravity effect. Except for the part with the antimagic field, where you would walk over a very deep pit.
Joseph_Silver

09-10-06, 11:49 AM
21 The Evan's Spiked Tentacles of Forced Intrusion Trap
savant_warlord13

09-10-06, 02:27 PM
22 London bridge

This bridge over a river of coldfire has a golden statuette (actually just gold plated) on the guardrail along one side. Little do the adventurers know that protruding from the bottom of the statuette is a pin that hold the entire bridge together. It is well oiled, so removal is easy. Removing the statuette causes the bridge to collapse, dropping everyone into the river of coldfire. Those within 5 feet of the end of the bridge get a DC 10 reflex save to fall prone in a square adjacent to it previous square.


23 Rolling boulder

Simple, just like Indiana Jones. A real classic and very dangerous
Prime32

09-10-06, 05:23 PM
A non-magic user is dropped into this: In a hall, some creatures healed by fire are under the effects of a screen spell to resemble trolls and swarms. The hall is lined with torches, but they are spiked and surrounded by illusions to appear normal. In addition, anyone who follows you into the hall is affected by the screen spell...
savant_warlord13

09-13-06, 09:05 PM
:bump:

A non-magic user is dropped into this: In a hall, some creatures healed by fire are under the effects of a screen spell to resemble trolls and swarms. The hall is lined with torches, but they are spiked and surrounded by illusions to appear normal. In addition, anyone who follows you into the hall is affected by the screen spell...

This trap doesn't make much sense.
Azerath

09-13-06, 09:20 PM
We were walking down a hallway, and the end of which was a ten foot drop, and another tunnel leading somewhere at the bottom of that pit. An old ladder is built into the wall allowing easy climbing to the bottom of the pit. We check for traps, and lo, the ladder is falsley secured to the wall.

No big deal, it's only ten feet down.

I jump... and fall straight through the illusionary floor at the base of the pit.

This opened my mind to using poorly disguised traps to make pc's walk right into the real threat.
savant_warlord13

09-14-06, 03:10 PM
We were walking down a hallway, and the end of which was a ten foot drop, and another tunnel leading somewhere at the bottom of that pit. An old ladder is built into the wall allowing easy climbing to the bottom of the pit. We check for traps, and lo, the ladder is falsley secured to the wall.

No big deal, it's only ten feet down.

I jump... and fall straight through the illusionary floor at the base of the pit.

This opened my mind to using poorly disguised traps to make pc's walk right into the real threat.
I'm not sure how that one would work. How is the ladder there if its a false floor?
savant_warlord13

09-14-06, 03:14 PM
25 Tenderizer

A wooden plank inlayed into the wall is disguised as a door. The handle is actually the trigger for a trap. When the handle is turned, a large cylinder falls out of the ceiling on top of the character. The dropping cylinder releases swarms of something appropriate to the level of the PCs.


26 The Ewok trap

This one is borrowed from star wars. Two logs are used, each with two pivots. When triggered, they swing down and towards each other, smashing the AT-ST or PC caught in between.


27 This thing, with a pressure plate trigger:

http://robert.thegeakes.co.uk/survival/images/spded.gif


28 A giant mousetrap

The embarrassment is more deadly than the death itself


29 The capture, not kill, pit trap

A deep pit trap with a trap door completely with an antimagic field in it. Fill it five feet deep with feathers to avoid DOI. The trap door should be really big so everyone falls in. The walls should be perfectly smooth. If its deep enough, I don't think there is a way out that avoids being captured by the enemy (aside from being a Thri-Kreen or being an epic character with lots of ranks in jump). Cohorts and followers might be able to lower down a rope, as might anyone who was flying for some reason when the trap door dropped.


30 Anti-Armor Trap

This magic trap starts off with heat or chill metal, then starts launching barrages of poisoned darts. You have a choice. Burn or bleed. Forcing hard choices is what makes DMing so fun.
savant_warlord13

09-23-06, 12:46 PM
31 Door of Death

When this door is opened, a giant hammer swings down (and through the doorway thanks to a bent haft and long head), smashing whoever opened the door.


32 Book of Wizard Slaying

This book has draconic writing on its cover and looks extremely old, making it ireesistable to wizards. On the inside cover is a permanent symbol of death, as well as a permanent symbol of insanity, just in case someone else reads it instead.


33 Coin of Lightining striking twice

Once per day at a random time, this coin is effected by a lightning strike spell. If this happens indoors or underground, the lightning strikes as soon as the coin is brought outside. Lightning strikes do not accumulate past one. This should be in a pile of tons of identical coins in an underground lair.


34 Low level anti-mage

This corridor is slick with garbage juice. If you fail a DC 15 balance check, you fall down and, if not wearing armor, take 1d4 points of damage from rusty scrap metal. If this happens, you must make a fortitude save or get filth fever, and possibly tetanus.
cleric_of_ted

09-23-06, 01:00 PM
quick mud 20 feet deep then at the bottom a spiked pit after they get impaled it breaks away and they fall 50 feet in to a big pit of dire crocs
savant_warlord13

09-23-06, 01:09 PM
quick mud 20 feet deep then at the bottom a spiked pit after they get impaled it breaks away and they fall 50 feet in to a big pit of dire crocs

Why would they get impaled?
cleric_of_ted

09-23-06, 01:16 PM
The Ultimate Pit Trap

This trap is placed in a 10 foot wide corridor. It is, for the most part, a simple pit; not even covered, ten feet wide and 50 feet deep. The corridor is well lit; the pit is obvious.

What is NOT obvious is the invisible wall of Force on the opposite side of the pit, extending from the ceiling to the bottom of the pit; the wall also covers the other three sides of the pit, including the walls of the corridor, but not including the side from which the PCs approach (see illustration).

http://i29.photobucket.com/albums/c294/cryosilver/pit1.gif

The red surfaces are the walls of force; the PCs approach from the open side, and can't see the walls unless they succeed at a DC 30 Spot check.

Hopefully, a PC will attempt to jump the pit; obivously, you should let them take 10, which automatically clears the pit if they have at least a +0 Jump modifier. However, they hit the wall of force and fall into the pit. Another wall of force closes over the top as the PC falls. See next illustration.

http://i29.photobucket.com/albums/c294/cryosilver/pit2.gif

The blue surface is the new wall. When the PC hits the bottom, he takes 5d6 falling damage and triggers a Reverse Gravity effect. This causes him to fall up into the wall of force and take 5d6 falling damage. His impact triggers the dismissal of the Reverse Gravity effect, and he falls to the bottom of the pit and takes 5d6 falling damage. He also triggers the Reverse Gravity effect. Etc.

By x=.5a*t^2 (50=16*t^2), we get that it takes about 1.5 seconds for him to fall one way. Therefore, he takes 20d6 damage per round (4 cycles).
This trap is just amazing :)
cleric_of_ted

09-23-06, 01:19 PM
they would get impaled because as the reach the bottom they would break a trip wire
savant_warlord13

09-23-06, 01:23 PM
This trap is just amazing :)
yes, but can it be done?
cleric_of_ted

09-23-06, 01:27 PM
well why not?
CryoSilver

09-23-06, 01:27 PM
Why wouldn't it be?

The components are Wall of Force and Reverse Gravity, which is dismissable; you just make hitting the blue wall the trigger to dismiss the Reverse Gravity, and hitting the pit bottom the trigger to turn it on.
cleric_of_ted

09-23-06, 01:31 PM
Dude were not on about that one were on about the quick mud one
savant_warlord13

09-23-06, 01:35 PM
I was actually talking about the force one, but yours doesn't make much sense either, Cleric of Ted. You would not sink to the bottom of the mud.
cleric_of_ted

09-23-06, 01:40 PM
you would if you were in magical animated quick mud
BoDiddilly

09-23-06, 01:51 PM
35- Place several contingincies on a Gem. One, when picked up the holder is sugested to say his name repeatily(The suggestion is so harmless that players would probably go alone with it, at least at first if you gave them the compulsion without the save or knowledge that its a spell). 2,fabrication then scribes his name into the jem. 3,soul trap goes off. How not fair is that:devil: you could give a caster a check to releize whats going on if your real nice.
CryoSilver

09-23-06, 02:59 PM
I was actually talking about the force one, but yours doesn't make much sense either, Cleric of Ted. You would not sink to the bottom of the mud.

Mine works on a very simple principle, but I do agree that it is possible to float in quicksand/mud.
savant_warlord13

09-24-06, 11:34 AM
36. An air-tight room full of alchemist's fire or acid or something else along those lines

A trap that cannot be disarmed, dispelled, or even detected by any means I know of. Open the door, and you're screwed.


37. Man-Melter

Magic trap casts flesh to stone twice, then stone to mud.
Dangaard

09-25-06, 08:05 PM
#38

http://i50.photobucket.com/albums/f303/Dangaard/untitled.jpg


this is a great low level trap, items needed: 1 gallon lantern oil, 4 pounds of caltrops, 1 rope, 2 fighters, 2 archers.

its simple, the room is as shown, the brown lines are tables on their sides, the blue line is the rope, the red triangle is the lantern oil, and the red and black sploches are the caltrops, oh the green circles are the fighters, and the pink circles are the archers.

the explanation:

1: throw object at closed door at end of hall with an archer in plain view.

2: wait for ( in this case) kobolds to charge down coridor.

3: at archers signal fighters raise rope.

4: second archer fires a fire arrow at pool of caltrops/oil.

5: fighter clean up but in this case the kobolds were killed instantly.

the breakdown: falling on caltrops is like grapling with someone in spiked armor, therfore 1d6 damage a round, flaming oil 1d6 damage a round, caught on fire 2d6 damage a round. so 4d6 damage with none to pc's and only costing about 10g.

we came up with this on the fly while dungeon delving, kobolds boiled out of the little room at us and died in the flaming spikes
CryoSilver

09-25-06, 08:35 PM
36. An air-tight room full of alchemist's fire or acid or something else along those lines

A trap that cannot be disarmed, dispelled, or even detected by any means I know of. Open the door, and you're screwed.



With a high enough search check, you'd see that the door is bulged outward ever-so-slightly, as though some great pressure is applied to it.

You can detect this trap.
dragonfire8974

09-27-06, 11:54 AM
36 should be 39

40) overlapping evards black tentecles with some feeblemind thrown in at intervals. people too stupid not to fight the invincible tentecles.... i think it's funny. but at least they'd die happy. they couldn't run because most likely they'd be grappled and breaking a grapple is a standard action, so to prevent escape, put a sleet storm and an entangle in there with the tentecles. he he he
dragonwelp

10-13-06, 05:10 PM
41. a pipe full of water or any other thing you can throw in. the pipe is pefectly flat. there is a walking place laying in a so. the pipe is balance. there is a anti-magic field in or something else tha player can fly.
________________________________________ _______
l l
DwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwwD
l w l
l_______________________D_______________ ________l
D= door's
W= place were you can walk on
_ or l=perfectly smoot wall
(nothing)=water

(it will be more fun if you make the pipe so lang make that the charater with a bad fort save can make it, even with spels.)

the door is a small sign of a balance( they have to make a change, if the first time they don't get it). the PC come in the center of the pipe in. if the last PC enters the pipe, the foor falls locked. they can only go to the door at the end. thay have a problem to come out unless they keep the balance intact.( yes count every little thing with so)

42. a round rome with 4 sign of arrow in the ground( aroun 5 feet of the wall) point to the center. in the center a ther's a plate if a PC or anything stand on it, the room fill with water. but on the walls there are 4 bad stone's(search DC 25) if thay press the door opens.

after teh PC enters the door it locked and can't be open in a normal way.the PC see a note with "follow the arrows".
HairyApe

10-14-06, 04:51 PM
43.) --I call it "Chocolate Pudding" I used it in an epic game i was running once.

The players walk into a room with a checkerboard (black and white). Looking up reveals white roof tiles over white floor tiles, and the same for black. When they are all in, the door closes (hold portal is cast..easy to get through, but few players think about that spell at these levels). Opposite the entry door, is another door. There are 3 traps on this door. DC X, DC X+5, DC X+10. DC X+5 triggers DC X, but trap X does nothing but unlock the back door (knock). DC X + 10 triggers the black squares to open up. Black Puddings rain from the ceiling (black tiles). Players make Reflex save, or initiate grapple with black pudding. Armor and weapons disintigrate.

On a side note, the mage activated a cube of force (told me he would at the first sign of danger). When its HPs were dwindling, he cast wall of ice and sheltered people in it, except for the archer, who had to fight all the oozes by himself. It was sad.
Iver Gearsham

10-15-06, 06:03 AM
44: In a cabnet or behind a normal door you have a distorted mirror behind the mirror is glass boxes with Greater Sign of Sealing or Glyph of Warding cast on to the boxes.

When opening the door they see themselves twisted and lunging at them if they strike out at the image they shatter the glass and activate all the spells.
Bionisam

10-16-06, 05:54 PM
#45)The Sluice Gate, AKA Death by Zombies

The PC's walk into a room filled with treasure, Coins, gems, magic weapons, whatever you want, it'll be taken away soon :P. So, keep track of how much stuff they take, because every item they take triggers a create undead spell to be cast in the massive burial chamber ahead. Unbeknownst to them, the door they came in has locked. So, when they finish looting, they go through the next door, hundreds of Zombies attack, Zombie carnage ensues!
Zilred

10-17-06, 01:14 AM
46) Split Second
This requires a long, rectangular corridor that is not entered from the narrow sides at the ends, but rather at the corners adjacent to them.

The PC's travel down a narrow (5 feet wide or less) corridor, which is actually has its entire length bisected by a very large, invisible, two-way portal. Turn off the portal (or entice them to hit the portal with a strong Dispel or Disjunction) while they travel down it. Allow reflex saves for partial damage and apply damage similar to that of a botched teleport (DC and damage varies by cruelty - wholeness of limbs not guaranteed). PC's that succeed on their save can choose "left" or "right", while those that fail have the decision made for them. With the portal removed, the sides of the "corridor" are revealed to be the sides of two separate rooms that are both filled with baddies of the DM's choosing (hence the choice of left or right). Exits to the room are now crawlspaces leading to half a door each, and only one side will be able to go back the way it came.

A DM would also be able to arrange the corridor's entrances and exits on the same long side so that one side is still connected to the rooms the original corridor connected, while the other side is either completely stranded, or simply lost in another section of the dungeon since neither the way back nor the intended destination are available paths anymore.
angryman

10-17-06, 10:39 AM
47) The Subtle Falling Trap

First, the victim enters a room and steps on a pressure plate, which causes the ceiling to collapse. (through engineering or magic) However, the floor is also rigged to crumble under a certain weight. Say, the weight of the ceiling falling. So, the victim is hit with the crumbling ceiling, then abruptly falls onto the level below, which is also rigged to collapse under a certain weight. (say, a ceiling falling) This is, unfortunately, a large cavern (under the structure) whereby the victim falls onto the cavern floor, and a few tonnes or rocks fall on him. Then, the inhabitants (I made them goblins with poisoned bows) of the cavern attack whatever stunned and bleeding victims emerge from hte rubble.

So, lots of bludgeoning damage, a few falls, more bludgeoning damage, an ambush and poison. If you're feeling cruel, a transmute rock to lava spell whle they're trapped under rubble.
savant_warlord13

10-17-06, 05:04 PM
43.) --I call it "Chocolate Pudding" I used it in an epic game i was running once.

The players walk into a room with a checkerboard (black and white). Looking up reveals white roof tiles over white floor tiles, and the same for black. When they are all in, the door closes (hold portal is cast..easy to get through, but few players think about that spell at these levels). Opposite the entry door, is another door. There are 3 traps on this door. DC X, DC X+5, DC X+10. DC X+5 triggers DC X, but trap X does nothing but unlock the back door (knock). DC X + 10 triggers the black squares to open up. Black Puddings rain from the ceiling (black tiles). Players make Reflex save, or initiate grapple with black pudding. Armor and weapons disintigrate.

On a side note, the mage activated a cube of force (told me he would at the first sign of danger). When its HPs were dwindling, he cast wall of ice and sheltered people in it, except for the archer, who had to fight all the oozes by himself. It was sad.
Why couldn't they escape?
savant_warlord13

10-17-06, 05:05 PM
44: In a cabnet or behind a normal door you have a distorted mirror behind the mirror is glass boxes with Greater Sign of Sealing or Glyph of Warding cast on to the boxes.

When opening the door they see themselves twisted and lunging at them if they strike out at the image they shatter the glass and activate all the spells.
Why would they strike at it?
savant_warlord13

10-17-06, 05:09 PM
47) The Subtle Falling Trap

First, the victim enters a room and steps on a pressure plate, which causes the ceiling to collapse. (through engineering or magic) However, the floor is also rigged to crumble under a certain weight. Say, the weight of the ceiling falling. So, the victim is hit with the crumbling ceiling, then abruptly falls onto the level below, which is also rigged to collapse under a certain weight. (say, a ceiling falling) This is, unfortunately, a large cavern (under the structure) whereby the victim falls onto the cavern floor, and a few tonnes or rocks fall on him. Then, the inhabitants (I made them goblins with poisoned bows) of the cavern attack whatever stunned and bleeding victims emerge from hte rubble.

So, lots of bludgeoning damage, a few falls, more bludgeoning damage, an ambush and poison. If you're feeling cruel, a transmute rock to lava spell whle they're trapped under rubble.
This is basically what happened to the World Trade Center on September 11 (except for the goblins).
angryman

10-17-06, 10:08 PM
This is basically what happened to the World Trade Center on September 11 (except for the goblins).

I actually made the trap ages ago, but yes I guess that's similar. Now I feel bad. :(
RavenDrake

10-18-06, 05:17 AM
This is basically what happened to the World Trade Center on September 11 (except for the goblins).

Oh for the love of... I saw the same thing about 2 DECADES before on looney tunes. Progressive collapse is hardly new...
Voldar_Mecorthio

11-06-06, 07:34 PM
:bump:
savant_warlord13

12-16-06, 07:35 PM
:bump:
Iver Gearsham

12-17-06, 05:15 AM
Why would they strike at it?

To defend themselves from an apparent attack? by casting or defensive sweep of their weapon.

After all it is fairly easy to win Initiative over a mirror.
Macrovore

02-20-07, 04:29 PM
48: Puddle O' People
this trap sets off four spell effects on the target, in the following sequence:
1. Flesh to Stone
2. Rock to Mud
3. Mud to Rock
4. Stone to Flesh.

49: False Bridge
this trap is an underground bridge (think Kazhad-Dun), but the bridge was never actually finished. There is no keystone, though there appears to be. The keystone is actually a mimic.

50: Airlock
When the PC's enter this room, the door they entered into seals shut and the room starts slowly filling with water. If they open the door to leave the chamber, an immense amount of water cascades into the room. the chamber was actually an airlock, giving the cave-dwellers time to cast water-breathing, and such.
savant_warlord13

02-20-07, 04:41 PM
49. Vorpal straight razor

This appears to be no more than an ornate straight razor- the kind you might use for shaving. In reality, however, this cursed blade brings terrible danger to any who shave with it. One wrong stroke, and the user decapitates himself.
Iver Gearsham

02-20-07, 05:06 PM
48: Puddle O' People
this trap sets off four spell effects on the target, in the following sequence:
1. Flesh to Stone
2. Rock to Mud
3. Mud to Rock
4. Stone to Flesh.

.You can do it much cheaper at full effect by stopping at number three and replacing it with Dispell Magic.
Mulkr

02-20-07, 07:58 PM
48: Puddle O' People
this trap sets off four spell effects on the target, in the following sequence:
1. Flesh to Stone
2. Rock to Mud
3. Mud to Rock
4. Stone to Flesh.

I just think it would be easier to make up a spell that does all of this like this:

flesh to stone, then stone to magma, then dous magma so it turns back to stone, then stone to flesh. Mud might not be very fun to watch, but magma is. That way, the PC's will be at least entertained when the guy who fell for the trap dies.
vader_rocks

02-20-07, 08:02 PM
48: Puddle O' People
this trap sets off four spell effects on the target, in the following sequence:
1. Flesh to Stone
2. Rock to Mud
3. Mud to Rock
4. Stone to Flesh.

Sorry, not quite sure of the relevance of this trap. Wouldn't the result be that the afflicted person would go through a cool-looking metamorphoses, but would essentially be fine?

Could someone help me with that?

(Not too well read on spells, sorry!)
savant_warlord13

02-20-07, 09:18 PM
Sorry, not quite sure of the relevance of this trap. Wouldn't the result be that the afflicted person would go through a cool-looking metamorphoses, but would essentially be fine?

Could someone help me with that?

(Not too well read on spells, sorry!)

No, it would kill you. There are, however, much easier ways of killing people.
Rathmun

02-25-07, 08:50 PM
Sorry, not quite sure of the relevance of this trap. Wouldn't the result be that the afflicted person would go through a cool-looking metamorphoses, but would essentially be fine?

Could someone help me with that?

(Not too well read on spells, sorry!)

Savant is correct, this will in fact kill you. Now to narrate the scene for you.

Pitiful Pete walks into the trap and is promptly turned to stone, his friends are stunned by this but figure they can fix him later.

Pitiful Pete is now turned to mud, mud doesn't have much structural integrity so he slumps to the floor as a puddle of mud.

Pitiful Pete the Puddle is then transformed back into a puddle of stone.

Then he is returned to flesh form, only now none of his organs are in the right shape or place to function as intended and he dies a very gruesome death.
Huzzah!

02-25-07, 09:21 PM
Two rooms in a dungeon are connected by a tunnel 30 ft. long. The tunnel is only 2"x2", but obvious treasure can be seen in the other room. The tunnel itself and the treasure room are lined with lead. Of course, your adventuring party will use some sort of reducing magic to attempt to get to the other room.

And passing through the tunnel they will trigger the dispel magic rune written on the inner surface of the tunnel. What does 150 lbs. of mage look like squeezed through a 2-inch tube?
PoorHobo

02-25-07, 09:47 PM
51: Pitcher over the door. The PCs approach a door that is slightly opened inward. A pint of oil rests on top of the door leaning towards the frame. If the PC that opens the door and (somehow) fails a DC 10 spot check the jar tips over spills it contents on the PC. A DC 5 listen check at the door can be made to hear snickering goblins. They have fire arrows.
angryman

02-26-07, 08:33 AM
The "Everybody Dies" Tunnel Trap

This is not subtle.

You have a 20' long corridor with a stout heavily runed door at one end. As the lead PC approaches the runes, it triggers a Wall of Force which seals off the other end of the corridor. Then, a Cloudkill begins to spread through the space. If you try the door a Firestorm spell is triggered. To make it more deadly...

* The area is Dimensional Locked.
* The corridor is made of an exotic material. (No stoneshaping etc)
* The rune triggers a Gate which summons a something nasty.
Iabes_Q_c_a_Mahorella

03-04-07, 11:29 AM
I used this one the other day...

A 50 ft ladder/spiral stair up to an obviously trapped, unlocked trap door with a rediculously high disable DC. The PCs stay at the bottom of the ladder and send up a summoned minion to open the door. The trap goes off - flooding the room below with raging fire (oversized 10d6 Fireball) to a hight of 10 feet.

Only the minion is undamaged. ::evil grin::
Charlie_PFC

03-04-07, 03:22 PM
you would if you were in magical animated quick mud

Good Answer! lol
TheDragonmaster

03-26-07, 03:09 AM
Replace the above combo of spells with:

Flesh to Stone
Rock to Mud
Purify Food and Water

Also, join the fun over here:
http://boards1.wizards.com/showthread.php?t=674705
At posting time 31 pages, 929 posts, and 736 traps... so far...
Strogg

05-10-07, 07:09 PM
I call this one The Bell Tolls For The. basicly it involves bell that have been enchanted to deal 2d6 sonic dmg in a 15 raduis when rung. I had them on a door as a door knocker and lets just say that the party's only cleric was gone for he rang it alot D:
DarkflameX

05-10-07, 07:27 PM
54(?) Fall Out Boy Trap

the victim enters the room. the doors immediately lock. they are assaulted by whiny emo music. they take 12D12 sonic damage, will save DC 50 to avoid going insane, will save DC 50 to avoid losing all of your Gp for the band, will save DC 50 under the suggestion spell to start cutting yourself( 1d4 + 5 per round) and finally the horde of 14 year old fan girls that trample your poor characters into the ground in order to get closer to fall out boy. this continues until your hp reaches zero. then roll a d 100 and take that much damage. no save.
Irving

05-11-07, 05:21 PM
Whoa, buckos! Stop right there! Put down the Grimtooth's!

Everybody take a moment and look at Dungeonscape, please... to put it mildly, it's got a very, very different (and very, very good) approach to who traps should be designed and played with.

Simply put: A trap is an encounter, not a tool to cuisinart PCs. It should be as fun as, and as exciting as, Indiana Jone's race away from the boulder. And ultimately as survivable. We're past 1.0, all. TPKs are suck. Howzabout some traps that owe less to Saw and more to roller coaster rides?
Nathreet

05-15-07, 07:09 PM
100'x100' simple pit trap, 100' deep. Walls of force along sides and bottom. Casts wish 1 month after triggered. Wait for tarrasque.
Maerlyn

05-21-07, 12:48 PM
This one can be either a total kill or a lot of fun.

10' section of floor, I usually put it into a corridor, with a permanent teleport spell on it. the teleports destination is the ceiling right above the trap. the teleport shuts down after 5d6 rounds. now imagine you fall from the ceiling 1 x and it shuts down 1d6 damage for falling, assuming it is a 10' ceiling, and adds 1d6 every rotation thereafter to the max, 30d6 if it went the full range. A ring of feather fall or flying would counter it. if a caster wants to cast feather fall on the person trapped they have to roll a successful touch attack with negatives for each iteration, ie -1 for 2nd drop -3 for third etc.
Azire

06-04-07, 06:07 PM
I call this one The Bell Tolls For The. basicly it involves bell that have been enchanted to deal 2d6 sonic dmg in a 15 raduis when rung.

I would make it only 1d6, then hang about 6 of these tiny little noise makers just on the other side of a door. Add a little deafening effect and you have yourself a good time. If you want to get really creative, think The Legend of Zelda: Ocarina of Time, and make certain tunes (combinations of bells) the only way to open doors further in the dungeon.
Adrez Nesnsid

07-09-07, 06:48 PM
:bump:
wraithstrike

03-20-08, 07:33 PM
The Ultimate Pit Trap

This trap is placed in a 10 foot wide corridor. It is, for the most part, a simple pit; not even covered, ten feet wide and 50 feet deep. The corridor is well lit; the pit is obvious.

What is NOT obvious is the invisible wall of Force on the opposite side of the pit, extending from the ceiling to the bottom of the pit; the wall also covers the other three sides of the pit, including the walls of the corridor, but not including the side from which the PCs approach (see illustration).

http://i29.photobucket.com/albums/c294/cryosilver/DnD%20Stuff/pit1.gif

The red surfaces are the walls of force; the PCs approach from the open side, and can't see the walls unless they succeed at a DC 30 Spot check.

Hopefully, a PC will attempt to jump the pit; obivously, you should let them take 10, which automatically clears the pit if they have at least a +0 Jump modifier. However, they hit the wall of force and fall into the pit. Another wall of force closes over the top as the PC falls. See next illustration.

http://i29.photobucket.com/albums/c294/cryosilver/DnD%20Stuff/pit2.gif

The blue surface is the new wall. When the PC hits the bottom, he takes 5d6 falling damage and triggers a Reverse Gravity effect. This causes him to fall up into the wall of force and take 5d6 falling damage. His impact triggers the dismissal of the Reverse Gravity effect, and he falls to the bottom of the pit and takes 5d6 falling damage. He also triggers the Reverse Gravity effect. Etc.

By x=.5a*t^2 (50=16*t^2), we get that it takes about 1.5 seconds for him to fall one way. Therefore, he takes 20d6 damage per round (4 cycles).

This reminds me of the prismatic ceiling, reverse gravity trap, but yours is much funnier.