pukunui
Legend
Hey guys,
I was looking through my older D&D books for interesting puzzles and traps, and I have to say that I had some trouble finding any. My 2e DMG doesn't appear to have any traps that I could find, and the ones in the 3e DMG are honestly all pretty boring ~ pit traps, poison darts, glyphs, boulders, crushing walls, etc. There are some good ones in the 3.0 Book of Challenges, as well as 3.5's Dungeonscape, though. The 4e DMG is a bit better ~ it even has a section on puzzles. There are some interesting traps in some of the 4e supplements and modules as well.
But what I really want is stuff like what's in the D&D Next module, The Mines of Madness. That has some wickedly awesome traps and puzzles in it. I absolutely love that door that either turns you into a walking gelatinous cube or a pile of coins, depending on which way you go through it. My players rather enjoyed that one too, especially the one whose PC got turned gelatinous.
There was also that statue with the outstretched hand that gave varying responses if you shook the hand, like warnings about what was ahead or even a magic ring.
One that I am thinking of using is a variation on a trap from Dungeonscape, I think, with some elements from Diablo III added in. Basically the PCs come into an hexagonal room with a big metal door on the other side and six pillars arranged around the room. Magically suspended above each pillar is a key. There are, however, only three locks in the door. As soon as the trap is activated, runes on the pillars start to glow and electricity starts flashing around the room, creating crystalline spiders at random. The spiders keep appearing until the trap is either disabled, the pillars are destroyed, or the door is successfully unlocked.
What inventive puzzles and traps have you come up with and/or used in your campaigns? Do you know of any in published modules that might be fun?
Thanks in advance!
Cheers,
Jonathan
I was looking through my older D&D books for interesting puzzles and traps, and I have to say that I had some trouble finding any. My 2e DMG doesn't appear to have any traps that I could find, and the ones in the 3e DMG are honestly all pretty boring ~ pit traps, poison darts, glyphs, boulders, crushing walls, etc. There are some good ones in the 3.0 Book of Challenges, as well as 3.5's Dungeonscape, though. The 4e DMG is a bit better ~ it even has a section on puzzles. There are some interesting traps in some of the 4e supplements and modules as well.
But what I really want is stuff like what's in the D&D Next module, The Mines of Madness. That has some wickedly awesome traps and puzzles in it. I absolutely love that door that either turns you into a walking gelatinous cube or a pile of coins, depending on which way you go through it. My players rather enjoyed that one too, especially the one whose PC got turned gelatinous.
There was also that statue with the outstretched hand that gave varying responses if you shook the hand, like warnings about what was ahead or even a magic ring.
One that I am thinking of using is a variation on a trap from Dungeonscape, I think, with some elements from Diablo III added in. Basically the PCs come into an hexagonal room with a big metal door on the other side and six pillars arranged around the room. Magically suspended above each pillar is a key. There are, however, only three locks in the door. As soon as the trap is activated, runes on the pillars start to glow and electricity starts flashing around the room, creating crystalline spiders at random. The spiders keep appearing until the trap is either disabled, the pillars are destroyed, or the door is successfully unlocked.
What inventive puzzles and traps have you come up with and/or used in your campaigns? Do you know of any in published modules that might be fun?
Thanks in advance!
Cheers,
Jonathan