Brainznolmz
First Post
I'm in need of some new trap ideas. What I'm looking for are witty traps which require thinking and not just a roll to get around. I have come up with a few already which I'll post here. Note that not all of these are completely my design!
1. Room with thin glass floor, just enough to hold one person. At the end is a closed door. Beyond the door is a Gorgon. When player opens door and fails roll, s/he turns to stone, becoming heavier and falling through the floor into spikes/water/lava/?.
2. Plain room with nothing but a pedestal and a locked door within it. On the pedestal is a glass box filled with a strange blue smoke and a small golden key in the middle. The box has one hole in it just big enough for some ones hand to squeeze through. The blue smoke is Enlargement Smoke, effectively doubling the size of anything engulfed by it.
3. Mouse hole with sign above 'Key Within!' Potion of reduce size outside. Drink potion and go through mouse hole. The room beyond the mouse hole holds the key and another potion. The curious player who goes through the hole will drink the potion, not knowing it is a potion of enlargement.
4. Stone statue blocking the doorway forward. Will not move until it is greeted.
5. Octogonal room with mirror walls. Missed spells have a 100% chance to hit a random player/monster within the room.
6. (Variation on 4) Stone hounds blocking door. Loose kobold with a bib labeled squeaky on in the room. Catch and squeeze 'squeaky'(str roll) to get the hounds to move.
7. Room with obviously visible tripwire. The door forward will not open until the tripwire is sprung.
8. The players enter a room completely made of glass. Surrounding the glass in an aquarium, filled with dangerous and aggressive sea creatures. In the middle of the room is a bell. When the bell is used it creates a pitch so high it shatters the glass room, letting the creatures loose on the players. Randomly placed in the water is the key to advance to the next room.
9. My personal favorite so far, this trap plays on reverse psychology. The players enter a large dimly lit room. The only light source is the faintly glowing bones that seem to cover the entire floor. Now, chances are the players wont want to touch the bones, afraid that they'll set off a trap. The only floor space is a path on the left side of the room and a strip of ground at the entrance and opposite side of the room. The players will most likely skirt their way through the boneless areas of the room, until they reach the far side where they will find chimes made of bone. When the chimes are struck the bones arrange themselves into aggressive skeletons. If the bones were moved by walking though them, the skeletons would rearrange themselves wrongly (foot for head, three legs, no arms etc.), posing no threat at all.
1. Room with thin glass floor, just enough to hold one person. At the end is a closed door. Beyond the door is a Gorgon. When player opens door and fails roll, s/he turns to stone, becoming heavier and falling through the floor into spikes/water/lava/?.
2. Plain room with nothing but a pedestal and a locked door within it. On the pedestal is a glass box filled with a strange blue smoke and a small golden key in the middle. The box has one hole in it just big enough for some ones hand to squeeze through. The blue smoke is Enlargement Smoke, effectively doubling the size of anything engulfed by it.
3. Mouse hole with sign above 'Key Within!' Potion of reduce size outside. Drink potion and go through mouse hole. The room beyond the mouse hole holds the key and another potion. The curious player who goes through the hole will drink the potion, not knowing it is a potion of enlargement.
4. Stone statue blocking the doorway forward. Will not move until it is greeted.
5. Octogonal room with mirror walls. Missed spells have a 100% chance to hit a random player/monster within the room.
6. (Variation on 4) Stone hounds blocking door. Loose kobold with a bib labeled squeaky on in the room. Catch and squeeze 'squeaky'(str roll) to get the hounds to move.
7. Room with obviously visible tripwire. The door forward will not open until the tripwire is sprung.
8. The players enter a room completely made of glass. Surrounding the glass in an aquarium, filled with dangerous and aggressive sea creatures. In the middle of the room is a bell. When the bell is used it creates a pitch so high it shatters the glass room, letting the creatures loose on the players. Randomly placed in the water is the key to advance to the next room.
9. My personal favorite so far, this trap plays on reverse psychology. The players enter a large dimly lit room. The only light source is the faintly glowing bones that seem to cover the entire floor. Now, chances are the players wont want to touch the bones, afraid that they'll set off a trap. The only floor space is a path on the left side of the room and a strip of ground at the entrance and opposite side of the room. The players will most likely skirt their way through the boneless areas of the room, until they reach the far side where they will find chimes made of bone. When the chimes are struck the bones arrange themselves into aggressive skeletons. If the bones were moved by walking though them, the skeletons would rearrange themselves wrongly (foot for head, three legs, no arms etc.), posing no threat at all.