1001 most cool/vile/deadlyawesome traps [Archive] - Wizards Community

Post/Author/DateTimePost
The Weave05

05-02-05, 05:01 PM
Ok, you should know me by now, lets get to it cause I'm wondering if people would like to post some actual traps theyve used and try them myself because I have a lacking ability at creating cool traps.
Lets hear em'
most vile and torterous and at the same time awsome and cool wins
1) A pool of acid beneath them and a ladder on the celing to climb on over the pool. the PCs climb and the stones fall loose into the acid

2)a trap that has the PCs fall into a portable hole

3)super magnetic spikes for those well armored fighters

4)a web spell with a an acid coating (treat it like baettery acid) and then a lightning bolt spell through it

5) a room with a bunch of spears and swords and other metal items on one side, then as the armored guy walks in it triggers a magnetism spell on him

Give us some more!
pkrerc

05-02-05, 05:18 PM
These aren't too great, but these are ones I have used...

The party is fighting a powerful wolfwere, but they think it is a werewolf. Werewolfs are only vulnerable to silver, whereas wolfweres can only be injured by cold iron...

They find a silver sword on a pedestel (sp?) and when a square next to it is stepped on, then a spiked pit trap opens up, the pit encompasses every square next to the sword's square. The players would probably fall down it. There are ladders leading out of the pit. When the top rung is touched, the ladder collapses, throwing the players into the pit again, and the 'roof' of the pit closes, resetting the trap and trapping the players inside.

It was funny, it worked just as I had planned. They went for the sword (not stopping to ask themselves why a 'werewolf' would keep a silver sword in his possession) almost all of them fell in, a couple tried to climb out, they fell back in, they were trapped in while a few monsters strolled in. The remaining party members had to face them without the help of the ones trapped in the pit. Eventually, they destroyed the trap, and rescued the trapped players, however, they still didn't get the sword. Someone actually jumped for it (but I let them take ten) and got it. When they faced the wolfwere, it had no effect whatsoever on him. :)

Another one:

The party sees a huge pit. There is nowhere else to go, so they decide to throw a torch down it to see how deep it is. To their surprise, the torch drifts down as softly as a feather. The torch hits the bottom, and goes out. They jump down all at once. Immediately, about ten troll archers pick up their crossbows and pepper them with arrows. They survive, but barely, and they realize that the featherfall effect didn't cover the bottom of the pit, and they fall many feet without the benefit of a feather fall.
Dash Branaghan

05-02-05, 05:18 PM
Hey Weave, if you go to the Useful DM links, you'll find several links to various trap threads and what not that have already taken place on the boards here. There'll you find some really sweet traps.

Check It Out Here (http://boards1.wizards.com/showthread.php?t=328817)

Dash
The Weave05

05-02-05, 05:22 PM
thanks Dash :), kep posting your own traps though, I dont want it to go down in flames :(
Dash Branaghan

05-02-05, 05:30 PM
thanks Dash :), kep posting your own traps though, I dont want it to go down in flames :(

Oh, if you follow that link, you will find that I have a very special place in DougC's heart as far as traps go...so much so that I have my own very special link to a collection of my traps that DougC compiled and posted. :D

Dash
The Weave05

05-02-05, 06:03 PM
Wow, nice traps Dash! I like the one with the oil, too, but what if they already had some burning oil on a stand in there that they had to keep away from the other oil that will ignite or explode or somthing, and because its everburning, its unable to be put out. It'd be a cool balancing act that could end up in the players characters as smoldering ashes :D

I wanna hear more traps though, not just from Dash, hes contributed enough :P , good Dash :D (pats on the head) but lets hear more ;)
Soepkommetje

05-02-05, 06:11 PM
flesh to stone, stone to mud, mud to stone, stone to flesh

voila, you have a puddle of flesh ^^
Quoriil

05-02-05, 06:14 PM
A sixty foot stretch of hallway in which the floor has been rigged to fall open, the trigger is a pressure plate 3/4 of the way to the end. The pit below the floor is 50' deep and there is a dispelling screen after the first ten feet of the fall. The bottom of the pit is 3 feet of water submerging a field of poisoned spikes and a pack of human commoner zombies. Mixed into the pack of zombies (just a screen) are two hellwasp swarms in their corpse shells.

This is more an encounter than a trap and is not so difficult to deal with by characters of appropriate level. However, the placement of the trigger can throw off players before who expect the trap at the door at the end of the hall. The placement is also amusing as the PC who trips it is likely ruining the days of his companions, unless he went alone :allalone: . The dispelling screen makes getting out a chore, but more importantly has a chance to get rid of feather fall (among other protections) on the way in. The zombies are easy prey for a party suited for this trap but the two swarms (only CR 8 I believe) are a nasty suprise. Immune to weapon damage and resistant to fire, they can hole up in the corpses around them, swarming out to gnaw and poison those who fall into their clutches). Additionally, disabled charaters falling to the damage from the fall, the poison, the zombies or the swarms need immediate attention or risk drowning in the shallow water.

Zombies [x7] --> CR 1/2 (16 hp each)
Hellwasp Swarm [x2] --> CR 8 (93 hp each)
Poisoned Spiked Pit Trap: CR 10; mechanical; location trigger; manual reset; hidden lock bypass (Search DC 25, Open Lock DC 30); DC 20 Reflex save avoids; 50 ft. deep (5d6, fall); multiple targets (first target in each of two adjacent 5-ft. squares); pit spikes (Atk +10 melee, 1d4 spikes per target for 1d4+5 plus poison each); poison (purple worm poison, DC 24 Fortitude save resists, 1d6 Str/2d6 Str); Search DC 16; Disable Device DC 25. Market Price: 19,700 gp.
The WotC encounter level calculator give me a CR 12 for all of this business, but I'd give it a 13 or 14 depending on the PCs readiness and the fact that the area of the camo'd pit trap has been so expanded.
Quoriil

05-02-05, 06:15 PM
flesh to stone, stone to mud, mud to stone, stone to flesh

voila, you have a puddle of flesh ^^
Hideous. I want you to win now.
reaperofnazgul

05-02-05, 06:36 PM
Ahem...my most evil trap ever...

The Pit of Black Lotus

black lotus poison needs an injury to get through right? the pit of Black Lotus is an Evil Trap of mine usually reserved for power gamers, it is a 100 ft. deep pit filled with spikes, after a fall like that the spikes have like a +45 bonus to hit, anyway, then the pit starts filling up with black lotus poison, commence the drowning and 3d6 con damage every round...
twad

05-02-05, 06:54 PM
http://boards1.wizards.com/showthread.php?t=64074

and

http://www.advanceddungeonsanddragonsadventures .com/html/places_and_traps/pt_not_a_trapped_door.html

I remember i saw a trap about a 15 foot door that falls down.. and another one about a boulders with clatrops in a long hallway... dunno where i saw them last time.
BloodAdvocateReincarnated

05-02-05, 08:20 PM
my favorite trap was a 60 ft long hall line with spike and sharp pointy objects. Now the BBB usually a rogue, can save against most ranged spells, stand at one end invisible with ring of telekinesis. Vola a damaged PC. Usually im nice and the BBB isnt at too high of a level. If you want it harder have animated chains hang form the ceiling slow down the PC's. Or they sharp pointy objects could be poisoned or diseased.
Quarterstaff

05-02-05, 08:29 PM
My most vile and really simple trap

a 1000 foot long corridor. at the dead middle (500 Feet) there is a plate sensitive to metal. when the trap is triggered one round later the entire hallway collapses. think the average fighter moves 80 feet a round charging. a level 20 monk boots of striding and sprining only moves 400 feet a round charging. there is only 2 ways to get through it a quickened gate spell or a level 20 monk with the Run feat.
epifreak

05-02-05, 08:45 PM
Upon entry into a chamber, the PCs spot a valuable looking item and charge for it (something obviously worth a lot), tripping a pressure plate. Stone blocks slam down, sealing the entrance and exit, and the room fills with water. Escape that.
Deflare

05-02-05, 09:33 PM
An invisible forcefield over a lava pitacts as a floor... and it has holes in it.

When the floor of a room detects a certain amount of weight on it, it flips over, sending the characters into a 60' spike pit.

You know the boulder trap from Indiana Jones? Have one like that... except that the channel your running down is mirrored on the other side by another rolling boulder in a V, so that when you hit the bottom, you have another boulder coming at you.

If a magical sensor detects smoke, it causes a sprinkler system to rain alchemist's fire and various flammable gases. BOOM!

When a pressure plate is stepped on, a thousand Magic Missile traps fire.

There are probably more evil ones, but I'm too tired to think of them right now.
The Weave05

05-02-05, 09:33 PM
wow, very nice( I like the flesh puddle) but i like a lot of others too( quikened gate is nice) and you cant take all the credit from those sites :P

keep goin, im still open for a winner
Bane

05-03-05, 01:36 PM
How about the room filling with oil? Don't forget the torches in the wall sconces.

There is a room with only one way in or out. There is no door. The room is filled with two things: Flammable material (books, etc.), and flasks of alchemists fire. The 10' section of hallway before entering the room is a special pressure plate. When at least 30 lbs. of force is placed on the plate, it primes the trap. After being primed, the pressure plate will only activate the trap when there is less than 30 lbs. of force on the plate (remember the movie Speed, when the bomb only activated after the bus hit 50 mph, and only went off after it dropped back below 50?) When the trap is triggered, a Wall of Stone seals off the doorway, followed by an area Shatter. This has the benefit of catching everyone who's in the area, whether it's the whole party, or just a scout.
Seeker of Lore

05-03-05, 01:51 PM
Just an idea I had concerning Reverse Gravity...

Stepping on a tile triggers a short-lasting Reverse Gravity spell, lasting long enough to force the victim (victims? I suppose this can work en masse) into the ceiling (may be spiked, etc.). The spell then wears off, causing them to slam into the floor. The impact triggers the pit trap that the Reverse Gravity trap was inscribed on a couple seconds afterward, sending them on a third fall, with the usual nastiness awaiting them at the bottom...

:plotting: ... :evillaugh
Sargon

05-03-05, 02:19 PM
I once design a trap for a low level group.. A falling net fell on thier heads and then the floor shocker the mess out of them. since they where pinned they took full damage.. that was the idea though.. they made the save on the net and only took half damage from the floor.
1969dragon

05-03-05, 02:54 PM
Have a Blast
Have the adventurers walk through a room that negates all magical light sources,
a rock with continual light and/or magical weapons, then the characters are
forced to use torches. A side view of the room follows:

http://www.rtnns.com/Gas-Blast.bmp

Each dip in the gradually sloping floor is filled with some type of gas, just enough to make the adventurers gag and run to higher ground, the next rise in the floor, without thinking. In each of the vaulted ceilings there is hydrogen gas, and when hydrogen comes in contact with fire...KABOOM! Add in the amount of damage you feel is adequate. The sound from the explosion will cause deafness for 2d6 rounds. This is great for spellcasters! Of course all flammable materials will catch on fire (this a nice way to burn the clothes right off the back of the pc's).
See if the pc's figure it out by the third ceiling. If a
couple of the pc's continue naked, add another trapped room that is extremely
cold, and watch what happens.
pkrerc

05-03-05, 03:46 PM
Ahem...my most evil trap ever...

The Pit of Black Lotus

black lotus poison needs an injury to get through right? the pit of Black Lotus is an Evil Trap of mine usually reserved for power gamers, it is a 100 ft. deep pit filled with spikes, after a fall like that the spikes have like a +45 bonus to hit, anyway, then the pit starts filling up with black lotus poison, commence the drowning and 3d6 con damage every round...

Doesn't black lotus poison cost thousands of gold? A pit filled with it could cost millions. If I were a powergamer and made my reflex save, I'd whip out a dozen bottles and collect all the poison I can then go to town and sell it, then run back to the dungeon, trip the trap and continue until I am rich. :P
The Weave05

05-03-05, 04:03 PM
What if there was a trap that was reverse gravity onto the spiked ceiling, then that triggewred another reverse gravity as the first was still on, sending them straight down, which activated another, then another, then another until about ten go off in a pattern like that making each spells lasting time a few seconds shorter aech time. Then, as each spells effect began to resolve, they'd go up and down and up and down and up and down and up and down and up and down and up and down and......well, you get it. they'd take fall damage over twenty times over!!! nice eh?
luckily for you guys I don't qualify for the winner (hehe just kidding)
Keep posting DMs! You can post more than once for extra credit :ayyyy!:
scott644

05-03-05, 04:31 PM
The Hall of Mirrors

A BBEG is in a hall filled with mirrors, and is behind a Wall of Force. The PC's enter through a series of one-way doors. As soon as they all enter, the BBEG says a single word.

This word is the trigger for a contingent teleport to a safe location.

It also happens to be the activation word for all the Mirrors of Opposition on the walls, ceiling, and floor. :D
Herald@Large

05-03-05, 04:45 PM
Remember, traps don't *have* to be lethal. Sometimes an "annoying" trap can be equally effective. Here's two that got my players ticked off at me:
1. Stole this idea straight out of the old Tom and Jerry cartoons. The PCs were searching a big room which had once been a kitchen. One of the cupboards, instead of shelves, had a long board on a hinge inside it. When the cupboard door was opened, the board fell out and bonked the opener on the head. :gah: Make a Reflex save or be stunned for 1-4 minutes. :D
2. PCs found a chest tucked underneath a workbench (they almost missed it!) The chest had been smeared with pitch -- whoever pulled it out, tried to check it for traps, or tried to open it got pitch all over their hands. Nice sticky mess! It took an extra round to unequip items, and firing a bow was almost impossible, until the victim was able to wash their hands *with soap and water*. How many PCs specifically write down "soap" on their equipment lists? :evillaugh
SearcherOmega

05-03-05, 04:47 PM
Here's one I'm intending to throw at my players later in the campaign:

The room should be fairly large, about 120'x120'. In this room, there are four doors, one in each of the cardinal directions. These doors are connected by a series of platforms that are narrow, but easily managable by a party of PCs. At the center, where these platforms meet, there should be a 10' radius circle of floor. To each side of this ledge, there are steep slopes leading down to a 10' deep pits -- essentially, they start at a heightened elevation compared to the rest of the room.

Everything is fine -- until the PCs reach the center. An alarm-proximity trap sets off as soon as someone reaches the center of the 10' radius platform. This does two things: Sets off a few massive-scale grease spells on the four directional walkways, and casts four instances of Summon Monster (Spell level as appropriate). Whatever monster is used, it should be something with reach or short-range spells, which is able to strike the platformed PCs from the pit.

Now, they have to make a decision -- group together in the 10' radius circle and fight enemies from four sides while waiting for the grease spell to end (Spellcraft check should be enough to figure out its duration), or make a mad, slippery dash for one of the doors. The truth of the matter, though? Only one of the doors is real.

Incidentally, it's really easy to circumvent this trap just by using rope to cut through the pit areas without setting off the alarm. Another instance of why only the paranoid survive.
Calico Jack Drake

05-03-05, 04:49 PM
2nd Ed (when a paladin with a holy avenger projected a dispel magic in the area around him)

Walk through the gate into the BBEG lair. Just beyond the gate is a 20x20, 3 ton stone block being held up by reverse gravity/levitate/whatever.

Paladin walks boldly into the BBEG lair and *squish*

BBEG hears loud thump coming from courtyard and goes down to harvest yet another Holy Avenger
Quoriil

05-03-05, 05:59 PM
A 15ft cube room of illusion and force is suspended 25ft off the floor of a larger room where a beholder and a black pudding lair... PCs walk inseeing atreasure chest, and set off an alarm spell (can be on the chest or elswhere where it will be triggered by PCs in the room. An invisible stalker in the "room" cuts off the enterance and "stands" in the entrance, filling it and attacking the PC who is last in line. Having heard the audible alarm, the beholder is floating over while this is going on and opening up with its antimagic cone. The floor and walls of the illusory room are supressed, dropping the PCs into a 15 foot deep pit with a foot of acid in the bootom. The black pudding then jumps in, to take a bath with them, while the beholder starts blasting them with eye rays... Yipee!

ignore the " . " in my rotten doodle please...
_______________________________
|......|............................. ______/<--beholder
____|............................|
|...................................|
|...................................|
|............. __pudding____|
\________/ <--acid
epifreak

05-03-05, 07:16 PM
What about this: The party enters a room and nearly stumbles onto a few tiles which have broken to reveal a pressure plate underneath. The rogue (not searching for traps b/c it's obvious that there's one right there) attempts to disarm the trap. Turns out the plate is a decoy for the actual trap, set to go off on a disarm attempt. The floor drops out underneath the party dropping them into a pit. The pit floor is covered with poisonous snakes. The party attempts to climb the walls back up, only to discover that the walls are coated with soverign glue :devil:
Hammith

05-03-05, 07:35 PM
Of course, there's always one of my favorites (not terribly original, but fun).
Step 1) Players step on pressure plate, activate Reverse Gravity spell.

Step 2) Spell activation causes the floor where the plate is to unhinge and 'fall' upwards, trapping the characters in the pit to be trapped from help.

Step 3) Plates lock into place, reverse gravity ends. Commence falling into the Dimension Door trap at the bottom, which teleports them to the top, where they continue to fall.

Step 4) Keep going until the trap in Step 3 runs out of charges. *SPLAT*

And another personal favorite (One I've used, so I'll throw out the actual example).
The players had been in a highly magic-charged wizards tower which had a few platforms that had buttons that, when pressed, teleported the players elsewhere. Upon finding another, the wizard just went in and touched it. He disappeared. So the rest of the party did this until the pally got to stand there and just said "Ow". Instead of teleporting the party, it cast Disintegrate, followed by Prestidigitation to clean up the mess.
The Weave05

05-03-05, 08:47 PM
NEW PRIZE!! when or if you win, you may have 1000 free xp from your DM, show him this thread, and say tht I told him to do it so he must :D :P
OR
should the winner have a thread started in his honor of a plane deticated to him??? :D
It can be done! (maybe not the free xp tho...)
I need more traps if so :)
For judges, I'm thinking Lord Karl and Dash can help decide IF they want to
Idontcare789

05-03-05, 10:43 PM
2 "traps" ive unfortunatly seen destroy almost my entire party

Rope bridge with a balance dc (claimed 8 members over 2 weeks)

50 gp leading in a line to a natural cave in which a Xorn is constantly creating new tunnels and there is no escape (from TOEE)
Always-Late

05-03-05, 10:59 PM
Heh, from webrpg.
A very obvious ten-foot wide pit. And a not-so-obvious string of piano wire at head height in the middle.
Everybody knows the "corridor, big stone ball at one end."
But...
Step 1. PC's walk into corridor, sloping down.
Step 2. PC's step on plate.
Step 3. Big stone ball falls from ceiling behind them, rolls down corridor.
Step 4. PC's run as fast as they can.
Step 5. PC's run into a pit.
Step 6. Ball falls in after them. Lots of damage.
Sure, you might have seen it before, but it works.
For a non-lethal version, have it be a lot of small stone balls.

Nobody ever carries universal solvent.
Heheh... When the PC's trigger a pressure plate, universal solvent sprays everywhere. Ten seconds later, sand sprays everywhere.

Enter blatant Elfquest ripoffs.
Alternative trap: Grease appears on the floor. The floor tilts 45 degreees. The place that they're falling from is covered in spikes. (Like entirely, like a spike every square foot. In the book it was more like one spike an inch, but you don't want to kill your characters entirely... do you?)
erendor the True

05-03-05, 11:52 PM
Nobody ever carries universal solvent.
Heheh... When the PC's trigger a pressure plate, universal solvent sprays everywhere. Ten seconds later, sand sprays everywhere.

I hope you mean sovereign glue, here ;) . Universal solvent would probably get them a little wet or something.

And for a deadly trap, I have this idea from a thread about making kobolds more dangerous:

Have the players walk into a room, or some such (of course), and give them a Spot check to notice a hole in the ceiling. Here is where it gets fun. They walk onto the floor of the room, and a Reverse Gravity trap kicks in. This sends them up into the hole on the ceiling, where they come to a (easily broken) container (large, as in hole-filling glass large). Filled with acid, or a contact/injury poison of your choice. The PC's take damage from the glass and acid, and probably continue to do so afterwards, as they continue up with it. After this lovely bit of fun, they continue up, with the glass and acid, into another room. This room has spikes on the ceiling, possibly covered with more poison, and kobold sorcerers/archers in the corners of the room/corridors. Commence pain. As a little extra, you could have the Reverse Gravity inscribed on a glass tile, and run out after a while. Players fall off the spikes, down the shaft, hit the glass tile, smash through (more damage). Have some more injury/contact poison, acid, or alchemists fire, and watch the hurt. Have them drop into a pit with spikes at the bottom, covered with poison, and after they hit, start filling the pit with water. (or acid, or lava(or lemon)). Make a point of telling them how much pain they're in, and for the final touch, they hear a stone cover being moved into place where the glass tile used to be. Whee.
epifreak

05-04-05, 12:20 AM
In the vein of the sovereign glue + sand idea, I wonder how you'd go about sandblasting your party?
Lord Morridin

05-11-05, 10:00 PM
Don't know if this has already been said somewhere, but

Polymorph target into some kind of slug, worm, ect.
Floor drops out into room full of salt.
The Weave05

05-11-05, 10:21 PM
Don't know if this has already been said somewhere, but

Polymorph target into some kind of slug, worm, ect.
Floor drops out into room full of salt.
I've always wondered how much that'd do....
feartheinvinceblehamster

05-11-05, 10:39 PM
Doesn't black lotus poison cost thousands of gold? A pit filled with it could cost millions. If I were a powergamer and made my reflex save, I'd whip out a dozen bottles and collect all the poison I can then go to town and sell it, then run back to the dungeon, trip the trap and continue until I am rich. :P

and then you realize that if i am ticked off at you for being a Powergamer the DC is always one higher than they rolled!
PlutoniumKnight

05-12-05, 01:00 AM
Take a bag of holding and have the proximity trap drop a portable hole in it. or make a huge open bag of holding that they fall into if they fail a reflex save, then have a scythe cut the bag open from the outside.
galinthas

05-12-05, 01:15 PM
I experienced a particularly clever trap, not sure if it was premade or our DMs creation.

Party opens trapdoor into a shaft of about 200 ft height.

Rickety ladder leads into the shaft.

PC attempts to climb down and ladder breaks, PC falls to floor taking considerable damage.

Upon hitting the floor, triggers a Power Word Kill spell that more than likely instantly slays target PC.

Immediately afterwards animate dead and levitate spells are triggered on remains.

In our case, the party Priest turned the now zombie into ash. *shiver*
Solidcobra

05-12-05, 02:22 PM
A 5ft wide corridor, in the middle, it slowly pans out into a 10ft cube of sorts.
When they pass a certain point a 5ft wide, X (height of ceiling)ft tall, gigantic "coin" starts rolling behind them. and in front of them, on the opposite side of the 10ft area in the middle, another coin appears. Either they get crushed by one of them (10d6, eugh), or crushed BETWEEN the two as they go into each side, passing each other and going on their merry way (20d6 or more). remember that if they survived a crushing, the other "coin" goes on to crush them again.

Otherwise...the classic trap of flesh to stone+soften earth and stone+purify food and drink equals water-PC.
Dale warrior

05-13-05, 05:46 PM
thougth of one while looking through one of the source books
flesh to stone + stone to magma [think thats the name of the spell] (on floor) :devil:
reflex save what reflex save
SwitchUK

05-13-05, 09:05 PM
I invented this one - it's deliberately designed to be difficult to survive. The dungeon before it, however, was liberally peppered with clues that told the players how it worked, so if they DID set it off, they had it coming to them

Step 1 - after the main body of the dungeon, the party comes to a huge underground chasm, that descends into darkness, and extends to the left and right a fair distance, though the walls are visible these walls are steeply inclined, and very slippery. The chasm is fourty feet wide. The bottom of the chasm is basically a twenty-foot by twenty-foot square, with nearly-vertical, very slippery walls (not to mention it being a hell of a drop... pretty much invariably lethal. About fifty feet below the level at which the players first encounter the chasm, it is cris-crossed with the webs of five Large monstrous spiders (which don't attack the bridge or anything on it). Anyone falling into the chasm would automatically wind up in those webs. The chasm is crossed by a fairly sturdy rope and wood bridge - no balance DC to walk across, but it's only five foot wide, and anyone trying to run it would need to pass a DC10 balance check or fall off.

Step 2: the rope bridge ends on the other side at a five-foot-wide corridor leading up a fairly steep slope. At the top of the slope is an octagonal chamber, the middle of which is dominated by a stone plinth, with a golden idol on it. The PC's were despatched to retrieve this by a wizard who wishes to study it, though knowledge gained earlier within the dungeon reveal that it is a decoy, and that the real thing is hidden somewhere else. The pedestal has a pressure plate that is very sensitive to the fake idol's weight - a deviation for even a tiny fraction of a second of more than half a pound or so will trigger the trap, so swapping it out without triggering the trap requires first a DC 30 appraise check to guess its exact weight, and then a DC 50 sleight of hand check to swap it perfectly with something that weighs the same amount.

If either or both rolls fail, then the trap is set off - the back wall rolls away, and suddenly a wave of lava starts to creep into the room. It moves slowly at first, (five feet per round) and fills the room, but when it starts to flow down the slope, its speed picks up to 50 feet per round. Obviously the party is going to run away from this.

Step 3: the party runs away, and down the slope. If they act instantly, they should make it to the bridge before the lava does, and get about half way across before the lava reaches the end of the bridge, and burns it away in one round, dropping the party down into the chasm. A DC 15 reflex save lets them grab the remains of the bridge, and a DC 15 climb check will allow them to clamber up the ruined bridge to safety. anyone who falls off plummets into the chasm, coming up short in the spider's web. They have to fight off the spiders, while trapped in the web, AND the web has caught fire from the vertical waterfall of lava that's falling through it (taking out 1d10 squares of web every round).

If they should despatch the spiders (which run away if the flames get within fifteen feet of them anyway) before the web burns out from beneath them, the party can try to reach and climb up the chasm walls (rough-hewn rock, so DC 25 climb check). Otherwise, they take 2d8 fire damage and resume falling... a long drop of some 500 feet into a pool of lava that is, by now, several feet deep, with no escape route due to the unclimbable walls. Death is inevitable.

clearly, a trap that is fairly easily dealt with by anybody with a decent land speed, climb skill and reflex save, or anybody capable of flying, teleporting or plane shifting. Monks and rogues would handle it well, I think.
Otaku Ashram

05-13-05, 10:47 PM
40 foot pit trap, trigger in the middle, with greased sides that slope down to a 10 foot wide pit about 100 feet deep. Scribe explosive runes every 5 feet on each side (so 4 explosive runes per 5 feet deep) with CL 5 dispel magics targeted so that one goes off every 5 feet with its center 15 feet above the center vertex for that section. And then, just for added fun, have poisoned spikes at the bottom :schemes:
Quoriil

05-16-05, 09:41 AM
Pringles, Mt. Dew and nintendo's "smash bros" on the consol = tpk
This is perhaps one of the most effective traps I have ever witnessed in action.
This is a much simplified version of the conversation that night.
DM:"Guys, its coming right at you!"
DM:"Guys?"
DM (quiet voice):"You're all dead, none of you moved..."
Light of Day

05-16-05, 04:38 PM
How about... a 20-foot pit, filled with 10 feet of acid, and greased walls.

Or, polymorph any object into a block of iron, and release a bunch of rust monsters.

the best traps, however, are sometimes the simplest: Take a simple stone room, not too large, with only one way in or out. Stepping across the middle of the room triggers a stone shape spell sealing the door, and rendering the room airtight. No monsters, no poisoned spike filled pits, no fancy swinging blades, just hours and hours for the characters to reflect on their predicament as they slowly suffocate to death. And they don't even get a saving throw. :devil:
Always-Late

05-16-05, 06:15 PM
Actually, you have a couple hours to smash the door to pieces.
Rumple_Cragstan

05-16-05, 06:54 PM
A spiked pit trap. 40ft deep. But when the PC reaches 35ft down, a contingency spell goes off - teleport to 80 feet above the hole. The PC continues to fall, hits the trap door that leads down to the trap he just fell into. If a PC is looking over the edge to see what happened to his ally, he'll get fallen on and fall into the trap again. This can capture an entire party if they're dumb. Insert however many charges on that teleport trap as you like.

PC(s) will probably hit teminal velocity, giving you 20d6 impact damage... add onto the spikes.

now from thier ally's POV... they see the guy fall... then if they look over.... they get fallen on, and they fall into the trap.

PCs will remember that one, without a doubt.
otto333

05-16-05, 07:06 PM
How about... a 20-foot pit, filled with 10 feet of acid, and greased walls.

Or, polymorph any object into a block of iron, and release a bunch of rust monsters.

the best traps, however, are sometimes the simplest: Take a simple stone room, not too large, with only one way in or out. Stepping across the middle of the room triggers a stone shape spell sealing the door, and rendering the room airtight. No monsters, no poisoned spike filled pits, no fancy swinging blades, just hours and hours for the characters to reflect on their predicament as they slowly suffocate to death. And they don't even get a saving throw. :devil:

or how bout a 40-foot pit, with 2o feet of bleach, and realy greased walls :eek:
mcnoo

05-16-05, 07:28 PM
I find big amazingly impossbile mechanical things are just a joke, and magical whatnot is just unfair, give me glue on a doorhandle anyday.
Always-Late

05-16-05, 08:09 PM
The best are usually the most simple. But look at all of these :D
http://www.webrpg.com/survey/results15.phtml
Soichiro Arima

05-16-05, 08:16 PM
How many PCs specifically write down "soap" on their equipment lists? :evillaugh

Everyone I play with? It that weird? :weep:
Enlong

10-11-06, 10:43 PM
Here's the beginning of my Big Bad List of Ironic DeathTraps.

Against a Drunken Master: (this requires him captured and thrown into the Trap Room.) He is chained to the bottom of a smooth, oily, conic chamber. The chamber is made of at least 3-foot thick stone walls, and in the cieling are about 10 Gourds of Infinite Libations (has an infinite amount of alcohol inside) upside down, and embedded up to the mouth and cork. Pull the corks. The Drunken Master (DM) is drowned in what is normally his source of power, and there's enough to drop his intelligence to anamalistic levels.

Against a Paladin: Plant him in a room full of powerful enemies, and drench all his weapons in poison. He must choose to try and escape, or use his weapons and thusly lose his Paladin Powers.