101 traps ideas

Post/Author/DateTimePost
#1

sithlore

Jan 25, 2011 12:20:53
Since we can design ourselves traps with the DMG 2, it would at least be cool first to have ideas for this trap I think. So just post your ideas with some of its mechanics. I am actually working on a trap I've called Spiked Crushing Wall, and I will post it soon enough
#2

GEBELL

Feb 05, 2011 0:54:08
I just ran this in my campaign:

Collapsing Rubble:  Part of a building or structure falls away from underneath the character.

Target: one creature who moves into trap area.  
Attack: +4 vs. reflex.
Hit Effect: slide the target 2 squares and knock the target prone.  Make secondary attack.
Miss: target remains in square prior to moving into trap area and movement is stopped.
Effect: trap area becomes difficult terrain.

Secondary attack: +5 vs. Fortitude
Hit: 1d.6+4 damage and target is dazed.


I like it as a trap because it can be anywhere, even where the characters aren't expecting a trap.   
#3

trebor_rjf

Feb 05, 2011 1:31:10
i dont have the dmg2 so you'll have to stat this out but i think it'll be worth it. i got the idea from this gif



how it would work is as the party enters a long corridor the floor behind them falls away to reveal a 10 foot deep pit with spikes or sharks or whatever really. at the opposite end of the hall the players see a mural of several full sized likenesses of humans in various ritualistic poses that look quite hard to replicate. as soon as the players step forward the mural moves forward leaving the likenesses behind and in their place is the general outline of their bodies that the players will have to make an acrobatics/athletics check to try and replicate or risk being knocked back into the pit behind them.

you could always have the strength based characters roll to try and simply burst through the wall and avoid being pushed back.
#4

1337DnDMTCn3rd

Feb 06, 2011 6:27:23
Human tetris lol
#5

calm

Feb 08, 2011 18:45:47
A fight starts in a tower or suitable environment. One of the bad guys, who just happens to be able to fly, throws a lever on the ceiling. Now, each round the floor violently tips one random direction, making an attack against Ref. There are various bits of cover and terrain on the floor that each side can use. During the fight, the hit characters need to make checks to keep their feet and avoid prone (Acro and Ath), or a creative use of another skill. At the same time, they are in a skill challenge 4 succ vs 3 fail, with hard DCs. They are trying to throw the lever or jam the floor in place.  (Thievery, Athletics to throw something at the lever, or move terrain to wedge it.) Other options might include  Arcana (mage hand) or Insight to figure out what way it will tilt, gaining a bonus to defenses. Perception and Dungeoneering could give bonuses to other checks. Success means the floor stops, evening the playing field with the flying or mobile enemies, and then lowers slowly. Failure means at the end of the fight, the floor stops tilting and just drops 30 feet with large steel spikes firing up through it (50% chance of coming up through square a PC is in), doing high damage. Either way, the floor lowers to reveal a new level.
#6

1337DnDMTCn3rd

Feb 11, 2011 5:04:07
A room has has a series giant magnatrons in it. The room locks down once the PCs enter it. This activates the magnatrons turning the room into a giant microwave.

Now when an organic creature is microwaved it explodes. (I know this because one of my friends IRL decided to microwave 5 earthworms.)

The only way to survive is to destroy the magnatrons before they turn on.