tvknight415
Explorer
I'll recommend...
60' deep pit, filled halfway with green slime. The pit is covered with anti-magic runes so no feather fall or fly spells work. The pit trap is a secret door, covered by the illusion of the floor. The pit is in a hallway, with a door on each end. If both doors are closed, the pit lid is locked and can be crossed without notice. If one or both of the doors are open, the pit lid is unlocked and characters can fall through.
(hey, who said the bad guys should make traps that incapacitate? If I were an evil wizard, I'd make my traps so they killed stone cold dead any character who set them off).
Other traps:
-An inward opening door into a circluar room. The room is actually a summoning circle for a demon. As the door opens inward, it breaks the summoning circle keeping the demon confined, and he's really really really annoyed at being stuck in the summoning circle for years and years, and lookie here, some mortals to take his frustration out on...
-A teleporting arch that the PC's must wear the evil cleric's robes to go through. If they go through wearing the robes, no problem. If they don't, they get teleported someplace naughty (like the top of a 60' deep pit filled halfway with green slime, and ant-magic runes).
-Succubi damsels in distress are always fun. Especially for party members who are motivated by baser desires. She runs up and kisses the hero, then wants to thank him in other ways for rescuing her.
-Mirror of life trapping (full to capacity of evil nasties) is in a dungeon. The mirror isn't currently active, but if a PC lingers in front of it for more than a few seconds, a magic mouth spell goes off activating it. When the captured PC goes in, something nasty comes out. Extra fun in a hall of mirrors.
60' deep pit, filled halfway with green slime. The pit is covered with anti-magic runes so no feather fall or fly spells work. The pit trap is a secret door, covered by the illusion of the floor. The pit is in a hallway, with a door on each end. If both doors are closed, the pit lid is locked and can be crossed without notice. If one or both of the doors are open, the pit lid is unlocked and characters can fall through.
(hey, who said the bad guys should make traps that incapacitate? If I were an evil wizard, I'd make my traps so they killed stone cold dead any character who set them off).
Other traps:
-An inward opening door into a circluar room. The room is actually a summoning circle for a demon. As the door opens inward, it breaks the summoning circle keeping the demon confined, and he's really really really annoyed at being stuck in the summoning circle for years and years, and lookie here, some mortals to take his frustration out on...
-A teleporting arch that the PC's must wear the evil cleric's robes to go through. If they go through wearing the robes, no problem. If they don't, they get teleported someplace naughty (like the top of a 60' deep pit filled halfway with green slime, and ant-magic runes).
-Succubi damsels in distress are always fun. Especially for party members who are motivated by baser desires. She runs up and kisses the hero, then wants to thank him in other ways for rescuing her.
-Mirror of life trapping (full to capacity of evil nasties) is in a dungeon. The mirror isn't currently active, but if a PC lingers in front of it for more than a few seconds, a magic mouth spell goes off activating it. When the captured PC goes in, something nasty comes out. Extra fun in a hall of mirrors.