101 Obvious Traps...

Post/Author/DateTimePost
#1

DontEatRawHagis

Feb 22, 2011 22:50:49
That you may or may not have tripped.

1. A statue of a woman holding a ruby, with pouting lips. A engraving saying "Kiss and Receive your reward". Almost lost my head, activated a knife trap, sad thing is I got goaded into doing it by my teammates. I actual left it to fate to decide(Odds and Evens on a d6).
#2

elhrrah

Feb 23, 2011 10:31:51
2. The uncovered, wall-to-wall, ten foot corridor pit trap. It's always a subterfuge, and anyone who doesn't check for the invisble wall at the far end, or chuck a rock on the spring platform, deserves the hit.
#3

navar100

Feb 23, 2011 12:52:09
3. A bridge sprinkled with gems.

4. The stranger who comes to you pretending to be your best friend in the whole world giving you the exact thing (item, information, whatever) you have been looking for.

#4

trebor_rjf

Feb 23, 2011 13:48:05
15/female/same city as you!

but seriously.

5.room with symbols on the floor

6.artifact on a raised pedastal


#5

Langrishe

Feb 23, 2011 15:33:35
7. A leaver with a scull handle.
#6

Igfig

Feb 23, 2011 22:26:56
An outgoing boat with a manual rudder?

8. A room with piles of bones scattered across the floor.
#7

RedSiegfried

Feb 24, 2011 12:18:09
Obvious traps are great opportunities for skill challenges.  The party knows it's a trap, but how does it work and how do they disarm it or bypass it?  A simple perception check shouldn't give it all away, nor should one thievery check be sufficient to disarm.  A series of skill rolls, each revealing another aspect of the trap and negating part of it, would be a good way to do it.  And perception and thievery aren't the only skills you can use.  Let your imagination go wild and let the players suggest things that you didn't think of.

One I did recently with the party was a small room with two doors and vents on the ceiling, a room they needed to cross to get where they were going.  As soon as anyone touched the opposite door, both doors welded shut and sand poured in from the vents, filling up the room.  They knew it was going to happen, but how to get through that other door?  Bashing the doors helped, but it took far too long to bash them open and anyone in the room would have drowned in sand before they could pull it off, not to mention bashing became progressively more difficult as the room filled up.  I won't give away the solution they came up with.  It was a combination of obvious tactics and creative use of powers.
#8

navar100

Feb 24, 2011 14:13:14
9. Room with chess-board tiles

10. A room or hallway with lots of statues or two large ones.

#9

vampire_bat

Feb 24, 2011 18:52:07
9. Room with chess-board tiles

10. A room or hallway with lots of statues or two large ones.





I -love- putting a single statue in a small room, at the center, or two by each doorway. They dont do anything (well, other that driving paranoid player sinsane- but I've never once had a statue spring a trap. ever).
#10

DontEatRawHagis

Feb 24, 2011 19:42:07
Paranoia, a completely black corridor in GRU sector. Note no one noticed this or the fact that I gave a party of 6 only 5 flash lights.
#11

BRJN

Feb 25, 2011 22:20:30
11. Molly and Fibber McGee's closet

Hae you ever heard the radio program?  When somebody opens the closet door, a TON of junk pours out.  Does no damage but any/all of:
- knock door-opener prone
- fills burst 2 in front of door with stuff, making Difficult Terrain
- total fail any current Stealth check
- awful racket draws attention of guards / patrol / wandering monsters
The real point here is to role-play, not fight,the trap.  This is rooted in a comedy skit!

11b. a monster lives in the McGees' closet - and you woke it up

12. big red button that says, "Don't Press!"
#12

David_B

Feb 26, 2011 2:08:22
9. Room with chess-board tiles

10. A room or hallway with lots of statues or two large ones.



One of my LFR characters has come across so many statue traps he is now paranoid of every sculpture he sees!

13 A straight corridor, slopping up away from you. If it's really obvious you'll see the hole in the ceiling at the far end.
#13

DontEatRawHagis

Feb 26, 2011 9:58:00

14. Anytime treasure is in an open air container and has no guards of any kind, but a lot of dead bodies lying on the ground.

#14

fehumir

Feb 26, 2011 15:32:04
Our party came across a statue trap once; there was a clear indicator (can't remember what exactly) that we could pass by unharmed as long as we didn't touch the statues. Of course, one of us did, and we almost got wiped out.
The best part was a month later when we came across the exact same set-up. Our rogue (perhaps thinking the DM wouldn't dare do the same trap twice) immediately tried to kiss the statue, and we did it all over again.
#15

pogminky

Feb 28, 2011 7:14:09

15 Big Red Button (already mentioned - but deserves to be mentioned twice)

16 A horned demon face wall engraving with a dark, black mouth

17 Sarcophogi

18 Skeletons with armor/swords

19 Three chests on a table

20 An empty room with a riddle on the wall

21 Statue of an effreti with ruby eyes


22 A fountain


23 A room with red stains on the floor

#16

Xany

Feb 28, 2011 13:18:44
11. Molly and Fibber McGee's closet

Hae you ever heard the radio program?  When somebody opens the closet door, a TON of junk pours out.  Does no damage but any/all of:
- knock door-opener prone
- fills burst 2 in front of door with stuff, making Difficult Terrain
- total fail any current Stealth check
- awful racket draws attention of guards / patrol / wandering monsters
The real point here is to role-play, not fight,the trap.  This is rooted in a comedy skit!



I'm totally stealing this for use in a future adventure. Whether it be the wizard's "junk" closet in his tower, a place where one of the goblins in the ruins stashes all his "stuff", or whatever, this is a BRILLIANT idea!
#17

magniloquent

Feb 28, 2011 15:15:18
24) unlocked doors

If you are somewhere you shouldn't be, and there is a door, with a lock, that is not locked, it is almost always bad news.

25) anything free

You should know this by now. Nothing in life is free.
#18

vampire_bat

Mar 01, 2011 0:17:52
Would raw haggis count?

DM: You're sick for *rolls a 4 sided die* 3 days, convulsing stomach, vom, diarrhea. Learn anything?

Also:

# 26: Deck of Many Things. I actually had a tarot deck we used for it rather than playing cards (even though tarot cards are the origin of playing cards- staves = clubs, swords = spades and a few cards of each suit removed)

Noone stops at 'just one more draw' and it always ends up badly. And they only have themselves to blame.

#27 'Telegram' (for the fan of older saturday night live - hint: it involves a bulette with a magic mouth and charm monster)
#19

navar100

Mar 01, 2011 12:43:07
28: DM says "Are you sure?"
#20

buchatar

Mar 03, 2011 16:28:14
28: DM says "Are you sure?"


This, every single damn time.
#21

daxxi

Mar 03, 2011 17:18:25
28: DM says "Are you sure?"



I ask my players that all the time.  It's rarely a trap, but frequently a bad idea.

#22

DontEatRawHagis

Mar 04, 2011 7:20:00
29. A maze.
30. A forest in the middle of a dungeon. With an altar and a cleric there. (Turns out to be an illusion and a demon's altar.)
#23

mellored

Mar 04, 2011 9:41:21
31) A lost little girl, looking for something ("where's my teddy").
#24

addi83

Mar 04, 2011 9:53:09
32. A half-constructed mobile space station the size of a small moon that, when completed, will have awesome planetary scale destructive power, which is currently almost completely undefended apart from a powerful shield generator on the moon below for which you just happen to have acquired the secret codes.
#25

dracomax1981

Mar 04, 2011 11:41:06

23 A room with red stains on the floor



Unless there are body parts, I rarely worry about a room with red stains on the floor--blood dries brown-black. Ironically, people don't react as if it's a trap when you describe the walls/floor as being stained brown...


#26

navar100

Mar 04, 2011 15:14:38
32. A half-constructed mobile space station the size of a small moon that, when completed, will have awesome planetary scale destructive power, which is currently almost completely undefended apart from a powerful shield generator on the moon below for which you just happen to have acquired the secret codes.



Bah!  That's insignificant compared to a Wall of Force.

#27

DontEatRawHagis

Mar 04, 2011 17:16:37
33. An empty pit trap, that isn't deep enough to cause any damage(Little did they know of the flame trap on the walls.)
#28

vail_nocturne

Mar 04, 2011 17:19:27
The Spanish Inquisition? I hear no one expects that.
#29

pogminky

Mar 06, 2011 3:47:37
28: DM says "Are you sure?"



Unless the evil DM is double-bluffing. 
#30

buchatar

Mar 06, 2011 10:31:09
28: DM says "Are you sure?"



Unless the evil DM is double-bluffing. 



Are you sure?
#31

rambaldi

Mar 09, 2011 3:53:34
34. empty corridor with holes in the wall.

Turns out it lead to an empty room with only a well in it.
#32

RPJesus

Mar 13, 2011 1:28:50
15/female/same city as you!


Na, that's probably just a man.
#33

MrCustomer

Mar 13, 2011 13:14:48
35. A door to a dark room that is a huge pit, left slightly ajar with an obvious bucket of cold water balanced to fall on whoever opens the door.

Look up, disarm the bucket and fall in the pit.
#34

boraxe

Mar 14, 2011 12:20:58
#36

#35

dracomax1981

Mar 31, 2011 10:02:25
# 37 A single gold piece liing one the floor all by itself in an otherwise empty room with a metal door....
#36

shiningwolf88

Apr 06, 2011 14:28:39
# 38 Glowing runes on the floor surrounding a cabinet with a lich's phylactery in it...Lightning does not agree with the tiefling wizard
#37

rauru

Apr 10, 2011 12:37:36
Ehehehe... here's one I intend to spring on my players in Epic tier.

The players learn that the phylactery of the Eladrin Lich is his first longsword, which is on public display at the end of a long hallway in a glass case. (That's the obvious trap, at least.) Not only is the entire hallway filled to the brim with traps, but the Longsword is an illusion.
The real longsword is in a magically-electrified cage hanging from the ceiling over a pool of lava, in a locked room behind about 20 of his best guards and traps. THIS room is behind an illusory wall.
#38

DontEatRawHagis

Apr 17, 2011 22:27:26
39. From an article I read, an empty room with a single chest in the center...
Show

The chest is a mimic, but it doesn't stop there. The ceiling is also one, same with the walls, and the floor... Also there is a gelatinous cube.
#39

rambaldi

Apr 17, 2011 22:41:57
39. From an article I read, an empty room with a single chest in the center...
Show

The chest is a mimic, but it doesn't stop there. The ceiling is also one, same with the walls, and the floor... Also there is a gelatinous cube.
#40

noblesix

Apr 19, 2011 18:27:48
40. Classic pit traps + Assassin Vines = frantic Reflex saves.
#41

noblesix

Apr 19, 2011 18:32:56
Furthermore, one fun thing to do is set up painfully obvious and simple traps, but they're hooked up to highly dangerous traps that are not only absurdly complex but are set to go off if the original trap is tripped or disarmed. Player finds weaksauce trap, attempts to disarm it, and the secondary trap clicks on halfway through. Leads to interesting moments when the only player capable of disarming the trap frantically tries to talk the wizard through disarming a really nasty trap because his hands are occupied and he can't do it himself.
#42

robertread3

Apr 22, 2011 18:16:52
41. a warded door that pushes you back into a pit trap with a spinning blade at the bottom

after i fell into it, the rogue goes in to try to unlock the door but never addresses the ward, meaning he falls in the trap he just saw me fall into

we then beat the spinning blade to death clever adventurers we are
#43

noblesix

Apr 23, 2011 11:20:13
42. A very long hallway, with a wall of spinning blades at the end the players enter. Once they get down the hallway a certain distance, the floor, which is actually a conveyer belt, starts to carry the players towards the blades.