My favorite 'trap' is something a major part of the dungeon needs to be constructed around..
a dungeon that should have an ample supply of bad guys.
The trap itself is simple... altho if you choose to use it, make sure to have your exit strategy planned!
Midway through a well occupied dungeon is a 100' long hallway.. huge! Columns and statues of valiant heroes, murals of dashing deeds and bloody combat... all the usual trappings of a main hallway leading to a throne room.
At the end of the door are two massive stone doors.. huge things.
They swing into the room beyond and are apparently locked and barred.
On the doors, in an ancient tongue, reads the words "The Doors of Perseverance. Those who enter will be rewarded beyond thier wildest dreams."
{second sentence optional depending on how greedy/mistrusting your group is}
The lock refuses to open, even with a Knock spell... the only way to open the door is by bashing it to bits. If the group does not have one, at least one of the statues weild a sledgehammer.
And you are wondering where the trap is?
well....I did say 'ample supply of bad guys'... the pounding on the door, or the chime of the knock spell, echos through the carefully designed dungeon..wafting through vents and echoing off corners... someone comes to investigate....
The ensuing combat makes enough noise to echo through the.... well, you probably get it by now
Behind the doors is a solid rock wall with the words "persistant little bugger, aren't you?".. signed by Grimtooth himself
And just like the last time I used this on a group.. I think I will run away now
